9E$$WQQW9bci .:AE0z vbWE; Complete Guide Y79MA. ;b@MMMMMM ,bMMMMMMMMM: v2MMMc.$MMb ============== ,8MMM. c@MMMMMMMM i#MMMQQ$B@C :7iAMM# 2MMM ;@MM6 .bMMM$ $MMM .AMMME .v7Yi. .v@MM, 8MM2 ..iztt1 ,2MMMi. 7MMMM MMMM v#MMM: .t@MMMMMM:.QMM@ YMMM,:BMMMnb@ .WMMM.bMMMI0MMMMM 9M$QE,bMMM@ .zMMMMbB$@ovMMM. #MMc.MMMv @MMz:MMMM.;MMi.MMM7.@MMW,UMMMz: vQMMM@t :WMMMMMMMM,:0Ei :MMM cM@@ ;MMMc1MM2 SMMM.2MM@ vMMM:.WMM@ . .WMMMMM. 1@MM@vtc,i itW@#@MMS.#MM2 @MMWi@2 i@0@n.@MMi bMM@ 1MMM7 ,E@@MWi@MMM2 :QMMMY 7@MMM0#MMM.YMM@.;MMMvcEY;Ci .M:7MMM iMMM, BMMM YMMMM vMMMM. .n@MMM. C@MMQ 9MMA BMMA WMM#,$MMMt.EMW.0MMI 8MMM.;MMMi .6MMM0 WMMM$ ;$MMME. Y#MMM QMMM.:MMMi:MM@cvMMM,iMMM,;MMM .MMMA.WMMM,i :@MMM1YMMMMi .UMMMM. 7MMMMMMMMM@.@MM@ $MM@ EMMC$MMMc @MMMz@MMM.tMMMMMC, iMMMMMMMMMS v0#@@# QMMMB1oB@Y;@MMc:#@M1 v@zMM@1. BMM@W#MMQ ;@M@M@:c, ;W@MMM#t Donate at Paypal: faq@shillatime.org Oo=-*=-*=-*=-*=-*=-*oO || İ Absolute Steve || || Version: Vault || || PS3 / X360 / PC || ||faq@shillatime.org|| Oo=-*=-*=-*=-*=-*=-*oO ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ INTRODUCTION ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Enter 2277. Welcome to Fallout 3, a game that only one word can describe. Massive. This guide will - in time - give you the full experience. For now the focus will lay on the Main Quest Walkthrough, which is the most prominent and important part of all quests. The Walkthrough itself is as spoiler free as it can be. Unless something has to be described - and there is no other way around - you won't have anything story related spoiled for you when reading this guide. Fallout 3 is a great game, and there aren't many alike. If you've enjoyed it, be sure to check out Deus Ex. It's one of those great games you may have never played. Now, let's get down to business. - Absolute Steve ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ DONATIONS ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Please take a minute to read this. You can greatly support me, maybe for free. I hope you'll like this Guide. It takes a lot of time to write Guides, and to maintain living it's necessary for a poor student to also work. I have given you the wealth of information in this Guide, so maybe you can donate a small amount of money. It'd *really* help me. This is experimental right now. The more support I receive, the faster I can work on new Game Guides, or improve older works to become even better! o You support me, but *also* fellow online gamers looking for information. o If this doesn't work out, so be it. If it does, bless you, my readers. :) o Supporting can be done by two means: o Donate by Paypal, Donation Account: faq@shillatime.org ------------------ If you can't donate (through PayPal, or at all), then maybe: o Buy something at Amazon (OR.. have your parents/friend/relative buy something that they would buy online *anyway*) and use the following Amazon Search Box: ===================================== http://www.shillatime.org/amazon.html ===================================== o If something is bought through that search machine, a small referrer fee (4%) will be given to me, so if you were going to buy something anyway, remember you can support me. This does *not* cost you anything extra, by the way. o So please, tell everyone and have them tell everyone. :) To any and every supporter, thank you. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ TABLE OF CONTENTS ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Use CTRL + F and copy/paste the [TAG] to find the section you're looking for! Sometimes, search the same [TAG] twice due to it appearing in the Walkthrough. 0) CONTROLS, GENERAL TIPS [GEN] ============================ I) MAIN STORY QUEST WALKTHROUGH [WALK] =================================== [W1] Baby Steps [W2] Growing Up Fast [W3] Future Imperfect [W4] Escape! [W5] Following in His Footsteps [W6] Galaxy News Radio [W7] Scientific Pursuits [W8] Tranquility Lane [W9] The Waters of Life [W10] Picking Up the Trail [W11] Rescue from Paradise [W12] Finding the Garden of Eden [W13] The American Dream [W14] Take it Back! II) MISCELLANEOUS QUESTS [MQ] ========================= [MQ1.1] The Wasteland Survival Guide: Get Radiated! [MQ1.2] The Wasteland Survival Guide: The Super-Duper Mart [MQ1.3] The Wasteland Survival Guide: The Minefield [MQ1.4] The Wasteland Survival Guide: Repel Rats [MQ1.5] The Wasteland Survival Guide: Crappy for the Crippled [MQ1.6] The Wasteland Survival Guide: Lurking in the Mirelurk Lair [MQ1.7] The Wasteland Survival Guide: Rivet City's History [MQ1.8] The Wasteland Survival Guide: Robotic Rampage [MQ1.9] The Wasteland Survival Guide: Librarians are not boring [MQ2] The Power of the Atom [MQ3] Those! [MQ4] Big Trouble in Big Town [MQ5] The Superhuman Gambit [MQ6] The Nuka-Cola Challenge [MQ7] Strictly Business [MQ8] The Replicated Man [MQ9] Blood Ties [MQ10] Oasis [MQ11] Tenpenny Tower [MQ12] Head of State [MQ12] You Gotta Shoot 'Em In The Head [MQ14] Stealing Independence [MQ15] Reilly's Rangers [MQ16] Trouble on the Homefront [MQ17] Agatha's Song III) FREEFORM QUESTS [FRQ] ===================== IV) THE WASTELAND MAPS [MAP] ======================== V) EXPLORING THE WASTELAND [EXP] ============================= [EXP5.1] Hamilton's Hideaway VI) STATISTICS EXPLAINED [STAT] =========================== [S1] S.P.E.C.I.A.L. Explained [S2] Derived Statistics [S3] Skills [S4] Perks [S5] Creating a Grand, Great All-Round Character VII) INFORMATIVE LISTS [LIS] ======================= [LIS1] Level Up/Karma Title Chart [LIS2] Karma [LIS3] Collectibles [LIS3.1] Bobblehead Locations xx) ENEMY ENCYCLOPEDIA [ENM] ======================== xx) APPENDIX [APX] ============== [APX-1] Xbox 360 Achievements [APX-2] Playstation 3 Trophies [APX-3] Playstation 3 Version History xx) VERSION HISTORY xx) CREDITS xx) COPYRIGHT ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 0) CONTROLS, GENERAL TIPS [GEN] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ These are PS3/X360 Controls. If you can send me the PC controls in the same format as below, don't hesitate. You'll be credited and many people will be very grateful. PLAYSTATION 3 CONTROLS: ======================= Main Controls: ============== Left Analog: .... Move around Right Analog: .... Look/Turn around L3: .............. Crouch R3: .............. Pick Up/Drop Items X: ............... Action/Activate Button O: ............... Open/Close Pip-Boy 3000 O [hold]: ........ Turn Flashlight On/Off Square: .......... Reload Square [hold]: ... Holster Weapon Triangle: ........ Jump R1: .............. Attack/Shoot R2: .............. Enter V.A.T.S. mode (when enemies are in sight) D-pad: ........... Swap Weapons that are in the Quickswap menu L1: .............. Aim/Block L2: .............. Switch between 1st/3rd person camera mode L2 [hold] ........ Adjust Camera START: ........... Pause Menu SELECT: .......... Wait (time will pass; 24h max) V.A.T.S. Controls: ================== Left Analog: Switch between target body parts Right Analog: Switch between targets X: .......... Confirm O: .......... Cancel R1: ......... Select Target R2: ......... Enters V.A.T.S. XBOX 360 CONTROLS: ================== Main Controls: ============== LS [turn]: ....... Move around RS [turn]: ....... Look/Turn around LS [push]: ....... Crouch RS [push]: ....... Pick Up/Drop Items A: ............... Action/Activate Button B: ............... Open/Close Pip-Boy 3000 B [hold]: ........ Turn Flashlight On/Off X: ............... Reload X [hold]: ........ Holster Weapon Y: ............... Jump RT: .............. Attack/Shoot RB: .............. Enter V.A.T.S. mode (when enemies are in sight) D-pad: ........... Swap Weapons that are in the Quickswap menu LT: .............. Aim/Block LB: .............. Switch between 1st/3rd person camera mode LB [hold]: ....... Adjust Camera START: ........... Pause Menu BACK: ............ Wait (time will pass; 24h max) V.A.T.S. Controls: ================== LS [turn]: Switch between target body parts RS [turn]: Switch between targets A: .......... Confirm B: .......... Cancel RT: ......... Select Target RB: ......... Enters V.A.T.S General Tips (READ THESE PLEASE, SAVE YOURSELF A LOT OF TROUBLE: ================================================================ o Save your game, and keep multiple files. Yes, any and all guides will tell you this. Seriously, it cannot be stressed how important this is. Yes, you will die every now and then. Besides, you'll often want to figure out how things *could've* went, should you have acted in a different way. o Holster your gun when you're not about to use it [hold Square]. This will allow you to run faster, and you won't scare people as quickly. o At the start of the game, go for Repair Skill and Small Guns Skills. Be sure to repair your weapons and armor consistently. The healthier your equip, the easier your wastelander life will be. o Never waste ammo, never waste Stimpaks. If you want to heal yourself, do it properly and sleep in a bed. By using the V.A.T.S. most of the time, you'll be able to conserve loads of precious ammunition. If you sleep in a rented bed or own bed, you'll get the Well Rested status that grants 10% extra EXP until it wears off after a couple of hours. o Collect items just for resell purposes. You can check up the value (VAL) of an item in your inventory, and it's wise to sell these whenever the next possibility comes up; Don't let them clutter up your inventory, especially not when you're on a lengthy quest. o Always search a Nuka-Cola Vending Machine. There are often regular bottles inside, but you also have a 10% chance that a Nuka-Cola Quantum bottle is in the machine. These are part of a quest and are rare and finite (94 total). Once you've checked a machine, what's inside stays the same. o Exploration is the golden rule of Fallout 3. It is the intention of the game for you to explore everything, so don't go rushing through the areas - trust me, you'll end up missing a lot. o When given a Speech Challenge, try to save before talking to someone. This way you can keep loading the Speech Challenge until it passes. o Fast Travel with your Worldmap! If you are on the worldmap and you find yourself stuck, don't hesitate to use the fast travel option! o IMPORTANT NOTE ABOUT FINDING ITEMS: This Guide is quite specific when it comes down to describing what you can find laying around in Fallout 3. Most of the time this will be correct, and most of the time this will only apply to useful findings anyway, but sometimes you may find different things in cabinets, desk drawers, lockers, etc. I suspect this has to do with the random factor that the game applies. Skills can also affect this. Use this Guide and don't take the minor findings too seriously. Thanks. How do you solve the checklist problem? Simple. Just tick off everything that I listed - things that were inside for me - and grab everything that you get from the looting instead. Amounts are often similar, as are items. That is the reason they're still listed: To give you a good impression. o Items with no weight (--) should always be picked up. Even if the item seems useless, you can always sell it in larger amounts later on. If an item does weigh something, look at its value. Is the weight 1 and the value 1? Better leave the item. Is the value 50 and the weight 2? You can sell the item and make a profit without getting too much weight on your shoulders! o The checklists feature two kinds of brackets. [] means that the item doesn't cost you any Karma for taking it, while {} may cost you Karma. Therefore, those are optional. o At Level 5, pick the Comprehension Perk which doubles the effectivity of any read Skill Book. That means +2 points for every book read! o ONLY read Skill Boosting Magazines after learning the Comprehension Perk at LVL 4+. This allows you to get 2 Skill Points instead of 1 from every single magazine, which makes for a large boost in the end. o Speaking of Skill Books, note down how many you've found of each! Seriously! You can save yourself a lot of trouble searching for the ones you haven't found already if you note down the ones you've already found. In fact, if you don't, you're likely to waste a lot of time. o NEVER put any Skill Points into Big Guns when you gain levels. You can get infinite Skill Books for this by going to the Bethesda Ruins (East Office) and have this area's enemies respawn time after time. The Raider with the flamethrower upstairs holds a Big Guns Skill Book - which you can thus respawn. o Check [S5] to see a good build for a character! Odds & Ends: ============ o If you cause trauble in a town - and everyone turns against you - wait 3 in-game days to reset their agressive behavior towards you. There is one exception to this rule, which is Paradise Falls. Mess with them, and they'll stay hostile for the remainder of the game. o Using a Stealth Boy significantly increases your ability to pick pockets. Speaking of picking pockets, you can never steal any equipped items (these simply won't appear). Also try placing a 'Live' Grenade or Mine into *their* inventory and quietly back away! o Using Chems (Med-X, Buffout, etc.) can lead to addiction, which in turn leads to negative consequences for your stats. You are allowed to take 2 of the *same* chem in a 30 hour span. If you take more you'll become addicted. You can effectively wait a long time in order to prevent addiction. Alcohol doesn't work like chems. If you consume Beer or Wine the chance that you get addicted is 5% (1 out of 20 times). If you consume a harder beverage, the chance becomes 10% (1 out of 10 times). This is the case with Whiskey, Vodka and Scotch. o Chems don't stack on themselves, but do stack with other chems. I'll try to elaborate: If you take 2 Psycho's, your damage is still only increased by +25%. However, if you use a Psycho and a Yao Guai Meat, it increases to +35%. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ I) MAIN STORY QUEST WALKTHROUGH [WALK] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note: I'll say it again, things in Boxes, Desks, Medkits .. are random. I describe what's inside for reference. Grab what you find useful, then tick off the checklist what the Guide listed as found to ensure that you grab all goodies for your playthrough. Good luck! _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W1] Baby Steps | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The game has a fine introductory chapter, in which you'll customize your character. Go ahead, give your guy or gal a name. When allowed to move around, walk to daddy, who tricks you and 'locks' you up. Walk out of the pen and take a look at the booklet on the left. Upon examination, you'll find that it's yet another tweak to your character. Do whatever you please, but for now it's best to not go over the value of 9 for any stat. I suggest you crank up Charisma for now - you'll get some dialogue you may want to manipulate. Besides, you get the chance to adjust the settings before you leave for 'the real world' out there anyway. By then, you can pick whatever you like. Note: Have you gotten a strange feeling as if you knew the voice of your dad? You're right, perhaps you DO know his voice! It's the voice of the actor Liam Neeson (Star Wars I, Schindlers List, Batman Begins). Very clever of the creators to have him do voice acting; Now daddy is a dad even more so. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W2] Growing Up Fast | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Grognak the Barbarian, [] Sweet Roll, [] Kid's Baseball Cap, | | [] 2x Stimpak, [] BB Gun, [] 50 BBs. | | | |QUEST REWARD: 0 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ If that's not growing up fast, I don't know what is. Fast forward to your 10th birthday. The Pip-Boy 3000 is now given to you - the most useful tool since god knows what, really. This device is basically your in-game menu. With L1/R1 you can switch between the STATS/ITEMS/DATA menus. Toy around with it for a little while, then start partying like an animal already! Amata will give you the present no matter how you respond, so act how you please. Use the freshly obtained [GROGNAK THE BARBARIAN] from your inventory to increase Melee Skills by 1 point (unless you want to conserve it for later to get a boost of 2 points - more about this later). You can grab a Kid's Party Hat from the table, but it's not much use. Next up, pay a visit to Old Lady Palmer who will give you the [SWEET ROLL] no matter how rude you act. Shortly after talking to her, the robot will 'cut' the cake while attempting to do this is a very precise manner.. and fails miserably. Butch, one of the kids sitting around will start to whine about this, and we can't have any whining at a party, so step up and talk to him. The dialogue can lead to a fight with Butch, after which you'll be complemented on your solid behaviour. Feel free to talk to all other characters in the room, including Stanley who'll give your the [KID'S BASEBALL CAP], and start a conversation with your dad when you feel like proceeding with the game. When leaving the room you'll meet Beatrice, after which you can finally continue your way downstairs in order to look at your surpise. You can also follow and overhear the Overseer talking to a guard. It's possible to steal [2 STIMPAKS] from this guard, and you won't even lose Karma for doing so. Crouch with L3, sneak behind him and snatch those Stimpaks! Head down to the Reactor Room and meet up with Jonas and dad. Looks like the surprise is a [BB GUN] and [BB AMMO x50]! Test it out on the three targets - you can use L1 to get a better aim - and wipe out the Radroach afterwards. This is a good time to activate the VATS with R2. Select the head, enter the commands, watch it die. It's as simple as that.. For now. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W3] Future Imperfect | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Bobblehead: Medicine Doll, [] Stimpak. | | | |QUEST REWARD: 0 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ It's time to make the G.O.A.T. test all of a sudden. And here you were, thinking that you had 6 more years to prepare for it. It's no use in playing sick, that only works with real life mums - so off you go to take the test, or as your dad puts it: "You've got a GOAT to take". No pun intended, right dad? The first bobblehead can be found in this very room, look around for the [MEDICINE DOLL] on the desk that increases Medicine Skill by 10. In the next room, grab the [STIMPAK] and explore the PC for background information regarding the Overseer. Continue until you find Butch harassing Amata - is he always up to no good? Depending on how you act you can get positive or negative Karma. Talk about Amata's weight to get the negative karma. Talk to Butch's goons and turn the conversation so that they'll walk away (by mentioning Butch's bossy attitude) in order to get positive karma. The G.O.A.T. test is yet another custimization of your character, this time of your skills. If it's your first time playing Fallout 3, you may want to just take the test and see which abilities reflect your style of playing most. If this is a second or more playthrough you can also just talk to your teacher and select your own skills - or even have him do it. Answer the questions any way you want - because at the end of the test, the game allows you to reset the skill bonuses and distribute them how you please. If you'd ask me, I'd pick Repair, Small Guns and Lockpick, but feel free to be different. When you're done, leave the classroom. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W4] Escape! | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] 10mm Pistol, [] Baseball Bat, Med-X, 10x Stimpak, [] Vodka x2, | | [] Tunnel Snake Outfit, [] 2x Stimpak, [] Conductor, [] Paint Gun, | | [] Sensor Module, [] Overseer's Office Key, [] 10x Shotgun Shells, | | [] 3x Pre-war Money, [] 7x Darts, [] 3x Pre-war Money, | | [] 31x 10mm Rounds, 3x Pre-war Money, [] 6x Darts, [] Note from Dad, | | [] Stimpak, [] Vault Lab Uniform, [] 2x Pre-war Money, 12x 10mm Rounds,| | [] 120x 10mm Rounds, [] 3x Stimpak, [] 2x Mentats, [] Sensor Module, | | [] Paint Gun, [] Sensor Module, [] 6x Bobby Pin. | | | |ENEMIES: o Radroaches o Vault Security Guards | | | |QUEST REWARD: 200 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When you're awakened, talk Amata into helping you, and she'll give you the handy [10MM PISTOL]. If you want to get revenge on the Overseer, you'll get negative karma. Check the drawers in this room; They hold the things you collected in your childhood. If you're more of a Melee person, grab the [BASEBALL BAT] too. You can notice a medkit hanging on the wall near the door. Search it for a [MED-X] and [10 STIMPAKS]! Note: To considerably conserve ammo, enter the VATS attack menu and aim for the torso of the radroaches. With one or two hits they'll be disposed of. Outside the room, one of the guards will attack you, but in turn he's attacked by Radroaches. Let them have at it, and take out the survivors. I suggest you equip the Pistol from here on. Search the guard and equip his clothing for a better defense. Move through the straightforward halls until you run into no other than Butch. You have several options here: 1. Help him out (Reward: [TUNNEL SNAKE OUTFIT]. 2. Talk him into handling it himself. 3. Leave him be. I suggest you help his mom, but act fast. Head after Butch and storm the rooms. Dispose of the Radroaches and be done with it. Grab two [VODKA] from the floor and exit the room. It should be noted that - should you decide to act nasty - you can kill Butch and get his Outfit, along with a Switchblade and two very handy Purified Waters (restore 20 HP). I highly urge you not to kill him though - he can be a follower later on. You can check out the restroom on the opposite of Butch Mom's room, on the east. Here you can take a dump (+30 HP) or drink water (same) without any penalties. You'll find that later on in the game, doing these things will also grand you a restoration of HP, but at the small cost of getting close to radiation. Go down the hallway on check out the room on your right, but only if you want to kill some Radroaches for experience - there's nothing of value to be found. Continue through the straightforward halls until you stumble upon Officer Gonez fighting off some Radroaches. He's on your side, so help him out. Head into the room where Andy the robot came out of, and search the middle of the room - nearby the fallen cart - to find [2 STIMPAKS]. If you hadn't picked up the Medicine Bobblehead, you can find it in the next room. Exit and go to trough the door at the end of the hall that leads to the Atrium. Here, a guy will be shot by two officers. Kill them if you must, but be careful in the process. They both hold 10mm Pistols plus some ammo. I suggest you also take their armor and baton, because they make a decent profit at this point of the game. You'll sell them soon enough. Make your way up stairs, deal with some more Radroaches and proceed past the yelling man behind glass. You may also have to deal with the Security Chief Hannon. Once there, you'll find a mechanic nearby a toolbox - which holds [CONDUCTOR], [PAINT GUN] and [SENSOR MODULE], typical items you can sell later on. Make your way through the room and you'll find Amata being interrogated by the Overseer and a guard. If you didn't take the gun from Amata, she'll use this against the guard. In any case, head into the room, blow the guard's head off and talk to the Overseer. Say you want the key, then answer that you'll hurt Amata if he won't. This will give you the best result, and the password and the [OVERSEER'S OFFICE KEY] will be given to you. Check the locker to find a [STIMPAK], and search the drawers of the left desk to find [10 SHOTGUN SHELLS], [PRE-WAR MONEY] and [7 DARTS]. The right desk holds [3 PRE-WAR MONEY] also, and the weapon lockers on the right hold [10MM ROUNDS x31] plus some armor you may already have. Continue and head into the room to your right. Drink from the Water Fountain to restore health without any radiation penalty (which you'll often see happening later in the game). Check the desk for [3 PRE-WAR MONEY] and [6 DARTS], then search Jonas for the [NOTE FROM DAD], [STIMPAK] and [VAULT LAB UNIFORM]. The desk next to him hold [2 PRE-WAR MONEY]. Head into the room on the left and talk to Amata. Continue to the next room north, search the dresser and find the Overseer's Office Key if you hadn't already done so. You can also grab [12x 10MM ROUNDS] from it. The other room on the west of Amata holds [5x BOBBY PINS] in the dresser. Head south and open the door with the aquired key. Search the lockers to find a whopping of [120x 10MM ROUNDS], [3 STIMPAKS], [2 MENTATS], and the Overseer's Terminal Password if you hadn't gotten it from him personally. Bow over the PC and use it to open the Overseer's Tunnel. You can also read loads of info on this terminal. Make your way to the Vault Entrance. After opening the door with the switch, talk to Amata and two guards will harass your special moment with her. Waste them, and enter the door they came through. The room on the north holds a toolbox with a [SENSOR MODULE] and another toolbox with [PAINT GUN] and [SENSOR MODULE]. Besides, you can grab the [6x BOBBY PINS] from the table. It is also possible to return to the previous area (by going west), but the only thing you're going to find are a bunch of Radroaches. Free experience, that's all. Exit the Vault and you'll be at the world map. You will be given one last chance to modify any changes to your character. Choose well. Note: I suggest you NEVER delete this savegame, especially if it is a 'perfect' starting savegame (with as much goodies you could have grabbed). You can create characters from this point onward without having to do the whole introductory level again. Note: If you're going for a 'perfect' character, as in, the most powerful and best balanced character you can create, go for the following SPECIAL stats. This is based on a very thorough analysis which I will devote an explanatory section to later on. For now, trust me with these stats: STR: 8, PER: 5, END: 7, CHR: 1, INT: 5, AGL: 7, LCK: 7 Note: Recommended Skils to tag are Lockpick, Repair and Small Guns. Science can also be useful, but you'd best just boost it the next few levels. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W5] Following in His Footsteps | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: {} Psycho, {} Jet, {} Carton of Cigarettes, {} Bloodpack, {} Stimpak x2| | [] Frag Grenade x3, [] 5mm Rounds x73, [] 5mm Rounds x142, [] Frag | | Grenade x3, [] Shotgun Shells x10, [] Bobby Pin, [] Metro Utility | | Gate Key, [] Purified Water, [] RadAway, [] Stimpak, [] Bottle Caps x35| | [] DCTA Laser Firearms Protocol, [] Energy Cell x55, [] Laser Pistol, | | [] Nikola Tesla and You, [] Pre-war Money x2, Missile x4, [] U.S. Army | | 30 Handy Flamethrower Recipes, [] Assault Rifle, [] 2x 10mm Pistol, | | [] Frag Grenade x2, [] 5mm Rounds, [] Laser Rifle, [] Microfusion Cells| | [] Bloodpack, [] Purified Water, [] Stimpak, [] Nuka Cola Quantum, | | [] Stimpak, [] RadAway, [] Rad-X, [] .32 Caliber Rounds, [] Carton of | | Cigarettes, [] Bottle Caps x69, [] Energy Cell x34, [] Laser Pistol, | | [] Fat Man, [] Mini Nuke x8, [] Nuka Cola Quantum. | | | |ENEMIES: o Raider o Protectron o Mercs o Mole Rat | | o Feral Ghoul o Feral Ghoul Roamer o Super Mutant o Behemoth | | | |QUEST REWARD: 300 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Quest Flowchart: ================ 1. Go to Megaton. 2. Speak with Moriarty. 2.1 Speech Challenge him for the info. 2.2 Hack his PC/Lockpick the cabinet for the password. 2.3 Pay him 100 caps/deal with Silver the junkie. 3. Make your way through Farragut West Metro Station. 4. Team up with the Brotherhood of Steel. 5. Find Three Dog. ================ Note: Chances are you've gained a level from the 200 Experience gained from completing the quest. I suggest you boost Lockpick to 45 (so that in combination with the Vault Utility Jumpsuit [+5 Lockpick] you can pick many locks already). Advisable is to put the leftover in Science. As for Perks, I suggest you use the Intense Training to bring up Agility so you can use the Gun Nut perk soon. When you gain your 3rd Level some time in the near future, crank up your Science Skill to 45 (combined with Vault labsuit = 50), and use the rest on Speech, which may be a little too low for comfort (and thus requiring an annoying amount of resets to get the desired result). As for the Perk, either go for Intense Training. If you boost a stat, don't boost any stats of which you have 9 already (because you'll get those to 10 with the use of a Bobblehead sooner or later). Now that you're on the worldmap, it's wise to bring up the worldmap, as in..map. Open the popit and you'll find the huge map under Data. Your next destination will be Megaton. Check your map several times, go past the robot guard and enter the town that sounds awfully similar to one of my favorite Decepticons. Megaton: ======== Meet Lucas Simms, the sheriff of the town. You can start the Miscellaneous Quest (MQ): The Power of the Atom [MQ2] by agreeing to disarm the bomb for him. He'll send you over to Colin Moriarty's Saloon. (Writers' Note: What the hell? Is that NPC named after the writer on IGN on purpose?? Anyone know?) If you want to get rid of all your goodies from the vault, head into any shop and sell whatever you don't need. But be warned: Shopkeepers also have a limited amount of cash with them. You can buy a few Stimpaks to cover your expenses, though. Explore the town and check your Local Map to find the saloon marked. Enter the saloon through the front door, and talk to a woman on your right called Lucy West. You can initiate the MQ: Blood Ties with her. It's possible that she won't be around, in which case you'll have to look around town for her. Save your game and talk to the Ghoul. Act well mannered and you get the chance to ask him about your dad. You won't have a very high chance of success, but you can always reload your game; It gives 20 exp points, plus you get information about Moriarty's terminal in the back. Head to the back to find Moriarty. You have several options once again. I suggest you: 1. Ask about your dad. 2. Tell him he's lying. 3. My dad told me I was born in the Vault. 4. Speech Challenge: "I was kidding". If the Speech Challenge fails, you can reload your savegame. Of course, you can also do the quest he asks you to do, which is about a junkie called Silver. This can net you some decent caps, so I suggest you go for it. If you feel like it, head back to the worldmap and locate Silver on your map. When you arrive, reason with her to receive 300 caps, or do a Speech Challenge to receive 400 Caps. You can steal a lot from her house, but it will cost you Karma, it's up to you to steal: {PSYCHO}, {JET}, {CARTON OF CIGARETTES}, from the medbox a {BLOODPACK} and {2x STIMPAK}, and {BOBBY PIN x3} from the cabinet. As you can see, it's not all *that* much, and if you get caught, Silver will take everything from you. You can also kill her for decent loot, but again you will lose Karma. Fast travel back to Megaton by selecting it on your map, and pay Moriarty a visit. You can either pay up 100 caps and get the info, or you can lockpick his cabinet nearby the terminal and grab the password from there, but this will result in negative karma. Using/Hacking the terminal will also cost you Karma, so choose wisely. I suggest you head over to the Craterside Supply now and initiate the [MQ1.1] and [MQ1.2] quests for some very decent rewards. Search the tags to find the sections that cover these sidequests. Fixing Pipes: ------------- You can also look around for a character called Walter. He's either at the Saloon during nights, or can be found in or nearby the Water Processing Plant. He tells you that several pipes are leaking and need fixing. Help him out, will you? There are three pipes that need fixing, and you need a Repair skill of at least 30 to do this - which you should have by now. 1. The first pipe is on the main path when you enter Megaton and head downwards. 2. The second pipe is more to the southeast of the area, following the main path and taking a bend to the left upwards. If you look at your map, it looks like you're just below the Women's Restroom, except on a lower level. 3. The third pipe is a little more tricky to find on your own. Locate the Children of the Atom building and take the stairs to climb its roof. Look around and you should be able to find a third squirting leak. Head back to Walter (+100 EXP, +200 Caps) who'll make you a Scrap Metal proposition that you can't refuse. Well, you can, but better take it anyway. ------------- You have done a lot of things in Megaton now, so let's move on with the story. With the right information in hand, it's time to proceed with the main quest. Head back to the worldmap and head to the direction of the marker (that is, if your active quest is the main quest). When you're about to cross the bridge north of the Super Duper Mart, instead of going over, take the lower path under the bridge. I suggest saving your game before proceeding to the Grenade Box at the end of the bridge, because a Frag Mine is set nearby. Disarm it (the higher your Repair, the better) and grab [FRAG GRENADE x3] from the nearby box. Continue your path, but be cautious as a raider or two will have their eyes set on you. Continue and make your way to the next dot on the map - in other words, discover Farragut West Metro Station. Be on the lookout for more raiders. Follower: Dogmeat ================= Note: It's possible to obtain your first follower, Dogmeat, but it requires a bit of a trip to the north. Check your map and locate the large bridge crossing the river. The Scrapyard (where you're headed for) is two blocks north this road. You should also consult a map and look for Scrapyard. Search the place and you'll find a dog fighting off some Raiders. Be good to him and he'll tag along. Some people send him away - which can cause him to go missing sometimes, but you can have him tag along. Check his health every now and then, and if he's severely injured, give him a Stimpak. How to see how much health he has left? Simply enter VATS. Note: Dogmeat regenerates HP automatically when not in battle. Note: 'Perfect Gamers', take GOOD CARE of your dog and SAVE OFTEN. Note: It's a given fact that Dogmeat runs off fairly easily. You can send him to Vault 101 and whenever you need him, fetch him from there. ================= Return to Farragut West Metro Station. Check your map closely, and instead of following the next dotted line, move a little northeast from here - use your map - so that you're 'above' the line. You can find a cart here with ammuntion boxes that hold [5MM ROUNDS x73], [5MM ROUNDS x142], and [FRAG GRENADE x3]. The cart may be guarded by a Merc and a Protectron robot, so make a run for it after snatching the goodies - or kill them. Sam Warrick: ------------ Note: When you're exploring the area around the Farragut Metro Station, you may run into a Mercenary called Sam Warrick. If he bothers you (read: starts shooting at you) don't hesitate to gun him down, because he's a total douchebag that kills NPC's who give quests, and pretty much everything else that moves. You ask if he is part of a quest? Yes, but only for an optional part: You can make him a slave later on, and sell him for a measly 250 Caps. It's hardly worth it keeping him alive, and he holds a very neat Sniper Rifle you may want to snatch from him. If he's not around, then he's not around. You'll meet him some other time then. Remember his name, Sam Warrick. Douchebag. ------------ Farragut West Metro Station: ============================ Head back to the Metro Station and go inside. The door on the right does not lead to much of interest. You can activate a Protectron robot by hacking the terminal, and you can find some [5.56MM ROUNDS] in a cabinet in the room NW. Instead, go straight ahead and kill a bunch of Mole Rats in the room ahead. You can use the sink to restore HP, but it will also increase Radiation. Since you can use a bed soon, I advise against it. Search the desk to find more [5.56MM ROUNDS]. Head downstairs, walk through the tunnel, and go upstairs again in what seems to be a boiler room. To the SE is a room with a bed, so heal up if you must. The desk holds [SHOTGUN SHELLS x10]. From the medicine box on the desk, you can grab a [BOBBY PIN], the [METRO UTILITY GATE KEY], [PURIFIED WATER], [RADAWAY], and a [STIMPAK]. Use the PC to open the safe and grab the [BOTTLE CAPS x35], [DCTA LASER FIREARMS PROTOCOL], [ENERGY CELL x55], [LASER PISTOL], [NIKOLA TESLA AND YOU], [PRE-WAR MONEY x2]. Now open the gate on the opposite side and blast a few Ghouls. If you have a Lockpick Skill of 50 (use the Vault Utility Jumpsuit for +5) you can head downstairs and pick the door. Inside this room, you can find a whopping of [MISSILE x4], [U.S. ARMY: 30 HANDY FLAMETHROWER RECIPES], [10MM PISTOL x2], an [ASSAULT RIFLE], [FRAG GRENADE x2] and two Ammo Boxes with [5MM ROUNDS]. Open the next door above, head up a few flights of stairs and proceed to the next area: Tenleytown/Friendship Station. In this area, you can take two main paths: The tunnel to the east, and the tunnel to the south. Of course, you can also clear both tunnels and get all goodies. Hehe.. ;) East Tunnel: ------------ Head down this tunnel until you can take a right. Waste the Ghouls and check the dead Mercenary body to find a [LASER RIFLE] and [MICROFUSION CELL x40]. The First Aid Box holds [BLOODPACK], [PURIFIED WATER] and [STIMPAK]. Turn on your light if you hadn't already and search the shelves well to find a [LYING, CONGRESSIONAL STYLE] skill book and a [MENTATS]. You can also grab the Fission Batteries if weight is not an issue: Their value is 75 a piece, but they do weigh 10 each. Proceed to the large wrecked area where plenty of Ghouls are roaming. Equip a decent weapon such as the Assault Rifle and dispose of them. Check out the tunnel at the very north of this large area to find another dead mercenary. Grab the [LASER RIFLE] and [MENTATS], loot his body, then head up the broken escalator stairs in the large room. Grab the lonely [NUKA COLA QUANTUM]. Head into the tunnel and waste another group of Ghouls (and Radroaches). Head inside the room with the sign Employees Only, which is to your west, and search for a [STIMPAK] on the shelves. Head in the adjacent room and search for the [RADAWAY], [RAD-X], [.32 CALIBER ROUNDS] inside the desk, [CARTON OF CIGARETTES] from the Suitcase, and lean over the terminal to open the safe. This requires 50 Science Skill, but you can also pick the lock on the safe (50 Lockpick). Inside you'll find of relevance: [BOTTLE CAP x69], [ENERGY CELL x34], [LASER PISTOL]. The toilets don't hold anything but radiated sinks and, well, toilets. Figures. Exit to the worldmap and run to the escalators so that you have discovered Friendship Heights. Unless you want to fight a whole crapload of Raiders, I suggest you turn back and continue your way through the other tunnel I mentioned earlier on. ------------ South Tunnel: ------------- Head south, walk past a Cola Machine, and follow the tunnel until you get to a large area with broken escalators, stairs if you will. I suggest you avoid the Super Mutant (if he's roaming around at all) and Ghouls, head up the escalators and head to the left. Make your way through the final tunnel to get to the next area, Chevy Chase North. ------------- Explore the area (head south) and you'll soon find that there are Super Mutants roaming here. Fortunately, a whole squad of the Brotherhood of Steel is also around, which makes the Super Mutants much easier to defeat. With the mutants out of the way, search for a member called Sentinel Lyons. In short, she allows you to tag along the way. How cool, you now have a whole squad to protect you! Follow the squad and have them wipe out the Super Mutants as they proceed. Your job is to loot them, that's right. You can find many Hunting Rifles as loot, and you may want to repair one with another to save some weight. When you finally get to a big square and the fight between the squad and the mutants is over, make your way to the fountain in the middle and search the body of a squad member - who will always be there. Be sure to grab the [FAT MAN], which is essentially a large rocket launcher, along with a whopping of [MINI NUKE x8] that don't weight anything. Shortly after, a Behemoth (read: an oversized Super Mutant) breaks out of a building. To help the squad, stand back as far as you can and shoot a missile or two at it. After downing it, be sure to loot him and all other bodies. For reference, I got this loot from the Super Behemoth: .32 Caliber Rounds x9, .32 Pistol, Bottle Caps x50, Electron Charge Pack x72, Frag Mine x5, Microfusion Cell x20, Missile x3. Also take the loot of Reddin, the killed member of the Brotherhood. Don't bother with the Power Armor yet, though - you've yet to train that Perk some other time during your main quest. Talk to Lyons once more, then enter the Galaxy News Radio building by having the doors unlocked through the intercom. Before you head upstairs, take a left and explore the rooms. You should be able to find a cola vending machine with a [NUKA COLA QUANTUM] inside. There is nothing of interest at the southern section of the building. Head up the stairs on the north, make a quick right and enter the door leading to the GNR studios. Be sure to save your game, because another Speech Challenge is coming up, and this one can save you a lot of time. Upstairs, talk to Three Dog. Be polite and you'll eventually be give the Speech Challenge with a small chance of succeeding. If you do succeed, however, Three Dog will immediately tell you the location of your father, without having to do any favors to him! Simply reply after this that your dad could be of help. You can follow him into his room and talk to him some more to also receive the Galaxy News Radio quest. However, should the Speech Challenge fail, you're required to do the Galaxy News Radio Quest first. Note: Even though I highly recommend against it, you can kill Three Dog and be done with his silly quest. A special and unique quest called 'The Search Continues' will start now, which is basically a quest in which you have to find Rivet City (southeast on the worldmap). The Brotherhood of Steel won't like this either - and you lose plenty of rewards - so, ehm .... don't do it? _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W6] Galaxy News Radio | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: {} Stimpak x3, [] Assault Rifle, [] Purified Water x2, [] Stimpak, | | [] 5.56mm Rounds, [] Frag Mine x3, [] Bloodpack, [] Stimpak, [] Jet, | | [] Frag Grenade x2, [] .308 Caliber Rounds, [] Whiskey x3, [] Micro- | | fusion Cells x16, [] .32 Caliber Rounds, [] Med-X, [] Jet, [] Psycho, | | [] Buffout, [] Scotch, [] Rad-X, [] RadAway x2, [] RadAway, [] Stimpak,| | [] 5.56mm Rounds, [] Flamer Fuel, [] Frag Mine, [] 10mm Rounds, | | [] 5.56mm Rounds, [] Frag Grenade x2, [] Stimpak x2, [] Mentats, | | [] Buffout, [] Pugilism Illustrated, [] Jet, [] Bloodpack, [] RadAway, | | [] Stimpak x2, [] Shotgun Shells, [] 5mm Rounds, [] Grognak the | | Barbarian, [] Whiskey x3, [] Flamer Fuel x80, [] 5.56mm Rounds x2, | | [] Jet, [] Buffout, [] .32 Caliber Rounds, [] 2x Energy Cell ~x30, | | [] Flamer Fuel x81, [] Stealth Boy, [] Shotgun Shells, [] Bloodpack x2,| | [] RadAway, [] Stimpak, [] Nikola Tesla and You, [] Stealth Boy x2, | | [] Bobby Pin, [] Rad-X, [] Stimpak, [] Nuka-Cola Quantum, [] Virgo II | | Dish, [] Custodian Key for Tech Museum, [] Bottle Caps x200, | | [] Buffout, [] Mentats, [] Gun Locker Key, [] 5.56mm Rounds x117, | | [] Missile Launcher, [] Missile x2, [] Pulse Grenade x2, [] Assault | | Rifle x3. | | | |ENEMIES: o Feral Ghoul o Raider o Super Mutant o Vicious Dog | | o Super Mutant Brute | | | |QUEST REWARD: 400 EXP, (Ammo Cache Key). | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Quest Flowchart: ================ 1. Make your way to Dupont Circle. 2. Make your way through the subway. 3. Explore the Museum of Technology -> Find the Dish. 4. (Optional) Head to Washington Memorial and fix Relay. ================ Everything around here can be stolen, but there's not much of interest. If you are low on Stimpaks, search for the medkit on the north to find {STIMPAK x3}. When you're absolutely done in the building, head downstairs and go through the door on the North. Head down another stairway until you reach a one-way door leading to the worldmap. Drop down a few platforms, the cross the bridge east. This makes a decent spot for killing several Ghouls down below. Check out the picknick table to the south from here and grab the [ASSAULT RIFLE]. You can find [PURIFIED WATER x2] and a [STIMPAK] in the First Aid Box, plus [5.56MM ROUNDS] and [FRAG MINE x3] from the Ammo Boxes on the ground. You're nearby a Metro Entrance now, but that's not the route we'll be taking. Head down the lower path south until you reach a door leading to a Collapsed Car Tunnel. Enter... Go through the walkway until you reach the tunnel. There are many Ghouls here, but you have three options. 1. Kill all the Ghouls and make your way to the southern end of the tunnel. 2. Sneak to the southwest end of the tunnel by staying close to the western wall. 3. See that entrance on the west? Sneak to it, and shoot at one of the larger trucks until it catches fire. Take cover and it will blow up, taking out many Ghouls. There is another truck further south, but your gunshots may attract Ghouls. The silenced pistol or a grenade will probably help here. At any rate, don't miss out the First Aid Box attached to the western wall, which holds a [BLOODPACK] and [STIMPAK x3]. Exit to Dupont Circle through by taking the door at the end of the walkway. It's best to just head into the Metro by taking a right, but feel free to do some quick exploration of your surroundings. Make sure you get the message that you have explored this location, because that's the main reason we're here. Optional: --------- At Dupont Circle, head north and kill as many Ghouls as you can before they reach you. Further north, a bunch of Raiders will also harass you - you know what to do. Before you proceed, be cautious. The busstop on the northwest has a mine nearby, and the suitcase there doesn't hold much useful. Go directly for the two Raiders on the northwest. Grab a [JET] and [FRAG GRENADE x2] from the little table and [.308 CALIBER ROUNDS] from the Ammo Box. --------- Two Super Mutants lurk in the Metro Station, but you may have an ambush advantage. You can activate the Protectron by sneaking into the room north and hacking the terminal (25 Science), but you may prefer just shooting at their heads from the be-hind. Exit this tunnel by going through the door west, go down some stairs and open another tunnel to find yourself in more tubes. Joy! Kill the dangerous Raider here and check the adjacent tube - especially the area on the north - to find [WHISKEY x3] on the shelves. The Ammo Boxes hold [MICROFUSION CELLS x16] and [.32 CALIBER ROUNDS]. You can even sleep here, that is, when you dispose of the Raider in the hallway up west. Grab a [MED-X], [JET], [PSYCHO], [BUFFOUT] and [SCOTCH] from the table in the walkway, and look on the shelf for a [RAD-X], [RADAWAY x2] and a First Aid Box with [RADAWAY] and a [STIMPAK]. The Ammo Boxes hold [5.56MM ROUNDS] and [FLAMER FUEL]. Quite a generous loot if I may say so. Head down the stairs and prepare for a big battle. Four Raiders or so are waiting to rip you apart, supported by two automated Mark I Turrets. Take shelter and waste them all. You may want to use the terminal to disable the turrets, but you can also take them out with gunfire. I can imagine you get hurt in this battle, perhaps even severely. Remember the bed back in the tube? Use it to heal up! Continue south to what appears to be a cave of some sorts. Proceed through the Utility Gate and loot a bunch of corpses, but beware! A [FRAG MINE] is planted near the bend of the tube, so you may either want to avoid it completely, or disarm it quickly before it can hurt you. Another one is a little further. Enter the next area, the Metro Central. You'll hear some nearby screams: Raiders are fighting off several attacking Ghouls. Join the fun and massaccre everything in sight. The Ammo Boxes hold [10MM ROUNDS], two times [5.56MM ROUNDS], and you'll find [FRAG GRENADE x2] plus [STIMPAK x2] on the table. For the interested, grab the Pistol and Assault Rifle. Continue through the next walkway and quickly go around the bend due to the radiation level here. Waste a Ghoul or three, then proceed through either of the tunnels south. Both lead to a large area with many escalators and even more Ghouls. Ignore the escalators - waste the Ghouls that bother you - and head down another tube further south, on the opposite side of this large room. A little bit in this tunnel you get the option to take a right, but this only leads to Ghouls and dead bodies with loot that isn't very interesting. Head more south instead and fight off the dogs, preferably with an Assault Rifle. The tube splits, but take the left tube first. This leads to a locked door that can be opened with a 50+ Lockpick Skill. Inside this storage room you'll find a stash of goodies: [MENTATS], [BUFFOUT], [PUGILISM ILLUSTRATED], [JET], and two First Aid Boxes on the wall with [BLOODPACK], [STIMPAK x2], and [RADAWAY]. The tunnel leads to a dead end, so exit the tubes by going through the walkway attached in the other tube and enter the Museum Station. Grab the [SHOTGUN SHELLS] right in front of you, along with the [5MM ROUNDS] from the Ammo Box. Proceed and kill the Ghoul around the corner, then use the switch on the wall to open the hatch at the top of the stairs. This will draw the attention of a Raider, so waste him. Grab the [GROGNAK THE BARBARIAN] skill book from the table and search for a [WHISKEY x3] bottle if you feel like it. Continue your way until you reach more tubes. Ignore the north and head south instead. Raider encounters are surefire to happen, so be on your guard. When you reach another large area with escalators, search the SE corner for a Ammo Boxes with [FLAMER FUEL x80] and [5.56MM ROUNDS] twice. Climb the escalators, take the east path and stuble upon a table with a [JET], [BUFFOUT], and three Ammo Boxes holding [.32 CALIBER ROUNDS], [ENERGY CELL x28], [ENERGY CELL x31]. Another Ammo Box can be found behind some sandsacks further down the bend, which holds [FLAMER FUEL x81]. Exit the metro station by leaving for The Mall. Remember this area as you'll be making your return here often. Once outside, immediately make a run for the museum doors on your right (south- east from you). The surroundings are infested with 20+ Super Mutants, and you don't want to pick a fight with them (and they do want to pick one with you). The Museum: =========== Inside the museum hall lurk two Super Mutants. Kill them, then check out the west side of this room to find a [STEALTH BOY] on display and some [SHOTGUN SHELLS] in the desk with the terminal. Read the entries if you like, then move on to the only other working terminal in this room, located SE. Read everything and in particular the note about Jiggs' Loot. This starts up a puzzle. Check the terminal again and select #001. The correct number here is #019, so select this. Enter the nearby hallway, grab the [BLOOD PACK x2], [RADAWAY] and [STIMPAK] from the First Aid Box on the wall, ignore the restrooms, check the gore bag for goodies, and head upstairs. In the room you can grab a [NIKOLA TESLA AND YOU] from next to the terminal here and use the other terminal to activate the Mark I Turrets. They'll have no target information however, so it's best to just leave them off (unless you're planning on luring enemies to the main hall, sneaky bastard that you are :p) The area east of you is a dead end, but you can find two more [STEALTH BOYS] here. Continue your way SW, ignoring the two terminals on the wall. Do the 'Vault Tour' which is straightforward and leads you to the West Wing. Spot the two terminals and use the right one to enter the number for terminal #002. The number here is #053. The Atrium is to the south, but we'll get there soon enough. Head downstairs and into the planetarium. When the show begins to play, two Super Mutants will ambush you from behind, so be extremely cautious and kill them ASAP. Head into the small room to the east and find a [BOBBY PIN], [RAD-X] and [STIMPAK] in the First Aid Box. You can use one of the terminals to unlock the planetarium exits and the other to view several entries. Unfortunately, the Gun Cabinet requires a Lockpick Skill of 75+ to pick. We'll get back to it soon, so for now, don't miss the [NUKA-COLA QUANTUM] on the shelf and head west of the planetarium. Move through the hallway and kill the Super Mutants in the room up ahead. Before exploring this hall, check out the stairs to your west in the hallway you just went through and follow them up to a security room with two terminals and a safe. There isn't much to do here, but remember the safe. In the large hall, take what you came for: The [VIRGO II DISH]. Now take either the stairs or use the lower hall to reach the next room with a large rocket in the center. If you take the stairs, check the desk you pass for the [CUSTODIAN KEY FOR TECH MUSEUM]. This opens the door at the end of the hallway - which you can otherwise pick with a 50+ skill. In any case, there are several Super Mutants drooling around. Waste them and start exploring this area. Most importantly, check out the terminal on the ground level of the area with the rocket. This is terminal #003, where you must input number #113. If you checked out all previous terminals, you should now be able to get the password. With the password in hard, return to the security office room nearby the hall where you took the Virgo II Dish from. Use the terminal to unlock the Security Safe and snatch the [BOTTLE CAPS x200], [BUFFOUT], [MENTATS] and [GUN LOCKER KEY] from it. With this key in hand, return to the office room near the planetarium and unlock the Gun Cabinet to find [5.56MM ROUNDS x117], [MISSILE LAUNCHER], [MISSILE x2], [PULSE GRENADE x2], and [ASSAULT RIFLE x3]. Exit the museum through the front doors (the way you came in). The game has given you several Stealth Boys, and it's now's not a bad time to try one. You can also do without one - either way, sprint to the west, more specifically to the Washington Monument, you know, the huge obelisk. Two members of the Brotherhood will help you out if you're still being attacked. Once here, you have two options: 1. You can go inside the monument, ride the elevator up, (sleep in the bed) and activate the Relay system. Return to Three Dog and he'll tell you your father went to Rivet City - your next location. 2. You can head to Rivet City on your own, continue the Main Quests, and when you have completed the Tranquility Lane main quest, speak with Three Dog again. He really wants you to complete his quest, so he throws in an additional reward: A crapload of goodies that will be yours when you complete his quest. I suggest you go for option 2, and head for Rivet City on your own. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W7] Scientific Pursuits | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Flamer Fuel x83, [] Flamer Fuel x83, [] .32 Caliber Round x4, | | [] BloodPack, [] Bobby Pin, [] Rad-X, [] Stimpak, [] Intelligence | | Bobblehead, [] Stimpak x3, [] Med-X, [] 5.56mm Rounds x18, | | [] 10mm Rounds x8, [] 2x .32 Caliber Rounds x5, [] Stimpak, | | [] 2x .32 Caliber Rounds x5, [] 5.56mm Rounds x24, [] RadAway, | | [] 10mm Rounds, [] Nuka-Cola Quantum, [] 10mm Rounds x9, [] .32 Caliber| | Rounds x10, [] BloodPack, [] Dirty Water, [] Stimpak. | | | |ENEMIES: o Super Mutant o Centaur o Raiders | | | |QUEST REWARD: 600 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Fast travel to Farragut West Metro Station by using the worldmap. You're in for a very long walk to Rivet City. Walk all the way past the river, avoid the many enemies you come across (unless it's a really fast Super Mutant). Try to discover Tepid Sewers and Duvok's Place (just south from Dupont Station on the worldmap) You'll probably also come across a merchant along the way, and when you finally arrive at Rivet City, another merchant will be available to you. Climb the stairs and look around for an intercom near the sick man in order to enter the ship. State your business, be honest, and get on board. Once on board, look on your left for two boxes of ammo, they hold [FLAMER FUEL x83] twice, and [.32 CALIBER ROUND x4]. If you look to your right after investigating the ammo boxes you'll find a medbox on the floor that holds a [BLOODPACK], [BOBBY PIN], [RAD-X] and a [STIMPAK]. Now go more to the left and head up the stairs until you reach the roof. Look around for a door that leads to the Bridge Tower. From this room, head left and through the door. Go down two flights of stairs and enter through another door. Here, walk through the tunnel and follow the signs 'Science Lab' until you get to a door once more. Look around for Doctor Li and talk to her about everything. You can also talk to an older man called Dr. Zimmer and start the MQ: The Replicated Man. When finished, explore the room and get the [INTELLIGENCE BOBBLEHEAD] from one of the tables. Be sure to stop by the Marketplace before you leave the city, because it's a great place to shop; They have nearly everything, if you have the caps. Sell all the things you no longer need. Jefferson Memorial: =================== Weapon of choice in this area? The hunting rifle is preferred, so you can grab your ammunition back from the Super Mutants. Pop their heads with it, take a lot of shelter, and keep your clip at the full 5 bullets before recklessly diving into a battle. Secondary weapon choice would be the Assault Rifle. Jefferson Memorial isn't all that far away, and if you've visited it before you can fast travel towards it. Locate the door to the gift shop, and prepare for battle. Many Super Mutants and Centaurs are roaming around, so grab your best guns and start downing them. The room on the south also has a turret, which most likely gets destroyed by a Super Mutant at some point. You can turn it off by using the terminal. In this room you'll find [3x STIMPAKS] and a [MED-X] in the medbox under the Gift Shop sign. It's possible to use the sinks on the west for healing. In the east room you can check the ammunition boxes to find [5.56MM ROUNDS x18], [10MM ROUNDS x8], and two [.32 CALIBER ROUNDS x5] on or under the shelf below. Go south and head through the door that leads to the basement. Fight your way through 3 Super Mutants and go east. Collect a useful [STIMPAK] in the room to your left, then head downstairs. Kill another Super Mutant, go through the hall south and kill another. In this hallway you can find two [.32 CALIBER ROUNDS x5], [5.56MM ROUNDS x24] and [RADAWAY] on some shelves. Also check the Ammo Box to find [10MM ROUNDS]. In the room to the west of these shelves, grab all five notes of relevance on the desks, then backtrack slightly and head west. In a room ahead, another Super Mutant lurks. Dispose of him and return to the gift shop area. You can sleep in the basement now, by the way. Enter the Rotunda and dispose of the two Super Mutants. Don't worry about health, you got a place to sleep nearby anyway. At the end of the stairs (before entering the round room) you can grab another bunch of files to complete your objective. Have a listen to them, especially #10, restore any lost health by sleeping, and leave the area. Smith Casey's Garage/Vault 112: =============================== The place you're headed to is once again, far, far away. Travel to Megaton and go from there. When you start getting close, you'll want to avoid the train tracks at all costs. You don't want limbs flying off due to stepping onto mines and there are tons of Raiders that way. Avoid it and continue to Smith Casey's Garage. Enter and dispose of the few creatures inside. You can grab two [FISSION BATTERIES] and a [NUKA-COLA QUANTUM] in the first room, and [10MM ROUNDS x9], [.32 CALIBER ROUNDS x10], [SCOPED .44 MAGNUM] and [.44 ROUNDS] from the gun cabinets in the next room. There is also a medbox hanging near the doorway holding a [BLOODPACK], [DIRTY WATER] and [STIMPAK]. [MED-X], [BLOODPACK x2], [STIMPAK], [MENTATS] can be found in the room the most southwest. Explore all other rooms as well, and hop into the abandoned terminal whenever you're done. You probably can't unlock the door that requires a 75 Science Skill points terminal to open it, so that'll come later. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W8] Tranquility Lane | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You'll awaken in a gray virtual world - and you want to find your dad and get the hell out, so let's get down to business immediately. See the girl in the center of town, called Betty? Talk to her. You now have two options: 1. Good Karma Path (Fast): -------------------------- Don't give in to Betty's games. Instead, start searching for dad on your own. Head inside the abandoned house, which is the house on the north. Inside you'll find several objects which you can activate. To proceed, you must activate them in a specific order. The correct order - if you don't feel like puzzling around anymore - is: Radio, Glass Pitcher, Gnome, Glass Pitcher, Cinder Block, Gnome, Bottle. This will bring a terminal up. Before you select the Chinese Invasion option, read through all other options to learn more about the virtual world you're stuck in. When you've done so, activate the Chinese Invasion and go outside. It looks like all residents are shot by a group of soldiers. Head over to Betty to figure out what's going on, then leave Tranquility Lane by going through the door next to her. 2. Bad Karma Path (Long): ------------------------- You can quit the silly games anytime you want and switch to path 1. First of all you should know that you can check the mailboxes in front of the houses to see of whom the house belongs to. That being said, look around for the Neusbaum's House, and find Timmy, a young boy just like yourself. Choose whichever option you like best from below: 1. Hit him with your fists until he starts to cry. 2. Do the Speech Challenge about his parents divorcing. 3. Kill one of his parents in the house. Timmy will soon see it and cry. 4. Go inside the house and find the Military School Brochure. Show it to Timmy and tell him that he's gonna have to go there. Sorry kid. Return to Betty and ask any one question that burns the most for you. After this you're sent out to break the Rockwell's mariage. Head into their house, go upstairs and read the dairy of Ms. Rockwell. Again you have several options: 1. Grab the Rolling Pin from the kitchen below, head outside and into the Simpson residence. Find Ms. Simpson and kill her with the Rolling Pin. Now Locate Roger Rockwell and tell him how crazy his wife is, twice. 2. Talk to Ms. Rockwell and do the Speech Challenge about Roger kissing an other woman. 3. Go into the Simpsons house and grab the Lacy Underwear from the bedroom upstairs. Place this on the desk in the basement of the Rockwells and tell Ms. Rockwell to come to the basement. Tell her that Roger is cheating on her, or.. 4. Tell her that Roger is a transvestite. Lol. :p Return to Betty, who'll demand another task from you. She now wants you to kill Mabel Henderson. Enter her house. 1. Head upstairs and fiddle with the chain of the chandelier. Wait for Mabel to pass right under it. 2. Fiddle with the oven and ask Mabel to bake you a Pie. 3. Use the terminal to make the robot target everything in sight. Stay far away as he slays Mabel. 4. Use the rollerskate at the top of the stairs. Whenever Mabel comes down, she'll break her neck. Your last task is to kill all residents in Tranquility Lane. You can use the compass to locate them with the green flashing arrows. After this you're granted freedom. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W9] The Waters of Life | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Three Dog's Cache Key, [] RadAway, [] Chinese Army: Spec Ops. | | Training Manual, [] Bottlecap Mine, [] Jet, [] First Aid Box, | | [] Psycho, [] Eyebot Helmet, [] First Aid Box, [] Mentats, [] Nuka-Cola| | Quantum, [] Jet x3, [] RadAway, [] RadAway, [] 5.56mm Rounds x24, 2x | | .32 Caliber Rounds x5, [] .32 Pistol, [] Ammo Box x3, [] First Aid Box,| | [] Beer x5, [] Ammo Box, [] Safe, [] Jet, [] Med-X. | | | |ENEMIES: o Enclave Soldier o Feral Ghoul o Glowing One | | | |QUEST REWARD: 700 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note: Now is an *excellent* time to have a chat with Three Dog about your reward for his quest. Fast Travel to the GNR Building Plaza before anything. Talk to Three Dog and tell him you found your dad. He'll throw in an addition reward. Fast Travel to the Washington Monument, go inside and ride the bronze elevator up. Fix the Relay and head back to Three Dog. Tell him you felt it kinda was a waste of time and he'll hand you the [THREE DOG'S CACHE KEY]. The Hamilton's Hideaway marker is placed on your worldmap. Fast Travel to Vault 101 (perhaps fetch Dogmeat, too?) and head from there. Go through the iron door in the walls and search the place. There are a few Raiders and Radscorpions here. Get the loot from the Northeastern part of the area, then get out of there. Also see [EXP5.1]. Note: Assign your weapons back to their quickspots (With the D-Pad, 1, 2, etc..) Talk to dad to find out what's been going on, and start the next quest. Leave the Vault and Garage, then fast travel to Rivet City. Your dad will make it to the Science Lab on his own, as we're about to see when you enter the Science Lab. After the conversation, exit Rivet City (unless you have business to attend to) and fast travel to Jefferson Memorial. This area should be cleared from not too long ago, so make your way to the Rotunda and meet up with dad. He'll ask you to help him - make your way to the basement, go past the room with the beds, head left (south) at the intersection, and look for a device on the eastern wall. Return to dad, who'll give you some fuses. Head back into the basement once more, past the bed room, head right at the intersection, and go into the room on the left of the pool room. The fuses can be placed here. Head back upstairs to the room with the gore bag and open the door on the west. Hit the button to turn the power back on and speak with dad through the intercom. Go back to the very beginning of the area, the worldmap entrance/exit door, and walk all the way to the east to enter a pipe - which needs some tweaking apparently. At the very end, turn the valve and watch things get out of hand.. Continue through the pipe, but be careful for the Enclave Soldier on guard. Drop down and head back upstairs to deal with the Soldier. Note: The Laser Rifles are worth several hundred bottle caps. Try and do your best to collect as many of them as possible to sell later on. You may also want to collect a Power Armor (or several and repair them with each other), because you'll soon learn how to equip it. Make your way to the Rotunda and kill another Enclave Soldier on your way. Watch the dialog and follow Doctor Li at once until you find a manhole. Talk to everyone here and make sure they follow you. Head northeast and open the door in the next walkway. Follow the tunnel and you'll get to an intersection. The southern tunnel leads to a highly radiated area and dead-end, in which you can only find a single [RADAWAY], as to compromise the fact that you went the wrong way. No, instead head north until you get to a terminal which Docter Li must use. In the large room many Enclave Soldiers must be held back; Make sure they can't reach the Scientists. You don't have to go in this room, and it would be better not to due to the 4 Enclave Soldiers shooting maniacally on you. But.. On a desk at the right part of this large room you can find the [CHINESE ARMY: SPEC OPS. TRAINING MANUAL]. Check out the [FIRST AID BOX] nearby the terminal where Doctor Li is doing her best trying to open the doors. Continue down the tunnel by heading west and take care of the Ghouls here. The room to the west has a Workbench, but it's probably not going to be of much use right now. A well hidden [BOTTLECAP MINE] can be found under the workbench. In the tunnel ahead, look for a [JET] on a table, and continue until you reach an area with a radio and some skeletons. Check behind the radio to find a well hidden [PSYCHO]. Garza's Fate: ------------- At some point, if he's still alive, Garza (one of the scientists) needs medicine before he can continue any further. You have many options to deal with this, although there is only one that leads to good Karma. 1. [Good Karma] Hand over *5* Stimpaks to heal Garza up. 2. --- Speech Challenge Doctor Li to give him 3 Buffout Medicine. 3. [Bad Karma] Speech Challenge Doctor Li that Garza is slowing everyone down. 4. [Bad Karma] Speech Challenge Garza himself that he should stay behind. 5. [Bad Karma] Kill Garza. 6. [Bad Karma] Continue your search through the tunnels, and when you come back, Garza will already be dead. Whatever you choose, continue through the tunnels afterwards. ------------- Make your way through the straighforward tunnels and doors until your reach a larger area. You'll have to make your way to the west, but when you reach the top of the stairs, two more Enclave Soldiers will ambush you from a platform on the east. Have the rest wait in the hall before you enter this room, then kill them (use the pillars for cover) and proceed. Check the [FOOTLOCKER] and the [EYEBOT HELMET], go upstairs, kill two Ghouls and search the Enclave Soldier body before you proceed. The room on the southwest contains a [FIRST AID BOX], and you can find a very stimulating package of [MENTATS] in the toilet. Also grab the [JET x3]; two on the floor near the skeleton, one on the desk, and the well hidden [RADAWAY] between the surgery bed and the table with turpentine. Head through the northwest tunnels to proceed and take care of a Ghoul or three. While moving through, check the table on your south for a [NUKA-COLA QUANTUM]. If you have a 75+ Lockpick skill you can pick the door at the NE of the tunnel and find a bunch of ghouls and goodies. If you don't have 75+ Lockpick Skill, don't worry, we'll get to this soon. Actually, even if you do have the skill it's better to wait.. Move through the double doors west and don't mistake the Brotherhood Soldier for an enemy; He's here to help you, so quickly run past him with the scientists and have him scorch the ghouls that rush from where you came from. He's helped by the turret, so the ghouls quickly die. Loot the ghouls and check the shelves for [RADAWAY], [5.56MM ROUNDS x24], two [.32 CALIBER ROUNDS x5], a [.32 PISTOL] three [AMMO BOXES] and a [FIRST AID BOX]. Remember the locked door from just now? Return and voila! Apparently the ghouls opened it from the inside out. Have the scientists wait and check it out. In the room with the stairs, hop on the railing to reach the metal beams near the ceiling. You'll find [BEER x5] and an [AMMO BOX] here. At the end of the dead-end tunnel you'll find an easy to pick [SAFE]. I must say that there wasn't quite much inside for me personally (few Bottle Caps and Pre-war Money). Head back and continue through the tunnels. Near the exit, snatch a [JET] and [MED-X] from the table near the chair. Finally, head outside and proceed to the building. Let Docter Li handle the talking, and the Brotherhood will let you inside. Follow Docter Li and the quest will be completed. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W10] Picking Up the Trail | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Plasma Rifle, [] Power Armor, [] Holotag, [] Guns and Bullets, | | [] Elder Owyn Lyons - Personal Log 1. | | | |ENEMIES: o Super Mutant o Super Mutant Brute o Mole Rat | | | |QUEST REWARD: 800 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Watch the dialog between Elder Lyons and Li. Talk to Lyons about everything you wish to know about the Brotherhood, especially Power Training, then make your way to the square. Look around for Paladin Gunny and have him train your Power Suit skills. From now on you can wear Power Armor suits. If the square is empty, wait several hours and see the activity rise. Enter through the doors on the southwest, and go down the tube. Take a look at your map and locate Scribe Rothchild. While you're in the lab, check out the northern room - which is the armory - and find a [PLASMA RIFLE] on the table. Also talk to Durga, the armory quartermaster. She'll deny access, but if you talk to Elder Lyons about this, it will no longer be an issue. Yay for the circumstances. :) Also pay a visit to the eastern room of the upper lab level. You'll not only find a [POWER ARMOR] here, but a potential follower named Star Paladin Cross. She can hold the Power Armor you just found, too! After speaking with the Scribe, go back outside and enter the door to Ring A. Here, locate the terminal and access the menu: DC Area Vault Listings -> Vault 87 -> Equipment Issuances. Holotags: --------- You can also check this area for Scribe Jameson. She can tell you all (and much more) about Holotags. In fact, she'll offer you 100 Bottle Caps for every single Holotag you give her. --------- In fact, you can collect an other Holotag in this area. Go to the northwestern room known as the 'Den'. Look for the [HOLOTAG] on a table. Also be sure to check out any Filing Cabinets for ammunation. In the room east of The Den you can find a [GUNS AND BULLETS] Skill Book at the feet-end the righternmost bed. Check out the B-Ring area and enter the Hospital room. Find [MED-X x2] and a malfunctioning robot. You can fix it up by giving a Science related answer. The 'Very Hard' Safe is best left alone for now. In The Solar room you can find [ELDER OWYN LYONS - PERSONAL LOG 1] and another Very Hard Safe. Check the rest of the rooms in B-Ring and check all Lockers, Cabinets, Desks and Footlockers to find quite some ammunition. Head back to the Scribe in the labs and tell him what you now know. Follow him to retrieve more information, and you can be off to your next destination. When you're back on the worldmap, fast travel to Smith Casey's Garage, which is closest to your new destination. The Lamplight Caverns aren't very difficult to find, but be wary of Super Mutants and the like. Upon finding the cave, enter. When you reach a Stop Sign, save your game. Proceed and a kid will talk to you. Two options are available. You can try and win the Speech Challenge to be let in, or you're going to have to do the next Main Quest below: Rescue from Paradise. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W11] Rescue from Paradise | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Eulogy's Hat, [] Paradise Falls Box Key, [] Speech Bobblehead, | | [] Nuka-Cola Quantum x5. | | | |ENEMIES: o Slavers | | | |QUEST REWARD: Entrance to Little Lamplight. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Select 'Rescue from Paradise' as your active quest and head for your new location. Talk to the guard called Grouse, and ask him to be let in. If you have been playing a naughty boy or girl - in other words, if you have negative Karma (-250 or less) then you'll be allowed inside without any problems. If you haven't been that bad, no worries, you can either bribe him with a whopping of 500 Caps (Speech) or do him a favor: Enslave someone for him. Refer to the 'Strictly Business' Section if you want more information regarding this. Note: It's also possible to kill all the slavers in the complex, but this is far from the recommended method, because you'll miss out on a lot of additional quests and goodies. Once you're inside, head for the doors on the southeast and watch a slaver's head get popped off. Tough luck. In the next area, turn around the corner and head to the south/southeast until you reach a building called 'Eulogy's Pad'. Go to the eastern room and grab [EULOGY'S HAT] from the table. Mind you, it's stealing (although you don't lose Karma), so do this when no one is inside the room with you. Also check out the little table next to the large bed and grab the [PARADISE FALLS BOX KEY] from it. Check out the desk with the terminal and find the [SPEECH BOBBLEHEAD]. Head south and search behind the stairs to find a whopping of [NUKA-COLA QUANTUM x5]. These should be conserved for a different quest. Head up south and pass through the gate. Here is where the slaves are kept. Note: If you want to have some fun, crouch and interact with the Brahmin here. Programmer humor! Flip it over! Do not open any of the slaves prison gates because all slavers will turn against you. Talk to Sammy and Squirrel on the left to get the quest going. Looks like you have several options now: 1. Find Eulogy and buy the children out. This costs 2000 Caps or 1200 Caps with a successful speech challenge. I'd say this isn't worth it, but it's fast. 2. Kill all slavers and get out. Not recommended at all. 3.1. Find the terminal (50+ Science Skill needed) in Eulogy's Pad and select the 'Update Network Connections' option. Unlock the [SAFE] too while you're at it. Report back to Squirrel. 3.2. Find the Junction Box. Head for the Food Area west of Eulogy's Pad, and search for it on the northern wall. This requires a decent Repair Skill. I suggest you do either 3.1 or 3.2 and return to Squirrel. He now needs you to distract Forty away from the cells. The best time to do this is around midnight when he's the only one around, pretty much. You have two options now: 1. Speech Challenge Forty and trick him into thinking he should get a raise from Eulogy. He promptly goes to arrange this. 2. Find a slavin called Crimson and Speech Challenge her that Forty is looking lonesome tonight. If this doesn't work, pay up 100 Caps to enclose the deal either way. This will keep Forty occupied. With Forty out of the way, all that's left to is talk to Squirrel and Sammy. Or is there? Looks like Penny doesn't want to leave. Head over to her and she tells you that a Mungo called Rory Maclaren is stuck here too, and that she isn't planning on leaving him behind. You can Speech Challenge Penny into leaving him behind. If this doesn't work, you're going to need a key. There are three keys available, and you should already have the one from the table. The other two are much harder to get, because you'd have to pickpocket either Forty or Eulogy themselves! Fortunately one key is more than enough. Open the box nearby the toilets and talk to Rory. You can leave him on his own, kill all slavers first (no, no) or escort him to the gate yourself. The latter is your best bet, although he is likely to be killed by slavers either way. It doesn't matter if he dies, and even if the slavers find out it's you they just play dumb about it. There is no Karma loss either. At any rate, quickly head back to Penny and tell her the bad news. She will now escape Paradise Falls as well. Head back outside and meet the kids on the worldmap. You can now fasttravel back to the Little Lamplight, and the kids will be fine. MacCready lets you inside, and you can finally continue your main quest. Picking Up the Trail Continued: ------------------------------- When inside, talk to Mayor MacCready again. It looks like there are two way to get into the vault, a safe and a not-so-safe one. The safe path requires a somewhat trained Science skill, so you're out of luck if you don't. You can wear Lab Coats (Lesko's, perhaps?) to boost your Science Skill with up to +10 points. This path requires you to talk to MacCready, followed by talking to a kid named Joseph who can be found in the Great Chamber. You'll also need to hack a terminal in order to take the safe path. On the other hand, the Murder Path is .. well, yeah, it is kind of bad. First of all, head over to the food area. You can find three [AMMO BOXES] to the east of the counter. Now head to the Great Chamber. You can buy a [WAZER WIFLE] from a kid called Biwwy here, usually located in the NE. If you have a 50+ Barter Skill you can buy it for 250 Caps, or, even better, if you have the Child at Heart perk, you can get it for free. Chweck the.. I meant, check the northwest area to find a [HOLOTAPE] on a pooltable's edge, and a [BOTTLECAP MINE] even more to the west at a Workbench. Search the area some more. You can find two [AMMO BOXES] on some shelves when you explore the circular walkway in the center of the room. When you're ready to continue you soon find you have two option: 1. Go through Murder Pass. Many, many, many Super Mutants lurk here. 2. Go through the Vault 87 door (requires a 50+ Science Skill). I suggest you go for option 2, which means you need to find Joseph, who can be found in The Great Chamber. The thing is, Joseph can be a pain to find. What usually works best is to head into the office near the entrance of Little Lamplight and wait until it's 8.00 in the morning, perhaps a little later. Joseph will sometimes be teaching in the classroom. At other times, you may find him just outside the office building. At any other time, he's hiding somewhere, god knows where, maybe in The Great Chamber. When you do find him, ask him about the terminal and he'll bring you right to it, north of the Great Chamber. He'll flip the power on for you, so all you have to do is hack it and go through the door to the Reactor Chamber. Murder Path: ------------ Talk to MacCready and ask him about the Murder Path. When you finally reach it, prepare yourself for some fast running. The idea here is to not kill all the Super Mutants because it will result in an incredible loss of ammunition AND health. Instead, rush through the tunnels past all Super Mutants (this you may find a little scary, so save your game) and head northwest/north to the very exit. Near the end, rush through several doors. You can now either kill the remaining Mutants that have followed you through all the way (perhaps 1 or 2) or simply proceed to the next area. If you want, you can always do multiple attempts and see which one got you the best result without losing too much food and stimpaks. You most likely *will* lose a few stimpaks on the way. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W12] Finding the Garden of Eden | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] Safe, [] Stimpak, [] Mentats, [] Nikola Tesla and You, [] Darts x20,| | [] Frag Grenade x3, [] First Aid Box, [] Ammo Box x2, [] Stimpak, | | [] Med-X, [] .44 Magnum Rounds, [] Frag Grenade x3, [] Scoped .44 | | Magnum, [] Stimpak x4, [] Radaway x3, [] Laser Rifle, [] Microfusion| | Cell x3, [] 2x Railway Spikes x20, [] Darts x20, [] Nuka-Cola | | Quantum, [] Pugilism Illustrated, [] First Aid Box, [] Safe, | | [] Microfusion Cell x3, [] Rad-X x2, [] Stimpak, [] Purified Water x4, | | [] Rad-X x4, [] RadAway x4, [] Stimpak x4, [] Ammo Box x2, [] Safe, | | [] First Aid Box, [] First Aid Box, [] 2x Microfusion Cell x20, | | [] Railway Spikes x20, [] Laser Pistol, [] Rad-X x2, [] Advanced | | Radiation Suit, [] RadAway x3, [] Safe, [] First Aid Box. | | | |ENEMIES: o Super Mutant Brute o Super Mutant Master | | | |QUEST REWARD: 1000 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Using the Reactor Chamber door: ------------------------------- Head through the door south. Open the [SAFE] and grab the [STIMPAK] and [MENTATS] from the table. The next hallway has a T-junction, but the door to the south leads to a dead end. Don't let this stop you from exploring it nonetheless and find a [NIKOLA TESLA AND YOU] in the small crate near the fashion puppet, along with some Whiskey Bottles. Go down the eastern hall and up the stairs. The door to the south leads to Murder Pass, so the paths merge at this point. Good for me. :) ------------------------------- Head straight north and open the door. Dispose of the Radroaches in this room, then proceed with caution through the door on the north. You may want to use some Psycho and Med-X because you're about to fight two Super Mutant Brutes, and things may get tough. Don't heal up just yet. When dealt with them, head upstairs and kill another Mutant. In this room you can now sleep at the Makeshift Bedding, quite useful if you ask me. Head upstairs to the Living Chambers and go through another door straight ahead. Another mutant, how lovely. From now on, use the beds around for healing or you'll be sure to lose your Stimpaks quickly. Head upstairs and waste another two mutants in these rooms. You can also sleep here now. Search the SW room for [DARTS x20]. The room to the west with a burning barrel has [3x FRAG GRENADE], a [FIRST AID BOX] and two [AMMO BOXES] (one in each cabinet). It's not much, but you'll need it. Check the NE room to find a [STIMPAK] and [MED-X] on the table. Head through the doorway on the northeast - which is a hallway in the same wall you came from, and head upstairs. When you make your way through the corridor, more mutants will bother you. I suggest you use mines and grenades to take them out, or you'll be getting low on ammo way too fast. It's time to get some much needed goodies. Head into the Atrium (with two gore bags hanging around) and move to the opposite corridor. Head to the left (east) and dispose of two more mutants. Go downstairs and head into the room. Use the terminal and read entry V87-007. This will open the nearby safe in the wall. Grab the [.44 ROUND, MAGNUM x18], [FRAG GRENADE x3], [SCOPED .44 MAGNUM], [STIMPAK x4]. Now we're talking! But we're not quite done yet. Head back to the corridor you came from until you get to a locked door on your left. Pick the average lock, then go inside the room and grab [3x RADAWAY], [LASER RIFLE], [MICROFUSION CELL x3], [2x RAILWAY SPIKES x20], [DARTS x20], [NUKA-COLA QUANTUM] and [PUGILISM ILLUSTRATED] from the shelves. Also grab goodies from the [FIRST AID BOX]. Lastly, unlock the average locked [SAFE]. Head west down the corridor and prepare for more mutants (but this time, with a much safer feeling, right?) Don't take a left, instead curve around the corner to the right and start taking care of this mutant invasion. When you turn another corner you can head into a room on your right (south). Grab [MICROFUSION CELL x3], [RAD-X x2], and a [STIMPAK] lying around on tables, then turn to the terminal. That is, if your Science Skill is 50+. If it's not, simply look for the safe nearby and pick the lock. Inside you'll find [PURIFIED WATER x4], [RAD-X x4], [RADAWAY x4] and [STIMPAK x4]. Not too shabby at all. Continue through the corridor south, head up some stairs and open the door that leads to the test lab. Things are starting to get interesting soon. Test Labs: ---------- Enter the room on your right, waste the mutant and loot the [AMMO BOX] from the unlocked ammo box, and try to unlock the locked [AMMO BOX] if you have a lockpick skill of 75+ (it usually holds a crapload of Missiles). Also unlock the easy [SAFE]. Continue down the hall (waste the Centaur if you hadn't already done so - the curious bastard he is) and don't bother searching the radioactive rooms - they hold nothing. The last room on your right before you get at an intersection holds an interesting terminal and a [FIRST AID BOX]. Upon reaching the intersection, someone speaks to you. Hmm.. Use the nearby intercom to talk to the friendly mutant, Fawkes. Talk to him about the GECK and make your way to the north afterwards. In the very last room, kill the two mutants. You now have two options: 1. Ring the Fire Alarm (unlocks all test subjects). 2. Hack the terminal and unlock cell #5 only, which is Fawkes' Cell. Run back to Fawkes and follow him west. In the next room, kill the two mutants (Fawkes will help, but don't let him take care of it all). When you get to a greenish room with a terminal inside called 'Lab Technician Terminal', hack it to unlock the door on the south (or you can pick it). Inside, you'll find a [FIRST AID BOX], [2x MICROFUSION CELL x20], [RAILWAY SPIKES x20], [LASER PISTOL] and [RAD-X x2], [ADVANCED RADIATION SUIT] and [RADAWAY x3]. Also unlock the average [SAFE]. At the end of the walkways, Fawkes will retrieve the GECK for you. Also grab the supplies from the [FIRST AID BOX] on the table in this room. Note: If, for whatever reason you didn't free Fawkes, cram up your Rad. Resis. Level with Rad-X, wear the Radiation Suit and get the GECK yourself. Use several RadAways to stay at normal levels. Make your way out of this damned place - a very long walk you might think. You'll be surprised of the length, really.. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W13] The American Dream | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ITEMS: [] First Aid Box x2, [] Enclave Crate, [] Enclave Crate, [] First | | Aid Box, [] Enclave Crate x2, [] Mentats, [] First Aid Box, | | [] Enclave Crate, [] First Aid Box, [] Mentats, [] Enclave Crate x2, | | [] Grenade Box, [] Armor Case, [] Gun Case, [] First Aid Box, | | [] First Aid Box, [] Mentats, [] Enclave Crate x2, [] Enclave Crate, | | [] Energy Weapons Bobblehead, [] Footlocker, [] ZAX Destruct Sequence, | | [] Ammo Box x2, [] First Aid Box, [] Modifier F.E.V., [] First Aid Box,| | [] Gun Box x3, [] Mine Box, [] Grenade Box. | | | |ENEMIES: o Enclave Soldier | | | |QUEST REWARD: 1100 EXP. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ After a quick dialog - in which you should NEVER give the code - you'll be unlocked by president Eden. Save your game, grab your goodies from the locker and go through the door. An Enclave Officer will halt you. Depending on your stats you have four options: 1. Speech Challenge him. 2. Use your Charisma. 3. Use your Strenghth for a tough reply. 4. Kill him. In fact, it doesn't matter much at all, and all Enclave Soldiers will soon turn on you anyway. From your cell, head south and go all the way through the hall until you get to a larger intersecting hall. Head through the door on the opposite side that says 'Mess Hall 3B' above it. Go upstairs to find yourself in the mess hall. Around this point, Eden's order is withdrawn by Colonel Autumn and all troops are ordered to shoot you on sight. Note: If you are even remotely interested in the Enclave Armor, get one pair and equip this to boost your STR by +1 (to compensate for the enormous weight). As you kill more troops, use their suits to repair your own. Note: The Laser Rifles are worth a LOT of money, especially if you tweak several damaged ones into a good working piece of weaponry. Loot away! Oh well, check out the kitchen to your north and kill any Enclave Troops. Look around to find two [FIRST AID BOXES] and search the lockers and tables for food and ammo. Head back to the larger hall you came from and proceed north until you see a door on your right. This leads to the inner sanctum of this area, and you'll find several Enclave Scientists and Troop(s). Proceed to the center of the room with a large Super Mutant in a tube. Check the room south from here to find an [ENCLAVE CRATE] with ammo. To the north behind the stair lies a similar [ENCLAVE CRATE]. Go upstairs and search the NW room for a [FIRST AID BOX] and two well packed [ENCLAVE CRATES]. The room to the SE alsp holds a few goodies: [MENTATS] can be found on the table, and a [FIRST AID BOX] and [ENCLAVE CRATE] hold other supplies for you to use. The SW room holds one last [FIRST AID BOX] for you - exit to the Cryo Lab by the NW after stocking up. Raven Rock - Level 2 -------------------- You'll find yourself in a similar room as before, with a squad of Enclave Troops waiting to blow your to dust. Dispose of them and check the SE room for some [MENTATS] on the table. Check the NW room for two [ENCLAVE CRATES], then head downstairs and go north. Move north and get to a larger hallway. Dispose of any Enclave Troops and Scientists here, and continue west. At the intersection, check out the southern area first to find more useful equipment. You can use the Terminals (Average) to unlock Security Barriers, allowing you to grab goodies from the [GRENADE BOX], [ARMOR CASE] and [GUN CASE] behind the deactivated barrier. Do so in the eastern room, and also check all the footlockers and regular lockers for ammo. Head into the western room and you might stuble on Anna Holt (from Rivet City). Do whatever you want with her, although killing her costs you Karma. Grab anything you need from the [FIRST AID BOX] and head back to the hall. Head into the Cryo Labs nearby and go upstairs. Check out the NW room for a [FIRST AID BOX] and [MENTATS] on the table, along with two [ENCLAVE CRATES]. Stand in awe at the entrapped Yao Guai, Deathclaws and Ghouls, then leave how you entered (head west). Check out the southern area to find another [ENCLAVE CRATE] and tons of lockers which always hold some ammo. Head north to proceed with the game. At the very end of the hall, blast more Enclave Troops and check out the room to your left (west) for supplies. First and foremost, grab the [ENERGY WEAPONS BOBBLEHEAD] on the table here. Also unlock the averagely locked [FOOTLOCKER] near the bed to find a load of chems and the [ZAX DESTRUCT SEQUENCE]. Lastly, disable the security barrier by the use of the (average) terminal and grab tons of goodies from the [AMMO BOX x2] and [FIRST AID BOX]. Have a listen at the ZAX Holotape you just found; This may come in handy later. Continue your way east and from the round strategy room to the next area. Control Room ------------ Move straight ahead and let the Sentry Bots (that's right, they're on YOUR side for a change!) do the talking/fighting. Head into Eden's Chamber and go all the way up. Talk to Eden. You now have several options: 1. Use your Speech Skill to tell Eden he needs to put an end to all this. 2. Use your Science Skill to convince Eden he isn't cut out to be president. 3. Use the ZAX Destruct Sequence in your conversation. 4. Obey the president. Whatever you choose now has influence on the story. Feel free to do whatever you like, and take the [MODIFIER F.E.V] before you can proceed. Raven Rock - Level 1 -------------------- Continue through the straightforward hall and dispose of any troops with the help of two Mark IV Turrets. Proceed the through the halls until you reach two Sentry Bots and a Deathclaw Container (which you can open). Loot the [FIRST AID BOX] from the table and head on. Two turrets assist you in battle once more when you go through the doors. Press forward and a mini-epic battle will be fought between two Sentry Bots and several Enclave Troops. Take care of any survivors and be sure to loot the huge supply boxes behind the Security Barrier (averagely locked). There are three [GUN BOXES], one [MINE BOX] and one [GRENADE BOX]. Fat chance you'll find a Laser Gatling in one of them! Note: When you exit the place, you may want to choose to *not* speak with Fawkes yet, in order to make things easier if you want multiple followers in your party. Yes, that's actually possible, more info to come. Exit the place and find Fawkes - if you didn't kill him - wasting Enclave Troops with his new toy. Talk to him and you can have him join you. Now you have a Super Mutant with a gatling gun as a bodyguard, how awesome is that! Note: Before you proceed, it is recommended to have as little weight on you as possible, because you'll come across a lot of loot which you may want to pick up. Fast travel to the Citadel and go inside the labs to overhear what seems to be an important discussion. The decisions you make have an outcome on the ending, so you'll want to keep save games before this (but I assume you have hundreds of savegames, don't you?) The quest now ends. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[W14] Take it Back! | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |ENEMIES: o Enclave Soldier o Colonel Autumn | | | |QUEST REWARD: 1200 EXP (but the game sadly ends). | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This is one of the best parts.. Simply follow Prime and the Brotherhood while you pick up the loot from the deceased. Help a hand if you're getting bored. :P Seriously, just go to the Jefferson Memorial and head inside. Inside the Gift Shop it's roaming with Enclave Soldiers, but you're assisted by Sentinel Lyons and possibly also Fawkes if you recruited him. Head for the Rotunda and get ready for the final showdown. If you're being helped, and you most likely are, then this won't be all that difficult - just fire at will. Speak to Lyons afterwards and hop into the cabin - agree to do what must be done. Enter the password .. which you should remember from before. Your mother's bible passage is the password: 216. You've officially beaten the game! Congratulations, and don't forget that this is only one of the many endings available. Now load one of your previous saves - or start over - and go do everything that can be done. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ II) MISCELLANEOUS QUESTS [MQ] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.1] The Wasteland Survival Guide: Get Radiated! | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |ITEMS: --- | | | |QUEST REWARD: [] RadAway x(Lvl), [] Rad-X x(Lvl), [] Rad Regeneration Perk. | | | |ENEMIES: --- | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ IMPORTANT NOTE: The final reward of this quest varies depending on the answers =============== you give Moira everytime you complete an objective. There are 5 'paths' you can take: [NORMAL], [SMART], [TOUGH], [SLY] and [SNIDE]. You will not always be able to see all answers, because the SPECIAL stat associated with that answer needs to be 7+. You can increase your stats before talking to Moira by using chems such as Buffout. Some advice: I highly suggest you take the 'Tough' path, because this eventually results in a Defense Rating increase, something you can't normally increase like you can increase you stats. The associated stats are STR and END, which you can increase with Buffout if they are not at 7 when talking to Moira. The answer should always have the associated stat in front of it. =============== When you're visiting Megaton for the first time, you can start doing a few simple quests of which the benefits are great at this time. Talk to Moira at the Craterside Supply, which will be open during the day. She'll tell you that she's working on a Guide and that she can use your help. Answer however you like for now, and then start doing the quests. By far the easiest quest is the one where she wants you te get radiated. 200 Rads is the basic objective, 600 Rads is optional. Head outside and crouch nearby the pool where the Atom Bomb slammed in, and start drinking until you have 600 Rads. You can also stand in the water and get +2 Rads every second, so you can have a cup of coffee and come back. Just don't get 1000 Rads, or you'll die. Return to Moira and she'll cure you from the Radiation Sickness. She'll also tell you about this new Perk you have obtained - which sounds really bad, but is actually quite awesome, since limbs automatically regenerate when you're suffering from advanced radiation sickness. She'll also hand you [RADAWAY] and [RAD-X]. How much you get depends on your level. Are you Lvl 3? You get 3. Next, I suggest you do the one related to food. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.2] The Wasteland Survival Guide: The Super-Duper Mart | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |ITEMS: [] John's Key, [] Wastelander Note, [] Mentats, [] Nuka Cola, [] Laser | | Pistol x2, [] 3x Energy Cell x20, [] Bottlecap Mine, [] Energy Cell x60| | [] Energy Cell x29, [] 2x Stimpak, [] Carton of Cigarettes, [] Food, | | [] Pre-War Money, [] Bobby Pin, [] Nuka Cola, [] Bottle Caps, [] Jet, | | [] Med-X, [] Buffout, [] 10mm Rounds x10, [] 10mm Rounds x20, 4x Frag | | Mine, [] 10mm Rounds x10, [] 4x 5.56mm Rounds x24, [] Super Duper | | Pharmacy Key, [] Bottlecap Mine x2, [] Frag Grenades x3, [] 10mm | | Rounds x16, [] Darts x20, [] Blood Pack, [] Jet x2, [] Med-X, [] Rad-X,| | [] Stimpak, [] Mini Nuke, [] 4x Frag Grenades, [] 5.56mm Rounds, | | [] 2x RadAway, [] Jet, [] Mentats, [] Psycho, [] Nuka Cola x9, [] Nuka | | Cola Quantum x3, [] Office Employee ID. | | | |QUEST REWARD: [] Iguana Bits x(Lvl), [] Food Sanitizer. | | | |ENEMIES: o Raider | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Look for the Super-Duper Mart on your map, which is located slightly NE from Megaton. Be on the lookout for any enemies outside the building, then go over to the eastern side of the building. Check the dead wastelander nearby for some loot: [JOHN'S KEY], [WASTELANDER NOTE], [MENTATS]. Also grab any [NUKA COLA] from the vending machines, then enter through the doors most to the north. two [LASER PISTOL], three [ENERGY CELL x20], and a [BOTTLECAP MINE]. In the locked Ammunition Box you can find [ENERGY CELL x60], and in the unlocked you'll find [ENERGY CELL x29]. [2x STIMPAK] can also be found at the end of the counter. To the north you should be able to find a [CARTON OF CIGARETTES] in one of the Metal Boxes on the shelves - which sells decently. The refridgerator is the goal of the quest, and it holds some random [FOOD] such as Blanco Mac and Cheese x2, Junk Food, Nuka-Cola and Salisbury Steak x2. Grab it and leave this room to explore the rest of the Mart. To the south, where you came from, you can find five cash registers with [PRE WAR MONEY] in it, and a [BOBBY PIN]. The southeast room has a vending machine with [NUKA COLA], but the doors just lead to the worldmap. Explore the women's restroom south of the main room to find three [BOTTLE CAPS], [JET], [MED-X], and [BUFFOUT], along with some beds you can use to heal - unless there are still Raiders closeby. [10MM ROUNDS x10] and [10MM ROUNDS x20] can be found in the Ammo Boxes on top of the counter in the southwest corner of the mainroom. Hop over it, and you'll be close to the second (optional) objective of this quest: Another supply room. You can also find [4x FRAG MINE] in the Mine Box and [10MM ROUNDS x10] in the Ammo Box on the ground, near the counter just outside this supply room. Four [5.56MM ROUNDS x24] can also be found on the counter nearby these boxes. Also check the cabinets of the counter; You may find a Toy Car (used to create a Dart Gun later on). To open the door you'll need a key, which we're going to grab just now. Of course you may also want to use your Science Skill to hack the terminal, or use your Lockpick Skill to lockpick the door. After all, this gives you experience, and that's a good thing. There are Raiders around here, but head to the room north from here anyway. Many goodies can be grabbed here: The [SUPER-DUPER PHARMACY KEY] is in one of the metal boxes, [BOTTLECAP MINE x2] are just lying around, the Grenade Box holds [FRAG GRENADES x3], the Ammo Box on the floor holds [10MM ROUND x9], and the locked Ammo Box in the cabinet holds more [10MM ROUND x16]. Head back to the door leading to the storage room. Inside are many things ripe for the taking, so let's go over them: [DARTS x20], Pharmacy Supplies Box holds [BLOOD PACK], [JET x2], [MED-X], [RAD-X], [STIMPAK]. A [MINI NUKE] can be found on the desk, along with [4x FRAG GRENADES] next to the terminal. The Ammo Boxes hold [5.56MM ROUNDS]. On the shelves behind your right (northeast) you can find [2x RADAWAY], [JET], and [MENTATS]. You can also find a [PSYCHO] on the lower shelf further down, along with a bunch of crates holding a [NUKA COLA x9] and [NUKA COLA QUANTUM x3] or so. Do NOT drink the Quantum Cola's, as they're rare (90 exist in the game) and they're part of a quest. Grab the [OFFICE EMPLOYEE ID] from above the terminal which will prove useful in a second, then hack the terminal and release the Protectron robot. It'll start scanning you, but the ID saves you from being identified as a hostile. Feel free to let the Protectron out of the room, and team up with it to gun down some Raiders. When you've looted everything, head back to Megaton because you're officially done with this place. Head back to Moira and tell her an intelligent answer. She'll give you the [IGUANA BITS] of which the amount depends on your level, plus, if you did the optional requirement of getting medicine as well, she'll hand you the [FOOD SANITIZER] that increases the restoration effects of food by +20%. Nice! _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.3] The Wasteland Survival Guide: The Minefield | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |ITEMS: --- | | | |QUEST REWARD: [] Frag Grenades, [] Stimpaks, [] Bobblecap Mine Schematics | | (100 EXP) | | | |ENEMIES: --- | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Travel to the minefield and back. You can also give her a mine you found or bought from somewhere else, she can't tell the difference. You should leave the sniper alone when you're in The Minefield. His name is Arkansas and you can make some caps (250) when you turn him into a 'VIP slave' later. Tell Moira about your trip and the first part of the quest will be over. Next up? Mole Rats! _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.4] The Wasteland Survival Guide: Repel Rats | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |ITEMS: --- | | | |QUEST REWARD: [] Jets (x), [] Psycho (x). | | | |ENEMIES: o Mole Rat | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Moira gives you the [REPELLENT STICK]. Travel to Tepid Sewers for example, you should be able to find at least three Mole Rats there. However, if you want to fulfill the optional requirement, scout the worldmap around Megaton (and any area around there actually) to find the Mole Rats you're looking for. Whack them all with your Repellant Stick and return to Moira for the results. Talk to her about getting yourself injured. Interesting, right? _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.5] The Wasteland Survival Guide: Crappy for the Crippled | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |QUEST REWARD: [] Med-X (x), [] Environment Suit. | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This quest is an oddball. 'Simply' get yourself down to 50% of your health or lower. Better yet, cripple yourself or lose one of your limbs, that would be perfect! It's remarkably easy to complete this quest. If your Medicine Skill is high enough, explain Moira how things work. This fulfills the optional requirement too, no worries there. If your Medicine Skill isn't high enough, well, it's best to cripple a leg somehow, right? You don't get crippled when a Mole Rat starts eating you (no pun intended). A far better idea is to leap off the roof of the Atom's Church. You can get there by taking the stairs and leaping over other roofs first. If you take a true leap of faith and land in the pool next to the rocket, chances are you'll cripple a leg. Be sure to save beforehand to try again if you don't. Return to Moira and she'll be all overexcited as usual, but she'll also give you a neat reward: The Environment Suit has a +30 Rad Resistance stat (and +5 MED). _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.6] The Wasteland Survival Guide: Lurking in the Mirelurk Lair | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |QUEST REWARD: [] Steal Boy (x), [] Shady Hat, [] Ammunition. | | | |ENEMIES: o Mirelurk o Mirelurk Hunter | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head over to the Anchorage Memorial, which you can easily access by travelling to Tepid Sewers and going west from there. Check your local map to find the exact location of the entrance and enter the lair. It should say: Anchorage Memorial Facility. It helps if you have a Sneak Boy and a decent Sneak Skill, but you can always do multiple attempts if you want to complete the optional part too, which excludes the killing of any Mirelurks. Head straight downstairs and around the corner. Before you open the door, now is an excellent time to put on a Stealth Boy. If you follow the instructions to come, you should be able to perfectly use the 2 minutes of stealth that you are granted. Sneak, and open up the door. Quietly sneak to the north, ignoring the Mirelurk, and take a right (east) through the door leading to an area called Anchorage Memorial Facility Bay. Head to your left, then right again and basically circle around the center, but stick to the outer walls until you get to some stairs leading down (south). Head down and go around the corner. A Mirelurk will be lurking (what else?) in the nearby distance. Cautiously sneak towards him but take a left (west) on the bridge. Here, look on your right for some steps down into the water. Once in the water, look for a Mirelurk Egg Clutch on your left, and place the Observer. With your objective completed, the only thing that rests for you to do is to get the hell out of this place. Backtrack the way you came. It's likely that around halfway your Stealth Boy runs out. You should be able to just make a run for the exit and be done with it either way. Head back to Megaton to report on your findings. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.7] The Wasteland Survival Guide: Rivet City's History | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |QUEST REWARD: [] Mentats (x) | | [] Rivet City Trading Discount (+10% on Selling, -10% on Buying)| | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NOTE: It may be wise to do this quest simultaneously with 'The Replicated Man'. Travel to Rivet City and find either one of the following two people: 1. Bannon (at the Marketplace) 2. Vera Weatherly (at the Weatherly Hotel) Ask one of them about the history of Rivet City and they'll be glad to tell you more. Now search Rivet City for one of the following people. Again, you only have to talk to one of them: 1. Seagrave Holmes (Marketplace or his room) 2. Belle Bonny (Muddy Rudder Pub - all the way down at the stairwell) Now that you know more, another optional objective begins. It's best if you follow the steps as described in 'The Replicated Man' quest, because they are identical. You'll need to find Pinkerton and use his terminal. When you return to Moira she'll hand you Mentats and a Rivet City Discount. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.8] The Wasteland Survival Guide: Robotic Rampage | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |QUEST REWARD: [] Pulse Grenade (x), [] Big Book of Science. | | | |ITEMS: [] RadAway, [] Stimpak, [] Rad-X, [] Stealth Boy, [] 2x Darts x20, | | [] First Aid Box, [] Ammo Box, [] Lying, Congressional Style, | | [] First Aid Box, [] Pre-war Book, [] 6x Ammo Box, [] First Aid Box, | | [] Big Book of Science, [] Bottlecap Mine, [] 2x Cherry Bomb, | | [] 2x Darts x20, [] First Aid Box, [] First Aid Box, [] First Aid Box, | | [] Jet, [] D.C. Journal of Internal Medicine, [] Stealth Boy, | | [] First Aid Box, [] Mentats, [] Stealth Boy, [] 2x Railway Spikes x20,| | [] Nikola Tesla and You, [] Rad-X x2, [] Buffout, [] First Aid Box, | | [] Stealth Boy, [] Pre-war Book, [] Personal Footlocker, [] Darts x20. | | | |ENEMIES: o Protectron o Mole Rat o Radroach | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ROBCO Factory Floor: -------------------- Travel to the ROBCO building nearby Tenpenny Tower. Fasttravel to the location closest and head from there. When you enter the building, first inspect the toilet rooms to your left. You can find a [RADAWAY] in a sink in the first toilet room, plus some Pre-war money next to the skeleton. You can find a [STIMPAK] and a [RAD-X] in the second toilet room if you search thoroughly next to the toilets. Head into the room on the NW. Search all desks and fallen Protectrons. You'll find a [STEALTH BOY] on one of the desks, an [AMMO BOX] on another. On top of a bookcase you can find [2x DARTS x20]. In the storage room to the far NW you'll find a [FIRST AID BOX] and another [AMMO BOX]. Head back to the main hall and search the counter to find a [LYING, CONGRESSIONAL STYLE]. You can also find a [FIRST AID BOX] and a [PRE-WAR BOOK] in or on the bookcase. Head for the eastern area and ignore the large room with stairwells. Instead, move into the room on your north and search the bookcases for [6x AMMO BOX]. Deal with any Radroaches and Mole Rats, then proceed north, immediately followed by east. You'll end up in a larger room with several control panels and repair pods for Protectrons. Grab the medical supplies from the [FIRST AID BOX] on the wall and look for a [BIG BOOK OF SCIENCE] on the control panels. Make your way over the walkway into a small room on the southeast. Look for a [BOTTLECAP MINE] under the workbench, then continue into a larger room up east. Ignore the lower boundaries and head upstairs. Make your way through the west hallways until you reach another large room. Head through the door on the east, which leads to the Offices and Cafetaria area. Offices and Cafetaria: ---------------------- Grab the [2x CHERRY BOMBS] from one pooltable and [2x DARTS x20] from the other pooltable. Head south, then go into the kitchen on your left to find a [FIRST AID BOX] on the wall. Continue through the west hallway and take a left twice without going upstairs. If you explore the eastern hallway you'll get to a room with a broken steam device in which you can find another [FIRST AID BOX]. Return to the previous room and explore the southernmost room of the area to find a [FIRST AID BOX], [JET] and [D.C. JOURNAL OF INTERNAL MEDICINE] on a desk. Find a [STEALTH BOY] on an other desk and check all remaining desks for ammo. Check your local map and head to the western room, ignoring the stairs for now. You should be able to find a [FIRST AID BOX] here. If you head to the north through the hallway (the other two rooms don't have much of value) you'll get to a larger room with several desks. When you enter, the bookcase directly to your right holds [MENTATS] and a [STEALTH BOY]. You can also find [2x RAILWAY SPIKES x20] and a [NIKOLA TESLA AND YOU] skill book on a small table up north. The last two rooms left to explore are toilets to the east, and you can find [RAD-X x2] and a [BUFFOUT] in the left corner of the southern toilet. The ground floor has been explored, so we can now head upstairs (on the south). When you go upstairs, the door directly north leads to the mainframe. In this room you can find a [FIRST AID BOX] on the wall and a [STEALTH BOY] plus a [PRE- WAR BOOK] on a rubbish table. Activate the mainframe and install the processor widget. Hack the terminal immediately afterwards, select the options: 'Initiate Pest Liquidation' (the Protectrons will kill any Radroaches and Mole Rats) and the 'Cease Total Liquidation' (Protectrons will stop hurting you). Explore the rooms on the west to find an averagely locked [PERSONAL FOOTLOCKER] and [DARTS x20] in the other room. There is one last room on the eastern side to be explored, but there's mainly junk and filing cabinets to be found there. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ1.9] The Wasteland Survival Guide: Librarians are not boring | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply. | | | |QUEST REWARD: [] Caps (x), [] Lying, Congressional Style. | | (100 EXP) | | Finishing All 9 Sub-Quests: | | [] Mini Nuke | | | | Depending on how well you did one of the following: | | 1. Junior Survivor Perk (0 to 4 optional objectives done) | | 2. Survival Expert Perk (5 to 8 optional objectives done) | | 3. Survival Guru Perk (9 optional objectives done) | | | |ITEMS: [] First Aid Box x2, [] Buffout, [] Stealth Boy, [] Gun Cabinet, | | [] Gun Cabinet, [] Big Book of Science, [] Pre-war Book, [] Ammo Box x2| | [] Pre-war Book x2, [] First Aid Box, [] Frag Mine, [] Pre-war Book, | | [] Ink Container, [] Ammo Box x2, [] Frag Mine x2, [] Safe, [] Blood | | Pack, [] Jet, [] Pre-War Book. | | | |ENEMIES: o Raider | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You're going to have to travel to Arlington Public Library. You can head to Rivet City and head west from here, or you can travel to the Nuka Cola Factory and head east. If you have discoved an other place that's even closer, feel free to travel there instead. When you arrive you'll bump into several Brotherhood of Steel members, including Scribe Yearling. Be polite and ask her about the terminal in this very room. She's also interested in any Pre-war books you may have found, and is willing to pay you 100 Caps a piece. Check the terminal in the center of the room and select 'Access Card Catalogue'. This was your primary objective already, now for the optional. Head into the toilets to find a [FIRST AID BOX x2] (one in both toilets). You can also find some [BUFFOUT] near a toilet in the woman's. You can continue through the hallway and team up with a few Brotherhood members. Blast any Raiders in this large room. Now return to the entrance hall and go upstairs. Find a [STEALTH BOY] on the desk, and check the western room for a [GUN CABINET]. The other door on the east leads to a room with another [GUN CABINET] and an adjacent room with several desks and a hole in the ground that only leads to the restrooms you already paid a visit. Exit to the north and head into the NE room. You'll find a [BIG BOOK OF SCIENCE] on the desk here. Return to the hallway and continue to the large room up north which is the same area where you fought the Raiders with the Brotherhood members just now. Check the small table for a [PRE-WAR BOOK] and circle around the room until you get to the southern side. Search around for two [AMMO BOXES] between some bookcases, and a [PRE-WAR BOOK x2] in the bookcase nearby. Media Archive: -------------- Head NW and go through the door that leads to the Arlington Library Media Archive; The rest of the area doesn't hold anything neat. Head upstairs and blast the Raiders in the hallway. Check the adjacent room for some ammo in desks, then continue to the next stairwell south and head up. Ignore the bed with the corpse and check out the room to the NW to find a locked but easily opened [FIRST AID BOX] in this room with a pooltable. Move to the NE, (be cautious of the [FRAG MINE] nearby the bed) and kill some Raiders. Dive to the room with the terminal and use this to disable the Mark I Turret in the room up ahead. With the havoc calmed down head into the barricaded room up north. Walk over some planks and find a [PRE-WAR BOOK] on the converyor belt. On the desk you'll find a Metal Box called Restoration Supplies, in which you can find an [INK CONTAINER]. This is a useful item for a different quest, so keep it safe. You'll also find two [AMMO BOXES] on the same desk. Return to the previous hallway and go through the door on the south, nearby the corpse on the bed. Go upstairs and into the room directly to your right (west). Disable the turret by hacking the average terminal, then disarm two [FRAG MINES] placed nearby the Filing Cabinets on the west. Head through the hall south from these rooms, but beware as you proceed because the next room has a few raiders with heavy weaponry. After killing them, head into the room and unlock the averagely locked [SAFE] in one of the corners. Grab a [BLOOD PACK] and a [JET] from the desk in the other corner. Do a quick search in all the desks and cabinets, then move towards the terminal in the center of the room and grab the [PRE-WAR BOOK] on this desk. Access theArlington Public Library Public Terminal (such a mouthfull), and select the 'Transfer Libary Archives' to complete the optional objective. There is no need to search the 'Children's Wing' in order to complete this quest so I suggest you do so an other time. On your way out, give all Pre-war Books you found to Scibe Yearling and make a bonus of 500 Caps (if you found all in this building so far). Head back to Moira for your final reward. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ2] The Power of the Atom | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Sheriff Lucas Simms in Megaton, or talk to Mr. Burke at| | Moriarty's Saloon in Megaton. | | | |ITEMS: [] Strenght Bobblehead, {} Hunting Rifle. | | | |QUEST REWARD: Bomb Disarmed: [] 100 Caps / 500 Caps (with Speech), | | (300 EXP) [] My Megaton House Key, [] Megaton House, | | [] +200 Karma (if offered to disarm for free). | | Bomb Explodes: [] 500 Caps / 1000 Caps (with Speech), | | [] My Tenpenny Tower Suite Key, [] Tenpenny Suite| | [] -1000 Karma. | |ENEMIES: --- | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ When visiting Megaton, ask Lucas Simms about the Atom Bomb and tell him you can handle it. A speech challenge can increase your reward from 100 caps to 500, which is needless to say quite a lot. Equip the Vault 101 Jumpsuit for a small increase (+2) in Speech, and reset until he gives in with 500 Caps. Now visit Moriarty's Saloon on have a chat with the business man sitting on the right of the entrance. His name is Mr. Burke and he wants the exact opposite of Lucas Simms: He wants you to blow up Megaton. Err, that isn't advisable, as there is enough for you to do in Megaton. If you're truly evil, do everthing in Megaton first, then follow his instructions. A better idea is to tell Lucas Simms that Mr. Burke wants to blow up Megaton and he'll holler to the saloon. Head after him and be on your guard. As soon as their chat is over, shoot Mr. Burke before he can assault the Sheriff. He'll be thankful. Loot his body and continue with the quest. If you already have a high enough Explosives Skill (25+) you can disarm the bomb right away, but you can still do the optional part if you feel like it. Talk to Leo Stahl at the Brass Lantern (food store near the bomb) and talk to him about his addiction. 1. If you succeed at the Speech Challenge, he'll hand you the [LEO'S STASH KEY] to the box in the Water Processing Plant. 2. Threaten to tell his family and he'll agree to sell you some after his shift. Meet him past 20.00 hours in the Water Processing Plant, where he'll sell you Mentats among other things. Mentats increase your INT (and PER) by +5, which should be more than enough to crank an average (17) Explosives Skill to above 25. Head over to the Bomb and disarm it. Report to Lucas Simms to receive your caps, plus your own residence in Megaton where you can store your items. You can also make a visit to Lucas Simm's House now. Enter and go upstairs. The door to the NE leads to a room where you can find the [STRENGTH BOBBLEHEAD], which permanently increases your STR by +1. Nice! You can also steal the {HUNTING RIFLE} from the other room, but it's a weapon that you'll come across soon enough during your journeys. You can also find a Toy Car in his house. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ3] Those! | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: 1. Talk to a kid named Bryan Wilks. He can be found running | | scared on the worldmap - usually south from the Super-Duper | | Mart, near his hometown Grayditch. | | 2. Find Doctor Lesko in Falls Chruch metro tunnels. | | | |ITEMS: [] Grayditch Dumpster Key, [] Shack Key, [] 5.56mm Rounds x11, | | [] 5.56mm Rounds x15, [] 5.56mm Rounds x17, [] Chinese Assault Rifle, | | [] Ammo Box, [] First Aid Box, [] .32 Caliber Rounds x19, [] .32 Pistol| | [] First Aid Box, [] Frag Grenade, [] Mentats, [] Ammo Box, [] Buffout,| | [] First Aid Box, [] Psycho, [] Hunting Rifle, [] First Aid Box, | | [] Mine Box, [] First Aid Box, [] Railway Spikes x20, [] Ammo Box, | | [] Grady's Last Recording, [] .32 Caliber Rounds x6, [] Scoped .44 | | Magnum, [] .44 Magnum Rounds x12, [] Ammo Box, [] First Aid Box, | | [] Silenced 10mm Pistol, [] 10mm Rounds x12, [] Cherry Bomb x3, | | [] Psycho, [] Stimpak, [] Jet, [] Ammo Box x2, [] Grady's Safe Key, | | [] William Brandice Key, [] Mine Box, [] First Aid Box, [] Ammo Box x3,| | [] Big Book of Science, [] Missile Launcher, [] Missile x2. | | | |QUEST REWARD: [] Ant Might Perk (+1 STR) OR Ant Sight Perk (+1 PER). | | (300 EXP) Both perks give +25% resistance to fire. | | [] Lesko's Lab Coat (negotiated). | | | |ENEMIES: o Fire Ant Worker o Fire Ant Soldier o Fire Ant Warrior | | o Fire Ant Nest Guardian o Marigold Ant Queen | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Once you've found either the kid or the doctor (succeed at the Speech Challenge with the kid and he'll give you the [GRAYDITCH DUMPSTER KEY]), head over to Grayditch, located south from Super-Duper Mart. You'll stumble on loads of Ants. Keep your distance from their fierce breath, and aim for their heads. Ant Nectar gives you Fire Resistance, but don't overdo it - since it's considered a drug. Head inside Wilks' House (Check your Local Map, be sure to have 'Those!' as active quest) and head inside. Grab the [SHACK KEY] from the body and search the shelves for [5.56MM ROUNDS x11], [5.56MM ROUNDS x15], [5.56MM ROUNDS x17], and a [CHINESE ASSAULT RIFLE]. There's also an [AMMO BOX] next to the closet. You can find a [FIRST AID BOX] on the wall in the bathroom, and another [AMMO BOX] upstairs, as well as [.32 CALIBER ROUNDS x19] and a [.32 PISTOL]. Feel free to use the Queen Sized Bed to sleep. Head outside and open the Pulowski Preservation Shelter, where Bryan should be hiding. Tell him the bad news and continue the quest. Head inside Brandice's House, south from Wilks' House. Search the Cabinet for booze and find a [FIRST AID BOX] in the bathroom. The other room holds a toolbox with ammo, hidden behind the fridge. Head upstairs and check the entries on the terminal - if it interests you. Grab a well hidden [FRAG GRENADE] next to the desk, and leave the locked footlocker there for now. We'll find a key to that later. Head through the door into the Abandoned House next to Brandice's House. [MENTATS], [AMMO BOX], in the kitchen a [BUFFOUT] in a bucket (such a lovely alliteration :p). There's also a [FIRST AID BOX] in the bathroom. Head back outside and go to a more southern street. From here, search for a second abandoned house and go inside. Grab the [PSYCHO] from a cabinet in the living room and grab the [HUNTING RIFLE] on the ground near the stairs. Check the cabinet upstairs and grab the loot from the [FIRST AID BOX] while you're there. Exit the place. Head south and enter Marigold Metro station. Kill the Fire Ants and head into a room east. In this generator room, kill another ant and search the [MINE BOX] for frag mines. Head down some stairs, pop another ant brain and look for the [FIRST AID BOX] on a table. [RAILWAY SPIKES x20] and an [AMMO BOX] can be found on a shelf. Head down another flight of stairs until you reach the blue line tube. Head west, head up and find [GRADY'S LAST RECORDING] in the ticketbox along with some [.32 CALIBER ROUNDS x6]. Head down the blue line tube you came from. When the paths split up, take the southern corridor. Grab the [SCOPED .44 MAGNUM] and [.44 MAGNUM ROUNDS x12] on the ground nearby the skeleton, pick the easy [AMMO BOX] next to the vending machine, and plunder the [FIRST AID BOX]. There's also a [SILENCED 10MM PISTOL] and [10MM ROUNDS x12] in one of the lockers. Go south some more, open the door and go down the stairs. Make your way through the next room - which has a gas leak, be careful! Lure the ant before you kill it. Check the supply room on the east which holds [CHERRY BOMB x3], [PSYCHO], [STIMPAK], [JET], two [AMMO BOXES] of which one requires a 25+ Lockpick Skill, and lastly the [GRADY'S SAFE KEY] from the Fire Hose Box. Make your way south through a corridor, kill two more ants, make your way through a rubbish room and continue through another corridor that leads east. Go through the door at the opposite side of the tube and you'll stuble on Doctor Lesko. Talk to him and tell him you need incentive to raise your reward. Head north before you proceed to his 'lab'. Up ahead you'll find William Brandice. Loot his body to find the [WILLIAM BRANDICE KEY], amond many other things of interest. There's also a [MINE BOX] on a shelf nearby. Go back. Look around in his 'lab' to find a [FIRST AID BOX]. three [AMMO BOXES] and a bunch of Ant Meat. Leave his terminal alone and head through the east door. Make your way to the (ALIEN STYLE!) hole in the tube and go through the door that leads to the Queen Ant's Hatchery. The path is linear but has many alcoves that look confusing but aren't. Kill the five Nest Guardians, then return to the Doctor. He'll grant you either the: 1. Ant Might Perk (+1 STR) or 2. Ant Sight Perk (+1 PER). Both perks give +25% resistance to fire. He'll also hand you the [LESKO'S LAB COAT]. Follow him to the Queen Ant's Nest, or rather, head over to the Marigold Ant Queen yourself and kill her. Grab the Ant Queen Pheromones from her, and grab the [BIG BOOK OF SCIENCE] from the desk. Hack the PC and send the pulse signal, plus destroy the Mutagen. Leave the place, and leave the doctor alone. Optional: --------- You can now start looking for Grady's Storage, but this is best done after you have gotten the Mesmerizer during your Rescue From Paradise Quest. If you must know where the storage is, check your map: In the tube where the Queen Ant's Hatchery is at the very south, hug the eastern wall and look for a flashing light. Before anything, save your game. Unlock the safe, grab the Naughty Nightwear (equip it immediately for a +10 in Speech). A thug named Lug-Nut will show up and demands you hand over the Naughty Nightwear. Don't, and do the Speech Challenge. If successful, he let's you walk away. If not successful, it results in a battle. Later in the game, you can enslave Lug-Nut and sell him for a decent 200 Caps or so. You might want to wait with getting this, or ensure he lives. Inside the storage you can also find two Ammor Boxes, a Mine Box and a Ripper. --------- Either way, head back to the worldmap and go inside Brandice's House. Unlock the footlocker in the dark corner to find a [MISSILE LAUNCHER] and [MISSILE x2]. Now go talk to Bryan. You have several options now: 1. [Good Karma] Travel to Rivet City and talk to Vera Weatherly at the Weatherly Hotel. She can take care of Bryan. Travel back to Graywitch and tell Bryan the good news. 2. [Bad Karma] After getting connections with the slavers in Paradise Falls, enslave Bryan and sell him for 100 Caps (or 300 with Speech). 3. Bring him to Little Lamplight and talk to MacCready with Speech. 4. Do Nothing. I suggest you do option 1, unless you're an evil character, that is. :p Head back to Bryan (who might be in his house) and tell him the good news! _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ4] Big Trouble in Big Town | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Enter Big Town. | | | |ITEMS: [] Med-X, [] First Aid Box, [] First Aid Box, [] Combat Shotgun, | | [] Password for Lockdown Computer, [] Safe, [] First Aid Box, | | [] D.C. Journal of Internal Medicine, [] Ammo Box, [] First Aid Box, | | [] Med-X, [] Germantown Jailers Key, [] Lying, Congressional Style, | | [] First Aid Box, [] Ammo Box, [] Gun Cabinet, [] Fat Man, [] Cabinet, | | [] Ammo Box x3, [] Railway Spikes x20, [] Tumblers Today, [] Nuka-Cola | | Quantum. | | | |QUEST REWARD: Depending on your actions: | | (300 EXP) 1. Bring Red back to Big Town: 300 Caps. | | 2. Return to Big Town when Red died: 200 Caps. | | 3. Speech Challenge Red for more caps: +200 extra Caps. | | 4. Karma Bonus if Red & Shorty both make it to Big Town. | | | |ENEMIES: o Super Mutant o Super Mutant Brute o Super Mutant Master | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Enter Big Town, north of Vault 101, and this quest will start. Talk to the scared villagers to learn more about the situation, be friendly and tell them that you'll help them out. A Marker will be added to your map. Note: You can talk to a girl named Bittercup and ask her about her dating life. If you want to get infinite EXP, locate Pappy (who is usually inside the Common House - as may Bittercup be, by the way) and use the Speech Challenge. It can fail or succeed, but it won't go away. Everytime you succeed you will gain 6 EXP - not a whole lot, but it racks up quickly. The higher your Speech Skill, the faster this process. Note: The above bug has been fixed in later (patched) versions of the game. Check your map for Germantown Police HQ and depart. Upon arrival you'll notice many Super Mutants guarding the area. Lay them to silence and check out the tents south of the building to find a [MED-X] and a [FIRST AID BOX]. Enter the building by using the stairs on the wrecked northern side. Upper Floor: ------------ Inside, sneak to the front and overhead a conversation between nearby Super Mutants. If you wish to explore the room to your right, be cautious for a mine placed close to the desk. The terminal requires a +75 Science skill to hack. From the hall, enter the room on the left (north), kill any mutants and search around for a [FIRST AID BOX] on the wall, and a rigged shotgun on a desk which you should be able to disarm, netting you a [COMBAT SHOTGUN]. The room directly across this one also has a mine - you're should be slipping into an extremely careful mood by now - which you should disarm. Head into the SE room and disarm another mine nearby the [SAFE], which you can then easily open up with a 25+ Lockpick or Science skill. Also grab the [PASSWORD FOR LOCKDOWN COMPUTER] note from this desk. The room to the north has another mine trap right when you enter, but it also holds a [FIRST AID BOX] and a [D.C. JOURNAL OF INTERNAL MEDICINE] Skill Book. The northeastern room of this area pretty much shows how evil the Super Mutants really are. Grab supplies from the table in the form of an [AMMO BOX], [FIRST AID BOX], [MED-X], and also check the three Gore Bags - how gross it may be for your character - but they are likely to hold quite some ammo. Exit to the Ground Floor through the door on the east of the hallway. Ground Floor: ------------- Head down the stai... Oh crap, another nasty frag mine. Head down, kill another mutant and disarm the mine in the room to your northwest. There's not much in this room besides many 911 terminals. The rooms to the west of this area are of much more interest, and the Super Mutant Master roaming them holds the [GERMANTOWN JAILERS KEY]. With that in hand you can free Red from the NW room by using the Lockdown Terminal. The room south of the cells has another mine planted in front of the terminal, which requires a 100 Science Skill. Instead, head back and left into a hallway with a red fire hose box on the wall. If you're interested, and I'm sure you are, check out the room to the right and find a [LYING, CONGRESSIONAL STYLE] Skill Book on the little table in the SW corner of this room. Now walk down the hallway and enter the basement. The Basement: ------------- First of all, head into the room on your left - which used to be a shooting range but has been transformed into a slaughterhouse - and loot the [FIRST AID BOX], [AMMO BOX] and [GUN CABINET]. Check out the hall back north of the shooting range and pick the average door (50+) to find a storage with a lot to stock up on: [FAT MAN], [AMMO BOX x3], [RAILWAY SPIKES x20] and a [CABINET] with a random rifle and ammo inside. Don't miss the barely visible [TUMBLERS TODAY] skill book on the middle eastern shelf. Can't pinpoint it any closer. ;) If the Fat Man is too heavy, leave it be for now and return at an other time; It's way too fat to be walking anywhere. Head into the western room and deal with a couple of Radroaches. Check out all the lockers in the two adjacent rooms to stock up on even more ammunition, then go down the hallway and deal with the last Super Mutant. Free Shorty, grab the [NUKA-COLA QUANTUM] from the ground in the storage room and get out of the building, picking Red up at ground level. Escorting both to safety is harder than you may think. Raiders, Super Mutants and Yao Guai may be lurking on the path to Big Town, so grab out a solid Assault Rifle and blast anything in your way - FAST. Oh, and save often, on multiple slots. When they're safe and sound, claim your reward. Attacking Mutants!: ------------------- The citizens of Big Town ask your help against an impending attack of Super Mutants. Whatever you do, DON'T help them fix the robots, because that option is more than often glitched, causing them all to mumble in chorus when you will teach them to fix robots that don't exist! Instead, tell them one of these: - Explosives: Have them plant mines. - Sneak: Have them hid in their houses. - Small Guns: Give them a weapon training. - Melee Weapons: Kick butt with nothing. I suggest you stay to help them out as well. Plant a few mines on the bridge and fire away as they come. Now you're done here, and the people can live happily ever after. Or maybe not. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ5] The Superhuman Gambit | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Uncle Roe at Canterbury Commons. | | | |ITEMS: [] Pulse Grenade x6, Ammo Box x3, [] Nikola Tesla and You, [] Sector A | | Encryption Key, [] Stealth Boy, [] Lying, Congressional Style, | | [] Antagonizer's Lair Key, [] The Antagonizer Costume, | | [] The Antagonizer's Helmet, [] The Mechanist's Costume, | | [] The Mechanist's Helmet, [] Microfusion Cell x4, [] Nuka Grenade, | | [] Stealth Boy. | | | |QUEST REWARD: 200 Caps (400 [can become 600] with Speech). | | (300 EXP) Depening on your actions, one of these two: | | 1. 'Protectron's Gaze' Laser Pistol. | | 2. 'Ant's Sting' Knife. | | | |ENEMIES: o Robot Sentry o Robobrain o Protectron o Mark II Turret | | o Giant Soldier Ant o Mechanist o Antagonizer | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Canterbury Commons lies at the far east of the map, a little higher than the Scrapyard (which is a good start to fast travel to and start heading east). When you finally arrive there you'll find an awkward battle taking place between ant and robots. Looks like quest material to me, how about you? Uncle Roe confirms our taste for quests and likes to get this over with. Succeed at the Speech Challenge to make him throw in an additional 200 caps over the initial 200. Let's begin right away. Head into the bar to the left (north) and look for Joe. He might be at the counter, but he might as well be asleep behind it. Ask him about the two troublemakers to gather some information for starters. Check your local map to find Derek, then ask him about the AntAgonizer and the Mechanist. This will add their locations on your map. You will now have to choose between two sides, the Mechanist or the AntAgonizer. Both can give you a unique weapon: The Protectron's Gaze or the Ant's Sting respectively. You can get both suits, but only one of these weapons. The Protectron's Gaze is the better weapon of the two: - Protectron's Gaze Laser Pistol: 24 Damage, Fires two shots at once; Has a 'spread' ability which causes damage to spread to nearby enemies. - Ant's Sting Knife: 4 Damage, poisons enemies (40 DMG per 10 Sec.). 'Siding' with Mechanist: ======================== Check out the southern marker and enter the Robo Repair Center. Head into the room west of you and waste the defective RoboBrain. Search the desks and cabinets, and use the terminal in the southwest area of the room. There's supposed to be a key behind it, as it reads, but I've never found it. Fortunately, the box with the lock that the key supposedly fits in can be found under the desk in the southwest corner. Pick the average lock to find [PULSE GRENADE x6], good stuff against robots. Pick the locked door to the north and curve around the corner. This part can be tricky, and I propose two different approaches: 1. Take a look to your NW and grab out a decent gun. Blast one of the two Mark II Turrets to smithereends with a few well aimed shots, then hide behind the corner again. A powerful Sentry Bot will investigate. Grab your Pulse Grenade and give him a shortwiring. Deal with the other Turret like you did with the first. 2. Speed for the door to the NW and close the door behind you. Quickly hack the terminal in this room and disable the turrets. Take care of the Sentry Bot by using Pulse Grenades, if this is necessary at all. Find a [FIRST AID BOX] in the room with the terminal, but also look around the main room to find three [AMMO BOXES] and a [NIKOLA TESLA AND YOU] book. Search all Protectrons to find Energy Cells. Also check any metal boxes. Head upstairs and into the room. Hack the terminal and disable the security in the B-Sector (which was the other path - that leads to this room as well). Continue over the higher walkways and walk into the small room SW. Pick the safe to find the [SECTOR A ENCRYPTION KEY] and a [STEALTH BOY]. Head through the doors south to enter the Mechanist's Forge. Here, grab the [LYING, CONGRESSIONAL STYLE] book from the desk and activate the Coffee Brewer, followed by activating the hidden door(s). After a long wait, you can finally enter his hideout. The Mechanist will hear you out. You have many options, really, you do, but to get the most out of this quest, agree to side with him (for now..). Quickly follow him when you find out that the AntAgonizer has entered the building. The next battle is tricky because you want to make absolutely sure that the Mechanist lives it through so you can claim your reward later. Pump some Psycho to boost your damage and quickly take care of the AntAgonist first, then rapidly waste the ants. When all is done, talk to the Mechanist and claim your [PROTECTRON'S GAZE], a unique Laser Pistol. Quickly waste the Mechanist too and loot him and his rival for the following goodies: [ANTAGONIZER LAIR KEY], [THE ANTAGONIZER'S COSTUME], [THE ANTAGONIZER'S HELMET], [THE MECHANIST'S COSTUME], [THE MECHANIST'S HELMET]. Head back to his office and grab the [MICROFUSION CELL x20] from his desk and a [NUKA-GRENADE] from under the Workbench. Another [3x MICROCUSION CELL x20] can be found on the shelves. The footlocker in this room may hold ammo. 'Siding' with AntAgonizer: ========================== Check your local map closely and head to the northern marker. You can enter through the door that your marker exactly pinpoints, but you can also take the backroute by going through the sewer grate on top of the rocky hill. On your local map, this won't be displayed, but it's slightly to the west of the door's marker. Through the Door: ----------------- Head downstair..disarm the mine, head east and proceed with caution to the rigged shotgun and the cabinet north. Disarm it and grab the two [FIRST AID BOXES]. Make your way north, head down some stairs, tunnels and more stairs until you get at an intersection. Check out the SE walkway first and disable the three mines here. Grab the [STEALTH BOY] from the shelf and check the metal boxes for potentially useful things. Head west into a generator room, flip the switch to open the hatch and go down. Cross over the sewer into a cavelike area. There are ants from here on. Make your way through the straightforward rocky path and take either way around a rotunda shaped room. There's absolutely nothing of value in this cavern, so make it through, enter the next area and proceed to the throne. Through the grate: ------------------ Simply walk past the bed and into the AntAgonizer's throne room. There are many, many options here, but many aren't all that interesting or rewarding. You could have gotten the Mechanist's Suit by now, you could have said to just kill her, etc. Instead of all that I suggest you tell her you want to team up with her. The instant you completely agree with this, the Mechanist will bust into the cave with several Protectrons. Let them have at it and help the AntAgonizer slightly. Bring her the Mechanist's Suit and play nice. Take the [ANT STING] as reward from the AntAgonizer. You are free to kill her afterwards. Now loot the AntAgonizer and Mechanist bodies, which should yield the following goodies: [ANTAGONIZER LAIR KEY], [THE ANTAGONIZER'S COSTUME], [THE ANTAGONIZER'S HELMET], [THE MECHANIST'S COSTUME], [THE MECHANIST'S HELMET]. Grab the [NUKA-COLA QUANTUM] near the throne, then exit the cave by the ladder north from this area, we've seen enough ants for now. Back in Town: ============= Speak to Uncle Roe about your reward and he should hand you 600 caps! 400 for the job (with Speech), and 200 as an additional thank-you. Well, thank you Uncle Roe! Now feel free to explore the other dungeon of the freak you didn't 'side' with and get the items. Note: You can now speak to Uncle Roe about caravan traders and expand their inventories by investing Caps. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ6] The Nuka-Cola Challenge | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Sierra Petrovita at Girdershade. | | | |ITEMS: [] 3x Energy Cell x20, [] Ammo Box, [] First Aid Box, [] Laser Pistol, | | [] Welcome to the Nuka-Cola Family, [] First Aid Box, [] Lying, | | Congressial Style, [] Safe, [] Finding the Formula, [] Big Book | | [] of Science, [] Research Dept. Safe Key, [] Tumblers Today, [] Safe, | | [] Nuka-Cola Quantum x3, [] First Aid Box, [] Nuka-Cola Clear Formula, | | [] Ledoux's Hockey Mask. | | | |QUEST REWARD: 40 or 80 Caps per bottle. | | | |ENEMIES: o Nuka-Cola Security o NukaLurk o Radroach | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Travel to Girdershade, southwest of Smith Casey's Garage. This is an extremely small village consisting of two shacks and two villagers. Make your way to Sierra's shack and talk to her all about Nuka-Cola Quantum. Agree to find these for her and she'll tell you she has a special something for you at 30 bottles. (Psst, it's the Nuka-Grenade Schematic). When you exit the shack, a man called Ronald Laren bumps into you. He offers the same price for the Quantum Bottles, but negotiate a little and this price is raised from 40 to the double of 80 caps per bottle! Everything to shag Sierra, eh Ronald? You can also sell him the Naughty Nightwear you might have previously obtained from Grady's Storage (where Lug-Nut wanted to rob it from you). He'll initially offer 200 caps, Speech Challenge him for 300 Caps. You can always pickpocket this back from him later, as well as the Kneecapper(a unique sawed-off-shotgun). Note: If you're playing as a female and you have the Black Widow perk, you get some interesting additional dialog options with Ronald. Beans anyone? Quantum Bottles are found all over the wasteland, but there's a good place to start regardless. This quest keeps reminding me of the newest James Bond movie. Nuka-Cola Plant: ---------------- Locate the Nuka-Cola Plant, far south at the edge of the worldmap. Travel straight south from Megaton to reach it. Enter through it's only entrance. The room to your right (east) holds nothing of interest, well, a Nuka-Cola Security Protectron is busy 'guarding' a room. The doors up north are locked, so head into the room on your left (west) and blast another bot. Check any non-empty desks and take note of the Safe. Continue through a larger hall, destroy two more security bots and continue through the door at the north side of this area. Waste the NukaLurk and bot before you proceed to the next area. Storage And Mixing Vats: ------------------------ Note: It goes without saying, but the face is a Mire/NukaLurk's true weak point. Kill another NukaLurk (or two), then head over to the nearby counter and grab all goodies: Three [ENERGY CELL x20], an [AMMO BOX], [FIRST AID BOX] and a [LASER PISTOL]. A note called [WELCOME TO THE NUKA-COLA FAMILY] also rests on this counter. The terminal activates the nearby Protectron, nothing we haven't seen before. Continue and you'll get to a flooded passage. Equip some Rad. Resistant equip if you have any on you, and use some Rad-X. You can always desert to RadAway when you need to, so don't let it bother you too much. The stairs can give you a short break from the pool, but deal with the NukaLurk(s) first. When you continue, handle the upcoming TWO NukaLurks with extreme care, because they can really devastate you. When taken care of, head upstairs and try to jump over the gap; It doesn't matter if you fall down, you're pretty much supposed to anyway. Head through the eastern tunnel that leads to the Offices. Offices: -------- Head upstairs and deal with the Radroaches. The room to the SE has several sinks which you may want/need to drink from, since the NukaLurks pack quite a punch. Continue down the hall and don't let the numerous red enemy indicators freak you out; They are mostly Radroaches. Mostly .. The rooms to your right have a few desks and cabinets you might want to check for ammunition, but there's nothing in particular. Make it to the end of the hall and waste another NukaLurk. When you reach the second floor, don't immediately storm the third but do some exploring first. Enter the room on your right (north) and check out the adjacent room to the right. It holds a [FIRST AID BOX], [LYING, CONGRESSIONAL STYLE] Skill Book and a [SAFE] with many useful things. The southwestern room of this area is the resting place of a dead Raider named Winger Mercier, of whom you can loot the [FINDING THE FORMULA] note from. A [BIG BOOK OF SCIENCE] can be found in the room to the north from here - access is granted by a hole in the wall. Exit the floor and proceed to the third. Walk all the way downstairs and a robot called Milo will start to chat with you. He does demand that you identify yourself (which gives a few hilarious options, such as 'My Name is Ass Kicker and my ID is 5.56 mm!'). The correct answer can be given if you grabbed and read the 'Welcome' note earlier, or you can use the Speech Challenge to convince the bot you're the owner of the place. In both cases, get the [RESEARCH DEPT. SAFE KEY] from him, as well as the Shipping Computer Login Code. The room Milo came from holds a [FIRST AID BOX], but it also holds a cabinet hidden behind a door from where you can grab a [TUMBLERS TODAY] and open up an Easy [SAFE] (an other one than the one you've been given the key to). Check any desks and cabinets for ammo. Most importantly, check the Shipping Terminal. You can hack it or you can use the inlog code that Milo just gave you. In the terminal you'll find the three main shipping locations. Head back upstairs and make your way through the hallway. Milo's friendliness is not shared by his security compatriots, so you'll have to blast your way through them. Go down at the first possibility and kill another bot. In this room, check the terminal and activate the packing line. Grab the three [NUKA- COLA QUANTUMS] from the conveyor belts and head back upstairs. At the end of the tunnel, another bot awaits you. You can find a [FIRST AID BOX] on your right hand. Head downstairs, go through another hall and reach a new fabric hall with two bots. Blast them and go through the double doors on the left. The other double doors lead back to the very entrance of the area and can now be opened by the push of a button (or pick them if you want the challenge and/or EXP). The last thing to do is unlock the safe with the Research Dept. Safe Key, and you should remember where it was (check the start of this section). It always holds the [NUKA-COLA CLEAR FORMULA] and some chems. Goalie Ledoux: -------------- If you search for the Red Racer Factory, located close to the city perimeter, northeast from the Nuka Factory, you can come across three mercenaries. Their leader, Goalie Ledoux, offers 250 Caps for your freshly found formula. Try to increase this to 400 Caps and sell it to him. As the other two mercenaries take off, kill Ledoux in cold blood. This does not lead to any Karma loss, but it does allow you to loot the [LEDOUX'S HOCKEY MASK] from his body, which is quite possibly one of the best masks in the game due to its unique and awesome +25 AP giving ability. You can also grab your formula back from him. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ7] Strictly Business | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Grouse at Paradise Falls about enslaving people. | | | |ITEMS: [] Mesmetron, [] Ridgefield Gate Key, [] Sniper Rifle, [] Ammo Box x4, | | | |QUEST REWARD: +250 Caps per/Slave. | | | |ENEMIES: o Arkansas o Flak | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Arkansas: --------- Head to the Minefield and sneak your way to his vantage point. Mind the mines, and save often. I suggest you show yourself to him and get up close. A good way to use the Mesmetron here is to use VATS, because he tends to spasm around quite a lot. Rob him first from his [SNIPER RIFLE] and the [RIDGEFIELD GATE KEY], which opens houses in the Minefield. Head all the way upstairs to find four [AMMO BOXES] with mainly .308 Sniper Rounds. Check back with Grouse to get your reward. You can now enter Paradise Falls too, if that was your main pursuit. Susan Lancaster: ---------------- She is located in Tenpenny Tower. I suggest you do the 'Tenpenny Tower' quest first, because she plays a role in that quest. She can also play a very minor role in the 'Power of the Atom' quest if you plan on blowing Megaton up. Search for Susan on the first floor and wait until she treads into one of the bedrooms or simply a place where you can mesmerize her quietly. Rob her from her [MIRELURK CAKES] and outfit, then offer her a gorgeous necklace. Well, that's that. Red: ---- Initially captured in the Germantown Police Headquarters, you can either enslave her there (for details, see 'Big Trouble in Big Town') or enslave her back at Big Town where she resides in her clinic. Rob her from her unique clothing and send her to Paradise Falls. Grab a copy of [D.C. JOURNAL OF INTERNAL MEDICINE] from her clinic while you're at it. Flak: ----- Head over to Rivet City; Flak is one of the shop owners. You'll cause quite some havoc if you enslave him before everyone else's eyes, but it may still be easiest to enslave him at the marketplace because you can flee the city fast. In a few days, the whole city will have forgotten your actions completely. Be sure to rob Flak first, and snatch the [FLAK AND SHRAPNEL'S ROOM KEY]. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ8] The Replicated Man | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Dr. Zimmer in the Science Lab at Rivet City. | | | |ITEMS: [] Internal Component, [] Frag Mine, [] Ammo Box, [] Scoped .44 Magnum,| | [] First Aid Box, [] Combat Shotgun x2, [] Frag Mine, [] Purified | | Water x3, [] Stimpak, [] Mine Box, {} Stealth Boy x2, {} Cherry | | Bomb x2, {} Dean's Electronics, {} Big Book of Science, {} Blood | | Pack x3, {} Bottlecap x13, {} Blood Pack, [] Bottlecap Mine. | | | |QUEST REWARD: [] A3-21's Plasma Rifle (Side with Harkness) | | (300 EXP) [] Wired Reflexes Perl (Side with Dr. Zimmer) | | [] 50 Caps (only if you trick Dr. Zimmer with Android Component)| | | |ENEMIES: o Mirelurk o Mirelurk Hunter | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Talk to Doctor Zimmer in the Science Lab at Rivet City, and ask all questions you can ask to get as much information as possible out of him. Now a long seach begins, and you're looking for clues as to where the android went. These clues come in the form of Holotapes and/or hints from people all over the wasteland. Below is a list of where you can find these Holotapes and people. You need to find 4 clues to continue this quest. You can get the clues from various sources. Once you've gotten to clue from one source you no longer have to look for that clue and you no longer have to visit the other people from that group. It's possible to stay in Rivet City and look for Doctor Preston, Seagrave Holmes, Father Clifford and Sister, for a quick example. Doctors: .---------------.----------------.---------------------------------------------. |Name: |Location: |Holotape Location: | |===============|================|=============================================| |Cutter |Paradise Falls |Lying on a cabinet in the corner of a room | |Doc Church |Megaton |Clinic; On the desk, near terminal | |Doctor Banfield|Tenpenny Tower |On the ground; Examination corner | |Doctor Barrows |Underworld |Nurse Graves' Desk; Near the terminal | |Doctor Preston |Rivet City |[NO HOLOTAPE]: Talk to him; Clinic or Hotel | |Lucy |Little Lamplight|Essentials Clinic; On her desk | |Red |Big Town |Desk in the Clinic | '---------------'----------------'---------------------------------------------' Technologists: .---------------.----------------.---------------------------------------------. |Name: |Location: |Holotape Location: | |===============|================|=============================================| |Knick Knack |Little Lamplight|Miner Mole Store; On the desk, nearby phone | |Moira Brown |Megaton |On the round table behind her counter | |Seagrave Holmes|Rivet City |On the floor, nearby the bed | |Scribe Bowditch|Citadel |Nearby Bowditch's terminal | |Wintop |Underworld |Wintop's Room; On his desk | '---------------'----------------'---------------------------------------------' Friendly: .----------------.----------------.--------------------------------------------. |Name: |Location: |Holotape Location: | |================|================|============================================| |Manya |Megaton |Manya's Home; On the table | |Father Clifford |Rivet City |On the ground in the pulpit | |Herbert Dashwood|Tenpenny Tower |On the lowest shelf of his bookcase | |Tulip |Underworld |At her shop; On the workbench | '----------------'----------------'--------------------------------------------' Slavers: .----------------.----------------.--------------------------------------------. |Name: |Location: |Holotape Location: | |================|================|============================================| |Eulogy Jones |Paridise Falls |On the desk in his bedroom | |Grouse |Paridise Falls |On the ground near the sandbags | |Sister |Rivet City |On the desk in his Rivet City Room | '----------------'----------------'--------------------------------------------' After collecting several clues you'll bump into a woman named Victoria Watts. Keep it nice and she'll eventually give you the [INTERNAL COMPONENT] to trick Zimmer into the android's death. I highly recommend against this, because you can get much better rewards from this quest. When you've gotten the clues, head to the worldmap. If you're facing the boat, you'll notice that the ship is broken in two when you look to the right. This is exactly where you're headed. When you're there, head underwater and look for a doorway on the western side, nearby the corner of where you start. Enter an underwater area called Broken Bow. Get some air in the room up ahead, the swim underwater to the southwest, open the door, go through a room, swim up some stairs and take another breather. Open the door to your left, go through another room and prepare for two MireLurks (or Mirelurk Hunters if you're a higher level). In the next room the water will only be knee to foot deep, which is a good thing. Head upstairs (NW) and climb the dry deck. Head straight into the room in front of you and disarm the [FRAG MINE] on top of the [AMMO BOX]. Also grab the [SCOPED .44 MAGNUM] and the items from the [FIRST AID BOX]. Turn around and go through the passageway on the southeast. Be sure to - carefully - check out the room on your right (west) and avoid the two rigged [COMBAT SHOTGUNS]. Disarm another [FRAG MINE] near the items, then grab [PURIFIED WATER x3], [STIMPAK] and items in the [MINE BOX] from this room. Back in the hallway, be careful due to the gaseous substance hanging in the air. You may want to throw a grenade from a distance to remove it. Continue SE and make your way through the rooms. Just for fun, try to activate the terminal and back away to see it blow up. A switch on the other side of the room, across the door, opens the way to your destination. In the room up ahead you'll find the infamous Pinkerton. Have him revelate everything regarding the android, then start exploring the room. It is worth noting that if you choose to perform plastic surgery, you may want to stay away from the preset faces, because they completely reset your current face. Save yourself the time and trouble (but remember to return here whenever you want to shrink your nose). You can steal a {STEALTH BOY x2}, {CHERRY BOMB x2}, {DEAN'S ELECTRONICS}, {BOTTLECAP x13}, {BIG BOOK OF SCIENCE}, {BLOOD PACK x3} from the desks and shelves in this room. There's another {BLOOD PACK} near the surgery table. Be sure that Pinkerton doesn't see you or he'll take it all back from you. Also check out the terminal to find out more about the android, and check the City Founders Log if you're also doing the Survival Guide quest for Moira. If you go upstairs you can grab a [BOTTLECAP MINE] from the workbench. Head back the way you came and enter Rivet City. Now is a good time to save your progress. You can side with Harkness or with Dr. Zimmer, but both hand out really good rewards. What to do.. what to do..? Here's a possible solution: First head over to Harkness and tell him all about his true identity, and that his secret is safe with you. He'll hand you his weapon, the unique and in perfect shape [A3-21'S PLASMA RIFLE]. Quickly locate Dr. Zimmer in or nearby the Science Lab and tell him about Harkness. He will reward you with the [WIRED REFLEXES PERK], which increases your overall accuracy in VATS by +10%, an excellent perk! You can follow Dr. Zimmer and Armitage to Harkness, but they will be invincible until the conversation has ended, so there is no way to change the outcome now. You've just got two awesome rewards! _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ9] Blood Ties | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Lucy West at Megaton (usually at Moriarty's Saloon). | | | |ITEMS: [] Tumblers Today, {} Vampire's Edge. | | | |QUEST REWARD: [] Shishkebab Schematics, [] Hemotophage Perk. | | (300 EXP) [] Can Sell Blood Packs for 15 Caps a piece. | | [] +300 Karma if you close a deal between Arefu and The Family. | | | |ENEMIES: o Raider | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Accept the quest from Lucy West from Megaton. She can usually be found at Colin Moriarty's Saloon at Megaton, but she sometimes wanders off and to do nothing in particular, actually. Arefu: ------ Your next destination is Arefu, a large bridge in the wasteland and the home of Evan King. Fasttravel to the nearest location you have discovered so far and find Evan King on the bridge. Speech Challenge him for more information, then head out to explore the residences in the surrounding area. Check the nearby Ewers residence and knock on the door. Once inside, get all information you can from Mr. and Ms. Ewers, then go back outside. Next, check the Schenzy's House further NW and do the same standard procedure. Head back outside and break into Evan King's House on the north - it's only averagely locked. Inside you'll be able to find the Repair Bobblehead on the table, but if you thought that was all you're terribly wrong. You can ransack seven {AMMO BOXES} upstairs. Head into the West Residence and find the poor family on the ground, dead. Depending on your Medicine Skill you get more clues the better you are: Skill Level: Hints & Conclusion: ------------ ------------------- 0-29 'They're dead.' 30-49 'There are bite marks in their necks.' 50-69 'The lack of bloodstains is wierd because wounds like these would surely cause a major blood loss.' 70-89 'The bite marks appear to be made by humans with sharp teeth.' 90+ 'The black powder on their bodies comes from old trainyards.' When you're done CSI'ing go back to Evan and tell him what you saw. The search for The Family now starts. Meresti: -------- Head off the bridge the way you came and make your way to the east until you can cross the river over a dry bedding with a wrecked ship. Continue east and head past the two smaller bridges that lead to Big Town. You'll soon get to the Meresti Trainyard - beware of any Raiders attacking you - and you'll want to enter the service tunnel on the south. Make your way through the tunnel but beware of a frag mine, bear trap and baby cariage respectively. Head down the tunnel south and be extremely cautious for a variety of traps once more. When you're about to enter through the hole in the ground, disarm the hanging Grenade Bouquet first. You shouldn't go through the hole either way, because it leads to a couple of Mirelurks and Seneca Station. Head down the other tunnel until you meet Robert, a guard of The Family. In order to be let through you can employ several acts of speech or action..: 1. Speech Challenge to be let through. 2. With the Cannibal Perk you'll be let through. 3. Bribe him with 100 Caps. 4. Show Lucy's Sealed Enveloppe. Go through the gate and check for a [TUMBLERS TODAY] on the table. The rest of the items you shouldn't take due to The Family turning hostile on you. Proceed to the next area. Meresti Metro Station: ---------------------- Head over to the south area and talk to the following people: Alan: He won't give you any info regarding the password. Brianna: If you have the Lady Killer Perk she can give you more info (password). Justin: You can Speech Challenge him for a password you need. Karl: This white-haired man will only give you the password if you have the Black Widow Perk (assuming you're female) or if you have high STR. Holly: Vance's Wife can be charmed by Charisma or the Scoundrel Perk. If you got the password by now there is no need to talk to Vance, the handsome man with long brown coat upstairs. Instead, head upstairs and go south to the door near a security terminal. The password allows you to open up the door and speak with Ian. No matter what his decision is, talk to Vance afterwards and chat about Arefu. Fix up a deal, then talk about Ian. You'll be given the Shishkebab Schematics as a reward. Fast travel back to Arefu once you reach the worldmap. The quest is now at an end, but there is one more reward for you to fetch back at The Family. Talk to Vance and have him learn the ways of The Family. You'll gain the Hemotophage Perk which allows you to consume Blood Packs for 20 HP instead of 1 HP. You can also sell Blood Pack to Vance for 15 Caps a piece. Note: There is one final thing for you to do, that is, if you don't mind stealing a very rare melee weapon. You can either unlock the Sword Cabinet (which requires a 75+ Lockpick Skill), or you can steal the key from Vance. The best way to get {VANCE'S SWORD CABINET KEY} is to pickpocket it from him. Save your game and use a Stealth Boy when you attempt to do so, and reset if you get caught. Travel to his private quarters south of the higher level and open up the cabinet in his bedroom so you can steal the {VAMPIRE'S EDGE}. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ10] Oasis | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Approach Oasis and talk to Tree Father Birch. | | | |ITEMS: [] Stealth Boy, [] Cherry Bomb x2, [] 10mm Round x2, [] Darts x20, | | [] Mini Nuke, [] Blood Pack, [] RadAway, [] Missile, [] Purified Water.| | | |QUEST REWARD: One of the following: | | (300 EXP) 1. Barkskin Perk (+5 DR). | | 2. Druid's Outfit + Missile Launcher & Missiles. | | 3. Brotherhoud Outcast Power Armor + Villager's Hood. | | | |ENEMIES: o Mirelurk o Mirelurk Hunter o Mirelurk King | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head over to Oasis, which is easier said than done. It's all the way up north, somewhere around the middle of the latitude. You'll have to follow the highway tracks until you get to a valley-like landscape. Look around for a small path between the rocks, which should be a block away from a large road on your map, a block on the right that is. How vague can I be? This vaque, apparently. It's best to use a map for this. Once you've found the place you're quikcly hailed as a savior - although you don't really know what's going on at all. Hear their story and follow Tree Father Birch inside after agreeing to help. Proceed the story by continuing the conversation until it becomes clear you must undergo a ritual first. Drink the Sap from the Basin of Purification and you can continue. In the next area, find the talking tree (a little too much Oblivion inspiration here so it seems..) and hear him out. He wants you to kill him, we'll have to see about that. Return to Oasis and find Tree Father Birch and his wife to the south. Overhear their conversation, then get an additional two optional objectives. You'll now have three choices. First of all, get the key from Branchtender Cypress, who should be nearby. Now you can enter the cavern on the west. Prepare for a cavern full of Mirelurk enemies - you may even encounter a Mirelurk King if your level is high enough. Make your way through the extremely straightforward tunnels until you get to a pool. Dive in and go through the southern tunnel. Emerge and make your way through another straightforward cave tunnel until you reach a door that leads to the Cavern Tunnels. Head west at the intersection to find a pile of rubbish. Inspect the trash to find a [STEALTH BOY], [CHERRY BOMB x2], [10MM ROUND x2], [DARTS x20], plus a bed for resting. Make your way through the cavern until you get to a small pool. Destroy the Mirelurk and dive in the pool. You can find a [MINI NUKE] underwater. In the next cave, curve around the center and find a skeleton on the north among his supplies: [BLOOD PACK], [RADAWAY], [MISSILE], [PURIFIED WATER], [STIMPAK]. Waste the two Mirelurks in this room, then proceed to the southern area and find your mission's objective: Harold's Heart. You now have three choices: 1. Destroy Harold's Heart. 2. Apply Birch's Sap to stop his growth. 3. Apply Laurel's Liminent to accelerate the growth. The best reward lies in destroying the heart, for it will grant you the Barkskin Perk that adds an instant +5 DR. The other two will grant you a unique outfit, but more about this in a minute. Return the way you came and find Tree Father Birch near the former Harold. Speak with him and the quest will end. Note: If you had chosen Birch's option you will be rewarded with a Missile Launcher and Missiles, plus the unique Druid's Outfit. If you instead would have chosen to help his wife Laurel, you'll be rewarded with a Brotherhood Outcast Power Armor and a Villager Hood. The Armor gives +10 Rad Resist, +5 Big Guns, +1 STR, -1 AGL. Overall it's not better than Ranger Armor. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ11] Tenpenny Tower | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Speak to Gustavo and/or Roy Philips at Tenpenny Tower. | | | |ITEMS: [] First Aid Box, [] 3x Railway Spikes, [] Ammo Box x2, [] First Aid | | Box x2, {} Lying, Congressional Style, [] Love Letter, {} Tales of | | a Junkytown Jerky Vendor. | | | |QUEST REWARD: One of the following: | | (300 EXP) 1. If you killed Roy Philips: [] 200 or 400 Caps. | | 2. Any other option: [] Ghoul Mask + [] Store Discount at | | Bessie Lynn and Michael Masters. | | | |ENEMIES: o Feral Ghoul o Feral Ghoul Roamer o Glowing One | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ It's difficult to *not* find Tenpenny Tower easily, because you can see it from miles distance. It's the pretty robust tower on the southwest side of the wasteland. When you approach the entrance you'll find a Ghoul named Roy Philips who's having an argument with the chief of security, Gustavo. Sounds like quest material, and it is. Head inside by speech challenging Gustavo over the intercom, or, if that doesn't work for you, by bribing him with 100 Caps. Talk to Gustavo and he'll tell you all about Tenpenny Tower's problem. Try to go for the non-violent solution, unless you're really evil and simply want to kill one side or the other. You have the following four options: 1. Kill all Ghouls. 2. Kill all Humans. 3. Give the Ghouls access to Tenpenny Tower, allowing them to take over. 4. Find a way to make things as convenient as possible for both sides. This walkthrough will now describe option 4 in detail. If Roy Philips, the Ghoul outside the gate (who is gone now) didn't talk to you, the first thing you should do when you get the quest is to head to the Metro Tunnels. Head to the NW and follow your marker until you reach the Warrington Trainyard. Enter the tunnels from here. Warrington Tunnels: ------------------- Head down the tunnel and kill any Feral Ghouls that stand in your way. Feral Ghouls have lost the ability to reason, and these are not the Ghouls you want to try reason with either - they'll just end up clawing and eating you. When you reach a door head inside the room and find a [FIRST AID BOX] and [3x RAILWAY SPIKES x20] on your left. Kill the two Feral Ghouls here and check the cabinet for two [AMMO BOXES], one of them with a very easy lock. It doesn't matter much which door you take to continue, since both lead to the same room. Another happy Ghoul bunch awaits for their limbs to be blasted off. Continue down the tunnel up ahead until you reach another walkway complex. Head east and find two [FIRST AID BOXES] in the room ahead, but not before killing the Ghouls nearby. The rest of the walkways only connects to where you've already been, so head through the door on the south and enter Warrington Station. Warrington Station: ------------------- Move to the east and a Ghoul named Michael Masters will halt you. Head up the escalator and stay friendly. Continue your search for Roy Philips by going back down and proceeding through the gate. Make your way through the tube until you find lots of rubbish in the main tunnel. Look around for a door on your right. Here you'll find several non-feral Ghouls including Roy Philips. Talk to him and tell him you'll talk to Tenpenny. Of course you can also choose any of the previous options I mentioned earlier on. Tenpenny Tower; Convincing harmony for everyone: ------------------------------------------------ Head back to Tenpenny Tower. The fastest way is to head up the escalator where you met Michael Masters, head south, and exit to the Wasteland. This opens up a shortcut to Roy Philips as well. Go up with the elevator and check the Penthouse Suite on your left to find Tenpenny. If you've never been here before you'll have to get past the guard first; You can either Speech Challenge him, wait for him to stretch his legs and pick the door, or grab the key from the socket nearby. You can also attempt to pickpocket the key from him, but that's the trickiest of scenarios. Tenpenny doesn't seem to like the idea of letting Ghouls live in his tower at first, but he'll make you a proposal anyway. If you can convince the residents of the tower the deal will be sealed. While you're there, grab a copy of the {LYING, CONGRESSIONAL STYLE} from Tenpenny's desk, back in the Suite. Lydia Montenegro and Anthony Ling can be dealt with in two different ways. First of all you can try to locate them and Speech Challenge them - but if that does not work you'll have to take care of things differently. In the night, when no one's around in the shops, check out the Boutique Le Chic and the New Urban Apparel stores. Be sure that no one is watching when you open up their safes and grab the decent amounts of Caps in them. The Safe has a 'Hard' lock, but the terminal has an 'Average' lock. If security is in the same room, use the wait function and wait an hour or two. As soon as they discover they've been robbed, they promptly leave Tenpenny Tower for good. Don't worry about their stores though, they'll be taken over by others shortly, very shortly indeed.. The other three residents can be dealt with by nosing in their business. Let's do this right away. Head up to the Suites Floor by going upstairs and enter Susan Lancaster's Suite. Grab the [LOVE LETTER] from her desk on the right. You can also steal the {TALES OF A JUNKYTOWN JERY VENDOR}, but only attempt this when you're done with the quest already - Susan can be a pest at times. Note: You may want to have started 'Strictly Business' to make an extra profit. Whenever Susan is alone in her room with the door closed, grab your Mesmetron and Slave Collar to send her over to Paradise Falls. Two more residents to go. Instead you may do the below right away, and Susan will be killed. Read the Love Letter from your Pip-Boy and locate Millicent, the wide of Edgar. Tell her about the letter you found and she promptly kills her husbant. She immediately leaves the tower herself. Wonderful! Leaves Michael Hawthorne, Doctor Banfield, Margaret Primrose, Herbert 'Daring' Dashwood, Irving Cheng, and Tiffany Cheng to talk with - although these give in to your needs without any trouble, and they might not even be important. Note: Sometimes Tenpenny doesn't allow you to turn in the quest. This is a damn annoying bug, and your best bet is to either kill or pickpocket Chief Gustavo, go around the back of the building, to the basement, and let the Ghouls inside. Alternatively you can just kill Roy Philips, but that will not net you the Ghoul Mask. Note: If the unfortunate above 'Note' happens to you, there is a solution. Head away from Tenpenny Tower and start doing other things. Complete the Strictly Business Quest, do various random events and quests, then return to Tenpenny Tower. You should be able to talk to Tenpenny now, and he'll hand you 500 Caps. Note: If Tenpenny is already dead, speak to Security Chief Gustavo and deal with matters, then fill in Roy back at the metro tunnels. When Tenpenny tells you it's O.K, fill in Roy Philips who is likely still in the metro tunnels. You're rewarded with the [GHOUL MASK], which allows you to walk among Feral Ghouls without being attacked. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ12] Head of State | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Speak to Hannibal Hamlin in The Temple of the Union. | | | |ITEMS: [] Nuka-Cola Quantum, [] First Aid Box, [] Safe, [] First Aid Box, | | [] Med-X, [] Jet x2, [] Nuka-Cola Quantum, [] Lincoln's Dairy, | | [] Stimpak, [] Action Abe Action Figure, [] 10mm Rounds, [] Gun Cabinet| | [] Ammo Box x2, [] Grenade Box, [] First Aid Box, [] Safe, [] 10mm | | Round x2, [] 10mm Rounds, [] Lincoln's Head, [] John Wilkes Booth | | Wanted Poster, [] Civil War Draft Poster, [] Lincoln Memorial Poster| | [] Lincoln's Voice, [] Lincoln's Repeater, [] Chinese Army: Spec. Ops. | | Training Manual, [] Antique Lincoln Coin Collection. [] Ammo Box. | | | |QUEST REWARD: One of the following: | | (300 EXP) 1. Help the Abolitionists: [] Dart Gun Schematics | | 2. Help the Slavers: [] 200 Caps. | | | |ENEMIES: o Slaver o Feral Ghoul o Feral Ghoul Roamer o Glowing One | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ You can find The Temple of the Union northwest of Canterbury Commons, if that rings any bells. It's basically in the northeastern section of the wasteland but not all the way up north. It's more around the middle. When you attempt to enter, stay polite to be allowed inside. Find Hannibal Hamlin on the first floor to initiate the quest. You have two main options to go from here. Either you stay on the side of Hannibal, or you team up with the Slavers that you'll soon meet. This guide focuses on staying with Hannibal, simply because he offers the better reward of the two. Head downstairs and look around for Caleb Smith. Talk to him, then set foot for your next destination. Fast-travel to The Mall or a destination nearby, such as the Washington Monument, then head all the way west to discover the Lincoln Memorial. One of the slaver guards, Silas, will let you know that the memorial is off limits. Be polite and follow him to the back entrance, or simply start killing all the slavers right away. Instead, stay on your guard and have a chat with the Slaver leader Leroy first. Don't tell him anything about the slaves you met, stay friendly, and he'll make you an offer: If you find any artefacts you can bring them to him and he'll make it worth your while. Search his room for a [NUKA-COLA QUANTUM] bottle. Head back outside and enter the Memorial - Yes, that means killing slavers alright. Waste any slaver around and inside the memorial to complete one of your objectives. Your second objective involves getting a picture of the memorial. What you need to do is to head inside the Museum of History, go inside the Main Hall and take a left (west). Museum of History: Lower Halls: ------------------------------- Wipe out any Ghouls in sight and head for the small room to the east before anything else. Snatch the items from the desk, the [FIRST AID BOX] and the averagely locked [SAFE], then go back to the hall. Move into the cafetaria on the south and make your way into the ladies restroom on your right (west). Search the former Wastelander for items here. You can find a [FIRST AID BOX] in the eastern room behind the counter. Continue your ransacking by moving through the nearby hall, and make your way to the SE. Loot the Wastelander and look on the table for a [MED-X] and [JET x2]. Don't forget to grab the [NUKA-COLA QUANTUM] from under the table. Head back and go upstairs. You'll find a secured room to your right - a Mark V Turret has gone frenzy - but you can leave the room alone altogether or use the terminal to shut the turret down. Waste any Ghouls in the next room and check your right for [LINCOLN'S DAIRY], one of the artefacts you're looking for. Clear the area of Ghouls and go through the door at the end of the room to reach the Museum of History Offices. Boring? I don't think so! Museum of History Offices: -------------------------- Make your way upstairs and spot the many red dots on your compass. A number of Ghouls have hid themselves in the next hallway on your left. Carefully tread into the first room on your right and open up the Eat'o'tronic to find a possibly much needed [STIMPAK]. The door on the opposite has a Very Hard lock. Head into the next room on your left, which is filled with ruined books and cases. Move into the adjacent room and look for the [ACTION ABE ACTION FIGURE] on the desk. Also find that the Very Hard locked from just now only leads to this room. Find [10MM ROUNDS] on the floor, check the [GUN CABINET], [AMMO BOXES x2], [GRENADE BOX] and [FIRST AID BOX] for supplies and unlock the Average [SAFE]. Use the terminal (Average Secured) to shut down any Turrets, then exit the room. The desk near the cell door has [2x 10MM ROUNDS] on top of it. You can go through the western rooms, deal with more Ghouls, just to find a similar cell door and desk. Grab the [10MM ROUNDS] lying behind the desk, then go through either one of the cell doors, because the rest of the floor holds surprisingly little - nothing but [LINCOLN'S HEAD] in the caved-in room all the way north. When you enter the archives, check the western bookcase for the [JOHL WILKES BOOTH WANTED POSTER]. Now move to the SE corner of the room and check the case to your right thoroughly to find the [CIVIL WAR DRAFT POSTER] on the top shelf. Head upstairs and glance at the wall. Hanging behind the desk is nothing other than the [LINCOLN MEMORIAL POSTER]. You can now return to Hannibal, but it's better to explore some more. Waste any Ghouls that you may have brought to your attention, then search the nearby desk for the [LINCOLN'S VOICE] artifact. The walkways to your south yield nothing but ruined books, so head into the ruined room to your north instead. Search any cabinets and desks for caps or ammo and more importantly, grab medical supplies from the [FIRST AID BOX] on the wall. Explore the NW corner of the room and open up the display case to treasure another artifact: [LINCOLN'S REPEATER]. While you're here, don't leave the [CHINESE ARMY: SPEC. OPS. TRAINING MANUAL] on the desk. Head through the hall and start exploring the eastern rooms. In the SE room you can find the [ANTIQUE LINCOLN COIN COLLECTION] artifact in a bookcase. You can find an [AMMO BOX] in the room all the way northwest of the second floor, but beware of the gaps in the floor. The western rooms hold nothing of interest which means you can now head back to Hannibal. Back at the Temple of the Union, hand over the memorial poster to Caleb, then find Hannibal on the second floor. He'll head over to Lincoln's Memorial right away when he hears about Caleb being ready. Fast travel to Mall Northwest and wait 6 hours or so - Hannibal & co. will show up. Talk to him and sell him any of the artifacts you've found; Be sure to apply Speech Challenges all the time and try to increase your Caps. The quest will be over; You'll receive the [DART GUN SCHEMATICS] for a job well done. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ13] You Gotta Shoot 'Em In The Head | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Speak to Mr. Crowley in Underworld at Carol's Place. | | | |ITEMS: [] | | |QUEST REWARD: | | |ENEMIES: o | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head over to the Museum of History, located at The Mall, and go to Underworld. Head upstairs and find Mr. Crowley at Carol's Place. This man wants four people dead, and he wants you to do it like a pro: A bullet straight through the head. You're given the list with people he wants dead, and you're sent off on duty. Alternatively, Mr. Crowley may be sitting in The Ninth Circle Bar, so you may also need to look there depending on the time your visit Underworld. Wherever you contact Mr. Crowley, you're given a [SNIPER RIFLE] and [.308 CALIBER ROUNDS] for your job in advance. Optional: Does Mr. Crowley really just want to kill these people because he hates them, or is there more than meets the eye? You can talk to various people around Underworld and find out that it's not all about hatred. The best way to do so is by talking to Greta who is in the same room as Crowley. Head back to Crowley, confront him with your findings and he'll throw in an additional 100 Caps to seal the deal. Getting the Keys: ----------------- Head over to Dukov's Place, which is nearby Tepid Sewers. When you enter, a drunk guy with a russian accent comes up and greets you - meet Dukov. You have several options to obtain his key: 1. Speech Challenge him by threatening in order to receive the key. 2. You can pickpocket Dukov (use a Stealth Boy to ensure success). 3. Talk to Cherry and Speech Challenge her to steal his key, however she wants you to escort her to Rivet City (which you can just neglect to do). 4. If you're male and have the Lady Killer Perk, Fantasia offers to steal the key for you without asking anything in return. 5. If you're female and have the Black Widow Perk then Dukov will hand over his co.. Key to you. That's right. 6. Of course, you can also just kill Dukov and grab his key. If you're a drug lover, check out the restroom to the west and find a crapload of {JET x8} on the floor. Next, head over to Dave's Republic, which is in the NE corner of the wasteland. It's a long trek, so come prepared. The Temple of the Union might quite possibly be the closest, so fasttravel and head from there. When you finally arrive, make your way into the house by staying polite and friendly. Find Dave: You now have several options again. 1. If your LCK stat is high enough, Dave can hand over the key without problems. 2. You can Speech Challenge Dave several times to make him hand over the key. 3. You can kill Dave and take the key from his body. 4. Pickpocket the key from Dave (use a Stealth Boy for a sure success). Now continue your quest to Rivet City. You've probably been here before, it's the large 'city-on-a-boat' in the southwest corner of the Wasteland. Head to the Middeck and enter the Common Room. Look around for Ted Strayer. 1. With the Toughness Perk, which you most likely have, you can convince Ted to hand over the key immediately. That means NOW, Ted. 2. You can Speech Challenge Ted into giving you the key with ease. 3. Paying Ted 25 Caps is also a way of obtaining the key. 4. You can pickpocket Ted, but I'd certainly advise using a Stealth Boy. 5. Killing poor Ted is also an option; You can take the key from his carcass afterwards. Just make sure you don't attract any of the guards, or else. Optional: Now that you have the three keys, you can optionally go to Tenpenny Tower in the southwest and meet Tenpenny. You can then either kill Tenpenny (for a measly 100 Caps), or get a 200 Caps (300 with Speech) from Tenpenny if you kill Crowley instead. Whatever your choice, I recommend being done with the Tenpenny Tower Quest already before killing Tenpenny (unless he's already dead-which figures for itself). You can now return to Crowley and give him the keys. You'll be rewarded with Caps, depending on if you really killed them or not you get 25 or 100 Caps, but it's possible to trick Crowley with a Speech Challenge. When you've ended the quest you have two options: 1. Sneak after him and steal the three keys back from him. This is highly recommended, but you should save your game before attempting. 2. Kill him when he's out of Underworld, and grab the keys back. 3. (Leave him be - not recommended) These keys will be of use in a Freeform Quest: Fort Constantine. It's worth the trip, not in the least place because you can find the Big Guns Bobblehead and the unique T-51b Power Armor. Find more info at the Freeform Quests. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ14] Stealing Independence | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Speak with Lincoln Washington in Rivet City at the Capitol | | Preservation Center, nearby the Science Lab, Mid Deck. | | | |ITEMS: [] Archives Prize Voucher, [] Special Mentats, [] Frag Mines, | | [] Sydney's 10mm "Ultra" SMG, [] Safe, [] Archives Prize Voucher x6, | | [] Ammo Box x2, [] Safe, [] First Aid Box, [] Darts x 20, [] Ammo | | Box x2, [] Frag Grenade x3, [] Pulse Grenade, [] Shotgun Shells x2, | | [] First Aid Box, [] Ammo Box x2, [] Mentats, [] Grenade Box x2, | | [] First Aid Box, [] Mine Box x2, [] RadAway, [] Sheet Music Book, | | [] Ammo Box, [] Grenade Box, [] Mine Box, [] Stimpak, [] Ammo Box x3, | | [] First Aid Box, [] Laser Rifle, [] Mini Nuke, [] Stealth Boy, | | [] Duck and Cover!, [] Metal Armor, [] Metal Helmet, [] Mine Box, | | [] Microfusion Cell x2, [] Stimpak, [] First Aid Box, [] Ammo Box, | | [] Mine Box, [] Ammo Box x5, [] Grenade Box, [] Mine Box, [] First Aid | | Box, [] Lying, Congressional Style, [] Bill of Rights, [] Ammo | | Box x3, [] Grenade Box, [] Mine Box, [] Magna Carta, [] Stronghold | | Security Terminal Password, [] Button's Wig, [] Safe x2, | | [] Declaration of Independence. | | | |QUEST REWARD: [] Schematic: Railway Rifle. | | (300 EXP) [] 400 Caps (if you come alone). | | | |ENEMIES: o Super Mutant o Super Mutant Brute o Super Mutant Master | | o Centaur | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Talk to Lincoln Washington at the Capitol Preservation Center on board of Rivet City. He'll tell you that the Declaration of Independence is missing in his collection, and he'd like you to fetch it from the National Archives. Head over to The Mall by fast travelling somewhere nearby. You can go inside by front or by the back door. National Archives Front Door: ----------------------------- Head through the hall and find two terminals on the back of the wall. One terminal holds 8 questions and claims that you can win fabulous prizes. Let's try it, shall we? If you always were a lamer at history, check for the answers below. Otherwise, try the questions yourself: You can back out of the terminal at any given time to try again. Answer #1: Second Continental Congress. Answer #2: Thirteen. Answer #3: John Hancock. Answer #4: 56. Answer #5: Ratification. Answer #6: King George III. Answer #7: Happiness. Answer #8: Thomas Jefferson. Claim the [ARCHIVES PRIZE VOUCHER] and collect your prize, one out of three special mentats (a wierd prize for a Museum if you ask me - drugs?). Glamorously Grape = +5 CHR. Brilliantly Berry = +5 INT. Observantly Orange = +5 PER. These Mentats are unique, so use them extremely sparingly - or not at all. Head into the Rotunda to the north and lay several mines at the entrance, then move in and beware of tons of mines yourself. Move over to Sydney, the woman who looks like a ranger, then prepare for two waves of Super Mutants. The first wave will mostly be taken care of my any mines, but the second wave has a mutant with a Missile Launcher. Kill this one ASAP and make sure Sydney survives the fight. Talk to her when it's over. After teaming up with Sydney, head over to her terminal nearby her initial position and use the 'Unlock Rotunda Cargo Lift' option. This reveals a secret elevator leading to the Archival Secure Wing East. Disarm all [FRAG MINES] in the Rotunda, then choose from a number of paths. Note: If Sydney is killed before you had the chance to use her terminal, you'll have to make your way through the eastern door from the main hall, follow the path downstairs to an 'easy' locked door (beware of a cow-head-trap when going downstairs) and go from there. Note: It's not necessary to keep Sydney alive at all costs. If she dies, be sure to keep her unique [SYDNEY'S 10MM "ULTRA" SMG] safe. We wouldn't want it to get lost, right? Note: If you want to do a small Freeform Quest with Sydney (with as reward the aforementioned machine gun), you'll need to keep her alive. Note: Also head through the east door from the main hall and head upstairs and locate the wall [SAFE] in this office room. This always holds [ARCHIVES PRIZE VOUCHER x6], which you can exchange for special Mentats at the terminal in the main hall. Tip: If you have a near-perfect/allround built it may be wise to grab as much as you can from the Glamorously Grape Mentats, since these increase your low-as-hell CHR. The Brilliantly Berry flavour can also be useful if you want temporary max stats. Note: You can also explore the western area and look for useful items (but also Super Mutants). Feel free to glance at the 'Entering from the back' section and use it backwards to find all the items. Entering from the back: ----------------------- You'll come across several Super Mutants and a Centaur along this route. Beware of Frag Mines on your right (west). Head left (east) and look for two [AMMO BOXES] between two bookcases. Also check this area for an 'Average' [SAFE], and look for a [FIRST AID BOX] on the ground near the destroyed cabinets. The rest of the eastern path leads to several rooms with nothing but junk. It also leads to a locked door which is an optional path soon. Either way, from the back entrance it's better to explore the western area. Don't bother with the southern door - it only has a trap behind it. The classrooms to the very west contain [DARTS x20] on a desk in the first room, and two [AMMO BOXES], [FRAG GRENADE x3] and a [PULSE GRENADE] in the second room, marked with an 'A'. Head upstairs at the end of the hall and check the bookcase on your left to find [2x SHOTGUN SHELLS] and a Combat Shotgun. Clear the area from mutants and check both restrooms for a [FIRST AID BOX] in each. Explore the southern room and look for two [AMMO BOXES] and [MENTATS] in the NW corner, but also loot any filled cabinets for caps or ammo. The elevator to the Archival Storage is locked, so head back to the previous room adjacent to the restrooms and go up the stairs by moving through the SE hall. Waste a few more mutants and make your way in the room upstairs. You'll be able to find a [GRENADE BOX x2] and a [FIRST AID BOX] on a desk, two [MINE BOXES] of which one is averagely locked, and a [RADAWAY] in one of the corners. Make your way east to the main hall of the building - where you would end up going through the front door. Going by the Locked Door: ------------------------- If you use the secret elevator you can skip these paragraphs. The locked door leads to the Archives Sub-Basement. Head downstairs and search this messy storage room for a [SHEET MUSIC BOOK] on the lowest shelf of a case against the western wall, and a [GRENADE BOX], [AMMO BOX] and [MINE BOX], plus a [STIMPAK] on top of a bookcase. The area on your south is engulfed with gas, so it's best to roll a grenade inside and keep your distance to keep from getting fried. There are several other mutants roaming the room, so do your duty and get rid of them. Search the southern room to find three well packed [AMMO BOXES] and a [FIRST AID BOX]. Now head downstairs (or carefully jump down) and proceed through the northern hallway, once again filled with highly flammable gas. Tread with caution, grab the [LASER RIFLE] from the skeleton - should you need it, he/she won't miss it - and head upstairs. The gate on your left is locked and is 'Very Hard' to unlock, meaning 100 Lockpick Skill. If you have this by now you can trespass to find a [MINI NUKE], [STEALTH BOY], [DUCK AND COVER!], [METAL ARMOR] and [METAL HELMET]. If you don't, remember this location for later. Head for the Archival Secure Wing East. Archival Secure Wing East: -------------------------- The elevator from the Rotunda leads here, which grants you a significant short- cut over the other route. You can still collect the items there if you're interested. If you're not, or if you came from there, proceed north and deal with a Mister Gutsy robot. You once again have two options: If your Science Skill is high enough you can open the Utility Gate and skip the western walkway. If you can't open it, make your way through the western hall instead. You are granted a secondary shortcut by means of an averagely locked door and a walkway filled with gas that leads to the same room the utility gate led to. However, you may want to explore some more, so leave it alone for now. Find a [MINE BOX], [MICROFUSION CELL x2], [STIMPAK] and Laser Rifle near the skeleton in the first room to your left. Check the Cash Registers for loads of Pre-war money altogether. The second room to your left contains a [FIRST AID BOX] and [AMMO BOX]. Go around the corner and find a [MINE BOX] in one of the metal cases. Don't forget to ransack all Cash Registers. Dispose of the Sentry Bot and continue east. Dispose of any Mister Gutsy or Protectron standing in your way and head down when you reach the large room (this is where the Utility Gate led to as well). Go through the door and enter another walkway. You'll find an average locked door on the west, two of them upon closer inspection, and they lead to a storage with loads of supplies. Destroy the two Mark IV Turrets in the storage room itself and grab all of the following: [AMMO BOX x5], [GRENADE BOX], [MINE BOX], [FIRST AID BOX], [LYING, CONGRESSIONAL STYLE] and the [ARCHIVES SECURITY SAFE - with the BILL OF RIGHTS]. Back at the hallway, the 'Hard' locked door to your right only represents a shortcut. Funny thing by the way: The storage being locked by two average doors and a regular hallway door being 'Hard'. Don't mind me, I like nitpicking. :) Continue north but be warned: This area has three Sentry Bots and a Mister Gutsy patrolling the rooms. Use Pulse Grenades and Mines, because these are tough foes your messing with. The western stairs lead down to a dead-end room with a dead Mercenary and a Sentry Bot. The eastern storage room, accessed by going through the northern hallway first, looks similar to the previous: One averagely locked door and two more Mark IV Turrets guard the goods. Find [AMMO BOXES x3], [GRENADE BOX], [MINE BOX] and the [MAGNA CARTA] from the safe. Now make your way through the northernmost door of the area that leads to the Archival Strongroom. Archival Strongroom: -------------------- You're promptly greeted by a protectron who thinks he's Button Gwinnet. He holds the [STRONGHOLD SECURITY TERMINAL PASSWORD], and you need it. How to resolve this? 1. Use Speech Challenge to ensure Gwinnet that you are one of the good guys, in fact you're either Thomas Jefferson or his agent! 2. Fetch the Ink Container for Gwinnet, if you haven't gotten it already from the Arlington Public Library. Check out 'Librarians are not boring', the 9th part of the Wasteland Survival Guide quest for details on where to find this. 3. Kill him and grab it off him. Search the room and the various cabinets. Also grab the unique [BUTTON'S WIG] from the ground. It has some uses, but foremostly adorable. *Ahem*. With the password in hand, use the terminal and unlock all Strongroom and East Wing doors. Search the storage room for two [SAFES] and the [DECLARATION OF INDEPENDENCE] in the main safe. Head through the western maintainance area for a shortcut, make your way east to the main hall, and set foot for Rivet City. Locate Abraham Washington and claim your reward: [RAILWAY GUN SCHEMATICS]. If you arrive without Sydney, you also get to claim 400 Caps. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ15] Reilly's Rangers | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Talk to Reilly at the Underworld Hospital Chop Shop. | | | |ITEMS: [] Ammo Box, [] .44 Magnum Rounds x16, [] Scoped .44 Magnum, | | [] Rad-X x2, [] RadAway x2, [] .32 Caliber Rounds x15, [] 10mm Rounds, | | [] Frag Grenade, [] First Aid Box, [] Stimpak x2, [] Med-X, [] Ammo | | Box x2, [] Ammo Box x3, [] First Aid Box x2, [] Ammo Box x2, | | [] 3x Microfusion Cell, [] Hidden Stash Note, [] 2x Ammo Boxes, | | [] Mine Box, [] Grenade Box, [] Ammo Box, [] First Aid Box, [] First | | Aid Box, [] Buffout, [] Jet, [] First Aid Box, [] Mentats, [] Safe, | | [] 2x Frag Grenade, [] 3x Ammo Boxes, [] Pre-war Book, [] Stimpak, | | [] Mentats, [] Safe, [] First Aid Box, [] Ammo Box, [] Psycho, [] First| | Aid Box, [] First Aid Box, [] Stimpak, [] 100x 10mm Rounds, | | [] 200x 5.56mm Rounds, 200x 5mm Rounds, [] 4x Frag Grenade, [] First | | Aid Box, [] First Aid Box, [] First Aid Box, [] 2x Mine Box, | | [] 10mm Rounds x10, [] First Aid Box, [] Chinese Army: Spec. Ops. | | Training Manual, [] Ammo Box, [] First Aid Box x2, [] First Aid Box,| | [] Nuka-Cola Quantum, [] 2x Ammo Box, [] 2x Frag Grenade, [] Shotgun | | Shells x12, [] Grognak the Barbarian, [] First Aid Box, [] Fission | | Battery, [] First Aid Box, [] Safe, [] Tales of a Junktown Jerky | | Vendor, [] 2x 5.56mm Rounds x24, [] Jet x2, [] Geomapper Module. | | | |QUEST REWARD: Choose one of two rewards: | | (300 EXP) 1. [] Ranger Battle Armor. | | 2. [] Eugene Minigun. | | | |ENEMIES: o Super Mutant o Super Mutant Brute o Super Mutant Master | | o Talon Comp. Merc | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Locating Reily: --------------- Head to Underworld, which is accessed from the Museum of History. This in turn can be accessed by travelling somewhere near the Washington Monument. You'll find the building somewhere on the east. Once inside, head to the very south of the ground level and enter the Chop Shop, the hospital around here. Talk to the woman lying on a bed, and it appears she is in a coma. You have two options here: 1. Wake her up if your Medicine Skill is high enough. 2. Speech Challenge Doctor Barrows and have him wake her up. You can also meet Reilly at the Statesman Hotel, in the Ranger Compound if you choose to directly go there, but if you perform these options you'll get a lot of markers and quest info right here, right now. Agree to help her team and hear her out for useful information. When you've heard all dialog let her rest and set out for the Ranger's Compound first. Finding the Ranger's Compound: ------------------------------ The fastest way is to go through the Capitol Building up north. Head through the entrance, immediately head through the door on your remote right that leads to the eastern sections of the room, and go through the hallway on your right until you reach the double doors that lead to the worldmap area called Seward Square. Needless to say, all of this doesn't go without a fight, and you'll face many Super Mutants and Talon Comp Mercs along the way. Continue south/southeast and head under a viaduct. Head all the way SE, past many gore bags, past the broadway cinema, until you see a metro sign. This is in front of the Cornucopia Fresh Groceries building From here head north and at the end of this street look on your right to see a sign with two crossing swords. Head east until you get to a square with a statue. Left from the statue is the entrance of the Ranger Compound - about time, really. The Ranger's Compound: ---------------------- The radio room is to the right and you can gather information regarding the rangers from here. Head left and check out the storage room in the back first to find a case with loads of alcohol and an [AMMO BOX]. More of your interest is probably the door to your left that leads to the storage room with loads of goodies: Check the cabinet shelves for: [.44 ROUNDS x16], [SCOPED .44 MAGNUM], [RAD-X x2] [RADAWAY x2], [.32 CALIBER ROUNDS x15], [10mm ROUNDS x12], [FRAG GRENADE]. Find a [FIRST AID BOX], [STIMPAK x2] and [MED-X] on the table. Also loot the two [AMMO BOXES] next to this table. Exit the building and head up the nearby stairs outside. At the second floor you'll find three more [AMMO BOXES] on some shelves, one of them averagely locked. Explore the area further to find two [FIRST AID BOXES] and two more [AMMO BOXES] of which one of each is also averagely locked. These are crammed with goods. Make sure you have Reilly's Rangers set as active quest, and check out the mark on your map. It is close to the Metro Station and the marker pinpoints the Sewers, one of the ways to get to your next destination: Vernon Square. Sewers: ------- Head through the Sewer tubes, kill the Super Mutants you'll soon meet, and switch to the other metro tube. Enter through the nearby door and go upstairs to find [3x MICROFUSION CELL] and a [HIDDEN STASH NOTE] nearby the skeletons. Read the note, then walk down the dead-end south-eastern tunnel. Waste the Super Mutant, then look around for the hidden stash under some debris.. and voila! You can find [2x AMMO BOXES], a [MINE BOX] and a [GRENADE BOX] here. It looks like there are five boxes, but I think there's one you can't open. Backtrack slightly, then go into the other tube and track along the metro. Head east when you can, waste another mutant, and look around for an [AMMO BOX] next to the couch. You can also sleep in the makeshift beds here. Head up the ladder to Pennsylvania Avenue and make your way through the street, heading west for the marker on your map. Discover Pennsylvania Avenue North's Metro Station, otherwise known as Freedom Street Station, and head inside. Freedom Street Station ---------------------- Proceed but be cautious of three nasty Bear Traps - either disarm or avoid them. Go through the northern walkway and blast the two Feral Ghouls. Check the generator room to the east, kill the ghoul and search for a [FIRST AID BOX] on the structure pillar. Go through the other generator room and you'll find a Scavenger upstairs, willing to trade supplies. Head back to the previous hallway with the T-junction and head west. Disarm the three Bear Traps in this room, then proceed through the door and hallway with the radioactive logo next to it. In the next tube, ignore the nearby door (leading to a small flooded room) and make your way through the tube itself, blasting any ghouls in your way. At the end, make your way upstairs to the higher levels of the subway, go over some walkways that are above the previously mentioned flooded room, and continue your way upstairs. Make your way across another walkway and kill any ghouls that reside here. Cross the crates and rubbish, head up another stairs and exit to Vernon Square at the end of the hall. Vernon Square: -------------- Make your way past the wrecked buses and head south until you reach the Our Lady of Hope Hospital. If you're looking for more (medical) supplies, head more to the west. Find a [FIRST AID BOX] on a little table in the corner of this area, and some [BUFFOUT] and [JET] in little crates on top of the truck. You'll find one last [FIRST AID BOX] on the truck as well. Head into the hospital now. Our Lady of Hope Hospital: -------------------------- You'll now be at the entrance lobby. Head through the double doors on the SW, and proceed through this hallway. Kill the centaur that roams this area, then open the Eat'o'tronic on the structure pillar to find some [MENTATS]. Before you proceed in the large hall, check out the room directly to your north, which is an other entrance of the hospital. Unlock the easy [SAFE] here. The large hall up ahead usually houses a Super Mutant or 4. Either waste them with grenades or missiles, otherwise lure them to the smaller room you're coming from. The SE corner in this large hall has a desk with [2x FRAG GRENADE] and [3x AMMO BOXES] on it. You can find a [PRE-WAR BOOK] on the counter near the skeleton hanging over it. When you proceed upstairs, be cautious of a mine at the top of the stairs. Head to the next area. Our Lady of Hope Hospital 2nd Floor: ------------------------------------ Go down the hall and check the two Eat'o'tronics for a [STIMPAK] and [MENTATS]. Also unlock the averagely locked [SAFE] at the end of the hall. Having done so, go through the double doors on the north and dispose of two mutants. There is nothing of value in both the dining hall nor the kitchen, so proceed through these areas and kill another two mutants. Use the adjacent hall and stairs to bring you at the higher levels outside of the hospital. Once outside, check around the corner to find a [FIRST AID BOX] and an [AMMO BOX]. You can also find a [PSYCHO] in a little wooden crate near the edge of the building. Cross the walkway, drop down a level and make your way into the Mid-levels of the Statesman Hotel. Statesman Hotel Mid Level: -------------------------- Drop down to the floor below and make your way through the hall. Grab supplies from the [FIRST AID BOX] next to the firehose box. Make your way through more halls and rooms until you reach a central hall. Find yet another [FIRST AID BOX] near the firehose box in this hall. The mini cafetaria with Cola Vending Machine and an Eat'o'tronic holds a [STIMPAK] in the latter. Take the western stairs and find Theo - or what's left of him anyway. Theo's Ammo Box holds a crapload of goodies: [100x 10MM ROUNDS], [200x 5.55MM ROUNDS], [200x 5MM ROUNDS], and [4x FRAG GRENADES]. It's too bad that Theo was stripped of his Ranger Armor Suit, or we would already have the best armor in the game. Oh well, let's carry on then, shall we? Proceed upstairs but beware of a trap. Enter the next hall and open the door to your right. Blast another mutant and make your way through the rooms, looting the dead mutants that the Ranger Squat must've already taken care of. Head through the northern passage and kill another mutant or two. From this complex, head east to reach a stairwell. You can't go down, and you can't go up more than one level, so that leaves us the fairly easy choice to go through the one door leading to a hallway with a sneaky Centaur. You can safely ignore the rooms on the west because the hold absolutely nothing. Instead, grab the supplies from the [FIRST AID BOX] near the firehose box, what else, and find yet another [FIRST AID BOX] at the end of the hall. How very generous! The (easy) locked door on the east of this hall holds, you wouldn't have guessed it, another [FIRST AID BOX]! Fortunately it also holds two [MINE BOX] (of which one is averagely locked) and some [10MM ROUNDS x10] on the shelves. Continue to the NW area and wipe out the mutants here. You got two options now: 1. If your repair skill is decent enough you can fix the elevator here and skip the next two paragraphs. 2. Take the longer path, read on. Grab any supplies from the [FIRST AID BOX] up ahead and walk down the hall. Waste another mutant, head upstairs, waste another mutant (wait, do I see a *pattern* here?) and explore the storage room for a [CHINESE ARMY: SPEC. OPS. TRAINING MANUAL] lying on one of the shelves. Before you go upstairs take a right first and unlock the easy door. Inside this room you'll find an [AMMO BOX] and two [FIRST AID BOXES]. Head upstairs but beware of another 'Falling Grenade Trap'. Statesman Hotel Restaurant: --------------------------- Loot the [FIRST AID BOX] on your left and make your way through the halls. Head east, ignoring the west area. You'll now be at the elevator. In this room, unlock the averagely locked door through the means of lockpicking. If you can't, you'll have to go around the other way, but this is preferred. Prepare yourself to kill a mutant or 4 in the area up ahead. When you have done so, check the inner counters for a [NUKA-COLA QUANTUM], [2x AMMO BOX], [2x FRAG GRENADE], [SHOTGUN SHELLS x12], and a [GROGNAK THE BARBARIAN] Skill Book. Check the western upstairs flank to find a [FIRST AID BOX]. Checking Out: ------------- Be SURE to check out the storage room behind the stairs to find a [FISSION BATTERY] on the broken Maintenance Protectron. This will come in handy soon, in case you're wondering. Exit the place by going upstairs and make it to the roof. Once on the roof, search around for the Rangers. You can give them some of your ammo if you want their help in the upcoming fight, but it's far from necessary. Give the Fission Battery to Donovan and follow the Rangers. In this area, gun down all mutants ASAP so the Rangers can make a run for the elevator. Once they make it, search the area for goodies. There's a [FIRST AID BOX] and an averagely locked [SAFE] at the entrance counter. If you head upstairs and check out the rooms to the east you can find a [TALES OF A JUNKTOWN JERY VENDOR] on one of the desks. Explore the nearby restroom to find [2x 5.56MM ROUNDS x24] and [JET x2] on some shelves. Exit the place and fast travel to the Ranger's Compound. Find Reilly and talk to her about your reward. I suggestyou go for the armor. It *is* possible to kill the Rangers, but you can do useful Freeform quests. Talk to Reilly again and talk about mapping. For every location you discover on the Pip-Boy you receive 20 Caps. If you've done some avid exploring so far, you're rewarded with several thousand caps right away! She'll also hand you the [GEOMAPPER MODULE]. Be careful with it, if you lose it or sell it, there are only two spares she can give you. Tops. Equip your new armor. Why is it so good? Well it has a reasonably weight compared to Power Armor (27 versus 45), and its DR (at max) is only 6 points under Power Armor (39 versus 45). It also gives excellent bonusses: +5 AP, LCK +1 and Small Guns +10. If the Ranger Armor needs tweaking you can repair it by using Talon Mercenaries Combat Armor - there's plenty of those around. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ16] Trouble on the Homefront | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: Listen to the emergency frequency (nearby Vault 101). | | | |ITEMS: [] Frag Grenades x2, [] First Aid Box. | | | |QUEST REWARD: [] Modified Utility Jumpsuit | | + If you side with the Overseer: | | [] Stealth Boy, [] Radiation Suit, [] Chems. | | | |ENEMIES: o Officer Wilkes | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The emergency frequency becomes available when you progress the Main Quests beyond 'The Waters of Life'. Head anywhere nearby Vault 101, such as Megaton, and hear the distress signal. Listen to it carefully. Looks like your chick is in need of some help! When you enter Vault 101, check the bodies of Jim Wilkins and Steve Armstrong (he's on the east). Talk to Officer Gomez in the next room, who gives you the opportunity to escort you to either the Overseer or Amata. Instead, go explore for yourself and head for the Atrium, west. Have a chat with Taylor, then go left, upstairs and make your way to the cell where the Overseer was hearing Amata out the last time. Check all weapon lockers to find the password to the terminal. Inside the cell you can talk to your former teacher. You can head north, talk the Overseer out of everything by a Speech Chalenge, then head down the stairs to the lower level and locate Amata (and you'll bump into Butch here too) who will tell you to leave the Vault forever, even if you just saved it. She'll also give you the [MODIFIED UTILITY JUMPSUIT]. Wait, did I just explain it all in one sentence? Either way, feel free to explore the area. There's not much to find, but you can find [FRAG GRENADES x2] and a [FIRST AID BOX] at the reactor level. Note: You can also side with the Overseer, which grants you a somewhat better reward because he'll throw in a Stealth Boy and Rad. Suit, plus some Chems. Then there's the siding with Butch option, where you need to do some 'tweaking' in the Reactor Room. Either way, they all lead to your unfortunate departure. No happy homecoming! If you're interested, check the lab for your father's books, a unique item which doesn't do much but fill up your inventory. At any case, there just isn't much to do in Vault 101, so it's not a big deal that you have to leave it forever. Say buh-bye to everyone, grab everything you need, whatever it may be, and complete the quest. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[MQ17] Agatha's Song | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |HOW TO UNLOCK: | | |ITEMS: [] | | |QUEST REWARD: [] | | |ENEMIES: o | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ III) FREEFORM QUESTS [FRQ] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Under construction. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ THE WASTELAND MAPS [MAP] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |WASTELAND MAP OVERVIEW| |______________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ____________________ |NORTH/|NORTH/|NORTH/| Because the map is impossible to fit on a 80-character |WEST |MIDDLE|EAST | format, it's been cut in 9 Sectors as seen left. The | 1 | 2 | 3 | following sectors have Latitude (<-->) and Longitude (v^) |______|______|______| as seen on the in-depth maps. These were held intact and |MIDDLE|MIDDLE|MIDDLE| the same as many maps circulating for Fallout 3, simply |/WEST |MIDDLE|/EAST | to refrain from confusion and adding user-friendliness. | 4 | 5 | 6 | |______|______|______| o In-depth maps go over the locations from lower right to |SOUTH/|SOUTH/|SOUTH/| upper left, as if exploring 'from the southeast to the |WEST |MIDDLE|WEST | to the northwest' of the Wasteland. | 7 | 8 | 9 | |______|______|______| _______________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |SECTOR 5: MIDDLE/MIDDLE| |_______________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ LONGITUDE | | -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| v |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| 13| 14 | 13 ---| |--- 12|DD e7 | 12 ---| AA |--- 11| BB * * Z | 11 ---| |--- 10| CC | 10 ---| * |--- 09| Y e6 13--------. | 09 ---| \ 11 |--- 08| W '-- U 9 | 08 ---| '------. |--- 07| '--------10 | 07 ---| 8 X 12 V T * * |--- 06| S R L | 06 ---| P |--- 05| Q 6 O e5| 05 ---| N K |--- 04| 7 M | 04 ---| |--- 03| 5 | 03 ---| * * |--- 02| 4 I H G | 02 ---| J |--- 01| * 3 | 01 ---| |--- 00| E e3 C | 00 ---| |--- -01| e1 |-01 ---| F D B A|--- -02| e2 1 | ---| |--- -03|__________*____2______e4______*_____________________________________|-03 -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| LATITUDE ----> IMPORTANT LOCATIONS: ==================== 1 = Springvale School ............ (LAT -10|LON -01) 2 = Jury Street Metro Station .... (LAT -10|LON -03) 3 = Vault 106 .................... (LAT -09|LON 01) 4 = Kaelyn's Bed & Breakfast ..... (LAT -09|LON 02) 5 = Big Town ..................... (LAT -04|LON 03) 6 = Moonbeam Outdoor Cinema ...... (LAT -08|LON 05) 7 = Fordham Flash Memorial Field . (LAT -08|LON 04) 8 = Arefu ........................ (LAT -11|LON 06) 9 = Agatha's House ............... (LAT 01|LON 08) 10 = Meresti Trainyard ............ (LAT -01|LON 07) 11 = Hallowed Moors Cemetary ...... (LAT -04|LON 09) 12 = Hamilton's Hideaway .......... (LAT -07|LON 07) 13 = Northwest Seneca Station ..... (LAT -10|LON 09) 14 = Germantown Police Headquarters (LAT -02|LON 13) SECONDARY LOCATIONS: ==================== A = North Pier .................. (LAT 03|LON -01) B = Rusty Tub ................... (LAT 02|LON -01) C = Lakeside Ruin.s ............. (LAT 01|LON 00) D = Freeway Raider Camp ......... (LAT -05|LON -01) E = Ruined Farmstead ............ (LAT -05|LON 00) F = Patriotic Picnic Area ....... (LAT -08|LON -01) G = Truck ....................... (LAT 03|LON 02) H = Shack, Pier, Rusty Tub ...... (LAT -02|LON 02) I = Drainage Outlet ............. (LAT -08|LON 02) J = Brahmin Skull Shack ......... (LAT -13|LON 02) K = Radiated Pool ............... (LAT 03|LON 05) L = Caravan ..................... (LAT 03|LON 06) M = House ....................... (LAT 02|LON 05) N = Cratered Hamlet ............. (LAT -01|LON 05) O = Truck ....................... (LAT -05|LON 05) P = Dry Pier .................... (LAT -07|LON 06) Q = South Arefu Pier ............ (LAT -10|LON 05) R = North Arefu Pier ............ (LAT -10|LON 08) S = Rusty Tub ................... (LAT -12|LON 06) T = Raider Shacks ............... (LAT -03|LON 07) U = Shack ....................... (LAT -05|LON 08) V = Tub and Bridge .............. (LAT -05|LON 07) W = Bowling Board ............... (LAT -08|LON 09) X = Shack ....................... (LAT -09|LON 07) Y = Boats ....................... (LAT -12|LON 09) Z = Power Transformers .......... (LAT 02|LON 11) AA = House ....................... (LAT -05|LON 12) BB = Wrecked Monorail Carriage Hat (LAT -12|LON 11) CC = Military Track .............. (LAT -13|LON 10) DD = Wrecked Vehicles ............ (LAT -13|LON 12) 10 RANDOM ENCOUNTERS ==================== ENCLAVE CAMPS: ============== e1 = (LAT -03|LON -02) e2 = (LAT -05|LON 00) e3 = (LAT -08|LON -03) e4 = (LAT -08|LON -03) e5 = (LAT 03|LON 06) e6 = (LAT -11|LON 09) e7 = (LAT -05|LON 12) ______________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |SECTOR 6: MIDDLE/EAST | |______________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ LONGITUDE | | 04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| v |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| 13| * | 13 ---| |--- 12| * AA | 12 ---| 11 |--- 11| CC * | 11 ---| BB 10 |--- 10| * Z Y | 10 ---| |--- 09| 9 * * * e6 | 09 ---| * V |--- 08| * e5 * | 08 ---| e7 8 |--- 07| W U | 07 ---| X |--- 06| T 6 | 06 ---| |--- 05| * * | 05 ---| S R * |--- 04| 7 | 04 ---| * |--- 03| 5 O | 03 ---| Q * |--- 02| N | 02 ---| * e4 P |--- 01| M| 01 ---| |--- 00| * L K e3 | 00 ---| * |--- -01| 4 * * G e2|-01 ---| J |--- -02| I 3 H ___|-02 ---| F e1 _ _____2____________A____| |--- -03|___________________E_______D__C___B___|_|________________1__________|-03 04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| LATITUDE ----> IMPORTANT LOCATIONS: ==================== 1 = National Guard Depot ........... (LAT 18|LON -03) 2 = Friendship Heights Metro Station (LAT 14|LON -03) 3 = Rock Creek Caves ............... (LAT 16|LON -02) 4 = Chryslus Building .............. (LAT 08|LON -01) 5 = Bethesda Ruins ................. (LAT 05|LON 03) 6 = Vault 108 ...................... (LAT 18|LON 06) 7 = Corvega Factory ................ (LAT 16|LON 05) 8 = Wheaton Armory ................. (LAT 10|LON 08) 9 = Scrapyard ...................... (LAT 05|LON 09) 10 = Canterbury Commons ............. (LAT 18|LON 11) 11 = AntAgonizer's Lair ............. (LAT 17|LON 12) SECONDARY LOCATIONS: ==================== A = National Guard Trucks ........ (LAT 18|LON -03) B = Courtyard Fountain ........... (LAT 12|LON -03) C = Super Mutant Fire ............ (LAT 11|LON -03) D = Shelter Entrance ............. (LAT 10|LON -03) E = Truck ........................ (LAT 09|LON -03) F = Wastelander Mine Trap ........ (LAT 05|LON -03) G = Rock Creek Roundabout ........ (LAT 20|LON -01) H = Rock Creek Ruins ............. (LAT 19|LON -01) I = Red Rocket Gas Station ....... (LAT 13|LON -01) J = Truck ........................ (LAT 12|LON -01) K = Bethesda Coach Station ....... (LAT 10|LON 00) L = Chrysus Baseball Field ....... (LAT 08|LON 00) M = Wrecked Monorail Carriage .... (LAT 20|LON 01) N = Truck ........................ (LAT 16|LON 02) O = Red Rocket Gas Station ....... (LAT 15|LON 03) P = Bethesda Roundabout + Gas Station ................ (LAT 13|LON 02) Q = Bethesda Suburbs ............. (LAT 09|LON 03) R = Corvaga Township ............. (LAT 14|LON 05) S = Coach Liner Wreckage ......... (LAT 11|LON 05) T = Wheaton Armory Truck ......... (LAT 10|LON 06) U = Truck ........................ (LAT 17|LON 07) V = Robot Repair Center .......... (LAT 17|LON 09) W = Radio Mast Yankee Bravo ...... (LAT 16|LON 07) X = Wrecked Monorail Train ....... (LAT 07|LON 07) Y = Canterbury Commons Water Tower (LAT 15|LON 10) Z = Brahmin Pastures ............. (LAT 14|LON 10) AA = Military Truck Checkpoint .... (LAT 13|LON 12) BB = Freeway Truck ................ (LAT 11|LON 10) CC = Regulator Headquarters ....... (LAT 09|LON 11) 20 RANDOM ENCOUNTERS ==================== ENCLAVE CAMPS: ============== e1 = (LAT 09|LON -03) e2 = (LAT 20|LON -01) e3 = (LAT 10|LON 00) e4 = (LAT 12|LON 02) e5 = (LAT 16|LON 08) e6 = (LAT 13|LON 09) e7 = (LAT 05|LON 07) ______________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| | SECTOR 7: SOUTH/WEST | |______________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ LONGITUDE | | -30|-29|-28|-27|-26|-25|-24|-23|-22|-21|-20|-19|-18|-17|-16|-15|-14| v |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| -04| * 10 11 |-04 ---| e3 T |--- -05| * |-05 ---| |--- -06| Q P |-06 ---| * * * 11 |--- -07| S R |-07 ---| 12 O|--- -08| * |-08 ---| |--- -09| M |-09 ---| |--- -10| * L K |-10 ---|N * |--- -11| * * |-11 ---| 10 * e2|--- -12| e1 6 G 7 |-12 ---| * |--- -13| J I * |-13 ---| |--- -14| * 8 H |-14 ---| * |--- -15| F 9 * |-15 ---| D 5|--- -16| * E * |-16 ---| |--- -17| * |-17 ---| 4 3----,-----1 |--- -18| | * B |-18 ---| | |--- -19| 2 A |-19 ---| |--- -20|_________________________________________________C__________________|-20 -30|-29|-28|-27|-26|-25|-24|-23|-22|-21|-20|-19|-18|-17|-16|-15|-14| LATITUDE ----> IMPORTANT LOCATIONS: ==================== 1 = Tenpenny Tower ............... (LAT -16|LON -17) 2 = Warrington Station ........... (LAT -18|LON -19) 3 = Warrington Trainyard ......... (LAT -20|LON -17) 4 = Dunwich Building ............. (LAT -26|LON -18) 5 = RobCo Facility ............... (LAT -14|LON -15) 6 = F.l Scott Key Trail & Compound (LAT -27|LON -15) 7 = VAPL-84 Power Station ........ (LAT -15|LON -12) 8 = VAPL-66 Power Station ........ (LAT -23|LON -14) 9 = Jacka's Pop & Gas Stop ....... (LAT -22|LON -12) 10 = Girdershade .................. (LAT -26|LON -11) 11 = Evergreen Mills .............. (LAT -18|LON -07) 12 = Smith Casey's Garage ......... (LAT -22|LON -08) 13 = Charnel House ................ (LAT -21|LON -04) 14 = Yao Guai Tunnels ............. (LAT -28|LON -04) SECONDARY LOCATIONS: ==================== A = Ruined Office Building . (LAT -14|LON -19) B = Willy's Gracer ......... (LAT -14|LON -18) C = Lucky's Gracer ......... (LAT -18|LON -20) D = Warrington Township .... (LAT -18|LON -16) E = Dot's Dunwich Diner .... (LAT -22|LON -16) F = Chinese Pilot's Shack .. (LAT -29|LON -12) G = Captain Cosmos Board ... (LAT -20|LON -12) H = Drainage Chamber ....... (LAT -20|LON -13) I = Broadcast Tower ........ (LAT -20|LON -13) J = Destroyed House ........ (LAT -26|LON -13) K = Shack .................. (LAT -16|LON -10) L = Captain Cosmos Board ... (LAT -26|LON -10) M = Radiated Pond .......... (LAT -26|LON -10) N = Overturned City Liner .. (LAT -30|LON -10) O = Ruined Calverton Village (LAT -14|LON -07) P = Ruined Chapel .......... (LAT -14|LON -06) Q = Military Checkpoint .... (LAT -22|LON -06) R = Rockopolis ............. (LAT -26|LON -07) S = Wastelander Tent ....... (LAT -30|LON -07) T = Broadcast Tower PN ..... (LAT -24|LON -04) 20 RANDOM ENCOUNTERS ==================== ENCLAVE CAMPS: ============== e1 = (LAT -23|LON -12) e2 = (LAT -14|LON -11) e3 = (LAT -28|LON -04) ______________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |SECTOR 8: SOUTH/MIDDLE| |______________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ LONGITUDE | | -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| v |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| -04| BB Z X W 10 8 * e6 |-04 ---| |--- -05| AA Y V |-05 ---| |--- -06| * * 9 U |-06 ---| |--- -07| T * |-07 ---| |--- -08| e5 S |-08 ---| R |--- -09| Q * N* |-09 ---| |--- -10| e4 |-10 ---| M |--- -11| P O |-11 ---| |--- -12| L *K * |-12 ---| 7 6 |--- -13| e3 J |-13 ---| |--- -14| _|-14 ---| * | |--- -15| e2 I H * 4 |ŻŻ |-15 ---| * G | |--- -16| E D | C |-16 ---| e1 |Ż |--- -17| 5 | (DC)|-17 ---| * 3 F Ż| |--- -18| 1 |Ż____|-18 ---| 2 * B Ż * |--- -19| A |-19 ---| |--- -20|____________________________________________________________________|-20 -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| LATITUDE ----> IMPORTANT LOCATIONS: ==================== 1 = Nuka-Cola Plant ..... (LAT -01|LON -19) 2 = The Overlook Drive-in (LAT -08|LON -18) 3 = Andale .............. (LAT -05|LON -17) 4 = Red Racer Factory ... (LAT 02|LON -15) 5 = Cliffside Cavern .... (LAT -10|LON -17) 6 = Fairfax Ruins ....... (LAT -04|LON -12) 7 = Fort Independence ... (LAT -06|LON -13) 8 = Springvale .......... (LAT -02|LON -04) 9 = Megaton ............. (LAT -01|LON -06) 10 = Vault 101 ........... (LAT -04|LON -04) SECONDARY LOCATIONS: ==================== A = Traffic Pile .................... (LAT 03|LON -19) B = Parked Nuka-Cola Trucks + Drainage System ............... (LAT -02|LON -19) C = Raider Camp ..................... (LAT 03|LON -16) D = Red Racer Trucks ................ (LAT 01|LON -16) E = Dot's Diner ..................... (LAT -01|LON -16) F = Jackknifed Truck ................ (LAT -03|LON -17) G = The Concrete Treehouse .......... (LAT -03|LON -15) H = Overturned Truck ................ (LAT -05|LON -15) I = Freeway Wreckage ................ (LAT -06|LON -15) J = Scavenger's Bridge .............. (LAT 02|LON -13) K = Red Rocket Gas Station .......... (LAT 00|LON -12) L = Cars Dealership ................. (LAT -01|LON -12) M = Raider Passage .................. (LAT 03|LON -10) N = Talon Merc Company Camp ......... (LAT 02|LON -09) O = Wrecked House ................... (LAT 00|LON -10) P = Independence Ruins .............. (LAT -09|LON -11) Q = Independence Hamlet ............. (LAT -11|LON -09) R = Statue .......................... (LAT 03|LON -08) S = Captain Cosmos Board ............ (LAT -06|LON -08) T = Truck ........................... (LAT -12|LON -07) U = Water Tower ..................... (LAT 02|LON -05) V = Ruined House .................... (LAT 02|LON -04) W = Freeway Drain ................... (LAT -05|LON -04) X = Wrecked House ................... (LAT -06|LON -04) Y = Military Track Checkpoint ....... (LAT -07|LON -05) Z = Drainage Chamber ................ (LAT -11|LON -04) AA = Radio Mast Oscar Tango and Hamlet (LAT -11|LON -05) BB = Jury Street Tunnels ............. (LAT -13|LON -04) 14 RANDOM ENCOUNTERS ==================== ENCLAVE CAMPS: ============== e1 = (LAT -02|LON -16) e2 = (LAT -08|LON -15) e3 = (LAT -01|LON -13) e4 = (LAT -06|LON -10) e5 = (LAT -11|LON -08) e6 = (LAT 02|LON -04) ____________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |SECTOR 9: SOUTH/WEST| |____________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Note: Does not contain DC City Locations (such as Washington Memorial). LONGITUDE | | 04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| v |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| -04| * 18 EE |-04 ---| * |--- -05| 17 DD |-05 ---| |--- -06| BB Y |-06 ---| 15 12 |--- -07| CC * AA * 13 e2 |-07 ---| Z |--- -08| 16 |-08 ---| 14 X 11 |--- -09| 10 |-09 ---| |--- -10| T |-10 ---| |--- -11| 9 V |-11 ---| W U S |--- -12| |-12 ---| R Q |--- -13| P 7 |-13 ---| 8 |--- -14| |-14 ---| |--- -15| N O |-15 ---| |--- -16| |-16 ---| M 3 |--- -17| 6 |-17 ---| * 5 4 |--- -18| K F |-18 ---| 2 e1 1 |--- -19| J E B |-19 ---| L H |--- -20|_____________________I___G_________D______________C_______A_________|-20 04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| LATITUDE ----> IMPORTANT LOCATIONS: ==================== 1 = Arlington Library ......... (LAT 08|LON -19) 2 = Flooded Metro ............. (LAT 04|LON -18) 3 = Anacostia Crossing ........ (LAT 19|LON -16) 4 = Rivet City ................ (LAT 18|LON -17) 5 = Jefferson Memorial ........ (LAT 13|LON -17) 6 = Alexandria Arms ........... (LAT 07|LON -17) 7 = Irradiated Metro .......... (LAT 13|LON -13) 8 = The Citadel ............... (LAT 08|LON -14) 9 = Marigold Station .......... (LAT 06|LON -11) 10 = Grayditch ................. (LAT 05|LON -09) 11 = Dukov's Place ............. (LAT 11|LON -08) 12 = Anchorage Memorial ........ (LAT 10|LON -07) 13 = Tepid Sewers .............. (LAT 11|LON -07) 14 = Flooded Metro ............. (LAT 08|LON -08) 15 = Wilhelm's Wharf ........... (LAT 07|LON -07) 16 = Sewer Waystation .......... (LAT 04|LON -08) 17 = Super Duper Mart .......... (LAT 04|LON -04) 18 = Farragut West Metro Station (LAT 07|LON -04) SECONDARY LOCATIONS: ==================== A = Highly radiated Tub ............ (LAT 18|LON -20) B = Broken Bow ..................... (LAT 17|LON -19) C = Rivet City Junk .... ........... (LAT 16|LON -20) D = Red Speedboat .................. (LAT 12|LON -20) E = Rusty Tub ...................... (LAT 12|LON -19) F = Mirelurk Jetty ................. (LAT 11|LON -18) G = Truck .......................... (LAT 10|LON -20) H = Small Sewer .................... (LAT 09|LON -20) I = Talon Company Recon Camp ....... (LAT 08|LON -20) J = Truck .......................... (LAT 07|LON -19) K = Office Raider Camp ............. (LAT 06|LON -18) L = Flooded Metro Raider Camp ...... (LAT 04|LON -19) M = Super Mutant Fire .............. (LAT 16|LON -16) N = Sunken Boat and Jetty .......... (LAT 11|LON -15) O = Boats .......................... (LAT 13|LON -15) P = Super Mutant Office Ruins ...... (LAT 13|LON -13) Q = Sewer Entrance Manhole ......... (LAT 04|LON -13) R = Sewer Grate .................... (LAT 09|LON -13) S = Scavenger Shack ................ (LAT 12|LON -11) T = Raider Camp .................... (LAT 12|LON -10) U = Potomac Bridge ................. (LAT 10|LON -11) V = Sewer Grate .................... (LAT 09|LON -11) W = Outpost ........................ (LAT 04|LON -11) X = Scavenger's Jetty .............. (LAT 09|LON -08) Y = Military Tent .................. (LAT 10|LON -06) Z = Anchorage Bridge ............... (LAT 07|LON -07) AA = Road Signs ..................... (LAT 08|LON -07) BB = Sewer Grate .................... (LAT 07|LON -07) CC = Traffic Accident ............... (LAT 04|LON -07) DD = Statue ......................... (LAT 07|LON -05) EE = Statue ......................... (LAT 07|LON -04) 5 RANDOM ENCOUNTERS =================== ENCLAVE CAMPS: ============== e1 = (LAT = 07|LON -19) e2 = (LAT = 12|LON -07) ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ V) EXPLORING THE WASTELAND [EXP] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[EXP5.1] Hamilton's Hideaway | |_____________________________________________________________________| |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |LAT -07/LONG 07 | | | |PICKUPS: [] First Aid Box, [] Bottlecap Mine, [] Cherry Bomb x4, [] Nuka-Cola | | Quantum, [] Duck and Cover!, [] Stimpak x2, [] Jet x2, [] Mentats, | | [] Buffout x2, [] Psycho, [] 3x Railway Spikes x20, [] Med-X x2, | | [] First Aid Box x2, [] Ammo Box x7, [] Mini Nuke, [] Frag Grenade x5| | [] Foot Locker x2. | | | |ENEMIES: o Raider o Radscorpion o Radroach | | | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Head down some stairs, go around the corner and head SE at the crossways. In the rooms up ahead you'll find a [FIRST AID BOX], [BOTTLECAP MINE], Toolbox and even a Workbench. In the southern room is another Toolbox. Head west at the crossroads, then continue NE. You may run into Radscorpions here. Continue until you get to a T-section with a corpse. Loot it and proceed to the western area until you reach a room with a Raider. Check the Filing Cabinets x2, grab [CHERRY BOMB x4] from the desk, as well as the [NUKA-COLA QUANTUM], [DUCK AND COVER!], [STIMPAK x2], [JET x2], [MENTATS], [BUFFOUT x2], [PSYCHO], [3x RAILWAY SPIKES x20], and on the table with the light: [MED-X x2]. Make your way through the NE tunnel, loot the Raider corpse and check out the corpse in the nearby room. The far Northwest part of the tunnel looks collapsed and it is, but you can check out the cell - that is, if you have the Three Dog's Cache Key (find out about dad on your own, then claim rewards at Three Dog). The Cache holds: o First Aid Box x2. o Ammo Boxes x7: [MISSILE x8], [ENERFY CELL x40], [MICROFUSION CELL x28], [.308 CALIBER ROUND x10], [5.56MM ROUND x33], [ENERGY CELL x38], [DARTS x48]. o [MINI NUKE], [STEALTH BOY], [GUNS AND BULLETS], [ASSAULT RIFLE], [FRAG GRENADE x4], [FRAG GRENADE x1]. o Foot Locker x2: [POWER FIST], [.44 ROUNDS x15]. Several other small rooms are up ahead, but you'll only find things like: Toy Car x2, Fission Battery, Wonderglue, Lunchbox. Exit the tunnel by the South/SE. In this room you can find a [FIRST AID BOX], plus a Fission Battery, Vacuum Cleaner and a dead Raider. You've now explored the area. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VI) STATISTICS EXPLAINED [STAT] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[S1] S.P.E.C.I.A.L. Explained | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ S.P.E.C.I.A.L. stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. These are your primary stats, and they will have influence on your skills and thus your gameplay. One may argue that the one basic stat is more important than the other, and this is most likely true. This section describes the basic stats in detail, allows you to review them one by one, and comes with a final judgment on how a well balanced character should distribute his stats. Strength: ========= .---------.-----------------.-------------.------------------. |Strength:|Max Carry Weight:|Melee Damage:|Skill Modifiers: | |=========|=================|=============|==================| | 1 | 160 | 0.5 |Melee Weapons +2%| | 2 | 170 | 1.0 |Melee Weapons +4%| | 3 | 180 | 1.5 |Melee Weapons +6%| | 4 | 190 | 2.0 |Melee Weapons +8%| | 5 | 200 | 2.5 |Melee Weapons +10%| | 6 | 210 | 3.0 |Melee Weapons +12%| | 7 | 220 | 3.5 |Melee Weapons +14%| | 8 | 230 | 4.0 |Melee Weapons +16%| | 9 | 240 | 4.5 |Melee Weapons +18%| | 10 | 250 | 5.0 |Melee Weapons +20%| '---------'-----------------'-------------'------------------' Strength allows you to hold more items in your inventory and increases your melee damage. Associated Skills: 1. Melee Weapons. 2. Carry Weight. Associated Perks: 1. Little Leaguer (Minimum of 4 STR, LVL 2) 2. Iron Fist (Minimum of 4 STR, LVL 4) 3. Strong Back (Minimum of 5 STR, LVL 8) Perception: =========== .-----------.-------------------------------------------. |Perception:|Skill Modifiers: | |===========|===========================================| | 1 |Energy Weapons & Lockpick & Explosives +2%| | 2 |Energy Weapons & Lockpick & Explosives +4%| | 3 |Energy Weapons & Lockpick & Explosives +6%| | 4 |Energy Weapons & Lockpick & Explosives +8%| | 5 |Energy Weapons & Lockpick & Explosives +10%| | 6 |Energy Weapons & Lockpick & Explosives +12%| | 7 |Energy Weapons & Lockpick & Explosives +14%| | 8 |Energy Weapons & Lockpick & Explosives +16%| | 9 |Energy Weapons & Lockpick & Explosives +18%| | 10 |Energy Weapons & Lockpick & Explosives +20%| '-----------'-------------------------------------------' The better your perception, the quicker you'll spot enemies on the compass. Associated Skills: 1. Energy Weapons. 2. Explosives. 3. Lockpick. Associated Perks: 1. Thief (Minimum of 4 PER, LVL 2) 2. Sniper (Minimum of 6 PER, LVL 12) 3. Light Step (Minimum of 6 PER, LVL 14) 4. Contract Killer (Minimum of 6 PER, LVL 14) 5. Lawbringer (Minimum of 6 PER, LVL 14) 6. Better Criticals (Minimum of 6 PER, LVL 16) 7. Infilitrator (Minimum of 7 PER, LVL 18) Endurance: ========== .----------.-------.------------------.----------------.-----------------------. |Endurance:|Max HP:|Poison Resistance:|Rad. Resistance:|Skill Modifiers: | |==========|=======|==================|================|=======================| | 1 | 120 | 0% | 0% |Big Guns & Unarmed +2%| | 2 | 140 | 5% | 2% |Big Guns & Unarmed +4%| | 3 | 160 | 10% | 4% |Big Guns & Unarmed +6%| | 4 | 180 | 15% | 6% |Big Guns & Unarmed +8%| | 5 | 200 | 20% | 8% |Big Guns & Unarmed +10%| | 6 | 220 | 25% | 10% |Big Guns & Unarmed +12%| | 7 | 240 | 30% | 12% |Big Guns & Unarmed +14%| | 8 | 260 | 35% | 14% |Big Guns & Unarmed +16%| | 9 | 280 | 40% | 16% |Big Guns & Unarmed +18%| | 10 | 300 | 45% | 18% |Big Guns & Unarmed +20%| '----------'-------'------------------'----------------'-----------------------' Endurance increases max health, and your resistance to poison and radiation. Associated Skills: 1. Big Guns. 2. Unarmed. Associated Perks: 1. Toughness (Minimum of 5 END, LVL 6) 2. Lead Belly (Minimum of 5 END, LVL 6) 3. Strong Back (Minimum of 5 END, LVL 8) 4. Rad Resistance (Minimum of 5 END, LVL 8) 5. Size Matters (Minimum of 5 END, LVL 8) 6. Life Giver (Minimum of 6 END, LVL 12) 7. Solar Powered (Minimum of 7 END, LVL 20) Charisma: ========= .-----------.--------------------. |Charisma: |Skill Modifiers: | |===========|====================| | 1 |Barter & Speech +2%| | 2 |Barter & Speech +4%| | 3 |Barter & Speech +6%| | 4 |Barter & Speech +8%| | 5 |Barter & Speech +10%| | 6 |Barter & Speech +12%| | 7 |Barter & Speech +14%| | 8 |Barter & Speech +16%| | 9 |Barter & Speech +18%| | 10 |Barter & Speech +20%| '-----------'--------------------' Charisma makes talking to people much easier. Associated Skills: 1. Barter. 2. Speech. Associated Perks: 1. Scoundrel (Minimum of 4 CHR, LVL 4) 2. Child at Heart (Minimum of 4 CHR, LVL 4) 3. Impartial Mediation (Minimum of 5 CHR, LVL 8) 4. Animal Friend (Minimum of 6 CHR, LVL 10) 5. Master Trader (Minimum of 6 CHR, LVL 14) Intelligence: ============= .-------------.------------------------.--------------------------------. |Intelligence:|Skill Points per LVL Up:|Skill Modifiers: | |=============|========================|================================| | 1 | 11 |Medicine & Repair & Science +2%| | 2 | 12 |Medicine & Repair & Science +4%| | 3 | 13 |Medicine & Repair & Science +6%| | 4 | 14 |Medicine & Repair & Science +8%| | 5 | 15 |Medicine & Repair & Science +10%| | 6 | 16 |Medicine & Repair & Science +12%| | 7 | 17 |Medicine & Repair & Science +14%| | 8 | 18 |Medicine & Repair & Science +16%| | 9 | 19 |Medicine & Repair & Science +18%| | 10 | 20 |Medicine & Repair & Science +20%| '-------------'------------------------'--------------------------------' Intelligence increases the amount of Skills Points you are allowed to give your skills when you gain a Level. Associated Skills: 1. Medicine. 2. Repair. 3. Science. Associated Perks: 1. Swift Learner (Minimum of 4 INT, LVL 2) 2. Gun Nut (Minimum of 4 INT, LVL 2) 3. Daddy's Boy (Minimum of 4 INT, LVL 2) 4. Educated (Minimum of 4 INT, LVL 4) 5. Entomologist (Minimum of 4 INT, LVL 4) 6. Comprehension (Minimum of 4 INT, LVL 6) 7. Nerd Rage! (Minimum of 5 INT, LVL 10) 8. Computer Whiz (Minimum of 7 INT, LVL 18) Agility: ======== .-------------.------------------.-----------------------. |Agility: |AP/Action Points: |Skill Modifiers: | |=============|==================|=======================| | 1 | 67 |Small Guns & Sneak +2%| | 2 | 69 |Small Guns & Sneak +4%| | 3 | 71 |Small Guns & Sneak +6%| | 4 | 73 |Small Guns & Sneak +8%| | 5 | 75 |Small Guns & Sneak +10%| | 6 | 77 |Small Guns & Sneak +12%| | 7 | 79 |Small Guns & Sneak +14%| | 8 | 81 |Small Guns & Sneak +16%| | 9 | 83 |Small Guns & Sneak +18%| | 10 | 85 |Small Guns & Sneak +20%| '-------------'------------------'-----------------------' Agility increases your APS in VATS combat mode. Associated Skills: 1. Small Guns. 2. Sneak. Associated Perks: 1. Gun Nut (Minimum of 4 AGL, LVL 2) 2. Thief (Minimum of 4 AGL, LVL 2) 3. Silent Running (Minimum of 6 AGL, LVL 12) 4. Sniper (Minimum of 6 AGL, LVL 12) 5. Light Step (Minimum of 6 AGL, LVL 14) 6. Action Boy (Minimum of 7 AGL, LVL 16) Luck: ===== .-----------.---------------------------------. |Charisma: |Skill Modifiers: | |===========|=================================| | 1 |Critical Hit +1%, All Skills +1%| | 2 |Critical Hit +2%, All Skills +1%| | 3 |Critical Hit +3%, All Skills +2%| | 4 |Critical Hit +4%, All Skills +2%| | 5 |Critical Hit +5%, All Skills +3%| | 6 |Critical Hit +6%, All Skills +3%| | 7 |Critical Hit +7%, All Skills +4%| | 8 |Critical Hit +8%, All Skills +4%| | 9 |Critical Hit +9%, All Skills +5%| | 10 |Critical Hit +10%, All Skills +5%| '-----------'---------------------------------' Luck increases your critical hit rate, plus increases all skills. Associated Perks: 1. Fortune Finder (Minimum of 5 LCK, LVL 6) 2. Scrounger (Minimum of 5 LCK, LVL 8) 3. Finesse (Minimum of 6 LCK, LVL 10) 4. Mysterious Stranger (Minimum of 6 LCK, LVL 10) 5. Better Criticals (Minimum of 6 LCK, LVL 16) _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[S2] Derived Statistics | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Action Points (AP): =================== .-------------.------------------. |Agility: |AP/Action Points: | AP are the points you expend when you use the |=============|==================| VATS mode to ridden your enemies. The | 1 | 67 | advantage of VATS is that it allows you to | 2 | 69 | easily target specific body parts and every | 3 | 71 | attack your perform in VATS has an additional | 4 | 73 | +15% chance on doing a critical hit. | 5 | 75 | | 6 | 77 | It is probably one of the less important | 7 | 79 | derived stats, mainly because there simply | 8 | 81 | isn't much variation between 67 AP and 85 AP. | 9 | 83 | | 10 | 85 | '-------------'------------------' Point Cost: 1. Crouch/Stand: 10 AP Cost 2. Fire with most Weapons: 10 AP Cost 3. Fire with a Rifle: 25 AP Cost 4. Fire with a Big Gun: 75 AP Cost Permanently Increasing Perks: 1. Action Boy/Girl: +25 AP Temporary AP Increases: 1. UltraJet Action: +40 AP 2. Jet Action: +30 AP 3. Nuka-Cola Quantum: +20 AP 4. NukaLurk Meat: +20 AP 5. Fire Ant Nectar: +8 AP Temporary AP Decreases: 1. Alcohol Addiction: Agility -1 = AP -2 2. Jet Addiction: Agility -1 = AP -2 3. Med-X Addiciton: Agility -1 = AP -2 4. Radiation Poisoning (400 Rads): Agility -1 = AP -2 5. Radiation Poisoning (600 Rads): Agility -2 = AP -4 6. Radiation Poisoning (800 Rads): Agility -3 = AP -6 Carry Weight (CW): ================== .---------.-----------------. |Strength:|Max Carry Weight:| Carry Weight is the statistic that allows you to |=========|=================| hold a certain amount of items, equipement, food, | 1 | 160 | weapons, etc. Everything has a weight which you | 2 | 170 | can easily check when you pick something up, or | 3 | 180 | when you look the item up in the menu. | 4 | 190 | | 5 | 200 | | 6 | 210 | | 7 | 220 | | 8 | 230 | | 9 | 240 | | 10 | 250 | '---------'-----------------' Permanently Increasing Perks: 1. Strong Back: +50 Carry Weight 2. Solar Powered: (In Sunlight) STR +2 = +40 CW Temporary CW Increases: 1. Alcoholic Drinks: STR +1 = CW +20 2. Mississippi Quantum Pie: STR +1 = CW +20 3. Buffout: STR +1 = CW +20 Temporary CW Decreases: 1. Nectar Withdrawal: STR -2 = CW -40 2. Buffout Withdrawal: STR -1 = CW -20 3. Radiation Poisoning (600 Rads): STR -1 = CW -20 4. Radiation Poisoning (800 Rads): STR -2 = CW -40 Critical Chance: ================ .-----------.-----------------. |Charisma: |Skill Modifiers: | Critical Hits usually means double damage to the |===========|=================| target being hit by a critical hit. Your Luck | 1 |Critical Hit +1% | increases your critical hit chance, but simply | 2 |Critical Hit +2% | going into VATS mode also increases your chance | 3 |Critical Hit +3% | by 15%. | 4 |Critical Hit +4% | | 5 |Critical Hit +5% | If you kill an enemy with a critical hit while | 6 |Critical Hit +6% | using an energy weapon, the enemy will be | 7 |Critical Hit +7% | vaporized to a little heap of ashes. You can | 8 |Critical Hit +8% | still search it for drops, though. | 9 |Critical Hit +9% | | 10 |Critical Hit +10%| '-----------'-----------------' Permanently Increasing Perks: 1. Finesse: +5% Critical Chance 2. Ninja: +15% Critical Chance (Only when Unarmed or using Melee Weapons) Damage Resistance: ================== This statistic is your defense. If you have a Damage Resistance of 30, then you will receive 30% less damage when hit. This statistic is capped at 85% so if you see a number higher than that, keep in mind it's not your true resistance. Wear Armor and Helmets for a better defense. Permanently Increasing Perks: 1. Toughness: +10 Damage Resistance 2. Cyborg: +10 Damage Resistance 3. Nerd Rage: +50 Damage Resistance (Only when health is low) Temporary Increases: 1. Med-X: +25 Damage Resistance Health: ======= .----------.-------. |Endurance:|Max HP:| Health is obviously essential - lose it all and you'll die. |==========|=======| Endurance is of direct relevance to your health as the | 1 | 120 | table on the left shows. | 2 | 140 | | 3 | 160 | Enemies have health too, but the precise values are not | 4 | 180 | shown in-game. You can refer to the enemy encyclopedia | 5 | 200 | section of this Guide to find the Max HP values of your | 6 | 220 | enemies. You can use the Health Bars in-game to get a | 7 | 240 | good estimate of how much an enemy is weakened. | 8 | 260 | | 9 | 280 | The table below shows the difference between body parts of | 10 | 300 | a regular enemy and your own body parts. '----------'-------' .----------.--------------.------------. |Body Part:|Player Health:|NPC Health: | o Head Shots often means double damage. |==========|==============|============| |Head | 75% | 20% | o The %'s in the table to the left are |Torso | 255% | 60% | estimates of how much health a |Right Arm | 100% | 25% | specific body part resembles. The |Left Arm | 100% | 25% | head is the obvious weak spot, but |Right Leg | 150% | 25% | for enemies the limbs are also weak |Left Leg | 150% | 25% | spots that are easy to cripple. '----------'--------------'------------' Permanently Increasing Perks: 1. Life Giver: +30 Health Temporary Increases: 1. Buffout: END +3 = Health +60 Melee and Unarmed Damage: ========================= .---------.-------------. |Strength:|Melee Damage:| Melee Damage is applicable when you attack enemies |=========|=============| with weapons such as a Baton or a Lead Pipe, while | 1 | 0.5 | Unarmed Damage is stricktly anything related to your | 2 | 1.0 | fist, and no holding weapons. Knuckles count as | 3 | 1.5 | Unarmed. Your Unarmed Damage is 1/4th of your Unarmed | 4 | 2.0 | Skill. With a 40 Skill, you'll be able to inflict | 5 | 2.5 | 10 damage. | 6 | 3.0 | | 7 | 3.5 | | 8 | 4.0 | | 9 | 4.5 | | 10 | 5.0 | '---------'-------------' Permanently Increasing Perks: 1. Iron Fist: +5 Unarmed Damage 2. Nerd Rage: STR set to 10 = 5.0 Melee Damage (Only when health is low) Temporary Increases: 1. Alcoholic Drinks: STR +1 = +0.5 Melee Damage 2. Mississippi Quantum Pie: STR +1 = +0.5 Melee Damage 3. Buffout: STR +1 = +0.5 Melee Damage Temporary Decreases: 1. Nectar Withdrawal: STR -2 = -1 Melee Damage 2. Buffout Withdrawal: STR -2 = -1 Melee Damage 3. Radiation Poisoning (600 Rads): -1 STR = -0.5 Melee Dmg 4. Radiation Poisoning (800 Rads): -2 STR = -1.0 Melee Dmg Poison & Radiation Resistance: ============================== .----------.------------------.----------------. |Endurance:|Poison Resistance:|Rad. Resistance:| This is your resistance against |==========|==================|================| radiated pools and barrels, | 1 | 0% | 0% | plus the effects when being | 2 | 5% | 2% | intoxicated. | 3 | 10% | 4% | | 4 | 15% | 6% | See the table below how | 5 | 20% | 8% | Radiation Exposure can severely | 6 | 25% | 10% | decrease your stats, or in the | 7 | 30% | 12% | worst case even kill you. | 8 | 35% | 14% | | 9 | 40% | 16% | Both resistances are capped at | 10 | 45% | 18% | 85%: Any number above this will '----------'------------------'----------------' be essentially worthless. .-------------.-------------------------------------. |RAD Exposure:|Effects: | |=============|=====================================| | 0 | --- | | 200 |-1 Endurance | | 400 |-2 Endurance, -1 Agility | | 600 |-3 Endurance, -2 Agility, -1 Strength| | 800 |-3 Endurance, -2 Agility, -2 Strength| | 1000 |Death | '-------------'-------------------------------------' Permanently Increasing Perks: 1. Rad Resistance: +25% Radiation Resistance 2. Cyborg: +10% Poison & Radiation Resis. Movement Speed: =============== Three factors determine how fast you're able to move around: 1. How much weight you're holding. If you hold more than your Maximum Carry Weight your encumberance will not like it, and you can count on your movements to be very slow. Repair some weapons/armor or dispose of some items you no longer need. 2. Equipped Armor. The heavier your armor, the slower you move around. 3. Unarmed/Armed makes a difference. If you're constantly having a heavy weapon equipped this will certainly decrease your speed, so simply holster your weapon unless you think you'll need it soon. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[S3] Skills | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ o A Skill is derrived from one of your SPECIAL Statistics, and can further be increased through the use of Skill Points and Bobbleheads. o Intelligence increases the amount of Skill Points you can distribute per level by 1 per Intelligence, starting at 11 points at 1 INT, ending with 20 points at 10 INT. Barter: ======= Statistic: Charisma Skill Use: Allows you to buy cheaper and sell higher. Unlocks Perk: Master Trader (Minimum 60 Points in Barter, LVL 14) Big Guns: ========= Statistic: Endurance Skill Use: Increases effectivity of Flamer, Gatling Laser, Fat Man, Minigun, Missile Launcher, Rock-It Launcher. Unlocks Perk: Concentrated Fire (Minimum 60 Points in Big Guns, LVL 18) Energy Guns: ============ Statistic: Perception Skill Use: Increases effectivity of Mesmetron, Laser Pistol/Rifle, Plasma Pistol/Rifle, Alien Blaster. Unlocks Perk: Concentrated Fire (Minimum 60 Points in Energy Guns, LVL 18) Explosives: =========== Statistic: Perception Skill Use: Increases success when disarming mines, and also enhances your accuracy when throwing explosives. Unlocks Perk: 1. Demolition Expert (Minimum 60 Points in Explosives, LVL 6) 2. Pyromaniac (Minimum 60 Points in Explosives, LVL 12) Lockpick: ========= Statistic: Perception Skill Use: Allows you to pick certain locks of a rating between Very Easy and Very Hard (see table below). Also, the higher your lockpick skill, the easier the actual lockpicking will be. Unlocks Perk: Infiltrator (Minimum 80 Points in Lockpick, LVL 18) .-----------.---------------. |Difficulty:|Required Skill:| |===========|===============| |Very Easy | 0 | |Easy | 25 | |Average | 50 | |Hard | 75 | |Very Hard | 100 | '-----------'---------------' Medicine: ========= Statistic: Intelligence Skill Use: Increases the effects of medicine (Stimpak, RadAway, Rad-X...) At Skill Level 100, initial medicine effectes are doubled. Unlocks Perk: 1. Cyborg (Minimum 60 Points in Medicine, LVL 14) 2. Chem Resistant (Minimum 60 Points in Medicine, LVL 16) Melee Weapons: ============== Statistic: Strength Skill Use: Increases effectivity of melee weapons (Chinese Officer's Sword, Combat Knife, Ripper, Rolling Pin, Police Baton, Tire Iron, Sledgehammer, Shiskebab, etc..) Unlocks Perk: Ninja (Minimum 80 Points in Melee Weapons, LVL 20) Repair: ======= Statistic: Intelligence Skill Use: Increases your ability to repair your weapons and armor. You can initially repair anything to about 50% of it's best condition, but with 100 points in Repair you can fix everything to the max. Unlocks Perk: --- Science: ======== Statistic: Intelligence Skill Use: Science is used for hacking, but it also unlocks many perks. See the table below for the required Science Skill to hack. Unlocks Perk: 1. Entomologist (Minimum 40 Points in Science, LVL 4) 2. Nerd Rage (Minimum 50 Points in Science, LVL 10) 3. Robotics Expert (Minimum 50 Points in Science, LVL 12) 4. Cyborg (Minimum 60 Points in Science, LVL 14) 5. Computer Whiz (Minimum 80 Points in Science, LVL 20) .-----------.---------------. |Difficulty:|Required Skill:| |===========|===============| |Very Easy | 0 | |Easy | 25 | |Average | 50 | |Hard | 75 | |Very Hard | 100 | '-----------'---------------' Note: Hacking is made easy if you look for the whole words in the clutter of characters. When you are running out of attempts, simply use the power button and exit the terminal, then try again. The passwords will be reset but you have a few fresh tries again. Small Guns: =========== Statistic: Agility Skill Use: Increases effectivity of small guns (Pistol to Assault Rifles to Shotguns to Sniper Rifles) Unlocks Perk: Concentrated Fire (Minimum 60 Points in Small Guns, LVL 18) Sneak: ====== Statistic: Agility Skill Use: Increases your ability to stay hidden from enemies when crouching and pickpocketing. Attacking while hidden counts as a Sneak Attack Critical Hit (2x damage or more). Unlocks Perk: 1. Mister Sandman (Minimum 60 Points in Sneak, LVL 10) 2. Silent Running (Minimum 50 Points in Sneak, LVL 12) 3. Ninja (Minimum 80 Points in Sneak, LVL 20) Speech: ======= Statistic: Charisma Skill Use: Raises your chance for succeeding Speech Challenges. Don't bother with it, since you can always save your game and keep reloading the conversation until you get the desired result. Unlocks Perk: --- Unarmed: ======== Statistic: Endurance Skill Use: Increases damage when fighting bare handed (or with knuckles). Also decreases the damage taken when blocking with your hands. Unlocks Perk: 1. Paralyzing Palm (Minimum 70 Points in Unarmed, LVL 18) 2. Ninja (Minimum 80 Points in Unarmed, LVL 20) _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[S4] Perks | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 2 Perks:| |______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Intense Training: 10 Ranks ========================== Requirements: --- Useful: YES This perk allows the player to increase their SPECIAL stats by +1. This can be very useful, especially if you need to have a certain value of a stat in order to learn an other useful perk. Black Widow/Lady Killer: 1 Rank =============================== Requirements: --- Useful: MAYBE If you are male you can get the Lady Killer perk, if you are female you can get the Black Widow perk. This grants you +10% damage on targets of the opposite gender, so if you're female you do +10% damage on all male raiders, etc. Needless to say, Black Widow is much more useful than Lady Killer, simply cause there aren't many female NPC's in the game. You alsom get additional dialogue options here and there. Even so, the usefulness of this perk must be questioned and in any case, only the Black Widow perk has a good use. Daddy's Boy/Girl: 3 Ranks ========================= Requirements: INT = 4+ Useful: NO This perk has limited usefulness because it increases skill points. Any skill point bonuses can also be gotten by levelling up and distributing skill points, as well by reading Skill Books are by getting bonusses from more useful perks. This perk adds +5 Science and +5 Medicine per rank. Gun Nut: 3 Ranks ================ Requirements: AGL = 4+ Useful: NO This perk has limited usefulness because it increases skill points. Any skill point bonuses can also be gotten by levelling up and distributing skill points, as well by reading Skill Books are by getting bonusses from more useful perks. This perk adds +5 Small Guns and +5 Repair per rank. Little Leager: 3 Ranks ====================== Requirements: STR = 4+ Useful: NO This perk has limited usefulness because it increases skill points. Any skill point bonuses can also be gotten by levelling up and distributing skill points, as well by reading Skill Books are by getting bonusses from more useful perks. This perk adds +5 Melee and +5 Explosives per rank. Swift Learner: 3 Ranks ====================== Requirements: INT = 4+ Useful: NO This perk has limited usefulness because it only gets you faster to Level 20, while you can get to Level 20 in due time anyway. This perk takes up valuable space for other perks. This perk increases your earned EXP by +10% every rank. Thief: 3 Ranks ============== Requirements: AGL = 4+, PER = 4+ Useful: NO This perk has limited usefulness because it increases skill points. Any skill point bonuses can also be gotten by levelling up and distributing skill points, as well by reading Skill Books are by getting bonusses from more useful perks. This perk adds +5 Sneak and +5 Lockpick per rank. ______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 4 Perks:| |______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Child at Heart: 1 Rank ====================== Requirements: CHR = 4+ Useful: MAYBE This perk makes you good with children, which can lead to much more pleasant conversations. Unfortunately it's only useful in a few places, most prominently Little Lamplight. Comprehension: 1 Rank ===================== Requirements: INT = 4+ Useful: YES/MUST-HAVE You should get this perk no matter what you do. It doubles the amount of skill points you gain from reading Skill Books. Normally you get 1 point by reading a Skill Book, now you get 2. This allows you to get 50 points per skill by just reading Books, instead of the regular 25! Educated: 1 Rank ================ Requirements: INT = 4+ Useful: NO/MAYBE This perk adds a +3 Skill points to be distributed every Level Up. This may seem much over the course of time, but even then we're only talking about 48 extra skill points. I highly suggest you do NOT take this perk. Entomologist: 1 Rank ==================== Requirements: INT = 4+, Science = 40+ Useful: YES/MAYBE This perk increases your damage by +50% against any type of insect. This may seem futile at first, but just wait until you encounter Giant Radscorpions! Even though those may be a pest at times, it's worth wondering if this is really a perk worth investing in. Affected creatures (all types) are: Radroach, Giant Ants, Radscorpions. Iron Fist: 3 Ranks ================== Requirements: STR = 4+ Useful: MAYBE This perk boosts your Unarmed Damage by +5 every rank. I don't know if this is worth investing in. Naturally, if you don't bother with Unarmed fighting, you should leave this alone. But even if you are in love with your fists, this requires a whopping of 3 perks to get any use out of it, and it pretty much also requires you to give up the most useful perk in the game at Level 20 (Grim Reaper's Sprint) so you can take the Ninja perk. That's a lot of sacrifices. Scoundrel: 3 Ranks ================== Requirements: CHR = 4+ Useful: NO This perk has limited usefulness because it increases skill points. Any skill point bonuses can also be gotten by levelling up and distributing skill points, as well by reading Skill Books are by getting bonusses from more useful perks. This perk adds +5 Speech and +5 Barter per rank. ______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 6 Perks:| |______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Bloody Mess: 1 Rank =================== Requirements: --- Useful: YES This perk grants you a permanent +5% damage on any target, and sometimes blows up a target (with gory blood and limbs all over the place). You can still search any of your targets, and your loot isn't affected. A useful perk, although the animation bores many after a while. Demolition Expert: 3 Ranks ========================== Requirements: Explosives = 50+ Useful: MAYBE This perk increases your Grenades, Mines and Missiles damage by +20% per rank. It's quite a lot, but it is also unlikely that you will spend three ranks on this perk, and it's often not necessary to invest in this perk. If you are playing on Very Hard you may want to put a rank (read: ONE) in it, otherwise no. Fortune Finder: 1 Rank ====================== Requirements: LCK = 5+ Useful: NO This perk increases the amount of Bottle Caps you find in desks, cabinets, and so on. Sounds useful, isn't useful. Especially not later on when you have various sources for making much more money much quicker. Gunslinger: 1 Rank ================== Requirements: --- Useful: MAYBE This perk increases your accuracy in VATS by +25% whenever you're using a Small Gun. Weapons that fall under this category are: .32 Pistol, Scoped .44 Magnum, (Silenced) 10mm Pistol, 10mm Submachine Gun, Chinese Pistol, Sawed-Off Shotgun, Dart Gun, Laser Pistol, Plasma Pistol, Alien Blaster, Mesmetron. You may think, 'WOW', a 25% increase in accuracy with all those guns, but be careful. If you have an initial 10% hit chance, this perk will bring it up to 12.5%. Besides, many of those pistols are worthless later in-game. Magnums are still useful, but to justify this perk only for those .. Lead Belly: 1 Rank ================== Requirements: END = 5+ Useful: NO This perk decreases your radiation poisoning by 50% when drinking from sinks, using toilets, drinking outside water, etc. Doesn't sound very useful, and well, it's not useful either. You can always drink the water anyway and deal with the radiation later - or even use a RadAway. It's no big deal - at all. Toughness: 1 Rank ================= Requirements: END = 5+ Useful: YES! This instantly grants you an additional +10 Defense Rating (DR). Take it! ______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 8 Perks:| |______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Commando: 1 Rank ================ Requirements: --- Useful: YES This is much alike the Gunslinger perk, except this perk increases your accuracy in VATS by +25% for Rifles. These are much more powerful and much more used in later combat than guns, which makes this an excellent perk to take. Rifles are considered to be: Assault Rifle, Chinese Assault Rifle, Hunting Rifle, Sniper Rifle, Laser Rifle, Plasma Rifle, Railway Rifle. Impartial Mediation: 1 Rank =========================== Requirements: CHR = 5+ Useful: NO This perk gives a +30% increase in chance when you attempt Speech Challenges. Keep in mind that you can always save your game beforehand and do several attempts if you find something truly important, or you can distribute a few extra skill points to Speech to ensure a decent Speech Skill. This just isn't very useful. Rad Resistance: 1 Rank ====================== Requirements: END = 5+ Useful: NO This increases you Radiation Resistance by a permanent +25%. This isn't too shabby, but it's not really all that useful. If you're facing radiation trouble you can snack some Rad-X and boost your resistance by 45% instantly. Combined with radiation suits and quest perks, this can easily add up to 95%. There's no need for additional protection. Besides, radiation doesn't kill, bullets do. (Well, OK, Radiation *can* kill, but only when you reach 1000!) Scrounger: 1 Rank ================= Requirements: LCK = 5+ Useful: MAYBE Where Fortune Finder focused on increasing Caps whenever you open up cabinets and such, Scrounger increases your ammunition found in Ammo Boxes, Mine Boxes and every variation of boxes where you can find ammo. I personally took this perk while having in mind to sell loads of ammo for money, and never running out of ammo either. The truth is, money and ammo won't be your biggest problems later on. It's best leaving this perk so you can take a more useful one. Size Matters: 3 Ranks ===================== Requirements: END = 5+ Useful: NO This perk has limited usefulness because it increases skill points. Any skill point bonuses can also be gotten by levelling up and distributing skill points, as well by reading Skill Books are by getting bonusses from more useful perks. Note: You can get infinite Big Guns Skill Books by respawning the raider with a flamethrower in Bethesda Ruins East. Just wait three days and a few hours and re-enter the building. This *may* get removed with later patches. Please notify me when it is removed. This perk adds +15 to Big Guns Skill. Strong Back: 1 Rank =================== Requirements: STR = 5+, END = 5+ Useful: YES This perk increases your Carry Weight by +50! I don't see why this perk gets completely hammered by people, because it's much better than most perks. While it's true you can do without this, its usefulness makes things so much more convenient. You can carry a wider arsenal of weapons, drag those extra goodies to a nearby merchant, equip heavy armor more easily, etc. _______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 10 Perks:| |_______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Animal Friend: 2 Ranks ====================== Requirements: CHR = 6+ Useful: MAYBE Rank 1: Animals don't attack you. Rank 2: Animals help you in combat against non-animal enemies. Animals are: Dogs, Brahmin, Mole Rats and Yao Guai. Fact is, this perk is quite useful because Yao Guai are fierce enemies. Help from those nasty bears would surely be appreciated by anyone. However, the thing is that it's generally not very wise to have such high Charisma as is required to get this perk, simply because all the other stats have a priority. Therefore, many will have to skip this perk. Don't worry though, I don't think putting *two* ranks in this would be worth it anyway - there's so many other great perks at this point! Finesse: 1 Rank =============== Requirements: --- Useful: YES! This increases your Critical Chance by 5% (equal to 5 LUCK). Very, very useful. Here and Now: 1 Rank ==================== Requirements: --- Useful: NO This instantly allows you to gain another Level. However, you will reach Lvl 20 anyhow if you play consistently, so there's no point in speeding things up, especially not because you're sacrificing other great perks. Mister Sandman: 1 Rank ====================== Requirements: Sneak = 60+ Useful: MAYBE Allows you to sneak up on sleeping adult humans and instantly kill them. Sounds wicked, and is perhaps a little wicked, but there are not many instances where you will really get a use out of this. Note: You *can* however use this perk to receive infinite EXP by performing it continuously on the kid in Andale, Smith's House, Bedroom upstairs. Aside from that glitch (which is likely to be removed soon), there is absolutely no reason to pick this perk. And even the glitch only gets you faster to Lvl 20 where you'll get in time anyway. Mysterious Stranger: 1 Rank =========================== Requirements: LCK = 6+ Useful: NO If, when VATS ends and your opponent lives with 150 HP or less, there is a 10% chance that the Mysterious Stranger finishes him off. Sounds awesome, is cool, but it can interfere with the greatest perk in the game: Grim Reaper's Sprint, so I naturally advise against it. Sorry, Mr. Stranger! Nerd Rage: 1 Rank ================= Requirements: INT = 5+, Science = 50+ Useful: NOT REALLY When your HP drops below 20% (and there you already have the con of this perk), your STR is raised to 10 and you receive an increase of +50 Defense Rating (DR). While the added bonusses are insane (50 DR, WOW!), you get the itchy feeling you really *should* heal when your health bar is at like 15% away from death. Since there usually is a good reason to heal in a tough battle, the effects of Nerd Rage never last very long, which makes it a perk that isn't all that useful. Besides, with a good character build you can easily have a natural 10 STR, and your DR will be no less than 16 away from the maximum DR (max is 85). In this case that means that the added bonus is actually only a DR of 16 at most. Night Person: 1 Rank ==================== Requirements: --- Useful: NO You gain a bonus of +2 INT and +2 PER whenever the sun is down (18.00 - 06.00). This is absolutely garbage, because if you need temporary increases you might as well use chems, and the increase won't do you much good in general, as in, you're not going to see any significant increases during gameplay. _______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 12 Perks:| |_______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cannibal: 1 Rank ================ Requirements: --- Useful: NO This allows you to feed on corpses: You gain 25 Health and lose 1 Karma every time you feast on the flesh of the deceased. If you're caught in the act there is a good chance you'll be attacked by people. Useful? Meh. No. Fast Metabolism: 1 Rank ======================= Requirements: --- Useful: NO Increases Stimpak efficiency by +20%. That's nice, but do we really need it? Life Giver: 1 Rank ================== Requirements: END = 6+ Useful: MAYBE Instantly raises your Max HP by +30. Needless to say this is a unique bonus that can't be gotten through other means, but if your END is already at max you can see this as a mere 10% increase. It's useful, yes, but at this point the game requires you to make tough choices between perks. Do you really need this 30 extra health, or are you better off picking a different perk? Pyromaniac: 1 Rank ================== Requirements: Explosives = 60+ Useful: MAYBE This perk increases fire-based weapons their damage by +50%. That's a big damage boost, but first let's go over the weapons that fall in this category: Flamer, Nuka-Grenade, Shiskebab, 'Firelance' Alien Blaster and Zhu-Rong v418 Chinese Pistol. That's a tiny group of weapons, so decide for yourself if you plan on using one of them. The Shiskebab becomes one of the best Melee Weapons with the perk, but that's about it. Robotics Expert: 1 Rank ======================= Requirements: Science = 50+ Useful: MAYBE Increases damage versus robotic enemies by +25%, and allows you to deactivate any robot when you have successfully sneaked up on them. Sounds useful, especially and mainly against Sentry Bots, but there aren't many Sentry Bots in the game. Pulse Grenades can often be found nearby or in areas that rely on robotic security, and those work great on their own. I don't think the 'sneaking' up on a robot is that much of a bonus either, because if you can sneak up on a robot, you might as well put a few 'sneaky bullets' or grenades through its circuits. Silent Running: 1 Rank ====================== Requirements: AGL 6+, Sneak = 60+ Useful: YES With this perk you'll make no noise when running at full speed while crouching. This makes it much, much easier to go for stealth kills, even when you're not a stealth expert (yet). I highly recommend taking this. Sniper: 1 Rank ============== Requirements: PER 6+, AGL 6+ Useful: YES Increases your accuracy in VATS for headshots by +25%. In other words, you gain 25% in accuracy when you select a target's head. Since you'll be relying a lot on headshots, especially lethal headshots from great distances, this is a great perk to pick. _______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 14 Perks:| |_______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Adamantium Skeleton: 1 Rank =========================== Requirements: --- Useful: NO Your limbs only take 50% of the regular damage. Sounds useful, but dissapoints. The main use in this lies not in when you get bitten or shot by enemies, because that rarely cripples a limb, but rather when you fall from very high or when you step on a mine. In both cases this is a result of recklessness, and you will want to reload a previous save game. Or if you aren't all that reckless, this perk doesn't have much use either, because limbs don't represent your vital health - at all. Chemist: 1 Rank =============== Requirements: Medicine = 60+ Useful: YES Chems last twice as long with this perk! This affects the following items: Buffout, Jet, Mentats, Med-X, Rad-X, Psycho, RadAway, Stealth Boy, Ultrajet, Ant Queen Pheromones, Yao Guai Meat. This is a very useful perk, but it is best combined with the Chem Resistant perk. I suggest you only take this perk if you take that one as well. There are many other useful perks at that point, however, so pick wisely. Contract Killer: 1 Rank ======================= Requirements: --- Useful: NO With this perk you can loot ears from good characters. There are not many good characters, and if there are you wouldn't want to kill them anyway. Besides, even if you would, you can only trade their ear for a measly 5 caps. Cyborg: 1 Rank ============== Requirements: Science 60+, Medicine = 60+ Useful: YES/MUST-HAVE Adds +10 Damage Resistance (DR), +10 Poison & Radiation Resistance, and add a +10 Skill Points to Energy Weapons. It's like four perks in one. Lawbringer: 1 Rank ================== Requirements: --- Useful: NO The same principle applies as with the Contract Killer, except you loot fingers from evil characters now (of which more exist). You can sell these fingers for 5 Caps to a special vendor. In short, it's worthless. Light Step: 1 Rank ================== Requirements: AGL 6+, PER 6+ Useful: NO With this perk, you never set off any Mines or Traps. Eh, would you normally set off many traps? Have you encountered many annoying traps? Would you start over or save many times nearby difficult passageways with mines and traps? This perk doesn't have a lot of added value, and it's generally regarded as useless. Master Trader: 1 Rank ===================== Requirements: CHR = 6+, Barter = 60+ Useful: NO This reduces all bought items by 25%. Money is no longer an issue at this point of the game, besides, this perk is not worth it to raise Charisma to 6 points. Not at all, actually. The other way around, you'll likely won't even be able to choose this perk because of your low CHR. _______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 16 Perks:| |_______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Action Boy/Girl: 1 Rank ======================= Requirements: AGL = 6+ Useful: YES Increases your VATS Action Points by 25. This is an enormous increase and basically allows you to fire an additional shot in VATS. Worth it. Better Criticals: 1 Rank ======================== Requirements: PER = 6+, LCK = 6+ Useful: YES This perk increases the damage of Critical Hits by 50%! That is a huge bonus and is a complete powerhouse combination with high Luck and Critical Chance. This perk is highly recommended. Chem Resistant: 1 Rank ====================== Requirements: Medicine = 60+ Useful: MAYBE With this perk you have 50% less chance to become addicted to a drug. In combination with Chemist this can be a powerful trick, but keep in mind that you can only become addicted to a drug if you take two of the same within a 30 hours span. You can often wait and quickly speed up time to pass this span, ready to pump new Chems. Also, the reduction is hardly a secure way to deal with Chems - you can still get addicted. It's a good perk, but there are many other great perks around at this point. Tag!: 1 Rank ============ Requirements: --- Useful: NO Allows you to tag any skill (+15 points). Completely worthless by this time. _______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 18 Perks:| |_______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Computer Whiz: 1 Rank ===================== Requirements: INT = 7+, Science = 70+ Useful: NO Whenever you get locked out of a PC (ever had that happen? Ever?) you get a 2nd chance. I'd say this is completely worthless, because you never get locked out anyway, or you would reload your savegame. Concentrated Fire: 1 Rank ========================= Requirements: Small Guns = 60+, Energy Weapons = 60+ Useful: NO With this perk you gain a 5% accuracy chance every time you select a specific limb of a target *again*. So if you select one arm three times, the accuracy for hitting the limb the first time is your normal accuracy, the second time it is increased by 5%, and the third time it is increased by 10%. Sounds lame, is lame. Use the Dart Gun at this point onward to cripple both enemy legs, and be done with it. A 5% increase in accuracy is really, really low, especially with the mechanics above. Infiltrator: 1 Rank =================== Requirements: PER = 7+, Lockpick = 70+ Useful: NO This is the counterpart of Computer Whiz. If you for some reason break a lock and get locked out, this perk gives you a second chance. Yay! Nay! One of the most worthless perks at this point. Paralyzing Palm: 1 Rank ======================= Requirements: Unarmed 70+ Useful: YES When unarmed, you can perform a VATS palm strike that paralyzes your opponent for 30 seconds. Deathclaw or Knuckles also count as unarmed. 30 seconds is a long time and gives you plenty enough time to kill your opponent. In other words, if you're facing a tough opponent from nearby (Deathclaw, Yao Guai) then this comes in handy. Even if you're not an Unarmed person, you can easily swich from armed to unarmed in a mere second, perform the palm strike, switch back, and kill your enemy. _______________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Level 20 Perks:| |_______________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Explorer: 1 Rank ================ Requirements: --- Useful: YES, but.. This pinpoints every location on the worldmap of your Pip-Boy. A great advantage for any explorer, but at a very high cost of ignoring other Lvl 20 perks. This alone gives you good reason to leave it alone. Besides, you can explore it all on your own in time. Ninja: 1 Rank ============= Requirements: Sneak = 80+, Melee = 80+ Useful: YES Increases your Critical Chance by 15% whenever you attack with Melee Weapons or Unarmed. Sneak Attack Critical Hits do +25% more damage. Needless to say this is a good perk, especially if you are a Melee Character. If you are more of a gunman, read on.. Grim Reaper's Sprint: 1 Rank ============================ Requirements: --- Useful: YES! When you kill an opponent in VATS, all your Action Points are restored, allowing you to instantly target a new enemy. Needless to say this magnificent perk allows you to drop enemies with significant more ease than usual. This makes it quite possibly the best perk of the game. Solar Powered: 1 Rank ===================== Requirements: END = 7+ Useful: MAYBE All Lvl 20 perks are useful, no doubt about it. This perk allows you to regain 1 HP every 10 seconds you are exposed in sunlight, and an increase of 2 STR when you are in sunlight. This perk is the least of the Lvl 20 perks. You get a 2 STR increase, but only when in the open Wasteland, at day, and you regain 6 HP per minute. That's not all that much, even though it's nice. If this could be gotten earlier, then perhaps it would be picked more often, but the Reaper devastates this by a mile. ____________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |Quest Related Perks:| |____________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Power Armor Training: 1 Rank ============================ Requirements: Proceed with the story and go through the Main Quests until you have completed 'The Waters of Life' Main Quest. Talk to Elder Lyons and ask him for permission. Now locate Paladin Gunny in the Citadel. Useful: YES Allows you to wear any kind of Power Armor. The stuff is heavy, though! Dream Crusher: 1 Rank ===================== Requirements: Tell Moira in Megaton to stop wasting her time on her Guide. Useful: MAYBE, but.. This decreases the chance to be hit by a critical attack by 50%. However, you aren't often hit by critical hits anyways, making this perk not all that handy. Besides, if you complete the Guide you get access to a much better perk. Rad Limb Healing: 1 Rank ======================== Requirements: Achieve Advanced Radiation Poisoning (600+ Rads) while doing the 'Get Radiated' quest for Moira and the Wasteland Guide. Useful: MAYBE This perk is a little extra that you won't often see in use, but it heals any crippled limbs when you suffer from Advanced Radiation Poisoning (400+). Junior Survivor: 5 Variations ============================= Requirements: Don't do your best during the Wasteland Survival Guide quest. Useful: YES, but.. This perk always gives +2% Poison & Radiation Resistance. Depending on your answers, it also gives on of the following bonuses: Standard: +5 HP Smart: +2 Medicine, +2 Science Tough: +2 Damage Resistance Sly: +2 Sneak, +2 Speech Snide: +1 Critical Chance The 'Tough' responses (require STR or END) are usually the best to take, because of the unique DR bonus you can get. Survivor Expert: 5 Variations ============================= Requirements: Not all optional requirements were completed during the Wasteland Survival Guide quest. Useful: YES, but.. This perk always gives +4% Poison & Radiation Resistance. Depending on your answers, it also gives on of the following bonuses: Standard: +10 HP Smart: +4 Medicine, +4 Science Tough: +4 Damage Resistance Sly: +4 Sneak, +4 Speech Snide: +2 Critical Chance The 'Tough' responses (require STR or END) are usually the best to take, because of the unique DR bonus you can get. Survivor Guru: 5 Variations =========================== Requirements: All optional requirements were completed during the Wasteland Survival Guide quest. Useful: YES This perk always gives +6% Poison & Radiation Resistance. Depending on your answers, it also gives on of the following bonuses: Standard: +15 HP Smart: +6 Medicine, +6 Science Tough: +6 Damage Resistance Sly: +6 Sneak, +6 Speech Snide: +3 Critical Chance The 'Tough' responses (require STR or END) are usually the best to take, because of the unique DR bonus you can get. The Survival Guru is the best of all the perks you can get from The Wasteland Survival Guide quest. Ant Might: 1 Rank ================= Requirements: Complete 'Those!' quest objectives for Doctor Lesko. Useful: YES You gain 25% resistance to fire, and gain a permanent +1 in STR. Ant Sight: 1 Rank ================= Requirements: Complete 'Those!' quest objectives for Doctor Lesko. Useful: YES You gain 25% resistance to fire, and gain a permanent +1 in PER. Which to choose? Depends on which of the two stats (STR or PER) you are aiming to max out at the moment. It doesn't really matter much, you should be able to get both to 10. Wired Reflexes: 1 Rank ====================== Requirements: Complete 'The Replicated Man' and head to Dr. Zimmer. Useful: YES Increases VATS accuracy by 10%! Hematophagy: 1 Rank =================== Requirements: Complete 'Blood Ties'. Useful: YES Allows you to gain 20 HP from Blood Packs instead of 1. You can also sell them for 15 Caps. Barkskin: 1 Rank ================ Requirements: Do the 'Oasis' quest. Useful: YES Damage Resistance is increased by +10, and END is increased by +1. Both are permanent increases. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[S5] Creating a Grand, Great All-Round Character | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ o No character is truly perfect, and choices must always be made, but this build is one of the better ones you can have. o Keep in mind, there is NO definitive way of creatign a character. This is merely advice, and perhaps you can use it as a starting plan. Feel free to deviate from it. o Get the best result from 'The Wasteland Survival Guide' Quest by doing all optional requests, and never answer with the smart or sneaky answers. Instead go for the standard answer, act tough, or sarcastic. You'll have to choose, though: Standard: +15 Health Tough: +6 DR Sarcastic: +3% Critical Chance SPECIAL: ======== o Starting Stats: STR: 8, PER: 5, END: 7, CHR: 1, INT: 5, AGL: 7, LCK: 7. Boosts: +2 +2 +2 +1 +1 +2 +3 Optional: --------- You can also put INT at 3, but this will require you to swim to Rivet City early on, getting the INT Bobblehead. In the end, the extra points in CHR are not worth much. PER & AGL can use the extra points, but it'll be a little bit more tricky. --------- o The Lucky 8 Ball can increase your Luck by +1, as can a Bobblehead. Ranger Armor gives +1 Luck as well. o The quest 'Those!' can give you either +1 STR or +1 PER (choose PER). o 3x Intense Training: +1 STR, +1 AGL, +1 END. o Ending Stats: STR: 10, PER: 7, END: 9, CHR: 2, INT: 6, AGL: 9, LCK: 10. Skills: ======= o As for Skills, with help from Dwovar: o There are 13 skills, and 100 pts/skill gives you 1300 total skill points necessary. o There are 25 skill books per skill (maybe 24 for Barter), and Comprehension gives you double points. 2*13*25=650 (648 if theres only 24 for Barter). That leaves 652 to reach. o The bobbleheads for skills give you 130 points. The SPECIA bobbleheads give you a +26 points (2 per skill, increased as their respective attribute is increased). Thats a total of 156 from bobbleheads, leaving 496 to reach. o Luck gives you 1/2 the luck score to 'all skills'. So if you raise luck to 8, get the bobblehead, AND the lucky 8-Ball, you'll get +5 to all skills. So 5*13 is 65. That leaves 431 to reach. o With the intitial SPECIA statistics above, you'll gain +16, +30, +28, +4, +30, +32 = 140 Skill Points. Leaves 291 to reach. o With 5 INT = 15 Skill Points to Level 6 (5 Levels) = 15*5 = 75 Points. With 6 INT = 16 Skill Points at Level 6-20 (15 Levels) = 16*15 = 240 Points. Total = 315 (Note: You can swim to Rivet City when you leave the Vault, when you are LVL 3. This grants you only 2 points extra over getting it at, say, LVL 5) With the total of 315, we are already successful! We now have 24 points extra. Besides, there are other small bonuses as well: o You can tag 3 Skills from the GOAT test: +45 Points. Total points left: 45+24 = 69. o Cyborg Perk gives +10 Energy Weapons, Silent Running +10 Sneak. That's +20 free points. 69+20 = 90 Points. o You don't need to boost any skills into Big Guns when levelling up because it's possible to get infinite skill books for it from the respawning raider with the flamethrower in Bethesda East Office, upstairs. This saves roughly 30 extra points again. 90 + 30 = 120. o Keep in mind you don't want to boost any skill too high after levelling up. You can use the 120 spare points to boost Lockpick and Science so you can easily get treasures during your quest - because playability matters too. Closing Advice: --------------- o Don't level Skill Boosting Perks. o At LVL 4, go for Comprehension. o Get the INT Bobblehead ASAP o Get 6 PER before Level 12 or so. o Don't be too hard on yourself with Lockpick and Science. You have a margin of points you can 'waste', so raising these to 70 - 75 should do no harm. o Never take the 'Here and Now' and 'Tag' Perks. That's a waste. o Perk Levelling Advice: ---------------------- Level 2: Intense Training -> STR +1 Level 3: Intense Training -> END +1 Level 4: Comprehension (You can now read any Skill Book safely; +2 Points) Level 5: Intense Training -> AGL +1 Level 6: Toughness Level 7: Bloody Mess Level 8: Strong Back Level 9: Commando Level 10: Finesse Level 11: Demolition Expert Level 12: Sniper Level 13: Silent Running Level 14: Cyborg Level 15: Pyromaniac Level 16: Action Boy Level 17: Better Criticals Level 18: Paralyzing Palm Level 19: [choice] Level 20: Grim Reaper's Sprint Level 2 & 3: ------------ At Level 2 you can choose from Intense Training, Black Widow/Lady Killer, Daddy's Boy/Girl, Gun Nut, Little Leager, Swift Learner and Thief. The latter five give a skill boost which is essentially worthless because you can max your skills out later. With the exception of Swift Learner, which gives an EXP bonus. However, we're going to make it to LVL 20 without it, and time is not an issue. Lady Killer is bad because there simply aren't many female opponents in the game, and Black Widow is so-so. Therefore, it's best to go with the Intense Training Perk. Level 4 & 5: ------------ This needs little clarification. Comprehension doubles the effects of skill books, and if you follow the character building plan in this guide, you won't need Educated. Another Intense Training session to boost your stats. Level 6 & 7: ------------ The competition gets tougher. From Level 4 we left a few skills behind, so let us go over them: Child at Heart makes you good with kids, but there are only a few places this will really benefit you, and you can almost always do Speech Challenges and reset. We already took Comprehension. Entomologist is actually a pretty decent Perk, but it's main use will be when you're fighting the bigger bugs such as Giant Radscorpion. The +50% damage can come in handy then. The Scoundrel Perk raises Skill Points, so we can ignore it. Iron Fist is for Unarmed users and can be useful if you're in love with that, but only then. That means we 'keep' one Perk in mind from Level 4, which is Entomologist. Let's go over LVL 6 & 7. Bloody Mess isn't just all visuals, it actually causes an extra 5% damage - ALWAYS. Demolition Expert boosts Mines, Grenades and the Missile Launcher damages by +20%. Fortune Finder allows you to find more Caps whenever you do find caps. This isn't very useful later on, when you can sell loot from bodies for a lot of caps (this includes ammo). Gunslinger increases VATS accuracy by +25% when firing single-handed weapons - needless to say very nice. Lead Belly allows you to drink from radiated sinks, use toilets, etc.. with a 50% decrease in radiation poisoning. Absolutely useless. Toughness will increase your Defense Rating by a permanent 10. Absolutely Great. So Toughness is one we'll pick regardless. Leaves one, the choice between: - Entomologist - Bloody Mess <-- - Demolition Expert - Gunslinger Level 8 & 9: ------------ Commando increases VATS accuracy by +25% for rifles. Quite useful, actually. Impartial Mediation is worthless - you can reset Speech Challenges if you really want the benefits, and besides, you need to have neutral Karma for this to work. Rad Resistance isn't very useful as you can always use Rad-X and RadAway. The Scrounger Perk can be very useful, but only if you're an Ammo waster. Of course it can also bring in extra caps.. Size Matters is about skill points, so we can ignore it. The Strong Back is a unique Perk which gives +50 weight allowance. Then again, you can also use your weight sparingly and store things in your house. Leaves the choice between: - (Any 3 Unpicked Perks from LVL 6 & 7) - Commando <-- - Strong Back <-- Level 10 & 11: -------------- Ah, Animal Friend. The thing is, it's actually quite decent if you put two ranks in this (because they will help you in fights against non-animals), but that's asking a bit much, and only one rank in it causes animals to simply not attack. Therefore it's not worth it. Finesse increases your Critical Chance by +5%. Very, very useful. Here and Now increase a level automatically - which is a worthless effort since we'll make it to LVL 20 either way. Mister Sandman allows you to instantly, and here it comes, kill any ADULT HUMAN, while they are SLEEPING. That's a lot of factors..Let's see, Human check, Adult check, Sleeping check. You won't find this useful very often. The Mysterious Stranger Perk allows for the Mysterious Stranger to finish off an opponent when they have less than 150 HP, with a 10% chance. It will interfere with The Grim Reapers Sprint at LVL 20, so that's a reason to not pick it. Nerd Rage would be good if it was only activated a little higher than 20% or less than your Max Health. STR to 10 and Damage Resistance +50. Sounds attractive, but when you see your Health Bar blinking at 15%, what are you going to do? Exactly, use a Stimpak. Night Person is quite useless; It grants +2 INT and +2 PER at night. We will pick Finesse from this list, and leave the rest alone. Now we can choose a Perk from one of the previous levels: If you picked Bloody Mess, Commando and Scrounger, pick a choice from these: - Entomologist - Demolition Expert <-- - Gunslinger Level 12 & 13: -------------- Cannibal allows you to eat corpses for +25 Health and -1 Karma. Eh, yeah. There are better ways to heal or stack up negative karma. Fast Metabolism gives a +20% boost to a Stimpak. Handy, but not more than that. You'll come across plenty of Stimpaks and with your Medicine Skill maxed in the end you won't need this at all. Life Giver gives, well, +30 Life. Can't argue that it's not useful, because it is. Pyromaniac gives +50% damage to Flamethrower, Firelance Alien Blaster, Zhu-Rong v418 Chinese Pistol, Nuka-Grenade and Shiskebab. Its usefulness is fair to good. Robotics Expert allows for a +25% to robots which is never bad. Silent Running is the ultimate sneak perk - it allows you to sneak at full speed without making any sound. Sniper gives +25% chance to hit your enemy's head in VATS - very useful as well. This is a tough round with choices to be made from: - (Any 2 Unpicked Perks from before) - Life Giver - Pyromaniac - Robotics Expert - Silent Running <-- - Sniper <-- Level 14 & 15: -------------- With Adamantium Skeleton, limbs receive 50% less damage. Sounds very useful, isn't very useful. If your limbs get crippled, you'll often reload anyway. Chemist doubles the duration of Chems. Handy? Yes. Contract Killer and Lawbringer allow you to loot ears or fingers and sell them for 5 Caps. Compared to the other Perks around, not very shiny. Cyborg is no contest, really. It gives +10 Damage Resistance, Poison Resistance, Rad Resistance and even Energy Weapons Skill. Light Step makes it so you never set off any traps or mines. Handy, but you can also be more careful. Master Trader gives you a discount of 25% at all traders. Handy, but not all that useful later on. Cyborg is a surefire pick. Leaves us with: - (Any 5 Unpicked Perks from before): Pyromaniac <-- - Chemist Level 16 & 17: -------------- Action Boy/Girl is great, really. An additional +25 VATS AP! Better Criticals is also great: +50% Damage for Critical Hits, that slaughters enemies! Chem Resistant is useful in combination with Chemist only, but can be a very powerful combi. It reduces the chance to get addicted by 50%. Tag grants 15 Skill Points to any skill, and is the most worthless Perk in the whole higher level range. Thus you'll want to choose Action Boy/Girl and Better Criticals. Leaves: - (Any 5 Unpicked Perks from before) Level 18 & 19. -------------- Computer Whiz is decent when hacking, but .. not worth passing up other great Perks. Concentrated Fire isn't bad, but Sniper is much better. Inflitrator is like a Computer Whiz but with Lockpicks. Its usefulness can be questioned. Paralyzing Palm freezes an enemy for 30 seconds, but you have to be unarmed. That doesn't have to be a problem however, just unequip/equip your weapons! Leaves us with the following: - (Any 5 Unpicked Perks from before) - Paralyzing Palm <-- You must leave 4 fairly useful perks behind, which is a shame, but it has to be done. This choice is mainly up to you - I can only tell you what I would do, and why: Choose From: ------------ Entomologist: You'll squash those bugs without the extra damage. Gunslinger: Aside from the .44 Magnum and Dart Gun .. will you really be using Pistols on enemies later on? You can live with the few less Acc%. Life Giver: Health is nice, but 30 points on 300 HP is only 10%, and you can literally live without the bonus. Besides, the other Perks y'know.. Robotics Expert: 25% extra damage to robots is nice, but there are Perks that have a much wider bonus that can help with all enemies. Chemist: The Chemist Boosts are temporary, can get you addicted, and they are great on their own already. This also needs the Chem Resistant perk. You can also pick another Intense Training session, to make things even more difficult. Level 20: --------- Grim Reaper's Sprint. Seriously. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ VII) INFORMATIVE LISTS [LIS] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[LIS1] Level Up/Karma Title Chart | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ .----.-----.----------------------.---------------------.--------------------. |LVL:|EXP: |NEUTRAL KARMA TITLE: |EVIL KARMA TITLE: |GOOD KARMA TITLE: | |====|=====|======================|=====================|====================| | 1 | 0|Vault Dweller |Vault Delinquent |Vault Guardian | | 2 | 200|Vault Renegade |Vault Outlaw |Vault Martyr | | 3 | 550|Seeker |Opportunist |Sentinel | | 4 | 1050|Wanderer |Plunderer |Defender | | 5 | 1700|Citizen |Fat Cat |Dignitary | | 6 | 2500|Adventurer |Marauder |Peacekeeper | | 7 | 3450|Vagabond of the Wastes|Pirate of the Wastes |Ranger of the Wastes| | 8 | 4550|Mercenary |Reaver |Protector | | 9 | 5800|Urban Ranger |Urban Invader |Urban Avenger | | 10 | 7200|Observer |Ne'er-do-well |Exemplar | | 11 | 8750|Capital Councilor |Capital Crimelord |Capital Crusader | | 12 |10450|Keeper |Defiler |Paladin | | 13 |12300|Vault Descendant |Vault Boogeyman |Vault Legend | | 14 |14300|Pinnacle of Survival |Harbinger of War |Ambassador of Peace | | 15 |16450|Urban Myth |Urban Superstition |Urban Legend | | 16 |18750|Strider of the Wastes |Villain of the Wastes|Hero of the Wastes | | 17 |21200|Beholder |Fiend |Paragon | | 18 |23800|Wasteland Watcher |Wasteland Destroyer |Wasteland Savior | | 19 |26550|Super-Human |Evil Incarnate |Saint | | 20 |29450|Paradigm of Humanity |Scourge of Humanity |Last, Best Hope of | | |Maxed| | |Humanity | '----'-----'----------------------'---------------------'--------------------' _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[LIS2] Karma | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ .-----------.--------------. |Indication:|Karma Value: | In Fallout 3, your Karma value defines how good or |===========|==============| bad you are. The value is invisible to you, but |Very Evil |-1000 to -750| you can estimate it by the indication given to you |Evil | -749 to -250| at your PipBoy's Menu, under Stats -> General. |Neutral | -249 to +250| |Good | +250 to +749| Karma ranges from -1000 to +1000. |Very Good | +750 to +1000| '-----------'--------------' Karma Affecting Actions: ======================== .------------------------------------.------------------------. |Action: |Karma Consequence: | |====================================|========================| |Killing a Very Evil Character | +100 | |Killing an Evil Character | --- | |Murder a Neutral/Good Creature | -25 | |Murder a Neutral/Good Character | -100 | |Steal from a Neutral/Good Character | -5 (per/item) | |Donate Caps to a church |+(x) (Depends on amount)| |Do something good in Freeform Quests| +50 Karma or higher | |Do something evil in Freeform Quests| -50 Karma or less | '------------------------------------'------------------------' Negative Karma Consequences: ============================ When you're considered Evil or Very Evil (thus in the -250 to -1000 range), the following things are affected: o The followers Jericho (from Megaton) and Clover (from Paradise Falls) can be hired now. o Speech Challenges with evil persons are easier. o Characters such as Three Dog will make a remark. o Instant access to Paradise Falls. o Allowed to buy Dart Gun Schematics from Pronto in Paradise Falls. Neutral Karma Consequences: =========================== When in the -250 to +250 range, the following is affected: o The followers Butch (Rivet City) and Sergeant RL-3 (Tinker Joe near Tenpenny Tower sells him) can bow be hired. o Good or Evil enemy groups will not attack you automatically. o Raiders always attack you. Good Karma Consequences: ======================== When in the +250 to +1000 range, the following things are affected: o Speech Challenges with evil people are more difficult. o Raiders always attack you. o Characters act differently, such as Three Dog. o Fawkes (Vault 87) and Star Paladin Cross (the Citadel) can be made followers. And only if you are in the +750 to +1000 range: o Characters will sometimes award your goodness with presents. This varies from food to caps, ammo to chems, etc. An example is the dark woman in Megaton. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [LIS3] Collectibles ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[LIS3.1] Bobblehead Locations | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ SPECIAL Bobbleheads: .------------.------------------------------------.----------------------------. |Name: |Area Location: |Additional Information: | |============|====================================|============================| |Strength |Megaton [Lat -01|Lon -06] |Lucas Simms' House, in the | | | |bedroom on a table | |Perception |The Republic of Dave [Lat 19|Lon 27]|In a bookcase at the Museum | | | |of Dave | |Endurance |Deathclaw Sanctuary [Lat -22|Lon 26]|First room near corpse heap | |Charisma |Vault 108 [Lat 18|Lon 06] |On a table in Cloning Lab | |Intelligence|Rivet City [Lat 18|Lon -17] |On a table in Science Lab | |Agility |Greener Pastures Disposure Facility |Inside the small building, | | |[Lat 07|Lon 21] |lying on a table | |Luck |Arlington National Cemetary |Arlington House, lying on a | | |[Lat 07 |Lon -09] |shelf in the cellar | '------------'------------------------------------'----------------------------' Skill Points Bobbleheads: .------------.------------------------------------.----------------------------. |Name: |Area Location: |Additional Information: | |============|====================================|============================| |Barter |Evergreen Mills [LAT -26|LON -07] |Bazaar; John's Alcove, check| | | |the shelf behind Work Bench | |Big Guns | | '------------'------------------------------------'----------------------------' ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ xx) ENEMY ENCYCLOPEDIA [ENM] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This section is also heavily being worked on, but below are already a few entries. This should give you an idea what this section will look like. Legend: ======= LV = Level MW = Melee Weapons PRC = Perception SG = Small Guns HP = Hit Points EXP = Experience BG = Big Guns EW = Energy Weapons .------------------------------------------------------------------------------. |NAME: | LV|PRC| HP|DMG|DROPPED ITEMS|SPECIAL ATTACK|EXP|NOTES | |==============|===|===|===|===|=============|==============|===|==============| |Radroach | 1 | 3 | 5 | 3 |Radroach Meat| --- | 1 |Quickly flees | '--------------'---'---'---'---'-------------'--------------'---'--------------' .------------------------------------------------------------------------------. |NAME: | LV|PRC| HP|DMG|DROPPED ITEMS|SPECIAL ATTACK|EXP|NOTES | |==============|===|===|===|===|=============|==============|===|==============| |Bloatfly | 1 | 5 | 15| - |Bloatfly Meat|Larva Spit (5)| 1 |Flying | '--------------'---'---'---'---'-------------'--------------'---'--------------' .------------------------------------------------------------------------------. |NAME: |LV|PRC| HP|DMG|D. ITEMS|SPECIAL ATTACK |EXP|NOTES | |=================|==|===|====|===|========|===============|===|===============| |Giant Worker Ant | 1| 3 | 30| 7|Ant Meat|Fire Spit(16/s)| 5|Legs: -50% DMG | |Giant Soldier Ant| 8| 4 | 150| 24|Ant Meat|Fire Spit(32/s)| 10|Legs: -50% DMG | |Giant Ant Queen |--| 4 |1000| - |Ant Meat|Acid Spit (40) | 10|Legs: -50% DMG | '-----------------'--'---'----'---'--------'---------------'---'---------------' Note: Giant Worker Ant and Giant Soldier Ant will both go berserk if you destroy their antennae. This will cause them to attack everything nearby. .-----------------------------------------------------------------------.---. |NAME: |LV|PRC| HP|DMG|DROPPED ITEMS |SPECIAL ATTACK |EXP| |===================|==|===|====|===|==================|================|===| |Super Mutant | 1| 3 | 100| 4|Hunting Rifle, |Hunting Rifle | 10| | | | | | |.32 Caliber Ammo | | | |Super Mutant | 1| 3 | 100| 4|Nail Board |Nail Board | 10|<-* |Super Mutant Brute |10| 5 | 250| 5|Sledgehammer |Sledgehammer | 25|<-* |Super Mutant Brute |10| 5 | 250| 5|Assault Rifle, |Assault Rifle | 25| | | | | | |5.56mm Ammo | | | |Super Mutant Brute |10| 5 | 250| 5|Minigun, 5mm Ammo |Minigun | 25| |Super Mutant Brute |10| 5 | 250| 5|Missile Launcher, |Missile Launcher| 25| | | | | | |Missiles | | | |Super Mutant Master|13| 6 | 360| 6|Chinese Assault |Chinese Assault | 50| | | | | | |Rifle, 5.56mm Ammo|Rifle | | |Super Mutant Master|13| 6 | 360| 6|Super Sledge |Chinese Assault | 50|<-* | | | | | | |Rifle | | |Super Mutant Master|13| 6 | 360| 6|Minigun, 5mm Ammo |Minigun | 50| |Super Mutant Master|13| 6 | 360| 6|Missile Launcher, |Missile Launcher| 50| | | | | | |Missiles | | | |Super Mutant |--| 5 |2000| - |(Various) |Pipe (100) | 50| |Behemoth | | | | | | | | '-------------------'--'---'----'---'------------------'----------------'---' Note: The ones marked with <-* can also hold grenades. .------------------------------------------------------------------------------. |NAME: | LV|PRC| HP|BG| EW|MW|SG| ARMOR EQUIPMENT|WEAPONS EQUIPMENT|EXP| |==============|===|===|===|==|===|==|==|================|=================|===| |Raider | 1| 5 | 25|13| 15|32|34|Raider Armor |.32/10mm Pistol/ | 10| | | | | | | | | | |Chinese Pistol | | |Raider | 1| 5 | 30|15| 15|34|32|Raider Armor |Knife/Baton/Tire | 10| | | | | | | | | | |Iron/Frag Grenade| | |Raider | 1| 5 | 25|13| 15|32|34|Raider Armor |Hunting Rifle | 10| |Raider | 4| 5 | 55|13| 15|45|47|Raider Armor |Hunting Rifle/ | 10| | | | | | | | | | |Sawed-Off Shotgun| | | | | | | | | | | |/Assault Rifle | | |Raider | 4| 5 | 60|15| 15|47|45|Raider Armor |Combat Knife/Lead| 10| | | | | | | | | | |Pipe/Baseball Bat| | | | | | | | | | | |/Frag Grenades | | '--------------'---'---'---'--'---'--'--'----------------'-----------------'---' Enclave Enemies: ================ .------------------------------------------------------------------------------. |NAME: | LV|PRC| HP|BG| EW|MW|SG| ARMOR EQUIPMENT|WEAPONS EQUIPMENT|EXP| |==============|===|===|===|==|===|==|==|================|=================|===| |Enc. Soldier | 1| 6 | 45|16| 45|14|47|Enc Power Armor |Laser Pistol | 10| |Enc. Officer | --| 6 |125|16|100|16|16|Enclave Officer |Plasma Pistol/ | 50| | | | | | | | | |Uniform |Plasma Grenade | | |Enc. Scientist| --| 6 | 20|11| 17|11|17|Enclave |Laser Pistol | 10| |(Flees) | | | | | | | |Scientist Outfit| | | '--------------'---'---'---'--'---'--'--'----------------'-----------------'---' ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ xx) APPENDIX [APX] ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[APX-1] Xbox 360 Achievements | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ .-------------------------------.------.---------------------------------------. |Achievement Name: |Value:|How to unlock: | |===============================|======|=======================================| |Vault 101 Citizenship Award | 10 |Receive the Pip-Boy 3000 | |The G.O.A.T. Whisperer | 10 |Take the G.O.A.T | |Escape! | 20 |Complete this Main Quest | |Following in His Footsteps | 20 |Complete this Main Quest | |Galaxy News Radio | 20 |Complete this Main Quest | |Scientific Pursuits | 20 |Complete this Main Quest | |Tranquility Lane | 20 |Complete this Main Quest | |The Waters of Life | 20 |Complete this Main Quest | |Picking up the Trail | 20 |Complete this Main Quest | |Rescue from Paradise | 20 |Complete this Main Quest | |Finding the Garden of Eden | 20 |Complete this Main Quest | |The American Dream | 20 |Complete this Main Quest | |Take It Back! | 40 |Complete this Main Quest | |Big Trouble in Big Town | 20 |Complete this Side Quest | |The Superhuman Gambit | 20 |Complete this Side Quest | |The Wasteland Survival Guide | 20 |Complete this Side Quest | |Those! | 20 |Complete this Side Quest | |The Nuka-Cola Challenge | 20 |Complete this Side Quest | |Head of State | 20 |Complete this Side Quest | |The Replicated Man | 20 |Complete this Side Quest | |Blood Ties | 20 |Complete this Side Quest | |Oasis | 20 |Complete this Side Quest | |The Power of the Atom | 20 |Complete this Side Quest | |Tenpenny Tower | 20 |Complete this Side Quest | |Strictly Business | 20 |Complete this Side Quest | |You Gotta Shoot 'Em in the Head| 20 |Complete this Side Quest | |Stealing Independence | 20 |Complete this Side Quest | |Trouble on the Homefront | 20 |Complete this Side Quest | |Agatha's Song | 20 |Complete this Side Quest | |Reilly's Rangers | 20 |Complete this Side Quest | |Reaver | 10 |Reach Level 8 with Negative Karma | |Mercenary | 10 |Reach Level 8 with Neutral Karma | |Protector | 10 |Reach Level 8 with Positive Karma | |Harbinger of War | 20 |Reach Level 14 with Negative Karma | |Pinnacle of Survival | 20 |Reach Level 14 with Neutral Karma | |Ambassador of Peace | 20 |Reach Level 14 with Positive Karma | |Scourge of Humanity | 30 |Reach Level 20 with Negative Karma | |Paradigm of Humanity | 30 |Reach Level 20 with Neutral Karma | |Last, Best Hope of Humanity | 30 |Reach Level 20 with Positive Karma | |Weaponsmith | 30 |Create all 7 Custom Weapons | |Doesn't Play Well with Others | 20 |Kill 300 people | |Slayer of Beasts | 20 |Kill 300 creatures | |Silver-Tongued Devil | 20 |Win 50 Speech Challenges | |Data Miner | 20 |Hack 50 terminals | |Keys are for Cowards | 20 |Pick 50 locks | |One-Man Scouting Party | 20 |Discover 100 locations on the worldmap | |Psychotic Prankster | 10 |Place a grenademine while pickpocketing| |The Bigger They Are | 20 |Kill the 5 Super Mutant Behemoths | |Yes, I Play with Dolls | 10 |Collect 10 Bobbleheads | |Vault-Tec C.E.O | 30 |Collect 20 Bobbleheads | '-------------------------------'------'---------------------------------------' _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[APX-2] Playstation 3 Trophies | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Bronze Trophies (38): ===================== .-------------------------------.---------------------------------------. |Achievement Name: |How to unlock: | |===============================|=======================================| |Vault 101 Citizenship Award |Receive the Pip-Boy 3000 | |The G.O.A.T. Whisperer |Take the G.O.A.T | |Escape! |Complete this Main Quest | |Following in His Footsteps |Complete this Main Quest | |Galaxy News Radio |Complete this Main Quest | |Scientific Pursuits |Complete this Main Quest | |Tranquility Lane |Complete this Main Quest | |The Waters of Life |Complete this Main Quest | |Picking up the Trail |Complete this Main Quest | |Rescue from Paradise |Complete this Main Quest | |Finding the Garden of Eden |Complete this Main Quest | |The American Dream |Complete this Main Quest | |Big Trouble in Big Town |Complete this Side Quest | |The Superhuman Gambit |Complete this Side Quest | |The Wasteland Survival Guide |Complete this Side Quest | |Those! |Complete this Side Quest | |The Nuka-Cola Challenge |Complete this Side Quest | |Head of State |Complete this Side Quest | |The Replicated Man |Complete this Side Quest | |Blood Ties |Complete this Side Quest | |Oasis |Complete this Side Quest | |The Power of the Atom |Complete this Side Quest | |Tenpenny Tower |Complete this Side Quest | |Strictly Business |Complete this Side Quest | |You Gotta Shoot 'Em in the Head|Complete this Side Quest | |Stealing Independence |Complete this Side Quest | |Trouble on the Homefront |Complete this Side Quest | |Agatha's Song |Complete this Side Quest | |Reilly's Rangers |Complete this Side Quest | |Reaver |Reach Level 8 with Negative Karma | |Mercenary |Reach Level 8 with Neutral Karma | |Protector |Reach Level 8 with Positive Karma | |Harbinger of War |Reach Level 14 with Negative Karma | |Pinnacle of Survival |Reach Level 14 with Neutral Karma | |Ambassador of Peace |Reach Level 14 with Positive Karma | |Doesn't Play Well with Others |Kill 300 people | |Slayer of Beasts |Kill 300 creatures | |Psychotic Prankster |Place a grenademine while pickpocketing| '-------------------------------'---------------------------------------' Silver Trophies (10): ===================== .-------------------------------.---------------------------------------. |Take It Back! |Complete this Main Quest | |Scourge of Humanity |Reach Level 20 with Negative Karma | |Paradigm of Humanity |Reach Level 20 with Neutral Karma | |Last, Best Hope of Humanity |Reach Level 20 with Positive Karma | |Weaponsmith |Create all 7 Custom Weapons | |Silver-Tongued Devil |Win 50 Speech Challenges | |Data Miner |Hack 50 terminals | |Keys are for Cowards |Pick 50 locks | |One-Man Scouting Party |Discover 100 locations on the worldmap | |Yes, I Play with Dolls |Collect 10 Bobbleheads | '-------------------------------'---------------------------------------' Gold Trophies (2): ================== .-------------------------------.---------------------------------------. |The Bigger They Are |Kill the 5 Super Mutant Behemoths | |Vault-Tec C.E.O |Collect 20 Bobbleheads | '-------------------------------'---------------------------------------' Platinum Trophy (1): ==================== o Get all other 50 Trophies. _____________________________________________________________________ |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| |[APX-3] Playstation 3 Version History | |_____________________________________________________________________| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Version 1.10 ============ o 'Infinite Exp Glitch' by talking to Bittercup and then Pappy has been fixed. o PSN Notification Glitch (where the online/offline message appeared for a few seconds, completely stalling the game) has been fixed. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ xx) VERSION HISTORY ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ • 0.10 [01 Dec. 2008] ====== ============== o Added ASCII Logo, simple skeleton layout. Up to Quest 3. • 0.60 [02 Dec. 2008] ====== ============== o Added a major portion of the Main Walkthrough, up to Quest 9. • 1.00 [03 Dec. 2008] ====== ============== o Main Walkthrough Quests completed. o Added Enemy Encyclopedia layout. • 1.10 [08 Dec. 2008] ====== ============== o Added 4 Misc. Quests. o Added the Galaxy News Radio Main Quest. o Added Statistics Sections. o Added X360 Controls. o In process of detailing the walkthrough to the extreme. The main goal will be a 'perfect character' as much as possible. • 1.15 [09 Dec. 2008] ====== ============== o Added Misc. Quests. o Revised the 'All-Round' Character Build. • 1.20 [12 Dec. 2008] ====== ============== o Added Misc. Quests. o Layout fixes. • VAULT (1.25) [16 Dec. 2008] ============== ============== o Added 'Rescue from Paradise' Main Quest. o Added Misc. Quests. o Added Karma & Level Up Charts. o Added X360 and PS3 Achievements and Trophies. o Finished Perks Section. • VAULT (1.30) [17 Dec. 2008] ============== ============== o Added in-depth info to Main Quests. • Vault (1.40) [22 Dec. 2008] ============== ============== o More Misc. Quests completed. o Added Maps for Sector 5 - 9. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ xx) CREDITS ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Main Credits: ============= o SBAllen/CJayC: For being admins of GameFAQs. o Absolute Steve: For writing this FAQ, all rights reserved. o My Readers: For any feedback, donations, and for reading this! Other Credits: ============== o Random House Inc.: Statistics on enemies. o Sparkmen: Xbox 360 Controls. o Dwovar: Help on Character Building. ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ xx) COPYRIGHT ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This may *not* be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Do NOT copy information from this guide, altering it slightly. Presenting this information in this FAQ took research, which takes a LOT of time. (Copyright) Absolute Steve (aka) S. Huijboom 2008. Allowed sites: • GameFAQs.com • ChapterCheats.com FAQ Contact: faq@shillatime.org ________________________________________________________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Writing a thank-you email takes a minute. The pleasure of reading it lasts all day. If you liked this, recommend it at the top of the screen.