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Fallout 3

Game Guide
by guides.gamepressure.com

Html version of this guide can be found at: http://guides.gamepressure.com/fallout3 User comments for this guide can be submitted and read at: http://guides.gamepressure.com/fallout3/comments.asp More game guides can be found at: http://guides.gamepressure.com Copyright GRY-OnLine.pl for Gamepressure.com. All Rights Reserved. All trademarks, brands, logos and images are copyrighted by their respective owners. This document or any of its part may not be reproduced, modified or merged with other documents. [12/11/2008]

Table of Contents:
Introduction .......................................................................................................................................4

Main quests...........................................................................................................................6
Main quests 1: Baby steps ................................................................................................................6 Main quests 2: Growing up fast.........................................................................................................7 Main quests 3: Future imperfect........................................................................................................9 Main quests 4: Escape!...................................................................................................................11 Main quests 5: Following in his footsteps........................................................................................17 Main quests 6: Radio Galaxy News ................................................................................................21 Main quests 7: Scientific Pursuits ...................................................................................................24 Main quests 8: Tranquility Lane ......................................................................................................29 Main quests 9: The waters of life ....................................................................................................36 Main quests 10: Picking up the trail ................................................................................................43 Main quests 11: Finding the garden of eden...................................................................................47 Main quests 12: The American Dream............................................................................................51 Main quests 13: Take it back! .........................................................................................................56 Main quests 13: Take it back! - Endings .........................................................................................60

Side quests .........................................................................................................................63


Megaton: The power of the atom ....................................................................................................63 Megaton: The wasteland survival guide (first chapter)....................................................................66 Megaton: The wasteland survival guide (second chapter)..............................................................71 Megaton: The wasteland survival guide (third chapter) ..................................................................75 Megaton: Blood ties ........................................................................................................................80 Grayditch: Those!............................................................................................................................85 Rivet City: The replicated man ........................................................................................................90 Rivet City: Stealing independence ..................................................................................................93 Capitol Wasteland: Head of state....................................................................................................98 Museum of History: Reillys Rangers ............................................................................................102 Musem of History: You gotta shoot em in the head .....................................................................108 Canterbury Commons: The superhuman gambit ..........................................................................110 Paradise Falls: Strictly business ...................................................................................................114 Big Town: Big trouble in Big Town ................................................................................................115 Tenpenny Tower: Tenpenny Tower ..............................................................................................119 Vault 101: Trouble on the homefront.............................................................................................125 Little Lamplight: Rescue from paradise.........................................................................................130 Agathas house: Agathas song.....................................................................................................136 Girdershade: The Nuka-Cola Challenge .......................................................................................141 Oasis: Oasis..................................................................................................................................143

Capitol Wasteland.............................................................................................................148
Maps of the world..........................................................................................................................148 Detailed maps ...............................................................................................................................168 Main locations ...............................................................................................................................176 Enemies ........................................................................................................................................213 Threats ..........................................................................................................................................217 Vault-Tec Bobbleheads.................................................................................................................219 List of achievements .....................................................................................................................230

Hints...................................................................................................................................233
Character creation and development ............................................................................................233 Perks .............................................................................................................................................238 Hidden perks .................................................................................................................................255 Combat..........................................................................................................................................257 Equipment .....................................................................................................................................261 Other .............................................................................................................................................269

Introduction

Welcome to the unofficial guide to Fallout 3 video game. This guide will help you in surviving in the unpleasant territories of the Capitol Wasteland. Ive created this survival kit not only to help less experienced players, but also to satisfy fans of the series. A lot of easter eggs and bonus items have been described, so you wont have to look for them on your own. This guide has been divided into three separate parts. The first chapter of the guide is focused only on describing quests youre given by non-player characters. Ive described all the main quests required to finish the game, as well as side missions youll receive during your time spent in Capitol Wasteland. I guess I should tell you right now that Fallout 3 has a much more complex quest system than the previous Bethesda game Oblivion. Most of the quests have at least two diffrent endings, as well as a very unlinear structure. You can also use perks and skills to modify their progress by unlocking new conversation options or receive unique rewards from the non-player characters. Obviously my guide contains all of that, so you dont worry that youll miss something important or interesting. The second chapter of the guide focuses primarily on the game world. More than two dozen maps have been made. These maps show the wasteland, as well as focus on smaller areas (mostly cities) occupied by friendly characters. The sole purpose of creating them was to allow you to travel through the wasteland more freely, so you wont spend a lot of time trying to find new locations. In addition to areas of the map, Ive also said a few things about potential dangers you may encounter while travelling through Capitol Wasteland. This includes enemy encounters, as well hazards such as radiation or poison. The final section of this chapter lists all available achievements, as well points out where to look for bonus items. You can try and search for Vault-Tec bobbleheads and unique weapon schematics. The third chapter of the guide contains a lot of hints on how to create your character, how to make him stronger and more useful with every level he achieves (including choosing the best perks), how to fight and how to maintain your inventory. Ive used four different colors in my guide in order to make the reading process a lot easier, especially if youre looking for an information concerning an item or a non-player character. The brown color was used to mark movable objects. Obviously this includes NPCs, but Ive

also marked monsters and robots. The blue color marks visited locations. Ive used it not only to pin point main areas, but to let you know about secondary locations as well. The green color should help you in finding new items. The orange color marks the places where using a perk is possible or when youre rewarded with a unique perk that you wouldnt be able to receive any other way. Have fun playing the game! Stranger

Main quests
Main quests 1: Baby steps
MAIN QUEST 1: Baby steps
Received from: automatically when youve started the game [Vault 101] Solution: The entire Vault 101 is much like a tutorial area. Youll spend from one to two hours here and youll use this time to familiarize yourself with the basics. You start the game in the womb of your mother. This is where youll have to make your first decision whether you want to control a boy or a girl. You must also pick the first name for your character. Now use a friendly creator to modify looks of your main hero. The second phase of this quest begins a year after you were born. Approach your father (James) and allow him to pick you up. Once James has left this room, open the door of the coop, so youll be allowed to move freely inside this room. All you have to do is to find a small book, listed as S.P.E.C.I.A.L. for you (screen). Interacting with the book will open a new window. This is where youll make several important decisions. You must redistribute points to seven main characteristics. I would strongly recommend that you read the third chapter of the guide before moving on, because Ive posted a lot of hints there on how to create a good hero. You should also know that youll be allowed to change everything when leaving the vault. James will come back in a few seconds. Listen to what he has to say and follow him to a nearby corridor. This is where the quest will come to an end.

Main quests 2: Growing up fast


MAIN QUEST 2: Growing up fast
Received from: James [Vault 101] Solution: This quest begins when youre 10 years old and youre having a birthday party. Start off by listening to what James and the Overseer have to say. Notice that youve been rewarded with a Pip-Boy 3000. Now youll have to talk to Amata. It doesnt really matter whether youre polite to her or not, because either way you will receive a gift from her. Its going to be a comic book about the adventures of Grognak the Barbarian. I strongly recommend that you open your inventory and read this book, because your melee weapons ability will be increased by one point. Now you may start talking to other party guests. Old Lady Palmer will give you a sweetroll and Stanley will give you a kids baseball cap. Theres going to be an incident during the party. One of the robots will destroy the birthday cake by mistake and this will make the local bully who goes by the name of Butch very angry. Youll have to talk to him and the conversation can have a different outcome depending on your answers. You can give him your sweetroll, you can try convincing him that you should share the cake, you can destroy the sweetroll by spitting on it or you can even insult his mother. If you choose the last option, Butch will attack you (screen). Thankfully, you wont have to worry about him hurting you. Once the situation has been resolved, talk to Amata again.

James will soon inform you that he has prepared a reward for you and that you should meet him in the reactor room. Try leaving this room and youll come across Beatrice. Once again, you dont have to be polite, because it wont change anything. Notice that youve received a birthday poem. Read it if you want to and exit the room. Proceed to the lower level. Reach the reactor room (screen) and talk to Jonas. Wait for James to show up. He will give you a BB Gun and some BBs. Now you must follow James to the southern corridor. This is where youll be allowed to test your new toy and youll familiarize with the basics of the battle system at the same time.

Choose the BB Gun from your inventory and use it to destroy three targets. Once this is done, you will have to kill a radroach which is nothing more than an oversized bug. Make a few steps forward to find the creature. You can still use this view of you can activate the V.A.T.S. system. Return to James once the radroach is gone. Wait for Jonas to take a picture of you and your father.

Main quests 3: Future imperfect


MAIN QUEST 3: Future imperfect
Received from: James [Vault 101] Solution: Once again, a few years have passed since your last quest. Youre now sixteen and youll have to take the G.O.A.T. Talk to James about that. You can also inquire him about the Vault or your mother. Before you decide to head to your destination, check your surroudings. You may use the computer to access experiments data and medical files of the inhabitants of Vault 101. You can also take your first bobblehead medicine (screen). Picking it up will result in your medicine skill being increased by 10 points.

Go to the main corridor and youll meet Butch, as well as members of his gang. It looks that Tunnel Snakes dont want to leave Amata alone. You can resolve this problem if you want to or you can focus only on completing your quest. If you decide to talk to Butch, you can convince him to stop harrasing Amata or you can encourage him to continue with his actions. You can defend Amata by fighting him or you can threaten him that youll report this situation to the Overseer. Alternatively you could talk to Wally Mack. It would be possible to convince him that Butch is not the leader of the Tunnel Snakes and that he shouldnt make all the decisions by himself. This would result in a conflict inside the group. Eventually youll have to get to an area where the G.O.A.T. will take place. Talk to Mr Brotch there. You can persuade him to provide assistance in skipping the exam (screen) or you can be a model student and agree to take the test. If youve decided to start the test, youll have to find an empty desk. Sit down and answer ten (well... nine ;-)) questions. Once the test has ended, go back to Brotch for results. Depending on your answers Brotch will choose specializations for you, however you can ignore his recommendations and choose three skills on your own. Also, its going to be similiar to the main characteristics, because youll be allowed to change your decision before leaving Vault 101. Exit the room and youll complete this quest.

Main quests 4: Escape!


MAIN QUEST 4: Escape!
Received from: Amata [Vault 101] Solution: Finally its getting more interesting. The action of this quest takes place three years after you took the G.O.A.T. Amata will storm into the room. She will inform you that James has escaped and that Jonas has been killed. I would recommend answering politely, because she will hand over ten bobby pins to you (used to open locks). Listen to her escape plan. Amata will also give you a 10mm pistol with some ammunition. You could say to her that she should keep the weapon, but it wouldnt do you any good. VAULT 101

Map legend: 1 starting area; 2 first guard; 3 Butch; 4 Butchs mother; 5 mess hall; 6 officer Gomez; 7 infirmary; 8 small office; 9 exit to: Vault 101 - atrium Notice that youre standing inside a small room (1 on the map). It would be a good idea to inspect your surroundings. You may consider picking up a BB gun, but a baseball bat is a more interesting alternative. Check the drawers and the first aid station on the wall. Collect Med-X and ten stimpacks. Exit the room and notice that one of the guards is being attacked by radroaches (2 on the map). Dont waste your ammunition on him. Instead, wait to see whos won and use the baseball bat to succeed. Id strongly recommend that you inspect Kendalls body. Pick up and wear two items Vault 101 security helmet and Vault 101 security armor.

You will meet Butch (3 on the map) on your way to your current destination. Youll find out that his mother is being attacked by radroaches and that he needs your help to save her. You can ignore his problem or you can provide much needed assistance. If youve decided to help him, you may convince Butch that hes able to take out the creatures on his own. He can use his bare hands ore on your weapons (BB gun or the baseball bat). You can also head there yourself (4 on the map). I would recommend helping him out, because as a reward Butch will hand over a Tunnel Snake outfit. You may continue moving north. Notice that youll pass through a small mess hall along the way (5 on the map). Kill the radroaches or ignore them. Eventually youre going to be stopped by Gomez (6 on the map). You may kill him, because you wont lose any karma over it. Soon youll get to Stanley. Explore the infirmiary (6 on the map) and the northern office (7 on the map) if you forgot to take the figurine. Proceed to the eastern door (9 on the map) and agree to travel to Vault 101 atrium.

VAULT 101 - ATRIUM

Map legend: 1 starting area and exit to: Vault 101; 2 guards and exit to: Vault 101 entrance; 3 southern door; 4 administration room; 5 Amata and the Overseer; 6 body of Jonas; 7 Overseers terminal; 8 exit to: Vault 101 - entrance You start in the middle of the base (1 on the map). Move to the south carefully. Two enemy guards (OBrian and Richards) are stationed to the east (2 on the map). You could kill them with the pistol you received from Amata, however you wouldnt be able to access the door theyre guarding, so youll be doing this only to collect their supplies. Proceed to the southern door (3 on the map; screen). Get rid of new radroaches. Remember to use good melee weapons against them. In addition to the bugs youll also have to take out security chief Hannon. Once hes gone, proceed to the upper balcony and head west. One of the civilians will be shouting at you, but you my as well ignore him. Enter the server room and get rid of a few additional radroaches. You can also inspect the body of Floyd Lewis while youre there. Proceed to the western passageway (4 on the map).

Eventually youll reach a cell area (5 on the map). Notice that Amata is being interrogated by her father. Youve got two choices here you can enter the room in order to resolve this problem or you can ignore it and keep heading towards Overseers office. If you decide to enter the room, you will have to kill a new guard who is going to be sent to attack you by the Overseer himself. Alternatively Amata can kill him if you let her keep her the pistol, but its highly unlikely that you didnt want to use it. You may talk to the Overseer or you can kill him in order to loot his body for much needed items. Dont even think about surrendering, because the second you hand over your weapons hell decide to attack you. The final available solution is to persuade him to granting you access by saying that youll hurt Amata if he wont comply (screen). Either way, you should be able to get your hands on two items Overseers terminal password and Overseers office key. You may explore the rest of the room if you want to. Make sure that youve opened all drawers and lockers, because youll find more guns, as well suits and ammunition. Proceed to the north. Inspect the body of Jonas (6 on the map) and youll get your hands on a note from Dad. Obviously you should play the tape using your Pip-Boy 3000.

You can check the surrounding area beforing heading over to Overseers office. This is crucial if youve decided to ignore him and not to rescue Amata from the interrogation. You will come across several interesting items, including bobby pins. Talk to Amata, however shell ignore you if you killed her father. Check the drawers and youll find a copy of a key to Overseers office. Obviously if you have the key from the Overseer, you wont have to take the second one, because theyre identical. Proceed to the southern room and use one of the keys to open the door. Once again, check your surroundings and youll find the password to the terminal among other things (medicine, ammunition). Approach a large terminal (7 on the map) and use it (screen). Click on other functions if you want to, however the most important thing is to open the secret underground passageway. Move back a little and wait for the secret tunnel to reveal itself. Proceed downwards. Use the switch and kill a single radroach. Use the door (8 on the map) to get to Vault 101 entrance.

VAULT 101 - ENTRANCE

Map legend: 1 starting area and exit to: Vault 101 atrium; 2 control panel; 3 exit to: Vault 101 atrium; 4 main exit from the vault Proceed south. Use a new switch to unlock the passageway to the main room. Obviously you must approach the main control panel (2 on the map; screen). Press the button and wait for a large hatch to start moving. Amata will arrive here in a few seconds and obviously you can talk to her. You are also going to be attacked by two additional guards. You may kill them or you may start running towards the exit. If you decide to eliminate them, take your time to explore all nearby rooms. In order to finish this quest you must get to the exit (4 on the map). This is where youll be given your final chance to change something with your character. I would recommend saving your progress here, so you wont have to repeat the start if you decide to play the game with a different character. Use the wooden door to get to Capitol Wasteland. Make a few steps forward and youll receive a confirmation that this quest has ended.

Main quests 5: Following in his footsteps


MAIN QUEST 5: Following in his footsteps
Received from: automatically once youve left Vault 101 [Capitol Wasteland] Solution: Your first assignment is to get to the city of Megaton which is located to the southeast of Vault 101. Travel in a straight line if you dont want any problems. Talk to sheriff Lucas Simms once youve arrived at Megaton. When you agree to participate in his side mission (The power of the atom), Simms will tell you that you should ask Colin Moriarty for the whereabouts of your father. You can find Colin in his saloon. The exact location is Megaton Moriartys Saloon. Talk to Colin once youve arrived at your destination (screen) and ask him about your father. Colin will tell you that James wasnt the first one who left Vault 101. You will find out that he was going to visit Galaxy News Radio station. If he doesnt want to tell you the answer, you can consider bribing him or you can do him a favor by resolving a small problem in Springvale. Check the second part of the guide for more info (look for the description of Small Ranch in Springvale). Alternatively you can find the location of James from Moriartys computer, but this would require some science skill to hack into his system. You can find the terminal in one of the back rooms of the saloon.

Exit Megaton. As youve probably noticed, you will have to get to Galaxy News Radio building which is located in the D.C. ruins. Its not going to be easy, so I wouldnt recommend travelling there unless youre level 7-10 and with decent guns/armor at your disposal. There are a lot of centaurs and supermutants in the area (surface), as well as feral ghouls and mirelurks (underground tunnels, sewers). The easiest way to get to the radio station is to use some of the nearby tunnels. Travel to Farragut West Metro Station and enter the subway. You will encounter some molerats along the way. You can destroy all of them by yourself or you can find a security terminal in order to activate a protectron. If you decide to rely on the robot, make sure that you have a subway ticket in your inventory, because otherwise youll end up being attacked.

Eventually youll get to an area occupied by large numbers of feral ghouls. Theres a security terminal in one of the side rooms. Using it doesnt require any skill and you can use it to open a safe with items of great value. Theres a closed gate blocking your way. Use bobby pins to open it or go back to one of nearby offices in order to find a proper key. Either way, you will have to deal with all ghouls before moving on. I would recommend shooting at the generators, because the explosion should kill them or at least most of them. Eventually you should be able to reach an exit which leads to Tenleytown / Friendship Station. Use it. Sadly, you will come across a single supermutant here, so be careful while trying to kill it. Keep shooting at the ghouls as well. Get to the southern exit (screen). It leads to Chevy Chase North.

Notice that youve left the subway tunnels to the north of the Galaxy News Radio building. You will soon encounter paladins from the Brotherood of Steel. DONT attack them, because theyre your potential allies at the moment. Instead, help them in defeating the first group of supermutants. Stay in the back, however try dealing the last shot to each supermutant and youll gain much needed experience. Once its safe, talk to Sarah Lyons (screen). You will find out that her squad is heading towards the radio station building, so it would be a good idea to join the paladins. The group will soon enter a large and partially destroyed building. There are a lot of supermutants here, but your new colleagues will deal with all monsters. Stay in the back and youll be safe. I would recommend inspecting the body of knight Jennings. You cant wear his power armor just yet and I wouldnt recommend carrying it, because its very heavy. Dont worry you will receive proper training in power armor usage during one of the upcoming main quests. For the moment the only thing you should consider taking is his laser pistol.

It shouldnt take too long for you to reach Galaxy News Radio building. You must help paladins in defeating the final group of supermutants, including a very powerful supermutant master. Once its done, wait for a behemoth to show up. Locate a body of a killed paladin quickly (screen) and take his weapon a fatman. This gun fires mininukes at the target. Choose the fatman from your inventory and fire at least one nuke at the behemoth. If youre successful, the beast should lose at least half of its health. You can fire again at the behemoth or you can use other weapons to finish it off. Minigun is always a good idea, as well as a rocket launcher. Prevent the monster from getting too close, because you would have been killed with one successful blow. Check the body of the behemoth once its dead and youll gain access to a lot of random items. You may also scout the area for bodies of other fallen paladins. Most of them were carrying good weapons.

You may talk to Sarah Lyons again when its safe and shell thank you for all the help youve done in defeating the supermutants. Proceed towards a large building. Use the intercom and after a while you will be granted access to the radio station. You can explore the entire building if you want to and you can also talk to present brotherhood members. In order to fullfill your current challenge you must use the stairs to get to the first floor. Locate a single door which leads to RGN Studios. The person youll have to talk to is Three Dog. You can convince him to tell you where James has gone (screen), but you must have a high speech value to succeed in this challenge. You can also agree to doing him a favor. Youll find out about the transmitter and how to repair it. Proceed to the description of the next main quest.

Main quests 6: Radio Galaxy News


MAIN QUEST 6: Radio Galaxy News
Received from: Three Dog [Galaxy News Radio RGN Studios] Solution: Important! If by any chance Three Dog is dead, then you wont be allowed to fullfill this particular assignment. You will have to find Rivet City on your own. After that, your task will be to find Doctor Li and to ask her for help. This will automatically trigger a new main quest Scientific Pursuits. The similiar situation is when youve decided to visit Rivet City early during the course of the game. If you activate Scientific Pursuits there, you wont have to complete this assignment, because youll already know where James has went, so Three Dog wont offer any useful knowledge. Your first assignment will be to find a missing dish. In order to do that you will have to travel to the Museum of Technology. Make sure that youre fully prepared for this mission, because this time you will be killing supermutants without brotherhoods assistance. Dont forget to take the fatman for this mission with at least 5-10 mininukes. You should reach the museum area through the subway tunnels. You can use several different passageways, however I would recommend that you start from Anacostia Crossing. This station is located to the north of Rivet City. Kill all enemy units, use the stairs and open a large metal gate to get to the tunnels. I guess you wont be surprised to hear that you will have to kill a lot of bandits inside. Use your map to find the correct route. Try getting to the Museum Station. Use the gate (screen) to reach the Mall area. Notice that youve left the tunnels very close to the Museum of Technology.

You will have to be extremely carefule outside the museum, because this entire area is swarming with supermutants. You can engage them in battle or you may proceed directly to the museum building. Travel to Musem of Technology atrium. Id strongly recommend that you choose one of the strongers guns from your inventory. This time its not going to be possible to run away. If you dont want to fight all the mutants, consider remaining unnoticed, but you must have a high sneak skill and a stealth boy in your inventory to

prevail. You can also hack into a computer terminal in order to activate museum turrets. Once youve defeated all monsters, proceed to the first floor. In order to get to your current destination you will have to travel through a fictional vault (screen). It shouldnt be a problem, especially since theres no one inside. Exit the vault and proceed to the nearest door. Youll get to Museum of Technology west wing.

If you didnt spend any points to expansion of your science and lockpicking skills, you may choose the most obvious route to your current destination. Sadly, this means youll have to go through A LOT of dangerous monsters. Use guns such as a fatman, a plasma rifle and a rocket launcher against them. The dish itself is protected by a very strong group of supermutants. Check the location of this object on my screen. If you can hack or lockpick, there is more room for being creative.Theres a corridor in the north-west section and you can get there through the planetarium. Open the lock with a bobby pin or hack the terminal. Sadly, if you decide to use the computer, enemy supermutants will appear inside the planetarium and youll have to kill the monsters before moving on. Once youre in this corridor, look for a door to your right. Head to the upper floor and find a new terminal. Use it to activate more turrets.

It doesnt really matter whether youll decide for an open battle or sneak around, because you must get your hands on the dish. Once its in your possession move back the same way you came and avoid other supermutants if possible. Now you must travel to The Washington Monument. Thankfully, its going to be much easier here, because the monument is being defended by brotherhood units, so even if youre chased by supermutants, you can allow your colleagues to get rid of the monsters. Activate the security terminal and open the main gate (you wont have to hack into the system). Proceed to the door and enter The Washington Monument. Once inside, find an elevator and use it to get to the top. Approach a small radio (screen) and press the action key. Obviously you must install the dish from the museum. Also, if youre science skill is high enough, you will be allowed to make the transmitter more effective so itll broadcast to a much larger area from now. Once youve installed the dish, leave the monument and go back to the Galaxy News Radio building. Obviously youll have to talk to Three Dog again. Ask him where to look for your father. Three Dog will answer to your question and he will also inform you about his stash in Hamiltons hideout.

Main quests 7: Scientific Pursuits


MAIN QUEST 7: Scientific Pursuits
Received from: Doctor Li [Rivet City Science Lab] or Three Dog [Galaxy News Radio RGN Studios] Solution: Important! If you decide to start this mission before completing previous assignments, quests Following in his footsteps and Galaxy News Radio are going to be automatically completed/cancelled. I wouldnt recommend doing that, because not only youll miss out on a lot of fun, but you also wont get your hands on previous rewards and experience points. If youve agreed to help out Three Dog, you will receive this challenge once youve activated the transmitter at The Washington Monument. The most obvious solution: I assume that youve already unlocked Rivet City. Otherwise youre going to have to travel there on foot. I would recommend staying near the river, however you can also use some of the subway tunnels. Once youve arrived at Rivet City, you will have to go to the Science Lab. You can get there from the upper or from the middle deck. Locate Doctor Li and talk to her. Obviously you can ask her a few questions concerning your parents or Project Purity. You can also convince Li to hand over a few stimpacks to help out on your quest. The most important thing for you to know about is that James has travelled to the Jefferson Memorial building, because thats where the old lab is located. Leave Rivet City. Obviously you must now travel to Jefferson Memorial which is located to the west. There are large balconies leading to your destination, but you shouldnt be in a lot of hurry, because theyre occupied by supermutants (screen). You wont encounter too many monsters and youll be dealing with the weaker kind, so it shouldnt be a problem. Locate a small entrance to the monument and head over to Jefferson Memorial gift shop.

Once youre inside the memorial, kill one of the supermutants and proceed to the right corridor. Notice that a turret has been set up in front of you. The turret is shooting at the supermutants (screen), so you shouldnt destroy it. Instead, attack the monsters from the

distance and wait for them to get here. You can also inspect some of the surrounding rooms while the turret is busy killing your foes. Once you feel its safe, destroy the turret. I would recommend using a combat shotgun or an EM grenade against it. Kill all of the remaining creatures and proceed towards Jefferson Memorial rotunda.

Youve just entered the main room of this entire research complex. Be careful, though. There are several monsters here. Start off by killing a relatively weak centaur. Sadly, the main part of the structure is being guarded by a very powerful supermutant. You can use your plasma rifle against it or you can try avoiding the creature. Either way, you will have to locate several holotapes. Check the screen if you dont know where to look for them. Listen to the tapes with the help of your Pip-Boy and youll find out that James has travelled to Vault 112. Obviously thats where youll have to travel next. Notice that the Vault hasnt appeared on your list as a main area. This is going to be a long trip, so make sure that youre fully equipped. You should also take some rest in Megaton or Tenpenny Tower.

Alternative solution: There is also an alternative solution concerning your fathers whereabouts. All you have to do is to find the sufficient number of holotapes connected to the Project Purity program. Heres a list of these tapes and some brief notes on where to look for them: LOCATION AND EXPLANATION Jefferson Memorial basement watch out for supermutants there are a lot of them in the basement Jefferson Memorial rotunda this is the exact same spot you had to visit after receiving intel from Doctor Li Rivet City Doctor Lis quarters you shouldnt have any problems collecting those TOTAL: HOLOTAPES 7 3 3 13 holotapes

As youve probably noticed, the largest number of holotapes is hidden inside Jefferson Memorial basement. In order to get there you must reach the gift shop. Theres a single door leading to the basement (screen). Find at least ten tapes, because only then youll be allowed to travel to Vault 112.

Reaching Vault 112: Obviously you should be moving towards your target in a straight line, so it wont take too long for you to get there. I would also recommend that you start somewhere near Vault 101 or Megaton, because you probably didnt uncover too many locations in the west. Dont enter a large valley along the way, because it leads to Evegreen Mills and this area is swarming with slavers. Im sure you didnt want to go in there unprepared. Keep heading towards your destination until Smith Caseys Garage has appeared on your map. I would recommend that you secure the area to the north, near the trucks. Kill anyone that you can find and proceed to the inside of Smith Caseys Garage. There are some radroaches and molerats here. Use a melee weapon to get rid of them, instead of wasting ammuntion. Proceed to the main area of the garage and use a switch on the wall (screen). This will allow you to unlock a hidden entrance. Go down to the bunker and eventually youll come across a door leading to Vault 112.

Once youre inside Vault 112, approach a large panel and use it to unlock the entrance to the main section of the vault. Explore all surrounding rooms and eventually youll come across a firendly robobrain. Dont attack it. Instead, allow it to give you a Vault 112 jumpsuit. I would strongly recommend that you wear the jumpsuit before moving on, especially since you wont find any hostiles anytime soon. Proceed to the next corridor. You may head over to your destination right away or you can spend some time looking around and collecting supplies. Take special attention in visiting the infirmary. If youre skilled enough, you will also be able to hack into the terminal located near the equipment room (screen). There are a lot of interesting items inside, including ammunition, drugs and medical supplies.

Its important that youre quite thorough while exploring the equipment room, because youll find a holotape with a password to Overseers room. You can go there, but besides a safe and his capsule you wont find anything of interest. Go back to the main room and use the stairs to get to the lower level. Find an empty capsule (screen) and press the action key to open it. Wait for a few seconds and press the action key once again. Wait for your main character to take a seat. The capsule will close and youre going to be transported to a very interesting area.

Main quests 8: Tranquility Lane


MAIN QUEST 8: Tranquility Lane
Received from: automatically upon completion of Scientific pursuits [Vault 112] Solution: This is by far one of the most interesting quests in the entire game, because it takes place entirely inside a virtual environment, created by one of the scientists of Vault 112. Notice that youre playing a role of a young boy and instead of Pip-Boy you only have a watch. Wait for George Neusbaum to welcome you as a new guest of Tranquility Lane. Once this conversation has ended, you will have to decide how to play this out. Positive outcome: Good ending is definately easier to reach, because youll only have to perform a few simple tasks. I have to warn you, though, because youll miss out on several funny and interesting scenes. Ignore Betty entirely and instead try searching for Old Lady Dithers. Shes probably the only person who suspects this is not real environment youre living in. Dithers will metion an abandoned house and that all tenants of Tranquility Lane are forbidden to go inside that building. Obviously you will have to disobey. Find an Abandance House and use the front door to take a peek inside. Take your time to inspect your surroundings. Notice a few interactive items in the room. By touching them youll hear distinct sounds. The objective here is to touch the objects in a correct order. Here it is: radio, pitcher, dwarf, pitcher, cinder block, dwarf, bottle. The last object can be found near the door, so youll have to turn around (screen).

If you entered the correct code, you will notice that a computer terminal has appeared to your right. Obviously you must approach the terminal. Press the action key to use it. Choose the Chinese invasion program from the main menu (its the first option on the list screen). Note that youll have to read the documentation (second option in the menu) before youll be allowed to execute Chinese invasion. Once this is done, leave the building and look at what

youve done. The citizens of Tranquility Lane are being hunted down by Chinese soldiers. Thankfully, you wont have to worry about being attacked, because the soldiers will ignore your actions entirely. Head over to the playground and talk to Betty. Ignore her answers, because she (or rather he) cant harm you anymore. Ask Betty about your father, about the G.E.C.K. and the virtual environment. In order to leave Tranquility Lane you must use a small door which will appear next to Betty.

Negative outcome: Ignore Old Lady Dithers entirely and be rude towards her if she tries talking to you. Instead, head over to Betty. You can find her near the playground (central area of the map). You will have to perform four dirty deeds for Betty before she allows you to leave. The first task will require you to make Timmy Neusbaum cry. You can find Timmy outside the Neusbaum residence and youll recognize him from the rest of the group by the fact that hes selling soda. There are four ways of making him cry. First of all, you can talk to Timmy and use your speach skill to convince him that his parents are taking divorce because of him. You can also inspect Neusbaum residence and youd find military school brochure. Go back to Timmy, show him the brochure and suggest that his parents want to send him there. You can also kill one of Timmys parents which shouldnt be difficult, especially since the person youre about to attack wont fight back. Finally, you may attack Timmy himself (screen). A few punches will be more than enough.

Return to Betty. You will be allowed to ask her one question (about James, about her true identity or about Tranquility Lane), but it doesnt really matter which one its going to be. Dont even think about attacking Betty and dont make her angry, because you would have died and you cant kill her using standard methods of engagement. The second challenge for Betty is going to be a little more complicated, because youll have to make Rockwells marriage fall apart. Head over to Rockwells residence. Before you talk to Janet or Roger, use the stairs to get to the first floor. Find the bedroom and pick up Janet Rockwells diary. Read it and youll find out that Janet has some doubts whether her husband is cheating on her or not. You may now talk to her or to Roger. If youre convincing enough, you can win this speech challenge right away by making Janet believe that her husband is a cheater. Otherwise leave Rockwells residence.

Head on to Simpsons residence. You can to talk to Martha Simpson if you want to, however this is optional. Once again, you must use the stairs to get to the upper floor. Find the bedroom and take underwear from Marthas bed. Go back to Rockwells residence, however this time you should proceed directly to the basement. Find Rogers desk and place the underwear on the desk (screen). Once this is done, go back up and locate Janet. Tell her about the item you found in the basement and follow her to that location. Once Janet has made the discovery, youll have to talk to her again. You can convince her that her husband cheated on her or that he likes to wear such clothes. Either way, youll get the job done.

Theres also a different way to complete this part of the main quest and that is to murder Martha Simpson. Start inside Rockwells residence. This time youll have get to the kitchen which is located near the basement. Notice a rolling pin on the kitchen table (screen). Obviously you must take this item with you. Exit the house and proceed to Simpsons residence. Find Martha and use your newly acquired rolling pin (not the fists!) to kill her. Once this is done, go back to Rockwells residence and show the rolling pin to Roger. Convince him that his wife has murdered Martha, because she was suspecting that he had an affair with the neighbour. Return to Betty once youve completed this task. Just as before, she will allow you to ask one question.

The third assignment from Betty will require you to kill Mabel Henderson. The trick is that it cant be a typical death. You will have to be creative in order to prevail. Look around and ask a few of your new neighbours about Mabel. Youll find out that shes an excellent cook. Now you can find Mabel and ask her to make you a pie. Run to her house Hendersons residentce. You can kill her using four different objects. If you want her death to be in the kitchen then you must examine her oven. Interact with this object, move back and wait for Mabel to get here. She will die in flames (screen).

The second option will require you to reprogram a cleaning robot which can be found near the entrance. Wait for Mabel to arrive and hack into a security terminal which is located in the kitchen. First of all, you must disable the protection system. Once this is done, order the robot to clean the place. Dont forget to disable it once Mabel is gone. The third solution is to mess with a large chandelier located in the saloon. Click on this object and choose an interaction with the chain. The chandelier will fall down when Mabel is standing beneath it,

killing her on the spot. The final solution will require you to go up the stairs. Find a skateboard (screen) and press the action key. Push the skateboard towards the stairs. Now you must patiently wait for Mabel to use the stairs. She will fall down and break her neck. It doesnt really matter how she dies, because eventually youll have to return to Betty to continue on with the main quest.

The final assignment is by far the most enjoyable one, because youre going to become the Pint-Sized Slasher, a fictional serial killer. Head over to an Abandoned home, however dont enter it. Instead turn right and locate a dog kennel. Interact with this object and your character will automatically wear two objects a slasher knife and a slasher mask. You may finally proceed with the killings. You must kill everyone you encounter with the exception of Betty and a large dog. If youre having problems locating missing people, check areas near the fence, because thats where they like to hide. Once everyone is dead, Betty (Braun) will allow you to leave Tranquility Lane. Turn right and use a small door to get out of here. Its time to go back to the real world, Neo.

Ending the quest Once youve safely returned to Vault 112 you can talk to James whos also been released from the virtual world. Listen to what he has to say about the virtual environment and his usefulness to the finalization of the Purity project. I would recommend that you agree to his proposal to travel together to Rivet City.

Main quests 9: The waters of life


MAIN QUEST 9: The waters of life
Received from: James [Vault 112] Solution: Obviously your first assignment here is to leave Vault 112. You can use the same route as before and you wont encounter any hostile units along the way. Dont forget to drop the jumpsuit, because you wont need it anymore. Put on your previous armor before leaving the vault. Once youve left the garage you can fast travel to Rivet City, even if youre with your father. You must get to Doctor Li and that means you have to travel to the Science lab youve visited before. Proceed to Doctor Li and listen to a longer conversation between her and your father (screen). Once the conversation has ended, talk to your father again. Once again, youre allowed to choose between travelling together and reaching your next destination alone. You will have to go back to Jefferson Memorial. Talk to James once youre there (use fast travel or go there on foot) and he will order to go inside and secure the monument.

You must travel to the same location as before Jefferson Memorial gift shop. I assume that youve secured this area during your last visit to the memorial, as well as the rotunda. As a result theres going to be only one more area for you to explore. Look at the screen youll find a new door there which leads to Jefferson Memorial basement. I guess you wont be surprised to hear that there are some centaurs in the basement, as well as supermutants. You will be dealing with stronger versions of these monsters, so youll have to be ready to engage them at any time. Eliminate all monsters and exit the building. Find James and inform him that its safe to go inside. Now youll have to follow him and other scientists. James will go to Jefferson Memorial rotunda and obviously youll have to head over there as well.

Locate James once youve entered rotunda. Obviously you must talk to him, because he will grant you with several assignments. Your first task will be to flood the water out of the basement. Exit rotunda and proceed to the southern door to get to the basement again. Thankfully, this area hasnt been populated by any new monsters since the last time you were here. Notice that signs have been placed on the nearby walls and you can use them to navigate your way through this maze. At the moment you should be going where the Flood control sign tells you to. Once youve arrived at your destination use the intercom to receive specific orders. Approach a small switch (screen) and use it. You may go back to the rotunda.

Talk to James again. This time youll be given three fuses and youll have to go with them to the basement. Head over there right away. Just as before, use signs for quick navigation. The sign youre looking for is Fuse Access A1. You can use the intercom after reaching the

goal area to talk to James, however this is optional. Instead, approach a large fuse box and place the fuses in correct slots. Dont go back up, because you can to talk to James through the intercom. This time hell order you to get to the server room. The sign youre looking for is Mainframe. Approach a large metal gate (screen) and wait for it to be opened. After that locate a new switch and use it to boot up the main computer. Talk to James through the intercom again and hell give you a new assignment.

The final assignment from James is to flood one of the main pipes. This means you will have to go back to the gift shop, however stay clear of the rotunda for the moment. Instead you will have to get to a small grate which is located in the eastern section of the map (screen). Confirm that you want to travel to Pump control and youll find yourself standing inside a long tunnel. Keep heading forward until youve reached a hatch leading to the Capitol wasteland. Approach the red valve and use it. Notice that Enclave soldiers have appeared inside Jefferson Memorial. Sadly you cant go back the same way you came before so use a second hatch which will transport you to Sift pump.

You will have to be extremely careful once youve reached a large shaft. Aim for lower objects and avoid larger drops at all costs. Eventually youll get to a hatch which leads to the basement of the Jefferson Memorial building. Jump down quickly once youve arrived at your destination, so your presence wont be noticed by enemy troops. Now youll have to choose a good weapon from your inventory. Make your way to the upper level of the basement and kill anyone who stands in your way (screen). Its not going to be easy, because Enclave soldiers are using excellent armors and theyre equipped with laser/plasma rifles. Dont forget to loot their bodies for items of great value. You must fight your way back to the door leading to the gift shop.

Youll encounter new Enclave soldiers here as well. I wouldnt recommend moving too fast. Try securing one room at a time and prevent your character from engaging too many hostile units. Obviously you will have to secure the entire surrounding area before moving on. Once

this is done, proceed to Jefferson Memorial rotunda. Notice that you arent allowed to use your guns in this room. Thankfully, it wont be a problem, because you wont be attacked by anyone while youre here. Approach Doctor Li. Listen to a very interesting conversation between your father and one of Enclaves high ranked officers. The situation here will resolve with James sacrificing his life to prevent the Enclave from getting their hands on the device. Talk to Doctor Li again when youre given such an opportunity. She will ask you to escort her and some other scientists to safety. Follow Doctor Li back to Jefferson Memorial gift shop. Listen to what Li has to say and follow her instructions by locating a manhole. Check my screen if youre having difficulties doing that. Descend to Taft tunnels. You werent able to use this manhole before, but nows your chance.

I would recommend that you talk to Li again, because she will mention that she has plans to reach the Citadel. It would also be wise to order her to stay put. You should always scout the area ahead alone and only then allow her and the scientists to move forward. You could also ask Daniel help (you must have a pistol in your inventory), but he wouldnt be a big help and you would only risk his life. Keep heading west. Its extremely important that you secure one of the southern rooms before moving on (screen). There are a lot of Enclave soldiers nearby. Enemy units are occupying ground floor, as well as using upper balconies. Use one of your most powerful guns against them. A rocket launcher is perfect here to eliminate distant targets. Once theyre gone, locate a computer terminal. You can hack it yourself or you can try opening the metal door with your lockpicking skills, but its best to allow Li to get here. She will open this passageway in just a few seconds. It was important to kill Enclave soldiers earlier, so now she wont be disturbed by anyone.

Be careful, because some of the nearby corridors are occupied by feral ghouls. I assume that eliminating them is not a problem for you, however you must prevent the monsters from attacking your scientists. Just as before, you should order Li and her crew to remain near the opened metal door. Scout the area alone and return to her only if youre certain that youve killed all ghouls. You must locate a door leading to a new section of Taft tunnels. Once youve arrived at your destination, Li will stop you. It turns out that Garza has some problems with his heart and youll have to resolve this situation before moving on any further. If you plan on having negative karma, you can convince Li that she should leave Garza behind (screen), because he will only slow down the rest. You can also convince Garza himself that he should agree to being left behind. If you dont want to talk to anyone you can kill Garza with one of your weapons. You arent going to be attacked by other scientists, but obviously they wont like the idea of you killing one of their colleagues. If you plan on having positive karma, give five stimpacks to Li. I assume that you have more than that in your inventory. Otherwise you would have to scout both tunnel maps for additional medical supplies. The last possible solution is to convince Li to give buffout to Garza instead of stimpacks, but you must have the drugs in your possession (at least three units of buffout) for this to work.

You may explore the area ahead. Be careful when entering a larger room (screen), because the area is swarming with Enclave soldiers and theyll surprise you if youre not careful enough. Use a plasma rifle, a rocket launcher or frag grenades to get rid of them quickly. Watch out for other feral ghouls while exploring nearby corridors. Some of the ghouls will take you by surprise, so dont be scared if they immediately approach you. The objective here is to get to the western section of the tunnels. Theres a large stash nearby, but to get to it you must unlock a door. Find a safe inside and open it. Finally proceed to a large metal gate. Use a switch on the wall to open the gate. DONT attack the brotherhood soldier. Instead, escort the scientists to this location. Look around for medical supplies and ammunition. You may proceed north. Use the ladder to return to Capitol Wasteland. Once youve reached the ground, you must follow Li to the Citadel. Wait for her to negotiate the terms of being allowed inside this complex. Follow Li again and after a short while this quest will come to an end.

Main quests 10: Picking up the trail


MAIN QUEST 10: Picking up the trail
Received from: Doctor Li [Citadel] Solution: The first part of this mission is going to be very simple. All you have to do is to follow Doctor Li. Eventually youll get to a gate which leads to Citadel courtyard. Travel to that location. Once youre inside the Citadel, listen to a conversation between Doctor Li and Elder Lyons. Talk to Li and Lyons when you have the chance. Li will order you to find Scribe Rothchild in order to gain access to the archives. In order to find Rothchild you must travel to Citadel lab. You can access this area from the courtyard or from the A ring. It shouldnt take too long for you to find Rothchild (screen). Inform your new ally that you must find a working G.E.C.K. Rothchild will say that youll have to access a Vault-Tec computer in order to find out which vault has received the G.E.C.K. Proceed to Citadel A ring.

You can find the Vault-Tec computer in the southern area of the A ring. Locate a working station and use it to gain access to the system. Youll have to start off by ordering the computer to display the list of all vaults built in the Capitol Wasteland. Choose Vault 87 and display the list of equipment for this vault. You should notice that G.E.C.K. among other things. You may go back to Scribe Rothchild, so this means youll have to go to Citadel lab again. Ask Rothchild to show you where Vault 87 is located. Approach a large map (screen) and notice several vault icons. The same locations will be added to your Pip-Boy. Talk to Rothchild again. He will warn you that its not going to be easy to get to Vault 87. You must return to Capitol Wasteland and this means youll have to exit the Citadel.

Rothchild has suggested that you should visit a town called Little Lamplight which is located to the south-east of Vault 87. Obviously you should follow his advice. If you havent visited this area before, start the trip from Smith Caseys garage, because its probably the closest marker on your map. Once youve arrived at Little Lamplight ignore the buildings located on the surface. Proceed to a small entrance near the rocks (screen). It leads to Little Lamplight caverns. Try moving forward and after a short walk you are going to be stopped by Mayor MacCready. Hes in charge of this town populated entirely by children. You must resolve this situation peacefully, however there are two ways for you to gain access to an underground town. If you have a high speech skill you can convince the mayor to allow you to get to Vault 87, because youre on a very important mission. Otherwise you will have to do him a little favor. MacCready will mention that a few kids have been kidnapped by the slavers. You must rescue them. Read the description for Rescue from paradise quest if you want to find out how to do this.

Once youve gained access to the Little Lamplight, you should talk to Mayor MacCready. Ask him how to reach Vault 87. MacCready will mention a locked door, as well as a very dangerous passageway, called Murder Pass. Choosing the door: If you decide to use the locked door its going to be much easier to get to Vault 87.Travel to Little Lamplight great chamber and find Joseph. Ask him to reactivate one of the security terminals. Find the door MacCready was talking about (screen) and you should be able to locate the terminal nearby. If your science skill is high enough, you will be allowed to hack into the system. This will allow you to gain access to the security system of the vault. Choose Open door function from the menu and travel to the Reactor room. You will find yourself standing inside Vault 87 and this quest will come to an end.

Choosing Murder Pass: Travelling through the Murder Pass is more dangerous, but its the only way if you cant hack the terminal. It would be a good idea to ask MacCready to show you the way to the entrance to Murder Pass. Its located in the northern section of the caves. Once youve arrived wait for him and the Princess to open a large gate for you. Proceed to a new door and confirm that you want to travel to Murder Pass. Get ready, because these caves are being occupied by a lot of supermutants. Its not going to be easy, especially since they like to travel in groups and youll also be dealing with their more powerful versions. Avoid larger rooms and instead choose smaller passageways. Keep heading north until youve reached an entrance to the vault (screen). Open the door. Watch out for a pressure plate to your right, because its a trap. Move to the north and find the entrance to the Reactor room.

Main quests 11: Finding the garden of eden


MAIN QUEST 11: Finding the garden of eden
Received from: automatically after entering Vault 87 [Vault 87 reactor room] Solution: It doesnt matter which passageway youve decided to choose, because youll end up standing inside a Reactor room. I guess you wont be surprised to hear that the surrounding area is being patrolled by supermutants (and also by a few radroaches). You can focus on eliminating all of them or you can get to an exit as soon as possible. Your next destination is Vault 87 crew quarters. Once again, you will have to shoot your way through enemy patrols. Not much will change here since youve entered this vault. Use the stairs to reach upper levels of this structure and eventually youll get to a door leading to Vault 87 lab. Be on a look out for ammo stashes, hidden rooms and locked safes. Opening most of the locked rooms will require high science and lockpicking skills, but youll be rewarded with a lot of useeful items. Watch out for a larger group of supermutants (screen) youll encounter on your way to your current destination. Use a minigun or a rocket launcher to get rid of them.

Once youve reached the science lab you will encounter even more supermutants. I wouldnt recommend moving too fast, because you wouldnt want to be surrounded by a larger group of these creatures. There are also a few centaurs in the area, but killing them is always very easy. Eventually you should be able to get to the test chambers. You wont have to inspect every chamber, but its possible. Keep heading forward until you get to isolation rooms. Check the left isolation room (screen) and youll encounter a friendly (yes! a friendly!) supermutant named Fawkes. Talk to the creature through the intercom and youll find out that Fawkes will help you in finding the G.E.C.K. if you decide to release him. You may allow him to live but without helping him, you may kill him from where you stand or you can agree to free him. I would strongly recommend that you rescue him, especially if youre playing as a good character, because Fawkes will be able to join you as a teammate in the near future. Check other isolation rooms if you want to before making your final decision on what to do with Fawkes.

You can open the isolation rooms by hacking into the central security terminal and choosing a correct option from the main menu, or by approaching a large fire console (screen). If you press one of the buttons youll hear an alarm and all the isolation rooms will be opened. Dont forget to kill the creatures from other chambers if you dont want to engage in an open combat. Go back to Fawkes. Once again, you may kill him or you may allow him to lead you to the G.E.C.K. Thankfully, you dont have to worry about Fawkes escaping him or turning hostile, because hes considered a good character. Obviously you will encounter more supermutants on your way to your final destination. Protect your new ally by attacking the creatures alone. Theres a small room near the goal area. I would recommend exploring it if you have the proper skills to open the door. You will find a lot of medical supplies inside, but its even more important to collect a radiation suit, especially if youre travelling without Fawkes.

Eventually youll have to get to an area located near radiated corridors (screen). This is where youll have to make a decision on how to resolve the problem with the G.E.C.K. If youre travelling one, the only solution is to put on the radiation suit in order to increase your chances of surviving. You will also have take a few Rad-Xs and RadAways when you go back to the safe area. If youre accompanied by Fawkes you will only have to wait for him to get here. Fawkes will automatically go to the next tunnel in order to acquire G.E.C.K.

If youre travelling without Fawkes, you must turn right once youve entered the hazardous area. Run forward and dont stop at nothing, because youll be dealing with an extremely large doses of radiation. Proceed to the left room and open a large container (screen). You will soon notice a large briefcase which is a G.E.C.K. Press the action key. DONT activate the device, because you would have been killed on the spot. Instead, choose to take the G.E.C.K. Go back to the safe area. If you sent Fawkes to acquire the G.E.C.K. for you, all you have to do is to wait for his return. He will hand over the device to you without any problems. You may now start moving back to the surface. Sadly, you wont be allowed to leave Vault 87, because once youve reached one of the southern rooms youre going to be surprised by Enclave soldiers. Sadly you cant stop them from capturing you. Wait for them to transport you to Raven Rock which is their base of operations.

Main quests 12: The American Dream


MAIN QUEST 12: The American Dream
Received from: President Eden [Raven Rock level 3] Solution: You will regain consciousness after a short while. Colonel Autumn will interrogate you in order to extract the data needed by the Enclave. Its extremely important that you dont tell him the right code (216), because once its been verified you would have been shot on sight. You can make him angry, though. Tell him a false code and youll soon find out that theres one Enclave soldier less for you to fight with. You can also ignore Autumn entirely by not giving him any straight answers, because hell talk to president Eden soon enough. I guess you might be a little surprised by the fact that Eden has ordered Autumn to release you. The first thing you need to do is to reacquire your equipment. Open the nearest locker, put on your armor and reassign shortcut keys to your favorite weapons. Once this is done you may try leaving the room, however youre going to be stopped by one of Enclave officers. There are many different ways for you to deal with this problem. The easiest ways to get rid of him are to be charismatic, threaten him with brutal force or win a speech challenge (screen). If all of this fails you can kill him with one of your primary weapons or you can bribe him and in exchange hell leave you alone. Aside from the outcome you should remain where you are for a little while. Wait for Eden to give an order by radio to all Enclave troops that they should leave you alone. You could engage Enclave soldiers right away, but as you see its not necessary at the moment.

Raven Rock may seem like a large maze, but there are a lot of maps which will provide assistance in navigating your way through this base. Raven Rock is divided into three levels. Your current objective is to get to the second level of the complex, however you can also spend some time exploring level three (including chatting with one of your friends from Megaton). Avoid the areas under the catwalks, because there are radroaches out there and you would also have to deal with laser traps. When you try to leave level three you will hear colonel Autumn over the radio (screen). It looks like hes disobeying Edens order, because

he just told everyone in the base that youre considered to be a threat. Sadly, this means youll have to be very careful from now on, because a lot of Enclave soldiers will stand in your way. You can ignore the scientists entirely, because theyre not armed. Focus on eliminating soldiers. At least one of them wears Tesla armor and Tesla helmet. Steal those things. You should also be on a look out for plasma rifles and ammunition. Furthermore, there are Enclave crates scattered throughout the entire base. Make sure to open each crate, because they contain extremely valuable items, including plasma grenades. Use one of two available passageways to get to Raven Rock level 2.

It doesnt really matter which door youve decided to choose, because youll end up in section 2A. There are more laboratories here which is a good thing, because there arent too many Enclave soldiers in the area. Still, you must prevent them from surprising you, especially since their weapons can inflict massive injuries. Head over to the next zone 2B. If you decide to explore all surrounding rooms, you will come across Anna Holt. Maybe you remember her from your last stay in Rivet City. She also accompanied you to the Jefferson Memorial. It turns out that Anna is working willingly with the Enclave. The best solution here is to ignore her, because she wont give you any valuable information and you wont achieve anything by killing her. Keep heading north. Be careful, though. Two Enclave soldiers will leave the eastern room (screen). Use a rocket launcher or even a fatman to kill them without having to worry about them fighting back. There are more Enclave crates in this area, but a strong force field blocks access to them. You can resolve this by hacking into a nearby terminal and deactivating the field. You should also inspect Autumns quarters, because you will find a very interesting item bobblehead energy weapons. Collecting this figurine will allow you to increase your energy weapons skill by 10 points.

Proceed to a small corridor leading to section 2C. Your next objective is to find a door leading to Raven Rock control room. Once youve arrived at your new destination, you will notice that friendly sentry bots are fighting with Enclave units. Obviously you should help the machines in getting gid of the foes, especially since they wont be able to kill all Enclave soldiers on their own. Proceed to the northern section of the base and youll end up in sector 1A. After reaching a large room use the stairs and proceed to the highest level. You will be given an opportunity to talk to president Eden who is an... intelligent machine! This conversation can go many different ways depending on the answers youll decide to choose. First of all, you can convince Eden to self-destruct (screen). You can achieve a similiar effect if you choose answers based on your high intelligence. Eventually Eden will make an error and wont be able to give you a straight answer. Alternatively you can agree to his proposal and for him to continue functioning in that from. Even if you plan on staying on the good side you should listen to his plan to eliminate all beings with traces of mutation in their bodies.

Notice that a large vial of FEV virus has been ejected from the computer. Pick it up even if you dont want to cooperate with the Enclave. Dont worry, because youll make your final decisions when the time is right. For now you must focus on leaving Raven Rock in one piece. Choose a nearby hatch to get to Raven Rock level 1. Just as before, large groups of Enclave soldiers will stand in your way. The good news is that youll have robots and defense turrets on your side, so it should make these fights a little easier. Be on a look out for a shipping container along the way. You can hack into one of the terminals to open the container. Theres a deathclaw inside the container (screen) and the creature will help you in getting rid of enemy units. Keep heading towards section 1B and finally you must proceed to 1A. Dont forget to deactivate a new force field along the way, because this will allow you to inspect several other Enclave crates. Its very important, because one of the crates contains a powerful Gatling laser. As for the enemies, watch out for the final Enclave soldier. Hes carrying a rocket launcher, so he should be considered a serious threat. Keep going forward until you can travel to Capitol Wasteland.

If you rescued supermutant Fawkes during the previous main quest, you will now notice him shooting at Enclave soldiers in front of the Raven Rock facility (screen). Im sure that youll be thrilled to see him, especially since hell eliminate most of the targets for you. Also, if youre playing as a good character he can start travelling with you as your new teammate. Id strongly recommend that you agree to his proposal. Not only is she powerful and strong, but he also carries a Gatling laser. As for Raven Rock itself, move back to a safe distance if you ordered Eden to self-destruct, because a large explosion will take place here. You will also have to avoid vertibirds, but the pilots should be focused on other activities. Your final goal for this quest is to go back to Citadel. It shouldnt be a problem, because youve been there before, so you can fast travel. Enter the courtyard and find Elder Lyons. If youre having difficulties finding him, try searching for him in the lab.

Main quests 13: Take it back!


MAIN QUEST 13: Take it back!
Received from: Elder Lyons [Citadel - lab] Solution: When you arrive at the laboratory youll notice that Sarah is talking to her father. Wait for this conversation to end and talk to Elder Lyons yourself. You must inform him that G.E.C.K. is in Enclaves possession and youll find out that Enclave forces are probably inside the Purity project chamber. Dont tell Lyons about the FEV virus youve acquired in Raven Rock, because as I said you will be allowed to choose an ending not soon from now and it would be unwise to block one of the possible variations. The Brotherhood of Steel will finally decide to proceed with the assault and obviously youre going to be a part of it. Listen to the plan and talk to Sarah Lyons. She will inform you that youve been promoted and as a result you can take a power armor set or a recon armor set. In both cases youll receive an armor and a helmet. Take your time to put on a new armor, unless youre already using something more interesting. Talk to Sarah again and confirm that youre ready to begin the invasion (screen).

Its rather important that you listen to Sarahs plan. You can also take a closer look at the large robot which is going to be used during the invasion. Its being transported to the surface at the moment. Follow Sarah Lyons to Citadel courtyard. As youve probably noticed, a crane is being used to transport the robot to the outside. Obviously you will have to get there in order to join the fights. Use the main gate to return to Capitol Wasteland. Dont be surprised by the fights taking place between Enclave and Brotherhood of Steel units. Sarah suggests that you should stay near the robot and it is a good advice (screen). Notice that the robot is moving towards Jefferson Memorial. If it stops, scout the area ahead and eliminate Enclave units who may block its way.

You will probably have to secure a road leading to a nearby bridge. Once this is done, go back to the front of the Citadel and wait for the robot to start moving towards the bridge. It shouldnt take too long for the machine to reach the first force field which is going to be neutralized after a short while (screen). Now you will have to be patient and continue moving slowly towards your final destination. I wouldnt recommend staying too close to the robot, because its going to be a target for enemy artillery and you wouldnt want to find yourself in the crossfire. You can eliminate visible Enclave units, but theyll probably they anyway before you get too close to them.

Continue moving close to the robot until youve reached the second force field. Ignore the fact that the robot will lose balance for a second or two, because itll return to full shape after a short while. Now it would be a good idea to secure the area around Jefferson Memorial (screen). You dont have to kill all Enclave soldiers, however its recommended, so

you wont have to worry about being attacked while trying to get inside the monument. Eventually youll have to use the door leading to Jefferson Memorial gift shop. Notice that a second quest (Project Impurity) has appeared on your list at the same time. Ignore it, because its only a small reminder that youll be able to get to an alternative ending. Keep reading and youll know everything soon enough.

Youll have to be very careful inside Jefferson Memorial, because the museum is being guarded by at least TWO large groups of Enclave soldiers. There are also single enemy units here and there. I would recommend that you use your most powerful weapons to kill enemy soldiers, including the fatman (screen). The main reason is that you wont have to preserve your ammo supplies anymore, because youre very close to the end. Leave only a few projectiles in your inventory, because you may need them for the last fight. Your objective is to get to the door leading to Jefferson Memorial rotunda. Its EXTREMELY IMPORTANT that you save your progress before entering rotunda, because you wont be allowed to go back!

Youll be stopped by colonel Autumn once youve entered this final area. I guess you may be surprised to hear that you wont have to kill him. Instead, you may resolve this problem in a peaceful manner, but only if youve destroyed Raven Rock and if you succeed in a speech challenge (screen). If you decide to fight, get ready to kill Autumn, as well as two of his bodyguards. Its very important that they die quickly, because theyre using powerful Gatling guns. Either way, once the problem with Autumn has been resolved use the stairs to get to the upper balcony and join Sarah. Listen to a transmission from Doctor Li and youll find out that youll have to activate the purifier in the next few minutes or otherwise its going to explode. Save your game and wait for Sarah to talk to you. Heres where youll decide how to end the game...

Main quests 13: Take it back! - Endings


ENDINGS
Additional info: If you decide to go inside instead of Sarah, you cant rely on Fawkes helping you out, even if hes a member of your team. Fawkes will refuse to go instead of you, forcing you to sacrifice yours or Sarahs life. Its even funnier when you notice that he actually entered the chamber, but hell be standing next to you, doing nothing. First ending Agree to enter the room and input the correct code I think this is the most obvious ending for a good character and the best way to solve the problem with the purifier. During the conversation with Sarah agree to take on a suicide mission. Enter the chamber and wait for her to lock you in. Approach the control panel quickly (screen). Use the panel to input three digits 2 1 6. Finish this off by pressing ENTER (on the console, not on your keyboard ;-)).

Second ending Agree to enter the room, apply the virus and input the correct code Youll be doing the exact same things with one exception. Once youve agreed to enter the chamber wait for Sarah to lock you in. Ignore the console for the moment and approach a second panel which can be found in front of you (screen). Press the action key and apply the virus from Raven Rock. Now you may go the console, input 2 1 6 and confirm your request.

Third ending Refuse cooperation with Sarah / dont give her the code This is by far the worst solution to the problem. You may consider talking to Sarah to refuse her personally (screen), however its not necessary. You can wait outside the chamber or once youve agreed to go in and changed your mind. After about one minute (real time) the purifier is going to explode, killing you, Sarah and destroying Jefferson Memorial.

Fourth ending Send Sarah to the chamber This should be your choice if youre playing as a bad character. During your conversation with Sarah convince her that she should enter the chamber instead of you. Tell her the correct combination (2 1 6) and unlock a passageway for her with a switch on the wall. Now you must only wait for Sarah to input the code (screen) and you can enjoy the ending. You can also apply the virus to the right console, but you must do this before you talk to her.

Side quests
Megaton: The power of the atom
Megaton: The power of the atom
Received from: Lucas Simms [Megaton] Solution: The nuclear bomb can be found in the middle of Megaton and youll find out about it during your first conversation with Lucas Simms. Hes going to be the first person youll meet after reaching Megaton. It would be wise to use your speech skill to demand a higher reward (100 bottle caps) for the job. You can also agree to do this for free if you desperately want to raise your karma. Before you decide to disarm the bomb, you should take your time and go to Megaton Moriartys Saloon. Find Mr Burke and listen to his solution to the problem. Just like with Lucas Simms, if you win a speech challenge youll make him agree to a bigger reward. Remember that even if you listen to what Burke has to say, you dont necessarily have to become his puppet. You can always change your mind. There are two different (VERY different) ways to complet this quest. Positive outcome disarming the bomb and getting rid of Burke: Before you decide to disarm the bomb, go back to Lucas Simms and tell him that Mr Burke has offered you to trigger the bomb. Now you can follow the sheriff to Megaton Moriartys Saloon. Once youve arrived, you will witness a confrontation between Simms and Burke. You should save your progress here, because Burke will try to kill Lucas. You can prevent this from happening by shooting at him when he tries to reach for his gun. Youll notice it when Lucas has turned his back on him and Burke is about to stand up (screen). I guess you may be surprised to find out that youll raise your karma for killing Burke. You can also inspect his body, but the only valuable object he was carrying is a silenced 10mm pistol.

You may finally exit the saloon and go to the crater. Like Ive already said, the crater is located in the center of Megaton. Make sure that youve raised your explosives skill to at least 25 points. If you didnt and you dont want to wait for the next level-up or you dont want to raise explosives, you can acquire and use mentats. In order to do that you must find Leo Stahl. You can find out more about him from the second chapter of my guide (description of Megaton). Approach the bomb, press the action key and choose the second option from the list (screen) to disarm the bomb. Youll be successful and you can go back to Lucas Simms (or if hes dead to his son Harden) to tell the good news. You will be rewarded with bottle caps (500 if you won the speech challenge) and youll also receive a key to your house in Megaton. Cool reward, huh?

Negative outcome destroying Megaton: Once youve talked to Burke and agreed to help him out leave the saloon and approach the bomb. I have to remind you that your character must have at least 25 points spent on explosives, because otherwise he wouldnt be able to interact with the bomb. Dont forget that you find a workaround to this problems by buying drugs from Leo. Approach the bomb, press the action key and choose the last option from the list in order to arm the bomb. You may now exit Megaton. Your next objective is to get to Tenpenny Tower, because Burke is waiting for you there. Tenpenny Tower can be found in the lower left corner of the map. Once youve arrived listen to a short dialog between one of the guards and a ghoul who goes by the name of Roy Phillips. Approach the intercom (screen) and tell the guard that youre here to talk to Burke. Enter the building complex. Listen to what chief Gustavo has to say and proceed to the tower.

Once youre inside Tenpenny Tower proceed forward until you get to an elevator. Use the elevator to reach Penthouse suites. Once youre there, find the door thats protected by one of the guards. Talk to the guard and inform him that youre here to see Mr Burke. Wait for the guard to open the door for you, enter the apartment and locate a passageway to the top of Tenpenny Tower. Once youve arrived at your final destination, you can chat with Allistair Tenpenny or you can proceed directly to Burke. Turn right once youve talked to Burke and you should notice a remote detonator on the table (screen). Activate the detonator and youll be rewarded with an excellent nuclear explosion. Talk to Burke and hell reward you with bottle caps (probably 1000 of them). You will also receive a key to your new apartment in Tenpenny Tower. You should notice that your karma has been dropped significantly. In addition to that, on your personal map Megaton has been replaced with Ruins of Megaton. If you decide to travel there youll encounter Moira. Apparently she doesnt know that shes become a ghoul. :-)

Megaton: The wasteland survival guide (first chapter)


Megaton: The wasteland survival guide
Received from: Moira Brown [Megaton Craterside Supply Store] Solution: You can agree to help Moira write the survival guide during your first conversation with her. First of all, you will have to share your knowledge with her, because shell be curious how was it to spend your entire childhood locked inside Vault 101. In exchange for your knowledge she will hand you over a very cool jumpsuit. Now you may proceed with the first part of this mision. I have to warn you its the longest quest in the entire game. Its been divided to three parts which represent separate chapters of Moiras book. Important! You can persaude Moira to drop this project, however this is only possible if youve done at least one task for her. You must also have a high speech skill in order to have some chances in succeeding. If you convince her she will reward with a perk, called Dreamcrusher. I strongly recommend that you help her out, because not only youd miss out on a lot of interesting adventures but you would lose a chance to gain experience points and receive valuable rewards. First chapter, first assignment: Lets start with something very simple, shall we? Moira will ask you to find out more about the negative effects of radiation. If your science skill is high, you can answer to a number of questions and youll get the job done. I wouldnt recommend doing that, because you wont be given an opportunity to fullfill an optional challenge for this assignment. As a result, you should listen to her plan and agree to it. Leave Moiras store and get down to the crater. Stand in the water (screen) and wait until youve received at least 200 rads. If you want to receive a reward for an optional objective youll have to be more patient, because the limit here is 600 rads. You can check this in your Pip-Boy or you can wait for a confirmation to be displayed on your screen. Go back to Moira once youve exposed yourself to enough radiation. Moira will heal you and shell give you a few drugs (Rad-X and RadAway). If you completed the bonus objective, you will also be rewarded with a cool perk, called Rad Regeneration. From now on each time you expose yourself to enough radiation your limbs will heal automatically without having to visit a doctor.

First chapter, second assignment: In order to fullfill this particular assignment for Moira you must travel to a location called the Minefield. The name clearly suggests that you must be extremely careful, because there are a lot of landmines in the area. Each time youve gotten close to a mine you will have about two seconds (depending on your explosives skill) to disarm it (screen) by looking at it and pressing the action key. Notice that youve been presented with a unique opportunity to score some extra cash. Each landmine is worth 25 bottle caps and even if you dont want to sell it, you can use it against your enemies. Watch out for areas where there are more mines in close promixity, because you may trigger one of them by mistake. As long youre careful and save your progress often you should be fine.

Aside from the mines, you will also have to watch out for Arkansas. Hes a sniper and hell be using his sniper rifle to hunt you down from one of the destroyed buildings (screen). You will find him near the playground which will make your job more difficult, because youll have to go there to fullfill the main part of the quest for Moira. Try approaching that area from the other side. You can also surprise him and kill him. Dont forget to take his gun. You can also inspect the highest floor of the building he was hiding in. There are a lot of ammo crates there. Ignore Arkansas if you dont want any trouble, because hes a part of Strictly business subquest. Killing Arkansas wont cancel that quest, but you wont be able to receive a reward for capturing him. Either way, go to the playground and retreat after receiving a confirmation and picking up at least one landmine. Go back to Moira and present her with a new toy. You will also have to answer to a few of her questions. Moira will then give you a couple of frag grenades, as well as a schematic for a bottlecap mine.

First chapter, third assignment:

Map legend: 1 exits to: Capitol Wasteland; 2 food (main objective); 3 computer terminal; 4 medical supplies (side objective) and a second terminal The final assignment for the first chapter of Moiras survival guide is to visit a nearby supermarket in order to findout whether you can find food and medicine (optional) inside the store. Leave Megaton and begin your journey towards Super-Duper Mart. Be careful, because you may encounter a single deathclaw, as well as raiders outside the supermarket. You can use one of two available entrances (1 on the map). Once inside the Super-Duper Mart youll come across even more bandits. Raiders are well equipped, so you should visit this place only when youve acquired decent guns and a good armor. If you dont want any trouble just head over to the northern part of the store (2 on the map) and after finding some food (screen) you will fullfill the main objective.

If you want to complete the side objective as well you will have to secure the entire store. Be on a look out for valuable items landmines, stimpacks and ammunition. Obviously you will also have to dispatch of a lot of raiders. Proceed to a computer terminal (3 on the map). You can hack into the system with your science skill. This will allow you to unlock the door to the back room. If you arent good at hacking computers, try opening the door with your lockpicking skills or look around the store for a key. Either way, you must unlock this new area. Proceed to the western wall and youll find a first aid box on the wall. Inspect this object and youll fullfill the side objective. Sadly, more raiders will arrive inside Super-Duper Mart in the meantime. The easiest way to get rid of them is to use a second computer terminal (4 on the map). Once youve successfully hacked into the system you will be allowed to activate a friendly protectron (screen). This robot probably wont kill all the raiders, so youll have to deal with the remains yourself. Exit the store and go back to Moira. She will give you a few iguana bits, as well as a food sanitizer. Theres also a second reward for completing the chapter of her book a couple of stimpacks.

Megaton: The wasteland survival guide (second chapter)


Second chapter, first assignment: Lets start this chapter by dealing with a molerat problem. Talk to Moira and she will give you a very interesting melee weapon, called repellent stick. Youll also find out that if you want to achieve the best result for her, you will have to use this weapon to kill at least ten molerats. Moira will also say that the best area to find a lot of molerats is a Tepid Sewer, however this isnt a requirement. You can explore other sewers or spend some time around Megaton and youll probably encounter enough molerats to get the job done. If you want to follow her instructions, get ready for a long journey. Tepid Sewer is located near D.C. ruins and its a very dangerous area. You can enter the sewers through a small door (screen).

You shouldnt have any major problems locating and killing three molerats. Make sure that youre using the repellent stick (mace) to kill them, because otherwise you wont score any points for the kills. In order to get to a new area of the sewer safely you should consider hacking into a security terminal (screen). This will allow you to disable the turrets. I wouldnt recommend reprogramming them, because you want all the remaining molerats to be still alive. Continue your exploration of this locarion. You shouldnt have any major problems finding seven remaining molerats, however you will encounter raiders as well. Obviously you will have to deal with them. Dont forget to check their rooms, including braking into safes, because youll get your hands on a lot of useful items, including ammunition and a Stealth Boy. Theres also a second terminal in the sewers. If you manage to hack into it, youll unlock a stash with frag grenades and a power fist. Go back to Moira once youve done killing and exploring and tell her about your progress. Moira will reward you with jet and psycho. You should also know that even though she took the repellent stick, youll be allowed to buy that weapon from her.

Second chapter, second assignment: Now you should consider taking an easier assignment. Your job will be to test negative effects of inflicting major injuries. Once again, if youre not in a mood and you dont want to follow Moiras instructions, you can answer to some of her questions, but only if youve spent enough points on medicine. In order to fullfill both goals you must perform two tasks. You must injure one of your limbs and you must lose more than 50% of your health points. Im sure that you wont have any problems with that. Leave Moiras store. Use a grenade or a rocket launcher to injure one of your legs or hands (screen). Make sure that youre not standing too close to the explosion, so you wont die. As for the health, jump from the balcony youre standing on. Crawl back to Moira and allow her to inspect your wounds. Youll return to full shape in a second and youll also receive your rewards. Moira will give you a couple of Med-X drugs and an environmental suit.

Second chapter, third assignment: Your final task for this chapter of the guide will be to become a mirelurk observer. In order to do that you must travel to a location which you may have visited before Anchorage War Memorial. Once youve arrived at your new destination, use one of the doors to get to the mausoleum. Remember that you wont be allowed to attack any of the mirelurks if you want to receive a reward for an optional challenge. Thankfully, these monsters arent too quick and you can always use a Stealth Boy to move in the shadows. Proceed to the lower level and find a door leading deeper into the underground. You will finally reach a much larger chamber (screen). Jump down (try landing in the water) or use the stairs to get to the lower level.

All you have to do here is to approach some eggs. Press the action key and choose the second option from the list (screen) in order to plant a small device amongst the eggs. You may now go back to the surface. I would recommend choosing the same path as before. Obviously you must avoid getting too close to the mirelurks, because their attacks can be quite deadly. Once youve returned to the surface travel to Megaton and go to Moira. You will receive rewards for this assignment, as well as for the completion of the second chapter of the guide. Moira will give you a few Stealth-Boy units, some ammunition and a shady hat (bonuses to sneaking and perception).

Megaton: The wasteland survival guide (third chapter)


Third chapter, first assignment: The first assignment of the final chapter of Moiras guide will require you to become a historian. Moira will sent you to Rivet City in order to find out something about how it began to exist. Once youve arrived at Rivet City you must get on board of a huge aircraft carrier. Your task here will be to talk to some of the people who know a lot about the history of this city. You must locate and ask Seagrave Holmes (tell him that Vera has sent you) and Bannon. Both of these gentlemen can be found during the day in the Rivet City Market. You can also go and ask Belle Bonny and she will mention that Bannon is the person you need to talk to. You can find her in the Muddy Rudder bar in the lower deck of the ship. This will allow you to fullfill the main part of this objective. If you want to dig deeper and find out the true story of Rivet City you will have to find Pinkerton. Check the second chapter of my guide (description of Rivet City) in order to find out how to reach his hideout. During the conversation with Pinkerton you must be very convincing, because only then hell tell you the story. Dont forget to ask him for some kind or a proof (screen) and hell give you Rivet City historical record. Once this item is in your possession you may leave Pinkertons hideout. Go back to Megaton and talk to Moira. The funny thing is that you can convince her that Rivet City was once inhabited by a powerful civilization of underwater creatures. :-) Moira will give you a few mentats for your troubles. She will also promise that she will ask some of the traders in Rivet City to lower their prices for you.

Third chapter, second assignment: This time youll have to travel to RobCo facility, however if you have a perk called Robotics expert you can avoid this trip and also you wont lose a reward for an optional assignment. The factory can be found in the lower left corner of the map of Capitol Wasteland. Its near Tenpenny Tower. Once youve arrived at the plant use the main door to get to RobCo facility. The first level of the factory is taken over by rodents and insects, so it shouldnt be a problem to get rid of them, even with a melee weapon. Eventually youll have to get to a door leading to RobCo facility offices and cafeteria. It shouldnt get harder here, however the factory is a multi-story building, so you cant rely on your personal map. Eventually you must get to the central server room (screen) which can be found on the upper floor.

Approach the main computer of the factory and install the processor youve received from Moira. This will allow you to fullfill the main assignment. Sadly, installing the CPU will activate protectrons and security turrets throghout the entire factory. Kill the first machine, because it will active itself in this room. As for other robots, it would be a good idea to reprogram the mainframe (screen). This will make leaving the factory a lot easier and youll also fullfill the optional assignment. If you dont have necessary skills to reprogram the computer, fight your way out. Either way you must return to Moira. She will hand over a couple of pulse grenades (great against robots!), as well as a big book of science.

Third chapter, third assignment: The final assignment given to you by Moira will require you to visit one of local libraries. Your target for this mission is the Arlingon Library which can be found in the southern area of the map. I wouldnt recommend trying to get there through the metro tunnels, because it would be extremely dangerous. Instead start your journey near Megaton and head southeast. After that you should stay close to the southern edge of the map, because theres a road here (screen) which leads directly to the library. You will probably encounter a few raiders along the way, but its nothing compared to what you would have to do in the sewers. Approach the main door of the library and travel to the foyer.

You will be greeted by Scribe Yearling upon entering the library. Listen to her proposal. Yearling will pay you 100 bottle caps for each pre-war book you manage to find and deliver to her. You should also ask her to help you in gaining access to the archives of this library.

The main objective can be completed easily. All you have to do is to locate a check-in terminal (screen). Use it and choose Access card catalog option from the main menu. In order to complete the side objective you must explore the rest of the library. Notice that brotherhood soldiers are fighting with raiders throughout this entire bvuilding complex. Obviously you should help your allies in getting rid of the bandits, however you can also wait for the fights to end if you feel unsure of your success. Locate a door leading to Arlington Library media archive.

You will witness a lot of fights taking place in the archives as well. Prevent your character from getting shot at from too many directions and attack the bandits once theyve been wounded by brotherhood soldiers, so it wont take too long for you to finish them off. You will have to get to the top floor of the library. Sadly, there isnt only one staircase you could use. As a result, you will have to secure each floor before moving on to the next one. Be on a look out for security terminals and watch out for traps. There are a lot of landmines in the area and you may also end up being attacked by security turrets. Your objective can be found in a large corner room. Check a nearby terminal to open a safe. Thankfully you dont need any skills to access the final computer (screen). Choose an option from the list to upload the data to your Pip-Boy. You may finally return to Moira. She will reward you with bottle caps and with a book Lying: Congressional Style.

And thats it the survival guide is ready to be published. Moira will thank you for all the help youve done. You will receive two items from her a mininuke and the first issue of the Wasteland Survival Guide. Furthermore, youll be given a new perk, but the quality of the perk will depend on how many side objectives youve finished. You can get one of three perks Junior survivor, Survival expert or Survival guru.

Megaton: Blood ties


Megaton: Blood ties
Received from: Lucy West [Megaton] Solution: You can find Lucy in one of three locations. She spends most of her free time inside Moriartys saloon. You can also bump into her while exploring streets of Megaton. Finally, you can visit Lucy Wests house which can be found near your potential house in Megaton. Lucy will ask you to do her a favor. She needs a letter to be delivered to her parents. You may leave Megaton. Lucys parents are living in Arefu which is located to the north. I guess you may have some problems finding it. Look for a large bridge and youll get there. Ignore the fact that youre going to be attacked by Evan King while trying to get to the village, because he thought you were one of the hostiles. Talk to the old man and youll find out that the villagers are having problems with members of the Family. Evan will ask you to check all houses to make sure that citizens of Arefu are doing OK.

There are three houses for you to check. Thankfully, theres nothing you should be worried about, because inhabitants of Arefu wont be hostile towards you. Find an ammo stash near Evan and start the tour once youve acquired ammunition. Go to Arefu Ewers residence. You can only knock at the door at first, but if you play this out correctly youre going to be let inside. Talk to Ken Ewers and to his wife Brailee. Once you know everything is fine leave this residence and proceed to the next one. Go to Arefu Schenzy residence. Just as before, you must knock on the door and wait for the tenant to let you in. Talk to Karen Schenzy and go back to the bridge area. Your final area of interest is Arefu West residence. Once inside, check bodies of two people. It appears they are Lucys parents (screen). You can find how they were killed if you spent a lot of points building up medicine skill. Notice a bloody sign on the wall and go back to Evan King. Tell him the bad news concerning Lucys parents and youll find out that their son Ian is also missing. You will have to put your efforts into finding him.

Finding the Family: During your conversation with Evan King youll find out about three locations which are considered to be potential hideouts of the Family. You can ignore two of them, because you wont find anything of interest there. Proceed directly to Northwest Seneca Station. Use the stairs to get to the subway. Explore the surrounding area and youll meet a friendly ghoul who goes by the name of Murphy. Proceed to the side room. Watch out for radiation and approach the manhole quickly, so you wont expose yourself too much. The manhole will allow you to get to Meresti service tunnel. You can also get to the tunnels if you find Meresti trainyard, however you would have to spend more time exploring Capitol Wasteland.

You will find yourself standing inside a subway tunnel. Theres a single mirelurker in the area and you must kill it before moving on. You must be extremely careful while going

through the tunnels, because there are A LOT of traps in the area. You can disarm all of them or only a few of them, depending on your explosives skill. Watch out for landmines and for the ropes (screen). They are tied to grenades or other obstacles. There are also a few bear traps, so make sure that you dont step on one of them. The most dangerous trap is a small cart which will explode when you get near it. You must be heading north-west until you find a small passageway between the carriages.

You will get to a small checkpoint after a short while. Talk to Robert. If youre persuasive enough, you may convince him to let you through. You can also bribe him (100 bottle caps), show him the letter from Lucy or kill him. If you decide to eliminate him, you would have to use a terminal to unlock entrance to a nearby subway station. You should also know that if youve chosen Cannibal perk he will notice you as one of his own and you wont even have to tell him why youre here. Either way, proceed to a door leading to Meresti subway station. Finding Ian: The person you need to talk to is Vance. He considers him to be a leader of this group of vampires. You can exchange knowledge with him and find out more about his organization. Sooner or later youre going to have to ask him about Ian (the missing boy from Arefu). Youll find out that Ian has agreed to joined the Family and hes the one reponsible for the death of this parents. Obviously if you have nothing against killing members of the Family you may start shooting at Vance and his colleagues before you even get to Ian. This will also solve the problem of other inhabitants of Arefu. I would recommend that you resolve this problem peacefully and you can do this by requesting an audience with Ian. You can show Vance a letter from Lucy (screen). Thankfully, even if he doesnt agree to your proposal, you can find a workaround to this situation. You can obtain access to Ians room from other members of the Family Holly, Karl, Justin or Brianna. In each case you must use certain skills or perks to prevail, however Im sure that youll eventually succeed in obtaining the password.

Proceed to an area where Ian is currently standing. Use the password to open his room and try talking to him. You can convince Ian to stay with the Family or you can persaude him to return to his friends in Arefu. This can be done by winning a speech challenge or by showing him a letter from Lucy (screen). Either way, you must go back to Vance to inform him about Ians final decision. Resolving the problem with attacks on Arefu citizens: This is also a good moment to resolve the problem with attacks on Arefu. Vance can be persuaded to stop these attack quite easily, however you can also propose that he signs a treaty with the villagers. You can use speech, medicine or intelligence to back up your proposal. Vance will agree to protect the villagers in exchance for shipments of fresh blood. He will also give you a very unique item a schematic for a shishkebab.

Vance will also ask you to deliver his proposal to the citizens of Arefu. Obviously this means youll have to return to the surface. Once youre there, open your personal map and fast travel to Arefu. Talk to Evan King and tell him about Vances proposal (screen). Evan should agree to his terms and this means you must head back to the lair. Tell Vance the good news and hell reward you with a very interesting perk, called Hematophage. What this perk does is that it heals your character by 20 points each time youve consumed a blood pack (normally it would only regenerate 1 point of your health).

Grayditch: Those!
Grayditch: Those!
Received from: Bryan Wilks [Grayditch / Capitol Wasteland] or Doctor Lesko [Marigold station] Solution: There are two ways of activating this quest. The less obvious scenario assumes that youve decided to visit Marigold station without talking to Bryan Wilks. In that case youll have to get to Doctor Leskos hideout. If that happens, Lesko will send you to Grayditch in order to find Bryan Wilks. The more likely scenario is that youre going to come across Bryan Wilks. He lives in Grayditch, but he may approach you when youre close enough to that town (for example when visiting a Super-Duper Mart). Either way, youll have to talk to him and listen to his problem. Bryan will ask you to find his father and he will also tell you that the entire Grayditch area has been overrun with killer ants. If you steer the conversation in the right direction (speech, Child at heart perk screen) Bryan will give you a shack key and hell inform that it opens a stash which can be found at the back of the diner. Head over to Grayditch when youre ready to take care of the ant problem.

Once youve reached Grayditch youll have to be ready to get rid of a lot of fire ants. Theyre hard to kill, especially if you visit this location early during the course of the game. You may try using various assault rifles against them, however I would recommend switching to frag grenades and landmines. If youre persistent and want to use guns aim for the antennae, but only if youre dealing with groups and not single ants. Find Wilks house and enter it to find out what has happened to Bryans father. It wont take you too long to find body of Fred Wilks. Examine the body, as well as the rest of the house. You will find a chinese assault rifle amongst other things. Go outside. Wilks is taking cover inside a tall shelter near the diner (screen). Talk to Bryan and youll be given a new objective youll have to find and destroy the source of these mutations.

Make sure that youve checked the container behind the diner. I would only like to remind you that you can obtain a key for this stash from Bryan. There are a lot of frag grenades inside the dumpster and obviously you should start using them against the ants. You can also visit a small shack which is located near the shelter. In order to open it you would have to use a key obtained from Freds body. Youll soon notice that doctor Lesko lives here. You can access his terminal if you want to (screen). Hack into the system or listen to a holotape found on the table. Youll find out about experiments carried out by Lesko. Go back to Grayfield and proceed south. Find the entrance to the Marigold station and use the stairs to get to the subway.

Other dangers are waiting for you in the tunnel, because youll be going against fire ants. You can fight with them or you can focus only on reaching southern area of the map. Look at my screen this is the room youll have to reach in continue with this quest. Try opening the

door and youll be greeted by Doctor Lesko (assuming you dont know him). Talk to the scientist and listen to his ideas on how to solve the problem with the ants. If youre an intelligent person you can share a few ideas with him and hell be impressed. Lesko will ask you to fight your way to the nest of an ant queen. You wont have to refuse him right away if you dont like his idea to keep the queen alive, because youll make your final decision once youre close to the nest. If you decide to kill Lesko, you must use his terminal to open a door to the hatchery. I wouldnt recommend getting rid of the scientist, because youll miss out on a chance of receiving a very cool reward. Proceed to the southern door and travel to Marigold station hatchery.

Theres only one passageway leading to the queens hatchery, so you cant get lost. Obviously youll be dealing with fire ants along the way. I have to warn you, because youll come across stronger variations of these creatures. You will probably have to kill at least two out of five guardians mentioned by Lesko. Once youve reached the nest (screen) youll have to decide how to act next. You can kill the queen using your most powerful guns. Even then its nothing to be an easy assignment. You must watch out for queens attack and you cant get to close to the monster or youll receive large doses of radiation. Its important that you keep moving. You can use the terminal which is located to the right of the queen. In this case you can approve Leskos decision or you can destroy the mutagen which will cancel his plans. If you want to follow Leskos instructions ignore the queen entirely and eliminate all the remaining guardians. Remember that theres a total of five of them and you can find their locations on your personal map.

Once youve dealt with the problems in the hatchery, go back to the Marigold station using the same passageway as before. Inform Lesko about your progress. Thankfully, even if you killed the queen or (not AND!!) destroyed the mutagen you can still convince him that it was the right thing to do. Lesko will hand over his lab coat and youll also be given a choice between two perks (screen). If you choose Ant Might your strength will increase by one point and if you choose Ant Sight your perception will increase by 1 point. You will also become more resistant to fire which is a good thing, especially if youll encounter fire ants in the future (or raiders equipped with flamethrowers :-)).

You may go back to Grayditch. Find Bryan Wilks again and talk to him. You can convince Bryan to stay in Grayditch or you can promise that youll find him a new home. If you ask him about relatives, he will mention that his cousin Vera lives in Rivet City. This isnt the only solution, but the most obvious one. Vera can be found in Rivet City upper deck. Go

to hotel Weatherly. Vera will probably be standing in the main room, however you may have to find her in her quearters (a small room in the back). Talk to Vera and inform her about Bryans situation (screen). She will gladly agree to having him over. Return to Grayfield and inform the boy about your progress. If you dont want to go to Vera you can head over to Little Lamplight. Talk to Mayor MacCready about Bryans unfortunate situation. The mayor wont be thrilled to having a new tenant, but you can convince him to change his mind if you win a speech challenge or by using Child at heart perk. If you plan on receiving a negative outcome, you may also sell Bryan to the slavers. In this case youd have to speak to Eulogy in Paradise Falls. Make him an offer and hell pay you 100 or 300 bottle caps for delivering Bryan to him.

Rivet City: The replicated man


Rivet City: The replicated man
Received from: automatically after finding a clue about replicants existence or from Doctor Zimmer [Rivet City science lab] Solution: The most obvious way to begin this quest is to talk to Doctor Zimmer. You can find him in the science lab located in Rivet City. I assume that youll find clues of androids existence long before you take trip to Rivet City. Heres a list of places and non-player characters who may have some information concerning the android: Megaton clinic (Doctor Church), Megaton Craterside Supply Store (Moira), Megaton Nathans and Manyas home (Manya), Rivet City upper deck (talk to Doctor Preston about face reconstructions, you can also go and look for Sister), Rivet City Rivet City market (Seagrove Holmes you have to be persuasive or give him a bribe to find out about Pinkerton), Little Lamplight (Lucy), Little Lamplight gift shop, Paradise Falls (Grouse), Paradise Falls Cutters clincic (Cutter), Paradise Falls Eulogys quarters (Eulogy), Tenpenny Tower (Herbert Dashwood and Doctor Banfield), Big Town (Red), The Underworld Chop shop (Doctor Barrows), The Underworld (Winthrop), Citadel (Scribe Bowditch). Thankfully you wont have to visit all these locations nor to ask all related NPCs. I would recommend that you stop your search once you find out that Pinkerton might have more information concerning the replicated man. Youll find about this during your stay in Rivet City. I should also tell you that youll find a lot of holotapes in some of these locations and you can listen to the recordings to find out more about the android. One of these tapes in possession of Doctor Zimmer. You can also report to him each time youve found out something new, but he wont reward you for small finds. During your stay in Rivet City you may also find Victoria Watts. She will propose an alternative solution to the android problem (screen). Victoria will give you an android part and suggest that you should show this object to Zimmer, convincing him that the android has been destroyed. You can find out more about Victoria and her organization if you want to. If you decide to comply with her wish, show the part to Doctor Zimmer and youll end this quest with only 50 bottle caps more in your inventory and not knowing who the android really is.

Finding out who the replicated man is: Its going to be much more interesting if you decide to find out the true identity of the android. In order to do that you must find Pinkerton, because hes going to be mentioned by a few people. Check the second chapter of my guide (description of Rivet City) if you want to know how to get to get his hideout. During your conversation with Pinkerton ask the old man about face resconstructions and about androids memory losses (screen). Youll find out that he goes by the name of Harkness. Pinkerton will give some documents which are going to be proof to what hes saying. Hell also give you a code which will allow you to make the android remember everything again. You may go back to Rivet City.

Possible endings: You now must make up your mind on how to resolve the situation with Harkness. First of all, you can go to Doctor Zimmer. You can show him the fake part received from Victoria or you can tell him that Harkness is the android. If you choose the second option, youll be rewarded with a perk called Combat module (easier fights using V.A.T.S. system). If you decide to approach Harkness, youll be presented with a larger number of possibilities. Your first task is to convince Harkness that hes an android. You can do this by showing him the documents received from Pinkerton, as well as holotapes collected in the past (optional). Thats not all. Using Pinkertons password you may bring back his memories and thatll be more than enough to convince him. As for his future, you may persaude him to leaving Rivet City once and for all, killing Doctor Zimmer, allowing you to kill Doctor Zimmer, remaining as Zimmers puppet (this will unlock Zimmers rewards) or remaining hidden amongst the human population. If you do this right, Harkness is going to reward you with an extremely powerful A3-21 plasma rifle (screen). I would recommend to use this weapon only against strongest monsters, because its not going to be easy to find something equally powerful and itll take a lot of skill to repair this weapon.

Rivet City: Stealing independence


Rivet City: Stealing independence
Received from: Abraham Washington [Rivet City Middle deck] Solution: You can find Abraham Washington inside a museum which is located in one of the cabins on the middle deck of the ship. He may be standing in the main room, near exhibits, or he may be sleeping in his private charmber. Abraham will ask you to acquire a very unique item for him the famous Declaration of Independence. In order to get your hands on this object you must first travel to National Archives. Dont forget to ask Abraham to mark this area on your personal map, because I asuume you havent been there before. Sadly, in order to get to National Archives you must travel through a battlefield filled with supermutant units. It would be a good idea to ignore the monsters and make a run for it. Im sure that you wont have any major problems finding the monument (screen). Use the stairs and open the main door to get to the ground floor of National Archives.

Exploring main floor of National Archives: Once youve entered National Archives and explored the first room you should notice an entrance to a large rotunda in front of the main door. Dont go there just yet. Instead, focus on securing other rooms of National Archives. I guess you wont be surprised to hear that youll be dealing with a lot of supermutants (and the most dangerous kind). Make sure that you search each room for additional supplies. You may come across mines and grenades hidden inside large boxes (screen). Use these objects against supermutants, especially if you dont have too much ammunition for your most powerful weapons. You must also watch out for landmines. They are well hidden and you can step on one if youre not careful enough.

Once youve secured the entire ground floor proceed to the oval chamber. Upon entering this room youll hear Sydney calling out to you. Listen to her warning there are a lot of landmine traps in this room. Before youll have a chance to talk to Sydney you will have to defend this area against several supermutant attacks. The first group will arrive in about 20 seconds and you should place a lot of landmines in front of the rotunda in the meantime. Once the battle has started focus on eliminating supermutants equipped with rocket launchers (screen). I would also recommend that you try and keep Sydney alive, however you wont fail the quest if she dies. Defend this area against several waves of attacks. Talk to Sydney once its safe and shell offer that you should find the declaration together. I would recommend that you agree to her proposal, because at the end of the quest youll be able to get rid of her without losing karma.

Finding Declaration of Independence: Dont exit this room. Instead, take your time and disarm all landmines located inside the rotunda. It shouldnt be a problem, as long as you dont move too fast and dont trigger one of the mines by mistake. After that approach a security terminal (screen) and use Sydneys password to access it. You may proceed to the central area of the rotunda. Look down and press the action key to get inside an elevator. Wait for the elevator to transport you to the eastern security wing. Once youve reached a new area, you should prepare yourself before moving on. Create shortcuts for pulse grenades and pulse mines, because youre going to need those to take care of a lot of robots. The entire basement is swarming with hostile machines, but only Mister Gutsy and sentry bot are two types of robots you should be afraid of. The main reason is that theyre using laser and plasma rifles, flamethrowers, rocket launchers and miniguns to hunt you down. Make sure to check each room you pass by, because theres a high probability of finding more explosives. You can also search for additional artifacts for Abraham Washington, but its optional.

Find a staircase which leads to a lower level. Keep heading north, because thats where the main security vault is located. Find a door leading to the safe. Upon entering this new location you are going to be stopped by a robot who thinks that he is Button Gwinnett. You will have to decide how to act next. Negative outcome: If you plan on lowering your karma you will have to acquire the original Declaration of Independence at all costs. By steering the conversation in a right way you can make Button attack you. Sadly, not only you would have to destroy this one machine, but you would also have to take out two security turrets. Check Buttons remains and youll find a holotape with a password to the main vault. Find a security terminal and use it to open all available passageways. Enter the vault (it was behind Button) and open the middle safe (screen). Take the Declaration of Independence with you. Alternatively during your conversation with Button you could pose as Thomas Jefferson. This can only be succesful if youve spent a lot of points on speech and if you succeed in a challenge. Button would hand over the document to you without any additional problems. Once the declaration is in your possession go back the same way you came before or

proceed towards an unexplored passageway, located to the left of Button. Ignore the room with the capsules and move forward. Eventually youll get to an elevator. Use it go back to the main floor of National Archives. Exit this monument and fast travel to Rivet City. Go to Abraham Washington and hand him over the original document, as well as other artifacts you may have found during your stay in National Archives.

Positive outcome: If you want to raise your karma you will have to convice Button during your first conversation with him that he should manufacture a duplicate of the Declaration of Independence. In order for this to work you may want to mention the communists. Button will give you a small assignment. You must go to Arlington Library in order to acquire an ink, needed to forge a duplicate. You can find a lot of hints on how to reach the library in The wasteland survival guide quest description. You will find the ink in the exact same room where the computer you had to access for Moira was located Arlington Library media archive. You can find the ink inside a large box (screen). Take it and go back to Button. Hand him over the ink and youll receive a copy of the Declaration of Independence in a short while. Use the same passageway Ive mentioned before (the one with a lot of capsules on both sides of the corridor).

Going back to Rivet City: Like Ive already said, you can try and get rid of Sydney before going back to Rivet City. Obviously you could kill her, but this would result in losing a lot of karma points. Instead after leaving National Archives you may allow her to join you in a fight with supermutants. There are a lot of those outside the monument, so it shouldnt take you too long to find them. Wait for Sydney to be killed and examine her body. Sydney was carrying a very interesting submachine gun, called Sydneys 10mm Ultra SMG. Take it and retreat from the battlefield. If you want to keep her alive, fast travel to Rivet City the second youve left National Archives. Obviously you must return to the aircraft carrier. Go to Abraham Washington and hand him over the declaration (fake or original). Abraham will reward you with a schematic for a railway rifle. If you came back with Sydney, youll have to share the reward. If you came back alone, youll get all the caps.

Capitol Wasteland: Head of state


Capitol Wasteland: Head of state
Received from: Hannibal Hamlin [Temple of the Union] or Leroy Walker [Lincoln Memorial] Solution: There are two ways for you to begin this quest. You can start by visiting Temple of the Union or Lincoln Memorial. I would recommend starting with the temple, because its much more accessible, itll take you less time to do what has to be done and youll know that youve reached all available endings. Dont forget to check the second chapter of my guide for some additional information on how to get to the Temple of the Union. Once youve agreed to help, Hannibal will present you with two separate tasks. Start off by going to Cabel Smith. Talk to him and youll find out that he needs a picture or a painting of Abe Lincolns statue. In order to acquire such data you are sent to the Museum of History. Leave the Temple of the Union (you cant fast travel while youre inside or in close promixity to the temple) and plan your route. Once youve arrived at your destination, head on to the main gate and enter the Museum of History. Ignore the main hall and proceed to a door leading to Museum of History lower levels. There are a lot of feral ghouls waiting for you there. Watch out for a new types ghouls called glowing ones (screen). They can be quite deadly if you allow them to get closer. You should also avoid fighting too many monsters at the same time.

You will now have to explore the entire lower level of the museum. Be on a look out for safes and ammo stashes. You can also focus on finding collectibles connected to Abe Lincoln. Watch out for unpleasant surprises, such as bear traps. Eventually youll have to get to a door leading to Museum of History offices. Not much will change here, besides the fact that youll be dealing with even more hostile creatures. Check the screen take Abe Lincolns figurine, because you might need it to finish a small part of this quest. You may ignore searching for it if youve already acquired something else tied to Abe Lincoln.

Your next objective is to fight your way to the southern section of the offices. Theres a locked door blocking your way. Use bobby pins to open it or locate a security terminal and hack into it. If you have a high science kill you may also consider reprogramming the turrets in order to get rid of other feral ghouls without actually having to fight them. Your objective can be found in the southern room, near the stairs leading to the upper floor. Look at my screen if youre having some difficulties finding the painting. Take Lincoln Memorial poster and go back to the Temple of the Union. Talk to Caleb. He will now direct you to Lincoln Memorial.

Once youve reached your current destination, try getting closer to the monument and youre going to be stopped by Silas. I wouldnt recommend attacking him nor his colleagues, because you will be given an opportunity to choose an ending for this quest. Follow Silas to the back room, marked as Memorial maintenance room. Youll meet Leroy Walker here who is the leader of the slavers. Talk to him and decide what is your next decision going to be. Possible endings: If you plan on lowering your karma youll want to join the slavers. This means youll have to tell Leroy where Temple of the Union is located (screen). It was important that you visited this area in the past, so you wont have to lose time searching for it now. You can also mention that youve found artifact or artifacts tied to Abe Lincoln. Hand him over the action figurine found in the Museum of History, as well as other objects you may have collected. You must now travel to the Temple of the Union in order to help the slavers to get rid of Hannibal and his friends. Obviously you shouldnt waste your time trying to go there on foot. Insetad, fast travel to the temple and wait a few hours (or even a day) if Leroy and his crew didnt show up. Join the fight, but let Leroy kill Hannibal and hell reward you with 100 bottle caps.

If you plan on raising your karma you must help Hannibal and his friends to secure the memorial by getting rid of the slavers. Youll have to secure the entire area before youll be allowed to go back to the temple. I wouldnt recommend choosing main stairs to the building, because theyre well guarded. Instead, circle the structure and look for larger boulders (screen). Be careful while trying to get on top of them, because there may be traps (landmines) out there. Use your primary weapons to get rid of all slavers. It shouldnt be a problem, as long as you dont fight more of them at the same time. Wait for a confirmation and go back to the Temple of the Union. You must inform Hannibal about two things that there werent any supermutants in the area and that youve been able to kill all slavers. Hannibal will ask you to meet him near the memorial. Wait one day and go there, but instead of travelling to Lincoln Memorial choose a nearby subway station from your list Mall northwest metro station. Hannibal will thank you for all the help youve done and he will also reward you with a schematic for a dart gun. You may sell him Abes figurine if you want to, but you wont get a lot of bottle caps for it.

Museum of History: Reillys Rangers


Museum of History: Reillys Rangers
Received from: Reilly [Museum of History Underworld] or automatically when youre close enough to Our Lady of Hope hospital [Capitol Wasteland] Solution: There are two ways for you to begin this mission. I doubt that you would want to visit Our Lady of Hope hospital on your own, but if you do find your way to that location youll be allowed to listen to a distress call from Reillys rangers. Remember that you must use your Pip-Boy to do this. The more probable employer is Reilly herself. The best moment to visit the Underworld is during your stay in the Museum of History. After being greeted in the Underworld and talking to the ghouls head over to the Chop Shop. Find unconscious Reilly and force one of the doctors to wake her up. You can also heal her yourself, but obviously you must have a high medicine skill to succeed. Finding Reillys rangers hideout: During your first conversation with Reilly you should listen to what she has to say about other rangers and about an ambush. Reilly will ask you to save her colleagues and she will also tell you how to get to their main outpost. The place you should be looking for is called Reillys rangers compound and its located to the east of Museum of history. Getting to that area wont be easy. Obviously you will have to use subway tunnels, because a lot of main streets are blocked with debris. Start your trip near Metro central and end it near Seward Square north. You dont have to visit Reillys rangers compound right away, however I wouldnt recommend ignoring it, because at the end of this mission youll still have to go there. I guess you wont be surprised to hear that there are a lot of monsters near the compound and youll have to kill most of them before moving on. Be on a look out for a small alley. Eventually youll get to a locked door (screen). Use a code provided by Reilly to gain access to the compound. Once inside spend some time finding ammunition and collectingother supplies. Theres also a free bed here.

Finding Statesman Hotel: As for means of reaching the hotel, you should follow Reillys detailed instructions. This means you must begin your journey near Dupoint north east and you must end it near Vernon Square. Get ready to eliminate a lot of supermutants on your way to your final destination (Reillys rangers). I would recommend completing The replicated man quest before taking on this assignment, because youll have a plasma rifle at your disposal. Find the antenna mentioned by Reilly or proceed to the hospital right away (screen). Be careful, though. There are a lot of landmines in front of the entrance, so youll have to be careful while trying to enter this area. Open the door to get to the ground floor of Our Lady of Hope hospital.

I guess you wont be surprised to hear that the entire hospital is swarming with supermutants. You should also know that youll be dealing mostly with brute and master variations of these monsters. As for ground floor, most of the beasts have gathered in the main reception hall (screen). You can use standard means of engagement to get rid of them or you may hack into one of the terminals to activate turrets. Sadly, the turrets wont kill all the creatures for you, so sooner or later youll have to attack them on your own. I would recommend that you inspect the entire ground floor of the hospital. The southern area of the map is the most interesting one, because there are a lot of medical supplies scattered throughout the facility. If youre skilled enough, you can also break into a large stash and youll get your hands on a lot of useful supplies. Head on to the stairs once youre done killing and exploring. Locate a door leading to the second floor of Our Lady of Hope hospital.

You must be extremely careful while exploring the second floor of the hospital, because youll be dealing with gas leaks. As a result if youre not careful enough you may end up sending your main character in flames. Aside from new supermutants, youll also have to eliminate a few centaurs. Theyre fairly easy to kill, but you must prevent them from surrounding you. Explore this entire floor and use the stairs to get to the next one. Eventually youll get to a door leading to Vernon Square. Check the first aid kit, as well as ammunition stashes. Now you must use the large antenna (screen) to cross the gap between two buildings. After reaching a new building head down to a lower level and open a new door to get to Statesman Hotel mid level.

Joining Reillys Rangers: Watch out for a rope in the first corridor, because if you move it youll trigger a nasty trap. There are also a lot of other traps inside the hotel, so you should be moving slowly in order to avoid activating them. Remember that your objective is to get to get to the roof of the hotel, so you must be on a look out for staircases to get to upper floors of the structure. Once youve reached the first staircase youll find Theo. Check his body and use a code handed over to you by Reilly to open his ammo box. Theres a LOT of ammunition inside the box and obviously you should take it all, especially since the ammunition doesnt weigh anything in the game. Keep pushing towards upper floors. Youll eliminate a lot of supermutants along the way. Be on a look out for closed rooms, safes and stashes. If youre skilled in lockpicking youll get your hands on some new equipment, including better guns, medicine, ammunition and explosives.

Your next area of interest is Statesman Hotel restaurant. If youre skilled at repairing things, you will be presented with an opportunity to repair a service elevator. Otherwise you will have to go to the northern area of the hotel in order to find a new staircase. Either way, youll have to get to the restaurant and youll start the game in the northern section of the building. Obviously this means you must go south, because thats where the main room of the restaurant is located. I guess you wont be surprised to hear that this room is being guarded by new supermutants. Watch out for a supermutant master (screen), because hes equipped with a very powerful minigun. Use a rocket launcher or a fatman to get rid of him without having to engage him in an open combat. You could try sneaking around and using explosives against him, but it wont be necessary. Defeat all supermutants and use the stairs to get to the upper balcony. Now you must find a door leading to the roof of Statesman Hotel.

Evacuation: Thankfully you wont encounter any monsters on the roof. Your objective is to get to the highest point of the roof, because thats where Reillys rangers are hiding. Approach them and wait for one of them (Butcher) to talk you. Butcher will tell you that in order to leave the hotel they must activate a nearby service elevator. This can only be done with a fission battery and you must acquire such an object. Go back to Statesman Hotel restaurant. Thankfully, its very easy to find the battery. Jump down from the balcony and look for a small room (screen). Theres a destroyed protectron inside. Examine the machine and youll get your hands on the missing part. Go back to the roof and give the battery to Donovan. You can also talk to other rangers and hand over ammunition to them. I would recommend doing this, because youll receive additional bonuses for rescuing all of them. Wait for Donovan to repair the elevator and use it to get to the ground floor of the Statesman Hotel.

Once youve reached the ground floor get ready for the final battle to take place. Its not going to be easy, because you must prevent the supermutants from killing your friends. Start off by killing at least one supermutant. Once the creature has been killed, focus on the lower level, because one of the creatures is carrying a minigun (screen). Its extremely important that this supermutant dies quickly. Kill all monsters, loot their bodies and leave the hotel. You should receive instructions that you must meet up with the rest of the rangers in Reillys rangers compound. If youve been there before you can fast travel without any additional problems. Notice that Reilly has arrived in the compound in the meantime. Talk to her. If you saved all of her colleagues, she will give you a reward. You can choose between a minigun and Ranger battle armor. Id strongly recommend taking the armor, because you can acquire the minigun from one of the supermutants. You can talk to Reilly again, as well as to her colleagues. Reilly will ask you to help her in mapping the Capitol Wasteland. For each unlocked primary location she can give you 20 bottle caps. Thats a lot of money, considering that all you have to do is to visit new areas.

Musem of History: You gotta shoot em in the head


Musem of History: You gotta shoot em in the head
Received from: Mr Crowley [Museum of History Underworld] Solution: Mr Crowley is a ghoul and he can be found somewhere in the Underworld (he spents most of his time in Carols place). Crowley will ask you to kill four men who dont like ghouls. He will give you their exact locations and youll also find out that he can give you a bonus if they die from a shot to the head. In order to make this happen youll receive a sniper rifle. I would recommend that you visit each person on the list in order to find out more about Crowleys true intentions. It turns out that he needs to get his hands on the keys and he doesnt care about anything else. Dave from the Republic of Dave is very helpful. Once youve acquired enough information go back to Crowley and if youre convincing enough hell change his mind. From now on hell only need their keys (screen), so you wont have to kill them. This also means you can ignore Tenpenny, because hes the only one without a key.

Your targets are: Allistair Tenpenny from Tenpenny Tower, Dukov from Dukovs Place, Dave from the Republic of Dave and Ted Strayer from Rivet City. Like Ive already said, only three targets carry unique keys. In each case you can convince a target that he should hand over his key peacefully (screen). This can be done by winning a speech challenge or by offering a bribe. Alternatively you can shoot first and ask questions later, but obviously such actions would result in karma losses. I should tell you that the keys are needed to gain access to a secret lab hidden in Fort Constantine. As for Allistair Tenpenny, you must execute him if you want to follow Crowleys instructions, however you shouldnt be surprised to hear that the old man will offer you more money (200 bottle caps or more if you use speech) for Crowleys head. The quest can be ended with Crowleys death or after you deliver Crowley all three keys from other targets (they can either be dead or alive). You can lie to Crowley that youve killed someone even if you allowed such a person to live.

If you want to find out more about why Crowley needs all the keys so much go to the second chapter of my guide and read the description of Fort Constantine. Thankfully, even if you give Crowley all the keys and end the quest you can still kill him and take back your possessions. I wouldnt recommend attacking him while hes still in the Underworld, because that would make other ghouls hostile towards your character. You can wait for him to leave the Underworld and shoot him in the main hall of the museum or you can follow him to Fort Constantine and assassinate him there.

Canterbury Commons: The superhuman gambit


Canterbury Commons: The superhuman gambit
Received from: Uncle Roe [Canterburry Commons] Solution: During your first stay in Canterburry Commons you will witness fights taking place between AntAgonizer and The Mechanist. Wait for them to be over and locate Uncle Roe. Talk to Ernest and youll be presented with an opportunity to help out Canterburry Commons citizens in ending this dispute. Your first assignment will be to find out where does the superheroes live. Obviously you can use my guide to locate their lairs quickly, but if you prefer everything done by the book find Derek Pacion and ask him about the AntAgonizer and The Mechanist (screen). You can also spend some time talking to other Canterburry Commons citizens, including Joe Porter. Furthermore, a lot of information about these characters (including their true identitites) is stored in the main building of Hubris Comics. Going back to Derek, you will find out that the AntAgonizer has her lair to the north of Canterburry Commons. As for The Mechanist, he can be found on top of a nearby hill.

AntAgonizer: There are many different ways to end this quest, but lets divide possible endings depending on the superhero you want to deal with in the first place. The entrance to AntAgonizers lair is clearly visible on your personal map, however I wouldnt recommend choosing it, because you would have to fight your way through a large number of ants. There are also a lot of traps leading to her lair. Instead focus on finding an alternative entrance. Look at my screen and after getting there be on a look out for a sewer grate. Use a bobby pin to open it. Either way you must get to AntAgonizers lair. Find her sitting on her throne and approach her to initiate a conversation.

Obviously you can kill the AntAgonizer which seems to be the best solution if youre playing as a bad character and plan on lowering your karma. Killing her would be easy, because her armor cant sustain a lot of damage. After the fight you would have to leave the lair via tunnels or the sewer grate. If you decide to kill her you can go back to Uncle Roe once shes dead to confirm your victory. A more interesting solution is to convince her to organize an attack on The Mechanist. In this case you would have to travel to the Robot Repair Center and assist her ants in dealing with The Mechanist. The most interesting way to solve this problem is to convince her that she made a mistake and that she still has a second chance (screen). Its not easy to persuade her. You can rely on very high speech skill or you can use Lady killer perk. Alternatively you can call out to her by her real name, but you must know her identity from Joe Porter of from Hubris Comics.

The Mechanist: As for The Mechanist, it gets more complicated here. You can find this superhero inside the Robot Repair Center which is located on top of a large hill near Canterburry Commons. Use the main entrance to get to the center. There are two ways for you to reach Mechanists lair. The easier way to get to his forge is to use a nearby elevator (screen). Sadly, if you didnt spend A LOT of points into your lockpicking skill you wont be allowed to pick the lock. The second route will require you to travel through the entire factory and this means youll have to deal with a lof of machines. Watch out for security bots, because theyre using powerful weapons to hunt you down. Youll also have to eliminate several defense turrets. I would recommend using pulse grenades and a rocket launcher to deal with the robots. You could try running, but its very risky, especially if you take the wrong turn and end up being surrounded by hostile robots.

You can also make your life a little easier by finding two security terminals. Hack into the system to disable the turrets and you wont have to worry about those anymore. Eventually youll have get to the upper balconies. Check the office area and collect valuable equipment. You must find a door leading to Mechanists forge. Once youve arrived at the forge, turn left and approach a small coffee machine (screeen). Press the action key and youll notice that one of the walls has started moving. Wait for a passageway to reveal itself and go talk to The Mechanist.

The situation here is going to be very similiar to the AntAgonizer. You can kill The Mechanist, however its not going to be easy, because his armor is a little stronger. Furthermore, you can convince him to organize an attack on the AntAgonizer. Thankfully you wouldnt have to travel to her lair, because she would appear inside the facility after youve left the forge. The best solution is to convince him that his actions threaten safety of Canterburry Commons (screen). Additional info / endings: Depending on the outcome of your actions you may acquire AntAgonizers costume, AntAgonizers helmet, Mechanists costume and Mechanists helmet. Both armors are kind of weak, but you should take special attention in the helmets, because they provide good protection. You can also receive special rewards from the superheroes for killing a competitor. Dont forget to go back to Uncle Roe for your reward. Youll receive the exact amount of bottle caps he promised, but youll also receive a bonus if you didnt kill any of the superheroes.

Paradise Falls: Strictly business


Paradise Falls: Strictly business
Received from: Grouse [Paradise Falls] Solution: This quest can only be activated if youre persuasive enough during your conversation with Grouse. If so hell agree to you doing him a favor. This usually occurs when you want to gain access to Paradise Falls and you cant go in just like that, because youre playing as a good character. Grouse will give you a device called mesmetron. This gun can paralyze its victims for a short period of time. You may use mesmetron on ordinary people, but youll have to remember that you wont receive a lot of ammunition and Grouse sells additional supplies for ridiculous prices. In addition to the gun youll also receive your first slave collar and an instructional manual on how to use it. Remember that in order to gain access to Paradise Falls you have to capture only one person from the list, however you will be rewarded 250 caps for each slave you catch for Grouse. Grouse will order you to hunt down and capture four people: Susan Lancaster from Tenpenny Tower, Red from Big Town, Arkansas from the Minefield and Flak from Rivet City. Only Flak isnt tied directly to any other quests, so you might want to consider choosing him to be your primary target. Susan may come in handy during Tenpenny Tower quest, Red needs to be rescued from the supermutants in order to fullfill Big trouble in Big Town assignment and Arkansas might have died during your first visit to the Minefield (Moira will request for you to visit this location while trying to complete The wasteland survial guide quest). You should also know that Arkansas is the only person from the list to be hostile towards you by default. The most important thing for you to know about is that you should attack your target while theres no one in the vicinity. Fire once and press the action key to initiate a conversation. Choose the second answer from the list (screen) and youll automatically make your target wear a collar. Now youll have to order your victim to move quickly to Paradise Falls before he or she dies as a result of an exploding head. If your actions are noticed, try running away as soon as possible or remain unnoticed and wait for the situation to calm down. Go back to Grouse once youve captured your first slave. He will reward you with 250 caps and youll receive a new collar from him. You can also ask him to let you in if you dont want to capture any other civilians.

Big Town: Big trouble in Big Town


Big Town: Big trouble in Big Town
Received from: Dusty [Big Town] Solution: During your first visit to Big Town you should talk to a guard called Dusty. He can usually be found near the draw bridge. Dusty will tell you about problems with supermutants. Youll also find out that a couple of civilians have been kidnapped. You can ask one of the villagers for the location of the supermutant camp and a new marker will appear on your personal map Germantown police headquarters. This is where youll need to go right now. I assume you havent unlocked any other locations in the vicinity, so youll probably have to travel on foot. Once youve arrived at your new destination find the main building and get closer to it. Ignore the door leading to the ground floor, because its locked and you would have some serious problems opening it. Instead head on to the stairs (screen) to get to an entrance on the first floor. Open the door to get to Police headquarters first floor.

Obviously there are a lot of supermutants inside police headquarters. Youll be dealing mostly with stronger variations of these creatures, so you shouldnt come here unless you have powerful weapons at your disposal. The first group of supermutants (screen) can be defeated quite easily. Approach them undetected and use frag grenades to kill both creatures before they have a chance to fight back. Continue exploring the headquarters. Be on a look out for security terminals, safes and closed lockers. Opening these objects not only will allow you to gather more supplies, but youll also gain experience points. Watch out for traps. There are a lot of landmines inside the precinct and you may have some problems spotting them. Find a door leading to Police headquarters ground floor. Thankfully, you can open the door without showing off how good you are at lockpicking.

The ground floor of police headquarters is being occupied by other groups of supermutants, but youll also have to watch out for gas leaks and landmines. There are also a few radroaches inside police HQ, so it would be a good idea to create a shortcut for one of your melee weapons, because you dont want to waste your ammunition on these creatures. Be on look out for a security terminal. If you manage to hack into the system you may get your hands on new equipment. I would recommend finding and killing a supermutant master. The reason for that is he holds a key to prison cells in Germantown. All the cells can be found in the western section of the precinct (screen). Use the key from the supermutant master to open Reds cell or hack into a nearby security terminal and place an order to open all cells.

Obviously you should talk to Red. She will thank you for rescuing her, but you shouldnt agree to going back to Big Town just yet. If youre convincing enough Red will tell you about

one more survivor, a young boy who goes by the name of Shorty. Youll find out that Shorty has been taken to the kitchen which is located in the basement of the police precinct. Order Red to remain here for a little while longer and begin searching for Shorty. The stairs to the basement are located in the northern area of the map. Open the door to get to Police headquarters basement. Ignore the mess hall, because there are only a few radroaches out there. Instead proceed west. Kill a supermutant who was guarding Shorty. Talk to the boy (screen) and order him to follow your lead. Now you must go back to Reds cell. She should also begin following you. Exit the headquarters. You may use the same path as before or you may look for an alternative way out. Important! If Red and Shorty die before youll be able to return them to their homes, go to Big Town alone and talk to Pappy. He should give you a small reward for your trouble, but obviously you should do your best and escort them to safety.

You could travel with Red and Shorty on foot, but it would be extremely risky, especially since they cant fight and they wont follow your instructions. Instead fast travel to Big Town. Enter the village once again and talk to Red. She wants to reward you with 300 bottle caps, but you can refuse and take nothing for your trouble if you want to raise you karma. On the other hand, you may win a speech challenge and request more money from her. You will soon find out that supermutants have begun preparations to attack the village. Obviously you should consider staying inside Big Town and helping the villagers, because they wont be able to protect themselves on their own. Furthermore, if you have enough skill you can teach them how to operate melee weapons, firearms or explosives. Its not a requirement, but it would make the upcoming battle easier. The most important thing for you to remember about is to place a lot of landmines on the bridge leading to Big Town (screen). You have about 30 seconds, so you cant place too many of them. While youre near the bridge you can also try repairing destroyed robots. Thankfully, youre going to be attacked by the weakest kind of supermutants. You should still focus on protecting the villagers. Talk to some of the inhabitants of Big Town once the battle has ended and youll earn their gratitude.

Tenpenny Tower: Tenpenny Tower


Tenpenny Tower: Tenpenny Tower
Received from: Chief Gustavo [Tenpenny Tower] Solution: You will probably be given a chance to begin this quest early during the course of the game (if you decide to help Burke), however I would recommend waiting. Its not that you have to deal with powerful monsters, but in order to ensure your victory you may need a lot of points spent in lockpicking, science or speech. I think that when you advance to the 10th level of experience you may give it a shot. In order to begin this quest you must gain access to the inner area of Tenpenny Tower. Listen to a short conversation between a guard and a ghoul when you arrive here for the first time (screen). Use the intercom and convince the guard to let you in. Talk to chief Gustavo who should automatically approach you. If not, you can usually find him near the barracks or at the front desk, inside the tower. Listen to Gustavo complaining about a ghoul problem and offer your help in getting rid of these creatures. Dont worry even if you plan on helping the ghouls you will have a chance to change your mind in the near future. You can also convince Gustavo to increase the reward for taking care of the ghouls. Not only can you receive more caps from him, but he may also give you an assault rifle, so its definately worth to negotiate terms with him.

The area you need to get to is Warrington trainyard. Gustavo will only mention the trainyard during the initiial conversation, so youll have to ask him to mark the location on your map. Ignore Warrington station for the moment, because you cant access it from the surface. Once youve reached the trainyard use the door to get to the subway tunnels. The surrounding corridors are being occupied by feral ghouls. I would recommend using a shotgun against them, because its very effective at close range. Prevent the monsters from surprising you. You should also watch out for radiation dont go near any barrels and you should be fine. Eventually youll get to an area where youll be greeted by Michael Masters. Follow his instructions and holster your weapon. Talk to Masters, but you wont have to ask him about anything in specific, because hes only a guard. Head back down and proceed towards an opened gate. You should be able to get to a small room (screen). This is where the ghouls are hiding. Go in and make up your mind on how you want to play this out.

Positive / neutral outcome: During your initial conversation with Roy youll find out that its his dream to find a place for him and other ghouls inside Tenpenny Tower. Promise Roy to help him in that matter and return to the tower. Enter the building and use the elevator to reach the apartments. Now youll have to get to an apartment owned by Tenpenny himself. As youve probably noticed, the door is being guarded by one of his men. You can use persuasion, steal the key from the guard or from chief Gustavo, kill the guard or brake-in. Either way, you must get to an elevator which will take you to the top of the tower. Once youve arrived at your new destination, talk to Tenpenny and explain him the situation with the ghouls (screen). Youll find out that Tenpenny will agree to welcome them inside his establishment as long as some of his tenants wont mind.

Tenpenny will give you a list of people who need to be persuaded into letting the ghouls live in the tower. They are Anthony Ling, Lydia Montenegro, Susan Lancaster, Edgar Wellington II and Micky Wellington. The most obvious solution here is to use your high speech skill in order to win a speech challenge. Each time the conversation is going to be very similiar. Using your persuasive skills you must convince the tenants to agree to your proposal (screen). Notice that you will receive posivite karma for every successful speech challenge. If you dont mind losing some karma you may use your primary weapon to kill each person on the list, but you must eliminate them silently (for example during the sleep), so they wont raise an alarm and they wont turn other tenants against you. Theres also a third way to resolve this situation. You can get rid of Anthony Ling and Lydia Montenegro by opening safes in their stores. As a result, they will be accused of stealing and thrown out of the tower. As for the remaining three, go to Susan Lancasters apartment and find a love letter she received from Edgar Wellington II. Read the letter and find Micky Wellington. Show the letter to Micky and you wont have to worry about her, Edgar nor Susan anymore. Once youve convinced or killed all five tenants go back to Tenpenny and say that youve finished the job. Tenpenny will hold on to his promise, so you can go back to the sewers. Talk to Roy and tell him the good news. Roy will give you a valuable artifact, called ghoul mask. Basically what this item does is that it makes feral ghouls ignore you.

Negative endings: The most obvious negative solution is for you to kill all the ghouls (screen) located in the subway. Doing this youll grant Gustavos wish. You shouldnt have any problems eliminating these creatures. There are only a few of them and theyre not using state of the art equipment. Make sure that Roy is amongst the killed. Once youve killed the ghouls and looted their bodies go back to Gustavo. Talk to him and hell reward with the exact amount of caps he promised before.

Theres also an alternative negative solution to this quest, but it requires you to ally yourself with the ghouls in order to help them in taking over Tenpenny Tower. If youre feeling cocky you can kill all the inhabitants yourself. I have to warn you its not going to be easy, because the tower is being protected by a lot of armed guards. I would recommend listening to what the ghouls have planned. Roy Phillips will ask you to open an underground passageway for him, connecting the tower to the subway. This will allow Roy to smuggle a large group of feral ghouls into the city in order to begin mass murder. For now you must return to Tenpenny Tower, because you cant go anywhere with this assignment from here. Your first assignment after returning to the tower will be to acquire basement key. You can try and pickpocket Gustavo, however its not going to be easy during the day. The best moment to steal from him is to wait for him to go to sleep (screen). You should succeed as long as there arent any other guards in the area. Take the key to Tenpenny generator room. If you dont want to wait for Gustavo to go to sleep, you can find Herbert Dashwood, because he holds a spare key. Convince him (speech) to give you the key or steal it from him if youre skilled enough.

Make sure that youre standing outside, but inside the perimeter. Look at the screen go there and use your newly acquired key to open a door leading to the generator room. Theres a security terminal nearby and you can hack into the system. Thankfully its a very easy task, because this system uses one of the weakest protections against hackers. Choose Open the containment door option from the main menu. If you dont have any science skills, you can ignore the terminal entirely and use one of your guns to blow up a nearby generator. Either way, you must open this passageway. Approach the window and listen to Roy. Agree to meet him near the main entrance to the tower. Go back the same way you came and proceed to the main door. This is also a good moment to choose a good weapon from your inventory. I would recommend using a shotgun, especially since that feral ghouls will do all the dirty work for you.

Roy will now give you a very interesting artifact, called a ghoul mask. Put it on. The mask will protect you against feral ghouls, because as long as you dont bump into them theyll ignore you. You can enter the tower. Assist Roy and his ghouls in taking over this entire building complex (screen). Obviously this means youll have to hunt down and kill every inhabitant of the Tenpenny Tower. There are three levels for you to secure. Start off with the ground floor. Make sure youve checked all stores, as well as the clinic and the bathroom. After that use the stairs to get to the upper apartments. Finally go back to the main hall and use the elevator to get to the upper suites. I guess you wont be surprised to hear that Tenpenny will be amongst the killed, however someone else will probably kill him for you. Find Roy once the battle has ended and hell thank you for your help in securing the tower.

Vault 101: Trouble on the homefront


Vault 101: Trouble on the homefront
Received from: automatically during exploration of Capitol Wasteland, but only if youre a few miles away from Vault 101 [Capitol Wasteland] Solution: The important thing for you to know about is that youll only be allowed to participate in this assignment after leaving the Citadel (once youve completed Waters of life quest). Head over to the area where youve started the game (for example to Megaton). Once youve arrived you should notice that your Pip-Boy has caught an emergency transmission. Open the Pip-Boy and choose radio from the menu. Youll notice that Vault 101s emergency frequency (screen) has been added to the list. Click on it and listen to a transmission from Amata. It would be wise to comply to her request and to return to your place of birth as soon as possible. Choose Vault 101 from your personal map to fast travel to that location. Enter the vault and approach the control panel to open it. Kill a radroach and proceed to a door located in front of the entrance.

Youll be stopped by an officer (Armstrong or Gomez) in the next room. You can ask him to guide you to certain areas of interest. Youll find out that rebels are raising against the Overseer. If you want to end this quest quickly, you can also ask the officer to keep your appearance a secret. You would then have to leave Vault 101 without anyone else knowing that youve visited this place. Obviously I wouldnt recommend ignoring this quest, because you wont receive any bonuses for exiting the vault and leaving its inhabitants with their problems. You can also make a similiar decision later on after talking to the Overseer or Amata. You dont have to ask the guard to guide you anywhere, because youre not far from your objectives and you should still remember the layout of the vault from the tutorial section of the game. Find a door leading to Vault 101 atrium. Once youre there, ignore other guard firing at a citizen and turn left. Use the stairs to get to the upper balcony. Start moving towards Overseers office. Be careful, though. Officer Wilkins will attack you in the

server room and you must get rid of him (screen) before moving on. Check his body and youll find a password to a prison cell.

You should consider visiting cells on your way to Overseers office. This is the area where Amata was interrogated during the tutorial section. Notice that Mr Brotch is being held against his will. Use the newly obtained password to free him. Otherwise you would have to hack into the terminal or use a bobby pin directly on his cell. Rescuing Brotch wont interfere with the possible endings of this quest. Instead youll find out that some of the guards are planning to deal with the rebels using brute force. Go back to a nearby security terminal and click on a TOP SECRET message (screen). Open your Pip-Boy and read plans of the raid.

Meeting the Overseer: There are two opposing sides of this conflict the Overseer and the rebels led by Amata. The Overseer can be found in his quarters. Youve been there before, so you shouldnt have any major problems navigating your way through tight corridors. The easiest solution to the problem is to kill him, so the rebels will automatically seize control over Vault 101. After that you would have to inform Amata that you killed her father (or another Overseer if her father is already dead). She wouldnt be pleased with the outcome and you would also lose a lot of karma points. The best possible solution is to convince the Overseer that he should agree to what the rebels are planning to do and to step down from command. There are two ways for you to achieve this goal you can be very persuasive or you can inform the Overseer about what the raid planned by some of the guards (screen). Go to rebels base to share good news.

Meeting the rebels: In order to get to Amata and other rebels you would have to choose one of a few available passageways leading to Vault 101 lower level. Explore the northern area of the map and eventually youll find a corridor leading to their outpost. Youre going to be stopped by Butch along the way, however you may ignore him entirely if you want to. Amata can be found in the clinic, near your fathers office. Your choices are to convince Amata and her friends to stay inside Vault 101 (screen) or to oppose to Overseers wish and leave the vault or sign treaties with nearby settlements. Its much easier to suggest Amata that she should stay put if youve managed to hack into Overseers terminal and if youve read messages he received from the Enclave.

Ending the quest: It doesnt really matter which side youll decide to help, because either the Overseer or Amata will banish you from Vault 101, even if you manage to find a positive solution. If you agree to help either side you will receive a reward a modified utility jumpsuit. You may leave Vault 101 and once youve stepped through the door leading to Capitol Wasteland youll also complete this quest.

Alternative solution: If you plan on choosing the worst possible ending you can obviously start killing all the inhabitants, but theres also an easier way to make them leave Vault 101. Proceed to Vault 101 lower levels, but ignore rebels outpost. Instead locate the stairs leading to the lower floor and eventually youll find an entrance to the reactor chamber. Explore your surroundings. You must get to a large console (screen). Youve got two choices here you can access the system with a key stolen from Stanley or you can become a hacker and break into the computer system. Once youve gained access to the main computer activate the water chip, switch to manual control and inititate cleaning procedure.

The consequence of your doings is that Vault 101 has been put into critical status and all the inhabitants are forced do evacuate it. Obviously youll lose a lot of karma points by doing this. You may start moving towards the exit. Soon youll encounter the Overseer. You can convince him that someone else has sabotaged the vault (screen) or you can confirm that it was you who damaged the reactor. If youre straight with him hell attack you once the conversation is over. Amata will be waiting for you near the main exit. You can also lie to her, but she wont attack you even if you tell her the truth. Make sure that youre the last person to leave Vault 101.

Little Lamplight: Rescue from paradise


Little Lamplight: Rescue from paradise
Received from: Mayor MacCready [Little Lamplight - caves] Solution: You may have to complete this assignment in order to continue with Picking up the trail quest. There are many different ways to achieve your goals. You can try to improve your karma or you can do your best in being a bad person. Positive outcome #1: The most obvious way to rescue the children is to kill all the slavers in Paradise Falls. Sadly its not going to be too pleasant, especially if youre trying to do this early during the course of the game. You should know that you wont lose karma over killing slavers. Instead youll have to prevent them from surrounding you, because its going to be much harder to fight back. Start off by eliminating Grouse and a couple of his buddies. Forty should be amongst the dead, especially since hes the one carrying a key to prison cells. You can talk to Sammy before moving deeper into Paraidse Falls. Now youll have to get to the inner compound. Heres where some of the most difficult fights will take place. I would recommend having someone to assist you, because you may not survive alone. Watch out for the inhabitants of Paradise Falls theyre well equipped and theyll want to hunt you down. Also, one of the slavers is carrying a minigun (screen). Kill him before he does too much damage.

Once youve eliminated all the slavers and looted their bodies you may proceed towards the pens, because thats where the children are being held (screen), among other civilians. Use the key obtained from Forty or Eulogy to open the pen. Make sure that youre talking to each person you try to rescue. Squirrel and Penny should be among the civilians. Tell them to meet you outside the main building complex. Youll also find Sammy there. Talk to him and after a short conversation all the kids will go back to Little Lamplight (on their own).

Positive outcome #2: This version requires you to gain access to Paradise Falls without actually killing anyone. As a result, you will have to convince Grouse to let you in. Read additional hints or the second chapter of my guide (Paradise Falls description) to find out more about the situation. Once youve arrived at the main compound dont talk to Eulogy. Instead proceed directly to the pens where the slaves are being held, including the children youll have to rescue. In addition to what youre doing you should wait until its night, because itll be much easier to continue with your activities. Its not a requirement if youre not patient. Talk to Sammy (screen) and offer him help in rescuing him and other children from Little Lamplight. Sammy will tell you that Squirrel has a plan. Wait for the other kid to get here and listen to Squirrels plan. Your first objective will be to hack into a computer terminal, located in the main building of the base.

Start off by going to Paradise Falls Eulogys quarters. The terminal mentioned by Squirrel can be found in a large room, in one of the corners (screen). Make sure that youre not caught while trying to gain access to the system. Once youre in the main menu update network links and thatll do the trick. You can open a nearby safe if you want to, however you would only find bottle caps inside. Instead focus on obtaining a key to prison cells. You can find the key on a table near a large bed or you can steal one from Forty. Go back to Squirrel and tell him the good news. Now youll be asked to get rid of the guards.

Its important to play this out during the night, because you wont have to deal with more guards. The surrounding area should only be patrolled by Forty and obviously you must get rid of him somehow. There are three ways for you to solve this problem. The easiest solution is for you to convince Forty (screen) that hes sent to do all the dirty work for Eulogy and his buddies. As a result, Forty will leave his duties and go talk to his boss about a promotion. You can go to Eulogys quarters and find a prostitute who goes by the name of Crimson. Talk to her and convince her to find the lonely guard (speech challenge) or pay 100 bottle caps for her services. Once Forty has been taken care of, go back to Squirrel.

Squirrel and Sammy are now ready to leave Paradise Falls. Sadly, youll find out that a little girl Penny doesnt want to get out of here without her adult friend Rory. Talk to the girl she can be found inside the exact same pen where Squirrel and Sammy were being held. You can convince Penny to forget about her new friend (speech or Child at heart perk) or you can agree to help Rory escape. Its important that you have a key to prison cells in your possession (the one you obtained from Eulogys quarters or Forty). Rory is trapped inside a small shelter (screen). Open the shelter and tell him the good news. I wouldnt recommend escorting him to the exit, because it only takes one hostile guard to alarm the camp. Instead order him to escape on his own, even if it means him getting shot by the slavers (you wont lose karma over it).

You can go back to Penny. Tell her that youve managed to save her friend Rory. Thankfully, even if Rory dies during his escape you will still be allowed to convince Penny that its time

to leave. Wait for Penny to escape from Paradise Falls on her own. Use the well-known path to get to the checkpoint with Grouse. Proceed to the meeting point (screen) where youll find all three children. Talk to Sammy and hell thank you for your help in rescuing him and other kids.

Negative outcome #1: In this case youll probably want to end other side quest in the first place Strictly business. Just a quick reminder you need to enslave at least one civilian from the list provided to you by Grouse. This will allow you to ask Grouse to let you in. Proceed to the inner area of Paradise Falls and ignore a kid with an exploding head along the way. You must talk to Eulogy Jones who is the leader of the slavers and you can find him in his quarters. Ask Eulogy to let you buy a few slaves from Little Lamplight. Eulogy will probably demand 2000 bottle caps for Sammy, Squirrel and Penny, but if youre good at bartering you can offer him 1200 caps (screen). Once youve made the deal head outside and find the kids. They should automatically go back to Little Lamplight after a short conversation. Dont forget that you can talk to Eulogy again to acquire more slaves from Little Lamplight once you gain access to the caves. Other endings/additional hints: A less obvious solution is to bribe Grouse to let in you inside Paradise Falls, however this can only be done if you havent agreed to round up other slaves (Stricly business quest). Otherwise such a dialog option wont appear on your list of topics. In addition to that you must have a high speech skill in order to persaude Grouse, as well as Eulogy to sell you the kids. If you have negative karma you will be allowed to enter Paradise Falls without having to kidnap any civilians nor killing the slavers. All you have to do is to talk to Grouse and out of respect to your dirty deeds he will let you in. Once again, this can only be done if you havent decided to finish Strictly business quest which sole surpose was to gain access to the facility.

Agathas house: Agathas song


Agathas house: Agathas song
Received from: Agatha [Agathas house] Solution: This quest is activated during your first conversation with Agatha. The old ladys shack can be found to the north-east of Big Town and in order to get there you must cross a large gap using a draw bridge. Listen to Agathas story and dont interrupt her. Youll find out that the one thing that would make her happy is a violin. If you have a Lady killer perk or high speech skill you can suggest to Agatha that she should offer you some kind of a reward. As a result, you will be given a key to an ammo stash. Thankfully you dont have to look for the stash, because its in this room (screen). Youll find a lot of supplies inside and Im sure that youll use them to complete the quest.

Finding Vault 92: There are two ways to complete this quest a quicker way and a longer journey. You can take the quicker way if you dont want to waste any time trying to find Vault 92. You can find out where it is by reading my guide, by achieving 20th level of experience and choosing an Explorer perk or after your first visit to the Citadel. In such case you may proceed directly to Vault 92. If you want to be more thorough, you can spend some time trying to find the location of the vault. The easiest way to do that is to go to Vault-Tec Corporation headquarters. This building is located in D.C. ruins which means its not going to be easy to get to it. I would recommend using subway tunnels. Start from Chevy Chase north (youve probably unlocked this station while trying to get to Galaxy News Radio). Travel east in order to get to Chevy Chase east. Use the gate to down into the tunnels (Metro junction). Now you must proceed to Vernon Square north. If youve done everything according to the plan, youll end up exiting the subway and standing in front of Vault-Tec headquarters (screen). Obviously youll kill a lot of creatures along the way, including supermutants and mirelurks.

Proceed to the front door and confirm that you want to travel to Vault-Tec guest relations. Sadly, you will have to acknowledge tha fact that the entire base is going to be defended by hostile robots. This is definately going to make your progress harder. I would recommend that you equip yourself with a lot of pulse grenades and landmines before proceeding with the quest. Watch out for Mister Gutsys and sentry bots (screen), because theyre capable of inflicting major injuries to your main character. Dont forget to inspect each room, crate, locker and safe youll find along the way. Eventually you must get to a section called VaultTec administration. You can get there through Vault-Tec corproate offices or you can try jumping towards an upper balcony from a destroyed stairway.

Once youve reached Vault-Tec administration your next goal will be to find three security terminals. Look at my screen if you dont want to waste any time searching for them on your own. You should also know that theyre located on different floors so if you dont see any

stations in front of you travel to a different floor. Each time you must use a computer. Click on an option which will approve access to the mainframe. In addition to the stations youll encounter a masterbrain among other robots. Destroy the masterbrain and press the action key while standing over the wreckage. Doing this will allow you to shut down other machines in the area and obviously this will make your progress a lot easier. Once youve used all three terminals proceed to a door with a large green lamp. Open the door and approach the mainframe. Use the main computer to acquire information on Vaults locations and access codes. You may exit Vault-Tec headquarters.

Exploring Vault 92: Vault 92 can be found near the northern edge of the map. To get there youll probably need to make preparations for a long trip. I would recommend approaching your target from the south, however this doesnt necessarily protect you against encounters with extremely dangerous deathclaws. Avoid getting too close to these monsters, because theyre deadly in an open combat. The main entrance is located among the rocks, so youll have to look around a little to find it. Approach the door and confirm that you want to travel to Vault 92. There are some mediccal supplies near the entrance. Take them and begin your exploration of the crypt. Eventually youll have to get to the central area of the vault (screen). Watch out for traps (including landmines). Be on a look out for mirelurks (including the most dangerous kind mirelork hunters) and bloatflies (watch out for their stingray). You can spend some time going to crew quarters or Overseers office, however this is optional. Your area of interest should be Vault 92 sound testing.

I guess you wont be surprised to hear that youll encounter even more monsters in the sound testing area. Among known creatures youll also come across mirelurk kings. Its probably going to be one of your first encounters with these monsters, so take your time to know them better and exploit their weaknesses. I would also recommend exploring this area with an ally, because it may be difficult to survive alone. Look at the screen thats where youll find the violin. In order to get to the studio you must use a nearby computer. Gain access (you wont have to prove your hacking skills) and proceed to your target to collect a Soil Stradivarius.

Ending the quest: You may leave Vault 92. Obviously you should choose the same path youve used before, especially since you wont encounter any new hostile units along the way. Fast travel to Agathas house after exiting Vault 92. Enter the shack and inform the old lady that you were able to acquire a violin for her. Im sure that youll be surprised with Agathas reward. In exchange for the violin she will play songs for you and other wastelanders. Check your radio and youll notice that Agathas station has been added to the list (screen). Thats not all. You can talk to Agatha again once the quest has been officially ended. If youre persuasive enough youll find out that shell appreciate if you go and look for a sheet music book. Agatha will say that the most probable location of one of these objects is the Arlington Library (child literature section not the media archive), but you can also acquire a sheet music book from several other locations, including Roosevelts Academy, National Archives, Statesman Hotel (roof), Vault 92 (thats where youve found the violin) and Springvale School. It doesnt really matter where youll decide to look. Go back with the sheet to Agatha. You can agree to handing it over for free, but I would recommend taking a reward from her. Agatha will give you a unique weapon. Its going to be a Magnum pistol called Blackhawk.

Girdershade: The Nuka-Cola Challenge


Girdershade: The Nuka-Cola Challenge
Received from: Sierra Petrovita [Girdershade Sieera Petrovitas house] Solution: I would recommend that you start this objective soon after youve left Vault 101 and visited Megaton, because your job will be to collect certain items and youll want to unload them from time to time. In order to activate this quest you must visit a very small village which goes by the name of Girdershade. The village is located to the south-west of Smith Caseys garage. Locate Sierra Petrovitas house once youve arrived at your destination. Talk to Sierra. You can agree to take a full Nuka-Cola tour (you would be rewarded with an ice cold Nuka-Cola) or if yourre skilled enough you can convince Sierra to focus on explaining your assignment (screen). Sierra will ask you to deliver at least 30 bottles of Quantum Nuka-Cola, so shell be able to fill her fridge. Ask her about the reward and if youre convincing enough youll find out that in exchange she can reward with a schematic for a nuka-grenade.

Exit the building once youve agreed to help Sierra in finding the bottles. You are going to be automatically stopped by Ronald Laren, who will make you a counteroffer. Ronald will ask you to bring him all the bottles of Quantum Nuka-Cola you find, instead of giving them to Sierra. His initiial offer is pathetic, because he offers the same amount of caps as Sierra, but if you have a high speech skill you can persuade him to double that. As for the bottles, they are scattered throughout the entire wasteland. Usually each primary locations holds at least 1-2 bottles and they can be found in strange places. Thankfully, theyre easy to spot, because theyre glowing (screen). You can speed up this process if you decide to take a short trip to Nuka-Cola facility which can be found in the southern section of the big map. You would have to deal with a lot of robots and mirelurks inside the facility. Its also a good idea to be on a look out for Nuka-Cola trucks, because they usually store more than one bottle. You shouldnt have any problems finding 30 bottles, because there are over 90 of them total, so you only have to find 1/3.

Once youve collected enough bottles go back to Girdershade. Its important that you decide at the beginning to whom youd like to give the bottles. If you give enough bottles to Sierra you will not only receive bottle caps, but shell also give you a schematic for a nukagrenade. If you decided to give bottles to Laren he will go to Sierra and lie that he found them all. You should also know that you can continue this process even when this quest is over, but Im sure that youll find better ways to earn some serious money.

Oasis: Oasis
Oasis: Oasis
Received from: Tree Father Birch [Oasis] Solution: This quest is going to be added to your list of active assignments during your initial conversation with Tree Father Birch. Oasis, as the name would suggest, is located in a very secluded area, near the northern edge of the map. Be careful, because youll probably encounter a lot of raiders while trying to get there. There are also powerful monsters in the area. Approach your destination from the west and choose a small passageway between the rocks (screen). Youll soon know that youre heading in the right direction, because youll see plants and trees in front of you. Talk to Tree Father Birch and hell let you in. Use the wooden gate to enter Oasis.

Audience with Harold: Once youve reached this new destination you should take your time to plan your next move. Holster your weapon and order your ally to remain near the gate, so you wont have any problems with him (or her) trying to follow you. Tree Father Birch is sitting on his throne. Talk to him and agree to take part in a ceremony. Once the conversation has ended move back and proceed to a small pedestal (screen). Wait for other villagers to gather around your position. You can now drink from the basin by choosing a correct action from the list (press the action key while facing the pedestal). Youll lose consciousness and youll be transported to Oasis grove.

You dont have to explore the area, because you wouldnt find anything of interest. Instead approach a large tree and try... talking to it. Youll soon find out that the tree is actually our old friend Harold. Take your time to listen to his problems and hell tell you that he cant stand staying in one spot for decades. Harold will ask you to end his suffering. Youll find out that there are two ways to kill him, but he wouldnt want to die in flames. Instead, hell ask you to destroy his heart. Agree if you dont plan on doing that, because youll make your final decision after getting to the heart. Negative solution: If you plan on lowering your karma significantly, you can get rid of Harold by making his worst nightmares come true. In order to do that you must set him on fire (screen). You can do this by using a flamethrower, a fatman or other weapons of this kind. Sadly, not only you wont receive any rewards for killing Harold, but youll also make all the villagers hostile towards your character. If you plan on getting to a neutral or a positive ending, leave this area once youve talked to Harold. Go back to the main section of the Oasis.

Finding the heart: Once youve returned to the Oasis you should talk to Tree Father Birch. Youll find out that he wants to stop the tree from growing in order to save the Oasis from being noticed by other wastelanders. Now find Leaf Mother Laurel. She wants to increase the growth of Harold in order to share this wonder with the rest of the world. Either way, you will gain possession of two potions. Birchs sap may be used to stop Harolds growth and Laurels liniment will increase his growth. Like Ive already said, you can make up your mind after reaching your current destination. For now focus on finding Branchtender Cypress and ask him to give you a key to the caves. You may finally go to a passageway (scren) leading to Oasis caves.

The caves are being occupied by radroaches and mirelurks (all kinds standard, hunters and rare kings). Use some of the most powerful weapons to prevent mirelurks from getting too close. Eventually youll get to a small pond (screen). Jump into the water and use an underwater tunnel to get to a new area of the caves. Dont forget to use RadAway after leaving the water, because youll probably receive large doses of radiation. Find a small door leading to Flooded chambers. From now on youll encounter even more mirelurk hunters. Keep pushing forward until youve reached the heart of the big tree.

Other endings: Approach the heart and press the action key. Youll be presented with a list of three actions. If you decide to destroy Harolds heart you will also destroy the tree he was living in. Im sure that youll be interested to hear that choosing this outcome is awarded with a Barskin perk. Go back to the grove and talk to Tree Father Birch. You can use Birchs sap to stop Harolds growth. Obviously this will make Tree Father Birch very happy. You can find him near Harold, in the grove. You can to talk to him and to Harold. The rewards are druids outfit and a rocket launcher. The best possible solution is to use Laurels liniment, increasing Harolds growth. Once again, you must go back to the grove. Talk to Harold and to Leaf Mother Laurel. The old lady will inform you that certain inhabitants of the Oasis have prepared gifts for you. The rewards are villagers hood and Brotherhood outcast power armor. You should also know that before leaving the village it would be wise to talk to a girl who goes by the name of Sapling Yew. For your help youll receive a bear charm (speech increased by 10 points worn automatically). Either way, after choosing an action from the list you must exit the caves. You could go back the same way youve used before, but theres a quicker path. Find an unexplored passageway near the heart. It leads to the Damp cave. Keep heading forward until youve reached a new pond (screen). Kill other mirelurks from a safe distance before jumping down. Head to the water and swim through an underwater tunnel. Eventually youll get to a door leading to Oasis grove.

Capitol Wasteland
Maps of the world
Main maps

Detailed map sector 1

Map legend: 1 Raven Rock 2 MDPL-05 Power Station 3 SatCom Array NW-07c 4 Abandoned Car Fort 5 SatCom Array NW-05a 6 Broadcast Tower KB5 7 Deatchlaw Sanctuary 8 Mount Mabel Campground 9 Ford Constantine 10 SatCom Array NN-03d 11 Dickerson Tabernacle Chapel 12 Mason Dixon Salvage 13 Drowned Devils Crossing 14 WKML Broadcast Station 15 The Silver Lining Drive-In 16 Faded Pomp Estates 17 Roosevelt Academy

Detailed map sector 2

Map legend: 1 MDPL-21 Power Station 2 Oasis 3 Clifftop Shacks 4 Broadcast Tower LP8 5 Montgomery County Reservoir 6 Reclining Groves Resort Homes 7 Paradise Falls 8 Germantown Police Headquarters 9 MDPL-13 Power Station 10 Minefield

Detailed map sector 3

Map legend: 1 Vault 92 2 Old Olney 3 The Republic of Dave 4 Chaste Acres Dairy Farm 5 MDPL-16 Power Station 6 Greener Pastures Disposal Site 7 Relay Tower KX-B8-11 8 Grisly Diner 9 Temple Of The Union

Detailed map sector 4

Map legend: 1 Shalebridge 2 MDPL Mass Relay Station 3 Five Axles Rest Stop 4 Broadcast Tower KT8 5 Rockbreakers Last Gas 6 Vault 87 7 Everglow National Campground 8 Little Lamplight 9 Jalbert Brothers Waste Disposal 10 VAPL-58 Power Station 11 Fort Bannister

Detailed map sector 5

Map legend: 1 Arefu 2 Northwest Seneca Station 3 Hallowed Moors Cemetery 4 Meresti Trainyard 5 Agathas House 6 Hamiltons Hideaway 7 Moonbeam Outdoor Cinema 8 Fordham Flash Memorial Field 9 Big Town 10 Kaelyns Bed & Breakfast 11 Vault 106 12 Jury Street Metro Station 13 Springvale School 14 Springvale 15 Vault 101

Detailed map sector 6

Map legend: 1 AntAgonizers Lair 2 Canterbury Commons 3 Robot Repair Center 4 Scrapyard 5 Wheaton Armory 6 Vault 108 7 Corveg Factory 8 Bethesda Ruins 9 Chryslus Building 10 Rock Creek Caverns

Detailed map sector 7

Map legend: 1 Yao Guai Tunnels 2 Charnel House 3 Smith Caseys Garage 4 Evergreen Mills 5 Girdershade 6 Jockos Pop & Gas Stop 7 VAPL-66 Power Station 8 VAPL-84 Power Station 9 F. Scott Key Trail & Campground 10 Dunwich Building 11 RobCo Facility 12 Warrington Trainyard 13 Tenpenny Tower 14 Warrington Station

Detailed map sector 8

Map legend: 1 Megaton 2 Fort Independence 3 Fairfax Ruins 4 Red Racer Factory 5 Cliffside Cavern 6 The Overlook Drive-In 7 Andale 8 Nuka-Cola Plant

Detailed map sector 9

Map legend: 1 Super-Duper Mart 2 Wilhelms Wharf 3 Sewer Waystation 4 Flooded Metro 5 Arlington Cemetery North 6 Grayditch 7 Mama Dolces 8 Arlington Cemetery South 9 Marigold Station

10 11 12 13 14 15 16 17 18

Falls Church Metro Falls Church North Falls Church East Citadel Hubris Comics Mason District South Alexandria Arms Flooded Metro Arlington Library

Detailed map sector 10

Oznaczenia na mapie: 1 Farragut West Metro Station 2 Chevy Chase North 3 Friendship Heights 4 Chevy Chase East 5 National Guard Depot 6 Vernon Square North 7 Vault-Tec Headquarters 8 Takoma Industrial Factory 9 Takoma Park 10 Vernon Square East 11 Galaxy News Radio 12 Dupont North-East 13 Dupont West 14 Dupont Station

15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50

Georgetown West Dupont East Georgetown North Vernon Square Station Statesman Hotel Our Lady Of Hope Hospital Anchorage Memorial Dry Sewer Dukovs Place Georgetown South The Mall North-West Lincoln Memorial The Mall South-West Georgetown East Museum Of History The Washington Monument White House Pennsylvania Avenue North-West The Mall North-East The National Archives Museum Of Technology Capitol Building Pennsylvania Avenue South Pennsylvania Avenue North Metro Central Pennsylvania Avenue East Seward Square North-West Seward Square North Reillys Rangers Compound Seward Square South-East Irradiated Metro Lenfant Plaza Lenfant South Anacostia Crossing Station Rivet City Jefferson Memorial

Alphabetical list of primary locations


LOCATION NAME Abandoned Car Fort Agathas House Alexandria Arms Anacostia Crossing Station Anchorage Memorial Andale AntAgonizers Lair Arefu Arlington Cemetery North Arlington Cemetery South Arlington Library Bethesda Ruins Big Town Broadcast Tower KB5 Broadcast Tower KT8 Broadcast Tower LP8 Canterbury Commons Capitol Building Charnel House Chaste Acres Dairy Farm Chevy Chase East Chevy Chase North Chryslus Building Citadel Cliffside Cavern Clifftop Shacks Corveg Factory Deatchlaw Sanctuary Dickerson Tabernacle Chapel Drowned Devils Crossing Dry Sewer Dukovs Place Dunwich Building SECTOR 1 5 9 10 10 8 6 5 9 9 9 6 5 1 4 2 6 10 7 3 10 10 6 9 8 2 6 1 1 1 10 10 7

Dupont East Dupont North-East Dupont Station Dupont West Everglow National Campground Evergreen Mills F. Scott Key Trail & Campground Faded Pomp Estates Fairfax Ruins Falls Church East Falls Church Metro Falls Church North Farragut West Metro Station Five Axles Rest Stop Flooded Metro (x2) Ford Constantine Fordham Flash Memorial Field Fort Bannister Fort Independence Friendship Heights Galaxy News Radio Georgetown East Georgetown North Georgetown South Georgetown West Germantown Police Headquarters Girdershade Grayditch Greener Pastures Disposal Site Grisly Diner Hallowed Moors Cemetery Hamiltons Hideaway Hubris Comics Irradiated Metro Jalbert Brothers Waste Disposal

10 10 10 10 4 7 7 1 8 9 9 9 10 4 9 1 5 4 8 10 10 10 10 10 10 2 7 9 3 3 5 5 9 10 4

Jefferson Memorial Jockos Pop & Gas Stop Jury Street Metro Station Kaelyns Bed & Breakfast Lenfant Plaza Lenfant South Lincoln Memorial Little Lamplight Mama Dolces Marigold Station Mason District South Mason Dixon Salvage MDPL Mass Relay Station MDPL-05 Power Station MDPL-13 Power Station MDPL-16 Power Station MDPL-21 Power Station Megaton Meresti Trainyard Metro Central Minefield Montgomery County Reservoir Moonbeam Outdoor Cinema Mount Mabel Campground Museum Of History Museum Of Technology National Guard Depot Northwest Seneca Station Nuka-Cola Plant Oasis Old Olney Our Lady Of Hope Hospital Paradise Falls Pennsylvania Avenue East Pennsylvania Avenue North

10 7 5 5 10 10 10 4 9 9 9 1 4 1 2 3 2 8 5 10 2 2 5 1 10 10 10 5 8 2 3 10 2 10 10

Pennsylvania Avenue North-West Pennsylvania Avenue South Raven Rock Reclining Groves Resort Homes Red Racer Factory Reillys Rangers Compound Relay Tower KX-B8-11 Rivet City RobCo Facility Robot Repair Center Rock Creek Caverns Rockbreakers Last Gas Roosevelt Academy SatCom Array NN-03d SatCom Array NW-05a SatCom Array NW-07c Scrapyard Seward Square North Seward Square North-West Seward Square South-East Sewer Waystation Shalebridge Smith Caseys Garage Springvale Springvale School Statesman Hotel Super-Duper Mart Takoma Industrial Factory Takoma Park Temple Of The Union Tenpenny Tower The Mall North-East The Mall North-West The Mall South-West The National Archives

10 10 1 2 8 10 3 10 7 6 6 4 1 1 1 1 6 10 10 10 9 4 7 5 5 10 9 10 10 3 7 10 10 10 10

The Overlook Drive-In The Republic of Dave The Silver Lining Drive-In The Washington Monument VAPL-58 Power Station VAPL-66 Power Station VAPL-84 Power Station Vault 101 Vault 106 Vault 108 Vault 87 Vault 92 Vault-Tec Headquarters Vernon Square East Vernon Square North Vernon Square Station Warrington Station Warrington Trainyard Wheaton Armory White House Wilhelms Wharf WKML Broadcast Station Yao Guai Tunnels

8 3 1 10 4 7 7 5 5 6 4 3 10 10 10 10 7 7 6 10 9 1 7

Other
SUBWAY TUNNELS:

Take notice that some of these subway stations might not be accessible. You should also know that most of the tunnels are being occupied by feral ghouls, raiders, molerats and supermutants.

MAP OF RAVEN ROCK:

Raven Rock is divided into three separate sectors and you can use passageways marked as yellow lines to travel between them.

Detailed maps
Big Town

Map legend: 1 draw bridge leading to the main area of the city; 2 doors to Town hall; 3 door to The Clubhouse; 4 door to Common house; 5 doors to Reds clinic

The Underworld

Map legend: 1 gate to Museum of History entrance; 2 doors to Ninth Circle; 3 doors to Chop Shop; 4 doors to Carols place; 5 Underworld Outfiiters; 6 - toilets

Megaton

Map legend: 1 main gate to Capitol Wasteland; 2 Lucas Simmss house; 3 water processing plant; 4 Craterside Supply; 5 restrooms; 6 clinic; 7 Children of Atom; 8 armory; 9 Moriartys Saloon; 10 Billy Creels house; 11 common house; 12 Nathan and Manyas house; 13 Lucy Wests house; 14 Mr Burkes house; 15 Jerichos house; 16 The Brass Lantern; 17 your house (if you resolve Megatons problem by disarming the bomb)

Rivet City
RIVET CITY MARKET

Map legend: 1 doors to Capitol Wasteland; 2 door to Upper/Middle deck; 3 Flak N Shrapnels; 4 Rivet City Supply; 5 Garys Galley; 6 A Quick Fix; 7 Potomac Attire

UPPER DECK

Map legend: 1 door to Rivet City market; 2 door to staircase; 3 door to Science lab; 4 Weatherly hotel; 5 Rivet City clinic

MIDDLE DECK

Map legend: 1 door to Rivet City market; 2 door to staircase; 3 doors to Science lab; 4 common room; 5 museum (Capitol Preservation Society); 6 Saint Monicas church

Tenpenny Tower
LOBBY

Map legend: 1 main gate to Capitol Wasteland; 2 entrance to the subway; 3 elevator to Penthouse suites; 4 doors to Tenpenny suites; 5 Cafe Beau Monde; 6 - Boutique Le Chic; 7 clinic Welness Center; 8 Federalist Lounge; 9 New Urban Apparel; 10 - restrooms

PENTHOUSE SUITES

Map legend: 1 elevator to the Lobby; 2 your apartment (only if you decide to follow Burkes orders and destroy Megaton); 3 Allistair Tenpennys apartment; 4 door to Tenpenny Tower (top floor)

Main locations
Andale
AREAS OF INTEREST - A very interesting miniquest is tied to this location. Once youve arrived at Andale explore two houses, occupied by the Smiths and the Wilsons. You can talk to the owners of the houses if you want to. After that locate a house owned by Harris. The old man will advise you to leave Andale immediately, because of the stranger occurrances in the area. If you want to find out what the secret of both families is, check basements of their homes or an abandoned shack (screen). You can break into each room with your lockpicking skill or you can use a key. The easiest way to obtain the key is to explore bedrooms of each of two houses, however you can also acquire a key from Megaton Moriartys saloon. You would have to gain access to a small supply room. The most dangerous way is to steal one from the members of both families. Go inside one of the basements or explore the shack. Youre going to make a shocking discovery. Try leaving the room and youre going to be surrounded by both families. Youve got several choices here. You can ally yourself with the canibals and allow them to continue capturing wastelanders and eating them. If you choose this outcome, it would be wise to betray Harris by saying that he was the one who wanted you to see this. Linda Smith would also give a very unusual gift a strange meat pie. If you decide to fight the cannibals, make sure that you focus on eliminating enemies equipped with more powerful weapons. Once youve killed members of moth families go back to the old man Harris and talk to him. Youll find out that he has decided to raise the children on his own.

The National Archives


AREAS OF INTEREST - Explore the main hall of The National Archives and you should be able to find a terminal. Youll be allowed to participate in a contest that will put your knowledge of American history to a test. There are eight different questions you must answer before collecting a reward. Here are the correct answers: Question one Second Continental Congress; Question two Thirteen; Question three John Hancock; Question four 56; Question five Ratification; Question six King George III; Question seven Happiness; Question eight Thomas Jefferson. Confirm that you want to collect a reward. Close this terminal and proceed to a nearby computer. Use the voucher and choose your prize. You can take glamorously grape mentats (improved charisma), brilliantly berry mentats (improved intelligence) or observantly orange mentats (improved perception).

Arefu
AREAS OF INTEREST - If youve been able to achieve a positive outcome to Blood Ties side quest you will be awarded with some new interactions with the villagers in Arefu. Evan King will grant you with rewards each day, including ammunition, grenades and mines. Karen Schenzy will mark new locations on your Pip-Boy. Ken Ewers will offer to repair your items for a small prize. SHOPPING - Ken Ewers (Arefu Ewers residence) repairing items

Capitol building
AREAS OF INTEREST - Im sure youll have lots of problems trying to get to the Capitol building. Youll probably have to go through a large battlefield populated by the strongest variations of supermutants. I wouldnt recommend going there unless youre wearing a good armor and using most powerful weapons. You should also have an ally at your side. The area around Capitol building is defended by supermutants, Enclave units and even Talon mercenaries. There are two main entrances to the building, however I would recommend gaining access to the western wing. There are even more enemy units waiting for you inside. Keep pushing forward until youve reached a rotunda. Notice a large behemoth (screen). In order to slay this beast you should use a fatman. Fire at least two mini-nukes at the target. If you dont have a fatman, inspect the body of a killed mercenary. Obviously you should examine behemoth for additional supplies. Youll be rewarded with random items.

Canterbury Commons
AREAS OF INTEREST - During your first visit to Canterbury Commons youll witness a large battle taking place between two armies. They are being controlled by The Mechanist and the AntAgonizer. I wouldnt recommend attacking the creatures nor the superheroes. Allow them to leave the city. Youll deal with both sides during Superhuman Gambit quest. SHOPPING - Uncle Roe (Canterburry Commons) repairing items - Joe Porter (Canterburry Commons) selling food

Hallowed Moors cemetery


AREAS OF INTEREST - You should consider inspecting this area while completing a side quest connected to Big Town. There are a lot of supermutants and centaurs outside the church and a small group is also present in the chapel. Make sure that youve been able to slay all the beasts. Find an imprisoned civilian (screen) and rescue him (or her). You can do this by approaching your target, pressing the action key and choosing to untie the civilian. You wont receive any items for this, but your karma will be slightly increased. I would also recommend that you act in an identical manner each time you come across a slave camp ruled by supermutants or slavers. Make sure to explore the surrounding area for guns and ammunition!

Citadel
AREAS OF INTEREST - Id strongly recommend that you talk to Elder Lyons during your first stay in the Citadel. Ask him to allow you to participate in a training. Lyons will send you to talk to Gunny who can be found in the courtyard. Talk to Gunny and youll receive a Power armor training perk. From now on you may use power armors used by Brotherhood of Steel, Enclave and other fractions. - Find Durga in the armory (science laboratory). Youll find out that you wont be allowed to trade with Brotherhood of Steel unless youve received clearance from Elder Lyons. Talk to the old man and ask him to grant you access to the supplies. - Scribe Rotchild can tell you something about a large robot called Liberty Prime which is being built by the brotherhood. You can also read data from a nearby terminal. You wont have to repair the robot and you should also know that itll be used at the end of the game. - Scribe Jameson will make you a proposal, concerning finding items connected to the brotherhood. You will be given a chance to collect holotags and holotapes tied to Broherhood soldiers. For each finding youll receive bottle caps or useful supplies. - If you go to Citadel B ring you should be able to come across a malfunctioning robot, called Sawbones. If you allow the machine to diagnoze your body you will receive massive injuries by mistake. You can resolve this problem by sharing your knowledge in science. If you succeed, not only youll teach Sawbones to operate patients properly, but youll also be

given a free healing. - Try talking to Knight Captain Gallows. He wont answer and you should also avoid saying anything. Choose not to say a word a few times and hell end your conversation by informing you that apparently you understand each other. You may now talk to one of other paladins and youll be informed that theres a bet on finding out his real name. Go back to Gallows and try to extract that information from him. He should tell you that his name is Irving, as long as youre persuasive enough. Go back to paladin Glade with this information and hell reward you with 1000 bottle caps. TEAM - Cross You should encounter Star Paladin Cross during your first visit to the Citadel. Cross will make a proposal to travel as a team, but only if youre playing as a good character. Otherwise shell refuse to cooperate. I would recommend accepting her offer. SHOPPING - Scribe Peabody (Cytadela) repairing items - Scribe Rotchild (Cytadela) repairing items - Scribe Bowditch (Cytadela) repairing items - Knight Captain Durga (Cytadela laboratorium) selling and repairing items OTHER SERVICES - Sawbones (Cytadela okrg B) healing (only if you repair him)

Big Town
AREAS OF INTEREST - In order to receive healing from Red you must first save her, because shes been kidnapped by the supermutants. Read the description for Big trouble in Big Town side quest on how to do it. Talk to Pappy once youve completed this mission and hell offer you better prices for his goods and services (repairing items). - Make sure that you visit Reds clinic in Big Town. Look around the clinic and youll notice a dying boy (Timebomb) on the table. You can end his suffering, but a better solution is to try and heal him. Obviously your medicine skill must be high in order for the operation on Timebomb to end with a success. The boy will thank you for helping him, but Reds reward is something you should be looking forward to. She will heal your injuries for free (!!) from now. Sadly this doesnt apply to fighting off the radiation. - Once youve officially completed Big trouble in Big Town quest you can ignore helping the villagers in dealing with a supermutant counterattack. If you return here later on during the course of the game theyll probably be dead and you may also encounter a man stealing away their collectibles. SHOPPING - Pappy (Big Town) selling and repairing items OTHER SERVICES - Czerwona (Big Town) healing, lowering radiation, selling medical supplies

Evergreen Mills
AREAS OF INTEREST - Inspect the central area of Evergreen Mills and youll notice a large pen. Youll also find out that a huge supermutant behemoth is being held inside the pen. I would recommend that you free the beast, because itll kill a lot of slavers for you. Obviously you can also open the pen to kill the behemoth. Use a minigun, a rocket launcher or a fatman (preferred choice) to eliminate it. Just make sure that it doesnt get too close and you should be fine. - If you decide to go to Evergreen Mills Bazaar youll meet a friendly trader who goes by the name of Smiling Jack. Obviously you can trade with him, but I would recommend killing him, especially since you wont lose any karma over it. Instead youll gain possession of his items (including the ones in his locker). - Slaves are being held outside the factory and you can spend some time trying to free them. In order to do that you must gain possession of a key to slaver pens in Evergreen Mills. Dont forget to open both cages. Freeing the slaves will increase your karma. SHOPPING - Smiling Jack (Evergreen Mills Bazaar) selling and repairing items

Nuka-Cola plant
AREAS OF INTEREST - I would recommend that you visit the Nuka-Cola plant soon after youve decided to take on Nuka-Cola challenge. There arent too many Nuka-Cola Quantum bottles inside the facility, but instead you may find out where to look for the shipments. Your objective is to get to the northern part of Nuka-Cola plant factory floor section. You should know that the factory is being protected by a lot of robots, including semi-powerful protectrons. You must find a robot called Milo. The robot is a working as a shipping foreman. During the initial conversation you can pretend to be the owner of the factory (screen) and order him to give you shipping numbers. Milo will then give you a password to a nearby terminal. Enter the next room and access the terminal. Find out where the bottles of Quantum Nuka-Cola were sent. You should receive info on three locations.

- Once youve acquired the information on the shipments from the computer you can begin your search of the crates or you can continue exploring the factory. I would recommend that you eliminate Milo, because you wont receive bad karma and instead youll be allowed to collect two items a research department safe key and an access code to the terminal in the store. Theres a passageway nearby and it leads to Nuka-Cola plant offices. Go there now, but be careful, because youll be dealing with a very powerful version of mirelurks. Use your strongest guns to take them down and dont travel alone. Proceed to a lower floor and then go to the room located in the south-west (screen). Find the body of Winger Mercier. Examine it, take the note and read it. Youll find out about the formula for Nuka-Cola Clear and about planned meeting near Red Racer Factory.

Make sure that the key is in your possession and go back to Nuka-Cola plant factory floor. Head back to the main entrance to the factory and explore one of the western rooms.

Its going to be a rather small laboratory (Research Department). Locate a safe on the wall (screen) and use your newly acquired key to open it. Take RadAway and the formula for Nuka-Cola Clear. You may exit the factory. Proceed to the Red Racer factory which is located to the north of Nuka-Cola plant. Once youve arrived youre going to be stopped by Goalie Ledoux. You can inform members of this organization about Merciers death or you can do business with them right away. In exchange for the formula members of this gang will award you with 250 bottle caps, but you can convince them (speech) to pay you 400 caps.

RobCo facility
TEAM - Tinker Joe can be found outside RobCo facility. I would recommend talking to him, because he can sell a robot, called Sergeant RL-3. This is only available if youre playing as a neutral character. Sergeant can bea nice addition to the team, but sadly you will have to pay for him. Tinker Joe will demand 1000 bottle caps. SHOPPING - Tinker Joe (RobCo facility) selling items

Falls Church metro


AREAS OF INTEREST - During your first visit to Falls Church metro station youll probably encounter a brohterhood paladin who goes by the name of Hoss. He will ask you to rescue a rookie called Pek. In order to do that you must go to an Office building which can be found to the south of the subway exit. Look at my screen if youre having some difficulties finding the building. Obviously you shouldnt be surprised to encounter supermutants inside the building. Peks body is inside one of the northern rooms. You can brake into this room or you can look for a key. Go back to Hoss. He will thank you for delivering the news and hell reward you with 100 caps.

Fort Bannister
AREAS OF INTEREST - Fort Bannister is the main headquarters of Talon Corporation. This means there are a lot of mercenaries in the area. Furthermore, some of them are using rocket launchers to hunt you down. You must eliminate them before they do any real damage. There are also defense turrets and guard dogs, but they dont pose a serious threat. Sadly, the fort itself doesnt contain any unique items, similiar to T-51 armor from Fort Constantine. Nevertheless, you will come across a brand new fatman if you decide to explore the central bunker. - Instead of wasting your time inside the fort I would recommend moving west, because youll find a large crater in this area (screen). Obviously you should explore the crater. Theres a small radiation in the area (1-2 rads per second), but its worth your efforts, because youll find an alien blaster and some fusion cells. An identical weapon can also found in Greener Pastures so make sure to explore both in order to stack up on ammunition.

Fort Constantine
AREAS OF INTEREST - Im sure that your main motivation to visit this place will be to acquire one of Vault-Tec bobbleheads. This isnt the only item you should be interested in. Fort Constantine is tied directly to a subquest called You gotta shoot em in the head, so before you decide to explore the inside of the fort make sure that you have three special keys from Dave, Ted Strayer and Dukov. Dont forget that you can acquire the keys from Crowley if you gave them to him earlier. Once youve reached Fort Constantine you should ignore a large road leading to the top of the hill, because you would have to fight a lot of robots along the way. Instead you choose locate a small hut which will lead you to Fort Constantine CQ quarters. Enter the building and use the stairs to get down to the basement. Examine the contents of the safe. Collect a figurine and launch codes. Now you may proceed towards the first locked door (screen). Use one of the keys to open the door and travel to Launch control bunker.

Keep pushing forward and eliminate anyone who stands in your way. Youll be dealing with all sorts of robots, including robobrains and sentry bots. Dont forget to explore surrounding rooms, because most of them contain useful items. Each time youve explored an area use the stairs to get to the next one. Eventually youll get to a door where youll have to use the second key from Crowleys quest. Travel to Bomb storage. Proceed to the left door after reaching this new area. Use the final third key and youll find yourself standing inside some kind of a laboratory. Collect the fatman and a few mininukes. After that approach the terminal (screen) and unlock access to a prototype armor. You may finally collect T-51b power armor and T-51b helmet. Now you have to decide whether you want to keep exploring the fort on your own or go back to the surface.

Fort Independence
AREAS OF INTEREST - Fort Independence is the main base for brotherhood outcasts. They should be neutral towards you when you visit this area for the first time, however this can change if you decide to enter the fort. Once youve arrived at Fort Independence youre going to be greeted by Defender Morgan. You can talk to her right away or you can assist brotherhood outcasts in dealing with the raiders. If youre polite enough, Morgan will allow you to talk to Protector Casdin. - Protector Casdin will have an interesting assignment for you. Hes interested in acquiring new technology and hell pay you for each invention you decide to bring him. You should also know that he can pay you in 5.56mm ammunition, stimpacks, frag grenades and RadAways. Casdin is interested mostly in various types of power armors, including the unique models. You can also bring him motion sensors, laser rifles and plasma rifles. I wouldnt recommend giving him an alien blaster which you may have found by now, because youll need this weapon to take down strong creatures and his reward isnt good enough. - If you want to take a peek into Fort Independence, youll have to acknowledge the fact that all brotherhood outcasts are going to become hostile towards you. In this case you should start by eliminating all the people standing in front of the entrance, including Morgan and Casdin. Check their bodies and youll find an access card to the fort. Use the card to gain access to Fort Independence. I guess you wont be surprised to hear that more brotherhood

outcasts will be waiting for you inside the fort. You shouldnt fight more than two of them at the same time, because theyre heavilly armored and theyre using powerful guns. Located a door leading to a Lower level. Continue exploring the fort. Your final destination should be an armory. Look at my screen if you somehow cant find it. There are a lot of useful items inside the armory, including a minigun and plasma rifles. The most precious item here is a weapon called Miss Launcher. Basically its a rocket launcher, but it works more like a grenade launcher. Dont forget to collect ammunition, explosives and medical supplies from the armory.

Girdershade
AREAS OF INTEREST - During your conversation with Ronald Laren you can hand him over a package from Garza (Rivet City). Its going to be a naughty nightwear which youve probably collected while trying to complete Those! quest. Obviously you should ask Ronald to pay you for your trouble, but this can only be achieved by winning a speech challenge. - Sierra Petrovita will mention a secret recipe and one of the ingridients is going to be a Nuka-Cola Quantum. This can only be achieved if youre persuasive enough. If you succeed, youll gain possession of a recipe for Mississippi quantum pie.

Grayditch
AREAS OF INTEREST - Once youve completed Those! subquest and if you didnt make doctor Lesko angry you can visit the scientist. You can find him in his house. The exact location is Grayditch abandoned shack. Lesko will have a proposition for you. If you agree to help him, he will pay you 40 bottle caps for each fire ants nectar you bring him. I would recommend that you begin collecting nectar much earlier, so you wont have to waste time trying to find dead ants.

Hubris Comics
AREAS OF INTEREST - I would recommend visiting Hubris Comics building if you want to find out true identities of the superheroes from Canterburry Commons. Besides that, theres also one more interesting thing to do here. Enter the main building, marked as Hubris Comics publishing. Get ready to dispose of large numbers of feral ghouls. Your objective is to proceed to the eastern section of the building. Locate a room with a Beta testing sign on the wall. Enter the room and proceed to a lower level. Watch out for traps! Find an active computer Reign of Grelok (beta). Obviously you can use it to take part in the game.

This is a very simple game. The objective is to choose proper actions from the list. Heres the list of actions you must choose in order to succeed: 1) Travel north; 2) Look around; 3) Examine the blinking object; 4) Travel south; 5) Travel west; 6) Look around; 7) Talk to the wizard; 8) Travel east; 9) Travel south; 10) Look around; 11) Talk to the blacksmith; 12) Travel north; 13) Travel north; 14) Use magical sword on Grelok. Dont expect nothing more than a simple congratulations screen. You can retry the game if you want to, because there are some optional tasks you may participate in.

Dickerson Tabernacle Chapel


AREAS OF INTEREST - If you try to get closer to the chapel, youre going to be automatically attacked by a sniper called Drifter (screen). I would recommend running towards the chapel and eliminating him from a smaller distance. Inspect his dead body and youll gain possession of an excellent reservists rifle. Also, if you havent been to the Oasis yet, itll be marked on your personal map.

Vault 101 (return)


AREAS OF INTEREST - Im sure that you remember robot Andy from your birthday party. During your second stay in Vault 101 youll find Andy in the clinic (where you father had his office). If you ask Andy whats going on, youll find out that hes been reprogrammed to become a medical robot. Judging by the state of his patient, hes not good at what hes doing. :-) - I would also recommend that you inspect the main office in the clinic. Thats where James had his office. Notice a tablet on the wall (screen). You werent able to open it before, but nows your chance. Obviously you must raise your lockpicking skill to succeed. There are some bottle caps hidden inside, as well as a holotape, however you should be only interested in a schematic for a rock-it launcher.

OTHER SERVICES - Butch (Vault 101 lower level) changing hair

Vault 106
AREAS OF INTEREST - Youll probably want to visit this vault only for one purpose to acquire a Vault-Tec bobblehead. You wont find any other valuable items inside the vault. Instead, youll witness a lot of hallucinations, especially near the reactor. You can look around for Overseers notes on the situation and youll find out that the hallucinations are an effect of a gas being released into the system. Youll probably encounter at least a few vault inhabitants, but theyll be hostile towards you. Thankfully, theyre easy to kill and you wont receive negative karma for eliminating them.

Krypta 108
AREAS OF INTEREST - Just as before, you should consider taking a trip to this crypt only if you have plans of acquiring a Vault-Tec bobblehead (this particular one is very valuable, because it can raise your charisma by one point). The inside of the vault is being occupied by cloned citizens. I guess you wont be surprised to hear that theyll be hostile towards you. Eliminating the army of clones shouldnt be a problem. You can search for information about them, however its optional.

Little Lamplight
AREAS OF INTEREST - Knock Knock is a sheriff around here. You can listen to her telling you a joke (usually a bad one ;-)) or you can repay by telling a story. At the beginning of the game youre only allowed to tell the story of your escape from Vault 101, however new options will become available upon completion of Following in his footsteps and American dream quests. - You may encounter Sticky near the entrance to the Little Lamplight. Sticky will ask you to take him to Big Town, because hes too old to live here and hes been banished by the rest of the kids. You can agree to help him, but he would only have a party hat for you. :-) - Zip tends to travel throughout the entire Little Lamplight. You can agree to do business with him if you manage to catch him. If you have a Nuka-Cola bottle he can give you something else in return. Usually its ammunition or a stimpak. - Biwwy wants to you sell you his wazer wifle. You can pay him 500 bottle caps for this weapon or you can persaude him to give you the gun for free (Child at heart perk is requried here). The rifle is very good and you should take effort in acquiring it. - Princess can be found near the northern exit (its the one leading to Murder pass). Youll probably notice that she has a nasty attitude. Once youve rescued the kids from Paradise Falls talk to Sammy and if youre convincing enough youll find out some interesting facts about the Princess. Return to her and use that knowledge against her. For example, you can tell her that the mayor is in love with Lucy. SHOPPING - Knich Knack (Little Lamplight Knick Knacks souvenirs) selling and repairing items - Eclair (Little Lamplight caves) selling food OTHER SERVICES - Lucy (Little Lamplight caves) healing, lowering radiation, selling medical supplies - Joseph (Little Lamplight caves) changing hair

Megaton
AREAS OF INTEREST - Youll probably encounter Michael Masters near the entrance to Megaton. You can give him some refined water and in return youll notice that your karma has been increased. - Confessor Cromwell can be found near the large bomb or inside Megaton Children of the Atom church. You can find out more about his organization and about his beliefs or you can decide to contribute by giving him caps (no more than 100 at a time). Doing so will increase your karma by the exact number of caps youve given him. - Walter can be found in Megaton Water processing plant. Talk to him and youll find out that he has some problems with a few leaks. Agree to help him and use my map (screen) to locate these areas. You should know that your repair skill must be raised to at least 30 points in order for the actions to succeed. Each time you must approach a leak and press the action key. Once youve done your chores, go back to Walter and hell reward you with 200 caps. From now on you can also deliver scrap to him, because hell need it to make additional repairs.

- Doc Church can be found in Megaton clinic. Talk to him and if you win a speech challenge or show off with a high knowledge in medicine hell mention that one of the inhabitants of Megaton is a drug addict. Once youve acquired this knowledge go to Megaton Water processing plant at night. Ignore Walter and proceed to a small room in the back. Talk to Leo Stahl and inform him that you know about his addiction. There are many ways to solve this problem. You can threaten Leo that youll tell the rest of the folks about the secret and demand drugs or money in return. You can also help him fighting off the addiction. If you convince him to stop using drugs, he will give you a key to his stash. Collect drugs, because theyre very valuable. - Once you found your way to Megaton Moriartys saloon you can spend some time in the back. You should be able to find Moriartys terminal. The password is lotsacaps and you can receive it from Nova. There are a lot of interesting information on Megaton citizens and guests in the computer. One of the messages is about James (your father). - Theres a computer terminal in Megaton The Brass lantern. If you manage to hack into the system youll be allowed to open a nearby safe. There are 300 bottle caps in the safe.

Naturally taking the money will lower your karma and youll also have to avoid being seen. - Opening the door to Megaton Armory is not going to be easy, because the lock is very sophisticated. Youll probably want to return here later on. Theres a hostile robot called Deputy Steel inside. Destroy the robot with your primary weapon or hack into the terminal quickly, because youll be allowed to disable it. Obviously youll find a lot of guns and supplies inside the armory. Dont forget to examine the contents of the safe. - If you have nothng against using cheats (game codes) to find easter eggs, use noclip to fly towards a sniper called Stockholm. Hes stationed above the main entrance to Megaton. He will be very surprised to see that you found your way to his post. :-) TEAM - Jericho He can be found wandering the streets of Megaton, spending his free time in Moriartys saloon or resting in his house. You must be playing as a negative character, because otherwise he wont agree to your offer. Also, even if he does, hell require you to pay 1000 bottle caps for his services. Nonetheless, you should consider teaming up with him, especially if you want to haver a good companion from the start of the game. SHOPPING - Jenny Stahl (Megaton) selling food - Gob (Megaton Moriartys saloon) selling food (be polite towards him youll raise karma and get better prices for his goods) - Moira Brown (Megatona Craterside supply) selling and repairing items, decorating your house in Megaton OTHER SERVICES - Doktor Church (Megaton Clinic) healing, lowering radiation, selling medical supplies - Nova (Megaton Moriartys saloon) providing bed

Meresti trainyard
AREAS OF INTEREST - You can acquire two unique weapons while exploring the trainyard, however this can only be done if you agree to lowering your karma. The first weapon can be found in a locker in Vances quarters. You must have a key or 75 points spent on lockpicking to gain access to the locker. Open it and take vampires edge. As for the other weapon, youll have to take it directly from Vance. Its a shishkebab one of the weapons you can manufacture yourself if you find proper plans. SHOPPING Karl (Meresti trainyard) selling and repairing items

Museum of history
AREAS OF INTEREST - During your first visit to Museum of history Underworld you are going to be greeted by a friendly ghoul called Winthrop. Hell tell you that the Underworld is the home for the ghouls. You can agree to his proposal hell give you RadAway, Rad-X or a stimpak for every 5 scraps of metal you bring him. - Go to the Chop Shop and examine Reillys body. She can be found lying on one of the beds. Listen to a short statement made by doctor Barrows and force him to wake up Reilly. As a reward youll be allowed to start Reillys Rangers subquest and youll also receive a key to Reillys hideout. - During your conversation with Carol (she lives in Carols place) you can mention Gob a friendly ghoul youve met in Megaton. - Azhurkal will be more than happy to buy Soil Stradivarius (violin) from you. This item is required to complete Agathas song subquest. His initial offer is going to be 200 bottle caps, but you can try negotiating with him. I would recommend selling him the violin only if you plan on recruiting Charon. The reason is simple Charon is going to kill his master when he joins you and this will allow you to take back the violin from Azhurkal. You can also use your stealth skills to steal the Soil Stradivarius, but that would result in minor karma losses. TEAM - Charon Azhurkal from the Ninth Circle bar will make you an offer. Hell mention that Charon is his slave and that youll be allowed to buy him from him. This can go two ways. The easier solution would be to pay Azhurkal. Hell demand 2000 caps, but youll be able to lower that amount significantly if you win a speech challenge. Alternatively you can agree to kill Greta, however the trick is that you cant be seen by any other ghouls. I would recommend waiting for her to exit the Underworld before attacking her. Either way, after acquiring the contract talk to Charon and share the news. Dont be surprised that hell kill his former master. Thankfully hell be more than happy to join you and he wont kill you in your sleep. ;-) SHOPPING - Winthrop (Museum of history - Underworld) repairing items and selling medical supplies - Azhurkal (Museum of history - Underworld) selling drinks and drugs - Tulip (Museum of history - Underworld) selling items - Greta (Museum of history - Underworld) selling food OTHER SERVICES - Doctor Barrows (Museum of history - Underworld) healing, lowering radiation, selling medical supplies - Carol (Museum of history - Underworld) providing bed - Snowflake (Museum of history - Underworld) changing hair

Wilhelms wharf
AREAS OF INTEREST - During your conversation with Grandma Sparkles (shes sitting by one of the tables) you can find out about a group of men. Shell tell you that theyve passed nearby and that they were looking for a Vault citizen. You can brake into her hut if you want to. Aside from a hunting rifle, you wont find anything of interest. SHOPPING - Grandma Sparkles (Wilhelms wharf) selling food

Paradise Falls
AREAS OF INTEREST - While trying to gain access to Paradise Falls youre going to be stopped by a slaver who goes by the name of Grouse. You can perform a task for him (Structly business) and the reward would be gaining access to the inner compound. The exception is when youre playing as a very bad character. You would have been recognized instantly as a friend of the slavers and you wouldnt have any problems entering the compound. Alternatively you could try winning a speech challenge in order to avoid the subquest, but its very difficult to succeed. - Pronto can be found in Paradise Falls Lock and load. Youll find out that hes an unexperienced trader. Pronto will make you an offer. If you deliver him some weapons, he will pay you back by making you his business partner. Hell also promise that hell acquire better guns when his business grows overtime. - You can be a witness to an execution made on a slave by the name of Frank. He was a bartender owned by Ymir. TEAM - Clover Shes one of Eulogys prostitutes. If youre playing as a bad character you will be allowed to make her an offer to join your team. In order to confirm your request you must talk to Eulogy and ask him to sell Clover. His initial reward is going to be 1000 bottle caps, but youll be allowed to barter with him. SHOPPING - Pronto (Paradise Falls Lock and load) selling guns and repairing items - Frank (Paradise Falls) selling drinks OTHER SERVICES - Cutter (Paradise Falls Cutters clinic) healing, lowering radiation, selling medical supplies and drugs

Reillys rangers compound


AREAS OF INTEREST - Youll probably visit this area for the first time while trying to complete Reillys rangers subquest. I would strongly recommend that you talk to Reilly in the first place. You can find her in the Underworld (Museum of history). The main reason is that youll be granted access to the compound, without having to brake in. - Notice that you wont be able to meet other rangers unless youve successfully completed Reillys rangers assignment. - Once youve completed the quest and returned to the compound talk to Reilly again. If youre polite youll be given a second assignment. Reilly will ask you to provide assistance in creating a map of Capitol Wasteland. You should be able to receive a device called GeoMapper. This item will automatically upload new primary locations from your Pip-Boy. I would recommend visiting Reilly from time to time in order to collect rewards (bottle caps) for unlocked locations. - You can inspect the area to the west of Reillys rangers compound if you want to. Look for a small alley between two buildings. You should notice that some lunatic is shouting random words. Follow his voice to get closer to his hideout. Order your companion to stay behind and approach the target area alone. You must be extremely careful, because if youre spotted, the lunatic will blow up this entire area. Approach the western building (screen) and throw a grenade at the madman. Once hes gone you may begin collecting nearby items. You will come across unactive landmines, as well as several mininukes for your fatman!

SHOPPING - Donovan (Reillys rangers compound) repairing items OTHER SERVICES - Butcher (Reillys rangers compound) healing, lowering radiation

Raven Rock
AREAS OF INTEREST - Upon leaving Enclaves base you can meet Fawkes, however this will only occur if you saved him in Vault 87. The beast will not only help you in defeating some of the remaining Enclave soldiers, but will also make an offer to join you. Be warned you must be playing as a good character, because otherwise Fawkes will only clear the area. DRUYNA - Fawkes If you rescued Fawkes during your exploration of Vault 87 you will be allowed to meet him after you successfully escaped from Raven Rock. Like Ive already said, you must have positive karma. He is by far the best teammate you can have. Fawkes is not only strong, but hes also carrying an extremely powerful Gatling laser.

The Republic of Dave


AREAS OF INTEREST - During your visit to The Republic of Dave you are going to be greeted by a young girl named Rachael. It shouldnt be too difficult to convince her to let you in. You can now ask her to take you directly to president Dave or you can find him on your own. Dave can be found inside The Capitol building. - You can ask president Dave to grant you with an asylum. This can be done by giving him 250 bottle caps or by bringing him a hunting rifle. Id strongly recommend choosing the second possibility, because the rifle is used by many bandits, raiders and supermutants, so it shouldnt be a problem to get one. Alternatively you can convince him that youre an ambassador of the wasteland. As a result, you wont have to pay him and you dont have to worry about leaving the republic after 24 hours. - An interesting miniquest is tied to Dave and an upcoming election in his small republic. I guess you wont be surprised to hear that there are a lot of different ways to end this quest. The most obvious solution is to assist Dave in being reelected as a president. In order to do that you must talk to four citizens of his republic Bob, Shawna, Jessica and Rosie. In each case you must convince the citizen to vote (screen). Now you must wait for each person to get to the Capitol building and to put the vote in the urn. The votes will then be counted and Dave will win. The reward for helping him is pathetic 25 bottle caps.

If you dont want to help Dave in getting reelected, you can convince Bob or Rosie to take part in the election as other candidates. Sadly, in order to persuade them you must win a speech challenge. Think about who should win and order everyone to give their votes. Go back to the Capitol building and inform Dave that the urn has been filled with votes. Follow Dave to the urn and wait for him to unlock it. Open the urn quickly (screen) and if youre lucky, he wont have a chance to take all the votes from the urn. Notice that despite other candidates hes still in the lead. Take his votes from the urn and leave only one vote inside for the person you want to win. Dave will be furious that he lost the election and hell inform everyone that hes leaving his republic and going to Old Olney. Talk to the new president and youll receive a password to Daves safe containing Ol Painless rifle. Sadly, if you decide to steal the rifle youll lower your karma.

- If you agreed to help Crowley (You gotta shoot em in the head subquest) you can to talk to Dave about the keys and youll find out that theyre needed to gain access to Fort Constantine. - Before you decide to mess with the election you might want to consider visiting Daves museum during afternoon hours. If you came at the right time, you can take part in a lecture about Daves greatness.

Rivet City
AREAS OF INTEREST - You should be able to encounter a beggar named Carlos near the bridge leading to Rivet City. The situation here is very similiar to Megaton you can him refined water and in exchange youll raise your karma. - Try searching for Mei Wong. She can be found on the top deck of the ship or in Rivet City Middle deck. Talk to Mei and listen to her story about the slavers. You can give her 25 bottle caps, so that she can purchase a weapon to defend herself. In exchange shell inform about the Temple of the Union. Its a safe haven for the ex-slaves. If youre playing as a bad character you can share this knowledge with Sister. - Father Clifford can be found in Rivet City Bridge, Rivet City Upper deck or Rivet City Middle deck. During your initial conversation with him youll find out that hes running Saint Monicas church in Rivet City. You can agree to contribute by giving him bottle caps (max 100 caps at a time). Similiar to Megaton, the amount of caps given to him is equal to amount of karma points gained by performing this good deed. - During your conversttion with Bannon youll find out that Seagrave Holmes is trying to take his place in the city hall. Bannon will ask you to find evidence that would implicate Holmes in shady dealings. Visit Seagraves quartes and if youre thorough, you will come across information that ties him to the slavers. You can use this knowledge both ways. If you share the information with Danvers you will help Bannon and hell lower his prices. If you inform Danvers about an exortion attempt you will help Seagrave and hell lower his prices. - Vera Weatherly can be found in Rivet City Upper deck. Talk to her and she can share gossip about her neighbours. Youll find out that Paulie Cantelli is a junkie trying to fight off his drug problem. She will also tell you about Lopez trying to commit suicide and about Angela Staley being in love with Diego. - Paulie Cantelli (mentioned by Vera) can usually be found in his quarters in Rivet City Middle deck. You can give him psycho if you want to lower your karma. - During your first conversation with Angela Staley youll find out that shes in love with Diego. Sadly they cant be together, because the boy is an acolyte in Saint Monicas Church. You can solve this problem trying to achieve a good or a bad ending. First of all, you can convince Diego that the church should be the most important thing for him and that he should keep ignoring Angela. You can talk to Father Clifford and convince him (by lying) that Angela and Diego are sleeping together. If you want to find a positive outcome, you must gain possession of ant queen pheromones. You can acquire the pheromones if you decide to kill the queen located in Grayditch sewers (Those! subquest). You can also travel to Shalebridge (the queen can be found in Shalebridge tunnels hill) or to Corveg factory. Give the pheromones to Angela (screen). Sadly, she wont give you anything in return, so youre doing this for your personal satisfaction.

- Lopez can be found on the top level of the tanker. Exit the tower and you should notice him standing near the railing (screen). You can convince Lopez to commit suicide, but you would lose a lot of karma points. A better solution is to convince him to leave this area. This can only be done if you talked to Ted Strayer (he can also be found in Rivet City). If you save his life, youll gain karma. Otherwise youll lose a few points.

- Pinkerton will be mentioned by a few of Rivet City citizens and reaching him is required to fullfill two subquests. Obviously it wont be easy to find him. Head over to Rivet City market and choose a passageway leading to a torn part of the ship. You should be standing in front of a large gap (screen). Jump into the water and swim towards an underwater passageway. Itll lead you to a door to Rivet City Broken bow. Youll be dealing with a lot of flooded corridors in this side of the ship. There are also a few mirelurks for you to take care of. Watch out for Pinkertons traps, because theyre difficult to spot. Finding his

hideout shouldnt be hard from here. Dont forget to take at least one RadAway after you leave the water.

- Remember the naughty nightwear you found in Marigold Station? You can give the lingerie to Garza and hell ask you to bring this item to Ronald Laren. Ronald can be found in Girdershade (Nuka-Cola challenge quest). - If explore the top level of the bridge tower you should notice a sealed hatch. You might be able to open the hatch, but you have to raise your lockpicking skill to succeed. Youll find a single defense turret inside the room. Destroy it and explore this room carefully. There are a lot of useful items in the area. - Aside from the main assignment, Abraham Washington from Rivet City Middle deck can reward you for bringing him artifacts tied to the history of the United States. Most of these items can be found inside The National Archives and Museum of history. The only exception is the Soil Stradivarius violin for Agatha (Agathas song quest) found inside Vault 92. Obviously if you decide to give the violin to Abraham, you wont be able to complete the old ladys quest. TEAM - Butch can be found in Rivet City, but only if youve chosen the best outcome to Troubles on the homefront subquest. This means you had to get rid of the Overseer and to convince Vault 101 citizens that its safe to leave the crypt. The exact location of Butch is Rivet City Muddy Rudder. You must be playing as a neutral character in order to be able to ask Butch to join you and to receive a confirmation from him that hell follow you. Butch is a good teammate, so you should consider hiring him. SHOPPING - Flak and Shrapnel (Rivet City market) selling guns and repairing items - Mr Buckingham and Vera Weatherly (Rivet City Upper deck) selling food - Seagrave Holmes (Rivet City market) selling items - Gary Staley (Rivet City market) selling food

- Bannon (Rivet City market) selling clothes and repairing items - Cindy Cantelli (Rivet City market) selling medical supplies and drugs - Belle Bonny (Rivet City Muddy Rudder bar) selling drinks OTHER SERVICES - Doctor Preston (Rivet City Upper deck) healing, lowering radiation, selling medical supplies - Pan Buckingham and Vera Weatherly (Rivet City Upper deck) providing bed - Pinkerton (Rivet City Broken bow) changing appearance - Butch (Rivet City Muddy Rudder bar) changing hair (only if you released other citizens from Vault 101)

Rockbreakers Last Gas


AREAS OF INTEREST - You wont find any items of interest in the immediate vicinity of the gas station. Instead you should travel west using directions provided by my map (screen). Eventually youll get to a small shack located on top of a large mountain. Enter an Abandoned shack and take your time to explore the surroundings. One of the lockers can only be opened if your lockpicking skill has been raised to the maximum. If you do manage to finally open it, you will gain possession of an excellent Victory sniper rifle. Watch out while exiting the shack, because you may be attacked by Talon mercenaries.

Deathclaw sanctuary
AREAS OF INTEREST - Obviously this entire area is swarming with deatchlaws. You will encounter these beasts not only inside the caves, but near the entrance as well. Still you should consider travelling to the sanctuary when you have the chance. The main reason for that is to collect one of the bobbleheads, but youll also find two cool weapons in the sanctuary a ripper (melee weapon) and a Gatling laser. Sadly youll have to explore the entire cave system to get to them.

National Guard depot


AREAS OF INTEREST - A lot of security measures have been put in place in order to ensure the safety of this depot. You will have to watch out mostly for sentry bots, because they can inflict a lot of damage and theyre not easy to kill if you dont have enough EM mines at your disposal. Your objective will be to get to the armory, because you will find miniguns, rocket launchers, armors, medical supplies and drugs inside. - I guess you may not notice that the armory has been divided into two parts. The first part is relatively accessible. Sadly, in order to get to the second part you will have to acquire five holotapes. Heres where you should look for them: First holodisk Hallowed Moors cemetary Once youve reached the cemetary and eliminated all hostile creatures proceed to a destroyed chapel. The holodisk can be found inside a small ambo (screen). Make sure that you release the prisoners while youre there, however you can also decide to run away the second you have the disk.

Second holodisk Grisly diner Watch out for traps! There are a lot of them outside the diner and also inside the building, near the counter. You should also know that raiders may arrive here in a short while. The holodisk can be found at the back of the diner, on the table (screen). You should also collect a rocket launcher, as well as medical supplies and defused landmines.

Third holodisk Anchorage Memorial The object youre looking for can be found to the north of the memorial. Be on a look out for a yellow truck. You should know that there are a lot of supermutants and centaurs in the area, so it wont be easy to get it. Eliminate the monsters from a larger distance if possible. Dont forget that you can also blow up nearby vehicles. As for reaching the disk, you can swim to it or you can use the bridge. The tape is inside a large yellow tent. Fourth holodisk Rockbreakers Last Gas You must travel to an abandoned shack which can be found on top of a large hill, to the west of the gas station. Check Rockbreakers Last Gas description for more info. The holodisk is located inside the shack (screen).

Fifth holodisk VAPL-58 power station You must travel to the north of the power station. Eventually youll be able to get to a small camp with two hostile wastelanders. Get rid of them it shouldnt be a problem. The holodisk can be found on one of the shelves (screen).

Once youve acquired all five holodisks and listened (its very important!!) to the recordings you may go back to the National Guard depot. Head on to the armory and locate a security terminal on the wall (screen). You now know the password, so you can use it to unlock a passageway. Dont be scared if you see a feral ghoul heading your way. Kill the creature and check your surroundings. The most important object for you to collect is an experimental MIRV. It might seem that this weapon is worse than a standard fatman, but the main difference is that it fires a few nukes at the same time!

Springvale
AREAS OF INTEREST - You may have to resolve the situation with Silver if everything else fails while trying to acquire the necessary information from Moriarty. First of all, you must travel to Springvale. Locate a Small ranch. Enter the building and talk to Silver in order to find out about her debt. You can agree to pay the money for her or you can convince her to hand over all of her money 400 bottle caps. Alternatively you could kill her, but obviously this would lower your karma.

Marigold station
AREAS OF INTEREST - Explore the eastern side of the tunnels and youll come across a security terminal (1 on the map). You can use your hacking skills to get inside or you can find a key found in the western section of the map (2 on the map). Either way, head inside. Locate a small safe and take the naughty nightwear. :-) You can also pick up a ripper its a very useful melee weapon. Try leaving this room and youre going to be stopped by the owner of the lingerie youve just stolen. Kill him or convince him (win a speech challenge) to let you keep your finding.

Jury Street metro station


AREAS OF INTEREST - Once youve reached Jury Street metro station proceed west and get to an area shown on my map (screen). You will have to defeat a couple of supermutants, however you may receive assistance from Brotherhood of Steel soldiers. After you killed all the creatures wait for a superbehemoth to arrive in this area. Use the fatman or other powerful weapons to kill the beast. Its also good to have a companion at your side, because he or she may distract the creature. Dont forget to examine the body of the behemoth, because youll be rewarded with random items.

- You should also consider exploring the subway tunnels, because interesting experiments take place down there. Use the stairs to get to the tunnels and confirm that you want to

travel to Jury Street station. You will encounter a lot of raiders inside. Keep pushing south and be on a look out for a door on the eastern wall. Approach the door and confirm that you want to go to Jury Street tunnels. Once youve arrived at your new destintion, proceed to the nearest room which is going to be a small laboratory. Locate and kill Ryan Brigg and inspect his body in order to acquire a key to his safe. You can also hack into a nearby computer terminal if you want to find out more about the experiments. Thr most important object here is a wonder meat maker (screen). You can use this device to manufacture molerat wonder meat. The meat can then be used to fight off the radiation and to heal your character. In order to begin the manufacturing process you must have two items in your possession a wonderglue and mole rat meat.

Northwest Seneca station, Temple of the Union, Takoma Park factory district
AREAS OF INTEREST - A ghoul who goes by the name of Murphy is going to offer you a deal. Hell pay you for each suger bomb you deliver to him. Dont forget to win a speech challenge, so hell have to pay you more than he originally planned. You can also ask him about ultrajet which is his current project.

Temple of the Union


AREAS OF INTEREST - When you arrive at the Temple of the Union for the first time you will probably have to chat with Simone Cameron. It shouldnt be a problem for her to allow you to gain access to the temple. You must now go talk to Hannibal Smith, because unless you agree to protect the temple and its inhabitants, he wont allow you to leave this area. Hannibal will give you a special key, used to open the main gate. You should also know that you wont be allowed to travel in the vicinity of the temple.

Takoma Park factory district


AREAS OF INTEREST - This entire area is swarming with the supermutants and you should also know that youll be dealing with the strongest variations of these creatures. As a result I wouldnt recommend travelling to this location unless youre prepared. Ignore the factory itself, because you wouldnt find anything of interest there. Instead travel west and eventually youll encounter a behemoth (screen). Obviously you should use a fatman or a minigun to dispose of the beast. Watch out for other supermutants while trying to eliminate the behemoth and examine its body when its all over.

Tenpenny Tower, Greener Pastures disposal site, Wheaton armory


AREAS OF INTEREST - Michael Masters and Besse Lynn can appear as traders if you managed to negotiate a deal to let the ghouls inside Tenpenny Tower. These two will replace Lydia Montenegro and Anthony Ling. - If you hack into a security terminal in the Federalist Lounge you may lower prices for all the drinks offered to you by Shakes. The differences will be substantial, so you shouldnt ignore this possibility. SHOPPING - Chief Gustavo (Tenpenny Tower) selling items - Margaret Primrose (Tenpenny Tower lobby) selling food - Lydia Montenegro (Tenpenny Tower lobby) running a boutique and decorating your apartment in Tenpenny Tower - Shakes (Tenpenny Tower lobby) selling drinks - Anthony Ling (Tenpenny Tower lobby) selling clothes - Michael Masters (Tenpenny Tower lobby) running a boutique, decorating your apartment in Tenpenny Tower and selling guns - Besse Lynn (Tenpenny Tower lobby) selling clothes

OTHER SERVICES - Doctor Banfield (Tenpenny Tower - lobby) healing, lowering radiation, selling medical supplies

Greener Pastures disposal site


AREAS OF INTEREST - Proceed to the west of the disposal site. Check my screen for an exact location. Inspect the area around the rocks and youll come across a... flying saucer! Make sure that you have Rad-X and RadAway in your possession, because youll be dealing with small radiation (1-2 rads per second). Look around and find a body of an alien being. Ignore the body and collect an alien blaster. Its a very powerful weapon, but its difficult to find ammunition for it. Make sure that youve collected all the power cells before leaving the area.

Wheaton armory
AREAS OF INTEREST - The armory is being controlled by the raiders and getting rid of them isnt going to be easy, because there are large numbers of them. If youve already been to the Citadel, you can meet brotherhood outcasts and theyll probably help in you in getting rid of the bandits. You wont find any unique weaponry inside the armory, however there are a lot of supplies for you to collect. Im talking about miniguns, sniper rifles, plasma grenades, rocket launchers and other useful toys. - A small ranch is located to the north of Wheaton armory and its the main outpost for the lawbringers. This organization is being led by Sonora Cruz. You can think of them as a positive version of Littlehorns fraction. Check my screen if youre having some difficulties finding the ranch. In order to receive an audience with Sonora you must first acquire Lawbringer perk. Enter the farm and listen to Sonoras proposal. She can pay you five bottle caps for every finger of a bad person you bring her.

Scrapyard, Other Capitol Wasteland


AREAS OF INTEREST - Littlehorn can be found inside a small hut, located in the Scrapyard. If you chose Contract killer perk you will be allowed to enter the building and talk to him. Littlehorn can pay you five bottle caps for each ear of a good person you deliver to him. TEAM - During your exploration of the northern section of the Scrapyard youll probably hear gunshots. Inspect that area and youll witness a battle taking place between a dog and a group of raiders. The animal is our favorite Dogmeat (screen) and itll be able to join your team. During the conversation with the dog be very friendly towards the animal by choosing the first answer from the top. You should know that Dogmeat is added as an additional ally, so you wont have to leave your current companion behind.

Other Capitol Wasteland


MERCENARY / LAWBRINGER ATTACKS If youre not playing as a neutral character, you must acknowledge the fact that youll be attacked by other wastelanders from time to time. If youre a good character youll be dealing with Talon company mercenaries and if youre a bad person you must be ready to kill the lawbringers sent to kill you. These fights are usually difficult and you should avoid them if possible, especially if youre standing in a bad spot when the battle has started. FLYING MACHINES VERTIBIRDS You wont encounter any vertibirds at the beginning of the game. The situation will change when you finish The waters of life quest. From now on youll be dealing with the flying machines right until the end, unless you destroy Raven Rock while trying to fullfill American dream quest. Vertibirds usually appear near Enclave outposts, however you may also be attacked by one of the flying machines if you decide to destroy a flying eye created by the Enclave or if you dispose of a large group of Enclave soldiers. I would recommend staying away from the areas where the vertibirds are landing, however you may also use your most powerful weapons to destroy them (screen).

TRADE ROUTES During your conversation with Uncle Roe from Canterburry Commons youll find out about the existence of wandering traders here in Capitol Wasteland. If your barter speech is high enough, you will be allowed to make Roe a bussiness proposal. You can suggest that all the merchants should increase their specializations and that they should expand thir businesses by hiring better protection and using more brahmins. Roe will now give you three documents a contract, a map of the caravan route and the names of all the traders. You can now return to him each time youve gathered enough money to spend on the trader of your choosing. Heres the list of traders and their specializations: Harith guns, Crow armors, Doc Hoff medical supplies and food, Crazy Wolfgang scrap and other items. If you decide to invest into traders, their stock will grow overtime. You will also unlock access to mininukes, as well as three unique weapon schematics.

As for the route of all the caravans, here it is: Canterburry Commons, Temple of the Union (it must be safe in the area for the merchant to appear), Agathas house, Paradise Falls (it must be safe in the area for the merchant to appear), Arefu, Evergreen Mills (it must be safe in the area for the merchant to appear), Megaton, Rivet City. You can kill each of the wandering traders if you want to. In that case youll gain possession of a lot of goods you can collect items from the caravan and you can take the key to the main stash. Its located in Canterburry Commons, so youll have to travel there to get to the best stuff.

Enemies
List of enemies
Important! This list contains only those beings (intelligent or not) which are hostile towards you by default. Rest of the population is usually neutral or friendly, however obviously this change as a result of your actions. You should also know that some of the creatures (including mirelurks and supermutants) appear in different forms. Legend: NAME name of a creature or of a group of creatures; ADDITIONAL INFO a short description of what you should expect and how to react; THREAT threat level on a scale from 1 to 10 in many cases these values vary depending on types of enemy units. NAME Behemots ADDITIONAL INFO The game world is populated only by five of these creatures and obviously theyre extremely difficult to kill. Avoid melee combat at all costs and use a fatman, a rocket launcher or a minigun to kill them. Nothing you should be worried about. Just make sure that youre not moving towards them in a straight line and you should be fine. One hit from almost every weapon should do the trick. These monsters are very easy to kill, as long as you avoid the acid. Use a shotgun or a hunting rifle to kill them. These beasts are extremely powerful and they can rip you apart in a manner of seconds if you allow them to get closer to your character. Aim for their legs in order to increase your chances of success. You dont have to worry about the turrets too much. Some of the devices are equipped with rocket launchers, but the good news is that youll need to fire only a few shots to destroy them. You can also search for security terminals if you want to disable or reprogram them. THREAT LVL 10

Bloatflies

Centaurs

Deathclaws

Defense turrets

4-5

Enclave scientists For most of the time theyre not using any weapons, however you may also encounter armed scientists. You shouldnt ignore them, because thay may be carrying plasma pistols. Enclave soldiers The good news is that Enclave soldier wont appear unless youve been to their base. Watch out for soldiers equipped with powerful armors and weapons, including plasma rifles. For most of the time youll be dealing with the weakest kind of feral ghouls and in this case 1-2 shots will be more than enough to kill them. You

2-6

5-9

Feral ghouls

3-6

must watch out for the glowing versions, because not only theyre more powerful, but they can also harm you with large doses of radiation. Giant ants The standard ants are fairly easy to kill, even if they take you by surprise. Fire ants are much more dangerous, especially if you allow them to get closer to your character. Use grenades or a sniper rifle to kill them. And dont forget about the queen! :-) The differences here can be quite significant, depending on the type of creature youve encountered. You should know that mirelurks have a very strong armor, so you should use heavy guns or explosives against them. This is very important when youre fighting kings of hunters. Gutsy is one of the less pleasant robots. Not only its hard to kill, but its usually equipped with a flamethrower or a plasma rifle. As a result you must be careful while trying to get rid of it. Molerats are relatively easy to kill even if youre starting the game, however you must acknowledge the fact that theyre very fast, so they can jump at your throat in a manner of seconds. Use a ripper or other melee weapons to hunt them down. Remember that Moira can sell you a weapon used to kill these creatures. Most of the protectrons are fairly easy to dismantle. You may have to spend a little more than time than with robobrains, but still its not a big deal. Use the fact that theyre very slow. Youll be dealing with these small insects while exploring crypts, sewers and other types of tunnels. Dont waste your ammuniton on them. Instead use a melee weapon. Radscorpions are somewhat similiar to mirelurks, because their cuirass can withstand a lot of damage. You should also know that theyre very fast and that they can poison you with one hit. I would recommend running away, especially if your character isnt strong enough. There are many raider fractions populating Capitol Wasteland. The weakest groups are only equipped with pistols and melee weapons, but you may also encounter raiders with sniper rifles or flamethrowers. Robobrain is one of the weaker types of robots. They usually carry laser guns, but the good news is that they explode after a few hits. 3-6

Mirelurks

6-9

Mister Gutsy

Molerats

Protectrons

Radroaches

Radscorpions

5-8

Raiders

2-5

Robobrains

Sentry bots

This is by far the most dangerous version of the mechanical adversaries. Sentry bots are equipped with some of the most powerful weapons, including miniguns, flamethrowers and rocket launchers. You must be extremely careful while trying to eliminate them. Dont forget to use EM mines or pulse grenades! Most of the slavers should be neutral towards you by default, however there are exceptions (for example in Evergreen Mills). Use a combat shotgun to kill them or a sniper rifle if you want to attack them from a distance. There are a few species of supermutants. When youre dealing with the weakest kind you may even consider using shotguns. Brutes and masters on the other hand will require you to use your best arsenal. I guess you may be surprised to hear that they wont be easy to kill, because theyll appear even very early during the course of the game and youll also be dealing with groups instead of single soldiers. You may encounter hostile Vault citizens if you decide to visit other crypts located in the Capitol Wasteland. Thankfully, theyre easy to kill, even if youre dealing with a lot of them at the same time. I guess you may have some problems with the dogs, especially early during the course of the game, when youre using standard armors. When you get stronger they become almost harmless and one shot will be more than enough to kill them. Yao guais are an apocalyptic version of bears. These creatures are only slightly less dangerous than deathclaws. Theyve very agile and they can inflict massive injuries if you allow them to get closer to your character.

Slavers

3-6

Supermutants

6-9

Talon Company mercenaries

7-9

Vault inhabitants

2-3

Wild dogs

3-4

Yao guais

Behemoths are the strongers creatures in Capitol Wasteland. Thankfully youll only meet a five of those during the game.

Threats
Radiation and poison
Getting poisoned is a very rare occurence in the game and it can happen if youre attacked by a radscorpion. Ive already said that radscorpions are relatively hard to kill, so the best outcome is to outrun them, especially if you dont have powerful weapons or explosives in your possession. The best way to protect yourself against the effects of a poisoning is to increase your endurance. This will allow your organism to swallow a lot of poison, limiting your health losses. You definately have more choices when it comes to fighting off the radiation and protecting yourself against it. Thankfully the radiation is not as nasty as in S.T.A.L.K.E.R. series, because you will be allowed to continue your journey even when youve been exposed to large doses. The best solution here is to wear antiradiation suits each time you plan on visiting an irradiated area or when you want to swim somewhere. This can only work when you expect to encounter radiation. Otherwise you will have to rely on other means of protecting yourself. A good solution is to use Rad-X and AntiRad medical drugs. The first one can make your organism more immune to the effects of the radiation. As for RadAway, it can lower the amount of radiation youve already received. You can also seek out help at local doctors, but sadly you must pay a lot of bottle caps for their services. As a result I would recommend not selling radiation drugs, because you never know when you might need them. In order to find out how much radiation youve already received you must open your Pip-Boy. 1000 rads is a lethal dosage, however receiving less radiation can also have bad side effects. For example, your endurance, agility and strength may be lowered significantly and this will only make your progress more difficult. During the exploration of Capitol Wasteland avoid highly radiated areas. Each time youll be presented with an information on how many rads youre receiving per second. 10 rads and below is acceptable, however you must still monitor your health, so you wont die by mistake.

You can see in the upper right corner of the screen how much radiation youre receiving per second. Avoid exploring areas with high radiation.

Body injuries
The game has a relatively primitive module responsible for the simulation of body injuries. Each of your four limbs (plus the head) has its own health bar and it tells you whether you have to use medical supplies or not. If youre dealing with a serious injury you might want to stop your journey for a while to treat your wounds. The most obvious solution is to use medical supplies. In order to do that you must use a stimpak directly on the Pip-Boy screen by clicking on an injured wound. You can also head over to one of the doctors or try to sleep it off (using your own bed in Megaton/Tenpenny Tower or a rented one). I wouldnt recommend ignoring serious injuries, because youll be dealing with serious side effects. For example, the screen may get all blurry or you may find out that you cant run. You can use the body injuries mechanism against your foes, especially when youre dealing with fast creatures like deatchlaws. Injuring their limbs can result in making them slower or leaving them without guns. Experiment with shooting at different limbs and youll soon notice all the advantages of precise aiming.

Obrae koczyn czy gowy zdecydowanie nie warto bagatelizowa.

Other threats
A much smaller risk presents itself each time you eat food or drink unrefined water. I guess I should remind you that you wont need to eat nor drink to survive and you can also rely solely on the stimpaks you find in the wasteland or purchase from the merchansts. If you decide to rely also on food, you should focus your efforts on acquiring a food sanitizer from Moira. You can also consider choosing a Lead belly perk. The results will be significant, because youll receive 50% less radiation.

Vault-Tec Bobbleheads
Figurine Melee weapons: Virulent underchambers [Dunwich building] Effects: Melee weapons skill raised by 10 points. Additional info: Acquiring this figure isnt going to be simple. Dunwich building is occupied by feral ghouls, also the strongest glowing kind. Your objective will be to get to Dunwich building Virulent underchambers section. In order to do to that you must travel through Dunwich building Abandoned ruins of Dunwich.

Figurine Big guns: CQ quarters [Fort Constantine] Effects: Big guns skill raised by 10 points. Additional info: You wont have to enter the main area of the fort. The figurine can be found inside a small building guarded by a few robots.

Figurine Energy weapons: Raven Rock level 2 [Raven Rock] Effects: Energy weapons skill raised by 10 points. Additional info: I would strongly recommend that you take this figurine before leaving Raven Rock, especially if you plan on blowing up this base.

Figurine Small guns: National Guard armory [National Guard depot] Effects: Small guns skill raised by 10 points. Additional info: Getting your hands on this figurine is going to be extremely difficult, because the depot is being guarded by powerful robots. You must find a switch in order to gain access to the armory.

Figurine Charisma: Cloning lab [Vault 108] Effects: Charisma raised by 1 point. Additional info: Vault 108 is swarming with cloned citizens and theyre going to be hostile towards you by default. Eliminate them on your way to your destination. You must first get to Vault 108 entrance in order to be able to proceed to Vault 108 cloning lab.

Figurine Barter: Bazaar [Evergreen Mills] Effects: Barter skill raised by 10 points. Additional info: Your first objective is to locate a large factory. Enter the building and find a door leading to Evergreen Mills Bazaar. You should also know that this entire area is swarming with enemy troops (slavers).

Figurine Intelligence: Science lab [Rivet City] Effects: Intelligence raised by 1 point. Additional info: This figurine can be found in the exact same room where Li and Zimmer are located.

Figurine Explosives: Sealed cistern [WKML broadcasting station] Effects: Explosives skill raised by 10 points. Additional info: I assume that you may have a lot of problems locating the cistern. Ignore the main building of the broadcasting station and proceed south. Head down the cliff and find a grate leading to the cistern (screen). The figurine can be found inside, next to a body and a large radio.

Figurine Medicine: Clinic [Vault 101] Effects: Medicine skill raised by 10 points. Additional info: I would strongly recommend collecting this figurine at the beginning of the game, because after dealing with two initial tutorial segments youll find yourself standing next to it. If you miss it somehow, you can take it later when you decide to return to Vault 101.

Figurine Repair: Evan Kings house [Arefu] Effects: Repair skill raised by 10 points. Additional info: The situation here is similiar to Lucas Simmss house from Megaton. The most important thing is that you focus only on taking the figurine, because otherwise Evan may think of you as a thief.

Figurine Science: Living quarters [Vault 106] Effects: Science skill raised by 10 points. Additional info: Once youve reached Vault 106 entrance you have to use the terminal to unlock access to the living quarters. Ignore strange visions while exploring the crypt, but watch out for inhabitants of the vault.

Figurine Lockpicking: Eastern Bethesda offices [Bethesda ruins] Effects: Lockpicking skill raised by 10 points. Additional info: Dont go to the western building my mistake, because its more exposed and youll probably arrive there in the first place. There are a lot of raiders outside the building and the structure itself is being protected by a few turrets.

Figurine Perception: Museum of Dave [The Republic of Dave] Effects: Perception raised by 1 point. Additional info: I would recommend that you synchronize taking the figurine with perform a miniquest for Dave.

Figurine Speech: Eulogys quarters [Paradise Falls] Effects: Speech skill raised by 10 points. Additional info: In order to acquire this figurine you must first gain access to the inner compound of Paradise Falls. This probably means youll have to perform a task for Grouse. You can also kill the slavers if youre a good person. If youre a bad character, youll have an easier entry (without completing any quests). The figurine can be found in the main room of Eulogys quarters.

Figurine Strength: Lucas Simmss house [Megaton] Effects: Strength raised by 1 point. Additional info: I wouldnt recommend trying to break into Simmss shack, because you might get caught. Instead try waiting for him to return to his home and follow him to that location. The figurine is located in his bedroom, on the first floor.

Figurine Sneaking: Den [Yao guai tunnels] Effects: Sneaking skill raised by 10 points. Additional info: As the name of the location would suggest, you will be dealing with a lot of fierce creatures while trying to get to the figurine. Examine the central area of the den and eventually youll find this object.

Figurine Luck: Arlington House [Arlington cemetary] Effects: Luck raised by 1 point. Additional info: There are two zones for you to choose from when you want to fast travel Arlington cemetary north and Arlington cemetary south. Either way, you must locate a building in the central area of the cemetary (screen). The figurine is in the basement.

Figurine Unarmed: Rockopolis [Capitol wasteland] Effects: Unarmed skill raised by 10 points. Additional info: This is by far the most difficult figurine to find, mostly because Rockopolis isnt a primary location, so it wont be marked on your personal map. Look at the first screen for precise bearings. You must travel to Girdershade or Smith Caseys carage and begin your journey from there. Youll know that youve arrived at your destination when you meet a junkie. Approach a large rock near his location and press the action key to travel to Rockopolis.

Figurine Endurance: Deathclaw sanctuary [Deathclaw sanctuary] Effects: Endurance raised by 1 point. Additional info: Obviously the entrance to the sanctuary is being guarded mostly by deathclaws, but you may also encounter Enclave soldiers and scientists.

Figurine Agility: Office [Greener Pastures disposal site] Effects: Agility raised by 1 point. Additional info: Watch out for dangerous radiation and proceed to the office building without any hesitation. There are a few radroaches inside kill them with a melee weapon.

Family reunion... at last! :-)

List of achievements
This chart has been divided into three columns. The first column displays the name of the achievement. The second column (RWD - reward) tells you how many points you can achieve by completing it. The final third column tells you what to do in order to collect the achievemnt. ACHIEVEMENT Agatha's Song Ambassador of Peace Big Trouble in Big Town Blood Ties Data Miner Doesn't Play Well with Others Escape! Finding the Garden of Eden RWD 20 20 20 20 20 20 20 20 REQUIREMENTS Complete Agathas song quest (gained automatically upon completion). Advance to the 14th level of experience with good karma. Complete Big trouble in Big Town quest (gained automatically upon completion). Complete Blood Ties quest (gained automatically upon completion). Successfully hack into at least 50 computer terminals. Kill at least 300 people. Complete Escape! quest (gained automatically upon completion). Complete Finding the Garden of Eden quest (gained automatically upon completion). Complete Following in his footsteps quest (gained automatically upon completion). Complete Galaxy News Radio quest (gained automatically upon completion). Advance to the 14th level of experience with bad karma. Complete Head of state quest (gained automatically upon completion). Successfully open at least 50 locks. Advance to the 20th level of experience with good karma. Advance to the 8th level of experience with neutral karma. Complete Oasis quest (gained automatically upon completion). Find at least 100 primary locations in the Capitol wasteland.

Following in His Footsteps Galaxy News Radio Harbinger of War Head of State Keys are for Cowards Last, Best Hope of Humanity Mercenary Oasis One-Man Scouting Party

20 20 20 20 20 30 10 20 20

Paradigm of Humanity Picking up the Trail Pinnacle of Survival Protector Psychotic Prankster

30

Advance to the 20th level of experience with neutral karma.

20 Complete Picking up the trail quest (gained automatically upon completion). 20 10 10 Advance to the 14th level of experience with neutral karma. Advance to the 8th level of experience with good karma. Put an explosive (grenade or landmine) into someones pocket. You cant be caught and dont forget to move back to a safe distance! Advance to the 8th level of experience with bad karma. Complete Reillys rangers quest (gained automatically upon completion). Complete Rescue from Paradise quest (gained automatically upon completion). Complete Scientific pursuits quest (gained automatically upon completion). Advance to the 20th level of experience with negative karma. Win at least 50 speech challenges. Kill at least 300 monsters. Complete Stealing independence quest (gained automatically upon completion). Complete Strictly business quest (gained automatically upon completion). Complete Take it back! quest (gained automatically upon completion). Complete Tenpenny Tower quest (gained automatically upon completion). Complete The American Dream quest (gained automatically upon completion). Kill all five supermutant behemoths. They can be found in the following locations: Capitol Building, Evegreen Mills, Galaxy News Radio, Jury Street metro station, Takoma factory district. Check the description of each location to find out more about where to find the behemoth.

Reaver Reilly's Rangers Rescue from Paradise Scientific Pursuits Scourge of Humanity Silver-Tongued Devil Slayer of Beasts Stealing Independence Strictly Business Take it Back! Tenpenny Tower The American Dream The Bigger They Are

10 20 20 20 30 20 20 20 20 40 20 20 20

The G.O.A.T. Whisperer

10

Complete Future imperfect quest (gained automatically upon completion).

The Nuka-Cola Challenge The Power of the Atom The Replicated Man The Superhuman Gambit The Wasteland Survival Guide

20 20

Complete The Nuka-Cola challenge quest (gained automatically upon completion). Complete The power of the atom quest (gained automatically upon completion).

20 Complete The replicated man quest (gained automatically upon completion). 20 20 Complete The Superhuman gambit quest (gained automatically upon completion). Complete The Wasteland survival guide quest (gained automatically upon completion). Complete The waters of life quest (gained automatically upon completion). Complete Those! quest (gained automatically upon completion). Complete Tranquility Lane quest (gained automatically upon completion). Complete Trouble on the homefront quest (gained automatically upon completion), Begin Growing up fast quest. Find all 20 Vault-Tec bobbleheads. Create all seven customized weapons using acquired schematics. You must manufacture at least one of each of these weapons. Keep reading my guide if you want to find out where to look for the schematics. Find 10 Vault-Tec bobbleheads. Complete You gotta shoot em in the head quest (gained automatically upon completion).

The Waters of Life Those! Tranquility Lane Trouble on the Homefront Vault 101 Citizenship Award Vault-Tec C.E.O. Weaponsmith

20 20 20 20 10 30 30

Yes, I Play with Dolls You Gotta Shoot 'Em in the Head

10 20

Hints
Character creation and development
Introduction
Before you start the game you need to make up your mind on how difficult do you want the game to be. If you dont feel like an expert in RPG games I would recommend playing on the normal difficulty setting. Youll still encounter a lot of difficult moments, but on the other hand your character will grow stronger without any major problems and without you having to worry about choosing correct stats and skills. If you think youre a hardcore RPG gamer choose one of the highest settings. Bear in mind, though enemy units will inflict more injuries and your character will have to work even harder to eliminate his foes. You should also know that the amount of experience points received for each kill depends on the difficulty level, so theoretically you should advance even faster. I would recommend that you finish the game at least twice (or three times if youre going for all achievements) and obviously each time you start a new game you should pick an entirely different character. I would recommend playing as a negotiator with high karma, speech skills and perks tied to new dialog options and with a dumb evil warrior who doesnt mind being hated by everyone else in the Capitol wasteland. Obviously these are only my suggestions and Im sure that youll find your own solutions.

Vault 101 exit is the location where you can make final decisions on how your character should look like.

Main stats
This chart can tell you more about seven primary statistics and can provide assistance in finding out how many points should be spent on them. STAT NAME STRENGTH ADVANTAGES OF SPENDING POINTS Increased maximum carrying capacity (by 10kg for each invested point); inflicting bigger injuries during melee combat; additional growth of Small Guns (two skill points for each invested point)

PERCEPTION Enemy units appear on personal radar much faster; additional growth of Energy weapons, Explosives and Lockpicking (two skill points for each invested point) ENDURANCE Increased resistance to poison and radiation; longer health bar (20 points for each invested point); additional growth of Big guns and Unarmed (two skill points for each invested point) Friendlier NPCs and more interactions with them; additional growth of Barter and Speech (two skill points for each invested point) More skill points to redistribute each time you advance to a higher level of experience (11 as a base value and 1 more for every invested point); additional growth of Medicine, Repair and Science (two skill points for each invested point) More action points while using V.A.T.S. system during combat (2 additional action points for each invested point); additional growth of Small Guns and Sneaking (two skill points for each invested point) Additional points to all skills (minimum 1, maximum 5); increased chances of inflicting critical hits to enemy units (1% more for every invested point)

CHARISMA INTELLIGENCE

AGILITY

LUCK

Skills
This chart can tell you more about certain skills and about their usefulness on the battlefield. SKILL NAME BARTER ADVANTAGES OF SPENDING SKILL POINTS Merchants sell and buy goods for better prices. I would recommend spending at least 20-30 points on this skill, even if you plan on finding suppling in the Capitol wasteland or by stealing stuff from other people. Improved usage of big guns. I would recommend that you act similiar to previous Fallout games and decide whether you want to spend points on Big guns or Energy weapons. You shouldnt look for compromise. There are a lot of useful weapons amongst big guns, including miniguns, rocket launchers and the fatman itself. Improved usage of energy weapons. Like Ive already said you should decide whether you want to improve this skill or maybe Big guns. You cant specalize in both, unless you want to ignore other important skills. In my opinion this is a better category, because plasma rifles and Gatling lasers and among energy weapons. Improves usage of explosives and better chances of successful grenade throws. Despite what you might think, this is a very useful skill, because youre going to want the grenades to land exactly where they were thrown. You should also know that by improving this skill youll be given more time to disarm landmines. Easier lockpicking. I would recommend that you stop building up this skill at 25, 50, 75 or 100 points, because these are levels of locks youll encounter in the game. 50 points should be more than enough to open most stashes, however getting to valuable treasures will require you to expand this skill to the maximum. Better effects when using medical supplies. This is an interesting proposition, because youll be receiving more health points each time you use a stimpak. On the other hand, you shouldnt have any problems collecting a lot of stimpaks, so you can stop building up this skill once youve spent 20-30 points. Improved usage of melee weapons. This is not a useful skill. Small guns are more interesting. There are a few good melee weapons in the game, however they will be used only to take down smaller creatures. The only advantage of spending points here is that you can use melee weapons as shields. Better chances of performing successful repairs. I guess you may have a dilemma, because unless youll decide to achieve 100 points here, the results are going to be worse than expected. You can ignore repair if you plan on changing weapons and armors often or if you dont mind the merchants repairing them for you.

BIG GUNS

ENERGY WEAPONS

EXPLOSIVES

LOCKPICKING

MEDICINE

MELEE WEAPONS

REPAIR

SCIENCE

Possibility of braking into more sophisiticated computer systems. This skill shouldnt be your priority, because even if you spend a small amount of points youll still be able to hack into most systems. The only reason to put points into it will be to unlock cool perks for your character. Improved usage of small guns. This is an extremely useful ability and you should keep investing points in it right from the start. The main reason is that a lot of powerful weapons are considered to be small guns. Im talking about combat shotguns, hunting rifles and even sniper rifles. Easier to stay in the shadows and improved chances of stealing. You probably wont be using this skill too often, because there arent many opportunities to surprise enemy units. As for pickpocketing, you can spend a few points if youre frustrated by the fact that most steal attempts end in a failure. Ability to convince others to your way of thinking by winning speech challenges. This is the most important skill for an intelligent character who resolves problems with a good response and not brute force. Even if youre not into talking to NPCs, you should still spend 10-20 points and youll notice the difference. Improved melee combat. Similiar effects to Melee weapons only this time you arent allowed to use any weapons. The only real exception are brass knuckles. Youll probably find a good unique knuckle during the course of the game, but nonetheless you should ignore this skill and spend points on something else.

SMALL GUNS

SNEAKING

SPEECH

UNARMED

Additional hints
Its very important that you make up your mind on how your character should look like before leaving Vault 101. You can still change almost everything (apart from quest decisions) while youre inside, including choosing new skill specializations and amount of points spent on each primary stat. Heres a list of hints on how you should build your character. MAIN STATS There are seven primary statistics to choose from and the value of each statistic can range on a scale from 1 to 10, however I would recommend avoiding extremely low and extremely high values. If you decide to give only 1-2 points to a statistic youll probably be dealing with major side effects and the only exception is Luck, because you may decide to ignore it without having to worry about serious repercussions. Endurance may also seem like a less important statistic, but I would recommend spending at least 6-7 points on it. Otherwise you may have some serious problems trying to keep your main character alive. As for other primary statistics, it all depends on how you want to play your game. If you want to become a fierce warrior you should invest in Strength. If you want to rely on your speech skill and cunning you should invest in Charisma and Intelligence. Dont forget about Agility, especially if you plan to use the V.A.T.S. system often. You shouldnt spend 10 points on any of the statistics, because there are Vault-Tec bobbleheads which will allow you to achieve the same effect and you cant have more points than 10. Thats not all. Strength, Perception and Endurance may also receive additional points thanks to hidden perks and you can also consider choosing Intense training perk each time you advance to a higher level of experience. As a result 8 points seems like a safe value, especially if youre convinced on how you want to develop your character. SKILLS There are many difficult decisions to be made here. You can choose up to three specializations. Despite how you want to play the game Small guns should be amongst the three, because its the most useful skill in the game, even if youre trying to avoid combat most of the time. As for two other specializations, if you want to become a bully you should invest in Energy weapons, Big guns or Explosives. A character relying on his intelligence should choose between Speech, Science and Lockpicking. Each skill can achieve a maximum of 100 points and unlike the previous game you cant exoabd it beyond 100. The situation here is similiar to the primary skills there is one VaultTec bobblehead for each skill and it can raise the skill by 10 points. You should also know that you can develop skills thanks to books and certain perks.

Perks
Heres the list of all primary perks which will become available each time you advancedto a higher level of experience. Notice some of the perks have strict requirements, not only when it comes to achieving certain level, but also having developed skills. Its up to you whether you want to focus on fullfilling these requirements or not. Some of the perks are available more than once and obviously each time you choose them again the effects of having them will be stronger. Chart description: lvl required level of experience; ranks how many times you can choose this perk; req additional requirements INTENSE TRAINING lvl2; ranks: 10 (!!) Effects: Each time you receive one point to be spent on a primary statistic (S.P.E.C.I.A.L.) of your choice Additional info: I think this is a very interesting perk, especially if you want to have a character who specializes in all sorts of activities and doesnt have any weak spots. Dont forget not to spend points on stats which can be acquired using other means (for example after collecting a bobblehead or after fullfilling a quest). LADY KILLER / BLACK WIDOW lvl2; ranks: 1 Effects: 10% extra damage dealt to characters of different gender, new dialog options Additional info: Black widow is by far more interesting than Lady killer, because there are more men occupying the wasteland and the 10% bonus is a lot, especially when dealing with stronger foes. New dialog options might seem like a good idea, but wont be many of them and usually youll achieve more by winning a speech challenge.

LITTLE LEAGUER lvl2; req: Strength 4; ranks: 3 Effects: Each level raises your Melee weapons and Explosives skills by 5 points. Additional info: A relatively weak perk, especially since you should spend 3 points to notice effects of your actions (15% bonus).

SWIFT LEARNER lvl2; req: Intelligence 4; ranks: 3 Effects: Each level raises the amount of gathered experience points by 10%. Additional info: Similiar situation to Here and now perk. You should only be interested in this perk if you want to advance as fast as possible. I assure that you wont need it and that youll get to the 20th level of experience without its help. Spend your perk point on something else. DADDYS BOY / DADDYS GIRL lvl2; req: Intelligence 4; ranks: 3 Effects: Each level raises your Medicine and Science skills by 5 points Additional info: Similiar skill to Little leaguer, byt obviously you can count on other skills being raised. I would recommend ignoring this perk, because you can get a similiar amount of skill points by finding books or bobbleheads.

GUN NUT lvl2; req: Intelligence 4, Agility 4; ranks: 3 Effects: Each level raises your Small guns and Repair skill by 5 points Additional info: In this case you should really consider investing at least one point, because both skills are very useful. Youll be using small guns very often and the possibility of repairing them is also important.

THIEF lvl2; req: Agility 4, Luck 4; ranks: 3 Effects: Each level raises your Sneaking and Lockpicking skills by 5 points Additional info: Obviously you should consider choosing this perk only if youre planning on playing as a thief. Otherwise you can ignore it.

CHILD AT HEART lvl4; req: Charisma 4; ranks: 1 Effects: new dialog options when talking to children Additional info: This isnt a useful skill, becaus the only thing it does is that it opens new dialog options. Take it only if you want to play as a negotiator. In such case you should choose it along with Lady killer / Black widow perk. Otherwise you should spend a point of something else. You should also know that there arent many kids in Capitol wasteland. The only area worth mentioning is Little lamplight. ENTOMOLOGIST lvl4; req: Intelligence 4, Science 40; ranks: 1 Effects: 50% additional damage to insects Additional life: You may be surprised to hear that its an interesting perk. Eliminating radroaches is a piece of cake, however you can have more problems getting rid of radscorpions and fire ants. This is when this perk comes into play.

EDUCATED lvl4; req: Intelligence 4; ranks: 1 Effects: Three additional skill points to redistribute each time youve advanced to a higher level of experience Additional info: Unlike Swift learner this is an extremely useful perk and you should take it when you advance to the 4th level of experience, so you wont lose any bonuses. Having additional skill points is always a good thing.

COMPREHENSION lvl4; req: Intelligence 4; ranks: 1 Effects: Two skill point instead of one after reading a book Additional info: This is an interesting propisition, but only if you like to explore your surroundings in search of books and other valuable items. This will make your progress a lot smoother. If you dont plan on collecting many books you may ignore this perk. SCOUNDREL lvl4; req: Charisma 4; ranks: 3 Effects: Each level raises your Barter and Speech skills by 5 points Additional info: This is one of the better skill-related perks. Youll be able to accomplish a lot with high speech skills, especially if youre playing as an intelligent person. As for barter, you can get better prices from merchants. Consider spending at least one point on this perk, unless youre absolutely not interested in any forms of interactions with NPCs. IRON FIST lvl4; req: Strength 4; ranks: 3 Effects: Each level raises your Unarmed skill by 5 points Additional info: Pathetic perk and something you should NOT be interested in. Not only youll receive a bonus to only one skill, but its also a useless one, because instead of raising it you should be more interested in Small guns or even Melee weapons. DEMOLITION EXPERT lvl6; req: Explosives 50; ranks: 3 Effects: 20% extra damage dealt using explosives (grenades, mines and rockets) Additional info: You should consider choosing this perk if you plan on raising Explosives (mines, grenades) or Big guns (rocket launcher) to the maximum. The difference is a significant one, especially when you achieve the final third rank (60%!).

LEAD BELLY lvl6; req: Endurance 5; ranks: 1 Effects: While drinking unrefined water you receive 50% less radiation Additional info: Dreadful idea for a perk. Im sure that you wont have any problems collecting enough stimpacks and even if you drink bad water by mistake you can always use RadAway to fight off the radiation.

BLOODY MESS lvl6; ranks: 1 Effects: Increased damage made by all of kinds of weapons by 5%, bloody executions Additonal info: You may be interested in seeing bloody executions, but other than that its not a good perk. The difference in damage dealt to your enemies is very small and you can achieve much more by making a turn last longer or simply by using better guns.

FORTUNE FINDER lvl6; req: Luck 5; ranks: 1 Effects: You find nearly twice as much bottle caps as before Additional info: Despite what you might think, its not a useful perk, because you wont have major problems with money in the game. Spend your point on something more interesting.

GUNSLINGER lvl6; ranks: 1 Effects: Improved accuracy while using V.A.T.S. system and a one-handed weapon Additional info: Its not easy to make a decision whether this is a useful perk or not. You shouldnt waste perk points if you only have standard guns in your disposal. If youve managed to find a unique weapon of that kind you may consider choosing it. Notice that it doesnt have to be a pistol. You can also use this perk with submachine guns and sawed-off shotguns.

TOUGHNESS lvl6; req: Endurance 5; ranks: 1 Effects: Improved damage resistance by10% (no more than 85% total) Additional: A very interesting perk. You may find it useful early during the course of the game, however itll become less useful when you obtain one of the power armors. Still you should consider spending a single point on it maybe not right away but after reaching level 7-8. IMPARTIAL MEDIATION lvl8; req: Charisma 5; ranks: 1 Effects: Speech increased by 30 points, however only if youre playing as a neutral character Additional: I guess the description says everything you need to know. Consider spending a point on this perk only if you: a) plan on winning a lot of speech challenges b) plan on playing as a neutral character. Prevent your actions from making you a good or a bad person, because youll automatically lose all bonuses provided by this perk. COMMANDO lvl8; ranks: 1 Effects: Improved accuracy while using V.A.T.S. system and a rifle. Additional info: This is a much more interesting perk than Gunslinger, mostly because rifles are more powerful and youll be using them almost all the time. Improved accuracy will allow you to go for more headshots. You should also know that the bonus applies to all kinds of rifles, including plasma rifles! STRONG BACK lvl8; req: Strength 5, Endurance 5; ranks: 1 Effects: Maximum encumberance increased by 22kg Additional info: I wouldnt advise to spend any points on this perk, because the limits are very high, even if you only gave 5-6 points to Strength. Its best to leave unwanted items at your home or to sell them.

RAD RESISTANCE lvl8; req: Endurance 5; ranks: 1 Effects: Increased radiation resistance by 25% Additional info: This is a very unpractical perk, because you can achieve similiar effects by using Rad-X or by wearing a protective suit. Fighting off the effects of radiation is also very easy and relatively cheap.

SIZE MATTERS lvl8; req: Endurance 5; ranks: 3 Effects: Each level raises your Big guns skill by 15 points Additional info: Its an interesting perk, however it only modifies one skill. Still, 15 points per level is a lot. You can achieve similiar effects by choosing a perk that increases the amount of skill points with each level up or by finding enough books on Big guns. The decision is up to you. I would recommend spending at least one point on this perk, if not more. SCROUNGER lvl8; req: Luck 5; ranks: 1 Effects: You can find nearly twice as much ammunition in crates, lockers etc. Additional info: I guess you may have a serious dilemma here. Finding ammuntion for better weapons is often difficult and not all the merchants are offering it. Choose this perk if you plan on using rare weapons or if you dont mind wasting a lot of ammo on enemy beings. NIGHT PERSON lvl10; ranks: 1 Effects: Bonus to Perception and Intelligence (2 each but no more than 10) at night Additional info: This might seem as an interesting perk, but I wouldnt recommend travelling only at night, because not only youll become more likely to surprised by hostile creatures, but youll also have some serious problems finding the landmarks.

FINESSE lvl10; ranks: 1 Effects: Increased chances of critical strikes (equal to having five additional points of Luck) Additional info: Interesting perk which can make winning battles easier. For a better effect you should raise the Luck on your own, so youll have maximum chances of scoring a critical hit.

MISTER SANDMAN lvl10; req: Sneaking 60; ranks: 1 Effects: Ability to kill someone during their sleep without raising an alarm Additional info: I think youll agree with me that its a very unique perk. Sadly, its not useful when it comes to eliminating other characters. Consider taking it only if you want to be as bad as possible. Remember to perform these actions during the night, because itll be more likely to find the victims in their beds. Youll also have to brake into their homes, so dont forget to spend a few points on Lockpicking. ANIMAL FRIEND lvl10; req: Charisma 6; ranks: 2 Effects: Wild animals are neutral towards you (level 1) or they follow you and attack your enemies (not animals) Additional info: This perk also has funny effects. Sadly you cant take control over stronger creatures, such as mirelurks or radskorpions. As a result its pretty much useless. Consider spending a single point if you like to travel a lot, but Im sure that youll find something better to invest in.

NERD RAGE! lvl10; req: Science 50, Intelligence 5; ranks: 1 Effects: Increased damage resistance by 50% and Strength to 10 points whenever the number of health points drops below 20% Additional info: Both bonuses are very interesting, but not too practical. There are battles where youll probably balance between life and death, but for most of the time youll probably want the health bar to remain at a safe level. Remember that there are only 20 levels in the game, so you should focus on choosing only best perks. MYSTERIOUS STRANGER lvl10; req: Luck 6; ranks: 1 Effects: Mysterious stranger appears on the battlefield during some of the V.A.T.S. battles Additional info: This is also a very weird perk and Im sure that youll want it only to see how the stranger looks like. I wouldnt recommend taking it, unless youre playing as a character who tends to avoid battles whenever possible. HERE AND NOW lvl10; ranks: 1 Effects: You automatically advance to a higher level of experience Additional info: Definately the worst perk you can think of, because you wont any problems reaching the final 20th level of experience on your own. If you choose this perk, youll lose an opportunity to take a different perk. If youre stubborn, make sure that youre not taking it if you already scored a lot experience points for the new level (for example after completing a quest).

SILENT RUNNING lvl12; req: Agility 6, Sneaking 50; ranks: 1 Effects: Sneaking increased by 10 points and the ability to run while staying hidden Additional info: I wouldnt say this is a useful perk, because there arent many opportunities where youll want to remain hidden. If you like being stealthy you may consider taking it, but otherwise spend your points on something better.

ROBOTICS EXPERT lvl12; req: Science 50; ranks: 1 Effects: Damage done to robots increased by 25% and the ability to shut them down Additional info: This is an interesting perk, because most robots youll encounter in the game are difficult to destroy, especially if youre not carrying any EM mines or pulse grenades. A significant damage bonus is also something you shouldnt ignore. CANNIBAL lvl12; ranks: 1 Effects: Ability to eat human flesh while staying hidden Additional info: You should take this perk only if you plan on playing as a very bad character. Its not too practical, because each time you eat human flesh youll only regain a few health points and there wont be any other bonuses. A much better perk is received from Vance and it allows to drink human blood. PYROMANIAC lvl12; req: Explosives 60; ranks: 1 Effects: Increased damage with fire-based weapons by 50% Additional info: By fire-based weapons I mean mostly the flamethrower, but also a Shishkebab and a Nuka-grenade. Not that bad, especially if you like to play with fire.

SNIPER lvl12; req: Agility 6, Perception 6; ranks: 1 Effects: Increased chances of a successful headshot while using V.A.T.S. system Additional info: As youve probably noticed, the requirements for this perk are relatively big, but you should try and get it. The main reason is that most of the headshots end with your enemy dying. The only real exceptions are when youre attacking supermutants or heavilly armed soldiers. Remember that youll receive bonus only for a V.A.T.S. kill, so you cant rely on fighting in real time. FAST METABOLISM lvl12; ranks: 1 Effects: Increased regeneration by 20% when using stimpacks. Additional info: This might seem like an interesting perk, because the stimpacks are the common means to replenish health supplies, however spending an entire point on this is a little too much, especially since you shouldnt have problems with running out of medical supplies.

LIFE GIVER lvl12; req: Endurance 6; ranks: 1 Effects: Health bar 30 points longer Additional info: You should only invest in this perk if youve already chosen Nerd Rage! Otherwise I wouldnt recommend taking it, because itll be too weak.

CHEMIST lvl14; req: Medicine 60; ranks: 1 Effects: All chemical substances in your organism last twice as long Additional info: This is an interesting perk, because not only it affects popular drugs, but it also works with Med-X, Rad-X and RadAway. You can also count on the Stealth Boy protecting you for a longer period of time which may come in handy while trying to stay in the shadows.

CYBORG lvl14; req: Medicine 60, Science 60; ranks: 1 Effects: Increased resistance to radiation, damage and poison by 10%, Energy weapons skill raised by 10 points Additional info: As youve probably noticed, this skill is versatile. You can count on a lot of interesting bonuses. Not only youll be better protected, but youll also inflict more serious wounds with a plasma rifle or other energy guns. Dont forget not to put 100 points into Energy weapons, so you wont put one of the bonuses to waste. The only downside is that you must raise the Medicine skill to 60 points in order to unlock this perk. MASTER TRADER lvl14; req: Charisma 6, Barter 60; ranks: 1 Effects: Merchants lower their prices by 25% Additional info: The difference is quite significant, however youll only notice this when buying most expensive armors and guns. I would recommend ignoring this perk and acquiring the best equipment on your own. You should know that you wont have any serious problems getting your hands on a lot of money, as long as you sell whatever you found and explore new locations. LIGHT STEP lvl14; req: Perception 6, Agility 6; ranks: 1 Effects: Immunity to landmines and other floor traps Additional info: This is a very bad perk. I assume that at level 14th youve been able to raise your Explosives skill, so you dont have to worry about not being able to disarm traps. Furthermore, you should take your time in defusing landmines and other objects, because theyll be added to your inventory.

LAWBRINGER lvl14; ranks: 1 Effects: Ability to take fingers of bad people and to collect rewards for them Additional info: You should only be interested in this park if you want to build up a good character. You can track down and kill not only people (Talon company mercnearies, slavers, Enclave soldiers and others), but intelligent ghouls as well. If you want to find out where to deliver all fingers talk to Lucas Simms in Megaton. He will direct you to Sonora Cruz. This woman can be found to the north of Wheaton armory. CONTRACT KILLER lvl14; RANKS: 1 Effects: Ability to collect ears of good people and to exchange them for bottle caps Additional info: This is a negative version of the Lawbringer perk. You should choose it only if youre playing as a bad character. Sadly, the list of potential candidates for execution is smaller. You can kill some of the merchants, Brotherhood of Steel members, slaves and friendly ghouls. In order to receive your reward (5 caps for every ear) you must travel to the Scrapyard and talk to Littlehorn. ADAMANTIUM SKELETON lvl14; ranks: 1 Effects: All four limbs receive only half of damage they should Additional info: You should know by now that your limbs are being broken or badly damaged not that often as you would have suspected. As a result I see no reason to waste one point on this perk, especially since you can always go to the doctor or heal by yourself.

TAG! lvl16; ranks: 1 Effects: Fourth skill specialization becomes available to you Additional info: Not that good as you would have anticipated, because by the time youve reached level 16 most of the skills youre interested in should already be at maximum or somewhere near the top value.

CHEM RESISTANT lvl16; req: Medicine 60, ranks: 1 Effects: 50% less chances of getting addicted to drugs Additional info: Pointless perk, because as Ive mentioned many times before the results of getting an addiction are way smoother than in previous Fallout games. Furthermore, you should have a fairly strong characte by nowr that wont need to rely on drugs in order to win battles. ACTION BOY / ACTION GIRL lvl16; req: Agility 6; ranks: 1 Effects: 25 additional action points during V.A.T.S. battles Additional info: This is by far the most interesting perk you can get your hands on after reaching level 16. 25 points will make a huge difference, especially when using Small guns and Melee weapons. In most cases youll get one extra attack per turn. Choose this perk as soon as you have the chance BETTER CRIITCALS lvl16; req: Perception 6, Luck 6; ranks: 1 Effects: Critical hits take 50% more damage (when successful) Additional info: Its not a coincidence that this perk appears so late during the game, because so far most of the headshots ended with an instan kill. You may have discovered recently, though, that more powerful enemies require you to fire at their heads at least twice. I would recommend that you reconsider purchasing this perk, however its not a necessity.

INFILTRATOR lvl18; req: Lockpicking 70, Perception 7; ranks: 1 Effects: One more try to open a destroyed lock Additional hit: Useless perk unless you werent careful in the past. As long as you were thinking of what you were doing, you shouldnt brake any locks. Take this perk only if you know that youve accidentally destroyed a lock to a very valuable treasure. COMPUTER WHIZ lvl18; req: Science 70, Intelligence 7; ranks: 1 Effects: One more try to break into a computer system using your Science skill Additional hit: Similiar idea to the Infiltrator perk, however this time you are given one more chance to hack into a closed system. I assume that you were careful and cancelled your login attempts before clicking on the last word. This method prevents the system from being locked down. PARALYZING PALM lvl18; req: Unarmed 70; ranks: 1 Effects: Ability to paralyze an opponent for 30 seconds using a special unarmed attack Additional hit: Interesting perk, but once again not practical. The main disadvantage is that youll have to acknowledge a lot of restrictions you cant use any weapons (only knuckles) and you must activate V.A.T.S. module. If youre still interested go ahead and and try youll be pleasantly surprised. :-) CONCENTRATED FIRE lvl18; req: Energy weapons 60, Small guns 60; ranks: 1 Effects: Each successful hit increases a chance of the next one by 5% Additional hints: I guess you may have some problems understanding what this is all about. Obviously the best results can be achieved if you hit a target a few times, but Im sure that most of your enemies die relatively quickly at this point of the game. As a result you may skip this skill and spend a point on something more useful.

NINJA lvl20; req: Melee weapons 80, Sneaking 80; ranks: 1 Effects: Increased chances of a critical hit by 15% when using Melee Weapons or being unarmed, criticals stronger by 25% when attacking enemy units by surprise Additional hints: Final perk for a character who wishes to stay in the shadows whenever possible. If you prefer open combat ignore this perk.

EXPLORER lvl20; ranks: 1 Effects: All primary locations are automatically unlocked Effects: I would recommend that you cheat a little and save your progress just before youre about to advance to the final 20th level. Once youve done that and chosen this perk create a savegame and go back to the previous save. Results? You wont lose a chance to find out where all the main locations are and you will be allowed to choose a better final perk. Sadly you cant fast-travel to newly unlocked locations you must get there on foot at least once. GRIM REAPERS SPRINT lvl20; ranks: 1 Effects: Killing an enemy using the V.A.T.S. system replenishes your action points Additional info: This is by far the best perk you can get in the entire game. Im sure that youll find it very useful. The results can only be witnessed when fighting a larger group of enemy units. Eliminating one target will allow you to immediately attack the next one. As a result you will only have to remember about reloading your weapon, so you wont run out of ammo at a crucial moment.

SOLAR POWERED lvl20; req: Endurance 7; ranks: 1 Effects: Two additional points of Strength and a slow regeneration of health while travelling during the day Additional info: Interesting perk which may come in handy while exploring the Capitol wasteland. I would recommend choosing Grim reapers sprint perk instead, however if you dont like to use the V.A.T.S. system, you can take this one.

Hidden perks
Aside from the main perks listed before there are also eleven hidden perks which you will be allowed to acquire during the course of the game. You cant have them all, but most of them are going to be easy to acquire. Heres the list of all hidden perks with a short description of what they can provide and how to get to them. NAME HOW DOES IT WORK HOW TO GET IT You must fullfill a bonus task for Moira while doing the first mission of the first chapter of her book (The Wasteland survival guide subquest). This means you must expose yourself to at least 600 rads.

Rad limb healing Achieving a critical radiation value (at least 400 rads) will allow you to heal your broken limbs automatically. Cool but dangerous! :-)

Survival expert

Your primary bonus is that your This reward is tied to The resistance to radiation and poison Wasteland survival guide is increased by 4%. Aside from subquest. Number of fullfilled that, you can increase your optional objectives must vary damage resistance, increase between 5 and 8. The reward is chances of a critical hit, make the handed over to you at the end health bar bigger or receive a few of the quest. points in Science. It all depends on how youll answer to Moiras question. Both bonuses are very useful You can receive this perk from Endurance stat gets 1 point (as a Harold, but only if you end his result you shouldnt try to suffering by destroying his maximize it at all costs) and your heart. Check the description of damage resistance is increased by Oasis subquest for more info 10 points. on how to do that. Your primary bonus is that your This reward is tied to The resistance to radiation and poison Wasteland survival guide is increased by 6%. Aside from subquest. You must complete that, you can increase your all nine optional objectives. The reward is handed over to you at damage resistance, increase the end of the quest. chances of a critical hit, make the health bar bigger or receive a few points in Science. It all depends on how youll answer to Moiras question. Drinking human blood allows you to regain 20 health points instead of 1. Not a big deal, however you will find a lot of blood packs in the wasteland. You should know that you wont receive any penalties for You can receive this ability from Vance as a reward for helping him in completing Blood ties subquest and sending his request to Arefu citizens. Make sure that you

Barskin

Survival guru

Hematophagy

drinking human blood which cant be said about the canibalism. Sadly the blood packs are added to your weight limit, so you cant carry too many of them. Ant might

ask him for the reward!

Your Strength is increased by one This reward can be achieved if you help Lesko (Those! point. Obviously you shouldnt subquest) to solve the ant maximize this stat on your own, so you wont lose the bonus. In problem. The alternative is Ant addition youll receive better sight perk. protection from fire. Your Perception is increased by This reward can be achieved if one point. Obviously you shouldnt you help Lesko (Those! maximize this stat on your own, so subquest) to solve the ant you wont lose the bonus. In problem. The alternative is Ant addition youll receive better might perk. protection from fire. 30% lower prices for the good You must begin The selled to you by Moira. In addition Wasteland survival guide to that you receive better chances subquest, complete at least one of inflicting critical wounds. assignment and convince Moira (speech) to cancel this project. Your primary bonus is that your This reward is tied to The resistance to radiation and poison Wasteland survival guide is increased by 2%. Aside from subquest. You must complete that, you can increase your less than five optional damage resistance, increase objectives. The reward is chances of a critical hit, make the handed over to you at the end health bar bigger or receive a few of the quest. points in Science. It all depends on how youll answer to Moiras question. 10% better chances of a successful This reward is handed over to hit while using the V.A.T.S. you by Zimmer after module. Not much, so youre better completing The replicated off trying to get to the positive man subquest and revealing ending of the quest which is personality of the android to rewarded with an ultracool plasma him. Obviously this is a rifle. :-) negative outcome. A very useful perk, because power You must enter The Citadel armors are the best ones you can and this can obly be done when find in the Capitol wasteland. you get to the end of Waters of Brotherhood of Steel and Enclave life quest. Find Gunny and are using these armors, however after youve received approval you may also come across unique from Elder Lyons ask him to objects. teach you how to use power amors.

Mrwczy wzrok

Dream crusher

Junior survivor

Wired reflexes

Power armor training

Combat
Basics
Fallout 3 gives you a choice between real-time combat and a turn-based system called V.A.T.S. This module provides you with a certain amount of action points each time you start a new turn. None of these systems work is an ideal tool, so I would recommend using them both, depending on the current situation on the battlefield. V.A.T.S. system is a better choice when youre fighting at a very close range. This usually occurs when youre trying to take down enemies equipped with some kind of weapons. A combat shotgun is by far the most useful gun at close range and you should consider using it with the V.A.T.S. module. Youll soon notice that you can win even when trying to take down dangerous opponents. Dont forget that each action takes a few points. Its fairly obvious that you cant fire too much before you end the turn. The amount of points required to take an action depends on its size and firepower. For instance, a pistol requires less points than a rifle and a rifle requires less points than a rocket launcher. You must find a compromise betwen firepower and the possibility of attacking your enemies serveral times before your action points run out. When youre planning to eliminate your enemies from a large distance you shouldnt use V.A.T.S. The reason is simple youll soon notice that your weapon become less effective, because theres a smaller chance of hitting the target. As a result you would be wasting your ammo and you would also allow your enemies to get closer. I would recommend that in realtime combat you rely on all kinds of rifles, especially hunting rfles and sniper rifles. Theyre easy to get so you shouldnt have any problems repairing them on your own. Youll also find a lot of ammunition. You should also know that if you find a battle to be too difficult, you can always try and holster your weapon before youre attacked by your enemies. If youre lucky they will allow you to surrender, however you must be going against intelligent creatures, because otherwise youll fail miserably.

V.A.T.S. system should be used to win battles at a close range.

Useful hints
AIMING FOR A CERTAIN PART OF THE BODY Im sure you wont be surprised to hear that youre allowed to aim for different parts of the body while using the V.A.T.S. system to eliminate your enemies. You probably wont have a chance to do this in real-time combat, especially when youll be dealing with moving targets. The only real exception here is shooting at a motionless object with a sniper rifle. Obviously for most of the time you should be aiming for heads of the people or the creatures youre fighting with. The main reason is that a successful headshot takes away A LOT of health points and usually it allows you to kill your enemy with only one blow. This becomes especially important when going against larger groups of raiders and feral ghouls. Sadly not always youre able to pull off a headshot, because you may be dealing with nasty obstacles or you may just be standing too far away from your target and this is when youll receive less chances for the shot to precise. In such cases instead of aiming for the head you can target other limbs. Shooting at the corpus is always a good idea when youre going for a hit, however this area is often better protected against your attacks. If youre dealing with supermutants and deathclaws you should cconsider shooting at the legs so you wont have to worry about these creatures getting dangerously close to you. If youre going against armed opponents, target their hands of legs so they wont be able to keep shooting at you after a successful hit. Capitol wasteland is also inhabited by monsters with no distinguishable heads. This means you must find their other weak spots and to exploit them. For istance, while fighting the ants you should be aiming for their antennae. It shouldnt take you too long to observe their reactions and to take appropriate measures.

Before you start shooting at an enemy character, make sure that you have a chance of actually hitting the target, especially the head area.

USING GRENADES AND LANDMINES Ive mentioned many times before that grenades are very useful in the game, even if youre going against supermutants or robots (in this case you should arm yourself with pulse grenades instead of frag grenades). The most important thing for you to remember about is that grenades must always land exactly where you want to them, so dont throw them if you have less than 70-80% chances of success. Not only youll lose a grenade with a bad throw, but you may injure your allies or even your main character by mistake. Make sure that youve spent a lot of point developing Explosives skills and dont forget to always stand in the open, so that grenades wont bounce off walls and other large objects. Landmines are also very interesting part of your gear. Youll find a lot of these objects in Capitol wasteland and you shouldnt sell them, however carrying a lot of landmines may have a negative effect on the sze of your inventory. Take your time to place the landmines in areas that are about to be populated by enemy ceatures. You can also start moving backwards and throw them so theyll land in front of you, but this only works when youre fighting relatively slow creatures like large ants or mirelurks.

Mines and grenades are very useful when trying to get rid of enemy forces. USING SURROUNDING OBJECTS TO YOUR ADVANTAGE The environment can play an important role while trying to eliminate enemy units, especially when taking a trip to the D.C. ruins. You should notice that there are a lot of destroyed cars in the game and you can blow them up to seriously injure nearby hostile units. Obviously you should prevent your enemies from doing that and not use wrecked cars for protection, becuase sooner or later theyre going to be destroyed. You should also be on a look out for power generators. There are a lot of them in the sewers and near larger settlements. An explosion of the generator is much smaller, but it can also do some damage.

Eksplozje w otoczeniu mog Ci rwnie dobrze pomc, co zaszkodzi.

Seeking help elsewhere


You can also make your battles easier by using all sorts of drugs. Jet is by far the most popular drug in the game, mostly because its easy to find and not that expensive if you want to buy some from a doctor or a junkie. Dont forget that this is still a drug, so you can get addicted each time you take some jet. Addiction isnt life threatening, but it can lower your Agility and this means itll have the opposite effect (taking away action points instead of giving them). The standard version of jet adds 30 action points and thats a lot. You can also interact with a ghoul named Murphy with hopes of getting your hands on ultrajet. A safer way to gain advantage over your opponents is to drink a Nuka-Cola Quantum. Each time youve done that youll receive 20 additional action points. Remember to fullfill NukaCola challenge quest in the first place, because you wont be given new bottles in exchange for those youve already wasted and youll have more problems reaching the limit of 30 bottles being delivered to Sierra.

Equipment
Hints
Managing your inventory is a very important issue, just like in any other PRG game. Thankfully Fallout 3 has some limitations in the complexity of the gameplay and it can make your progress a lot easier. First of all, almost every object youll find in the game may be used without any restrictions. The only real exception to this rule are power armors. Youll have to be trained in how to use them in the Citadel before youll be allowed to wear such protection. This doesnt apply to big guns or energy weapons and obviously you should use them from the start. I wouldnt recommend ignoring less powerful weapons, because having a low of skill will make aiming more difficult and youll also inflict less injuries to enemy creatures. For most of the time you should rely on different small guns and you should also keep developing this skill aside from Big guns and Energy weapons. Heres a short list of most useful armors and guns from each major category. You wont have to search for these weapons at all costs, but you shouldnt sell them when you finally find them. You should also know that many weapons have their unique version and obviously these rare guns are better than their standard counterparts. Big guns A lot of powerful guns can be found in this inventory, however youll only want to use three of them. A minigun is best in dealing with large groups of enemy soldiers, but it swallows the ammunition very fast. A rocket launcher should be used for more precise shots. Finally we have a fatman. Make sure to preserve ammunition for this weapon, because there arent too many mininukes in the game world. I would recommend using the fatman only to take down large groups of supermutants and to kill behemoths. Energy weapons In this case only one weapon is worth your attention and thats a plasma rifle. You will also come across a lot of laser rifles, but theyre a lot weaker and you shouldnt use them, especially since its easy to acquire fusion cells for the plasma weapons. One of the best plasma rifles can be acquired upon completion of The replicated man quest.

Plasma rifle is the only energy weapon you should be interested in.

Small guns This is definately the largest category. There are a lot of interesting guns here, created for characters of different specializations. The most useful weapons in the game are combat shotguns, because theyre cheap to buy and repair and theyre extremely powerful (for a small gun) at close range. If you prefer to attack your enemies from a distance, consider choosing chinese assault rifles, hunting rifles and sniper rifles. Melee weapons I have to say Im not too fond of this category, however there are a few items you may be interested in getting your hands on. Sledgehammers are the most powerful melee weapons in the game world and theyre very effective at close range. My personal favorite is a ripper, mostly because its blocks some of the attacks made by other characters, especially if youre fighting in real-time. Unarmed combat Sadly you wont be given a large choice of weapons for unarmed combat. There are a few types of knuckles in the game. Dont bother using them unless youve found a unique weapon.

Ripper is good in close combat. Notice that it blocks enemy attacks. Explosives My favorites in this category are frag grenades and landmines, because there are tons of them in the Capitol wasteland. Make sure that youre not carrying too many of them. You should also focus your attention on acquiring schematics for a Nuka-grenade, because its going to be a nice alternative to the fatman. Use pulse grenades and EM mines to destroy enemy robots. There are also plasma grenades, but theyre expensive and rare, so you may as well ignore them. Armors I would recommend that you have two armors at your disposal at all times. A stronger armor should be used during the battles. For most of the time youll be just fine if you use one of many different leather combat armors, however you should also focus on unlocking access to power armors. Here you can choose between models used by Enclave and Brotherhood of Steel. but there are also a few unique power armors. As for the secondary armor, you should take a protection suit with you. Im sure that youll find many of those in the wasteland and theyre purpose is to defend you against negative effects of the radiation. They may come in handy while trying to get to an irradiated area of the map.

Power armors will become available to you after your first visit to the Citadel.

Storing equipment and doing repairs


One of the most important things about difficulty level of Fallout 3 is that your gear loses its durability during the course of the game. You can observe the changes in the state of your items directly from the Pip-Boy menu, but it gets even harder when you want to do something about it. You cant ignore this problem, because items in bad state offer bad profits from having and using them. This is especially crucial when it comes to weaponry, because you can lose a lot of damage points and a result you have to focus more attention on scoring perfect shots to nullify the difference. Each time your equipment has derroriated you must make a decision how to solve this problem. The most obvious solution is to invest points in development of the Repair skill. Sadly there are a few things you must remember about. The scale of repairs that can be done correlate to advancement of your skill, so you wont be able to bring back the original state of your gear at first. Also, you must have a spear item of the same type in your inventory to make the repairs possible. A much easier solution to the durability problem is to ask one of the merchants to make necessary adjustments. This is often expensive and the merchants will probably stop at 50-55% durability, so you cant rely on their skills entirely and eventually you should start spending points on Repair.

Friendly merchants can repair your equipment... for a price. Most of the items in your inventory have a certain weight value, especially when were talking about weapons and armor. You cant carry too many items, because your character wont be able to run or even move. The maximum limit isnt a sttict one, especially since ammunition doesnt weigh a thing. Nevertheless, you will often have to find a compromise. A good idea is to hand over items to your team members and Im sure that youve discovered this possibility on your own if you remember previous Fallout games. You should also store less important items in your house in Megaton or in your apartment in Tenpenny Tower. I would recommend that you visit merchants often and sell them unwanted goods. Make sure not to visit only one person, because itll take some time for the merchants to gather enough bottle caps to be able to buy your gear. If youre desperate, try buying something for them, instead of just taking the caps.

Store your items in your house (Megaton) or apartment (Tenpenny Tower).

Unique weapon schematics


You will be allowed to create seven custom weapons throghout the course of the game, however this entire mechanism is more complex than you might have anticipated. Theres a total of 23 weapon schematics for you to find. You wont have to get to all the schematics for each of the seven weapons, but the more you collect the better the quality of the weapon is going to be. I would recommend having at least two schematics before proceeding with the assembling. In order to begin the process you must locate a workbench. This usually means visiting a merchant (Moira for example) or a laboratory. Also, you must make sure that you have all the ingridents, because otherwise you wouldnt be able to make a gun. The following chart display the names and ingridents required to create all seven custom weapons. Youll also find out how many schematics there are for each gun. Legend: NAME name of the custom weapon you can create using a workbench; REQUIREMENTS ingridients required to create a gun you cant proceed if something is missing from the list; NMBR number of schematics that may be found during your exploration of the wasteland its either 3 or 4 and you need at least 1 to succeed NAME Railway rifle Bottlecap mine Nuka-grenade Rock-it launcher Dart gun Deathclaw gauntlet Shishkebab REQUIREMENTS crutch x1, steam gauge assembly x1, fission battery x1, pressure cooker x1 lunch box x1, bottle caps x10, cherry bomb x1, sensor module x1 Quantum Nuka-Cola x1, Abraxo cleaner x1, turpentine x1, tin can x1 vacuum cleaner x1, conductor x1, leaf blower x1, firehose nozzle x1 surgical tubing x1, radscorpion poison gland x1, paint gun x1, toy car x1 wonderglue x1, leather belt x1, medical brace x1, deathclaw hand x1 motorcycle gas tank x1, pilot light x1, lawnmower blade x1, motorcycle handbrake x1 NMBR 3 4 3 4 3 3 3

Custom weapons can be made using a workbench. Try fisiding Moiras store for one of these. This second chart displays the exact list of locations where you should look for the schematics.

NAME Railway rifle

SCHEMATICS First schematic: Museum of History Underworld (trader) Second schematic: Rivet City (reward for Stealing independence quest) Third schematic: MDPL-13 power station

Bottlecap mine

First schematic: Jockos Pop & Gas Stop Second schematic: Little lamplight (trader) Third schematic: Megaton (reward for The Wasteland survival guide quest) Fourth schematic: Tenpenny Tower (Herbert Dashwoodas safe)

Nuka-grenade

First schematic: Girdershade (reward for Nuka-Cola challenge quest) Second schematic: Cliffside cavern Third schematic: Wandering trader Doc Hoff

Rock-it launcher

First schematic: Vault 101 (hidden stash in the clinic) Second schematic: Megaton (trader) Third schematic: Rivet City (armory) Fourth schematic: Wandering trader Crazy Wolfgang

Dart gun

First schematic: MDPL-05 power station Second schematic: Temple of the Union (reward for Head of State quest) Third schematic: Tenpenny Tower (trader)

Deathclaw gauntlet

First schematic: F. Scott Key Trail & Campground Second schematic: Wounded deatchlaw (random encounter check the body of the monster) Third schematic: Rivet City (solving Bannons problem)

Shishkebab

First schematic: Meresti trainyard Second schematic: Small campsite between Fort Constantine and SatCom NN-03d antenna Third schematic: Wandering trader - Harith

Other
Dirty deeds
STEALING AND CONSEQUENCES OF SUCH ACTIONS There are two ways to steal. You can steal items from safes, lockers and other stashes using your lockpicking skill or you can steal directly from other characters. Pickpocketing is far more dangerous, becuase if you didnt develop your skills to high values theres a high possibility of getting caught. The only advantage of pickpocketing is that most NPCs carry valuable items or keys which will grant you access to their homes. If you plan on stealing from the environment, the most important thing to remember about is that you arent seen by anyone. This applies to opening locks and taking items from your surroundings. If youre caught youll lose all the items youve taken and if it was a neutral character you may engage yourself in a firefight. The most extreme outcome is that youre banished from a city. Thankfully this a rare occurence and it lasts only a few days. Each time you steal something (it doesnt really matter how) youll lose a few karma points. The differences are very small for single objects, but if you keep up with your dirty deeds you may end up being a very bad character. Lower karma usually makes your survival in the wasteland more difficult, but its your choice. If you want to be a bad boy theres nothing in your way to pursue such goals. OPENING LOCKS AND BREAKING INTO COMPUTER SYSTEMS You can find out easily whether you can collect an object from your environment without any penalties or not. If the name of the object is displayed in red then it means you must steal it and youll lose karma if you do that. Each time you plan on opening a lock you should save your current progress, because you can brake the lock if you press the wrong button or you can lose a lot of bobby pins if youre dealing with a very sophisticated mechanism. Thankfully its much easier when youre dealing with computer terminals. Remember that you can always quit before making a final guess of the password. When you hack into the terminal again youll notice that youve been given a few tries. If you brake a lock or disable a terminal by mistake you can always choose perks which will help you in accessing these objects again, but its a waste of perk points.

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