You are on page 1of 270

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

HOLOTAPES

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:

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

SECTOR

Abandoned Car Fort

Agathas House

Alexandria Arms

Anacostia Crossing Station

10

Anchorage Memorial

10

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

10

Charnel House

Chaste Acres Dairy Farm

Chevy Chase East

10

Chevy Chase North

10

Chryslus Building

Citadel

Cliffside Cavern

Clifftop Shacks

Corveg Factory

Deatchlaw Sanctuary

Dickerson Tabernacle Chapel

Drowned Devils Crossing

Dry Sewer

10

Dukovs Place

10

Dunwich Building

Dupont East

10

Dupont North-East

10

Dupont Station

10

Dupont West

10

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

10

Five Axles Rest Stop

Flooded Metro (x2)

Ford Constantine

Fordham Flash Memorial Field

Fort Bannister

Fort Independence

Friendship Heights

10

Galaxy News Radio

10

Georgetown East

10

Georgetown North

10

Georgetown South

10

Georgetown West

10

Germantown Police Headquarters

Girdershade

Grayditch

Greener Pastures Disposal Site

Grisly Diner

Hallowed Moors Cemetery

Hamiltons Hideaway

Hubris Comics

Irradiated Metro

10

Jalbert Brothers Waste Disposal

Jefferson Memorial

10

Jockos Pop & Gas Stop

Jury Street Metro Station

Kaelyns Bed & Breakfast

Lenfant Plaza

10

Lenfant South

10

Lincoln Memorial

10

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

10

Minefield

Montgomery County Reservoir

Moonbeam Outdoor Cinema

Mount Mabel Campground

Museum Of History

10

Museum Of Technology

10

National Guard Depot

10

Northwest Seneca Station

Nuka-Cola Plant

Oasis

Old Olney

Our Lady Of Hope Hospital

10

Paradise Falls

Pennsylvania Avenue East

10

Pennsylvania Avenue North

10

Pennsylvania Avenue North-West

10

Pennsylvania Avenue South

10

Raven Rock

Reclining Groves Resort Homes

Red Racer Factory

Reillys Rangers Compound

10

Relay Tower KX-B8-11

Rivet City

10

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

10

Seward Square North-West

10

Seward Square South-East

10

Sewer Waystation

Shalebridge

Smith Caseys Garage

Springvale

Springvale School

Statesman Hotel

10

Super-Duper Mart

Takoma Industrial Factory

10

Takoma Park

10

Temple Of The Union

Tenpenny Tower

The Mall North-East

10

The Mall North-West

10

The Mall South-West

10

The National Archives

10

The Overlook Drive-In

The Republic of Dave

The Silver Lining Drive-In

The Washington Monument

10

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

10

Vernon Square East

10

Vernon Square North

10

Vernon Square Station

10

Warrington Station

Warrington Trainyard

Wheaton Armory

White House

10

Wilhelms Wharf

WKML Broadcast Station

Yao Guai Tunnels

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

ADDITIONAL INFO

THREAT LVL

Behemots

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.

10

Bloatflies

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.

Centaurs

These monsters are very easy to kill, as long as you


avoid the acid. Use a shotgun or a hunting rifle to
kill them.

Deathclaws

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.

Defense turrets

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.

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.

2-6

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.

5-9

Feral ghouls

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

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! :-)

3-6

Mirelurks

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.

6-9

Mister Gutsy

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

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.

Protectrons

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.

Radroaches

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

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.

5-8

Raiders

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.

2-5

Robobrains

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.

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!

Slavers

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.

3-6

Supermutants

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.

6-9

Talon Company
mercenaries

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.

7-9

Vault inhabitants

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.

2-3

Wild dogs

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.

3-4

Yao guais

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.

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

RWD

REQUIREMENTS

Agatha's Song

20

Complete Agathas song quest (gained


automatically upon completion).

Ambassador of Peace

20

Advance to the 14th level of experience with


good karma.

Big Trouble in Big Town

20

Complete Big trouble in Big Town quest


(gained automatically upon completion).

Blood Ties

20

Complete Blood Ties quest (gained


automatically upon completion).

Data Miner

20

Successfully hack into at least 50 computer


terminals.

Doesn't Play Well with Others

20

Kill at least 300 people.

Escape!

20

Complete Escape! quest (gained


automatically upon completion).

Finding the Garden of Eden

20

Complete Finding the Garden of Eden


quest (gained automatically upon
completion).

Following in His Footsteps

20

Complete Following in his footsteps quest


(gained automatically upon completion).

Galaxy News Radio

20

Complete Galaxy News Radio quest (gained


automatically upon completion).

Harbinger of War

20

Advance to the 14th level of experience with


bad karma.

Head of State

20

Complete Head of state quest (gained


automatically upon completion).

Keys are for Cowards

20

Successfully open at least 50 locks.

Last, Best Hope of Humanity

30

Advance to the 20th level of experience with


good karma.

Mercenary

10

Advance to the 8th level of experience with


neutral karma.

Oasis

20

Complete Oasis quest (gained automatically


upon completion).

One-Man Scouting Party

20

Find at least 100 primary locations in the


Capitol wasteland.

Paradigm of Humanity

30

Advance to the 20th level of experience with


neutral karma.

Picking up the Trail

20 Complete Picking up the trail quest (gained


automatically upon completion).

Pinnacle of Survival

20

Advance to the 14th level of experience with


neutral karma.

Protector

10

Advance to the 8th level of experience with


good karma.

Psychotic Prankster

10

Put an explosive (grenade or landmine) into


someones pocket. You cant be caught and
dont forget to move back to a safe distance!

Reaver

10

Advance to the 8th level of experience with


bad karma.

Reilly's Rangers

20

Complete Reillys rangers quest (gained


automatically upon completion).

Rescue from Paradise

20

Complete Rescue from Paradise quest


(gained automatically upon completion).

Scientific Pursuits

20

Complete Scientific pursuits quest (gained


automatically upon completion).

Scourge of Humanity

30

Advance to the 20th level of experience with


negative karma.

Silver-Tongued Devil

20

Win at least 50 speech challenges.

Slayer of Beasts

20

Kill at least 300 monsters.

Stealing Independence

20

Complete Stealing independence quest


(gained automatically upon completion).

Strictly Business

20

Complete Strictly business quest (gained


automatically upon completion).

Take it Back!

40

Complete Take it back! quest (gained


automatically upon completion).

Tenpenny Tower

20

Complete Tenpenny Tower quest (gained


automatically upon completion).

The American Dream

20

Complete The American Dream quest


(gained automatically upon completion).

The Bigger They Are

20

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.

The G.O.A.T. Whisperer

10

Complete Future imperfect quest (gained


automatically upon completion).

The Nuka-Cola Challenge

20

Complete The Nuka-Cola challenge quest


(gained automatically upon completion).

The Power of the Atom

20

Complete The power of the atom quest


(gained automatically upon completion).

The Replicated Man

20 Complete The replicated man quest (gained


automatically upon completion).

The Superhuman Gambit

20

Complete The Superhuman gambit quest


(gained automatically upon completion).

The Wasteland Survival Guide

20

Complete The Wasteland survival guide


quest (gained automatically upon
completion).

The Waters of Life

20

Complete The waters of life quest (gained


automatically upon completion).

Those!

20

Complete Those! quest (gained


automatically upon completion).

Tranquility Lane

20

Complete Tranquility Lane quest (gained


automatically upon completion).

Trouble on the Homefront

20

Complete Trouble on the homefront quest


(gained automatically upon completion),

Vault 101 Citizenship Award

10

Begin Growing up fast quest.

Vault-Tec C.E.O.

30

Find all 20 Vault-Tec bobbleheads.

Weaponsmith

30

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.

Yes, I Play with Dolls

10

Find 10 Vault-Tec bobbleheads.

You Gotta Shoot 'Em in the Head

20

Complete You gotta shoot em in the head


quest (gained automatically upon
completion).

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

ADVANTAGES OF SPENDING POINTS

STRENGTH

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)

CHARISMA

Friendlier NPCs and more interactions with them; additional growth


of Barter and Speech (two skill points for each invested point)

INTELLIGENCE

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)

AGILITY

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)

LUCK

Additional points to all skills (minimum 1, maximum 5); increased


chances of inflicting critical hits to enemy units (1% more for every
invested point)

Skills
This chart can tell you more about certain skills and about their usefulness on the
battlefield.
SKILL NAME

ADVANTAGES OF SPENDING SKILL POINTS

BARTER

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.

BIG GUNS

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.

ENERGY WEAPONS

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.

EXPLOSIVES

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.

LOCKPICKING

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.

MEDICINE

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.

MELEE WEAPONS

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.

REPAIR

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.

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.

SMALL GUNS

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.

SNEAKING

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.

SPEECH

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.

UNARMED

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.

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

Rad limb healing Achieving a critical radiation value


(at least 400 rads) will allow you to
heal your broken limbs
automatically. Cool but dangerous!
:-)

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.

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.

Barskin

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.

Survival guru

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.

Hematophagy

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

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.

ask him for the reward!

Ant might

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.

Mrwczy wzrok

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.

Dream crusher

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.

Junior survivor

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.

Wired reflexes

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.

Power armor
training

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.

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

REQUIREMENTS

NMBR

Railway rifle

crutch x1, steam gauge assembly x1, fission battery


x1, pressure cooker x1

Bottlecap mine

lunch box x1, bottle caps x10, cherry bomb x1,


sensor module x1

Nuka-grenade

Quantum Nuka-Cola x1, Abraxo cleaner x1,


turpentine x1, tin can x1

Rock-it launcher

vacuum cleaner x1, conductor x1, leaf blower x1,


firehose nozzle x1

Dart gun

surgical tubing x1, radscorpion poison gland x1,


paint gun x1, toy car x1

Deathclaw gauntlet

wonderglue x1, leather belt x1, medical brace x1,


deathclaw hand x1

Shishkebab

motorcycle gas tank x1, pilot light x1, lawnmower


blade x1, motorcycle handbrake x1

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

SCHEMATICS

Railway rifle

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.

Best Game Guides on Net at:


http://guides.gamepressure.com

You might also like