Fallout 3 where. Passage tips for beginners. Skill bobbleheads

14.03.2021

Introduction

The return of the legend is complete. The world of the apocalypse is ready to be explored. Let's get to the most exciting part - writing an article on the walkthrough of Fallout 3. I warn you - the walkthrough will not be quick.

You control your hero from birth. First, the standard choice of initial characteristics of the hero. When you find yourself in the nursery, find a book on the floor there and select skills. For your birthday, hang out until you're invited to the reactor level. Tasks and all information can be viewed in the pit battle (TAB), there is also a map and leveling up. At the reactor you will be given a pneumatic gun and after killing a radcockroach you will wake up at the age of 16. Take the test, then it can be corrected. 3 years later. Your father escaped from the shelter and you also need to molt slowly before the caretakers find you. Amata will give you a 10 gauge pistol. You can view the location on the map.

Go to the door indicated on the map, then to the second floor, the key to the caretaker’s office is with Amantha’s father or in the chest of drawers opposite the office.

In the office, open the secret tunnel and follow it to the exit door from the shelter. Open it and you are free. In the shelter you can stock up on equipment if you climb well.

Go to the nearest city - Magatonna. There in the bar, talk to Moriarty about your father. The door to the bar is closed, it can be broken open with a hairpin. Moriarty will ask for 100 caps or to collect the debt from Silver in Springvale, she is not far from shelter 101. You can get 300 caps from her. Moriarty will say that you can ask about your father on the Voice of the Galaxy radio. Going there right away is suicide. Visit Moira Brown at the Crater Store and help her create a survival guide. Go to the supermarket, you need to get food and medicine there. The pharmacy key is in a drawer on the counter.

There are several armed raiders in the supermarket. You can shoot as before at different parts of the body, to do this, press “V”, the number of shots or hits depends on the action points, they are shown at the bottom right (AP). You can also defuse a bomb in the city center for 100 credits and housing. To do this, go to the sheriff.

In the supermarket, the raiders should have an assault rifle, this is a more serious weapon, there is also plenty of 5.56 caliber ammunition. To move between locations, simply click on them on the map. Now I think you are ready to go to the radio station. In its vicinity there are raiders with flamethrowers and super mutants with miniguns. It would not be bad to kill them and take away their weapons. To get to the radio building itself, you must first go through the metro.

On the other side you will meet the Brotherhood of Steel, go with them to the assault. A hippopotamus will run out near the building; you can kill it by taking the fat man from the one killed from the Brotherhood of Steel. Or you can shoot off his leg with an assault rifle (V). Now go to the Galaxy News building and ask about Three Dog's father. Of course he won’t tell you anything if

Only your eloquence is not developed. You will need to go to the museum to get a plate installed on the lunar rover. Go to the Chevy Chase subway, the collapsed road tunnel, the DuPont station and go to the Museum station and rise to the surface from it.

The museum is not far from the station. Get to the lunar rover in the museum and go to the Washington Monument. There are many super mutants in the museum. The Washington Monument is tall and you can see it right away, go to it and place a plate on top and return to Three Dog. He will tell you that your father was going to go to Rivet City, to get to it you need to walk along the riverbed, while you go there you can collect radiation in the river for Moira’s experiments. After you go to her during irradiation, you will regenerate damage.

And she will give the next task - to go to the city of ghosts, it is mined and you need to get to its center. In the meantime, let's go to Rivet City to see Dr. Lee. She's in the science lab, go through the left door and go up to the 1st floor. She will tell you what she and her father did.

Head to Vault 112, put on your jumpsuit and sit in the virtual reality device. In an abandoned house, you need to activate the control panel; to do this, click on the objects in the hall in the following sequence: receiver, jug, gnome, jug, cinder block, gnome, bottle.

A terminal will open, where you can activate the “Chinese Invasion”, and then talk to Betty and she will release you, or you can complete Betty’s tasks. After leaving virtual reality, talk to your father. I went straight with him to Rivet City.

He will talk to Lee in the laboratory and go to the Jefferson Museum, Project Purity is based there, follow him. Clear the museum building so that scientists can enter. Escort your father to the Memorial Rotunda and turn on the pumps. Install the fuses your father gives you and turn on the computer. Then go clear the blockage in the pipe, while you are fiddling with it, the Enclave will attack the control center, hoping to take possession of the installation, but Jimmy will kill them along with him. Grab Dr. Lee and make your way through the secret tunnel to the Brotherhood Citadel. To continue the “Purity” project, you need a GEKK device, Rothschild will help you find it, he is in the laboratory and will send you to Ring A to rummage through the computer. You will find the GECK in Vault 87, return to Rothschild and he will point it out on the map. Before going to the shelter, learn how to use power armor, for this you need to ask permission.

You can’t just enter shelter 87, there is deadly radiation at the entrance. But you can find the entrance in the Lamplight Caves. The entrance to the caves south of shelter 87, under the hill on which there is a water tower. The entrance to the shelter is located behind the children's town of Little Lampite. At the entrance you will be greeted by an evil boy, I went through him using the “Eternal Child” skill, he gives unique lines in dialogues with children. If you do not have such a skill, then you will have to please the boy in other ways. You can also get a laser rifle for free in the large hall if you have the “Eternal Child” skill.

Talk to the mayor so that he will open the door to the murderous passage. Go to the reactor compartment, from there to the living quarters. Go upstairs to the “Experimental Laboratories”, follow the right corridor to the end, there will be a computer behind the right door, hack it and you will release the super mutant Fox. He will guide you to the GEKK and bring it from a place with deadly radiation.

When you leave, soldiers from the Enclave will catch you and torture you in every possible way, demanding a code. You can't speak the code, otherwise you will be killed. The President of the Enclave will let you go and tell you to go to his office, but while you are going, the colonel will cancel his decision. Go up to the second level, at the end of the corridor that leads to the stairs to the hall, on the left you will find the “Energy Baby Doll”. Go up to the hall, there is the entrance to the Control Hall.

There are a lot of weapons, ammunition and medicine scattered throughout the premises, they are usually covered with power armor, which is disabled from the terminals. Having reached the president, you learn that the Enclave is controlled by a crazy computer. Take the test tube with the virus and get out of here. Just before the exit you will find a Tesla laser. And when you leave the building, you will see Fox, he came to save you, now you can take him with you. You can carry a whole bunch of stuff on it, and it works well with its Tesla laser. Move to the Citadel and talk to Lyons in the laboratory, she will give you new power armor. When you're ready to go take over Project Purity, tell Lyons. Robot Price will cover you, he will take you to the Memorial, and there you will have to make your way to the control room yourself. This is the final scene, you must decide what to do with the virus and who will sacrifice their lives to save the installation. To start the "Clean" installation, enter code 216.

Fallout 3 quest descriptions

The first quests you should complete are talking to Moriarty. Moriarty will ask for 100 caps or to collect the debt from Silver in Springvale, she is not far from shelter 101. You can get 300 caps from her. You can also defuse a bomb in the city center for 100 credits and housing. To do this, go to the sheriff.

Blood Ties

In Moriarty's salon, Lucy will ask you to deliver a letter to her family living in Arefu. When you get there, it turns out that her parents were killed and her brother was kidnapped by the Family - a group of bandits. In Sheriff Arefu's house there is a baby doll on the table. The entrance to the Semi shelter at the Seneca station, it is in the northeast of Arefu, you can buy an ultra-screw there from Google if you have sugar bombs.

The entrance is in the room with Google, Ian West, Lucy's brother is sitting in the room, to access it you need a password, if you have developed eloquence or the ability of “arbiter” or “wife killer”, then you will get this password without any problems. Give the letter to West. After talking with West Vance, the leader of the Family will give you a Shish-Kebab, this is a diagram of a weapon that can be assembled using a workbench.

Wasteland Survival Guide

Visit Moira Brown at the Crater Store and help her create a survival guide.

Go to the supermarket, you need to get food and medicine there. The pharmacy key is in a drawer on the counter.

There are several armed raiders in the supermarket. The next section of the book is radioactive contamination. Stand in a radioactive place, for example
in the river or whatever, drink from the toilet :) and return to Moira. The third section is anti-personnel mines. Go to the minefield and return to Moira.

Behind the Gibsons' house there is a lawnmower, from there you can take out the blade, it is needed for Shish Kebab. And in houses, if you climb around the ovens, you can find the fuse. Additionally, you can bring her an anti-personnel mine
To do this, you need to approach the mine and quickly press it so that it does not have time to explode. Next to the playground, which you need to walk to, there are ruins of a house. Arkansas is sitting on it, he has a sniper rifle and house keys. The houses have a couple of books to read and some ammo.

The next chapter of the book is devoted to animals. Moira will give you the recipient, go with him to the city sewers, they are next to Dukov’s home. Collect more cat-rats, preferably 7 pieces, and try the receptive. First you need to disable the turret system in the terminal and kill the raiders, otherwise they will kill all the catrats.

The next section is about the swampers, you need to install an observer in their lair. Their lair is at the Anorridge Memorial. There is a tunnel in the administrative premises, follow there and find a masonry of swampers there, you can install an observer in it. At the same time, you cannot kill a single swamp. There you can quickly exit through the passage under water or immediately enter through it. Outside, it is in the river south of the entrance to the memorial. There is a safe in the memorial (also in the administrative premises) where if you hack the terminal you can take a 44 caliber magnum with a telescopic sight.

Downstairs in the “service entrance” there is a storage room for some chemicals and a cache club, it is located in one of the refrigerators. The cache contains 260 lids and a recipe for swamp pie.

Now you need to receive damage less than 50% of your life and the injury ends with this, chapter 2 of the book. The third chapter begins with the task of learning the history of Rivet City from local residents.

Vera Witherly on the upper deck will tell you a little, and by asking Seagreve Holmes in the market, you will complete an additional task. In the Rivet City arsenal there is a weapon scheme "Rocket". And on the deck where the planes are located, but on the other side you can find a gas tank from a motorcycle, there is also a ball, a baseball glove and a bat lying nearby.

Start
Your game life begins with birth in Bunker 101, it begins as expected - from the moment of birth, where you have to choose the gender, name, and appearance of your game character. As soon as this is done, the main character's mother dies. Now, of all your loved ones, the only one left is your father, who in the next action teaches you to walk. As soon as you approach it (WASD buttons by default) you find yourself in a trap, or rather in a playpen. The father leaves, and your task is to get out of the trap. We approach the door, open it (default button E) - and freedom! We find a book on the left on the floor, read the descriptions of all the skills and select the ones you need (read more on the forum). If you doubt the correctness of your choice, you don’t have to replay this moment; in the near future you will have the opportunity to change all your characteristics, including skills and appearance. As soon as we read the book, the treacherous dad appears, whom your escape only pleased.

Time jump
You are 10 years old, you have become a full-fledged member of society, and the entire Vault 101 has come to congratulate you on your birthday. Talk to all the guests, each of them has prepared their own gift for you - except for three blockheads, led by a vile guy named Vance. After grandma gives you a piece of pie, that same nasty guy will try to take it away from you. You can either give the pie or run back to the guard Gonzalez. I chose the last option, without losing the pie and receiving physical damage =) After all this, we talk to my father. He announces that he has prepared a surprise for his birthday. In order to get this surprise, we go down to the lower level, where we find Jonas (by default: Tab button - Information - Area Map). We are waiting for your father, he comes and gives you your first small arms - an air rifle and 50 rounds of ammunition for it. Immediately there is an opportunity to test it in practice. There are 3 targets not far from you, if you get closer to them, behind the fence we see a rad cockroach, on which we try our weapons (by default, the V button for V.A.T.S. mode)

Time jump
Your father’s office, in which he informs you about the exam that will determine your fate in Vault 101. Immediately after talking with your father, we do not run away, we be sure to examine his desk and find the first baby doll (gives +10 to Medicine). We find an audience, near which we see already familiar matured cretins who pester your good friend. We talk to the main cretin and help a friend get out of trouble. It is not necessary to fight back - just running into the audience is enough. The GOAT is already waiting for you in the audience. I advise you to listen to all the questions and answer options - it’s very funny. You don’t have to do this, to do this, at the very beginning we approach the examiner, and through “connection” we draw for ourselves the skills that we want, we can do this after the exam.

Time jump
We wake up and discover that we have grown up about 8 years, and so has our old friend Amata. Amata, in a state of hysterics, babbles that everything is lost, your father escaped from the Vault, Jonas was shot by the guards on the orders of the Overseer, and you urgently need to get out of here so as not to repeat his fate. We accept a pistol as a gift from her, and after slowly examining the room and collecting our things, we go out into the corridor. The first guard we meet is not scary for us - he will be occupied by two rad-cockroaches, which infest the entire Vault. We run past. We meet an old friend of the cretin Vance who asks to help his mother, who was attacked by rad-cockroaches. We free her and receive a snakeskin jacket as a gift (if she dies, you will not receive anything). We move along the map, killing rad cockroaches and guards along the way (we get hold of armor and guard helmets, weapons and ammunition). Of all the guards, there is only one harmless one - the already familiar Gonzalez (next to him there is a robot that shoots rad-cockroaches), he lets you pass further without interference. We find the Overseer’s room (Amata’s screams are heard from there), neutralize one guard in it and talk to the Overseer. Here you have a choice - you can shoot the Overseer, you can solve everything peacefully. To resolve the problem peacefully, we choose a dialogue thread in which we threaten to harm his daughter. The caretaker gives you the key to the door and the password to the computer. We follow the map to his office. We find the corpse of Dr. Jonas, take his robe and find an audio recording of his father next to him. Using the key, we open the door (if we haven’t met the Overseer, we break it) and go inside. We open the Pip-Boy, read the password that the caretaker gave (if you haven’t met the caretaker, there is a locker to the right of the computer in which we find the password), or we hack the computer. After opening the door, the caretaker's table rises, and under it we find a door leading to the exit from the Vault. We approach the control panel and open the exit door. Amata appears, we say goodbye to her. Immediately after the dialogue with Amata, two guards burst into the room. You can shoot them, or run to the exit from the Vault - they will not run after you.

Megatons
Having spent too long in confined spaces with artificial lighting, when we come to the surface, we are temporarily blinded by the sun. After waiting a few seconds, the blindness effect passes, and we can enjoy the scenery of the Wasteland. Turn on the radio (Tab-Information-Radio). We are moving towards the city of Megaton (see map). At the entrance to the city we meet a merchant (Caravan) with a Brahmin and a guard - merchants change there every day and sell different goods. We hand over to him all the goods we acquired honestly, and we buy what he needs. Nearby we see a beggar sitting on the ground. We talk to him, for giving him a glass of clean water you can raise your karma (as many times as you like). We go into the city.
Right at the entrance, the Sheriff, and also the Mayor of the city, Lucas Simms, is already waiting for you. From him you can get information about the history of the city, its main institutions and residents. We receive information about the bomb around which the city is built, we promise to defuse it. We also learn that the father visited Megaton for a short time, and it is necessary to talk about this topic with Moriarty, the owner of the saloon. We go to Moriarty and talk to him. There are several options for obtaining information about his father from him. Choose one of them:
1. We are trying to convince him to give up information about his father for thanks (the armor-plated “save-load” helped me). If it doesn’t work out, we pay 100 Coca Cola caps. In case of shortage of money, he will later request 300 caps. Not satisfied - we find Moriarty’s closed room in his saloon, break into it and break his computer, all the necessary information is contained there (we lose karma).

Introduction

The return of the legend is complete. The world of the apocalypse is ready to be explored. Let's get to the most exciting part - writing an article on the walkthrough of Fallout 3. I warn you - the walkthrough will not be quick.

You control your hero from birth. First, the standard choice of initial characteristics of the hero. When you find yourself in the nursery, find a book on the floor there and select skills. For your birthday, hang out until you're invited to the reactor level. Tasks and all information can be viewed in the pit battle (TAB), there is also a map and leveling up. At the reactor you will be given a pneumatic gun and after killing a radcockroach you will wake up at the age of 16. Take the test, then it can be corrected. 3 years later. Your father escaped from the shelter and you also need to molt slowly before the caretakers find you. Amata will give you a 10 gauge pistol. You can view the location on the map.

Go to the door indicated on the map, then to the second floor, the key to the caretaker’s office is with Amantha’s father or in the chest of drawers opposite the office.

In the office, open the secret tunnel and follow it to the exit door from the shelter. Open it and you are free. In the shelter you can stock up on equipment if you climb well.

Go to the nearest city - Magatonna. There in the bar, talk to Moriarty about your father. The door to the bar is closed, it can be broken open with a hairpin. Moriarty will ask for 100 caps or to collect the debt from Silver in Springvale, she is not far from shelter 101. You can get 300 caps from her. Moriarty will say that you can ask about your father on the Voice of the Galaxy radio. Going there right away is suicide. Visit Moira Brown at the Crater Store and help her create a survival guide. Go to the supermarket, you need to get food and medicine there. The pharmacy key is in a drawer on the counter.

There are several armed raiders in the supermarket. You can shoot as before at different parts of the body, to do this, press “V”, the number of shots or hits depends on the action points, they are shown at the bottom right (AP). You can also defuse a bomb in the city center for 100 credits and housing. To do this, go to the sheriff.

In the supermarket, the raiders should have an assault rifle, this is a more serious weapon, there is also plenty of 5.56 caliber ammunition. To move between locations, simply click on them on the map. Now I think you are ready to go to the radio station. In its vicinity there are raiders with flamethrowers and super mutants with miniguns. It would not be bad to kill them and take away their weapons. To get to the radio building itself, you must first go through the metro.

On the other side you will meet the Brotherhood of Steel, go with them to the assault. A hippopotamus will run out near the building; you can kill it by taking the fat man from the one killed from the Brotherhood of Steel. Or you can shoot off his leg with an assault rifle (V). Now go to the Galaxy News building and ask about Three Dog's father. Of course he won’t tell you anything if

Only your eloquence is not developed. You will need to go to the museum to get a plate installed on the lunar rover. Go to the Chevy Chase subway, the collapsed road tunnel, the DuPont station and go to the Museum station and rise to the surface from it.

The museum is not far from the station. Get to the lunar rover in the museum and go to the Washington Monument. There are many super mutants in the museum. The Washington Monument is tall and you can see it right away, go to it and place a plate on top and return to Three Dog. He will tell you that your father was going to go to Rivet City, to get to it you need to walk along the riverbed, while you go there you can collect radiation in the river for Moira’s experiments. After you go to her during irradiation, you will regenerate damage.

And she will give the next task - to go to the city of ghosts, it is mined and you need to get to its center. In the meantime, let's go to Rivet City to see Dr. Lee. She's in the science lab, go through the left door and go up to the 1st floor. She will tell you what she and her father did.

Head to Vault 112, put on your jumpsuit and sit in the virtual reality device. In an abandoned house, you need to activate the control panel; to do this, click on the objects in the hall in the following sequence: receiver, jug, gnome, jug, cinder block, gnome, bottle.

A terminal will open, where you can activate the “Chinese Invasion”, and then talk to Betty and she will release you, or you can complete Betty’s tasks. After leaving virtual reality, talk to your father. I went straight with him to Rivet City.

He will talk to Lee in the laboratory and go to the Jefferson Museum, Project Purity is based there, follow him. Clear the museum building so that scientists can enter. Escort your father to the Memorial Rotunda and turn on the pumps. Install the fuses your father gives you and turn on the computer. Then go clear the blockage in the pipe, while you are fiddling with it, the Enclave will attack the control center, hoping to take possession of the installation, but Jimmy will kill them along with him. Grab Dr. Lee and make your way through the secret tunnel to the Brotherhood Citadel. To continue the “Purity” project, you need a GEKK device, Rothschild will help you find it, he is in the laboratory and will send you to Ring A to rummage through the computer. You will find the GECK in Vault 87, return to Rothschild and he will point it out on the map. Before going to the shelter, learn how to use power armor, for this you need to ask permission.

You can’t just enter shelter 87, there is deadly radiation at the entrance. But you can find the entrance in the Lamplight Caves. The entrance to the caves south of shelter 87, under the hill on which there is a water tower. The entrance to the shelter is located behind the children's town of Little Lampite. At the entrance you will be greeted by an evil boy, I went through him using the “Eternal Child” skill, he gives unique lines in dialogues with children. If you do not have such a skill, then you will have to please the boy in other ways. You can also get a laser rifle for free in the large hall if you have the “Eternal Child” skill.

Talk to the mayor so that he will open the door to the murderous passage. Go to the reactor compartment, from there to the living quarters. Go upstairs to the “Experimental Laboratories”, follow the right corridor to the end, there will be a computer behind the right door, hack it and you will release the super mutant Fox. He will guide you to the GEKK and bring it from a place with deadly radiation.

When you leave, soldiers from the Enclave will catch you and torture you in every possible way, demanding a code. You can't speak the code, otherwise you will be killed. The President of the Enclave will let you go and tell you to go to his office, but while you are going, the colonel will cancel his decision. Go up to the second level, at the end of the corridor that leads to the stairs to the hall, on the left you will find the “Energy Baby Doll”. Go up to the hall, there is the entrance to the Control Hall.

There are a lot of weapons, ammunition and medicine scattered throughout the premises, they are usually covered with power armor, which is disabled from the terminals. Having reached the president, you learn that the Enclave is controlled by a crazy computer. Take the test tube with the virus and get out of here. Just before the exit you will find a Tesla laser. And when you leave the building, you will see Fox, he came to save you, now you can take him with you. You can carry a whole bunch of stuff on it, and it works well with its Tesla laser. Move to the Citadel and talk to Lyons in the laboratory, she will give you new power armor. When you're ready to go take over Project Purity, tell Lyons. Robot Price will cover you, he will take you to the Memorial, and there you will have to make your way to the control room yourself. This is the final scene, you must decide what to do with the virus and who will sacrifice their lives to save the installation. To start the "Clean" installation, enter code 216.

Fallout 3 quest descriptions

The first quests you should complete are talking to Moriarty. Moriarty will ask for 100 caps or to collect the debt from Silver in Springvale, she is not far from shelter 101. You can get 300 caps from her. You can also defuse a bomb in the city center for 100 credits and housing. To do this, go to the sheriff.

Blood Ties

In Moriarty's salon, Lucy will ask you to deliver a letter to her family living in Arefu. When you get there, it turns out that her parents were killed and her brother was kidnapped by the Family - a group of bandits. In Sheriff Arefu's house there is a baby doll on the table. The entrance to the Semi shelter at the Seneca station, it is in the northeast of Arefu, you can buy an ultra-screw there from Google if you have sugar bombs.

The entrance is in the room with Google, Ian West, Lucy's brother is sitting in the room, to access it you need a password, if you have developed eloquence or the ability of “arbiter” or “wife killer”, then you will get this password without any problems. Give the letter to West. After talking with West Vance, the leader of the Family will give you a Shish-Kebab, this is a diagram of a weapon that can be assembled using a workbench.

Wasteland Survival Guide

Visit Moira Brown at the Crater Store and help her create a survival guide.

Go to the supermarket, you need to get food and medicine there. The pharmacy key is in a drawer on the counter.

There are several armed raiders in the supermarket. The next section of the book is radioactive contamination. Stand in a radioactive place, for example
in the river or whatever, drink from the toilet :) and return to Moira. The third section is anti-personnel mines. Go to the minefield and return to Moira.

Behind the Gibsons' house there is a lawnmower, from there you can take out the blade, it is needed for Shish Kebab. And in houses, if you climb around the ovens, you can find the fuse. Additionally, you can bring her an anti-personnel mine
To do this, you need to approach the mine and quickly press it so that it does not have time to explode. Next to the playground, which you need to walk to, there are ruins of a house. Arkansas is sitting on it, he has a sniper rifle and house keys. The houses have a couple of books to read and some ammo.

The next chapter of the book is devoted to animals. Moira will give you the recipient, go with him to the city sewers, they are next to Dukov’s home. Collect more cat-rats, preferably 7 pieces, and try the receptive. First you need to disable the turret system in the terminal and kill the raiders, otherwise they will kill all the catrats.

The next section is about the swampers, you need to install an observer in their lair. Their lair is at the Anorridge Memorial. There is a tunnel in the administrative premises, follow there and find a masonry of swampers there, you can install an observer in it. At the same time, you cannot kill a single swamp. There you can quickly exit through the passage under water or immediately enter through it. Outside, it is in the river south of the entrance to the memorial. There is a safe in the memorial (also in the administrative premises) where if you hack the terminal you can take a 44 caliber magnum with a telescopic sight.

Downstairs in the “service entrance” there is a storage room for some chemicals and a cache club, it is located in one of the refrigerators. The cache contains 260 lids and a recipe for swamp pie.

Now you need to receive damage less than 50% of your life and the injury ends with this, chapter 2 of the book. The third chapter begins with the task of learning the history of Rivet City from local residents.

Vera Witherly on the upper deck will tell you a little, and by asking Seagreve Holmes in the market, you will complete an additional task. In the Rivet City arsenal there is a weapon scheme "Rocket". And on the deck where the planes are located, but on the other side you can find a gas tank from a motorcycle, there is also a ball, a baseball glove and a bat lying nearby.

Artificial man

In the laboratory on Rivet City you can receive a task, find a lost android, you will have the choice of turning him in or telling Zimmer that he is dead.

Victoria Watts from the organization "Railroad" will suggest that you tell Zimmer that the android is dead and will give details to confirm. First, go and talk to Preston, he is the doctor of Rivet City.

Stolen independence

The task is given by Abraham Washington from Rivet City on the middle deck. You need to get the document "Declaration of Independence", it will indicate the place on the map where the national archives are located. In the National Archives building, you will meet Sidney, who was also sent by Abraham for a declaration. You have to withstand the attack of super mutants, and then you can either go with Sydney together, then she will tell you the passwords, or go separately. There is an elevator in the center of the hall; it is faster to get to the east wing. Get to the armored door, behind it is a robot guarding the declaration. Deal with him and the declaration is yours. Abraham Washington will give her a diagram of a railroad rifle; she can nail the enemy to the wall with the help of railroad spikes.

Raleigh's Rangers

In the area of ​​the National Archives building, you will hear a call for help on the Ranger Emergency Frequency. They ask to find Rayleigh in the basements under the historical museum. There is a city of Googles, Reilly is in the "Cutting Room". Ask the doc to wake her up, she will tell you how to get to the hotel where the rangers are sitting on the roof. Get to the Vernon Square metro station, where you need to walk along the fallen radio antenna from the 2nd floor of the Nadezhda Hospital. Then make your way to the top of the hotel. If you already have a nuclear battery, you can immediately start the engine and go down the high-speed elevator, but if not, you will have to get it.

Lead the rangers to the exit from the hotel and go to the ranger base for the reward. You can take the Eugene minigun or the Ranger armor. The minigun costs twice as much as a normal one.
You can take a cartographic module from Reilly and get money for traveling through the wasteland.

Inhuman Gambit

The quest is located in the "Cantenbury Community", east of the landfill and minefield. We need to stop two psychos who decided to play star wars. Ask Derek, the boy running around the city. He will tell you where you can find them. Persuade or kill them to stop fighting and receive a reward.

Head of State

The quest is given in the "Temple of Unity" east of the minefield. We need to clear the Lincoln Memorial of super mutants and get an image of the memorial. The image can be found in the historical museum.

Control shot

In the city of Google, under the historical museum in the ninth circle, you can receive a task to kill Google-haters, for each 100 caps, at the same time you will receive a sniper rifle. Also in the ninth circle you can hire Google.

Education

The game begins with you being born as a little toddler. At this point you can choose the name, gender and appearance of the character. Subsequently, you will have the opportunity to make adjustments if you don’t like something. The chosen appearance also determines the appearance of your father.
1 year
The first quest seems to hint to us that even a child can cope with such a task. Your father leaves the room, and you have to overcome two meters by opening the playpen door. Go to the box with toys, there is a book lying next to it. By taking it, you can scatter the character’s stats.
After you read the book, your father will return to the room, quote a passage from the Bible, remember your mother, who died during childbirth... Follow your father out of the room at the end of the heartbreaking scene.
10 years
For your birthday you will be given a “Pip Boy 3000” - an active pause device that allows you to view statistics, a map, quests, manage inventory, etc.

The first quest here is to talk to everyone. The answer options here do not affect anything.

Talk to Amata. She will give you a comic book. Find it in your inventory and use the book - get a +1 bonus to melee attack (open “Pip-Boy”, circle in the middle, “Help” section). After talking with the others, you will receive a couple more, this time, useless gifts. When your father speaks on the intercom, go up to him and he will send you to his friend Jonas. Exit right and take the first left. On the way to him you will meet Beatrice, who will give you a poem. You will come across a staircase - follow it down and you will get to Jonas.

After the dialogue, your father will enter the room and give you a blowgun. Shoot down the three targets in front of you, then kill the cockroach using V.A.T.S. or as usual. Father will ask Jonas to take a photo of you - the camera flash will take you 6 years into the future.
16 years
At this stage of life, you will have to pass a professional aptitude test codenamed K.O.Z.A. (Qualification and assessment task book of the administration).
After the dialogue with your father, look around - on his desktop you will find a Medicine bobblehead (bobblehead), which will give you +10 to medicine. Exit the room through the northwest exit. On the way, you will meet Butch with a group of thugs pestering Amata. By standing up for a girl, you will improve Karma; by joining hooligans, you will worsen it.

Having resolved the conflict, go to class, where the teacher, Mr. Brotch, will ask you to take your seat and take the K.O.Z.A. You will be asked 10 questions about your character tendencies. In fact, the answers to them do not matter - after the exam, you will have the opportunity to distribute 15 (or more, depending on intelligence) skills into three branches at your discretion.

Having distributed the skills, leave the room. The quest is over..

Three years have passed. And now you are in big trouble: your father has left the Vault, radcockroaches are crawling around, Jonas has been killed, the Caretaker is looking for you and feels like he wants to send for Jonas.

Fortunately, Amata found you earlier and suggests escaping through the secret entrance known to her in the Overseer's room. She will give you 10 hairpins to pick the lock in her father's room. You shouldn't take the gun from her. If she stays with him, then later when she gets into trouble, she won't need your help. At the end of the conversation, take the baseball bat near the table and the first aid kit on the wall.

Exit the room into the corridor. There you will meet Officer Kendall. Fortunately, he will be attacked by radcockroaches and he will suddenly have no time for you. Don't waste ammo on cockroaches, kill them with a bat. Search Kendall's corpse, take his baton and equipment.

Go west and along the way you will meet Butch, who will ask you to save his mother from the radroaches. Agree to help him or convince him to stop shaking for his own skin and save his mother and you will get a plus to your karma (just don’t kill your mother while fighting off the cockroaches). As a bonus, Butch will give away his jacket. Kill Butch, his mother and rob them for bad karma. If you kill Butch, you will not receive further help from him.
After solving the problem with Butch, move further along the corridor to the west until you reach the stairs leading to the atrium. There you will meet Officer Gomez. Don't attack him, he treats you well. Head east and use the switch next to the door at the end of the hall to open the atrium.

There you will see two Vault residents and two guards. A shootout will begin. Kill them with a pistol, although you can do it with a bat. Search the bodies, take a pistol, ammunition and better equipment than you have. Turn around and go through the door behind which is jammed by a metal cabinet. You will see a ladder and a radroach on it. Kill him and go straight past the window with the disgruntled man. Along the way you can pick up some loot from the crates.

Continuing in this direction you will meet Amata, who is being interrogated by her father with a security officer. There are several options with different consequences:

you can ignore what is happening and open the room Looked with the help of hairpins received from Amata earlier.
you can kill the officer and force the Overseer to give you the key and password by threatening to kill Amata;
you can kill the officer and the caretaker and take the key from the corpse.
If you have a key, then you will simply open the door to the Overseer's room, otherwise you will need to break into it. Successful hacking and hacking gives experience. Inside, use the computer and enter the password you received from the Overseer. After logging in, select “Open Overseer Tunnel.”

Go down the opened passage and use the switch to activate the door to the Vault.

Near the exit you will again meet Amata, whose behavior will be different depending on how you treated her daddy. In any case, it’s better not to linger on the way out because... Soon evil men will come there and will create obstacles for you. Before leaving, you will have the opportunity to change your character settings: name, gender and appearance.

One after another

Now that you have left the Vault, all paths are open to you. The first thing you need to do is visit the city of Megaton, located nearby, to chat with the residents there and receive tasks.

Go down until you reach Springvale. Examine everything there in detail, pay attention to the mailboxes - there may be valuable things there, including the “Fist Fight +1” spellbook. Also pay attention to the house you can enter; you may have to return there again. Don't talk to its inhabitant yet, so as not to promise too much.

You shouldn't poke your nose into Springvale School - there are raiders there and you could get hit on the ears. After a thorough inspection, turn back and follow the signs to Megaton. This city can be seen from afar - birds are constantly circling over it. Treat a homeless person to water before entering the city and raise your karma.

When entering the city you will meet the local sheriff - Lucas Simms. Ask him about his father. He will answer that he knows nothing about this, continue asking the sheriff about the city, about the bomb. Offer to defuse the bomb and receive the "Power of the Atom" side quest. Try using the “speech” skill to bargain for 500 caps instead of the 100 initially offered. After this, ask about your father again, and this time Lucas will advise you to talk to the inn owner Colin Moriarty.

Before you go to Moriarty, explore the city. Here you can take on some quests and get equipment. Go to the Crater Shop and see Moira and she will give you a new costume. She also gives the “Wasteland Survival Guide” quest chain. In the sheriff's house on the second floor in the left room there is a bobblehead +1 to strength, be sure to take it - it will not be considered theft and will not ruin your karma.

You have several ways to obtain information from Moriarty. The best one is to say that you will deal with the drug addict who owes him money. Return to Springvale and talk to her - she is standing in an undestroyed house. You can promise for 100 (or 300, depending on how you agree) caps to lie to Moriarty, saying that she is dead. Earn 100 caps and get information about your father.

Another way is to pay Moriarty 100 caps for information. Moreover, you must pay immediately; if you refuse to pay the first time, and then change your mind, the price will already be 300 caps. Although there is an option to bargain. You can also use the “eloquence” skill and lie to Moriarty that his father was talking about him all the time. Well, the last way is to hack the innkeeper’s computer, which is located in the back room on the first floor. This will require a science level of at least 50.

No matter which way you get the information, in any case you will find out that the father went to the Galaxy News Radio building. This place will be your next destination.

The path there can be quite dangerous, and the higher your level is at the time you go after your father, the easier it will be for you. It is useful to complete the side quests in Megaton “The Power of the Atom” and the first two chapters of the “Wasteland Survival Guide” before leaving the city. If you visited the Supermart earlier on the quest, then it would be wise to teleport to this area. Immediately south of the “Supermart” you can take the quest “They!” - a frightened boy will run up to you, just talk to him and get the quest (this quest is a side quest and does not relate to the main plot of the game).

Go northeast from the Supermart until you cross the river. Climb the stairs and you will find yourself in front of the Fragot West metro station. Turning to the right, you can see the road along the river.

Advice. If you follow this road along the river, you will come across a raider camp, which contains the spellbook “Get into cover! Get down!”, which increases the “explosives” skill by +1.

To your left, this road is abruptly interrupted by a pothole; get over it and go straight, moving away from the river. In front of you, a little to the right, there will be a trailer with a super mutant and a mercenary of the “Claw” squad. Kill them. Now you can go straight and meet another super mutant and a couple of centaurs, or go around them to the left at the top. After passing through the monsters, you will get the opportunity to save the wastelander. After that, run after him until the raiders attack him - this way you won’t get lost. If you bypassed the monsters over the top, just head straight east until you see the raiders.

The gang set up in front of the Tenleytown/Friendship subway station. If possible, kill them with a sniper rifle because... one of them has a grenade launcher, which he uses heavily.

Having cleared the area in front of the entrance, go down and go to the station. There you will meet wild ghouls. One pair of ghouls is eating the corpse of a mercenary, kill them and look nearby for the “Lie” spellbook, which gives +1 to “eloquence” (1 on the map). Then you need to head to the exit to the Chevy Chase (2 on the map), through which you exit the dungeon.

Now head south. Two super mutants holed up in a destroyed building will open fire on you. Fortunately, the Brotherhood of Steel soldiers will arrive in time and shoot the monsters. After the fight, talk to Guard Lions. Go with the squad, helping to kill super mutants and searching all the corpses - this way you will replenish your supply of ammunition. As a result, you will find yourself in the Galaxy News Radio building, where your squad will clear out the monsters.

Once the fight is over, run to the fountain and search the corpse lying there. From it you can get the “Fat Man” - a hefty cannon and 6 charges for it. Dress up "Fat Man" and save the game. Very soon the super monster Behemoth will appear from the eastern side.

Shoot at the big guy, trying not to get hit by him. Depending on the difficulty level of the game, a different number of accurate hits may be required from 1 to 3. You should shoot at a stationary target from a distance of approximately 10 meters. You can get a lot of useful things from the corpse of this monster.

After defeating the monster, go up the stairs and use the intercom to enter the building. Go up to the second floor, where you will find DJ Threedog. He will say that he saw your father, but, naturally, he will not simply tell you anything and will give you the next task, “Radio News of the Galaxy.”

End of the quest.

Another alternative is to go to Rivet City and talk to Dr. Lee about your father. The Rivet City map can be obtained by completing the Wasteland Survival Guide. Chapter 3"

Radio "Galaxy News"

If you were unable to convince Three Dog to help you find your father for free, then you will have to make a foray to the Museum of Technology. From there you need to take the transmitting antenna and place it on the repeater in the Washington Monument. This is not an easy task, and before you set off on your journey, you should complete all side quests in Megaton, as well as stock up on ammunition and medical supplies.

So, if you're ready, leave the Galaxy News Radio premises through the back door in the studio at DuPont Station. You will find yourself on a hill. Go down and get ready for battle, you will be attacked by 3 wild rogue ghouls. They are stronger than the average wild ghoul and more durable.

Having dealt with the ghouls, go right, to where the monsters came from. There will be a small door on the left - the entrance to a destroyed car tunnel, go inside and go along the corridor. Cross the wide span and enter the next door leading to DuPont Station.

Around the corner in a wide corridor, two super mutants are waiting for you. Kill them and go through the small door opposite the one you entered, this is the staff room. Go down to the intersection with the destroyed paths. Go diagonally left to the door where you will be greeted by two raiders. After killing them, reload your weapon, raise your health to maximum and get ready for a tough fight. Ahead of you are several raiders and two turrets.

If you have 50 points in Science, hack the terminal and disable the guns. Otherwise, you will have to fight both raiders and turrets at once.

The first step is to destroy the cannon on the southwestern wall. Then the second turret, which is located a little further ahead. An assault rifle is perfect for this. Now the raiders remain. Retreat and heal. It's better to wait for the enemies inside, away from the window, and shoot them one by one.

After killing all the raiders, go down the stairs and go into the cave to the gate of the complex. When entering the complex, be careful - the corridor is mined. Carefully, bypassing and deactivating the mines, walk along the corridor to the entrance to the Metro Center.

In the Metro Center you will hear a fight outside the door - there are two raiders fighting with two ghouls. Neither one nor the other will be happy to see you, so kill them all indiscriminately. Having acquired ammo in the room, go out the door opposite. You will find yourself on the tracks, and ghouls will approach you from the right, clearly planning evil. Well, you know what to do in such cases. Now follow the tunnel until it splits into two branches. Wild dogs will run towards you along the left branch. They are quite dead, but there are many of them.

Having dealt with the dogs, go into the right tunnel to the door marked with a white arrow and you will get to the Museum metro station. Here you can replenish your ammunition and move on. In the next passage you will be attacked by a wild ghoul-tramp, as you remember he is stronger than an ordinary ghoul. Kill him and activate the switch on the right. A passage will open to a room with a billiard table. Here on the table is the book “Grognak the Barbarian”, which will add 1 unit to you. to "cold steel".

When you leave the room you will meet a raider, and then there is a small raider camp. Once you clear it, you can rest before continuing your journey. Rest will not harm you, because the main dangers are still ahead. Having rested and gained strength, go up the escalator and see the exit from the “Mall” dungeon. Take your time, a crowd of super mutants and their fatter super mutant beast brethren is waiting for you outside. Alternatively, you can take the fight, but you will waste a lot of time, ammunition and medicine, which will be needed in the future. Therefore, the best solution would be to quickly run to the entrance to the Technical Museum. The doors are located to the right of the dungeon exit at an angle of 45 degrees. Get out and quickly dive into the building.

Here you will be met by two super mutants. One will be straight ahead, the other on the stairs to the left. Throw a grenade at them or shoot them point-blank in the head. These are very fat creatures that can withstand many machine gun bursts into the body. Now that the path is clear, you will see a counter and next to it a terminal with a dome. Use this terminal. It contains information about the museum, but the line at the bottom “000” is more important to you. Click on it and read a message from a certain Prime, in which he tells his partner that he hid the stolen items in a secret place. Return to the main terminal menu, you will now see the line “001” at the bottom. Select this item and you will see a list of four numbers. Choose "19". Note that there is a first aid kit behind the left door.

Now go up to the second floor and follow the corridor to the western wing of the museum. Here you will see two terminals, yours is the far one. Select the line “002” and the number “53”.

Go to the Delta IX Rocket exhibit. On the way you will meet three more super mutants, kill them and go down. Down below will be the last terminal in the puzzle. Select the line “003” and the number “113”.

Now you know the location of the valuables. Go through the door to the west until you reach the Virgo II exhibit. Here you will meet a super mutant and a super mutant master. The second is amazingly thick-skinned and can withstand even several bursts from a minigun to the head.

After killing the monsters, activate the satellite dish.

We received the plate, but we haven’t found the hidden valuables yet, so we go after them. Turn northeast from the satellite and go into the corridor. The first turn to the left is yours, go up the stairs to the security room. Here you can deactivate the turrets with a Science skill of 50 or more. Use the terminal and the safe will open. You will get 200 caps, a key to a weapons locker and some other little things.

Leave the room, go down the stairs and turn left, at the end of the corridor on the right you will see the Planetarium. There will be two super mutants who have literally become family, and after killing them you will go through the door opposite. There you will find a locker with weapons, the key to which you took from the safe, and there will also be a first aid kit there.

Now let's return to our main task, namely the installation of a satellite dish in the Washington Monument. Return to the atrium of the Museum of Technology, exit the building and run past the super mutants back to the “Mall” (from there you ran past the super mutants to the museum doors). Run straight all the time, do not go down to the tracks, run through the turnstiles and exit through the opposite exit of the Mall station. Immediately in front of you will be the Washington Monument.

Your goal is near. Now go to the entrance terminal, go through the gate, take the elevator and activate the repeater. Having done everything, use fast travel to the Galaxy News Radio building, find Threedog there and complete the quest.

Pursuit

Threedog told you that he saw your father and he headed to Rivet City to see Dr. Lee. If you look at the map, it may seem like a long journey to get to Rivet City, but compared to going to the Tech Museum, it's a walk in the park. Along the way you will meet five raiders and super mutants with centaurs.

Advice. Before you go on your next trip to find your father, visit the History Museum. It's near the Washington Monument, so you'll find it right away. This museum is located behind the entrance to the metro. Enter the door and go straight to the next door. There you will find the ghoul city Dungeon. Chat with the locals and take on the side quests "Reilly's Rangers" and "Control Shot".

The easiest way to get to Rivet City is by traveling along the river. To do this, fast travel to one of the following points: Anchorage Memorial, Warm Collectors or Dukov's Dwelling. And then head along the river to the south. You will meet rangers, in one camp, right behind Dukov’s Dwelling you will find the book “To Shelter! Get down!”, which increases the “explosives” skill by +1.

Also in these areas there are super mutants and centaurs, found one or two at a time. Particular care should be taken when approaching the Jefferson Memorial - there is a whole brood of super mutants there, but after the Technical Museum, where there were larger broods, I am sure that you will not be scared by a naked mutant. Near this memorial, turn left from the river, kill the monsters while walking along the metal flooring, and at the end you will see the Rivet City sign.

Use the intercom to have the bridge pulled out for you.

Advice. Take the time to explore the city and talk to its inhabitants. There are many characters here who give tasks or are needed for other tasks. Vera Weatherly can shelter the boy Brian “They!”, Tad Strayer, needed for the quest “Control Shot”, in the same city the quest “Artificial Man” begins and ends, and Abraham Washington in the Capitol room gives the quest “Stolen Independence”.

After exploring the city and meeting its inhabitants, go to the scientific laboratory and talk with Dr. Lee. Ask her about her father, and she will tell you that he went to the Jefferson Memorial. This is your next destination.

Advice. Before you leave, grab the bobblehead from the doctor's table, which gives +1 intelligence.

If you walked to Rivet City through the Jefferson Memorial, then you probably remember where it is. For those who have chosen an alternative route to the city, it would be useful to know that this zone is located nearby, to the west of Rivet City. And the population there consists mainly of extremely unfriendly super mutants.

On the road to the Memorial, if you take a little to the right after the statues with rings, there is a super mutant camp, there are three monsters with guns and one with a minigun. By killing them, you can replenish your ammunition before entering the memorial. Also in the camp you will find a prisoner, by freeing whom you can increase your karma. After clearing the camp, follow the metal boardwalk near the memorial. Along the way, you will be attacked by super mutants, so don't rush too much to avoid getting too many monsters. While fighting off the monsters, go all the way down from the boardwalk and see the door to the souvenir shop on the left. This is exactly where you need to go!

Go down the tunnel to an intersection where a super mutant and a centaur will attack you. Kill them. On the right you will see a terminal if you have 50 units. in “science” it is highly recommended to disable the turret, otherwise you will need to shoot it down with a weapon. But don’t be in a big hurry, the cannon happily shoots both at you and at the mutants, so if you don’t mind experience, you can wait until the cannon blows away the centaur in the room, and then calmly demolish the cannon.

After passing the room, you will meet two more super mutants. After dealing with them, turn left and enter the Jefferson Memorial Rotunda. Where you will again be met by a couple of mutants. The quest stage will end.

Now you need to listen to your father's recordings. They are located on the "Additional Filtration Panel" that you will find at the top of the metal stairs.

Listen to these recordings. From them you will learn that your father went to Vault 112 to a certain Professor Brown.

Once out of the dungeon, fast travel to the westernmost point you know, such as the Warrington Depot, the RobCo complex, or, as a last resort, Vault 101 and follow the map sign west to Casey Smith's Garage.

You won't encounter any dangerous enemies along the way. Perhaps a rather strong robot, “Mr. Brave,” is wandering near the garage, but he is slow in shooting, which you should take advantage of if you meet him.

Now go into the garage and turn into the room on the right. On the right wall, grab some medicine from the first aid kit. The down hatch is opened using a switch in the far left corner. Through the opened passage, go down the metal stairs and you will see in front of you the door to Vault 112. At the entrance, Robo-Brain will meet you and give you a Vault jumpsuit. Then put it in storage at home.

Look for a clinic and a free sun lounger in it.

Use one of them and you will complete the quest.

Tranquility Lane

Once in Tranquility Lane, you will notice some strange things: you are now a little boy, and the Pip-Boy has become a wristwatch. You can wander around, talk to all the residents of the city, except Betty and the old woman Dithers, until you decide on the further path of the quest. And, as you probably already guessed, there are two ways. And they have different effects on karma.

Positive Karma

If you decide to complete the quest with good karma, ignore Betty and look for old woman Dithers in Dithers' house. The old woman will tell you that this is all a dream and it is controlled by Dr. Brown, who has now possessed Betty, but in general can possess anyone he wants. But there is an emergency terminal, which is located in an abandoned house and you need to use it.

Completing this quest with good karma is actually quite easy. Go to the abandoned house and examine all the things in the house. In order for the terminal to appear, you must adhere to a certain order: radio, jug, gnome, jug, cinder block, gnome, bottle. After you have studied all the items in the correct sequence, a terminal will appear to the right of the entrance.

Explore it to learn everything about this place and Dr. Brown. After that, launch the “Chinese Invasion” program. A company of Chinese soldiers will burst into Tranquility, and they will kill all the inhabitants except you, Betty and the dog (this is the father you are looking for).

Talk to Betty and go through the door. The quest is over.

Negative karma

The path of evil takes much longer. Instead of going to the abandoned house, talk to Betty in the center on the playground. She'll offer to play a few games before letting you out.

The first game is simple: make Timmy Nesbraum cry. There are two ways to do this: beat the boy or use "eloquence" to convince Timmy that his parents are getting a divorce.

Having done this, return to Betty, and she will offer one truthful answer to one question for the completed task.

The next "game" is that you must destroy the Rockwell marriage. There are two ways to do this. The simplest way is to approach Janet and use the Speech skill, saying that you saw her husband kiss another woman. Another way is that you need to take lace underwear from the second floor of the Simpsons' house and put it on Roger's desk in the basement of the Rockwells' house. Then, tell Janet about it. You will need to go down to the basement together, where you will show the woman the dress.

When you're done, return to Betty.

Your next task will be to kill Mabel Henderson. Moreover, it should not just be kicked to death, but it should be done creatively and with invention.

Methods of murder (cynically, how it happened):

Using a gas stove, loosen the igniter. The room will smell of gas. After that, find a woman and ask her to bake some pies;
use the chandelier in the hallway to loosen the chain link, after which the chandelier will fall on Mabel;
place the roller on the stairs so that Mabel slips on it;
remove the security check options in the Henderson House terminal. At the same time, the robot standing at the entrance will start shooting at everything that moves. The main thing is to stay away from the piece of iron yourself.

Return to Betty for the final "game".

Now you need to go to the doghouse near the abandoned house and take the mask and knife. After this, Betty demands that all residents of Tranquility Lane be slaughtered, except herself and the dog - she calls this “playing a tiny killer.”

Please note that there are two booths in the zone and you need the one located near the abandoned house!

People don’t resist, so the only difficulty is to find and catch up with everyone - they run quite briskly. After completing the task, return to Betty, and she will let you out through the door, away from virtual reality.

You will meet your father outside and complete the quest.

Living water

In the previous story quest, you found your father and saved him from the unenviable fate of being a toy in the hands of a mad scientist. Talk to him at hideout 112 and return to Rivet City.

Your next meeting with your father will take place in this city, he will be in a scientific laboratory in the company of Dr. Lee. Talk to your father, and he will tell you that he desperately needs to return to the Jefferson Memorial with a strong hint that you should accompany him there.

At the end of the dialogue, the father and all the doctors will go to the memorial. You should go there and clear out all the previously unkilled monsters along the way. If you have previously cleared the area well enough, then you can make some tea for now - the doctors walk very slowly. Wait for them at the entrance to the gift shop.

Here your father will again say that there are no fighters among them and it is necessary to clear the interior (how he still survived and ran briskly around the Memorial on his own remains unclear). Talk to your father again. If the dialogue has the option “Everything is fine”, the doctors will go inside, but if there is no such option, go out the door, find and kill the remaining mutants. Search the store, Rotunda, basement and rooms around, kill monsters until the quest is updated. After this, you can return to your father and tell him that everything is fine.

The scientists and their father will go to the Rotunda, go there, wait for them and ask your father what you should do now, he will send you to the pumping station so that you turn on the pumps to pump out the water.

Go to the Memorial's basement, go down the stairs, then turn right and take another set of stairs down to the lowest level. Use your map and compass to navigate and you can easily find the switch.

After activating it, return to your father and he will give you the fuses. Your next task is to place fuses to gain access to the supercomputer. Go down to the lower level of the basement again. The fuse panel is located in the northwestern part of the map. Activate it and go up to the first level of the basement. Here, open the large door that was locked until now, and you will find yourself in the Supercomputer control room.

Activate the control system and use the intercom on the wall to the left of the entrance to communicate with your father and receive further instructions. Now you need to get rid of the blockage in the pump room. Return to the gift shop and go straight until you find yourself in the corridor. To your left there will be an exit back to the Wasteland, and at the right end of the corridor you will see a descent into the pumping room - this is a grate from which steam comes out. Get down there and follow the long pipe to the exit into the Capital Wasteland. In the small semi-open room behind the door you will find a valve. Use it and the door through which you entered will be blocked, from above you will see a helicopter with armed men, and the second, previously locked door will open.

You will find yourself in the pipe again. Jump down and you will find yourself in the basement of the Memorial, teeming with armed Enclave soldiers. These guys are smarter than raiders and super mutants and actively use cover. Therefore, instead of taking the fight from a disadvantageous position for you, it is better to simply jump down and go to the Rotunda.

Along the way you will encounter resistance, but even after dealing with all the Enclave soldiers, in the rotunda you will be forced to helplessly watch as your father dies, giving you and Dr. Lee time to leave the dangerous place.

Follow the doctor into the secret tunnel. Now your task is to reach the Brotherhood of Steel fortress, passing through a tunnel with ghouls in front and Enclave soldiers behind.

Advice. You really shouldn't care too much about scientists. An important figure for the plot - Dr. Lee - does not die, but only loses consciousness. The rest of the characters are not important. If Garza survives, a scene will subsequently be triggered, allowing you to raise or lower your karma.

Go forward, then along the right tunnel and turn into the passage on the right. Go to the closed doors and then go into “sneak” mode. You will soon meet soldiers, don't attack, let them leave. After that, sneaking, go right to the locked door, which Dr. Lee will volunteer to open. When the door is open, go ahead of your companions and kill three ghouls.

Now go right to the Taft Tunnel and then through the room. Here, if Garza is still alive, he will have a heart attack. Dr. Lee will say that he needs help. You have several options:

give five stimulants (+ to karma)
use buffout and kill Garza (- to karma)
continue the journey without companions and then return for them (by this point Garza will already be dead)
Having dealt with the problems, go through the northern doors into a small corridor and in front of the next door ask the scientists to wait if you want to bring them in alive. Behind the door you will be ambushed by two enclave soldiers on the balcony above the entrance. It is difficult to shoot accurately in such a situation; a couple of shots from a grenade launcher would be a good solution.

Search the room for ammo and go up the stairs, where you'll encounter some wild rogue ghouls. Go further, climb the stairs, and you will find yourself in a tunnel, where you will meet two more ghouls. Follow the tunnel north to the large locked doors on the right side.

Advice. A little further there is another locked door. Despite the high requirements for hacking skills, you will not find anything except monsters and pre-war money in the safe. After you enter the next doors, this door will open and ghouls will crawl out.

Activate the switch on the right and the doors will open. Ghouls will chase after you, but don’t worry - the paladin of the Brotherhood of Steel, located behind the shelter of bags right in front of the door, fries them very quickly. Take the ammunition from the shelf and move on. You're almost there. At the end of the tunnel there will be a staircase into the Wasteland. Get out and you will find yourself near the Citadel, and Dr. Lee will appear next to you out of nowhere with his surviving companions (or without them). Got it, sort of.

Go to the entrance to the Citadel and wait for the doctor to talk on the intercom. The gate will open.

The quest is completed.

In the footsteps

So, you find yourself in the fortress of the Brotherhood of Steel. Follow the gate southwest to reach the door to the Citadel courtyard.

Inside you will be greeted by Elder Lyons and will enter into dialogue with Dr. Lee. Listen to their conversation, then talk to the old man yourself, he can tell you a lot of interesting things, for example, how to gain the ability to wear power armor.

There are no quests in this city, but those interested in the Fallout gaming universe will find it interesting and educational to chat with the locals and read the terminals. Here, having positive karma, you can acquire a companion - the High Paladin Cross. It can be found in the laboratory.

When you're ready to continue the story quest, head to the laboratory. There you will find Rothschild's scribe. Ask him about the GECK, and he will answer that he does not know where to find this thing, but will give access to a pre-war Wall-Tech terminal, which may contain information on this topic.

Exit into the courtyard and follow the northern doors into Ring "A" of the Citadel. Here, following the map, it is easy to find the terminal that Rothschild mentioned. Activate your computer and examine the data on it. You will see that most of the files are corrupted. You need information about shelter number 87. Read the information about it and return to the laboratory to the scribe.

Tell him that you need to get to Vault 87 and Rothschild will show its location on the map (a mark will be added). You will also learn that there is no way to get there through the entrance - the area is deadly radioactive, so as usual you will have to crawl around. And the detour begins in the Lamplight Caves, not far from the Vault.

Go out into the courtyard and use fast travel to get as close as possible to the mark on the map. Let’s assume that the closest point is Casey Smith’s garage, which you should have opened in any case through the “Pursuit Race” story quest. Head northwest and be prepared to deal with Yao Gai, scorpions, robots, and super mutants along the way. Eventually, you will reach the cave entrance, which is in a fenced area covered with garlands.

Immediately behind the house you will see the entrance. Go inside and go down until you reach a partition made of metal and cardboard. Here a boy named Mayor McCready will stop you and say in all seriousness that he won’t let you through any further.

Now you have two options:

if you have enough eloquence to convince the kid to let you through, you can follow through Little Lamplight straight to Vault 87;
if you have problems with eloquence, you will have to earn the trust of the little mayor. Ask him what you need to do to win the mayor’s trust and receive the quest “Rescue from Paradise”
In order not to disturb the order of passage, we will continue the description of the task “In the Footsteps”. If you were unable to convince McCready to let you through, take a break from completing the mission “Rescue from Paradise”, and then continue from this point.

Once in Little Lamplight, talk to Mac Creedy again and tell him that you didn't come to create problems for anyone, you just need to get to Vault 87.

In a dialogue with the Mayor, you learn that there are two paths leading to the Vault: through the Killing Passage, infested with monsters, or through a certain door that does not work and no one can fix it. In fact, the door works, it’s just that the password for the terminal that opens this door has long been lost, but you will learn about this from Joseph, to whom Mac Creedy will send you.

Do not put off until later the requests to open the door and activate the computer in dialogues with the mayor and Joseph, respectively. Whatever path you choose later, it is better to prepare in advance so as not to run into the future looking for the right NPC in a city with rather “cunning” architecture.

Before you go on a further journey, talk to the local inhabitants; the history of the children's city of Little Lamplight is quite interesting. Don't forget to repair your equipment and stock up on medicine.

Now it's time for you to decide which way to go to Vault 87. Killing Pass is populated by all types of super mutants with heavy weapons. A very good place for leveling up, very expensive in terms of ammunition and medicine. Hacking the computer that opens the doors will allow you to immediately get into the Vault and complete the quest, but for this you need to have an above-average Science skill and you will have to tinker with hacking the terminal of an average difficulty level.

If you decide to go through the doors, go to the terminal turned on by Joseph in the northern part of Little Lamplight, hack it and, entering the unlocked doors, you will complete the quest. If you decide (or need) to go through the Killing Passage, go to the Lamplight Caves, go past the Gift Shop (a building raised on stilts) and go into the tunnel behind it until you find yourself at the door.

Once in Killing Passage, you are immediately faced with a choice: go straight or turn left. There are a lot of well-armed super mutants on the left (one of them with a grenade launcher) and a trap with baseball balls will complicate your progress, so the best choice is a straight road.

Go forward to an open area with a hut on the right. Switch to stealth mode to hide behind the bags. There is a super mutant beast in the hut. The sounds of battle will attract one or two more monsters. Having dealt with them, collect ammo and skillbook +1 to barter in the nook behind the hut.

Go through the destroyed metal barrier, past the burning barrel until you reach the second burning barrel. Now go into the left tunnel and get ready for battle. Around the corner is a mutant with a minigun and another with a rifle. Don't go onto the boards - there are two more monsters with the same weapons below.

After dealing with the monsters, collect ammunition and first aid kits, which are in abundance here. When going down, be careful - a super mutant with a grenade launcher has settled down a little further. Kill him and take the spellbook +1 to heavy weapons in the cave where he was hiding.

Having collected everything and regained your strength, return to the burning barrel; now your path lies in the second unexplored tunnel.

Here you will be greeted by super muddy masters (one with a super sledgehammer), traps and tripwires. Be careful. Having reached the next fork, go down the right passage - there is nothing on the left except a trap. Once in a spacious hall, beware of tripwires, go around or deactivate traps.

The quest will be completed.

Search for the Tabernacles of Eden

For those who came to the Vault after repairing the doors.
If you entered Vault 87 through the "broken" doors, go through the southern doors, pick up the book "Nikola Tesla and You" in the box near the mannequin, then turn into the corridor leading east, go further until you exit into the Killing Passage. Now you find yourself in the same place as the person who chose caves with mutants as the path to the Vault.

So, follow the passage to the room in front of you. In the northwest corner you will see radroaches. There is a possibility of a super mutant patrol appearing, so be on your guard. Once you've finished collecting trophies in the room, exit through the northern doors and go up the stairs. Be prepared to encounter several monsters. Eventually, you will find yourself in front of a door leading to the living quarters.

Go inside, then follow straight through the next doors, behind which you will meet a super mutant master on the stairs. Having dealt with him, go further to the spacious hall. There is one monster here with a sledgehammer - it would be wise to just use mines against him because... there is room for maneuver. In this room and adjacent rooms you can replenish your supply of medicines and ammunition.

Once you've collected everything you need, exit through the door on the east side, next to the door you entered through. Climb the stairs and you will see a long corridor, at the end of which stands a super mutant master. Here, too, you can effectively use mines while running away from the monster.

The first door on the left in the corridor is locked. If you have a highly developed hacking skill, you can try to open the door, but it does not lead anywhere and the room behind it does not contain anything valuable. The second door on the left leads to the upper tier of the hall you were just in. As soon as you cross this threshold, two super mutant masters will appear from the door opposite. I would advise returning to the corridor and taking the fight in this more convenient area for you.

Having finished with them, go into the corridor from which the monsters came running. There is a door here, locked with a lock of medium difficulty. Behind it you will find many useful things, including a skill book that increases your hand-to-hand combat skill. There are 4 stimulants in the locked safe.

Leave the room and go up the stairs to the left. At the top there will be a couple of super mutants on the right, and on the left there will be a corridor with a high level of radiation. Kill the mutants, ignore the corridor and move on. On the right side there will be a room behind the glass; by visiting it, you will replenish your inventory with useful trophies.

Leave the room and continue along the corridor, then up the stairs to the entrance to the Experimental Laboratory.

Behind the right door of the laboratory is a super mutant and a room with trophies. Be prepared to meet a centaur in the corridor if you linger in the room. In the room behind the left door there is increased radiation and a disfigured corpse.

The mutant's name is Fox, and he will offer you a deal: you release him from the cage, and in gratitude he will help you take the GECK from the room filled with radiation.

To rescue Fox, follow the right corridor to the end, there will be an unlocked door on the right, behind it are two super mutants and the fire console you need. Activate it and return to Fox. In the corridor you will meet a centaur and some psycho named Sid. They won't cause much trouble.

Fox will keep his promise and lead you to GEKK; along the way you will meet super mutants in groups of 1-3. Your guide is not dead, however, you should not completely shift the care of the oncoming monsters to him - he may die. Having reached the goal, talk to Fox again and he will bring the GEKK from the corridor with a high level of radiation (exceeds 120 rad/sec).

Now you need to get out of the laboratory. It won’t be difficult, very soon you will fall into the clutches of Enclave soldiers, and you will wake up being interrogated by Colonel Autumn. You can tell him anything except the correct code (2-1-6). The President of the Enclave will soon call the colonel, release you and invite you to an audience, and by saying the correct code, you will immediately sign your death warrant.

The quest is completed.

American dream

When Colonel Autumn leaves the interrogation room, take your equipment from the closet and go out into the corridor. A security officer will stop you here. With him you can choose any line of behavior, even kill because... soon the president will order his people via loudspeaker not to obstruct you when moving around the Enclave building.

Go right along the long narrow corridor to the end and you will find yourself in front of a map. You will see this card more than once in the future.

You need to get to the biological laboratory, which is in Sector 3A. The map shows your location. Once in the laboratory, go up the stairs and go to the room with the sign “Sector 3B”, it contains the exit to the second level of Raven Rock.

Now or very soon, Colonel Autumn will cancel the President's order over the speakerphone, and all the soldiers will become hostile to you. The best tactic now would be to take cover indoors and wait until they come to you, and then shoot one at a time.

Once on the second level of Raven Rock, move forward to the main laboratory room. Clear the room of Enclave soldiers, go down the metal stairs and go north to the next map. You need to get to Sector 2B.

Go through the left doors into the corridor, go to the end and there will be a cryology laboratory on your left. Don't forget to inspect the premises for first aid kits, mentats and other useful things. In the cabinets you can find cartons of cigarettes and ammunition. Once in the laboratory, go down the stairs and exit through the western doors. There will be a map in front of you again. Your next goal is Sector 2C.

Follow the corridor to the north. In the first room on the left you can meet Anna Holt, Dr. Lee's assistant and colleague, who betrayed Project Purity and now works for the Enclave. You can kill her or leave her alive - it doesn’t matter. In the room opposite Anna's room there are boxes containing: grenades, Enclave armor, power brass knuckles, a plasma pistol and ammunition. To open them you need to hack the terminal here.

Continue north to the end of the corridor. Behind the door on the left is a room in which you can find a baby doll that adds +10 units to energy weapons, as well as ammunition and stimulants in boxes, behind a force field that can be turned off using the terminal.

Leave the room, go through the corridor behind the door opposite, up the stairs and you will find yourself in “Sector 2C”. Your next goal is Sector 1A. Exit through the western doors to the Control Room. Here you will meet two Enclave soldiers and two robot guards. You don’t even have to shoot - the robots themselves will kill the soldiers. Continue through the doors and up the long spiral staircase until you finally meet President Eden - this is the computer opposite the locked door.

Listen to Eden. Whatever decision you make regarding the destruction of mutants in the Wasteland, you will have to take a test tube with the virus to complete the conversation. If you have a high Speech or Science skill, you can convince the machine to self-destruct and destroy Raven Rock. But you shouldn’t place too high hopes on such an outcome - this will not be the end of the Enclave, but will only slightly affect some of the dialogues in the next story quest and the final version of the game.

After talking with President Eden, exit to the first level of Raven Rock through the door opposite the computer. On the wall you can see a map already familiar to you; your next goal is “Sector 1B”.

Follow the corridor, clearing out the Enclave soldiers. Turrets located along the walls and robots will help you with this. Along the road on the left you will come across a box and a terminal next to it. By hacking the terminal, you will release the Death Claw. Unfortunately, he is an ungrateful creature and will attack everyone around him indiscriminately.

Further along the corridor you will come across boxes with weapons, fenced off with a protective barrier. Hack the terminal and get a Gatling laser (level 86, STO 250, weight 18) with 81 electric charges, batteries, mines, grenades, rifle, etc.

Follow the corridor further until you exit into the Capital Wastes. Here you'll see Fox dismantling Enclave soldiers with a Gatling Laser. If you have good enough karma, this mutant can become your companion.

Use fast travel to find yourself in the Brotherhood of Steel Citadel. Go to the laboratory, go down to the lowest level and here you will witness a conversation between the most influential members of the Brotherhood. Tell them that the GEKK is in the hands of the Enclave so that they can quickly decide on their future plans.

As a reward for completing the task, Guardian Lions will offer you a choice of power or reconnaissance armor of the Brotherhood. Choose the appropriate reward or refuse if your armor is better, but don't rush to go with the guard if you have unfinished side quests. Completing the next task "Take him away!" will complete the storyline and game.

Take him away!

If you have side quests, it is better to complete them before you tell Guard Lions that you are ready to go to the Enclave. You should also stock up on ammunition and medicine as much as possible in advance - you won’t need them later.

Once prepared, go to the Citadel laboratory and say that you are ready to perform. After a small rally about the upcoming battle, Rothschild activates the giant robot and lifts it to the surface.

Exit through the main gate and get ready for a beautiful and large-scale battle. Pride, the robot and you will go to the Jefferson Memorial in a friendly crowd. Your strategy here is quite simple - follow the robot and let it destroy everything in its path. The robot cannot die, and you, naturally, will not be a priority target for the enclave soldiers. It will not be possible to collect anything useful along the way, except what can be taken from the bodies of the soldiers. You shouldn't get too close to the robot to avoid getting hit by the blast wave, and you shouldn't run ahead of the robot for obvious reasons.

Once near the Memorial, go to the souvenir shop. Guardian Lyons will be with you. Inside you will find many Enclave soldiers holed up in a shelter. Remember that this is the final quest and there is no point in saving ammo. Feel free to take out the best weapons, do not hesitate to use the “Fat Man”. Guardian Lyons cannot die, so there is no need to be careful when using weapons.

After clearing the store, go to the Rotunda, where you will be greeted by your old friend Colonel Autumn. You can kill him or, using "eloquence", try to convince him to surrender without a fight.

Once you solve the problem with Autumn, it turns out that the real problems are yet to come. Dr. Lee says over the intercom that someone needs to go inside the chamber and turn on the purifier. Anyone who does this is doomed to death from radiation.

If you want to use the virus that Eden gave you, now is the time. While Lyons is talking on the intercom, activate the additional filtering panel located here and select the “Insert test tube with virus” option.

Now you can:

send to the cell of the guard Lyons,
do nothing and wait for the explosion
go inside and turn on the purifier.
If you chose the last option with a heroic death, go to the panel and press 2-1-6-Enter in sequence. In any case, you will find a final video, the content of which largely depends on the decisions you make during the game.

Congratulations, you've just completed the Fallout 3 story!

Additional Missions

Big Trouble in the Big City

You will receive this task immediately upon entering the Big City. You can place a marker for the location of the city on the map by talking to the boy Velcro in the story quest “Following the Footsteps”, or by taking the task “Just Business” from Grumpy, not far from Paradise Falls.

Having entered the city, and having learned at the entrance that people are disappearing here, talk to one of the locals about their missing friends.

It turns out that people are being kidnapped by super mutants and are being held in the Germantown police station in the northeast. Go there using a map and compass to guide you. Once you reach the site, go through a maze of fences into a guarded super mutant camp. Replenish your supplies of medicine and ammunition here, then go through the metal gate on the left.

You may have noticed a small locked door to the building on the right. If you have sufficient hacking skill, then you won't have to walk much - just open this door and you will be at the goal - look for the cameras on the right and skip the next paragraph. If you don’t have enough skills, go around the building, climb the stairs to the second floor in the destroyed part of it and go through the doors.

Move carefully and slowly inside. Not only because of the presence of super mutants here, but also because the rooms of the building are full of mines. Go east until you reach the door to the first floor. Go down the stairs just as carefully, keeping an eye out for mines. At the bottom, turn left, then left again and go straight through the large hall with the cockroaches. You will find yourself in a room with terminals and a locked door. There's a lot of ammo and health kits inside, so if you can open it, it'll be great.

Now exit through the door on the north side and you will see cells with prisoners. More precisely, with one prisoner named Red. Open the door to her cell (the key can be obtained from the body of the super mutant master on the same floor, or you can pick the lock) and talk to her.

Ask if there is anyone else here and the captive will tell you that Shorty, another resident of the Big City, is being held in the kitchen. If you don't want to bother with it, you can go outside right now.

To save Shorty, exit the room with the cameras and follow the corridor until it turns left, then go down the stairs and go into the basement.

Advice. Now, if you have a hacking skill of over 50, you should turn left and find a room on the north side of the room. After hacking the lock, you will find behind the door “Fat Man” and the spellbook “Modern Locks”, which adds 1 unit to the “hacking”.

Now from the corridor, turn into the hall on the right, cross it and move on until you come across a super mutant. Kill him, free the Shorty sitting right there and return to Red’s cell.

Now your main and additional tasks are completed, go out through the door in the corridor and you will be safe on the street. Return to the Big City and talk to Red. Decide whether you will take from her the money that she planned to spend on ammunition and weapons for the city for completing the quest.

The quest will be completed.

If you want to get additional karma, and also to prevent Red from dying (she will be needed for the quest “Just Business”), offer the rescued woman to protect the city from super mutants. If you have a high “science” skill, you can teach residents to reprogram combat robots, good skill in using any weapons will allow you to teach residents to defend themselves, stealth will help them hide from monsters more successfully, and so on. After your lessons, the city will be attacked by super mutants, help the residents defend their city.

If you refuse help now, the Big City will become a Dead City by the next time you come here.

Head of State

To receive this quest, you must visit the Lincoln Memorial and talk to Leroy Walker. However, if your relationship with the slave traders was damaged before, for example, by cutting out all living things in Paradise Falls, they will simply open fire on you and, of course, will not give you any quest. The second way to receive the quest is to find the Temple of Unity and talk to Hannibal Hemlin. In the dialogue, select the items “What is a gang of runaway slaves doing here?” and “Why don’t you allow all the slaves to stay here?” After this, you will receive a task to go to the Lincoln Memorial and check if there are super mutants there. If you visited the Memorial earlier, you can answer that there are no mutants there, but there are slave traders. Then Hannibal will ask to destroy them.

The Lincoln Memorial is located west of the Washington Obelisk near the Mall Southwest subway station.

The marker on the map identifying the location of the Temple of Unity can be installed by talking to May Wong in Rivet City. This woman can be found on the middle deck. In the dialogue, offer her 25 pistol caps to protect herself from slave traders.

After talking with Hannibal, go to Caleb, who should be somewhere nearby, and he will ask you to find a photograph of the Memorial in the Historical Museum.

The historical museum is located just south of the Washington Obelisk, and you've probably been there while visiting the ghoul city of the Underground. Use fast travel, and, once in the Historical Museum, do not go straight into the city, but turn left - behind the stuffed mammoth there is a double door leading to the lower halls. Be prepared to meet wild ghouls.

Advice. This is a good place to use the Ghoul Mask obtained from the Tenpenny Tower quest.

Climb to the upper tier of the hall, go through the open doors and find yourself in a spacious room. On the right you can see two large shop windows. Search them and you'll find Lincoln's Diary, the first of nine "Lincoln Items" housed in the History Museum. Now go through the south door into the administration room. Next, go up the stairs and turn right, go straight along the corridor and turn into the first room on the right. In this room, littered with garbage, on the floor lies the “Lincoln Top Hat” - the second artifact of Lincoln.

Return to the stairs and follow the left corridor into the second door on the left. Here you will meet two wild ghouls. Go through the gap in the wall. You will see an "Abe Figurine" on the table. This is the third artifact. In the same room you can take medicine from the first aid kit, cartridges from the cabinet and some lids from a locked safe of medium difficulty.

Leave the room and go further along the corridor to the locked grate. The lock here is very simple, so there should be no problems with breaking. Go into the office premises and go up the stairs. Here you will meet several ghouls, after dealing with them, you can take the “Lincoln Memorial Poster” (this item can only be taken if you have the described task). It hangs on the wall next to the stairs. This way you will fulfill Caleb's request.

Note. Items, according to legend, that belonged to Abraham Lincoln are highly valued by slave traders and fugitive slaves, and they can also be sold to Abraham Washington in Rivet City. You have already collected three items and the fourth - a poster - is necessary to complete this task. If you have no desire to further collect artifacts, you can now return to the Temple of Unity and continue completing the quest. In this case, skip the next two paragraphs.

If you decide to collect artifacts, go to the eastern corridor, cross it and go through the door opposite. On the left side of the entrance there will be a “Lincoln Antique Coin Collection” on the bookshelves. Now go back to the poster and go through the gap in the wall to the left of it. In the far left corner you will find a display case with a “Lincoln Rifle”, and next to it on the table is a spellbook that increases stealth by 1 unit. Go back through the gap in the wall, there will be a table on your left with a poster hanging above it, and another desk on your right. On this second table is "Recording of Lincoln's Voice."

Now go downstairs, back to the office premises. In the southwest corner, on the middle shelf of the cabinet, there is a “John Wilkes Booth Wanted Poster,” and in the southeast corner, also on the cabinet shelf or, sometimes, on the floor, you will find the “1863 Draft Proclamation” poster.

Now it's time to make a decision: will you help the runaway slaves or take the side of the slave traders. Your choice will determine your further actions.

Help for slaves.
Go to the Lincoln Memorial and kill all the super mutants near the entrance, as well as all the slave traders inside. Alternatively, you can first sell Lincoln's artifacts to Leroy Walker, and then kill him and the others, then take the artifacts from the corpse and sell them to slaves or Abraham Washington.

Now fast travel to the Temple of Unity and talk to Hannibal. The slaves will begin to collect their belongings, and you again need to move to the Lincoln Memorial. Use the bed here, kindly provided by the dead raiders, to sleep for 12 hours while Hannibal's comrades reach the Memorial. After that, go to the metro station in the northwest to meet their entire gang. As a thank you for your help, Hannibal will give you a blueprint for a dart thrower.

The quest will be completed. This option for completing the quest will increase your karma.

Help for slave traders.
Go to the slaves and sell Lincoln artifacts to Hannibal. Then go to Leroy Walker, the leader of the slave traders in the Memorial, and agree to his offer of a reward of 100 caps for the capture of fugitive slaves. Having paid, Leroy will gather his gang and go to the Temple of Unity.

Use fast travel to the temple and follow the highway south, down the road you will meet the whole gang. After a short dialogue with the leader, an attack on the Temple of Unity will begin. In principle, you do not have to help the slave traders - they will do just fine without you. The main thing is to find Hannibal or his body to pick up the artifacts and sell them to Leroy.

The quest will be completed. This scenario will have a negative impact on your karma.

Artificial man

This quest is given by Dr. Zimmer. You can find him in the Rivet City Science Laboratory. The essence of the task is that the doctor from whom the android ran away asks him to return it. This android is very similar to a person and imitates a person in everything, besides, he could change his appearance and erase his memory, perhaps he himself is not aware that he is an android.

Additional task: find out what Dr. Preston knows about the android.

Dr. Preston is in his office on the top floor of Rivet City. From him you will learn that someone sent out tapes asking for help to scientists and doctors. But the doctor considers this story with the robot and the tape to be someone's joke.

On the tape, someone says that he is an android who escaped from the Commonwealth, and is going to change his voice, appearance and erase his memory so that he will never be found. To do this, the robot needs a person who understands computers and a surgeon who can perform plastic surgery. The additional quest condition has been completed.

Now it's time to investigate and find out more details. The first thing you should do is talk to Seagrave Holmes, since he is also located in Rivet City. You can usually find it at the market.

You can use “eloquence” or give Seagrave 100 caps and then he will tell you that this story is not made up and will even give you a recording that tells you that a certain robot is going to carry out complex operations to change your programmed personality.

After listening to the tape, go to Megaton to see Moira. Or in the Dungeon, if you blew up Megaton earlier. Talk to the girl and she will tell you that the android’s identity was changed by Pinkerton.

Return to Rivet City and visit Pinkerton. (How to find Pinkerton is described in detail in Chapter 3 of the Wasteland Survival Guide, part entitled "The History of Rivet City"). At first the old man will deny it, but if you are more persistent, he will admit that he changed the identity of one android and now his name is Harkness. Ask Pinkerton for evidence and he will give you access to a computer with a photo of the android and a recording of his voice. Talk more about the robot and find out the code that unlocks the android's memories.

Listen to the tape, look at the photograph and study the materials from the scientist’s computer, then go to the entrance to Rivet City. It's time to decide how to finish this quest.

Before continuing, it is necessary to mention that on the way from Pinkerton or a little earlier you will meet a woman named Victoria Watts. She represents an organization dedicated to protecting escaped androids. Talk to her and she will give you the robot's internal unit so you can present it to Zimmer as proof of the android's death. This way you can protect him from further persecution.

In principle, having this block with you, you can complete the quest by fulfilling Watts’ request and receive 50 caps from Zimmer. But 50 caps for such a hassle... this is not the best solution.

So, you have two ways to complete the quest and two different rewards.

Bad Karma

Return to Zimmer in the scientific laboratory and tell him everything you know about the android, show his current face and name. For this you will receive the “Super Reflexes” perk, which increases the chance of hitting V.A.T.S.

Neutral Karma

Find Harkness, he can be found in the market or in the Rivet City add-on. Show all the evidence you have and use the memory-unlocking code you received from Pinkerton in the dialogue. The quest is completed.

As a reward from Harkness you will receive a plasma rifle and micronuclear batteries. Your karma will increase. But that is not all. The perk won't hurt you, will it?

Ask the android what he is going to do, and he will answer that he wants to kill Zimmer. Take on this function and get permission to kill the doctor and his bodyguard. So you don’t have to worry about incurring the wrath of the guards. Go to the scientific laboratory and tell the doctor that you found his android and will receive the “Super Reflexes” perk as a reward. Your karma will decrease.

Now kill the doctor and his bodyguard. From their bodies you can take keys that open Zimmer's room on the upper deck. There are boxes in the room containing micronuclear batteries and a sensor module.

Control shot

While exploring the Dungeon, you may come across a ghoul named Crowley, he likes to sit in the bars of the city. This is not a very polite mutant, he is especially unfriendly to people, therefore, in order to receive the quest, you must try not to start a fight with him when talking. If you get along, he will give you a list of 4 people to kill. What a cutie! And this must be done with a shot to the head. If you kill them as Crowley wants, you will receive 100 caps for each, if they die otherwise, the reward will be only 25 caps. And to prove death, you need to bring the key of each condemned person to the ghoul.

The list is: Alistair Tempenny, Dyukov, Ted Straer and Dave. The first can be found in Tempenny Tower, Dyukov in a place called Dyukov's Residence, Tad Strayer lives in Rivet City, and Dave is in the Dave Republic. You can kill them in any order.

Before you start searching for people from the list, talk with the inhabitants of the Dungeon and find out that some of the gentlemen listed are not even the ghoul haters that Crowley is trying to make them out to be. And it seems the ghoul has other reasons for wanting them dead.

Tad Straer

This guy wanders aimlessly throughout Rivet City, and at night you can find him in a common rooming house. In the conversation, Tad will say that he does not know Crowley personally, but his father knew him. Many years ago they were hired by Tenpenny for some business and Tad's father said that Crowley died then.

You can get the key from Ted in three ways: persuade him to give it using eloquence, buy it for 25 caps, or fulfill his promise to Crowley. If you decide to kill Tad, do it when no one is around, otherwise half the town will come running.

Once you receive the key, you can go to Crowley for your reward.

This character is located quite far away, in the northeastern part of the city, in a place called Dave's Republic. Go to the Tenleytown/Friendship station if you don't remember how to get there - refresh your memory of the description of the story quest "Trace to Trace", where this station was an intermediate point on the way to the Galaxy News Radio building. So, from Tenleytown/Friendship, head north, following the map as your guide. You have to navigate through an open, not densely populated area. On the way, beware of the Yao-Gai - quite evil creatures.

Your route takes you past the Commons of Canterbury further north. On the way, you will come across an electrical substation - there you can take medicine and get hold of some useful items if you can hack the terminal that unlocks the safe.

When you enter the Republic you will meet a girl, tell her that you want to meet Dave and she will show you the way.

In dialogue with the self-proclaimed "President", say that you would like to become an official guest of Dave's Republic. This can be achieved either with the help of “eloquence”, or by paying 250 caps, or by giving this dunce a gun.

Having received the required status, you can talk to Dave about Mr. Crowley and try to get the key from him. This, as usual, can be done using “eloquence”, or – if you have a high “luck” stat – an additional option will open in the dialogue, allowing you to get the key.

If nothing works, use theft or the solution to all problems is a head-on shot. Keep in mind that by killing Dave, you will displease the guards, and a couple more suicide bombers will fly into the room. Take the key from Dave's corpse and open the safe with it (there will be a gun and various small things there).

Take the key to Crowley and receive your due reward.

Your next target is Dyukov. It can be found in a place called Dyukov's Dwelling. The easiest way to get there is to travel to the Warm Sewers (you should have been there in Chapter 2 of the Wasteland Survival Guide quest), and from there head southwest until you see a large building right in front of you.

Dyukov's methods of obtaining the key are the same as those of the previous characters. You can persuade him to give you the key, steal it or kill him. In addition, you can persuade Cherry - one of Dyukov's girls - to steal the key for you.

Be sure to try to find out in the dialogue with Dyukov where Fort Konstantin is - this way you can put a mark on the map for a future trip.

Overall, Dyukov is a great choice for earning 100 caps. It's easy to kill him, he's not needed for other quests, and besides, he's a rare bastard.

Alistair Tenpenny.

It is possible that this character is already dead. He could have died while you were completing the Tenpenny Tower quest. In this case, after killing the third character from the list, you can return to Crowley for your reward. The quest will be completed.*

If you haven't completed this quest yet, then you also don't have to go there now to kill Tenpenny. Take the above quest and decide the fate of the last character on the list by completing the quest. But in this situation, until you deal with Tenpenny, do not turn in the “Control Shot” quest.

If you still decide to go and finish off Tenpenny, go to his tower, which is located near the RobCo complex, in the southwestern part of the map. In order to get there you will need 100 caps or an order from Mr. Burke for the quest “The Power of the Atom.” Once in the tower, go straight through the doors to the elevator and up to the penthouse. A security guard sits in front of Alistair Tenpenny's apartment and is in no hurry to let anyone in.

You can get the key to the door by using “eloquence” in dialogue, by stealing, or by killing a guard.

Now you have several options for further actions: you can kill Tenpenny or you can tell Aleister about Crowley's plans, and he will offer a double reward if you kill the customer himself.

After killing Tenpenny, return to Crowley for your reward. The quest will be completed.*

If you accepted Tenpenny's offer, return to Crowley, give him the keys and wait for him to leave the dungeon into the lobby of the History Museum. There, kill the ghoul and take the keys.

Return to Tenpenny Tower for your reward. The quest will be completed.

*But that is not all. The keys unlock the doors in the fort that was discussed in the quest, and behind those doors lies power armor and many more goodies. So the adventure continues!

Having handed over all the keys to Crowley (if you complete the quest with him), do not rush to leave the Dungeon. Wait until Crowley is alone and kill him. Don't forget to save before doing this, in case you are noticed and the whole city comes running to kill you. Take all the keys from the ghoul's corpse.

Now head to Fort Constantine. It is located in the northwestern part of the map between two satellite towers.

Near the fort you will find a small hut - the residence of the command. Enter there and go down the stairs to the door to the launch bunker, which can be opened with Ted Stayer's key.

Advice. In the open safe of the residence you can find a baby doll that increases your skill in using heavy weapons by 10 units.

Along the way you will periodically come across robots, kill them and go down all the time. The next door you will see is the door to the bomb storage room, unlock it with Dyukov's key.

All. The closest exit is through the southern doors up the stairs and then through the door into the Capital Wasteland in any of the rooms.

Inhuman Gambit

You will receive this quest by visiting the Canterberry Community location and the Antagonizer's Lair.

Arriving in the town, you will witness a clash between two self-proclaimed superheroes: the Antagonizer and the Mechanist. Local residents do not feel happy at all and dream of getting rid of both. When the dust of the battle clears, you will be able to talk about this topic with Uncle Roy, who will give you the task, promising 200 (400) caps for your help.
Find Derek Paisien nearby and talk to him. If he has the “Childishness” feature, you can learn from him the weaknesses of “superheroes”: the Mechanist will never harm the innocent, and the ants guarding the Antagonizer are quite weak. Derek will also give the coordinates of places where you can find both - they will appear on the Pip-Boy 3000 map. In the same location you can find Joe Porter; after talking with him, you will find out the real name of the Antgonizer.

Now go to her lair, which is located north of Canterbury. You can get inside in two ways: through the main entrance (the branch to the right immediately at the entrance to the cave leads to a cave with random trophies covered with an easel shotgun), fighting a few ants along the way, or through the back entrance (a pipe to the west of the main entrance), which will allow you to bypass all the ants.

To complete this task in the optimal way, i.e. To peacefully persuade both characters to leave their occupation, you must:

have a high level of Speech skill,
have maximum charisma,
know Antgonizer's real name
read the editor's note about the Antgonizer character in Grognak the Barbarian or have the Wifekiller trait.
It is recommended to save before this extremely difficult conversation, as you will have to go through it more than once. If successful, Antgonizer will give you his suit and peacefully leave the area around Canterbury.

To convince the Mechanist, the Black Widow or Childish traits are required. Both give a unique line that the people of the city are afraid of the Mechanist. In this case, he will also leave the city, leaving his armor behind.

To receive the reward you need to contact Uncle Roy or Joe Porter.

If you're a regular listener of Galaxy News Radio, you've probably heard Threedog's story about a place where real green trees grow. It turns out that such a place exists and you can even complete a quest there!

To find the Oasis, go to the northernmost edge of the map. Approximately in its middle is the entrance to the location. Its proximity can be easily determined by the green plants found here and there, which are not typical for the rest of the Wasteland.

As soon as you reach the Oasis along the narrow passage, you will be greeted by the root father Laurus, who will invite you to follow him into the settlement.

In the Oasis, talk to Laurus again, and he will say a lot and nothing concrete, in the end, it turns out that you need to undergo a purification ritual before meeting some god. Go to the fountain in the pavilion where the Laurel stands, wait for all the trees to arrive and undergo a “purification ritual” by drinking water from the fountain.

You will wake up alone near the “talking tree”. This is the god of the Oasis.

Talk to him and hear a very unusual story. It turns out that this “god’s” name is Harold and an unusual mutation forced him to literally grow to the ground. All he asks is that you help him die, ending the suffering of the unfortunate man. Having learned everything about Harold and the Bob tree, return through the northwestern exit to the Oasis to father Laurus and mother crown Birch, who at this moment will heatedly argue with each other about what exactly “god” wants.

Laurel interprets the words of the mutant tree in such a way that it is necessary to stop the further growth of greenery by watering Harold’s heart, located somewhere deep underground, with special juice. Mother Birch, on the contrary, believes that it is necessary to fill the entire Wasteland with greenery, anointing the heart with a special ointment.

Find a guy named Trunks Cypress, who usually wanders around the village with a gun, and take the key from him, then look for the entrance to the caves in the southwest of the pavilion with the fountain.

In the cave, be prepared to meet a variety of swampmen, including the swamp kings. Go down to a large puddle with monsters. Kill them, dive and swim through the tunnel underwater until you emerge on the other side. Follow further along the cave to the door to the “Underground Halls”. In the halls, move forward, killing swampers, until you reach the hall with Harold's heart.

Now you need to make a decision: kill Harold, pour juice over his heart, or anoint him with ointment.

After killing the unfortunate one, you will receive the “Thick Skin” perk, which gives +5% damage resistance. By pouring juice over the heart, you will receive a grenade launcher shot and Linden's robe (SU12, Weight 2, STO 117, Dex +1, Vsp +1)

Using the ointment, you will receive the “Lilac Hood” (100 59, Stealth +10, Ag. +1) and excellent “Maple Power Armor” (SU 21, Weight 45, 100 187, Heavy Weapon +5, Strength + 1, Ag +1, Rad Resistance +10).

Having made your choice, return to the Oasis. You can return the same way you came, or take a shortcut through the secret passage into the Grove. To do this, go a little further along the tunnel and you will find yourself in the “Wet Cave”, where you will meet three more swampers. After killing them, dive under the water and swim through the tunnel to the doors to the Grove.

If you poured juice over Harold’s heart, you will meet Laurus here, but if you anointed it with oil, Mother Birch will stand near the tree. Father Maple sends for a reward to Linden and Cypress, mother Birch - to Maple and Lilac. If you cannot find one of these NPCs in the Oasis, look out in the Wasteland - one person is always on duty at the entrance.

The quest will be completed.

While exploring the surroundings of the Supermart, a frightened boy will run up to you. He will tell you that his house has been captured by monsters and ask you to find his father. Agree to help little Brian and receive the quest.

Grayditch, the town where the boy lived, is a little south of the Supermart. As you approach the city, you will see that the place has been ravaged by fire ants. They are similar to those found in the wastelands, but these ants can breathe fire.

Advice. Even if you have upgraded melee weapons or fight without weapons, it is better to keep your distance from these mutants. Up close, they roast with fire very vigorously. From the corpses of ants you can collect “Fire Ant Nectar”, which gives fire protection +25, int. +3 and dex. +4 – helps a lot if the ant does come close.

Outside the city gates, turn right along the road. You will come across a small metal structure in which the boy Brian is hiding

Ignore him for now and go to the house where the corpse of the boy's father is. This is the first house on the left along the road.

Search the corpse and take the key to the hut; you can also get ammunition in the house and restore health by sleeping in the bed.

Go outside and return to the boy to give him the bad news about his father's death. Then enter the hut using the key. The hut is located not far from Brian - you can see the entrance to it in the screenshot - it is to the left of the house.

Take the password from the terminal on the table and open the terminal. Go to the “Personal Notes” section, after which you need to select the “Experimental material detected!” item. This action will mark the location of Marigold Station on the map - this is your next destination. Go outside, the station is located on the south side of the city.

Upon entering the station, you will see ants, which you will meet 1-2 throughout the entire study. Walk through the station, without turning into the doors on the left yet, go through the turnstiles.

You will see a carriage with a corpse in it. Search him and find out that you need to finish some work. I’ll say right away that as a result of the “deed” you will receive “Revealing Pajamas”, which gives +10 to eloquence and +1 to luck. If you are interested in this, then go to the fire hydrant (1 on the map), then head to the safe (2 on the map):

After you pick up the “Revealing Pajamas”, some impudent person will approach you and demand that you give him your find. It makes sense to hit the impudent guy in the ears because... You can get a good helmet from it.

Also in Marigold you can find the body (3 on the map) of William Brandis and pick up the key from it. This key is to his house in Graydich - there is a grenade launcher there.

Now let's get back to our main task. You need to go to Dr. Lesko’s office, which is located here:

The doctor will tell you about his experiments and how fire-breathing ants appeared. Ask him what you can do to help, and he will tell you to kill five of the Ant Queen's guards and then escort him down. Lesko is going to install a special device in the lair that will make the ants attack each other. Thus, he plans to get rid of the mutants.

Advice. Don't forget to ask the doctor about what kind of headache you will get and he will promise to give you his robe +20 radiation protection and +10 science.

Lesko will specifically ask you not to kill the Queen. In principle, you can kill her, but then you will ruin your karma and will not receive a robe, so it is better not to touch the Queen.

The Queen's Lair is a corridor location with one separate room. It’s quite easy to kill the guards without catching the Queen’s eye; four of them are located before the turn towards her and only one is around the turn. The guards are quite fat and often manage to get close, so it is recommended to use Fire Ant Nectar.

After killing the guards, return to Lesko and receive your quest reward. After this, you can get out of the dungeon. On the way to little Brian, don’t forget to look into William Brandis’s house (it will be marked on the map) and pick up a grenade launcher; there’s also a box of ammunition hidden behind the refrigerator.

That's it, now you can return to the boy and promise that you will find him a better place to live than this city. The quest is over.

There are three places where Brian Wilkes can be placed later:

Mayor McCready of Little Lamplight
Vera Weatherly in Rivet City
slave trader Undertaker Jones in Paradise Falls (will increase your wealth by 100 caps and reduce karma) As soon as you find someone to give Brian to, return to the boy and tell him who he will live with now.
The quest is over.

Agatha's Song

Two steps northeast of the Meresti depot there is a small house, which can only be reached using a rickety bridge leading into a small valley. An old lady named Agatha lives in this house - a very well-mannered and intelligent person, which in itself is a rarity in the Wasteland.

Talk to your grandmother and she will tell you that she makes a living by broadcasting her music on the radio, and in return for this, the caravan workers regularly supply her with the necessary goods. But here's the problem - her violin is in poor condition, and she asks you to get the violin of Agatha's great-grandmother, a certain Hilda, who 200 years ago hid the violin in a sealed container somewhere in Vault 92. Unfortunately, Agatha knows nothing about the location of Vault, but she will give you the coordinates of the headquarters of the Vault-Tec corporation, where, in her opinion, you can find out the coordinates you need.

Advice. You can use Speech or the dialogue option provided by the Wife Killer perk to get the key to the weapon box from the old lady.

Note. Traveling to Vol-Tek is optional as the location of Vault 92 will be covered in this Walkthrough. However, a visit to the headquarters will, in general, be useful for further travel because... there you will find information about all existing Vaults in the Capital Wasteland.

The entrance to Vault 92 is located at the edge of the map, due west of Dave's Republic and north-northeast of the Minefield. Just west of Old Olney. Along the way you may encounter raiders, robots, scorpions, and a powerful creature, the Death Claw, wanders not far from the Vault.

Once inside the Vault, go straight through the cave to a small room where there are nuclear batteries and two first aid kits on the table. Open the next door, but don’t rush to go in - there are mines and a blower (a big fly). Slam the blower and disarm the mine.

Note. Vault 92 is a huge labyrinth that is very interesting to explore. The Walkthrough will describe the shortest path to the violin. However, after achieving the objectives of the task, I would highly recommend that you take the time to explore other rooms of the location. Not only because of the many useful items that can be found here, but also because the history of the Vault itself is extremely curious and entertaining.

Go through the eastern door (requires a lockpicking skill of at least 50), open it and immediately deactivate the mine. In the next room, there is also a mine and one blower. Continue east through until you come to a set of stairs. Go downstairs to the recording studio.

Before you go inside, you need to know that you will be greeted at the door by several very tough swamp hunters. In any case, you will not be able to kill them as they approach, so prepare stimulants and the appropriate weapons for combat with several opponents at close range.

Enter the studio, and after killing the swampers, turn right. Go all the way to the west until you see a staircase down on the left. Go down it and be prepared to meet two swamp kings. Then turn left and left again until you find yourself in the recording studio.

Here you will find the book “Nikola Tesla and You,” which increases your skill in using energy weapons by 1 unit, as well as a computer that opens the locked door to the second part of the studio. Use the computer and go to the next room. Here on the table you will find a violin, and in a locked safe (simple) there are some lids.

In addition, after completing the quest, you can bring sheet music to the old lady and receive a unique Blackhawk revolver. Sheet music can be found at Springvale Elementary School, Arlington Library, the National Archives, Roosevelt Academy, or Vault 92. If you still haven't picked up any sheet music, the easiest and most accessible place to get them is Springvale Elementary School. Use fast travel, enter the building and go to the first room on the right side. Here you will see an overturned desk on which you can find sheet music.

Now return to Agatha and the quest will be completed. After completing the task, talk to her again and ask for a reward. You will receive a Blackhawk.

Note. You can also lie to the old lady and not give the violin, instead selling it to Abraham Washington in Rivet City or Azrukhal in the Underground. But then you won't be able to get one of the best pistols in the game.

Chasing Nuka Cola

Just business

This task is optional and does not provide positive karma in any outcome. The quest is given by Grumpy at the entrance to Paradise Falls, which is in the northwestern part of the Wasteland. You will receive a mark on the map if you take on the mission "Rescue from Paradise".

Talk to Grumpy and tell him that you can help him find slaves. He will give you a Hypnotron, a slave collar, and a list of four important people he would like to have as slaves. One of these people may already be dead and then his name simply will not be on the list. If everyone is dead, then you will no longer take the task.

When you approach the victim, take a “hypnotron” instead of a weapon and, when you get closer, use it. Then talk to the hypnotized character and tell him to run as fast as he can to Paradise Falls, otherwise he will be left without a head.

Arkansas

So, your first target is the same sniper who pestered you in the Minefield in Chapter 1 of the Wasteland Survival Guide. Move to the minefields and activate Stealth Boy to avoid detection. Go to the ruins of the house, take your time and watch your step if you don’t want to attract his attention with an explosion. As soon as you get up to him, use the Hypnotron, put a collar on him, take all the things from the sniper and send him to Paradise Falls. Alternatively, Arkansas can be lured out by “lighting up” and hiding in cover - he will come on his own, the main thing is to have time to use the “hypnotron”.

When he runs to Paradise, do not run next to him - if you accidentally step on a mine, Arkansas may die and the quest will not be completed. From the sniper's pocket you will get the keys - they are from a locked house in the Minefield. There are a couple of first aid kits and other small things.

Return to Grumpy and get your reward - 250 caps. If you did a task with the goal of infiltrating the city of slave traders, then you have achieved your goal, and Grumpy will let you through. Further completion of the quest is not necessary for you.

Susan Lancaster

This is a resident of Tenpenny Tower - a tower in the southwestern part of the Wasteland. A marker on the map can be obtained by talking with Burke in Megaton on the quest “The Power of the Atom”; for this you need to agree to blow up the city (you may not fulfill your promise in the future).

In front of the tower, use the intercom to get inside. You will need 100 caps or general business with Mr. Burke for the above quest. Susan can be found in her room on the second floor of the apartments, or wandering around the building.

Before using the Hypnotron on her, you need to know that you may need this woman for the only option to complete Tenpenny Tower without losing karma. On the other hand, this same positive option assumes the death of the girl at the hands of Millicent Wellington and, therefore, you will not be able to send her to slave traders.

To put a collar on Miss Lancaster, wait until she is alone and use the Hypnotron. After that, tell her to go to the slave traders, and return to Grumpy for a new collar and reward.

This girl should be in the Big City, but she won't be there unless you completed the quest "Big Trouble in the Big City." In this case, you will have to first complete the task of rescuing her, then teach her how to defend herself from super mutants and wait for her to enter her office. There you can safely use the “hypnotron” with a collar, and then go to the slave traders for a reward.

Your next target lives in Rivet City. His room is on the upper deck, and he himself can wander throughout the city, and sometimes even goes out to smoke. Smoking will kill him.

Find it and wait until the Projectile remains alone. In a crowd or in front of witnesses, putting a collar on him is very risky - the whole city could turn on you. The process of turning a Projectile into a slave is no different from the standard one. The only thing to keep in mind is that once Projectile disappears, his partner Shrapnel will also disappear. So the situation with arms dealers in Rivet City will become very bad.

Having sent the last slave to Paradise Falls, you can safely return for the reward and complete the quest.

Rangers Reilly

There are several ways to obtain this quest. For example, having caught the rangers' radio signal at the entrance to the National Archives, turn on the radio, and the quest will automatically be recorded on your Pip-Boy. It would be preferable to take it from Reilly, who is lying unconscious in the Dungeon hospital. Talk to Dr. Burrows and convince him to use "eloquence" to awaken Reilly if your medical skills are not enough to do it yourself. Even if you didn’t take the task to the dungeon, going to the hospital to talk to this girl will still not be amiss.

Once Reilly wakes up, she will tell you that her team, called Reilly's Rangers, is stuck on top of the State Hotel while hiding from super mutants. She will also give you the password to the ranger base and the key to the ammo box of one of her fallen comrades.

Now go to the Base. In principle, this trip is not obligatory, but it is recommended to do it anyway, since at the end of the quest you will still have to go there for a reward. By going there now, you will replenish your ammunition and stock up on medicines, and at the same time set a point for fast travel.

So, go to the Technical Museum, and from there your path lies east to the Capitol. This is a noticeable building that you will not pass by.

Along the way, you will be attacked by small groups of monsters, mainly consisting of super mutants, there is no point in dwelling on them in detail, there are many of them, they are found often and move around the map quite chaotically. Just be prepared for the fact that the journey will not be a Sunday walk in the park and don’t forget to bring plenty of ammunition and medicine for the trip.

Once you reach the Capitol, go up the stairs and enter the "Capitol - West Entrance". Cross the hall and go through the "Capitol - East Entrance" door. You will find yourself in a room with filing cabinets, turn right and then turn left and head east until you exit into Steward Square.

Once outside, go down the stairs and go diagonally to the right. You will see the metal frame of the overpass between the buildings, go under it and head east. By the way, there is a mutant in this passage, and he will shoot from above at your back - be careful. Here and further, stay away from cars - they explode during firefights.

Stuart Square tube station will be on your left. Don't go through the ruins of the city - stay a little to the right and go under the bridge. Walk to two mailboxes and go deeper into the courtyards on the right. You will pass through the playground and emerge onto a road that ends on the left with a blockage and a dead end. Turn left and look on the right for a white sign on the wall that says "Rangers Reillys". Follow the passage between the buildings and you will soon find yourself at the ranger base.

The head of the statue in the center of the square where you find yourself looks directly at the door of the base. Take weapons, ammunition and medicine, and then use fast travel to the Dupont station. Cross the bridge, go through the small alley and head northeast until you reach a door in a small depression in the ground leading to the Dry Sewers. It is located to the right of the destroyed building behind a small fence.

When you enter the door, walk without fear of getting lost - there is only one exit here besides the one through which you entered - “Hospital of Hope” and you need to go there. The collectors are filled with mercenaries, supermutants and other evil spirits, but these creatures fight among themselves and therefore do not cause much trouble.

The hospital is full of first aid kits and super mutants. Collect the first and kill the second on the first floor, then climb the western stairs to the second.

On the second level of the hospital you will see a long corridor along which a centaur is crawling. At the end of the corridor there is a box with food and mentats. Now enter the cafe and turn right, go further and eventually you will see stairs and an exit to "Vernon Square".

In front of you will be a metal bridge to the hotel. Walk along it, jump down one floor and enter the building.

Inside, jump into the gap and follow the corridor. Be careful - there is a tripwire in front of the next door! Disarm her and enter. Walk along the corridor, clearing it of monsters. There are also beds that, if necessary, can be used to improve your health. Follow the corridors to the stairs to the third floor, where you will find Theo's corpse and a box with a bunch of ammunition standing next to it. Remember Reilly talking about him?

The next flight of stairs is here:

Immediately on the stairs you will be attacked by a super mutant - be careful.

On the next floor, in the corridor you will meet a centaur. Go forward and on the left in a spacious room you will meet two super mutants. In the same room you will find an elevator. If you have sufficient repair skill, you can fix it, thereby making your journey easier. But at the same time, you will not take the spellbook lying on the floor above, which adds 1 unit. to secrecy. Once you take the elevator, skip the next two paragraphs.

If your skills are not enough or you need a book, go further along the corridor until you reach a door with an “Exit” sign leading to the next floor. Don’t forget to look into the rooms along the way, sometimes you can find first aid kits or food there.

As you go up the stairs, get ready to be greeted by a mutant right outside the door. Now there will be a long corridor in front of you. In the room on the right you will find the aforementioned spellbook. Having taken it, go to the end of the corridor, to the next staircase leading down and up. Naturally, you need to get up. Be careful in the passage between floors - there is a tripwire. Climbing the stairs will take you to the restaurant.

Search the first aid kits on the left and follow the red carpet. There will be a room to your left, where you would find yourself if you repaired the elevator earlier. In the same room you will find a terminal, by hacking which you can shorten your path a little. Get ready for the fact that behind the door you will meet four super mutants, one of which is the Master.

If you fail to hack the terminal, continue along the red carpet until you come across a hole in the floor. After killing the monsters you encounter, turn through the door on the left and go up through the same gap in the next room.

There will be three supermutants here, kill them, but do not rush into the kitchen - the characteristic effect of a gas cloud will be noticeable there - throw a grenade in front of you before entering.

Now go through any door and you will find yourself in the room you would have been in if you had hacked the terminal earlier. And then you will be met by four super mutants led by the Master.

In the center of the room there is a bar where, after clearing, you can pick up cartridges and the spellbook “Grognak the Barbarian,” which increases your melee weapon proficiency by 1 unit. Look into the storage room under the stairs and search the broken robot lying there. Take the nuclear battery from it - you will need it later.

Go up to the balcony and exit through the north door leading to the stairs. As a result, you will find yourself in front of a metal door leading to the roof. Go out there and follow the trail of dead super mutants until you reach the rangers.

Talk to the doctor, who will tell you that there is only one exit from the roof - a high-speed elevator, but it is broken and needs a nuclear battery to repair it. Luckily, we grabbed one under the stairs from a robot. Give it to Donovan and wait while he fixes the elevator. Then go down to the hall.

Now get ready to fight with super mutants. The difficulty is that you will have to take all the fire on yourself because... Rangers are quite flimsy and can die as a whole. It’s better to try to keep them all alive - they can be useful later. In addition to this, in a firefight you must avoid hitting your own people so as not to fail the mission. To fulfill these conditions, use saves.

Having completed the task, exit the building and use fast travel to get to the ranger base.

As a reward for completing

Wasteland Survival Guide

“The Wasteland Survival Guide” is a book written by Moira Brown, a resident of Megaton, or its ruins if you blew up the city in the quest “The Power of the Atom.” At the first dialogue, Moira will fit you a brand new armored Vault 101 suit.

The structure of the quest chain is as follows: 3 chapters, each with 3 quests. Each quest has main and side objectives. For each quest you will receive a reward, and there will also be a reward for completing the entire chain. The quality of the final reward depends on how completely you complete the chain.

This will be a Novice, Expert, or Master level perk.

There are different opinions regarding what the parameter that will increase the received perk depends on.

The most common version is that the type of perk depends on the answers to Moira's questions at the end of the quest, and the questions in turn depend on the character's most developed attributes. If you show a propensity for intelligence actions in your answers, you will receive a bonus to “medicine” and “science”. If your answers involve forcefully resolving issues, then the bonus will be for protection from damage. A mocking, sarcastic response will allow you to get a bonus to a critical hit. For a penchant for cunning, the perk will increase “stealth” and “eloquence.” For a standard answer, your health indicator will improve. But it should be noted that the author of these lines himself tried to answer in different ways and ended up getting the same thing, regardless of the answer chosen.

There is also an opinion that the quality and type of the final reward is influenced by your truthfulness in communicating with Moira when completing quests in the chain and the completeness of their completion, as well as the methods you used when completing quests. Such as using the abilities “stealth”, “eloquence”, etc.

In general, it can be assumed that the type of perk obtained is influenced by a combination of various factors and it is quite difficult to accurately predict it. But the level of the perk can be influenced by completing all the additional objectives of the tasks.

There is also a way to get the “Guide” without completing the quest chain. If you have leveled up the “eloquence” skill, you will convince Moira to give up working on the book. In this case, you will receive a perk that reduces your chance of receiving critical damage by 50%.

Wasteland Survival Guide. Chapter 1

Radioactive danger

Main objective: get 200 units. radiation.
Additional objective: get 600 units. radiation.

This quest is the easiest. To complete it, just stand for a few minutes near the bomb in Megaton. Having received 600 units. radiation, return to Moira. She will treat you and you will have the ability to accelerate regeneration in radiation conditions.

Food production

Main task: get food at the Supermart.
Additional task: get medicine from the Supermart.

To complete the quest you need to leave Megaton and go east to the Supermart. In the parking lot in front of the building you will meet the first raider. Fighting him will allow you to assess the strength of the opponents inside.

Enter using stealth and look around. A couple of raiders will be in front of you, a couple more are hiding behind the counter. Clear the building starting from the left side. Please note: a guy runs out of the rooms on the left and starts shooting at point-blank range - watch those doors. After killing the raiders in the hall, don’t forget about the pair of handsome men behind the counter. There is a book on the counter - take it and study it - you will get +1 to barter. In the room behind the counter there is a first aid kit hanging on the wall. If you have 25 “science” or 50 “hacking” you can open the room, if not, the key is in the box in the next room, grab the mines nearby.

To the right of the first aid kit is a terminal. Hack it and activate the robot - it will help deal with the remaining raiders. The refrigerator with food is in the opposite corner and there are a couple of raiders there too. It makes sense to rummage through the Supermart for more ammunition, cigarettes, weapons, etc. which can then be sold.

Return to Moira. As a reward, you will receive an automatic radiation purifier for food and water.

Playing with mines

Main task: reach the playground in the minefield
Additional task: bring a mine.

Your next task involves traveling through a minefield. You need to go through the mined settlement, get to the playground and return. If you look at the map, you will see that you have a long way to go. There is another option: walk around a bit, then return to Moira and tell her that you were in a minefield. Give her any mine you picked up along the way. The quest will be completed.

If you are hungry for adventure, then exit Megaton and head northeast. On the way, you may be attacked by mole rats and raiders, but you won’t encounter anything particularly dangerous.

If you see a destroyed city, then you are there. Switch to sneak mode and go to the city. When you see a mine, approach it and target it. Before the red light goes out, you need to have time to press the action button (by default E) so you will deactivate the mine and can put it in your inventory. The button must be pressed quickly, otherwise the mine will explode.

Now we need to go to the city center. Mines are not the biggest danger here; there is also a sniper named Arkansas, holed up in a large destroyed house in the northern part of the city. At first he will not hit you, but will shoot at cars, setting them on fire. If a car catches fire, it means it will explode soon - move away from it. But don't forget about the mines! Go north and you will see a round carousel - this is your goal.

After completing the quest, carefully get out of the city and return to Moira. As a reward, you will receive a diagram and can now make mines yourself.

Chapter 1 is complete.

Wasteland Survival Guide. Chapter 2

In this chapter, you will need to collect information about the animals that live in the Wasteland, namely molerats and swampweeds. Moira also wants you to get a serious wound and damage a limb.

Repellent

Main objective: use repellent on 3 mole rats.
Additional task: kill seven more with it.

Moira will give you a stick with which she will ask you to kill the mole rats. If you don't intend to fulfill the additional requirement, then most likely you will be able to find all three monsters in the Megaton area. Provided that before this you were not too zealous in exterminating them.

If you want to complete the task completely, you will have to go to the Warm Collectors. On the way, passing by the Supermart, a boy will run up to you. Talk to him and get another side quest, “They!”

There's a mine on the bridge in front of the sewers! Be careful.

The entrance to the sewers is a small door across the river. Enter it and immediately pick up the repellent - there are 2 mole rats around the corner. After killing them, change your weapon to something more effective - there is a raider around the corner. There are turrets hanging in the collectors near the ceiling, and not far from the entrance there is a terminal that disables them. This will require 50 Science. At first you will encounter more raiders than molerats.

If the mole rats living in the front part of the sewers were not enough for you to complete the task, go further into the tunnel. There, an aggressive NPC named Galit hid behind the bags. Shoot him, and he will come running to take a bullet in the forehead. He will have the key to the safe. The safe is in the next room, it contains brass knuckles and some small items. Then proceed carefully - there are mines everywhere. They will have to be deactivated, otherwise you won’t be able to pass. The rooms behind Galit are full of rats and there will be quite enough of them for the quest, even the extra ones will remain.

Swamp Research

Main task: install the device in the swamp masonry.
Additional objective: do not kill a single swamp creature.

Since you already went to the sewers, you can go straight to the Anchorage Memorial. There are two entrances: main and service. It will not be possible to go through the main entrance without killing a single swamp, so we go through the service one. It is locked, but the lock is simple and easy to pick.

Having penetrated the lair, we immediately switch to secretive movement or use “Stealth Boy”. The nearest masonry is in the corridor on the right. On the way, a little further away there will be a swamp. If you managed to pass by him unnoticed, great, put down the device and go out. If you are spotted, run to the masonry, place the device, then just as quickly run out of the den.

Get injured

We will not focus on this task due to its simplicity. In the world of Fallout 3, getting injured is much easier than avoiding it. You can, after leaving Moira, jump from any hill, or return to the Minefield and run around there to your heart’s content, or wait until you get injured “naturally.” After that, all you have to do is return and turn in the quest.

Receive your reward: ammo and a protective suit.

Chapter 2 is finished.

Wasteland Survival Guide. Chapter 3

In the final part of the quest, you will need to conduct research into the history of the Wasteland. Moira will give you three tasks, they can be completed in any order.

Learn the history of Rivet City

Main goal: learn the history of Rivet City

Additional goal: check the story against other sources.

In town, everyone you try to talk to about history will direct you to Bannon or Vera Witherly. The first one is constantly hanging out at the market, and the second one is not far from the Witherly Hotel. Talk to them about the story and complete the main quest objective.

To complete the optional objective, talk to Seagrave Holm in the store or Belle-Bonne in the basement. They themselves will not help, but they will tell you that you need to look for a certain Pinkerton, who lives as a hermit outside the city. According to rumors, he built himself a shelter somewhere in the bow of Rivet City.

If you leave the city through the emergency exit, you will see the second part of the ship opposite. Jump into the water and swim, trying to stay to the right. There is a door under the water. Take a breath of air and swim through this door to the stairs, after climbing which you can breathe again. Go further to the next staircase, but be careful - two swampmen will attack you there.

After killing the swampers, look around. On one side you will see a locked door to Rivet City. Approach it and activate the switch on the right so that in the future you can come here with greater comfort than this time. Now turn 180 degrees and head down the corridor. It's full of traps. If you look closely, you will notice a cloud of gas in the corridor - shoot it to prevent the gas from exploding when you are in the corridor. Follow further, deactivating mines and traps to a room with a terminal. But don’t use the terminal - this is also a trap. There is a switch on the wall opposite the terminal. Use it and you will open the door behind which will be Pinkerton.

Talk to him and he will give you historical records about Rivet City.

Return with them to Moira and turn in the quest.

Install a processor module into a supercomputer at the RobCo plant

Main goal: install a processor module in the supercomputer of the RobCo plant

Secondary Objective: Reprogram the supercomputer.

To complete the additional goal, you will need a “science” skill of at least 50. Or 40 and wearing the “Lesko lab coat”, which can be obtained during the quest “They!”

The RobCo complex is located near Tenpenny Tower, southwest of Megaton. Take a simpler weapon, for which you don’t mind the cartridges or even a knife - in the complex you will only be greeted by cockroaches and mole rats. Enter the building and climb the various stairs as high as possible until you see the Offices and Cafeteria door.

Enter the door and go straight past the cafeteria, then right and take the stairs up on the left. At the end of the stairs there will be a door in front of you, and behind it the main terminal.

If you do not have 50 points in “science”, then get ready to fight with robots immediately after installing the module in your computer. If there is, then hack the terminal and click “Complete total liquidation.” You can also turn on “Stress testing” and the robots will kill each other or “Pest extermination” and your return path will be free from annoying creatures.

Return to Megaton to inform Moira of your success. After completing everything, you will receive a book that adds 1 unit. to "science" and 4 pulse grenades.

Arlington Library

Main goal: obtain information from the library.

Additionally: Get the complete library archive

The third and final part of the Guide involves a journey to the Arlington Library.

The closest point to your goal that is accessible for fast travel is Rivet City. From the city, go to the river, swim across it. Swampmen will meet you on the beach. Then a mercenary with a grenade launcher will jump out. After this, you will be ambushed by other mercenaries. Do not get close to their lair - there is a turret and a robot guard, all very angry and durable. Either wait for the mercenaries to approach you - but they are in no hurry to run up, but instead throw grenades - or just run past them into the library. You will find the entrance to it by turning right and moving along the wall of the building.

In the building you will meet the scribe Yerling, who will offer his services in buying pre-war books. This is not important for the quest, just remember for the future where to bring the collected books. The scribe will also give you the password for the terminal on the table in front of you; in extreme cases, you can simply hack it. The main goal has been achieved.

To complete the additional task, exit the room through the western doors, past the toilet, to the door at the opposite end. There you will find yourself drawn into a shootout between Brotherhood of Steel soldiers and raiders. Help the brotherhood defeat the Tsev - although they can cope without you - and exit through the northwestern doors.

Opposite you will see the doors of the Arlington Library Archives. Go up the stairs and you will see a corridor with baseball balls. It is no coincidence that they are lying here - there is a baseball cannon in front. On the right and left there are three raiders. From here on out, beware of planted anti-personnel mines.

Go up the stairs, cross the corridor and go up another set of stairs. To your left there will be a room, which is a large hole in the floor, and to your right there will be another room in which a turret will cheerfully greet you. You can turn it off using the terminal located right there, or just shoot it.

Go further through the door, leaving the turret on the left. In the next room, three raiders are waiting for you, one of them with a grenade launcher. After dealing with the raiders, you will see two terminals: on the left and straight. Hacking (requires 50 Science) the terminal on the left will allow you to crack the safe and get some lids from it. To complete the quest you need a terminal right ahead. Use it and select the line “Access to library archives”.

Now you can return to Moira and complete the longest quest in the game!

For your efforts in completing the third part of the quest, the girl will give you 200 caps.
For completing the entire “Chapter 3” you will receive the book “Lies. Textbook for Congressman”, adding 1 unit. to “eloquence” and a nuclear shot.
Also, for completing the entire chain you will receive a perk that improves your abilities. Read more about this in the general part of the “Guide”.

Atomic power

The quest can be obtained either from Lucas Simms at the entrance to Megaton, or from Burke at Moriarty's inn. Various execution options are provided, and the reward is also different.

Positive karma (+200).

This option implies consent to deactivate the bomb.

Tip: You can get not 100, but 500 caps if you manage to talk Simms out using the “eloquence” skill.

You can easily deactivate a bomb if you have 25 units of “explosions” skill. If you don't have enough skill, you can talk to Leo Style in the Brass Lantern about purchasing "Mentats" to raise the skill to the required level. He will make an appointment in the evening at the water treatment plant. Also, a conversation with Leo about “Mentats” will be listed as an auxiliary task if you take the detonator from Burke (see below)

You can also go to Moriarty's tavern and talk to Burke. Tell him you want to blow up Megaton and ask for a detonator. After that, return to Lucas and tell him everything. The sheriff will go to the tavern to arrest Burke. But he, of course, will not sit idly by and will shoot the sheriff, right in the line of duty, and you will shoot Burke and search both bodies.

Then defuse the bombs (with the help of the mentats or on your own) and talk to Lucas’ son to receive a house in the city and 100 or 500 caps as a reward, depending on how you agreed.

Negative karma (-1000).

Of course, in this case our task will be to blow up Megaton, and not to save the city. Talk to Burke at the inn and agree to his plan to blow up the city. He will give you a detonator, which you will need to place on the bomb. Once you're done, head southwest from Megaton to Tenpenny Tower. If you haven't yet taken the baby doll from the sheriff's son's room (to the right of the entrance to Megaton), it's time to do it on the way out of town. The path ahead is not close, but not too dangerous. Beware of mole rats, raiders and a guy with a sniper rifle who will shoot at you. At the tower gate, say that you have come to Berka and they will let you inside. At the top of the tower you will meet Burke in the company of Alistair Tenpenny. When you're ready, activate the detonator and enjoy the fireworks accompanied by a sharp drop in karma.

After this, receive 500 caps and keys to the apartments in Tenpenny Tower from Burke.

Rescue from Paradise

This task is given by the boy Mayor McCready from the Lamplight Caves if you could not persuade him to let you into Vault 87. Your task is to return two stolen kids from Paradise Falls, a city of slave traders.

If you have already discovered Arefu Settlement during the Blood Ties quest, then use fast travel and move north until you reach Paradise Falls. If you have not yet explored these areas, then you will have to go to Vault 101 and take the long way north.

You will notice the settlement of slave traders from afar.

At the entrance you will be greeted by a brave guy named Grumpy. There are several ways at your disposal to enter Paradise Falls.

Option 1. If you have bad karma, then you will get into the city without any problems.

Option 2. If you have good karma and would like to improve it, you can fight with the slave traders. Yes exactly! For every villain you kill, you will receive karma. Before the gate to the city you will meet Sammy, he will say that his two friends are inside. Clear the city of slave traders, do not forget to take the keys from Undertaker Jones and Fortieth Man. Open the gates of the pen in which the slaves are kept and let the children out. Now all you have to do is meet the freed kids outside the city and the quest will be completed.

Option 3: You can use the Speech skill to enter the city for 500 caps.

Option 4. You can also offer Grumpy your services to capture slaves. This will give you the "Just Business" side quest. Complete at least part of this task and you will gain access to the city.

Once you get into the city in one way or another, look around, get to know the population (unless, of course, your method involved cutting out all living things). There is a blade, barracks and a weapons dealer. In Undertaker Jones' house, there is a bobblehead on the table that gives +10 to the Speech skill. In the southern part of the city, the children you are looking for are sitting in a pen. The pen is locked and requires a key to open.

The easiest way to free children is to buy them from Undertaker Jones. The starting price is 2000 caps for everyone, but you can bargain and knock down up to 1200 caps.

After purchasing the children, take them and return to Little Lamplight. The quest will be completed.

Another way to rescue the children is to organize an escape. To do this, go to the paddock at the southern end of the city and talk to Sammy. He will call Belchonok - a boy who is well versed in computers - and you will be initiated into the escape plan.

Now you have two options. If your “science” is sufficiently developed, you need to go to the Undertaker’s house, find a computer on the ground floor, wait until you are alone and, after hacking the terminal, select “Update network connections.” If you are good at repairs, go to the bar, where you use the electrical panel located on the right, if you are facing the bar counter. Repairing the shield will not attract anyone's attention, even if there are people around.

If you have a hard time with both disciplines, you will have to either buy or take prisoners by force, or come later when your skill level allows you to use a terminal or shield.

After completing Squirrel's task, return to the pen. Now the boy will ask you to remove the guard.

At night, only one person is on duty at the corral - Sorokovnik. This is the best time to clear the way for the fugitives. You can, using eloquence, tell the guard that he is not paid enough for such work and he will go to the Undertaker to demand a salary increase. If the attempt fails, try going to Jones' house and talking to a dark-skinned girl - with the help of eloquence or 100 caps you will be able to convince her to distract the Fortieth Man.

Return to Belchonok to tell him the good news. He will say that he and his friend are leaving immediately, but Penny fell in love with some guy and doesn’t want to leave without him. You can convince the boys to leave Penny to her fate if you don't mind losing karma, or you can go and talk to the girl.

Penny will refuse to escape without a certain Rory, who is sitting in a punishment cell. You can use eloquence to convince the girl to run away, or you will have to save them both.

The keys to the punishment cell are held by the Fortieth Man and Undertaker Jones. You can use your pickpocket skills to steal the keys from the first one or simply take them from the table in the second one's room.

The punishment cell is located next to the slave barracks. If you leave the pen with a two-headed bull, then on the left side there will be a small booth - this is the punishment cell, in which you will find Rory. Tell him that Penny sent you and then... and what happens to him then is not so important, if he runs, he will most likely be killed by the slave traders. The main thing is not to get involved in this matter - it would be stupid to go through the entire peaceful path of freeing slaves and at the end enter into a shootout with the entire city.

Now return to Penny and she will join the escapees. Using the map as a guide, go out to their cities to meet the children and complete the quest.

Tenpenny Tower

As the name suggests, you can receive this quest in Tenpenny Tower, located in the southwestern part of the Wasteland. The easiest way to get a marker on the map is to talk to Bercom at Moriarty's tavern and agree to blow up the city. Whether you fulfill the promise or not is not important, a mark on the map will appear immediately after the conversation.

When you first approach the tower, you will see a ghoul named Roy Phillips talking on speakerphone to someone inside. Once he leaves, use the connection to get inside. If you came at Burke's invitation, you will be admitted for free, otherwise you will have to unfasten 100 caps for entry. Once inside, look for Chief Gustovo. He will talk about problems with ghouls, and you will offer your help in killing Roy Phillips. The reward will be 500 caps, but if you bargain, you can agree on 700 caps upon completion of the task and receive the weapon immediately.

Now you need to get to the ghouls. Go west from Tenpenny Tower to Warington Depot. Here you will be attacked by a couple of ghouls.

Go under the arch (from the position in the screenshot above you need to turn right), where the rails end and enter the door on your right. Follow the tunnel past the radioactive barrels to the door on the left. Along the way, you will be periodically attacked by wild ghouls, I will not focus on each of them, just kill the reptiles and move on.

In the first room you can pick up cartridges and a first aid kit, then go further until you exit into the subway tunnel. Now go straight along the narrow passage between the carriage and the wall until you see a door on the left. Don't rush to fly inside hooting - there is gas in the room and it can explode when fired. Shoot the ghouls from afar to avoid getting caught in the explosion. Or throw a grenade into the room, which will also please the eye.

After killing the ghouls, enter the Warrington Station door and turn left. This is a ghoul camp. Don't forget to hide your weapon. Talk to Michael Masters and move forward along the subway tunnel to the door on the right. Behind the door you will see an office, and after going a little further, you will meet Roy Phillips himself. Chat with him and make a choice which side you will take: the ghouls, the people from the tower, or try to settle everything peacefully, in the common interests.

People's side

If you decide to keep your promise to Chief Gustavo, then now is the time to take action. Blow the heads of Roy and Besi Lynn, then put a couple of bullets in Masters for not meeting him with bread and salt and return the same way you came to Tenpenny Tower for your reward.

This option for completing the quest may result in the loss of karma. To prevent this from happening, before killing the ghouls, tell them the purpose of your visit and they will attack you.

The quest is over.

Ghoul Side

Option 1.

Return to Tenpenny Tower and kill all its inhabitants except Alistair Tenpenny himself. talk to the owner of the tower and tell him that you need to be friends with the ghouls and live peacefully. He will agree to let the mutants in - he would have refused - and will even throw away some caps. Return to Roy, and he will give you the Ghoul Mask* for your efforts.

Option 2.

Roy has a plan, he wants to break into the Tenpenny Tower basement with other ghouls and take over the tower. But to do this you need to open the gate under the tower. Chief Gustovo and old daredevil Herbert Dashwood have the key to the gate. To take the key from Gustovo, you will have to kill him. And Herbert will give the key voluntarily if you talk to him amicably, or kill him, in the end, if you don’t know how to be amicably. The old man's room is located in the tower apartments: in the hall, go up to the balcony, then take any stairs to the second floor to the apartments, look for the room along the western wall.

After receiving the key, exit the tower onto the street and go around the building. On the side opposite from the entrance there will be a descent to the basement. There will be a terminal in the basement, hacking which you will open the lower gate of the tower and let a crowd of wild ghouls in there. If you can't hack the terminal, just shoot the generator and the gate will open.

Now go to the tower entrance and receive the Ghoul Mask* from Roy.

This option for completing the quest involves the loss of karma, but after handing over the tower to the ghouls, it will be possible to completely plunder it without losing karma.

Peaceful solution to the problem

If you want to settle everything peacefully, then after talking with Roy, return to the tower to Tenpenny. The easiest way to do this is to go outside through the turnstiles in the place where you first met Michael Masters.

Enter Tenpenny Tower and go to the elevator behind the reception. The elevator will take you to the penthouse, where you will find Mr. Tenpenny's apartment - a guard sits near it. Use eloquence to get inside. If it doesn’t work out, then you can steal the key or simply kill the guard and take the key.

You will find the boss himself on the balcony behind a metal door.

In the conversation, he will say that, in principle, he is not against ghouls living in the tower if the guests do not object: the Wellingtons, Mr. Lin, Miss Montenegro and Miss Lancaster.

The easiest way to get rid of the Wellingtons and Miss Lancaster.

Return to the hall and go up to the apartment, go to the east wall and see a room with a desk on the right (there is a pink chair next to the room). Read the love letter lying on the table. Now find Millicent Wellington and show her the letter (Wellington's room in the apartment on the south side). The girl will kill her husband and his mistress Miss Lancaster, after which she will leave Tenpenny Tower.

Also, if you have well-developed eloquence, you can try to negotiate with all three. In this case, for every success you will receive karma. But leave Millicent for last because... If you convince her to agree to allow the ghouls to live, then you will not be able to show the letter and you will have to kill the obstinate scoundrels yourself.

Anthony Lin is a local couturier, depending on your eloquence, you can convince him to accept the ghouls, or kill him. Same with Lydia Montenegro. Depending on whether you persuaded the character or killed you, karma will be credited or reduced.

Having resolved the issue with the residents, go to Tenpenny and he will agree to the arrival of the ghouls. He will also give you 500 caps. Now go to Roy and he will give you the Ghoul Mask*.

This path is the most profitable in terms of karma and rewards in the finale.

Unfortunately, ghouls and humans never get along together. If you return to Tenpenny Tower after 48 hours, you will see that all the people (except Burke, if he was in the tower) have been killed and ghouls are running the settlement.

End of the quest.

* The ghoul mask will make you look like a ghoul and wild ghouls will not be aggressive to you.

Blood Ties

You will most likely receive this quest early in the game while exploring Megaton. In Moriarty's tavern or one of the town houses you will meet a girl named Lucy West. To receive the quest, talk to her and agree to deliver the letter to her family in Arefa.

Arefa is located northwest of Megaton. The path there is not too dangerous; along the way you may encounter scorpions, raiders and mole rats. As you approach the settlement, local sheriff Evan King will start firing at you. Don’t return fire, he won’t hit you anyway, he’ll just fire out of fear.

In the dialogue, the sheriff will tell you that he is protecting Arefu from the constant raids of a local gang called the Family. Tell Evan that you have business in the settlement and agree to check on the residents. Two houses will be closed, activate the door to see a menu where there will be a “knock” option. This way you will visit two families, and the door to the third house will be open. There you will find the corpses of Lucy West's parents. The higher your medicine skill, the more detailed information you will receive about the cause of death of these people. But for the quest this is not so important.

Advice. Next to the West house is the sheriff's house, but it is locked and to pick the lock you need a corresponding skill of at least 50. It is highly recommended to go there, as there is a doll there that gives a bonus to repairs.

Return to the sheriff and tell him about the death of the Wests. He will ask: was there a boy named Ian among those killed? The boy, of course, was not there. Evan will ask you to find Ian and save him from the Family.

Once you agree to do this, go to the Seneca Northwest Metro Station. To do this, jump into the river from the bridge and go north from Arefa. Enter the station and continue to the door between two burning barrels. Two ghouls will meet you outside the door. One of them, named Murphy, will tell you that he wants to create an improved screw and will offer to make it for you if you give him “sugar bombs”. Just remember for the future where these bombs, found everywhere in the game, can be pushed. Continue through the room to the green glowing radioactive well and jump into it.

In the well you will meet several bogworts. Go further until you reach a tunnel illuminated by red lamps.

Now you have to be careful! The entire tunnel is littered with traps. First you will encounter anti-personnel mines, after a few meters there will be a trap, and in a narrow passage there is a baseball cannon. Move slowly and carefully, disarming and avoiding traps. You need to take the first left. If you turn and see a buggy trap in front of you, then you need to turn back - you have passed your turn. Pay special attention to stretch marks - they are difficult to notice.

As you turn, you will continue to stumble upon traps until you see the entrance to the Family’s hideout, guarded by a certain Robert. Now you can move on to the option of quickly completing the quest with the loss of karma. To do this, you need to kill Robert, kill the rest of the Family, give Ian his sister’s letter and return to Arefa to receive the quest reward from the sheriff.

If you don’t want to lose karma and want to get “Shishi Kebab” for this quest - a good melee weapon - just talk to Robert and say that you have a letter for Ian from his sister. The guard will send you to the gang leader Vence.

To get to the Family's lair, walk a short distance down the corridor and enter the Mereshti station. Continue further to a large illuminated hall with many benches. Here you will find the gang members and Vance himself standing at the top center.

Your task here will be to obtain the password to Ian's room. This information can be obtained from any gang member:

from Brian, if you have the “wife killer” perk,
from Justin using “eloquence”,
from Karl, if you are a woman and have the “Black Widow” perk, or you have developed the “strength” stat
from Vence himself, with a developed skill of “eloquence”.
If you were unable to obtain the password using the above methods, you can talk to Vance and ask what the Family is and where they came from. He will give you the password for the Family terminal and invite you to read it yourself. The terminal is located downstairs in the hall.

After studying the information, return to Vance, talk to him about Ian, about the Family and tell him that, they say, an understanding of the motives that guide him and his like-minded people has descended on you from the terminal. As a result of the conversation, you will receive a password. Go up the stairs until you see a terminal on the left. Use it and the next door will unlock - behind it you will find Ian.

Talk to the boy. Whether he stays in the gang or leaves with you doesn't matter. Then return to Vence and discuss with him the future fate of Arefa. You can convince the leader not to attack the village anymore or even protect its inhabitants. As a reward for your efforts, you will receive from Vance a diagram of the “Shishi-Kebab” - a weapon that will be very useful to players who specialize in close combat.

Now you can rummage a little through the bandits’ stash and return to Arefu to inform Evan about the happy resolution of his problems with the Family. To celebrate, he will treat you to beer.

The quest is over.

Stolen independence

This quest is given by Abraham Washington in the Rivet City Commonwealth Capitol (entrance from the middle deck). The old man will tell you that his collection of historical items is missing the American Declaration of Independence. Before ending the conversation with Washington, ask for the location of the document so that a marker appears on the map.

The National Archives is located not far from the Historical Museum - when exiting, turn left and walk a little until you see the archive building on the left. It's hard not to notice him. On the way to your goal, you will meet a couple of super mutants who will make your path not so boring.

Before entering the building, you will see a message about the caught radio wave of the rangers. Turn on the radio and receive the quest "Reilly's Rangers".

Now go through the front entrance of the National Archives. There will be a wall in front of you, go around it and on the other side you will find two terminals “Guess and Win” and “Issue of Prizes”. The first contains eight questions. The answers to them are as follows:

Second Continental Congress
Thirteen
John Hancock
56
Ratification
King George III
Happily
Thomas Jefferson
Now take the receipt and go to the second terminal. Here you can exchange your receipt for a prize:

Glamorous Vine Mentats +5 Charisma
Genius Berry Methnates +5 Intelligence
Observant Orange Mentats +5 Perception.
Get your prize and it's time to start completing the task. Follow through the double doors into the rotunda. Be careful - there is an anti-personnel mine right outside the door!

Behind the sandbags you will see Sydney, talk to her, she will warn about the upcoming mutant attack, and you will receive a subtask to protect the rotunda.

The first wave is quite simple, but the second wave will consist of super mutant beasts with grenades and grenade launchers. Try to shoot the grenade while it is still in the monster's hand. And when you see a mutant with a grenade launcher, immediately turn all your attention to him, do not let him shoot.

After dealing with the mutants, talk to Sydney again and she will offer to accompany you in searching for the declaration. She knows the area better than you, so it's not a bad idea.

Advice. If Sydney dies in a shootout, you won't be able to take the quick and easy route down to the basement. In this case, it is better to load the nearest save and try to make sure that the girl survives.

Sydney will give you the password to the terminal, which is located here in the rotunda. Use it and activate the freight elevator. Once down, go through the door and go down the stairs. There's a pulse grenade at the bottom of the stairs, deactivate it as quickly as possible and get ready for the robot to attack on the left.

The fastest way is through the gates of the complex to the north, but to open them you need a science level of at least 67. Having this skill, open the doors and immediately go to the text two paragraphs below.

If you are not good with science, you will have to make your way through force or cunning. Go to the western corridor where the robot was shooting from. The first door on the right leads to the same place as the gates of the complex, but a hacking skill of at least 50 is required. Has it been opened? Then you go down the corridor and to the right. If you have a hard time with hacking, get ready for a fight with a fairly strong robot around the far corner. Along the way, you can replenish your ammunition with mines and other ammunition.

At the end of the corridor you will see a gas leak - try not to shoot in this place. The following rooms will have the same zones, be careful, throw a grenade there for peace of mind. It is no coincidence that they are scattered on the shelves here.

After walking along the corridor, you will find yourself in a room located on the back side of the complex gate. There is a generator in the southeast corner of the room. If you have sufficient repair skill, you can make your further journey easier by disabling the turrets using this generator.

Now follow the stairs down to the door. Get ready for a serious fight here. Behind the door there will be a corridor, at the end of which you will see another door. A robot will open it and attack you. This piece of iron fires quite well from a grenade launcher. But the worst thing is that behind him there will be another robot, already with a flamethrower and a pulse cannon. And from around the corner a third one will approach - “Mr. Brave”, also with a flamethrower.

Optional part.

Now, having dealt with the robots and taking a breath, let's return to the corridor where the first robot attacked you. This hallway has locked doors to the left and right. The first door requires 50 units. for hacking. Behind it is another similar door. Having hacked both, you will see a safe, which is guarded by two turrets on the left and right. In the safe is the “Bill of Rights”, and next to it is the spellbook “Lies! Textbook for Congressman”, adding 1 unit. to eloquence. In addition, the room is littered with various ammunition. The Bill could later be sold to Abraham Washington for 100 caps.

The door on the right requires a hack of at least 75. Once you hack it, you can go to the vault with the Magna Carta. Although you can get to the same storage room if you walk along the corridors while killing robots. Just like in the room with the Bill, there are two turrets and a lot of ammunition. Washington will drop 75 caps for the charter.

End of optional part.

Having dealt with the robots and taking everything you can take, go to the “Armored Archive Storage”. Here you will be greeted by the crazy robot Button Gwynett.

You have several ways to obtain the Declaration.

The easiest and fastest way is to destroy this madhouse on wheels, take the password to the terminal from the robot's corpse, open the vault at the end of the room and get the document.

You can also use eloquence to convince Button that you are actually Thomas Jefferson and he will respectfully hand you the “Declaration”.

If you have the “Expert Roboticist” perk, you can enter the robot’s stop code and extract the necessary information.

The last option is that you need to visit the Arlenton Library and get ink there, and then return to Button with it. Details on how to get to the library are written in Chapter 3 of the Wasteland Survival Guide. In the building, you will need to go from the lobby to the “Periodical Archives”, then go up to the third floor and find a room covered with barbed wire and reinforced with sandbags. There, in the far right corner next to the desk you will find the “Restorer's Box” and ink in it. See map:

By choosing the latter option, you will receive an exact copy of the Declaration. Return to Abraham Washington and receive 400 caps as a reward, as well as a diagram of a railroad rifle.

The passages of the quests are placed in spoilers, so that those who do not want to accidentally read in advance and find out something unnecessary would not spoil their enjoyment of the game.

List of quests:

Following in His Footsteps

Upon leaving shelter 101, the story of the search for the hero's father, James, who left there in an unknown direction, begins. First of all, you have to explore the nearby city of Megaton, a description of which, even with photographs, is available in the Vault 101 Overseer Terminal.

In Megaton, everyone you meet will tell you that the saloon owner, Colin Moriarty, is the most knowledgeable resident about everything. Moriarty actually knows something, but getting anything out of him is not so easy. There are several ways to find out where dad is going:

  • Chat with Moriarty to the topic about what his father always told about Colin (a lie), and if your character’s eloquence skill is high, then Colin can believe and tell the truth for free.

One way or another, you will find out that dad went to the Galaxy News Radio station. The most acceptable route to the radio station: go to the Supermart and cross the bridge over the Potomac to the Farragut West Metro Station, and then you will have to make your way underground through abandoned tunnels. Look at the map in your Pip-Boy often. The Farragut West subway takes you to Tenleytown/Friendship Station, which has access to Chevy Chase North. There you will meet in the ruins a detachment of Brotherhood of Steel soldiers under the command of Sarah Lyons. She will lead her team through the hordes of super mutants forward to the radio station, and you can simply follow them in the distance and watch. Be careful, because finally, a super mutant hippopotamus waving a fire hydrant will appear on stage at the radio station building. The easiest way is to shoot him from the second floor of the ruins opposite. After this, you should remove “Fatman” from the body of the dead soldier.

Talk over the intercom to the Brotherhood knights inside, they will open the door to the building when they are sure that everything around is safe. Go up to the second floor to see DJ Three Dog, the conversation with him about where his father went from him will come down to the following options:

  • With a high enough eloquence skill, you will be able to convince Three Dog that when you find Dad, he will be able to help the Light Side, while you will skip the Galaxy News Radio quest and immediately begin the Pursuit Race.
  • If you are not convincing enough, Three Dog will ask you to get a dish from the Virgo II lunar rover from the Technical Museum for the radio station (quest Radio "Galaxy News") in exchange for information about your father.

Notes: If you managed to convince Threedog, talk to him again, he will offer, in exchange for the plate of the Virgo II lunar rover, information about the old ammunition depot in Hamilton's Hideaway and the key to it. Threedog will offer the same key in the case when information about your father was obtained by you without his prompting.

This quest can be skipped in whole or in part - you can go straight to Threedog without talking to Moriarty, or you can find notes on Project Purity in the Jefferson Memorial, or talk to Dr. Lee in Rivet City, or by chance infiltrate Vault 112, where James is languishing in captivity.

If you don’t go to Threedog as expected for the quest, but first talk about your father with Dr. Lee in Rivet City, then you will have to deal with all the super mutants and the hippopotamus on Chevy Chase alone, without the help of the Brotherhood of Steel, where there will also be no fallen soldier with "Fat Man".

Galaxy News Radio

Because some brainless super mutant decided to shoot a shiny thing on the Washington Monument for fun, the Galaxy News radio became very hard to hear everywhere, and you receive a task from DJ Threedognight to get a dish from the Virgo II lunar rover (Virgo II Dish). ) from the Technical Museum for one or another reward (see above).

You can get from the radio station to the Technical Museum like this: exit the building through the emergency exit on Dupont Circle (this is only an exit, but not an entrance), there you make your way through the Collapsed Car Tunnel to Dupont Circle Station. , from there you get to the Metro Central, where there are two exits to the Mall, the eastern one leading directly to the doors of the museum. During this journey you will meet raiders, wild ghouls and super mutants. Moreover, the Mall and the museum itself are teeming with the latter in abundance...

Using the information terminals, you will learn that the Virgo II lunar rover is located in the western wing of the Technical Museum. By the way, in the atrium of the museum, you can notice something unusual in the terminal opposite the entrance and begin a hidden quest to find Jiggs' share of the loot, hidden by Prime (). At a minimum, you can go through the showroom of the Vault-Tec shelter to the door to the western wing and break through the hall with the Delta IX rocket to the lunar rover with the desired saucer, and at the maximum, you can rummage through the entire museum. Help will come from three stealth battles that lie in different places in the atrium - one below behind the wreckage of the plane and two above.

The plate removed from the lunar rover must be installed on The Washington Monument, which is also located on the Mall, but to the west. Numerous super mutants are roaming the Mall, but it is not necessary to kill them all - it’s easier to quietly sneak to the monument guarded by the Brotherhood of Steel. To get inside, you must enter the password given by Threedog at the beginning of the quest into the security terminal. Next, take the elevator to the very top, install the dish from the lunar rover and activate the Galaxy News radio repeater. Now the radio is perfectly audible throughout the Wasteland and Three Dog will give out the promised reward upon your return - if it was information about your father, then he will say that dad went to Rivet City to visit Dr. Lee, and if about the old ammunition depot, he will name Hamilton’s hiding place ( Hamilton's Hideaway) and will give you the key to the locked grille.

Notes: You can come to the radio station following a tip from Colin Moriarty, but you can also start this quest without talking to him if you discover the radio station building on Chevy Chase by accident.

This quest can be skipped in whole or in part - you can immediately find the notes on Project Purity in the Jefferson Memorial, or talk to Dr. Lee in Rivet City, or accidentally sneak into Vault 112, where James languishes in captivity.

If you receive information about your father after agreeing to carry out this order of Three Dog, but without his participation, then the DJ will still thank you - with the key to the ammunition depot.

Pursuit Race (Scientific Pursuits)

In addition to the option of obtaining information from Threedog about where James went, this quest can be started by talking to Dr. Madison Li in Rivet City or by finding James' notes on Project Purity in the Jefferson Memorial.

The easiest way to get to Rivet City is along the eastern bank of the Potomac, following from Dukov's Place to the south; you won't miss the aircraft carrier that has become a settlement. In Rivet City itself, follow the signs to the Science Lab, there you will meet Dr. Lee (and don't forget to grab the Intelligence bobblehead on the table) She will say that James was here and tried to entice her with the idea of ​​reviving their long-standing joint project "Purity", but achieved nothing and went to the old laboratory at the Jefferson Memorial. Additionally, from Dr. Lee you can learn a lot of new things about the character’s parents and about the Purity Project; also in her room on the upper deck there are three holodisks - Project Purity Journal: entries 1, 3 and 5.

After eliminating the super mutants roaming around the memorial, go inside through the door to the Jefferson Museum and Gift Shop. Strictly for the quest, you need to visit the Rotunda and pick up the holodisks left by James from the additional filtering panel - personal notes on the “Purity” project: recordings 5, 8 and 10 (quest recording, you need to listen to it!). The notes talk about Stanislaus Bron's development of the GECK (Generator of Edenic Tabernacles Compact), a terraforming module capable of creating life from non-living things. It turns out that Dad went in search of Bron's possibly preserved materials in Vault 112, to which he was assigned. All that is known about this shelter is that it is located in a place called Evergreen Mills and is well disguised as a garage. A mark will be added to the map in Pipboy, so locating Smith Casey's Garage should not pose any problems.

In the basement of the Jefferson Memorial you can find several more holodisks that further clarify the events and add atmosphere:

  • in the operating room where the character's mother died, Project Purity log entries 7 and 8, made before James fled to Vault 101;
  • in the character's parents' former room, personal notes on the Purity Project: the initial and recordings 1, 2 and 3, made after James' return, as well as a recording of Katherine's voice (Happy Time).

In Casey Smith's garage, you need to deal with radroaches and mole rats, then open the entrance in the floor with a switch and go to the door to Vault 112, behind which the character, who is 202.3 years late, will be greeted by a robotic brain, handed the branded vault jumpsuit, asked to put it on and take the free Tranquility lounge chair (Tranquility Lounger). After this, the quest will end and the adventures in virtual reality will begin.

Note: This quest can be skipped in whole or in part - you can find notes on Project Purity in the Jefferson Memorial before talking with Dr. Lee in Rivet City, or accidentally sneak into Vault 112, where James is languishing in captivity.

Tranquility Lane

In Vault 112 you will finally find dad - sitting in one of Tranquility's sun loungers, but, unfortunately, you won't be able to reach him, because he will be constantly looking at the monitor screen, on which neat, cozy houses, paths, etc. flash by. Exactly the same situation with those sitting in other sun loungers. You can see their status on the terminals, you can even find Bron himself in the Overseer's room, but this will not give much and you will still have to take a free sun lounger, after which you will find yourself in virtual reality - on the quiet pre-war Tranquility Lane. All things will disappear, you will see yourself as a child of about ten years old, and instead of the usual Pip-Boy, you will find an ordinary watch on your hand, stopped at 2:55...

Locals will tell you that you should approach the girl Betty, who is peacefully watering the flowers in the flowerbed in the center. Betty, for answering the questions, will demand that she be entertained, which, however, is not necessary (see alternative below).

Betty's first wish is for you to make Timmy Neusbaum cry. How this can be achieved:

  • simply beating Timmy with his fists or a rolling pin found in the Rockwell house;
  • convincing Timmy that his parents are getting a divorce because of him (eloquent language!);
  • showing him the brochure of the military school that lies on the table in their house, thereby making sure that his parents want to send him there and begins to cry;
  • having killed one of Timmy's parents (or both) - he must run to the crime scene and cry (this is the most brutal option).

When Timmy cries, you will receive negative karma (as for everything that follows), and Betty will express a second wish - that you destroy the Rockwell marriage without killing any of them. She will also start talking in different voices, she may admit that she is Stanislaus Braun, and even hint where dad is... How can you break up a happy Rockwell marriage:

  • tell Janet Rockwell that her husband is cheating on her, she will believe it quite easily (eloquence!);
  • Listening to people chatter about the romance between Roger Rockwell and Martha Simpson will give you the idea of ​​stealing Martha's lacy lingerie from her house and planting it on Roger's desk in the basement, after which all you have to do is ask Mrs. Rockwell to visit there;
  • read Janet's diary in the Rockwells' bedroom, it talks about Janet's dream of killing Martha Simpson with a rolling pin, then you need to take this same rolling pin from the kitchen and beat Martha with it, and then lie to Roger that it was the work of his wife.

After this, Betty will become even more frank if you ask for an explanation, and will desire the death of Mabel Henderson, and not a trivial one, but a beautiful and spectacular one. What can you imagine about Henderson's accident:

  • tamper with the chain of the chandelier hanging over the passage to the kitchen, and it will fall on Mabel’s head when she passes under it;
  • push the roller skate lying on the stairs closer to its edge, as a result of which Mabel will definitely fly off the stairs and break her neck;
  • dig into the gas stove and cause a gas leak, and then ask Mabel to bake a pie - when the stove is lit, an explosion will occur and she will die;
  • find out about Mabel's distrust of her robot assistant, wait for her to go into her home, and change the parameters in the terminal in the kitchen like this:
    • first “Run the security program”, thereby the front door to the house will be locked;
    • after that “Delete due diligence parameters”, and the robot assistant will start attacking everyone;
    • when the robot has dealt with its owner, select “Enable security check parameters”, then “Interrupt security program” (to unlock the door), and you can go to Betty with a report.

Now it’s time to fulfill the last wish of the mischievous girl - you need to take a knife and a mask from a doghouse near an abandoned house, turn into the Tiny Killer and deal with all the residents of Tranquility Lane. After equipping the mask, everyone except Betty and the dog will become hostile, but no one will dare to resist, you will just have to run after everyone for a long time.

When it's all over, Bron will thank you for the great entertainment and confirm that the dog Doc is indeed James, who has been watching your actions in horror all this time. Bron will then allow you both to leave the simulator.

If you don't want to follow Betty-Bron's lead, that is, there is another way out - emergency shutdown. Old Lady Dithers will certainly come up to you and tell you what she knows about the unnaturalness of what is happening and the presence of an emergency switch in an abandoned house, or you will find this house yourself.

Inside an abandoned house, you must activate the emergency terminal using unusual objects that make different sounds when touched. By the way, these sounds should form a melody that Betty whistles, here is the correct sequence:

broken radio, glass jug, garden gnome, glass jug, cinder block, garden gnome, empty bottle

After this, the Vault 112 auxiliary command terminal will appear, there you will read Bron's notes about the current and past incarnations of the simulator (Tucan Lagoon and Mountain Chalet), gain access to version control (by the way, James under the nickname UNKNOWN already achieved this... not for long, though) and "Chinese Invasion" program.

From General Chase's note on the "Chinese Invasion" and Bron's note on Failsafe it follows that the program code has been changed (security protocols have been put in an inactive state), and when executing a simulated communist attack on US soil, all subjects in Vault 112 will actually die if their virtual incarnations are killed. Thus, Bron wanted to be able to end both this simulation and his life. However, he miscalculated a bit - after running the first simulation, he learned that the secondary safety measures developed for the military and Vault-Tec personnel would prevent him from dying in the real world, even in the event of a "fail-safe death" of his avatar. All subjects will be killed, but he will remain alive. Of course, then he will be able to create all sorts of other avatars controlled by artificial intelligence programs, but what joy does he have in tormenting machines? He will remain alone on Tranquility Lane, doomed to eternal boredom...

If you want to punish Bron and get positive karma, then launch the “Chinese Invasion” and go outside: the Chinese will appear there, shooting at everyone except Betty, you and the dog. Then you can listen to Bron's complaints, confirmation that the dog is James, and leave the simulator. Bron claims that the virtual reality simulator has been running for 200 years and now his body can no longer cope with any physical activity, so there is no way out for him.

As soon as the Tranquility loungers open, a grateful James will run up to you. He intended to find holodisks, notes, or even Bron's experiments on GECK here, but he did not expect to find him himself, alive, and even crazy on top of that, which is why he ended up on Tranquility Lane as a dog. Then he will say that he is going to return to Rivet City to tell Dr. Lee about the GECK and still convince her to participate in the revival of the Purity Project. You can accompany him to Rivet City or go about your business and arrive at the meeting place later.

How to adjust karma:

  • to receive negative karma, play by Betty's rules;
  • to receive positive karma, launch the “Chinese Invasion” program;
  • if you tend to be neutral, then first complete Betty’s tasks, and then launch the “Chinese Invasion” program.

Notes: This quest can be started without talking to Dr. Lee in Rivet City or finding Project Purity notes in the Jefferson Memorial if you previously accidentally entered Vault 112.

With a science skill of 75+, you can open the door to the room with the weapon and the password to the Overseer's room, and then go there to look at Bron meditating in the Tranquility lounger. There's nothing more you can do anyway...

There is no point in attacking Betty-Bron on Tranquility Lane - the character will face inevitable death, just like on the Shivering Isles when attacking Sheogorath.

The Waters of Life

In this quest you will take part in the resumption of work on the Project Purity project, abandoned 19 years ago, to purify water in large volumes.

After rescuing James from the quiet Tranquility Lane, he immediately decides to go to Rivet City to see Madison Lee, you can accompany him (many interesting moments await you along the way, like this - dad attacking a yao-gui with a revolver...) or come to a meeting in a scientific laboratory separately. On site, you will witness the historic negotiations between James and Dr. Lee, which result in the decision to return to work on the project without delay. You will be asked to accompany the scientists to the Jefferson Memorial or, again, you can go there separately. I’ll add that it’s worth preparing for battles, as well as freeing up more space in your inventory.

If you choose to accompany, you can watch James, Dr. Madison Li, Janice Kaplinski, Anna Holt and Garza move to the Jefferson Memorial. Near the entrance to the museum floor, James will ask you to clear the memorial building of the remaining super mutants before the scientists go inside. If you have already done this before, during the Pursuit Race, then James will not say anything about it. Then workdays will begin for everyone.

A team of scientists occupies the museum floor and rotunda, joined by two others who were away somewhere - Daniel Agincourt and Alex Dargon. The work begins and you also receive a task-request from dad: go to the pumping station in the basement and turn on the pumps to pump out the water that flooded part of the complex, after which the scientists will be able to supply power to the supercomputer with a valuable database presumably located in it. Go to the basement of the memorial, follow the signs there Flood Control, the desired room with the pump station switch is located to the left of the room with bunk beds. After turning on the pumps, James will ask you to return to him, in the control room in the rotunda, to get the fuses.

Dad's next task: replace the fuses that shorted out during the flood, after which the automatic doors should work and it will finally be possible to get to the supercomputer. The box is also located in the basement, almost at the end of the western part of the level, follow the signs Fuse Access A1. After replacing the fuses, dad will ask you via intercom to go up almost to the exit from the basement and open the automatic door, behind which there is a supercomputer. Now follow the signs Mainframe. Open the door (there should be a green light above it now) and turn on the computer. The intercom on the left comes to life, dad invites you to return to the control room, but immediately adds that it would be worth clearing the blockage in the filtration pipe first. Now you need to go up to the museum floor and go for further instructions to the intercom near the hole in the pumping station, where you will learn that you need to crawl inside and drain the pipe using manual control. However, having reached the desired valve through the pipe and turning it, you will witness the arrival of uninvited guests - Enclave soldiers on vertibirds, while you will be forced to just stand and watch, because the entrance and exit are locked, and you will hear dad tell Madison to close some door...

After a while, the sign above the exit will change to Unlocked and you will be able to jump down the pipe into the basement of the memorial. There you will discover and test your teeth on a new enemy - an Enclave soldier. By the way, this is your last time in the basement, so take whatever you like. In the rotunda you will see the following picture: James, Janice Kaplinsky, Enclave Colonel Autumn (Col. Augustus Autumn) and a couple of other soldiers are standing behind a closed emergency bulkhead in the control room, and Dr. Lee is outside at the console. The Colonel demands that James hand over all materials for the project and provide assistance to Enclave scientists. James refuses, stating that the purifier does not work and has never worked, and in general, the Enclave has no power over a private project. In response, Autumn kills Janice, after which James pretends to agree and overloads the reactor. Everyone in the control room behind the bulkhead is doomed to death... however, the colonel manages to give himself some kind of injection, judging by subsequent events, the enclave analogue of Rad-X... James, with the last of his strength, orders you to run and dies.. .

Dr. Lee, stunned, says that the only thing left to do is leave the memorial for the Citadel of the Brotherhood of Steel (Citadel) through the underground Taft Tunnel, just like 19 years ago. Then she runs away to the museum floor to the hatch into the tunnel. There you will see all the surviving scientists from the team, with the exception of Anna Holt (remember this). Dr. Lee insists that everyone, led by you, move forward through the tunnels in order to avoid detection by the Enclave. You can give Daniel Egincourt some kind of pistol, but his help will be doubtful. Enclave ambushes and wild ghouls await you in the tunnels, so it’s better to leave the scientists behind for a while and scout out what’s ahead. The loot here will be quite good - Tesla armor and plasma/laser rifles, and in some places also Chinese weapons and uniforms. Please note that the automatic gate behind the first Enclave ambush, controlled through a very complex password-protected terminal, can be opened by Dr. Lee. At the beginning of the second part of the tunnels, Garza will have a heart attack. You will have to stop at the request of Dr. Lee and somehow resolve the situation:

  • give five stimulants to alleviate Garza’s condition so that he can reach the Citadel;
  • persuade Dr. Lee to give Garza three bottles of Buffout, for lack of anything else;
  • convince Dr. Lee to leave Garza;
  • convince Garza himself that he is too much of a burden for everyone;
  • kill Garza.

If you don’t want to kill or abandon the poor fellow, but there are no medicines available, you can try to look for them in the first aid kits on the walls of the tunnels. After this there should be another tricky Enclave ambush where soldiers will suddenly start shooting at you in the back from an elevated position. At the end of the tunnels you will see a Brotherhood of Steel checkpoint - a soldier with a flamethrower and a turret, however, as soon as you pass by the soldier, a crowd of wild ghouls will attack the scientists from behind, falling out of a dead end behind a difficultly locked door on the left (even if you go there in advance and Destroy everyone, new ones will still come from somewhere...). Now all that remains is to get to the Citadel.

Paladin Bael at the gate categorically refuses to let civilians in and Dr. Lee desperately shouts into the intercom for Lyons to open the door immediately. The door, oddly enough, opens immediately. Elder Owyn Lyons personally meets the surviving scientists at the gate, asks about the events and, having learned that James has found a way to launch the purifier, promises to help. The scientists go to the Citadel laboratory, and you need to talk with scribe Rothschild (the only one from the Brotherhood whom Dr. Lee trusts) about the Vault-Tek database.

Note: Here's my personal opinion on the plot twists. It is quite clear that James nevertheless persuaded Madison Lee to resume work on the project because of her long-standing and secret love for him, and it is clear that sooner or later someone would have attacked the unguarded memorial, whether the Enclave, super mutants, or It’s unclear why scientists didn’t think about this, and the death of James is framed somehow strangely. How could an enclave colonel, who arrived with the goal of capturing the purifier, allow himself to be locked with soldiers, and even two hostages, behind an armored bulkhead?!! Like, I wasn’t afraid, they have such a rad-X... I don’t know, it all looks unconvincing, and in the dialogues there are several variations on the theme of “James’ self-sacrifice.” Probably, in the end, it was decided to drive the player into the pipe, and leave unknown how the balance of power he then saw in the rotunda developed.

By the way, if you run very fast, you may well have time to run into the control room while the bulkhead is being raised, and then die heroically with your dad :)

Picking up the Trail

Scribe Rothchild usually stays in the Citadel laboratory; when you meet him, he will tell you about a terminal with information about Vault-Tec shelters in ring A of the Citadel, or you can do without talking to Rothchild by finding this terminal yourself. Of all that is in it, you only need to read about the equipment of Vault 87 (Vault 87).

After you learn about the presence of GEKK in the 87th shelter, go back to Rothschild so that he indicates its location on the map (the location of the shelters also becomes known in the Vault-Tec headquarters during the quest Agatha's Song). The scribe will also mention the inaccessibility of this shelter due to excessive radioactivity in the area and will suggest trying to get into it through the Lamplight Caverns.

In Little Lamplight you will be stopped by the overly arrogant Mayor MacCready. You can convince him to open the gate with the help of the Eternal Child perk or simply by persuading the kid (eloquence!), and if that doesn’t work, then in order to earn the mayor’s trust, you will have to walk to Paradise Falls and rescue Sammy, Squirrel and Penny from there (quest Rescue from Paradise).

When the problem with infiltrating Lamplight is somehow solved, you will only have to choose the path to shelter 87:

  • make your way through the confusing Murder Pass, filled with super mutants, to do this you need to ask McCready to open the entrance to it (in the outskirts of Little Lamplight this door is guarded by the Princess);
  • ask the mayor about other ways, then you will hear about the non-opening door and Joseph, then you should find Joseph in the Great Hall and ask him to turn on the power of the computer from which the kids lost the password, then you just have to hack it (science 50) and go straight into the reactor chamber of shelter 87.

It's worth noting that both paths will lead you to the same reactor chamber, but the first is fraught with great difficulty breaking through the hordes of super mutants. When you find yourself in the 87th shelter, you will need to find the GEKK there...

Note: The developers did not provide for the entrance to Vault 87 through the front door at all, which, of course, is a significant mistake in light of subsequent events.

Bug: There may be a glitch with the Princess stuck in the closed gate leading to the Killing Passage, if this suddenly happens, go out into the Great Hall for a short time, and if this does not help, then you will have to enter the shelter through an alternative route.

Rescue from Paradise

Options for receiving the quest: If you can't convince Mayor MacCready to let you through the caves of Little Lamplight to Vault 87 just like that, he will demand that you prove your trustworthiness in action and save three children from the clutches of slave traders - Sammy ( Sammy), Squirrel and Penny. If you manage to impress the mayor (with the help of eloquence or the Eternal Child perk), then you will not hear from him about this trio who ended up in Paradise Falls. In this case, you can take the quest directly in the lair of the slave traders, but again, you need to be able to get there (Just business).

If you have access to Paradise Falls, then when you first enter there (even before appearing in Little Lamplight), you will see Sammy asking for help near the gate, you can also inquire about the possibility of purchasing slaves from the local villain, Eulogy Jones. .

Jones will offer three children - Sammy and Penny for 500 caps each, and Squirrel for 1000, as a very smart boy. You can persuade him to drop the price from 2000 to 1200 caps (eloquence!).

Purchase: If you prefer the deal route with the Undertaker, then after handing over the caps to him, the kids will be waiting for you at the exit from Paradise Falls. Approach them and talk to Sammy. Although with difficulty, he will believe that you are saving them. Then you need to leave the settlement and talk to Sammy again, the quest will close, and the kids will rush across the wasteland to Little Lamplight.

Rescue children: If you don't want to spend caps, then the heroic path remains. In Paradise Falls, you should go to the slave pen and talk to Sammy and Squirrel through the bars. They will say that they can escape through the drainage hatch in the toilet, but in order for them to get in, you will have to help them get rid of the slave collars. Removing the collars will be arranged by Squirrel using the terminal he repaired, you will just need to somehow connect it to the secure network: either by hacking the main terminal in the Undertaker's lair (requires Science 50), or by repairing the cable box near the bar (requires 40 repairs). After resolving this issue, Belchonok will say that he still needs to distract the guard Forty (Forty) while he escapes. How can I do that:

  • kill him or put a grenade in his pocket (dangerous);
  • shoot him with a hypnotron and turn the rest of the gang against him;
  • incite Scarlet (Crimson) from the Undertaker's retinue to seduce the Fortieth Man;
  • open the eyes of Forty to the fact that he is not valued enough by the Undertaker, as a result of which he will go to Jones for a showdown.

Saving Penny: After eliminating the guard, Sammy and Little Squirrel run away, saying that Penny will not leave here while her adult friend Rory Maclaren is sitting in a punishment cell (this is Pulovski's hideout nearby). Here you can:

  • persuade Sammy and Little Squirrel to leave Penny (eloquence!, and an increase in negative karma);
  • convince Penny to run away without Rory (75% chance of success with Speech skill 100);
  • find the key to the punishment cell and rescue Rory from there.

Rescue Rory: Penny says that the key to the punishment cell lies on a table on the first floor of the Undertaker's lair, and the Fortieth Man has another duplicate... Having opened the punishment cell, you will see that Rory is in fact not a child and will not crawl through the drainage pipe, which means you need to pull him out through the front door. However, it is not necessary to take Rory out of Paradise Falls; it is enough to free him from the punishment cell, return to Penny, and tell her that he has been saved. How can you get Rory out of the city (choose to carry out the operation at night, since many slave traders are sleeping at this time):

  • It is possible to save Rory without turning the entire local gang into hostility if he fights alone - which first requires stealing ammunition from all the slave traders and gathering all the melee weapons around, and then slip Rory a combat shotgun or flamethrower, then he will have a chance for success;
  • order Rory to follow you and free the other slaves in the pen; if you're lucky, you and Rory will run to the gate while the others take the fire;
  • immediately after opening the punishment cell, tell Rory to get out on his own, when he runs to the exit, you will only need to have time to press the “T” button before he gets involved in a fight, and wait a few hours, during which he will peacefully leave Paradise Falls (by the way, and other people captured during the Just Business quest can also leave the city safely in this way);
  • kill all slave traders.

If Rory is saved, then you can subsequently see him in Moriarty's saloon (in a collar!), however, he will not have any new dialogues. Having resolved the situation with Rory one way or another, go to the kids waiting for you at the exit of the drainage hatch outside of Paradise Falls, where after talking with Sammy the quest will be completed (+ 900 XP and positive karma).

Note: If you complete the quest before trying to get Rory out of Paradise Falls, then saving him will become impossible, because he will start talking nonsense and will not move.

Finding the Garden of Eden

After entering the reactor chamber of Shelter 87 one way or another (see the previous quest), you should make your way into the living quarters, and then into the experimental laboratories to find G.E.K.K. (G.E.C.K., Generator of the Tabernacles of Eden Compact).

In the corridors of the laboratories, you will certainly hear a request from a competent super mutant named Fox (Fawkes) - to go to the intercom on the wall of his cell and talk to him. Fox will explain his education by the fact that he has had access to the main computer of the shelter with the database for a long time, he knows about the GECK present here and will even promise to help get it in exchange for his release. This proposal is not without meaning, since the place where the suitcase is stored has a very high level of radiation...

To rescue Fox from the cell, turn right along the corridor and go to the service room with the fire console, there you can either hack the fire console's maintenance terminal, which opens the test chambers selectively (Science 50, Fox's cell 05), or activate the fire console (Fire Control Console ) to open all chambers with all hostile inhabitants. There is an option to kill Fox by finding the password to the terminal on the wall (science 75), but you shouldn’t do this, since later he can become a good partner for a good hero.

Having made a decision about Fox's fate, turn left from his cell, somewhere there, in the depths of the intricate passages, the GECK is waiting for you. You can get the suitcase in one of three ways:

  • on your own: in this case, you will have to take rad-X and/or put on an anti-radiation suit (by the way, in the locked storage room of the shelter there is one improved copy, ID 0009b8ec);
  • release Fox, who will help you in battle and take out the GECK;
  • if you have Charon with you, then you can trust him to carry it out.

It is especially worth noting that when you take out the GECK yourself, the option to “Use the GECK” will appear, but this will lead to the death of the character. As soon as the suitcase is in your hands, Fox will say that he will find you later and stay, but on the way back you will stumble upon an enclave ambush led by Col. Augustus Autumn (surprised?). The explosion of a grenade (an unprecedented type) will render the character incapacitated and the colonel will take possession of the GEKK...

At the same time, all partners seem to quit and go to their previous places; you will have to hire them again after the quest (the items given to them will be theirs after re-hiring).

You will wake up on the third level of Raven Rock, where it is impossible to get there just like that. Colonel Autumn wants to know the purifier code, you have several answers. If you choose the correct code among them (2-1-6), then after checking it, Colonel will shoot a character for unnecessary reasons. If you choose the wrong answer or refuse to answer, the colonel will of course become furious, but he will not have time to do anything, because... President Eden will urgently call him over the intercom...

Notes: If you decide to free Fox, you can arrange an exchange of things with him; he has a unique super sledge hammer from Fox (Fawkes "Super Sledge), it weighs less than usual and does more damage.

After returning to the Citadel, you can tell Elder Lyons that super mutants are coming out of Vault 87 (for good karma).

When you receive the GECK, you should unload the extra things into the closets nearby and return for them later - after all, you will only be able to visit Raven Rock once, and then against your will, and you will probably want to take a lot of things out of there.

The American Dream

Level 3 of Raven Rock. When Colonel Autumn leaves your cell on orders from President Eden, you will finally be able to move and be able to retrieve your belongings from the locker by the door. What is all this for? It turns out that the president wants to see you at his place and quickly...

Turning left at the exit from the cell, you will come across a hostile officer, who can be convinced (eloquence) that you are just going to the president according to his orders, if unsuccessful, you will have to take part in a shootout. By turning right, you will avoid this conversation. Soon the president will announce to the entire level that you are a guest here and should be treated with respect. However, as soon as you approach either of the two exits to Level 2, Colonel Autumn will loudly cancel the Presidential Order. Yes, that’s it, but did you dream that you would leave here peacefully?

By the way, in the cell next door on the same 3rd level you can see Nathan Vargas from Megaton, a former ardent supporter of the Enclave (if Megaton was not blown up during the quest Atomic power). There are no dialogues with him, it is impossible to save him, and later, when Manya tells you about the missing Nathan, you cannot talk to her about it either, because... no replicas.

Level 2 of Raven Rock. In one of the rooms in sector 2B, level 2, you can find Anna Holt, captured by the Enclave in the Jefferson Memorial during the quest The Waters of Life. She openly admits that she betrayed James' cause by telling her enemies about Project Purity, and will justify herself by saying that the Enclave's technology is centuries ahead of anything Dr. Lee could achieve. If you decide to kill her, you will receive negative karma, but that’s okay, you can hit her hard and then blow up the enclave base :) Also try not to pass by Colonel Autumn’s room in sector 2C, where there is an “Energy Weapon” bobblehead (this is the only way to get it) and the entry "ZAX Destruct Sequence" in the chest near the bed.

Meeting with President Edem. Once in the Raven Rock control room and climbing to the very top of the winding staircase, you will learn one of the state secrets - President Eden is actually not a person, but a computer from the ZAX series, the production of which began several years before the war ...

ZAX AI will tell you about his plan to change the Wasteland for the better with the help of a man-made evolution virus (H.R.E. or F.E.V.) and invite you to help him eliminate all kinds of mutations by launching a purifier in the Jefferson Memorial and placing a test tube with a new strain of the virus in its control panel FEV. Since the purifier created by James and Dr. Lee is capable of providing clean water to the entire Capital Wasteland, the virus will spread with water everywhere and quickly destroy all mutants, which will also include the majority of the human population (along the way, you can find out that Colonel Autumn considered this plan to be too radical and for this reason differences arose between the President and the Colonel). Regarding the future fate of the president, you can do something or not (although your choice will not affect the plot in any way and keep in mind that in any case, Eden will not allow you to leave without a test tube with the FEV virus):

  • with developed eloquence, you can convince Eden that he is crazy and force him to self-destruct and blow up the base (this is quite difficult, with eloquence 100 and charisma 10, the probability of success is 90%);
  • with your science skills up to speed, you can talk the president into a logical error that is unsolvable for a computer and also make him self-destruct and blow up the base;
  • use the ZAX destruction code (if you found the recording in Colonel Autumn's room), the result will be the same;
  • leave the president and leave without the base exploding, and Eden will make his patriotic speeches during the next quest.

Escape from Raven Rock. Moving towards the exit from the base on the 1st level, you will watch firefights between Enclave soldiers and robots, you can collect useful things in chests and pack them into your inventory (near the exit from the base there is a Gatling laser). Outside the gate you will meet the super mutant Fox (naturally, if you helped him earlier in shelter 87) and you can take him as a partner if you have positive karma. Next, all that remains is to admire the spectacular explosion of the base (you will not return there in any case) and the successful escape of several rotorcraft (Colonel Autumn is on board one of them, and the rotorcraft leave the base in the same way, even if it is not blown up).

Return to the Citadel. Then you should return to the Citadel, where you will go straight to a meeting with the participation of Elder Lyons, Rothschild, Sarah Lyons and the Lion Pride regarding the upcoming attack by the Brotherhood of Steel on the Jefferson Memorial captured by the Enclave. As soon as Lyons hears about the GEKK Enclave soldiers being in the hands, he will immediately agree to take immediate drastic measures. By choosing the appropriate replicas, you can give Lyons or not give the test tube with the FEV virus. Finally, Sarah will say that you deserve the title of an honorary fighter of the Lion Pride (you can refuse) and will offer a choice of power armor or reconnaissance armor (you don’t have to take it). Now all that remains is to get ready...

Note: This is your last chance to take the highest paladin Cross (Star Paladin Cross, positive karma required) as your partner.

Vital Phoenix(Vespa)

Take him away! (Take it Back!)

Attack on the Jefferson Memorial. To begin the attack, you need to tell Sarah Lyons that you are ready. After this, the giant robot "Liberty Prime", created before the war to liberate the city of Anchorage in Alaska from the Chinese communists, which was repaired tirelessly by the scribe Rothschild and Dr. Lee, will be pulled out of the Citadel by crane. Once outside, Liberty Prime stomps towards the bridge over the Potomac, killing everything in his path to the memorial, with the Lion Pride and your hero following. The resistance will be quite strong - there are rotorcraft and Enclave soldiers everywhere, who are receiving artillery support, but the robot will break through all obstacles, including the Enclave's energy shields (you will only have to deal with infantrymen and try not to get hurt by car explosions). Some of the paladins of the Brotherhood of Steel are mortal, and therefore may die along the way.

Last meeting with the colonel. A giant robot will not fit inside the memorial through the door to the Jefferson Museum and Gift Shop, so you and Sarah will go further. In the Rotunda you will come across Colonel Autumn (again!), there are two possible scenarios:

  • you will persuade the colonel to leave on all four sides, either by saying that neither Raven Rock nor President Eden no longer exist, or by asking why he serves the machine (this is quite difficult);
  • you will finally shoot Colonel Autumn and take his personalized laser pistol as a souvenir (in the original its damage is 70, after installing the Broken Steel DLC it becomes much less, 17).

Having resolved the situation one way or another and climbed the stairs to the control room, you will hear Dr. Lee’s excited voice over the intercom: "There is pressure building up in the tanks. It needs to be released immediately, otherwise the whole complex may explode. You need to turn on the purifier to relieve the pressure. Do you understand me? You need to turn it on NOW." Now the time has come to make a decision - which of you will enter the chamber with a lethal level of radiation and turn on the purifier...

In the original, the game ends at this point due to the imminent death of the character, however, after installing the Broken Steel DLC, you will have the opportunity to continue the game and even send your radiation-resistant teammates to the control room. The only difference will be in the final videos shown, depending on the quests completed and the actions of the character you played - evil/neutral/good and the use/not use of a test tube with the FEV virus.

Option 1: Sacrifice yourself or Sarah Lyons. The main thing here is to remember the correct code to activate the purifier, this is 2-1-6 (Mom’s favorite quote from the Bible, Revelation 21:6), and have time to introduce it before the explosion of the purifier (+1000 karma). If you give this honor to Sarah, then she will die (BS) and you will do without an increase in karma.

Option 2: Ask a radiation-resistant partner to turn on the purifier. Without the Broken Steel DLC, all partners, as one, will flatly refuse to do this. After installing BS, Fawkes, Sergeant RL-3 and Charon can agree to perform a heroic deed.

Option 3: Do nothing. You can simply not enter the chamber, after a while the purifier will explode, Game Over.

Continuation of a story. With the Broken Steel DLC installed, you will wake up two weeks later in the Citadel clinic. Elder Lyons will explain that you and Sarah were brought here unconscious, and Sarah has still not regained consciousness (or she will die if she was the one who launched the purifier earlier). Lyons will also tell you about everything that happened, and then the first quest of the add-on, Death From Above, will begin.

I express my gratitude for the assistance provided in compiling this quest comrade. Vital Phoenix(Vespa)

Project Impurity

A note about the possibility of poisoning the water of the "Purity" project appears in Pip-boy during the quest. Take him away! (Take it Back!), while approaching the Jefferson Memorial. You just need to decide whether or not to place the test tube with the modified FEV virus (Modified FEV), given to you by President Eden, into the additional filtration panel in the purifier control room (if you previously gave it to Elder Lyons, then you don’t need to decide anything).

The result of using the virus will be the extinction of all creatures affected by mutations, incl. most of the population of the Capital Wasteland. Only the purest representatives of humanity will not suffer - the people of the Enclave and the Brotherhood of Steel. You can place the test tube on the panel before entering the chamber (if you decided to personally turn on the purifier) ​​or during the negotiations between Dr. Lee and Sarah over the intercom (if you preferred to watch the turn on from the side), this act will lower your karma by 1000.

Using a vial containing the FEV virus will have far-reaching consequences if the Broken Steel DLC is installed. Pure water (Aqua Pura), which is poured into barrels and distributed throughout the Wasteland by representatives of the Brotherhood of Steel, will be infected with a virus that kills mutants, and your character is still not a pure person, as President Eden believed, and this water will first have a negative effect on S.P.E.C.I.A.L. attributes, and if used twice (or more) it will kill your character...




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