Baby Steps
- Your first quest gives new meaning to the phrase "So easy a child can do it." After your dad leaves the room, walk up to the gate and gate and press A to open it.
- Walk forward to leave the playpen and head towards the toy box to your left.
- Examine the "You're Special" book on the rug next to the toy box.
- Here you will be able to assign your base S.P.E.C.I.A.L stats. Think hard about what kind of character you want to create and be sure to check out the sections above entitled S.P.E.C.I.A.L and character creation tips for some helpful hints that will help you decide where to spend your points.
- After you're all done with the book, your dad will come back into the room and show you your mother's favorite bible passage.
- Follow him outside to cue another time skip. Quest Completed
Growing Up Fast
- You're now ten years old at your birthday party. Your first gift comes from Stanley in the form of your very own Pip Boy 3000. This nifty device will serve as your pause menu and will let you check your stats, manage your inventory, check maps, and listen to some radio broadcasts.
- Your first objective now is to simply enjoy yourself by talking with all your friends.
- TIP: It doesn't matter here how nice or nasty you are in your conversational responses, so feel free to say whatever you want to whoever you want.
- Talk to Amata first. She'll give you your birthday present: a Grognak the Barbarian comic book with no missing pages. Open up your Pip Boy by pressing B, go to the Items tab by pressing LT or RT, move to the Aid subsection, and use the comic book to get a +1 boost to the melee weapons skill.
- Continue talking to everyone in the room. You'll get two more birthday presents from Stanley and Old Lady Palmer: a baseball cap and a sweet roll respectively.
- Once you've talked to everyone, your dad will get buzzed on the intercom by his assistant Jonas. He'll then ask for you to meet up with Jonas for a surprise as he opens the door.
- Head outside and you'll likely be stopped Beatrice. She'll give you a Birthday Poem that she wrote as her gift to you.
- Make a right as you exit the diner and take the first left turn. Follow the signs that point towards the reactor to eventually find a flight of stairs that lead you to Jonas.
- Talk to Jonas and wait for your father to come down. He'll lead you into a room where you'll find your final birthday present: A BB Gun.
- Resist the urge to shoot your father and Jonas and concentrate on shooting the three targets in front of you. Press LT to bring up your sights and press RT to shoot.
- After the targets go down, a Radroach will rear its ugly head. Take it out normally, or use V.A.T.S (View the V.A.T.S section above for more info) by pressing the RB to take it out with some style.
- Your dad will then ask for Jonas to take a picture of the two of you to celebrate such a momentous occasion. The flash will cue another time skip as you leave your childhood and enter your teenage years. Quest Completed.
Future Imperfect
- This next section of your life involves you having to take the G.O.A.T, or the Generalized Occupational Aptitude Test.
- After your dad finishes examining you, scavenge the room for whatever valuables you can find. Specifically, you'll find a Medicine Bobblehead on your dad's desk which will increase your Medicine skill by 10.
- Head outside of the room to find Jonas and Stanley sitting around. If you wait a little for Jonas to enter your dad's room, you'll catch a foreboding conversation between the two.
- Leave through the SW exit and head rightwards. You'll run into Butch and his gang of Tunnel Snakes harassing Amata. It's time for you to show what kind of a man (or woman) you are.
- You have a variety of choices of what to do here:
- If you want good Karma: Either convince Butch that the overseer will come down on him hard for hurting his daughter (Use speech skill), convince Butch's friends to bail out, fight Butch and win, or fight Butch and lose,
- If you want bad Karma: Join in on the teasing of Amata.
- After that conflict is resolved, enter the testing room and talk to Mr. Brotch.
- After talking with Mr. Brotch, you can talk with your classmates and eventually find an open seat to take the test.
- The G.O.A.T is comprised of 10 multiple choice questions that question what is important to you. Your answers will influence what skills of yours will receive bonuses and which ones won't. It doesn't really matter how you answer the questions since you'll be given an opportunity to tweak your skills at the end of the test anyway.
- Once you're finished, turn your test in to Mr. Brotch. No matter which dialogue track you choose, you'll be able to go to the skills screen and adjust them they way you want. Once again, if you're having trouble deciding what you want to spend your points on, check the Skills and Character creation tips sections of this guide.
- Leave the room to activate another fade to white. Quest Completed
Escape
- It's three years later and things have gone to all hell. Your Dad has suddenly left the vault, there's a Radroach infestation, Jonas has been beaten to death, and now the Overseer has got his whole security force looking for you.
- Thankfully, Amata has an escape plan. There is a secret entrance to the Vault door in the Overseer's room. If you accept her help, she will give you 10 Bobby Pins to pick the lock on the door to the Overseer's room and a 10mm Pistol. I highly suggest you take her help.
- TIP: If you let Amata keep the pistol, she'll use it when she gets in trouble later and won't need your help.
- Once your conversation ends, head to your desk and pick up the Baseball Bat, the BB Gun, and if you want, the baseball glove and baseball. Also don't miss the first aid kit on the wall that contains 10 Stimpacks and a Med-X.
- Leave your room and head out into the main corridor to find Officer Kendall waiting for you. Thankfully he'll be attacked by Radroaches before he gets the chance to deal with you. Let them duke it out with each other and then take out whoever ends up winning.
- TIP: Do not waste pistol ammo on the Radroaches. If you want to take them out from a distance, use the BB Gun. Otherwise, just run up and whack them with your baseball bat.
- Loot Kendall's corpse and steal his armor, baton, and helmet. Equip the helmet and armor and save the baton as a backup melee weapon.
- Head west and you'll eventually be stopped by Butch who will plead for you to help his mom fight off a pack of Radroaches.
- For good Karma: Agree to help butch, follow him to his Mom's room, and take out the three Radroaches attacking his mom (make sure not to actually hit his mom). Or, you can use your Speech skill to convince Butch to stop being such a pansy and take out the Radroaches himself. Either way, you will be Butch's new bestest friend and he'll even give you the Tunnel Snake Jacket right off of his back.
- For bad karma: Agree to help, kill the Radroaches, Butch's mom, and Butch, and loot their corpses.
- NOTE: If you kill Butch, he won't be available later on in the game to help you out.
- After you deal with Butch's problem, leave his room, make a left, and continue down the west corridor.
- There are some more Radroaches in the diner that you had your birthday party in if you want to exterminate some more pests, but otherwise just head past it and continue down the corridor until you reach the stairs that lead to the Atrium.
- You'll see Officer Gomez ahead, but hold your fire, he's a friend. Talk to him and choose any option but the third one unless you're looking to get some bad karma.
- Stanley is another character who won't bother you unless you pick a fight with him. Unless your looking to get more bad karma, leave him alone.
- Head east and activate the switch next to the door at the end of the hall to enter the lower atrium.
- You'll see two vault dwellers chatting in the next room. They're about to charge the guards two guards to the east and will likely get shot down. Take out the guards yourself if you have the pistol or are feeling confident enough to beat them down with the baseball bat.
- Search their bodies for 10mm pistols, ammo, and more armor.
- Turn around and enter the door that can't close due to a locker being stuffed under it. Take out the Radroaches and proceed up the stairs.
- Follow the linear path, past the window with the angry guy shouting at you, and head through the doorway. Be on the look out for a dead body and a tool box for some small loot.
- If you continue down this path you'll eventually be faced with another moral dilemma. Amata is being interrogated by her father and an officer about your whereabouts.
- You have several options of what to do here, each with their own consequences.
- You could ignore her and proceed on to the Overseer's room, using the Bobby Pins you got from Amata earlier to break into his room.
- You could barge in, kill the officer, and talk to the overseer. The only way you'll get him to give up his key and password without resorting to violence is by threatening to hurt Amata. Otherwise, each dialogue choice will end up with you having to fight the overseer. Whatever you do, do not hand over your weapons!
- However you decide to deal with the situation, you'll eventually want to proceed down the corridor until you reach the locked door that leads to the Overseer's room. If you have the key, you can simply unlock the door. Otherwise, you'll have to lock pick it.
- TIP: Lockpicking and hacking give you EXP each time you do it successfully.
- Examine the computers to either enter the password you got from the Overseer, or initiate the hacking minigame.
- Once you're logged in, select Open Overseer's Tunnel to open the secret passage.
- Head down the secret passageway and through the door to your left.
- Hit the switch straight ahead to open the large door leading to the Vault Entrance.
- Continue forward until you find the Vault Door Control Pad.
- Press it to open the Vault door and be confronted by Amata who will either kick your ass out or wish you good luck depending on how you dealt with her father.
- Either way, you'd be best off running for the exit because any officers that you didn't deal with will soon be storming into the room to take you out.
- Once you reach the exit, you'll have one last chance to adjust your name, appearance, S.P.E.C.I.A.L stats, and skills. If you're fine with everything, select Exit Vault 101, and welcome to the Wasteland. Quest Completed
Following in His Footsteps
- Now that you're out of the vault, you're pretty much free to proceed however you want. The first thing that you probably want to do though is check out the neighboring town of Megaton and meet some fellow living humans that can give you supplies and quests.
- Head down the hill and follow the road to reach the town of Springvale. Explore this area for a bit and be sure to check all of the mailboxes for some valuable items including a skill book. Also make note of the one house that you can enter. Chances are high that you'll be coming back here.
- After you finish exploring, head back to the main road and travel south past the Red Rocket sign. Keep following the path uphill and following the signs until you reach Megaton. You'll be able to spot it from a distance by looking for the birds flying above it.
- Upon entry to Megaton you'll be greeted by the town's Sheriff and Mayor, Lucas Simms. Ask him about your father and he'll initially say that he doesn't know anything about it. Press him further and get him to tell you about the bomb in the middle of town. Offer to disarm it for him and you'll get the sidequest The power of the atom Ask him about your father once again and he'll tell you to go talk to Colin Moriarty about it.
- TIP: You can use your Speech skill here to try and get Lucas to offer a 500 caps reward as opposed to 100 for defusing the bomb.
- Before seeking out Moriarty, take some time to explore Megaton. Some areas of interest include the Water Treatment Plant for a mini quest involving repairing the leaks around town, the Craterside Supply store for shopping needs and to pick up the the wasteland Survival guide quest, and the Clinic where you can buy some medical supplies or completely heal yourself up.
- When you're ready to move on, head to Moriarty's Saloon. There are several interesting characters here to talk with outside of Moriarty, so make sure to talk to them all.
- TIP: If you are nice to Gob, the ghoul who sells the booze, he'll give you a discount on the merchandise and you'll gain some karma.
- You have a couple of ways to extract information from Moriarty. The method with the best results would be to take on his favor of "taking care of" Silver, a junkie who owes Moriarty money. Visit her house back in Springvale and talk to her. You can talk her into giving you 100 caps (or 300 if your speech skills are up to snuff) in exchange for you lying to Moriarty by telling him that you got rid of her.
- Otherwise, you can get the information by paying him 100 caps, using your speech skill to tell him that his Dad talked about him all the time, or by bypassing talking to him all together and just hacking his computer and reading the files when he's not around. His computer is located by the back entrance to the saloon.
- Regardless of what method you use to get the information, you'll find out that your Dad's last known location was at the Galaxy News Radio building, so that should be your next destination.
- TIP: The path to Galaxy News Radio can be pretty tough, so make sure you level up a bit before proceeding. You might want to try completing some of your sidequests first like the power of the atom and part of the the wasteland survival guide
- When you're ready, leave Megaton and start heading northeast. If you've already been to the Super Duper Mart because of the Wasteland Survival Guide quest, then you can just teleport there to save some time.
- TIP: If you travel a little bit south of the Super Duper Mart, you'll run into a little boy named Bryan Wilks whose home has been overrun by monsters. Tell him that you'll help him to initiate the sidequest, those!
- Continue heading northeast from the Super Duper Mart and cross the river. You'll gain some rads, but it's nothing too serious. Head up the stairs, make a left, and head down into the Farragot West Station.
- Follow the path until you reach a doorway on the right side where you'll find a couple of Molerats. Take care of them and then continue down the linear path.
- Eventually you'll come to a staircase that leads to a bridge blocked off by a fence. On the other side of the fence lie several feral ghouls. You can shoot them through the fence, or you can lockpick the fence gate and take them head on.
- Continue down the path and enter the door leading to Friendship Station.
- Head across the tracks and grab some Nuka Cola from the vending machine. Then proceed to the next track and start heading to the right.
- At the end of the tunnel you'll find a Super Mutant. Get used to dealing with these guys as you'll soon start seeing lots of them.
- Proceed into the open area to find some more ghouls. When they're all taken care of, head upstairs and go through the north passageway until you reach the exit to Chevy Chase.
- TIP: Once you get outside, if you have enough skills in explosives you can disarm and collect the frag mine in front of the Preservation Shelter northeast of where you emerge. You'll also find some purified water and a lead pipe inside of the shelter.
- Start walking southwards. Two Super Mutants will come out of a broken down building to meet you with gunfire. Thankfully, the Brotherhood of Steel will come out and take care of them for you. Once the battle is done, talk with Sentinel Lyons.
- Follow the Brotherhood squad until they stop near one of their dead comrades. You can loot his body for some power armor and energy cells.
- Once they start moving again, keep up with them and help them take out the three Super Mutants that appear before you. Make sure to loot the Super Mutants for hunting rifles and .32 ammo.
- Eventually you'll reach the main battlefield outside the Galaxy News Radio building. Be quick about killing the mutants, or the Brotherhood will steal all of your exp.
- Once it looks like the coast is clear, quickly run to the fountain in the middle of the courtyard and look for a Brotherhood of Steel corpse hanging over it. Loot his corpse to pick up a Fat Man and six Mini-Nukes.
- Equip the Fat Man, which is essentially a mini nuclear bomb launcher, and find some cover. A Super Mutant Behemoth is about to emerge from the eastern side where Reddin goes to investigate.
- TIP: Just in case you blow yourself up with the Fat Man or get squashed by the Behemoth, I recommend you save now.
- It'll probably take two shots with the Fat Man to take down the Behemoth if you're not very skilled in Big Weapons. Make sure that when you fire the behemoth is stationary and that you are about 30 feet away from the impact point.
- Once it goes down, loot its corpse for a ton of useful items including a bunch of caps, several types of ammo, frag mines and more.
- Now that the battle is over, press the intercom button to be let into the building. Head up to the second floor to finally talk to "The jockey of discs and teller of truths," Three Dog. Talk to him about the whereabouts of your father and, like Moriarty, he'll say that you must do something for him before he tells you.
- TIP: As you probably have guessed, if you have a sufficient amount of Speech skill, you can get him to tell you your dad's location without having to do the next quest.
- If you can't talk him into giving you your dad's location, you'll have to travel to the Museum of Technology to retrieve a dish that will let Three Dog's message be broadcasted all over the Capital Wasteland and position it on top of the Washington Monument.
- Whatever the case, after you finish your conversation with Three Dog, this quest is over! Quest Completed
Galaxy News Radio
- Assuming you didn't smooth talk Three Dog into giving you the location of your father with your Speech skill (and even if you did you can still pick up this quest), your next objective is to get to the Museum of Technology to get a replacement satellite dish.
- As always before you start a new main quest, take some time to complete side quests so you can level yourself up. The quests Those!, Blood Ties, and as always, the Wasteland Survival Guide are great choices to start with.
- When you think you're ready, head out of the Galaxy News Radio building by use of the backdoor. You can find it by heading into the GNR Studios and taking the door to the north, then following the staircases down.
- When you get outside, carefully make your way down the rubble and head right. There will be two regular Feral Ghouls accompanied by a Feral Ghoul Roamer who is able to take and give much more damage than your garden variety.
- After you take care of them, enter the Collapsed Car Tunnel entrance on the left wall.
- You can either proceed south all the way through the ghoul infested Car Tunnel, or you could use the door to the west right at the start as a shortcut. If you do decide to take the southern exit, just enter the Dupont Circle Station by going through the door to your right once you exit.
- If you take the shortcut, continue through the halls until you reach a door that leads to Dupont Circle Station.
- Walk through the office ahead and into the main tunnel area where two Super Mutants will be waiting for you. After eliminating the threat, turn southwest and enter the door for authorized personnel only. Not like anyone will care anymore that you're not authorized.
- Travel down the stairs and through the door to reach the train tracks. Travel across the first set of tracks and then make a right once you reach the second to find a Raider resting on a bed. Kill him and loot the area for goods and supplies. You could also rest on his bed now that all of the enemies in the area are gone (If the game still says there are enemies in the area just take out the enemy in the next step and come back)
- Once you're ready, proceed through the door in the southwest and travel down the stairs to find a Raider guarding a cache of drugs and weapons.
- Follow the hallway until you reach a room with a metal bar window. Stay away from the window or you'll get shot through it. On the other side of that door are two gun turrets accompanied by several raiders.
- TIP: If you have 50 points in Science, you can hack the terminal to shut off the gun turret.
- Equip an assault rifle, step through the door on to the elevated structure and first focus on destroying the turret on southwestern wall. Then concentrate on the one that is directly ahead, but farther away.
- Once the turrets are dead, head back inside if you need to reload or heal yourself up. You can either wait for the Raiders to come to you or just charge out and kill them as you head down the various staircases. Just make sure you're constantly looking down and pressing RB so that when a Raider comes into range, you'll immediately pick them up.
- TIP: Since you probably took a good amount of damage from that skirmish, you might want to head back up and rest on the bed you freed up earlier.
- Once you make it to the ground, proceed through the caverns to the south and follow the path until you reach the Utility Gate.
- Tread carefully in this next area as there are three frag mines and a tripwire trap on the way to the door leading to the Metro Central. If your explosive skills are high enough, you can quickly disarm the traps before they have a chance to explode. You'll need a high repair skill in order to disarm the tripwire trap.
- Head through the door at the end to reach the Metro Central.
- In the next room you'll find Raiders and Ghouls going at each other. Since neither side will be your friend if you kill the others for them, just indiscriminately kill them all. Make sure once the coast is clear to check the table straight across from where you came in for some valuable stimpacks, grenades, and ammo.
- Exit through the southwest doorway and proceed to the train tracks. Take care of the two ghouls, and follow the tunnels south until they reach the station.
- Keep going south until you reach the next group of tunnels that read Southbound Museum Station. You'll find a pack of Vicious Dogs at the end tunnel, so take care not to be surrounded. Once the dogs area dead, take the southeast door to the Museum Station
- Search this room to find some shotgun ammo and then move on to find a Feral Ghoul Roamer around the corner. Just a reminder, these guys are much tougher than normal feral ghouls so prepare accordingly.
- Hit the switch to open the ceiling door and march up the stairs to be greeted by a Raider.
- Once the Raider is dead, search the room to find another Grognak the Barbarian comic book which will give you a +1 bonus to Melee Weapons.
- Exit through the east doorway to reach the next group of tunnels. To the left is another mini Raider camp where you can kill the two occupying Raiders and then use their beds to rest up.
- Proceed southwards along the tunnels until you reach the station. Go up the escalator and eliminate the Raider on top of the train to the southeast and the one behind the directory.
- Continue traveling east and you'll finally be able to leave the underground tunnel system!
- Unfortunately your celebration will be short lived when you see that the Mall is absolutely swarming with Super Mutants. If you're itching to fight, you can try to take them all on, but if you're ever in trouble, just know that the Museum of Technology is a short distance southeast of where you emerged.
- As soon as you enter the museum, you'll see a Super Mutant straight ahead in the distance. Blow off, blow up, or bash in the mutant's head and then proceed upstairs where you'll likely be greeted by another Super Mutant. Give him the same treatment and then jump back down stairs now that the coast is clear.
- Examine the terminal with the dome surrounding it for some interesting museum information. More interesting than that though is the option that reads "#000". Choosing that gives you a message written by a man named Prime. He'll tell you that he's found a place to store a bunch of loot and that it can only be obtained by accessing several computer terminals in the museum and completing a certain sequence. Press B to return to the main menu and then choose the option that reads "#001". You'll be give four numbers to choose from and you must choose the number that Prime has in mind.
- TIP: If you really can't figure out which number to choose, skip down to step 40 for the solution. Make sure to save before you input an answer if you're not sure.
- Once you're done with that, turn left and enter the door to find a First Aid Kit containing 2 stimpacks and some dirty water.
- TIP: If you have 50 science skill points, go through the door opposite the First Aid Kit and head upstairs to find a terminal that lets you deactivate the turrets in the museum.
- Return to the main room and proceed up the stairs. Follow the balcony around to reach the Vault-Tec Tour. During the tour, just follow the path, press the buttons for some interactive segments, and enjoy the ride.
- Once you reach the end of the tour, follow the balcony to reach the double doors leading to the West Wing.
- Access the right most terminal on this floor for the next part of Prime's puzzle. Choose #002 from the main menu and then select the right number from the choices that fits with the sequence.
- Head through the south door on the second floor and follow the path to reach the Delta IX exhibit.
- There are lots of Super Mutants here on different stories so be prepared to fight from all angles and remember to use V.A.T.S not only to target, but to find hard to see enemies.
- Be sure to explore top and bottom of this exhibit to loot the Super Mutants, open gore bags and find other supplies. At the very bottom of the exhibit is the final terminal needed to find out the location of Jiggs' loot stash.
- TIP: The answers to the puzzle are 19, 53, and 113. All are prime numbers, which makes sense since the guy's name who wrote the note is Prime.
- While you're still on the bottom floor, head through the door to the west and take it all the way up until you reach the Virgo II exhibit.
- Kill the Super Mutant above along with the Super Mutant Brute that comes in from the left. Once everything is quiet, take the satellite to complete your objective.
- We're not done in here quite yet though. Exit through the door on the left and then make another immediate left to enter the authorized personnel only door. Take the stairway up to reach the security room. If you obtained the password from the Prime's puzzle, you'll be able to unlock the safe by using the terminal at the end of the room. Insider you'll find a gun locker key, 200 caps, and some drugs.
- Go back down the stairs and continue to follow the tunnel to reach the Planetarium. Once you activate the planetarium, you'll trigger two Super Mutants to barge in through the south entrance, so be prepared.
- Enter the eastern door to find the Planetarium office. On the left you can open the gun locker that you obtained the key for. You can also grab some Nuka Cola Quantum from the shelf.
- Now we're officially done with this museum, so retrace your steps back to the Atrium and head out into the Mall.
- Once again, you have the option of standing to fight the mass amount of Super Mutants in the area, or high tailing it northwest over to the Washington Monument. Once you reach the monument, access the terminal to open the gate, enter the doors, and ride the elevator all the way to the top.
- Place the satellite, fast travel back to Galaxy News, and talk to Three Dog to finally complete this quest. Quest Completed
Scientific Pursuits
- You'll learn from Three Dog that when your Dad left Galaxy News Radio, he said that he was heading to Rivet City to visit Doctor Li.
- Bring up your Pip Boy and check your world map. Rivet City is located all the way in the southeast corner of the map. It may seem like a long trip, but there's actually an easy shortcut. Fast travel over to the Museum of Technology.
- TIP: Before heading out, you should check out the Museum of History that lies a small ways northwest of the Museum of Technology. Here you'll find Underworld, the City of Ghouls. Spend some time getting to know its citizens and pick up the Reily's Rangers and You Gotta Shoot Them in the Head sidequests.
- Once you're at the Museum of Technology, turn west towards the Washington Monument and enter the Musuem Metro Station entrance. The same one you took to get to the Musuem of Technology during the last quest.
- Follow the path to the tracks and turn to the left when you reach the bridge. Your destination is the Anacostia Crossing, so head into the tunnel that reads "Southbound Anacostia Crossing".
- Follow the tunnel all the way down until you reach a door on the left side that will take you to a small room with another door leading to Anacostia Crossing Station.
- Enter the door and follow the tunnel westwards. When you reach an opening on the right side, you'll find two raiders guarding a rest spot. Kill them, take the stimpack on the table, and use the mattresses if you wish to regain health.
- Continue following the tunnel west until you reach the station. Clean up any Raiders on the ground floor and then go upstairs to eliminate the rest. At the north end of the station you'll find several useful items including Mentats, Buffout, and a Pugilism Illustrated skill book.
- Head west and follow the path all the way to the exit gates to the Capital Wasteland.
- Head up the escalators and you'll likely find three Talon Mercenaries to your right. They will initially be neutral towards you, but if you approach them you'll learn that there is a bounty on your head and that they're here to collect. These guys are tough, so make sure you're properly prepared to deal with them. You might want to lay some mines down while they're still neutral towards you.
- Once they're dead, you can relax as you're right at the front doorstep of Rivet City. Walk south and travel up the ramps to reach the top of the metal structure. Press the intercom button to get them to extend the bridge.
- You'll be stopped by the guard Harkness, who asks you to state your business in Rivet City. Tell him that you're coming to see Doctor Li or that you're coming to see your father who was coming to see Doctor Li. He'll let you pass, allowing you to enter the city.
- Enter through the marketplace entrance and feel free to explore all that the city has to offer.
- TIP: If you've been keeping up on sidequests, there are a couple of quests you can start, continue, or complete here. Vera Weatherly can give Bryan Wilks a home for the end of the quest "Those!", you'll find one of your targets for the quest "You Gotta Shoot Them in the Head", you can start or complete "The Replicated Man" quest depending on whether you picked it up already or not, and you can start the quest "Stealing Independence" by talking to Abraham Washington in the Capitol Preservation Society room.
- After exploring, you need to eventually arrive at the Science Lab, so follow the signs to reach it.
- Head down to the bottom level of the Science Lab and talk to Doctor Li. Ask her where your father went and she'll point you in the direction of the Jefferson Memorial. You've got your next destination, so finish your business here in Rivet City and head back outside through the same way you came in.
- TIP: There is an Intelligence Bobblehead on the desk in the science lab. Be sure to pick it up before you leave for permanent boost to your intelligence.
- Thankfully, the Jefferson Memorial isn't all that far from Rivet City. Head across the bridge and start heading west.
- You'll run into a Super Mutant camp where you'll have a brute sniping you from above with a Minigun. If you have the proficiency in Small Guns, take him out from long range and then head inside to clean up the remaining mutants. If you head up to where the Super Mutant Brute was sniping you with the minigun, you'll find a wasteland captive. Save her for karma along with several supplies that she managed to sneak away from her captors or you could always kill her and loot her corpse for the same result, but opposite karma reaction.
- You'll also find some first aid boxes, gore bags and ammo boxes that will help you be better prepared for the Jefferson Memorial.
- Once you're done cleaning up the camp, continue traveling west and proceed up the rampway that surrounds the memorial.
- Follow the path to the end, taking care of all of the Super Mutants that line it. Once you reach the end, turn and face east to find the door leading to the gift shop.
- Head down the tunnel and make a right at the intersection. Be prepared to deal with a turret on the ceiling along with several Super Mutants.
- TIP: If you have 50 points in Science, you can deactivate the turret instead of blowing it up.
- Follow the signs and make your way to the Rotunda.
- There are two Super Mutants here with melee weapons guarding the Rotunda. Once they're done, go up the stairs and pick up the three holotapes on top of the filtration unit. Listen to them for some interesting data regarding your father's research and whereabouts.
- You'll learn that your dad has headed to vault 112, so that's your next destination. Leave the memorial and fast travel to the furthest western location you have. If you haven't explored westward much, you could just start at Vault 101.
- Keep heading westward until you reach Smith Casey's Garage. Enter the door and eliminate all the Mole Rats and Radroaches inside.
- Head down the stairs until you reach the door that leads to Vault 112.
- Once inside, you'll have to talk to the Robobrain who will give you your Vault 112 Jumpsuit. Put it on, and then proceed inside the vault.
- Look for the clinic, where you'll find several Tranquility Loungers. Locate the unoccupied one that isn't broken, and strap in to complete the quest. Quest Completed
tranquility Lane
- As soon as you awaken in Tranquility Lane, you'll notice several strange things. The world has taken on a sepia tone, your Pip-Boy 3000 has turned into a Pip-Boy wrist watch, and you've taken on the identity of a small child.
- You can take your time talking to all of the townspeople, but with the exception of Betty and Old Lady Dithers, they'll all basically give you the same kind of responses.
- There are two ways out of Tranquility Lane, and as you may have guessed, both have different karma consequences.
- If you're aiming to maintain good karma, then you should ignore Betty all together and seek out Old Lady Dithers. She'll tell you that none of this is real and will plead with you to free all of them from their suffering by deactivating the failsafe hidden in the abandoned house.
Tranquility Lane - Good Karma
- Completing this quest with good karma as the reward is actually really easy. Enter the abandoned house and examine all of the objects in the living room. You need to examine these objects in a specific order to make the computer appear. You can experiment yourself to figure out the sequence, or you can just look at the next step to find out the answer.
- TIP: The correct sequence is: Radio, pitcher, gnome, pitcher, cinder block, gnome, bottle.
- Once you enter the correct sequence, a computer mainframe will appear to your right. Examine it to learn all about Tranquility Lane, Dr. Braun, and what the consequences are of activating the failsafe. Once you're all read up, select the "Activate the Chinese Invasion Program" option and head outside.
- A squad of Chinese soldiers will raid the town, killing all of its residents for good. It may seem like this is actually an evil thing to do, but remember that if you didn't do this, they'd be forced to endlessly repeat the cycle of living and dying at the will of Dr. Braun.
- Talk to Betty to listen to her whine and cry about how you've ruined everything. Once you're done talking with her, use the door to exit the simulation.
- Once the door of the lounger opens, you'll finally be able to reunite with your father. Talk with him to complete the quest. Quest Completed.
Tranquility Lane - Bad Karma
- Going the evil route takes a lot more time and effort, but at the same time is much more satisfying for those who love to do evil deeds.
- Instead of going to the abandoned house, talk to Betty at the playground in the middle of the street. She has several games lined up for you that you must complete before she'll let you out.
- The first game is simple. Make Timmy Neusbaum cry. There are two main ways to do this. You could simply walk up to the kid at his house or his lemonade stand and beat the crap out of him until he starts crying or you can use your speech skill to tell him that his parents are getting divorced.
- Once the poor little kid is shedding tears, report back to Betty. In return, she'll answer one question that you give her truthfully.
- You next "game" involves breaking up the marriage of the Rockwells. Once again, there are two ways to do this. The easy way is just to walk up to Janet and use your speech skill to tell her that you saw her husband kissing another woman.
- The other way is to head into the Simpson residence, head upstairs, pick the lacy underwear off of the bed, head into the Rockwell basement, plant the underwear in the desk, and then inform Janet about it.
- Once again, report back to Betty when finished.
- Your next game is much more devious. Betty wants you to kill Mabel Henderson in a creative fashion. This means you can't just walk up to her and beat her to death with a rolling pin. Luckily there are plenty of tools of destruction lying in the Henderson household.
- The most effective way to kill Mabel is to examine her oven and mess with the pilot light. This will fill the kitchen up with gas. You can then ask Mabel to bake you one of her delicious pies. This will cause her to immediately head back into her house, turn on the oven, and... well you know the rest.
- Other ways to kill her include examining her chandelier which will cause it to fall on her when she gets close, activating the roller-skate on the second floor so that she steps on it and tumbles down the stairs, and activating the terminal in the kitchen to turn on Mister Handy's security system and deactivate its security screening so that it kills anyone it comes into contact with. Note that if you choose to use the robot, it will kill you too so make sure to stay out of site while you wait for Mabel to enter the house.
- Return to Betty for your final game. This time she wants you to get the Slasher Knife and the Pint Sized Slasher Mask from the dog house near the abandoned house and go on a killing rampage.
- Once you don the outfit, hunt down and kill every resident of Tranquility Lane except for Doc and Betty. They don't put up any resistance so the only real challenge involved is finding all of them.
- After Tranquility Lane has been reduced to a ghost town, return to Betty who will finally let you out of the simulation. Exit through the door to return to reality.
- Once you're back in Vault 112, talk to your dad to complete the quest. Quest Completed
The Waters of Life
- After your conversation with your dad ends, its time to leave Vault 112 and fast travel back to Rivet City.
- Meet up with your father and Doctor Li down in the Science Lab and listen in on their conversation.
- After it ends, leave Rivet City and head back over to the Jefferson Memorial. Note that if the way to the Jefferson Memorial is still wrought with Super Mutants, you'll need to eliminate them to ensure the scientists have a safe journey.
- Once you reach the gift shop, speak with your father. He'll tell you to clean out the memorial of all Mutant presence if you hadn't done so already in the Scientific Pursuits quest. Explore all of the gift shop, rotunda, and the sub-basement to make sure that no Super Mutants remain.
- When the coast is clear, report back to your dad and the scientists will move in to the memorial.
- Head into the Memorial and look for your dad who is located in the Rotunda. When you find him, ask him what you need to do right now and he'll give you the task of turning on to the power to the Flood Control Pump.
- Exit the Rotunda and proceed down to the sub-basement. Follow your compass and use the intercoms to help point you in the direction of the power switch. It'll be located on the bottom floor of the sub-basement.
- Once its activated, return to your father.
- Talk to him about fuses to get a new objective. You now must place three fuses on a power grid in order to gain access to the mainframe.
- Once again, head back into the lower floor of the sub-basement and follow your compass to reach the power grid. It's in the northwest corner of the local map.
- After you place the fuses, head back up to the first floor of the sub-basement and open the large metal door that was previously inaccessible.
- Press the Mainframe Power Button to boot it up. Then turn to your left and use the intercom to speak with your dad again.
- Your next errand involves you draining some pipes. This time head back to the Gift Shop and enter the grate leading to Pump Control. You'll find on the other end of the long hallway where you first entered the gift shop.
- Proceed down the long pipe to the next section where you'll find a valve that you can turn to drain the pipes.
- This will trigger an event involving Enclave helicopters arriving at the memorial. When the northern grate becomes unlocked, head through and traverse the pipe system until you wind up back at the Sub-Basement.
- Start making your way back to the Rotunda, but be prepared to meet some resistance from the Enclave soldiers. These guys have much more advanced AI than your average Raider or Super Mutant and will actually take cover and use tactics to bring you down.
- Once you reach the Rotunda, you'll be forced to put down your weapon and watch helplessly as your dad faces the Enclave.
- Once the scene ends, leave the Rotunda with Doctor Li and follow her to a hidden passage in the Gift Shop that leads to the Taft Tunnels.
- Your objective here is to get Doctor Li and fellow scientists through the Ghoul and Enclave infested tunnels to reach the Brotherhood of Steel stronghold.
- NOTE: You actually don't really have to worry about the scientists. Doctor Li is the only important one, and even if she does happen to lose all of her health, she'll just get knocked unconscious. If you keep Garza alive, it'll trigger a karma based scene later on.
- Start walking forward into the big area ahead. To your left is a First Aid Kit on the wall that contains a Stimpack. You'll also find some Buffout to the southwest on top of a radioactive barrel.
- Proceed down the tunnel to the west and enter the doorway on the right.
- Open the closed door and crouch to remain hidden. You'll probably see an Enclave Soldier or two walk across the balcony above. Let them pass.
- Once they leave the room, follow the linear path until you come to another tunnel that an Eyebot patrols. Go north and you'll reach a locked door that Doctor Li says she can open if you buy her some time. #Fend off the Enclave soldiers in the room to your left while she works at opening the door. Don't forget to grab the stimpacks in the First Aid Box on the wall to your right.
- Enter the doorway once it finally opens.
- Kill the two ghouls at the bottom of the rampway and then make your way to the northern door.
- Enter the door ahead to trigger a scene if Garza is still alive. Garza has a heart problem and Doctor Li will not proceed until something is done to take care of it. Your options here include giving him 5 stimpacks (good karma reward), convincing Doctor Li or Garza himself that he should be left behind, convincing Doctor Li that all he needs is some Buffout, killing him yourself (Bad karma reward), or simply proceeding without them and then coming back to find that you took too long and Garza is dead.
- Once the Garza situation is dealt with, proceed through the northern door. At the end of the hall is another door. Its advisable to tell your party of scientists to wait here before opening the door if you're trying to get them all out of this alive.
- Head through the door and get ready to be ambushed from the balcony behind you by several Enclave Soldiers. Once you've cleared the room, tell your group to follow you again and head up the stairs into a supply room. Search the room for some ammo and then head up the stairs where you'll be met with a few more ghouls.
- Continue up the stairs until you reach an intersection. Going left will take you to a room where you can find a First Aid Kit with a stimpack or two on the far wall. Going right is where you need to go though.
- Follow the path, eliminating the ghoul that tries to surprise you once you round the corner, and continue up the stairs to arrive at another tunnel.
- Make a right and follow the tunnel north to find a large door on your left and a locked door on your right.
- TIP: Despite having a hard lock to pick, there's nothing terribly interesting in here outside of a bunch of Ghouls and a Glowing One. Still, if you have enough skill in lockpicking, pick the lock to get a nice exp bonus.
- Enter the large door on your left to be greeted by a Brotherhood of Steel member. Get behind the sandbags and turn around to help fight off the ghouls that emerge from the locked door. You don't really have to do anything as your Brotherhood friend and his turrets are more than enough to defend the room, but try to get some shots in and steal exp.
- Raid the shelves for ammo and chems before proceeding onwards.
- When you're ready, follow the tunnel up north and follow the path until you reach a ladder that takes you back to the wasteland
- You're now at the front door of the Citadel. Walk up to the gate and wait for Doctor Li to arrive so she can plead with the Brotherhood to let her in. Once the door opens, head inside and you'll complete the quest. Quest Completed
Picking up the Trail
- Head southwest from the gate to reach the door to the Citadel Courtyard.
- Once inside the courtyard, you'll be privy to a conversation with Elder Lyons and Doctor Li. Listen in and talk to Elder Lyons once its over. You can ask him several things that might be of interest to you, specifically who you can talk to learn how to wear some Power Armor. He'll tell you to find Paladin Gunny who should be wandering around somewhere out here in the courtyard.
- As always when you enter a new large town, I'd recommend exploring it all yourself. There actually aren't any quests to find here, but for those interested in knowing the background story behind Fallout 3, there is plenty of interesting information to be learned from the people and terminals in the Citadel.
- TIP: If you have good karma, you can find a follower here by the name of Star Paladin Cross.
- When you're ready, follow your compass and make your way to the laboratory.
- Head down the steps and listen in on the conversation between Elder Lyons and Scribe Rothchild. Talk to Rothchild and ask him about the G.E.C.K. He'll say that he does not know where you can find one, but instead gives you access to a Vault-Tec Computer in the A-Ring of the Citadel that might be able to help you out.
- Return to the courtyard and then head through the northern door to reach the A-Ring.
- Follow your compass and local map to reach the terminal that Rothchild was talking about.
- Activate it and select DC Area Vault Listings. Here you'll see information about all of the vaults in the DC area, though most of it has either been classified, corrupted or removed.
- The vault your interested in is Vault 87. Check its Equipment Issuances and you'll see that it happened to receive a G.E.C.K.
- With this new information in mind, return to Rothchild. Use your compass to find him if he isn't still in the lab.
- Tell him that you need to find Vault 87 and he'll lead to you a map that will reveal its location. Unfortunately, he'll also tell you that the vault is surrounded by lethal amounts of radiation.
- Ask him if there's any other way to get into the vault and he'll tell you that it might be possible to enter the vault from the nearby Lamplight Caverns.
- Now that you've got your objective and your destination, it's time to head out. Get to the courtyard and fast travel as far west as you can. I'm going to assume that the closest area you have to it is Smith Casey's Garage since you must have discovered it in order to complete the Scientific Pursuits quest.
- Follow your compass northwest and be ready to deal with Yao Guai's, Radscorpions, and Super Mutants along the way. Eventually you'll reach a cavern with what appear to be holiday lights lines along the wall and the location Little Lamplight will be added to your map.
- Enter the door to Lamplight Caverns and follow the path down to reach a gate made up of sheet metal and cardboard nailed together.
- Approach the gate to be greeted by the foul mouthed brat Mayor Macready. Ask him if you can come in and you'll be presented with two choices. If you use your speech skill to get him to let you in on account of you being a really nice guy, you'll be able to skip the next quest and head straight through Little Lamplight to Vault 87.
- If you don't succeed with your speech skills, you'll have to undergo a new quest before you can continue this one. Ask him how you can gain his trust and you'll begin the quest Rescue From Paradise.
- IMPORTANT NOTE: In order to keep the format of this walkthrough, this particular section will continue to detail the quest Picking Up the Trail. Meaning if you failed to convince MacCready to let you in, you'll need to skip to the next quest in this walkthrough, complete it, and then come back to this point to pick up where this quest left off.
- Once you get inside, talk to Mayor MacCready once again. Tell him that you're not here to start any trouble and then ask him how to get to Vault 87. He'll tell you that you'll have to go through Murder Pass. If you ask him if there's another way, he'll mention a door that hasn't worked since he's been there. If you've got the skills in science, you can make this door work and skip Murder Pass all together. But we'll get to that later.
- Tell MacCready that you want to use Murder Pass to get to Vault 87 and he'll make his way over there to open the gate.
- While he's doing that, as always, you should take some time to explore the town, talk to the locals, repair your equipment and stock up on supplies.
- Once you're ready, you should decide whether you want to go through Murder Pass or through the broken door.
- Murder Pass is a tough cavern that is filled with all varieties of Super Mutants with lots of heavy weaponry. Good for experience, bad for ammo and stimpack conservation.
- Using the broken door will allow you to skip right to the next quest, but you need enough science points to hack an average computer terminal.
- If you want to use the broken door, find Joseph and tell him that you're trying to get to Vault 87 and want him to power up the terminal. Follow him into the area called "Nothin" and hack into the terminal next to the door. Once you've hacked the terminal, simply unlock the door through the computer and head on in. Quest Completed
- If you want to (or have to) head through Murder Pass, travel to the souvenir shop and go behind it to reach a winding path that will take you to the Murder Pass gate. Head through the door and get ready for a tough battle.
- Proceed forward and you'll quickly be faced with a choice: left or straight. Going left leads to an extremely tough battle against lots of Super Mutants with an assortment of dangerous weaponry. I'd recommend passing it up for now since you'll be able to attack them from behind a bit later.
- Continue going straight until you reach an open area with a shack on the right side. Neutralize the Super Mutant threat in the area and then investigate the shack and the toilet behind the shack to find a Tales of a Junktown Jerky Vender skillbook along with several ammo boxes.
- Continue traveling through the cavern, past the broken gate and flaming barrel until you reach another flaming barrel. Going down the left path will put you back in the battle you passed up earlier, so if you still want to get in on the blood shed, here's your chance. It's actually safer this way because you're out of the range of the Super Mutant with the Missile Launcher and have better shots at the rest of the Super Mutants.
- Once the battle is over, be sure to raid the many ammo boxes and First Aid Kits here for plenty of ammo and stimpacks. There is also a US Army: 30 Handy Flamethrower Recipes skill book to be found. When you're ready, return to the flaming barrel and this time head north.
- Be ready to deal with a Super Mutant Master coming up. Thankfully it's only one.
- When you reach the next junction, head down the right path as the left one doesn't really have anything of interest and is booby trapped.
- When you reach the next open area, be on the look out for a trap on the ramp to your left that will drop a grenade bouquet. If you have the repair skill, you can disarm the trip wire and if you have the explosives skills you can disarm and take the frag grenades.
- Head through the gate and be ready to deal with a Super Sledgehammer wielding Super Mutant Master. Try to keep your distance or drop some mines in preparation.
- You're almost there! Follow the linear path to reach the door leading to the Reactor Chamber.
- Continue heading forward and you'll eventually reach the door leading to Vault 87, completing the quest. Quest Completed
- NOTE: The next quest is Finding the Garden of Eden.
Rescue From Paradise
- NOTE: This quest is optional if you managed to convince Mayor MacCready to let you into Little Lamplight with your speech skill.
- If you've found Arefu through exploring or through the sidequest Blood Ties, you can fast travel there and then just travel a bit north to reach Paradise Falls. If you haven't explored any of the area north of Vault 101, you're just going to have to fast travel to the vault and make a long trek up north.
- Once you reach the front gate of Paradise Fall, you'll be met by a Slaver named Grouse. You have a couple of ways to gain entry into Paradise Falls.
- Those who have done enough evil deeds to earn themselves Evil Karma can enter Paradise Falls with no strings attached.
- Those who have maintained a goody-two-shoes attitude up till now will be glad to know that this is the one place where you can gain entry simply by shooting the guard without getting a karmic penalty. Hell, for every Slaver you kill, you'll actually gain karma! If you decide to do this, be prepared for one hell of a firefight as you'll have to take on the entire Slaver population of Paradise Falls. Be sure to grab the key from Forty's or Eulogy's corpse after you kill them and unlock the gate that holds the kids. Once the kids are free, meet them southwest of Paradise Falls and talk to Penny to complete the quest. Quest Completed
- If that's not your style, you could try your speech skills and convince Grouse to let you buy your way in. The cost is 500 caps.
- You could also take on a sidequest by offering to round up some slaves. This starts the Strictly Business sidequest.
- Once you enter, take the time to hit all the usual places of interest. To your left is the Lock and Load gun shop where you take care of all your shopping needs, across from there is the Barracks and Clinic. Head southeast to find Eulogy's Pad and at the south end of the town is the Slave Pen where you'll find the children you're looking for.
- TIP: Inside Eulogy's Pad is a Speech Bobblehead. It is located on the desk next to the computer terminal.
- There are two main ways to release the kids from the captivity. The first and most simple way is to talk to the boss Slaver, Eulogy, and ask to buy the kids off of him. The initial price is 2000 caps but with the proper speech skills you can bargain down to 1200. If you do this, the kids and you head back to Little Lamplight, you talk to MacCready and the job is done. Quest Completed
- NOTE: You have to actually have the 2000 caps when you speak to Eulogy in order to bargain down to 1200.
- The other way is to create a jailbreak. To do this you must first come up with a plan with the kids. Make your way to the Slave Pen at the south end of the town and talk to Sammy.
- Sammy will grab Squirrel and he'll tell you the plan he's been working on. His plan would have you getting into the terminal in Eulogy's Pad and connecting the computer in the Slave Pen to the network. Hack into the computer and then select the option "Update Network Connections".
- If you don't have 50 skill points in science, then tell Squirrel that you're not good with computers. He'll tell you of another way that involves repairing a junction box near the food area. For this, you'll need a high repair skill as opposed to science. If you don't have enough skill points in either, then you'll have to either level up until you have enough points or use one of the above methods to complete this quest.
- TIP: Repairing the junction box is risk free, but if you decide to use the terminal, you need to make sure no one is watching you.
- Once you either activate the terminal or repair the junction box, return to Squirrel for your next task. He'll tell you that at midnight, only one guard is on patrol near the Slave Pen. If you can distract that guard, they'll be able to make their escape.
- Either find a bed or press Back to bring up the wait menu and fast forward the time to midnight.
- You have to ways to get Forty away from his post. If you have the skills in speech, you can just talk to him and convince the man that he doesn't get paid nearly enough for the work that he does. He'll go have a talk with Eulogy inside his pad, leaving the pen unguarded.
- If you don't have enough speech points, your other option is to find Crimson. You can use your speech to persuade her to distract Forty or simply pay her 100 to achieve the same ends.
- Once Forty is dealt with, head back to Squirrel and let him know the news. He'll say that they're all ready to leave, but Penny won't go for some reason. You can use your speech to convince Squirrel to leave her behind if you don't mind the karma loss.
- Or you can talk to Penny to find out that she's grown attached to a guy named Rory and refuses to leave without him. You can try to convince her with your speech skill to forget about him, but if you fail you'll have to either leave them both behind or steal the key from Forty or Eulogy.
- If you decide to free Rory, you can either pickpocket Forty or Eulogy for the box key, steal it from the table in Eulogy's Pad (recommended), or kill one of them and loot it (not recommended).
- Once you have the key, unlock The Box west of the Slave Pen to find Rory inside. Tell him that Penny told you to get him out and tell him either to make a run for it or to proceed quietly. If you want, you can try to get him out alive, but chances are that he won't make it. Just make sure not to fire at any Slavers. It'd be silly to come this far without resorting to violence only to go gung-ho at the very end of the quest.
- In any case, return to Penny and let her know about Rory's fate. She'll meet up with the rest of the kids southwest of the entrance to Paradise Falls.
- Talk to Penny on the outside to complete the quest. Quest Completed
- NOTE: If you completed this quest in order to get into Little Lamplight, fast travel back to Little Lamplight, head to the front gate, talk to Mayor MacCready to gain entry, and skip to step #20 of the quest "Picking Up the Trail" to pick up where you left off.
Finding the Garden of Eden
- First let's try to get those who came in through the broken door and those who used Murder Pass at the same place. If you came in to Vault 87 through the broken door, head south, pick up the Nikola Tesla and You skill book from the box near the mannequin, then head down the eastern corridor and face north
- Now that you're both in the same area, proceed into the room ahead. There will be a slight Radroach infestation in the northwest corner of the room. If you have a melee weapon, use it to dispatch them since threes no need to waste ammo on Radroaches.
- There is a chance that a Super Mutant on patrol will enter the room, so be on the lookout. When you're done collecting the items in this room, exit through the northern door and follow the path up the stairs. Be ready to be met with Super Mutant resistance.
- Eventually you'll come to a door leading you to the Living Quarters.
- Open the next door and be prepared to take out a Super Mutant Master waiting for you at the top of the stairs.
- Once the Master is dead, follow the stairs up to another door which leads to a large open room housing a sledgehammer wielding Brute and another Master in the projection room. If you have mines, you can put them to good use here as you've got lots of room to run away and lay down mines while the Brute mindlessly chases after you.
- When the area is clear, search the various rooms for supplies. The western room in particular holds a couple of ammo boxes and a First Aid Kit with purified water and a stimpack. You can also find a stimpack and Med-X on one of the desks in the doctor's office.
- When you're ready to move out, go through the doorway on east wall that is close to the northern wall. Follow the corridor, go up the stairs, and you'll spot a Super Mutant Master at the very end of a long hall way. Once again, mines will go a long way here if you can sneak halfway down the corridor, drop some mines as you head backwards, get his attention and then run back down the stairs.
- After you kill the Master, proceed down the long corridor. Lockpickers can attempt to pick the very hard on the first door on the left, but it doesn't lead anywhere interesting.
- The second doorway on the left however leads to the upper section of the area you were just in. As soon as you enter, two Super Mutant Masters will come in from the other side. I'd suggest heading back in to the corridor and letting them come to you.
- Once they're done and dealt with, cross over to the other side of the top floor and look on the left wall for a door with an average lock. This door leads to a supply room containing items like a Nuka Cola Quantum, a Pugilism Illustrated skillbook, a Laser Rifle, ammo, and a First Aid Kit.
- Continue west down the corridor and travel up a flight of stairs. There will be Super Mutant Masters to your right, but they won't be able to get past the barricade. Use this to your advantage and throw some frag grenades in there to deal damage without risk of receiving any yourself (unless you get caught in the splash of your own grenades.)
- Proceed forward and ignore the highly radiated corridor to your left. Turn right, go forward, and turn right again to be met with yet another Super Mutant Master guarding a room. Kill him and then ransack this room for all kinds of useful items. If you can lockpick the wall safe, go for it and take the four stimpacks inside.
- Make a right out of the room and then make a right at the next junction. Be sure to loot the Masters you killed earlier before turning left into the doorway.
- Head up the two flights of stairs to reach the door leading to the Test Labs.
- The first door to your right has a Super Mutant Brute behind it. Open it and give him the best and last greeting of his life before taking the time to loot the valuable from the room. Among them are a stealth boy from the safe, missiles from the locked ammo box, and other various types of ammo.
- Be prepared to deal with a Centaur if you took too long to gather supplies from the room once you walk outside. Continue along the linear path, checking the windows if you wish to view the failed experiments of the Super Mutants. A Super Mutant Brute is waiting for you as you turn the corner to face north.
- Once you see a red light over head, go into the room to your right to find a First Aid Kit with two stimpacks.
- Continue along the corridor and you'll eventually hear a Super Mutant call out to you. Press the intercom button to strike up a conversation.
- The Mutant will tell you that his name is Fawkes, and he wants you to get him out of his cell. If you help him out, he'll lead you to the G.E.C.K and will even traverse the radiation filled hallways to get it for you. Sounds like a fair trade to me.
- To release Fawkes, go down the hallway to your right and enter the last room on the right. Eliminate the two Super Mutant Brutes in here and then activate the Fire Alarm. Doing so will also release a Centaur and a Wastelander named Sid into the hallway, but they should be fairly easy to take care of.
- After you press the alarm, start heading back to Fawkes. He'll keep up his end of the bargain and lead you to the G.E.C.K. For the remainder of the quest, just follow Fawkes, let him take the brunt of any punishment while you hang back and take enemies out from a distance.
- Once you reach the G.E.C.K chamber, talk to Fawkes who will say that he'll go in and get it for you. Wait for him to come back and then talk to him once again to have him hand it over.
- With the G.E.C.K in hand, time to backtrack back to the entrance. Luckily, you don't have to go very far as you'll be interrupted by a scene where you are knocked out by the Enclave and then taken to their headquarters. Quest Completed
The American Dream
- You awaken to an interrogation with the Enclave's Colonel Autumn. The only thing you should not tell him is the correct code of 2-1-6. Outside of that, you're free to answer however you want. President Eden will eventually call the Colonel away and will unlock your restraints. He wants you to come meet with him face to face.
- Pick up your equipment in the locker and head outside. You'll be stopped by an Enclave Officer who will question why you're getting out of your cell. If you have a high strength stat, you can scare him off with your physique; if you have a high charisma stat, you can smooth talk your way out of the situation; if you have a high enough speech skill you can succeed in a speech challenge and get the guard to check with President Eden about whether you should be out of your cell or not.
- Whatever method you decide to use, eventually President Eden will come on the intercom and will tell everyone not to hinder your passage to his room.
- Go left and start proceeding down the hallways. If you open Cell 2 you'll find Nathan from Megaton. You remember right? He was the guy that was singing the praise of the Enclave. If you pickpocket or kill him, you can get the key to his house in Megaton.
- Continue down the narrow hallway until it empties out into section 3A. Make a right and follow the path until you see a doorway on the right that leads to the Bio Labs. Head up the stairs in the lab and look for the door on the west end of the room that leads to Raven Rock - Level 2.
- NOTE: A short while after President Eden tells everyone to hold their fire against you, Colonel Autumn will come on the PA telling everyone to ignore the presidents orders and shoot you on sight. So enjoy your freedom while it lasts.
- Walk forward into the main lab and be prepared to deal with Enclave resistance on both the top and bottom levels. Your best plan here would be to take shelter in one of the rooms on the top floor and just let them come to you. Be sure to be wary of both entrances to the rooms though.
- Once the room is clear, scour the lab for ammo and other valuables.
- Jump to the bottom floor and exit through the northern doorway. Turn left and head up the stairs into the Cryo Lab. Again, look around the area for health kits, Mentats, and other valuables you might be interested in.
- Drop down and exit through the western doorway. If you want to, you can explore the storage area to your left and raid all of the lockers to find lots of cartons of cigarettes and ammo.
- Start heading north and check out the two Storage Quarters. You'll find Anna Holt in the one on the left who seems to have betrayed Doctor Li and your Father by deciding to work with the Enclave. I'll leave you to decide what to do with her.
- In the storage room on the right, there is a barrier keeping you from opening three Enclave supply boxes. If you can hack the nearby terminal, you can remove the barrier and pick up plasma grenades, Enclave Power Armor and a Plasma Pistol with some ammo.
- Travel north down the long hallway until you reach the end where there will be a door on your left and right side.
- Enter the door on the left and check the desk for a Energy Weapons Bobblehead.
- You can also deactivate the barrier with the terminal and pick up some ammo and stimpacks from the supply boxes.
- When you've cleaned the room of all valuables, head through the doorway across from you and head up the stairs into the War Room. Enter the door on the west wall to reach the Control Room.
- You'll be placed in a room with two Enclave guards and two Sentry Bots. Don't shoot anything just yet. The Sentry Bots will kill the two guards and will unlock the door for you.
- Head through the door and travel up the long winding staircase to finally come face to face with President Eden.
- Listen to Eden's side of the story and decide whether you agree with his idea of purging the Wasteland of all mutated abominations in order to move humanity forward. Whatever you decide, you'll have to take the Modified FEV virus from him if you want to leave.
- TIP: If you have a high speech skill, a high Science skill, or you found and listened to the ZAX Destruct Sequence, you can convince Eden that he needs to be destroyed. If you're successful, he'll destroy Raven Rock after you leave. Don't get too excited though, it won't be the end of the Enclave. It really just affects your dialog choices in the next quest and has a small impact on the ending you receive.
- Time to get out of here. Turn around and exit through the door in front of you.
- Run southwards down the hallway and take care of all of the Enclaves that line the path. Thankfully you'll have help from Turrets and Sentry Bots.
- Make a right when you find that the door ahead is broken. Continue following this path until you reach the exit. You'll have to fight through lots of Enclave Soldiers, so let the Sentry Bots do the majority of the work and then see if you can finish them off.
- NOTE: If you really want, you can make the first left once you start going south again and you'll find a large box with a terminal next to it. If you unlock the box you'll unleash a Deathclaw. Unfortunately it won't treat you as its new master for releasing it from captivity and will attack everything around it indiscriminately.
- Right before the exit, there is another terminal that can bring down another barrier that blocks off several crates. Inside the crates are a Gatling Laser, Plasma Pistol, lots of ammo, lots of Plasma Grenades and Plasma Mines.
- Exit Raven Rock and you'll find Fawkes outside tearing it up with a Gatling Laser. (Assuming you helped him in the previous quest.)
- TIP: If you have good Karma, you can get Fawkes to become your follower.
- Fast travel to The Citadel, head into the lab, and drop to the bottom level to become part of a conversation with all of the important members of the Brotherhood. When you're allowed in to the conversation, tell them that the G.E.C.K is currently in the hands of the Enclave. That will quickly change the minds of those who were against launching a strike against the Enclave.
- Sentinel Lyons will tell you that her and her father have decided to make you an honorary member of the Lyons' Pride. As a reward she'll give you a set of Brotherhood Power Armor or Recon Armor. Pick whichever you want or none at all if you like your current armor better. When she asks you if you're ready to head out, tell her not yet if you still want to do some exploring. Quest Completed
Take It Back
- NOTE: If you still have some sidequests or exploring to do, its best to do them before you talk to Sentinel Lyons. You can technically still explore while this quest is active up until the point where you enter the Jefferson Memorial, but since you're almost constantly in battle, it is a little hard to fast travel out of it.
- Once you've made all preparations involving stimpacks, ammo restocking, and have completed all of the sidequests you wanted to, talk to Sentinel Lyons to tell her that you're ready to get this show on the road.
- Listen to Sentinel Lyons' mission briefing for a general idea of what you should be doing.
- Rothchild will activate his giant robot and lift it to the surface. Head out to the Citadel Gates and get ready to take it back. "It" of course referring to the Jefferson Memorial and Project Purity.
- Your strategy here is pretty straightforward. Stay behind the robot and let it absolutely demolish everything in its way. The robot can't die and you obviously won't be a priority to the Enclave Soldiers. There really isn't anything to collect on the way outside of what you can get from the dead Enclave Soldiers so just stick to the path that the robot creates for you.
- TIP: Make sure not to get too close to the robot or you'll be in danger of getting hit by splash damage from missiles. You especially don't want to get in front of the robot since you run the risk of getting stepped on.4
- Once you make it to the Jefferson Memorial, quickly enter the Gift Shop.
- Get ready for the final large scale battle against a squad of Enclave Soldiers as you make your way down the hallway and turn to the right at the junction.
- Remember that this is the final mission and there is no turning back. Bring out your big guns and throw away any concerns about ammo or stimpack conservation.
- When the area is clear, proceed into the Rotunda.
- You'll be stopped by Colonel Autumn who wants to finish everything once and for all between you two. You can oblige him and kill him on the spot, or you can try to use your speech skill to convince him to leave without a fight.
- Once Autumn is dealt with, head up the stairs and listen to Doctor Li on the intercom. She'll tell you that someone will need to sacrifice themselves by going inside the lethally radioactive chamber and turn the purifier on.
- You've got three main options here that will affect how your ending turns out. You can go yourself to turn the purifier on, you could tell Sentinel Lyons to do it, or you could simply refuse to do it at all and let the thing blow up right in front of you.
- NOTE: If you want to use the modified FEV that Eden gave you and purge the wasteland of all mutations, go to the device near the airlock door and choose to insert the virus. A good time to do this is while Lyons is talking to Doctor Li over the intercom.
- If you do choose to go inside and do it yourself, make sure to be quick about entering the code 2-1-6 on the keypad before radiation poisoning gets the best of you and before the whole thing just blows up.
- In any case, once you've gone through with your decision, everything will fade to white and the ending will start to roll. Congratulations, you've just completed the main quest of Fallout 3! Quest Completed