Passage tips for beginners. Storyline How to complete the task in fallout 3

S.P.E.C.I.A.L. dolls – red color on the map.
1) Intellecta Bobblehead – Rivet City. Science laboratory, on the third table. (Intelligence +1).
2) Perception Bobblehead – Republic of Dave. At Dave's Museum. (Perception +1).
3) Stamina Bobblehead – Lair of the Deathclaws. (Stamina +1).
4) Good Luck Bobblehead – Arlington Cemetery North. Arlington House (Right as you go down to the basement). (Luck+1).
5) Power Bobblehead - In Megaton. House of Lucas Sims. (Strength +1).
6) Charisma Bobblehead – Vault 108. Cloning laboratory on the table. (Charisma +1).
7) Dexterity Bobblehead – Griner Pastures Junkyard. Office. (Dexterity +1).

Skill bobbleheads are yellow on the map.
1) Medicine Bobblehead – Vault 101. Stands on my father’s desk. (Medicine +10).
2) Bobblehead of Eloquence - Paradise Falls, Undertaker John's Den. On the ground floor on a table next to the computer terminal. (Speech +10).
3) Barter Bobblehead – Evergreen Mills. At the Bazaar (Enter through the Smelter). (Barter +10).
4) Heavy Weapon Bobblehead – Fort Constantine in the Command Residence (Heavy Weapon +10).
5) Explosive Bobblehead – Radio station WKML. In the Sealed Tank (This is the name of the location. The hatch into it is located behind the radio station) (Explosives +10).
6) Hack Bobblehead – Bethesda Ruins. Bethesda East Offices (Hack +10).
7) Cold Weapon Bobblehead – Dunwich Building. Poisoned Dungeons (Melee +10).
8) Repair bobblehead – Arefu. At Evan King's house. (Repair +10).
9) National Guard Base. At the National Guard Armory (you need to pull the switch in the basement. There's a lot of swag there). (Light weapons +10).
10) Stealth Bobblehead – In the Yao-Gai tunnels, in the Yao-Gai Lair. (Stealth +10).
11) Baby doll Without weapons – Rocopolis. Located to the west of Kaysi Smith's garage. (At night, lights are visible in the stones and flags are hanging. There will be no location icon). (Without weapons +10).
12) Science Bobblehead – Vault 106. In the Living Rooms on the table. (Science +10).
13) Energy Weapon Bobblehead – Raven Rock (you can only get there through the main mission). Level 2, in one of the offices on the table. (Energy weapons +10).

Unique weapons (blue on the map):
1) Improved laser pistol – “Smuggler’s Storm”. Lies in the Citadel (Ring B) in the rooms of Elder Lyons in the safe (need hacking 100, or science 100 for the terminal nearby).
2) Improved Chinese machine gun – “Guanlong” machine gun. Lying on Prime's corpse in a diner near the Julie Street Subway Station (right next to the exit from the subway). (I recommend a killer thing).
3) Improved sniper rifle – Reservist rifle. Can be found from the Flyer (by killing him, of course) in Dickerson's church.
4) Improved hunting rifle - Lincoln Rifle. Located in the historical museum.
5) Improved Gatling laser – “Avenger”. In the Lair of the Death Claws (lies in the far cave next to the lake of blood) (This is the only way to brush off the Death Claws. (Thanks for the information -ICEMAN-).
6) Improved Combat Shotgun – “Terrible Shotgun”. Found at Jack's Smile in Evergreen Mills Bazaar (Walk through the Smelter)
7) Improved “Ripper” – “Jack”. In the Deathclaw Lair (found in one of the corpses).
8) Improved mount – “Trucker’s Friend”. Lies in Dominic's House and Machete in Canterbury Commons.
9) Improved cue – “Hall”. Lies in the gaming club in Paradise Falls.
10) Improved studded brass knuckles – “Plunkett’s Argument”. At Janders Plunkett's Arlington Cemetery North. At the Arlington House.
11) Improved Chinese officer's sword - Vampire Fang. Lies in the “Mereshti Depot” – Mereshti Service Depot – Mershti Metro Station (In Vance’s room in the Sword Cabinet).
12) Improved power brass knuckles – “Fist!” Found at Power Plant MDPL-13 in the Abandoned Power Plant.
13) Improved combat knife – “Occam’s Razor”. Located at Commander Jabsko in Fort Benister in the Command Residence (the hatch there can be found in one of the tents). (Thanks for the info Sooold #2).
14) Improved hunting rifle – “Narcosis”. Located in Dave's Republic. In the safe (Dave has the key) in the Capitol. (relatively low damage but a hell of a rate of fire).
15) Improved board with nails - “Chalkboard”. Located in Clifftop Village. In an Abandoned Shack (In the left hand of a skeleton lying on the bed).
UPD.
16) Improved blaster AZ-21 in Rivet City, given for the quest “Artificial Man.” (Thanks for the tip RaZieL)
17) “Grenade-Honey” at the rogue base, the damage is increased, but it spits out shells. (Thanks for the tip RaZieL)
UPD2.
18) Improved sniper – “Victoria”. Located in an abandoned shack. You can find the shack by going to the Robcracker gas station and looking to the northwest. Seeing a mountain, stomp to its top. The desired shack will be there. It also contains one of the five records of the Keller family (a6ka, thanks for the tip)
19) Multi-charge nuclear grenade launcher. You can get it in the basement of the Guard base behind the door blocked by the terminal. To obtain the code, you need to collect holodisks of the Keller family, which are scattered throughout the Wasteland:
1. In a tent with a super mutant not far from the “Anchorage Memorial” towards the “Dukov House” (walk along the river bank and you will find it).
2. From the “VAPL-58 power station” slightly upward to the power line support (the second one from the power station), near which there is a barrier. there are 2 more ghouls there.
3. From the “Robcracker gas station”, if you look to the west, you will see a shed on the top of a stone cliff, right in the shed there will be (there is also a unique Victoria rifle).
4. On the patio behind the Creepy Diner.
5. Between “Hollow Moors Cemetery” and “Germantown Police Station” there is a dilapidated church. (We say “thank you” to Tine for the tip)
20) The improved flamethrower “Incinerator” can be found in a van in the radioactive underground tunnels of Franklin Station, entrance through the service rooms. (thanks to Tina and Andrew)

Give me
A kiss to build a dream on
In my imagination
This is where it all began...
(music from intro video Fallout 2)

First steps

At first, in a rather original way, you are asked to choose the gender, name, and appearance of the hero. I recommend playing as a male character. The reason is trivial - not all the dialogues were translated correctly, and sometimes the address “boyfriend” or “son” offends if you play as a girl. All this can be changed later, so don't worry. 1 year later, you need to go to your father’s playpen, then open the door, go to the book that lies on the floor next to the toy box, and read it. It is necessary to distribute the characteristics of the hero. There is not and cannot be a single recipe for “How to create Superman.” Absolutely any character is viable and playable. The question is that it is advisable for you now to adjust the characteristics of the hero to your future style of playing the game. Melee, light/energy, heavy weapons, theft, repair, speech, and so on and so forth - all require SPECIAL configured accordingly. The surest way is to first find out experimentally the style of play that is most familiar to you, and then try to adjust the characteristics of the hero to it.

None of the skills should be made equal to 9 or, God forbid, 10. First, let's steadily raise 1 point with a doll (see below). Secondly, there is a useful perk “Intense Training”, which allows you to raise one of the SPECIAL characteristics by 1 point. You will have to take this perk when there is nothing else worthwhile at this stage. I recommend focusing on Perception, Intelligence and Dexterity. 8 for each of them will be enough. When setting strength, remember that it noticeably affects only the weight carried, that there are partners that can be loaded, that there is fast movement, and you can drag everything home/to the store quite easily without much force, that you can increase strength temporarily - with chemistry, that there is power armor (Strength +2, Dexterity -2) and that one point can be taken from the quest “They!” And a bobblehead for Strength, that is, and this is a free +1. Knowing all this, focus on the value you need. Of course, if you want to beat the game in hand-to-hand combat, then the strategy for configuring your character will be completely different, but it is unlikely that when you sit down to play the game for the first time, you will decide to take such a step. And if this is not your first time playing, then you probably have your own opinion on the selection of SPECIAL parameters, based on your personal experience of the previous playthrough(s).

Luck is a controversial skill. It is known for certain that it affects the frequency of critical hits. At a value of 10, the chance to crit is 10%. However! There is no need to put more than 5, because... There is a perk “Accuracy”, which during battle increases your luck by 5. 1 point is added by a doll. 1 can be added with special sunglasses. Find it at Warrington station, in the Happiness store. In total we put 3. However, if there are not enough for other, more important characteristics, then you can donate. I started the game with a value of 1 and felt great.

Charisma is a delicate matter. Having a big gun (or a small one, but with great skill) can solve any problem. Fans of elegant solutions should pay attention to the doll and the already mentioned “Intense Training” perk. Since allocating a lot of points to this skill at the initial level seems a little... risky to me. It will be interesting, but it will be difficult until you upgrade your weapon a little.

Stamina can be left at the base level, or lowered a little, given the bobblehead and the abundance of food, stimulants and good armor. After all, by and large, this characteristic does not seriously affect anything other than the amount of hp.

Having finished reading (distributing parameters), wait until your father arrives. Remember the chapter and verse number - 216 ( screenshot).

Then follow your father.

Growing Up Fast

Sorry, birthday

Only once a year...

At the holiday, chat with guests, receive gifts, listen to dialogues. When your father invites you down to the reactor, go upstairs first and eavesdrop on the Overseer's conversation with the guard. Yes, the Overseer is not as democratic as he tries to look.

Go downstairs. There you will receive a gun (pneumatic). First shoot at the targets, then at the cockroach. Possible using VATS. Then go to your father for a photo.

The future is in the fog

Where are my 16 years?!

The time machine will start working again. You are 16, today is GOAT day. You are in your father's office. Be sure (!) to take the baby doll from your father’s table. These are collectible figures that improve the hero’s parameters. There are many of them in the game; below we will give a list of where each doll can be found. This one improves medicine. Near my father's desk is the same Bible quote, but it's not just text in a frame. Something like a safe. You can only open it with a hacking skill of 50. (Now this is unlikely to work, but you can return here later. The stash contains a Racket diagram, 300 caps and a recording). You can read data from your computer. In the next office there is a stimulator, lying next to the gurney among tweezers and syringes.

In the corridor, Butch's gang pesters Amata. You can let the guys have fun further, you can punch them in the snot or use eloquence.

Then take the exam and everything will be explained to you. Don’t worry about the results - a little later you can change everything through the Pip-Boy interface. As soon as you leave the office, you will again be transported forward in time. But you can stay and listen to who gets what job.

The escape

When you were 19, something unexpected happened. Amata will tell you the circumstances. Take the rifle, its ammunition, and the bat from the table, and clean out the first aid kit next to the table. From now on, inspect all the furniture, but take only the essentials. You shouldn't grab the overalls - there are about 10 of them, and you can also pick them up from corpses, but you'll have to throw them away later - their cost is low.

Here it’s worth making a small digression and talking about what is better to throw away and what to store “for a rainy day.”

Buffout. If you don't use it, don't throw it away. Can be exchanged favorably for mushrooms in the Little Lamplight Caves.

Blood bags. Will be needed after the quest “Family”.

Scrap metal. Welcomes fraternity outcast Kaden and plumber Lucas to Megaton

Quantum Nuka Cola. Do not sell or drink. Useful either for the production of weapons or for a quest. Treat yourself with stimpaks.

Sugar bombs. Will be bought by a ghoul at the Seneca metro station, near Arefa.

Pre-war books. Available for purchase at the Arlington Library.

In addition, the game has several recipes for homemade weapons. It requires “ingredients” such as a gas tank from a motorcycle, etc.

Here's the full list: Vacuum Cleaner, Leaf Blower, Fire Hose Nozzle, Conductor, Motorcycle Gas Tank, Igniter, Motorcycle Handbrake, Lawn Mower Blade, Crutch, Pressure Gauge, Pressure Cooker, Nuclear Battery, Nuka Cola, Turpentine, Tin Can, Abraxo Cleaner, Lunchbox, Firecracker, Sensor Module, Miracle Glue, Leather Belt, Medical Splint, Deathclaw Claw, Medical Tourniquet, Spray Gun, Toy Car, Radscorpion Venom Gland, Darts, Train Crutches.

Look out into the corridor. There is a guard there, but he will soon be very busy with radroaches. There is a chance to either extinguish him while he is busy with insects, or sneak into the toilet (the door opposite yours) and he will not pursue you. Near the other door to the toilet you will meet Butch. He asks for help. There are a lot of options - persuade him not to save his mother, persuade him to save him himself, go and kill the cockroaches personally, give him the rifle so that he can try his luck himself, or take revenge and send Butch to three letters.

If you help or give him the rifle and he can handle it himself, you will receive a Tunnel Snake Jacket as a gift. It was very necessary.

Go up to the second floor, past your father's laboratory (there you will find some devices in the toolbox - they may come in handy), through the door marked Atrium. There, watch the death of two residents, then go under the Upper Level sign. The two guards can be avoided by sneaking around the wall of the hall farthest from them, or by killing them. The chief of security will come running, you also need to either hide from him or persuade him with a club (I'm sorry for the cartridges).

Go up to the second floor of the atrium. There are a couple of cockroaches here, it is better to calm them down with a rifle, shooting when they do not see you. This way you get a 100% chance of a critical hit. In the room called Admin there are a couple more cockroaches - for strengthening your sniping skills. There, pick up a mechanic's overalls (gives + for repairs). Always try to select tools and spare parts - this will come in handy later. You will pass by the office where Amata is being interrogated. Yes, her dad is not at all who he says he is. You can burst in and break everyone’s bones, or you can pass by. Search the corpse of your father's colleague. There's a useful robe there. Then, in the caretaker’s family’s apartment, collect everything useful, and in the office (you’ll find the key in the box in the caretaker’s room) there are cartridges and a password in the locker. Open the secret passage. When you enter, close the door behind you. Go to the exit.

Press the button on the door control and wait for it to open. Then talk to Amata. And immediately leave the shelter. Otherwise, the guards will attack you and beat you. Be sure to save before leaving. Not for the quick, but for the eternal. If something is wrong, you can change any characteristic from now on.

One after another

Freeeedoooooom!!!

Sir William Wallace

After you leave the shelter, free play begins. In which you are free to choose an activity to your liking. This walkthrough does not cover quests like “fetch-give”, “go-kill”, etc. And the reasons, I think, are clear: there are a lot of such quests, they are completely identical, they do not have a special impact on the gameplay and, as a rule, do not cause problems. I leave them at your discretion. Here we will consider only multi-level, long quests that, as a rule, have several solutions. Of course, we won’t ignore the plot thread either. In your free time from the plot and major quests, you level up, look for weapons, collect recipes, explore the area, and so on. There is no point in writing about this - there is a huge amount of information, and there is no point in doing this, because this is a game aimed primarily at independent research.

So, after leaving the shelter, your direct path to the city of Megaton. There are plenty of signs throughout the city so you don't get lost.

Moriarty, the owner of the saloon, in exchange for information about his father, asks to deal with one of his debtors. Go to the indicated address and offer first your life in exchange for all the money, and then your life in exchange for the amount of debt. Give 100 caps to Moriarty, keep 200 (or 300 - depending on the success of the suggestion) for yourself. Listen to information about your father.

Luke! I’m your father!..

I do not remember

If you are too lazy to do anything for Moriarty, you can read all the data on his computer. For free. You can persuade him. You can generally forget about Moriarty and go straight to Rivet City (lower right corner of the map). But we will consider the option when we are sent to the Galaxy News Radio Station, and we go where we were sent.

Take me to the other side…

Ozzy Osbourne

So, past the supermarket, go to the bridge, through it (or under it) we cross to the other side of the river. There is an entrance to the metro (next to the destroyed overpass), but first I recommend clearing the area around it. There are two at the bottom of the embankment, right next to the water. There's another one upstairs. It is convenient to first neutralize the top one, and fall from above with the furious fire of a machine gun (or whatever you have) on the bottom two. Or, using sneaking, first shoot the bottom two from around the corner (I recommend a sniper), then the top one. One way or another, we go down to the subway.

There is nothing remarkable here yet, only cockroaches and mole rats. The remarkable thing begins with a gas-filled room, locked with a key. There are a bunch of wild ghouls outside the door. And gas - it has the property of burning. Go to the next room, there is a safe, a computer and other useful things. After hacking the computer, open the safe, there is a laser pistol and instructions for using this device. Then it’s simple: open the grate (but first wait until the ghouls leave) - the ghouls rush towards you. When the first one is at the exit, and the last one is at the entrance to the gas-filled area, shoot with a laser pistol. If there are survivors, finish them off.

When you exit into the metro tunnel, there will be a station on the left, and on the right, in fact, the tunnel itself, making several turns. We're going to the right, but we can clear the station on the left and the area on the surface.

Brotherhood of Steel. BoS

Having gone in the right direction, you will meet a few more cockroaches and a few ghouls. But at the exit... First, your attention will be presented to the shootout BS (Brotherhood of Steel) vs super mutants. Collect loot from mutants. Then talk to the BS and follow them, collect loot from them and from the enemies they defeated. You won’t be able to take everything away at once, so choose a locker somewhere here and put everything there. As a result, you will come to the square in front of the entrance to the radio station building. Several mutants are swarming around the square, but this is nothing. As soon as they are calmed down, such a healthy fool will come running and, propping up the second floor with the top of her head, will begin to stun the BS commander. And what: the character is important, you can’t kill him, but he gets under her feet and regularly gets hit on the head. When the Behemoth is defeated (do not waste ammo - they will cope without you). Quickly rob the dead (both mutants and BS) and take it all to yourself in several stages - after all, if it lies in these boxes in the middle of the city, there is a chance that everything will be lost. Take everything into the house, everything into the house, everything into the family. Having finished with this difficult task, determine your further equipment and go to the Galaxy News building.

Radio "Galaxy News"

There, talk to the Brothers of Steel, and then, on the top floor, talk to Three Dog. A service, as usual, for a service. We need to get into the Technical Museum and get a satellite part from there, and attach this part to the top of the Washington Monument. But you can persuade him and immediately get information about Rivet City and Dr. Lee.

It must be admitted that there is time for business, but for fun, one should assume, there is an hour. In other words, “don’t procrastinate,” but go do the task at hand. We will travel by metro again, but on a different line. The entrance is not far from where we met BS. The exact location will be indicated by a marker on the compass. Forward.

There's nothing scary there except a couple of ghouls. You can get off at Vernon Square North station. There are five mutants and the headquarters of Vault-Tech. Freedom Street Station, a surface station, can be reached from the Vault-Tech HQ - just follow the sign. Past a crashed plane, where the radiation is off the charts. Past several super mutants. Which are still very convenient to neutralize from a position where they cannot see you. At night. Shot to the head. From a sniper rifle. But there is another way: move away, leading the enemies with you, to the long corridor leading to the ShK, and place anti-personnel mines and other demolition delights there. In any case, take down the last mutant walking along the long bridge between the tops of two dilapidated buildings, collect all the goodies in the vicinity, find the Hope Hospital, the Staysman Hotel, and go into the subway. It was also possible to get here without going up to Vernon Square station, but by going into the tunnel.

"No change on the Western Front..."

E. M. Remarque

Everything is the same in the tunnels. After the room with traps (you can raise your head in it and see something), there will be a fork: the staircase will go to the right to the exit to the metro-center line, and the corridor straight and to the left will lead you to the marauder, behind which there is an exit to the surface to Pennsylvania Avenue (north station). Walking along the surface, you can meet another marauder (marauder) with dogs (they don’t bite), and five mutants (they do bite). I wonderfully brought the mutants to the marauder, she extinguished them with a gun, and I finished them off. The dogs, however, died, but then again, dogs are meat...

The plaza has an entrance to the Pennsylvania Avenue East station. And to the metro center. And also to the Pennsylvania Avenue South station. And they went to the outpost of the Brotherhood. Bethesda decided to make the main street of the US capital a truly main location. At least in terms of crossing communication routes. Behind the BS positions there is another entrance to the metro and the hotel. Be careful, there is a crossbow shotgun behind the door in the hotel, don’t run into it.

While the only inhabitant is rummaging around in two small rooms, you can rob his home completely. There's nothing else to do here.

The Pennsylvania Avenue South station provides access to Mall Northeast Station, which has the National Archives nearby. The Declaration of Independence quest begins in this building. Getting to the Technical Museum from here is not difficult - it is located on the other side of the Mall, opposite the National Archives. You'll either have to slip through unnoticed like a snake, or cut like a hot knife into butter into the super mutant trenches.

There are several mutants inside the museum. In the main hall, read the information from both terminals. Go up the stairs behind the door near the restrooms. There's a checkpoint there. Read the information from those terminals.

Go upstairs. Go through the Asylum Tour. Click the buttons to find out more information. There are few enemies in the east wing. Behind the door on the left is an aircraft. There are mutants on the top and two bottom floors. Once you're done with them, you can use either the passage below or the door above, but the latter will have to be hacked. In the room with the lunar rover there is the desired plate, and a couple of greenskins that are undesirable to the light side. We remove the plate.

"Let's continue the conversation..."

Carlson

Those wishing to take another excursion can go under the Planetarium sign. Along the way, however, you can stop to visit the museum's security post. A bummer awaits us at the planetarium. Not only is the program glitchy, but two super mutants will show up in the middle of it. The last thing worthy of attention here is the technical room. Inside is a cabinet that requires a lockpicking skill of 75 or higher.

Here you can also get the best assault rifle in the game. Essentially, this is an improved Chinese machine gun. There are information consoles in the museum, on some of them (three, to be precise) you need to enter codes in a certain sequence, and then go to the indicated place and receive a prize.

Computer #001 (at the bottom of the lobby) - code 19;

Computer #002 (near the transition to the west wing) - code 53;

Computer #003 (near the rocket, lowest) - code 113.

However, that's not all. Entering the codes allows you to open the safe in the west wing. The opening takes place through a nearby computer. When opened, a message will appear asking you to visit Jury Street. Located :

In a cafe near the metro you will find a corpse, pick up a machine gun from it. The gun is repaired using ordinary Chinese machine guns.

But we continue our journey. If you remember, we got the plate at the technology museum. Leave the building.

The path to the Washington Monument is simple - go to the metro station, which is right next to the Technical Museum and you will find yourself where you need to be. Use the terminal at the gate and enter. Place the plate there and turn on the radio. A short moment of triumph - the whole world is at your feet (more precisely, “under” them, but these are details), and your good deeds are being broadcast to this whole world. Bravo.

After enjoying the glory, head to Rivet City. You can get there by going into the station tunnels between the Technical and Historical Museum.

Pursuit

Your father is (theoretically) here, as well as Dr. Lee. After talking with her, you can go to the Jefferson Memorial. On the approaches to it, three or four enemies await you - they are walking along the stage. Inside, on the first floor, there are also some super mutants and centaurs. There are (and quite often) beasts that are not as easy to kill as ordinary green ones. There are two more in the rotunda - one on each floor. Near the steps to the second floor there are notes from GG's father. Listen to them. It will become clear where to move now.

Without wasting any time, we head out. Go to the point on the map indicated by the marker - this is in the southwestern part of the map. Our goal is the garage. Along the way you will meet robots of different stripes and colors, yao-gai, scorpions of varying degrees of giganticity, and raiders. It's better to go at night, depending on who you choose. Having reached the garage, go inside, search everything (there are two mole rats and a radroach) and use the mechanism on the wall in the hall where the car is. A secret passage will open. Come in, you're welcome. Below are a couple more mole rats and the treasured door. Inside, search everything that is searched, pay attention to the unknown visitor in the sun lounger (the corresponding computer indicates his unknownness). If you look closely, you can see that this is your father.

Tranquility Lane

When you arrive, be sure to SAVE! There are two ways to pass, I recommend trying to go both ways.

First of all, talk to everyone, including the girl Betty. She will give the task to “make” Nelsbaum Jr. cry. Go and tell him, using persuasion, that his parents are getting divorced, and that they are getting divorced because of him. Report to Betty. As a reward, you will receive one answer to the question. For example, you can find out where your father is. Then one more task. Break up the Rockwell marriage. Read Miss Rockwell's diary next to her bed. Find underwear in the Simpsons' house and place it on the table in the Rockwells' basement. Report this to Miss Rockwell and take her to the basement.

Another conversation with Betty. The new task is to kill Miss Henderson. Loosen the igniter at her gas stove and ask her to bake you some pies. Ready. The last task is to kill everyone else. Take the knife and mask from the booth near the abandoned house and get started. When you're done, talk to Betty. Use the door. I have a long conversation with my father.

The second way is that we go to an abandoned house and use objects there. Please note - items make sound when used. If the sequence is incorrect, there will be two sounds. Here's the solution:

Radio;

Jug;

Jug;

Cinder block;

Bottle.

The console will appear. Read the notes (interesting) and trigger the Chinese invasion. Afterwards, talk to Betty, she will give you the door.

Living water

Get to the surface and go (you can quickly go through the global map) to Rivet City. There, go to the laboratory. Listen to the conversation between the father and the professor. Join your father. Wait until everyone has gathered at the entrance to the memorial. Talk to your father. You will be asked to eliminate all remaining super mutants inside the complex. Collect your father's notes as you go.

Having finished this useful task, report to your daddy. Take the highbrows to the rotunda hall and talk to him again. You will be tasked with pumping water out of the supercomputer room. We need to turn on the pump in the basement. Now you need to take the fuses from dad. We return to the rotunda. We talk to dad. We get fuses. We will protect ourselves in the basement. Hmm... An interesting mission - to dart back and forth like a pig. And they don’t pay a penny, hoarders!

Insert fuses in the eastern part of the lower floor and go to the eastern part on the floor above. There, press the button on the large computer. They won't show us the Windows splash screen, which is a pity. I remember in Fallout 2 there was a big joke on this topic.

Talk on the intercom. The next task is to clear someone's lock on the museum floor. Details can be found by talking to the intercom in the northeastern part, in the corridor. Then fly into the pipe in the floor and turn the valve there. A very dramatic moment ensues here. Prepare some handkerchiefs.

The way back will be closed, but after a while a passage further will open. Jump down and you'll end up on the bottom floor of the basement. Here you will have to face an enclave soldier if you haven't done so before. Basically, a soldier is like a soldier. If you shoot at him, he dies. So shoot. Run upstairs. A heartbreaking scene will take place in the rotunda.

In the footsteps

When finished, talk to Dr. Lee and run to the museum floor, from there through the hatch in the floor into the tunnel. Further passages are linear, there is no point in describing them. Along the way you will meet ghouls, enclave members and a special glowing ghoul - he is distinguished by... no, not by “intelligence and intelligence”, but by high damage and a large amount of hp. Behind the large door are people in armor, but don’t rush to turn on VATS and fire - this is the Brotherhood of Steel. We go to the surface and when you approach the doors of the citadel, the quest will be over and you will receive 700 experience points.

Inside the citadel you need to find Rothschild's scribe and gain access to the pre-war computer. In addition to the scribe, there are a lot of interesting things in the Citadel - recordings on terminals, conversations between soldiers, dialogues, and a lot of cartridges, which I stole from members of the brotherhood in the hundreds. You can trade and wear power armor only with the permission of the elder. You will meet him immediately after entering. In general, if you walk through all the rooms and halls, read all the notes on all the terminals, talk to all the people (and then steal all their cartridges), then this will all have a very positive impact on your financial and intellectual situation. In the sense that a lot of the game’s universe will become clear.

The new task is to get to the Little Lamplight caves and, after passing through them, find the entrance to the shelter. A surprise awaits you in the cave - “adult” children have settled here and do not allow “big guys” like you into their world. You will either have to convince them of the need to let you through, or do some work, namely, save two comrades kidnapped by slave traders.

At the slaver base, you can act in different ways. Starting with the banal cutting of everyone and everything and ending with completing quests for slave traders. You can also not get involved in a shootout, but wait until nightfall, stealthily, and cut out the entire base one by one. If the skill is not enough, use a stealth boy. In any case, when you are done with everyone who is stopping you from taking the children out and releasing the rest of the captives (or when you are done with absolutely all the slave traders), talk to the child you met first and the quest will count. Then, in the cave, tell the mayor that you have completed his task and he will let you through. To enter the shelter, follow the sign for the souvenir shop, then go around it and exit to the non-working gate. To open them you need to talk to the mayor, he and the guard will raise both levers and the gate will open.

It will be tough on the other side of the gate. If you show the slightest carelessness, a bunch of mutants will come running. It is very difficult to hunt them quietly, one at a time, in this cave. If it happens that you have been discovered and a pandemonium has begun, use the folds of the terrain so that the shells of heavy weapons of super mutants hit other super mutants. These fools shoot from grenade launchers in confined spaces. When you're done with the first batch, go deeper.

When you reach the first crossing with an automatic gate, be careful: there is a grenade trap there. In the far right corner. Then another short passage through the cave and the door to the reactor chamber.

Search for the Tabernacles of Eden

In the shelter itself, first there are radroaches, then super mutant beasts and super mutant masters. There is only one road there, full of enemies and loot. In the experimental compartment, a super mutant from a cell on the corner will speak to you over the intercom. He will ask you to let him go, for which he will help you get the GEKK. Go to the right branch, break the consoles (experience) and destroy the monsters sitting there. Man, I mean, you can release a person, but do it secretly. He will attack two mutants at the end of the corridor, and when he is finished (or he is finished with them) you can finish off the rest. In the generator room you can hack the console and open the selective door. In our case, this is isolation chamber No. 5. Talk to Fox.

Well, now just follow him and collect the goods from the corpses. After receiving the GECK, go to the exit. Surprise.

American dream

After the colonel leaves, you will receive a wagon of experience and will be able to take your goods from the closet. Exit the cell, go left. Then right. Search the cells, you will come across visitors there, for example the same grandfather from Megaton who glorified the Enclave. Search everything on the first floor of the laboratory, including the soldiers' cartridges (important!). When you go up to the second floor, something very interesting will be announced on the radio. Deal with the guards and scientists on Level 3A and the adjacent corridor, then proceed to the cafeteria under the 3B sign. There are three there. Then go to block 2.

Here the task is similar - to remove living things and everything valuable from my level. In the northwestern room there is a bobblehead of an energy weapon on the table, don't miss it. In one of the rooms you will meet your father's former assistant. She surrendered to the enclave and cooperates with it under the pretext that they are the future and that they have high technology. For her own good, I shot her there and then. It’s strange, but karma is removed for this.

After moving from the round room to the Raven Rock control room, watch a mini-scene of how robotic guards make hot slag out of two guards in a matter of seconds. What, how and why remains a mystery to me. Move on.

Once upstairs, talk to “Mr.” President. There are many ways out, all of them will become clear during the dialogue. When you're done, go out the door opposite him.

There shouldn't be any further questions. We go straight all the time, don’t turn anywhere (and there’s nowhere to turn), and collect supplies. For fun, you can release a deathclaw from the cage and see who wins: the robots of the beast or the beast of robots. As a result, you go out onto the street where Fox is making noise. There are a lot of beautiful explosions and the story can continue. Fox will want to join you. You decide. All you need is positive karma.

Note: if you had a dog with you during your capture by the enclave, then it is now sitting and waiting for you near the entrance to shelter 101. You can now start the quest “Problems on the Home Front” there. The Brotherhood Paladin is waiting for you in the Citadel.

Take that!

And not only her - your next task will be to talk to the elder. He and some other people are now discussing an attack on the purifier. Tell them that the GEKK has been captured, and they will decide to attack immediately, especially if they give you a robot to help (if you read the consoles, you will understand what's what). However, if you have something to do in the Wasteland, such as unfinished quests, then I recommend holding off on finishing the story. Surely you already know that this is where the game ends and there is no opportunity to run around, as in Fallout 2, after finishing the main quest.

The daughter of Elder Lyons, the leader of the pride of lions, will accept you into her ranks and give you (your choice) reconnaissance or power armor. And then he asks: “ready?” Say “No, just a couple more minutes” and you can go trample the wasteland for at least a hundred years.

We will consider the option when you are ready to finish the game. So, choose the appropriate option. We watch the robot disembark and go out the gate. This is where all the most delicious and spectacular things begin. Just follow the robot. Then, when he finishes clearing the area around the monument, go inside. There are about five Enclave soldiers on the museum floor. Three more are on the control floor. Here you have to cope (kill or convince) the Colonel. And then have time to save and make a choice to watch all the videos. There are several options: you can use or not use the FEV virus, you can enter the purifier yourself, or you can blatantly refuse, and then the Pride Lioness will go. All you have to do is open the door for her.

Either way, this is the end. It’s just not clear what kind of nonsense this is: couldn’t they have sent Fox, who is exposed to radiation up to his butt? And the radiation, strictly speaking, was not so high - put on an anti-radiation suit under the power armor, drink Rad-X, vodka and drop in for a couple of seconds, enter “2-16”, press Enter and go from there. Apparently, the gentlemen developers really wanted to cram a little drama and tragedy into the final video, but it turned out far-fetched, far-fetched, and made up out of hand.

So, in spite of everything, I welcome you at the end of a dangerous and incredibly interesting path. The storyline is over, but the gameplay is still full of strength and energy. Whether this is a mod that allows you to play after finishing the main quest, or simply loading a save before starting the purifier operation is up to you. I say goodbye and move on to the biography of the main character as he goes through difficult, side quests that promise all sorts of benefits and loot and exp.

Additional quests

Atom Power

A very important and very short quest is to defuse a bomb in the city center. Talk to the sheriff and offer your services. There is, however, the other side of the coin - there is a man sitting in Moriarty's bar who offers to install a remote fuse and destroy the city.

In any case, a pleasant gift awaits you - a personal home. There and only there you can safely put things in cabinets and tables. In any other place you risk losing the stored goods. You can also, before solving the “destroy or neutralize” dilemma, introduce the local sheriff to the guy in the bar. After the shootout, you can continue neutralization by contacting the sheriff's son.

The next quest is not registered as such and is entered into the Notes section of the pip-boy, but we will call it...

City flood

In Megaton, local plumber Lucas will ask you to find and repair three leaks in the city water supply. One leak can be seen right at the entrance to the city - on the path going down from the gate. The second leak is visible from a place near the first one if you stand with your back to the gate. The third is located near one of the paths rising from the crater to the walls of the city. To repair, you will need a repair skill of 30, but you can get by with a lower value. Save before trying, and everything will be fine. After successful repairs, Lucas will invite you to bring him scrap metal (that’s what it’s called, you shouldn’t understand it as a collective image of the trash that is lying around in the Wasteland). He will pay more for it than any merchant.

Wasteland Survival Guide

Megaton's store owner Moira will invite you to help her complete a wasteland survival tutorial. She has crazy ideas, you have to check them. There's something wrong with her brain, that's clear.

You can dissuade her, then you will receive negative karma and a useful perk that reduces the chance of enemies to critically hit you. If you decide to become a co-author, then here’s your first task: get food and medicine from a supermarket nearby. A gang (and a big one) of raiders and a robot are waiting for you there. First of all, you need to get inside the store. You can do this by leading the raiders with you in the direction opposite from the entrance, and then, after running around, return and jump inside. You can wait until nightfall and try to sneak inside. It's a little easier inside because there are fewer people. Immediately to the right of the entrance there will be a bunch of cartridges, weapons goodies and food, in the far left corner there will be medicines and a computer. Some of the raiders can be quietly cut out before going for medicine, the rest will be killed by the robot when you release it.

You need to escape from the store through the leftmost doors and, after exiting, immediately turn around the left corner of the store. Otherwise they will be riddled.

Report to Moira.

The second task is to go to the center of the ghost village, the territory of which is mined and, as an additional task, bring a mine. The difficulty of this task lies in the fact that it is difficult to find time between completing other, more interesting quests and going to the damned village. There shouldn't be any more difficulties completing this task.

Now our crazy editor-in-chief has taken it into her head to thoroughly infect us with radiation. We leave the store, jump into the water next to the bomb and drink until we have a decent 600 rads.

Then we have to spoil the skins of three (optional ten) mole rats using a special repellent, which turns out to be just a stick with some kind of nasty thing at the end. Report your completion, and you can go to the Anchorage Memorial (it's south of the supermarket if you walk along the river bank). There you will have to use completely sabotage methods to get into the very lair of the evil creatures and plant a spy device in their masonry. If you have improved stealth, God help you, otherwise use a stealth battle. After the swampers, you will have the exciting opportunity to get injured and lose a lot of blood. The easiest way to do this is to stand on your own grenade outside the city gates (save first). Having thoroughly battered your body, drag your damaged limbs to a crazy bestselling writer - she will fix you.

In the next chapter, she was eager to engage in historical research. Or rather, it was an urge to keep you busy with them. In Rivet City, talk to the residents and get several references to a certain Mr. Pinkerton. Then go to the bow of the ship. You can get there either by unlocking the door in the broken part of the ship (a hacking skill of 100 is required), or by diving under the water in the space between two parts of the ship, finding a door there, going through the abode of two swampers, avoiding several traps, and finally finding the nasty doctor. He will tell you the true story. It is also associated with the android quest. He also has a lot of parts for assembling homemade weapons - you can steal it all, as long as you can carry it away.

In the next mission, we will be given the opportunity to walk to the Arlington Library and get its complete archive. The library itself is located south of the citadel. Walk along the coast and you can't go wrong. The card file can be obtained right next to the entrance on the computer. But for the sake of a complete archive, you will have to fight. Find the entrance to the periodical archives department - this is after entering the library on the second floor and to the right. There, on the top floor, you will find a raider shelter, in the farthest corner of which there is a terminal. Now you can return to Moira.

The last task is to deal with the RobCo factory, or rather, reprogram it. We don’t waste time, but leave immediately. Inside the plant itself, follow the sign on the map. You will come to a large computer. Use the processor module on it, then hack and reprogram it at your discretion.

This will end the quest. The result depends on how often you “shirked” from work using lies, how many additional tasks you completed and what lines you chose during your report to Moira. This will all determine the quality of the skill that reading the book will give you.

Blood Bonds

Lucy West in Megaton will ask you to go to the Arefa settlement and take a letter to your parents. On the way to Arefa you will meet raiders, swampers, rat-moles, and scorpions. Possibly Yao-gai. In Aref, talk to Evan King, then talk to all the residents in all the houses. Go to the West family house. If you lack the medicine skill, take Mentat, there is a chance it will help. There's a baby doll in Evan's house. Go to the metro, the station of which is located near the collapsed edge of the bridge. Seneca Metro Station. There, go through the tunnels to the Merestli depot. A family lives at the depot station. You can kill everyone, you can solve the matter by talking. There are two conversational options: to provide protection to Arefu in exchange for a donation for the Family, or simply to convince the family to stop claiming the town. With Ian, you decide for yourself. Don't forget to show the letter. In the end, report everything to Evan King (and then again to the head of the Family) and Lucy West, the quest giver.

They!

Not far from the village of Greidich or in the village itself (south of Supermart), a guy will find you. He will ask for help and run away. It turns out that their village was attacked by mutated ants, and not simple ones, but spitting fire. The boy himself will hide near the pavilion with a Nuka-Cola machine, inside some kind of booth. And you are invited, shooting ants, to search his house, the house of his neighbors, the scientist’s hut, and two abandoned houses. There are tasty and healthy goodies everywhere. Tell the boy about his father's death. After this, you will have the task of finding out the source of the ants and stopping it. To do this, find a metro station in the southeast. Below there are a lot of ants and the station itself, where on the second floor you can find the guy’s corpse and an audio recording.

The entry talks about a key hidden in an old fire hydrant. The key unlocks the safe in the room where there is a "rotating light bulb". But that comes later.

In the meantime, go down to the first floor of the station, go to the right branch ( screenshot):

1 and 2 - paths to the metro exit;

3 - safe, 4 - key to it;

5 - laboratory of Dr. Lesko;

6 - road to the queen of ants.

The doctor will explain everything to you. You need to go and kill 5 insects. It’s better not to approach the princess - she kills at one glance. As a reward from the doctor, you will receive a useful injection of your choice - either +1 to perception and 25% protection from fire, or a heroic strength that increases by +1. After receiving the pajamas from the safe, a raider who came from nowhere will come running and demand the find. Give him a lethal dose of lead, such an impudent fellow. We can deal with the pajamas later, but it’s better to finish with the ants now. Go to the boy who is still hiding in the booth. Tell us how and what. Tell him that you will find him a place to live. Immediately ask him what ideas he has regarding guardianship. He will remember some aunt in Rivet City. Auntie runs the Weatherly Hotel. She will happily agree to take the boy in (worker!). Report to the boy and you can visit him later.

ShK Vault-tech

As a result of exploring this building, you will receive useful coordinates on the map, which will come in handy more than once when going through the story. Therefore, it is recommended to clear the headquarters as early as possible.

The building is located near the Vernon Square metro station. There are many robots inside. Among them is a new type - on caterpillar tracks. They make hilarious comments. “I could have been programmed to love and forgive. But nooooo…...” What interests us most is the third floor - there are 4 terminals that give access to the main computer. And it has a list and location of all the shelters in the county. Both types of robots and also a ceiling machine gun will stand in your way. The latter, however, is carried out with several shots from a rifle at the target designator. And in order not to worry about the robots, run straight to the top floor, find them there, the robots, the brain, and eat it. Joke. You can just shoot him. After that they won't bother you. Find all the terminals that give total access to the main computer, take the coveted coordinates and leave through the back exit - you will find yourself in the lobby, on a balcony, the stairs to which have collapsed.

Stolen independence

Taken from the National Archives (opposite the Museum of Technology, on the other side of the Mall) or from a historian in Rivet City.

Actually, there is nothing complicated - we walk along the floors and clear out the mutants. It is not recommended to enter the Rotunda until the first floor is completely cleared. After cleaning - please. Help fight off two waves of greenheads, talk to Cindy and now you have a ready-made partner. Not the best, of course, but it provides fire support. Before going to the armored archive, you can take a history knowledge test in the lobby, in front of the rotunda. Here are the answers:

Second Continental Congress.

Thirteen.

John Hancock

Ratification

King George III

Happily

Thomas Jefferson

On the lower floors everything is also flat and trivial: a lot of enemies, in this case robots, sometimes very strong, a lot of loot. It is better to pit robots against each other by shooting off the mechanism on their back. It is better to do this when two robots are nearby, you are sitting in a shelter, and you cannot be seen. In case of a successful hit, we sit and watch the show.

Having gone down to the very bottom and passing through the last door, you will encounter a robot in a wig who sincerely believes that he is one of the congressmen, that there is a civil war with England and other nonsense. If you have enough charisma, you can introduce yourself to him as Thomas Jefferson. One way or another, you receive the declaration; from now on, your partner will not leave you one step away. In the room with the robot there is an entertaining wig with interesting bonuses. Along with the declaration, you can (with the appropriate hacking skill of 50 units) receive the Magna Carta and the Bill of Rights in this archive.

All this should be given to the historian in Rivet City. It was possible to kill Cindy before this and get the full reward. If you come together, they will give you money and a diagram of the weapon. Cindy can be killed immediately after completing the quest before she runs far. It's worth killing her for the Ultra SMG - a good weapon. But it can also be done peacefully. She will be in the city of ghouls, under the historical museum, and you can find your father's letter (located in the process of completing the Raleigh Rangers quest) and take it to Cindy. She will give the PP just like that.

Agatha's Song

Northeast of the Mereshtli depot (see quest Ties of Blood) there is a hermit’s house on the mountain. She will tell you a lot of interesting things, after which she will ask you to bring her a Stradivarius violin. Agatha will explain that they planned to gather all the outstanding musicians in shelter 92, including some relative of hers, the owner of the sought-after violin. Two optional ones will be added to the main task - to find out where the Vault-tech ShK is located, and to find out in this very ShK where shelter 92 is located. In the shelter itself you can find out the tragic story of the exodus of its inhabitants, find a violin and, importantly, a music book. The notebook is in the men's, excuse me, toilet, behind the toilet.

For the violin you will get an exp and a new radio station, but for the notebook you will get either karma and a Blackhawk, or just a Blackhawk if you are rude to your grandmother. The violin can also be placed in another place, for example, given to grandfather in the Rivet City Museum or to a certain Azrukhal in the ghoul dungeon.

Problems on the home front

After the death of your father in the main quest, go past your native shelter and tune in to the emergency radio wave. Hear a call for help. Read the note about the new password and log in. Officer Gomez will take you to either Amata or the Overseer. The outcome of the matter depends on you, you can save the Overseer’s life, then he will make Amata his successor. Or, which, in my opinion, is fairer - kill the Overseer and allow Amata to implement whatever policy she wants. In both cases, you will be expelled from your home forever. Well, let it be - anyway, you were not born here, so this, in fact, is not “your home.”

Before leaving, don’t forget to visit your father’s cabin, break into the treasured locker for the text of the Bible verse, inside there is a Racket diagram, 300 coins and a recording of your father’s voice.

Leave the shelter. The quest is over. Forever.

Big problems in a big city

A large city can be found if you go due north from shelter 101. There you will be told that super mutants regularly raid this settlement. Last time they took two. We go to the Germantown police station. On the way there, you can come across a destroyed church, in which the same mutants are holding a prisoner, but he has nothing to do with the quests. Go to the marker. There you will find a building surrounded by a fence. Outside the building itself are several mutants and a terminal with interesting notes.

You can get inside the site by going up to the second floor along a destroyed staircase. There are two on the second floor, there are also two on the first floor, and here is the prison where you will meet Red. On the floor below, in the kitchen, they were already preparing to eat Shorty. Prevent this, and you can go to the Big City.

In the city, talk to Red. Say that you will help fight them off and choose the option to your liking, but keep in mind that there are constant bugs with the repair of robots - the required robots fall underground and it is impossible to complete the quest.

After training, go to the entrance to the city and shoot the aliens. Then talk to the villagers. And one more thing: the redhead has a sick person in the hospital. Heal him (medicine skill above 50 is required) and talk. Then end the conversation and immediately start again - get a lucky billiard ball (Luck +1). You can also talk to the residents and listen to their thanks.

Chasing Nuka Cola

In the Herdershade Settlement you will find the Nuka-Cola Museum. Sierra will ask you to find 30 bottles of Quantum and give you the coordinates of the bottling plant. There you will find shipping invoices indicating the places where Quantum Nuka Cola was once delivered. By collecting 30 bottles, you will receive a total of 1200 coins and a cannonball grenade recipe.

At the Nuka Cola plant, go through the mixing tanks, offices, and into the marketing department. There, on the computer, you will be given the coordinates of the first three parties: Old Olney, supermarket, Paradise Falls store.

Just Business

This quest is taken in Paradise Falls, a stronghold of the slave trade. A certain Grumpy will invite you to recruit the characters he indicated, for which you will receive a good increase in your pension. To make recruitment easier, get a hypnotron. You need to recruit Projectile from Rivet City (lives in the Projectile and Shrapnel store), a crazy sniper from a mined town (called Arkansas), Red from the Big City (see the quest Big Trouble in the Big City) and Susan Lancaster from Tenpenny Tower.

Get money and a big minus in karma.

Control shot

Find Crowley in the Ghoul Dungeon. He will indicate 4 people who need to be killed with a shot in the head and take away their keys. To begin with, you can find out that of the listed 4 people, only Tenpenny truly deserves death. To do this, talk to the ghouls in the dungeon. Discuss this with Crowley. He needs the keys and Tenpenny's head. The other three can be talked into giving the keys.

Having received the keys, consider whether it makes sense for you to walk into the fort yourself, since you already have something to unlock the door with. After all, there are a lot of interesting things in that fort, including the T-51b Armor.

Tenpenny Tower

Near Tenpenny Tower (located in the southwestern part of the map, visible from afar) you can talk to the ghoul Swarm. In this situation, you can help them move into the tower, kill the ghouls, take the task from Gustavo in the tower, and restore peace. In the second case, you will receive money and experience, nothing more; in the rest, in addition to the obviously useful rewards, they will also give you a ghoul mask, which will protect you from ghouls while walking on the subway.

Artificial man

You can get the quest by finding a cassette with a recording in one of the houses in the Big City. After this, talk to Moira and the residents of Rivet City, including Dr. Preston. Sooner or later you will be given a reference to Mr. Pinkerton (see the Wasteland Survival Guide quest). You can find out details about this quest from Mr. Pinkerton. Soon a woman will approach you, hand over an android part, and ask you to give it to Dr. Zimmer in Rivet City, thus letting him know that the pseudo-man has been destroyed. Get very little money and experience. If before this you go to the android himself (he hangs out in the market square during the day) and promise that you will not give away his secret, you will get a good plasma rifle. If you give away your android's identity to Dr. Zimmer, you will receive a mega-useful perk that increases your chances of scoring a critical hit in VATS mode. You can combine business with business - get a rifle from the android, and then hand it over to Zimmer. At this point the quest can be considered completed.

Rogue Outpost (Operation: Anchorage)

Description not ready yet

Rockland Road Tunnel (Broken Steel)

Description not ready yet

Roosevelt Academy

Three dilapidated buildings connected by an underground tunnel. Super mutants are everywhere.

Roosevelt Academy - "DC Journal of Therapeutics" book on the desk in the nurse's quarters (NURSE), "Illustrated Fisticuffs" on the floor in the restroom, safe (Hack 75 or Science 75), one pre-war book; Rector's terminal releasing the protectron of Dean Devi.

Repair and evacuation tunnel - many gas and other traps, the book “Fist Fighting in Illustrations” on the shelf in the generator room; two prisoners dreaming of freedom.

Roosevelt Academy Hall of the Arts - book "Modern Castles" on the table in the room on the top floor, two wall safes (burglary 50 and 25), sheet music in the great hall, one pre-war book.

Roosevelt Academy Library - a bottle of quantum Nuka Cola, two stealth battles, a wall safe.

Anacostia Ferry

If the character's karma is not neutral, then near the entrance to the station he may be ambushed by Talon company mercenaries or the Regulators.

The Anacostia Pier subway station is occupied by raiders, from here you can go through the tunnels to the southeast of Seward Square and to the Museum station (through which you can go to the Historical Museum).

Items: the book "Fist Fighting Illustrated" on the table in the raiders' dining room.

Andale

This is a small quiet town inhabited by cannibals.

Residents: Old Man Harris, Bill Wilson, Martha Wilson, Jenny Wilson, Jack Smith, Linda Smith, Junior Smith.

Buildings: Old Man Harris House, Smith Family House, Wilson Family House and Barn.

Unmarked quest: “Our little secret” (reveal the secret of the local residents).

Items: "Grognak the Barbarian" in the Smiths' basement, "Electronics Repair" in an overturned truck on the road east of Andale.

Anchorage Memorial

The war memorial chosen by Moira Brown to study the swampers (chapter 2). After studying the memorial itself, you can guess that there was a farm for breeding bogworts, which brought someone good income...

Anchorage Memorial Complex: D.C. Journal of Therapeutics book on the table in the clinic, three pre-war books. Ted's body with a note about a cache next to the service terminal that opens the floor safe in the clinic (Science 50 or Hacking 50 or the password entry behind the vending machine). In the safe there is a book "Repairing Electronics", a door component, etc.

Office premises of the Anchorage Memorial: the body of a mercenary with instructions for sabotage.

The service entrance of the memorial: a warehouse behind a broken door, which can be opened with a repair skill of 95 or more (or 35 if you have a component from the safe). In the warehouse: the book “US Army: 30 Incendiary Recipes”, a bottle of quantum Nuka Cola, a key to a cache with a note, a unique sledgehammer “Softener” (control skill melee weapon, damage 30, weight 12), etc.

Administrative Section of the Memorial: Wall Safe (Hack 50 or Science 50).

Arefu

A settlement of five houses, the setting for the quest Ties of Blood.

Evan King's house: the "Renovation" bobblehead is on the table to the left of the entrance, because... the owner of the house is always on duty, you can only get inside by breaking the door (burglary skill 50 is required).

Ewers' house, Skenzi's house: nothing special, the Wests' house is a quest house.

Abandoned building at the beginning of the bridge: the place of residence of Alan from the Family (subject to the conclusion of a peace treaty between Arefu and the Family), the book "Fist Fighting Illustrated" on the table to the left of the entrance.

Arlington Library

Here, on behalf of Moira Brown, you need to gain access to the card index (chapter three of the Wasteland Survival Guide). Outside in Pulovski's hideout: the book "Pistols and Bullets", inside you will see representatives of the Brotherhood of Steel destroying the raiders.

Hall of the Arlington Library: at the entrance there is a terminal with a card index and scribe BS Yearling, who is buying all the pre-war books at 100 caps apiece, the book “Science for Everyone” in the first upper room on the right, three pre-war books, a stealth battle.

Archive of periodicals of the Arlington Library: books "The Junktown Merchant. Stories" in the room with billiards and "Modern Castles" in the room with the quest terminal (complete archive of periodicals), there is also a bottle of quantum Nuka-Cola, a safe (hacking 50 or science 50), two pre-war books, a box with a restorer's kit (including ink, the quest Stolen Independence).

Children's wing of the Arlington Library: the books "Lies: A Primer for a Congressman" on the counter near the vending machine and "Guns and Bullets" on the shelves near the exit from the periodical archive, wall safe (hack 50), five pre-war books.

Arlington Cemetery - north

The northern part of Arlington Cemetery is accessible via the Flooded Subway (Arlington/Wasteland Subway). At the station there is an entrance to the service premises, on the steps of the stairs lies the body of the regulator with a note about the reward for the wanted criminal Janders Plunkett. To the south, Arlington House stands alone in the middle of the cemetery.

Arlington Station, office premises: an underground location occupied by raiders with access to Potomac Tunnel 014-B, and then to Georgetown. On the shelf in the raiders' dining room is the book "US Army: 30 Recipes for Incendiary Mixtures."

Arlington House: Janders Plunkett himself, on his body there is a unique spiked brass knuckles “Plunkett’s Arguments” (control skill without weapons, damage 12, weight 1), and for his finger Sonora Cruz from the headquarters of the Regulators will pay 1000 caps. There are also: a “Luck” doll on a shelf in the basement, a workbench with a ready-made lid-mine, a book “Science for Everyone” on the table in the kitchen, a wall safe (hack 25).

Arlington Cemetery - south

Arlington/Falls Church Metro Station with access to Falls Church - North. There are several wild ghouls living inside. In a container on the chair is the book "US Army: 30 Recipes for Incendiary Mixtures."

Wheaton Arsenal

Description not ready yet

National Guard Base

National Guard base - the book "Nikola Tesla and You" on the shelves in the utility room, a workbench with a ready-made mine cover, two pre-war books.

Base - training center: book "Merchant from Junktown. Stories", wall safe (breaking 50), many weapons, one pre-war book.

Base - offices: book "Get into cover! Get down!", three pre-war books. Important! As you exit the offices, watch out for the switch on the wall, which opens the tightly locked door below, behind which is the entrance to the armory.

National Guard armory - a room with weapons, armor, medicine and a "Light Weapons" doll, a door to the bunker that will open after entering the code in the terminal, and it becomes known after finding the Keller family archive (locations VAPL-58 power plant, Holloud cemetery Murs, creepy diner, Rockbreaker gas station, Dukov's home). The bunker contains the book “US Army: 30 Incendiary Recipes”, a bottle of quantum Nuka Cola, and an experimental multi-charge nuclear grenade launcher (a unique 8-charge “Fat Man”).

Ranger Base

Reilly's ranger base is in Seward Square; when approaching it, you will come across a courtyard mined by a certain psycho with a megaphone (you can't climb up to him, it's best to shoot him from afar).

You can get inside by learning Reilly's password (from the quest) or by breaking into a very complex lock on the door; in the generator room there is a book "Fixing Electronics".

Repeater tower KX-B8-11

Description not ready yet

The White house

This location can be accessed from Pennsylvania Avenue through a manhole (service manhole) opposite the entrance to the Pennsylvania Avenue/Georgetown subway (Pennsylvania Avenue - NW) and the occupied BS hotel.

Services are a deserted sewer leading to the White House. The book “Fist Fighting in Illustrations” is on the table in the room to the right of the entrance, there is also a workbench with a ready-made mine cover.

A huge and highly radioactive crater on the site of the former White House - a couple of glowing ghouls, on the wreckage of the Fat Man staircase and three nuclear shots.

White House - Square (Broken Steel)

Description not ready yet

Hospital of Hope

A former hospital building captured by super mutants, the scene of the quest. The hospital can be reached through the main entrance on Vernon Square, or through an inconspicuous emergency entrance, or by walking along the dry sewer from Dupont Circle (Dupont East).

Dry collector - battles between super mutants and mercenaries of the "Claw" company, the book "Repairing Electronics" in the service room.

Hope Hospital - the book "Therapeutic Journal of the District of Columbia" in one of the rooms on the table, a wall safe near the emergency entrance (hack 25), two nurses' safes (hack 75 or science 50), one pre-war book.

Hope Hospital, Level 2 - another D.C. Therapeutic Journal book on the table in the cafeteria, nurse's safe (hack 50 or science 50), exit outside to the fallen antenna, which can be used to move to the second floor of the Statesman Hotel .

Big city

A town of four houses, inhabited by people from Little Lamplight, the setting for the quest Big Trouble in the Big City.

Redhead's Clinic: Dynamite in an unconscious state (if he is operated on, then after repelling the attack of super mutants he will give a lucky ball (luck +1)), the book "Therapeutic Journal of the District of Columbia" on the table in the kitchen, there may be an audio recording about the search for a reliable surgeon (beginning of the quest Artificial man).

Club, common house, town hall: nothing special.

Former mansion area

Ruins of houses on the site of a former settlement, a safe (burglary 25), the book “Fist Fighting in Illustrations” in the ruins of one of the houses (next to the covered shed).

Vernon Square - east

Description not ready yet

Vernon Square - north

Description not ready yet

Montgomery County Reservoir

The area is occupied by raiders, a little to the west there are ruins of a house and a granary. There are no special things.

Jocko's Garage and Shop

In an abandoned shack there is - quantum Nuka Cola 1 pc., the book "Nikola Tesla and You" on the counter, a diagram of a mine cover on a workbench, and a finished sample there.

Casey Smith's Garage

A garage masking the entrance to Vault 112. In the garage there is a bottle of Quantum Nuka Cola and a book "Modern Locks" in an open safe.

The second level is Vault 112, the location of the Tranquility Lane quest. Weapons and ammunition in the Equipment Room (the door opens through the terminal, science 75), there is also the password for the caretaker's room, Stanislas Bron.

Gerderscheid

A village of two houses, the inhabitants are Sierra Petrovita, the quest giver of The Nuka-Cola Challenge and Ronald Laren, who also buys quantum Nuka-Cola (for Sierra) and he is also waiting for a package from Grady with skimpy pajamas, which lies in the safe at Marigold station (see map (jpg 690x707 48kb)).

Statesman Hotel

A former hotel building captured by super mutants, the scene of the quest Reilly's Rangers.

Hotel "Statesman" - from the first floor you cannot get to other levels until the elevator is broken (quest), there is a book "Merchant from Junktown. Stories", a safe (breaking 50 or science 50).

"Statesman" - second floor: you can get here via a fallen antenna from the Nadezhda Hospital building, on the stairs Theo's body and a password-protected cartridge box (Reilly has the password), the book "Combat Manual of the Chinese Special Forces" in the closet, an audio recording with news from Sidney's missing father ( quest Stolen Independence).

"Statesman" - restaurant: exit to the roof, the book "Grognak the Barbarian" on the shelves, a bottle of quantum Nuka-Cola.

The roof of the hotel - music notes under the chairs in place of the musicians, Rangers Reilly awaiting rescue and an elevator, after repair of which you can go down to the first floor of the building.

Graydich

A village of five houses, the setting for the quest They! (Those!).

The Wilkes' house and the newly built Dr. Lesko's hut are quest items.

Brandis House - terminal with notes from William Brandis, a locked chest with a grenade launcher (lockpicking skill 75 is required or you can remove the key from the body of the owner of the house at Marigold station (see map (jpg 690x707 48kb)).

Two abandoned houses, in one of them there is a book "Pistols and Bullets" (in a wooden box).

Dunwich Building

A creepy place inhabited by wild ghouls, three levels - Dunwich Building, Abandoned Ruins of Dunwich, Poisoned Dungeons. A mini-quest in the form of a hike in the footsteps of a certain Jaime, who was looking for his father here, who, as it turns out, became a ghoul. Jaime also did not escape this fate.

Factory floor - the book "Repairing Electronics" is on the counter in the room to the right of the entrance; the book "Combat Manual of the Chinese Special Forces" in the filing cabinet, which is visible through the hole in the ceiling of the reception room. The door from the reception area to the workshop is locked (hack 100), but there is a workaround to get there through the mixing vats and offices. In the workshop you can start a line and get 3 bottles of quantum. There is also the robot foreman Milo, who keeps the key to the research safe with the formula for pure Nuka Cola (the safe in the room to the left of the entrance) and the password to the delivery terminal with invoices. In the room behind the robot there is a book "Modern Locks" and a safe (burglary 25).

Mixing and storage tanks - a half-flooded room, nuclear weapons everywhere. A note with the logistics employee's ID on the table at the entrance.

Offices are nuclear and rad cockroaches. The body of flanker Mercier with a note about the search for the formula in the southwest corner. Books "Lies: a textbook for a congressman" and "Science for everyone", stealth combat. Storage room (hack 75) with a note asking for help from workers who were once locked in it.

Rockbreaker gas station

Former gas station, in the fence there is a quantum Nuka Cola on top of a vending machine.

An abandoned shack on the top of the hill to the west of the gas station - in the weapons cabinet (hack 100) a unique sniper rifle "Victoria" (control skill light weapon, damage 40, weight 10), on the workbench an audio recording from the Keller archive (4 of 5), cover - mine and the book "Fixing Electronics" in a wooden box. The book "Pistols and Bullets" and a pre-war book are on the table, a safe (hack 75), a couple of radroaches in a cage.

Radiated subway

Description not ready yet

Flooded subway

Ignore the name - there is no water and in fact this is the Arlington/Wasteland subway, through which you can get from the wasteland to the northern part of Arlington Cemetery, inhabited by feral ghouls and without any notable gizmos.

Flooded subway (2)

Description not ready yet

Galaxy News building

The building on Chevy Chase, the location of the Galaxy News Radio quest.

Radio station "Galactic News" - level occupied by the Brotherhood of Steel, no noteworthy things.

Galaxy News Studio is the home and workplace of DJ Threedognight, with an emergency exit to Dupont Circle. The book "Science for Everyone" is on the table.

Museum Management Building (Broken Steel)

Description not ready yet

Historical Museum

Description not ready yet

Capitol

Description not ready yet

Hollow Moors Cemetery

Ruins captured by super mutants, bound prisoner included. In the chapel on the pulpit there is an audio recording - the Keller archive (2 of 5), in the pulpit there is the book "Science for Everyone", on the shelf there is the book "Therapeutic Journal of the District of Columbia", a nuclear shot 1 pc.

Complex "RobCo"

Two-level abandoned building. On behalf of Moira Brown, a processor module will have to be installed in the supercomputer of the complex (Chapter Three of the Wasteland Survival Guide). Tin Man Joe hangs out in the square in front of the building, from whom you can buy a robotic partner, Sergeant RL-3, for 1000 caps (the character’s karma must be neutral!). Also in the square there may be the body of a slave with a note about the Temple of Unity.

Workshop "RobCo" - the book "Lies: a textbook for a congressman" on the table at the entrance, the book "Science for Everyone" in the workshop on the equipment, a stealth battle, two pre-war books, a vestak with a ready-made cover-mine.

Offices and cafeteria - books "Nikola Tesla and You" and "Therapeutic Journal of the District of Columbia" on the tables, three stealth battles, one pre-war book, a supercomputer.

Kryslus building

A three-level building filled with super mutants.

Chryslus Building - Reception: the book "Guns and Bullets" on the table in the room leading to the lower offices (hack 50 or science 50 or workaround through the hole in the ceiling), in the half-littered corner room a bottle of Quantum Nuka Cola in a wooden box under the table .

Kryslus Building - lower offices: the master key to all rooms can be removed from the body of the super mutant boss, the book "Fist Fighting Illustrated" in one of the metal boxes on the counter, a pre-war book.

Kryslus Building - basement: the book "Science for Everyone" on the shelf in the boiler room, safe (breaking 25), wall safe (breaking 25 or science 25), stealth boy.

Rickline Grove Resort

Several destroyed wooden houses, in the last house with a granary a marauder-trader settled, in his chest on the balcony (hack 100) there is a book “Combat Manual of the Chinese Special Forces”. In the ruins closest to the marauder’s house, the book “The Merchant from Junktown. Stories” is on the shelves, and to the northeast on the hill under one of the trees lies the book “US Army: 30 Recipes for Incendiary Mixtures.”

Mount Mabel Camp

Description not ready yet

Lanfang Plaza

Description not ready yet

Langfang - south

Description not ready yet

Little Lamplight

Description not ready yet

NeMirmiki's Lair

The two-level lair of NeMirmiki, the location of the quest Inhuman Gambit.

In the Canterbury tunnels: stealth battle in one of the storage rooms. In the lair itself: a bottle of quantum Nuka-Cola, plus the opportunity to receive a unique NeMirmika Suit and a knife “Ant’s Sting” from the quest.

Boat Dock (Point Lookout)

Description not ready yet

County Trunk Collector

A collector with access to the wasteland near the Citadel (not marked on the map) and to the Collector Intermediate Station.

The attraction is the well-equipped lair of the hostile ghoul Gallow, a fan of Nuka Cola (on his body there should be the book “The Junktown Merchant. Stories” and the key to the warehouse). Safe (hack 25) with a bottle of quantum Nuka Cola, two radroaches in a cage, a model warehouse. Lots of traps around the lair!

Closer to the exit to the wasteland there is a safe (hacking 50) and a terminal for its alternative opening (science 50), the book “Science for Everyone” on the table with a terminal that opens the vault door.

"Mama Dolce"

A former food processing plant located at the southern end of Arlington Cemetery. Captured by rogue Chinese spies. Opposite the entrance to the food distribution level, in an overturned container with barrels, near the body of a wastelander, there is a book “The Merchant from Junktown. Stories.”

"Mama Dolce" - finished products: books "Repairing Electronics" on the shelves on the stairs, "Pistols and Bullets" on the floor in the toilet, stealth battle, one pre-war book.

"Mama Dolce" - distribution of food: the book "Modern Castles" in the basement near the skeleton and two safes (breaking 75 and 50). At the top there is a stealth battle, a pre-war book, two wall safes (breaking 50 and 25), on the body of the surviving Chinese captain there should be a cipher key, with which you can read secret information addressed to the Chinese spy in the terminal nearby.

"Mama Dolce" - warehouses: books "Combat Manual of the Chinese Special Forces" and "Pistols and Bullets" on two balconies occupied by snipers. Note: below there is a gate locked with a key - do not look for this key, it is not in the game, there is emptiness behind the gate.

Megaton

Description not ready yet

Jefferson Memorial

Description not ready yet

Lincoln Memorial

Description not ready yet

Fordham-Flash Memorial Field

The place chosen by the raiders for playing baseball, you can watch them if you sneak closer unnoticed. To the north of the field is a bottle of Quantum Nuka Cola on a pillar in the river, it can be knocked down with a well-aimed shot and then fished out of the water.

Metro Center

Description not ready yet

Minefield

Deserted ruins on the site of the former city of Ridgefield, where Arkansas dug in with a sniper rifle (one of the “recruits” for Paradise Falls in the quest Just Business). On behalf of Moira Brown, here you need to go to the playground and grab an anti-personnel mine with you (chapter one of the Wasteland Survival Guide).

Gibson House - book "Modern Castles", very difficult locked safe in the form of a model house, pre-war books 4 pcs.

Gillian's House - book "Grognak the Barbarian", safe (breaking 25), pre-war books 2 pcs.

Benson's house - book "Therapeutic Journal of the District of Columbia", safe (burglary 25), pre-war books 2 pcs.

Zane's House - book "Fist Fighting in Illustrations", safe (breaking 25), pre-war book 1 pc.

Mall - northeast

Description not ready yet

Mall - northwest

Description not ready yet

Mall - southwest

Description not ready yet

Monastery of Eternal Light (Broken Steel)

Description not ready yet

Jalbert Brothers Garbage Landfill

Description not ready yet

Everglow National Camp

Description not ready yet

National Archives

The Oasis Caves are half-flooded and inhabited by various swamp dwellers.

The underground chambers are the heart of Harold. The book "Therapeutic Journal of the District of Columbia" in the dead end to the left of the entrance (lies under the glove in the drawer), 2 stealth battles, 1 pre-war book.

Wet Cave - Quantum Nuka Cola bottle.

Community of Canterbury

The community is a town of two houses and a diner, as well as a stopover for trade caravans and the setting of the Inhuman Gambit quest.

Residents: Uncle Rowe (repairman), Derek Pasion, Joe Porter (merchant), Dominic Deisadro, Machete.

Buildings: Ernest Rowe's house, Dominic and Machete's house.

Items: the book "Repairing Electronics" and the unique crowbar "Trucker's Friend" (control skill melee weapon, damage 10, weight 5) in the house of Dominic and Machete.

Old Olney

Description not ready yet

Alexandria armories

In fact, there are no weapons depots here (translation error), it is an abandoned two-story hotel with a pub. The building is occupied by raiders and full of traps. To the south of the front door there is a respawn point for Enclave soldiers: every 72 in-game hours, a rotorcraft flies here and drops off 2-3 soldiers.

Items: book "Get to Cover! Get Down!", book "Guns and Bullets", pre-war book (1), bottle of Quantum Nuka Cola (1).

Open cinema "White Strip"

The book "Grognak the Barbarian" is on a table in an open barn.

Open cinema "Moonlight"

The book "Fist Fighting in Illustrations" on one of the wooden tables. Two super mutants have taken up residence in a nearby truck van.

Open cinema "Obozrevatel"

Description not ready yet

Pension Kaylin

Description not ready yet

Paradise Falls

Description not ready yet

Pennsylvania Avenue - east

Description not ready yet

Pennsylvania Avenue - north

Description not ready yet

Pennsylvania Avenue - NW

Description not ready yet

Pennsylvania Avenue - south

Description not ready yet

Cliffside Cave

Description not ready yet

Rock Creek Cave

Description not ready yet

Germantown Police Station

A three-level police department building captured by super mutants, the scene of the quest Big Trouble in Big Town.

Top floor - many traps, book "DC Therapeutic Journal" on the table, safe (burglary 25 or science 25).

First floor - the front door is locked with a very complex lock, to the right of it is a warehouse of contraband goods (hacking 50 or science 75), to the left of the chamber (Red should be there), take the key from the super mutant master (or find the password for the isolation computer on the top floor ), the book "Lies: A Primer for Congressman" on the desk.

Basement - the book "Modern Castles" and "Fat Man" in the pantry to the right of the entrance, Shorty and the Super Mutant in the kitchen, a bottle of Quantum Nuka Cola in the utility room.

Alien Beacon (Mothership Zeta)

The crash site of an alien reconnaissance ship (radiation!), you can find it by catching a theta beacon. Near the ship: the carcass of a green man, a unique Alien blaster (energy weapon control skill, damage 100, weight 2), Alien energy cells (120).

After installing the Mothership Zeta DLC, when approaching this place, the character is captured by aliens and teleported to their orbital base, the Alien ship Zeta.

Collector Intermediate Station

A building with a teddy bear production line, a lot of insects, a bottle of quantum Nuka Cola. There is a drainage hatch leading to the District Main Sewer.

To the north-west of the station there is a camp of the "Claw" company, not marked on the map, there will be three mercenaries in the room, on the shelves there is a book "Modern Castles".

Radio Tower (The Pitt)

Description not ready yet

Bethesda ruins

There are two buildings in the location occupied by raiders - the eastern and western offices, connected by an open passage and catacombs (radiation!), inhabited by wild ghouls. There should be two raiders outside with sniper rifles.

Bethesda offices - east: on the second floor there is a "Hack" bobblehead, a safe (hacking 25), a nuclear shot (1), a workbench with a ready-made mine cover, a book "Combat Manual of the Chinese Special Forces", a raider boss with the book "US Army: 30" recipes for incendiary mixtures."

Bethesda offices - west: at the entrance there is a book "Science for Everyone" on the table, on the second floor there is a book "Repairing Electronics" at the bottom of a wooden box, a nuclear shot (1) under a pile of boxes, a stealth battle (2), pre-war books (2) .

Catacombs of Bethesda: metro station with a second exit-hatch on the same ruins. The book "Merchant from Junktown. Stories" on the bench in the waiting room, the book "Grognak the Barbarian", a bottle of quantum Nuka Cola (1) in the storage room in the tunnels, stealth battle (1), nuclear shot (1).

Fairfax Ruins

Destroyed houses, repair tunnels and a metro station, heavily guarded by raiders.

Repair tunnels - three entrances, of which two are drainage hatches and one rusty grate trap. Inside are raiders, various weapons and ammunition.

The Fairfax subway station is a half-rubbed station, there are many traps inside, the book "Battle Manual of the Chinese Special Forces" is below on the rubble.

East of Fairfax there is an abandoned car dealership - the book "US Army: 30 Incendiary Recipes" is on the generator to the left of the entrance.

Destroyed Devil Crossing

A destroyed bridge, next to it is a truck, in the van there is a book “Modern Locks”, a safe (burglary 50).

Mason District - South

Description not ready yet

Rivet City

Description not ready yet

Rocopolis

A small cave, the entrance to which is disguised by a rock (not marked on the map). Inside is the corpse of Argyle, the servant of Daredevil Dashwood from Tenpenny Tower (for information about the fate of the servant, Dashwood gives the key to his safe), a “Without Weapons” doll, a note to a certain Rollins.

Raven Rock

Description not ready yet

Dump

Description not ready yet

Greener Pastures Landfill

Radiation-contaminated area, in the office building there is a “Dexterity” doll on the table, a bottle of quantum Nuka-Cola, a workbench with a ready-made mine cover, a safe.

Container shack on landfill site - D.C. Journal of Therapeutics book.

Burnt house

Description not ready yet

Clifftop Village

Description not ready yet

Robotics Service Center

The two-level lair of the Mechanist, the location of the quest The Superhuman Gambit.

The book "Nikola Tesla and You" in the workshop on the table with broken robots. In the Mechanist's forge there is a book "Lies: A Textbook for a Congressman" on the table, a workbench with ready-made Molotov Cola.

Springvale

The ruins of a settlement where a certain Silver lives alone on a small ranch. She must be dealt with on behalf of Colin Moriarty from Megaton (search for father in the main quest, one of the options). In the mailboxes you can find the book "Fist Fight Illustrated", a letter from Vault-Tec to Mr. and Mrs. Gomez about their family's inclusion in the Vault 101 community, and more.

MDPL repeater station

A station captured by raiders, below there is a door to the power plant room - the book “Guns and Bullets” on the table to the left of the entrance, a safe with a bottle of quantum Nuka Cola (hacking 100 or science 100).

Vernon Square Station

Description not ready yet

Broadcast station WKML

At the top there is a radio tower complex - nothing remarkable inside.

At the bottom there is a drainage hatch leading to a sealed tank - the "Explosives" bobblehead, a stealth boy.

DuPont Station

Description not ready yet

Marigold Station

A two-level subway with access to the Falls Church station, the location of the quest They! (Those!).

Station "Marigold" - pistol "Magnum" cal. 44 opt. sight, mini-quest to deliver a package with revealing pajamas: Grady's last entry, Grady's key and safe (see map (jpg 690x707 48kb)).

Queen ant's lair - the book "Science for Everyone" and a bottle of Quantum Nuka Cola on the table with Dr. Lesko's portable terminal.

Baileys Crossroads Tube Station (Anchorage)

This location is accessible only after installing the Operation Anchorage addon; you can get here through the Bailey's Crossroads metro station (entrance south of the Red Racer plant). The location is a small, destroyed section of Washington, which is shared by the outcasts of the Brotherhood of Steel and super mutants.

Subway exits: Baileys Crossroads Subway Station (connects this location and the Red Racer plant).

Buildings: Rogue Outpost.

Quest: Help the Outcasts.

Jury Street tube station

Description not ready yet

Farragut West Metro Station

Description not ready yet

Seneca Station - northwest

The station is the habitat of the ghoul Murphy with a guard; there is a hatch into the service tunnel of the Mereshti depot, where you need to get through the Blood Ties quest. You can make a deal with Murphy - bring him sugar bombs of 15 caps (or 30 each) to prepare an ultra-screw (after delivering 10 packs of sugar bombs, you can buy 1 ultra-screw).

Grocery nearby - safe (hack 25 or science 25), 4 packs of sugar bombs.

SatCom network station NN-03d

Description not ready yet

SatCom network station NW-05a

Description not ready yet

SatCom network station NW-07c

Description not ready yet

Warrington station

Description not ready yet

Falls Church Station

From here you can access the Mason area via the Falls Church/Mason subway and the Badlands via Marigold Station. If you are in Falls Church for the first time, you will meet the paladin Hoss here with a friend, who, if they defeat the super mutants, will ask you to save the novice Peck in an office building nearby.

Office building - captured by super mutants. The book "Modern Locks" is on the table, a safe (breaking 25), novice Peck (if Hoss is killed, then you will find a lifeless Peck behind a very difficult locked door).

Parking "Five Axes"

Raider camp on the site of a former truck stop. In the van of one of the trucks is the book "US Army: 30 Recipes for Incendiary Mixtures."

"Supermart"

A former supermarket occupied by raiders, where you need to find food and medicine on behalf of Moira Brown (chapter one of the Wasteland Survival Guide), there is also - nuclear shot 1 pc., the book "The Junktown Merchant. Stories", quantum Nuka-Cola 3 pcs. . (this outlet was one of the places where this wonderful drink was experimentally supplied), 3 mine caps, various ammunition. To the north of the building under the bridge there is a book "Get to Cover! Get Down!"

Seward Square - north

Description not ready yet

Seward Square - northwest

Description not ready yet

Seward Square - southeast

Description not ready yet

Hamilton's cache

An old armory, a tip to it and the key to the warehouse are given by Threedog, but only if information about GG’s father is found without his help, in exchange for the plate of the Virgo II lunar rover (quest Radio “Galaxy News”).

In the cache are raiders and radscorpions, the book “Get to cover! Get down!”, a bottle of quantum Nuka-Cola. Behind the door, opened with Three Dog's key, there are weapons, the book "Pistols and Bullets", a stealth battle, a nuclear shot.

Takoma Park

Description not ready yet

Tacoma, factory

Description not ready yet

TV tower KB5

An ordinary TV tower, to the east of which there is a hatch leading to a drainage chamber. Inside the cell: the book "Modern Castles" in front of the locked door (hack 50) and a pre-war book on the shelf.

Radio signal: "Alpha Lima" (appears after turning on the switch near the tower).

North-west of the tower in the ruins of a wooden house there is a raiders' lair, there you will find another book "Modern Castles" on a shelf and a nuclear shot (1).

Down the hill to the northwest of the raiders' lair lies the book "Get to Cover! Get Down!" (behind three burnt cars, near a skeleton and ammunition boxes).

In the raider fortifications southwest of the tower: the book "Grognak the Barbarian" at the bottom of a wooden box under the table, stealth battle (1).

TV tower KT8

The remains of a television tower guarded by super mutants. Below, to the northeast of the tower, is the entrance to the drainage chamber. There is a secret room in the cell, the doors to which can be opened using a desktop terminal (take the cipher key on the table nearby), there you will find two dead Chinese spies, a nuclear shot, a book "Combat Manual of the Chinese Special Forces" and two pre-war books.

Radio signal: "Sierra Romeo" (appears after turning on the switch near the tower).

TV Tower LP8

The TV tower is on a hill, the area with the tower is fenced with a metal mesh. Below, northeast of the tower, there is an entrance to a sealed tank, where you will find various supplies, the book "Science for Everyone" and a safe (hack 25).

Radio signal: "Echo Foxtrot" (appears after turning on the switch near the tower).

Tenpenny Tower

Description not ready yet

Warm collectors

The sewer with access to Georgetown Station - west, chosen by Moira Brown for testing the repellent on mole rats (chapter two of the Wasteland Survival Guide), there are also raiders here, the book "Repairing Electronics" in the premises guarded by the raider Galit, pre-war books 2 pcs. , a workbench with a finished mine cover. All locked closets, chests and safes can be opened with the Galit key.

Technical Museum

Items: Medicine bobblehead on James's desk; "Rocket" diagram, 300 caps and "Home Sweet Home" holodisk in a safe hidden behind a frame with the quote "Revelation 21:6" (hack 50); book "Grognak the Barbarian" (Amat's birthday present).

Vault 106

A three-level shelter in which experiments using hallucinogens were carried out. Everywhere the survivors are crazy and they will see dad, the caretaker of Vault 101 and others.

The entrance to Vault 106 is a very complexly password-protected SB terminal; on the table, under a burnt book, there is a piece of paper torn from the diary, which somewhat clarifies the matter.

Living rooms of Vault 106 - the book “Nikola Tesla and You” on the table in a wooden box, the “Science” doll on the shelf, the caretaker’s terminal.

Vault 106 Laboratories - book "Modern Castles", nuclear shot 1 pc.

Vault 108

A three-level shelter in which cloning experiments were carried out.

Entrance to Vault 108 - in a secluded corner behind the equipment there is a bottle of quantum Nuka Cola on the stairs, under it is the book “Modern Castles”, a stealth battle is on the table near the door to the living rooms. Mole rats.

Living rooms of Vault 108 - the book "Fist Fighting in Illustrations" on the table in the former buffet, two safes (burglary 25). Clones of Gary.

Vault 108 cloning laboratory - cloning records next to the safe, the book "Lies: A Primer for Congressman", the "Charisma" bobblehead. Numerous clones of Gary.

Deathclaw Sanctuary

Description not ready yet

Mason Dixon Scrap

A settlement of two abandoned shacks and open sheds, overrun by super mutants. In one shack there are books "Nikola Tesla and You" and "Therapeutic Journal of the District of Columbia", in the other - "Modern Castles".

To the southeast (square D7) there is an entrance to a moldy ant cave.

Farm "Pure Lands"

The ruins of a farm, occupied by raiders, in the granary there is a book “Fist Fighting in Illustrations”. On top of the ruined wooden house is the book "Grognak the Barbarian".

Falls Church - east

The former building of LOB Enterprises, where weapons development was carried out before the war. Judging by the remaining records in the terminals, all company employees had military-style weapons with them and were in constant readiness to shoot back from the feds. There are many hostile robots and gas traps inside.

"LOB Enterprises" - the book "Fist Fighting Illustrated" on the shelves in the pantry, a bottle of Quantum Nuka Cola on the shelves.

"LOB Enterprises" - archives: the book "Combat Manual of the Chinese Special Forces" on the table behind the partition, safe (breaking 50), stealth battle.

"LOB Enterprises" - east wing. In the director's office on the table there is a book "Modern Locks" and a safe (breaking 75 or key in the table) with a unique Chinese pistol "Zu-Ron 418" (control skill light weapon, damage 4+fire, weight 2). A very complex password-protected R&D terminal with test reports, two pre-war books, a stealth battle, 1 nuclear shot.

Falls Church - north

Arlington/Falls Church Metro Station with access to Arlington Cemetery - South (see description above). Opposite the subway exit are the ruins of a building occupied by super mutants, to the south is a playground, and behind it is an office building (one of two). If this is your first time in Falls Church, you will meet the paladin Hoss and his comrade here ( note: from the Falls Church station they have a better chance of survival).

The office building is empty, inside are the bodies of super mutants and representatives of the Brotherhood of Steel.

Fort Bannister

The three-level headquarters of the Talon Company mercenaries.

Command residence - the book "Nikola Tesla and You" at the top of the covered passage, a safe (hack 75), commander Jabsko, on his body there will be a unique knife "Occam's Razor" (control skill melee weapon, damage 10, weight 1), commander's chest ( hack 75 or Jabsko key), a bottle of quantum Nuka Cola behind the chest.

Fort Bannister - bunker: the book "Pistols and Bullets" on the gun cabinet.

Fort Bannister - main premises: the book "Science for Everyone" on the shelves in the pantry (door hack 50), "Fat Man" is also there.

Fort Independence

Headquarters of the rogue Brotherhood of Steel. To gain access inside, you must hand over a certain amount of the following items to the rogue Kaden: regular power armor, laser pistols, laser rifles, sensor modules or scrap metal. Alien blaster and Alien energy cells are also suitable.

"Hubris Comics"

The building of the former publishing house "Hubris Comics". In addition to the main entrance in the Mason area, it can also be accessed through tunnels starting all the way from the Wilhelm Freight Station.

Tunnels "Hubris Comics" - wild ghouls, the book "Repairing Electronics" on the table, a stealth battle on the floor near the skeleton.

Publishing house "Hubris Comics" - the book "Merchant from Junktown. Stories" on the shelves at the entrance, one pre-war book, a terminal with a text game.

Printing house "Hubris Comics" - psycho Johnny Wes with a minigun, the book "Grognak the Barbarian" and a bottle of quantum Nuka-Cola on the table next to him, one pre-war book.

Dickerson Church

The ruins of a building occupied by the Flyer with a unique sniper - the Reservist's Rifle. It should be noted that you cannot climb up to the Flyer, so you need to shoot him so that he falls down. Near the boxes of ammunition is the book "Pistols and Bullets" .

Lower level - the book "Combat Manual of the Chinese Special Forces" at the end of the tunnel, numerous ants.

Vault-Tec Headquarters

A three-level building in Vernon Square, which contains information about the location of all shelters, the location of the quest Agatha's Song (optional task).

Vault-Tec External Relations Department - the book "The Junktown Merchant. Stories" is on the sideboard on the table.

Vault-Tec corporate department - the book "Science for Everyone" on a shelf in a room with a collapsed floor, a safe (hack 25), a stealth boy, a bottle of quantum Nuka Cola, a pre-war book.

Administration "Vault-Tec" - the book "Grognak the Barbarian" on a semicircular table. Three system terminals with which you can disable the Masterbrain that controls all the robots in the building and open the door leading to the Vault-Tec computer. If there is a bug and the door does not open, then enter the room with the main computer through the lower door, jump first onto the pipe, then onto the equipment, and reach it.

Regulators Headquarters

A locked hut, access to which opens after taking the Lawbringer perk (condition - level 14). Inside there are several regulators led by Sonora Cruz, you can give her the fingers of killed scoundrels in exchange for caps and good karma. There is also a book called "Guns and Bullets" on the floor by the bed and a bottle of Quantum Nuka Cola on the closet.

Evergreen Mills

A raider town in a gorge, in the area there are traps and raiders, in the fence of who knows how a captive super mutant hippopotamus, there is a pen with slaves, several huts and open sheds, a two-level large building.

Security building - in the closet is the key to the slave pen.

The northern hut is a workbench with a ready-made mine cover.

Southern hut - book "US Army: 30 Incendiary Recipes" on the shelves, boss raider with a flamethrower.

Evergreen Mills Smelter - book "Get to Cover! Get Down!" on the covered walkway in the southwest corner of the room. Below: a safe (breaking 50) and a wall safe (breaking 25), in the rooms upstairs: a wall safe (breaking 50), a workbench with ready-made Molotov Cola, a locked storage room (breaking 50), where there is, among other things. "Fat man."

Evergreen Mills Bazaar - the book "Nikola Tesla and You" on a bunk bed in a room behind bars (breaking 25), two safes (breaking 50). There is a friendly merchant Smile Jack, the owner of the unique "Terrible Shotgun", not far from him there is a Barter doll, a bottle of quantum Nuka-Cola, a workbench with a ready-made mine cover.

Power plant MDPL-05

An area fenced with a metal mesh, two locked gates and a hole in the mesh. In the fence there is a diagram of a dart thrower and a book “Fixing Electronics”.

Power plant MDPL-13

There are two buildings in the location - a substation and an abandoned power plant.

In the substation building there is - 1 quantum Nuka Cola, a workbench with a ready-made mine cover and a diagram of a railway rifle, a safe (hacking 75) and a terminal (science 75) for its alternative opening.

The building of an abandoned power plant is occupied by wild ghouls and contaminated with radiation; on the second floor there is a unique power brass knuckles “Kulachishche!” (unarmed control skill, damage 25, weight 6), safe (breaking 50) and terminal (science 50) for its alternative opening.

Power plant MDPL-16

In the substation building there is - quantum Nuka Cola 1 piece, a workbench with a ready-made lid-mine, a safe (hacking 50) and a terminal (science 50) for its alternative opening.

Power plant MDPL-21

The substation building is fenced with a mesh, inside there is a workbench with a ready-made cover-mine, the book “Nikola Tesla and You” on the workbench, a safe (hacking 75) and a terminal (science 75) for its alternative opening.

Power plant VAPL-58

Substation building fenced with a grid. Inside there is a workbench with a ready-made mine cover, a bottle of quantum Nuka Cola on the workbench, a safe (hacking 100) and a terminal (science 100) for its alternative opening, a book “Repairing Electronics” on the table, a stealth battle on the equipment. On the roof of the building is the book “US Army: 30 Recipes for Incendiary Mixtures”; you can climb there through a hatch.

A little east of the substation there is another bottle of Quantum Nuka Cola in a half-barn.

To the north of the substation there is a fenced power line support (the second in a row), there on the shelves there is an audio recording - the Keller archive (1 of 5), there is also a chest (hack 100), one pre-war book and a nuclear shot 1 pc.

Power plant VAPL-58(66)

There are raiders in the area, in the substation building there is a book "Repairing Electronics", a nuclear shot 1 pc., medicines.

Power plant VAPL-58(84)

An area fenced with a mesh and raiders entrenched in a truck on the side. There is 1 nuclear shot in the truck van. and other ammunition.

Role-playing games very often have a lot of different content that the player can find, but is not required to do so. Naturally, there are always quest items that you will definitely find if you are going to complete the game. But there are also those things that you may simply not notice, pass by, but this will not affect your progress in any way. However, such items are worth finding, firstly, because it will allow you to complete the game one hundred percent, and secondly, with their help you can often make your character stronger, pump him up, better arm him, and so on. Thus, searching for additional content is not necessary, but it is highly recommended. What is it about the popular post-apocalyptic role-playing game Fallout 3? You can find a lot of interesting things here, but the most attractive are the dolls. Fallout 3 has a large number of figures that will not only complement your collection, but will help increase the skills and stats of your character.

Baby dolls in Fallout

If you want to achieve one hundred percent completion of this game or improve the skills and characteristics of your character, then you definitely need dolls in Fallout 3. These are small figures depicting the very character who appears on the logo of all games in the series. Finding them can be quite difficult because they are well hidden. However, with due desire and effort, you can do it. If you don’t succeed, refer to the maps that are available on the Internet - they indicate the location of all the figures that exist in the game. Naturally, it is much more interesting to look for them on your own, but to find everything, it is likely that you will need more than one playthrough. If you are not ready for this, it is better for you to use outside help. So, what kind of bobbleheads are there in Fallout 3?

Bobbleheads for characteristics

The first type of figurines that you can find is responsible for the characteristics of your character. All bobbleheads in Fallout 3 add one unit, but to different characteristics. For example, in Rivet City, in the science laboratory, you can find a doll that will increase your character’s intelligence by one point, and in Lucas Sims’ house, located in Megaton, you can find a figurine that will also increase your character’s strength by one point. As you understand, there are seven such dolls in the game - each of them increases one of the existing characteristics. If you carefully pay attention to all the details of the environment, visit all the rooms hidden from the surface, you will be able to find all the bobbleheads in Fallout 3. The map of the bobbleheads, however, may be useful to you if you are unable to find all seven figures.

Skill bobbleheads

In addition to characteristics, your character also has skills that you should also improve. And for them there are also corresponding figures, of which there are thirteen - according to the number of skills in Fallout 3. The map of bobbleheads will help you find all the figures as quickly as possible, but, as already said, try to find them yourself first - this will bring you much more pleasure. If you are looking for bobbleheads solely for increasing stats, and not for collection, then you can ignore some of them, because it is unlikely that you will level up all the skills at once. Look only for those dolls that affect skills that are important specifically for your character. However, it is still worth noting that one of the most sought-after types of collectibles in Fallout 3 are bobbleheads. Where to find them is one of the most important questions for any gamers. Therefore, you should think about collecting them all.

Baby doll cards

One of the items that all gamers will always be looking for in Fallout 3 is bobbleheads. Where can I find them? You will have to take care of this yourself. Look into all the nooks and crannies, don’t miss a single room, not a single room - and then, quite possibly, you will quite simply and without much difficulty collect a complete collection. However, if you have difficulties, on the forums you will find a wide variety of maps that allow you to find the bobbleheads. You can also look into some detailed "Fallout 3" walkthrough - dolls are often marked there. But still, the cards will be much more convenient, because they mark either exclusively the figures or all the rare items in the game.

Naturally, baby dolls are far from the only items worth paying attention to. Throughout the game, you will have chances to find many other things that are rare and will give you a certain advantage. For example, the game has about twenty rare unique weapon models that everyone dreams of getting. Also, many gamers are hunting for skill books that will allow you to upgrade your skills without spending points received for leveling up. Thus, you can look not only for baby dolls, but also for other rare items that will add to your collection and be useful in the game.

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, cross 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, Robobrain 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 okay.

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 Hemlyn. 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 needed 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 perform 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 up 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 when 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.

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