Fallout 3 Stolen Independence quest. Stolen Independence (00014ea2). Possible quest endings

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Bring the "Declaration of Independence" from the National Archives.

Button Gwynette.

QUICK PASS:

  • Get into the vault.
  • (Optional) Bring ink to Baton.
  • Return to Abraham Washington in Rivet City.
  • You get this quest from Abraham Washington in the Rivet City Museum (middle deck entrance). The guard will tell that his collection of historical items lacks the American "Declaration of Independence". Before you end the conversation with Washington, ask for the location of the document so that a marker appears on the map. The National Archives is located near 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 the goal, you will meet several super mutants. Before entering the building, you will see a message about the caught radio wave of the rangers. Turn on the radio and get the Reilly Rangers quest.

    At the National Archives

    When you enter through the front entrance of the National Archives, there will be a wall in front of you, go around it and on the back you will find two terminals "Guess and win" and "Giveaway prizes". The first terminal contains eight questions.
    The correct answers to them are:

  • 2nd Continental Congress;
  • John Hancock;
  • Ratification;
  • King George III;
  • happiness;
  • Thomas Jefferson.

  • Now take the receipt and go to the second terminal. Here you can exchange your receipt for a prize:
  • Glamorous grape mentats (+5 to charisma);
  • Genius Berry Methates (+5 Intelligence)
  • Observant Orange Mentats (+5 Perception).
  • Collect your prize and follow through the double doors to 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 you about the upcoming mutant attack, and you will receive the task of repelling the attack.
    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's still in the monster's hand. And when you see a mutant with a grenade launcher, immediately switch all your attention to him, and don't let him shoot. Having dealt with the mutants, talk to Sydney and she will offer you to join the company in search of the declaration. She knows the place better than you, so it's not a bad idea. If Sydney dies during the attack, you won't be able to use the quick and easy way down to the basement. In this case, it is better to load the nearest save and try to make sure that the girl remains alive.
    Sydney will tell you the password for the terminal, which is located here in the rotunda. Use it and activate the freight elevator. Once down, go through the door and down the stairs. At the bottom of the stairs is a pulse mine, deactivate it as soon as possible, and prepare for a robot attack from the left.
    The fastest way is through the gates of the complex in the north, but to open them, you need a science skill level of at least 67. If you are not very good at science, you will have to work your way through force and 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 you need at least 50 lockpicking skill. On the way, you can replenish the ammo load with mines and other ammunition. At the end of the corridor you will see a gas leak, try not to shoot in this place. In the next rooms there will be the same zones, be careful, for peace of mind, throw a grenade there.
    After passing along the corridor, you will find yourself in a room located on the back side of the gates of the complex. There is a generator in the southeast corner of the room. If you have enough repair skill, you can ease your way further by disabling the turrets with this generator. Now follow the stairs down to the door. Here, get ready for a serious fight. Behind the door there will be a corridor, at the end of which you will see another door. The robot will open it and attack you. This is a pretty strong robot that fires a grenade launcher. But the worst thing is that behind him there will be another robot, already with a flamethrower and a plasma gun. And from around the corner a third one will approach - "Mr. Brave", also with a flamethrower.

    Artifacts

    Having dealt with the robots, return to the corridor where the first robot attacked you. This corridor has locked doors on the left and right. The first door requires lockpicking skill 50. Behind it is another similar door. Having cracked both, you will see a safe, which is guarded by two turrets on the left and right. The safe contains the Bill of Rights, and next to it is the skill book Lie! A textbook for a congressman ”(+ to eloquence). In addition, the room is littered with various ammunition. The Bill can be sold to Abraham Washington for 100 caps.
    The door on the right requires a lockpicking skill of at least 75. By picking it open, you can go to the vault with the Magna Carta. Although you can get to the same storage if you kill the robots and go through the corridors. As in the room with the Bill, there are two turrets and a lot of ammo here. For the charter, Washington will give 75 caps.

    Archive storage

    Having dealt with the robots, go to the Armored Archive Storage. Here you will be met by a crazy robot named Button Gwynette. You have several ways to get the "Declaration".
    The easiest and fastest way is to kill the robot, take the password from the terminal and open the vault at the end of the room where the document lies.
    You can also, using eloquence, convince the Button that you are really Thomas Jefferson, and he will respectfully hand you the "Declaration".
    If you have the Expert Roboticist perk, you can enter the robot stop code and extract the information you need.
    The last option is that you have to go to the Arlington Library and find ink there, and then return with them to Button. To do this, in the library building you will need to get into the "Periodicals Archive", 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 the ink in it.
    By choosing the last option, you will receive an exact copy of the "Declaration". Return to Abraham Washington and get 400 caps as a reward, as well as a "railroad rifle" scheme.

    Education

    The game begins with the fact that you are born as a little peanut. At this point, you can choose the name, gender, and appearance of the character. Subsequently, you will have the opportunity to make adjustments if something is not to your liking. The chosen appearance also determines the appearance of your father.
    1 year
    The first quest, as it were, hints 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 arena door. Go to the toy box, there is a book lying next to it. 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 in childbirth ... Leave the room after your father at the end of the sentimental 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 the father speaks on the selector, approach him and he will send you to his friend Jonas. Exit right and take the first turn left. On the way to it, you will meet Beatrice, who will give you a poem. You will come across a ladder - go down it and get to Jonas.

    After the dialogue, your father will enter the room and give you a blowgun. Shoot down three targets in front of you, then kill the cockroach using the V.A.T.S. or as usual. The father will ask Jonas to take a picture of you - the flash of the camera will take you 6 years ahead.
    16 years
    At this stage in life, you will have to pass an aptitude test codenamed K.O.Z.A. (Qualification-assessment problem book of the administration).
    After the dialogue with your father, look around - on his desktop you will find a bobblehead 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 the hooligans, you will worsen

    Having settled the conflict, go to the classroom, where the teacher Mr. Brotch will offer you to take your place and pass the K.O.Z.A. You will be asked 10 questions for the inclinations of your character. 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.

    After distributing skills, leave the room. Quest completed..

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

    Luckily, Amata found you earlier and offers to escape through the secret entrance she knows in the Overseer's room. She will give you 10 hairpins to pick the lock in her father's room. Don't take the gun from her. If he stays with her, 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 radroaches and he will suddenly become indifferent to you. Don't waste ammo on cockroaches, kill them with a bat. Search the corpse of Kendall, take his club and equipment.

    Head west and along the way you will meet Butch, who will ask you to save his mother from radroaches. Agree to help him or convince him to stop shaking in his skin and save his mother and get a plus for karma (just don't kill your mother by fighting off 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 won't get any 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 not 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 dwellers and two guards. A shootout will start. Kill them with a pistol, although it is quite possible to deal with a bat. Search the bodies, take a gun, ammo and better equipment than you have. Turn around and go through the door behind, which is jammed with a metal cabinet. You will see a ladder and a radroach on it. Kill him and go straight past the window with the angry man. Along the way, you can pick up some loot from the boxes.

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

    you can ignore what is happening and open the Watched room using the 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 the key, then you will simply open the door to the Overseer's room, otherwise you will need to break open. Successful hacking and hacking give experience. Inside, use the computer and enter the password received from the Overseer. After logging in, select "Open Overseer's Tunnel".

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

    Near the exit, you will meet again with Amata, whose behavior will be different depending on how you treated her daddy. In any case, it is better not to linger at the exit. soon evil guys will come there and will put obstacles in your way. Before leaving, you will have the opportunity to change the character settings: name, gender and appearance.

    Track to track

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

    Climb down until you reach Springvale. Examine everything there in detail, pay attention to the mailboxes - there may be valuable things there, including the Fistfight +1 spellbook. Also pay attention to the house that you can enter, you may have to go back there again. Do not talk to its inhabitant yet, so as not to promise too much.

    You shouldn't go to the Springvale school - the raiders have settled there and you can 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 above it. Treat the homeless before entering the city with water and raise your karma.

    At the entrance to the city you will meet the local sheriff - Lucas Simms. Ask him about his father. He will answer that he knows nothing about it, continue to ask the sheriff about the city, about the bomb. Offer to defuse the bomb and get the Power of the Atom side quest. Try using the Speech skill to trade for 500 caps instead of the 100 originally offered. After that, ask about your father again, and this time Lucas will advise you to talk to the owner of the inn, Colin Moriarty.

    Before you go to Moriarty, explore the city. Here you can take some quests and get uniforms. Go to the Crater Shop with 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 baby doll +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 get information from Moriarty. The best of them is to say that you will deal with a drug addict who owes him money. Return to Springvale and talk to her - she is standing in an undestroyed house. You can promise to lie to Moriarty for 100 (or 300, if you agree) 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 for the first time, and then change your mind, then the price will 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 requires a level of "science" 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 moment when 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 reasonable 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 a quest (this quest is a side quest and does not belong 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 running along the river.

    Advice. If you go along this road along the river, then you will stumble upon a raider camp, in which lies the spellbook "Into cover! Get down!”, which increases the Explosives skill by +1.

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

    The gang sat down in front of the Tenleytown/Friendship subway station. If possible, kill them with a sniper rifle. one of them has a grenade launcher, which he shoots hard.

    After clearing the area in front of the entrance, go down and go to the station. There you will meet wild ghouls. One pair of ghouls are eating the corpse of a mercenary, kill them and look nearby for the "Lie" spellbook, which gives +1 to "eloquence" (1 on the map). Next, 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 who have settled 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 Lyons. Go with a squad, helping to kill super mutants and rummaging through all the corpses - this is how you replenish your ammo supply. As a result, you will enter the Galaxy News Radio building, where your squad will clear the monsters.

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

    Shoot at the big man, trying not to get hit by him. Depending on the difficulty level of the game, you may need a different number of accurate hits from 1 to 3. Shoot at a stationary target from a distance of about 10 meters. From the corpse of this monster, you can get a lot of useful things.

    After defeating the monster, go up the stairs and use the intercom to enter the building. Climb to the second floor, where you will find DJ Treedognight. He will say that he saw your father, but, of course, he will not just tell you anything and will give you the next task "Radio News of the Galaxy".

    End of quest.

    Alternatively, you can go to Rivet City and talk to Dr. Lee about your father. The Rivet City Mapper can be obtained during the Wasteland Survival Guide. Chapter 3"

    Galaxy News Radio

    If you failed to convince Three Dog to help in search of his father for free, then you will have to make a trip 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 go on a journey, you should complete all side quests in Megaton, as well as stock up on ammunition and medical supplies.

    So, if you're ready, exit the Galaxy News Radio room through the back door of the studio at DuPont Station. You will be on the top. Climb down and get ready to fight, you will be attacked by 3 wild rogue ghouls. They are stronger than the normal wild ghoul and more tenacious.

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

    Two super mutants are waiting for you around the corner in a wide corridor. Kill them and go through the small door opposite the one you entered, this is the staff room. Climb down to the intersection with the broken paths. Walk diagonally left to a door where two raiders will meet you. After killing them, reload your weapon, raise your health to the maximum and get ready for a tough fight. Ahead of you are waiting for 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 immediately with both raiders and turrets.

    The first step is to destroy the cannon on the southwestern wall. Then the second turret, which is a little further ahead. An assault rifle is perfect for this. Now there are raiders. Step back and heal. It is 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 gates of the complex. Entering the complex, be careful - the corridor is mined. Carefully, bypassing and deactivating the mines, go 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 glad to you, so bring down everyone indiscriminately. Having got hold of the cartridges in the room, go out the door opposite. You will find yourself on the tracks, and ghouls will approach you from the right, clearly plotting evil. Well, you know what to do in such cases. Now go through the tunnel until it splits into two branches. On the left branch, wild dogs will run towards you. They are quite dead, but there are a lot of them.

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

    When you leave the room, you will meet a raider, and then another small raider camp. After clearing it, you can rest before continuing your journey. Rest will not hurt you, because the main dangers are yet to come. After resting and gaining strength, go up the escalator and see the exit from the Mall dungeon. Don't rush, there's a horde of Super Mutants and their fatter Super Mutant Beast counterparts waiting for you outside. Alternatively, you can take the fight, but you will spend a lot of time, ammunition and medicines that will be needed in the future. Therefore, the best solution is to quickly run to the entrance to the Technical Museum. The doors are to the right of the exit from the dungeon at a 45 degree angle. Exit and quickly dive into the building.

    Here you will meet 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 will withstand many automatic bursts into the body. Now that the path is cleared, you will see a counter, and next to it is a terminal with a dome. Use this terminal. It contains information about the museum, but the line at the bottom "000" is more important for you. Click on it and read a message from a certain Prime, in which he informs his partner that he hid the stolen things in a secret place. Return to the main menu of the terminal, now you will see the line "001" at the bottom. Select this item and you will see a list of four numbers. Choose "19". Please note that there is a first aid kit behind the left door.

    Now rise to the second floor and pass along the corridor to the west wing of the museum. Here you will see two terminals, yours is the far one. Choose 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 get down. At the bottom there 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 display. Here you will meet a super mutant and a super mutant master. The second one is remarkably thick-skinned and can even withstand several headshots from a minigun.

    After killing the monsters, activate the satellite dish.

    We received the plate, but we have not yet found the hidden values, so we go after them. Turn from the satellite to the northeast 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 turrets with a science skill of 50 or more. Use the terminal and a safe will open. You will get 200 caps, the key to the weapon locker and some other little things.

    Exit 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 already, literally, become native super mutants, after killing them, go through the door opposite. There you will find a locker with weapons, the key to which you took in the safe, and there will also be a first aid kit.

    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 (you ran past the super mutants from it to the doors of the museum). 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. Right in front of you is the Washington Monument.

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

    Pursuit

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

    Advice. Before you go on another trip for your father, visit the Museum of History. It's near the Washington Monument, so you'll find it right away. This museum is located behind the subway entrance. Enter the door and go straight to the next door. There you will find the city of ghouls Dungeon. Chat with the locals and take 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, use fast travel to one of the following points: Anchorage Memorial, Warm Sewers, or Dukov's Residence. And then head south along the river. You will meet rangers, in one camp, right behind Dukov's Dwelling, you will find the book "Into cover! Get down!”, which increases the Explosives skill by +1.

    Also in these areas are found 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, but after the Technical Museum, where there were more broods, I am sure that you will not be scared of a naked mutant. Near this memorial, turn left from the river, kill the monsters, passing along the metal flooring, and at the end you will see the "Rivet City" sign.

    Use the intercom to push the bridge to you.

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

    After exploring the city and getting to know its inhabitants, go to the science lab and talk to Dr. Li. 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 a baby doll doctor from the table that gives +1 intelligence.

    If you walked to Rivet City through the Jefferson Memorial, then you probably remember where it is located. Those who have chosen an alternative route to the city will not be out of place 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 way 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. After killing them, you will be able to replenish ammunition before entering the memorial. Also in the camp you will find a prisoner, freeing which you can increase your karma. After clearing the camp, follow the metal flooring near the memorial. On the way you will be attacked by super mutants, so do not rush too much, so as not to put on too many monsters. Fighting off the monsters, go to the descent from the deck and see the door to the souvenir shop on the left. You just need to go there!

    Go down the tunnel to the crossroads, where you will be attacked by a super mutant and a centaur. Kill them. On the right you will see a terminal if you have 50 units. in "science" it is highly recommended to turn off the turret, otherwise it will be necessary to shoot it down from the weapon. But take your time, the cannon will gladly shoot both you and the mutants, so if you don't feel sorry for the experience, you can wait until the cannon smashes 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 step will end.

    Now you need to listen to your father's recordings. They lie on the "Additional Filtration Panel", which 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 Warrington Depot, RobCo, or at least Vault 101, and follow the map marker west to Casey Smith's Garage.

    On the way you will not meet any dangerous enemies. Unless a fairly strong robot "Mr. Brave" wanders not far from the garage, but it is slow in shooting, which should be used if you meet him.

    Now go into the garage and turn into the room on the right. On the right wall grab the medicines from the first aid kit. The hatch down opens with a switch in the far left corner. Through the opened passage, go down the metal stairs and you will see the door to Vault 112 in front of you. At the entrance you will be met by the Robobrain and will be given the Vault jumpsuit. Put it then in the storage at home.

    Look for the 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 Pip-Boy has become a wristwatch. You can wander around, talk to all the inhabitants of the city, except for Betty and the old woman Deathers, until you decide on the further path of the quest. And, as you probably already guessed, there are two ways. And they have a different effect on karma.

    positive karma

    If you decide to complete the quest with good karma, ignore Betty and look for Old Deathers in Deathers' house. The old woman will tell you that all this is a dream and Dr. Brown controls it, who has now moved into Betty, and in general can move into 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 pretty 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, the terminal will appear to the right of the entrance.

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

    Talk to Betty and exit through the door. 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 of the playground. She will 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 up 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 assignment.

    The next "game" is that you have to destroy the Rockwell marriage. There are two ways to do this. The simplest is to approach Janet and use the "eloquence" skill, saying that you saw her husband kiss another woman. Another way is that you need to take lacy underwear from the second floor of the Simpson house and put it on Roger's table in the basement of the Rockwell 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 finished, return to Betty.

    Your next task will be to kill Mabel Henderson. Moreover, it is necessary not only to kick her to death, but to do it creatively and with fiction.

    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 pies;
    use the chandelier in the hallway to loosen the chain link, after which the chandelier will fall on Mabel;
    put the roller on the stairs so that Mabel slips on it;
    remove the due diligence options in the Henderson House terminal. In this case, the robot standing at the entrance will start firing 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 dog house near the abandoned house and take the mask and knife. After that, Betty demands that all the inhabitants of Tranquility Lane be slaughtered, except for herself and the dog - she calls this "playing tiny killer."

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

    People do not resist, so the difficulty exists only in finding and catching 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.

    Outside, you will meet with your father and complete the task.

    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 in Vault 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 say that he desperately needs to return to the Jefferson Memorial with a thick hint that you should escort him there.

    At the end of the dialogue, the father with all the doctors will go to the memorial. You should go there and clean up all the previously unkilled monsters along the way. If you have previously cleared the area with sufficient quality, then you can make 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 would be necessary to clear the interior (how he still survived and ran briskly around the Memorial on his own remains incomprehensible). Talk to your father again. If the dialogue contains the option "All in openwork" - the doctors will go inside, 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 that, you can return to your father and tell him that everything is in order.

    Scientists and their father will go to the Rotunda, go there, wait for them and ask your father what to 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 basement of the Memorial, go down the stairs, then turn right and go down another staircase to the lowest level. Use the map and compass to navigate and you can easily find the switch.

    After activating it, return to your father, and he will give you 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 has been 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 contact your father for 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 are in the hallway. 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 pump room - this is a grate from which steam comes. Get down there and go along the long pipe to the exit to the Capital Wasteland. In a 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 again find yourself in a pipe. Jump down and get into the basement of the Memorial, teeming with armed soldiers of the Enclave. These guys are smarter than raiders and super mutants and actively use shelters. Therefore, instead of taking the fight from a disadvantageous position for you, it is better to just jump down and go to the Rotunda.

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

    Follow the doctor to the secret tunnel. Your task now is to reach the Brotherhood of Steel fortress by 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 him to raise or lower his 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. Soon you will meet soldiers, do not attack, let them leave. After that, sneak to the right to a locked door that Dr. Lee will volunteer to open. When the door is open, go ahead of your companions and kill the three ghouls.

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

    give five stimulants (+ to karma)
    use buffout and kill Garza (- to karma)
    continue without satellites 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 ask the scientists to wait in front of the next door if you want to bring them alive. Behind the door, an ambush of two enclave soldiers awaits you 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 head up the stairs where you will 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 but monsters and pre-war money in the safe there. After you enter the following doors, this door will open and ghouls will crawl out from there.

    Activate the switch on the right and the doors will open. Ghouls will chase after you, but don't worry - the Brotherhood of Steel paladin, who is behind the sack cover right in front of the door, is frying them very quickly. Take the ammo from the shelf and move on. You are almost there. At the end of the tunnel there will be stairs to the Wasteland. Come out and you will find yourself near the Citadel, and Dr. Li will appear out of nowhere next to you with 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.

    Quest completed.

    In the footsteps

    So, you ended up in the fortress of the Brotherhood of Steel. Follow southwest from the gate to reach the door to the courtyard of the Citadel.

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

    There are no tasks in this city, but for those who are interested in the Fallout game universe, it will be interesting and informative to chat with the locals and read the terminals. Here, having positive karma, you can get a companion - High Paladin Cross. It can be found in the laboratory.

    When you're ready to continue with the main quest, head to the lab. There you will find the scribe Rothschild. Ask him about the GECK and he will tell you that he doesn't know where to find the thing, but will give you access to a pre-war Wall-Tech terminal that might contain information on the subject.

    Exit to the courtyard and follow through the northern doors to Ring "A" of the Citadel. Here, guided by the map, it is easy to find the terminal that Rothschild mentioned. Activate the computer and examine the data in 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 his 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.

    Get out into the courtyard and use fast travel to get as close as possible to the mark on the map. We will assume that the nearest point is Casey Smith's garage, which you should have opened in any case according to the Pursuit Race story quest. Head northwest and be prepared to deal with Yao Guys, scorpions, robots, and super mutants along the way. Eventually, you will reach the entrance to the cave, which is located in a fenced area, hung with garlands.

    Right behind the house you will see the entrance. Go inside and go down until you reach a partition made of metal and cardboard. Here you will be stopped by a boy named Mayor McCready and in all seriousness will say that he will not let you go any further.

    Now you have two options:

    if you have enough eloquence to convince the kid to let you through, you can follow the Little Lamplight straight to Vault 87;
    if you have problems with eloquence, you will have to earn the trust of a small mayor. Ask him what you need to do to win the mayor's trust and get the quest "Salvation from Paradise"
    In order not to violate the order of passage, we will continue the description of the task "In the footsteps". If you didn't manage to convince McCready to let you through - get distracted by completing the "Salvation from Paradise" quest, and then continue from here.

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

    In a dialogue with the Mayor, you will learn that there are two paths leading to the Vault: through the Killing Pass, which is teeming with monsters, or through a certain door that does not work, and no one can fix it. In fact, the door works, just the password from 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 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 a rather "cunning" architecture.

    Before you go on a further journey, talk to the locals, the history of the city of children Little Lamplight is quite interesting. Don't forget to repair your equipment and stock up on medical supplies.

    Now it's up to you to decide which way to go to Vault 87. Kill Pass is inhabited by all kinds of super mutants with heavy weapons. A very good place to level up, very expensive in terms of ammo and medical supplies. Hacking the computer that opens the doors will allow you to immediately enter the Vault and complete the quest, but this requires you to have a higher than average "science" skill and you will have to tinker with hacking the terminal of the 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, break it open and, entering the unlocked doors, you will complete the quest. If you decide (or need) to go through the Kill Pass - go to the Lamplight Caverns, go past the Gift Shop (a building raised on stilts) and go into the tunnel behind it until you are at the door.

    Once in the Kill Pass, you immediately find yourself with a choice: go straight or turn left. There are a lot of heavily armed supremacists on the left (one of them with a grenade launcher) and a baseball trap will make it difficult for you to advance, so a straight road is the best choice.

    Move forward to an open area with a hut on the right. Switch to stealth mode to take cover behind the bags. In the hut is a super mutant beast. The sounds of combat will attract one or two more monsters. After dealing 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 to the left tunnel and get ready for a fight. Around the corner is a mutant with a minigun and another with a rifle. Do not go out on the boards - there are two more monsters with the same weapons below.

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

    After collecting everything and restoring your strength, return to the burning barrel, now your path lies in the second unexplored tunnel.

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

    The quest will be completed.

    Finding the Garden of Eden

    For those who came to the Vault after fixing 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 to the exit to the Kill Pass. Now you are in the same place where the person will be, who has chosen the caves with mutants as the path to the Vault.

    So, go down the aisle to the room in front of you. In the northwest corner you will see Radroaches. There is a chance of a super mutant patrol appearing, so be on the lookout. Once you've finished picking up the trophies in the room, exit through the north doors and up the stairs. Be prepared to face several monsters. Eventually, you will find yourself in front of a door leading to the living quarters.

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

    After collecting everything you need, exit through the door on the east side, next to the door you entered. 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 the mines, running away from the monster.

    The first door on the left in the corridor is locked. If you have an excellent lockpicking skill, you can try to open the door, but it leads nowhere and the room behind it contains nothing of value. The second door on the left leads to the upper tier of the hall you just visited. As soon as you cross this threshold, two super mutant masters will appear from the door opposite. I would advise you to return to the corridor and take the fight in this zone, which is more convenient for you.

    After finishing with them, go to 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 the hand-to-hand combat skill. There are 4 stimulants in a locked safe.

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

    Leave the room and continue your way along the corridor, then up the stairs to the entrance to the "Experimental Lab".

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

    The mutant's name is Fox, and he'll offer you a deal: you let him out of his cage, and in return he'll help take the GECK out of the radiation-filled room.

    To rescue Fox, go along 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 kind of psycho named Sid. They won't cause much trouble.

    Fox will keep his promise and lead you to GECK, 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 oncoming monsters to him - he may die. After reaching the goal, talk to Fox again and he will bring the GECK from the corridor with a high level of radiation (rolls over 120 rad / sec).

    Now you need to get out of the laboratory. It will not be difficult, very soon you will fall into the clutches of the soldiers of the Enclave, and you will wake up already under interrogation by Colonel Autumn. You can tell him anything but the correct code (2-1-6). The President of the Enclave will soon call the Colonel, release you and invite you to his audience, and by saying the correct code, you will immediately sign your own death warrant.

    Quest completed.

    American dream

    When Colonel Autumn leaves the interrogation room, take your equipment from the closet and exit into the corridor. Here you will be stopped by a security guard. With him, you can choose any line of behavior, even kill because. soon the President will order his men over the speakerphone not to obstruct your movement in the Enclave building.

    Go right down the long narrow corridor to the end and you will be in front of the map. In the future, you will meet this card more than once.

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

    Now, or very soon, Colonel Autumn will override the president's order over the speakerphone, and all the soldiers will become hostile to you. The best tactic now is to hide indoors and wait for them to come to you, then shoot one by one.

    Once on the second level of Raven Rock, move forward to the main room of the laboratory. Clear the room of the 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 cryo-lab to your left. Don't forget to inspect the premises for first-aid kits, mentats and other useful things. In the cabinets you can find blocks of cigarettes and ammunition. Once in the laboratory, go down the stairs and exit through the western doors. You will have a map in front of you. Your next target is Sector 2C.

    Go down 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 let her live - it doesn't matter. In the room opposite Anna's room, there are crates containing grenades, Enclave armor, power brass knuckles, a plasma pistol, and ammunition. To open them, you need to hack the terminal here.

    Go further north to the end of the corridor. Behind the door on the left is a room in which you can find a bobblehead that adds +10 points 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 target is Sector 1A. Exit through the western doors to the Control Room. Here you will meet two Enclave soldiers and two security robots. You don't even have to shoot - the robots will kill the soldiers themselves. Go further, through the doors and up the long spiral staircase until you finally meet with President Eden - this is a computer in front of a locked door.

    Listen to Eden. Whatever decision you make regarding the destruction of mutants in the Wasteland, you will have to take a vial of the virus to end the conversation. If you have a high Speech or Science skill, you will be able to convince the machine to self-destruct and destroy Raeven Rock. But don't put too much hope on this outcome - it won't be the end of the Enclave, but will only slightly affect some of the dialogues in the next story quest and the game's ending.

    After talking with President Eden, go 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 the Enclave soldiers. Turrets located along the walls and robots will help you with this. On the way to the left you will come across a crate 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 indiscriminately.

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

    Follow the corridor until you exit into the Capital Wastes. Here you will see Fox laying out the Enclave soldiers with a Gatling laser. If you have good enough karma, this mutant can become your companion.

    Use fast travel to get to 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 GECK is in the hands of the Enclave so that they can quickly decide on their future plans.

    As a reward for completing the quest, Guardian Lyons will offer you a choice of power or recon Brotherhood armor. Choose a suitable reward or refuse if your armor is better, but do not rush to go with the guard if you have side quests left unfinished. Completing the next quest "Take Him!" will complete the storyline and the game.

    Take it!

    If you have side quests, it's best to complete them before you announce to the Lyons guard that you're ready to march on the Enclave. You should also stock up on ammunition and medicines as fully as possible in advance - later you will no longer need them.

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

    Come out through the main gate and be ready for a beautiful and large-scale battle. Pride, 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 soldiers of the enclave. On the way, you won’t be able to collect anything useful, except for what you can take from the bodies of soldiers. You should not get too close to the robot so as not to get hit by the blast wave, and you should not get ahead of the robot for obvious reasons.

    Once near the Memorial, go to the gift shop. Guard Lyons will be with you. Inside, you will encounter many Enclave soldiers who have taken cover. Remember that this is the final quest and there is no point in saving ammo. Feel free to get the best weapons, do not hesitate to use the "Fat Man". Guardian Lyons cannot die, so caution in using weapons is useless here.

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

    After you solve the problem with Autumn, it turns out that the real problems are yet to come. Dr. Lee says on the intercom that someone needs to go inside the chamber and turn on the purifier. Whoever 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 vial with virus" item.

    Now you can:

    send Lyons to the guard cell,
    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, the final video awaits you, the content of which largely depends on the decisions you make during the game.

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

    Additional Missions

    Big Trouble in the Big City

    You will receive this task immediately upon entering the Big City. You can put a city location marker on the map by talking to the boy Velcro in the story quest "In the Footsteps", or by taking the "Just Business" quest from Grumble, not far from Paradise Falls.

    Upon entering the city, and learning at the entrance that people are disappearing here, talk to one of the locals about their missing friends.

    It turns out that people are kidnapped by super mutants and kept in the Germantown police station in the northeast. Go there, guided by the map and compass. After reaching the site, go through the maze of fences to the guarded super mutant camp. Replenish supplies of medicines and ammunition here, then go through the metal gate on the left.

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

    Inside, move carefully and slowly. 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, watching for the presence of mines. At the bottom, turn left, then left again and go straight through the large hall with cockroaches. You will find yourself in a room with terminals and a locked door. There are a lot of ammo and health kits inside, so if you can open it, it will be great.

    Now exit through the door on the north side and you will see the cells with the 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 prisoner will tell you that Shorty, another resident of the Big City, is being kept in the kitchen. If you don't want to mess with him, you can go outside right now.

    To save Shorty, exit the camera room and follow the corridor until you turn left, then go down the stairs and enter the basement.

    Advice. Now, if you have more than 50 lockpicking skill, you should turn left and find a room on the north side of the room. After picking the lock, you will find "Fat Man" behind the door and the "Modern Locks" spellbook, which adds 1 power to "picking".

    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 Shorty, who is sitting right there, and return to Red's cell.

    Now your main and secondary tasks are completed, exit through the door in the corridor and find yourself on the street in safety. 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 so that Redhead does not die (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 villagers to reprogram combat robots, a good weapon skill will allow you to train villagers to defend themselves, stealth will help them hide from monsters more successfully, and so on. After your lessons, super mutants will attack the city, help the inhabitants to protect their city.

    If you refuse to help now, then the Big City will become a Dead City by your next visit here.

    Head of State

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

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

    A marker on the map that locates the Temple of Unity can be set by talking to May Wong in Rivet City. This woman can be found on the middle deck. In dialogue, offer her 25 pistol caps to protect her from slavers.

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

    The Museum of History is located just south of the Washington Obelisk, and you've probably been there while visiting the Dungeon Ghoul City. Use fast travel, and once in the Historical Museum, do not go straight to 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. To the right you can see two large windows. Search them and you'll find Lincoln's Diary, the first of nine "things that belonged to Lincoln" in the Historical Museum. Now go through the south door to the administration building. Next, go up the stairs and turn right, go straight down the corridor, turn into the first room on the right. In this room, littered with debris, lies on the floor "Lincoln's Cylinder" - the second artifact of Lincoln.

    Return to the stairs and go along the left corridor to the second door on the left. Here you will meet two wild ghouls. Go through the gap in the wall. On the table you will see the "Abe Figurine". This is the third artifact. In the same room, you can get medicines from the first aid kit, ammo from the cabinet and some covers from a locked safe of medium difficulty.

    Leave the room and go further down the corridor to the locked grate. The lock here is very simple, so there should be no problems with hacking. Go to the office space and go up the stairs. Here you will encounter several ghouls, after dealing with them, you can take the “Poster of the Lincoln Memorial” (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 the request of Caleb.

    Note. Things, according to legend, belonged to Abraham Lincoln are highly valued by slave traders and runaway slaves, they can also be sold to Abraham Washington in Rivet City. You have already collected three items and the fourth one, the poster, is required to complete this task. If you have no desire to continue collecting artifacts, you can now return to the Temple of Unity and continue 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 on the bookshelves will be the Lincoln Antique Coin Collection. Now return 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 on the table nearby is a spellbook that increases stealth by 1. Go back through the gap in the wall, on your left there will be a table with a poster hanging over it, and on your right there will be another desk. On this second table is Lincoln's Voice Recording.

    Now go downstairs, back to the office space. In the southwest corner on the middle shelf of the cabinet is a "Wanted John Wilkes Booth" poster, and in the southeast corner, also on a cabinet shelf or sometimes on the floor, you will find an "1863 Conscription Proclamation" poster.

    Now it's time to make a decision: will you help the fugitive slaves or take the side of the slavers. Your choice will determine your next steps.

    Help the slaves.
    Head to the Lincoln Memorial and kill all the super mutants near the entrance, as well as all the slavers inside. Alternatively, you can first sell Lincoln 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. Slaves will begin to collect belongings, and you again need to move to the Lincoln Memorial. Use the bed here, courtesy of the dead raiders, to sleep for 12 hours while Hannibal and his comrades pull up to the Memorial. After that, go to the subway station in the northwest to meet all of their gop company. As a thank you for your help, Hannibal will give you a drawing of a dart launcher.

    The quest will be completed. This quest completion option will increase your karma.

    Help the slavers.
    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 capturing runaway slaves. After paying, Leroy will gather his gang and go to the temple of Unity.

    Use fast travel to the temple and follow the highway to the 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 artifacts and sell to Leroy.

    The quest will be completed. This scenario will negatively affect your karma.

    artificial man

    This quest is given by Dr. Zimmer. You can find it in the Rivet City Science Lab. The essence of the task is that the doctor, from whom the android ran away, asks him to return. 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.

    Side mission: find out what Dr. Preston knows about the android.

    Dr. Preston is in his office on the top floor of Rivet City. You will learn from him that someone sent out cassettes asking for help to scientists and doctors. But the doctor considers this story with a robot and a cassette 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. Additional quest condition completed.

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

    You can use "eloquence" or pour 100 caps on Seagrave and then he will tell you that this story is not fictional and even give a record that tells that a certain robot is going to carry out complex operations to change a programmed personality.

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

    Return to Rivet City and visit Pinkerton. (For details on how to find Pinkerton, see Chapter 3 of the Wasteland Survival Guide, part titled "History of Rivet City"). At first, the old man will deny, but to be more persistent, he admits 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 photo and study the materials from the scientist's computer, then go to the entrance to Rivet City. It's time to decide how to end this quest.

    Before proceeding, 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 indoor unit so you can show it to Zimmer as evidence of the android's death. In this way, you can protect him from further persecution.

    In principle, having this block with you, you can complete the quest by completing the request of Watts and get 50 caps from Zimmer. But 50 caps for such a hassle... it's not the best solution.

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

    bad karma

    Return to Zimmer in the science lab and tell him everything you know about the android, show him his current face and name. For this, you will receive the Super Reflexes perk, which increases the chance of hitting the 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 unlock code you received from Pinkerton in the dialogue. Quest completed.

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

    Ask the android about 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 can not be afraid to incur the wrath of the guards. Go to the science lab and tell the doctor that you found his android and get the Super Reflexes perk as a reward. Your karma will go down.

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

    Control shot

    While exploring the Dungeon, you may come across a ghoul named Crowley, who 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 get the quest, when talking, you should try not to start a fight with him. If you get along, he will give you a list of 4 people to kill. Here's a cutie! And you have to do it with a headshot. If you kill them the way Crowley wants you will get 100 caps 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 to the ghoul.

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

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

    Tad Straer

    This type wanders aimlessly throughout Rivet City, at night he can be found in a common rooming house. In a conversation, Thad will say that he does not know Crowley personally, but his father knew him. Years ago they were hired by Tenpenny for some business and Thad's father said that Crowley died then.

    The key can be obtained from Thad in three ways: to persuade him to give it using eloquence, to buy it for 25 caps, or to fulfill the promise given to Crowley. If you decide to kill Ted, do it when no one is around, otherwise half the city will come running.

    After receiving the key, you can go to Crowley for a reward.

    This character is located quite far, in the northeastern part of the city, in a place called Dave's Republic. Head to the Tenleytown/Friendship station if you don't remember how to get there - brush up on the description of the "Trail to Trail" story quest, where this station was a waypoint on the way to the Galaxy News Radio building. So, from Tenleytown / Friendship, move north, guided by the map. You have to navigate through an open, not densely populated area. On the way, beware of Yao-Gaev - rather vicious creatures.

    Your path takes you past Canterbury Commons further north. On the way, you will meet an electrical substation - there you can take medicines and get hold of some useful things if you can hack the terminal that unlocks the safe.

    At the entrance to 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 the official guest of the Republic of Dave. This can be achieved either with the help of "eloquence", or by paying 250 caps, or by giving this dunce a gun.

    Once you have obtained the required status, you can talk to Dave about Mr. Crowley and try to get the key from him. This can be done as usual with "eloquence", or - if you have a high "luck" stat - an additional option in the dialogue will open, allowing you to get the key.

    If nothing worked - use theft or the solution to all problems - a shot in the forehead. 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, open the safe with it (there will be a gun and various little things).

    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), from there head southwest until you see a large building directly in front of you.

    The methods for obtaining the key from Dyukov are the same as for the previous characters. You can persuade him to give you the key, steal or kill. 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 from Dyukov where Fort Konstantin is - so you can put a mark on the map for a future trip.

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

    Alistair Tenpenny.

    It is possible that this character is already dead. He could die when you completed the Tenpenny Tower quest. In this case, after killing the third character from the list, you can return to Crowley for a reward. The quest will be completed.*

    If you have not yet completed this quest, then you also do not have to go there now in order to kill Tenpenny. Take the above task and decide the fate of the last character from the list by completing the quest. But in this situation, until you deal with Tenpenny, do not turn in the quest "Control Shot".

    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 need 100 caps or Mr. Burke's order for the Power of the Atom quest. Once in the tower, go straight through the doors to the elevator and go up to the penthouse. A 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 the dialogue, by stealing, or by killing the guard.

    You now have several options for what to do next: you can either kill Tenpenny or you can tell Alistair about Crowley's plans, and he will offer double the reward if you kill the customer himself.

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

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

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

    *But that's 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!

    After handing over all the keys to Crowley (if you complete the quest with him), do not rush to leave the Dungeon. Wait for the moment when Crowley is left alone and kill for the za. Do not forget to save before this, in case you are noticed and the whole city will come running to kill you. Take all the keys from the corpse of the ghoul.

    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 silo, which can be opened with Ted Styer's key.

    Advice. In the open safe of the residence, you can find a bobblehead that increases your heavy weapon skill by 10 points.

    On 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, unlock it with Dyukov's key.

    All. The nearest exit is through the south doors up the stairs and through the door to the Capital Wasteland in any of the rooms.

    Inhuman Gambit

    You will receive this quest by visiting the Canterbury Commons and Antagonizer's Lair.

    Arriving in the town, you will witness a clash between two self-proclaimed superheroes: Antagonizer and Mechanist. At the same time, local residents do not feel happy at all and dream of getting rid of both. When the dust of the fight clears, you will be able to talk on this topic with Uncle Roy, who will give the task, promising 200 (400) caps for your help.
    Find Derek Pacien nearby and talk to him. If you have the "Childishness" trait, you can learn from him the weaknesses of the "superheroes": the Mechanist will never harm the innocent, and the ants guarding the Antagonizer are rather weak. Derek will also give the coordinates of the 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 Antgonizer.

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

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

    have a high level of skill "Eloquence",
    to have maximum charisma,
    know Antgonizer's real name
    read the editor's note on the Antgonizer character in Grognak the Barbarian, or have the Wife Killer trait.
    It is recommended to save before this extremely difficult conversation, as it will have to be played through more than once. If successful, Antgonizer will give you his costume and peacefully leave the Canterbury area.

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

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

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

    To find the Oasis, head to the northernmost edge of the map. Approximately in its middle is the entrance to the location. Its proximity is easy to determine by the green plants found here and there, which are not characteristic of the rest of the Wastes.

    As soon as you reach the Oasis through a narrow passage, you will be met by 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 specific, in the end, it turns out that you need to undergo a purification rite before meeting with some kind of god. Go to the fountain in the pavilion where the Laurel stands, wait for the arrival of all the ancients and go through the "rite of purification" 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 the name of this "god" is Harold and an unusual mutation made him literally grow to the ground. All he asks is that you help him die, interrupting the suffering of the unfortunate. After learning all about Harold and the tree Bob, return through the northwest exit to the Oasis to father Laurus and mother-crown Birch, who at this moment will be heatedly arguing 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 pouring special juice on Harold's heart, which is somewhere deep underground. Mother birch, on the contrary, believes that it is necessary to fill all the Wastelands with greenery, anointing the heart with a special ointment.

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

    In the cave, be prepared to meet a variety of bogmen, including bog kings. Get down downward to the big puddle with monsters. Kill them, dive and swim through the tunnel underwater until you emerge from the other side. Follow further along the cave to the door to the "Underground halls". In the halls, move forward, killing the swamps, 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.

    Killing the Unfortunate will grant you the Thick Hide perk, granting +5% damage resistance. After pouring juice over the heart, you will receive a grenade launcher and Lipa's hoodie (DR12, Weight 2, MP 117, Dex +1, Sp +1)

    Using the ointment will give you Lilac Hood (100 59, Stealth +10, Dex +1) and excellent Maple Power Armor (DR 21, Weight 45, 100 187, Heavy Weapons +5, Str. + 1, Dex +1, Resist Rad +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 to the Grove. To do this, go a little further along the tunnel and get into the "Wet Cave", where you will meet three more swamps. After killing them, dive under the water and swim through the tunnel to the doors to the Grove.

    If you poured juice on 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 can't 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.

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

    Graditch, the town where the boy lived, is a little south of the Supermart. Approaching the city, you will see that this place is devastated by fire ants. They are similar to those found in the wastelands, but these ants can breathe fire.

    Advice. Even if you have melee weapons or unarmed combat, it is better to keep your distance from these mutants. Up close, they fry with fire very well. From the corpses of ants, you can collect "Fire Ant Nectar", which gives protection from fire +25, int. +3 and agility. +4 - it helps a lot if the ant still comes close.

    Behind the gates of the city, 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 located. 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 hold of ammunition in the house and restore health by sleeping in the bed.

    Go outside and return to the boy to tell the bad news about his father's death. Then enter the hut with the key. The hut is located near Brian - you can see the entrance to it on 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 item "Experimental material detected!". This action will mark the location of the 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 throughout the study in 1-2 pieces. Go through the station without turning into the door on the left yet, go through the turnstiles.

    You will see a wagon with a corpse in it. Search it and find out that you need to finish some work. I must say right away that as a result of the "case" you will receive "Frank pajamas", giving +10 to eloquence and +1 to luck. If you are interested, then go to the fire hydrant (1 on the map), then head to the safe (2 on the map):

    After you pick up the Candid Pajamas, some impudent person will come up to you and demand to give him your find. It makes sense to pile on the insolent on the ears. you can get a good helmet from it.

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

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

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

    Advice. Do not forget to ask the doctor about what you will be for such a headache and he will promise to give his robe +20 radiation protection and +10 science.

    Lesko specifically asks not to kill the Queen. In principle, you can kill her, but then you will spoil the karma and not get a robe, so it’s better not to touch the Queen.

    The Queen's Lair is a corridor location with one separate room. Killing the guards without getting caught in the eyes of the Queen is quite easy, four of them are before turning towards her and only one is behind the turn. Guardians are quite fat, and often have time to get close, so it is recommended to use "Fire Ant Nectar".

    After killing the guards, return to Lesko and get a reward for the quest. After that, you can get out of the dungeon. On the way to baby Brian, do not forget to look into the house of William Brandis (it will be marked on the map) and take a grenade launcher, an ammunition box is hidden behind the refrigerator.

    Everything, now you can return to the boy and promise that you will find him a better place to live than this city. Quest completed.

    There are three places to put Brian Wilks in 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.
    Quest is over.

    Song of Agatha

    There is a small house a stone's throw northeast of the Mereshti depot, which can only be reached by using a rickety bridge leading to a small valley. In this house lives an old lady named Agatha - 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 earns a living by broadcasting her music on the radio, and for this caravaneers regularly supply her with the necessary goods. But the trouble is - her violin is in a deplorable state, 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, nothing is known about the whereabouts of Agatha's Vault, but she will give you the coordinates of the Vault-Tec Corporation headquarters, where she thinks you can find the coordinates you need.

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

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

    The entrance to Vault 92 is on the edge of the map, due west of Dave's Republic and north-northeast of the Minefield. Slightly west of Old Olney. On the way, you may meet raiders, robots, scorpions, and not far from the Vault, a powerful creature, the Death Claw, roams.

    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 do not rush to go in - there are mines and a blower (big fly). Slam the blower and defuse the mine.

    Note. Vault 92 is a huge labyrinth that is very interesting to explore. In the Walkthrough, the shortest path to the violin will be described. However, after achieving the objectives of the task, I would highly recommend that you take the time to explore other areas 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 lockpicking skill of at least 50), opening which will immediately deactivate the mine. In the next room, there is also a mine and one blower. Keep moving east through until you reach a ladder. Go down to the recording studio.

    Before you go inside, you need to know that several very tenacious bog hunters will meet you at the door. In any case, you won't be able to kill them on the way, so prepare stimpacks and appropriate weapons for combat with several opponents at close range.

    Enter the studio, and after killing the swamps, turn right. Go all the way to the west until you see a staircase down to the left. Go down it and be ready to meet two bog kings. Then turn left and left again until you reach the recording studio.

    Here you will find the book "Nikola Tesla and You", which increases the skill of using energy weapons by 1, 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 notes to the old woman and get a unique Blackhawk revolver. Sheet music can be found at Springvale Elementary School, Arlington Library, National Archives, Roosevelt Academy, or Vault 92. If you haven't picked up any sheet music yet, the easiest and most affordable place to get it 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 writing table on which you can find sheet music.

    Now return to Agatha and the quest will be completed. After completing the quest, 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 up the violin, instead selling it to Abraham Washington in Rivet City or Azrukhal in the Dungeon. 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 give positive karma for 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 get a mark on the map if you take the task "Salvation 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 VIPs 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 the "hypnotron" instead of the weapon and, having come closer, use it. Then talk to the hypnotized character and tell him to run as fast as he can into Paradise Falls, otherwise he will be left without a head.

    Arkansas

    So, your first target is the same sniper that annoyed 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 look under your feet if you don't want to attract his attention with an explosion. As soon as you go 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 a shelter - he will come himself, the main thing is to have time to use the "hypnotron".

    When he runs to Paradise, don't 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 little things.

    Return to Grumpy and get your reward - 250 caps. If you did a task with the aim of infiltrating the city of slavers, 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. The marker on the map can be obtained by talking with Burke in Megaton on the "Power of the Atom" quest, for this you must 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 common business with Mr. Burke for the aforementioned quest. Susan can be found in her room on the second floor of the apartment, 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 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 the slavers.

    To put a collar on Miss Lancaster, wait until she is alone and use the "hypnotron". After that, tell her to go to the slavers, 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've completed the Big Trouble in the Big City quest. In this case, you will have to first complete the task of rescuing her, then teach how to defend against 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 around the city, and sometimes even goes out for a smoke. Smoking will kill him.

    Find it, and wait until the Projectile is alone. In a crowd or in front of witnesses, putting a collar on him is very risky - the whole city can take up arms against you. The process of turning a Projectile into a slave does not differ from the standard one. The only thing to keep in mind: after the disappearance of the Projectile, his partner Shrapnel will also disappear. So the arms dealers in Rivet City will get really bad.

    After sending the last slave to Paradise Falls, you can safely return for a reward and complete the quest.

    Rangers Reilly

    There are several ways to get this quest. For example, if you catch the radio signal from the rangers at the entrance to the National Archives, turn on the radio, and the quest will automatically be recorded to you on Pip-Boy. It is preferable to take it from Reilly, who lies unconscious in the Dungeon Hospital. Speak to Dr. Burroughs and convince him to use "eloquence" to wake up Reilly if your medical skills aren't enough to do it on your own. Even if you took the task not in the dungeon to reach the hospital, talking to this girl would still be useful.

    As soon as Reilly wakes up, she will tell you that her team called Reilly's Rangers, hiding from super mutants, is stuck on top of the State Hotel. 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 journey is not mandatory, but it is still recommended to make it, because anyway at the end of the quest you will have to go there for a reward. By going there now, you will replenish ammunition and stock up on medicines, and at the same time set a point for fast movement.

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

    On the way, you will be attacked by small groups of monsters, mostly consisting of super mutants, it makes no sense to dwell on them in detail, there are many of them, they are common and move around the map quite chaotically. Just prepare for the fact that the path will not be a Sunday walk in the park and do not forget to take plenty of ammunition and medical supplies on the road.

    Upon reaching 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, move east to the exit to "Steward Square".

    Once outside, go down the stairs and go diagonally to the right. You will see a metal frame of an elevated passage between buildings, pass under it and keep heading east. By the way, a mutant sat down in this passage, and he will shoot from above in your back - be more careful. Here and further, stay away from cars - they explode during gunfights.

    The Stuart Square subway station will be on your left. Do not go through the ruins of the city - keep 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 exit onto the road ending on the left with a blockage and a dead end. Turn left and look to the right for the white writing on the wall "Rangers Reillys". Follow the passage between the buildings and soon you will find yourself at the base of the rangers.

    The head of the statue in the center of the square, on which you find yourself, looks just at the door of the base. Grab your weapons, ammo, and medical supplies, then fast travel to Dupont Station. Cross the bridge, go through a small alley and head northeast until you reach a door in a small hole in the ground leading to the Dry Sewers. It is located to the right of the destroyed building behind a small fence.

    Entering the door, go without fear of getting lost - there is only one exit besides the one through which you entered - the "Hospital of Hope" and you need to go there. The collectors are filled with mercenaries, super mutants 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, in the end, you will see a staircase and an exit to "Vernon Square".

    Before you will be a metal bridge to the hotel. Go through it, jump down one floor and enter the building.

    Inside, jump into the gap and go down the corridor. Be careful - there is a stretch before 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 health. Follow the corridors to the stairs to the third floor, where you will find Theo's corpse and an ammo box 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 to the left in a spacious room you will meet two super mutants. In the same room you will find an elevator. If you have enough repair skill, you can repair it, thereby easing your path. However, you will not take the spellbook on the floor above, which adds 1 unit. to secrecy. After taking the elevator, skip the next two paragraphs.

    If your skills are not enough or you need a book, go further down the corridor until you reach a door with an "Exit" sign leading to the next floor. Do not forget to look into the rooms on the way, sometimes you can find first-aid kits or food there.

    Climbing the stairs, get ready for the fact that a mutant will meet you right outside the door. Now you will have a long corridor in front of you. In the room on the right, you will find the aforementioned spellbook. After taking it, go to the end of the corridor, to the next stairs leading down and up. Of course you have to get up. Be careful in the span between floors - there is a stretch. Climbing up the stairs, you will enter the restaurant.

    Search the first-aid kits on the left and go along the red carpet. There will be a room to your left, you would have ended up in it if you had repaired the elevator earlier. In the same room you will find a terminal that you can hack to shorten your path a bit. Get ready for the fact that behind the door you will meet four super mutants, one of which is the Master.

    If you failed to hack the terminal, go further along the red carpet until you come across a breach in the floor. After killing the met monsters, turn into the door on the left and climb up, along the same gap in the next room.

    There will be three super mutants here, kill them, but do not rush to go 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 where you would have ended up if you had hacked the terminal earlier. And here you will be met by four super mutants with the Master at the head.

    There is a bar in the center of the room where, after clearing, you can pick up ammo and the Grognak the Barbarian spellbook, which increases melee weapon proficiency by 1. Look in the pantry under the stairs and search the broken robot lying there. Take the nuclear battery from it - you will need it later.

    Climb 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. Get out there and follow the trail of dead super mutants until you reach the rangers.

    Talk to the doctor, who will say that there is only one exit from the roof - a high-speed elevator, but it is broken and a nuclear battery is needed to fix it. Luckily, we captured one under the stairs from the robot. Give it to Donovan and wait for him to fix the elevator. Then go down the hall.

    Now get ready to fight the super mutants. The difficulty is that you will have to take on all the fire. rangers are quite flimsy and can die with the whole squad. It is better to try to keep them all alive - they can be useful later. In addition to this, in a firefight, you must not hit on your own, so as not to fail the task. To meet these conditions, use the save.

    After completing 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 Power of the Atom quest. 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, as well as 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 depends on, which will increase the received perk.

    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 an inclination towards intelligence in your answers, you will receive a bonus to "medicine" and "science". If your answers imply forceful solution of questions, then the bonus will be on protection from damage. A mocking, snide response will allow you to get a bonus to a critical hit. For a tendency to cunning, the perk will increase "stealth" and "eloquence". For a standard answer, the health indicator will improve. But it should be noted that the author of these lines himself tried to answer differently and got the same result, regardless of the chosen answer.

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

    In general, it can be assumed that the type of perk received is influenced by a combination of various factors and it is rather difficult to accurately predict it. But the level of the perk can be affected 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 the "eloquence" skill pumped, you will convince Moira to refuse to work on the book. In this case, you will receive a perk that reduces the chance of you receiving critical damage by 50%.

    Wasteland Survival Guide. Chapter 1

    radioactive danger

    Main objective: get 200 units. radiation.
    Bonus Objective: Get 600 Food. radiation.

    This quest is the easiest. To complete it, it is enough to stand for several minutes near the bomb in Megaton. After receiving 600 units. radiation, return to Moira. She will heal you and you will have the ability to accelerate regeneration in radiation conditions.

    Foraging

    Main task: get food in the Supermart.
    Additional task: get medicines in Supermart.

    To complete the quest, you need to leave Megaton and head 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 within.

    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 point-blank - watch these doors. After killing the raiders in the hall, do not forget about a couple of handsome men behind the counter. There is a book on the counter - take it and study it - get +1 to barter. There is a first aid kit on the wall in the room behind the counter. 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 also a couple of raiders there. It makes sense to rummage in the Supermart for more cartridges, cigarettes, weapons, etc. which can then be sold.

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

    playing with mines

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

    Your next task is to travel through the minefield. You need to go through the mined settlement, reach the playground and return. If you look at the map, you will see that you have to go far. There is another option: walk a little, then return to Moira and say that you were in a minefield. Give her any mine you pick up along the way. The quest will be completed.

    If you're looking for adventure, exit Megaton and head northeast. On the way, you may be attacked by mole rats and raiders, but nothing particularly dangerous will be found.

    If you saw a ruined city, then you are in the right place. Switch to the "sneak" mode and go to the city. When you see a mine, approach it and take it to the target. Until the red light goes out, you need to have time to press the action button (default E) so you deactivate the mine, and you 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, who has settled in a large ruined 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 the car caught fire, it means that it will explode soon - get away from it. But don't forget the mines! Go north and you will see a round carousel - this is your goal.

    After completing the quest, just as carefully get out of the city and return to Moira. As a reward, you will receive a scheme and will now be able to 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, mole rats and swamps. Moira also wants you to get a serious wound and damage a limb.

    Repellent

    Primary 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 mole rats. If you are not going to fulfill the additional condition, then most likely you will be able to find all three monsters in the Megaton area. Provided that before that you were not too zealous with their extermination.

    If you want to fully complete the task, you will have to go to the Warm Sewers. On the way, passing by 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 collectors! Be careful.

    The entrance to the sewers is a small door across the river. Enter it and immediately take the repellent in your hands - there are 2 mole rats around the corner. After killing them, change your weapon to something more effective - around the corner is a raider. There are turrets in the sewers under the ceiling, and not far from the entrance there is a terminal that turns them off. This will require 50 "science". At first, you will encounter more raiders than mole rats.

    If the mole rats that live in front 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 get 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 little things. Then go carefully - there are mines everywhere. They will have to be deactivated, otherwise they will not pass. The rooms behind Galit are full of rats and there will be enough of them for the quest, even extra ones will remain.

    Swamp study

    The main task: to install the device in the masonry of the swamps.
    Bonus Objective: Don't kill any Boggers.

    Since you've already gone to the sewers, you can move directly to the Anchorage Memorial. There are two entrances: main and service. It will not work to go through the main entrance without killing a single swamp, therefore, 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 covert movement or use the 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 him unnoticed - great, put the device and go out. If you are spotted, run to the masonry, put the device, then just as quickly run out of the lair.

    Get injured

    We will not focus on this task due to its simplicity. In the world of Fallout 3, getting hurt is much easier than avoiding it. You can, after leaving Moira, jump from any hill, either return to the Minefield and run there as much as you like, or wait for the injury to “naturally”. After that, you will only have to return and turn in the quest.

    Get a reward: ammo and protective overalls.

    Chapter 2 is over.

    Wasteland Survival Guide. Chapter 3

    In the final part of the quest, you will need to research the history of the Wasteland. Moira will give you three tasks, you can complete them in any order.

    Learn the history of Rivet City

    Main Objective: Learn the history of Rivet City

    Secondary Purpose: Check the history against other sources.

    In town, anyone you try to talk about history with will direct you to either Bennon or Vera Weatherly. The first is constantly sticking out in the market, and the second is not far from the Weatherly Hotel. Talk to them about the story and complete the main objective of the quest.

    To complete the optional objective, talk to Seagrave Holm in the shop or Belle-Bone 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. Under water there is a door. Take a breath of air and swim through this door to the stairs, climbing which you can breathe again. Go further to the next stairs, but be careful - there you will be attacked by two swamps.

    After killing the swamps, look around. On one side you will see a locked door to Rivet City. Approach it and activate the switch on the right to come here in the future with more comfort than this time. Now turn around 180 degrees and head down the corridor. It is full of traps. If you look closely, you will notice a cloud of gas in the corridor - shoot it so that the gas does not explode when you are in the corridor. Follow on, deactivating the mines and traps to the room with the terminal. But do not 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 the historical records of Rivet City.

    Return with them to Moira and turn in the quest.

    Install the processor module in the supercomputer of the RobCo plant

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

    Additional Objective: Reprogram the supercomputer.

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

    The RobCo complex is located near Tenpeni Tower, southwest of Megaton. Take a simpler weapon, for which you don’t feel sorry for cartridges or even a knife - in the complex you will be met only by cockroaches and mole rats. Enter the building and climb the various stairs as high as you can 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 is the main terminal.

    If you do not have 50 points in "science", then get ready for a 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 way back 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

    The main goal: to get information from the library.

    Optional: Get the full archive of the library

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

    The nearest point to the goal available, for fast travel, the point for you now is Rivet City. From the city, go to the river, swim across it. Boggers will meet you on the beach. Then a mercenary with a grenade launcher will jump out. After that, you will be ambushed by other mercenaries. Do not get close to their lair - there is a turret and a security robot, all very angry and strong. 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 to the 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. Also, the scribe will give the password to the terminal on the table in front of you, in extreme cases, you can simply hack it. The main goal has been achieved.

    For the side mission, exit the room through the west doors past the toilet to the door at the opposite end. There you will find yourself embroiled in a firefight between the Brotherhood of Steel soldiers and the raiders. Help the brotherhood defeat the tsev - although they can manage without you - and exit through the northwestern doors.

    Opposite you will see the doors of the Arlington Library Archives. Climb the stairs and see a corridor with baseballs. It's no coincidence that they lie here - there is a baseball gun in front. On the right and on the left there are raiders in the amount of three pieces. Here and below, beware of planted anti-personnel mines.

    Climb the stairs, cross the corridor and go up another staircase. To your left will be a room that is a large hole in the floor, and to your right is another room in which a turret will greet you cheerfully. 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. Having dealt with the raiders, you will see two terminals: on the left and straight ahead. Hacking (requires 50 "science") the terminal on the left will allow you to break open the safe and get some covers from there. To complete the quest, you need a terminal right on the course. Use it and select the line "Access to library archives".

    You can now return to Moira and complete the longest quest in the game!

    For the efforts to complete the third part of the quest, the girl will give you 200 caps.
    For completing the entire "Chapter 3" you will receive the book "Lie. Congressman's Textbook, which adds 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 passage of the "Guide".

    The power of the atom

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

    Positive karma (+200).

    This option implies agreement to deactivate the bomb.

    Tip: You can get 500 caps instead of 100 if you manage to chat Simms using the "eloquence" skill.

    The bomb can be easily deactivated by having 25 skill points in "explosive business". If you don't have enough skill, you can talk to Leo Style at the Brass Lantern about buying Mentats to raise the skill to the desired level. He'll make an appointment tonight at the water treatment plant. Also, the conversation with Leo about "mentats" will be listed as a sub-quest if you take the detonator from Burke (see below)

    You can also go to Moriarty's Inn 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 about everything. The sheriff will go to the inn to arrest Burke. But he, of course, will not sit back and shoot the sheriff, right in the line of duty, and you shoot Burke, and search both bodies.

    Then defuse the bombs (using mentats or yourself) and talk to the son of Lucas to get 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 save the city. Talk to Burke in 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 have not 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 gate of the tower, say that you have come to Berka and they will let you inside. At the top of the tower, you will meet Burke with Alistair Tenpenny. When you're ready, activate the detonator and enjoy the fireworks accompanied by a sharp drop in karma.

    After that, get 500 caps and keys to the Tenpenny Tower apartments from Burke.

    Salvation 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 babies from Paradise Falls - the city of slavers.

    If you have already unlocked the 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 make a long way to the north.

    You will notice the settlement of slave traders from afar.

    At the entrance you will be met by a brave guy named Grumpy. There are several ways at your disposal to infiltrate 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 you would like to improve it, you can fight the slavers. Yes exactly! For each villain you kill, you will receive karma. Before the gates to the city you will meet Sammy, he will say that two of his friends are inside. Clear the city of slave traders, do not forget to take the keys from Undertaker Jones and Forty. Open the gates of the pen in which the slaves are kept and release the children. Now you will have to meet with 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 in capturing slaves. This way you will get the side quest "Just Business". Complete at least part of this task and you will gain access to the city.

    Once in the city in one way or another, look around, get to know the population (unless, of course, your method consisted in sawing out all living things). There is a blade, a barracks and an arms dealer. In the house of Undertaker Jones, there is a baby doll on the table that gives +10 to the “eloquence” skill. In the southern part of the city, in the paddock, the children you are looking for are sitting. The paddock 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 buying the children, pick them up and return to Little Lamplight. The quest will be completed.

    Another way to rescue the kids is to organize an escape. To do this, head to the paddock at the south end of town 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, having hacked the terminal, select the "Update network connections" item. 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. Repairing the shield will not attract anyone's attention, even if there are people around.

    In case you're having a hard time with both disciplines, you'll either have to buy or take captives by force, or come later when your skill level allows you to use a terminal or a shield.

    After completing the task of Belchonok, return to the paddock. 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 pay increase. If the attempt fails, try going to Jones' house and talking to the dark-skinned girl - with the help of eloquence or 100 caps you will be able to convince her to distract the Forty Man.

    Return to Belchonok to tell him the good news. He will say that he and his friend are leaving immediately, but Penny has fallen in love with some guy and does not want to leave without him. You can convince the boys to leave Penny to fend for themselves if you don't mind losing karma, or you can go and talk to the girl.

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

    The keys to the punishment cell are held by Sorokovnik and Undertaker Jones. You can use pickpocket skills to steal the keys from the first one, or simply take them off the table in the second room.

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

    Now return to Penny and she will join the fugitives. Based on the map, leave their cities to meet the children and complete the quest.

    Tenpenny Tower

    As the name implies, you can get 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 Burke at Moriarty's Inn and agree to blow up the city. Whether you fulfill your promise or not - it doesn't matter, the mark on the map will appear immediately after the conversation.

    Upon approaching the tower for the first time, you will see a ghoul named Roy Phillips talking on speakerphone to someone inside. Once he leaves, use the link to get inside. If you came at the invitation of Burke, you will be let in for free, otherwise you will have to unfasten 100 caps for entry. Once inside, look for Chief Gustovo. He will talk about the problems with the ghouls, and you will offer your help in killing Roy Philips. The reward will be 500 caps, but if you bargain, you can negotiate for 700 caps upon completion of the task and get the weapon right away.

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

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

    In the first room you can pick up ammo and a first aid kit, then go further to the exit to the subway tunnel. Now go straight along the narrow passage between the car and the wall until you see a door on the left. Do not rush to fly inside with hooting - there is gas in the room and when fired, it can explode. Shoot the ghouls from afar so that the explosion does not catch them. 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 weapons. Talk to Michael Masters and move forward through 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 Philips himself. Chat with him and make a choice whose side you will take: ghouls, people from the tower, or try to settle everything peacefully, in the common interest.

    people side

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

    This option for completing the quest can lead to 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.

    Quest completed.

    Ghoul Party

    Option 1.

    Return to Tenpenny Tower and kill all its inhabitants except for 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 still refuse - and even pour off 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 basement of the Tenpenny Tower with other ghouls and take over the tower. But for 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 have to kill him. And Herbert will give the key voluntarily if you talk to him in a good way, well, or kill him, in the end, if you don’t know how to do it in a good way. The old man's room is located in the tower apartments: in the hall, go up to the balcony, then along any stairs to the second floor to the apartments, look for a room along the western wall.

    Having received the key, exit the tower to the street and go around the building. From the side opposite from the entrance there will be a descent to the basement. There will be a terminal in the basement, breaking it will open the lower gate of the tower and launch a crowd of wild ghouls there. If you couldn't hack the terminal, just shoot the generator and the gate will open.

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

    This version of the quest involves the loss of karma, but after transferring 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 things 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 met Michael Masters for the first time.

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

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

    In a conversation, he will say that, in principle, he is not opposed to the 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 apartments, go to the east wall and you will see a room in which there is a desk on the right (next to the room is a pink armchair). Read the love letter on the table. Now find Millicent Wellington and show her the letter (the Wellingtons' 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 a well-developed eloquence, you can try to negotiate with all three. In this case, for each success you will receive karma. But save Millicent for last. if you convince her to give consent for the ghouls to live, then later you will not be able to show the letter and the obstinate scoundrels will have to be killed personally.

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

    Having resolved the issue with the tenants, 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 a Ghoul Mask*.

    This path is the most beneficial in terms of karma and rewards in the final.

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

    End of quest.

    * A ghoul mask will make you look like a ghoul and wild ghouls won't be aggressive to you.

    Blood Ties

    This quest is most likely to be given to you in the early stages of the game while exploring Megaton. In Moriarty's Inn or one of the city 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 Arefu.

    Arefa is located northwest of Megaton. The path there is not too dangerous, along the way you can meet scorpions, raiders and mole rats. When approaching the settlement, the local sheriff Evan King will start shooting at you. Don't return fire, he still won't hit, he just shoots out of fright.

    In the dialogue, the sheriff will tell you that he protects Arefu from the constant raids of a local gang called the Family. Tell Evan that you have business in the settlement and agree to visit the inhabitants. Two houses will be closed, activate the door to see the menu, where there will be a "knock" item. Thus, 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 get about the cause of death of these people. But for the quest it is not so important.

    Advice. Near the house of the Wests is the house of the sheriff himself, but it is locked and the corresponding skill of at least 50 is required to pick the lock. It is highly recommended to get there, as there is a baby doll that gives a bonus to repairs.

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

    After agreeing 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 your way 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 throughout the game, can be pushed. Continue through the room to a green glowing radioactive well and jump into it.

    In the well, you will meet several swamps. Go further until you reach a tunnel lit with red lamps.

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

    Turning, you will continue to run into traps until you see the entrance to the Family's hideout, guarded by a certain Robert. Now you can move on to the option to quickly complete the quest with the loss of karma. To do this, you need to kill Robert, kill the rest of the Family, give Ian the sister's letter and return to Arefa to receive a reward for the quest from the sheriff.

    If you do not want to lose karma and want to get Shishi Kebab - a good melee weapon for this quest - just talk to Robert and say that you have a letter for Ian from his sister. The guard will send you to the leader of the gang, Vance.

    To get to the Family's lair, walk a little along the corridor and enter the Mereshti station. Go further to a large illuminated hall with many benches. Here you will find 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 member of the gang:

    Brian, if you have the "wifekiller" perk,
    Justin with the help of "eloquence",
    Carl, if you are a woman and have the Black Widow perk, or you have the “strength” stat
    at Vance himself, with the developed skill "eloquence".
    If you were unable to get 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 to the Family terminal and offer you to read it yourself. The terminal is downstairs in the hall.

    After studying the information, return to Vance, talk to him about Ian, about the Family and say that, they say, an understanding of the motives that guide him and his associates 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 be unlocked - 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 Vance and discuss with him the further 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, receive the Shishi Kebab schematic from Vance, a weapon that will be very useful for players who specialize in close combat.

    Now you can rummage around the bandits' stash a little and return to Arefa to inform Evan about the happy resolution of his problems with the Family. He will happily treat you to beer.

    Quest completed.

    Stolen Independence

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

    The National Archives is located near the Historical Museum - when you exit, 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 the 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 to get the quest "Reilly's Rangers".

    Now go through the main entrance of the National Archives. There will be a wall in front of you, go around it and on the back side you will find two terminals “Guess and win” and “Getting prizes”. The first contains eight questions. Their answers are as follows:

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

    Glamorous Grape Mentat +5 Charisma
    Ingenious Berry Methates +5 Intelligence
    Observant Orange Mentats +5 Perception.
    Get your prize and it's time to start the task. Follow through the double doors to 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 you about the upcoming mutant attack, and you will receive a sub-task 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's still in the monster's hand. And when you see a mutant with a grenade launcher - immediately switch all your attention to him, do not let him shoot.

    Having dealt with the mutants, talk to Sydney again and she will offer to keep you company in search of the declaration. She knows the area better than you, so it's not a bad idea.

    Advice. If Sydney dies in the shootout, you won't be able to use the quick and easy way down to the basement. In this case, it is better to load the nearest save and try to make the girl survive.

    Sydney will give you the password for the terminal, which is located here in the rotunda. Use it and activate the freight elevator. Once down, go through the door and down the stairs. At the bottom of the stairs is a pulse grenade, deactivate it as soon as possible and get ready to attack the robot from 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 work 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 you need at least 50 lockpicking skill. Have you opened it? Then follow the corridor and to the right. If hacking is hard for you, get ready for a fight with a rather strong robot around the far corner. On the way, you can replenish the ammo load with mines and other ammunition.

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

    After passing along the corridor, you will find yourself in a room located on the back side of the gates of the complex. There is a generator in the southeast corner of the room. If you have enough repair skill, you can ease your way further by disabling the turrets with this generator.

    Now follow the stairs down to the door. Here, get ready for a serious fight. Behind the door there will be a corridor, at the end of which you will see another door. The robot will open it and attack you. This piece of iron shoots pretty 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 gun. 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 corridor has locked doors on the left and right. The first door requires 50 units. for hacking. Behind it is another similar door. Having cracked both, you will see a safe, which is guarded by two turrets on the left and right. The safe contains the Bill of Rights, and next to it is the spellbook Lie! Congressman's Textbook, which adds 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 at least 75 Lockpick. After picking it open, you can go to the vault with the Magna Carta. Although you can get to the same vault if you go through the corridors while killing robots. As in the room with the Bill, there are two turrets and a lot of ammo here. Washington will roll off 75 caps for the charter.

    End of optional part.

    Having dealt with the robots, and taking everything that you can take, go to the Armored Archive Storage. Here you will be met by the crazy robot Button Gwynette.

    You have several ways to get the "Declaration".

    The easiest and fastest is to smash this madhouse on wheels, pick up the password to the terminal from the corpse of the robot, open the vault at the end of the room and get the document.

    You can also use eloquence to convince the Button that you are really Thomas Jefferson and he will respectfully give you the "Declaration".

    If you have the Expert Roboticist perk, you can enter the robot stop code and extract the information you need.

    The last option is that you need to visit the Arlington Library and get ink there, and then return with them to the Button. 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 hall to the "Periodicals Archive", then go up to the third floor and find a room braided 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 the ink in it. See map:

    By choosing the last option, you will receive an exact copy of the "Declaration". Return to Abraham Washington and get 400 caps as a reward, as well as a scheme for a railroad rifle.

    Quest walkthroughs are placed in spoilers so that those who do not want to accidentally read in advance and learn something superfluous would not spoil their enjoyment of the game.

    List of side quests:

    Big Trouble in Big Town

    The quest can be obtained by accidentally entering the Big Town, or by escorting an overgrown Sticky from Little Lamplight there, or by coming there for Red on purpose, as she is one of the targets of the contract in the quest. There is another option - you can go to the Germantown Police HQ and save Red and Shorty there.

    The population of the Big City is for the most part overgrown exiles from Little Lamplight. Any resident will tell you that the town is constantly attacked by super mutants who have settled in the former Germantown police station, the last time they captured several people (including Red). A marker for that area will appear on the map.


    You can get inside the building of the former site through the ground floor door, closed with a very complex lock, and if it is too tough for you, then through the entrance on the top floor - in this case you will have to make a circle around the entire building. In the courtyard of the building and inside you will stumble upon numerous super mutants, there will be booby traps everywhere and password-protected or freely accessible computers with very interesting stories from the beginning of the war: in the courtyard - the head of the MD-478 unit, Nancy Croydon, on the first floor - 911 services ... You can find several skill books in the building, and on the ground floor there is a storage of contraband goods closed with a complex lock (also comes off through a very difficult password-protected terminal nearby).

    The redhead is locked in a cell near the front door of the first floor, one of the super mutants will have the key to the cell (or you can hack the isolation computer, or you can not break it - there is a password for it on the top floor). After talking with Red, you will learn about Shorty, who was recently dragged into the basement. Go down there and hear the conversation between the super mutant and Shorty, as a result of which the non-human starts firing at the bully, so you should not hesitate here. After all the showdowns, you should take both of them to the Big City, where Redhead will give out a reward - 300 caps and another 200 can be knocked out of it with developed eloquence. There you will also learn that the city will soon again be raided by super mutants. Your help is required, you can help the inhabitants defend themselves or just leave. If you stay, then you will be asked to choose a defense tactic, depending on the skills of the hero, there may be such options:

    • (Explosives) - mine the passages so that the super mutants cannot pass;
    • (Science) - repair and arrange protective robots,
    • (Light weapons) - train locals in shooting,
    • (Stealth) - teach the inhabitants to hide properly so that the super mutants do not find anyone.

    After repulsing the super mutant attack, talk to Dynamite (Timebomb) (this is the same guy who lies unconscious in the clinic - he can be operated on with a medicine skill of 40), if he remains alive, he will give you his Lucky Ball 8, which increases luck by one.

    Bugs: If you save Redhead and leave Shorty in the basement, then after the battle with the super mutants in the Big City, he will not go anywhere, he will just sit there. In the defense option related to science, you will be offered to repair two old robots in a junkyard, but they are not there ... The following helped me - use the console to call robots, and then repair each one, despite the fact that they are already running smartly :) , after which the quest will continue.

    Protectron ~player.placeatme 0005AC77 1,1,1
    Security robot ~player.placeatme 0002C11A 1,1,1

    The Superhuman Gambit

    Once in the community of Canterbury (Canterbury Commons), you will witness the battle of two "superheroes" - Nemyrmiki (AntAgonizer), attacking the town with ants and Mechanist (Mechanist), protecting it with robots. The performance ends with the destruction of the ants and the run-up of the remaining participants in different directions.

    Ernest "Uncle" Roe will come up to you after the fight and ask you to help the villagers get rid of these psychos for 200 caps, with developed eloquence you can negotiate 400 from him.

    In case of agreement, Rowe advises to communicate with his nephew, Derek Pasionom (Derek Pacion), because. he knows where to find both - NeMyrmika has settled in a cave north of the city, and the Mechanist has taken over a former robotics service center to the south.

    From Rowe, Derek and Dominic Deisadro, you can hear that the Mechanist was previously the local mechanic, Scott Wolinsky, but one day the Nemyrmiki ants smashed his robot to nuts, after which he put on a strange suit, stopped responding to his name and began to actively protect the city. Joe Porter knows something about Nemyrmik (Derek will mention this), if you want to try to persuade her to give up, then talk to Joe, according to his assumptions, this is Tanya Kristoff from a family once completely destroyed by ants. Also, if you have previously visited Hubris Comics and read in the terminal a story about an orphan girl, NeMyrmik, raised by Myrmik ants and acquiring hatred for all of humanity, then this information can also be used.

    Showdown with Nemyrmika. To reach it you will have to fight your way through the Canterbury tunnels through ants and traps. But there is a short way - through the hatch on the top of the hill, to open it you need a lockpicking skill of 50 (or you can steal the key from her during the performance in Canterbury). While talking to Nemyrmica, you can:

    • try to get her to take off that stupid costume and stop attacking the city by calling her by name (if you asked Joe Porter about her earlier or visited Hubris Comics), if successful, she regrets her actions and gives up the costume, in case of failure summons ants and attacks;
    • directly announce your intentions to deal with her, the same effect will be if you come to Nemyrmika in the suit of the Mechanist (a crowd of hostile ants is attached);
    • promise her to help get rid of the Mechanist and go to him;
    • if you have the Mechanist costume, give it to Nemyrmika, then she will decide to leave this city and give you the Ant's Sting knife with an additional poison damage effect of 4 units for 10 sec (negative karma will be added to the hero).

    Showdown with the Mechanist. There are two paths to the Mechanist's forge - a short one through the elevator (you need 75 lockpicking skill to open this door) and a long one through the entire building (hostile robots and turrets are attached). By the way, under one of the tables there is a box with impulse grenades (a good tool against robots), the box can be hacked or opened with a key lying behind the terminal (you can read about this in the terminal). If you have to go through the entire building, then at the end you will run into a secret door, which opens by turning on the coffee maker and further activating the clockwork. While talking to the Mechanist, you can:

    • try to persuade him to take off this ridiculous costume and end his career as a superhero, if successful, he regrets that he created so many problems for the city and gives the costume away, if he fails, he summons a Protectron and attacks;
    • directly announce your intentions to deal with him, the same effect will be if you come to the Mechanist in the costume of Nemyrmika;
    • promise him to help get rid of Nemyrmika and go to her;
    • if you have a Nemyrmica costume, give it to the Mechanist and wish him not to stop there, then he will give you a unique laser pistol "Protectron's Gaze" with a damage of 24 units (negative karma will be added to the hero).

    To complete the quest, it is enough to deal with one of the participants in hostilities in one way or another, after which you can contact Row for a reward. But if, after successfully solving the problem with one, you first talk to Rowe, and then go to the second, then in further dialogues with Rowe there will be no topic about the reward.

    The Wasteland Survival Guide

    When you go to the Craterside Supply in Megaton, you will find out that its owner, Moira Brown, is writing a book about the wastelands, a kind of survival guide.

    Moira will immediately offer you to become an assistant, i.e. you will test her theories in practice, and she will add proven ones to the book. And even before agreeing to participate, you can get from Moira the armored suit of shelter 101, left to her once by a passing girl, just for a story about life in the shelter.

    First part The book is devoted to the following questions: where you can look for food, what is the danger of radiation and how not to be blown up by a mine, you can study them in any order.


    1. Find food at the Super-Duper Mart. Optional: find medicines in the same place. The whole difficulty is that in the "Supermart" there is a nest of raiders, but it's easy to get food - you have to go through the right entrance and sneak to the right, carefully jumping over the counter. Here, in order to get into the distant utility room with medicines, you will have to shoot / cut out the raiders (if it didn’t work out to crack the door or the terminal, then look for the key to the pharmacy in a metal box in the room on the right), and when you find yourself there, you will hear that they have returned to Supermart two. An easy way to get rid of them: hack the computer in the back room and release the protectron (take the clerk's ID card beforehand so that the robot considers you as one of its own), if one of the raiders survives, then finish him off personally. Moira will reward you with a Food Sanitizer. By the way, there is an option to lie that you were at Supermart and found everything (with developed eloquence).

    2. Get radiation sickness (200 rad). Optional: catch severe radiation sickness (600 rad). And after that, Moira promises to heal you. Experimental methods... The easiest way to get radiation is without leaving the Megaton - in a puddle with an unexploded bomb or drinking water from any contaminated source. Don't worry, Moira will really heal you and give you some Rad-X and Rad Away. If an additional condition is met, Moira will say after the treatment that there is a small mutation left, rad regeneration (Rad Regeneration) - now, when you suffer from severe radiation sickness, damaged limbs will regenerate automatically.

    3. Reach the playground of the Minefield. Optional: Bring a Frag Mine to Moira. The entire destroyed settlement is mined, on the way you will have to carefully look under your feet, neutralizing the mines. The task is complicated by the fact that a certain Arkansas (Arkansas) with a sniper rifle has settled in the ruins of one of the buildings ... It is undesirable to kill him, because he is one of the targets of the contract in the quest. For the completed task, Moira will reward you with several stimulants, and for the mine he will give you more fragmentation grenades (Frag Grenade) and a mine cover scheme (Bottlecap Mine schematic) . You can also find an anti-personnel mine somewhere and bring it to Moira, lying that she is from the Minefield (with developed eloquence).

    In the second part The book will focus on dealing with animals in the wasteland, for example, with mole rats, studying swamps and healing wounds.

    1. Test Mole Rat Repellent on three Mole Rats. Optional: Test the repellent on seven more mole rats. After talking with Moira, a Tepid Sewers marker appears on the map, where at the entrance you can easily find three test subjects, it’s more difficult and dangerous to go further - a turret, raiders, mines (tests can be carried out on any mole rats, not just local ones). Upon returning, Moira will hand you some screws and a psycho, as well as leave a repellant as a keepsake. You can trick Moira (again, eloquence), but in this case, she will take the repellent stick for herself. For revision.

    Entrances to the Anchorage Memorial

    2. Place an Observation Pod in the Mirelurks in the Anchorage War Memorial. Optional: Don't kill any Boggers at the Anchorage Memorial. Options for "silent" penetration:

    • If you have a couple of Stealth Boys (they can be found in the Technical Museum, for example), you can sneak through the main entrance (1 on the inset map on the right) or through the Memorial's service rooms (4 on the map, but this door is closed with a middle lock - Requires lockpicking skill 50).
    • Through the service entrance of the Memorial (2 on the inset map), the door will have to be hacked (requires lockpicking skill 25), there will be several swamps, but you can quickly walk to the nearest masonry (first turn to the right) and even have time to run out.
    • Through an underwater tunnel to the administrative section of the Memorial (3 on the inset map), there are no swamps at its beginning, you can attach a module, but you will have to swim through gloomy polluted water.
    • The dishonest option is to go to the Memorial before receiving this task and cut out all the swamps in advance...

    For an additional condition, Moira will give you several Stealth Boys and a Shady Hat (Stealth +5, Perception +1).

    3. Get seriously injured (50% health or less). Optional: get injured. Well, this task should not cause you any difficulties, for example, you can exit the store door and jump down... Moira will give you ammo, and for the injury he will add some Med-X and a hazmat suit (medicine +5, radiation resistance +30) .

    The third part The book will be about the survival of mankind and the rebirth of society. You will have to figure out how large settlements are born, how to work with old technologies, and also look into the nearest library.

    1. Learn the history of Rivet City. Optional: Check the history of Rivet City with other sources. On the spot, you will find out that most of the inhabitants of the former aircraft carrier, which has become a settlement, have no idea about its history. Talk to Seagrave Holmes, from Bannon you will hear something embellished, after that you will go to Belle Bonny, who can be found in the Muddy Rudder pub. In general, everything will converge to the fact that the city was founded by Mr. Pinkerton, who subsequently broke off the nose of the ship for some reason and retired there. And the way to the broken nose is blocked by a door locked with a very complex lock (you need a lockpicking skill of 100). There is another entrance - under water. The closest you can get to it is by going through the market to the flight deck without a fence, then you need to jump into the water, where the main thing is not to suffocate and successfully deal with a couple of swamps (information about the absence of a fence and swamps can be found in the security terminal in the superstructure). Pinkerton will tell you about how everything really happened, and as proof he will provide an extract from the Constituent Assembly of Rivet City. Now with a clear conscience you can return to Moira. As a reward, you will receive several Mentats (Mentats), as well as a 10% discount from Rivet City merchants for positive reviews about them in the guidebook.

    2. Install the processor module in the supercomputer of the RobCo plant. Optional: reprogram the RobCo supercomputer. Infiltrating the plant and reaching the goal at the top level of offices and cafeteria is not difficult, everywhere there are radroaches, mole rats, motionless robots are lying around. But after you install the module, the robots come to life and become hostile. If your hero's science skill is 50 or more, then you can reprogram the supercomputer. Moreover, it is worth reading the introductory guide and choosing the item "complete the total liquidation", the robots will become kinder and you will calmly go outside. If your hero is not interested in science, then you can use stealth combat or shoot robots. Moira will give you some Pulse Grenades and an additional Big Book of Science (science +1).

    3. Get access to the card index of the Arlington Library (Arlington Public Library). Optional: Get the complete library archive. In the building, you will stumble upon representatives of the Brotherhood of Steel, if you are polite with the scribe Yerling from the Order of the Word, she will tell you the password for the terminal with the filing cabinet here in the hall. She will also offer you to collect all the preserved pre-war books for covers. If you are rude, then the terminal will be hacked. To get the full archive of the library, you will have to go through the entire building and destroy all the local raiders (two paladins of the Brotherhood will help you with this). Moira will pay with caps and finally hand over a nuclear mini-bomb (Mini Nuke).

    That's all, the manual goes to press and you will get a copy of it. You will have an ability, the variation of which will be determined by the previous truthfulness and diligence in terms of fulfilling preconditions (your answers that depend on stats - strength, intelligence, etc.) will also be taken into account:

    • Junior Scout (Junior Survivor),
    • Scout Expert (Survival Expert),
    • Scout Master (Survival Guru).

    Alternative passage. With a high Speech skill, you can convince Moira not to write the book. You are threatened with loss of karma, a 30% discount in Moira's store and the Critical perk (Dream Crusher) (the chance of critical damage by your enemies is reduced by 50%).

    Note: If according to the quest Megaton is blown up, then look for the hoofed Moira in the Dungeon of the Historical Museum.

    They are! (Those!)

    You can get this quest from the boy Bryan Wilks (Bryan Wilks), he will find you when you find yourself near Grayditch (Grayditch) - an interactive map at your service.

    Brian will tell you that the settlement in which he lives, Grayditch, was attacked by terrible monsters and will ask you to find his father. Yes, the Brandys and Doctor Lesko also live in the settlement, the fate of which the boy also knows nothing about.

    When approaching Graditch, be prepared to meet with fire ants, it will be difficult without a hunting rifle. It’s not worth letting them close to you, it’s better to shoot at the head or at the antennae if there are several ants - with the antennae knocked off, they begin to attack anyone.


    You will find Fred Wilks dead in his house, surrounded by ant carcasses, you should take the key to the neighboring hut from his body (there is a Chinese machine gun and ammunition in the house). After that, you should look for Brian to tell him the sad news. The boy is hiding in Pulowski's hideout near the diner, he will try to persuade you to destroy the source of the ants. And he persuades...

    Information about the source of the ants can be found in Dr. Lesko's hut, you need to read the records in his computer (the note with the password is on the table next to it). It turns out that the doc set up a mini-lab at Marigold Station, where he is now studying these creatures that people do not understand. On the way to the station and underground, crowds of fire-breathing ants are again waiting for you, there you need to find Lesko (see the map of Marigold station).

    If the dock is alive, then choose - either you listen to him and clear the way for him to the portable terminal next to the queen ant, or kill the queen and her five guards (alternatively, destroy the mutagen). An obedient hero is entitled to a mutagenic inoculation - increasing strength (Ant Strength, Ant Might) or perception (Ant Eye, Ant Sight) by 1, as well as 25% fire resistance, in addition, you can reprimand yourself Lesko's Lab Coat) (science +10, radiation resistance +20).If you kill the uterus, then with developed eloquence you will still be able to persuade the doc to issue a reward.If you kill the uterus and destroy the mutagen, you will not get anything.By the way, you can deal with the uterus after you return to Lesko and tell about the fulfillment of his order, just escort him to the lair and proceed, he will not be offended.If Lesko was killed before the destruction of the ant queen guards, then you will only have the option of eliminating it.

    After all your actions, the ants rage and destroy each other, the last task remains - to find a home for Brian Wilkes. He himself talks about his aunt in Rivet City, Vera Weatherly, you can negotiate with her. You can also convince Mayor MacCready in Little Lamplight to let Brian stay there. There is an option to sell the boy to slavers in Paradise Falls. You can also just refuse to help him.

    Notes: At the station, you can find the body of William Brandice (William Brandice), take from him the key to the chest with a grenade launcher in his house in Grayditch. You can also find Grady's last entry next to his skeleton (see the map of Marigold station), after which look for a room at the station with a flashing lamp, there will be a safe (the key to the safe is in the old fire hydrant in the closet), and in it there is a frank pajamas. This is part of another quest, Grady's Package, not marked in Pip-Boy.

    The Nuka-Cola Challenge

    To start this quest, you should visit Girdershade and talk to Sierra Petrovita there. You can find yourself in Girdersheide both by accident and by going on the case of delivering frank pajamas to Ronald Laren (hidden quest). Sierra will immediately want to show off her Nuka-Cola collection to a new person, so what to do, agree and learn a lot about Quantum and the Club of Nuka-Cola lovers (whose President, Secretary and Treasurer is Sierra herself), as well as about her brave neighbor and defender Ronald and stuff...

    When John-Caleb Bradburton invented Nuka-Cola in 2044, it quickly became the most popular soft drink in the world, because the flavor of this drink, consisting of the essences of seventeen different fruits, gave it a unique taste.

    And right before the start of the war, some improvement on the original formula was developed, called Quantum Nuka-Cola (Nuka-Cola Quantums). Its secret ingredient was the eighteenth fruit flavor, which brought a hint of pomegranate. However, in order to attract the attention of customers to the bottles on the shelves in stores and promote the product, light isotopes, specially designed for increased energy efficiency and a dazzling blue color, had to be added to the recipe, and the result turned out to be the perfect invigorating drink on a hot day. No side effects have been officially registered, but nevertheless, after drinking quantum, the effect of urine glowing occurs. So decide whether to drink or not to drink...

    After the tour, you will receive a bottle of Ice Cold Nuka-Cola directly from the fridge (Ice Cold Nuka-Cola), and then Sierra will offer to collect quantum for decent caps - it takes 30 bottles to fill her vending machine, and she also mentions some kind of surprise (at the presence of a well-hanging tongue, you will know that this is a scheme of hammers-cola). The search for quantum Sierra suggests starting from the Nuka-Cola Plant, because before the war it was the only place where it was produced.

    Upon leaving Sierra's house, Ronald Laren, an unrequited admirer of Sierra (she does not understand hints), will approach you, and since he is actively looking for approaches to the subject of his sigh, he will ask you to bring quantum not to her, but to him, for the same covers. With developed eloquence, you can negotiate a double price from him, and if you have the Black Widow perk, even force him to search for the quantum one himself, promising to subsequently arrange entertainment for three ... In the latter case, Ronald will very quickly gallop off in search, after which you can only see his lifeless the body at the Yader-Cola factory at the front door (and selling him frank pajamas, which he sought to get for the sake of impressing the Sierra, will not work). Choose what you do with Ronald, and go on a search for quantum. I must say right away that in total there are 94 bottles of quantum in different locations in the original (see), there is also a 10% chance of finding quantum in vending machines, but this does not change the situation much.

    At the factory, there are two ways to the computer with waybills - either a short one through the door to the workshop from the reception room (burglary 100), or a bypass through mixing and storage vats, where a special kind of swamps, cores, lives. From there you can get to the offices (nuclear and radroaches), in the southwestern corner of which lies the body of the flanking Mercier (Winger Mercier) with a note - this is the beginning of a hidden quest. Also, do not miss the door to the pantry in the offices (breaking 75), where you will find a skeleton and a note for help nearby: once upon a time, a certain robot locked the unfortunate person here for some kind of violation and doomed him to starvation. In the end, you will make your way to the factory floor and ... stumble upon foreman Milo (yes, that same robot!), Who will require you to give your position and employee registration number. Options:

    • the robot can be convinced that you are John-Caleb Bradburton in person (eloquence),
    • name the ID of the logistics worker (the note with the ID is at the beginning of the level with mixing vats),
    • disable the security program (perk Robotics),
    • to prove to the tin by force who is in charge here.

    One way or another, you will receive from Milo the password for the delivery terminal and research safe key with pure Nuka-Cola formula, which is on the first floor in the room on the left, and you will learn that experimental quantum supplies have been sent to the following points:

    • Paradise Falls Mall,
    • "Supermart",
    • Grocery Old Olney.

    At the plant itself, you can find only three bottles of quantum, and even then after the line is launched (it will break in this case, read the instructions for the operator of the packaging line of Nuka-Cola). To get to Paradise Falls, you need to complete the quest, entry to the Supermart is almost free, and as for Old Olney, there is no quantum there - there you will find only an explanatory letter from a truck driver who had an accident east of the city, in whose van you will find undelivered to the destination quantum.

    Awards: Sierra will pay 40 caps for each bottle, and after the delivery of 30 bottles, he will give a scheme of hammers-cola (+ 300 karma). Then she will bake a Mississippi Quantum Pie for you at any time if you have the ingredients: flour, vodka and quantum core-cola (Rad +5, AP +20, Intelligence -1, Strength + 1). If you bring another 30 bottles to Ronald (- 150 karma), then the reward will be caps from him (80 or 40 per bottle) and watching the scene of his declaration of love to Sierra. However, if you give 30 bottles of Quantum Ronald first, you won't get Hammer Cola Schematics, because Sierra will leave her as a present for her future husband. After the explanation, be sure to chat with Sierra, she will be very glad that Ronald was going to "warm her buns", but she is puzzled as to where to get them :)

    Notes: The quantum given to Sierra will end up inside her uncorrupted vending machine, the key to which is simply nowhere to be found...

    Ronald has a unique "Kneecapper" sawed-off shotgun with increased damage and faster reload time than a regular sawed-off shotgun.

    If this quest is completed from the previously hidden quest Finding the Formula, Ledoux the goalkeeper will never appear near the Red Racer Factory.

    Head of State

    This quest can be obtained from slaves or slave traders, switch sides in the process, and complete as desired.

    The quest can be started randomly or on purpose by going to the Temple of the Union and talking to Hannibal Hamlin there. The mark on the map appears as a result of a conversation with Mei Wong from Rivet City (Rivet City) - if you give her pistol caps, finding a slave body somewhere in the Wasteland with a note about the Slave Shelter, as well as freeing slaves from encountered slave caravans.

    In the Temple of Unity there will be several runaway slaves and the head of a statue of Lincoln... Hannibal wants to move to the Lincoln Memorial and make it a symbol of hope and freedom for all slaves.

    However, Hannibal heard that the place was taken over by super mutants, so he asks to check it, and also to find out from Caleb Smith, the local bricklayer, what he needs to restore the Memorial. Caleb needs a picture of the building to see what it looked like before. This image of the Memorial can be found in the Historical Museum.

    Near the Memorial, you will find that all the super mutants have been killed, and the building is occupied by slave traders from Paradise Falls, led by Leroy Walker. Leroy puts forward a counter offer - to bring them to Hannibal so that they can deal with the runaway slaves, and carry all the artifacts found related to Lincoln to him. You can also initially stumble upon the Lincoln Memorial occupied by slave traders and take this quest from Leroy, who will offer you to find the Temple of Unity and Hannibal, promising to pay for it with covers.

    The Historical Museum has the following artifacts -

    • Lincoln's Rifle (Lincoln's Repeater),
    • Lincoln's Voice (Lincoln's Voice),
    • 1863 draft proclamation (Civil War Draft Poster),
    • Collection of old Lincoln coins (Antique Lincoln Coin Collection),
    • Lincoln's Diary (Lincoln's Diary),
    • John Wilkes Booth Wanted Poster,
    • Abe Action Figure,
    • Lincoln's Cylinder (Lincoln's Hat),
    • The Lincoln Memorial Poster that appears on the wall in the Historical Museum Administration Office when this quest starts.

    Found artifacts can be sold to Hannibal or Abraham Washington (Abraham Washington) in Rivet City or Leroy Walker (for any of the above, he will be allowed to walk freely around the Memorial). After the image of the Memorial is given to Caleb Smith, Hannibal will order his people to pack up, you can warn them about the slave traders in the Memorial or not. You can accompany them to the place, but it is better not to do this, because. it is long, dreary and dangerous for them. It will be easier to wait for them at the Mall - NW metro station. In some cases, due to glitches, you have to wait more than a day for them... Then you can send them into battle alone (but they have no chance against the slavers) or help the slaves or deal with the slavers yourself. When all the slavers are killed, Hannibal will give you a dart launcher scheme (positive karma will be added to the hero), this will complete the quest. After some time, the broken head of the Lincoln statue will be in its rightful place (if nothing happened to the pack brahmin along the way).

    If you sold any artifact to Leroy, then you can tell him about the location of the Temple of Unity and all the slave traders will rush together. Near the Temple, they will gather at the pillars of the destroyed bridge and begin to storm the building. You can join them or just watch or still shoot them here... If your hero shoots Hannibal, then he will be rewarded with 50 caps, if Leroy, then 100 caps (negative karma will be added to the hero).

    Artificial Man (The Replicated Man)

    How to get a: Talk to Dr. Zimmer from the Commonwealth in the Rivet City science lab, or find one of the quest holodisks in the wastelands.

    In the first case, you will hear Zimmer's request to find an escaped android, which is the most advanced synthetic humanoid designed by the doctor (model A3-21). Zimmer will hand you the audio recording "Self determination is not a malfunction", say that the android's appearance and memory were probably changed and advise you to find the person who could do it, i.e. with sufficient qualifications and access to special, even pre-war, equipment. Finally, he will name a possible candidate - Dr. Preston (Doctor Preston) from Rivet City (it is not necessary to check).

    Additionally: From Preston, you can get another holodisk with an android recording and information that exactly the same ones were sent to almost all doctors in the wastelands.

    In the second case, you need to find one of the holodisks lying in certain places. However, you will not always find the same holodisks in the same places, which ones will be where - it will depend on your progress on the quest. In total, you need to get four holodisks, two give out key characters during the quest, and two need to be found somewhere and their content may vary, depending on who they were found with:

    • The doctors -
      • Dr. Banfield, Tenpenny Tower (Doctor Banfield, Tenpenny Tower),
      • Doc Church, Megaton (Doc Church, Megaton),
      • Dr. Burrows, Dungeon of the Historical Museum (Doctor Barrows, Underworld),
      • Cutter, Paradise Falls (Cutter, Paradise Falls),
      • Lucy, Little Lamplight (Lucy, Little Lamplight),
      • Dr. Preston, Rivet City (Doctor Preston, Rivet City),
      • Red, Big Town (Red, Big Town).
    • Techniques -
      • A hoarder, Little Lamplight (Knick Knack, Little Lamplight),
      • Moira Brown, Megaton (Moira Brown, Megaton),
      • Seagrave Holmes, Rivet City (Seagrave Holmes, Rivet City),
      • Scribe Bowditch, Citadel,
      • Winthrop, Underworld of the Historical Museum (Winthrop, Underworld).
    • Slave traders -
      • Undertaker Jones, Paradise Falls (Eulogy Jones, Paradise Falls),
      • Grouse, Paradise Falls (Grouse, Paradise Falls),
      • Sister, Rivet City (Sister, Rivet City),
    • Android rights advocates -
      • Manya, Megaton (Manya Vargas, Megaton),
      • Father Clifford, Rivet City (Father Clifford, Rivet City),
      • Herbert Dashwood, Tenpenny Tower (Herbert Dashwood, Tenpenny Tower),
      • Tulip, Underworld of the Historical Museum (Tulip, Underworld).

    There are two ways to get holodisks: through dialogue or by searching the premises belonging to the above NPCs. The exception is Dr. Preston, his holotape can only be obtained through dialogue.

    Railway. After starting the quest, at any time and anywhere in the wasteland, Victoria Watts will approach you on behalf of the so-called. The Railroad, an organization dedicated to helping androids gain independence. She will ask you to tell Dr. Zimmer that the android is dead and give him a part as proof. After that, you can stop the search by giving the received android component to Zimmer, however, the reward for such a solution will be small - 50 caps and good karma. Zimmer will be upset and leave Rivet City forever, along with Armitage (Armitage), and you will never know who the android is.

    Surgeon and computer expert. After finding the holodisk "A free man... a new man..." (A free man... a new man...), you will learn that thanks to the "railroad workers" a certain Pinkerton (Horace Pinkerton) from Rivet City turned out to have a lipoplasty and a microdermal graft for plastic surgery, as well as a circuit neuronizer. It’s quite difficult to get to Pinkerton’s residence in the broken bow of the ship (Broken Bow) near Rivet City (see quest), but Pinkerton will confirm that it was he who did the plastic surgery on the android (and your character can do it too ...) and you finally find out who the android has now become - this is the sheriff of Rivet City Harkness (Harkness). Pinkerton will also say that Harkness's memory was not actually erased, but locked, it can be unlocked with a code word. Finally, he will give the last holodisk and the password from his terminal, from which you can download evidence to your Pipboy to convince Harkness.

    Possible quest endings:

    Turn in Harkness to Zimmer: tell the doctor the current name of the android and the memory unlock code. The reward will be a perk Super Reflexes (Wired Reflexes, +10% chance to make a critical shot in V.A.T.S.) and bad karma. After that, the doctor will find Harkness on the ship and, ignoring his attempts at resistance, will name the code that restores the factory settings of A3-21, then Dr. Zimmer and Armitage will leave Rivet City with Harkness.

    Save Harkness' Secret: convince the sheriff that he is an android and promise not to talk about it. You'll get unique plasma rifle A3-21 (A3-21 "s Plasma Rifle) and good karma, after which you can still give the part to Zimmer in exchange for 50 caps (the promise to keep the secret of the sheriff will lead to the fact that you cannot do anything with Zimmer and Armitage - they will remain unkillable).

    Convince Harkness to surrender to Zimmer: a talkative character (eloquence!) can convince Harkness to give up and go to the Commonwealth. The reward is a unique plasma rifle A3-21.

    How to get both rewards: open the truth to Harkness and ask him what he was going to do with Zimmer, then, having heard about his intention to kill, ask to do it personally. The sheriff will allow and donate his plasma rifle (+ good karma). Next, go to Zimmer and turn in the android, get the Super Reflexes perk (+ bad karma). After that, kill Zimmer and Armitage or watch Zimmer break Harkness and take him away with him (note that if Zimmer and Armitage are killed after resetting Harkness, then the former sheriff will stand in the same place for the rest of the game).

    Blood Ties

    This quest can be started by asking Lucy West, who lives in Megaton, to deliver a letter to her relatives in Arefu, or you can just go to this settlement. There will be a heated meeting, in the form of a grenade thrown at your feet by the mayor here, Evan King. True, he will immediately apologize, explaining that he mistakenly took you for a representative of a hooligan Family here.

    Evan will ask you to check all the houses and residents of the settlement to see if everything is in order, because. he himself is compelled to constantly guard at the barricade. You should go around the houses of the Ewers, Karen Skenzie and West (King's house is closed due to the absence of the owner, but inside there is a skill doll (Bobblehead) on the table that increases the repair skill by 10, to take it, you will have to break the middle lock on the door).

    The Ewerses and Skenzis will open if you knock and ask politely, but you will find the Wests killed. Depending on the value of the medicine skill, you will be able to get different data on the analysis of the cause of their death:

    • Medicine from 30 - "On the bodies of the Wests in the neck area there are traces of deep bites."
    • Medicine from 50, additionally - "It is strange that there is almost no blood on the sheets, because a bite or a wound of such a depth would cause heavy bleeding."
    • Medicine from 70, additionally - "The bites are similar in shape to those produced by a person or people with pointed incisors or fangs."
    • Medicine from 90, additionally - "There are remains of a dark powder on the bodies, reminiscent of the soot characteristic of railway depots."

    Tell Evan about the Wests and hear about their son, Ian, whose body was not in the house. Evan refuses to take Lucy's letter and offers to give it to Ian, who has yet to be found. Apparently, Ian was captured by the Family... According to Evan, they come from the northeast and may be hiding in Hamilton's hiding place or the old Moonbeam movie theater or at the Seneca station - northwest (interactive map). If your hero's medicine skill is over 90, then you can immediately find out about the right place - the Mereshti depot, but if not, then it's okay: the Seneca station and the Meresti depot are interconnected by a system of tunnels, at the station there is an entrance to the service the depot tunnel starts under a manhole cover. This path is somewhat more dangerous than directly through the depot: there will be a couple more swamps, but otherwise the same mines, bear traps and other traps in abundance.

    At the depot, the first representative of the Family you meet will be Robert. If you have Lucy's letter, then he will let you through, if not, then you will have to show eloquence or consistency (100 caps). Do not attack Robert, then the whole Family will be friendly. From them, you will learn that Ian is meditating in a secure area and, depending on your skills and other talents, you may or may not receive an access password from her. If it doesn't work out, then talk to the head of the Family, Vance, he will give you the password from the family's terminal to get acquainted with their laws and other things, and he will also say that Ian is the one who is guilty of the death of his parents... When you finally understand, that they are all vampires here, Vance will allow you to go to Ian so that you can help him make a choice - stay with the Family or return to Arefu.

    You can give Ian Lucy's letter and he decides to return to Arefa (this can also be achieved with eloquence). Or you can convince him to stay with the Family. If you settle the matter peacefully, then regardless of Ian's decision, get the Shishkebab scheme from Vance. With the settlement of Arefu, Vance will without hesitation agree to conclude a peace treaty, according to which the inhabitants will supply the Family with donor blood, and she will protect them. Next, you should go to Evan with Vance's proposal (if Ian stayed with the Family, then Evan better lie that he went to live with Lucy). After confirming the peace treaty with Evan King, you can return to Vance, from whom you will finally receive the Hematophage perk - it allows you to heal 20 health points with blood packs. Also, these packages can now be sold to Vance.

    If you are going to kill vampires, then for this there will be a loss of karma and trophies from their bodies (the same Shish-kebab scheme, Vance's unique sword "Vampire Fang", etc.). Only now it is advisable to eliminate vampires before talking with Ian, otherwise all Arefu will become hostile and you will not pass the quest to Evan King.

    Oasis

    In this quest you will meet with a special FEV mutant Harold. Once upon a time, he was an ordinary person, but due to an incident that occurred during the reconnaissance of some military base (like Mariposa), something changed in him and a strange little tree began to grow right from his head. It grew and grew, and eventually Harold got stuck in it. He decided to call the tree Bob (Bob), and jokingly began to call Herbert (Herbert), even though he did not like it.

    Subsequently, several people appeared who began to worship Harold as a deity, and created a small secret cult of the Treeminders. Every year during the Harvest month, pods with ripening seeds appear on the branches of the Bob, at the end of the month they open and the wind carries the seeds through the Oasis valley.

    Wherever the seeds fall, they grow into trees, bushes, grass, all kinds of beautiful plants. Over time, this area began to contrast sharply with the surrounding wasteland, and disagreements began to arise among the ancients ...

    The coordinates of the Oasis can be obtained in the Dickerson Tabernacle Chapel if you manage to remove the Flyer from the platform with a well-aimed shot so that he falls down along with a note and a unique sniper - the Reservist's Rifle. When you approach the Oasis, he will come out towards Tree Father Birch and will say that "he" calls you. If you agree to follow Laurus, he will open the gates of the settlement. There he will explain that he is the head of the ancients, and about who or what "he" , will be expressed very vaguely.You will be asked to perform a ritual - to drink an incomprehensible juice from a bowl in order to be cleansed of all evil.

    After the ritual, you will find yourself in the Grove near the strange talking tree, Harold. He will begin to beg for a favor - to save him from this tree life, which has been stretching for two decades. The other inhabitants of the Oasis ignore this desire, and instead want to either stop or speed up Harold/Bob's growth. You can take away Harold's life by destroying his heart, which is located in the caves below him. He may also admit that he is afraid of fire, i.e. there is a bad option to arrange an auto-da-fé for him. If you choose this, you will hear Harold's terrible scream, get negative karma and war with all the inhabitants of the Oasis (you can set fire to a tree with any suitable weapon such as a flamethrower, grenade launcher, "fat man", etc.)

    After leaving the Grove, you should go for the key to the mines to the Cypress trunk (Branchtender Cypress), guarding the entrance to them. Nearby there will be arguing about something father-root Laurel and mother crown Birch (Leaf Mother Laurel). After listening to them, one can understand that Laurus wants to stop Harold's growth by pouring his heart with the same juice that was used in the ritual, so as not to attract anyone here and protect him, and Bereza, on the contrary, wants to smear the heart with an ointment that accelerates Harold's growth, in order to strengthen its influence on the whole wasteland and the rapid spread of greenery everywhere, so that no one could interfere with it. Each of them wants to win over the stranger to his side, i.e. There are other options for the development of events:

    • pour the heart with Laurel juice (Birch's Sap) to stop Harold's growth,
    • use Birch ointment (Laurel's Liniment) to accelerate Harold's growth,
    • take Harold's side and destroy his heart.

    The rest of the ancients will also express their arguments for one or the other. Regardless of your choice, be sure to chat with the Sapling Yew branch before entering the caves, you can also learn from her about Harold's fear of fire (ask about her "God"), with the Eternal Child perk, this is not difficult. If you manage to talk to Iva, then in parting she will give her bear amulet, which increases eloquence by 10 units, and in case of the destruction of the heart, it will become the only reward of the trevens. Other ancients, depending on the turn of events, can also give something or not (if you don’t talk to someone before leaving for the caves, you risk being left without his gift). If you share the point of view of Lavr, then talk:

    • with the branch Linden (Branchtender Maple) and ask her a question about how she got to the Oasis,
    • with a Cypress trunk and ask how he became a tree.

    If you want to take the side of the mother crown of Birch, then talk:

    • with the seer Lilac (Bloomseer Poplar) and ask her a question about "her God",
    • with the trunk of Maple (Branchtender Linden) and ask how he ended up here, maybe you will be able to find out that he was previously an outcast of the Brotherhood of Steel.

    The door of the Oasis caves is closed with a very complex lock, take the key from Cypress and go to the heart (you can get there before the ritual, but then the heart will be hidden behind the roots). The caves are inhabited by different-sized swamps and radroaches, radioactive water is everywhere, you will have to swim a lot, so stock up on rad-X and some kind of overalls. Under water and on the surface there are many useful items, such as stealth fights, ammunition and other things. When you are near Harold's heart, you will hear his knock. Do what you have planned (if the heart is destroyed, then you will immediately receive the "Skin-bark" perk (Barkskin, + 5% to damage resistance)) and return to the Grove, where either Birch or Laurel should be waiting for you (you can go straight back to the Grove through the damp cave (Damp Cave)), after talking with one or the other, the quest will end, and the ancients will give out their farewell gifts:

    • if Laurel juice was used, then the Linden branch will give a nominal hoodie (Maple's Garb, dexterity +1, perception +1), Cypress barrel - an ordinary grenade launcher with a couple of charges (Missile Launcher),
    • if Birch ointment was used, then the seer Lilac will give a special hood (Poplar's Hood, stealth +10, dexterity +1), Maple trunk - her old power armor (Linden's Outcast Power Armor, heavy weapons +5, strength + 1, dexterity +1, radiation resistance +10),
    • in any case (except for auto-da-fe), get a bear amulet (Yew's Bear Charm, eloquence +10) from the Willow branch if you previously managed to like her (in case of destruction of the heart, it will be the only gift of the ancients).

    Notes: If you piss off the Oasis Trevens by choosing dialogue lines that are outrageous for them, then the quest can only be completed with the auto-da-fé option.

    The most evil passage of this quest is to first apply Laurel juice or Birch ointment, and then burn Harold.

    Bugs: If you postpone the ritual of purification for a long time, then the father-root Laurus may disappear in an unknown direction. As a result, there will be only one option with burning ...

    Sometimes, after a conversation between Lavr and Bereza, control of the character does not return to the player, as it should. This can be fixed with the console command:

    ~EnablePlayerControls

    The Power of the Atom

    In the middle of the crater in Megaton lies an unexploded atomic bomb, as a reminder of the conflict that destroyed civilization... The quest can be started:

    • in conversation with Megaton Sheriff Lucas Simms,
    • approaching this very bomb and pressing the action key,
    • in conversation with the mysterious Mr. Burke (Mister Burke).

    Sheriff's Order: from Simms, you'll learn about his dislike of the unexploded atomic bomb at the center of Megaton and his desire to find a sapper who can defuse it. For doing this job, he offers 100 caps, and if your eloquence affects him, he will agree to 500. You can also refuse money and do a good deed for good karma (+200). Or announce your intention to detonate a bomb and, thereby, arrange a duel with the sheriff.

    Deal with Burke: agreeing to help Simms does not at all change the fact that you may be more interested in the offer of Mr. Burke, looking for a suitable person in Moriarty's saloon. Burke wants you to help him prepare the bomb for detonation, as his employer, Allistair Tenpenny, sees Megaton as an annoying blot on the flourishing cityscape. For this dirty deed, Burke promises to pay 500 caps (or 1000 if you convince him) and immediately hands over a pulse charge (Fusion Pulse Charge), which must be connected to the bomb, and then activated from a safe hiding place. You can kill Burke at the end of the conversation, for which good karma will be added to the hero, but of course, events may develop differently ...

    Showdown between Burke and the Sheriff: After a conversation with Burke, a new topic will appear in the dialogues with the sheriff - to inform about Burke's offer. True, if you reduce everything to a joke, then Simms will be offended and will not take any measures about Burke. If you're serious, then Simms takes the impulse charge and shouts "Now you'll see Wasteland justice in action!" rushes to Moriarty's saloon, where he orders Burke to follow to the jail. Bickering, Burke pretends to agree to go, however, as soon as Simms turns his back on him, he fires from a 10mm pistol with a silencer. You can save the Sheriff with a well-placed shot to Burke's head, but you need a powerful barrel to do so. If the sheriff remains alive, he will express gratitude, and if not, then Burke utters a threat to you over his body and leaves. At this point, you can still start a fight with him, then he will disappear without a trace. And impulse charge, too, so all you have to do is defuse the bomb and collect your reward from the sheriff's infant son, Harden Simms. You can remove the key to his house and arsenal from the sheriff's body, and, oddly enough, there will be no key to his house in Megaton on Burke's body (the key is not in the game at all, the door will have to be cracked).

    Romance with Burke: If your character is a femme fatale (Black Widow perk), then you can turn Burke's head and easily beg him for an additional 500 caps for the explosion, or tell him that you live here, but he can't hurt you! In the latter case, Burke disappears in dismay, promising to come back for you after urgent matters are settled. You will not see him again, but you will receive love messages from him through Colin Moriarty (four in total).

    So you've made your choice - to be or not to be Megaton- and get down to business.

    The option for the evil ones is to detonate the bomb. To connect a pulse charge to a bomb, the character's explosives skill must be at least 25. To increase it, you can put on a helmet of explosive raiders (heavy weapons +5, explosives +5) or eat mentats (Mentats), which temporarily improve perception and intelligence by +5 . If there is a problem with the presence of mentats, then additionally Burke gives a tip on Leo Stahl, who is selling chemistry. Before you leave Megaton forever, do not forget:

    • capture Sila from the house of Sheriff Lucas Simms, you can freely enter the house when there is a sheriff or his son, or break the middle lock on the door, or steal the key from the sheriff's pocket;
    • take any weapon in the arsenal (nothing remarkable), the door opens with the sheriff's key or you can pick a very complex lock, a hostile robot lives inside, assistant Steele (he and assistant Weld at the gate are turned off through the armory terminal);
    • get the keys to Dr. Church's clinic and Leo Stahl's cache at the water treatment plant in order to get a lot of chemicals;
    • recruit Jericho, which requires bad karma and 1000 caps, as well as read the Grognak the Barbarian book, which increases the melee weapon skill, in his house;
    • hack the computer with Andy Stahl's notes in the Brass Lantern (very easy) or the safe (very hard) that contains 300 caps;
    • steal 4 pre-war books from Billy Creel's house and everything you like.

    After connecting the impulse charge to the bomb, you should arrive at Tenpenny Tower, to Mr. Burke, who is waiting for news. Chief Gustavo will let you through unhindered, because you're on business. Go up to the penthouses to Alistair Tenpenny and Burke, who will offer you to press the button and admire the explosion from a safe distance (pressing the character's karma will decrease by -1000). In addition to caps and 300 XP, you will receive a key to the Tenpenny Tower Penthouse Suite as a reward.

    Near the former gate to the destroyed Megaton, you will find the remains of Weld's assistant protectron, fixated on the phrase: "The bomb is completely safe. We give a word.", And it will not be possible to get inside (only through the console using the tcl or coc megatonentrance commands). Of the named residents, you will meet Moira Brown in the Dungeon of the Historical Museum, who has been walking in the Dungeon of the Historical Museum, who will explain her salvation by the fact that she was outside the city during the explosion, and this will allow you to start / complete the quest. You can also encounter hostile refugees from Megaton in the Wasteland.

    Note: if in the Tenpenny Tower quest you helped Roy Phillips take the building, and Tenpenny is killed, then Burke and Roy, frightened by his sudden appearance, will be on the roof, easily agreeing to wipe this smooth-faced bugger from the face of the earth. By the way, Roy also likes such a valuable shot as Burke.

    The option for the good ones is to defuse the bomb. It also requires an explosives skill of at least 25 (see above). After successfully defusing the bomb, approach Lucas for a reward and a certificate of ownership of the house in Megaton. Mr. Burke will leave Megaton forever, but the killers hired by him, the Talon Company mercenaries, will now pursue you.

    Notes. In the Japanese version of the game, there is no way to blow up Megaton and there is no Burke either, you can only defuse the bomb or walk around without noticing it. As you progress through the main quest line, the character's father will express either admiration or horror at the act of his child.

    Tenpenny Tower

    Background: a gang of ghouls led by Roy Phillips wants to move into the luxurious Tenpenny Tower, but its owner Allistair Tenpenny and the rest of the tenants do not want to see such neighbors. It is up to you how this situation is resolved.

    How to get the quest: come to Tenpenny Tower, listen to the dialogue between Roy Philips and Chief Gustavo on the intercom at the gate, then arrange a pass to the tower and chat with Gustavo there. He will offer 500 caps for the heads of Roy and his minions. If you are eloquent, you can beg for more caps (700) and a Chinese machine gun with cartridges (if it doesn’t work out, an assault rifle). Chief Gustavo will tell you that the ghouls have taken over the Warrington Tunnels to the west of the tower.


    Following these tunnels, you will find yourself in Roy Philips' lair, and there you can either kill the ghouls, or agree to help them massacre the inhabitants of Tenpenny Tower, or offer to talk about a peaceful solution to the problem with Mr. Tenpenny on their behalf.

    Destroy ghouls:

    You need to kill Roy Philips and all the other ghouls at Warrington Station (an increase in bad karma), and then return to Chief Gustavo for the promised caps. If you don't want to lose karma, you can either force each of them to attack you in dialogue, or do it at night using the Sandman perk.

    Arrange for ghouls to settle in Tenpenny Tower:

    Talk to Philips about the possibility of a peaceful solution, and then approach Alistair Tenpenny. He will say that if you convince five tenants: Edgar Wellington II (Edgar Wellington II), Millicent Wellington (Millicent Wellington), Anthony Ling (Anthony Ling), Lydia Montenegro (Lydia Montenegro) and Susan Lancaster (Susan Lancaster) to agree with the presence of ghouls then he won't mind either. If Mr. Tenpenny is already dead at the time of the start of negotiations, then Gustavo takes his place, and it is impossible in principle to persuade Gustavo to do this (you will have to kill him).

    Obtaining the consent of five tenants: besides their dialogue persuasion (eloquence!, good karma gain), or stealth kills (bad karma gain), there are other options. You can take the love letter from Susan Lancaster's desk and show it to Millicent Wellington, who, in a rage, will shoot her husband Edgar and his sweetheart Susan and then leave Tenpenny Tower. By cleaning out the safes in the stores of Anthony Lin and Lydia Montenegro, you can force them to leave their homes.

    When all of the above are convinced or somehow removed from Tenpenny Tower, visit Mr. Tenpenny to hear his approval and collect 500 Premium Caps. Roy Phillips will issue a Ghoul Mask for permission to move in (Ghoul Mask, ghouls do not attack unless provoked).

    Upon returning to Tenpenny Tower, you will see a picture of the peaceful coexistence of people and ghouls. However, in a few days, all human tenants will disappear. Further investigation will show that disagreements have begun and Roy Phillips decided to "take out the trash." All the people were killed, their property was looted, and the bodies were thrown into the basement. You will only have to take revenge on the ghouls for treachery (an increase in bad karma).

    Notes: There is no way to save any of the people in Tenpenny Tower when choosing a diplomatic solution. Even killing ghouls in the tunnels of Warrington station will not help immediately after receiving the ghoul mask from Roy Philips.

    If you send Susan Lancaster into slavery according to the quest, then this will cause a problem with obtaining her consent. Even if you later release her from Paradise Falls and she gets back to the tower, you won’t be able to talk to her anymore (lack of lines), so she will have to be killed to fulfill Mr. Tenpenny’s condition.

    Help the ghouls take over Tenpenny Tower:

    In order to carry out his plan to capture the tower, Roy Philips will ask you to open the emergency door in the Tenpenny Tower generator room and let his wild brothers in from the tunnels of Warrington Station. You can freely enter the generator room from the tower hall and go to the tightly locked emergency door. By inquiring, you will find out that:

    • the generators of the tower are powered from the power grid of the metro through the tunnels,
    • the emergency door to the tunnels is opened using the remote terminal,
    • Another door in the courtyard of Tenpenny Tower leads to the generator room.

    After opening the emergency door, Roy will be waiting for you near the main entrance and will give you a ghoul mask to prevent wild ghoul attacks. Inside the tower you will see how the ghouls finish off people. Chaos has come and you are free to rob the bodies of former tenants and shops. Subsequently, everything will be tidied up here (so do not leave anything valuable in the middle of the devastation), ghouls (not wild ones) will replace the old NPCs and start trading in shops (there will be a discount for you).

    Notes: if you decide to blow up Megaton on the quest, but have not yet done so, then Mr. Burke will be allowed to survive and provide you with such an opportunity.

    Clearing the Tenpenny Tower:

    You can kick the residents out of Tenpenny Tower by killing Alistair Tenpenny, Gustavo and all the guards. After that, panic will begin and all the residents will rush aimlessly. Then you will need to find Roy Philips in the tunnels of Warrington Station and say that he can settle in the tower. Roy will thank you and give you a ghoul mask.

    Just business (Strictly Business)

    This quest will start when you find Paradise Falls and wish to go there. Slaver guard Grouse will let an evil character through, but will prevent a neutral or good one. Also, you will be able to freely enter if you helped the slave traders during the quest. The evil hero Grumpy will be asked to test the hypnotron and help him catch several especially important people for the local owner, Undertaker Jones (Eulogy Jones), for caps, 250 each:

    • Shell (Flak) from Rivet City (Rivet City),
    • Red from Big Town
    • Susan Lancaster of Tenpenny Tower
    • Arkansas sniper dug in at the Minefield.

    Options for developing a conversation with a Grumpy for a neutral or good-natured person:

    • if you say that hunting for people is an outrageous occupation, then the slave traders will become hostile and you will have to eliminate them all in order to still get to Paradise Falls, and this quest will not take place;
    • with developed eloquence, you can agree on a pass for 500 caps;
    • if it was not possible to agree or it is a pity for the caps, then you will be invited to participate in the capture of several special slaves (the list and prices are the same, to get a pass it is enough to catch one of them) and at the same time test the hypnotron.

    If one of the above has already died, then he will not be on the list of recruits for Paradise Falls (if all four, then the quest will close and the pass will have to be obtained by force). You can learn from Grumpy that Shell and Susan Lancaster were previously slave traders, but then the first wanted to start a new life and had already repeatedly handed over his former comrades, and the second did not pay for the exit; The redhead promised something to the slave traders, but that was all; Arkansas killed a lot of local guys.

    Grumpy will hand over a hypnotron, 50 batteries to it and a manual, one slave collar with instructions. You can also buy batteries from him, and he gives out only one collar, so after capturing each slave, you need to return to Grumble for a new collar. The hunt is simple - shoot the victim in the head with a hypnotron, if it works out, she is ready to give you everything and will allow you to put on a collar, after which it remains to order her to run to Paradise Falls at full speed until her head explodes. Each collar worn reduces the karma of your hero by 100, commissions are due for each slave that runs. The Hypnotron can also be used to cause discord among the ranks of opponents and as a means of robbery.

    Susan Lancaster, who lives in Tenpenny Tower, is better to ambush without witnesses in her apartment. However, keep in mind that in the Tenpenny Tower quest, she will be on the list of those tenants from whom Allistair Tenpenny will require consent to settling ghouls in the tower - if you want to solve the matter peacefully. Moreover, even if you free Susan from slavery, you will no longer be able to talk to her (lack of replicas), therefore, to fulfill Mr. Tenpenny's condition, she will have to be killed.

    The redhead must first be saved from the super mutants on the quest and complete it, and only then sent to Paradise Falls, which is easier to do in the clinic.

    The shell is best caught at night in his cabin on the upper deck of Rivet City. An unexpected consequence of this will be the disappearance of his companion, Shrapnel, from Rivet City. Yeah, he's going to Paradise Falls. And there will be no arms dealers left in Rivet City. The subsequently released Projectile will also not have any lines, so think about what is more important (you can deal with it in a dark corner to complete the quest).

    Arkansas can be killed when you enter the Minefield on the instructions of Moira Brown (quest), due to ignorance of its value to slavers. The sniper is quite easy to lure out of the ruins, or you can try to sneak up on him.

    If these four reach the place, then you will see them in the slave pen, you will be able to remove their collars with a developed explosive skill and save everyone by killing the slave traders.

    Control shot (You Gotta Shoot "Em in the Head")

    Background: Once Alistair Tenpenny (Allistair Tenpenny) instructed five mercenaries - Mr. Crowley (Mister Crowley), Tara (Tara), Dave (Dave), Jeff Strayer (Jeff Strayer) and Dukov (Dukov) - to find some unique weapons in Fort Constantine (Fort Constantine) ). In order to increase his share of the reward, Dukov lured the ghoul Crowley into a trap, locking him in a room with wild ghouls. Tara died in the fort and the three remaining mercenaries fled. Crowley somehow survived and got out of the fort, and subsequently settled in the Underworld (Underworld) under the Historical Museum.

    How to start the quest: talk to Mr. Crowley in the Ninth Circle or Carol's Place in the Dungeon. He will offer you to find and kill - Dave in the Republic of Dave, Ted Strayer in Rivet City, Dukov in Dukov's dwelling and Alistair Tenpenny at Tenpenny Tower.

    In response to the question "Why?" Crowley will say that they are all known Gool-haters and therefore he wants each of them to be not just killed, but shot in the head. To do this, he will issue a sniper rifle and five rounds of .308 caliber, and promise 100 caps as a reward. About Tenpenny, Crowley says that he somehow finds out about his death, but wants to get proof of the death of the others, something personal, like a key or a ring.

    Crowley will only pay 25 caps for any other kill method other than a headshot, but you can lie and get the promised 100 caps (eloquence!). Deception will not work only in the case of Tenpenny, as rumors of the death of such a famous person will spread through the Wasteland rather quickly.

    Crowley's true motives: a character with developed eloquence or with a decent supply of caps can check the version of Crowley with any of the following NPCs in the Dungeon - Azrukhal (Ahzrukhal), Carol (Carol), Doctor Barrows (Doctor Barrows), Winthrop (Winthrop), Patchwork (Patchwork), Tulip ( Tulip) or Quinn (Quinn), and Crowley's words will be in great doubt. After a successful check, he admits that he actually wants a special key from every target except Tenpenny. And he will still wish that Tenpenny was shot in the head. Now Crowley will offer 100 caps at once and another hundred for each key. If your character has a good tongue, then you will know that Mr. Crowley's real target is the T-51B Power Armor (T-51B Power Armor), still stored in Fort Constantine.

    Tenpenny's counteroffer: after visiting Tenpenny and telling him who sent you to him and why, you will receive a counter offer - 300 caps for Crowley's head:

    • Tenpenny pays 100 caps up front, so it's possible to cheat him (or just steal the caps);
    • killing Crowley and returning to Tenpenny for a reward is one of the options for completing the quest (after accepting Tenpenny's offer, this will not result in a loss of karma).

    Collection of keys: without the aforementioned keys, you cannot enter the power armor room in Fort Constantine. The keys can be collected in any order, and delivered to Crowley one at a time or all at once. Three keys can be obtained by pickpocketing, persuading or killing (special options are given below), the fourth is in the fort on the corpse of Tara.

    Ted Strayer: Jeff Strayer is now dead and the key is now owned by his son, Ted, who lives in Rivet City. You can force him to part with the key by convincingly threatening (requires strength 6+ or the Fortitude perk).

    Dukov: how to get its key artistically:

    • using the Black Widow perk, convincing him to give the key (girl character);
    • a male character with the Woman Killer perk can persuade Fantasia to get the key;
    • Cherry will get the key if the character agrees to take her to Rivet City.

    Dave: Dave's key can be obtained in case of a successful performance at the first meeting, Dave will accept the character as the "ambassador of the Wasteland" and give him the key.

    Last Key lies on the body of Tara in the bomb storage of Fort Constantine. Tara's key is not needed to complete Crowley's quest, but it is needed to get into the warhead vault.

    Obtaining T-51B Power Armor:

    If you decide to give the keys to Crowley: deal with Alistair Tenpenny, give Crowley the three keys and collect your reward. After that, Crowley will go to Fort Constantine for armor and will return to the Dungeon after a few days (if he is not killed along the way). Upon returning, Crowley can be killed or try to steal the armor (he will wear it).

    If you decide to get the armor yourself: in the fort you will find outcasts of the Brotherhood of Steel and hostile robots. Enter a small house (Command Residence, CO Quarters), in the basement you will find a "Heavy Weapon" bobblehead in an open safe and a locked door to the Launch Control Bunker (you need Ted Strayer's special key). Follow to the bomb storage (Dukov's special key), where you will find Tara's body in front of two very difficult locked doors. Open the door to the room with the armor (Dave's special key), turn off the stasis field through the terminal and take the desired armor with a helmet.

    If you decide to give the keys to Crowley and get the armor yourself: deal with Alistair Tenpenny and give Crowley the three keys in exchange for the caps. Then follow Crowley on your way to Fort Constantine (you'll have to constantly defend it). The ghoul will turn hostile upon reaching the fort, at which point you can slam him to collect the keys.

    If you don't want to keep an eye on Crowley, you can give him the keys and steal them back. Or first go to Fort Constantine, open all the doors, but do not take the armor!, then give Crowley the keys to get a reward. Then make a fast travel to the fort and take the armor. In this case, there is a chance that Crowley will hunt you down and possibly attack somewhere if he is not put down first.

    Note: if in a quest you sided with the ghouls, then Mr. Tenpenny will already be dead before starting this quest. Then you will receive 25 caps due to the fact that he was not killed by a headshot.

    Premature completion of the quest: if you take or equip the T-51B power armor, obtained after completing Operation Anchorage.

    Bugs: Crowley can get stuck in the bomb storage, and you will need 100% lockpicking skill to open the door.

    If Dave, Ted Strayer or Dookov are killed before the quest and their bodies disappear before you can get their keys, the quest will become impossible. The keys will have to be obtained using console commands:

    Ted Strayer's special key ~player.additem 0002b8da 1
    Dukov's special key ~player.additem 0002b8db 1
    Dave's custom key ~player.additem 0002bf5a 1

    Stealing Independence

    In Rivet City, Abraham Washington, curator of the Capitol Preservation Society, will ask your character to go to The National Archives to find the Declaration of Independence. For a fee, of course.

    Mr. Washington can also confess that he had previously contracted someone else to search for the document...

    Near the entrance to the National Archives, don't miss the two "Guess and Win" terminals! In the first terminal you will find 8 questions on American history. Right answers:


    1. Second Continental Congress (Second Continental Congress),
    2. Thirteen (Thirteen),
    3. John Hancock
    4. Ratification (Ratification),
    5. King George III (King George III),
    6. Happiness
    7. Thomas Jefferson.

    With the obtained receipt for the prize, go to the second terminal for the distribution of prizes. There you can choose one of three: glamorous grape mentats (charisma +5), ingenious berry mentats (intelligence +5), observant orange mentats (perception +5). By the way, six more of the same receipts are in a safe in the Berkeley administrator's office ...

    Going further straight, you will find yourself in a mined Rotunda, where you will see Sydney (Sydney), who will say that she was also hired by Washington on the same occasion. A little later, super mutants burst in here, after repelling their attack, Sydney will offer to unite. You can agree, or refuse, or take time to think.

    If you refused (Sydney can be killed and the unique 10 mm Ultra submachine gun, an option for evil ones, can be removed from the body), then you will have to find a way on your own. Entering through the door to the right of the entrance, you can quickly find the entrance to the basement of the Archives (you need a hack 25 or science 25), literally full of super mutants. Through the basement you can get to the guarded eastern wing of the Archives.

    If you agree, then Sydney gives the password to his terminal, then you can use the Rotunda cargo elevator and go directly to the secure east wing of the Archives. The information that "the only way to use the elevator from the Rotunda side is to connect the maintenance terminal directly to the floor data ports" is contained in the Berkeley admin terminal, which is exactly what Sydney was doing here.

    There will be hostile robots and turrets in the guarded east wing. With more than 67 science, you can repair the door behind which the turret generator is located and turn it off (Sydney's hint), if you are not into science, then there is a detour to the generator. The turrets protect two rooms (you need hacking skill 50 to get into them) with the Bill of Rights (Bill of Rights) and Magna Carta (Magna Carta), which can also be sold to Washington. Next, there will be a door to the Armored Storage of the Archives.

    And behind it will be a crazy robot who once participated in theatrical productions, now imagining himself as Button Gwinnett, the second signer of the Declaration (oh, how long ago that was ...). Naturally, he will take you for an English spy. You can:

    • with developed eloquence, convince him to give you the Declaration to transfer it to Washington (and what, after all, it is),
    • disassemble this robot into nuts (in this case, hostile robots will appear),
    • arrange with him to make a copy of the Declaration, for which you will have to visit the Arlington Library for ink (in the Archive of Periodicals).

    So, having received the Declaration or a copy of it, do not forget to pick up all the books, stealth-boys and Button's wig on the chest of drawers (Barter +5, GSP -1, INT +1, Speech +10), and you can go back either along the same path, or through the door on the right into the room with containers for protectrons-actors, then take the elevator to the first floor. For the Declaration of Independence (any, fake or real, or both at once, if you got a fake and dealt with the handsome Button), Abraham Washington hands over the Railway Rifle scheme, for the Bill of Rights 100-125 caps, for the Magna Carta 75 -100 caps.

    In the case of a joint search for a document with Sydney, after completing the case in Rivet City (Rivet City) or in the Underworld (Underworld), you can talk about her long-lost father and find out that he called her Moonbeam. Then, if you are lucky enough to find his skeleton and an audio recording addressed to Sidney on the second floor of the Statesman Hotel, you will receive a unique 10 mm Ultra submachine gun as a gift (option for the good ones).

    Bug: If you give Washington both Declarations, then the ink can be thrown out of inventory. In other cases, they remain in the inventory as a quest item and can only be removed using the console:

    Ink ~player.removeitem 00003aa2 1

    Trouble on the Homefront

    The story of a short return to your native shelter can be started at any time after completing the quest Living water (The Waters of Life). Somewhere near Megaton you will catch the Vault 101 Distress Signal, this will be a message from Amata, she will ask you to return to the shelter in connection with the problems that have arisen there and will name the password to the door.

    At the entrance you will be met by officer Gomez (or Steve Armstong, if Gomez was killed during the Escape!) And he will explain that after those events the shelter split into two parties: the rebels, led by Amata, dug in on the lower level in the clinic and wanted to open the doors, and the rest, led by the Warden (if Amata's father was killed, then Allen Mack, Wally Mac's father, will become the Warden), insisting on secrecy and following the mission of the asylum to the end. The officer will ask who to take you to - to Amata or the Warden, you can also say that you don't care and leave forever.

    The situation in the shelter is really tense - corpses are everywhere, in the prison cell you will stumble upon a hostile officer Wilkins (Officer Wilkins) and find the teacher locked there, Mr. Brotch, who, after being released, will go to the lower level to the rebels. By the way, the prison terminal (with which you can open the cell door) contains a plan for the guards to attack the rebels with weapons, read it, it may come in handy. And in the Overseer's terminal, a new record appeared that the Enclave had contacted the safe house, offering amnesty and the favor of the official successor of the American government in exchange for access to the safe house and its data storage, but the Overseer refused them. There are several options for the development of events:

    • By going to the Overseer, you can:
      • With developed eloquence, make him think about the lack of human resources and the inevitable failure of the shelter mission, then he will remove his authority in favor of Amata and agree with the opening of the shelter (only if the Overseer is Amata's father),
      • Reveal to him the villainous plans of the guard to raid the rebels (if they are known), then he will voluntarily transfer his powers to Amata (only if the Overseer is the father of Amata),
      • You cannot peacefully convince Alen Mak to open the shelter, because he will refer to the death of his predecessor, so another option is possible here - kill all the rebels (if the Overseer is Amata's father, killing them will lead to chaos in the shelter and the failure of the quest),
      • Kill the Overseer and talk to the new leader Amata, she will not settle the score, but she will say that you do not belong here anymore,
    • Going to Amata, you can:
      • With developed eloquence, convince her not to disturb the people and sit quietly in the shelter,
      • Tell about the appearance of the Enclave and the reaction of the Overseer (if known), then Amata will not dare to endanger everyone and will remain,
      • Announce that you don't care and leave.
    • Harm everyone (negative karma). From Butch, you can learn about the problems with life support systems that began after the escape, then you should hack into the service terminal of shelter 101 (science 75) in the reactor compartment or steal the password from Stanley, do "water chip service", switch to manual mode and clean up the systems. Now the shelter becomes uninhabitable and everyone scatters in horror wherever their eyes look. At the exit from the reactor compartment, the Overseer will catch you, accuse you and try to kill you (or you will be able to deceive him that one of the rebels did it, then he will kill himself). However, that's not all - Amata will be waiting for you at the exit from the shelter, wondering who could have done this. If you manage to convince her that the mad Overseer is guilty, then you will part peacefully, and if not, then she will promise to arrange a massacre against you at the next meeting in the Wasteland.

    Note. Don't forget to grab the "Medicine" bobblehead from your father's desk (if it hasn't already been done) and open the wall safe disguised as a frame with a quote (hack 50), since now is the last opportunity. The safe contains lids, racket diagram and Home Sweet Home audio recording.

    Effects. After making a decision about the fate of the shelter, the entrance there will be closed for you forever, regardless of the choice of side and methods. After calming the youth, you can get a modified work overalls (Modified Utility Jumpsuit; luck +1, repair +5, radiation resistance +10) or some supplies from the Overseer. Amata will give the same modified jumpsuit if he becomes a Overseer.

    If you drive everyone out of the shelter, then in the future in the Wasteland you will meet various hostile inhabitants of it. In particular, Amata can occasionally be seen interrogated by an Enclave patrol. They will find out who she is and where she is from, where the shelter is located, and then they will kill her. Saving her life won't change anything.

    In any case, Butch will disappear from the shelter and settle in the bar "At the helm" (The Muddy Rudder Bar) on the lower deck of Rivet City. There you can take him as a partner if you have neutral karma (armed with a 10mm pistol and Butch's Toothpick).

    Agatha's Song (Agatha's Song)

    This quest is issued by Agatha in her house, located northeast of the Meresti depot. The bottom line is that Agatha plays the violin quite well and even broadcasts her playing to all the Wastelands using her husband's old walkie-talkie, but she would very much like to change her homemade violin for a unique instrument - the Soil Stradivarius, which once belonged to her great-great-grandmother Hilda. It is known that Hilda was invited to Vault 92, which specialized in preserving musical talents, and after the start of the war, communication with her was interrupted. According to Agatha, the violin is in the shelter to this day. The tool was stored in a special sealed case, the image of which will be in your Pip-Boy. The reward for delivering the precious violin will be the opportunity to tune into the frequency of Agatha's radio station and listen to her play. An eloquent character can ask Agatha for the key to her husband's ammo box (or with the Woman Killer perk).

    The three-level Vault-Tec Headquarters building rises in Vernon Square, near Vernon Square North, inside you will be met by numerous robots controlled by a special robot Masterbrain. Your goal is the Vault-Tec Administration level, where you need to break through to the Vault-Tec computer (Vault-Tec Mainframe) and load the locations of all the shelters onto the map in Pip-Boy. To gain access to the computer, authorization is required through three system terminals scattered around the administrative section, with the help of which Masterbrain is also turned off.

    Bug: In some cases, after authorization at all three system terminals, the door leading to the Vault-Tec computer stubbornly does not open. This can be solved like this - go into the room through the bottom door and jump first onto the pipe, and then onto the equipment, from which it is easy to reach the Vault-Tek computer and activate it.

    Vault 92 is inhabited by a variety of swamps, radroaches, and blowers. Everywhere you will find evidence of experiments here to study the effects of white noise on people, which ended in failure, judging by the audio recordings of Professor Malleus (Professor Malleus). Soil Stradivari lies in the southwestern part of the Sound Testing, in the sound studio, which is opened using the studio computer. Also, don't miss music paper in the living quarters of the shelter (in the men's dormitory) (all local swamps are killed by the inclusion of white noise).

    After giving the violin to Agatha, you will find out that she also wants to perpetuate on paper those great works that she remembers. But paper is needed for this music ... It can be found in vault 92, also in the Arlington Library, Springvale School, in the basement of the National Archives, in the art room of the Roosevelt Academy and on the roof of the Statesman Hotel. For one note paper, Agatha gives out a unique revolver with a Blackhawk optical sight or positive karma.

    Notes: Thirsty caps can sell the violin to Azrukhal (Ahzrukhal) from the Ninth Circle, which is in the Dungeon or Abraham Washington in Rivet City. It is possible to first find the violin in vault 92 and then take it to Agatha's house, in order to avoid glitches it is worth doing it quickly.

    Reilly's Rangers (Reilly's Rangers)

    The Reilly Rangers are mercenaries who specialize in destroying super mutants and creating topographic maps of the DC urban areas. There are five of them in total:

    • Reilly - leader,
    • Butcher - doctor, Reilly's deputy,
    • Donovan - technician,
    • Brick (Brick) - a master of heavy weapons, exceptionally effective wielding a unique minigun Eugene (Eugene),
    • Theo, a probationary quartermaster who carried Ranger ammunition, was killed on the second floor of the Statesman Hotel.

    Details on the Rangers and current contracts are contained in the Raleigh Terminal at the Rangers base (there is also information about their recent clash with the Talon Company mercenaries near the Capitol). The quest can be started in several ways:

    • Picking up on the radio the emergency frequency of the rangers sitting surrounded on the roof of the Statesman Hotel. The signal can be picked up near the National Archives, also on Pennsylvania Avenue and Vernon Square near the Statesman Hotel.
    • Having stumbled upon Railay in the city of ghouls, which is in the Dungeon under the Historical Museum. Reilly is unconscious at the local hospital, The Chop Shop. In this regard, you will either have to convince Dr. Burrows (Doctor Barrows) to wake her up or do it personally (requires the skill of medicine 60). Reilly will tell you that the rangers were ambushed on the roof of the hotel, and she was injured by super mutants while trying to escape from the roof for help and she was picked up by ghouls (only she can find out the password to Theo's ammo box).
    • After visiting the rangers base (science 100 or hacking 100) and reading the records in the Reilly terminal, you can find out where they went.

    There is only one way to get to the roof of the hotel to the rangers - through the Hope Hospital in Vernon Square, because. The hotel elevator is broken. The hospital has three entrances - the front and an inconspicuous spare on Vernon Square, and another through a dry sewer to Dupont Circle (Reilly mentions it), but inside you have to make your way to the second floor through crowds of super mutants and traps. From there, you can cross the street on a fallen radio antenna, so you will find yourself on the second floor of the Statesman Hotel. The top floor of the hotel can be reached either by repairing another broken elevator (repair and hacking skills), or bypassing the stairs.

    Special finds: On the landing of the second floor of the hotel you will see Theo's body and a cartridge box with good ammunition nearby (Reilly gives the password to it). Also, do not miss the audio recording of Moonbeam's father in the hotel - this is a message from Sydney's father, see the quest.

    When you finally get to the roof of the hotel, you will hear the sounds of a shootout - these are the Rangers cracking down on super mutants. You learn from the Butcher that a lack of ammo and a broken elevator are keeping them here. Although, Donovan's elevator could be fixed, but it requires a nuclear battery. By the way, downstairs in the closet of the restaurant, the rangers saw a broken protectron. Give them ammo (optional) and go downstairs to get a nuclear battery if you don't have one with you. The closet is hard to see, because the door to this room is hidden under the stairs in the southwest corner of the restaurant. As soon as you give the battery to Donovan, he will repair the elevator and the whole company will rush from the roof into the hall (the elevator can be repaired without Donovan with a repair skill of 75, and if he is killed, you can use Donovan's wrench). In the lobby of the hotel, super mutants are waiting for you and the rangers (if you want to reduce their numbers, you can look there in advance), after the showdown is over, the Butcher will invite you to visit the rangers base in Seward Square.

    In Seward Square, on your way to the rangers' base, you won't pass by a yard booby-trapped by a madman with a megaphone. you can hear it very well from everywhere. If you try to clear the yard yourself or send in a wastelander hiding nearby, the psycho will blow everything up. The only acceptable option is to remove the psycho from afar with a well-aimed shot.

    At the base, you will see Reilly and the rest of the survivors of the battle. She will offer a reward of her choice - the Ranger Armor or the Eugene Minigun. And you, for your part, can offer Reilly help with mapping (hidden quest) and she will hand you a Geomapper Module, after which for each label found on the map, Reilly will pay 30 caps (the module must be in your inventory). You can talk to Reilly immediately after receiving the device and she will pay for all the tags already found.

    How to get both items as a reward: If you choose Eugene, then you can try to steal the armor. To do this, you need to remove the Tesla armor and Tesla helmet from the Enclave soldiers (main quest), and they must be in good condition. Throw Donovan both and leave the location. Upon your return, you will see Donovan in Tesla armor (if his armor is more worn out, he will remove it), and then it will be possible to steal a set of rangers armor from him.

    Another option: don't give the ammo to the rangers on the roof of the hotel, then after repairing the elevator, Brick will rush into battle with a 10mm pistol, which will most likely end in her death. Other Rangers may also die. At the maximum, you will have three sets of armor, Eugene and a failed quest.

    The two rangers can be addressed (if they survive):

    • to the Butcher about the treatment of injuries (but he does not know how to clean from radiation or get rid of acquired addictions),
    • to Donovan about repairing weapons and armor (but his repair rate is low).

    Notes. After completing the quest, you can meet Donovan somewhere in the wastelands. He will give you a nuke and tell you that Reilly sent him to help. Or you can stumble upon his body. If you remove Donovan's wrench from his body (after repairing the elevator), then throwing it out of inventory just won't work, only using the console:

    Donovan's Wrench ~player.removeitem 00070cd4 1


    In the section on the question How to complete the mission "Declaration of Independence" in Fallout3? given by the author Question Question the best answer is Declaration of Independence
    Let's go to Rivet City. We take the quest for the US Declaration of Independence from the curator of the museum. Moving on to the National Archives. On the ground floor, we clean the rooms from super mutants. Right at the entrance we find two terminals - with questions and the issuance of prizes. Answering questions (The Constitution was adopted by the Second Continental Congress, under King George III, 56 voted in favor, 13 colonies fought, the body of the Constitution does not include ratification, Hancock signed). We get mentats as a prize (then we find 5 more prize tickets in the safe). In the room opposite the entrance we find a competitor (and later an ally) - the same treasure hunter. Immediately after talking with her, we fight off several attacks of super mutants. After that, she offers you help in finding the Declaration, for half the reward (don't be greedy, your reward will not decrease). We make our way to the lower levels through crowds of super mutants and robots. In one of the rooms we find a safe with a Bill of Rights, and two turrets (which can first be turned off, or simply destroyed). After this room we find a vault in which a crazy robot guards the Declaration. With the help of eloquence, we convince him that you are the President of the United States, you came for the Declaration to place it in the Capitol, and we release the robot and his associates to rest. We pick up the declaration and return to Rivert City for a reward.