Fallout 3 last mission. Walking tips for beginners

    You start out as a newborn baby in Vault 101. You don't yet have any gender, appearance, or characteristics. All this you have to set in a sequence of interactive scenes, where either a direct choice or your actions will determine the characteristics of the future Hero. Be careful at each stage of the selection presented in the form of episodes of growing up - you can collect unique items and even try to interact with the equipment of Vault 101, while accumulating their first XP (Experience Points) in parallel. Follow the tips that appear on the screen, start learning and using PipBoy - your constant companion and assistant.

    Carefully weigh your replicas in the dialogues - they already influence a lot now, and in the future they will become even more important. Act intuitively and diplomatically for the best result... or brutally, if that's your way.

    If you are interested in accumulating the maximum number of XP, and also like to explore everything that comes your way, get used to using Save from the first steps(in the main menu that appears after pressing Escape) and Quick Save/Load (F5/F9). The game, for its part, will help you by creating AutoSave points each time you move from location to location ( pay attention to the inscriptions on the doors: if you see a postscript like "Reactor compartment", then you will have a transition and, accordingly, AutoSave).
    Try not to rush at this stage of development - it determines a lot. In addition, it should be recognized that the territory of Fallout 3 is not as large as we would like, therefore those who are in a hurry all the time run the risk of missing out on all the fun. And it's worth it, trust me...

    Be especially careful when taking the test GOAT. - he will not only choose your future "profession" (this, of course, is just a convention), but will also prioritize Skill points ("skills" - skills), or, more simply, the ability to handle certain things. Again read the explanations carefully- the authors took care of you! The more attentive you are in the game, the less often you will have to refer to this text;)

    So, the training is completed, the choice is made and the actual Game begins. After an unexpected message, you will have to find a way out of Vault 101.

Advice: despite the calls to hurry up, the turmoil around - try to calmly and systematically explore all the available rooms: the items found now may not be found anywhere else, and each EP brings you closer to the transition to a new Level and increases the chances of survival ...

    List of Pip-Boy abbreviations.

    Sun (AT e With) - the current weight carried by the character. When "overloaded", the character cannot run and jump, he moves only in steps.
    OD(O glasses D actions) - APs are spent on shooting in V.A.T.S. and after leaving it, they begin to recover (the amount of AP and the recovery rate depend most of all on Dexterity).
    OZ (O glasses W health) - the amount of damage that a character can receive before death ("health bar" in other words)
    OO (O glasses O experience) - serve to move to the next level.
    GLAD (GLAD radiation) - the current level of radioactive contamination of the character's body.
    SST
    (FROM about ST Smell) - determines how much the thing is damaged. The stronger the damage, the lower the effectiveness of the weapon / DR of the armor.
    ONE HUNDRED
    (ONE HUNDRED value) - shows the "absolute" cost of the item. The actual price will depend on the level of the Barter skill (buyer and seller) and the relationship with the merchant's faction.
    SU (FROM resistance At ronu) - determines how many units of damage will be reflected by the armor.
    UR (UR sheep) - the level of your character.
    EF (EF effects) - temporary changes in some characteristics of the character (can be caused by wearing clothes, taking drugs, "caught" diseases).

    No matter how successfully you overcame the obstacles in the 101st exit awaits you your first new level. Congratulations! Choose carefully what you want to develop: the ability to accurately shoot from a grenade launcher is certainly an amazing thing, but ... you don’t have it yet, and the enemies, believe me, are close. So focus on the more relevant: increase your Light Weapons skills, Speech (you'll be talking a LOT very soon), perhaps Barter - the choice is yours of course.
    The next step is to choose one of the Abilities ("perks" - perks) - these are special skills that can drastically change the possibilities available to your hero. Read the descriptions in the game, documentation or listen to the voice of reason (if you have enough Int points;))

    The first place you should head to, both for the "Trace to Trail" story Objective, and just to survive after escaping and sort out the situation, is Megaton, a fairly large settlement of people located nearby ... well Not only people - get used to different looks of the Wasteland. Along the way, you can explore the ruins of nearby Springville, but don't go too deep - you can meet dangerous enemies (see the "Enemies" section), it can suddenly get dark and you risk getting lost (if you have not mastered the compass and Map in PipBoy yet). Megaton on the compass is marked big green arrow .

Advice: remember, that a short press of Tab brings up PipBoy, and holding - turns on backlight(and this is your the only source of light for the entire game!).

Advice: pay attention to the Compass symbols - vertical red marks mean enemies, and the same green - neutral or friendly creatures (mostly people).

Advice: to increase the chances of safe movement, as well as a stealthy attack on enemies, move crouched in Stealth mode(See the Survival section and the Stealth forum thread for more details.) Remember: if the enemy cannot see you, your first attack will be a Critical, i. deal much more damage.

  • Near the entrance to Megaton you will meet (most often) a robot and a beggar. You can give a beggar a bottle of Purified Water - this will increase your Karma (for more details, see the Forum section "Wheel of Karma" and others). Don't get carried away - he's just a bottomless barrel;)
    In Megaton itself, you will get enough clues to figure it out. Just be polite (if you like it), try to talk to everyone (however, you can ignore the "Inhabitants of Megaton" - it's more of a scenery).

Advice: take all possible Tasks - on this stage this will help you collect more XP quickly and will also direct you to areas that you might miss if you were free-roaming.

Congratulations! You have read the first section of tips. This means that you will be able to successfully complete your first journey through the amazing and bewitching world of Fallout 3 and grow further to, after a long search, find your father, collect untold riches, saving the world in passing, and perhaps one day become the new Legend of the Wasteland...

2. Daily activities

Travels

  • Attention! In the Fallout 3 universe 2 seconds Real Time Approximately Corresponds 1 minute Game Time (displayed in PipBoy > Info). So those who think for a long time about big and small needs ... problems run the risk of finding around the dead of night or vice versa - dawn, killing the chances of secrecy.
    Time doesn't pass in PipBoy mode, digging through boxes, as well as and when pressing Escape(the especially paranoid can use Tab and Esc together), the existence of the "Pause" button is not yet known.
  • If the current time (and the device of the world;)) does not suit you - use "Waiting" ("T" key). Measure time, wait, start what you have planned (go to the store, make a night out...)

    Use PipBoy-modes "World Map" and "Area Map" in the "Information" section. Both maps are scalable, scroll the mouse wheel.

    Active Quests place a marker on the Compass and draw a dotted line on the World Map.

Note: NOT ALL Tasks received by you are displayed in PipBoy, only "large" ones (maybe it will be fixed with patches).

    In the place you are interested in Maps, you can leave your marker by pressing RMB (read the "Conventions" section in the manual so as not to get confused in the Compass readings). It can be moved or deleted later in the same way.

    Use Fast Travel if you can't bear it! By clicking on the desired location on the map, you will get there at the speed of loading the zone :) (game time will be calculated according to the calculations)

    BP is possible if: 1) you FOUND and staked out a place; 2) you are NOT overwhelmed; 3) you are in the "outdoor" space (not in the house and not in the city)

    A feature of traveling through the Wasteland is the acrobatic component of local physics. For those who know, it gives the opportunity to climb into absolutely inaccessible, at first glance, places. Beginners, especially those without experience Morrowind or Oblivion(other games from Bethesda), can just piss me off. Learn.
    To slightly simplify your attempts to overcome mountainous areas, we will hint that the condition for successful climbing is jumping, which can only be done in move... So - find a way at least move a little to any side and your chances of jumping on the "damn stone!" will rise sharply :)
    This, mind you, DOES NOT MEAN that you will become an absolute all-terrain vehicle - there are plenty of places in the world of Fallout that CANNOT be passed (without dirty tricks, of course;)).

battles

details of battles in V.A.T.S. and descriptions of weapons, look in the relevant sections of DOX and on the Forum

    Do not try to crush opponents with brute force from the very beginning. Hide, strike from afar, use the most powerful means - you need to survive.

Note: judging by the latest observations of players and authors, sneaking takes into account all the nuances as in real life (adjusted for the characteristics of the character) - we move slowly, look under our feet and wait out periods of paranoid attentiveness of opponents...

    When the OD ends, don't stand like a column waiting for the bar to fill up - run in circles (in close combat), zigzags (under fire), shoot back a la Doom - in general, be natural. The authors WANTED you to use V.A.T.S., but no one is FORCING you.

    Explosive environmental objects (cylinders, cars) will be a good help for beginners. Remember, you can shoot them at the right time for you and inflict huge damage on your opponents! (just don't stand nearby, "to be seen better" - it will smear for the company).

    Remember that "aggressive zones" affect you more than natives accustomed to radiation - do not climb into suspiciously smoking puddles in the hope of disappearing from view;) Also, do not fall from great heights - there are NO traumatology departments in the Wasteland and carriages are VERY rare "Ambulance" (and then only in the form of rusty wreckage).

    If your opponent suddenly interrupted the attack and froze in place - do not rush to rejoice - perhaps you have lost sight of something and this something is just about to explode at your feet ...

    Obviously you need to find/buy/collect(!) weapons. Keep an eye on the SST (Status), when it is reduced, the weapon will lose power, take longer to reload and, in the end, may finally break, or even worse, explode in your hands.

    If you are so (incredibly) lucky and you have a sufficient supply of ammo for one type of weapon, and even its characteristics suit you - full speed ahead. The only problem is wear, which, in principle, can be "treated" even in the field (see the "Repair" topics).

    If luck is not enough - arm yourself more tightly with everything that comes across (yes, the trunk will be full almost all the time - but what to do?).

    Several types of weapons can work from one type of charge (which charges are needed for the selected barrel is written in PipBoy, below, in abbreviated form) - follow the numbers. The question of the distribution of ammunition between several such barrels will not bother you - as soon as the barrel changes, ALL cartridges begin to be used exclusively by it, and the previous weapon is emptied (it's funny, but you you can not get an unloaded weapon from the duffel bag;))

    Change weapons during V.A.T.S. you can't, take that into account.

    Keep in mind that you can also throw a grenade at an enemy that you can't see yet (this usually means that he, too, is you). You can throw a grenade over a hill, you can throw it into a hole. Practice, try to hold a cocked grenade and choose the right trajectory. This method can be the best for a long time to eliminate heaps of groups of not too strong, but annoying enemies.

  • Features of the physics and geometry of the world affect the firefights - sometimes you can find it problematic to shoot in a crouch at a higher or lower enemy (VERY unpleasant, if you remember that Sneak Attacks are often the only way) and being close to various, seemingly full of holes, objects. It is especially sad when your grenade bounces off the "invisible wall" ...

The question of the characteristics of weapons is certainly covered in other documents, but here you will find several artisanal hints for those who fundamentally do not read TTX tables:

    To roughly determine the range of a weapon, you can use the RMB - the greater the increase, the higher the range;

    You can get statistics in V.A.T.S. mode, which will require a target in the distance (remember that you can aim at civilians too) - change weapons and look at the percentages. The lethality of a weapon for a given monster / body part is determined in the same way - see changes in its HP bar when choosing an attack;

    Remember that the damage power is not always displayed accurately, it depends on many factors, and therefore the result of an attack can be lower or higher (especially if it is critical), so be prepared for surprises;

    As in real life, automatic weapons and shotguns suffer from "spread" and are more suitable for close combat. In mode real time shoot as short bursts as possible (this does not apply to the Minigun - it takes too long to start;))

opening locks

    Locks can only be picked if the Lockpicking Skill is sufficient for the given lock difficulty level (don't forget about overalls and other inventory Skill boosters)

    The first thing to do is to try to twist the lock with WASD, if it does not work, then you need to rotate / move the Hairpin with the mouse and try again.

    A characteristic sign that the Hairpin is about to break is its strong movement inward and a slight crack (LISTEN carefully). If it crackles - just interrupt the hack, you do not lose anything and save the Hairpin.

    A sign that the lock is open is the completely horizontal position of the slot and the green cursor + a characteristic sound :)

    If you wish, you can try to break the lock by force ("F" key) - there is a chance that the lock will open, it is indicated as a percentage on the hacking screen. But if the "forced solution" is unsuccessful, the lock will be blocked and it will be possible to open it only with the "native" key (which you can never can not found).

Note: The XP awarded for breaking does not change, whether you opened the lock or broke it out - a matter of style.

Computer hacking

    As usual, there should be a sufficient level of Skill (Science). Don't forget the pluses in inventory.

    Upon loading, you will see a screen with a bunch of gibberish on it. Look for meaningful words and press, a few attempts should solve the problem. At the bottom, it will show how many characters from this word match the password (which ones, alas, are not). Depending on the complexity of the protection and the level of Science, you will have passwords of different lengths and the number of selection options.

    If you have used all but the last attempt and didn't guess right, exit by pressing the "Power" button at the bottom. Using ALL attempts will mean that the computer will deny access and you will not be able to repeat the hack for a long time.

    Try again until you guess. After one hack, the computer remains "open" forever.

Note: read on the Forum or in specialized DOX details about hacking - there are a bunch of nuances that simplify it.

Theft

    All you have to do to attempt to rob someone (stealing items from tables is out of the question) is to crouch by going into Stealth mode and making sure " You are not seen ", poke the cursor, reddened with shame, into the victim's area. The window that opens looks like a regular "relay", with one exception - you can be caught trying to "replace" any item. Nothing good will come of it...

    The probability of success is determined by many parameters. The main ones: Skill "Stealth" and characteristic "Luck", the level of illumination and crowding of the place, the use of "pluses" (one of the most suitable and interesting is Stealth Boy). It will be useful to hide weapons (especially heavy ones), and to lighten the inventory to the maximum.

  1. Save. When thwarting a theft, it's easier to use fast loading than to flee from an angry victim and a group of comrades.
    The heavier the item, the higher the chance of being caught. Pulling out a few caps or a key will not be a problem, but whistling a large rifle is much more difficult.
    Don't try to pull everything out in one go. One of them is sure to fall apart. Ideally, after pulling out one item, it is better to exit, and re-saving, climb for the next one.
  2. Keep in mind that items can not only be taken from the pocket, but also put into it! If you are going to kill characters that are not yet hostile to you (hostile ones are robbed quite randomly, and it’s more difficult to sneak up on them) - try putting one of them in your pocket grenade(one of the amusements provided by the authors in the game is laying firecrackers). Even if he notices her, he will only have time to pat his pockets in confusion before shattering into pieces. Minus one enemy at the beginning of the battle - already not bad.

Note: even attempts"autopsies" red objects (locks, computers, pockets) will most often mean the loss of Karma (see section 3)

3. Inventory, equipment

  • Remember which is often more beneficial to carry for sale many light items of relatively high cost than, for example, one heavy armor. A bit of math: Divide the cost of an item by its weight... Huh?

    Many"Controversial" weighty items (armor, weapons) can be used in a rather original way: repair ("R" key) with their help another similar item. Thus, you will improve its properties, almost double the cost and at the same time get rid of excess cargo, losing almost nothing.

    ALWAYS and as often as possible, pay attention to what you are wearing, whether it matches the situation (it is better to “change clothes” for hacking and repair) and what condition it is in (beaten armor loses protection levels).

    Big of interest to beginners (and not only) should be reconnaissance armor(See DOX and the Forum for where to find it). By giving the player an extra 5 points of Stealth, it provides solid protection comparable to Combat Armor.

    Storage items "for later" can be a serious problem: in the city people (can take), outside the city monsters (also can take, but rather life). Nevertheless, it is possible to offer solutions for both field and urban conditions.
    In cities look for the Community House (or equivalent), in it a place where people rarely go (it seems that no one is really interested in your things, but why take the risk, and collecting them under the feet of passers-by is inconvenient) and lay out / scatter things there. Remember that items can not only be PICKED up, but also TRANSFER (key "Z"). The authors of the game frankly do not advise leaving things in other people's boxes., which is logical no matter how you look at it.
    Later, once you get the hang of it and complete some quests, you can gift your own house, which makes things a lot easier (and gives you a legal place to sleep too!).
    In the country you should find a place near your main routes where you have already cleared the creature (and it does not respawn), preferably with a crate. That's all, basically :)

  • Congestion- an unpleasant phenomenon, but if this still happened, and nothing can be thrown away (because it's a pity) - calm down, everything is not so bad! Yes, you will walk at the speed of an ordinary zombie, but you will have NO LIMITS on weight! Now you can safely put ANY amount of junk on your hump and quietly crawl towards the city / merchant / box. Store goods at convenient points and you won't have to "crawl" all over the map. Watch the routes of Hunters, Marauders, Merchants - they can help you "take it easy" profitably ;)
  • Search usefulness should be carried out not only by poking into everything that offers to discover itself, but also taking into account "Z" buttons- a lot of seemingly useless boxes can contain initially invisible items. Do not be lazy - pull out, turn over, search!

4. Accumulation and distribution of Experience Points

Accumulation

    Main The "official" source of XP are the Quests you get from the characters you meet or find randomly (anywhere!). Communicate, look for potential "employers" anywhere and with all diligence - it pays off with interesting tasks.

    A lot of OO will bring discovery of places on the map (many of them will also add a bunch of useful things;)). - Travel A LOT, don't look for beaten paths. The most interesting and unexpected comes across far from the main roads. However, like thick-skinned hungry monsters...

    Use all the options (clothes, mentats, vodka, etc.) to get persuasion in conversations (and don't forget to save). This will not only bring you EP, but it can also fundamentally affect the consequences. Persuasion does not always depend on Charisma and Eloquence - some can only be convinced by Strength or Intelligence...

    You can earn a lot of XP in any city, starting with Megaton, hacking all kinds of "forbidden" places and objects, committing thefts, etc. This will lower your Karma level.!
    To feel safe when "exploring" other people's dwellings (or in the Wasteland), sneak as much as possible - at least you won't get into a stupid situation trying to pick the lock in front of the crowd... ;)

    Raise the fallen level of Karma can be distributed by donations to various churches and cults, giving water to the poor and not requiring payment for completing some Tasks. You you can't mend relations with some groups if you harm any of their members.

    If you encounter doors or boxes/safes that are opened by the computer, you can earn more XP by opening first the door/drawer itself, and after hacking a computer.

    Usage clothes with "pluses", Mentats, etc. bonuses during difficult tasks increases your chances of success, can improve the result and, thereby, increase the amount of XP you receive.

Distribution

    Decide, who are you - an adventurer who loves to get everything that his eyes fall on, an uncompromising fighter against evil, armed to the teeth, or perhaps a silent observer about whom no one can tell anything? ... This, of course, is a joke - the choice provided by the world of Fallout and its character development system is much wider. However, you really should try to imagine who you see yourself as. This will help you prioritize areas.

    Again(some - for the first time;)) read the description of Skills and SPECIALS - what affects what and what you need.

    Pay special attention to Abilities (perks), which can add Skill Points, or even SPECIALs (for example, "Intensive Training", "Diligent Student" ...) - they will help raise the missing qualities, increase the supply of development points received at each new Level . Plus soon enough (Level 4) you will be able to choose "Educated" - you won't regret it!

    Those who chose for themselves, a clear specialization can be gained from the use of "complementary" perks (such as "Thief", "Weapon Fanatic", "Daddy's Son" ...) - they give +5 Skill points to two (!) Directions at once.

    Because the in the world of Fallout you will find (if you search, of course) quite a few Books that can also speed up the development of Skills - pay attention to the Comprehension Ability, which doubles the experience gained from reading.

    Aspiring to open (and get your hands on) as much as possible, you will first need the Skills "Hacking" and "Science", and secondly - "Eloquence" (if you can - build up SPECIAL "Charisma").

    If a you are rich enough, you can worry less about "Stealth" - buy (well, pick up where you can, of course) the "Stealth-Boy" device - it will make you cooler than any ninja. And send the saved points to "Barter", of course.

    Very interesting consequences can be discovered by those who have taken the "Eternal Child" Ability (for example, in a dialogue with a child, you can casually find out the code for a safe that is otherwise inaccessible ...), or, say, "Womankiller" (there are such;))

    Freeloaders can choose the Ability of the same name in order to less often think about where to get scarce cartridges, and lovers of luxury - "Treasure Hunt" to find money where no one could.

    proceeding From the most likely course of events, at first you will not have a particularly heavy weapon at your disposal. Accordingly, if you want to use what you have more efficiently, download either Cold (if you are an extreme at heart) or Light (lasers are not impressive at the initial stages). At first, one can only sympathize with stubborn lovers of Heavy Weapons - there will be few of them and it will not best quality, brace yourself (just don't explode with the gouged Grenade Launcher! ;)).

    Everyone more or less healthy and successful heroes can be advised to ignore the "protective" perks - they are not as much use as expected, unhealthy places can often be bypassed, run, or put on a hazmat suit (since they are inexpensive). In addition, there is also Anti-Rad ...

    Especially Care must be taken with Karma-dependent properties - you may find it unbearably difficult to maintain them in working order.

  • Critical parameters character will most often be:
    for lovers find out all the details - Skill "Eloquence" (or Characteristic "Charisma", as a basis) - for conversations; "Science" (and "Intellect") - for hacking computers; as a bonus - "Hacking"
    for "getters" necessary by any means - "Hacking", "Stealth", "Science"
    for fighters, obviously, the selected "Weapons" and "Perception" will be more important
    ... well, we can advise the rest to think again about how you see yourself in the Wasteland

5. Enemies

  • mole rats(molerat) are one of the first hostile animals you will encounter. Rather reminiscent of beavers, brownish thick bodies with a large head and large front incisors. Up close they become bouncy. Often found in groups of 2-3, which can be dangerous. Alone, they are not very dangerous, they are easily destroyed by weak small arms or melee weapons. Contain Mole Rat Meat with low medicinal properties.

    Deathclaws(Death Claw) - familiar to many since the days of Fallout 2. Here they have become bigger, angrier and more dangerous. Deathclaws can be found in the wastelands, or at Enclave checkpoints. The Enclaves have learned to use them for their own purposes, putting mind control devices on their heads. The general advice for extermination is to try not to let them get close. This is difficult enough given their speed and agility, but they are much more difficult to deal with in close combat.

    centaurs- only the cruel sense of humor of the inhabitants of the Wasteland could stick such a nickname to these victims of the experiment with the virus that gave birth to super mutants. The only thing that makes them related to the heroes of ancient Greek myths is a hardly guessed human part, roughly stuck on top of a bag of meat with short legs. These loose and clumsy enemies will be easy prey for the attentive. One grenade in most cases will put an end to their torment.
    However, it should be noted that Centaurs are often found in groups and, which is especially unpleasant, in the company super mutants. How their guard dogs Centaurs can get on your nerves with their radioactive spit. Up close, they use tentacles as a weapon, replacing their tongue. The speed of movement of K. will not allow him to crawl away from them, but running will easily break the distance. From the defeated "man-horses" you can sometimes get the most unexpected things, like cartridges ... or the Harmonica - perhaps they are more people than they seem ... or maybe there was a wandering musician for lunch.

    Talon Mercenaries- a lively discussion of their habits and the reasons for their aggressiveness towards the player is still ongoing on the Forum, but even now it can be said with confidence that these trained and well-armed guys attack you only on order, the reason for which is usually too high Karma... they come, who hires them and how to avoid meeting them are questions that anyone can look for answers to. One can only assume that there is a scheme in their movements and this can be used ... They can usually get hold of laser weapons and grenades. They also have a pretty stylish shape;)

    Insects- their most diverse representatives can be found everywhere. The simplest are radroaches(It is they who make nasty rustling / chirping when you are intensely hunting down dangerous enemies). You will meet them as a child, in the Vault. They choke with one blow of the foot / hand / bat. On the street, one of the first to be waiting for you Dutney resembling a well-fed fly. They spit from the "sting" with colonies of their larvae. Not dangerous even for a beginner, volatile experience and "dirty" meat. Next in danger - Ants. They attack with powerful jaws, but are harmless at long range. However, in the city of Graiditch you can find a colony of artificially bred fire ants. These ants can send a jet of biological flamethrower at the player. Don't let them corner you, it's deadly! Ants can be shot antennae, the effect will be like when the combat limiter of the robot is destroyed, the ants will start attacking their own. The most dangerous insect radscorpion. There are two versions, regular and giant. Regular radscorpions are not much of a threat to an average player. Giant radscorpions- Creatures the size of a car. They can really ruin a traveler's day.

    Feral Dogs- you after all imagine dogs, right? These differ only in that they are incredibly thin, hungry and able to survive in a radioactive desert. They move quickly, jump well, which is especially dangerous. Easily destroyed when running around them with any type of weapon. Avoid going straight - jumping attacks can cause significant damage. Remember also that dogs are pack animals... Meat will treat you a little bit and in about the same way it will add x-rays;)

    Raiders- Outwardly, these are people, but their human nature has long been lost in the constant struggle for survival in the Wasteland. Do not expect mercy from them and be prepared for their ambushes in any places. Relatively well armed and equipped, often numerous - they are excellent opponents for honing the ability to sneak up and conduct tactical combat. True, not everyone will survive such a training ... But at the initial stages of the game you can "borrow" valuable types of weapons, such as a flamethrower, from them. And, of course, ammo. Stronger players can intimidate the outnumbered Raiders with one or two well-aimed shots, after which they can choose whether to pursue or leave alone (and how many humanists are there, I wonder? ;)) Those who want to scare their neighbors will be able (after the battle) to put on raider armor sadists and helmet "dogs" :)

    robots- there are several types: the weakest robot is looking like the first Soviet satellite "The Enclave Spy", capable of tickling only the youngest with its laser, by knocking it down you will shut up, finally, a delivering radio.
    The next one is a heavy iron humanoid" Protectron". Attacks with a laser beam, but fits on the shoulder blades quite easily (first seen near Megaton, right in front of the entrance).
    Somewhat stronger" Mister Brave". Looks like a ball hanging in the air, with tentacles hanging from it ("octopus" for some). Armed with a plasma emitter, and / or a flamethrower. Able to cause trouble to a procrastinating hero.
    Dangerous enough robot - " Robobrain". It is difficult to confuse him with someone. A barrel-shaped body on the tracks, in place of the "head" a glass casing in which the human brain is clearly visible. , damages the head).
    But all these are rather civil robots don't compare to green" Security Robot", who most often patrols important military installations. He has three "legs" ending in wheels, on which he rides very quickly. He is usually armed with a heavy machine gun and a grenade launcher. A serious player can be slightly patted, but meeting him at low levels most often means end of the game.
    Craftsmen who have mastered the "Robotics" Ability can talk to the pieces of iron in a familiar way. The rest shines with sniper shooting with heavy weapons from cover and grenades. In the remains of defeated robots, you can often find laser batteries and Scrap Metal.

    Advice: all robots have a combat restraint on their back. Destroy it, and the robot will start throwing itself at its own.

    super mutants- what can I say... perhaps these monsters have no place in the manual for beginners, because when faced with them, an ordinary beginner will quickly become dead;) And yet, a few details: these hefty green-skinned "people" are victims of radiation and inhuman experiments of the Lord (see. Fallout 1), as a result, they are almost without exception the mortal enemies of mankind, which, with their powerful build, which allows them to wear heavy armor (at least visually - in the early Falls for "supermute" armor did not exist) and no less heavy weapons, is a serious threat for this very humanity. Basically, you will encounter several types of Supers: ordinary ones are armed with small arms and melee weapons; beasts they like to mix people with mud with minigun bursts or rockets; super mutant- master not for nothing is it called that - any weapon in his hands becomes much more dangerous, and his skin does not take a chisel;)
    Particularly "lucky" and stubborn beginners can even meet Behemoths(in connection with which we already send my sincere condolences). We only note that these giants use fire hydrants as the top of the cudgel... The blow of such a colossus guarantees the flight "further than you see" and landing in a better world;)

    Yao Gai- large animals covered with black fur, leading a pedigree from black bears. They love to attack in a jump, they attack with their teeth and paws. Extremely fast and dangerous. It is advisable to destroy from afar. Sometimes found in groups of two or three.
    Yao Gai meat will not only improve your health, but it can also temporarily increase certain characteristics, and (for the initial stage) it sells well.

6. Survival, stunts

General advice for survival.

    Don't run with the PipBoy backlight turned on - lovers of shooting at lanterns can ruin your brand new armor;)

    Mode Stealth (crouching) gives you a huge advantage in difficult field situations: an inscription appears at the top of the screen showing your level of visibility (ideally " YOU ARE NOT SEEING". Thanks to this, you will always know if enemies (or just surrounding people) see you and if someone is already attacking you (if the inscription reads " DANGER"). This feature is also very useful if you are doing hacking in a friendly environment;)
    If you see " CAREFULLY", then it's still does not mean that you have been discovered. You can try to sit out or crawl into a more secure shelter. Assess the danger and your condition!

    Raise by any means available Perception- this will help you detect enemies earlier and aim better during combat (note that the distance visibility can exceed the distance detection on Compass)

    In skirmishes with small animals and opponents with melee weapons it is advantageous to use swords, baseball bats, or if you already have them, "Shish Kebab". If you don't trust your Melee / Unarmed skills, you can cast group of enemies grenades. Remember that in most cases, getting ammo for small arms or grenades is much more difficult than healing.

  • Don't walk at night, if you can't see well (by the way, the brightness is usually adjusted ...) or if you are too drawn to admire the moon. Enemies lead healthy lifestyle life, they see perfectly and do not disdain to attack even a disabled person.
  • Simplify relations with the wild inhabitants of the Wasteland can be helped by some Abilities. Among them, there are even those that will force the animals to help you in battles...

    Look for and collect weapons according to the Schematics - these are unique designs and, in general, the best you can find in the Wasteland. You can find Schemes from merchants, caravaners, in various places on the map, or get them for Quests.
    Please note that ANY knick-knacks can be parts for future super-trunks one of those that are often (and not very) found in the Wasteland, in dungeons or in the list of goods of a merchant ...

    Collect Figurines- they bring additional points of both Skills and S.P.E.C.I.A.L. ...and make a great addition to your home when you get it :) (the "Where" question is covered in other tutorials and on the Forum).

    Before Rather than using food or water from the Wasteland for treatment, take a close look at the HP/Radiation values ​​and think: is it worth it, because exceeding the level of radiation contamination can lead to irreparable consequences!

    Tem, who has difficulty with survival in the initial stages, we remind you: you must use ALL available means! Sell ​​rusty cans and glass containers, steal, search for hiding places like a man possessed and bargain for every cap! Lazy, inattentive and confused are found here mainly in the form of skeletons ...

    Again: the possibilities of this world allow you to place caches almost anywhere and disguise them in the most unexpected way. Look EVERYWHERE, don't stick to the plane of the floor and walls! Those who arranged local surprises have a rather twisted sense of humor;)

  • bother themselves by re-checking already passed locations. Often something appears in recently empty boxes. Mailboxes on the streets look especially mysterious, where sometimes an invisible postman leaves letters and parcels from the distant past...
    By the way, it can be stated with a high degree of certainty that NOT ALL containers in the game are correctly described - if you see the inscription [BLANK] called, then this is a small percentage of cases may not be true. The reverse situation is also possible. Well, it's more like life :)
  • Do not hurry activate taps, sinks, toilets and other appliances- take a look at their description. Most of these devices (not all) will simply supply you with a portion of polluted water, increasing HP. On the other hand, if it is vital for you to heal, but there is no choice, look for any source of water. Remember that the critical dose is 200 roentgen, at this point you will begin to experience mild effects of infection.

    in the junkyard you can find the most faithful friend in the entire Wasteland. Do not miss your chance! In addition to the fact that "he" is easily able to deal with 5 raiders alone, finding "him" you will also get new, extremely useful features ... ;) (details ... well, you know)

  • (AsWouldSpoiler) If you have already guessed what kind of friend is waiting for you there, then here are some reasons to rush to meet him...

    This partner maybe:
    - single-handedly scatter a gang of heavily armed opponents (even robots!) with minimal injuries
    - Find ammo, medicines, food, weapons
    - warn about the approach of the enemy, clearly indicating the direction to him, sometimes before the Compass
    - just brighten up a lonely journey through not the most cheerful places

  • Not all peaceful-looking inhabitants of the Wasteland are so good people. With some Marauders or Hunters you can bargain profitably, leaving the question of the origin of their goods, but others ... be vigilant and do not miss the nuances in conversation, behavior and even equipment ...

    If a something bit you, shortening the OZ bar, and there is no one around, look around, maybe you wandered into the thick traps and min! The game has a solid set of such "dirty things" that will easily cut short the journey of the imprudent - or enrich the attentive and skillful...

    In Game are present (whatever some may claim)" random encounters". This means that in certain places you can meet an interesting character, and when you reload and go there again, you will see a gang of Raiders or any other difficult-to-predict picture. Save regularly - who knows what meetings in such places can bring...

    And again about button "Z". As you may have already noticed, many enemies are sensitive to your movements and a carelessly knocked down bottle can attract unnecessary attention. Use it against them! Take, carry and place various "noisy" trash on the approaches to your position, block the passages with barrels. improvise - you have a great opportunity!
    In the same way, you can transfer and stack bodies - in piles, say. Actually the function does. the game is even more lively and interactive, further expanding the interactive possibilities of the player. Presumably there is a dependence of the lifting Weight on the Characteristic Strength.

  • Often in closed rooms (though not only in them) you can find places where the air trembles strangely and refracts light, or a jet of steam beats from a pipe. This natural phenomenon has a simple and ... very painful, for the unwary, explanation - gas leak. If you make a shot from a "hot" weapon while in this cloud, not the most pleasant moments await you, when your hero, engulfed in fire and slightly shell-shocked from the explosion, will be pierced by overjoyed opponents... if you don't have the wit to do this trick with them ... Pay attention: gas clouds are an enemy for the hasty and a reliable friend for strategists.

Fallout 3 walkthrough

Fallout 3 is an action RPG developed by Bethesda Game. AT Fallout series this is the third version. You will have to move to 2277, two hundred years after the catastrophe. You will become an inhabitant of Vault 101 among a small handful of survivors. But the Vault will have to leave to go on missions in a world full of dangers and surprises.

Fallout 3 Walkthrough - Beginning

The beginning of the game is the birth of the main character. You will be prompted to choose gender, race, face, hairstyle.

Fallout 3 Walkthrough - First Steps

Here you will learn how to control your character by receiving small tasks. Taking the book SPECIAL, which lies on the floor, you will receive five points and will be able to improve the performance:

  1. Strength.
  2. Perception.
  3. Endurance.
  4. Charisma.
  5. Intelligence.
  6. Agility.
  7. Luck.

Fallout 3 Walkthrough - Time Jump

Your character is 10 years old. He is already a full member of Vault 101. At your birthday party you will receive gifts, pay attention to three blockheads, the most important of which is Vance. Father will want to give us weapons to practice with. This is our preparation for the accomplishment of further feats.

Next is an exam. Before it starts, stand up for the girl that Vance and his friends are pestering. Entering the audience, you will see a goat, you can listen to her advice. Right before the exam, you can go to the main thing and draw yourself the necessary skills.

Fallout 3 walkthrough - Time jump. Continuation

You wake up after a few years. Amata yells that the father ran away from the Vault, Jonas was shot dead by the guards. In order not to repeat their fate, we will have to get out of here. We take a pistol from her and collecting things, we go into the corridor. On the way, you can help Vance's mother and collect what you can. Having reached the Overseer's room, we speak with him or kill him. He has a key to the door, and he must also give the password to the computer in his office. Using the map, we reach the office, remove the dressing gown from the corpse of Jonas, listen to the message from the father. Next, we work with the computer and find the exit from the Vault, which is located in the office. Don't forget to say goodbye to Amata.

Fallout 3 walkthrough - Megaton


Go to the city. You will encounter the ruins of Springfield, a scout droid. Don't forget to collect bonuses. Help Miki with the water. You can try to defuse the bomb, which is located in the city center, to patch up the leaks in the city water canal. It all promises money and bonuses. The most important place in the plot is Moriarty's Saloon. There is information about the father and something else.

Then proceed according to circumstances. It’s worth mentioning right away that you will find the father’s corpse, which has the key to the hut in which a very strange scientist lived. But you will have to go to the subway to destroy the evil ants that the scientist came up with. Listen to his advice and do as he says. Ants are a ridiculous mistake after a bad experience.

Fallout 3 walkthrough - Megaton. Continuation

Moira will give the next task, after completing which, you can improve and get the ability to quickly regenerate. Moira will give different tasks that may soon get bored. Some finish the quest in vault 112.

Fallout 3 Walkthrough - Radio Station

First, we go to the radio station using the Friendship Heights subway. At the exit from the metro, representatives of the Brotherhood of Steel will meet, carrying out the corpses of mutants. However, one living mutant will be waiting nearby. You can fill it up, then they won’t take it to the Brotherhood anyway.

We can talk to Three Dog. He will give the task - to get inside the Washington Museum, steal the antenna and fix it on the Washington Monument.

The road to the museum is full of events, but they are not particularly difficult. In the museum, immediately meet the mutants. The museum will have to pick up the codes, being smart.

To get to the moon rover, you need to go through the planetarium. We run with the antenna outside. Don't forget to take Fenka the Invisible. We follow through the subway, then we go up on the elevator. We put the antenna and now the Voice of America is heard again.

Fallout 3 Walkthrough - Rivet City

The path ahead is very dangerous and long. You can try to go along the eastern bank of the river, destroying raiders and mutants along the way. The city is on an aircraft carrier whose nose has fallen off.


The cool character that you should worry about in the city is Dr. Lee. Everything is quite simple. We make deeds of a heroic nature in the city, earn bonuses. It's interesting to work as an incriminating material finder for a clothes merchant from the Rivet City market, Bethnton. This will require ingenuity.

Fallout 3 walkthrough - Vault 112

Passing Evergreen Mills. There are a lot of raiders here to deal with. In the town there is Casey's garage, which is the entrance to the Vault. There you will find a virtual paradise. But this is at first glance. This is a real hell, built by Brown in the likeness of the Matrix. It is better to ask the old woman for advice, use it. Find the key and enter the house. There will be four items. Press the letters P, K, G, K, W, G, B in sequence. Do a “Good deed” and launch the “Chinese invasion” program. This will help destroy the unfortunate slaves of the Matrix.

To exit Brown's game, you need to go through the door that will appear near Betty. There you will meet your father. Take it with you and return to Rivet City.

Fallout 3 walkthrough - Water purifier and more

When the conversation with Lee ends, you will receive an offer to take the scientists to the purifier. Run outside, turn on Pip-Boy and be in place instantly. Then you will have to be an errand boy. All this will lead to battles and explosions, as a result of which everyone can die, except for you.

It is important that after going through this, you will get the opportunity to talk with Lyons, who is the head of the order. You will receive permission from him to wear armor. After some adventures, you need to return to Rothschild. He will show you a plan of all available shelters and give advice that getting to the 87th is not worth it because of the radiation.

But you perfectly understand that you can go underground. The path leads through the caves of Little Lamlight. But they won't let you in. We'll have to first free the two guys who fell into slavery. If you want to get into the city, you can fall into slavery, or become a slave trader. There is another option - to kill the guard, but it is very difficult. The slaves will be free, and you must find the Lamplight.

Fallout 3 walkthrough. The youngest mayor will let you in and agree to open the gate leading to the Terrible Passage. Inside you will meet various monsters that you need to destroy in order to reach the reactor room of Vault 87. Now we need to get the GECK. This is done in two ways - independently or with the help of a mutant Fox.

Fallout 3 Walkthrough - Audience with the President

GECK is ours! It seems that victory is not far off, but the Enclave will appear. They will take all the equipment, take it to the base and put it in shackles. Because of political differences, you will not be destroyed, but will be called to the president. This is an official computer. But the colonel immediately organizes a riot. In order not to waste time, kill the soldiers before it's too late. To get to the president, you have to seriously fight, but it is quite possible. It's best to use a "terrible" shotgun.

Fallout 3 Walkthrough - Audience with the President: Sequel

Anna Holt, who is Dr. Li's assistant, lives on the west side on the second level. She defected to the Enclave and wants you to get away. On the way to it there is a good opportunity to find weapons. Next to Anna's room is Hall's room, which contains the code to kill the President.

Taking everything you need, we get to the President of Eden to get the job. We become his instrument to cleanse the world. The President will give a sniff to the jar of the virus. He has an idea to destroy all mutants. Just in case, you can dial the self-destruct code (if you are wondering how everything can explode here). When you go outside, you will encounter a battle between soldiers and robots.

Fallout 3 walkthrough - End game

At the end, you can watch a cartoon that tells about the exploits that were accomplished during the adventures. After the end of the plot of the game, there will be no one to finish the game. Therefore, try to make sure that all things are done to the end.

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

First steps

At first, you are prompted in a rather original way to choose the gender, name, and appearance of the hero. I recommend playing as a male character. The reason is banal - not all dialogues were translated correctly, and sometimes the appeal "guy", "son" jars if you play as a girl. All this can be changed later, so don't worry. 1 year later, you need to go to your father in the arena, then open the door, go to the book that lies on the floor next to the toy box, and read it. It is necessary to distribute the characteristics of the hero. There is no single recipe "How to create a superman" and cannot be. Viable and playable absolutely any character. The question is that it is desirable for you now to adjust the characteristics of the hero to your future style of passing the game. Hand-to-hand combat, light/energy, heavy weapons, theft, repairs, eloquence, and so on and so forth - all require an appropriately configured SPECIAL. The surest way is to first find out by experience the most familiar style of play for you, and then try to fit the characteristics of the hero to it.

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

Luck is a debatable skill. It is known for certain that it affects the frequency of critical hits. At a value of 10, the crit chance is 10%. However! It is not necessary to put more than 5, because. there is a perk "Accuracy", which during the battle raises your luck by 5. 1 point will be added as a bobblehead. 1 can be added with special sunglasses. You can find it at Warrington station, in the Happiness store. We put a total of 3. However, if it is not enough for other, more important, characteristics, then you can donate. I started the game with a value of 1, and I felt great.

Charisma is a delicate matter. Having a big gun (or a small one, but with great skill) can solve any problem. Fans of elegant solutions should pay attention to the baby doll and the already mentioned Intense Training perk. Since allocating this skill a lot of points on entry level I find it a little… risky. It will be interesting, but it will be difficult until you pump up your weapons a little.

Endurance can be left at the base level, or slightly lowered, given the bobblehead and the abundance of food, stimulants and good armor. Indeed, by and large, this characteristic does not seriously affect anything except the amount of hp.

When finished with the reading (distribution of parameters), wait until the father comes. Remember the chapter and verse number - 216 ( screenshot).

Then follow your father.

fast growing up

Sorry, birthday

Only once a year...

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

Get down. There you will get a gun (pneumatic). First shoot at the targets, then at the cockroach. It is possible using VATS. Then go to your father for a picture.

The future is in the fog

Where are my 16 years?!

The time machine will work again. You are 16, today is the day of the GOAT. You are in your father's office. Be sure (!) Take the baby doll's father from the table. These are collectible figures that improve the parameters of the hero. There are a lot of them in the game, then a list will be given where which baby doll can be found. This one improves medicine. Near the father's desk is the same quotation from the Bible, but it's not just text in a frame. Kind of like a safe. It can only be opened with a hacking skill of 50. (Now this is unlikely to succeed, but you can return here later. The stash contains a Racket scheme, 300 caps and a record). You can read data from a computer. In the next office there is a stimulator, lying next to the gurney among tweezers and syringes.

In the hallway, Butch's gang pester Amata. You can let the guys have more fun, you can give snot or use eloquence.

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

The escape

At your 19 years old, the unexpected happened. Amata will tell you the circumstances. Take away from the table a rifle, cartridges for it, a bat, and clean the first-aid kit next to the table. From now on, inspect all the furniture, but take only the most necessary. You should not grab overalls - there are 10 of them, and you can still pick them up from the corpses, but they will have to be thrown out later - their cost is low.

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

Buffout. If you don't use it, don't throw it away. Can be exchanged for mushrooms at Little Lamplight Caverns.

Blood bags. Needed after the quest "Family".

Scrap metal. Hosted by brotherhood outcast Kaden and plumber Lucas at Megaton

Quantum Nuka Cola. Don't sell or drink. Useful either for the production of weapons, or for the quest. Heal with stimpacks.

Sugar bombs. Buy a ghoul at the Seneca metro station, near Arefa.

pre-war books. Buy from the Arlington Library.

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

Here is the full list: Vacuum Cleaner, Leaf Blower, Fire Hose Nozzle, Conduit, Motorcycle Gas Tank, Igniter, Motorcycle Hand Brake, Lawn Mower Blade, Crutch, Pressure Gauge, Pressure Cooker, Nuclear Battery, Nuka Cola, Turpentine, Can, Abraxo Cleaner, Lunchbox, Firecracker, Sensor Module, Wonder Glue, Leather Belt, Medical Splint, Deathclaw Paw, Medical Tourniquet, Spray Gun, Toy Car, Radscorpion Venom Sac, Darts, Railroad Crutches.

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

If you help or give the rifle and he can handle it himself, you will receive a jacket of tunnel snakes as a gift. It was very necessary.

Rise to the second floor, past the father's laboratory (there you will find some devices in the toolbox - they can come in handy), through the door with the inscription Atrium. There, observe the death of two residents, then go under the Upper Level sign. The two guards can be avoided by sneaking along the wall of the hall farthest from them, or by killing them. The head of security will come running, you also need to either hide from him or persuade him with a club (it's a pity for cartridges).

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

Press the button on the door control panel and wait until it opens. Then talk to Amata. And immediately go outside the shelter. Otherwise, the guards will attack you and beat you. Be sure to save before exiting. Not fast, but forever. If something is wrong, you can change any characteristic from now on.

Track to track

Freeeedoooooom!!!

Sir William Wallace

After you leave the shelter, free play begins. In which you are free to choose an activity to your liking. This walkthrough does not cover fetch-give, go-kill, etc. quests. And the reasons, I think, are clear: there are a lot of such quests, they are completely identical, they don’t have a special effect on the gameplay and, as a rule, they don’t cause problems. I leave them to your discretion. Here we will consider only multi-level, long quests, which, as a rule, have several solutions. The plot branch, of course, will not be left without attention either. In your free time from the plot and major quests, you swing, look for weapons, collect recipes, explore the area, and so on. It makes no sense to write about this - a huge amount of information, and you shouldn't do it, because this is a game aimed primarily at independent research.

So, after leaving the shelter, you will have a direct road to the city of Megaton. The city is hung with signs - do not get lost.

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

Luke! I'm your father!..

I do not remember

If you are too lazy to do anything for Moriarty, you can read all the data on his computer. Is free. Can be persuaded. You can generally score on Moriarty and go immediately to Rivet City (lower right corner of the map). But we will consider the option that we are sent to the Galaxy News Radio station, and we go where we were sent.

Take me to the other side…

Ozzy Osbourne

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

There is nothing remarkable here yet, only cockroaches and mole rats. The remarkable begins with a gassed room, locked with a key. There are a bunch of wild ghouls outside the door. And gas - it tends to burn. Go to the next room, there is a safe, a computer and other useful things. Hacking the computer, open the safe, there is a laser gun and a memo to use this device. Then it's simple: open the grate (but wait until the ghouls go away) - the ghouls rush at you. When the first is at the exit, and the last is at the entrance to the gassed area, shoot with a laser pistol. If there are survivors - finish off.

When you exit into the subway tunnel, there will be a station on the left, and on the right, in fact, the tunnel itself, making several turns. We are to the right, but you can clear the station on the left and the territory on the surface.

Brotherhood of Steel. BoS

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

Radio Galaxy News

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

The case, it must be admitted, is time, and the fun, it should be assumed, is an hour. In other words, "do not pull the rubber on the back burner", but go do the task at hand. We will travel again by metro, but on a different branch. The entrance is near where we met the BS. The exact location will be indicated by a marker on the compass. Forward.

There's nothing to worry about, except for a couple of ghouls. You can get off at Vernon Square - north station. There are five mutants and Vault-Tech headquarters. Freedom Street Station, the station on the surface, can be reached from the Vault-Tech HQ - just follow the sign. Past the crashed plane, where the radiation rolls over. Past several super mutants. Which is still very convenient to neutralize from a position where you are not seen. At night. Shot in the head. From a sniper rifle. But you can do it in another way: retreat, leading the enemies behind you, to the long corridor leading to the HQ, and place anti-personnel mines and other demolition joys there. In any case, remove the last mutant walking along a long bridge between the tops of two dilapidated buildings, collect all the goodies in the vicinity, find the Hope Hospital, the Steisman Hotel, and go to the subway. It was also possible to get here without going up to the Vernon Square station, but by going into the tunnel.

"All Quiet on the Western Front..."

E. M. Remarque

The tunnels are still the same. After the room with traps (you can raise your head in it and see something) there will be a branching: a staircase will go to the right to the exit to the Metro Center branch, and the corridor will lead you straight and to the left to the marauder, after which the exit to the surface to Pennsylvania Avenue (northern station). Walking along the surface, you can also meet a marauder (marauder) with dogs (do not bite), and heels of mutants (bite). I brought the mutants in a wonderful way to the marauder, she extinguished them with a shurrifle, and I finished them off. Dogs, however, died, but then again, dogs are meat ...

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

While the only inhabitant is rummaging through two small rooms, you can rob his home to the bone. There is nothing more to do here.

Through the Pennsylvania Avenue South station, you can get to the Mall Northeast station, next to which there is a National Archives. This building starts the Declaration of Independence quest. It is not difficult to get to the Technical Museum from here - it is located on the other side of the Mall, opposite the National Archives. You will either have to slip unnoticed like a snake, or crash like a hot knife through butter into the trenches of super mutants.

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

Rise upward. Go through the asylum tour. Click the buttons for more information. There are few enemies in the east wing. Behind the door on the left is an aircraft. There are mutants on the upper and two lower floors. Once you're done with them, you can use either the passage below or the door above, but the latter will have to be hacked. In the hall with the moon rover there is the desired plate, and a couple of greenskins objectionable to the light side. We take a plate.

"Let's continue the conversation..."

Carlson

Those wishing to take another tour can go under the Planetarium sign. Along the way, however, you can stop by to visit the museum's security post. In the planetarium, a bummer awaits us. Not only is the program buggy, but also two super mutants will come in the heat of the moment. The last thing worthy of attention here is the technical room. Inside is a cabinet that requires lockpicking skill 75 or higher.

Here you can also get the Best Assault Rifle in the game. In fact, this is an improved Chinese machine gun. There are information consoles in the museum, on some of them (three, to be exact) you need to enter codes in a certain sequence, then go to the indicated place and get a prize.

Computer #001 (downstairs lobby) - code 19;

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

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

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

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

But we continue our march. If you remember, we got a plate at the Museum of Technology. Exit the building.

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

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

Pursuit

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

Without wasting time, we move forward. Go to the point on the map indicated by the marker - this is in the southwestern part of the map. Our goal is the garage. Along the way, you will meet robots of different stripes and colors, yao-gai, scorpions of varying degrees of gigantism, raiders. It is better to go at night, although who cares. When you get to the garage, go inside, search everything (there are two mole rats and a radroach) and use the mechanism on the wall in the hall where the car is. A secret passage will open. Come in, you are welcome. Below is a couple of mole rats and a cherished door. Inside, search everything that is searched, pay attention to an unknown visitor in a sun lounger (the corresponding computer speaks of his unknownness). If you look closely, you can see that this is your father.

Tranquility Lane

Upon arrival, be sure to SAVE! There are two ways to pass, I recommend trying to go this way and that.

First things first, talk to everyone, including the girl Betty. She will give the task to "cry" Nelsbaum Jr. Go and tell him, using persuasion, that his parents are getting divorced and that they are getting divorced because of him. Tell Betty. You will receive one answer per question as a reward. For example, you can find out where your father is. Then another task. Break up the Rockwell marriage. Read Miss Rockwell's diary near her bed. Find some underwear in the Simpsons' house and put it on the table in the Rockwells' basement. Report this to Miss Rockwell, and escort her to the basement.

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

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

Radio;

Jug;

Jug;

cinder block;

Bottle.

The console will appear. Read the entries (interesting) and launch the Chinese invasion. After you talk to Betty, she will give the door.

living water

Get out to the surface and go (you can quickly go through global map) to Rivet City. Go to the lab there. Listen to the conversation between the father and the professor. Join your father. Wait for everyone to gather at the entrance to the memorial. Talk to your father. You will be asked to eliminate all remaining super mutants inside the complex. As you progress, collect your father's notes.

Having finished with this useful business, report to daddy. Escort the highbrows to the rotunda hall, and talk to him again. You will be instructed to pump water out of the hall with a supercomputer. We need to turn on the pump in the basement. Now you need to take the fuses from dad. We return to the rotunda. We talk to dad. We get fuses. We will protect ourselves in the basement. Hmm ... An interesting mission - to dangle back and forth like a wild boar. And they don't pay a dime, hoarders!

Plant the fuses in the eastern part of the lower floor and go to the eastern part of the floor above. There, press the button on the big computer. The Windows splash screen will not be shown to us, which is a pity. I remember that in the 2nd Fallout there was a fat joke on this topic.

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

The way back will be closed, but after a while the passage further will open. Jump down, as a result, you will exit to the lower floor of the basement. This is where you will encounter an Enclave soldier if you haven't done so before. In principle, a soldier is like a soldier. If you shoot him, he dies. So shoot. Run upstairs. A heartbreaking scene will play out in the rotunda.

In the footsteps

At the end, talk to Dr. Li and run to the floor of the museum, from there through the hatch in the floor into the tunnel. Further passages are linear, it makes no sense to describe. Along the way you will meet ghouls, enclaves and a special luminous ghoul - different ... no, not "intelligence and ingenuity", but more damage and more hp. Per big door people in armor, but do not rush to turn on VATS and shoot - this is the Brotherhood of Steel. We go to the surface and when you come to the doors of the citadel, the quest will be over, and you will receive 700 experience points.

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

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

On the basis of slave traders, you can act in different ways. Starting with the banal clipping of everyone and everything and ending with the implementation of quests for slave traders. You can also not get involved in a shootout, but, after waiting for the night, stealthily, cut out the entire base one at a time. If the skill is not enough, use the stealth-boy. In any case, when you finish with everyone who prevents you from taking the children out and releasing the rest of the captives (or when you finish absolutely all the slave traders), talk to the child you met first and the quest will be counted. Then, in the cave, tell the mayor that you have completed his task and he will let you through. To enter the hideout, follow the sign for the souvenir shop, then go around it and exit to the broken gate. To open them, you need to talk to the mayor, he and the guard will raise both levers and the gate will open.

It will be tough on the other side of the gate. If you show the slightest carelessness, a bunch of mutants will come running. Hunting them quietly, one at a time, is very difficult in this cave. If it happened that you were discovered, and the pandemonium began - use the folds of the terrain so that the shells of heavy super mutant weapons hit other super mutants. These dorks fire grenade launchers in tight spaces. When you finish the first batch, go deeper.

Having reached the first passage with automatic gates, be vigilant: there is a trap with grenades. In the far right corner. Then another small passage through the cave and the door to the reactor chamber.

Finding the Garden of Eden

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

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

American dream

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

Here the task is similar - to sweep me alive and everything of value from the level. In the northwest room, there is an energy weapon bobblehead on the table, don't miss it. In one of the rooms you will meet the father's former assistant. She has surrendered to the enclave and is cooperating with them under the pretext that they are the future and that they have high technology. For her own good, I shot her, right there. It's strange, but karma is removed for this.

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

After going upstairs, talk to "Mr" President. There are many ways out, all of them will become clear in the process of dialogue. When you're done, go through the door across from him.

Further questions should not arise. We go straight all the time, we don’t turn anywhere (and there’s nowhere to turn), we collect supplies. For the sake of entertainment, you can release a deathclaw from a cage, see who is who: the robots of the beast or the beast of robots. As a result, go outside, where Fox is scurrying around. Many beautiful explosions and you can continue the story. Fox will want to join you. You decide. All you need is positive karma.

Note: if you had a dog with you during your capture by the enclave, then it is now sitting-waiting for you near the entrance to Vault 101. You can also start the quest "Problems on the Home Front" there now. The paladin of the brotherhood is waiting for you in the Citadel.

Take that!

And not only her - your next task will be to talk to the elder. He and some other people are now discussing the attack on the purifier. Inform them that the GECK has been captured, and they will decide to attack immediately, all the more they will give a robot to help (if you read the consoles, you will understand what's what). However, if you have some things to do in the Wasteland, like unfinished quests, then I recommend to postpone the end of the story. Surely you already know that this is where the game ends and there is no way to run, as in Fallout 2, after finishing the main quest.

The daughter of Elder Lyons, the head of the lion pride, will accept you into her ranks and issue (your choice) reconnaissance or power armor. And then he asks: "Ready?". Say "No, just a couple of minutes" and you can go at least a hundred years to trample the wasteland.

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

Either way, this is the end. It is not clear just what kind of nonsense this is: was it really impossible to send Fox, to whom radiation is up to the green fifth point? And the radiation, strictly speaking, was not so high - put on an anti-radiation suit under power armor, drink Rad-X, vodka and drop in for a couple of seconds, enter "2-16", press Enter and go from there. Apparently, the developers really wanted to shove a little drama and tragedy into the final video, but it turned out to be drawn, far-fetched and sucked out of the finger.

So, in spite of everything, I welcome you at the end of a dangerous and insanely interesting journey. The storyline is over, but the gameplay is still full of strength and energy. Whether it will be a mod that allows you to play after the end of the main quest, or just loading a save before starting the operation to clean the purifier is up to you. I say goodbye and move on to the biography of the protagonist in the passage of difficult, side quests, all sorts of benefits and loot and promising exp.

Additional quests

Atom Power

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

In any case, a pleasant gift awaits you - a personal home. There and only there you can fearlessly put things in cabinets and tables. In any other place, you risk losing the stored goods. It is also possible to solve the dilemma "destroy or defuse" to bring the local sheriff to the uncle in the bar. After the shootout, you can continue the neutralization by contacting the sheriff's son.

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

City flood (from English flood)

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

Wasteland Survival Guide

Moira, Megaton's shopkeeper, will offer to help her complete the wasteland survival tutorial. She has crazy ideas, you have to check them. Her brain is not all right, that's clear.

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

You need to run away from the store through the leftmost doors and, after going outside, immediately turn around the left corner of the store. Otherwise they will riddle.

Report to Moira.

The second task is to go to the center of the village of ghosts, the territory of which is mined and, as an additional task, to bring a mine. The complexity of this task lies in the fact that it is difficult to find time between completing other, more interesting quests, and go to the cursed village. There should be no more difficulties with this task.

Now it has gone into the head of our crazy editor-in-chief to give us a good dose of radiation. We leave the store, jump into the water next to the bomb and drink until we get a decent 600 rads.

Then we have to spoil the skins of three (optionally - ten) mole rats with the help of a special repellent, which will turn out to be just a stick with some kind of muck on the end. Report on the accomplishment, and you can go to the Anchorage Memorial (it's south of Supermart, if you walk along the river bank). There you have to use completely sabotage methods to get into the very lair of evil creatures and put a spy device in their masonry. If you have stealth pumped - god help, otherwise use a stealth fight. After the swamps, you will have an exciting opportunity to get maimed and lose a lot of blood. The easiest way to do this is by standing on your own grenade outside the gates of the city (pre-save). After thoroughly battering the body, drag the damaged limbs to the crazy best-selling writer - she will fix you.

In the next chapter, she was inspired to do historical research. Or rather, impatient to occupy them with you. In Rivet City, talk to the residents, get a few references to a certain Mr. Pinkerton. Then go to the bow of the ship. You can get there either by unlocking the door in the broken part of the ship (100 lockpicking skill is required), or by diving under the water in the space between the two parts of the ship, finding a door there, go through the abode of two swamps, avoid several traps, and finally find the nasty doctor. He will tell you the true story. It is also related to the android quest. He also has a lot of parts for assembling homemade weapons - you can steal all this, if only you could carry it away.

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

The last task is to deal with the RobCo factory, or rather reprogram it. We do not waste time, but we leave immediately. Inside the plant itself, follow the sign on the map. Come to the big computer. Use a processor module on it, then hack and reprogram as you see fit.

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

Blood Bonds

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

They are!

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

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

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

1 and 2 - ways to exit the metro;

3 - safe, 4 - key to it;

5 - laboratory of Dr. Lesko;

6 - the road to the queen of ants.

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

SC Vault-tech

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

The building is located near the Vernon Square metro station. There are many robots inside. Among them is a new type - on a caterpillar track. They make hilarious comments. “I could be programmed for love and forgiveness. But nooooooo……” We are most interested in the third floor - there are 4 terminals that give access to the main computer. And it has a list and location of all the safe houses in the county. Both types of robots and another ceiling machine gun will stand in your way. The latter, however, is carried out with several shots from a rifle at the target designator. And in order not to bathe with robots, run immediately to the top floor, find them there, robots, brain, and eat it. Joke. You can just shoot. After that, you will not be annoyed. Find all the terminals that give access to the main computer in total, take the coveted coordinates and dump through the back exit - you will find yourself in the lobby, on the balcony, the stairs to which have collapsed.

Stolen Independence

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

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

Second Continental Congress.

Thirteen.

John Hancock

Ratification

King George III

happiness

Thomas Jefferson

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

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

All this must be given to the historian in Rivet City. It was possible to kill Cindy before that, and get the whole reward. If they came together, they will give money and a weapon scheme. Cindy can be killed immediately after completing the quest, until she ran far away. It's worth killing her for the sake of the PP Ultra - a good example of a weapon. But, it is possible and peacefully. She will be in the city of ghouls, under the historical museum, and you can find a letter from her father (which is in the process of completing the Rayleigh Rangers quest) and take it to Cindy. She will give the PP just like that.

Song of Agatha

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

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

Trouble on the home front

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

Do not forget to visit your father's cabin before leaving, break open the treasured locker for the text of the bible verse, inside there is a racket scheme, 300 coins and a recording of dad's voice.

Exit the shelter. Quest completed. Forever and ever.

Big problems in a big city

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

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

In the city, talk to Red. Say that you will help fight back, and choose the option to your liking, but keep in mind that stable bugs are observed with the repair of robots - the desired robots fall into the ground and the quest cannot be completed.

After training, go to the entrance to the city, and shoot the aliens. Then talk to the residents. And one more thing: in the hospital at the redhead lies a patient. Heal him (requires medicine skill above 50) and talk. Then end the conversation and immediately start again - get a lucky billiard ball (Luck + 1). You can still talk with the residents - listen to thanks.

Chasing Nuka Cola

In the Girdersheid Settlement you will find the Nuka Cola Museum. Sierra will ask you to find 30 bottles of Quantum and give you the coordinates of the bottling plant. There you will find shipping bills pointing to the places where Quantum Nuka-Cola was once delivered. After collecting 30 bottles, you will receive a total of 1200 coins and a recipe for grenade nuclei.

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

Just Business

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

Get money and a big minus in karma.

Control shot

Ghoul Dungeon Find Crowley. He will indicate 4 people who must be killed with a shot in the head and take away their keys. For starters, you can find out what really deserves death out of the listed 4 people, only Tenpenny. To do this, talk to the ghouls in the dungeon. Discuss this with Crowley. He needs the keys and Tenpenny's head. The other three can be chatted to give the keys.

After receiving the keys, consider whether it makes sense for you to walk into the fort yourself, since you have something to unlock the door with. Indeed, in that fort there are many interesting things, including the T-51b Armor.

Tenpenny Tower

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

artificial man

You can get the quest by finding a cassette with a recording in one of the houses in the Big City. After that, talk to Moira and the people of Rivet City, including Dr. Preston. Sooner or later, you will be given a reference to Mr. Pinkerton (see the Wasteland Survival Guide quest). You can get more details about this quest from Mr. Pinkerton. Soon a woman will come up to you, hand over the part of the android, ask you to give it to Dr. Zimmer in Rivet City, thus letting him know that the pseudo-human was destroyed. Get quite a bit of money and experience. If before that you go to the android himself (hanging around in the market square during the day), and promise that you will not give out his secret, you will get a good plasma rifle. If you give out the android identity to Dr. Zimmer, you will receive a mega-useful perk that increases the chances of landing a critical hit in VATS mode. You can combine business with pleasure - get a rifle from an android, and then hand it over to Zimmer. On this quest can be considered completed.

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 suit. 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. Lee. Ask her about her father, and she will tell you that he went to the Jefferson Memorial. This is your next destination.

Advice. Before you leave, grab 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 wrist watch. 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 are in correct sequence studied all the items, 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 high level 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 summon 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 President Eden - it's a computer opposite the locked door.

Listen to Eden. Whatever decision you make regarding the destruction of mutants in the Wasteland, you will have to take a 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 lockpicking 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 into the city, but turn left - behind the stuffed mammoth there is a double door leading to the lower halls. Be prepared to meet wild ghouls.

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

Climb to the upper tier of the hall, go through the open doors and find yourself in a spacious room. 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. Items said to have belonged to Abraham Lincoln are highly valued by slave traders and runaway slaves, and 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. Take advantage of the bed here, kindly provided by 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. After that, 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 should be mentioned 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 one 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 Underground 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 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 Childish 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.

To complete this task 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, caravaners 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 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 - there will be a characteristic effect of a gas cloud - 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 return trip 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 mind: 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 villains 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 encounter anti-personnel mines, after a few meters there will be a trap, in 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 his 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.

Urban landscapes after 2077 began to represent a very terrible sight: devastation, moral decay, unsanitary conditions, the complete absence of any flora and terrible mutant animals. In such a cruel world, being a roasted fire ant is much easier than finding a bottle of clean water. In addition, the nuclear catastrophe revealed the true moral character of people - brutal murders, robbery and even cannibalism have become almost the norm. The only patches of intelligent civilization are the few cities and remaining armored shelters.

Start

The game starts from the moment the protagonist is born. In the father's monologue, we are given to choose the gender of the game character. The choice is actually simple: a boy or a girl.
"You will have a great future!" - says the father. Next, write your name. After we choose the appearance of the main character of the game Fallout 3.
Basic positions when editing:

1. Race
2. Face
3. Hairstyle

Immediately in the introductory video, we are given to understand that the mother of the main character is dying, and he is left alone in raising his father.

First steps

The character turns one year old, and he tries to move in space, teaching the gamer how to control the main character of the Fallout 3 game. The first task in the game will be passing a short distance to the father who is located nearby. After the father leaves the game character alone in the room. A task appears: proceed to the gates of the arena and then open them. Next, we approach the SPECIAL book lying on the floor, in which we add five more points to the characteristics of the hero at your discretion.
The following parameters are found and edited in SPECIAL:

1.Strength
2. Perception
3. Endurance
4. Charisma
5. Intelligence
6. Agility
7. Luck

After adding points to the selected parameters, the father appears in the room and explains to his son the mother's favorite quote from the Bible.

fast growing up

We smoothly move forward nine years and find ourselves on the birthday of the main character of the game, who turns ten years old. At the time of the holiday, the Overseer gives the hero a special Pip-Boy 3000 device, obliging the hero to continue to take part in the work on the shelter. During the birthday celebration, we will need to communicate with other characters, along the way begging for gifts from them and even participating in a small skirmish with a local bully named Butch. At some point, the father comes up and asks to go to the reactor level to receive a specially prepared surprise. We follow this place and find there an assistant to the father named Jonas. After a while, the father comes and gives a surprise in the form of an air rifle, at the same time asking to hit several targets and then hit the radroach (a large radioactive cockroach).

The future is in the fog

The main character of the game turns sixteen, and his father demands to pass a special exam GOAT. On the way to class, we meet a company familiar from our birthday: Butch, Paul Hannon, Wally Mac, who pester the girl Amata, who is also familiar to us. We need to start a conversation with Wally, where in the dialogue we tell him that he plays the role of Butch's six in their gang well. To which he is offended and goes into the next room, at the same time dragging Paul Hannon with him. Left alone, Butch does not linger for long and also leaves the place.

You can start a dialogue with Butch and provoke a fight with harsh words. As a result, all three will attack you with their fists, but it is quite easy to slam them. Moreover, even when Butch stops fighting, you can continue to beat him until he falls unconscious, and pick up all the things.

After talking with Amata, we get the first thanks and good karma. Having entered the classroom for the GOAT test, we sit in an empty seat and proceed to the exam with strange questions and strange answers to it. After answering ten questions, we go to hand over our results to the teacher Bromch. During the dialogue, we learn that this test is complete nonsense, and choose an answer with the possibility of rigging the result. After that, a window for selecting the skills of the main character of Fallout 3 appears in front of us, in which we edit our first three skills.

Escape (three years later)

Amata wakes you up and warns you of the danger associated with your father's sudden escape from Vault No. 101. The girl also suggests that you leave the shelter in order to avoid the reprisal of the Overseer. To escape, we need to get the password to open the tunnel and the key to the main doors of the shelter. From Amata we get the key to the Overseer's office (he is the girl's father) and a pistol with cartridges. After the dialogue, we examine the rooms and find a first-aid kit on the wall, from which we take everything that is there. Also do not forget to take a baseball bat from the table. It will still be useful to us in order to save ammo.
We leave the room and follow the marker on the scale in the lower left corner of the monitor screen to go to the Overseer's office. Along the way, we come across guards who are trying to stop you. We are also seeing an attack by radroaches that entered the shelter through the main exit when your father escaped. They attack anyone who is close to them, thereby distracting the guards from you. In the general chaos, some residents also decide to leave the shelter, but the guards act brutally, killing them with weapons.
Having made our way into the office, we meet the Overseer, the security officer and Amata. We have to fight with the officer, Amata runs away, and we are left alone with the Overseer. In a dialogue with him, we convince him to give us the necessary password for the tunnel and the key to the main exit. Then we run out to the left and in the next rooms we meet a sitting and crying Amata. We agree to meet her at the exit from the shelter. If we want to kill the Overseer, but do not want to listen to Amata's reproaches, we first kill the Overseer, then the security officer. Next, we need to move to the Overseer's office, where, using the computer, we open the tunnel leading to the exit. The table in the office rises, and a passage opens up for us. In the room of the main exit from the shelter, we activate the gate opening panel with the key. When the exit opens, Amata appears and at the last moment refuses to run away from his native shelter No. 101 and decides to stay with his father. At the end of the dialogue, guards appear, and we have no choice but to leave the facility. The law enforcement officers pursue you only to the gate and are afraid to follow further, and you can safely continue moving in the cave to the exit from the shelter. When moving from this location, you will be offered at the last moment to edit the characteristics of the main character of the Fallout 3 game. You will have access to:

Change name
- Change race/gender
- Change SPECIAL parameters
- Change bonus skills

After finishing editing the character, we leave the cave and rejoice in complete freedom and the dilapidated appearance of the capital's wastelands. In the future, we are offered to distribute 16 points of bonus skills that were obtained during the transition to the second level of the game.

Megaton

On the way to the city there are the ruins of Springfield. In the first mailbox you find, you will find grenades and drugs that you need to put in your pockets. Next, you need to shoot the Enclave scout droid, just as scary as the 101st guard. You can drop by the Springvale Elementary School where the raiders are, but it's best to sell out in town first. At the entrance, the hungover bum Miki asks for clean water, which was given to me by a droid in Megaton in my house (the house will appear a little later). Since one jar is missing, Miki asks for more and more water. At the same time, your karma grows, so you can wash yourself after robberies and murders. Outside the gates of Megaton, the sheriff explains the rules of conduct to you. In addition, the city was built by idiots around a huge bomb. I offer him to defuse the bomb, and he told me, "discharge the stranger, I'll pay you 100 rubles for this, just be careful, otherwise we'll all die." Just like in the real world, all these actions have a logical explanation. For this work, thanks to my tongue, I got 400 coins. The bomb can be defused if you have an explosive skill of 30, and the reward is money and your own house - a very necessary acquisition. Next, you find yourself at a water treatment plant, where an elderly master will ask you to fix leaks in the city's water supply. This requires a repair skill of 30. Two leaks are located along the main roads of the city, and they are easy to find, and the third is at the level of the roof of the Church of the Children of the Atom, a little to the west. The reward will be 110 experience, 200 caps and the ability to buy all the scrap metal. Moriarty's saloon is the main location in the plot. Here you can redeem information about your father for 100 caps, you can knock out debts (a house in Springvale), or you can simply break open the door and computer of the saloon and find out everything yourself. We are sent to look for the host of the local radio station Treedognight and herself.
In the saloon, a mafia-looking man offers to blow up a bomb, and with it all the inhabitants of the city. I took the detonator and put it in a locker at home, and saved the peasant from ridiculous thoughts. Moira Brown in the store will offer you interiors for the house and a long quest. For her book on survival in the wasteland, she needs a test subject. First you need to get food and medicine in the supermarket, where there are a lot of raiders. But then you found a laser pistol, an assault rifle and a compass. To hack, you need science 25. Next is a locked room on the ground floor (where a raider is hiding in a nook with an assault rifle and a lot of ammunition), it contains a droid. It can be activated by hacking the computer on which the ID-card is located, and without which the droid will not make friends with you. The droid will deal with the raiders who are returning from a walk. Next task: "find medicines." The first aid kit is located next to the wall. The reward will be some food and a water distiller from Moira. At 50 meters from the supermarket, I met a guy who was running away from “them” in horror (the quest is called “they”). The boy asks to save his dad from the ants (fire ants look like tanks with flamethrowers).
The guy gives a hint that their weak point is the antennae, but I only have a light weapon skill (30) and therefore had to shoot in the head. To do this, he used an assault rifle. I found my father already dead (probably, he fought with ants for a long time), but on the other hand, I found the key to the neighboring hut, where a strange scientist had recently lived. The guy, resigned to the death of his dad, asks to destroy the ants that climb from the local subway. Well, then, you have to go to the subway. In the metro we find a lot of evil insects and a scientist whose hut I just searched. The scientist admits that the ants are his handiwork. He invented a mutagen that was supposed to reduce ants, but it turned out the opposite. We must fulfill his request exactly and kill 5 guards without hitting the uterus, and then we will be rewarded: we are given +25 fire resistance and +1 to strength or perception forever. Then the scientist will ask you to attach the boy (but this will be later).
Moira has the next task - to irradiate up to 200, and even better, up to 600 units. It's quite simple - you have to run to the puddle where the bomb lies and drink from it while listening to the sermon. Moira will completely cure the infection, and we have a new skill - due to strong radiation, regeneration of broken body parts occurs.
Moira's third assignment for her first chapter of the book will be walking through the minefield to see how it is. It is best to accumulate min. It's not difficult, but it's a long way to go. On the way you will meet a landfill where a good dog-dog lives. We go with him. The dog knows how to find stash and gnaws on all enemies. For this task, you will receive 4 grenades from Moira and a plan for making a racket that shoots various debris. For completing the first chapter of the book, you will receive 4 stimulants. If you are not yet tired of being Moira's guinea pig, take on the second chapter of the opus. The first task will be to test the repellant (repellent) on three or ten mole rats. They run in warm sewers, there are no 10 mole rats in warm sewers, but there is a door behind the cannon right along the corridor... I don’t remember the passage where... But you exit the sewer .. There you finish off mole rats... even more than 10. ... The second task will be to obtain treatment, medicine and a protective suit from Moira. To do this, you will have to come to her wounded or crippled. Task number three - installation of a surveillance camera in the den of the Anchorage Memorial swamps. The condition is not to kill swamps. In the center of the main room is a clutch of eggs. Therefore, we jump very quickly, set up cameras and leave. The gift will be 5 stealth fights. That's it, the second chapter is written. It is necessary to receive cartridges and gratitude and proceed to the third chapter.
Task N1 - learn the history of Rivet City. (not done yet).

If you are too lazy to do quests, you can try to deceive Moira. I, with a Speech skill of 40 and a mine in my backpack, successfully lied that I went to a minefield and that I tried mole rats. As a result, the quests were credited to me, but, in my opinion, I did not receive the reward (did not pay attention to this).

radio station

First you need to go to the radio station through the subway Friendship Heights. When exiting the subway, we see the Brotherhood of Steel, which takes out the corpses of mutants. From the first corpse, I got energy armor, but you need a special skill to wear it. 2k agility is not enough for a sniper. The battle seems to be over, but at the door of the station a surprise awaits us in the form of a huge mutant hippopotamus. Behemoth scatters wreckage with his feet and kills paladins. Near the littered entrance to the subway, we find a “fat man” cannon (for large enemies) at the dead paladin. It is better to take a gun in advance, and keep the dog away. We won and we are heroes. Everyone praises and respects us, but they don’t take us into the brotherhood. You can only talk to Three Dog.
Having fooled your head, Three Dog will say that he knows dad, but you will receive hints after the quest. You can, of course, try to persuade him (but I did not succeed). Its conditions are as follows: you need to get to the Washington Museum, steal the antenna from the lunar rover in the Technical Museum and attach it to the top of the Washington Monument. In order to get there, you need to go from his office to the very bottom, go outside and find yourself not at the bottom, but on the contrary - high above the ground. We must go down and find the metro station. There are two options: enter through the worker entrance - there is a computer with protection 25 (weak) or release a controller droid. First, the protectron killed all the enemies, then noticed that I did not have a ticket (I sold it in Megaton), and started shooting at me. Surely few traveled without a ticket before the war.
We move further along the underground. On the way there are several raiders and a bed to rest.
One squad of raiders is in a room with turrets, you can reinstall the program from the terminal (science 50), I could not. I left the dog behind the lines, lured the raiders away from their guns, and killed them. He healed and quickly rushed to the turrets.
At the exit from the metro (museum station) there are trenches with super mutants who are far from armed with sticks. Since the entrance to the museum is close to the subway exit, you can leave the fat people alone.
Going inside the museum, another problem with mutants awaits us. They have weakened significantly since the second part and are very well endured by the "Chinese machine gun". Once on the first floor, in the atrium, you can find out about the cache of the museum by reading the information on the computer (terminal on the wall, entry 001). To do this, you need to find clues, then enter the codes into the terminals, and you will receive a password. You can not look for clues, but, while loading, go through four options and find the right one. To do this, read record 001 again and try until the system accepts the code.
Then we pass through the "vault" and get into the western wing. To our left are two terminals on the wall, we find entry 002 in one of them. Entry 003, respectively, is located in the terminal at the tail of a large rocket. We need to choose a code and get a password. The password must be entered into the security computer on the top floor of the west wing and the safe with the key must be opened. This key opens the safe in the planetarium. The safe contains an assault rifle and a grenade launcher. Was it worth the effort for this junk?
The path to the moon rover lies through the planetarium. We take off the plate and run outside. There is an exhibit in the atrium - Invisible Fenka, 3 pcs. We put it in our pocket. Then there is an easy transition through the metro to the monument, an elevator ride. And again the Voice of America will sound over the wastelands. A grateful Three Dog will tell you that dad went to see Dr. Lee in Rivet City. It's time to visit Dr. Lee.
You can find out from the paladins in the Galactic News building where the energy armor driving courses are. But first you need to ask permission from the paladin Lyons, who is in the laboratory. Only this laboratory is located in the Citadel, which we cannot go to yet.

Rivet City

The most important thing is to get there, and the path is long and dangerous. I got along the east bank of the river (from warm sewers), on the way I nailed a gang of raiders and several detachments of mutants. The city is located on an aircraft carrier with a fallen off nose. You can get there by talking through the intercom.
Everything is quite simple here with the main storyline - Dr. Li, who is in the medical laboratory, will tell you the whole truth without hiding. Firstly, they were engaged in the "purity" project with dad, which fell apart, and I am personally to blame for this. Secondly, the father suddenly remembered the great goal and ran to fulfill it to the Jefferson Memorial. The memorial is located next to the ship, in the northwest. There, we shoot the yellowskins and go to the gift shop, from which we get to the parent laboratory. There, unfortunately, we meet some enemies, but we find the diaries of our fugitive. It turns out that he has now gone to look for vault 112, which is located near Evergreen Mills, to find the creator of GECK, Dr. Brown. We follow him.
We do other heroic deeds in Rivet City: in the laboratory of Dr. Lee, Dr. Zimmer asks us to find the disappeared android. The reward will be Hi-Tec equipment. First you need to find Dr. Preston at a local clinic. He will give us a hint (he should be convinced or given 100 coins), but it will not help much. Further along the corridor is the sister's room (as it is called), in which you need to pick the lock, and find records on the table in the room and find out that a certain Pinkerton was altering the robot man. Asking about it, we come to the conclusion that it is necessary to search on the bow of the ship that has fallen off, with a heavy lock. But as we get closer to the Jefferson Memorial, we see that the plot is bifurcated. A lady named Victoria Watts runs up to us and passionately convinces us not to look for an android, but to deceive the doctor, and presents the necessary evidence for this. (not finished).

But as for the Pinkerton, it’s really difficult to find it: it’s shorter where the ship is broken into two parts, you have to dive under water, there will be a door, under water, go in there there will be swamps, then traps, and then you will find Pinkerton
We get to the market of Rivet City Benton, where a fashion merchant asks for help in a political struggle. To do this, you need to find compromising material in Seagrave Holmes's cabin. (not finished).

Vault 112

Our path passes Evergreen Mills. This place is just crammed with raiders who can be killed. Having entered the smelter and cleared the bazaar, you can take a good "terrible shotgun" from the bartender. There is a pet in the yard - a super mutant hippopotamus. Having fiddled with it a bit and sold the good in Megaton, we are heading to the marker on the map. There is Casey's garage, which is the entrance to the hideout.
As soon as we got inside, I trusted the robot and obediently climbed into the box, where I found myself in a virtual paradise. Which later turned out to be hell. People there have been living in the "matrix" that Brown created for so long that they forgot about the existence of real world. And the elderly senile himself torments them, apparently out of boredom, playing god with them in the virtual world he created. You can try to get out if you fulfill the wishes of the doctor (aka Betty), but these desires are unpleasant - you need to offend a small child, destroy a family, etc. Only one resident - an old woman - is the only one who understands what is happening. She gives us advice: look for the key in an abandoned house. Entering the house, we will find four items there - a radio, a jug, a gnome, a cinder block and a bottle. If you press incorrectly, the objects begin to creak about the error, and you have to start all over again. The terminal was finally opened by pressing R-K-G-K-Sh-G-B in sequence. It is necessary to do a "good deed" and launch the "Chinese invasion" program, which will destroy all the unfortunate inhabitants, and the doctor will remain alive.
The exit from Brown's game is behind the door that appeared on the playground next to Betty. Hooray - meeting with the father! He will tell us that he was recently in the matrix in the form of a dog as a friend of Betty. Well, now we need to quickly run back to Rivet City in order to report the information we found about the doctor, who not only played on the computer, and resurrect the Purity project. You won’t be able to move quickly - dad won’t go without you and will constantly linger where you left him. Therefore, you need to run together through the entire map and shoot back from enemies (during a fast trip, dad will already be in place).

Water purifier and other problems

At the end of the conversation with Dr. Li, we will be offered to take scientists to the purifier. We must run outside, turn on the Pip-Boy and find ourselves instantly on the spot. I entered the gift shop and went outside, and all the scientists were already here. Now you have to be an errand boy.
Dad will ask you to turn on the power to the pumps. To do this, you need to climb into the depths of the basement - the switch is on the wall. Then you need to go back to your father and immediately back to install the fuses. After that, start the supercomputer. The door is located near the entrance to the basement. You get hints through the intercom on the wall. Next, you need to perform plumbing work, as the pipe is clogged, and you need to climb into the sewer to fix it. But by turning the valve, you call in the enclave's landing force, which lands and captures the memorial. I have to run to save my dad. Breaking through, we shoot the soldiers of the enclave and collect laser guns for sale. It will not work to save dad, because he decided to destroy himself and the guests, causing an overload of the reactor. Everyone burned down, except for me and a handful of scientists, whom we will now save. First you need to get Lee and the scientists out of the purifier building. The tunnel should take us to the very citadel of the Brotherhood, but on the way we will fight with the ghouls and the enclave, and besides that, we will cure Garzi from a heart attack, if we do not spare 5 stimulants.
There we will talk with Lyons - the head of the order. He will give the go-ahead to wear armor (he teaches this skill to Gunny, who trains the young in the yard) and sends you to the scribe Rothschild, who lives in the laboratory and has access to the Vault-Tek computer. By the way, the armor has been significantly weakened since the first and second levels: the protection is somewhat greater than that of the combat one, taking into account the constantly broken state of both. Many thanks to Bethesda for the mega-idea with repairs. The noise from it is terrible, and +2 to strength and -2 to agility just get in the way. The strength bonus is not enough to cover the weight of the armor itself (I only need strength to carry heavy things), and agility - which is much more important - is reduced. From the computer data, we learn that there was a GECK in the shelter 87. Next to the computer is the scribe Jameson, who buys tokens from the killed Brothers. Then we return to Rothschild, who will show us the layout of the shelters, and say that it is impossible to get to the 87th due to very high radiation. But if it is impossible, but it is very necessary, try to go underground.
The path runs through the caves of Little Lamlight. It’s easy to run there, but you won’t be able to enter, because a stubborn homeless child with a gun does not open the gate for me, since I am a “dylda”. In this town, although it is much larger than Megaton, only children live, and everyone who turns 16 must leave it. Adults are not liked there, and all my attempts at persuasion have failed. Therefore, you will have to save the kidnapped children, Squirrel and Sam, who were stolen by slave traders from Paradise Falls.
You can enter this city as a slave or a slave trader. If you have a desire to try yourself in this profession - go for it. First you will need to catch a couple of exclusive specimens, a list of which will be given to you at the entrance. Or you can, by paying 500 coins, go inside and look for more acceptable ways to free the children. I did not listen to the local guards and simply killed everyone (although the guys will be cooler than the mutants), after which I freed the slaves. Now it's time to go to Lamplight.
After that, the youngest mayor of the wastelands let me in and even agreed to open the gate to the Terrible Passage. Although at the same time he always said how disgusting I was to him. Near the main entrance, Velcro is celebrating his birthday - a teenager who leaves the kindergarten. He asks you to take him to the "big city" (not finished).
The Dread Passage Gate is located in the same location as the main entrance to the city, heading north. The "monsters" that are found there - the super mutant beasts - die at your hands, and the tunnel leads to the reactor room of the shelter N87. Already in the vault itself you will see a lot of meat - living and dead. At the level of "experimental laboratories" lives the mutant Fox. He spent his whole life locked up and promises to get GECK if you let him out. There is strong radiation in the chamber where the GECK is stored, we cannot survive there, but he can. If you do this, other doors will open, which will release the results of the experiments into the wild, and they will have to be finished off. You can also pick up GECK without his help. To do this, we go to the top floor of the laboratory and break the computer (50), open the vault. There we find drugs against radiation and an improved anti-radiation suit. You can even avoid hacking the terminal if you take a lot of drugs with you and swallow them on the go with strong radiation.

Audience with the President

We now have GECK! It seems that victory is close, but suddenly the Enclave appears. They take me unconscious to the base, take away all the equipment and shackle me in energy shackles. This is where my epic ends, because GECK, the purifier and I are in the hands of the Enclave, but there are disagreements in the government. President Eden (computer official) wants to infect the purifier with a virus and kill all mutants. As a result, people will also die (although they are also a little mutant), and then people from the Enclave will multiply and fill the Earth. Colonel Hall outlined other plans - to become a monopolist in the supply of water and rule over all the wastelands. Therefore, the colonel will not be able to interrogate us, because the president will call him, and after that he will let you go free, return all the equipment and invite you to his office. The President will inform the soldiers that you are free on his orders. Although not for long, because the colonel will cancel his order and raise a riot. So it is necessary before it is too late to kill defenseless soldiers. We approach and at point-blank range in the VATS mode we shoot off the head. No one was offended by me for such behavior, but I had to fight my way to the president. Although there is nothing complicated, and laser rifles are no good, and the "terrible" shotgun is just what you need.
Anna Holt, Dr. Li's assistant, lives on the second level in the western part. Now she works for the Enclave and wants me to get out. Along the way, we managed to get a good energy weapon - a plasma rifle. North of Anna's room is Hall's room. There is a code for the president's self-destruction in case of emergency and a collectible baby doll that increases the "energy weapon" skill by 10.
Having reached the president of Eden, we get the task. He has chosen us as his tool for cleaning the world and gives us a vial of the virus. His idea to "kill all mutants" is not bad in principle, but just in case, I entered a self-destruct code, just in case. Eden confirmed the code and gave advice to leave the premises, which he did. Not far from the exit, the soldiers are at war with the robots. The biggest enemy in Raven Rock is your own greed: Plasma Rifles and Gatling Lasers don't fit in pockets. There is no time counter, so it will explode when we get out. That's it, Raven Rock exploded. Colonel Hall managed to escape on a vertibird, which means another showdown lies ahead. And it's time for us to move to the citadel and explain to Lyons what it's all about.

Everyone who has not yet breathed in the dust of the wasteland can digress from the main storyline and live a little. After the story is over, you can’t play, and there will be no one to finish the quests.
Lyons Citadel. Dad has a dispute with his daughter - she wants to fight, but dad won't let her. You tell everything you know to the head of the order, and he decides to attack the purifier. There is everything that remains of the enclave, and this is not enough. And the Lion's Pride would not have been able to survive, but local technicians who love to read comics about transformers built a robot to help them. This will be the answer to the enemy hippos. It is also worth taking with you a completely whole energy armor. She resists 40 damage, we'll need that.
And the fight began! At first it is not entirely clear why I am here? The robot, apparently, can itself enslave the world - enemies die, vertibirds fall like rain. The robot fires nukes from a "fat man" cannon at behemoths and blue beams, which looks like a shock rifle from the 2nd part. Although, the robot also has a drawback - it cannot crawl through the door of the cleaner. We can, and so can the Colonel. The conversation with the colonel was short - he did not heed my persuasion and, of course, got into a fight, and for this he received a plasma charge right in the head. Two of his soldiers are slightly fatter and have gotling lasers, but they still won't survive. That's it, there is no Enclave, the purifier is in our hands... Only it will explode soon.
Dr. Lee's intercom announces that the reactor is in an unstable state as a result of the sabotage and needs to be started as soon as possible, or it will be like in Raven Rock. But in the cell, dad organized a radiation stove, and it’s impossible to get out of there alive, but you have to go. There are only two of us - me and Lyons. Who should die is up to you.
Yes, however, for those who have forgotten - the code is 216. In any case, the game is over. The final cartoon will remind you of my and my father's exploits. If you do not have a save left before the start of the final battle, and the expanses of the wasteland again attract, play again.

1) Standing in front of the door, open the console with the "tilde" (`) key.

2) Click on the door, its name and ID will appear at the top of the screen.

3) Enter in the console "Activate" (without quotes), press Enter and close the console.

After that, the door will work as if it was just opened, the message about the closedness will not appear, and you will be transported to the previous room. After that, you are free to go wherever you want :)

Quest" The future is in the fog"when you are still vault... In your father's study, or rather, above his desk, you can find "The favorite saying of your hero's mother." Well, from the Bible, remember this? It is framed, and therefore locked. The lock - medium.It will take some skills to open it.But, personally, it seems to me that you can’t do it without a cheat, because on the first level you can’t increase the hacking skill more than 50 ... although, maybe dad has a key, but I don’t interested :)

But the most important thing is what is inside, namely:

- 300 caps

Scheme "Rackets"

Sound recording.

The same saying with a full set of the above things can be found in the next quest - "escape", even if the saying was "rummaged" before that.

It can also be done honestly! After the death of the Father, you need to return to the shelter! While there, a radio signal from Amata will appear asking for help, and that's when you can enter the shelter and calmly open this piggy bank, because by this time you will already be a seasoned burglar :)) !!!