Other dances

Fallout 3 all tasks of the game. Story line. Rescue from Paradise

Developer: Bethesda Softworks
Foreign publisher: Bethesda Softworks
Publisher in Russia: 1C
System requirements:
P4-2.4, 1GB RAM, 256 MB 3D Card
Recommended:
Intel Core 2 Duo, 2GB RAM, 512 MB 3D Card
Genre: RPG
Rating: 8.0

Vault 101

You were born. At this point you will be asked to select your character's gender and name. When you are one year old, your father will teach you to walk. When he leaves, go to the chest, climb onto the chair and take the toy out of the chest, and then put it back. After that, read the book that is on the floor. In it you need to set free points in those skills that you find useful. I chose health, agility, strength, understanding and luck - in my opinion, this is the most optimal choice.

When you turn ten years old, your father will throw a party for you on your birthday. The caretaker will give you a wrist personal computer "Pip-Boy" - examine it, then talk with Amata, and then with the other guests who will be in the compartment. When you talk to Butch, you can behave in two ways: hostile or friendly. After talking to all the guests, talk to Amata again. Next, your father will get up and go to the intercom located on the wall. After talking with someone, he will tell you that a surprise has been prepared for you in the reactor compartment and will open the door for you.

Once in the corridor, talk to the woman who also came to congratulate you. Next, go along the corridor to the right and look at the signs, with their help you will get to the reactor compartment. Jonas will meet you there and ask you to wait for your father to appear. When dad comes, he will tell you that he and Jonas found and repaired an air gun, which they will give to you. Next, follow your father through the opened door. After your father stops and says you need to thank Jonas, turn around and tell him thank you. Then walk along the corridor to the shooting range.

Open the Pip-Boy and equip the gun, then hit three targets. When this is done, use the pneumatic gun to kill the radroach that appears. After defeating the insect, go to your father and stand next to him to take a photo as a souvenir.

At sixteen you have to take an exam. But before that, talk to your father about the GOAT and your mother.

The future is in the fog

After talking with your father, leave his office, go through the room into the corridor and turn right. To the left of the classroom you will see Butch's gang harassing Amata. Approach the girl and ask what is happening. Next, talk to Butch and challenge him to a duel - the whole gang will attack you. Get into a fight and use the space in the corridor to maneuver - you will receive one to karma. When the fight is over, approach Amata and talk to her again.

Go to class. There you will be met by Mr. Brotch, who will offer you to take the exam. After you answer ten questions, you need to turn in your paper to Brotch. The examiner will announce the results of your test - the name of the specialization, but if you state that you did not like the exam result, Brutsch will ask you to select the necessary skills yourself in the window that appears. I chose hacking, medicine and light weapons. Your choice may vary. Next, leave the class.

On the morning of your nineteenth birthday, you will be awakened by an excited Amata. She will tell you that your father has escaped from the shelter. Find out the details from her, and then accept her help in escaping. From Amata you will receive hairpins with which you can open the door to the Overseer's office. At the end of the conversation, you will receive a pistol from the girl. When Amata leaves, take the air rifle, bullets for it and a baseball bat from the table. Leave the room.

The escape!

Going out into the corridor, attack the security officer. When he is defeated, search the corpse and take his suit, helmet and baton. Equip a suit and helmet to improve your armor rating. Next, go left along the corridor. Before entering the side tunnel, you will meet Butch, who will ask you to save his mother. You have a lot of options here - I gave him my air rifle and continued into the side tunnel.

The first door on the right is the room where you celebrated your birthday when you were ten years old. Inside you will find three radroaches and the corpse of a granny. After clearing the room, return to the corridor and go up the stairs to the Atrium. Next, go along the corridor to the right - you will see how the robot will destroy the cockroaches and the security officer. Open the door and go through it.

As you exit into the large hall, you will see two shelter residents run into the corridor and be killed by the guards. You will have to arm yourself with a pistol and fight the guards. When a guard comes under your sight, press the V button to turn on the automatic aiming mode - a very convenient thing, by the way. After killing the guards, search them to pick up the ammo. Then return to the hall and go through the door on the left. Behind it, a couple of cockroaches and a guard with a baton will be waiting for you.
After going up the stairs, go along the corridor to the left. Exit to the second level of the hall. Walk straight along it, cross the technical room and exit into the second corridor. There is a room in which the Overseer and his guard interrogate Amata. Walk past the room along the corridor and go into the office on the right. There you will find dead Jonas - his father's friend. After searching it, you will find news from dad, which you can listen to in the Pip-Boy. Next, search the tables, and then open the door on the right using the hairpins that Amata gave you.

Once inside the caretaker's office, search the cabinets - you will find the password to the caretaker's terminal (Amata) and many useful little things. Next, use the terminal, open the caretaker's tunnel and return to the room where Amata is being interrogated. Kill the security officer, and then talk to the Overseer, then contact Amata.

Next, return to the Overseer’s office, go down into the tunnel and follow it to the shelter door. Use the door remote control to open it. When this is done, Amata will appear, you can say goodbye to her. After this, all you have to do is kill the guards that appear and leave the shelter.

One after another

After leaving the shelter, distribute skill points and additional skills that will appear to you when you receive the second character level. Next, follow the directions of the compass and marker to get to a town called Megaton.

After passing the fence, you will meet Lucas Simms, the sheriff and mayor of the city. Talk to him. Ask him about your father, and then talk about what and where it is. Next, ask about the atomic bomb and say that they could defuse it. You can bargain for 100 caps for the work. Next, say that for your help you will need help in return, and you can find out that a stranger has appeared in the city who fits the description of your dad. You can get more detailed information from the bar owner, Colin Moriarty. Go down the path, turn right and go up. Next, turn left and go further up to find yourself at the door of Moriarty's saloon.

Once inside, chat with Kharya and the prostitute working in the saloon. You can ask them about their father. Next, go outside and meet Moriarty. Talk to him. He will tell you that he knew your father, that you were not born in a shelter, and much more that is difficult to believe. You can try to lie and say that your father often remembered Moriarty. I managed to lie - I found out that my father had gone to the ruins of Washington, where the Galaxy News radio station is located.

Blood Ties

Enter the saloon and talk to Lucy West, who is sitting at the table on the right. She will ask you to take the letter to her parents, who live in a village in the middle of the wasteland. Agree to do the work, since the village is nearby - find it on the map and take a walk there. When you reach the village, you will be greeted by Evan King. He will tell you that the village is being attacked by the Family, a gang of hooligans, and that he is trying to protect the village. Offer him your help. Help will be accepted, and King will give you the task of checking if everything is okay with the residents of Arefu. There are only four houses in the village, so you can quickly explore all the rooms except Evan’s house. When you enter the West shack, you will find only corpses. Examine the corpse of the head of the family and return to King.

Tell Evan what you saw in the shack. At the end of your story, King will ask you to find West's son. Ask the man where you can find the Family. He will mark three points on your map: Moonbeam Cinema, Hamilton's Cache, Seneca Station.

When you arrive at the station, go to the grocery store. There you will find a floor safe, which is locked with a simple lock. Inside you will find ammo, a Chinese pistol, a 10mm pistol and some money.

In Clayton's hiding place, turn right at the first intersection and go into the room. There on the wall you will find a first aid box containing stimulants and a blood pack. There is nothing in the back room except garbage and tools. Returning to the intersection, go first right, then left. At the fork, turn right into the room, search the dead raider, take the first aid kit from the table, and then open the door. A pair of radscorpions will come running towards you from the depths of the corridor - kill them and go out into the corridor. Search the rooms in the corridor. Apart from the corpses of local residents and living radscorpions, you will not find anything, but wandering through the tunnels will allow you to acquire the third character level. You can distribute skill points as you wish, but you must bring the Science skill level to 25.

After leaving Clayton's hiding place, return to the station and go to the grocery store. Use the computer. When prompted for a password, select the word SECTION, after which you will be able to open the lock - at least that’s how it was for me, although all passwords in the game, except the last one, are randomly generated. Next, go outside and go down the stairs to the metro station.

Once downstairs, go through the door to find yourself in the room of Murphy, a mutant who is chasing a chemical drug. After talking with him, you can take on a quest to find “sugar mines,” which are one of the ingredients of the drug. I had some of these with me and sold them to Murphy for 15 caps apiece. You can also learn about where to look for Family. Next, go to the second room. On one of the shelves you will find a box with anti-personnel mines - take a couple of them with you, they will be useful to you in the near future. From there, go into the next room, open the door, lift the hatch cover and go down.

Run through the tunnel, shooting a couple of mutants. When you rise from the tunnel, try to do it quickly so as not to get hit by a grenade. Next, go left behind the subway car sticking out of the side passage. While moving, watch your step, as the entire area is covered with tripwires. After going through the side tunnel, you will reach the entrance to the location where the Family lives. Before entering the gang territory, talk to Robert, he will meet you at the gate. Tell him that you have a letter from Lucy West to her brother.

Having opened the gate, go forward. You can steal an assault rifle from the table (I did so), ammo for it and fuel for the flamethrower from another table. Next, go left along the tunnel, and then go up to the door leading to Meresti station.

Go right into the station. There, talk to Justin. Unfortunately, you won't know from him where Ian West is. Go up the escalator and talk to Vance. From him you will learn that his gang are vampires. The leader will also say that Ian himself destroyed his family. Having learned that you have a letter from Ian's sister with you, Vance will refuse to tell you where the young man is, but the password to the main Family terminal will appear in your Pip-Boy. Go downstairs.

Go to the left wall. There is a computer on the table from which you can find out the five laws of the Family, Vance’s opinion about the incident in Aref and the gang’s hunting grounds. After that, go upstairs to where Vance stood, there you will find his wife. Talk to her about Ian and ask her to talk about the Family. Next, go left along the tunnel and go through the open door on the left to find yourself in Vance's room. Talk to him - tell him that you think the Family are vampires, or more precisely, Vance is brainwashing the newcomers and forcing them to become vampires. Next, you need to notice that you have begun to understand the Family better. Ask Vance to allow you to see Ian - you will receive the password to the restricted area. Leave the room and go through the locked door on the left. To the right of her there is a computer that you can use to enter the restricted area.

You will find Ian in the room. Talk to him and give him the letter from Lucy - the guy will decide to return to the outside world. He will ask you to inform Vance about this. Go to where you first met the head of the Family. Start the conversation by saying that you would like to clarify the situation with Arefa. Tell them that vampires can also feed on donor blood. After you receive the answer, offer Vance a way out of the situation - the vampires will guard Arefu, and the residents will give them donor blood. The main vampire will like this arrangement, and he will agree with you. Now you will need to return along the old road to the fork in the tunnels and turn left. Follow the tunnel to the end and enter the small room on the left. From there you can go outside - a new location will open to you, “Mereshti Depot”.

A study of the depot showed that there was nothing useful there. So go to Arefa and talk to Evan. This concludes your mission.

Wasteland Survival Guide

Back in Megaton, go to the On the Crater store. Talk to his owner and take a task from her - to walk to the "Minefield" location, from where you need to bring anti-personnel mines and where your goal is to reach the playground. The closest point from where you can go to the Minefield is the Mereshti depot, but first go to Clayton's cache.

Once at the cache, go to the destroyed pier. There are boxes of ammunition for a machine gun lying around next to the boat, take them if you need them. Next, go up the path that goes up from the pier - you will find a new location "Outdoor Cinema". There you will need to deal with two super mutants who are armed with a hunting rifle and a minigun. After defeating the mutants, you can take their weapons. At this moment my character received the fourth level. From the area where the tables are located, go forward and left to the broken truck. In its body you will find metal boxes containing a lot of useful things. Having finished examining the boxes, open the Pip-Boy and move to the Mereshti depot, and from there to the minefield.

Once in the desired location, go into the house on the left. On the first floor you will find a dead raider, but on the second floor in the bedroom you will find a safe and a bed on which you can rest and gain strength.

When you leave the house, walk forward a little. Watch your step to avoid stepping on a mine. After the sniper starts shooting at you, go to the right and move along the edge of the settlement to a destroyed high-rise building. Go around this house and climb up the hill. From there you can destroy the sniper holed up in the destroyed high-rise building. Next, go to the ruins and go down to the playground. Now all you have to do is get to the carousel located in the center of the site, and then use the Pip-Boy to return to Megaton.

After entering the store, talk to Moira about the mines and about walking into the minefield. The girl will thank you with four fragmentation grenades and immediately offer you a couple of jobs to choose from. I chose a trip to Supermart because it promises more profit than the possibility of being irradiated for nothing.

Once outside the city gates, place a marker in the Pip-Boy and move strictly according to the course on the compass. When you reach the Supermart, go around it on the left side and go inside the building through the door located around the corner.

Walk along the left wall to the far corner. From there, step forward to reach the far wall. As you move, you will have to shoot back at the raiders guarding the building, but the enemy is poorly armed and dealing with him will not be difficult. When you reach the far wall, go to the left corner. There is a door there with a computer next to it. Try to hack it - it didn't work for me, so I went to the right behind the counter. There are iron boxes on the counter near the wall. In one of them you will find the key to the Supermart pharmacy. The pharmacy is located just behind the door that I just broke into. Inside the pharmacy room, examine all the boxes, collect all the medicines, and then go out into the main hall. Now from where you are you need to get to the room located in the far left corner. How you get there is up to you; anyway, you will have to get rid of all the raiders in the hall. Having reached the desired room, collect everything you find there, and then go outside and return to Megaton.

Talk to Moira about Supermart, and then take on the last job, that is, get a dose of radiation. Go to the metro station, where you met a ghoul who is driving a propeller. You need to go into a room with a hatch leading to the underground. Stand next to the leaking barrel to expose yourself to radiation. Hold out until 7 rad/sec, and then return to Megaton to Moira. The girl will cure you, give you stimulants, finish the first chapter of the book and be pleased with herself. Your character must reach level five. Well, it's time to return to the main plot line - the search for my father.

One after another

Go to the Supermart location. From there you will be closer to the Galaxy News radio station.

At the Supermart site, you will encounter Brian Wilkis, a boy who is running from some kind of threat. After questioning him, you learn that huge ants are attacking his village. Brian will ask you to find his father, who has disappeared to an unknown location. You will also learn from the boy that ants are practically impenetrable, and you can fight them by shooting at the “antennas” (the mustaches sticking out of the head). At the end of the conversation, a new point will appear on your map - Graydich, if you agree to find Brian's father.

They!

Open the Pip-Boy, place a marker on Grayditch and follow there. When you enter the city, cross the street at the place where the fire is burning. Next, turn right and go into the first house on the right hand, there you will find Brian's dead father. Next, go outside and go right to the diner. To her right is a metal container in which a boy is hiding. Tell him that his father has been killed. Promise Brian that you will take care of him.

Turn around 180 degrees. Go forward along the street, killing the ants. At the end of the street, turn left and you will reach the metro station. After going down, go out onto the station platform. From there, go left into the tunnel - after following it to the end, turn into the side tunnel on the right. Follow it to a side passage, again located on the right side. There you will find Brasco's corpse, search it. Exit into the second tunnel and follow it to the left. At the end of the tunnel, go through the door on the left - you will find yourself in Dr. Lesko's laboratory. From him you will learn about the experiment and how you can stop the ant invasion. Make sure that your work is paid, and then agree to destroy the five queen ant guards.

Go to the doctor's laboratory and leave it through the door on the left, you will find yourself in a tunnel. From there, go down to the queen's lair. Your task is to go through the tunnel to the lair and kill five guard ants. Next, return to Dr. Lesko for your reward, and then go back to the boy named Brian.

In a conversation with a boy, you can promise him that you will find a home for him, or you can simply say goodbye to him and go about your business. If you decide to help Brian, you will need to look for a house for him in Rivet City, since his aunt named Vera lives there. By the way, the location of Rivet City will appear on your global map.

One after another

Open the Pip-Boy and place a marker on the Galaxy News Building point - follow the cursor. After crossing the river in the area of ​​​​the destroyed bridge, you will reach the Farragut West metro station. From there, go left - there is, in general, only one road. under the viaduct, destroy the raiders and super mutants, then get over the rubble and go through the gap between the wall and the house. Coming out to the square, kill the mutant and free the captive. Then you should go up the road - you will reach the Friendship Heights location. There, near the entrance There is a raider camp in the metro.They need to be destroyed, after which you can go down to the metro.

Once at the bottom, kill the ghouls that will come out of the door on the right. When you clear the room, go to the back room. It contains a safe in which you can find a stealth boy if your Hacking skill level has reached 50. The stealth boy is convenient in cases when you need to hide from someone.

Next, go out into the main corridor and walk along it to the platform, destroying wild ghouls. When you go down to the train tracks, go into the tunnel located in the far left corner. After following it to the end, turn into the next tunnel, which will take you to the Chevy Chase station. If you go through the door on the right, you will find yourself in a corridor for technical personnel, along which you will exit to the Farragut West station.
When you come out into the fresh air, engage in battle with the super mutants holed up in the ruins on the right. During the battle, note that the mutants are being fired at from one more point. Having won the local battle, go to where the mutants were shot from - in the ruins you will meet guard Lyons - a girl from the Brotherhood of Steel who guards the approaches to the Galaxy News building. After finishing the conversation, go after Lyons. She will lead you to the desired building, but before that you will have to help the Brotherhood clear the territory of super mutants. Once in the square in front of the radio station building, you will be attacked by a mutant hippopotamus. This is a huge monster that is not so easy to destroy. At this point, you will receive the task of picking up "Fat Man" from a fallen soldier. You will probably find the corpse of a Brotherhood knight near the destroyed fountain in the center of the square. "Fat Man" is a heavy grenade launcher that fires nuclear charges, it will be very helpful in the fight against this mutant. When the monster is destroyed, search it, you will find a lot of useful things, and then talk to Lyons. She will say that you can now go inside the building.

Once inside the building, go up the stairs to the second floor and go through the door in the center. From there, go up to the third floor, you will meet Threedog, with whom you need to talk. In conversation, ask questions about your father. When the radio station DJ starts talking about returning help, agree to do him a favor. Three Dog will ask you to replace the repeater located on the Washington Monument. To do this you will need a dish from the lunar rover in the Polytechnic Museum.

Find the Polytechnic Museum

Go down to the second floor, go through the door on the right and take the stairs to the street. Next, cross the bridge and go down to the Dupont metro station. As soon as you find yourself in the hall, a couple of super mutants will attack you. After getting rid of them, go forward along the corridor and go through the door on the left. Along the technical corridor you will exit into a tunnel guarded by raiders. Having killed the guards, go left, go up the stairs and go out into the corridor. There, kill the raider, go to the end of the corridor and go into the cave, guarded by five raiders and a pair of automatic turrets located on the ceiling. When the danger is eliminated, go down. Go to the doors located in the depths of the cave. Having exited the tunnel, follow it to the end, but at the same time watch your step - the tunnel is mined. Next, you will need to go through the door at the end of the tunnel and get into the metro center. From there, go outside and you'll end up on Pennsylvania Avenue.

In the fresh air, three super mutants will be waiting for you, stomping around behind the subway exit near a broken cafe. By the way, inside the room you can find several boxes with ammunition and fragmentation grenades. When the mutants are finished, go left along the street from the cafe until you reach the middle of the house on the left side. Go down to the semi-basement, there you will find a marauder, from whom you can repair weapons and equipment, as well as buy or sell something.

Returning to the metro, go out onto the street and follow it to the right to the Brotherhood of Steel checkpoint. To the left behind it is a hotel where you can sleep if you need to improve your health and there are no stimulants. The Pennsylvania Avenue NW subway station is located behind the hotel. Going down, you can go through the underground passage and exit to the Georgetown location.

At the exit from the passage, be prepared to repel the attack of two super mutants who are located to the left of the stairs. They guard the entrance to the Hall Maison-Beauregard building. If you go inside the building, you can destroy a couple of mutants who are guarding the interior. This will allow you to get hold of shots for the grenade launcher and "Fat Man", as well as stimulants that are on the billiard table.

From the metro, go left along the street. At the intersection, turn left again and go down into the pit. There is a door there through which you can get into the subway. The station is a gateway; after passing through it, you will exit at the "Mall North-West" location. From there you need to go left. This will take you to the Washington Monument. You will be able to climb to the top platform of the monument, since you have the password to the terminal. There is a bed on the site where you can sleep and restore your health. The Polytechnic Museum is located a little further. To get to it, you will need to cross a field that will be guarded by super mutants. The best way to get to the museum is at night and along the right side of the field. While I was walking, no one met me.

After entering the museum, kill a couple of mutants on the first floor. Next, go up to the second floor and go into the far corridor. Go through the shelter exhibition to the far part of the balcony, where the entrance to the western wing of the museum is located. Once inside, go down to the first floor and go through the door on the right. You will find yourself in a round hall. Go left into the niche. There is a door there, locked with a moderately complex lock. Behind it is a corridor, following which you will run into another door. In front of it, arm yourself with something more impressive, since in the room behind the door there are two mutant masters. In this room there is a lunar rover, on which hangs the plate you need. Actually, you can explore all the premises of the museum, but this is at your discretion.

Back at the top of the Washington Monument, use the Galaxy News repeater to set up the dish, then return to the radio station building and talk to Threedog about your father.

The pursuit

Get to Rivet City

Go to the Farragout West Subway location. From the station, walk forward along the embankment. When you reach the place where there are broken trucks on the left near the ruins, you can go behind them. There is a small camp there, captured by a mutant master, he is resting inside a tent. There is a prisoner in the tent with him, freeing whom you will receive +1 to karma. After searching the tent and trucks, you can get hold of medicine and ammunition.

When you reach the end of the embankment, turn onto the left street. On your right hand will be the house where Dukov lives. In it you can take on an additional task if you talk to a girl named Cherry. You need to have a sufficient level of eloquence to convince her to come with you.

There is only one road to Rivet City, you can’t get lost. On your way you will encounter a couple of checkpoints, one of which is manned by raiders, and the other by super mutants.

When you find yourself on the Rivet City site, use the intercom mounted on the pole - a ladder will extend along which you can go to the city. At the entrance you will be stopped by Harkness, a security guard, after talking with whom you can find out where Dr. Lee's laboratory is located.

Go through the door located on the left. Once inside, go through the left door again. Next, go straight along the corridor to the second intersection - there to the right. Then go to the second intersection and turn left - go through it to the end and enter the door to find yourself in Dr. Lee's science laboratory. After talking with the woman, you will find out where your father went, as well as what the “Purity” project is. Also in the laboratory you can talk with Dr. Zipper and take from him an additional task to find the android. The task can be completed in two ways - which one you choose is up to you. You can also receive a task from Washington, the museum caretaker. He will ask you to bring him the US Declaration of Independence.

Find father in the control room of the Chistota complex

From Rivet City, go to the Jefferson Memorial location. When you get there, be prepared to fight the super mutants that are guarding the building. Next, walk forward along the metal walkways, go down to the ground and go inside the building through the side entrance from the river.

Once in the corridor, kill the centaur and approach the intersection. The room on the right will be guarded by an automatic turret, and the corridor in this place will be shot through. Having dealt with the turret, go into the room and proceed through it to the next room. There, go along the right wall to the door on the far side of the room. While you go there, you will meet a couple of super mutants.

After going through the door to the basement, go down and go into the corridor on the right. To the left along the corridor there is a small room where a mutant is waiting for you. After killing him, be prepared for five more to come running from the depths of the corridor. When you've dealt with them, go down the corridor. After you pass through the sleeping area and enter the corridor, turn left at the intersection, and then go into the room on the right. There on the table you will find your father's recordings about the Purity Project, which you need to listen to. Next, return to the gift shop.

From the door, go right to the next door, behind which there is a gateway. There, kill a couple of mutants and go up the stairs on the right. After going inside the cabin, pick up your father's notes lying on the window opposite the stairs. In your hands you will find records with numbers 5, 8, 10. From these records you will learn that your father went to shelter No. 112. Leave the museum on the street and go look for him.

Get to shelter 112

Your Pip-Boy will already have a marker placed in the square where the shelter is supposed to be located. The most convenient way is to quickly move to the “Greydich” location and start the search from there, following the sign. One way or another, you will soon reach the Casey Smith Garage location.

The entrance to the building is on the left side. Once inside, go to the right behind the bar, shoot the mole rats and cockroaches and activate the switch located on the wall to the left of the entrance - the entrance to the basement will open. From there, several more mole rats will jump out to meet you. Once you go down to the basement, you will find yourself at the entrance to Vault 112.

When you pass through the door, take a few steps to the left of the control panel, open the door and walk along the corridor into the room where you will be greeted by a robotic brain. He will give you a shelter jumpsuit and tell you where to go.

Go through the door on the right. Once out into the corridor, follow it to the left to the end, and then open the next door. You will find yourself in the hall where the Tranquility sun loungers are located. You need to take the one next to which the robotic brain is standing.

Tranquility Rhine

Once in virtual reality, talk to Betty, the girl on the playground. She will ask you to bring the boy who sells lemonade nearby to tears. Go to the boy and talk to him. Next, find Henderson's house on the square. On the first floor of the house in the room behind the stairs you will find a terminal. You won't be able to activate it, but when you return to the hallway, you'll meet Old Lady Deezers. The old woman will tell you that everything here is not real. You will also learn that there is a safety switch in an abandoned house.

Go outside. Go right. You need a second house along the way, but when you search it, you won't find anything that looks like a switch. However, there are several things in the hallway that can be activated: a broken radio, a pitcher on the table, a garden gnome, a cinder block, a cola bottle. At the same time, a sound will be heard - this is a mystery. You need to create a melody by clicking on things in a certain order. The order is: radio, jug, gnome, jug, block, gnome, bottle. After this, the additional control terminal will come into operation. Once you open it, activate the Chinese Invasion program, then return to the playground and talk to Betty. At the end of the conversation, go out the door.

After you talk to your father, leave the shelter and return to the Rivet City laboratory. When you go outside, open your Pip-Boy. On the global map you will see two routes. One leads to Rivet City, and the second into the unknown. Ignore the second route, make the jump to Rivet City and visit the science laboratory there.

Living water

After Father talks with Dr. Lee, go to the Jefferson Memorial in the hall where the airlock control panel is installed. There, talk to your father. He will send you to turn on the pumps to pump out the water.

Go down to the basement of the memorial. When you pass the security room, turn left and go to the end of the corridor. There on the wall you will find a switch that you need to activate. Next, return to your father, get fuses from him and return to the basement. Now, after passing the security room, turn right and go through the room into the next room. There on the wall on the right you will find a panel into which you need to insert the missing fuses. Once you've done this, come back. After passing the security room, go up the stairs, and then go right behind the bars of the fence. There is a door leading to the hall where the supercomputer is located. After turning it on, use the intercom on the wall to the left.

Having received the task from your father, exit the basement, go right and exit into the first corridor from the entrance to the memorial. There, turn right and go to the end of the corridor. Once you open the grate, you will find yourself in a pipe. Follow it to the place where the pipe is broken, there you will need to turn the valve. After this, you will see soldiers arrive by helicopter. Next, the grate in front will open, and you can get into the next sector of the pipeline. This will take you to the basement of the memorial. From there you need to return to the control room where you last saw your father, but you will have to fight your way there.

When you get to the control room, it turns out that your father has been captured by people from the Enclave. He will refuse to cooperate with them and would prefer to die. Next, you should run after Dr. Lee into the old tunnels. Follow them to reach the door, which the doctor will open. Behind it lies another tunnel, in which wild ghouls will attack you. Near the next door, the doctor will ask you to stop. One of your companions will have a heart attack. At this point, you will need to choose - either to persuade Lee to leave the patient, or to give five stimulants to treat a fellow traveler. After that, open the door and go through it.

Once at the top, Dr. Lee will approach the citadel gates and call Lyons over the intercom, who will open the gates for you.

In the footsteps

At the end of the conversation between Lee and Elder Lyons, follow Lee to the door leading to the laboratory. After passing through it, go down and talk to the Brotherhood of Steel scribe named Rothschild. After this, you will find out where the pre-war Vol-Tek computer is located. Approach the elder who descended into the laboratory and talk to him. From him you will learn where you can learn to wear power armor - the paladin Gunny, who is in the courtyard, can teach you, when he receives the appropriate permission from Laoines. You will also find out where to turn in the found tokens of brotherhood fighters.

Climb the stairs and go forward to the corner. There is a corridor at the end of which there is a door leading to ring "A" of the citadel. When you exit into the corridor, go right until the corridor turns and go through the open archive door. The Vol-Tek terminal will be located directly opposite the entrance. After opening it, read the information about the 87th shelter. Now you need to go back upstairs to Scribe Rothschild and ask him about Vault No. 87.

The scribe will tell you where the shelters he knows are located. He will also tell you that you can get to shelter No. 87 through the caves, but he does not know where the entrance to the caves themselves is. Having received answers to your questions, go to the courtyard and find Paladin Gunny there. He will teach you how to wear power armor. After this, leave the Citadel through the central gate.

Open the Pip-Boy and look at the global map. On it you will see a marker that stands in the place where you need to get. Go there. When you pass by your home shelter, you can listen to its emergency frequency and find out that bad things are happening in your former home. If you want, you can come back and clean up the house, or you can move past - it’s up to you.

When you arrive at Little Lamplight - the location marked on the map - go through the door located in the mountain. After passing through the tunnel, you will find yourself at the entrance to the city of children. The local mayor will not let you into the city until you save the children who fell into the hands of slave traders from Paradise Falls.

Rescue from Paradise

Arriving at the slaver camp, talk to the Grumpy, who is guarding the entrance. The guard will not want to let you into the territory. Here you can do two things: unsheath your weapon and fight to enter Paradise, or take a task from Grumpy to capture slaves - you will receive a list of desired candidates for slaves. I chose the first option, shot Grumpy and the second guard, and then walked along the road to the main gate.

At the gate you need to shoot another slave trader named Sorokovnik. After searching it, you will find the key to the punishment cell where the slaves are kept. Next, check the area to the left of the gate. There you will find the boy who escaped from Paradise. After talking with him, go through the gate and take a position behind the billboard. From there, it will be most convenient for you to attack the enemy, who will resort to the gate. When the area near the gate is cleared, look into the building on the right. You will probably be interested in visiting the local hospital, which is located behind the second door. After killing the local doctor, you will get the key to the first aid kit on the table. A large amount of medicine is stored inside.

Once outside, go to the building opposite. There is a weapons shop there, guarded by two slave traders. After destroying the guards, search the boxes - they contain a lot of ammunition. Next, go to the two-story building. The area in front of him will be well covered, so choose cover in such a way that you can fire back at the enemy near the fence. When the slave traders on the street are finished, go inside the two-story house to destroy the leader. After that, go left from the house to the lattice fence. There are pens for slaves.

After talking with Squirrel, leave Paradise Falls along the same road that brought you here. At the checkpoint you will meet children who were freed from slavery - talk to them to complete the task.

In the footsteps

Return to Little Laplight and talk to the mayor. Then go through the opened gate. From there, go forward along the tunnel, turn left at the fork to exit into the dining room, and from there into the large hall where the children live. Actually, you need to talk to McGready again to get his permission to go through the murderous passage or find out from him about the second passage, which is locked. In order to get to the second passage, you will need to find a boy named Joseph who can turn on the terminal. In my case, the password was Uncovers.

Quest for the Tabernacles of Eden

Exit the reactor room into the laboratory. From there you can exit into the corridor. Move along it, turn left at the fork - you will find yourself in a room where you will come across radcockroaches. From there you need to go out into the next corridor, where you will have to fight super mutants. At the end of the battle, go along the corridor to the living quarters.

After going upstairs, kill a couple of mutants, and then go to the right of the entrance. You will find yourself in a corridor that you need to follow to the end. Kill a couple more super mutants. At the end of the corridor, go left. In a two-level room you will be met by two more mutants - deal with them, and then go into the adjacent corridor and go right and up the stairs. Next, you have to walk along the corridor, which is guarded by three mutants, to the entrance to the experimental laboratory.

Once you enter the corridor, go into the room on the right. She will be guarded by a super mutant. When you destroy it, take a position opposite the door, from here it will be very convenient for you to hold the defense. After destroying the enemy, search the room and return to the corridor. Follow it to the medical staff room on the right. There you can use the computer and read notes about the experiments, and you will also find a first aid kit with stimulants and medications.

Returning to the corridor, go a little forward - you will hear a voice calling you. Approach the camera on the left and turn on the intercom to communicate with the mutant who is sitting in the room. From him you will learn where the GECK is and how to get it. To do this, you need to release Fox, the mutant with whom you are talking, from the room. Go right to the end of the corridor. In the room with the generators, shoot a couple of mutants, and then activate the fire alarm console. Return to the corridor, shoot all the mutants there and go to Fox.

After talking with the mutant, follow him to the chambers where the GECK is stored. While you walk along the corridors, help Fox destroy the opponents you meet along the way. Once you reach the door behind which the GECK is kept, talk to Fox and then wait for him to return. Talk to the mutant again - you will receive a GECK. Next, go back along the corridor and you will be captured by Colonel Autumn.

American dream

After having a heart-to-heart talk with the colonel, wait for him to leave. Then the president will talk to you via intercom, who will let you go, open the equipment locker and invite you to visit.

Once out into the corridor, you will have to engage in battle with the complex's security. After some time, an order will be issued from the President of the Enclave, who will prohibit the guards from opening fire on you. Go left along the corridor. When you pass through the door at the end of the corridor, turn right and go to the door on the right hand. Through it you will get to the laboratory. Next, go up from the center of the laboratory to the second floor and go right through the small rooms to the room where the door to the second level of the complex is located.

From there, go down, go right and exit to level 2A. Next, go left along the corridor and go through the door. Further to the right - at the fork, turn right and follow the sign 2C. After going through the door, go to the end of the corridor. Go through the door on the right and go up the stairs, shooting a couple of soldiers before doing so. When you exit into the round hall, go through door "2C" into the control room. Wait until the robots destroy the soldiers, and then go through the door into hall 1A. There, go up the stairs to the terminal, where you will hear the president's voice. He will offer you a mission to clear the wasteland of mutants - however, the computer’s offer will kill almost all living things that are even slightly affected by the mutation. Take the ampoule with the virus and go out the door. Along the corridor you can reach the exit to the Great Wasteland.

Once outside, help Fox deal with the Enclave soldiers, and then talk to the mutant. Accept his help, then go to the Citadel to Elder Lyons.

After passing through the gate, cross the square and turn right to the door leading to the laboratory. There you will find Lions. Talk to him, tell him that the GEKK was taken by Enclave soldiers, and also give the virus to the elder. Next, Lyons' daughter will contact you and offer you a choice of armor. After this, leave the Citadel and follow the squad to the purification station.

Take him away!

Having arrived at the place, enter the complex through the entrance that is already familiar to you. You need to get to the control room and destroy Colonel Autumn and his guards. After that, go up the stairs and press the gateway control button. Next, talk to Guard Lions and take on the mission to turn on the purifier. Press the gateway control button again, then go inside the control room. Go to the control panel, dial code 216, and then press the "Enter" button. Watch the final cutscene.


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

List of side quests:

Big Trouble in Big Town

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

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


You can get inside the building of the former site through the door on the first floor, closed with a very complex lock, and if you can’t handle it, then through the entrance on the top floor - in this case you will have to make a circle around the entire building. In the courtyard of the building and inside you will come across numerous super mutants, everywhere there will be booby traps and password-protected or freely accessible computers with very interesting stories from the beginning of the war: in the courtyard - the head of the MD-478 unit, Nancy Croydon, on the ground floor - 911 services... In the building you can find several skill books, and on the ground floor there is a storage room for contraband goods locked with a complex lock (also accessible through a very complex password-protected terminal nearby).

The redhead is locked in a cell not far from the front door of the first floor; one of the super mutants will have the key to the cell (or you can hack the isolation computer, or you don’t have to break it - the password for it is on the top floor). After talking with Red, you will learn about Shorty, who was recently dragged into the basement. Go down there and hear a conversation between the super mutant and Shorty, as a result of which the inhuman begins to shoot at the bully, so there is no need to hesitate here. After all the showdown, you should escort both of them to the Big City, where Red will give you a reward - 300 caps and another 200 can be knocked out of her with developed eloquence. There you will learn that the City will soon be attacked by super mutants again. Your help is needed, you can help the residents defend themselves or simply leave. If you stay, you will be asked to choose a defense tactic; depending on the hero’s skills, there may be the following options:

  • (Explosives) - mine the passages so that super mutants cannot pass through;
  • (Science) - repair and place protective robots,
  • (Light weapons) - train locals in shooting,
  • (Stealth) - teach residents to hide properly so that super mutants don’t find anyone.

After repelling the attack of super mutants, talk to Dynamite (Timebomb) (this is the same guy who lies unconscious in the clinic - he can be operated on with a medicine skill of 40), if he remains alive, he will give you his Lucky Ball 8, which increases your luck by 1.

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

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

The Superhuman Gambit

Once in the Canterbury Commons, you will witness the battle of two “superheroes” - the AntAgonizer, who attacks a town with ants, and the Mechanist, who defends it with robots. The performance ends with the destruction of the ants and the remaining participants scattering in different directions.

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

If he agrees, Rowe advises talking to his nephew, Derek Pacion, because... he knows where to find both - NeMirmika has settled in a cave north of the city, and the Mechanist has occupied a former robotics service center to the south.

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

Showdown with NeMirmika. To get to it you will have to make your way through the tunnels of Canterbury through ants and traps. But there is a shortcut - through the hatch at the top of the hill, you need a lockpicking skill of 50 to open it (or you can steal the key from her during the performance in Canterbury). In a conversation with NeMirmika you can:

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

Showdown with the Mechanist. There are two paths to the Mechanist's forge - a short one through the elevator (a hacking skill of 75 is required to open this door) and a long one through the entire building (hostile robots and turrets are included). By the way, under one of the tables there is a box with pulse grenades (a good remedy against robots), the box can be hacked or opened with the key lying behind the terminal (you can read about this in the terminal). If you have to go through the entire building, then at the end you will come across a secret door, which is opened by turning on the coffee maker and then activating the clock mechanism. In a conversation with the Mechanist you can:

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

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

The Wasteland Survival Guide

When you go to Craterside Supply in Megaton, you learn that the owner, Moira Brown, is writing a book about the wasteland, something of a survival guide.

Moira will immediately invite you to become an assistant, i.e. you will test her theories in practice, and she will add proven things to the book. Moreover, even before agreeing to participate, you can receive from Moira the armored overalls of shelter 101, left to her by a passing girl, just for a story about life in the shelter.

First part The book is devoted to the following questions: where you can look for food, why radiation is dangerous and how to avoid being blown up by a mine; you can study them in any order.


1. Find food at the Super-Duper Mart. Additionally: find medicines there. The whole difficulty is that there is a nest of raiders in the Supermart, but it’s easy to get food - you need to go through the right entrance and sneak to the right, carefully jumping over the counter. To get to the far back room with medicines you will have to shoot/cut out the raiders (if you couldn’t hack the door or terminal, then look for the key to the pharmacy in the metal box in the room on the right), and when you get there, you will hear that more people have returned to the Supermart two. An easy way to get rid of them: hack the computer in the back room and release the Protectron (first take the clerk’s ID card so that the robot considers you one of its own), if one of the raiders remains alive, then finish him off personally. Moira will reward you with a Food Sanitizer. By the way, there is an option to lie that you were in the “Supermart” and found everything (with developed eloquence).

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

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

In the second part The book will focus on dealing with animals in the wasteland, such as mole rats, studying bogworts, and treating wounds.

1. Test the Mole Rat Repellent on three Mole Rats. Additionally: test the repellent on seven more mole rats. After talking with Moira, a marker for Tepid Sewers appears on the map, where at the entrance you can easily find three test subjects; further passage is more difficult and more dangerous - a turret, raiders, mines (tests can be carried out on any mole rats, not just those there). Upon your return, Moira will give you some screws and a psycho, and will also leave repellent as a souvenir. You can deceive Moira (again, eloquence), but in this case she will take the stick with the repellent for herself. For revision.

Entrances to the Anchorage Memorial

2. Place the observation module in the Mirelurks nest in the Anchorage War Memorial. Optional: Don't kill any swampweeds in Anchorage Memorial. Options for "silent" penetration:

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

For fulfilling the additional condition, you will receive from Moira several Stealth Boys and a Shady Hat (stealth +5, perception +1).

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

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

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

2. Install the processor module into the supercomputer of the RobCo plant. Optional: reprogram the RobCo supercomputer. It is not difficult to penetrate the plant and reach the goal on the upper level of the offices and cafeteria; there are radroaches, mole rats, and motionless robots lying around everywhere. But after you install the module, the robots come to life and become hostile. If your hero's science skill is 50 or more, then you can reprogram the supercomputer. Moreover, it is worth reading the introductory guide and selecting the “complete total liquidation” option, the robots will become kinder and you will calmly go outside. If your hero is not interested in science, then you can use stealth combat or shoot robots. From Moira you will receive several Pulse Grenades and additionally the book “Science for Everyone” (Big Book of Science) (science +1).

3. Access the Arlington Public Library file cabinet. Additionally: obtain the complete library archive. In the building you will come across representatives of the Brotherhood of Steel; if you are polite to scribe Yerling from the Order of the Word, she will tell you the password for the terminal with a card index here in the hall. She will also offer you to collect all the surviving pre-war books for their covers. If you are rude, the terminal will be hacked. To get the complete library archive you will have to go through the entire building and destroy all the local raiders (two paladins of the Brotherhood will help you with this). Moira will pay with caps and finally give you a Mini Nuke.

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

  • Cub Scout (Junior Survivor),
  • Scout expert (Survival Expert),
  • Scoutmaster (Survival Guru).

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

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

They! (Those!)

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

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

When approaching Gradich, be prepared to encounter fire ants; without a hunting rifle, it will be difficult. You shouldn’t let them get close to you; it’s better to shoot at the head or at the antennae if there are several ants - with the antennae knocked off, they begin to attack anyone.


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

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

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

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

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

The Nuka-Cola Challenge

To start this quest, you must visit Girdershade and talk to Sierra Petrovita there. You can end up in Gerdershade either by accident or by going in on the matter of delivering skimpy pajamas to Ronald Laren (hidden quest). Sierra will immediately want to show off her Nuka Cola collection to a new person, well, what to do, agree and learn a lot about Quantum and the Nuka Cola Club (of which Sierra herself is the President, Secretary and Treasurer), as well as about her brave neighbor and defender Ronald and so on...

When John-Caleb Bradburton invented Nuka-Cola in 2044, it quickly became the most popular soft drink in the world, as it was flavored with the essences of seventeen different fruits to give it a unique taste.

And right before the start of the war, a certain improvement of the original formula was developed, called Nuka-Cola Quantums. Its secret ingredient was the eighteenth fruit flavor, adding a slight hint of pomegranate. However, in order to attract the attention of consumers to the bottles on store shelves and promote the product, light isotopes had to be added to the recipe, specially designed to increase energy efficiency and dazzling blue color, and the result was a seemingly ideal invigorating drink on a hot day. No side effects have been officially registered, but nevertheless, after drinking quantum, the effect of glowing urine occurs. So think about whether to drink or not to drink...

After the tour, you'll get a bottle of Ice Cold Nuka-Cola straight from the fridge, and then Sierra will offer to collect Quantum for decent caps - it takes 30 bottles to fill her vending machine, and she also mentions some kind of surprise (at If you have a good tongue, you will know that this is a Molotov-Cola scheme). Sierra suggests starting the search for quantum from the Nuka-Cola Plant, because before the war this was the only place where it was produced.

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

At the factory, there are two paths to the computer with shipping invoices - either a short one through the door to the workshop from the reception area (hack 100), or a bypass through the mixing and storage vats, where a special type of swamp dwellers, nuclear workers, live. From there you can get to the offices (nuclear workers and radroaches), in the southwestern corner of which lies the body of the flanker Mercier (Winger Mercier) with a note - this is the beginning of a hidden quest. Also, don’t miss the door to the storage room in the offices (hacking 75), there you will find a skeleton and next to it a note for help: once upon a time, a certain robot locked the unfortunate man here for some kind of violation and doomed him to starvation. Eventually you will make your way into the factory floor and... stumble upon foreman Milo (yup, that same robot!), who will demand that you state your position and employee registration number. Options:

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

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

  • Paradise Falls Shopping Center,
  • "Supermart"
  • Old Olney Grocery.

At the plant itself, you can only find three bottles of quantum, and only after the line starts (it will break, read the instructions of the operator of the Nuka-Cola packaging line). To get to Paradise Falls, you need to complete a quest, entry to the Supermart is almost free, and as for Old Olney, there is no quantum there - there you will only find an explanatory note from a truck driver who had an accident east of the city, in whose van you will find quantum not delivered to its destination.

Awards: Sierra will pay 40 caps for each bottle, and after delivering 30 bottles, she will give you a Molotov-Cola scheme (+ 300 karma). Then she will bake you a Mississippi Quantum Pie at any time if you have the ingredients: flour, vodka and quantum Nuka Cola (Rad +5, AP +20, Intellect -1, Strength + 1). If you bring another 30 bottles to Ronald (- 150 karma), the reward will be caps from him (80 or 40 per bottle) and watching the scene of his declaration of love to Sierra. However, if you first give 30 bottles of quantum to Ronald, you will no longer receive the Molotov-Cola scheme, because Sierra will keep it as a gift for her future husband. After the explanation, be sure to chat with Sierra, she will be very happy that Ronald is going to “warm her buns”, but she is puzzled by where to get them :)

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

Ronald has a unique sawn-off shotgun, the Kneecapper, with increased damage and faster reload time compared to a regular sawed-off shotgun.

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

Head of State

This quest can be received from slaves or slave traders, switch to one side or the other in the process and complete as desired.

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

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

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

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

The Historical Museum has the following artifacts -

  • Lincoln Rifle (Lincoln's Repeater),
  • Lincoln's Voice
  • Draft Proclamation 1863 (Civil War Draft Poster),
  • Antique Lincoln Coin Collection,
  • Lincoln's Diary,
  • John Wilkes Booth Wanted Poster
  • Action Abe Action Figure,
  • Lincoln's Hat,
  • The Lincoln Memorial Poster that appears on the wall in the administration building of the Historical Museum when this quest begins.

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

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

The Replicated Man

How to get a: talk in the scientific laboratory of Rivet City with Dr. Zimmer from the Commonwealth or find one of the quest holodisks in the wasteland.

In the first case, you will hear Zimmer's request to find the escaped android, which is the most advanced synthetic humanoid developed by the doctor (model A3-21). Zimmer will give you an audio recording “Self determination is not a malfunction”, tell you that the appearance and memory of the android were probably changed and advise you to find the person who could do this, i.e. with sufficient qualifications and access to special, pre-war equipment. Finally, he will name a possible candidate - Doctor Preston from Rivet City (no need to check).

Additionally: From Preston you can receive another holodisk with a recording of the android and information that exactly the same ones were sent to almost all doctors in the wasteland.

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

  • The doctors -
    • Doctor Banfield, Tenpenny Tower
    • Doc Church, Megaton
    • Doctor Barrows, Underworld,
    • Cutter, Paradise Falls,
    • Lucy, Little Lamplight
    • Doctor Preston, Rivet City
    • Red, Big Town.
  • Technicians -
    • Knick Knack, Little Lamplight
    • Moira Brown, Megaton
    • Seagrave Holmes, Rivet City
    • Scribe Bowditch, Citadel,
    • Winthrop, Historical Museum Dungeon (Winthrop, Underworld).
  • Slavers -
    • Undertaker Jones, Paradise Falls (Eulogy Jones, Paradise Falls),
    • Grumpy, Paradise Falls (Grouse, Paradise Falls),
    • Sister, Rivet City
  • Android Rights Advocates -
    • Manya, Megaton (Manya Vargas, Megaton),
    • Father Clifford, Rivet City
    • Herbert Dashwood, Tenpenny Tower
    • Tulip, Historical Museum Dungeon (Tulip, Underworld).

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

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

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

Possible quest endings:

Hand over Harkness to Zimmer: tell the doctor the current name of the android and the memory unlock code. The reward will be a perk Super reflexes (Wired Reflexes, +10% chance of making a critical shot in V.A.T.S.) and bad karma. After this, the doctor will find Harkness on the ship and, not paying attention to his attempts at resistance, will call the code that restores the A3-21 to factory settings, then Doctor Zimmer and Armitage will leave Rivet City with Harkness.

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

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

How to get both rewards: reveal the truth to Harkness and ask him what he plans to do with Zimmer, then, hearing about his intention to deal with him, ask to do it personally. The sheriff will allow it and give you his plasma rifle (+ good karma). Next, go to Zimmer and hand over the android, get the Super Reflexes perk (+ bad karma). After that, kill Zimmer and Armitage or watch as Zimmer breaks Harkness and takes him with him (note that if Zimmer and Armitage are killed after resetting Harkness, the former sheriff will stand in the same place for the rest of the game).

Blood Ties

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

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

The Ewers and Skenzi will open if you knock and ask politely, but you will find the Wests killed. Depending on the value of your medical skill, you will be able to obtain different data for analyzing the cause of their death:

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

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

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

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

If you are going to kill vampires, then this will result in the loss of karma and trophies from their bodies (the same Shish Kebab scheme, Vance’s unique sword “Vampire Fang”, etc.). But it is advisable to carry out the elimination of vampires before talking with Ian, otherwise everything in Arefu will become hostile and you will not pass the quest to Evan King.

Oasis

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

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

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

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

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

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

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

The rest of the Drevens will also express their arguments for this or that. Regardless of your choice, you should definitely chat with the twig Sapling Yew before entering the caves; from her you can also learn about Harold’s fear of fire (ask about her “God”); if you have the Eternal Child perk, this is not difficult. If you manage to get Iva to talk, then as a parting gift she will give you her bear amulet, which increases eloquence by 10 units, and if the heart is destroyed, it will become the only reward of the Drevens. Other trees, depending on the turn of events, can also give something or not (if you don’t talk to someone before leaving for the caves, you risk being left without their gift). If you share Lavr’s point of view, then talk:

  • with Branchtender Maple and ask her a question about how she got to the Oasis,
  • with a Cypress trunk and ask how it became an ancient tree.

If you want to take the side of Mother Crown Birch, then talk to:

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

The door of the Oasis caves is locked with a very complex lock, take the key from Cypress and go to the heart (you can get there before the ritual, but then the heart will be hidden behind the roots). The caves are inhabited by swampweeds of various sizes and radroaches, there is radioactive water everywhere, you will have to swim a lot, so stock up on rad-X and some special clothing. There are many useful items lying underwater and on the surface, such as stealth battles, ammunition and other things. When you find yourself near Harold's heart, you will hear his knock. Do what you intended (if the heart is destroyed, you will immediately receive the Barkskin perk (+5% damage resistance)) and return to the Grove, where either Birch or Laurel should be waiting for you (you can go back directly to the Grove through the Damp Cave), after talking with one or the other, the quest will end, and the Drevens will give their parting gifts:

  • if Laurel juice was applied, then the Linden branch will give a personalized hoodie (Maple's Garb, agility +1, perception +1), the Cypress barrel is a regular grenade launcher with a pair of charges (Missile Launcher),
  • if Birch ointment was used, then the seer Lilac will give a special hood (Poplar's Hood, stealth +10, agility +1), a Maple trunk - her old power armor (Linden's Outcast Power Armor, heavy weapons +5, strength + 1, agility +1, radiation resistance +10),
  • from the Willow branch, in any case (except for the auto-da-fé), you will receive a bear amulet (Yew's Bear Charm, eloquence +10), if you previously managed to please her (if the heart is destroyed, it will be the only gift from the trees).

Notes: If you anger the Oasis treemen by choosing lines of dialogue that are outrageous to them, then the quest can only be completed with the auto-da-fé option.

The most evil way to complete this quest is to first use Laurel juice or Birch ointment, and then burn Harold.

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

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

~EnablePlayerControls

The Power of the Atom

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

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

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

Deal with Burke: agreeing to help Simms does not at all negate the fact that you may be more interested in the offer of Mr. Burke, who is looking for a suitable person in Moriarty's saloon. Burke wants you to help him prepare the bomb because his employer, Allistair Tenpenny, considers Megaton a nuisance on the city's thriving cityscape. For this dirty deed, Burke promises to pay 500 caps (or 1000 if you convince him) and immediately hands over a Fusion Pulse Charge, which must be connected to the bomb and then activated from a safe shelter. You can kill Burke at the end of the conversation, for this the hero will receive good karma, but of course, events may develop differently...

Showdown between Burke and the sheriff: After the conversation with Burke, a new topic will appear in the dialogues with the sheriff - report Burke’s proposal. True, if you reduce everything to a joke, then Simms will be offended and will not take any action regarding Burke. If you're serious, Simms takes the pulse charge and shouts "Now you're about to see wasteland justice in action!" rushes to Moriarty's saloon, where he orders Burke to follow him to the jail. After bickering, Burke pretends to agree to go, however, as soon as Simms turns his back to him, he shoots from a 10mm pistol with a silencer. You can manage to save the sheriff with a successful shot in Burke's head, but this requires a powerful gun. If the sheriff remains alive, he will express gratitude, and if not, then Burke utters a threat to you over his body and leaves. At this moment, you can still start a fight with him, but then he will disappear without a trace. And a pulse charge too, so all you have to do is defuse the bomb and collect the reward from the sheriff's young son, Harden Simms. You can remove the key to his house and arsenal from the sheriff’s body, but, oddly enough, the key to his house in Megaton will not be on Burke’s body (there is no key in the game at all, the door will have to be broken into).

Romance with Burke: If your character is a femme fatale (Black Widow perk), then you can turn Burke’s head and easily ask him for an additional 500 caps for an explosion or convince him that you live here, but he can’t harm you! In the latter case, Burke disappears in confusion, promising to return for you after settling urgent matters. You won't see him again, but you will receive love messages from him through Colin Moriarty (four in total).

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

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

  • grab the Seal doll from the house of Sheriff Lucas Simms, you can freely enter the house when the sheriff or his son is there, or pick the middle lock on the door, or steal the key from the sheriff’s pocket;
  • take all kinds of weapons from the arsenal (nothing remarkable), the door opens with a sheriff's key or you can pick a very complex lock, a hostile robot lives inside, Deputy Steele (he and Deputy Weld at the gate are disconnected through the armory terminal);
  • get the keys to Dr. Church's clinic and Leo Stahl's hiding place at the water treatment plant in order to get a lot of chemicals;
  • recruit Jericho, which requires bad karma and 1000 caps, and also read the book “Grognak the Barbarian” that increases the melee weapon skill in his house;
  • hack the computer with Andy Stahl's notes in the Brass Lantern (very easy) or the safe (very difficult) containing 300 caps;
  • take 4 pre-war books from Billy Creel's house and anything else you like.

After connecting the pulse charge to the bomb, you should arrive at Tenpenny Tower, to Mr. Burke, who is awaiting news. Chief Gustavo will let you through unhindered, because you are on business. Go up to the penthouses to Alistair Tenpenny and Burke, who will invite you to press the button and admire the explosion from a safe distance (when pressed, the character’s karma will decrease by -1000). In addition to caps and 300 XP, you will also be rewarded with a key to the Tenpenny Tower Penthouse Suite.

Near the former gate to the destroyed Megaton, you will find the remains of the protectron of Weld’s assistant, fixated on the phrase: “The bomb is completely safe. We give our word.”, and you will not be able to get inside (only through the console using the tcl or coc megatonentrance commands). Among the named residents, you will meet the gulified Moira Brown in the Dungeon of the Historical Museum, who will explain her salvation by saying that she was outside the city during the explosion, and this will allow you to start/complete the quest. You may also encounter hostile refugees from Megaton in the Wasteland.

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

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

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

Tenpenny Tower

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

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


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

Destroy the ghouls:

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

Agree on the settlement of ghouls in Tenpenny Tower:

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

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

Once all of the above are convinced or somehow removed from Tenpenny Tower, visit Mr. Tenpenny to hear his approval and claim 500 premium caps. Roy Phillips will give you a Ghoul Mask for permission to settle (ghouls do not attack unless provoked).

Upon returning to Tenpenny Tower, you will see a picture of peaceful coexistence between humans and ghouls. However, after a few days, all human residents will disappear. Further investigation will reveal that a disagreement began and Roy Phillips decided to "take out the trash." All the people were killed, their property was looted, and their bodies were thrown into the basement. All you have to do is take revenge on the ghouls for their treachery (an increase in bad karma).

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

If you send Susan Lancaster into slavery as part of the quest, this will cause problems with obtaining her consent. Even if you later free her from Paradise Falls and she gets back to the tower, you will no longer be able to talk to her (no dialogue), so to fulfill Mr. Tenpenny's condition, you will have to kill her.

Help the ghouls take over Tenpenny Tower:

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

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

After opening the emergency door, Roy will be waiting for you near the main entrance and will give you a ghoul mask to prevent attacks from wild ghouls. Inside the tower you will see ghouls finishing off people. Chaos has set in and you are free to loot the bodies of former tenants and shops. Subsequently, everything here will be tidied up (so don’t throw anything valuable in the middle of the devastation), ghouls (not wild ones) will replace the previous NPCs and begin selling in stores (there will be a discount for you).

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

Clearing Tenpenny Tower:

You can drive the residents out of Tenpenny Tower by killing Alistair Tenpenny, Gustavo and all the guards. After this, panic will begin and all the residents will run away in all directions. Then you will need to find Roy Phillips in the tunnels of Warrington station and tell him that he can move into the tower. Roy will thank you and give you a ghoul mask.

Strictly Business

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

  • Flak from Rivet City,
  • Red from Big Town,
  • Susan Lancaster from Tenpenny Tower
  • Arkansas sniper entrenched in the Minefield.

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

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

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

The Grumpy will hand over a hypnotron, 50 batteries for it and a manual, one slave collar with instructions. You can also buy batteries from him, and he only gives out one collar, so after capturing each slave you need to return to Grumpy for a new collar. The hunt is not difficult - you shoot the victim in the head with a hypnotron, if it works, then she is ready to give you everything and will allow you to put a collar on herself, after which all you have to do is order her to run to Paradise Falls as fast as she can before her head explodes. Each collar you wear reduces your hero’s karma by 100, and a commission is awarded for each slave who escapes. The hypnotron can also be used to create discord among opponents and as a means of robbery.

Susan Lancaster, who lives in Tenpenny Tower, should be waylaid without witnesses in her apartment. However, keep in mind that in the Tenpenny Tower quest she will be on the list of those tenants from whom Allistair Tenpenny will require consent to move ghouls into the tower - if you want to resolve the matter peacefully. Moreover, even if you free Susan from slavery, you will no longer be able to talk to her (lack of lines), so to fulfill Mr. Tenpenny’s condition, you will have to kill her.

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

It is better to catch the projectile at night in his cabin on the upper deck of Rivet City. An unexpected consequence of this will be the disappearance of his companion, Shrapnel, from Rivet City. Yeah, he's going to Paradise Falls. And there will be no arms dealers left in Rivet City. The subsequently released Projectile will also have no replicas, so think about what is more important (to complete the quest, you can deal with it in a dark corner).

Arkansas can be killed when you enter the Minefield on the instructions of Moira Brown (quest), due to ignorance of its value to slave traders. It's quite easy to lure a sniper out of the ruins, or you can try to sneak up on him.

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

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

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

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

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

Crowley will only pay 25 caps for any method of killing other than a headshot, but you can lie and get the promised hundred caps (eloquence!). Deception will not work only in the case of Tenpenny, since rumors about the death of such a famous person will spread across the Wasteland quite quickly.

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

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

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

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

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

Dukov: how can one artistically obtain its key:

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

Dave: Dave's key can be obtained if he performs successfully at the first meeting; Dave will accept the character as an "ambassador of the Wasteland" and give him the key.

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

Obtaining T-51B power armor:

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

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

If you decide to give the keys to Crowley and get the armor yourself: deal with Alistair Tenpenny and give Crowley three keys in exchange for the caps. Then follow Crowley along the path to Fort Constantine (you will have to constantly defend it). The ghoul will become hostile upon reaching the fort, at which point you can squash it to take the keys.

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

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

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

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

If Dave, Ted Strayer or Dukov are killed before the quest and their bodies disappear before you can take their keys, then the quest will become impossible. You will have to obtain the keys using console commands:

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

Stealing Independence

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

Mr. Washington may also admit that he previously hired someone else to find the document...

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


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

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

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

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

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

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

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

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

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

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

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

Ink ~player.removeitem 00003aa2 1

Trouble on the Homefront

The story of a short-term return to your native shelter can be started at any time after completing the quest The Waters of Life. Somewhere near Megaton you will catch the Vault 101 Distress Signal, this will be a message from Amata, she will ask you to return to the shelter due to the problems that have arisen there and give you the password for the door.

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

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

  • By going to the Overseer, you can:
    • With developed eloquence, lead him to think about the lack of human resources and the inevitable failure of the shelter mission, then he will relinquish his powers in favor of Amata and agree to the opening of the shelter (only in the case when the Overseer is Amata’s father),
    • Reveal to him the villainous plans of the guard to raid the rebels (if they are known), then he will voluntarily transfer his powers to Amata (only in the case when the Overseer is Amata’s father),
    • You won’t be able to peacefully convince Alen Mak to open the shelter, because he will refer to the death of his predecessor, so another option is possible here - kill all the rebels (if the Overseer is Amata’s father, killing them will lead to chaos in the shelter and failure of the quest),
    • Kill the Overseer and talk to the new leader Amata, she will not settle the score, but will say that you no longer belong here,
  • By going to Amata, you can:
    • With developed eloquence, convince her not to disturb the people and sit quietly in the shelter,
    • Tell about the appearance of the Enclave and the reaction of the Overseer (if this is known), then Amata will not dare to endanger everyone and will remain,
    • Announce that you don't care and leave.
  • Harm everyone (negative karma). From Butch you can learn about the problems with life support systems that began after the escape, then you should hack the service terminal of shelter 101 (science 75) in the reactor compartment or steal the password for it from Stanley, do “service maintenance of the water chip”, switch to manual mode and clean the systems. Now the shelter becomes uninhabitable and everyone runs away in horror wherever they look. At the exit from the reactor compartment, the Overseer will catch you, accuse you and try to kill you (or you will be able to deceive him that one of the rebels did it, then he will commit suicide). However, that's not all - Amata will be waiting for you at the exit from the shelter, perplexed about who could do this. If you manage to convince her that the Overseer who has gone crazy is to blame, then you will part peacefully, and if not, then she will promise to carry out reprisals against you the next time they meet in the Wasteland.

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

Consequences. After a decision is made on the fate of the shelter, entry there will be closed for you forever, regardless of the choice of the side and the methods. Having calmed the youth, you can get a modified Utility Jumpsuit from the Overseer; luck +1, repair +5, radiation resistance +10) or some supplies. Amata will give you the same modified jumpsuit if she becomes a Warden.

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

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

Agatha's Song

This quest is given by Agatha in her house, located northeast of the Mereshti depot. The point is that Agatha plays the violin quite well and even broadcasts her performance throughout the Wasteland using her husband’s old walkie-talkie, but she would really like to replace her homemade violin with a unique instrument - the Soil Stradivarius, which once belonged to her great-great-grandmother Hilda. It is known that Hilda was invited to shelter 92, which specialized in preserving musical talent, and after the outbreak of the war, contact with her was interrupted. According to Agatha, the violin is still in the shelter to this day. The instrument was stored in a special sealed case, the image of which will be in your Pip-Boy. The reward for delivering the precious violin will be the opportunity to tune into the frequency of Agatha’s radio station and listen to her play. An eloquent character can ask Agatha for the key to her husband's ammunition box (or if she has the Wifekiller perk).

The three-level building of the Vault-Tec Headquarters rises on Vernon Square, near Vernon Square North, inside you will be greeted by numerous robots that are controlled by a special robot Masterbrain. Your goal is the Vault-Tec Administration level, where you need to break through to the Vault-Tec Mainframe computer and load the locations of all shelters onto the map in the Pip-Boy. To gain access to the computer, authorization is required through three system terminals scattered throughout the administrative section, and Masterbrain is also disabled using them.

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

Vault 92 (Vault 92) is inhabited by various types of mires, radroaches and dutnas. Everywhere you will find evidence of experiments conducted here to study the effects of white noise on people, which ended disastrously, judging by the audio recordings of Professor Malleus. The Soil Stradivarius lies in the southwestern part of the Sound Testing studio, in the sound studio, which is opened using the studio computer. In addition, do not miss the music paper in the living quarters of the shelter (in the men's dormitory) (all local swampers are killed by turning on white noise).

After handing over the violin to Agatha, you learn that she also wants to immortalize on paper those great works that she remembers. But for this you need music paper... It can be found in shelter 92, also in the Arlington Library, Springvale School, in the basement of the National Archives, in the arts hall of the Roosevelt Academy and on the roof of the Statesman Hotel. For one piece of music, Agatha gives you a unique revolver with a Blackhawk optical sight or positive karma.

Notes: Those hungry for caps can sell the violin to Ahzrukhal from the Ninth Circle in the Underground or to Abraham Washington in Rivet City. It is possible to first find the violin in shelter 92 and then take it to Agatha's house, to avoid glitches you should do this quickly.

Reilly's Rangers

Reilly's Rangers are mercenaries who specialize in destroying super mutants and creating topographical maps of urban areas of the District of Columbia. There are five of them in total:

  • Reilly - director,
  • Butcher - doctor, Reilly's deputy,
  • Donovan - technician,
  • Brick is a master of heavy weapons, wielding the unique minigun Eugene extremely effectively,
  • Theo, a probationary quartermaster carrying Ranger ammunition, was killed on the second floor of the Statesman Hotel.

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

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

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

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

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

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

At the base you will see Reilly and the rest of the survivors of the battle. She will offer a reward of your choice - ranger armor or Eugene minigun. And you, for your part, can offer Reilly help in drawing maps (hidden quest) and she will give you a cartographic module (Geomapper Module), after which for each mark found on the map Reilly will pay 30 caps (the module must be in your possession). inventory). You can talk to Reilly immediately after receiving the device and she will pay for all the tags already found.

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

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

Two rangers can be contacted (if they remain alive):

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

Notes After completing the quest, you can meet Donovan somewhere in the wasteland. He'll give you a nuke and tell you that Reilly sent him to help. Or you can lean on his body. If you remove Donovan's wrench from his body (after repairing the elevator), you won't be able to simply throw it out of your inventory, only using the console:

Donovan's Wrench ~player.removeitem 00070cd4 1


Fallout 3- a computer game in the Action/RPG genre, the third canonical game in the Fallout series. It was developed by Bethesda Game Studios and published by Bethesda Softworks and ZeniMax Media. Fallout 3 was released for the Xbox 360 and PlayStation 3 game consoles, as well as for personal computers running Microsoft Windows. The game was released on October 28, 2008 in the United States, October 30 in Europe and Australia, and December 4 in Japan. The localization of the game in Russia was carried out by 1C. During 2009, 5 additions to the game were released, published in Russian by 1C.

The plot of Fallout 3 continues the development of the Fallout series of games, which takes place in a world slowly being reborn after a nuclear war in 2077. The game is set in 2277 and takes place 36 years after the events of Fallout 2. As in previous games in the series, Fallout 3 features a network of underground shelters built by the Vault-Tec corporation, as stated, to save some of the American population from consequences of the war, although there are survivors outside the shelters who are much less safe. The main character of the game is the Lonely Wanderer, who from an early age lived in shelter No. 101. Although, according to his ideas, the shelter has never been opened since the nuclear war, his father one day goes outside. A lonely wanderer goes in search of him to find out the reasons for his departure.

Upon release, Fallout 3 received mostly positive reviews from critics and gaming publications. Only the PlayStation 3 version was unfinished. Most gaming publications and festivals awarded the game a victory in the “Game of the Year” category. According to NPD Group, as of January 2009, the PC version sold 610 thousand copies, the Xbox 360 version sold 1.14 million copies, and the PlayStation 3 version sold 552 thousand copies, which exceeded sales of The Elder Scrolls IV : Oblivion, Bethesda Softworks' previous title, sold half a million copies. However, in countries such as Australia, India and Japan, due to legislation or moral standards, problems arose in selling the game.

On the page:

“...These communists hate all our values: freedom, independence, apple pie!
Didn’t I say about freedom?..”

G. Ackerman, C&C Red Alert 3

Say a word for the poor mutants...

For the Fallout role-playing series, you can endlessly select epithets that characterize it. One of the most striking epithets can be considered “paranoid”, i.e. based on paranoia.

According to the backstory, in 2077, humanity finally played out the war game, and nuclear missiles rained down on the United States. America did not remain in debt, and struck a blow against its main enemy - China.

What happened in Fallout 3 to the rest of the countries is unclear. All we know is that the action has moved from the West Coast of the United States to Washington. How super mutants and other creatures got to the East Coast, we don’t need to know (although such a possibility will arise).

All you need is to find meaning. The meaning of your existence is in this terrible, dangerous, and so alluring radioactive desert.

As in all previous parts, one of the main dangers is not people, but mutants, of which there are a great many in the Wasteland. When meeting them, you need to know which weapon is suitable for a certain type of monster, because what will kill a zombie is unlikely to kill a super mutant.


As you can see from this list, there are enough mutant species to make your stay in this world unforgettable.

1001 ways to kill your opponent

“...Chinese hackers dug into the software of the Tomahawk missile.”
Now it's called "Boomerang"..."
... From the report of the head of the Pentagon to the President of America

Of course, such a variety of opponents (not to mention enemy factions) makes it clear that the number of weapons in the game is overstated beyond belief. Let's figure out what the developers have prepared for us, and what is best to take with us on a hike.

Traditional small arms

  1. Gun. An ordinary pistol. Weak destructive power, low accuracy of fire. Effective only in the early stages of the game.
  2. Chinese pistol. Even weaker than a regular pistol. There is no point in carrying it with you. That is, completely.
  3. Revolver. They made some kind of obscenity out of the super-lethal Colt. An absolutely useless thing that is only suitable for the initial stages.
  4. Magnum. A more advanced version of the revolver, equipped with an optical sight. Quite effective against raider manpower.
  5. Submachine gun. An interesting machine that serves as a good alternative to an automatic machine in the early stages.
  6. Shotgun. An ordinary, unremarkable gun. Ineffective.
  7. Assault rifle. Apparently, some kind of M-16. Quite an effective thing to use against super mutants.
  8. Chinese machine gun. From the very beginning, the developers emphasized that this is not an AK-2074, but a Chinese assault rifle. This is one of the most powerful traditional killers in the game.
  9. Sawed-off shotgun Well what can I say? He came up point-blank, fired twice, and ran away. Not widespread, but quite effective.
  10. Combat shotgun. A wonderful mixture of a Thompson submachine gun and a shotgun. One of the most effective guns in the game.
  11. Sniper rifle. I think no comments are needed here.
Energy weapon
  1. Laser pistol. Pretty stupid stuff. It is best used when there is nothing else at all.
  2. Laser rifle. Powerful toy. With three or four shots he can easily fry a super mutant. The disadvantage is extremely rapid wear.
  3. Plasma pistol. More powerful gun. You can only get it if you have completed most of the game, because... only the Enclave has such things
  4. Plasma rifle. Five minutes to an absolute weapon. Powerful projectiles destroy anyone who dares to poke their nose in. From such “gifts” the enemy turns into green sludge.
  5. Blaster Alien. As in the second part, you can find a small surprise here - an alien blaster. This is the most powerful energy weapon in the game. Almost any monster or person is killed in one hit.

Heavy weapons

Well, you rarely come across so many weapons in games. Now it's time to look at the main storyline of the game.

Walkthrough of Fallout 3

“...You may not be a Jedi,
But I must wield the Force!...”
Master Yoda

Washington stalker

Attention! This walkthrough is written for a character who is the embodiment of good. If anything, you've been warned.

The whole plot can be divided into three parts. The first is in Vault 101, the second is before the incident at the Project Purity complex, and the third is before the final credits.

Part one. Vault 101.

After the introductory video, you start the game... as a one-year-old baby! For RPGs, and for games in general in particular, this is something new. Your first task will be to read a book about the S.P.E.C.I.A.L. system. Thus, you can distribute the parameters of this very S.P.E.C.I.A.L. Further more. Nine years later (they show a splash screen), you are given your personal Pip-Boy 3000. This PDA has many different functions, from inventory to a radio station and a map. Also in this excerpt they give you an air gun and show you how the V.A.T.S system works. (Vault-Tech Tactical System). Later there is an exam in which you are given the basic skills to distribute. Then - the final stage, which is the beginning of the whole plot - your father has left the shelter, you need to catch up with him! To do this, you need to sneak into the Overseer's office, open a secret passage and escape (don't forget the doll).

Actually, the Vault episode is a very drawn out tutorial. However, the very first minutes in the fresh air will make you forget about Vault 101.

Part two. Looking for my father.

When you see a city on the horizon, go there. This is Megaton, a city built around a nuclear bomb.

For your information: Megaton is reminiscent of Junk Town from the first part. Fans of the series will likely find a lot of similarities here.

In the city you need to find the local boss, Colin Moriarty, and by all available means convince him to tell him where your father went. He will report that he went to the ruins of Washington, where the Galaxy News radio station is located. Go there, but don't forget that the city is full of mutants.

A surprise awaits you near the Galactic News building - a hippopotamus has broken free, and you and the Brotherhood of Steel need to destroy it. Fortunately, near the fountain there is the corpse of one of the paladins of the Brotherhood, from whom “Fat Man” can be removed.

After defeating the monster, go and talk to the intercom to the right of the door. Then go up to the 3rd floor and talk to Three Dog, the local DJ. He will tell you that he will only tell you about his father if you help his radio station. Agree. He will tell you that you need to go to the Technical Museum (located on the Mall) and pick up a plate from the Virgo-2 lunar rover. After which you will need to go to the Washington Monument and place this plate at the very top.

When you come to the museum, be on your guard. Several super mutant masters and beasts hang around in it.

This is interesting: in the Museum you can see a model of the Vault. Be sure to listen to what they say to you from the speakers - at least cheer yourself up.

After picking up the plate, take it to the Monument. After this heroic deed, head back to the radio station. Three Dog will tell you that your father has gone to Rivet City. Go to the embankment and walk along the river. Almost at the end of it you will see an old aircraft carrier. This is where you need to go.

On the ship, find the middle deck. There, at the very end, there is a scientific laboratory. Find Dr. Lee in her and talk to her. She will tell you that your father went to the Project Purity complex, which is located inside the Jefferson Memorial. Go there. There will be super mutants inside, be prepared. In the rotunda of the Memorial, find documents that indicate that your father went to Vault 112. It is located in the Casey Smith Garage location. Get inside. In the shelter itself you have to find a free Sun lounger and take it. You will be transported to another reality, to a town called Trenquility Lane.

There you should find Betty. A girl plays on the playground in the center of the town. Talk to her. She will say that you can leave here if you follow her instructions. If you agree, then your karma will drop sharply, and it’s a chore. Another way is to go to an abandoned house. There, at the entrance, there are several items on the table, TV and chair that need to be activated. Find the desired combination (you need to search for it by sounds, there are 5 items in total). This will bring up the console. Activate the Chinese Invasion program. Betty, who turns out to be Dr. Bron, will open the way back for you.

There you will meet your father. He will ask you to go with him. Agree. Return to Rivet City and go to Dr. Lee. Then go again to the “Cleanliness” project complex. There you will need to go through all three levels (store, rotunda and basement) and destroy all the mutants. After that, follow the instructions from your father. When you open the valves, you will see that Enclave fighters have landed on the territory of the Memorial. Run to the control room and watch the dramatic development of the situation. When the explosion occurs, take Doctor Lee to the Tafa Tunnel.

Part three. Project "Cleanliness"

Escort Dr. Li and her team to the exit from the tunnels. On the way you will meet Enclave soldiers and ghouls. Get out from under the ground.

In front of you you will see the Pentagon, now the Citadel, the headquarters of the Brotherhood of Steel. After talking with the head of the Brotherhood and the scribes, go to the Little Lamplight caves, through which you can get to vault 87, where the cornerstone of the entire series is located - GECK (Generator of Edenic Tabernacles Compact). The Vault can ONLY be accessed from the caves. Don't try to go through the "title" entrance, there is radiation that will kill you before you take the anti-rad.

Go down to the Vault. There you need to reach the experimental laboratories. Be careful - you will meet many super mutants along the way. In the laboratories, find a super mutant named Fox. He sits in a cell and asks you to let him out. Do it. In gratitude for this, Fox will go ahead and help you get the GECK.

After taking the GECK, go back. At one of the turns you will be stunned and taken to Raven Rock - the main base of the Enclave. Upon arrival, be rude to Colonel Autumn. They will let you go and tell you to go to President Edem. It's on the 3rd floor. Go up there and find a huge (half-wall) monitor. This is the president. Talk to him.

This is interesting: The Enclave previously had a President, Richardson. So it turns out he was also a machine?

Make him destroy Raven Rock and leave the base. Along the way, don't forget to pick up the Gatling laser in the container at the entrance. There won't be another chance. Go to the Citadel and report to Elder Lyons that the GECK has been taken. HE will order you and the Lion Pride to attack the purifier and recapture it from the Enclave. By the way, the huge robot “Liberty Prime” will also come with you. When you reach the purifier, go inside and talk to Autumn in the Rotunda. If persuasion doesn't work, remove the threat. After talking over the intercom, it will become clear that you need to turn on the purifier, otherwise it will explode. Say that you will do it, and go ahead. Purifier code - 2-1-6 . By entering it, you sign your death sentence, since a huge dose of radiation will hit you the moment you turn it on.

Watch the final video and rejoice. You have completed Fallout 3.

Guide to finding unique items

I present to your attention a guide to finding unique items in the game.
First of all, I want to note that not all of the unique Fallout 3 items are collected here, this is just a selection of interesting weapons and armor. I played the English version, but I tried to make everything clear to the owners of the 1C version. The damage may differ from yours as it depends on your skill level. All other data has been verified; I found all the items myself.
Since this is all one big spoiler, we’ll hide it there. It is recommended primarily for those who quickly ran through the game and are now starting a second detailed playthrough. So:
Moonbear's Guide For Most Useful Unique Gear In Fallout 3
Legend:
WG - Weight
DR - Damage Resistance
AP - Action Points
DMG - Damage
Clip - Magazine Capacity
1. The best armor in the game.
Ranger Combat Armor (WG 27, DR 39, Small Guns +10, AP +5, Luck +1).
Description:
Someone may disagree with me, but I consider this armor to be the best, since it provides protection not much worse than power armor (39 versus 40), but, unlike the latter, has no penalties, weighs almost 2 times less (27 versus 45) and gives a bunch of bonuses. In addition, it can be repaired both with regular combat armor and with the armor of Talon mercenaries, of which there is an abundance in the game.
How to get a:
Taking it is not so much difficult as it is tedious. Reilly herself is located in the city of ghouls in the historical museum. He is in the hospital. You need to either cure her yourself (60 medicine), or persuade a doctor. She will ask you to save her group. She will try to explain how to get to the Statesman Hotel, you don't need to listen to her, just get on the subway at the History Museum and get off at Vernon Square station. It is very close to both the hospital and the hotel. Then everything is basically simple. You can first go into the hotel lobby and kill the mutants to make it easier to withdraw the group.
As a reward for this quest, you will be offered a choice of either this armor or the unique Eugene minigun (see below). Agree to the reservation, because... The minigun can easily be stolen from Brick right there.
2. Best helmet.
Ledoux's Hockey Mask (WG 1, DR 4, AP +25)
Description:
I’ll make a reservation, the best for those who use V.A.T.S. , sorry, a whole perk Action Boy. Repaired with ordinary hockey masks.
How to get a:
After starting the quest to find Quantum Cola in Herdershade, you will receive the location of the Nuka Cola production plant. While searching the factory, you will come across the body of Mercier (Winger Mercier), take a note from the corpse, after which you will understand that he was looking at the factory for a formula for the production of pure cola. The formula is in a safe on the ground floor, not far from the entrance, it can only be opened with a key, the key is in the hands of a robot named Milo, if you can’t talk, “then the guns will talk for me,” as John Silver said. Take the formula and go to the Red Racer Factory, it is very nearby. As you approach, you will be greeted by three people wearing hockey masks. You need someone to start the conversation, Gawley Ledoux. He will offer you 250 caps for the formula (despite the price indicated on it at 150), you can sell it, you can try to bargain for 400, or be rude and open fire. There is also a Munchkin option: sell, and then decide on everyone, their karma is not reduced for them. You can first try to listen to his naive nonsense about hockey.
3. A unique set of power armor.
T-51b Power Armor (WG 40, DR 50, Radiation Resistance +25)
T-51b Power Helmet (WG 4, DR 10, Radiation Resistance +8%, Charisma +1)
Description:
I can’t unconditionally recommend the kit for one simple reason: I couldn’t fix it myself (and dealers, as you know, don’t fix it 100%). None of the power armor sets I have, neither the Enclave, nor the Brotherhood, nor the Outcast, were suitable for repair. The helmet is really useful: no penalties, better protection, increases charisma and gives slight radiation resistance. Considering that helmets are damaged many times slower than armor, it can be used.
How to get a:
You can start the quest "You Gotta Shoot "Em in the Head" by talking to Crowley in the city of ghouls, which is in the historical museum. In the process of completing this quest you will need to get 3 keys. Or you can simply steal these keys and go directly to Fort Constantine without talking to Crowley (the quest can still be started and passed, the keys will not go anywhere from you.) I managed to easily and naturally steal all 3 keys, with a stealth skill of 33, losing a small a bit of karma, which is more than replenished with a bottle of clean water given to beggars.Who has the keys (you don’t even have to talk to these comrades):
Ted Strayer, in Rivet City, hangs out in either a flophouse, a church, or a pub.
Dyukov, an alcoholic and a womanizer, is in his home, not far from the Anchorage Memorial
Dave, in Dave's Republic, upper right corner of the map (there's also a bobblehead +1 Perception)
Having obtained the keys, we move to Fort Constantine, the top of the map, closer to the left edge. We penetrate into the officer's building (the lowest) and stomp into the basement, in front of the first closed door, by the way, there is a bobblehead +10 to heavy weapons. Then everything is simple, I won’t spoil the impression of exploring the bunker
4. Lucky billiard ball.
Lucky 8-Ball (WG 1, Luck +1)
Description:
What can I say here - a billiard ball, weighs one, gives +1 to Luck while you carry it in your inventory.
How to get a:
Go to the Big City (two cells up from Vault 101), take on a quest there to save two comrades. You rescue them from the Germantown police station (will be marked on the map) and bring them home. After this, you will be asked to repel the attack of mutants. I advise you not to bother with robots and choose the line “I’ll hang out here, I’ll kill all the mutants myself.” When the attack is repulsed, go to the local infirmary, there will be a wounded man named Timebomb (I don’t know what the 1c sheep called him, but in any case there is one patient there). He needs to be cured, he will need a medicine skill of 40. After that, he will get up, bow and leave. You need to approach him again and then he will say something about great gratitude and give you the coveted ball.
5. Alien blaster
Alien Blaster (WG 2, Clip 10, AP 20, DMG 100, Chance to disintegrate enemy on death, Ammo: Alien Power Cell)
Description:
A cheat gun that allows you to shoot an entire city as a joke without even noticing how. If it weren't for limited ammunition, the game's already precarious balance would have been irrevocably skewed. There is a chance to turn the enemy into a pile of ash, for some reason it happened to me all the time.
How to get a:
Three cells up from the Minefield in the lower left corner of the cell there will be a crash site of an Alien Ship, in short a broken plate. The blaster is lying right on the ground next to the corpse of a representative of an extraterrestrial civilization. Ammunition for it is scattered around.
6. Alien Blaster #2
Firelance (WG 2, Clip 10, AP 20, DMG 80, Sets target on fire, giving it -2 HP effect for 5 seconds, Ammo: Alien Power Cell)
Description:
Cheat gun number 2 differs from the previous one in reduced damage, which is compensated by setting the target on fire, like a flamethrower or shishkebab.
By the way, these blasters are repaired exclusively by each other.
How to get a:
Randomly, while walking through the wasteland, a strange bang will be heard and alien ammunition (blue cones) will literally fall from the sky. It can happen anywhere, it is argued that there is a dependence on Luck. This happened to me at Luck 1, when I hadn’t even reached 10 levels. It happened at night, and of course I didn’t find the blaster itself. I returned to this place 2 times during the day, but still couldn’t find it. The dog helped, gave the command “look for a weapon,” and brought it in 30 seconds.
7. Unique plasma gun.
A3-21"s Plasma Rifle (WG 8, Clip 12, AP 25, DMG 50, Ammo: Micro Fusion Cell)
Description:
It differs from a regular plasma gun only in its damage increased from 45 to 50. As you can see, nothing special, but the hype is around this gun.
How to get a:
First you need to take the quest about the android from Mr. Zimmer in the Rivet City laboratory. During the process, your aunt will come up to you and ask you to help the poor android hide from the evil Zimmer. The choice is yours, you can honestly help the android and get a gun, or you can promise him to keep his secret and hand it over to Zimmer, then you will receive both rewards.
8. Unique minigun.
Eugene (WG 18, Clip 240, AP 30, DMG 105, Ammo: 5mm)
Description:
The damage has been slightly increased (from 75 to 105), otherwise it is a regular minigun.
How to get a:
Either take Riley as a reward for the quest about the Rangers, or simply steal from Brick (see point No. 1 of this guide)
9. The best carbine.
Lincoln's Repeater (WG 5, Clip 15, AP 25, DMG 50, Ammo: .44 Round, Magnum)
Description:
The Lincoln gun can be repaired with ordinary hunting rifles, but compared to them it has twice the damage, three times the clip and weighs one less. It actually shoots with a fairly rare (both among merchants and in general) cartridge. 44 magnum, stock up.
How to get a:
It’s very simple: in the historical museum we go up to the second floor, there in one of the back rooms it lies in a small glass case. Clever Abraham Washington from Rivet City will offer you 100 caps for it, stifling laughter. It’s better to collect everything connected with the name of Lincoln in the museum there: a collection of coins, a hat and other rubbish - he will buy it all from you.
10. The best firearm.
Blackhawk (WG 4, Clip 6, AP 32, DMG 55, Ammo: .44 Round, Magnum)
Description:
One of the deadliest weapons in the game, on par with the Lincoln Gun, which is inferior in range but superior in damage. In theory, this is a regular 44-caliber magnum with an optic, only the damage has been increased from 35 to 55.
How to get a:
Start the quest about Agatha's song. To do this, you first need to find Agata's house, it is between the landfill and the Mereshti depot, you have to walk across such a flimsy bridge. After that, she will send you first to look for Vault-Tec Headquarters (not far from Vernon Square). If you have already been to the Citadel and marked all the Shelters on the map, then you don’t have to go to the headquarters itself. Go straight to Vault 92. You can get lost there, look for the sign to the laboratory, you will find the violin there. If you pass by the men's bedroom, be sure to look into the men's toilet. Behind one of the pushes there will be a music book lying around; without it you won’t get a pistol. That's it, now you can turn in the quest to Agatha, and after that hand over a sheet music book, for which she will be happy to give you this treasured copy.
11. Best shotgun.
The Terrible Shotgun (WG 10, Clip 12, AP 27, DMG 80, Ammo: Shotgun Shells)
Description:
If you like shotguns, you need to get your hands on this barrel. Moreover, the choice of shotguns is very poor in this game. Repaired with a regular combat shotgun, in comparison with it it has a slightly increased weight (10 versus 7) and significantly increased damage (80 versus 55).
How to get a:
One cell to the right of Casey's garage (Vault 112), where you are directed in the story, in the center of the right border of this cell is the town of Evergreen Mills. There is a building there, inside of which is the entrance to the underground market. There is a merchant in this market called Smiling Jack, he is the only one who will not attack you if you have good karma. In any case, to take the shotgun, you need to kill him. Decide what is more important to you - an extra merchant or a unique trunk. Don't forget to take a bobblehead +10 to barter to the right of him in a small nook on the shelf.
12. The best assault rifle.
Xuanlong Assault Rifle (WG 7, Clip 36, AP 23, DMG 66, Ammo: 5.56mm)
Description:
One of the best barrels in the Light Weapons category. For repairs, “Chinese Kalash” are used; in comparison with them, it has an enlarged horn (36 rounds instead of 24) and noticeably increased damage (66 versus 53). For some reason the price is lower than usual...
How to get a:
A little confusing, but overall not very difficult. First you need to get to the Technical Museum, it’s practically “across the road” from the Historical Museum, which we’re already tired of. There, during routine cleaning of premises, you need to pay attention to information computers that look like payphone booths. But not all of them are “equally useful”, we need 3: the first one stands at the bottom of the foyer, the second one immediately as you enter the west wing, and the third one at the foot of the large rocket. On the screen of these computers, a line like #001 will appear at the bottom of the menu, into which you need to enter a code. Attention! Save before entering, after one incorrect entry the computer will lock and everything will be lost. You need to enter the following codes, in the order the computers are listed:
terminal #001 - 19
terminal #002 - 53
terminal #003 - 113
Consecutively entering three correct codes will open the safe in the west wing. When you open the safe (this can only be done through the computer standing next to it), a message will be displayed on the screen, after reading which you will understand that you need to move to the Jury Street metro station (two cells down and one to the left of Vault 101). You don’t need to go into the metro itself, there is a mini-cafe near the entrance to the metro, where a corpse will appear, from which this unique weapon is taken. Until you go through all the dances with a tambourine in the technical museum, it won’t be there, I checked.
13. Unique sniper rifle.
Reservist's Rifle (WG 10, Clip 3, AP 32, DMG 40, Ammo: .308 Caliber)
Description:
One of 2 unique sniper rifles. The magazine capacity has been reduced (from 5 to 3), but the cost of a shot has been reduced (from 38 to 32) and the rate of fire has been increased by more than one and a half times.
How to get a:
When you go to Fort Constantine, you will probably come across the WLKM Broadcasting Station (2 cells down from the fort). The station is on a hillock, from which you will be able to see a small chapel nearby, the Dickerson Church. There is a sniper sitting upstairs in this church with this rifle. It is impossible to get up to him, so he must be killed so that at least one eye falls down.
14. Unique knife.
Jack (The Ripper)(WG 6, AP 65, DMG 30, 50% extra limb damage)
Description:
Repaired by regular rippers, it differs from them only in that it deals 50% more damage if you shred limbs.
How to get a:
A little to the left and a little above the Dickerson Church (in the same cell) is the Deathclaw Sanctuary. There it will lie on the corpse of an Enclave officer, in the southern part of the location. The corpse appears if your paths with the Enclave have already crossed, in other words, the guy is already dead. If you go for the sniper, at the same time take a look at the death claws.
15. Killer Gatling laser.
Vengeance (WG 18, Clip 240, AP 30, DMG 150, Ammo: Electron Charge Pack)
Description:
Damage has been slightly increased (from 100 to 150), otherwise it's a regular Gatling laser.
How to get a:
It lies (regardless of your progress in the story) in the same Deathclaw Vault (see item 13) in the southeastern part, in a mini-grotto with a pool of blood and thickets of radioactive mushrooms. It will lie right in the mushrooms.
16. The best weapon for fist fighting.
Fisto! (WG 6, AP 25, DMG 25)
Description:
If there are maniacs who use fist fighting in this game, here is a tool for you. Repaired with regular “power fists”, the cost of a hit is reduced from 28 to 25 points, the damage is increased from 20 to 25.
How to get a:
If you go for a +1 Agility bobblehead or an alien blaster, you'll probably come across MDPL-13 Power Plant on the way. It is located one square above the Minefield, in the middle of the left border of the cell. Fisto is located in a large building at the top of it, lying right on the table. In your little house, by the way, you can grab a diagram for assembling a railway rifle.
17. Unique saber.
Vampire's Edge (WG 1, AP 28, DMG 15)
Description:
In general, nothing special, just a unique vampire saber. As a melee weapon, the same shishkebab is much cooler. It is repaired with the usual sabers of Chinese officers, which is noticeable in appearance. He took a Chinese saber, attached the vampire hilt to it and went to swing it to the right, left and in other directions. Weight reduced (from 3 to 1), damage increased (from 10 to 15).
How to get a:
As a result of the “bad ending” of the quest “Blood Ties”, namely, we go down to the metro at the Mereshti station and kill all the vampires. We take a saber from the main vampire's box, and from his corpse - a unique cloak, which has good protection for a rag - 10, and also gives +2 to light and melee weapons. The quest is initially taken in Megaton from Lucy West, then you need to go to Arefu, don’t forget that in Arefu, in Evan King’s house, a bobblehead +10 for repairs is languishing.
18. Unique laser pistol.
Protectron's Gaze (WG 3, Clip 20, AP 17, DMG 24, Ammo: Energy Cell)
Description:
A laser pistol that deals double damage. This is achieved simply - a double shot. So that life doesn’t seem like honey, the magazine capacity has been reduced from 30 to 20. There are no more differences from the usual.
How to get a:
Take the quest in the Canterberry Community to resolve problems with 2 comicoid characters, take the side of the Mechanic and kill AntAgonizer. The mechanic will demand her suit, give it to him and tell him not to stop there, then he will present you with a pistol. If you do the opposite and take the side of the “ant woman,” you will receive a poisonous knife as a reward.
19. Unique helmet.
Crow's Eyebot Helmet (WG 10, DR 5, Perception +1)
Description:
A helmet made from one of the ibots that fly around and broadcast the Enclave radio. Nothing special at all, looks funny, has good enough defense for a tin and gives +1 Perception.
How to get a:
In the same Canterberry Community, the same Uncle Ro who gave the quest for “supermen” can help you get rid of excess caps. Namely, invest in one caravan, of which there are 4 in the game. In each of the caravans you can invest first 200, and then another 500 caps, after which their assortment becomes noticeably more diverse. Each of the caravan leaders will thank you for your investment when you meet (if you have unfastened 700 caps). Crowe, who sells armor, will give this helmet as a gift.
20. Unique wig.
Button's Wig (WG 1, DR 1, Speech +10, Barter +5, Intelligence +1, Perception -1)
Description:
It gives almost no protection, looks out of place, but it increases Speech by 10, Barter by 5 and Intelligence by 1, while reducing Perception by 1. Considering that it weighs only one, it can be carried with you for conversational situations.
How to get a:
Take the quest regarding the Declaration of Independence from Abraham Washington in Rivet City and move it to the National Archives. At the very bottom, where the Declaration is kept, there will be a boring robot, and next to it, on one of the chests of drawers, this wig will lie.
by Moonbear

Additions to the guide from the Gentle Man
21. "The Tenderiser"
damage 18 weight 12
Anchorage Memorial
Hunters became game. Everything is simple in this world.
Find an ownerless warehouse and along the way, behind a broken door, lies it.
22. Cue "The Break"
damage 5 weight 1
Repaired with cues. Cute.
Paradise Falls, outdoor pool table.
I didn't ask what you were doing there.
23. Lucky Shades
defense 1 weight 1 Luck +1
Always with you, sometimes you can wear helmets,
Women love - well, isn’t that what happiness is?
Warrington depot, Lucky's Grocery

Karma

Karma
When thinking about Karma you should remember 4 things:

1. Karma affects the reaction of npcs and the choice of lines in dialogues.
2. Whether or not you get to certain locations depends on karma.
3. Opponents may stop attacking you, depending on your karma.
4. The ending of the game depends on karma.
As the game progresses, the meaning of karma is not demonstrated; you can only see the “steps” she has reached:

1000...-750 Very Evil
-749...-250 Evil
-249...+249 Neutral
+250...+749 Good
+750...+1000 Very Good
You can see the current state of your Karma on the statistics tab in Pipboy. You can find out the numerical value using the console command player.getav karma

What does Bad Karma give (-250 or less):

Access to Paradise Falls
Possibility to take two “bad” followers: Jericho and Clover
Ease of communication with evil characters
Normal NPCs may react negatively in conversation
What Neutral Karma gives (-250...+250):

Possibility to take two “neutral” followers: Butch and Sergeant RL-3
You will not be attacked by either “good” or “bad” liquidation squads (such as mercenaries from Talon)
What does Good Karma give (+250 or more):

Opportunity to take two “good” followers: Fawkes and Paladin Cross
Difficulty communicating with evil characters
Normal NPCs can react positively in conversation
Raiders will always attack you
Gifts from good characters (caps, ammo, food, stimpaks, etc.)
Why Karma is reduced Action Amount of fine
Stealing from a good or neutral character (per item) -5
Picking a lock in the house of a neutral/good character -5
Killing a good or neutral creature -25
Evil action during a side quest -50
Killing a good or neutral character -100

When killing a bad character/creature, Karma does not change.

Why Karma is increased Action Amount of increase
Donations to any church depend on the size of the donation +"?"
Good deed during a side quest +50
Killing a very bad character/creature +100

Display of karma depending on the player level:

Bad Karma:
Level 1 - Vault Delinquent (Vault Delinquent)
Level 2 - Vault Outlaw
Level 3 – Opportunist
Level 4 – Plunderer (robber)
Level 5 - Fat Cat (wound)
Level 6 – Marauder (marauder)
Level 7 - Pirate of the Wastes
Level 8 – Reaver
Level 9 - Urban Invader (urban occupier)
Level 10 - Ne"er-do-well (idler)
Level 11 - Capital Crimelord (head of the capital's crime)
Level 12 – Defiler
Level 13 - Vault Boogeyman (evil spirit of the vault)
Level 14 - Harbinger of War
Level 15 - Urban Superstition
Level 16 - Villian of the Wastes
Level 17 – Fiend (demon)
Level 18 - Wasteland Destroyer
Level 19 - Evil Incarnate
Level 20 - Scourge of Humanity (scourge of humanity)

Neutral Karma:
Level 1 - Vault Dweller (Vault Dweller)
Level 2 - Vault Renegade
Level 3 – Seeker (seeker)
Level 4 – Wanderer
Level 5 – Citizen
Level 6 – Adventurer
Level 7 - Vagabond of the Wastes (wastewalker)
Level 8 – Mercenary (mercenary)
Level 9 - Urban Ranger
Level 10 – Observer (observer)
Level 11 - Capital Councilor
Level 12 – Keeper
Level 13 - Vault Descendant (Vault Scion)
Level 14 - Pinnacle of Survival (survival master)
Level 15 - Urban Myth
Level 16 - Strider of the Wastes (waste walker)
Level 17 – Beholder (eyewitness)
Level 18 - Wasteland Watcher
Level 19 - Super-Human
Level 20 - Paradigm of Humanity

Good Karma:
Level 1 - Vault Guardian
Level 2 - Vault Martyr (martyr vault)
Level 3 – Sentinel (guardian)
Level 4 – Defender (defender)
Level 5 – Dignitary (Dignitary)
Level 6 – Peacekeeper
Level 7 - Ranger of the Wastes
Level 8 – Protector (patron)
Level 9 - Urban Avenger
Level 10 – Exemplar (example to follow)
Level 11 - Capital Crusader
Level 12 – Paladin
Level 13 - Vault Legend
Level 14 - Ambassador of Peace (goodwill ambassador)
Level 15 - Urban Legend
Level 16 - Hero of the Wastes
Level 17 – Paragon (model of perfection)
Level 18 - Wasteland Survivor
Level 19 – Saint
Level 20 - Last, Best Hope of Humanit (the last hope of humanity)

Russian names may not correspond to the official translation.

Note: Avoid negative karma when reaching level 21, otherwise the game will crash. In case of negative karma, increase it through the console.

If your karma is positive, then your karmic status will be reduced to shelter resident.

Download mod MaxLevel30-MaxLevel40

We put:
1. Download the file and place it anywhere on your computer.
2. Open the file using 7-zip to extract the two ESPs from it.
3. Place these two ESPs in this folder: Bethesda Softworks\Fallout 3\Data\
4. Load Fallout 3 - on the splash screen (Play / Data Files / Options / Etc.), choose Data Files.
5. Put a checkmark next to the ESP you want to use (either MaxLevel30 or MaxLevel40).
6. Play.

Fallout 3 codes during gameplay

rewardKarma - Receive the specified amount of karma
modpca - Adds the specified number of points to basic statistics
modpcs - Adds the specified number of skill points
addspecialpoints - Add the specified number of stat points
addtagskills - Adds the specified amount of Tag Skill Points
tmm1 - All markers on the map
GetQuestCompleted - Finish the currently running quest
getXPfornextlevel - Get one level
player.additem 000000F - Get the specified number of caps
tgm - Immortality, endless ammo
help - All console commands
tcl - Walking through walls
removefromallfactions - Player leaves all factions
player.setlevel - Set player level
setspecialpoints - Specify the number of points of basic statistics
settagskills - Specify the number of skill points
tdt - On developer mode
tlv - Enable leaves
setpccanusepowerarmor 0 or 1> - Enable/disable the use of Power Armor

Location of dolls:

Characteristics:

Strength - Strength: Megaton, in Sheriff Lucas Simm's house.
- Perception: Republic Of Dave, on the shelf to the right in the Dave Museum
- Endurance: Deathclaw Sanctuary, at the entrance on the table next to the rotting corpse of a Brahmin
- Charisma: Vault 108, in Colin's laboratory.
- Intelligence: Rivet City: On Dr. Lee's desk.
- Agility: Greener Pastures Disposal, in a small office contaminated with radiation.
- Luck: Arlington Cemetery North, in a closet on a shelf directly below the stairs of the northern hut.

Skills:

Barter: Evergreen Mills, in the back of the Market Bazaar on the shelf in the upper right, behind the Merchant Raider who doesn't attack.
- Big Guns: Fort Constantine, at the base of CO Quarters, in a safe in the wall.
- Energy Weapons: Ravenhold
- Explosives: WKML Broadcast Station. Include your map of the area. Go through the door to the sealed tank and the bobblehead is there.
- Lockpick: Bethesda Ruins, in Bethesda Offices to the east on the top floor near the door to the bridge.
- Medicine: Vault 101, in my father's office on the table.
- Melee Weapons: Dunwich Building, just before you leave the Virulent Underchambers on the floor next to the door.
- Repair: Aerefu, in Evan King`s house.
- Science: Vault 106, on a table in the middle of the living quarters, second level of the main rooms.
- Small Guns: National Guard Depot, go through the training room and offices, go to the door to the main room. Use the power switch on the wall to your left and enter the Armory, then search the shelves.
- Sneak: Yao Guai Tunnels, at the top of the metal which is decorated with Den, on the right on the map there is a small amount of water.
- Speech: Paradise Falls, on the table inside Euology`s pad (In Slave Master`s house).
- Unarmed: Rockopolis, Go around Casey Smith`s garage from the west. Look for tattered banners that are strung up. Use the map to find it.

player.additem - Add items

Currently known items:

Bobby Pins - 0000000a
Bottle Caps - 0000000f (Bottle caps)
Knife - 00004334
Hunting Rifle - 00004333
Plasma Grenades - 00004332
Dart Gun - 0000432a
Gatling Laser - 0000432e
Flamer - 0000432d
Tire Iron - 00004328
Combat Shotgun - 00004327
Silenced 10mm Pistol - 00004350
Sledgehammer - 00004352
Super Sledge - 00004353
Spiked Knuckles - 00004354
Police Baton - 00004345
PoolCue - 00004346
Railway Rifle - 00004348
Ripper - 00004349
Missle Launcher - 00004340
Minigun - 0000433F
Plasma Mine - 0000433D
BottleCap Mine - 0000433a
Frag Mine - 0000433C
Mesmetron - 00004339
Lead Pipe - 00004337
Laser Rifle - 00004336
laser Pistol - 00004335
MedicalBrace - 00002210D
Plunger - 000340a4
Missile - 00029383
Fat Man - 0000432C
.308 ammo - 0006B53C
Energy Cell - 00020772
Electron Charge Pack - 0006B53E
5mm Round - 0006B53D
Mini Nuke - 00020799
Missile - 00029383
Flamer Fuel - 00029371
Microfusion Cell - 0004485
Railway Spikes - 00029384
The Terribel Shotgun - 0006B534
10mm Pistol - 0000434F
Sawed-Off Shotgun - 0000434C
Scoped .44 Magnum - 0000434D
Shishkebab - 0000434e
T-51 Power Armor - 000A6F77

SKILL BobbleHead locations

BobbleHead MEDICINE - Increase medical skill +10 - Found in Vault 101, right in the beginning of the game on your Dad's desk. If you didn't find this one, it's time to head back to the Vault !! BobbleHead SPEECH - Increase speech skill +10 - Found in Paradise Falls, Eulogy's Pad. Groundfloor, on the desk in the SW corner, near the "main computer terminal".

BobbleHead SCIENCE - Increase science skill +10 - Found in Vault 106, Living quarters, clearly sitting on a desk.

BobbleHead BARTER - Increase barter skill +10 - Found in Evergreen Mills - Market Bazaar

BobbleHead BIG GUNS - Increase big guns skill +10 - Found in Fort Constantine - CO Quarters

BobbleHead ENERGY WEAPONS - Increase energy weapons skill +10 - Found in Ravenhold

BobbleHead EXPLOSIVES - Increase explosives skill +10 - Found in WKML Broadcast Station - Sealed Cistern

BobbleHead LOCKPICK - Increase lockpick skill +10 - Found in Bethesda - Bethesda Offices East

BobbleHead MELEE WEAPONS - Increase melee skill +10 - Found in Dunwich Building - Virulent Underchambers

BobbleHead REPAIR - Increase repair skill +10 - Found in Aerefu - Evan King's House

BobbleHead SMALL GUNS - Increase small guns skill +10 - Found in National Guard Depot - National Guard Armory

BobbleHead SNEAK - Increase sneak skill +10 - Found in Yao Guai Tunnels - Yao Guai Den

BobbleHead UNARMED – Increase unarmed skill +10 - Found in Rockopolis – Head directly west from Casey Smith's Garage, look for tattered banners strung up. Use your local map or you may miss it.

STATS BobbleHead locations

BobbleHead INTELLIGENCE - Found in Rivet City, science lab, on the most right desk of the 3 desks you see there.

BobbleHead PERCEPTION - Found in the Republic of Dave - Museum of Dave

BobbleHead ENDURANCE - Found in Deathclaw Sanctuary - Deathclaw Sanctuary Entrance

BobbleHead CHARISMA - Found in Vault 108 - Cloning Lab

BobbleHead AGILITY - Found in Greener Pastures Disposal - Office

BobbleHead LUCK - Found in Arlington Cemetery North - Arlington House

BobbleHead STRENGTH - Found in Megaton - Lucas Simms House

Each game contains many secrets. It's not easy to find out everything. In addition, not every gamer is interested in completing 100% completions. Some people don’t want to look for additional artifacts, collect lost items and chase optional missions. But if you are interested in bobbleheads in Fallout 3, then this article is for you.

A game

Fallout 3 is a game that has become the most beloved for many. It appeared almost 10 years ago and from that moment was able to gather a fan base for the next part, which, by the way, also became a cult.

The project has a unique subgenre of role-playing games, which is sometimes called action role-playing games or Action/RPG. As the title suggests, this is the third part of the series. Bethesda Game Studios was still working on it, publishing it as well.

In addition to PC, the game could be played on game consoles: Xbox 360 and PlayStation 3.

Artifacts

Bobbleheads in Fallout 3 are figurines that are needed to improve the main character. Depending on which bobblehead is found, the hero receives a bonus to one of the parameters. The number of these elements is equal to the number of skills, as well as the parameters of the main system, which is called S.P.E.C.I.A.L. (7 parameters).

As a result, the passage will help the player collect all 20 dolls, which can be located in different locations of the virtual city. When a gamer finds a baby doll, his karma indicator decreases, and he feels the aggression of the locals.

This is due to the fact that not every item is easy to get. Some are hidden in a storage unit or someone else's house. If you hack all this, the karma is “minus”. Those bobbleheads in Fallout 3, the location of which has been revealed, can be easily sent to inventory. Can be displayed on a shelf for collection. You can find a stand for figurines in your home.

In the original, the dolls are called Bobbleheads, hence the Russian-language interpretation of Bobbleheads.

Skills

So, it was previously mentioned that there are 20 bobbleheads in the game. 13 of them directly affect the skills of the main character. Therefore, let's start by looking for these particular figurines.

To master heavy weapons, you need to find the “Heavy Weapons” doll. After this, the skill will receive 10 points, which will affect battles accordingly. To find this figurine, you need to go to the command headquarters of Fort Constantine. The bonus is located in this area, in the basement.

To improve your skill with light weapons, you will have to find the “Light Weapons” figurine. It will also add 10 skill points. To find him, we go to the National Guard Base. The bobblehead is hidden in a warehouse, but it's locked. To go there, you need to use the lever on the third floor.

Mastery of melee weapons will improve after finding a bobblehead in Fallout 3. Your 10 points are hidden in the Dainwich Building location. Anyone who has played in this area before knows that it is very large. In addition to the main building, there are ruins and a dungeon. Finding anything here is extremely difficult. The bobblehead is hidden underground.

There are also energy weapons in the game. To get an additional bonus for owning it, look for the “Energy Weapon” Bobblehead. The Raven Rock Enclave base has prepared extreme adventures. We'll have to go to the commander's bedroom. At the same time, the gamer has one chance: he cannot return here.

You also need to be able to fight without weapons. To improve this skill you need to go to Rocopolis. This is a hidden location underground. It's not on the map. To find it, you will have to move west from Casey Smith's garage and north from Herdershade. In order not to miss the entrance there, carefully inspect the area and look for multi-colored flags. The doll itself is hidden behind the body of the murdered Argyle.

To improve the barter skill, we go to Evergreen Mills. This area can be found by going to the market and following the seller Jack. From it you need to proceed to the workbench.

To become more eloquent, you can use the code for bobbleheads in Fallout 3. But if you are interested in finding all the figurines yourself, then you will have to go to Undertaker Jones. In his den there is a terminal, behind which another Bobblehead is hidden.

For the “medicine” skill, you need to be careful from the very beginning of the game. This artifact is located in Vault 101, where the main character is from. The baby doll is on my father's table.

For “scientific achievements” we are looking for a “Science” doll. It is hidden in shelter 106. In it you need to look for the easternmost room.

To improve the “explosives” skill, you need to go to the WKML broadcast station. You may have been here often, but you had no idea where you could have hidden the figurine. In fact, the developers cleverly placed it among the stones in the tank.

To quickly and skillfully repair everything, we are looking for Bobblehead “Repair”. To do this, we will visit the residents of Arefu, and one of them will have to break into the house. It cannot be said that Evan King will be happy with such guests, but you came to him on business. To get into a house, the hacking skill must be at least 50 points. But remember, crime will affect your karma.

The Hacking bobblehead is hidden in Bethesda's office on the second floor. And “Stealth” was hidden in the Yao-Gui tunnel.

Options

Perhaps all the figurines described above are in your inventory, but you can’t figure out where to find the bobbleheads in Fallout 3 that will affect the S.P.E.C.I.A.L. parameters.

Strength will increase through criminal means. You will have to sneak into another house to get the baby doll. Lucas Simms won't be happy to see us this time. We are looking for a figurine in the bedroom. Perception will improve after visiting Dave's Museum. For those who don't know, the building is located in the Dave's Republic area. The bobblehead is hidden on the right side of the structure.

Endurance is perhaps the most difficult bobblehead to achieve. After him you will have to go to the home of the Death Claws. The figurine is hidden under the corpse of a Brahmin. Charisma is “located” in shelter 108. Here you need to find a room with many beds.

Intelligence is hidden in a doll that scientists have in the Rivet City laboratory. Agility - in the Griner Pastures office. Luck will lead us to Arlington Cemetery. In this location there is a house of the same name, going down into the basement of which we find a baby doll.

Codes

In addition to looking for Bobbleheads, you can use codes. Fallout 3 will not be an easy game for everyone. Therefore, gamers may need outside help. To do this, you will have to enter the necessary commands into the console.

For example, if you are tired of dying from all the characters around you, use tgm. This will give you immortality. If you need to quickly navigate through locations, and you suffer from topographic cretinism not only in life, you can enter tcl to pass through walls or tmm 1 to show all locations on the map.

Fallout 3 codes also work to improve the hero. For example, to increase the level: just enter advlevel in the console. If you don’t want to look for a bobblehead, but want to get 10 points for a particular skill, you can use the command player.setav x 10. Instead of x, just enter a skill or attribute.

For example, player.setav repair 10 is a code that raises the Repair skill by 10 points. By the way, the number can also be changed to whatever you want.

conclusions

Of course, looking for baby dolls yourself in Fallout 3 is not easy, but it is very interesting. Usually, dedicated fans play through the game for the story first, to find out what happened next or to experience a new story. Afterwards, most people sit down for a long walkthrough, visiting all the locations, collecting various items and gradually improving the hero.

Even if you cannot find the figurines on your own, use the hints to understand where to look for them based on the names of the locations.


Walkthrough of Fallout 3

The game was completed the first time, without first reading walkthroughs, guru recommendations, etc., so this method may be crooked, but there is no need to argue about it.

1. Character creation.

As for me, I started playing through the game by reading the manual (RTFM rule) to understand who I would play. Judging by the skills, there are several directions, for example, a smart-mouthed hacker who solves the problem of survival in a post-nuclear world using the “talk” method. I don’t know about you, but I’m scared to go out on the surface and say “hello” to the first mutant booger I meet, so I decided to know how to kill a little.
You can kill in different ways - like standing in a tank and demolishing everyone with rockets and machine guns, shooting an enemy in the eye from behind a bush, or sneaking up, stabbing a sleeping person with a knife and quietly running away. The first method is fun and scary (in general, I became scared as soon as I started playing, especially during childbirth) - watching how clouds of enemies become meat is fun, but what if there are a lot of them and they are also in the tank? In addition, in the second Foul it was terribly tedious to collect clothes that fell from enemies torn apart by a rocket. And I decided to kill everyone quietly - from afar or close. And I also decided that my quiet maniac would be just an angel, and he would only do good.

After reading the manual, I pre-selected the skills that I liked:

Level 2 - intensive training (+1 to parameters)
Level 4 - educated (+3 skills at each level)
Level 6 - intense training or stamina (level 5) - not decided yet
Level 8 - commando (or strong spine, strength 5, strength 5, if the junk weighs a lot)
Level 10 - accuracy or sandman, or maybe both
Level 12 - silent run (Lb 6), sniper (Rep 6 Lb 6)
Level 14 - diamond skeleton or cyborg
Level 16 - lively (db 6), critical damage (rep 6 luck 6)
Level 18 - it doesn’t seem like anything is needed, but we’ll see
Level 20 - see lvl. 18

And this is what I got:
Strength = 4 (I'm not going to swing my fists)
Perception = 6 (I love energy weapons. Well, there's the TurboPlasmaRifle from Fallout 1)
Stamina = 5 (at level 2 it will be 6, hit points are life however)
Charisma = 3 (well, even if they don’t like me, I’ll kill them)
Intelligence = 10 (I’m smart, I have a lot of skills to learn).
Dexterity = 8 (the main thing is to get away in time)
Luck = 4 (hitting from stealth is always a critical hit. Accuracy = +5 to luck when shooting. Save).

Yes, as it turned out later, my attempts were limited to one place. To complete the first part of the plot - to go outside - could be a complete cripple, but at the exit I was offered to change my characteristics, skills, gender and race. So you don't have to worry.

2. Vault 101

Well, soon after birth I was given the opportunity to stretch my skills, and I have already written about this. At the age of ten, they congratulated me, gave me a pip-boy and hit me in the face (a gift from Butch, a local punk). Receiving gifts is nice, but useless - everything will disappear after the next animation.
At the age of sixteen, the moment of freebies is that dad has a “collectible baby doll” on his table, which will increase the medicine skill by 10. Daddy sends us to take an exam called “GOAT”, and along the way we can save Amanda, the caretaker’s daughter, from the bully. I, who have neither speech nor charisma, got into a fight, we beat each other a little, and that was the end of it. Neither the miniquest nor the skills were of any use, but it was nice to save my friend. The exam is funny, you can answer from a flashlight - anyway, the main skills can be changed immediately. Yes, gentlemen, kleptomaniacs, you can fill your pockets with anything - but don’t. It will disappear within three years of life.

At nineteen, our pitiful fate takes a sharp turn. Dad gave a damn, and on this occasion the guards killed his friend and is now running towards me with an unclear purpose. The young nerd's childhood friend and unattainable sexual fantasy, someone named Amanda, warns about the danger. Don’t believe her that there is no time - you can search everything up and down, no one will come after your soul. So - hurray! We gutted all the cabinets, first aid kits, etc. We are heroes, we need everything.
The short journey to the exit is extremely easy. You can sneak past the guards or pretend to be a ninja, killing unnoticed, but why? With strength 4 and not owning a melee weapon, I killed all the armed guards with one baseball bat, including the guards at the main entrance, who supposedly had to be bypassed through a secret hole in the caretaker’s closet. Along the way, he saved Butch’s mom from insects, after listening to his sincere repentance. We need to save quickly, the local Prussians are not afraid of sneakers and will quickly devour the mother along with the fumes. Yes, the mother drinks, so you can get hold of vodka and glasses along the way. I threw away the reward - Butch's jacket - because it was trash.

In the room behind the robot, chewed by cockroaches, there is a hiding place on the wall - they said that you need a hacking skill of 50. I didn’t even try to open it. The rest is opened extremely easily and is considered open.
The caretaker is “protected” by the head of security, whom a 19-year-old nerd beats to death with a half-broken bat. The dialogue with the caretaker is extremely stupid. I "stole" everything from him by simply "hiding" in front of his eyes. You can kill him and take the key and password, but our lady of the heart will be very angry. That's why I killed the crowd of innocent idiots - the guards, and left the main bastard to live. It's hard to be good in the distant future.

Further through the officers' chambers to the local god's computer. You can read all sorts of interesting things, but the main thing is to open the cellar. Before leaving, you can wander through the opened rooms and get some stimulants and ammo.
And now - freedom! The door to the outside world brings a surprise - the opportunity to change EVERYTHING. Skills, gender... What about my Amanda? Not long ago I was a boy...

A small lyrical digression - you can first spit on everything and make a character to “pass the vault”. Maximum match and hacking, don’t give a damn about the rest, and change it at the exit.

3. Megaton

Outside we are told that the "escape" quest has been completed. Hurray - level! I pumped 20 skills into the match (I’m already a terrible fighter), and took the “intensive training” perk. +1 to stamina.
On the way to the city there are ruins of Springfield. In the first mailbox there were grenades and drugs lying around - we put them in our pockets. A little further we shoot the Enclave reconnaissance droid, just as scary as the guards in the 101st. You can pop into Springvale Elementary School - raiders have settled there, but it's better to sell out in the city first. Near the entrance, a hungover homeless man, Miki, asked for clean water - a droid gave it to me in my house in Megaton (the house will appear later). But the dryness cannot be quenched with one can - Mickey asks for more and more. True, karma grows at the same time, so you can wash yourself off after thefts and murders.
Outside the gates of Megaton, the rules of behavior were explained personally by the sheriff. By the way, the city was built by idiots around a huge bomb. I suggested to him - let me defuse this bomb! And he’s like: “Unload it, stranger, I’ll give you 100 rubles, just be gentle with her, otherwise we’ll all die”... Really bad. Although, as in the real world, there is a completely logical explanation for all these strange actions. Thanks to the match, I bargained for another 400 coins for this wild hack. You can defuse it if your explosives skill is 30, and the reward will be money and a personal home - an extremely necessary acquisition. At the water treatment plant, an elderly foreman will ask you to repair leaks in the city's water supply system. For this you need repair skill 30. Two leaks are easy to find - along the main "roads" of the city, and the third is at the roof level of the Church of the Children of the Atom, just to the west of the church. The reward is 110 experience, 200 caps and a promise to buy all the scrap metal.
The main plot location is Moriarty's saloon. You can buy information about your father for 100 caps, you can complete a quest to get rid of debts (house in Springvale), you can hack the door and computer of the saloon and find out everything. He directs us to look for a local radio station and its host, Three Dog.
In a mafia-looking saloon, a man proposed to blow up a bomb, and with it the city and all its inhabitants. I took the detonator and put it in the locker at home, and saved the man from bad thoughts and his brain.
In the store, Moira Brown will offer us home interiors and a long quest. She's writing a book on wilderness survival and needs a guinea pig. First, get food and medicine in the supermarket (there are a lot of raiders there, but there was a laser pistol and an assault rifle; there is a computer, you need science 25 to hack. I had 24, and I was upset). In a locked room (on the ground floor, in a nook where there is a raider with an assault rifle and a lot of ammunition, there is a droid. You can activate it by hacking the computer (skill 25). There is an ID card on the computer, without which the droid will not make friends with you. He will figure it out pretty well with the raiders who had just decided to return from a walk. There is also a first aid kit on the wall (the task “find medicines”). As a reward, Moira will give you some food and a water distiller.
Moving about 50 meters away from the supermarket, I met a boy running away in horror from “them” (the quest is called “they”). Having difficulty coming to his senses, he asks to save dad from the ants. Ants (fire) resemble tanks with flamethrowers
The guy suggests that their weak point is their antennae, but with my light weapon skill (30) I had to shoot in the head. A 10 mm pistol is weak for this, but an assault rifle is just right. I found my dad dead (maybe I had been fighting insects for a long time?), but I found on him the key to the neighboring hut, where a strange scientist had recently lived. However, the guy has already come to terms with the death of his parent, and asks to also destroy the source of the infection - ants are coming from the local metro. Well, let's get on the subway. There you can find a lot of evil ants, as well as the scientist whose hut I just ransacked. He admits that the insect problem is his doing. He made a mutagen that was supposed to shrink the ants, but by mistake it turned out the other way around. The moral side of this story is not interesting to us - if we fulfill his request exactly (kill 5 guards without injuring the uterus), the reward is worthy: we are bombarded with the same mutagen. And this is +25 fire resistance, +1 to strength or perception. Forever. He will also ask for a placement for an orphaned boy, but that will come later.
Moira gives the following task - to be irradiated to 200, or better yet, to 600 units. It’s as simple as that - we run to the puddle in which the bomb lies, and greedily lap it up while listening to the sermon. Moira will cure the infection completely, and we have a new skill - broken body parts can be regenerated under strong radiation.
Moira's third task (for the first chapter of her opus) is to walk through the minefield and see how it is. Better yet, pick up mines. All this is not difficult, but it is a long way to go. There will be a landfill along the way - a lonely kind dog named Dog lives there. I became friends with him - it’s more fun together. The dog's companion is useful - he gnaws at enemies and knows how to look for stashes. For the task, Moira will give you 4 grenades and a diagram for making a racket - a strange thing that shoots any kind of debris. And for finishing the first chapter, we will get 4 stimulants. If we are not yet tired of being the laboratory mouse of a crazy woman, let’s take on the second chapter. The first task is to test the repellent on three (preferably 10) mole rats. They are found in warm sewers, although I didn’t get 10 - the raiders seemed to be completing the same quest.
Therefore, I was able to complete the task already in story vault 112, and as a reward I received drugs and repellent. The second task is to appear wounded (preferably crippled) to her. I blew myself up from the outside and went inside, receiving treatment, medicine and a protective suit. The third task is to install a surveillance camera in the swamp lair, in the Anchorage Memorial. Additionally, do not kill the swamp creatures. There's a clutch of eggs in the center of the main room, so jump - set - run away. Let's go get a gift - 5 stealth battles. The second chapter is written, we receive ammo and gratitude, and proceed to the third chapter.
The first task is to find out the history of Rivet City. [not completed yet]

4. Radio station

You can get to the radio station through the Friendship Heights subway. At the exit we find the Brotherhood of Steel carrying out mutants. From the very first corpse I picked up the energy armor, but did not have time to rejoice - wearing it requires a special skill. And -2 to agility is not very good for a sniper. When the battle seemed to be over, and we were at the station doors - surprise! A super mutant behemoth (the size of a large dinosaur), scattering the wreckage of cars with its feet, begins to crumble the paladins. But near the blocked entrance to the metro station, the dead paladin has a “fat man” - a big-game gun. It’s better to take it in advance and leave the dog away. After our glorious victory, everyone praises and respects us, but they don’t take us into the brotherhood. But you can talk to Threedog.
After leaving the show-off, he will say that he knows his dad, but all the clues are after the quest. You can try to persuade him not to fool you, but I couldn’t. This is what the arrogant African-American wants: to go to the center of Washington, steal an antenna from a lunar rover from the Technical Museum, and install it on top of the Washington Monument. To get there, we go from his office to the very bottom, go outside and find ourselves not in the basement, but quite high above the ground. Going downstairs we find a metro station. You can enter through the staff entrance - there is a computer with weak protection (25), and you can release the controller droid. Protectron first shot all the enemies (super mutants), then noticed that I was a hare (I didn’t have a metro ticket, I sold it in Megaton), and started shooting at me. I think few people risked traveling without a metro ticket before the war.

We go further through the subway. Several raiders along the way, a bed for a healthy rest. One squad sat down in a room with turrets that can be reprogrammed from the terminal (science 50), I couldn’t. Therefore, he left the dog in the rear, lured the raiders away from the guns and banged it. He received treatment and skipped to the turrets.
At the exit from the metro (Museum station) there are trenches with super mutants, and they are no longer armed with sticks. True, the entrance to the museum is very close to the metro exit, so fat people won’t be offended.
Inside the museum, another fuss with mutants awaits us. They have clearly weakened since the time of the second part, and are taken out with a Kalash (called a “Chinese machine gun”) with a bang. On the ground floor, in the atrium, you can read on the computer (terminal on the wall, entry 001) about the cache in the museum. You need to find clues, enter codes into terminals and get a password. You don’t have to look for hints, but go through 4 options while loading and find the one you need. Just read entry 001 again and try until the system accepts the code.
We pass through the "vault" and find ourselves in the western wing. To our left on the wall there are two terminals, in one of them there is entry 002. Entry 003 will be in the terminal at the tail of the large rocket, select the code and get the password. The password is entered into the security computer on the top floor of the west wing, and opens the safe with the key. And the key will open the safe in the planetarium. And in the safe... an assault rifle and a grenade launcher. And why bother with such rubbish?

You can get to the lunar rover through the planetarium. We take off the plate and run outside. (Yes, there is an exhibit in the atrium - an invisible fiddle, 3 pieces. Put it in your pocket.) Then a simple transition through the metro to the monument, take the elevator - and the Voice of America sounds again over the wasteland. The grateful presenter will say that Dad went to Dr. Lee in Rivet City. So it's time to visit Dr. Lee.

Back in the "Galactic News" building, you can ask the paladins - where are the energy armor driving courses? In general, you first need to ask permission from Paladin Lyons, who spends time in the laboratory. Only this laboratory is in the Citadel, but we can’t go there yet.

5. Rivet City.

The main thing is to get there, the path is long and dangerous. I made my way along the eastern bank of the river (from the warm sewers), killing a gang of raiders and a couple of squads of mutants along the way. The city is located on an aircraft carrier with a fallen off nose, and you can get into it by talking through the intercom.
With the main storyline here, everything is extremely simple - Dr. Lee is in the medical laboratory, and he will tell the whole truth without hesitation. Firstly, he and dad were working on the “cleanliness” project, and I personally am to blame for the collapse of the project. Secondly, Dad remembered his great goal and ran to fulfill it towards the Jefferson Memorial. The memorial is next to the ship, to the northwest. There, shooting yellow skins, we go into the gift shop, and from there into the parent laboratory. There, alas, there are only enemies, but there are the diaries of our fugitive. It turns out that he has now wandered off to look for Vault 112, which is near Evergreen Mills, to look for the creator of GEKK, Dr. Brown. And we'll go.
Other heroic achievements in Rivet City: in Dr. Lee's laboratory, Dr. Zimmer asks to find an escaped android, and promises Hi-Tec equipment as a reward. You need to start your search with Dr. Preston in the local clinic. He will give a hint (convince or give 100 coins), but it will be of little use. And further along the corridor there will be a sister’s room (that’s what it’s called). We break the lock, and in the room on the table we find notes and find out that a certain Pinkerton remade the robotic man. Questions about him lead us to the idea of ​​rummaging around on the fallen off bow of the ship with a heavy lock. But if you get closer to the Jefferson Memorial, the plot bifurcates: a lady named Victoria Watts runs up to us and fervently convinces us not to look for the android, but to impale the doctor, and offers the necessary evidence for this. [not finished]
At the Rivet City Market, Benton, a fashion merchant, asks for help in a political fight. We need to find incriminating evidence in Seagrave Holmes' cabin. [not finished]

6. Vault 112.

The path goes past Evergreen Mills. This place is simply teeming with raiders, you can kill them all. If you enter the smelter and then clear the bazaar, you can pick up a good "terrible shotgun" from the bartender. A pet lives in the yard - a super mutant hippopotamus. After having fun with him and selling the goods in Megaton, we go to the marker on the map. Casey's garage is there - the entrance to the shelter.
As soon as I got inside, I trustingly obeyed the robot and climbed into the box, and found myself in a virtual paradise. Which, by the way, turned out to be hell. People have been living in the “matrix” created by Brown for so long that they have forgotten about the existence of reality. And the old senile man himself tortures them out of boredom as he pleases, playing God in the world he created. You can try to get out by fulfilling the wishes of the doctor (aka Betty), but doing this is unpleasant - you need to offend the child, ruin the family, etc. One of the residents - an old woman - is the only one who understands what is happening. She advises looking for the key in an abandoned house. Upon entering the house, we will see four objects - a radio, a jug, a gnome, a cinder block and a bottle. If you press it incorrectly, the objects will creakingly indicate an error, and you need to start again. The terminal opened with the sequence R-K-G-K-SH-G-B. The best thing to do in this situation is to launch a “Chinese invasion” program, which will kill all the unfortunate residents and leave the doctor to live. It seems like I’ve already done such a “good” deed.
You can exit Brown's toy through the door that appeared on the playground next to Betty. Finally - meeting my father! He will tell you that recently he lived in the matrix in the form of a dog - Betty's friend. Well, that’s in the past, you need to run back to Rivet City to report the information found (the doctor wasn’t just playing with the computer), and resurrect the “Purity” project. You won’t be able to take advantage of a quick trip - dad won’t go without you, and will stupidly stick him in where you left him. Therefore, we run together, shooting enemies, across the entire map.

7. Cleaner and other problems.

After talking with Dr. Lee, we will be offered to accompany the scientists to the purifier. We run outside, turn on the Pip-Boy and are instantly there. I went into the gift shop, went outside - and all the scientists were already here. Now let's be an errand boy.
Dad asks to turn on the power to the pumps. We climb into the depths of the basement - there is a switch on the wall. After that, you will have to go to your father and back - install the fuses. Afterwards we start the supercomputer (the door to it is not far from the entrance to the basement). Hints can be received through the intercom on the wall. Next we carry out plumbing work - the pipe is clogged, we need to go into the sewer to repair it. But as soon as the valve is turned, the enclave’s troops land and capture the memorial. We run to save dad, shooting enclave soldiers and collecting laser guns for sale (a shotgun is still better). There is no way to save him - the parent decided to fry himself and the guests, causing the reactor to overload. Everyone died except me and a handful of scientists, so now we will save them. Purifier Lee and company need to be removed from the building. The tunnel will lead us to the very citadel of the Brotherhood, however, along the way we will fight with ghouls and the enclave, and we will also cure Garzi’s heart attack (if we don’t spend 5 stimulants).
Inside we'll talk to Lyons, the head of the order. He will give permission to wear armor (he teaches this skill to Gunny, he trains young people in the yard), and will direct you to the scribe Rothschild. He lives in the laboratory and can give access to the Vault-Tec computer. By the way, the armor has weakened greatly since the first and second parts: it is slightly more protected than the combat armor (considering the always broken state of both of them - thanks to Bethesda for the mega-idea with repairs, I played the entire game in rags), the noise from it is wild, and + 2 to strength and -2 to agility just gets in the way. The strength bonus does not cover the weight of the armor itself (I only need strength to carry heavy objects), and agility - the most important characteristic - is reduced. From the computer we learn that there was a GEKK in shelter 87. Not far from the computer is the scribe Jameson, a buyer of tokens from the killed Brothers. We return to Rothschild - he will show a map of the location of the shelters and explain that there is no way to get to 87 - the radiation is very high. What if you can’t, but really want to? Well, then try going underground.
You can go through the Little Lamlight Caves. It’s not difficult to get there, but you won’t be able to enter. A stubborn street kid with a gun in his hands won’t open the gate for me because I’m a bigot. In this town (although it is larger than Megaton), only children live, and everyone who turns 16 is obliged to leave it. Adults are not welcome there, and my attempts to “convince” them failed, so we go to rescue the kidnapped children. Squirrel and Sam were kidnapped by slave traders from Paradise Falls.
You can enter the city either as a slave or as a slave trader. If you want to try this slippery profession, join us. First, you will need to catch several exclusive specimens - a list of future slaves will be given at the entrance. You can give 500 coins, go inside, and look for peaceful ways to free the prisoners. I didn’t listen to the local guards’ show-offs and simply killed everyone (although it wasn’t that easy, the guys were tougher than the mutants), and then released the slaves. It's time to go to Lamplight.
Now the youngest mayor of the wasteland has let me in, and even agreed to open the gate to the Terrible Passage. True, at the same time he constantly reminded me how disgusting I was to him. Not far from the main entrance, Velcro, a teenager who is about to leave kindergarten, is celebrating his birthday. He asks to be taken to the “big city” [not completed].
The gate to the Dread Passage is in the same location as the main entrance to the city, in a northern direction. The “monsters” that live there are super mutant beasts, they die at the hands of heroes, and the tunnel leads us to the reactor room of shelter 87. There is a lot of meat in the vault itself, living and dead. The mutant Fox lives at the "experimental laboratories" level. He has lived locked up all his life, and politely asks to be released, promising to get the GECK. There is strong radiation in the GEKK storage chamber, we can’t get through it there, but it’s easy for him. If you do this, other doors will open, and the results of the experiments will come out - you will have to finish them off. You can easily pick up the GECK without his help - go to the top floor of the laboratory, break the computer (50), open the storage room. Anti-radiation drugs and an improved anti-radiation suit are stored there. You don’t even have to hack the terminal if you have a lot of drugs with you - just swallow them on the go in case of strong radiation exposure.

8. Audience with the President.

GECK we have! It seemed that victory was close - but then the Enclave appeared. Unconscious, they took me to the base, took away all my equipment and shackled me in energy shackles. My story would have ended here - GEKK, the purifier and I in the hands of Ankalva - if not for disagreements in the government. President Eden (another computer official) decided to infect the purifier with a virus and kill all the mutants. In this case, people will also die (although they are also slightly mutants), and then the nice guys from the Enclave will multiply and populate the Earth. Colonel Hall has other plans - to become a monopolist in the supply of water and bring all the wastelands to their knees. Therefore, the colonel will not have time to interrogate us - the president will call him, after which he will be released, return all the equipment, and invite him to his office. The President will inform the soldiers that you are free by his will. However, this will not last long, the colonel will cancel the order in a few minutes and start a riot. So it’s time to kill defenseless soldiers - we come point-blank and shoot off their head in VATS mode. No one was offended by me for this behavior, but I had to fight my way to the president. Otherwise, nothing complicated - laser rifles really suck, and the “terrible” shotgun completely blows your brains out.
On level 2 in the western part lives Anna Holt, Dr. Lee's assistant. She now works for the Enclave, and asks me to get out. Along the way, we managed to get a plasma rifle - finally, a normal energy weapon. North of Anna's room there is Hall's room. He keeps the president’s self-destruct code in case disagreements escalate, and a collectible doll that increases the “energy weapon” skill by 10.
Having reached the President of Eden, we receive a task. He chose us as his weapon of cleansing the world, and gives us a jar of the virus. On the whole, I liked the idea of ​​“killing all mutants,” but just in case, I entered the self-destruct code - you never know what else the iron head will come up with. Eden confirmed the code and advised me to leave the premises, which is what I did. It’s not far from the exit, soldiers are fighting with robots, everyone is having fun. The most terrible enemy in Raven Rock is your own toad: plasma rifles and Gatling lasers do not fit into your pockets. There is no time counter, so it starts to die when we get out. Raven Rock was destroyed (somehow very easily, as if they had been waiting for me for 200 years to die). Colonel Hall managed to escape on a vertibird, which means another showdown awaits us. And it’s time for us to go to the citadel and explain to Lyons what’s what.

9. This is the end

Yes, everyone who has not yet inhaled the dust of the wastelands - you can take a break from the main storyline and live a little. After the end of the story, you can’t play, and there will be no one to finish the quests.
In the citadel, Lyons' father argues with his daughter - she wants to fight, but dad won't let her. We tell everything we know, and the head of the order decides to attack the purifier. There is all that remains of the enclave, and there is quite a lot left. And the Lion Pride would not have survived, but local technicians, after reading comics about Transformers, built them a robot assistant. This is our answer to enemy behemoths. It’s also worth taking a gift - a completely intact (!!!) energy armor. Its damage resistance is 40, which will be useful to us.
And the battle broke out! At first it’s not clear - why am I here? The robot, apparently, could enslave the world itself - enemies are dying like flies, vertibirds are showered with rain. It shoots nuclear charges (remember the “fat man” - the gun on hippopotamuses?) and blue beams, reminiscent of the shock rifle from the 2nd part. Now, if he climbed onto the purifier and knocked down the rotorcraft with a mighty iron paw, a plot worthy of the first two parts of Foul would come out.
However, the robot has a drawback - it cannot fit through the doors of the purifier. And we climb through, and so does the colonel. My conversation with the colonel did not last long - he did not fall for my persuasion, he, of course, got into a fight, and received a charge of plasma right in his face. His two soldiers are fatter and have Gatling lasers, but they will still die. There is no enclave, the purifier is ours... Only it is about to explode.
The intercom in the voice of Doctor Lee reports that due to sabotage, the reactor is in an unstable state, and it needs to be started urgently, or it will be like in Raven Rock. But our dad built a radiation stove in the cell, and whoever enters there will not come out alive. And there are two of us - me and cutie Lyons. Who do you think should die? The decision is yours. There is even this dialogue option:
L.: - Well, who will go there?
Me: - Fuck it.
L.: - Okay, bastard, I'll go. Tell me the code.
Me: - I won’t tell!
L.: - You're crazy! We will all explode!!!
Me: - So we will all burn in hell!
Nice, right? By the way, who forgot - code 216. But in any case, the game is over. The final cartoon will remind you of the exploits - mine and dad's, and that's all. Listening to the story of my heroic death, I felt deceived. And if you don’t have a save before the start of the final battle, and the vastness of the wasteland is calling and beckoning, play again.

10. Impressions

Yes, the game would be great. If you didn't know what Fallout could actually be like. Yes, Bethesda pleased with the graphics, the excellent implementation of the Fallout world in 3D. The VATS system is simply superb, without it Foul would become a shooter with RPG elements. There is not enough variety of weapons (there is much more in the second part), the crazy repair system is annoying - I spent the whole game running around broken. I don’t even know what kind of protection the new combat armor has or what damage the Kalash has. But these are minor things. What's really missing is the lively and reckless humor of Fallout, which was filled with parodies, awkward situations and just very strange characters. After all, in a destroyed world there is no one to impose standards of behavior, and nothing restrains the imagination of the unique, which means everything is possible. The world of the third part seemed black and white to me: 90% of the characters are either clearly evil or vice versa. Overall, the game has become more childish, despite the severed heads of enemies and piles of corpses stacked in nets.
But, despite my grumbling, I completed the game in one breath, so I can say one thing - it’s worth leaving the shelter and going into the big world. Good luck.

Voropaev Vitaly. Especially for website.
For any use of this material, reference to