fallout 3 side quests

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    Agatha's House

    West of Scrapeyard. NE of Big Town. E of Mereseti Trainyard. Small house tucked awayin the cliffs across a bridge.

    Agatha's Song

    Agatha requires you to find her great grandmother's violin, the Soil Stradivarius, which is

    located in Vault 92. The vault is fairly linear with the violin in its case resting on a tabledeep in the Sound Testing area. The area is completely filled with Mirelurkers and

    Mirelurker Hunters, so be careful. Access the terminal on the other side of the room

    downstairs in the Sound Testing area, then tell it to open up the sound booth. Pick it up,

    and return it to Agatha.

    After completing the quest to pick up the Soil Stradivarius, you can discuss writing down

    her songs for later generations. Visit her again later or bring it up immediately. If youhaven't already found some, she'll ask you to locate music papersomewhere out in thewastes.

    The paper she's speaking of is the Sheet Music Bookthat you can find in one of the

    bathrooms of the Living Quarters of Vault 92. It's up against a wall in a stall. Open it up

    and pick up the Sheet Music to bring it back to her. A Sheet Music Book can also befound in one of the rooms within the Arlington Library Children's Wing.It would seem

    that previous reports were accurate. There is also a Sheet Music Book that can be foundin the Springvale School. Someone please confirm its location as only the one in Vault 92

    and Arlington Library have been confirmed.

    If you return with the paper, make sure to ask her for a reward instead of saying it isn't

    necessary. In return, she'll give you a special .44 magnum called the Blackhawk.

    Canterbury Commons

    This small town is located along the eastern edge and just north of the middle of the map.

    The Superhuman Gambit

    Start this mission by talking to Uncle Roe about the AntAgonizer and the Mechanist.

    These two characters are the town's headache. One has an army of ants while the other

    has an army of robots. After talking to Roe, find his nephew Derek Pecion. You can getthe locations of both character's hideouts from him.

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    If you have a high speech you can convince Uncle Roe to double the quest reward giving

    you 400 caps for doing the quest. Convincing both the AntAgonizer and the Mechanist to

    leave town will get you a bonus 200 caps, for a total of 600 caps.

    The AntAgonizer

    The AntAgonizer's lair is northwest of Canterbury Commons. You'll find a door cut intothe side of some rocks. Enter the Canterbury Tunnels. Turn your light on and cautiously

    move through the corridors keeping an eye out for mines and tripwires. You'll eventually

    find a bit larger room with what looks like power turbines on either side. You will find anElectrical Switch on the wall opposite of the rooms entrance. Activate the switch to

    reveal a secret stairwell. Head down the stairs and open the door around the corner. Kill

    the two ants in the sewer tunnel then make your way through the broken hole in the wall.Follow the narrow cave tunnels and take out the other ants along the way. At the end of

    this little cave system you'll find the door directly to the AntAgonizer's Lair.

    From here, it's up to you to decide how you want to handle the situation.

    Evil Options

    Option #1: Speak with the AntAgonizer. Agree to join her "army" and suddenlyher lair will come under attack. Let the AntAgonizer and the Mechanist fight it

    out in the lair then kill the last person standing. Loot both bodies and then head

    back to Canterbury Commons. Talk to Uncle Roe and tell him he won't need to

    worry about those two any more and he'll give you your reward.

    Option #2: (slightly untested) Kill the AntAgonizer and her followers and take her

    armor and helmet. After equipping her gear, head north to the Robot Factory andgo through his lair. By reaching him with Antagonizer's gear on, the Mechanist

    will assume you are the AntAgonizer and will fight you to the death. (note: Thiswas tested with a female character and I actually took her armor after I convinced

    her to no longer terrorize the city. However, I assume you will have the same

    outcome of taking her armor whether you kill her or negotiate with her. I am notsure if this will work with a male character wearing his armor.)

    Good/Neutral Options

    The man who runs the Canterbury Commons Diner can tip you off to the AntAgonizer's

    real name. When you confront The AntAgonizer, tell her you're just there to talk. You'llthen have to pass a speech check to convince her to give up. She'll hand over her suit. At

    this point, you can either let her walk away or kill her. If you opt to kill her, several ants

    will show up to aid her. You may also use her armor against the AntAgonizer to make

    The Mechanist assume you are the AntAgonizer once you reach him. This may not workas a male character.

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    The Mechanist

    The Mechanist lives in a Robot Factory south of town. There are alot of robots and turrets

    in this place. You can pick the lock of The Mechanist's door if your lockpick skill is 100.

    About halfway through the factory, you will encounter two Mark V turrets that willattempt to kill you. You can either take them out as normal (missiles, pulse weapons) oryou can go upstairs to a terminal (requires Average Science Skill 50) that will allow you

    to disable the turrets or even destroy them with an emergency Pulse Explosion.

    Untested Options

    It may be possible to use the Mesmetron against both of them to convince them to

    stop.

    The Mechanist will assume you are The AntAgonizer when you wear her armorand helmet (you may just need one or the other) and speak to him. This does not

    require your player to be a female to work, and he will even still assume you areThe AntAgonizer if you decide to change in to her armorafteryou've convincedhim to leave (Glitch?). It is safe to assume the inverse can happen if you equip

    The Mechanist's Armor (by killing him or convincing him to leave) and speak to

    the AntAgonizer.

    Girdershade

    The Nuka-Cola Challenge

    The Challenge is to locate 30 bottles of Nuka-Cola Quantum. You're given the location of

    the Nuka-Cola bottling plant as a starting point. At the plant, you can find distributioninformation letting you know where shipments of Nuka-Cola Quantum went. Drinking,

    selling, or just dropping bottles of Quantum will make this quest a lot harder, so

    make sure to save any you find.

    You can find a large shipment of Quantum at Old Olney, on the northeast part of themap. Head a little southeast from there and you'll see a radio tower. There's a truck right

    beside it; check it and you'll see it contains 10 Nuka-Cola Quantums. You'll also find

    about 30 regular Nuka-Colas.

    Evil Options

    After receiving the quest, Ronald comes out to talk to you upon exiting Sierra's

    shack. He offers to buy the bottles from you instead so he can get in Sierra's

    pants. Although she is completely oblivious to all attempts to warn her about

    Ron's ill intentions, common sense would dictate that his desires are nothing butsleazy. Once you collect all 30 of the Nuka-Cola Quantum, you can give them to

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    him, receiving evil karma as well as 60 caps for each bottle if you used the

    speech skill to haggle his price up, for a total of 2400 caps.

    If you don't like Ronald and want to get rid of him for whatever reason, your characterneeds to be a female with the Black Widow Perk so you can convince Ronald to get you

    and Sierra some Quantum. He will obliged to do this and will later end up dead at theNuka-Cola Plant. You can loot him forThe Kneecapper

    Good/Neutral Options

    Sierra offers to pay you 30 caps per bottle of Nuka-Cola Quantum that youprovide to her, for a total of 1200 caps. She absolutely cannot get enough of this

    stuff. Once you obtain all 30 bottles, bring them back to her to receive good

    karma, the Nuka Grenade schematic, and 1200 caps.

    Grayditch

    Grayditch is located in the norstwest corner of the the capital city, on the western shore of

    the river.

    Those!

    In the parking lot of the Super-Duper Mart or close to Wilhelm's Wharf, north of

    Grayditch, you'll find a small boy named Bryan Wilks. He's quite frightened about the

    Fire Ants that have taken over his town. Offer to help the poor boy and make your wayinto the streets of Grayditch. Try to shoot any Fire Ants you encounter in the antenna as

    to send them into a frenzy, causing them to attack their own kind. Make your way to the

    Wilks's house to find Bryan's father on the floor dead. Once you've found the body, headback outside to tell Bryan the bad news. He's hiding inside the Pulowski Preservation

    Shelter, next to the diner near his old house. Tell him about his father's unfortunate fate,

    and offer to help some more. You'll now be tasked with destroying the source of the Fire

    Ants.

    Carefully make your way through the Fire Ant riddled streets of Grayditch. You need to

    make it to the Marigold Station which is on the south side of town. Enter the

    underground station and head through the tunnels and corridors, killing Fire Ants alongthe way. Be sure to stay in the Marigold Station. You will eventually find a door that

    leads you to Dr. Lesko.

    Evil Options

    Kill Lesko, and take the Portable Terminal Access from his body. Use this to

    unlock the other door in the doctor's room by using the computer terminal on the

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    desk. Head through this door and down the tunnel to find a wooden door to theQueen Ant's Hatchery. Take out the Guardian Ants with explosives, or sniping

    their antenna and leading them into each other. If you have high sneak, try tosneak past them and trigger the inhibitor pulse. Work your way through them, and

    you'll find the giant Queen Ant in the back cavern. Kill the beast, then use the

    terminal to send out the inhibitor pulse. This will kill all the remaining Ants bycausing them to attack one another. Leave the caves by making your way through

    the subway tunnels to get back to Grayditch. Talk to Bryan, and tell him to stay

    home (ditching him) to complete the mission.

    Good/Neutral Options

    Talk to Lesko, and he will tell you to kill the Guardian Ants only. Do that, and goback to him. He will give you a choice between taking 2 perks that give stat

    increases. Choose 1 of them, and make your way back through the subway

    tunnels back out to Grayditch. Talk to Bryan, and ask him if he has any living

    relatives. Go to Rivet City, and find his relative. Tell her that Bryan needs a placeto stay. She'll agree to take care of him. Head back to Grayditch to tell Bryan the

    good news.

    Little Lamplight

    This whole town is run by children, they don't trust adults. You have to convince Mayor

    Macready you are trustworthy.

    Option 1 - Use speech or the Child at Heart perk.

    Option 2 - travel to Paradise Falls and free the 3 child slaves (this option nets anachievement)

    Who's who in Little Lamplight

    Biwwy - sells you a wazer wifle for 500 caps or he'll give it to you free if youhave the Child at Heart perk.

    Bumble - medic in training

    Eclair - runs the diner

    Knick Knack- runs the general store

    Knock Knock- the police Mayor Macready - runs the town, can convince him to trade strange meat for

    fungus

    Princess - she guards the back gate and has a crush on Mayor Macready

    Zip - he's addicted to Nuka Cola

    Big Town

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    Big Trouble in Big Town

    Starting NPC(s): Red

    Some villagers have been taken to the northeast of Big Town by super mutants. Head in

    that direction to find the Germantown Police HQ. You can sneak in through the back, justwatch out for land mines and traps. Kill your way through all the mutants and loot the

    corpse of one to find the cell key which allows you to rescue Big Town's doctor Red.

    Optionally, you can continue down into the basement/kitchen and rescue another citizennamed Shorty.

    When you return to Big Town with one or both citizen's in tow, you'll have the option to

    stay and help them fight off a Super Mutant attack. Helping them will yield good karma

    while leaving them to their own fate results in bad karma.

    Starting NPC(s): Timebomb

    Reward: Lucky 8 Ball - Luck +1

    If you've been inside Red's clinic before, you've seen Timebomb lying down on a gurney

    there. Early on in the game, you probably won't be able to assist him. In order to bringhim back up to good health, you will need Medicine 45. After he wakes up, pick all of

    the selfless responses you can. Choose the option that says something about him having

    been shot seven times and breaking a few bones, but that he'll be ok now. Once the SuperMutant attack on Big Town is over, talk to Timebomb outside again. He thanks you again

    for helping him out so much and saving his life then gives you his Lucky 8 Ballwhich

    will give you a Luck bonus of 1 point for as long as you have it in your inventory.

    Megaton

    The crater town of Megaton is located almost in the center of the map. It's just to the

    southeast of Vault 101.

    Blood Ties Starting NPCs: Lucy (Megaton) or Evan (Arefu)

    This quest starts out in Megaton City with a girl named Lucy West asking you to deliver

    a letter to her family in Arefu to the west. Arefu is located on the remains of an old

    highway. You'll come to a riverbed, and a portion of the highway has fallen to theground. This is the entrance to Arefu. The other side of the highway has broken off, so

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    this makes this ramp the only entry and exit, a very defensible position. There should be a

    guy up ahead who's the sheriff of the town. He's on watch forThe Family, a local gang

    that's been terrorizing their camp.

    The sheriff will ask you to check on the 3 houses behind him. If you get into the Sheriff's

    house, there's abobblehead in there. Check the houses and you'll find that Lucy's familyhas been killed. When you tell the sheriff he'll let you know that they had a boy too, and

    he's missing. He'll tell you to go search for The Family, and give you 3 locations to look.The northern-most location he gives you, a rundown old subway station is where they

    are. The other positions are also interesting. The hideaway has some radscorpions and a

    couple of thugs (one with 10mm Submachine Gun), and the outdoor theater has somesuper mutants close to the northeast if you're feeling brave.

    When you get to the subway station, go into the grocer (the only door besides the subway

    entrance). There's a couple roaches in here, just whack them with whatever melee

    weapon you've been carrying and grab the supplies nearby. In particular, grab the boxes

    of stuff in the counter below the register.

    Now head into the sewer. Head to the left, through the turn-styles and there'll be a door

    on your right. Go through here and there will be two ghouls. The first one, Marty will

    ask what you're there for. If you feel like killing these guys, now is *not* the time, so justbe nice, and ask to help him with Ultrajet. You can then immediately talk to him again

    and give him the stuff you found in the grocer for a couple caps. Make sure to check in

    the room directly behind them, there's a box of mines. It seems like they should owneverything in this area, but be sure to remember, it's only stealing if the text is red.

    Anything else is fair game. There's another room in the back that opens up to a couple

    barrels of toxic waste. Don't be fooled though, they're right on top of a manhole cover

    which will take you to the Family.

    The manhole drops you into a cave with a couple crab guys. If you want to kill them, go

    for it, but feel free to just run past both of them and up the ramp into the subway. Stop

    when you reach the top of the ramp. Crouch down and take some time to look aroundyou. This area is littered with traps. If you're explosive skill or repair skill is high

    enough, you can disarm mines or the tripwires and bear traps. In general, the mines are

    located on the elevated edges of the track, along with the tripwires, and the bear traps areon the tracks. Your goal is to head down the path to the left. Watch out for tripwires

    (there are two), and you'll come to a guard for the Family. The easiest conversation path

    here is to tell the guard that you have a letter for Ian, and he'll just let you through.

    Otherwise you would have to pay or kill the guard. Note: If you should decide to be eviland kill people along a quest line, make sure to provoke them through dialog first, or each

    kill will give you bad karma, and more often than not, result in failing the quest.

    The guard will direct you to enter into The Family's hub, which has 5 people. Ignore

    them and head up the escalator to find Vance. (If you want Vance's fancy sword

    (Shishkabob) and you don't mind being evil, then yell at him a couple times to make himmad at you and then kill everyone.) If your speech skill is awesome, you can convince

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    him to let you talk to Ian immediately, but otherwise, ask him about The Family, and he'll

    tell you to talk to the other members. Each of the other members will tell you one of their

    "laws". Go back to Vance, and then he'll let you talk to Ian. With Ian, tell him:

    I've come looking for you

    Your parents are dead The past doesn't matter

    This place isn't the answer Here's a letter from your sister

    Then Ian should agree to head back to Arefu. Go talk to Vance. Remind him that he

    doesn't have to hunt for human blood, and then offer for Arefu to provide blood packs for

    protection. Vance will give you plans for Shishkabob. Head back and talk to the sheriff,and quest complete! This is also an Achievement.

    Extra Bottle Caps: You can return to Vance to trade Blood Packs for 10 Bottle caps

    each. This is helpful income, especially after visting the Our Lady of Hope Hospital,which has Blood Packs in First Aid Kids and standing IV units next to beds. I believe

    there are some in the Tepid Sewers when you find the machine that can make Wonder

    Mole Rat Meat from Mole Rat Meat and Wonderglue

    Hemaphatogy: This perk can be gained through conversation with Vance after youconvince him to make a proposal with Arefu to protect them in exchange for Blood

    Packs. Ask him to teach you the way of the vampire, and you will get this perk that will

    give you 20 HP points from Blood Packs like Purified Water (no radiation).

    Leaky Pipes

    Talk to Walterin the Water Processing Plant. He'll mention that the plant is on its last

    leg and needs someone, you, to fix the leaking pipes around town. Head back outside to

    Megaton. You're looking for pipes that are blowing steam out of them. You'll find onestraight down the path from Megaton's entrance along the left hand side. You'll find

    another one just down the hill in front of the Common House. The last one is located on a

    rooftop. Go over to Craterside Supply and look over the balcony and down to see the

    leaking pipe that runs along the roof below. Jump over the railing and land on the roof tofix the pipe. Return to Walter and tell him you've fix the pipes. You'll be rewarded with

    some 200 Caps and some XP. He'll then offer to buy any scrap metal off from you from

    now on. Whenever you find scrap metal, return to Walter to earn some easy Caps.

    Known Glitch

    Multiple Bethesda forumers have reported that Walter may eventually despawn, die,suicide or somehow no longer exist in Megaton, preventing you from being able to turn

    in scrap metal for caps or give it to him for free to gain xp and good karma. There is an

    alternative for PC users to use the console to "revive" Walter, but for PS3/360 players are

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    out of luck until Bethesda releases a patch. As an alternative, you can turn in scrap metal

    to Winthrop in the Underworld for Stimpacks, RadAway, or Rad-X.

    This glitch is possibly due to how NPC's are spawned in the level, depending on whattime you enter, wait or sleep in Megaton. It is possible that somehow they may

    accidentally fall from a high location and then fall down, resulting in suicide, in whichnobody in the city knows about.

    How to Resurrect Walter Using the Console

    1. Hit ` to enter the console. Then enter the following commands, hitting enter after

    each one.2. prid 00003b59

    3. moveto player

    4. enable5. resurrect

    The Power of the Atom

    You'll receive this quest by speaking with Sheriff Lucas Simms when you first reach

    Megaton. Simply raise your explosives skill to 35, (or if you have some mentats to makeyou smarter) and disarm the bomb. You'll be rewarded with your very own house in

    Megaton complete with robot butler! Your house also has a bobble head stand for any

    bobbleheads you collect in your travels. Doing this will raise your karma and for beinggood you will receive gifts from the citizens of megaton.

    There is also an evil version of this quest. First, you need to talk to Mister Burke at

    Moriarty's bar in Megaton. Have a conversation with him and he will give you a fusionpulse charge which you will need to attach to the bomb.

    There are two options here. You can either plant the charge on the bomb, or you caninform Sheriff Simms about the plot to blow up Megaton. If you inform the Sheriff,

    follow him back to the bar and watch as he confronts Burke. As the Sheriff turns to leave,

    you have another pair of options. You can stand there and watch Burke shoot Simms inthe back, or you can save the Sheriff by killing Burke. If the Sheriff dies, his son will be

    left behind to take over. If Burke lives, he will threaten you for ratting you out.

    If you choose to plant the bomb, it doesn't matter if you do so in plain daylight or wait for

    night. If you need mentats to help in planting the bomb, you can go see Leo Stahl who isa junkie. Talk to him about the drugs, and if you succeed, you get the key to his stash.

    Once you completed the main objective, head towards Tennpenny tower. The walk there

    is pretty long and dangerous, so save often if you're still at a low level. Once atTennpenny tower, talk to the intercom to enter the building. Walk inside the tower and go

    up the elevator. Talk to the guard and he will let you in. On the balcony, you'll find

    Burke. Activate the bomb and watch the fireworks. Doing this makes you evil and earns

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    you 500 caps. An alternative to activating the bomb is to kill both Burke and Tennpenny

    (the old guy who owns the tower). Not only do you become good, the guards won't care.

    Black Widow: If you are a woman with the black widow speech option, you can take theevil quest and seduce Burke into giving you 500 caps instead of 100. Or you can take the

    good route and seduce him into changing his mind about blowing up Megaton and he willwander away. He will then send you love letters periodically which you can pick up at

    the Saloon.

    The Wasteland Survival Guide

    In the Megaton, you'll find a supply shop called Craterside Supply. Visit the shop during

    it's 8 am to 8 pm hours of buisness and talk to Moira Brown. She'll recognize that you

    hail from a vault and will show incredible interest in you. Moira will tell you about abook she's writing and will ask you about vault life as a forward for the book. Give her

    something to further you're appeal to her and she'll give you a Armored Vault 101

    Jumpsuit. Moira will now tell you how she needs help writing the book and would likeyou to comply. You'll basically become her lab rat if you so desire. She'll send you out to

    perform various tasks and you'll return and give her an answer of your choice. Each task

    will have two objectives, one needs to be done to complete the chapter while the secondis always optional. What you do to help her write the survival guide will affect the

    outcome of the guide. If you barely meet each objective and give her bad responses, she'll

    produced a crappy survival guide. You do all the objectives (meaning optional ones as

    well) and give her good responses to each outing and she'll write a better book. It's up toyou however.

    Know that you can also achieve the Dream Crusher perk here. If you can convince

    Moira to give up the book and become a trader, you'll unlock this perk and get a discountwhen buying supplies from her.

    Chapter 1

    These three tasks can be done in any order but all three must be completed to move onto

    the next chapter.

    Super-Duper Mart

    Moira will need to know about acquiring food in the wasteland. She'll ask you to visit an

    old grocery store to the east ofMegaton. She'll mark it on your map once you trigger thisobjective. Leave Megaton and make for the Super-Duper Mart. Enter one of the two sets

    of front doors. Inside you'll find a bunch of Raiders. You'll most likely need to fight a few

    of them but sneaking around the mart is always an option. From the front doors, you caneasily make your way to the front right of the store. Hop over the corner counter and open

    the refrigerator back there. Take the supplies from inside to complete the basic objective.

    You can either return to Moira now and tell her what you found or you can complete theoptional objective. Since you're already here, you might as well.

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    Fight or sneak your way to the pharmacy which is located in the back of the store

    (opposite of the entrance). Once there, you can either hack into the lock door or you can

    search the metal cases for the Super-Duper Pharmacy Key or you can attempt tolockpick the door. Whatever you decide, enter the back pharmacy and take the medical

    supplies from the med-kit on the wall. Before leaving, be sure to loot all the boxes and

    crates for items. When you're ready, leave the mart and head back to Megaton. Go backto Moira's store (when it's open) and talk to Moira. Give her whatever response you see

    fit to complete this portion of the first chapter.

    Rad Experiment

    This is a relatively easy task to complete. Moira will need a live subject who's been

    irradiated, that subject can be you if you so desire to complete this quest. Once you'veagreed to it, simply step out into Megaton and make your way down to the center of

    town. There you'll find an Atom bomb that never went off. Stand in the radiated pool of

    water it's half submerged in. This will do 2 point of Rad Damage to you. You need to

    reach a total of 200 points of Rad damage to complete the basic objective. If you want tocomplete the optional objective, you'll need to reach 600 points. Simply standing there

    can take a bit of time but you can speed up the process by drinking the irradiated water.

    When you've completed one or both tasks, return to Moira while being irradiated yourselfand she'll run her tests on you. She'll give you some RadAway and Rad-X for

    completing the basic objective. If you did the option one though, she'll inform you that

    you've received the Rad Regeneration perk. This can regenerate crippled limbs if youget irradiated to the point ofAdvanced Radiation Poisoning.

    Minefield

    Moria will now task you with visiting an old ghost town that is apparently littered withlandmines. You basic task is to cross the minefield and reach the middle of the

    playground. Your optional task is to disarm and bring a landmine back to Moira. This

    minefield is a good distance from Megaton. Leave the hole in the ground town and makeyour way north for a bit. You'll eventually come to a cliff and see a river down below.

    Follow the rocks and river to the northwest and use the collapsed bridge to cross the

    river. You can follow the roads right into the ghost town to the north from here, use the

    map on youPip-Boy 3000 if you need to. Slow down as you approach the abandonedsuburb. The road ahead will be littered with mines. They can be spotted as round dirty

    orange devices lying on the ground. If you're looking to complete the optional task, duck

    and creep towards one. Keep you cross hairs trained on the mine and tap the action button

    as you draw near. Tapping the button will ensure that you disarm the landmine as soon asit's in range. Depending on your level, disarming mines may give you XP, so if it does,

    gather them all up. You may want to anyway, they've got a high price / weight ratio.

    Carefully navigate up the road, you'll see the playground on your left (if your headingnorth). Make your way into the middle of the playground to complete the basic objective.

    You should by now have noticed the sniper up on the ruins to the north of the town. He'll

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    take pot shots at you from there. Take him out or simply flee the scene. You can now

    easily fast travel back to Megaton and revisit Moira and tell her the tale you see fit.

    Chapter 2

    These three tasks can be done in any order but all three must be completed to move ontothe next chapter.

    Repellent Stick

    Talk to Moira about testing her experimental repellent. She'll give you the RepellentStickwhich you can equip via the Pip-Boy 3000. Moira will ask you so test this goo out

    on some Mole Rats in the Tepid Sewers of D.C. Your basic objective is to kill three MoleRats while the optional one is to kill 10 in total with the stick. As always, you could

    simply wait for 24 hours and lie to her but as this is one of the first towns you find and

    will probably be a low level character, you might as well adventure around and gain some

    XP.

    The Tepid Sewers is quite the trek from Megaton. Set out to the northeast towards theSuper-Duper Mart. Near this grocery store you'll find a bridge to cross the river with.

    Once you are on the opposite side of the river, follow your Pip-Boy to the sewer'slocation. Enter the underground system and equip yourRepellent Stick. Work your way

    through the narrow tunnels taking out Mole Rats. Be sure to open every door and search

    every shelf for boxes of items. There's one Med-Kit in this first section with multipleitems in. Watch out for the turret gun in the one long hallway. Use a gun to take it out.

    You'll easily complete the basic objective in this first area but will need to venture

    onwards to complete the second. It's up to you.

    Work your way through this section and you'll find a door that leads to a subway tunnel.It's lined with landmines and is guarded by aRaider. Dispose of the Raider by drawing

    them to your location then work your way up the tunnel, disarming mines along the way.

    Grab the equip and items from behind the sandbags and then enter the hallway to the left.There's a couple more Raiders in here. Take them out and strip them of their gear.

    Thoroughly search the area, you should have found aKey on one of the Raider's bodies.

    Use it to open the safe on the ground near the beds. Head back out to the subway tunnel

    and follow it further, disarming more mines along the way. You'll find another hallwayalong the right wall. When you find more Mole Rats use the Repellent Stickto kill them.

    Once you have killed 10 in total with the stick, leave the sewers and fast travel back to

    Megaton. Return to Moira and tell her of your adventures.

    Mirelurks

    Moira will need you to go to a Mirelurk lair inAnchorage War Memorialand plant an

    Observer for her to research the creatures. The basic task is to simply plant the device intheir eggs and the optional objective is to do it without killing any of them inside the

    memorial. You can simply fast travel to a near by location you've already discovered or

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    you can venture out and head there on foot. Either, enter the door on the north side of the

    memorial. You can go about this task multiple ways; not caring about the optional

    objective and just killing your way to their eggs, carefully sneaking through the lairwithout being detected, or simply sprinting through the underground memorial. This last

    option might be the easiest.

    Once you've entered from the northern entrance, make you way straight ahead and down

    the stairs to the door with the orange lights. Open this door and head into the larger roomto find another door to the back right. It will lead you to the Anchorage Memorial

    Facility Bay. Here you'll need to make your way down into the open center of the room.

    Wade into the shallow water and place the Observer into a pile of eggs. Once you've donethat, leave the memorial and travel back to Megaton. Again, this objective can easily be

    completed by sprint through the Mirelurk's liar. There's just enough room in the hallways

    to get past them. Doing this will ensure that you don't kill any and you'll complete theoptional objective by doing so. Talk to Moira and if you complete both objectives, she'll

    give you a few Stealth Boys and a Shady Hat.

    Tip: The entrance that is closest to the entrance of Tepid Sewers (just a few steps

    Southeast of the Anchorage Memorial) may allow the easiest option for this quest. If youhave Average Lockpick Skill (50) you can lockpick that entrance door. You should be

    able to go in, take a right and find a Mirelurk Egg Clutch without even noticing a

    Mirelurk. Place the Observer in the clutch, run back out and head back to Moira tocomplete the mission. Through this strategy, I was able to finish the quest in less than

    five minutes (having Anchorage Memorial already in my Pip-Boy)

    Injury Research

    This is a pretty simply task, get hurt. The basic objective is to simply return to Moira withless then 50% of your health. The optional task is to return to her with a crippled limb.

    This can be done pretty easily, Simply step outside her shop and drop a grenade orlandmine on the ground and stand near it for the detonation (you'll have to shoot any

    mine you drop, they won't go off by themselves). Explosives like this can easily cripple a

    limb. Once you've loss more than half you life and have crippled a limb, head back intoCraterside Supply and talk to Moira. Tell her about the experience and if you completed

    both tasks, she'll an Environment Suit along with a couple other supplies.

    Chapter 3

    These three tasks can be done in any order but all three must be completed to move ontothe next chapter.

    Rivet City History

    Start Moira's last chapter and she'll send on you a mission to find out the history ofRivet

    City. The basic task is to learn of its origins and the optional task is to check the sources.

    Travel to Rivet City which is in the very southeast of the map. Know that to enter Rivet

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    City, you'll need to activate the intercom at the top of the small structure that stands

    adjacent to the giant boat of a city.

    Once inside, find your way to the Muddy Rudderand talk toBelle Bonny about the city'shistory. She's not much help but will mention jumping off the Flight Deck, keep this in

    mind. Head up to the Weatherly Hoteland speak with Vera Weatherly. She'll suggesttalking to Seagrave. Now to the Marketplace, first talk toBannon about the city and then

    talk to Seagrave. Go through all his speech options about the city and you'll complete thebasic, optional and trigger another optional objective when he mention a man named

    Pinkerton. You'll find a lone door on the opposite side of the Marketplace leading to theFlight Deck. Step out here and you'll find yourself standing on the edge of the broken inhalf ship.

    If you have an Environment Suit and some Rad-X, now would be a good time to take

    some. Carefully hop down the side of the broken ship. Try to land on the steel beams

    sticking out. The water is shallow so don't just go leaping from the top. Work your way

    down and then drop into the water. Directly across you'll see two wrecked planes, Swimto the right of them a bit and when the rocks no longer stick above the water, you'll see a

    tunnel under the surface of the water. Get some air, then swim under water down thistunnel and open the down to enter the half submerged portion of the ship.

    Be sure to turn on your light and once inside, quickly swim straight ahead into the next

    (larger) room. Here you'll have just enough room to stick you head out of the water to

    catch your breath. From here, you basically want to find the door that is on the wallopposite of the door you enter from. Use your Pip-Boy map to help you. Go through this

    door and basically swim straight, open the next door and quickly swim up the stairs and

    you'll resurface for air in the next hallway. This hallway dead ends, but you'll find a door

    to open on the left. Swim through this door straight through the next open door. Now turnleft and then go through the door to the right. Quickly run into the room to the left from

    here to stand on ground so you can equip a weapon and take out the Mirelurks wandering

    around. Once you've killed them, make your way up the stairs from here. Straight fromthe top of the stairs, you'll see another room with a first aid box and a pistol on top of a

    table. Approach with care because there's a mine that'll go off when you get near them.

    Disarm or leave the items be and turn around and make your way down the hallwaybehind the staircase. The door on the right is rigged with a pair of shotgun, so be careful

    if you open it. Cautiously venture further down the corridors, you'll find a door with a

    computer next to it. Don't touch the computer, it'll explode. Instead, you'll find a yellowswitch opposite of the door that will open it for you. Proceed into the next room to find

    Pinkerton.

    Speak with the old recluse and learn about the true origin of Rivet City. Ask him for

    evidence of his tale and he'll give you the River City Council Minutes. This willcomplete the second optional objective. Leave the ship and make your way back to

    Megaton With all this info, return to Moria . She'll give you some Mentats for

    completing the basic task and a Rivet City Trader Bonus of 10% for completing theoptional objective.

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    Old Technology

    Moira will ask you to visit an old RobCo factory. She'll give you a RobCo Processor

    Widget and ask you to try installing it into the mainframe of the facility. Leave Megaton

    and head southwest to theRobCo Facility. You'll find a set of doubles doors along the

    side of the building facing the parking lot. Enter the building and you'll find yourself onthe ground level of the facility, or the factory floor rather. There's a ton of Mole Rats and

    Rad Roaches in here. You can either fight them or try to sprint past them all. Head to the

    right and make your way up the stairs. follow the scaffolding around and enter the officesand cafeteria section. You'll now need to make your way all the way around to the back

    of this floor to find a set of stairs that will lead you up to the third floor. The main frame

    is inside the room straight across form the stairs. Enter the room and activate the mainframe with the widget Moira gave you. At this point the robots of the factory will come

    back to life and attack anything they see, this includes you. If you have a science skill of

    over 50, you can reprogram the mainframe and tell the robots to do specific things, liketake care of the Mole Rats and Rad Roaches for you. This will complete the optional

    mission. However, if you don't have enough science points, you'll just have to fight orsprint out of the factory. Make your way back to Megaton and inform Moira of yourfindings.

    The Library

    Talk to Moira about the old library and she will task you with going out to theArlington

    Library. The basic task is to access the card catalogue while the optional objective is to

    retrieve the complete library archives. Leave Megaton and make your way to the library

    which is to the southeast, almost at the very bottom of the map. Enter the massive library

    to find that is occupied by Brotherhood troops. You'll find Scribe Yearlingin the lobby

    and she'll automatically start a conversation with you. Whether you choose to take on hertask is completely up to you. Either way, talk to her about the card catalogue and she'll

    inform you it's right here in the lobby. Use the computer terminal on the front counter tocomplete the basic task. To complete the optional objective, you'll need to venture further

    into the library. Follow the marker on you Pip-Boy through the library. You'll encounter

    some Raiders. The Brotherhood soldiers will help you out with them if they are nearby.Keep following the marker and defeating Raiders until you find the terminal on an upper

    floor. Download the complete archives and there and you'll complete the optional task.

    Leave the library and travel back to Megaton. Return to Moira and give her the

    information she requested. Once you've completed all the tasks in all three chapters of the

    book, she will print the book and give you a copy, along with a Mini Nuke, some Capsand Lying: Congressional Style book which will boost your speech +1 once you've read

    it.

    Depending on the amount of optional objectives you have done and your answers toMoria Brown about them, the Wastelander Perkcan range from Normal (Top answer),

    Smart (Intelligence), Tough (High Strength/Endurance), Sly (Agility/Endurance), or

    Snide (Perception/Bottom answer).

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    Perk itself Normal Smart Tough Sly Snide

    Junior Survivor

    (complete less than

    5 optional

    objectives)

    +2% Poison

    and

    Radiation

    Resistance

    +5 HP+2 Medicine,+2 Science

    +2 DR+2 Sneak,+2 Speech

    +1%

    CriticalChance

    Survival Expert

    (complete 5 to 8

    optional objectives)

    +4% Poisonand

    Radiation

    Resistance

    +10 HP+4 Medicine,

    +4 Science+4 DR

    +4 Sneak,

    +4 Speech

    +2%

    CriticalChance

    Survival Guru

    (complete all

    optional objectives)

    +6% Poison

    and

    Radiation

    Resistance

    +15 HP+6 Medicine,

    +6 Science+6 DR

    +6 Sneak,

    +6 Speech

    +3%

    Critical

    Chance

    You can also meet Wastelanders in the Wasteland who owns the Wasteland Survival

    Guide. Depending on the numbers of optional objectives you had done, the book can be

    praised or be a laughing joke.

    Northwest Seneca Station

    Sugar Bombing Run

    Starting NPC: Murphy

    Find Murphy in the Northwest Seneca Station. He wants you to bring him boxes of

    Sugar Bombs to make Ultrajet. For every box you bring him, he'll give you 15 Caps. If

    your Speech is high enough, you can make it 30 Caps a box.

    OasisYou can get coordinates for the Oasis if you go to Dickerson Tabernacle Chapel (North

    west, between Deathclaw Sanctuary, WKML Broadcast Station and Mount Mabel CampGround.), there will be a hostile Drifter with a Reservist's Rifle (60% critical hit chance

    (70% with Finesse perk) and 5 less AP in V.A.T.S). Killing him and looting him will

    contain the coordinates for the Oasis.

    http://www.wikicheats.com/index.php?title=Poison_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Radiation_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Radiation_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Hit_points&action=edithttp://www.wikicheats.com/index.php?title=Medicine&action=edithttp://www.wikicheats.com/index.php?title=Science&action=edithttp://www.wikicheats.com/index.php?title=Damage_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Sneak&action=edithttp://www.wikicheats.com/index.php?title=Speech&action=edithttp://www.wikicheats.com/index.php?title=Speech&action=edithttp://www.wikicheats.com/index.php?title=Critical_Chance&action=edithttp://www.wikicheats.com/index.php?title=Critical_Chance&action=edithttp://www.wikicheats.com/index.php?title=Poison_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Radiation_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Radiation_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Hit_points&action=edithttp://www.wikicheats.com/index.php?title=Medicine&action=edithttp://www.wikicheats.com/index.php?title=Science&action=edithttp://www.wikicheats.com/index.php?title=Damage_Resistance&action=edithttp://www.wikicheats.com/index.php?title=Sneak&action=edithttp://www.wikicheats.com/index.php?title=Speech&action=edithttp://www.wikicheats.com/index.php?title=Critical_Chance&action=edithttp://www.wikicheats.com/index.php?title=Critical_Chance&action=edit
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    Oasis

    Talk to Harold and the Tree people.

    Head down into the cave. Follow the path, killing mirelurks as you go. You'll eventuallyreach Harold's heart.

    There are four options. You can destroy the heart, stop it from spreading, force it to

    spread faster, or burn Harold with a Flamer or a shishkebob (that will get you negative

    Karma).

    Destroying the heart earns you the barkskin perk.

    Making Harold spread faster rewards you with an item that increases your speech by +10,

    some special outcast power armor, and a hood.

    Making Harols stop spreading rewards you with a missile and an armor named "Maples

    Garb".

    Notes There are a pair of wandering wastelanders who will disclose the location, before

    attempting to kill the player. There is also a Dying Wasteland Merchant who makes

    references to the Oasis if the Wasteland Merchant Note is looted.

    Paradise Falls

    Strictly Business

    The guard will ask you to enslave four high priority targets.

    Use the stun gun to briefly daze the target. Talk to them and lock them into the slave

    collar.

    Arkansas from Minefield

    Red from Big Town (will require first rescuing Red from the super mutants)

    Flak from Rivet City (make sure nobody is watching) Susan Lancaster from Tenpenny Tower (be sure to take out the guard or Susan

    will alert him while leaving)

    Rivet City

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    To the very southeast you will find a giant aircraft carrier that has been turned into a city,

    Rivet City.

    Bannon's Request

    Talk to Bannon about the City Council and Seagrave. He'll hint at wanting someone tofind something incriminating inside Seagrave's room.

    Go to Seagraves's room on mid deck and search under his bed. There you will find a

    letter from some slavers to Seagraves. Now you have a choice, go back to Bannon andtell him about the letter. He will tell you to go to the head of Rivet City's security about

    the letter. Alternativly, you can talk Seagraves and he will tell you to tell the head of

    Rivet City's security that Bannon is blackmailing him. If you turn Seagraves in, Bannon

    will give you a discount at his store and a Deathclaw Gauntlet schematic. However,Seagraves will increase his prices.

    The Replicated Man

    Starting NPC: Doctor Zimmer (alternatively, you can steal and listen to the

    Holotape in the Megaton Clinic to get this sidequest started, or you can steal andlisten to the Holotape from Craterside Supply)

    In the Science Lab, you will find Doctor Zimmer. Talk to him about his lost android to

    activate this quest. Ask him for any ideas and he'll point you to Dr. Preston who runs theRivet City Clinic. You can tackle this quest a number of ways, talking to various doctors

    and tech heads and others across the wasteland and asking about androids. Or can can

    complete the entire quest right here in Rivet City. Talk to Dr. Preston about the androidand he'll give you a Holotape. Next find Seagrave Holmes and talk to him about theandroid. Holmes will then give you another holotape. Lastly, enter the Rivet City Chapel

    and take the holotape from the preacher's stand (it's on the bottom shelf).

    After acquiring clues, you'll be confronted by Victoria who will give you a piece from

    inside the android. She hopes you will present it to Zimmer and tell him the android isdead. It's up to you though.

    You'll then be prompted to find Dr. Pinkerton. He lives in the Broken Bow of Rivet City.

    Exit the Marketplace to the Flight Deck and carefully drop down into the water below.

    Under the water to the right (North) of both crashed planes you'll find a submergedtunnel. Swim through it and enter the door to the find yourself in the Broken Bow. Make

    your way through and up the half submerged boat and you'll eventually find Pinkerton in

    a makeshift lab. Press him for information about the android and he'll spill his guts aboutthe facial reconstructive surgery and the whole deal. He'll give you the evidence needed

    and you'll learn that Harkness, the head of Rivet City's security, is the wanted android.

    Leave the Broken Bow and return to the main part of Rivet City.

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    Evil Options

    Inform Dr. Zimmer that Harkness is the android he is looking for. The evidence

    from Pinkerton will prove it and Zimmer will thank you by giving you the Wired

    Reflexes perk.

    Good/Neutral Options

    Confront Zimmer and give him the internal component Victoria gave you and tell

    him the android is dead. You will receive the 50 caps and some good karma.

    After discovering the identity of the cyborg and if you got Pinkerton to reveal thatthe original memories are still dormant and can be recovered with a command

    phrase, confront Harkness and use the phrase to force him to remember. Warn

    him that Zimmer is after him and he'll reward you with his special plasma rifle.

    You will have the option to take out Zimmer or leave him to Harkness.

    Best of Both Worlds

    After discovering that Harkness is the robot, use the command phrase to force him to

    remember. You'll get his plasma rifle as a reward. Request the honor of taking care of

    Zimmer yourself. When you locate Zimmer, talk to him and turn in Harkness to berewarded with the Wired Reflexes perk. You can now either kill Zimmer or let him go

    after Harkness.

    Stealing Independence

    Speak toAbraham Washington of the Capitol Preservation Society. He'll ask you to

    recover the Declaration of Independence from the National Archives. Ask him to mark iton your map if you haven't found it already. He will also pay you 100 Bottlecaps for any

    other historical document you bring him. Make your way to the National Archives.Inside, the National Archives are littered with Super Mutants. It's a good idea to start by

    going left or right (instead of going straight) and make your way through the building

    killing off the creatures one at a time. Either hallway way will lead you around in one bigcircle and you end up right where you started. Now head into the main rotunda directly in

    front of the entrance. Here you'll meet Sydney. A fellow human who Washington sent out

    on the same quest. Help her defend the rotunda from a couple waves of Super Mutantsand then she'll give you a few options.

    Evil Options

    Kill Syndey (or keep her alive until you are near the end of the quest so she can

    help you open the Sub-basement and defeat enemies) and make your way to the

    Sub-Basement entrance. You'll need to have have a Science or Lockpick skillover 50 to get through the door to the Sub-Basement. If you can't get through,

    leave and return when you have leveled up. The Sub-Basement is littered with

    Super Mutants. Try to funnel them into a narrow space so you can't become

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    surrounded. Proceed through this area and then enter the Archival Secure Wing

    East. Here you'll be faced with a bunch of security robots. Check all the boxes and

    be sure to pick up all the Pulse Grenades and Pulse Mines. These are great fortaking out robots. Fight your way through to the Archival Strongroom. Destroy

    the friendly robot (we're evil here) and it's turret bots. Take the password from the

    dead robot and use the terminal to unlock all the doors. Open the door directlybehind the desk and open all the saves and collect their goodies. Inside one of

    them you'll find the Declaration of Independence. You can now simply leave

    through other side door and you will find an elevator at the end of the longchamber. Leave the National Archives and head back to Rivet City. Give

    Abraham Washington the Declaration and you'll complete the quest.

    Good/Neutral Options

    Don't kill Syndey (if she dies by a trap or enemies, then you won't receive bad

    karma), do the preformed tasks up above except don't kill the Robot. The Robot

    will task you with finding ink at a library. Go there and get it. Go back to therobot and get the Fake Declaration of Independence and go back to Rivet City

    to give to Abraham. If you are an expert in Robotics, then you can cause the robotto shut down and then kill him, and you will not receive bad karma.

    Tip: Like Dogmeat, Sydney doesn't have much health and can get killed pretty quickly.

    Unlike Dogmeat, she will usually hide behind cover to protect herself. Also unlike

    Dogmeat, she will not automatically heal herself after battle so you will have to keepgiving her Stimpacks if (and when) her health goes low. If you are confident in taking

    down Super Mutants, Protectrons, Mister Gutsies, and Sentry Bots (Pulse Mines/grenades

    are highly suggested for this quest), you can tell her to wait while you clear the area.

    After doing so, you can go back to her to tell her to follow you. She will stay with youuntil you finish the quest, so it is likely that she may stay with you the whole game if you

    don't finish the quest (though, she isn't that helpful).

    Follow Up: In the Statesman Hotel you will find a Sidneys Fathers dead body on a bed.It will have a recording to Sidney. If you give it to Sidney she will give you her gun.

    Temple of the Union

    Head of State

    Secure the Lincoln memorial for the Temple of the Union or turn them over to slavers.

    Evil Options

    Scout out the Lincoln memorial. Talk to the slavers and rat out the Union.

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    Optionally, you can head to the Museum of History and bring back Lincoln artifacts to

    burn.

    Good/Neutral Options

    Scout out the Lincoln memorial. Once there, take out all the slavers.

    The Union wants to restore the statue of Lincoln. To do so, they need you to retrieve animage of the Memorial from the Museum of History.

    Once the memorial is clear and the image has been turned over, the Union will set out for

    the Memorial. Meet up with them at the metro station near Lincoln Memorial to finish thequest. It will take some time for them to travel so you'll need to either wait for them there

    or find some other things to do.

    note: After the Union leave you can return and their will be a deathclaw and a dead

    wastelander with deathclaw gauntlet schematics on him.

    Tenpenny Tower

    This is a tall skyscraper located in the southwest region of the map. You should be able to

    see it from a good distance away, it's hard to miss.

    Tenpenny Tower

    Here you'll need to make a moral choice, aid Tenpenny and his high society citizens by

    killing all the nearby Ghouls. Or, help out the Ghouls by killing all the citizens of theTenpenny Tower. Of course, you can always try to get the two groups to come to an

    agreement. Each of the three outcomes have multiple paths as well. It's all up to you andyour moral alignment to solve this problem of class diversity.

    First you'll need to speak to both sides, or not if you've already made up you mind. Talk

    to Chief Gustavo who is in charge of Tenpenny's security. Offer to help the situation.He'll tell you the Ghouls are holding up in some underground tunnels nearby. Leave the

    tower and make your way to the Warrington Trainyard. Watch out for Feral Ghouls

    wandering around the old train yard. Enter the Warrington Tunnels and fight your way

    through Feral Ghouls to the underground Warrington Station. Deep in here you'll find the

    Ghoul causing all the trouble to the rich people, Roy Phillips. Speak with Roy to hear hisside of the story. It's now time for you to choose a side.

    Evil Options

    Option #1: Kill Roy Phillips and his two followers, Michael and Bessie. Afterthat, find Chief Gustavo to collect your reward.

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    Option #2: Open a underground doorway (if you killed Tenpenny or just like to be

    evil) that will lead the Ghouls into the tower.

    Good/Neutral Options

    Option #1: Convince Tenpenny (that is, if you didn't kill him yet) and everyoneelse in Tenpenny tower that the Ghouls should stay

    If you managed to get the Ghouls into the tower, Roy will give you a Ghoul mask that

    will protect you from Foul Ghouls. Also, if you do Option #1, you can revisit Roy and

    find that all of the Tenpenny occupants are now Ghouls. Roy will say that the Humansand the Ghouls had a bit of a "misunderstanding." Roy will also give you a room in the

    tower.

    You can't kill Roy to avenge the deaths of the Tenpenny occupants since it will net you

    bad Karma.

    note: if you get the ghouls in and then kill tenpenny, roy philips will take over and evict

    all the humans.

    Underworld

    Starting NPC: Mr. Crowley

    You Gotta Shoot 'em in the Head

    Talk to Mr. Crowley in the Underworld, which can be accessed via the Museum ofHistory. He wants you to take out four people and return their keys to him.

    Tenpenny (Tenpenny Tower)

    Dave (Republic of Dave)

    Dukov (private home in D.C. area)

    Ted Strayer (Rivet City)

    Getting the keys

    Tenpenny When you meet Tenpenny at Tenpenny towers, you have a choice to

    Kill him (this will make the Tenpenny Ghoul quest harder for players who want

    good Karma, ironically, killing Tenpenny will net you good karma)

    Accept his offer to kill Mister Crowley instead

    Pickpocket

    Dukov Choices when you meet Dukov

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    Kill him

    Persuade him

    Pay him

    Pickpocket him

    Persuade Cherry (that is, if you didn't escorted her to Rivet City yet) to steal

    Dukov's key for you If you have the Lady Killer perk, you can persuade Fantasia to steal the key from

    Dukov

    If you have the Black Widow perk, you can talk Dukov out for the key.

    Strayer

    Kill him (will have the entire Rivet City on your ass) or better yet, give himPsycho so he can overdose and kill himself

    Threaten him

    Persuade him

    Steal it If you have a high enough Strength stat, you can get everything by him. Even his

    clothes.

    If you have the Toughness perk, you can convince Strayer to give the key to you.

    Dave

    Kill him (Will have the entire Republic of Dave on your ass), even if you manage

    to get him to Old Olney (rig the elections) and talk to him 3 times.

    Steal it Persuade him by doing the Wasteland Ambassador Route in order to do less

    Speech Challenges and DON'T MENTION Mr. Crowley. If you do mention him,then you have to do multiple speech challenges.

    If you made Dave lose his election prior to taking on this quest, you will not be able to

    get the key via persuasion. He would either be dead or not talk to you.

    If you want the T-51b Power Armor & T-51 Power Helmet (see Apperal) you have to

    gather the location of 'Fort Constantine' by using SPEECH on Mr. Crowley before yougive him the keys and:

    Keep the Keys (no reward from Mr. Crowley)

    Pickpocket them from Mr. Crowley

    Alternatively, give all the keys to Crowley. He'll wander out of Underworld. You can

    follow him all the way to the Fort if desired. A faster method is to simply time skip andwait around in Underworld. Crowley will eventually return and be wearing the T-51b

    armor. You can then either kill him for it or try to steal it from him.

    http://www.wikicheats.com/index.php/Fallout_3_-_PC_PS3_XB360/Apparelhttp://www.wikicheats.com/index.php/Fallout_3_-_PC_PS3_XB360/Apparel
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    Going Your Own Way:

    If you have a half-way decent SPEECH skill (I used alcohol, the Naughty Nightware and

    Button's Wig to boost my speech to around 50%), you can quiz the targets forinformation on Mr. Crowley and how they met etc. One of them, I think it was Dukov,

    will even give you the location of 'Fort Constantine' if you manage to convince him. You

    don't need to hand over the keys or even go back to Mr. Crowley after you have them all.Once you have all three keys and the location of the Fort, you can go collect your 'reward'

    yourself. No killing required either if you're not the murderous type. Note: 100% in either

    lockpicking or science will let you loot the two armours opposite Tara's body.

    If you decide to unlock the Fort Constantine doors then returning to Mr. Crowley beforecollecting the power armor, Mr. Crowley will start stalking you and will attack you

    whenever (just like the Regulators and the Talon Company Mercs) except he will stand

    farther away instead of ambushes.

    Reilly's Rangers

    In the Undereworld Chopshop (or Medical Bay), you'll find Reilly comatose. Use speech

    to convince the doctor to wake her, or if your medicine skill is high enough, do it

    yourself. Listen to her story and volunteer for the rescue mission.

    The Rescue

    Head into D.C. and follow the paths through the sewers and subways to reach the

    Hospital. Enter and fight your way up a few floors. Be sure to loot all the first aid boxes.

    On the second floor, you'll cross over into the Hotel. Fight your way progressively up tothe roof to meet up with Reilly's team. You'll find Tobe's body on the way, be sure to loot

    the ammo box. The team needs you to go back down a floor to find a battery. If you aren'tlugging one around, head back down and loot it from the protectron. Back on the roof,the team will fix the elevator. Use it to head to the ground floor. Be ready, there is a super

    mutant ambush waiting. Clear them out and the team will head off. You now have to trek

    out to Ranger HQ for your reward.

    Getting to Ranger HQ

    Unless you've done a lot of exploring already, this is going to be a long trip. Head to the

    nearby metro tunnel and follow the subway lines. Once you're back topside, follow the

    target marker to find a sewer entrance. Follow the sewers to reach the streets near Ranger

    HQ. A short walk later and you'll get your reward. You can either take a minigun or someranger combat armor. Rescuing the team will also earn good karma. Alternatively, you

    may be able to skip the rescue and head straight to Ranger HQ for bad karma.

    Vault 101

    You must complete the Tunnel Escape main quest for this sidequest to activate.

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    Trouble on the Homefront

    If you're ever near Vault 101, you will pick up a radio transmission. Go into your Pip-

    Boy and listen to it. Amata will call out for your help and the quest will activate. Go toVault 101 and open the Vault door.

    There will be a few Radroaches near the entrance, and a lot of destruction and graffiti.

    You will soon find good old Officer Gomez. He will tell you some of what happened

    when you left the vault. If you killed the Overseer, then there is a new Overseer, but Ithink there are multiple plots here, depending on how you escaped. The Overseer wants

    to lock the door and throw away the key, but many "rebels" want to be able to go outside.

    Amata is one of those rebels. You can have Officer Gomez lead you to either theOverseer or Amata to talk. Along the way, an old guard nearly shoots one of the rebels (a

    Tunnel Snake), yet none of the guards try to shoot you.

    If you go to Amata, you will run into Butch who is dead set on leaving the vault for good

    (though he is the only one). He even suggests that you could go down to the reactor andsabotage Vault 101 so that they all have to evacuate.

    If you go down near the reactor, if you are not careful you may run into an overzealous

    guard in the room to your immediate left that would see you dead. He is the only guard

    that will shoot you on sight, and there is no karma loss for killing him after he talks toyou. When you do get to the reactor you will have to hack a computer terminal (or

    pickpocket the engineer). The engineer will die in the explosion and you will lose karma.

    On your way out you will be confronted by the overseer, If you convince him (usingspeech) that one of the rebels did it, he will then say that it is his fault and will stay in the

    vault. When you get to the entrance Amata will be there asking what happened, you will

    have two choices one being that it was the overseer's fault (lie) and the other being thatit's your fault. If you lie she will say that she will try to find the other vault dwellers and

    if you tell the truth she will say that she never wants to see you again. Either way you will

    both leave vault 101 forever.

    When you talk to Amata she tells you the reasons everyone wants to be able to leave andhow the Overseer will not let them. She urges you to talk some sense into him, without

    killing him.

    There are a number of other "rebels" near Amata that mostly just complain to you a bit.

    However you also discover that since there is no doctor any more, some people have died

    from treatable injuries and so a their Mr. Handy was appointed doctor. Only he made abloody mess of things. Talk to him about it. This is also a good time to try to find your

    old room and the framed bible quote your mom liked, it has an average lock and a Rock-It Launcher Schematic behind it!

    When you talk to the Overseer, you will find that he doesn't like you and has every intent

    to become lord of the vault; closing them all in there under his reign forever. You could

    either talk some sense into the overseer or you can just kill him. Upon doing so, you are

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    instructed to go talk to Amata. If you have anything else you would like to do in Vault

    101, this is your last chance.

    If you shoot a guard or access the security computer, you'll find details on a plot to "makean example" of some of the rebels. You'll also find the code for the jail which you can use

    to rescue your old teacher. If you do this, you will be able to tell the Overseer about theplot and he will be more willing to step down non-violently.

    Note: If you killed Amata's father in the beginning, you won't able to convince the newoverseer and your only option with him is to kill him. (not confirmed)

    When you talk to Amata, she will be appointed as the new Overseer from her father (if

    you didn't kill him) and, despite her understanding your reasons, will still exile you from

    the vault forever because most of the people still hates you and they need time to thinkabout it. Pack your bags and leave the vault.

    If you killed both overseers, Amata will be the new overseer and will exile you formurdering them and you must take your walk of shame back out of the vault and watch

    as those doors close behind you for the last time. I almost cried.

    Note: If you didn't killed Butch, he will be at the bar in Rivet City. You must haveNeutral Karma to recruit him.