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Fallout 3: Point Lookout Walkthrough

Fallout 3: Point Lookout Guide

By Blackmagemasher (Paul Hilton)
Email dragonmaster(underscore)alex(zero)(at)hotmail(dot)com
Feel free to help me fix any mistakes with the guide, i'll try
My best to acknowledge everyone or anyone who helps me out.



VERSION UPDATE
1.80-	Added more Side Quests, and almost finished up the locations (added
	about8 more to the list)
1.50-	Fixed spelling issues, added Chinese Debriefing room exit (for lower
	level characters), and started on Side Quests and made a map for Point
	Lookout (to show location and tell about them).
1.00-	Finished Main Quest
0.25-	Got a couple quests done, got alot more to due, still very much a work
	in progress


GETTING STARTED
If you reading this guide that means you probably need help with a perticular
quest or are just trying to find some fun and interesting stuff.  I am 
writing this guide mainly because i am dissatisfied with the lack of proper 
material on the interweb and my hatred of having to go to a wiki page about it 
(i usually lose track of what i was there for reading about other things >.<)

Also, while the locations while most probably stay the same (they have no 
reason to change), I am doing this quest at level 23, so the locals will most 
likely be stronger, I may go through this guide again as a weaker character 
(about 10) later to change anything that may come up useful.


Contents

Chapter 0  New Enemies

Chapter 1.  Main Quests
	1.1  The Local Flavor
	1.2  Walking with Spirits
	1.3  Hearing Voices
	1.4  Thought Control
	1.5a A Meeting of the Minds
	1.5b A Meeting of the Minds

Chapter 2.  Side Quests
	2.1  The Velvet Curtain
	2.2  Spoonful of Whiskey
	2.3  An Antique Land
	2.4  The Dark Heart of Blackhall
	2.5  Pilk's Safari

Chapter 3.  Unmarked quests
	3.1  Nadine and the Brain Picker
	3.2  Relighting the Lighthouse

Chapter 4.  Locations (needs work)
	4.1 Northwest Area Map
	4.2 Northwest Locations
	4.3 Southwest Area Map
	4.4 Southwest Locations
	4.5 Northeast Area Map
	4.6 Northeast Locations
	4.7 Southeast Area Map
	4.8 Southeast Locations

Chapter 5. Other Stuff

===============================================================================

===============================================================================



Chapter 0	New Enemies

Since there are quite a few new enemies to this game, I figured I'd add them to
the list, I'm hoping this helps people out a little bit.


   Creeper-	Little mutated fellows.  Don't know if they carry guns yet, but
		I have seen them use shovels as attack weapons.

  Scrapper- 	Nasty little mutated people.  Tend to fire double barreled 
		shotguns, baseball bats, and the like at you.  Easy disposed of 
		though (one ortwo hits with a strong weapon and it should go 
		down).  They drop misc. items, and a new edible specialty
		HUMAN FLESH(duh duh duhhhhhhhhhh).

   Bruiser-	Another largly deformed human, i dont think i have run into
		any that use weapons but they are still strong and have a lot
		of HP.

   Brawler-	Looks kinda like the scrapper, the ones i've seen carry 
		lever action rifles as well as regular hunting rifles.  
		Don't know if they use melee weapons yet.

   Tracker-	huge mutated human, uses melee weapons have alot of hp, and 
		are pretty fast for there size.  Walking backwards and firing 
		at them seems to be the best strategy (they move about as fast 
		as you, but there swing time is slow for attacks).

    Tribal-	Deranged cultists, seeking enlightenment through Punga Fruit.
		they seem non-hostile towards you at first, but by the end
		of the main questline, they are again hostile to you.
		
  Smuggler-	Probably the raiders of this area.

Swamplurks-	A reskin of the Mirelurk King, no notable changes other than 
		that.

 Mirelurks-	I think they got a reskin as well (to a greener hue) thats 
		about it.

Swamp Ghoul-	Just a ghoul that infests the swamp, pretty weak compared to 
		other ghouls.

===============================================================================

===============================================================================

CHAPTER 1	MAIN QUESTS

Here are the Main Quests to Point Lookout. They are put in order and should
give you a pretty good idea on how to do to get them done (as well as where 
you need to go next, and any good lootable items).


===============================================================================

	1.1 The Local Flavor

===============================================================================

  Soon after you download this add-on you will be told of the Duchess Gambit 
and will have a new location on your world map. (It is southeast of Rivet City
and it starts the Quest "The Local Flavor" so you can follow the Quest marker
to it.)  When you get to the ferryship you will run into Cathrine.  She will 
tell you that her daughter has run off to Point Lookout and can you deliver a 
letter to her.  If you choose to help her or not go talk to Tobar, and he will
tell you of the wonderous splendor known as Point Lookout.  Purchase 2 tickets
from him (you only have to purchase one, but its smart to buy two so you have a
returning ticket also), and go to rest in the den opposite where Tobar stands.
(Although he may walk in there eventually).

When you awake you are a Point Lookout, you can ask him for the sites, and
he'll tell you a few, and if you want you can deviate from your quest and do 
whatever, but you have to investigate the Calvert Mansion he talks of to 
continue the quest.

==============================
	Calvert Mansion
==============================

======================	
Entrance and West Wing
======================

Once you get somewhat close to the entrance to the Mansion, you will get a
message, from the overhead speakers from someone asking for help, and tells
you they'll come after you next if you don't.  So proceed to open the door and
enter.  Once in you will see a Turret and a couple of dogs attacking some
enemies called Tribals. Help take them out, and a ghoul named Desmond will
ask for more assistance and too follow him as he runs to a make-shift security
station. He will talk about how they (tribals) are breaching the inner wall
and he runs off telling you to follow him. (If you look under the desk left of
the TVs there are two ammo crates you can loot karma free, as well as some
arms you can take.)  Follow him left out the room and to the western room and
the tribals will blow a hole in the wall. He will enter the new hole and
Desmond will tell you they are coming in from a somewhere upstairs and to
follow him.  He will take you to a door leading to a dining room.  Go in and
some Tribals will come through the roof and 1 will come through the doors on
both sides, take them out and another two will come through the door you
entered from.  Once they are all disposed of go through the newly opened door
(west of the dining room tables) and go up the stairs.  Once you go up the
stairs, you will see (through a makeshift wall of desks) a tribal enter a room
to your left, and come through the wall there (with a friend). Take them out
and go through the new hole in the wall and grab the ammo in the ammo crates
(left side the the door to the hallway).  As you go through the hallway you
will run into a few Tribals, follow the hallway til you run into another group
of tribals, obliterate them and Desmond with tell you (through the intercom)
to find something flammable to shoot to try to block the passage off, so look
through the busted doors and you will see a red tank shoot it and it will blow
the roof in on that area.  Leave the room and Desmond will come through the
previously locked door saying good job and now they are trying to come through
the east wing.

====================================
East Wing (Basement up to 2nd Floor)
====================================

Now follow Desmond again and some more Tribals will pop out of hiding (some
from down stairs, and some will open the east wing door), take them out and
Desmond will tell you to block the entrance like you did before, so now go
through the newly opened door (upstairs and to the east).  As you looking for
an area to open up you will accidentally fall through the floor landing you
into the basement (ouch).  After you get up, grab the ammo and health supplies
on the bookshelf and follow the only way out,  Three Tribal will break through
the door and try to attack you, kill them and continue on through the newly
opened door (leading to first floor).  Keep following the only path (everything
else is blocked off) and you will hear a crashing sound, and some Tribals will
come in from the left take them out and continue forward killing any Tribals 
you see til you get to the kitchen, (if you continue straight you'll hit a
dead end, that has ammo and health).  Anyway, from the kitchen head east
(or out through the door that has a suitcase by it).  Follow that hallway and
you'll find the stairs back to the second floor.  When you get up the stairs,
you will see 2 Tribals come into the room opposite of you, take them and enter
the room they came from, when you go through that door, a tribal will come
from your left, take him out and look through the hole in the wall right in
front of you (from the door you just came through) and you will see another
red cylinder in a gas filled room.  Shoot it, (or grenade it) and you will see
a flamey explosion that may catch you on fire, and the roof will cave in in
that room.  Desmond will than come from the previously locked door and say you
guys are going to be hit hard and to follow him. 

=============================
Central Corridor (Entrance 2)
=============================

This is going to be one bumpy ride.  Desmond will warn you things are going to 
get tough grab what ammo you want (and a free sniper rifle) and if you have 
any mines, now is the time to use them (i did, i ran down stairs and laid them 
at every boarded up door i cold, and at the stairway entrances).  First 5 will
come in through the second floor on the right, than 4 or 5 will come in from 
the first floor on the right, than again on the first floor but from the left 
(again 5 tribal), than finally from the front door (only 3 or 4 but they are 
one is HEAVILY ARMED).

Once they are all taken care of (finally) you can be formally introduced to 
Desmond, as well as get the new perk Superior Defender.  You can ask him about
Nadine (as well as other things), but when you go to back out of the 
conversation, he will spring an offer up on you, see why they are trying to 
kill him and he'll give some "information" to you.  Accept the offer (or don't 
but i did) and you will start the next quest "Walking with Spirits".



===============================================================================

	1.2 Walking with Spirits

===============================================================================

Far to the north of Point Lookout is a run down cathedral, that is the starting
point for this quest.  Make your way up there taking out any of the locals and
trying not to die on the way there. (From Calvert Mansion you should see it
way out in the distance).  Once you get near the Cathedral's front gate you
hear someone start talking to you through the intercom.  So politely (or not)
answer him by talking into the intercom.  He will tell you that he is overjoyed
to see a new traveler trying to "seek transcendence" but he asks you if you are
prepared for the enlightenment.  After you say your ready, he asks you to go
retrieve seeds from the mother of all punga plants found far west of the
cathedral(your pipboy magically knows where to go, so follow it).

So, now, finally (lol) we reach the Sacred Bog Entrance where the Mother Punga
Fruit resides, outside the area are a few bloatfly you can easily eradicate,
when ready go through the door to the cave.  

===============================
Sacred Bog
===============================

When you enter the sacred bog you will enter a small cave that leads straight
just follow it and go through the door to the real Sacred Bog.

One you go through that door, the real fun begins, slowly (and by slowly i mean
sneak) your way to the objective marker and try to sneak attack any mirelurks
you can, (cause this place is infested with them).  As you walk through the bog
you may get the smart idea to just climb the small mountain in front of you to
speed up your journey but sadly there is an invisible wall blocking you after
a certain point (bummer).  

So the trick to finding the Mother Punga Fruit is to follow the small mountain
area to your right until you walk around it.  Also watch out for some traps
(such as bear traps).  Finally after trekking through the bog, you will know
you are close when you see a path of torches leading into an area of dry land,
walk up the Mother Punga and go to grab some seeds, they will burst into a 
fume as you collapse onto the ground.  When you get up you will notice that
the lush green bog has turned to a greyer tone.

As you start to head back to you will start to notice some rather odd things,
like a huge Schmault-tec bobbleheads telling you how dumb you are, or the fact
that violin music starts to play seemingly out of nowhere, about a fifth the
way back through the bog the grey will suddenly turn to violet and you will
see an invisible saw just sawing away at nothing (seriously trippy), or
nukacolas going nuclear on you, about halfway through the bog you will hear
feral ghouls start to chase you but there are none.  When you get through that
you will start to feel alittle "turned around" when you realize you are walking
on the canopy top, keep going and your going to see some fun stuff, (like a 
needle threading the ground), some morbid stuff (your dead mother), and some
different stuff (dead people who befriended you on some level).  Finally, at 
the end you will see the Megaton bomb and who you presume is Mister Burke, he
tells you everything is going to be just fine and than the bomb blows up.  When
you awaken from your trip through your mind (is it blown yet).  You will be in 
the bed outside the Sacred Bog Entrance.  Quick travel back the Ark & Dove
Cathedral and talk to the man again

====================================
The Ark & Dove Cathedral
====================================

When you get here, you can talk into the intercom and they say you are welcome
into there tribe, and than you can open the front gate, as you enter a man 
known as Jimson tells you that your mind has infact been expanded and that you
are now welcome to the cathedral.  (also earning the perk Punga Power, and 
finishing the quest Walking with Spirits (yay).  Speak with him to learn of
there leader Jackson, and of the meaning of the cult.  (this also starts the
next quest Hearing Voices.)

===============================================================================

	1.3 Hearing Voices

===============================================================================

This quest starts automatically when Walking with Spirits ends, with access to
the cathedral you should start out by trying to speak with the leader of the
cult, i mean tribe named Jackson.  You will also run into Nadine in the 
cathedral, she can get rid of your scar (if you want to get rid of it), as well
as lets you give her the letter her mom asked you to deliver. ask her about 
Jackson and she tells you where to find him, as well as gives you a key to get 
to him.

You can also talk to Croatoa and if you have the "child at heart" perk you can
get his special fertilizer shovel from him.

Well anyway, you have found out where Jackson is and now its time to return to
Calvert Mansion and talk with Desmond, so walk there or quick travel.

========================
Calvert Mansion
========================
Your only hear to tell him you found where Jacksons hiding, after he reams your
butt for not talking to Jackson about this place, he tells you to get the hell
out and do your job.  So follow the marker to the new location Wrecked Seatub
slightly northeast of the cathedral.


Once you find the Wrecked Seatub, enter it and you will find yourself in a Sea
Cave.  In here, just follow the torch lit path to the best of your ability, and
try not to engage the Mirelurks that are in here (if combat is bound to happen
try to use a silenced weapon as to not alert all of them of your presence).  
You will know you are close to Jackson when you hear him conversing with
someone else about destroying Desmond.  As you get closer and his conversation
ends up you will be abled to talk with Jackson, who tells you that the Greater
Mind had a problem with Desmond and that the tribe seeks no violence.  Ask to 
speak with the mind and you are given permission.  Finish talking with Jackson
and he will leave to go back to the church.  Now talk with the Holograph.  The
holograph tells you that Desmond is the reason why this talking brain is stuck
in here and that the jamming device Desmond is holding is limiting the brains
power to just the cave.  You can ask him some other stuff, but it just useless
jibberjabber.  Also this ends the Quest Hearing Voices.


===============================================================================

	1.4 Thought Control

===============================================================================

This quest starts when Hearing Voices ends, first off you need to speak with 
Desmond about the new turn of events you had just experienced.  So head to 
Calvert Mansion to begin this quest.  (if your still in the Sea Cave follow 
Jackson and you will discover a ladder leading you to a quick way out).  

====================
Calvert Mansion
====================

Once you return to the mansion and go to talk to Desmond, he seems to have 
already figured it out, and decides to let you in on a bit of his rivalry with
this holographic brain out there.  He has an idea to shut the receiver down
to force this rival out of hiding, and he needs your help.  So listen to his
plan and than make your way to the boardwalk.

When you get to the round-a-bout area of the "Wheel of Wonder" Prof. Calvert
messages you in your mind saying to throw the device in a trash compactor and 
come work for him instead of Desmond, than your a give a split objective.


===============================================================================
		From here it is going to split into
	two different Quest lines, one where you work with Desmond 
		and one where you work with Calvert
===============================================================================

===============================================================================
			Work with Desmond
===============================================================================

After hearing the message, go and install the device on the wheel and activate
it.  After installing it and starting the wheel up, Calvert will say start 
ranting on about how no one betrays him as he slowly get cut out by the cogwave
jammer.  Than you will begin to hear gunshots and the Tribals start to go after
you (so much for loyalty), take them out as you make your way back to the 
mansion. (*GLITCH NOTE: if you don't want to have to fight alot of tribals, you 
can just put the cognitive jammer on the Ferris wheel, and when you see the 
lever star to flip up, open your pipboy and quick travel to the mansion, saves
time and ammo, but you have to live with the fact you cheated yourself of a 
battle.)


Calvert Mansion
===============
As you near the mansion it seems Desmond had to use his special weapon as the
entire Mansion goes up in a blaze of glory, ending the quest and starting 
A Meeting of the Minds.

===============================================================================
			work with Calvert
===============================================================================

Calvert will commend you for throwing away the Cognitive Jammer, and tells you
he wants you to see something at Calvert Mansion.  So head there and you will
see the Mansion blow up in what seems to be a huge explosion, if you look in 
the Panic Room no on is there.  This ends the quest Thought Control and begins 
A Meeting of the Minds.


===============================================================================

	1.5a  A Meeting of the Minds (Desmond)

===============================================================================

Well the mansions is gone, but if you look through the rubble closely you will
find the Panic Room that Desmond was talking about, enter it and Desmond is 
PISSED, his dogs are dead, he house is gone, and he is out for blood.  He tells
you that he has found the location of Calvert and that he is going to pay.
Than he tells you to meet him at the light house and the new quest marker 
appears and he leaves.  Loot the panic room of it's treasures and head to the
lighthouse.  (if your quick you can follow Desmond to the lighthouse, saves you
some time finding the entrance)

=====================
Point Lookout Lighthouse
=====================

Enter the lighthouse and the floor will open up leading you to a secret passage
down below, follow Desmond down and enter the Underground Lab. follow him til 
you run into a shut door, activate the switch and two turret guns will activate
shooting you and a Robobrain will come from the newly opened door to attack you
as well.  Once they are taken care of continue down the halls (you can read the
terminals and loot the rooms if you choose to) until you enter a room where
the door locks behind you and another turret activates.  Destroy it and hack
the terminal to unlock the door and continue down the halls some more.  You
will fight another Robobrain and another turret and than unlock another door
with a terminal, open the door and fight another Robobrain continue down the
halls some more (a very straight forward area isn't it?) and you will reach a
brain in fluid, it will ask you to talk to it, well that opportunity doesn't
happen cause Desmond interferes arguing with it in your steed, than your given
the opportunity the kill either Desmond or Calvert.

=================
kill Calvert
=================
you shoot his tank, (after listening to a humous conversation between the two
of them) and Desmond will thank you say your of no interest to him, he gives
you the vault key and goes on his way (follow him and the door he stands by
is the vault door, containing the microwave emitter and a slew of other fun
toys.

=================
Kill Desmond
=================
Point your gun at Desmond and shoot him in the head, thank talk to the Calvert
Calvert will thank you and than give you your reward, DEATH, so kill him 
quickly before he can activate his Protectrons and the quest ends, go enter the
room behind the dead corpse of Desmond and you will see a room with a slew of 
items available.


Either choice you get the items in the Vault so do what you want really and
that is the last main quest to Point Lookout

===============================================================================

	1.5b  A Meeting of the Minds (Calvert)

===============================================================================

With the mansion destroyed and probably Desmond as well your instructed to meet
Calvert at the Lighthouse a Quest Marker is put up telling you where to go.

===============
Point Lookout Lighthouse
===============

Once you enter the lighthouse a secret door in the floor will open, enter it
go through the door in there to the secret lab, once in there you will see 
Desmond is still alive, now you can either make up with him and join him again
or you can kill him here.

==============
kill Desmond
==============
Shoot him in the head, kill him and take his security card. Use it to open the 
door and two turretguns will activate shooting you and a robobrain will come 
from the newly opened door to attack you as well.  Once they are taken care of
continue down the halls (you can read the terminals and loot the rooms if you 
choose to) until you enter a room where the door locks behind you and another 
turret activates.  Destroy it and hack the terminal to unlock the door and 
continue down the halls some more.  You will fight another Robobrain and 
another turret and than unlock another door with a terminal, open the door and 
fight another robobrain continue down the halls somemore (a very straight 
forwart area isnt it?) and you will reach a brain in fluid, it will gloat that
Desmond is dead and than try to kill you, kill him before he can activate the
Protectrons around him and go out the door opposite you came through for a 
short cut out of the lab. (Don't forget to pick up the goodies in the room just
after the ladder.

==============
Don't kill Desmond
==============
You apologize to him he gets pissed at you, but if your want you can get him
to side with you again.  If you do he will give a Security Card and run ahead
of you, go into the room he was in before and loot it, than follow him til 
you run into a shut door, activate the swith and two turretguns will activate
shooting you and a robobrain will come from the newly opened door to attack you
as well.  Once they are taken care of continue down the halls (you can read the
terminals and loot the rooms if you choose to) until you enter a room where
the door locks behind you and another turret activates.  Destroy it and hack
the terminal to unlock the door and continue down the halls some more.  You
will fight another Robobrain and another turret and than unlock another door
with a terminal, open the door and fight another robobrain continue down the
halls somemore (a very straight forwart area isnt it?) and you will reach a
brain in fluid, it will ask you to talk to it, well that opportunity doesnt
happen cause Desmond interferes arguing with it in your steed, than your given
the opportunity the kill either Desmond or Calvert.


=================
kill Calvert
=================
you shoot his tank, (after listening to a humous conversation between the two
of them) and Desmond will thank you say your of no interest to him, he gives
you the vault key and goes on his way (follow him and the door he stands by
is the vault door, containing the microwave emitter and a slew of other fun
toys.

=================
Kill Desmond
=================
Point your gun at Desmond and shoot him in the head, thank talk to the Calvert
Calvert will thank you and than give you your reward, DEATH, so kill him 
quickly before he can activate his Protectrons and the quest ends, go enter the
room behind the dead corpse of Desmond and you will see a room with a slew of 
items available.


Either choice you get the items in the Vault so do what you want really and
that is the last main quest to Point Lookout


  
===============================================================================
===============================================================================

	Chapter 2- Side Quest

===============================================================================
===============================================================================

Here are the Side Quests you can do

===============================================================================
	2.1 The Velvet Curtain

To start this quest, visit The Homestead Motel Room #1D, in there you will see 
a terminal, a skeleton on a bed along with it's suitcase.  Enter the Terminal 
and read about the fact that the skeleton on the bed was (presumably) a great 
Chinese Scientist that (presumably) faked defecting to America to steal 
american secret and give back to china.  Than enter his suitcase and grab the 
key (as mentioned in the terminal and continue back to the boardwalk).  

When you find the lockers at the boardwalk you will find one that is easy 
locked,(i don't know if you can start the quest by just unlocking the locker 
yet), anyway open the locker and you will find "box 1207 - Spy's Audio 
Password" in the locker.

Listen to it and it tells you to go to the bank and use the password to enter 
the safety deposit box.  So now walk to the bank (its about a 2 minute walk 
from the locker) following the current objective blip on the compass (the bank 
is called The Peoples Bank of Point Lookout).  

Enter the bank, (if you want to, you can loot the two safes behind the teller's 
area, but they contain mostly junk) and go through the cell doors to the safety
deposit box area.  Start the holotape message in your pipboy and choose the
correct password while the message is playing, this will trick the machine
to open the deposit box for you.  In there will be some Pre-war money (yay, 
more useless currency......) and an Espionage Debriefing holotape, grab it and
listen to it.  It will tell you that Jangs mission was to destroy a red's 
submarine that sunk in American waters before they could analyze it.  And you
were told to search out Yang for the password into the facility to destroy it,
(now i don't know how the pip boy knows where to go now, but follow the new 
objection marker across the street to the Navel Facilities and find the 
Terminal in there that tells you of where the American took agent yang.  
(apparently she was captured due to suspicious activity and had wanted posters
up for his arrest at the bank).  

Now, you have to do some traveling (yay or boo situation time) cause your next
relay point is all the way at the complete opposite side of point lookout.  If
you are the sneaking type you can sneak there in about 5 minutes (so i guess, 
you can walk/run there in about 3).  Once you get to Turtledove Detention Camp 
though, you will hear the sound of gunfire and explosions going on, (probably).
You can either engage the sentry bots and turrets at the base (and possibly 
the ghouls they are fighting) or sneak in, but your are looking for the morgue.

Depending on how you got into the morgue (through the shack door or the front 
door, but i recommend the shack door) you will find the body cabinet with the 
dead remains of "agent Wan Yang" here you can remove the microfilm containing 
the self destruct codes or you can leave it alone. (I picked remove the codes)
Upon removing the codes your quest will update, and you will get a new marker 
(out in the ocean) telling you where the sub recovery site is.  Make your way 
there (i just quick jumped to the boardwalk when it was safe. to shorten the 
trip).  

Once you reach the sub recovery site (marked in the ocean by a broken ship 
barely afloat, dive down and you will see the submarine.  Enter it and behind 
you will be the engine (with a self destruct switch) and infront of you will be 
a terminal (along with a stealth boy on the terminal), you can read the log on
the terminal or activate self destruct on the terminal than when your ready  
activate the self destruct sequence it will tell you that once activated you 
have less than one minute to evacuate the ship.  Than go back to the engine 
and pull the self destruct lever, to confirm self destruct.

Then high tail it out of the sub (your looking for a ladder on the left side 
(south west on the map) of the sub, once the sub is destroyed go back to the 
motel (room 1d) for further details.  Upon reading the new entry in the 
terminal, go to the bathroom, and stand on the toilet, (it made life easier) 
and look into the water hold of the toilet and you will see the spectacles 
needed from the message.  Than go to the Calvert Mansion.

When you get to Calvert Mansion, look for the burnt down structure on the east 
side of the mansion, enter it and you will see 4 pedestals (they each have 
different designs on them), now use the code that was given to you on the 
pedestals (mine was 1,3,2,3,4,4,2) and a hatch (next to the number 2 pedestal 
should open).  When you enter the bunker, a Robotron will to you to vacate for 
your safety, tell him the password and he will tell you to follow him for your 
reward.  (Don't forget to loot the room you meet him in, it has 12 or so ammo 
crates 4 or 5 chinese rifles a mini nuke and some other goodies).  He will 
lead you to a room, flip the switch and enter the room, you will see the 
backwater rifle in here along with some other loot.

If you access the computer though it will lock you in (presumably to kill you) 
and start flooding the room with gas, if you happened to do this, i think 
unless you have a level 71 science skill (to bypass the door) and a level 30 
repair skill ( to stop the gas) your screwed (although i may be wrong), so for 
safe keeping, DON'T ACCESS THE TERMINAL TIL YOU CAN (read below for Saikin_X's
way out of the room), you wont be able to complete the mission til you escape 
the room though :-(. (if anyone can tell me a way to get lower leveled 
characters out of here it would be hugely useful.)  Anyway, when you do get 
out you will be given 350xp and the quest complete status.

========
*UPDATE*
======== 
Saikin_X had told me of a way to get out of the gas filled room, here is what
he says to do. (thanks)

"Another exit to room in the Chinese bunker is to the left (when looking at 
the exit to the room). By climbing up and around the various pipes the player 
can use an exit similar to the bunker door that they entered through. By 
following the exit tunnel, the player will come out under water. I don't 
remember exactly where this exit brings the player out, but I think it may 
be between the cliffs of Calvert Mansion and the Lighthouse."

===============================================================================
	2.2  A Spoonful of Whiskey
===============================================================================

****This is pretty much all written by Swogdor, I'm working on editing it a bit
but i think it pretty much tells you what to do to complete the quest.

"This is started by going to Marguerite's Shack. Inside there is a woman who 
is pretending to be sick. Talk to her, and she says she needs help making 
some 'tonic'. You need to gather 6 Fission Batteries, 10 Refined Punga Fruit,
 20 Un-Refined Punga Fruit and 3 bags of Yeast. The Punga fruit is EVERYWHERE 
around the swamps. It grows as little plants on the floor. There's a buttload 
outside the Church. Wait 24 hours while it brews and your done! Your reward is
 tonic and caps. You can do it all again, but you have to wait a few days. 
You can also fix her tonic still, which is the machine in the next room. You 
get 200 caps for it if your repair skill is high enough. (36 I think)"

The only things i want to add are that: Maruerite's Shack is located almost 
directly north of the Abandoned Boardwalk (about 2 minutes walk north).

And that Fission batteries can be found (alot of them) in the Underground Lab
underneath the Lighthouse, as well as the military base. (Panada's also carries
a few from time to time.)

===============================================================================
	2.3 An Antique Land
===============================================================================

Looking out of the coast southeast of the Ark & Dove Cathedral, you will see
a sunken ship (or beached ship, or ...whatever).  That is the USS Ozymandias,
and it is also the starting point for this quest.

Swim yourself there (if your coming from said viewpoint, you can practically 
walk to it) and get onboard.  Once onboard look for the hatch leading down
into the ship.  Inside you will see a Med container you can loot, and some
other junk, but the object of interest is the Bysshe Co. Terminal.  Access it
and read the Mission Parameters, this will start the quest "An Antique Land".

Now there are 3 areas you have to get samples from, one is north of the Trash
Heap (A), one is east of the Lil' Tyke Playhouse(B), and lastly one is 
northwest of the Jet Crash Site (C).  (All sample points are dotted on the 
world map, I just wanted to give the closest area to them for quick travel 
purposes.)

==============
Sample A
==============
To get this area you must find the huge muck pile (usually with ghouls around
the area), its not that hard to find the muck, (it has a sound effect of steam
and boiling oatmeal).  Once you find it, locate the ladder that leads to the 
cave system down below.

Once down below, you will notice that it is a gas filled room, you shouldn't
have to shoot anything down there but don't fire a round off by accident.  You
will see a destroyed computer on a desk, left of the computer is an advanced
radiation suit, and to the left of it is a holotape containing the soil sample
analysis.  Take the holotape and your objective will update
==============
Sample B
==============
Now from Sample A's location, head south (about 2 minutes) and you will run
into Sample B's location.  While not as large as Sample A's location, you may
see the swamp bubbles popping out (shoot them, they flammable :-)..).  Once
there, take out any ghouls in the area and go down the ladder here.  

In the hole, you will find a desk with a footlocker on it, this is where the
second sample is, grab it and loot the area. (the footlocker on the desk has
some somewhat rare Bio-Gas Canisters in it.)

==============
Sample C
==============
Now for the long trek, to get to this area, (unless you just quick travel to
the Jet Crash Site) you have to travel to the Northwest corner of the map :-(,
but fear not, because it's actually not that long (about 5 minutes, unless you
get into a drawn-out battle with a ghoul reaver).

Once there, kill the ghouls that infest the area, and proceed down the ladder 
into the cave (its right by the tent outpost), go in and you will see no desk
in this hole (instead you will find the holotape by the long since dead body)
grab it and head back to the ship.

=================
USS Ozymandias
=================
When you return to the boat, access the terminal and input the 3 sample
verifications and you will be able to access the expedition items from the
previously locked safe, which contains some more Bio-Gas Canisters and
a couple Advanced Radiation Suits.  (overall the items are really not worth
the quest, but at least you had a reason to see the sites of Point Lookout...)

===============================================================================
	2.4  The Dark Heart of Blackhall
===============================================================================
After wandering a the swamp for a while, you may have run into a place called
the Disaster Relief Outpost, while visiting a lovely woman named Marcella, you
will learn (in her diary) that a man named Obadiah tried to commission her to
retrieve a stolen book for him, but she refused politely.  You also learn that
she has a bad feeling about Obadiah and that she feels an evil pressence
within the manor and has a bad feeling about the book as well.  Now for any
adventuring spirit, or if your just looking to complete a side quest, you will
notice that somewhat north of the Tents is a mansion.  That mansion is the
start of the quest.  (you dont actually need to go to the relief outpost, but
I learned of the book from there.)

Once at the mansion, enter and go straight into the parlor, there a man will
verbally harass you for entering his home uninvited.  From here you can be a 
jerk or be polite and converse with him.  If you choose to converse with him
he will tell you about a book the local mutants stole from him, claiming it had
supernatural powers, and asked you to retrieve it for him, if you do so he will
pay you 1000 caps, plain and simple.  Say you'll retrieve it for him and he'll
tell you to go to a ritual site to the east, say your parting words to the old
man and head back out into the Swampland.  After you leave the mansion, the 
woman Marcella will walk up asking if he hired you to recover his stolen book,
and she will go on to tell you about the books name and how its evil, she will
then tell you not to bring it to him, but instead to give it to her.  (she also
says she can't offer you money, but can offer medical supplies instead).  She
also tells you that you can find her at the tent on the beach.

===========
Ritual Site
===========

Now to find the Ritual site you have to travel east for about 7 minutes from
the mansion.  (or you could always quick travel to a closer location, like
the Beachview Campsite and walk there quickly).

Once there take out the creepers (usually) that guard the outside of the
basement entery.  When they are taken care of, head into the basement of the
blown up house.  The first thing you will notice is that is no enemies around,
(the second thing you will notice is that there is an eerie chant in the 
background music).  Anyway, follow the carved out paths following a 
northwestly route.  Once you find the alter room, take the book from the alter,
this will make the enemies spawn into the basement (usually a Brawler and a
Bruiser will run into the alter room, and from there the rest of the Local
Mutants will start to go after you.  

After you make your way out slowly (or if your trying to escape from them, 
hall ass).  After you make your way out take it back to Obadiah or Marcella

=============
Obadiah
=============
Bring it to him, he will pay you and get up from the wheelchair (i thought he
was crippled because he never leaves that chair........) and walk into his
basement, and start telling you to leave his house at once.  You will also 
notice him praying to a dead Creeper (that he has splayed on an alter in his
basement).  (I have been told you can than kill him and take the book back, 
free of a karma hit, and you will get a nice souvenior)

=============
Marcella
=============
Bring it back to Marcella's tent at the Disaster Relief Outpost, once you get
to the Outpost  there you will run into a couple of Smugglers have taken up
occupation here, take them out and go see Marcella.  When you enter her tent
you will see Marcella dead by her journal with the words "DIE THIEF" etched on
the tent in blood (gee I wonder who did that....).  Anyway, read her journal 
on the computer termanial and than grab the holotape and listen to it telling
you to take the book to the Dunwich Building at the Capital Wastes and press
it on the Obelisk there to destroy the book.

Now, if your lazy you can take it back to Obadiah and he will still pay you 
for the book, or you can take the quest on to destroy the book (you don't get
any reward for doing this action, while Marcella promised you health supplies
if you loot the key off her dead body and take them, you will be hit with 
negative karma)

If you choose to continue the quest and destroy the book, return to the ferry
and hitch a ride back to the Capital Wastes.

******************************************************************************
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
				Capital Wastes
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
******************************************************************************
Ah welcome back home, might I suggest returning to your house and dropping
off or selling your junk items you have, as well as picking up the ghoul 
mask, (if you have done the tenpenny tower quest *not included in this guide,
sorry).  

Anyway, when your ready to continue with the quest, look at the map of the 
Capital Wastes, the Dunwich Building is all the way at the South West side of
the wastes, and it is deep in Radscorpion as well as the occasional Deathclaw
or 3, so go prepared.

==================
Dunwich Building
==================
(I RECOMMEND HEAVILY THAT YOU COMPLETE TENPENNIES TOWER QUEST AND GET THE
GHOUL MASK IF YOU HAVEN'T DONE SO ALREADY, THIS PLACE IS THE HOME OF MANY 
GHOULS AND SOME OF THEM ARE AT A HIGH LEVEL AND CAN MAKE THIS PLACE A PAIN IN 
THE BUTT.)

Anyway, when you get to the Dunwich Building enter it, inside you will see the
dead body of a man grab the ammo in the crates, and go into the left room, 
there will be 5 holotapes you can listen to in there.  Anyway go back into the
hall and take the stairs up to the second floor.  In the second floor you will
see a hole in the middle of the second floor leading back down to the first,
make sure you take the whole that has a desk falling down the hole (jump in
the hole) and you will be back in a different part of the first floor, look
to the northwest and you will see a door, go into it and head into the 
Forsaken Dunwich Ruins.

====================
Forsaken Dunwich Ruins
====================

In here go up the stairs and head west til you see a flashback, kill the 
Glowing One and head up the crumbed flooring that dropped from second floor
(it's by where the glowing one starts at).  Once on the second floor, hop over
the breaks in the floor and make your way to the door in the northwest corner
of that room (it's the door with a bit of floor stuck to the north wall), and
go through that door.  Follow the hallway west until it turns into a room and
go in that room, you will see a wall was demolished (a long time ago) go
through that wall and fall to the first floor, than go south and enter the 
door to the Virulent Underchambers.

======================
Virulent Underchambers
======================

Once in here, fall to the bottom (3 floors I think) and enter the basement
hallway will you reach the Obilsek (just follow the halls, and don't climb any
stairs and it will be a pretty straight forward trek.)  When you get to the 
Obilesk follow the prompt, and it will blow up (the book) into a fireball,
damaging you a bit, but the quest will end and you will be rewarded with
positive karma.


PLEASE NOTE: I WROTE THIS PART OF THE QUEST (THE DUNWICH BUILDING) ON AN
EMPTIED OUT DUNWICH BUILDING, SO I DON'T REMEMBER ANY OF THE SPAWN POINTS OR
WHAT GHOULS I FACED IN THE BUILDING, SO JUST TREK SLOWLY AND DON'T GET TOO
FREAKED OUT.

===============================================================================
	2.5  Plik's Safari
===============================================================================

Out in the Northeast corner of Point Lookout, just alittle south of the Wrecked
Seatub, you will find the home of a ghoul named Plik.  Now Plik isn't just an
ordinary ghoul that you can talk to, annoy (possibly kill) and leave.  He is 
the owner and operator of his very own safari.  The safari (or as I like to 
call it a slaughterfest of feral ghouls) is where you go into an arena and he
will release a ton of ghouls at you (he claims he will limit the amount out at
any given time, but as you kill one, another will take its place).  All that 
is needed for this event is a nominal fee of 1000 caps (probably to make lower
level characters stay away from the event until they have slightly better
weapons and a good supply of ammo).

Anyway, to start the quest pay Plik the 1000 caps and he will say to enter the
the room beside him and press the button when you are ready.  Once through the
door walk up the corridor (noticing 3 glowing ones locked up to your left) 
until you meet the other 2 contestants, Jacob Humboldt a man who is pretty
polite looking man (who looks like this is a business retreat to him), and Rip
Smithy, an old timer who looks like he has seen more than one battle.  When
your ready to start the safari just activate the switch and start shooting.

You will be facing about five ghouls at any given time, but as one or two go
down you will hear the howl of more ghouls as they are entered into the arena.
After you (and your safari-mates) have bagged about 20 to 30 ghouls (didn't
get an exact count), it will be over.  Go back and talk to Plik, he will 
congradulate you on your survival and will give you the special axe called
the "Dismemberer" to commemorate your survival of your first safari.

(a quick note: I have been told that you can kill the two other contestants
and not face any karma loss for doing so, cause, I mean why pay 1000 caps
to split the ghouls 3 ways.....)
===============================================================================


===============================================================================
===============================================================================
	
	Chapter 3  Unmarked Quests
These quest are really just tasks you can do that give you various rewards,
like free passage to and from Point Lookout, or cosmetic effects such as
getting the lighthouse turned back on.

===============================================================================
===============================================================================
	
	3.1 Nadine and the Brain Picker

To start this quest you need to have finished Walking with Spirits, and talked
to Nadine.  In her choices you can ask her to get rid of your scar, she will 
say it will heal naturally and than you can ask her who was the one cutting
into peoples heads, she says she has and idea who and to meet her at the
ferryboat tomorrow, so wait 24 hours and meet her there and she will tell you
that the wonderful captain of the boat has been doing the tribe some favors in
return for Punga Fruit, so she citizens arrested him in the steamroom and is 
the new captain of the boat.  Go see Tobar and he will tell you that everyone
does something crazy and its about time he starts killing people, than he goes
hostile on you causing you to kill him.  Loot him of his things, try to find 
your piece of brain (to bad you cant keep it as a solvinior :(.  And return to
Nadine, she will say that you can ride the ferry free of charge from now on
and she can return to the capital wastes to see her mom from time to time.

========
*UPDATE*
========

YOU CAN GET YOUR LITTLE PIECE OF BRAIN BACK, so that way you never feel lonely
on those cold nuclear winter nights. (lol)

here is what Swogdor found his :
"You can also loot your piece of brain back. Its the one on the table. 
Its labeled as Familiar Piece of Brain. I dont think you can get it reattached"
===============================================================================

	`3.2 Getting the Lighthouse Re-lit

Along your travels through Point Lookout, you are bound to see the lovely 
Point Lookout Lighthouse in the Southeast.  But it is never on, if you choose
to climb it in search of loot, you will find a Holotape Note stating that the
truck carrying the Bulbs for the Lighthouse wrecked out by the Cathedral and
would have like Blue (deceased) to go hand-deliver the bulbs to get the light
-house working.  So head over to the Ark & Dove Cathedral and try to find the
truck.  To find the truck quick travel (or find the front gate) of the 
cathedral and go northwest until you see a rolled over truck as you get near
it, it will tell you that "you have found the Truck Wreckage" and will make
a marker point on your map (so you can quick travel to it later).

Loot the truck of its somewhat useful (for custom weapons) junk, but what your
looking for is the only unbroken lighthouse bulb in there, grab it and prepare 
to head back to the light house.  Work your way all the way back up to the
Lighting Fixture and insert the lightbulb, now look on the wall to the left
of the panel opening (where you put the lightbulb) and you will see a switch
switch it and the lighthouse is now operational. Yay.

===============================================================================
===============================================================================

		Chapter 4- Locations

===============================================================================
===============================================================================

Point Lookout is huge, and being huge it has some of the most exploration of
any of the other DLC's yet.  There are alot of locations and for newer 
characters it can be somewhat tiresome to find and loot all the area (plus what
if they missed something).  So here will be a list of (hopefully) all the
locations and a brief description of them, (telling if there is anything really
useful there.)

This is a work in progress and its probably not going to be done til next
update but here is about 1/3 (or more) of the areas.

===============================================================================
	4.1 Northwest Map
===============================================================================

=============
Northwest Map
=============
Here is an ACII map of the northwest corner of the map, i am going to try my
best to make it simple so the squares here are the same as they would be on
the world map, the locations wil be in letter marked system (so just follow
the key and you'll find your destination in no time.)

=======================================================
=     =     =     =     =     =     =     =     = B   =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================
=     =     =A    =     =     =     =     =     =     =    ====================
=     =     =     =     =     =     =     =     =     =    =        Key       =
=     =     =     =     =     =     =     =     =     =    ====================
=======================================================    = A-Jet Crash Site =
=     =     =     =    C=     =   D =     =     =     =    = B-Turtledove     =
=     =     =     =     =     =     =     =     =     =    =   Detention Camp =
=     =     =     =     =     =     =     =     =     =    = C-Trapper's Shack=
=======================================================    = D-Trash Heap     =
=     =     =     =     =     =     =     =     =     =    = E-Sacred Bog     =
=     =     =     =     =F    =     =     =     =     =    =   Entrance       =
=E    =     =     =     =     =     =     =    G=     =    = F-Flooded        =
=======================================================    =   Sinkhole       =
=     =     =     =     =     =     =     =     =     =    = G-Marguerite's   =
=     =   H =     =     =     =     =     =     =     =    =   Shack          =
=     =     =     =     =I    =     =     =     =     =    = H-Grower's Shack =
=======================================================    = I-Lil Tyke       =
=     =     =     =     =     =     =     =     =     =    =   Playhouse      =
=     =     =     =     =     =     =     =     =     =    = J-Blackhill Manor=
=     =     =     =     =     =     =     =     =     =    = K-Haley's        =
=======================================================    =   Hardware       =
=     =     =     =     =     =     =     =     =     =    = L-Ofie Clan Plot =
=     =     =     =     =     =     =     =     =  K  =    ====================
=     =  J  =     =     =     =     =     =     =     =
=======================================================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =   L =     =     =     =     =     =
=======================================================

===============================================================================
===============================================================================
	4.2 Northwest Locations
===============================================================================

=======================
A-	Jet Crash Site-	In the northwest corner of Point Lookout there is a
			downed jet fighter.  As you get closer to the site, you
			will learn that it is a hub for ghouls (at least 3 at
			the site, and somemore in the outter ringed area of it)
			Some of the goodies you can pick up are ammo and health
			provisions, and the containments from the black box 
			recorder.

=======================
B-Turtledove Detention	
		Camp-	This is a small run down military base, you need to
			access the morgue here to find Ms. Yang's fake tooth
			containing a microfilm in the quest The Velvet Curtain.
			Place contains both ghouls (alot of glowing ones, and
			if you have the "Broken Steel DLC" you will probably
			see reavers as well) and it also contains a fair amount
			of Sentry Bots (presumably left overs from when this 
			facility was still active).  
			You have a few buildings you can loot

=======================
C-	Trappers shack-	A small house out in the middle of nowhere, inside is 
			usually just a scrapper that can easily be taken out
			with one bullet from the backwater rifle.  Not much to
			loot in here, theres a stealthboy on the desk by the 
			makeshift bed, and a fridgerator full of alcohol in
			the kitchen.

=======================
D-	Trash Heap-	*COMING SOON*

=======================
E-Sacred Bog Entrance-	Leads to the Sacred Bog, home of the Mother Punga,
			nothing too special in here, except for the Mother
			Punga, but that is a quest specific event.  Area is
			filled with Mirelurks and Swamplurks.

=======================
F-Flooded sinkhole-	Just outside the Trappers Shack is a large pond
			that is actually the flooded sinkhole.  Not
			much here, was expecting more sadly.  You can
			find a couple of Nuka Cola Quantiums (i saw
			them floating the one water but i could have
			jarred them loose diving down to see what alls
			at the bottom).  On the bottom of the sinkhole
			you will find a couple of safes, but they don't
			carry anything special (a couple of caps, and
			some med-x are the highlights of them) and a 
			med contain is also at the bottom.  (again,
			it's almost not worth going down to get it
			because it so deep you usually lose health 
			on the trip back to the surface).

=======================
G-Marguerite's Shack-	*COMING SOON*

=======================
H-Grower's Shack-	*COMING SOON*

=======================
I-Lil Tyke Playhouse-	Didn't see anything special here, it's just 
			really close to a muck hole you have to go 
			to in the quest "An Antique Land".

=======================
J-Blackhall Manor-	An old Mansion just north of the Disaster
			Relief Outpost.  An old man named Obadiah
			Blackhall lives here.  Has a safe in the 
			second floor bedroom, but that is about the 
			only useful lootable item I ran across.

=======================
K-Haley's Hardware-	*COMING SOON*

=======================
L-Ofie Clan Plot-	A ghoul hangout, nothing here except a couple
			of tombstones and a graverobbed casket (a teddy
			bear is the gem of this area....sad really).

===============================================================================
	4.3 Southwest Map
===============================================================================
=============
Southwest Map
=============

=======================================================
=     =     =     =     =     =     =  A  =     =     =
=     =     =     =     =     =     =     =     =     =  ======================
=     =     =     =     =     =     =     =     =     =  =	  Key	      =
=======================================================  ======================
=B    =     =     =     =     =     =     =   E =     =  =A-Homestead Hotel   =
=     =     =     =     =     =     =     =     =     =  =B-Dove Delta        =
=     =     =    C=     =     =     =    D=     =     =  =C-Disaster Relief   =
=======================================================  =  Outpost           =
=     =     =     =     =     =     =     =     =     =  =D-Pilgrams Landing  =
=     =     =     =     =     =     =     =     =     =  =E-House of Wares    =
=     =     =     =     =     =     =  F  =     =     =  =F-Point Lookout Pier=
=======================================================  ======================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =     =
=======================================================

===============================================================================
===============================================================================
	4.4 Southwest Locations
===============================================================================

=======================
A-The Homestead Hotel-	An abandoned and presumably lice infested hotel, you 
			can start the quest "the velvet curtain" in room 1D
			and there are a couple other lootable rooms, (as well
			as beds to sleep in.)

=======================
B- Dove Delta-		*COMING SOON*

=======================
C- Disaster Relief 
	Outpost-	A set of tents put up by *insert, one of them has some
			medical supplies, one has a terminal telling the
			history of the area (why the tents are there) and one
			has a woman who comes from a cult that actually knows
			the old bible (no more Church of Atom, yay).

=======================
D- Pilgram's Landing-	The boardwalk, you can search for some junk here and 
			there, not much else.

=======================
E- House of Wares-	Panada's House of Wares, is a merchant's shop, she has
			a bit of everything, and and unusual amount of somewhat
			rarer ammo (i once bought 200 .44 magnum bullets from 
			her).

=======================
F-Point Lookout Pier-	The starting point for Point Lookout, you go here to
			get back on the ferryship to go back to the Capital
			Wasteland.




I know theres alot of sea (and I may include buoys in the ocean later, (maybe)
but this is the southeast area and it's locations

===============================================================================
	4.5 Northwest Map
===============================================================================
=============
Northeast Map
=============

=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =  ============================
=     =     =     =     =     =     =     =     =  =		Key	      =
=================================================  ============================
=     =A    =     =     =B    =   C =     =     =  =A-Truck Wreckage	      =
=     =     =     =     =     =     =     =     =  =B-Ark & Dove Resting      =
=     =     =     =     =     =     =     =     =  =  Grounds		      =
=================================================  =C-Wrecked Seatub	      =
=     =     =     =     =     =     =     =     =  =D-Ark a& Dove Cathedral   =
=     =     =     =D    =     =     =E    =     =  =E-Costal Grotto	      =
=     =     =     =     =     =     =     =     =  =F-Herzog Mine	      =
=================================================  =G-Ritual Site	      =
=     =     =     =     =     =     =     =     =  =H-USS Ozymandias	      =
=     =     =     =     =     =     =     =     =  ============================
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =  F  =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =H    =     =     =
=     =     =     =     =     =     =     =     =
=    G=     =     =     =     =     =     =     =
=================================================

===============================================================================
===============================================================================
	4.6 Northeast Locations
===============================================================================

=======================
A- Wrecked Truck- 	The only really useful thing in here is the 
			Lighthouse bulb used to make the lighthouse work again.

=======================
B- Ark & Dove Resting
	Grounds-	Nothing really special about this place.  
			Sometimes smugglers or the local mutants will
			hang out here but apart from that its just an
			ordinary graveyard.

=======================
C- Wrecked Seatub-	The entrance a Mirelurk infested seacave, not much in
			here of much use, a couple of caskets containing some
			misc. garbage (and an occasional weapon).  This place
			is locked up though, so you need to get the key from
			Nadine, who is located in the Ark & Dove Cathedral
			after the quest Walking with Spirits.  This is also
			Jacksons secret meditation cave. (hence the need for a
			key.)

=======================
D- Ark & Dove		The home of the Tribals, unabled to access this place
	Cathedral-	until you finish the quest Walking with Spirits.  You
			find Nadine here, as well as Croatoa, who is
			unimportant except his has a special shovel.  The 
			Cathedral is one of the best places, if not THE best
			place to find Punga Plants (both types).

=======================
E- Coastal Grotto-	Out on the coast looking out at the sea is the 
			entrance to the coastal grotto.  The Coastal
			Grotto is home to Pilk, a ghoul that makes a
			fine living by capturing feral ghouls and
			making people pay a handsome fee (1000 caps)
			to kill them off arena style (known as the 
			quest Pilk's Safari).  This is also the area
			that you can earn the Ghoul Ecology Perk (in 
			the room opposite of where Pilk sits you will
			see a table with his journal on it, read the 
			journal and you will gain the perk
			automatically).

=======================
F- Herzog Mine-		*COMING SOON*

=======================
G- Ritual Site-		A demolished house with a couple of the local 
			mutants have taken as a land with special 
			powers.  Used in the quest The Black Heart of
			Blackhall.  The basement has a stealboy and 
			some moonshine in an already opened safe in 
			an easternly room (the room has marble pillars
			and a muck spot in it).

=======================
H- USS Ozymandias-	A sunken research vessel, not much to loot until you
			finish the quest An Antique Land, and even than there's
			still really not that much. (the biggest item there are
			Bio-Gas Canisters and Advance Radiation Suits).

===============================================================================
	4.7 Southeast Map
===============================================================================

=============
Southeast Map
=============

=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================  ============================
=     =     =     =     =     =     =     =     =  =		Key	      =
=     =     =     =     =     =     =     =     =  ============================
=     =A    =     =     =     =     =     =     =  =A-Beachview Campsite      =
=================================================  =B-Calvert Mansion	      =
=     =     =     =     =     =     =     =     =  =C-Sub Recovery Site	      =
=     =     =     =     =     =     =     =     =  =D-Point Lookout Lighthouse=
=     =     =     =     =     =     =     =     =  ============================
=================================================
=     =     =     =     =     =     =     =     =
=     =     =    B=     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=  C  =     =     =D    =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=     =     =     =     =     =     =     =     =
=================================================
	
===============================================================================
===============================================================================
	4.8 Southeast Locations
===============================================================================

=======================
A- Beachview Campsite-	A small fire in the middle of nowhere, usually
			has a small group of local swampfolk there (if
			you watch carefully you can see them dancing 
			around it).  Not much in terms of lootable 
			items, theres a med container, a couple ammo
			crates, and some drugs laying around here and
			there.

=======================
B- Calvert Mansion-	An old mansion you have to go to in the quest The Local
			Flavor, a ghoul named Desmond inhabits it along with 
			his two dogs, later in the game the mansion blows up
			in the quest Thought Control.  Once blown up you can
			access the panic room for some magnum ammo and supplys.
			
			This place also has a small use in the Quest The
			Velvet Curtain, cause the blown out house by the
			mansion is actually the shelter that (deceased) Agent
			Jang was supposed to go when he completed his mission.
			When you complete the mission and go in there it is 
			loaded to the teeth with ammo, chinese Assault Rifles
			a Mini Nuke, and the Backwater Rifle.

=======================
C- Sub Recovery Site-	Out in the coast you will see an almost sunken ship,
			that is the landmark for the Sub Recovery Site, to find
			the submarine, just dive down and look on the sea floor
			for it.  The submarine is a quest driven area for The
			Velvet Curtain and you have to blow it up later in the
			quest.

========================
D- Point Lookout
	Lighthouse-	The beautiful lighthouse that is one of the big
			landmarks of the game, if you choose to re-enable the
			lighthouse's light you must go find one in the Wrecked
			Truck Northwest of the Chapel.  The lighthouse also
			holds the secret lab of Professor Calvert, which is 
			only abled to be accessed during and after the quest
			A Meeting of the Minds.
===============================================================================
===============================================================================

	Chapter 5- Other Stuff

===============================================================================
===============================================================================

=========================
Acknowledgement
=========================

Here is where im going to list who helped me and with what.  Also thanks to 
anyone who helps me with this guide :-)

These are all the people who helped me with the Chinese Debriefing room,
(sorry if anyone messages me after this update is put up but I probably wont
add anymore, thank you though).

Saikin_X (the first person to message me telling me how to do that part)
ugotslated (didnt have a username so i used the name on his e-mail, sorry)
bikerkid56 (again only had an e-mail to go by, sorry)
PQ Smooth 25
Zero Slash
AND THANKS TO ANYONE ELSE WHO MESSAGES ME ABOUT THE CHINESE DEBRIEFING ROOM

Swogdor-	Thanks for your help with the misc. questS, mainly with "The 
		Black Heart of Blackhall", "A Spoonful of Whiskey", "An Antique
		Land".  Also thanks for finding my bit of brain :-)

PsikoKrillin-	Also helped me out with (
	  
Gothikgrrl-	(only had an email to go by) For her help with Plik's Safari
		quest.  (telling me the location)
=========================
Copyright
=========================

THIS GUIDE IS COPYRIGHTED BY PAUL HILTON (BLACKMAGEMASHER).  THIS GUIDE IS TO
BE USED ONLY BY THOSE GIVEN PERMISSION, TO SEEK PERMISSION E-MAIL ME AT 
DRAGONMASTER(UNDERSCORE)ALEX(ZERO)(AT)HOTMAIL(DOT)COM.  

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GAMEFAQS.COM
NEOSEEKERS.COM
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