FAQ And Walkthrough - Guide for Fallout 3

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o======================================================================o
|								       |
|				Fallout 3			       |
|			     					       |
o======================================================================o
Version 1.03
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"FALLOUT 3" in the title, or I'll probably end up deleting it as junk.

I have no affiliation with Bethesda, Fallout 3, or any other parties
involved with this game. This is a not-for-profit fan-made guide. If you
wish to post, mirror, or quote this guide, feel free to do so. Credit
would make me happy, an email would make me feel good. Let your
conscience be your guide, just like all good people.

Now, I know this is a not-for-profit FAQ, but FAQ writing is time
consuming work. If you wanted to show your appreciation for this FAQ
and/or support for future FAQs by donating to my PayPal account, that
would be an above-and-beyond gesture. If every person who downloaded
my FAQs donated a penny.. well, it would help out immensely. Now,
without any more PBS-style solicitation..

https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious
devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs¤cy_code=USD&bn
=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted

This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work.. if not with the intended aesthetics intact.

Problems with this Guide
o======================================================================o
Fallout 3 is a huge game, easily the largest game I was stupid enough to
try and write a full FAQ/Walkthrough for, especially since I didn't just
write a Walkthrough, but a character creation section (which actually
preceded the Walkthrough by over a year) and numerous indexes to try and
make the guide as good as it could possibly be. I've been working on
this FAQ off and on since May 2010, and since Fallout 3's launch I've
spent over 1000 hours on this game, spanning six characters, (three
level 20's pre-expansion and three level 30's post-expansion.)

Still, for all that, I'll go ahead and say it: there will be problems
with this FAQ. I will not have found everything, or if I did find it, I
will not have recorded it equally everywhere. For example in my proof-
reading process I discovered that I had discovered a Tales of a Junktown
Jerky Vendor in Arlington Library on a previous playthrough and recorded
it in the Books section of the FAQ.. but I did not find it during the
playthrough during which I wrote the Walkthrough. So it was clearly
mentioned in the indexes, but not in the Walkthrough. Problems like this
are going to exist in a guide of this size, written during multiple
playthroughs, by somebody as careless as myself. If you find any
inconsistencies, or find anything I missed, let me know. I won't get
angry, although I will update the FAQ and give you credit for the
discovery (you can see some evidence of the mistakes I made in the
Updates/Thanks section of the FAQ, preserved from back when it used to
be merely a character creation FAQ.) Oh, and by pointing out things I
missed, I mean SIGNIFICANT things, like Books, unique items, sheet music
books, different ways to resolve quests, etc. If I missed a Nuka-Cola
Quantum, Stealth Boy, or Mini-Nuke, that's good to know but.. it's not
something worth rewriting part of the FAQ for. Unless it's a huge cache
or something. Oh yeah, and new for version 1.02-Mothership Zeta.

Table of Contents
o======================================================================o
I. Introduction				{INT001}
	1. Using this FAQ		{INT002}
	2. Sequence of Events		{INT003}
	3. Following Directions		{INT004}
	4. Bobbleheads			{INT005}
	5. Books			{INT006}
	6. Keller Family Transcripts	{INT007}
	7. Quests			{INT008}
	8. Schematics			{INT009}
	9. Sheet Music Books		{INT010}
	10. Super Mutant Behemoths	{INT011}
	11. Random Loot			{INT012}

>>>>>>>>>>>>>>>CHARACTER CREATION<<<<<<<<<<<<<<<

II. S.P.E.C.I.A.L. Attributes		{SPC001}
	1. Strength			{SPC002}
	2. Perception			{SPC003}
	3. Endurance			{SPC004}
	4. Charisma			{SPC005}
	5. Intelligence			{SPC006}
	6. Agility			{SPC007}
	7. Luck				{SPC008}
	8. My Personal Build, Attributes{SPC009}
III. Statistics				{STA001}
	1. CND				{STA002}
	2. RAD				{STA003}
	3. EFF				{STA004}
	4. LVL				{STA005}
	5. HP				{STA006}
	6. AP				{STA007}
	7. XP				{STA008}
IV. Skills				{SKL001}
	Base				{SKL002}
	Tag!				{SKL003}
	Leveling			{SKL004}
	Bobbleheads			{SKL005}
	Books				{SKL006}
	Min/Maxing			{SKL007}
	Breakdown of Skill Points	{SKL008}
	The Skills			{SKL009}
		Barter			{SKL010}
		Big Guns		{SKL011}
		Energy Weapons		{SKL012}
		Explosives		{SKL013}
		Lockpick		{SKL014}
		Medicine		{SKL015}
		Melee Weapons		{SKL016}
		Repair			{SKL017}
		Science			{SKL018}
		Small Guns		{SKL019}
		Sneak			{SKL020}
		Speech			{SKL021}
		Unarmed			{SKL022}
	Skills I Tag! (and why)		{SKL023}
	Skill Point Allocation 		{SKL024}
V. Perks				{PRK001}
	Level 2 Perks			{PRK002}
	Level 4 Perks			{PRK003}
	Level 6 Perks			{PRK004}
	Level 8 Perks			{PRK005}
	Level 10 Perks			{PRK006}
	Level 12 Perks			{PRK007}
	Level 14 Perks			{PRK008}
	Level 16 Perks			{PRK009}
	Level 18 Perks			{PRK010}
	Level 20 Perks			{PRK011}
	Level 22 Perks			{PRK012}
	Level 24 Perks			{PRK013}
	Lever 26 Perks			{PRK014}
	Level 28 Perks			{PRK015}
	Level 30 Perks			{PRK016}
	Additional Perks		{PRK017}
	My Personal Build, Perks	{PRK018}

>>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
VI.	1. Walkthrough Introduction	{WLK000}
	2. Baby Steps/Future Imperfect	{WLK001}
	3. Escape!			{WLK002}
	4. The Intelligence Bobblehead	{WLK003}
	5. The Power of the Atom	{WLK004}
	6. The Wasteland Survival 	{WLK005}
	   Guide, Super-Duper Mart
	7. The Wasteland Survival	{WLK006}
	   Guide, Minefield
	8. The Wasteland Survival	{WLK007}
	   Guide, The Tepid Sewers
	9. The Lockpick Bobblehead	{WLK008}
	10. The Science Bobblehead	{WLK009}
	11. The Sneak Bobblehead	{WLK010}
	12. The Unarmed Bobblehead	{WLK011}
	13. The Melee Weapons Bobblehead{WLK012}
	14. The Explosives Bobblehead	{WLK013}
	15. The Speech Bobblehead/	{WLK014}
	    Strictly Business/
	    Rescue from Paradise
	16. The Wasteland Survival	{WLK015}
	    Guide, Anchorage War
	    Memorial
	17. The Wasteland Survival 	{WLK016}
	    Guide, Arlington Library
	18. The Wasteland Survival	{WLK017}
	    Guide, RobCo Facility
	19. Blood Ties			{WLK018}
	20. Big Trouble in Big Town	{WLK019}
	21. The Superhuman Gambit	{WLK020}
	22. The Small Guns Bobblehead	{WLK021}
	23. The Barter Bobblehead	{WLK022}
	24. Tenpenny Tower		{WLK023}
	25. The Nuka-Cola Challenge	{WLK024}
	26. Those!			{WLK025}
	27. Following in His Footsteps	{WLK026}
	28. Galaxy News Radio		{WLK027}
	29. Rivet City/			{WLK028}
	    The Wasteland Survival
	    Guide, Rivet City History/
	    The Replicated Man
	30. Scientific Pursuits/	{WLK029}
	    Tranquility Lane
	31. The Waters of Life		{WLK030}
	32. The Strength Bobblehead/	{WLK031}
	    Trouble on the Homefront
	33. You Gotta Shoot 		{WLK032}
	    'Em in the Head/The
	    Perception Bobblehead/The
	    Agility Bobblehead
	33. The Endurance Bobblehead/	{WLK033}
	    The Big Guns Bobblehead/
	    Fort Constantine
	34. The Charisma Bobblehead	{WLK034}
	35. The Luck Bobblehead		{WLK035}
	36. Oasis			{WLK036}
	37. Head of State/		{WLK037}
	    Stealing Independence
	38. To the Ranger Compound	{WLK038}
	39. Reilly's Rangers		{WLK039}
        40. Agatha's Song		{WLK040}
	41. Takoma Industrial		{WLK041}
	42. The Capitol Building	{WLK042}
	43. Into the Pitt/		{WLK043}
	    Unsafe Working Conditions/
	    Free Labor
	44. Aiding the Outcasts/        {WLK044}
	    The Guns of Anchorage/
	    Paving the Way/
	    Operation: Anchorage!
	45. The Velvet Curtain/		{WLK045}
	    A Spoonful of Whiskey/
	    The Local Flavor
	46. Plik's Safari/		{WLK046}
	    An Antique Land/
	    Walking With Spirits/
	    Hearing Voices/
	    Thought Control/
	    A Meeting of the Minds/
	    The Dark Heart of Blackhall
	47. Not of This World/		{WLK047}
	    Among the Starts/
	    This Galaxy Ain't Big Enough
	48. Picking up the Trail/	{WLK048}
	    Finding the Garden of Eden
	49. The American Dream/		{WLK049}
	    Take it Back!/
	    Project Impurity
	50. Protecting the Water Way/	{WLK050}
	    Holy Water/
	    The Amazing Aqua Cura!/
	    Death From Above/Shock Value
	    Who Dares Wins

>>>>>>>>>>>>>>>>>>>>>>LISTS<<<<<<<<<<<<<<<<<<<<<

*********************SPOILERS*******************

The portions of the FAQ listed below may contain
spoilers if you read ahead. You've been warned.

(The Index for these section are safe, though!)

*********************SPOILERS*******************

VII. The Companion Map			{MAP001}
VIII. Locations [Fallout 3]		{LOC001}
	1. [Broken Steel]		{LOC002}
	2. [Mothership Zeta]		{LOC003}
	3. [Operation: Anchorage]	{LOC004}
	4. [Point Lookout]		{LOC005}
	5. [The Pitt]			{LOC006}
IX. Quests				{QST001}
	1. [Broken Steel]		{QST002}
	2. [Mothership Zeta]		{QST003}
	4. [Operation: Anchorage]	{QST004}
	4. [Point Lookout]		{QST005}
	5. [The Pitt]			{QST006}
X. NPCs					{NPC001}
XI. Enemies				{EMY001}
	1. [Broken Steel]		{EMY002}
	2. [Mothership Zeta]		{EMY003}
	3. [Operation: Anchorage]	{EMY004}
	4. [Point Lookout]		{EMY005}
	5. [The Pitt]			{EMY006}
XII. Random Encounters			{RND001}
XIII. Bobbleheads & Miscellaneous	{BOB001}
XIV. Keller Family Transcripts		{KFT001}
XV. Sheet Music Books			{SMB001|
XVI. Books 				{BOK001}
XVII. Equipment				{EQP001}
	1. Apparel			{EQP002}
	2. Big Guns			{EQP003}
	3. Energy Weapons		{EQP004}
	4. Explosives			{EQP005}
	5. Melee Weapons		{EQP006}
	6. Small Guns			{EQP007}
	7. Unarmed			{EQP008}
XVIII. Unique Weapons 			{UNQ001}
	1. Big Guns			{UNQ002}
	2. Energy Weapons		{UNQ003}
	3. Melee Weapons		{UNQ004}
	4. Small Guns			{UNQ005}
	5. Unarmed			{UNQ006}
XIX. Schematics				{SCM001}
XX. Achievements			{ACH001}
	1. Quest Achievements		{ACH002}
	2. Karma Achievements		{ACH003}
	3. Behemoth Achievement		{ACH004}
XXI. Updates/Thanks			{UPD001}

o======================================================================o
|								       |
|			Introduction {INT001}			       |
|								       |
o======================================================================o
Since I was collecting so much loot and putting all kinds of things into
my character creation FAQ that really had no business being in a
character creation FAQ in the first place, I decided to go and do a full
FAQ/Walkthrough for Fallout 3. This was also in part encouraged by my
increased experience in FAQ writing, which made me believe I could
bother attempting to write a full FAQ on such a lengthy game. In
particular my Baldur's Gate and Mass Effect FAQs introduced new
organizational methods that streamlined the process. They were also
fairly significant endeavors in themselves, and if I could complete a
FAQ on a game like Baldur's Gate.. well, the sky's the limit. Of course
I included my original and in-depth character creation FAQ inside of
this one. After all, having a strong character to play through with will
make the rest of the game that much easier, right?

This FAQ was created with two goals in mind. First, to create a complete
FAQ/Walkthrough that did more than just complete every quest. During the
walkthrough you will visit just about every area in the game, collect
all the unique weapons and apparel, complete all the quests, collect all
the books/bobbleheads, as see just about everything there is to see in
Fallout 3.. or find/see everything that I have found/seen throughout my
multiple playthroughs. You should get every achievement/trophy, and be
relatively satisified that you milked the game for all it was worth by
the end of the Walkthrough. This is for the power gamer, the
completionist, and the gamer who wants to know/see/do everything.

On the other hand I didn't want to write a FAQ where all I did was hold
the readers' hand through the whole game. So I cut out the vital
information as I played about the areas, quests, items, enemies, and
whatnot, and put them into various lists, appendices, indexes, and
sub-sections. This is for the gamer who wants to find a certain item,
know about a certain place, or complete a certain quest without
following the walkthrough in any specific order.. if at all! For those
of you who just want to play and use this FAQ to double check and make
sure you didn't miss anything, this FAQ is for you, too.

In short, this FAQ should have something for everyone, regardless of
your play style. If you just want to make a strong character and find
everything on your own.. well, that's what this guide was originally
created for. Consult the 'Character Creation' section of the FAQ. If
you want to just find a certain item, or check up on a quest or area as
you play through the game in your own order, consult the 'Lists' section
of the FAQ. If you want to find everything and have a complete and
detailed guide through the game, consult the 'Walkthrough' section of
the FAQ. Most of all, have fun with the game, and to that end, use this
FAQ as little or as much as you must to achieve that end. And if the
guide was helpful or useful to you, drop me an E-mail to say thanks. If
you didn't like the guide.. then to hell with you. You obviously have no
taste anyhow. And certainly E-mail me if you found something wrong or
missing in this guide, anything that can make this guide better and
more complete is welcome, indeed.

Using this FAQ							{INT002}
o======================================================================o
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up major story missions and guide
with a large heading like so:

o======================================================================o
|								       |
|		              Large Heading  			       |
|								       |
o======================================================================o

During the FAQ, I'll break up different areas with a thick line:

Thick line
o======================================================================o

Multiple parts of a mission in the same area will be broken up with a
thin line. This breaks up the missions into a series of steps, and
limits how much unbroken text you'll have to read at once. Nobody likes
wordiness:

Thin line
<---------------------------------------------------------------------->

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.

Sequence of Events						{INT003}
o======================================================================o
As I go through areas and complete quests I will list what I do
sequentially. To help streamline the guide and make your life easier,
I've included a list of steps at the beginning of each section, so you
can see in what order I am about to do things.

Following Directions						{INT004}
o======================================================================o
Fortunately in Fallout 3 finding things is easier than in any other
Bethesda sandbox game. You get a nice little compass, an overworld map,
an area map, and area/threat indicators to let you know when you're
getting close. It's a FAQ writer's dream! If I tell you to head east
from Megaton, you know exactly what to do. When being specific, I'll
include landmarks, as needed.

Bobbleheads							{INT005}
o======================================================================o
I will record when a bobblehead is discovered during the walkthrough
by listing it under the heading ***BOBBLEHEAD***, which will be above
the sequence in which we find it. This should ensure that by simply
following along with the FAQ and paying attention you'll find each one
as we explore.

Books								{INT006}
o======================================================================o
Like with bobbleheads, I'll record when we find skill books in the
walkthrough under the heading ***BOOKS***, which will be found above
the sequence in which we find it. I will go out of my way to get you
skill books when I remember where one is (such as picking up the book
on the way to Super-Duper Mart) but I will by no means be finding every
skill book for you in the walkthrough. You shouldn't need nearly half
of them, anyways.

Keller Family Transcripts					{INT007}
o======================================================================o
Although they might not have the same signifigance as books and
bobbleheads, since they are rare items that help you get access to some
loot, I'll record when we find a Keller Family Transcript under the
heading ***KELLER FAMILY TRANSCRIPTS***. Make sure to collect all five!
Or at least #2 through #5.

Quests								{INT008}
o======================================================================o
In this section I'll list updates to your quests, mostly focusing on
when you activate individual quests. They will be found under the
heading ***QUEST***. Note that this section will not include sidequests.
If it doesn't appear in big green (or whatever custom color you've
chosen) letters when it happens, I won't bother recording it in this
section.

Schematics							{INT009}
o======================================================================o
Like with books, I'll record when we find schematics in the walkthrough
under the heading ***SCHEMATICS***. I will include ones we find from
vendors, but schematics are spread around the game quite well.. one
even requires a random encounter to trigger, so alas, if you want them
in a timely manner, or if you want to ensure you get all of them, you'll
have to do it on your own.

Sheet Music Books						{INT010}
o======================================================================o
Throughout the game you'll find several Sheet Music Books, which can be
turned into Agatha for additional reward. These are rare, but when they
can be found in an area you'll be notified via the presence of the
***SHEET MUSIC BOOK*** heading.

Super Mutant Behemoths						{INT011}
o======================================================================o
With the expansions and the rise of Albino Radscorpians, Feral Ghoul
Reavers, and Super Mutant Overlords, the Super Mutant Behemoth isn't as
imposing as it used to be. Why should it be, when there are several
monsters that appear randomly that are just as strong as it? I still
include them under their own heading when we encounter one. Everybody
like achievements, after all. Find them under the ***BEHEMOTH***
heading.

Random Loot							{INT012}
o======================================================================o
Many containers and enemies will drop you random loot, which may vary
from what I have listed. This is why I typically tell you to 'loot the
first aid box' rather than tell you to 'grab the two Stimpaks and the
Purified Water from the first aid box'. Of course, sometimes I'll
mention getting 'some chems and caps' from some stash. Just remember
that the minor loot you obtain from containers may vary, so take what I
say in those instances with a grain of salt-like in most of my guides,
listing loot more serves to give you an example of what you might get,
rather than what you will get. Still, most items I'll direct you to are
fixed, so you don't need to worry too much about it.

o======================================================================o
|								       |
|		S.P.E.C.I.A.L Attributes {SPC001}		       |
|								       |
o======================================================================o
Your seven attributes are cleverly formed into the anagram 'SPECIAL',
which stands for Strength, Perception, Endurance, Charisma,
Intelligence, Agility, Luck.

Attributes do a number of things for you-depending on what the actual
attribute is, but they all give a 2 point bonus to their related skills
for each point in that attribute. For example, if your Strength was 5
your base Melee Weapons skill would get a 10 point bonus. Luck is the
exception, which gives a 1 point bonus for each two points in Luck to
all your skills. This also means that when determining your skill
points, each skill starts out with at least a +2 bonus (for your
minimum of 1 in each attribute.) But.. more on that later.

You can get a Vault-Tec limited edition bobblehead that adds a +1 bonus
for each of your attributes. You should plan on getting these (or at
least the more important ones) and adjust your characters' attributes
appropriately. Remember, if you're planning on getting the "Almost

Perfect" perk, don't get ANY skill bobbles until you have that perk.
 Go
to the perks section of the guide to find out more.

In the original Fallout 3, your attribute placement was vital, as you
only had so many. In Broken Steel, the introduction of the level 30
perk 'Almost Perfect' enables you to boost all your attributes up to 9,
10 with the Bobblehead. This makes attributes somewhat moot, as all
you have to do is get to level 30 to max yourself out. Appropriately
the focus of this guide has changed. No longer are the attributes
rated on which are the 'best' but now attribute allocation has more
to do with getting the perks you want when you want them, and which
attributes are more useful in getting you to level 30, since they are
all rather moot after you get there.

Strength 							{SPC002}
o======================================================================o
Skills: Melee Weapons

Strength is a measure of your raw physical power. It affects how much
you can carry, and determines the effectiveness of all melee attacks.

Strength determines the damage you do with melee attacks.. a whopping
half a point of damage for each point of strength. Yes, 10 points of
Strength gets you the same damage as the Iron Fist perk, wow! As far as
the skill point bonuses go, Strength is the weakest attribute, factoring
into only one skill.. the aforementioned Melee Weapons skill. Five is
good enough to get me Strong Back, and that's all I'll give it.

o========o============o=================o======o
|Strength|Melee Damage|Carrying Capacity|Skills|
o========o============o=================o======o
|   1    |      .5    |       160       |  +2  |
|   2    |     1.0    |       170       |  +4  |
|   3    |     1.5    |       180       |  +6  |
|   4    |     2.0    |       190       |  +8  |
|   5    |     2.5    |       200       | +10  |
|   6    |     3.0    |       210       | +12  |
|   7    |     3.5    |       220       | +14  |
|   8	 |     4.0    |       230       | +16  |
|   9    |     4.5    |       240       | +18  |
|  10	 |     5.0    |       250       | +20  |
o========o============o========================o

You can further increase your Strength by completing the quest 'Those!'
and recieving the injection from Doctor Lesko.

Grade: **

Perception							{SPC003}
o======================================================================o
Skills: Explosives, Lockpick, and Energy Weapons

A high Perception grants a bonus to the Explosives, Lockpick and Energy
Weapons skills, and determines when red compass markings appear (which
indicate threats).

Perception's big draw is that it increases the distance as which you
notice threats-red marks on your compass. Granted this is only useful
for avoiding said threats, or ambushing/sneaking up on them. Still, if
you are a ranged fighter, this is useful for letting you know where your
enemies are before you engage. If tactical advantages don't mean
anything to you, obviously Perception shouldn't be high on your list.
Even without the threat markers (which I am personally fairly fond of)
Perception gives a bonus to three skills.. which makes it fairly useful
by that simple virtue alone. Many good perks require a Perception score
of six, so that's where I start.

o==========o======o
|Perception|Skills|
o==========o======o
|    1     |  +2  |
|    2     |  +4  |
|    3     |  +6  |
|    4     |  +8  |
|    5     | +10  |
|    6     | +12  |
|    7     | +14  |
|    8     | +16  |
|    9     | +18  |
|   10     | +20  |
o==========o======o

You can further increase your Perception by completing the quest
'Those!' and recieving the injection from Doctor Lesko.

Grade: ***

Endurance 							{SPC004}
o======================================================================o
Skills: Big Guns and Unarmed

Endurance is a measure of your overall physical fitness. A high
Endurance gives bonuses to health, environmental resistances, and the
Big Guns and Unarmed skills.

Every point of Endurance gives you 20 health, a fairly significant
amount considering you gain 10 points per level (excluding the first)
added on to a base of 100. This bonus is retroactive-should you gain
more Endurance later, you'll find yourself burdened with an extra 20
health. By 'environmental resistances' they mean Radiation Resistance.
You'll gain a 2% bonus for every point above 1, again retroactive. This
is a fairly good attribute, and it gives bonuses to two skills, even
though they are two I'm not particularly fond of. Since all the bonuses
are retroactive, there's no call to put more points into it when you
begin than you absolutely need. I choose to start out with six.

o=========o=========o=================o====================o======o
|Endurance|Hitpoints|Poison Resistance|Radiation Resistance|Skills|
o=========o=========o=================o====================o======o
|    1    |  120    |        0%       |         0%         |  +2  |
|    2    |  140    |        5%       |	        2%         |  +4  |
|    3    |  160    |       10%       |         4%         |  +6  |
|    4    |  180    |       15%       |         6%         |  +8  |
|    5    |  200    |       20%       |         8%         | +10  |
|    6    |  220    |       25%       |        10%         | +12  |
|    7    |  240    |       30%       |        12%         | +14  |
|    8    |  260    |       35%       |        14%         | +16  |
|    9    |  280    |       40%       |        16%         | +18  |
|   10    |  300    |       45%       |        18%         | +20  |
o=========o=========o=================o====================o======o

Grade: ****

Charisma 							{SPC005}
o======================================================================o
Skills: Barter and Speech

Having a high Charisma will improve people's disposition of you, and
give bonuses to both the Barter and Speech skills.

You won't need one point of Charisma to make it through the game, and
it's just as much of a dump stat in the expansions as it was in the
original. The only thing that's changed is now if you reach level 30,
you can enjoy all the perks of having a high Charisma, without having
to suffer to get it. Start out with one point.

o========o======o
|Charisma|Skills|
o========o======o
|    1   |  +2  |
|    2   |  +4  |
|    3   |  +6  |
|    4   |  +8  |
|    5   | +10  |
|    6   | +12  |
|    7   | +14  |
|    8   | +16  |
|    9   | +18  |
|   10   | +20  |
o========o======o

Grade: *

Intelligence 							{SPC006}
o======================================================================o
Skills: Science, Repair, and Medicine

Intelligence affects the Science, Repair and Medicine skills. The
higher your Intelligence, the more Skill Points you'll be able to
distribute when you level up.

Intelligence gives bonuses to three skills, and for every point of
intelligence you have, you'll get one extra skill point to distribute
per level. This skill used to be one of the focal points of my build
in the original.. in the expansion, things have changed. On one hand,
you have half again as many levels, so you dont really NEED a super
high intelligence to max all your skills out at 100. On the other hand,
it's the only skill that isn't retroactive.. In other words, it's
the only one that will suffer if you don't have it high early. What it
comes down to is simple: at level 30, Intelligence is useless. All
the levels leading up to it are important. And it's only important in
getting you to 100 in all your skills. In the end, I still go with 9,
as there really just isn't much else worth getting. This way, I can
get the required skill levels for the perks I want and not even have
to worry about the Educated perk. Keep in mind that you CAN get the
bobblehead for Intelligence (or any other attribute) if you start out
with a base of 9. The Almost Perfect perk will not drop you down to 9
if you already have a 10.

o============o=====================o======o
|Intelligence|Skill Point per Level|Skills|
o============o=====================o======o
|   1        |         11          |  +2  |
|   2        |         12          |  +4  |
|   3        |         13          |  +6  |
|   4        |         14          |  +8  |
|   5        |         15          | +10  |
|   6        |         16          | +12  |
|   7        |         17          | +14  |
|   8  	     |         18          | +16  |
|   9        |         19          | +18  |
|  10	     |         20          | +20  |
o============o=====================o======o

Grade: ***

Agility 							{SPC007}
o======================================================================o
Skills: Small Guns and Sneak

Agility affects your Small Guns and Sneak skills, and the number of
Action Points available for V.A.T.S.

Small Guns and Sneak are both magnificent skills, and I live and die by
V.A.T.S. in this game. You get a measly two points for each point in
Agility plus a base of.. 65? Still, weapons just aren't accurate at a
range, and ammo is a commodity, so V.A.T.S. is good times. Besides, you
are invulnerable while in V.A.T.S. so it's something worth abusing.
Even though most of the perks I really want require only six, by the
time Nerves of Steel becomes availiable, I'm scraping the bottome of
the perk barrel. I get up to seven just so I can have that perk. Plus,
it'll help to have a good Agility early on.

o=======o=============o======o
|Agility|Action Points|Skills|
o=======o=============o======o
|   1   |      67     |  +2  |
|   2   |      69     |  +4  |
|   3   |      71     |  +6  |
|   4   |      73     |  +8  |
|   5   |      75     | +10  |
|   6   |      77     | +12  |
|   7   |      79     | +14  |
|   8	|      81     | +16  |
|   9   |      83     | +18  |
|  10	|      85     | +20  |
o=======o=============o======o

Grade: ****

Luck 								{SPC008}
o======================================================================o
Skills: All skills

Raising your Luck will raise all of your skills a little. Having a high
Luck will also improve your critical chance with all weapons.

Luck is a fantastic attribute. Every point gives you a 1% critical hit
rate. A critical hit on an enemy's head in V.A.T.S. with a combat
shotgun is a GOOD thing. With 10 points of Luck, Finesse, and the
best modifier from the Wasteland Survival Guide, you can get an 18%
critical rate. That's good times. As if that's not good enough, Luck
gives a bonus to all your skills, one point for every odd attribute
point in Luck (1,3,5,7,9). That's a total of 13 skill points for every
other attribute point. At 6.5 per point, that's a better skill bonus
than any other attribute. I start out with six.

o====o===============o======o
|Luck|Critical Chance|Skills|
o====o===============o======o
|  1 |       1%      |  +1  |
|  2 |       2%      |  +1  |
|  3 |       3%      |  +2  |
|  4 |       4%      |  +2  |
|  5 |       5%      |  +3  |
|  6 |       6%      |  +3  |
|  7 |       7%      |  +4  |
|  8 |       8%      |  +4  |
|  9 |       9%      |  +5  |
| 10 |	     10%     |  +5  |
o====o===============o======o

Grade: *****

You can further increase your Luck by possessing the Lucky 8 Ball. Like
a bobblehead, this item just sits in your inventory and makes your life
easier.

My Personal Build, Attributes 					{SPC009}
o======================================================================o
I count on getting all the bobbleheads (which is much easier than
finding all the books) and the Lucky 8 Ball. Also, I plan on getting
the Ant Sight perk. I play by using Stealth to sneak up on my enemies,
typically with Small Guns. Sneak Criticals are good times, and my
V.A.T.S. ensures I win my fights. This is my personal build for casual
gameplay.

These following attributes will be enough to get me all the perks I
want up until level 30. At which time I will get Almost Perfect to
bring my attributes up to nine. Note that this build will not come into
its own until you hit level 30.. at which point you can go around
collecting bobbleheads and become a phenom. It's more than enough to
survive the game though, and with some ease, until you hit level 30.

Strength	5
Perception	6
Endurance	6
Charisma	1
Intelligence	9
Agility		7
Luck		6

o======================================================================o
|								       |
|			Statistics {STA001}			       |
|								       |
o======================================================================o
You could really look a lot of this up in the manual, but that's too
much for some folk.. I'll just assume you're looking it up here for my
expert opinions. Yeah..

CND 								{STA002}
o======================================================================o
Like the manual says, this screen has an outline of your poor little
Pip Boy. The healthier he is, the happier he'll look! Also, you can
see the condition of all your body parts. This feature seems a little
tacked on, and most of the time you'll only take serious bodily harm
from explosions, traps, or Robobrains. Getting crippled is a bad thing,
obviously, and the effects range from occassionally losing focus and
becoming temporarily blind to hobbling around at half speed. Using
stimpaks on the injured member or sleeping in a bed will fix you up.

RAD 								{STA003}
o======================================================================o
This screen shows your current level of radiation exposure via the
bar across the bottom. Your radiation level ranges from 0 rads to
1000 rads, with significant negative effects occuring every 200 rads,
as follows:

200 rads: -1 EN
400 rads: -2 EN, -1 AG
600 rads: -3 EN, -2 AG, -1 ST
800 rads: -3 EN, -2 AG, -2 ST
1000 rads: Death!

You won't lose maximum HP while suffering from radiation poisoning, so
the endurance loss isn't too bad. However, losing agility and strength
kinda sucks. Fix yourself up with some radaway or prevent radiation
poisoning by using rad-x. Just don't become addicted!

As a side note, does anybody remember those old Terminator games made
by Bethesda? Really, Skynet was the more popular one, but they were
first person shooters made about a decade ago. Post-apocalyptic fps
game, and I swear the geiger counter sound effect was exactly the same.
I might be the only person who heard about Bethesda doing a Fallout
sequel and not thinking it was completely out of place.. but then again,
I was also one of the few people who played the original Fallout games
who didn't bristle when they said Fallout 3 would be "Oblivion with
guns." Ah well.. Tangents, sorry.

EFF 								{STA004}
o======================================================================o
If you're suffering from radiation poisoning, or if you are in some
other way buffed or impared, that'll show up here. This just lists the
various status effects affecting you.

LVL 								{STA005}
o======================================================================o
This is, of course, your level. You start out level 1, and reach level
2 immediately upon exiting the vault. As of now you can reach a
lamely low maximum level of 30. Each time you level up you'll recieve
10 HP, a perk, and 10 skill points + intelligence.

HP 								{STA006}
o======================================================================o
Hit Points, of course. When you run out of these, you die. Hit points
are good, and since endurance is one of the best ways to get more of
them, endurance is pretty good too. You start out with a base of 100
and recieve 10 every level (sans the first). You also gain 20 more per
point of endurance and possibly 30 from the Life Giver perk. That's a
maximum of 620 hit points.

AP 								{STA007}
o======================================================================o
Action points are all important for my play style. The more action
points you have, the more shots you can take in V.A.T.S., which is
much more accurate, damaging, and during which, you're invincible. If
you're too elite of an FPS shooter for V.A.T.S., just give yourself an
agility of 1 and have fun. For the rest of us, V.A.T.S. is win. You
start out with 65 and gain two points for every point of agility. With
the Action Boy/Girl perk, you can top out at 110 (which I always do).
There's an arguement that AP becomes redundant if you get the Grim
Reaper's Sprint perk, but in its defense, the more AP you have, the
more shots you can take, the better your chance of killing and enemy
and replenishing your AP. It's good stuff people, trust me. I even
get Nerves of Steel, since it makes V.A.T.S. that much more accessible.
And really, there's not a stellar selection of great perks left at
level 26.

XP 								{STA008}
o======================================================================o
Your experience points rates your progress towards the next level. You
recieve anywhere from 1 to 50 experience (in normal difficulty) for
killing an enemy, and you get a comparably whopping amount for
completing the games' quests. I'll go ahead and say it here.. there are
plenty of chances to gain XP in this game. Killing enemies, completing
quests, giving certain items (scrap metal, sensor modules, sugar bombs
and the like) to certain NPCs, picking locks, disabling/disarming mines,
hacking computers.. Point is, you NEVER need perks that increase your
XP.. even if you might be forced into picking one at level three for
lack of options..

o======================================================================o
|								       |
|			    Skills {SKL001}			       |
|								       |
o======================================================================o
Skills determine how good you are at various activities, anything from
picking locks, hacking computers, attacking with various weapons,
sneaking, interacting with NPCs and so forth. Your skills are every bit
as important as your S.P.E.C.I.A.L. attributes and your perks, with
one exception.. it's entirely possible to create a character with a
score of 100 in every skill.

Base 								{SKL002}
o======================================================================o
You start out with two points in each skill, and get an additional two
points per S.P.E.C.I.A.L. attribute in related skills with the
exception of Luck, which gives .5 point for each point of Luck
(rounded up).

Tag! 								{SKL003}
o======================================================================o
You select three skills to tag during the G.O.A.T. test. Unlike the
first two Fallout games, this doesn't double your rate of skill point
increase, it merely adds a 15 point bonus to those skills.

Leveling 							{SKL004}
o======================================================================o
You gain 10 skill points per level plus your Intelligence score.
Getting the bobblehead from Rivet City early earns you extra skill
points.

Bobbleheads 							{SKL005}
o======================================================================o
There is a bobblehead in the game for each skill, each of which
increases your skill by 10 points. Free and easy skill points, you
shouldn't raise any skill above 90 until you have the bobblehead for
that skill, or you're wasting points.

Books 								{SKL006}
o======================================================================o
In addition to perks, leveling, intelligence, and bobbleheads, you can
get skill bonuses from books throughout the game. These books each give
you a one point bonus to a specific skill, depending on the book. This
cannot increase your skill level above 100. In the game there are
twenty-five of each skill book (except for 'Tales of a Junktown Jerky
Vendor, of which there are only twenty-three.) With the Comprehension
perk, each book adds two points instead of one, so you should save all
the skill books you find until you get Comprehension. Note that
depending on where you choose to live, you may not be able to get all
25 of the books in the game. Different themes offer different books in
Tenpenny Tower than in Megaton. Also, the 'Lawbringer' and 'Contract
Killer' perks each allow you to obtain a book you normally couldn't
get, a Guns & Bullets and Lying, Congressional Style, respectively. On
any given playthrough you will miss out on two to four books, depending
on how you play. Adjust your build accordingly.

Min/Maxing 							{SKL007}
o======================================================================o
If you want to ensure you'll max out all skills at 100, get every skill
to at least 40 points. You'll get ten more from the bobbleheads, and
you can get 50 more points from the skill books if you have
Comprehension. For Barter, you'll need a minimum of 44 since there are
only 23 books (Speech gets a 10 point boost from Yew's Bear Charm.)
Keep in mind that some perks require skills to be at certain levels,
like Cyborg. You might want to boost such skills to the minimum level-
and really strive to get your hands on the bobbleheads you'll need
early on. This approach is even more power-gamey than I like to play,
but it's an option. I don't think it's really all that valid now that
you have an extra 10 levels and you might as well start out with a high
Intelligence.. but.. hey, it's out there. If you want to find ALL the
skill books, you don't even need Comprehension.

Breakdown of Skill Points 					{SKL008}
o======================================================================o
There are 13 skills in the game, each of which can be raised to a score
of 100, for a grand total of 1300 possible skill points in the game..
You will get skill points equal to (10 + your Intelligence score) for
each level you gain. For my build that's 19 at level 2, and 20 for the
rest, since I'll make a priority getting the bobblehead from Rivet City.
From leveling alone, I will get a total of 579 skill points. Add that
to the base two in each skill for an extra 26 skill points, or 605
total.

Add that to the three tagged skills for a total of 650. You will also
hit a total of 10 in each attribute, adding 20 points to each skill.
Luck will add an additional 5 points to all my skills for a total boost
from attributes of 25 points. (25 x 13 = 325) Just from leveling up,
getting the Almost Perfect perk, and all the attribute bobbleheads, my
skill point total is at 975 out of the possible 1,300.

Now take into account the skill bobbleheads, each of which add 10 to
their skill. That's 130 more points, bringing me up to 1,105 points.
From books, I need to find only 195 points worth of books. With
Comprehension, that's a measly 98 books out of 323, which is cake.
But we're not done yet. Yew's Bear Charm gives you 10 points to
Speech, and I will also get the Cyborg perk (+10 to Energy Weapons)
and the Silent Running perk (+10 to Sneak.) So that's actually only
165 points to go, which requires me to find only 83 books.

Breakdown					Points
Base		2 per skill, 13 skills		26
Attributes	20 per skill, 13 skills		260
Luck		5 per skill, 13 skills		65
Tag! Skills	15 per skill, 3 skills		45
Level 2		10 + Intelligence (9)		19
Levels 3-30	10 + Intelligence (10)		560
Bobbleheads	10 per skill, 13 skills		130
Perks		10 to 2 skills			20
Yew's Charm	10 to Speech			10

Total						1,135
				(87.3~ points per skill at level 30)

Needed						1,300

Left for Books					165
Comprehension	1 book = 2 points		82.5 (83 books)

Remember, you can get an infinite number of skill books for the Big Guns
skill, so never put any points into that skill. Also, that makes the
book total considerably lower than what is stated.. If you plan on
getting all of your Big Guns from books, you'll have something more like
this..

Breakdown					Points
Base		2 per skill, 12 skills		24
Attributes	20 per skill, 12 skills		240
Luck		5 per skill, 12 skills		60
Tag! Skills	15 per skill, 3 skills		45
Level 2		10 + Intelligence (9)		19
Levels 3-30	10 + Ingelligence (10)		560
Bobbleheads	10 per skill, 12 skills		120
Perks		10 to 20 skills			20
Yew's Charm	10 to Speech			10

Total						1098
				(91.5 points per skill at level 30)

Needed						1200

Left for Books					102
Comprehension	1 book = 2 points		51 (51 books)

This is the ultra power-gamey version of the above build. Since Big
Guns is a non-issue with this method, I simply ignore that skill
entirely. Just be sure to return to the Bethesda Ruins once every
coulpe of game days to get yourself another copy, and before you know
it you'll have a high Big Guns score.

The skills 							{SKL009}
o======================================================================o
Below I have listed and explained the skills. It seems more redundant
than explaining S.P.E.C.I.A.L. attributes or perks, since you can
easily max all of the skills, but this might help you choose which
skill to tag and boost.

Barter 								{SKL010}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Charisma
Book: Tales of a Junktown Jerky Vendor

The Barter skill affects the prices you get for buying and selling
items. In general, the higher your Barter skill, the lower your prices
on purchased items.

Like it is said in the manual, you gain an advantage on trade prices,
which is fairly important. The more money you get for your loot, the
more ammo you can buy. The more ammo you have, the easier your life
will be. Being able to get your hands on more ammo, armor, and meds
will make the game easier, obviously. There is, however, plenty of
loot in the game, so while this skill helps, it's not a skill you
should lose sleep over.

Grade: ****

Big Guns 							{SKL011}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Endurance
Book: U.S. Army: 30 Handy Flamethrower Recipes

The Big Guns skill determines your combat effectivness with all
oversized weapons such as the Fat Man, Missile Launcher, Minigun, and
Gatling Laser.

The more points you have in Big Guns, the more damage they'll do, and
the better your accuracy in V.A.T.S. They already do a ton of damage,
but that just means they'll get that much better by focusing on Big
Guns. Of course, this is a fairly specialized niche of weapons that
have rather limited use and even more limited ammo. Granted, you'll
find more 5mm rounds than you can shake a stick at, but you'll also
burn through it like nothing else. I've managed to play through the
game without using a single Big Gun. In fact, the only situation in
which I found myself wanting one was against Super Mutant Behemoths,
and there are very few of them in the game. Big Guns tend to be
rather inefficient in V.A.T.S., as they take a lot of Action Points
to fire, and interrupt the flow of firing manually, since many have
a revving up time. They are also inaccurate at range, making them only
really useful in situations where you have enemies at short to middle
range with little cover. I don't know.. They seem to work better for
the computer than they do for me.

Do not spend any points into Big Guns, EVER. In the Bethesda Ruins -
Bethesda Offices East there is a raider with a flamer that drops a
skill book for Big Guns. He will respawn, allowing you to get multiple
copies of the book from him.

Grade: **

Energy Weapons 							{SKL012}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Perception
Book: Nikola Tesla and You

The Energy Weapons skill determines your effectiveness with weapons
such as the Laser Pistol, Laser Rifle, Plasma Rifle, and Plasma Pistol.

Unfortunately, Energy Weapons describes a rather limited selection of
weapons in Fallout 3. The exception of course, is the Alien Blaster,
but ammo is incredibly rare for this gun. The big problem with Energy
Weapons is the fact that they aren't really any more powerful than Small
Guns, but typically cost much more to maintain. Sure, a Plasma Rifle can
compete with a Combat Shotgun in damage, but when you have to repair the
two.. you'll see the difference. That said, Gatling Lasers are in every
way a superior option for mass destruction to Big Guns like the Minigun.

Grade: ***

Explosives 							{SKL013}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Perception
Book: Duck and Cover!

The Explosives skill determines the power of any set mines, the ease of
disarming any hostile mines, and the effectiveness of any thrown
grenade.

Explosives aren't very useful. They do good damage, but they come in
extremely limited quantities. They're annoying to aim, and they take
too long to detonate. I know, I know, "aim better!" Most situations in
which one could be used I found it easier to simply use a gun, or a
missile. Some people suggest using Frag Mines against Mirelurks, but I
found it simpler to just go downhill from them and put an end to them
with a shotgun. And about the 'ease of disarming hostile mines', they
mean mines will take longer to detonate after they become live. It's not
a big deal, however, except with the quest 'The Power of the Atom.' Even
then, your skill doesn't have to be very high. Seriously, 25 in
Explosives to disarm a tentative and malfunctioning nuclear device? It
also allows you to disarm explosive traps, such as the baby carriage
and grenade bouquet. Not essential, but not bad.

Grade: **

Lockpick 							{SKL014}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Perception
Book: Tumblers Today

The Lockpick skill is used to open locked doors and containers.

Every 25 points in this skill allows you to pick a more difficult lock.
It also increases your chance to force locks (wee..) There are
plenty of locks in the game, so this skill becomes useful simply
because of how often you'll need to use it. It is one of the few skills
you should level up quickly (the faster you get it up in ranks, the
sooner you'll be able to pick more difficult locks.) It's a good
candidate for a Tag! skill.

o==============o===============o
|Lockpick SKill|Lock Difficulty|
o==============o===============o
|       0      |   Very Easy   |
|      25      |      Easy     |
|      50      |     Average   |
|      75      |      Hard     |
|     100      |   Very Hard   |
o==============o===============o

Grade: *****

Medicine 							{SKL015}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Intelligence
Book: D.C. Journal of Internal Medicine

The Medicine skill determines how many Hit Points you'll replenish upon
using a Stimpak, and the effectiveness of Rad-X and RadAway.

More potent Stimpaks, Rad-X, and RadAway? Not bad. I don't tend to use
them often, but when I need them, they come in handy. I wouldn't fret
about this skill, but the higher it gets, the more potent your meds
will be, and everybody can be happy with that.

Grade: ***

Melee Weapons 							{SKL016}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Strength
Book: Grognak the Barbarian

The Melee Weapons skill determines your effectiveness with any melee
weapon, from the simple lead pipe all the way up to the high-tech
Super Sledge.

I'm not sure what's 'high-tech' about a Super Sledge, but it sure does
pack a whallop. Melee weapons are inferior to Small Guns in damage and
range, but they do have one great perk-they require no ammo. That
makes life easier in the early going. And there are tons of them in
the game. Super Mutants and Raiders will carry them liberally, so
you should never be hurting for melee weapons. That said, you can
mow down enemies with melee weapons before they ever get close to you,
and it shouldn't be a surprise that the bad guys can return the favor.
There's no point in rushing a Super Mutant with a missile launcher.
Of course, since skills are so liberal in this game there's no reason
you should focus solely on melee weapons. They have their place, but
that place is mostly for early on, when ammo is scarce(ish). You'd
think that would make this skill worthy of an endorsement for early
leveling, but frankly, the sooner you get your Small Guns up, the
sooner you'll get to ditch Melee Weapons entirely. Despite the fact that
you'll need to invest several Perks into it, Paralyzing Palm makes
Unarmed the much better melee combat skill. Sorry Melee Weapons, you
really just can't compete.

Grade: **

Repair 								{SKL017}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Intelligence
Book: Dean's Electronics

The Repair skill allows you to maintain any weapons and apparel. In
addition, the higher your Repair skill, the better the starting
condition of any custom-made weapons.

This skill is surprisingly good. The better a weapons' condition, the
more damage it does, irregardless of what weapon type it is. This skill
allows you to do more damage with ALL weapons. Not only that, it keeps
armor in tip top shape as well, improving its damage reduction. Another
benefit of Repair is the higher your Repair skill, the more low quality
weapons you can combine to make higher quality weapons. This frees up
inventory space, and generally makes looting easier. Why tug around
several crappy suits of Raider armor when you can carry around one good
suit? Definately a tag-worthy skill.

Grade: *****

Science 							{SKL018}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Intelligence
Book: Big Book of Science

The Science skill represents your combined scientific knowledge, and
is primarily used to hack restricted computer terminals.

Just like Lockpicking, but for computers! Granted, hacking is less
useful in many ways. A great deal of computers unlock safes, and
many others just disable turrets. Still, it's experience, and there
are plenty of situations in which it is useful. Some of which are
even exclusive to Science. Keep in mind you also need it for the
excellent Cyborg perk. It's a consideration for a tag skill, although
I'd consider Lockpick more useful early on.

o=============o===============o
|Science SKill|Hack Difficulty|
o=============o===============o
|       0     |   Very Easy   |
|      25     |      Easy     |
|      50     |     Average   |
|      75     |      Hard     |
|     100     |   Very Hard   |
o=============o===============o

Grade: *****

Small Guns 							{SKL019}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Agility
Book: Guns and Bullets

Small Guns determines your effectiveness with all conventional
projectile weapons, such as the 10mm pistol, BB Gun, and Combat
Shotgun.

Small Guns are plentiful and powerful, useful in close range
(shotguns), medium range (assault rifles), and long range (sniper
rifles). They comprise a variety of ammo including BBs, 10mm rounds,
.32 calibur rounds, .44 rounds, 5.56mm rounds, .308 rounds, and of
course shotgun shells. This is a huge variety of weaponry to fall
under one skill. In fact, you don't even need another weapon skill
than Small Guns. It's not just the most varied, and composed of the
greatest library of ammunition (by far), but possibly the most
powerful. In particular the 10mm Submachine Gun, the Chinese
Assault Rifle, and the Combat Shotgun are all extremely powerful,
especially in V.A.T.S. The fact that the Combat Shotgun has such a
large clip size (12 rounds) and deals as much damage as it does makes
it overwhelming. This is the most versatile weapon skill in Fallout 3,
and regardless of what else you want to fight with, you should make
sure you've got Small Guns covered. Certainly worth considering for a
Tag! skill.

Grade: *****

Sneak 								{SKL020}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Agility
Book: Chinese Army: Special Ops Training Manual

The higher your Sneak skill, the easier it is to remain undetected,
steal and item, or pick someone's pocket. Successfully attack while
undetected grants an automatic critical hit.

Sneaking allows you to pick your fights, and with a high Perception,
it allows you to situate yourself in a position that makes surviving
a fire fight easier. Picking off that Super Mutant with the missile
launcher will make your life easier, as will avoiding that group of
Talon Company Mercenaries. Also, stealing stuff is great. It's a fine
way to get some better guns early on, or to just nab some stuff to
sell. Karma smarma. Good guys need money too. And automatic critical
hits? Critical hits are devastating in Fallout 3, and a critical
sneak attack headshot will just about end anything you'll come up with.
Especially with a combat shotgun. In the face. Yeah.. Oh, and the
Better Criticals perk just makes the situation all the better. Of
course, Sneak wont get you any experience, and it will only help so
much if you cant fight your way out of a wet paper bag, so while it's
extremely useful, it's worth focusing on after you get some other
skills a little higher. Plus, like in Oblivion, Sneak seems to be an
all or nothing skill. It's incredibly hard to sneak near enemies with
a sneak below the 70's. If you're trying to just avoid fights in open
terrain, you'll only need about 50, but for combat purposes, look
higher. And dammit, don't forget to turn your Pip-Boy light off! Am I
the only one who didn't notice your Pip-Boy had a light until the third
play-through? Nah, I'm sure I'm not.. Also, with a high Sneak score and
Chinese Combat Armor, the game breaks in the same way Oblivion does-
enemies simply cannot respond to your attacks. So long as you don't
run into them, and you use Unarmed or Melee Weapons, that is.

Grade: *****

Speech 								{SKL021}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Charisma
Book: Lying, Congressional Style

The Speech skill governs how much you cna influence someone through
dialogue, and gain access to information they might otherwise not want
to share.

Speech allows you to interact with characters better. Any time a
Speech option comes up, you'll get a chance to radically alter the
course of the conversation. Failure usually only deprives you of the
benefit of suceeding. Success will convince NPCs to do things without
a hassle, give you more money, or tell you about cool loot. If you
have a high Charisma, you might not need this skill, although I've
found very few instances where Charisma actually comes up at all. Also,
you get experience for successfully using Speech, unlike with having
a high Charisma. You typically only get one shot at making a Speech
check for an NPC about a specific subject, so I'd suggest you save
and reload. If you want to do quests off the bat, you should boost
your Speech to get as much out of the quests as you can. If you level
first, you can put Speech off a bit. Saving and reloading will allow
you to succeed at any Speech check.. eventually, a higher Speech skill
just cuts down on the bother. It's good, but it can wait. Also, in Oasis
a little girl named Yew will give you an item that permenantly increases
your Speech by 10 points, which is nice.

Grade: ***

Unarmed 							{SKL022}
o======================================================================o
S.P.E.C.I.A.L. Attribute: Endurance
Book: Pugilism Illustrated

The Unarmed skill is used for fighting without a weapon, or with the
few weapons speciafically designed for hand-to-hand combat, like Brass
Knuckles, or the Power Fist.

I was a little rude to this skill in the previous version of the FAQ,
but I will maintain my position.. this skill is ass pre-expansion(s).
Can it be good? Yes. Is wasting three perks on Iron Fist and getting
Ninja worth it in the end? No. Now that you have 10 extra levels
though.. why not? Some of the unique power fists (like Fisto!) and the
Deathclaw Gauntlet can do some downright wretched damage later on. I
mean, rivaling combat shotgun damage. And with Robotics Expert, machines
you attack in melee won't know what to do! So, melee can be good-
especially with Paralyzing Palm. In fact, Paralyzing Palm is the easiest
way to deal with stronger enemies like Albino Radscorpians and Feral
Ghoul Reavers, making this skill easily the second-best weapon choice in
the game. Get Iron Fist early on, put on some knuckles or get a power
fist, and you'll make your life very easy by doing some good damage
without fretting over ammo.

Grade: *****

Skills I Tag! (and why) 					{SKL023}
o======================================================================o
I typically choose from the following skills to tag.

Lockpick/Science
They both unlock goodies, and they both will get you experience for
using them. I choose Lockpick, since a lot of computers simply open
locks, while no locks make computer redundant. Also, getting a 50 into
Lockpick lets you get the Strength bobblehead, which is handy.

Small Guns/Repair/Sneak:
Small Guns allows you to kill things easier, hence making your ammo go
further. Repair allows you to kill things easier, hence making your
ammo go further, and it allows you to combine gear, giving you more
potent, compact versions, which just makes life easier. Sneak allows
you to steal loot to sell or use, and can help you avoid tough
encounters early on-or allow you to get the drop on enemies.. allowing
you to do more damage and make your ammo go further. These three skills
make your killing easier, which will in their own ways maximize your
experience earning and money making. Pick which one (or two) you prefer
the most. Keep in mind that Sneak early on wont allow you to Sneak past
stronger foes, and it certainly wont let you steal with impunity.

Barter/Speech (honorable mention)
While both are good, you can do without at the beginning. If you dont
plan on doing quest right off the bat, ignore Speech. Even if you do
you can tough it out and save/reload until it works. With Barter, you
can get money from one of the above skills. These two skills are good,
but there are better early game skills.

I pick Lockpick, Repair, and Sneak.

Skill Point Allocation 						{SKL024}
o======================================================================o
I try to keep my skills somewhat equal as I level.. obviously paying
favor to the more useful skills first. Getting Lock Pick, Repair,
Science, Small Guns, Sneak, and Unarmed up to the 50's early on is
a good idea. Unarmed is good for lower levels, as you'll be able to
find and afford spiked knuckles earlier than you can get copious amounts
of ammo. Once I get all my skills to 50 (60 if they have the bobblehead)
I make the next incremental improvement and get Lockpick and Science to
75, and generally work on getting all my skills into the 80's. By this
time, I'm keeping track of Bobbleheads, perk bonuses, and the fact that
when I get Almost Perfect my skill points will jump. Here's how I go
about things.. that's right, another breakdown.

Level 10
Get your more important skills to a decent level early on. You can do
some of these quicker by getting the bobblehead.. but don't kill
yourself trying to get to Bethesda before you're ready. Here are some
(rough) examples of what I mean.
	Barter		30
	Lock Pick	50
	Repair		50
	Science		50
	Small Guns	50
	Sneak		50
	Speech		30+ (Depends if you want to quest early)
	Unarmed		50

Level 20
Get ALL your skills to 50 (60 with the bobblehead.) I make sure to
get certain skills up faster to meet perk requirements, as listed below.
	Energy Weapons 	60 (for Concentrated Fire)
	Medicine 	60 (for Cyborg)
	Science 	60 (for Cyborg and Robotics Expert)
	Small Guns 	60 (for Concentrated Fire)
	Sneak 		50 (for Silent Running)
	Unarmed 	70 (for Paralyzing Palm)

The Last 10 Levels
Get all your skills up as high as you can.. this is where I really try
to equalize my skill values out for good, with a few exceptions. If you
don't want to wait for Lockpick/Science to hit 100 at level 30, go ahead
and max 'em out. Also, make SURE to get Melee Weapons and Sneak up to 80
BEFORE you hit level 29 to get the Ninja perk. It's the most
skill-intensive perk out there, and if you don't have it by level 29,
you'd have to sacrifice Almost Perfect to get it. Also, I try to not use
any skill books until I'm at this point, so I know what the TRUE values
of my skill are. Obviously if I find and use 5 Dean's Electronics, I
can't count on finding as many. This issue is largely resolved in the
expansion by the fact that you'll get all your skills easily into the
80's with this build.. If you can't find 10 or so of each book.. well,
you're just not looking hard enough.

o======================================================================o
|								       |
|				Perks {PRK001}			       |
|								       |
o======================================================================o
In Fallout 3 you gain a perk every level (starting at level 2, which you
attain automatically upon leaving Vault 101.) Perks are seperated by
thier level prerequisite, with every even level opening up more perks.
Prerequisites for perks may also include S.P.E.C.I.A.L attributes or
skill points. (For example, the Entomologist perk requires that you be
level 4, have Intelligence 4, and Science 40.)

The name of the game has changed somewhat. Now that you have 10 more
levels to gain, you have an extra 50% base skill points to get just
from leveling.. You were already easily capable of maxing out all your
skills before, now it's even easier. This changes some things. Skill
perks are even more useless. If you're familiar with this guide, you
know why I think they suck. They suck worse now. Also, you no longer
need Educated at all to get more skill points than you need. Mostly
the Broken Steel perks are ways to either correct something your
previously couldn't fix (like bringing Dogmeat back) or radically
altering your character if you needed to (changing your alignment
from one extreme to another). Most of them just save you time or
effort, which I still consider a waste of a perk. Also keep in mind
the term 'build' is somewhat redundant. Your character has more perks
than ever to get, you no longer need to really worry about doing a
V.A.T.S. build, or a critical hit build, or a melee build. Do them
all. It's not like there are so many great perks out there vying for
your attention.

At level 30, you can get the "Almost Perfect" perk, which raises all
your deficient attributes to 9.. with the Bobblehead, that's 10 in all
attributes. Any perks that add to attributes are therefore useless.
All those Intensive Training perks? Not worth a thing. Now any perk
that offers a bonus.. no matter how menial.. might as well take their
place. Intensive Training will simply be over-ridden by Almost Perfect,
whereas even something like.. *groans*.. Lady Killer.. will be better.
At least it will do SOMETHING at level 30. And that's really what
matters, right? How much of a juggernaught you are at the end? That's
what I thought too.

*	Horrible	Nobody should pick this perk.
**	Bad		Generally this is a low-end perk. Sometimes
			they provide just enough of a benefit specific
			to a character to be worth it, but most
			characters will not find this perk useful.
***	Average		This perk is good simply because of the
			lack of competition, or there is a good, but
			not overwhelmingly good reason to pick it. It
			might look good on its own merit, but compared
			to truly great perks, it doesn't measure up.
****	Good		A good perk for anybody to pick, or a perk
			that is absolutely essential to a specific
			build.
*****	Great		A perk everybody should get. Period.


Level 2 Perks 							{PRK002}
o======================================================================o
Black Widow/Lady Killer
Req: Level 2
Ranks: 1

In combat you do +10% damage against male/female opponents. Outside of
combat, you'll sometimes have access to unique dialogue options when
dealing with the opposite sex.

You wont use this perk much in dialogue.. it just doesn't have all that
many uses. And what few it has, you can get the same results from other
methods. Still, the +10% damage to the opposite gender is.. well,
something, which is more than can be said for the other level 2 perks.

Grade: ***
<---------------------------------------------------------------------->
Daddy's Boy/Daddy's Girl
Req: Level 2, Intelligence 4
Ranks: 3

Just like dear old Dad, you've devoted your time to Intellectual
pursuits. You gain an additional 5 points to both the Science and
Medicine skills.

Devote yourself to a real intellectual pursuit and skip this perk. Even
though it might be tempting from a story aspect to pick this up, +10%
to your skills is never worth a perk on its own. Especially when one of
them is Medicine.

Grade: *
<---------------------------------------------------------------------->
Gun Nut
Req: Level 2, Intelligence 4, Agility 4
Ranks: 3

You're obsessed with using and maintaining a wide variety of
conventional firearms. With each rank of the Gun Nut perk, you gain an
additional 5 points to the Small Guns and Repair skills.

Another skill perk. At least both of the skills are useful this time.

Grade: *
<---------------------------------------------------------------------->
Intense Training
Req: Level 2
Ranks: 10

With the Intense Training perk, you can put a single point into any of
your S.P.E.C.I.A.L attributes.

In the original Fallout 3, Intensive Training was one of the few ways
to raise an attribute. Now that you can get Almost Perfect, Intensive
Training is just a waste. Don't bother.

Grade: *
<---------------------------------------------------------------------->
Little Leaguer
Req: Level 2, Strength 4
Ranks: 3

Years as the Vault little league MVP have honed your hitting and
throwing. With every rank, you gain 5 points of Melee Weapons skill and
5 points of Explosives skill.

Yuck.

Grade: *
<---------------------------------------------------------------------->
Swift Learner
Req: Level 2, Intelligence 4
Ranks: 3

With each rank in the Swift Learner perk, you gain an additional 10% to
total Experience Points whenever Experience Points are earned.

You could get this, to level faster. Or you could just kill more, pick
a lock or two, succeed at a Speech check, or hack a computer. This is a
useless perk. It's almost insulting that they offer three ranks of it.
Unfortunately, since there's nothing better to pick at level 3, I end
up getting this perk.. the skill point perks I will have no use for
whatsoever, but the extra 10% experience.. well, it's still useless,
since there's nothing else to pick at this level, at least it gets me to
where I'm going faster. Some more consolation for you, at least the game
rounds up, so you'll always get some bonus experience with this perk.
If you kill something worth one point of experience, you'll get two,
kill something worth twenty five, and you'll get twenty eight. Also, if
you have multiple bonuses to experience gained, they don't combine, the
stack separately. If you're well rested and you have swift learner,
you'll get seven experience for killing something worth five, sixty one
experience for killing something worth fifty, and so on.

Grade: *
<---------------------------------------------------------------------->
Thief
Req: Level 2, Agility 2, Perception 4
Ranks: 3

With each rank of the Thief perk, you gain an immediate bonus of 5
points to both the Sneak and Lockpick skills.

At least these are good skills. Still. Yuck.

Grade: *

Level 4 Perks 							{PRK003}
o======================================================================o
Child at Heart
Req: Level 4, Charisma 4
Ranks: 1

The Child at Heart perk greatly improves your interactions with
children, usually in the form of unique dialogue options.

So you can have a few extra dialogue options with the handful of
kids in this game who have something to do with quests. Dont waste your
perk.

Grade: *
<---------------------------------------------------------------------->
Comprehension
Requirements: Level 4, Intelligence 4
Ranks: 1

With the Comprehension perk, you gain one additional skill point
whenever a skill book is read.

Lets see. Almost 25 skill books per skill, 13 skills.. that's a
potential of 325 extra skill points. That is the biggest pool of skill
points in the game, even better than all the skill points you can get
from intelligence. This is one of the must have perks. This perk is
pretty much in a league of its own in terms of usefulness, seeing as
how it can potentially remove the need for an entire attribute.

I must say, however, that with the new build, I found my characters
reaching an average of 80~ or so in all their skills by the time they
hit level 30.. not including Big Guns, which gets ignored because it's
a waste to put skill points into it. This is counting the bobbleheads
and the +10 to Speech you get from Yew's Bear Charm, and of course,
the few perks I pick that raise skills (incidentally, of course.) This
is NOT counting the boosts from Almost Perfect, so keep in mind that's
easily maxing out my Barter and Speech, and giving some substantial
(4-8 points) boosts to my other skills.. I have to wonder if you even
need comprehension any more, as I find more than enough books on an
average play-through without having to use them all.. Pick Comprehension
if you don't think you'll bother finding five to ten of each book..and
of course, with Big Guns you're going to need to do the Bethesda run
about.. seventy times?

Grade: ****
<---------------------------------------------------------------------->
Educated
Requirements: Level 4, Intelligence 4

With the Educated perk, you gain three skill points every time you
advance in level. This perk is best taken early on, to maximize its
effectiveness.

Now that you have an extra ten levels to gain, getting this perk is
over-kill on the skill points. You'd think that with 10 extra levels,
this perk would be even MORE useful.. and technically it is. Previously
you could get 48 extra skill points from this perk. In Broken Steel you
can get 78 points.. But the fact that you'll get a flat extra 110+ (200
for this build) skill points for the extra levels kinda makes this perk
moot. Relying on finding a lot of books is a pain, but finding a third
of them is not, which is all this build requires you to do. Don't bother
with this perk in Broken Steel.

Grade: **
<---------------------------------------------------------------------->
Entomologist
Req: Level 4, Intelligence 4, Science 40
Ranks: 1

With the Entomologist perk, you do an extra 50% damage every time you
attack a mutated insect, like the Radroach, Giant Ant, or Radscorpian.

I must admit, the lack of competing perks and the emergence of Albino
Rad Scorpians sheds a little new light on this perk. Still, they're
rare enough, and they are managable, if not mindlessly easy like the
rest of the bug-category monsters. You still don't need this perk, but
it does deserve a more favorable mention in the expansion.. I guess..

Grade: **
<---------------------------------------------------------------------->
Iron Fist
Req: Level 4, Strength 4
Ranks: 3

with the Iron Fist perk, you do an additional 5 points of Unarmed damage
per rank.

Five points of unarmed damage is HUGE. It's the same damage bonus you'd
get from 10 points of strength. If you decide to try and play with your
fists, these perks are essential. If you don't want to go melee, don't
bother with this.

Grade: ****
<---------------------------------------------------------------------->
Scoundrel
Req: Level 4, Charisma 4
Ranks: 3

Take the Scoundrel perk, and you can use your wily charms to influence
people--each rank raises your Speech and Barter skills by 5 points.

10 skill point perk. Yuck.

Grade: *

Level 6 Perks 							{PRK004}
o======================================================================o
Bloody Mess
Req: Level 6
Ranks: 1

With the Bloody Mess perk, characters and creatures you kill will often
explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and
you'll do 5% extra damage with all weapons.

Okay, the aesthetics are cool, but that's no reason to get a perk. 5%
damage against everything is nice, though. Considering the fact that
other damage increasing perks only affect certain weapon types, or
certain enemies, a pure, honest, damage boost is special. There's also
the nostalgia factor, for us old school Fallout players.

Grade: ****
<---------------------------------------------------------------------->
Demolition Expert
Req: Level 6, Explosives 50
Ranks: 3

With each rank of this perk, all of your explosive weapons do an
additional 20% damage.

20% damage with explosives is a fairly big increase to damage. If you're
a nut about the grenades and mines, this is a great perk. Frankly, I've
never cared too much about explosives in this game. Missile launchers
fall under the Big Guns category, and so does the Fat Man. Still, you
might find a situation in which an opportune grenade will be handy, and
with the extra levels in Broken Steel, it's worth considering. Note that
this perk does NOT improve damage dealt with Nuka-Grenades, which is
mind-boggling for many reasons. I guess they thought that 800 damage
hand grenades would be too much? (But 800 damage mines are okay.)

Grade: **
<---------------------------------------------------------------------->
Fortune Finder
Req: Level 6, Luck 5
Ranks: 1

With the Fortune Finder perk, you'll find considerably more Nuka-Cola
caps in containers than you normally would.

More caps. Yay. You'll get plenty of caps killing things and selling
thier loot.

Grade: *
<---------------------------------------------------------------------->
Gunslinger
Req: Level 6
Ranks: 1

While using a pistol (or similar one-handed weapon), your accuracy in
V.A.T.S. is significantly increased.

If you plan to use one-handed ranged weapons-and V.A.T.S.-you should
definately pick up this perk. Personally I choose to get both this and
Commando, since I use Small Guns of all sorts.

Grade: ****
<---------------------------------------------------------------------->
Lead Belly
Req: Level 6, Endurance 5
Ranks: 1

With the Lead Belly perk, you take 50% less radiation every time you
drink from an irradiated water source.

You shouldn't have to drink from too many irradiated water sources, even
though it can sometimes be effective. In any case, Rad-Away will heal
100 Rads, and it's cheap enough to get from Rivet city. Also, paying
100 caps will get you fixed up from any doctor. This is a waste of a
perk.

Grade: *
<---------------------------------------------------------------------->
Toughness
Req: Level 6, Endurance 5
Ranks: 1

With the Toughness perk, you gain +10% to overall Damage Resistance, up
to the maximum of 85%.

10% permenant damage reduction is good for everybody. You'll be taking
a lot of damage in this game, and this is a good way to mitigate some of
it.

Grade: ****

Level 8 Perks 							{PRK005}
o======================================================================o
Commando
Req: Level 8
Ranks: 1

While using a rifle (or similar one-handed weapon), your accuracy in
V.A.T.S. is significantly increased.

With Commando and Gunslinger, all my V.A.T.S. attacks are boosted with
nearly any weapon I use. Since I am a V.A.T.S. abusing Small Guns loving
sneaker, these skills are vital for me.

Grade: ****
<---------------------------------------------------------------------->
Impartial Mediation
Req: Level 8, Charisma 5
Ranks: 1

With the Impartial Mediation perk, you gain an extra 30 points to Speech
so long as you maintain a Neutral Karma level.

Gaining 30 skill points isn't a bad bonus for a perk-unfortunately, it's
alignment conditional. You really don't need the 30 points into Speech,
especially considering there are plenty of other fine perks out there
to put you in a good way skill-point wise. Still, it's definately better
than a 10 skill point perk.

Grade: **
<---------------------------------------------------------------------->
Rad Resistance
Req: Level 8, Endurance 5
Ranks: 1

Rad Resistance allows you to -- what else? -- resist radiation. This
perk grants an additional 25% to Radiation Resistance.

25% is a fairly large amount of radiation resistance, but there are
plenty of enviromental suits in the game, and of course.. Rad-X. You can
take a perk to permenantly gain resistance, or take a pill to get the
resistance when you need it. Besides, plot areas that are blocked by
radiation will spike up so quickly it'll kill you anyways. Taking 25%
of 700 rads/second will end you regardless. Oh, and also, you can
always buy a "My First Infirmary" for your house and simply remove all
rads any time you wish, which really makes rad resistance more obsolete.
The only time you'd need rad resistance is if there were some area in
which you were in danger of dying from radiation poisoning without being
able to a) cure your rads with rad-away, b) up your rad resistance with
rad-x, or c) get back to town to heal at your house or by paying a
doctor. Think of any? No? Okay then.

Grade: **
<---------------------------------------------------------------------->
Scrounger
Req: Level 8, Luck 5
Ranks: 1

With the Scrounger perk, you'll find considerably more ammunition in
containers than you normally would.

Or you could just buy ammo. Really, I've had more than 1000 rounds of
ammo for some guns by level 10, and past that point your ammo-to-kill
ratio is greatly in the positive.

Grade: *
<---------------------------------------------------------------------->
Size Matters
Req: Level 8, Endurance 5
Ranks: 3

You're obsessed with really big weapons. With each rank of this perk,
you gain an additional 15 points to the Big Guns skill.

Another skill perk, but this time 15 instead of 10. Still yuck.

Grade: *
<---------------------------------------------------------------------->
Strong Back
Req: Level 8, Strength 5, Endurance 5
Ranks: 1

With the Strong Back perk, you can carry 50 more pounds of equipment.

This perk adds the same amount of carrying capacity as 5 points of
Strength. It really helps with bringing in loot and carrying all the
essential gear you'll need. Sure as hell beats dropping 5 points into
Strength. The only real reason I get my Strength to 5 is for this perk.
No, it doesn't make your character a better killer, but it sure as hell
makes life easier, and pretty much drowns out the need for high
strength if you're not making a melee build. Even if your Strength will
raise to 10 with Almost Perfect (and the bobblehead) 50 extra pounds of
carrying capacity will help you out.. Power Armor is heavy!

Grade: ***

Level 10 Perks 							{PRK006}
o======================================================================o
Animal Friend
Req: Level 10, Charisma 6
Ranks: 2

At the first rank of this perk, animals simply won't attack. At the
second rank, they will eventually come to your aid in combat, but never
against another animal. This perk affects the Dog, Yao Guai, Mole Rat,
and Brahmin.

Mole Rats and Brahmin can be melee'd to death without taking any damage,
the dog isn't very dangerous, even in packs of five, and with my build
I kill Yao Guai with a shotgun shot to the head or two.. without getting
a sneak critical. This is a totally useless perk. But those Brahmin..
the two mad Brahmin you'll see in this game can be dangerous.. If you
fall asleep playing.

Grade: *
<---------------------------------------------------------------------->
Finesse
Req: Level 10
Ranks: 1

With the Finesse perk you have a higher chance to score a critical hit
on an opponent in combat, equivalent to 5 extra points of Luck.

An extra 5% chance to critically hit sure fits into my game plan.
Actually, I can't imagine anybody not having a use for an extra 5%
chance to critical. I'd rather take a sure damage increase any day, but
this is still a good perk. Think of it this way, taking Strong Back is
good because it gives you the best part of having five points of
Strength. Finesse does pretty much the same thing, but with Luck, a far
superior attribute.

Grade: *****
<---------------------------------------------------------------------->
Here and Now
Req: Level 10
Ranks: 1

The Here and Now perk immediately grants an additional experience level,
complete with all the advantages that brings.

Or you could just level up like normal. If you're like me, you hit level
30 well before you finished the game. This is a waste of a perk.

Grade: *
<---------------------------------------------------------------------->
Mister Sandman
Req: Level 10, Sneak 60%
Ranks: 1

With the Mister Sandman perk, when you're in Sneak mode, you gain the
option to silently kill any human or Ghoul while they're sleeping. And,
all Mister Sandman kills earn bonus XP.

First, if they're sleeping, you can probably just whack them in V.A.T.S.
anyways. Second, when enemies are sleeping, they seem to have a greater
ability to detect you. Hell, half the time I get detected it's by
sleeping characters. Third, most enemies you'll want to kill wont be
caught sleeping, so this is mostly useful for assassinating NPCs. And
finally-how much XP are you really going to be getting from this in the
long run? Don't waste your perks.

Grade: *
<---------------------------------------------------------------------->
Mysterious Stranger
Req: Level 10, Luck 6
Ranks: 1

You've gained your own personal guardian angel... armed with a fully
loaded .44 Magnum. With this perk, the Mysterious Stranger will appear
occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.

This perk is actually kind of fun. Your Mysterious Stranger-unlike in
the first two games-is actually fairly strong. And he wont die. Still,
it's a luck-based skill, so you can't count on him when you need him.

Grade: **
<---------------------------------------------------------------------->
Nerd Rage!
Req: Level 10, Intelligence 5, Science 50%
Ranks: 1

You've been pushed around long enough! With the Nerd Rage! perk, your
Strength is raised to 10 and you gain 50% to damage resistance whenever
your Health drops to 20% or below.

Your Strength raises to 10 (which is only useful in melee or unarmed)
and you take 1/2 the damage you originally did (if your DR is under
35%, 85% is the cap, so anything else is wasted.) You become powerful
in melee combat.. but you're almost dead. What a bunch of crap. Get
something else. I guess if you're a Science-heavy smart unarmed
character it could provide some interesting circumstances.. but mostly
it would get you killed.

Grade: *
<---------------------------------------------------------------------->
Night Person
Req: Level 10
Ranks: 1

When the sun is down, a Night Person gains +2 to both Intelligence and
Perception (up to a maximum of 10). This perk directly affects your
"internal clock" and remains active both inside and outside.

The best part of this perk is the skill bonuses you'd recieve from the
stat increases. If you get the extra skill points from the Intelligence
when you level up at night.. maybe. But still, having a bonus half of
the time.. eh. I mean, it's not like it adds to your combat abilities,
it lets you see threats further (at night) and gives you some extra
skill points. There's better out there.

Grade: *

Level 12 Perks 							{PRK007}
o======================================================================o
Cannibal
Req: Level 12
Ranks: 1

With the Cannibal perk, when you're in Sneak mode, you gain the option
to eat a corpse to regain Health. But every time you feed, you lose
Karma, and if the act is witnessed, it is considered a crime against
nature.

If you want to be truly despicable, you can go ahead and get this
perk. If you're looking for any gameplay advantage, look elsewhere.
There is plenty of water around if you need healing, and stimpaks,
and beds. The only reason to pick this perk is to commit a crime
against nature, for what that's worth.

Grade: *
<---------------------------------------------------------------------->
Fast Metabolism
Req: Level 12
Ranks: 1

With the Fast Metabolism perk, you gain a 20% Health bonus when using
Stimpaks.

Or you could raise your medicine skill, which over the course of your
play time will raise your benefit from stimpaks, radAway, and rad-X. If
this perk gave a 20% bonus to all medicine you administered.. eh.. it
still wouldn't be worth it, especially considering your base stimpak
healing rate won't reach 100. 20 extra points of healing from a
stimpak isn't worth a perk.

Grade: *
<---------------------------------------------------------------------->
Life Giver
Req: Level 12, Endurance 6
Ranks: 1

With the Life Giver perk, you gain an additional 30 Hit Points.

Considering that you gain 20 hit points for a point of Endurance, this
perk is pretty much on the same level as an Intensive Training perk
spent on Endurance-minus the bonuses to resistances and the skills,
neither which I personally care all that much about. Life Giver can
constitute a good bit of your end hit points, and unlike Intensive
Training, it wasn't made redundant by the expansion.

Grade: ***
<---------------------------------------------------------------------->
Pyromaniac
Req: Level 12, Explosives 60%
Ranks: 1

With the Pyromaniac perk, you do +50% damage with fire-based weapons,
like the Flamer and Shishkebab.

A +50% damage boost is quite a bit of a boost, but for two weapons? If
you absolutely love the flamer and the shishkebab, go ahead, but it's
a very specific selection of weapons you're limiting yourself to. Still,
with +50% damage, nearly anything can be useful. Especially consider
that there simply aren't a whole lot of other useful perks to choose
from..

Grade: ***
<---------------------------------------------------------------------->
Robotics Expert
Req: Level 12, Science 50%
Ranks: 1

With the Robotics perk, you do an additional 25% damage to any robot.
But, even better, sneaking up on a hostile robot undetected and
activating it will put that robot into a permanent shutdown state.

There are a number of robots in the game, including the Protectron,
Robobrain, Mister Handy and Mister Gutsy, and of course, the Sentry
Bot. 25% is a decent damage bonus against a number of enemies that,
while mostly being nuisances, you'll certainly encounter more than
bugs. The shut down ability is extra nice, too, especially for the
kind of character I play. If you use stealth, that's an extra
consideration for this perk. With the oodles of extra perks you'll
get in the expansion, this perk is a more than welcome addition to the
build.

Grade: ****
<---------------------------------------------------------------------->
Silent Running
Req: Level 12, Agility 6, Sneak 50%
Ranks: 1

With the Silent Running perk, you gain an additional 10 points to
Sneak, and running no longer factors into a successful sneak attempt.

I disregard skill perks, and so I would disregard this one.. except
for the fact that this perk greatly improves your sneak ability. Since
I play a stealthy character, I take this feat. Sneak attack criticals
pretty much spell out the end of any bad guy I meet. If you want to
play stealthy, I'd suggest this feat, if not, it's completely a waste.

Grade: ****
<---------------------------------------------------------------------->
Sniper
Req: Level 12, Perception 6, Agility 6
Ranks: 1

With the Sniper perk, your chance to hit an opponent's head in V.A.T.s.
is significantly increased.

Headshots are the best way to take out fire ants, super mutants,
raiders, and talon company mercs. If it has a head, chances are it's a
good idea to shoot it there. If you use V.A.T.S., you're probably going
to want this perk.

Grade: ****

Level 14 Perks 							{PRK008}
o======================================================================o
Adamantium Skeleton
Req: Level 14
Ranks: 1

With the Adamantium Skeleton perk, your limbs only receive 50% of the
damage they normally would.

Your limbs don't take much damage throughout the game, unless you step
on a mine or take a glancing blow from a missile launcher. You wont see
much in the way of hit point preservation with this perk, if anything,
you'll just get crippled less. Even though under the normal 20 level
cap of the original, I wouldn't even consider this perk, with 10 more
perks to choose, it becomes an option. Of course.. there are always
stimpaks, and by now you should know how I feel about a perk that can
be dismissed by popping a chem..

Grade: **
<---------------------------------------------------------------------->
Chemist
Req: Level 14, Medicine 60%
Ranks: 1

With the Chemist perk, any chems you take last twice as long.

There are few instances in the game when you will need to take chems,
in fact, the most useful chemical in the game is Rad-x. You'll find
plenty of chems in your travels, enough that you can just take two
instead of having this perk.

Grade: *
<---------------------------------------------------------------------->
Contract Killer
Req: Level 14
Ranks: 1

Once you have the Contract Killer perk, any good character you kill will
have an ear on their corpse. This ear can then be sold to a certain
person (whose identity is disclosed when you take this perk) for caps
and negative karma.

It's easy to lose karma, and it's easy to get money. You'll never need
this perk. The only reason to choose it is for role-playing purposes.
Since I don't rate role-playing bonuses (at least ones that don't have
any tangible positive effect on survival) this perk is needless. If you
pick this perk you'll gain access to the Office building in the
Scrapyard, where you can obtain a copy of Lying, Congressional Style
that you otherwise could not get.

Grade: *
<---------------------------------------------------------------------->
Cyborg
Req: Level 14, Science 60%, Medicine 60%
Ranks: 1

You've made permanent enhancements to your body! The Cyborg perk
instantly add +10% to your Damage, Poison, and Radiation Resistances,
and 10 points to the Energy Weapons skill.

If you like energy weapons, this is a great perk, certainly more than
just a skill perk. In fact, this is a skill perk with Toughness tacked
on, and extra resistances to boot. In fact, this perk is worth three
lesser perks. Anybody who uses energy weapons, who hates taking damage,
and likes being resistant to poison and radiation has reason to take
this perk. Frankly, I'm not too fond of energy weapons, but I'm very
fond of damage reduction and resistances. This is a fantastic perk,
even if the requirements are rather high.

Grade: *****
<---------------------------------------------------------------------->
Lawbringer
Req: Level 14
Ranks: 1

Once you have the Lawbringer perk, any evil character you kill will have
a finger on their corpse. This finger can then be sold to a certain
person (whose identity is disclosed when you take the perk) for caps
and positive karma.

Same as Contract Killer, but for good folks. Just as needless, too.
Once you pick it you'll get the 'Regulator Headquarters' area added to
your map, where you can find a copy of Guns and Bullets underneath the
bed on the top floor, in the room where Sonora Cruz stands.

WarMECH gives us a little bit more information on the Lawbringer Perk:

On the way to the Luck Bobblehead, if one choses the Lawbringer perk,
there is a corpse of a Regulator with bounty information for Junders
Plunkett, who has taken up residence in the same house as that
bobblehead. His finger is worth 1000 caps, but this is the only
instance I've found of this type of situation. He has Plunkett's
Valid Points, a special type of bladed brass knuckles that aren't
worth wasting a perk. I had hoped that this was more often the case
with so many of the seemingly random named characters all over the
place, that with Lawbringer or Contract Killer they would be worth
something. Apparently, and dissappointingly not.

Grade: *
<---------------------------------------------------------------------->
Light Step
Req: Level 14, Agility 6, Perception 6
Ranks: 1

With the Light Step perk, you'll never set off an enemy's mines or
floor-based traps.

Land mines are pretty common. Fortunately, they're also obvious, they
don't do a huge amount of damage-in the grand scheme of things, and you
can disarm them with a simple button click. Not only that, you get
experience and the mine itself when you do! Be observant, and you wont
need this perk.

Grade: *
<---------------------------------------------------------------------->
Master Trader
Req: Level 14, Charisma 6, Barter 60%
Ranks: 1

When you take the Master Trader perk, the price of every item you buy
from a vendor is reduced by 25%.

Just like with every other money making perk, you can just kill more,
and loot more. You'll find no great need of this discount throughout
the game, money becomes plentiful as you become more powerful. Choose
something better.

Grade: *

Level 16 Perks 							{PRK009}
o======================================================================o
Action Boy/Girl
Req: Level 16, Agility 6
Ranks: 1

With the Action Boy perk, you gain an additional 25 Action Points to use
in V.A.T.S.

Action Boy comprises nearly a quarter of the potential action points
you can get in this game. If you plan to use V.A.T.S., get Action Boy.
If for some reason you just refuse to use V.A.T.S., well, then I don't
really know what you're spending your perks on.

Grade: ****
<---------------------------------------------------------------------->
Better Criticals
Req: Level 16, Perception 6, Luck 6
Ranks: 1

With the Better Criticals perk, you gain a 50% damage bonus every time
a critical hit is scored on an opponent.

Your critical chance is determined by your luck-1 point of luck equals
a 1% chance of landing a critical hit. This doesn't increase your chance
of landing a critical hit, instead Better Criticals improves the
damage you deal when you do land a critical hit. Therefore the
usefulness of this perk is directly related to how high your luck is.
With sneak attack criticals, the Sniper perk, or the Finesse perk,
Better Criticals becomes greatly useful, but it really depends on your
build. No character is hurt by having high luck however, so it stands
to suggest that most characters could benefit greatly from this perk..
And since you need a luck of 6 for this perk, if you can get it, you
might as well.

Grade: *****
<---------------------------------------------------------------------->
Chem Resistant
Req: Level 16, Medicine 60%
Ranks: 1

Having the Chem Resistant perk means you're 50% less likely to
develop an addiction to chems, like Psycho or Jet.

First, why you would ever need to use Psycho or Jet is beyond me.
Secondly, addiction isn't a big deal. You can always get your
addiction cured at a hospital, or you could just reload. If doubling
the duration of chems didn't appeal to you, this shouldn't either.

Grade: *
<---------------------------------------------------------------------->
Tag!
Req: Level 16
Ranks: 1

The Tag! perk allows you to select a fourth Skill to be a Tag skill,
which instantly raises it by 15 points.

Okay, it's not quite a 10 skill point perk.. it's a whopping 15 point
perk, and you get to choose any skill to boost you want. With Educated
and Comprehension, you shouldn't really need this perk, especially if
you're intelligence is high.

Grade: *

Level 18 Perks 							{PRK010}
o======================================================================o
Computer Whiz
Req: Level 18, Intelligence 7, Science 70%
Ranks: 1

Fail a hack attempt and get locked out of a computer? Not if you're a
Computer Whiz! With this perk, you can attempt to re-hack any computer
you were previously locked out of.

Words can hardly describe how useless this perk is. Okay, yes they can.
This perk is damn near worthless. A 10 skill point perk seems fanastic
by comparison. Here's a way to get the benefits of this perk without
wasting your perk pick on it: before you hack a computer, save. If you
get locked out, reload. Bam, no need for this perk. And considering
90% of the computers you encounter in this game lock a door (which you
can pick) or disable turrets (which you can destroy) there's no great
fear of getting locked out of a terminal in any case. Dont waste your
perk.

Grade: *
<---------------------------------------------------------------------->
Concentrated Fire
Req: Level 18, Small Guns 60%, Energy Weapons 60%
Ranks: 1

With Concentrated Fire, your accuracy to hit any body part in V.A.T.S.
increases slightly with each subsequent hit on that body part.

Obviously if you don't use V.A.T.S. you don't need to bother with this
perk. This perk becomes even more useful with Sniper and Action Boy, as
the bonus to head shots will stack, and the more shots you take in
V.A.T.S. the higher your accuracy will raise. This perk is most useful
with small arms-the more shots you take with your weapon in V.A.T.S.
the more beneficial this perk will be. I decided to go with another
Intensive Training perk pre-expansion, but now that Broken Steel is
in the mix, I am more than happy to welcome this perk back into the
build. Where it really shines are those mid-to-long range V.A.T.S. shots
that have a middling percentage to hit. Like say against a Super Mutant
Overlord's tri-beam laser rifle. Getting an extra 5%, 10%, 15% chance
to hit on those last three shots can really help.

Grade: ***
<---------------------------------------------------------------------->
Infiltrator
Req: Level 18, Perception 7, Lockpick 70%
Ranks: 1

With Infiltrator, if a lock is broken, and can't normally be picked
again, you can attempt to pick it again one more time. This includes
locks previously broken by a "Force Lock" attempt.

This perk sucks for the same reason Computer Whiz sucks. Why anybody
would be forcing locks in the first place is a mystery, and if you
are going to bother forcing locks, why wouldn't you save first? Save
and reload, and save a perk.

Grade: *
<---------------------------------------------------------------------->
Paralyzing Palm
Req: Level 18, Unarmed 70%
Ranks: 1

With Paralyzing Palm, you will sometimes perform a S.P.E.C.I.A.L.
V.A.T.S. palm strike for 30 seconds. Note that in order to perform the
Paralyzing Palm, you must be completely unarmed.

If you built your character for unarmed combat, then this perk is an
absolute must-have, and even if you haven't, you ought to get it. There
is really no excuse not to have it with the extra 10 levels you get in
Broken Steel. This is the best way to deal with all of the games'
hardest enemies, although it can be somewhat less useful against enemies
you'll find in groups, say, Enclave soldiers or Raiders. Still, against
Albino Radscoripians, Feral Ghoul Reavers, and Super Mutant Overlords
this is the BEST way to deal with them.

Grade: *****

Level 20 Perks 							{PRK011}
o======================================================================o
Explorer
Req: Level 20
Ranks: 1

When you choose the Explorer perk, every location in the world is
revealed on your map. So get out there and explore!

You can find all the areas on the map by yourself. You even get little
icons that will guide you to them when you're close. Along the way,
you'll get to explore the wasteland, which is the meat of the game.
You'll find skill books, get experience, and find loot. Also, it must
be noted that this perk doesn't make your character stronger in any way.
Download a world map and search for places yourself, save yourself a
perk.

Grade: *
<---------------------------------------------------------------------->
Grim Reaper's Sprint
Req: Level 20
Ranks: 1

If you kill a target in V.A.T.S., all your Action Points are restored
upon exiting V.A.T.S.

If you're an action point junky, or rather if you use V.A.T.S. at all,
this perk is for you. This perk turns your character into a juggernaught
of destruction, and it makes every V.A.T.S. perk more powerful. The only
negative is if you don't finish off your enemy in V.A.T.S., your action
points don't replenish. Of course, so long as the finishing shot is in
V.A.T.S., you're good to go. This perk is great for anybody who doesn't
delude themselves into thinking Fallout 3 is a strict FPS by shunning
V.A.T.S.

Grade: *****
<---------------------------------------------------------------------->
Ninja
Req: Level 20, Sneak 80%, Melee Weapons 80%
Ranks: 1

The Ninja perk grants you the power of the fabled shadow warriors. When
attacking with either Melee or Unarmed, you gain a +15% critical chance
on every strike. Sneak attack criticals do 25% more damage than normal.

This perk used to get outshone by Grim Reaper's Sprint, but now that
you have Broken Steel, there's no reason to not pick it, too! +15%
critical chance is equal to the amount of critical hit chance you can
recieve in the game from luck and Finesse. This can raise your critical
hit rate up to 30%. This is an excellent perk, especially when mixed
with Iron Fist, Better Criticals, and Paralyzing Palm, but not so much
without those supporting it.

Grade: *****
<---------------------------------------------------------------------->
Solar Powered
Req: Level 20, Endurance 7
Ranks: 1

With the Solar Powered perk, you gain an additioanl 2 points to
Strength when in direct sunlight, and slowly regenerate lost Health.

Why bother with two points of strength when you'll get 10 at level 30?
Who needs health regeneration, limited at that. Use stimpacks. I'm sure
you can find SOMETHING better. If you pick this perk, the only real
bonus you'll get is some health regeneration.. during the day.. Or there
are always stimpaks.

Grade: **

Level 22 Perks 							{PRK012}
o======================================================================o
Deep Sleep
Req: Level 22
Ranks: 1

You sleep deeply no matter where you are. You get the Well Rested
benefit of +10% XP for eight hours no matter what bed you sleep in.

Really? This is a level 22 perk? Huh. Okay. Seriously, get Swift
Learner at level 2. It's just like this, but gives you a +10% XP
bonus ALL THE TIME. Now if it let you heal anywhere, like on Oblivion..
then I'd be intrigued, but it just gives you the XP bonus to any bed,
instead of just ones you own. How disappointing. Even if this perk was
offered at level 2, it would be a waste, but 22?

Grade: *
<---------------------------------------------------------------------->
Puppies!
Req: Level 22
Ranks: 1

With the Puppies! perk, if Dogmeat dies, you'll be able to get a new
canine companion from his litter of puppies. Just wait a bit, and you'll
find your new furry friend waiting outside Vault 101.

Okay, this perk is worthless.. but it's nostalgic. I never let Dogmeat
into combat, because he'd become.. well.. Dogmeat. But in a more dead
sort of way. Still, Dogmeat is great, and we all remember struggling to
keep him alive through the super mutant base in Fallout 1, so it gets
an extra * for nostalgia and treating Dogmeat right.

Grade: **
<---------------------------------------------------------------------->
Quantum Chemist
Req: Level 22
Ranks: 1

You have unlocked the secret to creating Nuka-Cola Quantum. With this
perk, every ten Nuka-Colas in your inventory is immediately converted
into a Nuka-Cola Quantum.

Nuka-Cola Quantums are rare, Nuka-Cola is not. But, Nuka-Cola Quantum
is also fairly.. well.. do you really even need it? I mean, really?
Okay, they're the only way to make Nuka-Grenades, but is that really
that important? If you love grenades, this is the only way to ensure
that you have unlimited access to Nuka-Grenades, and frankly, if you're
not chucking a Nuka-Grenade, you might as well use a Missile Launcher
or Fat Man. Note that this perk only coverts Nuka-Colas, not Ice-Cold
Nuka-Colas. To be fair, ensuring that you can always create Nuka-
Grenades is more useful than all three of the Demolition Expert perks
combined. Think about it, a Frag Grenade is around 100~ damage, +60%
equals 160~ damage. A Nuka-Grenade can approach 500~ damage.

Grade: ***

Level 24 Perks 							{PRK013}
o======================================================================o

Devil's Highway
Req: Level 24
Ranks: 1

When you choose the Devil's Highway perk, your Karma is instantly set
to Very Evil.

I could understand getting Escalator to Heaven a bit, but getting a
perk to become evil? Find any computer terminal that you're not supposed
to be messing with, and keep interacting with it. Steal stuff. Useless
stuff. It doesn't matter. You do not need a perk for this.

If you want to get the level 30 karma achievements, save your game
right before you level up. Pick the perk that corresponds to the karma
achievement you want and finish. You'll unlock the achievement, and you
can just reload and pick another-better-perk.

Grade: *
<---------------------------------------------------------------------->
Escalator to Heaven
Req: Level 24
Ranks: 1

When you choose the Escalator to Heaven perk, your Karma is instantly
set to Very Good.

Or you could give some beggars water. This is not hard, and you don't
have much of a reason for alignment changes anyways. Really. Could
you want to hire so-and-so so badly that you need to change your
alignment? Giving Purified water away makes you a good boy. Simple. To
be fair this is the hardest of the alignments to swing, but it's not
that hard.

If you want to get the level 30 karma achievements, save your game
right before you level up. Pick the perk that corresponds to the karma
achievement you want and finish. You'll unlock the achievement, and you
can just reload and pick another-better-perk.

Grade: *
<---------------------------------------------------------------------->
Karmic Rebalance
Req: Level 24
Ranks: 1

When you choose the Karmic Rebalance perk, your Karma is instantly set
to Neutral.

See the two above, this is the exact same thing, but only half-assed.
If you're good, be bad until you're neutral. If you're bad, be good
until you're neutral. Ta-da.

If you want to get the level 30 karma achievements, save your game
right before you level up. Pick the perk that corresponds to the karma
achievement you want and finish. You'll unlock the achievement, and you
can just reload and pick another-better-perk.

Grade: *
<---------------------------------------------------------------------->
No Weaknesses
Req: Level 24
Ranks: 1

When you take the No Weaknesses perk, all S.P.E.C.I.A.L. stats that are
less than 5 are instantly increased to 5.

When me and my fiance saw this, our jaws dropped. "No way!" we
exclaimed.. and began our eager chittering and planning on how to best
manipulate this perk to our devious ends. Then we saw Almost Perfect,
and this perk became as useless as Intensive Training. If it wasn't for
Almost Perfect, we'd tout this perk highly.. but as it is, it will be
rendered useless at level 30.

Grade: *

Level 26 Perks 							{PRK014}
o======================================================================o

Nerves of Steel
Req: Level 26, Agility 7

With the Nerves of Steel perk, you regenerate Action Points much more
quickly than you normally would.

So, it increases your Action Point regeneration. If you have Grim
Reaper's Sprint, it's not really worth much, since you can get a full
boost after you kill anything. But, for those times when you're caught
with your pants down, out of AP, it'll help. Besides, there really
isn't anything better out there.

Grade: ***
<---------------------------------------------------------------------->
Rad Tolerance
Req: Level 26, Endurance 7
Ranks: 1

Although you are still notified when you get Minor Radiation Poisoning,
you do not suffer any ill effects from it.

Minor Radiation poisoning is no big deal, and can be cured cheaply and
instantly with chems. The only use for this is in conjunction with
Rad Regeneration, which.. oh wait, that's ADVANCED radiation poisoning.
Nevermind, this perk is wholly useless. Had ya going there for a
second, eh?

Grade: *
<---------------------------------------------------------------------->
Warmonger
Req: Level 26, Intelligence 7
Ranks: 1

You've figured out on your own how to build all the custom weapons!
With the Warmonger perk, all custom weapon types become available to
you without the schematics.

How lazy can you be? You BUY a lot of these! This is a useless perk,
trying to get you to play the game less. Fight it. The custom weapons
aren't anything special, so the schematics for them are even less
special. But to further dissaude anybody from picking this perk, I will
include all the schematics in the game in this guide. It wouldn't be
much of a guide if I didn't include ways for you guys to avoid picking
useless perks. Damn you are all lazy..

Grade: *

Level 28 Perks 							{PRK015}
o======================================================================o
Party Boy/Girl
Req: Level 28
Ranks: 1

You are such a Party Boy that you no longer suffer the withdrawal
effect from alcohol addiction.

The second highest tier of perks.. gotta have something good here,
right? Right? You.. no longer.. suffer withdrawls from alcohol
addiction? How many times does this even come up?! The only time I EVER
drank in this game was when I was carrying too much crap, and I needed
to drop some weight/gain some Strength. How utterly useless. If it
applied to ALL chems, it would still be useless. Blah. This perk makes
me feel like angry-typing gibbersh on my keyboard.. but I'll spare you.
But as a plus, we do gain some insight from this perk. Bethesda
thinks all good frat-boys are level 28 characters in Fallout 3.

Grade: *
<---------------------------------------------------------------------->
Rad Absorption
Req: Level 28, Endurance 7
Ranks: 1

With the Rad Absorption perk, your radiation level slowly decreases on
its own over time.

Now this is more like it. You lose radiation over time. This might
change how the game plays a bit. Radiation is no longer to be quite
so feared.. But, right, then again.. you have Rad-X and Rad-Away. But
at least this perk seems like a serious one.. so we'll give it that.
If you're too lazy to carry around weightless chems you can make in
your house for free, you can get this perk.

Grade: **

Level 30 Perks 							{PRK016}
o======================================================================o
Almost Perfect
Req: Level 30
Ranks: 1

Take the Almost Perfect perk, and all S.P.E.C.I.A.L. stats are
instantly raised to 9.

A perk which sets all your attributes to 9. What can I really say? It
makes all perks that add to attributes utterly obsolete. It makes the
old build obsolete. It makes old perks obsolete. It makes caring about
your attributes, well, less important. This is the definitive perk of
the expansion, and it changes the game. Getting a 9 in all attributes
is better than any number of Intensive Training perks, it's better than
No Weaknesses, it gives you bonuses to everything the attributes do..
obviously, it raises them all to 9! What can you really say? You'd be
an utter fool not to get this perk at level 30. Enjoy your near
perfection.

Keep in mind that if you get a bobblehead, it counts as if said
attribute had been raised. For example, if you have a base of 6
Endurance, and you get the bobblehead, the game will count your
Endurance as a base of 7, not 6 + 1.. like with items. When you get the
Almost Perfect perk, it will raise your Endurance up to 9. If you get
your bobblehead AFTER you get the Almost Perfect perk, you can raise
your attribute up to 10, if you get your bobbleheads BEFORE you get the
Almost Perfect perk, you will not be able to get up to 10. So get
Almost Perfect, and then find the bobbleheads. Also, keep in mind the
large jump in skills you'll get when you get Almost Perfect. I tend to
start with a Charisma of 1, so bringing my Charisma up to 10 will give
me 18 points into both Barter and Speech. Just keep in mind how your
skills will change if you want to conserve points.

Grade: *****
<---------------------------------------------------------------------->
Nuclear Anomaly
Req: Level 30
Ranks: 1

With the Nuclear Anomaly perk, whenever your Health is reduced to 20
or less, you will erupt into a devasating nuclear explosion. Note that
any allies in the vicinity will also suffer the effects of the blast!

When you drop to 20 Health or less? That's cutting it awful close,
don't you think? Anyways, why bother? It doesn't stop you from getting
shot, if the enemies are far away. It can kill your allies, townsfolk,
and the like.. So lets think reasonably here.. if you let this explode
during a bad time and lose a friendly NPC or piss off story characters,
will you really even save the game? No, you'd reload, if you even live
to bother. This perk sucks. Oh, plus it's competing against the best
perk in the game. At least Bethesda is making the choice easy on you.

Grade: *

Additional Perks 						{PRK017}
o======================================================================o
Additional perks are quest-based perks that you can get for completing
specific quests specific ways. These are entirely missable, so they
bear planning for BEFORE you start the quest. I wont grade them, as
they are bonus perks-having them is a benefit in itself, and there
really is no downside to having any of these perks.
<---------------------------------------------------------------------->
Ant Might
Benefit: 25% resistance to fire, +1 bonus to Strength.

You'll get to choose one of two injections as a reward from Doctor
Lesko for completing the objectives he gives you during the quest
'Those!'. You only get one, so choose what fits your character and
play style best.
<---------------------------------------------------------------------->
Ant Sight
Benefit: 25% resistance to fire, +1 bonus to Perception.

You'll get to choose one of two injections as a reward from Doctor
Lesko for completing the objectives he gives you during the quest
'Those!'. You only get one, so choose what fits your character and
play style best.
<---------------------------------------------------------------------->
Auto Axpert
Benefit: You've become an expert with the Auto Axe. You do +25% damage
whenever you use it. Vroom.


You get this perk when you collect 10 steel Ingots. I don't know about

anybody else, but I didn't really need any other weapons for The Pitt
other than the auto axe. Getting 25% extra damage on these excellent
melee
 weapons is a very welcome perk indeed.
<---------------------------------------------------------------------->
Barkskin
Benefit: 5% damage reduction

Finish the quest 'Oasis' by completing Harold's objective. It beats the
other rewards.
<---------------------------------------------------------------------->
Booster Shot
Benefit: Radiation Resistance +10%

Complete the quest "Free Labor" in the Pitt.
<---------------------------------------------------------------------->
Dream Crusher
Benefit: -50% chance to suffer a critical hit.

You can get this perk by convincing Moira to stop working on the
Wasteland Survival Guide.

I don't suffer many critical hits in this game already, and overall,
they don't seem to creep out of nowhere and ruin your day like in
Fallout 1 & 2. Still, if you think it's for you.. look at the reward for
finishing the quest first, then decide.
<---------------------------------------------------------------------->

Ghoul Ecology


Benefit: +5 damage against ghouls.

You get this perk from reading Plik's
Journal in the Coastal Grotto.
 Normally, I would think this perk is
kinda balls. Ghouls,
 even glowing ones, aren't enough of a threat that
you'd need the
extra damage. With Feral Ghoul Reavers added into the game
though..
any help is welcome. And hey, it's free. What's even better is
the fact that the game apparently applies this damage to everything,
and not just Ghouls. Another +5 damage perk from Point Lookout that
doesn't work right-to your benefit. Its effects stack when dealing with
rapid-fire weapons, causing guns like the 10mm Submachine Gun and the
Chinese Assault Rifle to present damage totals that are simply silly.

<---------------------------------------------------------------------->
Hematophage
Benefit: You can drink a Blood Pack to get healed for 20 Hit Points,
instead of the usual 1 Hit Point. You can also sell Blood Packs for
15 caps.

Complete the quest 'Blood Ties' by making a deal between the 'vampires'
and Arefu. This.. perk is of limited use, but still, why not?
<---------------------------------------------------------------------->
Junior Survivor
Benefit: varies	Normal: +5 Hit Points
		Smart:	+2 Medicine, +2 Science
		Tough:	+2 Damage Resistance
		Sneaky:	+2 Sneak, +2 Speech
		Snide:	+1% Critical Hit Rate
		Always:	+2% Poison and Radiation Resistance

Okay.. When you complete quests for Moira, you'll get a number of
answers to choose depending on your stats. If you do few or none of the
sidequests, or if you lie to Moira at any point, you'll end up with the
Junior Survivor perk, which is the worst of the bunch. Try and do ALL
of her sidequests for the best benefits. You may have to do some drugs
to raise your attributes if they're not high enough. Buffout to raise
Strenght, or Mentats to raise Intelligence, for example, before you
talk to Moira. I believe that acting tough or being a smartass are the
two best ways to go. Damage Resistance is always nice, and so are
Critical Hits. You'll just have to choose whether you'd like x%
Damage Resistance, or x% critical hit. You'll always get the poison and
radiation resistance, no matter how you answer. If you complete a
certain number of Moira's optional objectives, you'll get a better
version of this perk..
<---------------------------------------------------------------------->
Pitt Fighter
Benefit: Damage and Radiation Resistance +3%

Commplete the pit fighting portion of the Pitt. An extremely easy
quest,
and an extremely rewarding one.
<---------------------------------------------------------------------->
Power Armor Training
Benefit: You can wear Power Armor.

After the quest 'The Waters of Life' is complete, you can get Elder
Lyons to give you permission to recieve the training. Talk to Paladin
Gunny in the Citadel to recieve this perk.

*Sigh* Okay, I can admit to being wrong. Power Armor is cool.. so long
as it's the Enclave kind. Get, wear it, love it. Do the whole sci-fi
black knight thing. You know you want to.
<---------------------------------------------------------------------->

Punga Power!

Benefit: Boosts radiation recovery from eating Punga Fruits.



You get this perk for completing the Walking with Spirits quest in

Point Lookout.

<---------------------------------------------------------------------->
Rad Limb Healing
Benefit: You'll regenerate crippled limbs when you are suffering from
Advanced Radiation Poisoning (400+ rads).

During the quest 'The Wasteland Survival Guide: Get Radiated!" if you
meet the sub-objective of suffering from Advanced Radiation Poisoning
(600+ rads) you'll get this perk.

Okay, well, granted there aren't all that many opportunities for you
to use this perk-ideally you don't want 400+ rads-it's still handy to
get. Keep in mind that if you choose to be a Dream Crusher, you can't,
obviously, get this perk.

<---------------------------------------------------------------------->

Superior Defender

Benefit: +5 damage and +10 armor when standing still.



Get this perk by completing 'The Local Flavor' quest in the Point

Lookout DLC. Despite its misleading language, you are almost always
standing still, as far as the game is concerned, especially if you
V.A.T.S. often. You can count this as a flat bonus to damage and armor,
and a hefty one. This is a rather ridiculously strong perk.
<---------------------------------------------------------------------->
Survivor Expert
Benefit: varies	Normal: +10 Hit Points
		Smart:	+4 Medicine, +4 Science
		Tough:	+4 Damage Resistance
		Sneaky:	+4 Sneak, +4 Speech
		Snide:	+2% Critical Hit Rate
		Always:	+4% Poison and Radiation Resistance

Like Junior Survivor, but better. You completed some, but not all of
Moira's objectives. If you complete ALL of Moira's optional objectives,
you'll get the best variant of this perk..
<---------------------------------------------------------------------->
Survivor Guru
Benefit: varies	Normal: +15 Hit Points
		Smart:	+6 Medicine, +6 Science
		Tough:	+6 Damage Resistance
		Sneaky:	+6 Sneak, +6 Speech
		Snide:	+3% Critical Hit Rate
		Always:	+6% Poison and Radiation Resistance

You'll get this perk if you complete ALL of the optional objectives
for Moira in the quest 'The Wasteland Survival Guide'. This is the
best version of the perk reward, certainly better than Dream Crusher.
<---------------------------------------------------------------------->
Wired Reflexes
Benefit: V.A.T.S. accuracy improved by 10%.

After completing the quest 'The Replicated Man', talk to Dr. Zimmer and
reveal everything you discovered about the android's identity. Keep in
mind you can get the android to let you kill Dr. Zimmer before talking
to Zimmer, and receive the unique Plasma Rifle. You can then sell the
android out and recieve the Wired Reflexes perk. If you still want to
be a good guy, it's good fun to slip a Frag Mine into Dr. Zimmer's
pants as he walks away. Wait, that's good? It's Fallout 3. Moral
relativism rocks.
<---------------------------------------------------------------------->
Xenotech Expert
Benefit: 20% extra damage with alien weapons.

In the 'Mothership Zeta' expansion, in the Weapons Lab area. Find the
firing range (which is to the north of the room where you find the
Drone Cannon Ex-B, you'll also find the Destablizer in the firing
range.) And activate the northern-most 'Control' near the Healing Arch.
A number of Raiders will warp in along with a random strong enemy-such
as an Albino Radscorpian, Deathclaw, or Sentry Bot. Kill whatever gates
in, then activate the 'Control' to teleport some more in. Keep killing
enemies (or letting them kill each other) and you'll get this perk.

My Personal Build, Perks* 					{PRK018}
o======================================================================o
Swift Learner
Black Widow/Lady Killer
Comprehension** (or Entomologist)
Iron Fist (1)
Gunslinger
Toughness
Strong Back
Commando
Finesse
Bloody Mess
Sniper
Silent Running
Robotics Expert
Cyborg
Better Criticals
Action Boy
Life Giver
Paralyzing Palm
Grim Reaper's Sprint
Ninja
Concentrated Fire
Iron Fist (2)
Iron Fist (3)
Adamantium Skeleton?/Entomologist?/Quantum Chemist?
Nerves of Steel
Demolition Expert (1)
Demolition Expert (2)
Demolition Expert (3)
Almost Perfect

*Note: these perks are not necissarily listed in order of selection.

**For a more power-gamey approach you can dispense with Comprehension
if you a) start out with 10 Intelligence, b) spread your skill points
out evenly from leveling up, and c) plan to get most of the books in
the game. Comprehension is not necessary in the expansions, but it does
make it much easier to get all your skills up to 100.

I also try and get all the other bonus perks from questing. I try and
choose the 'Tough' responses for the Damage Reduction and get the
Survivor Guru version of the perk. Also, I tend to choose Ant Sight,
because I find Perception to be more useful than Strength.. Although
when everything gets up to 10 it's rather moot. If you plan to get the
Bobblehead - Strength early on (i.e. you want to live in Tenpenny Tower
but you don't want to wait until level 30 to safely do so) wait until
you're level 30 to get the Ant Might perk to ensure you get 10 Strength.

Keep in mind that in the expansion, there's really more room for
versatility, so I'm much less adamant about my build this time around.
If you really really like another perk, go for it. I don't use many
explosives myself, but if for some reason I do decide to chuck a
grenade, I'll be able to do it well. The only real question to that end
is whether it's better to get a third rank of Demolition Expert (20%
extra damage with all explosives) or get Quantum Chemist, which allows
you to make the most powerful grenade in the game-the Nuka-Grenade.

Entomologist is only really useful against Albino Radscorpians, and if
you're willing to trust in Paralzying Palm when you fight them, you'll
see you don't really need it. You never really need Adamantium Skeleton.
Quantum Chemist isn't great.. but it's about your only chance of ever
being able to get enough Nuka-Grenades to make using them feasible. But
of course, you could always just use Mini-Nukes, which can be purchased
from Flak & Shrapnel pretty reliably. Also note that Explosives like
Frag Grenades will struggle to surpass 100 damage, while the Nuka-
Grenade does in the area of 500, each Demolition Expert perk is going
to give a Frag Grenade 20~ damage.

If you don't like Iron Fist, Demolition Expert, or Pyromaniac, don't
get 'em.. if you can find something better. Frankly, I couldn't. I
should have covered the perks well enough that you won't pick any of the
one-star perks.. or failing that, common sense will intervene. With the
new versatility in perk choices, some gamers will pick perks like
Educated just to make the trip to level 30 easier, or will eschew
my Swift Learner pick in order to grab one of the skill perks.. I mean,
they're both going to be useless by level 30 anyways, so why not? I
still prefer picking perks that are going to give me bonuses-no matter
how sleight-at level 30, and I'm pretty comfortable with my choices of
about 26 of the 30 perks. Some people will well argue that there's not
much point in having both Gunslinger AND Commando-pick one type of gun
and use it types-but I prefer flexibility. If I want to use a 10mm
Submachine Gun from time to time, or a Scoped .44 Magnum, I'd prefer to
be able to do it well. Why have Grim Reaper's Sprint and Nerves of
Steel? Doesn't having the former make the latter obsolete? Not really.
Big bad guys like Albino Radscorpians, Feral Ghoul Reavers, and Super
Mutant Overlords might not get affected by my paralyzing palm in one
V.A.T.S. session, and getting another one quickly can make a difference.
Certainly they won't be killed by one V.A.T.S., and if there are
multiple threats, it's good to be able to respond to them quicker. So
it's my hope that my build allows me to use almost every weapon with
some skill, regardless of how often I use them. Clearly two-handed
Small Guns and Unarmed are the best weapon categories in the game, but
I'd rather use perks that cater to all weapons than something like
Adamantium Skeleton or even Rad Absorption, both of which provide an
arguably useful field benefit, but can be cured with a cheap chem or a
trip back home.

o======================================================================o
|								       |
|			   Prologue: Vault 101			       |
|				{WLK000}			       |
o======================================================================o
The goal of this FAQ will be to take the player through the game in a..
semi-logical way, completing all of the main quests in the original game
and all of the expansions. During the FAQ you should be able to create a
character with a 10 in all their S.P.E.C.I.A.L. attributes and 100 in
all their skills, a 'perfect' character, for lack of modesty. This FAQ
will try to take you to just about every area in the game, at least
every marked area and every area with a useful item in it (like a unique
weapon or a book). This will not be a concise walkthrough that shortly
lists how to complete the quests. I will take you through the game the
way I play through the game, completing all the quests in a specific
order and searching areas en route to quests. There will be alot of side
exploration included along with the main walkthrough. If you want your
hand held as you play through the game, then you've come to the right
place. If you wanted something a little more to the point, then you'll
have to skim through until you find what you need. Even areas I don't
cover in detail during the main walkthrough will be covered briefly in
the 'Locations' section of the FAQ. Here are some notes about the FAQ
before you decide to commit yourself to playing through the game:
<---------------------------------------------------------------------->
This is a linear Walkthrough.. I don't just include all the quests and
expect you to have at them as you please, I go through the entire game
in a specific order. If you want to conclude the quest in your own
order, you'll be better off ignoring the Walkthrough entirely and
consulting the 'Quests' section of the FAQ, where I cover the quests
in brevity. Check the 'Table of Contents' at the beginning of the FAQ
to see, ordered by Sequence of Events, in what order I do things
during the walkthrough.
<---------------------------------------------------------------------->
I don't censor myself in this FAQ. Although there isn't a mindless
amount of foul language (or almost none, as far as I can remember.) I
offer my commentary about the game as I write. This isn't strictly a
'go there, grab that' FAQ. I can't help myself, I try to flavor it up
while I'm writing. Some people find that bothersome, since they're just
trying to find information about how to complete a quest. If you're not
a complete cretin, however, this shouldn't bother you. If you don't like
my color commentary and attempted witticisms, go use another FAQ. It's
not like it'll hurt my feelings any. It won't. Not like anybody pays me
to write these anyways.. despite my attempts at soliciting money.. And
even if there was a mindless amount of swearing, it's a mature rated
game. If you're not old enough to read a few curse words, why are you
reading a FAQ for a game with plenty of swearing in it? Checkmate,
whiney conservatives.
<---------------------------------------------------------------------->
You'll get around in this FAQ. While I wouldn't call it getting
sidetracked (as that implies a lack of intention to my exploration) I
do take you out of the way to explore places that aren't part of a
quest. For example, on the way to Arlington Library as part of the
Wasteland Survival Guide quest I not only explore Arlington Library, but
every location-both marked and unmarked-that I consider 'en route'. I
typically do major areas in the game as 'Point A to Point B' affairs. If
I tell you we're going to a certain area, I generally mean we're going
to explore until we find that area, as well as actually completing said
area. Having an excuse to explore the Yao Guai Tunnels to find the
Bobblehead - Sneak gives just as much of an excuse to explore everything
in between. It makes the guide seem more organic.. at least when I was
writing it, and it didn't seem right tell you to go to distant areas,
bypassing potentially valuable loot along the way. At the least,
exploring every area in between Point A and Point B gives us a pretext
to go there, an introduction for the location in the guide. This is a
guide for people who haven't played the game before, and want to play
the hell out of if. If you've played the game before and know what
you're doing there are plenty of indexes to help you find the valuable
loot. If you don't care to sink over a hundred hours into this game,
skip the sequences you don't want to do, or failing that just check the
'Quests' and 'Locations' sections of this FAQ to get more concise, if
less descriptive information.
<---------------------------------------------------------------------->
This FAQ will not tell you how to find EVERYTHING in the game. Here's
how it works: I play through the game in a semi-logical order, and write
about what I did. You read the FAQ, learn what I did (and why,
sometimes) and decide to follow suit, or go about it your own way,
either way, you glean some gaming enlightenment out of reading. I will
tell you how to solve quests, how to nab bobbleheads, books, and unique
weapons. I'll even tell you how to find the Super Mutant Behemoths. I
will NOT tell you where every Tin Can, ammo box, Cherry Bomb, and box of
Abraxo Cleaner is. I will not tell you in every room how many desks you
can loot. Seriously, you can do that yourself. And if you miss a few
Caps here and there.. it won't hurt anything. Get better vision. I will,
however, include large stashes of loot as it strikes my fancy. This
method allows me to look like a reasonably perceptive player without
having to point out every stash of loot in the game.. and without
having to endure the flood of e-mail about how I missed some Sensor
Module in the Springvale School under a desk and whatnot.. Now if I miss
a Nuka-Cola Quantum or.. you know what, even then, you find enough of
them, anyways. Besides, the loot in containers is mostly random anyways.
<---------------------------------------------------------------------->
I assume that you will find a home in Megaton, rather than Tenpenny
Tower. Without giving anything away, it's much more work to get the
house in Tenpenny Tower, as you have to be certain that you're done with
everything in Megaton. With our goal to hit level 30 and have a 10 in
all our attributes, that could take a while. Besides, it's more
convenient to have a home in Megaton. The traders come to Megaton, it's
less of a walk to get to your house when you fast travel to Megaton,
and you don't have to wait to get your house in Megaton.
<---------------------------------------------------------------------->
If you DONT want to get a house in Megaton, and prefer the more swanky
Tenpenny Towers, you'll need to do things a little differently than in
the walkthrough. You'll need to complete the Wasteland Survival Guide
asap. Grab the Bobblehead - Strength from Lucas Simm's House, maybe see
to Blood Ties for Lucy West, get the copy of Grognak the Barbarian from
Jericho's House.. and if you care to, recruit Jericho and take him out
of Megaton. When you hit level 30, do the quest Those! and pick the
Ant Might perk, to raise your strength to 10.
<---------------------------------------------------------------------->
As with the weapon damages in the index sections below, the weapon info
I'll include in the walkthrough deserves some notation. First, all
damages recorded are with a character with a skill of 100 in that
weapon's related skill. All values listed are also made with a character
that has 10 Strength. Free perks, such as Ghoul Ecology, Superior
Defender, and Auto Axpert will be taken into consideration, but
purchased perks, such as Demolition Expert, Iron Fist, or Pyromaniac
will not be taken into consideration. Long story short, this is the
damage everybody following this FAQ should get.. eventually. Lastly,
these values are taken right off my screen-not from any data files.
<---------------------------------------------------------------------->
As a note, anything you read above the walkthrough should be pretty
spoiler-free. Anything below the walkthrough, however, is fair game. If
you find a spoiler in the quests, locations, or books sections, too bad.
You have been warned. The walkthrough itself should be spoiler-free, as
I assume you'll be playing along. It's hard to spoil something if you're
reading about it as it unfolds. Note that some spoilers I consider to be
harmless and necessary, like telling you to NOT kill everything in the
Tepid Sewers and Anchorage War Memorial before doing the Wasteland
Survival Guide quest. Yes, now you know that the Wasteland Survival
Guide quest takes you to those areas, but you also know that killing off
all the Mirelurks in the Anchorage War Memorial will prevent you from
getting the Survival Guru perk. Which would you prefer, spoiler-free, or
character-nerf free?
<---------------------------------------------------------------------->
You'll start the game with character creation. If you survived reading
the finer points of character creation in the earlier sections of the
guide, I'm sure you can handle naming your character, picking a gender,
and its appearance. Your character will be born, you'll be prompted
through the creation process, and some complications will arise.

Vault 101 (Toddler)
o======================================================================o
Sequence of Events:						{WLK001}
	1) Assign S.P.E.C.I.A.L. attributes
	2) Revelation 21:6
	3) Attaining the Pip-Boy 3000
	4) Amata's Gift
	5) Old Lady Palmer's Gift
	6) Butch's.. Gift..
	7) Stanley's Gift
	8) Beatrice's Gift
	9) Dad's Gift
	10) Kill the Radroach
	11) Acquire the Bobblehead - Medicine
	12) Amata's Problem
	13) Take the G.O.A.T. (or not..)

***QUEST***
Baby Steps

1) Afterwards you'll get a little tutorial on how to walk. You'll be
left to your own devices shortly. When you are, open the gate and tottle
over to the "YOU'RE SPECIAL" book on the floor and activate it. Flip
through the pages and assign all your attributes. When you reach the end
of the book you'll get a chance to assign them all at once. If you're
following my build, you'll want the following attributes:

Strength	5
Perception	6
Endurance	6
Charisma	1
Intelligence	9
Agility		7
Luck		6

If you mess up somehow, don't worry about it too much. Like with
Oblivion, you'll be able to change everything about your character
before you get into the 'meat' of the game.
<---------------------------------------------------------------------->
2) When you're done, your dad will come back and show you the Bible
passage Revelation 21:6, which plays a fairly prominent role in the
game. When he's done yammering follow him out into the hall and the
game will fast-foward.
<---------------------------------------------------------------------->

Vault 101 (10-Years Old)
o======================================================================o
***QUEST***
Growing Up Fast

***BOOKS***
Grognak the Barbarian

3) You're now ten years old, and at your birthday party. The Overseer
will give you your Pip-Boy 3000.. I wonder why the Vaults in the D.C.
area get Pip-Boy 3000's, whereas the california Pip-Boys were 2000's..
ah well. You can check out your Pip-Boy by holding down (B), if you're
on the 360, and turn on the Pip-Boy light by holding the (B) button
down. From here you can look at your Stats, including your Status,
S.P.E.C.I.A.L. attributes, Skills, Perks, and General information, your
Items, divided into Weapons, Apparel, Aid, Misc, and Ammo, and finally
Data, which includes Local Map, World Map, Quests, Notes, and Radio.
Hit the (LA) or D-Pad to shift between menus in the Stats, Items, and
Data screens, and hit (LT) or (RT) to cycle between Stats, Items, and
Data. On most screens (LB) and (RB) serve as page up/page down buttons,
and on the maps they zoom in and out.. or you could just use the (LA).
<---------------------------------------------------------------------->
4) When you're done fiddling around with your Pip-Boy, walk forward and
talk to Amata. It doesn't really matter what you say/do here.. she'll
hand over a Grognak the Barbarian comic book, which you should hold
onto.. don't read it yet.
<---------------------------------------------------------------------->
5) Next talk to Old Lady Palmer, who is sitting down across from the
Overseer. She'll give you a Sweetroll, no matter how much of a brat you
are.
<---------------------------------------------------------------------->
6) Your friendly robot, Andy, will destroy the cake, prompting Butch,
one of the incorrigible little rascals attending your party to threaten
you for your newly acquired Sweetroll. You can try to be a sissy,
diplomatic, crude, mean.. or meaner. If you provoke Butch, he'll come
after you. Just run around the tables until he is stopped by Officer
Gomez. You can talk to Gomez and some of the other kids attending, but
there's really no point. Amata will talk to you about Butch after the
confrontation is over.
<---------------------------------------------------------------------->
7) Next talk to Stanley, who is sitting beside your dad. He'll tell you
a bit about the Pip-Boy, and you can fish a Kid's Baseball Cap off of
him.
<---------------------------------------------------------------------->
8) Your dad will get up and get a message from Jonas. He'll tell you to
duck out of your own party. On the way out you'll be bothered by a lady
named Beatrice, who will give you a.. poem.. for your birthday. What a
lame party, eh?
<---------------------------------------------------------------------->
9) Exit the door where your dad is and take a right, a left, and then
another right down some stairs. If you look around, you might find
Officer Kendall in the hallways. You can sneak by pressing the (LA)
button, and if you're lucky, you can lift two Stimpaks off of him..
although since you don't get to keep them, there's really not point.
Anyways, at the bottom of the stairs you'll find Jonas, the man in the
lab coat. He'll tell you to wait around for your dad, who will be
arriving shortly. When your dad arrives he'll give you what is by far
the best present yet-a BB gun! Hey, I remember how awesome it was when
I got my first BB gun.. it's just an experience all kids should have,
whether they're an army-brat growing up in Germany, or a kid in an
underground fallout shelter two-hundred years after nuclear holocaust.

***WEAPON INFO***
BB Gun (Small Guns)
Maximum Damage: 14
AP Cost: Average
Ammo: BB
Clip Size: 100 (1 Round/Shot)

BB Guns suck, and rightfully so. It's almost laughable that one does
half the damage of a 10mm Pistol. You won't really ever use it at all.
At least, not if you're seriously trying to kill something.
<---------------------------------------------------------------------->
10) Head up into the room your dad and Jonas enter, talking to them
both on your way past. Go to the far end of the room at hit (RT) to
draw your gun.. Yes, you can shoot Jonas and your dad, but there's not
really any point. Shoot the three targets beyond the locker and a Rad
Roach will crawl out. Hit (LB) to enter V.A.T.S. mode if you want to get
the hang of using it. Once the Rad Roach is dead, dad decides he wants
a picture. Go up to him and Jonas will oblige. The flash will take you
further into the future..

Vault 101 (16-Years Old)
o======================================================================o
***QUEST***
Future Imperfect

***BOBBLEHEADS***
Bobblehead - Medicine

11) You'll return to the game being examined by your dad. Your goal for
this part of the game: Take the G.O.A.T. aptitude test. When you're done
talking with the old man, take the Bobblehead - Medicine from his desk.
You can also go look at his computer for a few tidbits of information..
but there's nothing essential there.
<---------------------------------------------------------------------->
12) Head out the doors and take a right to find Butch and his gang
picking on Amata. Either choose to help her or not. If you help her,
talk to Butch. You can be mean to Amata, and help Butch pick on her, or
tell Butch to leave her alone. The best option is to succeed at a
Speech check, but with a Charisma score of 1, that's not this
character's strong point. If you succeed you'll get some Karma and
experience.
<---------------------------------------------------------------------->
13) Head into the classroom and talk to Mr. Brotch. You can opt out of
the test by picking the last option, and then pick the first option to
choose what skills you want.. or you can have Brotch do if for you, and
just tell him what you're interested in.. or you can go and take the
G.O.A.T. While taking the G.O.A.T. you'll be asked random questions and
be given four seemingly random answers. How you answer determines what
job Brotch says you qualify for.. and Tags! three of your skills. Talk
to Brotch and you'll get the option to change any of those tagged
skills.. that's all the G.O.A.T. is for. If you didn't read my section
on Skill earlier, and you don't care for a lot of advice, pick the
Lockpick, Repair, and Sneak skill.
<---------------------------------------------------------------------->

Vault 101 (19-Years Old)
o======================================================================o
Sequence of Events:						{WLK002}
	1) Dad's Gone!
	2) Kill Kendall
	3) Save Butch's Mom!
	4) Avenge Grandma Taylor
	5) Incinerator Andy
	6) Vault Gun-Down
	7) Looting
	8) Bannon Beatdown
	9) Loot Floyd
	10) Confront the Overseer
	11) Loot Jonas
	12) To the Entrance
	13) The Capital Wasteland

***QUEST***
Escape!

***BOBBLEHEADS***
Bobblehead - Medicine (it will still be in your Dad's lab if you didn't
take it earlier.)

***BOOKS***
Grognak the Barbarian (technically the one Amata gave you.. but you
must take it from your dresser before you go!)

1) You will wake up to Amata, who frantically tells you to get your ass
in gear. Apparently dear old dad left Vault 101 and the Overseer has
gone facist, ordering that Jonas be killed. Allow Amata to give you the
handgun, then take your BB Gun, the BB's, and the Baseball Bat off the
table. Search the First Aid Kit for Med-X and 10 Stimpaks, which will
come in handy, and finally and most importantly, search your Dresser for
a number of extra Vault Suits and your copy of Grognak the Barbarian.
You don't want to waste precious ammo at this junction, so equip the
Baseball Bat and head out into the hallway.

***WEAPON INFO***
10mm Pistol (Small Guns)
Maximum Damage: 20
AP Cost: Very Low
Ammo: 10mm Round
Clip Size: 12 (1 Round/Shot, semi-auto)

They have a paltry zoom and do poor damage. In fact, the bullets you
waste are more expensive than the damage these guns do is worth. I'd
advise against using them unless you absolutely have to. If you're being
chased by a number of melee-weilding Raiders in the beginning, maybe use
it to trim them down, but that's about all you should expect out of it.

***WEAPON INFO***
Baseball Bat (Melee Weapons)
Maximum Damage: 25
AP Cost: Low
Ammo: None
Clip Size: N/A

Well, what can you say? It's a bat. It does more damage than a Pistol,
and it has excellent durability. You'll probably want to use this to
smash your way out of the Vault and all the way to the Citadel.
<---------------------------------------------------------------------->
2) Take a right and you'll meet Officer Kendall, who will be attacked
by a trio of Rad Roaches.. you never know what'll come out when you turn
out the lights! Let them duke it out. If Kendall survives, he'll turn on
you. Don't be afraid to use V.A.T.S. to whack him with your bat in melee
combat. Hit (RT) to swing your bat, and hold (RT) to do a more powerful
attack, (LT) will block, causing you to sustain less damage.. just like
the controls in Oblivion. The roaches drop Rad Roach meat, and Kendall
will drop a suit of Vault 101 Security Armor and a Vault 101 Security
Helmet, which offer greater protection than your normal Jumpsuit.

***WEAPON INFO***
Police Baton (Melee Weapons)
Maximum Damage: 20
AP Cost: Low
Ammo: None
Clip Size: N/A

Not as powerful as the Baseball Bat, and not as satisfying. Still, it's
probably a better alternative than the 10mm Pistol at this point in the
game.
<---------------------------------------------------------------------->
3) Now take a left at the intersection where Kendall and the Radroaches
fought. You'll be bothered by Butch, who will ask you to help save his
mother. Follow him down the hallway, and to the left. Enter the door
at the end of the hallway he is in and go into the second room.
Promptly smash the Radroaches, and Butch'll thank you, even giving up
his treasured Tunnel Snake Outfit. Grab the Vodka lying around as well,
as its 20 to 1 value to weight ratio makes it worth holding onto. If
you're sneaky you can steal another bottle of vodka from Butch's mom,
and from Butch you can steal three Purified Waters and a Switchblade.
If you took-or later take-any damage, the bathrooms that occupy the
space between Butch's quarters and yours have a number of sinks and
toilets you can drink from to replenish your Hit Points free of charge..
there's absolutely no reason you should have to use a Stimpak while
escaping from the Vault.
<---------------------------------------------------------------------->
4) From Butch's quarters head down the hallway and take a left, then a
right. Enter the first room on your right to get to where you held your
10th birthday party. Inside you'll find a trio of Radroaches and the
body of Grandma Taylor. Kill them and leave, ignoring the passage to
the left as there is nothing but inaccessible doors down there. You'll
be discovered by Officer Gomez, who is not nearly as homocidal as
Officer Kendall was. When you're done talking to him continue up the
stairs.

***WEAPON INFO***
Switchblade (Melee Weapons)
Maximum Damage: 21
AP Cost: Very Low
Ammo: None
Clip Size: N/A

These puppies can do respectable damage and take less Action Points than
Baseball Bats. If you want to slash people up instead of whacking them
with a Baseball Bat.. it's mostly an aesthetic choice.
<---------------------------------------------------------------------->
5) At the top of the stairs take a right. You'll run into the robot
Andy, who shows off his Radroach torching skills. He'll head into the
infirmary, where Stanley will begin repairing him. Search the room and
pick up the two Stimpaks on the ground, and perhaps the Scrap Metal from
the Toolbox. If you're really tricky you can lift a Vault 101 Utility
Key off of Stanley. When you're done leave the room and take a left,
entering the door that leads to Vault 101 Atrium.

Vault 101 Atrium
o======================================================================o
6) When you reach the Atrium go into the large central room and head
left. You'll see two Vault dwellers chatting, Tom and Mary Holden. Tom
will decide to make a run at two guards, who promptly shoot him down.
Follow on his heels so they're busy shooting at him rather than you,
and when you get close enough V.A.T.S. one of the guards, which will
kill him with any luck. Kill the other and take both of their pistols,
as well as any ammo they might have been carrying. Since you have no
way of picking a Very Hard lock at this juncture, you're not going
through this door to get out.
<---------------------------------------------------------------------->
7) Head into the small room off the large one and loot it especially
picking up any pencils you find! They weigh nothing and can be sold..
why not? Also take any Scrap Metal you find, as it can be traded for
caps and experience later on.
<---------------------------------------------------------------------->
8) Head through the door being propped open by a locker and up the
stairs, killing any Radroaches and Security Chief Bannon if he tries to
stop you. Continue through the elevated area, past an angry Vault
dweller behind some glass.
<---------------------------------------------------------------------->
9) Go through the door at the opposite end of the walkway to reach a
large computer and machinery filled room. Kill any Radroaches you find,
and search Floyd Lewis. Make sure to take his snazzy Tinted Reading
Glasses.
<---------------------------------------------------------------------->
10) Head through the room and take a right. Enter the first door you
see to your left, where you'll find Officer Mack, Amata, and the
Overseer. If you're sneaky, you can get near enough to Officer Mack to
sneak attack him in V.A.T.S. Amata will run off, and the Overseer will
sit around calling for guards. You can chat with him, but there's no
point in killing him yet. When you're done talking, search the lockers
for a Stimpak, 32 10mm Rounds, and two of the following: a Police Baton,
Vault 101 Security Armor and Security Helmet. Search the desks for some
Pre-War Money and Shotgun Shells. If you need healing, go into the back
room and drink from the sink. Before you leave, try and steal the
Overseer's Office Key and the Overseer's Terminal Password from the
Overseer.
<---------------------------------------------------------------------->
11) Leave the guard station and head to the left. Enter the room at the
far end of the hallway to the right. Inside you'll find Jonas, who has
some Eyeglasses, a Note from Dad, a Stimpak, and a Vault Lab Uniform.
Open up your Pip-Boy and head to the Data section. Your Dad's note is
under the Notes section, listed as 'Note from Dad'. Search the desks for
some more Pre-War Money. You can head into the room to the left to talk
to Amata, who will be thankful you didn't kill her dad, or you can head
to the right to get to the Overseer's Office, which you can unlock by
picking it [Very Easy] for some experience, or with the Overseer's Key.

How the unlocking mini-game works, you ask? Well, as the wonderful
screen will tell you, you rotate the bobby pin with the (LS), and
apply torgue with the (RS). Essentially you rotate the bobby-pin
around and very gently push the (RS). If the lock turns, slowly ease
the (RS) until the lock 'catches' on the bobby pin. If it catches
long and hard enough, the bobby pin will break, which is gay. If it
catches, simply reposition the bobby pin and try another area. If the
lock turns, it means you are close.. the more it turns, the closer
you are. So if the lock turns a bit don't rotate the bobby pin very
far. If it catches immediately, try somewhere a good distance away.
The best places to try are typically at 10, 12, or 2 (as if the
circle of the lock were clock.) If you're in the right spot, the
lock will turn fully, and the object will open. You'll get the hang
of it.

Search his lockers for a whopping 120 10mm Rounds, two Mentats, the
Overseer's Terminal Password.. if you don't already have it, and three
Stimpaks. Explore his terminals while you're here for some more
information. You'll hear about a town called Megaton, which was explored
presumably by the previous Overseer-Anne Palmer-some thirty years ago.
And of course, make sure to open the Security Tunnel so you can
continue on your way. Kill any Radroaches down here and continue forward
until you find the door leading to the Vault 101 Entrance.
<---------------------------------------------------------------------->

Vault 101 Entrance
o======================================================================o
12) Flip the electrical switch in front of you and head into the large
room and activate the Vault Door Security Control. Amata will follow
you. Chat with you one last time before heading out. As the door opens..
slowly.. you'll be harrassed by two Officers. Ignore them an head out
the door.. And use thier unwillingness to cross the boundary to the
outside world to your advantage and beat them to death. When they're
dead, go through the previously locked door they opened (opposite the
exterior Vault door.) Enter the room to your right and loot it. Now's
as good a time as any to set the standards for looting.. If it has a
Value-to-Weight ratio of 5-to-1 (5 caps for one pound of weight), I
typically consider it worth hauling off and selling. If not.. I
typically leave it behind.
<---------------------------------------------------------------------->
13) Now that you're done, exit the Vault, past the cheerful skeletons
and their angry, angry signs.. Lets hope they weren't the two
'ambassadors' that left the Vault some 30 years ago.. and go to the
Door to The Capital Wasteland. You'll hear the ominous screech of the
Vault Door closing behind you. Save your game and keep a save at this
spot, as when you activate the door you'll get a chance to change
nearly anything about your character. If you have buyer's remorse when
you reach the Capital Wasteland, you'll be able to backtrack here and
change yourself..

o======================================================================o
|								       |
|			 The Capital Wasteland			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK003}
	1) Wasteland Orientation
	2) To Megaton
	3) Rivet City Tips
	4) Sewer Waystation
	5) Wilhelm's Wharf
	6) Scavenger Stealing
	7) Citadel
	8) Brotherhood Burglary
	9) Divin' for Treasure
	10) Pirate Pely's
	11) Super Mutant Smackdown
	12) To Rivet City!
	13) Acquire the Bobblehead - Intelligence

***QUEST***
Following in His Footsteps
Aiding the Outcasts (Operation: Anchorage Expansion Only)
Into The Pitt (The Pitt Expansion Only)
Not of This World (Mothership Zeta Expansion Only)
The Local Flavor (Point Lookout Expansion Only)

The Capital Wasteland, From Vault 101 to Megaton
o======================================================================o
1) As the blinding glare from the sun dies down (your first bath in
natural light-so long as you didn't escape during the night, that is!)
you'll see the ruined world sprawled out before you. As the game
promises, you've got free reign of the place, to go after Dad.. or not.
For me, it's typically a lot of not.. and since I don't like doing
quests before I have an adequate Speech score, I tend to mess around a
long time before seriously pursuing the main story. Head out to the
'Scenic Overlook' and view the ruins of Springvale. No matter what you
intend to do with this game, the first thing that needs to be done is
for you to acquire the Intelligence bobblehead. It's a long and
dangerous journey in itself, which can be made even longer and more
dangerous by random encounters. First things first though, you'll get
to level yourself up. Note that if you have less than a 9 Intelligence
and you want to get up to 10 Intelligence with the Almost Perfect perk,
you will NOT want to get the Intelligence Bobblehead. Of course, getting
a 10 Intelligence AFTER you hit level 30 is almost purely aesthetic,
and starting with anything other than a 9 Intelligence is highly
discouraged by this FAQ-writer.. I mean, it's really the ONLY attribute
whose starting score matters, except for those which meet pre-requisites
for perks. If you do not wish to grab the Bobblehead - Intelligence at
this time, skip this section and continue on with the Megaton section.

***LEVEL UP***
Spend your points on whatever you wish.. Repair, Sneak, and Speech are
all good first level choices. Typically I'd get myself something like
Repair, but since I know I'll be questing right off the bat this time
around, I get points into Speech. I buy the Swift Learner perk for the
extra 10% experience. It's a useless perk, as are all perks which won't
give me any benefits once I reach level 30, but almost all the level 2
perks are, with the exception of Black Widow/Lady Killer. I wont need
that perk as much as I'd rather have the +10% experience from the get
go, so Swift Learner it is.

Level 2
HP:	230
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	17
Lockpick:	32
Medicine:	33
Melee Weapons:	15
Repair:		38
Science:	23
Small Guns:	19
Sneak:		34
Speech:		15 + 19 = 26
Unarmed:	17

Now to explain how things will work for the rest of this guide. First
thing is to find your dad, and that means following his trail.
Logically, that would make our first stop Megaton, and so it will be.
Instead of exploring it, however, we'll take an excursion to Rivet
City, to boost our Intelligence and nab us 28 extra skill points
over the course of the game. Not bad, right? This is, of all my
deviations from the straight story-line, the most important. Then
we'll return to Megaton, get us a house, and do some quests around
town.

If you have the expansions installed, you'll get messages introducing
the new quests, and with Broken Steel installed you'll get a message
that indicates the level cap has been raised to 30.
<---------------------------------------------------------------------->
2) Check the compass at the bottom left of your screen.. just below your
Hit Point bars. You'll want to head towards the solid green arrow
pointing south-east. Navigate the terrain carefully, as falls DO hurt.
When you reach Megaton you'll meet a robot named Deputy Weld and a poor
beggar named Micky. Enter the town an exit to ensure you have it on
your map. Now that we have that done with, we can head on to Rivet City.
If you're overloaded with crap, wait around outside Megaton for a few
hours at a time and eventually some merchants will show up. It's as
good a place as any to unload any extra Security Armors you've found.
We'll talk about these merchants in greater detail later, but for now,
just sell off junk. Keep your Baseball Bat, your 10mm Pistols, a copy
of each Vault 101 outfit (if you horde outfits like I do), your copy of
Grognak, all your chems, your Nuka-Cola, and your Purified Water.
<---------------------------------------------------------------------->
3) Now.. for all intents and purposes there are two ways to get to
Rivet City. One involves going east to Greyditch, avoiding Fire Ants,
an annoying kid, some Raiders, and crossing under a bridge patrolled by
Super Mutants.. one of which will certainly have a heavy weapon with
which to cause you pain. The other way involves heading south-east,
past the Arlington Library to the Citadel. On your way you'll have to
skirt away from a group of Talon Company Mercenaries (excuse me if I
call them Black Talon mercenaries, I've been writing a Baldur's Gate
FAQ and, well, things get jumbled) some Raiders, and you'll have to sit
and watch some Super Mutants duke it out with the Brotherhood of Steel.
The top option is appealing because it involves crossing a bridge
that probably is crawling with Raiders, while the Citadel approach
involves swimming the river and catching some Rads. Either way, once
you're across you'll have to avoid the Jefferson Memorial and another
outpost, both of which are crawling with Super Mutants, to make it to
Rivet City. I never said it would be easy, did I? Hey, if I can do it
with no guide on my first-and five subsequent-playthroughs, you can do
it with one! Below are some handy pointers to help you make it to Rivet
City:
<---------------------------------------------------------------------->
Avoid fights when you can. Use the Sneak skill to move about. It slows
you down, and getting within a mile of anything will probably give you
away, but the least it'll do is tell you whether you're [HIDDEN],
whether an enemy has heard you [CAUTION], and if you're being pursued
or attacked by something [DANGER]. The higher your Perception, the
easier it'll be to see and avoid danger. The higher your Sneak, the
better your chances of avoiding a fight.
<---------------------------------------------------------------------->
Keep multiple save slots so you can back-track if you need to. Saving
right before you accidently find the Death Claw random encounter will
spare you a lot of trouble.
<---------------------------------------------------------------------->
Keep in mind that healing is NOT going to be as easy to come by anymore.
In fact, healing will be one of two evils for a while:
1) prohibitively expensive, as using a Stimpak is the equivilent of
swallowing 25 caps, or 2) a trad off, as food and water sources that
replenish Hit Points will in turn give you Rads. A full Rad bar can be
expunged with one 100 cap doctor visit though, so it is cheaper in the
long run to just soak up the Rads.. just be economic about it. Drinking
from a fire hydrant is going to give you a much better Hit Point to Rad
trade off than, say, drinking from a toilet. Of course, you can't suck
on a hydrant while you're being shot.. or at least, not to any effect,
so use Stimpaks in combat if you must.
<---------------------------------------------------------------------->
If you must fight, fight like a sissy. Get up to them in melee and
V.A.T.S. them, so you'll do some damage while being immune yourself.
Once V.A.T.S. is done, run until you get more AP. Rinse, wash, repeat.
It wont save you from overwhelming firepower, but it will allow you to
pick off Raiders.
<---------------------------------------------------------------------->
Hit the (RB) occassionally to try to V.A.T.S., often times you can pick
out a foe in V.A.T.S. long before you can see them. This can alert you
to enemies that might be hard to see against the background.. Dogs,
Mole Rats, Bloat Flies, etc.

The Capital Wasteland, From Megaton to Rivet City
o======================================================================o
4) Here I will chronicle my journey to Rivet City.. yours probably wont
be exactly the same, but it will at least give you a point-to-point
reference as I crawl tentatively across the world. First I head mostly
east to the Sewer Waystation. If you find Super-Duper Mart, you're too
far north. I vanquish a Mole Rat and a Bloat Fly on the way.
<---------------------------------------------------------------------->
5) I head east some more until I find Wilhelm's Wharf. Here you can find
Grandma Sparkle if you need to sell off some more stuff you find. If
you find Greyditch, you're too far south (or not far enough!) Seriously,
avoid the Fire Ants. You can probably kill a number of them, but it's
prohibitively costly to do so with your ammo reserves. And melee is not
an option.. if you want to see why.. well, save the game and try it.
On the forums in the first weeks of the games release, it was a fairly
frequent topic to see people talking about their first Fire Ant
experiences. Grandma Sparkle will tell you about people looking for you,
depending on your alignment (at this point in the game, it's almost
certainly Talon Company Mercs.) You can steal some .32 Calibur Rounds
from her if you feel lucky. IF you get caught by some annoying ass
kid named Bryan Wilks, he'll try and get you to start the quest
'Those!'. We're in no position to do this quest yet (see the Fire Ant
comments above). You should strive to succeed at two Speech challenges
with the kid to score some extra loot.. which will be very difficult at
this point in the game. If he catches you.. just reload and try to avoid
him.
<---------------------------------------------------------------------->
6) Head south-east down the road, past the sign that says 'Anchorage
War Memorial', and especially past the bridge that leads to it. It's
covered in mines, and while easily disarmed, I'd rather wait until I'm
less concerned about leveling up. Keep following the road and, if it's
the right time of day, you might find a Scavenger sitting on a dock.
If you can, rob the Scavenger, as they'll likely have all manner of
loot for you. I'm able to steal 16 5.56mm Rounds, 19 5mm rounds,
173 Caps, 30 Energy Cells, 3 Frag Grenades, a Laser Pistol, Med-X,
Rad-X, and 13 Shotgun Shells. Now I'll admit, I never ran into this
guy before, he was around the docks at 5:00 PM, and I probably went
a bit overboard with the looting. If you find a Scavenger here too,
keep in mind that there's a lot of save/loading involved in getting
that gear.

***WEAPON INFO***
Frag Grenades (Explosives)
Maximum Damage: 115
AP Cost: Low
Ammo: Frag Grenades
Clip Size: 1 (1 grenade/shot)

Eh, they have their uses. They do great damage, but they can be
somewhat inaccurate out of V.A.T.S., and somewhat tempermental in
V.A.T.S. If you see a sweet group of baddies just begging to be maimed,
you might as well use 'em, but I'd prefer a Missile Launcher any day.

***WEAPON INFO***
Frag Mines (Explosives)
Maximum Damage: 115
AP Cost: N/A
Ammo: Frag Mines
Clip Size: 1 (1 mine/shot)

Supposedly useful for setting up tactical ambushes, I really don't
see the point. You can't use them in V.A.T.S., which makes sense,
since you're not lobbing them at enemies, but that almost makes them
more or less useless in close range scenarios. Dropping a live mine
at the feet of a bad guy isn't just impracticle, it's dangerous. I
have heard it advocated that setting up a line of mines for Mirelurks
to run over is a good way to kill them.. but I'll stick to Combat
Shotguns and Fisto!, thank you. Much cheaper, much more successfuly,
and much less likely to blow myself up.

***WEAPON INFO***
Laser Pistol (Energy Weapons)
Maximum Damage: 23
AP Cost: Very Low
Ammo: Energy Cell
Clip Size: 30 (1 round/shot, semi-auto)

The Laser Pistol is the weak Pistol of the Energy Weapons family,
although it does appreciably more damage than a 10mm Pistol. Its ammo
is more expensive, and repair costs are high and frequent.. All in all,
it's probably better to save the Energy Cells for a better gun, rather
than use a Laser Pistol at all.
<---------------------------------------------------------------------->
7) Continue down the road to the south and you'll see a ruined bridge
in front of you. Take the road leading up to the intact portion on the
same coast you're on. The threat icons you see on your compass (the
red dashes) are Raiders that live in the area under the bridge. Avoid
staying away from the openings in the bridge. Once on top of the bridge
sneak up to the west, away from the river. At the end of the bridge
where rubble prevents further exploration part of the railing has been
destroyed. Jump down to onto a pile of rubble and safely head to the
huge building across from the bridge with the crane over it. You'll
still way to stay up west, away from the river until you reach the
building, as you can still be bothered by Raiders within the bridge.
Go up the stairs to reach the building's foundation and search garbage
cans for goodies. Soon enough you'll get a message saying you've
discovered the Citadel. A few minor enemies so far, and one Raider camp
easily skirted.. not so bad, right?
<---------------------------------------------------------------------->
8) You'll come to the front of the building, where some guys in Power
Armor are standing guard, along with a Sentry Bot. You don't want to
pick a fight here. You can talk to Paladin Bael, but there's not really
any point to it just yet. If you're an idiot, like me, you can nab some
5mm Rounds from Bael, and some 5.56mm Rounds from his buddy. If you
head to the far southern end of the building you'll see a Super Mutant,
a Centaur, and a Super Mutant Master (or Overlord, if you have Broken
Steel installed) in a fire-fight with the Citadel Defenses. Normally,
the Brotherhood cleans house, but the Overlord and his Tri-Beam Laser
Rifle are just too much. Don't get any stupid ideas, stay away from
them. You don't have the faintest chance of winning. You might see
Brotherhood of Steel patrols walking about. I was able to steal a Laser
Rifle and 43 Microfusion Cells from one who had carelessly put his
weapon away. I'm sure he wont need it. The Brotherhood patrollers might
have different loot for you, and it's not essential that you steal
anything at all.. it just depends on how much time and patience you're
willing to spend trying to steal guns you can afford to use yet. You
can typically steal 10mm Pistols from all the Knights carrying heavy
weapons.. but it's up to you to decide if it's worth the hassle.

***WEAPON INFO***
Laser Rifle (Energy Weapons)
Maximum Damage: 34
AP Cost: Very Low
Ammo: MF Cell
Clip Size: 24 (1 round/shot, semi auto)

Ah, much better than its pansy pistol cousin, the Laser Rifle has much
higher damage (about twice as much) and a similar AP Cost. It is,
however, expensive to maintain. Its ammo is among the most expensive,
and if you should ever be cursed with the need to repair the gun.. you
might just cry.
<---------------------------------------------------------------------->
9) Head to the front of the Citadel, opposite the gate Bael was guarding
and go down by the coast. Search until you find a dock with some crates
and two locked [Very Hard] personal footlockers on it. Dive into the
water by the sunken ship and search inside the cabin. By the skeleton
you'll find some RadAway, Rad-X, a Stimpak, some Caps, and the Captain's
Key. Also, in a submerged ammo box you'll find 8 .44 Magnum Rounds. Now
open the personal footlockers with the Captain's Key. In the left one
you'll find 8 10mm Rounds, 4 Caps, a Chinese Pistol, and a Power Fist.
In the right one you'll find 9 Caps and another Power Fist. Keep both
fists and don't combine them.. even if they break. We'll find a better
use for them later. And by all means, don't be afraid at all to strap
them on.. they're so much better than the Baseball Bat.

***WEAPON INFO***
Chinese Pistol (Small Guns)
Maximum Damage: 14
AP Cost: Very Low
Ammo: 10mm Round
Clip Size: 10 (1 round/shot, semi auto)

If you were sitting around thinking.. Gee, the Pistol sucks, and the
BB Gun sucks worse.. if only there was a gun in between the two, sort
of a moderation point between suck and extra suck.. Well, you're in
luck! Here it is, the Chinese Pistol. Inferior in every way to the
10mm Pistol. If you're using up 10mm Rounds.. why not fire them out of
a better gun?

***WEAPON INFO***
Power Fist (Unarmed)
Maximum Damage: 38
AP Cost: Average
Ammo: None
Clip Size: N/A

Powerful and pleasing to use, it's like punching somebody with a
hydrolic punching glove! Much fun. Also, it uses your unarmed skill,
meaning it'll skyrocket in damage as you get Iron Fist perks. If you
plan on getting Paralyzing Palm and Ninja, Power Fists are for you. They
greatly amplify your Unarmed damage and keep all the perks. When these
break, don't sell or repair them.. keep them on hand (nyuk, nyuk) to
repair unique Power Fists like Fisto! and The Shocker.
<---------------------------------------------------------------------->
10) Now leap off the dock and into the water and swim south-east to
reach shore and climb up the ridge. To the south will be a bridge
leading to the Jefforson Memorial. Ignore it. Head past the rubble east,
north-east to find a sign reading "Pirate Pely Boats & Bait". If you
want to explore it, do so. Inside you'll find a Radroach, some loot,
namely the boozes in the fridge, the Pre-War Money in the register, and
the meds in the first aid box. Also there will be a computer [Average],
and a locked safe [Hard] that we just can't do anything about yet. If
you need healing, the water fountain in the corner has a 24/5 Hit Points
to Rads rate, which is as good as you'll find out here.. better than the
20/8 rate for drinking from the river.
<---------------------------------------------------------------------->
***BOOKS***
Lying, Congressional Style

11) From the Pirate Pely's sign you'll want to head due east. Go up some
stairs and continue east until you hit a road. Follow it south-east
until you hit a fort. You'll notice the stacked cars and sharpened
stakes as you approach. Make sure you're sneaking and undetected as you
head down some stairs in front of the fort, taking you to a lower area
near the shore. Loot some garbage cans. If you look across the water
you might just be lucky enough to see some Super Mutants milling about
on the structures around the Jefferson Memorial. If you're unlucky,
they might just see you. Head east, staying near the coast until you
come to a road leading down from the fort. It is possible for the
following events to happen: The fort to the north might be unoccupied,
or it might be crawling with Super Mutants, possibly including a
Super Mutant Brute with a Minigun (which is typical for this fort).
Or, if you're lucky one of the merchants may have got into a scuffle
with the Super Mutants and killed them for you. Most of the Super
Mutants will have Nail Boards and Hunting Rifles, and are entirely
managable singly or in pairs if you have a Power Fist. If you're
feeling frisky, clear out the base. There are numerous ammo boxes to
loot, as well as gore bags, and of course the Super Mutants themselves.
If you are hurt from the fight, take a nap on the makeshift bedding.
At the 'top' of the fort, near the bedding and some ammo boxes you'll
find a Lying, Congressional Style book. Also on the platform with
the fire on top (possibly where the Super Mutant Brute was) you'll
find a hostage. If you're nice, you'll let them go. You can ask
them to give you stuff, but it's usally junk and not worth it. For
some reason there were two dead Raiders near the fire.. I don't
remember them usually being here, but one had a Tire Iron and the
other had an Assault Rifle. Anyways, when you're done killing, looting,
and resting, continue east. We're almost there!

***WEAPON INFO***
Assault Rifle (Small Guns)
Maximum Damage: 90
AP Cost: Low
Ammo: 5.56mm Round
Clip Size: 24 (1 round/shot, full auto,
	      	fires 3-round bursts in V.A.T.S)

The assault rifle is an average mid-to-short range gun that is best
fired in bursts, as holding down the trigger for full auto will cause
it to become woefully inaccurate. It does good damage, and it can
really cause some pain in V.A.T.S. Still, it's inferior to the
Chinese Assault Rifle, so you should save that 5.56mm ammo for it
instead.

***WEAPON INFO***
Hunting Rifle (Small Guns)
Maximum Damage: 37
AP Cost: Low
Ammo: .32 Caliber Round
Clip Size: 5 (1 round/shot)

Anybody who played Fallout 1 & 2 likely remembers struggling along with
a Hunting Rifle at some point or another.. and it has the same niche in
Fallout 3. A poor mid-ranged weapon with a slow reload and rate of
fire, it still does enough damage, has cheap enough ammo, and simply
out-ranges all other early guns to make it a great choice for a fresh
character. Until you can afford to toss around .308 ammo, you're be
sticking with the cheaper .32 for long-ranged engagements.

***WEAPON INFO***
Minigun (Big Guns)
Maximum Damage: 232
AP Cost: Average
Ammo: 5mm Round
Clip Size: 240 (has brief warm-up time but very rapid fire thereafter,
		fires 8-round busts in V.A.T.S.)

A great short-ranged weapon, it quickly loses potency as the range
increases. It's made to chop baddies to mulch, but frankly, it just
works better for them.. you know, because they have no ammo. For you,
you'll easily go through a hundred rounds to kill anything big, and
you'll need thousands of ammo to even consider bringing it into a
large fight. It's ammo is cheap and plentiful, however. I just never
found a use for this gun. There are smaller guns that deal better
damage at better ranges, and although there is a certain macho appeal
to this monstrous machine gun, it's more gimmicky than useful.

***WEAPON INFO***
Nail Board (Melee Weapons)
Maximum Damage: 24
AP Cost: Low
Ammo: None
Clip Size: N/A

Pretty much a hunk of wood with nails in it.. what's not to like? It's
about as effective as a Baseball Bat.

***WEAPON INFO***
Tire Iron (Melee Weapons)
Maximum Damage: 22
AP Cost: Low
Ammo: None
Clip Size: N/A

It's damage is comparable to a Switchblade, but it's very, very slow,
even slower than a Baseball Bat. Since it's weaker and slower than a
Baseball Bat, and much slower than a Switchblade there's very little to
recommend this as a melee weapon.
<---------------------------------------------------------------------->
12) Follow the road and head up a ramp, you'll see a metal sign with
the beautiful "Rivet City" on it. Huzzah! Like Megaton, merchants will
occassionally gather outside of Rivet City, so if you need to rest up
to trigger a merchant, by all means. Or you could waddle inside and sell
your gear to some of the best vendors in the game. Head up two rusty
ramps and past the beggar Carlos and activate the security intercom.
The bridge to Rivet City will extend, and you'll be cooly greeted by
Harkness on the other side. When you're done talking, head through the
door leading to the stairway. You can buy pretty much anything in the
Rivet City Market. Flak & Shrapnel sell guns, Seagrave Holmes sells,
well, a little bit of everything, Gary Staley sells food, Cindy Cantelli
sell drugs, and Bannon sells clothes. I'll go into more detail about
Rivet City when we come here to do quests.
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Intelligence

13) Circle around go through the door leading to the Midship Deck.
Follow the signs to the 'Science Lab'. Head down the hallway and take a
right. At the end of the next hallway take a left, and go through the
door leading to the Science Lab. Go down the stairs to the main floor
and look on the table by the lockers. You'll see the
Bobblehead - Intelligence near a coffee pot. Run down and grab it with
out talking to anyone. We've no need to bother with these quests yet.

Now our great crusade for the Intelligence Bobblehead has ended, it's
time to head back to Megaton.. by fast travelling via your Pip-Boy, of
course. By now we've got some decent gear.. weapon anyways, even if we
can't afford to use them. It would certainly be nice to have a place to
store it all, eh? First things first, by now you should be near level 3.
If you're not, go kill some things until you are.

***LEVEL UP***
I get my Explosives up to 25 so I can get a home in Megaton, and I
get the Black Widow/Lady Killer perk as well.

Level 3
HP:	240
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	17 + 8 = 25
Lockpick:	32
Medicine:	35
Melee Weapons:	15
Repair:		40
Science:	25
Small Guns:	19
Sneak:		34
Speech:		26 + 12 = 38
Unarmed:	17

o======================================================================o
|								       |
|		 		Megaton 	                       |
|				{WLK004}			       |
o======================================================================o
Sequence of Events:
	1) Merchant Caravans
	2) The Power of the Atom
	3) Help Walter
	4) Blood Ties
	5) Mister Burke
	6) Leo's Addiction
	7) Decide Megaton's Fate
	8) Home Sweet Home
	9) Jericho's House
	10) Moriarty
	11) Moriarty's Task

***NPC***
Jericho

***SCHEMATICS***
Schematic - Nuka-Grenade (Doc Hoff)
Schematic - Rock-It-Launcher (Crazy Wolfgang)
Schematic - Shishkebab (Lucky Harith)

1) Now, for a word about the merchant caravans that rove the wastes.
There are four of them, each selling a variety of goodies. Crazy
Wolfgang sell junk, if you need a Tin Can, Crutch, or some other
component for a Schematic, he's your guy. Note that although Crazy
Wolfgang sells Pre-War Books the type of book he sells is different than
the type Scribe Yearling will be looking for (see the Arlington
Library.) For one, Wolfgang's books are worth 5 Caps each, not one, and
their icon is the junk icon, not a bunch of books. Crow sells armor and
clothes, Doc Hoff sells drugs, and by drugs, he means anything that can
be consumed. Finally and most imporantly Lucky Harith sells guns and
ammo. They wander the wastelands, making stops at Canterbury Commons,
Paradise Falls, Evergreen Mills, Agatha's House, Megaton, and Rivet
City. In Canterbury Commons you can talk to Uncle Roe and invest in
their caravans, expanding their inventories and available caps, which is
in every way beneficial for you when you starting hauling in Gatling
Lasers, Enclave Power Armor, Tri-Beam Laser Rifles, Plasma Rifles, and
other expensive toys. Also, they'll give you gifts for investing in
them! That's a ways off, however, as we have nowhere near the money nor
the need to invest in anything other than our immediate survival. They
also sell a number of Schematics, as listed above, when you can afford
them. Be warned, however, that the expansion is not nice to these
merchants. A single Albino Radscorpian can easily kill one, its Brahmin,
and any bodyguard they might have. Make it a priority to get those
Schematics off of them while they're still around. You don't want to get
to level 30 only to find out Doc Hoff has been killed and there's no
way you can get his Schematic for the Nuka Grenade.

Megaton
o======================================================================o
***QUEST***
The Power of the Atom

2) When you arrive inside you'll be greeted by Lucas Simms. He'll tell
you some information about Megaton. Ask him about the bomb and offer to
disarm it. He'll offer you 100 Caps, but you can get him to raise it to
500 with a successful Speech challenge.. and you might as well, the 400
extra Caps will come in handy. At my puny state, I had only a 16% chance
of success (with 36 Speech), so it might take a while if you're low
leveled. That's what save/load is for, right? Also, if you agree to help
him you can ask him about your dad.. he'll be more forth coming now,
and send you to Moriarty for more information.
<---------------------------------------------------------------------->
3) Head west, past the Sheriff's house, and up a ramp to the Water
Processing Plant. Inside during the day, or outside at night you can
often find an old man named Walter. Ask him what you can do to help, and
he'll tell you to go around looking at pipes for leaks. Now that you
have that quest, head back to the entrance of town and go down the ramp
leading south. On your left you'll find the first leaky pipe, and you'll
need a Repair skill of 30 or more to fix it, which is nothing for me.
Now head south and go around the left of the bomb when you reach it and
up some stairs to the south-east.. stairs, not a ramp. Along the stairs
to your right, you'll find the second leak. The final leak is much
trickier to find, as it's on the roof of the Children of the Atom
building. From where you are, head up the stairs until you reach the
wall of Megaton, then follow it around to the west. Go past Moriarty's
and the Men's Restroom and down the stairs leading to Craterside
Supply. From the door to Craterside supply, head east and look below
the Power of the Atom globe. You should see the leaky pipe merrily
spewing water just under it. Save your game and jump from the
Craterside Supply platform to the roof the pipe is on and fix it. Whew!
Now head east and go to the lower roof, and finally down to the ramp.
Sure beats jumping down, eh?

Go back to Walter and tell him you fixed the pipes. You'll get a
whopping 100 experience points and 200 caps for your trouble, and he'll
offer to trade money for any Scrap Metal you find. This is by far the
best perk of completing his quest, as he'll give you caps for what is
otherwise garbage, and you'll also get five experience for each piece of
Scrap Metal you bring him. Now head over to Moriarty's Saloon.

Megaton - Moriarty's Saloon
o======================================================================o
***QUEST***
Blood Ties

4) You'll hear Gob complaining about the GNR network, and-depending who
is around-NOva and Jericho chastising him for it. Go talk to Lucy west,
the blonde girl sitting to the right of the door. She'll ask you to
deliver a message to her family in Arefu, which triggers the quest
Blood Ties.
<---------------------------------------------------------------------->
5) Further to the right you'll find a man in white named Mister Burke.
He'll chat you up if you get too close and ask you to do the opposite
of what Lucas Simms asked you to do-detonate the bomb in the middle of
Megaton. All you have to do is connect a Pulse Charge to the bomb, and
you'll get paid. You can make a Speech attempt to scrounge 500 extra
caps off of him, like with Lucas. If you have the Black Widow perk you
can bypass the Speech check, or convince Mister Burke to simply leave
the poor town alone. You should try to succeed at the Speech challenge
just for the experience, and once done, ask Burke what to do if you
can't set the charge. He'll tell you about Leo Stahl. So take a trip
to the Water Treatment Plant at night.

Megaton - Water Treatment Plant
o======================================================================o
6) Go find Leo Stahl sitting by a desk in the back room at night. Pick
the first option multiple times to get a Speech check, which shouldn't
be hard compared to Mister Burke and Lucas. Convince him to get off
drugs and you'll get a 100 experience point reward, and he'll give you
the key to his stash, which is a wonderful treasure trove of meds and
over 100 Caps.
<---------------------------------------------------------------------->
7) Now to deal with the bomb.. you have three options:

Option #1: Tattle on Mister Burke
Now, you have a few choices. If you run back and tell Lucas, he'll get
riled up and come to deal with Mister Burke. Naturally, he puts Mister
Burke under arrest, and just as naturally Mister Burke decides to shoot
Lucas with a Silence 10mm Pistol as soon as his back is turned. You can
pre-empt Burke by shooting him in V.A.T.S. as he's preparing to shoot
Lucas.. but if they both die, you're not getting any reward. If Lucas
lives, you can disarm the bomb and claim your reward as usual.. and get
Mister Burke's Scoped .44 Magnum and his nifty clothes. The best way,
as far as brute reward goes, is to use Speech to get Burke to pay
you extra, then go get Leo Stahl off drugs, tattle on Burke and kill
him before Lucas bites it, and then finish the mission.. This approach
gets you Burke's gear, Leo's drugs, and a good bit of extra quest
experience. It also should be noted that if you go against Mister
Burke, he'll send a squad of Hitmen after you later on in the game
(which will take the form of a random encounter.) These are just Talon
Company Mercenaries, and nothing to get worried about.

***WEAPON INFO***
Silenced 10mm Pistol (Small Guns)
Maximum Damage: 19
AP Cost: Very Low
Ammo: 10mm Round
Clip Size: 12 (1 Round/Shot, semi-auto)

Much like the 10mm Pistol, the Silence 10mm Pistol is slower in
V.A.T.S., but is otherwise identical to the normal 10mm Pistol. What
the silencer does, I'm not sure. If it is supposed to make it easier
to do sneak attacks, I'm at a loss, as anything you shoot with it
will go hostile and be aware of you.. and you're certainly not going
to perform one-hit-kills with this thing.

Option #2: Disarm the Bomb
If you just disarm the bomb, Mister Burke will be none too happy. Talk
to Lucas Simms for your reward of 100 caps (or 500, if you used Speech
to get him to give you more) and 300 experience. Also, you'll get your
own cozy hovel in Megaton.

Option #3: Plant the Pulse Charge
If you go along with Mister Burke, you can tell him you don't think
you're up to the task and he'll tell you to see Leo Stahl about getting
something to help you out.. by this he means drugs. If your explosives
skill is under 25, go see Leo in the Water Processing Plant. You can
convince him to sell you drugs, or if your Speech is high enough you
can get him to quit and take his stash. Put the Pulse Charge on the
bomb and go meet Burke in Tenpenny Tower, which is far to the south
west of Megaton. Once you get there, ask to see Mister Burke, go up
the elevator to reach the Penthouse Suites, let the guard open the
door to Tenpenny's room and go through the double doors to the balcony.
Talk to Mister Burke and then activate the remote detonator, and watch
one of Fallout 3's more iconic scenes. Best if viewed at dusk. You'll
get the standard main quest reward of 300 experience, 500 Caps, or 1000
if you used Black Widow or Speech on Burke, and your very own Penthouse
in Tenpenny Tower. If you do it this way, I'd suggest waiting a bit
until you're done with all the Megaton quests.. and ideally until after
you have the Strength Bobblehead, but that's an awfully long time to
wait for a house, no? If you do it early and grab the Bobblehead, don't
do the quest 'Those!' until you have the Almost Perfect perk. Then you
can choose Ant Might and bring your Strength up to an honest 10.

Despite getting the most caps for blowing the city up, I actually like
Megaton better. It's just more convenient to get into your home.
Regardless, I'll continue the guide as if you'd disarmed the bomb.. or
at least as if you hadn't blown up Megaton (yet). If you want to get the
suite at Tenpenny, you should put it off until you're done with Megaton.
Craters don't make for much questing. I drop off the excess gear I had
been accumulating since my run to Rivet City. Excess gear at this point
includes everything but my Power Fists, Hunting Rifle, the armor I wear,
and any weightless gear (like meds). You should now also hit level 4.

***LEVEL UP***
I get my Speech up to 50, which will be enough for a while, and start
raising my Lockpick skill. I get Iron Fist as a perk.. I'm nowhere
near ready to start reading books, and I figure having the extra five
damage added to my Power Fists will make leveling up further that much
simpler.

Level 4
HP:	250
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	32 + 8 = 40
Medicine:	35
Melee Weapons:	15
Repair:		40
Science:	25
Small Guns:	19
Sneak:		34
Speech:		38 + 12 = 50
Unarmed:	17

My Megaton House.. or Tenpenny Suite
o======================================================================o
***BOOKS***
Big Book of Science (Tenpenny Tower Only)
Lying, Congressional Style
Nikola Tesla and You (Megaton Only)

8) There are several things you should know about your new home before
you continue:

You can buy upgrades for them from a vendor in the town your home is
in, (you'll be told who sells it to you) including themes, (which
typically come with useful goodies), aesthetic items, like Nuka-Cola
dispensers, and truly useful items, like the My First Infirmary. These
things are expensive however, and the Infirmary should be on the top of
your list.
<---------------------------------------------------------------------->
The 'My First Infirmary' heals you fully, removes all your Rads, and
fixes injured body parts. Absolutely essential for making Rads a non
issue.
<---------------------------------------------------------------------->
'My First Laboratory' freely creates one random drug a day, including
Buffout, Jet, Rad Away, Rad-X, Stimpaks, etc. It also cures any
addictions to drugs you might have. Pretty nice.
<---------------------------------------------------------------------->
The Workbench allows you to create items from Schematics. Of course, you
can do this at any Workbench in the game, like the one in Craterside
Supply, or.. well, there are lots of them. Still, it's more convenient
to have it at home, where you can store all your components.
<---------------------------------------------------------------------->
In both houses you'll get a Mr. Handy robobutler, who can perform a
variety of tasks.. Firstly, he'll tell you where you can buy more stuff,
in case you forget. Secondly, he can dispense five bottles of Purified
Water every couple of days for free.. apparently from his 'condensation
unit'. You now have infinite Purified Water to heal yourself with, sell,
or give away to beggars to raise your karma. Thirdly he can give you a
haircut, allowing you to change your hair style/color at any time. And
lastly, he can tell jokes. There aren't very many, and they're all
science themed, but they're worth a listen.
<---------------------------------------------------------------------->
You now have a bed, which you can.. you guessed it.. sleep in! Return
home when you're hurt and restore all your health and get rid of
crippling wounds for free. Best of all though, sleeping in your own bed
will give you the temporary well-rested perk, which gives you a 10%
bonus on all experience earned for eight hours. This stacks with Swift
Learner, and is in every way favorable.
<---------------------------------------------------------------------->
If you buy the Vault theme for your house, it'll look.. well, like a
vault the next time you go in. It'll have a bunch of useless machines,
some food, and a 10mm Pistol upstairs, but nothing to go crazy about.
<---------------------------------------------------------------------->
The Raider theme will get you a good bit of blood, guts, and corpses on
meat hooks. You'll also get some Beer, Med-X, Whiskey, an Assault Rifle,
a 10mm Pistol, and some Frag Grenades.
<---------------------------------------------------------------------->
With the Wasteland Explorer theme you'll get some skulls, a motorcycle,
a picnic table, plenty of Pork N'Beans, Beer, Whiskey, two 10mm Pistols,
and a Hunting Rifle.
<---------------------------------------------------------------------->
The Science theme will get you some mechanical junk strewn about, very
similar to the Vault theme. In Megaton you'll get a copy of Nikola
Tesla and You, and in Tenpenny Tower you'll get a Big Book of Science.
<---------------------------------------------------------------------->
With the Pre-War theme you'll get a nice little household with
furniture, rugs, and some knick-knacks like an Intact Garden Gnome and
tricycle. You'll also get a bunch of food.
<---------------------------------------------------------------------->
The Love Machine theme will put some entwined figures hanging from the
ceiling, a tree wrapped in holiday lights, clothes, Whiskey, Vodka, and
every variety of glasses in your house. You'll also get some drugs
upstairs, and a copy of Lying, Congressional Syle on the desk in your
room. If you get the Tenpenny Tower Suite, you'll get a Lying,
Congressional Style from this theme, too.
<---------------------------------------------------------------------->
Most imporantly, you have places to store your loot! I typically
separate weapons and armor into one container, and all my aid and misc.
items into another. I'm a pack rat, and I store much more junk than I
could ever hope to use. This is a list of items I store, and in
parentheses, why:

Abraxo Cleaner			(Nuka-Grenade)
Blood Pack
Books 				(Skill Point Books for later use)
Camera
Cherry Bomb			(Bottlecap Mine)
Conductor			(Rock-It Launcher)
Crutch				(Railway Rifle)
Deathclaw Hand			(Deathclaw Gauntlet)
Firehose Nozzle			(Rock-It Launcher)
Fission Battery			(Railway Rifle)
Lawn Mower Blade		(Shishkebab)
Leaf Blower			(Rock-It Launcher)
Leather Belt			(Deathclaw Gauntlet)
Lunchbox			(Bottlecap Mine)
Medical Brace			(Deathclaw Gauntlet)
Motorcycle Gas Tank		(Shishkebab)
Motorcycle Handbrake		(Shishkebab)
Nuka Cola			(Used to make Nuka-Cola Quantums with
				the Quantum Chemist Perk)
Nuka Cola Quantum		(Nuka-Grenade, Give 30 to Sierra
				Petrovita in Girdershade)
Paint Gun			(Dart Gun)
Pilot Light			(Shishkebab)
Pre-War Book			(Give to Scribe Yearling at the
				Arlington Library for 100 Caps)
Pressure Cooker			(Railway Rifle)
Purified Water			(Give to
Radscorpian Poison Gland	(Dart Gun)
Scrap Metal			(Give to Walter in Megaton for 10 Caps)
Sensor Module			(Bottlecap Mine)
Stealth Boy			(Useful for sneaking)
Steam Gauge Assembly		(Railway Rifle)
Sugar Bombs			(Give to Murphy for 15 or 30 Caps in
				the Northwest Seneca Station)
Surgial Tubing			(Dart Gun)
Teddy Bear			(Bring them to Sandra or Midea in The
				Pitt for 30 Caps each.)
Tin Can				(Nuka-Grenade)
Toy Car				(Dart Gun)
Turpentine			(Nuka-Grenade)
Vacuum Cleaner			(Rock-It Launcher)
Wonderglue			(Deathclaw Gauntlet)

When you're done with your house.. if you got it.. head east over to
Jericho's house, it's the one right next to yours. Makes you feel safe,
living right next to him, eh?

Megaton - Jericho's House
o======================================================================o
***BOOKS***
Grognak the Barbarian

9) Jericho is a former raider who spends most of his time drinking in
Moriarty's Saloon and getting turned down by Nova. You can recruit him
as a party member if your karma is low enough. Go into his house and
grab the Grognak the Barbarian on the floor by a teddy bear. I can't
speak for you, but this is the height of Jericho's involvement in my
game. Now head over to Craterside Supply.

Megaton - Moriarty's Saloon (cont'd)
o======================================================================o
10) Now talk to Moriarty (he'll be in the bar during the day) and ask
him about your dad. He'll remember you from when you were a kid, and
tell you that your dad was here. Succeed at a Speech challenge and he'll
tell you more about your dad. He'll tell you headed south-east into the
city, and that he was heading for Galaxy News Radio. There is a more
lucrative alternative, however.

Instead of Moriarty you can talk to Gob, and if you're nice to him, you
can use Speech to get him to tell you about Moriarty's terminal in the
back. The terminal is locked [Average], but you can get his password
from the locked [Very Easy] cabinet in his office. Still too hard?
Geeze.. pick pocket Moriarty's Office Key from Moriarty or Gob first
then. Even better still, go ask Nova about the terminal after using
Speech on Gob, and she'll give you the password if you succeed at yet
another Speech check. You should look at Moriarty's terminal regardless
of what you do to get info on people in town. This is another way to
find out Leo is a junkie, if you didn't get Mister Burke to tell you.

If you fail at the Speech check with Moriarty, he'll ask you for 100
caps for the information. If you pay him, he'll tell you. If you say you
don't have the money, he'll ask you to do a job for him and get the
money from a junkie out in Springvale named Silver. If you bug him again
before doing his job, he'll raise the cost to 300 caps, and you'll have
to succeed at a Speech check to lower him back down to 100.
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

11) If you go deal with Silver, head over to Springvale and follow the
solid green arrow on your compass to find her house. On your way there,
don't be afraid to loot around Springvale, especially make sure you get
the Pugilism Illustrated in one of the mailboxes. Go inside Silver's
ranch and talk to her. She'll tell a bit of a different story than
Moriarty did. You can use Speech to get her to give you all the caps she
earned (400) or you can just ask her for the caps and she'll give you
300. Or you could just kill her and take the caps. Either way, return to
Moriarty and pay him 100 caps for the information. This way you can do
multiple Speech challenges (Gob, Nova, Silver) and cash in 300 caps. You
can still (and should still) take a gander at Moriarty's terminal when
you get back. When you have Moriarty's information, head over to
Craterside Supply.

Megaton - Craterside Supply					{WLK005}
o======================================================================o
Sequence of Events:
	1) Moira
	2) Radiation Poisoning
	3) Super-Duper Scavenging
	4) Ruined House
	5) Sam Warrick
	6) Bridge Shelter
	7) Raider Initiation
	8) Super-Duper Smackdown
	9) Finding the Food
	10) Finding the Medicine
	11) The Pharmacy
	12) Returning to Moira

***QUEST***
Wasteland Survival Guide

***SCHEMATICS***
Schematics - Rock-It-Launcher (Moira Brown)

1) Talk to Moira Brown, and she'll ask you to write the forward to her
book. Ask about the Vault suit and she'll offer it up if you help her
with her book. Give her a forward and she'll give you the Armored Vault
101 Jumpsuit, then she'll ask you to help with research. By all means,
help her. It's one of the most involved quests in the game, and if you
do well, it gives you one of the best perks out there. You'll have
three quests to choose from at this point, to get food, to handle
radiation sickness, or to play with landmines. The radiation one is by
far the easiest, as it doesn't even require you to leave Megaton.
<---------------------------------------------------------------------->
2) You'll be asked to get enough radiation to suffer from radiation
sickness, 200 Rads to be precise.. but if you want the good perk at the
end, you'll have to go above and beyond for Moira, and get yourself 600
Rads. Head outside and stand in the irradiated water near the bomb and
drink up. You'll get 18 Rads a drink, as well as 2 Rads/second for being
in the water. Once you get 600 Rads, head back up to Moira. Since I'm
trying to get the 'tough' responses for the bonus Damage Resistance, I
make sure to buy some clothes that add to Endurance (like Wasteland
Settler Outfits) and I pop a Buffout before talking to Moira, ensuring
that despite my radiation poisoning I still have an Endurance of 7. When
I talk to Moira. She'll remove all your Rads and you'll get the Rad
Regeneration perk and some meds.
<---------------------------------------------------------------------->
3) Now that's done, I ask her about gathering food. Seems she wants you
to go down to the Super-Duper Mart and see what you can scavenge. For
the best perk at the end of the quest, you must also find medicine in
the Super-Duper Mart. So, lets head to the Super-Duper Mart! And explore
the surrounding areas while we're at it.
<---------------------------------------------------------------------->

The Capital Wasteland, From Megaton to Super-Duper Mart
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

4) Super-Duper Mart will be marked on your map, and is due east of
Megaton.. if you were errant in your pilgrimage to Rivet City, you might
have already found it. If you passed by the Sewer Waystation, you were
certainly in sight of it. On route, if you see a water tower look
around for a rusty silo. Head over to the silo and look for a ruined
house north of the silo. Inside the house on a bookshelf is a Chinese
Army: Spec. Ops. Training Manual, as well as some other loot scattered
about. Once you're done, continue on to Super-Duper Mart.
<---------------------------------------------------------------------->
5) Now that we're out an about around Megaton (and because this is
when and where I encountered him) you might find a man wandering about
by the name of Sam Warrick. I don't recall finding him before installing
the expansions.. but in any event, he is not your friend, and will shoot
at you with a Sniper Rifle should he find you. He's not hard, just run
up and kill him when you find him. It's entirely possible you may have
found him around Megaton on your way to Rivet City, or even on your
first trip to Megaton! If that's the case, kill him and be one sniper
rifle richer.

***WEAPON INFO***
Sniper Rifle (Small Guns)
Maximum Damage: 52
AP Cost: High
Ammo: .308 Caliber Round
Clip Size: 5 (1 Round/Shot, semi-auto)

The Sniper Rifle is a decent long-ranged weapon, and it fills a niche
that few guns are capable of competing for. They do good damage, but
their reload is unbearably slow, and frankly, I've always found them
to be tempermental with aiming. They've never struck me as nearly
accurate or powerful enough for what I need them to do, but until you
get another weapon that has this kind of range, you might as well
consider keeping one at hand. It's ammo is on the expensive side, but
it's a limited use weapon, so it's not likely to be costing you a
fortune to maintain.. unless you just HAVE to snipe every bloatfly and
molerat you see.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

6) Time for another detour before we reach Super-Duper Mart. From
Super-Duper Mart head north to the river, or more specifically a small
bridge running over the river. Go down under the bridge and follow it
to the opposite bank. You'll find a little shelter built under the
bridge with a shopping cart and a 'Do Not Enter' sign in front. Disarm
the landmine on the ground behind the cart (this might be easier is
you click the (RA) button to 'grab' the cart and move it out of the
way.) You'll find some grenads and, most importantly, a Duck and Cover!
book. Also note the bed for your sleeping pleasure, should you need to
heal any.
<---------------------------------------------------------------------->
7) Outside of Super-Duper Mart you'll find the random encounter
'Raider Initiation'. I know it's not quite so random when it seems to
occur here so dependably, but since it can occur randomly elsewhere..
anyways, many of them have melee weapons, but a few have guns, so you
shouldn't run into the thick of them. Take a shot (or a few shots) at
them to get their attention and slink around the corner. Use a Power
Fist to nab them when they chase you. When you're they're all dead and
looted head inside Super-Duper Mart. Don't be squeamish about heading
back to town to stash your well-won Raider loot.

Super-Duper Mart
o======================================================================o
8) This place is crawling with Raiders, so you might want to be sneaky.
Clear the Raiders out however you wish and be sure to loot around. Save
the back of the store for last. Be warned that these are some of the
tougher Raiders out there, they'll have good weapons, like Assault
Rifles, 10mm Submachine Guns, and Combat Shotguns.. you shouldn't be
expecting a bunch of bums with Nail Boards and Hunting Rifles. Don't
explore the south-west corner of the store just yet.

***WEAPON INFO***
10mm Submachine gun (Small Guns)
Maximum Damage: 93
AP Cost: Very Low
Ammo: 10mm Round
Clip Size: 30 (1 Round/Shot, full-auto,
		fires 4-round bursts in V.A.T.S)

A much better way to waste your 10mm ammo, the 10mm Submachine Gun is
an excellent close-ranged weapon that rivals the Assault Rifle in
damage. Considering it's ammo, it's cheap to use, too, even though any
use outside of V.A.T.S. is going to eat up your supply of 10mm Rounds.
Like the Assault Rifle, it quickly becomes inaccurate at mid-to-long
range and on full-auto, but it sure beats the 10mm Pistol any day.

***WEAPON INFO***
Chinese Officer's Sword (Melee Weapons)
Maximum Damage: 26
AP Cost: Average
Ammo: None
Clip Size: N/A

Surprisingly it's not much stronger than the humble Baseball Bat, and
slower on the swing. Still, if you really need that Oblivion nostalgia,
this is the next best thing to actually popping that game in.

***WEAPON INFO***
Sawed-Off Shotgun (Small Guns)
Maximum Damage: 63
AP Cost: High
Ammo: Shotgun Shell
Clip Size: 2 (1 Round/Shot, semi-auto)

While it does respectable damage, it only stores two rounds before you
have to reload. This and the fact that it costs a good bit of Action
Points to fire it in V.A.T.S. makes it a significantly less useful
weapon than it could be. It is totally out-classed by the Combat
Shotgun, which is just-if not more-common than a Sawed-Off Shotgun.

***WEAPON INFO***
Combat Shotgun (Small Guns)
Maximum Damage: 68
AP Cost: Low
Ammo: Shotgun Shell
Clip Size: 12 (1 Round/Shot, semi-auto)

A relatively fast fire shotgun with huge damage and a great clip size,
it's one of the best guns in the game. It really takes off when your
Sneak score gets high enough for your to get close and pull off sneak
attack criticals, and even though it's a close-ranged weapon, you'd be
surprised at how far away things can be when picking them off with sneak
attack criticals. Its ammo is moderately expensive and the gun itself
wears out fast, but it's not as expensive to repair as, say, an energy
weapon. Other than its lack of durability, the only real problem with
the Combat Shotgun is that in V.A.T.S., if an enemy is too close you'll
paradoxically miss most of the time, dealing little or no damage.

***WEAPON INFO***
Spiked Knuckles (Unarmed)
Maximum Damage: 26
AP Cost: Very Low
Ammo: None
Clip Size: N/A

Better than whacking things with your fists, Spiked Knuckles augment
your unarmed damage. Before I knew about the Power Fists right in front
of the Citadel, I was more than happy to pummel bad guys with these.
They're fast, strong, and with Iron Fist, even stronger!
<---------------------------------------------------------------------->
9) You can find what you're looking for either in the closed off area in
the front corner of the store opposite the bathrooms or in the back,
both of which are fridges labeled 'Food Storage'. Loot them and keep
looking, you still have medicine to find. Also of note are the two
Laser Pistols and two Stimpaks in the front of the store. When you're
ready go through the door in the back.
<---------------------------------------------------------------------->
***BOOKS***
Tales of a Junktown Jerky Vendor

10) Go past the door to your left first, and go right. Loot the area, if
you dont have a 25 Science or a 50 Lockpick, pick up the Super-Duper
Pharmacy Key in the metal crate, if you do have enough Science/Lockpick,
might as well get the experience, right? Head back through the neglected
doorway and grab the various loot strewn about, including the Tales of a
Junktown Jerky Vendor. Either hack the computer and unlock the door
[Easy], or pick the lock [Average] and head into the backroom. Some
Raiders will come on the intercom and smell something fishy. When you
come out, the store will be repopulated with Raiders. Now to explain
Hacking..

It's really quite simple, you pick a word, and if any of the letters
match the letter placement on the actual password, it'll tell you. For
example, lets go through this terminal together.. note that yours wont
be the same, this is just an example. I have four attempts to guess the
password, and throughout all the random junk are words. For example,
these are my first two lines:

*'}?"^-CONTE	Notice the word CONTENTS clearly amidst the jumble of
NT$./"^*)-|?	nonesense. I highlight CONTENTS and select it and get..

CONTENT		*sigh* So I'm not much closer to getting through, but
Entry denied	I do know that one of those seven letters is the correct
1/7 correct.	letter in the correct spot. These are the rest of the
		words in my hack.

One of these words is the correct password, and I know that CONTENT has
one letter in the right place.. if a word has no matches, or more than
one, it is clearly not the password, which brings up a process of
elimination.

BARRENS		X	two matches, not the password
SERVING		?	one match, possible password
SOMEONE		X	two matches, not the password
STATING		X	two matches, not the password
SALVAGE		X	no matches, not the password
SKETCHY		?	one match, possible password
CALLING		X	two matches, not the password
STAYING		?	one match, possible password
WANTING		X	three matches, not the password
SANCTUM		?	one match, possible password
BEATING		X	two matches, not the password
SUCCEED		?	one match, possible password
SIPHONS		?	one match, possible password
TALKING		?	one match, possible password
STAMINA		?	one match, possible password
SERMONS		?	one match, possible password
SETTING		X	two matches, not the password

That's a lot of possible passwords. I just don't know enough right now.
If my Science skill was higher, or the password was less difficult, the
number of letters in the word would be lower, and there would be fewer
passwords. So, lets guess some more. I'll guess SERVING next.

SERVING		Well, I at least know that the correct password has
Entry denied	one letter in common with both CONTENT and SERVING, so
1/7 correct.	lets see how that affects the field when I put the
		surviving passwords up against SERVING.

SKETCHY		?	one match, possible password
STAYING		X	four matches, not the password
SANCTUM		?	one match, possible password
SUCCEED		?	one match, possible password
SIPHONS		X	two matches, not the password
TALKING		X	three matches, not the password
STAMINA		X	three matches, not the password
SERMONS		X	four matches, not the password

Whew, and then there were three. But I only have two guesses left, so
it's still not a done deal. If you're ever running low on guesses,
there's one more trick up your sleeve. Some lines have closed brackets
of the same type on them, for example, the last two lines on the
second column of my screen:

NG)|<:#-?(')	(') <-- Notice the closed brackets of the same type?
;;*?{/@^*(!;		If you highlight one of those three objects,
			the entire selection will highlight as if it
were a word. Selecting these have one of two beneficial effects. It
will either clear out a dud password or replenish your allowance
fully. This makes hacking much easier when you find them.. and you're
more likely to find them the higher your Science skill gets. Mind you,
they must be closed on BOTH sides, and they must be the SAME type of
bracket. ('( will not work, neither will ('}. Scroll each line until one
of these brackets highlight, it's not that hard and doesn't require you
to pay that much attention. After scrolling for these brackets, I got
my allowance repenished, and three duds removed including SUCCEED. I
now have four guesses left, and only two possible passwords are left.

SKETCHY		Eat my ass.
Entry denied
1/7 correct.

SANCTUM		Whew.
Exact Match!
Please wait
while system
is accessed.

If you're ever nearly out of guesses and you don't have any more
brackets to use, just give up and log out. The password will change,
but you'll get all your guesses back. It's better to try again than it
is to get locked out of a computer for good. And of course, there's
always save/load. Never get locked out of a computer!!
<---------------------------------------------------------------------->
11) Once inside, loot around the place. You really want the Mini-Nuke,
and the Nuke-Cola Quantums, and the meds, and, and, and everything! Take
all you can carry and open the Pharmacy Supplies on the wall. Now that
you have all Moira wants, all that's left is to sneak out.. If you want
to distract the bad guys outside, grab the Office Employee ID on top of
the computer and hack the automated maintenence console [Very Easy].
This will start the Protectron in the pod, who will go around the store
bothering the Raiders. He will last all of two seconds, but it might
be enough distraction to get away, or to kill the Raiders. Now, you
should level up after killing all these delicious Raiders.. or sometime
during the killing. Anyhow, welcome to next level.

***LEVEL UP***
Lockpicks improves to 50 so I can tackle average locks, and I start
building up Science as well. I get Comprehension as my perk for this
level. I can now use books on a whim.

Level 5
HP:	260
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	40 + 10 = 50
Medicine:	35
Melee Weapons:	15
Repair:		40
Science:	25 + 10	= 35
Small Guns:	19
Sneak:		34
Speech:		50
Unarmed:	17
<---------------------------------------------------------------------->
12) Now it's time to return to Moira. Again, if you need to pop some
drugs to get your attributes high enough to answer Moira the way you
want to, do so. I take a Buffout and tell her the good news. She'll give
you a Food Sanitizer, which makes your food give you less Rads when you
eat it.. but since you have a bed, you can sleep for free and not gain
any Rads. Why carry aroun the seven pound hunk of junk? Stash it and
ask for your next assignment. Now she wants you to go to Minefield, a
supposedly haunted town. Your task? Reach a playground in the middle of
town and return with a disarmed mine. Minefield is to the north east of
Megaton, and it might just be your furthest expedition afield yet.

Megaton to Minefield						{WLK006}
o======================================================================o
Sequence of Events:
		1) Springvale School
		2) Springvale Elementary School
		3) Springvale School Lower Level
		4) Big Town
		5) Red's Clinic
		6) Moonbeam Outdoor Cinema
		7) Fordham Flash Memorial Field
		8) Riverside Raiders
		9) Hallowed Moors Cemetery
		10) Meresti Trainyard
		11) Agatha's House
		12) Scrapyard
		13) MDPL-13 Power Station
		14) Fisto!
		15) Arkansas
		16) Looting Minefield
		17) Chapter 1 Completed

1) Head north from Megaton to find Springvale School. It's an
uneccessary stop for us, but since it's along the way I might as well
include it. Outside you'll find three Raiders of moderate strength for
your killing pleasure. Loot around outside and head up the stairs to
enter Springvale School, not the lower door to Springvale School Lower
Level.

Springvale Elementary School
o======================================================================o
***BOOKS***
Duck and Cover!

2) Go forward and kill the Raider in the next room. Then head south and
east into a room with a Nuka-Cola machine in it. Over to the south is
a cage with a Nuka-Cola Quantum on top, so jump over, grab it, and jump
back. Now head to the rooms east of where you entered the school and
kill some more Raiders, one of which will have the Springvale School
Key, which unlocks the doors leading east [Easy]. Through the doors
you'll find another Raider who has the Springvale Basement Key and a
note 'Springvale Raider Mining Log', which gives you the insight that
these Raiders were trying to tunnel into Vault 101. Search the desk to
the south to find a copy of Duck and Cover! and activate the terminal
to find out more about these Raiders. Looks like life was about to get
a lot more complicated in Vault 101. Search the lower levels, which are
mostly uninteresting. You can find two staircases down in the north
eastern part of the level.. both take you to roughly the same area.

Springvale School Lower Level
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

3) Go through a locked door to the east using the Springvale Basement
Key to find a hole leading to some caves. The place is filled with Ants,
but nothing that you can't handle with ease. Keep going east until you
come to a large open chamber. Go up to the north to find a bunch of
Ant Egg Clutches and some dead bodies. Some more Ants will comes out
to attack you. Slay them and loot the norther passage, which contains
an Assault Rifle, Jet, some Stimpaks, and a Chinese Army: Spec. Ops.
Training Manual hidden under one of the dead Wastelanders. Once you're
done here, leave and head north west.

Big Town
o======================================================================o
***QUESTS***
Big Trouble in Big Town

4) You'll probably discover Big Town on your way north west. A man named
Dusty will bother you, and warn you about Super Mutants. Go across the
bridge. You can talk to Flash to find some more information about the
town. He'll even tell you where the Super Mutants dragged their victims
in the last raid, getting you the map marker for the Germantown Police
HQ in the north, and he'll tell you about Little Lamplight, far to the
west. We'll get to those all in good time. You can also find Pappy,
Kimba, and Bittercup around, but they have more of the same to say.
Talk to Bittercup and find out she dated Pappy, Flash, and Timebomb,
which will allow you to get into a Speech challenge with Pappy. Head
over to Red's Clinic.

Red's Clinic
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

5) In Red's Clinic you'll find Timebomb. You can fix him up if your
Medicine skill is high enough, or you can put him out of his misery. If
you don't have a high enough Medicine to fix him, you might as well
just leave him alone for now. You'll get Medicine aplenty on your way
to the Cyborg Perk. On a desk in the back room is a note 'A free man..
a new man..', and on a table in the kitchen is a D.C. Journal of
Internal Medicine. This is as much as we need to explore Big Town at
the present. We'll discover two areas around Big Town so we have them
on our maps (even though they're not very interesting) it'll make fast
travelling near Arefu easier.. and since we're already out here, we
might as well discover them since they're nearby.

Moonbeam Outdoor Cinema
o======================================================================o
***BOOKS***
Pugilism Illustrated

6) Head north along the road outside of Big Town to find a ruined truck,
inside of which is a Super Mutant with a Missile Launcher. If you close
you should be able to prevent it from firing too much. Kill it and loot.
Nearby you'll also find the Moonbeam Outdoor Cinema, which doesn't have
very much of interest save a copy of Pugilism Illustrated on top of some
junk books on a picnic table.

Fordham Flash Memorial Field
o======================================================================o
7) Head west a little ways to find Fordham Flash Memorial Field. There
will be a Raider with a Baseball Bat nearby, and some baseball items
around the field, but nothing special. Now to get back on track.
<---------------------------------------------------------------------->
8) Cross the river by heading over a bridge north east of Arefu. You'll
see some shacks with Raiders across the river as you go, and a church
across the bridge as you make your way north. The Raider shack has a
good bit of loot in it, mostly sellable items like Cigarettes and some
drugs.

Hallowed Moors Cemetery
o======================================================================o
***BOOKS***
Big Book of Science
D.C. Journal of Internal Medicine

***KELLER FAMILY TRANSCRIPTS***
Keller Family Transcript (2 of 5)

9) Continue along the road to find the Hallowed Moors Cemetery, which is
crawling with Super Mutants. Inside you'll find a Wasteland Captive you
can free for some karma. On a bookshelf you'll find a D.C. Journal of
Internal Medicine. You'll find some ammo boxes on a bench, and three
Frag Grenades hidden behind a wooden crate behind the bench. There's a
Chinese Assault Rifle on one of the beds, and on the puplit you'll find
Keller Family Transcipt (2 of 5) and a Big Book of Science. There's also
a Mini Nuke in a wooden crate near a Ham Radio.

Meresti Trainyard
o======================================================================o
***BOOKS***
Tumblers Today

10) Head south east to find the Meresti Trainyard. Again, there's no
need to be here yet, as we'll come back as part of a quest, but finding
it now allows us to save time by fast travelling here. You'll find a
random encounter here as well, which can be any number of things (see
the Random Encounters section of the FAQ for more information.) Head
south east of the Meresti Trainyard to find a destroyed city. In one
of the ruined houses, in a bath tub, you'll find a copy of Tumblers
Today. Now head north until you find Agatha's House.

Agatha's House
o======================================================================o
***QUESTS***
Agatha's Song

11) Chat with Agatha. She'll eventually get around to asking you to
find a violin for her. If you succeed at a Speech challenge she'll
offer to give you access to her ammo box [Hard], or you could just come
back and pick the lock later. We'll deal with this quest.. eventually,
but for now, it's enough that we have it started. She'll tell you where
the Vault-Tec Headquarters is, which is where you'll start looking for
Vault 92. Now head east to find the Scrapyard.

Scrapyard
o======================================================================o
***BOOKS***
Grognak the Barbarian
Guns and Bullets
U.S. Army: 30 Handy Flamethrower Recipes

***NPC***
Dogmeat

12) The Scrapyard has a bit of junk you can loot. Inside you'll find
Dogmeat, whose owner gets wasted by some Raiders. Some of the Raiders
actually have pretty nice loot, including a Scoped .44 Magnum. Near
the stairs of a destroyed bus near a red boxcar you'll find John's
Treasure Box [Hard]. If you get the random encounter where you find
John's Key you're good to go, if not, we'll have to wait to get its
contents. Inside the box are three books, a copy of Grognak the
Barbarian, Guns and Bullets, and U.S. Army: 30 Handy Flamethrower
Recipes. If you pick up Dogmeat, you should probably drop him off at
your house, or near Vault 101, or somewhere else safe where you'll
remember him. Taking an NPC dog through a town full of mines just
doesn't seem like a good idea to me. Continue north and slightly west
to Minefield.

***WEAPON INFO***
Scoped .44 Magnum (Small Guns)
Maximum Damage: 47
AP Cost: Average
Ammo: .44 Round
Clip Size: 6 (1 round/shot, semi-auto)

The Scoped .44 Magnum is a very powerful handgun.. perhaps the strongest
type of single-handed Small Guns in the game. The 10mm Submachine Gun
has it outclassed it pure short ranged stopping power, but the magnum's
scope gives it the ability to kill enemies at mid-to-long range better
than any weapon besides a Sniper Rifle. It's a handy addition to any
arsenal.. once you can afford to start shooting it.

MDPL-13 Power Station - Power Substation
o======================================================================o
***SCHEMATICS***
Schematics - Railway Rifle

13) When you get near Minefield pass it by and head north until you find
the MDPL-13 Power Station. Go into the western-most building, the Power
Substation first for some loot. Inside you can find the Schematics for
the Railway Rifle. The computer [Hard] and locked safe [Hard] will have
to wait. When you finally get enought Science or Lockpick, come back and
open the safe for 57 Caps, a Chinese Pistol, some Pre-War Money, a
Baseball, and 10mm Rounds.

MDPL-13 Power Station - Derelict Power Plant
o======================================================================o
14) Now exit and head to the larger building, the Derelict Power Plant,
to the east. Be careful in this place, radiation abounds and it is
FILLED with ghouls.. but it's better than coming here later, when Feral
Ghoul Reavers start appearing. Play defensive, let them come to you,
and don't be afraid to let loose with a 10mm Submachine Gun or Combat
Shotgun. Search the place for your prize: upstairs on a desk with a
locked terminal [Average] you'll find a unique Power Fist.. Fisto! It's
got more power in its punch, and if your old Power Fists are starting
to break (mine sure were!) save them for when Fisto! starts to wear out.
There's also a locked safe [Average] on the floor. I hit level six in
the Derelict Power Plant. When I'm done here, I head due south to
Minefield.

***WEAPON INFO***
Fisto! (Unarmed)
Maximum Damage: 43
AP Cost: Low
Ammo: None
Clip Size: N/A

It's everything you love about a Power Fist, but better. There's no
reason you shouldn't carry Fisto! about until you're completely weaned
onto Small Guns, and even then, if you need to get a Paralzying Palm
to work-with an extra bit of violence for good measure-Fisto! is there.
This weapon stays with me for the rest of the game, and if there was any
weapon that was essential in this game, Fisto! would be it.

***LEVEL UP***
Now I can tackle average locks and hacks, but there are plenty of hard
ones about, so I keep marching with Lockpick and Science.. getting the
bobblehead for those two will be something to think about sooner or
later, but getting them to 65 first can't hurt. It's a race between
Toughness and Bloody Mess for perks.. I decide to go defensive for now,
and grab the Toughness perk.

Level 6
HP:	270
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	50 + 5 = 55
Medicine:	35
Melee Weapons:	15
Repair:		40
Science:	35 + 15 = 50
Small Guns:	19
Sneak:		34
Speech:		50
Unarmed:	17

Minefield
o======================================================================o
15) Approaching from the north down a long slope you'll find a mostly
ruined building to your left. Be wary of frag mines.. they are all over
the place, and they're worth five experience for every one you disarm,
which can be substantial in numbers. Plus you get the mine! On the
building is an old man named Arkansas, who has a mean disposition and
a Sniper Rifle. If you approach through the city from the south he loves
to shoot nearby cars and cause them to explode, making the whole affair
a tentative walk through a city covered in mines with a loony sniper
blowing shit up around you. From the northern slope, however, you have
a chance to beat him at his own game and possibly snipe him while
hidden. If not, just make a dash for his house and kill him in a more
conventional manner. Of course.. if you want to do the quest 'Strictly
Business', he's one of the guys that the slavers of Paradise Falls wants
captured. In which case, you'll just have to ignore him, and not get
close enough to provoke him. I typically do NOT do that quest, as it
eliminates Flak & Shrapnel's shop in Rivet City, which is a good place
to stock up on ammo.. especially if you're unlucky enough to have Lucky
Harith get killed. I was fantastically lucky during the playthrough
during which I wrote this FAQ, managing to shoot his Sniper Rifle out
of his hands without using V.A.T.S. Sure, I was aiming for his head,
but who's complaining? Then it was just a matter of rushing his
position and blowing his head off with a Combat Shotgun.. very
refreshing. You'll get the Ridgefield Gate Key from him, which will open
every house in Minefield.
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine
Grognak the Barbarian
Pugilism Illustrated
Tumbler's Today

16) Now search Minefield, which has-other than a treasure trove of live
mines-a number of houses with various treasures inside of them,
including many Pre-War Books. There's a Tumbler's Today in the Gibson
House, along with a lock [Very Hard] 'Model of Home' with some Buffout
and Pre-War Money insde. There's a D.C. Journal of Internal Medicine in
the Benson House, the Gillian House has-aside from a Radroach problem-a
copy of Grognak the Barbarian, and finally the Zane House a copy of
Pugilism Illustrated. Four books in one quest, it's a good thing.

***WEAPON INFO***
Brass Knuckles (Unarmed)
Maximum Damage: 23
AP Cost: Very Low
Ammo: None
Clip Size: N/A

Like the Spiked Knuckles, but more brassy, and less.. spikey? They're
weaker versions, but otherwise identical.. so much so that you can use
the inferior Brass Knuckles to repair the superior Spiked Knuckles.
Everything has a purpose. Except Chinese Pistols. Those just suck.
<---------------------------------------------------------------------->
17) Now return to Moira again and respond however you wish. She'll give
you some Frag Grenades and some Stimpaks for completing the first
chapter. Now you have three more quests to choose from, investigating
Mole Rats, handling injuries, and spying on Mirelurks. The Mirelurk one
is the most difficult, being that it takes some substantial sneak and
a few.. toys.. to pull off, so we'll save that one for last. We'll do
the Mole Rat one first, and if we're lucky, we might even get injured
enough to complete the injury one, too! You'll have to travel to the
Tepid Sewers and use a chemical repellent stick on ten or more Mole
Rats. The Tepid Sewer is just across the river from Wilhelm's Wharf, so
fast travel there and go across the bridge south of the Wilhelm's.. you
know, the one covered in landmines? By now you should have some practice
disarming them. Other than that, there shouldn't be too much drama in
getting there.

***WEAPON INFO***
Repellent Stick (Melee Weapons)
Maximum Damage: 17
AP Cost: High
Ammo: None
Clip Size: N/A

Very poor damage and very, very poor AP consumption, this stick is..
shall we say.. dynamite, when used on Mole Rats. Unfortunately Mole
Rats were never much of a threat. Still, it's a useful stick for when
beating rats is called for.

Wilhelm's Wharf to Tepid Sewers					{WLK007}
o======================================================================o
Sequence of Events:
		1) Super Mutant Tent
		2) Super Mutant Shoout-out
		3) Mirelurk Eggs
		4) Feel-bad sensation
		5) Kill Rocksalt
		6) Raider Den
		7) Finishing the Tepid Sewers
		8) Georgetown West
		9) Radiation King
		10) Grocer
		11) To Riverside
		12) Georgetown North/South
		13) Townhome
		14) Disarming Personality
		15) Georgetown East
		16) La Maison Beauregard Lobby
		17) Return to Moira

***BOOKS***
Pugilism Illustrated

***KELLER FAMILY TRANSCRIPT***
Keller Family Transcript 5 of 5

1) Once across the landmine infested bridge head past the Anchorage
Memorial and across the shore to the north. You'll come across a Centaur
and a leveled Super Mutant, (mostly likely just a Super Mutant Brute at
this point). Kill them and loot the Super Mutant's fort. Inside one of
the trucks you'll find, among other things, a copy of Pugilism
Illustrated. In the tent you'll find a captive and Keller Family
Transcript (5 of 5).

***WEAPON INFO***
Sledgehammer (Melee Weapons)
Maximum Damage: 37
AP Cost: High
Ammo: None
Clip Size: N/A

More damage than the baseball bat, but slower. It's a decent melee
weapon, but at a weight of 12 pounds, it's a hefty one. Frankly I'd
rather take along a Chinese Officer's Sword if I needed to hit
something in melee.. or just use Fisto!, which is doing twice as much
damage this point.
<---------------------------------------------------------------------->
2) If you are feeling frisky, head up the coast to the north a bit.
You'll find three Raiders on your side of the river, two of which should
be on a lower platform. If you go down to mess with them two Super
Mutants will show up across the shore, one of which usually comes with
a Minigun. Needless to say, it becomes a dangerous venture fairly
quickly. Still, to the victor come the spoils. If you use the water to
shield you from the fire, you can let the two sides duke it out, and
when they (the Raiders) are dead, go mop up the Super Mutants. I end
up hitting level 7 at this point.

***LEVEL UP***
Once I get a 65 in both Lockpick and Science it'll be high time to go
find those Bobbleheads, but I'm not quite there just yet. I pick the
Bloody Mess perk. My enemies will no longer die boring deaths with all
their limbs intact!

Level 7
HP:	280
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	55 + 10 = 65
Medicine:	35
Melee Weapons:	15
Repair:		40
Science:	50 + 10 = 60
Small Guns:	19
Sneak:		34
Speech:		50
Unarmed:	17
<---------------------------------------------------------------------->
3) On your way south to the Tepid Sewer you might find some Mirelurk
Eggs. If you mess with them, chances are you'll be attacked by
Mirelurks. Also you can discover Dukov's Place, but there's no point in
paying Dukov a visit just yet.

Tepid Sewers
o======================================================================o
4) In the room to your right or left you'll find Mole Rats, and you can
easily get you three kills in here without even getting your feet wet.
Whack them with Moira's Repellent Stick and watch that 'feel-bad
sensation' at work! Go down some stairs to find a locked computer
[Average], which controls the turrets up ahead. If you want to just get
them out of your way, disable them. I generally prefer to disable them
when they're a bother, and reactivate them later to destroy them
manually for the experience. Ahead of you will be a Raider (most likely
still alive) and a number of slain Mole Rats, along with a turret, if
you didn't disable it. At the northern end of the hallway you'll find a
door leading deeper into the sewers. Right and left of this door you'll
find stairs taking you to a room with some living Mole Rats milling
about. Kill them, taking our count up to six.
<---------------------------------------------------------------------->
5) Go through the northern door at the end of the turreted tunnel and
you'll eventually come into a subway tunnel crawling with Raiders and
their landimines.. although these are nowhere near as well hidden as
the ones in Minefield. One Raider, named Rocksalt, will have a key on
his body.
<---------------------------------------------------------------------->
***BOOKS***
Dean's Electronics

6) Between two of the Raider bunkers to the west you'll find some
stairs leading up. Go up the stairs and take two lefts to reach a room
with a leaky steam pipe. Over by a turbine, near a toolbox, you'll find
a copy of Dean's Electronics. You'll also find the Raider's resting
area, which has a number of goodies and beds, should you need to rest.
On the floor near some of the beds you'll find a safe that can be
opened with Rocksalt's Key.

***WEAPON INFO***
Lead Pipe (Melee Weapons)
Maximum Damage: 25
AP Cost: Low
Ammo: None
Clip Size: N/A

A melee weapon with stats almost identical to a Baseball Bat.
<---------------------------------------------------------------------->
7) Continue north past the second bunker to find a room with more
Mole Rats. You should now have your seventh Mole Rat, but lets finish
these sewers off before heading back to Moira. (Note that the optional
'kill seven Mole Rats' completed message does not show up until you
kill ten, which is what Moira actually tells you to do.. might as well
stick it out and ensure that the objective is marked as completed, eh?)
You'll come to a room where two Raiders and some Mole Rats are fighting
it out. There's a terminal [Easy] in this room that can unlock a locked
door.. or you could just use Rocksalt's Key, either way. Inside is
Rocksalt's stash, which includes a number of Frag Grenades and a Power
Fist. Exit the room by heading west and up some stairs to find the last
batch of Mole Rats. Theres more rooms with some minor loot in them, and
the exit to Georgetown. Now that We've come all the way through these
sewers you have two options of egress, either go back through them, or
exit to Georgetown and travel back.

Georgetown (East, North, South, and West)
o======================================================================o
***BOOKS***
Grognak the Barbarian

8) Georgetown is crawling with Super Mutants and you'll probably get
ambushed by some Talon Company Mercenaries if you go there, but it will
get you the map marker, allowing you to fast travel back here at any
time. Also, the Talon Combat Armor would be a significant improvement
over what you're probably wearing at this point. Let the Super Mutants
and the Talon Company Mercs fight it out, but don't be afraid to jump
on the Mercs if you get the chance. After all, you don't want to have
to fight all three of them at once. When they're all dead loot the
building in front of you. On a shelf on the second story you'll find a
variety of goodies, namely a Stealth Boy and a copy of Grognak the
Barbarian. If you don't care to explore Georgetown West at this point
(and besides looting, there's no real reason to) skip to step #17. We
can, at least, discover all the areas that comprise Georgetown, for
future reference.

Radiation King
o======================================================================o
9) Head north to find a store called Radiation King. Inside a Scavenger
has made themselves at home. Search the wooden crate on the toilet to
find some Stimpaks. Other than that there's some Scrap Metal. Leave and
head west to find a Grocer.

Grocer
o======================================================================o
10) There's numerous food items to be had in this store, all guarded by
a sorry pair of Radroaches. Behind the counter is a first aid box and
a locked floor safe [Average].
<---------------------------------------------------------------------->
11) Leave the grocer and head west to find an alcove with a Pulowski
Preservation Shelter, inside of which you'll find plenty of beer and a
Nuka-Cola Quantum. Go back to the Tepid Sewer entrance and head south
to find a river. You can go across a bridge to find a first aid box,
an ammo box, and an Assault Rifle on the far side of the river. Go down
some stairs to reach the riverside, where you can find a door leading to
DCTA Tunnel 014-B Potomac. We'll explore this area later, much later,
and from the other side.
<---------------------------------------------------------------------->
12) Go east up a ramp to find Georgetown North, a metro station that
leads to the Foggy Bottom Station. Head south to find a Townhome. If
you continue south you'll eventually find Georgetown South, which leads
to Georgetown/The Mall Metro. Again, these are places I'm not exploring
yet. I'm content for now just to discover locations around Georgetown.

Townhome
o======================================================================o
***BOOKS***
Lying, Congressional Style

13) Grab the Lying, Congressional Style on the table next to a camera.
It's a promising way to start this place out, eh? Loot the rest of the
house, which is much less interesting. There's a terminal in the room
to the north with which you can activate a Mister Handy. You can have it
perform a variety of tasks, the most interesting, and chilling of which
is have it read a bedtime story.
<---------------------------------------------------------------------->
14) Head east around the house to find another house. Disarm the
pressure plate in the doorway and head inside. Don't run outside, as
there is a leveled Super Mutant with a Missile Launcher on high ground
across from the house. It can't shoot you through the window, but it
will surely try. Disarm the bear trap by the entrance to the house and
be wary of landmines. There are two good ways to deal with this Super
Mutant. Shoot the Missile Launcher out of its hands, retreating back
in the house if you miss so you can let your V.A.T.S. recharge, or just
let the damned thing keep shooting until the missile launcher breaks.
The former tactic is especially nice if it's a Super Mutant Master of
Overlord. Once it's disarmed, there's nothing it can do. Being on top
of an unreachable platform is a double-edged sword. If you don't have
any good ranged weapons, you can find a dead Raider upstairs with a
Sniper Rifle, although the upper level is much more vulnerable to
missile splash damage than the lower level.

***WEAPON INFO***
Missile Launcher (Big Guns)
Maximum Damage: 189
AP Cost: High
Ammo: Missile
Clip Size: 1 (1 round/shot)

It's slow but powerful weapon, and frankly, I find it to be in every way
preferable to chucking a grenade. Its ammo is rather expensive and they
need frequent repairs.. fortunately, many enemies enjoy having these and
shooting missiles at you, so you should rarely be hurting for launchers.
It's just too bulky, unpredictable, and expensive to take about on every
little expedition, however.
<---------------------------------------------------------------------->
15) North of the house you'll find a tree with numerous Gore Bags
around, and on the far side of the tree, several ammo boxes and a pair
of Stimpaks. Turn south to find Georgetown East, which leads to the
Penn. Ave/Georgetown Metro. Travel south some more to find La Maison
Beauregard Lobby.

La Maison Beauregard Lobby
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

16) This area contains a pair of Super Mutants, one of which occupies
higher ground and carries a Missile Launcher, so some care is suggested
with these enemies. Behind the counter to the north you'll find some
Beer and a copy of U.S. Army: 30 Handy Flamethrower Recipes. Up the
'ramp' to the east where the Missile Launcher-bearing Super Mutant was
you'll find a bar with some alcohol, a fridge, a .32 Pistol, and a
Nuka-Cola Quantum near it. Over to the north is a pool table with some
Missiles, Stimpaks, a Stealth Boy, and a Mini-Nuke on top. Now we can
head back to Megaton. Yes, I realize we spent as much time doing extra
exploration as we did doing the quest we set out to do. That's what
this guide is all about, baby.

***WEAPON INFO***
.32 Pistol (Small Guns)
Maximum Damage: 17
AP Cost: Very Low
Ammo: .32 Caliber Round
Clip Size: 5 (1 round/shot, semi-auto)

It's less powerful than a 10mm Pistol and has a smaller clipsize than
both the 10mm Pistol and the Chinese Pistol. It does, however, fire
fast, and it uses the .32 Round instead of the 10mm Round. Still, I have
to ask the question.. why bother? I suppose if you like the aesthetic of
the almost-six-shooter..
<---------------------------------------------------------------------->
17) Talk to Moira and get your reward for the Mole Rat repellent..
"It's like explosive whack-a-Mole Rat. Can I get it in bullet form? For
people?" Priceless. Anyways. She'll give you some left-over chems.. two
Jet and two Psycho.. no wonder their heads exploded. Agree to pursue the
injury quest. In reality, it's time to take a break from Moira. We'll
go gather some skill bobbleheads, now that we have better armor,
weapons, and more importantly, a home base to return to. If we get
injured (you need a crippled limb for the optional requirement of this
quest) we can return to Moira and continue her quests, although the
Mirelurk portion calls for some.. finesse.. we don't yet have. It's time
to get the Lockpick Bobblehead, so lets head on over to the Bethesda
Ruins. If at any time you get a crippled limb and get yourself down to
less than 50% of your health, go visit Moira to complete the injury
portion of the guide.. alot of this exploring is to provide us with such
an opportunity. You'll find the continuation of the Wasteland Survival
Guide quest in {WLK011} if you want to read on about injury portion's
completion. I will assume you got the three Bobbleheads and did Blood
Ties when I officially continue with the Wasteland Survival Guide. If
you're uber elite and having a tough time getting hurt, find a Robo
Brain and let it blast you with its mind ray whatsit by getting close to
it. This will give you a crippled head, and is a much safer way to get
injured than, say, stepping on a landmine. If you get crippled and need
a way to get injured, you can always jump off a high place.. save your
game first. Fallout 'high' isn't the same as Oblivion 'high'. You will
not survive a 200 foot fall in this game.

Bethesda Ruins							{WLK008}
o======================================================================o
Sequence of Events:
		1) The Bethesda Ruins
		2) Bethesda Offices West, Part 1
		3) Bethesda Offices West, Part 2
		4) Bobblehead - Lockpick
		5) Finishing the Bethesda Offices
		6) Bethesda Underworks
		7) The Raid Shack

1) The Bethesda Ruins are north-east of Megaton, past the river. North
of Springvale School there is a highway crossing the river to the
east, which leads right through the Bethesda ruins, just follow the
green line on your Pip-Boy 3000 World Map. It's not too terribly far
away, and it is populated by strong Raiders. Still, with a little
caution and a lot of Fisto! they shouldn't be a problem. While clearing
the Ruins of Raiders I hit level 8. Note that if you get seriously
injured there are fire hydrants about you can use to heal yourself. This
is a good place to go if you want to level up, as Raiders here are
plentiful and powerful. It's quite easy to get 300+ experience per run,
and there's the added benefit that a Raider inside Bethesda Offices East
has a U.S. Army: 30 Handy Flamethrower Recipes book on him, and he will
endlessly respawn with it. When you're done outside, head into the
Bethesda Offices West building.

***WEAPON INFO***
Combat Knife (Melee Weapons)
Maximum Damage: 23
AP Cost: Very Low
Ammo: None
Clip Size: N/A

About as powerful as a Baseball Bat, but faster. It's one of the few
Melee Weapons we've found so far that's appreciably better than the
first thing we used to kill our enemies in melee.

***LEVEL UP***
Just as I said, once our Lockpick and Science are at 65 it'll be time
to get some Bobbleheads for them. I round out some other skills I've
been using as well, and select the Strong Back perk, to make all future
looting easier and more lucrative.

Level 8
HP:	290
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	65
Medicine:	35
Melee Weapons:	15
Repair:		40 + 10 = 50
Science:	60 + 5 = 65
Small Guns:	19 + 1 = 20
Sneak:		34 + 1 = 35
Speech:		50
Unarmed:	17 + 3 = 20

Bethesda Offices West
o======================================================================o
***BOOKS***
Big Book of Science

2) Immediately inside you'll be too close for comfort to a Mark V
Turret. If you hustle around the wall in front of you and hack the
terminal [Average] you can disable it, and deal with the Raiders in this
room. In the third room on the left you'll find a Stealth Boy in one of
the wooden crates. We should now have two of them, allowing us to
safely finish the Mirelurk part of the Wasteland Survival Guide. Next to
the Turret Control System terminal is a Big Book of Science. Be careful
near the stack of crates at the southern end of the room, as there is a
Frag Mine on one of the crate, and an air canister behind it, which will
also explode. Ever see Jaws? Once you're done looting, go up the stairs
to the south-east.
<---------------------------------------------------------------------->
***BOOKS***
Dean's Electronics

3) Clear the room to the west and go up more stairs to find another,
larger room. Be wary of the pressure plate by the door, as there are
three Combat Shotguns rigged to it. Do NOT go down the hole in the
middle of the floor, as two Grenade Bouquets are sitting there.. Unless
you think you can weather six Frag Grenades. You can find another
Stealth Boy on one of the shelves, and a Dean's Electronics in a wooden
crate on a desk. Under the wooden crates by the freezer full of..
parts.. you'll find a Mini Nuke. When you're done looting take the door
leading to the Capital Wasteland to get to the bridge one of the Raiders
was on earlier. Loot the ammo boxes and head into the eastern offices.

***WEAPON INFO***
Knife (Melee Weapons)
Maximum Damage: 20
AP Cost: Very Low
Ammo: None
Clip Size: N/A

A fair step down from the Combat Knife, it does less damage and is
slower in V.A.T.S.

Bethesda Offices East
o======================================================================o
***BOBBLEHEAD***
Bobblehead- Lockpick

***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

4) Go east until you find a room with a turret and some raiders. You
can disable the turret by hacking the computer [Average] on a desk by
the door. One Raider will always have a Flamer.. as well as a U.S. Army:
30 Handy Flamethrower Recipes book. This Raider will respawn with the
rest, and will always have this book. So.. unlike the rest of your books
feel free to read these at will. You'll also get a Safe Key from him,
which unlocks a safe above some desks. Near the desk where you found the
Turret Control System computer will be another desk with the
Bobblehead - Lockpick on it. We can now tackle hard locks. Near a bath
tub full of dirty water you'll find a Chinese Assault Rifle, as well.

***WEAPON INFO***
Chinese Assault Rifle (Small Guns)
Maximum Damage: 101
AP Cost: Low
Ammo: 5.56mm Round
Clip Size: 24 (1 round/shot, full auto,
	      	fires 3-round bursts in V.A.T.S)

Pretty much the same thing as the Assault Rifle, but about 25%
stronger. Why use an Assault Rifle when you have access to Chinese
Assault Rifles?

***WEAPON INFO***
Flamer (Big Guns)
Maximum Damage: 180
AP Cost: High
Ammo: Flamer Fuel
Clip Size: 60 (Continuous fire, fires 3-round gout in V.A.T.S.)

This weapon is worthless in V.A.T.S., but otherwise it's an effective
close-range weapon. It eats up its ammo, but it does a good bit of
damage, even though it can be hard to maintain an effective,
continuous stream on a mobile enemy. It's more fun than anything else,
but I'd wait for the Heavy Incinerator before letting loose any
pyromanic tendencies.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

5) Exit the room and take two lefts to reach another office room. On the
desks to the right you'll find a Chinese Army: Spec. Ops. Training
Manual near some Missiles. Search around the place and leave. Now that
the Bethesda Offices are clear, lets deal with the Bethesda Underworks,
which are north of the Bethesda Offices.

Bethesda Underworks
o======================================================================o
***BOOKS***
Grognak the Barbarian
Tales of a Junktown Jerky Vendor

6) Kill all the Ghouls and head north and then east to find a large
room. You'll find a copy of Tales of a Junktown Jerky Vendor on a bucket
on top of a concrete bench. Go down the stairs and find a door leading
west in the southern part of the metro. Follow the tunnel until you get
to a sewer area. The sewer path surrounds a small room filled with
many goodies, including a Stealth Boy, a Nuka-Cola Quantum, and a copy
of Grognak the Barbarian on the metal shelf. Move the wooden crate to
discover a Mini Nuke. Continue south, where you'll find a skeleton
near some radioactive barrels that has a Chinese Assault Rifle and
some drugs nearby. Leave the Bethesda Underworks to do one more entirely
optional little run before we go after the Science Bobblehead.

The Raid Shack (unmarked)
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

7) From where you entered the Bethesda Underworks follow the road to
the south east until it starts to curve to face south. Instead of
following it south follow another badly damaged road up a hill to the
north east and continue to follow the road to the east past the four
way stop. Straight to the east you'll find the Raid Shack, which is
unmarked, but it does have Raiders outside of it to distinguish it. Kill
the raiders and loot the trailer and a table for some drugs and ammo
boxes. Now enter the Raid Shack and clean up in here as well. On one of
the Raiders inside you'll find a unique Combat Knife called 'Stabhappy'.
A more appropriate name for a knife I cannot imagine. You'll also find
the typical Raider loot.. components, drugs, food, cigarettes. Of note,
there's a copy of Tales of a Junktown Jerky Vendor upstairs in the
north eastern room. Now it's time to go after the Science Bobblehead.
Head back to Megaton, take care of business there, and head out to the
north-west, past Vault 101.

***WEAPON INFO***
Stabhappy (Melee Weapons)
Maximum Damage: 26
AP Cost: Very Low
Ammo: None
Clip Size: N/A

A good upgrade from the Combat Knife, Stabhappy is about 20% stronger
than a normal Combat Knife with no downsides. You'll find another unique
Combat Knife with identical stats later on.. which makes me wonder why
you need two unique Combat Knives that are essentially the same? Who
knows. Although this is a 'unique' weapon, it suffers from the same
issue that the U.S. Army: 30 Handy Flamethrower Recipes book in Bethesda
suffers from. It's a unique item on a normal, respawning character. You
can get as many Stabhappy's as your little heart desires.

From Megaton to Vault 106					{WLK009}
o======================================================================o
Sequence of Events:
		1) To Vault 106
		2) An Abandoned Vault?
		3) To the Living Quarters
		4) Nickola Tesla and You
		5) Bobblehead - Science
		6) Overseer's Office
		7) The Lower Level
		8) To the Science Labs
		9) Science Labs
		10) Observation Room
		11) Tumblers Today
		12) Seeing Ghosts

1) North west of Vault 101 you should come across a bridge crawling with
Raiders, both weak and strong. One Raider typically has a Sniper Rifle,
while another has a Flamer, but plenty of them should have melee weapons
as well. Its proximity to Megaton and its relative abundance of enemies
makes this a fairly good leveling spot. Keep heading north west from
here.

***WEAPON INFO***
Pool Cue (Melee Weapons)
Maximum Damage: 19
AP Cost: Low
Ammo: None
Clip Size: N/A

Much weaker than a Baseball Bat, and slower too. The Pool Cue leaves
little to recommend it, aside from the novelty of the fact that it is,
after all, a Pool Cue. I think everybody has hit somebody with one of
these at some point in their lives, right?

Vault 106 Entrance
o======================================================================o
2) You should notice something is wrong as soon as you open the door to
Vault 106.. by the fact that it actually opens. Inside you'll notice
that this Vault is somewhat more.. weathered, than Vault 101. Explore
the rooms north and then east. There will be a locked door [Very Easy]
to the south. Behind the locked door is a room with two skeletons with
Laser Pistols nearby and a Security Terminal [Average].
<---------------------------------------------------------------------->
3) Continue back to the room where the locked door branched off from
and go through the eastern door. You should come to stairs leading
north and south. Either way you go, you're soon to encounter some of
the Vault 106 citizens, who try to maul you with melee weapons. You
will also get ghostly images of.. life in the Vault before whatever
happened? Your screen will blue-tint and you'll see people walking
around for a few moments. Spooky. Explore the place, you should find
a suit of Recon Armor and a suit of Combat Armor in lockers on this
level. You can find your way further into the Vault by taking the
southern staircase and following the hallway until you reach a door
leading to Vault 106 Living Quarters.

Vault 106 Living Quarters
o======================================================================o
***BOOKS***
Nickola Tesla and You

4) You'll be attacked by two more Insane Survivors when you enter
this area. They shouldn't be causing you too much trouble with Fisto!,
especially if you block their attacks (LT). In the room to the east
there will be a desk with a number of wooden crates stacked on top. In
the bottom crate, under some Tin Cans, you'll find a copy of Nickola
Tesla and You.
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Science

5) Next head south to enter the room south-east of the entrance to this
level. Go through another door and down a hallway until you come to
another room with a single-and very outclassed-Insane Survivor. Kill
it and search the room. On the eastern side of the room is a metal
shelf with Bobblehead - Science standing there as plain as day. Scoop
it up and head back to the room leading to the Entrance.
<---------------------------------------------------------------------->
6) Now go into the south western edge of the room (where the lights
are) and loot the counters for a bunch of Beer and a Frag Mine. To the
south is a locked [Hard] door, which is just the upper limit of our
lockpick ability. Pick it and continue on until you reach the
Overseer's office. Loot around and hack his computer [Average], which
will give insight to the fact that whatever happened in Vault 106, it
was no accident. Head back to the main room and go through the western
door.
<---------------------------------------------------------------------->
7) Follow the tunnel down some stairs and you'll come to some shelves
full of loot-goodies. Go through the next door to get to the lower
floor of the room with the door to the Entrance in it. Go south to find
a storage room worth looting, and south some more to find a locked
[Easy] door that will lead down to the Science Labs. To the north are
the actual living quarters. It's not very rich pickings up there, but
I'll assume you go north just to complete the Vault.
<---------------------------------------------------------------------->
8) Head through the north door, where you'll get a fairly lengthy
flashback. The two rooms off to the side are uninspiring, and down the
stairs will be two more Insane Survivors. Make the second part of their
name incorrect and keep going through another door. Go down some more
stairs, have another vision, and keep going until you reach some side
doors. To the west are some rooms, the most notable of which has the
note "Feel The Love Man" on a desk. Search the east if you wish and
continue south. You'll get to another branching path, the east and
west doors lead to bathrooms which have little in them. Head down the
stairs and go through the locked door [Average], the room beyond which
has a locked [Hard] safe that needs opened. When you're done here,
backtrack and head down to the Science Labs.

Vault 106 Science Labs
o======================================================================o
9) Head down some stairs and take a fork in the tunnel, the left path
leads up some stairs, while the right path leads into a room. Explore
the room and kill the Insane Survivors. You'll find some Recon Armor in
a locker and .308 Calibur Ammo lying about. Now go up the stairs and
kill a few more Insane Survivors. Go through the door that takes you
back up to the Vault 106 Living Quarters.

Vault 106 Living Quarters
o======================================================================o
10) You'll find a Security Terminal in front of you, and on the table
next to it the Vault 106 Master Key. As the terminal indicates, the
Vault staff was testing some chemical on its residents. Apparently
survival just isn't enough for Vault-Tech. Head back down to the
Science Labs continue down the tunnel opposite the stairs that lead
back up to the Living Quarters.

Vault 106 Science Labs (cont'd)
o======================================================================o
***BOOKS***
Tumblers Today

11) Take right and go down some more stairs, taking another right
when the opportunity presents itself. Inside this room you'll find
some lockers to loot, and in the back corner on a collapsed metal
object, you'll find a copy of Tumblers Today. Head back into the main
tunnel and continue north.
<---------------------------------------------------------------------->
12) Follow the tunnel and ignore the side room, going down some stairs
when you reach them. You'll eventually come to a door, on the far side
of which is a Survivor. That's right, not a crazy, just a hostile gal
in a lab coat. When you attack her, the screen'll go blue and you'll
have to fight the Tunnel Snakes from Vault 101, obvious phantoms, and
when her health is below 50% she'll go invisible (as if she had used
a Stealth Boy.) She's a bit tougher than the other Vault 106er's, but
still not up to snuff. In a cubby to the west you'll find some ammo
boxes and a Mini Nuke.

Your rampage through Vault 106 is now complete, but there are a couple
more Bobbleheads I want to get before I return to questing, namely the
Explosives, Melee Weapons, Sneak, Speech, and Unarmed Bobbleheads. There
are still traps I can't disarm (grenade bouquets come to mind) and I'd
like to change that. Also it never hurts to have higher Speech checks
and Unarmed damage.. the Melee Weapons Bobblehead is mostly.. well,
because we'll be over in the area, and because the Dunwich Building is
crawling with Ghouls, which will become a real pain if we level up too
much. Note that this is going to be a rather lengthy expedition, and
serves just as much to level us up and (hopefully) get us a crippling
injury for Moira as anything else. You should have leveled up at some
point in Vault 106, especially if you killed those Raiders north west of
Vault 101.

***LEVEL UP***
I pump up Unarmed (time to get all the good skills to 50!) and get
myself the Commando Perk, since I hope to be switching to Small Guns
soon enough. I COULD have increased my Small Guns skill as well to mark
this shift, but frankly it'll be a while before I'm fully weaned off of
Fisto!, so I make a little progress with both, since using Small Guns
exclusively is still cost prohibitive. Note that with the Iron Fist,
Paralyzing Palm, and Ninja Perks this build picks you'll never entirely
abandon Unarmed weapons, but when you start getting range-raped by
Super Mutants and Enclave soldiers you'll understand why switching to
Small Arms as your primary weapon type becomes a good idea.

Level 9
HP:	300
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	75
Medicine:	35
Melee Weapons:	15
Repair:		50
Science:	75
Small Guns:	20
Sneak:		35
Speech:		50
Unarmed:	20 + 20 = 40

Vault 106 to Yao Guai Tunnels					{WLK010}
o======================================================================o
Sequence of Events
	1) Kaelyn's Bed & Breakfast
	2) Patrick's Farewell
	3) VAPL-58 Power Station
	4) Ghoul Wastelander Shelter
	5) Jalbert Brothers Waste Disposal
	6) Ghoul Wastelander Town
	7) Rockbreaker's Last Gas
	8) Mountain Shack
	9) Five Axles Rest Stop
	10) Abandoned Car Fort
	11) Internment Orders
	12) MDPL-05 Power Station
	13) Corpse and Cars
	14) SatCom Array NW-07c
	15) Shalebridge (South Tunnels)
	16) Shalebridge (North Tunnels)
	17) Broadcast Tower KT8
	18) Everglow National Campground
	19) To the Yao Guai Tunnels
	20) Yao Guai Tunnels
	21) Yao Guai Assassination
	22) Clearing out the Tunnels
	23) To the Yao Guai Den
	24) Leaving the Yao Guai Tunnels

Kaelyn's Bed & Breakfast
o======================================================================o
1) North west of Vault 106 you'll find Kaelyn's Bed & Breakfast, which
is crawling with Raiders. They can be pretty rough, and there's more of
them under a bridge north of the house, but again, you should be able to
handle them with just a little temperance. Grab the loot strewn about
the floor of the house and keep going west, north west. You can discover
Arefu up north, but we don't need to go there just yet, if you're near
there, you want to head more west.
<---------------------------------------------------------------------->
2) From the western side of Kaelyn's Bed & Breakfast (the side opposite
the side facing the bridge) head south west up a hill. Once on the
cliffs turn west and follow the edge of the cliffs until you find a
'scenic overlook' sign. On your world map, this is more or less due
south of Arefu and due west of Kaelyn's. Near a tree by the edge of the
cliff you'll spot a motorcycle. In a metal box at the very edge of the
cliff you'll find the note 'Patrick's Farewell.' If you're good at
hugging the edge of the cliff, you can ride this one down safely and
survive where Patrick did not. On his body is a Switchblade, for what
it's worth. (Later in the game, once the Broken Steel expansion has
started you'll find a wastelander camp, complete with beds,
Wastelanders, and the note 'Wastelander Holotape #1'.) Continue west,
either from the top of the cliff or the bottom, it doesn't matter-and
you'll find a metal shack near the VAPL-58 Power Station which has some
goodies worth grabbing.

VAPL-58 Power Station (and Power Substation)
o======================================================================o
***BOOKS***
Dean's Electronics
U.S. Army: 30 Handy Flamethrower Recipes

3) Since we're so close to the VAPL-58 Power Station we might as well
loot it, as it has a Dean's Electronics inside. There's also a U.S.
Army: 30 Handy Flamethrower Recipes book on the roof. On the main floor
there's a hackable computer [Very Hard] and a locked safe [Very Hard],
neither of which we can really do anything about just yet. When you
have 100 Lockpick or Science, come back and get that safe open and take
your 60 Caps, Silenced 10mm Pistol, and your slew of drugs. Make sure
you grab the Nuka-Cola Quantum and the Stealth Boy while you're here.
<---------------------------------------------------------------------->
***KELLER FAMILY TRANSCRIPTS***
Keller Family Transcript (1 of 5)

4) From the VAPL-58 Power Station head north, following the line of
electrical towers until you find one with a shelter built under it. It's
the third one up from the fenced area near VAPL-58. Inside the shelter
you'll find two Ghoul Wastelanders who need some death and a bit of
loot. The best of this loot is a Pre-War book and Mini Nuke which are
on two of the cement supports for the electrical tower. There's also a
Keller Family Transcript (1 of 5) on a bookshelf, which is really the
reason to even come here. Come back when you have 100 Lockpick to get
the loot in the personal footlocker [Very Hard].

Jalbert Brothers Waste Disposal
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

5) Head mostly west and you'll find the Jalbert Brothers Waste Disposal
site. Either Unlock the gate [Easy] or go into the Office building to
the west (or both). Inside it a terminal [Average] which you can use to
open a locked safe [Very Hard]. Inside is a 10mm Pistol, some ammo, and
some money. On top of the shelf near the first aid kit is a copy of D.C.
Journal of Internal Medicine. Go down some stairs and smite some
Radroaches. In a metal shelf [Average] you'll find a number of goodies,
including two Radiation Suits. There's also a First Aid Box [Easy] on
the wall. Go up some stairs and get the Nuka-Cola Quantum on the desk,
then leave the office out the door you came in. There's nothing but
Rads in the actual disposal area. Drums of hazardous marterials and
green water is not your friend.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!
Tales of a Junktown Jerky Vendor
Tumblers Today

6) North-east of Jalbert Bro's you'll find an (unmarked) settlement
full of Ghoul Wastelanders. They're hostile, but armed with weak
weapons. In fact, one hit of Fisto! should do them in. Loot their town
and their Abandoned Shacks. The southern-most shack shows signs of
barricading, and the skeletons on the floor give us the impression that
these ghouls weren't the original inhabitants of the town. There's a
Combat Shotgun and Laser Rifle on the floor, both in lousy condition.
Also there's a locked [Average] ammo crate, a Mini Nuke, and a copy of
Duck and Cover! In the western shack you'll find a Combat Shotgun and a
locked [Easy] ammo crate, and outside of this shack you'll find an
overturned fridge with a Tumblers Today inside. In the northern shack
you'll find a Stealth Boy and a copy of Tales of a Junktown Jerky Vendor
on a desk. I manage to hit level 10 enroute to the next destination as
well. South west of the ghoul town you'll find an overturned truck, and
a Nuka-Cola Quantum on the ground.

***LEVEL UP***
I bring up Unarmed to 50, where it will remain until I'm ready to get
Paralyzing Palm. I also start to bring Sneak up, as I'll want it to
reach 50 by level 12 so I can get Silent Running, which will actually
make sneaking a viable option. Finesse is, without a doubt, the Perk to
get this level. No other level 10 Perks are even worth considering.

Level 10
HP:	310
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	75
Medicine:	35
Melee Weapons:	15
Repair:		50
Science:	75
Small Guns:	20
Sneak:		35 + 10 = 45
Speech:		50
Unarmed:	40 + 10 = 50

Rockbreaker's Last Gas
o======================================================================o
7) North west of the Ghoul town you'll find Rockbreaker's Last Gas.
Out in front of two Nuka-Cola machines is a dead Wastelander with some
food and a 10mm Submachine Gun near her. She wont be needing it anymore.
If you go along the road leading west and look up at the mountain to
the west, north west you should see a shack on top of it. That's where
we'll go next. Yeah, it's a detour, but it's a worthy one.
<---------------------------------------------------------------------->
***BOOKS***
Deans Electronics
Guns and Bullets

***KELLER FAMILY TRANSCRIPT***
Keller Family Transcript (4 of 5)

8) Head south west to find a path leading up to the shack. Inside you'll
find some captive Radroaches, one named Jitters and another more
appropriately named Fluffy. Loot the place, particularly take the copy
of Dean's Electronics hidden in a wooden crate on the workbench the
Keller Family Transcript (4 of 5) on the workbench, the Pre-War Book on
the bedside table and the copy of Guns and Bullets underneath it. Also
loot the ammo box [Average], the safe [Hard], and.. the locker
[Very Hard] will have to wait. When you finally have 100 Lockpick, be
sure to come back and open this locker to claim the Victory Rifle. Once
you leave you'll most likely be attacked by Talon Company Mercenaries
(or Regulators), depending on your alignment. Either way, it can be a
bit of a fight. You can also expect a patrol of Super Mutants to appear
at the bottom of the  mountain. At this stage in the game they can be
pretty rough.

***WEAPON INFO***
Victory Rifle (Small Guns)
Maximum Damage: 52
AP Cost: High
Ammo: .308 Caliber Round
Clip Size: 5 (1 round/shot, semi-auto)

I cant really see a difference between the Victory Rifle and a normal
Sniper Rifle. I guess I could, you know, use it and see, but frankly,
there are much better guns out there.

WarMECH has more insight:

...that brings me to one last detail regarding one of my key weapons
 of choice: the Victory Rifle. Any critical hit with this weapon will
knock the enemy off their feet for a five to ten seconds, including
sneak attack criticals. While the stun time isn't nearly as long as the
aforementioned maneuver [Paralyzing Palm], it provides the perfect
opening to rush in without any risk from that target to apply it.

Five Axles Rest Stop
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

9) Head mostly north and slightly east until you find the Five Axles
Rest Stop. As you approach the ring of trucks, be wary of landmines.
In the back of one of the trucks will be three Raiders and their beds.
Kill them and loot, in the back of this truck is a copy of U.S. Army:
30 Handy Flamethrower Recipes. There's also another truck with tires in
it that is worth exploring, as it has a partial CB Radio backup note
inside of it.

Abandoned Car Fort
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

10) Go north until you find a bridge, an old highway, to be more
precise. Get on it and follow the road over the river until you find
the Abandoned Car Fort. There's plenty of ammo, some beds, and a copy
of Tales of a Junktown Jerky Vendor nearby.
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

11) Now continue to head north, north west along the highway until you
come to a broken down truck, in the back of which you'll find a note
'Internment Orders.' If you look at the note you'll notice the names
are all obviously Chinese. The dead body outside with the 10mm Pistol
nearby indicated that 'non-lethal' force was not the kind used, but who
can guess if this happened before or after news of the bombs falling
came. There's plenty of food, Purified Water, a copy of Pugilism
Illustrated, and two First Aid Boxes (one locked, [Hard]) in the back
of the truck as well. Note that on the highway to the south you'll see a
jack-knifed red truck, in the back of which you'll find some drugs, a
surprisingly intact Laser Rifle, and a Mini Nuke, if you feel like
taking the time to go over there. Time for a somewhat long detour, but
it'll result you you nabbing a Schematic and a book, so why not?

MDPL-05 Power Station
o======================================================================o
***BOOKS***
Dean's Electronics

***SCHEMATICS***
Schematic - Dart Gun

12) Further down the road in the back of a bus you'll find some Frag
Grenades. Ignore the satellite towers to the south west for now and
follow the road. When it forks head north, not west. Past some
electrical towers you'll find the MDPL-05 Power Station and a random
encounter (see the random encounters section to see what this could be.)
If you're clever, save before you get too close to the MDPL-05 Power
Station (ideally before you discover it) so you can 'spawn' random
encounters to get one you want. For example, if you want to get the
Firelance Alien Blaster or the Deathclaw Schematic. Just a thought.
Around the station are two locked gates [Hard].. or you could just go
around the side where the fence is broken. Inside is a skeleton, and
near him you'll find the Schematic - Dart Gun and a copy of Dean's
Electronics. In his toolbox you'll find the MDPL-05 Power Station Key,
which unlocks the gates.. but I choose to pick them for experience.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

13) Now it's time to back track, but even in this we'll be profitable.
Our goal is to reach the SatCom Array NW-07c we bypassed earlier. Head
through the wasteland going due south, south east. Keep an eye out for
Mirelurks, but more importantly, look for a group of cars in  a line.
It can be tricky, as there are plenty of broken down cars around. The
ones we're looking for, however, have a skeleton, two grenade boxes
[Average], and an ammo box near them. On the ground near the skeleton
is a copy of Duck and Cover! Once you've found it turn south west and
head towards the large satellites in the distance.

SatCom Array NW-07c
o======================================================================o
14) When you find SatCom Array NW-07c enter the Satellite Facility to
do what little looting there is to do. When you're done there, head
south west to find the collapsed bowl of another satellite, which has
been cleverly converted into a shelter. Steal everything you can find.
Sure, you'll lose karma, but you'll get plenty of loot! If you head
south west you may just find another random encounter.. but you really
want to head south east until you find Shalebridge.

Shalebridge (Shalebridge Tunnels, South)
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine
Big Book of Science

15) Shalebridge consist of two ant hills, one in the north and one to
the south. First off, east of the tunnels you'll find some irradiated
land. Near an Ant Egg Clutch you'll find a D.C. Journal of Internal
Medicine and a Stealth Boy. They blend in surprisingly well, but they're
there. Enter the southern most one first, which is full of neutral
Forager Ants. Some Invader Ants will be around attacking them. Kill the
big mean ants and help the small nice ones! In the northern part of the
tunnel you'll find a dead Ant Researcher, who has a Big Book of Science
in his inventory. There's also a Hunting Rifle and some ammo around.
Also, if you investigate a large ant egg clutch you can use a Stimpak
to help the ant pupae grow. When you're done, leave and head over to
the northern ant hill.

Shalebridge Tunnels, North
o======================================================================o
16) This place is crawling with Giant Ants of all sorts. Navigate
through and kill any you find. During your exploration you can grab
some Metal Armor and a Scoped .44 Magnum. Your goal is to find the
Giant Ant Queen, who can be a pain due to her high health and damage
output. Instead of getting in a shootout with her, get up close and
stay away from her head. You can strafe around her more quickly than
she can turn. With Fisto! you can pretty safely pummel her to death.
Loot her chambers for various guns and ammo strewn about the bones. When
you're done, leave and continue south.

Broadcast Tower KT8 (Radio Signal Sierra Romeo Drainage Chamber)
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

17) You should eventually find Broadcast Tower KT8, which has a fair
number of Super Mutants around it. Still, they shouldn't be too rough
for you. Go up to the tower and activate it to discover Radio Signal
Sierra Romeo. Head north east off the cliff to find a Drainage Chamber.
In a room to the east you'll find an Encryption Key on the desk. Pick
it up and activate the working terminal, using it to open the secure
hatch. You'll find a pair of dead Chinese Remnant Spies. In this secure
area you'll find a Mini Nuke and a copy of Chinese Army: Spec. Ops.
Training Manual. Leave the Drainage Chamber and head south east.

Everglow National Campground
o======================================================================o
***BOOKS***
Guns and Bullets

18) You should pass by a heavily irradiated area with Super Mutants
to the south. Don't even bother trying to get past the radiation.. it's
a killer. Head south east until you find Everglow National Campground.
You'll find Raiders and Super Mutants fighting it out. Kill both groups
and loot. While in one of the trailers Super Mutant and Raider
reinforcements will arrive.. much stronger ones than the originals. In
one of the trailers you'll find a great number of Sugar Bombs and a copy
of Guns and Bullets. I hit level 11 while dealing with the Raiders and
Super Mutants.

***LEVEL UP***
The best thing about level 10 Perks is the fact that it's easy to pick
what perk you'll get at level 11.. namely, NOT another level 10 perk.
Finesse is really the only good one, so I pick another Iron Fist.

Level 11
HP:	320
AP:	79
Barter:		7
Big Guns:	17
Energy Weapons:	17
Explosives:	25
Lockpick:	75
Medicine:	35 + 15 = 50
Melee Weapons:	15
Repair:		50
Science:	75
Small Guns:	20
Sneak:		45 + 5 = 50
Speech:		50
Unarmed:	50
<---------------------------------------------------------------------->
19) Go south west until you find Little Lamplight. We won't explore it
now, but it might come in handy to have it on your map. You can loot
the buildings outside for some minor loot. Now head to the south west
until you find the Yao Guai Tunnels. Yao Guai are pretty dangerous, as
you've doubtlessly discovered. However, if we're careful not to get
entangled fighting more than one at once we should be fine. Use Fisto!,
V.A.T.S. alot to ignore the damage they deal and quickly inflict pain
on them, and most of all, when you're not in V.A.T.S., make sure to
block their attacks. It significantly reduces the damage they deal and
leaves them open to a counter-attack. Oh, and if you're sneaking,
popping them with a Combat Shotgun can be devastatingly effective, even
at a surprisingly long range!

Yao Guai Tunnels
o======================================================================o
20) Head east, you'll pass a picnic table with some food and loot on
it. Continue east, then north to find some shelves with more loot..
Apparently somebody was making a go at living in these caves. Continue
east through a narrow tunnel and you'll see a Yao Guai run in front of
you. Loot this room as well, especially the book shelf, which has a
variety of ammo on it, and the cabinet, which has a Laser Pistol inside.
A little further to the east the path will split four ways. To the
east is a room full of minor loot and to the south is a Yao Guai
guarding an area that is mostly uninteresting.
<---------------------------------------------------------------------->
21) Sneak up to the north and you'll find a large room. A Yao Guai will
push through a barricade in front of you. If you're quick with a Combat
Shotgun you can blast it before it even knows you're there. That one
shot was all it took to kill it, which is an optimal way of dealing with
Yao Guai. Too bad we're not quite good enough at Sneak to put it to use
all the time, eh? Grab the Nuka-Cola Quantum on the table and continue
east.
<---------------------------------------------------------------------->
22) You'll find a chamber with three Yao Guai about, but with any luck
only two will be close enough to threaten you at any one time. Get a
sneak attack critical on one with a Combat Shotgun and eliminate the
other with Fisto! When that's done hunt down the third and final Yao
Gui. You'll find some ammo boxes which will help heal your Shotgun
woes. Head south, then east to find the door to the Yao Guai Den.

Yao Guai Den
o======================================================================o
***BOBBLEHEADS***
Bobblehead - Sneak

23) Go forward down the tunnel until you find a dead Wastelander, who
can be looted for some drugs. Continue on until you find a lone Yao
Guai, whom is easily sneak attacked. Continue on to the south, where a
large chamber will open up. You should proceed with some caution and
try to sneak attack all the Yao Guai you can see, especially if there's
only one nearby. There are three in total, so make sure to get them all
before you start looting. Search the Dead Settler in the Water to get
the Yao Guai Den Note, and with it, better understanding on what
happened. From the water where the note was head north until you find a
metal box, on top of which you'll find the Bobblehead - Sneak. Now our
Sneak score is up to 60. We could have left Sneak at 40 and allowed our
Bobblehead to get us up to 50 for Silent Running, but we'll be needing
Sneak as part of our combat scheme shortly, and besides, Ninja requires
80 Sneak anyways.
<---------------------------------------------------------------------->
***BOOKS***
Grognak the Barbarian

24) Continue down a tunnel to the south, then west, and kill another
Yao Guai foolish enough to be alive near you. Loot the dead Mercenary
and continue west until you find a door back to the Tunnels. Head north
off the ledge down to the ledge with the Raider, who has a copy of
Grognak the Barbarian near him. Take it and cheese it out of the Yao
Guai Tunnels. This is the single longest section of the Bobblehead hunt.
There's plenty more to do, but no single Bobblehead will take as much
exploration to find.

Yao Guai Tunnels to Rockopolis					{WLK011}
o======================================================================o
Sequence of Events:
		1) Rockopolis

***BOBBLEHEADS***
Bobblehead - Unarmed

1) Alright, to get to Rockopolis, an unmarked area on the map, you'll
need to follow my directions exactly. It's not far, but it can be easy
to miss. From the Yao Guai Tunnel entrance head south, south west along
the trail past three trees that are close together. To your south east
you should see another tree. Run to it, and past the cliff face that
it is next to. From here you should see three trees close together. Run
to them, down a small hill. Directly south you should see three branchy
trees and one tree stump. Run over to the tree stump and turn south
east. You should see a rock formation at the edge of a cliff ahead of
you. Run over and jump up on them to get a good vantage point of the
area below you. Right in front of you (again, to the south east) you'll
see another large rock formation that is partially obscuring a tree.
Again, directly to the south east. The tree you're looking for is a thin
one, not a branchy one. Jump down the cliff face and jump on this new,
lower, rock formation. Head down this cliff face as well, still going
due south east. Once you're on the ground by the tree that was half-
hidden turn around. You should see a large rock with party flags hung
over it, with one tree on the right and two trees on the left. If you're
not sure this is the place, check the Local Map on your Pip-Boy 3000,
which should indicate that it is indeed Rockopolis. Search the stone to
find the door to Rockopolis. You won't find much inside besides the note
'Rollings -- We're Done' and to the north the body of Argyle, from the
GNR program. Near Argyle is the Bobblehead - Unarmed, on the floor.

If that was too difficult, there's another method that might help. Look
at your World Map on the Pip-Boy 3000 and zoom in so all you can see is
the grid square the Yao Guai Tunnels is in and the adacent and two
lower grid squares. Notice how the Yao Guai Tunnels are halfway down
the grid square it is located in, and far to the right? Rockopolis is
in the grid square diagonally down from it, near the dead center of the
square. Here's a little diagram that'll hopefully help illustrate what
I mean.

---------------------	    ***KEY***
|         |         |	1: Yao Guai Tunnels
|         |         |	2: Rockopolis
|       1 |         |
|         |         |
|         |         |
---------------------
|         |         |
|         |         |
|         |    2    |
|         |         |
|         |         |
---------------------

Get in the right area and run around, checking your Local Map until it
shows up. I don't know why, but I had a hard time finding Rockopolis a
few times (even after I knew where it was!) so hopefully this is enough
information to help you not have the same problems I did.

Rockopolis to Dunwich Building					{WLK012}
o======================================================================o
Sequence of Events:
		1) Girdershade
		2) The Nuka-Cola Challenge
		3) Jocko's Pop & Gas Stop
		4) Radio Signal Sierra Victor
		5) VAPL-66 Power Station
		6) F. Scott Key Trail & Campground
		7) The Dunwich Building
		8) Jaime's Testament
		9) Lootin' and Killin'
		10) Forsaken Dunwich Ruins
		11) To the Virulent Underchambers
		12) Jaime
		13) Bobblehead - Melee Weapons

***QUESTS***
Nuka-Cola Challenge

1) From Rockopolis head south until you find Girdershade. This lovely
'town' conists of two homes. Head into Ronald Laren's Home and loot it
while he's not around, then go to Sierra Petrovita's Home. Talk to her
and play nice to take the Nuka Cola tour, at the end of which you'll get
an Ice-Cold Nuka Cola. She'll ask you to get her some Nuka-Cola Quantum,
30 in all. If you succeed at a Speech challenge she'll tell you about
the special prize for getting her all the Quantum she needs: the
Schematics for a Nuka-Grenade. Ask her about the surrounding area and
you'll get the map marker for Evergreen Mills. You'll also get the
map marker for the Nuka-Cola Plant, where you'll need to look to find
the shipping manifest to find where all that Quantum went. If you want,
you can go on a Nuka-Cola stealing spree in this house and get quite a
few bottles.
<---------------------------------------------------------------------->
2) When you get out you'll be confronted by Ronald Laren, who will not
so kindly ask what you were doing with 'his woman'. He'll ask you to
bring the Nuka-Cola Quantum to him instead of her so he can reap the
rewards for bringing it all to her. If you succeed at a Speech check
he'll pay you double for each bottle. If you have the Black Widow Perk
you can convince him to go looking for the Quantum for you. It's not a
journey he's likely to return from, however, as his Sawed Off Shotgun
will fail to impress any Giant Radscorpians and Yao Guai he happens to
come across. Hell, a Protectron is almost enough to kill him! Anyways,
whatever your answer, we'll continue collecting Quantums throughout the
game, so don't pay this quest any mind yet. Note that Ronald Laren
carries the unique Sawed-Off Shotgun, 'The Kneecapper', if you want to
kill him to obtain it, in all its useless glory.

***WEAPON INFO***
The Kneecapper (Small Guns)
Maximum Damage: 89
AP Cost: High
Ammo: Shotgun Shells
Clip Size: 2 (1 Round/Shot, semi-auto)

It does about 50% more damage than a normal Sawed-Off Shotgun, but that
doesn't save it from being inferior to the common Combat Shotgun. A
two-round clip still makes this an unenviable weapon to take into a
large-scale firefight.

Jocko's Pop & Gas Stop
o======================================================================o
***BOOKS***
Nikola Tesla and You

***Schematics***
Schematic - Bottlecap Mine

3) From Girdershade head east and slightly south to find Jocko's Pop &
Gas Stop. There's a Nuka-Cola Vending Machine outside, and minor food
items and Tin Cans inside. In a metal bucket near the counter is a
Stimpak, and on the counter is a copy of Nikola Tesla and You. It that's
not enough, there's a Schematic - Bottlecap Mine on the work bench, and
a Nuka-Cola Quantum on a shelf behind the counter.

Radio Tower Sierra Victor Drainage Chamber
o======================================================================o
***BOOKS***
Duck and Cover!

4) Leave Jocko's and head east up a hill to find a radio tower. Activate
the electrical switch and you'll recieve Radio Signal Sierra Victor. Go
south east over a collapsed metal tower to find the entrance to a
Drainage Chamber. Head south and deactivate two pressure plates, then
jump over some metal cabinets. Be VERY careful, as there is a tricky
grenade bouquet right behind the metal barrel, and if you push the
barrel into the grenades.. well, you'll wish you hadn't. Head south
through a door. There's a rigged computer you can disarm, and a whole
bunch of loot. You'll see the remains of the occupant, who was
apparently working on another trap that went awry. Serves them right.
Grab the copy of Duck and Cover! off the table.

VAPL-66 Power Station
o======================================================================o
***BOOKS***
Dean's Eelctronics

5) Head west (or south west) to find the VAPL-66 Power Station. Enter
the Power Substation to find some minor loot. On one desk you'll find a
good haul of drugs, a copy of Dean's Electronics, and some Sugar Bombs.
Next to the table you'll find a Mini Nuke. When you leave you'll get
attacked by some Raiders. No big deal.

F.Scott Key Trail & Campground
o======================================================================o
***BOOKS***
Duck and Cover!

***SCHEMATICS***
Schematic - Deathclaw Gauntlet

6) Travel south-west until you find the F.Scott Key Trail & Campground.
Be careful, as there is often a Deathclaw nearby. In one of the campers
you'll find a Schematic - Deathclaw Gauntlet. On a picnic table outside
you'll find a copy of Duck and Cover!.
<---------------------------------------------------------------------->
7) Head south until you find the Dunwich Building at the far south
western edge of the Capital Wasteland. Of all the Bobbleheads we're
after, this is the least useful one, but it's more a matter of future
convenience that we get it now. Right now the most powerful thing
you'll likely have to face are Glowing Ones, which aren't all that
bad.

Dunwich Building
o======================================================================o
8) Enter the building. To you left will be a room with a table, upon
which are five portions of Jaime's Journal. On the wall there's an
Eat'o'Tronic with three Stimpaks inside. Ahead of the door are ammo
boxes with some 5.56mm Rounds and five Frag Grenades. Already a
somewhat worthy trip, eh? Go down the hallway and take the door to the
left. There will be some Ghouls in here, and on a desk in the south
west corner is Jaime's Personal Journal Entry 06. Make your way back to
the main hallway.
<---------------------------------------------------------------------->
9) Go to the room across the hallway to the east now and take a left
instead of going up the stairs to the right. You'll come to a poor
little barricade. Take the Assault Rifle, the ammo, and the Nuka-Cola
Quantum. You'll also find plenty of Frag Mines in the mine boxes.
Explore the upper level, looting and killing Ghouls as you go. You'll
find some stairs down in the north western corner of the building. Take
them and head through the door to the right. You'll find Jaime's
Personal Journal Entry 07 on a desk. Continue on into the Forsaken
Dunwich Ruins.

Forsaken Dunwich Ruins
o======================================================================o
***BOOKS***
Dean's Electronics

10) As you head forward into the large open room ahead you'll get a
flashback of when the building was more.. lively.. You'll probably
provoke a number of Ghouls in and near this room. When they're dead,
pick up Jaime's Personal Journal Entry 08 next to the computer [Easy].
If you read the logs you'll get some text recordings of some.. well,
something unwholesome. Go south and head up the stairs, following the
only path you can until you find a door to the right. Go inside and
loot, particularly the Dean's Electronics on the metal shelf. On the
top level, in the room with the broken floor head to the north east
corner and pick the locked [Average] door. You'll come into a small
room with some ammo boxes, a Chinese Assault Rifle on the floor, and
a computer [Very Easy].
<---------------------------------------------------------------------->
11) Head to the north western corner of the room to find your way to the
next area. Follow the hallways and you'll find yourself in another
room that has a less that ideal floor situation and plenty of Ghouls.
If you can jump your way into the bathroom in the north western corner
of the room you can score some Jet in the toilet, and if necessary
heal yourself from the sink, which has a low Health-to-Rad ratio. Go
to the bottom level and head south through a door to the Virulent
Underchambers.

Virulent Underchambers
o======================================================================o
12) On a desk right in front of you you'll find Jaime's Personal Journal
Entry 09. Your task now is to descend down the levels of the Dunwich
Building while scoring as much loot as possible as you do. Also use the
Ghouls lack of ranged weapons against them by unmercifully blasting
them. On the bottom floor head through the door to the south and down
some stairs until you find a staircase leading up. Instead of going
up the stairs, go through the door under the staircase to the north
until you find a natural rock cavern. Head down inside until you find
Jaime and a number of Ghouls nearby. Jaime isn't too tough, but he does
have a Chinese Assault Rifle. Get the drop on them in a big way with a
sneak attack from a Combat Shotgun. I gained enough experience from
slaying my way through the Dunwich building to hit level 12.

***LEVEL UP***
Medicine goes up to 60, ensuring I'm prepared for the Cyborg Perk. I
start to raise Barter too, so I can start selling the loot I've been
accumulating. It might seem strange that I'm not building up more
combat skills, but honestly, you don't need them very high at these
low levels. Fisto! works just fine. I get the Silent Running Perk. Using
sneak attack criticals to begin combat is now a fairly viable option.

Level 12
HP:	330
AP:	79
Barter:		7 + 10 = 17
Big Guns:	17
Energy Weapons:	17
Explosives:	35
Lockpick:	75
Medicine:	50 + 10 = 60
Melee Weapons:	25
Repair:		50
Science:	75
Small Guns:	20
Sneak:		70
Speech:		50
Unarmed:	60
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Melee Weapons

13) Now go back to the south and take the stairs up we neglected
earlier. You'll come across a room with Tins Cans and Empty Soda Bottles
on the floor. The Bobblehead - Melee Weapons is standing innocently in
the midst of the debris. Take the door to the Dunwich Building. You'll
be in an area above where you could previously reach. Drop down and
leave the Dunwich Building. When you're ready to continue the great
Bobblehead hunt head back to SatCom Array NW-07c.

Dunwich Building to WKML Broadcast Station			{WLK013}
o======================================================================o
Sequence of Events:
		1) Raider House
		2) Explosive Experimentation
		3) Broadcast Tower KB5
		4) Mount Mabel Campground
		5) Dickerson Tabernacle Chapel
		6) WKML Broadcast Station
		7) Bobblehead - Explosives

***BOOKS***
Tumblers Today

1) Go east from the SatCom Array NW-07c under the bridge to cross the
river without swimming. Be wary of Mirelurks as you scale the cliffs.
When you get to the top you'll find a ruined house with plenty of
Raiders lurking about. Kill them and loot their house. In the south
eastern corner you'll find a metal shelf with drugs and a copy of
Tumblers Today on it. In the north eastern corner you'll find some ammo
boxes, and in the tub you'll find a Mini Nuke.
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science

2) From the Raider House go south west until you see a highway. Get on
the highway closest to the Raider House and head north west. When you
get near a truck with a wooden ramp there will be an exposion from
within, which will eject the body of a Scientist. Dumbass. Go find his
body (or pieces of it) to claim a Big Book of Science. Maybe they should
have done less science and more reading about science, eh? Ah well, his
loss, your gain.

Broadcast Tower KB5 (Drainage Chamber)
o======================================================================o
***BOOKS***
Tumblers Today

3) Head south east up a hill until you find Broadcast Tower KB5, which
has a random encounter near it. Activate the electrical switch to find
Radio Signal Alfa Lima and head south east to find a Drainage Chamber.
In the Drainage Chamber you'll find a skeleton in front of a door with
a copy of Tumbler's Today near it. Do what it couldn't and unlock the
door [Average]. Beyond this door is an untouched trove of goodies for
your looting pleasure.

Mount Mabel Campground
o======================================================================o
4) When you're done you can go east a wee bit to discover the Deathclaw
Sanctuary. I'd suggest sneaking past and staying on high ground. We
don't need the Endurance Bobblehead yet, and won't for a long time. And
unlike most enemies, Deathclaws only get easier with time. Head mostly
south until you find the Mount Mabel Campground. From there head south
east some more until you find the Dickerson Tabernacle Chapel.

Dickerson Tabernacle Chapel
o======================================================================o
***BOOKS***
Guns and Bullets

5) This place is the resident of one major douchebag, a Drifter who
hides up on some planks and snipes at everyone he can see. He's
annoying, but if you circle around the chapel and approach from the
west you can catch him more open, instead of getting into a firefight
with him through an elevated window. Get right under him and take pot
shots at him with a Combat Shotgun or a 10mm Submachine Gun. I don't
recommend getting into a snipe-fight with him, as at this point in the
game it's just hard to fight anything at range effectively. Inside the
chapel on the floor you'll find a number of ammo boxes, a Combat
Shotgun, and near a group of three ammo boxes you'll find a copy of
Guns and Bullets. In a wooden crate under some Detergent you'll find
two Stimpaks. Search the Drifter for the Reservist's Rifle.

***WEAPON INFO***
Reservist's Rifle (Small Guns Guns)
Maximum Damage: 52
AP Cost: Average
Ammo: .308 Caliber Round
Clip Size: 3 (1 round/shot, semi-auto)

It's not any stronger than a normal Sniper Rifle, and it is only
marginally faster in V.A.T.S. On top of that, it actually has a smaller
clip size, so what's the catch? Well, it fires slightly faster than a
normal Sniper Rifle. It's not a huge improvement over the ordinary
Sniper Rifle, but its something.

WKML Broadcast Station
o======================================================================o
6) Now head east towards the large towers in the distance. Your
destination isn't too far off. If you want to explore this area, circle
around some until you find stairs leading up. At the top of the stairs
you'll find the WKML Broadcast Station, and antoher random encounter at
the top. You should enter the Radio Tower Complex and activate the
Electrical Switch on the wall. This will cause you to pick up Radio
Signal Kilo Bravo.
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Explosives

7) Leave the Radio Tower Complex and head south over the edge of the
cliff. Search around the cliff face until you find a 'Drainage Grate to
Sealed Cistern.' If you get close enough by accident without actually
spying it, you should be able to locate it on your Local Map on the
Pip-Boy 3000. It is directly south of the Radio Tower Complex on your
Local Map. Inside you should find some drugs, Purified Water, a
Stealth Boy, and of course, the Bobblehead - Explosives. Now that we've
explored a great bit of the western wasteland we finally have what we
set out for. There are still Bobblehead prizes to be scored, however.
Namely one we can easily pick up on our way back back to Megaton..
(Not that we couldn't-and probably haven't been-fast travelling back
there all along to rest and stash loot..) And in a fashion typical for
this FAQ, we'll go exploring a bit out of the way while we're at it.
Get used to it. Onward, to Paradise Falls! (Eventually.)

WKML Broadcast Station to Paradise Falls			{WLK014}
o======================================================================o
Sequence of Events
	1) The Silver Lining Drive-In
	2) Faded Pomp Estates
	3) Roosevelt Academy
	4) Radroach Ruse
	5) Down the Hallway
	6) Nurse's Office
	7) Administration
	8) Roosevelt Academy Stash
	9) To the Excavation Tunnel
	10) Bouquet
	11) Split Decision
	12) The Library Path
	13) Exploring the Center
	14) Arts and Athletics Hall Path
	15) Roosevelt Arts and Athletics Hall
	16) Lobby and Auditorium
	17) The Upper Levels
	18) Roosevelt Library
	19) MDPL Mass Relay
	20) Drowned Devil's Crossing
	21) Strictly Business
	22) Lock and Load
	23) Slaver Barracks
	24) Escape From Paradise
	25) Eulogy's Pad
	26) Freeing the Slaves
	27) Return to Megaton

The Silver Lining Drive-In
o======================================================================o
***BOOKS***
Grognak the Barbarian

1) From the Sealed Cistern head due east until you find a small shack.
On a table, on top of some other books, you'll find a copy of Grognak
the Barbarian. Head east a wee bit more to find The Silver Lining
Drive-In, which has nothing unique about it.

Faded Pomp Estates
o======================================================================o
***BOOKS***
Pugilism Illustrated

2) To ensure we finish up as much as we can while we're out here, head
south from the Silver Lining Drive-In to discover the Faded Pomp
Estates. Not much to do here but move among the ruined buildings and
loot. Not everything we do needs to be a chore. I suggest working your
way from the north down to the south until you reach Roosevelt Academy.
One of the houses has a safe [Easy] inside of it, as well as numerous
other lootable containers. East of the house with the safe is another
house with a copy of Pugilism Illustrated on top of a Small Burned Book
in front of a chimney.

Roosevelt Academy
o======================================================================o
3) We really might as well do Roosevelt Academy now. We're here, and if
we do it now we won't have to worry about this side of the map again
until we're level 30. Remember that Deathclaw place we wisely chose to
skip for now? Yeah. Roosevelt Academy will be much nicer with Super
Mutant Brutes rather than Super Mutant Overlords. There are three places
to explore here, Roosevelt Academy, Roosevelt Arts and Athletics Hall,
and Roosevelt Library. Let explore Roosevelt Academy first. I enter
the northern of the two doors.
<---------------------------------------------------------------------->
4) To the east you'll find a Bathroom with a couple of Radroaches in it.
This will be a common nuisance when dealing with Super Mutants, they'll
typically have Radroaches around, leaving you to wonder if you'll run
into some Radroaches or Super Mutants around the next corner. Loot the
Dead Settler and continue east to find a Nuka-Cola Vending Machine. Now
head back west and loot a supply room. Don't bother going up or down any
stairs just yet, instead head south down the locker-lined hallway
opposite the door you entered.
<---------------------------------------------------------------------->
5) Explore the classrooms to the left, taking care to disarm the trip
wire in the door and avoid a Grenade Bouquet. Continue to the south,
looting as you go until you come to a large open room. A corpse will
fall from a hole in the ceiling as you approach. Welcoming.
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine

6) To the west you'll find the Nurse's office, which has several first
aid boxes about, and typical medical equipment like Crutches, Medical
Braces, and some drugs. On a desk you'll find a D.C. Journal of Internal
Medicine. You'll also find a locked safe [Hard] that can be opened by
hacking a terminal [Hard].
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

7) Go east to find the Administration wing. Check out the men's restroom
on this side of the building to find a dead Wastelander, some Cherry
Bombs, and a dead Raider, next to which is a copy of Pugilism
Illustrated. Loot the desks in the administration office, and search
the Headmaster's office. On the desk is the Headmaster's Terminal
[Very Easy] and a Pre-War Book. All you can really do with the terminal
is activate a Protectron, which is pretty much just a waste of time.
<---------------------------------------------------------------------->
8) Go back up the stairs and through a doorway to the east to find some
stairs. Go up them until you're in a hallway heading west. Go through a
door to the right to find more Super Mutant occupied rooms. These rooms
have some minor loot, and will eventually wrap around to some stairs
down to near where we entered. Head down the hallway west from the
stairs, then turn left to find a room which is missing much of its
floor. Above you are some Super Mutants, which I found easy enough to
dispose of which sneak attacks. Sneak around the edge of the room and
go through the door on the opposite side. Go up some stairs and across
a wooden bridge to find a room with three ammo boxes, two metal boxes,
and a locked cabinet [Average].
<---------------------------------------------------------------------->
9) Now drop to the ground floor.. not all in one go, mind you, first
drop to the level below then drop to the ground level. Now you'll be
back between the administration and nurses office. Head north up the
hallway on the upper level-the one you haven't explored yet. It'll take
you back near where you entered the level. Go down two flights of stairs
to reach the Maintenence and Evacuation Tunnel.

Maintenence and Evacuation Tunnel
o======================================================================o
10) Go down the tunnel to find a lot of dead folks and sports gear. At
a turn in the tunnel will be some refrigerators. Be careful jumping
around here, as there's a grenade bouquet behind the metal drum, and any
little bump will knock it loose. Disarm it or set it off and continue
on.
<---------------------------------------------------------------------->
11) You'll arrive in a large room with a metal shelf full of supplies.
You can now aim to go to two places by going through the door to south
in order to reach Roosevelt Arts and Athletics Hall or to the west to
reach Roosevelt Library. Of course, the two paths link up many times, so
we might as well just explore this area in entirity before making a
choice.
<---------------------------------------------------------------------->
12) Go to the west and through a door [Very Easy] to find a Wasteland
Captive. Go south to find a maintenence room with a fence surrounding
the center of the room. Go south some more to find a sewer, and beyond
that you'll arrive at tunnel with a metal shelf in an alcove. Flip the
electrical switch above the metal shelf to open a door at the top of
the stairs to the south. Up some stairs to the south you'll find a door
leading to Roosevelt Library.
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

13) Backtrack to the sewers by heading north to find a locked door
[Average] just south of some radioactive barrels. Unlock the door and
head inside. Loot the metal shelf nearby to find a copy of Pugilism
Illustrated. If you head north you'll eventually loop around to the
first room we entered in the level, if you head north, then east you'll
find an alternate way to reach the same area you'd reach if you just
head east.
<---------------------------------------------------------------------->
14) Go east up some stairs then take a right to find an alcove with a
metal shelf full of goodies. Continue east and take another right to
find some stairs down terminating at a locked door [Very Easy]. You'll
find another Wasteland Captive behind the door. Now continue to the east
to find the door to Roosevelt Arts and Athletics Hall. Whether you want
to explore the Roosevelt Library or Roosevelt Arts and Athletics Hall
first is entirely up to your preference.

Roosevelt Arts and Athletics Hall
o======================================================================o
15) Head up the stairs and go down the hallway to the west, searching
both the rooms on the right for, among other minor treasures, a Pre-War
Book. Ignore the first door on the left and continue to the end of the
hallway, entering the second door on the left. Go down the hallway to
the south, again ignoring the first door on the left, but searching the
second to find a closet with some drugs inside. When the hallway ends
head left to reach a lobby.
<---------------------------------------------------------------------->
***SHEET MUSIC BOOK***

16) There are two curved desks occupying the middle of the lobby, and
doors leading to bathrooms, stairs up to the east, a door leading to
the Capitol Wasteland, and doors to the north leading to an auditorium.
Search the bathrooms and lobby and ignore the stairs, heading into the
auditorium instead. Grab the Sheet Music Book on the floor of the stage
near some music stands and head through a door to the north to return
to the first tunnel we explored.
<---------------------------------------------------------------------->
***BOOKS***
Tumblers Today

17) Go up the stairs to the north, following them up several flights
until you come to a room leading west. Go through the western-most door
to the south to find a small office room with two desks with a fair bit
of loot around. Loot the first aid box and the wall safe [Easy] behind
the one desk before heading east into a larger room with a more suspect
floor. Navigate across the holey floor to find another office room to
the west on the southern side of the room. Loot the first aid box, ammo
boxes, the wall safe [Average], and grab the copy of Tumbler's Today on
the desk behind the ammo boxes before heading into the hallway to
the south. Whichever staircase to the south you go down really doesn't
matter, as they'll both take you to a fairly empty room above the lobby.
Head back to the Maintenence and Evacuation Tunnel and enter the
Roosevelt Library.

Roosevelt Library
o======================================================================o
18) Roosevelt Libary is a smaller area than the previous three
locations, guarded by a single Super Mutant on high ground. In a
bathroom to the south you'll find a Stealth Boy on the floor near a
toilet. In the central room you'll find a desk on the ground floor with
several ammo boxes near it, a Nuka-Cola Quantum and a Stealth Boy on
top, a first aid box, and a wall safe [Very Easy] behind it. Also grab
the Sawed-Off Shotgun from the desk. Upstairs the Super Mutant will have
a key unlocking the front door, sparing you the trouble of heading back
through the Maintenence and Evacuation Tunnel. We're now done with the
Roosevelt Academy. Head south to find the MDPL Mass Relay Station.

MDPL Mass Relay Station
o======================================================================o
***BOOKS***
Guns and Bullets

19) Approach the MDPL Mass Relay Station from the cliffs to the north
and pick the Raiders off at your leisure, as the rocks give you ample
cover and they're rather unlikely to find their way up to you. Loot the
dwellings they've built on top of the Power Station for some minor loot
before heading inside. Head north through a door and smite any Raiders
you find, one of which will have a Flamer and wear the unique Raider
Arclite Helmet 'Torcher's Mask', which is a fine item for people who
like fires and things that go boom. On the table by the door you'll find
a copy of Guns and Bullets, as well as a 10mm Pistol and 10mm Rounds.
Loot the gun cabinets, footlockers and grab all the other random loot
around. There's also a terminal [Very Hard] that unlocks a safe
[Very Hard], which we'll just have to come back for. Inside of my safe
was a single Nuka-Cola Quantum.

Drowned Devil's Crossing
o======================================================================o
***BOOKS***
Tumblers Today

20) To be a completionist and score some loot head north a bit, you
should see a bridge and a ruined truck off in the distance. Get close
enough and you'll discover Drowned Devil's Crossing. Some truly epic
random encounters can spawn here sometimes. Ever want to see a group of
Sentry Bots fight it out with Deathclaws? This is just about the only
place I know of where that'll happen. Hop into the back of the truck and
loot. In the back of the truck you'll find a locked safe [Average] and
on the ground near it a copy of Tumblers Today. On your way out of the
truck you'll notice some Raiders have returned, and are none too happy
that you've been rummaging through their stuff and killing their guards.

***LEVEL UP***
I bring Barter up to 37 with the ultimate goal of hitting 50 soon. I
pick Sniper as my Perk as well. Fighting robots is going to be
incidental and infrequent for a while yet, and it won't be long before
Small Guns gets itself some points. I promise.

Level 13
HP:	340
AP:	79
Barter:		17 + 20 = 37
Big Guns:	17
Energy Weapons:	17
Explosives:	35
Lockpick:	75
Medicine:	60
Melee Weapons:	25
Repair:		50
Science:	75
Small Guns:	20
Sneak:		70
Speech:		50
Unarmed:	60

Paradise Falls
o======================================================================o
***QUESTS***
Strictly Business

21) From Drowned Devil's Crossing head south east along the road until
you come to Paradise Falls. When you get near a slaver named Grouse
will stop you. If your karma is evil you can make a karma check to get
into Paradise Falls. If you're good or neutral, you'll have to succeed
at a Speech challenge to bribe Grouse with 500 Caps. Failing that, you
can always do a job for him and capture a VIP slave to get in. Either
way, if you talk to Grouse he'll try and get you to help him with his
job and capture some specific slaves. If you accept he'll give you the
Mesmetron, and tell you how to catch slaves with it. This starts the
quest 'Strictly Business.' If you need to buy more ammo it'll cost
you 200 Caps for 10 rounds. The Mesmetron works like any other gun, you
aim and fire, then, while the target is 'mezzed' you talk to them and
get them to put a collar on. On the ground near where Grouse usually
sits is a Holotape with information pertaining to 'The Replicated Man'
quest. Note that once the quest 'The Replicated Man' is started you'll
be approached by a woman named Victoria Watts, who is trying to help
liberate enslaved Androids. She'll give you a component of the andriod
and tell you to show it to the people looking for it, and say that it
was killed. This is in every way less profitable than actually doing
the work and completing the quest. Besides, she gets all religious and
preachy. I tell her to take a hike when she shows up.

***WEAPON INFO***
Mesmetron (Energy Weapons)
Maximum Damage: 11
AP Cost: Very High
Ammo: Mesmetron Power Cell
Clip Size: 5 (1 round/shot)

This gun does almost no damage, but then again, its job is to stun, not
kill. Use it on any NPC, even hostile Raiders, and you can interact with
them and make them put a slave collar on. If you want to be a slaver,
you're going to need this gun.

To complete the quest 'Strictly Business' you have to enslave Red, from
Big Town. Flak, from Rivet City, Susan Lancaster from Tenpenny Tower,
and Arkansas from Minefield. Note that to get Red back you need to
complete the quest 'Big Trouble in Big Town'. I typically do not do
'Strictly Business' in a normal playthrough, as I'd rather have the Flak
& Shrapnel's store open in Rivet City. If Flak is captured, Shrapnel
tends to become unpredictable. When trying to capture somebody, you have
to make sure nobody else is in sight.. mezzing somebody will naturally
make nearby NPCs hostile, and in a place like Rivet City or Tenpenny
Tower that can really suck. So be sneaky and try to get them alone.

WarMECH offers some more insight into this quest:

Once you capture the targets in Strictly Business, you can free them if
your explosives skill is high enough to disarm a collar and you either
wait for them to clear out of the area or leave Paradise Falls before
they are detected escaping by the slavers. Apparently they will only
attack them if you are in the area, so don't be; after all, everyone is
immune to damage when you aren't around. (I actually escorted the
slaves to the memorial once. It took almost six actual hours, and it
was oftentimes difficult to keep them all alive. How little did I
realize. I still don't know why in the Nine Hells they had to go to
Andale to get there.) However, once Flak is back in Rivet City, he will
express his gratitude for freeing him, but will not sell, acting like
any other unnamed NPC you don't actually have any dialogue with. You
would have to wait for Shrapnel to do business after 1 pm.

Paradise Falls - Lock and Load
o======================================================================o
22) Head up to Paradise Falls and a slave named Carter will run by. His
escape attempt is short-lived however, as you'll see. Continue up into
Paradise Falls and go east into "Lock and Load". Go talk to Pronto and
offer to get him twenty Chinese Assault Rifles. It sounds like an
expensive proposition, and it is, but you can bring him any piece of
crap Chinese Assault Rifle, regardless of the condition. It'll give him
a much better inventory, and more Caps to trade with if you follow
through.

Paradise Falls - Slaver Barracks
o======================================================================o
23) Next head into the Slaver Barracks, which has plenty of stuff to
steal. Who cares about stealing from Slavers anyways? You don't even
lose karma for it. On a shelf on the bottom floor is a note 'Burn this
Goddamn Jumpsuit', and next to it is a Vault 77 Jumpsuit. Might as well
make them yours.
<---------------------------------------------------------------------->
***QUESTS***
Escape From Paradise

24) Go over to the bar to see a man in metal armor named Ymir kill a
bartender named Frank. Back over by Eulogy's Pad you can find a unique
Pool Cue on a pool table named 'The Break'. Grab it and head south to
the slave pens. Talk to a boy named Sammy, who will try to orchestrate a
break out with you. If you get him to tell you a plan, he'll get his
friend Squirrel, who will tell you that you need to connect their
computer to the Paradise Falls secure network. There are other ways to
complete this quest, but since they involve buying the kids or stealing
the key and killing every slaver in the city, we'd probably better just
do it their way.

***WEAPON INFO***
The Break (Melee Weapons)
Maximum Damage: 22
AP Cost: Low
Ammo: None
Clip Size: N/A

It's a Pool Cue that's marginally better than a normal Pool Cue.. which
means it's still a pretty sucky weapon.

Eulogy's Pad
o======================================================================o
***BOBBLEHEADS***
Bobblehead - Speech

***NPC***
Clover

25) Head north east to Eulogy's Pad. Don't be afraid to rob him blind.
You should probably get Eulogy's Hat which is in a cubby west of his
bed, the Holotape on the table in the south eastern corner, and of
course, the Bobblehead - Speech. The Holotape is one way to start the
quest 'The Replicated Man', which we'll get to when we explore Rivet
City. Grab the loot out of his safe [Average] including the Stealth Boy.
Also, behind the staircase you'll find a treasure trove of Nuka-Cola
Quantum for the stealing. And of course, you should talk to Eulogy Jones
while you're here. If you have evil karma you can try to buy Clover off
of him for 1000 Caps. I'd have to say that I can't imagine her being
worth the cost, but it's up to you. If you're really looking to be bad
you can talk to him about getting a kid from Little Lamplight as a
slave. Lastly, you can offer to buy the kids from Little Lamplight off
of him, but it'll cost you 2000 Caps to do so. You can make a Speech
check to lower the price to 1200 Caps.. but you can just break them out
for free, so why bother? Hack the Paradise Falls Main Terminal and
Update Network Connections before heading back to the slaves.
<---------------------------------------------------------------------->
26) Go talk to Squirrel to get the next part of the plan. You're going to
have to lure Fourty away from the pens in order for the kids to make a
break for it. Find Fourty and talk to him. If you succeed at a Speech
check you can get him to go bother Eulogy about a raise. While he's gone
go talk to Squirrel again. He'll tell you that they're all ready to
leave.. once you convince Penny to go. If you succeed at a fairly
difficult Speech challenge you can convince them to leave Penny behind.
If not, ask what needs to be done. Apparently Penny wants to know that
a friend named Rory is safe before she'll go. Sammy and Squirrel take
off, leaving you to deal with Penny. Again, if you succeed at a Speech
challenge she'll forget about Rory. If you can't get her to go, you'll
have to steal a Paradise Falls Box Key from either Fourty or Eulogy..
or you can grab the Paradise Falls Box Key from the table near Eulogy's
bed. If you let Rory go, he's pretty much toast unless you kill every
Slaver first. Whether he lives or dies Penny'll leave. Go meet them
outside of Paradise Falls for your quest reward.
<---------------------------------------------------------------------->
27) Now we have a good number of Bobbleheads, it's time to return back to
Megaton and continue on with the Wasteland Survival Guide. We could go
grab the Bobblehead - Barter from Evergreen Mills, but it's a bit
involved, as there are lots of Raiders that need killing and a special
encounter with a Super Mutant that isn't for the faint of heart. Before
I go bug Moira though, I turn in all the Scrap Metal I've been
accumulating for Walter. At 74 pieces, this nets me 448 experience and
740 Caps, which in addition to the quest reward from Paradise Falls is
enough to level me up to 14. Now it's time to report back to Moira.

***LEVEL UP***
I get Barter up to 50 and start working on Small Guns. Cyborg is the
obvious go-to Perk for this level.

Level 14
HP:	350
AP:	79
Barter:		37 + 13 = 50
Big Guns:	17
Energy Weapons:	27
Explosives:	35
Lockpick:	75
Medicine:	60
Melee Weapons:	25
Repair:		50
Science:	75
Small Guns:	20 + 7 = 27
Sneak:		70
Speech:		60
Unarmed:	60

Note that since my Barter is 50 I decide to buy all the Schematics from
the merchant caravans, and from Moira. You never know when Crazy
Wolfgang is going to suck and get decapitated by a Deathclaw, so I make
sure to get those Schematics while I can. I also now seriously consider
buying items for my house.. besides the My First Infirmary, anyways.

Megaton - Craterside Supply (cont'd)				{WLK015}
o======================================================================o
Sequence of Events:
		1) Continuing the Wasteland Survival Guide
		2) Anchorage Memorial
		3) Chapter 2 Completed
		4) Back to Anchorage
		5) Anchorage Memorial Facility
		6) The Anchorage Memorial Stash

1) Go back to Moira with your proudly earned injuries. For the record,
I was crippled by a Robobrain I encountered north of the Ghoul town, if
anybody is wondering just when I did this quest. She'll patch you up,
good as new and give you an Environmental Suit and three Med-X's. This
is a good suit for exploring places like.. the Jalbert Brothers Waste
Disposal, for example. She'll give you the next task as well, to hide
a scanning device in a Mirelurk lair. On top of that, she wants you to
not kill any of the Mirelurks while you're at it. That means one of two
things. Either you trust your stealth enough to sneak around, or you
make a mad dash, plant the sensor, and get out. Either way doesn't sound
good, so now's a good time to use some of those Stealth Boys we've
been finding, and I've been purposely telling you to collect. Why did
we take a break from the Wasteland Survival Guide? To get those Stealth
Boys. Also hitting level 12 and getting the Silent Running Perk helps.
Now is also a good time to buy that Infirmary, if you haven't already.
Especially since we now have a decent Barter skill. It's still
expensive, but it does answer that annoying Rad problem quite nicely.
Also you can ask her about the escaped andriod now that we've started
'The Replicated Man.' Anyhow, onward to the Anchorage Memorial.

Anchorage Memorial
o======================================================================o
2) Head over to the south eastern side of the island the memorial is
on and enter through the Memorial Service Entrance [Very Easy]. Enter
stealth mode and use a Stealth Boy. Head straight down the tunnel and
continue going east when the path branches four ways. To either side
of you will be a Mirelurk guarding an egg clutch. Plant Moira's observer
right in any of the egg clutches, turn around, and leave. There, that
wasn't so bad, was it?
<---------------------------------------------------------------------->
3) Return to Moira and claim your reward for this quest. You'll get
five Stealth Boys and the Shady Hat, which is a nifty little item that
raises your Sneak and Perception, while looking fashionable. Now chapter
2 is completed, you'll get three more quests to do. She wants you to
find out about Rivet City's history, go to the RobCo factory and figure
out how to harness old technology, and visit your local library. The
Library is the least annoying of the three, so lets start there. This
wouldn't be much fun if we didn't do any exploration on our way there
though, now would it? First, however, it's time to clear out the
Anchorage Memorial. Now that the Wasteland Survival Guide quest
involving it is over we can kill as many Mirelurks as we damn well
please. Time to put that Sneak skill to good use getting sneak attack
criticals on Mirelurks.

Anchorage Memorial Facility Bay
o======================================================================o
4) This time enter through a door [Average] at the bottom of a staircase
on the south western end of the island. Kill whatever Mirelurks you find
and loot the body of a Mercenary. On his body you'll find the note
'Merc's Orders'. Work your way down stairs and go through the door
leading to the Anchorage Memorial Facility.

Anchorage Memorial Facility
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine
Dean's Electronics

5) Search the upper level for minor loot. Downstairs you'll find the
body of Ted. Search it for the 'Note For Ted' note. Play with the
computer [Average] and select the 'Unlock Secure Medical Safe' option.
In the room to the west you'll find a floor safe under one of the
tables. Loot it for a Door Component and a copy of Dean's Electronics.
On another table in this room is a D.C. Journal of Internal Medicine. Go
through the door on the lower floor to reach the Anchorage Memorial
Facility Bay. Head down to the Memorial Service Entrance-the same place
you placed Moira's observer. You could explore the Memorial Facility
Offices.. but there's not really much there besides Mirelurk's and their
eggs.

Memorial Service Entrance (cont'd)
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

6) Go to the northern end of the tunnels and find the locked door (which
would be the north eastern most door). With the door component and at
least 35 points of Repair you'll get it open. Inside is a pretty good
stash of loot. Take the Nuka-Cola Quantum, the U.S. Army: 30 Handy
Flamethrower Recipes. Also grab the Anchorage Stash Key, the Anchorage
War Memorial Stash note, and the unique sledgehammer, 'The Tenderizer'.
Head back into the eastern part of the level (not the sewer portion)
and go downstairs as far as you can. You'll come into a room with dead
Mirelurks and meat hooks. One of the fridges in this room contains the
Anchorage Stash, which contains 360 Caps, some Mirelurk food-products,
and the Recipe - Mirelurk Cakes. We're done with the Anchorage Memorial,
the completion of which got me to level 15. Time to head back to
Megaton to stash loot and get ready to head towards the Arlington
Library.

The Tenderizer (Melee Weapons)
Maximum Damage: 47
AP Cost: High
Ammo: None
Clip Size: N/A

It does about 50% more damage than a normal Sledgehammer. If you use a
Sledgehammer, you might as well use the Tenderizer.

***LEVEL UP***
Small Guns gets all the attention this level, it's beyond time we become
good at shooting things. For the perk, we'll go with Robotics Expert.
We didn't get that Science skill all the way up to 75 for nothing, after
all. We got it so high to hack computers and stuff.. but also for
Robotics Expert!

Level 15
HP:	360
AP:	79
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	35
Lockpick:	75
Medicine:	60
Melee Weapons:	25
Repair:		50
Science:	75
Small Guns:	27 + 20 = 47
Sneak:		70
Speech:		60
Unarmed:	60

Megaton to Arlington Library					{WLK016}
o======================================================================o
Sequence of Events:
		1) Car Dealership
		2) Scavenger Bridge
		3) Red Racer Factory
		4) Factory Floor
		5) CEO Offices
		6) Raider Shack
		7) Nuka-Cola Plant
		8) Nukalurk!
		9) Through the Glowing Blue Water..
		10) Winger Mercier's Mission
		11) Obtaining the Formula
		12) Pulowski Preservation Shelter
		13) Flooded Metro
		14) Raider Fort
		15) Raider Building
		16) Alexandria Arms
		17) Talon Company Camp
		18) Arlington Public Library Lobby
		19) Follow the Brotherhood
		20) Arlington Library Media Archives
		21) The Archive
		22) Arlington Library Children's Wing

Car Dealership
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

1) Arlington is fairly far south on the map, just a ways south of the
Citadel. Since we haven't 'officially' explored down there, we might
as well do so on our way to the Arlington Library. Head to the Sewer
Waystation. You should see (on your World Map) a highway that runs
between the Sewer Waystation and Super-Duper Mart which runs south
around Arlington. Get on that road and follow it. Over the road you'll
see a bridge with a chain fence on it. Get up to that bridge and follow
the road to the west. It'll turn south and west again, but you'll find
a Car Dealership (unmarked) across from a water tower. Go inside and
jump on the car to the east. Then jump on the raised platform east of
it. On a generator you'll find a copy of U.S. Army: 30 Handy
Flamethrower Recipes next to an Empty Soda Bottle. Leave and head east
to get back on the main highway leading south.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual
Duck and Cover!
Grognak the Barbarian

2) You'll discover another bridge with a chain fence around it. Go to
that bridge to discover a Scavenger and their shack. On one of the
shelves in the Scavenger's shack you'll find three books, a Chinese
Army: Spec. Ops. Training Manual, a Duck and Cover!, and a Grognak the
Barbarian. Be sure to steal them all before continuing south.

Red Racer Factory
o======================================================================o
***BOOKS***
Grognak the Barbarian

3) Continue to follow the road until it goes under another bridge
leading east. Follow the road east until it leads you to the Red Racer
Factory. In the bed of an over-turned truck filled with radioactive
barrels you'll find a copy of Grognak the Barbarian. Continue into the
factory.

Red Racer Factory - Factory Floor
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine
Dean's Electronics

4) Go through the door to the north to find a room with a conveyor belt,
above which is a large tricycle with a Teddy Bear on top. Go around the
conveyor belt machine to the west to find some metal drums. Jump on them
and use them to get up on top of the conveyor belt machine housing.
You'll find a copy of Dean's Electronics near a tool box. I met my first
Feral Ghoul Reaver during this exploration, and I must say, it wasn't as
unpleasant an experience as I had feared. In a straight fight, these
things are some of the toughest enemies in the game. Of course, they can
be neutralized with a Paralyzing Palm, but that's still a few levels
away. The only solution I've struck upon for dealing with Reavers
Paralyzing Palm is to sneak attack them. Popping a Psycho before hand
certainly helps.. and maybe a Jet. In the eastern part of the factory,
in a room north of the room that protrudes furthest to the east you can
find a D.C. Journal of Internal Medicine. It's against the easternmost
wall, and the only way to reach the ledge it's on is to jump down from
the railing above. There's a Sledgehammer, a Wrench, a Hammer, and a
step ladder on the ledge you need to reach, so you should recognize it
when you see it. The book is hidden under a bucket between two pieces of
machinery, near a tool box. Get to the upper levels and head to the CEO
Offices.

Red Racer Factory - CEO Offices
o======================================================================o
***BOOKS***
Nikola Tesla and You

5) In the first room to your right you'll find a Chip Broadcast Terminal
[Average] which you can use to find out why everything's head exploded.
Across the hallway you'll find another door [Average] with some ammo
boxes behind it and a copy of Nikola Tesla and You on a shelf. Continue
west and kill whatever Super Mutants you find. To the south you'll find
some uninteresting bathrooms, and to the north you'll find a storage
room with a computer [Average]. Read the notes to find out that some
wacky Surgeon character has been capturing Ghouls and Super Mutants to
experiment on. Go back to the room with the stairs and head up to find
the Surgeon. Kill the Surgeon and take the Surgeon's key and unique lab
coat. You'll find another one of the Surgeon's terminals [Average],
which talks about Stefan like he's something special. Use the Surgeon's
Key to unlock the wall safe and the safe on the floor for some goodies.
In Stefan's cell you'll find a Nuka-Cola Quantum.
<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets
U.S. Army: 30 Handy Flamethrower Recipes

6) Exit the Red Racer Factory and head east up a ramp. Keep going east
between two buildings to find a Raider camp, where a lone Raider and
its Raider Guard Dogs will be waiting. Kill them and loot. Near some
ammo boxes by the bed you'll find a copy of U.S. Army: 30 Handy
Flamethrower Recipes. On a counter nearby you'll find a copy of Gun and
Bullets as well.

Nuka-Cola Plant
o======================================================================o
***BOOKS***
Dean's Electronics
U.S. Army: 30 Handy Flamethrower Recipes
Tales of a Junktown Jerky Vendor

7) Head back to the large road you were following south and continue to
follow it. Make sure to hit the diner west and a little south of the
Red Racer Factory to find a copy of U.S. Army: 30 Handy Flamethrower
Recipes, which is on a table behind the counter. Go west along the road
a bit more to find a truck, in the back of which is a copy of Dean's
Electronics on a footlocker. But now we're getting awfully close to
Andale, and hence, off track.. but not too off track to grab one more
book. Head north from the truck to find a ruined building behind a
fence. Use the term 'building' and 'fence' loosely. Up a ramp in a blue
shelter you'll find a copy of Tales of a Junktown Jerky Vendor near a
bed. Head back east to the main road and follow it south until you find
the Nuka-Cola Plant, which you might as well explore, since we're
passing so close. We'll likely get enough Nuka-Cola Quantums to never
need to bother exploring the Nuka-Cola Plant, but one can never have
enough swag, right? Search around the building for some loot before
heading inside.

Nuka-Cola Plant - Factory Floor
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual
Dean's Electronics

8) Go over by the counter in the middle of the first room and look up.
You'll see a hole in the ceiling with a filing cabinet stretching the
gap. Search the filing cabinet to obtain a copy of Chinese Army: Spec.
Ops. Training Manual. How sneaky! Head to the east to find a room with
a number of refrigerators. On the L-shaped counter in the middle of the
room you'll find a copy of Dean's Electronics. To the north of the room
you entered into you'll find a very enticing door [Very Hard], as well
as less locked routes to the east and west. Head west to find a small
mostly looted room, then head east. You'll find a number of intact
research terminals that catalogue the creation of Nuka-Cola Quantum. I
guess they never heard of test monkeys? There's a safe on the wall we
can't open yet, so head north into a factory room. Head north through
another door to find a Nukalurk!.. Odd. Continue on to find a door
leading to the Storage and Mixing Vats.

Nuka-Cola Plant - Storage and Mixing Vats
o======================================================================o
9) Go around a corner and dispatch some Nukalurks. On a counter you'll
find a Laser Pistol, some Energy Cells, and a terminal [Very Easy]
that you can use to activate a Protectron. Why you would bother I have
no idea, as the Protectron won't last a second against a Nukalurk. There
are also some Pulse Grenades on a metal shelf. Continue down some stairs
into some awfully bright blue water. You'll enter into a large room with
plenty of Nukalurks. Bear in mind that even though they are all called
Nukalurks, some are stronger than others. Go up the second flight of
stairs you find and jump down to an area to the north. Head east up some
stairs to reach the Offices.

***WEAPON INFO***
Pulse Grenades (Explosives)
Maximum Damage: 22
AP Cost: Low
Ammo: Pulse Grenades
Clip Size: 1 (1 grenade/shot)

They do a pittance of damage against living creatures, but they work
wonders against Robots. For this reason, you'll typically find them
kept as counter-measures against machines. Frankly, I'd rather use a
Missile Launcher to a Frag Grenade, and a Frag Grenade to a Pulse
Grenade. Why carry around a bunch of (cumulatively) heavy grenades that
only really affect robots? Unless you're going to the National Guard
Armory, there's no real point. Also, if you have Robotics Expert, this
becomes even more moot. Why chuck a grenade when you can just sneak up
on them?

Nuka-Cola Plant - Offices
o======================================================================o
***BOOKS***
Big Book of Science
Lying, Congressional Style

10) There are plenty of Radroaches about, who do what they do best-show
up as red threat markers and distract you from the real enemies. On the
eastern edge of the level, above the staircase leading up to the second
floor you'll find a locked door [Hard]. The most interesting thing in
this room is the note 'Help Me', which is preposterous in its absurdity.
Head upstairs, turning around the corner to the north, then taking the
first door on the right. Once inside this room take the door leading
north to find a safe near a working terminal. Loot the safe and grab a
copy of Lying, Congressional Style on top of the safe. Head back out
into the hallway and go west until you find a door on your left. Inside
will be a room with a large hole in the floor.. another room with a
large hole in the floor. Go around the hole to find the body of Winger
Mercier, on him he has the note 'Finding the Formula', which talks about
finding the formula for Quantum at this plant, then reporting to the
Red Rocket Tricycle Factory (Red Racer). Head into the room to the north
and grab a Big Book of Science off the desk. Now head back to the stairs
and head up through a door to the Factory Floor.

Factory Floor (cont'd)
o======================================================================o
***BOOKS***
Tumbler's Today

11) Go east and Head down the stairs to find a robot named Milo,
Shipping Foreman. He'll ask for some information you don't have. You can
use [Robotics Expert] to turn off his security programming, or succeed
at a Speech check to lie. Ask him for the shipping manifest to get a
computer passcode, and ask for the key to the Research Safe to get into
that safe we found near the beginning of our exploration. Go into the
room Milo was in and access the terminal to find out where all that
Nuka-Cola Quantum was shipped. We've already hit Paradise Falls and the
Super Duper Mart, that only leaves the Old Olney Grocery, which is
crawling with Deathclaws. Open the door in the room to find a closet
with a safe [Easy] and a copy of Tumblers Today on a bookshelf. Among
the loot in the safe is a Stealth Boy. Head back up the stairs and
continue along the walkways to find a bottling room to the east, which
is significant only in its lack of loot. Follow the walkway south to
find another uninteresting bottling room. Head downstairs and through a
door to the west to come into the room that connects to the lobby, so
long as you can pick the locked door [Very Hard].. that or hit the
electrical switch near it. Now go to the room west of the lobby and open
the previously unaccessible safe to get the Nuka-Cola Clear Formula. If
you travel back to the Red Racer factory you'll be bothered by Goalie
Ledoux and his gang. You can either get into a fight, or sell the
Nuka-Cola Clear Formula for 250 Caps.. 400 if you succeed at a Speech
challenge. Of course, we all know what the best option is, don't we?
Sell them the formula, get their Caps, then kill them. On the Goalie
you'll find Ledoux's Hockey Mask, which gives you a bonus 25 Action
Points while you wear it.. which is pretty awesome, really.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

12) Get back on the highway and continue following it as it turns east.
You'll likely have to fight Raiders along the way, but by now Raiders
should be nothing. Keep going until you find the Flooded Metro, outside
of which you'll find a random encounter. More importantly there's a
Pulowski Preservation Shelter with a few Stimpaks, a Pulse Grenade, and
a copy of Chinese Army: Spec. Ops. Training Manual. Head into the
Flooded Metro.

Flooded Metro
o======================================================================o
***BOOKS***
Guns and Bullets

13) Head east, then north down a tunnel, then east through a sewer, then
north again through a door and into a room. To the west, past some
stairs you'll see a pillar. Follow the blood trail around it to find
a skeleton with a Scoped .44 Magnum, some Jet, some .44 Magnum ammo,
and a copy of Guns and Bullets. Explore the Flooded Metro. At the bottom
of the metro you'll find a Wastelander's shelter and a unique Power
Fist called the Shocker. You'll also find a Nuka-Cola Quantum down
there. Far to the west you'll find the exit to the Mason District. You
might as well discover the location, even if were won't explore it yet.

***WEAPON INFO***
The Shocker (Unarmed)
Maximum Damage: 38
AP Cost: Low
Ammo: None
Clip Size: N/A

It's inferior to Fisto! in raw damage, but it's supposed to do extra
damage against robots. Frankly I'd just prefer to keep Fisto!, which
does extra damage against everything.

***LEVEL UP***
Small Guns reaches a natural 50, and I start working on Explosives,
which needs to get to a 60 due to the Bobblehead we found for it. It's
time just to get everything up to 50. I pick the Action Boy (or Girl)
Perk to give my action points a huge boost.

Level 16
HP:	370
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	35 + 17 = 52
Lockpick:	75
Medicine:	60
Melee Weapons:	25
Repair:		50
Science:	75
Small Guns:	47 + 3 = 50
Sneak:		70
Speech:		60
Unarmed:	60
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated
Tumblers Today

14) Head south east of the Flooded Metro to find a rather large Raider
fort. One Raider has a Missile Launcher. Don't get shot at while you're
on the highway, as the numerous cars nearby will detonate, and make you
sad. On a counter in the fort you'll find a copy of Pugilism
Illustrated, and in a wooden crate you'll find a Nuka-Cola Quantum. Up
by where the Raider with the Missile Launcher was you'll find its pad,
a bed, some ammo boxes, a first aid box, and a copy of Tumblers Today.
<---------------------------------------------------------------------->
15) Continue east along the road to find Arlington Library. You'd think
that by finding the place, our trip would be nearing completion.. yeah.
Go across the highway to the north west until you find a Raider hiding
in a bombed-out building. There are numerous landmines and traps in
and around his building, so proceed with caution. He's got a number of
safes to loot, two of which include Scoped .44 Magnums, and plenty of
drugs.

Alexandria Arms
o======================================================================o
***BOOKS***
Duck and Cover!
Guns and Bullets

16) East of the Raider house you'll find Alexandria Arms. Inside are a
bunch of Raiders, which you can easily dispose of. In a room in the
southern edge of the Local Map you'll find a copy of Duck and Cover! on
a bookshelf. You'll also find a copy of Guns and Bullets in the upstairs
portion of the Alexandria Arms, just east of the middle of the map. The
book is on a counter near some ammo boxes. Use the terminal [Average] or
pick the lock [Average] to get into a small storeroom. Among its many
treasures you'll find a Nuka-Cola Quantum.
<---------------------------------------------------------------------->
***BOOKS***
Nikola Tesla and You

17) Go to the Arlington Library and head around the eastern side of the
building. You should come across some Talon Company Mercenaries. Kill
them and keep heading south east. You'll eventually come across a
Talon Company camp, with a Mark V turret and Sentry Bot included. You'll
also have the pleasure of coming across a merc with a Missile Launcher
and a Sniper Rifle, so it can be quite a fight. Once they're all dead
loot the camp. On the top level you'll find a copy of Nikola Tesla and
You and a Stealth Boy on a small table. If you follow the road east
from the Talon Company camp you'll find a door leading down to a Sewer.
Inside are several Raiders, and you can score a few ammo boxes and
other loot while down here, if you're so inclined. Now it's time to
head back to Arlington Library.

Arlington Public Library Lobby
o======================================================================o
***BOOKS***
Guns and Bullets

18) Go around the western side of the building until you find a
Pulowski Preservation Shelter. Inside will be a copy of Guns and Bullets
for your looting pleasure. Now head inside. You'll immediately be
bothered by Scribe Yearling from the Brotherhood of Steel. She'll ask
you to find and bring her Pre-War Books, for which she'll pay you very
generously. You have been holding onto them, right? She'll also give you
the note 'Arlington Library Password'. Activate the computer and access
the card catalogue to complete one of Moira's objectives. Now it's time
to hunt for the archives.
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science

19) Head upstairs and grab the Stealth Boy off the counter. In a room
in the north western corner of the level you'll find a Big Book of
Science on a desk. When you're done exploring upstairs.. besides the
large room full of books to the west.. head back to the lobby and
explore the ground floor. Go through the door opposite the entrance to
find some bathrooms. Follow the hallway to see a pair of Brotherhood
soldiers sneaking about. They'll go into the large western room and get
into a fight with some Raiders. I prefer to let the Brotherhood take
care of business. After they're done they head into the Arlington
Library Children's Wing. Loot the room for some ammo boxes and Pre-War
Books and head through the door to the Arlington Library Media Archive.

Arlington Library Media Archives
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

20) Go up some stairs to find two Brotherhood Paladins fighting some
Raiders. They should clean up pretty well. Follow them south past the
pitching machine, around a corner and through a door and up some stairs.
At the top of the staircase head east, then north to get to the north
western corner of the level. Inside the room is a turret, a Pre-War book
on a printing press, a box of 'Restoration Supplies', and some Frag
Grenades on a table. Wee. I let the Brotherhood guys lead the way. If
they kill everything, just as well. If they die, then I get to steal
their juicy Power Armor. It's a win-win. Once the fighting is over loot
the lower levels, we aren't skipping all that loot, just keeping up with
the Brotherhood long enough for them to absorb most of the punishment
down here. Make sure to explore the room to the west of the stairs we
came up (it's a room with a pool table and a Nuka-Cola Vending Machine.)
In this room you'll find a copy of Tales of a Junktown Jerky Vendor on
a table in the north west corner.
<---------------------------------------------------------------------->
***BOOKS***
Tumblers Today

16) When you're done looting the downstairs head upstairs and keep
searching until you reach the south western corner of the map. You'll
find a large room with several Raiders inside, with the middle roped off
with barbed wire like in the turret room downstairs. Search one of the
desks on the perimeter of the room to find a copy of Tumblers Today.
Also on the perimter you'll find a small round table with a wooden crate
and two skulls on it. Behind the crate is a Nuka-Cola Quantum. And most
importantly, search the middle of the room to find a desk with a Pre-War
book on it, and the terminal 'Arlington Public Library Public Terminal'.
Select the  'Transfer Library Archives' options, and you're done with
this quest. First, however, head through the door nearby that leads to
the Children's Wing.

Arlington Library Children's Wing
o======================================================================o
***BOOKS***
Guns and Bullets
Lying, Congressional Style
Lying, Congressional Style

***SHEET MUSIC BOOK***

21) Head south and grab an ammo box, then go west over a collapsed
bookshelf to find another, more vertical bookshelf. On it you'll find a
copy of Guns and Bullets, three Pre-War Books, some Shotgun Ammo,
Stimpaks, and a Sawed-Off Shotgun. Now drop to the floor below and loot
the safe [Average], before dropping down to the next, and lowest level.
Kill the Raiders and loot. Head north out of the room and turn east or
west, depending on the door you went through to find an eating area,
replete with coffee machines, a Nuka-Cola vending machine, and an
Eat'o'tronic. On the counter between two coffee machines you'll find a
copy of Lying, Congressional Style. In one of the rooms to the west
you'll find a booby-trapped terminal and a Pre-War Book. In the same
room you'll find a Sheet Music Book lying on the floor next to a music
stand. Now head back to Megaton. Moira will give you 450 Caps and a
copy of Lying, Congressional Style. Nice. I also leveled up trekking
through the library. I choose to do the RobCo factory quest next. Moira
wants you to head over to the RobCo Factory and connect a widget to the
mainframe to get control of the factory's robots. Don't be smart and
use your [Robotics Expert] to answer the section yourself.. just go and
do it.

***LEVEL UP***
Explosives reaches a natural 50, with the Bobblehead making it 60. I
shouldn't be troubled by any more traps in the game. Also, we'll need a
good Lockpick score soon enough, so it's time to get it within striking
distance of 100. Also, I get myself up to 70 Unarmed in anticipation of
Paralyzing Palm. I pick the Better Criticals Perk to make my main sneak
attack tactic that much more effective.. 50% more, to be exact.

Level 17
HP:	380
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	52 + 8 = 60
Lockpick:	75 + 2 = 77
Medicine:	60
Melee Weapons:	25
Repair:		50
Science:	75
Small Guns:	50
Sneak:		70
Speech:		60
Unarmed:	60 + 10 = 70

Megaton to RobCo Facility					{WLK017}
o======================================================================o
Sequence of Events:
		1) Fairfax Ruins
		2) Fairfax Metro
		3) Fort Independence
		4) Casdin's Trust
		5) Fort Independence, Lower Level
		6) Andale
		7) Overlook Drive-In
		8) Raider Outpost
		9) Yao Guai Cave
		10) Raider Outpost, Cont'd
		11) Cliffside Caverns
		12) Tinker Joe
		13) RobCo Facility
		14) Activate the Mainframe

Fairfax Ruins (Utility Tunnels)
o======================================================================o
1) Head south west until you find the Fairfax Ruins, which is crawling
with Raiders. You can score a good bit of loot and experience rummaging
around these ruins and killing Raiders. There are also some Utility
Tunnels around that have more loot and Raiders in them. You'll have to
be careful aruond here, as there are plenty of landmines lying around.
While you're here, you might as well explore the Fairfax Metro.

Fairfax Metro
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

2) Head east into the metro, taking care to avoid landmines. Down in the
large open metro hub disarm the rigged shotgun in the ticket booth and
loot the ammo boxes and first aid boxes inside. Head down the stairs and
search the rubble to the south east, where you can find a Chinese Army:
Spec. Ops. Training Manual on the ground. Leave the Metro and head west
until you find Fort Independence.

Fort Independence
o======================================================================o
3) Head down under a bridge. Fort Independence is where the Brotherhood
Outcasts are based, and one will yell at you when you approach. You'll
see the Outcast defenses take out some Raiders fairly easily. Defender
Morgan will talk to you again. Ask her how to sign up and she'll let
you meet Protector Casdin, whom, if you talk to him, will offer to trade
technology for .556 ammo, Grenades, Stimpaks, or Rad-Away. I've never
really bothered with this, as high-tech devices are something that I'd
rather have for myself, rather than hand over to Outcast goons. If you
break into Fort Independence, you'll turn all the Outcasts hostile, so
we wont be doing that yet. Gaining access is a work in progress which
will be much easier later on in the game, but if you shovel together
enough junk you'll get yourself admittance. For the sake of continuity
we'll cover Fort Independence in its entirity here.

You don't want to turn in any energy weapons you find, as they'd be
better off serving you. Also, you can typically use even the crappiest
of energy weapons to repair others. Even a Laser Rifle in lousy
condition is worth more sitting in your home rather than being traded.
Also you don't want to trade in Power Armor.. for obvious reasons.
Trading Outcast Power Armor is an extra bad idea, as they'll just
confiscate it. Once you start dealing with the Enclave and can readily
hunt them for their armor and weapons you might consider being more
generous-after all, by then what do Caps really matter? Note that when
you trade him Enclave Power Armor, he'll shamelessly equip it right in
front of you! In my eyes the easiest things to trade (besides Enclave
Power Armor, when it becomes abundant) are Sensor Modules, and it also
gives the best rate of return for how much they are worth. Below is a
list of all the items that Protector Casdin is interested in, and the
rewards you'll get for turning them in:

o=======================o=======o===============o=======o==============o
|Trade Items:		| 5.56mm| Frag Grenades	|RadAway|   Stimpaks   |
o=======================o=======o===============o=======o==============o
|Alien Blaster x1	|  x484 |      x20      |  x20	|     x20      |
|----------------------------------------------------------------------|
|Alien Power Cell x12	|  x240 |      x11      |  x11  |     x11      |
|----------------------------------------------------------------------|
|Enclave Power Armor x1	|  x240 |      x11      |  x11  |     x11      |
|----------------------------------------------------------------------|
|Enclave Power Helmet x1|   x48 |       x3      |   x3  |      x3      |
|----------------------------------------------------------------------|
|Laser Pistol x1        |   x24 |       x2      |   x2  |      x2      |
|----------------------------------------------------------------------|
|Laser Rifle x1		|   x96 |       x5      |   x5  |      x5      |
|----------------------------------------------------------------------|
|Plasma Pistol x1	|   x48 |       x3      |   x3  |      x3      |
|----------------------------------------------------------------------|
|Plasma Rifle x1	|  x144 |       x7      |   x7  |      x7      |
|----------------------------------------------------------------------|
|Power Armor x1		|  x192 |       x9      |   x9  |      x9      |
|----------------------------------------------------------------------|
|Power Helmet x1        |   x48 |       x3      |   x3  |      x3      |
|----------------------------------------------------------------------|
|Sensor Module x1	|   x12 |       x1      |   x1  |      x1      |
|----------------------------------------------------------------------|
|Tesla Armor x1		|  x288 |      x13      |  x13  |     x13      |
o=======================o=======o===============o=======o==============o

After you give him enough stuff you'll earn the trust of the Outcasts,
for what it's worth. After you earn their trust you can steal the
'Fort Independence Access' key from Casdin, or pick the locked door
[Hard]. You could do this before, but as I previously said, it would
turn all the Outcasts hostile. Once their trust has been gained,
however, you can break in without them caring too much. I sense that
there's a trigger missing-inside the Brotherhood Outcasts talk as
though you've been given access to Fort Independence, and aren't just
breaking in. "Casdin says you're clear." Anyways, the important thing
is that you're in now.

Fort Indpendence (Interior)
o======================================================================o
4) Although the place isn't as lively as the Citadel, you can still
score plenty of components (as could be expected.) In the eastern room
you can find two locked safes [Easy], and a 'Field Reports' terminal
from which you can download the notes 'Fort Independence Field Report 1'
and 'Fort Independence Field Report 2', which talks about the Outcasts'
feud with the Raiders over in Fairfax. In the central room there's a
Nuka-Cola Quantum, and in the western room there's not really much
notable loot besides a first aid box. Take the stairs down to the Fort
Independence Lower Level to get at the real loot.

Fort Independence Lower Level
o======================================================================o
5) You either have to hack the 'Door Terminal' [Hard].. or grab the
'Fort Ind. Terminal Access Password' from the nearby desk. Continue down
the stairs to the bottom (there's a door along the way, beyond which is
some rather uninspiring loot). Go through a door to the south and
eventually the path will split with stairs going up to the left, and
stairs going down straight ahead. Upstairs you can find the 'Turret
Control System' terminal [Average], which might be handy if you're
assaulting the place. Since we're not, go down the stairs and enter the
room to the west and break into a locked footlocker [Easy] to obtain
the 'Fort Ind. Storage Key'. The room to the east is an infirmiry,
where medical components and drugs can be found. Finally, in the second
room to the west you'll find all the 'Research Terminals' you could ever
ask for, each of which will give you a note on a specific weapon or
another. Go through the locked door [Hard] to the south which can be
alternatively opened with the key we found earlier. Inside you'll find
a Minigun in perfect condition, six ammo boxes (two of which contain
Alien Power Cells), three first aid boxes, a Plasma Rifle, a Laser
Rifle, two Mini Nukes, and the unique Missile Launcher, Miss Launcher.

***WEAPON INFO***
Miss Launcher (Big Guns)
Maximum Damage: 241
AP Cost: High
Ammo: Missile
Clip Size: 1 (1 round/shot)

At first, this might seem light a pretty cool gun. It weighs five pounds
less than a normal Missile Launcher and does 25% more damage.
Unfortunately, it's called 'Miss Launcher' for a reason, and it ain't
no lady. As the Research Terminal in Fort Independence noted, after
tinkering with this Missile Launcher it's just not right anymore.
Instead of the long-ranged trajectory of a normal Missile Launcher,
the Miss Launcher has about the trajectory of a Fat Man. It's horribly
inaccurate, and nearly useless as a Missile Launcher.. but it does
somewhat function like a short-ranged grenade launcher of sorts.

Andale
o======================================================================o
***BOOKS***
Grognak the Barbarian

6) Head south from Fort Independence/Fairfax until you find Andale, a
nice, quiet little town consisting of three houses, the Smith's House,
the Wilson's House, and Old Man Harris' House. Go into the Smith's
House and talk to them. They're definately weird people.. Steal the
Andale Basement Key from the bedside table and go explore the Wilson's
House. You'll find that they are just as weird. Take the Andale Shed Key
from the bedside table and go bother Old Man Harris. Old Man Harris has
a bit of a different take on things.. he seems to know what century he
lives in, first of all, and tells you to get out of town while you still
can, and that the others are cold-blooded killers. Also note he's the
only one that doesn't have Strange Meat in his fridge. Your spidey
senses should be tingling. Go explore the Garden Shed and you'll find
quiet a few skeletons inside, along with fridges with more Strange Meat
and a selection of Combat Knives. When you leave you'll be confronted
by the adults of Andale. If you succeed at a Speed check they'll let
you go, if not you'll have to fight them. Kill the cannibals and
report to Old Man Harris, who will tell you that he's taking in the
kids. If you want, explore the basement of the Smith's house to find
a scene similar to that of the Wilson's shed. Make sure to grab the
Rippers and the copy of Grognak the Barbarian on the floor of the
Smith's House Basement near some bloodstains before leaving Andale for
good.

***WEAPON INFO***
Ripper (Melee Weapons)
Maximum Damage: 47
AP Cost: Very High
Ammo: None
Clip Size: N/A

There's no doubting that the Ripper is a very powerful melee weapon..
even stronger than a Super Sledge! It's not too expensive to maintain,
but it's useless in V.A.T.S. Still, it's not really a V.A.T.S. weapon.
Get up to somebody and hold down the fire button and rip them to shreds.

The Overlook Drive-In
o======================================================================o
7) Head west until you find The Overlook Drive-In, which has several
Raiders milling around it. If you want to kill them in style, cause
one of the cars to explode, which will start a chain reaction that
destroys everything. Of course, then you have to search for pieces to
loot, but it's good fun as long as you're not caught in the blast. Head
north west until you find a Raider Outpost, by which I mean a cave. You
will have to pick the lock to a gate [Hard] to get in.

Raider Outpost
o======================================================================o
***BOOKS***
Grognak the Barbarian

8) There are plenty of landmines ahead, but fortunately most of them
are in plain sight. Go west until the cavern opens up. Keep going west
over a wooden bridge to reach the first platform, where you'll see a
generator with some lights pointing at it. Circle around behind the
generator to find a copy of Grognak the Barbarian lying on the ground
near it. You might be wondering where all the Raiders are. Answer that
question by heading north when the paths splint, instead of heading
west. You'll eventually come across a Yao Guai, and later on, an
entrance into the Yao Guai Cave.

Yao Guai Caves
o======================================================================o
***SCHEMATICS***
Schematic - Nuka-Grenade

9) Head down the tunnel and disarm the Frag Mines that are still there.
This is going to work alot like our trek through the Yao Guai Tunnels,
sneak around and blast every stupid mutated bear you see with your
Combat Shotgun. Maniacal laughter optional, but encouraged. There's
little reason to be down here, but make your way to the ground level
and search the north western corner of the large central chamber to
find the Schematic - Nuka-Grenade. Once you gained this item, return
to the Raider Outpost and continue on with the western path.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

10) continue west into the lower portions of the cavern. Kill the raiders
you meet in the circular room when you reach the lower level. You'll
now get a fork in the road, one path leading south east and another
heading north east. Take the north path first, as the south just leads
back into the Capital Wasteland. You'll come across a wooden platform
with two beds on top, which is guarded by two Raiders, one of which has
a Missile Launcher. Kill them and grab the Chinese Army: Spec. Ops.
Training Manual that's on top of the wooden dresser. Try not to let the
Missile Launcher guy shoot nearby, as there's a good chance he'll blow
the book somewhere unreachable.
<---------------------------------------------------------------------->
11) Follow the tunnel and kill the Raiders until you find a tent filled
with loot, the best of which is a Mini Nuke. Now head back the way you
came and explore the south eastern route. Stop to grab the Nuka-Cola
Quantum on the table near the generators before continuing into a
tunnel to the south. These tunnels will eventually lead back to the
Capital Wasteland, where you'll discover the Cliffside Caverns. From
here head north to find the RobCo Facility. Sure, we picked a round-
about route to get there, but the important thing is.. well, that we
got there, eventually.

***LEVEL UP***
I get Lockpick up to 87. With my build, if I pop a Mentats I can raise
my Perception up to 10 (four points) which will give me an eight bonus
bonus to all Perception-related skills, including Lockpick. That brings
it to 95. If I strap on a Vault 101 Utility Jumpsuit, my Lockpick score
will go up to 100 just long enough for me to do any Lockpicking I need
to do. Getting an 87 Lockpick will work just fine until we hit level 30,
at which point our S.P.E.C.I.A.L. increases and new Bobbleheads will
bring it up to 97 (Perception + Luck), which is good enough, as we
should already have four Tumblers Today anyways. I likewise get Science
up to 85. I can't increase it with Mentats, but I can always put on The
Surgeon's Lab Coat to get a +5 boost. I pick the Paralyzing Palm perk,
so I have an answer for Super Mutant Overlords and Albino Radscorpians.

Level 18
HP:	390
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	60
Lockpick:	77 + 10 = 87
Medicine:	60
Melee Weapons:	25
Repair:		50
Science:	75 + 10 = 85
Small Guns:	50
Sneak:		70
Speech:		60
Unarmed:	70

RobCo Facility
o======================================================================o
***NPC***
RL-3

12) Outside of the facility you'll occasionally find Tinker Joe standing
about. He'll sell a variety of nifty things.. pretty much anything you
could find in a tool box. If he has any, you should be keen to buy any
Scrap Metal or Bobby Pins off of him. Remember that we trade Scrap
Metal in Megaton at a rate of 10 Caps per Scrap Metal, so paying a Cap
per Scrap isn't a bad deal. You can also recruit RL-3 from him if you
have the right karma.

RobCo Factory Floor
o======================================================================o
***BOOKS***
Big Book of Science
Lying, Congressional Style

13) On the counter directly opposite the door you'll find a copy of
Lying, Congressional Style. Behide that, you'll find a bookshelf with a
Pre-War Book on it. Loot the western half of the level then go through
the doors to the east. Go north east through a door near a bookshelf and
some metal lockers and take the first east. On a bunch of machinery
you'll find a Big Book of Science and a Pre-War Book. Other than that
this level is pretty boring. There are Radroaches and Mole Rats aplenty,
and some decent looting, but nothing terribly special. When you're
ready go up the ramps to find the door to the Offices and Cafeteria.

Offices and Cafeteria
o======================================================================o
***BOOKS***
Big Book of Science
D.C. Journal of Internal Medicine
Nikola Tesla and You

14) Loot your way around to the south and east. Eventually you'll come
to a room on the southern side of the map opposite the entrance to the
Factory Floor. On one of the desks in this room you'll find a Stealth
Boy, and on another, near a first aid box you'll find a D.C. Journal of
Internal Medicine. Keep going around the perimeter of the level until
you come to a room just west of the room you entered into. On a
bookshelf you'll find another Stealth Boy, and on a table near a filing
cabinet you'll find a copy of Nikola Tesla and You. Head south and go up
some stairs. Once on the higher level go through the door just opposite
the stiars. In this room you'll find a Stealth Boy and a Pre-War Book
on a table. You'll also find the RobCo Production Mainframe, your goal.
Activate it and install the processor widget. All the machines and
defenses in the facility will activate and turn hostile, so promptly
hack the terminal [Average]. Select the 'Cease Total Liquidation'
command to make the robots friendly, and select the 'Initiate Pest
Control' option to set the robots and defenses to attack any Radroaches
and Mole Rats you may have missed. The 'Initiate Stress Testing'
command will make the robots attack each other. Either way, you're done
in the RobCo Factory, so book it back to Megaton. Moira will give you
six Pulse Grenades and a Big Book of Science. Now it's time to do the
last little bit of the Wasteland Survival Guide, which involves our
formal exploration of Rivet City. But before that, lets finish off some
core quests around Megaton and ensure that we're ready to focus on the
eastern edge of the world. This involves completing the quests 'Blood
Ties', 'Big Trouble in Big Town', 'Following in His Footsteps' 'Tenpenny
Tower', 'The Superhuman  Gambit', 'Those!' and grabbing the Bobblehead -
Barter, Bobblehead - Repair, and the Bobblehead - Small Guns. We'll turn
in our Nuka-Cola Quantums and finish 'The Nuka-Cola Challenge' when we
have enough of them.

Megaton to Arefu						{WLK018}
o======================================================================o
Sequence of Events:
		1) To Arefu
		2) Arefu
		3) Bobblehead - Repair
		4) Grocery Stealin'
		5) Northwest Seneca Station
		6) Meresti Service Tunnel
		7) Meresti Metro Station
		8) The Way of the Vampire
		9) Alan's House

1) We've explored an awful lot of wasteland up around Arefu, so that
getting there isn't really a problem. Fast travel to Fordham Flash
Memorial Field or the VAPL-58 Power Station or somewhere nearby and
head up the elevated highway to find Arefu. All that useless exploration
in the past comes in handy for the present!

Arefu
o======================================================================o
***QUESTS***
Blood Ties

2) As you approach Arefu you'll be explosively greeted by one Evan King.
He'll reveal that the town is under assault of sorts by a group of thugs
called the 'Family'. Succeed at a Speech challenge and he'll admit that
they creep him out. Offer to help and he'll ask you to check out the
houses around town to make sure everybody is okay. Ask him about the
Family and he'll give you several locations where they might be.
Moonbeam Outdoor Cinema (where we know from experience they aren't
here), Hamilton's Hideaway (they're not here, either), and the Northwest
Seneca Station (hmm..).
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Repair

3) Go check out the houses. Inside the Ewers house you'll find Ken
Ewers, who is a prick, and his wife Brailee Ewers, who is crazy and
thinks she lives in yesteryear. Seems to happen alot. Next go check on
the Schenzy residence. Inside, Karen Schenzy complains about Evan King
as much as she does about the Family. Next go check out Evan King's
House [Average], you know.. just in case, right? On a table near the
door you'll find the Bobblehead - Repair. Loot upstairs as well, as
Evan King has plenty of ammo boxes going to waste up there. Finally
check the West residence, the only place not locked. Inside you'll find
the desicated corpses of the Wests. Check them. With a high Medicine
you can determine more about what killed them, but alas, our Medicine
skill is only high enough to give us some of the information. With a
higher Medicine you'll notice that there is blackish residue on the
bodies, like the kind found in trainyards. In any event, all that
matters is that you find out that they are dead. Report back to Evan
King with the news. He'll tell you about the Wests' son Ian, and ask
you to find the Family. The only place remotely promising to us right
now is the Northwest Seneca Station, so head north find it. Bonus points
if you're brave enough to jump off the bridge into the water to get down
faster.

Northwest Seneca Station (Grocer)
o======================================================================o
4) You should easily be able to find the entrance to the Seneca Station,
but first explore the Grocer nearby. There are minor treasures within,
and only a pair of Radroaches to stop you. A few Nuka-Colas, Whiskey,
Beer, Tin Caps, Sugar Bombs, and Abraxo Cleaner make up your haul.
Behind the counter you'll find some Pre-War Money and a first aid box.
You'll also find a terminal [Easy] and a safe on the floor [Easy]. Now
exit the Grocer and enter the Seneca Station. You'll probably get
attacked by either Talon Company Mercenaries or Regulators, depending
on your alignment. If anything, this makes the looting all the sweeter.

Northwest Seneca Station
o======================================================================o
5) Go to the west to find a Nuka-Cola Vending Machine, an Eat-o-tronic,
and a Plasma Grenade in the back of one of the toilets in the bathrooms.
Head east and you'll find a Ghoul named Murphy, along with his body
guard. He'll tell you that he's trying to create a new form of Jet
called Ultrajet, which is twice as potent. He'll ask you to help him
gather some of the ingredients.. namely Sugar Bombs. He'll offer you
15 Caps a box. Succeed at a Speech challenge and get him to raise it to
30 Caps to make it even worth your while to bring them here. Ask him
about the family and he'll tell you they live east of here, he'll also
tell you that you can reach them through this metro. If you look on
your World Map you'll discover that of the four closest areas east of
here, Hallowed Moors Cemetery, Meresti Trainyard, Agatha's House, and
the Scrapyard, we've explored three of them. This leaves Meresti as the
only area east of the Northwest Seneca Station that could house the
Family. Steal what you can from them and head through the door to the
west, past the radioactive barrels, and down the manhole to the Meresti
Service Tunnel.

***WEAPON INFO***
Plasma Grenades (Explosives)
Maximum Damage: 169
AP Cost: Low
Ammo: Plasma Grenades
Clip Size: 1 (1 grenade/shot)

Plasma Grenades are a much better alternative than Frag Grenades, as
are about 50% stronger. Anything that applies to them applies to Frag
Grenades. The only downside to Plasma Grenades is that they are even
more expensive (double the price) of Frag Grenades, and much more
rare.

Sugar Bombs are normally worth 5 Caps each, and aren't normally worth
any more than any other food item.. but with Murphy paying 30 Caps per
box, that changes everything! I have a measly 38 boxes, but I give them
all to Murphy for an easy 1140 Caps. Once you've given him a good deal
of Sugar Bombs you can buy Ultrajet from him.. very few of them, but
still. They're expensive, but they are what they're advertised to be,
twice as potent as Jet.

Meresti Service Tunnel
o======================================================================o
***BOOKS***
Tumblers Today

6) It's time for us all to get reacquainted with our good friends, the
Mirelurks. Make your way north until you find a long tunnel that starts
to slopep. The path ahead is liberally strewn with traps, so keep your
eye out for pressure plate, trip wires, and landmines. Take the first
left you find and move between subway cars and you'll eventually come
upon a man named Robert behind a barricade. You can bribe him, succeed
at a Speech challenge, or show him the letter from Lucy West in order to
get past. He'll tell you to talk to somebody named Vance. Head past
Robert and steal everything you can, but especially grab the copy of
Tumblers Today from the table near the fridge. As of now, I have no way
to access the 'Meresti Trainyard Station Entry Terminal [Very Hard].When
you're done head north past Robert's little shack and enter the Meresti
Metro Station.

Meresti Metro Station
o======================================================================o
***BOOKS***
Lying, Congressional Style

***SCHEMATICS***
Schematic - Shishkebab

7) First things first, run up the stairs to the balcony and jump down
onto the northen traincar. On top of it you'll find a wooden crate,
which you can turn over in order to find a copy of Lying, Congressional
Style. You can find out where Ian is by talking to just about anybody in
the Family. Justin will tell you if you succeed at a Speech challenge,
Karl/Brianna will spill the beans if you use [Black Widow]/[Lady
Killer], and likewise , but you should talk to Vance himself to get
anything done. If you fail your first Speech challenge with him, Vance
will give you the password to the computer in the commons area so you
can 'learn' about what they are. Either succeed at the Speech challenge
or read up about the Family and identify that Vance is teaching these
cannibals that they're vampires, and that they shouldn't eat human
flesh. It's not much better, but Vance does seem to be imposing a
semblence of order on them. Ask about Ian and convince him to let you
speak to him. Up the stairs and to the south you'll find a locked door.
Activate the nearby terminal and enter the password to get access to
Ian. Talk to the little cannibal and either show him Lucy's letter or
succeed at a Speech check to get him to leave. Go back and talk to Vance
and discuss Arefu with him. You can either succeed at a Speech
challenge, make two [Medicine] checks, or an [Intelligence] check. Get
them to defend Arefu in exchange for Arefu donating Blood Packs. Vance
will agree and give you a proposal to take back to Evan King. Tell him
that Ian left the Family and he'll give you the Schematic - Shishkebab
as well. Now that you're done in Meresti, loot everything that's not
nailed down. In Vance's room you'll find a locked sword cabinet [Hard]
that has the Vampire's Edge inside. As for 'The Family's Terminal'
[Very Hard] (if you didn't get the password from Vance), and 'Vance's
Terminal' [Very Hard], those will just have to wait.
<---------------------------------------------------------------------->
8) Head back to Evan King and tell him about the arrangements with the
Family. We'll get ourselves a quest reward, which is more than enough
experience to level me up. Also, visit the Wests' house and deliver
Lucy's letter to Ian, who has taken up living in Arefu again. Go back to
Vance with the news that Evan King accepted the proposal. Ask him to
teach you the ways of the vampire and you'll get the Hematophage perk,
which allows you to drink Blood Packs in order to restore 20 health.
There's no real point to do so.. Stimpaks are weightless and they heal
for more, but hey, free perk, right?

***WEAPON INFO***
Vampire's Edge (Melee Weapons)
Maximum Damage: 31
AP Cost: Average
Ammo: None
Clip Size: N/A

It does 25% more damage than a normal Chinese Officer's Sword and weighs
merely a pound, so if you just need to stab things, this is the way to
go.. at least until you complete the expansion 'Operation Anchorage',
but that's going to take a while.

***LEVEL UP***
I get my Science to within striking range of 100 so I can go and hack
all those Very Hard computers out there.. provided I put on The
Surgeon's Lab Coat. I get Sneak to 80 and Melee Weapons to 30.. it's
time to start working towards the Ninja perk. I pick the Life Giver
perk to boost my hit points considerably.

Level 19
HP:	430
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	25
Repair:		60
Science:	85 + 10 = 95
Small Guns:	50
Sneak:		70 + 10 = 80
Speech:		60
Unarmed:	70

In case you were wondering, here's a list of all the Very Hard locks
and hacks we've passed by during this FAQ so far, so you can go back
and take care of them.. if you wish.

In the Gibson Home in Minefield there's a [Very Hard] Model of Home.
VAPL-58 Power Station has a [Very Hard] safe and a [Very Hard] computer.
The Ghoul Wastelander Shack north of VAPL-58 has a [Very Hard] locker.
The mountain shack near Rockbreaker's Last Gas has a [Very Hard] locker.
The Meresti Trainyard has three [Very Hard] terminals.

Most of the items you'll get are junk, and Meresti is only really good
for the experience, but this'll ensure there are no lingering doubts
in your mind.

Alan's House
o======================================================================o
***BOOKS***
Pugilism Illustrated

9) You'll notice that, now that peace has been made with Arefus and the
Family there are new Brahmin outside of town, more importantly, live
Brahmin. Check the house near them to find out that Alan now lives
there. Head inside to find some loot and a copy of Pugilism Illustrated
on a table by the door.

Big Town to Germantown Police HQ				{WLK019}
o======================================================================o
Sequence of Events:
		1) To Germantown
		2) Germantown Police HQ
		3) Ruined House
		4) Train Camp
		5) Police HQ - Top Floor
		6) POlice HQ - Ground Floor
		7) Police HQ - Basement
		8) Defending Big Town

1) Now, we could go complete the Wasteland Survival Guide, but there's
one more quest around Megaton we should do first. Remember when we
stopped off at Big Town on our way to Minefield? Lets finally go and
give them a hand with their problems. If you haven't yet, go help
Timebomb over at Red's Clinic, then travel north to the Germantown
Police HQ. If you're still in Meresti, it's due north of where you are
at.

Germantown Police HQ
o======================================================================o
2) The area outside of Germantown is crawling with Super Mutants, which
are fortunately not too close together. Go through the gate and kill
any Super Mutants you find. You'll discover a terminal on the desk,
which, while not having any gameplay advantages, is one of the more
interesting accounts made by survivors after the bombs fell. I always
got a bit of a chill when I disconnect user: N Kroydon, but I'm a bit
of a goof. It's one of the readings in this game that reminds me the
most of Fallout 1. Head around the western side of the build to find a
door to the Police HQ - Ground Floor [Very Hard]. If we really wanted,
we could get in there, but I prefer to circle around back and go through
the door to the top floor anyways. We'll start at the top and blast our
way down, just like Robot Jesus intended. First, however, the
Germantown Police HQ will serve as a hub for some book gathering.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

3) First head south out of the gates, past a barricade of sandbags and
down a heavily damaged road until you reach an intersection running
east-west between two destroyed houses. Take the new road west until
you find a ruined house near a billboard. Inside the house, on a wooden
shelf, you'll find a copy of Duck and Cover!
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

4) Now head back to Germantown and head north east until you find some
suspended railroad tracks. Follow them east until you find a collapsed
train. Some of the cars are shaped like a 'V', into the crux of which
has been built a Raider camp. Kill the Raiders and grab their loot,
including a copy of Duck and Cover! which is on the ground near a bath
tub. Return to Germantown again, but this time, to explore it.

Police HQ - Top Floor
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

5) In the room to the south there's an Impound Information terminal
[Very Hard] which contains some amusing stories, if nothing useful.
The room to the north has two Super Mutants scheming about their
captives from Big Town. A few well-placed shotgun shells will take them
down. In the south eastern most room you'll find a terminal [Easy] and a
safe [Easy], also on the desk next to the computer will the be the note
'Password for Lockdown Computer'. Grab it and go to the room north of
this one, carefully disarming the landmine by the door. It tends to blow
the D.C. Journal of Internal Medicine on the table away, making it a
hassle to find. Grab the book and head to the room in the north eastern
corner of the level, which has several items worth looting on some
tables. Now take the stairs down to the ground floor.

Police HQ - Ground Floor
o======================================================================o
***BOOKS***
Lying, Congressional Style

6) Head down the stairs and disarm the landmine at the landing. You
have to be wary on this level, as Radroaches make it hard to determine
where the Super Mutants are. The strongest Super Mutant on the level,
(typically either a Master or an Overlord, depending on your level)
will have the Germantown Jailors Key on him. In the classroom just east
of the jail cells you'll find a copy of Lying, Congressional Style on
a half-buried desk. In the south-western corner of the level you'll
find a Police Station Terminal [Very Hard] and a locked door [Hard]. In
the 'contraband closet' you'll find some guns, plenty of drugs, and
some ammo. In the north western corner near the exit to the Wasteland
you'll find the jails, and in one of those cells you'll find poor Red.
She'll tell you that another person named Shorty was dragged downstairs
to the kitchen a short time ago. Tell Red to stay behind-it's safer for
her anyways-and go find the exit to the basement. Make sure to grab the
Pre-War Book by the computer in the jail.

Police HQ - Basement
o======================================================================o
***BOOKS***
Tumblers Today

7) Go down the hall and take the first left to find the firing range for
the police HQ. There's a door to the north [Average] that has some
goodies behind it, namely a Fat Man, some ammo, and a copy of Tumblers
Today. Head to the west now, kill the Radroaches, and continue until
you see a Super Mutant talking to Shorty. Kill the Mutant before he
kills Shorty and loot the closet in the far south western corner, which
contains a Nuka-Cola Quantum. Now talk to Shorty and get him to follow
you. You could give him a weapon.. but they shouldn't be fighting
anything anyways. Go back to the downstairs area, gather up Red, exit
Germantown, and fast travel back to Big Town.

***WEAPON INFO***
Fat Man (Big Guns)
Maximum Damage: 1701
AP Cost: Extremely High
Ammo: Mini Nuke
Clip Size: 1 (1 nuke/shot)

A Fat Man works just like a Missile Launcher, except you launch Mini
Nukes instead of Missiles. I think this is an incredibly stupid weapon,
as I can't imagine how a small bomb could create a localized mushroom
cloud of miniature size. The whole reason such weapons create mushroom
clouds is because the external debris and smoke cool faster than the
inner cloud, which creates a pillar of faster-moving, hotter materials.
I'd imagine any bomb of sufficient heat and magnitude would create one,
regardless of the source (atomic, nuclear, etc.), so the mushroom cloud
property is caused by the magnitude of the explosion, not the material
that caused the explosion. In short, if the weapon were to cause a
mushroom cloud, it would do well more damage than they do, and would
have a much greater area of effect. But I'm no physicist, so correct me
if I'm wrong. In any case, these weapons do a great deal of damage..
even if the cost of Mini Nukes are high enough to be prohibitive. I
can't imagine what you'd need to use a Mini Nuke on, except perhaps a
Super Mutant Behemoth or a cluster of Feral Ghoul Reavers, if you ever
find more than one at once.
<---------------------------------------------------------------------->
8) Once back at Big Town talk to Red for your reward. If you succeed at
a Speech check you can get her to pay you an extra 200 Caps, but you'll
lose Karma for it. Offer to stay around and help defend them, your
skills will determine what you can teach them. For example, a high
Explosives lets you teach them to set up a minefield, a high Science
will get them robotic defenders.. I prefer to teach them how to use
Small Guns to defend themselves, personally. It seems like the long-term
solution to their problem. Head out back with the Big Town folks where
they'll wait for you to show them how to survive. Shoot at the stacked
targets and they'll follow suit. After a while, they'll run out to
defend the town against Super Mutants. The Super Mutants will arrive in
two groups of two, so stand on the bridge and smite them. Note that they
are all called Super Mutants, although some might actually be leveled.
Talk to Shorty when you're done saving Big Town, and he'll give you the
Lucky 8 Ball, which increases your Luck by one so long as it's in your
inventory. Now Big Town is done, lets take a trip that has been for too
long delayed.. no, not the trip to Rivet City, wise guy, the trip to
Canterbury Commons!

Scrapyard to Canterbury Commons					{WLK020}
o======================================================================o
Sequence of Events:
		1) Chryslus Building
		2) Chyrslus BUilding Reception Area
		3) Mutant Exterimination
		4) Guidance to Guns and Bullets
		5) Chryslus Building Lower Offices
		6) Useless Rooms
		7) In the Business of Killin' and Business is Good
		8) The Lower Level
		9) Chryslus Building Basement
		10) Wheaton Armory
		11) The Wheaton Armory Stash
		12) Chinese Army: Spec. Ops. Training Manual
		13) Canterbury Commons
		14) Super Sleuthing
		15) Robot Repair Center
		16) Thanks Frank
		17) Deactivating Sector A
		18) Deactivating Sector B
		19) Mechanist's Forge
		20) Anhilliate the Antagonizer
		21) Canterbury Tunnels
		22) The Antagonizer's Lair
		23) Superhuman Payday

Chryslus Building
o======================================================================o
1) East of Super-Duper Mart you'll find the Farragut West Metro Station,
and north of this you'll find the Chryslus Building. Make your way
there, where it has the honor being our first stop on the way to
Canterbury Commons. Outside you'll probably find Talon Company
Mercanries and Raiders.

Chryslus Building Reception Area
o======================================================================o
2) You'll realise right away that this place is heavily occupied by
Super Mutants, and there are good numer of them on the level above you.
This is not a good posistion, so sneak over to the south into a hallway.
Head up the hallway to the west, sneak attack killing Super Mutant as
you go. This is yet another instance where our build shines, as
guerilla tactics and stealth works well to minimize the threat posed
by multiple-yet spread out-enemies. Go through a door to the left to
find a room with several bookcases in it and go through a hole in the
wall to the east to find a mostly-collapsed room. Under the desk in this
room is a wooden crate with a Nuka-Cola Quantum inside.
<---------------------------------------------------------------------->
3) Continue up the hallway to the west and follow it when it turns
north. You'll find a staircase on the left, which will get you up to the
still-contested upper level. Once you kill these Super Mutants you're
free to loot the rest of the upper level and the middle part of the
lower level at will. Ignore the locked door [Very Hard] on the lower
level for now, instead explore the northern half of the lower level.
<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets

4) You will find a locked door [Hard], which you can pick, or unlock
via a terminal on the wall [Average]. In the middle of the room, on a
well-lit table you'll find an ammo box, a Scoped .44 Magnum, and a copy
of Guns and Bullets. It's almost like somebody WANTED us to find it.
Head west to reach a door leading to the Chryslus Building Lower
Offices.

Chryslus Building Lower Offices
o======================================================================o
5) This level starts off relatively quiet, so take your time looting the
wealthy room you start out in and head east down a hallway. You'll find
that all the doors are locked [Very Hard]. You could pop a Mentat and
wear the Vault 101 Utility Suit and pick all the locks (and it's a great
way to net experience, even at the cost of aggravation) but if you just
want to get through head into the large room to the south to find a
leveled Super Mutant with a Minigun. Kill it to receive the Chryslus
Building Master Key and head back north.
<---------------------------------------------------------------------->
6) In the eastern rooms to the north you'll find some Vicious Dogs..
maybe being kept for food? You'll also find a bin full of Pre-War Money
and some drugs, but otherwise nothing worth locking behind a [Very Hard]
lock. The northern door to the west has some Rotting Dead Brahmin behind
it, and the door to the south is similarly bereft of meaningful loot,
save a Pre-War Book. All it really does is wrap around to the room where
you fought the key-bearing Super Mutant. Since the northern part of the
level is a bust explore the large room where you found the key.
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

7) This room is some kind of Super Mutant processing area. We've seen
that Super Mutants take captives and often hold them for a while, doing
terrible things to some and who knows what to those that don't end up
in gore bags, but we've not seen any where near the scale of this place.
Due to the structural integrity of the floor the Super Mutants have
smashed holes in the floor of this room and made containment pits out of
the rooms below.. so in other words, they've changed the appearance but
not the nature of an office building. Whatever they do to people here,
you can tell business is good due to the number of skeletons and gore
bags around the place. There are three recognisable parts of this room
where walls used to better divide the place. In the north eastern corner
of the middle part you'll find a counter with numerous bins on top.
Inside one of the bins is a copy of Pugilism Illustrated.
<---------------------------------------------------------------------->
8) South of the large central room you'll find more, weak, Super
Mutants. Loot the room and head down the stairs, you'll find a Super
Mutant standing on the staircase just begging to be shot with a sneak
attack critical. For me, if the Super Mutant died on the stairs they
would vanish from the game shortly thereafter. Odd. In a room to the
south west (the only one down here with a closed door) you'll find a
Stealth Boy on the table. Head through the door leading to the Chryslus
Building Basement.

Chryslus Building Basement
o======================================================================o
***BOOKS***
Big Book of Science

9) To the east and south east you'll find offices with minor loot in
them. To the west you'll eventually find a room with numerous dead
bodies, including some Rotting Brahmin Corpses, some Wastelanders, and a
Raider. Continue to the west to find the building's broiler room. On a
metal shelf in this room you'll find a Big Book of Science. Now head
into the room to the north to find a kitchen, loot, and go through a
hole in the wall to reach another room. There's a Stealth Boy on top of
a locked safe [Easy] and in the far eastern edge of the room is a
wall safe [Easy], which can alternatively be opened via a wall terminal
[Easy]. Head back to the room to the west and go up some stairs to the
north to eventually reach a door to the Chryslus Building Reception
Area, and thus, egress.

Wheaton Armory
o======================================================================o
10) Now head north past the Bethesda Ruins to find Wheaton Armory. Note
that this is a fine opportunity to score another book from the Bethesda
Ruins.. since we're going right past it and all. You'll not find a
larger collection of Raiders anywhere in the game.. except perhaps
Evergreen Mills. There are also plenty of things to loot around outside
the armory. Make sure to hit the back of the semi, shack by the south
gate, the southern most shack inside the gate which has a safe inside,
and the ammo dump on the top level of the mostly collapsed building.
<---------------------------------------------------------------------->
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

11) Head inside the armory when all the Raiders are dead and proceed
with caution, as the place is heavily irradiated in areas. You should
certainly consider popping a Rad-X for the trip. Head down some stairs
until you find a passage leading north, with a ridiculously strong
Mark VII Turret at the end of the tunnel. There's a room to the left
where you can activate a terminal to shut down the turret [Average] as
well some ammo boxes and a first aid kit. The big cache awaits beyond a
locked door [Very Hard], which can be unlocked by hacking a terminal
[Very Hard]. Find a way inside and a great reward is yours, including
two Missile Launchers, a Minigun, two Sniper Rifles, four Assault
Rifles, two Radiation Suits, three Combat Knives, several Pulse Grenades
and Pulse Mines, several Frag Mines, and no less than eleven ammo boxes.
On the table next to the Missile launchers is a copy of U.S. Army: 30
Handy Flamethrower Recipes. While playing around in Wheaton Armory I
also hit wonderful level 20.

***WEAPON INFO***
Pulse Mines (Explosives)
Maximum Damage: 22
AP Cost: N/A
Ammo: Pulse Mines
Clip Size: 1 (1 mine/shot)

I generally view mines as less useful than grenades, and since I view
Pulse Grenades as less useful than Frag Grenades.. you can guess where
Pulse Mines end up in the hierarchy. These are extra silly, since all
robots have ranged attacks. There's really no garuntee any given robot
will feel compelled to move over your mine.

***LEVEL UP***
All my attention goes to Melee Weapons, drawing myself ever closer to
the Ninja perk. It goes without saying that I pick Grim Reaper's Sprint
as my perk for this level. This marks my final change from an Unarmed
character to a Small Guns character. I have the Caps, the ammo, and
a way to keep myself in V.A.T.S. almost exclusively in combat,
especially if I can start out fights with a sneak attack critical.. I
still use Fisto!, but mostly against stronger enemies that need to be
paralyzed to take down. Note that I exclude the one point bonus I'm
getting to all my skills from the Lucky 8 Ball. Even though it's a
'permanent' bonus, anything you can unequip shouldn't be considered
permanent. That's right, the expansions made the Lucky 8 Ball optional.

Level 20
HP:	440
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	25 + 20 = 45
Repair:		60
Science:	95
Small Guns:	50
Sneak:		80
Speech:		60
Unarmed:	70
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

12) North of Wheaton Armory, along the raised highway you can find a
truck with a bunch of electrical equipment in the back. On a table near
a Ham Radio you'll find a copy of Chinese Army: Spec. Ops. Training
Manual. There are also minor goodies in the back of the truck.

Canterbury Commons
o======================================================================o
***QUESTS***
The Superhuman Gambit

13) Head north east to find Canterbury Commons. When you approach you'll
see two goofy people, one named the Antagonizer and another named the
Mechanist. They'll banter, then the Antagonizer's ants will attack the
Mechanist, and get decisively destroyed by his Sentry Bots. When the
carnage is over, they'll both flee and a man named Uncle Roe will
greet you. Offer to help with his superhero problem and Roe will offer
up 200 Caps. Succeed at a Speech challenge to double it. Question him
about the superheroes and he'll tell you to consult his nephew, Derek.

The big thing to do here is to invest in merchant caravans. Ask Roe
about the caravans, and if your Barter is high enough (and if you're
following this FAQ, it is) you can get the merchants to specialize in
their field.. long story short, you pay money, the merchants expand
their inventories. This gets them more Caps to trade, which will really
help when you start hauling in expensive gear. We're about at that
point, and you know what they say: You gotta spend Caps, to make Caps.
Or something like that. You can expand each merchant's inventory twice,
the first upgrade costs 200 Caps, and the second costs 500 Caps. That's
700 Caps per merchant, with four merchants to upgrade. By now I have
more than enough Caps to drop 2800 on merchant upgrades, so I do so.
Below is a list of rewards you'll get for your generosity.

Crazy Wolfgang:	6 Stealth Boys
Crow:		Crow's Eyebot Helmet
Doc Hoff:	7 Stimpaks
Lucky Harith:	1 Mini Nuke

As you can see, Crow has the most unique gift, albeit the most useless
one, and Crazy Wolfgang has what is by far the most expensive gift..
Six Stealth Boys is almost worth the brute investment price!

<---------------------------------------------------------------------->
***BOOKS***
Dean's Electronics
Grognak the Barbarian

14) Talk to Derek, who will tell you a bit about the Antagonizer and
the Mechanist. He'll tell you it was him who told the Mechanist to
become a super hero, and that Joe Porter has some info about the
Antagonizer. While you're at it, pick-pocket a copy of Grognak the
Barbarian from him. That'll teach him to go around telling unstable
people to become superheroes. Talk to Joe, and he'll say that there was
a girl whose family was killed by Ants named Tanya Christoff. Meh.
Starting to sound as silly as a real comic book here. Once you're done
chatting people up, you can loot Dominic and Machete's House, and Earnest
"Uncle' Roe's House. In Dom's House you'll find a Tire Iron called
"Highwayman's Friend" on a metal shelf. There's also a copy of Dean's
Electronics on one of the desks. There are a number of ways to approach
this quest, but the real consideration is how to get the best loot from
them, right? Both have a unique weapon, but you can only get one. And of
course both of them have their super hero outfits, which can be obtained
in a number of ways. If you want the Anatogonizer's weapon, a knife
called Ant's Sting, you'll need to go find her and side with her against
the Mechanist (Steps 11-12), if you want the Mechanist's laser pistol
called Protectron's Gaze you'll have to side with him against the
Antagonizer (Steps 5-10). Frankly neither one is terribly great, but the
Ant's Sting is exceptionally lousy, being little better than a normal
Knife (not Combat Knife mind you, just a Knife.) It does some poison
damage, if you've got the time to wait for it to do its work.. but
overall, the Protectron's Gaze is a much more worthy prize.

***WEAPON INFO***
Highwayman's Friend (Melee Weapons)
Maximum Damage: 26
AP Cost: Low
Ammo: None
Clip Size: N/A

It does a little more damage than a normal Tire Iron for the same Action
Point cost. If you love hitting things with Tire Irons, this is the one
to do it with. Note that it also weighs more than a normal Tire Iron.

Robot Repair Center
o======================================================================o
15) If you've got a good Lockpick skill you can end this quest pretty
quickly by going north and picking the door to the Mechanist's Forge
[Hard]. If not, follow the steps below to reach the Forge by going
the long way around.
<---------------------------------------------------------------------->
16) In the room to the west you'll find a terminal that talks about a
stash of Pulse Grenades. Go to the south western corner of the room and
either grab the key from behind the computer or unlock the metal box
[Average] to score a half-dozen Pulse Grenades, which will help with the
bots milling about. Naturally, however, there's a robot in this room.
With a high Sneak and Robotics Expert I'm able to put it down without
a fight.
<---------------------------------------------------------------------->
17) Head north and find a locked door [Average], which opens into a
large room. Avoid or destroy the turret and head up the stairst to the
west and go into the room at the top. You should now be in a room with
a terminal called 'Sector B Security Terminal' [Easy]. Shut down the
security to make the robots east of here stop being hostile.
<---------------------------------------------------------------------->
18) Go through the southern door leading west and head to the south
western corner of the room to find a small security room. Pick the
locked safe [Easy] on the table and grab the Sector A Encryption Key.
Now activate the terminal 'Sector A Emergency Terminal' and either
shut down the turrets in Sector A, or activate the emergency pulse
explosion, which will destroy all the robots in the room. You can also
sneak along the ground to the north to find the Sector A Terminal [Easy]
in a room under the platform the Turrets are on, but I've always found
it easier to just sneak up to the upper floor.
<---------------------------------------------------------------------->
***BOOKS***
Nickola Tesla and You

19) Now you can go through the door nearby to the Forge, but since
you've spent the time to make your way through all this security, why
not loot the place first? There's a copy of Nikola Tesla and You on the
bottom floor of this room (Sector A, or the westernmost room on this
level.) It's on a table, near a deactivated Protectron. When you're
done, head through the door to the Forge.

The Mechanist's Forge
o======================================================================o
***BOOKS***
Lying, Congressional Style

20) On a desk to the south will be a copy of Lying, Congressional Style.
Activate the Coffee Brewer to open a secret door, giving you access to
the Mechanist. I've always liked this door.. it's so typically over the
top. You have three real choices now, either use [Black Widow] on the
Mechanist to get him to give up his suit and quit causing problem. Pick
a fight with him and kill him. Or join him in his fight against the
Antagonizer. If you join him the Anatagonizer will attack, and the
Mechanist will rush off to fight her. Head downstairs to partake in the
scuffle and either way for the Mechanist to get killed so you can get
both their suits, or kill the Antagonizer and then kill the Mechanist
yourself. Or, if you're a truly loyal sidekick, kill the Antagonizer and
then talk to the Mechanist. He'll want her suit back, which, if you give
it to him and don't end his 'super hero' spree is considered an evil
act. He'll give you the Protectron's Gaze for it, though. If you use
[Black Widow] you'll get him to stop being the Mechanist, and he'll give
you his suit. If you want both suits AND Protectron's Gaze you'll have
to give the Mechanist the Antagonizer's suit, then kill him and loot
him for both suits. If you're having trouble keeping the Mechanist alive
through the fight, don't kill the lone ant in front of the elevator.
This will keep him on the top floor while you go down and deal with the
Antagonizer.

***WEAPON INFO***
Protectron's Gaze (Energy Weapons)
Maximum Damage: 35
AP Cost: Very Low
Ammo: Energy Cell
Clip Size: 20 (1 round/shot, semi-auto)

The Protectron's Gaze is a Laser Pistol that does over twice the damage
as a normal Laser Pistol. It's got the same Action Point cost, but a
clip size of 20, instead of 30. Still, for that kind of damage I'd take
away a third of my clip size. It does more damage than a Laser Rifle,
and is much cheaper to repair!

Canterbury Tunnels
o======================================================================o
21) Beware of traps in this level, as the Antagonizer has made the very
un-antlike choice to place defenses all around.. or maybe these traps
are here to keep the Antagonizer in? Either way, continue on and go down
some stairs, after which the path will split, one route goes west and
the other goes south. Head south first and disarm the Frag Mines. There
is a Stealth Boy on a metal shelf you should grab before backtracking
and heading down the west path. Activate the electrical switch to open
up a staircase which will lead to a sewer, and from there, to a cavern
complex. Keep going until you find the door leading to the Antagonizer's
Lair.

The Antagonizer's Lair
o======================================================================o
22) Head forward until you find the Antagonizer on her throne. If you
found out her name, you can try to convince her to stop by succeeding at
a Speech challenge. You can also provoke her into a fight. Or, you can
join her side against the Mechanist, in which case the Mechanist will
show up with several Protectrons. Kill him and give the Antagonizer the
Mechanist's uniform to recieve the Ant's Sting. After which, you can
always kill her and take her, and the Mechanist's costume. Or, after
defeating the Mechanist you can talk her out of being the Antagonizer.
Make sure to grab the Nuka-Cola Quantum by the Antagonizer's throne,
whatever you decide.

***WEAPON INFO***
Ant's Sting (Melee Weapons)
Maximum Damage: 20
AP Cost: Very Low
Ammo: None
Clip Size: N/A

Well, it's a knife. It has crappy damage, but it's relatively fast. The
only noteworthy thing about it is that it deals some poison damage.
<---------------------------------------------------------------------->
23) When you're done, return to Canterbury Common and tell Uncle Roe
about your success. He burdens me with 600 Caps and the quest
experience, which gets me another level increase. Now we're done with
all the quests we've set out to do at this point, it's time to go
collect a few more Bobbleheads. This will require us to travel to
Evergreen Mills and the National Guard Depot. Both of which have some
tough encounters, but nothing we can't handle by now. Lets deal with
the National Guard Depot first, which requires us to grab one more
item. Head north west until you find the Temple of the Union.

***LEVEL UP***
I put all my points into Melee Weapons again so that next level I can
get Ninja. We're going to get to the point where the good perks we can
buy are few and far between.. that means you'll need to start thinking
what optional perks you want. I grab the third-and last-Iron Fist perk.

Level 21
HP:	450
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	45 + 20 = 65
Repair:		60
Science:	95
Small Guns:	50
Sneak:		80
Speech:		60
Unarmed:	70

Canterbury Commons to National Guard Depot			{WLK021}
o======================================================================o
Sequence of Events:
		1) Temple of the Union
		2) The Roach King
		3) Abandoned Farm
		4) Relay Tower KX-B8-11
		5) Grisly Diner
		6) Ghoul Drainage Chamber
		7) Dumpster Diving
		8) Corvega Factory - Entrance
		9) Corvega Factory
		10) Rock Creek Caverns
		11) Friendship Heights
		12) National Guard Depot
		13) Depot Training Wing
		14) Depot Offices
		15) To the Armory
		16) The National Guard Armory
		17) The National Guard Bunker

Temple of the Union
o======================================================================o
***QUESTS***
Head of State

1) Once you get near the Temple of the Union, an unfriendly lady named
Simone Cameron will question you. Belay your desire to smite her and
she'll open the gate for you. Apparently some one named Hannibal is the
one to talk to, so go find him. He'll ask you to promise not to betray
him and his fellow slaves to the slavers at Paradise Falls. If you make
the promise, you'll get the the 'Temple of the Union Key'. Offer to help
him with his plans of setting up a haven in the Lincoln Memorial and
you'll get the area's map marker and start the quest 'Head of State.'
He'll aslo ask you to talk to Caleb, who has some needs of his own.
He'll ask you to find a picture of Lincoln's head in the Museum of
History, whose map marker you'll also get. We'll deal with these quests
when we have a reason to travel to the Mall part of D.C. You can grab
some decent loot if you don't mind robbing from slaves. There's a
Pre-War Book in Caleb's Home, and the Storeroom [Average] has all kinds
of food and some ammo.
<---------------------------------------------------------------------->
2) Head west from the Temple of the Union to find the Roach King,
enthroned and surrounded by his insectoid court. I don't know what was
up, if it was my game, or what. The Roach King had a man's face but a
female's body. The head was white but the body was black. All in all,
it was one weird creature. Loot the rocket behind the Roach King's
'throne' for a Mini Nuke and some Dirty Water. Now head back to the
Temple of the Union.
<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets

3) From the Temple of the Union head to the north east, up a large hill
until you see a farm in the distance. It's vacant, of course, but inside
the farmhouse you'll find a terminal that details some of the farmer's
activities. Near the farm is an outside, inside of which is a copy of
Guns and Bullets.

Relay Tower KX-B8-11
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

4) Head north and slightly west to find a radio tower in the distance,
this one is marked as Relay Tower KX-B8-11. Flip the electrical switch
to pick up Radio Signal Oscar Zulu. This time it's a dialogue loop
instead of Morse code. Head to the south east to find the entrance to
a drainage chamber. Seems like bomb survivors just loved climbing into
these things, eh? Once inside head south and to the west to find that
you are much too late to provide any assistance. Sorry Bob. Take all the
food and drugs and head across the tunnel to the east to find Radio
Signal Oscar Zulu on a table. Near it you'll find a Pre-War Book and a
D.C. Journal of Internal Medicine. There's also some Purified Water on
the floor.

Grisly Diner
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor
U.S. Army: 30 Handy Flamethrower Recipes

***KELLER FAMILY TRANSCRIPTS***
Keller Family Transcript (3 of 5)

5) Head west until you find the Grisly Diner. Either head around to the
back or be prepared to deal with a lot of landmines. Once inside the
building a trio of Raiders will show up to delay your looting. Once they
are dead, grab the copy of Tales of a Junktown Jerky Vendor from the
metal shelf from behind the counter. Behind the building is a metal
shelf with a Chinese Assault Rifle, a Missile Launcher, and several
ammo boxes near and on it. Also in the back you'll find Keller Family
Transcript (3 of 5) on a desk. From the Grisly Diner follow the road
north until you come across the ruined remains of half a bus. Inside
you'll find a copy of U.S. Army: 30 Handy Flamethrower Recipes on the
floor. Now that we have what we've come for, head back down to
Canterbury Commons and continue south.

Drainage Chamber (unmarked)
o======================================================================o
***BOOKS***
Grognak the Barbarian

6) South of Canterbury Commons you'll see a radio tower standing all
by itself in the wastes. Go to it and flip the electrical switch to
find Radio Signal Yankee Bravo. Head west over a cliff to find a
drainage chamber. Inside are a number of ghouls, which are responsible
for the curious.. sounds.. coming from the radio. In the room to the
south you'll find a copy of Grognak the Barbarian.

Corvega Factory
o======================================================================o
***BOOKS***
Big Book of Science
Chinese Army: Spec. Ops. Training Manual
U.S. Army: 30 Handy Flamethrower Recipes

7) Continue south and you'll find the Corvega Factory. South of the
factory you'll find a truck bed with a Big Book of Science inside. The
only way to reach the inside of this truck is to go up the the cliff to
the south and drop down into the back. Grab the book and use the barrels
to jump out. Even more to the south you'll find a red rocket structure.
From it head south east to find a road with an over-turned truck. Inside
is a table with a Mini Nuke, some Stimpaks, and a copy of U.S. Army: 30
Handy Flamethrower Recipes. There's also a locked [Very Hard] footlocker
with yet another book inside, a copy of Chinese Army: Spec. Ops.
Training Manual. Three books around the factory, what a haul! There's no
way the factory itself could do as well, right?

Corvega Factory - Entrance
o======================================================================o
***BOOKS***
Big Book of Science
Lying, Congressional Style

8) On the desk to the south is a copy of Lying, Congressional Style. Go
up the stairs to the west and loot the Talon Company Merc. A female
Talon Company Merc? That's rare. Head across the level to the east and
search the room in the north eastern corner of the map. On a desk you'll
find a Big Book of Science. Vanquish any ants you see and move south
until you find the door leading deeper into the Corvega Factory.

Corvega Factory
o======================================================================o
***BOOKS***
Dean's Electronics

9) Go through the factory, smiting ants as you go. To the south west
you'll find an Ant Queen, which can be easily killed with Fisto! by
flanking it. In the south-most room in one of the buildings you'll find
a dead Mercenary and a dead Wastelander. On a desk you'll find a few
Stimpaks and a copy of Dean's Electronics. Leave the Corvega Factory and
head south until you find Rock Creek Caverns. Well, we're not going to
find another excuse to explore here, so we might as well.

***LEVEL UP***
I get my Melee Weapons up to 80 so I can get the Ninja perk. Oh. Right.
And I get the Ninja perk. I start to raise my Energy Weapons up to 60 so
I can get Concentrated Fire.

Level 22
HP:	460
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	27 + 5 = 32
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	65 + 15 = 80
Repair:		60
Science:	95
Small Guns:	50
Sneak:		80
Speech:		60
Unarmed:	70

Rock Creek Caverns
o======================================================================o
10) What's there to say? There's a bunch of Mirelurks around that need
to be slain. Keep going through the level until you come to some natural
caverns. In a chamber to the eat of the first large cavern you'll find
some loot, the best of which is a Stealth Boy in a safe [Easy]. Continue
to the north east, killing as you go. In the far north eastern corner
you'll find the 'Mirelurk King's Treasure.' A bunch of dead people, two
first aid boxes, and a locked safe [Easy]. You'll find two Laser Rifles,
which make up most of the loot. Leave the Rock Creek Caverns and head
south west to find Friendship Heights.

Frienship Heights
o======================================================================o
11) Just south of Rock Creek Caverns you'll find a not-so-random
encounter. A pair of Raiders with Missile Launchers will engage a pair
of leveled Super Mutants, typically Super Mutant Masters with Miniguns
or Super Mutant Overlords with Gatling Lasers, depending on your level.
At Friendship Heights you'll find several Raiders, one of which
typically has a Missile Launcher. They also have a ton of loot around,
although none of it is exceptional, you will find a fair amount of ammo
and drugs. Now head back east to find the National Guard Depot. Inside
is a treasure trove of weapons and other loot, especially if you have
all five of the Keller Family Transcripts. And of course, the Bobblehead
- Small Guns, which we've been wanting for a while now.

***WEAPON INFO***
Gatling Laser (Energy Weapons)
Maximum Damage: 298
AP Cost: Average
Ammo: EC Pack
Clip Size: 240 (1 round/shot, full-auto
		fires 8-round bursts in V.A.T.S.)

Now we're talking. These things are hugely powerful, hugely expensive,
and they guzzle EC Packs. They are very precise weapons that are capable
of absolutely obliterating lesser enemies at close-to-mid range, and in
my opinion, a Gatling Laser beats a Minigun any day. If you want to use
a really big two-handed gun, use this.

National Guard Depot
o======================================================================o
***BOOKS***
Nikola Tesla and You

12) Outside you'll find two Protectrons. Kill them and head inside.
This level is crawling with robots, and you'll really be thankful for
your Robotics Expert perk in here, if you have it. Head to the south
east corner of the level, go down some stairs, around a corner, and
through a door to find a small store room. On one of the metal shelves
you'll find a copy of Nikola Tesla and You. To the west is a Utility
Door [Very Hard], beyond which is the cache(s) we seek, along with our
Bobblehead. By all rights we should be able to pick the lock, as it is
[Very Hard], but if you try it'll simply tell you the door is activated
elsewhere. If that's the case, why not say [Inaccessible], or [Requires
Key] like all the other doors you can't pick? Ah well, that's oure goal,
and we'll have to trudge through the entire depot to open it. Head back
up the stairs you came down (the stairs in the south eastern corner)
and up another flight of stairs to a level above the one you entered on.
At the top the staircase you'll find a bookcase with two Pre-War Books
on top. Go west through some offices until you find a corridor with
turrets at the end. Go south down the corridor and down some stairs.
Then head east until you find the door to the Depot Training Wing.

Depot Training Wing
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

13) Head north through what's left of a door to reach a hallway with a
turret on the western end. Across the hallway is a room with a terminal
[Average] which can deactivate the turret. Go down the tunnel to the
east when the turret is dealt with, along with whatever roaming robot
that is guarding the chamber. Go up some stairs and you'll come to a
room with a copy of Tales of a Junktown Jerky Vendor on the desk. There
is also a locked cabinet [Very Easy], and a wall safe [Average]. Above
the safe is a Pre-War Book, and near it is another cabinet with a
Scoped .44 Magnum inside. What a generous little room! Head back down
stairs and head down the tunnel to the west and go around the corner to
the north until you find a door to your right. Behind the desk you'll
find a nice little weapons' cache, which includes four Combat Helmets,
six Assault Rifles, six 10mm Submachine Guns, and a bunch of 10mm and
32 Calibur Rounds. Sure, it's all in crap condition, but that's what
repair is for. As nice as this cache is, however, it's nothing compared
to the one we're here for. Head through the door to the north and then
through another to the east to find a firing range. There are a few
robots here, and a few guns in the shooting partitions. At the far
eastern side of the room you'll find a door leading south. In this room
there are a few ammo and grenade boxes worth looting before you head to
through the door leading to the Depot Offices.

Depot Offices
o======================================================================o
***BOOKS***
Duck and Cover!

14) Through a door to the south will be several offices, two rooms
separated by a middle partition with cubicles on either side. Over the
elevated central partition near the southern wall are two turrets. There
should also be a pair of robots milling about, but sneak attack
criticals keep me out of nearly all trouble in this room. Loot the
eastern cubicles and explore the ground level until you find a door
[Average] leading to a room under the central partition. Inside is the
terminal [Average] which controls the turrets. Explore the western side
of the room then head up the stairs to the top of the partition and go
through a door to the south, under where the turrets were. Head through
the door, up some stairs, and to the west. In this room you'll find
cubicles to the north and south, and a large wooden counter in the
middle of the room, upon which is a copy of Duck and Cover! In the far
western edge of the room where the roof is collapsed will be a Sentry
Bot (at least, I've never encountered anything else, but I've also
never come here at a low level.) Kill it and explore the upper level by
climbing a ramp the collapsed roof makes. Notice the square pillar in
the middle with the shelves on it? Circle around to the east and on
the side opposite the ramp you'll find three Pre-War Books on a shelf.
Hey, that's 300 Caps from the Brotherhood babe at the Arlington Library.
Head up the ramp and continue east, taking the door back to the National
Guard Depot.

National Guard Depot (cont'd)
o======================================================================o
15) You're now in an office above where you previously explored. On a
wall near the a desk is an electrical switch. Activate it, as this is
what we just trudged through robot hell to reach. Security lights will
pop on. Head past the desk and other debris onto the ledge to the west
to get a better look at what you just did. Go by the surprisingly intact
couch and look down over the ledge facing north. The utility door we
couldn't open is, surprise, opened, and a Sentry Bot will be lurking
around down there somewhere. Kill it and go into the room you couldn't
previously enter and activate an electrical switch on the wall. Go down
the stairs and through a door to reach the National Guard Armory.

National Guard Armory
o======================================================================o
***BOBBLEHEADS***
Bobblehead - Small Guns

16) Go through a door to claim your treasure, a wonderful bounty of
glorious guns and goodies. There's a Missile Launcher, ten Missiles,
four Assault Rifles, seven Purified Waters, four Stimpaks, four Police
Batons, four Combat Knives, four Pulse Grenades, four Pulse Mines, four
Combat Helmets, two suits of Combat Armor, two 10mm Pistols, two
Radiation Suits, four Frag Mines, two 10mm Submachine Guns, 84 rounds
of 10mm Ammo, four Frag Grenades, two Buffouts, three RadAway, four
Rad-X, a Minigun, five ammo boxes, and a number of metal boxes to loot.
There is also the Bobblehead - Small Guns on a shelf.
<---------------------------------------------------------------------->
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

17) Now head south to find the 'Bunker Access Terminal', which requires
the code obtained by the Keller Family to get in. There's no
negotiating, no hacking, either you have the code or you don't. Inside
the bunker will be a Glowing One, the only guardian of the loot within.
There are a number of goodies on the shelves, and a locked safe
[Average] near them, but the real catch is on a table to the east.
You'll find five Mini Nukes, the Experimental MIRV, a copy of U.S.
Army: 30 Handy Flamethrower Recipes, and under the table in a bin, a
Nuka-Cola Quantum. Leave, head back to your home and get ready to head
west from Megaton. It's time to get another Bobblehead. Note that when
you leave the National Guard Depot there's often a Brotherhood Outcast
Patrol wandering around.

***WEAPON INFO***
Experimental MIRV (Big Guns)
Maximum Damage: 1701
AP Cost: Very High
Ammo: Mini Nuke
Clip Size: 6 (6 nukes/shot)

The only appreciable difference between the Experimental MIRV and a
normal Fat Man is that the MIRV launches six Mini Nukes at once. Note
that MIRV is an acronym for M(ultiple) I(ndependently targeted)
R(eentry) V(ehicle). There's not much aiming involved, so long as you
are in a VERY wide open space and you fire nowhere near you. Of course,
the cost of firing six Mini Nukes (about 1500 Caps worth of ammo) is
crushingly prohibitive, and I doubt you'll ever find anything worth
expending that kind of ammo on, it is fun for a laugh. Really, this gun
is so limited in use, so expensive, and so powerful that there's really
no need to ever use it, except for giggles.

Megaton to Evergreen Mills					{WLK022}
o======================================================================o
Sequence of Events:
		1) Highway Hike
		2) Gold Ribbon Grocers
		3) Hank's Electrical Supply
		4) Radio Signal Oscar Tango
		5) Jury Street Metro Station
		6) Jury Street Tunnels
		7) Crater Robbing
		8) Something Wicked This Way Comes..
		9) Evergreen Mills
		10) Guard House
		11) Northern Shack
		12) Southern Shack
		13) Evergreen Mills Foundry
		14) Evergreen Mill Bazaar
		15) Bobblehead - Barter
		16) Brothel Raid

1) Head west of Megaton to find a highway. Continue along a side-road
west and north. Don't follow the south road, as that'll take you to the
Fairfax Ruins. Follow the road and you'll find a military truck with
some metal boxes in the back, and some ammo boxes outside near a
barricade. Continue along the roads lead north, north west until you
find the back of an overturned truck with radioactive barrels
contaminating a local water supply. The road then turns west. Go past an
overturned bus to find the Jury Street Metro Station. Before we hit the
Metro Station, there are a few things to do first. There is the Gold
Ribbon Grocers north west of the metro, Hank's Electrical Supply west of
the metro, and a Drainage Chamber south, south west of the metro.

***LEVEL UP***
All my points go into Energy Weapons so I can get the Concentrated Fire
perk. I pick the Gunslinger perk for this level. It's been long over
looked and isn't terribly necessary, but it ensures I can use any one
handed gun just as well as I can use any two-handed gun.

Level 23
HP:	470
AP:	104
Barter:		50
Big Guns:	17
Energy Weapons:	32 + 20 = 52
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	80
Repair:		60
Science:	95
Small Guns:	60
Sneak:		80
Speech:		60
Unarmed:	70

Gold Ribbon Grocers
o======================================================================o
***BOOKS***
Nikola Tesla and You
Tumblers Today

2) Follow the arrows to find a pressure plate. The other traps in this
place won't be as easy to find. In particular there's a bear trap
leading to the register, a grenade bouquet near the coffee machine, a
and a pitching machine in the corner opposite the counter. There are
plenty of Tin Cans, a few Nuka-Colas, and some Sugar Bombs. Now, for the
really stupid stash. In the north eastern corner of the shop you'll find
a generator. Shoot it to blow it up and the resulting explosion will
cause a skeleton to fall through a hole in the ceiling. With it you'll
find a Mini Nuke, a Missile, a copy of Nikola Tesla and You, and a copy
of Tumblers Today. When you're done looting head to Hank's Electrical
Supply. Although there are two entrances, I'll assume you're polite and
use the front door.

WarMECH gives us another note on the Gold Ribbon Grocers:

Ah, yes. Gold Ribbon Grocer at Jury Street. That pressure plate is the
one trap you do NOT want to disarm. Stepping on it sets off a chain of
events that blows open that section of the ceiling, and all you have to
do is watch safely from that plate. Of course, knowing where all the
traps are should help you appreciate the setup. You really should see
it properly at least once.

Hank's Electrical Supply
o======================================================================o
3) Hank's Electrical Supply is home to several Raiders, one of which is
armed with a Missile Launcher. There's some minor loot here, including
a full condition Sledgehammer and Baseball bat, as well as some ammo
boxes and first aid boxes. In the back is a safe with a Stealth Boy
inside. There's also a terminal [Easy], but what it unlocks I have no
clue. You can climb a ladder in the north eastern corner of the map to
reach the roof, but there's really no reason to. When you're done head
south to find a radio tower.
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science

4) The radio tower is behind a locked gate [Easy]. Coerce it open and
activate the electrical switch to find Radio Signal Oscar Tango. Head
north to find a Drainage Chamber. Once in the Drainage Chamber follow
the tunnel to find a room with some goodies on it. On a desk is a Big
Book of Science, and near it is a Pre-War Book. Hit an electrical switch
to open up a staircase in the floor. At the bottom you'll find some
alcohol and corpses, and you might get attacked by Raiders while you're
down there. When you're done, head to the Jury Street Metro Station.

Jury Street Metro Station
o======================================================================o
***BOOKS***
Dean's Electronics

5) Head west into the metro tunnel. Behind a partition you'll see a
Work Bench, on which is a copy of Dean's Electronics. Head down the
stairs and go south into some tunnels. You'll find a bunch of beds for
the Raiders milling about. Loot the ammo boxes and take the drugs off
the table before continuing south. Pass by a door leading to the Jury
Street Tunnels, past a derailed train. When you get to a break in the
fence head to the other side of the tunnel and travel north. You'll
eventually come across a table and shelf with goodies on it. When you've
taken everything you want, head back south and go through the southern
most door to the Jury Street Tunnels.

Jury Street Tunnels
o======================================================================o
***BOOKS***
Lying, Congressional Style

6) Head east, looting the chems on the desk and the metal boxes on the
shelf. Go east some more until you reach a tunnel leading south. Loot
the ammo boxes before continuing south, killing the Raiders you find
before turning east, the south, then east again. Go into the first room
you find to your right. You'll eventually come into a room with Ryan
Brigg's Terminal [Very Easy], which contains information about Ryan's
experiments with Mole Rats. Continue until you meet back up with the
main tunnel and head across the rails to the north into a natural
cavern area. Continue north up a ramp to find another section of the
metro. Turn west and loot some ammo boxes behind a concrete barrier and
head north up the western tunnel. You'll find plenty of dead Mole Rats,
some triggered bear traps, and Raiders behind a barrier. Go through the
door behind the barrier and continue up the next tunnel heading north.
Take the first door on the right when you see it to find Ryan Brigg and
his research room. You'll find a Nuka-Cola Quantum by Ryan Brigg's
Terminal [Easy]. In the middle of the room you'll find a bunch of
Mole Rat Meat, some Mole Rat Wonder Meat, and the 'Wonder Meat Maker',
where you can combine a Wonderglue and Mole Rat Meat (worth 10 and 4
Caps, respectively) to make some Mole Rat Wonder Meat (worth 20 Caps.)
It's a minor increase in value, but honestly, I'd rather keep the
Wonderglue for schematics. In the corner you'll find Ryan Brigg's safe
[Hard], which you can pick or open with Ryan Brigg's Safe Key. Ryan
Brigg also has a Bandana on him.. a somewhat difficult item to find,
surprisingly. On top of Ryan Brigg's safe you'll find a copy of Lying,
Congressional Style. Head north west to find the exit back into the
metro station and leave Jury Street.
<---------------------------------------------------------------------->
7) From the Jury Street Metron Station head north west until you find
the ruins of a bombed out town. You should find a huge crater in the
ground with numerous radioactive barrels inside. Down at the bottom is
a dead Wastelander, a locked safe [Easy], a personal footlocker [Easy],
and an overturned army truck. On the ground under the truck is a
treasure trove of Alien Power Cells. I was able to collect no less than
96 of them.
<---------------------------------------------------------------------->
***BEHEMOTH***

8) Make sure you've got plenty of health and ammunition on you before
you head south to the train tracks, perhaps bring some Jet, Med-X, and
Psycho. You'll see the birds circling in the air.. That has to be a good
sign, right? Loot around a bit and grab what you want. Eventually a
threat marker will appear. A Super Mutant Behemoth has arrived. Now,
Paralyzing Palm works just fine on them, but if it fails you'll have to
go about it the old fashioned way, and expend a whole bunch of ammo into
it. When it dies, loot it for a veritible inventory-full of goodies.
Head along the train tracks to the south west.

Evergreen Mills
o======================================================================o
***BEHEMOTH***

9) Ah, Evergreen Mills. You'll find some landmines scattered along the
tracks, and plenty of Raiders milling around. This place isn't horribly
dangerous at your level, but you should still take care not to provoke
more than a handful of Raiders at a time. And you still need to be wary
of taking incidental damage. Although any one Raider isn't likely to
kill you, they can wear you down over time. Make your way through
Evergreen Mills, killing all the Raiders you find. There are some things
you can do before you head into the Evergreen Mills Foundry. First, to
the north of the train tracks you can free some slaves by picking some
locked gates [Average], or by using the Evergreen Mills Slave Pen Key
you can get from a Raider. There's also a Super Mutant Behemoth in a
large electrified fence. Yeah, two this close together. Crazy. You can
shoot the generator outside of the door to turn off the electricity and
free the Super Mutant Behemoth. This is always fun if you do it from the
cliffs south of Evergreen Mills, which allows you to watch as the
Behemoth goes on a rampage, slaughtering plenty of the Raiders.
Surprisingly, however, the Raiders tend to win the war of attrition. I
prefer to leave it alone until the Raiders are dead, then safely shoot
it through the fence so I can claim the experience for killing it. Also,
if you don't actually kill the Behemoth you might not get credit towards
the achievement, so you're better off just putting it down yourself.
Go up the ramps near the slave pen to reach the Guard House on the
northern cliffs.

Guard House
o======================================================================o
10) Inside the Guard House you'll find the typical Raider goodies.
Ammo boxes, meds and junk hidden in wooden crates, a fridge full of
food, and in a locker in near a bed the Evergreen Mills Slave Pen Key,
if you didn't already get one. You can also sleep in the bed to heal
yourself if you've taken a beating.

Northern Shack
o======================================================================o
11) When you're done in the Guard House head down the cliffs to the
south west to find the Northern Shack. Inside are two Raiders in a bed,
one of which is wearing Sexy Sleepwear. Making baby Raiders, no doubt.
At least somebody can get it on in the world of Fallout 3. And no, that
thing with Nova doesn't count. Loot the place and leave.

Southern Shack
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

12) There's one more shack on the southern side of Evergreen Mills,
aptly named the Southern Shack. Inside is a rather aggressive Raider
with a Flamer. In addition to the typical Raider loot you'll find a
copy of U.S. Army: 30 Handy Flamethrower Recipes on a shelf, and a
Missile Launcher on the bed. Now head into the Evergreen Mills Foundry.

Evergreen Mills Foundry
o======================================================================o
***BOOKS***
Duck and Cover!

13) There are plenty of Raiders in here, too. Kill the Raiders that are
an immediate threat and loot the ground level. There are several
refrigerators, a safe [Average], and plenty of Turpentine and Tin Cans
lying around. When you've got it all head up the stairs north of the
door to the Evergreen Mills Bazaar. On the first door to the right
will be two Raiders in a room with some minor loot. Kill them and keep
heading on the ramparts until you find another door to your right.
Inside will be a Raider with a Missile Launcher. Head west to find a
room with a safe in the wall [Average] with a Stealth Boy inside.
There's also a Nuka-Grenade on the work bench, and in the bucket nearby
are several Frag Grenades. In the desk you'll find the Storage Room Key,
which opens the door to the east [Average]. In the storage room you'll
find some drugs on the shelf by the cabinet. In the gun closet will be
a surpsingly well-maintained Laser Rifle. There's also a first aid box,
ammo box [Easy], wall safe [Very Easy], and a Fat Man lying on the
counter. Leave the storage room and continue east to grab the last bit
of loot in this level. Now head back down the stairs enough to spot a
metal roof beneath one of the stair cases (along the western wall).
Jump down from the staircases above to land on the roof to find a copy
of Duck and Cover! next to a multilated body. When you're done, head
through the door on the ground level that leads to the Evergreen Mills
Bazaar.

***WEAPON INFO***
Nuka-Grenades (Explosives)
Maximum Damage: 536
AP Cost: Low
Ammo: Nuka-Grenades
Clip Size: 1 (1 grenade/shot)

The big daddy of the grenade world. Nuka-Grenades double the damage of
Plasma Grenades, and are actually easier to get ahold of, in a lot of
ways. At least, if you have the Quantum Chemist perk. If you LOVE
grenades, this is what you should aspire towards. I would actually
rather have a Nuka-Grenade to throw, than a missile to fire.. which is
saying a lot, really.

Evergreen Mills Bazaar
o======================================================================o
14) If you thought there were a lot of Raiders outside over Evergreen
Mills..well..you were right, but there are just as many in the Bazaar.
Go down a ramp and head east, up another ramp and explore the bar. In
a wooden crate behind the counter you'll find a Nuka-Cola Quantum.
Continue up the ramps until you find two paths splitting near a pool
table, one leading east into a tunnel, and one continuing along the
wooden bridges north west.
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Barter

15) Head east and dispose of some Raiders, one of which will have a
Missile Launcher. You'll find a Raider store. I mean, they must be able
to trade all that loot they raid for something, somewhere, right? The
store is run by a Raider Trader (yeah, you read that.) named Smiling
Jack. He'll trade with you, and it's a good way to unload some loot. He
also has the unique shotgun 'Terrible Shotgun' on him, but you have to
kill him to get it. Granted, he sells nice ammo, but how often are you
going to come all the way out here? You'll also get the Smiling Jack
Vendor Key, which lets you loot his store  inventory. In the north west
corner of his shop you'll find the Bobblehead - Barter on a bookshelf.
There's also a safe behind the counter near the bobblehead [Average]
with a Stealth Boy inside. Note that the contents of his locker aren't
exactly the same as his inventory. For example, he'll typically have
drastically reduced ammo in the locker. If you're really smart and evil,
buy everything from him (this will be expensive) and have him repair
EVERYTHING in your inventory to as high of a condition as he can. Then
kill him and grab his key. All the Caps you traded will be in his
locker, earning you a huge profit. The only tricky part will be lugging
all that loot out of here!

***WEAPON INFO***
The Terrible Shotgun (Small Guns)
Maximum Damage: 94
AP Cost: Low
Ammo: Shotgun Shell
Clip Size: 12 (1 round/shot, semi-auto)

The Terrible Shotgun is.. well, it's name isn't entirely a good thing.
It's heavier than a normal Combat Shotgun, for one, and it is about 50%
less accurate in V.A.T.S., all but negating its usefulness as a ranged
weapon. Unless you intend to get VERY close to everything, it's actually
less useful than a normal Combat Shotgun. It does, however, deal a good
bit more damage than a normal Combat Shotgun. I'm not sure if The
Terrible Shotgun has a wider spread, but more 'shot' per shot, or what,
but even outside of V.A.T.S. you'll notice a marked decrease in the
effective range of the weapon. A Combat Shotgun can reliably kill many
enemies with a sneak attack critical at, say, 50 feet or so? While The
Terrible Shotgun will struggle.
<---------------------------------------------------------------------->
***BOOKS***
Nikola Tesla and You

16) Continue to the north west/west until you find some stripper pole.
These Raiders REALLY know how to party! There's plenty of beer and food
around for your looting. Up a ramp to the west you'll find a building
with more Raiders inside. Kill them and loot them to find the Madame's
Key on one of the females. Apparently the Raiders were using this place
as a brothel.. which explains the naked Raider behind the locked [Easy]
door. There's a locked safe [Average] and a register [Average] with
some minor goodies inside. In the locked room where the Raider lady was,
you'll find a copy of Nikola Tesla and You on one of the beds. We are
now thankfully done with Evergreen Mills. Time to return home, rest up,
stash loot, and prepare for one more voyage to the south west, this time
to Tenpenny Tower. All of you evil kids may have already opted to go
here, if that's the case, it's time to quest around Tenpenny.

***LEVEL UP***
Energy Weapons gets up to 60, which is enough for Concentrated Fire. Now
it's just a matter of rounding out skills until we hit level 30. I put
points into Repair as well, since it's unquestionably one of the more
useful skills in the game, and one that's not going to raise much when
I hit level 30.

Level 24
HP:	480
AP:	104
Barter:		60
Big Guns:	17
Energy Weapons:	52 + 8 = 60
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	80
Repair:		60 + 12 = 72
Science:	95
Small Guns:	60
Sneak:		80
Speech:		60
Unarmed:	70

Jury Street Metro Station to Tenpenny Tower			{WLK023}
o======================================================================o
Sequence of Events:
		1) Raider Church
		2) Book Hunting
		3) VAPL-84 Power Station
		4) Willy's Grocer
		5) Tenpenny Tower
		6) Tenpenny Lobby
		7) Tenpenny Suites
		8) Penthouse Suites
		9) Warrington Trainyard
		10) Warrington Tunnels
		11) Warrington Station
		12) Lucky's

***BOOKS***
Lying, Congressional Style
Pugilism Illustrated

1) Fast travel to Jury Street and stand outside the Gold Ribbon Grocer
and look south west. You should see a church in the distance. When you
approach the door you'll see a burning Wastelander run around the
corner and die. Kill the Raider with the Flamer nearby and head into the
church, taking care to disarm the trip wire in the doorway. More Raiders
will appear outside and approach the church. Deal with them and loot the
church. On the podium you'll find a copy of Lying, Congressionaly Style,
as well as plenty of ammo and items scattered about, including a Mini
Nuke. In the corner by a sink you'll find a copy of Pugilism
Illustrated.
<---------------------------------------------------------------------->
***BOOKS***
Nikola Telsa and You
U.S. Army: 30 Handy Flamethrower Recipes

2) Head south from the church and search the ruined buildings. In the
back of one you'll find a safe [Hard] with, among other things, a
Stealth Boy inside. In the house south of the one with the safe you'll
find a copy of Nikola Tesla and You on a shelf. Now only one more thing
to do before we head south some more. Follow the road between the
buildings east to find a truck, in the back of which are some
containers, ammo boxes, and a copy of U.S. Army: 30 Handy Flamethrower
Recipes. Head south until you find the VAPL-84 Power Station.

VAPL-84 Power Station
o======================================================================o
3) Near VAPL-84 you'll find a truck, inside of which are metal boxes
and some items on the floor, the best of which is a Mini Nuke. There
also tends to be Yao Guai wandering around. Head south to find
Tenpenny Tower. You really can't miss it on the horizon. First, however
we've got some books to grab.

Willy's Grocer (unmarked)
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor
Tumbler's Today

4) East of Tenpenny Tower you'll find Willy's Grocer. It's got a nice
little haul of Nuka-Colas, Tin Cans, Beer, and a copy of Tales of a
Junktown Jerky Vendor on the counter. All of this is guarded by a few
Radroaches. There's also a safe [Hard] behind the counter. Leave the
Grocer and head east into a ruined building. Go up a ramp to the north
or go upstairs and drop down on the level with the skeleton by the
wooden shelves. Near the skeleton are some Stimpaks, a Scoped .44
Magnum, and an ammo box [Average]. There's also a copy of Tumblers Today
on the shelf. Now head north west to find Tenpenny Tower.

Tenpenny Tower
o======================================================================o
***QUESTS***
Tenpenny Tower

5) Outside of Tenpenny Tower you'll find an angry Ghoul named Roy
Phillips. He want to get into Tenpenny Tower-Mr. Tenpenny doesn't want
zombies inside-the Ghoul and a security guard argue over an intercom.
Roy Phillips leaves after threatening the Tenpenny folks, leaving you
free to activate the security intercom and recieve a wave of abuse
directed at Roy. Don't insult the security guard, or you'll be paying
100 Caps to get in. Say you're here to see Mr. Tenpenny and succeed at
a Speech challenge to get in for free. Once inside you'll be threatened
by Chief Gustavo. Talk to Gustavo and offer to take care of his Ghoul
problem. You can try to work something out to get the Ghouls a place in
Tenpenny Tower.. but lets just say that's not entirely healthy for the
Tenpenny residents. As snotty as they tend to be, they can at least be
talked into cooperating, which is more than can be said for Roy
Phillips. Offer to take care of his Ghoul problem. He'll offer for 500
Caps, succeed at a Speech check to get him to raise it to 700 Caps. He
will also give you a Chinese Assault Rifle, some 5.56 Ammo, and tell
you the Ghouls are in the Warrington Metro Tunnels. You've now started
the quest 'Tenpenny Tower'. You can talk to people outside, and barter
with Gustavo, who has some armor, weapons, and ammo to sell. He'll head
inside and sit behind a desk in the lobby, which is where he'll spend
most of his time when he's not being a butt-nutter by the intercom
outside. We should really explore Tenpenny Tower fully before we go to
the Warrington Station.

Tenpenny Tower Lobby
o======================================================================o
***SCHEMATICS***
Schematic - Dart Gun

6) You can steal Allistair Tenpenny's Suite Key from Gustavo, if you
wish. You can also steal Tenpenny Resident's Keys from nearly every
named person living in Tenpenny.. hell, there's all kinds of stealing
to do here. The person to talk to in this area is Herbert "Daring"
Dashwood, a character from the same GNR show as Argyle the Ghoul. If you
tell him the fate of Argyle he'll give you Dashwood's Safe Key. You can
buy the Schematic - Dart Gun from Lydia Montenegro, which you might as
well buy. You can also take a trip to the Metro Access & Generator,
where you'll find a few Tin Cans and some other loot, as well as a
locked door [Very Hard] leading to the Warrington Station. When you're
done stealing head up stairs to find the door to the Tenpenny Suites.

Tenpenny Suites
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

***SCHEMATICS***
Schematic - Bottlecap Mine

7) These apartments are typically better off than the ones downstairs.
In the one in the north east corner you'll find a copy of Tales of a
Junktown Jerky Vendor on a desk near a Love Letter. In the north western
corner you'll find Dashwood's Suite, which has significantly more
goodies inside than most of the other apartments. Years of Wasteland
exploration paid off. In his safe are 50 Caps, some drugs, a Mini Nuke,
a Stealth Boy, five Stimpaks, and the Schematics - Bottlecap Mine.  You
should also check out his 'Exploration Database', which is interesting,
if nothing else. In the south east corner is Michael Hawthorne's suite,
which has plenty  of alcohol inside. In the Wellington suite, in the
south west, you'll find a locked safe [Average]. Head back down to the
lobby and take the elevator up to the Penthouse Suites.

Penthouse Suites
o======================================================================o
***BOOKS***
Lying, Congressional Style

8) You can use Speech to get your way past Tenpenny's Guard, or wait for
him to walk around to pick the locked door.. or steal the key to the
door on the table next to him. In his suite you'll find a copy of Lying,
Congressional Style on a desk. When you're done looting take the door
to the outside to find Tenpenny on his balcony. Talk to the old bugger
and fast travel down to the ground, the RobCo Facility is close enough,
and it saves us the bother of walking back through Tenpenny Tower. Now
it's time to find the Warrington Trainyard, which is to the west.

Warrington Trainyard
o======================================================================o
***BOOKS***
Duck and Cover!

9) West of Tenpenny Tower you'll find a number of houses with some minor
loot in them. On a bookshelf in one of the houses you'll find a copy
of Duck and Cover!, hidden under another, more useless book. Keep
heading west to find the Warrington Trainyard. There will be Ghouls, and
you'll catch some Rads. Search the metal structures for some ammo boxes,
and a Sniper Rifle. On one of the metal walkways you can jump onto
you'll find some skeletons with a Missile Launcher, some grenade boxes,
and drugs nearby. When you've searched around head into the Warrington
Tunnels.

Warrington Tunnels
o======================================================================o
10) Head east into the train tunnel, grabbing the Assault Rifle and
5.56 rounds by the skeleton. Follow the tunnel south east and kill some
Ghouls, until you find a door to the north. Go through the rooms to the
north, killing Ghouls and looting until you find a tunnel leading east,
north east. The tunnel will connect to another tunnel leading north and
south. Head south to catch some Rads and find a locked door [Average]
leading to a storage closet full of goodies. Now go north until you find
a door leading to the Warrington Station.

Warrington Station
o======================================================================o
***BOOKS***
Big Book of Science
Dean's Electronics
Pugilism Illustrated

11) Head east until you are accosted by a Ghoul named Michael Masters.
He'll tell you that Roy is planning to kill the residents in Tenpenny
Tower. Don't threaten to kill him, he won't respond friendly like. Up
the stairs to the east you'll find a few things to rob, and to the
south you'll find access to the Capital Wasteland via the Warrington
Station, but the area you need to explore is on the lower level to the
east. Head through the first door to the right, continuing until you
find a room where Roy Phillips and Bessie Lynn are. Bessie doesn't have
much of anything interesting to say, so talk to Roy. Roy's plan is to
get past the subway access door leading to Tenpenny Tower and get to
the Metro Access & Generator, which connects to Tenpenny Tower. If you
try to do things peacefully and talk the residents of Tenpenny Tower
into letting the Ghouls in, Roy will go ahead and let the Feral Ghouls
kill them anyways. If you want to help Roy out with his plan to kill all
the Tenpenny Residents, steal the 'Key to Tenpenny Generator Room' from
Chief Gustavo and head around to the back of Tenpenny Tower to find a
door leading to the Metro & Generator Access area. Once inside, either
hack the DCTA Emergency Access Terminal [Easy], or shoot one of the
generators behind the fence. By doing it Roy's way, he'll reward you
with the Ghoul Mask, which isn't very defensive, and certainly not
pretty, but it will keep Ghouls from attacking you. Since Roy isn't on
the level and wants to kill all the Tenpenny folks anyways, I decide to
go ahead and get rid of Roy. Kill Roy, Bessie, and Michael to complete
the quest. Loot around in this room for a variety of toys. Between two
metal boxes you'll find a Nuka-Cola Quantum, and in a wooden crate on a
shelf you'll find a copy of Pugilism Illustrated. Head out a door to the
north, down some stairs to the east, and into a small store room to the
north. You'll find a copy of Dean's Electronics on a metal shelf. Now
there's just one last thing to get, in the room with the door to the
Metro Access & Generator you'll find a Big Book of Science on the desk.
Head back to where you first met Michael in the west and head out to the
Capital Wasteland.

Lucky's
o======================================================================o
***BOOKS***
Pugilism Illustrated

12) You're now at the Warrington Station south west of Tenpenny Tower.
Head south into a red brick building. Inside is a bunch of loot guarded
by one Scavenger. Steal the Scavenger's stuff or kill them if they are
causing you too much trouble. In one of the freezers in the back is a
Nuka-Cola Quantum. In a plastic bin you'll find several missiles. Behind
the counter is a copy of Pugilism Illustrated. And there's a terminal
[Hard] you can use to access a safe [Hard]. Inside the safe is a Stealth
Boy. Last but not least grab the Lucky Shades off the mannequin in the
north west corner of the store. They're not anything amazing, but with
+1 damage resistance and +1 Luck.. it's not bad. Besides, unless you're
wearing a helmet, what else are you going to put on your face? Now go
back to Tenpenny Tower and talk to Gustavo for your reward. Now lets
turn in the 30 Nuka-Cola Quantums to complete the Nuka-Cola Challenge.
By now you should have more than enough.

Girdershade (cont'd)						{WLK024}
o======================================================================o
Sequence of Events:
		1) The Nuka-Cola Cash-In

***SCHEMATICS***
Schematic - Nuka-Grenade

1) If you give Ronald 30 Nuka-Cola Quantums he'll pay you and you'll
lose karma. You can now go watch Ronald give the Quantums to Sierra and
watch him strike out. Frankly, however, I prefer to give the Quantums
to Sierra. I have 30,000 Caps, so Ronald isn't really helping the cause
much. And a Schematic is just worth more, especially the Schematic for
the Nuka-Grenade. Also consider the fact that with the v.3 Schematic
you'll get three Nuka-Grenades per Quantum.. yeah.. it's just not worth
it to give the Quantums to Ronald. The quest reward is more than enough
to level me up. You can talk to Sierra and find out her recipe for
Mississippi Quantum Pie, which you can have her make if you bring her
the ingredients.. Hmm.. a Quantum Pie, or three Nuka-Grenades? Which is
better? Now there's just one more quest to do around-and I use ther term
'around' loosely-Megaton. Let's go explore Greyditch.

***LEVEL UP***
I get Repair up to 80 and Barter up to 70. Barter and Speech will be
two of my most improved skills when I hit level 30, so 70 is good
enough for both of them (we'll get 10 more points into Speech from Yew's
Charm, later.) We've hit our first crap level of perks since level 3,
so now choose from a short list of less-useful perks, namely
Entomologist, if Radscorpians are bothering you, Demolition Expert if
you like explosive weapons (grenades, really) or Quantum Chemist if you
want to make Nuka-Cola Quantums, and by extension, Nuka-Grenades. I pick
the Quantum Chemist perk.. yeah, I know Entomologist is good for Albino
Radscorpians, but picking a perk that's helpful against just one
monster? Especially when paralyzing palm works so well against them?
I'd rather have somewhat unlimited-if expensive-access to Nuka-Grenades.

Level 25
HP:	490
AP:	104
Barter:		60 + 10 = 70
Big Guns:	17
Energy Weapons:	60
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	80
Repair:		72 + 8 = 80
Science:	95
Small Guns:	60 + 2 = 62
Sneak:		80
Speech:		60
Unarmed:	70

Megaton to Grayditch						{WLK025}
o======================================================================o
Sequence of Events:
		1) Talon Company Camp
		2) Sewer Waystation
		3) County Sewer Mainline
		4) Rivet City Run Alternate Route
		5) Gallo
		6) Raider Bridge
		7) Grayditch
		8) Ghoul Outpost
		9) Ghoul Sewer
		10) The Wilks House
		11) The Brandice House
		12) Abandoned Home #1
		13) Abandoned Home #2
		14) Recently Built Shack
		15) Marigold Metro Station
		16) Grady's Key
		17) Naughty Nightware!
		18) Lesko's Request
		19) Ant Queen Hatchery
		20) A Home for Byran

Talon Company Camp
o======================================================================o
***BOOKS***
Tumblers Today

1) Head south east of Megaton to find an unmarked Talon Company Camp.
It's not immediately noticable so I'll spend the effort to describe its
location in detail to prevent any hair-pulling and controller throwing.
The building is south west across the road from the Sewer Waystation.
If you continue south down this road far enough you'll find a bridge
running over the road, which leads to Greyditch. The building with the
Talon Company Camp is before this bridge, it's the building with
sandbags in front of the stairs leading up to a door. Inside are a trio
of Talon Company Mercenaries. Make them dogfood and loot the place. In
the south eastern room (the room with the chemistry equipement) you'll
find a copy of Tumblers Today on a metal shelf.
<---------------------------------------------------------------------->
2) Now travel to the Sewer Waystation, one of the first areas we found
outside of the Vault. It's just north west of Greyditch. Let's explore
it, now that we have an excuse to come back.. especially now that we're
not quite so weak. In the first room you'll find a skeleton in a fridge,
and next to it will be a Nuka-Cola Quantum. In the room to the east
you will find some assembly lines with Teddy Bears on them. Wait, isn't
this a Sewer Waystation? Whatever. Up some stairs you'll find a manhole
leading to the County Sewer Mainline.

County Sewer Mainline
o======================================================================o
3) Head south to find a Ghoul munching on a dead Mercenary. You'll find
two paths leading west. One up a slope and the other goes straight. The
straight path will eventually lead out to an area near the Citadel, and
it is a perfectly acceptable alternate route on the Rivet City run. If
you're interested in explore the straight route west, or you're on the
Rivet City run, read Sequence #3.
<---------------------------------------------------------------------->
4) Head to the west and kill some ghouls munching on a dead Wastelander.
Grab the ammo and Frag Grenade on the floor and continue on until you
come to a door which will lead to a room split by a gap and a fence.
Head around the southern side to find you way to the other half of the
room. Unlock the gate [Average] leading to the computer in the center
and grab a Big Book of Science and two Pre-War Books on the table.
Activate the terminal and open the storage door, which will open the
door to the south west. The room has some ammo and drugs inside. Now
head back to the south and go down some stairs, heading through this
room and through another door to the east. You'll find a maintenence
room with a bit of loot in it. Head back to the stairs you came down
and go east to find more stairs down. Go through the door to the south,
and head down a tunnel to the west. You can explore the bottom floor,
but there's not much down there other than Ghouls and Radroaches.
Follow the tunnel south, then west as it turns. There's a skeleton on
the ground with a 10mm Pistol, some 10mm Rounds, and a Stimpak nearby.
Go past the irradiated water and into a small store room, where you can
loot an ammo box, and pick up a 10mm Pistol and some more 10mm Rounds.
Follow the tunnel south some more until it ends by intersecting another
tunnel. Go through the door to the south and search the eastern corner.
You'll find a terminal [Average] which will open a floor safe [Average].
There are also some items by and on some metal shelves. You can either
backtrack and go down the unexplored tunnel east and south, or continue
down the stairs, either way you'll end up near an exit to the Capital
Wasteland, which will take you north of the Citadel. I don't reccomend
this route, however, as it forces you to fight a lot of Ghouls and puts
you dangerously close to a nest of Raiders.
<---------------------------------------------------------------------->
***BOOKS***
Tales of a Junktown Jerky Vendor

5) Head up the ramp and disarm a trip wire. Up at the top you'll find a
bear trap, and above it is a grenade bouquet. Turn north and deactivate
the pressure plate on the four-way bridge. To the north is a locked door
[Average] behind which is a storeroom full of loot. In addition to the
obvious items there's a Stealth Boy on one of the shelves, hidden under
a wooden crate. When you're done looting head through one of the doors
to the west, where you'll find a rather clean abode containing one
hostile Ghoul named Gallo. Kill and loot him for a copy of Tales of a
Junktown Jerky Vendor.. one of the few books found on an enemy. It's a
shame he won't respawn like the Raider up by Bethesda will. On the metal
shelf by his bed you'll find two Pre-War Books, and in a footlocker you
can nab Gallo's Storage Key. You'll also find a terminal [Easy] which
unlocks a safe [Easy]. In the safe is a Nuka-Cola Quantum. Now if you
want, we can go smite those Raiders under the bridge north of the
Citadel.
<---------------------------------------------------------------------->
6) Remember these guys? We skulked past them in our Rivet City run, but
now we're ready to deal with them. Sure, we're drastically off course
from Greyditch, but when else are we going to find even the most remote
excuse to kill them? Under the bridge you'll find their hideout, which
contains alcohol, drugs, and a safe [Average]. From here head north
west where you can find another Flooded Metro. Discover it, but don't
explore it yet. It's the shortest route to the Arlington Cemetary,
which we'll become more interested in reaching once we hit level 30 and
wish to complete our Bobblehead collection. Go west around a building
to find Grayditch.

Grayditch
o======================================================================o
7) Grayditch is crawling with Fire Ants, and do they mean Fire Ants!
This quest isn't terribly hard, but in the early going you need to
spend a good bit of ammo killing these ants, which we really didn't have
to lose. Also, due to their fire-breathing, getting close to them in
melee wasn't really an option. You'll probably be approached by a little
dickhead named Bryan Wilks, whose need to harrass you with his stupid
quest in the begining of the game and his horrible voice-acting makes
him one of the most annoying NPCs in the game. The fact that you can't
kill him only makes matters worse. Succeed at two Speech checks to get
him to cough up the Greyditch Dumpster Key. Go find the diner and head
around back to find a locked trash bin, which this key opens. Inside is
a .32 Pistol, some .32 Caliber Rounds, twelve Frag Grenades, and some
Rad-X. Search around Greyditch, exterminating Fire Ants as you go.
There's the Wilks' House, Brandice's House, and two Abandoned Homes to
search. There's also a 'Recently Built Shack' [Hard] west of the Wilks
House. Before we mess around with the quest, however, lets explore a
few more short areas around Grayditch.

Outpost
o======================================================================o
8) From the diner follow the road to the south through-and out of-
Grayditch. Go up a ramp and when the road ends turn west to find an
'Outpost'. Inside are a trio of Ghoul Wastelanders, who have apparently
captured a Super Mutant Brute, who will escape and kill them,
eventually. Kill all the hostiles in the outpost and loot around. There
are some ammo boxes (one of which is locked [Hard]), a Mini Nuke on a
metal shelf, a Nuka-Cola Quantum in a wooden crate, and a rigged
computer. There's also a cell [Very Hard], which is entirely profitless
to open.

Sewer
o======================================================================o
9) South of the Outpost is a sewer, which is filled with gas, Ghouls,
and traps. Head up the tunnel to the north, where a well-placed grenade
can set off the gas, trigger the grenade bouquets, and injure or kill
the Ghouls. Along the eastern tunnel you'll find a dead Wastelander
near some grenade boxes (one of which is locked, [Easy]) and at the
far northern end of the tunnels you'll find another dead Wastelander
near an ammo box, a first aid box, and a gun case [Very Easy]. As you
near the northern end of the sewers, more Ghouls will respawn near the
entrance, forcing you to fight your way back out. Once out, return to
Grayditch and enter the Wilks' House.

Wilks' House
o======================================================================o
10) In the Wilks House you'll find the body of Fred Wilks. He's better
off dead with an annoying kid like Bryan. On his body you'll find the
Shed Key and on a shelf you'll find a Chinese Assault Rifle and some
5.56 ammo. Loot the house and head across the street to the Brandice's
House.

Brandice's House
o======================================================================o
11) Upstairs you'll find W. Brandice's terminal [Easy]. You'll find some
info about the Brandice's, as well as the location of a gun hidden
behind the fridge, in a tool box. It's a .32 Pistol, so don't get too
excited. He'll aslo talk about Lesko, Navarro, and some other things
from Fallout 2. Go up to the Pulowski Preservation Shelter and tell
Bryan the bad news. Also ask him about the family's around. He'll talk
more about Dr. Lesko, making his shack the next obvious place to go..
for the quest, anyways. Explore the two Abandoned Homes next. First go
to the one east of the Brandice's House.

Abandoned Home #1
o======================================================================o
***BOOKS***
Guns and Bullets

12) There are some drugs about, and a 10mm Pistol on the shelf in the
living room. Also there's a copy of Guns and Bullets in a wooden crate
on the same shelf. In the cabinet upstairs you'll find some alcohol, and
in a wooden crate near the bed you'll find Pre-War Money and some Jet.

Abandoned Home #2
o======================================================================o
13) Leave and explore the house south of the Brandice's House. You'll
find some Psycho on a shelf, Tin Cans scattered about, and a Chinese
Pistol in a cabinet upstairs. Hardly worth the effort, but at least
nobody can say we didn't look. Head to the Recently Built Shack next to
the Wilks House.

Recently Built Shack
o======================================================================o
14) Grab 'Doctor Lesko's Password Recording' off the table and access
his computer. You'll be able to discover that Lesko was messing with
the ants, and is presumably responsible for their mutation into Fire
Ants. You'll also discover that he was working out of the Marigold
Station. The Marigold Station is just a bit south east of here.

Marigold Station
o======================================================================o
15) To take care of the Fire Ants in this area I rely soley on sneak
attack criticals and my trusty Combat Shotgun. It really makes these
ants a non-issue. Head south then east, there are two ways to get to
where you're going. Through the door to the east you'll find some rooms,
the first of which has some grenade boxes, and the second has more loot.
If you go south you'll enter into the large metro tunnel. Go inside the
ticket booth to find a skeleton, some .32 Rounds, a .32 Pistol, and the
note 'Grady's Last Recording.' The recording will tell you to look for
a key in a fire hose box in a maintenence closet. Once you have the key
you should look for a room marked by a 'spinning light', once you have
the package, take it to Ronald in Girdershade. Right.
<---------------------------------------------------------------------->
16) There are now two tunnels to the east you can take, the northern one
leads to the Falls Church area of Arlington and to the completion of
this quest, so lets head south first. At the area where the two tunnels
connect you'll find a Nuka-Cola machine, an ammo box [Easy] and a
Silenced 10mm Pistol and some 10mm Rounds in a locker. Past a door to
the south you'll eventually come to a storage closet with Grady's Fire
Hose Box on the wall, inside of which is Grady's Safe Key. There are
also some drugs, boxes, and other things for you to grab while you're
here. If you continue south, you'll go through another room with some
loot in it, and exit at the end of the same tunnel the northern tunnel
leads to.
<---------------------------------------------------------------------->
17) By heading down the northern tunnel you'll eventually come to a
fork. The path east leads to the Fall Church area, so head south. If
you stick to the left side of the tunnel you'll discover a door [Easy]
near a flashing light. Go inside and loot the ammo box, first aid box,
metal box, mine box, tool box.. boxes of every shape and size. Also grab
the Ripper from the shelf and search Grady's Safe, which contains the
fabled 'Naughty Nightware'. That Ronald dude is trying too hard. A
Raider named Lug-Nut will arrive and threaten you for the clothes.
Succeed at a Speech check and he'll go away. Kill him and he'll go away
forever. Personally I like doing both. If you take the Naughty Nightware
to Ronald in Girdershade you can get him to pay you 200 Caps for it, or
300 Caps, if you succeed at a Speech challenge. If you just give it to
him you'll earn some karma. Keep in mind that if you give him the
Naughty Nightware you'll never get it back, even if you kill him.
<---------------------------------------------------------------------->
18) Keep going until the tunnel end, then turn west to find a connecting
tunnel Near a generator is the corpse of William Brandice, who has a
fair amount of equipment on him, including his key. Continue heading
south down the new tunnel and go through the door on the left. You'll
find Doctor Lesko, whose voice is.. way.. over done. Offer to help him
continue his experiment, and be sure to ask him to pay you for the
endeavor, in which case he'll offer to give you a mutagenic enhancer as
well as his old lab coat. He'll ask you not to harm the Ant Queen in any
way, but to eliminate the Nest Guardians near her. If you have enough
Science you can get him to admit that he used FEV to speed up the ants
mutations. For those of you who haven't played Fallout 1 & 2 yet, FEV is
short for 'F(orced) E(volutionary) V(irus), the same stuff that makes
Super Mutants. Head through the door to the east and head down the
stairs to the Queen Ant's Hatchery.

Queen Ant's Hatchery
o======================================================================o
***BOOKS***
Big Book of Science

19) Go around killing the Nest Guardians, which are about as strong as
a Fire Ant Warrior. If you hadn't guessed, there are five of them. To
the south you'll find the Ant Queen's hive, which is occupied by, of
course, the Ant Queen. You'll find Doctor Lesko's Portocomp [Average] on
a desk. Before you go grab the Big Book of Science nearby and the
Nuka-Cola Quantum. Now head back to Doctor Lesko, who will offer to give
you a Mutagenic Bioenhancer injection, which will give you either the
Ant Sight or Ant Might perk. If you opted to live in Tenpenny Tower and
blew up Megaton (whether you grabbed the Bobblehead - Strength first or
not) you should wait until you have Almost Perfect. That way you can at
least get 10 Strength. He will also give you his old lab coat if you
negotiated for it. Once you get your perk you can go back and kill the
Ant Queen, and Doctor Lesko, for that matter. On Lesko's body you'll
find Lesko's Portable Terminal Access. If you destroy the Mutagen Sample
you'll gain some karma. Now there's only one thing left to do: return to
Bryan Wilks and find out what to do about him.

Grayditch (cont'd)
o======================================================================o
20) Go back to Bryan and ask if he knows anywhere else he can stay.
He'll mention a cousin Vera, who lives in Rivet City. Rivet City, you
say? That's right, yet another reason to go there. We've explored
almost everything in the south west of the Capital Wasteland and left a
trail of resolved conflicts in our wake. Now lets do a little something
for ourselves and, for the sake of continuity, make our way to Galaxy
News Radio. Head over to the Farragut West Metro Station, just across
the river from Super-Duper Mart.

Farragut West Metro Station to Galaxy News Radio		{WLK026}
o======================================================================o
Sequence of Events:
		1) Farragut West Metro Station
		2) Tenleytown/Friendship Station
		3) Enroute to Chevy Chase
		4) Chevy Chase
		5) GNR Under Siege
		6) Galaxy News Radio
		7) Three Dog

***BOOKS***
Nikola Tesla and You
U.S. Army: 30 Handy Flamethrower Recipes

1) Enter the Metro station and head north west down the tunnel, turning
south west around a corner and through a door to the north west. Head
north east through some rooms and go down a tunnel to the north west.
You'll come to a more weathered part of the metro. Go up some stairs,
where you'll find some Ghouls behind a locked gate [Very Easy]. It's
easy enough for us to bypass, but impossible for the Ghouls. I save
myself the trouble of fighting a Feral Ghoul Reaver by simply shooting
it to death through the door. Cheap, but effective. Opposite the locked
gate you'll find a door leading to a well maintained room. Grab the loot
around the room and access the MDCTA Service Access Terminal, which can
unlock the safe [Average] behind the deck. In the safe you'll find some
Caps, the note 'DCTA Laser Firearms Protocol', a Laser Pistol, and a
copy of Nikola Tesla and You. Go through the gate and down into a pit.
You'll find a locked door [Average] to a storage room, where you'll find
several Missiles, three Pre-War Books, two 10mm Pistols, an Assault
Rifle, two Frag Grenades, a Baseball Bat, and a copy of U.S. Army: 30
Handy Flamethrower Recipes. Go up the stairs and through another locked
door, up some stairs, and through a door leading to the Tenleytown/
Friendship Station.

Tenleytown/Friendship Station
o======================================================================o
***BOOKS***
Grognak the Barbarian
Lying, Congressional Style

2) To the north east you'll find plenty of Ghouls, many of which are
guarding various dead Mercenaries, Wastelanders, and Raiders. It also
leads to the Friendship Heights area of the Capital Wasteland, a place
we discovered on our way to the National Guard Depot. Head along the
tunnel to the west and follow it when it turns north. There will be a
tunnel to the right, were some Ghouls are squatting over a dead
Mercenary. The Mercenary has Leather Armor and a Laser Pistol. You'll
also find some Conductors, Steam Gauge Assemblies, and Fission Batteries
on a metal shelf. There's also a copy of Lying, Congressional Style on
a metal shelf. Keep going north through a large metro hub room until you
find another tunnel to the east. Kill more Ghouls and loot another dead
Mercenary, who has some Frag Mines near him and a Laser Rifle. Now head
south into the large metro room and go up some stairs. East, past a dead
Wastelander you'll find a Nuka-Cola Quantum on a bench. Continue to the
east, then turn north, heading into a room to the left. You'll find a
dead Raider at the doorway, and a dead Mercenary in one of the rooms.
In the room to the south you'll also find a computer [Average] which can
unlock a wall safe [Average]. There's also a copy of Grognak the
Barbarian on the upper left shelf of the left-most locker. It's very
hard to see, being that it's above you, but it's there. You can
exterminate some Radroaches in the bathrooms on the other side of the
hall, and the exit to Friendship Heights area is to the north.
<---------------------------------------------------------------------->
3) Head south from the door to the Farragut Station to progress towards
GNR. When you get near the southern metro hub you'll find a Super Mutant
chasing a Radroach. I give him a shotgun surprise and clear the room of
Ghouls. Note that there are some abnormally large metal boxes in one of
the corners of this room.. Anyways, head up the stairs and travel east
into a tunnel. Continue until you find a gate leading to Chevy Chase.
Note the Brotherhood symbol painted on the floor in front of the gate.
'To GNR Outpost' indeed.

Chevy Chase (North and East)
o======================================================================o
4) You'll soon discover Chevy Chase North. Wee. North of the stairs
leading to the metro you came out of you'll find an Assault Rifle and
some ammo. Go over to the Pulowski Preservation Shelter and disarm the
landmine, inside the shelter is some Purified Water, a Teddy Bear, and a
Lead Pipe. To the east you'll find Chevy Chase East and a gate leading
to the Metro Junction.

GNR Building Plaza
o======================================================================o
***BEHEMOTH***

5) To the south you'll find some Super Mutants and some Brotherhood of
Steel Paladins, led by Sentinel Lyons. She'll chat you up if you get too
close, and you can find out that her squad is heading to relieve the
garrison at GNR. Follow her around a building to find the rest of her
squad. Loot the dead Initiate Jennings then follow the squad west into
an old school absolutely crawling with Super Mutants. You can either
help the Brotherhood out, or let them and the Super Mutants tangle.
Continue through the school through the south to find the GNR Plaza,
which is under attack by Super Mutants. After they're all dead the
squad will split up, and a Super Mutant Behemoth will show up from the
east and kill Initiate Reddin. To make this fight easy run back into
the school and shoot the helpless Behemoth to death. Just in case,
however, one of the dead Brotherhood of Steel Paladins near the fountain
will have a Fat Man and some Mini Nukes on him, in case you need them.
When the Behemoth falls loot it, and any dead Brotherhood Paladins you
find lying around. Go up to the door to the GNR building an talk to the
intercom and you'll be allowed in.

Galaxy News Radio
o======================================================================o
6) You can loot around and talk to the Brotherhood characters around,
but they have little of interest to say. They don't mind if you grab
everything of value, so help yourself to the ammo boxes and first aid
boxes behind the sandbag. When you're done looting, head up stairs and
go through the door to GNR Studios.

GNR Studios
o======================================================================o
***BOOKS***
Big Book of Science

***QUESTS***
Galaxy News Radio
Scientific Pursuits (one of many ways to start this quest)

7) Three Dog isn't as generous with his stuff as the Brotherhood of
Steel is, so if you want any loot you'll have to steal it. Some notes
before we talk to Three Dog. If you kill Three Dog you can grab his
Headband and Glasses, the first of which is actually somewhat
interesting.. but seeing as how all your attributes will be 10 at level
30 you don't need the +1 Luck and +1 Charisma. Also if you kill Three
Dog GNR is hosted by Agatha instead, who just plays music. Three Dog
will say he's seen your dad, but before he'll cough up his location he
has a task for you. I suggest you succeed at a Speech check instead, in
which case he'll tell you that your dad was heading to Rivet City. It's
not an easy Speech challenge, and some reloads may be in order. This is
the way you should finish Following in His Footsteps in order to get the
experience reward. Talk to him again and this time he'll ask for your
help in exchange for telling you about a hidden weapons cache. He wants
you to find another relay dish for GNR, one of which happens to be
located in the Museum of Technology. You'll get two notes, 'Virgo II
Lunar Lander', and 'Washington Monument Access.' This starts the quest
Galaxy News Radio, and you'll get the map marker for the Museum of
Technology. Before you leave loot around, how much is entirely up to
you, but at least grab the Big Book of Science on the desk in the
central room. Now head downstairs and to the north until you find a door
leading to the Dupont Circle. Along the way through the horde of Super
Mutants around GNR I leveled up. We'll solve Three Dog's problem in case
you didn't use Speech on him and take the long route through D.C. to
reach Rivet City. A little exploration now will make it easier for us
later.

***LEVEL UP***
Small Guns goes up to 80 and I start spending a few points into Unarmed,
to get it up to 80 as well. I grab the Nerves of Steel perk, the last
of the decent perks left.

Level 26
HP:	500
AP:	104
Barter:		70
Big Guns:	17
Energy Weapons:	60
Explosives:	60
Lockpick:	87
Medicine:	60
Melee Weapons:	80
Repair:		80
Science:	95
Small Guns:	62 + 18 = 80
Sneak:		80
Speech:		60
Unarmed:	70 + 2 = 72

Dupont Circle to The Museum of Technology			{WLK027}
o======================================================================o
Sequence of Events:
		1) Dupont Circle
		2) Collapsed Car Tunnel
		3) Dupont Circle Station
		4) Metro Central, 1st Level
		5) Metro Central, 2nd Level
		6) Metro Central, 3rd Level
		7) Museum Station
		8) To the Mall
		9) Museum of Technology, Atrium
		10) Museum of Technology, West Wing
		11) Delta IX Rocket Display
		12) The Lunar Lander
		13) Jiggs' Share
		14) Planet-arium!
		15) The Mall
		16) The Washington Monument
		17) Hamilton's Hideaway
		18) The Weapon's Cache
		19) Your Number's Up, Prime

1) Go down the floors of the ruined building. As Three Dog promised,
it's a one way trip, a fact that's deadened a bit by your ability to
fast travel. To the east across a bridge you'll find an unmarked
entrance to Metro Junction. To the south you'll find a picnic table
with an Assault Rifle on it, and some ammo boxes and a first aid box
nearby. Head down the lowered area and go south to find a door leading
to the Collapsed Car Tunnel.

Collapsed Car Tunnel
o======================================================================o
2) More Ghouls. Joy. You can go west to find the exit to Dupont Circle,
but to reach the Mall we need to go through the Dupont Circle Station to
Metro Central. Head south, then through a different door west, slaying
Ghouls as you go. If you want to explore Dupont Circle now would be the
time to do so, but like Georgetown it's completely ancillary. Unlike
Georgetown, however, it's not really that rewarding to explore. Take the
door from the Collapsed Car Tunnel to the Dupont Circle Station.

Dupont Circle Station
o======================================================================o
***BOOKS***
Lying, Congressional Style

3) Head south into a room where you can activate a metro Protectron.
Really though, these opportunities are useless, as the Protectron
usually just gets wasted by the enemies in the Metro. There's a copy of
Lying, Congressional Style in a plastic bin on one of the desks. Go
through a door and head east to find the gate to Dupont Circle, around
which you'll find two Super Mutants lurking. Head west through a door
and follow the tunnel until you reach a train tunnel leading south. Kill
a Raider and head around a corner to the west to find the Raider's
abode, which has some loot around in, particularly the ammo boxes. Head
south to find a door to the west and go down the tunnel a short way,
kill a Raider, and loot their cubby to the north which contains a bunch
of drugs. Continue south down some stairs to find a Raider outpost. You
can hack a terminal [Average] and turn their turret on them for good
fun. Head through the Raider tunnels and activate an electrical switch
and go through a Utlity Door. Now we're in sewer tunnels. You'll find
some dead Ghouls and Raiders. Grab the ammo boxes, the Frag Grenades
behind the ammo boxes, and whatever loot the deadies have. Go up a
tunnel to the east and disarm a tripwire and grab the grenade bouquet
above it. You'll find a door leading to Metro Central.

Metro Central
o======================================================================o
***BOOKS***
Pugilism Illustrated

4) Metro Central is a bit of a hub (hence the name, Metro CENTRAL), and
it's just one way we can reach the Mall. Head south and you'll find some
Ghouls and Raiders fighting. On a table you'll find some Frag Grenades,
Stimpaks, and a 10mm Pistol. You'll also find an Assault Rifle nearby,
and three ammo boxes under the table. Head through a door to the south
to reach a metro train tunnel and continue south to reach a large open
metro hub area. The way to the Museum Station is south through some more
train tunnels, down the western tunnel. Near the door you'll find some
ammo boxes and a dead Raider. In the tunnel to the east you'll find a
pack of Vicious Dogs guarding a locked door [Average] behind which are
some drugs, some components, and a copy of Pugilism Illustrated. Since
we're here, and I hate to leave areas half done, lets explore the rest
of Metro Central.
<---------------------------------------------------------------------->
***BOOKS***
Dean's Electronics

5) Head back north and go up the stairs to the next level of the metro.
If you go up the stairs to the west you'll come across the door to the
Foggy Bottom Station. In the room leading to the Foggy Bottom Station
door you'll find some ammo boxes, and outside the room you'll find a
dead Talon Company Mercenary. Also nearby, to the east of the room
leading to Foggy Bottom you'll find a locked gate [Easy], behind which
you can find a copy of Dean's Electronics on a table. If you go up the
stairs to the east you'll find the entrance to the Freedom Station. To
the south of Freedom Station you can find a pile of bodies, amongst
which are the remains of another Talon Company Mercenary, along with
some Stimpaks, Assault Rifles, 5.56mm Rounds, and a Chinese Assault
Rifle.
<---------------------------------------------------------------------->
6) From the second level (the level on which the Foggy Bottom and
Freedom Station entrances are found) head up the stairs to the north and
continue north. You'll find some bathrooms, in one of which is a
skeleton with a Chinese Assault Rifle, some 5.56 Rounds, and some
Stimpaks. You'll also find the entrance to Pennsylvania Avenue, so if
you want to check out the 'ol White House, here you go. When you're done
head through the door to the Museum Station.

Museum Station
o======================================================================o
***BOOKS***
Grognak the Barbarian

7) Loot the room you're in and head east, flip an electrical switch, and
go up some stairs. In this room you'll find a bunch of alcohol and pool
balls, and on a table you'll find a copy of Grognak the Barbarian. Go
through a door to the east to find a metro train tunnel. To the north
you'll find a Raider camp with little loot. To the south you'll find a
large metro hub with more Raiders in it. In the south-east corner of
the hub room you'll find their camp, which has some ammo boxes to grab.
You can continue south to find the Anacostia Crossing Station, but we'll
get there soon enough.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

8) Head up the stairs in the large metro hub. You can now either go east
or west. East takes you to right outside the Museum of Technology, but
west is more profitable, so go west first. You'll find two bathrooms,
in the men's room you'll find some Buffout in the sink, some Jet on a
toilet seat, and a dead Wastelander. In the ladies restroom you'll find
Rad-X on a sink, a Cherry Bomb in a toilet, and in a wooden crate by
a skeleton you'll find Buffout, Jet, and a copy of Chinese Army: Spec.
Ops. Training Manual. Now head over to the east to score some drugs,
ammo boxes, and about fifty Tin Cans. Exit the metro and head south
east a short distance to find a door leading to the Museum of Technology
Atrium.

Museum of Technology, Atrium
o======================================================================o
***BOOKS***
Nikola Tesla and You

9) First things first, kill the Super Mutants in this level.  On the
main floor you'll find a Stealth Boy in the south west corner, and a
terminal south of the desks labeled 'Museum Information'. Activate the
terminal and selection option #000 to find a letter from a guy named
Prime to somebody named Jiggs. You'll have to find terminals throughout
the Museum to get access to Jiggs' loot. Leave the terminal and select
it again to find the entry #000 replaced with #001. When you select it
you'll get four number, #9, #19, #30, and #49. You want to select #19,
which is, of course, the prime number there. When you're done with the
terminal head through a door to the east to find a door past two
bathrooms. Go up some stairs to find a room with two terminals. Near the
Museum Maintenance console you'll find a copy of Nikola Tesla and You.
Head back out to the main room and go up the stairs north of the desks.
Head through the first door to the east to find two Stealth Boys on
stands, then head through the Vault Tour. Life in a Vault.. how
romantic! When you're done with the tour continue until you find the
door to the Museum of Technology West Wing.

Museum of Technology, West Wing
o======================================================================o
***BOOKS***
Guns and Bullets

10) To the west you'll find two terminals, the westernmost of the two
has the #002 entry on it. Select it to bring up four numbers, #24, #38,
#53, #88. Anybody who wasn't born under a rock and who possesses (I
assume) the mental facilities to make it through a text-based FAQ
without a single pretty picture realizes that the only even-number that
is prime is 2. Pick #53 and continue through a door to the south to
wind up at the Delta IX Rocket display, which is crawling with Super
Mutants. Note there are three ways to reach the Lunar Lander, one by
going downstairs through the Planetarium, and the other two by going
through the Delta IX Rocket display. What kind of guide would this be
if we didn't explore them all? First, however, head up to the top of
the stairs. You'll notice that in the south western corner of the room
is a balcony that we can't reach, it's directly south of a Vault-Tec
banner on the wall. The only way to reach it is to jump down from the
staircase above to land on the ledge, where you'll find a room to the
south. You'll find some skeletons on a matress on the floor in a very
questionable position.. why does one have a knife? Anyways, there's a
copy of Guns and Bullets of the table, and some Nuka-Cola, Purified
Water, and a Stimpak in the fridge.
<---------------------------------------------------------------------->
11) Go down the stairs in the Delta IX Rocket display room until you
reach the bottom, stopping to search another terminal on the northern
wall. Activate #003 to get four numbers, #99, #105, #111, and #113.
Pick #113 and the entry will change to #Get Passcode. Select it to get
Prime's note to Jiggs, which will tell you to get some loot in a
security office safe upstairs. It also tells you to meet him in a diner
near the Jury Street Metro Station. Will do. You'll get the note
'Earned Your Share.'
<---------------------------------------------------------------------->
12) Headupstairs now, ignoring the passage to the west. Yes, it leads to
the room with the Lunar Lander, but we'll get there soon enough. At the
top of the stairs you'll find a door [Average]. Go through the door,
down some stairs, and loot a desk to find a Key - Custodian Key for Tech
Museum. Continue through a door opening to the north, around a walkway,
and down some stairs to find the Lunar Lander. Relieve it of its
coveted Virgo II Communications Dish, now we just need to get to the
Washington Monument.
<---------------------------------------------------------------------->
13) Go north through a door way and through the first door on your left.
Go up some stairs until you reach a door leading to a security room,
much like the one you found in the Atrium. There's a terminal [Average]
which controls the deactivated turrets outside, a safe you can't open,
and a Museum of Tech Security terminal. Activate the terminal and, if
you did all the steps of Prime's terminal game, you'll have the option
to #Unlock Safe. Open the safe for 200 Caps, a Gun Locker Key, and two
Jets.
<---------------------------------------------------------------------->
14) Head back downstairs and continue through the passage to the north
until you reach the Planetarium. The Planetarium should spring to life
and begin regailing you with idealistic nonesense about space travel..
until it screws up and loops. Two Super Mutants should also enter in
time, approaching from the south. Kill them and search about the room
for what meager loot it has, then head through a door to the east.
Inside you'll find a Nuka-Cola Quantum on a shelf, and a gun cabinet
[Very Hard] that you can open with Prime's Key. There's also a
Planetarium Terminal [Easy], but what it's purpose is, I have no clue.
Now make your way out in any way you find convenient. It's time to
explore the Mall!

The Mall (and Bunker)
o======================================================================o
***BOOKS***
Duck and Cover!

15) This place is Super Mutant Central. From the Washington Monument to
the Capitol Building spans a Super-Mutant sized trench system. I'll
leave the specifics of the initiative and the specifics of the
exploration up to to you. In the trench you'll find-besides plenty of
delicious Super Mutants-some Ammo Boxes scattered about, and the odd
dead Brotherhood character. Be wary of Grenade Bouquets, as the SUper
Mutants are not above booby-trapping their own fortifactions. You'll
also find the entrance to a Bunker in the trenches. If you want to
explore it, be wary, as Super Mutants will spawn in the trenches if you
do so. Inside you'll find a copy of Duck and Cover! some Super Mutants,
and two trip-wire traps. Across the Mall to the north you'll find the
National Archives and the Museum of History, two places you'll be
visiting at some point. You'll also find the Washington Monument to the
west. To the east you'll find the Capitol Building, where a titanic war
between the Talon Company Mercenaries and the Super Mutants is erupting,
so only travel there if you're itching for a fight. I encountered no
less than four Super Mutant Overlords near the Capitol Building at this
point in the game.. which allows me to introduce a pair of wonderful new
weapons.. if you didn't already encounter them, you will in the Mall.

***WEAPON INFO***
Tri-beam Laser Rifle (Energy Weapons)
Maximum Damage: 89
AP Cost: Low
Ammo: MF Cell
Clip Size: 24 (1 round/shot, semi-auto)

It is what is says it is, a triple Laser Rifle, it's got over three
times the damage and three times the ammo consumption of a normal Laser
Rifle. Oddly enough, it doesn't seem to have the same value.. Still if
you're going to use any energy weapon.. well.. it's as much of a mixed
bag as any other energy weapon. It's expensive to maintain, and it
eats through ammo, all in all, you might as well just use A3-21's
Plasma Rifle.

***WEAPON INFO***
Super Sledge (Melee Weapons)
Maximum Damage: 42
AP Cost: High
Ammo: None
Clip Size: N/A

I've never ceased being unimpressed with Super Sledges, they always
seem to eat up AP and deal out much less damage than Power Fists. In
Fallout 2, at least Power Fists used up energy cells, but in this game,
you've got no excuse NOT to use a Power Fist. Still, if you want to hit
something with a sledgehammer, you might as well go super.

The Washington Monument
o======================================================================o
16) Head over to the Washington Monument and access the Washington
Monument Security Terminal to open the gate. Go through the door to the
Washington Monument, activate the Elevator Control, and ride the
elevator to the top of the monument. Once on top click the Galaxy News
Radio Relay and 'Install the Virgo Dish and activate the relay.' Wee!
Now you can listen to Galaxy News Radio anywhere in the Capitol
Wasteland. Time to head back to Three Dog and get him to live up to his
end of the bargain. He'll give you the note 'The Weapons Cache', and
tell you that it is hidden in Hamilton's Hideaway. You'll also get the
Weapons Cache Key. Who is Copperhead? Anybody's guess. It just so
happens that Three Dog levels me up.. well, him and the Mall. Head over
to the Moonbeam Outdoor Cinema, as Hamilton's Hideaway is to the north.
Head down a path with some wooden 'steps' leading down to find some
docks, on and near which you'll find some ammo boxes. Let your
perception guide you to Hamilton's Hideaway.

***LEVEL UP***
Unarmed gets up to 80 and I put the rest of the points in Medicine.
We are really just getting most everything up to 80 in anticipation of
hitting level 30. Pick another perk that tickles your fancy,
Entomologist, Demolition Expert, Pyromaniac, Adamantium Skeleton, and
Rad Absorption being the best of the remaining perks. I personally pick
Demolition Expert.

Level 27
HP:	510
AP:	104
Barter:		70
Big Guns:	17
Energy Weapons:	60
Explosives:	60
Lockpick:	87
Medicine:	60 + 12 = 72
Melee Weapons:	80
Repair:		80
Science:	95
Small Guns:	80
Sneak:		80
Speech:		60
Unarmed:	72 + 8 = 80

Hamilton's Hideaway
o======================================================================o
***BOOKS***
Duck and Cover!

17) Sure, we could have come here earlier when we were messing around
with Arefu, but since we couldn't score the weapons cache here I didn't
see a point. Head northeast along the metal platform and turn north
east along another platform when you get the chance. You'll come to a
four-way split in the path. To the south east are some rooms with
precious little loot inside, the best of which is probably a Bottlecap
Mine on a workbench. The other two paths will eventually both lead to
a dead Wastelander, on which are some drugs. From here there are two
paths to take, but like the previous two paths that led here, they end
up in the same place. Head down the western path to get to a room filled
with goodies including a copy of Duck and Cover! and a Nuka-Cola
Quantum. On some shelves nearby you'll score some drugs. Any Raiders
that might have been here previously had been wasted by the Radscorpians
to the north.. particularly the Albino one I was unfortunate enough to
encounter.

***WEAPON INFO***
Bottlecap Mines (Explosives)
Maximum Damage: 536
AP Cost: N/A
Ammo: Bottlecap Mines
Clip Size: 1 (1 mine/shot)

The Bottlecap Mine breaks the rules for the mine-grenade relationship,
dealing massive damage, much more than any other explosive weapon. In
fact, the only thing that really can challenge it is a Fat Man. Now
that's something. And they are much easier to make than Nuka-Grenades,
too. They require three fairly common items (Cherry Bombs, Lunchboxes,
and Sensor Modules) and 10 Caps. That's MUCH cheaper than the 10
Nuka-Colas a Nuka-Cola Quantum, and hence, a Nuka-Grenade takes to make.
Unfortunately, as mines, they lack versatility. Still, if you are going
to set down mines, make sure they're Bottlecap Mines. After all, why
maim when you can kill?

<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets

18) Speaking of which, head north through a door and down a tunnel,
exterminating Radscorpians as you go. Down at the far northern end of
the tunnel, where rubble impedes further progress turn to the left
(west) to find a hole in the wall. Inside is a cell door that can only
be opened by the Weapons Cache Key, beyond which is your payday. You'll
find a locker, two footlockers, about seven ammo boxes, two first aid
boxes, a Mini Nuke, a Stealth Boy, four Frag Grenades, an Assault Rifle,
and a copy of Guns and Bullets on a footlocker. It's not the best cache
we've scored, and it might not even have been worth all the trouble to
get it, but it's something. Now lets head over to Jury Street Metro
Station to meet Prime.

Jury Street Metro Station
o======================================================================o
19) Just opposite the metro entrance you'll find your diner. Go into the
diner and around to the serving side of the counter to find what's left
of Prime. On him you'll discover 500 Caps, two Buffout, three Frag
Grenades, two Jet, two Mentats, a Merc Cruiser Outfit, two Psycho, and
the unique Xuanlong Assault Rifle. Hell, this was more rewarding than
Hamilton's Hideaway! Now it's time to finish off Rivet City and to find
Dad.

***WEAPON INFO***
Xuanlong Assault Rifle (Small Guns)
Maximum Damage: 123
AP Cost: Low
Ammo: 5.56mm Round
Clip Size: 36 (1 round/shot, full auto,
	      	fires 3-round bursts in V.A.T.S)

The Xuanlong has several improvements over the normal Chinese Assault
Rifle. First of all, it's about 25% stronger, and second it has a 50%
larger clip size. You'll find few better ways to waste your 5.56 Rounds
than with this gun.

Rivet City Market						{WLK028}
o======================================================================o
Sequence of Events:
		1) Rivet City Market
		2) Muddy Rudder Bar
		3) Midship Deck
		4) Bannon's Blackmail
		5) Capital Preservation Society
		6) Science Lab
		7) Doctor Li
		8) Upper Deck
		9) Bridge Tower
		10) Broken Bow
		11) Pinkerton
		12) The Replicated Man
		13) Hot Pants!
		14) Tying up Loose Ends
		15) Jefferson Museum and Gift Shop
		16) Memorial Sub-Basement
		17) Jefferson Memorial Rotunda

1) Head into the Rivet City Market to find a variety of vendors. Ask
them all about Rivet City's history and Pinkerton. Most folks will refer
you to Vera Weatherly or Bannon. If you talk to Angela Staley she'll
tell you about her crush on Diego, whom she wants to knock boots with.
You can give her some Ant Queen Pheromones to help her seduce him. Talk
to Bannon and ask him about the city's history. Succeed at a Speech
challenge and he'll tell you to talk to Belle Bonny about the city's
history. If you ask him about the council he'll ask you to find some
evidence that incriminates Seagrave Holmes. Talk to Seagrave and he'll
tell you about Pinkerton, who left after having a spat with the science
team a decade ago, and he points you to the broken bow as well. You
might also find Tammy and James Hargrave. She's a real treat. If you're
naughty you can convince James to run away with a successful Speech
challenge. Now that you're done causing trouble you have several leads.
Talk to the people in the science lab, bother Belle Bonny, or talk to
Vera at her hotel. If you find Mei Wong talk to her. She'll tell you
that she's an escaped slave, and that a new person on the ship, Sister,
is a slaver. You'll get a note from her, and she'll ask for some help.
If you give her 25 Caps for a gun she'll tell you the location of the
Temple of the Union and you'll get some karma. Head outside and enter
the Stairwell, go down some stairs and enter the door to the Muddy
Rudder Bar.

Muddy Rudder Bar
o======================================================================o
2) Talk to Belle Bonny and ask about Pinkerton, and she will mention the
broken bow as well. Ask about the history of the place and tell her
Bannon says he started it. She'll confirm that not only is Pinkerton
still around, but he is certainly still in the broken bow of the ship.
Succeed at a difficult Speech check and she'll simply refer you to
Pinkerton again. You can steal a bunch of alcohol from the bar, and in
the bouncer's room there's plenty of food.  Now head up two flights of
stairs and enter the door to the Midship Deck.

Midship Deck
o======================================================================o
***QUESTS***
Stealing Independence

3) You can break into a lot of houses and deal a lot of minorly
valuable stuff, but I'll leave most of the individual looting up to you.
The Cantelli's house has a good bit of drugs you can loot. If you find
Paulie Cantelli you can give him some Psycho for some bad karma.. but
this tends to earn the demise of Paulie Cantelli.. filthy addict that he
is. You can talk to Father Clifford in the 'church' on this level, but
like most priests, he's useless. You can lie and say Diego and Angela
are getting it on, which will make the good father kick Diego out of
the church. Diego will then propose to Angela.
<---------------------------------------------------------------------->
4) More importantly, search Seagrave's room to find the note 'Seagraves
Incriminating Letter' under  his bunk. You can also hack his computer
[Average] to learn a bit about him. If you confront Seagrave he'll ask
you to tell Danver that Bannon is blackmailing him, and to not hand over
 the note.. Bannon, on the other hand will ask you to give the note to
Danvers and not implicate him. They both seem fairly sleazy, so morality
isn't an issue.. But what is the most rewarding option? If you give
Bannon the note you'll get a discount at his store, which isn't all that
useful, but he'll also give you the Schematic - Deathclaw Gauntlet.
Seagrave will just give you the discount. So when we find Danver it
would be more sensible to sell outSeagrave and be Bannon's buddy. If
you have two or three Deathclaw Schematics, it'd be a great time to
craft one.. actually, well past time to craft one, but that's besides
the point.

***WEAPON INFO***
Deathclaw Gauntlet (Unarmed)
Maximum Damage: 38
AP Cost: Low
Ammo: None
Clip Size: N/A

Like Fisto!, but better. Why is it better? It's not the damage, at a
glance, but the Deathclaw Gauntlet has the hidden benefit of ignoring
armor. Against some some of the more powerful enemies in the game, this
will make the Deathclaw Gauntlet much more useful than Fisto!.

<---------------------------------------------------------------------->
5) Go into the room with the airplane hanging from the ceiling, the
'Capitol Preservation Society', and talk to Abraham Washington. Offer to
find the Declaration of Independence for him, and bug him about the
reward until he offers to give you the Schematic - Railway Rifle. Ask
him for the map location to get the map marker added. Don't worry, we'll
get to the Mall soon enough. You can succeed at a Speech challenge to
get him to reveal his source and ask him about the history of the
document, which is somewhat amusing. Lastly, you can loot his room and
hack his computer [Average] to learn more about his Declaration
Expedition, and about some artifacts of Lincoln's in the Museum of
History. Now head through the door to the Science Lab.

Science Lab
o======================================================================o
***QUESTS***
Scientific Pursuits
The Replicated Man

6) You'll be approached by Dr. Zimmer, who will try to hire you to find
his runaway android. This is the appropriate way to begin the quest 'The
Replicated Man', and Dr. Zimmer is the first person to offer you a
reward for finding the android.. I mean a real reward, not the love of
God crap that slave-loving technophile offered. Accept to look for his
android and you'll get the note 'Missing Android' and 'Self
determination is not a malfunction'. Ask Dr. Zimmer for more information
he'll refer you to Dr. Preston, who is aboard this ship somewhere. If
you keep bugging him he'll eventually tell you more about this escaped
cyborg, this A3-21. If you've been talking to people, you should by now
be able to tell Dr. Zimmer that Pinkerton did the android's face job and
memory wipe, for what it's worth.
<---------------------------------------------------------------------->
7) You can also talk to Doctor Li, who will recognize you as James'
child. You can ask her about Project Purity, the reason your father
apparently left the Vault and abandoned you. If you ask about where your
dad went, she'll tell you he went to the old lab, in the Jefferson
Memorial. If you succeed at a Speech check she'll give you five
Stimpaks to help you out. There are a few other people to talk to here,
but they don't have anything interesting to say. Head up some stairs to
the east and go to the Upper Deck.

Upper Deck
o======================================================================o
8) Through the first door to the left you'll find Doctor Preston.. or at
least his hospital. He doesn't have much to tell you about Pinkerton or
the history of the place, but he could give you more information about
'The Replicated Man' if we already didn't get enough information from
Moira earlier. You can steal some drugs from his hospital, and hack his
computer [Average] to find out about the medical problems of some of the
residents. You'll also find a good bit of ammo in Flak & Shrapnel's
room, as would be expected from gun shop owners. In the Weatherly Hotel
you can talk to Mister Buckingham, whom you can conduct business with.
Also you'll find Vera, whom you can make Speech challenges with to learn
gossip. If you ask about Rivet City's history she'll refer you to
Seagrave. In Docter Li's room you can hack her computer [Easy] to find
out about her work in Rivet City. Also grab the Project Purity Journals
# 1, 3 and 5 on her desk. Head out into the Stairwell and go up some
stairs to reach the Bridge Tower.

Bridge Tower
o======================================================================o
***SCHEMATICS***
Schematic - Rock-It Launcher

9) This is where most of Rivet City Security hangs out, so be on your
best behavior. Inside you'll typically find Commander Danvers, who is
hanging around here during the day. Show her Seagrave's incriminating
note, and if you got James Hargrave to run away you can ask her about
that, too. Otherwise, she's not very interesting. On one of the higher
levels you'll find Security's Terminal [Very Easy], which contains a
bunch of useless information. You'll also find a robot named Private
Jones, who's mostly just there to keep you honest. If you have
[Robotic's Expert] you can disable him, if you want to have any chance
at looting. There's an ammo box [Hard], two footlockers [Average], and a
Chinese Assault Rifle on a shelf. There's also a locked door [Very
Hard], behind which is an armory guarded by a turret. If you want access
to the armory you'll have to disable Private Jones and very carefully
destroy the turret, and make absolutely sure that the Rivet City
security doesn't turn hostile on you. Inside you'll find the Schematic -
Rock-It Launcher, some guns and ammo, some locked ammo boxes [Average],
and many locked Armor Cases [Very Hard]. If you wanted a buttload of
experience from picking [Very Hard] locks, here's your chance. They
contain Combat Armor and Combat Helmets, and generally looting them
isn't worth the aggravation. When you're ready go west of Rivet City to
find the Broken Bow.

Broken Bow
o======================================================================o
10) To get into the Broken Bow you either need to go across some ramps
over the water and open a locked door [Very Hard]. If you can't, then
you'll have to swim. From the door swim east, then around to the south
until you're between the two halves of the ship. Swim underwater to find
a door leading to the Broken Bown down a short tunnel. I'd suggest
saving before doing this, as it can be somewhat disorientating doing
this the first time. Swim west into a room and surface near the ceiling
to get some precious oxygen. Open a door underwater to the west and
swim into the next room. Swim until you find a doorway to the left and
find sweet air at the top of a staircase. Make your way up another
flight of stairs and head north to find the door to the outside. You
can hit an electrical switch near the door to ensure you won't have to
swim out of here. On a table near the door you'll find a landmine and
a Scoped .44 Mangum. There will be a Mirelurk or two wandering about,
but they should be more annoying than a threat. Head to the south to
find a door with a trip wire next to it. Inside the room by the trip
wire you'll find a pressure plate with two rigged shotguns triggered to
it, and a Frag Mine on the counter. Don't set off traps here, or the
gas in the air will give you extra punishment. Keep heading to the south
west corner of the Local Map to find Pinkerton and his lab. You have to
hit an electrical switch to open the door leading to him.
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science
D.C. Journal of Internal Medicine
Dean's Electronics

11) Talk to Pinkerton, who is a treasure trove of information. Ask him
about Rivet City's history, and he'll tell you that he founded the
science lab around which Rivet City grew. Keep poking and he'll give you
some records proving his was at the first council meeting. You'll get
the note 'Rivet City Council Minutes', which is all the evidence you
need to finish up the Wasteland Survival Guide. Notice the names? Horace
Pinkerton needs no introduction, but Annette Holmes (related to Seagrave
Holmes, no doubt) and Brad Danvers (related to Commander Danvers) stand
out. Ask about the android. Pinkerton is all too eager to tell you about
his work, and will reveal that Harkness is the android. He'll also give
you the password to his computer to find proof of his surgery, and
he'll give you the note 'Pre-Harkness Audio Recording', and two photos,
'Harkness before Picture' and 'Harkness after Picture'. Keep talking and
he'll give you a code to bring back Harkness' memories, so you can prove
it to him as well. Go access Pinkerton's computer to get all the info
you'll need. You'll get the note 'I'm brilliant', 'Mem chip' and
'Harkness.' Now loot Pinkerton's lab. He's got a number of Stealth Boys
on the desk opposite his operating table. There are also three books
about, a D.C. Journal of Internal Medicine behind the gurney with the
corpse on it, and a Big Book of Science and a copy of Dean's Electronics
across the room on the desk and metal cabinet, respectively. Also, he
can do facial reconstruction on you, which is a wonderful feature if you
wanted to change the appearance of your character. Head back to Rivet
City and pay Harkness a visit. He's usually in the Market at day time.

Rivet City Market (cont'd)
o======================================================================o
***SCHEMATICS***
Schematics - Deathclaw Guantlet (Bannon)

12) Talk to Harkness and show him the evidence. What'll eventually
happen is you'll get the prompt to use his memory override code.. this
is a scene that really calls for a cutscene, rather than a melodramatic
"aaaaugh!" from Harkness. Ask him what he's going to do about Zimmer.
Ask him to let you kill Zimmer and he'll give you the A3-21 Plasma
Rifle. While you're here go talk to Bannon, who will give you a discount
to his store and give you the Schematic - Deathclaw Gauntlet. Now head
back to the Science Lab.

***WEAPON INFO***
A3-21's Plasma Rifle (Energy Weapons)
Maximum Damage: 63
AP Cost: Low
Ammo: MF Cell
Clip Size: 12 (1 round/shot, semi-auto)

It's about 10% stronger than a normal Plasma Rifle, but about 25% more
expensive to maintain. Whether the potency is worth the cost is up to
you.

Science Lab (cont'd)
o======================================================================o
13) Talk to Dr. Zimmer and tell him that his android is Rivet City's
security chief. He'll give you a combat module which gives you the
Wired Reflexes perk, a very nice bonus for all us V.A.T.S. users. You
can now just leave well enough alone, or do Harkness a favor and kill
Dr. Zimmer. My prefered method for killing him is to plant a Frag
Grenade on him, which will get you the Psychotic Prankster achievement
if you're on the Xbox 360. Zimmer and Armitage tend to be close enough
that one grenade'll kill them both.
<---------------------------------------------------------------------->
14) Now lets tie up some loose ends. Head back to Grayditch and tell
Bryan that Vera will take him in. You'll finally get your quest reward
for completing 'Those!'. Return to Moira in Megaton and tell her about
your success in Rivet City. She'll give you some Mentats and tell you
that you'll get a discount from the traders in Rivet City. Wee. Ask her
about being complete with the last chapter. She'll give you a Mini Nuke,
and you'll get either the Junior Survivor, Survivor Expert, or Surivor
Guru perk, depending on how well you completed the quests. You'll also
get a copy of the Wasteland Survival Guide. Completing three quests in a
matter of minutes gets me enough experience to level up. Now head over
to the Jefferson Memorial.

Jefferson Museum and Gift Shop
o======================================================================o
15) Head west of Rivet City, past the broken bow, to find the Jefferson
Memorial, which is crawling with weak Super Mutants. Enter the door
leading to the Jefferson Museum and Gift Shop. There are turrets and
Super Mutants around, but these ones are poorly matched against our
sneak attack shotgun prowess. Head west and waste any Super Mutants you
see until you find a door to the Memorial Sub-Basement.

***LEVEL UP***
Medicine gets up to 80 and Energy Weapons goes as high as it can. I pick
a second rank of Demolition Expert as my perk.

Level 28
HP:	520
AP:	104
Barter:		70
Big Guns:	17
Energy Weapons:	60 + 12 = 72
Explosives:	60
Lockpick:	87
Medicine:	72 + 8 = 80
Melee Weapons:	80
Repair:		80
Science:	95
Small Guns:	80
Sneak:		80
Speech:		60
Unarmed:	80

Memorial Sub-Basement
o======================================================================o
16) Again, this level is crawling with Super Mutants, but none of them
should be overly threatening to us. Head down some stairs and to the
east, taking your first left to find a surgical room. On a table you'll
find Project Purity Journals #7 and #8. Head east and go down some
stairs, then continue through a room to the west until you find a four
way tunnel. The north and west tunnels connect, and there's not much to
see, so head south, turning west to when more paths open up to find a
door leading to a small room. Take the note 'Better Days' from the
table, and on another table you'll find the note 'Project Purity
Personal Journal', as well as Project Purity Personal Journal Entry: #1,
#2, and #3. Note that these 'Personal' journals are different from the
ones you found in Doctor Li's room in Rivet City. Listen to them, as
they contain the recent words of your dad. This was apparently his room
while he was working on Project Purity, heck, your character might have
been concieved on that very bed! Creepy. Head back to the Jefferson
Museum and Gift Shop and take a door to the Jefferson Memorial Rotunda.

Jefferson Memorial Rotunda
o======================================================================o
17) There are a few more Super Mutants around. Kill them and on top of
the stairs you'll find the Auxiliary Filtration Input, on top of which
you'll find the Project Purity Personal Journal Entry: #5, #8, and #10.
Listen to them to find out that dad went off in search of Vault 112,
which is in some kind of garage west of Evergreen Mills. This is yet
another way to complete 'Following in His Footsteps' and start up the
quest 'Scientific Pursuits.' Lets head to Jury Street, since Evergreen
Mills is probably swarming with Raiders again, and since it's enclosed
on the western side we'd just have to walk around it anyways.

Jury Street to Smith Casey's Garage				{WLK029}
o======================================================================o
Sequence of Events:
		1) Fort Bannister
		2) Commanding Officer's Quarters
		3) Barracks and Med Bay
		4) Commander Jabsco
		5) Fort Bannister Bunker
		6) Fort Bannister Main
		7) Charnel House
		8) Radio Signal Papa November
		9) Military Tent
		10) Smith Casey's Garage
		11) Vault 112
		12) Tranquility Lane
		13) Make Timmy Neusbaum Cry
		14) Break up the Rockwell's Marriage
		15) Kill Mabel Henderson
		16) Become the Pint-Sized Slasher!
		17) Chinese Invasion
		18) Dear Old Dad

Fort Bannister
o======================================================================o
1) Time to make one more lengthy-but profitable-diversion head west from
where you are until you find Fort Bannister. Approach from the north and
enter through a hole in the fence. Storming the well guarded southern
and eastern sides is not recommended. Head west along the fence until
you spy a tent. If you're quick, you can pop in there and smite a Talon
Company Mercenary with a Missile Launcher before he even knows what hit
him. Continue sneaking west by the fence until you find some rocks, then
turn south. You'll pass a door [Very Easy] leading to Fort Bannister
Main. Keep going south past some tents and past another door [Very Easy]
to Fort Bannister Main, and head east to a turned over truck.
Immediately east of you is a stand with another Missile-Launcher
carrying Talon Company Mercenary. If you exterminate him, you rid
yourself of a considerably headache. Attacking from the east allows him
to stand up in his little tower and range-rape you with that Missile
Launcher. The surviving garrison outside of Fort Bannister are more your
usual fare of Talon Company Mercenaries. It is entirely possible to
sneak attack kill every Talon Company Mercenary outside of Fort
Bannister with very little bother with this approach. Now for the
looting. In the south eastern corner you'll find some mine boxes, a
first aid box, and a Sniper Rifle. West, past the door leading to the
Fort Bannister Bunker [Very Hard] you'll find a Chinese Assault Rifle,
a Stimpak, and two ammo boxes under the tower where the Missile Launcher
bearing mercenary was. By the barricade near the tents you'll find two
footlockers, an ammo box, a first aid box, and a Combat Shotgun. There
are also some goodies in the tents. In the tent where we popped our
first mercenary you'll find a manhole leading down to the Commanding
Officer's Quarters.

Commanding Officer's Quarters
o======================================================================o
***BOOKS***
Nikola Tesla and You

2) Right around the corner you'll find a turret, and down the tunnel
from the turret will be a Talon Company Mercenary with a Missile
Launcher. If you can get a sneak attack critical on the turret you can
lure the mercenary around the corner and kill him at close range.
Continue down through a door and down some stairs, killing turrets and
Talon Company Mercenaries as you go. At the bottom of the stairwell
you'll find a door leading south. First, however, you need to get up
to the roof over the staircase directly above the door, which you can
do by climbing the stairs and dropping down onto the roof. Once there,
you'll find a copy of Nikola Tesla sitting in plain sight.
<---------------------------------------------------------------------->
3) In the room to the south you'll find the barracks, with plenty of
beds, should you need to rest. Search the footlockers and cabinets for
some laser weapons and a couple of Stealth Boys. There are also several
ammo boxes waiting to enrich your life. There's also some minor loot in
the bathroom nearby. Leave the room and head back into the hallway and
head up some stairs to the north. There's a shelf you can loot at the
top of the staircase, and to the east is a medical room. Loot the
corpses on the gurneys for some loot and loot the safe [Easy] under the
table.
<---------------------------------------------------------------------->
4) Now go back to the barracks and head down the stairs north to reach a
room with two turrets in it. You'll probably provoke some Talon Company
Mercenaries while you're destroying the turrets. Head west to another
tunnel and explore the western room for some loot. When ready head south
up the stairs. You'll find three different paths you can take, one to
the north, one to the west, and one to the south. To the north you'll
find a storage room, you just need to hack the computer [Average] or
unlock the door [Hard]. You'll find two lockers, two first aid boxes,
and several ammo boxes, as well as some Jet on the floor. The door to
the west leads to the bunker, so head south. There's a terminal
[Average] that can disable the turrets ahead, which you might as well
use, or better yet, turn on the Talon Company Mercenaries within. In
the room ahead you'll find Commander Jabsco, who is armed with a Missile
Launcher for ranged combat, has a high damage resistance, and a lot of
health. He's a bit of a fight, unless you nab him with a paralyzing
palm. when he dies, loot him for Jabsco's Key and a unique Combat Knife,
'Occam's Razor'. He also has the only Talon Combat Helmet I've seen in
the game. In the room where Jabsco was you'll find some stairs leading
down. Loot around for some goodies. In the south eastern corner you'll
find a safe [Hard], and to the west you'll find a footlocker [Hard] with
a Stealth Boy inside, and a Nuka-Cola Quantum behind it. Now head back
and enter the bunker.

***WEAPON INFO***
Occam's Razor (Melee Weapons)
Maximum Damage: 26
AP Cost: Very Low
Ammo: None
Clip Size: N/A

Occam's Razor is everything a unique weapon should be. Purely more
powerful than the original with no damn downsides.

Fort Bannister Bunker
o======================================================================o
***BOOKS***
Guns and Bullets

5) Disarm the two pressure plates in front of either door and grab the
rigged shotguns. Head either way you want, the level just loops around,
and both paths are characterized by similar features: plenty of Talon
Company Mercenaries and precious little loot. You'll get a good amount
of loot and experience just wasting the mercenaries. In the eastern
most room search the gun cabinent along the southern wall, on top of
which is a copy of Guns and Bullets. When you're done take the exit to
the Capital Wasteland, which has several traps near it. When you're back
on the surface head west into Fort Bannister Main.

Fort Bannister Main
o======================================================================o
***BOOKS***
Big Book of Science

6) Guess what? More Talon Company Mercenaries. At least they're killing
them is lucrative, eh? Loot the metal boxes to the west and head up the
stairs. At the top you'll find a path to the east and a path to the
north. Go east into a room, which has a few items lying about, and two
locked safes [Average]. Head back and go north down some stairs until
you come to a door [Average]. Beyond is a storage room with a Fat Man,
a Mini Nuke, a Big Book of Science, some ammo boxes, metal boxes, and
other toys strewn about.

Charnel House
o======================================================================o
***BOOKS***
Duck and Cover!

7) Now that we're done with Fort Bannister head west and slightly
south to find a house with a Scavenger inside. You'll find a wooden
crate with some Nuka-Cola's and a Nuka-Cola Quantum. There are also two
Pre-War books on a table. Now head south to find Charnel House, which
has a few Raiders around it, and landmines galore. Kill them and loot
the place. On the top floor there are some ammo boxes by a chair, and
a copy of Duck and Cover! on the floor.
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

8) From Charnel House head west up a hill towards a radio tower, you'll
cross a road when you're close, and two gates enclose the radio tower,
although you don't need to open them to get to it. Activate the
electrical switch to pick up Radio Signal Papa November. From the tower
head north east through the gate and over a cliff to find a Drainage
Chamber. On the floor right by the ladder you'll find a Pre-War Book and
a copy of Pugilism Illustrated. You'll also find some food around. Yum.
<---------------------------------------------------------------------->
9) Go back up the cliff to the road running by the radio tower and
follow it south until you find a tent, a barricade, and two military
trucks along the road. You'll find some goodies in the metal boxes and
ammo boxes around, and a Laser Rifle on a table inside the tent.
Continue south along the road to find Smith Casey's Garage.

Smith Casey's Garage
o======================================================================o
***BOOKS***
Tumblers Today

10) Clear out the Radroaches and Mole Rats so you can loot in peace.
Once done there's a Nuka-Cola Quantum in the north-eastern corner of
the first room on the floor by a bin full of Tin Cans, bent and
otherwise. Behind the counter is an opened safe, inside of which is a
copy of Tumbler's Today. Go into the back room and flip and electrical
switch near a metal shelf to open up some stairs. Go down some stairs
and kill Mole Rats until you reach a door leading to Vault 112. I guess
this one didn't need a huge cog-like wheel door.. Perhaps they thought
being hidden under a garage was safety enough against atomic bombs?

Vault 112
o======================================================================o
***QUESTS***
Tranquility Lane

11) Go down some stairs until you find the formely absent Vault Door.
Now that's more like it. Go through the find that the Vault is,
astonishingly, intact. Head through a pair of doors to the east until
you meet a Robobrain. It'll tell you that you're 202.3 years late, and
give you a Vault 112 suit. Might as well put it on and go through the
door to the south. Go down some stairs and take a right, going through
the first door on your left. You'll reach a large open room with the
'tranquility loungers' below you. Keep going south until you find some
rooms to your right which have some minor loot inside. On the floo with
the tranquility loungers you'll find a terminal [Hard]. Hack it and
select the 'Open Vault-Tec Access Hatch' option to open the doorn to the
right. Inside you'll find some drugs, a first aid box, three Frag
Grenades, three Pulse Grenades, an Assault Rifle and some 5.56 Rounds,
a Laser Rifle and Microfusion Cells, and the note 'Overseer's Room
Password.' To get to the Overseer's Room exit the tranquility lounger
room to the south, follow a tunnel, go up some stairs and and go left
when you get a chance to find a terminal near a door. Access it and
select the 'Open Vault-Tec Access Hatch' option to get into the
Overseer's Room. Inside you'll find a locked safe [Easy], with some
minor loot inside, not nearly as good as the room we hit downstairs.
When that's done go back to the room with the tranquility loungers and
get in one of them.

Tranquility Lane
o======================================================================o
12) You'll find yourself in Tranquility Lane, a virtual reality world of
yesteryear! You can go around and talk to people, but they'll mostly
just refer you to Betty, and talk about crazy old lady Dithers. If you
find Old Lady Dithers talk to her. She's the only one who seems to
realise this is a simulation, and she'll tell you about 'Betty', who is
really a scientist named Braun who is manipulating the virtual world for
his own amusement and playing god. She'll tell you to find the failsafe,
which is in the abandoned house. Well, lets give Betty a try. Head to
the playground in the middle of town and talk to Betty. She's.. a
rather mean little girl, who will give you a variety of tasks, all of
them are.. well, they're not nice. The first thing he asks you to do is
to make Timmy Neusbaum cry.  Now you have to decide whether you're going
to 'play' with Betty and do her.. his.. its bidding, or find the
failsafe. Karma is the only big difference between the two. Oh, and
attacking Betty is not a good idea, unless you like dying. To follow
Braun follow steps #13-16, to be nice, follow #17. Note that there's
nothing stopping you from following Braun's instruction, then ruining
his game.. just to show him that you're bad enough to not only torture
people at his behest, but to torture him as well.
<---------------------------------------------------------------------->
13) The best place to find Timmy is in his house, or in front of it.
Firstly, you can succeed at a Speech challenge to tell him his parents
are getting a divorce. Another thing you can do is grab the Military
School Brochure from the kitchen table and give it to him. Or, if you're
feeling violent you can simply hit him. What a freakin' cry baby. Now go
talk to Betty/Braun, who will let his facade slip and answer a single
question of yours. If you ask him where your father is, he'll make a
pun that gives it away.. if you're clever enough to put two and two
together. Before he tells you anything else he'll ask you to put an end
to the Rockwell's marriage.
<---------------------------------------------------------------------->
14) The easiest way to do this is to simply succeed at a Speech
challenge with Janet. If you talk to Mabel, she'll tell you that there
was some tension over Martha Simpson a year ago. After this you can go
talk to Martha and-if you succeed at a Speech challenege-get her to talk
about her and Roger. Now if you go into the Simpson Residence you'll
find some Lacy Underwear on the bed upstairs. Go to the Rockwell
Residence and head down to the basement. In the north west corner you'll
find Roger's desk. Activate it to plant the Lacy Underwear there, then
go find Janet and tell her that there's something she needs to see in
the basement.. Lead her down there and show her the underwear, then talk
to her and say whatever you wish. She'll confront Roger about his.. uh..
indulgence, and then run off to the Henderson Residence. Go report back
to Betty, this time he asks you to kill Mabel Henderson. This time if
you ask about Dad he'll be a little more revealing. Anyways, it's time
to find a creative way to kill Mabel.. head over to the Henderson
Residence.
<---------------------------------------------------------------------->
15) By talking to people around town you'll find out that Mabel likes to
bake, and you'll hear about her robot. Go to her house. One thing you
can do is activate the Mr. Handy terminal in the kitchen and select the
option 'Disable Security Screening' followed by 'Initiate Security
Program'.. but keep in mind, this makes the Mr. Handy just as dangerous
to you as it is to Mabel. You can also sabotage the pilot light fixture
on the oven. Lastly, you can turn on the radio in her living room, and
when she gets near it drop the chandellier on her. Either way, as long
as Mabel dies without you hitting her, it's gold. Return to Betty, who
will be quite pleased with you. Complete one more task, and Braun'll
grant you whatever you wish. He'll tell you to go into the dog house
by the Abandoned House and become the Pint-Sized Slasher.
<---------------------------------------------------------------------->
16) This is pretty straight forward, just go activate the doghouse to
get a knife and a crazy hat, then go kill everybody in town. For some
stupid reason, this does not include Timmy.. but Mabel was back alive,
at least briefly. When they're all dead go talk to Betty one last time.
He'll activate the exit to Tranquility Lane, and a large door will show
up in the middle of the playground. Neat.
<---------------------------------------------------------------------->
17) If you want to stop Braun in his game and let the residents of
Vault 112 finally die after 200 years of virtual torture, go into the
Abandoned Home. In the living room you'll see several objects you can
activate, a Broken Radio, a Glass Pitcher, a Cinder Block, a Garden
Gnome, and an Empty Nuka-Cola Bottle. Active them in this order:
Broken Radio, Glass Pitcher, Garden Gnome, Glass Pitcher, Cinder Block,
Garden Gnome, Empty Nuka-Cola Bottle. On the southern wall the 'Vault
112 Auxiliary Command Terminal' will appear. Activate it to read up on
what Braun has been putting these people through. To put an end to
Braun's game click the 'Access "Chinese Invasion" Program' and then
select 'Initiate "Chinese Program" Failsafe. Braun will be somewhat
upset when a mob of Chinese Commandos appear and kill all his playmates,
leaving him trapped in his virtual reality world alone for all time.
<---------------------------------------------------------------------->
***QUESTS***
The Waters of Life

18) When you leave the simulation, your dad will come talk to you. He'll
tell you about the G.E.C.K., or G(arden of) E(den) C(reation) K(it) for
those of you unfamiliar with Fallout 2. His goal is to return to Rivet
City and enlist Madison to help him restart Project Purity. You should
get a huge amount of experience, probably for finishing both 'Scientific
Pursuits' and 'Tranquility Lane'.  Those two quests, along with Fort
Bannister, was more than enough to level me up. Another quest 'The
Waters of Life' will start up. You could follow Dad to Rivet City.. or
just fast travel there. Dad'll convince Madison to come work on Project
Purity with them, and they'll set off to get the laboratory in the
Jefferson Memorial up and running again. Good thing we cleared it out
already, eh?

***LEVEL UP***
Explosives goes up to 80 and I pick a third rank of Demoliton Expert.
Almost there now.

Level 29
HP:	530
AP:	104
Barter:		70
Big Guns:	17
Energy Weapons:	72
Explosives:	60 + 20 = 80
Lockpick:	87
Medicine:	80
Melee Weapons:	80
Repair:		80
Science:	95
Small Guns:	80
Sneak:		80
Speech:		60
Unarmed:	80

The Jefferson Memorial						{WLK030}
o======================================================================o
Sequence of Events:
		1) Flood Control Pumps
		2) Fuses and the Mainframe
		3) The Enclave Arrives
		4) Back to the Rotunda
		5) Defiance
		6) Taft Tunnels
		7) Chinese Army: Spec. Ops. Training Manual
		8) Taft Tunnel
		9) Garza's Heart
		10) Enclave on Higher Ground
		11) Nikola Tesla and You
		12) Side Tunnel
		13) Ghoul Assault
		14) The Citadel
		15) Locating the G.E.C.K.
		16) Lyon's Den
		17) Barracks
		18) Hospital
		19) Scribe Jameson
		20) Squire Maxson
		21) Solar
		22) Looting the Laboratory
		23) Vault 87

1) Head to the Memorial Rotunda, if you Dad is too slow, wait until he
catches up. Talk to him to get the note 'Revelation 21:6'. He'll aslo
ask you to get to the Flood Control Pumps to pump out water that has
seeped in over the years. Head through the Jefferson Museum and Gift
Shop and reach the Memorial Sub-basement. Once there head to the
southern-most part of the level to find the Flood Control Power Switch
on a wall near an intercom. Remember, you can always use your map
markers to find out where to go. Activate the switch and Dad'll tell you
to come back and get some fuses. Enjoy being a monkey much?
<---------------------------------------------------------------------->
2) Return to the Rotunda and talk to Dad to get your fuses. Head back to
the Sub-basement and head to the north western corner of the level to
find the Auxiliary Power Fuse Box on the wall. Activate it and Dad'll
tell you to go to the Mainframe. Head back to the first room you enter
in this level when you come from the Jefferson Museum and Gift Shop. To
the west you'll find the door to the Mainframe. Go in the room and
activate the Mainframe Power Switch. Head over to the Intercom on the
wall and talk to Dad, and he'll tell you to drain the intake pipes.
*Sigh*
<---------------------------------------------------------------------->
3) So head back to the Jefferson Museum and Gift Shop and go to the
north eastern part of the level to find a grate leading to the Pump
Control. Kinda smokey and ominous, huh? Head down the pipe until you
find a door leading to the Capital Wasteland. Go through and continue on
until you find the Pipe Controls, which you should activate. Stay a
moment and look up through the fence and you'll see a Vertibird land
on the railing outside of the Memorial. The Enclave has arrived. Head
through the door to the Sift Pump, which is now unlocked. Go down the
pipe until you reach a door leading back to the Memorial Sub-basement.
<---------------------------------------------------------------------->
4) Note that there are now Enclave Soldiers wandering about. Despite the
fact that they have shiney power armor, it doesn't save them from a
sneak attack critical with a combat shotgun. Head through the level
until you reach the Jefferson Museum and Gift Shop, which is also
occupied. Kill as many as you please and take their neat armor and
valuable weapons, they sure as hell aren't your friends. Make your way
to the Jefferson Memorial Rotunda and be sure to pick up everything you
want out of the Memorial.
<---------------------------------------------------------------------->
5) In the Rotunda you'll find Dad talking to some man in a trench coat,
who is referred to as a "Colonel". When your Dad doesn't comply the
Colonel will shoot Anna Holt, one of Doctor Li's researchers. Your Dad
will seem to comply before there's an explosion near the control
console. The room floods with radiation and your Dad tells you to run.
Talk to Doctor Li, who will explain what happened. She'll also tell you
that you can escape through some abandoned tunnels. Follow Doctor Li
back to the Jefferson Museum and Gift Shop to find a manhole to the Taft
Tunnels.

Taft Tunnels
o======================================================================o
6) I strongly suggest talking to Doctor Li and getting her to wait while
you go on ahead, clearing any Enclave Soldiers you find. They'll just
get themselves killed and blow your cover if they're nearby. Head down
the tunnel to the west and destroy an Enclave Eyebot nearby. It's not
hostile, but I'm in no mood for Enclave shenanigans. Go down the tunnel
to the north west, as the south west is simply full of rads. You'll
come across a door to the south which leads to a room with a bed in the
southern corner. It's as good a place as any to leave your followers for
now.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

7) Head through two doors to the west to reach more sewers, where an
Enclave Eyebot will be roving about. Head to the north and follow the
tunnel until you find a room to the south near a terminal [Very Hard].
We could use the terminal to take a short-cut, but it's more fun-and
rewarding-to kill Enclave guys. Note that unless you splatter the
Enclave guys in the room to the south you won't be able grab their loot.
In the south west corner you'll find a bunch of Chinese gear on a desk,
including a Chinese Spec. Ops. Training Manual. When you've dealt with
the Enclave in the room the door to the west will open.
<---------------------------------------------------------------------->
8) Go west and kill some Ghouls. Ghouls. Wonderful. To the west you'll
find an irradiated room with a workbench. Go north to find a door
leading to the Taft Tunnel. Not the Taft Tunnel(s), just the Taft
Tunnel. I guess they couldn't come up with a better name.

Taft Tunnel
o======================================================================o
9) Doctor Li will bother you now, and tell you about Garza, who
apparently has a heart condition. Wonderful. Ever get the feeling that
some people just aren't supposed to be alive? You can either fork over
some Stimpaks to Doctor Li, succeed at a Speech challenge to give him
Buffout, or succeed at a Speech challenge to convince Li to leave Garza
behind.
<---------------------------------------------------------------------->
10) Go west, then through a door to the north. You'll eventually come
to a door leading west, which opens into a room with metal platforms,
in the center of which is a couch. How cozy. Unfortunately there are
Enclave Soldiers on another metal platform above the door, and like the
ones earlier if you don't get at least a piece of them to ground level
you won't be getting their loot. When they're dead continue through the
room to the west, going up stairs, through a room, and up more stairs
until you come to a tunnel, one path leading south, and the other to the
north.
<---------------------------------------------------------------------->
***BOOKS***
Nikola Tesla and You

11) To the south you'll find a room with some desks and a medical table.
You can find some drugs about, and Turpentine. Head to the north, up
some stairs, and then to the west until you find another sewer running
north and south. To the south you'll find a Nuka-Cola Quantum on a
table, and on the same table behind the generator you'll find a copy of
Nikola Tesla and You. Now head up north. You can loot a small room to
the west, and past it go west again to find a door which can be opened
by flipping an electrical switch on the wall. Before we go there, we
might as well continue to the north and go through a door on the right.
<---------------------------------------------------------------------->
12) Continue down a passage to the east until you find another door to
your right. You'll find a room with stairs leading down. To the south
are some metal supports with stuff on them.. one has Beer and another
has an Ammo Box, which you'll have to jump to reach. Go downstairs and
through a door to the south. You'll have to kill some Ghouls, which at
our level is never a fun thing to do. Head east until you find a locked
safe [Average]. Once you're done looting head back to the room with the
door which can only be opened by activating an electrical switch.
<---------------------------------------------------------------------->
13) Inside you'll find a Brotherhood Paladin. Once you make progress
into the room a host of Ghouls will attack.. at level 29 this included
four Feral Ghoul Reavers. The Paladin probably won't last long, but
fortunately they have leveled turrets backing them up. I strongly
suggest you attack the Reavers while they're occupied with the turrets,
as they'll give them especial attention. Thier radioactive globs aren't
very damaging to the turrets, but give them time and they'll win, and
if you get three or four Feral Ghoul Reavers against you.. I don't know
how you're going to win that. At least not without pumping yourself full
of drugs. Grab the ammo, guns, and drugs on the metal shelves and head
up a tunnel to the north, then west and you'll find a ladder leading to
the Capital Wasteland.

The Citadel - Courtyard
o======================================================================o
***QUESTS***
Picking Up the Trail

***NPC***
Star Paladin Cross

14) You'll surface near the Citadel. Follow Doctor Li and she'll use a
little persuasion to get the Brotherhood to open the gate. Might as well
follow her in and see what's up. Doctor Li will talk to an old man
named Elder Lyons. You'll also see your old friend Sentinel Lyons, from
your assault on Galaxy News Radio. Doctor Li will come talk to you when
she's done with Lyons. Now go talk to Elder Lyons yourself. You can ask
him what to do with Brotherhood Holotags you find about, about the
Outcasts, the Enclave, the Brotherhood of Steel, the Super Mutants, and
most importantly, for permission to learn to use Power Armor. He'll
refer you to Paladin Gunny for Power Armor training. Go find Paladin
Gunny walking around and talk to him. Ask him to train you to use Power
Armor. We could have done this a lot earlier.. but I feel Power Armor is
something that should be earned, not like in the previous two Fallout
games. Now that we're here, we might as well explore the Citadel before
moving on. Doctor Li will have mentioned someone named 'Rothchild', with
whom you're supposed to speak in order to gain access to pre-war
computers, presumably to find out where a G.E.C.K. is. First things
first though, we've got to explore the Citadel properly. Since there's
nothing out in the Couryard, head through a door to A Ring.

The Citadel - A Ring
o======================================================================o
15) To the south you'll find two terminals. One, the Maxson Archive
Terminal, talks about the founders of the Brotherhood of Steel, namely
the Maxson family. In the John Maxson entry you'll get one of the very
few mentions of the 'Vault Dweller', your character in the very first
Fallout game. The Diaries of Roger Maxson are text straight from the
first game as well. You can also look at a Vault-Tec Terminal, which has
information on all the Vaults. In the Vault 87 entry you'll find that it
alone had been issued a G.E.C.K. You'll also discover that many of the
Vaults, particularly Valts 106 and 108 were decidedly NOT designed for
preserving the lives of the inhabitants. This bypasses the 'talk to
Rothchild' part of the quest, we no longer need to ask him for computer
access.. we simply helped ourselves! When you talk to him later tell
him what you've found. To the east you'll find a Pentagon Library
terminal, which talks about a UFO and the government's plans to use FEV
as a bio-weapon. If you go east some more you'll eventually find B-Wing.
<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets

16) East of the courtyard entrace you'll find the Lyon's Den, where
various members of the Lyon'S Pride'll meet. Many of them have
interesting, if not useful things to say. If you find Paladin Glade you
can ask him about Gallows' name. If you go back and find Gallows you
can ask him what his name is. Succeed at a Speech challenge to get him
to reveal it to you, then go tell Glade the name to claim the pool, a
fat 1000 Caps. You can also find a copy of Guns and Bullets by one of
the beds in the Den. Now head into B-Wing.

The Citadel - B Ring
o======================================================================o
17) Search the barracks. If you couldn't find a certain Paladin or
Knight earlier, they're probably here. The footlockers have some ammo
and other minor loot in them. Also be sure to check out the Citadel
Personnel Terminal and the Citadel Information Terminals.
<---------------------------------------------------------------------->
18) North of the barracks you'll find the hospital, run by one Mr. Handy
named Sawbones. Activate the robot and it'll damage you. You'll now get
the option to make a [Science] check to fix the stupid thing. It will
now be able to heal you at will. There's a terminal [Very Hard] and a
safe [Very Hard] in this room, so pick your poison. The terminal has
some.. robot poetry?  You can use the terminal to access the medical
storage safe, which isn't as well stocked as you might hope.
<---------------------------------------------------------------------->
19) You should be able to find Scribe Jameson wandering around, either
in A Wing or B Wing. She's pretty chatty about the Brotherhood, and if
you talk to her about the  Brotherhood Holotags you've been finding she
will offer to take them off your hands for you. She'll give you 100 Caps
for each one, which.. well, what else are you going to do with them?
<---------------------------------------------------------------------->
20) East of the exit to A Ring you'll find Squire Maxson's room. Hack
his terminal [Very Easy] and look at the entry 'Guns and Bullets' to
find out about a copy of the book hidden under Vargas' bunk in the Lyons
Den. In the A Ring, head to the room with the sign 'The Den' outside
of it and go into the room with four beds. The book is on the floor by
the southern-most bed.
<---------------------------------------------------------------------->
21) South of Scribe Maxson's room you'll find a room marked 'Solar',
which is the living quarters of Elder Lyons. Solar? What is he, the sun?
In his room in the back you'll find the note 'Elder Owyn Lyons --
Personal Log 1', as well as a terminal [Very Hard] and a safe
[Very Hard]. In the safe you'll find the note 'Elder Oywn Lyons --
Personal Log 2', 300 Caps, and the unique Laser Pistol 'Smuggler's End.'
Now head back to A Ring and go down the stairs to the Laboratory.

***WEAPON INFO***
Smuggler's End (Energy Weapons)
Maximum Damage: 29
AP Cost: Very Low
Ammo: Energy Cell
Clip Size: 30 (1 round/shot, semi-auto)

It's pretty much identical to the normal Laser Pistol, but with 50%
more damage and it weighs one pound less. What's not to like? The
Protectron's Gaze still shows it who's boss, though.

The Citadel - Laboratory
o======================================================================o
***BOOKS***
Duck and Cover!

22) Besides the random looting there is to do you can talk to Scribe
Bowditch, who will chat you up and repair your gear. You'll also find
Doctor Li, Agincourt, Garza, and Dargon, if they all survived. They are
thankful, if not helpful. In the bathroom to the east you'll find a
copy of Duck and Cover! in a wooden crate on the floor. There's plenty
of food in the Mess Hall and Citadel Lab Terminals worth glancing at.
Upstairs in a room to the east you'll find some Power Armor, and
downstairs in a room to the north you'll find a Plasma Rifle. Also you
can find Knight Captain Durga, who will sell you stuff if you get
permission to trade from Elder Lyons. And you can, of course, look at
the Liberty Prime Operations terminal to find out about the giant
freakin' robot the Brotherhood has.
<---------------------------------------------------------------------->
23) When you're done messing around talk to Rothchild, who will help you
locate Vault 87. Unfortunately it seems there's a little radiation
issue, and the only way through to Vault 87 would be through Lamplight.
That's where we'll go to continue the main story.. eventually. We have
our goal.. officially, but there's still plenty to do before we rush off
to Vault 87.

Before we continue with the main quest, I really prefer to complete
EVERYTHING else out there. That means all the other expansions and the
remaining quests from the main game. That way the rest of our struggles
with the Enclave will be contiguous. Before any of that though, it's
time to hit level 30. Go back to your home and collect all the Scrap
Metal and Pre-War Books you have and turn them in. This in addition to
the quest reward for 'The Waters of Life' and all those Enclave soldiers
we killed should be enough to put us at level 30. If not.. go do some
Bethesda Ruins runs until you're level 30. Once we're 'Almost Perfect',
we should also go pick up the attribute Bobbleheads, which will be our
first goal. I like to call this the great Bobblehead hunt.. sort of like
the one we already did, although perhaps not quite as great. One thing
to note before we head off is the fact that the Enclave is now in town.
They'll have set up camps all over the Capital Wasteland (which I have
marked on the Companion map with an 'E'.) Whereas you may have met one
by some fluke, you'll now reliably be able to encounter several
reliably. So, I might as well talk about the weapons the Enclave will be
bringing to bear on you.

***WEAPON INFO***
Heavy Incinerator (Big Guns)
Maximum Damage: 150
AP Cost: High
Ammo: Flamer Fuel
Clip Size: 24 (1 round/shot, full auto)

Now this is what I'm talking about! This critter puts the Flamer to
shame. It's still not a V.A.T.S. weapon, but it deals hefty damage at a
great range. It's indirect-fire, so it might take some getting used to
before you can reliably hit far-off targets with it, but since it does
slash damage and continual fire damage, even near-misses count. It's
relatively cheap to maintain, and since it sparingly uses the very
cheap Flamer Fuel, you'll never worry about ammo.. even if you are
pumping out dozens of shots every fight.

***WEAPON INFO***
Plasma Pistol (Energy Weapons)
Maximum Damage: 37
AP Cost: Very Low
Ammo: MF Cell
Clip Size: 16 (1 round/shot, semi-auto)

Typically used as side-arms by the Enclave Officers and some Enclave
Soldiers (typically Hellfire Soldiers), it's a decent pistol. It has
about the same range as a Plasma Rifle, a better clip size, and does
more than half the damage. The big seller is that it's much cheaper to
maintain, even if it does pack less of a punch.

***WEAPON INFO***
Plasma Rifle (Energy Weapons)
Maximum Damage: 57
AP Cost: Low
Ammo: MF Cell
Clip Size: 12 (1 round/shot, semi-auto)

Much stronger than a Laser Rifle, the Plasma Rifle is strong and fast,
even if it's clip size isn't too enviable. It's the Energy Weapons
equivilent of the Combat Shotgun, but with much better range. The only
problem is that it's ridiculously expensive to maintain, and even its
ammo won't come cheap. If you're fine with smiting enough Enclave guys
to keep your gun repaired, then it's not a bad weapon at all.

***LEVEL UP***
I put ten points into Repair and Medicine, my two lower Intelligence-
related skills to ensure that I'll have no problem getting them up to
100 with books. I pick Almost Perfect as a perk. Note that we'll need
to get all the attribute Bobbleheads to become truly perfect, and we
might as well hold off on skill-point allocation until we've done so.
Why waste books, even if we already have more than we need?

Level 30
HP:	600
AP:	108
Barter:		70
Big Guns:	17
Energy Weapons:	72
Explosives:	90
Lockpick:	87
Medicine:	80 + 10 = 90
Melee Weapons:	80
Repair:		80 + 10 = 90
Science:	95
Small Guns:	80
Sneak:		80
Speech:		60
Unarmed:	80

Megaton								{WLK031}
o======================================================================o
Sequence of Events:
		1) Bobblehead - Strength
		2) Trouble on the Homefront
		3) Back to Vault 101
		4) Threat to the Rebellion
		5) The Overseer
		6) Vault 101 Living Quarters
		7) Butch's Plan
		8) Amata's Request
		9) Andy's New Job
		10) The Future of the Vault

1) Let the great Bobblehead hunt begin! First things first, lets grab
the Bobblehead - Strength from Lucas Simms' house [Average]. The
Bobblehead is upstairs on a desk in a room in the south eastern corner
of the house. Well, that wasn't so hard, now was it? If you want to live
in Tenpenny Tower, you can now safely blow up Megaton. If you already
got the Bobblehead and blew up Megaton, just go complete the quest
'Those' and get Lesko to give you the Ant Might perk. Either way, we now
have the Strength and Intelligence Bobbleheads. We can complete almost
everything left in the main game with one arching sweep through the
neglected northern part of the Capital Wasteland, grabbing the Endurance
and Big Guns Bobbleheads, completing the quests 'You Gotta Shoot 'Em in
the Head,' 'Oasis', and 'Agatha's Song', then grabbing the Perception,
Agility, Charisma, and Luck Bobbleheads. First, however, lets complete a
little quest that should have popped up about now. When you return to
the Megaton area after 'The Waters of Life' you'll get a new radio
frequency, a 'Vault 101 Emergency Frequency'. We worked too hard
clearing this area out to have new quests pop up behind us! Head over to
Vault 101 to see what's up.

Vault 101
o======================================================================o
***QUESTS***
Trouble on the Homefront

2) Turn on the radio on your Pip-Boy 3000 and listen to the 'Vault 101
Emergency Frequency'. Amata will say that her dad went mad with power.
After you've listend to the message you'll get the password to the door
and the quest 'Trouble on the Homefront' will begin. Open the Vault door
to get back into the place you used to call home. Inside you'll see
proof that things have definitely made a turn for the worse. You'll find
the bodies of Jim Wilkins and Steve Armstrong, on the latter of which is
a Stealth Boy. Head through the door to the west to find Officer Gomez.
<---------------------------------------------------------------------->
3) He'll tell you that people thought James had the right idea when he
left the Vault, and the Overseer, naturally, didn't like any thought of
an option that effectively took away his precious Overseer position.
Officer Gomez is smart, as usual, and doesn't try to get in your way,
but he does present you with some options. We need to go see Amata, but
we can also go visit the rebels who want to open the Vault. Of course,
we can always just leave and let them sort things out for themselves,
but what fun would that be? Head to the west down some stairs to reach
the Vault 101 Atrium/Upper Level.

Vault 101 Atrium/Upper Level
o======================================================================o
4) You'll come across Freddie, a Tunnel Snake, and the elderly Officer
Taylor in a confrontation. Officer Taylor shoots at Freddie, who runs
off, then talks to you. Go through a door to the south to get up to the
upper level and head west through another door through the red-lit room.
You might get attacked by an Officer Wilkins on your way. Eventually
you'll come to the Jail. Search the lockers to find the note 'Jail Cell
Password' and check out the terminal to find out just how serious things
are getting in Vault 101. Unlock the cell door [Average] to find your
old teacher, Mr. Brotch. He'll tell you that the guards are indeed
planning to attack the rebels.
<---------------------------------------------------------------------->
5) Continue west and go through the door on your right to find the room
where Jonas was killed and keep going until you find the Overseer's
Office. The Overseer will chat with you, and he's just as unpleasant as
he ever was. You can either side with him and go chat with the rebels,
or succeed at a Speech challenge to convince him you can't remain in the
Vaults forever. This is the good route, and he'll run off to tell Amata
that she's the new Overseer. Before we settle on a decision though, we
should talk to the rebels. Head back out to the hallway to find the
door to the Vault 101 Living Quarters.

Vault 101 Living Quarters
o======================================================================o
6) Follow the stairs to the bottom until you get two tunnels you can
follow. Ignore the northern tunnel that leads to the Vault 101 Sub-Level
for now and continue east until the path splits again. To the south
you'll find the cafeteria and plenty of neutral vault residents to talk
to, such as Ellen DeLoria, Pepper Gomez, and Wally Mack. Where you
really want to go is up the stairs to the north.
<---------------------------------------------------------------------->
***NPC***
Butch

7) You'll be confronted by your old pal Butch. He generally agrees that
getting out the Vault is better than staying inside. I wonder if he'd
feel the same while he was getting mauled by Super Mutants? Butch wants
to force the issue for both sides by sabotaging the Vault's reactor. If
you want to do this, head down to the Vault 101 Sub-Level and access the
Vault 101 Maintenance Terminal [Hard]. To sabotage the vault select the
'Begin Water Chip Service' option, then the 'Begin Manual Service'
option, and lastly the 'Run Systems Purge' option. The Overseer will
show up, rather upset. You can convince him that a rebel sabotaged the
reactor with a Speech challenge, and he'll decide to go down with the
ship, as it were. Head up to the Vault Entrance and Amata will talk to
you. You can convince her it was the Overseer's fault with a successful
Speech challenge. You can now leave the Vault, knowing that most of the
people your age are doomed out in the Wasteland, and those who aren't,
can no longer really make a go of it out in the Vault.
<---------------------------------------------------------------------->
8) Head east over to your Dad's old clinic to find Amata, who has made
her rebel headquarters here, fittingly enough. She'll come talk to you
when you get near and ask for your help with resolving the situation in
the Vault. If you succeed at a Speech challenge (a much easier one than
with the Overseer) she'll capitulate and tell you to tell the Overseer
that the rebels will stop trying to get out of the Vault.
<---------------------------------------------------------------------->
***SCHEMATIC***
Schematic - Rock-It Launcher

9) In the room south of the clinic you'll find your Dad's old office.
Inside is a very bloody Andy, and a very dead Beatrice. Talk to the
malfunctioning robot to find out what happened to Beatrice. Creepy..
While you're here, search the framed quote on the wall [Average], good
old Dad's favorite Revelation 21:6. Inside you'll find 300 Caps, the
note 'Home Sweet Home' and the Schematic - Rock-It Launcher.
<---------------------------------------------------------------------->
10) Now it's time to make a choice. If you convince the Overseer to open
the Vault you'll get a Modified Utility Jumpsuit from Amata. If you
convince Amata to give up the rebellion, the Overseer will give you a
different reward depending what you ask for. Ask for food and ammo and
you'll get 15 Cram and 355 5mm Rounds, or the Modified Utility Jumpsuit
if you ask for technology. If you sabotage the reactor everybody will
disperse and leave the Vault. You won't get a reward, but you can now
find Butch at the Muddy Rudder bar in Rivet City, recruitable as an NPC
if you have neutral karma. No matter what you do, you won't be able to
stay in the Vault.. as if we'd want to play a game that took place soley
in there anyways. Time to say good-bye to Vault 101 again. We met some
old.. uh, people, and got a trinket or two, but at least it's done with.

Oh, and one more important note. Before you leave Vault 101, be
absolutely certain to have everything you want from it. If you do not
get the Bobblehead - Medicine now, you're never going to. And make sure
to get that Schematic if you need it!

Now it's time for our northern trek.. First, however, we've one quest
to complete before we head off to the north, a little.. let us say,
incentive? You know, in case the massive amount of loot and Bobbleheads
wasn't incentive enough. Head to the Museum of History in the Mall. You
can just fast travel there, but to make things interesting I'll cover
the Anacostia Crossing route north of Rivet City.

Anacostia Crossing						{WLK032}
o======================================================================o
Sequence of Events:
		1) Anacostia Crossing
		2) Museum of History
		3) The Underworld Concourse
		4) Paradise Lost
		5) Underworld Residents
		6) The 9th Circle
		7) Carol's Place
		8) You Gotta Shoot 'Em in the Head
		9) The Chop Shop
		10) Mister Crowley's Angle
		11) Museum of History Lower Halls
		12) Museum of History Offices
		13) Lots of Lincoln
		14) Ted Strayer's Key
		15) Dukov's Key
		16) Raider Fort
		17) Car Shelter
		18) Chaste Acres Dairy Farm
		19) MDPL-16 Power Station
		20) The Republic of Dave
		21) The Republic of Dave Capitol Building
		22) Presidential Elections
		23) Bobblehead - Perception
		24) Bushing the Elections
		25) Avoiding Old Olney
		26) Greener Pastures Disposal Site
		27) Books in the Dump
		28) Recon Craft Theta
		29) Dealing with Tenpenny

***BOOKS***
Pugilism Illustrated

1) Ah, Anacostia, so close to home, yet until now unexplored. If you
haven't been attacked already, you'll likely find some Talon Company
Mercenaries or Regulators near Anacostia. And if you got James Hargrave
to run away, he'll be here with C.J. Head down the tunnel until you
come to large vaulted metro hub room, wherein many a Raider lurks. I
actually managed to blast two with one shot from my Combat Shotgun, no
joke. But then another one inexplicably required two sneak attack
criticals, thus evening the karmic shotgun balance. Head to the north
to find a copy of Pugilism Illustrated on a table. Go down to the bottom
level and head north, following the right-most tunnel as it turns east
until you find a door leading to the Museum Station, which we should
have cleared already. Note that Anacostia also connects to Seward
Square, from its top level, an area deep inside D.C. From here, head on
to the Mall.

Museum of History
o======================================================================o
***BOOKS***
Nikola Tesla and You

2) Head over to the Museum of History, in front of which you'll find a
Ghoul named Willow. She'll tell you about Underworld. Wee. Once inside
go search the ladies bathroom to find a copy of Nikola Tesla and You on
the floor in one of the stalls. Why do the ladies rest rooms always have
better things inside? It's true, as somebody who has cleaned bathrooms
before, the ladies always have nicer bathroom fixtures.. even if they
are messier to clean up. And in Fallout 3, they get all the books! Ah,
the things we do to survive through college.. Head to the north to find
The Underworld Concourse, past the mammoth and dinosaur remains.

The Underworld Concourse
o======================================================================o
3) As soon as you enter a Ghoul named Wintrhop will talk to you. He'll
offer to give you Stimpaks in exchange for five pieces of Scrap Metal.
Think about it, Walter gives you ten Caps per Scrap Metal, compared to
Winthrop's offer. You could buy two Stimpaks by trading in five Scrap
Metals to Walter, making that the best way to spend your Scrap Metal. He
can also repair your items, but he has no real skill at it.
<---------------------------------------------------------------------->
***BOOKS***
Lying Congressional Style (Paradise Lost)

***SCHEMATICS***
Schematic - Railway Rifle

4) Over to the east you'll find a store called Underworld Outfitters.
Talk to Tulip, who will sell you a variety of things, including the
Schematic - Railway Rifle. She'll also give you some copies of Paradise
Lost, a book that I'm currently in the middle of reading, actually. The
copy of Paradise Lost functions just like a copy of Lying Congressional
Style. That's right, Milton increases your Speech in Fallout 3. How's
that for posterity?
<---------------------------------------------------------------------->
5) You can find Patchwork, the town drunk about, but he's not really,
uh, all put together. Then there's Snowflake to the south who will offer
to cut your hair. You can also find a Mister Handy named Cerberus, who
is.. uh.. interesting.. You can reprogram him to go hostile if you have
[Robotics Expert], but why you'd want to I have no idea. Then there's
Quinn, who doesn't have much interesting to say. When you want to
continue on, head into The 9th Circle, which is up the stairs to the
east.

The 9th Circle
o======================================================================o
***NPC***
Charon

6) Inside you'll find Ahzrukhal, whom you can talk to about Charon. You
can find out that Charon is brainwashed to serve whomever holds his
contract. If you want Charon as an NPC, question Ahzrukhal about
Charon's contract. You can pay 2000 Caps for it, succeed at a [Barter]
check and pay 1000 Caps, or work out a deal with Ahzrukhal. To get him
Cap-free you'll have to kill Greta over at Carol's Place. You can of
course, buy booze and drugs from Ahzrukhal as well. Ahzrukhal also has
a terminal [Very Easy] you can hack and use to get access to his notes
about people around town, and open his safe [Very Hard], which has a
Stealth Boy and some Caps inside. Now head back to the Underworld
Concourse and go west to Carol's Place.

Carol's Place
o======================================================================o
7) Talk to Carol. You can ask her about Gob, the Ghoul working for
Moriarty over at Megaton, Greta, and the Underworld. As one of the
surviving pre-war characters in the game, she actually has a story to
tell about living through armageddon. You can also rent a room from her,
if you have any inclination to do so. Talk to Greta, who will sell you
food.
<---------------------------------------------------------------------->
***QUESTS***
You Gotta Shoot 'Em in the Head

8) The real interesting character to talk to is Mister Crowley. Don't
insult his Ghoulness, as he's rather touchy about it. Pick the dialogue
option 'Easy now. I've got nothing against Ghouls.' then pick 'All true,
except for the part about the mutants, the water, and the whore.' He'll
give you a list of Ghoul-hating bigots, people he wants you to kill with
a head shot. He'll give you 100 Caps for each one you kill with a head
shot, and 25 Caps if you just kill them some other way. Agree and he'll
give you a Sniper Rifle, 5 3.08 Calibur Rounds and ask you to bring back
a Key from the victims, save Tenpenny. This starts the quest 'You Gotta
Shoot 'Em in the Head'.
<---------------------------------------------------------------------->
9) Before you go off on a killing rampage, however, go talk to Carol and
ask about Crowley. Succeed at a Speech challenge and she'll tell you
about some fortune he'll make when he finds a Wastelander to do his
dirty work for him. Oh really? Go back and talk to Mister Crowley, who
will admit that he doesn't care about about killing anybody but
Tenpenny, he just wants their keys. He'll offer you an extra 100 Caps to
seal the deal. Note you can also find out about Mister Crowley's
deception from Quinn, Tulip, Ahzrukhal, Wintrhop.. just about every
unique Ghoul in this place.  Now head back into the Underworld Concourse
and go south on the ground floor to find The Chop Shop.

The Chop Shop
o======================================================================o
***QUESTS***
Reilly's Rangers

10) Talk to Doctor Barrows, whom you can get to heal you if you need it.
You can also ask him about Mister Crowley. Investigate the woman named
Reilly on the bed and Barrows will talk to you, and tell you that she's
going to be out a while. He'll tell you about Reilly's Rangers and give
you the location to the Ranger Compound. If you succeed at a Speech
challenge or you have a high enough Medicine skill you can get Reilly
revived. She'll tell you that her Rangers were mapping Vernon Square
when they got ambushed by Super Mutants, and were pressed into Our Lady
of Hope Hospital and through there into the roof of the Statesman Hotel.
She'll ask you to go try and save her Rangers. Get her to offer you
something for your efforts and she'll offer to give you either a suit of
Ranger Combat Armor or a unique Minigun, both of which are rather nice
prizes. Agree to do it, it'll be a while before we get around to it, but
we might as well activate the quest while we're already here. You'll be
given the map marker to the Statesman Hotel. Keep talking and she'll
give you access to the Ranger Compound and give you a note telling you
where Theo's body is, one of the Rangers who was carrying an ammo box.
All in all you'll get a total of five notes from Reilly. Now head back
into the Museum of History and go south west to find the door to the
Museum of History Lower Halls. While we're here, we might as well
collect the Lincoln Memorial picture for Caleb.

The Museum of History Lower Halls
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

11) And.. it's crawling with Ghouls, what did we expect? In a room to
the east you'll find a safe [Average] with a Scoped .44 Magnum inside.
South of the entrace will be a large cafeteria. Go through the door
behind the eastern counter to find a D.C. Journal of Internal Medicine
on a metal shelf. There's also kitchen-y stuff to loot in here. Head
east into a tunnel and explore to the south, taking care to spot and
disable the bear traps laid around. By two Nuka-Cola Vending Machines
you'll find a Nuka-Cola Quantum in a wooden crate under a table. In
the men's bathroom on the western side of the room you can find some
Rad-X in the back of one of the toilets. Now head upstairs to find a
Turret Control Terminal [Average]. By now you know the drill. When the
turret is neutralized go south into the larger room to find a door
leading to the Museum of History Offices.

Museum of History Offices
o======================================================================o
12) This level calls for some real shotgun sneak attacking. It's really
not explorable until you smite the Ghouls that roam the halls. Head up
the stairs. The lower level you're now on is essentially hallways
encircling a central room. From the door leading to the stairs take a
left and go past a locked door [Very Hard]. Opposite the locked door is
a room with an Eat'o'tronic 3000 and a Nuka-Cola Vending Machine. Go
south a bit and go into a room to the left with a bunch of bookcases
in it. There's a hole in the wall to the north that allows you to get
behind the locked [Very Hard] door without having to pick it, inside
this would-be locked room you'll find some ammo on the floor, a first
aid box, a grenade box, and ammo box, and a gun locker. You'll also
find a terminal [Average] that messes with the turrets to the south and
locks the doors to the south [Very Easy]. While not a problem to get
through, you can pick locks, Ghouls, on the other hand, cannot. It's a
way to lure Ghouls into the turret room and have the friendly turrets
blast the Ghouls to hell. There's a locked safe [Average] in the corner,
and best of all, on a desk is an Action Abe Action Figure.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

13) Head south through the locked [Very Easy] doors to find the room
with the turret in it. By now it should be a Mark VII Turret, which as
we know all too well are quite potent. Go up the stairs to find a hole
in the wall to the north, and doors to the east and west. There are also
two desks up here, one of which has the Lincoln Memorial Poster on the
wall, and the other has a little device called Lincoln's Voice. Go east
and into the first room on the right to find an Antinque Lincoln Coin
Collection on a bookshelf. Now go into the room in the middle of the
level to find a display case near the body of a dead Raider. Inside you
will find the unique gun 'Lincoln's Repeater'. Grab it, and grab the
Chinese Army: Spec. Ops. Training Manual on the desk nearby. You can
sell all this Lincoln stuff to Abraham Washington back in Rivet City,
or to Leroy Walker and his slavers at the Lincoln Memorial, but
frankly, I prefer to just keep them about my house as keepsakes. You
can either give the poster to Caleb back at the Temple of the Union or
travel to the Lincoln Memorial and sell it to Leroy Walker.. we'll deal
with it later, when we tackle the quest 'Head of State' {WLK037}.


***WEAPON INFO***
Lincoln's Repeater (Small Guns)
Maximum Damage: 63
AP Cost: Low
Ammo: .44 Magnum Round
Clip Size: 15 (1 round/shot)

Lincoln's Repeater is a great gun with a fifteen round clip, damage
rivalling a Combat Shotgun, and much better range. A target at mid-range
might have a 20% to hit with a Combat Shotgun, but a 56% to hit with
Lincoln's Repeater. It fires a bit slower than the Combat Shotgun, and
it might not serve you as well outside of V.A.T.S., but otherwise it's
an alternative with much better range. It's base value and the cost of
.44 Rounds is a bit higher, but by now we can afford a little luxury.
The prominence of this gun has diminished a good bit due to the
expansions, particularly Point Lookout. The introduction of Lever-Action
Rifles in particular dull Lincoln's Repeater, as they are common, yet
slightly less powerful versions that use the abundant 10mm Round instead
of the more expensive .44 Round.

Rivet City - Midship Deck
o======================================================================o
14) Now it's time to go get those keys for Mr. Crowley. Head over to
Rivet City and look for Ted Strayer, who is typically in the Midship
Deck in the common room. He'll tell you that his dad travelled with
Mr. Crowley, and that he was supposedly dead. Ask for the key and
you'll either have to make a [Toughness] check, a Speech check, or
just pay him 25 Caps. You can, of course, always steal it from him or
kill him as well.

Dukov's Place
o======================================================================o
***BOOKS***
Pugilism Illustrated

15) Head over to Dukov's Place, which is near the Tepid Sewer. We could
have gone here much earlier in the game, but now we have an excuse to
be here. Dukov is a.. colorful character. He'll reinforce Ted's story by
also saying that Mr. Crowley died when they were exploring Fort
Constantine, and will even tell you where this Fort Constantine is if
you succeed at a Speech challenge. To get his key you can use
[Black Widow], succeed at a Speech challenge, or pay him 200 Caps, along
with murder and larceny. In addition to the key, there are plenty of
alcohol and drugs to steal, as a copy of Pugilism Illustrated and a
Nuka-Cola Quantum on the shelf behind the bed upstairs. Talk to Cherry
and find out that there's trouble in Paradise. Succeed at a Speech
challenge and she'll agree to go with you to Rivet City, a safe place
where she can get away from Dukov. This'll get you some good karma, if
nothing else.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

16) Now that we're done with Dukov's head south along the river to find
a Raider Fort. Inside of which you'll find lots of food, drugs, and
alcohol scattered around, as well as a copy of Duck and Cover! on table
by bunk beds.
<---------------------------------------------------------------------->
17) The next place we should visit is the Republic of Dave, way in the
north eastern corner of the map. This gives us the chance to explore
further north than we've previously bothered, and the trip will net us
two shiney new Bobbleheads. Head somewhere nearby like Relay Tower
KX-B8-11 and head north west until you find a shelter made out of cars
near a radioactive mud pit. Inside you'll find some Nuka-Colas, a
Nuka-Cola Quantum, and some locked ammo boxes [Average].

Chaste Acres Dairy Farm
o======================================================================o
***BOOK***
Grognak the Barbarian
Pugilism Illustrated

18) Continue north until you find Chaste Acres Dairy Farm, which is
populated by Raiders.. although you'll often fight Death Claws and other
'animals' nearby, which may very well have killed the Raiders before you
get here. On the second story of the barn you'll find a copy of Grognak
the Barbarian near a mutilated corpse. Enter the Silo and you'll find a
copy of Pugilism Illustrated near a latern.

MDPL-16 Power Station
o======================================================================o
19) Head east until you find the MDPL-16 Power Station and enter the
Power Substation. On a work bench you'll find a Nuka-Cola Quantum, and
on a desk you'll find a locked safe [Average] with Caps, drugs, and
a 10mm Pistol and ammo inside.

Republic of Dave
o======================================================================o
20) North east of the MDPL-16 Power Station you'll find the Republic of
Dave. When you approach the gate an annoying kid named Flower will
question you. Be nice and she'll take you to meet 'President Daddy'
over at the Republic of Dave Capitol Building.

Republic of Dave Capitol Building
o======================================================================o
21) Talk to Dave, who is a pompous blowhard who seems to think his wives
and family somehow count as a foreign country. Succeed at a Speech
challenge to impress him with your manners. Ask him about Mr. Crowley
and he'll tell the same story Ted and Dukov told. Ask him for the key
and he'll pretend the key is some treasure. Succeed at more easy Speech
challenges to claim the key. Again, you can always steal it or kill
Dave for it. Make sure to grab the Nuka-Cola Quantum in the room down
stairs and loot the safe to get the unique Hunting Rifle 'Ol Painless.

***WEAPON INFO***
'Ol Painless (Small Guns)
Maximum Damage: 42
AP Cost: Low
Ammo: .32 Calibur Round
Clip Size: 5 (1 round/shot)

This rifle is a superior version of the Hunting Rifle, doing about 20%
more damage and firing much faster. If we already hadn't found the far
superior Lincoln's Repeater, I'd say this is a decent gun you might
want to keep around.
<---------------------------------------------------------------------->
22) Since we're here we might as well do all we can do. Ask Dave if
anything is going on here and he'll tell you about the election. He
graciously made this land a Republic after seizing power from his
tyranical father. He'll offer to pay you some Caps if you go tell the
adults to hurry up and vote to get this farce of an election over with.
Go find Jessica, Rosie, Bob, and Shawna, the first two of which can be
found in this very house. You'll find out that this isn't much of an
election, as Dave is the only one running. Jessica is rather stupid, and
she can't be swayed, but if you succeed at a Speech challenge you can
convince Rosie to run, for all it's worth. Bob can be found outside, and
he can be convinced to run for president too, aspiring despot he may be.

Museum of Dave
o======================================================================o
***BOBBLEHEAD***
Bobblehead - Perception

23) Go to the Museum of Dave, where you can typically find Shawna during
the day. She won't run in the election, and she will only vote for Dave,
but you can succeed at a Speech challenge to get her to buy 'artifacts'
of Dave you discovered out in the wilderness. Tell her to vote and loot
the building. You'll find various Chinese weapons, two Pre-War Books,
and the Bobblehead - Perception.
<---------------------------------------------------------------------->
24) Head back into the house after getting the four able-bodied adults
in the Republic of Dave to vote. Talk to Dave and tell him the votes are
in and he'll give you 25 Caps. Even if you got Bob and Rosie to run, it
is still three votes for Dave, one for Bob, and one for Rosie. If you
want Dave to lose, you'll just have to Bush it. Follow him to the Ballot
Box and when Dave opens it immediately loot it and grab the pro-Dave
votes out, leaving either a vote for Bob or a vote for Rosie. If anybody
but Dave wins, Dave will go off to form a new Republic of Dave in Old
Olney. Unless he plans to rule from inside a Deathclaw's belly, he is
going to be disappointed with things.
<---------------------------------------------------------------------->
25) Speaking of Old Olney, we could head west and explore it now, but
since it's right near Vault 92, lets wait until we go get the Soil
Stradivarious for Agatha. We're here to get Bobbleheads, and to finish
the quest 'You Gotta Shoot 'Em in the Head', so lets stay focused on
that for now. Head south west giving Old Olney a wide berth until you
find Greener Pastures Disposal Site.

Greener Pastures Disposal Site
o======================================================================o
***BOBBLEHEAD***
Bobblehead - Agility

26) A more misleading name for a toxic waste dump you'll be hard pressed
to find. Unless by 'green' they mean glowing toxic ooze green. This area
is fairly spread out and has several things to find. First make your way
to the Office, which is the recognizable structure that makes up the
Greener Pastures Disposal Site. And it's also a fine landmark for
find the other areas of interest in this dump. In front of you you'll
find two desks, on top of the eastern one will be the Bobblehead -
Agility. There's also a locked safe [Average] and a hackable terminal
[Average]. Grab the Nuka-Cola Quantum on the floor by the western desk
and leave.
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science
D.C. Journal of Internal Medicine

27) Head south east until you find a truck. Search inside the bed to
find a Big Book of Science lying on the floor. From this truck head
north, north east until you find a Makeshift Shack. Inside will be a
Wasteland Recluse, some minor loot (mostly drugs) and a D.C. Journal of
Internal Medicine under the bunk.
<---------------------------------------------------------------------->
28) From the Makeshift Shack head due west until you pick up the
Recon Craft Theta Beacon. Keep going west and you'll find a house, and
start catching some rads. A little ways west you'll find a crashed
UFO, and in a fashion mimicing the first Fallout, you'll find a dead
Alien, the Alien Blaster, and a bunch of Alien Power Cells. Grab what
you can and get out of the heat.

***WEAPON INFO***
Alien Blaster (Energy Weapons)
Maximum Damage: 115
AP Cost: Very Low
Ammo: Alien Power Cell
Clip Size: 10 (1 round/shot, semi-auto)

This gun is massively powerful, much more so than the Firelance. Except
for the difference in brute damage and the Alien Blaster's lack of
paltry fire damage, the guns are fairly identical.

[Note: If you have Mothership Zeta installed, getting close to the ship
will result in you getting abducted, so you'll have to skip this step
until you ready to deal with that expansion-which is quite a while, as
far as this guide is concerned.]

Tenpenny Tower
o======================================================================o
29) It's time to pay Tenpenny a visit. Go to Tenpenny Tower and go up
to the top to find Alistair, who is usually sitting around on his
balcony. He'll admit to hiring five mercenaries, including Mr. Crowley,
to go scavenge Fort Constantine. If you threaten to kill him he'll offer
you double Crowley's wage to let him live. Succeed at a Speech check for
a clean 300 Caps, 200 of which you'll be paid if you go back and kill
Mr. Crowley. I've had issues where the quest wouldn't resolve after
collecting my money from Tenpenny, so I prefer to just kill him for
Mister Crowley. Note that Tenpenny is one of the few characters in the
game you GAIN karma for killing. Return to Mister Crowley with the keys
and with Tenpenny dead to get your reward. Nothing stops you from lying
to Crowley about killing his targets and collecting the higher reward.
Whatever you do, be sure to get those keys back from Mister Crowley
after completing this quest! If you do not, you won't be exploring the
depths of Fort Constantine, and will miss out on a lot of good look.
Either kill him, or steal them back. You have been warned.

Now we're done with 'You Gotta Shoot 'Em in the Head', and the next
logical place to go is to Fort Constantine. And so we shall. But while
we're going up there, we might as well explore all of the north west
up until we reach Fort Constantine. We won't get better incentive to do
so, and we'll pick up the Bobblehead - Endurance along the way. Make
sure your Vault Dweller is well armed and armored, and head over to the
Deathclaw Sanctuary we neglected to explore earlier.

Deathclaw Sanctuary to Fort Constantine				{WLK033}
o======================================================================o
Sequence of Events:
		1) Deathclaw Sanctuary
		2) Bobblehead - Endurance
		3) Vengeance
		4) Mason Dixon Salvage
		5) Abandoned Tent
		6) Outcast Shack
		7) SatCom Array NN-03d
		8) SatCom Array NN-03d-A
		9) SatCom Array NN-03d-B
		10) SatCom Array NN-03d-C
		11) MDPL-21 Power Station
		12) Northern Pond
		13) Fort Constantine
		14) Personnel Offices
		15) To the Roof
		16) CO Quarters
		17) Launch Control Bunker
		18) Bomb Storage
		19) The Western Rooms
		20) T-51b
		21) SatCom Array NW-05a
		22) Raider Docks

***BOOKS***
Duck and Cover!

1) You may wish to fast travel to an area near the Deathclaw Sanctuary
instead of fast-travelling right to it. Broadcast Tower KB5 works just
fine. If you fast-travel right to the Deathclaw Sanctuary you might just
run into a group of Deathclaws you cant fight your way out of. Also be
wary of the Enclave camp to the east if you're later on in the story.
You'll find a locked footlocker [Average] on the ground in front of
the door with some treats inside, including a copy of Duck and Cover!.
Note the numerous skeletons lying around. Thus is the price of failure.
<---------------------------------------------------------------------->
***BOBBLEHEADS***
Bobblehead - Endurance

***BOOKS***
Nikola Tesla and You

2) Inside the Sanctuary it's dark and spooky, and despite the fact that
there are numerous Deathclaws hiding in the shadows, don't turn on your
Pip-Boy light. The sneak-attack Combat Shotgun tactic works wonders
here, and individually Deathclaws aren't too terrible. Unfortunately
they have an advantage here they tend not to have, numbers. Keep your
wits about you and don't start any fights you can't finish. Head south
down a ramp and around a pillar, on the far side you'll find the corpse
of a Brahmin and a round metal object, on top of which is the
Bobblehead - Endurance, a Mini-Nuka, and a copy of Nikola Tesla and You.
We can technically run in here, grab the Bobblehead, and leave without
any fuss. For those brave among us, however, we can press onwards to
claim greater loot. There's a pile of bodies nearby with some minor
equipment and a Nuka-Cola Quantum on the floor.
<---------------------------------------------------------------------->
3) Work your way through the Deathclaw Sanctuary, sniping Deathclaws
when you find them. Watch out for wrap-arounds and high ledges, as this
place was designed in several areas to give Deathclaws high ground from
which to spot you. You'll find several more pile of corpses with loot
appropriate for the deadite. This only gets better this late in the
game, as an Enclave body is generally thrown into the mix, showing that
for all their bluster, the Enclave doesn't win against Deathclaws.To the
south east you'll find a unique Ripper, 'Jack' on a dead Enclave
Officer. Further to the south east, in the far south easter corner of
the level you'll find a bloody pool filled with bodies and parts of
bodies. Beyond the pool is the unique Gatling Laser, 'Vengeance'. Once
we have this weapon, we can leave the Deathclaw Sanctuary.

***WEAPON INFO***
Jack (Melee Weapons)
Maximum Damage: 47
AP Cost: Very High
Ammo: None
Clip Size: N/A

Even though it appears identical to a normal Ripper (albeit with twice
the value) it is much more lethal in combat. Perhaps it 'attacks'
faster? I'm not sure what the case is, it's the same on paper, but test
Jack out against enemies. You'll find that it kills about twice as fast
as a normal Ripper. I wonder why it's named Jack, though.. Jack.. the
Ripper? Heh.

***WEAPON INFO***
Vengeance (Energy Weapons)
Maximum Damage: 349
AP Cost: Average
Ammo: EC Pack
Clip Size: 240 (1 round/shot, full-auto
		fires 8-round bursts in V.A.T.S.)

It's a Gatling Laser that deals about a good bit more damage than normal
versions, what more do you need to know? If you want a big gun, use a
Gatling Laser, and if you use a Gatling Laser, use Vengeance. This gun
can even whittle down big'uns like Super Mutant Overlords and Albino
Radscorpians.

Mason Dixon Salvage
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine
Nikola Tesla and You
Tumblers Today

4) Head east until you find Mason Dixon Salvage, which is north of
Drowned Devil's Crossing. This place can be rough, as it has numerous
Super Mutants in a very small area. At my level it included three
Overlords, a Master, and a Brute. Just one more fight that convinces me
that Paralyzing Palm is essential for the expansion. There are two
Abandoned Shacks nearby, a northern one and a southern one. In the
northern one you'll find a copy of Nikola Tesla and You on a table near
a first aid box, and a D.C. Journal of Internal Medicine on the floor on
top of a Large Destroyed Book, near the metal shelf and a bucket. In the
southern one you'll find a locked footlocker [Average] with some loot
inside, and a copy of Tumblers Today on the floor near it. There are
also some ammo boxes in the corner worth looting. At least it was worth
the trouble of killing all those Super Mutants, eh?

Abandoned Tent
o======================================================================o
***BOOKS***
Nikola Tesla and You

5) Now head north east until you find an Abandoned Tent south of SatCom
Array NN-03d. Inside you'll find some Nuka-Colas on a table, some
ammo boxes, and a copy of Nikola Tesla and You on the metal shelf near
an ammo box. On a table next to a ham radio you'll also find a Nuka-Cola
Quantum.
<---------------------------------------------------------------------->
***SCHEMATICS***
Schematic - Shishkebab

6) Go north west so you're just west of SatCom Array NN-03d to discover
a Brotherhood Outcast shack. It's unexceptional, only notable because of
the Brotherhood Outcasts that are typically nearby. On a table in one of
the shacks you'll find a Schematic - Shiskebab on the table, yours for
the taking. Also note that on the corner of the roof is a Nuka-Cola
Quantum. It's a shame you can't reach it.. if you only had some sort of
projectile you could use to knock it down..

SatCom Array NN-03d
o======================================================================o
7) Now head up to SatCom Array NN-03d, being mindful to stay out of the
sight of the Raiders who have made it their home. No need to get into a
range-war with enemies that have higher ground, cover, and who don't
pay for their ammo. There are several SatCom towers you can explore
here, towers A, B, and C. I head inside SatCom Array NN-03d-A first.

SatCom Array NN-03d-A
o======================================================================o
8) Inside are about a half dozen Raiders, and by now, what chance do
they really have? I stayed in the entrance hallway and used the door
to good effect, opening it, popping a Raider with my Combat Shotgun,
and closing it. Then, when the next brave Raider opened the door to get
after me I shot them in the face too. Repeat as needed for an amusing,
if macabre game of peek-a-boo. In this tower you'll find typical Raider
loot, including plenty of drugs and ammo. Head up to the top of the
SatCom Array, where you'll likely have to fight more Raiders along the
exterior of the other SatCom towers. Continue up until you're on the
dish and head north-east to find some wooden planks leading over to
booze-littered roof of SatCom Array NN-03d-B.

SatCom Array NN-03d-B
o======================================================================o
9) These Raiders are a little more soft and sophisticated than the
others, as you can tell by their Teddy Bears. They even have their own
chemisty set! There's also a chessboard with miniature bottles
of alcohol, garden gnomes, and ammo units serving as chess pieces. Very
win. Head down the structure to the bottom to find a tunnel leading to
SatCom Arraw NN-03d-C.

SatCom Array NN-03d-C
o======================================================================o
***BOOKS***
Pugilism Illustrated

10) Again, there are about a half dozen Raiders inside. These Raiders
are the real bad news, with plenty of alcohol lying around and a number
of occupied coffins to hint at their professions. Behind the stairs
leading up are a number of toilets, on one of which you'll find a copy
of Pugilism Illustrated. Continue up the SatCom Array, again with the
goal of reaching the dish at the top. On the dish you'll find a
training dummy with Mini Nukes for hands. Grab your prize for trudging
through the SatCom Arrays and make your way back down.

MDPL-21 Power Station (and Power Substation)
o======================================================================o
***BOOKS***
Nikola Tesla and You

11) Head east from SatCom Array NN-03d-C to find the MPDL-21 Power
Station. Enter the Power Substation to find some minor loot. In the
north western corner you'll find a Terminal [Hard] that opens a locked
floor safe [Hard]. On the opposite side of the room is a Workbench with
a copy of Nikola Tesla and You on it. You'll probably be attacked by
either Talon Company Mercenaries or Regulators when you leave.
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine

12) Now for some extra loot. Head north north east from the MDPL-21
Power Station.. it might be easier to go east around the mountains until
you can go north. Eventually you'll come to a pond with radioactive
barrels in and around it, and a half-submerged truck bed. Swim over to
the truckbed and go behind it to find a cubby with a bed and a table.
There's plenty of RadAway lying around, as well as a D.C. Journal of
Internal Medicine on the table. There's also locked save [Average].

Fort Constantine
o======================================================================o
13) Now backtrack west past SatCom Array NN-03d to find Fort
Constantine. Fort Constantine consists of several areas, including
Bomb Storage, Personnel Offices, and CO Quarters. Kill off of the robots
in the area, loot around, and enter the Personnel Offices.

Personnel Offices
o======================================================================o
14) This area is patrolled by robots, and is littered with the bodies
of those who came before you and failed. In the men's bathroom you'll
find an Assault Rifle and some 5.56 Rounds, and in the woman's bathroom
you'll find a dead Raider. Go up the stairs to the west and into a room
to the north west to find a cafeteria with typical kitchen loot inside.
South of this room will be a storage room with a dead Raider, who is
kind enough to have left his 10mm Pistol and some 10mm Rounds for us.
On the ground floor head through a door to the east, past some
unremarkable offices, and go down a tunnel to the left when you get
the chance.
<---------------------------------------------------------------------->
***BOOKS***
Grognak the Barbarian

15) Take another left to find some stairs and a locked door [Hard],
behind which some real goodies lie. You'll find various high-tech
components and other lower-end loot, as well as a copy of Grognak the
Barbarian on the counter. Head up the stairs and loot the shelves at
the top. Take three lefts to find a door to the right with a pair of
gun cabinets inside, one of which contains a Stealth Boy. You'll also
find the Turret Control System [Average] up here, which is useless,
since by now you're already dealt the the turret downstairs. You can
now loop around to the cafeteria, or go up some more stairs to reach
the roof, and deal with the pesky robots thereoupon. On the roof you'll
find some loot on a metal shelf and some ammo boxes in the north
western corner. Head over to the CO Quarters.

Fort Constantine CO Quarters
o======================================================================o
***BOBBLEHEADS***
Bobblehead - Big Guns

***BOOKS***
Chinese Army: Spec. Ops. Training Manual
Guns and Bullets

16) Smash the robot and get to looting. On the bookshelf in front of you
is a Pre-War book and in the kitchen you'll find some Nuka-Colas in a
wooden crate and a Nuka-Cola Quantum in what's left of the fridge. On
the mysteriously owned Queen-Sized Bed you'll find a copy of Guns and
Bullet and on the desk with a phone on it is another Pre-War Book. Head
downstairs to find a dead Wastelander with plenty of Pre-War Money and
Caps near him. On a cinder block nearby will be a Stealth Boy and a copy
of Chinese Army: Spec. Ops. Training Manual. Best of all, in the already
opened safe you'll find a 10mm Pistol, some 10mm Rounds, some Caps, the
Fort Constantine Launch Codes, and the Bobblehead - Big Guns. Now if
you have all of the keys you were supposed to steal for Mister Crowley
(Dukov's Key, Ted Strayer's Key, and Dave's Key) you can open the door
to the Bunker, which requires Ted Strayer's Key. Don't be shy, wondrous
loot awaits!

Launch Control Bunker
o======================================================================o
***BOOKS***
Big Book of Science
Duck and Cover!

17) Go down some stairs and through a closed gate to find a desk with
some ammo boxes, 5.56 Rounds, and an Assault Rifle on it. Head east
down some stairs, loot the room you find, and head down some more stairs
to the east until you reach a hallway with a locked door [Average] and
a terminal [Average]. Once you're done looting this room head south
through a door to find an intact office with a copy of Duck and Cover!
on a table near the Fort Constantine Launch Terminal. On another desk
to the east you'll find a Big Book of Science. Continue down some stairs
to the.. you guessed it.. to the east to find a room with bunks in it.
On a desk to the west you'll find a Pre-War Book and a Stealth Boy. Go
down some stairs.. you know the direction.. to find a door leading to
the Bomb Storage.

Bomb Storage
o======================================================================o
18) Go through a door to the south to find a room with two doors to the
west [Very Hard] along with two terminals [Very Hard], and to the east
will be a door with the dead body of Tara outside, which can only be
opened with one of your keys. Tara has the Warhead Storage Key on her,
which will open the door you'll find if you go up the stairs through
the southern door.
<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets

19) Pick the lock/hack the terminal to get into the north western room
where you'll find numerous guns on the metal shelves along the southern
wall, as well as a 10mm Pistol, 10mm Rounds, and a copy of Guns and
Bullets on a table in the middle of the room. The south western room
contains numerous ammo boxes.
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine

20) Loot Tara and go through the door she's in front of to find a
perfectly preserved room containing a Fat Man, two Mini Nukes, and a D.C.
Journal of Internal Medicine on a table, some lockers, and the Armor
R&D Terminal. Activate the terminal to find the T-51b Power Armor,
arguably the best suit of Power Armor in the game. And really, how do
you beat damage resistance 50, rad resistance 25, with a helmet that has
damage resistance 10, rad resistance 8, and +1 Charisma? Well, Enclave
Hellfire Armor is pretty much as good as T-51b.. but.. T-51b is special
because it's rare, so there. Head south up some stairs to reach the
above ground portion of the Bomb storage area, where you'll find more
robots, and more minor loot, but besides a Mini Nuke it's nothing too
great. We are now done with Fort Constantine. Stash your loot and head
over to Vault 108, where we can grab the Bobblehead - Charisma fairly
quick-like. First lets discover the one last area in the north western
corner of the map.. The Pitt expansion notwithstanding.

SatCom Array NW-05a
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

21) Now that Fort Constantine is done and looted head south west to find
SatCom Array NW-05a. Be sneaky to get inside without drawing the
attention of the Talon Company Mercs outside. No need to range war a
guy with a Missile Launcher. Inside is a Talon Company Mercenary, a
leveled turret, and a Ghoul Scientist who is up to no good. Read the
terminal on the ground level to find out what our Ghoul friend was up
to. On the desk nearby you'll find a copy of Chinese Army: Spec. Ops.
Training Manual. Search the Ghoul's body for the following notes:
'Highwater Trousers' Activation Code, SatCom Array NN-03d Coordinates,
and SatCom Array NW-07c Coordinates.
<---------------------------------------------------------------------->
***BOOKS***
Nikola Tesla and You

22) Head west where you may run afoul of an Enclave Camp if you're late
enough in the game. You'll eventually find water, near which is a group
of Raiders who've made themselves a home of sorts on some docks. Kill
them and loot their docks for some food, drugs, ammo, and a Mini-Nuke
which is on a shelf. South west of the Raider docks is a blue boat that
is partially submerged. Go to the cliffs nearby and jump on the boat to
score a copy of Nikola Tesla and You which is on the roof.

Vault 108							{WLK034}
o======================================================================o
Sequence of Events:
		1) Vault 108
		2) Living Quarters
		3) Cloning Lab
		4) Cleaning Up

***BOOKS***
Tumblers Today

1) Vault 108 is north east of the Corvega Factory, and there's no need
to go on some grand campaign to reach it.. because we've already
explored everything over there! Anyways this first level is really just
to get you introduced to this Vault. As you'll see, it's opened to the
world, and doesn't look any better for wear than Vault 106 did. Go west
then south to reach a room with a door to Vault 108 Living Quarters. In
the north western corner of this room you'll find a Stealth Boy on a
table in front of two computers. South of this room you'll find Gary 42.
Huh. Keep going east south and you'll find the reactor room, which has
a door leading to Vault 108 Cloning Labs. Go in the room to the east and
jump on the yellow crates to reach a hidden Nuka-Cola Quantum on a step
ladder in the southern end of the room. Sneaky. There's also a copy of
Tumblers Today under the step ladder, but since a step ladder counts as
a three-dimensiona solid 'block', I have no idea how you're supposed to
reach it. (The step ladder doesn't have gaps through which you can move
objects, even though there is 'space' at the back and between the steps.
The book is effectively entombed in the step ladder. Without using a
console cheat on the PC, I don't know how you'd get this book.) You can
go into either door, the Cloning Lab is where the good stuff is, and the
Living Quarters are mostly just there for bonus looting. If you've been
following this guide at any length, you know where we're going to go
first.

Living Quarters
o======================================================================o
***BOOKS***
Pugilism Illustrated

2) Go west down some stairs and into a large, two-storied room, just
like the Vault 101 Atrium. There's minor loot in the four rooms, in
the room to the north west you'll find a copy of Pugilism Illustrated
on the edge of the counter. If you go up the stairs to the west you'll
reach the upper level of the atrium, with three more rooms to loot. One
of which has a locked safe [Easy]. Now go down the stairs on the ground
floor of the atrium to reach a room with a locked safe [Easy] and some
lockers to loot. Beyond this is just another entrance to the Vault 108
Clining Lab.

Vault 108 - Cloning Lab
o======================================================================o
***BOBBLEHEADS***
Bobblehead - Charisma

***BOOKS***
Lying, Congressional Style

3) More Vault 108, more Gary. You know, out of all the Vaults we've been
in, Vault 101 might have just been the most sane. Now that's scary. Go
south, then east to find a medical room with a partition closing part of
the room off, inside of which you'll find a Gary messing with a dead
Wastelander. Head west, then south around a corner to find another pair
of rooms. Go into the door to the north to find a room with beds and
more Gary clones. On a table to the south you'll find a copy of Lying,
Congressional Style, and on a table to the north you'll find the
Bobblehead - Charisma.
<---------------------------------------------------------------------->
4) Now go through the room to the south and into a hallway. If you
backtrack to the west you'll find some poor loot, and a note "Cloning
Log" on the floor by a skeleton in the room with the locked safe
[Very Easy]. If you go east you'll find some slightly less poor loot,
and the exit to the Vault 108 - Entrance we neglected earlier. We're
now done with Vault 108, so head back home and drop off whatever you
don't need. It's time to get the Bobblehead - Luck, and end our great
Bobblehead hunt. We have to get to Arlington National Cemetery, which
can be done pretty expediently by going through the Flooded Metro south
of Wilhelm's Wharf.

Flooded Metro to Arlington National Cemetery			{WLK035}
o======================================================================o
Sequence of Events:
		1) The OTHER Flooded Metro
		2) Arlington National Cemetery
		3) Mama Dolce's
		4) Mama Dolce's Food Distribution
		5) Chinese Remnants
		6) Tunnel to Tumblers
		7) The Ultimate Weapon
		8) Mama Dolce's Loading Yard
		9) Mama Dolce's Processed Foods
		10) Finishing Up Mama Dolce's
		11) Arlington/Falls Church Metro
		12) Falls Church North
		13) L.O.B. Enterprises
		14) Glowing Goodness
		15) L.O.B. Enterprises - Archives
		16) L.O.B. Enterprises - East Wing
		17) R&D Operations Terminal
		18) Zhu-Rong v418 Chinese Pistol
		19) Office Building
		20) Paladin Hoss' Request
		21) Saving Initiate Pek
		22) Falls Church/Mason Dst Metro
		23) Franklin Utility Metro
		24) The Turret Path
		25) Ghouls Galore
		26) Burnmaster
		27) There and Back Again
		28) Mason District
		29) Hubris Comics Publishing
		30) Reign of Grelok
		31) To Hubris Comics Printing
		32) Mad Johnny Wes
		33) Hubris Comics Utility Tunnel

1) This is a pretty uneventful metro. Make your way south, looting and
killing whatever Ghouls you find until you reach a door leading to the
Arlington National Cemetery. Now that was easy, eh? South of Arlington
National Cemetery North you'll find the entrance to Arlington Utility, a
place we'll explore later.

Arlington House
o======================================================================o
***BOBBLEHEADS***
Bobblehead - Luck

***BOOKS***
Big Book of Science

2) Head west and kill some Raiders and follow the road south past a
fountain. When the road split against head south west to find the
Arlington House. By the bathroom door is a locked cabinet [Very Easy],
and in the kitchen you can find a Big Book of Science on a table in the
corner. Upstairs there's a safe [Easy] behind a dresser, and in the
basement you'll find a locked safe [Very Easy], a locked first aid box
[Very Easy], the Bobblehead - Luck on a shelf, and a creepy shrine to
Lincoln. We are now quite done with our Bobblehead hunt, and if you want
to continue on to the next part of the guide, feel free to do so. I
will now cover the rest of Arlington Library, and the 'return' trip
out of Arlington, which will cover the Falls Church and Mason District
areas, for my fellow completionists out there.

Mama Dolce's
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

3) Head south east to find Mama Dolce's, a place where we will find
a good bit of loot. North of Mama Dolce's is a blue truck with plenty of
food in the back, and north of that is an overturned truck bed. There
are numerous radioactive barrels around, but none of them will give you
any rads. In the truck bed is the body of a Wastelander, and near them
you will find a copy of Tales of a Junktown Jerky Vendor. Now to explore
Mama Dolce's. You can enter either the Food Distribution area or the
Processed Foods area, it doesn't really matter which you do first. I'll
start out in the Food Distribution area.

Mama Dolce's Food Distribution
o======================================================================o
4) Loot the room in front of you, including the personal footlocker
[Very Easy] and the ammo boxes to the west. You should find a Turret
Controly System terminal [Average] on a table, along with a Stealth Boy.
Deal with the turret as you please and head down the stairs into the
larger room to the south.
<---------------------------------------------------------------------->
5) You'll likely encounter some Chinese Remnant Soldiers.. who are
really just well-armed Ghouls. I guess they don't know the war is over.
Dispatch them how you wish and head through the noodle-laden room,
through a smaller room, and into another large room. Go up the stairs
in the southern end of the room to reach the upper levels where you'll
find a Chinese Remnant Captain, who possesses the 'Mama Dolce's
Encryption Key'.
<---------------------------------------------------------------------->
6) If you go west you'll come to a door leading to the Mama Dolce's
Loading Yard area.. of which there are several in this area. You'll also
find stairs down which, if you explore you'll eventually discover a room
with a large hole in the floor leading down into a cavern. Explore the
tunnel a short ways to find two locked safes [Hard] and [Average], and
a copy of Tumblers Today near a skeleton.
<---------------------------------------------------------------------->
7) If you go east from where you found the Chinese Remnant Captain
you'll find a room with plenty of loot, including two wall safes [Easy]
and [Average], and a Nuka-Cola Quantum and Pre-War Book on the desk.
Continue through the door to the north along the ramparts to find
another room, with another exit to Mama Dolce's Loading Yard. You'll
also find a Rolling Pin on the table.

***WEAPON INFO***
Rolling Pin (Melee Weapons)
Maximum Damage: 19
AP Cost: Low
Ammo: None
Clip Size: N/A

How can you NOT love this as a weapon? It's a freakin' rolling pin, the
weapon of choice for feminine-aggresive domestic abuse in every cartoon!
You simply must kill an enemy with one of these, then laugh at it for
sucking.

Mama Dolce's Loading Yard
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual
Guns and Bullets

8) This area consists of two balconies connecting Mama Dolce's Processed
Foods to Mama Dolce's Food Distribution, and a central loading area
crawling with Chinese Remnants. On the eastern balcony (the side we're
on) you'll find a Chinese Army: Spec. Ops. Training Manual on the
ground near a stool, and on the western balcony is a copy of Guns and
Bullets. There are also bad guys on the balconies, so it might be a good
idea to stealth-kill the guards up here, then sneak around to the other
side to kill those guards. Once everybody up top is dead you can
liberally pick off the people on the ground, which is what I inted to
do.

Mama Dolce's Processed Foods
o======================================================================o
9) In this room you'll find a Pre-War Book on the table. Head through a
door to the north and go down some stairs into a large room. To the
north through some double doors you'll find a room with some decent loot
inside, including a Stealth Boy on a table near the doors as well as the
exit back out into the Arlington National Cemetery. To the south you'll
find a door leading back to Food Distribution.
<---------------------------------------------------------------------->
***BOOKS***
Dean's Electronics
Guns and Bullets

10) Go up some stairs in the south east corner of the rooom and you'll
find a four-way hallway beyond a door to the Loading Yard. To the west
you'll find the woman's bathroom, wherein you can discover a copy of
Guns and Bullets on the floor near the toilet in the stall. To the north
is an uninteresting room over some water, and to the south lie some
stairs. On the first landing you'll find a metal shelf with a copy of
Dean's Electronics on it. Continue up the stairs to eventually reach a
door leading to the Loading Yard, where you can complete this area. Kill
the sniper, and with the captured Sniper Rifle kill the people on the
ground. Grab the Guns and Bullets, loot the ground floord of the Loading
Yard, and head back out into Arlington National Cemetery.

Arlington/Falls Church Metro
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

11) From Mama Dolce's head west until you find the Arlington/Falls
Church Metro, our next stop in our journey to gut Arlington. Head south
into the metro station, where you'll notice the bed of a truck to the
south west. Jump on in there to find a copy of U.S. Army: 30 Handy
Flamethrower Recipes on a chair. Continue to the south to find the gate
leading to the Falls Church area.

Falls Church North
o======================================================================o
12) Head up some stairs to discover Falls Church North. This place is
heavily occupied by Super Mutants, especially the building across the
street to the south. Still, nothing a little sneak-attack shotgunning
can't fix with wondrously lethal anonymity. East of Falls Church North
you'll find Falls Church East, which seems to mark the location of L.O.B.
Enterprises rather than a metro.

L.O.B. Enterprises
o======================================================================o
***BOOKS***
Pugilism Illustrated

13) In the front office you'll find a L.O.B. Enterprises Front Desk
Terminal, which is amusing if nothing else. To the south are some fairly
uninteresting bathrooms, and up the stairs to the west are some fairly
uninteresting offices. So let's head north. Work your way to the east
after going through the door to the north and you'll eventually come to
a room full of metal shelves, on one of which is a copy of Pugilism
Illustrated.
<---------------------------------------------------------------------->
14) Loot your way to the west until you come to a room with more metal
shelves. You'll have passed some stairs down to L.O.B. Enterprises
Archives, but in the rooms to the west you'll find another exit. Head
into the room west of the room with the metal shelves to find a
Nuka-Cola Quantum glowing in plain sight on a table. Go down the stairs
and enter the Archives.

L.O.B. Enterprises Archives
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

15) Head north into a room and down some stairs. This area was heavily
guarded by Sentry Bots in my game, there were six of them in the level,
and three in this one room. It's a good thing there wasn't much room for
them to bring their weapons to bear. At the bottom of the stairs you'll
find a large room with plenty of loot in it. Head to the north, then
go up the side fo the room to the east, where you'll pass numerous
locked containers on the right. Turn south and go through a door to
reach a small cafeteria, within which you'll find the typical food items
and a locked safe [Average]. Continue to the east past two bathrooms
(within the toilet of one you'll find five Cherry Bombs) to reach a
maintenence room with numerous components on metal shelves, including a
Stealth Boy. Head back east and search the far eastern room for some
minor loot, and a Chinese Army: Spec. Ops. Training Manual which is near
a terminal on a desk. Now head back up to L.O.B. Enterprises via the
same route you entered this level and head upstairs to reach L.O.B.
Enterprises East Wing.

L.O.B. Enterprises East Wing
o======================================================================o
16) Head north and check out the 'Security Operations Terminal' to the
right, where you can see more of L.O.B.'s activities and-more
importantly-grab a Stealth Boy from a desk near a non-operational
terminal. You can continue north into a larger room with an collapsed
ceiling for some minor loot, and through another door to reach some
stairs leading to the upper level, but we'll get there soon enough.
<---------------------------------------------------------------------->
17) Instead head around a corner and to the west. Explore the rooms to
the north and south to find a way past the rubble-blocked hallway. At
the end of the hallway you'll find a door to the south leading to some
stairs. Continue east down the hallway and you'll find an office to the
north, containing, among other things, two Pre-War Books and the 'R&D
Operations Terminal' [Very Hard]. The terminal talks about some
incendiary weapon L.O.B. was creating. Before you get all excited,
however, keep in mind that the production prototype used 10mm Rounds,
which means it can't be very powerful.
<---------------------------------------------------------------------->
***BOOKS***
Tumblers Today

18) Head back into the hallway and go east some more. To the south is a
locked door [Very Hard], and to the north is another office. Go through
the office and to the east to reach the upper level of the room with the
destroyed ceiling. Creep along the ledge to the east and go through a
doorway to find yourself at the far end of the rubble that blocked the
hallway we were just in. Ahead of you is a much less locked door leading
to more offices. Explore the first one, then head to the west to find
the CEO's office, which contains a fair amount of loot including a
cabinet [Easy], a first aid box [Average], a copy of Tumblers Today,
and the L.O.B. Enterprises Secure-Case [Hard], inside the latter of
which you'll find the Zhu-Rong v418 Chinese Pistol. In the desk you'll
find the L.O.B. Enterprises CEO Key, which will unlock that pesky
[Very Hard] door for you.

***WEAPON INFO***
Zhu-Rong v418 Chinese Pistol (Small Guns)
Maximum Damage: 23
AP Cost: Very Low
Ammo: 10mm Rounds
Clip Size: N/A

As I recall, Zhu Rong was a Chinese fire goddess. A descendent of hers,
also named Zhu Rong, was the wife of the Nanman king Meng Huo. In any
event, this explains the Chinese nature of the gun, and the incendiary
qualities of it as well. All things considered, it's fairly powerful as
far as pistols go, and it can set people on fire, which is also
interesting. Despite what the R&D terminal said, this gun doesn't suffer
from any rate of fire problems.. at least, not in V.A.T.S.

Office Building
o======================================================================o
19) Once you're done with L.O.B. Enterprises head west through the Super
Mutant occupied building until you reach a playground on the other side.
South of this playground is an office building for your exploring
pleasure. Go east up some stairs and explore the bathroom, disarming the
trip wire at the door at taking the rigged shotgun in the garbage can.
Go south into an office room to find two dead Super Mutants and two dead
Brother of Steel Initiates. No telling which side won in the end, but
neither will need their loot anymore. Continue on until you find some
stairs leading down to an exit back to Fall Church.

Falls Church Metro
o======================================================================o
20) Head west until you find Falls Church Metro, where you'll find that
there's a heated fire-fight between two Brotherhood of Steel characters
and a significant number of Super Mutants. This late in the game you
really have to baby sit the Paladins, as they seem mindlessly incapable
of surviving even against Super Mutants with Hunting Rifles. After the
Super Mutants are dead talk to Paladin Hoss, who will tell you that
they were attacked during an exercise and were cut off from one of their
initiates. Offer to help and head south to the building where the
initiate fled to. Chances are you had to clear these Super Mutants out
already, as fighting near the Paladins tends to draw more Super Mutants
into the fray.

Office
o======================================================================o
***BOOKS***
Tumblers Today

21) Mutants, Mutants every where. And unlike the ones outsides, these
will level all the way up to Overlord.. or at least one of them might.
Head through the door to the west then go through another door to the
north to find a room with three Super Mutants inside. Make sure to kill
them decisively, but sylishly for bonus points. I use the term 'room'
loosely, as this was several rooms at one point, but through time and
perhaps some Super Mutant remodeling many walls are now gone. In the
southernmost 'room' you'll find a desk with a copy of Tumblers Today
on it, and a safe [Easy] underneath it. Continue north until you find
Initiate Pek in a room by himself, unarmed. If you have a high enough
Small Guns skill you can make a check to repair his weapon, giving him
the ability to tickle any Super Mutants he might encounter with his
10mm Pistol. Go return the inept Initiate to Paladin Hoss, who will now
accompany you throughout the Falls Church Area.

Falls Church/Mason Dst Metro
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine
Duck and Cover!

22) Now head into the Falls Church/Mason Dst Metro, where you'll be
attacked by a number of Raiders. Kill them and head east to find the
metro station, where a formidible seeming Raider fort stands. On the top
level, however, you'll notice the place has been overrun by Ghouls,
likely stemming from the Franklin Metro Utilty in the east. In a ticket
booth you can find a missile, a first aid box, and a copy of Duck and
Cover! In a diner you'll find a Pre-War Book on a table and a Stealth
Boy on the back of an oven. If you continue to the east you'll find
the exit to the Franklin Metro Utility [Easy], an area that can be
explored by the brave and the greedy. If you go north past some
bathrooms (one of which contains a D.C. Journal of Internal Medicine
resting on top of a first aid box on the wall) you'll find the exit to
the Mason District.

Franklin Metro Utility
o======================================================================o
23) This place is absolutely wretched at a high level. I'll go on the
record and say that I encountered no fewer than eleven Feral Ghoul
Reavers here. There's a good bit of loot in this place, but you have to
decide if you're up to killing that many Reavers and catching a
decidedly unhealthy amount of rads. In the very first room you'll find
a haul of components by the computers and in the lockers, including two
Stealth Boys. On another metal shelf to the east you'll find two
Pre-War Books. Search the upper area and kill your first Ghouls. You'll
probably get enough loot that you'll want to head back and stash it!
<---------------------------------------------------------------------->
***BOOKS***
Tumblers Today

24) There are now two ways out of this room, to the east you'll find
some stairs leading to a small room with a deactivated turret in it.
This route can be a little dangerous, as there are many Ghouls milling
outside the door by the turret, although you can hack the turret [Hard]
and get it to fire on the Ghouls, it's just as likely to shoot at you,
given its location. In the fenced-off area in the turret room you'll
find a stash of loot, including a copy of Tumblers Today on an ammo box.
<---------------------------------------------------------------------->
***BOOKS***
Guns and Bullets

25)  The other way down is to the north, where you'll find some stairs
leading down. Either way, both routes lead you to a large room with a
fenced-off central area. Kill the Ghouls surrounding the fence (for me
this was a mix of Feral Ghoul Reavers and Glowing Ones) and loot the
north and south ends of the room before exploring the fenced-in area. On
a table in the middle of the room you'll find a Combat Shotgun, a
Stealth Boy, and a copy of Guns and Bullets.
<---------------------------------------------------------------------->
26) Head into a sewer to the east where you'll find some RadAway.
Normally harmless drug finding is just there for looting, but in this
case take it as a warning of radiation to come. Continue heading through
the sewer until you find a flooded tunnel. Swim east into the submerged
area a short ways to find a pile of radioactive barrels behind a
Radiation Suit Case, on top of which is a Mini Nuke. Take the Advanced
Radiation Suit and swim back west, which you may want to equip. Swim
through a hole in the wall until you reach dry land on the other side.
Continue up a natural ramp leading east and you'll find yourself in
another metro tunnel. Continue east through a tunnel full of radioactive
barrels to find a truck, within the back of which lies a unique Flamer
'Burnmaster', a Nuka-Cola Quantum, some drugs, and no less than five
ammo boxes.

***WEAPON INFO***
Burnmaster (Big Guns)
Maximum Damage: 236
AP Cost: Very Low
Ammo: Flamer Fuel
Clip Size: 60 (Continuous fire, fires 3-round gout in V.A.T.S.)

It's about 50% more powerful than a normal Flamer, and yet has the
same value.. Ah well, pyromaniacs delight.
<---------------------------------------------------------------------->
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

27) Head west over the hole leading to the flooded area and continue up
a tunnel. Stop in front of the barricades long enough to loot some tool
boxes and metals shelves, on one of which you'll find a copy of U.S.
Army: 30 Handy Flamethrower Recipes. Continue west and loot some more
metal shelves, then loot a defunct connection tunnel, and finally
continue on until you discover a room to the south that has various
components inside, including two more Stealth Boys. Instead of walking
all the way back, classily drop through the hole in the floor to land in
a garbage bin back near the entrance. Now it's time to explore Mason
District.

Mason District
o======================================================================o
***BOOKS***
Dean's Electronics
Guns and Bullets

28) You'll surface near the Hubris Comics map marker. As usual, when you
surface you'll probably spawn some Regulators/Talon Company Mercenaries.
There are also plenty of Super Mutants to the south. First loot the
Pulowski Preservation Chamber and grab the copy of Dean's Electronics
within. In the center of the playground south of Hubris Comics you'll
find a truck bed with some ammo boxes and several Chinese Assault Rifles
inside. In a building overlooking the playground to the south you'll
find a Sniper Rifle, some ammo boxes, a 10mm Pistol, two Frag Grenades,
and a Stimpak, along with a copy of Guns and Bullets. Other than that,
you can find some more ammo boxes and Chinese Assault Rifles in a ruined
building some ways to the south, and you can discover the far end of the
Flooded Metro which will return surface near Arlington Library. To
finish off this area.. and with it everything in the southern half of
the map save D.C., head into Hubris Comics.

Hubris Comics Publishing
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

29) In Hubris Comics you have to be wary of two things: traps and
Ghouls. Past the receptionist desk is a barricade, consisting in part
of a bookshelf, upon which is a Pre-War Book. There's a trapped toilet
in the bathroom to the west, and one of the terminals on the
receptionist's desk is rigged. Above this rigged terminal, on a shelf,
is a copy of Tales of a Junktown Jerky Vendor, so try not to blow up the
terminal. If you go through the door to the east you'll find the Hubris
Comics Utility Tunnels, if you go north over the barricade you'll
continue deeper into the building.
<---------------------------------------------------------------------->
30) Go north over the barricade and east down a tunnel. Break the trip
wire and deactivate the rigged baby carriage. You'll come to a door
leading south which simply connects to another tunnel east that
terminates in a north-south fork. Head south to find an office room
near a Nuka-Cola vending machine. Inside are numerous desks to loot,
some stairs leading down, and a large hole in the floor, overwhich
looms a Grenade Bouquet. Down on the lower level you'll find more desks
to loot, some ammo boxes and first aid boxes in the south western
corner, and a terminal with the game 'Reign of Grelok' on it. To my
knowledge there's no reward for playing it, other than the glory of
playing a game within a game.
<---------------------------------------------------------------------->
31) Now head up north to find a large room with numerous desks and a
hole in the floor on the eastern side of the room. On the bottom floor
are several Ghouls which are unable to close with you. Like shooting
fish in a barrel. There is little reason to explore the lower level. If
you go through a door to the east you'll find another route to the
Hubis Comics Utility Tunnels, and if you go the west down a hallway
(disarming the trip-wire rigging up three pitching machines) you'll
eventually come to a door leading to Hubris Comics Printing.

Hubris Comics Printing
o======================================================================o
***BOOKS***
Grognak the Barbarian

32) Just to the south you'll find a large room, wherein you'll find Mad
Johnny Wes, his (leveled) turret defense, and some Ghouls. It is much
better to simply let the two sides kill each other off before making
your presence known. Why deal with Mark VII Turrets, a pyscho with a
Minigun, and Feral Ghouls all at once if you don't have to? Once the
Ghouls are dead head into the printing room, go up the the east side,
head down some stairs to the lower level, and continue across to the
south. Go through a doorway and head down a hallway to the west past
some pitching machines. Up some stairs you'll find a locked door
[Average], beyond which is Mad Johnny Wes. Kill him and his turrets
before looting his three ammo boxes, three first aid boxes, and
stealing his Nuka-Cola Quantum and copy of Grognak the Barbarian.
You can mess with the printing press, but doing so doesn't seem to do
anything other than draw your attention to the skeleton jamming up the
works. And that, ladies and gentlemen, is why we avoid machinery while
it's being operated. There is now only one area left to explore before
we are done with our glorious sweep of Arlington, the Hubris Comics
Utility Tunnels. I'll assume you entered via the door near the entrance
to Hubris Comics, just to set a standard for navigation.

WarMECH comments:

At Hubris Comics, activating the jammed presses cause them to smoke,
and this shuts down the turrets. I like the idea of how this place is
supposed to work, but being able to snipe the crazy guy and destroy the
turrets really makes it too easy to lose what I assume the programmer's
intentions were.

Hubris Comics Utility Tunnels
o======================================================================o
***BOOKS***
Dean's Electronics

33) Another series of pre-war tunnels filled with components and teeming
with Ghouls. By now we've been through areas just like this a dozen
times or more. Go around the fencing to find a skeleton near a grenade
box, two ammo boxes, and a first aid box. To the north you'll find a
with a Turret Control System terminal [Average] nearby, which, if you
bother, can activate a Mark I Turret. Continue north, then east until
you come to a four-way split. To the east you'll find the other entrance
to Hubris Comics Publishing, and south is a dead end, so head north up
some stairs. You'll immediately come to.. another split! Go east to find
a room where a dead skeleton lies amidst Caps, 5.56 Rounds, an Assault
Rifle, a Stealth Boy, and two first aid boxes. Now head west to find a
room with several Ghouls in it. On a desk in this room is a copy of
Dean's Electronics. Continue through a door to the north, up some
stairs, and into a short sewer to find the exit to the Capital
Wasteland. You'll exit near Wilhelm's Wharf. The great Bobblehead hunt
is over, and so is our exploration of Arlington. Before we tackle D.C.
fully, lets complete the north central part of the Capital Wasteland,
once done we'll really only have D.C. left to explore. Our next target
is the Reclining Groves Resort Homes, which is north of Germantown.

Reclining Groves Resort Homes to Oasis				{WLK036}
o======================================================================o
Sequence of Events:
		1) Reclining Groves Resort Homes
		2) Warrens
		3) Montgomery County Reservoir
		4) Broadcast Tower LP8
		5) Clifftop Shacks
		6) The Southern Shack
		7) The Northern Shack
		8) Oasis Ho!
		9) The Rite of Purification
		10) The Grove
		11) Talking to Treeminders
		12) Oasis Caverns
		13) Sunken Chambers
		14) Spelunking
		15) Harold's Heart
		16) Damp Cave
		17) Resolution

***BOOKS***
Chinese Army: Spec. Ops. Training Manual
Tales of a Junktown Jerky Vendor
U.S. Army: 30 Handy Flamethrower Recipes

1) East of the Reclining Groves Resort Homes you can find a barn (later
in the game this is perilously close to an Enclave camp.) On the second
floor of this barn is a personal footlocker [Very Hard] inside of which
you can find a copy of Chinese Army: Spec. Ops. Training Manual. Just
west of this barn is a ruined house with a copy of Tales of a Junktown
Jerky Vendor on a bookshelf. Still not good enough for you? Head back to
the barn and go up a hill to the north east, where a number of Bloatflys
are hovering about. Near a tree surrounded by Tin Cans you'll find a
copy of U.S. Army: 30 Handy Flamethrower Recipes.

Warrens
o======================================================================o
2) From the Reclining Groves Resort Homes head east along the road
until you find a cave door which is mostly boarded up leading to the
Warrens. It's populated with Vicious Dogs, and there's not much to loot
here, but I figured I'd rather mention it rather than look sloppy. Near
a skeleton you'll find some Stimpaks, and at the end of the warrens
you'll find a Mercenary and a Wastelander with loot on them.

Montgomery County Reservoir
o======================================================================o
3) North west of the Reclining Groves Resort Homes you'll find the
Montgomery County Reservoir, home to a number of Raiders. Beyond that,
there's a barn to the north west with some ammo boxes on the top floor,
a silo with a first aid box, and a shack with some more ammo boxes.

Broadcast Tower LP8 (and Sealed Cistern)
o======================================================================o
***BOOKS***
Big Book of Science

4) From the Montgomery County Reservoir head north east until you find
Broadcast Tower LP8. You know the drill, flip the electrical switch to
get the Radio Signal Echo Foxtrot. Head over a cliff to the north east
to find a sewer entrance to a sealed cistern. Inside you only have to
go a short ways to find your loot, which includes some Purified Water,
a Big Book of Science, and some food.. somebody liked Salisbury Steaks!
Pick the locked safe [Easy] for some more loot.

Clifftop Shacks
o======================================================================o
5) Before we go to Oasis, lets explore one last area in the northern
part of the map.  Head north east around the 'mountains' to find a
Super Mutant camp marked as the Clifftop Shacks. Kill the Super Mutants,
free a prisoner, loot gore bags, the typical stuff. There are now two
abandoned shacks to explore, one to the north and one to the south. Is
anybody else getting deja'vu?
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

6) In the southern shack you'll find a Super Mutant ready to do some
dastardly things to a Wasteland Captive. Kill it and free the captive if
you wish. As a funny note, one time when I fought this Super Mutant its
Super Sledge was knocked from its grasp by Fisto!, went flying through
the air, and killed the captive. If anybody asks me what defined next
gen consoles like the PS3 and Xbox 360 compared to the PS2 and Xbox,
I'd have to say it's the great things that could occur with the physics
engines.. the great, the akward, and in this case, the hilarious. There
is a copy of Pugilism Illustrated on a shelf and a locked safe [Average]
with more loot inside. On the floor you'll also fing the unique Nail
Board, 'Board of Education'. Har har.

***WEAPON INFO***
Board of Education (Melee Weapons)
Maximum Damage: 28
AP Cost: Low
Ammo: None
Clip Size: N/A

I can't fathom why Bethesda would put a unique Nail Bat this far away,
but here it is. Surely if you can bother getting this weapon you can
get Fisto!. In any case, it's a little stronger than a normal Nail Bat,
about 20-25% stronger, nothing to write home about.
<---------------------------------------------------------------------->
***BOOKS***
Grognak the Barbarian

7) The northern shack is less busy. Grab the Pre-War Book off the table
by the bed, loot the ammo box at the foot of the bed, and open the
locked safe [Average] under the bed. On a metal shelf you'll find a copy
of Grognak the Barbarian on top of a Small Ruined Book.
<---------------------------------------------------------------------->
8) Oasis is to the east.. but it's pretty much in its own self-
contained 'island' of rock. There's a narrow path leading up to the
entrance, and the only way to reach Oasis is by approaching from the
west. You can go east across a bridge, then down the face of a cliff
and around the rock 'island' that is Oasis if you wish. You'll know you
are on the right track when you start seeing grass.. or moss.. whatever,
it's green and NOT glowing.

Oasis
o======================================================================o
***QUESTS***
Oasis

9) When you arrive, some old man named Tree Father Birch will approach
and ask you to come meet 'Him'. Oh boy. He'll tell you about the
Treeminders and ask you to follow him into Oasis. Outside you can find
Branchtender Maple, who doesn't have anything intersting to say. Follow
Birch, and when he reaches his destination he'll speak to you. Long
story short, 'He' wishes to meet you, and you need to drink some sap in
order to be purified in order to meet 'Him'. Activate the 'Basin of
Purification' to continue on with this nonesense. They'll speak some
foolishness and you'll wake up in another area.

The Grove
o======================================================================o
10) There's really only one thing to do here, head south east and talk
to the Talking Tree. It's our good friend Harold, from the previous
Fallout titles. He's looking a little bushed, though. Something must
have sapped his strength. It's good he managed to branch out from
California and spread roots in the D.C. area. He's really turning over a
new leaf. He'll tell you that Herbert.. or rather Bob (his tree-friend
from Fallout 2) has grown, and apparently taken Harold for the ride.
Harold is a font of information and nostalgia from the previous titles,
although it's all extenous now. Keep talking to him and he'll ask you
to help him by finding his heart and destroying it, thus freeing him
from his immobile life surrounding by zealous hippies. Even if it
weren't Harold, nobody deserves that kind of an existence!

Instead of going down into the Oasis Caverns and finding Harold's heart
you can decide to take an easier, more practical approach to this quest.
Although the best reward for this quest is obtained by doing what Harold
wants, if you get a Flamer you can quite literally immolate Harold and
'Bob'. This is probably one of the most wicked things you can do in this
game, and it won't earn you any friends amongst the Treeminders. You can
find out about Harolds fear of fire from Sapling Yew.
<---------------------------------------------------------------------->
11) Now return to Oasis and chat people up. Near the entrance to the
Oasis Caverns you'll find Birch and Laurel arguing about what Harold
means. They want you to take decidedly different approaches, either
limiting or accelerating the growth of Oasis by tampering with Harold's
heart. With these two optional alternatives to destroying Harold's
heart, go talk to Cypress in order to get the key to the Oasis Caverns.

Oasis Caverns
o======================================================================o
12) Head down a tunnel until you find a dead Branchtender, where you can
score an Assault Rifle and some spiffy Oasis Villager Robes. This place
has plenty of Mirelurks inside of it, but by now they're easy prey for
sneak attack criticals with a Combat Shotgun. The area is made even
easier by the abundance of water, most of which gives a good hit point
to rad rate of return. Really, the only thing you need to worry about
is catching too many rads, and that's not much of an issue, either.
Continue on until you find a large room mostly filled with water. You'll
have to swim through an underwater passage to the south. Once you're on
the other side follow the linear tunnel until you find a door leading to
the Sunken Chambers.

Sunken Chambers
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

13) Head down the tunnel to the north, taking the first left you see to
find a small camp, complete with a bed should you need a nap. There's
a Silenced 10mm Pistol on the table, some 10mm Rounds, a Stealth Boy, a
Pre-War Book on the trunk, and a D.C. Journal of Internal Medicine in a
wooden crate.
<---------------------------------------------------------------------->
14) Continue following the main path until it gradually turns east past
a small body of water. Under the water you can find a dead Wastelander
and a dead Raider, as well as a Mini Nuke. Once you're done spelunking
continue east where the path will split. Right in front of you is a
skeleton with a Chinese Assault Rifle near two ammo boxes [Easy] and
[Average]. On top of the [Average] ammo box you'll also find a Stealth
Boy.
<---------------------------------------------------------------------->
15) Since the path to the north ends in a dead-end, head south until the
tunnel splits again. Take the northern path to find another skeleton
with a Missile, a Blood Pack, a Stimpak, some RadAway, and Purified
Water near it, then turn back south. Go up a slope past some lambent
green mushrooms to find Harold's Heart, the humongous organ lies amidst
a cascade of roots. Now to make your choice, which I didn't cover before
since the alternatives (aside from lighting Harold up) all involved
making it to this location. You can choose one of the three following
options upon interacting with the heart (with the rewards in
parenthesis):

Destroy Harold's heart.
(Barkskin Perk, Yew's Bear Charm)

Apply Birch's Sap to stop Harold's growth.
(Missile, Maple's Garb, Yew's Bear Charm)

Apply Laurel's Liniment to accelerate Harold's growth.
(Linden's Outcast Power Armor, Poplar's Hood, Yew's Bear Charm)

Generally if you do either Birch's or Laurel's optional assignment
you'll get a scattering of gear from various Treeminders, as denoted by
the name on the item. These items are fairly useful, but in the grand
scheme of things they just aren't as good as having the Barkskin perk.
Maple's Garb is decent for its weight, but it's not a killer item,
there are many better suits of Power Armor out there, and Poplar's
Hood is pretty much the same thing as the Shady Hat. Why get a bunch of
items you probably won't even use when you can get permanent 5% damage
resistance?

Once that's done continue on until you find a door leading to the Damp
Cave.

Damp Cave
o======================================================================o
16) Travel north until you find a small bit of loot overlooking a ledge,
including a Paint Gun, Missile, and Leaf Blower. Drop down the edge of
the cliff and obliterate any Mirelurks you find lurking in the mire.
There are two bits of loot to grab down here. To the east you'll find a
skeleton near an ammo box with a Sniper Rifle, Combat Knife, Stimpak,
RadAway, and two Fission Batteries nearby. To the north you'll find
another skeleton with a 10mm Pistol, some 10mm Rounds, Buffout, a
Stimpak, two Nuka-Colas, a Nuka-Cola Quantum, a Conductor, and a
Lunchbox nearby. Once you've score that loot swim underwater to the
north west to find a door leading back to The Grove.
<---------------------------------------------------------------------->
17) Talk to either Laurel or Birch, who will be standing in front of
Harold (depending on who you chose to aid.) Once you've talked to them
the quest Oasis will end, and you can collect your loot. As long as you
didn't set Harold on fire you can grab Yew's Bear Charm by talking to
her. It's been a long time in coming, but we've got our ten-point bonus
to Speech.

Now it's time to finish up all the remaining non-story quests in the
game, which involves heavily exploring downtown D.C. Really though,
what's left to do? We've got Head of State (which we practically have
done already), and Stealing Independence, both of which take place in
the Mall. Then there's Agatha's Song, for which I plan to trek to the
Vault-Tec Headquarters (if for no better reason then to have a feeble
excuse to explore it). Finally there's Reilly's Rangers, by far the
most complicated quest left to do, during which I will take three treks,
an alternate route to the Mall which will bring us out near the Lincoln
Memorial and allow us to nab some more books, one to reach the Ranger
Compound initially, and the other to reach The Statesman Hotel. The
route I will follow on each trip is listed below. There are many ways to
reach each location, but as far as I could figure these routes force
us to explore the most locations. Once we're done with Reilly's Rangers
we'll explore the Capitol Building and Takoma Park, which will ensure
that we kill (or at least encounter) all the Super Mutant Behemoths in
the game.

Again, if this is too rigorous for you, or if you wish to find your
own path or complete the quests in a different order, by all means.
My order and path just ensures we do as much as possible in this game
while actively persuing a goal.

The Mall Alternate Route
Irradiated Metro --> L'Enfant Plaza --> Hazmat Disposal Site L5 -->
The Mall

Reilly's Rangers Ranger Compound Route
Metro Central --> Freedom Street --> Penn. Avenue --> Seward Square -->
Ranger Compound

Reilly's Rangers Statesmans Hotel Route
Arlington Utility --> DCTA Tunnel 014-B Potomac --> Foggy Bottom -->
Dupont Circle --> Metro Junction --> Vernon Square -->
Our Lady of Hope Hospital

Irradiated Metro						{WLK037}
o======================================================================o
Sequence of Events:
		1) Irradiated Metro
		2) L'Enfant South
		3) The Capitol Post
		4) Store
		5) Enclave vs. Super Mutants
		6) Hazmat Disposal Site L5
		7) Mirelurk Nesting Hole
		8) Lincoln Memorial
		9) Siding with the Slavers
		10) Slaying the Slavers
		11) The Emancipation Migration
		12) When the Slaves Are Away, the Raiders Will Play..
		13) National Archives
		14) Super Mutant Smiting
		15) The Library
		16) Sub-Basement Detour
		17) Archives Sub-Basement
		18) Gas and Super Mutants
		19) Defending the Rotunda
		20) Archival Secure East Wing
		21) Bypassing the Utility Door
		22) Bill of Rights
		23) Magna Carta
		24) Archival Strongroom
		25) Selling Independence

***BOOKS***
Chinese Army: Spec. Ops. Training Manual

1) Head over to the Irradiated Metro, which is across the river from
the Citadel (you may have discovered it on your Rivet City run). From
the entrance head through the short metro area and through a doorway
to the south. Continue through another doorway to the south and go down
two flights of stairs and through yet another doorway to reach a large
multi-leveled room. Turn west and search the consoles along the railing
to find a Chinese Army: Spec. Ops. Training Manual. Now clear out the
level as you see fit. To get to L'Enfant Plaza head through a doorway
to the west, and follow it around to the far side of the large chamber.
Traverse the chamber and go through a door to the east, which will
lead you down some tunnels until you reach L'Enfant.

L'Enfant South
o======================================================================o
2) L'Enfant Plaza is no picnic. You'll probably be attacked by either
Regulators or Talon Company Mercenaries when you enter the Plaza, and
by super Mutants shortly thereafter. Head up the stair and go northeast
to find a grave in front of a house. Search it to obtain the note
'Search Party Log 1'.

The Capitol Post
o======================================================================o
3) North west from the Irradiated Metro entrance you'll find the
Capitol Post, which is inhabited by some Radroaches. If you wanted to
read those newspaper articles you see when you're loading, you can
search the terminals here for them. On the front desk you'll find a
terminal [Average] which unlocks a safe built into the side of the desk
[Very Hard]. Down along the western side of the front room you'll see
that the floor has collapsed conveniently as to build you a natural
ramp. Head down and loot the body of one Gibson, who has seen better
days. You'll get Gibson's Key and the note 'Gibson's Scrap of Paper'.
This key opens the miniature house [Very Hard] inside the Gibson House,
which will get you some chems, caps, and other loot which is-by now-
not very noteworthy.

Store
o======================================================================o
4) Leave the post and head down the ramp to the west, then turn north
and continue until you reach a diner. From the diner, head down an
alley to the west, left of Besnik's Barber Shop. Be cautious of the
trip wire nearby, less you get some grenades coming down chutes at you.
Go around the back of the buildings and into a 'Store'. You'll find some
minor loot down here, including a locked safe [Hard] that can be opened
by hacking a terminal [Average].
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science
U.S. Army: 30 Handy Flamethrower Recipes

5) Exit the store and continue going north behind the alley. If you're
late enough in the game (which we are) a Vertibird will land and drop
off some Enclave Soldiers to the north. A titanic struggle between the
invading Enclave and the native Super Mutants will ensue. After the
dust has settled, pick off the survivors and continue until you reach
the four way intersection. Turn west and walk until you see some stairs
to your right. Go up the stairs and open the Pulowski Preservation
Shelter to find a Big Book of Science inside. Return to the four way and
turn north, continuing until you reach a tunnel blocked by rubble. To
the northwest is a small shelter built into the rubble, wherin you can
find a bed, two ammo boxes, and a copy of U.S. Army: 30 Handy
Flamethrower Recipes.

Hazmat Disposal Site L5
o======================================================================o
6) Head north west up an earthen ramp and go through a destroyed
building to reach a large square dominated by a pyramid. Kill the Super
Mutants around the area and head west to find the entrance to Hazmat
Disposal Site L5. Yeah, nothing about this area sounds good, and nothing
about it is good. It's filled with Ghouls and there's not a single
book to be found. Continue through the metro area until you reach some
train tracks, where you'll find a large hole in the floor to the north.
Going down will deposit you in a large natural chamber filled with
radioactive barrels. You'll catch some rads, but we've suffered-and will
yet suffer-worse. Go through the chamber to the north until you reach
an artificial chamber at the far end. Hack the Turret Control Terminal
[Hard], activate the turrets, and take off the targeting parameters to
set some Turrets on the Ghouls in the room to the west. Some Mark VII
Turrets will take care of any Ghoul problem you might have had. Head
through the door to the west, up some stairs, and through a sewer to the
west. You'll come to a metro area which will exit out to the Mall in
the north western corner of the Local Map.

Mirelurk Nesting Hole
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

7) Before we mess with ol' Abe, head up the stairs to exit the metro
area and promptly turn east. Continue along the road until you find a
chasm which contains two sewer pipes, one of which leads to the Mirelurk
Nesting Hole. Once inside, head south down a rocky slope, then when you
reach a split head down the south western pass, past several leaking
pipes. Keep going south until you reach a large southern chamber. The
path will have turned east by now, and you'll have to drop off a cliff
to continue going. Do so, and turn south, continuing until you see a
metal structure in the wall. North of this structure is a ramp of sorts
that leads to a ledge containing a Rotting Brahmin Corpse and a dead
Mercenary. Get up to that ledge and stand along the western side,
pretty much on top of the dead Mercenary. Turn north west and walk on a
small rocky ledge between the wall and a stone pillar. To your right
(north) you'll see a cave. Follow it until it terminates, where you'll
find a Skeleton on the floor with an Assault Rifle, a first aid box, and
a wooden crate. On top of the wooden crate you'll find a Chinese Army:
Spec. Ops. Training Manual. That's right, all that work for that. Now
you can continue to search this area as normal. There's plenty of loot
to be found, including a Nuka-Cola Quantum. When you're done, exit back
to the Mall and head to the Lincoln Memorial.

Lincoln Memorial
o======================================================================o
8) First decide whether you want to help the slavers, or the slaves.
Ultimately the slavers will really just give you Caps for your trouble,
while Hannibal will give you the Dart Gun Schematic.. a much better
deal. Still, if you want to hear the Slavers out fast travel somewhere
near the Lincoln Memorial, like the Mall Northwest or the Mall
Southwest and head west over to the Lincoln Memorial. Get near the
Memorial and a man named Silas will stop you. Be nice and he'll tell
you to go find Mister Walker, but not to set foot on the Memorial. Head
up to the Memorial steps and circle around to the south, following the
dirt path to a door leading to the Memorial Maintenence Room.

Memorial Maintenence Room
o======================================================================o
9) Find Leroy Walker and chat him up. He'll offer to pay you to go to
the Museum of History and find things pertaining to Lincoln so they can
be burnt. Can't have slaves getting funny ideas of freedom now, can we?
If you give him Lincoln relics, he'll pay you Caps, notably 100 Caps
(200 for a successful Speech challenge) for the Lincoln Memorial poster
the slaves want. If you want to side with the slavers you can accept
the proposition, after which Leroy will offer you 100 Caps for info
about the escaped slave leader Hannibal. If you squeal on Hannibal
you'll get 100 Caps, and the slavers will rush off to deal with the
Temple of the Union. Journey to the Temple of the Union and, once the
slaves are dealth with, you'll get grudging access to Paradise Falls.
Not very rewarding, is it?
<---------------------------------------------------------------------->
10) On the other hand if you want to help the slaves, simply take out all
the slavers. Kill Leroy and loot the Memorial Maintenence Room for
various bits of food, Nuka-Colas, and a Nuka-Cola Quantum on a metal
shelf. Once outside you'll have to deal with a Memorial full of Slavers
and some traps they've erected to keep the Memorial safe from intrusion.
Still, they're not any tougher than a Raider, and easy prey for us this
late in the game.
<---------------------------------------------------------------------->
***SCHEMATICS***
Schematic - Dart Gun

11) Once the Slavers are dealt with head back to the Temple of the Union.
Give Caleb the poster he wants and talk to Hannibal, who will tell you
to meet them at the Lincoln Memorial. In practice it takes them FOREVER
to reach the memorial, so you might have to wait a while for them to get
there. You can now loot the Temple of the Union freely, although it is
still considered stealing to do so.. there's nobody here to catch you.
Anyhow, once you and all the slaves reach the Lincoln Memorial talk to
Hannibal again to claim your reward and complete the quest. See? I told
you we were practically done with the quest.

MarMECH notes:

After relocating the slaves to the Lincoln Memorial, I found a dead
Scavenger on the second floor of the Temple of the Union, armed with a
Fat Man and Mini Nuke.

After checking this out, WarMECH isn't entirely correct. After the
slaves have relocated the Temple of the Union spawns a random encounter,
which can be one of many different events.
<---------------------------------------------------------------------->
***BOOKS***
Grognak the Barbarian
Tales of a Junktown Jerky Vendor

12) If you want to score an extra book, head back to the Temple of the
Union and go south west until you see a highway. Go up one of the exit
ramps and you'll find that the shacks on the bridge are now occupied by
Raiders. It was always possible to encounter a lone Enclave Soldier
here, even before the 'invasion', but now you can expect a Vertibird to
fly in and drop off some Enclave Soldiers. Once everything is dead
search the makeshift shacks. On one of the tables you can find a copy
of Grognak the Barbarian, and on another you can find a copy of Tales of
a Junktown Jerky Vendor.

The National Archives
o======================================================================o
13) Since we're already in the Mall, we might as well finish up the
quest 'Stealing Independence'. Head east to find the National Archives
building. Once inside head north around a wall to find two terminals,
one being the National Archives Guess and Win! terminal, and the other
being the Prize Redemption terminal. Answer the eight questions
correctly on the 'Guess and Win!' terminal and you'll be able to get
a special fruit-flavored type of Mentats. If you continue to go north
you'll find a woman named Sydney behind a barricade. This is the way to
go if you want to complete the 'Stealing Independence' quest, but
naturally I decide to explore the rest of the building first.
<---------------------------------------------------------------------->
14) Head through a door to the west and through a small room into a
larger room that is doubtlessly inhabited by Super Mutants. Kill them
and head up some stairs to the south until you reach a room with more
Super Mutants. Eliminate them and search the room for some RadAway, a
Stimpak, two grenade boxes, two mine boxes, and a first aid box. Once
done, drop down the hole in the floor and loot this room as well, where
you'll find a rigged terminal, a Stimpak, two ammo boxes, and a box of
Mentats, as well as an Archival Strongroom we can't access yet. Once
done head north to get back to the room we previously departed and
explore the bathrooms to the west, each of which has a first aid box
on the wall. Once that's done travel north down some stairs, stopping
to grab a Combat Shotgun and some Shotgun Shells off a bookshelf.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

15) Continue north down a hall way, stopping to search each of the two
classrooms on your left. Both have school desks with minor loot in
them, as well as normal desks with significantly better loot on them.
Disarm the tripwire between the two classrooms to avoid becoming
better acquainted with an engine than you want to be. At the end of
the hallway you'll find a door to the east, opening into a library. Go
into the room and explore the north western corner to find a school
desk half-buried in rubble, on top of which is a copy of Duck and
Cover! Explore the rest of the room, being wary of landmine as you go.
Ignore the door to the south (it only contains a trap) and search one
of the leaning bookshelfs in the center of the room to find four
Pre-War Books on a shelf.
<---------------------------------------------------------------------->
16) Go east past a door to The Mall and disarm the tripwire between two
bookshelves. Explore the rest of the library and grab the loot therein,
including two ammo boxes, a first aid box, explore some cabinets, and
open a locked [Average] safe. Continue east and loot some tool boxers,
a refrigerator, and a vending machine before exiting into a hallway.
Head down a hallway to the south until the path splits. If you turn
east, then north you'll find a door leading to the Memorial Sub-Basement
[Easy], which we might as well explore.

Archives Sub-Basement
o======================================================================o
***SHEET MUSIC BOOK***

17) This first room can be brutal if you don't take care of business
quickly. Mess around, and the Super Mutant below is liable to get a
good bit of a backup. Unless the thought of fighting a couple of
Overlords and several Masters at one time appeals to you, do your best
to ensure that you kill whatever might be lurking in the first room
without alerting everything else. To this end, Paralyzing Palm comes in
handy once again. On a shelf along the south western wall you can find a
Sheet Music Book.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

18) Head through the doorway to the south into a gas-filled room.
Needless to say, discharging firearms in this room is not a good idea.
That said, there are as many as a half-dozen Super Mutants lurking
around, depending on if you met any resistance in the first room.
Across the room to the south you'll find another room with three ammo
boxes and a first aid box inside. Head down some stairs (or fall down
the hole) in the central room and head up some stairs to reach the
door leading to the Archival Secure East Wing. Near it is a locked
gate [Very Hard], beyond which is a shelf with some Metal Armor, a
Metal Helmet, a Mini Nuke, a Stealth Boy, and a copy of Duck and
Cover!. If you head through the door to the Secure Archival East Wing
you'll be in the area within which the Declaration of Independence is
stored.. or you can finish up the National Archives and talk to Sydney.
<---------------------------------------------------------------------->
19) Once back in the National Archives, explore the room south of the
entrance to the Sub-Basement. Continue south up some stairs, go across
a hallway to the west and go up some more stairs to reach a small
office. Inside you'll find Administrator Berkeley's Terminal [Average],
with which you can unlock a wall safe [Average]. Inside of the safe
you'll find five more Archive Prize Vouchers, which will let you nab
all the fruity Mentats you want.. or five more, in any event. Now that
we're done with the National Archives, head into the rotunda room,
carefully disarming all the mines Sydney has placed around. Once you're
far enough into the room a quest notification will pop up, 'Defend the
Rotunda'. Cue a group of Super Mutants to bust in. Despite their
appearance and gear, they are all unleveled, and quite easy to dispose
of.. Never end a sentence in a preposition! It's easy to dispose of
them. That's better. Talk to Sydney and she'll tell you that Abraham
Washington sent her to find the Declaration before you, and that you
need her help to get down the to Declaration.. it's not strictly true,
but there's no harm in cooperating. When you're ready activate 'Sydney's
Remote Terminal' and ride the Secret Elevator to Archival Secure Wing
East.

***WEAPON INFO***
Plasma Mines (Explosives)
Maximum Damage: 169
AP Cost: N/A
Ammo: Plasma Mines
Clip Size: 1 (1 mine/shot)

This is certainly not the first place you'll find a Plasma Mine, but it
is the first place I can safely remember where you will find some for
sure. The Plasma Mine is like a Plasma Grenade.. only a mine. You know
how this works by now.

Archival Secure Wing East
o======================================================================o
20) Sydney is fair in a firefight, and you can heal her by giving her
Stimpaks as you go, but it's better to just tell her to wait back while
you go destroy the robots crawling around this level. If she does bite
the big one, it's no big deal. Just be sure to grab her SMG off of her.
Of course, there's also no reason to kill her for it, as you can obtain
it through legitmate means later on. Head north to find a room with a
utility gate to the north and a hallway running west. If you have a high
enough Science score (67 points, in this case), you can make a check to
repair the faulty capacitor in the door release mechanism and open the
utility gate. In any event, there's plenty of incentive to head west.
<---------------------------------------------------------------------->
21) Going west in practice is just a way to bypass the utility door, but
that doesn't mean there's not loot down here. You can defeat the robots
patrolling around with a bit of ease if you have the Robotics Expert
perk, as with a bit of patience you can sneak up on them. The door to
the right [Average] is just a shortcut to avoid looping around.. which
kind of defeats the purpose of exploring this area. In the first room
to your left you'll find a skeleton near a mine box with a remarkably
intact Laser Rifle nearby, as well as some Microfusion Cells and a
Stimpak. In the second room on the left you'll find another skeleton
with a Laser Pistol nearby, as well as a Pulse Mine, an ammo box, and a
first aid box. Loop around to the east and you'll get access to the
room beyond the utility gate.
<---------------------------------------------------------------------->
***BOOKS***
Lying, Congressional Style

22) Go down some stairs to find a door to the north, beyond which you'll
have some options. Go through the doors [Average] to the west to get
access to a small area defended by some turrets. It's worth the trouble
to destroy those turrets, since this room contains five ammo boxes, a
first aid box, a mine box, a grenades box, and copy of Lying,
Congressional Style on a table near the Archives Security Safe, which
itself contains the Bill of Rights.
<---------------------------------------------------------------------->
23) There's a door [Hard] to the east, but there's no real purpose to
unlocking it, as it just provides an alternative route to areas you can
already access. Go to the north to find a room with some yellow crates
in it. Go down some stairs to the west to find a small room with a dead
Mercenary inside. Now head to the unexplored area to the north. Ignore
the door to the Archival Strongroom for now and explore the area to the
east. You'll eventually stumble upon another locked door [Average],
beyond which are some turrets guarding three ammo boxes, a mine box, a
grenade box, and another archives security safe. This one contains the
Magna Carta. You can now circle around to the locked door [Hard], or go
back to the Archival Strongroom.

Archival Strongroom
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

24) As soon as you enter you'll be approached by a barmy robot who
thinks it is Button Gwinnett. Succeed at an [Intelligence] check and
you'll identify Button as the second signer of the Declaration of
Independence. If you do that you can use [Robots Expert] to shut down
the silly robot and end its shennanigans. Or you can convince the
machine (with a [Speech] challenge) that you're Thomas Jefferson and the
war is over. Failing those options, you can just kill the robot and his
turrets. Either way, once that's done loot the room. Button's Supply
Desks and Supply Wardrobes contains various ammo. You can also use the
Strongroom Security Terminal to unlock the doors in this area, and in
the east wing. Head through the door to the north and open the three
safes to find various loot including the Declaration of Independence.
There's also a copy of Tales of a Junktown Jerky Vendor on the table.
Head through to door to the west when you've got everything you want and
take the Elevator to The National Archives. It's time to head back to
Rivet City and collect your reward.

WarMECH notes:

..that at Arlington Library, among the pointed out Restoration Supplies
is an ink container; this is an item that may be used as part of a
solution to the Stealing Independence quest, in the creation of a forged
Declaration to satisfy the robot in a nonviolent way should the speech
challenge fail.
<---------------------------------------------------------------------->
25) Abraham Washington is suprised-but not unhappy-to see you. Give him
the Declaration of Independence and he'll reward you with the promised
Schematic. You can also sell the Magna Carta for 100 Caps, and the Bill
of Rights for 125 if you wish. Either way, this quest is done. Now to
deal with the remaining two side-quests in the main game, Agatha's Song
and Reilly's Rangers. Both inevitably require us to travel to Vernon
Square, one to find Vault-Tec Headquarters, and the other to find Our
Lady of Hope Hospital. Before we deal with that, lets grab the loot
from the Ranger Compound.

Freedom Street Station to Ranger Compound			{WLK038}
o======================================================================o
Sequence of Events:
		1) Freedom Street Station
		2) Past Ghouls and Bear Traps
		3) Pennsylvania Avenue
		4) Wastelander Execution
		5) White House Plaza
		6) Penn. Ave/Georgetown Metro
		7) Another Port in the Storm
		8) Utility
		9) White House
		10) Scavenger's Abode
		11) Sewer
		12) The Alternate Route
		13) Penn. Ave/Seward Square Metro
		14) Seward Square
		15) Fun with Artillery
		16) Super Mutants vs. Talon Company Mercenaries
		17) Clearing Seward Square
		18) Feeding the Worm
		19) The Other Side of Anacostia
		20) Ranger Compound

1) First head to Metro Central, which can be accessed via the Muesuem
Station. From there head to the Freedom Street Station. This should be
a fairly uneventful journey, considered we cleared out Metro Central a
long time ago. Freedom Street is another story. Head north across a
bridge to find a Scavenger. There's plenty of stuff to steal here,
particularly a copy of Tumbler's Today. Now for some optional
exploration..
<---------------------------------------------------------------------->
2) Head down some stairs and make your way through two rooms to find a
tunnel to the south. Ignore the stairs to your left for now and head
west to find the room under the bridge that led to the Scavenger camp.
Bypass the bear traps and go through two doors to the west to find a
Ghoul-infested sewer. Ignore the submerged door to the west and head
north instead, turning west to follow the passage. If you follow this
route you'll find a few bits of loot, some Ghouls, and ultimately reach
a door leading to Vernon Square. It's a future destination of ours, and
it might be worth it to head out and quickly grab the Vernon Square
Station map marker. Ultimately, however, we're not interesting in
Vernon Square just yet.

Pennsylvania Avenue
o======================================================================o
3) Backtrack past the room with the bear traps and head up some stairs
leading south. You'll soon end up in a metro entrance with more bear
traps littering the floor, and a few Ghouls. Beyond that is the gate
leading to Pennsylvania Avenue, an area briefly before mentioned, now
immenently explored. This is a pretty safe exit to Pennsylvania Avenue,
but there might be the odd Super Mutant crawling around, so be on guard.
<---------------------------------------------------------------------->
4) Head up west until you come to the back of a truck where you'll find
a Super Mutant butchering Wastelanders. You probably won't be able to
save any lives, but you can kill the Super Mutant and loot its metal
shelves for some ammo boxes and first aid boxes. There's also a bed in
here, in case you get tuckered out and need a nappy-bye.
<---------------------------------------------------------------------->
5) Now venture south to find some Brother of Steel Paladins fighting it
out with Super Mutants. Save the Brothers, or let them deal with it on
their own (it'll be easier to loot their ammo boxes if they're dead).
Once done gaze westward to find the White House Plaza. From here we have
several places to explore. There's an unmarked Hotel the Brotherhood of
Steel Paladins are using as a barracks near the Penn. Ave Northwest
area (Penn. Ave/Georgetown Metro). Across the plaza from the
aforementioned metro you'll find a manhole simply labled 'Utility'.
The Penn. Ave/Georgetown Metro is optional, but we'll cover it first.

Penn. Ave/Georgetown Metro
o======================================================================o
6) This metro connects Pennsylvania Northwest to Georgetown East, and is
itself a perfectly legitimate means by which to reach Pennsylvania
Avenue. In fact, it's shorter and safer than the Freedom Street route,
but less rewarding. Loot the Nuka-Cola Vending Machine and Eat-O-Tronic
and head west. Go down some stairs to find a seemingly abandoned 'camp'
consisting of several beds. There's also an Assault Rifle and some 5.56
Rounds on a table, some ammo boxes underneath the table, and some
Nuka-Colas in a wooden crate. Shortly the inhabitants will show up,
usually led by a Raider Guard Dog. Dispose of the three Raiders that
follow and you'll have cleared the way to Georgetown.

Hotel
o======================================================================o
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

7) Just south of the Pennsylvania Northwest map marker you'll find an
unmarked Hotel that'll typically have at least one Brotherhood of Steel
Paladin inside. They're not as nice as you might have come to expect
from Brotherhood guys, if you want something in here, you're going to
have to steal it. Disarm the trip wire in the door way and search the
large room beyond to find a Chinese Army: Spec. Ops. Training Manual on
a small table.

Utility
o======================================================================o
***BOOKS***
Pugilism Illustrated

8) Now head across the plaza to find a manhole leading to a sewer
simply known as 'Utility'. Go north to find two doors, on to the right
and one to the left. Explore the room on the right first, which has
plenty of loot in it, including a copy of Pugilism Illustrated on a
table. Now head across the hallway and go through the door that was to
the left. It'll eventually lead to two doors, one exits to Pennsylvania
Avenue, and the other leads to the Presidential Sub Level, which is
inaccessible for now due to story-based reasons. Pop some Rad-X and head
through the door to Pennsylvania Avenue.

White House
o======================================================================o
9) As soon as the game loads you'll discover the White House, along with
some Ghouls that need smote. Kill them and head up the stairs to find a
skeleton near two packs of RadAway, three Mini Nukes, and a Fat Man.
Once obtained, head back to the safety of the Utility. Go back through
the Utility to the White House Plaza.
<---------------------------------------------------------------------->
10) Now, there are two paths we can take to get to Seward Square from
Pennsylvania Avenue. First we can take the obvious route by going
through the Penn. Ave/Seward Square Metro. The other route is through
a sewer that lies between Pennsylvania Avenue North and Metro Central
Head back to Pennsylvania Avenue North (Freedom Street) and travel east.
You'll find a chain gate fence with a rigged baby carriage behind it on
one side of the street and a decline leading to a Scavenger Camp across
the street. If you feel frisky you can try and steal from their ammo
boxes and first aid boxes. Continue east to find the manhole leading to
the Sewer on a sidewalk near some rubble, just across the street from
where the scaffolding ends.

Sewer
o======================================================================o
***BOOKS***
Tumblers Today

11) This area is inhabited by several leveled Super Mutants, although
it's easy (and ideal) to fight them one at a time. Head down the tunnel
to the north until it connects to another tunnel to the south. Switch
tunnels and head west, entering the first door your find on your left.
Go up some stairs to find three skeletons, one of which has a Laser
Pistol, some Microfusion Cells, and the 'Hidden Stash Note'. Head back
into the tunnels and travel east until you find a niche in the wall
on the northern side. Search it and you'll find five boxes with various
ammo and grenades inside, as well as a copy of Tumblers Today on a
cinder block. Head back west and cross back over into the northern
tunnel. Continue west until you find a room with a ladder leading to
Seward Square. You'll surface in an anonymous alley east of the Seward
Sq. North Metro (aka Penn. Ave/Seward Square Metro.)
<---------------------------------------------------------------------->
12) On the other hand, if you want to go through the Penn. Ave/Seward
Square Metro continue to Metro Central, where you'll find a large number
of Super Mutants. In the diner north of Metro Central you'll find a
number of bodies to loot. East of Metro Central you'll find a Pulowski
Preservation Shelter with an ammo box [Very Easy] just begging to be
looted, and south east still you'll discover Pennsylvania Avenue East,
aka Penn. Ave/Seward Square Metro.

Penn. Ave/Seward Square Metro
o======================================================================o
13) Go through a doorway on the right and continue north west through
some bathrooms. Go through a door to the south west where-if you're
unluckly like me-you'll find a Feral Ghoul Reaver waiting. Continue
through some tunnels until you reach some offices which can, if nothing
else, be traversed with ease. Head through a doorway to the south east
to find the gate to Seward Square. Once again the official metro tunnel
is the easier, safer, faster route, but also less rewarding.

Seward Square
o======================================================================o
14) No matter which way you took to get here, there's one little
problem in your way. South west of the Seward Sq. North Metro you'll
find a Talon Company Mercenary with a Sniper Rifle on a bridge
connecting two buildings. You can try to sneakily snipe him, or get up
to him by entering the office building south of the metro. The latter
course puts you dangerously close to Super Mutants in the plaza nearby,
not to mention the bother of trying to sneak past him in the first
place.
<---------------------------------------------------------------------->
15) Either kill him or sneak past him and enter the Office Building
south of Seward Sq. North Metro. Make your way through the building
(looting as you go, of course) until you find a door on the top floor
leading to Seward Square, which will take you to the bridge the sniper
was on. Grab the 'Seward Square Artillery' note and a group of Talon
Company Mercs will show up below you to the west and get into a fight
with some Super Mutants. If you want to be a bastard, hit them both with
the artillery, or just let them duke it out. It's an amusing way to
dispose of some Super Mutants, at least. The only problem is finding all
the pieces after the strikes.. and the fact that Super Mutant Overlords
take an ungodly number of hits to kill. When you're done showing Seward
Square who the real boss is, loot the two ammo boxes and first aid boxes
on the shelf near the switch and head back down.
<---------------------------------------------------------------------->
***BOOKS***
Lying, Congressional Style

16) Drop down and head west to loot the corpses left behind due to your
merciless artillery strikes. If you head north you'll find another
batch of Super Mutants duking it out with Talon Company Mercenaries. In
my experience, this tends to be an absolute route in favor of the Super
Mutants. You'll also find a door leading to the Captiol Building East
Entrance, which I have no intention of exploring at this time. South of
this door, however, along the Capitol Building you'll find a Pulowski
Preservation Shelter, within which you can find a copy of Lying,
Congressional Style.
<---------------------------------------------------------------------->
17) Get yourself ready for a fight and head back to the south east,
where you'll find a large plaza occupied by Super Mutants and spanned
by a bridge. They can be rather spread out, but the numerous Centaurs
are the fly in the ointment as they typically are good at sniffing
out sneaking characters. Kill the Super Mutants and search the back of
a truck to find a safe [Average] and a first aid box. If you follow the
bridge to the north you'll find a street that usually has an
alignment-based encounter in it, either Regulators or Talon Company
Mercenaries.
<---------------------------------------------------------------------->
18) Continue across the plaza to the east, where you'll invariably hear
a loony complaining about the state of the world and rambling
senselessly. Once you reach the far eastern end of the plaza head south
until you find another street running east. Continue east until you find
a road running north. Continue north until you find a small path to the
west, along which a Wastelander is cowering near a brick wall. Do NOT go
down the alley, as the crazy Wastelander in the building has mines,
grenades, and Mini Nukes wired to a detonater, and he will-if provoked-
blow them up. There are two ways to deal with him. Either snipe him from
outside of his blast radius, or succeed at a [Charisma] check and
convince the cowering Wastelander to go talk to the loon. If you kill
the psycho, you're free to pick up all the undetonated munitions he'll
leave behind. After the nutter was put out of our misery I was able to
find four Frag Mines and four Mini Nukes in my admittably brief search.
<---------------------------------------------------------------------->
19) From the alley head south east, persuing a new map marker which
will turn out to be another entrance to the Anacostia Crossing Station.
If you're late enough in the game an Enclave Vertibird will fly over
head and expel some Enclave Soldiers, who will be quick to pick a fight
with nearby Super Mutants. Deal with the situation however you see fit,
but head east once the dust has settled to find a truck. In the back of
the truck you'll find a dead Wastelander, his two ammo boxes, two first
aid boxes, and a rigged baby carriage.

Ranger Compound
o======================================================================o
***BOOKS***
Dean's Electronics

20) Backtrack to the west and head back up the psycho-adjacent road to
the north until you find some sand-bag barricades guarding a path to
the east. Continue east until you find the Ranger Compound. Don't be
afraid to search the upper levels of the building before you go in, as
there are a total of five ammo boxes and two first aid boxes to be
found. Activate the 'Ranger Compound Outer Terminal' to open the door..
that or pick the lock [Very Hard]. You can also get the note 'Search
Party Log #2' here by perusing the terminal. Inside the compound you can
get more info on the Rangers by searching Reilly's Terminal. Other than
that, there's a bit of food, drugs, ammo, and the odd components around,
as well as a copy of Dean's Electronics in the southern room with the
shelves in the middle, the book is on top of the generator along the
southern wall. Now that we've helped ourselves to the Reilly's stuff,
we might as well help out her Rangers.

One way to get to Our Lady of Hope Hospital is to head back through the
Museum Station down to Dupont Circle and go through the Dry Sewer, which
leads to the basement of Our Lady of Hope Hospital.. but what's the fun
in going back through a place we've already explored? Instead, this
walkthrough will take the route that allows us to explore the most areas
along the way. Head over to Arlington Cemetery North and into Arlington
Utility.

Arlington Utilty to Our Lady of Hope Hospital			{WLK039}
o======================================================================o
Sequence of Events:
		1) Arlington Utility
		2) DCTA Tunnel 014-B Potomac
		3) Swimming with 'Lurks
		4) Foggy Bottom Station
		5) Dupont Circle
		6) Sunken Sewer
		7) Metro Junction
		8) Vernon Square
		9) Vault-Tec Headquarters - Guest Relations
		10) Vault-Tec Headquarters - Corporate Offices
		11) Looting the Upper Levels
		12) Vault-Tec Headquarters - Administration
		13) Mainframe Level
		14) Masterbrain
		15) Mainframe
		16) Vernon Square Crater
		17) Sewer Entrance
		18) Super Mutant Sewer (with Radiation Sauce)
		19) Super Mutant Building
		20) Finishing Up Vernon Square
		21) Our Lady of Hope Hospital
		22) The Eastern Hall
		23) Looping Around
		24) The Dry Sewer
		25) Our Lady of Hope Hospital 2nd Lvl
		26) Statesman Hotel Mid Level
		27) Theo's Ammo Box
		28) Little Moonbeam's Father
		29) To the Elevator
		30) The Long Route
		31) Statesman Hotel Restaurant
		32) Statesman Hotel Roof
		33) Statesman Hotel
		34) Returning to Reilly
		35) Sydney's 10mm "Ultra' SMG

***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

1) This area is occupied by Raiders, and hence, not much of a threat at
all. Follow the metro tunnel until you find a door to the north, which
will eventually deposit you at a fork in the road. Head north up some
stairs, then east up some more to find a room with a copy of U.S. Army:
30 Handy Flamethrower Recipes on the metal shelf. If you continue up to
the north you'll find more rooms to loot, and if you head back to the
fork and go east you'll eventually turn south and enter come caverns
with plenty of Raiders in them. Loot and fight your way south until
you reach some sewers, where you'll find the door to DCTA Tunnel 014-B
Potomac.

DCTA Tunnel 014-B Potomac
o======================================================================o
2) Head south through a metro tunnel into another, longer metro tunnel.
You'll notice the area has all the indicators of Raider activity, but
alas, no Raiders. Scallops got 'em. Head east down the long metro
tunnel, where you can eventually find a small dead-end area to the
south, the exit to Georgetown, or more interestingly, you can follow
the metro tunnel as it curves south.
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine

3) There are plenty of Mirelurks around, and plenty of Mirelurk Egg
Clutches to loot. Go through a door to the east and continue past a
partially flooded tunnel to reach a fork in the road. If you go east
you'll find an entrance to the Foggy Bottom Station, so go south.
You will reach a half-flooded series of tunnels, which eventually leads
south into a fully submerged area. Save your game and put your swimming
goggles on. Swim down the tunnel and eventually you'll reach a door
leading to a room. Surface at the stairs and kill a Mirelurk. Besides
Mirelurk Egg Clutches you'll find a D.C. Journal of Internal Medicine
and some Stimpaks on the machinery in this room.

Foggy Bottom Station
o======================================================================o
4) From the entrance to the DCTA Tunnel 014-B Potomac head north,
disarming a trip wire and taking the two neutered grenade bouquets as
you go. Follow the tunnel as it turns east and take the first left you
find. Behind a fence you'll find a Nuka-Cola Quantum sitting on a ledge.
Now, I could go into great detail about this area, but what you really
need to know is that it's filled with Raiders and that you're heading
to the upper level, exiting to the north at Dupont Circle. You will find
numerous components and odd valuables on the way, but nothing
exceptional.

Dupont Circle
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

5) Finally we come back to Dupont Circle, and like I mentioned before..
it's not very interesting. It's crawling with Raiders, and in one of
the ruined buildings you'll find a Pre-War Book on a bookshelf. Other
than that, hit Lady Frumperton's Fashions for a copy of Tales of a
Junktown Jerky Vendor, which is safely tucked away in a locked [Average]
safe. Ignore the Dry Sewer for now (as it leads to the Our Lady of Hope
Hospital, which we'll get to later), but since the Sunken Sewer in this
area doesn't lead anywhere we'll explore later, we might as well explore
it now.

Sunken Sewer
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

6) From the center of Dupont Circle (the fountain where all the Raiders
and Frag Mines were) head north-east until you find a sewer entrance
near some debris. Pop some Rad-X, as this sewer is higly irradiated, and
head inside. As an irraditated sewer, there's going to be one of two
types of enemies insids, Ghouls or Super Mutants. Unfortunately it's
the former. Head south, then east into a chamber and exterminate the
Ghouls wandering around. Cross the catwalks in the center of the room
to find a stash along the northern wall consisting of some components,
some Rad-X, a Scoped .44 Magnum, two ammo boxes, and a safe [Average].
Best of all, on top of the safe is a copy of U.S. Army: 30 Handy
Flamethrower Recipes. Now that we've searched Dupont Circle to our
hearts content it's time to head north to find Metro Junction.

Metro Junction
o======================================================================o
***BOOKS***
Grognak the Barbarian

7) Metro Junction's size belies its simplicity, and the only real reason
to explore it is simply so that we can say we did.. and to grab the lone
book present in all this mess, a copy of Grognak the Barbarian on a
table under the platform leading to Vernon Square. And the Tin Cans,
which are every where in here.. for what it's worth. To the north west
is an exit to Chevy Chase, and to the south west are two exits to
Dupont Circle. In the east and north east you'll find exits to Vernon
Square. I prefer to exit out the north east.

Vernon Square
o======================================================================o
8) Ah, the second to last external area in the D.C. area to explore, and
it's crawling with Super Mutants. What did you expect? You'll discover
Vernon Square North when you arrive. Kill whatever Super Mutants are
around while being careful to avoid the pressure-plate rigged to two
Combat Shotguns just south of Metro Junction and head east to find
Vault-Tec Headquarters. We might as well explore it, since we're here
and all.

Vault-Tec Guest Relations
o======================================================================o
9) You'll notice that this isn't a friendly place just by seeing the
dead Super Mutants lying around. Of course, they're not leveled, so
don't give Vault-Tec security too much credit yet. You can explore the
bathrooms to the west and the upstairs portion to the south west, but
to get anywhere you'll need to head up the stairs and into the Corporate
Offices.

Vault-Tec Corporate Offices
o======================================================================o
10) There are plenty of robots in this level, and many rooms have holes
in the ceiling from which robots on upper floors can be alerted to your
presence. This is just one of many areas where sneaking comes in handy.
Head up the stairs until you come to a split path. Go through the door
across the hallway and into a room to the left, where you'll find
numerous toolboxes, a first aid box, and a safe [Easy]. Make your way
east until you find some stairs leading up.
<---------------------------------------------------------------------->
***BOOKS***
Big Book of Science

11) At the top of the stairs take a right, head down to the end of the
hallway and take a left at a garbage can, then take another right to
find a room with a Nuka-Cola Quantum on a bookshelf. Head east through
a hole in the wall (avoiding the hole in the floor) to find another
room. On the eastern wall across from the entrance is a shelf with a
Big Book of Science on it. Head back out into the hallway and continue
down another hallway to the west a short ways, taking the first right
into yet another floor-holey room. Head to the north and creep along
the edge of the room to reach the door on the other side of a large
hole in the floor. Beyond you'll find a Stealth Boy, two ammo boxes,
a first aid box, and a Laser Pistol. Head back out into the hallway
and continue west until you find another flight of stairs, which in
this case lead to the Vault-Tec Administration area.

Vault-Tec Administration
o======================================================================o
12) Immediately to the west will be an unleveled Turret that needs to be
shot down. Head through the doorway to the north to find two terminals,
a 'Turret Control System' [Average] which can be repurposed to suit
your needs, and a 'System Operation Station 3' terminal, which is one of
three terminals you need to access to shut down the masterbrain and/or
gain access to the mainframe.
<---------------------------------------------------------------------->
13) Head to the south until you find some stairs leading up, at the top
of which you'll find a leveled turret. Continue through a door to the
west to find the 'System Operation Station 1' terminal. Go back out into
the hallway and through the door on the right to find a 'Vault-Tec
Employee Terminal', which is fairly useless, and some minor loot.
<---------------------------------------------------------------------->
***BOOKS***
Grognak the Barbarian

14) A unique Robobrain named 'Masterbrain' should be wheeling around by
now. If you destroy it you can activate the remains and disable the rest
of the security in the area, or you can go to the end of the hallway,
head west, and enter the first door on the right to find the 'System
Operation Station 2' terminal, which can be used to shut down
Masterbrain.. you still have to go back and mess with the disabled robot
to shut down the rest of security, however. Continue west until you find
a hallway leading south. Enter any of the three doors on the right and
head into the left-most office to find a copy of Grognak the Barbarian on
a desk.
<---------------------------------------------------------------------->
***BOOKS***
Tales of a Junktown Jerky Vendor

15) Go back into the hallway and continue south. Either hack the 'Turret
Control Terminal' [Average] or deal with the leveled turret beyond.
Continue through a cell door to find the Vault-Tec Mainframe, from which
you can download information on all the Vaults in the area.. 87, 92,
101, 106, and 108. Head down the stair cases in the north western corner
of the area map to make a quick trip back down to the previously
inaccessible side of Guest Relations. Search the tables in the north
west corner of the Guest Relations area to find a copy of Tales of
Junktown Jerky Vendor.
<---------------------------------------------------------------------->
16) Once back in Vernon Square, head west to Vernon Square North, then
from there travel south west. Kill the Super Mutants you find and teach
them not to suck by looting their ammo boxes and first aid box. Continue
south between two buildings to find a large crater in the ground with a
downed aircraft in the middle. Before we tackle that, however, head
west to find a sewer entrance to a.. Sewer Entrance.

Sewer Entrance
o======================================================================o
***BOOKS***
Dean's Electronics

17) This place is a lot more rad-friendly than the crater we're about to
explore, so enjoy it. Disarm the trip-wire attached to a Grenade
Bouquet before the first room and make your way to a locked door
[Average]. In the room beyond you can find a copy of Dean's Electronics
on a table. Now exit back to Vernon Square.

Sewer
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

18) To have any chance of exploring the crater you'll need to pop some
Rad-X.. and possibly deal with the Super Mutants nearby. Quickly head
down the pit to find a sewer entrance (leading to just a Sewer this
time). Even with two Rad-X popped I was taking about 6 Rads per second
as I approached the door, so it's no trivial amount of radiation we're
dealing with here. Once you're in the sewer the rads are significantly
less dangerous. Head down a tunnel to find a Super Mutant camp, wherein
you'll find some metal shelves holding a variety of goodies. This haul
includes a bit of chems, a Scoped .44 Magnum, a Stealth Boy, and a D.C.
Journal of Internal Medicine. If you look around you can also find some
dead Wastelanders, a Raider, and a Mercenary, but you'll have to weigh
your greed with the practical need to get out of here before your Rad-X
wears off.
<---------------------------------------------------------------------->
19) Once out of the Sewer some Regulators/Talon Company Mercenaries
will spawn. There's also a building full of Super Mutants to the west
which should be cleared and looted. If you didn't kill the Super
Mutants off already, they should cheerfully set themselves on the
Regulators/Talon Company Mercenaries. Once you're the last biped
standing loot the Super Mutant-occupied building to the west,
especially grabbing the loot in and around the locked safe [Easy]. If
you head to the top of the building and cross a bridge to another
building to the south you'll get access to another small stash.
<---------------------------------------------------------------------->
20) From the Super Mutant building you can head south west to find the
Vernon Square Station (Freedom Street Station). There's a Pulowski
Preservation Shelter nearby with a Radiation Suit inside, but other than
that there's little reason to go here save the map marker. To the south
east you'll find the Statesman Hotel, which you can clear out now if you
wish, but since you're imminently heading there as part of the Reilly's
Ranger's quest, and your progress through the hotel is severely limited
as of now, you might as well save it. In fact, our Vernon Square
exploration is complete. The only thing left to do is hit the 'Our Lady
of Hope Hostipal', which is south of Freedom Street Station. There are
two entrances from here, you can either head south through the ruined
building connected via bridge to the Super Mutant-occupied building to
find a side door, or head south of the crater to find the main entrance.
For the sake of argument, I'll assume you'll went into the side
entrance.

Our Lady of Hope Hospital
o======================================================================o
21) In this first room you'll find a safe [Easy] a Turrent Control
Terminal [Average], and a rigged computer. You can activate the turret
system here to harass the distant Super Mutants, but you can't expect
the turret to do much more than that. If you head through the door to
the south you'll be adjacent to a large open room with several Super
Mutants within. Fortunately the Super Mutants in this part of the quest
are mostly unleveled, and shouldn't be difficult for anybody with a
two-digit level. Once they're dead loot the room. There are three ammo
boxes on a desk in the south east corner of the room, a Pre-War book on
the wooden receptionists desk to the west, and a host of other goodies.
Be wary of the gurney near a pillar by the windows, as it has a live
Frag Mine on it, and the oxygen canisters nearby will detonate if the
mine does. You can also find a Grenade Bouquet in the woman's bathroom
to the south.
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine

22) Ignore the stairs to the west and instead explore the east, where
you'll shortly find the room containing the main entrance to Our Lady
of Hope from Vernon Square. Head south down a hallway, disarming a
rigged baby carriage as you go. Go through a locked door [Average] to
the east to find a room with a non-hostile Mister Handy and four first
aid boxes on the wall.
<---------------------------------------------------------------------->
23) Head to the end of the hallway and turn west when it ends. Go into
the first room on the left and search the table in the corner to find a
D.C. Journal of Internal Medicine. The second room on the left contains
a wall safe [Hard] which can also be opened by hacking the Nurse's
Station Terminal 01 [Average]. In the next room over (Maintenance and
Surgery) you'll find some stairs down which will eventually lead to a
small cache of goodies, including two ammo boxes and a mine box.
Continue around the corner to find another wall safe [Hard], which can
be opened by hacking the Nurse's Station Terminal 02 [Average]. The
other rooms of this level have a bit of loot in them, and most all of
them have a first aid box near the door, so loot at your leisure. The
hallway eventually leads back to the large northern room we cleared
out earlier, leaving us with two options. We can go upstairs to find
the door leading to Our Lady of Hope Hospital 2nd Lvl, or downstairs
to explore the admittably ancillary Dry Sewer. Since the Dry Sewer has
a fair bit of loot in it, it might be worth checking out. Let your
greed (or lack thereof) guide you.

Dry Sewer
o======================================================================o
***BOOKS***
Dean's Electronics

24) In this first room there are several Super Mutants. There's also
plenty of valuable (and often heavy) components strewn about. When done
head through a door to the south to find a sewer where a group of Super
Mutants and Talon Company Mercenaries are fighting it out. Once
dispatched you can explore to the east to find a bed with some trivial
loot around it. The real fun is to the west, where you'll find another
fight between the two groups, or at least the remains of one side or
another. Go through a door to the south to find a small maintenence
room. Inside, on a metal shelf, is a copy of Dean's Electronics. To the
west you'll find some minor loot strewn about, but the path is
ultimately a dead end. Head north down a tunnel instead to find a
door, behind which are more Talon Company Mercenaries. If you continue
on you'll reach the door leading back to Dupont Circle.

Our Lady of Hope Hospital 2nd Lvl
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

25) Head down the hallway to the east, ignoring the door to the left for
now. At the end of the hallway you'll find another wall safe [Average],
which can be unlocked by hacking the Nurse's Station Terminal 03
[Average]. Now backtrack and head into the room we bypassed earlier,
killing whatever Super Mutants you find milling about. On one of the
tables in this room is a D.C. Journal of Internal Medicine. Continue
through the kitchen to the east, through another door to the east and
up some stairs until you find a door leading to Vernon Square. Now you
are outside on the second level of the Our Lady of Hope Hospital, and
can safely traverse the railing to the east to reach the upper levels
of the Statesman Hotel. Before you head off, however, now would be a
good time to empty your inventory. There's plenty of loot in the
Statesman Hotel, and it would be a shame to have to backtrack all
the way to the upper levels of the hotel to grab something you missed.

Statesman Hotel Mid Level
o======================================================================o
26) When ready cross from Our Lady of Hope Hospital to the Statesman
Hotel, dropping down to the lower level to get access to the door
leading the Statesman Hotel Mid Level. As soon as you enter you'll find
that a hole in the floor is the only way to proceed further.. which
means you're commited to finishing this quest once dropping down. Head
through a door and down a hallway to the north before turning east and
disarming a trip wire. Grab the Grenade Bouquet and head through the
door nearby.
<---------------------------------------------------------------------->
27) Continue exploring this level, generally heading south until you
find some stairs up. On the stairwell you'll find the remains of poor
Theo, as well as Theo's Ammo box. Continue upstairs until you find
another tripwire near a door. Head upstairs and grab the Grenade Bouquet
waiting for you, then go through the door to the east. Go through a door
to the south and head through the level, generally going east, killing
Super Mutants along the way until you reach another flight of stairs up.
<---------------------------------------------------------------------->
28) Go up the stairs until you reach the next level. Head down a hallway
to the north and go through the door to the right to score some loot,
including two ammo boxes and a first aid box. Explore the rooms across
the hallway to the west. On a bed you'll find a skeleton with the note
'A Note from Little Moonbeam's Father', which you'll need to get
Sydney's unique 10mm Submachine Gun.
<---------------------------------------------------------------------->
29) Continue down the hallway to the north until you find two doors
leading west, the northernmost of which has a trip wire attached to a
Grenade Bouquet in the doorway. Head to the west to find an elevator,
which can be repaired by activating the 'Destroyed Elevator Panel' and
having a high enough Repair skill. This elevator will take you up to the
Statesman Hotel Restaurant, and it's a nice little shortcut. By now,
however, you should know how I feel about shortcuts. The next step will
cover the long route up to the Statesman Hotel Restaurant.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Spec. Ops. Training Manual

30) Go west through a door, then north up a hallway until you find a
staircase through a door on the left. When you reach the next level
continue down a hallway to the east and go in the first door to the
right, where you'll find a Chinese Spec. Ops. Training Manual on a
bookshelf. Go back out into the hallway and continue east to find
another staircase leading up. If you go south instead and through a
door to the right you'll find a small room with two first aid boxes
and an ammo box. Go up the stairs, being careful to avoid a trapwire
rigged to a grenade bouquet on one of the landings along the way up.
Up the next flight of stairs you'll find a door leading to the
Statesman Hotel Restaurant.

Statesman Hotel Restaurant
o======================================================================o
***BOOKS***
Grognak the Barbarian

31) Head west and disarm the pressure plate in front of the Nuka-Cola
vending machine and grab the grenade bouquet it was attached to.
Continue west until the hallway ends, then turn west, going through a
room until you reach another hallway, running east/west. If you go east
you'll find the elevator short-cut we bypassed earlier, and beyond that
lies the Alfresco Lounge, the main room in this level. If you go west..
well, you'll get to the same place, you'll just get to kill some more
Super Mutants along the way. There are plenty of Super Mutants lounging
around the.. uh.. lounge, a number of which are leveled, too, so some
caution is advised. Once they're dead, loot the central bar for
alcohol, two ammo boxes, a Nuka-Cola Quantum, a copy of Grognak the
Barbarian and the various bits of ammo that the Super Mutants have left
behind. Head under the staircase in the south western corner of the
room to find a disabled Protectron and loot it for a Fission Battery.
You're going to need this. Once obtained head up the stairs to the
south east and from there head to the north, through a door, and onto
the Statesman Hotel Roof.

Statesman Hotel Roof
o======================================================================o
32) Go around the corner and head south, following a trail of Super
Mutants as you go. You'll see and hear the sounds of fighting from the
raised area to your west. Don't worry, it's scripted. When you approach
a Ranger named Butcher will talk to you. Long story short, walking out
is not going to happen, you'll need to get the express elevator working.
To do so, you'll need a Fission Battery.. good thing we grabbed it on
our way up, right? Ignore his request for now so you can talk to the
Rangers, who will tell you how they survive. If you got Theo's ammo box
you can give them some ammo, if you're nice like that. Once you're
ready, repair the elevator with the Fission Battery, or talk to Donovan
and let him do it. Either way, once that's done enter the elevator and
get ready to roll.

The Statesman Hotel
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

33) You'll ride the elevator down to the Statesman Hotel, where you'll
encounter a few Super Mutants.. Unless you cleared the place out
already, in which case there will be even fewer Super Mutants (some
spawn even if you killed the static ones already.) Even if you didn't,
the Rangers should have no trouble decimating them, especially with your
help. Kill them and head to the bottom floor, exiting out to Vernon
Square. Once outside Reilly's Rangers should be able to make it back on
their own.. especially with Vernon Square cleared out. Take the time to
loot this level once the Rangers are gone. There's a locked safe
[Average] behind the counter, and in an upstairs room in the north
eastern corner of the area map you'll find a copy of Tales of a Junktown
Jerky Vendor on a table. In the ajoining bathroom of the same room
you'll find a rather militant skeleton in the tub with an Assault Rifle,
nearby. There's also a pair of ammo boxes in this room.
<---------------------------------------------------------------------->
34) Go talk to Reilly, who will pay you for your success. She'll offer
you either a suit of Ranger Battle Armor, unique Combat Armor that
gives bonuses to Luck, AP, and Small Guns, or Brick's Minigun,
'Eugene'. Given that I don't find Miniguns terribly useful (especially
compared to Vengeance) I'd suggest grabbing the armor instead. It's
resilient stuff, if Power Armor isn't quite your thing, Ranger Battle
Armor works in a pinch. Either way, the quest is over, but Reilly will
offer you more work. They were scouting the D.C. ruins, and she'll pay
you for every location you discover, which she'll download off your
Pip-Boy. She'll give you a 'Geomapper Module', which you supposedly
need to keep on you while mapping. Really though, it just takes up
space. Talk to Reilly again and she'll pay you for what you've
discovered thus far-which is quite a bit. You can expect to get a pretty
huge amount of Caps for this, and by the end of the game when I finally
turned this in, Reilly paid me a whopping 6540 Caps for all the
locations in the game. (Thanks to WarMECH for reminding me that I forgot
to mention this stupidly lucrative quest.) When you're done pestering
Reilly it's time to go and get ready to finally finish off Agatha's
Song.. after we take care of some business with 'Little Moonbeam'.

***WEAPON INFO***
Eugene (Big Guns)
Maximum Damage: 264
AP Cost: Average
Ammo: 5mm Round
Clip Size: 240 (has brief warm-up time but very rapid fire thereafter,
		fires 8-round busts in V.A.T.S.)

Eugene is everything a unique weapon should be. It's 50% stronger with
no obvious drawbacks. Unfortunately it's a Minigun, and even with its
power it's still no better than a normal Gatling Laser.
<---------------------------------------------------------------------->
35) Head back to the Museum of History and head into Underworld. The
9th Circle is where you'll find Sydney wasting her time. You'll find out
that she's an ammunition vendor now, and she typically has a fairly
good stock of ammo. Show her the note you found in the Statesman Hotel
and she'll have over her 10mm Ultra SMG. Not a bad trade, eh?

***WEAPON INFO***
Sydney's 10mm "Ultra" SMG (Small Guns)
Maximum Damage: 128
AP Cost: Very Low
Ammo: 10mm Round
Clip Size: 50 (1 Round/Shot, full-auto,
		fires 4-round bursts in V.A.T.S)

It has more than 50% more damage and ammo capacity than a normal 10mm
Submachine Gun, the same accuracy, and the same speed in V.A.T.S. If
you liked 10mm Submachine Guns, you're going to love this weapon. You
can really argue against a unique version of an already powerful weapon
that is better in many important ways.

Chaste Acres Dairy Farm to Vault 92				{WLK040}
o======================================================================o
Sequence of Events:
		1) Nuka-Cola Truck
		2) Old Olney
		3) Old Olney Sewers
		4) Prototype Medic Power Armor
		5) Heavy Ordinance
		6) The [Very Hard] Door
		7) Leaving Old Olney
		8) Vault 92
		9) To the South
		10) Vault 92 Overseer's Office
		11) The Overseer's Stash
		12) Sound Testing
		13) Soil Stradivarius
		14) To the East
		15) Reactor Room
		16) Living Quarters
		17) Finishing Vault 92
		18) Raider Barn
		19) Agatha's Song

***BOOKS***
Guns and Bullets

1) Compared to our previous outing, this will be a relatively short
journey. Fast travel to Old Olney.. or near it, in any event, if you're
too squeamish about potentially spawning in the middle of a pack of
Deathclaws. A good place to fast travel is Chaste Acres Dairy Farm, even
if it means killing a bunch of Raiders. From there head north west until
you find a road. Specifically what you're looking for is a broken down
truck, which will be near a fenced-in red rocket idol. In the back of
this truck you'll find about five Nuka-Cola Quantums, and many normal
Nuka-Colas, along with whatever is in the Nuka-Cola vending machines.
If that's not enough loot for you, outside of the truck you'll find a
mail box, within which is a copy of Guns and Bullets.

Old Olney
o======================================================================o
2) Now continue on to Old Olney. There's a bit of loot scattered around,
including a Laser Rifle and a Stimpak outside of city hall. There's also
a note 'Nuka-Cola Accident Report' outside of a building south of city
hall. Old Olney is otherwise a pretty boring place, containing only its
Sewers, which we should probably explore, don't you think? There are
two sewer entrances, of which the one to the south west in an alley is
preferable. Not only is there a bit of loot mingled with the gore
nearby, but the other entrance doesn't leave you with an option for
egress unless you clear the Sewer out.

Old Olney Sewers
o======================================================================o
3) And what do we find in the Old Olney Sewers? More Deathclaws. How do
they fit in here, exactly? Who knows. You have two ways to travel, north
and south. Go south through a large metal door, then east through
another door. Loot the first room on your left, which contains a work
bench.
<---------------------------------------------------------------------->
***BOOKS***
Duck and Cover!

4) When you're done looting head back out into the hallway and go
through the door on the right and through another door to the south to
find a dry sewer. In the middle of this room is a dead Brotherhood of
Steel Initiate wearing the unique Prototype Medic Power Armor. When
you're done taking the armor and looting the other bodies head through a
hole in the wall to the south and continue to the end of the tunnel,
where you'll find a skeleton who was apparently trying to tunnel out of
the sewer with.. a spoon? Anyways, there's a copy of Duck and Cover!
nearby.
<---------------------------------------------------------------------->
5) Head back to the tunnel you deviated from to the north, and continue
north until you find a room with several beds in the middle. This is a
good place to rest, if you are low on health from all the Deathclaws.
There's a Missile Launcher on one of the bunk beds, and a Fat Man
under the wall-safe laden northern wall. Of course, there are the three
Safes [Average], with various goodies inside, and a Nuka-Cola Quantum
near an ammo box.
<---------------------------------------------------------------------->
6) Now head back to where you entered the sewers and head up to the
north. Turn east when the tunnel ends and continue as far as you can
until you come to a room with a locked door [Very Hard]. Open the safe
[Average] in the counter on the eastern side of the room, then tackle
the [Very Hard] door. Beyond the door is a small room with various
loot inside, the best of which is a Mini Nuke and two first aid boxes.
<---------------------------------------------------------------------->
7) Leave the room and travel back west, turning right up the first
tunnel you find leading north. When this tunnel ends turn west. Ignore
the 'Ladder to Old Olney Underground', as this area is off-limits to
us until we come back later, during Broken Steels' quests. Instead,
take a right and head through a door to the north to find a small
room with some goodies inside. There are three ammo boxes, two first
aid boxes, two tool cabinets, and numerous metal boxes. There's also
a Utility Worker ID on the floor near a skeleton, if you feel like
starting up the Protectron. By continuing forward you'll find the way
out of the Old Olney Sewers that we ignored earlier. Ignore it again
and head back the way you came.

Vault 92
o======================================================================o
8) You'll find lonely Vault 92 north west of Old Olney. Once inside,
you'll quickly notice that this Vault hasn't fared much better than the
other vaults around the Capital Wasteland. Continue south into the Vault
and grab the Laser Pistol, Energy Cells, and first aid boxes on the
table nearby. On another table near some computers you'll find the note
'Professor Malleus Adio Log V92-01', and a Pre-War Book. A quick listen
to the tape will reveal that this Vault likely didn't save any lives.
<---------------------------------------------------------------------->
9) This level is large, filled with Bloatflies, and mostly boring. It
connects to four areas, and by now the names should be fairly typical
Vault fare to you. You can reach the Living Quarters by travelling south
or west. The Reactor Room can be reached by going east or west. The
Sound Testing room can be reached by travelling east and south. Lastly,
and the route we're most interested in, the Vault 92 Overseer's Office
lies to the south. Go south through a door, disarming the Frag Mine in
the doorway-a common feature of this Vault that you should be wary of
any time you cross a doorway. Go south through another door and cross
the room to the south west, disarming the trip wire rigged to a shotgun
as you go. After going through the trip-wire-trapped doorway you'll find
a skeleton with a note 'Feedback Loops' nearby. Go down the stairs to
find a large room. Go through a door to the south, around a corner, up
some stairs, and into a room to the south east to find a door leading
to the Vault 92 Overseer's Office.

Vault 92 Overseer's Office
o======================================================================o
***BOOKS***
Duck and Cover!

10) Go through the locked door [Very Easy] to the south to reach a
barricaded room. Explore and loot the rooms to the north and south, in
the latter of which you can find a note 'Professor Malleus Audio V92-02'
on a desk. Now go through the door to the west to discover the
Overseer's office. You can activate Richard Rubin's Terminal and read up
about the Vault, which will spell out rather clearly how this Vault
collapsed. On the desk nearby you'll find the note 'Professor Malleus
Audio Log V92-03'. There are also three ammo boxes, a Laser Rifle on the
bookshelf in the south eastern corner, a Pre-War Book and a copy of Duck
and Cover! on the other bookshelf, and a Stealth Boy on the Overseer's
desk.
<---------------------------------------------------------------------->
***BOOKS***
Tales of a Junktown Jerky Vendor

11) Head back to Vault 92 and go north to find a locked [Average] door.
Beyond the door is a supply room, within which you can find some ammo,
two ammo boxes, and a copy of Tales of a Junktown Jerky Vendor on the
various metal shelves in the room. On a counter is a 'Supply Shop'
terminal [Average], which unlocks a safe [Average] built into the
counter.

Sound Testing
o======================================================================o
12) Drop down to the lower level and head through a doorway in the
north eastern corner of the map to find some stairs leading down to
Sound Testing. Go around the corner and down some stairs to the south.
Go around another corner to the west to find a three-way split. In the
room to the north you'll find a Pre-War Book on a table. In the room to
the west you'll find, once you bypass the locked door [Hard] a supply
room. Grab the goodies off the shelves, including the drugs and the
Stealth Boy.  There's also a wall safe [Average], that belongs to you,
it just doesn't know it yet.
<---------------------------------------------------------------------->
***BOOKS***
Nikola Tesla and You

13) Go south to bisect another hallway running east west. Go east first
and grab the note 'Professor Malleus Audio Log V92-06' and the copy of
Nikola Tesla and You from off the desk, then activate the 'Studio
Computer' and select the option 'Open Recording Studio.' Now go down the
hallway to the west and into the Recording Studio. Loot the wall safe
[Easy] and grab the Soil Stradivarius off the table. Now we're ready to
go back to Agatha.. once we're done exploring Vault 92, of course. Head
back north up the stairs you came down. This time head east, further
into the Sound Testing Level, instead of going west, which will take you
back to Vault 92.
<---------------------------------------------------------------------->
14) Go around the corner to find two hallways, one south, and one east.
Since it loops around, it doesn't really matter which one you take. For
the guide I'll go east first, and head into the door to the left and
grab the Pre-War Book off the bookshelf. Continue to the east, ignoring
the door up to Vault 92, instead travelling south. You'll find two doors
opposite each other. Go through the door to the west and grab the
'Professor Malleus Audio V92-05' off the desk. To the east you'll find
two Stimpaks and a Pre-War Book next to 'Zoe Hammerstein's Terminal'.
Once that's all done and looted, head back up to Vault 92.

Reactor Room
o======================================================================o
15) You should now be on the eastern side of Vault 92. Head up to find
the door leading to the Reactor Room. Go around a corner and down two
flights of stairs to find that this level is partially flooded.. which
accounts for the Mirelurks. If you follow the linear path of the level
you'll end up simply finding the other door leading back to Vault 92.
This level pretty much just contains some components, Mirelurks, and
rads. Well, that was a waste of time. Once you reach the end of the
level return to Vault 92, where you'll surface on the western end of
the level. Enter the nearby door to the Living Quarters.

Living Quarters
o======================================================================o
***SHEET MUSIC BOOK***

16) This area is more interesting than the last for no better reason
than because you can mess around with the terminals outside the barracks
and select the 'Noise Flush' options, which will kill any Mirelurks in
the area. That'll teach them to be sensitive to sound. Go south and give
it a try at the 'Men's Dorm Security Terminal.'Then dutifully loot the
room. Search the first aid box under the table in the first room, grab
the Assault Rifle from off the floor near the skeleton in the second
room, go into the bathroom to the north and search the floor near a
toilet to find a Sheet Music Book and finally search the storage closet
to the south, where a rigged Shotgun trap obviously didn't save the
skeleton within. Take its Laser Pistol, the Rigged Shotgun, search the
ammo box [Very Easy], the wall safe [Easy], and grab the note 'Jon
Adiglio's Note' and the 'Key Code to Data Storage.'
<---------------------------------------------------------------------->
***BOOKS***
D.C. Journal of Internal Medicine

17) Now-as lazy as this may sound on my part-search the rest of the
dorms, which aren't nearly as interesting or lucrative. When done, head
south of the first male dorm we searched to find some stairs. Continue
down the hallway until you find a door to the south. Beyond you'll find
a series of rooms, as follows. To the east will be a room with a
'Security Terminal' near which is a Nuka-Cola Quantum. To the east is a
room with some Pulse Mines and Pulse Grenades on tables. To the south-
east is the Data Storage Entry room, which can be accessed by hacking
the terminal [Hard], picking the locked door [Very Hard], or using the
handy-dandy key code we found earlier. Inside this room you'll find
three ammo boxes, some drugs, Energy Cells, and Fission Batteries. Not
impressed, you say? Along the southern end of the main room you'll find
a desk with the Professor Malleus Audio Log V92-04 on it, and in the
room beyond it to the south you'll discover a small clinic with a first
aid box, some medical supplies, the 'Laboratory Terminal', and a D.C.
Journal of Internal Medicine. Best of all, once you're done looting this
room, you're done with Vault 92. Time to return to Agatha.. well,
after one more detour.
<---------------------------------------------------------------------->
***BOOKS***
Dean's Electronics

18) Leave Vault 92 and head west until you spot a barn in the distance.
Kill the Raiders guarding it and grab yourself a copy of Dean's
Electronics that's on a metal shelf inside the barn. After I had looted
the silo in the back, an Enclave Soldier and Deathclaw arrived. I
watched them kill each other before I stepped in and stole victory from
the survivor. Since there's an Enclave camp nearby, it shouldn't be
too surprising to see an Enclave Soldier out and about. The queer thing
is, the Deathclaw was coming from the direction in which the Enclave
camp lies, and the Enclave Soldier was coming from the opposite
direction. Hmm.. anyways, time to go back to Agatha. For real this time.
<---------------------------------------------------------------------->
19) It's been a while, but time has no bearing in video-game land. Grab
whatever Sheet Music Books you've found so far (by following this guide
you should have found several.) Give Agatha back her violin, in exchange
for which she'll give you the frequency to her radio station, allowing
you to listen to violin music. Of course, you could sell the violin to
Ahzrukhal at the 9th Circle for some Caps.. but there's a good reason
not to do this, even if you already stole or used Speech to get Agatha
to let you loot her ammo box. Once Agatha has her violin talk to her
again and give her the Sheet Music Books you've found. In return she'll
decide to give you 'more than just a pat on the back'. Do NOT be noble
and decline her reward, as she'll give you her husband's old pistol..
which just so happens to be a unique Scoped .44 Magnum 'Blackhawk',
which does some pretty hefy damage, indeed.

***WEAPON INFO***
Blackhawk (Small Guns)
Maximum Damage: 68
AP Cost: Average
Ammo: .44 Magnum
Clip Size: 6 (1 round/shot, semi-auto)

A unique Scoped .44 Magnum, you should know this is going to be good
before I even write anything. It's 50% more powerful than its standard
counterparts with no downsides. What more could you ask for?

Vernon East/Takoma Park Metro					{WLK041}
o======================================================================o
Sequence of Events:
		1) Vernon East/Takoma Park Metro
		2) Metro Dwelling
		3) Mirelurk Massacre
		4) All Quiet on the Eastern Front
		5) Takoma Park
		6) Factory, Top Floor
		7) Factory, Bottom Floor
		8) Ghoul Research
		9) Factory, Rear
		10) Takoma Industrial

***BOOKS***
Lying, Congressional Styile

1) To get to Takoma Park you'll need to head through the Vernon East/
Takoma Park Metro, which is east of the highly radioactive crater in
the middle over Vernon Square.. meaning you're going to catch some rads
discovering this place if you haven't already. Once inside you'll want
to head west until you find a ticket booth, upon the counter of which
you'll find a copy of Lying, Congressional Style. Well, this place is
off to a promising start.
<---------------------------------------------------------------------->
2) Go around a corner and kill some Super Mutants. Go into the large
metro hub and kill more Super Mutants. Now if you head to the lower
level you'll be presented with an option. Go east to continue to Takoma
Park, or go West to score some extra loot. If you go west head down
onto the traintrack and disarm any Frag Mines you find as you go. On
the rubble between the two barricades at the end of the western tunnel
will be a rather obvious pressure plate rigged to a shotgun. Disarm it,
take the Combat Shotgun, and head south to find a small dwelling,
replete with a bed, a safe [Average], and a Nuka-Cola Quantum.
<---------------------------------------------------------------------->
3) Go back into the metro hub and take the tunnel east. You'll find that
the path is liberally strewn with Mirelurks. Meander merrily amid the
metro mercilessly mauling Mirelurks you meet. Um.. yeah, go east and
kill everything in your path. There's not much to grab along the way,
and you can tell that this place is boring when your FAQ writer starts
to alliterate. You'll probably want to be sneaking before you exit to
Takoma Park.

Takoma Park
o======================================================================o
4) At first, all seems calm as you cautiously emerge from your metro.
Head east and you'll notice that cars along the road are already aflame,
which sort of indicates that you might not want to get too close. Soon
enough they'll explode, and Super Mutants will begin walking downhill
to the west. Three leveled Super Mutants are not pleasant, and although
I have faith in my build, it doesn't mean we should throw tactics to the
wind. The Super Mutant with the Missile Launcher should be the first
priority, especially if, as in my case, the Super Mutant in question was
a Super Mutant Overlord. Also beware that there is an overturned
rigged baby carriage on the road, which you'd do well to avoid while
fighting. When you're done smiting Super Mutants head into Nifty
Thrifty. This store has some minor loot inside, including the unique
Baseball Cap "Takoma Park Little Leaguer Cap".
<---------------------------------------------------------------------->
5) You can now safely head up the hill to the west, grabbing the
Nuka-Cola Vending Machine, refrigerator, and various food items
scattered about as you go. Don't get too gung-ho, however, as there are
more Super Mutants to the north once you get on top of the hill. Kill
them and loot their tent for a pair of first aid boxes and ammo boxes,
and access to a bed. Continue up the hill to the north east until you
reach a dead end, then head north through a house. Keep going past the
fence to the north until you come to a large, fenced factory building.
Super Mutants will skirmish with Talon Company Mercenaries, and if you
approach you'll discover Takoma Industrial.

Factory
o======================================================================o
6) I prefer to let the Super Mutants and Talon Company Mercenaries
fight it out, and pick off the survivors. When you're done killing and
looting head into one of the many entrances, it doesn't really matter
which. If you're dreading another lengthy area like the Red Racer
Factory, don't fear. This factory is quite small.. comparitively. First
go up the stairs to the east to find-besides a Super Mutant-a door
leading outside. If you go outside you can find a small balcony with a
dead Talon Company Mercenary and his Sniper Rifle on it. Wee.. Now go
back into the factory and head up the stairs to the west, then go
north. For now ignore the central area, instead jump over the railing
to the north and head down the ladder/ramp to reach a small landing.
Go around the generator to find a Nuka-Cola Quantum in a wooden crate.
Now go back to the south and explore the raised central area. You'll
find two ammo boxes and a first aid box, as well as a.. rigged computer.
<---------------------------------------------------------------------->
***BOOKS***
Lying, Congressional Style

7) The ground floor has plenty of.. Abraxo Cleaner.. Kill your way to
the northern end of the ground floor and turn east, heading up some
stairs and through a door to another part of the factory. Loot your way
to the east and up some more stairs to find a small room with some
bookshelves in it. On one of the bookshelves you'll find yourself a
copy of Lying, Congressional Style.. as well as all the mundane loot
you can carry (and then some!) When you're done backtrack to the room to
the west and go up the stairs, exiting back to Takoma park via the
northern most exit on the area map.
<---------------------------------------------------------------------->
8) When you get back outside you'll be behind the factory. Head down
some stairs and when you reach the ground travel along a narrow path to
the east, taking care to disarm a tripwire along the way. In the water
to the north you'll find a fallen support tower that can-with some
fancy controller-work-be used to cross over to the ledge on opposite
side of the moat. Continue north between two buildings and turn east
until you find an irradiated 'pond' occupied by several Ghouls. Kill
them and search the nearby shack. Isabella Prouds' terminal contains
some information on the adventures of Isabella Proud and Jason, who
were attempting some research on the local Ghouls. Coincidentially,
their bodies are to the north, near the lake. It's a good place to
score some chems and a few Radiation Suits. While you're looting, the
Ghoul Samuel will show up and introduce himself.
<---------------------------------------------------------------------->
9) When you're done profiting from the stupidity of Isabella Proud,
return back to the moat and jump in. Swim up to some stairs to the
south an exit near a tent short ways off. Inside the tent you'll find a
dead Talon Company Mercenary, some beds, two first aid boxes, and two
ammo boxes. Once you're done looting head south, up a ramp, and over a
fence to return to the front of the factory.
<---------------------------------------------------------------------->
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

9) Head west past the front of the factory and go through a chain gate.
You'll pass numerous trucks with ramps leading up to them, providing
some cover for the fight that is about to ensue. On top of one of the
trucks you'll find a Talon Company Mercenary with the note 'Takoma Park
Artillery Note'. You remember Seward Square? Same idea. With this you
can bomb the Super Mutants in the parking lot to the west a few times
to get a good first start. If you have a high Repair skill you can fix
the switch when it breaks, and if you're frugal you can do some serious
damage to the Behemoth.. but seriously, with Paralzying Palm we don't
really need to sit around and cheese it to death. Once the Super Mutants
are dead, go explore the Auto Shop. There's some minor loot around, but
the thing to look out for is the copy of U.S. Army: 30 Handy
Flamethrower Recipes on the desk behind the counter.

Now we're done with Takoma Park.. only one place left, and one more
Super Mutant Behemoth to put down. It's time to explore the Capitol
Building. You can fast-travel there, but you might want to practice
some discression if you haven't been there in a while. Super Mutant
Overlords love to spawn there (as well as Enclave Soldiers, later on in
the game), and this can cause your trip to end before it's even begun.

The Capitol Building						{WLK042}
o======================================================================o
Sequence of Events:
		1) The Capitol Building
		2) Behemoth Battle
		3) Hall of Columns
		4) To the Middle
		5) To the South
		6) Conference Hall
		7) Back to the West Entrance
		8) The Capitol Building East Entrance

***BOOKS***
Nikola Tesla and You

1) Clear your way up to the Capitol Building and head through the Door
to Capitol Building West Entrance. Ignore the door to the Capitol
Building East Entrance and head to the north east to find a hallway
running to the east. There are numerous Talon Company Mercenaries
around, and it's clear that, at least in this part of the building, the
Super Mutants have been successfully purged. Explore the room on the
left and exit back into the hallway via the door to the north east.
Head down the hallway to the east and enter a room to the right. There
is some Super Mutant Resistance to be found, but not much. Kill whatever
red ticks you find and search the room for whatever minor loot is lying
around. Head through one of the doors on the southern side of the room
and through a locked [Hard] door and grab the loot within, including the
copy of Nikola Tesla and You on the table.
<---------------------------------------------------------------------->
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

2) Now exit to the east, go down a hallway to the south until you come
into a room that leads off in four directions, two of which are blocked.
Go east to find a large room where all hell is breaking loose. Inside
are numerous Super Mutants, including our last Behemoth, and some
awfully brave Talon Company Mercenaries. Despite your initial
inclinations, these Talon Company Mercenaries have every ability to
win the fight against the Super Mutants.. or at least take down the
Behemoth. This is mostly due to the fact that one of them carries a
Fat Man, which is the only instance I can think of where an enemy
carries such a weapon. Obviously you should be sure to take this guy
out, as the AI will have no qualms about launching a Mini Nuke at you.
If you want to cause a little more chaos head through the door to the
left before the large domed room. It'll snake around to the north, then
the east, eventually depositing you in a hallway north of the domed
room, where a 'Turret Control System' terminal [Average] awaits,
allowing you to activate some Mark VI Turrets in the domed room. I find
it easier to just prey on the Talon Company Mercenaries while they are
engaged, as few of the Super Mutants (and certainly not the Behemoth)
can persue you into the smaller hallways. Once they're dead loot the
large domed room, where you can find a copy of U.S. Army: 30 Handy
Flamethrower Recipes in the south eastern side of the domed room, on a
table near some shelves. The shelves themselves are covered with loot,
including a Mini Nuke. There also three ammo boxes and a grenade box
nearby.

Hall of Columns
o======================================================================o
***BOOKS***
D.C. Journal of Internal Medicine

3) Now that the large battle is over, go to the east to find a series
of offices with some minor loot inside. When you're done return to the
domed room and go south to find a hallway with a door on the left
leading to a staircase, which in turn will take you to the Hall of
Columns. As soon as you reach the Hall of Columns you'll hear more
Talon Company Mercenaries and Super Mutants fighting it out. I let them
finish, then go through the doors and clean up. Go through a door to
the west and up some stairs to reach the bridge on which the Talon
Company Mercenary sniper was (or is) on. On the span across the hall
you'll find some .308 Rounds and a D.C. Journal of Internal Medicine on
the south-facing railing, and an ammo box nearby.
<---------------------------------------------------------------------->
***BOOKS***
Chinese Army: Spec. Ops. Training Manual

4) Head up south past the bodies of Super Mutants until you reach a more
open area with a deactivated Mark VI Turret. Grab the Assault Rifle, the
5.56 Rounds, and the three ammo boxes on and around the table nearby and
head west past the some barricades to find a 'Turret Control System'
[Average], and a door to the south. Do what you will with the terminal
and head through the door to the south, where you'll eventually come to
a locked [Hard] door to the right. This room is similar to the locked
[Hard] supply room we found upstairs, insomuch that it contains many
metal boxes on and around metal shelves, and a book on a table. In this
case it's a Chinese Army: Spec. Ops. Training Manual.
<---------------------------------------------------------------------->
5) Head back out into the Hall of Columns and continue south. You'll
soon find that the Talon Company hold on this place is fleeting, at
best, as Super Mutants hold the southern end of the hall. Kill any you
find until you find a large room with more unleveled Super Mutants
within. Eliminate them and head through a door to the south, then take a
right and go down some stairs. Across the hall a Super Mutant and a
Talon Company Mercenary will be shooting it out. Let them fight, or kill
them both and show 'em how it's done. Loot the room across the hall to
the east of its meagre offerings, then go through on the eastern side of
the room. Once through the door head east some more and go down some
stairs on your left until you reach a door leading to the Conference
Hall.

Conference Hall
o======================================================================o
***BOOKS***
Lying, Congressional Style

6) Go up the stairs, where you'll hear.. you guessed it, more Super
Mutant on Talon Company violence. They just never learn. Cross the hall
to the north to find a small and uninteresting room. There are three
ways to go now. There's a door to the west [Hard], which hides another
typical supply room, but, alas, no book. There are two doors to the
north, one leads into the conference room after which this area is
named and the other leads upstairs. Sneak into the conference room and
kill whatever Super Mutants you find. If you can stealth-kill the one
that usually mills around down here without alerting the ones upstairs,
you'll save yourself some hassle. Search behind the raised desks to
find some Assault Rifles, a Frag Grenade, and two Ammo Boxes, the
hallmarks of any free-speaking forum, and on the podium you'll find a
copy of Lying, Congressional Style.
<---------------------------------------------------------------------->
7) Head through a door to the south and up some stairs to reach the
raised area above the conference room. Now for some laziness on the part
of your FAQ writer. Head west, then north, then east, clearing the rooms
as you go. Most are decidedly uninteresting, and few threats remain to
obstruct your progress. Head north through a room full of electronics,
through a hallway, and up some stairs. Once upstairs go west to find a
door leading back to the Capitol Building West Entrance, where you'll
again be greeted by the sounds of combat. Loot this upper level for what
little loot it has, then drop to the floor below and head west into the
domed room to find the new combatants who have spawned. Kill and loot
them and head back to the entrance. It's now time to explore the East
Entrance.

Capitol Building East Entrance
o======================================================================o
***BOOKS***
Tales of a Junktown Jerky Vendor

8) And all is.. quiet.. Odd. Loot the room you're in and head south.
Kill the Super Mutant who is hanging out and loot this room, too, before
heading out the door to the east and into some barricade-laden hallways.
Head south, then east, killing Super Mutants as you go. If you're
careful, you'll realise that this entrance allows you to get behind much
of the Super Mutant defense, enabling you to stealthily kill them at
your leisure. Go into some doors on the left and empty them of loot and
life. You'll find plenty of alcohol around, and on one desk will be a
copy of Tales of a Junktown Jerky Vendor, and on a cabinet nearby will
be a Pre-War Book. At the eastern end of the room you'll also find a
Nuka-Cola Quantum. Don't let the parallel hallway go unmolested, as
there are three ammo boxes and two Frag Grenades on and around a table
behind a barricade. You can continue into a room to the east to find
the exit to Seward Square, as well as an exit to the Presidential Metro,
which is as of yet innaccessible. We're now done with the Capitol
Building, and by that stroke, all of Fallout 3 save Little Lamplight,
which we'll postpone until after the expansions.

Now it's time to consider which expansion to do first? Of them, Broken
Steel and Point Lookout are the most involved. You also can bring the
spoils from all the other quests and expansions into those two, whereas
in The Pitt and Operation: Anchorage you cannot. So since we can't
bring anything with us to the previously mentioned quests, we might as
well do those first. At least there we can score some loot we CAN bring
out with us. Which to do first is a matter of opinion, as you cannot,
obviously, bring loot from one to help with the other. That said, The
Pitt will grant you a variety of Perks which are useful in all following
expansions, whereas Operation: Anchorage, short as it is, will not. For
that reason I prefer to do The Pitt first. That and it's just a more
interesting expansion than Operation: Anchorage.

The Pitt							{WLK043}
o======================================================================o
Sequence of Events:
		1) Finding Wernher
		2) Dressing the Part
		3) Preparing for the Pitt
		4) The Train Yard
		5) The Pitt Bridge
		6) Pitt Justice
		7) Mex's Shakedown
		8) Downtown
		9) Meeting Midea
		10) Midea's Quarters
		11) Milly's Request
		12) The Mill
		13) Armed and Ready
		14) The Optimistic Foreman
		15) The Steelyard
		16) Everett's Reward
		17) Upward Social Mobility
		18) Slaying Scabs
		19) Beating Brother Bears
		20) Killing the Fuck out of Gruber
		21) Audience with Ashur
		22) Uptown Girl (or Boy)
		23) Haven
		24) Moral Dilemma
		25) Siding with Wernher
		26) Wernher's Hideout
		27) Pitt Underground
		28) Lights Out
		29) Siding with Ashur
		30) Wernher's Last Stand
		31) A Bright New Day
		32) Either Way, the Ammo Press

1) Turn on Wernher's Distress Signal and fast travel to SatCom Array
NN-03d, or somewhere nearby and head north to find the broadcast tower
Wernher is using. When you get close enough Wernher will get attacked
by several Pitt Raiders. Help him (or not) and afterwards he'll talk to
you. Long story short, he needs your help to seize some cure to heal
his people and overthrow the ruler of the Pitt, Ashur. To do this, you
will need to disguise yourself as a slave by interrupting a slave deal
over to the west. You'll notice some of the Pitt Raiders have some new
Raider armor on them, unique to the Pitt. It's not unique in the grand
scheme of things, but new garb is always welcome, even if most of it is
just edited Leather Armor and Metal Armor.

Train Tunnel
o======================================================================o
2) Head west until you find the Train Tunnel, around which several
Slavers are waiting with their slaves safely chained up. There are
several ways to handle this. First, kill everybody around and grab the
Slave Pen Key off of Ramsey. Second, steal the key from Ramsey, although
once the slaves get out you'll have to kill the Slavers. Third, pick the
lock to the slave pen, which also involves having to kill the Slavers
once you're done. Lastly, buy the slaves off of Ramsey. Why pay when you
can save some good money by killing a few Slavers? And since you're
going to have to kill them all anyways if you don't pay.. deal with it
in the most logical way. Note that you don't have to actually SAVE the
slaves, just as long as you get a slave outfit off of one of them. Note
the Terminator reference if you ask a slave for their clothes. "I need
your clothes. Give them to me. Now." Once obtained, loot the shacks
nearby, one of which contains three ammo boxes. Head off to the east to
find Wernher, who followed you here all sneaky-like.
<---------------------------------------------------------------------->
3) Now Wernher implores you to get what supplies you need and follow
him to the train tunnel. As he so points out, you'll never reach the
Pitt without his directions. So much the worse for the Pitt, right?
You can talk to Wernher and learn more about the Pitt now, but as for
his advice, you should do the exact opposite. Go back home and drop off
EVERYTHING you have on you. Your drugs, your caps, weapons, ammo.
Everything that can be stashed should be stashed.. save the Tattered
Slave Outfit or Worn Slave Outfit you got from the slaves earlier. Make
sure to remove your rads and detoxify yourself, should you need to. You
won't be making a trip home for a while, best to set out strong, no?
You also will want to make a 'safety' save game, as The Pitt can be, in
my experience, somewhat glitchy. It would be a good idea to keep a save
back in the Capital Wasteland at all times in case something goes
horribly wrong.. either a glitch, you catch too many rads, break the
quest, or run into some other sort of complication. This way you'll
lose a few hours of gaming, instead of a few dozen hours. Don't cry to
me if you don't make a back up and something happens. It's officially
in your hands now. Once you're ready fast travel back to the Train
Tunnel and talk to Wernher, who is wating in the Pitt Tunnel, near a
hand cart. To go to the Pitt activate the Hand Cart, where the game will
warn you that you will not be coming back to the Capital Wasteland until
The Pitt is completed. When you're ready select the 'Travel to The
Pitt." option.

Pitt Train Yard
o======================================================================o
***QUESTS***
Unsafe Working Conditions

4) When you arrive you'll discover the Pitt Train Yard. Wernher will see
people approaching and decide to do the talking. Follow him and Wernher
will have a short chat with a Pitt Raider before opening fire. Since
you're wisely unarmed, run into the truck bed to the west of Wernher and
let him settle things with his Scoped .44 Magnum, of which he's more
than capable of. Once they're dead follow Wernher. You may be tempted to
grab their loot, but trust me, you won't need it, and it won't do you
any good to take it yet. Follow Wernher to a locked chain gate, which he
will open. Now he'll talk to you, and tell you that you'll be stripped
when you enter The Pitt. You can ask him to give you a concealed knife
or handgun, but if they detect anything on you, this will be stripped
too. Besides, with Iron First, we should be doing 20 or so damage with
our fists. It's not great, but it'll be much better than the Switchblade
or pistol Wernher will give you, and it's enough to get started in The
Pitt, anyways.

The Pitt Bridge
o======================================================================o
5) Head north east until you find The Pitt Bridge. This bridge is
covered with useless cars and landmines. One explosion here could cause
a chain reaction and be very bad for you. There are also some Wildmen in
the building nearby you'll want to avoid, so it would be a good time to
put your stealth shoes on. Be wary of landmines and bear traps as you
cross the bridge intially. Shortly on a Mole Rat will run out, being
pursued by some Vicious Dogs. Let nature run its course. You can either
kill the Vicious Dogs, or avoid them. Continue north and stay hidden.
Near the end of the bridge will be a platform spanning the bridge
spires, on top of which a Pitt Raider keeps guard. Him and his Sniper
Rifle. You really don't need to get him shooting at you.
<---------------------------------------------------------------------->
6) As you cross the bridge some Pitt Slaves will run out and promptly
get themselves blown up by the various mines lying around. If you didn't
get a slave outfit earlier, here's one more chance to get one. Also,
if you find an object (like a car) to jump off of, you can clear the
partition on the eastern side of the bridge and go up a series of ramps
to reach the sniper up top. There's no point in taking his gear now, but
there is a bed up top, and some Rad-Away, should you need it.
<---------------------------------------------------------------------->
7) Turn east down a new road and approach a fenced area. The guards
will open the gate an a bastard named Mex will come forward to deal
with you. If you're a slave, he'll check you for any.. contraband you
may have on you, and if you're dressed up as something else.. well,
lets just say trying to be clever will just get you beaten up and
enslaved, or turn the Pitt Raiders hostile against you, which we don't
want. So, accept your new lot as a 'slave' and head through the gate to
Downtown. If you lost anything to Mex, you'll be able to get it back
when you're done with The Pitt. Until then, it's going to remain in the
care of Mex. It's a wonder they didn't question you about the.. you
know.. the Pip-Boy on your arm? Ah well.

Downtown
o======================================================================o
8) Assuming you dressed as a slave, you'll enter Downtown rather
uneventfully. Right ahead a Pitt Raider will be questioning some slaves
about the recent breakout. He'll soon lose his patience and wax them
all. Lovely. Continue north to find a pit where some slaves are working.
One slave named Nola will heal you if you talk to her. I'd advise
against getting too involved in looting just yet, as most of the junk
you pick up will just weigh you down. And, since, you know, there's no
way to stash anything you find, you might as well just leave anything
besides ammo, drugs, Caps, and useful arms and armor alone.
<---------------------------------------------------------------------->
9) Continue north and you'll get the chance to keep going north to the
Mill, or go east down an alley, where a slave named Midea will talk to
you, telling you to meet her at her house. Continue east, then north to
find an open area between the buildings. To the south you'll find Kai,
who'll offer you some food that you'd probably be better off not eating.
To the north you'll find Midea's Quarters.

Midea's Quarters
o======================================================================o
10) Midea will tell you about some plan or another she has, but in the
mean time you've gotta blend in. This obviously means taking part in a
suicide mission to gather Ingots in the Steelyard. She'll tell you about
Trogs, and tell you that Marco in the Mill can get you a weapon, should
you need it. A Pitt Raider named Jackson will show up and interrupt you.
If you listen to their conversation, you'll overhear that you need to
collect 10 ingots.. after reporting to the foreman in the Mill. If you
wish you can talk to Midea some more after Jackson leaves. You know, if
you get in trouble for not working.. why is Midea exempt? Anyways,
she'll mention that 'the cure is the only thing that hasn't been
infected'. This clearly shows that the cure is something living, or else
how could it be infected? Just something to think about.
<---------------------------------------------------------------------->
11) Head back out into Downtown and head back south to the pit where the
slaves were toiling. On your way you'll run into a purple-haired slave
named Milly, who will ask you if you've seen someone named Wild Bill.
She'll tell you that he went out into the Steelyard, and ask you to keep
an eye out for him while you're there. Head north from the pit to find a
slave working on a bus named Adan, who has given in to some sort of
stoic philosophy about his lot as a slave. Pussy. Head into the Mill.

The Mill
o======================================================================o
12) Head west past the conspiring slaves, turning north past a fence-
covered pit. One slave off to the side named 'Brand' will chat with you,
asking where you're from. Succeed at a Speech challenge and he'll
reveal that he's a rat. You can tell him all sorts of things about the
little conspiracy you have going on, for which he'll give you two
Stimpaks per tip. Considering your current situation, however, it just
doesn't seem like a good idea (logically) to help somebody who might
foil your plan.. especially since a lot of the tip-offs rat you out as
well. Anyways, head north past a Pitt Raider named 'Bone', and turn
east when you run out of north.
<---------------------------------------------------------------------->
13) Go up some stairs to the right and into a room, where you'll find
Marco. He'll rather openly admit he's making illict weapons. Ask him for
a weapon and you'll get yourself an Auto Axe, which is all the weapon
you'll need for the Pitt, especially if you're not quite so strong with
the Unarmed skill. As for me, my fists are doing 20 damage a hit and are
much more V.A.T.S. friendly. Once done head out of Marco's room to find
a Pitt Slave lying on the ground, obviously in pain. A Guard will show
up to harass him ineffectually. Click on the slave and either heal him,
or put him out of his misery. If you heal him the Guard will thank
you.. in a fashion.

***WEAPON INFO***
Auto Axe (Melee Weapons)
Maximum Damage: 64
AP Cost: Very High
Ammo: None
Clip Size: N/A

The Auto Axe is a weapon in the same vein as the Ripper, it's a crappy
weapon in V.A.T.S., but outside of V.A.T.S. just hold down the fire
button and saw your enemies into oblivion. It's a fun weapon to use, and
seems appropriate to use a steel-cutting tool to decimate your enemies
in the Pitt. Its base damage is understandbly high, and you really
shouldn't need any other weapon during the whole of The Pitt. It is,
however, awfully damn heavy, weighing in at 20 pounds. Note that the
Auto Axe, Steel Saw, Man Opener, and Mauler can all be repaired with
Rippers.

Abandoned Area
o======================================================================o
14) Now that we're done messing around in the Mill, head back to the
fence-covered pit and go up some stairs to the west to meet Everett. He
will talk to you when you get close, and command you to follow. He'll
lead you into the Abandoned Area, introduce you to Trogs, and be
generally optimistic about your life expectancy. He'll tell you to grab
at least ten ingots, and promise to slip a little something your way if
you do.

So.. ah.. here's the part of the FAQ I've been dreading. How to guide
you in text to find all 100 Ingots. I'll do this step by step, leading
you from Ingot cache to ingot cache, and tallying up the numbers as we
go, so this will be a bit of a departure from how we've been doing
things. Keep in mind that you don't have to get all 100 Ingots, but
for every ten you'll get some unique item from Everett.. and, you know,
the achievements/Trophies that go with it.

Steelyard
o======================================================================o
15) The Steelyard is filled with Trogs and, near the elevated blast
furnace, Wildmen. Still neither present too much of a threat, although
you may want to kill nearby Trogs just to get them out of the way so
they don't harass you while you're looking for Ingots. We'll grab all
the Ingots outside before we explore any buildings. Unlike in the
previous areas, I do suggest that you pick up everything you find, as
you will doubtlessly want to leave this place behind after your first
visit. If you fill up, find a container in which you can stash your
loot until you return.

Ingots
1-2: 	Right ahead of you will be a dead Pitt Slave with an Assault
	Rifle, a Baseball Bat, and two Steel Ingots. At least you won't
	be unarmed, although in our case, we may just be more dangerous
	while unarmed, eh? Go south to find a fence, where some Trogs
	will be waiting. Since they can't do much about you yet, take
	the time to shoot them with the newly-found Assault Rifle. Why
	wait until they can fight back?

Ingots
3-4:	Head west up a ramp and onto the top of a bus. From there, jump
	south into a truck bed. In the back of the truck are two more
	Ingots.

Ingots
5-6:	Jump from this truck bed into the next, middle truck bed to find
	two more Ingots.

Ingots
7-9:	Cross into the third truck bed and drop into a dumpster to the
	west. In the dumpster are three more Ingots, along with the body
	of another Pitt Slave.

Ingots
10-11:	Head north along the train tracks until you find an 'Automated
	Maintence' terminal [Hard]. Activate it and start up the four
	Protectrons, who will help shoot down any Trogs, especially the
	buggers on top of the trains. You'll bypass a door leading to
	the Supply Plant as you go. Continue north until rubble blocks
	your progress. You'll see a pile of gore near a dead Pitt Slave,
	along with two more precious Ingots. As you pick up the 10th
	Ingot you'll gain the 'Auto Axpert' Perk, which increases your
	Auto Axe damage by 25%.

Ingots
12-13:	Now turn west and jump on the half-buried half-overturned red
	boxcar nearby. Travel south and jump from the red boxcar to a
	yellow boxcar. Follow the train south until you find two more
	Ingots on top of a yellow boxcar.

Ingots
14-16:	From here head north over an improvised wooden bridge onto a
	red boxcar, and jump into the back of a truck. Inside you'll
	find three more Ingots.

Ingots
17-18:	Leave the train tracks behind and head back south, going up
	some stairs just west of the dumpsters we visited earlier. Go
	up a wooden ramp onto a ledge and travel north over a broken
	fence between the fence and a building turning west to find
	two more Ingots near some garbage cans.

Ingots
19-20:	Go back south along the edge of the building and take some
	stairs to the west to reach the interior of the building. On a
	shelf you'll find two more Ingots, two packs of RadAway, and
	two first aid boxes. We now have enough Ingots to get two items
	from Everett.

Ingots
21-22:	Head out of the building and continue south a short ways. Turn
	west and run alongside the fence near the building you were
	just in until you find an open gate to the north. Go search the
	pile of tires near the building to find two more Ingots hiding
	between the tires and building.

Ingots
23-24: 	Go up the stairs over the tires and you'll find another dead
	Pitt Slave at the top of the stairs. Go on the roof and turn
	west, staying on the lower portion. Follow the roof to its
	western end, then find a lower roof portion to the west. Drop
	down onto it to find two more Ingots on a large metal shelf
	nearby.

Ingots
25-26:	Drop off the metal shelves onto the floor near the building and
	search the metal shelves where you found the last two Ingots.
	On a lower shelf are two more. We've now found a quarter of all
	the Ingots.

Ingots
27-30:	Head around the building to the north until you come to an alley
	to the west. Keep going west until you discover two Wildmen
	fighting some Trogs. Let the battle resolve and step in to steal
	victory from the survivors. Jump inside a nearby cart to find
	four Ingots, an ammo box, and a first aid box. Everett now owes
	us three items.

Ingots
31-32:	Continue north as far as you can and follow a building to the
	east until restrained by a fence. Turn south until you find a
	dead Pitt Slave with a Combat Shotgun, some Shotgun shells, and
	two Ignots near him.

Ingots
33-34:	Return to the stairs you went up earlier, which led over the
	tires where we found two previous Ingots. East of the dead
	slave is a wooden ramp connecting to a fallen support. Traverse
	it and grab two more Ingots along the way.

Ingots
35-36:	Kill the feasting Trog in the clearing between the buildings
	nearby and drop down into the central area. Near a pile of gore
	will be two more Ingots and a first aid box.

Ingots
37-38:	Head up some stairs to the south to get back onto the roof you
	were previously on and turn west to reach the end of the roof.
	To the south west you will spy another truck bed. Jump into it
	and claim two more Ingots.

Ingots
39-41:	Jump out of the truck and head east down a ramp. You'll start
	catching rads as you go, and at the end of the ramp is a dead
	Pitt Raider with two ammo boxes and three Ingots near his body.
	Put on the Gamma Shield Armor (if for nothing else than for the
	free Rad Resistance. And save your game before heading north
	into the radiation. We can now trade for our fourth item.
Ingots
42-44:	These are rads we don't need to catch. Save your game and
	explore the area filled with radioactive barrels in detail (this
	is where we killed the Trogs earlier, just after we found the
	Assault Rifle). Mark the location of the three Ingots and reload
	as to obtain them quickly. Or just tough it out and take the
	rads. There's also a dead Pitt Slave with an Assault Rifle in
	there, if you just need another one.

Ingots
45-46:	Head west as far as you can go until you find some stairs
	leading up to some roofs. This will be just west of some large
	arching pipes running into the ground and some machinery
	spouting flame. To get any more Ingots out here, we'll need to
	climb. Climb the first flight of stairs and you'll find Wild
	Bill's body. On him is a Head Wrap, the note 'Note from Wild
	Bill', and Wild Bill's Sidearm. Grab what you want, and take the
	two Ingots near his body.

***WEAPON INFO***
Wild Bill's Sidearm (Small Guns)
Maximum Damage: 21
AP Cost: Very Low
Ammo: .32 Round
Clip Size: 5 (1 round/shot, semi-auto)

Wild Bill's Sidearm is a fun gun. It's not a very powerful one, but if
you wanted to be a cowboy, this is as close as you'll get. It only holds
five rounds, and uses the cheap .32 Round, but it fires fast, takes up
few Action Points, and is fairly accurate at a range.

Ingots
47-48:	Go up another flight of stairs to find a Wildman abode. Kill the
	two Wildmen and grab the Ingots near the fridge. There are also
	two mine boxes and a grenade box on top of the shack. There are
	also beds inside, should you need to sleep.

Ingots
49-50:	Head along a ramp to the east, opposite the shack. Follow the
	railing over and around a pipe. Note that when you cross to the
	eastern side of the pipe some Trogs will appear along the
	perpendicular pipe to the north and proceed to become a bother.
	Follow the path until you come to a building, where you'll
	proceed up some stairs to the buildings' roof. You'll notice
	that the pipe you were following turns east. Get on the roof
	and jump onto the pipe and follow it east. Near the end of the
	pipe you'll find two Ingots, mixed in with some gore.
	We now have half the Ingots, and Everett needs to come up with
	five items.

Ingots
51-54:	Head back west and continue west until you find some stairs
	running up to the south. Take them to reach another, higher
	roof. This is where this game gives me problems, as some parts
	of this roof are invariably glitched. The last two playthroughs
	a stretch of the roof to the south didn't clip.. or rather, my
	character simply fell through the roof, which is, needless to
	say, no fun. If this happens, shut off your console or close the
	program and restart. This will force the extra content
	(expansions) to load again, and hopefully work properly.
	Instead of going south over a wooden ramp, turn west and go
	between a building and a tower where you'll find several pipes
	connected to domes. Search the north western corner of this roof
	area to find a Trog chowing down on a Pitt Slave. Near the
	slave are two first aid boxes and four Ingots.

Ingots
55-58:	Head south until you hit a fence, then follow it east. There's
	a bit of painful backtracking we have to do. Fall off the roof
	to the east to land on another, much lower roof. Don't be
	surprised if you blow out both of your legs doing this. You are
	now on a roof to the south of where the Wildman shack with the
	beds is. Look below you to the east to find another railing
	running east, parallel to a pipe. Drop down on that railing and
	head east, with some large towers looming to the right. Search
	the concrete landing between each of the towers, which make
	natural cubbys. In one you'll find two ammo boxes and a first
	aid box. In the cubby adjacent to the fence that terminates
	your progress eastward you'll find a dead Pitt Slave with an
	Auto Axe and four Ingots nearby. Be wary of the Trogs which
	will spawn behind you when you approach.

Ingots
59-60:	Head back north and jump off the railing onto a parallel pipe.
	From the pipe drop down within the fenced area and head west
	until you reach the wall. Near the wall behind some pipes
	you will find another dead Pitt Slave with two Ingots nearby.
	Everett now owes us six rewards.

Ingots
61-72:	Return east and jump on some machinery to find a wooden ramp
	running over the fence. Go back to the otherside of the fence
	and walk up the stairs back past Wild Bill and up into the
	Wildman shack and take a well-deserved rest on one of the beds.
	Continue until you reach where we left off, taking some stairs
	up to a tower and continue until you reach a large circular
	grate landing. This place is crawling with Wildmen, and a
	leveled Turret. Try to sneak your way around to the west and
	find the 'Turret Control System' Terminal [Average]. If you
	turn a Mark VII Turret on the Wildmen, you won't have a
	Wildman problem for long. Once done head up some stairs near
	the turret terminal and continue until you reach the top. Once
	on top you'll find no less than a dozen Ingots and two first
	aid boxes. For reaching the highest point in The Pitt,
	Everett now owes us a seventh item.

Ingots
73-79:	Predictably some Trogs will crawl out of the woodwork.. or
	steelwork, as the case may be, to bother us on our way back
	down. Go down to the next landing, where the railing forms
	a square. Go to the eastern side of this level to find an
	area with no railing over-looking a long ramp. Drop down onto
	the ramp and make your way down until you reach the bottom.
	Turn north and jump out onto a balcony that is otherwise
	inaccessible. On this balcony you'll find another seven Ingots.

Ingots
80-82:	Jump down onto the roof below and make your way to the Supply
	Plant, where the majority of the rest of the Ingots await.
	Ignore the inaccessible door to the north and head over to the
	east, where you'll find a 'Turret Control System' Terminal
	[Average] near a door. You can activate the turret to fire on
	some Wildmen and Trogs while they fight.. or not. Either way
	head through the radioactive room ahead and grab the three
	Ingots on the floor.

Ingots
83-90:	Head through another radioactive tunnel to the north, stopping
	to loot the shelves at the end before turning west into a room,
	dealing with whatever Trogs are in the way. Head down some
	stairs until you come to a split path. Go east into a shelter
	where you'll find another 'Turret Control System' Terminal
	[Average] which you can hack to bring a Turret to bear on the
	Trogs below. Grab the Frag Grenades and loot the first aid box
	before going to the ground floor. Once on the ground floor head
	north past a couch and up some stairs. Disarm the tripwire in
	front of the bed and loot around before continuing through some
	doors to the west. Keep going until you reach a shelf with some
	Rad Away, Rad-X, a grenade box, and two first aid boxes. You
 	can also hack the nearby Automated Maintence terminal if you
	want some Protectron backup. Head through the northern-most
	door and follow a tunnel laden with carts. None of the carts
	have any Ingots in them, but at the end of the tunnel, past
	some Trogs, you'll find eight of them behind a dead Wildman,
	on top a pile of debris. We are now due for nine items, and
	only ten more Ingots elude us..

Ingots
91-96:	Go back out of the tunnel and go through the southern door now.
	You'll come to a locked door [Average] with a bunch of skeletons
	outside. There are Bobbypins strewn about the floor, so grab
	them and pick the lock. Read the terminal to find out what
	happened.. or not.. and grab the drugs and ammo lying around.
	And, of course, the six Ingots.

Ingots
97:	Leave the utility closet and head through the door to the south.
	Turn east and go up some stairs, stopping just long enough to
	loot the table at the top of the stairs. Go through a door to
	the north and search the beside table to find another Ingot.
	You can also hit a nearby electrical switch to activate a
	Baseball machine. Head to the eastern side of the room, looting
	as your little heart desires. Be sure to grab the unique Auto
	Axe off the bed, the cleverly named 'Man Opener'. Kill two Trogs
	chowing on some gore and head into the tunnels to the south. It
	would be wise not to cause any explosions along the way, since
	these tunnels are filled with gas. Flip an electrical switch to
	open the door back to the entrance room and leave the Supply
	Plant.

***WEAPON INFO***
Man Opener (Melee Weapons)
Maximum Damage: 64
AP Cost: Very High
Ammo: None
Clip Size: N/A

An Auto Axe is good, but the Man Opener is better. What more do you
need to know?

Ingots
98-100:	Finally, head back to the Abandoned Area. Doubtlessly the Trog
	that was hanging out around here earlier has found its way down
	to harass you. When you reach the door to the Mill turn to the
	south and go down some stairs. Go through a rent fence and turn
	east, where you'll find two carts. The upright cart contains the
	final three Ingots, which just proves that the Pitt Slaves and
	Raiders are lazy. We now have all the Ingots. Rejoice in your
	achievement/trophy, and more importantly, go have a chat with
	Everett about the rewards he owes us..

<---------------------------------------------------------------------->
16) Everett will give you a reward for every ten Ingots you bring him.
These are either weapons or armor, and range from interesting but
useless, to useful.. within the Pitt. Sure none of it is essential, but
it is nice to have, and will make life easier for the rest of this
expansion. As a note, I store my excess gear in the desk in the room
Everett is in.. just so I remember where, exactly, I keep my crap until
I can leave the Pitt and bring it home to Megaton. The rewards, along
with a brief description, can be found below.

	o=======================================================o
	|		      Everett's Rewards*		|
	o=======================================================o
	|Ingots|		    Reward			|
	|-------------------------------------------------------|
	|  10  |Laborer Outfit: A more useful version of the	|
	|      | Slave Outfits you've been wearing.		|
	|-------------------------------------------------------|
	|  20  |Filtration Helmet: A handy helmet with fair DR  |
	|      | for its weight and Rad Resistance.		|
	|-------------------------------------------------------|
	|  30  |Steel Knuckles: The most powerful knuckles in   |
	|      | the game. It makes our Unarmed even stronger.  |
	|-------------------------------------------------------|
	|  40  |Metal Master Armor: A unique suit of armor that	|
	|      | is about as protective as Gamma Shield Armor,	|
	|      | but with Unarmed and Energy Weapons bonuses 	|
	|      | instead of Radiation Resistance.		|
	|-------------------------------------------------------|
	|  50  |Metal Blaster: A very powerful unique Laser     |
	|      | Rifle, expensive to maintain, especially far   |
	|      | from home, it's still a good gun.		|
	|-------------------------------------------------------|
	|  60  |Bombshell Armor: Unique Ordinance Armor for the |
	|      | Big Guns and Explosives loving crowd. Gals can |
	|      | wear it for that genuine 'Tank Girl' look.	|
	|-------------------------------------------------------|
	|  70  |Leather Rebel: Unique Paingiver Armor, it has	|
	|      | good DR for its weight. Although it's not as	|
	|      | protective as Metal Master, its lack of an	|
	|      | Agility penalty helps balance it out.		|
	|-------------------------------------------------------|
	|  80  |The Mauler: A unique Auto Axe which is about 20%|
	|      | stronger than the Man Opener.			|
	|-------------------------------------------------------|
	|  90  |Perforator: A unique Infiltrator, a type of gun |
	|      | found only in The Pitt. It's a fully automatic |
	|      | rifle with a scope. It's not as powerful as an |
	|      | assault rifle, but its versatility makes up for|
	|      | it, in my eyes.			        |
	|-------------------------------------------------------|
	| 100  |Tribal Power Armor: Not as protective as other	|
	|      | Power Armor, it makes up for it in stats. The	|
	|      | +15 AP is one of the biggest AP boosts in the	|
	|      | game.						|
	o=======================================================o

*Note: Most of the armor here can be repaired with Leather Armor. The
new Raider Armor can be repaired with Raider Armor from the original
game. The Tribal Power Armor (and Ashur's Power Armor) can be
repaired with regular old Power Armor.

***WEAPON INFO***
Steel Knuckles (Unarmed)
Maximum Damage: 26
AP Cost: Very Low
Ammo: None
Clip Size: N/A

A more powerful version of the Brass Knuckles.. they aren't any better
than the humble Spiked Knuckles, however, but they attack much, much
faster in V.A.T.S. Who can turn their nose up at seven attacks in a
single bout of V.A.T.S.?

***WEAPON INFO***
Metal Blaster (Energy Weapons)
Maximum Damage: 68
AP Cost: Very Low
Ammo: MF Cell
Clip Size: 24 (1 round/shot, semi-auto)

A unique Laser Rifle with more than twice the damage of an ordinary
Laser Rifle. It's even stronger than A3-21's Plasma Rifle, making it
one of the more powerful Energy Weapons in the game. The downside is
that it suffers from 'Terrible Shotgun Syndrome'. It is horribly
inaccurate at any meaningful range, meaning you will not be sniping
with it.

***WEAPON INFO***
The Mauler (Melee Weapons)
Maximum Damage: 77
AP Cost: Very High
Ammo: None
Clip Size: N/A

The Man Opener is good, but the Mauler is better. What more do you need
to know?

***WEAPON INFO***
Perforator (Small Guns)
Maximum Damage: 83
AP Cost: Low
Ammo: 5.56 Round
Clip Size: 24 (1 round/shot, full auto,
	      fires 2-round bursts in V.A.T.S)

A unique version of the Infiltrator, which is itself a fairly rare gun.
Anything said about the Infiltrator applies to the Perforator, with a
few exceptions. The Perforator is about 10% more powerful than the
Infiltrator, and is much more accurate at range. The downside is that
it fires slower, in and outside of V.A.T.S. Optimistically you could say
that this makes the Perforator more conservative, but in reality, it
puts less fire down field than an Infiltrator. Note that the damage
doesn't reflect its relative strength increase over the Infiltrator due
to the increases gained from Point Lookout perks.

<---------------------------------------------------------------------->
17) Now it's time to return to Midea. On your way back you'll witness a
slave getting chased down by a Pitt Raider. Report back to Milly and
tell her about Bill. If you lie and say Bill's okay you'll get six
Stimpaks, if you lie and invent a story about Bill's death Milly will
(eventually) faint from the gory details you concoct. If you tell the
truth you'll get six Stimpaks. Midea will tell you about the next phase
of her plan. Armed and armored as you are now, there's really nothing in
the Pitt you aren't a match for. Which is good because your next
challenege is to fight a series of pit fights. Or is that Pitt fights?
Either way, head outside after talking to Midea to hear Ashur talk. He
will make a rather philanthropic speech. You'll be volunteered, and
after Ashur leaves you'll be charged with signing up for the fights with
one Faydra, in the Mill. Head back to the Mill and head west until you
reach the fence-covered pit again. Turn north and go through a gate,
where a lady named Spook will bother you. Go through the door behind her
and down some stairs until you find Faydra. She'll tell you the rules
in the arena: kill or be killed, once you're in, radioactive barrels are
dropped in and you've got until the rads kill you to kill the other
fighters. You can grab some weapons out of the locker to the north, but
none of them are particularly good. When you're ready let Faydra know.
<---------------------------------------------------------------------->
18) The first round is against a 'bunch of other scabs'. Go into the
Hole and kill the other slaves, which will be armed with some Pitt
Raider armor, Chinese Assault Rifles, and Combat Shotguns. You'll get
around 4-10 Rads per second, depending on where you are.
<---------------------------------------------------------------------->
19) The second round is against the 'Bear Brothers' Grudd Bear and John
Bear. You have to watch out for the latter, armed as he is with a
Deathclaw Gauntlet and Gamma Shield Armor. Once he dies, however, that
Deathclaw Gauntlet is yours, and the Pitt becomes even easier. Again,
you'll get 4-10 Rads per second.
<---------------------------------------------------------------------->
20) Your last fight is Gruber, a former slave with a 'decent gun'.
Well, it's somebody who made it through the arena themselves, so they
can't be that weak, right? Head on into the Hole and find out how well
Gruber does against your new Deathclaw Gauntlet. Gruber did alright in
my game. He lasted two hits. Take his Infiltrator (the same kind of gun
as Perforator) and his Gamma Shield Armor. Again, the rads top out at
4-10 per second. Best of all, you've earned yourself the 'Pitt Fighter'
Perk, and completed the quest 'Unsafe Working Conditions'.

***WEAPON INFO***
Infiltrator (Small Guns)
Maximum Damage: 84
AP Cost: Low
Ammo: 5.56 Round
Clip Size: 24 (1 round/shot, full auto,
	      fires 3-round bursts in V.A.T.S)

Even though we found the Perforator first, the Infiltrator is the
normal version of this gun. An Infiltrator is a mix between a
Sniper Rifle and an Assault Rifle. It fills the same niche as the Scoped
.44 Magnum, but in rifle form. That said, it's not as powerful as the
Assault Rifle, and certainly weaker than a Chinese Assault Rifle.
However, it makes up for it in versatility. You can use it at mid-range
as a powerful full auto rifle, or use its zoom to snipe. It's fairly
good at range in V.A.T.S., and really fills a niche few other guns can.
In my mind it wins over the Scoped .44 Magnum due to its ability to
fire continuously, giving it a certain spray and pray advantage that
the Scoped .44 Magnum doesn't have. Also, it uses the cheap 5.56 ammo,
which is a great improvement over the Sniper Rifle and the Scoped .44
Magnum.

<---------------------------------------------------------------------->
***QUESTS***
Free Labor

21) When you exit the Hole a Pitt Raider named Krenshaw will show up and
speak to you, telling you that Ashur wants to meet you. Loot the
footlocker in the room to recover the gear that Mex confiscated earlier.
Leave the fenced-off arena area and head past where Marco is to find a
man named Hammer standing in front of a now-opened gate. Continue past
him through the gate, up some stairs to the east, and exit to Uptown.

Uptown
o======================================================================o
22) Head east, then north up a ramp. In Uptown is where you'll find the
more charismatic-and unique-Pitt Raiders. Talk to them to get a better
understanding of how things work in the Pitt.. you know, the other side
of the story and all that. A Pitt Raider named Lulu will give you some
food if you talk to her (and ask for it)and Phantom will give you some
Rad Away. There are also some elevated areas in Downtown you can reach
now, which includes Friday, who will sell you guns, ammo, and armor,
and Harris who sells alcohol, drugs, and food. Of course there's also
plenty of alcohol and drugs around, most of which coun't as stealing.
You can also go explore the Abandoned Apartments, which contains some
valuable loot including a unique Chinese Commando Hat 'Hat of the
People', and a Nuka-Cola Quantum. In my mind, however, this place is
more designed for lower characters who might need the wealth within to
survive the Pitt. In all there's a lot to see and do.. but most of it
isn't worth covering. Make your way to Ashur's palace on your own time.

Haven
o======================================================================o
23) Continue past the metal sculpture of a chained human to discover
Haven and enter the door leading to the Haven Entrance. Head east up
some stairs and take an elevator up to Haven. Continue west where you'll
find Krenshaw and Ashur talking. After they're done talking Ashur will
approach and initiate dialogue. If you pick the third option, you'll
start a fight. Pick options #1 or #2 to continue the dialogue, where
he'll ask you if you know Wernher. Regardless of what you say you'll
find out that Wernher was Ashur's second in command, but fled after a
failed coup. Which makes one wonder if Wernher wants to help the slaves
because he's a good guy, or if he just wants to get in power, and is
using the slaves as a means to his end? Before the question can be
answered Krenshaw will report that the slaves are revolting. Ashur will
run off leaving you to your own devices. You now how two fundamental
choices, side with Ashur, or side with Wernher. Ashur's a tyrant, but
he at least pretends to have a goal to uplift the Pitt and restore
civilization, do the ends justfiy the means? On the other hand,
Wernher is at least a liar, and at worst an aspiring overlord. Perhaps
we should check out the cure before we make a decision?
<---------------------------------------------------------------------->
24) Go through the door to the south to find Ashur's room. Here you can
hack his 'Turret Control System' Terminal [Hard], and open his safe
[Average]. In the latter you'll find four Diary entries and two Stealth
Boys. The Diary entries are confessions to Ashur's daughter, Marie, so
she'll know who he really was when she grows up, in case something
happens. If anything will shed light on Ashur's character, it's these
tapes. Go back to the room where you met Ashur and head through the
door to the north, where you'll eventually come across a research room.
Search the Research Computer to discover-if you hadn't already figured
it out-that Ashur's daughter Marie is the cure Wernher wants so badly.
Now it's up to you to decide whether to nab Marie and side with
Wernher (Steps 25-28), or leave Marie behind and side with Ashur
(Steps 29-).

***WEAPON INFO***
Steel Saw (Melee Weapons)
Maximum Damage: 39
AP Cost: Very High
Ammo: None
Clip Size: N/A

You may find a Steel Saw on one of the slaves during the rebellion. The
Steel Saw is merely a version of the Auto Axe that hasn't been modified
for combat. As such, it's the weakest of the Auto Axe family.
<---------------------------------------------------------------------->
25) Take the baby and fight your way out of Haven. Once you reach
Uptown you'll be joined in your fight by Pitt Slaves weilding Auto
Axes, who will at least provide you with a distraction. All you
potentially need to be wary of are Raiders with Miniguns, Scoped .44
Magnums, and Sniper Rifles, due to their damage-dealing potential, of
which there are actually quite a few. Make your way back to Midea's
Quarters, where she'll tell you to take the baby to Wernher, who is
hiding in the Steelyard.. which means you need to fight your way
through the Mill. Once at the Steelyard head west to the Wildman
Shack (just past where you found Wild Bill). To the north of the shack
is a door leading to Wernher's Hideout.

Wernher's Hideout
o======================================================================o
26) Wernher will approach and iniatiate dialogue. He'll take the baby
and reveal the last part of his plan: to allow the Trogs to kill the
remaining Pitt bosses in Uptown. All you need to do is shut off the
floodlights and the Trogs will do the dirty work.. what's left of it,
anyways, for you. If you use [Black Widow] you can convince Wernher to
give you some ammo. In any event, he'll give you the Power Plant Key and
a Stealth Boy and send you off on your merry way.

Pitt Underground
o======================================================================o
27) Head back out into the Steelyard and travel to the Supply Plant.
From there head north until you deadend at a train tunnel filled with
debris. Find a barrel with a fire inside of it, nearby will be a
'Sewer Entrance to Pitt Underground'. What we have here is a linear trek
through a Trog-infested building. There's minor loot to be found, a
few Frag Mines (even a pair of tricky ones hidden under traffic cones)
but nothing that warrants an in-detail description. Make your way
through the area until you find the 'Uptown Floodlight Controls'
terminal. Access the terminal and shut off the floodlights. When that's
done continue on through the door to Uptown.
<---------------------------------------------------------------------->
28) Now Uptown is crawling with Trogs, which makes it only slightly
more inhospitable to us than it was the last time we were here. Now
would be a good time to use your Stealth Boy. Around the corner you'll
find Ashur, whom you can kill and loot for his unique Power Armor. Now
you just need to make it back to Midea. As you go the floodlights will
falter and Trogs will show up. It's possible to kill all the Trogs and
spare a Stealth Boy.. it's not even difficult to do so. Either way,
once you get near Midea's Wernher will talk to you, congratulating you
on a job well done. This completes the quest 'Free Labor', and earns you
the Booster Shot Perk, which increases your Radiation Resistance. You
can now do two more freeform 'quests'. Bring Scrap Metal to the Ammo
Press in the Mill and you get create your own ammo. Also, Midea wants
Teddy Bears for Marie, for which she'll pay you 30 Caps a piece.
<---------------------------------------------------------------------->
29) Once you exit Haven Pitt Slaves will show up and begin attacking the
Raiders with Auto Axes. You'll be given the mission to find out where
Wernher is hiding from Midea. I prefer to let the Raiders and the Slaves
fight it out.. more to loot later and all. Besides the Raiders have
everything well in hand. After all, you are the muscle Wernher needed to
ultimately succeed. Talk to Midea and succeed at a Speech check to get
Wernher's location.. or kill her and take the note 'Wernher's Note to
Midea' off her body. Either way, you're heading to the Steelyard.
<---------------------------------------------------------------------->
30) Once at the Steelyard head west to the Wildman Shack (just past
where you found Wild Bill). To the north of the shack is a door leading
to Wernher's Hideout.. it'll be guarded by a Pitt Slave, so you'll know
when you're there. Inside, Wernher will immediately go hostile. At a
low level he might be challenging, with his high health and Scoped .44
Magnum, but by now he's just another enemy, no more threatening than an
Enclave Soldier or Talon Company Mercenary. Kill him and grab the
Power Plant Key, which you can now explore.. if you want (Read Step
#27). Otherwise head back to Ashur. Don't be afraid to use your World
Map and fast travel, either. Yeah. You can do that.
<---------------------------------------------------------------------->
31) Ashur will congratulate you, and is generally optimistic.. if
conservative.. about the future of the Pitt. Notice that he says "Now
that we have Marie back.." I wasn't aware she went anywhere. Anyways,
ask for a reward and you'll be given the Booster Shot Perk and you will
get access to the Ammo Press. You can also give Sandra toys (Teddy
Bears) for Marie at a rate of 30 Caps a pop.

You might be wondering which choice to make? Regardless of what you do
you'll get the Booster Shot Perk, access to the Ammo Press, the ability
to bring in Teddy Bears for 30 Caps each, and continued access to the
Steelyard and the associated rewards for collecting Ingots.. in case
you somehow don't have 100 already. So what's the tie breaker? Siding
with Ashur is much easier. You don't have to fight hordes of Pitt
Raiders and Trogs, and you don't have to go through the Pitt
Underground. You just march on straight to Wernher and you're done. On
the other hand, killing all those Pitt Raiders means you get to loot
all those Pitt Raiders, and stealing from Uptown will be much easier
once they're dead. If you side with Wernher, you get to kill more,
loot more, and style yourself the 'Lord of the Pitt', although it has
no real meaning, since Wernher runs the day-to-day affairs. You also
get Ashur's Power Armor, which.. well, it's unique. On the other hand,
it involved kidnapping a baby and siding with a liar and a schemer over
a cruel, but well-meaning tyrant. As far as I'm concerned, Ashur has
the moral high ground, and Wernher.. well, you'll get to cause more
carnage and score more loot by siding with the latter. Neither choice
sounds good? That's why it's called a moral dilemma.

WarMECH notes:

Regarding siding with Ashur: I did not find Werner immediately hostile
when I went to kill him, though my gun was holstered. He initiated a
conversation that allowed for a speech challenge that would allow him
to leave peacefully after a brief verbal railing against everyone in
particular. Of course if he leaves, he takes the Power Plant key with
him.  Also, siding with Ashur does not mean forsaking his specialty
armor. I remember reading somewhere that if you plant a fully repaired
Tesla armor, he would wear that and his would be available to steal.
After some investigation on my own, I've found that you can plant ANY
form of power armor as long as it is repaired to about 80% to achieve
this effect. After hostilities conclude, plant it, exit his office area,
return, and he should be wearing the new gear. Oddly enough, it does
give bad karma even in planting the replacement.

You can buy Power Armor from Friday in Downtown if you want to steal
Ashur's Power Armor. -N
<---------------------------------------------------------------------->
32) Now you're done with the Pitt, although there are still places to
loot. Sure, there's not many unique things lying around, but there's
more alcohol and Jet than you can shake a stick at. In particular search
the Abandoned Apartments in the Uptown area, where you can nab a
Nuka-Cola Quantum and a unique Chinese Commando Hat, 'Hat of the
People'. It's in a room behind a locked [Very Easy] door. Search under a
bedside table to find a floor safe [Average], within which you'll find
the hat in question. Also, if you don't care about karma you can go
tattle little secrets to Brand over at the Mill. Even though everything
is resolved, he'll still give you Stimpaks for your trouble. Grab as
much loot as you want from the Pitt, make ammo on the ammo press, and
trade Teddy Bears for Caps to your heart's content. When you're done,
it's time to get ready to take on Operation: Anchorage.

The Ammo Press in the Mill can produce ammunition from Scrap Metal, or
it can convert one type of ammo into another. This only applies to
'standard' ammo, such as 5mm, 5.56mm, 10mm, .308, .32, .44, or Shotgun
Shells. There's always the chance of loss involved, so when pressing
large amounts of ammo you might want to save/load until you get good
results. Also, since you can sell Scrap Metal to Walter for better
relative prices than you'd get from pressing the Scrap Metal, you
should probably just stick to converting ammo. Turning more common ammo
into less common ammo will give you a lower rate of return. For
example, if you can convert 50 10mm Rounds into 51-100 5mm Rounds, or
3-10 .44 Magnum Rounds. As far as the Ammo Press is concerned 5mm
Rounds are the most common, 5.56mm Rounds, 10mm Rounds, and .32 Caliber
Rounds are next in line, and .308 Rounds, .44 Magnum Rounds, and
Shotgun Shells are the most uncommon. Nonetheless, it might not be
a bad idea to convert some generally useless 5mm Rounds or .32 Caliber
Rounds into something more useful, like 10mm, 5.56, .44, or Shotgun
Shells. Below is a list of the coversions from Scrap Metal to ammo,
which should give you a general idea of how the different types of
Ammo are 'weighted' by the Ammo Press.

	o============o==================================o
	|                Ammo Press		       	|
	o============o==================================o
	|  Material  |       Ammo Production		|
	o============o==================================o
	| Scrap Metal| 	11-25 5mm Rounds		|
	o============o==================================o
	| Scrap Metal|	4-10 5.56mm Rounds		|
	o============o==================================o
	| Scrap Metal|	4-10 10mm Rounds		|
	o============o==================================o
	| Scrap Metal|	3 or fewer .308 Rounds		|
	o============o==================================o
	| Scrap Metal| 	4-10 .32 Caliber Rounds		|
	o============o==================================o
	| Scrap Metal|	3 or fewer .44 Magnum Rounds	|
	o============o==================================o
	| Scrap Metal|	3 or fewer Shotgun Shells	|
	o============o==================================o

Operation Anchorage						{WLK044}
o======================================================================o
Sequence of Events:
		1) Aiding the Outcasts
		2) Bailey's Crossroads Metro
		3) Bailey's Crossroads
		4) Breaking the Super Mutant Siege
		5) Outcast Outpost
		6) The Simulation
		7) Awakening in Anchorage
		8) Anchorage Cliffs
		9) Securing the Sniper Rifle
		10) Claiming the Chinese Assault Rifle
		11) To the Cave Outpost
		12) Getting the Gauss Rifle
		13) Intel #1
		14) Intel #2
		15) Chinese Artillery Outpost/Intel #3
		16) Intel #4
		17) To the Artillery Storage Room
		18) Chinese Dragoons
		19) Artillery Overlook
		20) Command Tent
		21) The Trainyard/Intel #5
		22) More Snipers..
		23) The Listening Post/Intel #6
		24) Chinese Forward Base Delta
		25) Intel #7
		26) Spider Drones
		27) Chimera Armor Depot/Intel #8
		28) Battlefield Trenches/Intel #9 and Intel #10
		29) A Well-Earned Reward

1) Merrily return home and re-equip yourself. You won't be able to use
your gear in Operation: Anchorage, but you still need to reach the
Outcasts. Bring what you want, but you might want to travel light to
avoid unnecessary trips back and forth. When you're ready pop on the
'Outcast Distress Signal' and head to the Red Racer Factory. From here
head south until you find a door leading to Bailey's Crossroads Metro,
which is just south east of a debris-covered metro entrance.

Bailey's Crossroads Metro
o======================================================================o
2) Make your way through the metro, killing what few Ghouls there are
to kill. There's some loot to be found, especially if you search ground
floor when you reach the large, central metro hub room. Ultimately
you'll reach Bailey's Crossroads.

Bailey's Crossroads
o======================================================================o
3) When you emerge you'll hear the sound of furious fighting, as
Brotherhood Outcasts desperately fight against encroaching Super
Mutants. Help the Outcasts (or let them die so you can steal their
stuff) and exterminate the Super Mutants. At the top of the stairs you
will be introduced to Defender Morrill. Hopefully you haven't grown
soft in the Pitt, because the Super Mutants here are back in full form,
including Super Mutant Overlords. Head north into an open area, then
go west up a hill of rubble, and south into a building.
<---------------------------------------------------------------------->
4) The building is, itself, crawling with Super Mutants, ranging from
normal Super Mutants armed with Nail Bats to Super Mutant Overlords with
Gatling Lasers.. depending on your level. As you make your way in some
Brotherhood Outcasts will start trouble on the other side. This will
give you the ability to flank the Super Mutants and cause them some
grief.. or let the two sides battle it out. Make your way through the
building to the south, looting and killing as you go. When you emerge
on the far side, you'll quickly discover the Outcast Outpost.

Outcast Outpost
o======================================================================o
5) Continue on to the Outpost and more Super Mutants will spawn in the
building behind you. Either head onward to the Outpost or backtrack and
clear the new Super Mutants out of your building. Chances are Defender
Morrill won't be alive anymore, but if he is he should talk to you when
you get near the Outpost. Head down the elevator, Morrill or no. Two
Outcasts can be overheard talking about the unaccounted for person
riding the elevator. If you have problems with the elevator, simply hit
the electrical switch to ride back and up and try again. I know I have
had the gate outside of the elevator fail to open before. Head outside
the elevator to meet Defender Sibley, who isn't the nicest of fellows.
Play nice and he'll take you to meet the boss, Protector McGraw. Long
story short, the Outcasts are trying to get at some goodies here.
Unfortunately said goodies are locked behind a blast door they can't
open. In order to open it, you need to complete a VR simulation of the
liberation of Anchorage: Alaska. Why you? Because you have a Pip-Boy,
which has the computer interface the Outcasts need. Before you head on,
you may want to loo the place. The Outcasts don't mind if you take their
stuff, and there's more than enough to fill up your inventory. Across
the hall behind a locked [Easy] door you'll find a rather dead Gary 23.
His mutilated arm suggests the Outcasts tried to remove his Pip-Boy at
some point.
<---------------------------------------------------------------------->
6) When you're done looting and messing around, go find Specialist Olin.
She'll gruffly give you a Neural Interface Suit and tell you to get in
the Simulation Pod. She could really do with some lead asprin. Make a
new 'safety' save in case something goes wrong with Operation:
Anchorage and get into the Simulation Pod. You are now commited to
completing this expansion. None of your gear gets to go with you in the
simulation, but if you were a killing machine outside of the sim,
you'll be a killing machine inside.. you just need to get more tools of
the trade.
<---------------------------------------------------------------------->
***QUEST***
The Guns of Anchorage

7) You'll be awakened by Sergeant Benjamin Montgomery, who will tell
you the score. Your job is to disable the Artillery Guns on the
mountain. Your gear is the rather protective Winterized Combat Armor,
Winterized Combat Helmet, a Trench Knife, and a Silenced 10mm Pistol.
These weapons just won't do! Ah well. Benjamin will climb off, leaving
you to your own devices. Congrats, you're in the army now! The job of
choice for thousands of high school underachievers and misguided
patriots! God bless the ol' U.S. of A! It's time to kill some Commies!

Anchorage Cliffs
o======================================================================o
8) Sneak over to the east a bit to discover the 'Cliffs' location, for
what good it does you. Keep going until you find your first Chinese
Soldier. Dispatch him with your Trench Knife to keep low profile. Don't
worry if his body falls off the ledge, it's not like you can loot them
anyhow. Nearby you'll spot a goofy red 'Health Dispenser'. This is how
you will keep in tip-top shape during Operation: Anchorage. Just return
to one when you need healing and you're good to go.
<---------------------------------------------------------------------->
9) Head to the north west and go up some stairs, then turn north and go
over a bridge, smiting any Chinese you find along the way. When you
reach the far side of the bridge turn east and head up more stairs to
eventually reach another landing. You now can go west or east. First go
east down some stairs to score a Sniper Rifle and find another Health
Dispenser. Now go west into a building, killing the Chinese therein.
<---------------------------------------------------------------------->
10) You will now find a Chinese Assault Rifle, some Frag Mines and Frag
Grenades, and an Ammo Dispenser. Your ammo, if you noticed, is set at
certain amounts by weapon type. You don't pick up more ammo from the
dead, so this is your only way to replenish your ammo. You now have a
melee weapon, a mid-ranged rifle, and a long-ranged rifle.. as well as
a puny pistol. The point is, you now have options.
<---------------------------------------------------------------------->
11) Head west to go back outdoors and crawl along a building and onto a
large pipe. If you go north up a ramp you can find a Stealth Boy, which
you are probably supposed to use to assist getting over the pipe to the
south. Either way, make your way south over the pipe, then head up some
stairs to the north. The stairs will double around and you'll eventually
end up on top of the building on the southern side of the pipe. Continue
up some more and you'll find a door to 'Cave Outpost.'

Cave Outpost
o======================================================================o
12) Continue forward until you reach a cavern, where you'll see an
unfortunate paratrooper get killed by some Chinese Soldiers. Explore the
south eastern corner of the room to find an ammo depot, which includes
another Chinese Assault Rifle, some Frag Mines, Frag Grenades, some
Microfusion Cells, and Health and Ammo Dispensers. On the floor
underneath where the Paratrooper was you'll find the Gauss Rifle.
Continue more or less to the north, up stairs, up ramps, and through
a building. Eventually you'll come to a room where a Chinese Soldier
will fall from the ceiling, cause of death: Sergeant Benjamin. The way
back into the caves is now sealed, so head through a door to the east
to return to the Cliffs.
<---------------------------------------------------------------------->
13) Head north until you reach a platform, waxing some Chinese Soldiers
as you go. On the platform you can now contine north, or turn south and
go down some stairs. Go south first and cross a pipe to the shelter
beyond. Inside you'll find a door [Very Easy] leading to a Field
Storage room. Inside you'll find a note 'Holotape - Bombardment', a
Chinese Terminal, and an 'Intel' suitcase. Return to the western side
of the pipe and continue your trek to the north.
<---------------------------------------------------------------------->
14) Continue north until you cross a bridge to reach a platform near
another shelter. Immediately across the bridge is another Field Storage
room behind another locked [Very Easy] door. And again, you will find
a case of Intel inside. After you're done grabbing the Intel head
outside again and cross a bridge to the west to reach the shelter.
Inside you will find another Ammo Dispenser, along with some Microfusion
Cells and explosives. Continuing to the west will provide for two
options. You can cross a long bridge under fire from bunkered Chinese
defenders, or you can go through a door leading to a 'Cave Passage'. The
Cave Passgae will take you up to some high ground north east of the
bunkers. Either way, rush the bunkers and kill the defenders. You'll
discover the Artillery Overlook Entrance, for what good it does you.
Head inside the Chinese Artillery Outpost.

Chinese Artillery Outpost
o======================================================================o
15) Head into the large room to the north and proceed to go east up a
ramp. Kill some Chinese Soldiers and continue going east until you can
go no futher, from here turning north to discover a table full of loot,
including a Sniper Rifle, two missiles, a Frag Mine, some Microfusion
Cells, and an Ammo and Health Dispenser. Head up the stairs to the north
and go through a doorway to the west to discover another locked [Very
Easy] door, beyond which you'll find the 'Holotape - Invasion', a
Stealth Boy, and another case of Intel.
<---------------------------------------------------------------------->
16) Head back to the west and travel north as far as you can go until you
come across another loot-friendly table. Nearby is also a Terminal
[Very Easy] which opens a door [Very Easy]. Inside are two Frag
Grenades, an 'American Artillery Protocols' Terminal, and another Intel
suitcase.
<---------------------------------------------------------------------->
17) Go up some stairs to the east and you'll find two more Frag Grenades
and another Health Dispenser on a crate. Continue east as far as you can
go before turning north and heading through a room full of artillery
shells. Go up some stairs and through a door to the west, turning north
to find another [Very Easy] door. Inside you'll find the 'Holotape -
Overrun'. Turn around and head to the south, go around a corner, through
a room, and up some stairs to the south. Here you'll find another ammo
and health depot.
<---------------------------------------------------------------------->
18) Make your way east into another room full of artillery shells, then
turn north into a warehouse.. needless to say, the Chinese aren't short
of artillery ammo. Some Chinese Dragoons will drop from the ceiling and
go invisible. You can't V.A.T.S. them while they're cloaked, but you can
spot them manually if you keep your eye open. Once the Dragoons are
eliminated head up onto the railing and go through an elevated door to
the north. Go up some stairs and grab another supply depot before
heading out the door leading back to the Artillery Overlook.

Artillery Overlook
o======================================================================o
19) Now that you're outside you've got a pretty simple mission, blow up
the three artillery guns pounding your allied troops. Head over to the
north where you'll find one artillery cannon. Kill the Chinese Soldiers
in the bunker and proceed to plant the bomb. You now have 20 seconds to
get outside the blast radius. Do so by continuing to the east up some
stairs and proceed to the second artillery cannon. Plant the second bomb
once all Chinese opposition has been silenced and head up a path to the
east, south east to find the third and final piece of artillery. Once
this one blows the screen will white-out on you, and you'll appear in
front of General Chase.

Command Tent
o======================================================================o
***QUESTS***
Paving the Way

20) Chase will give you your next objectives in Operation: Anchorage.
You need to destroy two fuel tanks at a Chimera depot, clear out a
listening post, and lastly, overload a pulse field. Wee. Talk to
Lieutenant Morgan to find out more info about your targets. Once you
are done you can grab some Psycho lying about, and play with the
terminals. Use 'Patterson's Terminal' to set up your strike team to
take on mission with you. You can choose to bring an Infantryman, a
Grenadier, a Missile Unit, a Sniper, a Mister Gutsy, and a Sentry Bot.
Frankly, however, I prefer to go alone. You should also visit the
'Requisition Terminal' and pick from one of four weapon loadouts,
the 'Fire Team Package', which consists of an Assault Rifle, a Combat
Knife, and 12 Frag Grenades, the 'Close Assault Package' which will
deploy you with a Power Fist, a 10mm Pistol, a Combat Shotgun, 8
Frag Grenades, and 8 Frag Mines, the 'Sniper Package', which consists
of a Sniper Rifle and a 10mm Pistol, and finally the 'Heavy Weapons
Package', which contains a Missile Launcher and a 10mm Submachinegun.
I generally take the Close Assault Package, but the Heavy Weapons
Package comes in handy once in a while. Grab the 'Holotape - I'm Okay'
and leave the tent. To the east you will find the Quartermaster. Succeed
at a Speech challenge and he will give you a Gauss Rifle and 8
Microfusion Cells. Also, be sure to pick up whatever package you chose.
You can get as much ammo as you please from the Ammo Dispenser in this
tent as you need it.  If you head west you'll find the medical tent.
Talk to Doctor Adami to get some more Psycho. There's also a Health
Dispenser inside, if you ever need to use it.
<---------------------------------------------------------------------->
21) Go north to leave the base and once outside make your way to the
east. Continue on until you reach some boxcars, where you'll see a
soldier play chicken with a sniper and lose. Beyond the train there are
two snipers and a Chinese Launcher who have eyes like hawks. Frankly,
just using the Gauss Rifle is good enough to get rid of them. Even if
you don't kill them outright, shooting them once with the Gauss Rifle
will likely knock the snipers off their high ground. In the ruined
building to the south east you'll find another Chinese Launcher, as
well as an ammo depot. Near the doorway you entered the house you'll
find another case of Intel on a wooden crate.
<---------------------------------------------------------------------->
22) Leave this house and head north east to find some stairs leading
to.. another ruined house occupied by Chinese. Kill them all and free
a captive American Soldier before heading through a doorway to the
north. Continue north until you come into a more open area with some
crates lying around. It would be advisable for you to not run in, as
there are four cloaked snipers just waiting for you to get into the
area. Use your V.A.T.S. button to sniff them out, or find them
manually, then counter-snipe them with the Gauss Rifle. Continue to
the north east and turn the corner to the north to spot the Listening
Post. It's guarded by several Crimson Dragoons, and all things told,
it's probably better to get their attention, then backtrack around the
corner. It sure beats running through Chinese Assault Rifle fire.

Listening Post
o======================================================================o
23) Head up into the Listening Post, where your mission is to kill any
and all Chinese troops you find. Go into a room to the west and grease
a Chinese Technician and a Crimson Dragoon. Go through a doorway to the
north and kill the cloaked sniper in the eastern corner. Now go west
up some stairs and into another room with three more Crimson Dragoons.
There's also an Intel suitcase on a shelf on the ground floor. Go
upstairs and through a door to the north, then turn west and follow the
passage until you come to a room. Inside are three cloaked snipers, and
a much-needed depot. Go through a door to the east and follow the
passage until you reach another room. Inside are two Crimson Dragoons
and another technician waiting to be slain. Go through a door to the
south and back to Anchorage. Clear the roof of cloaked folks and you'll
be whisked back to the Command Tent.

Chinese Forward Base Delta
o======================================================================o
24) Huzzah, one down, two to go. Leave the tent to see three soldiers
pose for a reporter, who takes the iconic photograph that later becomes
the statue on top of the Anchorage War Memorial. Head back outside of
the back and head north west this time. You'll eventually discover the
Chinese Forward Base Delta, which consists of numerous tents occupied
by Chinese Soldiers. Still, at least you can see these ones. Kill the
Chinese and head into the camp. Pass through a tent to the west,
activate a 'Chinese Terminal', and grab the loot lying around.
<---------------------------------------------------------------------->
25) From the tent head north west through another section of the
Chinese camp. This time they've got guys on watch towers. Yay. Note
the snowmen used by the Chinese as target practice. Priceless. Head
into the stand-alone tent east of the snowmen and grab an Intel case,
continue through the tent to the north east and head north between
two buildings. You will find two American Soldiers being held
prisoner to the east with one Chinese Soldier standing guard. Wax him,
free the prisoners, and grab the ammo lying around before continuing
north.
<---------------------------------------------------------------------->
26) Continue on until you find a clearing with a frozen pond in the
middle. Spider drones lurk about, and will activate and move towards
you if you get too close. They don't do much damage, and aren't
terribly fast, but they can be hard to hit. Continue following the
linear path, mowing down Spider Drones until you reach the Chimera
Armor Depot.

Chimera Armor Depot
o======================================================================o
27) Outside of the depot gates are two towers with an armed guard
inside. Snipe them with the Gauss Rifle and enter the depot. Head into
the depot when they are dead and go into the first building to the
south, which contains all the ammo and health you'll need to route this
place, not to mention an Intel case. Go around searching the entire base
for enemies. If you run across a Chimera tank, you'll find that it can
be fairly easily disabled with conventional firepower, so long as you
don't get too close. In the south western corner of the base you'll find
another building with loot inside. When you're ready to bid the base a
fond 'go to hell' plant the charges on the fuel tanks. Again, you have
20 seconds to clear the blast radius, and again, you'll be whisked
magically back to the Command Tent when you complete your objective.

Battlefield Trenches
o======================================================================o
28) Now only the Pulse Field remains. The Close Assault package would
come in very handy for this part. Head out of the base again and head
north, past the barbed wire and straight into the missile fire. You'll
find some stairs leading to a series of trenches shortly. Trenches
might be hell, but you came prepared, right? At the first Health
Dispenser you'll find another Intel case on top of a metal drum. Make
your way through the trenches.. it's pretty linear and there's really
nothing you can do wrong. If it's Chinese, kill it. After a while you'll
exit the trenches and start fighting through ruined buildings. Shortly
thereafter a Vertibird will drop some Power Armored Soldiers to help,
and by help, I mean do all the work. A handful of guys in T-51b Power
Armor with Miniguns is more than the Chinese can handle. They'll stop
when they reach a field cackling with electricity, letting you tackle
one last bunker. After that's down, head east to find a building,
within which you'll find a switch which turns off the Pulse Field, and
on a wooden crate nearby is the tenth and final Intel case. When the
Pulse Field is disabled it'll overload and light up the ground. When the
light show ends run north across the field to see your Power Armored
buddies whip out some Fat Men and blast the defenses. Head through a
door into the Chinese HQ, where General Jingwei will talk to you.
Succeed at a Speech challenge and Jingwei will commit suicide.. or if
that fails, just kill him the old fashioned way. Congrats! You've
liberated Anchorage, Alaska. A winner is you!
<---------------------------------------------------------------------->
29) The simulation ends and you exit the Simulation Pod, where Protector
McGraw will be waiting to congratulate you. Head down the hallway to the
south where the Outcasts will be waiting. Access the 'Secure Access
Terminal' and open the blast door. When you enter the secure room Sibley
will protest the fact that McGraw is going to let you leave with some
loot, and will attempt to mutiny. Smite the treacherous Outcasts and
collect your well earned loot, which includes.. well, pretty much all
the new stuff you saw in the simulation. There's the Gauss Rifle, the
Trench Knife, Jingwei's Shocksword, Chinese Stealth Armor, and
Winterized T-51b Power Armor, which is especially nice since, for some
reason, it has ridiculously high hit points. The Chinese Stealth Armor
will create a stealth field effect around you (similiar to what a
Stealth Boy does) every time you enter Sneak mode. Since it has a fairly
high DR as well, it becomes my armor for the rest of the game.. since I
like sneaking, and while wearing this armor you're almost impossible to
detect. Oh, it also looks cool too. You can repair it with Recon armor,
if the need arises. Another bonus about Chinese Stealth Armor is the
fact that you can wear multiple headgear while the armor is equipped. Of
mundane gear there's a Missile Launcher, 120 Energy Cells, two first aid
boxes, a Mini Nuke, five Frag Grenades, two Frag Mines, a Pulse Grenade,
two Pulse Mines, a Plasma Grenade, a Plasma Grenade, a Chinese Assault
Rifle, 70 Electron Charge Packs, 70 Microfusion Cells, 25 Flamer Fuel,
and two Missiles. Last, and perhaps least if you've been following this
guide strictly, you automatically get Power Armor Training by completing
this simulation. Now it's time to go challenge Point Lookout.

***WEAPON INFO***
Gauss Rifle (Energy Weapons)
Maximum Damage: 110
AP Cost: High
Ammo: Microfusion Cell
Clip Size: 1 (1 round/shot)

Another former Fallout 2 weapon making its way over to Fallout 3, the
Gauss Rifle has.. changed. Formerly it was a Small Gun, now it's an
Energy Weapon.. Anyways, the real story is.. this gun is kinda buggy in
Fallout 3. Sometimes it'll hit an enemy and do no apparent damage at
all. It also is fond of knocking enemies down, and once knocked down
your chances of hitting them again in V.A.T.S. is nil. So, it's a snipe
only non-V.A.T.S. weapon. I just can't be bothered to bring it along
with me. It's a shame, too, since it was my go-to gun in Fallout 2.

***WEAPON INFO***
Jingwei's Shocksword (Melee Weapons)
Maximum Damage: 52
AP Cost: Average
Ammo: None
Clip Size: N/A

More than twice as powerful as a normal Chinese Officer's Sword,
Jingwei's Shocksword is simply an awesome melee weapon. It also does
some lingering damage when it hits, for added stabby fun.

***WEAPON INFO***
Trench Knife (Melee Weapons)
Maximum Damage: 23
AP Cost: Very Low
Ammo: None
Clip Size: N/A

The Trench Knife is no better than the Combat Knife, and decidedly
weaker than Occam's Razor and Stabhappy.

WarMech comments on Chinese Stealth Armor

I came to the conclusion that part of the glitchyness of my game came
from donning the Chinese Stealth Armor, and have since adapted to a
play style that does not rely on it. However, I cannot deny that it may
have been an inconvenient set of coincidences that led to that
conclusion. However, that fact that I have been able to simultaneously
equip more than a dozen pieces of headgear while wearing it did not
help in that assessment. The way that works is that you only get the
damage resistance of the headgear the character is visibly wearing in
the game, and Ledoux's Hockey Mask seems to trump all others. Remove it
and usually some power helmet takes over, and DR changes accordingly.
However, whatever status effects the equipment has does stack: if maxed
at 10 Charisma, equipping three headgear with a -1 and two pieces with a
+1, Charisma will adjust to 9. However, the only significant stacking
comes from gaining radiation resistance, if that is worth the cost of
the extra payload.

I have personally not noticed much extra glitchiness from the Chinese
Stealth Armor, save for the fact that the game can occassionally lock up
if you're sneaking (and thus have the stealth field from the armor
active) and go to look at your Pip-Boy. By the way, the Pip-Boy is
under the effect of the stealth field, too, which makes reading anything
on it somewhat annoying while the stealth field is active. Of course, I
almost never wore more than one 'additional' helmet with the Chinese
Stealth Armor, which might be the source of WarMECH's woes. -N

Point Lookout							{WLK045}
o======================================================================o
Sequence of Events:
		1) Catherine's Plea
		2) Traveling to Point Lookout
		3) Point Lookout Pier
		4) House of Wares
		5) Wanted; Person of Interest
		6) Homestead Motel
		7) One Messed-up Motel
		8) The Spy's Password
		9) People's Bank of Point Lookout
		10) Recruitment Station
		11) Warehouse
		12) Swamp Notes
		13) Haley's Hardware
		14) Marguerite's Shack
		15) Truck Wreckage
		16) Turtledove Detention Camp
		17) The Morgue
		18) Trash Heap
		19) Sub Recovery Site
		20) SSN-37-1A
		21) Mission Complete
		22) Calvert Mansion
		23) Chinese Intelligence Bunker
		24) Desmond Under Siege
		25) Bravely Watching Cameras
		26) Sealing the West Wing
		27) The Quick Way Down
		28) Through the Wine Cellar
		29) Sealing the East Wing
		30) One Hell of a Fight
		31) Superior Defender

1) Head over to the Riverboat Landing, which should have appeared on
your map once you got out of vault 101. Remember that? Ah, memories.
It's along the shore south of the Citadel. Talk to Catherine, who
should be wandering around in front of the boat.. provided Mirelurks
haven't chased her off. She'll ask you to go find her daughter, Nadine,
who ran off to Point Lookout after she was bit by the adventuring bug.
<---------------------------------------------------------------------->
2) Now go find Tobar the Ferryman. You can ask him about Point Lookout,
Nadine, and some other topics, but what you're here for is a trip to
Point Lookout. Chances are it'll be less grand than he pretends, but
after crawling through all of D.C., how bad can it be? You'll need to
buy a ticket to cover your trip, and even at level 30 with 100 Barter
it still runs 330 Caps. Of course, I have 150,000+ Caps by now, so it's
not really even an issue. Buy a ticket and rest on the cot on the boat
and select the option 'Travel to Point Lookout'.

Point Lookout Pier
o======================================================================o
3) When you arrive you'll discover your first area in Point Lookout.
Remember, find them all for a tropy or achievement! Talk to Tobar again
and he'll mention some smoke he saw on the way in. You can also get him
to tell you about the House of Wares shop, the Homestead Motel, and the
Coastal Grotto. The obvious pull is towards the mansion.. but we'll
hold off on that bit of questage for now and just have a loot around
the resort town.

House of Wares
o======================================================================o
4) Head to the north east, looting as you please. Just keep in mind that
once you fill up your inventory, you'll need to go back to the Capital
Wasteland to drop stuff off.. which can get costly. Either that, or
stash your accumulated loot somewhere on Point Lookout, and take it all
back in bulk. You'll probably discover Pilgrim's Landing on the way to
the House of Wares. Talk to Panada, who plays a little gypsy act for you
before selling you stuff. You can pretty much buy most of the non-unique
Point Lookout gear from here, so we'll discuss the new weapons.

***WEAPON INFO***
Axe (Melee Weapons)
Maximum Damage: 37
AP Cost: Average
Ammo: None
Clip Size: N/A

It does a fair bit of damage.. as far as Melee Weapons go, and isn't
horribly slow. Still, it's not really any better than a humble
Sledgehammer, and certainly not up to par with the great Melee Weapons
found in the other expansions to date.

***WEAPON INFO***
Double-Barrel Shotgun (Small Guns)
Maximum Damage: 99
AP Cost: High
Ammo: Shotgun Shell
Clip Size: 2 (fires both shots simultaneously)

If you wanted a more.. rustic.. shotgun, this is it. It does absolutely
phenomonal damage, but fire painfully slow. Frankly, I'll just stick to
the Combat Shotgun. Half the damage, twelve times the shots.

***WEAPON INFO***
Lever-Action Rifle (Small Guns)
Maximum Damage: 52
AP Cost: Average
Ammo: 10mm Round
Clip Size: 10 (1 round/shot)

It's not even semi-automatic, being more in-line with the Hunting Rifle,
but it's a powerful and cheap weapon to use. It's essentially a non-
unique version of the Licoln's Repeater. It's not nearly as good, of
course, but if you were to come here early in the game just to fetch
one of these guns, nobody would blame you. Of course, by now it's only
a curiousity, unless there happens to be some unique versions lying
around..

***WEAPON INFO***
Shovel (Melee Weapons)
Maximum Damage: 28
AP Cost: Very Low
Ammo: None
Clip Size: N/A

Surprisingly fast, it does about as much damage as a Baseball Bat, or a
Combat Knife. Yeah, it's not an awe-inspiring weapon, but it can be fun
to thwack a few enemies with a shovel, just to put them in their place.
<---------------------------------------------------------------------->
5) Head west from Panada and turn north when you run out of west. On
the walls to your left you'll find some 'Wanted; Person of Interest'
posters on the wall you can search to get some notes added to your
Pip-Boy. Continue north up some stairs to find the 'People's Bank of
Point Lookout' on your left, which might be worth looting in a bit.
First, however, continue north to discover the Homstead Motel.

Homestead Motel
o======================================================================o
***QUESTS***
Velvet Curtain

6) First things first, lets head into the Homestead Motel Office, where
you can find some room keys (in case you're too lazy to pick the locks)
and a locked [Average] safe in the back under a table with a televison
on it. Leave the motel and head north to find the unlocked door to
Room 1D. Inside you'll find some pretty suspicious stuff, and the
'Safehouse Terminal' on the table just confirms the obvious. After
messing with the terminal you'll get the note 'Contact Tape' and the
quest 'Velvet Curtain' begins. Search the Luggage Case on the bed and
take the 'Locker Key'. Time for you to finish what Dr. Jiang started.
<---------------------------------------------------------------------->
7) Well, I mean, eventually. Continue east to find Room 1G [Average].
Inside you'll find the remains of a deal (or heist) gone wrong. Profit
from their pain and leave. Circle around to the back of the motel to
find Room 1K [Average]. You'll find.. wow. Nothing good happened in
this room. In the bathtub in the back you'll find the Pint-Sized
Slasher mask. What a busy motel!
<---------------------------------------------------------------------->
8) Return to the boardwalk and head east, where you'll find some
footlockers near the closed vendor stalls. Open one of the lockers with
your motel-found key and grab the 'Box 1207 - Spy's Audio Password.'
Now it's time to head over to the bank.

People's Bank of Point Lookout
o======================================================================o
9) Behind the counter are two safes [Average] and [Hard]. After you have
them, search the Loan Officers Desk and grab the note 'Box 1191 -
Password Backup' and play it in the vault to open the corresponding
box. Also play the 'Box 1207 - Spy's Audio Password' to open that box,
too. You'll get some money and drugs out of the former box, and some
money and the note 'Espionage Debriefing' from the latter. Listen to it
and you'll discover that Jiang was supposed to blow up a disabled
surveillance vessel.. you just need to find out what happend to Agent
Yang.. so exit the bank, and head east into the Recruitment Station.

Recruitment Station
o======================================================================o
10) Head into the room behind the counter (to the east) and grab the
Mini Nuke off the desk. Search the 'DIA Officer's Terminal' and read
the 'Field Report - Yang Capture/Transfer', which will inform you that
Wang has been transferred to Turtledove Detention Camp. Loot the locked
safe [Average] and head out. There's one more place of interest around
town before we make the long trek to Turtledove.

Warehouse
o======================================================================o
11) Head east and circle around the buildings to the south until you
find the door leading to the Warehouse. Note the rigged baby carriage
in front. There will be more of them within. Four of them, to be exact,
somebody was apparently having a grand old time creating this baby
carriages of death. Disarm them and loot the shelves along the western
wall. You'll find some drugs, missiles, a Mini Nuke, and plenty of
Abraxo Cleaner and Tin Cans lying around.
<---------------------------------------------------------------------->
12) Now it's time to run to the far northern edge of the map. It's a
bit of an expedition, I know, and there's a lot to see and do along the
way. Still, I prefer to finish this quest before bothering with some of
the more substantial Point Lookout quests. If you have the Chinese
Stealth Armor, you'll be able to sneak right past all the Swampfolk
and Feral Ghoul Reavers.. if not.. just be prepared for some substantial
resistance when you see red threat markers. Don't let the red-neck
mutant look fool you, they're deadly.

Haley's Hardware
o======================================================================o
13) Go north until you find Haley's Hardware. There's plenty of loot
outside of his house, as well as the note 'Holotape Note' in front near
the door talking about some light house lights. Inside there's more to
loot, if you feel inclined to steal anything. Talk to Haley.. who
obviously isn't all right in the head. He certainly has an odd story
for how he started the business. If nothing else, loot the safe
[Average], as it has quite a bit of loot inside.

Marguerite's Shack
o======================================================================o
***QUEST***
A Spoonful of Whiskey

14) Head north and slightly west to find Marguerite's Shack. She'll ask
you to help her out, as she's apparently suffering from 'Orange Fever'.
A Medicine check and a Speech challenge will expose her as a faker, but
even if you don't go that route, you end up at the same place: helping
her brew some tonic. She'll offer you 300 Caps to get her the
ingredients, 10 Refined Punga Fruit or 20 Wild Punga Fruit, 3 sacks of
Yeast, and 6 Fission Batteries. If it sounds crazy, then you have no
idea what crap gets put into some alcohol. Anyways, ask her about fixing
up her still, which she'll pay you 100 Caps (or 200, with a successful
Speech challenge) to do. I won't cover this quest in too much detail..
or any, for that matter. Grab the stuff as you explore Point Lookout
and bring them back to Marguerite. Once done, give it a day to brew, and
you'll get six bottles of Moonshine and 300 Caps.

Truck Wreckage
o======================================================================o
15) Now for a slight detour. Head north east until you find an
over-turned truck. We found a note about this outside of Hadley's
Hardware, and it just won't do to leave it unfinished. Search the back
of the truck to find a Lighthouse Bulb. Obviously, we'll find a use for
this later.

Turtledove Detention camp
o======================================================================o
16) Continue north west until you find Turtledove Detention Camp. When
you arrive a group of Feral Ghouls will attack the robotic base
defenses, and will almost certainly be crushed. With the Chinese
Stealth Armor, I just waited out the fighting, and when the ghoulies
were all dead, I simply sneaked in and disabled all the robots, and
kill the turrets. There are several different buildings in Turtledove,
Bunkhouses A and B, Interrogation Rooms A and B, Administration, and the
Morgue. For quest purposes, you should only be interested in the last
area, but there's plenty of loot to be found in the other buildings, not
to mention on top of the watch towers.

Turtledove Detention Camp - Morgue
o======================================================================o
17) When you get into the Morgue, first kill the Feral Ghousl within.
Once done, loot it of its medical supplies, then search the remains
locker listed 'TD-0181: Yang, Wan' and remove the tooth. Now, just to
leave no stone unturned, head into the northern room and enter the
'Manhole to Septic Tunnel Access.' Re-enact a scene from the Shawshank
Redemption and crawl a quarter of a mile through filth to 'escape'
Camp Turtledove.. and grab the loot along the way.

Trash Heap
o======================================================================o
18) You'll surface just north east of the Trash Heap area. Grab the
ammo boxes and first aid boxes under the bushes near the manhole and
head south west to find the Trash Heap. Brave the heat (or pop a Rad-X)
and grab the more useful junk from atop the trash heap, including an
open safe with a Mini Nuke inside, a pair of first aid boxes, a locked
safe [Average], and a locked safe [Hard].

Sub Recovery Site
o======================================================================o
19) Now you'll notice that our next location isn't exactly.. well, on
land. Of course, a submarine isn't going to sink anywhere we can reach
without a swim, so you might as well just fast travel back to the Point
Lookout Pier. Stash your crap and jump off the boat, swimming to the
south east. When you discover the Sub Recovery Site swim underwater to
find your derilect target.

SSN-37-1A
o======================================================================o
20) After two-hundred years underwater, this sub has seen better days.
The good news is, you don't need to worry about running out of air down
here, although honestly after two centuries under the water, I can't
imagine there'd be anything worth breathing down here, Loot the locked
personal footlocker [Average] and grab the Chiense Pistol and Stealth
Boy off the front terminal before you access the Submarine Operations
Terminal. Initiate the self destruct sequence, then head to the engine
in the back.. electricity and water, good mix.. and activate the 'Self-
Destruct Switch.' Leave the sub and swim like hell for shore!
<---------------------------------------------------------------------->
21) Once the sub detonates your quest log will be updated. Time to
head back to the Homestead Motel. Still, while you're out here, you
might want to head up the hill to the north and discover the Calvert
Mansion. I mean, you're going to need to head here soon enough, why
walk all the way back if you don't have to? Re-enter Room 1D and access
the Safehouse Termianl again, this time clicking on the 'Extration
Details' option. You'll be told to head to.. the Calvert Mansion. Gee,
isn't it a good thing you went and discovered that location when you
were nearby? Grab the Cryptochromatic Spectacles from out of the toilet
tank and fast travel to the Calvert Mansion.

Calvert Mansion
o======================================================================o
22) Head to the greenhouse west of the entrance to the mansion. Inside
you'll see four pedestals with urns on top, each with a different number
of stripes on them. Remember the password you were given? No? Good thing
you have this handy-dandy FAQ then. Activate the pedestals in order,
depending on the number of stripes on each urn as follows: 1, 3, 2, 3,
4, 4, 2. When you do this a hatch leading to a Chinese Intelligence
Bunker will appear near the two-striped urn. Note that you can only see
these stripes if you're wearing the Cryptochromatic Spectacles.

Chinese Intelligence Bunker
o======================================================================o
23) Head down the stairs and tell the password "Seraphim Descending" to
the Protectron. Follow it down some more stairs and flip an electrical
switch to gain access to the room with the 'Extraction Terminal' inside.
Loot the room, as it contains plenty of Chinese gear, but most
importantly, the Backwater Rifle on a shelf along the wall opposite the
terminal. Access the terminal, and predictibly, you'll be screwed over
by the Chinese government. Or rather, Jiang would have been. The room
will flood with radiation and the door will seal. Take the term 'flood'
loosely here. Activate the vent on the floor and, with a measly 30
Repair score, disable it. Along the southern wall, behind some boards
are two Circuit Boxes, which you can disable with a hefty Science score
of 71. If you don't have a Science score that high, you'll have to jump
on the footlocker in the corner of the room, jump on the yellow crate
nearby, and run along the pipes in order to reach a hatch on the
northern wall leading to a 'Runoff Pipe.' Either way, make your way
back to the bunker proper and loot it for all it's worth.. and it's
actually worth quite a bit. There's a number of guns-both Chinese and
Point Lookout varieties, no less than sixteen ammo boxes, and a Mini
Nuke on a shelf. So ends the Velvet Curtain, and our next move should
be pretty obvious.. now that we're standing here, why not explore the
Calvert Mansion?

***WEAPON INFO***
Backwater Rifle (Small Guns)
Maximum Damage: 57
AP Cost: Average
Ammo: 10mm Round
Clip Size: 10 (1 round/shot)

Hello, there. It's a little over 10% stronger than a Lever-Action
Rifle and one pound lighter with no downsides. If the Lever-Action
Rifle was already looking appealing to you, than this should pretty
much seal the deal. Even Lincoln's Repeater will have trouble out-
performing this gun. Especially if you've got a mind for economy of
use.

Calvert Mansion
o======================================================================o
24) When you get near the door, a friendly voice will pop up over the
intercom and demand that you help fight off some Tribals. Well, when
somebody asks nicely.. Head inside and you'll find a Ghoul named Desmond
fighting off a small horde of Tribals. They can be fairly tough..
considering they're armed in what amounts to rags. After the first
group dies, follow Desmond to some monitors, where he'll tell you that
he thinks they're about to breach the inner wall. Follow him to the
west and a wall will promptly explode, and a vanguard of Tribals will
pour forth. Again, they've got a good bit of hit points, but unless
they're armed with Lever-Action Rifles or Double-Barrel Shotguns, they
can't do much damage.
<---------------------------------------------------------------------->
25) Once those Tribals are dead, Desmond will respond to more Tribals
coming from upstairs. Follow him to the north and he'll tell you that
you're on your own, and that he'll bravely watch the cameras. What did
you expect? Go north into a dining room, where Tribal will wisely fall
from the ceiling, break the table, and proceed to attack you. Again,
high hit points, low armor, but if they have a Double-Barrel Shotgun
they're capable of doing damage to you-even in V.A.T.S.
<---------------------------------------------------------------------->
26) Once they're dead, head through some doors to the west and turn
north, going up some stairs. Continue east into a room, where some
Tribals will break through the wall. Kill them and go south through the
breach, loot the open trunk, which has two ammo boxes and five Stimpaks
inside, then head through a door to the west. Continue south, ignoring
the room on your right, turn east, and continue up a hallway to the
south, killing some more Tribals when they come. Enter a large room
to the west and Desmond will inform you that you've found the breach,
beyond the half-destroyed door on the western side of the room. Equip
a gun and shoot the red metal object beyond the door to cause an
explosion that conveniently seals the west wing.
<---------------------------------------------------------------------->
27) Head east into the hallway, where Desmond will show up just in time
to be useless. He'll tell you to follow him.. now we have to seal off
the east wing. Kill the Tribals near the door leading to the east wing.
Desmond will run off again, leaving you to do all the work. Head east,
then go south as far as you can until the floor falls out from under
you. You'll regain composure in the basement. Loot the metal shelves
to your right to claim two ammo boxes and a first aid box, then
continue south.
<---------------------------------------------------------------------->
28) You'll reach a wine cellar, which plenty of wine lying around.
Behind the wine racks you can find some chems. Head to the east and
some Tribals will bash open the door just in time for you to slay them.
Continue up the stairs to the north, turn west, and then south. In the
room ahead of you, some Tribals will again burst through a door, giving
you something to kill, and a clear indication of where you're supposed
to head next.
<---------------------------------------------------------------------->
29) Go through the door the Tribals kindly opened for you and into a
rather nice office. Loot the first aid box on the desk and turn north
until more Tribals show up. Kill them and continue north through the
kitchen. You can loot the storeroom to the north, which has two ammo
boxes and a first aid box inside, and/or continue through a door to
the east. Follow the hallway and go south up some stairs. Continue
south into a room with a pool table in the middle and kill some more
Tribals. In the pool table room you'll find an ammo box, and if you
head through a door to the west you'll find another ammo box and a
first aid box on a desk. Through the door (or holes in the wall) to
the west you'll see another explosive tank. Shoot it and seal off the
east wing. Desmond will show up again through a previously inaccessible
door and beckon you to follow him.
<---------------------------------------------------------------------->
30) Desmond will tell you to brace yourself, as a horde of Tribals
approaches. You might want to take him seriously. Nobody is going to
blame you if you pop some Psycho, Jet, and Med-X here. Of course, if
you use that Chinese Stealth Armor to stay hidden, you can pretty
safely just assassinate Tribals in V.A.T.S. Just keep an eye on your
health and try not to grab the attention of too many well-armed Tribals.
Survive four waves of enemies, and you're gold.
<---------------------------------------------------------------------->
***QUESTS***
Walking with Spirits

31) After the last Tribal is dead talk to Desmond, who tells you he
didn't even really need your help. Typical. Still, talking to him gives
you the Superior Defender perk, which pretty much increases your damage
by five, and your damage resistance by 10, despite what the perk says
it does. Anyways, agree to help Desmond find out why the Tribals want
him dead. He's a jackass, but it's not like you have anything better to
do, eh? This starts the quest 'Walking with Spirits'.

Coastal Grotto							{WLK046}
o======================================================================o
Sequence of Events:
		1) Coastal Grotto
		2) Ghoul Ecology
		3) Talking to Plik
		4) Plik's Safari
		5) Ritual of the Mother Seed
		6) Flooded Sinkhole
		7) Soil Survey Tape #1
		8) Soil Survey Tape #3
		9) USS Ozymandias
		10) Sacred Bog
		11) Ark & Dove Cathedral
		12) Nadine
		13) Tobar's Hobby
		14) Checking in with Desmond
		15) Wrecked Seatub
		16) Jamming the Voices
		17) Siding with Calvert
		18) Siding with Desmond
		19) Calvert Mansion Surprise
		20) Point Lookout Lighthouse
		21) Underground Lab
		22) Level Alpha Security Area
		23) Level Beta Security Area
		24) The Brain Room
		25) A Meeting of the Minds
		26) Blackhall Manor
		27) Religious Intolerance
		28) Ritual Site
		29) Siding with Obadiah
		30) Siding with Marcella
		31) Catherine's Reward

1) I know we all want to march on gloriously onward and finish this
expansion, but by now you should be prepared for detours in this FAQ.
Fast travel to Haley's Hardware and head north across a river. On the
northern side of the river, follow the coast north-east, staying on
the higher ground as you go. Quickly enough you'll be running along the
edge of some cliffs. Your goal: Discover the Coastal Grotto area and
head on inside.
<---------------------------------------------------------------------->
2) Head on down the tunnel until you see Plik. Before talking to the
Ghoul, head through the door to the right to find a little room. Read
Plik's Journal on the table to get the 'Ghoul Ecology' perk, which is
supposed to increase your damage by five against all Ghouls. Instead,
it gives that damage bonus to everything. Wonderful! Grab the Mini Nuke
and whatever else catches your fancy and talk to Plik.
<---------------------------------------------------------------------->
***QUESTS***
Plik's Safari

3) Chat with Plik, who runs a sort of Ghoul safari. It's a bit of a
mistatement, as it's not really a safari as much as it is a death
match. For a mere 1,000 Caps you'll get the joy of fighting Ghouls.
Fortunately, there are also prizes for winning, so we might as well.
Pay the Ghoul, then head through the door to Plik's Safari.

Plik's Safari
o======================================================================o
4) Go across a bridge to find some other esteemed hunters. Odds are,
they aren't getting out of here alive, but they will draw fire for a
while. Activate the switch on the concrete pedestal in the central
area to start the Ghoul onslaught. Feral Ghoul Roamers, Glowing Ones,
and Swamp Ghouls will come out several at a time. If you've got
Chinese Stealth Armor, just stay hidden and kill them all with your
Deathclaw Gauntlet for one hell of an easy win. When they're all dead
your quest will update. Talk to Plik and you'll receieve the unique
Axe 'The Dismemberer'.

The Ark & Dove Cathedral
o======================================================================o
5) Well, that was a fun little diversion, but now it's time to head
west and discover the Ark & Dove Cathedral. Activate the intercom and
some fruitloop will tell you that you need to complete the Ritual of the
Mother Seed. Wonderful. Time to head off to find the mother of the Punga
plants, which is, of course, on the other side of the map. Make
industrious use of your time and discover as many locations as possible.

Flooded Sinkhole
o======================================================================o
6) If you're being diligent, you should find the Flooded Sinkhole area,
which is west of Marguerite's Shack. Go up to a mound and head down a
ladder to read the 'Excavated Muck Hole' and grab the note 'Soil
Survey Tape #2'. This will start the quest 'An Antiquated Land', which
provides us with another diversion. Huzzah!
<---------------------------------------------------------------------->
7) Head north past the Trash Heap to find another Excavated Sinkhole.
You'll know you're close when you start to find puddles of bubbling
goo. Yum. Head down the ladder to find the note 'Soil Survey Tape #1'
<---------------------------------------------------------------------->
8) Now continue west past the Jet Crash Site to find a third Excavated
Sinkhole. What will we find down here? Why, the note 'Soil Survey Tape
#3, of course! Once you find this final piece of information, you'll
get an update to the quest, directing you to travel to the USS
Ozymandias. Well, sure, it's on the other side of the map, but what
have you got to lose? Just think of it as an opportunity to disocover
more areas.. or fast travel somewhere nearby.

USS Ozymandias
o======================================================================o
9) Cross the little islands and water to reach the half-submerged USS
Ozymandias and go down the 'Hatch to Belowdecks.' Once there, activate
the 'Bysshe Co. Terminal' and enter the Authorization Codes, then
select the option to retrieve the expedition supplies. Exit the terminal
and access the Expedition Supplies safe near it for some loot and-more
importantly-the completion of the quest. Now it's time to head over to
the Sacred Bog.

Sacred Bog
o======================================================================o
10) Head through the door to the Bog Entrance and through another door
to the Sacred Bog. Once inside you'll find that this area is just a
linear path through swamp water and small islands with the odd Mirelurk
Hunter and Swamplurk along the way. At the end of your path you'll find
one bizarre looking Punga Plant. Activate the Punga Seed Pods and get
ready for a ride. After you recover, head back through the swamp,
where you'll experience some weird stuff.. Once you recover, you'll
notice that you have a rather.. unsightly scar on your head. Hmm.
Return to the Ark & Dove Cathedral.
<---------------------------------------------------------------------->
11) Once you arrive the gate will open and you'll be met by Jimson. You
will recieve the 'Punga Power' perk and gain access to the full
Cathedral. Talk to Jimson to learn about their leader-Jackson, who is
in his 'Cavern of Communion', a hidden location. What are the odds that
we're going to have track this guy down? Pretty good, I'd say. Go find
Croatoa outside, and succeed at a Speech check and he'll hand over his
unique Shovel, the 'Fertilizer Shovel'. Now head on inside..after you
pick as much Punga Fruit from the exterior as you wish.

***WEAPON INFO***
Fertilizer Shovel (Melee Weapons)
Maximum Damage: 31
AP Cost: Very Low
Ammo: None
Clip Size: N/A

It's like the normal old Shovel, but with a bit more damage, and it
deals a fair bit of poison damage.
<---------------------------------------------------------------------->
***QUESTS***
Hearing Voices

12) Inside you can find a woman named Woodrose. More interestingly you
can find Nadine, Catherine's long-lost daughter. She's sane, and more
importantly-a somewhat new coonvert, so she's not completely full of
crap like everybody else. Ask about Jackson and she'll tell you where
he is, and give you a key that'll let you reach him. Not directly, mind
you, but by heading through some ship off the coast and reaching some
caverns under the Cathedral. Wonderful. She'll also fix your scar..
provided you want to get rid of that unsightly gash on your character's
head and get your hair back. She'll tell you to meet her by the
riverboat in a day or two when she finds out more about who sliced you
all up. Lets do that first.
<---------------------------------------------------------------------->
13) Rest, run around, or whatever for a few days, then return to the
Riverboat. Nadine will greet you, and tell you that Tobar is the crazy
slicer, and that she's in charge of his boat now. She'll tell you to go
into the Engine Room (which, as you remember has been locked up until
now) to deal with Tobar and to see the truth. Once inside, Tobar talks
very unbefitting a man in his situation. Afterwards he'll attack you,
leaving you little doubt about what to do next. Kill and loot Tobar,
then activate a 'Familiar Piece of Brain' on the table. So, you lost a
little grey matter, but at least you get your riverboat rides for free
now, courtesy of Nadine.
<---------------------------------------------------------------------->
14) Now that we have more information about the Tribals, lets return to
Desmond-seriously, follow the quest markers, folks. He's pretty
ungrateful (we're surprised, really) and tells you to go find out more
about the leader. So.. head back to the Ark & Dove Cathedral and head
north east to find a Wrecked Seatub.

Wrecked Seatub
o======================================================================o
***QUESTS***
Thought Control

15) Kill whatever Mirelurks you see around and activate the 'Hatch to
Sea Cave'. Go through the sea cave, where you'll see a lot of water and
rocks.. and a few Mirelurks. You don't have to fight a single thing on
your way. Once you get far enough you'll hear someone talking about
defeating Desmond, a jamming device, and so forth. Loot around while the
voice goes on, then when you're done looting, head north up a ramp and
talk to the Holographic Projection. Once the conversation is over the
quest 'Thought Control' will start.
<---------------------------------------------------------------------->
16) Exit via the ladder to surface surprisingly close to the Ark & Dove
Cathedral. Head over to the Calvert Mansion and talk to Desmond, who
will have another mission for you. In order to deal with his ancient
rival he wants you to attach a Cogwave Jammer to the ferris Wheel in
Point Lookout. Simple, eh?
<---------------------------------------------------------------------->
17) So.. head back to Pilgrim's Landing and go north. As you approach
the ferris wheel, Calvert will intrude on your mind and tell you to put
the jammer in the trash compactor instead. And here comes the choice-
to help Calvert, or to held Desmond. Either way, you'll end up doing
mostly the same thing. If you decide to help Calvert, simply go chuck
the Cogwave Jammer into the trash compacter. Your new friend will
congratulate you, and tell you to return to the Calvert Mansion. Again,
since we're going to pretty much end up doing the same thing, and since
Calvert screws you over, lets side with Desmond. If you side with
Calvert anyways.. well, follow the same advice.
<---------------------------------------------------------------------->
18) If you stay true to Desmond (we just like abuse) go up to the
ferris wheel and install the Cogwave Jammer. Once the jammer is in place
Calvert will again intrude into your mind and complain and threaten..
until the jammer blocks him out. Tribals will show up to avenge their
boss, including some assholes on the nearby roofs. Head back over to
the Calvert Mansion once the Tribals are all dead.
<---------------------------------------------------------------------->
***QUESTS***
A Meeting of the Minds

19) When you approach the mansion it'll promptly explode and the quest
'Thought Control' will end. Search your local map to find the entrace
to the Panic Room. Inside is a rather angry Desmond, who will tell you
that Calvert is hiding out at the Lighthouse. Loot the place and head
south of the Calvert Mansion to find the Lighthouse.. you can see it in
the distance. Just try and keep Desmond from getting killed by
Mirelurks and whatnot on your way. That's right, you'll be babysitting
him for the rest of this quest.

Point Lookout Lighthouse
o======================================================================o
20) Inside the lighthouse a door will open on the floor leading to the
Underground Lab area, but first.. lets install that stupid Lighthouse
Bulb we've been carrying around. Climb up the stairs to the top and
exit to the exterior of the lighthouse. Go up some more stairs and
activate the 'Lighthouse Mechanism'. What a good person you are.

Underground Lab area
o======================================================================o
21) Head down a tunnel until you find a room to your left. If you
betrayed him earlier, Desmond will be here, and he'll be none too happy
that you betrayed him. Still, he'll try to make peace with you.. or you
could just kill him. If you didn't betray Desmond, then he's obviously
not going to be there, and your goal becomes keeping his dumb ass alive
through the robots and turrets you'll face throughout this area.
Whether you're siding with Calvert or Desmond, you'll have to fight
your way through this place. You'll eventually come to a room with two
Mark VIII Turrets inside. Hack the Turret Control Terminal [Average]
or just destroy them, then flip the switch near the door on the western
wall to continue on. You might just want to forgo looting the place
until you're done with the quest nonesenese.
<---------------------------------------------------------------------->
22) Continue on through the hallways and smite a Robobrain Sentry you
find-which is considerably tougher than a normal Robobrain. You'll come
to a circular room with another high-powered turret inside. Kill it
and activate the Security Bypass Terminal [Average] and open the locked
door. If you go into the room to the south, you can find the Level Alpha
Security Badge on a table. Once you pick it up a Robobrain Sentry will
pop out of a cubby to the west and attack. Just another way of
accessing the Security Bypass Terminal.. in case your Science isn't
high enough.
<---------------------------------------------------------------------->
23) Continue a short way until you find another Security Bypass terminal
[Average], which needs to be hacked in order to proceed.. or you can
grab the Level Beta Security Badge in the room west of the door. (The
Robobrain Sentry you killed in this part of the Lab also has a Security
Badge.)
<---------------------------------------------------------------------->
24) Either way, go through a room, down a tunnel, kill a Robobrain
Sentry and you'll find another circular room with Turrets. Once the way
is cleared, go through one final door to find The Brain that is Calvert
suspended in a jar in the center of a room.
<---------------------------------------------------------------------->
25) If you sided with Calvert, The Brain will be fairly happy to see
you-of course, it won't matter, as he'll betray you and sick a group
of.. Protectrons.. on you. Smite them, then destroy the container the
Brain is in to complete 'A Meeting of the Minds'. If you're with
Desmond, the two of them will talk and you'll get the option to talk to
Calvert, who will demand you kill Desmond. If you attack the Brain,
Calvert's Protectrons will activate and attack.. which as you can see
above is an inevitability. Attack the tube the Brain is in until is
breaks. After it does, Desmond will celebrate and permit you to loot
the place. A fine idea, that. I prefer to kill Desmond now, just to
show that nobody messes with this Vault kid and lives.. since he's an
irrelevant character from this point on, there's no problem with
disposing of him. Loot the Lab, read the fun little terminals, and
head back to Point Lookout. We've got one more pesky quest to do before
this expansion is done. For a shortcut head west from The Brain's room
through two doors to find a small storage room. You can find the
Microwave Emitter on a workbench in this room, and a ladder to the
outside for a quick egress.

***WEAPON INFO***
Microwave Emitter (Energy Weapons)
Maximum Damage: 73
AP Cost: Average
Ammo: Microfusion Cell
Clip Size: 5 (1 round/shot)

This weapon is deceptively powerful, as it's high maxmum damage is
augmented by an exceptionally high bit of critical hit damage. It's got
a small clip and takes up a moderate amount of AP to use in V.A.T.S.,
so it's reasonably economic. The only problem with this gun is it's
damn hard to tell where it's aiming outside of V.A.T.S.

Blackhall Manor
o======================================================================o
***QUESTS***
The Dark Heart of Blackhall

26) Head back to Pilgrim's Landing and travel north west until you find
Blackhall Manor near the western edge of the map. Enter it and talk to
one Obadiah Blackhall. He'll ask you to get a book for him in return for
some cold hard cash. who could refuse?
<---------------------------------------------------------------------->
27) Leave the Manor and some woman named Marcella will approach you and
tell you that the book you've inadvertantly been sent after is none
other than the Krivbeknih-an evil book. Just because it's a religious
book that differs from her stupid religion, she thinks she has the
right to destroy it. Maybe she's afraid that the Krivbeknih has power
her bible doesn't? Don't let slimly religious nuts tell you to destroy
knowledge because they don't like it! Head over to the Calvert Mansion
and head north to find the Ritual Site.

Ritual Site
o======================================================================o
28) Inside the Ritual Site you'll find a series of caverns that are
apparently uninhabited. There are some side passages where you can
score some extra loot, but aside from running around and grabbing
everything you see, you should find no trouble making it to a rather
grotesque sacrificial alter. Be sure to grab the Ritual Knife that's
kindly stabbed into the corpses head! Behind this alter you'll find a
Ceremonial Lectern. Activate it and take the Krivbeknih, at which point
numerous Swampfolk will spawn and run down to search for their thief. If
you've got Chinese Stealth Armor, you can just sneak out-or stealth-kill
all the bad guys on your way out.

***WEAPON INFO***
Ritual Knife (Melee Weapons)
Maximum Damage: 22
AP Cost: Very Low
Ammo: None
Clip Size: N/A

Yeah, we've seen knives before, and some with comparable damage. But
the Ritual Knife is interesting for one reason: Its AP usage is
surprisingly low. Without any items boosting my AP I was able to queue
nine attacks with it in V.A.T.S., which frankly puts it in a league of
its own.
<---------------------------------------------------------------------->
29) If you head back to Obadiah Blackhall and give him the book you'll
get 1000 Caps. Everybody is happy, right? Obadiah heads down into his
basement and starts doing occult rituals and sacrificing Swampfolk.
If you want to side with Marcella, instead, head to the Disaster Relief
Outpost.

Disaster Relief Outpost
o======================================================================o
30) There are a number of tents here that can be looted, but for
questage, head into Marcella's Tent. The hostile Smugglers outside
aren't a good sign, and sure enough, Marcella is dead inside the tent.
Check her computer for instructions on how to destroy the Krivbeknih,
which requires you to head down to the DUnwich building in the Capital
Wasteland. Your big reward? You get to loot the locked [Very Hard]
safe in her tent for some minor loot. I prefer just to give Obadiah
the book for the 1000 Caps, and pick the locked safe in Marcella's tent
for the double reward. And, I don't have to be part of religious
bigotry. If I feel bad about Obadiah's abuse of power later, I can
always just go back and kill him, too. That's it for Point Lookout.
Finish exploring and finding all the areas if you're concerned about
Achievements/Trophies, then head back to the Capital Wasteland.
<---------------------------------------------------------------------->
31) Talk to Catherine when you arrive, who will reward you for finding
her daughter. It's not a huge reward, but 5 Refined PUnga Fruit and
300 Caps is better than nothing. One more expansion to go before we get
back to the Enclave.

Mothership Zeta							{WLK047}
o======================================================================o
Sequence of Events:
		1) Abducted!
		2) Boy, is My Ass Sore..
		3) Jailbreak!
		4) Archway of Life
		5) Sabotage For Sally
		6) To the Steamworks
		7) Some Help From Sally
		8) Through the Steamworks
		9) Engineering Core
		10) Plan B
		11) Unthawing the Past
		12) Cargo Hold
		13) Research Lab
		14) Engine Room
		15) Maintenance Level
		16) Waste Disposal
		17) General Chase's Overcoat
		18) Rinse, Wash, Repeat
		19) Samurai Sword
		20) Cyro Labs
		21) Small Cyro Chamber
		22) Large Cyro Chamber
		23) Elliot's Squad
		24) The First Generator
		25) Robot Assembly
		26) Alternate Routes
		27) The Second Generator
		28) The Hangar
		29) Alien Horde!
		30) Preparing for the Space Walk
		31) Decompression Chamber
		32) Space walk
		33) Observation Deck
		34) Atomic Pulverizer
		35) Drone Cannon Ex-B
		36) Destabilizer
		37) Experimentation Lab
		38) Biological Research
		39) Death Ray Hub
		40) Death Ray Control
		41) Our Lost Samurai
		42) To The Bridge!
		43) Mothership Showdown

1) At the beginning of the game we got ourselves the quest 'Not of This
World' upon exiting Vault 101. Now that I own the GOTY version of this
game, we'll get on with this quest. Head back to Megaton and drop off
all your non-essential gear. Yep, it's one of those types of expansions,
you only get to keep what you can carry.. well, mostly. I keep only my
Deathclaw Gauntlet and my Chinese Stealth Armor. Once you're ready, head
to the map marker near the Greener Pastures Disposal Site (this is where
you found the Alien Blaster in the original game.) When you approach the
crashed Recon Craft Theta, you'll be beamed up into an alien ship.

Holding Cells
o======================================================================o
2) Watch the cutscene and.. um.. yeah. This is one of the weirder
expansions, folks. When you're done being molested by the aliens you'll
wake up in a cell, where some lady named Somah will chat with you about
your prediciment. At length she'll suggest a breakout scheme-the oldest
trick in the book, in fact. You two are going to fight, and when the
aliens come to break it up you'll pounce on them-good thing your Unarmed
is up to snuff, right? It's not REALLY the oldest trick in the book, I
suppose the oldest would be pretending a prisoner is sick, then jumping
on the guards-but they already did that in Dragon Age: Origins, you
can't expect Bethesda to copy-cat.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #14
Alien Captive Recorded Log #15
Alien Captive Recorded Log #22

3) Agree to fight Somah and eventually a pair of aliens will show up to
subdue you. Pummel them to death and take their nifty Shock Batons. Exit
the cell and another pair of aliens will show up-again, they're not too
strong. You can activate some 'Release Mechanisms' to gain access to
other cells. There's a Rivet City Security guard who isn't very helpful,
but you can kill them for their armor if you don't mind losing some
karma. Continue to the east to find an oval shaped room and activate the
'Controls' to download Alien Captive Recorded Log #15, Alien Captive
Recorded Log #22, and Alien Captive Recorded Log #14.

***WEAPON INFO***
Shock Baton (Melee Weapons)
Maximum Damage: 42
AP Cost: Very Low
Ammo: None
Clip Size: N/A

The most basic weapon in Mothership Zeta is the Shock Baton. It's a
fast, powerful melee weapon that does more damage for its AP use than
nearly any other melee weapon. And it's not even unique!
<---------------------------------------------------------------------->
4) Turn around and explore to the west. In one of the cells you'll find
a dead Enclave Officer, and further on you'll find your first 'Healing
Archway', which will restore some of your health-provided you're injured
below a certain threshold when you walk through it. You won't get too
many chances to sleep, so those will be the best way of restoring your
health without shooting yourself full of Stimpaks.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #1
Alien Captive Recorded Log #3
Alien Captive Recorded Log #12

5) Continue west into another room, where you'll find more 'Controls'
from which you can download Alien Captive Recorded Log #3, Alien Captive
Recorded Log #1, and Alien Captive Recorded Log #12. Head through a
doorway to the south, where you'll find a girl named Sally stuck in her
cell. To achieve this goal, she'll ask you to blow up the generator to
the south. Do this by activating the 'Control' and three 'Core Coolant
Switches' will rise up. Activate all three of them and get away from the
generator and watch it blow!
<---------------------------------------------------------------------->
6) Once the generator is destroyed an alarm will sound. Talk to Sally,
who will claim to have seen a good bit of the alien ship. Accept her
help and she'll crawl into a duct along the floor in the room to the
north. Somah is pessimistic, but Sally comes through, and her ability to
squeeze into small places will prove invaluable throughout this
expansion. Continue west to find a door you can't open yet. Alrighty.
Turn south and enter a side-room and dispose of another alien. Here is
where you'll find your gear, as well as a 'Switch' that opens the door
in the northern room. Continue through that door and on to the
Steamworks.

Steamworks
o======================================================================o
7) Sally will bid you to wait when you enter this level, as aliens
patrol nearby. After a few moments the danger will pass, and Sally will t
alk to you again to formulate a plan to deal with the aliens. After
getting your gear back you should be more than a match for the aliens-
but if you want to indulge the story the operative plan is to give
Sally a grenade, as she can sneak up behind the aliens. Your job?
Distract them. Sneak up to the aliens and Sally should come through,
dispatching all three of them with one well-placed grenade.
<---------------------------------------------------------------------->
8) Sneak opposite the now-dead aliens to the north and turn west. Sally
will warn you that more aliens are coming, and will endeavor to open a
door for you. Note that these aliens are tougher versions than you've
yet encountered, and as a general rule of thumb-shields are not a good
sign. Energy Weapons seem to be the answer, and fortunately they're
abundant.

This level is pretty uneventful-there are aliens to kill and loot to
gather, sure, but there's nothing really essential that you can miss,
and no real 'quests' to complete. So instead of leading you at length
down every hallway and into every room, I'll give you some general
information and let you go at it.

First, aliens with Shock Batons are about to start being joined by
aliens with distinctive new weapons, namely the Alien Atomizer and the
Alien Disintegrator. Once you get your hands on these new weapons, they
will serve you very well against your alien oppressors. That or just
sneak around and smite them with the Deathclaw Guantlet.

Second, look at the walls, as you'll often find shelves filled with
alien junk. Sometimes, however, you'll find actually useful stuff:

Alien Epoxy can be used from the 'Aid' tab of you Pip-Boy 3000, and like
Weapon Repair Kits in Fallout: New Vegas, it'll improve the condition
of your equipped weapons.

Alien Biogel will heal you (HP +30), but you should use Stimpaks
instead, as you'll soon find a way to upgrade it. Even better, just use
Healing Archways.

Alien Crystals come in large and small sizes, and I have to assume they
are just a form of currency. I certainly haven't found another use for
them.

Alien Power Modules are ammunution for the new weapons you'll be
finding. If you've conservative, you can end up with 3000+ by the end
of this expansion.

Thirdly, use Healing Arches to heal yourself as you take damage. You can
modify them to heal more (at the cost of them burning out after several
uses), but why give up unlimited, stable healing?

***WEAPON INFO***
Alien Atomizer (Energy Weapons)
Maximum Damage: 54
AP Cost: Very Low
Ammo: Alien Power Module
Clip Size: 20 (1 round/shot, semi auto)

This gun is fairly powerful (especially for a one-handed energy weapon)
and simply outcompetes both Laser and Plasma Pistols. Unfortunately,
like all alien weapons it's ammo isn't nearly as plentiful as
conventional energy weapons.

***WEAPON INFO***
Alien Disintegrator (Energy Weapons)
Maximum Damage: 92
AP Cost: Average
Ammo: Alien Power Module
Clip Size: 100 (1 round/shot, semi auto)

Somewhere between a rifle and a cannon, the Alien Disintegrator is a
satisfyingly powerful weapon. It's not nearly as fast (in or out of
V.A.T.S.) as the Alien Atomizer, but it's damage per shot makes it an
excellent ammo conserver. Also, with a ridiculous clip size of 100,
you'll really never have to reload in combat.

You can hide in the side room and sneak up the passage to the west to
engage a solitary alien, but my ambition is to kill all the aliens
possible and take their juicy weapons. Sally will guide you around and
ask you not to kill Alien Workers, as they're not bad. Still, they're
annoying, and I prefer to kill them just to get rid of the red-ticks
on my compass and to stop listening to them, karma be damned. Sally will
give you advice throughout the level-trying to steer you clear of
combat, but I tend to only marginally pay attention to her-as I just
said earlier, I want to kill everything. You'll encounter aliens (with
Shock Batons and Energy Weapons, some shielded, some not), Support
Drones-weak robots that only have a melee attack, and turrets along the
way. Note that enemies in this level can respawn after continuing on and
completing some quests. At least, I've had them respawn before after
making my way through most of the Engineering Core (and adjacent areas.)
Continue until you reach the door leading to the Engineering Core.

Engineering Core
o======================================================================o
9) And so the escape continues. Head up some stairs and go through the
door to the right. Near the door leading to the 'Decompression Chamber'
you'll find Sally, whose efforts to use a 'Teleportation Matrix' leading
to the 'Observation Deck' have been thwarted. Obviously the aliens don't
like you running around their ship. Fortunately, there's a plan B.
<---------------------------------------------------------------------->
***QUEST***
Among the Stars

***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #6
Alien Captive Recorded Log #7
Alien Captive Recorded Log #8
Alien Captive Recorded Log #9

10) Go through a door to the south to enter into a large room with
a door at each cardinal direction. Continue south through another door,
as the other doors are inaccessible right now. Welcome to the stasis
room. She'll tell you that you need to get the 'space man' to go outside
(as in, to outer space), which he can do since he's wearing a Spacesuit.
The quest 'Not of This World' ends and 'Among the Stars' begins. Before
you wake 'the guy in armor' and the 'cowboy' up, activate the 'Controls'
to get Alien Captive Recorded Log #6, Alien Captive Recorded Log #7,
Alien Captive Recorded Log #8, and Alien Captive Recorded Log #9.
<---------------------------------------------------------------------->
11) Activate the 'Stasis Controls' and talk to the revived folks,
including Elliott Tercorien, an army medic, Paulson, a cowboy, and
Toshiro Kago, a samurai-what a crew. Now, before we go on, lets address
the obvious-you can kill Paulson and Toshiro for their unique clothes
and gun with no real consequences. Elliott will stay around after the
expansion and give you stuff, so you might as well keep him alive-and
you can get copies of his unique Combat Armor later. Now that we've
covered that, you'll notice the astronaut, Colonel Hartigan, did not
make it. It seems you'll have to don the Spacesuit (which you should
loot from the astronaut), but before your epic spacewalk you'll need to
shut off three generators, which lie in the Hangar, Robot Assembly and
the Cryo Lab. Sally will tell you that the other areas of the ship are
dangerous, and to take of the other adults with you. Toshiro Kago
continues to be useless, but you can get Elliot to travel with you to
the Cyro Lab, Somah will accompany you to the Robot Assembly area, and
Paulson will go to the Hangar Bay. Sally will crawl off and get you
access to all these areas-enjoy the freedom of choosing where to go
first, it's about the only time you'll get such an option in this
expansion.

There are also a few more things your fellow escapees can do for you.
Elliott can convert the Alien Biogel you've been finding (HP +30) into
Adapted Biogel (HP +150), and Somah will repair your gear (for a price).
Despite the cost, she's actually one of the best NPCs in the game, with
a Repair Skill of 75. Note that the Biogel, like any other drug, uses
your Medicine skill to determine its potency.

As another side note, as you kill aliens, gather loot, and explore,
store you ill-gotten gains in the Engineering Core, as you'll be able
to return here often. It might not seem like a big deal right now, but
once you start messing with teleporters, you'll find yourself cut off
from some areas. Bottom line is, if you store your stuff here, you'll be
able to get back to it later.

And finally, near the 'Teleportation Matrix to Observation Deck' you'll
find a Work Bench, should you really need to build something.

Cargo Hold
o======================================================================o
12) Before I run off to search for the generators, I'm going to explore
the non-essential areas first, namely the Maintenence Level, the Engine
Room, and the Cargo Hold. I go to the latter first, as it'll yeild one
awesome weapon to use against the aliens. You'll encounter the typical
enemies, but you'll also encounter the Guardian Drone, a more powerful
robot with a devastating main weapon, which it'll leave behind once
you kill them. Clear the catwalks before making your way to the ground
floor, where you'll find.. well, a lot of junk mixed in with a good bit
of ammo and weapons on the conveyor belt and shelves nearby. Continue
on the conveyor belt until you find some shelves with no less than a
dozen ammo boxes on top. To the east will be some stairs, and east
a little more is a table with 'Raid Underwood's Terminal' [Hard] on
top. Hack it and select the option 'Remote Unlock Safe'. Now head over
to the south-eastern corner of the level to find Underwood's Safe
beyond the disposal chute, mostly buried in some debris. Now that you
have it unlocked, open it and claim the unique MPLX Novasurge.

***WEAPON INFO***
Drone Cannon (Big Guns)
Maximum Damage: 187
AP Cost: Average
Ammo: Alien Power Module
Clip Size: 1 (1 round/shot)

The Drone Cannon is essentially an alien grenade launcher that fires
balls of explosive energy. It bounces off walls and floors, and this
can make it difficult to aim outside of V.A.T.S. Fortunately, it's not
prohibitively slow in V.A.T.S.

***WEAPON INFO***
MPLX Novasurge (Energy Weapons)
Maximum Damage: 94
AP Cost: Very Low
Ammo: Energy Cell
Clip Size: 16

This wonderful gun does stupendous damage, uses ammo that's cheap and
plentiful, and gets off a lot of shots in V.A.T.S. What's not to like?
Well, it fires somewhat slow outside of V.A.T.S. and it eats up two
rounds of ammunition per shot. Still, these are minor gripes for what is
undoubtably the best one-handed Energy Weapon in the game.. or at least
the best one that has a renewable ammo source.

Research Lab
o======================================================================o
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #13
Alien Captive Recorded Log #21

13) You should go explore the Research Lab next, which is a small area
that contains a few aliens and turrets, and another 'Control', which
will get you Alien Captive Recorded Log #13, and later on you'll find
Alien Captive Recorded Log #21. You'll also find evidence of the
alien's rather disturbing veneration of robotic toy horse dolls. Okay..
Return to the Engineering Core and make your way to the Engine Room.
You'll probably have an encounter where your new pals have surrounded a
lone alien. They'll debate on what to do with the critter until Paulson
irrevocably ends the debate. You'll also notice as you explore and
return to the Engineering Core that your buddies will make a mess of the
place. Can't us humans live anywhere without trashing it? Apparently
not, but at least they'll dig up ammo and components while they're
trashing the place.

Engine Room
o======================================================================o
14) This level is populated by alliens, Guardian Drones, Support Drones,
and turrets-pretty much everything you've faced in Mothership Zeta up
to this point (and pretty much everything there is to face, period.)
From the entrance continue along a linear path. Beyond a Healing Arch
you'll find a small room which opens into a larger room which contains
five doors and a 'Control' you can activate and overload a turret to
cause an explosion, or rewire to set as a proximity explosion. Why you
would ever want to do the latter, I have no idea. More importantly, go
through the door to the south east and continue until you find a room
with a container. On a metal object in this room you'll find the unique
Shock Baton, the 'Electro-Supressor'. Score. Make your way through the
rest of the level, killing aliens and their robots and taking their
stuff, safe in the knowledge that if you miss anything, it wasn't
unique.

***WEAPON INFO***
Electro-Suppressor (Melee Weapons)
Maximum Damage: 42
AP Cost: Very Low
Ammo: None
Clip Size: N/A

More powerful and faster in V.A.T.S. than the normal Shock Baton, this
version doesn't have the shock damage the normal types do. Still, I'll
take a faster weapon with more brute damage any day. Note that the
Electro-Suppressor is not affected by the Xenotech Expert perk, while
the Shock Baton is. This brings them to equal damage-the Elecro-
Suppressor is faster, and the Shock Baton deal shock damage being the
only differences.

Maintenance Level
o======================================================================o
15) And onward to the Maintenance Level, which can be accessed through
a teleportation matrix just south of the door to Robot Assembly. This
level is completely unoccupied by aliens, just head west and loot what
containers you can find. In a small room with a garbage-covered floor
you'll find Sally busily tinkering with something on the wall. Talk to
her and when the conversation is over the 'room' you're in will begin
to move. You can look out through a window to the north as you move
through the ship in your little trash lift. At one stop you'll find a
trio of aliens outside the lift. Kill them and Sally will crawl out to
explore. You, however, will go on a little unwanted journey of your own.

Waste Disposal
o======================================================================o
16) After being deposited in a room full of garbage Sally will show up
and continue to be unhelpful. Only one way to go now-through Waste
Disposal. And is this level a mess. Well, first things first, watch out
for the pistons at work throughout, less you be crushed Sonic the
Hedgehog style. Not really, you'll just take some damage, but the threat
is there! That said, head south of the entrance to this level to find a
raised platform with numerous crushing pistons. If you run past them
to the east, you'll find two safes [Very Easy] and [Hard] and a First
Aid Box. Of course, if you were crippled in your fall earlier, this
might not be quite so easy.
<---------------------------------------------------------------------->
17) Follow a relatively clear walkway to the west to find a door,
beyond which lies a room filled with pipes. There's not much for
options in where you're going to go here, just head south-grabbing
another safe [Average] and First Aid Box along the way-until you reach
a door that opens into a tunnel running to the west. Continue down the
tunnel, which thankfully has a Healing Arch along the way. In the room
at the western end of the tunnel will be a Guardian Drone. Some aliens
will also show up behind you, so be on guard. Continue to the north,
where you'll find a walkway that wraps around back south. Watch out for
more aliens along the way, especially a pair of them who have higher
ground. To the east, off the walkway amidst the debris you'll find a
'Military Footlocker' which contains the note 'Anchorage Quartermaster
Shipment' and the General Chase's Overcoat. For some reason, the audio
of the note didn't work for me.. and the overcoat looked like Winterized
Combat Armor. Oh well.. Continue around the walkway into the room to the
south, grab a First Aid Box on the ground and continue up some stairs to
the west.
<---------------------------------------------------------------------->
18) At the end of the stairs you'll find a force door, which Sally is
kind enough to take down for you. Head south into a room with a piston,
which can be disabled by activating a 'Control' and wait for Sally to
take down the next force door before continuing south. Grab the First
Aid Box and the Safe [Hard] and continue into another room with a
piston. This time aliens will attack you while Sally tries to get the
force door down, but two green men with Shock Batons aren't much bother.
Head on into yet another piston-occupied room and repeat the process-
you kill some aliens while Sally messes with the door.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #19

19) Head into another room with pipes and go west through a door to find
a large room with several aliens inside. I swear that at least two of
the aliens got smashed by pistons in my game. Kill them (or let them
kill themselves). There are more in the room to the west (beyond the
force-field projector), but there's a Healing Arch to balance things
out. Before continuing on, make sure you activate the 'Control' and get
Alien Captive Recorded Log #19, as well as the various containers lying
around. Go into the smaller room to the west, and then head through a
door to the south. Go up some stairs and kill an alien trying to harass
Sally, after which Sally will speak to you. Don't indulge her race,
instead just head into a small storage room to the west and loot the
eight First Aid Boxes lying around. Oh yeah, grab the Samurai Sword
on the shelf, too. Wouldn't want to miss that, would we? Take the
Teleportation Matrix back to the Engineering Core and like Sally said-
let's never talk about this again.

Now, if you've done things in order, a pair of aliens should be
attacking your pals. It's nothing they can't handle, however. More
importantly, there will be a Power Fist, Minigun, and a Missile Launcher
lying around the level, along with the usual compliment of ammo, drugs,
and components. If you're an exceptional nice guy or gal, you can give
Mr. Toshiro his Samurai Sword back.

***WEAPON INFO***
Samurai Sword (Melee Weapons)
Maximum Damage: 41
AP Cost: Very Low
Ammo: None
Clip Size: N/A

If you're just infatuated with katana's, well, here you go. Jingwei's
Shocksword outcompetes this weapon in all areas except AP consumption,
but it might just be the fastest melee weapon for its AP consumption..
unless you count the Shock Baton and the Electro-Suppressor, or course.

Cryo Labs
o======================================================================o
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #4

20) Go talk to Elliott Tercorien and ask him to accompany you through
the Cryo Labs. Since I have a buddy in tow, I dispense with my usual
stealth tactics and instead take up the Novasurge. Dispose of the alien
walking around near the beginning of the level and head to the south.
Activate the 'Release Mechanism' before heading back north and going
down some stairs. Go into a tunnel to the south and enter a room with
some human junk lying around, three containers, a Healing Arch, and a
'Control' from which you can download Alien Captive Recorded Log #4.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #2

21) Head back upstairs and go through a door to the west to reach a
central room with a Healing Arch in it. There are two cyro rooms, one
to the north and one to the south, and several aliens that need to be
put down. You can activate a switch on either side of the room to
release some Raiders and Ghouls from stasis. In the southern room you'll
find a 'Control' from which you can obtain Alien Captive Recorded
Log #2.
<---------------------------------------------------------------------->
22) When you're done messing around with the cryo rooms, head down a
tunnel to the west, which will eventually lead to.. a larger cryo room!
Go into the side room to the west instead of the large cryo room to the
north. From here you can activate a 'Switch' which will open several
cryo tubes, unleashing some Raiders and Ghouls on the aliens beyond.
Activate the 'Door Controls' to open the room to the south, where you
can find a few containers and various human loot. Head into the large
cryo room and finish off whatever is still alive within. Head down to
the lower level and loot some shelves on the northern and southern
walls to score some earth-loot. After your orgy of killing and looting,
if you're nearly encumbered you might want to considering heading back
to the Engineering Core to stash you loot. Just a friendly heads up.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #11
Alien Captive Recorded Log #17

23) Continue through a doorway to the north and you'll eventually come
to an observation room where some aliens are dissecting Elliott's
squad members. He doesn't take it well and will activate the 'Switch'
in the room and proceed to attack the aliens. It's his one moment of
bravery in the expansion, and despite his resolution, he doesn't keep
it up. Activate the 'Controls' to get Alien Captive Recorded Log #11
and Alien Captive Recorded Log #17, then grab the human junk on the
benches before continuing on to the north, where two more of Elliott's
buddies are trapped in stasis. Elliott will ask you for advice on what
to do, either get them out of stasis so they can fight the aliens-at
least for a little while, put them out of their misery, or if you
succeed at a Speech challenge, he'll just leave them alone. What ever
you do, do not just leave them there. Whether you choose to put them
out of their misery, let them fight, or convince Elliott to leave them
alone, you're going to want to get your hands on their Winterized
Combat Armor. This can be done by activating the 'Switch' in front of
their pods. If you convince Elliott to leave them alone and then
release them, he'll get pissy, but there's nothing to be done about it.
The best option is to revive them-temporarily. They'll last quite a
while, and will help you clear the Cyrogenic Storage area to the north.
Just be sure to grab their armor when they die. No matter what you do,
Elliott will gather some cyrogenic compound, which he'll put to good
use later. Head through the doorway to the north to continue on to the
next area.

***WEAPON INFO***
Cyro Grenade (Explosives)
Maximum Damage: 11
AP Cost: Low
Ammo: Cyro Grenade
Clip Size: 1 (1 Grenade/Shot)

You gain these explosives by taking Elliott through the Cyro Lab and
Cyro Storage areas, after which he'll create a few every three hours.
Their damage is paltry, but they have good range and they knock enemies
down (by temporarily freezing them.) And I do mean temporarily. They
just don't deal much damage nor do the last terribly long, so they're
not all that useful.

***WEAPON INFO***
Cyro Mine (Explosives)
Maximum Damage: 11
AP Cost: Low
Ammo: Cyro Mine
Clip Size: 1 (1 Mine/Shot)

Like all mines, the Cyro Mine is less useful than its grenade
counterpart, and since I don't think Cyro Grenades are all that useful..
do the math.

Cyrogenic Storage
o======================================================================o
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #16
Alien Captive Recorded Log #25

24) To your west you'll find another 'Control' from which you'll obtain
Alien Captive Recorded Log #25. There are also two Containers in this
room, and through doors to the east and west you'll find Healing Arches,
which will come in handy considering that to the north lies a huge cryo
vault crawling with aliums. Aliums? Isn't that from the Rugrats? Ah,
now I'm showing my age. Continue on to the north and eradicate every
non-human you see. Note the 'Switches' in the room near cyro chambers.
If you activate them, they'll unleash cyrogenic compounds which will
free anything nearby. It's fun, but not all that handy. I simply sneak
around and blast the aliens with my Novasurge, which for some reason is
a very stealthy firearm. Elliott draws all the attention I need him to-
and then some. If you want to shake things up, there are 'Switches' on
either side of the level which will unleash a pair of Super Mutant
Overlords. Two unarmed Overlords aren't going to win against shielded
aliens with high-powered energy weapons, but it's fun anyways. Once
everything is dead search the lower level for alien loot, and the
south west corner for a 'Control' from which you'll recieve Alien
Captive Recorded Log #16. Once you're done looting head back upstairs
and go to through some doorways to the north to find the generator. Same
deal as before, activate the 'Control', then activate the three 'Core
Coolant Switches' to blow the generator. Wait for the generator to blow,
then activate a 'Switch' to activate a Teleportation Matrix which will
take you back to the Cyro Lab.

Head back to the Engineering Core and ditch Elliott. He'll now endeavor
to make you Cyro Grenades and Cyro Mines with the junk he found in the
Cyro Lab, and that itself is enough to recommend keeping him alive. You
will also discover-if you're observant-that Kato has taken off. This
occurs whether or not you give him the Samurai Sword. Oh well. Loot
whatever new crap your friends have dug up, then get Somah to join you
on your journey to the Robot Assembly area.

Robot Assembly
o======================================================================o
25) Upon entering Somah will take it upon herself to start messing with
the unpowered Teleportation Matrix in the room. She'll apparently
succeed-at least she'll succeed in sending herself on a one-way trip
to another part of the level. And she'll also succeed in setting off an
alarm, which will summon several drones for you to deal with. I merrily
sneak behind them and shut them all down. Gotta love Chinese Stealth
Armor and Robotics Expert. After all the enemies are dealt with she'll
implore you to keep looking for the generator while she tries to shut
off the alarm. When you're done talking to Somah and cleaning up her
messes, loot around for some containers and various alien loot on
shelves, one of which carries a hefty number of Alien Power Cells.
<---------------------------------------------------------------------->
26) On the ground floor, continue through a door to the north to reach
another large room. You know the drill, kill all the drones and turrets
and loot the place. Once done, take the Teleportation Matrix to reach
the upper area where Somah is. She'll tell you that the aliens are
closing down the Teleportation Matrixes again, and will helpfully
suggest that you blast your way deeper into the Robot Assembly area.
Loot this upper area before returning to the room you just teleported
from. In the north eastern corner of the room, along the wall past the
assembly line, you'll find an 'Electronics Access Panel'. Activate it
and select the 'Overload Assembly Line' option, the run away bravely.
A section of the wall will conveniently explode, giving you access to
more of the Robot Assembly area. Fancy that.
<---------------------------------------------------------------------->
27) Go through the breach (once more, my friends!) in the wall and head
north along the conveyor belt. In this room you'll find aliens and
Drones, both in and out of stasis. On one of the aliens you'll find a
'Drone Control Device', which you can use to free one Drone from stasis
(at a time) and make them your robotic partner in crime. That or you can
just deactivate them and kill them for their juicy robotic loot. Either
way. After you have the Drone Control Device it's business as usual:
kill the aliens, take their alien loot, and make slaves of their alien
women and children. Well, maybe not the last part, but I'm adamant about
the first two. After your enemies are dispatched and there's no possible
way Somah can do anything but get in your way, she'll show up. Head over
to the east to find the generator you're after. Blow it up, and head
west to find a Teleportation Matrix which will take you back to the
beginning of the level.

That's two down and one to go, and for this last area-the Hanger-you can
get Paulson to accompany you. You can, however, decide to be merciful
and leave him behind. Why is this merciful? Maybe I just suck, but every
time I drag him to the hanger, he gets killed by the swarms of aliens
therein. Take him or not-but head into the Hanger regardless. This time
the loot your fellows will uncover includes a Mini Nuke and a pair of
Nuka-Cola Quantums.

Hangar
o======================================================================o
28) Grab the container near the entrance and continue to the west into
the hangar room. Grab the two containers nearby and head down some
stairs to the south, since a force door blocks your progress westward.
Paulson will comment on the flying saucer and the 'tall shiney things'.
Note that you can activate a Support Drone or a Guardian Drone on the
lower level. Go up some stairs on the southern side of the hangar and
kill two Aliens before turning west. Take down the force door in your
way by activating a 'Control' (this takes down the force doors on both
sides of the level) and continue until you find a room with five
'Pylon Controls', an alien, two containers, two healing arches, two
dormant Drones, and a force door blocking our way to the west.
<---------------------------------------------------------------------->
29) Before you activate the control for the door to the west, make
sure you're prepared. Once you activate the control, an alarm sounds
and a horde of aliens and Drones will come from the eastern end of the
hangar (beyond where the recon ship is docked.) The way the game wants
you to handle this is by activating the Pylon Controls as the enemies
get near their corresponding pylons (Paulson's 'tall shiney things'
mentioned earlier) around the spaceship. This will create a
gravitational field that knocks down, injures, and hopefully knocks
your enemies into the void beneath the ship. Unfortunately, you're
very vulnerable to attack while playing with the controls (hence the
healing arches) and so is Paulson, who doesn't have the good sense to
back up so he can heal. If you're by yourself, you can simply hang out
by the Pylon Controls and kill all the aliens while sneaking. Frankly,
however, I'm a loot nut, and using the Pylon Controls destroys far too
much alien gear for my liking. I hang out in the room with the Pylon
Controls and kill the aliens below. Any that try to come up to my get a
taste of Novasurge. If I get injured (which I will) I use the Healing
Arches. Either way, you can tell you're done when the hole under the
flying saucer seals itself. If Paulson dies.. well, so much the worse
for him, make sure to take his outfit and gun. After the fight is over,
go through the now-open doorway which caused all this trouble, and
blow up the final generator. Also grab the loot off the shelves before
you leave, and loot the rooms east of the alien spaceship (where the
aliens were attacking from earlier). How many aliens did we just kill?
I can't say for certain, but I can count how many weapons I've
collected, which should at least give us a ballpark figure:

Alien Atomizers:	x20
Alien Disintegrators:	x11
Drone Cannons:		x5
Shock Batons:		x8

***WEAPON INFO***
Paulson's Revolver (Small Guns)
Maximum Damage: 57
AP Cost: Average
Ammo: .44 Magnum
Clip Size: 6 (1 round/shot, semi-auto)

Another unique magnum, it fires fairly fast outside of V.A.T.S., and
fairly slow in V.A.T.S. Unfortunately, it has no scope, and its damage
is inferior to Callahan's and Blackhawk, making it the weakest of the
.44 Revolvers. Certainly you didn't expect a 19th century sidearm to be
terribly strong?
<---------------------------------------------------------------------->
30) Your buddies now will encourage you to get that Spacesuit on and
step out into the void. First, loot around the Engineering Core for the
last time to turn up some ammo boxes, alien food, another Nuka-Cola
Quantum, a Gatling Laser, a Laser Rifle, a Plasma Rifle, another
Buttercup toy, some Baseball Bats, and other mundane junk. Also note
that if you didn't do it already, you've lost access to the Maintenence
Level. Get Elliott to make you some Cyro Grenades/Cyro Mines, get
Somah to repair you gear, rest, stash your loot, whatever. When you're
ready don your Spacesuit and head through the 'Airlock Door to
Decompression Chamber.'

Decompression Chamber
o======================================================================o
31) Once inside you'll find a 'Switch' in front of you. Make sure your
Spacesuit is equipped before you activate it, or your head will explode.
No joke. Continue through the door to the west to find some dead aliens.
Evidence of our Samurai friend, or merely victims of decompression?
Continue through the level looting dead aliens and containers as you go.

Space Walk
o======================================================================o
32) Now you're in space. What else can possibly happen to this
character? Anyways, there are three 'Exposed Panels' you need to
activate to get the teleporter in the middle of the level to work. Don't
try to head back to the Decompression Chamber or jump off the edge of
the ship and you'll be fine-and ignore the aliens running around below
you, they are as powerless to hurt you as you are to hurt them. Once all
three are activated the teleporter powers up. Stand in it to warp to the
Observation Deck, and complete the quest 'Among the Stars'.

Observation Deck
o======================================================================o
33) Activate the 'Switch' to return to normal pressure. Then proceed
through the door to the north, loot two containers, and activate the
'Control' to bring the Teleportation Matrix online and allow your
buddies to teleport in. This also allows you to teleport back to the
Engineering Core, which is a good thing. Sally will open the door to the
west, allowing you to proceed into a room with an observation window on
the floor. I guess that's why this is the.. Observation Deck? Sally will
go crawl off to open another door, and the hologram of an angry alien
appears over the observation window. The aliens will shoot a Death Ray
near the Earth to try and scare you, after which Somah will chat with
you and give you your next mission-to deactivate the alien Death Ray.
After the chatter is done continue to the west until you reach another
deactivated Teleporation Matrix. Again, it's up to you to turn it back
on so the group can penetrate deeper into the ship. Your brave
companions will wait here and let you bravely explore on your own.

Weapons Lab
o======================================================================o
34) Well, at least this area sounds promising, right? If I were going to
keep super awesome prototype alien guns somewhere, it would be in the
Weapons Lab. Continue to the west to reach a room, then turn south. As
you go, a Guardian Drone and an alien will appear in the two teleporter
rooms to the north. Kill them and loot the containers and shelves in
this room. There's also a 'Control' you can activate to deal with the
Turret near the entrance to this room. As the way south is blocked by a
force door, head into a tunnel to the west instead. Activate the
'Control' on the wall near the door to the north to get access to this
room, which contains a dormant Guardian Drone, a container, some Epoxy,
Alien Biogel, Alien Power Modules, Alien Power Cells, another Buttercup
Toy, an Alien Atomizer, and the unique Atomic Pulverizer.

***WEAPON INFO***
Atomic Pulverizer (Energy Weapons)
Maximum Damage: 57
AP Cost: Very Low
Ammo: Alien Power Module
Clip Size: 20 (1 round/shot, semi auto)

First let me say that this gun is ridiculously fast. At 110 AP I was
getting nine shots with it, which is just.. well, pretty incomparable.
Aside from a minute damage boost, the only difference between this gun
and the Alien Atomizer is its stupendously low AP consumption. Which
really just makes it easier for you to blow through all your Alien
Power Modules.
<---------------------------------------------------------------------->
35) Head back out into the hallway and continue west, then turn north,
killing anything you come across. Follow the tunnel up some stairs, then
back around to the south. When you reach a split in the path head east
to reach a room with an alien, a healing arch, and a 'Control' which
drops a force door below you. You now have easy access back to the
beginning of the level. Go down some stairs to the south, where more
enemies have erroneously though it would be a good idea to teleport.
Kill them, loot the containers, and continue through a doorway to the
east to reach a large, multi-storied room. Go up some stairs to the
east to reach the upper level, kill a pair of aliens, and head through
a doorway to the south (make sure to loot the containers on the upper
and lower level, first!) You're now in the actual weapons' lab. Along
the western wall are three 'Controls'. The one near the door opens the
door (surprise) and each of the others activates an 'Experimental
Weapons Drone' and summons some Brahmin for them to shoot at. Once the
display is over, deactivate the Drones and kill them for their unique
Drone Cannons, 'Drone Cannon Ex-B'.

***WEAPON INFO***
Drone Cannon Ex-B (Big Guns)
Maximum Damage: 187
AP Cost: Average
Ammo: Alien Power Module
Clip Size: 1 (1 round/shot)

You'll notice that the damage and the AP usage is the same as the
ordinary Drone Cannon, as well as the value. So what's the difference?
The explosive balls of energy it shoots don't bounce, which makes it
easier to control, if a bit less versatile. Not much of a unique
weapon, you say? I agree.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #24

36) Now might be a good time to stash your newly accumulated loot. When
done, explore the rest of this lab. There's a 'Control' you can activate
to the east which will get you 'Alien Captive Recorded Log #24', and
some shelves to the south which hold Alien Power Cells, an Alien
Atomizer, Frag Mines, Combat Armor, Tesla Armor, Alien Epoxy, Plasma
Mines, Plasma Grenades, Alien Biogel, Pulse Mines, Pulse Grenades,
a Gatling Laser, Large Alien Crystals, two more Alien Atomizers,
Microfusion Cells, Energy Cells, a Plasma Rifle, a Plasma Pistol, and
Metal Armor. After that, it's just about time to go back and stash more
loot! The other side of this lab also has an alien and an alien worker
hanging out, as well as a Guardian Drone in stasis. Head through a
doorway to the north to find a firing range. Yay! Grab the unique
Alien Disintegrator, the 'Destabilizer' off a shelf and loot the
container to the north. As for the ranges, there are two 'Controls' you
can activate to warp in targets. The southern one will warp in up to
three Brahmin, and the Teleportation Matrix nearby will take you down
to the Brahmin. Sneak up to the northern 'Control' and activate it to
gate in some Raiders and a random high-powered enemy like an Albino
Radscorpian, Deathclaw, or Sentry Bot. Let them kill each other, and
when things die down, press the button again. After enough enemies have
killed each other you'll get the 'Xenotech Expert' perk. Of course, you
can kill the enemies below as the game probably assumes you'll do, but
why waste ammo? When you're done, go stash your loot again, then head
back into the weapons lab and go through a doorway to the east to reach
the Experimentation Lab.

***WEAPON INFO***
Destabilizer (Energy Weapons)
Maximum Damage: 198
AP Cost: Low
Ammo: Alien Power Module
Clip Size: 100 (1 round/shot, full auto)

Wow. What to say about this gun? First, it's twice as powerful as the
Alien Disintegrator. Second, it's faster in V.A.T.S. Third, it's fully
auto and fires very rapidly out of V.A.T.S. This is the Energy Weapon to
get.. at least for short-to-mid ranged encounters. It tends to become
inaccurate at long range.

Experimentation Lab
o======================================================================o
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #20
Alien Captive Recorded Log #10
Alien Captive Recorded Log #9

37) Upon entering this level wait for a moment and a pair of Alien
Workers should enter the area you're in. Kill them and continue into a
room to the north. Turn west and continue through some more doorways
past a table covered with the remains of a very dead Wastelander and
some Combat Armor and into a room with some examination recliners and an
alien. Kill the alien and activate a 'Control' to obtain 'Alien Captive
Recorded Log #20'. Head back south into the room with the grisly table
and go through a door to the west. Continue down a hallway with four
doors- the first three of which each leading to a room with modest alien
loot on the tables and shelves. Pass through the first doorway to reach
an observation room along the southern wall of which are windows from
which you can view a containment room where you'll get your first
glimpse of abominations. Loot the containers, activate the 'Control'
along the northern wall to get 'Alien Captive Recorded Log #10', and
finally blow the generator to take down the force field blocking the
doorway to the west. This also unfortunately frees the Abominations
in the room across the way, but no matter. Head through the doorway to
the west, turn south, then head through a doorway to the east, and kill
the Abominations any way you see fit. Loot the two containers and
activate the 'Control' to get 'Alien Captive Recorded Log #9'. Now only
two left. Listen to it to confirm the fairly obvious, that the
Abomination seem to be human-alien hybrids-and head back west until you
find your way to the Biological Research area.

Biological Research
o======================================================================o
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #18

38) Activate the 'Control' to the right to gain access to the adjacent
room and score some Alien Epoxy. In the main hallway, continue through
another doorway to the west to discover the large room that makes up the
majority of this level, and into which many of the Abominations from the
last level ran. By now the Aliens here have been wiped out by the
Abominations, so just clean up whatever Abominations are left and loot,
as there's plenty of good alien crap lying around. In the northern
middle part of the area map, on the upper level, you'll find a 'Control'
that will get you 'Alien Captive Recorded Log #18'. In the southwestern
corner of the area map are a trio of Teleporation Matrixes, one which
leads to the 'Death Ray Hub' area. The other two are inactive-leading
back to the Observation Deck, and to the Bridge. Hit the nearby
'Control' to bring the Observation Deck online. Your buddies will waste
little time teleporting in. As usual, they'll elect you to explore the
Death Ray Hub. Stash your loot and head on into the Teleporation Matrix.

Death Ray Hub
o======================================================================o
39) Once you're here, the Teleportation Matrix you came through
malfunctions. Typical. I guess you'll just have to find a new way back.
Good thing you stashed your loot so you could carry all the spoils of
war you're about to collect, right? Go east to find a pair of Alien
Workers. In the rooms to the south east and south west you'll find a
container and a deactivated Support Drone. If you realign the sensors
and reactivate the robot, you'll get a rather weak buddy. Better than
nothing though, right? Eh.. Continue through the door to the south and
activate a 'Control' to open a door containing two containers and some
other useful alien loot. Head back into the main hallway and continue
around to the east, through a room and to the north and into another,
larger room. Inside are several aliens, some Alien Workers, and a
Turret. There's also a 'Control' you can use to mess with the Turret.
Kill the aliens and head to the eastern side of the room, where you
will find some stairs down. Go down the stairs and through some doors
to the east until you come to a room with force fields blocking your
way eastward. Activate a 'Release Mechanism' to take them down and
continue down some tunnels, through more doors, down stairs, and
eventually to a door leading to the 'Death Ray Control' area.

Death Ray Control
o======================================================================o
40) Head into the large room that makes up this level and kill the
aliens within, then loot the container by the door. Near the door you
entered this room from are two control consoles. The two 'Controls' on
the right move the Death Ray, and the 'Control' on the left with the
beam fires. It's possible to change the Death Ray's aim to fire on good
'ol earth, which is just fun. When you're done messing around activate
the 'Control' near the 'Control' the fires the Death Ray. Activate it
four times to get all four generators to open up, then destroy them all.
Some aliens will show up to try and spoil your fun while you sabotage
their Death Ray, but they don't make 'em big enough or mean enough to
stop us. Once the aliens are dead and the Death Ray has been disrupted
head through the doorway near where you entered this room (which was
blocked by a force field) to find a Teleportation Matrix to the Living
Quarters.

Living Quarters
o======================================================================o
41) We're almost done now! Head on until you run into a force projector.
Watch as an Abomination chases off an alien and the projector will turn
off. Kill the Turret above the projector, loot a container, and head
southward up some stairs. You'll come to a multi-storied room where
some aliens have blocked off the upper platforms with some more force
projectors. Jump off to the lower level and kill everything. Blow up
the force projectors too, for being all smug and in the way! Just be
sure to stand back, as they explode rather.. vigorously. Head through
either of the two doors to the south, go down some stairs, and go
through another door to the east. Kill two aliens and blow up another
force projector blocking your way. Continue past the force projector
and down a tunnel until it splits, upon which head north. You'll find
a dead alien in the tunnel and in a room at the end of the tunnel will
be your missing samurai, Toshiro Kago. And he's been busy. How the hell
did he make it here and past all the aliens? It just goes to show, one
samurai is worth a cowboy, a medic, an astronaut, an anient kid, a
wastelander, and a vault dweller any day of the week.
<---------------------------------------------------------------------->
***CAPTIVE RECORDED LOG***
Alien Captive Recorded Log #23

42) Head back to the stairs leading to the living quarters and continue
west. Kill some aliens, deal with a deactivated Support Drone, and
destroy a pair of Turrets before continuing into a room to the west,
inside of which are three more Turrets. These largely just serve to
blow up and knock the loot lying on the tables around. Loot the room
and activate the Control to obtain 'Alien Captive Recorded Log #23',
and an achievement. Continue through a doorway to the north to reach
another room with some aliens and a turret guarding a container within.
Go through yet another doorway to the east to reach the far side of
the force projector that blocked our way north earlier. Kill the aliens
nearby and blow up the force projector for spite before continuing
north up some stairs. In the room at the top of the stairs are two
Turrets, and beyond this room to the west is another multi-leveled
room. Kill the Abominations, loot the aliens, and head upstairs. To the
east is a room with some loot, and to the west you'll find the
Teleportation Matrix leading to the Bridge. It's time to meet the
Captain of this ship.

The Bridge
o======================================================================o
43) Once on the Bridge head through the doorway to the north to enter a
room crawling with Aliens, including the Captain. If you're a sneaker
like me, you can just kill them all with the Deathclaw Gauntlet. Kill
the Alien Captain and loot his body for the 'Captain's Sidearm'. Once
he's dead your big floating holographic alien friend will show up again
and yell some gibberish. Some aliens will show up to avenge their
Captain, and when they fail your buddies will show up. Another alien
mothership flies and, and it appears a duel is imminent. To the left of
the captain's chair you'll see three controls called 'Power
Distribution'. Of them, only the two on the ends matter. When the alien
mothership is ready to fire on you (when your Death Ray is charging)
hit the left-most switch the send all the power to your shields. When
your Death Ray is charged, hit the right-most switch to send all the
power to your Death Ray. To fire hit the 'Fire Control' button in front
of the captain's chair. Sally will direct the crew according to her
old Captain Cosmo comics (where Jangles?!) Above your 'Power
Distribution' controls you'll see a little graphic showing your ship
in blue, with four green bars on top indicating your hull strength.
One to three blue arches above the ships indicates your shield
strength, and one to three blue arches by your Death Ray indicates your
Death Ray strength. Their ship is indicated in red, following the same
system. Try and fire when their shields are low, and keep your shields
at max when not firing. This is really simple, and if you don't fall
asleep you should be fine. Aliens will invade the bridge periodically
and try to attack you, and at some point Toshiro Kago will show up if
you gave him his sword back and met him in the Living Quarters. Near
the end of the fight the aliens on your ship will disable your
generators and more aliens will invade. Kill the aliens in the Bridge
and activate the four generators along the sides of the room and
finish the fight. Once the alien mothership blows up, you've just
proven that you're the baddest person in this solar system.

***WEAPON INFO***
Captain's Sidearm (Energy Weapons)
Maximum Damage: 47
AP Cost: Very Low
Ammo: Alien Power Module
Clip Size: 30 (3 rounds/shot, semi auto)

While it doesn't possess much damage and it's not any faster than an
Alien Atomizer, this gun in fact functions like an alien shotgun. It
eats up three round per 'shot' but fires mutliple beams each time you
fire the trigger.

You are now effectively done with Mothership Zeta, whether you like it
or not. Most of the areas on the ship are sealed off, although you can
return to the Engineering Core, for what it's worth. Sally, Elliott,
and Toshiro Kago stay aboard the ship for good, while Somah and Paulson
will both leave. Come back once in a while and ask Sally and Elliott
what they've found. This is one way to get somewhat unlimited Alien
Power Module ammo. It's not quick, nor is it plentiful, but it's better
than nothing. Just don't pay attention to what the screen says they
give you, it'll list one thing, but you'll actually recieve several
items.

It's been a while since we've bothered with the main story, and if you
forgot, we were supposed to investigate Little Lamplight to see if we
could find our way into Vault 87, which is supposed to have a G.E.C.K.
I guess there's no point in trying to take Project Purity back if we
can't get it started, right? Head over to Little Lamplight secure in
the knowledge that there are no more distractions lurking to draw your
attention away from the Enclave.

Little Lamplight						{WLK048}
o======================================================================o
Sequence of Events:
		1) Meeting with MacCready
		2) Directions
		3) Escorting Stick
		4) Bumble's Boogeyman
		5) Cave Fungus
		6) Zip and Knock-Knock
		7) Knick-Knack
		8) Picking on Princesss
		9) The Back Door
		10) Wazer Wifle
		11) Across the Bridge
		12) On Top of the Toilet
		13) Reactor Chamber
		14) Red-Light Mannequin
		15) Living Quarters
		16) Through and Over the Atrium
		17) Storage Room
		18) Test Lab
		19) Test Chambers
		20) Freeing Fawkes
		21) Getting the G.E.C.K.

1) We've been here before, remember? It was during our first epic
Bobblehead hunt. Okay, we never went inside, but we should have at
least discovered it by now. Go inside and when you come to a barricade
you'll be harassed by one Mayor MacCready, who is a bit of an ass.
Either succeed at a Speech check (which by now should be cheese) or tell
MacCready that you saved the kids from Paradise Falls. Remember that?
Go on in and talk to MacCready about Vault 87, who will tell you that a
cheery place called 'Murder Pass' is the only route since some computer
was broken. By now, with our Chinese Stealth Armor and our uber stats,
we have little to fear from any 'Murder Pass', but we can also go see
some kid named JOseph and see if we can't get the back door open. Still,
you can get MacCready to open the way to Murder Pass.
<---------------------------------------------------------------------->
2) Now for some general directions, since most of the kids aren't kind
enough to provide any. Just north of the entrance you can find the
Little Lamplight Office Building. Beyond that is a fork in the path.
Going west will take you to the Great Cavern by going past the fungus
pits. Going north will take you to an opened central area where you can
find a Souvenir Shop, Restrooms, and another entrance to the Great
Cavern. North of this you'll find Murder Pass. You know what? That not a
half bad way to go through this area.
<---------------------------------------------------------------------->
3) Off to the side you'll see a boy named Sticky getting exiled for
turning eighteen and becoming a mungo. Go outside and he'll try and
solicit and escort from you. He'll give you a Party Hat if you asked
why he was wearing it.. for what it's worth. You won't get anything for
helping him out, but it's only a fast-travel away if you feel like
doing it anyways.

Little Lamplight Office Building
o======================================================================o
4) In this building-which doubles as the schoolhouse and hospital you
can typically find Lucy, who will heal you up. There are also two notes
in the medical room 'Journal of Carrie Delaney, Entry 1' and 'Journal of
Carrie Delaney, Entry 2'. You can also find Bumble, a clumsy girl you
can convince to come outside with you for wonderful enslavement
purposes, should you succeed at a Speech challenge. Lure her outside and
watch the Slaver Eulogy sent over go to work. You'll lose karma, of
course, and if you go check up on Eulogy, you'll get the 'Boogeyman's
Hood'.
<---------------------------------------------------------------------->
5) By the southern-most entrance to the Great Cavern you can find
Eclair (as well as a rotation of most of the Little Lamplighters).
Talk to Eclair and ask about where the fungus comes from, then talk to
MacCready again and either succeed at a Speech challenge to get yourself
ten pieces of Cave Fungus (and lose some karma) or succeed at a [Barter]
check to bring MacCready two pieces of Strange Meat or Buffout for
some Cave Fungus.
<---------------------------------------------------------------------->
6) If you run into Zip you can trade some Nuka-Cola for Mutfruit. That's
right, trade an expensive item that can be used to make powerful
grenades for useless fruit. I'll pass. If you run into Knock-Knock you
can tell her a story about your life so far.

Souvenir Shop
o======================================================================o
***SCHEMATICS***
Schematic - Bottlecap Mine

7) Since the restrooms are pretty boring, visit the Souvenir Shop. From
Knick-Knack you can buy the Schematic - Bottlecap Mine. This should be
our last Schematic in the game. Huzzah.
<---------------------------------------------------------------------->
8) You talk to Princess by the gate to Murder Pass, and you can get
Sammy to tell you why she's named Princess with a Speech check. Once
you've started in on her, you can make a [Charisma] check to tell her
she has no friends and lose some karma. What's the point? Hell if I
know, I'm just being thorough. We can go off to Murder Pass-but first
lets check out the Great Chamber.

The Great Chamber
o======================================================================o
9) Then there's Joseph, the teacher of Little Lamplight-and a barber.
Ask him about the route to Vault 87 and he'll tell you that the computer
that opens the door to Vault 87 is broken. Ask him to turn the terminal
back on, and he'll do so. Now you just need to succeed at hacking the
terminal [Average] to get access to Vault 87. Well, that wasn't so bad,
right?
<---------------------------------------------------------------------->
10) Before we head on out, there's a few more things to do. You can find
a note on a pool table' . There's also Biwwy, who will offer to sell
you his 'Wazer Wifle' for 500 Caps. You can talk him down to 250 Caps
with a successful [Barter] check. Now we're free to go to Vault 87. We
can get into the Vault via The Great Chamber, but it's more rewarding
to go through Murder Pass.

***WEAPON INFO***
Wazer Wifle (Energy Weapons)
Maximum Damage: 40
AP Cost: Very Low
Ammo: Microfusion Cell
Clip Size: 30 (1 round/shot, semi auto)

Another weapon that's everything a unique weapon should be-more damage,
better clip size, no downsides. We could have obtained it sooner, for
Energy Weapon fanatics, but frankly A3-21's Plasma Rifle is just better.
Still, if you've got a thing for lasers, it's not bad.

Murder Pass
o======================================================================o
***BOOKS***
U.S. Army: 30 Handy Flamethrower Recipes

11) First, head west. You'll see a bridge in the distance with a
tripwire trap in front of it. Disarm the trap then head across the
bridge, killing whatever Super Mutants you find along the way. Continue
down a ramp to the west until you find a small round table, on top of
which is are two first aid boxes and a copy of U.S. Army: 30 Handy
Flamethrower Recipes. There are also two ammo boxes nearby.
<---------------------------------------------------------------------->
***BOOKS***
Tales of a Junktown Jerky Vendor

12) Go back to where you entered the level and head north until you come
to a large chamber. In this chamber you'll find a little shack. Around
the eastern side of the shack you'll find the entrance to the shack,
for one, but more importantly a wooden ramp leads to a make-shift
bathroom. On top of the toilet tank you'll find a copy of Tales of a
Junktown Jerky Vendor.
<---------------------------------------------------------------------->
13) Once you've got this book, there's more more minor loot you can
score. If you head west you'll find another large chamber where you'll
find the staples of this level-Super Mutants guarding a few first aid
boxes and ammo boxes. Along the way to the Reactor Chamber you'll find a
small vault room, where you can score a first aid box, three ammo boxes,
a Nuka-Cola Quantum, and a Stealth Boy on a shelf. There's also a
pressure plate rigged to a Grenade Bouquet near a desk in the room. When
you reach the northern end of the level enter to the Reactor Chamber.

Reactor Chamber
o======================================================================o
***BOOKS***
Nikola Tesla and You

14) Make your way up the linear path more or less to the north until
you enter the vault and find some stairs to the west. Head down the
stairs and take a left and go through a door. You'll find a mannequin
with a wooden crate in front of it, which in turn contains some Whiskey
and a copy of Nikola Tesla and You. If you continue to the north you'll
find the exit out to The Great Chamber, a bed, and a locked safe
[Average].
<---------------------------------------------------------------------->
15) Backtrack to where you left off last and take the unexplored north
path now. Turn west and go up some stairs, killing some Super Mutants at
the top. Go into a room and go up some more stairs to the south to
reach the Living Quarters. Once you enter the quest 'Picking Up the
Trail' ends and 'Finding the Garden of Eden' begins.

Living Quarters
o======================================================================o
***QUESTS***
Finding the Garden of Eden

16) Head east up two flights of stairs until you reach the large two-
storied atrium room, a typical feature of almost every vault we've
found so far. There are numerous rooms around here with some minor loot
inside, but where you really want to go is through a door to the east.
Go around a corner and up some stairs to reach the second level of the
vault. On your left you'll find a locked door [Very Hard]. Of course we
can pick it by now, but there's really no point-we can just walk around.
There are also some doors along the northern side of the hall, and they
contain a bit of loot, but nothing to get excited about.
<---------------------------------------------------------------------->
***BOOKS***
Pugilism Illustrated

17) Go through one of the doors on the southern side of the hall to
reach the upper atrium, which is populated by some leveled Super
Mutants. Be cautious and make your way through the atrium and go through
one of the two doors to the south. If you go down some stairs to the
east you'll find a room populated with more leveled Super Mutants and
some unimpressive loot. Go through a locked [Average] door to find a
supply room, where you'll find a locked safe [Average] and a copy of
Pugilism Illustrated and a Nuka-Cola Quantum on a shelf.
<---------------------------------------------------------------------->
18) Go west up some stairs and around some corners until you find a room
to the right, where you'll find more Super Mutants and a terminal
[Average] that you can use to open a locked safe [Average], where you
can grab some medical supplies. Continue to the east until you find some
more stairs up, at the top of which you'll find a door to the Test Labs.

Test Labs
o======================================================================o
19) In the room to your right you can find a safe [Easy] and an ammo
box [Hard], as well as some unlocked metal boxes and an ammo box.
Continue past the Test Chambers, which include failed FEV Test Subjects.
And by 'failed' I mean 'dead'. After you pass Test Chamber 04 go into
the room on your right to score some chems.
<---------------------------------------------------------------------->
20) Go past this room and you'll be talked to by a Super Mutant locked
in a room. Activate the Intercom and talk to Fawkes, who will tell you
where the G.E.C.K. is and how to reach it. Unfortunately since you're
not a Ghoul or Super Mutant, you'll need the help of one to get past the
radiation around the G.E.C.K. I don't see any Ghouls around, so we're
going to have to help Fawkes. Go down the hallway to the east and bypass
the Isolation Rooms until you reach the end of the hall way, then take
a right and head into a maintenence room. Kill the Super Mutants within,
then either hack the 'Medical Wing Maintence Tunnel' to selectively
open the Isolation Rooms (you want to open Isolation Room #5 to free
Fawkes). Or you could activate the Fire Control Console to open them
all. Note: If you want to be sure to get everything out of this level,
leave Fawkes in the cell and go explore the tunnel opposite where the
Isolation Chambers are. There are Super Mutants to kill and things to
take, which will be easier without Fawkes bugging you. Whatever you do,
before you go off after the G.E.C.K. (or allow Fawkes to do so, as the
case may be) I suggest you dump your inventory off at home. I made
sure that the only items with weight I was carrying was my Chinese
Stealth Armor and my Deathclaw Gauntlet, for a weight of 30. Oh, and
don't miss this opportunity to grab Fawke's Super Sledge, which can be
obtained by 'trading' weapons.

***WEAPON INFO***
Fawke's Super Sledge (Melee Weapons)
Maximum Damage: 49
AP Cost: High
Ammo: None
Clip Size: N/A

It's pretty much just a Super Sledge with a littl more damage. Still,
better than nothing.
<---------------------------------------------------------------------->
21) Behind a locked [Hard] door you can find a shelf with some Rad-X
and Rad Away and a locked [Average] safe. You can also hack the nearby
'Lab Technician Terminal' [Average] to open the locked [Hard] door.
Lead Fawkes until you come to the 'Chamber Terminal', upon which
he'll take charge and run off into the radiation and bring back the
G.E.C.K. Now you just have to escape the Vault, and all looks good
until.. well, you'll see.

Raven Rock - Level 3						{WLK049}
o======================================================================o
Sequence of Events:
		1) Interview with Eden
		2) Insubordination
		3) She Asked For It
		4) Bobblehead - Energy Weapons
		5) Abortion of Science
		6) Escape From Raven Rock
		7) Fawkes to the Rescue!
		8) A Call to Arms
		9) Sieging Project Purity
		10) Dealing with Colonel Autumn
		11) Alpha and Omega

***QUESTS***
The American Dream

1) When you come to you'll be bothered by Colonel Autumn before good old
President Eden tugs the leash, requesting an interview with you. Well,
at least he's nicer than his gorilla. Grab your crap out of the locker
nearby and bravely head out into the complex.
<---------------------------------------------------------------------->
2) As soon as you exit you'll be bugged by an overly alert Enclave
Officer. Either succeed at a Speech check, [Charisma] check, or
[Strength] check to get him to bugger off. All seems good, but just a
little further on you'll hear Colonel Autumn override the President's
order and turn the Enclave soldiers hostile to you. Oh well, you'll just
have to fight your way out. By now you should be fairly familiar with
what the Enclave is capable of-and by now, we're well out of their
league. You may also be tempted to grab everything you see, but practice
some restraint. You won't be coming back to this place, so one inventory
full of loot is all you'll get-hence why you were told earlier to stash
your crap before coming here. Level 3 isn't very interesting, so make
your way to level 2.

Raven Rock - Level 2
o======================================================================o
3) There are two places of note on this map, both of which are on the
western side. First, you can run into Anna Holt, former Project Purity
scientist turned traitor. What are you going to do, kill her? Yes. Yes
I am. Who cares if I lose karma? I've killed her every playthrough so
far, and I don't see that changing-besides, her life is over already,
she (and you) just don't know it yet.
<---------------------------------------------------------------------->
***BOBBLEHEAD***
Bobblehead - Energy Weapons

4) In the north eastern corner of the map you'll find Colonel Autumn's
room, which has some goodies to loot. Unlock the footlocker [Average]
near the bed to get the note 'ZAX Destruct Sequence'-yeah, you can see
where this is going-then mess with the terminal [Average] and take down
the barrier to get at some more loot. Most importantly, grab the
Bobblehead - Energy Weapons from the table. If you go up to the Control
Room without it, you won't be coming back. We now have all twenty
Bobbleheads, and I now have a perfect character. Now head onward to the
Control Room.

Control Room
o======================================================================o
5) When you arrive on the level, two Sentry Bots will turn on-and take
down-two Enclave Soldiers. Ah, power struggles. Continue on and head up
an inordinately large staircase until you come face-to-screen with
President Eden. There's a bit of chatter, but the skinny of it is that
Eden wants you to start Project Purity and make sure it's not so.. pure.
To him 'Project Purity' means purifying the people who drink the water,
not the water itself. At the end of the conversation you can convince
Eden to self destruct with a [Science] or a Speech check, or you can
just leave.. after you take the vial of Modified FEV Virus. Eden can't
force you to use it, but he can force you to take it before letting you
progress.

Raven Rock - Level 1
o======================================================================o
6) This level is just a gauntlet you have to run, with Eden's robots
turning on Autumn's Soldiers. At the least Eden's robots aren't hostile
to you, so just make your way through the level. There's loot to be
gained, but nothing as vital as the bobblehead on Level 2. The only
enemies that should really be able to trouble you are the two soldiers
at the end, one of which carries a Gatling Laser and the other carries a
Missile Launcher-hey it's more than enough to take out the Sentry Bots
nearby. Kill them and escape Raven Rock.
<---------------------------------------------------------------------->
7) Once outside you'll find your buddy Fawkes, who makes good use of a
Gatling Laser to smite some Enclave Soldiers. If you're virtuous enough,
you can convince Fawkes to join up with you, if not, the Super Mutant
will head off to the Museum of History. Either way, it's time to report
to Elder Lyons. Make sure you're healed, free of rads, and unencumbered
before you go. I also stash all of my accumulated Bobbleheads, and watch
with glee as all twenty of them appear on my stand simultaneously. Wee!
<---------------------------------------------------------------------->
8) You'll find everybody hanging out in the Laboratory, where Sarah is
chomping at the bit to get at the Enclave. Tell Elder Lyons that the
Enclave has the G.E.C.K., and whatever other knowledge you want to
impart. This news gives Sarah all the excuse she needs to mobilize the
Lyon's Pride-and Elder Lyons decides to send a little extra firepower
with you. Lets hope this pre-war hunk of junk is up to snuff, eh? Sarah
will talk to you and inform you that you've been made an honorary member
of the Lyon's Pride, and give you either a suit of Power Armor or
Recon Armor, depending on your preference.. Unless you turn down
membership.. then you get a big fat load of nothing. When you're ready
(and you already should be) tell Sarah. She'll give a little speech to
her Pride before you head out, Liberty Prime will be activated, and
the quest 'The American Dream' ends.
<---------------------------------------------------------------------->
***QUESTS***
Take it Back!

9) Head back out into the Courtyard and exit the Citadel. What comes
next is an assault on the Enclave-occupied Jefferson Memorial, which
involves fighting your way through the outskirts of D.C. Sound rough?
Having a giant, nuke-tossing indestructible robot on your side should
help, just stay out of it's way and pick off Enclave Soldiers as the
opportunity arises. Once you reach Project Purity a throng of Enclave
Soldiers will show up on the ramps outside. Once they're all dead head
into the Jefferson Memorial.
<---------------------------------------------------------------------->
***QUESTS***
Project Impurity

10) Now we can start doing things the way we're used to-by sneaking
around and assassinating people with the Deathclaw Gauntlet. That you
have Sarah around to draw fire for you is just an added bonus. Fight
your way into the Rotunda-there's only a half dozen or so Enclave
Soldiers in the Gift Shop area-where you'll come face to face with
Colonel Autumn. You can let him tuck tail and run, or you can kill him
here. I have no idea why anybody would want to let him off, I sure
don't. Autumn himself is cake, but he comes with two Enclave Soldiers,
one with a Minigun, and the other with a Gatling Laser.

***WEAPON INFO***
Col. Autumn's Laser Pistol (Energy Weapons)
Maximum Damage: 29
AP Cost: Very Low
Ammo: Energy Cell
Clip Size: 30 (1 round/shot, semi auto)

Stronger than a normal Laser Pistol, it's a little less accurate in
V.A.T.S., but nothing to lose sleep over.
<---------------------------------------------------------------------->
11) You won't even have time to complete a celebratory dance when
Doctor Li will speak over the intercom, telling you that the purifier
needs to be activated, and quickly. The catch? There are lethal levels
of radiation inside, and whoever starts up Project Purity is a deader.
Thanks, dad! Either send Sarah in, or go on yourself. If you've got
Fawkes with you, you can volunteer the Super Mutant-who is, after all,
immune to radiation. You've got another choice to make, beyond being
selfless, you have to decide whether you want to put the Modified FEV
into the 'Auxiliary Filtration Input'. Inserting the Modified FEV is an
evil act, of course (enough to cause you to go from Very Good Karma to
Neutral.) Make your choice and watch the end of the game.

Notes about the ending: I know you're all looking for some great advice,
but most of this is just role-play. Frankly, however, since the game
ends anyways if you sacrifice yourself without the expansions, and you
survive if you do have the expansions, you just look like a chump for
making somebody else go in there. Also, if you have the expansions the
game seems to just ignore the fact that you spiked the water with FEV-
or at least the effects that were shown in the ending simply haven't
manifested themselves yet. At the most, spiking the purifier with FEV
is just a way to get yourself a bunch of evil karma-it has no bearing
on the upcoming Broken Steel expansion at all.

Broken Steel							{WLK050}
o======================================================================o
Sequence of Events:
		1) Two Weeks Later..
		2) Purity Projects
		3) Officer Lepelletier
		4) Flushing Out the Ringleaders
		5) Splitting Jack
		6) Apostles of the Eternal Light
		7) Holy Light Monastery
		8) Spiking Salvation
		9) Investingating the Hustler
		10) Museum Authority Building
		11) Busting the Hustler
		12) Getting Up to Speed
		13) Rockland Car Tunnel
		14) A Prime Target
		15) Satellite Facility
		16) The Citadel Run-Around
		17) Those Are MY Deathclaws!
		18) Old Olney Underground
		19) Through The Ruins
		20) Old Olney S. Wilson Building
		21) Olney Powerworks
		22) Turning in the Tesla Coil
		23) The Last Mission
		24) Presidential Sub Level
		25) Securing the Breach
		26) Presidential Metro
		27) Adams AFB Metro Exit
		28) Adams Air Force Base Entrance
		29) Calling Down the Thunder, I
		30) Hitting the Hangers
		31) Calling Down the Thunder, II
		32) Adams Air Traffic Control Tower
		33) Looting the Air Field
		34) Mobile Crawler Base
		35) Stiggs and the Repair Station
		36) Sigma Squad!
		37) Launch Platform Base
		38) Hacking the Mainframe
		40) Launch Pad
		41) Satellite Control Tower
		42) Traitor's Treasure

***QUESTS***
Death From Above

1) You'll wake up in the Citadel, being bothered by Elder Lyons. Talk to
him to find out that Sarah was injured by whatever happened at the
purifier, that the Enclave has been beaten back, the purifier is
churning out clean water. Everything seems to be just peachy, except for
some distribution problems with the water, and the little question of
whether you're going to help the Brotherhood finish off the Enclave.
Tell Elder Lyon's that the Super Mutants are coming from Vault 87 to
gain some karma. The quest 'Death From Above' begins now, but before we
tackle any of that official nonesense, there are some other things we
should do first. Continuous conflict with the Enclave my ass!
<---------------------------------------------------------------------->
***QUESTS***
Holy Water
Protecting the Water Way
The Amazing Aqua Cura

2) Scattered around you'll see bottle of 'Aqua Pura', as well as drums
and boxes of the stuff. Yep, this is what you and Dad fought and died
to get. Head over to Project Purity to see what's been going on since
you crashed two weeks ago. Inside the Jefferson Memorial Gift Shop you
can find Agincourt, who is as taciturn as usual, and Alex Dargon-if
they are alive, of course. Talk to Sribe Bigsley, who will whine about
the work he has to do. Offer to help him and he'll tell you about the
bandit trouble the Rivet City guards have been having, as well as the
unusually high rate of water consumption in Megaton. Also talk to him
about selling the water, where you can either succeed at a Speech
challenge or make a [Karma] check if you're good to get Bigsley to
reveal that he's selling water to a Ghoul named Griffon. Once you've got
those three quests, 'Protecting the Water Way', 'Holy Water', and
'The Amazing Aqua Cura', respectively, you should have filled up on all
the new quests your little heart can desire. When you are done messing
around here, head over to Rivet City.

***MINOR SPOILERS***
WarMECH notes:

For the water caravans, if Megaton is destroyed, there is no cult based
out of Springvale nor mention of the circumstance by the scribe. It
simply no longer exists, although there is still a mention of it on his
computer. With Megaton still there, it may be worth going outside to
see an acolyte named Rosa give the water beggar a sample that ends up
killing him as a way to gain more information about the cult.
<---------------------------------------------------------------------->
3) Outside of Rivet City you'll find Officer Lepelletier, who will
direct you to go to Project Purity and bug Bigsley for free water. Gee,
that can't be helping with Bigsley's insomnia, eh? Offer to help and
you'll be tasked with escorting a caravan to Canterbury Commons.
Hopefully when you get attacked by the bandits you'll be able to find
out more about them-with the ultimate goal of putting down the bandit
ringleaders.
<---------------------------------------------------------------------->
4) Hoof it over to Project Purity, then follow the river north, staying
near the coast. When you reach the Scavenger Shack under the bridge
connecting D.C. to the Citadel you'll find the caravan already well
under attack. Kill the attacking Metal Armor clad Bandits and loot them.
All of them carry the note 'A New Meeting Place', which will
conveniently point out their headquarters once you listen to it. I don't
know about you, but I don't take kindly to parasites trying to make a
buck off of the life work of my character's parents. Good or evil, this
water is the legacy of your parents, and no two-bit bandits are going to
decide who gets what!

WarMECH notes:

After clearing the ambush site under the bridge, a little further to
the north prior to the raider camp is a grave, which houses Search Party
Log 3. I know I had looked for it at an earlier part in the game but it
wasn't there; so I'm not sure when it shows up.
<---------------------------------------------------------------------->
5) Fast Travel to Wilhelm's Wharf and talk to Split Jack. You can join
his 'gang' by guessing the pass phrase 'Mirelurk Stew'. He'll give you
some Metal Armor and tell you to put it on-after all, any gang has to
wear matching suits. Once donned you can talk to him again and convince
him (with a Speech check) that he's not going to get paid to protect
something that is being distributed for free. This pisses him off and
he decides to find a new gig-after him and his gang kill Grandma
Sparkle. Once you join his gang, you can also challenge him to a fight
for control of the gang, so long as you feel confident in your ability
to kill him with a Combat Knife, a Lead Pipe, or a Nail Board, anyways.
Of course, if you win, the gang goes hostile, so it's not much of a
tactic. As far as I'm concerned, the best way to resolve this quest
involves killing the group of Bandits outright. Either way, once the
Bandits are gone head back to Rivet City and report to Officer
Lepelletier. You won't get much in the way of a reward.. and by much, I
mean you won't get anything. She'll refer you to Bigsley for your
reward. You know.. I can see why that guy is such a prick now. Talk to
him and you'll get a Gatling Laser, a Plasma Pistol, some Enclave Power
Armor and and an Enclave Power Helmet, as well as some Electron Charge
Packs and some Energy Cells.
<---------------------------------------------------------------------->
6) Now I return home to Megaton to stash loot, rest up, and whatever.
Or as a thinly vieled excuse to start the next quest. Once there, you'll
find a note 'Holy Water Pamphlet' on your door. Great, another cult has
sprung up. I'll be honest here, I have no idea what happens if you blew
up Megaton earlier. But for the rest of us, head over to Springvale.

Holy Light Monastery
o======================================================================o
7) Once you arrive at Springvale you'll find a new area, the 'Holy Light
Monastery.' A loon named Brother Gerard will talk to you and give you
some 'blessed' Holy Water. Note that it has a fairly high Rad count.
Drink it anyways and talk to him again, he'll talk about his order,
eternal light, and the fact that the water is filled with
'Atom's Light.' That's right, these freaks are taking the Aqua Pura we
all worked so hard to purify, and they're irradiating it! Ask to get
inside the church and he'll tell you to visit their Tabernacle to catch
some Rads-by this he means go into the 'monastery' and activate the
switch to catch some Rads. If you disarm the two Radiation Traps,
however, you'll disable this method of catching Rads. You can
alternatively kill him and take his Monastery Key, or steal it from
him.. or just pick the cellar door leading to the Eternal Light
Monastery [Very Hard]. If you want to play along with the loonies, you
can also just go expose yourself to radiation at the alter. Once you're
sick with Deadly Radiation Poisoning, go talk to Gerard and he'll give
you the key.

Eternal Light Monastery
o======================================================================o
8) Once in the Cellar talk to Mother Curie III, who will tell you that
four 'armored angels' gave her some Aqua Pura, and in her delusion-
typical for religious folk-she misconstrued what was going on, and
decided that it was a sign from her god. Instead of distributing the
water, she decided to spike it with radiation in an attempt to pass on
'Atom's Glow'. By this, she means that the 'Holy Water' will turn people
into Ghouls (if they survive the radiation poisoning), something that
is apparently a good thing in the eyes of these people. There are three
ways to go about resolving this quest, the most obvious of which is
simply killing everybody. There are two unique Ghouls in the basement,
'Sun of Atom', and 'Atom's Champion' that serve to spice things up, but
it's still not much of a challenge. If you have Deadly Radiation
Poisoning, you can convince her that you're Atom's Prophet, and get her
to stop spiking the Holy Water. Lastly, you can succeed at a [Charisma]
check and convince her that people can't be tricked into salvation-they
have to willingly accept it. Either way, once the problem is resolved
and the Aqua Pura is no longer in danger of being re-irradiated by
cultists, head back to Scribe Bigsley, who will give you 300 Caps for
your trouble.
<---------------------------------------------------------------------->
9) Two down, one to go. Head over to the Museum of History, where you
can find a Ghoul named Griffon giving hawking his wondrous 'Aqua Cura'
tonic. Listen to him sell his bottled water-it's apparently a cure for
everything-including balding and ghoulification, as well as an
aphrodisiac. Talk to him and get yourself a free sample of Aqua Cura by
succeeding at a Speech challenge. Check it out in your inventory to find
out that Aqua Cura-whatever it is-is actually less savory than Aqua
Pura. Ask where he got it from and succeed at a Speech check, and he'll
tell you he bought it from Scribe Bigsley-which we already knew. He'll
stick to his guns and say that it reverses radiation damage to ghoul
physiology, however. Point out that your Pip-Boy detects that it's
actually irradiated and succeed at a speech check and he'll start out by
threatening you, then admitting he is just selling the Ghouls regular
Dirty Water, and saving the real Aqua Pura to sell to Raiders, Slavers,
and other folks the Brotherhood of Steel doesn't trade with. He'll end
by trying to pretend he's actually not a bad guy, but by now we know
better. If you're evil enough you can succeed at a [Karma] check and get
the same information. He still won't divulge the location of his
headquarters, so we'll need to head off to speak to Scribe Bigsley.

Museum Authority Building
o======================================================================o
10) Scribe Bigsley will readily admit the selling the water to Grifon
to fund other water deliveries, and divulge the location of the Aqua
Pura dropoffs as the 'Museum Authority Building'. Head back to the
Mall to find this new location. Inside you'll find several Ghoul Guards,
one of which has the note 'Griffons' Bottling Instructions'. You can
also find the note on a table near some bathtubs on the bottom level.
Other than some spiffy Wigs, the only notable loot in here is a Nuka-
Cola Quantum in the ladies bathroom on the top floor. Listen to the
note 'Museum Authority Building' and head back to Griffon.
<---------------------------------------------------------------------->
11) Tell him the gig is up. When you've got him by the balls, you can
coerce him into bribing you to keep quiet for 20% (160 Caps) of the
profits per week, or you can succeed at a Speech check to get 50% (400
Caps) per week. You can also just take a one-time buy out of 300 Caps.
If you don't like the idea of buying him out you can force him to tell
the Ghouls that his Aqua Cura is bogus. It won't end well for Griffon,
but you can loot his body for a solid 600 Caps. Lastly, you can tell him
to just sell the real Aqua Pura. He'll agree to sell the real stuff, as
selling to Raiders and Slavers was probably too much work anyways. Once
this quest is done, it's time to head back to the Citadel and speak to
Scribe Rothchild and revive our struggle against the Enclave.
<---------------------------------------------------------------------->
12) Scribe Rothchild will show off his pretty orange map and bring you
up to speed. If you didn't destroy Raven Rock, you'll discover that the
Brotherhood-with Liberty Prime-took the liberty to destroy it for you.
You'll also be informed that-contrary to expectations-the Enclave is not
in disarray. Your job? Head to the Rockland Car Tunnel (west of the
Dunwich Building) and meet Paladin Tristan.

Rockland Car Tunnel
o======================================================================o
13) Head through this area looting as you please until you run into
Paladin Tristan. He'll tell you surprisingly little besides the fact
that you're attacking an Enclave Relay Station. There's a good bit of
minor loot around, and numerous dead Enclave Soldiers around with their
loot on them. Continue to the Satellite Relay Station when you're ready.

Satellite Relay Station
o======================================================================o
14) The same rules that applied to the siege on Project Purity apply
here-let the big stupid robot kill everything while you follow behind.
You're more likely to be injured by a stray explosive lobbed by Liberty
Prime than by any Enclave Soldier. Liberty Prime will assault the Relay
Station, and for a while it seems that Liberty Prime is going to take
care of this mission all by itself. Until the Enclave plays its hand.
I'm surprised nobody in the Brotherhood bothered to wonder if the
Enclave wasn't retreating because the Enclave wasn't defeated? Anyways,
mourn the loss of Liberty Prime, loot, or just head into the Satellite
Facility.

Satellite Facility
o======================================================================o
15) This area will be your largest fight with the Enclave since Project
Purity, and this time you don't have a giant robot around to do all the
work for you. On that note, however, you do have a squad of Brotherhood
Paladins, who will hold up fairly well provided you don't expect them to
do all the work. Make your way through the area fight set-piece battles
as you go. Some of the Enclave in this area will carry superior
firepower-Gatling Lasers and Miniguns-but they are still the exceptions,
not the rule. Fight your way to the south, up one set of staircases,
then down another. Most fights will only consist of two or three Enclave
Soldiers at a time. You will have to curb your looting desires, however,
as there are just more Enclave Soldiers here-and thus more Enclave gear-
than you can hope to carry back. When you reach the third set of stairs
you'll know you're almost done. When you reach the top of the third
flight of stairs turn west and fight your way through one of the larger
single Enclave battles, then go through the large door they were
defending. Go through another door to reach a room containing the
'Satellite Uplink Terminal', which is the goal of this whole assault.
Activate the terminal and select the option 'Download Telemetry Data to
User Device'. Once, done, head through a door and up some stairs to the
west. Watch out for Mark VII Turrets as you go, and eventually you'll
reach a door exiting back to the Capital Wasteland.
<---------------------------------------------------------------------->
***QUESTS***
Shock Value

16) Now it's time to go back and talk to Scribe Rothchild, who is
understandably upset that the robot he worked most of his life to
rebuild is now slag. Hand the Enclave data over, then go hunt down Elder
Lyons. The Elder whines, then refers you back to Paladin Tristan, and
the quest 'Death From Above' ends, and 'Shock Value' begins. Talk to
Paladin Tristan and he'll tell you that he needs you to head to Olney
Powerworks to retrieve a Tesla Coil-a vital component to a weapon the
Brotherhood is working on that will help deal with Enclave Vertibirds.
Talk to Scribe Vallincourt in the Citadel Laboratory to get a weapon
that will hopefully scrable the devices the Enclave uses to control
Deathclaws. I question how useful this is, as almost every Enclave-
controlled Deathclaw I've come across has gone rogue and turned on the
Enclave.. and every other edible-looking biped within sight. Still,
since I use stealth it might help turn them rogue earlier and allow me
to sit back and watch the two sides fight it out.
<---------------------------------------------------------------------->
17) You can go mess with the Enclave post south east of Old Olney in
order to gain a subservient Deathclaw chum for a few minutes, but since
the thing will die once you get too far from the base, I don't bother.
Head into Old Olney and head down into the Old Olney Sewers. Since we've
been here before, you can expect the sewers to be clear of Deathclaws,
right? Wrong. Ah well. Kill whatever Deathclaws you must and make your
way to a ladder leading to 'Old Olney Underground'.

Old Olney Underground
o======================================================================o
18) Once you arrive you'll be talked to by some Ghouls led by one named
Wint. I have no idea why they're here. Maybe a flimsy excuse for why you
magically have access to this part of Old Olney now? Head south through
a room and up some stairs, then when on the second level go north
over a platform, then west. You'll find the bodies of Badger and
Connelly, presumably the pals of Wint and Kidd. Go west through a door
and turn south until you find the bodies of Dunbar and Carl, the former
of which has a note 'Dunbar's Note', which explains why the Ghouls were
here in the first place. Head down the stairs to the west and into a
sewer tunnel. Cross the tunnel and head up a dirt ramp, where you'll
hear the demise of Sanders and see his body fall down the ramp. This is
presumably the -S on Dunbar's Note.
<---------------------------------------------------------------------->
19) Go up the ramp where you'll reach a pre-war building that is
occupied by a few Deathclaws. Make your way west until you reach a room
with some cubicles along the eastern wall. Go down the holes in the
floor to reach what can generously be called a cafeteria, where you can
find food items and cooking utensils in abundance, as well as a trapped
baby carriage. Go down to the next area-by all appearances a maintenance
level-and continue westward until you find a hole in the wall blocked by
debris. A helpful Frag Mine will clear out the debris if you stray too
close. Continue through the hole in the wall to find more basement area
filled with components we really don't need. And Deathclaws. Best not to
forget the Deathclaws. Continue west to find a Cell Door [Average] which
leads to some stairs, down which you can find a room where some sort of
futile last stand was made. Take the Chinese Assault Rifle, the 5.56mm
ammo, the Nuka-Cola Quantum behind the Ham Radio, and loot the first
aid box and ammo boxes. Head back up stair and continue west, then turn
north when you're able, then east when you run out of north. Go through
this last room, kill a Deathclaw, and head up some stairs to the north
to find a door leading-finally-to the Old Olney S. Wilson Building.

Old Olney S. Wilson Building
o======================================================================o
20) Back to the Enclave again. Either they know you're after the Tesla
Coil, or they're here hunting Deathclaws. The Deathclaw cage in the
center of the level suggests the latter. In the middle of the level, on
the ground floor, you can find a pair of Mini Nukes on the ground. If
the Vertibird is annoying you, find a spot from which you can see it and
shoot it a few times to encourage it to explode. To get through this
level you need to get to the bottom level and head through a door to the
east. Go up some stairs and cross over a fallen GNR billboard, then
cross what little floor remains to the north to find a door to the Olney
Powerworks.

Olney Powerworks
o======================================================================o
21) Finally, we've reached our destination! Now to find that damn Tesla
Coil. Head up the stairs and take a left to find a door that can only
be unlocked by hacking a terminal [Very Hard]. If your Science skill is
up to snuff, you can hack the terminal and be right at the Tesla Coil.
I don't suppose I should just assume everybody has a Science score of
100 though, should I? *Sigh* Very well. For all you losers out there who
still can't build a character right despite my best efforts, head right
and into a large room. Hack the 'Automated Control Terminal' [Hard] if
you are able (and if you couldn't hack the last terminal I don't see why
I should assume you can hack this one) you can shut off the robots in
this area. If not, you'll have to resort to more violent methods. Head
to the lower level and go through a door to the east, which will take
you through some hallways until you wind up in a room to the south. Head
up the stairs and deal with another robot-or hack another 'Automated
Control Terminal' [Hard]. If you were able to hack the terminal select
the 'Vent Radiation' option, if not, just tough it out and catch some
Rads-alot of Rads. Either way, continue through to a room filled with
electricity emitting machines and Sentry Bots. There's one last
'Automated Control Terminal' [Hard], near the eastern door, and a
'Security Terminal' [Hard] near the western door. If you haven't figured
it out by now, it really pays to know some Science in this area. If you
go through a door to the south you can squeeze through a rubble-filled
hallway and into a bathroom filled with food items and a chess set
comprised of Beer and Milk Bottles. Continue through the electrical-vats
room and through a doorway to the west. If you didn't disengage the
security system at the terminal by the door, you'll have to duke it out
with a pair of Mark VI Turrets, or run down the hallway to the north and
flip an 'Emergency Electrical Switch.' Go through the doorway to the
east to reach the room with the Tesla Coil in it. Head through another
door to the north and go down some stairs to reach a small lab, where
you can score some more precious Alien Power Cells. Hack the 'Remote
Access Research Terminal' [Hard] and select the option 'Trigger Machine
Failsafe' to make it safe for you to grab the Tesla Coil, or just go
through the door to the east and grab the Tesla Coil while it's active
and lose half your health. Now go back upstairs and exit via the ladder
leading to Old Olney. At least we don't have to run all the way back
through that crap!
<---------------------------------------------------------------------->
***QUESTS***
Who Dares Wins

22) Report back to Paladin Tristan at the Citadel, who'll take your
Tesla Coil and send you off on your next mission. This time it's off to
Adams Air Force Base, and of course you'll need to go alone. The quest
'Shock Value' ends and the quest 'Who Dares Wins' begins.
<---------------------------------------------------------------------->
23) Make your way to the White House Plaza-good thing we discovered all
these areas earlier-and head down the 'Manhole to Utility', which
normally takes use through some sewers to just outside the White House.
Now that Broken Steel is installed and the quest 'Who Dares Wins' is
active we can head through a door opposite the one that leads to outside
the White House and into the Presidential Sub Level.

Presidential Sub Level
o======================================================================o
24) Head through the utility tunnels westward until you reach a nicer
metro area. Continue through the room to the south and go down two
flights of stairs, and through another room with a number of mostly
destroyed statues. Go north through a room with some subway tracks
in them, through some double doors, and into another room with tracks.
Follow the tracks east and be wary of Sentry Bots who will use the
tracks to get around quickly. When these tracks end in debris, go south
through a doorway and into a utility room, down some stairs, and into
another metro tunnel. Turn west and search the ruined subway train to
find a 'Senate Employee ID' on top of a suitcase near a skeleton, then
follow the tunnel down to the east. Expect to run into some trouble in
the form of Sentry Bots and a Turret as you go. Near the end of the
tunnel you find a room to your left, inside of which you can find
M.A.R.Go.T.
<---------------------------------------------------------------------->
25) You can just ignore M.A.R.Go.T. and go through the door to the
Presidential Metro [Hard]. If you talk to M.A.R.Go.T. you'll be asked
for identification, and if you fail to provide a satisfactory response,
you'll be attacked by the Turrets in the room, a Mark VII and a Mark V
in my game. You can show your filched Senate Employee ID or succeed at a
fairly hard Speech challenge, or make a [Science] check to get the
machine to play nice. Ask about the security breach and you'll find that
the tunnels ahead have been infested by Ghouls. On the plus side,
however, your dialogue with M.A.R.Go.T has marked you as friendly, so
you should no longer have to deal with security. The game makes it sound
like you have to help the computer clear the security breach to get the
subway train up and running again, but you don't. Head on into the
Presidental Metro when you're done with M.A.R.Go.T.

Presidential Metro
o======================================================================o
26) Head east to find a triangular junction in the metro, where a fairly
large fight will occur. A number of Ghouls-both weak and leveled
varieties will assault this area. The Sentry Bots and Turret are strong,
but they won't hold all the enemies at bay. Yes, this means Feral Ghoul
Reavers, so be in good form and ready to fight-or use Chinese Stealth
Armor and kill them all with a Deathclaw Gauntlet unobserved. Either
way. Head down the tunnel to the south, where you'll witness some Ghouls
in a parallel track to the west get clobbered by a train. I thought
those weren't working? Go through a door to your left labeled as the
'Equipment Room' and continue through it-grabbing a Nuka-Cola Quantum
off a metal shelf on your way-and into another metro tunnel to the east.
Follow this tunnel south until you reach an area with red lights around.
You should have secured the security breach by now. If you didn't
bother, you've really lost nothing besides the support of the robots
against the Ghouls, which is moot now anyways. Head to the east and
activate the 'Power Box' to turn the power back on, which will get the
trains working and open the door to the west that leads to the Capitol
Building. If you want to go back home and stash loot, heal, or whatever,
head through the door leading to the Capitol Building East Entrance,
which is just a quicker source of egress. Grab the note 'Sorry, My
Darling' off the bench as you go, while you're at it. If you're ready to
continue on, board the head train and activate the 'Metro Console'.

Note: If you listen to the note 'Sorry, My Darling' and head over to
the La Maison Beauregard Lobby in Georgetown you'll find a guy named
Lag-Bolt, the brother of Lug Nut. Kill and loot him for Lag-Bolt's
Combat Armor, Lag-Bolt's Shades, the note 'Lag Bolt's Note', and Lag-
Bolt's Suitcase Key. Open the suitcase on the pool table nearby to score
the All-Nighter Nightwear. What is it with these guys and sexy clothes?

Adams AFB Metro Exit
o======================================================================o
27) Watch the wonderful fighting between the Ghouls and 'bots as you
speed off towards your destination. These metros are like sinking ships,
once breached, it's inevitable they're going down. Ah well. You'll
arrive in the Adams AFB Metro Exit. Don't worry, it's not a one-way
trip. Head east up some stairs to find soem tunnels running north. If
you want to be sneaky, pick the locked door [Average] and hack the
'Turret Control System' terminal [Average] to sick the Mark VII Turret
on the Enclave. Or just force you way through. Either way, get past the
barricade and go upstairs to reach Adams Air Force Base.

Adams Air Force Base Entrance
o======================================================================o
28) Head up the stairs to the north to discover this location, then
immediately turn west to find a box behind a metal shack marked with the
Brotherhood of Steel standard. Open the 'Resupply Crate' to get the note
'Orders', an Electron Charge Pack x50, 50 Microfusion Cells, and the
Tesla Cannon. Oh, but we're going to have some fun with this. Why not
try it out against the turrets on the building up ahead? It's a great
long-ranged weapon, especially if you find the target with V.A.T.S.
before firing.

***WEAPON INFO***
Tesla Cannon (Energy Weapons)
Maximum Damage: 136
AP Cost: High
Ammo: EC Pack
Clip Size: 1 (1 round/shot)

A slow firing energy weapon cannon that does a huge amount of damage,
with a fairly generous area of effect. Treat this weapon as a Missile
Launcher with regards to friendly-fire, you sure don't want to blow
you or your allies up! The best thing about this gun is it deals static
damage for a while after hitting-even if you didn't directly hit your
target. Just like with any area-of-effect weapon, if you're going to
miss, shoot the ground next to an enemy instead of firing off a useless
shot into the air. There's some down-time between each shot, but the
weapon still gets off two shots in V.A.T.S., and while I wouldn't
consider it a go-to weapon in all situations, it sure is fun to mess
around with. The best part of all is the fact that this weapon is
ridiculously generous with ammo consumption, using merely one EC Pack
per shot. By this point in the game you'll have thousands of EC Packs,
and perhaps hundreds of missiles (I literally had 50 times the EC Pack
ammo as I had missiles.)
<---------------------------------------------------------------------->
29) Head between the buildings to the north east, behind some Enclave
barriers you can find a metal shack with a 'Turret Control System'
terminal in it [Average], and nearby are some stairs leading up to the
roof of the building. If you head to the north eastern edge of the roof
you can find an awning of an adjacent building to the east, upon which
lies a first aid box, some MF Cells, and a Mini Nuke. Head down some
stairs on the northern edge of the building and cross to another set of
stairs to the north. Upon this roof you can find some first aid boxes,
the note 'Sector 1 Artillery Note', and of course an 'Artillery Switch'
you can use to call down the thunder. Once you're done abusing the
Enclave defenses, head down the stairs to the east and enter the
airfield adjacent to the hangers.
<---------------------------------------------------------------------->
30) Enter the first hanger and, if you want to have some fun, hack the
'Deathclaw Pen Door' terminals [Hard] and sick the Deathclaws on the
Enclave soldiers. Search the hanger to the east, where you'll find some
Enclave Scientists. One of them has the note 'Flamer Fuel Stash
Holotape' and the 'Fuel Stash Container Key'. In the hanger to the
north east the most interesting thing is the Deathclaw you can release
from captivity. Search the western wall of the hanger directly north
from the one where you released all the Deathclaws to find your way in
(ignoring the stairs up for now). Along the eastern edge of the interior
of the hanger you can find a pair of Mini Nukes, one under a desk, and
the other behind some filing cabinets.
<---------------------------------------------------------------------->
31) Now exit this hanger by leaving out the way you entered. Go up the
stairs and continue north until you find a communications tower on the
roof a building to the north. Kill the Enclave soldiers and Turrets you
find, then search the table to find the note 'Sector 2 Artillery Note'
and another 'Artillery Switch.' Go down the stairs on the northern side
of the building and head into an alley to the west. Turn left, then
right and go up some stairs to find a cache of goodies on top of a roof,
which includes a Ripper, two Psycho, an ammunition box, and three first
aid boxes. Head back to the hanger and across the road to the west,
turning north to run between two destroyed hangers. Finally, we're
nearing the Adams Air Traffic Control Tower. Disable the Turrets on the
roof and kill whatever Enclave Soldiers are still lurking around. First
things first though. Head west of the Adams Air Traffic Control Tower
and behind a 'small building'. Under some barrels and tires you'll find
and Enclave Crate, which you can open thanks to your key. Inside is
Fuel x400. You can also snipe Enclave Soldiers afield to the east from
the roof if you wish. When you're done fooling around head into the
Adams Air Traffic Control Tower.

Adams Air Traffic Control Tower
o======================================================================o
32) Head around the level you entered into and search under the desks
to find a Nuka-Cola Quantum. Then head up the stairs and exit to Adams
Air Force Base. Continue going upstairs until you reach the top of the
tower, where some Vertibirds will appear and fire missiles at you. No,
they dont need to see you, they're just going to shoot into the tower.
Take out your Tesla Cannon and deal with them. Once they're dead,
activate the 'Enclave Field Research' terminal and select the option
'Open Mobile Platform Loading Ramp'. Once done, exit the Adams Air
Traffic Control Tower.
<---------------------------------------------------------------------->
33) Head over to the east to find the main runway of the Adams Air Force
Base. This is where the Brotherhood and the Enclave were duking it out
while we were exploring hangers and whatnot, so needless to say there's
a bunch of loot strewn about. So, before we head over to the Mobile Base
Crawler, lets search our way down the runway to the south. There are
dead bodies to loot, and truck beds to explore, as well as the Adams
Storage Facility. Inside of this area you can find the Rapid-Torch
Flamer on a counter, along with ammo, Mini Nukes, and a Nuka-Cola
Quantum, so it's worth checking out. Once you've sacked this building,
it's time to head over to the Mobile Base Crawler.

***WEAPON INFO***
Rapid-Torch Flamer (Big Guns)
Maximum Damage: 180
AP Cost: High
Ammo: Flamer Fuel
Clip Size: 60 (Continuous fire, fires 3-round gout in V.A.T.S.)

Although the stats are identical on paper (or on screen, rather) the
Rapid-Torch Flamer seems to deal its damage quicker than a normal
Flamer, perhaps in the same way Jack is superior to a normal Ripper? If
you like fire, you'll like this gun.

Mobile Base Crawler
o======================================================================o
34) Activate the 'Replusion Field Control Panel' where you'll get
several options. You can turn off the repulsion field if you have a
Science score of 80, which is pretty self explanatory. You can set a
timed charged if you have an Explosives score of 50 and make the panel
explode, but this is not advised as it leaves the repulsion field quasi-
functioning, allowing you to pass through, but damaging you every time
you do. Smashing the control panel is like the option above, but less
elegant. The panel will immediately explode-injuring you-and you'll have
to deal with a quasi-transparent repulsion field. I just turn the damn
things off.
<---------------------------------------------------------------------->
35) To the south is the 'Repair Station' where you'll find Stiggs, a
robot mechanic who'll ask you not to hurt him. If you say you're going
to hurt him, he'll run away and his robots will attack you. If you're
nice, you can pump him for information about the upper levels. Also,
if you have the [Robotics Expert] perk you can chat with him about the
robots, and he'll tell you that you could take control of all the robots
in the facility by hacking into the mainframe. He's a nice guy, I let
him go. He'll take his robots, 'Sparky' and 'Hoover' with him.
<---------------------------------------------------------------------->
36) To the north you'll find a 'high security clearance' area. If you go
too far some Enclave Squad Sigma soldiers will show up. If they're
supposed to by any stronger than normal Enclave soldiers, my Deathclaw
Gauntlet couldn't tell the difference. There's also an 'Armory' here
which is worth checking out. Other than this stash you can find plenty
of components and other loot strewn about that you really shouldn't need
anymore. At the northern end of the level you'll find some stairs
leading to the 'Dormitory' and on the southern side you'll find a ladder
leading to the 'Live Deathclaw' area.

Launch Platform Base
o======================================================================o
37) I prefer to enter from the Dormitory. From the door head west to
find a Security Officer-whom possesses a 'High Clearance Keycard'.
Continue west a ways to find an 'Enclave Doctor' in a bathroom. Kill her
and take her Lab Coat. Now turn around and head back to where you
entered the level. Continue down the hallway to the east and follow the
tunnel as it heads south until you reach another Armory. Inside you'll
find the Armory Master and several leveled Turrets. Kill them and claim
the Armor Master's 'Precision Gatling Laser', then pick the locked door
[Hard] if you want to loot the Armory, where you'll find more loot than
you probably know what to do with. At least loot the ammunition boxes
[Average], as they contain Alien Power Cells. The locked gun case [Hard]
contains another Alien Blaster, identical to the one we found earlier.
Some of the lockers also contain Stealth Boys, which are always handy.

***WEAPON INFO***
Precision Gatling Laser (Energy Weapons)
Maximum Damage: 298
AP Cost: Average
Ammo: EC Pack
Clip Size: 240 (1 round/shot, full-auto
		fires 8-round bursts in V.A.T.S.)

Like a normal Gatling Laser but more.. precise? Beats the hell out of
me.
<---------------------------------------------------------------------->
38) Pick the locked door [Easy] leading to the Mainframe and circle
around the room the door opens into to find some stairs. Go up the
stairs and take a right immediately upon reaching the top. Activate the
'Security Terminal' to unlock all the exterior and interior doors, as
well as the door to the Armory-which is moot to you if you're following
me word-for-word. You can also hack the 'Robot Control Mainframe'
[Hard] to either shut down the robots, turn off their targeting
perameters, or, if you've got the [Robotics Expert] perk you can
specifically set them to target the Enclave.
<---------------------------------------------------------------------->
39) Head back west to reach the stairs you came up and continue west
past them into a room with a terminal [Average] which you can use to
open the door to the west, if you didn't already unlock all the doors
with the Security Terminal. Go through the door to the west, where you
will probably find another Security Officer with another-now useless-
'High Clearance Card'. From the door take two lefts, heading east until
you find an opportunity to go down a corridor to the south, where you'll
reach a platform with a Deathclaw in stasis, and a 'Deathclaw Research
Terminal' [Average], where you can open (or close) the repulsion fields
around the Deathclaws and 'Protection Station'. Head back north and take
a right and head east a short ways until you get a chance to take
another right. Head under a sign that says 'Sensative Electronics' and
into the 'Protection Station'. Here you'll find another Deathclaw in
stasis, the unique 'Slo-Burn Flamer', and the 'Deathclaw Control
Terminal' [Hard], which serves no purpose but to raise and lower the
repulsion fields the earlier terminal affected. Now I'll leave the
minutae of looting the level to you, head up to the Launch Pad (marked
as Adams Air Force Base on your local map) when you're done ,. There are
two exits, and really, one is just as good the other.

***WEAPON INFO***
Slo-Burn Flamer (Big Guns)
Maximum Damage: 194
AP Cost: High
Ammo: Flamer Fuel
Clip Size: 60 (Continuous fire, fires 3-round gout in V.A.T.S.)

The big draw of this gun is its damage boost over the regular Flamer
and a much more lethal burn damage. The normal Flamer will deal two
hitpoints/per second of burn damage over five seconds, while this
monster deals eight hitpoints/per second over five seconds. The
downside? It uses three Fuel per 'shot', meaning it'll go through Fuel
three times faster than the other Flamers.

Launch