Fallout 3 tranquility lane walkthrough abandoned house. Wasteland Survival Guide

Quest walkthroughs are placed in spoilers so that those who do not want to accidentally read in advance and learn something superfluous would not spoil their enjoyment of the game.

List of quests:

Footsteps (Following in His Footsteps)

Upon leaving the shelter 101, the story of the search for the father of the hero, James, who left from there in an unknown direction, begins. First of all, you have to explore the nearest city of Megaton, a description of which, even with photographs, is available in the vault 101 caretaker's terminal.

In Megaton, everyone you meet will name the owner of the saloon, Colin Moriarty, as the most informed resident. Moriarty does know something, but it's not so easy to knock anything out of him. There are several ways to find out where dad went:

  • Chat with Moriarty to the point about what his father was talking about Colin all the time (lie), and if your character's eloquence skill is high, then Colin can believe and tell the truth for free.

One way or another, you will find out that dad went to the Galaxy News Radio station. The most acceptable route to the radio station: follow the "Supermart" and cross the bridge over the Potomac to the Farragut West Metro Station, and then you have to make your way underground, through abandoned tunnels. Look more often at the map in the pip-boy. The Farragut West subway will take you to Tenleytown/Friendship Station, from where there is an exit to Chevy Chase North. There you will meet in the ruins a detachment of soldiers of the Brotherhood of Steel under the command of Sarah Lyons (Sarah Lyons). She will lead her through the hordes of super mutants forward to the radio station, and you can just follow them in the distance and watch. Be careful, because in the end, a hippopotamus super mutant will appear on the stage near the radio station brandishing a fire hydrant. The easiest way to shoot him is from the second floor of the ruins opposite. After that, you should remove the "Fatman" from the body of the deceased soldier.

Talk on the intercom with the Brotherhood knights inside, they will open the door to the building when they are sure that everything is safe around. Go up to the second floor to DJ Three Dog, a conversation with him about where his father went from him will come down to the following options:

  • With a high enough Speech skill, you will be able to convince Three Dog that when you find dad, he can help the Light Side, while you skip the Galaxy News Radio quest and immediately start the Pursuit.
  • If you are not convincing enough, Three Dog will ask you to get a dish from the Virgo II lunar rover from the Technical Museum for the radio station (Galaxy News Radio quest) in exchange for information about your father.

Notes: If you managed to convince Three Dognight, talk to him again, he will offer, in exchange for a plate of the Virgo II moon rover, information about the old ammunition depot in Hamilton's Hideaway cache and the key to it. Three Dognight will offer the same key in the case when information about the father was obtained by you without his prompting.

This quest can be skipped in whole or in part - you can go directly to Three Dog without talking to Moriarty, or you can find notes on Project Purity in the Jefferson Memorial, or talk to Dr. Lee in Rivet City, or by chance infiltrate vault 112 (Vault 112), where James is languishing in captivity.

If you do not go to Three Dog as it should be on the quest, but first talk about your father with Dr. Lee in Rivet City, then you will have to deal with all the super mutants and the behemoth on Chevy Chase alone, without the help of the Brotherhood of Steel, where there will also be no fallen soldier with "Fat Man".

Galaxy News Radio

Because some mindless super mutant decided to shoot a shiny thing on the Washington Monument for fun, Galaxy News radio became very hard to hear everywhere, and you get a task from DJ Threedognight to get a plate from the Virgo II Dish lunar rover ) from the Technical Museum for some kind of remuneration (see above).

You can get from the radio station to the Technical Museum, for example: exit the building through the emergency exit to Dupont Circle (this is only an exit, not an entrance), there you make your way through the collapsed car tunnel (Collapsed Car Tunnel) to the Dupont Circle station (Dupont Station) , from there you get to the Metro Central, where there are two exits to the Mall, the eastern one leads directly to the doors of the museum. During this journey, you will meet raiders, wild ghouls and super mutants. Moreover, on the Mall and in the museum itself, the latter are teeming in abundance ...

Using the information terminals, you will learn that the Virgo II lunar rover is located in the west wing of the Technical Museum. By the way, in the atrium of the museum, you can notice some unusualness in the terminal opposite the entrance and start a hidden quest about finding a share of Jiggs' booty hidden by Prime (). At a minimum, you can get through the showroom of the Vault-Tek shelter to the door to the west wing and break through the hall with the Delta IX rocket to the lunar rover with the dish you are looking for, and at the maximum - search the entire museum. Help will be three stealth battles that lie in different places of the atrium - one below, behind the wreckage of the aircraft and two above.

The plate removed from the lunar rover must be installed on the Washington Monument, which is also located on the Mall, but to the west. Numerous super mutants roam the Mall, but it is not necessary to kill all of them - it's easier to sneak quietly to the monument guarded by the Brotherhood of Steel. To get inside, you should enter the password given by Three Dog at the beginning of the quest into the security system terminal. Next, take the elevator to the very top, install the dish from the moon rover and activate the Galaxy News radio repeater. Now the radio is perfectly audible throughout the Wasteland and Three Dog will give out the promised reward upon your return - if it was information about his father, he will say that dad went to Rivet City to visit Dr. Lee, and if about the old ammunition depot, he will name Hamilton's cache ( Hamilton's Hideaway) and give you the key to the locked grate.

Notes: You can come to the radio station on a tip from Colin Moriarty, but you can also start this quest without talking to him if you find the radio station building on Chevy Chase by accident.

This quest can be skipped in whole or in part - you can immediately find notes on Project Purity in the Jefferson Memorial, or talk to Dr. Lee in Rivet City, or accidentally enter Vault 112 (Vault 112), where James languishing in misery.

If you receive information about your father after agreeing to fulfill this order of Three Dog, but without his participation, then the DJ will still thank you - with the key to the ammunition depot.

Pursuit (Scientific Pursuits)

In addition to the option of getting information from Three Dog about where James went, this quest can be started by talking to Dr. Madison Li in Rivet City, or by finding James' notes on Project Purity at the Jefferson Memorial.

The easiest way to get to Rivet City is along the east coast of the Potomac, following from Dukov's Place to the south, you will not miss the aircraft carrier that has become a settlement. In Rivet City itself, follow the signs to the Science Lab, there you meet Dr. Lee (and don't forget to grab the Intellect doll on the table) She will say that James was here and tried to captivate her with the idea of ​​resurrecting their long-standing joint project "Purity", but he did not achieve anything and went to the old laboratory in the Jefferson Memorial. Additionally, you can learn a lot about the character's parents and Project Purity from Dr. Li, and in her room on the upper deck there are three holodisks - Project Purity Log: entries 1, 3 and 5.

After eliminating the super mutants roaming around the memorial, go inside through the door to the Jefferson Museum and Gift Shop (Jefferson Museum and Gift Shop). Strictly according to the quest, you need to visit the Rotunda and pick up the holodisks left by James from the additional filtering panel - personal notes on the Purity project: records 5, 8 and 10 (quest, you need to listen to it!). The notes refer to the development of Stanislaus Bron, the GECK (Eden Plant Generator Compact), a terraforming module capable of creating life from non-living things. It turns out that dad went in search of possibly preserved materials of Bron in vault 112, to which he was assigned. All that is known about this hideout is that it is located in a place called Evergreen Mills and is well disguised as a garage. A label will be added to the map in Pipboy, so finding Casey Smith's Garage shouldn't be much of a problem.

In the basement of the Jefferson Memorial, you can find several more holodisks that further clarify events and add atmosphere:

  • in the operating room where the character's mother died, entries 7 and 8 of the Project Purity log, made before James fled to Vault 101;
  • in the former room of the character's parents, personal notes on Project Clean: the initial and notes 1, 2 and 3, made after the return of James, as well as a recording of Katherine's voice (Happy Time).

In Casey Smith's garage, you need to deal with radroaches and mole rats, then open the entrance in the floor with a switch and go to the door to Vault 112, behind which a robotic brain will meet a character who is 202.3 years late, hand him the shelter's branded overalls, ask him to put it on and take Tranquility's free sun lounger (Tranquility Lounger). After that, the quest will end and adventures in virtual reality will begin.

Note: This quest can be skipped in whole or in part - you can find the Project Purity notes in the Jefferson Memorial before talking to Dr. Lee in Rivet City, or accidentally sneak into Vault 112, where James is languishing in captivity.

Tranquility Lane

In Vault 112, you will finally find dad - sitting in one of Tranquility's sun loungers, but, unfortunately, you won't be able to reach him, because he will keep looking at the monitor screen, on which clean cozy houses, paths and so on flash by. Exactly the same situation with those sitting in other sun loungers. You can look at their status on the terminals, you can even find Bron himself in the Overseer's room, but this will not do much and you still have to take a free sun lounger, after which you will find yourself in virtual reality - on a quiet pre-war Tranquility Lane. All things will disappear, you will see yourself as a child of ten years old, and instead of the usual Pip-Boy, there will be an ordinary watch on your hand that stops at 2:55...

The locals will suggest that you should approach the girl Betty, who is peacefully watering the flowers in the flower bed in the center. Betty, for answering questions, will demand to entertain her, which, however, is not necessary to do (see the alternative below).

Betty's first wish is that you bring Timmy Neusbaum to tears. How can this be achieved:

  • simply by beating Timmy with fists or a rolling pin found in the Rockwell house;
  • convincing Timmy that his parents are divorcing because of him (eloquence!);
  • showing him the brochure of the military school that lies on the table in their house, thereby he will be convinced that his parents want to send him there and sob;
  • after killing one of Timmy's parents (or both) - he must run to the crime scene and cry (this is the most brutal option).

When Timmy cries, you will receive negative karma (as well as for everything that follows), and Betty will express a second wish - that you destroy the Rockwell marriage without killing either of them. She will also start talking in different voices, she may admit that she is Stanislaus Braun, and even hint where her dad is ... How can you break up a happy Rockwell marriage:

  • tell Janet Rockwell that her husband is cheating on her, she will believe it quite easily (eloquence!);
  • listen to the chatter of others about Roger Rockwell and Martha Simpson's romance, this will lead you to the idea of ​​stealing Martha's lacy underwear from her house and throwing it on Roger's table in the basement, after which you will only have to ask Mrs. Rockwell to visit there;
  • read Janet's diary in the Rockwell bedroom, it tells about Janet's dream to kill Martha Simpson with a rolling pin, then you need to take this same rolling pin in the kitchen and beat Martha with it, and then lie to Roger that it was the work of his wife.

After that, Betty will become even more frank if you ask for an explanation, and wish for the death of Mabel Henderson (Mabel Henderson), and not trivial, but beautiful and spectacular. What can be imagined about the accident with Henderson:

  • cheat on the chain of the chandelier hanging over the passage to the kitchen, and it will fall on Mabel's head when she passes under it;
  • push the roller skate lying on the stairs closer to its edge, as a result of which Mabel will surely fly off the stairs and break her neck;
  • dig into the gas stove and make a gas leak, and then ask Mabel to bake a cake - at the moment the stove is ignited, an explosion will occur and she will die;
  • find out about Mabel's distrust of her robot assistant, wait for her to go to her house, and change the parameters in the terminal in the kitchen in this way:
    • first "Start the protection program", thereby Entrance door the house will be locked;
    • after that "Delete due diligence parameters", and the assistant robot will start attacking everyone in a row;
    • when the robot deals with its mistress, select "Enable due diligence options", then "Interrupt protection program" (to unlock the door), and you can go to Betty with a report.

Now it's time to fulfill the last wish of the mischievous girl - you need to take a knife and a mask in a doghouse near an abandoned house, turn into a Tiny Killer and deal with all the inhabitants of Tranquility Lane. After equipping the mask, everyone except Betty and the dog will become hostile, however, no one dares to resist, you just have to run after everyone for a long time.

When it's over, Bron will thank you for the great entertainment and confirm that the dog Doc (Doc) is really James, who has been watching your actions in horror all this time. Bron will then allow both of you to leave the simulator.

If you don't want to be led by Betty Bron, that is, another way out - an emergency shutdown. Old Lady Dithers will certainly come up to you and tell you what she knows about the unnaturalness of what is happening and the presence of an emergency switch in an abandoned house, or you will find this house yourself.

Inside the abandoned house, you should activate the emergency terminal with the help of unusual objects that make various sounds when touched. By the way, these sounds should add up to the melody that Betty whistles, here is the correct sequence:

broken radio, glass jar, garden gnome, glass jar, cinder block, garden gnome, empty bottle

After that, the Vault 112 Auxiliary Command Terminal will appear, where you will read Bron's notes about the current and past incarnations of the simulator (Toucan Lagoon and Mountain Chalet), access version control (by the way, James UNKNOWN has already achieved this ... not for long, really) and program "Chinese invasion".

From General Chase's "Chinese Invasion" note and Bron's entry on Resiliency it follows that the program code has been changed (security protocols have been switched to an inactive state), and when performing a simulated communist attack on US territory, all subjects in shelter 112 will actually die if their virtual incarnations are killed. Thus, Bron wanted to be able to end both this simulator and his life. However, he miscalculated a little - after running the first simulation, he learned that the secondary security devices developed for the military and personnel of Vault-Tec would not let him die in the real world even in the event of a "fail safe death" of his avatar. All subjects will be killed, but he will remain alive. Of course, then he can create all sorts of other avatars controlled by programs. artificial intelligence, but what joy is it for him to torment the machines? He will be left alone on Tranquility Lane, doomed to eternal boredom...

If you want to punish Bron and get positive karma, then launch the "Chinese Invasion" and go outside: the Chinese will appear there, shooting at everyone except Betty, you and the dog. You can then listen to Bron's complaints, confirmation that the dog is James, and leave the simulator. Bron claims that the virtual reality simulator has been running for 200 years and now his body can no longer cope with any physical activity, so there is no way out for him.

As soon as Tranquility's sun loungers open, a grateful James will run up to you. He intended to find holodisks, notes, or even Bron's experiments on GECK here, but did not expect to find him himself, alive, and even crazy, so he ended up on Tranquility Lane as a dog. Then he will report that he is going to return to Rivet City to tell Dr. Lee about the GECK and still convince her to participate in the revival of the Purity Project. You can accompany him to Rivet City, or you can go about your business and arrive at the meeting point later.

How to adjust karma:

  • to get negative karma, play by Betty's rules;
  • to receive positive karma, start the "Chinese invasion" program;
  • if you gravitate towards neutrality, then first complete the tasks of Betty, and then start the "Chinese Invasion" program.

Notes: This quest can be started without talking to Dr. Li in Rivet City or finding Project Purity notes in the Jefferson Memorial if you accidentally break into Vault 112 beforehand.

With a science skill of 75+, you can open the door to the room with the weapon and the password to the Overseer's room, and then go there to look at Bron meditating in Tranquility's lounge chair. Nothing else can be done anyway...

Attacking Betty-Bron on Tranvity Lane is not worth it - the character will face imminent death, just like on the Shivering Isles when attacking Sheogorath.

Living water (The Waters of Life)

In this quest, you will take part in the resumption of work on the abandoned 19 years ago project "Purity" (Project Purity) to purify water in large volumes.

After rescuing James from the quiet Tranquility Lane, he immediately decides to go to Rivet City to Madison Lee, you can accompany him (many interesting moments await you along the way, like this - dad attacking a yao-guai with a revolver ...) or come to a meeting in a scientific laboratory separately. On the spot, you will witness the historic negotiations between James and Dr. Lee, which will result in the decision to return to work on the project without delay. You will be asked to accompany the scientists to the Jefferson Memorial or, again, you can come there separately. I will add that it is worth preparing for battles, as well as freeing up more space in your inventory.

If you choose to be accompanied, you can watch the relocation of James, Dr. Madison Li, Janice Kaplinski, Anna Holt, and Garza to the Jefferson Memorial. Near the entrance to the museum floor, James will ask you to clear the memorial building of the remaining super mutants before the scientists go inside. If you have already done this before, during the Pursuit, then James will not say anything about it. Then the working days will begin for everyone.

A team of scientists occupies the museum floor and rotunda, joined by two more who were somewhere on the road - Daniel Agincourt (Daniel Agincourt) and Alex Dargon (Alex Dargon). The work begins and you also receive a task, a request from your father: to reach the pumping station in the basement and turn on the pumps to pump out the water that flooded part of the complex, after which the scientists will be able to power the supercomputer with a valuable database supposedly located in it. Go to the basement of the memorial, follow the signs there Flood control, the room you are looking for with the pump station switch is to the left of the room with the bunk beds. After turning on the pumps, James will ask you to return to him, to the control room in the rotunda, for fuses.

Dad's next task: to replace the fuses that shorted out during the flood, after that the automatic doors should work and finally it will be possible to get to the supercomputer. The box is also in the basement, almost at the end of the western part of the level, follow the signs Fuse Access A1. After replacing the fuses, dad on the intercom will ask you to go up almost to the exit from the basement and open the automatic door, behind which there is a supercomputer. Now follow the signs main frame. Open the door (now the green light should be on above it), and turn on the computer. The intercom on the left comes to life, dad suggests you return to the control room, but immediately adds that you should first clear the blockage in the filtration pipe. Now you need to go up to the museum floor and go for further instructions to the intercom near the manhole to the pumping station, where you will learn that you need to climb inside and drain the pipe using manual control. However, having reached the desired valve through the pipe and turning it, you will witness the arrival of uninvited guests - Enclave soldiers on vertibirds, while you will be forced to just stand and watch, because the entrance and exit are locked, and you will hear how dad will tell Madison to close some Door...

After a while, the sign above the exit will change to Unlocked and you will be able to jump down the pipe to the memorial's basement. There you will discover and test a new enemy - the Enclave soldier. By the way, this is your last time in the basement, so take whatever you like. In the rotunda, you will see the following picture: James, Janice Kaplinsky, Enclave Colonel Autumn (Col. Augustus Autumn) and a couple of other soldiers are standing behind a closed emergency bulkhead in the control room, and Dr. Lee is outside at the control. The Colonel demands that James hand over all materials on the project and assist the scientists of the Enclave. James refuses, stating that the purifier doesn't work and never has, and in general, the Enclave has no authority over a private project. In response, Autumn kills Janice, after which James pretends to agree and arranges for the reactor to be overloaded. Everyone in the control room behind the bulkhead is doomed to death... however, the colonel manages to inject himself with some kind of injection, judging by subsequent events, the enclave analog of rad-X... James, with his last strength, orders you to run and dies.. .

Dr. Li, stunned, says that the only thing left to do is to leave the memorial to the Brotherhood of Steel Citadel through the underground Taft Tunnel, just like 19 years ago. Then she runs away to the museum floor to the hatch in the tunnel. There you will see all the surviving scientists from the team, with the exception of Anna Holt (remember this). Dr. Li insists that everyone, led by you, move forward through the tunnels in order to avoid detection by the Enclave. Daniel Egincourt can be given some kind of pistol, but help from him will be doubtful. Enclave ambushes and wild ghouls await you in the tunnels, so it's best to leave the scientists behind for a while and scout what's ahead. Loot here will be good - Tesla armor and plasma / laser rifles, and in some places Chinese weapons and uniforms. Note that the automatic gate behind the first Enclave ambush, operated from a very heavily password-protected terminal, can be opened by Dr. Lee. At the beginning of the second part of the tunnels, Garza will have a heart attack. You will have to stop at the request of Dr. Li and somehow resolve the situation:

  • give five stimulants to alleviate Garza's condition so that he can reach the Citadel;
  • persuade Dr. Lee to give Garza three bottles of buffout, for lack of anything else;
  • convince Dr. Lee to leave Garza;
  • convince Garza himself that he is too much of a burden for everyone;
  • kill Garza.

If you do not want to kill or abandon the poor fellow, but there are no medicines available, then you can try to look for them in the first-aid kits on the walls of the tunnels. After that, there should be another tricky Enclave ambush when the soldiers will suddenly start shooting at you in the back from a high ground. At the end of the tunnels, you will see a Brotherhood of Steel checkpoint - a soldier with a flamethrower and a turret, however, as soon as you pass the soldier, a crowd of wild ghouls will attack the scientists from behind, falling out of a dead end behind a difficultly locked door on the left (moreover, even if you go there in advance and destroy them all, new ones come from somewhere...). Now it remains to get to the Citadel.

Paladin Bael at the gate categorically refuses to let the civilians in, and Dr. Li desperately yells into the intercom for Lyons to open the door immediately. The door, oddly enough, immediately opens. Elder Lyons (Owyn Lyons) personally meets the surviving scientists at the gate, asks about the events and, having learned that James found a way to start the purifier, promises to help. The scientists are on their way to the Citadel Lab, and you need to talk to Scribe Rothschild (the only Brotherhood doctor Dr. Lee trusts) about the Vault-Tech database.

Note: Here's my personal take on the plot twists. It is quite clear that James nevertheless persuaded Madison Lee to resume work on the project because of her long-standing and secret love for him, and it is clear that sooner or later someone would attack the unguarded memorial, whether the Enclave, whether the super mutants, it is not clear why the scientists did not think about this, and the death of James is arranged somehow strangely. How could an enclave colonel, who had come to capture a purifier, allow himself to be locked up with soldiers, and even with two hostages, behind an armored bulkhead?! Like, I wasn’t afraid, they have such a happy X ... I don’t know, all this looks unconvincing, but in the dialogues there are several variations on the theme of "James' self-sacrifice." Probably, in the end, it was decided to drive the player into the pipe, and how the alignment of forces he saw later in the rotunda developed was left unknown.

By the way, if you run very fast, then you may well have time to run into the control room while raising the bulkhead, and then die heroically with your dad :)

Picking up the Trail

Scribe Rothchild is usually found in the Citadel's lab, and upon meeting he will tell you about the terminal with information about Vault-Tec shelters in Ring A of the Citadel, or you can do without talking to Rothschild by finding this terminal yourself. Of all that is in it, it is necessary to read only about the completeness of the equipment of vault 87 (Vault 87).

After you learn about the presence of GECK in the 87th vault, go back to Rothschild to indicate its location on the map (the location of the vaults also becomes known in the Vault-Tek headquarters during the passage of the quest Agatha's Song). The scribe will also mention that this shelter is difficult to access due to excessive radioactivity in the area and will suggest trying to get into it through the Lamplight Caverns.

In Little Lamplight, you will be stopped by the overbearing Mayor MacCready. You can convince him to open the gate with the help of the Eternal Child perk or simply by persuading the kid (eloquence!), And if that doesn’t work, then in order to earn the mayor’s trust, you will have to take a walk to Paradise Falls and rescue Sammy, Squirrel and Penny from there (quest Rescue from paradise).

When the problem with infiltrating Lamplight is somehow solved, you will have to choose the path to vault 87:

  • break through the confusing and stuffed with super mutants Murder Pass, for this you need to ask McCready to open the entrance to it (on the outskirts of Little Lamplight this door is guarded by the Princess (Princess));
  • ask the mayor about other ways, then you will hear about the unopening door and Joseph (Joseph), then you should find Joseph in the Great Hall and ask him to turn on the power of the computer from which the kids lost the password, then you just have to crack it (science 50) and go straight into the reactor chamber of Vault 87.

It is worth noting that both paths will lead you to the same reactor chamber, however the first one is more difficult to break through the hordes of super mutants. When you find yourself in the 87th shelter, you will need to look for the GECK there ...

Note: The developers did not at all provide for entrance to Vault 87 through the front door, which, of course, is a significant mistake in the light of further events.

Bug: There may be a glitch with the Princess stuck in the closed gate leading to the Killing Passage, if this happens, go to the Great Hall for a while, and if this does not help, then you will have to get into the shelter by an alternative way.

Rescue from Paradise

Quest options: If you can't get Mayor MacCready to let you through the Little Lamplight Caverns to Vault 87 for no reason, he'll demand that you prove your worth and save three children from slavers - Sammy ( Sammy), squirrel (Squirrel) and Penny (Penny). If you manage to impress the Mayor (using Speech or the ForeverChild perk), you won't hear from him about the trio in Paradise Falls. In this case, you can take the quest directly in the lair of the slavers, but again, you need to be able to get there (Just business).

If you have access to Paradise Falls, then the first time you enter there (even before appearing in Little Lamplight), you will see Sammy asking for help near the gate, you can also inquire about the possibility of acquiring slaves from the local main villain, Undertaker Jones (Eulogy Jones) .

Jones will offer three children - Sammy and Penny for 500 caps, and Squirrel for 1000, as a very smart boy. You can talk him into dropping the price from 2000 caps to 1200 caps (eloquence!).

Purchase: If you prefer the path of the deal with the Undertaker, then after giving him the caps, the kids will be waiting for you at the exit from Paradise Falls. Approach them and talk to Sammy. Though with difficulty, he will believe that you are saving them. Then you need to leave the settlement and talk to Sammy again, the quest will close, and the kids will rush through the wasteland to Little Lamplight.

Rescue children: If you do not want to spend caps, then the heroic path remains. In Paradise Falls, you should go to the slave pen and talk to Sammy and Squirrel through the bars. They will say that they can escape through the toilet drain, but in order for them to be able to get in, you will have to help them get rid of the slave collars. Removing the collars will be done by Squirrel using the terminal he repaired, you just need to somehow connect it to a secure network: either by hacking the main terminal in the Undertaker's lair (requires science 50), or by repairing the cable box near the bar (requires repair 40). After solving this issue, the squirrel will say that it is still necessary to distract the guard of the Forty (Forty) for the duration of the escape. How can I do that:

  • kill him or put a grenade in his pocket (dangerous);
  • shoot him with a hypnotron and turn the rest of the gang against him;
  • knock out Scarlet (Crimson) from the retinue of the Undertaker to seduce the Forty Man;
  • open Forty's eyes to the fact that he is not appreciated enough by The Undertaker, as a result of which he will go to Jones for a showdown.

Saving Penny: After eliminating the guard, Sammy and Squirrel run away, saying that Penny will not leave here while her adult friend Rory Maclaren (Rory Maclaren) is sitting in a punishment cell (this is Pulowski's hideout nearby). Here you can:

  • persuade Sammy and Squirrel to leave Penny (eloquence!, and an increase in negative karma);
  • Convince Penny to run away without Rory (75% chance of luck at Speech skill 100);
  • find the key to the punishment cell and rescue Rory from there.

Rescue Rory: Penny says that the key to the punishment cell is on a table on the ground floor of the Undertaker's lair, and the Forty Man has another duplicate... When you open the punishment cell, you will see that Rory is really not a child and will not climb through the drainage pipe, which means you need to pull him out through the front door. However, it is not necessary to take Rory out of Paradise Falls, it is enough to free him from the punishment cell, return to Penny, and announce to her that he is saved. How can you get Rory out of the city (choose the night time for the operation, as at this time many slavers sleep):

  • it is possible to save Rory without turning the entire local gang into hostility if he leads fighting one - for which you first need to steal ammunition from all the slavers and collect all the melee weapons around, and then slip a combat shotgun or flamethrower on Rory, then he will have a chance of success;
  • order Rory to follow you and free the other slaves in the pen, if you're lucky, you and Rory will run to the gate, while the rest will take the fire;
  • immediately after the opening of the punishment cell, tell Rory to get out on his own, when he runs to the exit you will only need to have time to press the "T" button before getting him into a fight, and wait a few hours for him to peacefully leave Paradise Falls (by the way, and other people captured during the Just a Business quest can also leave the city intact in this way);
  • kill all slavers.

If Rory is saved, then later he can be seen in Moriarty's saloon (in a collar!), However, he will not have any new dialogues. Having solved the situation with Rory one way or another, go to the kids waiting for you at the exit from the drainage hatch outside of Paradise Falls, where after talking with Sammy the quest will end (+ 900 XP and positive karma).

Note: If you finish the quest before attempting to get Rory out of Paradise Falls, then his rescue will become impossible, because he will start talking nonsense and will not leave the place.

Finding the Garden of Eden

After entering the reactor chamber of Vault 87 one way or another (see the previous quest), you should break into the living quarters, and then into the experimental laboratories to find the G.E.K.K. (G.E.C.K., Garden of Eden Generator Compact).

In the corridors of laboratories, you will certainly hear the request of a competent super mutant named Fawkes - go to the intercom on the wall of his cell and talk to him. Fox will explain his education by the fact that he had access to the main computer of the shelter with a database for a long time, he knows about the GECK available here and even promises to help him get it in exchange for his release. This proposal is not without meaning, since the place where the suitcase is stored has a very high level of radiation ...

To get Fox out of the chamber, turn right down the corridor and reach the service room with the fire console, there you can either hack the fire console TO terminal, which opens the test chambers selectively (science 50, Fox's chamber 05), or activate the fire console (Fire Control Console ) to open all chambers with all hostile inhabitants. There is an option to kill Fox by picking up the password to the terminal on the wall (science 75), but you should not do this, because later he can become a good partner for a goodie.

Having decided on the fate of Fox, turn left from his cell, somewhere in the depths of the intricate passages, the GECK is waiting for you. You can get a suitcase in one of three ways:

  • on your own: in this case, you will have to take rad-X and / or put on an anti-radiation suit (by the way, there is one improved copy, ID 0009b8ec, in the locked pantry of the shelter);
  • release Fox, who will help you in battle and endure the GECK;
  • if you have Charon with you, then you can entrust the removal to him.

It is especially worth noting that when the GECK self-removes, it will be possible to "Use the GECK", but this will lead to the death of the character. Once the suitcase is in your hands, Fox will say that he will find you later and stay, but on the way back you will stumble upon an enclave ambush led by Colonel Autumn (Col. Augustus Autumn, surprised?). A grenade explosion (of a type never seen before) will render the character incapacitated and the colonel will take possession of the GECK...

All partners at the same time, as it were, quit and go to their previous places, you will have to hire them again after the quest (the things given to them will be with them after re-hiring).

You will wake up on the third level of Raven Rock (Raven Rock), where it is impossible to get just like that. Colonel Autumn wants to know the code for the purifier, you have several options. If you choose the correct code among them (2-1-6), then after checking it, the colonel will shoot the character for uselessness. If you choose the wrong answer or refuse to answer, the colonel will certainly become furious, but he will not have time to do anything, because. President Eden will urgently call him over the intercom ...

Notes: If you decide to free Fox, you can arrange an exchange with him, he has a unique Fox super sledgehammer (Fawkes "Super Sledge"), it weighs less than usual, and deals more damage.

After returning to the Citadel, you can tell Elder Lyons that the super mutants are climbing from shelter 87 (for good karma).

When you get the GECK, it's worth unloading extra things into closets nearby and returning later for them - after all, you will only be able to visit Raven Rock once, and then involuntarily, and you will probably want to take out a lot of things from there.

American Dream (The American Dream)

Level 3 of Raven Rock. When Colonel Autumn leaves your cell on President Eden's orders, you will finally be able to move and retrieve your belongings from the locker by the door. Why all this? It turns out that the president wants to see you at his place and quickly ...

Turning left at the exit of the cell, you will stumble upon a hostile officer who can be convinced (eloquence) that you are only going to the president according to his orders, if unsuccessful, you will have to participate in a shootout. Turning right will avoid this conversation. Soon the president will announce to the entire level that you are a guest here and should be treated with respect. However, as soon as you get close to either of the two exits to Level 2, Colonel Autumn will loudly cancel the presidential order. Yes, like this, and you dreamed that you would leave here peacefully?

By the way, in the cell next door on the same level 3 you can see Nathan Vargas from Megaton, a former ardent supporter of the Enclave (if Megaton was not blown up by the quest The power of the atom). There are no dialogues with him, you can’t save him, and later, when Manya tells you about the missing Nathan, you can’t talk to her about it either, because. no replicas.

Level 2 of Raven Rock. In one of the rooms in sector 2B level 2 you can find Anna Holt (Anna Holt), captured by the Enclave in the Jefferson memorial during the quest Living water (The Waters of Life). She openly admits that she betrayed the cause of James by telling her enemies about Project Purity, and will make excuses that the Enclave, with their technology, is centuries ahead of anything Dr. Lee could achieve. If you decide to kill her, you will get negative karma, but nothing, you can hit her hard, and then blow up the enclave base :) Try also not to go past Colonel Autumn's room in sector 2C, where there is a "Energy Weapon" bobblehead (this is the only way to get it) and the entry "ZAX Destruct Sequence" in a chest near the bed.

Meeting with President Eden. Once in the control room of Raven Rock and climbing to the very top of the winding stairs, you will learn one of the secrets of the state - President Eden (President Eden) is actually not a person, but a computer from the ZAX series, the release of which was launched several years before the war ...

ZAX AI will talk about his plan to change the Wasteland for the better with the help of a man-made evolution virus (V.R.E. or F.E.V.) and will offer you to help him eliminate all kinds of mutations by running a purifier in the Jefferson memorial and placing a test tube with a new virus strain in his control panel FRE. Since the purifier created by James and Dr. Lee is able to provide clean water to the entire Capital Wasteland, the virus will spread with water everywhere and quickly destroy all mutants, which will also include the majority of the human population (in passing, it can be found out that Colonel Autumn considered this plan to be too radical and for this reason disagreements arose between the president and the colonel). About further fate president, you can do something or not (although your choice will not affect the plot in any way and keep in mind that in any case, Eden will not allow you to leave without a test tube with the FEV virus):

  • with developed eloquence, you can convince Eden that he is crazy and make him self-destruct and blow up the base (this is quite difficult, with 100 eloquence and 10 charisma, the success rate is 90%);
  • with a swollen science skill, you can chat the president to a logical error that is unsolvable for a computer and also make him self-destruct and blow up the base;
  • use the ZAX kill code (if you found the recording in Colonel Autumn's room), the result will be the same;
  • leave the president and leave, while the base does not explode, and Eden will push his patriotic speeches during the next quest.

Escape from Raven Rock. Moving towards the exit from the base at level 1, you will watch the exchange of fire between Enclave soldiers and robots, you can collect useful things in chests and tamp them into inventory (there is a gatling laser near the exit from the base). Outside the gate you will meet the super mutant Fox (of course, if you helped him earlier in shelter 87) and you can take him as a partner if you have positive karma. Then it remains to admire the spectacular explosion of the base (you will not return there anyway) and the successful escape of several rotorcraft (Colonel Autumn is on board one of them, and the rotorcraft leave the base in the same way, even if it is not blown up).

Return to the Citadel. You should then return to the Citadel, where you will be taken directly to a meeting with Elder Lyons, Rothschild, Sarah Lyons, and Pride of the Lions regarding the upcoming Brotherhood of Steel attack on the Enclave-occupied Jefferson Memorial. As soon as Lyons hears about the GECK Enclave soldier in the hands, he will immediately agree to immediate drastic measures. By choosing the appropriate replicas, you can give Lyons or not give the vial with the FEV virus. Finally, Sarah will say that you deserve the title of honorary fighter of the Lion's Pride (you can refuse) and will offer you a choice power armor or reconnaissance armor (you can not take it). Now all that's left is to get things done...

Note: this is your last chance to partner with a high paladin Cross (Star Paladin Cross, you need positive karma).

Vital Phoenix(Vespa)

Take it! (take it back!)

Attack on the Jefferson Memorial. To start the attack, you need to declare to Sarah Lyons about your readiness. After this giant robot "Liberty Prime" (Liberty Prime), created before the war to liberate the city of Anchorage in Alaska from the Chinese communists, which was tirelessly repaired by the scribe Rothschild and Dr. Lee, will be pulled out of the Citadel by crane. Once outside, Liberty Prime will stomp towards the bridge across the Potomac, killing everything in its path to the memorial, with Lion's Pride and your hero following. The resistance will not be weak - there are rotorcraft and Enclave soldiers everywhere, who are provided with artillery support, however, the robot will break through all obstacles, including Enclave energy shields (you will only have to deal with foot soldiers and try not to suffer from car explosions). Some paladins of the Brotherhood of Steel are mortal, and therefore may die along the way.

Last meeting with the colonel. Inside the memorial, through the door to the Jefferson Museum and Gift Shop (Jefferson Museum and Gift Shop), a giant robot will not crawl through, so you and Sarah will go further. In the Rotunda you will stumble upon Colonel Autumn (again!), Two scenarios are possible:

  • you will persuade the colonel to leave on all four sides, either by saying that there is no more Raven Rock or President Eden, or by asking why he serves the machine (this is quite difficult);
  • you will finally shoot down Colonel Autumn and take his signature laser pistol as a keepsake (in the original, its damage is 70, after installing the DLC Broken Steel it becomes much less, 17).

After resolving the situation one way or another and climbing the stairs to the control room, you will hear Dr. Li's excited voice over the intercom: "Pressure is building up in the tanks. It must be relieved immediately, otherwise the whole complex could explode. You need to turn on the purifier to relieve the pressure. Do you understand me? You need to turn it on NOW." Now it's time to make a decision - which one of you will enter the chamber with a lethal level of radiation and turn on the purifier ...

In the original, this is where the game ends. due to the imminent death of the character, however, after installing the Broken Steel DLC, you will have the opportunity to continue the game and even send your teammates resistant to radiation into the control room. The difference will be only in the final cutscenes shown, depending on the completed quests and the actions of the character you played - evil / neutral / good and using / not using a test tube with the FEV virus.

Option 1: Sacrifice yourself or Sarah Lyons. The main thing here is to remember the correct code to activate the cleaner, this is 2-1-6 (Mom's favorite bible quote, Revelation 21:6), and have time to inject it before the purifier explodes (+1000 karma). If you give this honor to Sarah, then she will die (BS) and you will do without an increase in karma.

Option 2: Ask your partner to turn on the radiation-resistant purifier. Without the Broken Steel DLC, all partners, as one, will flatly refuse to do this. After setting the BS to commit a heroic act, Fox (Fawkes), Sergeant RL-3 (Sergeant RL-3) and Charon (Charon) can agree.

Option 3: Do nothing. You can just not enter the chamber, after a while the cleaner will explode, Game Over.

Continuation of a story. With the Broken Steel DLC installed, you will wake up two weeks later in the Citadel Clinic. Elder Lyons will explain that you and Sarah were brought here in an unconscious state, and Sarah has not yet regained consciousness (or she will die if it was she who launched the purifier earlier). Lyons will also talk about everything that happened, and here the first quest of the add-on, Death From Above, will begin.

I express my gratitude for the assistance rendered in the preparation of this quest, comrade. Vital Phoenix(Vespa)

Project Impurity

A note about the possibility of poisoning the water of the Purity project appears in Pip-boy during the quest Take it! (take it back!), while approaching the Jefferson Memorial. You just need to decide whether or not to place the vial with the Modified FEV virus (Modified FEV), given to you by President Eden, in the additional filtration panel in the purifier control room (if you previously transferred it to Elder Lyons, then nothing needs to be decided).

The result of using the virus will be the extinction of all creatures affected by mutations, incl. most of the population of the Capital Wasteland. Only the purest representatives of humanity will not suffer - the people of the Enclave and the Brotherhood of Steel. You can place a test tube on the panel before entering the chamber (if you choose to personally turn on the purifier) ​​or during the negotiations between Dr. Lee and Sarah on the intercom (if you prefer to look at the inclusion from the side), this act will reduce your karma by 1000.

Using a vial of FEV virus will have far-reaching consequences if the Broken Steel DLC is installed. Pure water (Aqua Pura), which is bottled and transported throughout the Wasteland by representatives of the Brotherhood of Steel, will be infected with a virus that kills mutants, and your character is still not a pure person, as President Eden believed, and this water will first have a negative impact on S.P.E.C.I.A.L. attributes, and if used twice (or more), it will kill your character...


In the section on the question Question on the passage of the game fallout 3 set by the author Egor Goncharov the best answer is Once in virtual reality, talk to Betty - the girl on the playground. She will ask you to bring to tears the boy who sells lemonade nearby. Go to the boy and talk to him. Next, find the Henderson house on the square. On the first floor of the house in the room behind the stairs you will find the terminal. It will not be possible to activate it, but when you return to the hallway, there you will meet the old woman Deathers. The old woman will tell you that everything here is not real. You will also learn that there is an emergency switch in the abandoned house.
Get outside. Go right. You need a second house along the way, but when you search it, you won't find anything that looks like a switch. However, there are a few items in the hallway that can be activated: a broken radio, a pitcher on the table, a garden gnome, a cinder block, a bottle of cola. At the same time, a sound will be heard - this is a mystery. You need to create a melody by clicking on things in a specific order. The order is: radio, jug, gnome, jug, block, gnome, bottle. After that, the additional control terminal will come into action. After opening it, activate the Chinese Invasion program, then return to the playground and talk to Betty. At the end of the conversation, go out the door.
After you talk to your father, leave the hideout and return to the Rivet City lab. When you go outside, open your Pip-Boy. On the global map you will see two routes. One leads to Rivet City, and the other leads to the unknown. Ignore the second route, jump to Rivet City and visit the Science Lab there.

well, evil passage - just help the girl

Answer from skinny[active]
Just do whatever the little girl says)


Answer from flush[guru]
i know how to get through in an abandoned house there is a stake then a radio and something else on the first and same there are such things there are only 4 of them and press them in different ways so that there is a sound and there are no errors. I'm so proshol but now it's a long time to explain if there is skype write arhangel66613 if you want to go through this mission quickly.


Answer from Mike[guru]
There are flasks of bottles of things on the 1st floor, I don’t remember what already, to make a melody over poking at them.


Answer from ferroalloy[guru]
you need to complete all the quests and kill all the inhabitants and get out of there


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

Vault 101

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

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

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

Open Pip-Boy and equip your gun, then hit three targets. When it's done, kill the spawned Radroach with the pneumatics. After defeating the insect, approach your father and stand next to him to take a photo for memory.

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

The future is in the fog

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

Go to class. There you will be met by Mr. Brotch, who will offer you to pass the exam. After you answer ten questions, you need to turn in your work to Brotch. The examiner will announce the results of your test - the name of the specialization, however, if you say that you did not like the result of the exam, then Brutsch will offer you to choose the skills you need yourself in the window that appears. I chose hacking, medicine and light weapons. Your choice may be different. Then exit the class.

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

The escape!

After going out into the corridor, attack the security officer. When he is defeated, search the corpse and take his suit, helmet and club. Put on a suit and helmet to improve your armor. Further iditol to the left along the corridor. Before entering the side tunnel, you will meet Butch, who will ask you to save his mother. Here you have many options - I gave him my pneumatics and continued moving into the side tunnel.

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

After entering the large hall, you will see how two residents of the shelter will run into the corridor and will be killed by the guards. You will have to arm yourself with a pistol and fight the guards. When a guard gets under your crosshair, press the V button to turn on the auto-aim mode - a very handy thing, by the way. After killing the guards, search them to pick up the ammo. Then return to the hall and go through the door on the left. Behind it, a couple of cockroaches and a guard with a club in his hands will be waiting for you.
After climbing the stairs, go down the corridor to the left. Exit to the second level of the hall. Go straight along it, cross the technical room and exit into the second corridor. There is a room where the Overseer and his guard are interrogating Amata. Pass the room forward along the corridor and go into the office on the right. There you will find a dead Jonas - a friend of his father. After searching it, you will find a message from dad, which you can listen to in Pip-Boy. Next, search the tables, and then open the door on the right using the hairpins that Amata gave you.

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

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

Track to track

After leaving the shelter, allocate skill points and additional skills that you will have with getting the second level of the character. Then follow the compass and marker to get to a town called Megaton.

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

After going inside, chat with Harey and a prostitute working in a saloon. You can ask them about their father. Then go outside - meet Moriarty. Talk to him. He will tell you that he knew your father, that you were not born in a shelter, and many other things that are hard to believe. You can try to lie and say that your father often mentioned Moriarty. I managed to lie - I found out that my father had gone to the ruins of Washington, where the Galaxy News radio station is located.

Blood Ties

Enter the saloon and talk to Lucy West sitting at the table on the right. She will ask you to take the letter to her parents, who live in a village in the middle of the wasteland. Agree to do the work, since the village is not far away - find it on the map and take a walk there. When you reach the village, Evan King will meet you. He will tell you that the village is being attacked by the Family - a gang of hooligans, and that he is trying to protect the village. Offer him your help. Help will be accepted, and King will give you the task to check if everything is in order with the inhabitants of Arefu. There are only four houses in the village, so you can quickly inspect all the premises, except for the house of Evan himself. When you enter the West's shack, you will find only corpses. Examine the corpse of the head of the family and return to King.

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

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

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

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

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

Run through the tunnel, shooting a couple of mutants. When you climb out of the tunnel, try to do it quickly so as not to get hit by a grenade. Next, go left behind the subway car sticking out of the side passage. While driving, look under your feet, as the whole area is studded with stretch marks. After passing through the side tunnel, you will reach the entrance to the location where the Family lives. Before you enter the gang territory, talk to Robert, he will meet you at the gate. Tell him that you have a letter from Lucy West to her brother.

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

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

Go to the left wall. There is a computer on the table from which you can learn the five laws of the Family, Vance's opinion on the incident in Arefa and the hunting grounds of the gang. After that, go upstairs to where Vance was standing, there you will find his wife. Talk to her about Ian and ask her to talk about the Family. Next, go left along the tunnel and go through the open door on the left to find yourself in Vance's room. Talk to him - tell him that you think that the Family are vampires, more precisely, Vance brainwashes new arrivals and forces them to become vampires. Next, you should notice that you have begun to understand the Family better. Ask Vance to let you in to Ian - you will receive the password to the restricted area. Exit the room and go through the locked door on the left. To her right is a computer that you can use to enter the restricted area.

In the room you will find Ian. Talk to him and give the letter from Lucy - the guy will decide to return to the outside world. He will ask you to report this to Vance. Go to where you first met the head of the Family. Start the conversation by saying that you would like to clarify the situation with Arefa. Say that vampires can also feed on donated blood. After you get an answer, offer Vance a way out of the situation - the vampires will guard Arefa, and the inhabitants will give them donated blood. This alignment will please the main vampire, and he will agree with you. Now you will need to return along the old road to the fork in the tunnels and turn left. Go through the tunnel to the end, go into the small room on the left. From there you can go outside - a new location will open up for you, "Depot Meresti".

A study of the depot showed that there is nothing useful there. Therefore, go to Arefa and talk to Evan. This will end your mission.

Wasteland Survival Guide

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

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

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

When you leave the house, walk forward a little. Look under your feet so as not to step on a mine. After the sniper starts shooting at you, go to the right and move along the edge of the settlement to the destroyed high-rise building. Go around this house and climb up the hill. From there, you can take out the sniper in the ruined skyscraper. Next, go to the ruins and go down to the playground. Now you just have to reach the carousel located in the center of the site, and then return to Megaton with the help of Pip-Boy.

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

After leaving the gates of the city, put a marker in the Pip-Boy and move strictly along the course on the compass. When you get to the Supermart, go around it on the left side and go inside the building through the door located around the corner.

Go along the left wall to the far corner. From there, step forward to reach the far wall. In the process of moving, you will have to shoot back from the raiders guarding the building, but the enemy is poorly armed, and it will not be difficult to deal with him. When you get to the far wall, go to the left corner. There is a door next to which is a computer. Try to hack it - I didn't succeed, so I went to the right behind the counter. Near the wall on the counter are iron boxes. In one of them you will find the key to the Supermart Pharmacy. The pharmacy is located just behind the door that I just broke open. Inside the pharmacy room, inspect all the boxes, collect all the medicines, and then exit into the main hall. Now from where you are you need to get into the room located in the far left corner. How you get there is up to you, anyway you have to get rid of all the raiders in the hall. Reaching desired premises, collect everything you find there, and then go outside and return to Megaton.

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

Track to track

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

At the Supermart, you will encounter Brian Wilkis, a boy who is on the run from some kind of threat. After questioning him, you will find out that huge ants are attacking his village. Brian will ask you to find his father, who disappeared to no one knows where. You will also learn from the boy that the ants are practically impenetrable, and you can fight them by shooting at the "antennas" (whiskers sticking out of the head). At the end of the conversation, a new point will appear on your map - Grayditch, if you agree to find Brian's father.

They are!

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

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

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

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

Track to track

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

Once at the bottom, kill the ghouls that will come out of the door on the right. When you clear the room, go to the back room. It contains a safe where you can find a Stealth Boy if your Lockpicking skill has reached 50. The Stealth Boy is useful when you need to hide from someone.

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

Once inside the building, climb the stairs to the second floor and go through the door in the center. From there, go up to the third floor, you will meet Three Dog, with whom you need to talk. During the conversation, ask questions about your father. When the radio station DJ talks about helping out in return, agree to do him a favor. Three Dog will ask you to replace the repeater, which is located on the Washington Monument. To do this, you will need a plate from the lunar rover in the Polytechnic Museum.

Find the Polytechnic Museum

Go down to the second floor, go through the door on the right and go up the stairs to the street. Next, cross the bridge and get down to the Dupont metro station. As soon as you find yourself in the lobby, a couple of super mutants will attack you. After getting rid of them, go forward along the corridor and go into the door on the left. Along the technical corridor you will enter a tunnel guarded by raiders. After killing the guard, go left, go up the stairs and go out into the corridor. There, kill the raider, reach the end of the corridor and go into the cave, guarded by five raiders and a couple of automatic turrets located on the ceiling. When the danger is eliminated, go down. Go to the doors located in the depths of the cave. After entering the tunnel, go through it to the end, but at the same time look under your feet - the tunnel is mined. Next, you will need to go through the door at the end of the tunnel and get into the metro center. From there, go outside, you will find yourself on Pennsylvania Avenue.

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

After returning to the subway, exit to the street and follow it to the right to the checkpoint of the Brotherhood of Steel. To the left behind it is an inn where you can sleep if you need to improve your health and there are no stimulants. Behind the hotel is the Pennsylvania Avenue Northwest subway station. After going down, you can go through the underpass and exit at the location "Georgetown".

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

From the subway, go down the street to the left. At the crossroads, turn left again and go down into the pit. There is a door through which you can get into the subway. The station is a checkpoint, after passing through it, you will exit at the location "Mall Northwest". From there you need to go left. This will take you to the Washington Monument. You will be able to climb to the top platform of the monument, since you have the password to the terminal. On the site there is a bed where you can sleep and restore health. The Polytechnic Museum is located a little further. To reach it, you will need to cross the field, which will be guarded by super mutants. It is best to move to the museum at night and on the right side of the field. As I walked, no one met me.

After entering the museum, kill a couple of mutants on the ground floor. Next, go up to the second floor and go into the far corridor. Through the exposition of the shelter, go to the back of the balcony, where the entrance to the west wing of the museum is located. After going inside, go down to the first floor and go through the door on the right. You will find yourself in a round room. Go left into the niche. There is a door locked with a lock of medium complexity. Behind it is a corridor, passing through which you will run into another door. In front of her, arm yourself with something more impressive, as there are two master mutants in the room located behind the door. There is a moon rover in this room, on which the dish you need hangs. Actually, you can inspect all the premises of the museum, but this is at your discretion.

Back at the top of the Washington Monument, use the Galaxy News Relay to set up the dish, then head back to the radio station building and talk to Three Dog about your father.

The pursuit

Get to Rivet City

Go to Metro Farragout West. From the station, walk along the embankment forward. When you reach the place where the wrecked trucks are located on the left side of the ruins, you can go behind them. There is a small camp there, taken over by the mutant master, he is resting inside the tent. Together with him in the tent there is a prisoner, freeing which you will receive +1 to karma. After searching the tent and trucks, you can get hold of medicines and ammunition.

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

There is only one road to Rivet City, you cannot get lost. On your way you will meet a couple of roadblocks, one of which is inhabited by raiders, and the other by super mutants.

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

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

Find your father in the control room of the Purity complex

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

Once in the corridor, kill the centaur and go to the crossroads. The room on the right will be guarded by an automatic turret, and the corridor in this place is shot through. After dealing with the turret, go into the room and follow through it into the next room. There, go along the right wall to the door at the back of the room. While going there, you will meet a couple of super mutants.

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

From the door, go right to the next door, behind which is the gateway. There, kill a couple of mutants and go up the stairs to the right. After going inside the cabin, pick up the father's notes lying on the window opposite the stairs. In your hands will be records with numbers 5, 8, 10. From these records you will learn that your father went to shelter number 112. Exit the museum to the street and go look for him.

Go to Vault 112

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

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

When you go through the door, take a few steps to the left of the control panel, open the door and go down the corridor to the room where you will be met by the robot brain. He will give you the hideout suit and tell you where to go.

Go through the door on the right. After going out into the corridor, go along it to the left to the end, and then open another door. You will find yourself in the hall where Tranquility sun loungers are located. You need to take the one next to which stands the robotic brain.

Tranquility Rein

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

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

After you talk to your father, leave the hideout and return to the Rivet City lab. When you go outside, open your Pip-Boy. On the global map you will see two routes. One leads to Rivet City, and the other leads to the unknown. Ignore the second route, jump to Rivet City and visit the Science Lab there.

living water

After the father talks with Dr. Lee, go to the Jefferson Memorial to the hall where the gateway control panel is installed. Talk to your father there. He will send you to turn on the pumps to pump out the water.

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

After receiving the task from your father, exit the basement, go to the right and exit into the first corridor from the entrance to the memorial. Turn right there and go to the end of the corridor. Opening the grate, you will find yourself in a pipe. Go along it to the place where the pipe is broken, there you will need to turn the valve. After that, you will see soldiers arriving by helicopter. Next, the grate in front will open, and you can get into the next sector of the pipeline. It will take you to the basement of the memorial. From there, you need to return to the control room, where you last saw your father, but you will have to fight your way there.

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

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

In the footsteps

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

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

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

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

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

Salvation from Paradise

Arriving at the slaver's camp, talk to Grumpy, who is guarding the entrance. The guard will not want to let you into the territory. Here you can act in two ways: uncover your weapons and enter the Paradise with a fight, or take a task from Grumpy to capture slaves - you will receive a list of desired slave candidates. I chose the first method, shot Grump and the second guard, and then went along the road to the main gate.

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

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

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

In the footsteps

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

Finding the Garden of Eden

Exit the reactor room to the laboratory. From there you can go out into the corridor. Move along it, turn left at the fork - you will get into a room where you will stumble upon radroaches. From there, you need to go to the next corridor, where you will have to fight the super mutants. At the end of the fight, go down the corridor to the living quarters.

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

After entering the corridor, go to the room on the right. She will be guarded by a super mutant. When you destroy it, take a position in front of the door, from here it will be very convenient for you to hold the defense. After destroying the enemy, search the room and return to the corridor. Walk along it to the room of the medical staff on the right. There you can use the computer and read the notes about the experiments, as well as find a first aid kit with stimulants and medicines.

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

After talking with the mutant, follow him to the chambers where the GECK is stored. While you are walking along the corridors, help Fox destroy the opponents who meet on your way. After reaching the door behind which the GECK is stored, talk to Fox, and then wait for his return. Talk to the mutant again - you will receive a GECK. Then go back along the corridor, and you will be captured by Colonel Autumn.

American dream

After talking with the colonel "heart to heart", wait for his departure. Then the president will talk to you on the intercom, who will let you go, open the locker with equipment and invite you to visit.

After going out into the corridor, you will have to engage in battle with the guards of the complex. After a while, an order from the President of the Enclave will be heard, which will prohibit the guards from opening fire on you. Go left along the corridor. When you pass through the door at the end of the corridor, turn right and go to the door on your right. Through it you will get to the laboratory. Next, rise from the center of the laboratory to the second floor and go right through the small rooms to the room where the door to the second level of the complex is located.

From there, go down, go right and exit to level 2A. Further iditol to the left along the corridor and pass into the door. Further to the right - turn right at the fork and follow the sign 2C. After passing through the door, go to the end of the corridor. Go through the door on the right and go up the stairs after shooting a couple of soldiers before that. When you exit the round hall, go through the door "2C" to the control room. Wait for the robots to destroy the soldiers, and then go through the door to hall 1A. There, climb the stairs to the terminal, where you will hear the President's voice. He will offer you a mission to clear the wastelands of mutants - however, the computer's offer will kill almost all living things that are at least slightly affected by the mutation. Take the vial with the virus and go out the door. Along the corridor you can get to the exit to the Great Wasteland.

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

After passing through the gate, cross the square and turn right to the door leading to the laboratory. There you will find Lyons. Talk to him, tell him that the Enclave soldiers took the GECK, and also give the virus to the elder. Next, daughter Lyons will turn to you and offer you a choice of armor. After that, leave the Citadel and follow along with the detachment to the cleaning station.

Take it!

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


6767
15 March 2009 16:21

You appear in the town of pre-war times. Everything is black and white. And yes, you are getting smaller. There is something really strange here. In the middle of the playground, a little girl is having fun - Betty. She wants to play with you. But do not rush to agree.

Find old lady Deathers. She will tell you that all this is unreality and you need to put an end to this. She says you need to come in Abandoned house and activate the control terminal. There are several items in the house, by clicking on them in a certain order, you can make the control panel appear. Activate it by summoning the Vietnamese and put an end to this horror. Or do tasks Betty if you want to be evil hero.

To begin with, the girl will ask you to bring to tears Timmy Neusbaum. Just hit him a couple of times on the first number and that's it. Well, you can use a military pamphlet from the Neusbaum house, or you can just convince Timmy that his parents are divorcing because of him. Report on the completion of the task Betty. And suddenly she starts talking in a male voice. Strange, apparently the developers messed something up with the voice acting. She allows you to ask her one question. Choose what really interests you.

Then she asks you to destroy the Rockwell family without killing any of their family. You just need to inspire one of Rockwell that one changes the other. Return to Betty. And again, you can ask one question.

The next task will be to arrange Mabel Henderson"beautiful" death. She loves to bake pies at home - this is what we need to use. With her stove, you can cheat so that today's pie Mabel will be the last one. We return to the girl.

The last task will be the transformation the myth of the Little Killer into reality. Near the abandoned house is a dog house, there are a mask and a knife. We grab equipment and slash the inhabitants Tranquility Lane into cabbage. After the massacre, we talk with Betty. She had a lot of fun and now she's letting you go. Entering the door that appears, you again find yourself in Vault 112. And on this quest father are running out.

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According to the plot fallout games 3, the main character needs to get to Vault 112. To find his father, he connects to a virtual reality terminal. After that, he finds himself in a city called Tranquility Lane.

The city is ruled by Dr. Bron, who appears to the hero in the form of the girl Betty. He is ready to let go of the father of the protagonist from virtual reality if you complete several of his instructions.

You have two ways to disable virtual reality in Fallout 3: find an emergency terminal that allows you to take control of Tranquility Lane, or perform Bron's cruel tasks, worsening your karma. We will cover both methods.

1. Don't follow Betty's errand. Find an old woman named Deathers. She will tell you about the emergency terminal, which is located in an old abandoned house. That's where you're heading.

Here you will find several items that you can interact with. When activated, the item will make a certain sound. Your task is to use them to repeat the melody that Betty sings and which sounds like background music at the location. If you select the wrong item, you will hear a sharp sound. To make this step of Tranquility Lane in Fallout 3 easier, use a quick save after each note you guess. As a result, you should get a melody consisting of the following notes:
Fa-do-re-do-si-re-la
or, in terms of objects
Radio jug-gnome-jug-block-gnome-bottle

After that, you need to start the "Chinese Invasion" plan, leave Tranquility Lane, get karma points and finally meet your father. it The best way how to disable virtual reality in fallout 3.

2. The second option will bring you bad karma and possibly pangs of conscience. Betty's first task is to make Timia's boy cry. To do this, just hit the boy.

After that, you need to harm the Rockwell family union. The easiest way to do this is with the help of "Eloquence", convincing Mrs. Rockwell that her husband is unfaithful to her. If this option does not suit you - throw Mrs. Simpson's laundry into the basement of the Rockwell house, then talk to the unfortunate Mrs. Rockwell.

Betty's next task will be much more bloodthirsty - you need to take the life of Mrs. Henderson. The easiest ways to do this are to either loosen the fixture on the chandelier near the kitchen, or place roller skates on the stairs in the house. In both cases, Mrs. Henderson is waiting for a fatal outcome.

The apogee of Betty's desires will be the demand to kill all the inhabitants of Tranquility Lane. The "kind" girl will tell you where to find the mask and the murder weapon. After that, you will have a bloody hunt.

When all the inhabitants are destroyed, Betty will gladly free you and your father and together you can leave the Fallout 3 virtual reality.