Professional Documents
Culture Documents
TRAINING
Chapter 1
Welcome to the
Capital Wasteland You’ve escaped Vault 101. Welcome to the Capital Wasteland, survivor! You’ve chanced upon this strategy
guide, and it should provide you with everything you require to thrive in this inhospitable environment. This
section offers a variety of plans for spending your Statistic, Skill, and Perk points. Continue reading for some
example characters, some general and advanced training, and showcases of all of the important weapons,
armor, and aid you should look for during your excursion.
S.P.E.C.I.A.L. is an acronymn that stands for your seven Primary Statis- 6 Skill +12 Skill +3
tics: Strength, Perception, Endurance, Charisma, Intelligence, Agility, 7 Skill +14 Skill +4
and Luck. These Primary Statistics (or “Attributes”) serve as the founda- 8 Skill +16 Skill +4
tion of all characters, from your own adventurer to people inhabiting 9 Skill +18 Skill +5
the Wasteland and even creatures. They are measured from 1 (pitiful) 10 Skill +20 Skill +5
to 10 (incredible).
What do the Primary Statistics Do?
During your character’s creation, your S.P.E.C.I.A.L. points are allotted
Generally speaking, the higher your Primary Statistic, the higher your automatically based on the decisions you make during the first three
associated ability and skill bonuses are, as this table shows: Main Quests: Baby Steps, Future Imperfect, and just before you
leave Vault 101 for the first time in Escape! During the latter two quests,
S.P.E.C.I.A.L. Effects Table I you can redistribute points manually to lay the foundation for exactly the
S.P.E.C.I.A.L. ASSOCIATED ATTRIBUTE SKILLS MODIFIED type of adventurer you want to be.
Strength Carry Weight Melee Weapons You have 40 points to spend across the seven Primary Statistics.
Perception Compass Markers Energy Weapons, Explosives, Lockpick Seven of these points are automatically allocated (you must have a
Endurance Health, Resistances Big Guns, Unarmed minimum of 1 point in every statistic), but the rest are freely distributed
as you like. The following information reveals which associated skills
Charisma Disposition Barter, Speech
and perks are affected by each statistic.
Intelligence Skill Points per Level Medicine, Repair, Science
Agility Action Points Small Guns, Sneak
Luck Critical Chance All Skills
Go and read up on some skills and perks that particularly interest
Furthermore, when a S.P.E.C.I.A.L. statistic affects a skill, it does so by
you, then check which statistic affects them and bump up the
the amount shown in the following table. Luck is the exception, because it
points in that statistic accordingly.
affects all skills, but at a much lower rate.
Note
Each of the statistics has a collectible Bobblehead associated with
it. Find the Bobblehead, and you automatically (and permanently)
receive +1 to that statistic.
APPENDICES
Primary Statistics
MOTHERSHIP ZETA
(continued)
STRENGTH PERCEPTION SKILL MODIFIERS (%) †
8 Energy Weapons +16, Explosives +16, Lockpick +16
Strength is a measure of your raw physical strength. It determines how 9 Energy Weapons +18, Explosives +18, Lockpick +18
much you can carry, and the extra damage done with in unarmed
10 Energy Weapons +20, Explosives +20, Lockpick +20
combat.
POINT LOOKOUT
† Skill Modifiers: You instantly (and permanently) add this percentage to these skills.
CARRY WEIGHT UNARMED
STRENGTH SKILL MODIFIERS ††
(LBS) † DAMAGE (HP) ‡
ASSOCIATED SKILLS AND DERIVED STATISTICS
1 160 0.5 Melee Weapons +2
2 170 1 Melee Weapons +4
Energy Weapons Explosives
3 180 1.5 Melee Weapons +6
BROKEN STEEL
4 190 2 Melee Weapons +8
• Easier to detect enemies
5 200 2.5 Melee Weapons +10 Lockpick on compass
6 210 3 Melee Weapons +12
7 220 3.5 Melee Weapons +14 ASSOCIATED PERKS
8 230 4 Melee Weapons +16
MIN. PERCEPTION LEVEL
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PERK
9 240 4.5 Melee Weapons +18 NEEDED AVAILABLE
10 250 5 Melee Weapons +20 Thief 4 2
† Carry Weight: Every item you scavenge in the Wasteland has a weight Sniper 6 12
associated with it. The stronger you are, the more you can carry without becoming over-encumbered (which
OPERATION: ANCHORAGE
Light Step 6 14
means you cannot run).
‡ Unarmed Damage: If you’re going to primarily use your fists or a hand weapon such as a Power Fist, Better Criticals 6 16
expect to add this amount of damage to every strike. Infiltrator 7 18
†† Skill Modifiers: You instantly (and permanently) add this percentage to your Melee Weapons skill.
ENDURANCE
ASSOCIATED SKILLS AND DERIVED STATISTICS
Endurance is your Health and overall physical fitness. The higher your
Endurance, the better your Health and Poison and Radiation Resistances
TOUR
Melee Weapons Carry Weight
are.
MISC. QUESTS
1 120 Big Guns +2, Unarmed +2
MIN. STRENGTH
PERK LEVEL AVAILABLE
NEEDED 2 140 Big Guns +4, Unarmed +4
Little Leaguer 4 2 3 160 Big Guns +6, Unarmed +6
MAIN QUEST
Strong Back 5 8 5 200 Big Guns +10, Unarmed +10
6 220 Big Guns +12, Unarmed +12
7 240 Big Guns +14, Unarmed +14
the sooner the red markings appear on your compass to indicate a threat. type of combat you’re planning. For example, you need more Health if you’re planning to fight hand-to-hand
instead of long-range sniping.
PERCEPTION SKILL MODIFIERS (%) †
1 Energy Weapons +2, Explosives +2, Lockpick +2 ASSOCIATED SKILLS AND DERIVED STATISTICS
FACTIONS & BESTIARY
Medicine Repair
CHARISMA
Charisma defines your overall attractiveness and likeability. Having a Science • Affects skill points per
level up
high Charisma will improve people’s disposition toward you, although
it can’t overcome a particularly high or low Karma. Prefer talking and
shooting to just shooting? Read on…. ASSOCIATED PERKS
MIN. INTELLIGENCE LEVEL
CHARISMA SKILL MODIFIERS (%) PERK
NEEDED AVAILABLE
1 Barter +2, Speech +2 Swift Learner 4 2
2 Barter +4, Speech +4 Gun Nut 4 2
3 Barter +6, Speech +6 Daddy’s Boy/Daddy’s Girl 4 2
4 Barter +8, Speech +8 Educated 4 4
5 Barter +10, Speech +10 Entomologist 4 4
6 Barter +12, Speech +12 Comprehension 4 6
7 Barter +14, Speech +14 Nerd Rage! 5 10
8 Barter +16, Speech +16 Computer Whiz 7 18
9 Barter +18, Speech +18
10 Barter +20, Speech +20
This measures your basic intellect, curiosity in the world, and adeptness
ASSOCIATED SKILLS AND DERIVED STATISTICS
at critical thinking. The higher your Intelligence, the more skill points you
can distribute when you level up.
Small Guns Sneak
INTELLIGENCE SKILL POINTS SKILL MODIFIERS (%)
1 11 Medicine +2, Repair +2, Science +2 • Action Points
2 12 Medicine +4, Repair +4, Science +4
3 13 Medicine +6, Repair +6, Science +6
4 14 Medicine +8, Repair +8, Science +8
APPENDICES
ASSOCIATED PERKS (continued)
LUCK SKILL MODIFIERS (%)
MINIMUM AGILITY LEVEL
PERK
NEEDED AVAILABLE 5 Critical 5%, All Skills +3
Gun Nut 4 2 6 Critical 6%, All Skills +3
MOTHERSHIP ZETA
Thief 4 2 7 Critical 7%, All Skills +4
Silent Running 6 12 8 Critical 8%, All Skills +4
Sniper 6 12 9 Critical 9%, All Skills +5
Light Step 6 14 10 Critical 10%, All Skills +5
Action Boy/Action Girl 7 16
ASSOCIATED DERIVED STATISTIC
POINT LOOKOUT
LUCK Critical Chance
Luck is a slightly different statistic, because it affects every other skill. ASSOCIATED PERKS
Raising your Luck raises all of your skill values by a small amount.
BROKEN STEEL
MINIMUM LUCK LEVEL
Having a high Luck will also improve your chance of a critical hit. PERK
NEEDED AVAILABLE
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3 Critical 3%, All Skills +2 Mysterious Stranger 6 10
OPERATION: ANCHORAGE
Derived Statistics Derived Statistics are a second, related set of values determined automatically, based on the Primary Statistics
(S.P.E.C.I.A.L.) and skills that you can allocate points to, or certain perks. There are different ways to increase
(and decrease) these Derived Statistics; they aren’t just affected by your Primary Statistics.
For example, imagine you want to modify your Carry Weight. This is affected by the following:
TOUR
» You could increase or decrease your Strength,
» Or, you could take the Strong Back perk.
Here are all the Derived Statistics and what they do:
MISC. QUESTS
PERKS THAT MODIFY ACTION POINTS
ACTION POINTS (PERMANENTLY)
As the name might suggest, the higher the number, the more actions
MAIN QUEST
you can accomplish before another entity (whether friend or foe) Action Boy/Girl: AP +25
reacts back. Your total number of Action Points (AP) is visible only on
your Pip-Boy’s Stats screen. Otherwise, AP are represented by a bar
on your H.U.D. Your AP bar is constantly in motion, retracting as you TEMPORARY MODIFIERS TO ACTION POINTS:
shoot weapons or access your inventory, and filling back up when not CHEMS
GEAR
4 73 +20
some Action Points in V.A.T.S., and
5 75
you’re playing at your full potential;
you’re as proficient as your points 6 77
allocations allow. Most of all, V.A.T.S. 7 79
gives you an additional +15% chance 8 81
of a critical hit. That’s a four times 9 83
improvement for a character with a
TRAINING
10 85
Luck of 5.
Med-X Addiction:
Agility -1, AP -2
CRITICAL CHANCE
TEMPORARY MODIFIERS TO ACTION POINTS:
Every time you strike an opponent (or BASE CHANCE OF
RADIATION POISONING receive a hit yourself) there’s a chance
LUCK
CRITICAL DAMAGE
400 Rads: 600 Rads: that hit will inflict Critical Damage. 1 1%
Agility -1, AP -2 Agility -2, AP -4 The exact amount of Critical Damage
2 2%
varies depending on the weapon,
whether or not it’s a sneak attack, and 3 3%
800 Rads:
Agility -2, AP -4 whether or not you are in V.A.T.S. In 4 4%
most cases Critical Damage is double 5 5%
normal damage and the chance of
ACTION POINT COSTS a critical hit is simply your Luck as a
6 6%
You can perform a number of actions in both regular “run and gun” and percentage. 7 7%
V.A.T.S. modes. These actions consume Action Points. Attack with any 8 8%
kind of weapon except a Rifle or Big Gun and it takes 10 AP. Crouch- 9 9%
ing or standing takes 10 AP. Firing a Rifle takes 25 AP. Firing a Big Gun
10 10%
with a projectile takes 75 AP.
Note
CARRY WEIGHT With certain weapons, such as the Laser Rifle, additional effects
occur when a critical is successful, such as the enemy being
Your Carry Weight, shown on STRENGTH CARRY WEIGHT
immolated into a pile of dust!
your Pip-Boy’s Inventory menu,
1 160
determines how much you can PERKS THAT MODIFY CRITICAL CHANCE
2 170
carry before you become over- (PERMANENTLY)
encumbered, slow down, and 3 180
Ninja: Critical Chance
eventually stop. It is determined 4 190 Finesse: Critical +15% (only with
by your Strength: 5 200 Chance +5% Unarmed and Melee
Weapons)
6 210
7 220
8 230 DAMAGE RESISTANCE
9 240
10 250 If you are struck while in combat, you receive damage. The amount of
damage you are spared, with bonuses from employing armor or perks,
PERKS THAT MODIFY CARRY WEIGHT is your Damage Resistance. This can be between 0 and 85%. You
(PERMANENTLY) might see a number greater than 100 in the HUD, but a max of 85 is
actually used. If you have a Damage Resistance of 30, you take 30%
Solar Powered: ST
Strong Back: less damage when you’re struck. The most common way to increase
+2 in sunlight, Carry
Carry Weight +50 your DR is to wear armor. Helmets also add to your overall DR. Wear
Weight +40
both for maximum protection.
TEMPORARY MODIFIERS TO CARRY WEIGHT: PERKS THAT MODIFY DAMAGE RESISTANCE
CHEMS (PERMANENTLY)
Any alcoholic
Buffout: ST +1, Toughness: Damage Cyborg: Damage
beverage: ST +1,
Carry Weight +20 Resistance +10 Resistance +10
Carry Weight +20
APPENDICES
HEALTH MELEE AND UNARMED DAMAGE
Your Health, is shown both in your These two types of “close quarter” STRENGTH UNARMED DAMAGE
STARTING
Pip-Boy and on-screen. When you ENDURANCE
MOTHERSHIP ZETA
HEALTH damage are sometimes difficult to
1 +0.5
reach 0 Health, you are dead. Your distinguish, so follow this rule: If
1 120 2 +1.0
Endurance statistic determines your you’re inflicting Melee Damage,
starting Health, and you gain 10 2 140 3 +1.5
you are using a weapon in one
more each time you level up. Natu- 3 160 or both hands that is designed 4 +2.0
rally, the more Health you have, the 4 180 to directly strike a foe, such as a 5 +2.5
better your chances at survival are. Lead Pipe. Unarmed Damage is
POINT LOOKOUT
5 200 6 +3.0
Your enemies also have a finite punishment inflicted by just your
amount of Health, and the same 6 220 7 +3.5
fists, and by specialized Unarmed
rules apply. In addition, your Health 7 240 weapons such as Brass Knuckles. 8 +4.0
represents the total health of your Unarmed Damage is determined by 9 +4.5
8 260
entire body: each body part accounts your Unarmed skill. Your Unarmed 10 +5.0
for a percentage of total Health. This 9 280
Damage is 25% of your Unarmed
BROKEN STEEL
means (for example), that shoot- 10 300 skill. So if you have a skill of 60, you do 15 points of damage. Any
ing a 100 Health Raider in the Unarmed Weapon Damage is added to this. You can do additional
torso requires you to damage him for 46 points before the body part is Unarmed Damage if you increase your strength.
crippled. Remember that the Raider’s armor also stops some of the incom-
ing damage. The following table shows the player’s and an NPC’s body
PERKS THAT MODIFY MELEE OR UNARMED
part Health as a percentage of the NPC’s total Health. Creatures all have
THE PITT
unique body part Health distributions. Notice that the player has very high
DAMAGE (PERMANENTLY)
body part Health. You are the hero. You’re a pretty tough guy. Iron Fist: Unarmed Nerd Rage!: ST set to
Damage +5 10, Melee Damage +5
BODY PART NPC HEALTH PLAYER HEALTH (only with low Health)
OPERATION: ANCHORAGE
Head 20% 75%
Torso 60% 255%
TEMPORARY MODIFIERS TO MELEE DAMAGE:
Left Arm 25% 100%
CHEMS
Right Arm 25% 100% Any alcoholic beverage: Buffout: ST +1
ST +1, Melee Damage (Melee Damage
Left Leg 25% 150% +0.5 +0.5)
Right Leg 25% 150%
Mississippi Quantum Pie, ST +1
TOUR
This is one reason why limb shots are favored by professional Wasteland (Melee Damage +0.5)
killers. As long as your aim is good, you only need pare down a percent-
age of a foe’s total Health to cripple that limb. TEMPORARY MODIFIERS TO MELEE DAMAGE:
MISC. QUESTS
ADDICTIONS
Tip Nectar Withdrawal: Buffout Withdrawal:
ST -2, Melee Damage ST -1: Melee Damage
In most cases you inflict double damage if you aim at the head too;
-1 -0.5
make cranial destruction an essential part of your combat repertoire!
TEMPORARY MODIFIERS TO MELEE DAMAGE:
MAIN QUEST
Also note that if you fall a great distance, or you’re shot or wounded in
RADIATION POISONING
a specific area, you may lose the use of that body part. For example,
a fall from the balcony over the Atom Bomb in Megaton cripples a leg. 600 Rads: ST -1, 800 Rads: ST -2 ,
Seek a doctor, or inject yourself with a Stimpak to heal yourself. Melee Damage -0.5 Melee Damage -0.5
GEAR
RADIATION RESISTANCE
TEMPORARY MODIFIERS TO HEALTH: CHEMS Certain foes and weapons inflict a poisonous attack on you, and Poison
FACTIONS & BESTIARY
Resistance reduces how much the poison hurts you. If you have a Poison
Buffout: EN +3, Health +60 Resistance of 20%, you take that much less damage. Because poison
ignores your armor and Damage Resistance, this is the only defense you
have against poison.
Certain areas of the Wasteland are irradiated; this includes all water
sources, muddy pools, and areas where bombs were dropped long ago.
Your Radiation Resistance indicates how adept your body is at ignoring
exposure. You cannot become completely immune to radiation; there are
TRAINING
highly irradiated areas in the Wasteland that kill you in seconds, even if PERKS THAT MODIFY POISON OR RADIATION
you take every precaution. RESISTANCE (PERMANENTLY)
Such precautions include wearing specialized armor, a Radiation
Suit, consuming Rad-X, or choosing the Rad Resistance perk.
Rad Resistance: Radiation Resistance +25%
Your Endurance helps you tough out poison or radiation. Although
you can’t see it in your Pip-Boy, you can calculate it.
Cyborg: Poison Resistance +10%, Radiation
ENDURANCE POISON RESISTANCE RADIATION RESISTANCE Resistance +10%
1 0 0
2 5% 2%
3 10% 4%
MOVEMENT SPEED
4 15% 6%
5 20% 8% How quickly you move around the Wasteland is governed by a three
6 25% 10% factors:
7 30% 12% 1. How much you are carrying: If your inventory weighs more than
your Carry Weight, you become over-encumbered. Discard items so
8 35% 14%
you can move more quickly, or live with it.
9 40% 16%
2. The armor you are wearing: Heavy Power Armor slows you down,
10 45% 18%
but provides excellent protection. Dirty Pre-War Business Suits provide
quick mobility, and no protection whatsoever. Switch your outfits
Exposure to radiation is calculated in “Rads” on your Pip-Boy, and the
according to your situation. There’s no penalty for carrying both types
exposure you receive (without visiting a doctor or taking the Chem
of outfits (or more) as long as your Carry Weight allows it.
RadAway) results in appalling poisoning that is detrimental to your well
being. Specifically, the following effects occur: 3. Remain unarmed. Flick between carrying a Combat Shotgun, and
stowing it, and you’ll see a difference in your speed.
APPROX. RADS
EFFECTS
EXPOSURE
0 No effect
200 -1 Endurance
400 -2 Endurance, -1 Agility
600 -3 Endurance, -2 Agility, -1 Strength
800 -3 Endurance, -2 Agility, -2 Strength
1,000 Instant death
Skills OverviewSkills are the backbone of any character. They determine whether you’re a dumb-as-nails brute or a well-
educated computer genius, an accomplished sharpshooter or a martial arts master. Many skills also serve as
prerequisites for certain perks. They are rated between 0 and 100.
LOWEST STARTING
TAG SKILLS SKILL STARTING VALUE W/ ATTR.
RELATED
S.P.E.C.I.A.L.
VALUE OF 5
When you complete your G.O.A.T. for the first time, you get to choose Barter 7 15 Charisma
three Tag skills. These start with a +15 higher score than other skills.
Big Guns 7 15 Endurance
Energy Weapons 7 15 Perception
SKILLS: LEARNING THE BASICS Explosives 7 15 Perception
Each Skill is affected by only one S.P.E.C.I.A.L. statistic. The higher Lockpick 7 15 Perception
the statistic, the higher your starting bonus in the related skill. Each point Medicine 7 15 Intelligence
in the statistic gives you two points in the skill. This chart shows the start-
Melee Weapons 7 15 Strength
ing values of all the different skills, based on a minimum statistic rank of
1, and an average of 5. Repair 7 15 Intelligence
Science 7 15 Intelligence
Small Guns 7 15 Agility
Sneak 7 15 Agility
Speech 7 15 Charisma
Unarmed 7 15 Endurance
APPENDICES
Tip REQUIRED SKILL LVL
60
AVAILABLE PERK
Concentrated Fire
REQUIRED CHARACTER LVL
18
Choose the skills you’re most interested in and be sure to bump
up the associated attribute when you’re adjusting your Primary
MOTHERSHIP ZETA
Statistics. If you really want to specialize, select the skill as one EXPLOSIVES
of your three tag skills. You can also permanently receive +10 to
any skill if you collect its associated Bobblehead.
S.P.E.C.I.A.L. Statistic: Perception
The Explosives skill is used to successfully set or disarm Mines. When
setting a Mine (Frag, Pulse, Plasma, or Bottlecap varieties), the higher
SKILL POINTS AWARDED your skill, the more you automatically “overload” the explosive and
POINT LOOKOUT
increase its damage output. For disarming purposes, whenever you
When you receive enough Experi- SKILL POINTS
INTELLIGENCE approach an armed Mine, a “countdown beep” increases in speed until
ence Points (XP) to level up, you PER LEVEL
the Mine explodes. The higher your Explosives skill, the more time you
earn Skill points that can be 1 11
have to disarm it before detonation.
“spent” to increase the exact skills
2 12 In addition, Explosives governs the care and accuracy you take when
you wish to advance, one point at
a time. The number of Skill points 3 13 throwing a weapon such as a Frag Grenade, Plasma Grenade, Pulse
BROKEN STEEL
the player gets each level is gov- 4 14 Grenade, or Nuka-Grenade, as well as the damage they do. With a
erned by Intelligence as depicted 5 15
high Explosives skill, a well-aimed Grenade will land right at an oppo-
in this table: nent’s feet, won’t roll away, and will explode immediately.
6 16
7 17 REQUIRED SKILL LVL AVAILABLE PERK REQUIRED CHARACTER LVL
8 18 60 Demolition Expert 6
THE PITT
9 19 60 Pyromaniac 12
10 20
OPERATION: ANCHORAGE
AVAILABLE SKILLS LOCKPICK
S.P.E.C.I.A.L. Statistic: Perception
The Lockpick skill is used to open
BARTER locked doors and containers. If
LOCK
DIFFICULTY
REQUIRED
LOCKPICK SKILL
you don’t have a high enough Very Easy 0
S.P.E.C.I.A.L. Statistic: Charisma skill, you won’t even be allowed
Easy 25
The Barter skill affects the prices you get for buying and selling items. In to try. The higher your Lockpick
TOUR
general, the higher your Barter skill, the lower your prices on purchased skill, the easier it will be to pick Average 50
items. Use this whenever you trade with a scavenger or merchant. the lock, because the “sweet Hard 75
REQUIRED SKILL LVL AVAILABLE PERK REQUIRED CHARACTER LVL spot” where the tumblers fall into
Very Hard 100
MISC. QUESTS
place is larger. Or, if you choose
60 Master Trader 14 the lockpicking minigame’s “auto attempt” function, your Lockpick skill
largely determines your automatic chance of success.
BIG GUNS REQUIRED SKILL LVL AVAILABLE PERK REQUIRED CHARACTER LVL
MAIN QUEST
80 Infiltrator 18
S.P.E.C.I.A.L. Statistic: Endurance
The Big Guns skill determines your combat effectiveness with all
oversized weapons, specifically the Flamer, Gatling Laser, Minigun,
Fat Man, Missile Launcher, Rock-it Launcher, and any unique variants
Tip GEAR
of these weapons. As this skill increases, so does your accuracy and Attempt a Lockpick carefully, and with gentle touches. Line your
damage with all of these weapons, both in and out of V.A.T.S. mode. Bobby Pin up anywhere in the 180 degree arc. Try the lock. If
there’s give, move it slightly in one direction. If there’s more give,
REQUIRED SKILL LVL AVAILABLE PERK REQUIRED CHARACTER LVL
you’re moving the Bobby Pin the correct way. If there’s less give,
CENSUS
60 Concentrated Fire 18 move it in the opposite direction. Let the lock reset after each try.
On the third turn, the lock should open. If it doesn’t, the Bobby
Pin snaps. Try again, remembering where there was most give,
ENERGY WEAPONS and place the Bobby Pin there to start with. Continue with this
FACTIONS & BESTIARY
damage with all of these weapons, both in and out of V.A.T.S. mode.
SCIENCE 80 Ninja 20
APPENDICES
enough to an opponent, you’ll always hit them; your Unarmed skill and
UNARMED unarmed weapon combined determines how much Unarmed Damage
you inflict. Unarmed also allows you to use your bare hands to block an
attack. The higher the skill, the more damage is absorbed.
S.P.E.C.I.A.L. Statistic: Endurance
MOTHERSHIP ZETA
The Unarmed skill is used for fighting without a weapon, or with the few REQUIRED SKILL LVL AVAILABLE PERK REQUIRED CHARACTER LVL
weapons specifically designed for hand-to-hand combat, such as the 70 Paralyzing Palm 18
Brass Knuckles, Power Fist, Spiked Knuckles, Deathclaw Gauntlet, and
any unique variants of these weapons. As a general rule, if you’re close
Perks Overview
POINT LOOKOUT
Perks are benefits that are more specific to your character development, and allow much more focused
specialization in a chosen field. Perks vary greatly in their benefit, and between four and seven perks
are added to the available list every two levels, as well as a “substitute” perk called Intense Training (see
BROKEN STEEL
below). In many cases, you also have to have certain minimum attributes or skills to be able to pick a perk.
Remember that when you level up, you can always choose a perk you could have picked at an earlier time.
You can also choose to enhance some perks an additional “rank” instead of picking a new one.
THE PITT
six or higher. If you have a Luck of five, use Intense Training to raise that
Look down the following list of perks before you begin adventuring, Luck score so that next time, Mysterious Stranger is an option.
and look at the perks that require the same prerequisites. For
example, Child at Heart and Scoundrel both require Charisma of
Level 2 Perks
OPERATION: ANCHORAGE
4+, so you should seriously look at both of them. To know the
requirements for a higher-level perk is to be forward-thinking,
allowing you to obtain associated perks at the earliest possible time.
BLACK WIDOW/
INTENSE TRAINING LADY KILLER
Ranks Available: 1
Level Available: 2 Requirements: None
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Ranks Available: 10 With the Black Widow perk, a female player inflicts an extra 10%
Requirements: None (Always available) damage to all male NPCs encountered and gains access to special
With the Intense Training perk, the player can sacrifice a standard, ability- dialog options with them.
MISC. QUESTS
enhancing perk and instead choose to put a single point into any of his/ With the Lady Killer perk, a male player inflicts an extra 10% damage
her S.P.E.C.I.A.L. statistics. This is usually done to qualify for a perk, to all female entities encountered and gains access to special dialog
although it can be done for any reason. options with them.
There are more male NPC enemies than female ones, so Black
Tip Widow is generally more useful than Lady Killer.
MAIN QUEST
A possible plan is to figure out the two or three Primary Statistics
you want to focus on, keep them at around 7 so you can balance DADDY’S BOY/DADDY’S GIRL
out the rest of your stats, and then locate the Bobblehead for
your preferred stats, as well as employing this Intense Training Ranks Available: 3
perk. A few levels in, you could have bumped your stats up to
GEAR
Requirements: Intelligence 4+
9+, and be seeing the benefits. Naturally, these are at the cost
Just like dear old dad, you’ve devoted your time to intellectual pursuits.
of taking the available perks.
You gain an additional 5% to both the Science and Medicine skills.
CENSUS
lar perk available to you. Some of the perks have requirements. For tional 5% to the Small Guns skill and Repair skill.
THIEF With the Entomologist perk, you inflict an additional 50% damage every
time you attack an insect: normal, giant, mutated, or otherwise. Affected
creatures are Giant Ant, Giant Ant Queen, Radroach, Radscorpion (all
Ranks Available: 3 genuses).
Requirements: Agility 4+, Perception 4+
When you first encounter Giant Radscorpions, you’ll soon learn to
With each rank of the Thief perk, you gain a one-time bonus of 5% to fear them. If you plan on wandering the Capital Wasteland and finding
the Sneak and Lockpick skills. everything out this, these perk can come as a major relief.
» Rank 1: Modify Sneak skill +5, Modify Lockpick skill +5
» Rank 2: Modify Sneak skill +10, Modify Lockpick skill +10
» Rank 3: Modify Sneak skill +15, Modify Lockpick skill +15 IRON FIST
Ranks Available: 3
APPENDICES
» Rank 1: Speech skill +5, Barter skill +5
» Rank 2: Speech skill +10, Barter skill +10 LEAD BELLY
» Rank 3: Speech skill +15, Barter skill +15
Ranks Available: 1
MOTHERSHIP ZETA
Requirements: Endurance 5+
Level 6 Perks With the Lead Belly perk, you take 50% less radiation poisoning when
drinking from an irradiated water source. These include sinks, toilets,
faucets under water towers, and any lakes and rivers such as the Potomac.
BLOODY MESS If you’re ignoring the Medicine skill in favor of others, you’ll end up
drinking a lot of irradiated water to survive (using sinks to drink from,
for example). Take this perk to lessen the rad poisoning you receive as
POINT LOOKOUT
Ranks Available: 1
a result. This is also good if you don’t stock up on Stimpaks, and you’re
Requirements: None
wandering the Wasteland. There’s always a nearby faucet, toilet, or pool
With the Bloody Mess perk, you inflict an extra 5% damage with any to sip from.
weapon to any opponent, and explode them spectacularly upon death.
The benefits of this perk are more visually appealing (or unappeal-
ing) than useful, but the spectacular gore-ballets are a sight to see! TOUGHNESS
BROKEN STEEL
Ranks Available: 1
DEMOLITION EXPERT Requirements: Endurance 5+
With the Toughness perk, you gain +10 to overall Damage Resistance.
Ranks Available: 3
However, this cannot exceed the normal maximum of 85.
THE PITT
Requirements: Explosives 50+
+10 to Damage Resistance of any kind? This is like having free armor!
With each rank of this perk, your Mines, Grenades, and Missile
Is there any reason not to immediately take this perk? No!
Launcher inflicts +20% damage.
As expected, if you’re concentrating on Explosives as a Secondary
Level 8 Perks
OPERATION: ANCHORAGE
skill, or you use the Big Gun Missile Launcher, take this perk. A true
expert can place a series of Bottlecap Mines in the path of a Behemoth
and bring it down single-handedly, without resorting to a Fat Man!
COMMANDO
FORTUNE FINDER
Ranks Available: 1
Ranks Available: 1
Requirements: None
Requirements: Luck 5+
TOUR
With the Commando perk, you gain a 25% better chance to hit in
With the Fortune Finder perk, you gain a keen sense of locating Nuka- V.A.T.S. with any rifle. For example, a 40% chance becomes a 50%
Cola Caps. These are located in safes, desks, cabinets, and the usual chance. These include the Plasma Rifle, Laser Rifle, Chinese Assault Rifle,
places to look.
MISC. QUESTS
Assault Rifle, Hunting Rifle, Sniper Rifle, Railway Rifle, and any unique
Although this is tempting (as it’s great to find approximately twice variants of these weapons.
the normal number of Caps in containers), it might be worth waiting This is arguably advantageous over Gunslinger (so you may wish to
a couple of levels until you can take Scrounger, and begin to collect a wait and choose this) if you’re using rifles and other two-handed weap-
large amount of ammo. Ammo nets you a lot more Caps when you sell onry. Later in the adventure, two-handed weapons tend to be much more
it, and you can also use it in combat. powerful, and this perk becomes even more advantageous. For now,
MAIN QUEST
are you using V.A.T.S. and guns? Then take this perk!
GUNSLINGER
IMPARTIAL MEDIATION
Ranks Available: 1
GEAR
Blaster, Laser Pistol, Mesmetron, Plasma Pistol, 10mm Pistol, Silenced Speech, so long as you can maintain a neutral Karma.
10mm Pistol, 10mm Submachine Gun, .32 Pistol, Scoped .44 Magnum, The bonus to your Speech is massive, but maintaining neutral Karma
Chinese Pistol, Sawed-Off Shotgun, Dart Gun, and any unique variants is more difficult than you might think. You must be careful to weigh up
of these weapons. your actions, and check the guide for advice during a quest.
FACTIONS & BESTIARY
Consult the Weapons section (page 104), and view the stats for Certain clothing items also increase proficiency in Speech challenges
some of the more powerful one-handed weapons, like Sydney’s 10mm (such as Button’s Wig and Grimy Pre-War Businesswear), so by chang-
Submachine Gun or the .44 Scoped Magnum. ing your clothes, combined with this perk, you could boost your Speech
Your V.A.T.S. hit percentage rises considerably (for example, a 40% when you need to.
chance becomes a 50% chance), and you can drop foes at a distance
with easily, reliably, and without wasting ammunition.
TRAINING
With the Animal Friend perk, you never have to worry about being
RAD RESISTANCE attacked by an animal (normal, mutated, or otherwise) again; unless
of course, you attack first! The animals in question are Brahmin, Dogs,
Ranks Available: 1 Mole Rats, and Yao Guai. If you’re adventuring in the Wasteland, don’t
Requirements: Endurance 5+ want the problem of being overrun by animals, and are willing to forfeit
the XP for killing animals, then take this. The second rank is worth taking
The Rad Resistance perk allows you to—what else?—resist radiation.
just to coax a band of Raiders into following you to a Yao Guai den!
You receive 25% to Radiation Resistance.
This is very useful when you’re playing the game on Very Hard, and
If you’re ignoring Rad-X before you go wading into water, simply
need all the help you can get; especially in areas with Deathclaws and
take this perk once instead, and sell the Rad-X you find.
Yao Guai. Great for mid-level and higher characters. It’s like having your
own pet Yao Guai in the wasteland to help fight the Enclave!
SCROUNGER » Rank 1: Animals won’t attack unless provoked.
» Rank 2: Animals attack your adversary with you (but not against
Ranks Available: 1 another animal).
Requirements: Luck 5+
Just as the Fortune Finder perk increased the Caps you find, the
Scrounger perk grants access to more ammunition from safes, desks, FINESSE
cabinets, etc.
This is generally thought to be a better option than Fotune Finder, Ranks Available: 1
because you have the flexibility of finding more ammunition, which Requirements: None
can be sold or expended in battle, instead of simply finding Caps. You With the Finesse perk, you have a higher chance to score a critical hit
will find much more ammunition though, and the exact number varies on an opponent in combat; by 5% (or five Luck points). Or, to put it
depending on the type. another way, this increases your critical hit chance as if your Luck were
five points higher. Usually this doubles the base chance of a critical.
Do you enjoy inflicting critical hits during combat? Then always take
SIZE MATTERS this, and combine it with Better Criticals and a high Luck statistic.
Ranks Available: 3
Requirements: Endurance 5+ HERE AND NOW
With the Size Matters perk, you gain +15 to Big Guns skill for every
rank. Ranks Available: 1
» Rank 1: Big Guns +15 Requirements: None
» Rank 2: Big Guns +30 The Here and Now perk immediately grants you an additional experi-
ence level, complete with all the advantages that brings.
» Rank 3: Big Guns +45
This is useful if you’re only two levels away from a perk you really
This is the biggest permanent Skill point bonus of any perk, and you
must have, or you’re simply impatient. The downside is that by the time
can take it three times! Employ it if you’re focusing on Big Guns, or if
this is available, there are many incredible perks to choose from instead.
you want to use them later in your adventure, and want to quickly add
Note you have to be lower than Level 20 to take this perk.
up to +45 points.
Remember! You can add fewer points to Big Guns with the knowledge
that when this perk becomes available, you can quickly increase it. Use
this perk to raise your Big Guns skill, and assign Skill points to other
MISTER SANDMAN
abilities.
Ranks Available: 1
Requirements: Sneak 60+
STRONG BACK With the Mister Sandman perk, you can instantly kill any adult human
you encounter while they’re sleeping. This includes Ghouls, and it is
Ranks Available: 1 advantageous to be Sneaking. You receive the associated XP for each
Requirements: Strength 5+, Endurance 5+ throat-slit.
With the Strong Back perk, you can carry 50 more pounds of equipment. Can’t seem to fathom why anyone would take this perk? Then you
haven’t heard the legends of a stealthy man who killed an entire city of
Do you enjoy Big Guns, Bartering, or stealing everything you come
sleeping inhabitants in a single night. That man had a Mister Sandman
across? Or perhaps you like wearing heavy armor? Then employ this so
perk. Unfortunately, there are only a limited number of places where you
you can hold more, fire more, and make more Caps, and can take the
might find this useful.
punishment while you’re at it!
MYSTERIOUS STRANGER
Level 10 Perks Ranks Available: 1
Requirements: Luck 6+
ANIMAL FRIEND When you possess this perk, a Mysterious Stranger occasionally
appears during V.A.T.S. combat. The Mysterious Stranger remains
Ranks Available: 2
long enough kill that opponent, and then departs as mysteriously as he
Requirements: Charisma 6+ arrived. You only see the Mysterious Stranger in V.A.T.S. mode.
APPENDICES
If at the end of a V.A.T.S. attack, your opponent has less than 150
points of health, there is a 10% chance the Mysterious Stranger will LIFE GIVER
show up and finish him off. This perk is most useful if your game is set to
a higher difficulty. Ranks Available: 1
This is also a perk to take for sheer entertainment value, but it’s useful Requirements: Endurance 6+
MOTHERSHIP ZETA
in battle nevertheless; you save on ammo and APs, and he takes the With the Life Giver perk, you gain an additional 30 Health immediately.
head-shot for you.
PYROMANIAC
NERD RAGE!
Ranks Available: 1
Ranks Available: 1
POINT LOOKOUT
Requirements: Explosives 60+
Requirements: Intelligence 5+, Science 50+
With the Pyromaniac perk, you inflict 50% more damage with fire-based
You’ve been pushed around for long enough! When your Health drops
weapons. These weapons are the Flamer, “Firelance” Alien Blaster, Zhu-
to 20% or less overall, your Strength is raised to 10, and you gain +50
Rong v418 Chinese Pistol, Nuka-Grenade, and Shishkebab.
to Damage Resistance. This is an impressive amount, so don’t just think of
You must take this perk if you have a character focused on any of
this perk being for those skilled in non-combative abilities. It can get you
these weapons.
BROKEN STEEL
out of an otherwise tight jam.
This basically turns the Flamer into an even-more-deadly weapon,
If you have a high Endurance, you naturally have a fair amount of
Nuka-Grenades into one-hit-kill projectiles, and makes the Shishkebab
Health, so this perk lasts a lot longer. This is good if you’re playing this
the finest Melee weapon in the Wasteland.
adventure on a higher difficulty.
Life Giver is another perk that works well with this, giving you more
Health and thus making the effects of Nerd Rage! last longer.
ROBOTICS EXPERT
THE PITT
NIGHT PERSON Ranks Available: 1
Requirements: Science 50+
OPERATION: ANCHORAGE
Ranks Available: 1 With the Robotics perk, you gain 25% damage against any robot. But,
Requirements: None even better, if you can manage to Sneak up on a hostile robot undetected,
activating that robot will permanently shut it down.
With the Night Person perk, you gain +2 to Intelligence and +2 to
Perception (up to a maximum of 10) when the sun is down, technically Employ this if you have a very high Sneak skill, so you can easily
between 6 PM and 6 AM. This benefit continues into areas that aren’t disrupt any mechanoids. Remember to destroy it afterward for the XP
outside. Check your Pip-Boy’s Clock for the correct time. and loot! You gain a few conversation options when speaking with more
friendly robots, too.
This perk does not affect Skill points earned when you level up.
TOUR
SILENT RUNNING
Level 12 Perks
MISC. QUESTS
Ranks Available: 1
Requirements: Agility 6+, Sneak 50+
CANNIBAL With the Silent Running perk, speed no longer factors into a success-
ful Sneak attempt, and you gain an additional +10 percent to Sneak.
Ranks Available: 1
Before this perk, moving quickly while crouching made more noise than
Attribute Requirements: None
MAIN QUEST
moving slowly while crouching. After this perk, you can crouch and
With the Cannibal perk, you can feed on corpses to regain health. You move in for the kill without any noise problems whatsoever. Remember
must be Sneaking to attempt this, and every time you feed, you lose you still have to Sneak for this to be effective.
Karma. If this disgusting act is witnessed, expect to be attacked.
If you’re focused on Unarmed, Sneak, or Melee, this is a must-have
For each Corpse Eaten: Health [+25], Karma [-1] choice.
GEAR
FAST METABOLISM With the Sniper perk, your chance to hit the opponent’s head is 25%
FACTIONS & BESTIARY
higher in V.A.T.S.
Ranks Available: 1 If you’re always attempting headshots, make sure to combine this with
Requirements: None Commando or Gunslinger to create a lethal long-range killing machine.
With the Fast Metabolism perk, you receive 20% more healing when
using a Stimpak.
When used with the Medicine skill, you can increase your Health by
a spectacular amount. If you’re focusing on Unarmed or Melee skills,
TRAINING
CHEMIST
Ranks Available: 1 LIGHT STEP
Requirements: Medicine 60%+ Ranks Available: 1
With the Chemist perk, any Chems you take last twice as long. The Requirements: Agility 6+, Perception 6+
Chems in question are: Ant Queen Pheromones, Buffout, Jet, Mentats (all
When you have the Light Step perk, you never set off enemy Mines or
flavors), Med-X, Psycho, RadAway, Rad-X, Stealth Boy, and Ultrajet.
Traps.
If you’re focusing on the use and abuse of Chems, you must take this
If the prospect of treading into one more Mine, Bear Trap, or Trip Wire
perk.
infuriates you, take this perk. It is useful if you’re Sneaking about, too.
Try combining Jet, Psycho, and Med-X with this perk and you can
Of course, you can simply take extra care, and read this guide to find
take on the toughest of foes, until the Chems wear off.
out where the majority of Traps are. Forewarned is forearmed!
Level 16 Perks
slave or abolitionist, scavenger, trader, doctor, repairer, non-feral
Ghoul.
There aren’t that many good characters around here, unfortunately.
Ear
5-10 Caps per finger
(depending on Karma)
ACTION BOY/GIRL
Ranks Available: 1
Requirements: Agility 6+
CYBORG With the Action Boy perk, you gain an additional 25 Action Points that
can be used in V.A.T.S.
Ranks Available: 1
An extra 25 APs is a huge increase, and can often mean an extra
Requirements: Science 60%+, Medicine 60%+ attack in V.A.T.S. with your favorite weapon. Everyone that uses V.A.T.S.
You have used your amazing scientific and medical knowledge to make should consider taking this perk.
permanent enhancements to your body. The Cyborg perk instantly
adds +10% to Damage Resistance, Poison Resistance, and Radiation
Resistance, plus Energy Weapons skill. This is arguably one of the most BETTER CRITICALS
generally useful perks around; it’s like having free armor, too!
Even if you’re concentrating on a violent fighter, it is almost worth Ranks Available: 1
raising your Medicine and Science skills enough to obtain this perk. Requirements: Perception 6+, Luck 6+
Definitely take this if you’re using Energy Weapons. With the Better Criticals perk, critical hits do 50% more damage. Note
that this does not mean you score critical hits more frequently.
APPENDICES
If you’re concentrating on delivering particularly adept killing blows,
of if your character has a high Luck or has taken the Finesse perk, this is INFILTRATOR
an essential addition.
Ranks Available: 1
Requirements: Perception 7+, Lockpick 70+
CHEM RESISTANT
MOTHERSHIP ZETA
With the Infiltrator perk, you gain a special bonus whenever you pick a
Ranks Available: 1 lock. If a lock is broken, and can’t normally be picked again, you can
attempt to pick it one more time. This includes locks you’ve broken with
Requirements: Medicine 60+
a “Force Lock” attempt. You can’t do this a third time, though!
With the Chem Resistant perk, you are 50% less likely to get addicted
You might simply wish to perfect the Lockpicking minigame instead of
to Chems. The Chems in question are: Buffout, Jet, Mentats (all flavors),
taking this perk. This is of limited value.
Med-X, Psycho, and Ultrajet.
POINT LOOKOUT
It also saves you precious Bobby Pins. Force the lock once, and if that
This perk is an obvious choice for the Chem user and abuser. Pair
doesn’t work, try to pick it, rather than the other way round.
this with Chemist and you can really enhance your attacks!
BROKEN STEEL
Ranks Available: 1
Ranks Available: 1
Requirements: Unarmed 70+
Requirements: None
With the Paralyzing Palm perk, you can access a special unarmed
The Tag! perk allows you to select a fourth skill to be a Tag skill, which
V.A.T.S. palm strike. A hit with the palm strike paralyzes the opponent
instantly raises it by 15 points.
for 30 seconds. You must be completely unarmed to perform this strike,
If you’ve ignored a skill for too long that you really want to try, or
THE PITT
although you can have Brass Knuckles or even the Deathclaw equipped.
want to raise a skill to a higher level (such as Lockpicking, so you can
Essentially a death sentence for the enemy, freezing them for 30
go from unlocking Average to Hard locks), take this.
seconds allows you to re-equip, and bring down a foe at your leisure.
Excellent! This is a must-have perk for Unarmed-based characters.
OPERATION: ANCHORAGE
Level 18 Perks
Level 20 Perks
COMPUTER WHIZ
Ranks Available: 1
EXPLORER
Requirements: Intelligence 7+, Science 70%+ Ranks Available: 1
TOUR
With the Computer Whiz perk, you receive a special bonus whenever Requirements: None
hacking a computer. If you are locked out of a computer, you can With the Explorer perk, every Primary Location on your World Map is
attempt to hack it one more time. This includes terminals you’ve locked revealed.
MISC. QUESTS
yourself out of.
Although slightly less necessary because you have complete maps of
Because you can quit out of any terminal before you run out of the Wasteland in this guide, this perk allows you to quickly find every
chances and start again, this is of limited value. major location. It also makes a great reference if you plan on playing
through again with a new character.
CONCENTRATED FIRE
MAIN QUEST
Ranks Available: 1 NINJA
Requirements: Small Guns 60+, Energy Weapons 60+
Ranks Available: 1
With the Concentrated Fire perk, you gain an automatic +5% to hit a
Requirements: Sneak 80+, Melee Weapons 80+
GEAR
body part, when that body part is targeted again, your hit chances are
further increased, until you run out of Action Points or stop aiming at The Ninja perk grants you the power of the fabled shadow warriors.
that limb. When attacking with either Melee or Unarmed, you gain a +15% criti-
cal chance on every strike. Sneak attack criticals do 25% more damage
Take this if your character has a large number of Action Points, and
CENSUS
than normal.
the weapon you’re using has a low AP rating.
If you’re planning a Melee / Unarmed and Sneak character, this is
If you’ve already taken Commando, Gunslinger, and/or the Sniper
the zenith of your capabilities.
perks (which shorten your foes’ life expectancy severely), the usefulness
FACTIONS & BESTIARY
APPENDICES
» This is a straightforward perk with a simple premise to understand; such as Intense Training on your Endurance. Still, this does allow you to
if you wish to lead a purely neutral existence, now you can. wander through slightly radioactive areas longer.
» This instantly sets your Karma to Neutral. Your character’s title is
changed accordingly.
WARMONGER
MOTHERSHIP ZETA
Take this if you wish to easily obtain the “True Mortal” Achievement,
especially as maintaining a Neutral Karma is the most difficult. This also
means you can pal around with Sergeant RL-3 or Butch without having Ranks Available: 1
to give to the Church of the Atom [+KARMA] or Steal from people Requirements: INT 7
[-KARMA]. » If you’ve ever thought to yourself “I wish I had more guns,” but didn’t
have the time or patience to build any, now is most definitely your
chance!
NO WEAKNESSES
POINT LOOKOUT
» All Custom Weapons are now available to build, even without the
usually necessary Schematics.
Ranks Available: 1
If you don’t wish to find all of the different Weapon Schematics dotted
Requirements: None around the Capital Wasteland, or you’ve made some regrettable deci-
» Your experience in the Wastelands and beyond is beginning to yield sions in the past and haven’t been able to acquire all of the Schemat-
dividends, as you become a well-rounded adventurer with no major ics, then this is a highly useful perk. It basically allows you to build any
BROKEN STEEL
shortfalls in your characteristics. Custom Weapon at the highest Schematic Level (making the weapon
» All S.P.E.C.I.A.L. statistics that are lower than 5 are instantly raised with the best condition possible). Existing Schematics are worth Caps to
to 5. trade, but little else.
This allows you to meet certain statistical requirements for other perks,
such as Fortune Finder or Toughness, basically allowing you to access
Level 28 Perks
THE PITT
many previously unobtainable perks. This is only truly useful if you’ve
created an adventurer who is highly swayed, statistically (for example,
a battle-ready maniac with high STR, END, and PER, but low LCK and
CHR). If you plan on obtaining Almost Perfect (Level 30), this can be a
PARTY BOY / PARTY GIRL
OPERATION: ANCHORAGE
waste.
Ranks Available: 1
TOUR
» You do not acquire the dreaded withdrawal effects when suffering
Ranks Available: 1 from Alcohol Addiction.
Requirements: AGL 7
Simply put, this allows you all the benefits of being drunk, without the
MISC. QUESTS
» When you’re caught in a battle, and in V.A.T.S. mode, you want to insufferable torment afterward. If you’re a keen collector (and consumer)
be able to continuously fire, hack, or throw your weapon as often as of alcohol throughout the Capital Wasteland, this is an advisable perk.
possible. This helps fulfill that possibility. However, if you’ve purchased the “My First Laboratory” theme for your
» This increases your Action Points regeneration. home, you can remove your addictions using the apparatus contained
Seriously consider this perk. If you have few Action Points due to ill-con- within. This is time-consuming and less flexible than taking this perk,
MAIN QUEST
ceived earlier decisions, or as you progress into more difficult territory however.
and face enemies that require more wounding to kill (such as the Feral
Ghoul Reaver and Super Mutant Overlord), you need all the help you
can get. This is that help. However, those with the Grim Reaper’s Spirit RAD ABSORPTION
(which restores all APs after you defeat a foe in V.A.T.S.) may find this of
Ranks Available: 1
GEAR
» Any Radiation you have accrued slowly ebbs away, providing you
Ranks Available: 1 aren’t in an irradiated area.
Requirements: END 7 Some question the helpfulness of this perk, because the “My First
FACTIONS & BESTIARY
» A few hundred wades through irradiated pools of slime and effluent Infirmary” theme for your house allows you to instantly cure any Rad
may kill you, or make you stronger. You chose the latter with this poisoning you may have accrued. However when you’re investigating
perk. the swamps of Point Lookout, the trek back to your home (even with Fast
» Zero effects from Minor Radiation Poisoning. Travel) becomes laborious, making this perk useful.
When you’ve been irradiated enough to receive Minor Radiation Poison-
ing (-1 END), this perk effectively negates the hit to your Endurance.
However, there are more proficient ways to spend your perk points,
TRAINING
Quest-Related Perks
The following perks are available only once you’ve succeeded impressively—or failed spectacularly—in
a specific quest.
JUNIOR SURVIVOR
DREAM CRUSHER Quest Available: MISC QUEST—The Wasteland Survival Guide
Quest Available: MISC QUEST—The Wasteland Survival Guide Ranks Available: 1
Ranks Available: 1 Requirements: Complete fewer than 5 bonus objectives in this
quest.
Requirements: Convince Moira Brown to stop writing her sur-
vival guide Answer Moira’s questions in one of five different ways to obtain one of
the five different variants to this perk.
No high-minded ideal or frivolous dream can stand before your cold,
» Standard: +2% Poison Resistance, +2% Radiation Resistance,
unfeeling logic. The road to Hell may be paved with good intentions,
+5 Health
but the express lane is paved with ruthless efficiency.
» Smart: +2% Poison Resistance, +2% Radiation Resistance,
» Enemy attackers’ critical hit chances are reduced by 50%.
+2 Medicine, +2 Science
» You get a 30% discount on Moira’s trade items.
» Tough: +2% Poison Resistance, +2% Radiation Resistance,
+2 Damage Resistance
» Sly: +2% Poison Resistance, +2% Radiation Resistance, +2 Sneak,
+2 Speech
APPENDICES
» Snide: +2% Poison Resistance, +2% Radiation Resistance,
+1% Critical Chance WIRED REFLEXES
Quest Available: MISC QUEST—The Replicated Man
SURVIVOR EXPERT Ranks Available: 1
MOTHERSHIP ZETA
Quest Available: MISC QUEST—The Wasteland Survival Guide Requirements: Rewarded by Doctor Zimmer for siding with him
during this quest.
Ranks Available: 1
Advanced technology from the Commonwealth has increased your reac-
Requirements: Complete between 5 and 8 bonus objectives in
tion speed, giving you a higher chance to hit in a V.A.T.S. Your chance
this quest.
to hit is now 10% higher.
Answer Moira’s questions in one of five different ways to obtain one of
the five different variants to this perk.
POINT LOOKOUT
» Standard: +4% Poison Resistance, +4% Radiation Resistance, HEMATOPHAGY
+10 Health
» Smart: +4% Poison Resistance, +4% Radiation Resistance, Quest Available: MISC QUEST—Blood Ties
+4 Medicine, +4 Science Ranks Available: 1
» Tough: +4% Poison Resistance, +4% Radiation Resistance, Requirements: Learn the ways of the Family under the tutelage
+4 Damage Resistance of Vance.
BROKEN STEEL
» Sly: +4% Poison Resistance, +4% Radiation Resistance, +4 Sneak, This perk allows you to regain 20 Health (instead of 1) by consuming
+4 Speech Blood Packs.
» Snide: +4% Poison Resistance, +4% Radiation Resistance,
+2% Critical Chance
BARKSKIN
THE PITT
SURVIVOR GURU Quest Available: MISC QUEST—Oasis
Ranks Available: 1
Quest Available: MISC QUEST—The Wasteland Survival Guide Requirements: Shoot an exposed heart in an underground
OPERATION: ANCHORAGE
Ranks Available: 1 cavern so it sprays on you.
Requirements: Complete 9 or more bonus objectives in this You’ve been infected by Harold’s strain of F.E.V. and your skin is now as
quest. hard as tree bark. Your Damage Resistance is now +5.
Answer Moira’s questions in one of five different ways to obtain one of
the five different variants to this perk.
» Standard: +6% Poison Resistance, +6% Radiation Resistance,
+15 Health
COVERT OPS
» Smart: +6% Poison Resistance, +6% Radiation Resistance, Quest Available: OPERATION: ANCHORAGE—Operation:
TOUR
+6 Medicine, +6 Science Anchorage!
» Tough: +6% Poison Resistance, +6% Radiation Resistance, Ranks Available: 1
+6 Damage Resistance Requirements: Collect the 10 Intel Briefcases scattered through-
MISC. QUESTS
» Sly: +6% Poison Resistance, +6% Radiation Resistance, +6 Sneak, out the simulated cliffs and buildings near Anchorage.
+6 Speech The Perk is immediately awarded when you locate the 10th Intel case.
» Snide: +6% Poison Resistance, +6% Radiation Resistance, You can collect them in any order you like, but you cannot return to
+3% Critical Chance previous areas to search for missed cases. You receive a moderately
impressive bonus to some well-used skills.
MAIN QUEST
» +3 Small Guns, +3 Science, +3 Lockpick
ANT MIGHT Although searching for ten Intel Briefcases can be time-consuming, the
statistical improvements are exceptionally impressive. Skip this Perk only
Quest Available: MISC QUEST—Those!
if you don’t use any of the skills you receive bonuses in. This also means
Ranks Available: 1 you can place points in other abilities when you level up or can concen-
Requirements: Choose this from Doctor Lesko upon successful trate further in strengthening Small Guns, Science, or Lockpicking.
GEAR
increased by 1 and you are now 25% resistant to fire. and learn this Perk from Paladin Gunney at the Citadel.
APPENDICES
Tip
Continue to accrue Experience Points by teleporting in more enemies; defeat them from the relative safety of the balcony.
This enables a better combat outcome when employing Alien ranged technology. The weapons for which you receive this
bonus include the regular (and unique) variants of the following: Alien Atomizer, Alien Blaster Alien Disintegrator, Atomic
MOTHERSHIP ZETA
Pulverizer, Captain’s Sidearm, Destabilizer, Drone Cannon, Drone Cannon Ex-B, and MPLX Novasurge. The Shock Baton and
Electro-Suppressor are not affected by this perk.
POINT LOOKOUT
Character Development
RAISING STATISTICS
Tip
BROKEN STEEL
You’ll get five extra points to add to statistics. While it may sound great
First, make the most important Game Save of all; complete the to add all five to a single statistic such as Strength or Endurance, it’s
Main Quest: Escape! up to the point where you’re just about to rarely a good idea. There are just too many benefits to the other statistics
leave the Vault, but haven’t exited the door at the end of the to ignore them.
natural tunnel. Save your game now! Then, when you’re ready Don’t pick the statistics to raise based on their associated skills; pick
THE PITT
to try a second character, simply begin at this point, without them based on the Derived Characteristics or perks you may want. These
replaying your childhood. You can change all your stats and are much more important. The fact that your Big Guns skill goes up by a
skills, and even your face, hair, and gender, before you leave. few points when you raise Endurance pales in comparison to your Health
going up by 20 points for each point of Endurance.
OPERATION: ANCHORAGE
In order to create the most proficient and well-rounded character you The “big three” Statistics for most character types are Strength,
can, follow this in-depth tactical advice: Endurance, and Intelligence. Not that the others aren’t good too, but
these are important for all characters. Consider raising each of them to
1. CROSS-REFERENCE YOUR at least a seven. If you have points left over, Agility or Luck are the next
best choices for combat-oriented characters.
STATISTICS WITH YOUR SKILLS
Your seven S.P.E.C.I.A.L. attributes obviously affect your Skill points 2. CHOOSE A PRIMARY
and allocations, so make sure you’re placing points in the correct
COMBAT SKILL
TOUR
Primary Statistic. Are you planning on using Small Guns? Then bump up
your Agility to 7 or higher. Thinking about using Repair, Medicine, or
Science? Increase your Intelligence to the same level.
MISC. QUESTS
Tip “You must be proficient at
Every point added to a S.P.E.C.I.A.L. attribute raises its associated something. That something
should be Small Guns, if
skills by two points. However, the Luck attribute is different. It you’re a newcomer to the
MAIN QUEST
affects all skills, but only at half its value. Try to keep your Luck Capital Wasteland.”
at an odd number to take advantage of this.
» Choose one skill and make it your primary means of defeating foes.
LOWERING STATISTICS » Make sure it is one of your three Tag skills.
One way to get extra points for your statistics is to lower them. Con- » Raise it very quickly at early levels.
GEAR
fused? Don’t be: By lowering statistics you don’t care about, you gain » Later in your adventure, this skill may not be your main combat
extra points to add to the ones you do. However, make sure you are choice, so always have a Secondary Combat skill you’re adding to
willing to live with the consequences! as well.
CENSUS
For each statistic, look at the associated skills and the derived charac- » If you are playing your first few characters, Small Guns is an
teristics. If you don’t care about them, consider lowering that statistic to a excellent (and recommended) choice.
three or even a one. » With Small Guns, there are plentiful weapons you can use
The one statistic you should never lower is Strength. How much you
FACTIONS & BESTIARY
low Intelligence.
The following chart should help you decide a good Primary Combat skill to take:
COMBAT SKILL PRACTICALITY ADVANTAGES DISADVANTAGES
Small Guns Extremely Guns and ammo are plentiful. None, really.
Melee Weapons Very Weapons are plentiful, no ammo required. You have to get close to use them.
Unarmed Moderate No weapon needed. Until you get Brass Knuckles, you don’t do a lot of damage.
Energy Weapons Moderate Highly accurate. Guns and ammo are hard to find early in the game.
Big Guns Poor Weapons do lots of damage. These suckers are heavy! Ammo can be hard to find.
Explosives Poor Lots of damage to multiple opponents. Can’t use them up close.
Be sure to pick the Strong Back perk for this build, because Big
Tip »
Guns are heavy.
If you want to use Unarmed, Energy Weapons, Big Guns, or » Big Guns tend to eat up ammo quickly, but inflict a lot of damage.
Explosives as a Tag skill, choose a Secondary Combat skill as well » Big guns are extremely satisfying to shoot, and the Flamer is
to support it. excellent against armored enemies.
» Unless you start making the Custom Weapon: Rock-it Launchers very
early, you won’t find much use for this skill for a while, however.
3. PRIMARY AND SECONDARY
COMBAT SKILL COMBINATIONS 4. THE THIRD TAG SKILL: REPAIR
YOUR OWN ORDNANCE
Repair is the best skill available to you. You can construct better quality
weapons and armor. This in turn, allows you to withstand and inflict more
“Focus and figure out your damage, thus spending fewer Caps on costly Stimpaks. You also tend to
key statistics, and three Tag
skills before you begin, or you run into groups of enemies that carry the same gun; so managing your
face the prospect of wasted loot becomes much easier. Are you seeing scattered Assault Rifles every-
Skill points.” where, and don’t know what to do with them? Then use them to Repair
your own Assault Rifle, so you have at least two of your favorite weapons
You should be adding points to a Secondary Combat skill as a back-up, in great condition.
in case you (for example) run out of ammunition, or you’re facing a very
tough opponent.
Now you’ve figured out a Primary Combat, Secondary Combat, and
This should complement your Primary Combat skill, with the potential Repair as the recommended skills to add points to, make these your
to “overtake” it (in terms of points allocated) later in your adventure. three Tag skills.
Most characters who specialize in Small Guns end up pouring points
To sum up:
into Energy Weapons at higher levels. Laser Rifles and Plasma Rifles are
wickedly powerful, but not readily available at low levels. COMBAT MOST USEFUL
NOTES
SUPPORT SKILL WITH
Some recommended Primary and Secondary Combat skill combina-
tions are: Repair Small Guns, Melee Weapons, Weapons in good repair do more damage. They
Energy Weapons, Big Guns also sell for more caps.
Small Guns and Explosives:
Sneak All skills Getting close to (or getting past) an opponent
» If your Assault Rifle just isn’t cutting it against those tougher Mutants,
without begin detected is always an advantage.
throw in a few Grenades.
Medicine Melee Weapons, Unarmed If you have to take a few hits to make the kill,
Sneak / Melee / Unarmed and Explosives: being able to heal yourself better becomes
» A much more tactical battle plan involves Sneaking around very important.
(optionally utilizing a Stealth Boy), and attempting to land a devas- Explosives Melee Weapons, Unarmed It’s handy for all combat skills, but particularly
tating Melee, Unarmed, or Sneak attack. for these. Gives you some ability to attack at a
distance, or to plant devastating Mines.
» Laying plenty of Mines along your escape route allows you to flee if
you’re overwhelmed or outclassed.
» Remember to disarm and pick up unused Mines afterward. 5. ADVICE ON OTHER SKILLS
» The Custom Weapon: Dart Gun is an extremely useful weapon for
this combination. The flexibility and wide variety of skills means there are no “correct”
Unarmed and Energy Weapons: skills to choose. Every skill has its own set of benefits. Below are skills
that aren’t so obvious, but are worth taking a serious look at.
» Energy Weapons are expensive, but often have a faster rate of fire
and lower Action Point cost than Small Guns.
MEDICINE
» Punch weaker enemies and collect all the bullets so you can afford
This increases the effectiveness of Stimpaks, Rad-X, and RadAway.
the Energy Weapon Ammo and quality armor for your unarmed
skirmishes. When you only have to use half the Stimpaks it would normally take to
heal yourself, you have more Caps to purchase cooler items.
» High Agility with this combination is helpful, as you can land four
You also get to employ that Medical knowledge during quests, and
punches and laser shots in while in V.A.T.S.
unlock some excellent perks.
“Anything” and Big Guns:
» “Anything” includes any of the previously listed skills used in
combinations.
APPENDICES
SNEAK
6. ALLOCATING SKILL POINTS
Sneak is another highly useful combat support skill. Attacks on unsus-
pecting targets do extra damage, not to mention the advantage of not A recommended plan for newcomers to the Wasteland is to increase
being shot at yourself. Unless you like playing the guns-a-blazing kind of your Primary Combat, and Repair skills up to around 75 points as soon
character, you should give serious consideration to Sneak as a Tag skill.
MOTHERSHIP ZETA
as possible. Then add to your Secondary Combat skill and all other pre-
Unarmed or Melee attacks while using Sneak are difficult to complete ferred skills as needed.
successfully, but the Sneak critical hit bonus is massive. Although specific situations vary, a good rule to follow is to spend
It is easiest to Sneak up on an opponent that’s unaware (rather around 60–75% of your Skill Point allowance on your Primary Combat
than alert), then enter V.A.T.S. and “line up” Sneak attacks on multiple and Repair skills until they reach around 75.
enemies. A common mistake is to raise your skills all the way to 100 as soon
Think Sneak isn’t devastating enough? A headshot from a Combat as possible. Certain collectible items (Bobbleheads and Skill Books) and
POINT LOOKOUT
Shotgun is likely to drop a Deathclaw if your skill is high enough, and perks permanently raise your skills, and these become useless if your
you’re close enough. skills are already at the maximum.
Consult this guide; learn where a nearby Bobblehead and a few Skill
SPEECH Books related to your preferred skills are, so you can obtain them as
early as possible to further increase your Skill points.
Are you adventuring with a more cerebral plan in mind? Then succeed-
BROKEN STEEL
ing in Speech challenges when interacting with others can be very
useful. It can also halt hostile posturing in those you’re speaking with 7. DRESS FOR SUCCESS
(and occasionally create them!).
A high Speech skill opens interesting doors (both verbal and literal)
that allow you to complete quests in ways that would otherwise by dif-
ficult or impossible to accomplish.
THE PITT
“When attempting
Check the Main and Miscellaneous Quests in this guide for all the to Repair a weapon,
examples of Speech challenges. And if you want to witness the results, massacure a Mutie
load up points on this skill. It is used often. camp, or Barter with
a merchant, you must
OPERATION: ANCHORAGE
dress appropriately.”
SCIENCE
You can occasionally find interesting outcomes to your problems by Another excellent point to remember is that some outfits increase skills
using Science to hack terminals or pass skill checks. (including Repair, Lockpick, and Science). Change into these outfits before
Want to witness a turret malfunction where it sprays the enemies it attempting adventuring that requires these specific skills.
was designed to protect with gunfire? Need to unlock certain doors A good example: Raise your Lockpick skill to 45. Then wear apparel
or safes with a connected terminal? This is your skill, and you’ll use it that gives you +5 to Lockpick (such as the Vault 101 Utility Jumpsuit). You
often. It also unlocks some useful perks. can now pick Average locks.
TOUR
The difference between this and Lockpick is that there are fewer ter- Also remember that every point of Perception adds +2 to Lockpick.
minals to hack than there are locks to pick. Also the rewards for hacking Remember to check your statistics to ensure you’ve placed enough points
a terminal tend to be less immediate or tangible. to help enhance your associated skills.
MISC. QUESTS
The Vault 101 Utility Jumpsuit adds +5 to Repair as well, and you find it
during Main Quest: Escape!, so don’t forget to pick it up!
LOCKPICK
Lockpick is clearly the most advantageous non-combat skill.
Do you hate being locked out of an area you’re exploring? Want to 8. GROWING YOUR CHARACTER
know what every storage room or secret area contains? Then thoroughly
MAIN QUEST
As your character gains levels, you get a chance to add more Skill
read through this guide, or place some points into Lockpick.
points. The best part about this is that if you made a mistake when creat-
This guide also flags the difficulty level of every major lock on safes, ing your character, you can correct it very quickly. If you put points into
doors, footlockers and Ammo Boxes. Melee Weapons because you wanted to beat your opponents to a pulp,
You can open the majority of these if your Lockpick skill is 50. Rela- but then discovered that you had more fun shooting them, within a level
tively few locks require 100 Lockpick skill.
GEAR
or two you can switch over to being skilled with Small Guns instead.
NON-COMBAT Most characters will have at least 15 points to spread around. Think
USEFULNESS ADVANTAGES
SKILL about what kinds of actions you attempted since the last time you leveled
Lockpick Extremely Loot is frequently locked away. up. Think about the actions you want to do. Place your points into those
skills.
FACTIONS & BESTIARY
Science Moderate Terminals control turrets, which can then fight for you.
They may also reveal important information. For the most part, split your points relatively evenly between your
Speech Moderate You can sometimes persuade people to do your bidding, three Tag skills until Level 5 or 6. You chose these Tag skills because you
thereby avoiding more difficult choices, or getting wanted to use them, so make sure they’re at least above 50.
better rewards for you actions. Two important skills to raise are Lockpick and Science. These skills
Barter Fair Caps are always useful. You can buy better guns and have threshold values that are important. Every 25 points opens up a
more ammo. However, if Caps are what you want, it’s new class of locks or terminals. So you want Lockpick to be 25 early in
always possible to clean out everything in a lair and sell
it, or to steal the items you need. the game to access those locks. Science isn’t quite as important, but you
TRAINING
Between Levels 5 and 10, keep focusing on your Tag skills, getting Bobbleheads or Skill Books that can raise your skills. Most skills can be
them into the 70s. Good secondary skills to put some points into are raised with perks more efficiently than with Skill points. It can be frustrat-
Lockpick and Medicine. Getting Lockpick up to 50 will make the majority ing to raise a skill to 100, and then find something that gives a bonus you
of the locks available to you. Medicine gives you more benefit from Stim- can’t use. The difference between a 90 and a 100 in a skill isn’t enough
paks, which is important for combat. to be worth wasting the points.
Above level 10, stop raising your skills when they get into the 80s. You
will find clothing or armor that will give you bonus points. You may find
to see during bright light situations. Increase the opacity if you’re relying
INITIAL MENU INFORMATION on the crosshairs, too.
Assuming you’ve read the Instruction Manual, you should have a basic
grasp of how your Pip-Boy, game menus, and basic maneuvering all KARMA: TWO SIDES OF
works. However, there are a couple of additional pieces of information
you may find useful: THE SAME SCALE
GAME DIFFICULTY OVERVIEW
You can choose to increase or decrease the game difficulty. Higher dif- The General Stats part of your Pip-Boy displays what you have accom-
ficulty means opponents do more damage and you do less damage in plished, along with your Karma. Your Karma is another vital part of your
combat. You also get more Experience Points for kills at higher difficulty adventuring, as it measures how pleasant or unpleasant you’re being,
levels. Lower difficulty means opponents do less damage and you do based on previous actions. In short, it’s how “good” or “evil” you’re
more. However, lowering the difficulty does not change your Experience being. Karma affects a variety of elements, from how you’re treated by
Point awards for kills. others, to the Followers who agree to join you, to areas of the Wasteland
you can visit.
DIFFICULTY OPPONENT’S DAMAGE PLAYER’S DAMAGE
Although you can’t see it, KARMA VALUE TYPE
Very Easy 50% 200% you begin your adventure with
-1,000 to -750 Very Evil
Easy 75% 150% a “value” of zero. This value
Normal 100% 100% increases with positive actions,
and decreases with negative -749 to -250 Evil
Hard 150% 75%
ones, on a sliding scale. Karma
Very Hard 200% 50% -249 to +249
can range from -1,000 (true evil) Neutral
to +1,000 (an absolute saint).
SETTINGS TWEAKS Here’s how you’re judged, +250 to +749 Good
Saving: It is usually based on your Karma value:
better to Save your +750 to +1,000 Very Good
game often and
constantly. But it also
benefits you greatly if
you save just before
Caution
you attempt an epoch- You can’t check specifically on your Karma “value”; your character
making change to your title is the only clue you have (outside of reactions by others).
fate. If you read one of
If you’re seeing blue, you might pick out foes a little the quests, and learn HOW TO RAISE AND LOWER YOUR KARMA
more easily, depending on your eyes. there’s an upcoming
Numerous actions affect your Karma:
Speech challenge, you
should Save just before the challenge, so you can try again if you fail. ACTION KARMA EFFECT
This is also advisable before any large-scale confrontations or explora- Killing an Evil character or creature None
tions take place. Aim to have dozens of Saved Game slots used up. Well Killing a Very Evil character or creature +100 Karma
over 400 were used in the creation of this guide alone!
Murdering† a Neutral or Good creature -25
Display Tweaks: Although most of this is to your preference, there’s
a lot to be said for fiddling with your brightness (although technically, Murdering† a Neutral or Good character -100 Karma
this could be seen as cheating). If you’re in a darkened tunnel filled Stealing from a Neutral or Good character, or from a non-evil faction -5 Karma per item
with Ghouls, you may wish an ultra-bright image so you can pick out Donating Caps to any church Dependent on Caps donated
every movement. For the best gameplay, set it as dark as you can while
Performing a “good” action in a Freeform Quest At least +50 Karma
still seeing a difference between the two darkest blocks. Your H.U.D.
opacity and color are also strictly related to preference, but some find Performing an “evil” action in a Freeform Quest At least -50 Karma
the blue H.U.D. color to be superior, as the target crosshairs are easier † “Murder” is defined as an unprovoked attack.
APPENDICES
HOW TO RAISE AND LOWER YOUR » Raiders will always attack you.
KARMA (QUESTS) » More difficult Speech challenges with “evil” characters you speak with.
Your actions throughout the course of your adventuring allow you an » Access to “good” Karma titles and corresponding achievements.
infinite number of choices, and many have a Karmic element to them. » Three Dog the D.J. has some specific words for you.
Consult the Main and Miscellaneous Quest chapters to see the most General characters you meet may react to your Karma during
MOTHERSHIP ZETA
»
important actions you can take. conversations.
» Very Good: Access to small gifts given out by “good” characters
DAY-TO-DAY CHANGES IN PERCEPTION (such as Caps, Ammo, Food, and other common items).
Karma affects you in four general ways:
» It modifies the reactions and dialogue options of certain individuals
POINT LOOKOUT
you meet.
» It determines the accessibility to certain locations within the
Wasteland. For example, you can enter the Slaver stronghold of A faultless and Vaultless
Paradise Falls without problems with a low enough Karma. existence still involves the
taking of life, specifically
» If you are Very Evil or Good, you may be attacked by enemies of
scummy Raider life.
the opposing Karmic range. For example, if you’re Very Good,
BROKEN STEEL
expect to be stalked by Talon Company Mercs.
» Be warned: Your Karma also influences the type of ending you EXPERIENCE POINTS AND KARMA
receive when your expedition is over! Finally, here are all the titles based on your character’s level and Karma.
EVIL KARMA NEUTRAL GOOD KARMA
XP
RAMIFICATIONS OF HAVING EVIL KARMA LEVEL
REQUIRED
TITLE (-250 KARMA TITLE TITLE (+250
THE PITT
OR LESS) (-250 TO +250) OR MORE)
1 0 Vault Delinquent Vault Dweller Vault Guardian
2 200 Vault Outlaw Vault Renegade Vault Martyr
3 550 Opportunist Seeker Sentinel
OPERATION: ANCHORAGE
The Slavers of Paradise 4 1,050 Plunderer Wanderer Defender
Falls welcome you and 5 1,700 Fat Cat Citizen Dignitary
your unpleasant ways into
their fold. 6 2,500 Marauder Adventurer Peacekeeper
Vagabond of the
7 3,450 Pirate of the Wastes Ranger of the Wastes
Any player who reaches a Karma of -250 or below—and is thereby con- Wastes
sidered “evil”—should expect some unique occurrences. These are: 8 4,550 Reaver Mercenary Protector
» Access to Paradise Falls, including all services offered there. 9 5,800 Urban Invader Urban Ranger Urban Avenger
TOUR
» Ability to purchase the schematics for the Dart Gun, from Pronto in 10 7,200 Ne’er-do-well Observer Exemplar
Paradise Falls.
11 8,750 Capital Crimelord Capital Councilor Capital Crusader
» Ability to hire two “evil” Followers: Jericho (Megaton), and Clover
12 10,450 Defiler Keeper Paladin
MISC. QUESTS
(from Paradise Falls).
13 12,300 Vault Boogeyman Vault Descendant Vault Legend
» Easier Speech challenges with “evil” characters you speak with.
14 14,300 Harbinger of War Pinnacle of Survival Ambassador of Peace
» Access to “evil” Karma titles and corresponding achievements.
15 16,450 Urban Superstition Urban Myth Urban Legend
» Three Dog the D.J. has some specific words for you.
16 18,750 Villain of the Wastes Strider of the Wastes Hero of the Wastes
» General characters you meet may react to your Karma during
MAIN QUEST
17 21,200 Fiend Beholder Paragon
conversations.
18 23,800 Wasteland Destroyer Wasteland Watcher Wasteland Savior
opponents, completing
» No chance of getting attacked by either a “good” or “evil” hit squads.
quests, and perform-
» Access to “neutral” Karma titles and corresponding achievements. ing a few other types of
action, such as unlocking
RAMIFICATIONS OF HAVING GOOD KARMA doors and safes, hacking
Any player who reaches a Karma of 250 or more is considered “good” terminals, completing
and can benefit from the following: a difficult or impressive
» Ability to hire two “good” Followers: Fawkes (Vault 87) and Star From the smallest victory to the most terrifying feat, conversation, and the
TRAINING
APPENDICES
4. Use the compass. It’s there for a reason, and that reason is to
show you where you’re generally headed. Make sure you use your INSIDE THE D.C. RUINS
Pip-Boy’s Route Marker, too.
5. It’s a sound plan to race to discover a single location, explore it Matters take a turn for the complicated when you enter the massive der-
before backtracking to a safer environment, and when you wish to elict ruins of D.C. itself. Here, the only way to reach the more significant
MOTHERSHIP ZETA
return, Fast Travel back to that location and explore in a concentric internal locations, such as the Mall and Arlington Cemetery, is to head
circle out from this “secondary base camp.” underground through a series of linked underground tunnels that were part
of the old Metro and sewage systems. The Tour chapter separates these so
6. The guide refers to Primary and Secondary Locations with a latitude
you know which areas are accessible from the “outside” Wasteland, and
and longitude position, and a number. These don’t appear in the
which aren’t.
game; they are simply there so you can keep track of the hundreds
of locations in the Wasteland.
Tip
POINT LOOKOUT
You might wish to visit Reilly and complete her quest because
she awards you a GeoMapper that rewards you with 20 Caps for
each location you uncover. It’s a great way to add Caps for doing
something you’re already attempting!
BROKEN STEEL
Other Pip-Boy Functionality
THE PITT
Agatha’s Station
A QUICK NOTE ON NOTES Entire Wasteland. Complete the Agatha’s Song quest, and listen
to sweet, lilting violin music.
OPERATION: ANCHORAGE
You should know by now that your Pip-Boy’s Note section is more than
just a collection of texts; there are Holotapes to listen to, and some quests Ranger Emergency Frequency
don’t update until you read or listen to a Note you’ve picked up. 7,000m radius. A mayday for Reilly’s remaining Rangers, stuck
on top of the Statesman Hotel.
TOUR
ened Wasteland (and can also attract attention; switch off your Radio
when Sneaking). But are you aware of the other Radio Stations you can locate a hidden area.
pick up on your Pip-Boy?
THE FLASHLIGHT
MISC. QUESTS
Recon Craft Theta Beacon
5,000m radius. Garbled static and odd chatter serve only to
bewilder and enthrall.
MAIN QUEST
far outweigh the negatives,
People’s Republic of America Radio unless you like stumbling
16,000m radius. The voice of Red China, operating out of around Ghoul-infested tunnels
in the dark.
Mama Dolce’s.
If you’re having difficulty seeing where you’re going, ensure your safety
25,000m radius. Assuming a catastrophic issue with Vault 101, by switching on your Pip-Boy’s Flashlight. It allows you to see your sur-
this crackles into life. rounding area much more clearly, but at the expense of stealth. Keep this
off if you’re Sneaking.
CENSUS
FACTIONS & BESTIARY
TRAINING
Tip You don’t set off your own Mines, but your enemy does! A similar trick
is available in the city by setting Mines around corners. Finally, for the
• If you’re out of Action Points, you can still use V.A.T.S. to ultimate kill, place a Mine with Grenades around it; when the Mine deto-
excellent effect. Use it to center your aim on a target, even if you nates the Grenades also explode.
have no APs left. Then, without firing, exit V.A.T.S. Your run-and-
gun manual aim is now dead-center on your foe. Fire away!
• If you’re quick entering V.A.T.S., you can often target an
adversary before they throw a Grenade. Shoot the Grenade, either
when it’s in the air or in the enemy’s hand. Detonation in the air
APPENDICES
Tip TRAPS
It is also incredibly satisfying to use Grenades that are attached You haven’t lived until you’ve almost died being bombarded by base-
to enemies (or being held in their hands) against them: Take balls, or receiving a Brahmin-skull-on-a-chain to the happy sack. Through-
careful aim, and use V.A.T.S. to check if your target has Grenades out the Wasteland, the more enterprising (and psychotic) of enemies
MOTHERSHIP ZETA
hanging from a weapon belt. Then manually hit these for an have left a variety of Traps waiting for you. Most can be disarmed if you
amusingly violent explosion. Is a Super Mutant or Raider holding have a decent Repair skill—yet another reason why Repair is your go-to
a Grenade just prior to lobbing it? Not for long; blast it from their skill when you’re not shooting stuff.
hands, and watch the gore fly!
RADIATION
MELEE WEAPONS Take a Rad-X before you go wading into any water, or investigating any
POINT LOOKOUT
Guns for show; knives for a pro. Take your pick, and test them craters, and you’ll shrug off the light radiation. Visiting a wider radiation
out on Mole Rats as some of these hand-carried weapons and blades zone? Then pack a Radiation Suit. Heading over to Vault 87? Then carve
have a slower swing than others. Your first weapon, the Baseball Bat, is your tombstone now; you’ll never reach the surface entrance. Let Fawkes
reasonably effective. Try it out until you can churn body parts with the do the work and then backtrack.
Ripper, or graduate to something heavy like the Super Sledge. Don’t
bother with pool cues, rolling pins, police batons, or nailboards. They MINES
BROKEN STEEL
just aren’t tough enough. As stated previously, you should be attempt- Tread slowly and lightly, looking down and rotating until you find your
ing the element of surprise using these weapons, not wading in from a Mine, then disarm it. The Mine is added to your inventory. If you are
distance into a barrage of fire. crouched in the Sneak mode, you can grab them from slightly farther
away. If you’re happy Sneaking, place Mines in a foe’s path, then hide
SMALL GUNS and fire at them to attract their attention. The results are messily effective.
THE PITT
A wide variety of Small Guns present copious takedown CHAIN TRAPS
opportunities for every occasion. Begin with Pistols, before graduating
to the 10mm Submachine Gun, a stalwart piece only superseded by the Mostly activated by a trip wire,
two Assault Rifle types. Ignore the .32 Caliber Pistol and the Chinese these Traps are mostly set by Super
OPERATION: ANCHORAGE
Pistol. You are better off selling them than using them. If you’re on the Mutants and Raiders so you know
Wasteland plains, bring your Hunting Rifle; it’s a great long-distance where to look for them. Simply find
shot. When you find your first Combat Shotgun, treasure it; this is a the trip wire (sometimes difficult if
mid- to close-range monster of a weapon, and fantastic at headshots, as you’re being manhandled by these brutes) to deactivate them.
is the .44 Magnum.
If you are using long distance weapons like the Sniper Rifle, it’s
RIGGED SHOTGUNS
sometimes better to aim manually rather than using V.A.T.S. The V.A.T.S. These activate two ways: pressure plate or trip wire. Avoid either, or
chance to hit will be lower than what you can probably do manually. duck in locations you suspect of having these Traps. Or, move around
TOUR
However, you will be giving up the +15% bonus chance for a critical the plate or trip wire, and disarm from the side. You receive a Combat
that V.A.T.S. provides. Also, for all long-range attacks, you should be Shotgun and ammo for your troubles.
stealthed to get the stealth attack critical bonus.
GRENADE BOUQUETS
MISC. QUESTS
UNARMED WEAPONS Although vicious, the Grenades take a few seconds to detonate, giving
you time to flee (usually into a second Trap!). Either disarm the trip wire,
Due to the small variety of Unarmed Weapons, using Unarmed or look up and reach the Grenade cluster to bag three Frag Grenades.
combat can be challenging. You’ll get Spiked Knuckles pretty easily. If Or, shoot them from a safe distance.
you find a Power Fist, you’re set for a while. Do what you must to keep
MAIN QUEST
it repaired. At higher levels, attempt to construct the Deathclaw Gaunt- RIGGED TERMINALS
let as soon as you can. V.A.T.S. is entertaining when you use these
weapons, because it is easier to hit, providing you can wade through Always take extra time to inspect
enemy gunfire. Employ Sneaking to ensure that your attacks land with terminals, especially ones with a
additional (and critical) force. small antenna on the back, used to
GEAR
although you can disarm them relatively easily too. There’s little point in
rearming them; either avoid them completely or risk the injury.
Blowing up vehicles (specifically cars with engines, truck engines, and
city coach liners) creates a large and satisfying explosion, and possible GAS LEAKS
chain-reaction if a second vehicle catches fire. This is both useful and
problematic—you can catch enemies in the splash damage the explosion Prevalent in underground tunnels, these are extremely problematic if you
generates, but you may accidentally destroy (or move) an item placed employ Energy Weapons. The Shiskebab will also trigger them. Either
nearby. Generally though, attract enemy attention with this technique, or step around the corner and lob in a Grenade to clear the path, or get up
TRAINING
create a cluster of burning metal parts to show you’ve been here before. close and personal.
Going on Maneuvers
One of the most important aspects of staying alive in this desolate jungle is to employ a wide variety of
tactics: many offensive, some defensive, and all cunning. This section details how to go from subsistence
living to thriving.
a cabinet and closing it again while being watched, as long as you don’t
SNEAKING AND THE STEALTH BOY take anything. Otherwise, Steal only if no one is looking. So long as the
H.U.D. reads Hidden, you are safe to Steal stuff.
One of the key skills
to use when you
don’t want to attack HOSTILE SETTLEMENTS
enemies, or can’t (due If matters start to get
to a lack of ammuni- out of hand while
tion, low Health, or you’re Stealing, or you
as part of a quest bring weapons out and
fulfillment), Sneaking begin to take out resi-
requires you to duck dents in a settlement,
Stay hidden, and you can investigate the most
dangerous of locations without becoming cannon fodder. then shuffle around expect a full-on battle,
silently, the slower and a massive loss in
the better. Practice doing this around folks who won’t bludgeon you Karma. If you manage
to death with a Sledgehammer, such as the fine people of Megaton. Outstayed your welcome? You can stand and fight, or fall to survive, and flee the
Perfect the technique before creeping around Ghouls, Mirelurks, or back, wait three days, and return to the site of the carnage. area, wait three days.
other, more hideous abominations. The key is to notice where your foes This is how long it
are facing, and maneuver around so they don’t see you, by staying 180 takes for the residents to forget your description and allow you back into
degrees to their rear or behind cover. town. The only difference is the Slaver township of Paradise Falls. If you
If you see the Caution warning on your H.U.D., don’t panic. If the start problems there, you’ll never end up on friendly terms with the scum
target is close by, combat is probably imminent, and you should just shoot that inhabit this place. They will constantly attack you until every last one
him first. If the target is farther away or may have difficulty getting to your is wiped from the Wasteland.
position, just sit tight. If you don’t move for a while, eventually the warning
will return to Hidden and you can resume moving.
PICKPOCKETING
Tip Whether you’re plan-
ning to become a
• While Sneaking, if you need to encourage an enemy to move
Psychotic Prankster,
or turn around so you can Sneak past an enemy or light source,
or you just want to
try tossing a Grenade or shooting your gun at a distant wall. This
take a valuable item
causes the enemies to investigate that area. The Silenced 10mm
(usually a key) without
works perfectly for this, because it doesn’t give you position away.
killing the individual,
Remember, you’re shooting at the wall, not the foe!
Pickpocketing (which
• The Stealth Boy, a device you pick up then activate via your is part of your Sneak
Pip-Boy, turns you almost invisible for a limited amount of time. skill) is the way to go. You must try placing a Grenade into the pocket of an
It’s the perfect companion to Sneaking, as it allows temporary unassuming victim. There’s a guaranteed (and very
Start hidden, so you
messy) death soon after!
invisibility. However, you’re still audible! aren’t making a fool
of yourself, and approach from behind for best results. The value of the
item affects the chances of discovery. Don’t try to Pickpocket expensive
STEALING stuff unless you are highly skilled. If you really need to pick a pocket
or two, and your Sneak skill isn’t so great, use a Stealth Boy. Note that
This may lower your Karma slightly, but Stealing items is a great
some enemies have to “give” you their preferred items; they aren’t avail-
way to add to your inventory. However, it’s also a great way
able through Pickpocketing. Also, you can’t Pickpocket anything the guy
to get kicked out of town! With this in mind, you might wish to combine
has equipped, like his gun or his clothes.
Stealing with Sneaking or a Stealth Boy for really important items. It’s
only considered Stealing in places where a person or group “owns” the
property you have your eye on. Usually you can get away with opening
APPENDICES
However, the items you do find are likely to be what you need, such as
SCAVENGING Ammo, Health, or Custom Weapon parts.
Always check the VAL (Value) of the item you’re grabbing, as well as
The Wasteland is full of detritus, objects rusting in the irradiated winds,
its weight. A Carton of Cigarettes, for example, is worth 50 Caps, and
and odd little trinkets. The valuable ones are known as collectibles (and
well worth stuffing into your pockets.
MOTHERSHIP ZETA
are listed later in this chapter). The rest of them vary in their useful-
ness. As there are hundreds of items to find, only the most impressive Check every desk, filing cabinet, footlocker, shelf, bookcase, safe (on
are listed at the end of this chapter. However, you’ll need to figure out desks, floors, in walls, or floors), dead body or corpse; peer into bathtubs
where to look, and know which more common items are just as essen- and behind cabinets; and conduct a thorough sweep of your location.
tial to your needs. If you’re having a hard time finding Ammunition, take the Scrounger
Any item that appears visibly in the world stays there until you pick perk at Level 8, or Fortune Finder at Level 6.
it up. Any Ammunition, Health, Chems, and rare items are flagged for The main objects to locate are Ammo Boxes and First Aid Boxes. They
POINT LOOKOUT
collecting during the Tour of the Wasteland chapter. always contain what they say on the tin! In fact, First Aid Boxes are likely
Any items that appears inside another storage device are almost to contain Chems and Bobby Pins too. Remember that some of these
always randomly generated. This means that if you open the same desk boxes are locked.
during two different scavenger hunts, you won’t find the same items.
BROKEN STEEL
the Vault Dweller
THE PITT
Now that you’ve learned some offensive techniques, the final part of this training showcases the benefits
you can receive for your hard-earned running, gunning, scavenging, and fast-talking.
OPERATION: ANCHORAGE
TRADING, HEALING, Tip
AND REPAIRING If you can, dispatch the wandering vendors (and their
guards) who have Custom Weapon Schematics in their
“for sale” inventory. You’ll take a Karma hit, but the amount of
supplies you get from the vendor, his Brahmin, and his guard will
Wandering merchant make it worthwhile. Also, you’ll get a Roving Trader Outfit [+5
TOUR
caravans plod through Barter] and sometimes a Roving Trader Cap [also +5 Barter],
the massive Wasteland,
stopping some impressive
which you can then wear when you’re dealing with other vendors
settlements along the way. you don’t plan on killing…just yet.
MISC. QUESTS
And Arefu.
Now you’ve collected a pocket-full of Cherry Bombs, and don’t want TINKERING AT WORK BENCHES
the tart after-taste and radiation poisoning, what are you going to do
with them? Well, certain objects are used to create Custom Weapons. There are Work Benches throughout the landscape. Use these to build a
Others net you more Caps if sold to a specific Wasteland resident. But Custom Weapon, providing you have the necessary Schematic. Consult
MAIN QUEST
most of the time, you’ll be trading items with merchants in settlements, the section on Custom Weapons (page 38) for more information.
dotted around the landscape as scavengers, or wandering in caravans.
Certain traders also have rare or unique items to purchase. Or steal!
Your Barter skill reduces the number of Caps an item costs, and
SLEEPING (AND WAITING)
increases the Caps an item sells for. If trading is a major part of your Why sleep? Because
GEAR
plan, you know what to specialize in! Because prices change depend- you gain Health and
ing on your skill and the condition of the item, they aren’t referenced in heal limb damage,
this guide. and you can quickly
CENSUS
Almost every trader can also Repair your items up to about 50%. add hours to your
This may sound like a great plan, but this is something you should (and day. This is important
can) do for yourself. It is much more cost-effective if you’re Repairing if you want to travel
your own equipment; especially if the nearest trader is miles away from across the Wasteland
FACTIONS & BESTIARY
the Deathclaw Sanctuary you’ve stumbled into! Some Wastelanders can during daylight hours,
There’s nothing as refreshing as a few hours’ kip on the or you’re waiting 12
Repair items but aren’t interested in trading. blood-stained, gore-splattered mattress of a man you just
If you’re crippled, unhealthy, suffering from radiation poisoning, or killed; you can’t sleep or rest with foes present. hours for a small child
addicted to Chems, it’s time to seek a doctor. Almost every large settle- to return with some
ment has one, and they’ll help you out, for the correct (Bartered) price. stolen ammunition. Note that if you pay for a night’s rest (at Moriarty’s
Or you can do it yourself: any bed heals your crippled limbs and missing in Megaton or the Weatherly Hotel in Rivet City), or you’re using a bed
Health, and RadAway fixes radiation poison. Unfortunately, only a doctor in a residence you own, you receive a “well-rested” bonus, which gives
TRAINING
you an additional +10% XP for 12 hours. Finally, remember there are to cure you of your dependency. If you don’t, you’ll suffer Attribute
numerous types of beds: from a blood-soaked mattress to a naval cot. penalties from withdrawal unless you take more of that Chem. Each time
you ingest a Chem, it builds up in your system, increasing the chance
Tip of addiction. You can get away with taking it twice before there is a
chance for addiction. After that, you need to wait 30 hours for the Chem
to be flushed from your system. Then you can take it again safely. This
The best place to quickly heal up is Big Town. There is a bed about
only becomes a problem if you don’t have a large supply of that particu-
two steps from where you land when you Fast Travel there. You
lar Chem, so you might wish to figure out your closest doctor, and have
can Fast Travel in, rest for a hour, and Fast Travel back.
enough Chems, using them only when the situation arises.
Why wait? Well, if there are no enemies nearby, and you’re not being Alcohol works differently. Each time you swig beer or wine, there is
damaged by radiation (which is the same when sleeping), you can wait a 5% chance of addiction, regardless of how many times you drank or
around in a location and choose how long (in hours). While you don’t how long you waited between drinks. Scotch, whiskey and vodka have
gain the Health you would for a sleep, you can “skip time,” which is a 10% chance of addiction.
useful if you want to travel during daylight (or night) hours, or you want
to enter a store or meet someone who keeps specific hours. Check your STACKING
Instruction Manual for the key or button to press. Although addiction may put you off employing Chems, the “stacking”
nature of Chems should let you see the benefits. If you take two
Buffouts, for example, the effects last twice as long. Chems don’t “stack”
ARMOR AND CLOTHING with each other, but they do stack with other items. Here’s a particularly
In the same way that you created one or two “sets” of weapons for awesome example:
different combat occasions, make sets of armor. The chart at the end Swallow a Psycho and some Yao Guai Meat. It increases your
of this chapter lists all armor variants and their effects, so you can see damage by +25 and +10 equaling a total of +35 damage. Because
whether what you’re wearing is the most helpful to your cause. Further same-drug effects don’t stack (such as taking 2 doses of Psycho at once),
augment your armor by Repairing it, adding a helmet, and placing any the Psycho+Yao Guai Meat combination is as powerful as you can get
additional clothing to complete the look. for increasing overall damage percentage. If using Unarmed or Melee
Once you have your “combat” outfit complete, move on to a second- Weapons, add Buffout to the mix, and your Strength will temporarily
ary one that helps you when speaking to individuals, Bartering, or some increase, resulting in devastating attacks from the combination of drugs.
other social activity you often attempt. As you can tell, it is important to With this in mind, cross-reference the chart, and you should begin to
view the items you pick up on your Pip-Boy to work out their abilities. experiment with different concoctions of Chems, alcohol, and food.
AN ACQUIRED TASTE
Tip Ready for some more exotic food than the Fancy Lads Snack Cakes?
If you’re heading into combat, and you’re sure you won’t get shot, Well, aside from stealing fresh fruit in Rivet City’s Science Lab, you may
replace heavy armor with something lightweight that gives you wish to head out with a Hunting Rifle and bring down a Mirelurk or two.
bonuses to skills such as Small Guns. Four different types of Mirelurk food replenish Health: Hatchling Mirelurk
Meat and Mirelurk Cakes add +6 to Health. Mirelurk Meat adds +24,
Carrying around some extra outfits can be an immense help, espe- and Softshell Mirelurk Meat add 36. Softshell Mirelurk Meat is the best
cially as many items weigh next to nothing but have excellent extra Health restoring food in the Wasteland. The second best? Human flesh….
effects, such as the Vault 101 Utility Jumpsuit. It only weighs 1, but
gives you Lockpick +5 and Repair +5. Many adventurers carry this
around the entire time. Whenever combat is over, try switching outfits A PLACE TO CALL “HOVEL”
and Repairing all your items while wearing the jumpsuit at a decent
bonus. Try to locate the fabled Button’s Wig, too. There are two places
in the Wasteland
where you can
HEALTH AND CHEMS become a permanent
resident: Megaton
By now, you’ve prob- and Tenpenny Tower.
ably used a Stimpak Unfortunately, to get
once or twice, and the Tenpenny Tower
are wondering what suite, you have to
kind of other ingestible Some of the more unhinged Wasteland survivors blow up Megaton,
items can benefit you. decorate their rooms entirely in refuse, scavened parts,
and even gore and body parts. These people aren’t well. so you can only own
The table out at the one of them at a time.
end of this chapter However, once you acquire the deeds to your shack (or penthouse
shows the statistics for suite), you can purchase items and themes for your digs. Consult the
Broaden your palate spectrum with this brave new choice,
a particularly gamey taste known as Strange Meat…. all food, liquor and Tour chapter for more information.
Chems available in
the Wasteland. From here, you can see which of them are best-suited to
your style of play, and which cause addiction.
Top of the list of essential house items is a Nuka-Cola machine.
ADDICTION This allows you to insert Nuka-Colas into it, and it then cools them
to Ice Cold Nuka-Cola, which give you twice the Health restoration
You ingest a Chem by clicking on it in the inventory, and the effects are
of regular Nuka-Colas.
immediate. As soon as you become addicted, you must seek a doctor
APPENDICES
FOLLOWER #2: SERGEANT RL-3
Tip Purchase Sergeant RL-3 from a trav-
• Also remember to sleep in your own bed; you receive a “well- eling robot salesman called Mister
rested” bonus to your XP every time! Tinker who randomly roams the Waste-
MOTHERSHIP ZETA
land near the RobCo factory. But the robot
• Travel back to your house routinely to drop off loot and items follows you only if you’re neutral: a soldier
you may wish to use or sell later. Use different containers in can’t afford to be too clean or too dirty.
your house for weapons, apparel, and components (for Custom
Weapons); this makes it easier to find what you need. If you Mechanoid Gutsy reporting
purchase a Work Bench, having a cache of components readily for duty
available means you can make (and profit from) Custom
FOLLOWER #3: FAWKES
POINT LOOKOUT
Weapons quickly and easily.
Although not able to join you imme-
diately, once you’re back in the
FOLLOWERS Wasteland after visiting Vault 87, Fawkes
is waiting for you, assists in battling adver-
There’s no point in becoming a Wasteland hero if no one is there to
saries keen on your destruction, and then
BROKEN STEEL
listen to your excitable ramblings. This is where Followers come in.
offers to swing his giant hammer as often
There are eight individuals, located across the land, that you can hire as
as you’ll let him.
a bodyguard, mercenary, supporting fire expert, or scavenger (if they’re A hulking great guy to be around
able to search for you). Remember you have to have a particular Karma
level for certain Followers to join you.
FOLLOWER #4: STAR PALADIN CROSS
As soon as you have a Follower, you can tell them to stay where they
THE PITT
are (if you need to explore by yourself), come with you, move closer or Head into the Citadel for the first
farther away during fights, scavenge for different items (if applicable), time and speak with her. If you’re
or leave your service. During their time with you, Followers can (and suitably Karmic, she agrees to accompany
should) use your weapons, armor, Stimpaks, and anything else you you on a special detachment mission. If you
OPERATION: ANCHORAGE
would normally need. Treat them as a trusted companion. Or, try out become a little less honorable, and drop to
one of these more esoteric uses for a Follower…. neutral Karma or lower, she returns to base.
TOUR
scavenge all their armor and weapons, Repair it all, then hand whining about the good old days
it over to your Follower. As Assault Rifles and Hunting Rifles are of killing, and only lightly threatening the
fairly common, have your Follower carry around four of each, patrons of Moriarty’s Saloon. If you’re evil,
before you sell them at a settlement or wandering vendor. you can talk him into resuming his previous
MISC. QUESTS
• You can’t wear Power Armor yet, can you? But your Follower career as a “terror of the wastes.” He needs
can, so equip it on them as soon as possible. Then, as soon as you “supplies” though.
Old man Raider, and combat
acquire another piece, “trade” and take back the Power Armor, veteran
Repairing it with the newly acquired piece. Then “trade” it back
in this new condition. Followers take amazing care of this armor. FOLLOWER #6: CLOVER
MAIN QUEST
It always remains in the condition it was in when first given and
never deteriorates, so it becomes more protective each time you Gain entrance to Paradise Falls by
Repair it using a newly looted piece. nonviolent means, speak to Eulogy
Jones, and he offers to sell his companion
to you. Her near-brainwashed condition
GEAR
Note • Crutch
• Fission Battery
• Steam Gauge Assembly
• Pressure Cooker
You can have Dogmeat plus one other Follower. You must dismiss
your current follower, or the new follower will not agree to come ROCK-IT LAUNCHER
with you.
When you’ve run out of ammunition, use whatever is lying
around as projectiles. Remember to pick them up and reuse them!
SCHEMATICS: CREATING A • Vacuum Cleaner • Leaf Blower
CUSTOM WEAPON • Firehose Nozzle • Conductor
Tip
Remember to make additional weapons when your original begins COLLECTIBLES
to wear out.
There are many “collectible” items scattered about. These give you an
BOTTLECAP MINE instant bonus to a statistic or skill, can be returned to a specific
character in return for Caps, or provide an impressive combat potential.
A mixture of Cap shrapnel and explosive power makes this
Other items (such as Cartons of Cigarettes or Cave Fungus) simply
deadly. Lay it in the path of an advancing foe for excellent results.
provide Caps, but these are more general, and aren’t related to a
• Lunch Box • Cherry Bomb
specific character.
• Sensor Module • 10 Bottle Caps
APPENDICES
receive +20 HP for each Blood Pack consumed instead of +1 HP), or NUKA-COLA QUANTUMS
you’re bringing them back for Vance, who pays you 15 Caps per Blood
Number Available: 110
Pack. These are scattered about, and randomly placed.
Character: Sierra Petrovita, Girdershade nutcase [Loca-
tion 7.05]
BOBBLEHEADS
MOTHERSHIP ZETA
Not content with wowing (and irradiating) the populace with Nuka-Cola,
Number Available: 20
the Nuka-Cola Company had just finished shipping its brand new, highly
Character: None addictive beverage: Nuka-Cola Quantum! Only 110 of these bottles are
Limited Edition Vault-Tec Bobbleheads have been secreted away in some known to exist. They are vital to the manufacture of Nuka-Grenades, and
interesting and out-of-the-way locations, and it’s up to you to find them. a madwoman in Girdershade goes giddy every time you bring one back
Seven of them add a point to each of your Primary Statistics. The other to her.
13 add 10% to each of the Skills you can choose. If you own a dwell-
POINT LOOKOUT
ing, you can even display those you’ve collected in a rather impressive SCHEMATICS: CUSTOM WEAPONS
cabinet!
Number Available: 23
Character: None
FAT MEN
As previously detailed, there are seven different Custom Weapons you
Number Available: 9
can construct on a Work Bench, and they provide countless hours of
Character: None
BROKEN STEEL
extreme delight and satisfaction when employed in the combat zone.
Aside from the Unique “Experimental MIRV” Fat Man, there are 9 of More importantly, the quality of your Custom Weapon depends on
these astonishingly devastating weapons to locate across the blasted whether you’re building it with all three of its Schematics, and your
countryside. You can occasionally buy one from Flak and Shrapnel’s in Repair skill.
Rivet City. Naturally, you don’t need to find them all, but it helps to use
the parts to Repair your main weapon, or you can sell these for around SCRIBE PRE-WAR BOOKS
THE PITT
1,000 Caps per weapon.
Number Available: 103
Character: Scribe Yearling, Arlington Public Library
FAT MAN MINI-NUKES
[Location 9.18]
Number Available: 92 Down at the Arlington Public Library, Brotherhood Scribe Yearling is des-
OPERATION: ANCHORAGE
Character: None perately trying to save as much information as possible, and is seeking
As with the Fat Man itself, the Mini-Nukes that slot into the chute and out any pre-war (undamaged) books you can find. Nothing scorched,
are fired from the weapon are also in short supply. Fortunately, we’ve burned, or otherwise tampered with will do. Skill Books are out of the
pinpointed where all 92 of them are, so you can locate them and keep question; just the clean, green pre-war tomes. There’s Caps in it for every
your Fat Man handy for the more devastating combat situations, usually one you return to her.
involving Behemoths.
SKILL BOOKS
FIRE ANT NECTAR Number Available: 324
TOUR
Number Available: N/A Character: None
Character: Doctor Lesko, Grayditch / Marigold Station Skill Books are by far the most plentiful of all the collectibles in the
[Location 9.10] Wasteland. Scattered from one corner of this tundra-scape to the other
MISC. QUESTS
The nectar from a particular strain of Giant Ant has some interesting are a total of 324 Skill Books, each granting you a +1 (or +2 with the
properties, and the doctor who discovered and genetically engineered Comprehension perk) to a chosen skill. As Skill Books provide essentially
the species is hoping to further his research with it. The more he has, the free augmentations to your character, you owe it to yourself to track
larger the batches of tests he can attempt. He’ll pay you Caps for each down every last one.
nectar you bring him, once Miscellaneous Quest: Those! is complete.
MAIN QUEST
SUGAR BOMBS
HOLOTAGS: THE BROTHERHOOD OF STEEL Number Available: N/A
Number Available: N/A Character: Murphy, Ghoul Scientist [Location 5.02]
Character: Scribe Jameson, the Citadel [Location 9.11] A lumpy-skin scientist holed up in the Northwest Seneca Station thinks
Each of the Brotherhood of Steel Paladins, Initiates, Knights, Captains, and he’s found a way to tweak Jet into an even more violently addictive
GEAR
Scribes has their own set of holotags, and Scribe Jameson is keeping track concoction. The result is Ultrajet, and it’s as potent as the name suggests.
of those unfortunate enough to have died fighting for the cause. As the Unfortunately, he needs Sugar Bombs to complete the experiment. If you
Wasteland (specifically the D.C. Metro Area) is expansive, you’re tasked find any, be sure to drop in on him. You can even use the proceeds to
CENSUS
with finding these holotags, and returning them for a Caps reward. buy his Chem!
Character: Doctors, the technologically minded, Character: Agatha, sweet old-lady violinist
sympathizers, and Slavers [Location 5.06]
During your adventuring, you may run into a secret underground Holotape An old widow wistfully remembers a time when she and her husband
that’s been copied and is making the rounds, being passed around differ- used to listen to the calming music wafting through the air from her violin.
ent notable inhabitants. It concerns a strange android and an operation to Now that she’s old and gray, she wants to write down the tunes she
wipe his memory. A certain Doctor Zimmer in Rivet City needs this Repli- remembers playing on Sheet Music. That’s where you come in. There’s
cated Man back for some reason. an impressively violent and Unique .44 Magnum if you’re keen enough.
TRAINING
UNIQUE WEAPONS AND ITEMS FOOD NAME WEIGHT COST QUEST ADDICTION EFFECT LIST
Number Available: 152 Mole Rat Wonder
1 20 Yes — Health +20, Rads +3
Meat
Character: None
Mutfruit 1 5 — — Health +5, Rads +3
Perhaps the most important (and certainly the most impressive) collec-
Noodles 1 5 — — Health +5, Rads +3
tion to find, there are 152 Unique Weapons and Items to discover on
Nuka-Cola 1 20 — — Health +10, Rads +3
your travels. These are enhanced versions of the “regular” item they are
Nuka-Cola Quantum 1 30 Yes Yes AP +20, Rads +10, 4 min.
based on, and should be employed as the Primary version when found.
Health +20, Rads +5, AP +10,
Cannibalize all parts from the “common” version of this item to keep it NukaLurk Meat 1 7 Yes —
4 min.
functional. Pork N’ Beans 1 5 — — Health +5, Rads +3
Potato Crisps 1 5 — — Health +5, Rads +3
Punga Fruit (Refined) 1 30 Yes (PL) — Health +15, Rads -15
COMESTIBLES AND CHEMS Punga Fruit (Wild) 1 30 Yes (PL) — Health +10, Rads -5
Purified Water 1 20 — — Health +20
The following tables provide stats for all the food, alcohol, and chems
Radroach Meat 1 4 — — Health +5, Rads +3
found in the Wasteland.
Salisbury Steak 1 5 — — Health +5, Rads +3
FOOD NAME WEIGHT COST QUEST ADDICTION EFFECT LIST Softshell Mirelurk
1 30 — — Health +30, Rads +3
Health +90–+150, 50% chance Meat
Adapted Biogel 0 25 Yes (MZ) —
of random effect Squirrel on a Stick 1 5 — — Health +5, Rads +3
Health +18–+30, 50% chance Squirrel Stew 1 5 — — Health +5, Rads +3
Alien Biogel 0 25 Yes (MZ) —
of random effect Strange Meat 1 2 Yes — Health +5, Rads +3
Alien Squid Food 0 1 Yes (MZ) — Health +5 Strange Meat Pie 1 2 Yes — Health +5, Rads +3
Alien Worm Food 0 1 Yes (MZ) — Health +5 Sugar Bombs 1 5 — — Health +5, Rads +3
Ant Meat 1 4 — — Health +5, Rads +3 Health +10, Rads +10, Damage
Yao Guai Meat 1 30 — —
Ant Nectar 0.25 20 Yes IN -2, CH -2, ST +4, 4 min. +10%, 2 min.
Aqua Cura 1 10 Yes (BS) — Health +10, Rads +6 YumYum Deviled
1 5 — — Health +5, Rads +3
Eggs
Aqua Pura 1 0 Yes (BS) — Health +20
Aqua Pura (F.E.V.
0 1 Yes (BS) — ST -2, IN -1
Tainted) ALCOHOL
WEIGHT COST QUEST ADDICTION EFFECT LIST
Blamco Mac and NAME
1 5 — — Health +5, Rads +3
Cheese Beer 1 2 — Yes IN -1, ST +1, CH +1, 4 min.
Bloatfly Meat 1 4 — — Health +5, Rads +3
Moonshine 2 50 Yes (PL) Yes IN -2, ST +2, CH +2, 4 min.
Blood Pack 1 5 Yes — Health +1
Scotch 1 10 — Yes IN -1, ST +1, CH +1, 4 min.
Brahmin Steak 1 5 — — Health +5, Rads +3
Vodka 1 20 — Yes IN -1, ST +1, CH +1, 4 min.
Bubblegum 1 1 — — Heath +1, Rads +1
Whiskey 1 10 — Yes IN -1, ST +1, CH +1, 4 min.
Cave Fungus 1 50 — — Health +5, Rads -10
Wine 1 10 — Yes IN -1, ST +1, CH +1, 4 min.
Cram 1 5 — — Health +5, Rads +3
Crispy Squirrel Bits 1 5 — — Health +5, Rads +3
Crunchy Mutfruit 1 5 — — Health +5, Rads +3 CHEM NAME WEIGHT COST QUEST ADDICTION EFFECT LIST
Dandy Boy Apples 1 5 — — Health +5, Rads +3 Ant Queen
1 75 Yes — CH +3, IN -3, PE -3, 4 min.
Dirty Water 1 10 — — Health +10, Rads +6 Pheromones
Dog Meat 1 4 — — Health +5, Rads +3 ST +2, EN +3, Health +60,
Buffout 0 20 — Yes
4 min.
Fancy Lads Snack
1 5 — — Health +5, Rads +3 Jet 0 20 — Yes AP +30, 4 min.
Cakes
AG +4, IN -3, Fire Resist +25%, Mentats 0 20 — Yes IN +5, PE +5, 4 min.
Fire Ant Nectar 1 20 Yes —
2 min. Mentats, Berry 0 20 Yes Yes IN +5, 4 min.
Fresh Apple 1 5 — — Health +10 Mentats, Grape 0 20 Yes Yes CH +5, 4 min.
Fresh Carrot 1 5 — — Health +10 Mentats, Orange 0 20 Yes Yes PE +5, 4 min.
Fresh Pear 1 5 — — Health +10 Med-X 0 20 — Yes DR +25, 4 minutes
Fresh Potato 1 5 — — Health +10 Psycho 0 20 — Yes Damage +25%, 4 min.
Gum Drops 1 2 — — Health +1, Rads +1
RadAway 0 20 — — Rads -50
Hatchling Mirelurk
1 4 — — Health +5, Rads +3
Meat Rad-X 0 20 — — Rad Resist +25%
Holy Water 1 0 Yes (BS) — Health +20, Rads +15 Stealth Field, Sneak +100,
Stealth Boy 1 100 — —
Holy Water (F.E.V. 2 min.
1 0 Yes (BS) — ST -2, IN -1, Rads +15 Stimpak 0 25 — — Health or Limb Condition +30
Tainted)
Human Flesh 1 0 Yes — Health +25, Rads +10 Ultrajet 0 50 Yes Yes AP +40, 4 min.
Ice Cold Nuka-Cola 1 20 Yes — Health +20, Rads +3
Iguana Bits 1 5 — — Health +5, Rads +3
Iguana on a Stick 1 5 — — Health +5, Rads +3
InstaMash 1 5 — — Health +5, Rads +3
Junk Food 1 5 — — Health +5, Rads +3
Mirelurk Cakes 1 5 — — Health +5, Rads +3
Mirelurk Meat 1 20 — — Health +20, Rads +3
ST +1, IN -1, AP +20, Rads
Miss. Quantum Pie 1 20 Yes —
+5, 4 min.
Mole Rat Meat 1 4 — — Health +5, Rads +3
APPENDICES
FACTIONS AND BESTIARY
Chapter 2
MOTHERSHIP ZETA
This chapter reveals the major factions across
the violent and warring Wasteland, and then Note
reveals all of the adversaries lurking behind
Genus Note: Throughout this guide, whenever a type of entity is encountered, the suffix “Genus”
well-defended encampments, charging out of
may be employed. This means you should expect enemies from that entire species to be at a
caves, or swooping down from the skies.
location, and the exact type changes depending on your character’s level. For example, early on in
your adventure, you might stumble into a Super Mutant camp with two Super Mutant Brutes. Later
POINT LOOKOUT
on, stumble into that same camp, and they might now be Super Mutant Masters.
Part 1: Factions
BROKEN STEEL
technology could bring to the Wasteland. It’s commonly accepted within
Wasteland Factions the Brotherhood that the people of the Wasteland are not responsible
enough to use (and maintain) all of the technology the B.O.S. has at their
disposal. They are known for trading some of their technologies with
THE PITT
THE ENCLAVE frontier communities and N.C.R. states, but they keep the more
sensitive technologies to themselves.
In the recent past, the Enclave—the remains of the United States govern- Unlike the chivalrous knights of old, members of the Brotherhood
ment—were evacuated to an oil rig off the coast of California. Little is are not interested in justice for the obviously weaker and less fortunate
OPERATION: ANCHORAGE
known about what happened to these forces, although the country has around them, but instead in keeping their secrecy and preserving and
new commander-in-chief: President John Henry Eden. However, recent developing technology. Their motives are often unclear, and Brotherhood
reports and chatter have pinpointed the resurgence of the Enclave, with members are not people to be trifled with. The east coast contingent of
their base centered on a secure underground facility known as Raven the Brotherhood has “gone native” under the leadership of Elder Owyn
Rock. Initial contact was made there 35 years ago. Lyons. Lyons believes he has a responsibility to protect the people of
the Capital Wasteland from the Super Mutant threat. His knights have
During this time, the new President Eden has been slowly rebuild-
forgone the mission to recover new technology, and instead acts as a
ing his resources, thanks in part to the technology already available at
kind of security force. Lyons runs operations from a stronghold chris-
the Raven Rock military base. Vertibirds, weapons, and robots were
tened the Citadel, a heavily defended structure built from the ruins of an
TOUR
easy to construct, but human followers were more difficult to find. The
answer was to rely on Colonel Autumn, who controls the Enclave soldier ancient building known as “the Pentagon.”
forces, as well as creating a propaganda-spewing series of Eyebots
sent to roam the Wasteland, spreading hope. Eden could spout his pro-
TALON COMPANY MERCENARIES
MISC. QUESTS
government rhetoric, and promise a return of the pre-war America of
legend: a land of white picket fences, baseball, apple pie, and good, The Talon Company is the largest of the mercenary groups in the Waste-
old-fashioned American global supremacy. land. They can be found almost anywhere. They put cash and loot ahead
President Eden’s secretive plan all along has been to rule over an of almost anything, and will attack most groups on sight in the hopes of
America of the “pure,” free from any mutation. He has learned of a taking their stuff. Currently an unknown benefactor has hired the Talon
MAIN QUEST
ridiculously ambitious experiment known as Project Purity, and knew the Company to hunt down do-gooders. The reasons for this are unknown,
time to strike had come: His Enclave forces would “reclaim” the Jefferson but the effect is to keep the Wasteland a lawless place where the guys
Memorial. By controlling the purified water, Eden would control the with the biggest guns make the rules. The Talon Company frequently has
Capital Wasteland, and the rest of the country eventually. What better the biggest guns.
way to administer modified F.E.V.— which kills anyone infected with any
GEAR
locals. Yes, he was supposed to discover the breeding ground of the Super
of mutants and worship of technology, and the Brotherhood has never
Mutants, but not to the exclusion of the original, “greater” mission—the
been very keen on sharing their resources with their fellow Wasteland-
acquisition of technology. In their eyes, Lyons is a joke, possibly even a
ers (who they generally consider too ignorant and irresponsible to
traitor. He hasn’t even bothered to get his giant robot working, let alone
deserve such advanced technology).
continue the search for technology.
The Brotherhood is generally beneficial to humanity, but they have
In their eyes, they are the true Brotherhood of Steel, carrying on
their faults: They don’t care for mutants; they worship technology (and
the mission of the main West Coast contingent. They proudly wear the
in many cases put it above human life); and they don’t like to share their
name “Outcast”; anything to further disassociate them from Lyons. It’s
TRAINING
APPENDICES
clientele, and sell mostly to their return customers, the Raiders. Other although neither Daniel Littlehorn nor his glass-eyed associates will
customers are residents of the Wasteland, including Allistair Tenpenny, divulge anything about what those ends actually are.
creator of Tenpenny Tower.
MOTHERSHIP ZETA
Slaves are not so much a faction as a collection of victims. No one is
safe from slavery in the Wasteland. If you are weak or vulnerable, you Factions
may be taken as a slave.
There is a band of abolitionist slaves deep in the Wasteland. They
are all escaped slaves, seeking to end slavery for all time. You can learn
CHINESE ARMY (SIMULATED)
POINT LOOKOUT
more about them in Miscellaneous Quest: Head of State.
U.S. ARMY (SIMULATED)
UNDERWORLD GHOULS With conditions deteriorating between the United States and China,
(NON FERAL) a military presence in Alaska was established to prevent a possible
invasion across the Bering Strait. With increasingly scarce oil reserves,
The Underworld Ghouls are a group of refugees who have taken up a last deep-sea deposit below the Pacific Ocean was claimed by China
BROKEN STEEL
residence in the remains of the Museum of American History. They before allegedly being sabotaged by American special operatives.
mostly keep to themselves, doing their best not to draw attention from Strained relationships spiraled downward into conflict as China marched
the outside world and its prejudices. They are known to welcome on Alaska, and the Sino-American War of 2066–2077 erupted. Under
visitors, so long as those visitors behave themselves. But even as they the command of General Jingwei, the Chinese Army usurped control of
welcome newcomers, the Ghouls of Underworld are cautious and wary Alaska’s oil pipeline and reserves. In response, the Americans began
THE PITT
of strangers. Each was subject to abuses by humans in the past, and as what came to be called “The Anchorage Reclamation Operation”
a result, their trust is easily revoked. (2067–2077).
Under the leadership of General Constantine Chase, the U.S. Army
battled fiercely to the front lines of the conflict before Chase began
CHINESE REMNANT ARMY
OPERATION: ANCHORAGE
deploying specialized Power Armor units that began pushing the
Chinese back. Future Power Armor suits were further refined as the
The Chinese Remnant faction is just that: the last, scattered remnants of conflict dragged on, and the Trans-Alaska Pipeline was reclaimed. With
Chinese military operations in the United States. These spies, intelli- resources flowing through Canada, strained diplomatic tensions between
gence agents, and special-ops soldiers were abandoned on foreign soil Canada and the United States becoming problematic, and Canadian
and have been kept alive these long years as irradiated Ghouls. There forces attacking the pipeline, the country was annexed.
numbers are extremely few, and you are unlikely to encounter them in A combination of inclement weather, constant American
any numbers unless you should stumble across their cover operation bombardment and trench warfare, and U.S. Powered Armor unit attacks
from years ago, somewhere in the bowels of D.C.... sweeping through mainline China, the Chinese supply lines weakened
TOUR
and finally broke down completely. By the beginning of 2077, the city
THE FAMILY of Anchorage was finally liberated, the Chinese eradicated, and the
operation deemed a success. A commemorative memorial was erected in
MISC. QUESTS
Washington, D.C., in honor of the soldiers who fought and perished for
The Family is a group of cannibals who have banded together thanks
the greater American good. Violence between America and pockets of
to the efforts of Vance, their leader. Living under the ruins of Meresti
Canadian freedom fighters continued throughout 2077, until the Great
Trainyard, the group keeps out of public view, staying away from larger
War obliterated almost all infrastructure, commerce, and human life.
towns and settlements and only surfacing to feed. Realizing that the can-
nibal is both feared and hated even in the lawless Wasteland, Vance
MAIN QUEST
The Pitt Factions
has decided to teach his people the way of the vampire as he interprets
it from classic literature. He’s convinced most of the Family that they are
indeed true vampires, teaching them to drink the blood of their prey and
not to feed upon their flesh. Vance believes this gives them a sense of
belonging and purpose in a world that doesn’t understand their unusual PITT RAIDERS
trait. Although the Family may truly believe they are like the vampires
GEAR
TROGS
THE REGULATORS
The Regulators are a relatively new group in the Capitol Wasteland, WILDMEN
FACTIONS & BESTIARY
having appeared only in the last 10 years or so. They take it upon them-
selves to punish troublemakers and do their best to keep a semblance of Following the Great War, survivors established a settlement on the
peace wherever they are. remains of a city at the confluence of rivers. The rivers seem to provide a
clear resource, and enough of the city was cleared by the bombs that a
new settlement could be established. However, radioactive material and
LITTLEHORN AND ASSOCIATES unidentified mutagens mixed into the groundwater, causing it to become
slightly mutagenic and highly carcinogenic. As a result, the people in the
Almost nothing is known about the mysterious Littlehorn and Associates. new settlement began to change ever so slightly.
TRAINING
They occasionally employ individuals who they feel suit their ends,
The changes were subtle, not nearly to the degree of the Super call a “Dueling Democracy,” with the power able to leave his hands at
Mutants or the various Wasteland creatures, but over the next 140 any moment if a challenger has the mettle (and Metal) to face him in
years, it became undeniable that something was affecting the people one-on-one combat.
of The Pitt. Starting from the first few years, children were often born
with strange growths or extra vestigial limbs. The mutations never went
far beyond the occasional hunchback or cleft palate, but it wasn’t long ENCLAVE SIGMA
before the vast majority of the residents of The Pitt developed some sort
After the destruction of Raven Rock, the Enclave performed a mixture of
of physical deformity in their lifetimes. Although many children were
tactical retreat and all-out flight, and their grip on the Capital Waste-
born “clean,” the older they got, the more likely that a problem would
land loosened severely. Now contending with malcontented soldiers, the
develop.
remains of Enclave Camps dotted throughout the Wasteland with little
The most disturbing change that the environment caused was not or no contact or on-going tactical orders, and a lack of new recruits, the
nearly as noticeable as the physical deformities. The infected water and Enclave may be a doomed force. However, a small influx of specially
poisoned sky began to cause neurological damage to those exposed trained fighters is seeking to fill the gap left by the Brotherhood of Steel’s
to it. People became more hostile, violent, and short-tempered; they advances. Posted to previously unknown and highly secretive locations
became known as “Wildmen.” Their emotions became out of control, and outside of the Capital Wasteland, only the most veteran of Enclave
their actions often teetered on primal. In severe cases, mutated humans forces trained in multiple forms of combat earn the right to call them-
devolved into hunched, savage beasts nicknamed “Trogs.” Over the first selves Sigma. These six-person squads feature a leader clad in Hellfire
50 years, The Pitt quickly degenerated into a dangerous den of murderers Armor and carrying an Incinerator, and each man in has seen numerous
and rapists; even cannibalism was not uncommon. The only loyalty was combat sorties and lived to tell about them. Sigma Squads are posted
in strength, and the only organization was between those who were around locations deemed by Enclave high command as “imperative” to
strong enough to control others and those who were controlled. the salvation of the cause, so whenever you encounter Sigma Squads,
Rumors of the horrors of The Pitt spread throughout the Wasteland, you know something vital to the Enclave is close by.
and all travelers knew to avoid it at all costs. However, The Pitt became
one of the most self-sufficient communities in the Wastes. Granted, their
self-sufficiency relied on the citizens occasionally eating one another, GHOUL GUARD
but they functioned without trade or export.
In 2042, Star Paladin Lyons of the Brotherhood of Steel led the Ghoul Guards are non-feral, Underworld inhabitants pressed into service
Scourge, a large-scale military action that wiped out nearly the entire by Griffon, an entrepreneur working from the rotunda inside the Museum
population of The Pitt. In a single night, the Brotherhood swept through of History. They were lured with the promise of ailment cures thanks to
the city, eliminating any resident who put up a fight. Although the Griffon’s fabled “Aqua Cura.” Griffon then sets about weeding the Punga
intent of the Scourge remains unclear, several unmutated children from the plant, and reveals the true “essence” of Aqua Cura itself: that
were taken from The Pitt by the Brotherhood and placed into initiate the liquid is nothing more than Dirty Water, rebottled in Aqua Pura con-
training. The motivations for the Scourge are unclear to this day, but tainers. Not only are the Guards sworn to secrecy, but they are paid for
many in the Brotherhood note that it was a marked change in the way their services and shut mouths. Guard responsibilities include off-loading
the Brotherhood operates. Additionally, it is known that something was shipments of Aqua Pura that Griffon has “obtained,” siphoning the pure
recovered from The Pitt during the Scourge, although to date it would water into bathtubs so it can be sold to Raiders, Mercenaries, Outcasts,
seem that only Elder Lyons knows what it was. and other Factions not part of the Brotherhood’s survival plan, and re-
bottling Aqua Cura to keep Griffon in supplies. Griffon is even flexible
It is said that a Brotherhood of Steel Paladin from the Scourge stayed
enough to allow his Guards to take as many Aqua Cura as they need,
on in The Pitt, seeking to bring law and order to the unwashed masses
knowing full well that a sales patter is important to shift this dubious
and creating an underclass of Pitt Slaves in the process, guarded by
commodity.
Pitt Raiders under his personal command. However, in the decades
following the events of the Scourge, nobody has heard anything from
The Pitt. Travelers who have gone to investigate have not returned, and
no survivors have emerged.
Point Lookout Factions
Broken Steel Factions SMUGGLERS
Riddling the southwest coast, boardwalk of Point Lookout, and the main
BANDITS road out of town toward the Cathedral, as well as the cliffs to the east,
roving bands of Smugglers occupy much of the area, moving in to
Lead by an informally chosen leader named Split Jack, Bandits are plunder the area of its natural resources, or slaying those who venture
roving bands of mercenaries that prey on Water Caravans for suste- into their camps. They carry a wide variety of equipment, and seem to
nance and profit. Wastelanders, Talon Company Mercenaries, and even have a reasonably stable social order, although they have been known
Raiders and Ghouls are welcome to join the group, as long as a few to execute their own from a plank high above the cliffs overlooking the
ground rules are adhered to. To separate themselves from the other scum Herzog Mine. Ruthless, unrepentant, and well-armed, they cannot be
prowling the Wasteland, Split Jack has instilled a policy of “metal,” by reasoned with, and must be fought.
which every Bandit must wear distinctive Metal Armor and appropri-
ate Metal Helmet headgear. This allows other Bandits to recognize
each other in the heat of battle, and victims know who to fear. This SWAMPFOLK
sense of foresight also extends to Split Jack’s Cap-collecting schemes.
Although Point Lookout did not suffer a direct hit during the Great
He’s brought in a new era of fiscal responsibility, with Bandits realizing
War, the radioactive fallout can be seen in the indigenous popula-
they can make more money with the threat of continuous violence than
tion that have slowly devolved over the decades, and now sport the
by killing alone. This simple extortion is a relatively new idea in the
“Point Lookout look.” Sporting sinewy, pockmarked bodies oozing with
Wasteland, as survivors previously tended to gather what they could, as
strength and pus, the Swampfolk are a violent and stupid bunch, and
quickly as possible. Split Jack is also running what President Eden might
APPENDICES
they don’t take well to strangers. They have a rudimentary belief system,
and mark their territory (which is everywhere north and west of Point
Lookout Township) with fetishes: straw dolls hanging from trees and
Mothership Zeta
bone totems. Anthropologists have speculated the Swampfolk have a
belief in the occult, and some postulate they pray to a hitherto unknown Factions
MOTHERSHIP ZETA
entity named Ug-Qualtoth. Frighteningly strong, and ferociously territo-
rial, they are among the most dangerous adversaries you may face.
ALIENS
TRIBALS Once thought to be covered up by a government conspiracy and
believed only by “crackpot” groups such as the Quaere Verum, evidence
These cultists firmly believe in the power of the Punga plant, and of extraterrestrial life can be traced back throughout human history, but
POINT LOOKOUT
worship it when not trading it with outside forces such as Tobar the became nationally recognized after the mysterious disappearance of
Ferryman. Tribals wish to concentrate on leaving their mortal bodies the Clarabella 7 space pod during the 1960s Space Race. It is said that
to travel into the astral plane, and Jackson, the leader of the Tribals, Alien technology was the basis of many of the Enclave’s more exotic and
has traveled farther than most. Normally peace-loving, the Tribals have impressive weaponry and robotics, and even toy manufacturers such as
recently begun to assault the old Calvert Mansion, apparently under Wilson Automatoys weren’t immune to these accusations. Recently, after
orders from Jackson himself. However, he’s not the one pulling the the discovery of an Alien body in Fort Bannister, the shocking truth was
BROKEN STEEL
strings. Aside from attacks on the Mansion, Tribals are mainly confined revealed. The Aliens are not only real and alive, but they’re back. And
to the Ark & Dove Cathedral, where they grow Refined Punga Plants they’re pissed.
and seek enlightenment through the power of the Punga.
THE PITT
OPERATION: ANCHORAGE
This Bestiary is segmented into two separate sections; adversaries that are human in form, and enemies
that are more creature-like.
TOUR
NAME: The name your Pip-Boy gives to the humanoid in question. MELEE WEAPONS: The enemy’s Melee Weapons Skill (0–100), measured in the
LEVEL: Although they can appear at any time, this foe is commonly encountered same way as yours.
MISC. QUESTS
when you reach this level. SMALL GUNS: The enemy’s Small Guns Skill (0–100), measured in the same way as
PERCEPTION: What Perception statistic rating the human has (1–10), measured yours.
the same way as your Perception. The higher the Perception, the quicker you’re ARMOR: The type of armor the foe wears, and what to expect to find when looting
spotted. the corpse. There may be other (random) items, but the noted item is always
HEALTH: The full Health of the human, prior to combat. present.
MAIN QUEST
BIG GUNS: The enemy’s Big Guns Skill (0–100), measured in the same way PRIMARY WEAPON(S): The preferred weapon the adversary first attacks with.
as yours. There may be back-up weapons to worry about, too.
ENERGY WEAPONS: The enemy’s Energy Weapons Skill (0–100), measured in the XP: XP gained from defeating the human.
same way as yours.
GEAR
UN
S)
TIO
NS
EA Y
ME S
N(
NS
W GY
W AR
N
LG
R
TH
PO
EP
PO
PO
GU
LEE
MO
IM
ER
EL
AL
AL
RC
EA
EA
LEV
EN
PR
BIG
AR
SM
NA
XP
HE
PE
S
N
UN
S)
TIO
NS
EA Y
ME S
N(
NS
W GY
W AR
N
LG
R
TH
PO
EP
PO
PO
GU
LEE
MO
ME
IM
ER
EL
AL
AL
RC
EA
EA
LEV
EN
PR
BI G
AR
SM
NA
XP
HE
PE
W
10mm Submachine Gun, Frag
Strike Team Grenadier 1 7 130 15 19 17 40 Winterized Combat Armor 10
Grenades
10mm Submachine Gun, Frag
Strike Team Grenadier 3 7 140 15 19 17 49 Winterized Combat Armor 10
Grenades
10mm Submachine Gun, Frag
Strike Team Grenadier 6 7 150 15 19 17 58 Winterized Combat Armor 20
Grenades
10mm Submachine Gun, Frag
Strike Team Grenadier 12 7 165 15 19 17 71 Winterized Combat Armor 30
Grenades
10mm Submachine Gun, Frag
Strike Team Grenadier 19 7 180 15 19 17 84 Winterized Combat Armor 50
Grenades
S
N
UN
S)
TIO
NS
EA Y
ME S
N(
NS
W RGY
W AR
N
LG
R
TH
PO
EP
PO
PO
GU
LEE
MO
ME
IM
EL
AL
AL
RC
EA
E
EA
LEV
EN
PR
B IG
AR
SM
NA
XP
HE
PE
Strike Team Missile Unit 1 5 130 37 14 39 39 Winterized Combat Armor Missile Launcher, 10mm Pistol 10
Strike Team Missile Unit 48 Winterized Combat Armor Missile Launcher, 10mm Pistol 10
Strike Team Missile Unit 57 Winterized Combat Armor Missile Launcher, 10mm Pistol 20
Strike Team Missile Unit 12 5 165 68 14 70 70 Winterized Combat Armor Missile Launcher, 10mm Pistol 30
Strike Team Missile Unit 19 5 180 81 14 83 83 Winterized Combat Armor Missile Launcher, 10mm Pistol 50
UN
S)
TIO
NS
EA Y
ME S
N(
NS
W RGY
W AR
N
LG
R
TH
PO
EP
PO
PO
GU
LEE
MO
ME
IM
EL
AL
AL
RC
EA
E
EA
LEV
EN
PR
BIG
AR
SM
NA
XP
HE
PE
Strike Team Sniper 40 Winterized Combat Armor Sniper Rifle, Combat Knife 10
Strike Team Sniper 49 Winterized Combat Armor Sniper Rifle, Combat Knife 10
Strike Team Sniper 58 Winterized Combat Armor Sniper Rifle, Combat Knife 20
Strike Team Sniper 71 Winterized Combat Armor Sniper Rifle, Combat Knife 30
Strike Team Sniper 84 Winterized Combat Armor Sniper Rifle, Combat Knife 50
These units are requested and act as part of your own team during the final stages of Operation: Anchorage. It is most unwise
to challenge even a lone U.S. Infantryman—simulated or otherwise—as the entire army then turns hostile, preventing you from
completing any objectives and possibly making you fail your mission. Know who your allies are, you traitorous cur!
BROTHERHOOD OF STEEL †
S
N
UN
S)
TIO
NS
EA Y
ME S
N(
S
W RGY
W AR
N
LG
N
R
TH
PO
EP
PO
PO
GU
LEE
MO
ME
IM
EL
AL
AL
RC
EA
E
EA
LEV
EN
PR
BIG
AR
SM
NA
XP
HE
PE
APPENDICES
BROTHERHOOD OUTCAST †
S
N
UN
S)
TIO
NS
EA Y
ME S
N(
NS
W RGY
W AR
N
LG
R
TH
PO
EP
PO
PO
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LEE
MO
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IM
EL
AL
AL
RC
MOTHERSHIP ZETA
EA
E
EA
LEV
EN
PR
BI G
AR
SM
NA
XP
HE
PE
W
Assault Rifle / 10mm Submachine
Brotherhood Outcast 1 5 70 44 14 44 44 Outcast Power Armor 10
Gun / Chinese Assault Rifle
Brotherhood Outcast 1 6 70 14 16 47 51 Outcast Power Armor Power Fist, Frag Grenades 10
Brotherhood Outcast 1 7 70 44 46 14 44 Outcast Power Armor Flamer 10
Brotherhood Outcast 7 Outcast Power Armor Laser Pistol / Laser Rifle 20
POINT LOOKOUT
Brotherhood Outcast 7 Outcast Power Armor Ripper, Frag Grenades 20
Brotherhood Outcast 11 7 125 74 76 14 74 Outcast Power Armor Minigun / Gatling Laser 30
Brotherhood Outcast 11 7 125 74 76 14 74 Outcast Power Armor Laser Pistol / Laser Rifle 30
† Outcast members are usually
Brotherhood Outcast 11 6 120 14 16 75 79 Outcast Power Armor Super Sledge, Frag Grenades 30 haughty and unpleasant, but
not violent toward you, unless
Brotherhood Outcast 11 7 125 74 76 14 74 Outcast Power Armor Missile Launcher 30 provoked.
BROKEN STEEL
Should you engage Outcast Soldiers in combat, they are just as tough as the Brotherhood and Enclave forces, although their
weapons are more antiquated. They sometimes trundle into a fight with a rusting robot to help them.
THE PITT
CHINESE INFERNO UNITS
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OPERATION: ANCHORAGE
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Due to the short range of their Flamer attacks and the large weapon that can be easily shot out of enemy hands, Inferno Units are
TOUR
only a problem at close quarters. Back off and drop them from a distance, or aim for their weapon if you’re within their fire.
MISC. QUESTS
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MAIN QUEST
Chinese Launcher 8 70 Chinese Jumpsuit Missile Launcher 30
Chinese Launcher 11 5 90 81 14 83 83 Chinese Jumpsuit Missile Launcher 50
These can present a real problem, as the damage their Missile Launcher causes is severe. Fortunately, they take a long time to
reload, so tackle them during this period. Seek cover, away from your Strike Team, and optionally shoot the Launcher out of the
GEAR
foe’s hands.
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Clad in Stealth Armor, these soldiers look similar to the Dragoons but are less tough when you finally find them. Sometimes
cloaked, they are difficult to spot. Before you attack other enemy types, either charge in, dodging their fire, or react by attack-
TRAINING
CHINESE SOLDIERS
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Chinese Soldier 1 4 40 15 13 40 40 Chinese Jumpsuit Chinese Assault Rifle 10
Chinese Soldier 4 4 50 15 13 50 50 Chinese Jumpsuit Chinese Assault Rifle 10
Chinese Soldier 60 Chinese Jumpsuit Chinese Assault Rifle 20
Chinese Soldier 75 Chinese Jumpsuit Chinese Assault Rifle 30
Chinese Soldier 11 4 90 15 13 90 90 Chinese Jumpsuit Chinese Assault Rifle 50
Usually armed with Assault Rifles, Grenades, and other weaponry you have encountered before, your favored tactics work just
as well with simulated enemies. All the following are viable strategies: use Stealth Boys and Sneaking tactics, followed by a
Grenade Pickpocket; lay Mines and coax foes into them; lob Frag Grenades to soften up your enemies and then shoot quick
bursts of fire; or charge foes with a close-combat weapon.
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Crimson Dragoon 1 4 40 15 13 40 40 Chinese Stealth Armor Chinese Assault Rifle, Chinese Pistol 10
Crimson Dragoon 4 4 50 15 13 50 50 Chinese Stealth Armor Chinese Assault Rifle, Chinese Pistol 10
Crimson Dragoon 6 4 60 15 13 60 60 Chinese Stealth Armor Chinese Assault Rifle, Chinese Pistol 20
Crimson Dragoon 75 Chinese Stealth Armor Chinese Assault Rifle, Chinese Pistol 30
Crimson Dragoon 90 Chinese Stealth Armor Chinese Assault Rifle, Chinese Pistol 50
The most troublesome of the Chinese foot soldiers, Dragoons are usually cloaked and will ambush you. Seek cover, and lob a
Grenade down a corridor that seems suspiciously quiet. But the biggest help is your V.A.T.S., which can spot cloaked Dragoons
(but not lock onto them), allowing you to shoot at them manually before they appear.
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Laser 150-degree Power generator takes double damage, Hull takes half
Chimera Tank 12 3 500 N/A 750/sec Microfusion cells 50
Cannon aiming arc damage, Tracks take 75% damage.
You need only face a few of these colossal tanks and give them a battering before they explode. You can seek cover and distance, then sidestep out,
shower the tank in your favored ordnance, and step back into cover. Or, you can circle-strafe around to the tank’s rear, where the vehicle’s turret cannot
strike you, and pepper the armor with gunfire until the tank explodes.
UN
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XP
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Very few Chinese Remnant Soldiers are left 200 years after being stranded here. All are Ghouls, and although they fire an
† May flee
excellent Small Gun, they are prone to fleeing. The Sergeant and Officer class are better at combatting your attacks.
ENCLAVE
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APPENDICES
(Enclave continued)
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Enclave Soldier 11 6 125 16 83 16 16 Enclave Power Armor Laser Rifle 30
MOTHERSHIP ZETA
Enclave Soldier 18 6 170 100 100 16 12 Enclave Power Armor Minigun / Gatling Laser 50
Enclave Soldier 18 6 170 16 100 16 16 Enclave Power Armor Plasma Rifle 50
Enclave Soldier 18 6 170 100 100 16 12 Enclave Power Armor Missile Launcher 50
Enclave Officer n/a 6 125 16 100 16 16 Enclave Officer Uniform Plasma Pistol, Plasma Grenades 50 † Will flee
Enclave Scientist † n/a 6 20 11 17 11 17 Enclave Scientist Outfit Laser Pistol 10
POINT LOOKOUT
The other way to claim a lot of Energy Weapons is to take on these well-armored and powerful foes. They are one of the few
sources of Plasma Weapons. Unlike the Brotherhood, these well-trained foes attack you on sight, and they are highly accurate
and skilled. They also have robots and Modified Deathclaws on occasion.
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EA RY
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Enclave Soldier 18 6 250 100 100 16 12 Tesla Armor Mini-Gun, Gatling Laser 50
Enclave Soldier 18 6 250 16 100 16 16 Enclave Hellfire Armor Plasma Rifle, Plasma Mines 50
Supremely professional and battle-hardened, these six-man squads can prove to be troublesome, especially the leader armed
with a Heavy Incinerator and Hellfire Armor. Use the tactics that have served you well in the past, or lob in a highly powerful
THE PITT
Grenade (such as the Nuka Grenade) before the squad fans out to damage as many as possible.
OPERATION: ANCHORAGE
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Enclave Hellfire Trooper 18 6 250 100 100 16 12 Enclave Hellfire Armor Heavy Incinerator 50
Offering an arcing series of flame bolts that burn and damage, plus impressive Armor, the Hellfire Trooper can be a real
problem. However, keep him at range to avoid the close assault burning, and seek cover, so his bolts dissipate harmlessly, after
which you can step out, return fire, and step back into cover before retaliation occurs.
TOUR
PITT RAIDERS AND WILDMEN
Pitt Raiders have special armor, which has the same protective quality as Raider armor. The differences are purely
MISC. QUESTS
superficial; otherwise, they are identical to the D.C. Wasteland Raider. Almost all Pitt Raiders are armed with a ranged
weapon (although some favor melee clubbing weapons), so targeting that weapon to weaken their combat potential is a
possibility. Otherwise, when fighting these enemies, aim for the head, take them down one at a time, and backtrack to
the many potential cover spots throughout The Pitt.
Wildmen have mercenary attire and armor. Otherwise, they are statistically identical to the D.C. Wasteland Raider. Use
the same essential tactics for tackling Wildmen as you would for dispatching Pitt Raiders, but watch out because Wildmen
MAIN QUEST
are always violent and usually charge you. If you can, leave Trogs and Wildmen to fight among themselves. Otherwise,
attack them with ranged guns as soon as you spot them, switching to your favored weapon as they charge you.
PITT SLAVES
CENSUS
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A downtrodden lot, Pitt Slaves are valiant when they rise up and are docile when under the iron fist of the Pitt Raider. They are
usually armed with Steel Saws or Auto Axes and can deflect your melee weapon attacks. They fall easily to ranged gunfire,
however. Don’t get swamped!
TRAINING
COMBAT SLAVES
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Slave Combatant 1 7 20 9 17 11 13 Raider Armor Chinese Assault Rifle 10
Raider Fighter 1 5 25 13 15 32 34 Raider Armor Chinese Assault Rifle 10
Raider Fighter 47 Raider Armor Chinese Assault Rifle 10
Raider Fighter 68 Raider Armor Chinese Assault Rifle 10
As you encounter these enemies only in the Arena, choose your favorite weapon and destroy your foes with it. Dash into the
scaffold cage at one side of the Arena to avoid their gunfire, and take down each foe one at a time.
RAIDER †
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.32 Pistol / Chinese Pistol /
Raider 1 5 25 13 15 32 34 Raider Armor 10
10mm Pistol
Pool Cue / Knife / Baton / Tire
Raider 1 5 30 15 15 34 32 Raider Armor 10
Iron, Frag Grenades
Raider 1 5 25 13 15 32 34 Raider Armor Hunting Rifle 10
Hunting Rifle / Sawed Off Shotgun/
Raider 4 5 55 13 15 45 47 Raider Armor 10
Assault Rifle
Lead Pipe / Baseball Bat / Combat
Raider 4 5 60 15 15 47 45 Raider Armor 10
Knife, Frag Grenades
Raider 55 13 45 47 Raider Armor Hunting Rifle 10
Raider 55 41 45 45 Raider Armor Flamer 10
Assault Rifle / Combat Shotgun /
Raider 7 5 85 13 15 66 68 Raider Armor 20
10mm Submachine Gun
Lead Pipe / Knife / Sledgehammer/
Raider 7 5 90 15 15 68 66 Raider Armor 20
Chinese Sword, Frag Grenades
Raider 85 13 66 68 Raider Armor Hunting Rifle 20
† Raiders may flee
Raider 85 62 66 66 Raider Armor Missile Launcher 20
For the accomplished combat specialist, Raiders are the least-troubling enemies, as long they are encountered in small groups of
four or less. They shout, aren’t particularly Perceptive, and carry low-to-mid quality loot. Build up your XP hunting these freaks.
SLAVER †
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Slavers are slightly more battle-tested than Raiders, but just as merciless. As with Raiders, they are prone to fleeing, so aim for
their legs to ensure a slow getaway. † Slaver may flee
SMUGGLER
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APPENDICES
(Smuggler continued)
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Smuggler LE
1 7 75 15 60 17 58 Leather 10mm Pistol, .32 Pistol 20
MOTHERSHIP ZETA
10mm Submachine Gun, Sawed-Off Shotgun,
Smuggler 8 7 100 15 73 17 71 Merc, Combat Armor 30
Hunting Rifle
Assault Rifle, Chinese Assault Rifle, Combat
Smuggler 12 7 130 15 86 17 84 Merc, Combat Armor 50
Shotgun
Smuggler 15 7 165 15 92 17 92 Combat Armor, Merc Laser Rifle, Sniper Rifle 50
Smuggler 20 7 215 15 100 17 100 Combat Armor, Merc Laser Rifle, Sniper Rifle 0
POINT LOOKOUT
Think of Smugglers as battle-tested Raiders, with the same cunning attack patterns and group offensive maneuvering. Seek cover,
rather than facing them on a sandy beach with only the wind to stand near. Instead use building corners, coaxing toughened
troops into single combat. Any of your favored tactics work on these ne’er-do-wells.
BROKEN STEEL
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XP
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Talon Company Merc ‡ 1 7 75 15 64 17 62 Talon Combat Armor Laser Pistol / Hunting Rifle / Assault Rifle 10
Talon Company Merc ‡ 1 7 80 17 19 62 62 Talon Combat Armor Police Baton / Combat Knife, Frag Grenades 10
THE PITT
Talon Company Merc ‡ 1 7 75 15 64 17 62 Talon Combat Armor Sniper Rifle 10
Laser Pistol / 10mm Submachine Gun /
Talon Company Merc ‡ 8 7 105 15 77 17 75 Talon Combat Armor 20
Assault Rifle / Combat Shotgun
Talon Company Merc ‡ 8 7 110 19 75 75 Talon Combat Armor Police Baton / Combat Knife, Frag Grenades 20
OPERATION: ANCHORAGE
Talon Company Merc ‡ 8 7 105 77 17 75 Talon Combat Armor Sniper Rifle 20
Talon Company Merc ‡ 8 7 105 73 19 17 75 Talon Combat Armor Flamer / Missile Launcher 20
Laser Rifle / Combat Shotgun / Chinese
Talon Company Merc 12 7 135 15 90 17 68 Talon Combat Armor 30
Assault Rifle
Talon Company Merc 12 7 140 17 19 88 88 Talon Combat Armor Police Baton / Combat Knife, Frag Grenades
Talon Company Merc 12 19 17 Talon Combat Armor Missile Launcher 30
TOUR
Talon Company Merc 12 90 17 Talon Combat Armor Sniper Rifle 30
‡ May flee
Tougher than Raiders, but not on par with those enemies clad in Power Armor, these thugs are more “professional” and don’t flee
the combat arena, but they aren’t wearing enough protection to cause consternation.
MISC. QUESTS
VETERAN MERCENARY
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MAIN QUEST
Talon Company Merc 18 7 300 15 100 17 100 Talon Combat Armor 50
Shotgun, Laser Rifle
Combat Knife, Police Baton,
Talon Company Merc 18 7 300 17 19 100 100 Talon Combat Armor 50
Frag Grenades
Talon Company Merc 18 19 17 Talon Combat Armor Missile Launcher 50
Talon Company Merc 18 100 17 Talon Combat Armor Sniper Rifle 50
GEAR
More senior members of the Talon Company seek battles and Aqua Pura, and combating them means looking closely at their
weapons to determine how far away they’ll be before they start firing. Then beat them to the trigger, or charge in if you’re a
close-combat killing machine.
CENSUS
TRIBAL
FACTIONS & BESTIARY
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(Tribal continued)
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Tribal † 100 100 Tribal Garb Axe, Combat Knife 50
Tribal 58 Tribal Garb Hunting Rifle 20
Tribal 8 7 160 13 19 71 71 Tribal Garb Hunting Rifle 30
Lever-Action Rifle, Double-Barrel
Tribal † 12 7 225 13 19 84 84 Tribal Garb 50
Shotgun, Hunting Rifle
Lever-Action Rifle, Double-Barrel
Tribal † 20 7 285 13 19 92 92 Tribal Garb 50
Shotgun, Hunting Rifle
Lever-Action Rifle, Double-Barrel
Tribal † 23 7 410 13 19 100 100 Tribal Garb 50
Shotgun, Hunting Rifle † + 35 Damage Against Player
Even with Punga on their side, Tribals aren’t as tough as the other inhabitants of Point Lookout, and they can be slaughtered using the
favored techniques you’ve learned when striking down Raiders, Mercs, or the Enclave during previous altercations. Tribals can also
be friendly, so only attack them if you’ve “accidentally” slaughtered their leader, or another Tribal in front of others.
TROGS
S
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E
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LEV
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AR
SM
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XP
HE
PE
Trogs are fast-moving, hug the ground as they scamper, and inflict massive hemorrhaging damage at close quarters. Naturally,
ranged weaponry is an excellent choice; in fact, any weapon you’ve used against Ghouls in the past works just as well against
Trogs. If a Trog manages to reach you, the Auto Axe is an excellent choice for chopping them into sinewy chunks. The V.A.T.S.
also usually allows you to kill them before they damage you.
UN
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AL
AL
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E
EA
LEV
EN
PR
BIG
AR
SM
NA
XP
HE
PE
UN
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NS
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W AR
N
LG
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EA
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AR
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XP
HE
PE
APPENDICES
AMERICAN SNIPER UNITS
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XP
HE
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American Sniper 1 9 40 15 46 13 40 Winterized Combat Armor Sniper Rifle 10
MOTHERSHIP ZETA
American Sniper 4 9 50 15 55 13 49 Winterized Combat Armor Sniper Rifle 10
American Sniper 6 13 Winterized Combat Armor Sniper Rifle 20
American Sniper 8 13 Winterized Combat Armor Sniper Rifle 30
American Sniper 11 9 90 15 90 13 84 Winterized Combat Armor Sniper Rifle 50
POINT LOOKOUT
AMERICAN SOLDIERS
S
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W AR
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W EE
MO
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AL
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EA
L
E
EA
LEV
EN
PR
BIG
AR
SM
NA
XP
HE
PE
BROKEN STEEL
American Soldier 4 4 50 15 13 50 50 Winterized Combat Armor Assault Rifle 10
American Soldier 6 4 60 15 13 60 60 Winterized Combat Armor Assault Rifle 20
American Soldier 8 75 Winterized Combat Armor Assault Rifle 30
American Soldier 11 13 90 Winterized Combat Armor Assault Rifle 50
THE PITT
AMERICAN POWERED ARMOR SOLDIER UNITS
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OPERATION: ANCHORAGE
ME
IM
EL
AL
AL
RC
EA
E
EA
LEV
EN
PR
BIG
AR
SM
NA
XP
HE
PE
Powered Armor Soldier 1 5 70 44 14 44 44 T-51b Power Armor (Winterized) Laser Rifle, Laser Pistol 10
Powered Armor Soldier 7 7 95 57 59 13 57 T-51b Power Armor (Winterized) Laser Rifle, Laser Pistol 20
Powered Armor Soldier 11 7 125 74 76 13 74 T-51b Power Armor (Winterized) Laser Rifle, Laser Pistol 30
TOUR
S
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UN
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Caravan Guard n/a 6 290 14 17 91 93 Leather Armor Assault Rifle, Frag Grenades 50
.32 Pistol / Chinese Pistol / 10mm
Megaton Settler ‡ n/a 5 35 12 14 16 45 Various Clothing Pistol / Knife / Combat Knife / 10
Lead Pipe
Rivet City Security ‡ n/a 6 55–85 14 16 52–76 54–78 Rivet City Security Uniform Submachine Gun varies
MAIN QUEST
Various Pistols / Rifles / 10mm
Scavenger ‡ n/a 5 140–170 13 15 15 55 Roving Trader Outfit 10
Submachine Gun / Sawed-off Shotgun
Tenpenny Resident †† n/a 14 16 Various Clothing None 10
Various Pistols / Melee Weapons / still attack with weapons, not their
Wastelander ‡ n/a 5 25 12 14 31 31 Wasteland Apparel varies
Hunting Rifle, Frag Grenades bare claws.
Various Pistols / Melee Weapons / †† Will flee
Wastelander (Ghoul) ‡ n/a 5 25 12 14 31 31 Wasteland Apparel varies
Hunting Rifle, Frag Grenades
‡ May flee
FACTIONS & BESTIARY
Wastelanders come in a wide variety, ranging from the Tenpenny Tower civilian to the well-trained Rivet City guard. A good
rule to follow is to check whether your Wastelander is apt to flee; they’re more of a push-over.
Ghouls wear shabby but recognizable clothes, speak rather than snarl, immediately charge you, and have deep suspicions
about “smoothskin” humans. They similar to Raiders as a threat.
TRAINING
ABOMINATIONS
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Abomination 1 — 4 50 10 — — — 5
Abomination 11 — 6 20 — — —
Abomination 13 — 8 30 — — —
Abomination 19 — 8 40 — — —
Abomination 23 — 8 50 — — —
Abomination 25 — 8 75 — — —
Large and horrific, Abominations are half-human, half-alien hybrids with semi-transparent skin and a single-minded purpose: killing
everything. They have no ranged weapons, so attack them from a distance. Otherwise, treat them as a very powerful Ghoul.
Centaur 7 — 9 100 27 Radioactive Spit 30 50 rads/10 sec. 5 Legs take 75% damage, tongues take 25% damage
Slow-moving, but spitting a highly dangerous radioactive poison, this is an abomination in the true sense of the word. This crime
against nature is usually the sign of nearby Super Mutants. Aim at the head or torso to quickly stop it.
Deathclaws are arguably the fiercest creatures in the game aside from a Behemoth, with a tough hide, a quickness that overwhelms,
and massive damage from their swiping claws. Attack from range, preferably with Sniper Rifles or Plasma Weapons, and switch
to powerful closer combat weapons as they close. If you get a chance, drop some Mines before the combat begins. There are also
Modified Deathclaws, controlled by the Enclave, that are identical aside from metal headgear.
Super Mutant 1 Nail Board 3 100 4 Nail Board See — 10 May carry grenades
weapon
Assault Rifle, See
Super Mutant Brute 10 5 250 5 Assault Rifle weapon — 25 —
5.56mm Ammo
Super Mutant Brute 10 Sledgehammer 5 250 5 Sledgehammer See — 25 May carry Grenades
weapon
Minigun, 5mm See
Super Mutant Brute 10 5 250 5 Minigun weapon — 25 —
Ammo
Missile Launcher, See
Super Mutant Brute 10 5 250 5 Missile Launcher weapon — 25 —
Missiles
Chinese Assault Rifle, See
Super Mutant Master 13 6 360 6 Chinese Assault Rifle weapon — 50 —
5.56mm Ammo
Super Mutant Master 13 Super Sledge 6 360 6 Super Sledge See — 50 May carry Grenades
weapon
Minigun, 5mm See
Super Mutant Master 13 6 360 6 Minigun weapon — 50 —
Ammo
Missile Launcher, See
Super Mutant Master 13 6 360 6 Missile Launcher weapon — 50 —
Missiles
Super Mutant Behemoth n/a Loaded with loot 5 2,000 6 Fire Hydrant 100 — 50 Very fast!
Gatling Laser, See
Super Mutant Overlord 23 8 1,250 6 Gatling Laser — 50 —
Ammo Weapon
Tri-Beam Laser See
Super Mutant Overlord 23 8 1,250 6 Tri-Beam Laser Rifle — 50 Occasionally Drops Mini-Nuke
Rifle, Ammo Weapon
Super Sledge, Super Sledge, Frag See
Super Mutant Overlord 23 8 1,250 6 — 50 Occasionally Drops Mini-Nuke
Frag Grenades Grenades Weapon
Missile Launcher, See
Super Mutant Overlord 23 8 1,250 6 Missile Launcher — 50 Occasionally Drops Mini-Nuke
Missiles Weapon
APPENDICES
Super Mutants are perhaps the biggest threat to your existence, as they are scattered in numerous areas, are as violent as they are
ugly, and have a large amount of Health. They sometimes employ Grenades, never flee, and are always aggressive, meaning you
need to finish them off with everything you’ve got. Use arm shots to force them to drop their weapons. Once their arms are crippled,
their aim is horrible. Occasionally, large groups of Super Mutants (also known as “Muties”) bring a stupid but stupendously powerful
Behemoth; it inflicts colossal damage from its fire hydrant pole, and is best tackled using a Fat Man and Mini-Nuke.
Super Mutant Overlord: The key to obtaining the Tri-Beam Laser Rifle (if you spot it being carried by this beast), the Overlord
MOTHERSHIP ZETA
is a supremely tough Super Mutant with an insanely large amount of health, and a determined method of slaying you. If you don’t
want to waste a Mini-Nuke killing one with a single shot (after which you can hope the Overlord drops one, which they sometimes
do), your usual Super Mutant attack patterns are necessary.
ALIENS
POINT LOOKOUT
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Alien Atomizer, Alien Atomizer, Alien See
Alien 1 6 25 2 — 5 —
Alien Disintegrator Disintegrator Weapon
Alien Atomizer, Alien Atomizer, Alien See
Alien 11 8 75 2 — 10 —
Alien Disintegrator Disintegrator Weapon
BROKEN STEEL
Alien Atomizer, Alien Atomizer, Alien See
Alien 13 8 125 5 — 25 —
Alien Disintegrator Disintegrator Weapon
Alien Atomizer, Alien Atomizer, Alien See
Alien 19 9 250 † 10 — 50 † Force Shield = DR 25
Alien Disintegrator Disintegrator Weapon
Alien Atomizer, Alien Atomizer, Alien See
Alien 23 10 250 † 10 — 50 † Force Shield = DR 40
Alien Disintegrator Disintegrator Weapon
THE PITT
Alien Atomizer, Alien Atomizer, Alien See
Alien 25 10 250 † 10 — 50 † Force Shield = DR 55
Alien Disintegrator Disintegrator Weapon
See
Alien 1 Shock Baton 6 25 2 Shock Baton — 5 —
Weapon
See
OPERATION: ANCHORAGE
Alien 11 Shock Baton 8 75 2 Shock Baton — 10 —
Weapon
See
Alien 13 Shock Baton 8 125 5 Shock Baton — 25 —
Weapon
See
Alien 19 Shock Baton 9 250 † 10 Shock Baton — 50 † Force Shield = DR 25
Weapon
See
Alien 23 Shock Baton 10 250 † 10 Shock Baton — 50 † Force Shield = DR 40
Weapon
See
Alien 30 Shock Baton 10 250 † 10 Shock Baton — 50 † Force Shield = DR 55
Weapon
TOUR
The large, bulbous heads of these hated extraterrestrials are the best body parts to aim at, especially as Aliens are relatively weak,
making up for physical limitations by their use of extremely damaging technology. Hide, and execute them with a headshot.
As you progress through the Mothership, Aliens may deploy Sphere Shields. Destroy them by lobbing grenades over them, or side-
MISC. QUESTS
step around them. Some Aliens also use Force Shields, toughening them up and making them much more difficult to kill. Expect long,
drawn-out combat with these fiends.
Timid and fearful, Workers (easily distinguished by their red jumpsuits) pose no threat to you, except when they occasionally flee
into a subsequent chamber and are noticed by other Aliens. Avoid killing them unless you want the Karma loss.
MAIN QUEST
ANIMALS
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Minimally affected by radiation, Dogs, whether the property of a Scavenger or more feral varieties, are quick, but no match for your
latest hardware. You might want to aim at their legs to slow them down.
FACTIONS & BESTIARY
FERAL GHOULS
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Feral Ghoul 1 — 3 25 5 — — — 5 —
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Glowing One 13 — 5 32 Radiation Burst 5 50 Rads Healed by radiation
Feral Ghoul Reaver 22 — 7 100 Radioactive Gore 250 + Rads
Swamp Ghoul 1 — 3 25 5 — — — 5 —
Feral Ghouls are humans that have slowly turned into Ghouls, and then lost all sanity and become completely mad. They exist to
shriek, tear flesh from humans, and consume it afterward. They are easy to sneak up on and susceptible to headshots. As long as
you’re not overwhelmed, you can tackle them methodically without issues. That is, until you come across a Glowing One! This fear-
some beast is a radioactive mutation that gives off pulses of Radiation that actually heals itself and any nearby Feral Ghouls; tackle
this first, and be swift about it! Mines laid in a path are a great way to wound a Glowing One, before finishing it at close quarters.
Finally, if you’re given a Ghoul Mask by Roy Phillips at the conclusion of Miscellaneous Quest: Tenpenny Tower, you can
maneuver around Ghouls with impunity, as long as you don’t attack them.
Feral Ghoul Reaver: Powerful, emitting a terrible radiation, and incredibly tough, this is one of the scariest lumpy-skinned atrocities
you’ve witnessed, rivaling even the Glowing One! Always take out a Reaver first, backing away to avoid the bulk of its attacks (and
radiation). Crippling the legs with a Dart Gun works very well here, as does a point-blank shotgun blast to the head.
Swamp Ghoul: Easily distinguished from their Ghoul brethren by their whitish skin and low constitution, Swamp Ghouls are easy
cannon fodder, and should not present any difficulty, thus allowing you to attack their toughened cousins. Swamp Ghouls roam the
northern swamps, and the cemetery north of the Ark & Dove Cathedral. Don’t forget your Ghoul Mask!
MUTATED ANIMALS
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The trick to tackling a Mirelurk is not to aim at the well-protected torso, but hit the small face, or failing that, the pincer arms or legs.
Mines are a great way to slow them down. Beware the King as his shriek attack ignores all armor; sidestep the shriek shockwave if
you can. Also note that Mirelurk Meat is the tastiest treat around!
Mole Rat 1 Mole Rat Meat 3 40 15 — — — 5 Will explode if hit with Repellent Stick
Annoying, ankle-biting mutant rodents are easy to dispatch, and entertainingly defeated if you have Moira Brown’s Repellent Stick,
given during Miscellaneous Quest: The Wasteland Survival Guide.
These furry mutations are fast, meaning it’s almost impossible to out-run one; stand your ground and fight to the bitter end! If you
encounter them at a distance, aim for their legs.
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There are a few sub-genres of Ants, including ones that breathe fire, and “Invader” Ants that are extremely aggressive. However, the
trick with all of the Workers and Soldiers is to shoot off the antennae if you’re facing more than one; the antenna-less Ant attacks its
friend while you sit back. Otherwise, target the head or torso because the legs take half damage
APPENDICES
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Radroach 1 Radroach Meat 3 5 3 — — — 1 Flees easily.
Offering disgusting meat, these are simple to kill, but keep coming back. They are good enemies to practice attacking , particularly
MOTHERSHIP ZETA
with Melee Weapons. Don’t waste ammo on them unless you have to.
Radscorpion 15 dmg/5 sec.
Radscorpion 1 4 150 22 Stinger 22 10 Legs take 50% damage.
Poison Gland Poison
Radscorpion 40 dmg/5 sec.
Giant Radscorpion 13 6 350 60 Stinger 60 25 Legs take 50% damage.
Poison Gland (4) Poison
Radscorpion
Albino Radscorpion 24 8 1,500 100 Poison 25/4 Sec — 50 —
POINT LOOKOUT
Poison Gland
Radscorpions are a problem, especially because their attacks are poisonous. Attacking and crippling the legs may let you finish them
off out of stinger range. However, their legs only take half damage. If they are already in close, aim for the stinger, head, or torso.
Albino Radscorpion: If running away isn’t an option, prepare for the fight of your life. Horrendous and poisonous damage and a
regenerating ability means medium- to long-range combat, targeting the stinger while backing up and getting obstacles between you
and the mutation, so it’s slower to charge. Take out its legs, and finish it at your leisure.
BROKEN STEEL
ROBOTS †
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THE PITT
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OPERATION: ANCHORAGE
Robobrain Energy cells 200 5 Laser gun 30 — 10 Head takes 50% extra damage
Robobrain Energy cells 200 5 Mesmetron 1 100 dmg to head ó —
Mister Handy ó Flamer Fuel 5 100 Buzzsaw 12 — 5 Frenzies if control unit is destroyed
Burn 10 dmg/
Mister Handy ó Flamer Fuel 5 100 5 Flamer 28 ó —
5 sec.
Burn 10 dmg/
Mister Gutsy 9 Flamer Fuel 6 350 ó Flamer 41/sec. 25 Frenzies if control unit destroyed
5 sec.
May gooify on
Mister Gutsy 9 Energy cells 6 350 ó Plasma gun 51 ó —
TOUR
death
MISC. QUESTS
Armored head takes 50% damage, armored legs
Sentry Bot 13 5mm bullets 7 500 22 Minigun 108/sec. — ó take 75% damage
135 dmg
Sentry Bot 13 Missiles 7 500 22 Missile Launcher 18 ó —
explosion
Robots have a variety of imposing and dangerous weaponry, and since they generally don’t take bonus damage for headshots it † Most opponents take double
might be a good plan to target the weapons specifically. Also check the weapon types before engaging; for example; if a Mister damage if hit in the head. There is no
MAIN QUEST
bonus damage to targeting a robot’s
Handy has a Buzzsaw and Flamer, back out of range to conduct combat. With the Sentry Bot, target the Missile Launcher first.
cranial area. All robots are immune to
If you encounter them with other opponents, try to destroy its control unit first. Then it will turn on any nearby target, friend or foe. poison and radiation.
Employ Pulse Grenades or Mines exclusively when dealing with robots; they are highly susceptible to the pulse that occurs when
these weapons explode.
GEAR
Mark I Turret (ceiling) ‡ 1 — 10 40 1 5.56mm gun 23/sec. — 1 Frenzies if control unit destroyed, explodes on death
May incinerate
Mark II Turret (floor) ‡ 1 — 10 50 1 Laser gun 18/sec. 1 Frenzies if control unit destroyed, explodes on death
on death
CENSUS
Mark III Turret (ceiling) ‡ 7 — 10 60 1 5.56mm gun 36/sec. — 5 Frenzies if control unit destroyed, explodes on death
May incinerate
Mark IV Turret (floor) ‡ 7 — 10 75 1 Laser gun 31/sec. 5 Frenzies if control unit destroyed, explodes on death
on death
Mark V Turret (ceiling) ‡ 11 — 10 75 1 5.56mm gun 57/sec. — 10 Frenzies if control unit destroyed, explodes on death
FACTIONS & BESTIARY
May incinerate
Mark VI Turret (floor) ‡ 11 — 10 100 1 Laser gun 48/sec. 10 Frenzies if control unit destroyed, explodes on death
on death
Turrets are stationary, aside from their pivoting, and can be avoided most of the time. Or, you can hack into a nearby terminal ‡ Most turrets have a nearby
(usually Average in difficulty for your Science skill), and cause the terminal to attack anything that moves. Pulse weapons are highly terminal. Hack this, and
switch off the turret instead of
advantageous to use against turrets, too. attacking it.
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Support Drone 1 — 6 20 10 — — — 5 —
Support Drone 11 — 6 75 20 — — — 10 —
Support Drone 13 — 6 150 35 — — — 25 —
Support Drone 19 — 6 40 — — —
Support Drone 23 — 6 45 — — —
Support Drone 25 — 6 350 50 — — — 50 —
Stop these personal robots by shooting their hover platforms, halting their movements. This is particularly helpful because Support
Drones have no ranged attacks and are relatively weak. Deactivate them if you have the Robotics Expert perk. Enslave one if you
have the Drone Control Device.
Guardian Drone’s are used for combat by the Aliens. Stop these robots by firing
at their hover platforms, using the Robotics Expert perk, or enslaving them with
the Drone Control Device. Otherwise, destroy them quickly because their Drone
Note
Cannon is particularly devastating. The two Experimental Weapons Drones in the Weapons Lab
[MZ3.16] don’t attack unless you strike them first, when attempting
to obtain the Drone Cannon Ex-B each carries.
Aliens have developed a ceiling-mounted turret defense system, which can be fired at, stood directly under, or detonated if you can
access a nearby wall control [Science]. Blowing up turrets can inflict damage on foes in the blast radius, too.
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Don’t assume combat with these Yokels is going to be easy. The stronger types seem to shrug off the Dart Gun’s leg-crippling, and
they attack in groups. Concentrate your attacks on the closest foe, back up into partial cover, and choose specific weaponry based
on the distance to the foe you’re attacking.
APPENDICES
THE WASTELAND CENSUS
Chapter 3
MOTHERSHIP ZETA
An Enhanced Encyclopedia
Spoiler With the keen help of Moira Brown, and thousands of hours of trekking, we’ve completed an all-
POINT LOOKOUT
encompassing census of the Capital Wasteland (and outer lands), detailing every single inhabitant
you’re likely to find in these parts. The inhabitant’s name, visual representation, location, and
related quests are all shown, along with a small piece of biographical information based on records
to hand. Simply look for the name of the entity you wish to learn more about.
BROKEN STEEL
Although well-mannered and a natty dresser,
Note ADAN Ahzrukhal (the proprietor of the Ninth Circle
Faction: Pitt Slave Bar) is sneaky and sleazy, and is adept
This census is alphabetical by the at feeding peoples’ misery. In Ahzrukhal’s
name each denizen prefers. For Location: TP.3: Pitt Down-
narrow view of the world, the more miserable
example, Knight Artemis (one of town (LAT 12/LONG 08) you are, the more you drink, and the more
THE PITT
Lyon’s Pride’s finest warriors) is you drink, the more money ends up in his
listed under “K” rather than “A.” pocket. He hates competition, and wishes he
» Main Quests: Into the Pitt (TP)
could rid himself of Carol and Greta.
A Pitt Slave for as long as he can remember,
Note Adan (pronounced “A-din”) is one of the few
ALAN
OPERATION: ANCHORAGE
Steel Saw wielders content with his lot in life.
Although exhaustive, this census This is partly due to the philosophical texts he Faction: The Family
generally does not include the reads when visiting Midea at her quarters.
names of those who died between Fate has given him this life, and he must make Location: 5.05: Meresti
10 and 200 years ago, despite there the best of it. Trainyard (LAT -01/
being a solid amount of computer LONG 07)
evidence detailing these people. AGATHA » Miscellaneous Quests: Blood Ties
Only those alive, recently dead, or
Faction: Wastelander One of the most recent additions to the Family,
TOUR
relevant to a particular quest or
22-year-old Alan was ambushed by slavers
major event are revealed. Location: 5.06: Agatha’s
and taken to market in Paradise Falls. He
House (LAT 01/LONG 08)
escaped but sustained a potentially mortal
MISC. QUESTS
ABRAHAM wound. He wandered south and collapsed not
far from Meresti Station, where Vance discov-
» Miscellaneous Quests: Agatha’s Song
WASHINGTON » Freeform Quests: Going for a Song ered him. Currently he does not participate in
the Hematophagy rituals, because he is still
Faction: Wastelander Fine music is in Agatha’s blood. Her ancestors
learning the ways from Vance.
were all classically trained musicians, and
Location: 9.15: Rivet City
MAIN QUEST
although those days are long gone, she
(LAT 18/LONG -17) spent her 76 years perfecting the violin until
she matched their caliber. She is a kind old
ALEJANDRA TORRES
woman who feels she is too old to fear the Faction: Slave
» Miscellaneous Quests: Stealing Independence, Agatha’s
Song Wasteland. Fate must smile upon her, because Location: 3.10: Temple
GEAR
» Freeform Quests: Lincoln’s Profit Margins she’s still alive. She speaks gently and care- of the Union (LAT 13/
Washington, 45, continues the work started fully chooses her words, having been well LONG 15)
by his parents, who were just as passionate educated. She spends many a lonely night
about preserving their heritage as residents looking out across the dunes and waiting for » Miscellaneous Quests: Head of State
CENSUS
of the nation’s capital. He’s a virtual shut-in at someone to come along to help her retrieve Alejandra was an historian and a tinkerer,
his Capitol Preservation Society. Abraham is the Soil Stradivarius, a lost violin that her and she was a slave for 4 of her 22 years.
one of those classic social outcasts who talks great-grandmother once owned. Hannibal bought her just over a year ago,
to himself all the time. He has almost no social and promptly freed her. She is quiet and
FACTIONS & BESTIARY
APPENDICES
Tenpenny Tower. His selection is unmatched in with a band of plucky individuals determined
the entire D.C. Wasteland, and he’s particu- ARMORY MASTER to find a new place to call home. Responsible
larly proud of the excellent condition prewar for foraging, Badger was recently surprised
Faction: Enclave
items he has managed to salvage throughout (during a game of pool) to discover that the
the years. Location: AAFB 04 Mobile camp he and Sanders located was teeming
MOTHERSHIP ZETA
Base Crawler with Deathclaws.
ARGYLE (DECEASED)
Faction: Ghoul
» Main Quests: Who Dares Wins (BS) BANNON
Usually encountered in the chamber that bears Faction: Wastelander
Location: 7.C: Rockopolis his name, the most adept Enclave Soldier tends
(LAT -26/LONG -07) to the remaining stockpile of weaponry and Location: 9.15: Rivet City
(LAT 18/LONG -17)
POINT LOOKOUT
technology, deep in the bowels of the Base
Crawler. Skilled in many forms of combat, the
» Freeform Quests: A Manhandled Manservant Armory Master has even created a custom
A manservant of Herbert “Daring” Dashwood helmet and weapon for his personal use. » Miscellaneous Quests: The Wasteland Survival Guide
of the highest repute, Argyle was a faithful Bannon, 30, is a snappy dresser and a
retainer, as well as an accomplished martial shrewd businessman. His wares are high
artist. The story goes that he died battling an ASHUR priced, because he’s got no competition. His
BROKEN STEEL
earlier leader of the Slavers called Penelope Faction: Pitt Raider motto is “If you don’t like the pants, go find
Chase, ripping out her heart with a technique them yourself.” Cindy Cantelli has a crush
known as the “eagle claw.” His body is still Location: TP.G: Haven on him and sits with him in church. She also
inside Rockopolis, but his adventures live on in (Interior; LAT 17/LONG 03) leaves when he does. Bannon is one of three
the radio plays sometimes hosted by Galaxy city council members, along with Doctor
News Radio. Li and Harkness. They meet on Monday
THE PITT
» Main Quests: Free Labor (TP) mornings for a few hours to discuss city-wide
Leader of the Pitt Raiders, Ashur is an impos- issues. He has quite the ego but was chosen
ARKANSAS ing force in The Pitt, commanding respect by Doctor Li to sit on the city council. She
through fear and accomplishments and his seems oblivious to his flaws.
Faction: Wastelander
OPERATION: ANCHORAGE
part in past atrocities. He was part of the
Location: 3.09: Minefield Brotherhood of Steel forces that tore through
(LAT 04/LONG 14) The Pitt in a cataclysmic clash known as the BARRETT
Scourge. He remained, ruling the masses
Faction: Ghoul
while seeking technological breakthroughs
» Miscellaneous Quests: The Wasteland Survival Guide, that could help heal the population from Location: 5.02: Northwest
Strictly Business the ravages of “the sickness.” His second- Seneca Station (LAT -10/
The last of the military survivors who made ary plan is to continue to build up his army LONG 09)
Minefield their town, Arkansas was a small of Pitt Raiders, weaning out the infirm or
TOUR
boy when the Slavers first came and captured incompetent in the Arena, and then march on » Freeform Quests: Murphy’s Bombing Run
nearly all of the tribe, but they never found the Wasteland, reuniting it and The Pitt. He Murphy’s bodyguard doesn’t “do” chitchat.
him. Swearing revenge, he spread rumors is married to Sandra, who has recently given Not even Murphy knows about his past, and
MISC. QUESTS
of a new band of inhabitants and set a trap birth to a beautiful baby daughter. Barrett is quite happy to have it stay that way.
for the Slavers. When the Slavers came to
raid the town again, they were harried by a
hidden sniper and decimated by landmines. ATOM’S CHAMPION BEATRICE
The Slavers took heavy losses that day and
never came back. Now an old man, Arkansas
Faction: Ghoul ARMSTRONG
MAIN QUEST
still shuffles around this place. Location: BS8.01 Holy
Faction: Vault Dweller
Light Monastery (LAT -01/
LONG -04) Location: 8.01: Vault 101
ARMITAGE (LAT -04/LONG -04)
» Miscellaneous Quests: Holy Water (BS)
Faction: Robot
GEAR
defend Zimmer to the death. Of course, that’s and is interested in Mister Brotch. She also
Faction: Ghoul keeps up the gossip with her married sisters,
because Armitage is actually a robot, of the
Location: BS 3.02.2 Olney Mary Kendall and Gloria Mack.
same class as the replicant they are search-
ing for. Armitage has the same schedule as Underground
Zimmer; he sleeps in the same room and eats
the same food—not because he has to, but
» Main Quests: Shock Value (BS)
because he’s been programmed to replicate
After coming to blows with the elders of
TRAINING
APPENDICES
desperate, overwhelmed atmosphere. She He is one of the other main armed guardians
has completely retreated into a one-woman BONE of this sacred settlement. He is generally found
subculture of her own making, spending wandering the woods of Oasis or on guard
Faction: Pitt Raider
time applying makeup and wearing dark relief for Branchtender Maple. This 25-year-
clothing instead of guarding the town against Location: TP.B: The Mill old used to be a Brotherhood of Steel Outcast,
MOTHERSHIP ZETA
attack. The other residents of Big Town are (LAT 11/LONG 06) but a near-death experience and being healed
fed up with her, but there is little they can do in Oasis changed his outlook on life. He
about it, with the threat of Mutant and Raider professes his loyalty to Leaf Mother Laurel.
attacks being a more pressing concern. » Main Quests: Unsafe Working Conditions (TP)
Not quite as vicious and uncaring as the rest
of the maniacs loyal to Ashur, Bone guards BRANCHTENDER
BLEAK the slaves inside the Mill, and is generally
MAPLE
POINT LOOKOUT
Faction: Slave unpleasant to speak to until you prove yourself
in the Arena. Once your mettle is unques- Faction: Treeminder
Location: 2.08: Paradise
tioned, Bone changes her tune, and you can Location: 2.01: Oasis
Falls (LAT -09/LONG 16) receive a semblance of a civil conversation. (LAT -03/LONG 28)
BROKEN STEEL
» Miscellaneous Quests: Oasis
Since the day she arrived in Paradise Falls,
Faction: Wastelander Maple is the first Treeminder you meet (along
Bleak has been planning her escape. She
with Tree Father Birch), as she usually guards
spends her days watching and memorizing Location: 5.07: Arefu
the entrance to Oasis. She is also 25 years
the movements of the guards, waiting for the (LAT -11/LONG 06)
old. After you enter the place, she returns
perfect time to make her move.
outside to stay alert and halt any incursions.
THE PITT
She only heads inside to eat meals and sleep,
» Miscellaneous Quests: Blood Ties
BLOOMSEER POPLAR » Freeform Quests: A Little Help from Arefu and then returns to her post. Branchtender
Linden is her guard relief. She is the newest
Faction: Treeminder Brailee is 36 and married to Ken Ewers.
addition to Oasis and is extremely loyal to
She is a bit shy, and it doesn’t help that she
OPERATION: ANCHORAGE
Location: 2.01: Oasis Tree Father Birch.
rarely gets to speak to anyone, thanks to
(LAT -03/LONG 28) her overprotective husband. She is warm
and exudes compassion. In recent months, a BRAND
combination of prepackaged “food,” being
» Miscellaneous Quests: Oasis Faction: Pitt Slave
cooped up with Ken for hours at a time, and
» Freeform Quests: Bloomseer Poplar’s Visions
her already-fragile mind has caused her to Location: TP.B: The Mill
She is the Oasis oracle. Although a few of the
become delusional, creating a more utopian (LAT 11/LONG 06)
occasional visitors may scoff at her “fortune-
world inside her head.
telling,” this 60-year-old soothsayer has often
TOUR
amazed the other villagers with her powers
» Main Quests: Unsafe Working Conditions (TP)
of premonition. She tells you her history of BRANCHTENDER Hanging around near the Mill’s Ammo Press,
seeking out Oasis due to a premonition.
CYPRESS Brand is a gaunt-looking character, even for a
MISC. QUESTS
She is usually found in her cave tending her
Pitt Slave. He isn’t well-liked, even by the other
alchemical duties. She is loyal to Leaf Mother Faction: Treeminder Pitt Slaves. However, he does have something
Laurel.
Location: 2.01: Oasis to barter (Stimpaks) if you reveal information
(LAT -03/LONG 28) on various aspects of your quests. Beware if
BOB, SON OF DAVE you do though; the repercussions could prove
MAIN QUEST
lethal for those loyal to Wernher’s cause.
Faction: Wastelander » Miscellaneous Quests: Oasis
Location: 3.03: The Although the Treeminders would love to
Republic of Dave (LAT 19/ renounce violence and weaponry, they aren’t BREADBOX
LONG 27) naive: Cypress is one of the main armed Faction: Slave
GEAR
Although he’s only 19, Bob thinks of himself He is extremely loyal to Tree Father Birch.
» Freeform Quests: Freedom!
as Vice Dave, insisting that he knows best and
that all citizens of the republic should listen to Breadbox is the oldest slave in the camp by
him. Although Dave will not admonish Bob in BRANCHTENDER far. Old slaves don’t sell well, and at this
FACTIONS & BESTIARY
of the Atom has plans to sweep the Wasteland depressed at the death of his teammate, Theo,
BRIANNA by beckoning their followers to bathe in but there wasn’t much he could have done to
“light.” Gerard is direct and friendly to a save him.
Faction: The Family
point, but keen to further the Church’s causes
Location: 5.05: Meresti
Trainyard (LAT -01/
no matter what the cost. If you run into Brother
Gerard after a nearby nuclear explosion, BUTTON GWINNETT
LONG 07) he greets his new and terminally singed Faction: Robot
appearance as the ultimate sign on his path to
» Miscellaneous Quests: Blood Ties Location: 17.12: The
radioactive righteousness.
At 19, Brianna is the youngest member of National Archives (Rear
the Family. She was originally a prostitute, Entrance)
but her lust for flesh (to eat) caused her much BRYAN WILKS » Miscellaneous Quests: Stealing Independence
pain and anguish in the populated centers
Faction: Wastelander The powered wig, the blue coat, the metal
of Washington, D.C. She therefore struck out
into the Wasteland and stumbled across her Location: 9.09: Grayditch mandible appendages—this must be Button
fellow “vampires” in Meresti Station. Vance, (LAT 05/LONG -09) Gwinnett, second governor of Georgia! Look
sensing her traits, immediately took her in and closely, and you may spot some tiny discrep-
converted her Cannibalism to Hematophagy. ancies in this fellow: the pulsing brain module,
She’s been living in Meresti ever since. » Miscellaneous Quests: Those! the clanking sound Button makes, and the fact
» Freeform Quests: The Life of Bryan that this is actually a Protectron!
When the settlement was attacked by Giant
BRICK Ants and all the inhabitants were wiped out,
Faction: Reilly’s Rangers eight-year-old Bryan hid underneath a demol- C.J. YOUNG
ished car. Luckily, the huge insects overlooked Faction: Wastelander
Location: 18.06: Reilly’s
him and moved on after carrying off their
Rangers Compound Location: 9.15: Rivet City
prey. Since the attack, Bryan’s food and water
supply has dwindled (his father used to make (LAT 18/LONG -17)
trips to stock up for the entire settlement), and
» Miscellaneous Quests: Reilly’s Rangers
he has left the safety of the small settlement in
Brick is 32, and part of the mercenary group » Freeform Quests: The Runaways
hopes of finding help.
dedicated to mapping the ruins of Washington C.J. is as happy a kid as you’ll find in the
D.C. Currently, she is trapped at the top of Wasteland. She’s been raised by two loving
the Statesman Hotel on the roof awaiting BUTCH DELORIA parents and lives a great kid’s life, hanging
supplies or rescue. She is the team’s heavy out on the flight deck or exploring Rivet City
weapons specialist and carries a Minigun she Faction: Follower with her best friend, James Hargrave. James
has christened Eugene. She is muscle-bound Location: 8.01: Vault 101 does pick on her mercilessly, even though she
and intimidating in appearance, and her (LAT -04/LONG -04) is a year older than him. She is constantly
only concern is what to point her gun at and apologizing and forgiving him for all his
vaporize next. teasing. Despite this, the two are best friends.
» Main Quests: Growing Up Fast, Future Imperfect, She is a trusting and honest young girl.
Escape!
BRONSON » Miscellaneous Quests: Trouble on the Homefront
Faction: Slave » Freeform Quests: Tunnel Snakes Forever! CALEB SMITH
Vault 101’s resident bully and leader of the
Location: 2.08: Paradise Faction: Slave
Tunnel Snakes, Butch masks his fear and sense
Falls (LAT -09/LONG 16) of inadequacy about not having a father and Location: 3.10: Temple of
having an alcoholic mother by becoming the Union (LAT 13/
boorish and overbearing. Masking his short- LONG 15)
» Freeform Quests: Freedom!
falls has stunted his secret desire to become a
Bronson is, quite simply, a drunk. Unable to » Miscellaneous Quests: Head of State
hairdresser.
cope with life since his capture, he’s taken to Caleb is 32 and was born a slave. He
humiliating himself for the amusement of the escaped eight years ago and joined a Raider
Slavers, who provide him with enough booze BUTCHER band. When he heard about Hannibal and
to make him forget how his life has ended up. the Temple of the Union, he promptly left the
Bleak has been trying to give him hope, but so Faction: Reilly’s Rangers Raiders and joined Hannibal. He is the first of
far has failed. Location: 18.06: Reilly’s Hannibal’s followers and has some experience
Rangers Compound as a stonecutter. Caleb prefers to use melee
weapons but knows his way around guns.
BROTHER GERARD
» Miscellaneous Quests: Reilly’s Rangers
Faction: Ghoul » Freeform Quests: The Butcher Will See You Now CARL (DECEASED)
Location: BS8.01: Butcher is 29 and the team’s medic. He has
Faction: Ghoul
Holy Light saved their lives on more than one occasion.
Monastery (LAT His original name was Carl, but Brick jokingly Location: BS3.02.2 Olney
-01/LONG -04) called him “Butcher” once and the name Underground
» Miscellaneous Quests: Holy Water (BS) stuck. He is the worst of the team in terms of
First officer of the Apostles of the Eternal fighting, but his prowess as a medic more
than makes up for it. He is currently quite » Main Quests: Shock Value (BS)
Glow, this evangelical off-shoot of the Church
APPENDICES
A member of the Ghoul settlement program,
Carl was responsible for settlement medica- CARTER CHARON
tion and well-being, as a new camp was
Faction: Slave Faction: Ghoul
established, away from Underworld. Alas, all
succumbed to Deathclaws after the camp was Location: 2.08: Paradise Location: 17.07B: Museum
MOTHERSHIP ZETA
established. It seems the group’s leader— Falls (LAT -09/LONG 16) of History: Underworld
Sanders—was unaware that these creatures
infest the Olney Underground, a fact the
settlers found out to their cost. » Main Quests: Rescue from Paradise » Freeform Quests: Hired Help
Carter is desperate to escape, and his mind Charon’s is Ahzrukhal’s personal bodyguard
has deteriorated so much in the last few and soldier. He’s quiet and scary. Every
CARLOS weeks that he’s prepared to risk almost certain couple of days, Ahzrukhal sends Charon out
POINT LOOKOUT
decapitation by trying to sprint to freedom. to run some kind of errand. He always leaves
Faction: Wastelander
He needs to time his escape to just the right packed with weaponry, and returns with a bag
Location: 9.15: Rivet City moment. He’s sure Forty doesn’t have the of Caps. He’s loyal to Ahzrukhal beyond ques-
(LAT 18/LONG -17) means to control his Slave Collar. tion and will do whatever his employer orders.
Charon never sleeps—a strange trait even for
a Ghoul—and when he’s in Underworld, he
» Mini-Encounter 0.10: Dying of Thirst CATHERINE
BROKEN STEEL
hangs out in the bar. There are rumors that he
Driven slightly demented by lack of suste- is unhappy with his position but can’t leave
Faction: Wastelander
nance, and fearful of his life after a narrow Ahzrukhal’s employ.
escape from a Super Mutant bonfire, Carlos Location: PL1: Riverboat
has set up a begging station at the entrance to Landing (LAT 11/LONG -20)
Rivet City. Through the haze of dehydration, CHERRY
THE PITT
he remains hopeful that a water caravan or Faction: Wastelander
kindly stranger will cross his path. » Main Quests: The Local Flavor (PL)
» Freeform Quests: Tailing the Tomboy (PL) Location: 9.08: Dukov’s
Nadine’s mother is very caring, if somewhat Place (LAT 11/LONG -08)
CAROL overprotective. Catherine lives near Rivet City,
OPERATION: ANCHORAGE
and asks you to look for her daughter. Nadine
Faction: Ghoul was always a headstrong girl, and the first to » Miscellaneous Quests: You Gotta Shoot ’Em in the Head
Location: 17.07B: Museum bag a live Mirelurk hatchling, but Catherine » Freeform Quests: Cherry’s Freedom
of History: Underworld fears her little mite doesn’t have the experi- A live-in playmate, 27-year-old Cherry doesn’t
ence to survive in open wilderness. love Dukov, but she does like him. She mostly
stays with him for the money and the modest
» Freeform Quests: Hired Help protection he can give her. In exchange, she
Carol is perhaps the sweetest Ghoul you’ll CENTRE DUBOIS offers what she can. Dukov prefers that his
TOUR
ever meet. The fact that she’s a hideously “ladies” walk around in their underwear.
Faction: Sudden Death
deformed Ghoul hasn’t stopped her from
Overtime Gang
wearing a sundress, smiling pleasantly, or
sharing a warm hello with anyone who Location: 8.10: Nuka-Cola CHIP TAYLOR
MISC. QUESTS
crosses her path. Carol won’t say how old Plant (LAT -01/LONG -19)
(DECEASED)
she is, but it’s generally understood that she’s
been around since before the bombs fell. She » Freeform Quests: Just for the Taste of it Faction: Vault Dweller
always wanted to open a bed and breakfast, Centre Dubois is a member of the Sudden Death Location: 8.01: Vault 101
and Carol’s Place is her dream come true, Overtime Gang, obsessed with an ancient ice (LAT -04/LONG -04)
MAIN QUEST
although everyone has noticed that she’s been sport that Goalie Ledoux’s ancestors played.
a bit down lately. She is also has a son, Gob,
who’s carrying on the family tradition as a » Miscellaneous Quests: Trouble on the Homefront
barkeep in Megaton. CERBERUS You remember Chip Taylor, don’t you? He was
Faction: Robot a year or two younger than you. He wanted
GEAR
memories.
C.J.’s mother. She’s not a huge fan of her Hartigan himself soon made first contact with
daughter’s friendship with James Hargrave, COLIN MORIARTY the Aliens and attempted to calmly explain
but is hoping her offspring will have a calming his mission. His screams can still be heard
Faction: Wastelander
influence on the wayward young man. echoing through a Recorded Log on the ship.
Location: 8.03: Megaton He was placed in cryogenic stasis pod, but
(LAT -01/LONG -06) complications and pod malfunctions, plus the
CHRISTINE KENDALL stress he endured during his Alien encounters,
Faction: Vault Dweller caused the colonel to expire. His Spacesuit is
» Main Quests: Following in His Footsteps still useful, however.
Location: 8.01: Vault 101 » Freeform Quests: 300 Pieces of Silver
(LAT -04/LONG -04) Moriarty, 50, has been here nearly his entire
life. He claims that his grandfather helped COMMANDER JABSCO
found the original settlement a few years after Faction: Talon Company
» Main Quests: Future Imperfect the war. His father used the nearby trade
» Miscellaneous Quests: Trouble on the Homefront routes to amass wealth, which is used to help Location: 4.11: Fort
Playing up to her father usually results in a secure Megaton. Colin inherited this wealth Bannister (LAT -18/
verbal ear-bashing or worse, so Christine has when his father was killed during a Raider LONG -01)
recently become more and more introverted. attack when Colin was 14. Colin’s first move
She’s not happy here and wonders what Leader of the Talon Company Mercenaries,
was to build a fence around the town. Since
life is like away from the concrete walls and Jabsco says he has proved his worth in the
then, the people have looked to Colin as a
fluorescent, buzzing lights. combat zone countless times, although his
benefactor despite his running drinks, Chems,
troops haven’t seen evidence of this. Nor are
girls, and games out of his saloon. Simms
they likely to; Jabsco plans attacks on all foes
CINDY CANTELLI turns a blind eye to Moriarty’s activities,
because he is acutely aware that the town
from a bunker deep within Fort Bannister. Face
him with considerable force, and you may
Faction: Wastelander needs Colin’s support and resources.
see why his critics have dubbed him “Jetting
Location: 9.15: Rivet City Jabsco” for his tendency to flee combat.
(LAT 18/LONG -17) COLONEL AUGUSTUS
AUTUMN COMMANDER LANA
Cindy runs A Quick Fix, which sells Chems.
Cindy has given up on her addict husband,
Faction: Enclave DANVERS
Location: 1.01: Raven Rock
Paulie Cantelli. They go through the tired Faction: Wastelander
(LAT -28/LONG 28)
motions of a marriage without really interact- Location: 9.15: Rivet City
ing with each other. She never uses Chems (LAT 18/LONG -17)
herself, although she has no problem selling
» Main Quests: The Waters of Life, Finding the Garden of
them to others. She has what is called a con- Eden, The American Dream, Take It Back!
venient morality. Currently she has a crush on » Freeform Quests: Council Seat
Autumn grew up on an oil rig off the
Bannon but has not gotten up the courage to Danvers, 30, is Harkness’s second in
California coast (the base of operations for
approach him. However, since he is a regular command and best friend, though their rela-
the Enclave, the secretive contingent of the
churchgoer, she is there every Sunday, sitting tionship is strictly platonic (her husband was
United States government that survived after
as close to him as possible. also a Rivet City security officer, but he died
the apocalypse). His father was the high-
ranking Enclave scientist on orders from the of disease a couple years ago). If Harkness
CLOVER president to move all high-ranking officials to leaves Rivet City, she is promoted to security
the only other secure Enclave location with a chief. Danvers gives preferential treatment to
Faction: Follower functioning ZAX super-computer, Raven Rock. Hangar Deck citizens. She has a mild disdain
Location: 2.08: Paradise Colonel Autumn has proven to be far less sub- for Upper Deck residents: This is a source of
Falls (LAT -09/LONG 16) servient than his scientist father, often openly mild friction between Harkness and Danvers.
disagreeing with the president’s decisions.
CONFESSOR
» Freeform Quests: Coveting Clover
COLONEL HARTIGAN
Eulogy’s prostitutes are two slaves caught a CROMWELL
few months back. They have been system- (DECEASED) Faction: Wastelander
atically brainwashed and threatened until
Faction: U.S. Army
they’ve become completely subservient to Location: 8.03: Megaton
their master. Eulogy verbally abuses them Location: MZ1.03 (LAT -01/LONG -06)
constantly. You can listen to the tirades as Engineering Core: Stasis
the girls meekly plead for forgiveness. When Pod
Eulogy is away, they’re both catty to each » Freeform Quests: Pious Generosity
other. You cannot speak to either of them; any » Main Quest: Among the Stars (MZ) Little is known about Cromwell’s past: He
conversations must be through Eulogy. You Hartigan was returning from a low-orbit arrived in his early 20s (he’s now 44) and
can purchase Clover as a Follower. mission in his capsule Clarabella 7, but he was granted permission to stay due to the
never made it back to its ocean splashdown blessing and high standing of his successor
rendezvous point. The mystery was soon in the church, who fostered him in the ways
covered up by the U.S. government and the of Atom. Eventually, Cromwell proved to be a
United States Space Administration, who valuable resource in protecting and aiding the
claimed the craft crash-landed after becoming town, and he became an eccentric distraction
entangled in high-altitude weather balloons. to most of the citizens of Megaton.
APPENDICES
CONNELLY (DECEASED) CRAZY WOLFGANG CUTTER
Faction: Ghoul Faction: Merchant Faction: Slaver
Location: BS 3.02.2 Olney Location: 0.00: The Capital Location: 2.08: Paradise
MOTHERSHIP ZETA
Underground Wasteland Falls (LAT -09/LONG 16)
» Main Quests: Shock Value (BS) » Freeform Quests: Merchant Empire » Miscellaneous Quests: The Replicated Man
Connelly was always arguing with Sanders. Wolfgang might act insane, but he only plays Forty-one-year-old Cutter was born in the
They should “head west,” he told anyone the madman for sales. His inventory is mostly pens, a slave. She spent her youth learning
who would listen, and meet up with the Ghoul random junk, making him useful for finding Wasteland medicine from her mother. When
POINT LOOKOUT
resistance over at Warrington Station. But custom-weapon components or just cashing in her mother passed away, Cutter took over
Sanders wanted to roam the Northern Wastes. gear for Caps. caretaker duties for the slaves but slowly grew
Grudgingly, Connelly accepted this plan, but bitter and frustrated with the slaves’ inability
he knew the area was rife with danger. Upon to fight back against the Slavers. Spending
a discovery of an empty Underground camp CRIMSON nearly a decade trading her services, she
below the streets of Old Olney, Connelly Faction: Slave earned enough Caps to buy her freedom.
Since Paradise Falls needed a skilled medic,
BROKEN STEEL
began erecting makeshift barricades, just in
Location: 2.08: Paradise she stayed, taking wealthy Slavers for all she
case of a curious Mole Rat or two. His last
memories were being simultaneously torn Falls (LAT -09/LONG 16) could. Find her at the clinic.
apart by a Deathclaw, and gurgling “I told
you so!” to Sanders.
Eulogy’s prostitutes are two slaves caught a DAD (JAMES)
few months back. They have been system-
THE PITT
CORPORAL RHEEMS atically brainwashed and threatened until Faction: Vault Dweller
OPERATION: ANCHORAGE
the girls meekly plead for forgiveness. When
Location: MZ2.04: Cryo
Eulogy is away, they’re both catty to each » Main Quests: Birth, Baby Steps, Growing Up Fast, Future
Lab Imperfect, Following in his Footsteps, Scientific Pursuits,
other. You cannot speak to either of them; any
conversations must be through Eulogy. The Waters of Life
Before your birth, your father was the
» Main Quest: Among the Stars (MZ)
leader of an impossibly ambitious scientific
A member of the 108th Infantry Battalion, CROATOA endeavor—Project Purity. Leading a group of
Corporal Rheems was an integral part of scientists, he planned to turn the ruins of the
the medical team before his swift and brutal Faction: Tribal
Jefferson Memorial into the most technologi-
TOUR
abduction with other members of his squad. Location: PL 3.13: The Ark cally advanced water purifier ever imagined.
Kept in suspended animation aboard a & Dove Cathedral (LAT 12/ But when you were born (your mother dying in
frightening Alien craft, he was periodically LONG 03) childbirth), your father had little choice but to
MISC. QUESTS
thawed out to face brutal probing, before abandon Project Purity and get you to the only
finally succumbing to the horrors of an Alien » Main Quests: Hearing Voices (PL) safe place he knew—the underground fallout
examination table with Corporal Spurlock and This rather simple man has a specially shelter known as Vault 101.
Private Mears. modified Shovel he doesn’t just give out to
anybody. Croatoa believes in reaching higher
CORPORAL SPURLOCK planes of existence through the power of DANIEL AGINCOURT
MAIN QUEST
Punga. Faction: Wastelander
DECEASED Location: 9.11: The Citadel
Faction: U.S. Army CROW (LAT 08/LONG -14)
Location: MZ2.04: Cryo
GEAR
Faction: Merchant
Lab
Location: 0.00: The Capital » Main Quest: The Waters of Life
Wasteland This rather rude and standoffish young
engineer is hard at work on Project Purity,
CENSUS
limbs. However, after a quick and frightening spiritual views on the Wasteland can seem
abduction when the medical squad became odd to others—especially when they’re mixed cause. He even offers to take a weapon you
separated from the main infantry forces, with his uncanny sense for selling Armor. There aren’t using and fight with you. Alas, you’ll
Spurlock fought hard to control her fear as she are rumors that he came from Oasis, but if he soon find out his skills are purely based in
was still awake for most of her own dissection. did, he never talks about it. engineering and not combat.
Spurlock succumbed to massive shock and
internal bleeding, and her corpse awaits the
wanderer somewhere in the Cryo Lab.
TRAINING
» Miscellaneous Quests: You Gotta Shoot ’Em in the Head » Main Quests: Aiding the Outcasts (OA) DEPUTY WELD
» Freeform Quests: Election Day An accomplished fighter who’s seen more
Faction: Robot
Supreme Commander and President for Life action in more conflicts than he can comfort-
Dave is the descendant of those who fled to ably remember, Morrill is a loyal Defender Location: 8.03: Megaton
the hills and managed to survive the war. His in Protector McGraw’s service. He is in (LAT -01/LONG -06)
family has lived here for the last 200 years. charge of patrolling the D.C. Metro Ruins and
His “citizens” are mostly descendents of his clearing the almost constant stream of Super
Mutants that seek to overrun the Outcasts’ A RobCo Industries Protectron robot that
own ancestors or others with similar mind-sets.
small base of operations. Recently, Super guards the entrance to Megaton, Weld talks
Over the years, Dave’s tiny plot of land has
Mutant activity has increased to such an like a 50s robot but probably has some
been also known as “The Kingdom of Larry,”
extent that he has transmitted an emergency cowboy lingo programmed into him. He stays
“The Republic of Stevie-Ray,” “Billsylvania,”
radio broadcast seeking assistance. at the front gate and offers any traveler some
“The New Republic of Stevie-Ray,” and most
platitudes.
recently “The Nation of Tom” after Dave’s
father. Dave (now 47 years old) strongly
DEFENDER ROCOCO
believes that his land is a functioning nation
and considers the compound his sovereign ter- ROCKFOWL DEREK PACION
ritory. He was briefly banished from this place Faction: Wastelander
Faction: Brotherhood
during his father’s presidency, and he did Location: 6.02: Canterbury
Outcast
some work with Allistair Tenpenny. Dave hates Commons (LAT 18/
Tenpenny and people like him and doesn’t Location: 8.04: Fort
LONG 11)
want to be reminded of the past. Independence (LAT -06/
LONG -13) » Miscellaneous Quests: The Superhuman Gambit
DAVIS WEST Guarding the bridge from Fairfax Ruins is Derek is small for a 15-year-old and was
heavy-weapons specialist Rockfowl, who deals raised in Canterbury Commons by Louis
(DECEASED) with regular Raider incursions in a rather Pacion and Daisy Roe, a pair of Traders who
Faction: Wastelander laid-back but extremely competent manner. met and settled down. But when they were
His father was a voracious reader and named killed in separate Raider attacks on their
Location: 5.07: Arefu him after reading the Encyclopedia Atomica caravans (six years ago for Daisy and three
(LAT -11/LONG 06) (Volume VII Radiology-Saskatchewan). years ago for Louis), Derek was left to his
“Uncle Roe,” the town keeper. Since then,
» Miscellaneous Quests: Blood Ties DEFENDER SIBLEY Derek’s been a quiet and morose child. He
works around town as a general assistant, but
The head of the West family has recently met
Faction: Brotherhood he doesn’t really say much unless it’s neces-
an untimely death. His demise is suspicious,
Outcast sary. He harbors a secret crush on Machete
and the wounds are not consistent with the
but doesn’t have the courage to approach her.
usual methods of murder in this godforsaken Location: OA.U.2: Outcast
He devotes much of his free time to reading
place. Davis has two known kin, a daughter Outpost (Entrance Elevator;
Hubris Comics.
named Lucy who lives in Megaton, and a son LAT 03/LONG 16)
named Ian, who was supposed to be living in » Main Quests: Aiding the Outcasts (OA), Operation:
Arefu with the Family. There’s no trace of him. Anchorage! (OA)
APPENDICES
Doctor Barrows runs Underworld’s Chop
DESMOND THE DOC CHURCH Shop and has a pretty sick sense of humor.
GHOUL Faction: Wastelander He hangs around the Chop Shop most of the
time, often looking in on Reilly, the human
Faction: Ghoul Location: 8.03: Megaton
female he’s treating. At night, he leaves to
MOTHERSHIP ZETA
(LAT -01/LONG -06) eat dinner at Carol’s Place for a few hours,
Location: PL 6.28: Calvert
Mansion (LAT 12/ and then returns to the clinic. He sleeps for a
LONG 12) couple of hours on site. Doctor Barrows is also
» Miscellaneous Quests: The Replicated Man
mayor of Underworld, although, because of
» Freeform Quests: Leo’s Drug Habit
» Main Quests: The Local Flavor (PL), Hearing Voices (PL), the small nature of the town, his civic duties
Thought Control (PL), A Meeting of the Minds (PL) The town’s overworked and underappreci-
take a backseat.
ated doctor, he can be cranky and bitter, but
Before the bombs dropped, Desmond was
POINT LOOKOUT
he’s always professional. Before Doc came
a player in international intelligence at
the highest levels. Desmond’s motives and
to the town a few years ago, Megaton was DOCTOR JULIUS
without a doctor for a very long time. Before
obsessions have been scarcely affected by
he settled, Doc stayed alive by trading his BANFIELD
the apocalyptic devastation of the planet.
services to Raiders and Slavers. Now 54, he Faction: Wastelander
Desmond and those he would consider his
refuses to talk about his youth.
peers knew for some time that the Great War Location: 7.14: Tenpenny
BROKEN STEEL
was inevitable. Desmond himself could have Tower (LAT -16/LONG -17)
been directly involved in the actions leading DOC HOFF
up to the nuclear exchange.
Faction: Merchant » Miscellaneous Quests: The Replicated Man, Tenpenny
Facing the nuclear holocaust, global
leaders and members of the intelligence Location: 0.00: The Capital Tower
community made their personal bids for Wasteland Banfield spends most of his days in the
THE PITT
survival in the new world. F.E.V., cryogenic Wellness Center, tending to any patients who
stasis, AI consciousness transfer, genetic may stop in. He takes a break at noon to eat
cloning, even—in Desmond’s case—controlled » Freeform Quests: Merchant Empire lunch at the Cafe Beau Monde and sometimes
exposure to normally lethal doses of radiation Hoff is a cynic who makes bleak comments pops into the Federalist Lounge for a drink.
OPERATION: ANCHORAGE
were among the wildly risky and experimental about humanity’s chances of survival. On Tuesdays and Thursdays, the good doctor
techniques pursued in the name of survival in Meanwhile, he knows that no buyer will stop is gone for long stretches at a time; that’s
a world without modern infrastructure. Old purchasing from him, because they either when he goes upstairs to the penthouse suites
rivalries and vendettas were not forgotten need the medicine or are addicted to the to “examine” Susan Lancaster.
in the ashes of nuclear winter. Those who chemicals. He likes to think that, in his own
managed to survive quickly set about doing way, he’s helping to ease humanity’s suffering
in its dying years.
DOCTOR LESKO
what the bombs had not—wiping out any rem-
nants of the Old World that may be a threat Faction: Wastelander
TOUR
to personal and political agendas. Now,
even so long after they should all have died
DOCTOR ADRIENN Location: 9.09: Grayditch
(LAT 05/LONG -09)
naturally, these scattered figures seek power ADAMI
and jealously guard their secrets. Desmond’s
MISC. QUESTS
Faction: U.S. Army
mission has long since ceased to be political » Miscellaneous Quests: Those!
or ideological. He knew—as experience has Location: OA.4: U.S. Army » Freeform Quests: Nectar Collecting for Fun and Profit
proven tenfold—that as long as any of his Field Headquarters Lesko is a somewhat befuddled and misguided
colleagues lived, he would be hunted. His (LAT 09/LONG 14) scientist whose experiments on ants have
purpose is simple: kill or be killed. proven disastrous for Grayditch. Deep inside
MAIN QUEST
An overworked and slightly agitated field Marigold Metro Station, he carries out his
doctor with several years of experience under research, completely oblivious to the destruc-
DIEGO her belt, Adami is busy administering Chems tion that his Fire Ants have caused. He has
(usually Psycho) to wounded or mentally little patience for anything beyond his scientific
Faction: Wastelander
scarred soldiers at the U.S. Field Headquarters acumen and dismisses his failures as only
Location: 9.15: Rivet City medical tent. Investigation into simulated
GEAR
» Freeform Quests: A Nice Day for a Right Wedding drugging soldiers with Chems researched at
Diego, 18, is Father Clifford’s assistant. He Chase’s pharmaceutical company. DOCTOR MADISON LI
came to Rivet City a few years ago with his
father but was abandoned. Father Clifford Faction: Wastelander
DOCTOR BARROWS
FACTIONS & BESTIARY
took Diego in, and the two have become like Location: 9.15: Rivet City
father and son. Diego assists Father Clifford (LAT 18/LONG -17)
Faction: Ghoul
with his church work and wants to be a priest
when he gets older. He has strong feelings for Location: 17.07B: Museum
Angela and spends much of his free time with of History: Underworld » Main Quests: Scientific Pursuits, The Waters of Life
her. However, he is also a devoted Catholic. Doctor Madison Li, 48, was a young, idealis-
Because she is only 16, he does everything tic scientist who fully bought into the notion of
he can to keep his feelings secret, although » Miscellaneous Quests: The Replicated Man, Reilly’s Project Purity. She worked tirelessly with your
TRAINING
Rangers
Angela sees right through him. father, and hid her growing romantic feelings
while respecting his marriage to another others.” He is, without exception, always in » Miscellaneous Quests: Reilly’s Rangers
scientist. When your mother was killed, Doctor the company of his bodyguard, Armitage. » Freeform Quests: Donovan, Master Repairer
Li was filled with remorse, but when the player’s Currently trapped with Brick and Butcher,
father decided to abandon Project Purity to keep Donovan is 27, and the team’s technical
his child safe, her sadness was replaced with a DOGMEAT specialist. He’s an expert at hacking, repairs,
powerful sense of betrayal. Eighteen years later, Faction: Follower and electronics. He is a smaller man, but his
she is older, wiser, and much more cynical. build is deceptive, and he can fight as well as
Location: 6.03: Scrapyard
the rest of the team.
(LAT 05/LONG 09)
DOCTOR PRESTON
Faction: Wastelander
DRIFTER
» Freeform Quests: Man’s Best Friend
Location: 9.15: Rivet City An affectionate and dextrous puppy, Faction: Wastelander
(LAT 18/LONG -17) Dogmeat’s skills as a four-legged scavenger Location: 1.08: Dickerson
and ferocious fighting companion were not Tabernacle Chapel
lost on his first master, who was recently killed (LAT -19/LONG 19)
» Miscellaneous Quests: The Replicated Man by Raiders in the vicinity of the Scrapyard.
Preston, 50, is a kind old man who enjoys Dogmeat has tracked the Raiders down, loyal » Freeform Quests: High Plains Drifter
nothing more than tending to the sick and to the end. The Drifter was cast out from the Treeminders
injured. He genuinely loves helping people long ago, and forced to eke out an existence
and is well liked and respected among the citi- hunting mutated wildlife and stealing from
zens of Rivet City. On occasion, he has had to DOGMEAT’S PUPPY hapless Wastelanders. Due to the Yao Guai
work closely with Janice Kaplinski, whom he prowling the vicinity, the Drifter has wisely
Faction: Follower
considers to be his close friend. They have a decided to snipe from the safety of a high
father-daughter type of relationship. He tries to Location: 8.01: Vault 101 spire, while he dimly remembers his time with
get her to lighten up and interact with people (LAT -04/LONG -04) Harold’s friends.
more.
APPENDICES
» Main Quests: Shock Value (BS) despises; but like her, he only leaves to eat A fading beauty, Ellen is drunk too often to
Dunbar was a perennial joker, and always a couple of times a day. He sleeps with her pay any attention to what her son Butch is up
chuckled about the problems these “smooth- in their bed a few hours every night (and to. She lives with him in one of the smallest
skins” were having coping with radioactive sneaks out to sleep with Susan Lancaster on family apartments. Perhaps she never had a
dust. He found it ironic that Ghouls, who have Mondays). husband, so nobody really knows who Butch’s
MOTHERSHIP ZETA
evolved to ignore the radiation blighting the father is (it could have been anyone in the
landscape, are holed up in a building well Vault).
away from the Wasteland. Dunbar soon came EDWIN BROTCH
to realize he wanted more from life than to
sit and pine quietly for Tulip, so he joined a
Faction: Vault Dweller ELLIOTT TERCORIEN
Location: 8.01: Vault 101
group of Ghouls intent on establishing a settle- Faction: U.S. Army
ment in a new and exciting locale. Perhaps (LAT -04/LONG -04)
Location: MZ1.03
POINT LOOKOUT
too exciting—the place was infested with
Engineering Core: Stasis
Deathclaws.
» Main Quests: Future Imperfect Pod
» Miscellaneous Quests: Trouble on the Homefront
DUSTY Mister Brotch inherited the position of » Main Quests: Among the Stars (MZ), This Galaxy Ain’t
Big Enough… (MZ)
schoolteacher from his father and grandfather.
Faction: Wastelander Dr. Tercorien was in the U.S. military, serving
Since the day the Vault 101 residents entered
BROKEN STEEL
Location: 5.10: Big Town the vault, there has been a Brotch as a just prior to the war of 2077. He doesn’t
(LAT -04/LONG 03) schoolteacher. Mr. Brotch is concerned about recall the exact events that led up to his
carrying on that tradition, but with no children abduction and has no memory of the time
of his own, he is beginning to worry that he between then and now because he was kept
» Miscellaneous Quests: Big Trouble in Big Town will be the last in line. in cyrogenic stasis the entire time. Elliott is
good with technology and medicine. He’s not
THE PITT
Pappy has given Dusty the responsibility of
guarding the only entrance into Big Town—the so good with people, or bravery, or sobriety.
rope bridge at the settlement’s north end. ELDER OWYN LYONS While he’s capable of defending himself due
He isn’t very eager and usually sits dozing to military training, he goes to great lengths
Faction: Brotherhood of to avoid getting in situations where defending
on his chair, perhaps one of the reasons
OPERATION: ANCHORAGE
why the Super Mutants seem to just walk in, Steel himself might be necessary. Assuming you
take their “food,” and leave. Dusty is jittery Location: 9.11: The Citadel befriend him, he can use his medical skills to
and desperate, and lacks the know-how to (LAT 08/LONG -14) change the formula of Alien Biogel, making it
properly prepare the town’s defenses for into the much more potent Adapted Biogel. If
another attack. » Main Quests: Take It Back!, Death from Above (BS) he survives an expedition into the ship’s Cryo
Lyons, 75, was already highly decorated Lab, he can also construct Cryo Grenades
when he set out from the order’s West Coast and Mines. After quest completion, Tercorien
ECLAIR headquarters, leading a party of soldiers on a begins to stockpile weapons, giving them to
TOUR
mission to reestablish contact with the “Eastern you when you return and speak to him.
Faction: Merchant
Brotherhood.” He discovered this abandoned
Location: 4.08: Little
Lamplight (LAT -26/
Pentagon military complex. The presence of
Super Mutants sent a chill up the collective
EMALINE
MISC. QUESTS
LONG 02) spine of the Brotherhood; these weren’t the Faction: Wastelander
children of the dreaded Master, nor were they Location: Random
» Freeform Quests: Fungus Deal
the remnants of the band that fled east and
Thirteen-year-old Eclair used to occasionally
were ultimately destroyed (or assimilated into
scavenge outside, but after getting shot in the
the Brotherhood of Steel) in the Chicago area.
MAIN QUEST
foot, he was out of commission for a couple
No, this was a new breed of Super Mutant, » Miscellaneous Quests: Stealing Independence
months. During that time, he managed the
one with a local origin. But where did they A very close friend of Sydney’s, Emaline
food, using the scraps of cookbooks he found
come from? What did they want? How were is adept at heavy weapon combat, and
while scavenging with passable results. He
they reproducing? Elder Lyons was ordered to extremely faithful to her girlfriend. If anyone
does an excellent job with the cave fungus
discover the source of this new Super Mutant (especially men) cross Sydney in any way, she
that makes up most of their food. He occasion-
GEAR
infestation and wipe it from the face of the tracks them down and evens the score.
ally tries to create more elaborate food from
earth. Recent weeks have seen him galvanize
his cookbook scraps, often with disastrous
his “Pride” to thwart the remnants of the
results (hence his nickname).
Enclave forces, and to provide drinking water ERNEST “UNCLE” ROE
CENSUS
to all.
Faction: Wastelander
EDGAR WELLINGTON II
Faction: Wastelander ELLEN DELORIA Location: 6.02: Canterbury
FACTIONS & BESTIARY
in his suite with his wife, Millicent, who he When he was 20, he set out to make his
mark, using his sizable investments to found » Miscellaneous Quest: Blood Ties
the trading post of Canterbury Commons with » Freeform Quest: A Little Help from Arefu FAWKES
his sister Daisy. Nowadays, the Commons Evan has lived on this island all of his 55 Faction: Follower
have become a regular stop for caravans in years. He’s watched the settlement shrink
the Capital Wasteland. “Uncle Roe” makes from 30 people down to its current popula- Location: 4.06: Vault 87
sure that everyone gets enough from the tion of merely 5. He is still responsible for the (LAT -28/LONG 06)
caravans to eat a good meal every night. small settlement and is very careful whenever
He’s lost his sister, but he cares for his nephew a stranger enters his domain. He is quite expe-
rienced in combat, having repelled attacks » Main Quests: Finding the Garden of Eden, The American
as well as he can. With a bit of luck and a
Dream
whole lot of Caps, he hopes to eventually turn by Raiders, Slavers, and various creatures. To
maintain Arefu’s security, he had the northern Residing as a prisoner in Vault 87, Fawkes
Canterbury Commons into a settlement to rival
bridge span destroyed and feels safer having is one of two “humanized” Super Mutants.
Rivet City.
to monitor only the southern approach. When F.E.V. mutated him, a little more of his
human side remained. His demeanor and
ETHYL EVERETT
attitude differ greatly from his fellow Super
Mutants. His lack of bloodlust and nonaddled
Faction: Ghoul mind sets him apart from his brethren.
Faction: Pitt Raider
Location: 17.07B: Museum Unfortunately for Fawkes, this has made
Location: TP.B: The Mill him hated by the other Super Mutants. Not
of History: Underworld
(LAT 11/LONG 06) knowing what exactly to do with this “half
breed,” the others have relegated him to a
When he’s not operating on Ghouls with a tiny observation cell in the Vault 87 lab area.
variety of odd ailments, Doctor Barrows is » Main Quest: Unsafe Working Conditions There he sits and ponders his fate, waiting for
closely studying a small collection of patients » Freeform Quest: Mill Worker
someone to come along and free him.
who have succumbed to massive amount Sleazy and prone to bouts of psychotic behav-
of radiation, turned feral, and become ior, Everett enjoys leading Pitt Slaves to their
Glowing One subjects, such as Ethyl (whose doom, running the Ingot-collection offices near FAYDRA
picture was taken before she “turned”). Ethyl the abandoned area between the Mill and the
Faction: Pitt Raider
is housed in an inaccessible containment Steelyard. He’s an equipment hoarder and
collector, and he barters for any found Ingots. Location: TP.D: The Arena
chamber adjacent to his Chop Shop surgery.
(LAT 11/LONG 05)
APPENDICES
» Miscellaneous Quest: Big Trouble in Big Town Four Score is Hannibal’s faithful dog compan- and the only living entities the old Ghoul
An individual professing to have the abilities ion. The literal meaning is “80,” but it is also cares enough about. They’ve been with him
and the derring-do to handle any situation but found in the first line of Lincoln’s Gettysburg for years and have battled with loyalty and
with only limited hands-on knowledge and Address. obedience, traits Desmond demands.
skills to back this up, Flash is nevertheless a
MOTHERSHIP ZETA
likeable guy. He is overconfident, prone to
acts of thoughtless bravado, and enthusiastic FRANK FRIDAY
about any forthcoming fracases. Faction: Slave Faction: Merchant
Location: 2.08: Paradise Location: TP.3: Pitt Down-
FLOWER, DAUGHTER Falls (LAT -09/LONG 16) town (LAT 12/LONG 08)
OF DAVE
POINT LOOKOUT
» Freeform Quest: Freedom! A mild-mannered but ruthless businesswoman,
Faction: Wastelander
Captured a few months back during a raid she and TroubleMan handle a small repair
Location: 3.03: The shop in the Downtown area of The Pitt, selling
just north of Megaton, Frank has yet to adjust
Republic of Dave to life as a servant and acts up constantly. a variety of equipment and mending broken
(LAT 19/LONG 27) He’s been placed in charge of drinks at the weaponry. Business is slow, as Pitt Slaves
bar, as bar patron Ymir doesn’t take kindly to are usually beaten rather than given Caps to
BROKEN STEEL
Flower is the youngest child in the Republic. spend.
his drinks being spilled.
Because of that, the other kids usually stick her
with the worst chores, which she cheerfully
carries out. FRED WILKS GALLO
(DECEASED) Faction: Ghoul
FLOYD LEWIS
THE PITT
Faction: Wastelander Location: U.13: County
(DECEASED) Location: 9.09: Grayditch
Sewer Mainline
OPERATION: ANCHORAGE
Location: 8.01: Vault 101 Recently celebrating his birthday, Gallo
(LAT -04/LONG -04) invited his two favorite Gnomes, dressed them
» Miscellaneous Quest: Those! in party hats, and carved up a variety of Feral
Father to Bryan Wilks of Grayditch, he sadly Ghoul cutlets for the occasion. A mixture of
» Main Quest: Escape! perished at the hands of the Fire Ants that solitude, escaping sewer gas, and Ghoul
invaded his home. He was a provider and a lifespan has made Gallo quite, quite mad.
Floyd Lewis was a first-rate engineer, but a
protector for his family, and instilled a strong
third-rate marksman. Sporting his trademark
sense of purpose in his son.
Reading Glasses and special Jumpsuit, he was
always kind to you when you were growing up. GARY (CLONE)
TOUR
But he never saw those Radroaches coming.
FREDDIE GOMEZ Faction: Vault Dweller
MISC. QUESTS
(LAT 18/LONG 06)
Location: 8.01: Vault 101
Faction: Slaver (LAT -04/LONG -04)
Location: 2.08: Paradise Part of a grand cloning experiment that led
Falls (LAT -09/LONG 16) to a horrific end for the instigators, 54 clones
» Main Quest: Future Imperfect
of “Gary” were created, but each began to
MAIN QUEST
» Miscellaneous Quest: Trouble on the Homefront
exhibit psychotic tendencies to the scientists
» Main Quest: Rescue from Paradise Freddy is an aspiring Tunnel Snake, and his who created them. Eventually they rebelled
Eulogy’s second in command earned his associations with Butch and the Tunnel Snakes and took over the Vault completely, and have
nickname from the fact that, throughout his have caused his grades to drop and send evolved a complex and subtle series of ways to
life, he’s killed 40 men. When you first meet Pepper into fits of worry. In truth, Freddie say “Gary” to convey their emotions. They are
isn’t a bad kid; he just enjoys the approval
GEAR
this 55-year-old nasty piece of work, he warns deranged and attack anyone that isn’t Gary.
you not to do anything stupid; he doesn’t want he gets from Butch and the others when he
to have to change his name...again (however, misbehaves. And, of course, there really
culling slaves is something Forty considers aren’t many other people to hang out with in GARY 23
CENSUS
the Vault.
“sport” and doesn’t count toward his total).
Forty is loud, dirty, and vile.
(DECEASED)
FREKI Faction: Vault Dweller
FACTIONS & BESTIARY
Freki (and Geri) are faithful companions, a daring raid by Defender Morrill. He was
APPENDICES
» Freeform Quest: Hired Help
GODFREY Greta and Carol have been together for a GRUDD BEAR
long time. In fact, it was Greta who convinced Faction: Wildmen
Faction: Robot
Carol to open Carol’s Place. Carol takes care
Location: 7.14: Tenpenny of the desk while Greta cooks and serves Location: TP.D: The Arena
(LAT 11/LONG 05)
MOTHERSHIP ZETA
Tower (LAT -16/LONG -17) the food. Well, most humans wouldn’t call it
food, but Ghouls have superhuman intestinal
fortitude.
» Freeform Quest: House Decoration in My Tenpenny » Main Quest: Unsafe Working Conditions (TP)
Suite Masters of “claw and paw” combat, John and
For those discerning types, choosing the right GRIFFON Grudd Bear are man-mountains with a vicious
robotic butler is simply a matter of class. Enter winning streak in the Arena. Thanks to an
Faction: Ghoul
POINT LOOKOUT
Godfrey, the perfect mechanized butler, with addition to RadAway, they are almost impervi-
many exciting features, such as water purifica- Location: 17.07: Museum ous to the Arena’s traps, and the siblings have
tion, follicle-shortening, and just the right type of History developed an impressive plan of attack: one
of mirth programming. To wit: “I was going to brother holds back, scorching the escaping
the clairvoyance meeting, but it was canceled foe with Flamer fire while the other rips the
» Miscellaneous Quest: The Amazing Aqua Cura! (BS) victim apart with a Deathclaw Gauntlet.
due to unforeseen events.” Your perfect plastic
pal is fun to be with. Griffon is a huckster, a con-man, a snake oil
BROKEN STEEL
salesmen. His current scheme is purchasing
Aqua Pura, and stashing the water to sell GUNNERY SERGEANT
GRANDMA AGNES to humans the Brotherhood isn’t giving it to BENJAMIN
(Raiders, Slavers, Outcasts, etc.). He then puts
TAYLOR (DECEASED) regular irradiated water in the Aqua Pura MONTGOMERY
Faction: Vault Dweller bottles, and sells it to Ghouls in Underworld
THE PITT
Faction: U.S. Army
as “Aqua Cura,” claiming it reverses the
Location: 8.01: Vault 101
Ghoul condition. He wears a wig he found Location: OA.1: Anchorage
(LAT -04/LONG -04)
in the Museum Authority stock room, and for Cliffs (LAT 17/LONG 14)
a Ghoul, looks pretty healthy (just a coinci-
OPERATION: ANCHORAGE
» Main Quest: Escape! dence, but helps make it seem like he’s selling
the real deal). » Main Quests: The Guns of Anchorage (OA), Paving the
Agnes was once quite the explorer, working Way (OA), Operation: Anchorage! (OA)
on clandestine infiltrations of nearby surface Sergeant Benjamin Montgomery has been a
settlements at the behest of the Overseer. GROUSE field soldier fighting on the Anchorage front
Recently though, she’s been having trouble line for several tours, and he is part of the
with her heart, a fact that worries her husband Faction: Slaver
backbone of General Chase’s army. He is
(Officer Taylor) greatly. Location: 2.08: Paradise assigned as your active party member and
Falls (LAT -09/LONG 16) soon becomes a confidante, fighting along-
TOUR
GRANDMA SPARKLES side you during many crucial stages in the
liberation of Anchorage. Montgomery is an
Faction: Merchant » Main Quest: Rescue from Paradise exceptionally adept soldier and is loyal and
MISC. QUESTS
» Miscellaneous Quests: The Replicated Man, Strictly dexterous. He uses more informal nicknames
Location: 9.04: Wilhelm’s Business
Wharf (LAT 07/LONG -07) only after becoming friendly.
» Freeform Quest: Strictly Profitable
He has been with the Slavers since he was
MAIN QUEST
Sprightly for a 72-year-old, Grandma Sparkles and rose to power, and Grouse has a legacy
refuses to leave the Wharf, despite the recent to live up to. He isn’t fond of Eulogy, but he Location: PL 2.11:
Super Mutant and Raider incursions. She’s knows that if he moves against him, most of Haley’s Hardware
protected by her deft Hunting Rifle skill and the Slavers would turn on him. He sits at the (LAT 09/LONG 07)
her family, who are out searching for Mirelurk checkpoint entrance wearing a permanent
Meat. She’s tasted all kinds of critters and
GEAR
Grandma Sparkle’s fridge, which contains a Faction: Wildmen ware store with a terrible headache.
much larger selection of goods, including a
load of Caps. Inside the shack, steal weapons Location: TP.D: The Arena
from a gun cabinet, as well as outfits. There is (LAT 11/LONG 05) HAMMER
FACTIONS & BESTIARY
a mattress here.
Faction: Pitt Raider
» Main Quest: Unsafe Working Conditions (TP)
GRETA A mysterious man in a motorcycle helmet,
Location: TP.B: The Mill
(LAT 11/LONG 06)
Faction: Ghoul Gruber is consistently ranked as the number-
one Arena fighter in the whole of The Pitt.
Location: 17.07B: Museum
A veteran of one-on-one combat, Gruber This Pitt Raider’s nickname stems from his
of History: Underworld
concentrates solely on furthering his career impressive skill in the Arena with a blunt instru-
TRAINING
and meticulously cleaning his Infiltrator rifle. ment. They still haven’t managed to scrape the
bloodstains off the wall after that particularly » Miscellaneous Quest: Oasis Dashwood is also a great resource; because
gruesome display of close-quarter bludgeoning. » Freeform Quest: Excommunication he’s traveled everywhere, he possesses a
It won Hammer his freedom, and he guards the Harold is a spectacular mutation—he is a wealth of information about the Capital
gate to Uptown. gnarled face growing in the Oasis Grove— Wasteland. If asked, he’ll gladly talk about
and goes by many names: The Lord; Him; the things he’s done, places he’s been, and
The One Who Grows, Gives, and Guides; creatures he’s encountered. He occasionally
HANNIBAL HAMLIN and The Talking Tree. In addition, Harold has sneaks into the rooms of other people as a
Faction: Slave his own name for the growth that has been way of keeping himself amused and keeping
expanding out of him for years: Herbert. In his adventuring skills honed in case he ever
Location: 3.10: Temple of
turn, Herbert is also known by another name: needs to come out of retirement. His exploits
the Union (LAT 13/LONG 15) are often played on Galaxy News Radio. “The
Bob. Harold was once human and thinks he
was exposed to F.E.V. during an exploration Adventures of Herbert ‘Daring’ Dashwood and
of a military base called Mariposa. his Ghoul Manservant Argyle” is a favorite
» Miscellaneous Quest: Head of State
program across the Capital Wasteland.
» Freeform Quest: Lincoln’s Profit Margins
Hamlin is a fanatical Abolitionist, stemming HARRIS
from his 23 years as a slave before he fled
Faction: Pitt Raider
HOLLY
his captors. He has spent the last 6 of his
37 years doing everything in his power to Location: TP.3: Pitt Down- Faction: The Family
help escaped slaves and fight the scourge of town (LAT 12/LONG 08) Location: 5.05: Meresti
slavery. Three years ago, he found Lincoln’s Trainyard (LAT -01/
head and established the community of LONG 07)
Temple of the Union. Each day, Hamlin Proprietor of the Vertigo Bar and Grill, Harris
delivers antislavery speeches to the people of makes a healthy living bartering with the » Miscellaneous Quest: Blood Ties
Temple of the Union. variety of lowlifes inhabiting The Pitt and At 26, Holly is the oldest female member
selling them Beer, more Beer, and sometimes of the group and was the first to join Vance
HARDEN SIMMS Jet when he can get his hands on some. He’s
thinking of investing in more secure railings
when he decided to exile himself to Meresti.
Over the years, she has grown fond of Vance,
Faction: Wastelander for his business. and they have enjoyed a healthy relationship.
Location: 8.03: Megaton She is often found following Vance around
(LAT -01/LONG -06) HENRY YOUNG wherever he goes, and they share the same
bed. Since she is a veteran member of the
Faction: Wastelander Family, the rest of them accept her relationship
» Miscellaneous Quest: The Power of the Atom with Vance and don’t feel she is trying to get
Location: 9.15: Rivet City
Harden is Lucas Simms’s 10-year-old son. His anything out of him or use him to get what
(LAT 18/LONG -17)
father has instructed him not to talk to strangers she wants. She is strong-willed and intelligent,
in Megaton, and he reluctantly obeys. He goes having been tutored by Vance over the years.
to sleep early and rises early, which gives him Married to Christie the cleaner, Henry’s job is
enough time to meet up with Maggie and play. a general handyman on Rivet City, and with
such a vast vessel, he rarely has time to see
HORACE PINKERTON
his daughter C.J. He’s also prone to moaning Faction: Wastelander
HARKNESS about the lack of people in his line of work, Location: 9.15: Rivet City
Faction: Wastelander and is secretly fuming at how few residents (LAT 18/LONG -17)
seem to pull their weight.
Location: 9.15: Rivet City
(LAT 18/LONG -17)
HERBERT “DARING” » Miscellaneous Quests: The Wasteland Survival Guide,
The Replicated Man
» Miscellaneous Quest: The Replicated Man DASHWOOD Pinkerton, 60, is a crotchety old man who
helped turn Rivet City from an old aircraft
Rivet City’s hard-nosed security chief, 35-year- Faction: Wastelander
carrier into a livable community. He’s grown
old Harkness is a good guy and a good Location: 7.14: Tenpenny tired of people and spends the remainder of
friend, despite his demeanor. What he doesn’t Tower (LAT -16/ LONG -17) his days isolated in his Broken Bow workshop,
know is that he isn’t even human; he’s a sen-
which also serves as his quarters. Most of the
tient humanoid robot who escaped from his
residents would be surprised to find he is still
creators and had his mind wiped. Harkness is » Miscellaneous Quests: The Replicated Man, Tenpenny on the ship, let alone living there. Belle Bonny
extremely fair-minded. He treats Hangar Deck Tower knows he lives here. Doctor Li and Seagrave
citizens with the same regard as Upper Deck » Freeform Quest: A Manhandled Manservant Holmes remember him from the early days but
citizens. As a result, he is very well liked by Herbert Dashwood (70) spent his younger assume he left Rivet City decades ago.
the Hangar Deck residents. days as a traveler and adventurer, and
amassed a big enough fortune to buy his
HAROLD way into Tenpenny Tower for a comfortable HOOVER
retirement. But while he equals the other resi-
dents of Tenpenny Tower in wealth, Herbert Faction: Enclave
Faction: Treeminder
Dashwood is friendly, down-to-earth, and Location: BS15.02.3
Location: 2.01: Oasis
possesses a self-ingratiating sense of humor. Adams Air Force Base
(LAT -03/LONG 28)
In other words, he’s a normal guy—not a
stuck-up pseudo-aristocrat like everyone else.
APPENDICES
» Main Quest: Who Dares Wins (BS)
A Personal Automated Lackey to an engineer INITIATE REDDIN JACKSON [POINT
named Stiggs, Hoover has been known to Faction: Brotherhood of LOOKOUT]
shut down on occasion, but Stiggs has known Steel
Hoover since he purchased him from a Faction: Tribal
MOTHERSHIP ZETA
Location: 10.01: Tenley-
wandering trader named Tinker Joe. Location: PL 3.13: The Ark
town/Friendship Station
& Dove Cathedral (LAT 12/
(Chevy Chase North)
LONG 03)
IAN WEST » Main Quest: Following in His Footsteps
Initiate Reddin is an overly curious and excit- » Main Quest: Hearing Voices (PL)
Faction: The Family
able recruit on his first combat assignment. Jackson wasn’t born with “the look.” While
Location: 5.05: Meresti Vargas does what he can to restrain him a young man, however, he discovered a
POINT LOOKOUT
Trainyard (LAT -01/ and teach him the ways of the Brotherhood. strange device in the wreckage of a ship.
LONG 07) Reddin was added to Sarah’s unit against While examining it, he inadvertently activated
his advice (and probably hers), but although a long-dormant power source connected
» Miscellaneous Quest: Blood Ties Vargas may act angry and annoyed at to a holographic head. Jackson, deeply
» Freeform Quest: Special Delivery Reddin, it is entirely because he is trying to superstitious, interpreted this event as the
After the Family came to Arefu and his parents keep him alive. manifestation of a powerful spirit. Jackson
BROKEN STEEL
were killed, 15-year-old Ian was taken in would return here with increasing frequency to
by their leader, Vance, who feels a sort of
kinship with him. When he was younger, IRVING CHENG “commune” with the spirit. This disembodied
head, in reality, is a sentient person. During
his sister, Lucy, was always there to talk Jackson’s séance encounters, he would be
Faction: Wastelander
about his feelings, but when Lucy took off for given instructions.
Megaton, Ian was left alone in Arefu as the Location: 7.14: Tenpenny
Thanks to the efforts of followers who
THE PITT
only kid, sending him into a downward spiral Tower (LAT -16/LONG -17)
slowly began appearing in Jackson’s pres-
of depression. Vance took Ian back to the
ence, along with the piecemeal guidance he
Family’s home, and Ian now ponders what his
» Miscellaneous Quest: Tenpenny Tower passes along from his “visions” of the brain,
life has become and what he is to do next.
the tribe has set up a surprisingly effective
OPERATION: ANCHORAGE
A rich old man with a secret identity, he
believes he is the direct descendant of hydroponics system to grow large quantities
INITIATE JENNINGS Chairman Cheng, leader of the Peoples of Punga fruit. This harvest, thanks to Tobar’s
Republic of China before the bombs dropped. service as a trader, draws a steady trickle of
Faction: Brotherhood of fresh blood into the area, thanks in large part
He insists on calling himself and everyone else
Steel to the addictive properties of the plant. These
“comrade.” He is embarrassed by his real
Location: 10.01: Tenley- first name, Irving, because it doesn’t reflect his entrepreneurs and addicts often wind up
town/Friendship Station imagined heritage. inducted as new tribe members.
(Chevy Chase North)
TOUR
» Main Quest: Following in His Footsteps
JACK SMITH JACOB HUMBOLDT
Unfortunately, Paladin Vargas, whose job is to
train initiates and steer them away from heavy Faction: Wastelander
Faction: Wastelander
MISC. QUESTS
fighting, has failed in this responsibility. His Location: PL 3.17: Coastal
Location: 8.07: Andale
oversight has recently resulted in an attack Grotto (LAT 16/LONG 03)
(LAT -05/LONG -17)
on a ground of Brotherhood of Steel Initiates.
Initiate Jennings bore the full brunt of a Super
Mutant attack, and recently succumbed to the » Miscellaneous Quest: Plik’s Safari (PL)
» Freeform Quests: One Big Happy Family, Our Little
wounds. Secret Fascinated by the ancient history of the
MAIN QUEST
House-proud and vehemently opposed to United States, Jacob is a keen collector of
INITIATE PEK outside influences, the Smiths are a strange Confederate memorabilia, and is currently
testing out his recent historically inaccurate
but reasonably friendly bunch. Jack seems to
Faction: Brotherhood of be Andale’s patriarch, and he knows the best shotgun before he goes Ghoul hunting in the
Steel little town in America is here, where Linda swamps.
GEAR
victims to go on Steel Ingot scavenging missions. high price, his father traveled to the Capital
APPENDICES
Wholesome, good-humored, and kind, Jonas Son of Jack and Linda Smith, he seems to get
JOE PORTER has been your father’s assistant for as long as along well with his young neighbor, Jenny
you can remember, and you get on famously. Wilson.
Faction: Wastelander
Location: 6.02: Canterbury
JOSEPH JUSTIN
MOTHERSHIP ZETA
Commons (LAT 18/LONG 11)
Faction: Wastelander Faction: The Family
» Miscellaneous Quest: The Superhuman Gambit Location: 4.08: Little Lamp- Location: 5.05: Meresti
light (LAT -26/LONG 02) Trainyard (LAT -01/
“Porter Joe” (the name he prefers to go by) is
28 and was a loader-for-hire at a caravan. LONG 07)
However, when he first arrived at Canterbury
POINT LOOKOUT
» Main Quest: Picking Up the Trail » Miscellaneous Quest: Blood Ties
Commons, the idea of having a permanent
» Freeform Quest: Lamplight’s History Justin is 20 and has been with the Family
base of operations and a steady community
At 15, Joseph is the oldest resident of Little since he was 14. He is a great admirer of
was very appealing to him. He settled down
Lamplight. Perhaps as a result of his age (or Vance, who saved him from an Enclave patrol
here with his dog, Ol’ Mule, about six years
the fact that he’ll have to leave soon), he of the Wasteland. Justin is a firm believer
ago and has been working as an unloader, a
has taken it upon himself to hold classes to in the vampire stories that Vance tells and
basic cook, and a basic repairman since then.
educate other Lamplighters, covering whatever
BROKEN STEEL
Since the death of his dog, he’s been minding preaches them to his fellow Family members.
he feels they need to know (or whatever He is eager, headstrong, and very friendly to
the town diner, the center of chatter in this
they show interest in). When not occupied those he doesn’t perceive as a threat. Justin
settlement.
teaching, he spends his time working on his feels a close affinity with Ian West, who was
computer or reading old textbooks that were recently brought into the Family. The affinity
JOHN long ago scavenged from Vault 87. almost borders on love, and he is often found
THE PITT
sitting and speaking to the disillusioned Ian.
Faction: Wastelander
Location: Random JOTUN
Faction: Slaver KAI
OPERATION: ANCHORAGE
Location: 2.08: Paradise Faction: Pitt Slave
» Mini-Encounter 0.20: More Than Just Scrap Falls (LAT -09/LONG 16)
Location: TP.3: Pitt Down-
John was always an intelligent sort, although town (LAT 12/LONG 08)
he never brought enough equipment with him
Ymir and his son Jotun are Paradise Falls’s pair
to survive out in the Wasteland. Moira Brown
of knuckleheads. Jotun has difficulty forming
told him as much. He was recently mauled Slightly depressed (obviously she hasn’t taken
basic sentences, while his father is a jovial
to death by Vicious Dogs. A quick search of to heart Midea’s philosophy books, partly
madman, armed with a horrific-looking Super
his body reveals a note about treasure buried due to her illiteracy), Kai doles out the Slop, a
Sledge, like his son’s. Ymir isn’t fond of Frank
TOUR
somewhere near the Scrapyard. collection of partially digested and extremely
the bartender and makes this abundantly
disgusting meats and vittles from her table in
clear by bludgeoning Frank to death. He loves
the Market Square.
JOHN BEAR drinking, fighting, and drinking some more,
MISC. QUESTS
rounding a day off with a spot of fighting.
Faction: Wildmen
KAREN SCHENZY
Location: TP.D: The Arena
(LAT 11/LONG 05) JUNDERS PLUNKETT Faction: Wastelander
Faction: Raider Location: 5.07: Arefu
MAIN QUEST
(LAT -11/LONG 06)
» Miscellaneous Quest: Unsafe Working Conditions (TP) Location: 16.03 Arlington
Masters of “claw and paw” combat, John and House
Grudd Bear are man-mountains with a vicious » Miscellaneous Quest: Blood Ties
winning streak in the Arena. Thanks to an » Freeform Quest: A Little Help from Arefu
Ever since those Regulators have been
addition to RadAway, they are almost impervi- Karen is 23 and quite extroverted, but she is
GEAR
foe with Flamer fire while the other rips the with Evan King. She likes to wander around
spends his time drinking wine, and polishing
victim apart with a Deathclaw Gauntlet. outside her house, even at night, and does
his spiked dusters.
it almost defiantly to tick off the mayor. She
doesn’t believe that living in constant fear is
JONAS PALMER JUNIOR SMITH
FACTIONS & BESTIARY
» Main Quests: Growing Up Fast, Escape! » Freeform Quests: Our Little Secret, One Big Happy Family
TRAINING
APPENDICES
Dillon is one of three Brotherhood Knights everyone in town, including his own brother
charged with defending the G.N.R. Radio LAG-BOLT and sister.
Station interior. All Knights are employed
Faction: Raider
in the service of Elder Lyons, who resides in
the Citadel. Although they’re haughty, they’ll Location: BS14.08: La LEROY WALKER
MOTHERSHIP ZETA
help you out of a fix and they hate the Super Maison Beauregard Lobby Faction: Slaver
Mutants as much as you do. Location: 17.01: Lincoln
» Freeform Quest: The Sorrowful Suitor Memorial Maintenance
KNIGHT FINLEY Driven crazy by a lost love (although it could Room (Lincoln Memorial)
be the water impurities), Lag-Bolt is a part-time
Faction: Brotherhood of » Miscellaneous Quest: Head of State
swindler and full-time thief. There’s no reason-
Steel » Freeform Quest: Lincoln’s Profit Margins
POINT LOOKOUT
ing with this madman.
Location: 10.03: Galaxy Leroy is a strident believer that “might makes
News Radio right.” Weaklings deserve what they get in
LAZLO RADFORD life and should serve at the whim of the more
» Main Quests: Following in His Footsteps, Galaxy News powerful. He is a rarity among Slavers. He’s
Faction: Wastelander not in it for the money; he genuinely believes
Radio
Finley is one of three Brotherhood Knights Location: Random that this is the natural law of the universe.
BROKEN STEEL
charged with defending the G.N.R. Radio Leroy is the Slaver in charge of handling
Station interior. All Knights are employed runaways. Currently there is no bigger issue
in the service of Elder Lyons, who resides in for him than the Temple of the Union. In his
the Citadel. Although they’re haughty, they’ll » Mini-Encounter 0.15: Rifle Man eyes, if they succeed in making the Lincoln
help you out of a fix and they hate the Super A friend of Sam Warrick’s, Lazlo is roaming Memorial into a shrine for Abolitionists and
THE PITT
Mutants as much as you do. the Wasteland in search of more copies of his runaway slaves, Paradise Falls and the
favorite comic, Grognak the Barbarian. He’s Slavers will be severely hurt.
recently stolen a Railway Rifle and is having
KNIGHT SERGEANT immense fun disconnecting Ghoul heads from
LIBERTY PRIME
WILKS their spines. He’s a madman, who fights first,
OPERATION: ANCHORAGE
fights again, and then thinks for a bit afterward. Faction: Brotherhood of
Faction: Brotherhood of
Steel
Steel
Location: 10.03: Galaxy LEAF MOTHER LAUREL Location: 9.11: The Citadel
(LAT 08/LONG -14)
News Radio
Faction: Treeminder
» Main Quests: The American Dream, Take It Back!, Death
» Main Quests: Following in His Footsteps, Galaxy News Location: 2.01: Oasis
from Above (BS)
Radio (LAT -03/LONG 28) » Freeform Quest: Getting Ready for Prime Time (BS)
TOUR
Wilks is one of three Brotherhood Knights Liberty Prime is a formidable but currently
charged with defending the G.N.R. Radio offline combat robot that is being tinkered
Station interior. All Knights are employed » Miscellaneous Quest: Oasis
with in the laboratory. Its original intent was
in the service of Elder Lyons, who resides in » Freeform Quest: Excommunication
MISC. QUESTS
to liberate Anchorage, Alaska, from the Red
the Citadel. Although they’re haughty, they’ll The wife of Tree Father Birch and fellow
Chinese back in 2072. A mixture of patriotic
help you out of a fix and they hate the Super leader of the people of Oasis, Leaf Mother
propaganda messages and incredible fire-
Mutants as much as you do. Laurel spends much of her day wandering
power ensured victory! But can the robot be
around Oasis, tending the plants and flowers,
fixed in time to help the Brotherhood?
and speaking with the people of the village
KRENSHAW
MAIN QUEST
with her daughter Sapling Yew usually at
Faction: Pitt Raider her side or playing nearby. She believes it is LIEUTENANT
her responsibility to tend to the spiritual and
Location: P.5: Pitt Uptown mental well-being of her fellow villagers. THOMAS MORGAN
(LAT 13/LONG 04)
Faction: U.S. Army
GEAR
too many of the worker population. He also » Freeform Quest: Leo’s Drug Habit the command tent of U.S. Field Headquarters
maintains the floodlight generators in Uptown; Leo, 25, is the more outspoken of the two on the outskirts of the main battlefield. He is
plunging this area into darkness would spell Stahl brothers. He’s the “people person” of the witty, sometimes needling, but always profes-
doom, as the Trogs would overrun Haven. restaurant and loves to talk to the customers. sional, and he assists you with knowledge
He spent some time on the caravan lines in his on current objectives and obstacles you may
teens and has traveled to a few places around encounter. Offering hints at the best types of
the Wasteland. It was during this time that he weaponry and Strike Teams to pick for particu-
picked up his addiction to Jet, although he lar missions, Morgan is a valuable asset and
TRAINING
He grew up in Megaton and understands is far from home, she misses her folks and
LINDA SMITH better than anyone what it takes to survive and her younger brother, Ian West. She frequently
thrive in the Wasteland. Big and imposing yet communicates with them via letters she sends
Faction: Wastelander
warm and friendly, Lucas won his position by there, but as of late, they haven’t replied, and
Location: 8.07: Andale a unanimous vote of the people of Megaton she fears that either they are in trouble, or the
(LAT -05/LONG -17) (most of whom genuinely love the guy). He letters simply aren’t getting through.
serves as mayor, sheriff, judge, and just about
any other position that’s needed. It’s also no
» Freeform Quests: One Big Happy Family, Our Little secret around Megaton that Lucas Simms is ful- LUG-NUT
Secret filling some weird childhood cowboy fantasy. Faction: Raider
House-proud and vehemently opposed to He named his son Harden after the Old West
outside influences, the Smiths are a strange Location: U16.A: Marigold
outlaw John Wesley Harden. Simms is also a
but reasonably friendly bunch. Jack seems to member of a secret society known only as “the Station
be Andale’s patriarch, and he knows the best Regulators.”
little town in America is here, where Linda
bakes a delicious meat pie! » Freeform Quest: Grady’s Package
LUCIA “LUCY” Still recovering from a recent tussle with
Ronald Laren, Lug-Nut is troubled by bouts of
LITTLEHORN Faction: Wastelander depression and mania. This might be due to
SECRETARY Location: 4.08: Little Lamp-
light (LAT -26/LONG 02)
his Chem habit. He’s recently had two pairs
of Nightwear made by a seamstress to rival
Faction: Littlehorn and Lady Frumperton, sending one to his brother
Associates Lag-Bolt. He’s hidden one pair of Nightwear
Location: 6.03: Scrapyard » Miscellaneous Quest: The Replicated Man in the old caretaker’s locker; Grady won’t be
(LAT 05/LONG 09) » Freeform Quest: Fungus Deal needing it any more.
Lucy was born in Little Lamplight 11 years ago
» Freeform Quest: Getting an Earful and grew up learning practical medicine from
Furiously typing and thankful to have gainful Red, who she considered an older sister. By LULU
employment with Littlehorn and Associates, the time she was 7, she was the preeminent
Faction: Pitt Raider
the four secretaries spend their time creating medical authority in Lamplight, and her medical
and filing records of all associates’ activities treatment saved Mayor MacCready’s life when Location: P.5: Pitt Uptown
across the East Coast. As life is cheap, hard he was injured in a cave-in. Since then, she’s (LAT 13/LONG 04)
work is expected, not rewarded. cared a little more about him than the others,
and she thinks of Lamplight as “their family.”
Since MacCready took control, she’s been his There are various categories of “insane,”
LONE WANDERER constant companion, occasionally tempering his and Lulu’s mechanism has definitely gone,
instincts with a measure of caution. but she’s still functional with a rifle and loyal
Faction: n/a to the Pitt Raider cause. Excitable, she treats
Location: n/a you as a pet, even giving you food if you play
LUCKY HARITH along with her addled mind.
Faction: Merchant
» All Quests Location: 0.00: The Capital LYDIA MONTENEGRO
Born to mother (Catherine) and father (James) Wasteland Faction: Merchant
inside the Jefferson Memorial, and moved
Location: 7.14: Tenpenny
to Vault 101 shortly afterward with the help
of acting nurse Madison Li, this mysterious » Freeform Quest: Merchant Empire Tower (LAT -16/ LONG -17)
roamer has been spotted at numerous loca- Boisterous and friendly, Harith has a toy
tions throughout the Capital Wasteland, and collection that consists of a wide assortment of
» Miscellaneous Quest: Tenpenny Tower
as far away as Point Lookout. Great tales of weapons. Despite the destructive potential of
» Freeform Quests: Finders Keepers, House Decoration in
the Wanderer’s combat prowess, interest- his gear, he sees his sales as a way to ensure
My Tenpenny Suite
ing methods of problem-solving, and great peace in the world by making sure everyone
Lydia runs the Boutique le Chic, which serves
cunning in the purchase of strategy guides to is equally armed.
as the general store. Talk to her, and you’d
help navigate this great wilderness have been
think she’s running a high-end shop and not
whispered both far and wide. The Wanderer’s
exploits can be heard by tuning in to Galaxy LUCY WEST peddling salvage to Wasteland dwellers,
such is the elitist illusion she lives under. Lydia
News Radio. Faction: Wastelander spends her days in the shop, then relaxes at
Location: 8.03: Megaton the Federalist Lounge with her friend Michael
LUCAS SIMMS (LAT -01/LONG -06) Hawthorne.
Faction: Regulator
Location: 8.03: Megaton » Miscellaneous Quest: Blood Ties
M.A.R.GO.T.
(LAT -01/LONG -06) » Freeform Quest: Special Delivery Faction: Robot
Lucy, 25, struck out on her own and headed Location: BS U15.02.1:
for the “big city,” leaving the small settlement Presidential Sub Level
» Miscellaneous Quest: The Power of the Atom of Arefu and finding her way to Megaton,
where she currently resides. Even though Lucy
APPENDICES
» Main Quest: Who Dares Wins (BS) supplies to live out their retirement in Megaton.
An automated defense system is headed MADAME Manya’s sweet exterior doesn’t reveal
by a Pre-VAX technology computer system that she’s witnessed every misery that the
Faction: Raider
named M.A.R.Go.T. (Metro Authority Rapid Wasteland has to offer. She is extremely wise
Location: 7.04: Evergreen and knowledgeable—two traits that allow her
Governmental Transit System). She controls
MOTHERSHIP ZETA
Mills (LAT -18/LONG -07) to continue to thrive and live in Megaton.
the trains, robots, and other maintenance
personnel.
Madame runs the brothel inside the Evergreen MARCELLA
MABEL HENDERSON Mills Bazaar, offering her girls’ services in
exchange for Caps or Chems. She doesn’t
Faction: Wastelander
Faction: Vault Dweller need ammunition because her friend Smiling Location: PL 4.19: Disaster
POINT LOOKOUT
Location: 7.03: Vault 112 Jack provides offensive help if a customer gets Relief Outpost (LAT 03/
(LAT -22/LONG -08) too rowdy. Madame is particularly proud of LONG 10)
her interior decorating skills.
» Miscellaneous Quest: The Dark Heart of Blackhall (PL)
Marcella is a nomadic missionary, spread-
» Main Quest: Tranquility Lane
Winner of the “Tranquility Lane Finest Meat
MAGGIE ing the word of her own faith. She’s come
to Point Lookout from a place called “The
BROKEN STEEL
Pie” award three years running, Mabel is suit- Faction: Wastelander
ably proud of her (delicious) accomplishment, Commonwealth” aboard Tobar’s ferry. Taking
Location: 8.03: Megaton the Tribal Cultists and local inbreds for lost
and her hobby allows her to listen in and chat (LAT -01/LONG -06)
with all manner of friends and neighbors. No causes, she ministers to those she can. She
secret is safe with her around! was immediately suspicious of Obadiah
upon meeting him and has made a mission
Billy Creel took in Maggie at the age of 3
THE PITT
of investigating Blackhall’s connection to the
(she is now 12) and brought her to Megaton.
MACHETE Maggie remembers nothing of her life before
heathen creed of the Swampfolk.
OPERATION: ANCHORAGE
Location: 6.02: Canterbury man’s house. He’s been in Megaton even
Commons (LAT 18/LONG 11) since, raising Maggie as well as you can Faction: Pitt Slave
expect from a carefree Wasteland adventurer, Location: TP.B: The Mill
even telling her the combination to his lost (LAT 11/LONG 06)
» Miscellaneous Quest: The Superhuman Gambit safe. Of course, there are a few around town
One of the fiercest defenders Little Lamplight who say that Billy was the one behind that
has ever seen, 19-year-old “Machete” earned bullet that bought him his place in Megaton.... » Main Quest: Unsafe Working Conditions (TP)
her nickname at the age of 7, when she killed
Nervous and slightly scatterbrained, Marco
a Mole Rat in the caves armed only with a
TOUR
knife the size of her arm. Since then, she has MANNY KOCH runs the equipment in the Rotary Press Control
Room, which is constantly seizing up and
been a bona fide celebrity. When she turned
16, she got disoriented in a dust storm and (DECEASED) breaking down. He’s part of the uprising,
knows Midea well, and keeps a repurposed
MISC. QUESTS
got lost, eventually arriving at Canterbury Faction: Wastelander
Steel Saw for those who wish to challenge
Commons instead of Big Town. To this day, she
Location: 8.A: Jury Street authority.
refuses to admit that she went to the wrong
Tunnels (Blocked: LAT -13/
place. Dominic in particular saw her potential
LONG -04)
to provide security for the future of the camp, MARGARET
and after a year of his guidance, she’s earned
MAIN QUEST
» Mini-Encounter 0.01: Searching for Cheryl
a fair amount of respect from the locals. Faction: Wastelander
Leader of the Canterbury Commons search
party that attempted to locate the whereabout Location: 10.03: Galaxy
News Radio
MAD JOHNNY WES of a good friend named “Cheryl,” Manny
Koch is the only visible remains of the group;
the rest are either buried or chopped into
GEAR
Faction: Wastelander
This old engineer works with Three Dog to
manageable pieces and stored on gore bags.
Location: 20.01: Hubris keep Galaxy News Radio on the air. Should
Manny is dead when you approach him. After
Comics Publishing anything unfortunate happen to Three Dog,
inspecting the body, prepare for a Behemoth!
CENSUS
snapped, reverting to its most basic instinct. Location: 8.03: Megaton MARGARET PRIMROSE
He’s holed up in the most defensible location (LAT -01/LONG -06) Faction: Wastelander
of Hubris Comics (a foreman’s office he’s
dubbed “the Alamo”), and rigged the entire Location: 7.14: Tenpenny
building with traps. They’ll never take him » Miscellaneous Quest: The Replicated Man Tower (LAT -16/LONG -17)
alive. Never! Manya, 64, is a sweet old lady. She and
Nathan used to run a caravan line together
TRAINING
Faction: Pitt Raider » Freeform Quest: Election Day Location: 17.07B: Museum
Mary is 12 years old and Rosie’s daughter. of History: Underworld
Location: TP.G: Haven
She’s bright and curious, but Dave will prob-
(Interior; LAT 17/LONG 03)
ably soon cure her of that.
When he’s not operating on Ghouls with
a variety of odd ailments, Doctor Barrows
» Main Quest: Free Labor (TP)
» Freeform Quest: Toys for Tots (TP)
MARY HOLDEN spends his time learning the exact medical
reasoning for Feral Ghouls “turning” into
Cute, innocent, and unusually quiet, Marie is Faction: Vault Dweller
Glowing Ones. For this, ex-patients who
less than a year old and in perfect health. The Location: 8.01: Vault 101 succumbed to massive amounts of radiation
offspring of Ashur and Sandra, her conception (LAT -04/LONG -04) are placed inside an inaccessible contain-
occurred after Sandra set up her laboratory in ment chamber adjacent to Barrows’s Chop
a wing of Ashur’s palace. As two of the most Shop surgery. “Meat” (shown here prior to
educated people in The Pitt, they spent long » Main Quest: Escape! transformation) is one of these subjects.
hours together. Over time, they have come During the confusion of your extrication from
to honestly care for each other, and the safe Vault 101, Mary and Tom Holden attempt to
birth of their child is considered nothing short flee the violent security officers O’Brian and MEI WONG
of a miracle—one they intend to use for the Richards, and are usually gunned or beaten
benefit of their city. Faction: Slave
down in cold blood unless you step in to save
them. Location: 9.15: Rivet City
APPENDICES
the gift of longevity). He was extremely intel-
MEL ligent and jovial in his old life, but living as MILLY
a Ghoul has made him very pessimistic and
Faction: Wastelander Faction: Pitt Slave
angry at the world. He sees his Ghoulness as
Location: Random a karmic curse, because he was attempting to Location: TP.3: Pitt Down-
MOTHERSHIP ZETA
keep America at the forefront of human muta- town (LAT 12/LONG 08)
tion experiments, breeding super-warriors after
being inspired by the work of the German,
» Mini-Encounter 0.18: Locked and Unloaded Russian, and Chinese doctors. » Freeform Quest: Wild Bill’s Last Stand (TP)
Recently forced out of his Mercenary Part of a tiny enclave of Pitt Slaves that exists
settlement, Mel is a nervous and ineffectual near the Market Square in the Downtown
highwayman, waving an unloaded weapon at MICKY area, Milly is a close friend of Wild Bill and is
POINT LOOKOUT
you should your paths ever cross. He is of no desperate to know her friend’s whereabouts.
Faction: Wastelander
threat, except to himself. She wanders the alleys, hoping to catch a
Location: 8.03: Megaton glimpse of her friend. She has also appropri-
(LAT -01/LONG -06) ated some Stimpaks, hiding them in various
MEX nondescript objects throughout Downtown.
Faction: Pitt Raider
» Mini-Encounter 0.10: Dying of Thirst
MILO, SHIPPING
BROKEN STEEL
Location: P.2: Pitt Bridge Driven slightly demented by lack of suste-
(LAT 09/LONG 14) nance, and fearful of his life after a narrow FOREMAN
escape from a Raider party holed up in a
Faction: Robot
nearby school, Micky has set up a begging
» Main Quest: Into the Pitt (TP) station at the entrance to Megaton. Through Location: 8.10: Nuka-Cola
THE PITT
Cruel and despicable, even for a Pitt Raider, the haze of dehydration, he remains hopeful Plant (LAT -01/LONG -19)
Mex has been removed from general guard that a water caravan or kindly stranger will
duties by Ashur and sent to guard the gates cross his path.
to Pitt Downtown after bouts of Pitt Slave » Miscellaneous Quest: The Nuka-Cola Challenge
punishment that left many with horrific injuries. » Freeform Quest: Just for the Taste of It
OPERATION: ANCHORAGE
Adept with a rifle, Mex is content with tagging MIDEA The latest in robotic bookkeeping and ship-
escapees, laying down a variety of mines, ment launching, Milo is a proud employee
Faction: Pitt Slave
and watching his prey explode in a variety of of the Nuka-Cola corporation. Currently, he’s
impressive arterial spray patterns. Location: TP.A: Midea’s waiting for additional shipping instructions
Quarters (LAT 13/LONG 06) from a Nuka-Cola employee with proper ID.
MICHAEL HAWTHORNE
Faction: Wastelander
» Main Quests: Into the Pitt (TP), Unsafe Working MISS JEANETTE
Conditions (TP), Free Labor (TP)
TOUR
» Freeform Quest: Toys for Tots (TP) Faction: Slave
Location: 7.14: Tenpenny
Tower (LAT -16/LONG -17) One of the oldest slaves in The Pitt, Midea is Location: 2.08: Paradise
dedicated to helping the Pitt Slaves. Despite Falls (LAT -09/LONG 16)
MISC. QUESTS
having the fierceness to probably earn her
» Miscellaneous Quest: Tenpenny Tower freedom in the Arena, she chooses to stay with
Hawthorne has dedicated his life (and life the slaves and see that someone is watching » Freeform Quest: Freedom!
savings) to the pursuit of giddy drunkenness, out for them. She concocted the kidnapping Miss Jeanette is quiet, confused, and obsequi-
staggering drunkenness, and finally, paralytic plan with Wernher shortly after he was ous. She’s long since accepted her role as a
enslaved, and she sees the baby as little more slave. The only problem is, most customers
MAIN QUEST
stupor. He spends the majority of every
day drinking in Tenpenny Tower’s Federalist than a tool to earn the freedom of her people. have no use for a Ghoul slave. She’s been in
Lounge. He pretty much has a reserved seat the pens forever and isn’t expecting to leave
any time soon.
that he always occupies.
MILLICENT
WELLINGTON MISTER BREAK
GEAR
Location: 7.13: Warrington Tower (LAT -16/LONG -17) Bog Entrance (LAT 01/
Station (Exterior; LAT -18/
LONG 04)
LONG -19)
» Miscellaneous Quest: Tenpenny Tower » Main Quest: Walking with Spirits (PL)
FACTIONS & BESTIARY
A self-styled inventor, 24-year-old Moira grew her “flock.” Should you find her in her second
MISTER BUCKINGHAM up in the trading community of Canterbury state; she has received her greatest wish, as
Commons with an uncommon curiosity about she bathed in the light of infinite candles, and
Faction: Robot
the world. She’s read almost every book that’s reached a higher realm of consciousness. In
Location: 9.15: Rivet City come through the town. Although her reading fact, this worked so well, her mortal corpse
(LAT 18/LONG -17) has taught her a wide variety of useful has become a frothing, savage Ghoul with no
knowledge, she has nearly no actual experi- knowledge of your previous interactions.
ence with the world, so she doesn’t always
» Freeform Quest: The Life of Bryan understand how it can be applied outside of
Mister Buckingham is Vera’s best friend, a her workshop. After a recent accident with a MOTHER MAYA
Mister Handy robot with the disposition of a domesticated Centaur, Moira was inspired
Faction: Wastelander
British butler. Mister Buckingham is stationed to write a book to help others survive in the
in the hotel 24/7 and minds things while Vera Wasteland and avoid similar dangers. She Location: 8.03: Megaton
is away. just needs someone with real experience to (LAT -01/LONG -06)
test out her ideas and give her some real-
Locations: BS8.01
MOIRA BROWN Holy Light Mon- MYSTERIOUS
Faction: Merchant
astery (LAT -01/
LONG -04, 8.03:
STRANGER
Location: 8.03: Megaton » Miscellaneous Quest: Holy Megaton (LAT -01/ Faction: Wastelander
(LAT -01/LONG -06) Water (BS)
LONG -06) Location: Random
Overseeing the operation is Mother Curie, who
believes firmly that she is doing Atom’s will
» Miscellaneous Quests: The Wasteland Survival Guide,
and helping the world grow, and they find that
The Replicated Man
consecrated Aqua Pura is actually much more You have a Guardian Angel, but with a
» Freeform Quest: House Decoration in My Megaton
House potent than any other “dirty water.” She has deadly hand-cannon instead of wings.
prepared a rich and varied history to read to Meet the Mysterious Stranger, an odd and
APPENDICES
eldritch entity said to appear and aid you in fondness for working with items and making ailments that Ghouls are always complaining
combat before you draw your dying breath. sure everything is “just so.” about. Happy with her lot in life, she spends
Of course, it helps to have the Mysterious her time cutting up corpses, inspecting brain
Stranger Perk first.... tissue samples, and poking Feral Ghouls with
NOLA a variety of (mainly sharp) implements.
MOTHERSHIP ZETA
NADINE Faction: Wastelander
Location: TP.B: The Mill OBADIAH
Faction: Wastelander
Location: PL 3.13: The Ark
(LAT 11/LONG 06)
BLACKHALL
& Dove Cathedral (LAT 12/ Faction: Wastelander
LONG 03) » Main Quest: Unsafe Working Conditions (TP)
Location: PL 1.02:
POINT LOOKOUT
Nola tends to the sick, crippled, and wounded
Blackhall Manor (LAT 02/
» Main Quest: Hearing Voices (PL) of the Mill’s workforce, when she’s not taking
LONG 07)
» Freeform Quest: Tailing the Tomboy (PL) a beating herself. She has rudimentary
Nadine is a Wastelander who bartered medical training, which she can apply to » Miscellaneous Quest: The Dark Heart of Blackhall
passage to Point Lookout with Tobar and you, although she’s the least-skilled practioner
The last descendant of the Blackhalls, a famous
hasn’t yet returned. Her mother makes a tearful you’ve ever met (not including Sawbones, of
(some say infamous) family of wealth in the
plea for you to find her. Nadine is a bit of a course).
BROKEN STEEL
history of Point Lookout, Obadiah is stubborn
tomboy and a restless adventurer who wanted
and is still entranced by an old book his family
to explore beyond the Capital Wastelands,
running away from home to stow away on the NOVA once lost. The Blackhall family was deeply
involved in the commercialization of Point
Duchess Gambit and see the world. She plans Faction: Wastelander Lookout in the early 21st century. Constance
to return to Capital Wasteland once she’s Location: 8.03: Megaton Blackhall, head of the estate after the New
THE PITT
found her fortune to bring back and share with (LAT -01/LONG -06) Plague made her an unexpected widow in
her mother, Catherine, but she’s not in a hurry 2058, cooperated with entrepreneurs from the
to return quite yet. Isla Negra Realty Company, who had been
» Main Quest: Following in His Footsteps trying to acquire family real estate unsuccess-
OPERATION: ANCHORAGE
NATHANIEL VARGAS Nova, 25, spends most of her time hanging fully for years. Despite overwhelming local
around the bar talking to the male clientele. cultural resistance, Isla Negra persistently
Faction: Wastelander attempted to bring tourism and modernization
Every now and then, she’ll go up to a room
Location: 1.01: Raven Rock with a new “friend.” Her real job is to sweet- to Point Lookout and St. Mary’s County.
(LAT -28/LONG 28), 8.03: talk the male patrons and get them to spend
Megaton (LAT -01/LONG -06) money—on booze, company, or an outra-
geously priced bed for the night. Every couple O-DOG
» Main Quest: The American Dream of nights, Nova sleeps with Gob. One day a Faction: Pitt Raider
Nathan, 65, ran a caravan route for over 30
TOUR
week—her day off—she goes shopping.
years with his wife, Manya. During that time, Location: TP.5: Pitt Uptown
he became a little obsessed with the Enclave (LAT 13/LONG 04)
radio broadcasts. Since then, Nathan has NOVICE
MISC. QUESTS
become a bit of a fanatic, believing that the Faction: Ghoul Infatuated with Vikia the sniper, O-Dog is
Enclave will bring salvation to the Wasteland
Location: BS8.01 Holy more than competent with precision-rifle weap-
and is trying to convince everyone else in
Light Monastery (LAT -01/ onry. He competes with Duke to get Vikia’s
Megaton of this fact. Most of the residents
LONG -04) attention, almost always unsuccessfully. He
write Nathan off as the local busybody, but
deems newcomers not as meat but simply as a
all are quick to note that after 30 years on
MAIN QUEST
» Miscellaneous Quest: Holy Water “higher grade of sausage.”
the back of a wagon, he is one hell of a shot
when it comes to gunplay. Commended by Mother Curie III for his
devotion to the cause, Novice is wowing the
other visitors to the Holy Light Monastery with OFFICER DAVIS
NICHOLAS “KNICK his “hint of brain” poking through a section of Faction: Vault Dweller
GEAR
detail. Rivet City has contracted out with the Faction: Vault Dweller
Brotherhood of Steel to help escort water Location: 8.01: Vault 101 OFFICER WOLFE
caravans to their destination, in exchange (LAT -04/LONG -04)
for getting money and technology from the Faction: Vault Dweller
Brotherhood. Officer Lepelletier has a makeshift Location: 8.01: Vault 101
office set up outside Rivet City where she » Main Quest: Escape! (LAT -04/LONG -04)
handles coordinating the caravans and security A little less relentless than Officer O’Brian in
details. There is usually a small contingent of his beating of those milling about Vault 101
caravan drivers, Brahmin, and disgruntled Rivet » Main Quest: Escape!
during the escape of the Lone Wanderer,
City policemen buzzing around the bridge Officer Richards is still under orders to stop A friend of Allen Mack, Officer Wolfe patrols
gangplank building. Lepelletier’s caravans have those from breaching the Vault door. the main Vault door on high alert, waiting for
been getting hijacked more regularly, and she a possible escape attempt. He has no inten-
suspects something organized is going on. tion of breathing the irradiated air outside,
She’d like you to help investigate what’s going and prefers the recycled atmosphere of the
on by escorting one of the caravans. She can’t Vault.
pay you, so you’ll have to get paid from Bigsley
at Project Purity. All her money and gear has
already been assigned to other escort details.
APPENDICES
strong-willed Alphonse Almodovar offered the
OLD LADY DITHERS Vault dwellers new leadership, and they had PALADIN JENSEN
Faction: Vault Dweller little choice but to accept.
Faction: Brotherhood of
Location: 7.03: Vault 112 Steel
PALADIN BAEL
MOTHERSHIP ZETA
(LAT -22/LONG -08) Location: 4.11: Fort
Faction: Brotherhood of Bannister (LAT -18/
Steel LONG -01)
» Main Quest: Tranquility Lane
A scout for the Brotherhood of Steel, Jensen
Poor Old Lady Dithers; she’s a sweet old thing Location: 9.11: The Citadel
is apt to make tactical blunders that put both
to be sure, but prone to bouts of senility. She’s (LAT 08/LONG -14)
himself and his teammates in jeopardy. He
recently taken to warbling on about “computer
firmly denies that he’s a liability. In fact, he
POINT LOOKOUT
simulations” and “fail-safe” operations. The » Main Quest: The Waters of Life
models all his actions on his favorite super
neighbors sure hope they won’t have to Bael is a worthy fighter, but he hasn’t
hero, Captain Cosmos.
commit the old dear. mastered the fine art of conversation, a
shortfall that almost led to an altercation with
BROKEN STEEL
Steel
Faction: Vault Dweller
Location: 8.01: Vault 101 PALADIN GLADE Location: 9.11: The Citadel
(LAT 08/LONG -14)
(LAT -04/LONG -04) Faction: Brotherhood of
Steel » Main Quest: Take It Back!
THE PITT
» Freeform Quests: Gallows Humor, The Scourge
» Main Quest: Growing Up Fast Location: 9.11: The Citadel
Paladin Kodiak (also known as Greg Bear) is
» Miscellaneous Quest: Trouble on the Homefront (LAT 08/LONG -14)
the largest and strongest member of Lyons’s
Jonas’s grandmother lives alone in her apart- Pride. He is actually considered the largest
ment where nothing has changed for decades. » Main Quest: Take It Back!
OPERATION: ANCHORAGE
» Freeform Quest: Gallows Humor and strongest member of the Brotherhood of
She’s kind and proud of her grandson, and Steel in general. As the name implies, he’s as
she bakes the most delicious sticky Sweetrolls. Paladin Glade is the oldest member of Lyon’s
Pride and serves as the group’s technician and gruff and vicious as a bear, and he excels in
smith. But it’s a well-known fact that Glade is close combat with a Power Sledge. Paladin
OLD MAN HARRIS also the most well-rounded and experienced Kodiak owes his life to Elder Lyons, who
rescued Kodiak as a child from a distant city
Paladin in the Pride and is not to be trifled
Faction: Wastelander known as “the Pitt.” Because of this, Kodiak
with. He’s a badass, so don’t mess with him.
Location: 8.07: Andale thinks of Elder Lyons as his father.
(LAT -05/LONG -17)
TOUR
PALADIN GUNNY PALADIN TRISTAN
Faction: Brotherhood of
» Freeform Quests: One Big Happy Family, Our Little Faction: Brotherhood of
MISC. QUESTS
Secret Steel
Steel
The Smiths and Wilsons would prefer you took Location: 9.11: The Citadel
no notice of this elderly kook, who lives in his (LAT 08/LONG -14) Location: 9.11: The Citadel
rundown shack. He’s obviously a lunatic, and (LAT 08/LONG -14)
reeks of cheap alcohol. » Freeform Quest: Power Armor Training
Paladin Gunny is in charge of training initiates » Main Quests: Death from Above (BS), Shock Value (BS),
MAIN QUEST
Who Dares Wins (BS)
and turning them into hard-nosed Knights
OVERSEER ALPHONSE and Paladins. He is unhappy with the Elder
» Freeform Quest: Blood Brotherhood (BS)
Tristan is in charge of all the day-to-day
ALMODOVAR Lyons’s method of taking on volunteers from
the Wasteland but still performs his duty to the
operations of the Citadel and training new
Faction: Vault Dweller members. He follows Elder Lyons’s ideals on
best of his ability.
GEAR
the Vault dwellers ventured freely into the young. Tristan is usually found wandering the
outside world, Alphonse’s parents believed the » Freeform Quest: The Lost Initiate main control room area of the Citadel (the old
Vault should have no contact with the dangers Hoss hates chaperoning wayward cadets bay for Liberty Prime).
out there. As he got older, Alphonse knew he almost as much as latrine-cleaning duties,
had to correct the gross lapses in security. He and his fears have recently been proven right,
got his chance when the Overseer—a strong as Initiate Pek disappeared on a long-range
proponent of outside contact—disappeared recon sweep of the Falls Church zone. He’s
one day while out in the Wasteland. Many sus- happy for any help.
TRAINING
APPENDICES
member of the scavenging team, because he’s super-computer technology to aid him in the
the only person who can tell how valuable reclamation and recreation of a new United PRIVATE LAURENCE
States—one free of impurities and mutations.
a piece of scientific hardware is. He’s been
caught recently, but he’s working on an The people have suffered enough, and he’s MEARS (DECEASED)
escape plan. He’s also sickly, often visiting ready to use his Enclave forces to reclaim Faction: U.S. Army
MOTHERSHIP ZETA
Lucy for some sort of medication. Inside this land, with technology far more advanced
Location: MZ2.04: Cryo
Lamplight, he spends a lot of his time reading, than anything seen beyond the underground
Lab
playing with electronics, and trying not to do bunkers of his base.
anything too stressful.
POINT LOOKOUT
Faction: Pitt Raider Location: 5.13: Jury Street during the prelude to the Great War, and
Location: P.5: Pitt Uptown Metro Station (LAT -10/ forced into an interrogation at the hands of
(LAT 13/LONG 04) LONG -03) extraterrestrial travelers. The first to be inter-
rogated, Mears simply provided his name,
» Freeform Quest: Jiggs’ Loot rank, and service number. This wasn’t the
Although perhaps a little too excitable when Two hackers were attempting to divide some answer the Aliens demanded, and he was
BROKEN STEEL
around firearms, Phantom enthusiastically loot spoils, and Jiggs never made it out of the soon frozen and periodically thawed out to
welcomes you to the ragtag Pitt Raider family Museum of Technology alive, or survived long face inhuman torture and eventual dissection.
(if you aren’t massacring them all). He can enough to solve a riddle Prime posed for him. Death came as a sweet relief for Mears.
share his RadAway with you once per day. Prime mentions in his notes that he’s waiting
for Jiggs at the Jury Street Metro Station. Head
PROFESSOR
THE PITT
there and check out the diner.
PINT-SIZED SLASHER CALVERT
Faction: Vault Dweller
Location: 7.03: Vault 112
PRIVATE BECKETT Faction: Tribal
Location: PL 6.29: Point
OPERATION: ANCHORAGE
(LAT -22/LONG -08) Faction: U.S. Army
Lookout Lighthouse
Location: MZ2.04: Cryo (LAT 13/LONG 15)
Lab
» Main Quest: Tranquility Lane
» Main Quests: Hearing Voices (PL), Thought Control (PL),
A myth used to scare children who misbehave, A Meeting of the Minds (PL)
the Pint-Sized Slasher is said to appear from » Main Quest: Among the Stars (MZ) Professor Calvert, once a brilliant government
a dog kennel at dusk to chase the children Part of the 108th Infantry Battalion, Private scientist, is now reduced to a power-mad
around with a Toy Knife. The Pint-Sized Slasher Beckett was part of Sergeant Daniels’s squad brain in a jar. He retains his brilliance, but
has been the second-best-selling Halloween
TOUR
and fought alongside Elliott Tercorien when hundreds of years in isolation have left him
costume, topped only by Captain Cosmos. he had to. However, being part of a medical a maddened, scheming figure, constructing
team, Beckett’s primary function was to carry elaborate plans to dominate the rest of the
stretchered troops to safety, either for evacu-
PLIK world. Now that he has a way of contact-
MISC. QUESTS
ation for swift, on-site medical attention. He ing people outside of his lab, he intends to
Faction: Ghoul can be revived from his stasis pod along with follow through on his plans—especially if he
Sergeant Daniels, either without Elliott prepar- can include revenge on Desmond, the agent
Location: PL 3.17: Coastal
ing their memories (in which case, Beckett is responsible for his lack of a living body.
Grotto (LAT 16/LONG 03)
hostile), or after their memories return (in which
MAIN QUEST
case, Beckett fights alongside you until falling
» Miscellaneous Quest: Plik’s Safari (PL)
during the assault on the Cryo Storage facility). PRONTO
A jovial host of his prestigious hunting club for Faction: Slaver
society’s richest (or most bored) clientèle, Plik
has witnessed the spread of Feral Ghouls in
PRIVATE JONES Location: 2.08: Paradise
Falls (LAT -09/LONG 16)
GEAR
who all these other humans are. Harkness set get a lot of respect from them. He’s a nice
Faction: Enclave
him to guarding the Armory in the security guy, and nice guys don’t do well in Paradise
Location: 1.01: Raven Rock tower, but he’s far from reliable. Falls. Pronto has run Lock and Load since the
(LAT -28/LONG 28) last owner met an untimely end. According
to Forty (then called Thirty-Two), the previous
owner died when a weapon accidentally went
» Main Quest: The American Dream off in his shop. If anyone knows different, they
The president of the United States, Eden, aren’t saying anything.
TRAINING
APPENDICES
What time is it? Scuttle-and-bustle time. After his wife died, 33-year-old Ronald
REILLY Kheee! The sun is hot. But the throne is cool. wandered the Wasteland until settling in
Faction: Reilly’s Rangers Khee-akaahhh-kuhhh... oh, me insides don’t Girdershade. Living in close proximity to Sierra
feel right. Sleepy time. Kheee! Petrovita has made him feel even worse about
Location: 18.06: Reilly’s
being alone. His thoughts of loneliness are not
Rangers Compound
MOTHERSHIP ZETA
as wholesome as most would think. Basically
ROBERT he misses the physical side of relationships.
Faction: The Family Feeling these urges, he’s made several
» Miscellaneous Quest: Reilly’s Rangers
advances upon Sierra, who is completely
» Freeform Quest: Geomapping with Reilly Location: 5.05: Meresti
oblivious to his motivations, because she is
Growing up in the ruins of Washington D.C. Trainyard (LAT -01/ absorbed in her pursuit of Nuka-Cola. Ronald
without parents, Reilly encountered a military LONG 07) mistakes Sierra’s rejection as being spurned,
POINT LOOKOUT
man who took her in and taught her everything
and this has angered him a great deal.
there was to know about combat, tactics, » Miscellaneous Quest: Blood Ties
Fortunately, he doesn’t want to physically force
and survival. When he died 12 years later, Robert is Vance’s bodyguard. The two met himself on her but wishes to “get even” with
she carried his body all the way to Arlington in a fight for their lives against Slavers (who her in other ways.
Cemetery, and gave him the best military Vance detests) well before the Family was
burial she could. Four years ago at 26, she formed. Robert, 34, saved Vance’s life in that
founded Reilly’s Rangers, and began a massive battle, and ever since, the two have been RORY MACLAREN
BROKEN STEEL
mapping exercise. Currently, she has suffered good friends. Once Vance formed the Family,
Faction: Slave
severe wounds and is in a coma somewhere Robert began to realize how important Vance
near the Ghoul stronghold of Underworld. was and elected to remain ever vigilant of his Location: 2.08: Paradise
friend. He keeps very quiet and usually has Falls (LAT -09/LONG 16)
THE PITT
is extremely well versed in the use of firearms
Faction: Wastelander and has elected himself as the combat instruc- » Main Quest: Rescue from Paradise
tor for the Family. » Freeform Quest: Freedom!
Location: 4.08: Little Lamp-
One of the many held at Paradise Falls,
light (LAT -26/LONG 02) 30-year-old Rory remains here until someone
OPERATION: ANCHORAGE
ROCKSALT wishes to purchase him. Unlike some of his
fellow slaves, Rory is obsessed with escaping
» Freeform Quest: Zip’s Nuka Fix Faction: Raider
and spends every waking minute pondering
Zip is nine and acts as one of the occasional Location: U05: Tepid Sewer ways of tunneling, creeping, or bludgeoning his
scouts and scavengers for Little Lamplight,
way out of Paradise Falls. He isn’t about to be
which perfectly suits his speedy and hyperac-
pushed around and has assaulted his captors
tive nature. As a bonus, it allows him to have
several times. He’s been placed permanently in
first dibs on any Nuka-Cola he can find, a Rocksalt leads a small band of Raiders on
the “Box,” where unruly slaves await their fate.
drink he’s quite addicted to. When he’s not the hunt for Mole Rat meat. They not only live
TOUR
out finding resources for the town, he runs off the stuff, but also ferry it back to the Jury
around town, pestering people and gener- Street Metro Station, where some guy named ROSA MEITNER
ally being feisty. MacCready insists that Zip Ryan Brigg buys all they can carry. The Caps
Faction: Wastelander
MISC. QUESTS
doesn’t get to keep his gun when he’s back in are almost worth the long trek.
town...not since that accident a while ago. Location: BS8.A: Waste-
lander Water Request
ROGER ROCKWELL (LAT -02/LONG -05)
RIP SMITHY Faction: Vault Dweller
Faction: Wastelander » Miscellaneous Quest: Holy Water (BS)
MAIN QUEST
Location: 7.03: Vault 112 A kind-hearted spirit and a wandering traveler
Location: PL 3.17: Coastal (LAT -22/LONG -08) who recently arrived in Megaton, Rosa soon
Grotto (LAT 16/LONG 03) learns that her actions have caused the death
of an innocent. Truly shocked and taken
» Main Quest: Tranquility Lane
aback, Rosa is apologetic and genuinely
GEAR
» Miscellaneous Quest: Plik’s Safari (PL) Janet has been acting a little less than chipper disturbed by this turn of events.
A merchant, hired-gun, and part-time lately, starting arguments and flying off the
Smuggler, Rip Smithy recently made a handle at the slightest sign of stress. Roger
boatload of Caps selling a pair of child slaves puts this down to “women’s troubles,” and ROSIE, WIFE OF
CENSUS
named Sammy and Squirrel to Eulogy Jones thinks she should talk it over with one of her
over at Paradise Falls [CW2.08]. neighbors, like that nice Martha Simpson. DAVE
Faction: Wastelander
Kheee! Some of my shiny friends help me. » Freeform Quest: Grady’s Package the power of the Republic truly lies. Rosie is
APPENDICES
She also loves to play in the Grove, climb on and gadgets; very useful for the Brotherhood
and around the god-spirit, and fiddle with her SCRIBE ELIZABETH of Steel’s tech gathering missions. She is as
Bear Charm.
JAMESON intelligent as she is beautiful, but doesn’t flirt or
involve herself in anything else except for her
Faction: Brotherhood of work for the Brotherhood. She is such a fervent
SAWBONES
MOTHERSHIP ZETA
Steel believer in the original ways of the Brotherhood
Faction: Robot Location: 9.11: The Citadel that she is a bit wary of Elder Lyons’s new
direction, but the activation of Project Purity has
Location: 9.11: The Citadel (LAT 08/LONG -14)
changed her mind as of late.
(LAT 08/LONG -14)
» Freeform Quest: Collecting Holotags
Scribe Jameson oversees the archives in the
Citadel and is charged with protecting the
SCRIBE YEARLING
POINT LOOKOUT
» Freeform Quest: Worst. Doctor. Ever.
This is a modified Mister Gutsy with an almost whole of the Brotherhood’s knowledge. More Faction: Brotherhood of
encyclopedic knowledge of surgery, but it importantly, she keeps the scrolls that record Steel
lacks the necessary medical subsystem knowl- the deeds of all Brotherhood members.
Location: 9.18: Arlington
edge to carry out operations without causing Library (LAT 08/LONG -19)
inadvertent harm to the patient. Recently, SCRIBE PEABODY
Sawbones has been exhibiting some worrying » Miscellaneous Quest: The Wasteland Survival Guide
BROKEN STEEL
behavior, including having a penchant for Faction: Brotherhood of » Freeform Quest: Yearning for Learning: Scribe Pre-War
poetry. Steel Books
Location: 9.11: The Citadel A 30-year-old scribe assigned to the Archives,
Scribe Yearling has been transferred to a
SCRIBE BIGSLEY (LAT 08/LONG -14)
mission to gather prewar knowledge from the
THE PITT
Faction: Brotherhood of Scribe Peabody is the Brotherhood scribe Wasteland. She is young, friendly, and the
Steel assigned to the Armory. He’s a weapons polar opposite of Scribe Rothchild. She’s very
expert and is in charge of maintaining dedicated and tends to be a bit shy. When
Location: 9.14: Jefferson you first meet her, she is in this building but
and repairing all the Brotherhood’s various
Memorial (LAT 13/LONG -17) may move to the Citadel; check there if you
OPERATION: ANCHORAGE
firearms, energy weapons, big guns, and
anything else that shoots and kills people. He can’t find her.
» Miscellaneous Quests: Protecting the Water Way (BS),
Holy Water (BS), The Amazing Aqua Cura! (BS) also helped repair Liberty Prime’s weapon
This overworked, underpaid, and unappreci- systems. Unlike Scribe Rothchild, he loves
“field work” and often wishes he could go on
SEAGRAVE HOLMES
ated Brotherhood Scribe has the thankless
and overwhelming task of setting up and combat missions with the Brotherhood Knights Faction: Wastelander
managing the water distribution. He hasn’t and Paladins.
Location: 9.15: Rivet City
slept since the water purifier started working. (LAT 18/LONG -17)
Lyons wants water to go everywhere. The SCRIBE REGINALD
TOUR
rest of the Brotherhood resents being sent on
deliveries. Bigsley is caught in the middle. ROTHCHILD » Miscellaneous Quests: The Wasteland Survival Guide,
He agrees with those who feel they should Faction: Brotherhood of The Replicated Man
MISC. QUESTS
charge for the water, to let the free market Steel » Freeform Quest: Council Seat
set up the distribution network, but he will Seagrave Holmes, 30, is a genius tinkerer
Location: 9.11: The Citadel and fixes anything he can get his hands
follow orders as best he can. He’s worked
(LAT 08/LONG -14) on. He spends his days in the shop, and
out a deal with Rivet City to use their security
force to supplement the Brotherhood escorts at night, he hangs around the Weatherly
» Main Quests: Picking Up the Trail, Death from Above (BS)
of the water caravans. He hopes to soon Hotel to talk to Vera Weatherly, who he’s
MAIN QUEST
» Freeform Quest: Getting Ready for Prime Time (BS)
hand over the entire distribution nightmare not-so-secretly in love with. Seagrave has that
Scribe Rothchild was a member of Elder
to Rivet City. But they seem reluctant and are easy way of relating to common folk. He fits
Lyons’s exploration party when it discovered
having trouble with bandits. There is literally a into their social world without even thinking
the Pentagon ruins. Rothchild fully believes in
line of acolytes outside his door with various about. While he is exceptionally gifted with
the Brotherhood of Steel and its ideals, but he
questions, reports, and requests regarding the machines, he never lords that over others.
is not a soldier. He’s a scientist, and a good
GEAR
APPENDICES
least, he thought that before he lost the ability Underworld. Lacking any other way to pass
of rational thought. SIMONE CAMERON the time, he’s taken up Jet.
Faction: Slave
SIERRA PETROVITA Location: 3.10: Temple of SONORA CRUZ
MOTHERSHIP ZETA
the Union (LAT 13/
Faction: Wastelander Faction: Regulator
LONG 15)
Location: 7.05: Girder- Location: 6.A: Regulator
shade (LAT -26/LONG -11) » Miscellaneous Quest: Head of State Headquarters
Simone is 26 and was a Raider before
Slavers took her. She was a slave for only
» Miscellaneous Quest: The Nuka-Cola Challenge seven months before escaping. As a former » Freeform Quest: There’s No Justice, Just Us
POINT LOOKOUT
» Freeform Quest: Mississippi Quantum Pie Raider, she is very comfortable with weapons Leader of a hidden organization known as
Sierra is a beautiful, 26-year-old, blonde and fighting. She is the most combat skilled of the Regulators (who are recognized by their
who has no regard for anything but finding all Hannibal’s followers. She is a rough and long overcoats known as “dusters”), Sonora
and consuming Nuka-Cola. She is absolutely tough person, with a total lack of respect for Cruz is a woman with a mission: to rid the
fanatical about the blue drink and has been almost anyone except Hannibal. Wasteland of troublemakers and ne’e-do-
subsisting on the stuff for years. She has spent wells. Her unknown benefactors, who set up
BROKEN STEEL
every Bottle Cap her parents left acquiring the this clandestine operation around a decade
drink from merchants, travelers, and towns SISTER ago, are willing to pay for scalps, or in the
spread throughout the Wasteland. Even though Faction: Slaver Regulators’ case, fingers.
her looks are a desirable target for men, her
personality leaves much to be desired. She is Location: 9.15: Rivet City
so oddly fascinated by Nuka-Cola that she will (LAT 18/LONG -17) SOMAH
THE PITT
constantly shift conversations to speak about Faction: Slaver
it and cares little for anything else. This is the
subject of much anguish for the only other
» Miscellaneous Quest: The Replicated Man Location: MZ1.01 Holding
» Freeform Quest: Slave Hunt Cells
inhabitant of Girdershade.
Why do they call this large hulking man
OPERATION: ANCHORAGE
“Sister”? No one knows because whenever
SILAS anyone asks, Sister beats them to within an » Main Quests: Not of This World (MZ), Among the Stars
(MZ), This Galaxy Ain’t Big Enough… (MZ)
inch of their life. Sister, 29, is a bully with a
Faction: Slaver bad temper. He is one step away from being Somah is one of the few Wastelanders unfor-
Location: 17.01: Lincoln given the boot by Harkness or Danvers. So far tunate enough to have stumbled across Recon
Memorial Maintenance he hasn’t caused enough trouble to warrant Craft Theta and been abducted. Prior to this,
Room (Lincoln Memorial) exile or worse. Most of the citizens of Rivet she was a Slaver working in conjunction with
City stay clear of him if they can. Paradise Falls. She has a sweet, calm disposi-
TOUR
» Miscellaneous Quest: Head of State tion that is undercut by a sadistic streak that
shows through when she’s under stress. She’s
Leroy’s right-hand man and trusted second-in-
command, Silas guards the Slavers’ current
SMILING JACK used to being in charge, but is aware that
she’s out of her depth aboard the Alien ship.
MISC. QUESTS
defensive stronghold from the almost constant Faction: Raider
Super Mutant attacks. Curt, sly, and sardonic, Aside from providing supporting fire, she can
Location: 7.04: Evergreen
Silas isn’t a particularly pleasant man, even repair any items that may need fixing.
Mills (LAT -18/LONG -07)
for a Slaver.
SON OF ATOM
SILVER A master trader and barterer, Jack is a jovial
MAIN QUEST
Faction: Ghoul
sort, and not just because he’s set up shop
next to the Raider strip club. He mends the Location: BS8.01 Holy
Faction: Wastelander
Raider’s equipment, which keeps him busy Light Monastery (LAT -01/
Location: 8.02: Springvale LONG -04)
and unable to continue modifications on his
(LAT -02/LONG -04)
pride and joy: a devastating Shotgun he
GEAR
Colin Moriarty in Megaton before they had Mother Curie III firmly believes her own son to
a falling out. She ran away with her share of Faction: Ghoul have taken the final steps on this journey. In
her earnings (or so she says) and is hiding out Location: 17.07B: Museum fact, much of her son’s higher functions have
in Springvale, just outside of Vault 101. Silver of History: Underworld disappeared, and only instinct is preventing
FACTIONS & BESTIARY
is now a pitiful Psycho junkie and lives her life this confused Glowing One from attacking.
in constant fear of reprisal from Moriarty. Her
name comes from her very light blond, almost Snowflake is a newcomer to Underworld, and
silvery hair. to Ghouldom. He showed up a few years ago
after being kicked out of Rivet City. Because
he had nowhere else to go, Underworld
took him in. Snowflake’s main skill is as a
TRAINING
APPENDICES
your imagination.” He’s an nonstop-talking, Long ago, an earlier generation of kids got very young, her mother was raped and killed
annoying, exuberantly self-centered, 16-year a book from Vault 87 called Vault-Boy’s Big by Raiders. She spent years perfecting her
old who acts like he’s about 13 (as he hasn’t Book of Laughs for Kids. Even though the combat skills and never welshes on a deal.
been around enough adult role-models). book has long since been destroyed, many
of the jokes were passed down through the
TAMMY HARGRAVE
MOTHERSHIP ZETA
generations, and the knock-knock joke has
STIGGS been her favorite sort of humor, even if it’s not Faction: Wastelander
always understood.
Faction: Merchant Location: 9.15: Rivet City
Location: BS15.02.3: (LAT 18/LONG -17)
Adams Air Force Base
SUSAN LANCASTER
POINT LOOKOUT
Faction: Wastelander Tammy is a sour, middle-aged woman who
» Main Quest: Who Dares WIns (BS) drinks too much. She married James’s father out
Location: 7.14: Tenpenny of sheer desperation, and when he died at the
A Wastelander by birth, the Enclave recruited
Tower (LAT -16/LONG -17) hands of Raiders, she was left with his “brat”
Stiggs when he was malnourished, and
brought him back to health from severe bouts son. She took James to Rivet City. Tammy
of radiation poisoning. He was then put to considers herself better than most of Rivet City’s
» Miscellaneous Quest: Strictly Business
BROKEN STEEL
work maintaining and creating the latest in citizens. Ironically, Tammy spends her days
» Freeform Quest: Love Letter getting drunk in the Muddy Rudder surrounded
flamethrower technologies for the Enclave;
Susan is the Tenpenny Tower escort. Doctor by riffraff and often doesn’t return home for
accomplishments he is troubled by.
Banfield is with her each Tuesday and days at a time. She never knows where James
Thursday, Herbert Dashwood is with her is, because she simply doesn’t care.
every Sunday, and every Saturday she’s with
STOCKHOLM
THE PITT
Allistair Tenpenny himself. Often Susan can
Faction: Wastelander be found drinking in the Federalist Lounge,
shopping, or grabbing something to eat in
TARA FIELDS
Location: 8.03: Megaton
(LAT -01/LONG -06)
the Cafe Beau Monde. On Susan’s desk is a (DECEASED)
love letter from a certain husband whose wife
OPERATION: ANCHORAGE
Faction: Wastelander
might not take too kindly to the realization that
her husband is cheating on her. Location: 1.04: Fort
Stockholm is the Megaton gate guard and Constantine (LAT -17/
actually spends his time outside the city, LONG 26)
manning the guard tower at the main gate.
He is 25 and loves the sun on his back, but he
SUSIE MACK
» Miscellaneous Quest: You Gotta Shoot ’Em in the Head
isn’t quite as happy with the slightly radioac- Faction: Vault Dweller
Tara was one of five mercenaries hired by
tive grit from dust storms in his mouth. Location: 8.01: Vault 101 Allistair Tenpenny to infiltrate Fort Constantine
TOUR
(LAT -04/LONG -04) and retrieve an experimental suit of armor.
Reports were that she was mauled by Ghouls,
STRIKE TEAM UNIT but in reality, she reached the last chamber
» Main Quests: Growing Up Fast, Future Imperfect but lacked the key to unlock the door. She was
MISC. QUESTS
Faction: U.S Army » Miscellaneous Quest: Trouble on the Homefront shot by a Robobrain, and her body remains
Location: OA.4: U.S. Army Wally’s younger sister, Susie despises the here to this day.
Field Headquarters Tunnel Snakes, and Wally won’t dare tease
(LAT 09/LONG 14) her, because she will give worse than she
MAIN QUEST
Anchorage! (OA) becomes more philosophical and befriends Faction: Wastelander
Strike Teams are as flexible as they are power- Amata after your escape. Location: 9.06: Anchorage
ful. Consisting of two to four members chosen
Memorial (LAT 10/LONG -07)
for specific combat effectiveness, Strike Teams
back you up as you enter the theater of war. SYDNEY
GEAR
Strike Teams include Infantrymen, Grenadiers, Ted was once a part-time hunter, and full-time
Missile Units, Snipers, and the two robotic Faction: Wastelander
butcher, carving up Mirelurk corpses to sell
units: the Mister Gutsy and Sentry Bot. They Location: 17.12: The to merchants and settlements across the
CENSUS
work effectively under the command of National Archives (Rear Wasteland. Growing increasingly paranoid
Sergeant Montgomery. Entrance) of “sabotage,” Ted inserted a few failsafes to
keep his frozen Hatchling Meat safe. He met
» Miscellaneous Quest: Stealing Independence
his end via unknown hands.
SUE “KNOCK KNOCK” » Freeform Quest: My Little Moonbeam
FACTIONS & BESTIARY
and settled down in Canterbury Commons, » Main Quests: Following in his Footsteps, Galaxy News
TED STRAYER where he lived a life of solitude, hiding in the Radio
electronics store, fiddling around with junk. » Freeform Quest: Caching In with Three Dog
Faction: Wastelander
After the AntAgonizer started showing up, he Born to parents who made their way in the
Location: 9.15: Rivet City became the Mechanist to protect the town. world as members of a traveling theater
(LAT 18/LONG -17) group, Three Dog grew up listening to
rock music, hating the government that he
APPENDICES
The 50-year-old chief of Oasis, Birch spends
TINKER JOE TOM HOLDEN most of his time in the Pavilion, sitting on his
throne, occasionally eating, and sleeping for
Faction: Merchant Faction: Vault Dweller
a few hours at night. He also walks around
Location: Random Location: 8.01: Vault 101 Oasis, overseeing the village more directly.
MOTHERSHIP ZETA
(LAT -04/LONG -04) While the village is ostensibly a democratic
commune, Tree Father Birch sees himself as
the group’s spiritual and temporal leader. He
» Freeform Quest: Tinker Joe’s Sergeant of Slaughter » Main Quest: Escape! has cast himself in role similar to a high priest,
This wandering merchant sells a variety of During the confusion of your extrication from worshipping the god-spirit Harold.
junk, equipment, and weaponry, but also Vault 101, Mary and Tom Holden attempt to
dabbles in scavenging and selling robot parts. flee the violent security officers O’Brian and
TRINNIE
POINT LOOKOUT
He’s built a good rapport with Wastelanders, Richards, and are usually gunned or beaten
and Sheriff Simms of Megaton is particularly down in cold blood unless you step in to save
Faction: Wastelander
happy with his purchase of Deputies Steel and them.
Weld. He can currently be seen wandering Location: 9.15: Rivet City
the wastes with his robotic entourage, which (LAT 18/LONG -17)
includes an old Mister Gutsy army unit named TORCHER
BROKEN STEEL
Sergeant RL-3.
Faction: Raider Trinnie was, until recently, a resident of Little
Location: 4.03: MDPL Mass Lamplight. Sadly, she is completely wasted
TOBAR THE Relay Station (LAT -17/ on alcohol and Chems 24/7. She spends her
days in the Muddy Rudder and then takes
LONG 10)
FERRYMAN a break to go to A Quick Fix and “borrow”
THE PITT
Once under the Brotherhood of Steel’s some Chems. She then goes off to hide and
Faction: Wastelander
protection, this is now home to a small Raider enjoy the high for a bit before returning to
Location: PL1: Riverboat scavenger team under Torcher’s leadership. the Muddy Rudder. Belle and Brock feel bad
Landing (LAT 11/LONG -20) Torcher is in the interior substation, and he’s for Trinnie and let her sleep in their quarters.
OPERATION: ANCHORAGE
armed with a Flamer to really cause you some She’s been known to turn tricks to get money,
problems. but she isn’t forced to by Belle or Brock.
» Main Quest: The Local Flavor (PL)
» Freeform Quest: Tailing the Tomboy (PL)
Tobar is a living reminder that the world
will always have a place for the savvy and
TOSHIRO KAGO TROUBLEMAN
charming trickster. Tobar is captain and Faction: Wastelander Faction: Pitt Raider
crew aboard his steamboat the Duchess Location: MZ1.03 Location: P.5: Pitt Uptown
Gambit. The Duchess was a small sightsee- Engineering Core: Stasis (LAT 13/LONG 04)
TOUR
ing vessel used for tourist excursions along Pod
the Chesapeake Bay before the war. Tobar’s
grandfather found her and, with the help of » Main Quest: Among the Stars (MZ), This Galaxy Ain’t Keeping to himself and not wishing to join
his caravan, restored the boat’s boiler, allow- Big Enough… (MZ)
MISC. QUESTS
in conversation with others, TroubleMan is
ing the vessel to be powered by steam heat One of the four entities that you thaw out haunted by waking nightmares that he stifles
from any fuel that will fit inside the burner. during the abduction exploration on board with a heady mixture of Beer and Jet. This
Tobar has various ports of call along the Mothership Zeta is a silent and stoic man subdues the demons but causes him to utter
Atlantic Seaboard. Tobar’s current career named Toshiro Kago. His lack of English, only a few words, and none of them pleasant.
as a ferryman revolves around the Punga and your inability to converse in Japanese,
MAIN QUEST
fruit produced at Point Lookout. The tribal mean conversation is never more than
leader of the fruit farmers has struck a grue- stilted gestures. Paulson refers to him as “the TULIP
some bargain with the ferryman. By way of Chinaman,” until Sally corrects him. It appears
Kago is a Samurai warrior, and well-skilled in Faction: Ghoul
exchange, Tobar is permitted to export the
considerable surplus of Punga fruit produced sword combat. His armor appears to date from Location: 17.07B: Museum
GEAR
by the commune every lunar cycle. around the Azuchi-Momoyama period (1568- of History: Underworld
1603), suggesting that Aliens have visited
Tobar takes on passengers whenever
the Earth throughout history. He is more than
possible. Not only does he usually negotiate » Miscellaneous Quest: The Replicated Man
capable of slaying Aliens if a particular cer-
CENSUS
APPENDICES
deactivate his collar and escape. He harbors
a grudge against the city and against Ashur WILLY WINTHROP
in particular. He has no particular love for the
Faction: Wastelander Faction: Ghoul
slaves, and he sees a plan to kidnap Ashur’s
baby as a way to get back at The Pitt’s ruler Location: 7.14: Tenpenny Location: 17.07B: Museum
MOTHERSHIP ZETA
and the city in general. Tower (LAT -16/LONG -17) of History: Underworld
WILD BILL (DECEASED) » Mini-Encounter 0.10: Dying of Thirst » Miscellaneous Quest: The Replicated Man
Driven half-mad by lack of sustenance, and » Freeform Quest: This Old House
Faction: Pitt Slave
half-blind with hatred over his treatment by the Winthrop is Underworld’s technician. He
Location: TP.4: Pitt Steel- snooty inhabitants of Tenpenny Tower, Willy checks on the electricity, makes sure any
POINT LOOKOUT
yard (LAT 09/LONG 04) still remains close to the structure, in the vain plumbing is in working order, and gener-
hope that a water caravan or kindly stranger ally takes care of things. He restored and
will cross his path. reprogrammed the robot Cerberus, and is
» Freeform Quest: Wild Bill’s Last Stand (TP) responsible for his maintenance. Winthrop
A Pitt Slave who has impressive skill with a sleeps for a few hours in his little workshop off
.32 Pistol, Bill volunteered for the job of Steel WINGER GERVAIS the Concourse, and is occasionally joined by
BROKEN STEEL
Ingot collector after the previous Pitt Slaves his girlfriend Greta.
Faction: Sudden Death
failed to return. He knew the odds of returning
Overtime Gang
weren’t favorable but couldn’t see his friends
die when he, at least, had a fighting chance. Location: 8.10: Nuka-Cola WOODROSE
Plant (LAT -01/LONG -19) Faction: Tribal
WILLIAM BRANDICE
THE PITT
» Freeform Quest: Just for the Taste of It Location: PL 3.13: The Ark
& Dove Cathedral (LAT 12/
(DECEASED) Gervais is a member of the Sudden Death
Overtime Gang, obsessed with an ancient ice LONG 03/04)
Faction: Wastelander sport that Goalie Ledoux’s ancestors played.
A timid and thoughtful girl, Woodrose recently
OPERATION: ANCHORAGE
Location: U16.A: Marigold
blossomed when she joined her new cult, the
Station WINGER MERCIER Tribals. Tending to a variety of hydroponic
Punga Plants, she’s cultivating new and more
(DECEASED) delicious strains, in accordance with Jackson’s
» Miscellaneous Quest: Those!
Faction: Sudden Death wishes.
Originally from Navarro (a west coast
Overtime Gang
military base), Brandice journeyed across
the continent for reasons unknown, and Location: 8.10: Nuka-Cola YMIR
settled in the town of Grayditch as a doctor. Plant (LAT -01/LONG -19)
TOUR
Believing the Enclave was closing in on him, Faction: Slaver
Brandice took to the underground, but wasn’t » Freeform Quest: Just for the Taste of It Location: 2.08: Paradise
ready for quite so many Fire Ants. A one-time Mercier is a member of the Sudden Death Falls (LAT -09/LONG 16)
MISC. QUESTS
friend of Fred Wilks, Brandice is said to Overtime Gang, obsessed with an ancient ice
have a small weapons cache saved from his sport that Goalie Ledoux’s ancestors played.
transcontinental trek. Winger Mercier was sent to procure a secret Ymir and his son Jotun are Paradise Falls’s
forumula for a new type of Nuka-Cola while pair of knuckleheads. Jotun has difficulty
Ledoux made contact with the buyer. Mercier’s forming basic sentences, while his father is a
WILLOW been gone an awfully long time... jovial madman, armed with a horrific-looking
MAIN QUEST
Faction: Ghoul Super Sledge, like his son’s. Ymir isn’t fond of
Frank the bartender and makes this abun-
Location: 17.07A: Museum WINT dantly clear by bludgeoning Frank to death.
of History Entrance He loves drinking, fighting, and drinking
Faction: Ghoul
some more, rounding a day off with a spot of
GEAR
for the Ghouls living in the depths of the » Main Quest: Shock Value (BS)
Museum of History. She isn’t bothered by the Wint was part of a group of likeminded
Super Mutants (because they don’t tend to Ghouls who decided to forge ahead into
attack Ghouls), but she’s got some particular unexplored territories under the leadership of
FACTIONS & BESTIARY
vehemence for the Brotherhood and Talon Sanders, and set up a new Ghoul Settlement
Company humans. to rival Underworld. One of only two remain-
ing survivors, Wint isn’t staying around to
watch any more of his friends die. He consid-
ers the whole plan an absolute disaster, and
would have throttled Sanders himself if the
Deathclaws hadn’t got to him first.
TRAINING
WASTELAND GEAR
Chapter 4
Wasteland Weaponry
The following encyclopedia showcases every weapon available during your adventures, including
those that are common, unique, or custom. Please note that any weapon that has its own name is a
unique weapon that can be Repaired using the more common version. For example, the Man Opener
is a variant of the more common Auto Axe. The unique variant is almost always more powerful and
valuable. Seek them all out, if you can!
CLIP 1
AMMO Alien Power Module
FAT MAN
Ripped from the mechanical body of an Alien AP 30
Drone encountered throughout Mothership VALUE 1000
DMG 40**
Zeta, this fires orb-like projectiles that bounce WEIGHT 30
off walls and scenery and explode after AUTO No
around three seconds. It uses Alien Power CLIP 1
ROF 3.3
Modules as ammunition. It inflicts two types AMMO Mini Nuke
SPREAD 0.5
of damage: collision (when the orb strikes a This collectible weapon is the most devastat- AP 65
foe) and explosive (when the orb detonates). CRIT % MULT 1
ing type found in the Wasteland. Launch
This can be extremely deadly once you learn DMG 10
CRIT. DMG 50 using V.A.T.S. for pinpoint accuracy. This
when to fire, and how the orbs interact. It can heavy, single-projectile weapon causes AUTO No
NOTES ** +100 DMG
fire over Alien Sphere Shields too, acting a explosion massive exploding radiation upon contact. ROF 4.5
little like a grenade. If firing manually, point the launcher upward
SPREAD 2
slightly to avoid a too-short and deadly
launch. Usually found in poor condition, CRIT % MULT 0
DRONE CANNON: DRONE use only on Behemoths or large clusters of
enemies.
CRIT. DMG —
VALUE 200
WEIGHT 18 FAT MAN: EXPERIMENTAL MIRV
CLIP 1 VALUE 2500
AMMO Alien Power Module WEIGHT 30
Although statistically identical, the experimen- AP 30 CLIP 8
tal Drone Cannon Ex-B—of which only two DMG 40** AMMO Mini Nuke
examples exist—uses a different propulsion
AUTO No AP 65
system to deliver its orb projectile. In this Locate all five Keller Holotapes, then access
case, the orb doesn’t bounce, but instead ROF 3.3 the bunker in the National Guard Depot DMG 10
strikes its target after arcing through the air, SPREAD 0.5 (Zone 6.11) to obtain this ludicrously destruc-
AUTO No
essentially making this similar to a Missile tive weapon. Firing eight Mini-Nukes at once,
CRIT % MULT 1
this is an epic one-hit-kill weapon. However, ROF 4.5
Launcher. The easier targeting makes this pre-
ferred over the regular Drone Cannon in most CRIT. DMG 50 this unique weapon lacks ammo (there are SPREAD 13
cases. Find both on an Experimental Guard- NOTES ** +100 DMG
only 72 Mini-Nukes in the entire Wasteland),
so sell, store, or fire it for entertainment pur- CRIT % MULT 0
ian Drone inside the Weapons Lab aboard explosion, Unique
Mothership Zeta [MZ3.16]. poses only. CRIT. DMG —
NOTES Unique
APPENDICES
FLAMER FLAMER: SLO-BURN FLAMER
VALUE 500 VALUE 500
WEIGHT 15 WEIGHT 15
MOTHERSHIP ZETA
CLIP 60 CLIP 60
AMMO Flamer Fuel AMMO Flamer Fuel
AP 50 AP 50
Fast and safe compared to other Big Guns, DMG 16 This Flamer variant is found inside the Adams DMG 18
the Flamer won’t harm you like a nearby Air Force Base Mobile Base Crawler [AAFB
AUTO Yes AUTO Yes
POINT LOOKOUT
exploding Fat Man and isn’t slow to build up 04] on the upper level of the Deathclaw
like the Minigun. It causes additional burn ROF 8 Facility. When used aggressively, it delivers ROF 8
damage to enemies and reloads quickly. Best SPREAD 0.5 an agreeably potent hit that continues to burn SPREAD 0.5
against weaker Raiders and Radroaches. its target. It fires instantly, which is another
CRIT % MULT 4 bonus. The “Slo-Burn” refers to the continu- CRIT % MULT 4
Fire it in quick bursts to conserve fuel. It adds
50% more DMG with the Pyromaniac Perk. CRIT. DMG 1 ous damage it delivers even after the initial CRIT. DMG 1
hit, making it potent, but fuel-consuming.
BROKEN STEEL
NOTES — NOTES 3 Ammo/Shot,
Augment further with Pyromaniac Perk. Unique
THE PITT
VALUE 500 VALUE 2000
WEIGHT 15 WEIGHT 18
CLIP 60 CLIP 240
OPERATION: ANCHORAGE
AMMO Flamer Fuel AMMO Electron Charge Pack
AP 50 AP 30
DMG 24 The weapon of choice for many Brotherhood DMG 8
Find the irradiated and gutted subway car in
of Steel and Outcast soldiers, this ultraeffec-
the Franklin Metro Utility (U.17.B) to obtain AUTO Yes AUTO Yes
tive laser cannon shoots high-velocity Electron
this unique weapon. It offers +50% DMG
ROF 8 Charges. Although heavy, the Gatling Laser ROF 20
compared to the regular Flamer but is unaf-
SPREAD 0.5 deals out quick and painful death and can SPREAD 0.5
fected by the Pyromaniac Perk. Otherwise, it
clear a room in moments. With its rapid ROF,
is identical statistically to a regular Flamer. CRIT % MULT 4 CRIT % MULT 1
TOUR
it goes through ammunition quickly, and its
CRIT. DMG 1 rarity sometimes makes it difficult to repair. CRIT. DMG 6
NOTES Unique NOTES —
MISC. QUESTS
FLAMER: RAPID-TORCH FLAMER GATLING LASER: PRECISION
VALUE 500 GATLING LASER
MAIN QUEST
WEIGHT 15 VALUE 3,000
CLIP 60 WEIGHT 18
AMMO Flamer Fuel CLIP 240
AP 50 AMMO Electron Charge Pack
GEAR
but it is more economical, because reloads ROF 8 Unique take on a Gatling Laser. When fired, AUTO Yes
take longer, thus conserving fuel. Choose the it has a high Critical Multiplier, so is suited
SPREAD 0.5 ROF 20
Pyromaniac Perk to deliver almost double the to those who have improved this part of their
regular damage. The correct combination of CRIT % MULT 4 combat repertoire. It is also rapid-firing and SPREAD 0.5
easy to target, unlike most Big Guns. The
FACTIONS & BESTIARY
perks and abilities can turn this into a real CRIT. DMG 1 CRIT % MULT 4
roaster. other Unique Gatling Laser, Vengeance, has
NOTES Unique CRIT. DMG 6
less chance to inflict a Critical, but Vengeance
delivers more punch. NOTES Unique
TRAINING
APPENDICES
ROCK-IT LAUNCHER ALIEN BLASTER
VALUE 200 VALUE 500
WEIGHT 8 WEIGHT 2
MOTHERSHIP ZETA
CLIP 12 CLIP 10
AMMO Misc. objects AMMO Alien Power Cell
AP 32 AP 20
DMG 50 DMG 100
An otherworldly Alien Blaster pistol is found
Once built, this custom weapon fires any
AUTO No only at the Crashed Anomaly (Zone 2.G) AUTO No
POINT LOOKOUT
junk items you pick up. Due to weight
ROF 3.3333 and Bannister Crater (Zone 4.Q). This rare ROF 3
concerns, it’s better to fire lightweight items
weapon deteriorates easily but inflicts devas-
like Pre-War Money or Teddy Bears. Choose SPREAD 1 SPREAD 0
tating damage. Aim for the head to conserve
easy-to-find items; you can sometimes pick
CRIT % MULT 1 ammo and weapon longevity. Ammunition CRIT % MULT 1
them up again once they’re fired. Different
is found only near the weapon. This can be
items arc through the air at different trajec- CRIT. DMG 25 CRIT. DMG 40
traded to Defender Casadin (Zone 8.04) for
tories, so experiment with them. Even some
BROKEN STEEL
NOTES — considerable funds. NOTES —
types of flesh can be used….
THE PITT
VALUE 500
OPERATION: ANCHORAGE
CLIP 30
VALUE 500
AMMO Alien Power Module
WEIGHT 2
AP 20
CLIP 20
The closest you come to wielding an Alien DMG 35
AMMO Alien Power Module Shotgun, the Captain’s Sidearm, which is
AUTO No
AP 20 carried by the Alien Captain aboard Mother-
ship Zeta’s Bridge [MZ3.22], uses Alien ROF 3
This is the preferred sidearm for many Aliens DMG 35
aboard Mothership Zeta, and it’s found on Power Modules as ammo, and is in much SPREAD 3
TOUR
AUTO No better repair than the Alien Blaster you may
their corpses, dropped, or on shelves. It CRIT % MULT 1
uses Alien Power Modules as ammunition, ROF 3 have scavenged on the Wasteland surface. It
fires a spread of bullets, making it much more CRIT. DMG 40
and offers extremely potent damage per SPREAD 0 potent in “real” (rather than V.A.T.S.) time. It
MISC. QUESTS
shot. Furthermore, it is completely accurate, NOTES Unique
and excellent to use at medium and long CRIT % MULT 1 uses three modules for a single, six-shot burst.
ranges. This is a recommended weapon to It’s damaging at shorter ranges before the
CRIT. DMG 40
employ, only bettered at close range by the plasma bolts spread out.
NOTES —
Disintegrator.
MAIN QUEST
ALIEN ATOMIZER: ATOMIC ALIEN BLASTER: FIRELANCE
PULVERIZER
VALUE 750
GEAR
VALUE 500
WEIGHT 2
WEIGHT 2
CLIP 10
CLIP 20
AMMO Alien Power Cell
CENSUS
WEIGHT 7 WEIGHT 2
LASER PISTOL:
GAUSS RIFLE
PROTECTRON’S GAZE
VALUE 500
VALUE 320
WEIGHT 12
WEIGHT 3
CLIP 1
CLIP 20
AMMO Micro Fusion Cell
AMMO Energy Cell
The Gauss Rifle fires a high-velocity bolt of AP 38
energy, knocking a target off their feet with AP 17
DMG 100
a critical hit. It has similar but more powerful DMG 24
qualities to a Sniper Rifle, including manual AUTO No
This unique pistol is in the Mechanist’s lair AUTO No
telescopic range. It is available only at the ROF 1 inside the Robot Repair Center (Zone 6.H)
VSS Armory (Zone OA.U.2) after completing at the end of Miscellaneous Quest: The ROF 3
SPREAD 0
Operation: Anchorage. Unfortunately, this Superhuman Gambit. Built from Protectron SPREAD 2.5
highly effective weapon cannot self-repair. CRIT % MULT 5
parts, it fires a tight cluster of beams at its
CRIT % MULT 1
CRIT. DMG 50 target instead of a single bolt. It has a slower
ROF compared to a regular Laser Pistol but CRIT. DMG 24
NOTES —
inflicts much more impressive damage. NOTES Unique
APPENDICES
LASER PISTOL: SMUGGLER’S END LASER RIFLE: TRI-BEAM
VALUE 450 LASER RIFLE
WEIGHT 2
MOTHERSHIP ZETA
VALUE 1,000
CLIP 30
WEIGHT 9
AMMO Energy Cell
CLIP 24
AP 17
AMMO Micro Fusion Cell
Using the Microfusion Cell, and found on
DMG 18
the corpses of Super Mutant Overlords, the AP 23
The property of Elder Lyons, this is found in AUTO No Tri-Beam Laser Rifle’s lives up to its name—it
POINT LOOKOUT
his private chambers inside the Citadel (Zone DMG 75
ROF 6 fires a trio of shots (three rounds at a time
9.11). It is comparable to the base Pistol, but AUTO No
compared to one with other Laser Rifles). It
fires at double the rate when manually used SPREAD 0
also features a longer range, and offers more ROF 2.7
and strikes with additional damage. Unlike
CRIT % MULT 1.5 damage potential than other Laser Rifles if
many unique weapons, as long as you aren’t SPREAD 2
CRIT. DMG 18 you have a low chance of inflicting Criticals.
spotted, you can take this item without incur- CRIT % MULT 1.5
Balance your need for ammo with the extra
ring the wrath of the Brotherhood of Steel.
BROKEN STEEL
NOTES Unique
punch this rifle provides. CRIT. DMG 15
NOTES 3 Ammo/Shot,
Unique
LASER RIFLE
THE PITT
VALUE 1000 LASER RIFLE: WAZER WIFLE
WEIGHT 8 VALUE 900
CLIP 24
OPERATION: ANCHORAGE
WEIGHT 8
AMMO Micro Fusion Cell CLIP 30
AP 17 AMMO Micro Fusion Cell
Although expensive to repair and harder to
find, this is an excellent mid- to long-range DMG 23 AP 17
weapon and a perfect alternative to the Inflicting greater damage and with a larger
AUTO No DMG 28
Hunting Rifle when roaming the Wasteland. capacity than a regular Laser Rifle, this
ROF 2 hard-wearing, easily repairable weapon is AUTO No
It inflicts relatively low damage but has a
higher ROF than many other weapons. With SPREAD 0 spectacular when used as a sniper rifle, along
ROF 2
TOUR
a successful critical hit to finish off your with the associated Perks (such as Commando,
CRIT % MULT 1.5 SPREAD 0
target, your foe will be reduced to dust (but Sniper, and Concentrated Fire). It’s found
CRIT. DMG 22 during Freeform Quest: Biwwy’s Wazer CRIT % MULT 1.5
items can still be scavenged).
NOTES — Wifle, inside Little Lamplight (Zone 4.08).
MISC. QUESTS
CRIT. DMG 28
NOTES Unique
MAIN QUEST
VALUE 1,000
MESMETRON
WEIGHT 8 VALUE 500
CLIP 24 WEIGHT 2
GEAR
inside The Pitt (The Pitt: Zone B), and offer laneous Quest: Strictly Business. This ROF 1
CRIT % MULT 1.5
him 50 Steel Ingots to obtain this impressive hypnotic resonance cannon is used to daze
SPREAD 0
piece. CRIT. DMG 27 (or “mez”) specific targets, after which Slave
Collars are attached and the victims sent CRIT % MULT 1
NOTES Unique
back to Paradise Falls for a Caps reward. CRIT. DMG 0
Mezzing non-quest-specific humans results in
NOTES Unique
a daze, attack, or head explosion.
TRAINING
WEIGHT 8 CLIP 12
Don’t need the hypnotic power of the AUTO No to long ranges; think of it as a shotgun that ROF 4
Mesmetron, but want the same bulky device can turn a foe into a pile of steaming goop
ROF 1 SPREAD 0.2
in a handy aggressive battle package? Then (which you can search for items the foe was
SPREAD 0 carrying). These guns are found primarily CRIT % MULT 2
seek out the Microwave Emitter, found in a
locked Vault Room in the hidden Underground on Enclave soldiers. CRIT. DMG 44
CRIT % MULT 2
Laboratory under Point Lookout Lighthouse [PT NOTES —
CRIT. DMG 100
6.29]. Burning foes into crimson piles of ash,
this offers great offensive capabilities because NOTES Not Affected by
Armor, Unique
it ignores Armor. However, be aware of the
delay between the trigger-pull and firing.
PLASMA RIFLE: A3-21’S
PLASMA PISTOL PLASMA RIFLE
VALUE 360 VALUE 2200
WEIGHT 3 WEIGHT 8
CLIP 16 CLIP 12
AMMO Energy Cell AMMO Micro Fusion Cell
AP 21 AP 25
DMG 25 Obtain this durable Plasma Rifle from the DMG 50
Shooting semiautomatic and extremely hot Replicated Man at the end of Miscellaneous
AUTO No AUTO No
globules of plasma at a target, the Plasma Quest: The Replicated Man. It inflicts
Pistol inflicts excellent damage on a target ROF 3 more DMG, has a higher Critical Percentage ROF 4
and is favorable at short range. However, SPREAD 0.5 Multiplier, and offers devastating combat SPREAD 0.2
when you use this weapon from longer potential: a potent rifle with a plentiful ammo
ranges, enemies can dodge the slow-moving CRIT % MULT 2 CRIT % MULT 2.5
supply. Acquire it once the Enclave appears
plasma shots, lessening the gun’s impact. CRIT. DMG 25 for greater access to ammo and parts for CRIT. DMG 50
These guns are mainly found on Enclave repair.
NOTES — NOTES Unique
personnel.
PLASMA PISTOL:
MPLX NOVASURGE TESLA CANNON
VALUE 850
VALUE 1,800
WEIGHT 6
WEIGHT 8
CLIP 16
CLIP 1
AMMO Small Energy Cell
AMMO Electron Charge Pack
AP 21 Initially air-dropped by Paladin Tristan at the AP 37
DMG 80 commencement of your assault on Adams Air
A secretive prototype to the Enclave’s Plasma DMG 40
Force Base [AAFB 01], these are also found
Pistol, the Novasurge functions in a very AUTO No
back at the Citadel, or in Resupply Crates if AUTO No
similar manner, and proves a conspiracy
ROF 3 you head into the Air Force Base after you
theory you long suspected. There are other ROF 1.6
SPREAD 0.5 complete Broken Steel. Aim at the torsos of
bonuses too; the MPLX Novasurge inflicts SPREAD 0
foes for extra limb damage, and at airborne
more than three times the damage of a CRIT % MULT 3
Vertibirds to bring them down with a single CRIT % MULT 2
Plasma Pistol, with a bigger Crit % Mult too.
CRIT. DMG 75 shot (grounded Vertibirds take considerably
Unfortunately, it is heavier and uses ammuni- CRIT. DMG 30
NOTES Unique more fire). It is an excellent, one-shot take-
tion twice as quickly. Repair it using Plasma NOTES Chained Energy
down weapon.
Pistols. It is found in a safe in the Debris Pile Strikes
after you unlock it by hacking Reid Under-
wood’s Terminal inside the Mothership Zeta
Cargo Hold [MZ2.11].
APPENDICES
CRYO MINE
Grenades & Mines
VALUE 25
WEIGHT 0.5
MOTHERSHIP ZETA
BIO-GAS CANISTER CLIP —
AMMO —
VALUE 50
AP 35
WEIGHT 0.5
DMG —†
CLIP —
These are obtained in exactly the same way AUTO No
POINT LOOKOUT
AMMO — as the Cryo Grenade, during your expedition
through Mothership Zeta and meeting with ROF —
Find this rare Grenade in Excavated Muck AP 24
Holes across Point Lookout. When thrown, Elliott Tercorien [MZ1.03] after returning from SPREAD —
DMG Varies
it deploys a cloud of gas, which can then the Cryo Lab [2.04]. These mines paralyze
CRIT % MULT —
be ignited by explosives, firearms, etc. The AUTO – and freeze their foes instead of damag-
ing them. Use them to gain additional time CRIT. DMG —
force of the blast knocks a foe back, briefly ROF –
if you’re swarmed by foes, or want to stop
BROKEN STEEL
stunning them, rather than inflicting a large NOTES † Temporarily
SPREAD –
amount of damage. For this reason, Bio-Gas enemies in their tracks. immobilizes target
Canisters are best used to remove a threat CRIT % MULT Varies
(or multiple threats) before fleeing, rather CRIT. DMG Varies
than for actually killing them.
NOTES Creates Flammable
Gas Cloud, Rare FRAG GRENADE
THE PITT
VALUE 25
BOTTLECAP MINE WEIGHT 0.5
OPERATION: ANCHORAGE
CLIP —
VALUE 75
AMMO —
WEIGHT 0.5
AP 24
CLIP —
Shoot enemy Grenades in the air using DMG 100
AMMO —
V.A.T.S. or off a foe’s belt and retreat from AUTO —
AP 35 the warning pointer (the blast radius is
ROF —
Bottlecap Mines, primarily found on Work DMG 500 around 10 feet). A good tactic is to lob in a
Benches across the Wasteland, are massively Grenade, then finish with gunfire (target any SPREAD —
TOUR
AUTO —
more powerful Frag Mines but with a wider almost-crippled limbs your enemy now has). CRIT % MULT 0
area of effect. You will likely kill any entity ROF — The longer you hold a primed Grenade, the
CRIT. DMG —
(including yourself) that is caught by the SPREAD 1 farther you can throw it. Do extra damage
NOTES
MISC. QUESTS
explosion, so take extreme care in handling with the Demolition Expert perk. —
CRIT % MULT 0
these custom Mines. For even more damage,
choose the Explosives skill and Demolition CRIT. DMG —
Expert perk. NOTES —
FRAG MINE
MAIN QUEST
CRYO GRENADE VALUE 25
WEIGHT 0.5
VALUE 50 CLIP —
WEIGHT 0.5
GEAR
AMMO —
CLIP — AP 35
AMMO — DMG 100
When encountering a Frag Mine, listen
CENSUS
PULSE MINE
PLASMA GRENADE VALUE 40
CLIP — AMMO —
AMMO — AP 35
AP 24 DMG 10
The Mine counterpart of the Pulse Grenade,
The next step up in the Grenade’s evolution, DMG 150 AUTO —
this inflicts a massive EMP globe of destruc-
these explosive devices are mainly carried AUTO — tion that only lightly damages humans but ROF —
by Enclave Soldiers. They detonate upon devastates robots. Mechanical and human
ROF — SPREAD —
contact with a foe and, like Plasma Pistols enemies set them off, but hovering Mister
and Plasma Rifles, engulf an area around SPREAD — CRIT % MULT 0
Gutsys may pass over them; shoot the Mine
the detonation point with superheated CRIT % MULT 0 to explode it if this occurs. Use the Light Step CRIT. DMG —
plasma. They are even more deadly if you perk to avoid triggering enemy Mines. Pulse
CRIT. DMG — NOTES —
have the Demolition Expert perk. The only Mines are usually found on Talon Mercs.
downside is their rarity. NOTES —
APPENDICES
AUTO AXE: MAN OPENER AXE: THE DISMEMBERER
VALUE 200 VALUE 55
WEIGHT 20 WEIGHT 6
MOTHERSHIP ZETA
CLIP 1 CLIP —
AMMO — Everything you need to know about this AMMO —
Unique Axe is contained in its name: It is
AP 65 AP 30
viciously effective at de-limbing a foe and
This has identical stats to a regular Auto DMG 35 restoring Action Points so you can continue DMG 25
Axe, with one important difference: It AUTO Yes your frenzy of chopping. This is limb-crippling AUTO —
POINT LOOKOUT
ignores the DR of a foe’s armor, so it’s fun, and you can Repair it with other Axes.
ROF 1 ROF —
excellent against armored foes (unlike the Swap to it the moment you get it, from Plik
Mauler). Switch to this unique weapon when SPREAD 0 once you complete Miscellaneous Quest: SPREAD —
you find it on the bed in the Supply Plant CRIT % MULT 0 Plik’s Safari inside the Coastal Grotto [PL CRIT % MULT 2
(The Pitt: Zone E); use it until you acquire the 3.17].
CRIT. DMG 0 CRIT. DMG 40
Mauler. The Better Criticals and Ninja perks
BROKEN STEEL
increase its Critical Damage. NOTES Unique NOTES When Landing
Killing Blow, Likely
to Dismember and
Restore 5 AP, Unique
THE PITT
VALUE 200 BASEBALL BAT
WEIGHT 20 VALUE 55
CLIP 1
OPERATION: ANCHORAGE
WEIGHT 3
AMMO — CLIP —
AP 50 AMMO —
The most powerful Auto Axe against non-
DMG 45 AP 25
armored foes, this devastating and gruesome One of the first weapons you can use on
weapon is designed to cut through flesh AUTO Yes DMG
your escape through Vault 101, this allows 9
and bone. The Mauler is a good primary ROF 1 you to knock down foes relatively easily. AUTO —
weapon. All Auto Axes and Steel Saws can As you progress, supplant the Baseball Bat
SPREAD 0 ROF —
be used to repair it. Get it from Everett once with other, deadlier melee weapons. Use
TOUR
you collect 80 Steel Ingots during Free- CRIT % MULT 0 it only when you need to save ranged- SPREAD —
form Quest: Mill Worker. The Better CRIT. DMG 0 weapon ammo, and you haven’t yet dis-
CRIT % MULT 1
Criticals and Ninja perks increase its Critical covered more damaging attacks.
NOTES Unique
MISC. QUESTS
Damage. CRIT. DMG 9
NOTES —
AXE
MAIN QUEST
CHINESE OFFICER’S SWORD
VALUE 60
VALUE 75
WEIGHT 6
WEIGHT 3
CLIP —
GEAR
CLIP —
Repair this using other Axes. Suffering the AMMO —
same shortfalls as many other close combat AMMO —
AP 30
weapons (you can’t strike foes at range), this AP 28
DMG 20
CENSUS
COMBAT KNIFE
KNIFE
VALUE 50
VALUE 20
WEIGHT 1
WEIGHT 1
CLIP —
CLIP —
AMMO —
AMMO —
A useful weapon for Raiders and Talon AP 17
Although it’s easier to swing than the Baseball AP 20
Company Mercs throughout the Wasteland, DMG 7
Bat, the Knife inflicts a rather pitiful amount
Combat Knives are relatively common and DMG 4
AUTO — of damage. However, you can get in a few
are a good alternative to a Baseball Bat AUTO —
ROF — more stabs than other weapons due to the
when you’re starting out on your adventures.
low Action Points it takes to swipe at a foe. ROF —
The blade’s short length means you must SPREAD — Knives are plentiful and are usually located
be closer to your target compared to other SPREAD —
CRIT % MULT 3 in kitchens, where operations occur, or on
melee weapons, but it’s still reasonably
Raiders. Another weapon to begin your CRIT % MULT 1
effective. CRIT. DMG 13
adventure with. CRIT. DMG 4
NOTES —
NOTES —
APPENDICES
KNIFE: ANT’S STING LEAD PIPE
VALUE 30 VALUE 75
WEIGHT WEIGHT 3
MOTHERSHIP ZETA
1
CLIP — CLIP —
A great unique weapon to use early in AP 20 structure interiors and Raider corpses), AP 24
your adventure, it’s easily repaired due to consider replacing your Baseball Bat with
DMG 4 DMG 9
the plentiful supply of Knives. Found near the Lead Pipe as you begin your adventure,
AUTO — as it enables more overall damage. Like the AUTO —
POINT LOOKOUT
the AntAgonizer’s Lair (Zone 6.01) when
ROF — Baseball Bat, it’s better to use in V.A.T.S., ROF —
you side with her during Miscellaneous
as manual combat can allow enemies to
Quest: The Superhuman Gambit, this SPREAD — SPREAD —
block your attacks, which are otherwise
Knife has the bonus of poisoning foes when
CRIT % MULT 1 quickly administered. CRIT % MULT 1
you strike them successfully. You can leave
a wounded foe to die and move on to the CRIT. DMG 4 CRIT. DMG 18
next one.
BROKEN STEEL
NOTES Unique NOTES —
THE PITT
VALUE 20 VALUE 30
WEIGHT 1 WEIGHT 4
OPERATION: ANCHORAGE
CLIP — CLIP —
Located deep within the Ritual Site [PL 5.25] AMMO — AMMO —
that the Swampfolk frequent, and deep in the AP 12 AP 27
While not exhibiting spectacular combat
corpse of a sacrificial body, this features an
DMG 6 damage, the Nail Board’s length allows DMG 8
excellent attack capability with little expen-
AUTO — you to inflict wounds from a little farther AUTO —
diture of Action Points. This, accompanied
away than Combat Knives. You can also
by the great Critical Hit Multiplier (which in ROF — ROF —
swing this weapon quickly and effectively,
turn should be further augmented with perks
SPREAD — making up for the light damage it causes. SPREAD —
TOUR
you’ve chosen to complement a close melee
This melee weapon is favored by Super
style of play) creates a weapon that’s as CRIT % MULT 3 CRIT % MULT 0
Mutants. Strike enemies using V.A.T.S., as
deadly as it is difficult to acquire. CRIT. DMG 18 CRIT. DMG —
manual attacks can easily be blocked.
MISC. QUESTS
NOTES Unique NOTES —
MAIN QUEST
VALUE 20
OF EDUCATION
WEIGHT 1 VALUE 60
CLIP — WEIGHT 4
GEAR
AMMO — CLIP —
Found near a Turtledove Detention Center
Perimeter Sign [PL 2.G], on a small crate AP 10 AMMO —
at the base of a tree, this weapon is often DMG 1 AP 27
CENSUS
overlooked, and with good reason—it is Find this unique weapon in the remote
AUTO — Wastelander-holding area known as the DMG 12
almost entirely useless! With very low Health,
this breaks constantly (sometimes during a ROF — Clifftop Shacks (Zone 2.04). Its strengths AUTO —
single fight!), and although has the lowest and weaknesses are similar to a regular
SPREAD — ROF —
FACTIONS & BESTIARY
Action Point cost of any weapon, the stabs Nail Board (which can be used to repair
CRIT % MULT 1 this weapon), but with the slight added SPREAD —
you attempt are feeble. Save this for costume
pranks with a Pint-Sized Slasher Mask. CRIT. DMG 10 benefit that it can cause a critical strike. CRIT % MULT 1
Use this early in your adventure if you’re
NOTES Unique CRIT. DMG 12
seeking slightly longer-range melee combat.
NOTES Unique
TRAINING
WEIGHT 2 WEIGHT 3
CLIP — CLIP —
An alternative to the Baseball Bat, you AMMO — AMMO —
might pick up the Police Baton during your Given to you by Megaton’s Moira Brown
AP 25 (Zone 8.03) during Miscellaneous Quest: AP 40
Escape from Vault 101. It has quick strikes
that you can perform repeatedly. It’s prefer- DMG 4 Wasteland Survival Guide, this is basi- DMG 1
able to use V.A.T.S. to prevent enemies cally a stick. Sticks don’t fare well against AUTO —
AUTO —
from blocking your strikes. This is a good most foes, but there are two you should
ROF — strike with this: Radroaches and Mole Rats. ROF —
backup to your Baseball Bat and is easily
sold for quick Caps on your way to finding SPREAD — The repellent on the stick’s end explodes the SPREAD —
a more devastating armament. critters’ heads after a few seconds, making
CRIT % MULT 1 CRIT % MULT 0
this useful strictly for vermin control.
CRIT. DMG 4 CRIT. DMG —
APPENDICES
ROLLING PIN SHOCK BATON
VALUE 10 VALUE 70
WEIGHT 1 WEIGHT 2
MOTHERSHIP ZETA
CLIP — CLIP —
Use this only in desperation or if you want to
AMMO — AMMO —
prove your prowess and shame an enemy!
This has some of the least impressive statis- AP 24 The first piece of Alien technology you recover AP 19
tics of all weapons and should be pocketed during your exploration of Mothership Zeta,
DMG 3 DMG 20
(or dropped, as its selling price is low too). these melee weapons are exclusively used
AUTO — by Aliens, and work in a similar manner to AUTO No
POINT LOOKOUT
A simulated Rolling Pin is also available for
a few moments in Tranquility Lane (Zone ROF — the Police Baton, shocking the victim with ROF —
7.03), with significantly improved statistics. damage, and after a Critical death, turning
SPREAD — SPREAD —
a foe into an ash pile. Compare this to your
CRIT % MULT 0 other melee weapons before deciding whether CRIT % MULT 1
CRIT. DMG — to use it, but the number available on the CRIT. DMG 4
Mothership make it a recommended weapon
BROKEN STEEL
NOTES — during extraterrestrial expeditions. NOTES —
THE PITT
VALUE 75
ELECTRO-SUPPRESSOR
WEIGHT 3 VALUE 70
OPERATION: ANCHORAGE
CLIP — WEIGHT 2
AMMO — CLIP —
TOUR
additional damage effects (compared to the ground in a nervous spasm, mimicking the
Shishkebab, for example), its low AP means CRIT % MULT 2 SPREAD —
effects of the Victory Rifle. This is handy,
it can be wielded both effectively and more CRIT. DMG 40 because the victim is prone and easily fin- CRIT % MULT 1
quickly. ished or fled from.
NOTES
MISC. QUESTS
Unique CRIT. DMG 4
NOTES Unique
SHISHKEBAB
MAIN QUEST
SHOVEL
VALUE 200
WEIGHT 3 VALUE 55
CLIP — WEIGHT 3
GEAR
AMMO — CLIP —
Shovels are more of an implement than AMMO —
AP 28
a weapon, and feature less impressive
Constructed from schematics, the Shishkebab AP 20
DMG 35 capabilities than the equally common Axe.
delivers astonishing damage (especially per
CENSUS
WEIGHT 12 WEIGHT 18
CLIP — CLIP —
AMMO — AMMO —
AP 38 AP 38
Carried by the friendly and powerful
Found in the Anchorage War Memorial’s DMG 30 DMG 32
Fawkes, and accessible once you free him
labyrinthine underground section (Zone AUTO — in Vault 87 [4.06] during Main Quest: AUTO —
9.06), the Tenderizer features all the pound- Finding the Garden of Eden, trade
ROF — ROF —
ing power of a regular Sledgehammer (and with him before he finds the G.E.C.K. if
is repaired using any Sledgehammer), plus SPREAD — you don’t wish to slay him. Fawkes’ Super SPREAD —
it delivers additional damage to an enemy’s CRIT % MULT 1 Sledge is incredibly powerful and well CRIT % MULT 1
armor, crushing both flesh and metal in a worth wielding for the additional damage
CRIT. DMG 15 CRIT. DMG 32
single swing. It’s a powerful and impressive bonus. Repair it using normal Super
weapon to wield. NOTES Unique Sledges. NOTES Unique
APPENDICES
SWITCHBLADE TIRE IRON:
VALUE 35 HIGHWAYMAN’S FRIEND
MOTHERSHIP ZETA
WEIGHT 1 VALUE 75
CLIP — WEIGHT 5
AMMO — CLIP —
AP 18 AMMO —
Another melee weapon you should wield DMG 5 AP 27
only before obtaining more impressive
AUTO — Found inside Dominic’s and Machete’s DMG
POINT LOOKOUT
close-quarter implements, the Switchblade 10
is better than a Baseball Bat, as it has a ROF —
garage in Canterbury Commons (Zone
AUTO —
slightly higher Critical chance, can inflict 6.02), this unique Tire Iron inflicts more
SPREAD — damage than a regular Tire Iron (which ROF —
slightly more damage, and weighs next to
nothing. Otherwise nondescript, Switch- CRIT % MULT 2 can be used to repair this weapon) but not SPREAD —
blades appear on the bodies of some as much as some other, ordinary melee
CRIT. DMG 9 CRIT % MULT 1
Raiders and on Talon Company Mercs. weapons, such as the Sledgehammer. As
BROKEN STEEL
NOTES — with the Tire Iron, inflict damage in V.A.T.S. CRIT. DMG 10
so your foes don’t block you. NOTES Unique
SWITCHBLADE: BUTCH’S
TRENCH KNIFE
THE PITT
TOOTHPICK
VALUE 50
VALUE 50
WEIGHT 1
WEIGHT 1
OPERATION: ANCHORAGE
CLIP 12
CLIP —
AMMO —
AMMO —
AP 17
AP 18
Offering nearly double the damage of
Technically a variant of the Combat Knife, DMG 7
a regular Switchblade, this belongs to DMG 10
the Trench Knife inflicts almost exactly AUTO No
Butch DeLoria. It’s accessible during AUTO — the same damage as a Combat Knife, is
Miscellaneous Quest: Trouble on ROF 1
ROF — repaired using Combat Knives, and differs
the Homefront. Take it from Butch by
TOUR
primarily in its rarity. It is found inside the SPREAD 0
force inside Vault 101 (Zone 8.01) or, if SPREAD —
Outcast Outpost’s VSS Armory (OA.U.2) CRIT % MULT 3
you find him at the Muddy Rudder in Rivet CRIT % MULT 2.5 once Operation: Anchorage is com-
City (Zone 9.15), take it by violence or by CRIT. DMG 13
CRIT. DMG 13 plete. It is reasonably effective in violent
MISC. QUESTS
convincing him to be your Follower.
altercations. NOTES —
NOTES Unique
VALUE 225
AMMO —
WEIGHT 3
AP 27
This rusty mechanic’s tool is quite common CLIP 12
CENSUS
repeatedly; V.A.T.S. targeting is preferred SPREAD — is likely to be the first ranged weapon you can
AUTO No
so enemies don’t block you during combat. CRIT % MULT 1 access. As with any ranged weapon, the more
A good first upgrade to your Baseball Bat. damaged the weapon is, the more likely you ROF 6
CRIT. DMG 6 are to jam, miss, and inflict less damage to a SPREAD 0.5
NOTES — target. This is an excellent backup weapon,
due to the abundance of ammunition and CRIT % MULT 1
parts, and it is light enough to be collected CRIT. DMG 9
and sold for Caps.
TRAINING
NOTES —
WEIGHT 3 WEIGHT 5
CLIP 12 CLIP 50
AP 17 AP 20
Although carried by Colonel Autumn when
DMG 13 DMG 9
you face him inside the Jefferson Memorial This is more powerful and holds more
during Main Quest: Take It Back!, this AUTO No ammo than a regular 10mm SMG. Get it AUTO Yes
unique firearm is available during your from Sydney the relic hunter; steal it or kill ROF 10
ROF 6
reconnoiter of Raven Rock (Zone 1.01); it her for it as she’s fighting Super Mutants
SPREAD 0.5 in the National Archives (Zone 17.11). If SPREAD 1.5
is inside Colonel Autumn’s quarters. It is
worth locating, as it inflicts around double CRIT % MULT 1 you found A Note from Little Moonbeam’s CRIT % MULT 1
the damage of a regular 10mm Pistol. It is Father at the Statesman Hotel (Zone
CRIT. DMG 13 CRIT. DMG 9
repaired using regular Pistols. 12.08), give it to Sydney (usually at Rivet
NOTES Unique City Zone 9.15) in exchange for the gun. NOTES Unique
APPENDICES
SCOPED .44 MAGNUM SCOPED .44 MAGNUM:
VALUE 300 PAULSON’S REVOLVER
WEIGHT 4
MOTHERSHIP ZETA
VALUE 300
CLIP 6
WEIGHT 4
AMMO .44 Round, Magnum
CLIP 6
AP 32
AMMO .44 Round, Magnum
DMG 35
An uncommon and powerful hand-cannon, AP 32
AUTO No
POINT LOOKOUT
the Scoped .44 Magnum is a one-shot kill DMG 45
ROF 2.25 Lacking the scope of the other types of
weapon that inflicts impressive damage.
Magnum, Paulson’s Revolver must be prized AUTO No
Despite needing to be reloaded constantly SPREAD 0.3 out of the cowboy’s cold, dead hands any
and having a relatively slow rate of fire, the ROF 2.25
CRIT % MULT 2 time after he’s thawed out in the Engineering
gun’s power cannot be understated. With SPREAD 3
Core [MZ1.03] of Mothership Zeta. Although
the attached scope, you can use it to off CRIT. DMG 35
it uses the same bullets, it fires multiple (nine) CRIT % MULT 2
enemies at midrange, making this a truly
BROKEN STEEL
NOTES — shots per burst, enabling frequent Critical Hits
useful and sought-after weapon. CRIT. DMG 35
if used when aiming manually. It is well worth
bench-testing and adding to your inventory. NOTES Unique
THE PITT
BLACKHAWK ASSAULT RIFLE
VALUE 500 VALUE 300
WEIGHT 4 WEIGHT 7
OPERATION: ANCHORAGE
CLIP 6 CLIP 24
TOUR
Song, this is a truly exceptional one-handed
SPREAD 0.3 SPREAD 1.5
weapon. It has devastating power and Rifle ammo and additional weapons for
excellent accuracy at any range, and is CRIT % MULT 2 repair are plentiful. However, the Chinese CRIT % MULT 1
scoped for sniping. Adventurers who like Assault Rifle is more damaging. CRIT. DMG 8
CRIT. DMG 45
MISC. QUESTS
manual aim should seek out this unique
NOTES Unique NOTES —
weapon. The only shortfall is the relatively
rare ammo.
MAIN QUEST
CALLAHAN’S MAGNUM VALUE 36
WEIGHT 2
VALUE 750
CLIP 100
GEAR
WEIGHT 4
When a weapon needs a few shots to kill a AMMO BB
CLIP 6
Radroach, you know it isn’t made for hardy AP 28
AMMO .44 Round, Magnum adventuring. A gift on your tenth birthday,
CENSUS
DMG 4
AP 25 this is the least powerful ranged weapon
available and should be sold or stored as AUTO No
DMG 65
If you thought that the Blackhawk was the a memento of happier times. You can use it ROF 0.75
pinnacle of hand-cannon technology, think AUTO No as a tertiary weapon to take out or wound
FACTIONS & BESTIARY
SPREAD 0.5
again. It’s almost worth destroying the ROF 2.25 weaker enemies if you need to conserve
Citadel [9.11] to access the Armory and this the ammo of your more powerful weapons. CRIT % MULT 1
SPREAD 0.3
spectacularly powerful gun. It inflicts more CRIT. DMG 4
damage, does damage over time, and is CRIT % MULT 2
NOTES —
easier to fire than the Blackhawk. It also has CRIT. DMG 50
a favorable AP cost compared to the Black-
NOTES Unique
hawk. It is simply brutal at popping heads or
inflicting single, highly damaging shots into
TRAINING
larger foes.
WEIGHT 7 WEIGHT 7
CLIP 36 CLIP 12
COMBAT SHOTGUN:
CHINESE PISTOL THE TERRIBLE SHOTGUN
VALUE 190
VALUE 250
WEIGHT 2
WEIGHT 10
CLIP 10
CLIP 12
AMMO 10mm Round
AMMO Shotgun Cell
AP 17
Travel to Evergreen Mills Bazaar and locate AP 27
DMG 4 Smiling Jack, the owner of this devastating
This is one of the few ranged weapons that DMG 80
is more valuable as a commodity than a AUTO No weapon. It inflicts terrible damage, as its
AUTO No
firearm; collect these to sell for Caps or to name suggests, and can tear through vital
ROF 6
repair the Zhu-Rong v418. This gun inflicts organs like a Ripper through Strange Meat. ROF 1.5
SPREAD 1 It becomes wildly inaccurate at range and
pitiful damage, and although it can be SPREAD 6
employed as a secondary weapon to soften CRIT % MULT 1 should therefore be your close-combat
weapon of choice. Wait for a foe to charge CRIT % MULT 1
up weaker targets at range, it should be CRIT. DMG 4
holstered in favor of any other gun using you, enter V.A.T.S., and blast away! CRIT. DMG 40
NOTES —
10mm rounds. NOTES Unique
APPENDICES
DART GUN HUNTING RIFLE: OL’ PAINLESS
VALUE 500 VALUE 250
WEIGHT 3 WEIGHT 6
MOTHERSHIP ZETA
CLIP 1 CLIP 5
AMMO Dart President Dave’s pride and joy, this is AMMO .32 Caliber Round
AP 25 located inside the Capitol Building at the AP 23
A key custom weapon for those adept in Republic of Dave (Zone 3.03). Although it
DMG 6 DMG 30
Sneaking or using the Silent Running perk, isn’t flashy, it’s still a great weapon for the
AUTO No Wasteland wanderer: It lasts a long time, AUTO No
POINT LOOKOUT
this causes crippling damage to a foe’s
legs, no matter where you strike them. ROF 8.3333 reloads and fires faster, and inflicts more ROF 1.1
However, robots are not affected. This pain than a regular Hunting Rifle. It’s also
SPREAD 0 SPREAD 0
allows you to engage even the deadliest of completely accurate, making it terrific at
enemies (such as Deathclaws) by crippling CRIT % MULT 2.5 extreme ranges. CRIT % MULT 1
them, then backing away and finishing CRIT. DMG 12 CRIT. DMG 30
them at range with your weapon of choice.
BROKEN STEEL
NOTES Custom NOTES Unique
INFILTRATOR
DOUBLE-BARREL SHOTGUN
THE PITT
VALUE 400
VALUE 175
WEIGHT 7
WEIGHT 6
CLIP 24
OPERATION: ANCHORAGE
CLIP 2
AMMO 556mm
When you have a large, toughened enemy AMMO Shoitgun Shell
AP 23
to tackle, the Double-Barrel Shotgun becomes AP 35 Preferred by Pitt Raiders, the Infiltrator is
an excellent implement of destruction. Fire found only in The Pitt and is arguably the DMG 7
on (for example) an advancing Bruiser, and DMG 85
most devastating Assault Rifle. It has a high AUTO Yes
you’ll inflict the highest damage of any Small AUTO No value, can be fired automatically, is fairly
ROF 8
Gun, accompanied by a deafening blast that accurate, and can be repaired with regular
ROF 2.25
raises any nearby foes’ attention. You reload Assault Rifles. It’s best at short and mid- SPREAD 1.5
SPREAD 5
TOUR
after each shot, so make each one count, ranges but has the option of scoped shots, CRIT % MULT 1
and learn to time your attacks so you can CRIT % MULT 1 enabling manual aiming at range. This is a
cut down the bigger Swampfolk with relative CRIT. DMG 10
CRIT. DMG 30
serious explorer’s weapon.
ease. NOTES —
MISC. QUESTS
NOTES 2 Ammo/Shot
INFILTRATOR: PERFORATOR
HUNTING RIFLE
MAIN QUEST
VALUE 600
WEIGHT 6 CLIP 24
fantastic accuracy; it’s a much better use DMG 25 This unique Infiltrator inflicts a gruesomely AUTO Yes
of .32 Caliber Rounds than the .32 Pistol. impressive amount of damage and offers
AUTO No ROF 6
It has a slight spread, so attempt V.A.T.S. almost no variance at range, enabling
ROF 0.75 accurate shooting from almost all distances SPREAD 0.5
for longer-ranged attacks. Until you find Ol’
FACTIONS & BESTIARY
Painless, this is a great and easily repair- SPREAD 0.3 (especially with the scoped function). With CRIT % MULT 2
able weapon that packs a punch. automatic fire as well, the Perforator lives
CRIT % MULT 1 CRIT. DMG 14
up to its name. Repair using Infiltrators.
CRIT. DMG 25 NOTES Unique
NOTES —
TRAINING
SAWED-OFF SHOTGUN:
LINCOLN’S REPEATER THE KNEECAPPER
VALUE 350
VALUE 500
WEIGHT 5
WEIGHT 5
CLIP 2
CLIP 15
AMMO Shotgun Cell
Found in a glass compartment inside the AMMO .44 Round, Magnum
AP 37
Museum of History (Zone 17.07), ideally AP 25 Despite the lack of Critical potential, the
during Miscellaneous Quest: Head of DMG 75
DMG 50 Kneecapper is an excellent weapon (if the
State, Lincoln’s Repeater is an excellent AUTO No
reloading doesn’t trouble you). The spread
piece of ordnance. It is completely accurate AUTO No
is less than all other shotguns, so more of ROF 1.9
no matter the distance. It is easily repaired ROF 0.75 the shell shrapnel usually hits its target. Use
with Hunting Rifles but uses .44 Magnum SPREAD 4
SPREAD 0 it at short range for incredible damage.
ammo. For headshots, especially at range, CRIT % MULT 0
Ronald Laren at Girdershade (Zone 7.05)
this is a hard weapon to beat. CRIT % MULT 2
owns this unique weapon, which is repaired CRIT. DMG —
CRIT. DMG 50 using regular Sawed-Off Shotguns.
NOTES Unique
NOTES Unique
APPENDICES
SNIPER RIFLE Unarmed Weapons
VALUE 300
WEIGHT 10
DEATHCLAW GAUNTLET
MOTHERSHIP ZETA
CLIP 5
AMMO .308 Caliber Round VALUE 150
Favored for long-range combat (it’s
unwieldy at short range), the Sniper Rifle AP 38 WEIGHT 10
suffers from sway when aimed manually; DMG 40 CLIP —
increase your Small Guns skill or use
AUTO No AMMO —
POINT LOOKOUT
V.A.T.S. to negate this problem. It’s highly
accurate and brutally effective at damag- ROF 1 AP 26
Customized and incredibly vicious, the
ing foes and inflicting critical strikes. SPREAD 0 Deathclaw Gauntlet ignores armor when DMG 20
The earliest place to find one is in the it strikes, which is especially useful when
CRIT % MULT 5 AUTO —
Hollowed-Out Rock just south of Megaton attacking Mirelurks or Power Armored foes.
(Zone 8.03). CRIT. DMG 40 ROF —
It has the added benefit of a large Critical
BROKEN STEEL
NOTES — chance and becomes incredibly effective SPREAD 0
when optionally augmented with perks CRIT % MULT 5
(such as Ninja, Finesse, or Survival Guru)
that increase your Critical chances. CRIT. DMG 30
SNIPER RIFLE:
NOTES Custom
THE PITT
RESERVIST’S RIFLE
VALUE 500
WEIGHT 10
BRASS KNUCKLES
OPERATION: ANCHORAGE
CLIP 3 VALUE 20
AMMO .308 Caliber Round WEIGHT 1
The weapon of a lone wanderer perched
inside the Dickerson Tabernacle Chapel AP 32 CLIP —
(Zone 1.08), the Reservist’s Rifle allows DMG 40 AMMO —
for the same exceptional Critical chance
AUTO No AP 18
(which can be further augmented with rel-
Taken from the corpses of Raiders, Talon
evant perks) but delivers more damage and ROF 1.6 DMG 6
Company Mercs, and other dead humans,
TOUR
lowers the Action Points needed. It also has SPREAD 0 AUTO —
Brass Knuckles are the first and least effective
a lower capacity. Use regular Sniper Rifles
CRIT % MULT 5 Unarmed weapon you’ll receive. As with ROF —
to repair this impressive long-range gun.
all Unarmed weapons, the Iron Fist perk
CRIT. DMG 40 SPREAD —
MISC. QUESTS
can make it brutally effective. You can use
NOTES Unique Brass, Spiked, or Steel Knuckles to repair this CRIT % MULT 1
low-damage fist augmentation. Seek more CRIT. DMG 6
impressive weaponry when you can.
NOTES —
DMG 40
quite as much damage or have the critical
AUTO No AP 28
strike chance of other Sniper Rifles, but it
does knock a foe off its feet if a Critical is ROF 1 DMG 20
successful. For this reason, shoot it in single A metal glove designed to magnify your
AUTO —
FACTIONS & BESTIARY
SPIKED KNUCKLES
VALUE 25
WEIGHT 1
CLIP —
AMMO —
AP 19
APPENDICES
Wasteland Apparel
The following lists showcase all wearable equipment, common and unique, found in the Capital Wasteland
MOTHERSHIP ZETA
and beyond. Where appropriate, the locations and special abilities of each set of armor or outfit is noted.
As a general rule, each section’s armor types can usually be used to repair some (if not all) of the other
armor types related to that section.
POINT LOOKOUT
VALUE 8
The following outfits are manufactured within, or made with POWERED N
the express approval of, the Vault-Tec Corporation.
WEIGHT 1
HEALTH 100
BROKEN STEEL
EFFECT LIST Small Guns +2, Melee
VALUE 180 Weapons +2
POWERED N
This is the regulation attire worn by dwellers of Vault 101 [8.01]. Use it to
WEIGHT 15
repair any other jumpsuit.
HEALTH 100
THE PITT
DR 12 VAULT 101 SECURITY ARMOR
EFFECT LIST Energy Weapons +5,
Small Guns +5 VALUE 70
OPERATION: ANCHORAGE
POWERED N
Located in Craterside Supply in Megaton [8.03]. You can buy this from
WEIGHT 15
Moira Brown, or she gives it to you as a gift during Miscellaneous Quest:
The Wasteland Survival Guide. HEALTH 100
DR 12
VALUE 30
TOUR
This is the regulation armor worn by security officers of Vault 101 [8.01].
POWERED N Use this to repair Combat or Talon Combat Armor.
WEIGHT 2
VAULT 101 UTILITY JUMPSUIT
MISC. QUESTS
HEALTH 100
DR 1
VALUE 10
EFFECT LIST Repair +5, Rad Resist POWERED N
+10, LK +1
WEIGHT 1
MAIN QUEST
This is awarded to you during the completion of Miscellaneous Quest: HEALTH 100
Trouble on the Homefront, when you complete the quest without DR 1
bloodshed.
EFFECT LIST Repair +5,
Lockpick +5
This is located in your bedroom, inside Vault 101 [8.01], or loot it from the
corpse of Floyd Lewis during Main Quest: Escape!
VALUE 8
POWERED N
VAULT 106 JUMPSUIT
CENSUS
WEIGHT 2
HEALTH 100 VALUE 8
DR 4 POWERED N
FACTIONS & BESTIARY
You can loot this from any of the corpses of the insane dwellers inside Vault
106 [5.12].
EFFECT LIST —
VALUE 8
POWERED N With an excellent Damage Resistance for general armor, this offers good
WEIGHT 1 protection without any Agility penalties.
HEALTH 100
DR 1 LAG-BOLT’S COMBAT ARMOR
EFFECT LIST Small Guns +2, Melee
Weapons +2 VALUE 400
POWERED N
This is distributed by the Robobrain as you enter Vault 112, via the secret
WEIGHT 30
entrance inside Smith Casey’s Garage [7.03].
HEALTH 500
DR 38
VAULT 77 JUMPSUIT EFFECT LIST AP + 10, Big Guns
+10, Unique
VALUE 8
POWERED N Find this Unique variant of the Talon Company Combat Armor on the body of
Lag-Bolt, inside the lobby of La Maison Beauregard Hotel [BS 14.08]. It adds
WEIGHT 1
to both your AP and Big Guns, offers excellent protection and speed, and is
HEALTH 100 easily Repaired.
DR 1
EFFECT LIST
RANGER BATTLE ARMOR
Small Guns +2, Melee
Weapons +2
Don’t steal this item if Clover is a Follower! This is located on a shelf inside VALUE 430
the Slaver barracks, inside Paradise Falls [2.08]. Next to it is a Holotape POWERED N
with an important message on it.
WEIGHT 27
HEALTH 1100
VAULT LAB UNIFORM DR 39
This is worn by scientists and technicians of Vault 101 (Jonas) [8.01] or Vault
106 (a corpse) [5.12]. It is also worn by your father during the early part of
your life.
APPENDICES
RIVET CITY SECURITY UNIFORM
VALUE 330
Powered Armor
Offering the most protection but sapping Agility, Powered
POWERED N Armor is truly impressive but can only be worn after you
MOTHERSHIP ZETA
WEIGHT 20 learn the Power Armor Training Perk (after completing
Operation: Anchorage or after training with Paladin Gunny
HEALTH 100
at the Citadel [9.11]).
DR 24
POINT LOOKOUT
Although more impressive than Raider Armor, this still provides less protection VALUE 740
than other Combat Armor varieties. Loot these from dead Rivet City security
POWERED Y
personnel [9.15]. It is better to use this to repair other types of Combat Armor.
WEIGHT 45
HEALTH 1,000
TALON COMBAT ARMOR
BROKEN STEEL
DR 40
WEIGHT 25 This is worn by Ashur, leader of the Pitt Raiders. You can obtain it by siding
THE PITT
with the slaves and letting the Trogs kill him or by slaying Ashur yourself.
HEALTH 300
Although identical in looks to Tribal Power Armor, the statistics are different.
DR 28
EFFECT LIST —
BROTHERHOOD POWER ARMOR
OPERATION: ANCHORAGE
This offers marginally worse attributes than normal Combat Armor and sports VALUE 740
Talon Company insignia.You can use this to Repair regular Combat Armor,
POWERED Y
so it’s worth exploring Fort Bannister [4.11] to collect some.
WEIGHT 45
TOUR
EFFECT LIST Rad Resist +10%,
POWERED N AG –2, ST +2)
WEIGHT 20
This is found on the corpses of any Brotherhood of Steel members, whether
MISC. QUESTS
HEALTH 100
you killed them or not. Scavenge them and repair them into a single suit once
DR 24 you receive training.
EFFECT LIST Small Guns +5
MAIN QUEST
This uniform is accessible early in your wanderings if you storm Tenpenny
Tower [7.14]. This sacrifices some Damage Resistance (compared to normal VALUE 1,000
Combat Armor) in favor of a Small Guns bonus. POWERED Y
WEIGHT 40
SAMURAI ARMOR
GEAR
HEALTH 2,000
DR 50
VALUE 1,000
EFFECT LIST Fire Resist +30, Rad
POWERED No
CENSUS
01]), this offers similar protection as the T-51b, but its bonuses and penalties
EFFECT LIST Melee DAM +10, make it more suitable for an adventurer who uses Small Guns (there is no
Melee Weapons +10 Agility penalty).
This highly prized, valuable, and hard-wearing armor is repaired using Metal
Armor, making it a prized possession for those with a penchant for melee
combat. Add the matching helmet to complete the look. This unique armor is
available only if you defeat Toshiro Kago aboard Mothership Zeta’s Engineer-
TRAINING
ing Core [MZ1.03], which is possible without turning your other allies hostile.
EFFECT LIST Rad Resist +15%, EFFECT LIST Rad Resist +10%,
AG -1, ST +1 AG -2, ST +2
This is also known as Advanced Power Armor Mark 2. The Enclave This looks identical to Lyon’s Pride Power Armor, but you can purchase it from
sacrifice part of the Strength bonus, but there is less Agility penalty with this Capital Wasteland Traders [0.00] or take it from Brotherhood of Steel troops
armor. It is also slightly more hard-wearing. that are not part of Lyon’s Pride. You are awarded a suit at the start of Main
Quest: Take It Back!
WEIGHT 45 POWERED Y
DR 40 HEALTH 1000
DR 40
EFFECT LIST Rad Resist +10%,
AG -1, ST +1, Big EFFECT LIST Rad Resist +25%,
Guns +5 AG -1, auto dispense
Med-X
Branchtender Linden collects this, and it’s offered as a possible reward at
the culmination of Miscellaneous Quest: Oasis. Note its unique Big Guns Located in the sewers underneath Old Olney [3.02], this unique armor
bonus. Otherwise, this looks identical to Outcast Power Armor. administers Med-X if your health drops. An onboard computer also alerts you
to your status and to incoming enemies.
This is the armor Sentinel Lyons and her crew wear. It is available from This is found in only two places: Fort Constantine [1.04] for the standard
Paladin Glade if you decide to slay him. It is not available from anyone else, version and the Outcast Outpost [OA.U.2] for a Winterized version (with
as they are unconscious, not dead, if you defeat them in combat. identical statistics).
POWERED Y POWERED Y
WEIGHT 45 WEIGHT 40
DR 40 DR 45
EFFECT LIST Rad Resist +10%, EFFECT LIST Rad Resist: 25%
AG –2, ST +2)
This is available from dead Brotherhood Outcasts at Fort Independence This is found in only two places: Fort Constantine [1.04] for the standard
[8.04] or from the Outcast Outpost [OA.U.2]. Protector Casdin (also at version and the Outcast Outpost [OA.U.2] for a Winterized version (with
8.04) is partial to this armor and takes it from you. identical statistics). Only vendors can repair this armor, but there is no Agility
penalty.
APPENDICES
TESLA ARMOR GAMMA SHIELD ARMOR
VALUE 820 VALUE 520
POWERED Y POWERED N
MOTHERSHIP ZETA
WEIGHT 45 WEIGHT 45
DR 43 DR 36
EFFECT LIST Rad Resist +20%, EFFECT LIST Rad Resist 15%,
Energy Weapons +10 Agility -1
POINT LOOKOUT
This exceptionally tough armor is usually worn by Enclave soldiers and occa- Similar-looking to Metal Armor, this offers added Radiation Resistance. It is
sionally by Raiders. Repair it using other Tesla Armor. found on the bodies of Wildmen throughout The Pitt.
BROKEN STEEL
VALUE 740 VALUE 160
POWERED Y POWERED N
WEIGHT 40 WEIGHT 15
HEALTH 1,000 HEALTH 150
DR 35 DR 24
THE PITT
EFFECT LIST AP +15, Luck +1, EFFECT LIST —
Melee +5, Strength
+1, Agility -1
This looks similar to Ashur’s Power Armor, but differs statistically. Retrieve it
OPERATION: ANCHORAGE
Similar to Recon Armor statistically, this is a good choice early on in your
from Everett inside the Mill [TP.B] after collecting 100 Steel Ingots. adventure.
TOUR
HEALTH 400
HEALTH 150
DR 32
DR 30
EFFECT LIST Medicine +10
MISC. QUESTS
EFFECT LIST Charisma +1
There are three of these suits. Elliott Tercorien wears one [MZ1.03] when
Given by Everett inside the Mill [TP.B] after you find 70 Steel Ingots, this is an
you thaw him out, but to maintain a healthy relationship with Elliott, take the
excellent piece of armor.
armor from his fallen teammates found during your exploration of the Cryo
MAIN QUEST
Lab [MZ2.04]. This Combat Armor variant gives you a Medicine boost.
METAL ARMOR
Wasteland Armor VALUE 460
Worn primarily by Raiders, these ragtag suits offer lesser POWERED N
GEAR
DR 36
POWERED N
FACTIONS & BESTIARY
WEIGHT 15 Found throughout the Capital Wasteland, this armor is a series of metal
sections riveted into leather.
HEALTH 150
DR 24
Given by Everett inside the Mill [TP.B] after you collect 60 Steel Ingots, this is
TRAINING
Everett gives this to you inside the Mill [TP.B] when you return with 40 Steel Those devoted to the destruction of graven imagery favor this Raider Armor
Ingots. It is another good suit of armor to wear during combat. variant, found throughout The Pitt.
POWERED N POWERED N
WEIGHT 15 WEIGHT 10
DR 16 DR 18
Part of the many different types of Raider Armor, this offers reasonable This offers the same general protection as usual Raider Armor and has a
protection, despite its slipshod and primitive design. Small Guns bonus. It is found on some Pitt Raiders.
POWERED N POWERED N
WEIGHT 15 WEIGHT 5
DR 16 DR 18
Another of the different types of Raider Armor, this looks like it should be This offers the same general protection as usual Raider Armor and has an
better than the Badlands variant; however, it offers identical protection as the Unarmed bonus. It is found on some Pitt Raiders.
Raider Badlands Armor.
APPENDICES
RAIDER SADIST ARMOR Sealed Body Suits
VALUE 180 These suits are generally worn to avoid Radiation damage
POWERED N and have a helmet and one-piece body armor. They aren’t
MOTHERSHIP ZETA
for combat, with one important, Chinese-made exception.
WEIGHT 15
HEALTH 100
DR 16 ADVANCED RADIATION SUIT
EFFECT LIST — VALUE 100
POWERED N
POINT LOOKOUT
Perhaps the most gruesome of the Raider Armor types, this has severed hands WEIGHT 7
decorating the waist belt. HEALTH 25
DR 8
BROKEN STEEL
VALUE 200
A less common suit designed to halt radiation to a greater degree than a
POWERED N standard suit. Vault 87 has a suit, as do some merchants.
WEIGHT 15
HEALTH 150 CHINESE STEALTH ARMOR
THE PITT
DR 18
VALUE 500
EFFECT LIST Melee +3,
Unarmed +3 POWERED N
WEIGHT 20
OPERATION: ANCHORAGE
For those with close-combat prowess, the additional Melee and Unarmed HEALTH —
bonuses make this Pitt Raider armor worth obtaining.
DR 28
VALUE 180
This unique suit is available from the Outcast Outpost [OA.U.2]. Like a Stealth
Boy, it offers semitransparent cloaking ability and other benefits.
POWERED N
TOUR
WEIGHT 20
ENCLAVE SCIENTIST OUTFIT
HEALTH 400
MISC. QUESTS
DR 28 VALUE 8
POWERED N
EFFECT LIST Sneak +5
WEIGHT 2
HEALTH 100
Offered by Sentinel Lyons at the start of Main Quest: Take It Back!, this
DR 3
MAIN QUEST
rare armor is also randomly available from merchants. It is difficult to repair—
its rarity means you will often be repairing this armor at vendors, rather than EFFECT LIST Science +5
doing it yourself.
These outfits have an orange helmet and a white body suit. They are worn by
WANDERER’S LEATHER ARMOR Enclave scientists inside Raven Rock [1.01] or in Enclave Camps.
GEAR
POWERED N
VALUE 100
WEIGHT 15
POWERED N
HEALTH 150
WEIGHT 5
FACTIONS & BESTIARY
DR 24
HEALTH 25
EFFECT LIST Small Guns +10
DR 6
This is a recommended outfit when exploring irradiated areas, but it is not Worn by Wasteland Settlers, this offers increased Endurance and Agility.
for combat. Find suits in Merchant inventories, the Toxic Pond [2.B], Greener
Pastures Disposal [3.06], or Wheaton Armory [6.04].
EFFECT LIST —
Brotherhood Scribes are active at the Citadel [9.11] and Arlington Library
[9.18]. You can kill them to obtain the Robe at either location, although this
Although the Spacesuit features colossal Health, its Damage Resistance is isn’t recommended.
very low, making it less than useful during combat. If you ever need to, you
can repair it using Radiation Suits. However, this outfit is primarily used
during a Space Walk onto the exterior superstructure of Mothership Zeta.
Obtain the suit by taking it from the corpse of Colonel Hartigan, who doesn’t COLONEL AUTUMN’S UNIFORM
survive the thawing process in the Engineering Core [MZ1.03].
VALUE 12
POWERED N
Outfits DR 10
These offer the scavenger a variety of natty, becoming, EFFECT LIST Energy Weapons +5,
Small Guns +5
or interesting attire, but they aren’t as hard-wearing and
certainly aren’t combat-ready. Some have other abilities,
This offers some impressive combat attributes. You can gain this longcoat
however. Unless otherwise stated, you can find these outfits
after killing the colonel during Main Quest: Take It Back!
by rummaging in footlockers and other places where you
find items.
POWERED N POWERED N
WEIGHT 1 WEIGHT 2
DR 2 DR 6
EFFECT LIST CHA +1, END +1, EFFECT LIST Small Guns +5
Unique
An impressively natty (male) or alluring (female) piece of bedtime attire, this These are worn by Chinese Remnants, many of whom are holed up inside
obviously shouldn’t be employed in the combat zone, but it’s helpful when Mama Dolce’s Processed Foods [16.05]. Wear it with the Chinese Com-
you want to relax after a hard day’s culling. Find it inside Lag-Bolt’s Suitcase mando Hat to complete the ensemble.
in the lobby of La Maison Beauregard Hotel [BS 14.08].
APPENDICES
DIRTY PRE-WAR BUSINESSWEAR DIRTY PRE-WAR SPRING OUTFIT
VALUE 8 VALUE 5
POWERED POWERED N
MOTHERSHIP ZETA
N
WEIGHT 2 WEIGHT 2
DR 3 DR 3
POINT LOOKOUT
Both the Dirty and Grimy versions offer the same Speech bonuses. You can The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring
find outfits at Minefield [3.09] and Arefu [5.07], as well as from Mister Outfits offer increased Agility. They are common across the Wasteland in
Burke, located at Megaton [8.05]. areas where pre-war inhabitants once lived.
BROKEN STEEL
VALUE 8
VALUE 6
POWERED N
POWERED N
WEIGHT 3
WEIGHT 2
THE PITT
HEALTH 100
HEALTH 100
DR 5
DR 3
EFFECT LIST Energy Weapons +5,
EFFECT LIST AG +1 Small Guns +5
OPERATION: ANCHORAGE
Worn by ranked members of President Eden’s Enclave army, these are
The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring designed to keep the user warm but not protected. Find them in Raven Rock
Outfits offer increased Agility. They are common across the Wasteland in [1.01] and Enclave Camps.
areas where pre-war inhabitants once lived.
TOUR
POWERED N
VALUE 5
WEIGHT 3
POWERED N
MISC. QUESTS
HEALTH 100
WEIGHT 10
DR 2
HEALTH 100
EFFECT LIST CH +1
DR 3
EFFECT LIST AG +1
MAIN QUEST
This is a stylish outfit worn by the leader of the Paradise Falls’ Slaver commu-
nity [2.08]. Slay him to obtain this unique outfit, and don’t forget Eulogy’s hat!
The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring
Outfits offer increased Agility. They are common across the Wasteland in
areas where pre-war inhabitants once lived. GENERAL CHASE’S OVERCOAT
GEAR
VALUE 150
DIRTY PRE-WAR RELAXEDWEAR POWERED No
CENSUS
VALUE 6 WEIGHT 25
WEIGHT 5 DR 20
FACTIONS & BESTIARY
EFFECT LIST AG +1 If you’re ready to bundle up in the cold-climate overcoat worn by General
Chase during Operation: Anchorage, find his missing spare overcoat in the
Waste Disposal area of Mothership Zeta [MZ2.09]. Repair it using some
The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring Pre-War Clothing or Enclave Officer Uniforms, and read the accompanying
Outfits offer increased Agility. They are common across the Wasteland in Anchorage Quartermaster Shipment note for history behind this impressive
TRAINING
areas where pre-war inhabitants once lived. apparel, complete with multiple statistic bonuses.
POWERED N POWERED N
WEIGHT 2 WEIGHT 2
DR 2 DR 3
Did this originally belong to Chris? Take this from the amateur neurosurgeon This is worn by many Wastelanders loyal to your cause. Obtain it without
Tobar the Ferryman at the Duchess Gambit [PL: 5.21], and use it to augment massive Karma loss by slaying the Ghoul scientist at SatCom Array NW-05a
your Small Guns and Charisma. [1.03].
The Dirty and Grimy versions offer the same Speech bonuses. You can find
Everett awards this to you inside the Mill [TP.B] after you collect ten Steel
examples at Minefield [3.09] and Arefu [5.07].
Ingots. Use Tattered Slave Outfits or Worn Slave Outfits to repair it.
Worn by Haley who lives in his hardware store outside of Point Lookout [PL:
2.11], this is one of the few types of “Repair” jumpsuits giving the user that This is worn by Doctor Lesko, working underneath Marigold Station [9.10].
specific benefit. Repairable only by using the Red Racer Jumpsuit. Obtain this during Miscellaneous Quest: Those! Note the impressive
Radiation Resistance and Science bonuses.
No ordinary Lab Coat, this increases the user’s Science skill. Find it on the Request this item after you complete Miscellaneous Quest: Oasis and
body of the Enclave Doctor inside the Mobile Base Crawler [AAFB 04]. speak with Branchtender Maple. If you plan on Sneaking, this is an excellent
choice.
APPENDICES
MERC ADVENTURER OUTFIT MERC TROUBLEMAKER OUTFIT
VALUE 50 VALUE 50
POWERED N POWERED N
MOTHERSHIP ZETA
WEIGHT 8 WEIGHT 8
HEALTH 100 HEALTH 100
DR 12 DR 12
EFFECT LIST Small Guns +2, Melee EFFECT LIST Small Guns +2, Melee
Weapons +2 Weapons +2
POINT LOOKOUT
This is worn by such folk as Dave from the Republic of Dave [3.03], Justin This is worn by adventuring types, including Evan King of Arefu [5.07] and
from the Family [5.05], and Nathan and Billy Creel of Megaton [8.05]. many Slavers in Paradise Falls [2.08] and the Lincoln Memorial [17.01].
Note
MERC VETERAN OUTFIT
BROKEN STEEL
Any “Merc” outfit has similar stats but a different look.
VALUE 50
POWERED N
THE PITT
HEALTH 100
VALUE 50
DR 12
POWERED N
EFFECT LIST Small Guns +2, Melee
WEIGHT 8 Weapons +2
OPERATION: ANCHORAGE
HEALTH 100
DR 12 This variety is worn by Slavers in both Paradise Falls [2.08] and the Lincoln
Memorial [17.01].
EFFECT LIST Small Guns +2, Melee
Weapons +2
This is worn by Pronto in Paradise Falls [2.08], Nova in Moriarty’s [8.05], NAUGHTY NIGHTWEAR
and Theo the deceased Ranger in the Statesman Hotel [12.08].
VALUE 30
TOUR
POWERED
MERC CRUISER OUTFIT
N
WEIGHT 1
MISC. QUESTS
VALUE 50 HEALTH 100
POWERED N DR 1
WEIGHT 8 EFFECT LIST CH +1, LK +1,
Speech +10
HEALTH 100
DR 12
MAIN QUEST
You obtain this during Freeform Quest: Grady’s Package. It is in a locked
EFFECT LIST Small Guns +2, Melee storage room underneath Marigold Station [9.10]. This natty attire is worth
Weapons +2 considerable Caps to Ronald Laren of Girdershade [7.05].
POWERED N
VALUE 50
WEIGHT 10
POWERED N
HEALTH —
WEIGHT 8
FACTIONS & BESTIARY
DR 3
HEALTH 100
DR 12 EFFECT LIST —
If you enter the Oasis of the Treeminders during Miscellaneous Quest: The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring
Oasis, and decide to kill these peaceful souls, expect this as a possible, but Outfits offer increased Agility. They are common across the Wasteland in
unimpressive reward. areas where pre-war inhabitants once lived.
WEIGHT 2 POWERED N
DR 4 HEALTH 100
EFFECT LIST — DR 3
EFFECT LIST AG +1
Should you enter the sanctity of Oasis [2.01] during Miscellaneous Quest:
Oasis, this tattered ensemble can be looted from Treeminder corpses. The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring
Outfits offer increased Agility. They are common across the Wasteland in
areas where pre-war inhabitants once lived.
OUTCAST SCRIBE ROBE
VALUE 6
PRE-WAR RELAXEDWEAR
POWERED N VALUE 8
WEIGHT 2 POWERED N
HEALTH 100 WEIGHT 2
DR 2 HEALTH 100
EFFECT LIST — DR 3
EFFECT LIST AG +1
If you fail to save the Outcast Outpost’s Specialist Olin [OA.U.2] after you
finish Operation: Anchorage, you can claim this Scribe Robe, which has
The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring
limited practical use.
Outfits offer increased Agility. They are common across the Wasteland in
areas where pre-war inhabitants once lived.
PAULSON’S OUTFIT
VALUE 35
PRE-WAR SPRING OUTFIT
POWERED No VALUE 8
WEIGHT 3 POWERED N
HEALTH 150 WEIGHT 2
DR 5 HEALTH 100
EFFECT LIST CHA +1, Small Guns + DR 3
10, Speech +5
EFFECT LIST AG +1
Paulson’s Outfit is one of the most impressive items of clothing to steal from
the corpse of a cowboy. Obtain this by defeating Paulson, who’s found in
The Dirty and Clean variants of Casualwear, Parkstroller Outfits, and Spring
Mothership Zeta’s Engineering Core [MZ1.03]. With additions to your Cha-
Outfits offer increased Agility. They are common across the Wasteland in
risma, Small Guns, and Speech, its only drawback is the lack of other outfits
areas where pre-war inhabitants once lived.
to use to repair it. Only merchants can make this like new again.
APPENDICES
RED RACER JUMPSUIT ROVING TRADER OUTFIT
VALUE 6 VALUE 6
POWERED POWERED N
MOTHERSHIP ZETA
N
WEIGHT 1 WEIGHT 2
DR 2 DR 2
POINT LOOKOUT
This was once worn by employees of the Red Racer Factory [8.08]. You can This gives you an additional Barter bonus. Many Scavengers you randomly
find this outfit at this location. In addition, Jenny Stahl of Megaton [8.05] encounter across the Wasteland wear this, as do some Wandering Traders,
and Lucky Harrith the Trader [0.00] wear this. You can also purchase it from Gallo the Ghoul in the County Sewer Mainline [U.13], and Smiling Jack
market shops inside Rivet City [9.15]. inside Evergreen Mills [7.04].
BROKEN STEEL
RED’S JUMPSUIT SCIENTIST OUTFIT
VALUE 40 VALUE 8
POWERED N POWERED N
WEIGHT
THE PITT
1 WEIGHT 2
HEALTH 100 HEALTH 100
DR 3 DR 3
EFFECT LIST Small Guns +5 EFFECT LIST Science +5
OPERATION: ANCHORAGE
If you crave the Small Guns bonus, you can take this outfit from the corpse of Offering the same look as the Lab Technician Outfit, these are found on rarely
Red. Or you can take it while handing her a weapon during Miscellaneous encountered scientists throughout the Wasteland.
Quest: Big Trouble in Big Town. She is located at the Germantown Police
Headquarters [5.01].
SEXY SLEEPWEAR
REGULATOR DUSTER
TOUR
VALUE 10
VALUE 70 POWERED N
POWERED N WEIGHT 1
MISC. QUESTS
WEIGHT 3 HEALTH 100
HEALTH 150 DR 1
DR 10 EFFECT LIST CH +1
MAIN QUEST
This gives you some Charisma-empowering bonuses. You can find it at
Madame Jealle’s [21.02], Potomac Attire [9.15], and the Preservation
Sonora Cruz of the Regulators [6.A] gives this to you if you decide to join Shelter in Arlington Cemetery [16.B], or you can steal it from anyone inside
her organization during Freeform Quest: There’s No Justice, Just Us. Dukov’s Place [9.08], Snowflake the Ghoul hairdresser [17.07], or Susan
Lancaster [7.14].
GEAR
ROBCO JUMPSUIT
SHERIFF’S DUSTER
CENSUS
VALUE 6
POWERED N VALUE 35
WEIGHT 1 POWERED N
FACTIONS & BESTIARY
DR 2 HEALTH 150
This was once worn by workers at the RobCo Facility [7.10], or you can buy
it from the Potomac Attire of Rivet City [9.15]. Moira Brown and Walter also This unique longcoat is worn by Sheriff Lucas Simms of Megaton [8.05] and
TRAINING
wear this outfit, which grants a decent Repair bonus. is similar in nature to the Regulator Duster.
POWERED N POWERED N
WEIGHT 2 WEIGHT 1
DR 2 DR 2
Worn by Prosper at the Slaver camp near the Train Tunnel to The Pitt [TP.2: This is attached to the Surgeon, an experimenting lunatic at work inside the
Capital Wasteland]. Any other slave at this location and slaves throughout Red Racer Factory [8.08]. Try repairing it with Enclave Scientist outfits for
The Pitt also wear this. You must don this outfit to gain entrance to Downtown. best results.
Have you embraced both the power of the Punga and toga-based ensembles?
This finely tailored but motheaten suit adorns Allistair Tenpenny [7.14]. It has Then the Tribal Garb is for you. Note the reasonable Damage Resistance, and
only limited bonuses and isn’t worth slaying the old codger for, unless you’re the unreasonable maniacs you’ll have to associate yourself with to find one.
siding with the Ghouls during Miscellaneous Quest: Tenpenny Tower.
This offers excellent Small Guns bonuses. Take it from the still-twitching corpse
This is worn by the lunatic superhero the AntAgonizer. You can usually find
of Vance, leader of the nocturnal Family [5.05], whether you’re attempting
it in her lair [6.01] during Miscellaneous Quest: The Super-human
Miscellaneous Quest: Blood Ties or not.
Gambit.
This is worn by the maniac superhero the Mechanist. You can usually find it in This is a “clean” version of the Wasteland Surgeon Outfit. Cutter wears
his base [6.H] during Miscellaneous Quest: The Super-human Gambit. one of these [2.08], as do randomly encountered medical “professionals”
and Megaton Settlers [8.05].
APPENDICES
WASTELAND LEGEND OUTFIT WORKMAN’S COVERALLS
VALUE 50 VALUE 6
POWERED
MOTHERSHIP ZETA
N POWERED N
WEIGHT 8 WEIGHT 2
HEALTH 100 HEALTH 100
DR 12 DR 2
EFFECT LIST Small Guns +2, Melee EFFECT LIST Repair +10
Weapons +2
POINT LOOKOUT
This offers identical statistics to the Merc Veteran Outfit and appears Offering impressive Repair capabilities, these Coveralls are found on corpses
randomly as loot. dotted throughout Point Lookout—once you’ve killed them, of course.
BROKEN STEEL
VALUE 6
VALUE 6
POWERED N
POWERED N
WEIGHT 2
WEIGHT 2
HEALTH 100
HEALTH 100
THE PITT
DR 2
DR 2
EFFECT LIST AG +1, EN +1
EFFECT LIST EN +1, AG +1
OPERATION: ANCHORAGE
Designed to cover just enough extremities to allow work in the Forges, this is
Featuring filthy cloth and a pungent aroma, this outfit is the clothing of a common outfit of slaves throughout The Pitt.
choice for Wastelanders and offers minor stats bonuses but little else.
TOUR
POWERED N The perfect match to any type of Power Armor, these offer
additional benefits to the armor but can be worn only after
WEIGHT 2
you learn the Power Armor Training Perk (after completing
HEALTH 100
MISC. QUESTS
Operation: Anchorage or after training from Paladin Gunny
DR 2 at the Citadel [9.11]).
EFFECT LIST Medicine +5
MAIN QUEST
VALUE 120 If you’re unconcerned
purveyor of Mole Rat cuisine [5.13] (and part of Freeform Quest: Ryan
with interacting nicely with
Brigg’s Wonder Meat) wears one of these. POWERED Y
others, don this impres-
WEIGHT 4 sively stoic helmet, and
HEALTH 100 utilize its environmental
POWERED N
WEIGHT 2
ENCLAVE POWER HELMET
HEALTH 100
FACTIONS & BESTIARY
CH -1
POWER HELMET
This is designed to fit with
Enclosed Headgear:
VALUE
POWERED
110
Y
Power Armor, Lyons’ Pride
Power Armor, and Proto-
Masks & Helmets
WEIGHT 5 type Medic Power Armor. The following pieces of Headgear cover most, if not all, of
You are awarded this type the face, and eyewear cannot be placed on the head.
HEALTH 75
of helmet at the start of
DR 8 Main Quest: Take It
EFFECT LIST Rad Resist +3 Back!
BOOGEYMAN’S HOOD
VALUE 110 Eulogy Jones of Paradise
Falls [2.08] rewards you
T-51B POWER HELMET POWERED N
with this if you complete
WEIGHT 3 Freeform Quest: The
VALUE 120 You find this in only two Kid Kidnapper. It offers
HEALTH 100
places: Fort Constantine exceptional Damage
POWERED Y
[1.04] (for the standard DR 8
Resistance but has to be
WEIGHT 4 version) and the Outcast
EFFECT LIST — repaired by an NPC.
HEALTH 100 Outpost [OA.U.2] (for a
Winterized version with
DR 10
identical statistics). FILTRATION HELMET
EFFECT LIST Rad Resist +8%,
CH +1 VALUE 70 This is a unique variation
of the Supervisor Helmet
POWERED N
you receive if you collect
T-51B POWER HELMET (WINTERIZED) WEIGHT 3 20 Steel Ingots for Everett
HEALTH 50 inside the Mill [TP.B]. An
You find this in only two excellent choice when
VALUE 120 DR 5
places: Fort Constantine investigating irradiated
POWERED Y
EFFECT LIST areas.
[1.04] (for the standard Rad Resist 10%
WEIGHT 4 version) and the Outcast
Outpost [OA.U.2] (for a
HEALTH —
Winterized version with HOCKEY MASK
DR 10 identical statistics).
VALUE 10 A must-have for the
EFFECT LIST Charisma +1, Rad
Resist 8% unarmed Wanderer just
POWERED N
setting out on an adven-
WEIGHT 1 ture, these are randomly
HEALTH 15 found on the heads of
TESLA HELMET DR 3
Raiders.
APPENDICES
METAL HELMET RAIDER PSYCHO-TIC HELMET
VALUE 70 This is an almost fully VALUE 20 This rudimentary helm
concealed plastic helm with is designed to make the
POWERED POWERED N
MOTHERSHIP ZETA
N
armored plates. You find wearer look both “psy-
WEIGHT 3 these randomly scattered WEIGHT 3 chotic” and insectlike.
HEALTH 50 about the Wasteland. HEALTH 15 You find them on Raider
corpses.
DR 5 DR 2
POINT LOOKOUT
MOTORCYCLE HELMET RAIDER WASTE-HOUND HELMET
VALUE 6 A more bulbous and VALUE 20 Another piece of head-
archaic take on the Metal gear that looks fearsome
POWERED N POWERED N
Helmet, these are also but has only limited
BROKEN STEEL
WEIGHT 1 scattered randomly around WEIGHT 3 advantages. Another item
HEALTH 10 the Wasteland, although to find on Raider bodies.
HEALTH 15
Michael Masters the Ghoul
DR 5 [U7.13] wears one. DR 2
EFFECT LIST — EFFECT LIST —
THE PITT
PINT-SIZED SLASHER MASK SUPERVISOR HELMET
OPERATION: ANCHORAGE
VALUE 60 Point Lookout has the only Worn by those in charge
VALUE 50
two “real” versions of of The Pitt Slaves inside
POWERED N POWERED N
this hideous mask, which various locations where
WEIGHT 2 is perfect for the melee- WEIGHT 3 uprisings need quelling.
HEALTH 15 weapon-wielding specialist.
HEALTH 50 You can also purchase this
One is at the Homestead
DR 1 DR 5
from Friday, at her store in
Motel [5.24], while the
Pitt Downtown [TP 3].
EFFECT LIST Melee Weapons other belongs to Kenny, EFFECT LIST —
+5, PE -1, Only inside Herzog Mine [3.15].
Two Available
TOUR
RAIDER ARCLIGHT HELMET TORCHER’S MASK
MISC. QUESTS
VALUE 20 This is worn by Torcher,
VALUE 20 Randomly found on the leader of the Raider
defeated Raiders, this piece POWERED N
POWERED N team inside the MDPL
of headgear looks menac- WEIGHT 3 Mass Relay Station
WEIGHT 3 ing but fails to deliver
HEALTH 15 [4.03]. It offers increased
adequate protection.
MAIN QUEST
HEALTH 15 Big Guns and Explosives
DR 2
DR 2 skills and is worth murder-
EFFECT LIST Explosives +5, ing Torcher for.
EFFECT LIST — Big Guns +5 GEAR
EFFECT LIST —
APPENDICES
EYEBOT HELMET POLICE HAT
VALUE 20 The metallic remains VALUE 8 Similar to the hat worn
of an Enclave Eyebot by Knock Knock in Little
POWERED N POWERED
MOTHERSHIP ZETA
N Lamplight [4.08], this is
are scooped out and
WEIGHT 3 the outer shell used as WEIGHT 1 can take a few hits, and
HEALTH 25 protection, although it is the only piece of head-
HEALTH 150
isn’t particularly battle- gear you can wear during
DR 5 DR 1 your dazed wandering
hardy. These are found
EFFECT LIST — EFFECT LIST Can Be Worn with after receiving a scar.
randomly.
Point Lookout These hats are reasonably
POINT LOOKOUT
“Scar” rare; try the Presidential
Metro [BS U15.02.1].
HAT OF THE PEOPLE
VALUE 30 You can use Chinese Com-
mando Hats to repair the
POPLAR’S HOOD
POWERED N unique Hat of the People,
BROKEN STEEL
VALUE 6 Bloomseer Poplar, the
WEIGHT 1 which you find in the slightly eccentric member
Abandoned Apartment in POWERED N of the Treeminders, gives
HEALTH 20
Pitt Uptown [TP.F]. Com- WEIGHT 1 this to you as a possible
DR 1 plete the ensemble with reward in Miscellaneous
HEALTH 25
EFFECT LIST Small Guns +5 the Chinese Jumpsuit. Quest: Oasis. It is a
DR
THE PITT
2 must-have for stealthy
EFFECT LIST AG +1, Sneak +10 adventurers.
HEAD WRAP
OPERATION: ANCHORAGE
VALUE 0 This is of the least impres-
sive pieces of headgear
PRE-WAR BASEBALL CAP
POWERED N
in terms of statistics. Billy VALUE 8 Randomly strewn across the
WEIGHT 0 Creel [8.05], Brock, and Wasteland (including the
POWERED N
HEALTH 10 Belle Bonny [9.15] wear baseball field near Arefu
these. WEIGHT 1 [5.07]), this is another
DR 1 option for improving your
HEALTH 15
EFFECT LIST — Perception early on.
DR 1
TOUR
EFFECT LIST PE +1
LINCOLN’S HAT
MISC. QUESTS
VALUE 40 Located in the Museum of
History [17.07], this can
PRE-WAR BONNET
POWERED N
be sold to Leroy Walker Randomly strewn across the
VALUE 8
WEIGHT 1 [17.01], Hannibal Hamlin Wasteland, this is another
[3.10], or Abraham POWERED N
HEALTH 50 option for improving your
MAIN QUEST
Washington [9.15] WEIGHT 1 Perception early on.
DR 1 as part of Freeform
HEALTH 15
EFFECT LIST Speech +5, IN +1 Quest: Lincoln’s Profit
Margins. It provides DR 1
numerous stat increases.
EFFECT LIST PE +1
GEAR
SHADY HAT
RECON ARMOR HELMET This offers a Perception
VALUE 40
VALUE 40 Offered by Sentinel Lyons bonus and increases
POWERED N
at the start of Main Sneak. Take this from
POWERED N WEIGHT 1 Moira Brown after you’ve
Quest: Take It Back!,
WEIGHT 3 this rare helmet is also HEALTH 50 done particularly well on
randomly available from a task in Miscellaneous
HEALTH 40 DR 1
merchants. It is difficult to Quest: The Wasteland
DR 4 Survival Guide.
repair. EFFECT LIST Sneak +5, PE +1
EFFECT LIST —
EFFECT LIST PE +1
APPENDICES
TAKOMA PARK LITTLE Other Headgear:
LEAGUER CAP
A must-have for those
Glasses & Facial
MOTHERSHIP ZETA
VALUE 60
POWERED
WEIGHT
N
1
focusing on explosives
and melee weapons,
this unique cap is found
Coverings
in Takoma Park’s Nifty These are showcase eye-covering items, which can be
HEALTH 15
Thrifty’s store [13.02]. combined with non-enclosed headgear.
DR 1
POINT LOOKOUT
EFFECT LIST Melee Weapons
+5, Explosives +5,
Melee Damage +5 BIKER GOGGLES
VALUE 6 These offer little value and
TALON COMBAT HELMET POWERED N
are found on some Raider
corpses. Try looting the
BROKEN STEEL
Worn by the leader of Talon WEIGHT 1 corpse of the Scavenger
VALUE 60
Company in Fort Bannister HEALTH 10 at Lucky’s Grocer [7.R] for
POWERED N one.
[4.11], this is slightly less
DR 1
WEIGHT 3 impressive than a Combat
Helmet. Try finding it only EFFECT LIST —
HEALTH 40
if you really want to finish
THE PITT
DR 4 off your Talon Company
EFFECT LIST — ensemble.
CRYPTOCHROMATIC SPECTACLES
Wear these whenever you
VALUE 8
OPERATION: ANCHORAGE
wish, find them in a toilet
THE ANTAGONIZER’S HELMET POWERED N inside the Homestead
WEIGHT 0 Motel [5.24], and use
VALUE 60 The matching piece to the them to solve a strange
AntAgonizer costume, this is HEALTH 150
puzzle in the hothouse
POWERED N worn by a lunatic superhero DR 1 of the Calvert Mansion
WEIGHT 5 and is usually found in her [6.28].
EFFECT LIST Unique
lair [6.01] during Miscel-
HEALTH 50
laneous Quest: The
TOUR
DR 6 Superhuman Gambit.
EFFECT LIST — DESMOND’S EYEGLASSES
If you offed this Ghoul in
MISC. QUESTS
VALUE 25
the Underground Labora-
THE MECHANIST’S HELMET POWERED N
tory [6.29], you can
WEIGHT 0 steal these glasses from
VALUE 60 The matching piece to the his corpse. They offer an
HEALTH 150
Mechanist’s Costume, this impressive couple of skill
POWERED N
is worn by a maniac super- DR 1
MAIN QUEST
increases.
WEIGHT 5 hero and is usually found in EFFECT LIST Explosives +5,
HEALTH 50
his base [6.H] during Mis- Small Guns +5,
cellaneous Quest: The Unique
DR 6 Super-human Gambit.
EFFECT LIST —
GEAR
EYEGLASSES
Allowing a distinguished
THREE DOG’S WRAP VALUE 8
CENSUS
TORTOISESHELL GLASSES
LUCKY SHADES VALUE 2 These are rarely found
Look for a mannequin near across the Wasteland.
VALUE 40 POWERED N
Lucky’s Grocers [7.R] to Mister Burke [8.05] wears
POWERED N find these Shades. Repair WEIGHT 0 a pair, as does Andale
WEIGHT 1 them like any other regular HEALTH 150
resident Martha Wilson
pair of glasses. Note the [8.07]. There are also two
HEALTH 150 DR 1 pairs inside Dukov’s Place
Luck increase. Combine
DR 1 this with Three Dog’s Wrap EFFECT LIST — [9.08], and Snowflake in
for increased Luck. the Underworld [17.07]
EFFECT LIST LK +1
has a pair.
SUNGLASSES
VALUE 2 Find these in a Roosevelt
Academy bathroom [1.16],
POWERED N
on the head of Snowflake
WEIGHT 0 in the Underworld [17.07],
HEALTH 150 on a table in the Irradiated
Metro [U.20], or on man-
DR 1
nequins in The Pitt Uptown
EFFECT LIST — [TP.5].
APPENDICES
MAIN QUEST
Chapter 5
MOTHERSHIP ZETA
QUEST FLOWCHART
MAIN PATH MAIN PATH 2 MAIN PATH 3 MAIN PATH 4 MAIN PATH 5
Main Characters Your father, James; Your Your father, James Your father, James; Amata Your father, James; Jonas Amata Almodovar, Butch
mother, Catherine; Nurse Almodovar; Paul Hannon; Palmer; Stanley Armstrong; DeLoria, Ellen DeLoria,
Madison Li Officer Gomez; The Overseer; Mister Handy “Andy”; Butch Grandma Taylor, Officer
Lucy “Old Lady” Palmer; Deloria; Paul Hannon; Wally Gomez, Mister Handy “Andy”,
Butch DeLoria; Wally Mack; Mack; Amata Almodovar; Stanley Armstrong, Tom
POINT LOOKOUT
Stanley Armstrong; Mister Edwin Brotch; Freddie Holden, Mary Holden, Allen
Handy “Andy”; Beatrice; Gomez; Susie Mack; Christine Mack, Floyd Lewis (Deceased),
Officer Kendall; Jonas Palmer Kendall Jonas Palmer (Deceased)
Locations Jefferson Memorial, Gift Vault 101
Shop area
Adv. Items/Abilities — Small Guns, BB Gun Speech Science, Sneak, Speech
Possible enemies — Radroach — Radroach, Officer Kendall,
BROKEN STEEL
Officer O’Brian, Officer
Richards, Officer Wolfe,
Officer Park, Security Chief
Paul Hannon, Officer Steve
Mack, The Overseer
THE PITT
Main Quest: Birth Enter the Overseer’s office.
OPERATION: ANCHORAGE
Main Quest: Baby Steps Bobby Pins (10), 10mm
Pistol, Your room items
TOUR
Exit the playpen.
MISC. QUESTS
SPECIAL” book.
MAIN QUEST
Biblical Passage number
Follow Dad.
Color code: Objective Action Rewards Pip-Boy 3000, Vault 101 PA Access Overseer’s Terminal
System Signal, Grognak in his Office
the Barbarian, Sweet Roll,
Kid’s Baseball Cap
TRAINING
Bobblehead: Medicine
Birth
Locate Amata and the
Tunnel Snakes
Your birth is a moment of great joy and sadness for your father. [Speech] Convince Butch
A name is chosen, your sex is checked, and a Project Purity to back off
[9.14] Gene Projection unit reveals what you’ll eventually look like
as an adult. This happy time is but a fleeting moment. Something
Convince Wally Mack to
terrible is happening to your mother…. depart or tease Amata
about her weight
Your father brings forward the Gene Projection, allowing you to see Choose Tag Skill and
what you’ll look like in 20 years or so. You can now change your Race, Skills, or talk to Brotch
and change them
Face, and Hair. Whatever the outcome, you’re very much like your father
in appearance. The nurse wheels you out of the operating room while Exit the Classroom.
your father can be heard shouting “she’s in cardiac arrest!” Everything Main Quest: Escape!
fades to white….
One Year Later…
APPENDICES
Baby Steps
MOTHERSHIP ZETA
Your father closes the playpen gate, trapping you with only a big red
DADA? DAAH-DA? DADDA! ball for company. Move to the Gate Door, and open it when the prompt
appears on-screen. Toddle back to the rug or check the hatch door. Your
Lockpick skill isn’t quite that developed yet….
NEW OBJECTIVE
“Look at the ‘You’re S.P.E.C.I.A.L.’ book” begins.
POINT LOOKOUT
Make a quick reconnoiter of the room. The big news is the toy box;
Your father is proud of your
scamper over, following the on-screen instructions for grabbing a toy from
first faltering steps, you little
tear-away! the box, and letting go. When you’re bored of the toy-throwing, crawl to
the “You’re S.P.E.C.I.A.L.” book, and open it.
NEW OBJECTIVE Spend the next few minutes assigning points to your seven S.P.E.C.I.A.L.
BROKEN STEEL
abilities. Remember that you can reduce an ability as well as increase it.
“Walk to Dad” begins.
Every ability, how points affect them, and recommended “types” of char-
acter based on point allocation, are shown in the Character Development
Your father is standing on the other side of a playpen gate. You’re taking
section of this guide (starting on page 25). When you’ve finished assigning
your first steps, so stagger east through the open gate and into your
points, close the book. You have another option to change your scores after
father’s arms.
you take your G.O.A.T. exam.
THE PITT
NEW OBJECTIVE
Once the book has been closed, your father returns, and sits down on
“Open the playpen’s gate” begins. the rug to explain Catherine’s favorite biblical verse to you. After the
comforting talk, your father gets up and leaves. Follow him through the
NEW OBJECTIVE open hatch door, through a living room, and into a metallic passageway.
OPERATION: ANCHORAGE
“Exit the playpen” begins. Continue to follow. Everything fades to white….
Nine Years Later…
Growing Up Fast
TOUR
You are 10 years old. Surprise! Welcome to your birthday party. Your father has a nice surprise for you
down in the Reactor Level if you’re good. Wait, Andy appears to have obliterated the cake. No matter,
there are still some presents to receive, and people to chat with. You also receive your most important
MISC. QUESTS
present of all: your very own Pip-Boy 3000!
MAIN QUEST
Everything fades from white. Your father is congratulating you on your
10th birthday, while your best friend Amata, Officer Gomez, and Paul
Hannon applaud. They’ve thrown a surprise party and everyone’s here!
One of the invited guests is Amata’s father, the Overseer. He greets you Amata’s a real sweetheart
GEAR
with his usual stern expression and gives you an extra-special gift: your and you may be developing a
very own Pip-Boy 3000! It isn’t the latest model, but Stanley reckons it’s crush on her. You know, if girls
weren’t so weird and gross.
more reliable than the newfangled unit.
CENSUS
and make the first left (west) turn. Walk west, looking for the sign point-
ing right (north) down to the reactor. You can speak to Officer Kendall
coming down from the upper level, but he isn’t very pleasant.
Buttersaw! Andy the
robot may have the depth
perception of a Radroach, A Birthday Poem
but he means well. Just as
long as doesn’t go into field
Instead, descend to the connecting room near the reactor, where Jonas
surgery….
is waiting for you. When your father arrives, he gives you an old BB
Gun. Follow your father into the side corridor. Your dad tells you to
You can talk to anybody you like, in any order. Old Lady Palmer offers
come down here any time you want to practice. In fact, he’s set up a few
you one of her delicious Sweetrolls. It appears in your Pip-Boy’s Item >
targets right now!
Aid screen. This might be the only food you’re eating; your cake looks
like it’s been attacked! Take a Party Hat from the counter to cheer your-
self up. BB Gun 50 BBs
Sweetroll
Party Hat +5 HP (when eaten) NEW OBJECTIVE
“Shoot all three targets with the BB Gun” begins.
Butch demands that you give him the Sweetroll now that the cake is
ruined. You have many responses, but Butch actually gets off his seat to Move to the southern end of this side corridor, between the crates, and
punch you if you mention his mother and her alcohol problems, and the peer ahead; there are three targets. Bring out your BB Gun and fire,
fight is broken up by Officer Gomez. You can then blame Butch, but any optionally using the Aim functionality to get a better view. Remember
choice is fine, although you might want to stand up for yourself. Butch’s to shoot the center target, not the outer metal area, or the target won’t
boys are Wally Mack and Paul Hannon. swing back. If you have any problems, read the on-screen instructions.
Speak with Stanley at the bar; he has a birthday gift for you. Take the When all targets are struck, a Radroach scuttles out from the right.
Kid’s Baseball Cap, then speak with your dad. He has another present
for you. Your dad speaks to his friend Jonas on the intercom; they’ve
been cooking up something special for you!
NEW OBJECTIVE
SUFFOCATION! LITTLE HANDS, “Use the BB Gun to kill the Radroach” begins.
GROPING IN SUBTERRANEAN It is time for your first live kill! Bring your BB Gun to bear on the
Radroach, or enter the Vault-Assisted Targeting System (V.A.T.S.), which
UNCERTAINTY. allows you to pinpoint the Radroach’s different appendages for a
slower, but cleaner kill. When the Radroach has been peppered with
Your dad opens the diner door to the west (be sure you use the Pip-Boy’s ball-bearings, head back to your father, who beckons Jonas over to take
compass, shown all the time at the screen’s bottom left). Before you can a picture. Whoa, that flash is white…very white….
depart, Beatrice gives you A Birthday Poem; read it in your Pip-Boy’s
Six Years Later…
Data > Note screen. Head north out of the diner, along the corridor,
Future Imperfect
is locked. Perhaps you should head back here later? Head out and then
GREASER TEASERS west and take your test!
You get to take your G.O.A.T. today. The Generalized Occupational
Aptitude Test is completed by every 16-year-old in the Vault, and it
determines what jobs they’re most suited for. Stalling doesn’t help, so
speak to your father about other matters if you wish before you leave.
You can even read the confidential profiles on your father’s Vault 101
Medical Data System. His patients make interesting reading but most Bobblehead: Medicine: “The
intriguing is his “other work” and the hint that he may have been smart man knows a bandage
only hides his wounds.”
outside the Vault.
Leave your dad’s surgery, but not before a quick check of the area.
There’s a Bobblehead: Medicine on the table. Pick it up, and then Bobblehead: Medicine
inspect the wall plaque with your mother’s favorite biblical passage. It Your Medicine skill is permanently
increased by 10 points.
APPENDICES
Note GETTING YOUR G.O.A.T.
There are 19 more of these Vault-Tec Limited Edition Bobbleheads Speak with Mr. Brotch,
scattered throughout this world, each giving you a substantial (and your teacher. If you
MOTHERSHIP ZETA
permanent) bonus to a particular ability. Each location is shown in ask him whether you
the Appendices section of this guide, on page 733. have to take “this
stupid test,” you can
NEW OBJECTIVE
ignore the G.O.A.T.
“Get to class and talk to Mr. Brotch about the G.O.A.T.” begins. entirely, Brotch fills out
the answers for you,
Head down the corridor where the Tunnel Snakes—a gang of greasers
and you can pick the
POINT LOOKOUT
led by Butch—are harassing Amata. You can ignore this petty squabble,
conclusion to your test The Overseer wants to see your skills, so answer the
step in to help Amata, or join in the bullying. Your choices are as
yourself! Otherwise, G.O.A.T. as accurately as possible. Or cheat, afterward!
follows:
take your seat as
Brotch moves to the front of the class.
Sidle in, speak with Butch, and convince him the Overseer
NEW OBJECTIVE
is going to come down hard on the Tunnel Snakes. If
“Sit down and take the G.O.A.T.” begins.
BROKEN STEEL
successful, he agrees to “deal with her later.” Note this
option doesn’t require a Speech challenge if you already The G.O.A.T. consists of 10 multiple-choice questions, based mainly on
fought Butch during “Growing Up Fast.” moral or skill-based situations. Once the G.O.A.T. is over, approach Mr.
Brotch at his desk, and he tells you the job you’ve been chosen to under-
Or, you can ignore Butch and convince Wally Mack that the take. You can agree with the choice or not, it doesn’t matter; Brotch says
THE PITT
Vault’s opinion of Butch is far less flattering than his own. Wally you can tweak your test results to your choosing, anyway!
and Paul bail, you cut down the Tunnel Snakes leader without direct
NEW OBJECTIVE
conflict, and class can begin.
“Turn in the G.O.A.T. to Mr. Brotch” begins.
You can give Butch some verbal ammunition—and the taunt-
OPERATION: ANCHORAGE
ing gets worse. Amata runs off crying, and the Tunnel Snakes The Skills menu now appears from your Pip-Boy. Thirteen skills are listed
saunter off into class. here, with three skills chosen to allocate G.O.A.T. points to. If the chosen
skills are to your liking, click “Done.” If they are not, you can change
You can let your fists do the talking for you (“raise” your them. When you’ve finished allocating Skill points, you can leave the
fists before starting the dialog), and punch Butch down to classroom or stay and listen to how everyone else did. Once you leave
half his health (concentrate on him, not the other Tunnel the room, everything fades to white.
Snakes). He stops the fight, and the Tunnel Snakes shuffle
NEW OBJECTIVE
off into class.
“Exit the Classroom” begins.
TOUR
You can let your less capable fists do the pleading for you and
begin to fight but let the gang batter you down to half health.
You’re no challenge, so the gang swaggers into class.
Tip
MISC. QUESTS
Or simply ignore the teasing altogether. Amata will get over it. Are you having problems deciding what skills to give points to? Then
Whatever your choice, head north and then turn left, into the classroom. read the descriptions on-screen, or access the Skills and Perks section
of the Training chapter of this guide (page 10), for more advice.
MAIN QUEST
Escape! GEAR
Or you can dismiss her help completely. You aren’t given any items
WHAT’S THE MATTER, AMATA? and may need to return to her later to apologize and request her help.
CENSUS
This, as you might have gathered, isn’t the recommended option! Instead,
Amata shakes you from your slumber and informs you that all hell has
you can proceed directly to the Overseer’s Office, and escape using
broken loose. Jonas is dead, your dad has escaped, and you’ve slept
Bobby Pins (in Amata’s room) or the key from the Overseer himself.
through the turmoil. You need an escape plan. The following options are
FACTIONS & BESTIARY
Now ransack your desk. Take the Baseball Bat, Baseball, Glove, BB Gun,
available:
and BBs (50), then raid the First Aid Box for a Med-X and Stimpaks (10).
You can agree to let Amata help you escape. A secret tunnel leads
directly from the Overseer’s office to the Vault exit, although you’ll need
to hack into a computer to open it. You’re given 10 Bobby Pins to help Bobby Pins (10) 10mm Pistol
you access this room. Amata also pushes her father’s 10mm Pistol into
your hands (which you can refuse, which helps her out during a subse-
quent interrogation). She then leaves, recommending that you gather Baseball Bat Baseball and Glove
TRAINING
Or, you can get Butch to save his mom himself; give him your BB Gun
BB Gun and Ammo First Aid Box or Baseball Bat.
Or, you can gun Butch and his mother down; this gives you a
NEW OBJECTIVE few minor additional items, and a sting of regret.
“Enter the Overseer’s office” begins. If you helped Butch and his mother survived, you receive Karma,
and Butch offers you his jacket. Whatever the outcome, head north,
then west from Butch’s apartment, toward the diner.
Tip
Tunnel Snake Outfit
Take the BB Gun and Baseball Bat, then set your Pip-Boy’s Hot
Key functionality so you can quickly switch to the 10mm Pistol,
Baseball Bat, or BB Gun, depending on the situation. Follow the only open corridor in the Vault, moving north past the diner
(inside is the body of Grandma Taylor), and follow the signs to the
atrium. At the top of the stairs, you bump into Officer Gomez. He’s just
Head north, into the corridor from your apartment. You can circumvent
as confused as you are but doesn’t want to fight because he was a good
some guards and Radroaches if you Sneak. However, it is beneficial to
friend of your father’s.
move to the junction and watch a Radroach attack Officer Kendall. The
following options are available: You can leave him alone, continuing to a fire up ahead.
Or, you can shoot him (and any other innocents you meet from
this point on).
Watch combat begin, then open the door to the left,
behind Kendall, that leads into the gentlemen’s restroom. Continue east toward the atrium, but stop at the laboratory area
Sneak into here, and completely avoid being spotted. to watch Andy cooking Radroaches with his flamer! Step into the lab
area, briefly chat with Stanley, and rummage around in your father’s
ransacked office. His terminal turns out to be locked, but your real
Let the Radroaches win, then pepper them with BB Gun fire until they
reason for being here is to grab an extra-special Vault-Tec Limited Edition
splatter. Don’t use the 10mm Pistol; save the ammo.
Bobblehead; if you didn’t during “Future Imperfect.” Now head out to
If you help Kendall, he turns and attacks you anyway, because he’s
the corridor, and east to the Door to Vault 101 Atrium.
been sent to tackle you as a traitor.
Or, you can flee, heading west and leaving Kendall to his fate, but Bobblehead: Medicine
without watching it unfold. Your Medicine Skill is permanently
increased by 10 points.
If you let the Radroaches kill Kendall, you can raid his corpse,
taking a Police Baton (useful only after your Baseball Bat breaks) and
his armor. Quickly place the weapon into the fourth Hot Key location,
then wear the armor; it provides protection for the fighting to come, and
helps conserve Stimpaks. There is something behind the wall plaque in here, but you’ll need
Lockpick 50 to open it. Return during Miscellaneous Quest:
Trouble on the Homefront to claim it.
Police Baton Vault 101 Security Armor
APPENDICES
Continue into the atrium corridor, then look left (west) through the NEW OBJECTIVE
security room window. Amata is being tortured by her own father “Use the Overseer’s computer to access the secret tunnel” begins.
and his lackey, Officer Mack (Wally’s brother)! You have a variety of
choices here: Enter the Overseer’s office. One of the lockers to the far right contains
You can leave them to interrogate Amata and continue to escape. the Overseer’s Terminal Password. Now move over to the terminal
MOTHERSHIP ZETA
You can open the door and storm inside. Amata immediately flees, behind the Overseer’s curved desk. The following options are available:
while the Overseer backs up and lets Officer Mack attack. Beat or shoot
Use your Science skill to hack into the terminal, if you
him down, and then approach the Overseer.
don’t have the Overseer’s Terminal Password. Follow the
If you let Amata keep the 10mm Pistol earlier, she uses it on Officer on-screen instructions. If you’re successful, you can access
Mack. the computer records. If you fail, move to the locker and
take the password.
Or, you can Sneak in and pickpocket the Overseer’s key
POINT LOOKOUT
and password from him. Run for the Overseer’s office if
Or, access the terminal using the password.
they catch you in the act!
You have four attempts to hack into the terminal. However, if you
Once you’re alone with the Overseer, you can talk or attack him. quit out of the terminal when you have one attempt left, then access the
Terminal again, the number of attempts resets. Use this trick across the
If you talk, he reveals nothing. Threaten to harm Amata though, and
Wasteland, when hacking into every terminal you find!
the Overseer’s Office Key and Overseer’s Terminal Password are yours!
BROKEN STEEL
The Overseer’s terminal makes fascinating reading. There are four
You can (foolishly) surrender to him, and he takes your weapons,
sets of entries to pour through. Most are some interesting background
using them on you!
on other Vault 101 dwellers. One reveales that there have been people
A better plan is to leave him be. Search the lockers to find Batons scouting outside and there is some very interesting information about
and security uniforms, if you haven’t lifted them from guards you’ve something called G.E.C.K. The entry you really want, however is Open
dispatched. There’s some 10mm Ammo inside one of the lockers, too. Overseer’s Tunnel. Do this now!
THE PITT
Or, you can kill the Overseer and take the key and password from Watch the Overseer’s desk rise up and a hidden staircase appear!
the body. This won’t make Amata happy, though! Descend into the secret passage, using the electrical switch to open
the hatch door, then run down the passageway, turning left (east) and
10mm Rounds Overseer’s Office Key ending up at another hatch door. This leads to a small room with a
OPERATION: ANCHORAGE
hidden door in front of you. Press the switch and the wall panel slides
up, allowing you to clamber to the entrance chamber. Use the Vault Door
Overseer’s Terminal Password Control Pod to activate the giant piston that plugs into the massive “cog”
door, spinning it out and allowing your first glimpse into the outside
Run north from the Overseer, and turn right (east), into the Overseer’s world!
office. Search Jonas’s body to uncover Eyeglasses, a Stimpak, and NEW OBJECTIVE
a Vault Lab Uniform, as well as a Note from Dad. Play this on your “Escape the Vault” begins.
Pip-Boy in the Data > Note area. It is a farewell message from your
TOUR
father. Turn north, and enter the Overseer’s living quarters. As the door grinds open, Amata appears and wishes you the best of
luck. She refuses your offer to come along. As the guards charge in,
run east, toward the gate with the light streaming in. Before you leave
Note from Dad
Vault 101 for good, you have a final opportunity to edit your Name,
MISC. QUESTS
Race, Sex, S.P.E.C.I.A.L. Abilities, and Skills before you open the gate
If you freed Amata, she’s crying on a chair to your right. If she has and step out into the dangerous wilds of a radioactive wasteland. What
the 10mm Pistol, she gives it to you. Investigate the chamber to the remains of civilization? You’ll find out soon enough!
north: the Overseer’s bedroom. Open the dresser in the corner, and
grab 10mm Rounds and the Overseer’s Office Key, but leave the three
MAIN QUEST
Jumpsuits, which simply weigh you down. Then enter Amata’s bedroom
and grab the Bobby Pins in the dresser. Now you can finally enter the
Overseer’s office.
Take a look out at that
Wasteland, adjust your
10mm Rounds glasses and Tunnel Snake
Overseer’s Office Key
(and Pistol)
GEAR
Plan A: The Fast-Talk Challenge: Plan B: The Fast-Hack Attack: Plan C: 300 Pieces of Silver
[Speech] Lie to his face [Science] Hack into Moriarty’s
Terminal
Kill her, or goad her and kill her Reason with her, or [Speech]
convince her
Head to G.N.R. Studios via the Head to G.N.R. Studios via an Head to G.N.R. Studios via any
Farragut West Metro Station overland excursion to Friendship other series of locations you
Tunnels North Metro Station wish
Encounter Sentinel Sarah Lyons; fight alongside Brotherhood of Steel to G.N.R. Plaza
APPENDICES
From previous page
MOTHERSHIP ZETA
Defeat Super Mutant Behemoth Defeat Super Mutant Behemoth
using Fat Man using any other means
POINT LOOKOUT
[Speech] Succeed, telling Three Kill Three Dog Tell Three Dog you’ll help with
Dog your Dad will contribute to “the Good Fight”
“the Good Fight”
Main Quest: Scientific Pursuits Main Quest: Galaxy News Radio Main Quest: Scientific Pursuits
Begins Begins Begins
BROKEN STEEL
Head into the ruins of a small town called Springvale. Check the mailbox
WELCOME TO THE WASTELAND for some hidden items. Everywhere in town might contain useful items
and objects. Some are junk, some can be sold, some can be combined
As soon as you
to make customized weapons, and some augment your abilities, health,
step outside Vault
or skills. For now, make a quick sweep of the area. Also floating around
101, you’re likely
here is an Enclave Eyebot, a recon droid that relays the Enclave Radio
THE PITT
to reach Level 2.
Signal and isn’t harmful unless you fire at it. Move to the Red Rocket Gas
Consult the Character
Station where a corrugated sign points toward Megaton.
Development section
(page 25) to learn
OPERATION: ANCHORAGE
about allocating Ammunition Chems
points to your skills.
Immediately, a new In the distance are skeletons of the Capitol Building and
quest begins: find
the nearby town of
Washington Monument. Southeast lies a corrugated
junk-town named Megaton.
Tip
Megaton to investigate There’s a junkie named Silver who fled from her “care-giver”
where your father might have gone. Step to the scenic overlook, and in Megaton, and she lives just north of here in a small ranch
you can actually see Megaton; it’s the large mound of tin and rusting house. You can’t know this information yet, but you might wish to
metal glinting to the southeast. investigate her abode to save a back-and-forth visit later. Skip to
TOUR
“Conversing with Moriarty: Plan C” if you want to know more.
NEW OBJECTIVE
“Investigate the nearby town of Megaton for information about Dad” begins.
When you’ve finished
MISC. QUESTS
rummaging around,
Tip follow the road south
out of town and up a
Bring up your Pip-Boy, and enter the Data > World Map screen.
rocky path. To the south
Megaton is already located on your map as an arrow point. This is an airplane tail rudder
arrow point also appears under your on-screen compass, giving and other metal sec-
MAIN QUEST
you an instant idea where to travel. tions pointing skyward.
This is Megaton; head
Note Howdy partner, and welcome to Megaton. Don’t shoot
the Protectron Deputy!
to the front gate. The
Protectron guarding the
At this point, you can literally go anywhere and do anything you gate—Deputy Weld—is
GEAR
want! As there are infinite numbers of routes to and from the friendly. Solomon the sniper sits in a nest above the gate too. Lower your
various locations across the Wasteland, the following routes are weapon, or simply don’t fire it, and they’ll open the gate; enter Megaton.
simply the optimal paths to take.
CENSUS
The easiest way to Megaton is to travel east along the remains of the
tarmac road. As you head out into the open, you pick up two new
Note
radio signals through your Pip-Boy. The first is the Enclave Radio Signal, You may pass or interact with a thirsty man named Mickey, or
which is an official transmission from President Eden. The second is a one of a few Traders that traverse the Wasteland. For details on
FACTIONS & BESTIARY
broadcast from Galaxy News Radio in the D.C. Ruins; tunes are spun how to interact with them, turn to the General Encouters section
and rants are recorded by your DJ Three Dog. Both give clues to your on page 304.
adventure ahead. Switch either of them on by accessing the Data >
Radio menu.
Step into the gloomy interior of Moriarty’s, and you have a host of Read about the following Megaton Residents to learn Moriarty’s
inhabitants to quiz. The two most relevant to your quest are just to your thoughts on their activities: Jericho, Leo Stahl, rival bar owner Andy
right (southwest). If you’re civil, a redhead named Nova can point Stahl, Billy Creel, and Doc Church. Some of the dirt you glean could be
you to the barkeep, Gob, who might know more about your dad. Also useful later!
seated to your right is Lucy West. She has a sealed envelope she’d Even more interesting are Moriarty’s notes on the various visitors to
like you to deliver to a town called Arefu. Accept, and you begin Megaton. He mentions Mr. Burke, some weirdo in a sharp suit staying at
Miscellaneous Quest: Blood Ties. the saloon, waiting for an “opportunist.” However, the most critical entry
It looks like Gob’s seen better days, but his amazing skin conditions is the one on your father, James (Vault 101): He made contact! He’s
are the results of the background radiation; he’s a Ghoul, and they’re heading to Galaxy News Radio. Shockingly, he met Moriarty 20 years
usually treated like second-class citizens. ago, then sought out and entered Vault 101. You thought he’d been
Buck this trend, and speak to him with politeness. He offers you here all his life!
cut-price drinks as a result! Exit the terminal, and leave town. You can follow the Pip-Boy’s map
marker directions, and begin “Coming in from the Countryside.”
Continue to be polite, and ask about your father. If you NEW OBJECTIVE
succeed with your Speech challenge, Gob reveals that “Find Galaxy News Radio” begins.
Moriarty has a computer terminal in the back of his office,
which has all the goings-on in town.
If you fail the Speech challenge, you’re simply pointed in the direc-
Tip
tion of Colin Moriarty. When you’re hacking, time stands still, so you can take as long
as you like to read the information on a terminal. When you’re
APPENDICES
You can pay him 100 Caps, and he pinpoints Galaxy News Radio instead of running along the top of the bridge, drop under it. It’s safer,
on your map. Begin “Coming in from the Countryside.” and on the far side is a booby-trapped Ammo Box, usually filled with
If you have less than 100 Caps, Moriarty has a proposition for you. Grenades.
A “junkie bitch” named Silver borrowed some Caps from Moriarty,
promising to funnel Jet and Psycho for a good price. Agree, and To reach it, move toward the prepped Frag Mine, and
MOTHERSHIP ZETA
Moriarty instantly raises the price to 300 Caps! With little to bargain quickly disarm it. The larger your Explosives skill is, the
with, grudgingly accept the proposal, and head out of town. more time you have to react. Claim the loot, then continue
northeast.
NEW OBJECTIVE [OPTIONAL]
“Deal with Silver in Springvale” begins.
Ammunition Box
Head north out of
POINT LOOKOUT
Megaton, passing
the Red Rocket Gas Tip
Station as you reach
You now have two main options:
Springvale, and con-
tinue northward up the Going Underground: Locate the Galaxy News Radio offices via
road, until you spot the the fastest route through the linked Underground Metro Tunnels
BROKEN STEEL
small house on your (recommended).
left (northwest). Silver Finding Friendship: Continue overland, looking for the Friendship
A ramshackle ranch house on the northwest side of wants to know what
North Metro Station.
town is where Silver the junkie shoots up. you’re doing there.
The former plan is slightly shorter and safer, and it begins to
You can simply kill her, ransack her home, and return to unlock the labyrinth of sewers, passages, and train tracks that still
THE PITT
Moriarty. exist under the D.C. Ruins, allowing you to Fast Travel to these
destinations in the future.
You can goad her into attacking you, then kill her, then return to
Moriarty. With either of the first two choices, you can grab Jet
and Psycho, plus Health and Chems from a First Aid Box.
OPERATION: ANCHORAGE
You can reason with her, and ask her to give you enough Caps to GOING UNDERGROUND
pay off Moriarty (300), so she can live in peace. Well, until her next
hit, anyway. PART A: DIRECT PATH TO CHEVY CHASE
Enter the small
Or, you can use Speech to convince her to hand over office area, and
what she owes, and you’ll convince Moriarty she left begin a quick search
town. She agrees, and hands over 400 Caps. Things for items inside the
are looking up! Return to Moriarty, and speak with him lockers, filing cabinets,
TOUR
again. You only need give him 100 Caps and tell him and desks. You should
Silver has left town. In return, he tells you where your find some Caps and
father went: to the Galaxy News Radio offices in the city. Ammo in small quanti-
MISC. QUESTS
ties. Of more interest
Caps (300) Caps (400) is a Metro Security
If you reasoned If you Speech Terminal, mounted to one of the walls.
with Silver. challenged Silver.
NEW OBJECTIVE Use your Science skill to hack into the terminal. Here,
“Find Galaxy News Radio” begins. you can Activate Metro Protectron (the other choices are
MAIN QUEST
offline). This boots up the Protectron standing in the nearby
pod. It starts off neutral but becomes hostile if you fire your
weapon. There’s no other reason to activate this, other than
COMING IN FROM THE to destroy it for XP and Energy Cell ammunition.
COUNTRYSIDE
GEAR
When you’re done here, move down the entrance concourse to the
You can now leave Megaton to follow your father’s trail. Before you go, turnstiles, and begin dropping Mole Rats exiting from a doorway to your
visit Craterside Supply and speak with Moira Brown. You can option- right (northwest). Ransack this office, then locate the maintenance tunnel
CENSUS
ally begin Miscellaneous Quest: The Wasteland Survival Guide entrance on the northwest wall.
during your conversation, but the main reason you’re here is to sell and Head northeast down the tunnel steps, blasting Mole Rats as you
buy items, and use her Work Bench if you want to begin customizing go. Pass the flaming barrel, enter the generator pit area, and climb the
your weaponry. Depending on how much other exploring you’ve done, metal stairs. To the northwest is a mesh gate with some Ghouls roaming
FACTIONS & BESTIARY
you may have enough versions of the same weapon to Repair it. Refer around. Ignore them for the moment, and open the metal door to the
to the Weapons Training section (page 32) for a complete understand- southeast. Inside this office there’s a First Aid Box on the desk, next to a
ing. When you’ve tooled up with an arsenal of at least two or three terminal, and a safe on the floor. Ransack the First Aid Box for a Metro
good quality weapons, some ammunition, and a set of sturdy armor, Utility Gate Key.
head out of town. Activate the MDCTA Service Access Terminal (no hacking or Science
Leave the relative safety of Megaton and travel roughly east-north- skill is needed), and stop the gas flow test. This shuts off escaping gas
east until the land becomes a more gentle slope. Pass the low fence, farther into this tunnel structure, which means you can fire weapons
keep left of the water tower, and move to the left (north) side of the without the surrounding area exploding! You can unlock the floor safe
TRAINING
Super-Duper Mart. Head to a small bridge to the northeast. However, from this terminal, too.
graffiti on the left corner of the wall, near the Nuka-Cola machine; this
Or if you have enough Bobby Pins, you can use Lockpick points the way to the G.N.R. Building. Head past the machine, and
on the safe for a small XP boost. make a right, moving west. You’re on the Red Line, heading toward the
Tenleytown Station.
The safe contains various items (such as Caps and weaponry), plus a Continue along the tunnel as it bends around to the south, into a
few interesting objects: station mezzanine. Expect both Ghouls and a huge, eight-foot-tall
hulking Super Mutant to be waiting for you here. If possible, stay away
First Aid Box Utility Gate Key so the Ghouls and Super Mutant attack each other, and mop up survi-
vors. The other tunnels here are blocked, so ascend one of the broken
escalators and head east, then blast (or ignore) the Radroach problem.
Holotape: DCTA Laser Firearms Protocol Follow the exit tunnel left (north), all the way to the metal gates; note the
Notes about firing Laser Weapons near flammable pipes.
next “G.N.R. graffiti” daubed on the floor.
“Flaming barrels” usually direct you to the correct route, so look Then step into the other tunnel, or continue along the one you were in;
out for them! both emerge into another mezzanine, complete with waiting Ghoul
fiends. Climb up the escalator, pass the Wastelander’s burning shack,
With the threat of and head east, then north, out of the underground station. On the way,
drooling lumpyskins prepare for at least four more Ghouls and a couple of Radroaches.
abated, stop and check Grab a few items from a small office to your left (west). Hack into the
out this chamber. Stairs terminal or use Lockpick skill to open the wall safe for more ammo and
heading down from some Caps. Now emerge into Friendship Heights station. A small Raider
the gantry end at a party is camped out behind you; if you want to learn how to deal with
door in the southwest them, and what items they’re guarding, check out the end of “Finding
wall, under your feet. Friendship.” Now return to finish Part A and exit Tenleytown Station,
Descend there. emerging at Chevy Chase North.
There’s a host of valuable ordnance in here.
Note
If you can, jimmy open the hatch door using your Friendship Heights Station allows you access into the Wasteland,
Lockpick skill. Inside is a treasure trove of armaments. and the outskirts of the D.C. Ruins. It’s useful for escaping, but is
Ignore the Coffee Mugs (they simply add to your encum- the wrong way to go if you’re heading to Galaxy News Radio.
brance unless you have room to spare and can sell them
quickly), and instead open up the four Ammo Boxes, and
collect their contents.
FINDING FRIENDSHIP
Then head up the stairs to the metal door in the northwest wall, use
Lockpicking or the Utility Gate Key to open it, and ascend the stairs. At
the top, open the Door to Tenleytown/Friendship Station.
The following route is the quickest, heading along the northern
Ammunition outskirts of the D.C. Ruins. Alternately, you can make a very
Missiles
Box (4) long clockwise semicircle north from the Super-Duper Mart, into
the Wasteland wilderness, and then south directly into Friendship
U.S. Army: 30 Handy Flamethrower Recipes Station, to avoid a high concentration of Super Mutants. Of course,
+1 Big Guns (when read) the Wasteland has its own share of beasts to fear!
APPENDICES
Up ahead is a parked big-rig truck, and guarding it is a small band it curves around. Once you reach the connecting tunnel with the graffiti
of Talon Company Mercenaries, along with a single robot protector. and arrows pointing to the G.N.R. Building, follow them all the way to
You can head north, skirting this dangerous area, or (if you want to test Chevy Chase North.
out your Hunting Rifle), bring down the Talon Merc with your favored
gun. A good place to hide is inside the back of the container the truck
Tip
MOTHERSHIP ZETA
was attached to. Sidestep out, blast, and then head back to cover.
Rummage through the three Ammo Boxes inside the container before You should be able to Fast Travel by now. Consult the Mapping the
you continue. Capital Wasteland section (page 30) to read up on this.
POINT LOOKOUT
Tip Head up the steps,
and turn left (south),
You may wish to save your game before tackling the eight-foot- out into the open.
tall cannibal Super Mutants roaming this next city block. Cross the debris-strewn
crossroads toward a
Ready yourself for some brutal combat (or Sneak north and around to large indentation in the
BROKEN STEEL
avoid it) by continuing east, toward and under a bridge. There are two ground. You’re close
Super Mutants and their “pet,” known as a Centaur. This may be the to the G.N.R. Building.
moment to use the Grenades you found under the bridge earlier. Finish First, deal with two
off your trio of mutations with a Hunting Rifle, and finally an Assault Super Mutants As you Super Mutants are active near the radio station
Rifle as you reach closer combat. strike, you should be (note the G.N.R. radio mast). Fortunately, so are the
aware of a group Brotherhood of Steel.
THE PITT
Complete your Super Mutant execution by continuing east, around
of armored humans
the spikes, and enter a Super Mutant “bonfire.” A couple of these are
aiding you in this battle.
scattered around the city, and on a central platform near a fire, a strong
Super Mutant lies in wait. Introduce him to a Grenade or two, tearing Hold your fire, and engage Sentinel Sarah Lyons in conversation.
You can tag along as she provides back-up to her brethren guarding the
OPERATION: ANCHORAGE
him apart, and then pick through the corpses of the Super Mutants, and
the items stacked by the wall, once you’ve finishing healing yourself. G.N.R. Building. Follow her and Initiate Reddin into a covered passage
The following are available, and well worth picking up: and around a corner. On a bloody mattress lies Initiate Jennings, the
latest casualty of the Brotherhood’s battle against the Super Mutants. You
Ammunition can scavenge Energy Cells and Power Armor from her corpse without
First Aid Box Box (3) incurring the Brotherhood’s wrath. Unfortunately, you aren’t trained in
the use of Power Armor yet, so you might wish to discard or sell it until
you’ve visited the Citadel.
Mini-Nuke
TOUR
The way east is blocked, so head north, between the bridge and rubble Energy Cells Laser Pistol
pile, then turn right (east), and skirt the ruined buildings until you reach
a patch of open ground with a Red Rocket Gas Station ahead of you.
MISC. QUESTS
Pass to the right of the gas station, and continue east-southeast until you Power Armor Power Helmet
spot the signs for the Friendship Heights Station! Watch out for the small
band of Raiders here. Gunfire erupts from the ruins of a school to the west of you, and Lyons
There are around four Raiders, including one with a Flamer: another orders her pride forward to take over the building. Head west, staying
exciting weapon to collect! First, you need to get it off the Raider’s to the left and the cover it affords you, and bring your ordnance to bear
MAIN QUEST
hands. Try a long-range Hunting Rifle or lob Grenades. Crouch and on a trio of Super Mutants at the entrance. If you’re trying to conserve
use the low wall and metal barricades as cover. A great plan is to aim ammo, let the Brotherhood do the firing. Follow the Brotherhood as they
for the motorbike propped up behind the Raiders. When the motorbike weave through the remains of the elementary school.
explodes, the splash damage wounds multiple foes at once! When Stay on the ground floor as you systematically check every room for
everyone with bondage gear has gasped their last, inspect this Raider Super Mutants, then for Ammo Boxes and stashes of items on shelving.
GEAR
camp. They’ve been busy little collectors—grab any from the following Spend some time checking each area, or wait until after the subsequent
list. You can sleep on a bed inside their tent for a great way to replenish battle and return here to completely pick the area clean. Or, you can run
your health without Stimpaks. up the stairs, and use the connecting planks to head south across to the
other side of the school, raining hot lead on the Super Mutant scum below.
CENSUS
First Aid Box Chems Push out into the G.N.R. Building Plaza, where a Super Mutant attack
squad is firing on some Brotherhood Knights dug in behind sandbags,
You can now open the metal gate to Tenleytown/Friendship Station. guarding the building entrance. Here are a few of many possible tactics:
For a more thorough exploration of this location, read the “Going Wade in and circle-strafe around the biggest “Brute” threat, then
Underground” section of this quest. For a quick route to Chevy Chase move to a subsequent target, and so on. Expect to soak up damage but
North, head south and then west, into the station mezzanine, fighting end the combat quickly.
off any Ghouls. Head down the escalator by the burning Wastelander Stay behind the relative safety of the school wall, either on the
TRAINING
shack, and face south. Run down the train tunnel, following it west as ground or upper floor, and snipe at foes using a weapon such as the
Hunting Rifle. Mix this up with Grenades lobbed at the feet of the As soon as the Behemoth has been destroyed, you can leave the
biggest Brutes. pride, and move southeast to the main doors at the foot of the G.N.R.
Or, you can simply let the Brotherhood secure the area. This results Building. Use the intercom to get the Brotherhood Knights to unlock the
in more casualties, but you expend less ordnance. Whatever the plan, door for you. Enter the building, and optionally speak with Knight Dillon
make sure you search the corpses after this battle is over. (he’s the one brandishing the Minigun). He tells you that Three Dog is
expecting you.
Soon after the last
of the Super Mutants NEW OBJECTIVE
falls to your teamwork, “Ask Three Dog about Dad” begins.
the biggest Super
Mutant you’ve ever Climb either set of stairs to the balcony, and optionally loot the empty
seen lumbers into the rooms for the odd Bottle Cap, before moving to the middle corridor.
plaza! This is the fear- Head east, opening the Door to G.N.R. Studios, and head up the stairs
some Super Mutant to your right (south). Anything you loot is now stealing, so keep your
Behemoth, and he’s fingers out of any cabinets or desks, at least until Three Dog tells you
Behold the behemoth! Attacking this monstrosity with a grave threat to the what you want to hear. Head upstairs to meet the man himself!
small arms fire usually gets you killed. surviving members of Three Dog isn’t what you’d call self-deprecating, and as long as you
the Brotherhood. Just can listen through his grand entrance, he mentions that he’s talked with
before the Behemoth arrives, move to the remains of the fountain at the your father. Then he impresses on you how vital his services are. After
center of the plaza, and locate the dead Brotherhood soldier. Loot the all, people out there are barely making it day-to-day, and a whole host
corpse, and obtain the greatest invention in the history of ordnance: the of factions attempt to muscle in on different territories. It’s a chaotic mess
Fat Man! out there!
NEW OBJECTIVE
“Retrieve the Fat Man from the dead Brotherhood soldier” begins. At this point, you can mention that Three Dog fights
the good fight with his voice and radio station. Your
NEW OBJECTIVE Intelligence impresses him more than standard answers.
“Help defeat the Super Mutant Behemoth” begins.
Keep the conversation civil, and Three Dog tells you that to know more
The Fat Man is a just-portable nuclear bomb launcher that fires Mini-
about your Dad’s location, you’ll have to contribute to the “Good Fight.”
Nukes at its target. Although you can defeat the Behemoth with other
You have two main choices at this point:
weaponry (providing you hide in the school, keep moving, and don’t
care about Brotherhood casualties), a far more entertaining plan is to
You can use Speech to convince him that your Dad can
retreat at least 20 feet from the Behemoth, then launch a Mini-Nuke at
help with the good fight once you find him. If successful,
it! Hit it again to ensure that it goes down. Once the dust has cleared,
Three Dog asks whether he would really help the cause.
and you’ve searched the Behemoth corpse for a huge stash of items,
Answer “I know he will. He’s always talked about doing
you can speak with Lyons again.
what’s right.” Three Dog immediately tells you where your
father is! This allows you to completely skip the next Main
Behemoth’s Weapon Stash Quest: Galaxy News Radio.
APPENDICES
Galaxy News Radio
MOTHERSHIP ZETA
QUEST FLOWCHART
POINT LOOKOUT
Hamilton’s Hideaway
Adv. Items/Abilities Lockpick, Science, Small Guns Lockpick, Science, Small Guns
Possible enemies Ghoul Genus, Raider, Vicious Dog, Super Mutant Genus Ghoul Genus, Raider, Vicious Dog, Super Mutant Genus
Karma Influence Positive Neutral
G.N.R. Building; Three Dog’s Room Complete Main Quest: Scientific Pursuits first
BROKEN STEEL
(–Karma)
Speak to Three Dog
Note: Virgo II Lunar Lander, Washington Monument Access You are offered an alternate reward
THE PITT
Main Quest: Head out of the rear entrance. Locate The Mall by any other
The Search Move to Metro Central, then to route
Continues the Mall
OPERATION: ANCHORAGE
Enter Museum of Technology
TOUR
Jiggs’ Loot Passcode, Gun Locker
Key, 200 Caps, Note to find
Prime in Jury St. Metro
MISC. QUESTS
Locate the Washington Monument. Ride elevator to the top.
Affix the Dish [Science] Affix the Dish and Travel to Jury Street Metro,
boost the signal check Diner for Prime
MAIN QUEST
Speak to Three Dog about Dad.
You don’t know where Dad went You already know where Dad went: You completed Main Quest:
GEAR
sandbags. Or, you can turn south, and venture farther into the Collapsed
DODGING GHOULS NEAR Car Tunnel.
DUPONT CIRCLE Try Sneaking along the western edge of the tunnel,
If you failed your without attracting the attention of any nearby Ghouls.
previous Speech chal- There’s a First Aid Box on the wall to open, too. Continue
lenge, or decided until you reach the door on the western wall, at the
to stay and fight the tunnel’s far end.
“Good Fight,” Three
Or, you can begin to slaughter the quartet of Ghouls roaming this
Dog has a mission
tunnel. However, one stray bullet can hit any of the rusting vehicles,
for you. Some Super
causing them to burn and explode, usually killing you if you’re not out of
Mutant scum recently
the blast radius. Try using V.A.T.S. to pinpoint your foes.
took a potshot at
Three Dog’s broadcast Or, you can remain at the tunnel entrance, blast the nearest car,
If this isn’t your view as you leave Galaxy News Radio,
you’re going the wrong way! relay, mounted high stand well back, and let the entire tunnel explode before you pick
atop the Washington through the debris and mop up any surviving Ghouls.
Monument. Without this relay, Three Dog can be heard only in the D.C.
Ruins area. A Brotherhood soldier mentioned that he saw a dish in one First Aid Box
of D.C.’s old museums. Three Dog wants you to find this dish, bring it
to the top of the Washington Monument, and jerry-rig it so Three Dog’s
Two doors lead out.
banter can be heard across the entire Wasteland!
The southern one leads
NEW OBJECTIVE to a set of steps (watch
“Find the Museum of Technology” begins. for a waiting Ghoul!),
and a Door to Dupont
You’re now given two notes. One is a password (“Renfield”) allowing Circle. Exit this, and
you into the Washington Monument, while the other gives you photo- you’re out in the open
graph of the dish you’re stealing; it’s from the Virgo II Lunar Lander. again, at the base of
You also receive a Map Marker showing the route to take to reach the the escalators leading
museum. Head out of the rear entrance, go north down the stairs to the up to Dupont Circle A pair of fearsome mutations await you in Dupont Circle
wooden door, then down the stairs to the Door to Dupont Circle. itself. Although you Station. Use the nearby office filing cabinets as cover.
can head across here
Caution it is a much longer and more dangerous route. Instead, immediately turn
right, and enter Dupont Circle Station.
Three Dog is your friend, and it’s not advisable to piss him off, Assuming you took the northern of the two doors, head down a short
especially because he’s friendly with the three Brotherhood of Steel passage to a metal door that opens to Dupont Circle Station. Stride
Paladins who rush in to his aid; good luck with your impending through the connecting office to rifle through some filing cabinets for the
slaughter! If you do kill Three Dog, even though he doesn’t have odd Cap or two, and optionally release a Protectron using the security
much to steal, you begin a quest called The Search Continues. This terminal. It may distract the two Super Mutants in the station concourse;
ends once you discover Rivet City. shoot them down or flee in fear. Locate the alcove in the southwest wall,
and open the metal door to flee to the maintenance tunnel and beyond.
Onward and downward!
Note: Virgo II Washington
Lunar Lander Monument Access
Aside from Fast Travel to a nearby Mall building or station you may
UTILITY CAVERN TO
have previously visited, there are dozens of different routes from here to METRO CENTRAL
the Mall, where the Museum of Technology is located. However, the fol-
lowing route is optimal. Follow the route closely, because it’s very easy Descend the maintenance tunnel steps to the hatch door, and step into a
to get lost in the rabbit warren of underground tunnels! train tunnel. Head left (south), but immediately turn right and cross onto
If you kill Three Dog, you won’t be given any clues and must the other tracks, turning north to investigate a small alcove with metal
chance upon your dad’s location, or follow the directions in this barricades propped up. If you’re quick, you can startle a Raider and kill
guide! the fool. Loot the corpse and the shelves near the bed for some Ammo
and other items. Then continue south to the door with the red light near
Carefully drop from the ledge, onto the rubble, and peer down to it. Step into a connecting chamber, heading down the steps to slay
the lower ground area below. Head down to the sloping dirt near a another Raider, then look right (north) and grab more items (including
walkway overpass. Ignore the overpass, and prepare for combat with Blood Pack and Chems) from a small alcove stash.
around three Ghouls prowling the remains of a sunken roadway.
You can try to Sneak, shoot each Ghoul with a favored weapon, Ammunition First Aid Box
Box (3)
or aim for the rusting coach liner, causing it to explode and hit all
three Ghouls with a shockwave of splash damage! This causes nearby Follow the corridor south and down to a small office that opens up into
vehicles to catch fire and explode in a chain reaction so be careful! Pick an underground cavern.
through the rubble-strewn sunken roadway until you reach the metal
door with a “Mall Outpost” graffiti sign daubed next to it. Open the Before you dash into combat, you may wish to employ
Door to Collapsed Car Tunnel. your Science skill to hack into the wall terminal and
The chamber opens up into a large tunnel with debris everywhere. Of disarm the turrets.
the two exit doors here, the optimal one to run to is southwest, behind
APPENDICES
Now head onto a gantry that winds downward, and stay back while grounds, a warren of
you tag two ceiling turrets and some Raiders. Slay the psychopaths open trenches with
ahead or below you. When the coast is clear, continue heading down- Super Mutant horrors at
ward, through a low zigzag gantry, to a utility gate at ground level. every corner. You can
This leads to a small connecting sewer tunnel. Head south to the Door to remain outside, under
MOTHERSHIP ZETA
Metro Central. Super Mutant gunfire,
or turn right (southeast)
and immediately run
METRO CENTRAL TO THE MALL to the wooden double
doors of the Museum The true extent of the damage to the D.C. Ruins is
After a small connecting corridor, step into a subterranean chamber of Technology. Head now apparent. Super Mutants rule, and the Capitol is
and watch a pitched battle between two Raiders and Ghouls. You in shambles.
inside to the main foyer.
POINT LOOKOUT
can wait until the Ghouls overpower the Raiders, and then mop up, or
just mow everything down if time and XP are factors. Then inspect the
weapon caches here. Head east, out to a rubble-filled metro tunnel,
where radiation levels are higher than normal. Another graffiti daub
MAYHEM IN THE MUSEUM:
points out that the Mall is to your right. Continue along either of the SECURING THE ATRIUM
parallel tunnels toward the mezzanine section, dropping some isolated
BROKEN STEEL
Ghouls on the way. As you enter the atrium, use any of the crumbling columns as cover. Drop
the Super Mutant ahead of you, and the one heading down the balcony
Ammunition stairs. Then investigate the area, passing the destroyed biplane and the
Chems
Box (3) stairs to all the exhibits (where you’ll head shortly). In the western corner,
read the Research Lead’s Terminal for some old messages. Then move
to the ground floor entrance desk for a small amount of food. Of more
Frag Grenades 10mm Pistol
THE PITT
interest is the Museum Information Terminal kiosk, with the curved plastic
dome surrounding the terminal. Access this now.
OPERATION: ANCHORAGE
Continue pressing southward, ignoring the escalators, and looking for FREEFORM QUEST
the tunnels marked “Museum Station.” Head down the tunnel, to the Jiggs’ Loot (Part 1 of 4)
right of the half-buried carriages, and prepare for a pack of Vicious
Dogs and a Ghoul. Check the nearby tripod light for some Ammo The Museum
Boxes, then press on to the tunnel’s southern end and the graffiti point- Information Terminal
ing to a short passageway. This leads to the Door to Museum Station. has some old info,
and an odd little menu
item marked “#000.”
TOUR
Ammunition Box (3) It’s a strange message
from a person named
Exit the small storage room, and head for the illuminated stairs, attack- Prime to a compadre
MISC. QUESTS
ing a Ghoul in the process. The top of the stairs are blocked by a trap called Jigg. Prime left a
door that opens upward; activate the electrical switch on the right series of clues to unlock
wall to open the door. This leads to a fancy pool table room. Slay the a weapons cache! Return to the main menu, and select “#001.” You’re
Raider, and scrabble about looking for items; among the Cherry Bombs presented with a little brain-teaser. There are four additional numbers to
and Chems is a comic you might wish to read. choose from. Pick the one you think is correct.
MAIN QUEST
Grognak the Barbarian
Tech Museum Note
+1 Melee Weapons (when read)
Head east, onto more metro tunnel tracks and the Red Line, and ignore
the area to the left (north) of you. Cross between the metal columns, Tip
GEAR
remaining Raiders on the escalators. Head east and out the metal gate Continue your sweep for goods by entering the doorway in the northwest
to the Mall. corner. Spin around and open the First Aid Box on the wall but you can
ignore the two bathrooms. Head up the stairs to a small security room,
Tip where two terminals can be accessed (the wall terminal requires hacking).
FACTIONS & BESTIARY
You can activate or deactivate the museum’s turrets, and read about the
museum. Now head up the stairs to the exhibits. Pass the blocked double
Make a mental note that the Museum Station is the one with
doors and the two terminal kiosks (there are no odd numbers to access in
wooden planks connecting the rusting carriage roofs. The more
these), and head into the corridor to the Vault tour. The remainder of the
spatially aware you are, the less confusing your exploration
balcony is impassible.
will be.
Head up and out into the Mall. Ahead and in the distance is the First Aid Box
TRAINING
Capitol Building, a haven for Super Mutants. To the left are the Mall’s
APPENDICES
The planetarium, via the locked metal door. Continue west, and move to the Washington Monument gates, which
The Delta IX exhibit, via the ground floor double doors. are guarded by two Brotherhood of Steel soldiers. They help you if
The Delta IX exhibit, via the upper balcony and maintenance room. Super Mutants are attacking, and access the wall terminal by the gate.
Commence firing on any Super Mutants in the vicinity, and once You automatically use the passcode that Three Dog gave you earlier
they’re downed, move over to the Virgo II Lunar Lander itself. Take the (otherwise, this monument is impenetrable). Head west to the Door to the
MOTHERSHIP ZETA
communications dish from the exhibit at once! You can now exit this Washington Monument.
building, or stay and secure the loot that Prime left behind.
Tip
Virgo II Dish
For an extra stash of items, check out “Freeform Quest: Caching
In with Three Dog” at the end of this section before repairing the
POINT LOOKOUT
NEW OBJECTIVE
radio dish.
“Find the Washington Monument” begins.
FREEFORM QUEST
Activate the elevator control once you’re inside the monument, and step
into the elevator. Hit the control again, and you’ll ascend to the very top!
Jiggs’ Loot (Part 4 of 4)
You’re actually quite safe up here, so inspect the area around the central
Locate the door in the north wall of the Virgo II exhibit that leads to the elevator. There’s Ammo and a bed to sleep on. Move to the Galaxy News
BROKEN STEEL
planetarium. Step into the narrow corridor and enter the metal door Radio Relay. Choose to install the Virgo Dish and activate the relay.
to the west. Climb to the security office. Grab the 10mm Pistol on the Now you can listen to Three Dog from anywhere in the Wasteland.
counter, then move to the far end, and access the Museum of Tech Nice work!
Security Terminal. If you’ve completed Prime’s puzzle, you can unlock
NEW OBJECTIVE
the adjacent wall safe. Grab the items listed below. The Gun Locker
“Speak to Three Dog about Dad” begins.
Key unlocks the gun cabinet back in the planetarium office, so head
THE PITT
there immediately. Use the key, and grab the large selection of Ammo,
Assault Rifles, and other ordnance, including a Missile Launcher!
Gather items then exit. Tip
Stop! Before you go, you can optionally begin either of the Miscel-
OPERATION: ANCHORAGE
Gun Locker Key Bottle Caps (200) laneous Quests that start in this area, such as Head of State or You
Gotta Shoot ’Em in the Head. You can also investigate the Museum
of History to locate quest-critical items for Stealing Independence.
Gun Locker Ammo
Chems and Weapons
You can elect to Fast Travel back to the Galaxy News Radio Plaza. This
is thoroughly recommended, because you can almost instantly complete
Spoiler Alert this quest. If you don’t, you must travel all the way back to Friendship
Station or Chevy Chase North.
TOUR
Numbers Game: Solving Prime’s Puzzle
Back at Three Dog’s room, the man is truly impressed. He reveals that
The solution is to TERMINAL NUMBER NUMBER TO INPUT your father was heading to a place called Rivet City, south of here. He
choose the prime pinpoints this on your map. That’s your next port of call.
#000 Read Menu option
MISC. QUESTS
number each time.
The clue is in the #001 #019
puzzle-creator’s name! #002 #053 Note
Here’s what to input, #003 #113 Additional: You’re Out of Order!
and where:
#003 #Get Passcode You can grab the dish in the museum without ever having to speak
MAIN QUEST
to Three Dog, and you can find out about Dad by “other means”
(see below), but you can’t get into the Washington Monument
AN EXPRESS ELEVATOR without Three Dog’s authorization.
Sneaking if you want Find out about your dad’s progress by visiting a place other than
to avoid combat. Galaxy News Radio. You have several options:
You’re heading for the 1. Head to Rivet City and speak with Doctor Li.
Unless you’re geared up for a supreme struggle in the familiar Washington
2. Head to Vault 112 and enter Tranquility Lane.
trenches, ignore the Super Mutants, and head here. Monument. Continue
Or, agree to complete this quest and obtain the Virgo Lander Dish,
to skirt the trenches,
but before you repair the dish at the top of the Washington Monument,
either running from, or engaging and retreating from the Super Mutants.
execute plans 1 and 2 (above). Because Three Dog’s “reward” (where
There are numerous enemies here, so you might wish to attempt a tacti-
your Dad is) is now unimportant, he sweetens the deal. He doesn’t
TRAINING
cal withdrawal!
want you to leave empty handed, so he offers you the cache as com-
pensation. Head to Hamilton’s Hideaway [5.03]. Follow the map and Stealth Boy Guns and Bullets
instructions in the Tour chapter, and locate the barred gate. Open it
using Three Dog’s Cache Key, and stagger out with any or all of the
following: Assault Rifle Mini-Nuke
Scientific Pursuits
QUEST FLOWCHART
Move to the Rivet City Science Lab, and speak with Doctor Li
APPENDICES
From previous page
MOTHERSHIP ZETA
Put on a Vault 112 suit.
Take Vault 112 suit from friendly Robobrain or from the nearby table
POINT LOOKOUT
the Equipment Room
BROKEN STEEL
Locate Tranquility Lounger Pod Bay
Enter Lounger
THE PITT
A RIVETING EXPLORATION A LIAISON WITH DOCTOR
NEW OBJECTIVE MADISON LI
OPERATION: ANCHORAGE
“Talk to Doctor Li about Dad and Project Purity” begins.
You’re headed to
the gigantic aircraft
ADVANCING TO ANACOSTIA CROSSING carrier, slowly rusting
into the Potomac River
in the very south-
western part of the
This is the preferred route, because it unlocks another station Wasteland. Access to
for you to Fast Travel to at your leisure. You can explore other the ship is via a long
TOUR
paths, however. gantry plank, which
This is a stop-off point for Traders, thirsty travelers, and is accessed via the
those seeking the best in scientific knowledge. entrance ramp. Carlos,
Instead of traipsing around the Metro Tunnels and getting lost, once
a thirsty traveler, waits
MISC. QUESTS
you leave G.N.R. immediately Fast Travel to the Museum of Technology.
near to a security intercom switch. Click the switch, and you’re told to
You land outside so immediately run west and enter the Museum Metro
wait while the bridge extends.
Station. If you’ve been following the optimal route, you explored this
Once across you’re stopped by Harkness, the head of security.
location during Main Quest: Galaxy News Radio.
Simply tell him you’re here to see either your father or Doctor Li, and
Follow the winding concourse west to the mezzanine area, and
he lets you past. You should also go to the marketplace and sell what
peer left, looking south down an escalator with the sign reading
MAIN QUEST
you’ve scavenged and meet some of the vessel’s interesting inhabitants.
“Southbound to Anacostia Crossing this Platform.” Head down the
If this quest is of paramount importance though, turn left (northeast) at
escalator, or jump to the carriage roofs then down by the flaming
the two hatch doors, and enter the Door to Stairwell.
barrel, and enter the left tunnel, heading south. The train tunnel curves
Stay on this level, and open the hatch Door to Midship Deck, to the
east, leading to a small Raider confrontation, then continues south to
northwest. You appear inside the belly of the boat, which is initially
an opening on your left. The door is busted open, allowing you to head
GEAR
climb the nearest escalator. At the top is a small Raider camp, complete you can speak with
with another 10mm Pistol and Ammo, and four Raiders to cull. Head Christie Young and
west, up into the entrance tunnel, ignoring the empty restrooms, and Garza, a mysterious
exit to the Capital Wasteland via the metal gate. man with strong arms.
Over to the southwest
is a cluster of scientists.
Doctor Li herself is
watching an argument You do remember Doctor Li, don’t you? This isn’t the
TRAINING
between her fellow first time she’s assisted you. She cut your cord!
scientist Doctor Anna Holt and an old, suited man named Doctor Zimmer, Head west, then up the
here with a tough-looking bodyguard known only as Armitage. If you’re stairs to the right, as
staying on this quest, it’s best not to get involved…. you enter the rotunda.
Your father and his
Ammunition
First Aid Box
Box (2) Note
Move to the metal ramp surrounding the Memorial steps (which cannot You can begin the search for Vault 112 immediately (“Dealing with
be accessed) and fight. Then head up the ramp and move southwest, Pests out West”), or you can stay and search for more Holotapes.
wiping out Super Mutants, and descend the ramp on the other side. Just The end of the next section also lists what each Holotape contains.
to the left of this ramp, near a tripod worker lamp and red cone, is the
Door to Jefferson Museum and Gift Shop. Head inside.
[OPTIONAL] PROJECT PURITY
PROJECT PURITY— HOLOTAPES—THE COMPLETE
HOLOTAPE RECONNOITER COLLECTION
Expect Super Mutants and their “pet” Centaurs as you proceed through
this gift shop. Begin by cutting down a frothing foe as you head east to
the first junction (Jefferson Memorial). You need not continue to the end
of this corridor. Instead, turn right (south) at the junction, and watch as It isn’t necessary to complete this, but it does clear out more
the automated turret attacks a couple of enemies in the main foyer. Super Mutants, facilitating a return trip.
With the immediate threats in the foyer abated, turn east and enter
the gift shop. There’s a First Aid Box on the outer wall, and two Ammo Head back into the gift shop, and move to the south wall, looking for
Boxes. Take what you need, then head south to an area of scattered lab the door with the three signs to the left of it: the Door to Memorial Sub-
equipment, and exits to your left and right. Head left (east) to a door in Basement. Head down the stairs, into the initial chamber, with a mesh
the corner. It’s one of two that allows access to the rotunda. fence in front of you. The only way onward is to head right, past the
Gore Bag, to the doorway just before the stairs.
First Aid Box Ammunition
Box (2) Project Purity Project Purity
Journal: Entry 7 Journal: Entry 8
Head here next, but only after you’ve coaxed three Super Mutants out
to battle you. Before you head into the rotunda, carefully explore the Enter this small room with medical equipment and battle a Super Mutant
remaining parts of the gift shop. There’s a door to the sub-basement and or three. Then look for the small table in the northeast corner. Grab the
a manhole to Taft Tunnels. The manhole cannot be entered yet. Head two Holotapes, then head out and down the stairs to a dormitory. Kill
into the rotunda via either door. any foes, then push forward (west). Head down the corridor, and make
APPENDICES
your first turn left (south), at a crossroads. There’s likely to be another you may be able to Fast Travel to Evergreen Hills or another nearby
Super Mutant to deal with here, too. location. However, it’s more likely that your nearest explored area is
Ignore the generator room the Super Mutant was in, and make your Megaton, which is also a great place to trade, stock up on provisions,
first turn right (west), to a hatch door that opens up into an office with and repair your equipment. When you’re tooled up and ready to go,
a bed and a burnt-out terminal. Swing around and deal with a Super head west.
MOTHERSHIP ZETA
Mutant intrusion. On the table with the terminal are four Holotapes. Cross the rocky terrain, under the freeway skeleton, and follow the
On the side table near the entrance is a single Holotape, with different remains of the road before straightening out and continuing due west.
markings: “Better Days.” Now that all relevant Holotapes have been Pass the radio antenna on the outskirts of the Jury Street Metro Station
collected, you can exit the sub-basement, despite not having visited area, and plow on ahead, using the distant chapel spire to guide you.
every room. A complete search is only necessary during Main Quest: As you reach the chapel, be sure you’re ready for the Rigged Shotgun
The Waters of Life. Now return to the outside Wasteland, backtrack- and Raiders that ambush you inside. Continue your trek west, until you
ing through the gift shop. locate the sprawling Evergreen Hills area. Stay on the upper ground,
POINT LOOKOUT
and skirt around it.
Project Purity Project Purity `Once you’re around and on top of Evergreen Hills, continue west, until
Personal Journal: Personal Journal: you reach Smith Casey’s Garage. The metal door on the western (left)
Entry 1 Entry 2
side of the building is the only entrance. Head inside. In one corner of
the first chamber is a small container with a Nuka-Cola Quantum to be
Project Purity Personal Journal: Entry 3 grabbed and kept. You can sleep here if you wish, but only after you
BROKEN STEEL
deal with the Mole Rats and a Radroach.
Step into the garage area and check the Gun Cabinet on the western
Project Purity wall; you may find a new weapon in there. Also grab items from the First
Better Days
Personal Journal
Aid Box on the eastern wall. Finally, move to the northwest corner, acti-
vate the electrical switch, and wait for the horizontal trap flaps to open.
THE PITT
Stairs lead down to a small generator room, and a couple more Mole
HOLOTAPE SCRUTINY
Rats. Dispatch them, and head down the stairs to the Door to Vault 112.
You must listen to Holotape 10 to know where your father went. All
others are optional. Note that this is a complete list, including Holotapes
found in Doctor Li’s Science Lab aboard Rivet City. There are two types: First Aid Box
OPERATION: ANCHORAGE
those recorded 20 years ago, and those just recorded:
The 20-year-old Holotapes are collectively known as “Project Purity
Journal: Entry [x]”
LOUNGING AROUND AT
HOLOTAPE LOCATION
TRANQUILITY BASE
Project Purity Journal: Entry 1 Located in Doctor Li’s quarters in
Rivet City Head down the short
Project Purity Journal: Entry 3 Located in Li’s quarters set of steps and
TOUR
Project Purity Journal: Entry 5 Located in Li’s quarters
head on through to
the massive door of
Project Purity Journal: Entry 7 Located in Project Purity, memorial sub-basement, on table in Vault 112. Locate the
the medical room where, incidentally, you were born
MISC. QUESTS
Vault Door Control
Project Purity Journal: Entry 8 Located with Entry 7 Pod, and activate it.
The following Holotapes were recorded by your dad in the recent past, Step inside the Vault,
both before and after visiting Rivet City and attempting to convince Li to which appears to be
return to the project. They are labeled “Project Purity Personal Journal: in perfect condition, The familiar cog door of a Vault-Tec tomb rumbles. What
Entry [x]”: although small. Head fresh hell lies beyond? Oh, it’s quite nice down here….
MAIN QUEST
east through the hatch
HOLOTAPE LOCATION
door, and through another at the corridor’s far end.
Project Purity Personal Journal Located on Dad’s desk in Project Purity, memorial sub-basement Stop yourself from shooting as a Robobrain addresses you. You’re given
Project Purity Personal Journal: Entry 1 Located on Dad’s desk a Vault 112 Jumpsuit and asked to wear it. Do so, and then head through
the door behind the Robobrain. Now descend the stairs, and reach the
Project Purity Personal Journal: Entry 2 Located on Dad’s desk
GEAR
NEW OBJECTIVE
“Sit in the unoccupied ‘Tranquility Lounger’” begins.
DEALING WITH PESTS OUT WEST
As soon as you head outside deal with any nearby enemies and then
Caution
Fast Travel, because Vault 112 has appeared on your World Map. It’s Yes, you can shoot the Robobrains. No, they don’t fire back. Yes, this
underneath Smith Casey’s Garage, so don’t be confused that the Vault is a pointless exercise.
TRAINING
Turn right (west) at the bottom of the entrance stairs, and locate the Inspect the Tranquility
“Clinic” sign. This leads to a balcony overlooking a strange sight: a Lounger chamber a
cluster of large pods. Head down there in a moment. For now, check little more closely. All
both rooms for goods. Now head down to the Tranquility Lounger but two of them have
chamber. a Vault resident inside.
Inspect the terminals
at the center of the
First Aid Box
chamber, and you can
read the vital signs for
Move to the eastern side of the chamber, to the locked equipment room The good news: You’ve found your dad. The bad news: each of the residents.
door. There are some very exciting items to uncover in here! He’s sealed inside one of these evil-looking pods…. Your father’s in one!
You need to access
To enter this room, you need to use Science to hack the whatever program he’s trapped in, and try to free him! Before this
wall terminal. If you’re proficient enough, you can step into occurs, note the stress levels of each inhabitant:
the room and gather a load of armaments, plus other items SUBJECT STRESS LEVEL
in the lockers. Among the goodies is a Holotape with the
Unknown (your father) Elevated
Overseer’s Room Password. Be sure you grab this!
M. Henderson Nominal
M. Simpson Elevated
Overseer’s Room Laser Rifle and
Password Microfusion Cells W. Foster Nominal
G. Neusbaum Nominal
Assault Rifle and P. Neusbaum Nominal
Pulse Grenades
5.56mm Rounds
J. Rockwell Elevated
R. Rockwell Elevated
Chems First Aid Box
T. Dithers Extreme
Turn and head toward the door on the south wall, leading to stairs This gives you a clue to the emotional state of the inhabitants of what-
heading up to a junction. Head left (west), following the sign to the ever strange program you’re about to launch yourself into. Find the only
Overseer’s office. At the wall terminal you automatically use the working (and empty) Tranquility Lounger, then activate and sit in it. You
Overseer’s Room Password to open the door. The terminal thinks you’re begin to see a sepia-toned leafy lane. What the hell is going on?! And
a Doctor Braun. Could this be Doctor Stanislaus Braun who your father who was that frightening little girl? Welcome to Tranquility Lane. You’ll
was searching for, and who the Vault 101 Overseer was communicating Never Leave!
with? Inside the room is a single Tranquility Lounger, with a man inside.
He can’t be awakened, but his room can be ransacked; check the locker,
desk, and a wall safe before you leave.
APPENDICES
Tranquility Lane
MOTHERSHIP ZETA
QUEST FLOWCHART
Find Dad.
POINT LOOKOUT
Main Characters Betty, Doc, Timmy Neusbaum, Pat Neusbaum, George Neusbaum, Janet Rockwell, Roger Rockwell, Martha Simpson, Betty, Old Lady Dithers
Mabel Henderson, Mister Handy, Bill Foster, Old Lady Dithers, Your Father, James
Locations Vault 112, Tranquility Lane: Neusbaum Residence, Rockwell Residence, Simpson Residence, Henderson Residence, Dithers Residence, Abandoned House
Adv. Items/Abilities Melee Weapons, Speech
Possible enemies — —
Karma Influence Negative Positive
BROKEN STEEL
Agree to this order Disagree with this order
THE PITT
Tell him he’s going to Military
School
Pummel him with Fists, or [Speech] Tell him his parents are getting a
OPERATION: ANCHORAGE
divorce, or Kill his parents
TOUR
Break up the Rockwell’s marriage without killing either of them.
MISC. QUESTS
Investigate the Simpson Residence Locate the Rockwell’s kitchen
MAIN QUEST
Show Janet the underwear and tell
her Roger is cheating on her, or tell
her the underwear is Roger’s
Drop chandelier on her head, or Disable Mister Handy Security Screening, or Sabotage oven and ask her to
bake you a pie, or Use roller skate to cause a stair “accident”
FACTIONS & BESTIARY
Retrieve the mask and knife from behind the Abandoned House.
Kill George, Pat, Roger, Janet, Martha, Bill, and Old Lady Dithers
TRAINING
Welcome to Tranquility Lane. There’s no exit off this street, and every-
thing’s tinged in sepia. You’re in an alternate virtual reality simulation,
Note
and for some reason, you’ve taken the form of a small child. It isn’t long Stop! At this point (actually, from the moment you appeared here),
before you’re greeted by George Neusbaum. He tells you to run and you have two possible scenarios you can play out:
say hello to Betty, over on the playground. The first is to agree to Betty’s games. There are four, each taxing
NEW OBJECTIVE your cunning and morals more than the last. Begin “It’s a Terrible
“Find Dad” begins. Time for Timmy in This Neighborhood.”
The second is to disagree with Betty’s cruel fun, and find help (and
NEW OBJECTIVE your dad) by other means. Start “It’s a Communist Invasion in This
“Find and speak to Betty” begins. Neighborhood.”
Before you head over to see what this “Betty” wants, you should check
your Pip-Boy to see…ah. It’s now a Vault-Tec approved watch! Without
mapping, rely solely on your compass and make a quick circuit of the IT’S A TERRIBLE TIME FOR TIMMY
“lane.” At any point you can speak with any resident, and enter any
house. Memorize the road crossing marking to your right (south), and
IN THIS NEIGHBORHOOD
start a counterclockwise tour.
NEW OBJECTIVE
The first house (all on your right) is the Neusbaum Residence (where “Make Timmy Neusbaum cry” begins.
George, Pat, and Timmy live): It has the bench, lamppost, and the lem-
onade stand. Timmy is usually at his lemonade stand, although he sometimes wanders
The Rockwell Residence is next (where Roger and Janet live). There’s or heads into the Neusbaum Residence. He’s the only other child on the
a gnome on the front step. lane. You can make Timmy cry using any of the following methods:
The next house is the Simpson Residence (where Martha lives). This A Bunch of Fives: Step up to Timmy with your fists raised, and
house has a fence. begin to pummel him. He yells, and runs off weeping!
Then the Henderson Residence (where Mabel and her
Mister Handy robot live). There’s a lamppost, no fence, and a single
A Broken Home: Speak to Timmy, and win a Speech
car.
challenge, convincing him that his parents are getting a
Over on the shady side of the street is where Old Lady Dithers lives. divorce, and it’s all his fault. He blubbers, and sprints off.
The house has a picket fence, two cars, and a fire hydrant out in front.
The final house is the Abandoned House. It’s on the shady side of the
street too, with a lamppost and speed limit sign in front, and no name
on the mailbox. Short Sharp Shock: On the Neusbaum Residence kitchen table
is a Military School Brochure. Return to Timmy, and tell him he’s
Bill Foster, Betty, and Doc the dog don’t have a fixed address.
being sent there. Produce the brochure when Timmy tells you he doesn’t
Everyone wanders around the neighborhood, except that shut-in, Old
believe you, and start the waterworks!
Lady Dithers.
APPENDICES
Mommy Dearest: Locate either of Timmy’s parents, ideally on Roger the Transvestite: For this variation on “Martha the Hussy,”
their own and inside the Neusbaum Residence. Swing your fists, locate and place the Lacy Underwear on Roger’s desk, but
and pummel the parent to death. Keep the chase going until the parent instead of convincing Janet that her husband is cheating on her, tell her
keels over. Exit the residence. Timmy runs in, so follow him, and watch the outfit is probably Roger’s. For those times when no one is looking....
with glee as he cries. Janet races upstairs, and the argument rages!
MOTHERSHIP ZETA
NEW OBJECTIVE
Martha the Mangled: Head inside the Rockwells’ abode, and
“Report back to Betty” begins.
head into the kitchen. Take the Rolling Pin from the kitchen table,
and depart the house, heading for the Simpson Residence. Enter, and
Return to the demon child. Your prize is a single question; choose any
then bludgeon Martha to death with the Rolling Pin. Exit and locate
of the ones she lists, but perhaps the most useful is “Just who are you?”
Roger Rockwell, and tell him he’s married to a psychopath. After he
Betty’s voice suddenly changes to an older European man’s tone. It
nervously laughs off your remarks, tell him again, and he heads over to
POINT LOOKOUT
appears you’re talking to Doctor Stanislaus Braun’s avatar! He/she
Martha’s house.It doesn’t end well….
has a second task that she wants you to complete: breaking up the
Rockwell’s marriage, without punching either of them to death!
Rolling Pin
BROKEN STEEL
Don’t taunt Betty more than once with your answers, or you’ll find “Report back to Betty” begins.
she wields more than just a watering can. You’ll be zapped and
stand in agony if you attempt to hurt or backchat her. If you aren’t When you’ve chosen your favored method of wrenching apart Janet and
enjoying being her helper, start “It’s a Communist Invasion in This Roger, speak to Betty again. It’s best to be sycophantic with your dialog
Neighborhood” instead. choices. For your next task, Betty wants to raise the stakes a little, and
have you kill Mabel Henderson. The death can’t simply be by your fists
THE PITT
though; you need to be creative!
THERE’S A ROCKY MARRIAGE
TO BREAK APART IN THIS IT’S TIME TO MURDER MABEL IN
OPERATION: ANCHORAGE
NEIGHBORHOOD THIS NEIGHBORHOOD
NEW OBJECTIVE NEW OBJECTIVE
“Break up the Rockwell’s marriage without killing either of them” begins. “Arrange a creative death for Mabel Henderson” begins.
Roger and Janet Rockwell are usually in their residence. Head there Your murderous impulses to deal with Mabel occur inside her house, so
but before you act, you might wish to snoop around upstairs, in the head inside the Henderson Residence.
Rockwell’s bedroom. Janet Rockwell’s diary makes interesting reading.
TOUR
Here are some highlights:
Chain Reaction: After being greeted by the slightly creepy
Roger is always in his “stupid basement.” Mister Handy, look up at the chandelier in the front room, you
Or, he’s “sweet-talking” Martha Simpson. notice that it’s supported by an old chain. Execute a quick fiddle, so the
MISC. QUESTS
She found a pendant on Roger’s basement workbench once. chandelier becomes unstable. Don’t wait under it; instead, head to the
Some days, she wishes she beat Martha to death instead of just corner of the room. Patiently wait for Mabel to walk under the chande-
“scaring” her. lier, which promptly comes crashing down on her head!
Oh, she feels such a fool!
Now plot a marriage break-up: Twisted Mister:
MAIN QUEST
That Mister
Martha the Trollop: Locate Janet Rockwell, and begin to Handy looks promis-
speak with her. Complete a Speech challenge, telling her ing. Head into the
that you saw Roger kissing another woman. Janet screams kitchen and access
at Roger and leaves the house. Roger appears a little the wall terminal.
Fiddle the menu
GEAR
dazed.
options: “Initialize
Martha the Hussy: Head over to the Simpson Residence. Head Security Program,”
to Martha’s upstairs bedroom, and locate the Lacy Underwear and “Disable Security Screening.” This turns Mister Handy into a killing
CENSUS
on her bed. Head to the Rockwell’s Residence, and enter the basement machine. Keep out of its sight until you hear Mabel’s screams. Messy,
(it’s the metal door between the front room and kitchen). Place the Lacy but creative!
Underwear on Roger’s desk, and return upstairs to Janet. Tell her there’s
something she needs to see in the basement. When she inquires what Burn, Baby, Burn: That Mabel bakes some delicious pies. Go
FACTIONS & BESTIARY
is it, tell her to trust you. Feign shock that the underwear isn’t Janet’s, inspect the oven and fiddle with the pilot light. Now locate
and exclaim that he’s cheating on her. She storms off upstairs, and the Mabel, and ask her for a pie. She walks over to light the oven and is
argument begins! consumed by a massive gas explosion!
best time to attempt this, or you’ll have to wait for her to ascend the
stairs, then come back down). She breaks her neck in the proceeding none of this being real, and that “the suffering must end!” Immediately
tumble. respond that you want to get out of here, and Dithers starts (what else?)
dithering about a Failsafe device she knows Braun is accessing. She
NEW OBJECTIVE
hints that you’ll find more at the Abandoned House.
“Report back to Betty” begins.
Head through the front door of the Abandoned House, and step into
Return to Betty the bully once more. She tells you that after this next task, the gloom. This place has a variety of common objects scattered about
you’ll receive a wish. Hopefully you’ll be able to rendezvous with your the front room. If you activate a certain number of them, you hear a
dad. Your final mission is to head to the dog kennel at the side of the strange chime. These objects must be activated in a specific sequence.
Abandoned House, and search it for a (previously unobtainable) mask Through trial and error, or simply reading the following sentence, you
and knife. You are to become the Pint-Sized Slasher! can create a portal to Vault 112’s Auxiliary Command Terminal!
The sequence is as
follows; radio, pitcher,
THERE GOES THE NEIGHBORHOOD gnome, pitcher, cinder
block, gnome, and
NEW OBJECTIVE
bottle.
“Retrieve the mask and knife from behind the Abandoned House” begins.
Access the terminal,
Everyone must die! and bring up a series
Well, not everyone; of five options:
Timmy has disap- Access “Chinese
peared, Mister Handy Invasion” Program: Dithers was correct! After tinkering with some objects,
doesn’t count, the dog Documents show that a portal appears.
can live, and you can’t this routine was never
kill Betty. But everyone activated, because it would kill everyone but keep Braun in this simula-
else is fair game! The tion for eternity. For the actual program activation, see below.
residents will run in Access Version Control. This shows a series of overrides programmed
The stuff of your neighbors’ nightmares is both real, and fear. in by Braun, effectively giving him a god-like status.
frightening! Here comes the Pint-Sized Slasher!
Entry: Toucan Lagoon. The endless beating sun and lagoon waves no
longer entrance Braun. He resets the simulation.
Pint-Sized Slasher Mask Entry: Slalom Chalet. After 23 years in the Swiss Alps, Braun fancies
Slasher Knife
a change, something more domestic.
Entry: Tranquility Lane. Braun notes he is eager to twist this reality to
With Mabel (and possibly Martha) already dead, there’s only his whim, as his subjects are “at home,” making his illusions all the more
seven (or possibly six) inhabitants that need to taste your cold callous.
steel. They are: George and Pat Neusbaum, Roger and Janet Rockwell,
Activate the Chinese Invasion Program, and quickly head outside
(Martha Simpson), Bill Foster, and strange Old Lady Dithers. Your plan
to see a squad of Chinese commandos rampage through Tranquility
is straightforward: run up and slice them once! The trick is to keep your
Lane, slaying all the residents. Although harsh, this ending is much more
killing indoors, because your residents have less room to flee. Chasing
humane than an eternity with Braun. Head to Betty and press her/Braun
down George Neusbaum in his backyard is hard work! You’ll know
for information on the G.E.C.K., and the location of your father. When
when you’ve finished your bloodletting, because your quest updates.
you’re ready, activate EXIT!
NEW OBJECTIVE
“Report back to Betty” begins. NEW OBJECTIVE
“Exit Tranquility Lane” begins.
Betty has found your bloodshed thoroughly enjoyable. In return for your
murderous run, she grants you your wish of leaving Tranquility Lane, You meet your father,
and she actually obliges you: a door appears behind her! You can finally, and he thanks
spend extra time here, attempting to justify your actions, but in the end, you for saving him.
you should exit via the door. Activate EXIT now! Speak to him, and
he tells you Braun’s
technology can be
IT’S A COMMUNIST INVASION adapted for Project
Purity. He needs to
IN THIS NEIGHBORHOOD return to Rivet City and
speak with Doctor Li. Your father is back! You can finally team up, and save
what remains of the world together!
Note If a G.E.C.K. can be
found, Project Purity
Attempt this if you want to save all the inhabitants of Vault 112. can become a reality. Agree to accompany your father on the trip back;
You can attempt it any time after you begin this quest, but it’s most you’re edging closer to creating humanity’s biggest advancement since
advantageous to start it immediately. the atomic bomb….
To help the Vault 112 inhabitants trapped in this infinite reality program +600
you must find the only individual who knows the truth. That’s Old Lady
Dithers. Head to her house. She immediately starts babbling about
APPENDICES
The Waters of Life
MOTHERSHIP ZETA
Spoiler Alert
The information below contains some major developments in the lives of you and your friends.
If you don’t wish to know what the future holds, be careful where your eyes wander!
POINT LOOKOUT
QUEST FLOWCHART
MAIN PATH
Main Characters Your father, James, Doctor Madison Li, Doctor Janice Kaplinski, Daniel Agincourt, Alex Dargon, Garza, Paladin Bael
Locations Smith Casey’s Garage, Rivet City, Jefferson Memorial, Taft Tunnels, The Citadel
Adv. Items/Abilities Energy Weapons, Lockpick, Small Arms, Sneak, Speech, Stimpaks (5+), Buffout (5+)
BROKEN STEEL
Possible enemies Super Mutant Genus, Enclave Soldier, Colonel Autumn, Enclave Eyebot, Ghoul Genus
Karma Influence Negative Positive
THE PITT
[Optional] Speak with Doctor Zimmer, if you haven’t already
OPERATION: ANCHORAGE
Join the scientists at Project Purity.
TOUR
Note: Revelation 21.6
MISC. QUESTS
Head into the Sub-Basement, locate the Flood Control
Fuses (3)
MAIN QUEST
Replace the damaged fuses.
Enter Sub-Basement, and battle to Rotunda. Watch altercation with Colonel Autumn and your father
FACTIONS & BESTIARY
Battle through Taft Tunnels, keeping everyone alive or keeping only Doctor Li alive
[Sneak] Sneak past the open doorway, or [Science] Hack the door Terminal
Shoot him; or Ignore the problem, clear the way, then return; or [Speech] Convince Li or Garza he’s a
liability; or [Speech] Convince Li that Buffout is needed, give Li Buffout (3)
Safe Items
Nuka-Cola Quantum
Enter Brotherhood-controlled Tunnels
NEW OBJECTIVE
MEETING OF THE MINDS “Join the scientists at Project Purity” begins.
As soon as you finish speaking with your father in Vault 112 and agree
to accompany him back to Rivet City, you can begin this quest and the
return journey. Exit into the Wasteland wilderness. Before you scramble
Tip
out, remove your Vault 112 Jumpsuit and replace it with your preferred There’s no need to Fast Travel to the Jefferson Memorial. It’s close
armor, helmet, and weapon. enough, and you want to clear the area of enemies first.
NEW OBJECTIVE
“Go to the Rivet City Science Lab” begins.
After you depart from the garage, it’s almost certain that you’ll run into
SAFE AND PURE
a number of Wasteland pests. Wait here and make sure you kill every-
thing before it overwhelms your father’s fighting skills. As soon as all
nearby foes are nullified, bring up your Pip-Boy’s World Map, and Fast
Travel all the way back to Rivet City.
These blasted Mutants need
APPENDICES
NEW OBJECTIVE two routes to the fuse
“Escort the scientists inside Project Purity” begins. room. The fuse box
is on the north wall.
The science team must all reach their specific locations. Move south Place the fuses in here,
then east to the northern of the two rotunda entrances, and wait for and listen for another
MOTHERSHIP ZETA
Doctors Madison Li and Janice Kaplinski to reach you. Behind them intercom message.
strides your father. Make sure all three of them enter the rotunda door.
Optionally, you can speak with two more of Li’s team, waiting at spe-
cific scientific equipment in the gift shop.
The first is Daniel Agincourt, who’s very annoyed. You can also A tiny chamber with two entrances is the Fuse Access
A1. Slot your fuses in here.
speak to the far less grumpy Alex Dargon, who’s thrilled to be here.
POINT LOOKOUT
Now move to the rotunda, via either door. NEW OBJECTIVE
“Boot up the mainframe” begins.
THE ALPHA AND OMEGA You must now access the mainframe computer and reboot it. Find the
mainframe chamber on your map; it’s almost exactly above the fuse
As soon as your father is in the rotunda, enter the area yourself, and
room. Backtrack up the stairs to the initial room with the sewer pipe
head up the steps to the giant transparent vat. This experiment is the
BROKEN STEEL
and the Gore Bag, and continue west to the large utility hatch door you
water; the purifier. This is your mother’s dream! Revelation 21:6 is
couldn’t access before. The “Mainframe” sign indicates the chamber
added to your Pip-Boy. Now you can speak to your father about your
behind this door. Once inside the room, locate the Mainframe Power
past, your mother, Project Purity, and anything else you feel like. Do this
Switch on the mainframe itself, and activate it.
now. Your father tells you that some floodwater needs pumping out.
NEW OBJECTIVE
THE PITT
“Speak with Dad over the intercom” begins.
Note: Revelation 21:6
Wait for your dad’s response from the intercom, and wait again until the
NEW OBJECTIVE objective appears. Then locate a nearby intercom and see what’s next.
“Turn on the Flood Control Pump Power” begins. On your way to an intercom, move up and out of the sub-basement, and
OPERATION: ANCHORAGE
exit into the gift shop. Janice has found a blockage in one of the intake
Head southeast down the stairs, and take the right side (south) exit pipes. You’re tasked with draining it.
back into the gift shop. This gives you a straight shot southwest, to the
Door to the Sub-Basement (Jefferson Memorial) only a few steps away. NEW OBJECTIVE
There’s an intercom in every room; use these to contact your father “Drain the intake pipes” begins.
for directions if you get lost. Wind down the stairs, passing the sewer
tunnel exit, and turn right (east), moving past the Gore Bag and follow- The pipe itself is located at the opposite end of the gift shop entrance
ing another tunnel staircase down. If you miss a turn, look for the signs chamber. To reach it, head north, around the debris and through the
pointing to the Flood Control. entrance doorway, passing the wall terminal, but make a right (east)
TOUR
Head straight ahead (west), passing the bunk beds, and make your first turn, moving up the slowly rising corridor to a collapsed chamber with
turn left (south) at the very next junction. Follow the passage to the very steam rising from an exposed grating in the ground. Open this grate,
end to a rusting, floor-level flood pump, and locate the two devices on and enter a confined tunnel to the Pump Control. At the end of the first
MISC. QUESTS
the eastern wall, behind the floor pump. There’s an intercom, and a section of pipe, open the Grate to the Capital Wasteland.
Flood Control Power Switch. Activate the switch, and the pump begins Move to the section of pipe that’s rusted away, exposing a mesh
to remove the floodwater. You need additional power now, because the fence and the Jefferson Memorial gantry. The Pipe Control is on the east
fuse box is malfunctioning. Your father has the fuses. side of the broken pipe. Spin the faucet valve to drain the intake pipe.
Suddenly, you see an explosion in the distance! Radio chatter erupts as
NEW OBJECTIVE two Vertibirds drop on the gantry and Power Armored soldiers exit! It’s
MAIN QUEST
“Get the fuses from Dad” begins. pandemonium at the rotunda, with dad sealing the grate behind you!
You need to get back there and help defuse tensions!
Retrace your steps to the rotunda and contact your father once again.
NEW OBJECTIVE
You can get emotional with dear old dad, or you can ask him about
the fuses. Apparently, the flooding shorted out the fuse boxes down- “Return to the control room” begins.
GEAR
stairs, including one that controls an automatic door (the one near the
Gore Bag, in fact). When the fuses are replaced, you should be able to
power up the mainframe computer. You’re given the fuses. THE BEGINNING AND THE END
CENSUS
Fuses (3)
NEW OBJECTIVE Do not read any further, because a major, life-changing moment is
FACTIONS & BESTIARY
“Replace the damaged fuses” begins. about to occur. You have been warned!
Return to the sub-basement, using exactly the same route as before, all The Grate to Sift Pump is now unlocked, so the only way is north,
the way down to the bunk bed area. Move forward (west), through the through the grate, and down the pipe, landing on each grate platform to
doorway, and at the first junction, turn right (north) this time. You enter break your fall. The sewer pipe ends at another grate, this one leading
a larger chamber with two small ponds. Ignore this, and head west to to the sub-basement. You appear on the other side of the mesh wall,
the doorway, just left of the white sofa, into a corridor marked “Fuse facing the Gore Bag and mainframe door. A figure clad in Power Armor
TRAINING
Access A1.” Look for this sign if you get lost. This is the quicker of the is firing at you, so drop down immediately (as you’re currently a sitting
duck). You land in the large chamber with two pools and the white sofa. important to your cause. Stifle your maniacal laughter as their brains go
Head forward (south), then make the first left (east) turn you can. pop.
You’re back at the bunk bed room. Attack the Enclave Soldier at the top
of the steps. Move back into the gift shop area, where you can defeat
three or more additional Enclave Soldiers. The only unsealed doors lead
into the rotunda. Head there at once. Save your progress often during this route so you can reload a
particularly ham-fisted battle.
Tip Head right, to the northwest, and then straight out (west) as the tunnel
You’re close to the point of being able to use Power Armor, so slopes down to a doorway. Step into a narrow passage that leads to a
you might want to pick up a suit and helmet from one of your hatch door. Stop and optionally Sneak, then open the door. In the room
downed foes. Take the least-damaged one you can find. beyond, a couple of Enclave Soldiers are running left to right, along an
upper balcony. Stay until they leave via an upper exit and the coast is
Muffled sounds of commotion are coming from the containment vat, and clear. Then move into the chamber and head through the doorway to
Doctor Li is locked outside. On the other side is a man clad in a thick the right (west). Stop at the next doorway, and blast a second Eyebot.
overcoat. The man is Colonel Autumn, and he’s demanding that your Halt Doctor Li and tell her to wait. Head into the corridor, turning
father hand over the secrets of Project Purity and bring the experiment right (north). You could venture left (south), but the room and a small
online immediately. alcove up here are filled with radioactive barrels (and a Rad-X),
Autumn shows meaning it can be ignored. Instead, head north around the corner
he’s not messing and face west. Ahead is an open doorway to your left (south), a wall
around by tagging terminal, and a utility door ahead of you. To the right is a First Aid Box
Janice! Autumn tells on the wall. Snag the items inside, once you’ve navigated the following
your father again to area using a plan listed below:
reveal his secrets,
and he turns to his You can Sneak (optionally using a Stealth Boy) past the
computer to type in open doorway to the left (south).
some keystrokes. This
Senseless violence and the ultimate sacrifice; your actually releases a Or, you can simply walk to the doorway. Peer inside, and you’ll see
father hides his pet project to the bitter end. massive burst of radio- a two-tier chamber with patrolling Enclave Soldiers. There’s a chance
activity. Your father you’ll be spotted, so don’t stay at the doorway for long (unless you want
slumps to the bulkhead, mouthing for you to flee, before collapsing to engage them; see below).
himself. Turn and speak to a shocked Doctor Li. She tells you the only
way out is through an escape tunnel they’ve used before. Doctor Li and If you have an incredibly high Science skill, hack into the
three survivors from her team have fled down a manhole. Head out of wall terminal. You can open the utility door ahead. Sneak
the rotunda via the door to the north, then turn south, and dash into the back to the doctor, tell her to follow, and run through the
small alcove. Locate the Manhole to Taft Tunnels and descend. doorway before you’re spotted.
NEW OBJECTIVE
“Escort Doctor Li to the evacuation point” begins. The other plan requires brute force. Either bring the doctor with you
so she can hack the wall terminal (and her brethren face the odd laser
fire), or just bring yourself. Either way, make sure you’re the Enclave’s
main target. Storm into the room to the left (south), and use the cylinders
TROUBLE IN THE TUNNELS and pipes to your left or the girders on your right as cover. Deal with a
quartet of foes on your level, and another two or three on the balcony
Doctor Li needs you to guide her and her three colleagues: Alex above.
Dargon, Daniel Agincourt, and Garza. Tell her to follow you, and head
This battle requires good aiming and cunning tactics (such as lobbing
west, to the Taft Tunnels first junction. Ignore the tunnel to the south-
a Frag Grenade through the doorway before all the enemies exit). Do not
west, which is filled with radioactive barrels, but take the Stimpaks
let the Enclave Soldiers into the tunnel to rake fire on your team! Once
and Chems from the nearby wall First Aid Kit, and the Buffout atop the
you’ve won, inspect the bodies for ammunition and armor, then grab
barrel. Shoot the Enclave Eyebot as it whistles by you.
some junk from the small table, including a Chinese Assault Rifle, and the
NEW OBJECTIVE Chinese Army: Spec. Ops. Training Manual. Read it when you can! Now
“Escort Doctor Li through Taft Tunnel to the Citadel” begins. return to Doctor Li, who has opened the utility door if you had her follow
you. If not, bring her to the wall terminal, and let her do the hacking.
APPENDICES
attempting an ambush. Dispatch them, then climb the stairs to the upper
GAME OVER FOR GARZA? exit, and grab the Eyebot Helmet on the desk.
MOTHERSHIP ZETA
This is only available if Garza is still alive, although he may not be Head into another chamber with gantry steps, and face a Ghoul attack at
for much longer…. the top. Creep forward (west), as another Ghoul charges in, and step to
a T-junction, looking right (north) and bracing for another Ghoul attack.
Head through into Now that the coast is clear, investigate the small medical bay on the left,
a small connecting with a First Aid Box in one corner. Then return and bring Doctor Li up the
passage, and out into stairs, then north and west to the exit passageway.
POINT LOOKOUT
a tiny cross-shaped You might want to keep Doctor Li back in the medical bay for this next
junction, with only section. Open the hatch, and dispatch nearby Ghouls as you step into
skeletal remains and another large tunnel. Then grab the Nuka-Cola Quantum on the picnic
a hatch door to the table to the southwest, but don’t drink it. You need it for Miscellaneous
north to investigate. Quest: The Nuka-Cola Challenge. Head north up the tunnel, pausing
Doctor Li says Garza to cut down another Ghoul to your left (west), and another ahead of you.
BROKEN STEEL
has heart trouble, and One of the team is holding you up. Sacrifice is the key Now halt Doctor Li one final time.
he needs medicine. Li here: either his or yours!
isn’t moving until he
Nuka-Cola Quantum
gets the care and attention he deserves. Garza needs Stimpaks.
NEW OBJECTIVE
At the northern end of the tunnel is a locked hatch door.
“Deal with the Garza ‘situation’” begins.
THE PITT
Once you jimmy it open, you can enter a smaller tunnel
Some solutions to this problem include: leading down and east. This, in turn leads to a Ghoul-filled
staircase with another doorway at the bottom, and a tiny
Step up to Garza, and shoot him. Problem solved!
tunnel section to a half-buried safe. Blast any remaining
OPERATION: ANCHORAGE
Ghouls, and crack open the safe with Lockpicking skill,
You can continue your search in the remainder of the tunnels and take the items inside.
without the team, although you need Doctor Li to leave. When
you return, Garza has passed away.
TOUR
» You can speak with Garza, and convince him that it’s
better if he stays behind. Items from the safe
» You can talk to Doctor Li, and convince her that Garza
MISC. QUESTS
is a liability. She agrees, talks to him, and he agrees Hold your fire, and use the switch to open the utility door by the skeletal
to stay behind. corpses. You’re entering an area controlled by the Brotherhood of Steel,
» You can convince Doctor Li that Buffout is the best and a Flamer Initiate is ready to beckon you in. Quickly run around the
medicine for Garza. She takes three from you if you sandbags, as a group of Ghouls attempts to breach this security point.
have them. Succeed in your Speech challenge, Join in and dispatch them. To minimize casualties, head up the tunnel
MAIN QUEST
and have three Buffouts, and Garza is given this so the scientists don’t mill about the entrance. When combat has ended,
concoction. check the shelving behind you (west); grab the weapons and items from
the shelves, the two Ammo Boxes, and the First Aid Box.
Ammunition
INTO THE LYONS DEN Box (2) First Aid Box
GEAR
Now that Garza is Now head up the final tunnel section, turning left (west) at the bathtub,
feeling better (or much inspecting the small table for some Med-X, and then accessing the Ladder
CENSUS
worse), press onward, to the Capital Wasteland. You scramble up west of the Jefferson Memo-
opening the hatch rial. The Brotherhood of Steel’s main base on the East Coast, in what
door to the north, and used to be called “the Pentagon,” is just ahead. Listen to the Red Chi-
moving to another nese’s attempts to convert you before their signal is jammed, if you wish.
FACTIONS & BESTIARY
small passageway,
with a door on your People’s Republic of America
left (west). Tell Doctor Radio Signal Found
Enclave Soldiers aren’t lobotomized like Ghouls. They Li to remain here while
try cunning tactics to thwart you. you investigate the At the entrance to the Brotherhood’s base you encounter a Sentry Bot,
room with the metal a soldier, and Paladin Bael. He refuses you access into the building.
gantry steps. Once on the metal platform, swing around to face behind That is, until Doctor Li strides over, punches the intercom, and shouts at
you (east); two Enclave Soldiers on a balcony you cannot reach are someone named Elder Lyons. The massive metal gate grinds upward.
TRAINING
Enter The Citadel Courtyard, speak to Elder Request approval for Power Armor
Lyons about matters Training from Elder Lyons
Ask Scribe Rothchild for pre-war computer access. Locate Paladin Gunny
Attempt any Freeform Quest at The Learn information from the Maxson
Citadel Archive Terminal
Enter Armory, speak with Scribe Peabody Locate Elder Lyons’ Quarters
Return to Rothchild
APPENDICES
From previous page
MOTHERSHIP ZETA
Locate Joseph; request he powers up the Navigate Murder Pass Check out Knick Knack’s Store
Terminal in the “Nothin’!” chamber
POINT LOOKOUT
Vault 87
BROKEN STEEL
In the courtyard you Need a suit of Power Armor in a hurry, but forgot to pack one
are hastily greeted by in your Pip-Boy’s Inventory? Then Fast Travel to the Galaxy
an old man and his News Radio Plaza, and search through the ruined school and the
daughter Sarah, who surrounding area for a recently deceased soldier.
you assisted during
THE PITT
the Super Mutant hunt
near Galaxy News Note
Radio. Doctor Li tells You can tour the Citadel at your leisure, picking up background
you not to trust these info and meeting members of the Brotherhood. For more detail on
people. “They’re the
OPERATION: ANCHORAGE
This old veteran warrior is wise and commands respect. the various chambers, the Freeform Quests, and the Brotherhood
Brotherhood” she Yes, but what about my Power Armor training? personnel that dwell within, consult the Citadel section in the Tour of
whispers. You can the Wasteland chapter (starting on page 404).
now converse with the Citadel’s leader:
You can ask about the Enclave, an organization Lyons deems the
most threatening to the Capital Wasteland. RENDEZVOUS WITH SCRIBE
You can inquire about the Brotherhood, and there’s a wealth of
knowledge here. ROTHCHILD
You can seek Elder Lyons’ advice on the Super Mutant threat.
TOUR
With your tour of the Citadel complete, continue to the rendezvous with
You can also ask whether someone in the Citadel can train you to Scribe Rothchild, who is usually on the lower floor of the laboratory. Ask
wear Power Armor. He recommends Paladin Gunny, who trains Initiates him if he has any information regarding the G.E.C.K. He says Archive
in the bailey. records may hold a clue; specifically the Vault-Tec terminal located in the
MISC. QUESTS
Finally, you are instructed to meet with Scribe Rothchild, who may be A-Ring.
able to help you locate information on a G.E.C.K.
NEW OBJECTIVE
NEW OBJECTIVE “Use the Vault-Tec computer in the Citadel Archives to learn the location of a
“Ask Scribe Rothchild for pre-war computer access” begins. G.E.C.K.” begins.
MAIN QUEST
You can optionally speak with Sarah Lyons, and she echoes her father’s The optimal route to the Citadel Archives is to head up any of the gantry
thoughts Head into the bailey, which is the central part of this courtyard. stairs to the upper lab balcony, and run to the southeast corner, then
Locate Paladin Gunny, amongst the trainees, and ask him to train you in enter the corridor leading to the Citadel—A Ring. At the top of the
Power Armor. Moments later, you’re trained! stairs, turn right (south), and run straight into the Archives, and locate
the terminal straight in front of you, marked Vault-Tec Terminal. Quickly
GEAR
Power Armor Training access DC Area Vault Listings > Vault 87 > Equipment Issuances. As
soon as the information spools down, your quest is updated. You’ve
Finally! Remember that you must follow this two-step
found a G.E.C.K. location!
plan to receive this perk:
CENSUS
NEW OBJECTIVE
1. Speak to Elder Lyons, requesting Power Armor
Training. “Ask Scribe Rothchild for information about Vault 87” begins.
2. Speak to Paladin Gunny, and request Power Sprint back to Rothchild by the same route. He reveals the locations
Armor Training.
FACTIONS & BESTIARY
APPENDICES
Miscellaneous Quest: The Replicated Man. Exit the shop, and you KID’S STUFF PART F: NOTHIN’!
have two additional tunnels to explore; one to the west, linking up to the
Great Chamber, and a tunnel to the north, to the rear entrance.
Schematic: Ammunition
MOTHERSHIP ZETA
Bottlecap Mine Box (3)
POINT LOOKOUT
Choose the northern tunnel, and you reach the back entrance. When
you request access to Murder Pass this is the entrance to it. Move to this
area when you wish to continue this quest.
Traipse over the debris, and there’s the back entrance to Vault 87. Find a tiny teacher
to help you.
KID’S STUFF PART D: SPELUNKING AREA
BROKEN STEEL
Move back to the junction, and check out the tunnel to Spelunker’s and Move counterclockwise around the rock column, passing the blue
the Great Chamber. Spelunker’s is a small cafe on the calm cavern outhouse roof on your right, and stopping at the exit junction. Take the
water, the cafe proprietor offers food for sale. There are some nearby bridge to the north. This leads to a debris-filled cavern called “Nothin’!”
Ammo Boxes to raid, too. When you’re ready, head north, into the However, this isn’t quite the case; at the northwestern corner of this
Great Chamber. cavern is a small metal room with a reactor inside. This looks like an
THE PITT
entrance to Vault 87! Unfortunately, the terminal isn’t powered. This is the
Ammunition Box (3) alternate way to enter the Vault, if you don’t want to face Murder Pass.
Lamplighters: Eclair
TWO WAYS TO VAULT 87
OPERATION: ANCHORAGE
KID’S STUFF PART E: THE GREAT CHAMBER PATH A: THE SAFE AND SHORT WAY
The most impressive cave area by far in Little Lamplight is the Great
The first method of gaining entry into Vault 87 is to ignore Murder Pass
Chamber. The following exploration begins at the platform linking the
completely, and use the rear entrance. For this, you need to find Joseph,
southern and eastern entrances. First, you can head down a few dif-
the eldest of the kids. Find him, and begin a conversation. Request that
ferent ramps to ground level. The floor of this chamber has little of use.
he power up the terminal in the chamber called “Nothin’!”, and he
Stay on the platforms for the rest of the exploration.
obliges. Follow him to this chamber, and move up to the terminal. He
Head northwest to the first giant rock column, with a motorbike quickly powers it back on.
TOUR
propped up against it. Move left (clockwise) around the column to
uncover (all on your left) a shack with a bed, a ramp to the ground, Now use your Science skill to open the hatch door to the
two bridges leading north, and a small zigzag ramp to an upper shack right of the terminal. If you’re successful, you open the
room with a bed.
MISC. QUESTS
door, move into the Reactor Chamber of Vault 87, and
Choose the bridge that curves to the right (northeast). This leads to immediately begin Main Quest: Finding the Garden
a floating junction. Turn left and head into the outhouse shack, with a of Eden, without a furious firefight through Murder Pass.
privacy screen and a short “pondering plank” with a chair at the end.
Continue east to a rocky alcove with a bed in it.
PATH B: THE LONG AND EXTREMELY
Select the other bridge that curves to the right (north), and move to
MAIN QUEST
the next rock column. Turn left (west), and follow another bridge section
DANGEROUS WAY
to a shack on your right (north) containing a Holotape on the pool The usual method of
table’s edge. Grab and listen to it. Then continue westward to a rocky reaching Vault 87 is to
alcove, with a Work Bench, and an impressive Bottlecap Mine to take. navigate north through
Now return to the stone column. Little Lamplight to the
GEAR
MacCready (ideally
Holotape: The First
Mayor of Lamplight It’s called Murder Pass for a reason! Prepare to repel a straight after he lets
gang of Super Mutants out for blood. you into Little Lamplight
at the first entrance),
FACTIONS & BESTIARY
engage, and another farther up, around the corner to the north. When
combat is over, be sure to check the shack for two Ammo Boxes on the
bed frame, and another by a small outhouse. The toilet itself has some
light reading, too. Now continue up the tunnel to the north as it winds
around, and eventually meets at a small, circular junction where a large
stack of sandbags have fallen.
Tales of a Junktown
Ammunition
Jerky Vendor
Box (3) +1 Barter (when read)
If you took the left path, expect a much heavier resistance. First, there’s
usually a foe on the bridge in front of you (west). A second Super
Mutant on the opposite side carries a Missile Launcher! Back up,
dealing with the first foe, then edge forward and tag the other with a
sniper shot, a lobbed Grenade, or a Missile of your own. Then sprint The detour is finally over; you can at last enter Vault 87, and begin locating the
across the bridge, so you aren’t winged by the foes down below. Keep G.E.C.K.
going west, down the dead-end tunnel toward the flaming barrel. It
illuminates a table where you can grab a passel of goods. The only remaining path heads north at the circular junction, so follow
the tunnel to a fork. On the left is a dead-end, and a Brahmin-head-on-
Ammunition a-chain Trap. You can continue north up the right side. Ready yourself
Missile Launcher Box (2) for another trap as you reach a wider area. Run through the gap in the
mesh fence, and don’t dawdle because a Grenade Trap drops here.
U.S. Army: 30 Handy
Flamethrower Recipes Not only that, but a Super Mutant pops out of an alcove to your right
First Aid Box (2)
+1 Big Guns (when read) (east). When everything has quieted down, you can finally step through
the hatch door. To the right are two burned-out terminals and a desk with
The main cavern chamber itself is a deadly place, where four Super a Grenade Trap nearby. On the left is a shelf with Ammo Boxes, a First
Mutants wait, one armed with a Minigun. You can head down the Aid Box, and a Nuka-Cola Quantum; collect it for the Miscellaneous
planks to the ground below, keeping mobile, or you can backtrack to Quest: The Nuka-Cola Challenge. Stagger out the other side of the
the circular junction, and access the stilt huts from the same height as room and weave to the Door to the Reactor Room, then congratulate
the Super Mutants, using the rock walls as cover. Assuming the battle is yourself; Vault 87 awaits! Your G.E.C.K. search begins now.
successful, the spoils are reasonable. Two stilt shacks contain the follow-
ing items: Ammunition
Nuka-Cola Quantum Box (3)
Ammunition
Minigun Box (2)
First Aid Box
APPENDICES
Rescue from Paradise
MOTHERSHIP ZETA
QUEST FLOWCHART
Request for entering Little Lamplight is denied by Mayor MacCready, or Begin this quest of your own volition
POINT LOOKOUT
Complete Miscellaneous Quest: Strictly Business, rounding up Slaves for him; or Have an
extremely low Karma, your reputation precedes you; or [Speech] Bribe Grouse to let you in,
give him 500 Caps
BROKEN STEEL
Find and speak with the kidnapped Lamplighters.
THE PITT
Adv. Items/Abilities Lockpick, Repair, Science, Sneak, Speech, 2,500+ Speech, 2,500+ Caps, Low Karma Big Guns, Energy Weapons, Small Guns
Caps, Very Low Karma
Possible enemies — Slavers
Karma Influence Neutral Neutral Positive
OPERATION: ANCHORAGE
Begin to search for the Slaves, and Speak to Eulogy Jones about purchasing
commence Squirrel’s Secret Plan the Slaves
TOUR
Eulogy Jones agrees to sell them for 2,000 Caps
MISC. QUESTS
Connect the department store computer to
the Paradise Falls secure network.
[Science] Hack Eulogy’s Terminal, or [Repair] Pay the man, or [Speech] Bargain down to Use Key to unlock Slave Pens
Junction Box 1,200 Caps
MAIN QUEST
Arrange for Forty to be away from the slave pen.
Grouse Shooting
ON THE OUTSKIRTS OF PARADISE You can use threatening language, simply annoy Grouse to the
point that he snaps, or begin by planting a bullet into Grouse’s
Note skull. Naturally, this launches you into a full battle with you and the
dozen or two Slavers in town. Skip ahead to “Slaver Slaughter” for
This entire quest is completely optional, unless you fail to enter more information on taking Paradise Falls by force.
Little Lamplight during Main Quest: Picking up the Trail.
Or, with chillingly low Karma, you can simply walk into the place,
and use your reputation as a disgusting human being to win over
This quest begins not in Paradise Falls, but during your conversation
the Slavers instantly.
with Mayor MacCready as you attempt to gain entrance into Little
Lamplight. If you fail a Speech challenge and don’t have the Child at
Heart perk for another fast-talking attempt, you aren’t getting into this Note
place unless you can prove to MacCready you’re a trustworthy Mungo.
Grouse has a Holotape by his feet: This is part of a Miscellaneous
For this, you need to rescue Sammy, Squirrel, and Penny from Slavers.
Quest: The Replicated Man, which activates if you take the
Offer to rescue them, and the quest begins. Your next stop is Paradise
Holotape and listen to it.
Falls. Fast Travel to the closest place you’ve previously explored.
NEW OBJECTIVE When you finally get past Grouse (peacefully), head southward. As you
“Gain entrance to Paradise Falls” begins. near the entrance, you see a slave running at you. This is Carter, and a
second later his head explodes! Quickly run forward (southeast) to the
If you’ve been strictly following the Main Quest, your best place to Fast interior entrance.
Travel to is Vault 101. The Wasteland now has Enclave Soldiers dotted Here, a small slave named Sammy had the foresight to stop. He tells
about the landscape, so be prepared for them. Continue northward, you he needs to speak to you, then quickly backs away. Near him is a
and head up the main road through Big Town. Head across the bridge, Slaver named Forty. Keep it civil, and he tells you Carter was wearing a
and skirt the Hallowed special collar that caused the cranial implosion.
Moors Cemetery,
because the place is NEW OBJECTIVE
crawling with Super “Find and speak with the kidnapped Lamplighters” begins.
Mutants. Pass under
Inside the center, you can begin a thorough search, or you can move all
the monorail, and you
the way to the far end (east) of the settlement, and speak with Sammy,
can see Paradise Falls
who’s behind the mesh fencing. From here, you can begin one of three
over the next rise;
different plans to free Sammy and his friends:
there’s a giant Big
Jonesing for Some Slaves
Burger Boy you can
Welcome to the Slaver settlement of Paradise Falls. It’s This involves finding the settlement’s leader and bartering for the
well-guarded by evil men. use as a landmark.
children.
Find the sandbag and makeshift barricade entrance to the Falls. This Squirrel’s Secret Plan
is the only entrance you can use. You’re greeted by the thoroughly Or, you can speak to Sammy’s friend Squirrel, and follow his ideas
unpleasant Grouse. for a break-out.
The following options are available when speaking with Grouse at Slaver Slaughter
the entrance to Paradise Falls: Or, you can engage all the Slavers in a mad and dangerous ballet
Bribery and Corruption of bullets.
APPENDICES
The final areas of Paradise Falls are the slave pens to the east. Head
PARADISE FALLS: there, and you can see a Pulowski Preservation Shelter to the west, in
THOROUGH INVESTIGATION which is a slave named Rory Maclaren. He doesn’t escape, even if you
unlock “The Box” (if you have the Paradise Falls Box Key). Nearby is
the Paradise Falls Coffee Shop, now the toilets, with a grating that leads
MOTHERSHIP ZETA
Note outside Paradise Falls. It’s too small to squeeze into, but looks just the
right size for a child.
This optional investigation gives you a good idea of what’s inside Near the toilets are two slave pens and you can unlock either with
this settlement. It is written assuming you are on friendly or the Paradise Falls Box Key, although the Slavers will turn hostile if they
neutral terms with the Slavers. see you do this. On the left is the child slave pen and house, and on the
right are the adults. Check out the Freeform Quest (page 323) to save
Pass the stand with a “Stow Your Piece” sign and then move around the adults.
POINT LOOKOUT
and head east to an abandoned mart, which now houses a place
called “Lock and Load.” Enter and you reach a counter with weapons
to steal, including Ammo. There’s a Work Bench near the caged party JONESING FOR SOME SLAVES
skeleton, too. You can Trade and Repair items with Pronto.
Ammunition
Small Guns (Various)
Note
BROKEN STEEL
Box
You can try this optional task if you have enough Bottle Caps.
THE PITT
barracks. In the middle is a pool table. Explore the kitchenette area long red coat. This is
for some minor items, or grab a drink from the vending machine. Then Eulogy Jones, head of
check upstairs. There are some beds you can sleep in, and a bathtub the Slavers. Mention
that’s tricky to reach (shimmy along the edge of the floor) for a whiskey that you want to buy
some kids. Then talk
OPERATION: ANCHORAGE
bottle.
Step back into the courtyard, and move south to the adjacent build- about a price, because
A Big Burger Boy may tower over the settlement, but threatening Eulogy
ing to the barracks. This is now Cutter’s Clinic. The lady in question everyone knows who the big man in town is.
can heal you, cure radiation, or sell you Stimpaks and Chems. She has results in the Slavers
keys to Chem and Health Supplies, which you can steal or kill her for. becoming hostile.
The Holotape atop the filing cabinet in the southwest corner is part of Eulogy offers to sell Sammy and Penny for 500 Caps each, but the price
Miscellaneous Quest: The Replicated Man. on Squirrel is 1,000 Caps because the kid’s talented. That’s 2,000 Caps
total. At this point, you can:
Pass the hanging cages, then turn right at the fire hydrant and
check out the open-air remains of an old RobCo Store. This is appar- Stop and ponder the decision, or (if you don’t have the funds) leave
TOUR
ently where “food” is served. There’s Carolina Red, a wretched young Paradise Falls, secure the Caps, and return.
woman, and a pair of lunatics called Jotun and his father Ymir. Head Or, you can pay Eulogy Jones 2,000 Caps.
southeast, and inspect the old cinema behind the roasting Brahmin.
MISC. QUESTS
Head inside Eulogy’s Pad. There’s an entrance area with a few items Or, you can bargain Jones down to 1,200 Caps for all
to steal. Eulogy himself is usually on the roof balcony with his female three. If you succeed in your Speech challenge, he agrees.
slaves, walking in his home, or wandering around town. Speak to him
about the kidnapped kids, or you can start a Freeform Quest (see page
324) and steal children from Little Lamplight. You can also purchase Tip
MAIN QUEST
one of his ladies from him…eventually.
When the coast is clear, make sure you steal Eulogy’s Hat and the If you’re after a bargain, make sure you grab the Bobblehead
key on the table, then check the southeast corner of the projector room inside Eulogy’s Pad before you speak with him!
for a Bobblehead and Paradise Falls Main Terminal. The stairs lead up
to the balcony overlooking town. Behind the stairs is the largest stash When the purchase is complete, all three children are ushered to the
of Nuka-Cola Quantums in the Wasteland! Grab them all, but don’t Paradise Falls entrance. You can walk with them to the outskirts of
GEAR
drink them if completing Miscellaneous Quest: The Nuka-Cola Paradise Falls, and run back to Little Lamplight, or Fast Travel there.
Challenge is part of your plans. Mayor MacCready now lets you through the entrance gate.
CENSUS
Paradise Falls
Eulogy’s Hat
Box Key SQUIRREL’S SECRET PLAN
Bobblehead: Nuka-Cola
Note
FACTIONS & BESTIARY
† “Let your words be your weapon.” +10 Speech (when picked up). This plan is optional but recommended if you don’t feel equipped
(or don’t want) to defeat the Slavers in combat.
Move to the slave pens, open the only unlocked gate, and walk to the
mesh fence to speak with Sammy. He reckons that his friend Squirrel can
As always, only steal something if no one is watching you! turn off the collars. Squirrel tells you there’s a terminal inside Eulogy’s
TRAINING
Pad. If you don’t think you can manage this, Squirrel recommends
you find the junction box near the food area. Nonchalantly walk into When you return to Squirrel, he’s ready to head into the toilets and
Eulogy’s Pad. escape via the child-sized sewer pipe that leads to the southwest of the
settlement. But Penny won’t leave. She’s befriended a Mungo named Rory
NEW OBJECTIVE
Maclaren, and won’t abandon him.
“Connect the department store computer to the Paradise Falls secure network” begins.
Once inside the pad, you can Sneak or simply wander around When Try reasoning with Squirrel that you can’t save everyone,
Eulogy and his slaves are well away from the projector room, move to and leave her behind. If your Speech succeeds, Squirrel
the southeast corner, and locate the Paradise Falls Main Terminal. agrees, the two boys bolt for the coffee shop, and you
leave Penny behind. They open the slave pen gates in the
process.
Use Science to hack into this terminal. If you can’t,
you must try Squirrel’s other plan. You have three menu
Or, you can agree to help, and they head for freedom. It seems
options:
Penny is the one to ask, so enter the child slave pens, and run over to
Update Network Connections
her.
This option is available only after you speak with Squirrel.
NEW OBJECTIVE
This connects the terminal to the network.
“Speak with Penny and convince her to leave Paradise Falls” begins.
Unlock Safe
This allows you to pilfer the Bottle Caps and other items Penny won’t leave until Rory is out of the Pulowski Shelter just outside the
from Eulogy’s floor safe, to the left of the terminal. pens. Forty has a key for the box, and there’s one in Eulogy’s place, too.
Personal Restraint Systems The following options are available:
Access is denied.
Use Speech to convince Penny that Rory can’t be
Alternately, you can move to the food area outside. A cable junction saved. Penny says Rory was going to be sold, and she’d
box is on the northern wall. Once you Repair the junction box, you can never see him again. She’s sad. Still, she’ll get over it.
return to Squirrel. If you can’t access the terminal or the junction box,
you have to either fight for the children or buy them. Once either plan Or, you can detour your main mission still further, and agree
has been successful, you can return to Squirrel. to figure out a way to release that Rory character from his solitary
confinement.
NEW OBJECTIVE
NEW OBJECTIVE
“Tell Squirrel the computer is now connected to the network” begins.
“Find a way to release Rory Maclaren from the box” begins.
Squirrel can access the
terminal, turn off the
collars, and open the
gate, but the Slavers
aren’t just going to
let everyone walk
out of here. Squirrel
suggests you wait
until midnight, when
When you’re fast-talking Forty, appeal to his greedy, Forty’s the only guard.
needy side. It isn’t difficult. Optionally oblige the
little tyke, and head to
the barracks for a sleep, wake up at midnight, and return to the slave
pen area, although you can simply find Forty at any time of day.
NEW OBJECTIVE The only nonviolent way of grabbing the Box Key is from this table. Although you
“Arrange for Forty to be away from the slave pen” begins. might want to pick a pocket or two.
The following conversation is available: Freeing Rory is a straightforward affair. For this to occur, you need to
obtain one of three Paradise Falls Box Keys. They are in three locations
Use Speech skill to prompt Forty into thinking he’s an around the settlement:
undervalued employee of Eulogy’s. Forty walks away to
On a table inside Eulogy’s Pad. Steal it when no one is looking.
see Eulogy about a raise.
There’s another, more creative method of getting him away from his In the pocket of Forty the guard. Use Sneak to
post. Visit Crimson, one of Eulogy’s female slaves, making sure Jones Pickpocket him, or loot it from his corpse after slaying
isn’t nearby. The following options are available: the entire settlement.
Or, you can simply purchase Crimson’s “services” for Forty in a cold,
hard transaction; it’ll cost you 100 Caps.
Paradise Falls Box Key
NEW OBJECTIVE
“Tell Squirrel the guard has been distracted” begins.
APPENDICES
Head to the box, and activate it using the key. Speak with the man in Finally, step in and
this cylindrical prison, and tell him he’s got three options: blast Eulogy, using
You can escort him to the front gate. Unless you Sneak, it’s dark, and the walls as cover,
the Slavers are mainly in the barracks, this results in bloodshed—his, because he’s carry-
mainly. However, you aren’t targeted unless you fire back, and there’s ing a nasty Scoped
MOTHERSHIP ZETA
no Karma penalty if you leave him to die. Magnum that really
If you must keep him alive, massacre all the Slavers first, and dishes damage. Don’t
then open the box. That way, he can escape with ease, while forget the corpse-loot-
you hobble to the nearest First Aid Box. ing. Then simply take
the Paradise Falls Box Eulogy’s eulogy: He was a sharp dresser, but not quite
You can tell him he’s on his own. He tries to escape, and is gunned
Key from the body of enough of a sharpshooter. He won’t be missed.
down in seconds.
Jones or Forty, or pick
POINT LOOKOUT
You can shoot him. Although this is a little harsh.
it up from Jones’ bedside table, and unlock the slave pens. Sammy and
NEW OBJECTIVE Squirrel both escape. Unlock Rory from the box, then speak to Penny,
“Talk to Penny and tell her to leave Paradise Falls” begins. and she escapes too.
Don’t lose sleep worrying over Rory; he’s not essential to this quest. In
You can tell Penny either that Rory has been freed (whether it’s true or fact, he’s likely to be dead in the box. Also note that if you start combat
not is a different story), or that he died. She thanks you whatever the with the Slavers before you enter Paradise Falls, Sammy remains at the
BROKEN STEEL
outcome, and escapes. entrance to the interior part of the settlement; look for him there, not the
NEW OBJECTIVE slave pen.
“Meet the children southwest of Paradise Falls” begins. NEW OBJECTIVE
“Meet the children southwest of Paradise Falls” begins.
SLAVER SLAUGHTER
THE PITT
Caution
Note Watch out! Eulogy’s slave girls fight for their master, so you’ll have to
OPERATION: ANCHORAGE
slaughter them too. However, don’t gun down the slaves in the pens!
This is optional, but adds valuable Karma for each Slaver you
defeat, and is a more direct approach.
The violent option means all-out war with more than a dozen RETURN FROM PARADISE
highly armed Slavers, complete with a heavy-weapons guy
on the gantry near Eulogy’s Pad. The action begins easily enough. Kill Head out of Paradise Falls the same way you came in, and meet
Grouse and his friend, then strafe Forty if he hasn’t retreated into the up with Sammy, Squirrel, and perhaps Penny, and they thank
settlement, and take up refuge in the Lock and Load store. Naturally, this you for all your help before racing off to Little Lamplight. Fast Travel
TOUR
is a great place to re-arm, exit, blast a couple of foes, then return when directly back to Little Lamplight, where Mayor MacCready is amazed at
you need to re-arm. your helpfulness. He opens the gate and allows you into his settlement,
Continue the fracas, and once you’ve tooled up with weapons, sprint but just this once! You can now rejoin Main Quest: Picking up the
for the clinic. Gun down Cutter, then rifle through her Health and Chems. Trail already in progress.
MISC. QUESTS
Then mop up the remaining foes, but don’t wade into the open fire pit
and food area. Instead stay back and use the “Crap” as cover and
retreat to any store.
MAIN QUEST
GEAR
CENSUS
FACTIONS & BESTIARY
TRAINING
QUEST FLOWCHART
Plan A: Enter from the Great Plan B: Enter from Murder Pass
Chamber
Safe Items
Safe Items
Experiment Notes
Find Fawkes
Super Sledgehammer
[Optional] Rescue Fawkes from
the Observation Cells.
APPENDICES
From previous page
MOTHERSHIP ZETA
PETER STEVENS’S VOICES KNEE-DEEP IN THE DEAD
NEW OBJECTIVE
Head north, into a
“Retrieve the G.E.C.K.” begins. connecting chamber,
with windows on either
POINT LOOKOUT
PATH A: ENTERING FROM THE GREAT CHAMBER side. Head to the
door on the opposite
Note wall, but make sure
you clear the western
This assumes that you gained entry to the reactor room via the area of Radroaches.
Little Lamplight chamber called “Nothin’!” using Joseph’s technical But do it quietly or you
Scoped Magnum shots to the face cripple even hulking
know-how to open the door.
BROKEN STEEL
eight-foot green Muties! attract the attention of
three Super Mutants
You enter facing west, looking at a small reactor. Turn left (south), and waiting at the top of the next set of stairs. Sneak or use a Stealth Boy to
exit into a secondary chamber, where you’ll find some minor Chems on approach the bottom of the steps and eavesdrop. They plan to search
the table, and Peter Stevens’s Personal Journals Terminal. Only a few for more of the “green stuff” and use it to make more Super Mutants.
entries are uncorrupted, they are: Head up the stairs, and into a small reactor chamber. Unless you’re col-
THE PITT
Journal Entry 06A02 lecting whiskey, quickly exit the reactor chamber and head up the stairs
This entry of Peter Stevens, Technician Class 3, details his tragedies. to the south, and open the Door to Living Quarters.
He believes he’s sealed inside this “permanent tomb.”
Journal Entry 06A05
Tip
OPERATION: ANCHORAGE
Peter thinks he hears laughing when he’s in the outer tunnels.
Journal Entry 06A07
Preferred corridor takedown methods include the following:
A snapped mind in text form: “IamsaneIammeIamforever!” Sneak forward, plant mines, then make noise, and watch Super
Mutant legs fly off before mopping up the survivors.
Before you leave this chamber, use Lockpick to open the Blast, back up behind cover, and blast again.
floor safe, and grab the Caps and other optional items
contained within. Learn the layout of the Vault so you can backpedal and run at the
same time as shooting Super Mutants.
TOUR
Grenades work well in enclosed spaces, as long as you’re outside
Safe Items the blast radius.
Exit through the southern doorway, ignore the left corridor for a second, Step around more corpses, and head toward the hatch door to the east.
MISC. QUESTS
and open the hatch door ahead of you (south). This leads to a rock wall Back up when you see a staircase directly ahead; there’s a toughened
and dead end. At the foot of the mannequin is whiskey and Nikola Super Mutant! Back up and blast, then climb the stairs, and around and
Tesla and You. Read it, then step back to the corridor to the east, and up the corridor. Head west to the door, and step into the lower level of
run along and up the stairs. You reach the other rear entrance to Vault a rusting Atrium area. The exit to this room is on the same wall, to the
87. From here, the paths merge, although you can head south, out of north of you. Go there, or spend some time investigating the Atrium.
MAIN QUEST
the Vault, and take down Super Mutants in Murder Pass (if you’re after
Make a quick, clockwise sweep of the Atrium. There’s a small storage
the experience and items).
room and a projector room. Both contain some minor items, but the pro-
Nikola Tesla and You jector room also houses a Super Mutant to deal with. On the west wall is
Whiskey a hatch door into a storage area. Scour the shelves for First Aid Boxes,
+1 Energy Weapons (when read)
Ammo, and other essentials. Plus Gore Bags to sift through. Return to the
GEAR
Atrium. Now check the north wall for a storage room with some minor
PATH B: VENTURING IN FROM MURDER PASS items, and a medical room with some Med-X and a Stimpak.
Note
CENSUS
Ammunition
Box (2) Frag Grenades
This assumes that you headed up Murder Pass, collecting the
numerous items and health, found many Super Mutants, and
accessed the other rear entrance to this Vault. First Aid Box
FACTIONS & BESTIARY
Step around the “Not Part of Tour” sign, and into a rusting corridor with Head east, along a corridor, head around the corner and up the stairs to
another passage heading west. You’ve spotted the corridor down to the a corridor parallel to the upper Atrium. At the top of the stairs, prepare
reactor room, and Peter Stevens’s Terminal; the location of the other rear for a series of Super Mutant attacks. In fact, move very slowly through
entrance. Head down Path A in reverse to obtain any items you deem this section, dealing with them one or two at a time. Here’s what a quick
necessary. You can’t exit into the Great Chamber unless you hacked the search of the area uncovers:
terminal after Joseph powered it up. Backtrack to the initial junction,
At the top of the stairs are two doors. Check the door to the right
TRAINING
corridor, blasting a Mutie or two, to the next set of doors left and right.
The left door leads to the gantry above the lower Atrium, where the The medical wall safe can also be opened with Lockpick
majority of the Super Mutants appear from. Keep this closed to avoid skill, but this is much more difficult. Inside, expect a number
getting swamped. On the right is another small restroom. Continue to of items such as Purified Water and Stimpaks.
the end of this corridor, which has a door to the left (also leading to the
upper Atrium gantry area), and a blockade. You can see stairs beyond.
Step into the Atrium gantry, and the two doors on the opposite side Wall Safe Items
open to reveal around four Super Mutants. Back up, and start strafing!
Exit, and ignore the stairs down. Instead, turn south and locate the door
If you’re relying on Sneaking rather than combat in the left (east). This leads to a corridor to more stairs heading upward.
prowess, use Lockpick to open the initial left-side door. Pass up around two landings, one with another collection of corpses,
This allows you to Sneak to the door opposite and out to and reach the Door to Test Labs.
a parallel corridor, where you can turn west, catch Super
Mutants unaware, and have fewer to deal with.
THE TEST LABS:
Once the general Atrium area is secure, you can inspect the parallel MUTILATED MUTATIONS
corridor running along the outside of the gantry area. Head east to the
end of the corridor, where a door leads to the connecting room with the In the test labs, realization of exactly what went on in this Vault begins
locked door. Of more interest are the stairs heading down and around to dawn on you. Look into the room on your right (west), where a Super
to another small engineering room. If they haven’t stormed the Atrium, Mutant is standing. Once he’s lying down, inspect the room, and grab
expect another three Super Mutants in here! There are items on the Ammo from two boxes (one requires Lockpicking to uncover the Missiles
shelves, and Engineer Daniel Koster’s Terminal. This has six entries that within), and then wrench open (with Lockpicking) more items from the
make for interesting reading, but of special note is the last one that says: floor safe. Grab any additional items you want, then blast a waddling
Centaur back in the main corridor.
Service Issue Entry V87-007
Something is terribly wrong in the experimental section of the Vault. Ammunition
Koster’s wife quickly died from an unknown disease. Medical records Box (2) Floor Safe Items
are missing. Many are dead. Accessing this message opens the nearby
wall safe. At the door on your left, labeled Test Chamber 01, there’s a broken
wall terminal, so either peer through the window or open the door and
You can read Entry 007 on the terminal, or use Lockpick brave some light radiation. There’s nothing too horrible until you reach
on the wall safe, which contains Koster’s weapon and the medical lounger, upon which lies a mangled mutation with growths
other items. Grab what you need, and return to the upper and sickeningly elongated arms. This is a test subject for F.E.V. (Forced
Atrium area. Evolutionary Virus). This is the real reason no detailed deaths were given
on the medical records.
Koster’s Safe Items Turn the corner so you’re facing west, and inspect Test Chamber
02, which is where the Centaur waddled in from. Continue past empty
Test Chamber 03, and turn the corner of the main corridor again, to
Move to the locked door on the left (south) side of the cor- face north. Another Super Mutant turns its attention on you. Blast it then
ridor, and Lockpick it open. Search the storage room for continue to the pair of doors. The left door cannot be entered. The right
various items. Jimmy open a wall safe inside here, too. door leads to a small experimental medical bay with a First Aid Box on
a stretcher, and the Chief Physician’s Terminal on a desk. There are five
entries. Read them to shed more light on the creation of Super Mutants.
First Aid Box Nuka-Cola
Quantum
First Aid Box
Pugilism Illustrated
Laser Rifle +1 Unarmed
and Cells (when read)
The entries are somewhat mysterious but are a piece of the puzzle that ties become available:
is Vault 87 so read them all.
APPENDICES
You can ignore him and continue toward the G.E.C.K. Head west,
ignoring the northern corridor. Caution
You can speak with Fawkes, a “failed experiment.” He pleads for you
to release him, and he’ll help you secure the G.E.C.K.; he can endure Watch your fire! Ensure you’re mainly using V.A.T.S., and don’t spray
the radiation of the chamber it’s in. To free him, you need to trip the Fire Fawkes with your gunfire, or he turns on you. He’s much better as
MOTHERSHIP ZETA
Console Control at the end of the northern corridor. This releases him, an ally.
and all the experiments located in this medical wing!
You can speak with Fawkes and refuse to aid him in any way whatso-
ever. He pleads and then gets angry. You’ll be back! Tip
Have you teamed up with Fawkes? There are two ways to secure
You can use Science to access Isolation Room 05’s wall
the remaining rooms:
terminal. The three menu options are to check Fawkes’
POINT LOOKOUT
subject identification (Subject D624), to unlock the door Let Fawkes go in front of you, soaking up the damage and blasting foes.
(which is jammed, and unable to budge), or to terminate Or, run ahead (optionally telling Fawkes to wait), engage the enemy, back
specimen. up, and let Fawkes deal with them as they advance.
Terminate Fawkes, and a blast of fire burns him up. Head west from Fawkes’s cell and climb up some steps to a hatch door.
Congratulations; you’ve murdered one of only two friendly This leads to a connecting chamber with a sunken middle, and a couple
BROKEN STEEL
Super Mutants in the Wasteland! Make sure you take his Super of foes. Continue west and locate the junction chamber. The door ahead
Sledgehammer, though! (west) of you is sealed. The only way onward is through the door to the
north, and up another set of steps to the final upper floor. Turn the corner,
and open the door on the north wall. Execute the Super Mutant near this
Super Sledgehammer green-hued laboratory, then halt. Head back to the corridor, and continue
around the corner to a locked door to the south. This leads to a storage
THE PITT
NEW OBJECTIVE [OPTIONAL] room, and there are two ways in:
“Rescue Fawkes from the Observation Cells” begins.
You can, of course, use Lockpick, and enter.
If you detour your mission for a moment to help free Fawkes, move Or, you can enter the laboratory, and use Science to hack
OPERATION: ANCHORAGE
north past Isolation Rooms 01, 04, 02, and 03 ignoring their wall the Lab Technician’s Terminal. Inside, are four options,
terminals. After passing Sid in Isolation Room 03, turn the corner (east), the first of which is to unlock the storage room door. The
and face a Super Mutant or two in the medical wing’s reactor room. remaining entries are as follows:
Drop these foes, then inspect the Fire Console Control in the middle Notice #009
of the east wall. There’s a wall terminal too. The following options are
The storage room has been stocked with Rad Suits.
available:
Notice #012
Option 1: Freeing everything Radiation expulsion ducts from the G.E.C.K. are venting
Simply activate the Fire Console Control, and choose to Activate Fire radiation directly into this area.
TOUR
Alarm. Klaxons blare, and all five isolation room doors open. Notice #018
Doctor Merrick has ordered the F.E.V. subjects
Alternately, use Science to access the Medical Wing terminated. The area must be scrubbed to avoid cross-
Terminal adjacent to the control, and unlock all five isola-
MISC. QUESTS
contamination when new subjects begin testing.
tion rooms.
Move to the storage room at the end of the corridor, and rummage
Option 2: Freeing Only Fawkes around inside. Be sure you grab the items you need, as well as the
Advanced Radiation Suit because this area is highly contaminated.
Ignore the Fire Console Control, and use Science to hack
MAIN QUEST
the Medical Wing Maintenance Terminal. When the five Use Lockpick to open a wall safe and take a few addi-
menu options appear, unlock only Isolation Room 05. tional items.
Super Sledgehammer, and wallops anything attacking you. He thanks and Ammo
you, and tells you to follow him; he’s now going to keep his end of the
bargain! Advanced Radiation Wall Safe Items
Suit and Chems
CENSUS
THE TEST LABS: GETTING TO Push forward, into the lab room with the window on the right, through
which you can see an inner corridor that’s glowing with massive radia-
THE G.E.C.K. tion seepage. Of the two doors ahead of you; choose the right one,
FACTIONS & BESTIARY
which leads to a Super Mutant. Drop that, then open the connecting
doors to a new corridor. Move north, and follow the corridor right (east),
Note through another hatch door, into a maintenance room with more Muties
This can be attempted on your own, or with Fawkes helping to kill! Take the junk parts from the shelves if you need to, and open the
you battle the remaining Super Mutants. The latter option is door opposite.
recommended. Check your Local Map. You’re making a clockwise circle around the
middle chamber of this level. Follow the corridor around to the south,
TRAINING
through a door, and into a second laboratory. Scour the locker for
goods, then press on, through the south door to a storage room with a
Super Mutant. Finally push through to the radiation chamber entrance,
Caution
where you can grab Health and Chems from a First Aid Box on the When you reach the G.E.C.K. yourself, you’re asked if you want
table. If you head through the door in the northwest, you’ll face radia- to Pick Up, or Activate the G.E.C.K. Always choose the former, as
tion damage of well over +100 RAD/SEC. How will you access the the latter begins terraforming right there in Vault 87, killing you
G.E.C.K. inside this chamber? There are three options: instantly in the process!
Option 1: Head inside, unprotected, after gobbling down some Rad-X. NEW OBJECTIVE
Head northeast, north, and immediately turn left (west) at the door and
“Escape from Vault 87” begins.
open it, then dart in, open the G.E.C.K. container. Sprint back to the
radiation chamber entrance, and gobble down RadAway to return your Aside from the door
radiation poisoning to an acceptable level. Then sprint back in, and you couldn’t open,
take the G.E.C.K. You absorb less radiation backing up and waiting for you’ve thoroughly
the container to open in safety. explored Vault 87.
The only way back
Option 2: You can struggle into the Advanced Radiation Suit that you
to the Citadel is the
stole from the previous storage room, swallow a Rad-X, and then trudge
way you came, so
into the container room and take the G.E.C.K. that way.
backtrack through the
Option 3: Or, you can speak to Fawkes, who offers to shrug off the laboratory, down the
radiation and stomp his way to the container. You can watch from a It seems you may have underestimated the guile (and stairs, and into the
nearby window if you wish. He soon returns, gives you the G.E.C.K., radiation proof overcoat) of Colonel Autumn. junction chamber…
and you part ways. Perhaps you’ll meet again? You’re engulfed in
static electricity and white light! Two Enclave Soldiers carrying Miniguns
and wearing fabled Tesla Power Armor stride in. They are followed by
Colonel Autumn. He commends the soldiers on your capture, and orders
the G.E.C.K. to be secured on his Vertibird. You’re to be prepared for
transportation immediately! But where…?
QUEST FLOWCHART
You are stopped by Lieutenant Williams: Stop him with words or actions
APPENDICES
From previous page
Colonel Autumn disobeys Eden’s orders: Raven Rock is hostile (Robot
forces excluded)
Fight your way to the President’s Office
MOTHERSHIP ZETA
Take the vial of modified F.E.V.. Locate Cell 3: Nathaniel Vargas Locate Colonel Autumn’s
Quarters
POINT LOOKOUT
Escape the Enclave base.
Report back to Elder Lyons. Rothchild powers up Liberty Prime. You Follower: Fawkes
BROKEN STEEL
receive an honorary membership of Lyons’ Pride
Accept Refuse
THE PITT
wise to see what the president has to say. Leave Cell 4, entering a con-
RAVEN ROCK LEVEL 3—A necting corridor.
OPERATION: ANCHORAGE
PRESIDENTIAL PARDON NEW OBJECTIVE
“Retrieve equipment from the locker” begins.
EXPLORATION: FLOOR 3A CELLS
NEW OBJECTIVE
You wake in some kind “Meet President Eden in his office” begins.
of cell (Cell 4, in fact),
you’ve been stripped
of all your weapons,
armor, and other sup-
Caution
TOUR
plies. Colonel Autumn You can begin a crazed firefight as soon as you grab your stuff,
immediately gets to but it’s more cunning to reason with the slightly confused Enclave
the point: You’re going personnel. The following tactics have you hold off on gunfire until the
very last possible moment.
MISC. QUESTS
to tell him the code to
Colonel Autumn has you right where he wants you. But activate the Purifier!
Tip
the commander-in-chief wants you somewhere else. The following options
are therefore possible:
You can tell him, using all manner of expletives, where he can stick Grab your equipment from the locker, but don’t forget to wear
that information. Keep it going, and rile him up! your armor and reassign your Hot Keys. Wandering around in
MAIN QUEST
You can simply play dumb, which also infuriates the Colonel. just your Vault 101 undergarments is not recommended!
You can play along with his questions, and give him the code 7-0-4.
This is the incorrect code, but Autumn contacts his men at the Jefferson Open the cell door, and step into the corridor. You’re automatically
Memorial Project Purity chamber, and they input it. This is perhaps, the stopped by an Enclave Officer. The following options are available:
most furious you’ve seen the Colonel….
GEAR
If you have a high Charisma, you can tell the guard you’re
Note
FACTIONS & BESTIARY
off to the president, and you’ll put in a good word for him.
How do you know that 2-1-6 is the correct code? Do you remember He leaves you alone.
the number of the Biblical verse that your father has framed in his
Vault 101 clinic? With high enough Strength, you can intimidate him with
your bulging muscles, and he sheepishly backs away,
Choose any option except the last one, and a voice booms out around remembering that he needs to be elsewhere.
the room. It is President Eden, he apologizes and wants to meet you in
his office. You can retrieve your possessions from the nearby locker. It is Or, you can simply start a fight.
TRAINING
APPENDICES
EXPLORATION: FLOOR 1A CONTROL ROOM
Note Move to the northwest corner of the Control Room, and find the metal
The east-west concourse houses a Soldier or two, and a larger steps leading up and southward. Follow the steps and gantries onward
door to access as you head west. A small alcove to the north leads and upward until you reach a small platform with a door to the east.
to stairs down to the area under the floor grating. This allows you President Eden doesn’t seem to be about…but there’s a large console
MOTHERSHIP ZETA
to Sneak all the way to the storage area, which is purely optional. screen near a vase of daffodils to inspect. The voice of Eden welcomes
Continue on your route to President Eden by heading toward you to his office.
Sector 2C. Begin to speak with President Eden. You soon realize his true nature,
and you have numerous dialog choices where you can use your Science
EXPLORATION: FLOOR 2C WAR ROOM and Intelligence to add thoughtful responses to Eden’s answers. Continue
Continue northward up the western concourse, stepping through to a the conversation until Eden requests that you help him. No matter what
POINT LOOKOUT
concourse section with two doors at the end. Swing right (east) and your intent is, allow him to explain. While mutation runs rampant, Eden’s
lob a Grenade at the opening door that leads to 2C; you’ll catch three Soldiers cannot stem this tide. For this, your father’s experiments can
Enclave Soldiers on their way out to ambush you. Finish them and help.
make sure to inspect the room to the west. This is Colonel Autumn’s NEW OBJECTIVE
chamber and there’s a Bobblehead: Energy Weapons on the table! The “Take the vial of modified F.E.V.” begins.
gun cabinet has a unique 10mm Pistol, and a Holotape (with President
BROKEN STEEL
Eden’s self-destruct code!). Grab the First Aid Kit atop one locker, then The president has made modifications to the F.E.V., which could be
inspect the wall terminal. inserted into the water supply when Project Purity is turned on. In the
future, whenever mutations would drink, they would be eradicated!
Use Science to access this terminal, and you can disarm The F.E.V. can be inserted directly into part of Project Purity just before
the security barrier near the entrance to this room. Behind it is activated. A vial of it is released from the president’s console.
the barrier are three Enclave Crates; each holding a Whether you agree or not, continue the conversation until you can
THE PITT
variety of Ammo and Health. access the following dialog options:
Bobblehead: Energy Weapons With enough Speech skill, tell Eden his work must stop,
“Arrive at peaceful resolutions by using superior and the base must be destroyed.
OPERATION: ANCHORAGE
firepower.” +10 Energy Weapons (when picked up)
TOUR
Ammunition (2) quarters, you can open a new line of dialog placing you in a more
advantageous position.
You can ask what the problem is with Colonel Autumn.
EXPLORATION: FLOOR 2C WAR ROOM
MISC. QUESTS
Or, you can leave without any more conversation.
Head through the door where the three Enclave Soldiers who forgot
their helmets stormed in from, and climb the metal stairs to the War The important choices are the Speech challenge, Science challenge,
Room. Study the holomap if you wish, then access the door in the west or the simple agreement and leaving. The first two options, when spoken
wall, leading to 1A Access. This leads to the Raven Rock Control Room. to completion, make President Eden agree to power down and destroy
Raven Rock. The last option simply reinforces his stature. Snatch the
MAIN QUEST
Modified F.E.V. from the Zax Panel, and make your exit before Autumn’s
RAVEN ROCK LEVEL 1— men get a lock on you. Turn, and open the Door to Raven Rock—Level 1
behind President Eden. You can’t leave until you take the F.E.V.
AN AUDIENCE WITH EDEN
Modified F.E.V.
EXPLORATION: FLOOR 1A CONTROL
GEAR
ROOM ENTRANCE
NEW OBJECTIVE
Enter the Control
“Escape the Enclave base” begins.
CENSUS
corridor, and just before the left corner, peer out of the window to your If you freed Fawkes
right. There’s a hangar lift and a Vertibird departing. Autumn is sending from his confinement
everything he’s got to shore up the Jefferson Memorial! in Vault 87, you’ll
find him out at the
Turn the left corner
entrance, mowing
(to face south), and
down Enclave troops.
venture forward.
He waves hello, and
Up ahead are more
you can briefly chat
Enclave Soldiers, but
again before he goes
two Sentry Bots roll
on his merry way. A Super Mutant in a tattered Vault 87 jumpsuit is
out and demolish
sometimes spotted, putting his bloodlust to good use…
them. Look left (east).
Move to the desk and If you have Good Karma, and aren’t using a Follower already,
Add to the mayhem by releasing a captured Delivery Terminal. he can join you as a valued team member!
Deathclaw, and watch the Sentry Bots do their job. Grab the First Aid Box
items from the desk.
Fawkes
Use Science to hack into the terminal, and you can unlock
No matter what the final fate of Raven Rock is, you need to reach the
the Delivery Crate.
Citadel immediately! Clear any remaining Enclave troops from the vicin-
ity, and Fast Travel back to the Citadel at once; the final Brotherhood
battle against the Enclave begins now!
First Aid Box Health
Return to the Citadel, and head into the middle of the courtyard, then
head to the door leading into the Laboratory. Descend to where Sarah
Unlock the crate, and a Deathclaw attacks anything human! Let the
Lyons, Rothchild, and Elder Lyons are engaged in a heated discussion.
Enclave Sentry Bots cut the beast down, then continue down the main
Sarah wants to hit now, but her father thinks the risk isn’t worth the
concourse.
reward.
Continue along the main concourse to another door that slides open,
revealing more Enclave Soldiers under turret (and side panel flame- Elder Lyons turns to you, and asks if you’ve been successful. You
thrower) fire. These Soldiers are armed with Plasma Rifles, so fire back can speak to Elder Lyons using any dialog choice, as you reveal that
at a distance. Now inspect the stairs to the area under the floor grating the Enclave now has the G.E.C.K., and they wish to use it for their own
by the electrified door to your right (north). There’s an Enclave stash ends. Elder Lyons is troubled and wants more information from you. You
down here; grab the items from the boxes. The two doors to the north can tell him:
can’t be breached, so stay on the main concourse, pushing forward That Eden wanted you to sabotage the project.
as two more Enclave Sentry Bots strafe the remaining Soldiers at the That the Enclave is fractured.
far end. Meanwhile, locate the Security Barrier Terminal, switch off the That the Enclave lacks the activation code, and can’t start the Purifier.
barrier, and claim more weaponry.
That you have the F.E.V., and decide whether to turn it in or not. You
can keep it, and make the decision later without any Karma penalties.
Enclave Mine Box
First Aid Box (2) Ammunition (2) Elder Lyons’s tactics
now change. He
Enclave Crate Enclave Gun Box agrees to send the
Ammunition Weaponry (2) Pride in. Rothchild goes
to power up the robot.
Enclave Grenade Box Sarah has her father’s
Ammunition (3) blessing to make you
an honorary member
Continue west down the concourse, pausing only to grab the Minigun of Lyons’ Pride! Which
and Tesla Armor from the last fallen Soldier, and exit via the Door to the Rothchild powers up Liberty Prime. The robot thinks it’s Power Armor will you
Capital Wasteland. attacking Alaska in an effort to save Anchorage! choose?
The full suit of
NEW OBJECTIVE
Power Armor has more damage absorption, but less mobility.
“Report to Elder Lyons at the Citadel” begins.
The Recon Power Armor is light armor, with extra speed and agility.
Or, you can tell Sarah to keep her Power Armor.
Or, you can tell Sarah that you don’t want to be part of her little club.
PRELUDE TO THE FINAL ASSAULT Although some responses are more offensive than others, Sarah asks
you whether you’re ready for this attack. You can elect to wait a minute,
Once outside, prepare for chaos, the type of which depends on how
or tell her you can accompany her for the final push. The attack to save
the conversation with President Eden went. If you took the F.E.V. without
Project Purity begins now!
questioning the president’s plan, Vertibirds are already taking off, flying
to support the troops around Project Purity. If you’re extremely quick,
you can blast the Vertibird that’s about to take off with Plasma fire (or a
Missile).
However, if you used the president’s own logic against him, and Eden
agreed to end it all, as you exit Raven Rock, the entire facility begins to
rock as massive plumes of fire begin to escape from the rocky outcrops!
APPENDICES
Take It Back!
MOTHERSHIP ZETA
Spoiler Alert
The ultimate end to your adventure becomes far less cloudy if you rest your eyes a while on the
following pages. Do not continue unless this presents little or no problem to you!
QUEST FLOWCHART
POINT LOOKOUT
MAIN PATH
Main Characters Sentinel Sarah Lyons, Knight Captain Gallows, Knight Captain Dusk, Paladin Vargas, Paladin Glade, Paladin Kodiak, Liberty Prime
Locations The Citadel, Jefferson Memorial (Project Purity)
Adv. Items/Abilities Big Guns, Energy Weapons, Small Guns, Speech
Possible enemies Enclave Soldier, Enclave Vertibird, Colonel Autumn
BROKEN STEEL
Karma Influence Neutral
Prepare for the final battle; stock up on Ammunition and Weaponry, Stimpaks and Chems, Armor and Helmet, Items are in a good state of Repair
THE PITT
Locate Jefferson Memorial Gift Shop Entrance [Once entered, you cannot exit]
OPERATION: ANCHORAGE
Engage in combat with Colonel Autumn and his bodyguards [Speech] Mediate a truce with Colonel Autumn and his bodyguards
TOUR
Ignore the Auxiliary Filtration Input Activate the Auxiliary Filtration Input, place the Modified F.E.V.
Vial inside
MISC. QUESTS
Agree to start the Purifier Order Sarah Lyons into the Purifier Refuse to start the Purifier Agree to start the Purifier,
then wait
Up to 3 minutes pass
MAIN QUEST
Color code: Objective Action Rewards
Head back up to the courtyard outside. A large crane lifts Liberty Prime
to retrace your steps back to the Project Purity Control Room. Turn
into position! Locate the Door to the Capital Wasteland. Follow Lyons’
right (south) at the junction, optionally lobbing in a Grenade to
Pride out of the Citadel, and turn northeast, as Liberty Prime activates,
soften up the couple of Soldiers behind the sandbags, and then
and immediately begins blasting Vertibirds out of the sky with its head
push forward into the pillared room, cutting down two more foes
laser!
before heading to either of the rotunda doors. Enter the Project
Purity Control Room.
Note
You can ignore Lyons’ orders, break away from Liberty Prime and
the Pride, and head southwest, swimming over to the road leading
Caution
to the Jefferson Memorial, where you’re likely to be overwhelmed Once you enter here, you cannot leave: If you wish to explore any
by well-armed Enclave shock troops. more of the Capital Wasteland, do so before you head inside!
The first barricade is through! Head up onto the bridge and provide
support, launching attacks on Vertibirds that swoop overhead or any You again! Colonel Autumn is waiting for you in the
Control Room. Unfortunately, he’s brought friends…
enemies you can see in the distance. Prime finishes the bridge stomp by
clearing and exploding more Vertibirds, before turning and stomping
down the main street. Or, you can use Speech to convince Autumn to halt his
violence against you. If you succeed, his forces depart the
facility.
The trick here is to stay behind the pillars, backing out of the room
if you’re too close to death. Start with a Grenade lob as soon as the
conversation with Autumn is over, then concentrate on blasting one body-
guard at a time. Autumn usually picks up a dropped Minigun that either
bodyguard carried; take it from the corpse during battle to prevent this.
Once Autumn and his overcoat are a pile of ash or a crumpled corpse
(for an extra optional fun task, try to cut him down so he falls backward,
and into the irradiated water vat!), Sentinel Lyons joins you. Your father’s
project can finally begin!!
APPENDICES
PROJECT PURITY COMMENCEMENT: PLAN B
Note You convince Sarah Lyons to enter the airlock. She moves to the Purity
You can change your mind about who’s going in, but only once. Machine, and inputs the code you just told her. She types it in, and col-
lapses. Everything fades to white….
MOTHERSHIP ZETA
Before you enter the PROJECT PURITY COMMENCEMENT: PLAN C
Purifier itself, you have
the option of activat- You convince Sarah Lyons to enter the airlock. Sarah agrees, and waits
ing the Auxiliary in the airlock until you seal it off. She moves to the Purity Machine,
Filtration Input. Slide and waits for you to tell her the input code. You refuse, and after three
in the Modified F.E.V. minutes of waiting, the Project Purity machine expands in a sea of bril-
liant light. Everything fades
POINT LOOKOUT
Vial if you want the
G.E.C.K. to lace the to white….
water with special There are several ways to cause Plan C to begin:
bacterial agents that Have you allied with the clockwork president?
1. Refuse to give Sarah the code when you speak with her.
destroy mutations. Then execute his bidding, and place the F.E.V. in his
contraption first. 2. Give her the code, but then don’t cycle the airlock.
Whether or not you 3. Tell her you’ll go, but then don’t ever enter the airlock.
BROKEN STEEL
activated the Auxiliary Filtration Input, you have three possible conclu- 4. Tell her you’ll go, let her cycle the airlock, but don’t approach the
sions to this quest: console.
Basically, the more inactive you are, the better your chances for this
PROJECT PURITY COMMENCEMENT: PLAN A embarrassment of an ending.
You decide to enter the airlock. Move to the Purity Machine and hit the NEW OBJECTIVE
THE PITT
three digits of your mother’s favorite Bible verse (2-1-6) and then Enter. The Main Quest has concluded. You now watch the ending.
The Purifieractivates. Everything fades to white….
OPERATION: ANCHORAGE
Project Complete: Aftermath
After a supreme sacrifice inside the Jefferson Memorial, everything fades to white. While you may
have given your life to the cause, tales of your valor (or betrayal), and the heroism of Sentinel Sarah
TOUR
Lyons, will be told for decades to come. However, the path you have walked, and the actions you
have taken, have all influenced how future generations remember you. Fortunately, this guide can
extrapolate every variable and reveal all the different permutations for your interest and amusement.
MISC. QUESTS
Six general sections comprise the ending:
Spoiler Alert
MAIN QUEST
As you might have guessed by the title, the following information reveals how to complete your
adventure in a variety of ways. Look away before it is too late!
The Capital Wasteland proved a cruel, inhospitable place, but the lone
wanderer refused to surrender to the vices that had claimed so many Very high overall Karma.
ENDING HOW UNLOCKED others. Selflessness, compassion, and honor guided this noble soul.
CENSUS
The lone wanderer ventured forth from Vault 101, discovering the Every time the Main Quest is If you sided with the Slaves
fate of his father. completed. A view of the Lincoln Memorial is shown, with Lincoln’s head attached. in Miscellaneous Quest: Head
of State.
LIFE OR DEATH
CONCLUSIONS
YOU DIED
YOU ARE FEMALE
ENDING HOW UNLOCKED
ENDING HOW UNLOCKED
It was not until the end of this long road that the
lone wanderer learned the true meaning of that So ends the story of the lone wanderer, who stepped through Choose a female character during Main
If you gave up your life in the Project Purity the great door of Vault 101, and into the annals of legend. Quest: Birth or Main Quest: Escape!
greatest of virtues—sacrifice. The child followed
control chamber during Main Quest: Take It Back!
the example of the father, sacrificing life itself for
the greater good of mankind.
If you entered the the Project Purity control YOU ARE MALE
It was not until the end of this long road that the chamber, having agreed to switch it on, and stood
lone wanderer was faced with that greatest of there, waiting for time to run out, during Main
virtues—sacrifice. But the child refused to follow Quest: Take It Back! You doom the Wasteland. ENDING HOW UNLOCKED
the father’s selfless example. If you destroyed the Project Purity control So ends the story of the lone wanderer, who stepped through Choose a male character during Main
chamber during Main Quest: Take It Back!† the great door of Vault 101, and into the annals of legend. Quest: Birth or Main Quest: Escape!
† If this slide is displayed, your ending moves straight to Conclusions.
APPENDICES
MISCELLANEOUS QUESTS
Chapter 6
MOTHERSHIP ZETA
Big Trouble in Big Town
POINT LOOKOUT
QUEST FLOWCHART
BROKEN STEEL
Possible Enemies Radroach, Super Mutant Genus
Karma Influence Negative Positive Positive Positive
Locate and speak with Sticky at Locate Big Town Locate Red
Little Lamplight
Party Hat
THE PITT
Escort Sticky OR leave Sticky and
head to Big Town
OPERATION: ANCHORAGE
Ask the people of Big Town about their captured friends.
Rescue the Big Town captives from the Super Mutants.
Clear path OR sneak between Big Town and Germantown Police HQ
Germantown Police HQ: Unlock side entrance OR enter rear entrance
TOUR
Locate the Basement Kitchen
MISC. QUESTS
Escort Shorty safely back to
Big Town.
Red survives Red and Shorty survive Neither Red nor Shorty survive
MAIN QUEST
Speak to Red for your reward Speak to Pappy for your reward
(Pappy)
Color code: Objective Action Rewards
FACTIONS & BESTIARY
Tip
Try starting this quest either after exploring and locating Big Town
(if Sticky is unimportant), or during Main Quest: Picking Up
the Trail, which places you in Little Lamplight on other matters.
TRAINING
HORROR AT HALLOWED
Caution
Watch out! This place is crawling with Super Mutants, and Frag Mines
MOORS CEMETERY are placed for maximum damage. Save your game often, and keep
your eyes open for these types of trap! Remember you can employ
You can maneuver through these areas using your Sneak Sneak throughout this building!
ability, your weapons fire, or a combination of both.
You can follow the main “spine” corridor to the door leading
Leave Big Town via the rope bridge, and head north. The ominous to the stairs heading down (see the map on page 345 for
Hallowed Moors Cemetery church’s tumbledown steeple provides a the layout), or you can search the top floor of this place.
landmark. Head here, or around to the east, if you want to avoid the Remember that a good Sneak skill allows you to navigate
Super Mutants and a Centaur prowling the vicinity. Or engage them around enemies instead of attacking them.
and use the rocky outcrops as cover.
Enter the remains of the chapel and expect at least two Super The room directly to your right (south) has a terminal you
Mutants (one usually carrying a Minigun) . Use the walls for cover. Then can hack into using your Science skill.
check the building for Ammunition and First Aid Boxes. There’s also a
Wasteland Captive tied up at the rear (northeast) of the chapel. Untie or Move to the middle of the floor, and check the door to your right. There’s
leave her; numerous other Captives (all are unrelated to this quest) all nothing of real value here, so use this room if you’re employing Sneak,
over the Wasteland are being held by these abominations. and exit out to a side corridor. Immediately, there’s a door in the eastern
APPENDICES
wall. Enter this wrecked office, turn south, and deactivate the Frag Mine When you’re done in the dispatch room, head out of the other doorway
on the ground by the terminal and safe. If the Frag Mine explodes, into the debriefing room. This contains a copy of Lying: Congressional
Super Mutants are attracted to your location. Expect an attack from the Style on the podium. Grab it and exit to the main corridor. If you turn
open doorway to the north. north, you can reach another staircase leading to the basement but you
should scour the other rooms on this floor first.
MOTHERSHIP ZETA
Inspect this room closely. On the desk with the terminal
is a handy item: a Holotape with the Password for Lying: Congressional Style
Lockdown Computer on it. If you want to open the +1 Speech Skill (when read).
safe, use either Science to hack into the terminal, or
Move to the south end of this floor, and inspect a couple of bathrooms,
Lockpicking to open the safe directly.
a larger foyer with a single table, and four crumbling columns. Deal
with the Radroaches and head west, crossing the main corridor and into
Grab everything. Now move to the exit doorway, or optionally inspect
POINT LOOKOUT
the armory.
the rooms to the north side of this building.
Password for This room has one working terminal, and a locked
Safe Items Lockdown Computer door behind the desk. First, deactivate the Frag
Mine on the floor, and choose either of your skills
(Lockpicking the door is less difficult, but both that
PATH B: ROOMS TO THE NORTH
BROKEN STEEL
and Science require high skill points) to unlock the
In the north rooms on door to the weapons closet. The closet is well worth
this floor, expect at ransacking. Inside you’ll find the following:
least one Super Mutant
confrontation. Step Silenced 10mm
.32 Pistol
through the doorway Pistol
THE PITT
and rummage around.
Watch out for a Frag Combat Shotgun Frag Grenades
Mine at the eastern
desk cubicle, along
OPERATION: ANCHORAGE
If you’re not using V.A.T.S., attack when they reload, or with some minor
run around and strike from behind. Laser Rifle Ammunition Box
Ammo, and a First Aid
Box on the northern wall. Then return to the main west-to-east corridor.
Continue down it to a room with some green leather chairs, and a
Frag Mine trap. Deactivate it, and grab the First Aid Box from the table. First Aid Health
Now return to the corridor, head east, and make a left (north) turn. This
last chamber has an Ammo Box, a First Aid Box, an Assault Rifle, a
Sledgehammer, and a full Gore Bag. Collect what you need, then head
for the door to the ground floor. NO ONE COMES BACK FROM
TOUR
First Aid Box (3) Sledgehammer THE KITCHEN
The only other rooms
MISC. QUESTS
you haven’t visited on
Assault Rifle and the ground floor are
Ammo Box the holding cells. Here
you find Red, dressed
in red of course. The
GROUND FLOOR: SUPER
MAIN QUEST
cell door is locked. You
can try an extremely
MUTANT SLAUGHTERHOUSE difficult Lockpick, or
Red has been living in the worst sanitary conditions move to the adjacent
Be careful descending the steps; if you set off the Frag Mine two Super ever seen…until you meet Shorty. terminal, and release
Mutants come gunning for you. A third patrols this area, too. You can
GEAR
You can hack into three working terminals here with chat civil, and she tells you Shorty, was recently dragged
Science skill. Read notes on past 911 calls. Remember: down to the kitchen. Offer to find him if you want (or, if Shorty
“That’s how you get to llama school!” doesn’t concern you, skip to “Better Red Than Dead”). It is safest for
Red to remain in the cell. Tell her to wait, then enter the main corridor.
FACTIONS & BESTIARY
Travel east, then north to the stairs, and descend to the Door to Police
NEW OBJECTIVE
Beware! There’s a Frag Mine in the middle of this room, and each “Escort Red safely back to Big Town” begins.
terminal has the option to activate the station alarm. Either alerts
all the Super Mutants, so employ these “mistakes” only if you want NEW OBJECTIVE [OPTIONAL]
a vicious shoot-out instead of a sneaky exploration. “Rescue Shorty” begins.
TRAINING
Once you’re in the basement, you can add to your inventory by step- Refuse any Caps reward, and end the quest.
ping eastward through the first doorway, into a horrific gun range.
Concentrate on the First Aid Box, Ammo Box, and Gun Cabinets.
» Take 300 Caps from Red for rescuing her.
Chinese Pistol » Take 200 Caps from another Big Town inhabitant if Red died
First Aid Box
and Ammo (regardless if Shorty is alive or not).
» Sticky is a liability; there’s no additional reward for bringing him to
Ammunition Box Big Town.
If you’re determined to keep Red and Shorty alive, save your progress 300 XP
now, because this could take a couple of tries! However, all is not lost if
either Shorty or Red die; they aren’t critical to your quest completion.
† Sticky and Shorty do not need to survive for this reward, but Red does.
APPENDICES
You can ignore the townsfolk, end the conversation, and leave before
trouble arrives. When you next visit Big Town, everyone is dead. Use Melee Weapons, and the townsfolk swarm the
attackers to batter them.
MOTHERSHIP ZETA
simply deal with the attack by yourself.
The moment you can leave the townspeople to their training, move and
With a proficient Explosives skill, you show them how to prep the bridge area (the only place where the four incoming Super
plant mines. Mutants are attacking from), and wait for them to arrive. As mentioned
previously, lay mines to slow down the initial charge, lob Frag Grenades
to wound them before they reach the end of the bridge, and then fire
If you can Sneak, you can turn this into a ghost town,
POINT LOOKOUT
away. Or, you could simply fire a Mini-Nuke from your Fat Man before
fooling the Super Mutants into leaving.
they get close!
BROKEN STEEL
Big Town on page 351 for details.
THE PITT
OPERATION: ANCHORAGE
QUEST FLOWCHART
TOUR
Karma Influence Positive and/or Negative Positive and/or Negative None None
MISC. QUESTS
Read up on the AntAgonizer at
Hubris Comics Publishing
[Optional] Ask Derek for infor-
mation about the Mechanist
and AntAgonizer.
MAIN QUEST
Locate the Basement Kitchen
Find the AntAgonizer and Find the Mechanist and stop him.
stop her.
Investigate the Canterbury Tunnels Investigate the Forge (Barry’s
Electronics Store)
GEAR
Derek: Inquire about the Mechanist, and he tells you he’s got a Forge
COMMOTION IN THE COMMONS in the robot shop on the hill to the south of the town. It appears on your map.
When exploring the eastern Wastelands north of the Corvega Factory,
and east of Wheaton Armory, enter what’s left of the road to Canterbury If you have the Child at Heart perk, you can acquire an
Commons. If you spot one of the traveling merchants, they complain additional bit of information: that “Scott” the Mechanist
about the two costumed super-heroes disrupting business. Sure enough, used to look out for Derek. This may come in handy later.
they’re fighting in the main street. One of them has a Protectron robot,
while the other has Giant Ants scurrying about her. Let them fight it out
until they flee, and deal with any Ants that remain. Note
Your next steps are to challenge either the AntAgonizer, or the
Tip Mechanist, after finding them in their lairs. You can approach the
remainder of this quest in any order you like, although some minor
Call yourself a comic book fan? Then head on over to Hubris Comics outcomes are affected.
Store and read up on your female adversary in a Letter to the Editor
at the terminal there. It could come in handy later into this quest…
APPENDICES
Wind along the tunnel until you reach the U-shaped junction. Both Try to argue her point without the benefit of knowledge, which only
passages reconnect after you pass the lanterns, and the trail continues leads to the Antagonizing the AntAgonizer response.
to a door. Enter it, appearing near the inner lair where the AntAgonizer
herself resides. There’s a small wooden platform with shelves and If you have enough Speech skill, and you’ve talked with
chairs, but the AntAgonizer herself is flanked by two white sewer Joe Porter, you use her real name in a response. If you’re
MOTHERSHIP ZETA
basins in an adjacent area. You can now choose an option during “An successful, she realizes what suffering she’s caused, agrees
Audience with the AntAgonizer.” to leave, and gives you her suit and helmet.
If you’ve visited the Hubris Comics Store and read the Letter to the
Editor (see page 450), you also know the AntAgonizer’s true identity.
If you want an Ant adversary to go crazy and attack others, shoot Her responses are the same; she stops her super-villain antics.
it in the antenna (ideally in V.A.T.S.). Do this only if other enemies As long as you don’t then kill her, she leaves her lair, and wanders
POINT LOOKOUT
are present; otherwise it still attacks you! the Wastes. You may even see her much later into your wanderings, by
chance. If you do decide to kill her now, no Ants join the fight, but you
lose Karma.
ANTAGONIZER: ENGAGE! (FASTER
The AntAgonizer’s The AntAgonizer’s
THAN A SPEEDING BULLET) Costume Helmet
BROKEN STEEL
Note
This is only available if you haven’t already conversed with the
Mechanist.
Climb to this Sewer Grate
THE PITT
to survey the scenery, and
for a quicker route into the The “Dynamic Duo” Response: Tell her you’re here to help
AntAgonizer’s Lair. her rid the world of the Mechanist. You have one more chance
to stop the conversation (if you want to side with the Mechanist, or visit
OPERATION: ANCHORAGE
The entire hillside has been washed away, leaving only this rocky him, or stall this quest). Or, agree again: The Mechanist chooses this
outcrop. Clamber up the trail of jutting rocks to the top, and spy the moment to raid the lair! Follow and (if you aren’t doing any shooting)
rusting Sewer Grate. The following options are available: see the AntAgonizer finish off the Mechanist! You find the following on
the corpse.
If you have a reasonable Lockpick skill, attempt to pick the
lock. The Mechanist’s
Laser Pistol
Helmet
If you fail to pick the lock, or don’t have a high enough skill, employ
The Mechanist’s
TOUR
the tactics from “Slower than a Speeding Bullet” and head down to
Costume
enter the metal door.
Once down the ladder from the Sewer Grate, pass the After the combat, talk to the AntAgonizer again, and she requests
AntAgonizer’s bed, and head roughly south, and pivot around the
MISC. QUESTS
the Mechanist’s suit for a memento. Hand it to her; if you’re sim-
basin to your left to reach her throne. pering rather than threatening, she gives you a special melee weapon:
the Ant’s Sting! Then, she leaves. If you’re more forceful, she agrees
to leave anyway, but without giving you her prize. Of course, you can
AN AUDIENCE WITH murder her in cold blood afterward, but you won’t get that blade!
THE ANTAGONIZER
MAIN QUEST
Ant’s Sting
depending on whether you’ve already dealt with the Mechanist or warnings, and then start a fight, fending off her close-range attacks by
not. These specific tactics are noted. backing off. Optionally shoot the antennae of the Giant Soldier Ants
attacking you, and they turn on each other. After she drops, you can loot
the corpse, and return to Canterbury Commons.
CENSUS
Approach the rickety throne, where the AntAgonizer is sitting. Respond Note
to her with one of the following:
This is available only if you have already conversed with the
The “Secret Identity” Response: Tell her that her days of
Mechanist, ideally looting his corpse and keeping his outfit.
terrorizing the town are over. You have three possible plans:
TRAINING
The “Costume Change” Response: If you have the Mechanist’s When the coast is clear, stay on the upper gantry, and locate the
suit, the AntAgonizer demands you hand over his costume as proof that Repair Sector Terminal. There’s a message there about a malfunctioning
her opponent is dead. The following options now become available: main platform. Now inspect the two rows of pods, one on each side of
You can agree, receive the Ant’s Sting, and let her be on her way. the chamber. Activate an open pod, and you simply get a small electrical
You can refuse, and she angrily summons her Ants to begin combat. crackle. Activate the switch to the left of the pod, and it opens up. Most
of the pods have broken or missing Protectrons, but a couple have fully
functional models.
You can succeed in a Speech, and negotiate her leaving
while keeping the suit. You can throw a Pulse Grenade at them, but a more amusing plan
is to leave them to activate their program, watch them a moment. They
pose no threat, but it’s best to destroy and search them. Now move to
NEW OBJECTIVE the Control Room. Move to the wall terminal, and try the following:
“Report back to town for your reward” begins.
With a reasonable Science skill, you can enter a password-
Now return to Canterbury Commons.Check the guide map for the route protected menu. You can shut down the Security in Sector
in reverse. B (the turrets in the Pod Bay). This is good if you entered
the Pulse Chamber first, or fled to the Control Room without
defeating the turrets.
FINGER ON THE PULSE GRENADES
If you’re heading for the Mechanist’s hideout (either before or after
searching for the AntAgonizer) you may find the parking lot near the Tip
Robot Repair Center to be filled with foes. Detonate a car or two to help
Are you trying to hack into a password-protected terminal? Then
in the fight, but watch for the Radiation. The building itself is on a rocky
save your game first, so that you can reload if you didn’t choose
ridge above Canterbury Commons, and features only one entrance;
the correct password. You can also back out of a terminal before
face south to spot it.
using your last hack attempt and click it again to retry the hack
Spin and face west when you enter the Robot Repair Center, as
from scratch.
there’s a malfunctioning Protectron in the offices to your left. Bring it
down. Now that the coast is clear, check every desk and office cabinet Look west and locate
in this room; but pay special attention to the two desks in the southwest the two doors, both
corner: leading to differ-
One has an active RobCo Industries Desk Terminal. Read the Note ent metal gantries
from Frank: It’s a letter to Bob, telling him how Frank and Snake smug- overlooking the Pulse
gled in some Pulse Grenades to help with some wayward turrets. The Chamber. If you took
Key is stuck to the back of this terminal. Grab it! the right door, leading
to the stairs, run down
Frank’s Key to the ground level,
and lob in a Pulse Deal with a Robobrain by shorting its circuits. Or, find
Grenade to deal with a way to defeat every robot in the building with a
An Ammo Box under the corner desk contains six Pulse the Robobrain. As for single pulse charge!
Grenades, perfect for instantly defeating any robots you’ll the two Mk II Turrets,
meet! Either use the Key, or try Lockpicking. Take all either shoot them, backtrack and take the other door back in the Control
six Grenades; they don’t weigh you down that much. Room, or run through the door directly below the two turrets, into a small
Optionally now check the two doors north of here; one Workshop.
leads to a bathroom, while the other is locked. If your
Lockpick skill is high enough, try jimmying it open, and With a reasonable Science skill, you can enter a password-
step into the Pulse Chamber (AKA Sector A); watch for protected menu, read the management message, and shut
turrets as you enter! down the turrets in Section A (above you).
While you’re in this room, open the First Aid Box on the wall, and
Pulse Grenades (6)
grab the health supplies inside. Check this entire chamber for supplies.
There’s junk you can use to build weaponry, and Energy Weapon
Ammunition, Protectrons, a Skill Book, and three Ammunition Boxes.
RAMPAGE THROUGH THE Now head back up to the middle Control Room, take the other exit
door, and wander to the door on the south wall leading to the Forge.
ROBOT REPAIR CENTER
Valuable Junk Stimpaks and Chems
You now have two ways to enter the Pod Bay (AKA Sector B) and Pulse
Chamber (AKA Sector A) of the Robot Repair Facility, and a third eleva-
tor door that’s locked. This accesses the Forge directly. The unlocked Nikola Tesla and You
Ammunition Box +1 Energy Weapons
method is detailed now; the locked door to the Pulse Chamber was
(when read).
mentioned previously. Move to the cargo door and step through it when
it opens. You enter a dark Pod Bay; quickly climb the stairs, and lob
a Pulse Grenade at the robots. Destroy the Mk II Turrets or you can
run west, up to the control room door for a more Science-based turret
takedown.
APPENDICES
Approach the
A FINGER FIRMLY ON THE PULSE Mechanist, who’s at
his work bench.
A more stealthy way to deliver a crippling blow to the Mechanist’s Respond with any of
metal friends is to quietly unlock the door in the front office, and (option- the following:
MOTHERSHIP ZETA
ally) use Sneak to creep up the stairs to the middle Control Room. Then
move along the upper gantry (you may have been tagged by the turrets
by this time), and enter the small manager’s office, near the Forge door.
There’s ammo in the filing cabinets and desk, but the real prize is in the
small safe. Settling down Scott: He’s much harder to convince
than his nemesis, but it’s still possible for him to
With a reasonable Lockpick skill, fiddle with the mecha- reveal all.
POINT LOOKOUT
nism, and take some Caps, other items, and (importantly),
the Sector A Encryption Key. The “Unmasked Alter Ego” Response: Tell him that you’re
here to talk and find a peaceful outcome. After he spouts on try
the following:
With a reasonable Science skill, you can access the pass-
word protected wall terminal to the right of it, shutting down If you have the Speech skill, try and convince him that
BROKEN STEEL
the turrets, reading the management note, but also charging his clashes with the AntAgonizer caused more trouble for
a massive pulse storm! You automatically use the Encryption Canterbury Commons.
Key to enter the code; the one already in the terminal’s system
is incorrect. After a few moments, a massive burst of electri-
cal energy surges through the building! All robots in the Pulse If you have the Child at Heart perk, you can play on his
Chamber are toasted (but not the ones in the Pod Bay)! Now idealism, and he agrees to give up his harmful ways.
THE PITT
you can visit the Forge.
Use this knowledge now, and he takes off his costume, leaves his base,
and wanders the Wastes. You may even see him later in your wander-
Sector A Encryption Key ings. You can murder Scott “Bean” Woliniski (the alter ego) now, but you
OPERATION: ANCHORAGE
lose Karma.
TOUR
AntAgonizer.
You can do this without investigating either Sector A or B at
all. Succeed, and you step through into a rusting entrance
chamber; rummage for some minor ammo additions. Then The “Mechano-Lad Is Born” Response: Tell him you’re
MISC. QUESTS
head down the L-shaped corridor, and into the Mechanist’s here to rid the world of the AntAgonizer. You have one
hiding spot. additional chance to stop the conversation (if you want to side with
the AntAgonizer, visit her, or stall this quest). Or, agree again, and
you’re christened “Mechano-Lad”! Just then, the AntAgonizer raids
PLAN B: BREWING COFFEE IN THE BACK OFFICE the base; follow the Mechanist, and make sure you bear the brunt of
This assumes you maneuvered through most of the Robot Repair Center. a Giant Worker Ant’s attacks. Open the elevator doors, and defend
MAIN QUEST
Without Lockpick skills, or if you fail Plan A, move to the Forge Door, the Mechanist from a quartet of Worker and Soldier Ants, plus the
and open it. This leads to the back office. Activate the Coffee Brewer, AntAgonizer’s nasty Ripper attacks.
and the red corrugated wall slides back, revealing a set of cogs and
gears. Activate the Door Gear, and the cogs spin back, revealing an AntAgonizer The AntAgonizer’s
Lair Key Costume
additional four security measures that all rotate open. This small secret
GEAR
Note
Note The AntAgonizer’s Lair Key allows you to unlock the Sewer Grate;
FACTIONS & BESTIARY
When viewing the Mechanist, the following plans differ depending the quick and top entrance to her lair.
on whether you’ve checked out or fought with the AntAgonizer.
These specific tactics are noted. After the combat, speak with the Mechanist again, and he orders
you to give him the AntAgonizer’s outfit. Give it to him. By staying
on friendly terms, you’re then rewarded with a special laser weapon: the
Protectron’s Gaze! He then departs. If you’re more threatening, he agrees
to leave regardless, but without giving you the gun. If you try cold-blooded
TRAINING
murder now, you’re left with two superhero outfits, but no gun!
APPENDICES
The Wasteland Survival Guide
MOTHERSHIP ZETA
QUEST FLOWCHART
POINT LOOKOUT
Arlington Public Library
Adv. Items/Abilities Strength, Perception, Endurance, Charisma, Intelligence, Agility, Explosives, Lockpick, Medicine, Science, Sneak, Speech
Speech, Robotics Expert
Possible enemies Raider, Protectron, Radroach, Mole Rat, Mirelurk Genus None
Karma Influence Negative Negative Negative
Locate Moira Brown’s Craterside Supply Store, and speak to her. Begin work on the Wasteland Survival Guide.
BROKEN STEEL
Armored Vault 101 Jumpsuit
THE PITT
Food [Optional] Find medicine in the Super-Duper Mart.
Open Pharmacy Door by Open Pharmacy Door by
hacking or lockpicking using the Key
CHAPTER 1.1
OPERATION: ANCHORAGE
Pharmacy Supplies, Health and Chems
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
TOUR
Iguana Bits
MISC. QUESTS
Contract radiation sickness (200 rads).
MAIN QUEST
Locate a radiation source
CHAPTER 1.2
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
FACTIONS & BESTIARY
Frag Mine
CHAPTER 1.3
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
Frag Grenades
Repellent Stick
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
Mirelurk Observer
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
Stealth Boys
APPENDICES
From previous page From previous page
Mirelurk Observer
MOTHERSHIP ZETA
Medicine: Explain health Inflict 50% damage to
loss and crippling yourself
injuries to Moira
POINT LOOKOUT
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
BROKEN STEEL
Tough, or Sly) Tough, or Sly)
Med-X
THE PITT
Learn the history of Rivet City.
Mirelurk Observer
OPERATION: ANCHORAGE
Speak to Vera Weatherly Speak to Bannon
(Hotel) (Market)
TOUR
CHAPTER 3.1
Speak to Pinkerton
MISC. QUESTS
his Terminal
Return to Moira.
MAIN QUEST
the book and become a trader
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
Mentats
GEAR
to Moira
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
Pulse Grenades
Return to Moira.
Give Moira an Answer (Lie, Standard, Snide, Smart, Give Moira an Answer (Standard, Snide, Smart,
Tough, or Sly) Tough, or Sly)
Loads of Caps
Poor Quality Guide Medium Quality Guide Excellent Quality Guide Dreamcrusher Perk
(0-5 Bonus Objectives) (5-8 Bonus Objectives) (9+ Bonus Objectives)
Junior Survior Perk Survival Expert Perk Survivor Guru Perk
Locate the red-haired woman with the RobCo Jumpsuit inside Craterside
VISITING MISS BROWN, IN TOWN Supply, this is Moira Brown. She’s heard you’re from the Vault, and she’s
very interested in using your story as a foreword for her book all about
Your quest starts in Megaton. the Wasteland. Do you have a comment? Answer in the affirmative (or
When you’re ready to don’t, and stop the quest), then choose your favored response about your
start this long quest, time in Vault 101. The truth is optional. Whatever your response, you’re
follow the signposts. awarded an Armored Vault 101 Jumpsuit from Moira, for your troubles.
You can see the letters
“SUPPLY” protruding Armored Vault 101 Jumpsuit
from a rusting airplane
cockpit; underneath
Moira asks if you’d be interested in helping her write a Wasteland
that the words “The
Survival Guide. Answer in the affirmative, and the quest begins. You’re
Craterside Supply” is
going to test her theories. To begin she wants to write about where it’s
scratched above the Initially bewildering, the route to Craterside Supply is safe and unsafe to find food, the dangers of radiation, and using land-
door. Make sure you right at the grazing Brahmin, and up, over the Clinic.
mines. Refuse, and the quest remains in stasis until you choose an area
visit between 8 a.m.
you want to help her with.
and 8 p.m., or the place will be closed.
You now have a series of objectives to undertake. Each has an
optional bonus objective to complete, too. You are able to give Moira
APPENDICES
however, is the contents of the Food Storage refrigerator. There’s a
[7+] A “smart” response: Highbrow second fridge sitting in one of the waist-high freezers in the wide aisle at
and detailed. the back of the Mart. Open it up, and grab the Blamo Mac and Cheese,
Noodles, and Salisbury Steaks. You can now return to Moira with it.
[7+] A “tough” response: Physical and blunt.
MOTHERSHIP ZETA
Bottlecap Mine Laser Pistols
[7+] A “sly” response: Charming and
manipulative.
Energy Ammunition Food
The types of answers you choose influence the specific bonuses
of your final reward (the Survival perk). Check page 228 for all NEW OBJECTIVE
POINT LOOKOUT
the information. “Return to Moira” begins.
BROKEN STEEL
any order. However, all three entries (1.1, 1.2, and 1.3) must be a small rear corridor to the pharmacy entrance. Several Raiders are in
finished before you can begin the next chapter, and so on. Each your way, blast them all.
“entry” has a regular and optional aspect to it. The “optional”
There are a lot of Ammo Boxes to raid and dropped weapons to
aspect is harder to achieve and isn’t necessary, but it adds to the
snag. Now you need to break into the Pharmacy storeroom, which is
quality of the final guide. locked. Three possible options are available:
THE PITT
Use your Science skill to hack into the terminal
CHAPTER 1.1: SUPER-DUPER next to the door and unlock the door from the list of
OPERATION: ANCHORAGE
Or, if you have a slightly higher Lockpick skill, you can
MEETING THE BASIC REQUIREMENTS
break a few Bobby Pins and open up the door via the lock
Choose the location itself.
of safe and unsafe
foodstuffs, and you’re Or, locate the Super-Duper Pharmacy Key in one of the three metal
given a Pip-Boy map boxes in the center western alcove. The box is on the counter next to the
location for the Super- table with the Bottlecap Mine.
Duper Mart. Tool up
TOUR
with armor weaponry,
and leave Megaton, Super-Duper Pharmacy Key
traveling roughly
east. The remains There’s Super-Duper devastation, roving Raiders, and a
MISC. QUESTS
Once inside the Pharmacy storeroom, begin a slow, methodical
of the Washington severe food shortage to contend with here. ransack of the containers. Among the debris are some extremely useful
Monument make a and important items; on the back desk is a Mini-Nuke, Frag Grenades,
good landmark to follow. After you pass the water tower, the Super-Duper and a load of Ammo Boxes. On the wall is what you came for:
Mart is just ahead and below you. Pharmacy Supplies inside the First Aid Box. Empty this, which completes
NEW OBJECTIVE
the objective. Then check the northern wall; amid the Chems and Blood
MAIN QUEST
Packs are crates with three full bottles of Nuka-Cola Quantum! Grab (but
“Find food in the Super-Duper Mart” begins.
don’t drink) them; there are a limited number in the entire Wasteland.
NEW OBJECTIVE [OPTIONAL]
Pharmacy Supplies
“Find medicine in the Super-Duper Mart” begins. Mini-Nuke Health and Chems
GEAR
Defeat a few Raiders who are roaming the forecourt and parking lot in
front of the entrance (though there is a chance it’ll be another encoun- Chems and
Frag Grenades
ter). Check the Nuka-Cola machine, and enter the northern doors, Bloodpacks
which are closer to your food.
CENSUS
If you’re low on ammo, or want to employ stealth, use Sneak Nuka-Cola Quantum bottles are vital to Miscellaneous Quest:
FACTIONS & BESTIARY
(and optionally, a Stealth Boy or two) to enter and exit this place The Nuka-Cola Challenge. Do not consume them!
without being spotted. Hack into the terminal by the locked RobCo Pod. You can choose
to start a Maintenance Program. Moments later, the pod opens, and
Enter the Super-Duper Mart, moving from the entrance area into the a Protectron trudges out. It slowly wanders out onto the storeroom
huge Mart floor itself. Make a swift right turn (this can be done without floor, where it gets easily overwhelmed and destroyed by any
attracting the attention of the Raiders inside). Leap over the desk near remaining Raiders! You can fight with the Protectron, shoot it, or flee
the intercom, and quickly rummage through a bunch of Energy Cell while the Raiders are preoccupied. Once outside, you can instantly
TRAINING
ammo, a Bottlecap Mine, and some Laser Pistols. Your real prize Fast Travel back to Megaton, and meet back with Moira.
MEETING WITH MOIRA Or, you can agree to test Moira’s theories out in the field. She only
needs you to irradiate yourself with a radiation rating of 200 rads.
Return to Moira, and speak to her specifically about your recently com-
However, if you’re willing to really get sick, she’d love a specimen to
pleted task. The following dialog options are open to you:
observe with 600 rads of poisoning, or more!
You can wait 24 game hours from the moment you received the
objective, return to Moira, and lie to her about what you found. NEW OBJECTIVE
Or, you can choose to answer in the following manner: “Contract radiation sickness (200 rads)” begins.
NEW OBJECTIVE [OPTIONAL]
Standard: Tell her you found the Raiders and robot, and the Mart is
“Contract more severe radiation sickness (600 rads)” begins.
no place to scavenge.
Snide: Or, you can give her a rather sarcastic remark about the party Although you’re putting yourself at extreme risk, this is easy to accom-
atmosphere down at the Mart. plish. In the middle of Megaton is a half-submerged A-bomb in a crater.
Or, you can give an Attribute-based reponse. Three are available if you Standing in the sewage in the crater gives you a light bathing of radia-
completed just the basic objective, and three if you completed the bonus tion. Stand here, and expect a +2 Rad/Sec affliction. So to claim the
objective. basic rewards, just stand in the water for 200 or 600 seconds. That’s
3:34, or 10:00 minutes of real time waiting. You can drink the bomb
[7+] Smart (Basic Objective) [7+] Sly (Basic water to speed up this process.
[7+] Smart (Bonus Objective) Objective) NEW OBJECTIVE
“Return to Moira” begins.
[7+] Sly (Bonus
[7+] Tough (Basic Objective)
Objective)
Caution
[7+] Tough (Bonus Objective) Naturally, you can also traverse the landscape and gradually increase
your radiation level, but you may be far from Moira when you receive
Critical Rad Poisoning. It also takes longer than 10 real-time minutes
Whatever your answer, Moira is most thankful for your help, and gives
you some Iguana Bits. If you completed the optional objective, you receive
to reach another radiation hot-spot, wade around, and return. Make
a Food Sanitizer. When you’re ready to complete the next part of Chapter sure you still have radiation poisoning when you return to Moira.
1, agree to it with Moira.
MEETING BACK WITH MOIRA
At this point, you can also (via Speech persuasion) When you’ve reached “Advanced Rad Poisoning” (one segment
convince Moira that she’s wasting her time writing this beyond the second stage in your rad poisoning meter), you’ve
book, and she should simply become a trader instead. completed the basic objective.
The quest ends if you’re successful.
When you’ve reached “Critical Rad Poisoning” (at three stages in
your rad poisoning meter), you’ve completed the optional objective.
Return to Moira. Moira is giddy with the results you’re giving her.
Iguana Bits
(amount depends on your level at the time of completion)
Give a Standard, Snide, or Attribute-based response:
APPENDICES
CHAPTER 1.3: MINE, ALL MINE You can wait 24 game hours from the moment you
received the objective, return to Moira, and lie to her
about what you found.
MEETING BOTH REQUIREMENTS
Standard: Tell her the truth, there’s a crazy sniper at this death trap.
MOTHERSHIP ZETA
Moira knows that landmines are a danger she can benefit from
Snide: A smart mouth may be hilarious to you.
researching. Disarming mines, then selling them, can really bring in the
Or, you can give an Attribute-based response:
Caps. Moira’s heard about a ghost town called Minefield because of
the large number of unexploded mines lying around. You must investi-
gate the area, locating the playground in the middle, and come home [7+] Smart (Basic Objective)
with a mine, if you can deactivate one without dying.
NEW OBJECTIVE
POINT LOOKOUT
[7+] Smart (Bonus Objective)
“Travel to the playground in Minefield” begins.
NEW OBJECTIVE [OPTIONAL] [7+] Tough: (Basic Objective)
“Bring a landmine to Moira” begins. [7+] Tough: (Bonus Objective)
Minefield is a long
[7+] Sly: (Basic Objective)
trek across the
BROKEN STEEL
[7+] Sly: (Bonus Objective)
Wasteland traveling
in a roughly northerly
direction. Although it You’re given some Frag Grenades, and if you finished the optional objective,
is tempting to head Moira reveals Schematics for the Bottlecap Mine. She hands you some
straight up the main Stimpaks to patch yourself up with, and you can start Chapter 2.
THE PITT
road of Minefield,
Frag Grenades
try sidestepping left (amount depends on your level at the time of completion)
Use a mixture of darting from cover to cover, a Stealth Boy, (west), to a road on
or simple running and retreating to avoid the sniper fire. slightly higher ground Schematic: Bottlecap Mine
that runs parallel, and
OPERATION: ANCHORAGE
At a Work Bench, combine Lunch Box, Cherry Bomb,
finally bends around to meet the lower street. There are fewer hazards Sensor Module, and 10 Bottle Caps.
up here.
Stimpaks
Look on the road for a circular Frag Mine, and quickly (amount depends on your level at the time of completion)
stoop and deactivate it when you hear it ticking. The
greater your Explosives skill, the longer you have to
deactivate each mine before it explodes. Only one mine CHAPTER 2.1: WHACK-A-MOLE RAT
needs to be deactivated and picked up.
MEETING THE BASIC REQUIREMENT
TOUR
Or, if Minefield is just too far away, simply return to Moira with a The second chapter
mine; you could have picked it up anywhere, or even bought it! of Moira’s guide is
Continue along the upper road, moving quickly down and onto the mostly about mutated
MISC. QUESTS
playground, until your objective updates as you near the swings. Shrug creatures and how they
off any sniper fire from the lone gunman atop the ruined concrete struc- live. The first involves
ture to the northeast. Then go back the way you came, and Fast Travel the Mole Rat. Moira
back to Moira, once you’ve reached a safe spot, away from Arkansas’s has crafted a chemical
sniper fire. Repellent Stick. She
MAIN QUEST
needs to field test it on
Take one branch with green goo at one end, and connect it
three Mole Rats. For
Frag Mine with Mole Rat heads. The results are…unexpected.
the optional objective,
Moira suggests you travel downtown, to the Tepid Sewers.
NEW OBJECTIVE
“Return to Moira” begins.
GEAR
Repellent Stick
NEW OBJECTIVE
CENSUS
Tip Tip
Employ your Pip-Boy’s Hot Key function, so that you can quickly switch It might be wise to explore the Anchorage War Memorial first, to
between the Repellent Stick (for Mole Rat combat) and your preferred get the lay of the land. You can whittle down the Mirelurks without
weapon (for attacking anything else). killing all of them, and chart a path to the spawning pods. Also
make sure you have at least three Stealth Boys before you agree
to this objective.
Once inside the Tepid Sewers, engage any Mole Rats you can. Raiders
are also here, massacring your test subjects. Search the tunnels, taking
MEETING BOTH REQUIREMENTS
each opportunity to strike a Mole Rat, while using other means to
tackle the Raiders. When 10 Mole Rats have exploded, you can return Talk to Moira about her next harebrained scheme. She needs you to
to Moira. Sneak into the Mirelurk lair at the Anchorage War Memorial and plant
But a better plan is to leave Megaton, and journey southwest, using an Observer in one of their spawning pods. She also hopes you can
the Tenpenny Tower skyscraper as a landmark. The RobCo factory is leave all Mirelurks alone. The Anchorage War Memorial is near the
adjacent to the tower. Enter RobCo, which is filled with Radroaches Potomac River. Trudge there, or Fast Travel to an adjacent area, such as
and Mole Rats. The stick for Mole Rats and another weapon for Dukov’s Place or one of the Georgetown Stations.
Radroaches. This is a better plan because you need to return to this
facility later in the quest (chapter 3.2), and finding it now is a better use Observer
of your time and resources.
NEW OBJECTIVE
MEETING BACK WITH MOIRA “Place the observer in a spawning pod in the Anchorage War Memorial” begins.
Head back to Craterside Supply, and speak to Moira about her decapi-
NEW OBJECTIVE [OPTIONAL]
tation stick. The following dialog options can be chosen:
“Do not kill any Mirelurks in the Anchorage War Memorial” begins.
You can wait 24 game hours from the moment you received the
objective, return to Moira, and lie to her about what you found.
Use Sneak throughout this objective, if you want to remain
in one piece, with the Mirelurks none the wiser.
Standard: Tell Moira the truth, that her weapon is less of a repellent,
and more of a “Massacre Stick.”
Use the entrance on the side, rather than the tunnel entrance, because
Snide: Or, you be slightly less understanding about her aversion to
it is easier to complete the objectives from this direction. Stay straight,
harming the creatures, which she doesn’t take kindly to.
ignoring the corridor to your left (west). Continue down and left to the
door with the red lights at the base. Before you open this door, Sneak,
[7+] Smart (Basic Objective)
use a Stealth Boy, and keep your Pip-Boy’s Flashlight off and your gun
[7+] Smart (Bonus Objective) out (so you can see whether you’re still cloaked or not). Enter a hub
room, with doors and stairs, and a prowling Mirelurk (or Hunter if
[7+] Tough (Basic Objective) you’re at a higher level). Sneak around the Mirelurk without alerting it,
heading east to the Door to Anchorage Memorial Facility Bay.
Once you’re through to the Facility Bay, make a clockwise circle
[7+] Tough (Bonus Objective) around the outside of the chamber, which is open to the spawning pools
below. Continue around the perimeter until you’re heading south, and
[7+] Sly (Basic Objective) creep down the stairs in the floor. Turn right immediately, as you’re at
the flooded area. To the north stands a Mirelurk (or Hunter), although he
[7+] Sly (Bonus Objective)
may be waddling around. Ensure that your Stealth Boy is on, then move
When you’ve answered the questions, Moira tells you to hold onto toward the gantry bridge, turn and head west, and look for an opening
the Repellent Stick (if you complete the optional objective), and (if you in the railings to your right.
tested the stick on 10 Mole Rats) she also gives you the leftover Chems Land in the water, and
used to make the repellent. You can progress to either of the next two wade to a Mirelurk
parts of the chapter. Egg Clutch. You’re
prompted to hide the
Repellent Stick Observerl. Do so, and
One hit, instant kill to Mole Rats. then retreat out. Use
the metal steps in front
Jet of you, then turn and
(amount depends on your level at the time of completion) head east, while still
You’re looking for a Mirelurk Egg Clutch like this one to Sneaking or using the
stick your Observer into. Stealth Boy, and head
Psycho
(amount depends on your level at the time of completion) north, up the stairs,
across to the hub room, and back out to the memorial. If you’re caught
by Mirelurks on the way out, you can (and should) outrun them and still
claim both objectives.
APPENDICES
The best plan to try is heading outside, moving up to Moriarty’s Saloon,
then leaping over the railing, and landing on the shack roof of the
Children of the Atom’s church. This isn’t the painful part; that comes
Did it all go horribly wrong, and you were spotted? Then flee after you peer over the edge and look at the A-bomb in the radioac-
this area, back out to the D.C. Wasteland, and re-enter it. Both tive pool below. Now jump off, and land by the bomb, aiming for the
MOTHERSHIP ZETA
objectives can be retried. water. This almost always cripples a leg, and solves both objectives!
Now drag yourself back to Moira.
NEW OBJECTIVE
NEW OBJECTIVE
“Return to Moira” begins.
“Return to Moira” begins.
POINT LOOKOUT
Trek back to Craterside Supply, and converse with Moira about your Meanwhile, back at Craterside Supply, the increasingly zany Moira
frightening outing under the War Memorial. The following options are studies your injuries, and asks how you feel:
available:
Standard: Tell the truth. Your fear of death is counterbalanced by the
Standard: Tell Moira about your experiences and give out correct
adrenaline rush you’re experiencing. Or it could be terror.
information; that the Mirelurks are definitely vicious and highly territo-
BROKEN STEEL
Snide: Or you can murmur under your breath about a vicious payback
rial. This doesn’t give you a bonus.
on your co-author.
Snide: Or, you can fib and explain that they’ve got a little bubbling
castle that they spend all day circling. It doesn’t grant a bonus. [7+] Smart (Basic Objective)
[7+] Smart (Bonus Objective)
[7+] Smart [7+] Tough (Basic Objective)
THE PITT
(Basic Objective) [7+] Tough (Bonus Objective) [7+] Tough (Basic Objective)
[7+] Tough (Bonus Objective)
[7+] Smart [7+] Sly (Basic Objective)
(Bonus Objective) [7+] Sly (Bonus Objective) [7+] Sly (Basic Objective)
OPERATION: ANCHORAGE
[7+] Sly (Bonus Objective)
Once you’ve responded, and assuming you didn’t fire a shot at any
Mirelurk, Moira awards you with Stealth Boys. Complete the optional Moira stitches you up and hands over two rewards: Med-X if you simply
objective, and a Shady Hat is all yours. returned with half-health or less, and an Environment Suit if you crippled
yourself as well. Are you ready to research Chapter 3? If so, you’re
At this point and from now on, you can also (via a awarded a giant box of ammunition, just in case your research takes a
Speech persuasion) convince Moira again that she’s turn for the horrific.
not cut out to be an author, and should concentrate on
trading instead. The quest ends if you’re successful. Med-X
TOUR
(amount depends on your level at the time of completion)
MISC. QUESTS
(amount depends on your level at the time of completion) AR 6, Rad Resistance +30%, +5 Medicine Skill.
Shady Hat Ammo (amount and type depends on your level at the
+1 Perception, +5 Sneak. time of completion)
MAIN QUEST
CHAPTER 2.3: A PAINFUL LESSON CHAPTER 3.1: A RIVETING HISTORY
MEETING BOTH REQUIREMENTS MEETING THE BASIC REQUIREMENT
Next up are some bench tests Moira wants to run on you when you’ve Moira’s last chapter is about the background and formation of Rivet
GEAR
been injured: badly injured. Naturally, there are easy ways and hard City, the gathering of lost archival materials, and tinkering with elderly
ways of completing both objectives: robot technologies. This section involves finding out the origins of Rivet
City. When you’re ready, head out into the D.C. Wasteland, and move
NEW OBJECTIVE
CENSUS
to the southeast corner. Rivet City is the huge aircraft carrier rusting in
“Become seriously injured (50% health or less)” begins. the harbor east of the Jefferson Monument.
NEW OBJECTIVE [OPTIONAL] NEW OBJECTIVE
“Receive a crippling injury” begins.
FACTIONS & BESTIARY
APPENDICES
Find Pinkerton and lightly pressure him to spill the beans and he helps
If you have the Robotics Expert perk, you can forgo your
you. It began 40 years ago, when the remnants of the Naval Research
outing to the RobCo Facility, and instead explain the basics
Institute was looking for lab space. Eighteen years ago Doctor Li began
to Moira. You are awarded the basic and optional rewards
her work on Project Purity, and Pinkerton was ousted. He hands you
for imparting such wisdom.
the Rivet City Historical Record and Rivet City Council Minutes as
MOTHERSHIP ZETA
proof. If Pinkerton is dead for some reason, check his corpse; it holds
a key to unlock his private computer, where you can obtain the same
information. RobCo Processor Widget
POINT LOOKOUT
NEW OBJECTIVE Head around to the remains of the parking lot, and face north; the only
“Return to Moira” begins. door into this facility is here. Enter it, and begin to traverse the maze of
chambers, bays, and offices making up this factory. You can enter the
MEETING BACK WITH MOIRA small storage room and office to the northwest, and rummage around
Your sleuthing work is over for the moment. Back at Craterside for some Ammo Boxes, and check behind the front desk, while fending
Supply, wow Moira with your Rivet City knowledge: off Radroaches and Mole Rats. However, you must progress by heading
BROKEN STEEL
east, onto the factory floor.
If you stay at ground level, you can head east, into an adjacent
You can wait 24 game hours from the moment you chamber. There’s some First Aid on the interconnecting wall, and Ammo
received the objective, return to Moira, and lie (using Boxes in the connecting chamber. Your way forward is up the gantry
Speech) that Rivet City is the remains of an ancient under- steps, then east, through an L-shaped connecting passage, before
water civilization. turning right. You’re above the ground floor computer terminals.
THE PITT
Continue east, and you can see a door ahead of you. This is where you
You can tell Moira the truth, depending on whether you obtained the must go. However, you can head south into another L-shaped passage
initial information from Bannon, or all the information from Pinkerton: that connects you to a third factory floor. This leads down to a Work
Bench area, and a ground-level connecting passage. Ignore this unless
OPERATION: ANCHORAGE
Standard. you’re exploring; you want that Door to Offices and Cafeteria.
Snide: Sarcasm has its place.
Ammunition Box First Aid Box
[7+] Smart [7+] Tough (Basic Objective)
(Basic Objective) [7+] Tough (Bonus Objective)
The offices and
[7+] Smart [7+] Sly (Basic Objective) cafeteria level can
(Bonus Objective) [7+] Sly (Bonus Objective) be a maze, but not
TOUR
if you follow these
Moira gives you some Mentats. If you uncovered the entire history from directions. Step into
Pinkerton, you receive a bonus discount every time you buy and sell in the recreation room,
Rivet City. and open the door
MISC. QUESTS
on the left (east),
Mentats next to the Protectron
(amount depends on your level at the time of completion) This is the all-powerful computer mainframe you’re pod. This leads to
readying your Widget for. a short, winding
Rivet City Trader Bonus
Anyone in Rivet City grants you a 10% discount for buying, tunnel, infested with
MAIN QUEST
and 10% improvement in selling. This doesn’t apply to Radroaches. Open the door at the opposite end, step through and turn
medical services, renting a room, or other types of trade.
right (north) if you’re not systematically destroying the vermin inside this
structure, and run to the stairs. Climb them, and fight Mole Rats. The
CHAPTER 3.2: TOYING WITH mainframe chamber is directly ahead (north), through the door. Pick the
First Aid Box lock, and grab the Stealth Boy from the table. Although
ANTIQUATED TECHNOLOGY the computer terminal inside the mainframe is locked, the Widget fits
GEAR
in without any Science skill being needed. The Widget turns all of the
Protectrons in the building hostile!
Note
CENSUS
You may have already visited and cleared the enemies from the Stealth Boy First Aid Box
RobCo Facility during Chapter 2.1.
NEW OBJECTIVE [OPTIONAL]
FACTIONS & BESTIARY
MEETING THE BASIC REQUIREMENT “Reprogram the RobCo facility mainframe” begins.
Moira has a RobCo Processor Widget, and if it’s attached to the
mainframe at the RobCo Facility, all the robots inside could be repro-
grammed to obey your command! Take the RobCo Processor Widget
and set off for the facility. Exit Megaton, and head southwest across
the Wasteland. Continue, using Tenpenny Tower as a landmark, and
the facility is nearby. It has massive “ROBCO” lettering on it that you
TRAINING
can’t miss.
This terminal has a Hard lock on it, so use your Science skill Tip
to hack into the mainframe computer you just inserted the
Widget into, and you’re greeted with these relevant options: You may wish to read one of the optional objectives in Miscellaneous
Quests: Stealing Independence and The Nuka-Cola Challenge
• Orientation Guide: This tells you about the two
before you embark on the assault inside the Arlington Public Library.
relevant programming routines you can load into the facil-
You can search for the critical items in both quests during this one outing.
ity’s Protectrons.
The optional objectives for these two other quests are noted here, too.
• Basic Operation: This cannot be activated because the
power supply to the facility isn’t large enough.
MEETING THE BASIC REQUIREMENT
• Initiate/Cease Pest Extermination: This causes all
Protectrons to activate and begin to attack the Mole Rat and For your final task,
Radroach infestation. This is an excellent plan, and one that Moira tells you about
rewards you with the optional objective. “books.” There’s a library
stacked full of them in
• Initiate/Cease Total Liquidation: This causes all
Arlington. The computer
Protectrons to attack anything on sight; you, other
records should be down-
Protectrons, and the infestation!
loaded to your Pip-Boy.
• Initiate/Cease Stress Testing: This causes all Protectrons to
Moira prefers that you
attack each other.
find the archives, but
NEW OBJECTIVE Your final field investigation takes place here, at the even the card catalog
dilapidated Arlington Public Library. would be useful. When
“Return to Moira” begins.
you are ready, agree
The best plan is to Initiate Pest Extermination and Cease Total Liquidation. and leave town.
(Although any option you choose will satisfy your objective.) This enables NEW OBJECTIVE
you to head back the way you came without fighting the Protectrons. Exit “Access the card catalog in Arlington Public Library” begins.
and then trek back to Megaton.
NEW OBJECTIVE [OPTIONAL]
MEETING BACK WITH MOIRA “Retrieve complete library archives” begins.
After attaching the Widget and reprogramming the Protectrons, tell
Moira all about your adventure: An excellent idea is to Fast Travel to Mason District South Station, or
Rivet City. Both locations are close to the Arlington Public Library. You’re
looking for the tall, imposing Georgian structure with the decaying
Standard: Tell Moira the truth, that the robots became docile once
columns. There is only one entrance, but watch for a well-armed squad
you reprogrammed them.
of Talon Company Mercs. Circumvent them, and enter. Hold your fire!
Snide: Or, tell Moira you caused massive robotic carnage. That’s the Brotherhood of Steel!
[7+] Smart (Basic Objective) Scribe Yearling, dressed in her red robe provides you with informa-
tion, and asks you to help her locate books (a Freeform Quest detailed
[7+] Smart (Bonus Objective)
on page 412 of this book). She can also pinpoint the library archives on
[7+] Tough (Basic Objective) your Pip-Boy. Move toward the curved main desk.
[7+] Tough (Bonus Objective)
Hack the check-in station terminal using Science (remember
[7+] Sly (Basic Objective) to quit out before your third attempt, so you can hack again
[7+] Sly (Bonus Objective) without penalty). Two options are worth noting: Access Card
Catalog and Access Library Archives. The first option should
Any answer is fine, so long as you completed both objectives. She be highlighted and completed. Due to signal disruption, the
recommends that you carry some Pulse Grenades; these deactivate any- second option is unavailable.
thing robotic. She gives you some, and (if you completed the optional
objective) hands over the Big Book of Science, a helpful tome that you
should instantly locate in your Pip-Boy’s inventory and read. Your final Card Catalog Holotape
task now awaits you.
Pulse Grenades
(amount depends on your level at the time of completion) Tip
If you speak with Scribe Yearling, she grants you the password
Big Book of Science
+1 Science Skill (when read).
for the front terminal. If she’s dead, you could always lie about
completing this to Moira.
APPENDICES
MEETING THE OPTIONAL REQUIREMENT The first is the terminal in the middle of the room. Don’t confuse this with
the terminal in the corner that opens the safe, giving you some Caps
Tip and other items. This one is called the Arlington Public Library Terminal.
When you hack in, choose the “Transfer Library Archives” option, and
To reach a computer that can access library archives, you need all the records are downloaded onto your Pip-Boy in seconds. Your
MOTHERSHIP ZETA
to head up and into this building, which is overrun by Raiders. optional (and final) objective is over!
Brotherhood Paladins are clearing this zone; join them in elimi-
nating the Raider threat! The following route is preferred, but
Media Archives Holotape
is only one way to travel and doesn’t show any side chambers,
which can also be investigated.
NEW OBJECTIVE
“Return to Moira” begins.
POINT LOOKOUT
Stay on the ground floor, moving west through the doorway between
the two staircases. Turn south, ignoring the restrooms, and follow The second is on the small circular table in the southwest corner of the
around, and into another large foyer, where a fierce firefight flares up. room. Hidden behind two skulls is a Nuka-Cola Quantum, a must-have item
Offer fire support to the Paladins. if you’re undertaking the Nuka-Cola Challenge quest! Grab this, but don’t
When the fracas is over, check the Raiders and upstairs for items, but sell, drink, or otherwise dispose of this bottle because a lunatic woman
to progress, stay on the ground floor, move to the northwest corner of living under a freeway craves this concoction!
the second foyer, through the doorway, and open the Door to Arlington
BROKEN STEEL
Library Media Archive. MEETING WITH MOIRA ONE LAST TIME
Climb the stairs, and venture south down a corridor, avoiding the
Retrace your steps outside then Fast Travel to Moira. Try one of the following:
annoying baseball-pitching machine, which alerts Raiders that need
to die. Then check the side chambers for items, move past the pitching
You can wait 24 game hours from the moment you received
machine, and up the stairs to the next floor. At the top of these stairs,
the objective, return to Moira, and lie to her that the library is
THE PITT
turn southwest, and open the door opposite, just right of the headless
a hole in the ground.
corpse on the mattress. This leads to more stairs heading up. You can
head back here in a moment. Standard: You can actually complete the task, and tell her you found
both the library, and (if you did both tasks) the archives.
First though, head east down the corridor, backing up or deactivating
Snide: Or, you can completely fabricate a story about librarians, and
OPERATION: ANCHORAGE
the Frag Mines laid as a trap at your feet, and turning left at the corner.
You have just enough time to dive into a storage room with a Turret bringing her a present, but say you forgot your library card.
Control Terminal.
[7+] Sly (Basic
[7+] Smart (Basic Objective)
Use your Science skill to hack into the terminal, turning off the Objective)
turrets in the media room to the north.
[7+] Smart (Bonus Objective) [7+] Sly (Bonus
Objective)
Or, you can grin and burst through the double doors, into the media
TOUR
room, blasting the Raiders inside, and shooting out both turrets. Head [7+] Tough (Basic Objective)
into the room, moving counterclockwise around the perimeter. On the
[7+] Tough (Bonus Objective)
north wall near two Ammo Boxes is a Metal Box labeled “Restoration
Supplies” on your Pip-Boy when you move close to it. Open this up, and
MISC. QUESTS
Your answers may matter to the overall quality of the book, but whatever
take the following:
response you give, Moira is very excited at your help, and rewards you
with a load of Caps, as well as a book.
Ink Container At this point, you can once again convince Moira that she’s wasting
her time writing this book, and she should simply become a trader
instead. The quest ends if you’re successful.
MAIN QUEST
Note Caps
This Ink Container is vital for completing an optional objective in (amount depends on your level at the time of completion)
Miscellaneous Quest: Stealing Independence. Don’t sell it
or throw it away; keep it safe! Lying: Congressional Style
GEAR
to the west.
If you head south, into the Children’s Archive, you can collect books Your deadline has
for the Squire, battle Raiders, and collect items. However, for this quest, been met! You’re given
a Mini-Nuke, and fortu-
FACTIONS & BESTIARY
move through the door to the west, into a wrecked chamber. Grab health
from a First Aid Box, then head south toward a barrel and blocked-off nately, she’s got traders
corridor. An opening on your right leads to a second Media Room. she can rely on to help
Slaughter the remaining Raider force in here. Once you’re done, there distribute the guide!
are two areas of interest in this chamber. Moira’s excitement
is almost infectious,
but—as is always the
First Aid Box Health and Chems Here’s the finished guide. What will those who wander the way with strategy
TRAINING
Wastes think of your hard work? You find out soon enough! guides—the readers
soon give their own responses on the usefulness of your tome! The quest
Survival Guru
is complete, and you can return to Moira if you need to buy items, make
items, or purchase her Rock-it Launcher Schematic. » 9+ Bonus Objectives completed.
» Standard: +6% Poison Resistance, +6% Radiation
Wasteland Resistance, +15 Health
Mini-Nuke
Survival Guide » Snide: +6% Poison Resistance, +6% Radiation
Resistance, +3% Critical Chance
A QUALITY READ, OR HORRENDOUS RUSH-JOB? » Smart: +6% Poison Resistance, +6% Radiation
Resistance, +6 Medicine, +6 Science
As you may have realized, the care and attention you take in creating
this guide affects the final product. » Tough: +6% Poison Resistance, +6% Radiation
Resistance, +6 Damage Resistance
DETERMINING FACTOR POINTS » Sly: +6% Poison Resistance, +6% Radiation Resistance,
Each Basic Requirement met +0 +6 Sneak, +6 Speech
Each Optional Requirement met +1
THE DREAM CRUSHER
Each time you lie about information -1
At three times during this quest, you can perform a difficult Speech con-
Each time a skill or perk is used to explain a theory, without needing to +1
versation with Moira, and convince her that writing this guide is useless,
complete a Requirement
a waste of time, or that her idealistic goal of “helping humanity” is better
Poor Quality Wasteland Survival Guide Produced 5 or less spent fixing caravan carts, cleaning up Brahmin droppings, and offering
[+ KARMA] Good Quality Wasteland Survival Guide Produced 6–8 a better service to the Megaton locals. If successful, Moira is heartbro-
ken, but resolved to her new, more mundane life. You receive the Dream
[+ KARMA] Excellent Quality Wasteland Survival Guid
Guidee Produced 9+
Crusher Perk, lose Karma, but can visit Moira for a 30% discount on
trading. Her Repair skill also increases significantly, so take items to her
Note if they need fixing.
Random Mini-Encounters depend on the quality of work that was Dream Crusher Perk
published. Expect a Survival Failure, Survivalist, or Survival Expert Something about your presence dampens others’ desires to
sometime in your future. excel. While it can be a drag at parties, it has the happy
coincidence of lowering an enemy’s chance of a Critical Hit
on you by 50%. A dull bore is a safe bore.
SURVIVAL PERK
There are 15 variations of this perk, depending on the quality of the finished tome,
and the most common style you used to answer the questions. QUEST REWARDS
Junior Survivor This extensive collection of interesting and useful goods is awarded
» Fewer than 5 Bonus Objectives completed. depending on your performance in this quest:
» Standard: +2% Poison Resistance, +2% Radiation Causing Moira to Quit Chapter 2.2
Resistance, +5 Health the Guide » Basic: Stealth Boy (6)
» Snide: +2% Poison Resistance, +2% Radiation » Dream Crusher Perk » Optional: Shady Hat
Resistance, +1% Critical Chance Chapter 1.1 Chapter 2.3
» Smart: +2% Poison Resistance, +2% Radiation » Basic: Iguana Bits (3–15 » Basic: Med-X (5)
Resistance, +2 Medicine, +2 Science depending on your level)
» Optional: Environment Suit
» Tough: +2% Poison Resistance, +2% Radiation » Optional: Food Sanitizer
Resistance, +2 Damage Resistance » Basic: Ammo
» Chapter 1.2 (varies depending on level)
» Sly: +2% Poison Resistance, +2% Radiation Resistance, » Basic: RadAway (5)
+2 Sneak, +2 Speech Chapter 3.1
» Basic: Rad-X (7)
» Basic: Mentats (6)
» Optional: Rad
Survival Expert » Optional: Rivet City Trader Bonus
Regeneration Perk
» 5–8 Bonus Objectives completed. Chapter 3.2
Chapter 1.3
» Standard: +4% Poison Resistance, +4% Radiation » Basic: Pulse Grenades (6)
» Basic: Frag Grenades (9)
Resistance, +10 Health
» Optional: Big Book of Science
» Optional: Schematic:
» Snide: +4% Poison Resistance, +4% Radiation
Bottlecap Mine Chapter 3.3
Resistance, +2% Critical Chance
» Basic: Stimpaks (7) » Basic: Caps (400)
» Smart: +4% Poison Resistance, +4% Radiation
Resistance, +4 Medicine, +4 Science Chapter 2.1 » Optional: Lying:
Congressional Style
» Tough: +4% Poison Resistance, +4% Radiation » Basic: Repellent Stick
Resistance, +4 Damage Resistance » Optional: Jet (5) Completion
» Sly: +4% Poison Resistance, +4% Radiation Resistance, » Optional: Psycho (5) » Basic: Mini-Nuke
+4 Sneak, +4 Speech » Basic: Wasteland Survival Guide
» Basic: Survival Perk
(Perk’s effect depends on guide’s
quality and style.)
APPENDICES
Those!
MOTHERSHIP ZETA
QUEST FLOWCHART
POINT LOOKOUT
Child at Heart, Entomologist Child at Heart, Entomologist
Possible enemies Fire Ant Genus, Fire Ant Queen
Karma Influence Positive and/or Negative
BROKEN STEEL
Find Bryan Wilks in GrayDitch.
Speak to Bryan Wilks near Reassure Bryan; he gives you
Grayditch additional help
Grayditch Dumpster Key
THE PITT
Locate Fred Wilks inside his house
Shack Key
Enter the Recently Built Shack
OPERATION: ANCHORAGE
Doctor Lesko’s Password
Recording
TOUR
Terminal
MISC. QUESTS
Footlocker
Missile
Launcher
and Ammo
MAIN QUEST
Search the Freeform Unlock Grady’s Deliver
Mezzanine Quest: Grady’s Storage Room, Package to
ticket booth Package. Locate Safe, and fend Ronald Laren
Fire Hose off Lug-Nut in Girdershade
Eliminate all five Nest Guardians from the Ant Queen’s Hatchery. Send the Inhibitor Pulse from Lesko’s portable terminal or kill the Ant Queen.
Eliminate Nest Guardians Destroy the Mutagen Initialize the Inhibitor Pulse
You followed the Doctor’s orders You killed the Queen, OR You killed the Queen, AND
destroyed the Mutagen destroyed the Mutagen
Successful Unsuccessful
Speech Speech
Challenge Challenge
Mutagenic Mutagenic
Bioenhancer: Bioenhancer:
Ant Might Ant Sight
Locate Vera Weatherly in Rivet Locate Mayor MacCready in Little Locate Eulogy Jones in Paradise
City (+Karma) Lamplight (neutral Karma) Falls (–Karma)
Slave Collar
APPENDICES
adjacent to the Wilks’s residence, and use the Shack Key to get inside.
GONE, DADDY, GONE Inside this tiny building is some Abraxo Cleaner, two cans of Turpentine,
and Doctor Lesko’s Password Recording. Take this, bring up your Pip-Boy,
Have your finest and listen to the message.
Ant-killing implement
MOTHERSHIP ZETA
handy as you maneu-
ver through the ruined Doctor Lesko’s Password Recording
streets. Ideally locate
these Fire Ants at This allows you to activate Doctor Lesko’s terminal without any issues.
range, and blast them Ignore the Robot Pod because no mechanoids are nearby. Highlight the
so their close attack— Doctor’s Personal Notes (because activating the Science Robot is fruitless).
a devastating cone of These notes make interesting reading. You’ll find out about Batch A27
POINT LOOKOUT
fiery breath—never Search the rear of this fine dining establishment for an ammo (a formula that failed to shrink Giants Ants back to regular size), and a
comes close to hitting stash. Bryan stays hidden in the adjacent Personal Shelter. good experiment location: the Marigold Metro Station. Your quest log is
you; the Hunting updated. It looks like this is where the source of the Ants is coming from.
Rifle is a good option here. Work your way over to the diner, and the NEW OBJECTIVE
Pulowski Preservation Shelter, which is where Bryan is hiding from this
“Investigate Marigold Metro Station to remove the source of the Fire Ants” begins.
point on. If you met Doctor Lesko before Bryan, speak to the youngster
BROKEN STEEL
using the dialog choices listed previously. Now head around the back
of the diner to a dumpster that requires the key Bryan gave you. Grab Both the dumpster and the shack door can also be rattled
the contents if you need them. The type and amount of guns, ammo, open with a high Lockpick skill.
grenades, and chems inside depends on your XP level.
Return to speak with Bryan at any time; he’s saddened by the loss of his
Note father, and he demands your promise to stop whatever was responsible.
THE PITT
Agree, then continue to search the town. Opposite the Wilks residence
Depending on your level of experience, the type of Fire Ants is the entrance to the Brandice residence. Search the place for some
you encounter varies. Three main types roam Grayditch and the useful items, including a Frag Grenade between one desk and a wall, a
tunnels: Workers, Soldiers, and Warriors. Each is tougher than the Baseball Bat on the living room shelf, and a liquor cabinet to ransack.
OPERATION: ANCHORAGE
next. If you want the least trouble tackling these insects, head over Check the bathroom wall for a First Aid Box. There’s also a footlocker
here early in your adventure. that needs a special key to open (which you can locate in the Metro
Station). The more interesting information is upstairs. If the darkness is
Head east down scaring you, turn on your Pip-Boy’s Flashlight.
the main street from
the diner. Ignore the With a good Science skill, you can hack into this terminal,
shack to your left, and and read Will Brandice Senior’s entries. There are six to
instead look for the scan through. It charts the general hopelessness he and his
door to the end row-
TOUR
wife Sheila felt as the Ants closed in. One entry makes refer-
house with the large ence to Will leaving a place called Navarro. With some his-
Nuka-Cola advertise- toric knowledge, you may be able to deduce that Will could
ment on the outside be an Enclave soldier.
MISC. QUESTS
Fred’s dead: It looks like the “F--king Ants” got to him wall. The door is
before help could arrive. Don’t forget to search him. unlocked. Step inside, In his third entry, he details a gun he bought at Megaton; it’s behind
and you’re greeted the fridge in a tool box, so be sure to search for it! Entry #5 gives clues
by a smattering of dead Ants, some small fires, and the body of Fred that Will Brandice was a wanted fugitive, because he freaks out when
Wilks. Take the Shack Key from his corpse, then rummage around the listening to Enclave Radio, and President Eden’s dulcet tones; he thought
house; there’s ammo, two guns, food in the refrigerator, and a queen- President Richardson was still in charge. Once done, collect the weapon,
MAIN QUEST
sized bed to sleep on if you need it. and leave.
Shack Key Chinese Assault Rifle .32 Pistol and Ammo First Aid Box GEAR
“Deliver the bad news to Bryan Wilks” begins. the entire town of Grayditch. There are two main types of building. The
first is burnt-out or half-demolished shells that you can move through or
up to a second floor (which is great for long-range sniping of Fire Ants).
GRAYDITCH RECONNOITER: The other consists of two abandoned buildings. Search both thoroughly
FACTIONS & BESTIARY
for Ammo Boxes and First Aid Boxes. The second building also has a
A GRAY DAY Hunting Rifle propped up by the low bookcase on the ground floor.
Then navigate the various streets to the collapsed overpass, tear Fire
Step back into the town’s street and take care of any additional Fire Ants Ants apart at the playground, and continue your eradication.
that you can hear or see; it’s worth exterminating them now to clear a
safer path for yourself later, and you can collect Fire Ant Nectar in the
process. If you wish, search the entire town now for Fire Ants to hunt
TRAINING
down, and other evidence and items to help you. First, locate the shack
While you’re scouting around Marigold Metro Station, make sure you
First Aid Box move to the last fenced-off linking corridor between the subway tunnels,
just before you encounter Doctor Lesko. A body is propped up against an
old generator and the wall here.
When you think you’ve defeated all the surface Fire Ants, it’s time
These are the desiccated remains of William Brandice, a military
to locate Doctor Lesko’s laboratory in the Metro Tunnels. Look for
man whose terminal diary you may have read. You can tell this corpse
the stone city hall building (which you can’t enter), and walk to the
is Will’s because there’s a Laser Pistol, ammunition, and some Ant Meat
Marigold Station entrance. Rattle the chain gate open, and head into
and Ant Nectar. But the real giveaway is William Brandice’s Key; this
the turnstile area. There’s an Ant to nullify here, and another just after
unlocks a special footlocker back at his house.
you hop over the turnstiles, before the path splits into two choices as
you head on down.
Laser Pistol and William Brandice’s
Ammunition Key
Tip
Are you searching every dead Ant you kill? You should because
there’s the possibility of collecting Ant Meat and Fire Ant Nectar.
LOCATING DOCTOR LESKO
The first is a reasonably edible foodstuff, while the second can
rake in the Caps in the days after this quest is completed. PART A: THE CONNECTING TUNNELS
Continue east along the Blue Line, or navigate around to the parallel
tunnel to the south. For a speedy wander, continue east until you reach
the gap in the right side of the tunnel, and prepare for a Fire Ant fight.
NAVIGATING TO THE BLUE LINE After the insects are destroyed, check this alcove area between the two
tunnels. The corpse has ammo and a scoped .44 Magnum near it, and
Tip there’s a Nuka-Cola machine to raid as well as a First Aid Box. There’s
also a Sledgehammer and a Silenced 10mm Pistol to grab. You can
If you haven’t tried this before, now is an exceptional time to make head south to check out the maintenance corridor door, or continue
use of your Pip-Boy’s Hot Key functionality: Select a great rapid-fire east. The tunnel branches to the right. If you continue east, you end up
Assault Rifle–style armament, a complement of Frag Grenades, in Falls Church Metro Station, and away from this quest. If you take the
a close-assault Shotgun, a Melee Weapon, and a number of Frag branching path to the right, you can locate Grady’s Chamber, but you
Mines you can lay as you retreat. This way, you can instantly switch need another key first; ignore this area for the moment.
weapons without navigating your Pip-Boy’s Items Menu.
Weapons and
First Aid Box
Ammo
PATH A: THROUGH THE MAINTENANCE ROOMS
Just after you’ve hopped over the turnstiles and you’re looking south, PART B: INTO THE MAINTENANCE CORRIDORS
there are two possible routes to take. The first is the door to the east.
The preferred path
This is a more dangerous path, so be sure you have enough ammunition
(if you’re after every
for a fight. Head through the door into a small generator chamber, and
valuable item) is to
pump bullets into a waiting Fire Ant. Head down the passage, turning
join the parallel tunnel,
south, and stop at the door to a second, longer room. Defeat the Ant,
and move to the
then aim at another; this one is extra-tough, and you might want to back
maintenance corridor
up and lay a Mine. Now search the room; there’s the usual detritus, but
door. Battle a couple
also some health from a First Aid Box. When you’re done, exit via the
of scuttling Ants along
southwest doorway, onto the Blue Line tracks.
the way. Enter the cor-
Danger! This room has a gas leak! As long as nothing ridor, following it as
First Aid Box gives off a spark or breathes fire, you’re quite safe…. it turns and leads you
to a long maintenance
room with a tough Fire Ant in it. Back away at once! There’s a gas leak
PATH B: THROUGH THE MEZZANINE AND
here, and if you shoot or the Ant breathes fire, there’ll be a highly dam-
DOWN THE ESCALATOR aging explosion! Instead, roll in a Grenade to clear the gas, and then
The alternate route offers an interesting item, and more room to maneu- begin the fight.
ver. Move onto the mezzanine level, and cut down the two roaming
After the Ant is tackled,
Ants. Watch out because one is tougher than the other. After combat
check for two Frag
is over, search the stall and look on the bench. There’s a Holotape to
Grenades in an open
pick up, some ammo, a .32 Pistol and a skeleton (who you deduce is
locker; don’t over-
the long-dead Grady) near a Lunch Box. Bring up your Pip-Boy, and in
look the door in the
the Notes, highlight Grady’s Last Recording. It seems there’s a locked
eastern wall. It leads
chamber with a package inside, hidden somewhere down here. First
to a storage closet and
you need to find Grady’s Key. Your Map Marker is updated. Now
Grady’s Fire Hose Box.
descend the escalator, head east, and choose the left tunnel if you want
If you’re concerned
to reach the Blue Line track sign and Path A’s exit.
Grady mentioned hiding a key behind a fire hose before about this quest,
he committed suicide. Look what we found here…. rummage around in
Grady’s Last Recording the box and uncover
APPENDICES
Grady’s Safe Key, as well as Stimpaks and Ammunition. Grab all you When the conversation ends, you should have agreed to dispatch the five
need, then head out of the maintenance room’s only unexplored exit. Nest Guardians, spare the Queen (although you can always go back on
After descending and turning a couple of times, you reach the lower your word), and started to rummage around the lab room for three Ammo
maintenance room; there are two Fire Ant Soldiers to deal with here, Boxes (one is easily unlocked with Lockpick skill), two 10mm Pistols on
and a load of scattered junk in Metal Boxes. When you’ve searched shelves, a First Aid Box, and some Ant Meat. There’s Doctor Lesko’s
MOTHERSHIP ZETA
enough, continue roughly east to the maintenance corridor exit. From Terminal too, but don’t access it unless you’re being violent toward the
here, you can step across to the opposite doorway leading to the doctor, which isn’t advisable yet. Instead, head east out of the Doctor’s
Doctor’s Chamber, or move north and across to Grady’s Chamber, Chamber, turn south, and move down the subway tracks until the ground
hidden behind a train carriage. falls away and you descend to the Hatchery Door.
POINT LOOKOUT
Check the guide map to find a second connecting area between the
two north-south subway tunnels, and some Frag Mines in an Ammo Has Doctor Lesko been killed, either accidentally or otherwise? If this
Box: perfect for the combat to come! occurs prior to you resolving the Guardian problem in the Hatchery, you
no longer receive the two quest updates below. Instead, a new option
appears: Send the Inhibitor Pulse from Lesko’s portable terminal or Kill
Tip the Ant Queen. Pick one or the other, and don’t expect a Mutagenic
BROKEN STEEL
Bioenhancer!
Unlocking the “package” inside Grady’s Chamber can be
NEW OBJECTIVE
attempted at any time.
“Eliminate all five Nest Guardians form the Ant Queen’s Hatchery” begins.
NEW OBJECTIVE
Grady’s Safe Key OR “Send the Inhibitor Pulse from Lesko’s portable terminal or Kill the Ant
THE PITT
Queen” begins (if Doctor Lesko is dead).
OPERATION: ANCHORAGE
Just east and slightly BUTCHERY IN THE HATCHERY
north from the mainte-
nance corridor exit is Step through the Hatchery Door, and into an almost black and extremely
another closed door. winding rock cavern. Switch on your Pip-Boy’s Flashlight, and venture
Head there, and you slowly forward, learning the layout of the only pathway. You need to
startle a gray-haired be able to quickly back up, because there comes a point where you
attract a few of the Fire Ant Nest Guardians. They are even more deadly
TOUR
man wearing a lab
coat. This is Doctor than the Warrior type. Try dropping a Frag Mine, and slowly back up,
Lesko; if you want lobbing Frag Grenades so each Guardian is peppered with explosives.
the quest to continue, “The mutagen caused a bio-defensive reaction Then finish with a Hunting or Assault Rifle. Keep this up!
MISC. QUESTS
metamorphosing the ant’s venom glands.” In short,
talk to him about his the doc’s the fire-starter. Continue edging down
experiments, and try
the cavern tunnel until
any of the following plans:
you reach a gap to
your right. The final
Simply remain civil to him, and use your Intelligence to Guardians are here,
MAIN QUEST
realize that the doctor is trying to shrink the Fire Ants back along with a massive
to normal size by lacing their eggs with a mutagen. Do this Ant Queen! You can
a second time to admonish the doctor for not using a con- keep your word to
trolled environment. Doctor Lesko and
Behold the Marigold Ant Queen: 12 feet of horrific resist the temptation to
GEAR
Or, you can simply follow along as best you can. The doctor informs mutation. Either save or savage this behemoth! strike her; if you do,
you that his experiment caused the Ants to display an un- attract the remaining
foreseen reaction: the ability to breathe fire. His laboratory is now Guardians, back up the cavern tunnel away from the Queen, and take
overrun with a quintet of Nest Guardians and a Queen; if he can reach them down. Make sure all five Guardians are dealt with. As soon as the
CENSUS
the Hatchery Chamber he can launch an Inhibitor Pulse, last one drops, try one of the following options:
causing the removal of Grayditch’s insect problem. Do exactly what the doctor ordered; ignore the main cavern
When prompted, respond with “This is a hefty task, Doc. I’m going chamber, and return to the doctor, leaving the Ant Queen alone.
to need serious incentive” to sway the doctor into giving you his old lab
FACTIONS & BESTIARY
Or, kill the Queen as well as the Guardian Ants, then return to
coat, and a Mutagenic Bioenhancer. the doctor.
If you have a good Science skill, you can ask how Lesko Or, if you have a good Science skill, you can hack into
got his results so quickly, and he admits he used the F.E.V. in Doctor Lesko’s Portacomp in the cavern after activating
his work. No wonder the Ants have mutated! the mutagen tank, and destroy the mutagen.
Or, you can hack into Doctor Lesko’s Portacomp and initialize
the Inhibitor Pulse without the doctor’s help.
TRAINING
No matter what you choose to do, return to the doctor to tell him. Before
you leave, grab the Big Book of Science, select it in your Pip-Boy, and WE INTERRUPT YOUR REGULARLY
read it.
SCHEDULED QUEST TO BRING YOU…
Caution
The doctor’s Science Protectron is idling around this cavern, waiting
for its master. It’s is quite harmless unless you shoot it. So don’t!
Meet Lug-Nut, the numb-nut
with a fetish for naughty
Big Book of Science night-attire. He’s less
+1 Science (when read). enthusiastic about a bullet in
the head.
NEW OBJECTIVE
“Return to Doctor Lesko” begins.
If you’ve discovered Grady’s Holotape and Safe
Key, now’s the time to find out what incredible prize
LET’S GO TO LESKO he’s squirrelled away for safe-keeping. Move to the
entrance to Grady’s Chamber, half-hidden by the
Backtrack to Doctor Lesko’s laboratory room in the subway tunnels, subway carriage (but easy to spot because there’s a
tell him you’re done, and reveal how well you did, or how badly you rotating beacon flashing by the entrance).
screwed up. Navigate the following options: Use either Lockpicking or Security (Science) to
1. If you did exactly what the doctor ordered: disengage the door, and enter. Aside from some junk,
there’s a Ripper to grab, as well as a First Aid Box.
You receive the Mutagenic Bioenhancer of your choice, and Lesko’s The real prize though, is locked in Grady’s Safe. Use
Lab Coat (if this second item was agreed upon). the Key you found in the Metro Station (or Lockpick
2. If you killed the Queen Ant or you destroyed the mutagen: skill) and claim the Naughty Nightwear!
As soon as the Inhibitor Pulse is executed (by you or Lesko), the 1. You can stay in Grayditch, telling Bryan you don’t want to look for a
Ants in Grayditch are no longer a threat. Don’t expect any more on home he can move to, and end the quest now (without the Karma bonus
the surface, although they still occupy the Marigold vicinity of the or penalty of options 2 and 4).
Metro Tunnels.
NEW OBJECTIVE
“Return to Bryan Wilks” begins.
APPENDICES
2. You can travel
to Rivet City,
POST-QUEST ANTICS
as Bryan suggests, and BRANDISHING BRANDICE’S BIG GUN
seek out Vera Weatherly
MOTHERSHIP ZETA
at the Weatherly Hotel. Remember the rotting
She’s more than happy corpse in the Marigold
to take Bryan in. Return Metro Station? Be
to Grayditch and tell sure you searched the
him; he moves there body and uncovered
soon after you depart (you don’t need to accompany him). The quest William Brandice’s
ends. Key. Before you leave
POINT LOOKOUT
Grayditch, return to
3. You can journey the Brandice residence,
to Little Lamplight, There’s a major weapon to grab from the home of the and unlock the foot-
and meet with Mayor long-dead Will Brandice.
locker in here. Inside
MacCready. Use is a Missile Launcher
Speech or Child at and Ammunition.
BROKEN STEEL
Heart to convince him Thanks, Will!
to let Bryan stay with
him. Head back to Will Brandice’s Missile Launcher (and Ammunition)
Grayditch, and speak
with Bryan; he’s moder-
ately happy, and moves to Lamplight. The quest ends.
Note
THE PITT
4. Or, you
can befriend
There are two Freeform Quests you can complete during this quest:
the Slavers in Nectar Collecting for Fun and Profit and Grady’s Package.
Paradise Falls by Details are given at Location [7.05] and [9.09] in the “Tour of the
OPERATION: ANCHORAGE
successfully complet- Wasteland” chapter.
ing Miscellaneous
Quest: Strictly QUEST REWARDS
Business, gain an
audience with Eulogy You receive the following rewards for finishing Those! (assuming you fol-
Jones, and sell Bryan to him! Jones offers 100 Caps, but you can use lowed Lesko’s instructions):
Speech and raise the price to 300 Caps. Take the Collar from Jones,
return to Grayditch, and convince Bryan to wear it. The quest ends, and Ant Might Perk
TOUR
a little piece of your soul dies. +1 Strength, +25% Resistance to Fire.
OR
5. Finally, once you find a home for Bryan, you can visit him and ask
MISC. QUESTS
how he likes his new life. Depending on where you placed him, is Ant Sight Perk
responses range from joyful to heart-wrenchingly less than joyful. If you +1 Perception, +25% Resistance to Fire.
sent him to Paradise Falls, you won’t find him if you try to visit. Perhaps
Eulogy sold him? Lesko’s Lab Coat
+%20 Resistance to Radiation, 300 XP
+%10 Science when worn.
MAIN QUEST
GEAR
CENSUS
FACTIONS & BESTIARY
TRAINING
Grady’ Package
300 Caps
Schematic: Nuka-Grenade
Continue to roam the Wasteland, searching for more, or all 110 Nuka-Cola Quantums
Return to Sierra with a Nuka-Cola Return to Sierra with more Return to Ronald with more
Quantum, Flour, Vodka Nuka-Cola Quantum Nuka-Cola Quantum
Mississippi Quantum Pie 40 Caps per Bottle 40-80 Caps per Bottle
APPENDICES
Agree for the moment, as it doesn’t affect your Karma, and you don’t
COME FOR THE NUKA-COLA, have to make the choice yet. Your next stop is the Nuka-Cola Bottling
Facility for the shipping manifests. You can also deliver Grady’s
STAY FOR THE INSANITY Package (a Freeform Quest) to Ronald at this point, too.
MOTHERSHIP ZETA
Tip If you’re female, and have the Black Widow perk, when
Ronald asks you whether you’d help secure Quantums, you
You can begin this quest at any time, but it helps to pack enough can offer your own horizontal proposition. He sprints off
health and ammo to make the trek to this desolate part of The out of town immediately. It looks like he’s doing Quantum
Wasteland. Try completing Freeform Quest: Grady’s Package searching too, for the “extra incentive”!
during Miscellaneous Quest: Those! first.
POINT LOOKOUT
NEW OBJECTIVE [OPTIONAL]
Trek across the Wasteland to Girdershade; a half-hidden pair of shacks “Recover 30 bottles of Nuka-Cola Quantum and bring them to Ronald Laren” begins.
under the remains of the freeway overpass. Head down the slight slope,
and open the door to Sierra Petrovita’s house. It has Nuka-Cola bottles
and the buzzing neon sign outside.
Inside you’ll meet Nuka-Cola’s biggest fan. She introduces herself
Tip
Because you possess all the information contained in the
BROKEN STEEL
as Sierra Petrovita, and providing you’re not too rude, she goes on the
Nuka-Cola Fan Club. The fan club consists of two members: young Sierra shipping manifests in this guide, you don’t actually need to visit
here, and Ronald, her “neighbor and protector.” He’s protected her from the Nuka-Cola Bottling Facility at all. In fact, if you turn up at
fights (particularly when a Raider called Lug-Nut threatened him). When Girdershade for the first time, and already have 30 Nuka-Cola
she asks whether you want a guided tour of her collection, answer in the Quantums, you can sell them to either Sierra or Ronald
affirmative, it’s the way to begin this quest! immediately, once you’ve met them. Simply refer to the
THE PITT
Appendices chapter of this guide for all the Quantum locations.
NEW OBJECTIVE
“Take Sierra’s Nuka-Cola Tour” begins.
NEW OBJECTIVE
DON’T LOSE YOUR BOTTLE
OPERATION: ANCHORAGE
“Speak to Sierra Petrovita” begins.
Speak to her again and you’re given an Ice Cold Nuka-Cola before
Sierra tells you about Nuka-Cola Quantum. She needs Nuka-Cola
Quantums delivered to her to fill her dispensing machine.
The place where a taste
However, if you challenge her with Speech, she admits she sensation rocked a nation.
has a Schematic for the Nuka Grenade, and if you bring Before that nation burned in
radioactive fires.
her 30 bottles, the Schematic is all yours.
TOUR
You must visit the Nuka-Cola Bottling Facility; shipping manifests inside
can tell you where to search. Your Pip-Boy is updated, so agree to this
quest. You can also speak to her about the Grenade (if you succeeded
Tip
Before (or after) you enter the facility, you can grab a Quantum
MISC. QUESTS
in your Speech), Grady (if you found his note during Those!), and other
from a container truck, parked at the rear.
general matters.
MAIN QUEST
NEW OBJECTIVE used the Black Widow perk on Ronald Laren you’ll find his body in
“Recover 30 bottles of Nuka-Cola Quantum and bring them to Sierra Petrovita” begins. this general area. Liberate the Unique “Kneecapper” Shotgun, Leather
Armor, and Shotgun Shells from his corpse. You now have two routes to
NEW OBJECTIVE [OPTIONAL]
take through this building—one involves a massive amount of explo-
“Find the ruins of the Nuka-Cola Bottling Facility” begins. ration, while the other requires opening a door….
GEAR
Exit Sierra’s shack, and you run into Ronald Laren, who is hostile. He
backs off if you’re polite. He’s got a proposition for you; he wants you First Aid Box
to give him the Quantums, so he can present them to Sierra. He’ll pay
CENSUS
you 40 Caps per bottle (the same as Sierra). NEW OBJECTIVE [OPTIONAL]
He also carries a Unique Sawed-off Shotgun you can pry from “Recover the Nuka-Cola Quantum shipping manifests” begins.
his corpse. If you have the Black Widow perk, you can obtain it
without Karma loss.
FACTIONS & BESTIARY
Note
First Aid Box The Finding the Formula note mentions the location of Nuka-Cola
Clear (somewhere in the R&D floor), and a rendezvous point (the
Red Racer Tricycle Factory not far from here). This is the beginning of
Employee ID Pulse Grenades
Freeform Quest: Just for the Taste of it.
Descend the stairs, moving around the U-shaped tunnel, and exiting into
a flooded vats chamber. Despite the radiation hit you’re taking (pop some
Rad-X) kill the four NukaLurks wading around, then move northwest, to the
TAKE THE LEAP...ENJOY QUANTUM!
U-shaped metal stairs (the other one leads to a gap in the gantry). Follow Enter the factory floor,
the gantry eastward, then turn north (left), and drop down to another set which is actually a
of metal steps, resting on rubble underneath. Turn and look southeast; series of three gan-
the exit doorway is just in front of you, at water level. Ascend the stairs tryways with lower
to the door leading to the offices, then continue up the staircase, tackling chambers to investigate.
Radroaches as you go. Run eastward along the
gantryway, but don’t
head into the connect-
TRY SOMETHING NEW…GO ing passage just yet.
BLUE! OR CLEAR? Meet Milo, the jolly Mister Handy foreman. He’s less
jovial if he has to award you three demerits.
Instead, descend to the
doorway at ground
Climb to the floor of offices, and immediately swing right (south). level (Waypoint #8),
Defeat two NukaLurks, and deal with a number of Radroaches. Then where you meet the robotic Shipping Foreman Milo. He immediately
make a sweep of this floor: Head south, and enter the group of ruined requests your identification. There are a number of actions to take:
offices. Two terminals in here have the Nuka-Cola Company’s Quantum
You can refer to yourself as John-Caleb Bradberton, owner
marketing campaign. Check the nearby desk because there are usually
of the place. If your Speech succeeds, Milo gives detailed
Magnum rounds in here.
instructions to the shipping manifests and more Quantum
The rest of this floor is a maze of almost-empty offices. Locate the information. Ask for the key, too.
base of the stairwell with the “Shipping” sign near it, and check the
office adjacent to it, toward the middle of the floor, and locate the Or, you can present the Employee ID that you found earlier in your
locked door in this room. exploration of this place. This satisfies Milo, and you can ask for the
Shipping Computer Login Code and Key.
Assuming your Lockpick skills are good enough, break into Otherwise, you’ll need to quickly retreat before you’re toasted by
a storage chamber with two First Aid Boxes in it. Milo’s flamer attack. Fight back, and claim the Login Code from Milo’s
remains. You can also claim the Research Dept. Safe Key.
Return to the main corridor, and follow the “Shipping” signs to the next
set of stairs, and ascend them. Shipping Computer Research Dept.
Login Code Safe Key
APPENDICES
Move into Milo’s quarters for some Caps, and a First Aid Box on Dubois. He’s interested
one wall. The real find is the Nuka-Cola Shipping Terminal. Through in the Nuka-Cola Clear
hacking, or the Data Module, you can finally download the shipping Formula. Agree to the
manifests! There are three locations for the Quantum test market: sale, the following
» 1. Paradise Falls Shopping Mart options are available:
MOTHERSHIP ZETA
» 2. Super-Duper Mart
» 3. Old Olney Grocery
When you’re done at the terminal, unlock the safe high on a shelf
behind a door on the south wall. Inside is a load of Caps, making this Goalie Ledoux is a fan of “icegangs,” where shaggy-
quite a fruitful five minutes! haired men used to beat each other with sticks.
POINT LOOKOUT
Caps First Aid Box You can use Speech to increase the price to 400 Caps,
and Ledoux can grin through his gap teeth and bear it.
BROKEN STEEL
formula back. There’s no Karma loss, but no one else wants to buy
the formula. This has the added benefit of allowing you to ransack
The exact number of bottles and locations didn’t quite go as the Goalie Ledoux’s corpse. Pry his Hockey Mask off; it’s well worth it!
Nuka-Cola Company planned. Although these shipments left When you’re done collecting Caps, begin the Quantum hunt.
for the three test markets, only two trucks arrived. The Tour of
the Wasteland chapter shows you exactly where to find these Goalie Ledoux’s Hockey Mask
THE PITT
+25 Action Points (when worn).
shipments, and many more Quantum bottles.
Ascend to the gantry and head south, along a corridor with a Protectron
at the far end. Demolish it, but look for the stairs down on your right QUANTUM DEPOSITS: SIERRA
OPERATION: ANCHORAGE
(east), and descend to another Protectron near a packing terminal and When you’ve collected some Quantum bottles, return to
large conveyor belt. Use Science to hack into the packing line terminal, Girdershade and speak with Sierra. She comments differently
and choose “Load Quantum into Sorting Unit” followed by “Activate when you bring 1, 5, 10, 20, 25, or 30 Quantums. You only
Packing Line.” The line grinds for a moment, then shorts out. Scour need return with 30 Quantums, however. Despite your best efforts, you
the office for a few Caps, then head onto the packing line itself. Three can’t convince her Ronald is a creep. When you hand over the 30th
Quantums have dropped out of the pods. Grab these before ascending. bottle, she awards you the Schematic for the Nuka Grenade. She also
buys Quantums from you at 40 Caps per bottle, making this an excellent
Nuka-Cola Quantum (3) (if long) quest to complete!
TOUR
Move back to the gantry, and continue into the last chamber, pausing 1,200 Caps Schematic: Nuka
For 30 Quantum bottles. Grenade
by the gantry desk before you descend to rifle through a First Aid Box.
MISC. QUESTS
Launch a salvo at a Protectron, as you move down to ground level,
enter the only available exit doorway, and wind back to a chamber Nuka Grenade
cluttered with machinery. This leads to a pair of double doors—the
same double doors you could have picked at the start of the facility
exploration! Before you go, don’t forget to return to the Research Dept.
Safe, and use the key found with Milo. The safe contains items vital to
QUANTUM DEPOSITS: RONALD
MAIN QUEST
your rendezvous with the Sudden Death Overtime Gang! When you’ve Alternately, you can head to Ronald’s hut (assuming he’s still
grabbed the Formula, leave, and start to locate Quantum Bottles until alive), and sell the Quantums to him instead. Ronald takes every-
your total exceeds 30. thing you have, and then sets out to present them to Sierra. Whatever
the results, your Karma takes a hit for siding with this seedy preda-
tor. However, Ronald also warns you about the mysterious Dunwich
GEAR
First Aid Box RadAway Building; there’s some weird stuff going on in there.
called Goalie Ledoux and his two guards, Winger Gervais and Centre
directions to Girdershade, he provides them.
Additionally, you have a chance to find even more each time you QUITTING NUKA-COLA QUANTUM
search one of the hundreds of Nuka-Cola vending machines. Single
There are only a finite number of Quantums in this world, so remember
bottles of Quantum are found in machines only 10 percent of the time
to expend them in the ways you think are best. Here’s what you can do
(the other 90 percent, they don’t contain Quantum, but may contain
with them:
regular Nuka-Cola). Once you search a machine, you can’t search
it again. The machines are not pinpointed on maps, because they’re » Drink them: Rads +10, AP +20
everywhere. » Sell them to Sierra: 40 Caps
» Sell them to Ronald: 40 or 80 Caps
Tip » Customize them to Nuka Grenades
Save yourself yet another trip to Girdershade by locating flour and » Have Sierra create a pie: Rads +5, AP +20, INT -1, STR +1
vodka before you finish this quest. Bring the ingredients to Sierra
and you can complete Freeform Quest: Mississippi Quantum
Pie, detailed in the Tour of the Wasteland chapter (Location 7.05).
Head of State
QUEST FLOWCHART
Find Hannibal Hamlin and the Temple of the Union. Speak to Silas, enter Lincoln Memorial. Hear what Leroy Walker
has to say
Locate Lincoln Memorial; slay all Locate the Museum of History; Locate the Museum of History;
Slavers secure artifacts secure artifacts
Nuka-Cola Quantum
Tell Hannibal the Memorial is free of Super Mutants. Find Hannibal Hamlin and the Temple of the Union.
Take the picture of the Lincoln Memorial to Caleb. Locate The Temple of the Union. Report back to Leroy Walker
Accompany The Abolitionists on the journey to the Lincoln Memorial Join Leroy Walker in attacking the Temple of the Union.
Abolitionists successfully capture Lincoln Memorial Slavers successfully capture The Temple of the Union
APPENDICES
Slaver (Path B):
RUMORS AND SCUTTLEBUTT Hear what Leroy Walker has to say. Lose Speech challenge.
Begin quest.
Acquire the Lincoln Memorial Poster.
Talk to Hannibal and Caleb.
MOTHERSHIP ZETA
You can begin this quest at any time, but a good time to begin Inform Leroy Walker of Hannibal’s location and finish
the Slaver section is on your first trip to the Mall, during Main the quest.
Quest: Galaxy News Radio. Or, a good time to begin the
Abolitionist section is after finishing up Miscellaneous Quest: Slaver (Path C):
The Superhuman Gambit, then journeying north to find Acquire the Lincoln Memorial Poster.
the Temple of the Union. The rest of the quest (reaching either
Hear what Leroy Walker has to say. Begin quest.
conclusion) can then be completed at your leisure.
POINT LOOKOUT
Talk to Hannibal and Caleb.
You begin this quest by stumbling upon one of two locations; the Lincoln Inform Leroy Walker of Hannibal’s location and finish
Memorial (guarded by Slavers), or the Temple of the Union (home to the the quest.
Abolitionists). However, before you find either of these locations, the fol-
lowing characters provide hints about this quest: Slaver (Path D):
Three Dog speaks about the Temple of the Union. Talk to Hannibal and Caleb.
BROKEN STEEL
Scattered in The Wasteland (near Big Town, Canterbury, the RobCo Hear what Leroy Walker has to say. Attempt Speech challenge and
Factory, Metro Center, and Paradise Falls) are the bodies of five dead begin quest.
slaves. Each carries a map to the Temple of the Union.
Acquire the Lincoln Memorial Poster (if required).
If you speak to Mei Wong in Rivet City, and complete her Freeform
Inform Leroy Walker of Hannibal’s location and finish
Quest (page 410), she reveals the location of the Temple of the Union.
the quest.
THE PITT
Three Freeform Quests in The Wasteland involve slaves, and dialog
with them can reveal the location of the Temple of the Union. Bronson, a
slave in Paradise Falls, also has a map. ADVANCING THE ABOLITIONISTS’ CAUSE
North of Canterbury
OPERATION: ANCHORAGE
KEEPING THIS QUEST IN ORDER Commons, along the
The majority of this quest is almost completely freeform, but there are remains of the road
two plans to choose from: the Abolitionist or the Slaver. Here are the and amid the ruins
following paths through the plans you can take. If you don’t mind how of a settlement, is the
you complete this quest, the easiest way is to choose a side and follow Temple of the Union.
Path A. Head toward the
western side of the
building, and you’re
Abolitionist (Path A):
TOUR
greeted by Simone Hidden away in the eastern Wastes, a lone building
Talk to Hannibal and Caleb, begin the quest.
Cameron. Approach protects the real home of the brave.
Hear what Leroy Walker has to say. during daylight hours,
Kill all the Slavers. the Abolitionists are bunkered at night. If Simone isn’t there, ring the
MISC. QUESTS
Acquire the Lincoln Memorial Poster. bell. Respond by saying you’re here to rest and perhaps to trade.
Finish the quest.
MAIN QUEST
Acquire the Lincoln Memorial Poster (or the other way around). is filled with minor food and Chem items, and Hannibal’s Home,
Talk to Hannibal and Caleb, begin the quest, then complete Objective 3 which has similar foodstuffs and junk. However, if you attempt to
immediately. unlock the storeroom, you’re viciously attacked by the entire crew.
Finish the quest. Watch your thievery!
GEAR
Head up to the next floor of the ruined building, and locate the guy
Abolitionist (Path C): patrolling in recon armor. This is Hannibal Hamlin. He immediately
Talk to Hannibal and Caleb. requests that you solemnly promise not to betray these people. Swear to
[Optional] Talk to the Slavers. it or face admonishment or combat. Once you agree, you’re given the
CENSUS
Acquire the Lincoln Memorial Poster. Temple of the Union Key; allowing you to pass in and out of the front
Lead the Abolitionists to the memorial. gate. If you don’t want to keep this secret, you can also just jump out
of the window and avoid the question—but you’ll have to wait at least
Kill all the Slavers (either alone or with the Abolitionists).
three days before trying to befriend these people again!
FACTIONS & BESTIARY
NEW OBJECTIVE
“Talk to Caleb Smith” begins. Tip
There’s a Nuka-Cola Quantum bottle resting on one of the shelves
Note in this chamber. Don’t forget to snag it if you’re trying to complete
Miscellaneous Quest: The Nuka-Cola Challenge!
If you’re interested in listening to a humorously distorted version of
Lincoln’s life, assemble by the head at noon and listen to Hamlin.
Nuka-Cola Quantum
Don’t fail to speak with Caleb Smith, or you’ll have a lot of backtrack-
ing to do! Head down to the ground floor, and look for the man
hammering stone near the Temple of the Union façade. Caleb tells you
he has the masonry skill to restore the Memorial. However, he needs SLAUGHTERING THE SLAVERS
a reference picture: he believes one still survives in the Museum of
If you’ve been sent to clear the Lincoln Memorial of Super Mutants, you’ll
History. Add that to your tasks, and leave the temple, using the key to
find the Slavers have done this job for you. So you’ll need to clear the
unlock the front gate.
memorial of Slavers, too! When you’re challenged by Silas at the front
NEW OBJECTIVE sandbag area, tell him you’re not looking for trouble. Then move so
“Get a picture of the Lincoln Memorial” begins. you’re directly behind him, and gun him down! This allows you to use the
walls and sides as cover.
Note The next five minutes consist of hectic combat. Leroy appears from the
Maintenance Door under the memorial. Don’t wait for him; use the walls
If you’ve already retrieved the Lincoln Memorial Poster, hand it as cover, then Sneak or run around the rear of the structure, gaining
over right now! the higher ground, and use the walls as cover. Lob a Grenade or two,
then employ your favorite weapon until around eight Slavers lie dead
and bleeding. Alternately, you can Sneak around the outside of the
SIDING WITH THE SLAVERS memorial and pick off Slaver patrols, but watch out for the large number
of Frag Mines and Grenade Bouquets. Search the bodies, ransack the
To get the Slavers’ Maintenance Room for items, then return to Hannibal, making sure
requests as well as you’ve obtained the Lincoln Memorial Poster before you go.
(or instead of) the
NEW OBJECTIVE
Abolitionists’, begin
by exiting to the “Tell Hannibal the memorial is free of Super Mutants” begins.
Mall, ideally from
the Georgetown/The
Mall Metro Station,
LONGING FOR LINCOLN’S
or Fast Travel to a BELONGINGS
Under the Lincoln Memorial exists an ex-President’s worst nearby location. Walk
nightmare (aside from a nuclear conflagration, obviously). vaguely westerly Travel into the D.C. Ruins, using the linking Metro and over-land
toward the ruined areas to reach the Mall, or Fast Travel to the nearest location. Head
Lincoln Memorial at one end of the Mall. Silas hollars at you. He wants to the ruins of a once-imposing structure just north of the Washington
to know what the hell you’re doing here! Monument, say hello to Willow the ghoulish guard, and enter the
Tell Silas you’re not looking for trouble, because this relaxes his guard. ground level (not the basement Metro) of the Museum of History. Make
Move up toward the sandbags he’s stationed behind, and either follow a left turn at the mammoth; you’re looking for the Door to Museum of
him around and into the Door to Memorial Maintenance Room, or begin History Lower Levels.
to slay Slavers. Assuming you want to hear the Slavers’ plans, head inside
to meet Leroy Walker. Speak with Leroy and he tells you he’s taken some
Slavers from Paradise Falls to help him search for escaped slaves.
Tip
Have you acquired the Ghoul Mask, given to you by Roy Phillips
Succeed in a Speech challenge, and you can bargain for your help during Miscellaneous Quest: Tenpenny Tower?
with Leroy. He tells you he’s only interested in securing the Then you’ll find the subsequent searching a lot less fraught!
leader of the escaped slaves: Hannibal Hamlin. There’s a
100 Cap bounty if you can find him (but leave the killing Don’t want to risk your life searching for Lincoln trinkets? Then
to Leroy). He warns you to stay off the Lincoln Memorial choose the Slaver’s way, and win a Speech conversation with
steps, as his men have orders to fire. You can now skip Leroy Walker to skip this stage completely.
“Longing for Lincoln’s Belongings” completely, and begin
“A New Home for the Brave.” Begin a room-by-room search of these
floors. Although most of the Lincoln artifacts
NEW OBJECTIVE are on the upper level, be sure to grab
“Find Hannibal Hamlin and the Temple of the Union” begins. Lincoln’s Diary from the display in the north-
west corner of the big room at the top of the
If you fail the Speech challenge, you can either tell him you haven’t stairs. At the foyer, move southeast, around
seen any slaves recently, or that you wouldn’t tell him anyway. Try the the left staircase, and into a small office.
former dialog option, and Leroy asks if you’re for hire. He needs you to Lincoln Artifact Acquired:
There are Caps in the filing cabinet, a First Lincoln’s Diary
head into the museum and bring back an artifact. Head to the Museum of Aid Box on the wall, and items in the desk,
History at once. but the real find is inside the wall safe.
APPENDICES
Use your Lockpick skill to force the safe open, and grab Make sure you don’t break both locks, or there’s no other
the loot inside. way to progress! Lockpick either of the Cell Doors, and
enter the archive chamber.
On the ground floor, being wary of Ghouls, move southward, into the
MOTHERSHIP ZETA
There is some
remains of a cafeteria, then turn right (north), and search the body of a
Ammo in the
dead Wastelander. Move to the northeast doorway.
filing cabinets on
Search the room behind the back of the counter area and secure the lower level,
some Health from a First Aid Box. Then move to the southeast corner of but first shoot the
the floor, ransack the Nuka-Cola machines, and grab a Quantum from turret. Search the
the small crate under the table, plus a Jet or two from the table above. bookcases in the
Lincoln Artifact Acquired: Lincoln Artifact Acquired:
POINT LOOKOUT
The rest of this floor is filled with junk. Head back out to the foyer, and southern corners Lincoln Memorial Poster. Lincoln’s Voice.
up the stairs. for two more
artifacts. Now climb the stairs, and turn left (north). Behind the desk is the
First Aid Box Lincoln Memorial Poster that Caleb Smith needs. Take this immediately,
Lincoln’s Diary
even if you’ve aligned with the Slavers; it’ll fetch a price with Leroy, too.
The other desk to the left has a phonograph of Lincoln’s Voice, another
BROKEN STEEL
Nuka-Cola Quantum Jet (2) excellent artifact!
The second floor has a few unwashed sub-humans to gun down. You can
use cunning (turrets and mines), brute force, or just make a beeline for the
Door to Museum of History Offices.
THE PITT
Head carefully up the stairs, and start a room-by-room search of this
floor. Rushing in usually gets you killed by at least four Feral Ghouls,
and there’s at least one Glowing One too. Make a sweep of the Lincoln Artifact Acquired: John Lincoln Artifact Acquired:
area. Just east of the exit doorway is a small alcove with a Nuka-Cola Wilkes Booth Wanted Poster Civil War Draft Poster
OPERATION: ANCHORAGE
machine. Across from that is a locked door
Lincoln Memorial
Use Lockpick to open the door, or head Lincoln’s Voice
Poster
south down the corridor, left (east) into a
room of bookcases, and go through the hole
John Wilkes Booth
in the wall. Dispatch Ghouls then search. Lincoln’s Hat Wanted Poster
There’s an Assault Rifle and Ammo in the
Gun Cabinet, more Ammo in the boxes on
the wall shelves, Health and Chems in the Civil War Draft Poster
Lincoln Artifact Acquired:
First Aid Box, and a stash of Caps, Pre-War
TOUR
“Action Abe” Action Figure.
Money, and a Stealth Boy in the safe (use NEW OBJECTIVE
Lockpick). You can also deactivate the turrets in the Archives Room from
“Take the picture of the Lincoln Memorial to Caleb” begins.
here, too. But the real prize is the Action Abe Action Figure. Grab it!
MISC. QUESTS
Enter the hole between the two desks, and
First Aid Box search the large office (watch for Ghouls).
Move to the northwest corner of this middle
chamber, and open the glass display case,
Assault Rifle Action Abe taking Lincoln’s Repeater from inside. Also
MAIN QUEST
and Ammo Action Figure look for a First Aid Box and a Skill Book
at the back of this chamber. Then head to
Lincoln Artifact Acquired:
the east corridor, heading north or south,
Note and enter the eastern doorway nearest the
desk where you found the Lincoln Memorial
Lincoln’s Repeater.
You can now return to Leroy Walker without investigating the rest Poster. On one of the library shelves is an
GEAR
of this building, if you wish (and you’re siding with the Slavers). Antique Lincoln Coin Collection. A room to
the north has a hole in the floor; navigate the
NEW OBJECTIVE edges of it to reach an Ammo Box with .44
CENSUS
“Sell Lincoln artifacts to Leroy Walker” begins. Magnum Rounds in it. Now that this building
has given up all its treasures, head back to Lincoln Artifact Acquired:
There are two desks, each in front of a the faction of your choice: the Abolitionists or Antique Lincoln Coin Collection.
barred gate. The southeast one has Ammo, the Slavers.
FACTIONS & BESTIARY
A much better plan (and one ensuring quest completion) is to Caps (50) Caps (100)
Fast Travel to the Lincoln Memorial and move inside the struc- If you killed If Leroy killed
Hannibal Hamlin. Hannibal Hamlin.
ture. This is also a good opportunity to rid the area of any outstanding
foes. Then choose one of the mattresses inside the building, and sleep
for six hours. Hannibal’s train of slave survivors should arrive at the 300 XP
Mall Northwest Metro station entrance around this time (or you can
keep sleeping until they show up). Escort them up and into the memo- ALL THE FACTS ON THE ARTIFACTS
rial. Now speak to Hannibal who gives you a Dart Gun Schematic for
During this quest, you can sell any of the artifacts you find in the Museum of
your troubles. If you check back at the memorial you’ll see evidence
History to Leroy Walker or Hannibal Hamlin. Alternately, you can seek out
of the Abolishionists’ efforts. Every day at noon, Hannibal recites the
the Capitol Preservation Society in Rivet City, where Abraham Washington
Gettysburg Address.
is more than happy to take these priceless heirlooms of your hands. Consult
Miscellaneous Quest: Stealing Independence.
Schematic: Dart Gun 300 XP
Caution
AN OLD FATE FOR THE SLAVES Beware! Some items are critical to complete other Miscellaneous Quests!
APPENDICES
The Replicated Man
MOTHERSHIP ZETA
QUEST FLOWCHART
POINT LOOKOUT
Karma Influence Positive and/or Negative
BROKEN STEEL
Visit Rivet City’s Science Lab, locate
Doctor Zimmer
Note: Missing Android, Clue [Optional] Discover what
#1: Self-determination is not a Doctor Preston at Rivet City
malfunction might know about the Android.
THE PITT
Search for clues about Zimmer’s missing Android.
Locate any relevant Medical Locate any relevant technologically- Locate any relevant sympathizer: Locate any relevant slaver:
OPERATION: ANCHORAGE
Professional: minded Wastelander: • Father Clifford (Rivet City) • Grouse (Paradise Falls)
• Doctor Preston (Rivet City) • Seagrave Holmes (Rivet City) • Manya (Megaton) • Eulogy Jones (Paradise Falls)
• Doc Church (Megaton) • Moira Brown (Megaton) • Herbert Dashwood (Tenpenny • Sister (Rivet City or
• Doctor Banfield (Tenpenny Tower) • Winthrop (Underworld) Tower) Paradise Falls)
• Doctor Barrows (Underworld • Scribe Bowditch (Citadel) • Tulip (Underworld Outfitters)
Chop Shop) • Knick Knack (Little Lamplight)
• Lucy (Little Lamplight)
• Cutter (Paradise Falls)
• Red (Big Town)
TOUR
Clue #1: Self-determination is not a malfunction
MISC. QUESTS
Clue #2: A request for help, Clue #3: We got the tech, now we need the Chance of a visit by
doc, Clue #4: A free man, a new man Victoria Watts (+Karma)
Internal Component
Find out what Pinkerton at Rivet City knows about the Android.
MAIN QUEST
Continue to search for clues to the android’s identity OR tell Zimmer the android is dead.
[Optional]
Locate Radiation Suit, Rad-X;
Locate Rivet City, Broken Bow
Pinkerton Passcode,
Pre-Harkness Recording,
Harkness before Picture,
CENSUS
During a visit to Rivet City, find Doctor Li’s laboratory. A heated discus-
sion occurs in the chamber (either before or after you speak with your DOCTORS’ ORDERS: HOLOTAPES
father and Doctor Li), listen in. Speak with Dr. Zimmer, and agree to find
the wayward replicant. Your incentive? “Advanced technology from the AND THE MEDICAL PROFESSION
Commonwealth.”
The following medical professionals (and Cutter) have a Holotape to
Note: “Missing Note: “Self determination give, or one that you can find (your choice):
Android” is not a malfunction”
Your quest now becomes completely freeform; you must scour the
Wasteland for additional clues to the location and name of this android.
Depending on when you start collecting clues and when you first speak
with Zimmer, you may need to collect three or four clues.
Clues may be uncovered in one of two ways: Find a Holotape in
someone’s room, or speak with them and convince them to give you
more information. It doesn’t matter who you speak with, or which
Holotape you find first; you always receive the clues in the correct Doc Church: Located in Megaton [8.03]. Find the Holotape on the desk near his terminal
order. Collect information from the four closest characters. You can in the clinic.
question the android itself, but you won’t be able to talk about this spe-
cific quest until you’ve solved it.
Keep the following in mind as you search for clues:
Or, you can try bribing them with Caps for the information.
Doctor Banfield: Located in Tenpenny Tower [7.14]. The Holotape is on the floor, in the
For doctors, you can rely on your Medicine to help you
corner of the examination alcove.
garner the information.
Before Doctors and techies give you clues through dialog, you must
have first received a clue alluding to surgery or a mind wipe, or have
spoken with Zimmer.
Some folks (sympathizers and Slavers) talk to you only after you’ve
found their Holotape.
You get the same clue from finding the Holotape as you do by Doctor Barrows: Located in Underworld [17.07]. The Holotape is near the terminal on the
talking to its owner. desk of Nurse Graves.
Note
Have you already found a Holotape on your travels? Now that
you’ve met Doctor Zimmer, you can listen to it with a new under-
standing. Or, simply locate the characters most convenient to you.
APPENDICES
MOTHERSHIP ZETA
Doctor Preston: Located in Rivet City [9.15]. Speak with Doctor Preston (he has no Seagrave Holmes: Located in Rivet City [9.15]. The Holotape is on the floor, to the right
Holotape lying around) in the clinic or the Weatherly Hotel. of his desk, near his bunk.
POINT LOOKOUT
BROKEN STEEL
Lucy: Located in Little Lamplight [4.08]. The Holotape is on her desk, below “The doctor Scribe Bowditch: Located in the Citadel [9.11]. The Holotape is by the Scribe’s terminal.
is in!” sign, in her Essentials clinic. (Star Paladin Cross is nearby, but isn’t knowledgeable about the replicant.)
THE PITT
OPERATION: ANCHORAGE
Red: Located in Big Town [5.10] (assuming survival after Miscellaneous Quest: Home Wintrop: Located in Underworld [17.07]. Find the Holotape on his desk, in his room.
Sweet Home). The Holotape is on the desk inside her clinic.
SYNTHETIC SYMPATHIZERS:
FANS OF THE FUTURE:
TOUR
HOLOTAPES AND THOSE
HOLOTAPES AND THE
FRIENDLY TO THE CAUSE
TECHNOLOGICALLY MINDED
MISC. QUESTS
Whispers tell about an underground railroad helping to free androids
These technically savvy inhabitants offer a copy of a Holotape after a from their programming:
chat, or you can rummage for it (your choice):
MAIN QUEST
GEAR
Manya: Located in Megaton [8.03]. The Holotape is on the table in her home, entered
Knick Knack: Located in Little Lamplight [4.08]. The Holotape is on the desk near the via the concertina door.
phone, in his “Miner Mole” store.
CENSUS
FACTIONS & BESTIARY
Moira Brown: Located in Megaton [8.03]. Find the Holotape on the round table behind Father Clifford: Located in Rivet City [9.15]. The Holotape is at the base of his pulpit.
her counter.
TRAINING
Once you’ve heard the fourth clue (whether through dialog or finding
a Holotape), you learn the identity of the person who operated on the
android: a crotchety rogue doctor named Pinkerton, who’s holed up
somewhere on the Broken Bow of the Rivet City ship. You must find him
before you can continue.
NEW OBJECTIVE
“Find out what Pinkerton at Rivet City knows about the android” begins.
Herbert Dashwood: Located in Tenpenny Tower [7.14]. Find the Holotape in the corner of THE ANDROID EVANGELIST
his central bookcase.
You can return to Zimmer at any time but it’s only necessary to see him
once all four clues are collected. However, before this happens, you’re
flagged down by an imposing female wanderer with an impressive
sword. Her name is Victoria Watts.
Remain cordial. She’s part of a group that helps androids escape,
and says the replicant you’re chasing should be left in peace. She asks
you to return to Zimmer, stop your searching, and present the doctor with
a fake Internal Component (a Neuro Servo). Agree to her plan (unless
you want less Karma); you don’t have to carry it out, though! If you do
as Victoria instructs you, skip to “Rendezvous with a Replicant,” and
Tulip: Located in Underworld [17.07]. The Holotape is on the Work Bench to the left return to Zimmer.
(north) of her shop desk.
Internal Component
SECOND-CLASS SYNTHETICS:
NEW OBJECTIVE
HOLOTAPES AND THE SLAVERS “Continue to search for clues to the android’s identity OR tell Zimmer the android
is dead” begins.
A few of the thug-like Slavers have heard the android’s tapes and are
hoping to capture some replicants:
BRAVING THE BROKEN BOW
Rivet City (Broken Bow) Map: Page 408
After your fourth clue, you find that the doctor responsible for the
android’s new form is named Pinkerton. He’s holed up in the dangerous
Broken Bow section of Rivet City, which has an underwater entrance.
Various Rivet City residents might share rumors that will clue you in to his
whereabouts.
Eulogy Jones: Located in Paradise Falls [2.08]. The Holotape is on the desk in Eulogy’s Detailed instructions on how to get to Pinkerton in the Broken Bow can
main bedroom. be found in Miscellaneous Quest: The Wasteland Survival Guide, part
3.1: A Riveting History. You’ll find several useful things on your way (but
not if you’ve already visited the old codger).
Grouse: Located in Paradise Falls [2.08]. Find the Holotape on the ground next to him, Purified Water Frag Mines
near the sandbags.
Caution
Remember, you need to have collected all the clues that point to
Sister: Located in Paradise Falls or Rivet City [9.15]. The Holotape is on the desk in his Pinkerton before you have proof of his involvement!
Rivet City room.
APPENDICES
Limp into this trap-master’s inner sanctum, and begin interrogating You can reveal everything. Zimmer thanks you, and gives you a
Pinkerton. Without resorting to violence, go along with his explanations, special Combat Module perk. You can follow Zimmer to watch
and he reveals the android’s true identity: it’s Harkness the Security him “reclaim” his property.
Chief! Because even Harkness doesn’t know his true identity, you You lie and tell him Victoria’s Neuro Servo is from an android
require yet more proof, and Pinkerton is happy to provide it. He gives
MOTHERSHIP ZETA
you killed. He grudgingly accepts this, gives you 50 Caps,
you his terminal password, as well as pictures and a Holotape. Keep and leaves.
pestering him, and he reveals Harkness’s recall code; “Activate A3-21
Recall Code Violent.”
Zimmer’s Combat Module
You can continue to ask about the Commonwealth, and Pinkerton
even offers complete facial reconstruction. Change your appearance,
then check his hidey-hole. You can read Pinkerton’s notes on his termi- PATH C: CLAIMING BOTH REWARDS
nal, steal a Big Book of Science, Dean’s Electronics, a Stimpak, a
POINT LOOKOUT
Simply complete Path A, telling Harkness “your secret is safe
Stealth Boy, and other sundry goods, if you wish. There is also a Work
with me,” take the Plasma Rifle, and then head straight to
Bench for building weapons.
Zimmer, rat out Harkness, and claim the Combat Module!
Pre-Harkness
Pinkerton Passcode Audio Recording Tip
BROKEN STEEL
.Do you want a V.A.T.S. boost, or a customized Energy Weapon? If
Harkness before Harkness after
Picture Picture it’s the former, side with Zimmer (and receive the Combat Module).
If it’s the latter, side with Harkness (and end up with A3-21’s Plasma
Rifle). You can collect one, or both.
Big Book of Science Stimpak
QUEST REWARDS
THE PITT
Dean’s Electronics Stealth Boy
You receive the following rewards depending on how you react to
NEW OBJECTIVE Zimmer and Harkness:
OPERATION: ANCHORAGE
“Report to Zimmer OR warn Harkness about Zimmer” begins. Bottle Cap (50 total)
If you gave Zimmer the fake Neuro Servo
from Victoria Watts.
RENDEZVOUS WITH A REPLICANT
Combat Enhancer: Wired Reflexes
PATH A: CONFRONTING HARKNESS (Hit Chance x1.1 in V.A.T.S.): If you reveal the
truth to Zimmer.
There’s a choice of
paths to end this
TOUR
quest, and the first A3-21’s Plasma Rifle
If you reveal the truth to Harkness.
involves meeting
Harkness himself; he’s
usually guarding the
MISC. QUESTS
exterior of Rivet City. +300 XP
If you present all of
Pinkerton’s evidence in
your dialog choices, Straight from the synthman’s lips: Harkness needs to
Harkness’s memory hear what you (and he) have to say.
MAIN QUEST
jolts back, and he real-
izes his true identity. You can now help Harkness decide what to do:
He can authorize you to kill Zimmer. Search and destroy him
and his bodyguard Armitage.
Or you can leave Harkness to his own devices to deal with
GEAR
Zimmer. If you don’t try to talk him out of violence, follow him as
he finds Zimmer and has a showdown with him and Armitage.
You can convince Harkness to return to the Commonwealth
CENSUS
Blood Ties
QUEST FLOWCHART
Bobblehead: Repair
Meresti Trainyard
Ultrajet
Kill Robert
APPENDICES
From previous page From previous page
MOTHERSHIP ZETA
Plan B: Use an Audience with Vance to gain knowledge, acceptance, or
research
POINT LOOKOUT
Purchase from Kari’s Inventory
Kill Everyone
BROKEN STEEL
Password
Vampire’s Edge
THE PITT
Meet Ian West
OPERATION: ANCHORAGE
He stays or leaves; Organize a truce with Arefu
TOUR
Freeform Quest: A Little Help Freeform Quest: A Penchant for
from Alan Plasma
MISC. QUESTS
Hematophage Perk
MAIN QUEST
When you’ve met the
Tip members of the staff,
GEAR
might want to complete it prior to a negative Karma ending to the delivery. Say yes and
Power of the Atom, though! she gives you Lucy’s
Sealed Envelope to
give to her father Davis
GO TO WEST, YOUNG MAN
FACTIONS & BESTIARY
Lucy is tough, attractive, and straight to the point, but West. He lives in Arefu,
her furrowed brow reveals her worry. and he’ll pay for your
Megaton is the place to be. Once inside locate Moriarty’s Saloon, spot-
traveling expenses
welded to the far end of town and up. This town is the setting for the
when you arrive.
Miscellaneous Quest: The Power of the Atom. You may wish to
start that quest before entering the saloon.
Lucy’s Sealed Envelope
TRAINING
NEW OBJECTIVE
Ammo Box
“Deliver Lucy’s Message” begins. Bobblehead: Repair
Ammunition (7)
Press her and she mentions the sheriff, Evan King, and the safety aspects Step inside the West’s residence. There are no Wests living. Although
of the place. Take your leave (and her letter), and set off in a northwest- Lucy mentioned her parents and brother, only father Davis and mother
erly direction, crossing the Wasteland to Arefu. Matilda are lying here. Figuring out their cause of death depends on
your Medicine competency (which can affect future conversations, but
THE KING OF AREFU is mainly to clue you in on where to search next):
APPENDICES
CHASING VAMPIRES (WHERE CHASING VAMPIRES (WHERE
THE FAMILY IS): SENECA THE FAMILY IS): MERESTI
MOTHERSHIP ZETA
You can now choose either of the following locations to gain entrance If you choose to ignore the hidden entrance from Seneca to Meresti
to the Family’s underground lair. The first entrance is quicker, but more Station, you can try an overland route that takes a vaguely eastern
difficult to find and it features more dangerous enemies. path from Arefu. Pass the river, go up and over the Moonbeam Cinema
area, and head toward the two bridges just north of Big Town. Continue
As soon as you’re
eastward, and watch for Raiders just below (and west of) the Meresti
down the freeway
Trainyards.
ramp and by the
abandoned house, Head up the hill continuing eastward, and look for the two tunnel
POINT LOOKOUT
turn and face north. It’s entrances and the rusting carriages on the flat area of ground. These
time to get wet (and are the Meresti Trainyards, and you’re likely to be attacked by multi-
a little radioactive)! legged mutations. When the coast is clear, or if you wish to flee, run to
Clamber over the rocks either tunnel entrance.
and dirt, and swim No matter which tunnel entrance you select, head into the main
Northwest Seneca Station is a ghost town, complete across to another area tunnel, with the parallel one running next to it. Head south. If you chose
BROKEN STEEL
with its own ghoulish residents down in the darkness. of rocky ground with the western Trainyard entrance, you need to head east through a con-
the freeway sections necting chamber. Watch out for the Baby Carriage Trap.
to your left. Turn northeast, circling around the rocky outcrop, and then Locate the rusting carriage with the flaming barrels nearby, and
northwest, between the two clusters of buildings. Congratulations! You’ve head south, weaving between the carriages (watching out for a Rigged
discovered Northwest Seneca Station. Shotgun Trap and a Brahmin-hide-on-a-Chain Trap), and staying slightly
You can optionally enter the Cornucopia Fresh Groceries Store. right of the baseball-thrower to avoid a fastball to the back of the head!
THE PITT
Watch for Bear Traps and grab Stimpaks from the First Aid Box on the Head south as the tunnel slopes downward, but ignore the red lights
wall. There’s a safe on the floor behind the counter with a few Caps. and stay to the right at the junction; straight ahead is a hole leading to
Grab the other junk if you wish. Exit the store, and head south, down a Mirelurk Tunnel and the secret entrance up to Seneca Station.
the steps to the Chain Gate to Northwest Seneca Station.
OPERATION: ANCHORAGE
Tip
Caps First Aid Box
Flaming barrels indicate a preferred route to take, usually
ending in a place you want to travel to.
Flick on your Pip-Boy’s Flashlight but stifle your gunfire. Unless you’re
itching for a fight, converse with Murphy. He’s making Ultrajet, and
Farther around the
he needs Sugar Bombs. He’s looking for a scavenger and will pay 15
tunnel, past two car-
Caps for each box of Sugar Bombs you bring him.
riages, is a gate with
TOUR
a guard. Robert asks
Wait, did he say 15? He meant 30, if your fast-talking what you’re up to. It
Speech is successful! looks like you’ve
found the Family!
MISC. QUESTS
You’ve discovered Freeform Quest: Murphy’s Bombing Run. For Here are some
more information, consult page 347. If you arrived here after complet- conversation tactics:
ing your tour of Arefu, Murphy can also clue you in on the location of Robert is the Family’s gate-keeper, but he isn’t above
the Family. bribery or persuasion. Or a hole in the head.
Continue into Seneca Station. The only way onward is the door to
MAIN QUEST
your right, just past the turnstiles. Dispatch a pair of Mole Rats and search You can vaguely impress him with a sense that it’s
the office, where a few Caps, an Ammo Box with Frag Mines, and other important for him to let you by. If your Speech is
refuse lie collecting dust. Try the “authorized personnel” door to the south. successful, he does just that.
In front of the badly deteriorating radioactive barrels is a manhole to
Meresti Service Tunnel! If you’ve craved human flesh in the past, Robert recognizes
GEAR
This is a shortcut, so drop into an underground cave system. Pass the You can offer 100 Caps in return for entrance into the settlement. This
Brahmin corpse, and wind along the tunnel, continuing north and is agreeable, as long as you have the funds.
defeating two Mirelurks along the way. Watch for a Grenade Trap If these funds are not present, wave Lucy’s Sealed Envelope for Ian
as you emerge from a hole linking the cavern corridor to the Meresti West, and he figures out you should speak to the Family’s leader, Vance.
FACTIONS & BESTIARY
Tunnel system. You can continue heading north to exit out to the Meresti Or, you can start a protracted and dangerous firefight, turn the entire
Trainyards, or follow the flaming barrels at the junction on your left, all Family hostile, and gun Robert down in cold blood. If you employ Sneak
the way to the Family’s lair entrance. (Stealth Boy optional), you can maneuver around Robert and enter the
Family’s lair, but you face a fierce firefight; you must kill them if you use
this tactic, but try to spare Ian West.
Or if you’re being combative and inventive, you can coax Robert
away without attacking him and let something else do the dirty work (for
example, if a Mirelurk follows you in). You can then Lockpick the gate
TRAINING
The following tactics assume you didn’t employ this option, because
it reduces all your future options considerably. Alan is Vance’s longest serving member, and he’s a
The gate to Robert’s living area is locked and will automatically little more wary of you. Your skills aren’t helpful to
unlock if you drop him or if he lets you in. He also has the key to wheedle out information, and Alan points to Justin
the terminal that unlocks the door around the corner to the Family’s as someone who might assist you.
living areas.
NEW OBJECTIVE
Over by the western edge of the concourse, below
“Locate Ian West” begins. the mezzanine, is a workshop brimming with items
and a Work Bench. Here you’ll sometimes find
If you choose to rampage through the Family, or attempt this once the
Karl, if he’s not sleeping upstairs. He’s susceptible
quest is over, you can take the collection of items that Robert is storing
to one of the following:
in the connecting tunnel just behind his gate. Here, there’s a computer
terminal (one of three you can access later if you wish) Ammo Boxes,
an Assault Rifle, Sledgehammer, Mentats, a couple of First Aid Boxes, If you’re female, and have the Black Widow perk, you can
a Pistol and Ammo, and a book called Tumblers Today. This last item provocatively charm him into revealing the password.
is important, because it’s the only one you can take without turning the
Family hostile. Don’t forget to pick it up, and read it from your Pip-Boy’s
Inventory immediately. Or, if you have a high Strength, Karl is impressed with
your mettle, and agrees to give you the note.
Tumblers Today
+1 Lockpick (+2 with Comprehension perk)
Tip
If you have the Lady Killer perk, you can use your charms
This initial (and more difficult) conversation with the leader of the
on her, and snag the password this way.
Family is necessary only if you haven’t already gleaned the Meresti
Security Password from one of Vance’s followers, or if you’re intent
on using one of the three terminals to find out more about this clan.
Or, try Justin, the new recruit who’s been trying
to talk to Ian and make him feel better about his Now speak to the man himself. Vance is up on the mezzanine level, in
“abilities.” Try out one of the following: front of the sleeping quarters, he’s in the long coat, carrying an
impressive melee weapon. Let him speak, and keep your comments
mostly courteous (unless you want to start combat). At the end of the
conversation, you can try one of the following options:
With the Impartial Mediation perk, you can convince
Justin that an outside perspective is needed: yours. Although this is hard to pull off, you can use Speech to tell
Vance him exactly what you think his kind are: a variation on
the ancient myth of the vampire, except in this case, they’re
Or, try a Speech about Ian, and then tell Justin that Ian suffering from the Hematophage disorder.
needs some perspective from somebody on the outside.
If you’re afflicted with the Cannibal perk, and you’ve
Justin also tells you the origin of the name Meresti; apparently it’s a already feasted on the remains of your vanquished
town in a European country once known as Romania. victims, you know immediately what Vance is, and you’re
greeted warmly.
APPENDICES
Or, you can find out more about the Family by understanding and
researching their Laws. Caution
Succeed in any of these three options to gain access to Ian West and
receive the Meresti Security Password. If you engage in combat with the Family after speaking with Ian
If Vance tells you to learn more about his kind, descend to the con- (regardless of whether Ian has decided to leave or stay), he realizes
MOTHERSHIP ZETA
course area, and speak with his followers. For a faster option, access what a maniac you are and the quest fails. If you are intent on
any of the computer terminals in this area, and read about The Five massacring the Family, make sure everyone is dead before you open
Laws of the Family: the door to Ian’s cell. You have been warned!
» “Feast not on the flesh, consume only the blood. This is our strength.”
» “Bear not the child; welcome only the exile. This is our fate.” Return to Vance to
speak about Ian’s
» “Feed not for pleasure; partake only to nourish. This is our dignity.”
POINT LOOKOUT
decision (whether he
» “Seek not the sun’s light; embrace only the shadows. This is decides to stay or
our refuge.” not). Before you speak
» “Kill not our kindred; slay only the enemy. This is our justice.” about Ian, there’s the
You can also read Vance’s proclamations about Feeding Grounds, small matter of Arefu
and “the Arefu Incident.” Return to him and Vance deems that you’ve to consider. You can
implore Vance using
BROKEN STEEL
learned enough to speak with Ian.
one of your abilities: At this point, you can earn big Karma, learn how to
make a mighty melee weapon, or both.
PART C: INDEPENDENT RESEARCH
Vance won’t let you see Ian unless you satisfy the conditions listed
Use Speech to work on Vance’s sense of morality (after all,
below. Make sure you know the following:
he considered the raid on Arefu to be a mistake.
THE PITT
Vance’s speeches about his clan’s nature can be accessed at any
time (whether you’re here to see Ian or you stumbled in on the place).
Basically Vance has taken in a group of Cannibals and given them a
With a Medicine skill, you have two options. Both ideas
place to belong. If you complete the vampire research, Vance will let you
involve the Family’s sustenance: They can use Blood Packs
OPERATION: ANCHORAGE
see Ian, and you can negotiate a proposal from Vance to Evan King at
with far less horrific consequences.
the end of this quest (although skills and perks aren’t available).
Other possible plans to seeing Ian West include chatting Or, with enough Intelligence, you can suggest an alter-
with Vance after the research is over and completing a native source of blood that Vance can survive on; again,
Speech challenge. this refers to the Blood Packs.
Or, you can have the Cannibal perk already. There’s no need to utilize abilities if you’ve done your detective work
You’re spotted as “one of the brood,” and can head and previously researched the Family’s Laws.
TOUR
up to meet Ian. Vance is amenable to this idea, but he hasn’t found many Blood
Packs, which drove him to his vampiric ways in the first place. You
propose another fine plan, from the choices below:
MISC. QUESTS
Meresti Security Password Arefu donates Blood Packs, and the Family leaves the town alone.
Arefu donates Blood Packs, and the Family protects the town from
Raiders and other marauders.
MAKING FRIENDS WITH THE FAMILY Arefu sells Blood Packs, and the Family leaves the town alone. Vance
doesn’t agree to this, and you’re allowed to choose again.
MAIN QUEST
Once you have the Meresti Security Password, head south up the Vance agrees, and gives you a proposal to give to Evan King. Now
mezzanine exit tunnel, over the turnstiles and past Vance’s personal tell Vance of Ian’s decision. Whether Ian stays or leaves; Vance thanks
quarters, and enter the alcove with the security door. Activate the you for learning about him and his kin. You’re awarded the schematics
terminal here, and step through to find Ian West. You can be as rude or for Vance’s weapon: the mighty Shishkebab!
understanding as you like, until the matter of him staying or leaving is
brought up. Now you have options:
GEAR
Schematics:
You can simply end the conversation, and leave him to stay with the Vance’s Proposal
Shishkebab
Family, which he does automatically.
NEW OBJECTIVE
CENSUS
Or, you can attempt to persuade Ian (with Speech) to face “Return to Evan King” begins.
his nightmares, and return home.
Trek or Fast Travel back to Arefu (Ian will there when you arrive), and
speak to Evan King about that proposal. He’s happy to accept whatever
FACTIONS & BESTIARY
Or, if you have Lucy’s Sealed Envelope, you can finally deliver it to Ian. the plan, and he tells you to return to Vance to seal the deal. The quest
He gets a little emotional and vows to return to be closer to his sister. is now complete. If you ask for reward, Evan King hands you ta few
NEW OBJECTIVE random items: a chem, a grenade, a mine, some ammo, or a bottle of
“Speak to Vance about Ian’s decision” begins. vodka or scotch. Don’t expect a Caps reward! If Ian decided to leave
the Family, he has disposed of mom and pop and taken up residence in
the family home.
TRAINING
QUEST REWARDS
PLAN B: BEGINNING AT MERESTI
You receive the following rewards for finishing Blood Ties:
Did you stumble on Robert guarding the gate to the Family’s station com-
pound before hearing anything about Arefu or the Wests? Then you can
Schematic: Hematophage Perk‡
head past Robert if he lets you. You don’t know about Ian West, so either
Shishkebab†
overhear a conversation between two Family members or read about “The
Arefu Incident,” and then receive a new objective:
NEW OBJECTIVE [ADDITIONAL]
300 XP
“Discover what the Family did in Arefu” begins.
† For negotiating with the Family. You gain extra items if you slaughter the Family,
This of course, requires you to check out Arefu before finding out about at a cost to your Karma.
Ian. Fortunately, you’ll know where the Family is based! ‡ For brokering a deal between Arefu and the Family: The perk allows you to gain
20 Health (instead of 1) by consuming Blood Packs.
Vance’s Sword
Cabinet Key
Vampire’s Edge FREEFORM QUEST: I WANT TO DRINK
YOUR BLOOD
If you managed a proposal, you can return to Vance and sell him Blood
Packs for 15 Caps each.
APPENDICES
FREEFORM QUEST: SUGAR BOMBING RUN OTHER ANTICS
Remember that you can continue this quest with Murphy at Of more interest are some accoutrements for yourself, courtesy of those
Seneca Station. you helped:
Ken Ewers can Repair items for you at a cut-price rate.
MOTHERSHIP ZETA
FREEFORM QUEST: SPECIAL DELIVERY Karen Schenzy has some interesting knowledge of the surrounding
area, and she pinpoints some areas for you to explore.
Finally, you can return to Megaton and speak with Lucy herself, telling
her of her parents’ fate, and Ian’s situation (and condition). If you didn’t already give Ian West Lucy’s Sealed Envelope, and want
it out of your Inventory, you can visit his shack and hand it over.
Oasis
POINT LOOKOUT
QUEST FLOWCHART
BROKEN STEEL
Main Characters Harold, Tree Father Birch Tree Father Birch, Branchtender Leaf Mother Laurel, Branchtender Harold
Cypress, Branchtender Maple, Linden, Bloomseer Poplar,
Sapling Yew Sapling Yew
Locations Oasis, The Grove, Sunken Chambers Oasis, The Grove, Sunken Chambers Oasis, The Grove, Sunken Chambers Oasis, The Grove
Adv. Items/Abilities Speech Skill, Child at Heart Perk Speech Skill, Child at Heart Perk Speech Skill, Child at Heart Perk Flamer and Fuel
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Possible enemies Mirelurks Mirelurks Mirelurks Treeminders
Karma Influence None Positive Positive Negative
OPERATION: ANCHORAGE
Agree to Help Harold Ignore Harold
Obtain the key to the caves from Branchtender Cypress. Kill Harold by burning him.
Key to Oasis Caves
TOUR
Birch’s Sap Container, Laurel’s Liniment
MISC. QUESTS
Harold’s heart and stop his growth. Liniment to Harold’s heart and
accelerate his growth.
Shoot Harold in the heart Apply Sap to heart Apply Liniment to heart
Barkskin Perk
Speak with Tree Father Birch. Speak with Tree Father Birch. Speak with Leaf Mother Laurel.
MAIN QUEST
Missile Launcher and Ammo, Brotherhood Outcast Power Armor, –Karma, Hostile Treeminders
Druid’s Outfit, Bear Charm Villager’s Hood, Bear Charm
Wastelands, either
Note following the mono-
rail northwest, or
The lush Oasis, its Treeminder denizens, and a tree named Harold
navigating the rocky
have interesting back stories. These are located in the Tour of the
FACTIONS & BESTIARY
NEW OBJECTIVE
“Enter the caves below and destroy Harold’s Heart” begins.
APPENDICES
THE HEART OF THE MATTER TREEMINDERS REJOICE!
At the first junction of the Sunken Chambers, edge forward, because Make your way to
there are two Mirelurks to defeat ahead of you. This is better than Harold’s Grove. If
MOTHERSHIP ZETA
scurrying up the side tunnel to a sunlit-filled stash of junk, as you have you killed Harold, or
nowhere to run from the Mirelurks who follow you. There’s a small applied the Sap, Tree
amount of Ammunition here. Now move onward to the crimson pool Father Birch will be
area. Tackle a nearby Mirelurk, pop Rad-X then dive into the pool, waiting nearby. If you
search Raider bodies and grab a Mini-Nuke. applied the Liniment,
Leaf Mother Laurel
Climb out of the pool, and zigzag through the narrow gaps as the
is here. If you killed
POINT LOOKOUT
cave system once again becomes soggy. Beware the two Mirelurks
Whether you destroyed or invigorated Harold’s Heart, Harold at his heart,
in this area. Then carefully tread along the continuation of the tunnel
move to the Treeminder watching him, in the glade. Father Tree Birch
system, pausing to check behind nearby rocks for a skeleton still cling-
feels no ill-will. If you
ing to a Missile and Blood Pack. Then continue all the way to the dead-
applied the Sap or Liniment, Father Tree Birch or Leaf Mother Laurel
end cave, which is directly under Harold’s forest glade.
are ecstatic. Wander around Oasis, looking for specific Treeminders
NEW OBJECTIVE [OPTIONAL] to claim your awards (remember that one is likely to be guarding the
BROKEN STEEL
“Apply Birch’s Sap to Harold’s Heart and stop his growth” begins. entrance, in the Wasteland).
NEW OBJECTIVE [OPTIONAL]
“Apply Laurel’s Liniment to Harold’s Heart and accelerate his growth” begins. [OPTIONAL] TREE-HUGGERS? BURN!
NEW OBJECTIVE [OPTIONAL] Despite Harold specifically telling you he wants to die from a
“Kill Harold by burning him” begins. heart attack, you can ignore this mutated crackpot and burn
THE PITT
him with your Flamer! You could also use a Nuka Grenade, Missile
You may wish to save Launcher, Shishkebab, Plasma Rifle, Plasma Pistol, or Fat Man to do the
your game before job. This doesn’t sit well with the hippie folk. Forcing the Treeminders
you begin your open- to attack means you’re never welcomed here again, and your Karma
OPERATION: ANCHORAGE
heart surgery; you’re plummets, especially if you turn your Flamer on them all! Remember, this
prompted to Destroy can be done so you don’t have to enter the caves (although you fail the
Harold’s Heart, Apply quest); or you can complete the quest, claim the reward, and then torch
Birch Sap to stop the place!
Harold’s growth, or
Apply Laurel’s Liniment
to accelerate Harold’s
QUEST REWARDS
You have three choices, and they involve massaging or
mangling Harold’s Heart. growth. Or, you can COMPLETION PLAN 1: DESTROYING
do nothing. The choice
TOUR
is entirely up to you. If you want the earliest possible prize, opt for
HAROLD’S HEART
Harold’s plan, and shoot the heart after activating it. Unfortunately, some
Barkskin Perk
of Harold’s blood spills onto you, and you become infected with F.E.V. Damage Resistance +5.
MISC. QUESTS
(Harold’s Strain). Your skin becomes hard as tree bark! Your rewards for
rubbing either Birch Sap or Laurel Liniment become apparent when you COMPLETION PLAN 2: APPLYING FATHER
return to Oasis.
TREE BIRCH’S SAP
NEW OBJECTIVE
“Speak with Tree Father Birch” begins (if you destroyed Harold’s Heart, or
MAIN QUEST
applied the Sap).
NEW OBJECTIVE
“Speak with Leaf Mother Laurel” begins (if you applied the Liniment). Need a heavy weapon,
but want to keep that
back-to-nature look? Choose
DOWN IN THE DAMP CAVE
GEAR
the Sap.
You can now retrace your steps to Oasis. However, if you want some
additional XP, you can negotiate another subterranean system: the Missile Launcher and Ammunition
CENSUS
and a Missile.
Stay on this promontory so you can snipe the three Mirelurks below. Or,
drop down to engage close quarters. To leave, head roughly northwest,
diving underwater and swimming northward along a water-filled passage
to a submerged door. This takes you back to Harold’s Grove directly.
TRAINING
COMPLETION PLAN 3: APPLYING LEAF yet completed. You can receive a new clue once every 24 hours. Refer to
MOTHER LAUREL’S LINIMENT Location 2.01 of the Tour of the Wasteland chapter for details.
Bear Charm
FREEFORM QUEST: BLOOMSEER from Sapling Yew
POPLAR’S VISIONS +10 Speech.
Once you’ve completed the Oasis quest, you can speak to Bloomseer
Poplar. She will give you a clue to a Miscellaneous Quest that you haven’t
▼ ▼ ▼ ▼
Disarm atomic bomb Rig atomic bomb using Fusion Pulse
Charge
APPENDICES
WELCOME FROM DEPUTY THE SAFE OPTION: DISARM
WELD: ENTERING MEGATON MEGATON’S BOMB
MOTHERSHIP ZETA
Megaton is reasonably close to Vault 101, in the Southern Wastes, As soon as you’re tasked with disarming the bomb, you can move
and is usually trekked to in a vaguely southerly route on your Pip-Boy’s down to the middle of the settlement and inspect this deadly device.
compass. The town’s entrance is easy to spot. After passing by Deputy Optionally, you can speak to Confessor Cromwell about the Children of
Weld, a sentry robot, step through the gates, then open the inner doors. the Atom. This isn’t necessary, but can help with the main quest. When
Greet that large, imposing cowboy, who introduces himself as Sheriff you’re ready get close to it and begin Disarming the Bomb.
Lucas Simms. Strike up any type of conversation you like, but to begin this If you require an alternative to saving Megaton, trudge up to the
quest, say “Let’s discuss this bomb.” Try to stay on the civil side of Simms, south side of town gantries and locate Moriarty’s Saloon. Inside, mingle
POINT LOOKOUT
and let him know that “I can see about disarming that bomb for you.” with the patrons, then turn westward, to a sitting area just right of the
Simms agrees, telling you there’s 100 Caps for you if you succeed in bar. An oddly dressed gentleman beckons you over.
disarming the bomb. The following options are available:
THE SLY OPTION: DISARM OR
With a high Speech skill, you can persuade Lucas
into paying 500 Caps if your greed succeeds. RIG MEGATON’S BOMB
BROKEN STEEL
You can agree to this quest for free but this isn’t recommended. Speak with Mister
Burke, a slightly
You do get a Karma reward if you decline the Caps and disarm
threatening man. He
the bomb.
requests that you rid
You can agree to Simms’s financial incentive of 100 Caps, which is
the Wasteland of this
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also the best option if you fail your Speech conversation.
eyesore, Megaton,
Or, you can ignore this deadly problem and be on your way (come and he has the Fusion
back to speak with Simms if you wish to start this quest later). Pulse Charge you need
to get the job done.
OPERATION: ANCHORAGE
NEW OBJECTIVE
Not the Mysterious Stranger, but this guy is certainly oddly out The following options
“Disarm Megaton’s atomic bomb” begins.
of place for this run-down shack. Say hello to Mister Burke. are available:
MEGATON RECONNOITER: OTHER WAYS TO
With a high Speech skill, you can request that Burke sweeten
LEARN ABOUT THE BOMB
the deal with an additional 500 Caps. If he agrees, you
You can also learn receive a Fusion Pulse Charge, with the full amount to be
about the bomb paid later.
without Simms:
TOUR
Mister Burke will You can grudgingly or enthusiastically agree to an undisclosed “base
talk about the bomb. fee” and receive a Fusion Pulse Charge.
Wander close to You can consistently refuse his offer and tell him off, letting him know
the bomb, which is
MISC. QUESTS
Megaton is under your protection. He brushes you aside and leaves.
sticking out of a crater
in the middle of town. NEW OBJECTIVE
Strike up a conver- Spotting a giant, unexploded bomb is easy. Disarming “Disarm Megaton’s atomic bomb…or rig it to explode” begins.
or detonating it is more difficult.
sation with a named
Megaton inhabitant,
MAIN QUEST
who mentions the bomb. Fusion Pulse Charge
After that, report back to Sheriff Lucas Simms to begin this quest.
You can simply open fire on Lucas Simms, and begin a highly LOVE LETTERS STRAIGHT FROM HIS HEART
dangerous gun battle that rages throughout the entire town. This is
usually fatal if you aren’t highly skilled in the arts of war. Bring all If you’re female and possess the Black Widow perk, two
your gear; you’re in for a long night of bloodshed. Everyone grabs a are additional options when speaking with Mister Burke.
FACTIONS & BESTIARY
The first choice allows you to concentrate on disarming the bomb only. NEW OBJECTIVE [OPTIONAL]
The second choice enables you to choose whether to disarm or rig “Ask Leo Stahl at the Brass Lantern about buying Mentats to raise Explosives
the bomb. skill” begins.
The first choice also results in Mister Burke writing you a series of
Immediately move to the Brass Lantern, an eatery at ground level near
love letters that he sends to Colin Moriarty. Pick up all four if you’re
the bomb itself. Locate Leo behind the bar. Pick the new dialog choice:
interested; a new one arrives at the saloon every seven days.
“I understand you have quite a Chem habit….” From this point on, you
have the following options:
TATTLETALE TACTICS
Choose “It’s okay, Leo. I want to help.” Then attempt to play
At any time before the bomb is disarmed or rigged, you can tell either on his emotions by telling him he’s hurting his family, Jenny
Sheriff Lucas Simms or Mister Burke of the other side’s plans. The follow- and Andy. If your Speech is successful, and you don’t
ing options are possible: choose “Never mind, Leo. It’s not my business,” either of the
Agree or talk with Mister Burke. Then locate Lucas Simms, and other options causes Leo to renounce his destructive lifestyle.
inform him of the threat. The sheriff immediately storms up to Moriarty’s He hands you a key to his private stash in the water treat-
Saloon, and attempts to arrest Mister Burke. Burke responds by killing ment plant.
Simms! You can still disarm the bomb, but you must seek out Simms’s
son, Harden. Harden lives in Simms’s house.
Agree or talk with Mister Burke. Then find Lucas Simms, and tell him
you’re siding with Burke’s business associates. The Sheriff draws his Leo’s Stash Key
weapon on you. The entire town engages in this firefight. If by some
miracle you survive, you can only rig the bomb. NEW OBJECTIVE [OPTIONAL]
Agree or talk with Sheriff Simms. Then locate Mister Burke. If you tell “Loot Leo Stahl’s stash at the water treatment plant for Mentats to raise
him of the sheriff’s request, and you’re sticking by Simms, Mister Burke Explosives skill” begins.
leaves. You can now only disarm the bomb.
If you failed in your Speech, you can still score a hook up, and the
Finally, you can draw your weapon and gun Burke down. He fights
next option occurs:
back, so use V.A.T.S. or shoot first. No one misses him. You can now
only disarm the bomb, but you can get Burke’s clothes. Choose “What’s it worth to you to keep it out of the public eye?”
Leo quickly tells you he can hook you up after his shift at the
Dirty Pre-War Lantern. He tells you to meet him at the water treatment plant. Further
Pre-War Hat
Businesswear hassling yields nothing from Leo.
Choose “Never mind, Leo. It’s not my business anyway.” Leo agrees
LEARNING ABOUT, AND with you, and refuses to talk any more about the habit. You need to
LEANING ON, LEO STAHL procure Mentats elsewhere.
APPENDICES
You may come across
FINALLY DISARMING OR Mole Rats, Bloatflies,
and the odd Raider.
RIGGING THE BOMB Continue on, eventually
joining the crumbling
MOTHERSHIP ZETA
road heading west,
and pass the RobCo
Facility to your right.
As the tower looms up
You’re hopped up on Mentats, With more than 10 floors of brownstone and a well-defended before you, move left
and the safety of this concrete perimeter, this is luxury living, Wasteland style! (or south) around its
ramshackle community is in concrete slab perimeter.
POINT LOOKOUT
your twitchy fingers.
As you approach the gates, there’s a man standing by the intercom,
arguing that he’s got some Caps to trade. This is Roy Phillips, a Ghoul
Whether you procured the Mentats or not, you must now focus on the
who isn’t allowed in. You can let him finish, or drop him if you like
bomb. Move to it, and begin one of the following plans:
losing Karma. Press the security intercom, and tell them you’re here to
see Mister Burke. The gate creaks open, and you receive a curt warning
Disarm (naturally or chemically): You automatically from Chief of Security Gustavo.
BROKEN STEEL
succeed in disarming it, if you choose this option and
your Explosives skill is high enough. Once the bomb is
disarmed, it cannot be rigged, and you cannot blow up Tip
Megaton.
If you want to complete Miscellaneous Quest: Tenpenny Tower,
you may want to hold off on Ghoul disposals for the moment.
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Tip You can wander the exterior, chatting with guards. Then head north to the
Is your Explosives skill completely deficient? Then rise a level and metal door leading to the Tenpenny Tower lobby. Inside is a lush building.
place your points into this skill before returning with Mentats in hand. You can investigate the Boutique Le Chic, Cafe Beau Monde, or other
OPERATION: ANCHORAGE
well-to-do areas. Your main plan though, is to locate the elevator between
the staircases, behind the foyer desk. Ride it up to the penthouse suites.
NEW OBJECTIVE
Exit the elevator, and optionally roam the penthouse suites,
“Report to Lucas Simms in Megaton” begins.
chatting the inhabitants. If you cause any problems, your destination
becomes impenetrable, so hold your fire. Just to the east (left) of the
Rig: You must have obtained the Fusion Pulse Charge from elevator is a door with a security guard. He tells you that Mister Burke is
Mister Burke. If so, you can use your Explosives skill to expecting you on the balcony. Wait for him to open the door, then enter.
access the bomb and connect the charge to it. Step through the double doors, and onto a balcony featuring the most
dynamic Wasteland vista you’ve ever witnessed….
TOUR
NEW OBJECTIVE
“Report to Mister Burke in Tenpenny Tower” begins. MEGATON GOES BOOM
MISC. QUESTS
You can talk with the eccentric old Brit Allistair Tenpenny. When he
LOCATING LUCAS SIMMS finally stops, talk with Mister Burke. He allows you the honor of pushing
the detonator, on the table next to him. Open the case, and wipe
When the bomb is safely defused, seek out the sheriff, who’s ecstatic. Megaton out. The resulting explosion is horrifyingly impressive. Try it
In fact, he rewards you with your own piece of real estate, high in the during the day or night if you wish.
northwestern corner of town. The digs aren’t exactly palatial, but
MAIN QUEST
they’re a place to rest your head and store your belongings. If Lucas NEW OBJECTIVE
Simms is dead, but the inhabitants of Megaton haven’t turned hostile “Activate the Detonator at Tenpenny Tower” begins.
(usually because Burke shot the sheriff), look for Simms’s son Harden to
NEW OBJECTIVE
reward you.
“Receive reward from Mister Burke in Tenpenny Tower” begins.
GEAR
SLINKING OFF TO
TENPENNY TOWER Tip
CENSUS
the bomb, there’s no need (or point) to visit Tenpenny Tower! Mister Burke quickly moves on to the small matter of your payment.
Based on your Speech skills, you’re given a hefty number of Caps,
If you rigged the bomb to explode, there’s nothing you can do to change and a more impressive prize still: a penthouse master suite. Lydia
this (except leave this quest incomplete). You must rendezvous with Mister Montenegro in the Boutique Le Chic is the perfect interior decorator for
Burke in an impressive tower southwest of Megaton. Head in a vaguely your new pad. Rest your head in style, and keep your belongings as
southwesterly direction, using the guide map or your Pip-Boy directional safe as they can possibly be.
arrow to help you. Pass under the broken section of freeway. At the top
TRAINING
of the next rise, you can spot Tenpenny Tower in the distance.
Tenpenny Tower
Locate Tenpenny Tower; meet with Roy Phillips at the front gate
100 Caps
APPENDICES
From previous page From previous page
QUEST FLOWCHART
MOTHERSHIP ZETA
Main Characters Roy Phillips, Chief Gustavo, Michael Masters, Bessie Lynn, Allistair Tenpenny, Herbert Dashwood, Edgar Wellington II, Millicent Wellington, Susan Lancaster,
Anthony Ling, Lydia Montenegro
Locations Tenpenny Tower, Warrington Trainyard and Tunnels
Adv. Items/Abilities Lockpick, Science, Sneak, Speech, 100+ Caps
Possible enemies Feral Ghoul Genus
Karma Influence Negative Positive
POINT LOOKOUT
Plan A: Pro-Human Solution: Plan D: Mediated Solution:
Massacre all Ghouls Create harmonious living
BROKEN STEEL
200-400 Caps Pickpocket Penthouse Guard
THE PITT
Key to Tenpenny Generator Room
OPERATION: ANCHORAGE
Open Utility Door in Generator Receive list of Bigots from
Room: Massacre begins Tenpenny
Tenpenny’s Notes
TOUR
Open their store safes
MISC. QUESTS
Store Safe Items
Caution
MAIN QUEST
Convince the Bigots: Edgar,
Millicent Wellington, and
Susan Lancaster
If you are also engaged in Miscellaneous Quest: The Power of
the Atom, and have chosen the bad Karmic path of meeting with
Mister Burke, you can choose any option during the Tenpenny Tower Reveal infidelity
quest; Mister Burke is still waiting for you on the balcony.
GEAR
NEW OBJECTIVE
LISTEN TO THE PRO-HUMAN “Kill Roy Phillips and his followers” begins.
AND PRO-GHOUL AGENDAS NEW OBJECTIVE
The Ghoul’s name is Roy Phillips, and he’s arguing with a guard on the “Help the Ghouls get into Tenpenny Tower, OR Kill Roy Phillips and his
intercom. After that, Roy stands there, fuming. The following actions are followers” begins.†
now available: † (If you spoke to both Roy Phillips and Chief Gustavo)
You can talk to Roy, but he won’t answer.
You can cut Roy down before he has chance to speak. This doesn’t
begin the quest either, but it deals with a Ghoul leader if you’re a Note
Ghoul hater.
The following options are now available (beginning with the
If you’ve explored the Warrington Tunnels, accessed via the train-
most likely):
yard, and you’ve talked to either Michael Masters or Bessie Lynn, Roy’s
name came up in those previous conversations, and he’ll speak with If Roy wasn’t in a chatty mood, Gustavo gave you a quest, and you
you. Agree with his plan to storm the tower, (you can change hearts want to slay Roy’s ragtag team, head for the Metro Tunnels.
and minds later). You can skip to the “Metro Tunnel Massacre” section If Roy wasn’t in a chatty mood, Gustavo gave you a quest, and you
of this quest. want to get Roy’s side of the story, also head for the Metro Tunnels.
NEW OBJECTIVE
If you talked and sided with Roy, (and optionally Gustavo) and want
“Help the Ghouls get into Tenpenny Tower” begins. †
to storm Tenpenny Tower, begin a massacre.
† (If you already visited Michael Masters and Bessie Lynn in the tunnels)
If you talked with Roy and Gustavo, and want to negotiate a
Or ignore Roy, and instead activate the intercom. Chief Gustavo eventu- coexistence, enter the tower.
ally listens, the following options become available:
If you’re here to see Mister Burke as part of The Power of the Atom
quest, Gustavo opens the security gate immediately.
INVESTIGATE WARRINGTON
With a high Speech skill, you can fast-talk Gustavo into
thinking you have a lucrative offer for Allistair Tenpenny.
STATION
Gustavo hurriedly lets you in.
If you fail your Speech, or don’t have this option, your pleading falls Derelict and eerie, Warrington
on deaf ears. Gustavo only wants 100 Caps. Agree to pay him, and he Station (viewed looking
opens the door. northeast) has a gate even a
Lockpick of 100 won’t open; it
APPENDICES
Ammunition Box First Aid Box Tip
The fire extinguishers lying on the floor in this small chamber
make reasonable facsimiles of grenades if you shoot them. Pick
WANDERING THE METRO TUNNELS
MOTHERSHIP ZETA
them up if you have the room, then drop them on a Ghoul’s attack
path, retreat, and fire!
Note Long and sour: The other way is to take an immediate left, heading
north, then east, down the stairs to a long corridor. There’s gas escaping
The following strategies presuppose that you’re exploring these
from the ground all around you, so cut down the Ghouls with weapons
tunnels for the first time, but after you’ve met Roy Phillips at the
that don’t create heat. Or, lob a Grenade in, then back up the steps.
Tenpenny gates. If you explored the tunnels already, make sure
POINT LOOKOUT
Your reward for getting toasty? A desk of junk and a longer route to the
you didn’t actually kill Roy’s friends!
small chamber’s exit door, and Warrington Station.
BROKEN STEEL
hostile you find, or you can employ your Sneak skill and shuffle Head east down the
past them invisibly (as long as each Ghoul doesn’t spot you). If tracks to the mezza-
you choose the first option, switch on your Pip-Boy’s Flashlight nine until you hear
function so you can see your initial footing. someone hollering “No
funny business unless
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Enter the tunnel via the side door under the trainyard arch, then head you want to get shot!”
down, following the bend to the right to avoid a dead-end. Fight or The following options
Sneak around three Ghouls as soon as you spot them running over the become available:
track debris. Keep heading down the long, left bend until you reach Familiar faces: If
OPERATION: ANCHORAGE
a Metro Access door on your left. Open it and step back. There’s a you’ve already been Michael Masters, PhD? The Ghoul guarding the station
quartet of abominations to cut down! here, and met Michael was a Tenpenny Tower vacationer, and also a scientist.
Once it’s clear, explore doorways to the north or northeast of the Masters, the place is
“Authorized Personnel Only” door. Both lead to two doors on either side silent. You don’t actually need to be here; return to Tenpenny Tower and
of each other, and the start of the Blue Line subway track in this area. A talk to Roy Phillips at the gate.
second sign points to Eastbound Warrington Station. Drop the Ghoul, No funny business: Climb the escalator to meet Michael Masters.
then move past the derelict carriages. Stay right, as there’s a side tunnel Choose dialogs to reveal Michael’s past as a scientist and frequenter of
leading southward, through two more Ghouls, past a cluster of radioac- Tenpenny Tower. He tells you Roy is expecting you; that’s all you need
tive barrels, to a locked door. You now have the following options: to hear.
TOUR
Yes, funny business: Keep your weapon ready, and blow away
With a Lockpick skill and a Bobby Pin or three, you can
Michael Masters if you’re on a rampage. Now for Bessie and Roy!
pick this storage room’s door.
MISC. QUESTS
Michael’s mezzanine guard post is filled with nearly useful junk. Stay
Otherwise, you cannot breach this cubbyhole. Inside, there’s a load on the top floor, and there’s an exit slope. Head roughly south through
of Ammo and Health. the turnstiles, and open the gates to the Capital Wasteland. This leads
to Warrington Station (topside); you visited the locked gates on the
other side of this exit while you were exploring the Metro Tunnels. This
Ammunition Boxes First Aid Boxes is a great place to maneuver on your way back from meeting Roy.
Assuming you snagged the storage room’s goods, exit and head on a
WARRINGTON STATION (TUNNELS)
GEAR
the next tunnel section (and around three Feral Ghouls to hunt):
the right-side, rubble-filled train tunnel. If you’ve watched Michael
Short and sweet: By far the better of the two routes is to pass the Masters, simply follow
passage to your left, and head down the stairs to the east, clocking the him. Pass to the right
Feral Ghoul on the way. Stop as you reach the small chamber with the of the wrecked train,
FACTIONS & BESTIARY
pump. The doorway to the left leads you to the “Long and Sour” route. and follow him up to
The door to your right takes you to Warrington Station, and should be the doorway before
accessed immediately. the tunnel barricades.
Check the desk inside
for Caps.
The flaming barrels
are of significance; Bless this mess: Don’t judge Bessie by her interesting
TRAINING
Head down the steps, turn right, and enter the Ghouls’ hidey-hole. You
can meet and converse with Bessie Lynn. Move farther into the hidey- PRO-GHOUL: UNLEASHING THE
hole, past the desk with the Steel Gauge Assembly on it, through the
door, and down the stairs to the sleeping quarters. There are items here,
FERAL GHOULS: THE TENPENNY
but it isn’t wise to steal if you’re trying to keep the Ghouls on your side. TOWER OF TERROR!
Your search for Roy should now come to an end: He may be sleeping
in the Ghouls’ hidey-hole area. If he isn’t, exit through the door in the This plan is longer but much more thrilling! When you talk to Roy,
north wall, and follow the winding corridor, passing the flaming barrels, he mentions a door that leads from the tower’s basement directly
until you reach a small room. The door to the north leads to a small to Generator Room. His idea is to summon a horde of Feral Ghouls
storage room, which you should ransack for some Ammunition and a and Roamers, and flood the tower with fiends! If this is agreeable
copy of Dean’s Electronics. to your soul, head to the main gate, and follow Chief Gustavo into
the Tower Lobby. Wait for a quiet moment, and then Pickpocket the
Dean’s Electronics Key to Tenpenny Generator Room from him. You receive the Key to
Ammunition +1 Repair (when read).
Tenpenny’s Penthouse, too!
Check the metal boxes in the two rooms you’re in, and then move
Key to Tenpenny Key to Tenpenny’s
southward before winding along another snaking tunnel, all the way to
Generator Room Penthouse
the next door. Check the suitcase on the desk, then eye the three doors.
There’s the one you came from, and a second one to the west leads to
the area of tunnels that brings you back to the hidey-hole.
The door that’s most interesting is the one marked “to Metro Access
Note
and Generator”; the last place Roy Phillips may be waiting for you,
When you’re in the lobby, turn west and look for the door marked
and an important position if you try a pro-Ghoul solution to this quest. “Metro Access and Generator.” This leads to a storage room
Open the door, and head up. There are two areas of interest here: a (rummage for minor items), and stairs down to the other side of the
massive Containment Door, and a narrow window showing a room Containment Door. This is where your Ghoul horde enters the building.
on the other side (this is accessed from Tenpenny Tower, and can’t be
If you can’t get to
moved to). When you finally meet Roy, stay on his good side if you
Gustavo’s pockets,
want to try helping the Ghouls. Agree to a mediation or to slaughtering
head up from the
the humans; any plan can be changed later (prior to any blood being
lobby to the Tenpenny
spilled, naturally).
Suites. Move to the
NEW OBJECTIVE western corner and
“Help the Ghouls get into Tenpenny Tower” begins.† investigate the grand
room of ancient
† (If Roy didn’t speak to you at the Tenpenny Tower gate) explorer, Herbert
Mr. Dashwood, I presume? He’s a retired hunter, bon vivant, “Darling” Dashwood.
Note and a man with a twinkle still in his eye–the good one. He’s had a G.N.R.
radio play named
Now that you’ve met both the warring sides, it’s time to pick a plan after his exploits. Butter him up, and when he mentions he has a copy of
from the following: the basement key, suggest that he give it to you. Or, engage in his little
Plan A: Pro-Human: Gunning Down the Ghouls: Metro game, and Pickpocket it from him (although this isn’t necessary).
Tunnel Massacre.
Plan B: Pro-Ghoul: Unleashing the Feral Ghouls: The Key to Tenpenny Generator Room
Tenpenny Tower of Terror!
Plan C: Pro-Ghoul: Pure, Anti-Human Hatred: The Head out of the main doors, and move around to the exterior
Tenpenny Tower Takedown. of the tower, but inside the perimeter wall. Back here, some
Plan D: Mediated: Harmonious Living for the Lumpy and steps lead to a locked door, which can be opened only with the key
Smooth Skins. you just snagged. Follow the basement corridor down to the Generator
Room (tower side); Look through the narrow window and Roy waves
back, with the promised tide of foaming fiends at the ready. Open the
PRO-HUMAN: GUNNING Containment Door using one of the following ideas:
DOWN THE GHOULS: METRO With a reasonable Science skill, you can access the
OCTA Emergency Access Terminal, and choose the “Open
TUNNEL MASSACRE Containment Door” option. This immediately lets in the horde!
Now that you’ve found Roy, Bessie, and Michael, you can follow Or, you can shoot either generator to your left, which also causes the
Chief Gustavo’s thought process, and wipe them out…all of them! door to open.
Gun down Michael at his mezzanine outpost, and deal with Roy next, Head back up and outside, then around to the lobby doors, where
then Bessie. Now return to Gustavo and collect your blood money! Roy is waiting for you. He gives you the fabled Ghoul Mask, which fools
the Ferals into thinking you’re one of them—essentially giving you immu-
nity to Ghouls unless you’re inches from them—and then beckons you to
help bring down the hoity-toities. Put it on, now!
Ghoul Mask
APPENDICES
Pandemonium has broken out! Watch the carnage unfold, and Bomb, and head to Tenpenny’s tower balcony. Simply move to the guard
take part if you wish (remember; you’re shooting humans, not sitting at Tenpenny’s penthouse door, and tell him you’re here to see
Ghouls!), but don’t forget to wear your Mask! Check that every single Burke, and he lets you in. Then speak to Tenpenny.
room on the ground floor is devoid of residents.
The bloodshed gradually moves up to the suites above the lobby; If you aren’t interested in irradiating Megaton, challenge
MOTHERSHIP ZETA
follow the Ghouls up the stairs if you wish, and continue to help out, but the guard at the penthouse door, and if your Speech is
watch for pockets of resistance. Dashwood puts up a valiant effort. Then successful, he opens the door for you.
move to the elevator and take it up to the penthouse suites.
If you’re highly skilled in both Sneak and Lockpick (if you
Note don’t have the Penthouse Key), you can quickly navigate
around the guard without being spotted, and then unlock
You can meet up with Roy Phillips (who usually survives the
the door.
POINT LOOKOUT
encounter), and he gives you a final thanks, but no additional
reward. Of course, you can now turn on all the Ghouls—if you have
the firepower—to earn some extra XP! The guard is carrying one of the same type of keys
as Chief Gustavo, which opens the penthouse door.
PRO-GHOUL: PURE, Pickpocket it, then Sneak past him to use it.
BROKEN STEEL
ANTI-HUMAN HATRED: THE Or, wait until the guard gets up to stretch his legs, then steal the key
from the pedestal near the door.
TENPENNY TOWER TAKEDOWN If you previously Pickpocketed Chief Gustavo, he has a key that unlocks
the penthouse suite door. Deal with the guard at your discretion.
Have you developed a fondness for homicidal
Or, you’ll have to take down the guard with Small Guns,
THE PITT
massacres? Then gain entry to the tower, and begin to correct
every single patron you see. When everyone is corrected, including grab the key from his body, and use it to unlock the door.
those outside, head up to Tenpenny’s penthouse suite, where you have
two choices:
Key to Tenpenny’s Penthouse
OPERATION: ANCHORAGE
Plan C, Option 1: Talk to Tenpenny, and he agrees to let the Ghouls
live (and gives you Caps)! Now return to Roy Phillips, and he agrees to
the plan. The next time you visit, the place is awash with the nouveau Once the puzzle to enter Tenpenny’s suite has been resolved, head in
rotting. The time after that? Well, Tenpenny probably needed to hire a and talk with him. Naturally, you can kill him for a pro-Ghoul solution,
few more human bodyguards…. but it’s better to feign interest, and ask what it would take for him to
Plan C, Option 2: Simply gun Tenpenny down as well, and once all agree to Ghoul/human habitation of the Tower. Tenpenny gives you a
living things (and Shakes) are crumpled heaps, head back to Roy, who’s Note, listing the residents he needs to have convinced.
happy to take over this tower. He gives you the Ghoul Mask as a prize.
Your Karma takes a massive nosedive after this kind of madness!
TOUR
Tenpenny’s Note
Tenpenny will allow the Ghouls to move in, if the following tower
residents are convinced:
MISC. QUESTS
Survive the slaughter by employing a number of cunning plans.
» Mr. and Mrs. Wellington » Ms. Montenegro
• Start on the penthouse level, where there are fewer residents,
and gradually work your way down. » Mr. Ling » Ms. Lancaster
• Use the available cover, whether it’s corners of doorways, Either before or after you speak to Tenpenny, you can begin to convince
sandbags outside, desks, or other places. the tower’s residents that living with Ghouls won’t be so bad. The plan
here is simply to converse with the bigots outlined in Tenpenny’s Note.
MAIN QUEST
• Don’t move into dead-ends, and keep pressing forward.
• Aim at one victim and ensure they are dead before moving Inhabitants listed in this book at the beginning of this quest can easily
to the next. be talked into agreeing to your solution, and put in a good word to
Tenpenny. But you must concentrate on convincing the five bigots. All of
• Search every body for goodies, or keys to safes, andopen them, too.
them can be corrected in a few different ways:
GEAR
SMOOTH SKINS
If you’re trying for a neutral Karma solution, this is your best bet. Head Both Lydia Montenegro and Anthony Ling are shopkeepers.
If you enter their stores (Boutique Le Chic and New Urban
FACTIONS & BESTIARY
past Gustavo after being let into the tower, either before or after meeting
Apparel), and open their safes, they’re taken aback by the tower’s lax
Roy Phillips and getting his quest-related take on the situation. You need
security, and leave the building.
to talk to Allistair Tenpenny. He stays in his penthouse suite all day, and
Was your Speech not convincing enough? Then the bigot won’t
there are a variety of ways to meet him:
budge, and refuses to agree. Bring out a weapon, and end his
First, you can talk to all the bigoted residents, and then head to life. Harsh, but unfair; that’s the Wasteland way!
see Tenpenny, meaning you only need find him once.
The remaining three bigots can be convinced using any of the previ-
Or, you can begin Miscellaneous Quest: The Power of the ous plans, but there’s a secret layer to these snobs. First, enter the suites
TRAINING
Atom, agree to place a Fusion Charge on Megaton’s dormant Atom floor, and locate Susan Lancaster’s room. Enter and inspect her desk.
Steal Tales of a Junktown Jerky Vendor and read it, then uncover a Love
Letter from Edgar Wellington II! Remember to read it on your Pip-Boy’s Bottle Cap (400 total)
Note section! If Speech was successful when quest was given.
Tip ‡ (Bessie Lynn and Michael Masters only; when they “take over” Lydia Montenegro
and Anthony Ling’s stores)
Susan Lancaster isn’t just “the other woman.” Find out more
about her (and perhaps keep her alive) if you plan to complete PLAN C COMPLETE: PRO-GHOUL TAKEDOWN
Miscellaneous Quest: Strictly Business.
If you mowed down all the humans in and around the tower, expect the
If you forced Lydia Montenegro or Anthony Ling to leave via same result as Plan B, whether Tenpenny survives or not. If you also kill all
thievery, and caused Millicent to commit murder, there’s a very the Ghouls, you and your itchy trigger-finger receive only XP.
small chance you’ll run into them later in the Wasteland.
Each resident has a large number of items, Caps, and other secrets Ghoul Mask† Store Discount‡
hidden in different stashes and on their persons; be sure you
snag and bag it all. The Tenpenny Tower section in the Tour of the
Capital Wasteland chapter (page 381) reveals all! 300 XP
AFTERMATH
† (Ghouls won’t attack unless provoked, if worn)
‡ (Bessie Lynn and Michael Masters only; when they “take over” Lydia
Montenegro and Anthony Ling’s stores)
Kill all the Ghouls, and life goes on as normal in the tower. However, if
you opt for a mediated plan, when you return to the tower lobby, there’s
an uneasy truce between the Ghouls and the previous human inhabitants. PLAN D COMPLETE: MEDIATED TRUCE
If you explore further, checking Tenpenny’s bathtub, you find his body…
If you mediated between the two factions, all the service providers still
ask Roy what happened. Head away from the Tenpenny Tower for 48
alive (for all shops, repairs, and services) offer cut-price bargains, and
or more hours, and then return. It appears one party has overcome the
the Ghoul Mask.
other. A quick visit to the basement confirms your worst fears…. Still, you
can buy from Bessie, who’s taken over Lydia’s shop. Michael Masters has
taken over in Anthony Ling’s shop. Ghoul Mask† Store Discount‡
If you attacked with the Ghouls, try returning to the tower after 48 or
more hours later, and the clean-up operation has occurred. Where have
all the bodies been piled? Somewhere cool and secure…. 300 XP
APPENDICES
Strictly Business
MOTHERSHIP ZETA
QUEST FLOWCHART
MAIN PATH
Main Characters Roy Phillips, Chief Gustavo, Michael Masters, Bessie Lynn, Allistair Tenpenny, Herbert Dashwood, Edgar Wellington II, Millicent Wellington, Susan Lancaster,
Anthony Ling, Lydia Montenegro
Locations Paradise Falls, Minefield, Tenpenny Tower, Big Town, Germantown Police Headquarters, Rivet City
Adv. Items/Abilities Sneak, Speech, Lockpick, 700+ Caps, -KARMA, Mesmetron, Slave Collar (4)
POINT LOOKOUT
Possible enemies —
Karma Influence Negative
Agree to hunt VIPs for Grouse (and in order to access Paradise Falls)
Note: List of “recruits” for Paradise Falls, Mesmetron (and Manual), Slave Collar (and instructions), Mesmetron Power Cells (50), Additional
BROKEN STEEL
Mesmetron Power Cells (10 for 200 Caps)
THE PITT
Sneak close enough Fight and dodge until close enough
Rob him blind Affix Slave Collar Kill him Leave him alone
Ridgefield Gate Key, Sniper Rifle Ridgefield Gate Key, Sniper Rifle
OPERATION: ANCHORAGE
Head back to Grouse or continue
TOUR
Enslave Susan Lancaster from Tenpenny Tower.
MISC. QUESTS
Rob her blind Affix Slave Collar Kill her Leave her alone
MAIN QUEST
Escape by battling the inhabitants Escape undetected
Rob her blind Affix Slave Collar Kill her Leave her alone
Rob him blind Affix Slave Collar Kill him Leave him alone
Enter Paradise Falls; engage in Freeform Quests Kidnap and enslave others across the Wasteland
Note: List of
SPEAKING WITH THE SLAVER SENTRY “recruits” for
Mesmetron (and
Manual Summary)
Paradise Falls
When you’re ready to lose a few hundred Karma points, locate Paradise
Falls. These stores have been turned into a well-guarded center of trade Slave Collar (1, and Mesmetron Power
and operations for the Slavers—an unscrupulous group of thugs who Instructions) Cells (50)
deal in human suffering. The only entrance is on the west side of town, so
enter heading east. Make a left turn at the giant “Paradise Falls” sign.
At the stop sign near the sandbags, speak with Grouse, the sentry; Tip
he refuses to let you into Paradise Falls under any circumstances, except Remember to bring up your Pip-Boy and read all the Notes
over his dead body. That’s a possibility, but not a wise one if you want you’ve received, including the information on the Mesmetron,
to begin this quest. Instead, try one of the following plans: Slave Collar, and targets. You can also ask Grouse to give you
background on each target.
Ask him what his price is. If you succeed in your Speech
challenge, Grouse tells you 500 Caps should be a big NEW OBJECTIVE
enough bribe. Pay it immediately, or return with the funds, “Enslave the sniper Arkansas from Minefield” begins.
and you can roam Paradise Falls. This won’t start the quest
though; you have to return to Grouse and talk to him again. NEW OBJECTIVE
“Enslave Susan Lancaster from Tenpenny Tower” begins.
If you sided with the Slavers and completed Miscellaneous Quest:
Head of State, you can enter Paradise Falls without completing this NEW OBJECTIVE
quest; however, you can attempt it for fun and profit! Or, if you already “Enslave Red from Big Town” begins.
have huge negative Karma (-250 or less), you’re ushered right in!
NEW OBJECTIVE
Or, steer the conversation around to talking about slaves and offer “Enslave Flak from Rivet City” begins.
to get him some. Apparently, Eulogy Jones (the Slaver leader) has a few
special contracts out on VIPs, and the money’s good. If you find each
of the targets and return them mostly unscathed to Grouse, he’ll split the
reward. If you herd one to Grouse, he’ll let you into Paradise Falls for free.
TARGET ACQUIRED: ARKANSAS
Grouse gives you a Mesmetron to aid in your task. This weapon The nearest target is Arkansas, an old sniper whose sharpshooting skills
stuns each “recruit.” Then you can affix a Slave Collar around the tar- are really starting to piss off the Slavers. He’s holed up in Minefield in
get’s neck, and instruct him or her to walk back to Paradise Falls. The the high ruins to the left. Approach Minefield heading east, toward the
Collar explodes if the wearer drifts too far from a direct route back. You rocky cliffs overlooking the booby-trapped settlement. This way, you’re
only have one Collar at a time, so you need to return to Grouse each closer to Arkansas’ location and you won’t trip as many mines. If you
time you want to tag another victim. Although you shouldn’t need it, wish, use a scoped weapon from the top of the cliffs to survey the ruins
you can also purchase additional Mesmetron Power Cell ammo for the of the large concrete structure. Arkansas is hiding out near the planks
ludicrously high price of 10 for 200 Caps. Take it or leave it! and Ammo boxes.
APPENDICES
You can storm the concrete ruins, shrugging off the Frag Mines under- NEW OBJECTIVE
foot, but a safer option is to drop down to the dirt path, weave through “Return to Grouse” begins.
the rocky outcrop, and enter the ruins, attracting minimal attention.
Order Arkansas to head to Paradise Falls, and he obliges. You don’t
need to accompany him; even if you use Fast Travel (recommended after
MOTHERSHIP ZETA
Use your Sneak skill or a Stealth Boy to reach the location
each enslavement), the victim beats you to Grouse. Speak to Grouse,
with minimal contact.
and he gives you the reward and another Slave Collar. Your second
kidnap attempt can now begin.
Arkansas still has exceptional hearing and reflexes, so expect him to
spot you. Use the ruined concrete pillars to hide from his shots, wait for
him to step out, and then zap him with the Mesmetron. Note
When you’ve successfully enslaved one victim who returns to
Arkansas is a good
POINT LOOKOUT
initial candidate,
Paradise Falls, Grouse will let you explore the Slaver settlement.
because he’s a crazy However, this quest ends only when all four victims are dead or
old hermit and your steered back to Grouse.
kidnap attempt won’t
be seen by others.
250 Caps Slave Collar
Once he’s dozy, you
BROKEN STEEL
have 30 seconds to
choose one of the fol-
lowing plans, accessed Wobbling and burbling quietly, Arkansas is open to the
power of your suggestions.
TARGET ACQUIRED:
via a conversation
with your bewildered SUSAN LANCASTER
THE PITT
victim:
Your next target (although you can choose them in any order) is Susan
You can rob him blind, requesting that he give you all his stuff. Lancaster, who now resides in Tenpenny Tower. Trudge there when you
You can offer him the Slave Collar, which he takes and places want to tackle her, but be mindful of other intersecting quests that she is
on his neck. You inform Arkansas that he’s now a slave and must part of:
OPERATION: ANCHORAGE
move immediately to Paradise Falls, or risk his head separating from
She has an active role in Miscellaneous Quest: Tenpenny Tower.
his body in a shower of chunky skull pieces. He’s still groggy and duly
obliges. She has a passive role in Miscellaneous Quest: The Power of
the Atom.
You can have a slight change of heart, and tell him to snap out of his
So, depending on your actions in those quests, Tenpenny Tower
malaise, then leave him be.
may be hostile or full of Ghouls, or Susan may be dead. If you enslave
The truly evil kidnap merchant should rob each subject, then affix her, she can’t play an active role in Main Quest: Tenpenny Tower
the Slave Collar. That way, you take all the victim’s goods (the choicest (although that quest is still easily completed). Stay on good terms with
couple of items are listed below) before sending them back to Grouse! the Tenpenny Tower security and patrons during this quest if you wish to
TOUR
What’s worse than forcing an elderly geezer into a life of enforced complete the other quests more easily.
servitude? “Accidentally” firing the Mesmetron at him when he already Enter Tenpenny Tower using one of these techniques:
has a Slave Collar on! The result is a horrific and spectacular explosion
of bone and brain. Simply use the intercom and succeed in a Speech
MISC. QUESTS
If you decided to enslave Arkansas, take your Karma hit, then search challenge, telling Security Chief Gustavo you seek an
his sniper spot, where there are three Ammo Boxes to rifle through. The audience with Allistair Tenpenny. You’re let in.
Ridgefield Key opens all the intact homes in this deathtrap hamlet.
Or, offer a 100 Cap bribe.
Arkansas’s Ammo Boxes If you’ve already started the Power of the Atom Quest, say “I’m here
MAIN QUEST
to see Mr. Burke,” and Gustavo will let you right in.
Susan is likely to be in her chamber on the first-floor suites, accessed
Ridgefield Gate Key Sniper Rifle via the stairs, or wandering between the Cafe Beau Monde and the
doctor’s surgery. Don’t talk to her or even come too close. Instead, stalk
Have you accidentally lost your Slave Collar? Or lost your slave after a her until she moves to a location where you can’t be observed, such as a
GEAR
“mistaken” beheading? Return to Grouse, and try a couple of purchas- bedroom. Close the door behind you, then bring out the Mesmetron.
ing options:
CENSUS
Or, purchase another for 100 Caps. He isn’t happy; these devices Susan carries no redeeming
FACTIONS & BESTIARY
Caution Once she’s wobbling, you have 30 seconds to choose one of the
following enslavement methods, accessed via a conversation:
Did you encounter Arkansas during part of Miscellaneous Quest: You can rob her; this isn’t recommended, because her belongings are
The Wasteland Survival Guide? Then make sure he was kept alive, unimpressive. Remember to use the Slave Collar afterward.
or this kidnap attempt (and the 250 Caps) cannot be claimed. Offer her this fine fashion accessory: the Slave Collar.
TRAINING
You can locate your scruples, and leave her alone. He’s the most difficult to pin down, although it is still relatively
NEW OBJECTIVE
easy. You need patience and quick reactions. First, be sure no one
else is nearby (especially security guards) when you quickly use the
“Return to Grouse” begins.
Mesmetron. It’s wise to save your game before trying anything, because
Once Lancaster begins to run out of the building, holster your weapon you don’t need Rivet City going hostile. Flak is occasionally found in the
and leave. Use Fast Travel to return to Grouse, claim your Caps, and Muddy Rudder bar, and he also wanders the flight deck and takes a
begin the third enslavement outing. meal at Gary’s Galley. Check these locations if he isn’t at his shop (see
the map of Rivet City on page 408). When you’re zapping Flak, try one
of the following:
250 Caps Slave Collar Offer to carry his equipment because he looks tired. Then use the
Collar afterward for more negative Karma.
Tell him to hold still; you’re affixing a Collar on him.
TARGET ACQUIRED: RED
You can stop this human trafficking now, and stop this quest, telling
Your next target is
Flak to be on his way.
Red. She’s an accom-
plished surgeon;
Chinese Pistol
the Slavers desper- Merc’s Cruiser Outfit
and Ammo
ately need her skills.
This quest to locate NEW OBJECTIVE
and enslave Red “Return to Grouse” begins.
now intersects with
Miscellaneous When Flak has vanished, Fast Travel back to Paradise Falls. Grouse
Quest: Big Trouble congratulates you and offers up his usual reward. The quest now ends,
Find Red about to get a whole lot bloodier at the hands
of the Super Mutants. in Big Town. Trudge providing all four targets have been enslaved (or have died).
to Big Town when you Have circumstances led to all four of the Slaver targets being
wish to find her. Then, either attempt the previously mentioned quest, or deceased before you get here? Then this quest isn’t available, although
enslave her at her cell inside the Germantown Police Headquarters. All you can claim the Mesmetron—from Grouse’s corpse!
tactics related to locating Red are shown in the previous quest.
Or, you can complete Miscellaneous Quest: Big Trouble in Slave Collar (once
250 Caps (per slave)
Big Town, then locate her in Big Town. Unless you want a firefight and slave is returned)
additional Karma losses, follow her into a building with no other people
around. Once Red is mezzed, choose an enslavement method within 30
seconds, via a conversation: QUEST REWARDS
Steal from her: This isn’t recommended, as her belongings are
You receive the following rewards for finishing Strictly Business:
sparse. Remember to use the Slave Collar afterward.
Offer her this brand new medical device: the Slave Collar.
1,000 Bottle Caps for returning all four Slaves
You can think better of it, and tell her to snap out of the daze.
NEW OBJECTIVE -KARMA [400] for 300 XP
“Return to Grouse” begins. enslaving all four victims
When Red sets off, you need not follow her; simply head back to
Grouse, who offers you the same deal as before: 250 Caps, a new
Slave Collar, and instructions on locating the last of the enslavement POST-QUEST ANTICS: KEEPING
victims, Flak. UP WITH THE JONES
250 Caps Slave Collar Refer to the Tour of the Wasteland chapter for some of other actions
you can pursue once you gain access to Paradise Falls. Among the
Freeform Quests you can try are kidnapping for Eulogy Jones, or the
purchase of Clover, a bodyguard you can dress and have odd conver-
TARGET ACQUIRED: FLAK sations with. For more information, check page 324. You can also try
to redeem yourself, and rescue the children kept in this location, as a
The final target is Flak, part of your Main Quest: Rescue from Paradise.
an ex-Slaver who dou-
Remember that you can continue collecting Slaves (and adding
ble-crossed Grouse and
Caps to your collection) with Grouse for as long as you like. There
his gang and must be
are a variety of options that occur when trying this; some targets react
brought back to face
by being docile and “mezzed,” others go into a frenzy and attack
“consequences.” Flak
you, while the heads of others explode! For best results, try enslaving
is the co-owner of his
Wastelanders, Raiders, the Enclave, and Talon Company Mercs. You
guns and ammo store
can’t enslave Slavers!
located in the Rivet City
Keep your Mesmetron holstered, and quickly tag and marketplace. He’s easy
bag Flak when no one’s looking. to spot; look for that
intimidating handlebar
moustache.
APPENDICES
You Gotta Shoot ’Em in the Head
MOTHERSHIP ZETA
QUEST FLOWCHART
POINT LOOKOUT
Possible enemies None Robot Genus
Karma Influence Positive Negative Neutral
Locate and speak to Mister Crowley in Underworld (9th Circle Bar, or Carol’s)
BROKEN STEEL
Kill Ted Strayer and get his key.
THE PITT
Inquire about Mr. Crowley to: Greta
Charon, Doctor Barrows, Quinn
OPERATION: ANCHORAGE
100 Caps
TOUR
100 Caps Triple-cross!
MISC. QUESTS
Tenpenny is dead.
Head to Dukov’s Place, Rivet City, and the Republic of Dave (in any order)
Convince Dukov, Ted Strayer, and Execute Dukov, Ted Strayer, and
Dave to part with their Special Keys. Dave with Headshots.
MAIN QUEST
Special Keys
25 (x4) Caps per Kill or 100 (x4) Follow Mr. Crowley to Fort
Caps per Headshot kill Constantine
CENSUS
reward
MISTER CROWLEY, WHAT WENT Ask about Mister Crowley and fast-talk or bluster your
way to a successful Speech to hear some interesting extra
ON IN YOUR HEAD? details about Crowley.
Look for Willow the sentry near the remains of the Washington Charon (who can also become your Follower, but doesn’t need to be
Monument. She’s the first person to direct you toward Underworld, for the clue) can give you information as long you’re successful in your
located inside the Museum of History. Enter the museum head north; you Speech challenge. He answers that you’re the third human Crowley has
can’t miss the gigantic stone skull enveloping Underworld’s entrance. attempted to persuade to kill those guys.
Once inside the Underworld concourse, the Ninth Circle Bar up the Your Speech fools Doctor Barrows into telling you Crowley’s been
stairs on the left, at the far end of the upper walkway. You may need spreading a pack of lies. He hopes whoever’s agreed to being his
to explain your presence to Winthrop on the Underworld Concourse hitman speaks to the victims first.
before you continue. Quinn asks for 50 Caps for his information. You can persuade him
without expenditure using Speech. He doesn’t believe Crowley’s story and
Tip knows Dave personally. Dave’s mighty strange, but he’s no Ghoul hater.
Return to Ninth Circle and question Crowley. He’s annoyed, but
Look for Mister Crowley in the Ninth Circle Bar no earlier than agrees that the keys on three of the four victims are what’s important to
10 PM (20:00 hours). At other times, he may be at Carol’s Place, him. Bring them back, and make up your own mind whether to assas-
or wandering elsewhere in Underworld. sinate the targets. Except Tenpenny, because that guy really is a bigot,
apparently. You’re given 100 Caps to sweeten the deal. Now head off
Mister Crowley wants to speak with you. If you’re anything other than to meet and greet or beat your first target.
pleasant, he stops the chatter; he doesn’t have time for bigots. When
you get on his good side, he says he has some human targets—foes
that wronged him in the past or simply Ghoul haters—that need execut- 100 Caps
ing. The money is good: 100 Caps if executed with a headshot, and 25
if killed less “professionally.” Crowley tells you to bring back a souvenir
of each kill, a key for example. He’s particularly insistent on an ironic Note
headshot; this is, apparently, the only way most uninformed humans You can approach the four targets in any order you like,
think Ghouls can be killed. Your targets are marked, and you receive a including Tenpenny. They are presented in alphabetical order,
Sniper Rifle to aid you. beginning with Dave.
NEW OBJECTIVE
LAND OF THE FREE, HOME OF
“Kill Allistair Tenpenny” begins. THE DAVE
NEW OBJECTIVE The Republic of Dave
“Kill Dukov and get his key” begins. is a long trek, so stock
up on Stimpaks and
NEW OBJECTIVE ammo before you go,
“Kill Ted Strayer and get his key” begins. and perhaps conclude
other quests en route.
NEW OBJECTIVE
When you reach the
“Kill Dave and get his key” begins. gate, one of Dave’s
children is guarding it.
APPENDICES
If you have Luck, you can simply ask for the key, and Dukov has a big mouth, and you may want to shut it up. Politely
Dave gives it to you; he has no use for it, except as a end the conversation, retire to the upstairs balcony, and aim your
bargaining chip. Still, too late for that now…. Sniper Rifle at his head. Keep firing until his skull bursts, then search the
corpse. For extra bad Karma, the truly psychotic would slay the hookers
Or, you can threaten and attack him. This is messy, so it’s better afterward. What are the voices in your head telling you?
MOTHERSHIP ZETA
to wait until he’s alone, and take careful aim at his head with
You can just Pickpocket him for the key. He won’t
your Sniper Rifle. Once his cranium has exploded, fight your way out
miss it until you’re long gone.
of the compound, or massacre everyone.
POINT LOOKOUT
NEW OBJECTIVE
Dave’s Special Key “Bring Dukov’s key to Mister Crowley” begins.
NEW OBJECTIVE
“Bring Dave’s key to Mister Crowley” begins. TED STRAYER’S RIVETING LIFE
BROKEN STEEL
Ted Strayer is the closest to Underworld, as he’s recently arrived as a
deckhand at Rivet City. Travel there and head to the Common Room.
PUTTING DUKOV IN HIS PLACE Ted is likely to be asleep on one of the beds, or wandering around the
vessel. Close the door behind you before you begin your interrogation:
Dukov is a straightfor-
THE PITT
ward man to find; he’s
Ted tells you his father Jeff knew Crowley, and they investi-
currently having his
gated an old fort together. Ted has “needs,” and refuses to
own private sex festi-
hand over the key. Use Speech and insinuate that you’ll cut
val in the aptly titled
him. Your thug-like behavior saves Ted’s life, and he hands
Dukov’s Place, which is
OPERATION: ANCHORAGE
the key over.
accessed via the Tepid
Sewer (your closest
If you’re more than merely intimidating, and have the
Metro is Georgetown
Toughness perk, Ted becomes very fearful, and immedi-
An imposing façade greets you when you find Dukov’s North). As you
building, and the man himself. ately hands over the key.
approach either side of
the building (there are
two entrances), read the signage and holster any weapons. Once inside, As Ted wanders the boat, try a swift Pickpocket to
Dukov automatically asks your business. nab the necessary item.
TOUR
When you’ve located Dukov’s two companitions, Cherry and Fantasia
(in case matters take a turn for the violent), make your move on Dukov. If your threats are met with a much less intimidated response, you can
There are several methods to claim his key, his life, or both: always buy the key from Ted. Give him 25 Caps and be on your way.
MISC. QUESTS
Listen to Dukov’s potty-mouth, and when he asks for Or, simply execute him, but without alarming the entire popula-
Caps, lightly threaten him with a Speech intimidation. tion of the city. Wait until he’s in a room by himself, close the
He laughs at the prospect, but he doesn’t want to chance door, and decapitate him. Or follow him to a remote area of the ship,
anything. He gives you the key. like the Flight Deck. Your mixture of patience and murderous rage yields
the key.
MAIN QUEST
You can convince Cherry to steal the key for you. Ted Strayer’s Special Key
Persuading her is an easier Speech challenge than per-
suading Dukov to surrender the key. However, she wants NEW OBJECTIVE
something in return: Escort her to Rivet City so she can
“Bring Ted Strayer’s key to Mister Crowley” begins.
leave life as Dukov’s playmate behind. This takes some
GEAR
real motives), and can affect two other Miscellaneous Quests (The
If you are male and possess the Lady Killer perk, Power of the Atom and Tenpenny Tower). Be mindful of this before
Fantasia will steal the key for you. Unlike Cherry, she you act!
doesn’t want anything in return.
Allistair Tenpenny really is a bigot, and Crowley’s request to kill him
If you lack the social or sexual fortitude to play hardball (so to speak) isn’t clouded by his key-collection expansion plans. To gain some
with Dukov, you can agree to purchase the key for 200 Caps. Slap the extra Caps, travel to Tenpenny Tower, and use the tactics presented in
money on the table, and leave. Miscellaneous Quest: Tenpenny Tower to get past the front gate,
TRAINING
and Chief of Security Gustavo. Don’t forget to bring 100 Caps, in case
your fast-talking isn’t up to par. Ascend to the penthouse level from the (up to) 200 Caps
lobby, navigate the guard, and enter Tenpenny’s locked chamber.
Bring out your weapon as you move to the metal doors leading to
Tenpenny’s balcony (unless he’s in his sleeping quarters), and corner the
elderly Brit. Begin the conversation, but ignore the request for the key;
POST-QUEST PLAN: RAIDING
Tenpenny doesn’t know what the heck you’re talking about. The follow- FORT CONSTANTINE
ing options are now available:
Tip Lockpicking.
If you’re ready to test your supreme Science or Lockpicking skills, you
If you dispatch Crowley, be sure to return to Allistair Tenpenny to can investigate the two very well sealed doors to your right. If you get
collect your (up to) 200 Cap reward, if you agreed to kill Crowley through, expect a large haul of armaments—more than you can carry.
for him. But the real prize is through the sealed door to the south. Open it using
Dave’s Special Key and check the skeletal remains of Tara, one of the
explorers originally tasked with rifling through this place with Crowley.
APPENDICES
She holds a Warhead Bottle Cap (400 total):
Storage Key, which If all four of Crowley’s targets were assassinated
allows access into with headshots. OR:
the large Warhead
Bottle Cap (100 total):
Storage Building via If all four of Crowley’s targets weren’t assassinated
MOTHERSHIP ZETA
the inside or exterior with headshots.
doors.
For now, step over Bottle Cap (300 total):
If Crowley was assassinated at the request of
the corpse and enter a Tenpenny, and you succeeded in Speech. OR:
special experimental The blue room: Home to the latest in health-assisted
chamber. It is here you Medic Armor and Mini-Nukes. Bottle Cap (200 total):
can grab a portable If Crowley was assassinated at the request
POINT LOOKOUT
Mini-Nuke launcher: the Fat Man. Also up for grabs at the Armor R&D of Tenpenny.
terminal (once you disable the stasis field at the terminal) is a suit of Fat Man, Mini-Nukes, T-51b Armor †
Experimental T-51b Power Armor! Don’t forget the helmet! If you stole Crowley’s three Special Keys, and
explored Fort Constantine.
Mini-Nukes T-51b Power Helmet
BROKEN STEEL
300 XP
Fat Man T-51b Power Armor † Armor: DR 50, WG 40, VAL 869, Rad. Res. +25
† Helmet: DR 10, WG 4, VAL 120, CHR +1, Rad. Res. +8
QUEST REWARDS
THE PITT
The T-51b Tactical Armor grants you incredible damage resistance when
worn, giving exceptional combat protection. Even better, it has no agility
You receive the following rewards assuming you completed the optional penalty, compared to other Power Armor types available! You need
Medic Armor hunt through Fort Constantine: Power Armor Combat Training (achieved by visiting the Citadel during
Main Quest: Picking up the Trail) to use it.
OPERATION: ANCHORAGE
Stealing Independence
QUEST FLOWCHART
TOUR
MAIN PATH 1 MAIN PATH 2 OPTIONAL PATH
Main Characters Abraham Washington, Sydney, Button Gwinnett, Thomas Jefferson Scribe Yearling
MISC. QUESTS
Locations Rivet City, The National Archives Arlington Library
Adv. Items/Abilities Lockpick, Repair, Science, Speech —
Possible enemies Super Mutant Genus, Robot Genus, Turrets Raiders
Karma Influence Positive and/or Negative Positive and/or Negative
Locate the Capitol Preservation Society in Rivet City Consult the Society’s Terminal
MAIN QUEST
America’s History
Caps
GEAR
Locate and enter the National Archives Play Guess and Win!
Fruit Mentats
CENSUS
Sydney’s 10mm
Submachine gun
[Science] The Quick Route [Lockpick] The Slower Route The Slowest Route
[Speech] Reveal yourself as Kill Button Gwinnett Agree to help Button Gwinnett
Thomas Jefferson (neutral Karma) (–Karma) (+Karma)
Ink Container
Arrive alone Arrive with Sydney Freeform Quest: Give Sydney A Note
from Little Moonbeam’s Father
APPENDICES
(continued) PATH B: THE LONG WAY (REAR ENTRANCE)
Choose the long route if you want to clear the area of Super Mutant
quest. There’s the short way, which involves ignoring most of the
threats to save yourself from heavier combat later on, and collect all
rooms, and heading in from the front entrance. There’s also the long
the useful health, weapons, ammo and other items stored throughout he
way, which involves heading in from either entrance, but clearing
building. Refer to the map on page 441 in the Tour of the Wasteland
MOTHERSHIP ZETA
most of the building of Super Mutants.
chapter to aid you in a selecting a thorough, clockwise exploration of
the upper areas of the National Archives. Begin from the outside rear
PATH A: THE SHORT WAY (MAIN ENTRANCE) entrance of the Archives, and enter the basement library facing south.
From the main Take out any Super Mutants you encounter, searching for items as you
entrance, proceed into go, and proceed on a clockwise route until you have cleared the entire
the entrance foyer, area of threats and useful items. Your route should bring you back to
POINT LOOKOUT
and head around the the basement library where you started! Now you can choose to head
central wall. On the to the rotunda and proceed into the basement with Sydney, or head
other side is a Guess directly to the locked door to the sub-basement alone.
and Win! Terminal.
Play the quiz if you
wish, then inspect the ARCHIVAL SECURE WING EAST:
BROKEN STEEL
Literally seconds away from the main entrance is your
destination: the rotunda.
three separate exits.
There are metal doors
SLAUGHTERING WITH SYDNEY
to the east and west; When you’ve finished clearing the area, move into the rotunda, and try
these will lead you on the long route through the building (Path B). For the to avoid the Mines scattered about the floor. You hear a female voice
short route, choose the double wooden doors under the rotunda signage, shouting to you; the Muties are coming! Proper introductions will have
next to the flaming barrel (a visual clue that this is the way to go). to wait. Spin around and train your weapon at the door, and dispatch a
THE PITT
Activate a National Archives Guess and Win! Terminal, and you get trio of Super Mutants. Sydney must survive!
eight quiz questions about American history: NEW OBJECTIVE
Question 1: The Declaration of Independence was an act of what body? “Defend the Rotunda” begins.
Answer: Second Continental Congress.
OPERATION: ANCHORAGE
Question 2: How many North American Colonies rebelled against You might want to lay a few Mines just as you open the double doors,
Great Britain in 1776? before meeting Sydney, to waylay your adversaries. Fewer Super
Answer: Thirteen. Mutants attack if you already wiped them from the Archives (if you took
Path B). Keep up the pressure until all the Super Mutants are down.
Question 3: Who was the first person to sign the Declaration of Expect a second wave to arrive shortly after; don’t let your guard up until
Independence? your second objective displays as “completed.”
Answer: John Hancock.
Begin to speak with Sydney. She quickly realizes you’re in the same
Question 4: How many delegates signed the Declaration of line of work and have the same employer as her. She suggests you team
Independence?
TOUR
up, find the Declaration, then bring it back to Washington and split
Answer: 56. the reward. Because you have this guide, her knowledge of the area
Question 5: Which one of the following is NOT a written section of isn’t as critical, but you’re still encouraged to agree to this; especially
the Declaration of Independence? because she has an interesting Post-Quest Antic to uncover. Isn’t that
MISC. QUESTS
Answer: Ratification. right, Moonbeam? Assuming you agree, Sydney tells you the Declaration
is secured in the archival strongroom underground. However, Sydney’s
Question 6: Who was the ruler of Great Britain when the Declaration
found a concealed cargo lift in the center of the rotunda that takes you
was enacted in 1776?
straight there.
Answer: King George III.
Continue to get to know Sydney. Ask about how she got into this line
Question 7: Complete this famous phrase from the Declaration: “Life,
MAIN QUEST
of work, her impressive and customized submachine gun (which isn’t
Liberty, and the pursuit of…” available if you try Pickpocketing her), and her father, who she hopes to
Answer: Happiness. receive a message from. When you’re ready, search the desk and filing
Question 8: Who was the principal author of the Declaration of cabinets for Ammo, then move to Sydney’s Remote Terminal (near the
Independence? flaming barrel), and “Unlock Rotunda Cargo Lift” using the password she
supplies. The center of the rotunda raises slightly. Step on the lift, wait
GEAR
archival strongroom, head to the locked door with the wall terminal.
Use Science to hack the terminal, or Lockpick to turn left (west), and lob a Pulse Grenade at the waiting robot before he
unlock the door, to access a set of crumbling stairs has chance to attack you. Back up out of range, and don’t continue until
leading down into the sub-basement. oily’s guts are clanking out over the concrete floor. Now pick one of three
routes to reach the next chamber:
If you can’t get through this door, and Sydney is dead, return here
The Quick Route: Move north to the utility gate. It is jammed,
after boosting your Lockpick skill and locating more Bobby Pins. Once
but if your Science skill is high enough, you can mend the
through, head down the stairs to a tiny book repository, and begin a
door. It swings open, and you have a moment to react to the
battle through the shelving; use it to shield you from the Super Mutant
robot in the next chamber. Dispatch it!
attacks. Wait for another to open the door, then attack it, but stay back
in this room.
There’s a gas leak in the maintenance chamber beyond, and any The Slower Route: The second route involves moving west,
sparks engulf you in fire. Stay in the book repository, and let the Super toward the narrow corridor. Battle a second robot, then turn
Mutants come to you. When immediate threats are cleared, roll in a right (north) at the metal door. Use Lockpick to open the
Grenade and retreat. When the Grenade explodes, clearing the haze door, and step through into a very long, straight corridor.
of gas, step into the maintenance chamber, and engage a Mutie who Run to the opposite end, open the other metal door, and step
sometimes comes in with a Missile Launcher over on the south side of out into the original corridor as it reaches the next chamber,
the chamber. Cross the small connecting bridge, but expect around six on your right (east).
Super Mutants in this area from the time you headed downstairs; they
don’t stop coming! When everything quiets down, inspect the southern The Slowest Route: If you’re lacking Lockpick and Science skills, or if you
room, where Ammo Boxes and a First Aid Box are available. want additional combat and pick-up opportunities, take this route. Head
west, following the corridor as winds past several doorways; check
Ammunition inside for items and Ammo if you wish. Continue along the corridor to a
First Aid Box
Box well-lit room; check the shelves for items, and watch out for the robot on
the other side of the wall. Beware; there’s a gas leak here! Then follow
Drop down from the small bridge, or turn and look for the tunnel to
the corridor east. All three of Sydney’paths now merge at the rubble pile
the east, which curves right and down to a pit room under the bridge
near a stairwell leading down.
and maintenance room. Exit via the doorway in the northwest corner,
moving to a tunnel heading west, which ends in a T-junction. Hold your
fire; there’s another gas leak here! Turn south (north is a dead-end), and Pulse Mines Laser Rifle
bound up the stairs. There’s a locked gate to the east.
After a small struggle to jimmy open the lock using your Energy Cell Ammo
Lockpick skill, you can enter this tiny storage area,
complete with a collection of rarer items.
At the rubble pile, before you head down the steps, make
Bag these, then head west, to the Door to Archival Secure Wing East. sure you inspect the turret generator, between the two
Head through, and you’re in the sub-basement directly under the metal wall sections. Repair this and you can shut down
rotunda. The paths for “Slaughtering with Sydney” and “Alone Against all the turrets in the floor below, which guard some major
the Muties” now merge. archival materials!
It might be wise to bring out the Pulse Grenades at this point. If Bring out your Bobby Pins, and Lockpick open the hatch
you want Sydney to survive, take a slow and steady approach to door that’s locked. This leads to a secondary hatch door to
the exploration, or tell her to stay put in a safe place. Lockpick open if you want to ransack what’s behind here.
Assuming you pick both locks, you can enter a narrow storeroom, filled
REACHING THE STAIRWELL WAYPOINT with useful items. Grab the following (which includes the exceptionally
During the following search through the East Wing toward the archival valuable Bill of Rights inside the security safe), then head back to the cor-
strongroom, you hear the voice of Button Gwinnett “spurring the troops”; ridor you just came from:
he sounds a little odd, as if commanding soldiers from an ancient
Revolutionary War fortress. Ammunition First Aid Box
Move northward, through the hatch door, and begin your descent Box (7)
into the passageways that lead to the archival strongroom. If you’ve
spoken at length to Sydney, she has mentioned “short” and “long” routes Lying, Congressional Style
+1 Speech (+2 with Bill of Rights†
throughout this particular area. For now, head into the initial chamber, Comprehension perk).
APPENDICES
† Sell this to Abraham Washington for 100–125 Caps (depending on Barter skill the robots to believe he was their “leader” and they had to defend the
level), or during Miscellaneous Quest: Head of State. ideals of freedom as laid out in the Declaration (their original program-
ing was to defend the treasures of the archives and reenact the signing
CARTING OFF THE MAGNA CARTA of the Declaration). Button now believes you to be a Redcoat spy. Set him
straight on a few issues:
Either Lockpick the door on the right in the initial corridor
MOTHERSHIP ZETA
You can dismiss this foolishness, but Button doesn’t fall for it. He keeps
at the bottom of the stairs, or head forward, then double-
up the pretense until you either play along or seek violence. Your options
back east and south into an archival room with an easily
are as follows:
overlooked hatch door in the east wall. Open that, then
Lockpick a second locked door. Continue to play along, asserting that you’re not a Redcoat spy but
from the United States congress. At this point you have two options:
Watch out for two turrets, and inspect another narrow storeroom that
contains telephones, five Ammo Boxes, and another valuable object: Use Speech and declare yourself to be Thomas Jefferson
POINT LOOKOUT
the Magna Carta! (or his agent, if you’re female), and that you’ve returned to
liberate the Declaration. Button is overjoyed and eventually
Ammunition hands over the document.
Magna Carta ‡
Box (5)
You can seek to prove your honesty by tricking the Redcoats. The
‡ Sell this to Abraham Washington for 75–100 Caps (depending on Barter skill only option Button deems appropriate is to craft a “fake” Declaration of
BROKEN STEEL
level), or during Miscellaneous Quest: Head of State. Independence, and for this, he needs ink from 500 years ago. There’s
only one place you can get this: Arlington Public Library!
TO THE ARCHIVES STRONGROOM: NO COMBAT NEW OBJECTIVE [OPTIONAL]
“Bring Button Gwinnett the ink” begins.
Before you check the door on the east wall, move to the
wall terminal, and use Science to hack into the computer. Or, you can gun down this maniac hunk of junk, powdered wig
THE PITT
You can switch off the turret right beyond the door in the and all. You’ll lose karma, but you won’t need to embark on a
next chamber. wild goose chase into a Raider stronghold to find some ink for a deranged
There are three robots in the area beyond the doors, but droid! When Gwinnett is destroyed, he drops the password to the
you don’t have to avoid them; you can use your Lockpick Strongroom Security Terminal. Collect it along with a few Cells.
OPERATION: ANCHORAGE
skill on the door on the east wall.
Strongroom Security
Once through, follow the small corridor into a room with Energy Cell Ammo
Terminal Password
large microfiche monitors, then continue north. The junction
on the left leads to the robot threats, so Sneak (and
optionally use a Stealth Boy) to continue on and around to AN INK TO THE PAST
the left, and quickly move to the north wall and the door to
the archival strongroom. Open it before you’re sensed by
the robots.
TOUR
TO THE ARCHIVAL STRONGROOM: NO MERCY!
That nut-and-bolt case needs
If you’re interested in robot combat, open the unlocked hatch door. Enter this Ink Container, does he?
MISC. QUESTS
the chamber, optionally pausing to search the area for minor Ammo and You’ll find it here, under
Caps. Then move to the T-junction ahead. You’re spotted by two robots heavy Raider protection.
on either side of you, so back up from this ambush, and lay Pulse Mines
or perform your preferred method of robot destruction. Then, move If you’re the patient sort, set off for Arlington Public Library. The route
around to the next chamber, which has the door to the archival strong- through the library that you take is identical to the one presented during
room on the north wall, and enter. Miscellaneous Quest: The Wasteland Survival Guide. Check page
MAIN QUEST
227 for the tactics to reach the Ink Container, then bring it all the way
back to the strongroom!
YIELDING TO THE DISTINGUISHED
GIVE IT UP, GWINNETT!
GOVERNOR OF GEORGIA
GEAR
If you haven’t destroyed Button Gwinnett, you can hand over the Ink
Holster your weapon Container when you return, or convince him you’re Thomas Jefferson.
(at least temporar- Either way, you receive the Declaration of Independence from Button
ily) as you emerge Gwinnett, and a passcode for the Archives Security Terminal. Copy or
CENSUS
into the strongroom, not, this is going straight back to Abraham Washington. Whether you’re
and you’re greeted a “congress member” or “Thomas Jefferson,” Button asks what his next
by Button Gwinnett, orders should be:
second governor of You can keep up the charade, telling him to continue to fight the
FACTIONS & BESTIARY
to get a bit loopy a long time ago. He started to repair and reprogram
NEW OBJECTIVE Caps if you turn in any other documents or relics. The following table
“Return to Abraham Washington in Rivet City” begins. shows antiquities that Washington will readily purchase from you. He
locates Sydney and awards her prize after you’ve left.
Now that you have a Declaration, you can further explore this chamber.
Use the Archives Secure Terminal Password, or the passcode that Button
gave you, to access Button’s Terminal. Here, you can unlock all the Schematic: Railway Rifle
+400 Caps if you arrive alone.
strongroom, East Wing, and mag-sealed doors (recommended). You can
also steal (if Button is still alive) Cells and a Stealth Boy from his wooden 100–125 Caps
75–100 Caps If Bill of Rights
desk and wardrobe. Behind Button’s desk is a door to three safes; the
If Magna Carta delivered. delivered.
middle one has the real Declaration of Independence. The others have
Ammo and a few Caps. Don’t forget Button’s Wig also; it’s one of the
finest unique items in the Wasteland!
Button’s Wig POST-QUEST ANTICS
Declaration of +1 INT, +5 Barter, +10
Independence Speech, -1 PER. Assuming Sydney survived the quest, you can speak to her either in the
National Archives, in Rivet City, or in the 9th Circle drinking establish-
You can now open the door in the west wall, and head into a Protectron ment in Underworld (where she emigrates after this quest). Bring the
pod chamber. You can explore here, inspecting the pods or accessing following object:
the Maintenance Terminal, to learn a little more about the Archives’
history. When you’ve finished larking about, locate Sydney and agree
to return to Rivet City. Take the now-functional cargo elevator and leave A Note from Little Moonbeam’s Father
the building. Fast Travel to Abraham Washington.
Find this Holotape in the Statesman Hotel; the exact location (a bed by
a desiccated corpse) is shown during Miscellaneous Quest: Reilly’s
QUEST REWARD: HANDING OLD RELICS TO Rangers (page 300). Speak with Sydney about her father. You need
THE OLD RELIC to figure out that her father’s “sappy” name for her (“Little Moonbeam”)
Return to the Capitol is the one used in the Holotape message, if you listened to it. Sydney is
Preservation Society, shocked and taken aback that her father didn’t leave when she was 14,
where Old Man but rather tried to help her. She presents her customized one-of-a-kind
Washington is quite SMG as a token of her appreciation.
giddy about receiv-
ing the documents Sydney’s 10mm “Ultra” SMG
you’ve risked your life Holds 50 rounds, with higher crit and per shot damage.
for. You’re awarded
a Railway Rifle
Washington is suitably excited to receive the document, Schematic for your
and any others you may have stolen! troubles, and some
APPENDICES
Trouble on the Homefront
MOTHERSHIP ZETA
QUEST FLOWCHART
POINT LOOKOUT
Possible enemies Radroach
Karma Influence Neutral
Complete Main Quest: The [Optional] Talk to the Rebels and Head to the Rebel stronghold,
Waters of Life Stop the Overseer. meet Butch
BROKEN STEEL
Vault 101’s Emergency Frequency Agree to end this issue without Kill Butch
violence
THE PITT
Password: “Amata” [Speech] Persuade him to step Agree to set Butch free. Have
down, and for Amata to take over optional haircut
OPERATION: ANCHORAGE
Learn what happened to Vault 101. Shoot the Overseer (in the head)
Ignore him and move to three Tell Overseer he has a mutiny [Optional] Sabotage Vault 101
main residents on his hands, and that Amata and Evacuate the Vault.
should take over
Follow him to three main Take-over negotiated (or won Enter Filter Room inside
residents and talk to the Vault with violence); return to Amata. Reactor. Locate Vault 101
TOUR
population about the situation You are asked to leave Maintenance Terminal
Witness various troubling Modified Utility Jumpsuit (if no [Sneak] Pickpocket Stanley for
occurrences violence was used) Password, then access Terminal
MISC. QUESTS
Terminal Passcode
MAIN QUEST
Rock-It Launcher
Follower: Butch
Exit
You can give up on solving the troubles, and leave Vault 101 forever.
SOMETHING’S AMATA AT VAULT 101 If you choose this, the quest ends, and you cannot return (the password
Complete Main changes, sealing you in the Wasteland).
Quest: The Waters If you want to explore and talk to other inhabitants, start investigating
of Life. Soon after- on your own.
ward, your Pip-Boy NEW OBJECTIVE
picks up transmis-
“End Vault 101’s troubles” begins.
sions from Vault 101’s
Emergency Frequency.
Tune your radio to hear THE 411 ON 101
Amata, who tells you
Hidden deep beneath this rocky outcrop is Vault-Tec’s the Vault’s Overseer is
latest failed experiment: Vault 101. insane! She’s set the Note
door’s password to Speak to three main people at your earliest convenience:
“Amata” and hopes • The Overseer (located in his office).
you help soon. • Amata (found in the western wing of Vault 101).
• Butch (found in the corridor near Amata).
Vault 101’s Emergency Frequency
• Or, roam the Vault, speak to the residents, and hear their
Only audible from locations near Vault 101.
explanation of events.
NEW OBJECTIVE
“Return to Vault 101” begins. Whatever your plan, move to the ground floor of the atrium, and watch
Officer Taylor shoot at Freddie Gomez! Speak with him, and he tells
NEW OBJECTIVE you he’s afraid of the Rebels and doesn’t know what to do. Leave him
“Learn what happened to Vault 101” begins. to wander, and face south. You can head anywhere (just talk to many
residents) and open the door marked “storage.” There’s another dead
Enter through the rock wall’s gate to the Vault door. Use “Amata” as the resident in here: Officer Taylor’s son, Chip!
password (you need to have listened to the radio message to do this).
Search through the inhabitants’ quarters, and you’ll find a number
Step into the door security zone, where you find Jim Wilkins, dead! Kill
of survivors wandering the halls, including Wally Mack (who’s left the
the Radroach, then open the door to the west.
Tunnel Snakes, and hates the Rebels), Ellen DeLoria (who can’t remem-
In the generator room Officer Gomez (or Officer Armstrong if Gomez ber what went on, but still blames your father), and Pepper Gomez (who
died in “Escape!”) accosts you. Converse with him (leave Amata’s name hates that her brother got involved with the Rebels, and can’t stand you).
out of your chat, because he doesn’t know about the radio message). Once you get a flavor of the problems plaguing this place, visit one of
He then tells you that the night your father left, “everything went crazy.” the three people listed previously, and plan one of four conclusions to
Radroaches invaded, inhabitants realized humans could survive outside, this quest:
and the Overseer started to crack down on such talk. The Vault seems split; » Respecting Authority: Siding with the Overseer.
some favor the Overseer, while others side with Amata and the “Rebels.” » The New Queen of Vault 101: Siding with Amata.
These options are available before the end of the conversation: » Hair-brained Evacuation: Siding with Butch.
If you don’t want to explore or use the guide map, you can follow » Everybody’s Gotta Die Sometime….
Gomez to either the Overseer or Amata (the choice is yours).
APPENDICES
NEW OBJECTIVE
Note “Leave Vault 101 forever” begins.
You can also roam the basement reactor room area; the items you
can grab are all listed in the “Siding With Butch” section of this quest. THE NEW QUEEN OF VAULT 101:
SIDING WITH AMATA
MOTHERSHIP ZETA
Also remember you can choose to conclude this quest by speaking to
people in any order; the following stages show the quickest way to
resolve your plans. Before chatting with the Rebels, investigate the admin area, accessed
You can also choose to leave Vault 101 and never return, when you via the gantry area in the atrium. Step into the server room, and
speak to either the Overseer or Amata. Banishment isn’t a recom- you may encounter Officer Wilkins, who’s the most vehement of the
mended option until you finish the quest. Overseer’s supporters. He opens fire after a brief threat, so be ready
to drop him. Search his corpse to obtain the Password to the Security
POINT LOOKOUT
Terminal. Then investigate the locked security room. Inside, head to the
RESPECTING AUTHORITY: locked cell door with the terminal to the left. Access the locked cell door
with the password that you found on Wilkins’ corpse.
SIDING WITH THE OVERSEER
When successful, you can use Science to unlock the cell
Travel to the Atrium/Upper Level of the Vault, head north along the door, and read a memo marked CONFIDENTIAL. It details
main corridor to the door on your right, where you found the Overseer’s a midnight raid on the Rebels’ stronghold by one of the
BROKEN STEEL
office during Main Quest: Escape!, and enter. You may bump into more “enthusiastic” guards, and stresses the importance of
Security Chief Hannon on your travels; his hatred of the Rebels and not telling the Overseer.
other trouble-makers stems from the loss of his wife Vikki and their
child. Don’t bother him unless you plan to kill him later, and enter the If your Lockpicking is successful, the cell door opens, and
Overseer’s office to the south. Save your progress. you can release your old teacher,Mr. Brotch, from confine-
THE PITT
NEW OBJECTIVE [OPTIONAL] ment. He moves to the Rebel area after telling you more
“Talk to the Overseer and Stop the Rebels” begins. about the raid, and the Rebels’ plans.
Speak to the Overseer. If you killed the original Overseer (Amata’s NEW OBJECTIVE
OPERATION: ANCHORAGE
father) during Main Quest: Escape!, the new Overseer is Allen Mack “Talk to the Rebels and Stop the Overseer” begins.
(Wally’s father). Whoever is running the show, you have the following
options to try to get “on side” with the Overseer: Find the Rebels’ stronghold in the Vault’s west wing. Speak with
Butch (optionally beginning “Siding with Butch”), then chat with Old
Ignore all other dialog choices, and steer the chat into agreeing to
Lady Palmer, Christine Kendall, and any other inhabitant you want
stop the Rebels. Choose your dialog answers carefully, placing this dic-
tator in a favorable light. to gain information from. When you speak with Amata, agree to the
following:
Travel to meet Amata, in the west wing of the Vault. Access the door
to the lower levels west of the Overseer’s area. Head down the stairs, Choose the dialog option “I swear, I’ll stop the Overseer and his
TOUR
passing the turning for the Reactor, and turn left at the T-junction. Follow guards. Just watch.” Agree to not use violence to solve this issue. Go to
the signs to the atrium up the steps, navigate around Butch, and head the Overseer to bring this fight to a peaceful conclusion.
northeast to Amata. Before you leave the Rebel stronghold, check your father’s old clinic,
which has been taken over by Andy. He’s made a mess of Miss Beatrice’s
MISC. QUESTS
Or, you can head to the Overseer’s Office, and use toe operation, as the blood hasn’t even been scraped off the walls yet.
Science to access his terminal. Since your escape, the Leave and head out past Butch, down the stairs, and turn right (west),
Overseer was contacted by the Enclave. They want access passing the stairs down to the reactor. You’re headed up the atrium steps
to Vault 101, claiming they’re here to help. The Overseer to speak with the Overseer. Before you speak with him, try this option:
seems to have denied them access, because he doesn’t
Use Science to hack into the Overseer’s terminal, and
MAIN QUEST
trust them; this could be the wisest move the man has made
in a long time! read the comments in there; there’s evidence that the
Overseer has been in contact with the outside world. Now
speak with him.
Use your Speech skill to convince Amata to stop her
rebellious plans by telling her the outside area is very
The following plans can occur:
GEAR
Or, if you read the Overseer’s information in his terminal, convince cooped up down here forever. This persuasion is easier if
Amata to back down, since the Overseer is keeping the Vault safe. You you’ve read his terminal log entries.
can attempt this without a Speech challenge.
Now return to the Overseer, who is pleased by your negotiating If this works, the Overseer agrees to step down and let Amata take over.
FACTIONS & BESTIARY
skills, especially because the Rebels were disbanded without blood- If this fails, return to Amata and try again. Fail again, and there are two
shed. The Overseer continues to rule Vault 101; you receive a Modified other ways to end this:
Utility Jumpsuit and are asked to leave, permanently. Your past escape
caused ill-will among the inhabitants. If you’ve read the cell terminal or spoken to Mr. Brotch, tell the
Overseer his security guards plan a raid without him.
Amata. You can activate the secret tunnel (that you used in
Main Quest: Escape!) from the Overseer’s office, too.
If you killed the original Overseer, Overseer Mack knows what The klaxons wail as the Vault powers down and evacuation
happens to those who try to reason with you, and begins combat as begins. This is your cue to leave, fast! The Overseer accosts you
soon as you attempt to talk him out of his position. You must kill him too. on your way out of the reactor (if you haven’t killed him). You can tell
Your violent past has come back to haunt you! him he no longer has the option to stay in the Vault, or:
Return to Amata, who is thrilled if your diplomacy succeeded, and
regretful if you killed the Overseer. She thanks you, but due to the situ- You can use Speech to try an exceedingly difficult lie, telling
ation with the other inhabitants, you must still leave the Vault. To soften him Rebels were responsible.
the blow, Amata gives you a special Modified Utility Jumpsuit, but only
if you didn’t use violence. If you encounter Overseer Mack, no matter which choice you make the
Overseer attacks and must be neutralized.
Modified Utility Jumpsuit
If Overseer Almodovar is still alive, you can attempt to
NEW OBJECTIVE
challenge his reasoning. Succeed in your Speech and
he blames himself for pushing his people too hard, and
“Leave Vault 101 forever” begins.
resigns himself to his fate, without fighting you.
Now flee the scene. You bump into Amata at the exit,
HAIR-BRAINED EVACUATION: and her apprehension is palpable. You can tell her you
caused the evacuation, and watch as she flees in disgust
SIDING WITH BUTCH away from you. Or you can try a difficult lie, telling her
the Overseer was responsible.
For those with a soft spot for Butch, or who haven’t convinced either side
and want to avoid violence, converse with Butch in the corridor close to This still causes Amata to flee, but she doesn’t blame you, and hopes
the Rebel stronghold. Chat, exhausting all options, and he reveals he’s des- you’ll see her again. If Amata flees, you cannot find her. However,
perate to escape his life as a hairdresser! (Request a change in your own you may later find an Enclave checkpoint that Amata has reached; she
hair at this point, if you wish.) You have a new option: approaches soldiers she thinks are helpful. After letting the Enclave
know where Vault 101 is, they gun her down. Perhaps not the ending
NEW OBJECTIVE [OPTIONAL] you were hoping for….
“Sabotage Vault 101 and Evacuate the Vault” begins.
APPENDICES
You ended the lockdown:
Amata becomes the new Overseer but keeps the base closed and Food and Water
sealed, banishing you forever. This allows Butch to flee from his life of
hairdressing and shame, however.
You forced Vault 101’s inhabitants to flee:
If you’ve led a neutral Karmic existence, locate Butch at the
MOTHERSHIP ZETA
Some do flee, and you may encounter them again in other locales,
Muddy Rudder in Rivet City and convince him to become your
such as Megaton. Those few remaining in Vault 101 don’t want to see
Follower (see location 9.15 in the Tour of the Wasteland chapter for
you again. Ransack the place, grabbing your Father’s Books and any-
details). The Tunnel Snakes are reborn! He acts as a Bodyguard from
thing else you wish.
this point on, and you can dress him, order him around, or leave him
near the Deathclaw Sanctuary in just his pants; it’s your call.
You also receive low-radiation Food and Water whenever you return, Father’s Books
POINT LOOKOUT
thanks to the Water Chip functioning.
Agatha’s Song
BROKEN STEEL
QUEST FLOWCHART
THE PITT
Locations Agatha’s House, Vault 92 Vault-Tec Corporation Rivet City, Underworld Vault 92, Arlington Library,
Springvale School, Statesman
Hotel, National Archives
Adv. Items/Abilities Intelligence, Lockpick, Repair, Science, Sneak, Speech Speech —
OPERATION: ANCHORAGE
Possible enemies Mirelurk Genus Science — —
Karma Influence Positive Neutral Negative
TOUR
[Optional] Locate Vault-Tec Headquarters.
MISC. QUESTS
Locate Vault-Tec Headquarters
Deactivate Masterbrain
MAIN QUEST
Access Mainframe
Travel to Vault 92
Enter Vault 92
GEAR
Locate Terminals in Living Quarters: Test out the White Noise Generator
CENSUS
NEW OBJECTIVE
FINDING THE FIDDLER “Recover the Soil Stradivarius from Vault 92” begins.
Northeast of the Meresti Trainyard, near the old monorail line, is a small Agatha’s Ammo
rocky valley visited by traders. (Find one at the western end of a rope This holds ammo for most weapon types. Take what
bridge.) Cross the bridge, passing a white picket fence. You’ve found you need, returning for more at your convenience.
Agatha’s House, a corrugated shack, and and a massive radio mast. It
looks like it could transmit across the entire Wasteland! Enter the shack,
where Agatha lives.
ASSAULT ON VAULT-TEC
Converse with Agatha, steering toward flattering dialog choices, HEADQUARTERS
to begin this quest. Agatha tells you she’s a widow, and her husband
decided to cut off contact with the outside world, except for the Trader
caravans. She entertains the caravans by playing her battered violin,
usually through the radio mast her husband erected. It can broadcast
This assault is purely optional. If you know the whereabouts of Vault
across the entire Capital Wasteland.
92 (which you will if you follow the tactics in this guide!), you can
travel (or Fast Travel) there from Agatha’s. The following is completely
Your Intelligence tells you that an old, homemade violin is
optional. You can also complete this before you meet Agatha.
never quite in tune.
GUEST RELATIONS ACTIVITIES
Ask how you can help, and she says that she knows of a location where
Climb out of either of the Vernon Square Stations (Fast Travel here, or to
a professionally made instrument could still reside.
the location nearest here). Deal with the Super Mutant, move east toward
the Vault-Tec building, and enter the double doors to the left of the Nuka-
At this point, you have two Speech options (one ruder Cola machine. Enter the main foyer, and bring your Super Mutant and
than the other), a Charisma option, and a Ladykiller robot-hunting equipment. Ignore the northern side of the foyer.
option stating that this search is going to take more than a
NEW OBJECTIVE [OPTIONAL]
charitable disposition. If you succeed in any challenge, she
“Discover the location of Vault 92” begins.
gives you the key to a small amount of ammunition that her
husband left behind. Go to the foyer’s southern end, using the front desk as cover.
Tackle a Super Mutant and climb the stairs. At the top, lob a Pulse
Grenade to neutralize the Mister Gutsy (or other robotic menace).
Search the upper area, cross the balcony heading east, and open
the Door to Vault-Tec Corporate Offices.
Agatha’s Ammo Box Key
CORPORATE OFFICE ACTIVITIES
Agatha recalls her great-great-grandmother Hilda, who was alive back This level is a maze of wrecked offices, with a robot around almost every
in 2077 before the bombs first fell. She was a classically trained violin- corner. Except for the odd few Caps and Ammo rounds, this area has a
ist who was invited into Vault 92 during the war, because the Vault limited number of rewards.
would be dedicated to preserving musical talent. She was never heard At the top of the stairs, look left (northeast), and enter the ruined office.
from again. You’re not sure the violin is still intact 200 years later, never Head into the hole in the north wall to an office with a collapsed ceiling.
mind functional, but Agatha insists it was kept in a special pressurized Snag the First Aid Box on the floor, and find the safe on the left.
case. The violin has a name, too: The Soil Stradivarius. Made in 1714,
it is priceless. Or it was when art and culture mattered. Agree to the
First Aid Box
quest, snag the items from the Ammo Box under the Ham Radio, speak
to Agatha about the Vault-Tec Headquarters (which is then pinpointed
You must battle Robobrains, Sentry Bots, or Mister Gustys, but you
on your map), and set out to find Vault 92.
should leave this floor by the following route: From the top of the stairs,
NEW OBJECTIVE [OPTIONAL] turn right (south), then immediately left (east), and pass the restrooms
“Locate Vault-Tec Headquarters” begins. and small alcove on the right. Turn right (south), make another left (east),
run to the end of the short corridor, turn left (north), and the stairs up to
the next level are in the first opening on your right (east).
APPENDICES
The next level up has the same run-down walls (and Robobrains, Approve Station 1 Mainframe Access.
Protectrons, and Sentry Bots), but the main chamber in front of you lacks Approve Station 1 Masterbrain Shutdown.
even a floor, and the corridor to the left (south) is blocked. Instead, turn Leave this room, and proceed down the corridor. At the wooden door
right (north), and run to the corner of the corridor, and turn left (west). to your right (east), optionally enter this office, and activate the Vault-Tec
Find some Shotgun Rounds in a filing cabinet in the rubble. Continue west Employee Terminal so you can pretend to buy Vault-Tec merchandise
MOTHERSHIP ZETA
until you reach a doorway on your left and right. Turn right, and enter a from the online store!
chamber with shelves on the north wall. Grab the Nuka-Cola Quantum;
Go to the corner and face northwest. Blast the turret through the open
it’s vital for Miscellaneous Quest: The Nuka-Cola Challenge.
door, and watch for the Masterbrain, an enhanced Robobrain in the
corridor to your west. Explode the turret if you didn’t deactivate it, then
Nuka-Cola Quantum deliver a killing blow (with a Pulse Grenade or Mine) to the robot in here.
Then turn and access the System Operation Station 2 in the southeast
corner. Your final shutdown plan is now available:
POINT LOOKOUT
Back in the main corridor, move to the next rubble-filled corner, turning left
(south). At the next doorway to your right (west), step in, and move to the Approve Station 2 Mainframe Access.
area where the floor has given way. You’re above the room where you Approve Station 2 Masterbrain Shutdown.
found the safe earlier. Shimmy around the edge of the floor to the door,
and enter a tiny storage room that holds Cell ammunition, a Laser Pistol, a
Stealth Boy on the metal shelves, and a First Aid Box. First Aid Box
Continue south in the main corridor, popping into the women’s rest-
BROKEN STEEL
rooms to the west, near a Nuka-Cola Machine alcove, and check a toilet Step back into the corridor and search the hunk of junk you
for a Magnum and Ammo. Return to the main corridor; the stairs up to the deactivated. Choose “Destroy Security Uplink,” and the remaining
next level are just ahead of you. Climb them, then open the Door to Vault- robots and turrets in this building deactivate. Ignore or blast the
Tec Administration. turret on the ceiling ahead of you. Turn left (south), ignoring the
stairs that descend (use them to escape this place after you visit the
THE PITT
Energy Cell Stealth Laser Mainframe). Open the next door on your right (west), and enter the
Ammo Boy Pistol executive office. Blast the Sentry Bot, then ransack this room and the
offices behind it to find a Grognak the Barbarian Comic Book.
Scoped .44 Magnum
First Aid Box
OPERATION: ANCHORAGE
and Ammo Grognak the Barbarian
+1 Melee Weapons (when read).
ADMINISTRATION ACTIVITIES
Move back to the main corridor, ignoring the metal doors to the left
Step around the corner
(no vital items there). Blast the last of the turrets, open the barred gate,
looking left (west), and
and move to the hatch door. It opens only after you have accessed all
train your weapon on
three SysOp Terminals. Step across the balcony to the Mainframe itself,
the ceiling, taking out
and “Download Vault Locations and Access Codes.” Not only does this
a Mark V Turret. Then
reveal the location of Vault 92 (and allows you to access the sealed
investigate the office
TOUR
door), but this also applies to all the other Vaults (87, 101, 108, and
to the north. (Or, run
112) operational in the Wasteland, too! Check the Tour of the Wasteland
past the turret into this
chapter for information on what horrors lurk inside these tombs….
office.) Investigate
MISC. QUESTS
Find three SysOp machines, deactivate a Masterbrain, two working termi- Take the stairs down to the foyer of Vault-Tec Guest Relations, then
access the Mainframe, and don’t get shot! nals. Activate System drop down, head outside, and Fast Travel to the location nearest to Vault
Operation Station 92, and trek the rest of the way there.
(SysOp) 3 first (you don’t need to hack into this terminal). Three menus
are available: Tales of a Junktown Jerky Vendor
+1 Barter (when read).
MAIN QUEST
Important Bulletins:
These include a Security Notice, informing you that the VTMB01
Masterbrain requires authorization from three SysOp Terminals.
There are messages about Vault 112 (it has been completed) and MINES, MUSIC, AND MIRELURKS
Vault 92 (it has been fitted with WNB Type Noise Generators).
GEAR
You can now hack the Turret Control Terminal if you wish,
CENSUS
and deactivate all remaining turrets. This is advisable, if Trek up to the wilds of the
your Science skill is high enough. northeast territories, lock
and load, then let yourself in
Vault 92.
Exit the office via the north gate, which leads to the mainframe chamber
FACTIONS & BESTIARY
on the floor above you. Retrace your steps, make a right, then journey
Vault 92 is in the Northeast Wasteland territories, close to the
south and turn left (east) to ascend another flight of stairs.
Deathclaw-infested town of Old Olney. It is imperative to bring a large
selection of weaponry, as well as Stimpaks, Chems, and a good set of
EXECUTIVE AND MAINFRAME ACTIVITIES your preferred armor.
Ignore or blast the Mark V Turret at the top of the stairs. Face west,
and open the metal door in front of you. This leads to an L-shaped
balcony with System Operation Station 1. You can re-read the Important
TRAINING
Tip The downstairs reactor corridors are ankle deep in water, so expect a
Follow the route detailed below, but employ Stealth Boys and radioactive bath if you venture down here, which isn’t necessary to the
Sneaking where necessary, to reach your goal with minimal quest. Access the corridors from the west or the east; the exploration is
combat, or to save ammunition. similar. Wade through the water, then halt and kill each Mirelurk you
encounter. Keep this up until you reach the opposite doorway back up
Vault 92’s entrance is in the gap between this clump of rocks, west to the east or west utility area (depending on which entrance you used).
of Old Olney. There are ruined buildings on the ground above and
nearby. Open the gate and step inside. As you reach the main door,
you see that it’s already open—not a good sign. Enter via the mainte-
nance room, checking the nearby table for some Fission Batteries, a Having problems slaying Mirelurks and Hunters? Try Sneaking,
Laser Pistol, Blood Pack, Energy Cell, and two First Aid Boxes. Grab using a Stealth Boy, or striking them in the face with long-range
these, and a mysterious Holotape on the upper gantry among the weapons like the Sniper or Hunting Rifles. Keep your distance; only
rusting terminals: Professor Malleus Audio Log V92-01. Now the explo- use guns with a narrow spread of fire.
ration can take place.
ATRIUM: COMPLETE EXPLORATION
Fission Batteries Laser Pistol
Tip
Blood Pack Energy Cell Investigate here only if you want to collect items, or you can’t
pick the lock on the door with the “Classroom” and “Lab” signs.
First Aid Box (2) From the utility generator room, head south, through the only unlocked
door (with the Atrium sign). Step into the connecting room.
Professor Malleus Audio Log V92-01 Use Repair skill to disarm a Rigged Shotgun, or duck under
it so it fires over your head.
Note Head through the door diagonally opposite, pass the skeleton and metal
You now have two options: a complete exploration of Vault 92, or box, and watch for the Frag Mine at the base of the stairs.
a direct route to the Soil Stradivarius. For the direct route, head to
sound testing, following the signs to “Classroom.” Continue around to the south and Lockpick the next sliding
door.
UTILITY AREA WEST: COMPLETE EXPLORATION
Head south through the door into a small utility generator room. Disarm Once through, you appear on the ground floor of the Vault’s atrium.
the Frag Mine at your feet, tag the Bloatflies that infest this area, then There are many passageways off this area. Let’s take a clockwise tour of
check the doors in the junction; the ones to the east and west are both each passageway:
locked. If you want to explore, or take a longer route to the violin, The “Lab” and “Classroom” passage: This has a skeleton at the
opt for the unlocked door to the atrium. The quickest route to the Soil threshold. Head north and enter the Door to Sound Testing. This is pre-
Stradivarius is via the laboratory and classrooms, to the east. cisely where you need to go to complete this quest!
To see how the reactor is doing, Lockpick the door on the Southeast Corner Doorway: This simply leads to an empty room,
right (west) wall. picked clean by Raiders a long time ago.
Southern Passage: This curves around to stairs leading up to the
Step through into a passageway (watch for another exploding Mine!), atrium gantry. An exploration of this area, which leads to the Overseer’s
open the door at the opposite end of the connecting corridor, and enter office, is detailed next.
two rusting chambers, devoid of items, but with a couple of Bloatflies to Clinic: The western doorway leads to the Vault clinic, now devoid of
pop. Continue west down a staircase leading to the Vault’s living quar- anything except some Bloatflies and empty lockers.
ters. For a look at the reactor room, head north.
Northwest Corner Passage: This leads to the living quarters, which
UTILITY AREA EAST: COMPLETE EXPLORATION are detailed after the atrium exploration.
Examine the eastern part of the utility area by unlocking the door with
the “Classroom” and “Lab” signs above it. Disarm the Frag Mine on the
UPPER ATRIUM: COMPLETE EXPLORATION
threshold, then move through another narrow corridor to a second hatch
door. Open that, and enter another generator room with two doors. The Tip
one straight ahead (east) leads directly down to the classroom and lab
Investigate here if you want to get items and listen to the
area, and is the quickest way to your target. The door to your left (north)
Overseer’s notes on this Vault’s experimental procedures.
leads down to the reactor.
APPENDICES
Head to the upper gantry, where there are only two places of interest. LIVING QUARTERS: COMPLETE EXPLORATION
Head to the locked door in the northeast corner.
Pry it open with your Lockpick skill. On the floor to the left, Tip
there are Energy Cells, Ammo Boxes, a 10mm Submachine Investigate here if you wish to test out the white noise generator
MOTHERSHIP ZETA
Gun, Darts, and a book called Tales of a Junktown Jerky on the Mirelurks, and collect items in the process!
Vendor. Open the unlocked safe for some Ammo, a
(random) pistol, and some Healing items.
Head around the corner, and brace for a Mirelurk attack! If you’ve been
following the “Complete Exploration” path, you should turn immediately
Use Science to access the terminal on the counter to read right (west), and locate the Women’s Dorm Security Terminal.
some Intra-Vault Mail. You can also open the safe, which
POINT LOOKOUT
was easy to do without accessing the terminal! Exit this
room, and head to the southeast room with a door at the You can use Science to hack in as the Mirelurks advance.
back marked “Overseer’s Office.”
A much better plan is to use the password you read from Overseer
Energy Cells Ammunition Box Rubin Personal Entry 00897332. This automatically logs you on without
BROKEN STEEL
any hacking being necessary. All options are offline except one; execute
the Noise Flush now!
Darts 10mm Submachine gun Whooph! The eight Mirelurks wandering this area are instantly
charged with white noise, and their heads explode in unison! This is a far
better way of defeating these clawed menaces, and it also allows you to
Tales of a Junktown explore this level unhindered. Begin with the female dorm:
Jerky Vendor Safe Items
THE PITT
+1 Barter (when read)
OPERATION: ANCHORAGE
this floor of the living quarters.
Step into the hub room where the Overseer appears to have made his Female Dorm (north): There are four rooms, the first of which
final stand. Inspect the various side doors and passages: contains a First Aid Box. The closed door leads to a storage room with a
Southeast door: This leads to an empty bedroom. Take the whiskey safe that’s already been ransacked. There are some Frag Mines, Bobby
from the footlocker if you wish. Pins, and Darts to grab.
Southwest door: Enter another bedroom. This one holds some clues
regarding the fate of the Vault dwellers in this place. Take the Holotape First Aid Box Safe Items
TOUR
inscribed Professor Malleus Audio Log V92-02. Listen to it (although you
might want to collect them all and listen in order). Recreation room (opposite female and male dorms): There’s little
except a pack of Darts and other junk items here.
MISC. QUESTS
Professor Malleus Audio Log V92-02 Male Dorm (west): A wall terminal is also available here, and can
generate white noise just like the one by the female dorm. All the rooms
North door: This bedroom contains Metal Armor in a footlocker, and a are empty except the restroom (which contains a Sheet Music Book; grab
few other items. As with any of these rooms, you can sleep on the beds it!) and a storage room to the south. Duck to avoid the Rigged Shotgun,
to replenish your Health Points. then grab the Laser Pistol and unlock the Ammo Box for Energy Cells and
MAIN QUEST
Now for the Overseer’s office. Head west, following the short curved a Stealth Boy.
corridor into Overseer Rubin’s office. Grab the Stealth Boy from the cir-
cular desk, then take the Holotape from the side desk. Check the shelves Crack the safe with your Lockpick skill to gather a load of
for a Skill Book, a Laser Rifle, and some Ammo Boxes on the floor against Bottle Caps.
the wall. Finally inspect the terminal. There are four Personal Entries to
GEAR
read; check them out to learn an important password and details about
the disturbing history of Vault 92.
Sheet Music Book Laser Pistol
When you’ve read all the information, return to the lower atrium,
and locate the Door to the Living Quarters at the end of the northwest
CENSUS
Caps
Overseer Rubin Personal
Laser Rifle
Entry 00897332 Head south to the stairs heading down to the lower living quarters area,
shooting Mirelurks if you haven’t popped their craniums. Pass a window
Duck and Cover! on your right and peer in; you can see a Nuka-Cola Quantum on the
+1 Explosives (when read) other side. Head through two more doors, and begin a sweep of this
area, once all threats have abated:
TRAINING
Terminal and Storage Room (west of entrance): Turn west, just as SOUND TESTING: COMPLETE EXPLORATION
you enter this place, and head into the small storage room. The termi-
The preferred route to enter this area is from the atrium, because it’s close
nals may be broken, but there’s a delicious and luminous Nuka-Cola
Quantum to take! Don’t chug this down; it’s an important item to keep to the stairs down to the sound laboratory, your final destination. Thus, the
for Miscellaneous Quest: The Nuka-Cola Challenge. The real exploration of this level begins here. Head right, around the corner. The
area of interest is the Security Terminal. If you’ve already accessed the stairs down to the lab are on your right (south). Continue around to the
upper terminals, you can quickly execute a Noise Flush, and defeat all junction with the “Classroom” sign pointing east. Head down here, and
Mirelurks in this area too! Unlock all the doors on this level via another enter the first door on your left (north).
option before you leave. Maintenance Storage: This two-room chamber contains a Mirelurk and
has some minor items and tools. Head to the end of the corridor, and turn
Nuka-Cola Quantum south. The door back to the utility area should be behind you. Move to the
junction with doorways on either side. Check the left (east) area out first.
Terminal and Storage Room (east of entrance): Move back into the main Office and Server Room: This two-room chamber features a Mirelurk
corridor, and head east. Open the door and grab Pulse Grenades,
and some minor junk with a server room behind it. The server area has
Pulse Mines, and Combat from this small chamber.
an unlocked terminal next to a Pre-War Book. It has Zoe Hammerstein’s
diary entries, which make interesting (if rather sombre) reading.
Pulse Grenades Pulse Mines
Projector and Music Room: Opposite (west) is a projector room.
There’s Leather Armor in the closet, and the penultimate Holotape on
the desk. The door leads to a music room devoid of useful items. Exit
Combat Armor Combat Helmet to the main corridor and follow it south, around the corner, to the west,
passing a jammed door you can’t enter. Follow the corridor all the way
Lower Hub Room: The chamber you first entered is L-shaped, and has around, heading north past the windows of the music room. This floor
some minor items hidden in an Ammo Box and Locker. But the real has been explored; now head down to the laboratory.
find is on the desk to the southwest; grab Professor Malleus Audio Log
V92-04. You almost have a complete set! Professor Malleus
Leather Armor
Audio Log V92-05
Professor Malleus Audio Log V92-04
SOUND LABORATORY: COMPLETE EXPLORATION
Locked Weapons Storage: Over on the eastern wall is a terminal and a
locked door. Tip
Use either Lockpick or Science to open this door; Investigate here if you wish grab that violin and finish this quest!
the time taken is worth it, because this chamber is
a treasure trove of items. Grab what you need.
This is it! Trek down and around to the crossroads, facing west. Start
with an exploration to the right (north).
Nikola Tesla and You
+1 Energy Weapons (when read). Kitchen and Recreation Room: This small chamber with a prowl-
ing Mirelurk offers some sustenance in the refrigerator, some Darts, a
Electron Charge Pack Nuka-Cola or two, and Three Dog’s latest disc spinning if you activate
(Locked Ammo Box) Energy Cells the Jukebox (which also alarms Mirelurks, so make sure they’re headless
before you try this!).
Fission Batteries Stealth Boy Locked Storage: Move west from the crossroads, and use
Lockpick to jimmy open the door to this well-stocked
storage room. Locate the following, grabbing anything you
Microfusion Cells Stimpak and want. Then head out to the crossroads, go south, then turn
Chems
left (east).
Medical Bay: The final room is the medical bay, where you can snag
items from the First Aid Box, and turn to the Laboratory Terminal to
Microfusion Cells Stimpaks
read four missives by Professor John Malleus to his lab assistants and
Overseer Richard Rubin.
Now move to any of the three entrances that lead to the sound
Bottle Caps (Locked Safe)
testing area of this Vault.
Recording Studio: Enter the studio. There’s the violin! Alas, it’s behind
glass in a chamber you can’t access from here. Instead, search this
room for your last Holotape. Then access the Security Terminal, and
choose the option marked “Open Recording Studio.” There are three
other missives to read, too.
APPENDICES
Journey to Rivet City, perhaps beginning or continuing Miscellaneous
Professor Malleus Audio Log V92-06 Quest: Stealing Independence, and locate Abraham Washington,
curator of the Capitol Preservation Society. Let him take a look at the
Session Studio: Move violin. He offers you 200 Caps.
west, then south to
MOTHERSHIP ZETA
Bargain with him using Speech, and he ups his offer to
the final door in this
300 Caps.
Vault, unlocked only
via the computer in
the previous chamber. If you have a change of heart after the quest is over, you can return to
Grab the Laser Pistol Abraham Washington and attempt to buy back the violin. His offer is
from the floor, then 300 Caps. Take it or leave it.
POINT LOOKOUT
open the wall safe for Head to the 9th Circle bar, perhaps beginning Miscellaneous
more items, including This astonishingly well-crafted instrument is over 600 years
Quest: You Gotta Shoot ’Em in the Head, and seek out the bar
Caps, Energy Cells, old. How much would Abraham Washington pay for it?
owner, a Ghoul named Ahzrukhal. Offer him the Stradivarius. He’ll take
and another Laser it off your hands for 200 Caps.
Pistol. The real prize is on the table behind the music stands: the Soil
Stradivarius is intact! Take the violin, and retrace your steps, all the way Bargain with him using Speech, and he ups his offer to
back to the surface.
BROKEN STEEL
300 Caps.
Laser Pistol (2) Caps If you’re feeling pangs of guilt after the quest is over, you can return
to Ahzrukhal, and attempt one of the following plans to take the violin
back:
Energy Cells Soil Stradivarius
THE PITT
Try to pickpocket (Sneak) the violin from him.
Tip
OPERATION: ANCHORAGE
Or, you can kill him, and loot the violin from his corpse. This will,
Seal your triumph by listening to all six of the Holotapes marked
naturally, cause a riot in Underworld.
“Professor Malleus Audio Log,” detailing Vault 92’s descent into
Or, you can hire Charon, send him to kill Ahzrukhal, and you can
aural madness!
pick the violin off his corpse without dirtying your hands.
With either vendor, bring the violin back to Agatha to receive the
THE SOUND OF MUSIC Karma and Radio Station bonus. You cannot repeat the process after
one selling and buying back has taken place.
NEW OBJECTIVE
TOUR
“Return to Agatha” begins.
POST QUEST ANTICS: GOING
NEW OBJECTIVE
“Find a buyer for the Soil Stradivarius” begins.
FOR A SONG
MISC. QUESTS
Your tumultuous trek for the Soil Stradivarius is over! Head back to After the quest is
Agatha’s House with the violin in your Inventory, and speak with her over, speak to Agatha
again. She asks whether you’ve brought the instrument to her: again. In your dialog
choices you should tell
You can give her the Soil Stradivarius. She is suitably delighted
her to write her music
and in your debt. She can’t think of anything she could do to
MAIN QUEST
down, and keep it pre-
repay you, but she does have a small gift to impart. She gives
served for the future.
you the Radio Frequency you can use to tune in and listen to Agatha
Naturally, Agatha
play, no matter where in the Wasteland you are (simply access Data >
needs a Sheet Music
Radio on your Pip-Boy, and choose it)! It’s a truly beautiful gift, and far
The kindness of strangers knows no bounds. Unless Book in order to prop-
more classy than a shovelful of Caps!
GEAR
you’re after a hand cannon; then let the bartering begin! erly record the notes.
You can lie, and tell her you haven’t got it yet. The only reason to do
Agree to this. If you
this is to sell the violin to a couple of Traders you know…
found the one in Vault 92, you can give it to Agatha now, and ignore
the other locations. Otherwise, there are six places to try:
CENSUS
Children’s Wing: In one of the office cubicles, below a sheet music stand.
Note 3. Springvale School [5.14]
Inside a classroom in the southeast corner of the interior, inside the foot-
Sell the violin to either of these gentlemen, and the quest ends well of an overturned desk.
without the positive Karma or Agatha’s Station accessible. You don’t
4. Statesman Hotel [12.08]
receive negative Karma, however.
Roof: The remains of a string-quartet’s placing, on the ground next to
a chair.
TRAINING
5. National Archives [17.11] When you’ve found one of these Sheet Music Books, return to Agatha
Sub-Basement: In the large storage area lined with shelves, north wall. with it. The following options are now available:
It is standing on the end of the bottom-most shelf. Simply give her the Sheet Music Book without asking for a
6. Roosevelt Academy [1.16] reward. You’re awarded additional Karma.
Roosevelt Arts and Athletics Hall: On the far right of the stage, among Or, you can bargain with her for a reward. She remembers a special
the discarded music stands. weapon she has, and gives you the Blackhawk .44 Scoped Magnum.
No Karma is awarded.
Sheet Music Book
Blackhawk: Unique Scoped .44 Magnum
Higher damage, critical damage, and health.
Reilly’s Rangers
QUEST FLOWCHART
Enter Our Lady of Hope Hospital (via Vernon Square or Dry Sewer)
Ammo Cache
APPENDICES
Locate fallen Protectron in Alfresco Lounge
Fission Battery
MOTHERSHIP ZETA
Head to the Roof
POINT LOOKOUT
Donovan’s Wrench
BROKEN STEEL
Lead Reilly’s Rangers to safety.
THE PITT
Return to Reilly at the Ranger Compound.
OPERATION: ANCHORAGE
Ranger Battle Armor, OR Eugene
GeoMapper; Donovan can now Repair; Butcher can now Heal you
TOUR
BARROWS
First visit Underworld, negotiate with Willow the sentry, and open the
MISC. QUESTS
door to the Museum of History. You’re looking for Doctor Barrows’s Induced waking from a coma
can be deadly. But Reilly’s
Chop Shop, which is at the southern end of the ground concourse. Head
made of tough stuff.
inside to inspect the woman lying on the bed in the corner. She can’t be
awakened. Doctor Barrows explains that her combat armor bears the Converse with Reilly. She quickly realizes she’s left her men out in the
insignia of a band of mercenaries based in the D.C. Ruins; she’s their field. Carry on the conversation with the following options:
MAIN QUEST
leader. You now have only two options:
Your Medicine skill tells you she’s in no condition to be
If you have a suitably high Speech skill, you can firmly
up and about, and you can say so. This doesn’t affect the
request that Barrows wake her up. If you succeed, he warns
conversation compared to normal chatter.
you how dangerous this is, but obliges. If you fail, he
refuses completely.
GEAR
ends, then do the deed. Reilly slows lifts herself to her feet. Reilly’s unit was mapping Vernon Square when Super Mutants jumped
them. They fought to Our Lady of Hope Hospital to seek cover, moved to
the Statesman Hotel, and ascended to the roof, losing a teammate,Theo,
somewhere inside the hotel.
FACTIONS & BESTIARY
These two methods are the only way to revive Reilly, so make
At this point, if your Explosives skill is proficient,
sure you allocate points during previous level-ups to begin this
you can ask if traps or mines were laid. She says yes,
quest. Or, you can go directly to the Statesman Hotel and find her meaning you’ll need to watch your step during the
at the Ranger Compound; she’ll arrive before you do. subsequent investigation.
TRAINING
Agree to rescue the Rangers (or refuse, incur Reilly’s immediate wrath, passage eastward. The Ranger Compound is just to the left (north) of the
and come back later when you’re ready). She gives you the code to the statue in the circle. Head up to the security door, input Reilly’s code, and
Ammo Box Theo dropped, so you can snag the contents. She explains you’re in.
that the best way to reach the team is to head north to Metro Central, The place is empty (the Rangers are under Super Mutant fire in the
before looking for tunnels to Dupont Circle Station. From there, enter the Statesman Hotel), so check out the radio room. Use the Ranger’s terminal
Dry Sewers, and trek to Our Lady of Hope Hospital. Or, weave through and read the evaluations on Reilly, Brick, Butcher, Donovan, and Theo.
the tunnels and surface at Vernon Square. Reilly notes that the hospital Inspect the storage room next to find an Ammo Box. Move to the
has storage rooms to raid for supplies, too. sleeping and eating quarters, where you’ll find the real ammuni-
Now ask: “Can you think of anything that will help me get there?” tion: food, beer, Stimpaks, a First Aid Box, two Ammo Boxes, a Frag
She responds, telling you they have a compound nearby. You’re given Grenade, Chems, Combat Knives, and a Scoped .44 Magnum and
the access code to enter the gate—Reilly0247—and a marker on your Ammo. Leave and clamber onto the ruined concrete building above the
Pip-Boy. Close the conversation by learning where Theo’s body is (a compound for five more Ammo Boxes and two First Aid Boxes. Now use
second floor stairwell inside the Statesman Hotel). You can now head to the underground tunnels to reach either of the starting locations to reach
the Ranger’s Compound (“Stocking Up for the Slaughter”), or move to the hospital.
the hotel and hospital.
Baseball Bat Ammunition Box (8)
Note: Ammo Box Code
Although this is optional, finding the Ranger Compound before First Aid Box (2)
the hotel assault allows you to stock up on ammunition and Fast
Travel back once the quest is over. The Statesman Hotel has an ground-level open door, but don’t enter the
Before heading to Our Lady of Hope Hospital, stock up at the Ranger foyer yet; you can’t access the top of the building since the elevator isn’t
Compound. Exit the Museum of History, pass Willow, and head east working.
along the Mall toward the Capitol Building. Expect heavy resistance from
bands of Super Mutants, Talon Company Mercenaries, and Raiders.
From the West Entrance, head to the Seward Square exit, engage Super
Note
Switch your Pip-Boy’s Radio to the Ranger Emergency Broadcast
Mutants, and flee south and then east, passing Seward Square North
frequency, and listen to Reilly’s remaining crew as they inform
Metro Station. You can also take the longer—but safer—underground
you where they are (on the roof). To get there, you need to cross
route to this station, if you wish.
from the hospital to the hotel, via the crumpled antenna girder
Head southeast until
that has fallen across the road above the hospital entrance.
you reach the ruins
of Cornucopia Fresh
Groceries. Turn at
Ranger Emergency Broadcast
the sidestreet and go
north until you spot
some sandbags and a PATH B: STUMBLING INTO THE RANGER’S
Reilly’s Rangers insig- EMERGENCY BROADCAST
nia daubed on the
In the Vernon Square area, or in the northeast part of the Pennsylvania
Reilly’s Ranger Compound is tricky to locate; it’s close wall. Weave through
to the Seward Square South Metro Station. Avenue Zone, flick on your Pip-Boy’s Radio and listen to the Ranger
the narrow concrete
Emergency Broadcast without having to visit Reilly first. Immediately enter
APPENDICES
the hospital, or leave the area, speak to Reilly, and return; your dialog There are around eight Super Mutants and two Centaurs; four Super
choices are different with Butcher if you haven’t spoken to Reilly first. Mutants and a Centaur in the waiting lobby, and another four and a
Centaur scattered around the perimeter corridor with the patient rooms
PATH C: FROM THE DRY SEWER on either side.
There are also three Nurses’ Terminals (shown on the map) throughout
MOTHERSHIP ZETA
Although it’s longer, this route allows you to enter from the hospital
the hospital. Use your Science skill to hack into them to unlock Chem
itself. It’s also a good way to reach the hospital in the future, if you
supplies, read complaints, and learn about a patient named Harold
need health. Begin by using the linked Metro Tunnels, and surface at
Worthington III, and his bizarre predilection for pillows….
Dupont Station. Climb the escalator, and head east across the concrete
bridge. Step right, around the building, and head east down an alley.
Turn north, being wary of Raiders and Frag Mines, and locate the half- PLAN A: LEGGING IT THROUGH THE LOBBY
demolished brick house. To the right of it, hidden behind a barricade, With the double doors behind you, rummage through the entrance lobby’s
POINT LOOKOUT
steps lead down to a door marked “Hospital Maintenance.” Enter here. filing cabinets for ammo. Exit via the western corner’s door. Deal with the
You’re now in the Dry Sewer. Follow the tunnel to a pump chamber. Centaur, then weave into the waiting room. Sneak by or slay four Super
Shoot two Talon Mercenaries on your way down, and go for the main Mutants. Use the Combat Shotgun in corridors, but in the waiting room,
tunnels. Head south to the junction to find Talon Mercs fighting a losing try more long-range weapons, such as Grenades or a Missile. When the
battle against the Super Mutants. Back off and deliver killing blows to dust clears, check the Gore Bags (including the hanging ones) for loot.
any remaining Super Mutants, then open the door in the south wall, by The southeast corner desk has three Ammo Boxes, two Frag Grenades,
BROKEN STEEL
the junction. This leads to a dead-end generator room, but there’s a First and a Scribe Pre-War book.
Aid Box to take on the wall.
Ammunition Frag Grenade (2)
Box (3)
First Aid Box
THE PITT
Head east, past the cluster of irradiated barrels (don’t fire here), and up Scribe Pre-War Book
the large tunnel where more Super Mutants and Talon Mercs are bat-
tling. Slay anyone who attacks you, including the Mister Gutsy (dispatch
with a Pulse Grenade). Ignore the dead-end area, unless you want junk
to make a customized weapon, and go north into the side door. Follow
Note
OPERATION: ANCHORAGE
the corridor up to the door, and open it. If you entered the hospital via the western door, step through the
From the genera- computer room and into the waiting room, and apply the same tactics.
tor room, you must
choose to either turn PATH B: CORRIDOR DASH
west and sprint to the If you entered from the Dry Sewer, prepare for Mutie combat at the top
door to the hospital of the stairs. After dropping the Super Mutants, investigate rooms for
basement, or you First Aid Boxes. For a quick escape, sprint north into the lobby where
can stay and weave the paths merge. Turn west, dash up the stairs, and open the door to the
TOUR
among the pipes while second Level.
tackling three Super
Mutants. If you try the Three’s company, but four’s a crowd; especially among
HOSPITAL SECOND FLOOR:
MISC. QUESTS
latter, stay away from these pipes. Stay and slay, or flee to the hospital door.
the generators you
can detonate; but fire at them to blast enemies. Whether you fight or
TAKE IT TO THE BRIDGE
not, enter the hospital door to emerge at the foot of the basement steps. Enter the second floor, and immediately turn left. Head east down the
corridor; the doorways on your right are blocked. At the safe, Sneak
HOSPITAL GROUND FLOOR: past or slaughter a Super Mutant or two. Enter the cafeteria to your
MAIN QUEST
left, where you have a couple of Super Mutants and a leaky gas line to
MUTIE MASSACRE! worry about. Stay to the west, light the gas, and tackle the enemies from
here. Then move forward, heading east toward the kitchen.
NEW OBJECTIVE Enter the door at the cafeteria’s east end, moving into the kitchen and
“Locate Reilly’s Rangers” begins. storage area. Use the central island as cover, note that you can always
GEAR
back out.
HOSPITAL OVERVIEW Remember that you can employ Sneak to stealthily
You begin in one of three locations, depending on the paths you took
CENSUS
Only the mission-critical chambers are shown in the following route of the Super Mutants in the hospital await. When they’ve been slain, or
information. If you require medical attention, locations of the safes, or coaxed out into the kitchen and blown apart with Mines or Grenades,
the Mister Handy, consult the Tour of the Wasteland Chapter map for all move to the “Exit” door, which leads to a staircase. Open the door at the
item locations on this floor. There are Skill Books here, too. top and step out onto Vernon Square.
Caution into the corridor. Move to the pillar at the far end, get health from the
First Aid Kit on the wall, and choose the left door as you head west.
Once you cross the fallen antenna, enter the Statesman Hotel and drop
down into the first room. Once you’re inside, you are effectively trapped
in this hotel. There is no way out until the roof elevator is repaired!
A Note from Little Moonbeam’s Father is meant for Sydney, a
ruins delver you meet during Miscellaneous Quest: Stealing
HOTEL MID LEVEL: ONWARD Independence. Return to Sydney with this Note for a prize,
which is detailed in the other quest.
AND UPWARD
Continue west around the pillars, hiding behind the columns to deal with
APPENDICES
PATH A: THE LONG WAY On the roof, turn right.
Sidestep and run
Find the alcove’s First south. The Rangers are
Aid Kit and vending still defending their
machines, then position, so rush up the
MOTHERSHIP ZETA
continue around the steps, and holster your
corner, heading south weapon as Butcher
past two columns to beckons you over.
a junction, fighting a Explain the situation,
foe as you go. At the and get him to patch Meet Butcher, Brick, and Donovan, the last hold-outs in
T-junction, turn right, you up. You can talk the Mutant-filled Statesman Hotel.
then left, continuing Now this is a real critical strike! Turning a Super Mutant into
to Brick as well; her
POINT LOOKOUT
south along a corridor a small pile of ash means less corpse looting, though.
best friend is Eugene, an impressive-looking Minigun that she wields with
with a Centaur. This authority. Look at the old music stands for a Sheet Music Book, useful for
hall leads to the Alfresco Lounge entrance. Miscellaneous Quest: Agatha’s Song.
Move into the room with the collapsed floor, and strike a Super Mutant
down before descending. Then head east and north to an adjacent
chamber with a broken floor, and climb back up. Beware of the enemy Sheet Music Book
BROKEN STEEL
patrolling up here. Check the lockers for a few Caps, then step into the
kitchen. Don’t fire your weapon, because there’s a gas leak. Check the NEW OBJECTIVE
wall for the First Aid Kit, and enter the main bar area through either of “Locate a Fission Battery” begins.
the two wooden doors.
NEW OBJECTIVE
PATH B: THE SHORT WAY “Lead Reilly’s Rangers to safety” begins.
THE PITT
Instead of turning right at the T-junction, turn left where a corridor heads Butcher and Donovan the Mechanic need the express elevator to have
to a locked door. Choose one of the following methods of entry: power so they can escape. You’re tasked with finding a Fission Battery
for this. You should have one from the Protectron in the Alfresco Lounge.
Use Science to hack into the wall terminal and unlock
OPERATION: ANCHORAGE
If you didn’t get it, backtrack and find it under the stairs. If you have a
the door. Fission Battery (either from the Protectron or already in your inventory),
optionally give the Rangers some of your ammunition, then give the
battery to Donovan, wait a moment while he brings the elevator online,
Or, use Lockpick to wrestle with the door itself. and then head down to the Hotel Lobby.
Step through into the bar area. Retreat here when the Super Mutants
Tip
charge your location. Be sure to distribute ammo to the Rangers before you give them
TOUR
the Fission Battery. As soon as the elevator is fixed, they bolt down
to the Lobby. If you don’t give them ammo, their guns are empty,
INSIDE THE ALFRESCO LOUNGE
almost guaranteeing their deaths (as they switch to pistols).
MISC. QUESTS
Several Super Mutants wait here, including those on the balcony. Use
If you want to fix the elevator panel yourself, simply use your
pillars, doors, and corners as cover while you drop the Super Mutants,
impressive Repair skill and slot in the Battery.
then search. Find a Nuka-Cola Quantum, Skill Book, and ammuni-
tion behind the bar area; then find the most important item in a room You can always gun down the Rangers, too. On Donovan’s body
under the stairs in the corner: Protectron’s Fission Battery. Search the you’ll find his wrench, allowing you to fix the elevator if your
destroyed Maintenance Protectron, and remove the Fission Battery. Repair Skill isn’t high enough.
MAIN QUEST
Head up the stairs and around the balcony to the northeast corner for
the exit to the roof.
Grognak the Let the carnage begin! Part 6 of your quest ends when all the Rangers
Frag Grenade (2) Barbarian
enter the elevator, because they don’t need to survive (although it’s
best if at least one makes it out of the lobby). Exit the elevator and
FACTIONS & BESTIARY
Nuka-Cola Quantum charge in as the lead “bullet sponge,” drawing fire so the Rangers can
survive for as long as possible. Blast the nearest Super Mutant with
constant Combat Shotgun fire. Don’t use grenades or other area-of-effect
weapons that can harm Rangers. Draw fire away from the Rangers and
RENDEZVOUS WITH THE RANGERS onto yourself. Gun down a foe until it dies, then move to the next. Start
NEW OBJECTIVE in V.A.T.S., and once you’re out of Actions, aim manually. Keep this up
until only humans remain.
“Give Fission Battery to Donovan” begins
TRAINING
NEW OBJECTIVE
“Return to Reilly at the Ranger Compound” begins. QUEST REWARDS
When all of the Rangers are dead, the previous objectives clear, and You receive one of the following rewards if one or more
this objective appears. Reilly’s Rangers leave the hotel, but don’t follow Rangers survived:
them (you can Fast Travel back to the compound). Check under the
Ranger Battle Armor
stairs to the southeast for vending food and drink, and two First Aid Kits
+5 AP, +1 Luck, +10 Small Guns,higher AR than
in an alcove. Find items and a Skill Book in the bedroom upstairs, then Combat Armor.
ransack the front desk.
Eugene (Minigun)
Use your Science skill to hack into the concierge terminal, More damage. +300 XP
where you can open the safe and read guests’ complaints.
POST-QUEST ANTICS
Use Lockpick on the safe under the Terminal.
The following Freeform Quests are now available:
The final part of this quest involves you returning to Reilly, although
she’s no longer a patient of Doctor Barrows and is feeling much better.
She’s holed up in the Ranger Compound. Use the directions shown in
“Stocking Up for the Slaughter,” or Fast Travel there if you’ve already
found the place. When you reach the front door, you can chat with any
surviving Rangers (Brick is particularly excited about her “ventilation”
techniques). Head inside, and search the compound for Reilly.
Reilly thanks you for your help, but questions her competency as a
leader, and tells you who was lost in the fight in the Hotel Lobby. Worry
only if all three Rangers died (Reilly doesn’t give out a reward). If you
saved at least one member, Reilly offers either the Ranger Battle Armor
or Brick’s Minigun Eugene.
APPENDICES
TOUR OF THE CAPITAL WASTELAND
Chapter 7
MOTHERSHIP ZETA
Welcome to the
Capital Wasteland
POINT LOOKOUT
With the help of Moira Brown and Reilly’s Rangers, the entire Capital Wasteland has been meticulously
mapped and every location revealed. Open the poster to pore over each location in detail, then read
the following explanation on how to use this chapter.
it is in Zone 8 and is the first primary location Location Maps only: This signifies a door
MAP OVERVIEW
BROKEN STEEL
within this zone. that is either locked,or leads to a different
AND LEGEND A Secondary locations are smaller, and location, sometimes linked using a red line.
a few require interior exploration and are
The Capital Wasteland Overview Map
(poster) is split up into nine separate “zones”;
tagged in letter form. For example, the car
dealership south of Megaton is tagged as Sec-
MEASURING YOUR
VITAL STATISTICS
THE PITT
each showcases a section of the map. Col-
ondary Location 8.Q.
lectivity, they are known as the “Capital
Wasteland.” There are other icons to check out, too: Every location in this chapter is detailed with
There are 12 extra zones (Zones 10–21) These areas are covered in radiation. a “VITAL” (Vault-Tec Inspired Topographical
Aid List), so you know what to do no matter
OPERATION: ANCHORAGE
in the D.C. Interior. These are self-contained These areas are within the perimeter of a
interior sections, not accessible directly from where you are. Every location features its
large primary location.
the Capital Wasteland. name, latitude/longitude, a fly-by screen-
1 These areas have Enclave Soldiers in the
Next, there’s a list of every underground shot of its exterior, and notes. There are also
vicinity. Enclave Camps only appear during several pertinent pieces of information so you
connecting location in the D.C. Interior.
Main Quest: Picking up the Trail and stay at can quickly ascertain what’s going on at a
These tunnels link Zone 9 to any of Zones 10
these locations from this point on. particular place in the Wasteland. Here’s what
through 21. Use the maps within to figure out
how each location connects to the others. 1 This signifies that this primary location all the VITAL statistics mean:
Lastly, there are Add-on Quest locations, has an underground link, accessing a sepa-
TOUR
VITAL STATISTICS
denoted with the following prefix: rate location via a subterranean tunnel.
STAT DESCRIPTION
» “BS”: Broken Steel 1 This primary location appears during
your original series of quests, but has addi- RELATED QUESTS
» “MZ”: Mothership Zeta
MISC. QUESTS
» “OA”: Operation Anchorage tional encounters and investigations when a Main Quest
This location is visited during a specific
Main Quest or Add-on Main Quest.
certain Add-on Quest becomes active (usually
» “PL”: Point Lookout This location is visited during a specific
Broken Steel). Miscellaneous Quest Miscellaneous Quest or Add-on Miscel-
» “TP”: The Pitt
BS1 This primary location only appears laneous Quest.
Note that most Add-on locations only appear Freeform Quest There’s a Freeform Quest at this location.
when an Add-on series of quests becomes
MAIN QUEST
or change (in the case of previously-existing
active. THREAT LEVEL
locales that change during Broken Steel) when
you start that particular series of quests. A This icon signifies that this secondary Threat Level 1–5
The overall danger in this
location has an underground link, accessing a specific area.
Each location in the Capital Wasteland
separate location via a subterranean tunnel. Extremely light—an easy-to-dispatch
(Zones 1–9) has a specific latitude (east–west) Level 1
foe or animal.
GEAR
and longitude (north-south), which appears on A This secondary location appears during Light—such as a couple of Raiders or a
Level 2
the poster map. Use this to quickly find your- your original series of quests, but has addi- few small creatures.
self. Vault 101 for example, is at latitude -04 tional encounters and investigations when a Level 3
Moderate—a small Super Mutant camp
or a single large creature.
and longitude -04; cross-reference this on the certain Add-on Quest becomes active (usually
CENSUS
primary locations (which appear as Fast Travel active (for example, an additional minor FACTIONS
points on your Pip-Boy’s World Map once you encounter once Broken Steel begins). An extra-terrestrial menace from
Alien
locate them) and secondary locations (some of Mothership Zeta.
This icon signifies the possibility of a Mini- A mercenary keen on Caps, appearing
which appear on your Pip-Boy’s Local Map). Bandit
Encounter. during Broken Steel.
1 Primary locations are usually larger, Brotherhood of Steel The true patriots commandeer this area.
1 Location Maps only: This marker shows
and some require interior exploration and are
the general area to search for one or more Brotherhood Outcast Technology foragers are in these parts.
tagged in number form. For example, Vault 101
important items, or a major junction or route. The Red Menace inside the Operation:
is tagged as Primary Location 8.01. This means
TRAINING
Chinese Commando The remnants of an ancient invasion. You can heal or purchase health items At least 1 of 110 Nuka-Cola Quantums
Healer Nuka-Cola Quantum
here. are at this location.
Enclave The Enclave’s presence is felt here. At least 1 of 103 Scribe Pre-War books
Repairer Any items can be repaired here. Scribe Pre-War Book
The Enclave’s special forces are expected are at this location.
Enclave Sigma Trader You can trade items at this location.
here during Broken Steel. At least 1 of the 324 Skill Books can be
Skill Book
Friendly or feral, expect a lumpy-skin found here.
Ghoul DANGERS
presence. MISCELLANEOUS
Friends of Griffon the Ghoul, appearing Baby Carriage A crying baby, then an explosion.
Ghoul Guard This area requires a special key or high
during Broken Steel. Trip a sensor or wire and receive fired Area is Locked
Baseball Pitcher Lockpick/Science to enter.
Littlehorn and Associates A hidden society, banishing do-gooders. baseballs.
One of eight Followers can be bought,
Look down, look out, or face a crippling Follower
Bear Trap coaxed, or kidnapped here.
Pitt Raider A Raider variant prowling The Pitt. injury.
A large amount of Guns and Ammo
The biggest Super Mutant ever. Guns and Ammunition
Pitt Slave Behemoth is here.
Big problems!
Raider Crude and vicious Raiders are here. Health and Chems Find Health and Chems in this area.
Heavy objects on a chain, activated by
Chain Trap
Regulator A hidden society, expunging evildoers. trip wire. Highly Visible Landmark Use this to get your bearings.
A small band of friendly Gas Leak Stow guns; escaping gas is in this location. You are rewarded your own residence
Reilly's Rangers Home Sweet Home
mercenaries. Cluster of Frag Grenades above, trip here.
Grenade Bouquet
Those seeking freedom for all reside wire below. There is more to this location than just
Slave Interior Exploration
here. the surface.
High Radiation Long exposure to low or high radiation.
Slaver Those trafficking in humans are here. Expect a quest or safe to bring you a
Lots O' Caps
Low Radiation Small exposure to low radiation. large windfall.
Smuggler Hostile scavengers riddling Point Lookout. Main Trading Route Wandering traders are found here.
Mines Beware of Frag or Pulse Mines.
Super Mutant Expect Gore Bags and hulking brutes. Perk! You are awarded a perk at this location.
Shotgun Trap A Rigged Shotgun.
Swampfolk Point Lookout’s terrifying local yokels. Disarm the rear of this computer for a Your Pip-Boy picks up a narrow-band
Terminal Trap Radio Signal radio signal (not including the wideband
The sign of the claw; mercenaries rule Frag Grenade.
Talon Mercenary G.N.R. or Enclave).
here. COLLECTIBLES
One of 152 unique weapons or armor is
The Family A bloodsucking nocturnal tribe. Rare or Powerful Item
One of 20 Vault-Tec Bobbleheads is at found here.
Bobblehead
Tribal Deranged cultists settled in Point Lookout. this location.
Sleep Mattress You can sleep here.
Fat Man Launcher At least 1 of 9 Fat Men are here.
Trog Disgusting sub-humans from The Pitt. This links to an underground area, which
Underground Connection
Fat Man Mini-Nuke At least 1 of 92 Mini-Nukes are here. links to one or more other locations.
America’s finest, inside the Operation:
U.S. Army (Simulated) One of 23 Schematics, for seven different
Anchorage simulation. A Holotape related either to the Keller Weapon Schematic
Holotape: Replicated Man Family or to this Miscellaneous Quest custom weapons.
Vault Dweller A Vault-Tec-related location.
is here. Work Bench A Work Bench is here.
Wastelander Eking out an existence in this location.
Rogue and insane roughnecks from
Wildmen
The Pitt.
General Encounters
stores at specific locations, and Wandering take a long, counterclockwise circular path,
Tip Trader Caravans (which are comprised of four visiting each of the following locations before
Items and Explosions: If different merchants and their entourage, as well returning to the starting location:
explosions, heavy weapons, and as a Pack Brahmin and one or two Caravan • Canterbury Commons • Arefu [5.07]
other ordnance are used near them, Guards). If you’re away from a major trade [6.02] • Evergreen Mills [7.04]
they may move. For this reason, center, find one of these merchants, and either • Temple of the Union [3.10] • Megaton [8.03]
be sure to search the area around trade with them or repair any items you have. • Agatha’s House [5.06] • Rivet City [9.15]
each item. If you are on friendly terms with Ernest “Uncle” • Paradise Falls [2.08]
Roe over at Canterbury Commons [6.02], you
So, if you meet Crow in Rivet City, you know
can invest in these traders; it’s a great way
AVAILABLE to make money. Consult Freeform Quest:
he won’t be stopping at Megaton for a while.
In addition, each trader has a rare or
COLLECTIBLES Merchant Empire for details (page 362).
unique item you might wish to purchase (or
(ALL ZONES: MINI-ENCOUNTERS ONLY)
WANDERING TRADERS steal from their still-warm corpse):
• Fat Men: 01/09 • Nuka-Cola Quantum: • Threat Level: 1 • Health And Chems • Crazy Wolfgang: • Doc Hoff: Schematic:
• Mini-Nukes: 04/92 01/110 • Faction: Wastelander • Guns And Ammo Schematic: Rock-It Nuka Grenade (02/23)
• Unique Items: 03/152 • Schematics: 04/23 • Services: Repairer, Trader • Lots O’ Caps Launcher (01/23) • Lucky Harith: Mini-Nuke
• Collectible: Mini-Nuke, • Main Trading Route • Crow (once you invest (01/92)
Schematic (3) with him): Eyebot Helmet • Lucky Harith: Schematic:
0.00 CAPITAL • Rare Or Powerful Item
(01/152) Shishkebab (03/23)
MERCHANT TRADERS
WASTELAND TRADERS
There are four merchant traders plying their
If you’re looking for someone to buy and sell wares across the Wastes: Crazy Wolfgang,
items from, there are Scavengers, Traders in Crow, Doc Hoff, and Lucky Harith. The traders
APPENDICES
Around the Wasteland
in 80 Mini-Encounters
MOTHERSHIP ZETA
Aside from your Main and Miscellaneous 0.03: BIG CAPS IN BIG TOWN 0.09: AMATA’S FATE
Quests, there are dozens of smaller tasks, • Miscellaneous Quest: Big• Threat Level: 1 • Miscellaneous Quest: • Faction: Enclave, Vault
chance meetings, and other activities you can Trouble In Big Town • Faction: Wastelander Trouble On The Homefront Dweller
POINT LOOKOUT
accomplish, depending on your decisions. If you helped the inhabitants of Big Town repel • Threat Level: 2
They are divided into two types: attacks, a traveling salesman is heading that If you forced Amata to leave the Vault, you
way to ply his wares. may stumble upon an Enclave patrol confront-
TYPE I: UNIQUE ing her. An Enclave officer asks her where her
Vault is. After she tells them, they murder her.
0.04: GEE MISTER, YOU
ENCOUNTERS LOOK SUPER!
If you somehow manage to stop this, Amata
BROKEN STEEL
flees from you, shouting that it’s all your fault.
0.01: SEARCHING FOR CHERYL • Miscellaneous Quest: The • Threat Level: 1
• Threat Level: 3 Superhuman Gambit • Faction: Wastelander
This only available if you’re wearing either 0.10: DYING OF THIRST
• Faction: Super Mutant, Wastelander
the AntAgonizer or Mechanist’s costume. • Threat Level: 1 • Faction: Wastelander
When wandering L’Enfant South (Zone 21), you
During your trudge through a desert, a little You come across a man dying of thirst. You
stumble across a Burial Mound [21.I]. Read the
THE PITT
kid approaches you and asks for your auto- can leave him to die or offer him some of your
note, which mentions the Ranger Compound
graph. Oblige the little tyke or devastate him water. Give him the water, and he thanks you
[18.06] and a search for a woman named
by refusing! and begins to traverse the Wasteland. You
Cheryl. The grave is of a guy named Henry.
may meet him later, and he’ll offer to aid you.
» Search Party Log #1: If you found the
OPERATION: ANCHORAGE
The name of the Wastelander differs depend-
compound and already have the note, access 0.05: THE OASIS MERCHANT
• Miscellaneous Quest: Oasis • Threat Level: 1 ing on where you are:
the Outer Terminal (this is very hard, unless
unlocked by Reilly). You can now read the A merchant has just come from Oasis, where POSSIBLE
note from Canterbury Search Party, which the residents had him drink the Sap of Purifica- LOCATION WASTELANDER
INTERACTION
says the search moved to the Western Ruins. tion, which had dizzying side effects. He is
dying and his mind is gone. Speak to him, Random (usually outside a settlement) Ben Canning
» Search Party Log #2: These “Western Ruins”
are just north of the Potomac Bridge [9.K] and he relates a strange and wonderful story 9.15 Rivet City [LAT 18/LONG -17] Carlos
and south of the Festive Raider Camp [9.L], in which the Wasteland is reborn, and the 8.03 Megaton [LAT -01/LONG -06] Micky
TOUR
where you find a second grave. This is Great One has gifted us all. On his body is a
7.14 Tenpenny Tower [LAT -16/LONG -17] Willy
only here if you completed steps 1 and 2. note showing the location of Oasis [2.01].
Unearth another note here. This is the grave • Trading Caravan Log
of Emmet. 0.11: DEATHCLAW CHASE
MISC. QUESTS
• Threat Level: 3 • Faction: Wastelander
» Search Party Log #3: The clues in the third 0.06: MR. BURKE’S ASSASSINS
note take you here, to a grave directly • Miscellaneous Quest: The • Threat Level: 3 A group of Wastelanders is being pursued
northwest of the Sewer Waystation [9.03]. Power Of The Atom by a Deathclaw. Help them, and Rock Creek
A fourth note (only available if you’ve If you disarmed Megaton’s bomb, a group of Caverns appears on your world map, leading
completed steps 1 through 3) hints that Super assassins hired by Mr. Burke ambush you. you to the Mirelurk King’s Treasure Chamber.
MAIN QUEST
Mutants are holding Cheryl near a “park.”
» Search Party Log #4: This leads to a small 0.07: VENGEANCE FOR 0.12: WATER, WATER, NOWHERE
Super Mutant camp [8.A] just west of the MEGATON • Threat Level: 1 • Faction: Wastelander
Jury Street Metro Station [5.13], where you • Miscellaneous Quest: The• Threat Level: 2 A group of four settlers are in a standoff over a
must defeat a group of Muties and a massive Power Of The Atom • Faction: Wastelander small water supply that they’ve both found,
GEAR
Behemoth (he appears when you enter the If you blew up Megaton, a group of displaced
container with a corpse in it). Here, you’ll Mediate the two parties and get them
settlers from the smoldering ruins stages a to share.
find the corpse of Manny Koch, the leader of
revenge attack.
the search. He has only minor items on his Or kill them all and take the water for
CENSUS
the remains.
0.14: RADSCORPION Watch from a distance, or begin to massacre 0.27: HUNTING THE MOST
GUARDING FIRE HYDRANT a group of Raiders “initiating” a new member DELICIOUS FLESH OF ALL
by beating him with melee implements.
• Threat Level: 2 • Faction: Wastelander • Threat Level: 3 • Faction: Wastelander
A group of Wasteland wanderers are trying
to get water from an old fire hydrant. Sadly Note A band of “hunters” are tracking their prey—a
hapless settler! After the kill, they begin eating
for them, an abnormally huge Radscorpion Any Mini-Encounter marked with the corpse. Wait two hours, and they become
is guarding it. Help the wanderers get to the this symbol (‡) involves Raiders, and ravenous and turn their attention toward you....
water or take it for yourself. the Unique Combat Knife is dropped
randomly during one of them. 0.28: GOING CAMPING
0.15: RIFLE MAN • Threat Level: 2 • Faction: Wastelander
• Threat Level: 3 • Rare Or Powerful Item • “Stabhappy” Combat Knife (02/152) ‡
A shot rings out, and a nearby Wastelander
• Faction: Wastelander falls. There’s a Sniper named Sam Warrick
0.22: MINEFIELD DISMANTLING
A lunatic named Lazlo Radford crosses your hiding nearby, lying in wait for you.
• Threat Level: 3 • Faction: Wastelander
path and attacks you with a weapon that fires
Observe a couple of hapless Wastelanders
some deadly and strange projectiles. Slay the
attempting to dismantle a minefield for parts,
0.29: THE HUMAN BOMB
madman and take his weapon. • Threat Level: 3 • Faction: Raider,
only to step in the wrong place, at the wrong
• Railway Rifle Wastelander
time. Mop up afterward. A few Raiders send out an obviously perturbed
• Frag Mine
0.16: DOWNED CHINESE PILOT settler out to greet you, who they then blow up
• Threat Level: 1 Commando and then proceed to attack you.
• Faction: Chinese
0.23: ESCAPE FROM GRAYDITCH
A crackling radio signal appears, and when • Miscellaneous Quest: • Threat Level: 1 0.30: MAD BRAHMIN RAMPAGE
Those! • Faction: Wastelander
you triangulate it, you reach the skeleton of a • Threat Level: 2
Chinese pilot and some great Pre-War loot. You run into a man fleeing from Grayditch; he Due to consuming the wrong type of irradi-
• Chinese Radio Beacon has been driven crazy during the attack and ated grass tufts, a herd of Mad Brahmin stam-
makes little sense, but he does get across that pede your way. Slay them before they hit you.
0.17: UNIDENTIFIED FLYING he’s running away from Grayditch. Once you
finish speaking with him, you receive a Pip-Boy
DEBRIS
• Threat Level: 2 • Rare Or Powerful Item
update on your World Map, showing the loca-
tion of Grayditch.
TYPE II: REPEATING
Whoa! What the hell was that? A large
explosion is heard overhead, and pieces of a
ENCOUNTERS
0.24: OUT OF THE VAULT
strange technology rain down on you. Search 0.31: SURVIVAL GUIDE
• Miscellaneous Quest: • Threat Level: 1
the area thoroughly for a unique Alien Blaster
Trouble On The Homefront• Faction: Vault Dweller REVIEW—FAILURE
that sets its targets on fire! There’s Ammo here
Once the quest is over and you choose to • Miscellaneous Quest: The • Threat Level: 1
as well. Wasteland Survival Guide
open the Vault to the outside world, you may • Faction: Wastelander
• Alien Blaster: “Firelance” (03/152)
encounter one of your old friends during a Consult the quest for advice on making a “very
Wasteland excursion. Your first encounter is poor” survival guide. You come across a weak
0.18: LOCKED AND UNLOADED with Susie Mack, assuming you haven’t killed and poorly equipped survivor fighting a Mole
• Threat Level: 1 • Faction: Wastelander
her. Of course, you can kill her now and steal Rat. If the Wastelander lives, he bad-mouths
A mugger named Mel, who robs travelers, her food and water, or you can act a little your work. Speak with him, and he gives you
holds you up. It’s a shame that he’s an idiot, more civilized. She’s happy to see you and the guide, telling you it’s good for a laugh.
and his gun isn’t loaded. offers some food and Purified Water. • Wasteland Survival Guide (Very Poor)
0.19: A BROKEN ROBOT 0.25: THE LONE RANGER 0.32: SURVIVAL GUIDE
• Threat Level: 1 • Faction: Wastelander • Miscellaneous Quest: • Faction: Reilly’s Rangers REVIEW: SURVIVALIST
You meet a technician fiddling with a robot Reilly’s Rangers • Collectible: Fat Man • Miscellaneous Quest: The • Threat Level: 1
who is stuck in a conversation pattern. • Threat Level: 2 Mini-Nuke Wasteland Survival Guide • Faction: Wastelander
After Reilly’s Rangers is completed, you run Consult the quest for advice on making a
Your Repair skill is required to fix into Donovan, one of the Rangers you met “moderate” survival guide. You come across a
this malfunctioning machine. during the quest within the Irradiated Metro survivor fighting a Mole Rat. The Wastelander
[9.12]. For this to occur, Donovan and Reilly should live. Let him know you helped write the
0.20: MORE THAN JUST SCRAP must be alive, and you must have the Geomap- book, and you receive thanks but nothing else.
per Module in your inventory. Once you help
• Threat Level: 1 • Faction: Wastelander
the Ranger, they reward you.
You come across the remains of a dead Waste-
• Mini-Nuke (03/92)
0.33: SURVIVAL GUIDE
lander named John. He’s holding a map to REVIEW: SURVIVAL EXPERT
“John’s Treasure Box,” which contains three
0.26: SELLING THE MOST • Miscellaneous Quest: The • Threat Level: 1
Skill Books. They’re inside an Ammo Box), Wasteland Survival Guide • Faction: Wastelander
located in the Scrapyard [6.03].
DELICIOUS FLESH OF ALL
• Threat Level: 2 • Faction: Wastelander Consult the quest for advice on making an
• Map to John’s Treasure Box “excellent” survival guide. You come across a
You encounter a band of “hunters,” and they
well-equipped Wastelander battling a badly
are more than happy to sell you some tasty
0.21: RAIDER INITIATION ‡ Strange Meat. This is actually human flesh.
wounded Mirelurk. You get a friendly greeting
• Threat Level: 2 • Faction: Raider once he finishes off the beast. Mention you
• Strange Meat
APPENDICES
wrote the guide, and you can wheedle 10 or 0.40: ANTS VS. RADSCORPION 0.50: EYEBOT SPECTATORS
25 Caps from the awestruck adventurer. • Threat Level: 2 • Threat Level: 1 Wastelander
• 25 Caps A group of Giant Ants attempts to overwhelm • Faction: Enclave,
A small group of Wastelanders are listening to
a Radscorpion.
0.34: QUANTUM SALES PITCH the propaganda spewed from a nearby Eyebot.
MOTHERSHIP ZETA
• Miscellaneous Quest: The • Faction: Wastelander 0.41: ATTACK OF THE ANT GIANT!
Nuka-Cola Challenge • Services: Trader • Threat Level: 2 0.51: DEAD GUY, FAT MAN
• Threat Level: 1 • Threat Level: 1 • Collectible: Fat Man
A group of Giant Ants gathers around a spilled
A wandering Trader is trudging around, and • Faction: Wastelander Launcher
toxic waste barrel. As you near, one of the ants
one of his items is of particular interest—a You stumble upon a dead Wastelander; on his
steps into the waste, grows to three times its
Nuka-Cola Quantum—but the price is shock- body is a Fat Man.
normal size, and attacks!
ing! Pay 100 Caps (or 50 Caps with a Speech
POINT LOOKOUT
• Fat Man (01/09) • Mini-Nuke (04/92)
challenge). Ask about Nuka-Cola, and you’re
directed to Girdershade and Sierra Petrovita.
0.42: RADSCORPIONS VS.
WASTELANDER 0.52: FRAG MINES FOUND
• Nuka-Cola Quantum (01/110)
• Threat Level: 2 • Faction: Wastelander • Threat Level: 2 • Danger: Mines
You stumble across a small minefield; disarm or
0.35: ANGRY GHOULS A couple of Radscorpions are savaging a
Wastelander to death. As you approach, they explode these Frag Mines.
• Miscellaneous Quest: • Threat Level: 2
BROKEN STEEL
Tenpenny Tower train their pincers on you. • Frag Mine
• Faction: Ghoul
A group of ghouls have made camp on their
way to Tenpenny Tower. The reason they 0.43: RADROACH SCAVENGERS 0.53: SUPER MUTANT CAPTIVES
• Threat Level: 3 • Faction: Super Mutant,
are traveling is based on your actions; they • Threat Level: 2 • Faction: Wastelander Wastelander
are either going to live in the tower or take Between 20:00 and 05:00 at night, you come A small group of Super Mutants has set up
THE PITT
revenge for the murder of Roy Phillips and across the dead body of a Scavenger. It has camp with a couple of Wastelander captives.
his crew. You can speak to these Ghouls and now attracted a group of Radroaches. They This usually occurs within the vicinity of Vault
attack them if they turn violent. attack if you move too close, but combating 87’s exterior [4.06] or the Germantown
• Ghoul Note them may be worth it; there’s some food on the Police Headquarters [5.01]. Kill them all, or
OPERATION: ANCHORAGE
Scavenger’s body. kill the Super Mutants and free the captives.
0.36: OASIS RAIDERS Rescue any captives and take their
• Miscellaneous Quest: Oasis • Faction: Wastelander 0.44: WASTELAND MERCHANT gift for a small boost to your Karma.
• Threat Level: 2 • Threat Level: 1 • Services: Repairer, Trader Refuse their gift for a larger boost.
A group of Wastelanders are on their way to • Faction: Wastelander
attack Oasis. Speak to them and they tell you You stumble across a Wasteland merchant in his 0.54: GHOUL-FRIENDS
where Oasis is. Pick a fight with them, or leave camp. He Barters and Repairs with you. • Threat Level: 2 • Faction: Ghoul
them to their mission. Hold your fire as you meet a group of poorly
0.45: WASTELAND SAWBONES
TOUR
armed Ghouls (non-Feral). They want to reach
0.37: KILL THE SLAVER • Threat Level: 1 • Services: Healer Underworld, but they can’t break through the
• Miscellaneous Quest: • Threat Level: 2 • Faction: Wastelander Super Mutant defenses. Be pleasant to them,
Strictly Business • Faction: Slave, Slaver You encounter a Wasteland doctor with some and they reveal a World Map marker that
MISC. QUESTS
If you choose to side with the Slavers and medical training, and he agrees to patch you shows where Underworld is.
round up a group of slaves using the Mesmet- up, cure your Rad sickness, and sell Stimpaks
ron, a posse of mercenaries (possibly hired by and Chems to you—for a price. 0.55: WASTELAND CHEM DEALER
the families of those you enslaved) tracks you • Threat Level: 1 • Services: Trader
down and begins attacking. 0.46: DOWN, BOY! • Faction: Wastelander
MAIN QUEST
• Contract: Kill the Slaver! • Threat Level: 2
A small pack of Vicious Dogs is guarding a You may run across a Chem
0.38: A LITTLE COMPETITION recent kill and protect it by attacking you. dealer in his small camp. You’re
• Miscellaneous Quest: • Threat Level: 2 able to Barter a variety of
Strictly Business • Faction: Slaver Chems from him.
0.47: HUNTING PARTY
If you rounded up enough slaves using the
GEAR
Eyebot’s “malfunction.”
0.61: THE SUPER MUTANT 0.68: SLAVERS ESCORT 0.78: WANDERING SCAVENGER
• Threat Level: 2 • Faction: Wastelander
PHILOSOPHER • Threat Level: 2 • Faction: Slave, Slaver
A small band of Slavers are escorting captured A Scavenger is leading his pack Brahmin
• Main Quest: Finding The • Threat Level: 1
Garden Of Eden slaves toward Paradise Falls. Watch, chat, or about; don’t start messing with the Brahmin, or
• Faction: Super Mutant
rescue the slaves. the Scavenger turns hostile.
Once you begin this Main Quest, you meet
Uncle Leo, a nonviolent Super Mutant who
wanders the Wasteland pondering the meaning 0.69: ESCAPING SLAVES 0.79: RESELLING THE MOST
of life. He’s friendly but doesn’t take lightly to • Threat Level: 2 • Faction: Slave, Slaver DELICIOUS FLESH OF ALL
being attacked. Perhaps he’s related to Fawkes? A few slaves are attempting to flee from Slavers. • Threat Level: 2 • Faction: Wastelander
Watch, or side with the Slavers or the slaves. If the “hunters” you met during Mini-Encounter
0.62: WRATH OF THE 0.26 still survive or if you fled, you’ll encounter
ANTAGONIZER 0.70: ESCAPED SLAVES them again. Someday.
• Miscellaneous Quest: The• Threat Level: 1 • Threat Level: 2 • Faction: Slave, Slaver
Superhuman Gambit • Faction: Wastelander A few slaves have already escaped their shack- 0.80: TINKER JOE’S
les and are being actively pursued by Slavers.
When you finish Miscellaneous Quest: The SERGEANT OF SLAUGHTER
Superhuman Gambit, and the AntAgonizer Side with the slaves or help the Slavers kill the
runaways. • Threat Level: 1 • Follower
is still alive and the Mechanist is dead (or has • Faction: Wastelander • Tinker Joe
retired), watch (or intervene) as she attacks a • Services: Trader
group of Wastelanders. 0.71: ONE FINE RIDE A traveling robot salesman named Tinker Joe
• Threat Level: 1 • Faction: Wastelander
agrees to sell you one of them: Sergeant RL-3.
0.63: ATTACK OF THE FIRE ANTS Looking for technology to scavenge, a Waste- RL-3 is one of five prototype Mister Gutsy
• Miscellaneous Quest: • Threat Level: 2 lander is heading for a burned-out vehicle that models designed to be the perfect soldier. You
Those! he guards. can only purchase RL-3 if you have neutral
This occurs only during this Miscellaneous Karma, (but the sarge will not leave you if your
Quest and before you stamp out all Fire Ants 0.72: RAIDERS VS. SCAVENGER‡ Karma changes while he’s in your service. Pur-
in the Grayditch [9.09] and Marigold Station chase RL-3 for 1,000 Caps (500 with a high
• Threat Level: 2 • Faction: Raider,
[9.10] areas. Encounter these fire-breathing Wastelander Barter skill).
insects, harvesting them for their Nectar. Raiders are attacking a lone Wasteland Scaven- • Sergeant RL-3
• Fire Ant Nectar ger, who’s fighting back valiantly. If he survives,
you can Barter and Repair with him.
0.64: LOOKING FOR THE
TEMPLE OF THE UNION 0.73: RAIDERS VS.
• Miscellaneous Quest: Head• Threat Level: 1 WASTELANDERS
of State • Faction: Slave • Threat Level: 2 • Faction: Raider,
A small band of escaped slaves are looking for Wastelander
the safety of the Temple of the Union. Give them Wastelander settlers are fending off a Raider
directions, or lie to them and begin combat. incursion.
APPENDICES
Zone 1: Northwest Territories
MOTHERSHIP ZETA
TOPOGRAPHICAL OVERVIEW 1.07: Deathclaw Sanctuary (LAT -22/LONG 20)
1.08: Dickerson Tabernacle Chapel (LAT -19/LONG 19)
The Northwest Territories are wild and dangerous, as you’re far from a 1.09: Mason Dixon Salvage (LAT -14/LONG 21)
place to heal, trade, and repair, and the inhabitants are vicious preda- 1.10: Mount Mabel Campground (LAT -21/LONG 17)
tors. The northernmost area is extremely mountainous, with Deathclaws
1.11: WKML Broadcast Station (LAT -17/LONG 18)
and Robots roaming around. The remains of the Potomac flow from
POINT LOOKOUT
north to south here, and the irradiated water is home to Mirelurks. The 1.12: The Silver Lining Drive-In (LAT -15/LONG 17)
human survivors are usually bands of terrorizing Raiders; they have a 1.13: Drowned Devil’s Crossing (LAT -14/LONG 18)
small stronghold on the river’s western side. The Enclave have a sizable 1.14: Abandoned Car Fort (LAT -24/LONG 14)
presence here, but their territory is well guarded and mostly under- 1.15: Faded Pomp Estates (LAT -17/LONG 15)
ground. Only the bravest (or most foolhardy) explorer can claim to have
1.16: Roosevelt Academy (LAT -17/LONG 14)
visited every locale in this windy and desolate place.
BROKEN STEEL
*TP2: Train Tunnel (LAT -19/LONG 30)
AVAILABLE COLLECTIBLES
*This location is detailed in the Tour section of The Pitt.
THE PITT
• Fat Man Mini-Nukes: 8/92 • Skill Book (Melee Weapons): 3/25
• Unique Items: 5/152 • Skill Book (Repair): 1/25 1.B: Brotherhood Outcast Shaft (LAT -14/LONG 25)
• Nuka-Cola Quantum: 4/110 • Skill Book (Science): 2/25 1.C: Jackknifed Truck (on Freeway) (LAT -27/LONG 20)
• Schematics: 2/23 • Skill Book (Small Guns): 3/25 1.D: Jackknifed Truck (on Freeway) (LAT -26/LONG 20)
OPERATION: ANCHORAGE
• Scribe Pre-War Books: 6/103 • Skill Book (Sneak): 2/25
1.E: Overlook Raider Shack (LAT -25/LONG 21)
• Skill Book (Barter): 1/24 • Skill Book (Unarmed): 4/25
• Skill Book (Energy Weapons): 3/25 • Work Bench: 2 1.F: Raider Wreckage Fortifications (LAT -24/LONG 19)
• Skill Book (Explosives): 3/25 1.G: Drainage Channel (adjacent to Broadcast Tower KB5) (LAT -22/LONG 20)
-30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20
TO THE -19
PITT -18 -17 -16 -15 -14 1.H: Mutie Gorge (Rope Bridge) (LAT -21/LONG 19)
30 1.I: Junction Shack (LAT -20/LONG 21)
TP2
29
1.J: Jackknifed Truck (near Crossing) (LAT -15/LONG 19)
1.K: Blocked Tunnel Entrance (LAT -23/LONG 17)
28 1
TOUR
1
1.L: Caravan Wreckage (LAT -20/LONG 17)
27
1.M: Monorail Train Wreckage (LAT -28/LONG 15)
26 4
1.N: Jackknifed Truck (on Freeway) (LAT -21/LONG 15)
MISC. QUESTS
25 2 A 3 B
2 1.O: Blocked Tunnel Entrance (LAT -20/LONG 15)
24
1.P: Truck and Car Wreckage (on Freeway) (LAT -20/LONG 14)
23
22
E
Primary Locations
MAIN QUEST
21
6 I 9
20 5 D G 7
C
3 4
8
1.01: RAVEN ROCK
19 F H J
(LAT -28/LONG 28)
18
11 13
K 10 12 • Main Quest: The American
GEAR
17 L
6 Dream
16 5
• Threat Level: 4
15 O 15 • Faction: Enclave
N
CENSUS
14 • Collectible: Bobblehead
14 P 16
• Area Is Locked
• Guns And Ammunition
PRIMARY LOCATIONS • Health And Chems
FACTIONS & BESTIARY
• Interior Exploration
1.01: Raven Rock (LAT -28/LONG 28) • Hostiles: Deathclaw; Enclave:
1.02: MDPL-05 Power Station (LAT -27/LONG 25) Caution Officer, Scientist, Sentry
Bot, Soldier (Tesla Armor);
1.03: SatCom Array NW-05a (LAT -22/LONG 25) Spoiler Alert! Raven Rock is the Radroach; Turret
1.04: Fort Constantine (LAT -17/LONG 26) Enclave’s home base; go to the next • Inhabitants: President Eden,
1.05: SatCom Array NW-07c (LAT -28/LONG 20) location if you don’t want to see inside Colonel Autumn, Nathan
this place!
TRAINING
LEVEL 3
LEVEL 1
1 Cell 4 12 14 Deathclaw Cage
This is where you begin your interrogation
Raven Rock (Control Room) This Deathclaw has been modified with a con-
with Colonel Autumn. Check the locker for
troller helmet. Release it using the terminal or
your inventory before leaving.
unlocking the crate, and it attacks everything.
• Your Entire Inventory
Check the Vertibirds taking off from the nearby
2 3A: Cells Corridor hangars.
There are six Cells here and cameras that • First Aid Box
pivot and follow you. 10 11 15 Underfloor Stash
3 Cell 3 8
• First Aid Box (2) • Enclave Crate
This holds Nathan, from Megaton. Ammunition (5)
9 7 16 Security Barrier and Terminal
You can use Stealth to Pickpocket Hack the terminal to access the crates.
his Housekey. • Enclave Crate Ammunition (5)
APPENDICES
Dish Access room MAPS AND LOCATIONS
1.03: SATCOM 4
There are footlockers and a Chem, as well as 1 Water Tower
ARRAY NW-05A cots to sleep in. The Satellite Control Termi- This is close to Enclave Camp E1.01 (if the
(LAT -22/LONG 25) nal is nonfunctional until you input the launch Enclave are active) and offers good views of
MOTHERSHIP ZETA
codes. Race outside via the adjacent hatch the nearby buildings.
and watch the massive orbital strike peppering
the landscape with explosions! 2 Bomb Storage
• First Aid Box This is securely locked at ground level or is
accessible if you have the Warhead Storage
1.04: FORT Key (located within the belly of this base). Note
the exterior balcony linking both buildings.
CONSTANTINE
POINT LOOKOUT
(LAT -17/LONG 26)
3 Silo Hatch
More of a landmark than anything else, this is
• Threat Level: 3 • Collectible: Skill Book
inaccessible; open all the mesh gates between
• Faction: Talon Mercenary • Sleep Mattress
here and the parking lot to easily escape.
• Danger: Mines • Work Bench
• Highly Visible Landmark • Hostiles: Ghoulish 4 Personnel Offices
BROKEN STEEL
• Health And Chems Wastelander, Talon Offers three entrances and a parking lot on
• Interior Exploration Company Merc
three sides. One entrance is via the upper roof
This giant radar Satellite and some planks. There are Ammo Boxes in the
dish is unique Facility roof’s southwest corner.
1
among the Arrays • Ammunition Box (2)
THE PITT
in the Wasteland, • Miscellaneous Quest: • Area Is Locked
You Gotta Shoot ’Em In • Guns And Ammunition
5 Shack
as there’s only one
The Head • Health And Chems Expect Robot resistance and perhaps combat
structure. The Ghoul
• Threat Level: 4 • Interior Exploration with Brotherhood Outcasts here. There’s
in charge has hired
• Danger: Low Radiation common Ammo in the lockers and filing
OPERATION: ANCHORAGE
the Talon Company • Rare Or Powerful Item (2)
• Collectibles: Bobblehead, • Sleep Mattress cabinets.
to guard it. As you
3 Fat Man, Fat Man
head up to the Mini-Nuke, Nuka-Cola
• Hostiles: Robot Genus, 6 CO Quarters
west base of the Turret
Quantum, Scribe Pre-War A sturdy hut with two entrances, this is the best
2 • Inhabitant: Tara
Array, two foes on Book (3), Skill Book (7) location to head for if you have all three Special
(deceased)
the balcony above Keys and want to investigate the interior.
attack you. Don’t Consult Miscellaneous Quest: You Gotta
run to the door, as
there are three Frag
Shoot ’Em in the Head; the following char-
acters have the necessary keys to access Fort Note
TOUR
Mines in this area; Constantine (commence the Quest first, before You can access the various Interior
instead, attack from gathering each key): locations in any order you like.
a distance, then • Supreme Commander and
MISC. QUESTS
deactivate the mines President for Life Dave: The CO QUARTERS
before you enter the Republic of Dave [Location
structure.
3.03] 1 7 Entrance hall
• Dukov: Dukov’s Place • Scribe Pre-War Book (1/103)
4 [Location 9.08]
• Ted Strayer: Rivet City 8 Kitchen
Terminal
MAIN QUEST
1 [Location 9.15] • Nuka-Cola Quantum (2/110)
Inside, you’re waylaid by an ex-scientist hard
at work on a special project. When safe,
Fort 9 Bedroom
Constantine Check the telephone table
check the Ghoul’s desk for a Skill Book and Exterior
terminal. Check her corpse for the launch and bed for collectibles,
then head downstairs.
GEAR
codes!
2 • Scribe Pre-War Book (2/103)
There are six menu options on the terminal;
• Guns and Bullets (1/25)
read them to learn about the satellite payload
CENSUS
Hack to power down the turrets. 5 lectibles. Check the corpse for
3
more. Progress farther by using Ted Strayer’s
3 Work Bench Special Key. Otherwise, the Launch Control
On the exterior circular balcony, fight the Bunker is impenetrable.
Talon Merc who’s usually armed with a • 10mm Pistol and Ammo • Stealth Boy
Missile Launcher (you may have tagged him • Fort Constantine Launch • Chinese Army: Spec. Ops.
from the ground), and work your way clock- Codes Training Manual (2/25)
• Bobblehead: Big Guns
TRAINING
21 PERSONNEL OFFICES
25
23
Note
This is an independent structure and
doesn’t link to the other buildings.
20
23 Foyer and Recreation Area
Watch for the turret above the pool table on the
south balcony. Enter from the roof if you want
to deactivate it safely, or Sneak to avoid it.
22
12 24 Restrooms
There are a few Chems along with these
11 weapons.
• Chinese Assault Rifles (2)
13
25 Storage Room
10 • First Aid Box
9
14
LAUNCH CONTROL 26 Small Mess Hall
• First Aid Box
BUNKER 7 8
27 Locked Storage Room
11 Gate Room
15 • First Aid Box • Grognak the Barbarian
A few Caps and Ammo are on the (1/25)
desk too.
• Ammunition Box (3)
28Turret Control Room
• Assault Rifle (Second Floor)
terminal and a door, which leads to weapons Hack this terminal to shut down the balcony
12 Medical Room storage rooms. To the east is a dead Raider; turret. The nearby stairwell leads up to the roof.
There are a few items in the lockers, scattered this is Tara, and she’s carrying the Warhead
Chems, and an angry robot. Storage Key. The door to the east unlocks
13 Storeroom using Dave’s Special Key and leads to the 1.05: SATCOM
Accessed via a wall terminal or a locked door. experimental chamber.
• Warhead Storage Key
ARRAY NW-07C
Inside are some common items. (LAT -28/LONG 20)
• First Aid Box 17 Weapons Storage Room (North)
14 Launch Control Room • Assault Rifle (6) • Sniper Rifle
• 10mm Submachine • Frag and Pulse Grenades
Hack the terminal and launch an ICBM (Inter-
Gun (4) • Guns and Bullets (2/25)
Continental Ballistic Missile) if you took the
launch codes from the CO safe. However, the 18 Weapons Storage Room (South)
system malfunctions. Check the desks for Skill • Ammunition Box (15)
Books.
• Duck and Cover! (1/25) • Big Book of Science
19 Experimental Chamber
(1/25) Unlocked using Dave’s Special Key.
15 Recreation and Barracks • Fat Man (2/9) • T-51b Power Armor • Threat Level: 3 • Health And Chems
• Mini-Nuke (5–6/92) (4/152) • Faction: Enclave, • Highly Visible Landmark
Check the footlockers by the bunk beds for Wastelander
• D.C. Journal of Internal • T-51b Power Helmet • Interior Exploration
items. Sleep here if you wish. Check the desk (5/152) • Services: Repairer, Trader
Medicine (1/25) • Hostiles: Enclave Officer,
for a Pre-War Book. Open the door down the • Collectible: Skill Book Scientist, Sentry Bot,
stairs using Dukov’s Special Key. 20 Ruined Office Area • Guns And Ammunition Soldier
• Scribe Pre-War Book • First Aid Box (2) Expect a few scattered items, and check the
(3/103) table for the Mini-Nuke. The locked storage NORTHEAST SATELLITE TOWER
room contains assorted junk. Directly above is The threat level of this twin satellite facility
BOMB STORAGE
a balcony leading to an exterior vantage point array depends on whether the Enclave have
16 Machine Room and linking the north and south chambers. emerged from Raven Rock; before this occurs,
There are two doors on one side and one • First Aid Box • Mini-Nuke (7/92) the northeast tower is completely barren.
on the other. The west doors feature a wall There are no enemies to face or bodies to loot.
APPENDICES
However, once the Enclave descend, expect
a reasonably sized hit squad of a robot, an 1.06: BROADCAST 1.07: DEATHCLAW
officer, and a soldier, along with a sniper on
the upper gantry.
TOWER KB5 SANCTUARY
(LAT -23/LONG 20) (LAT -22/LONG 20)
MOTHERSHIP ZETA
1
POINT LOOKOUT
Satellite Facility
• Threat Level: 3 • Threat Level: 5 • Guns And Ammunition
2 • Collectibles: Pre-War Book, • Faction: Enclave • Interior Exploration
Skill Book • Collectibles: Bobblehead, • Loads O’ Caps
• Health And Chems Fat Man Mini-Nuke, • Rare Or Powerful Item (2)
BROKEN STEEL
• Highly Visible Landmark Nuka-Cola Quantum, • Hostile: Deathclaw,
• Interior Exploration Skill Book (2) Modified Deathclaw
• Radio Signal Once you’ve dealt with Enclave Camp E1.04,
1 • Sleep Mattress let the modified and regular Deathclaws fight
• Hostile: Deathclaw it out before exploring this opening in the
THE PITT
Drainage You’re in Deathclaw rocky crags below the Broadcast Tower. If
Chamber country, and the the Enclave aren’t in this area yet, snipe from
Threat Level reflects a distance, as the lack of maneuvering (and
1 Enclave Scientist Massacre this. Climb to the top of the hill fleeing) room could be a problem. At the
OPERATION: ANCHORAGE
This occurs only if the Enclave are active in that the mast sits on, and pull the entrance, inspect the footlocker by the corpse
the area; otherwise, it is silent in here. Check electrical switch to pick up Morse pile for items and a Skill Book.
the shelves for food and a water fountain, code from Radio Signal Alfa • Duck and Cover! (2/25)
then follow the catwalk to the ladder. Lima. Triangulate the signal to locate a Drain-
• First Aid Box • Enclave Crate age Channel (Secondary Location 1.G) down
1 Initial Chamber
Ammunition (5) the hill a little, to the east. Beware of Deathclaws prowling this and all
• Radio Signal Alfa Lima other linked chambers. There is a corpse pile
On the exterior circular balcony, fight the
Enclave Soldier (you may have tagged him 1 A Small,
TOUR
from the ground), and work your way clock-
wise to an upper metal door. This leads to L-Shaped Tunnel
a tiny interior chamber with another ladder The steps up to the
door contain a long- Deathclaw Sanctuary
MISC. QUESTS
leading up. Get ready for some missile
launching! Sometimes, two Vertibirds pass dead corpse; check 1
overhead as you emerge onto the dish; it out.
optionally shoot them down. The dish remains • 10mm Pistol
safe, aside from the holes in its structure. • Tumblers Today (1/25)
If you want a quick exit, step to the middle
Storage Room
MAIN QUEST
2
balcony where you encountered the Enclave
Soldier and leap off the side, then sidestep Unlock, and locate food,
quickly toward the tower’s interior. You can alcohol, and Purified Water, as
“slide” down the outside of the tower as well; well as a mattress to sleep on.
this is quicker but more dangerous! • Scribe Pre-War Book (4/103)
GEAR
SOUTHWEST SATELLITE
TOWER
CENSUS
tower decades ago, and the rusting remains you’re nearing your target.
are now a ramshackle trading post, with a If it sounds muffled, staticky,
Scavenger inside. He or she can Trade with or cuts out completely,
you, as well as Repair items, but flees or is you’re heading in the wrong
killed when the Enclave arrive. You can also direction.
buy, sell, Pickpocket, and Steal any of it.
TRAINING
2 Bloody Grotto
Maneuver through various linked chambers;
there are nine corpse piles to search. Check
the Wasteland Merchant corpses for a good
deal of items (and lots of Caps). There is also
a grotto with bloody water and a unique
weapon.
• Gatling Laser—Vengeance (6/152) • Threat Level: 3 • Interior Exploration • Threat Level: 1 • Collectible: Bobblehead
3 Enclave Corpse Pile • Faction: Super Mutant • Sleep Mattress • Faction: Wastelander • Highly Visible Landmark
• Collectible: Skill Book (3) • Wastelander Captive • Services: Repairer, Trader • Interior Exploration
This location has a unique body to find; search
• Guns And Ammunition • Hostiles: Centaur, Super
him for the item, once the Enclave arrive at
• Health And Chems Mutant Genus
Camp E1.01.
• Ripper—Jack (7/152) Once a rural scrapyard, this is now a place
where Super Mutants return from Wasteland
hunting with their live captives and begin
1.08: DICKERSON ferrying them to Vault 87 for mutation. There 1
are approximately five Super Mutants and
TABERNACLE CHAPEL two pet Centaurs here, and there are several
(LAT -19/LONG 19) entrances—to the north, west, and south. You
2
can blast vehicles and set them alight, but this
can ruin the chances of freeing captives and = Door to Capital Wasteland
grabbing items. After you engage the Super 1 Station Area
Mutants and score a victory, begin scavenging
This Broadcast Station is deserted except for
the area; there are truck containers with Ammo
when a Scavenger Trader visits, ready to sell,
Boxes and bedding. There are also two shacks
buy, and Repair. There are no radio signals
with a footlocker and the following items:
and nothing inside the tower complex.
• Ammunition Box (6) • D.C. Journal of Internal
• First Aid Box Medicine (2/25) 2 Cistern
• Threat Level: 2 • Rare Or Powerful Item • Tumblers Today (2/25) • Nikola Tesla and You However, there is a hidden drainage grate
(2/25) south of and under the rocky outcrop. Beside a
• Collectible: Skill Book • Sleep Mattress
• Guns And Ammunition • Hostile: Drifter Rescue any captives and take their corpse is a .32 Pistol, Ammo, Purified Water, a
• Highly Visible Landmark gift for a small boost to your Karma. Stimpak, a Stealth Boy, and, most importantly,
Refuse their gift for a larger boost. the Bobblehead: Explosives.
FREEFORM QUEST: HIGH
• .32 Pistol and Ammo • Bobblehead: Explosives
PLAINS DRIFTER (4/20)
Sitting on a blasted heath are the remains of a 1.10: MOUNT MABEL • Stealth Boy
APPENDICES
There are a couple of mattresses to sleep on
1.13: DROWNED and a copy of Pugilism Illustrated at the foot of
• Collectibles: Nuka-Cola
Quantum, Scrible Pre-War
• Sleep Mattress
• Friendly: Captive
DEVIL’S CROSSING a fireplace. In another house is a small safe. Book (2), Skill Book (4)
• Guns And Ammunition
Wastelander
• Hostiles: Centaur, Radroach,
(LAT -14/LONG 18) • Safe Items • Pugilism Illustrated (1/25)
• Highly Visible Landmark Super Mutant Genus
MOTHERSHIP ZETA
• Interior Exploration
1.16: ROOSEVELT MAPS AND LOCATIONS
ACADEMY (LAT -17/LONG 14) Roosevelt Academy (Exterior)
POINT LOOKOUT
2
BROKEN STEEL
On one of the road trails is a small collapsed
• Micellaneous Quest: • Danger: Gas Leak,
bridge over the remains of a stream. Beware of
Agatha’s Song Grenade Bouquet,
three or four Raiders to the south, on the stream- Terminal Trap, High
• Threat Level: 5
bed; Sneak and ambush them. Also watch out Radiation
• Faction: Super Mutant
for nearby Raider Guard Dogs prowling the red
Jackknifed Truck (Location 1.J).
THE PITT
1.14: ABANDONED 7
CAR FORT (LAT -24/LONG 14) 9
OPERATION: ANCHORAGE
Roosevelt Academy
6 (Interior) 8
10
TOUR
4
MISC. QUESTS
• Collectible: Skill Book • Sleep Mattress 20
There’s an Ammo Box behind one stack of cars
and another five boxes in the area’s middle. Maintenance and
There are some other items in a small crate, Evacuation Tunnel 27
21
plus Tales of a Junktown Jerky Vendor to peruse. 11 25
Sleep on either mattress if you wish.
MAIN QUEST
12 22 26
• Ammunition Box (6) • Tales of a Junktown Jerky
Vendor (1/24)
23
14
16 29
18
FACTIONS & BESTIARY
17 28
15 Library
19
APPENDICES
Secondary Locations
1.A: RAIDER WHARF Check a nearby vehicle for Frag Grenades and a Skill Book hidden in a crate of tin cans.
MOTHERSHIP ZETA
(LAT -24/LONG 25) near a skeleton. Continue on to the jackknifed Charge the second defense for a Grenade
• Danger: Low Radiation truck; outside are two Ammo Boxes. Inside are Ammo Box, more Whiskey, a Stealth Boy, and
• Collectibles: Fat Man the skeletal remains of Chinese Americans; some Iguana Bits. The bottom defense has
Mini-Nuke, Skill Book learn their names by reading the Holotape Beer, Chems, and an Ammo Box.
• Guns And Ammunition inside the truck. The container also has Puri- • First Aid Box • Grognak the Barbarian
• Health And Chems fied Water, some Chems, two First Aid Boxes, • Super Sledge (3/25)
• Sleep Mattress and Pugilism Illustrated. • Ammunition Box (3)
POINT LOOKOUT
• Threat Level: 2
• Hostiles: Mirelurk Genus, • Internment Note • Ammunition Box (2)
• Faction: Raider
Raider
You’re in the shadow of Raven Rock and
• First Aid Box • Pugilism Illustrated (4/25)
Note
SatCom Array NW-05a, and there are Mire- 1.D: JACKKNIFED TRUCK (ON The defenses may be made of crushed
lurks to deal with en route to this location. FREEWAY) (LAT -26/LONG 20) cars, but they aren’t the exploding
The wharf itself has Chems, Drink, Mirelurk kind; don’t waste your ammunition.
• Threat Level: 2
BROKEN STEEL
meat, an Ammo Box, some Stimpaks, and a • Collectibles: Fat Man
Mini-Nuke. There’s a place to sleep and a Mini-Nuke, Skill Book
1.G: DRAINAGE CHANNEL
boat moored a few feet to the southwest that • Guns And Ammunition (ADJACENT TO BROADCAST
contains a Stealth Boy, some Whiskey, and a • Health And Chems TOWER KB5; LAT -22/LONG 20)
Skill Book. • Sleep Mattress • Threat Level: 3
THE PITT
• Food and Drink • Mini-Nuke (9/92) Watch for an explosion, which may blast parts For tactics and the
• Health and Chems • Nikola Tesla and You of a dead scientist out of the container. Search available items here,
• Ammunition Box (3/25) any body part for a Skill Book. Inside, there check out Location
are Stimpaks, a Laser Rifle, a Mini-Nuke, and a 1.06: Broadcast
Caution
OPERATION: ANCHORAGE
mattress. Watch the fissures on the freeway. Tower KB5 (LAT -23/
• Big Book of Science • Laser Rifle LONG 20).
Don’t swim or step inside these boats (2/25) • Mini-Nuke (10/92)
expecting to wiggle out of the front 1.H: DEATHCLAW GORGE (ROPE
windshield area; the space is too small 1.E: OVERLOOK RAIDER BRIDGES; LAT -21/LONG 19)
to maneuver through and you could get SHACK (LAT -25/LONG 21)
trapped! • Threat Level: 1
• Collectibles: Fat Man A set of two rope
Mini-Nuke (2), Skill
1.B: BROTHERHOOD OUTCAST Book (2) bridges are on the
TOUR
SHACK (LAT -14/LONG 25) • Guns And Ammunition outskirts of the Death-
• Health And Chems claw Sanctuary. You
• Collectible: Nuka-Cola
• Hostiles: Mirelurk Genus, won’t attract Deathclaws unless you’re making
Quantum, Schematic • Threat Level: 2
MISC. QUESTS
Raider, Raider Guard Dog loud noises. This is a route up to the Broadcast
• Guns And Ammunition • Faction: Raider Tower, Drainage Channel, and a lone Enclave
• Work Bench
There are four Raiders and a Guard Dog to Camp [E1.04].
• Sleep Mattress
deal with. Inside the house is a gruesome
• Hostile: Brotherhood
• Threat Level: 2
Outcast freezer, some Ammo Boxes near the fireplace, 1.I: JUNCTION SHACK
• Faction: Brotherhood and an easily missed set of shelves with (LAT -20/LONG 21)
MAIN QUEST
Outcast Chems, Beer, and a Skill Book. Check the bath • Threat Level: 1
In the shadow of the SatCom Array NN-03d for a Mini-Nuke before leaving; a skeleton • Guns and Ammunition
(Location 2.02) lies a shack guarded by two makes a rude gesture with one! Then head
Brotherhood Outcasts. There’s a Work Bench west (or northwest from the shack), and find
here, a rather gooey place to sleep, some the skeleton crumpled next to three Ammo
GEAR
Ammo, tools, and junk you might need. Check Boxes and a Skill Book.
the table for Shishkebab Schematics, and • Ammunition Box(6) • Mini-Nuke (11–12/92) 1.J: JACKKNIFED TRUCK (NEAR
shoot the Quantum bottle off the roof. • Tumblers Today (4/25) • Duck and Cover! (3/25) CROSSING) (LAT -15/LONG 19)
CENSUS
1.K: BLOCKED TUNNEL 1.O: BLOCKED TUNNEL CAMP E1.03 (LAT -28/LONG 20)
ENTRANCE (LAT -23/LONG 17) ENTRANCE (LAT -20/LONG 15) • Main Quest: Picking up • Threat Level: 2
• Threat level: 1 • Threat Level: 1 the Trail
• Hostile: Robobrain A squad commandeers the nearby SatCom
This is completely
Array, with troops on the ground and in the
Beware the Raider blocked. Try climb-
exterior balcony.
fortifications just north ing it and sniping
of you. the Mirelurks below.
CAMP E1.04 (LAT -22/LONG 20)
1.L: CARAVAN WRECKAGE 1.P: TRUCK AND CAR • Main Quest: Picking up • Threat Level: 5
(LAT -20/LONG 17) WRECKAGE (ON FREEWAY) the Trail • Guns and Ammunition
(LAT -20/LONG 14) There is a Deathclaw-capture squad, with
• Threat Level: 1
a modified Deathclaw near the Sanctuary.
The eastern entrance • Threat Level: 1
Extreme danger!
to Mount Mabel Nothing here except
• Enclave Crate Ammunition (3)
Campground. an explosion oppor-
tunity. Stand well
CAMP E1.05 (LAT -25/LONG 16)
back!
• Main Quest: Picking up • Threat Level: 2
1.M: MONORAIL TRAIN the Trail
ENCLAVE CAMP LOCATIONS • Guns and Ammunition
WRECKAGE (LAT -28/LONG 15)
This is a tactical position on the freeway ruins.
• Threat level: 2 CAMP E1.01 (LAT -15/LONG 28)
• Enclave Crate Ammunition (3)
• Highly visible landmark • Main Quest: Picking up • Threat Level: 1
• Hostile: Deathclaw, the Trail • Guns and Ammunition
Robobrain CAMP E1.06 (LAT -15/LONG 17)
There is a small contingent guarding the Water
• Main Quest: Picking up • Threat Level: 2
Tower gate at the edge of Fort Constantine. the Trail
The remains of this Monorail track stretches • Enclave Crate Ammunition (2)
An Enclave strike force dropped in by Vertibird,
all the way from the edge of the D.C. Ruins;
CAMP E1.02 (LAT -23/LONG 25) just east of the Silver Lining Drive-In.
follow this track if you wish.
• Main Quest: Picking up • Danger: Low Radiation
1.N: JACKKNIFED TRUCK (ON the Trail • Guns and Ammunition
FREEWAY) (LAT -21/LONG 15) • Threat Level: 2
• Threat Level: 1 There is a small contingent near the irradiated
• Hostile: Mirelurk pond, where a Wastelander and Feral Ghouls
have been massacred.
On the cusp of Zone
4; beware of the • Enclave Crate • Ammunition Box (2)
gaps in the ground. Ammunition (3)
APPENDICES
-13 -12 -11 -10 -09 -08 -07 -06 -05 -04 -03 -02 -01 00 01 02 03
SECONDARY LOCATIONS 30 TP1 B
A
2.A: Upper Trails (Rope Bridge) (LAT -10/LONG 29) 29 D
1
2.B: Toxic Pond (LAT -09/LONG 30) 28
C
1
MOTHERSHIP ZETA
2.C: Monorail Carriage Wreckage (LAT -06/LONG 28) 27
POINT LOOKOUT
G
22 5 MZ1
2.I: Military Checkpoint (LAT -05/LONG 20)
21
2.J: Irradiated Silo and Barn (LAT 00/LONG 20)
20 H J
2.K: Traffic Line (LAT -11/LONG 17) I 7
19 2
2.L: Wood Planks to Warren (LAT -02/LONG 18)
18 L
2.M: Overturned City Liner (LAT 00/LONG 18) M
BROKEN STEEL
K
2.N: Monorail Train Wreckage (Raider Camp; LAT 00/LONG 14) 17
9
2.O: Minefield Water Tower (LAT 03/LONG 14) 16
8
*BS.A: Aqua Pura Raider Camp 15
N
*This location is detailed in the Tour section of Broken Steel. 14 O
THE PITT
Primary Locations
OPERATION: ANCHORAGE
of the monorail and freeway skeletons, and Harold: You can burn him.This causes
2.01: OASIS the entrance is close to a rope bridge. all the Treeminders to turn hostile.
(LAT -03/LONG 28)
You can agree to destroy Harold’s heart,
1 Tree Father Birch’s Pavilion
splattering yourself in F.E.V.-tainted blood,
This holds a Basin of Purification. Explore as
infecting you with the Barkskin Perk.
you please. To enter the gate to The Grove,
• Linden’s Outcast Power • Missile Launcher and
you must first complete the Purification Ritual. Armor (9/152) Ammo
The gate to the Oasis Caverns requires • Maple’s Garb (10/152) • Barkskin Perk
TOUR
Branchtender Cypress’s key to open or a profi- • Poplar’s Hood (11/152)
cient Lockpick skill.
You can interact with the Treeminders in the THE GROVE
MISC. QUESTS
following ways: 2 The Talking Tree
• Miscellaneous Quest: • Interior Exploration All Treeminders: Give you more information
Only accessible after the Purification Ritual.
Oasis • Perk! on Oasis and their thoughts on Birch’s and
• Freeform Quest (4) • Rare Or Powerful Item Laurel’s plan. 3 Locked Underwater Door
• Threat Level: 3 • Sleep Mattress Tree Father Birch: You can agree to under- This leads to the Damp Cave. Watch your
MAIN QUEST
• Danger: Low Radiation • Hostile: Mirelurk Genus take his Purification Ritual. oxygen level!
• Faction: Wastelander • Inhabitants: Tree Father Tree Father Birch: You can agree to coat
• Collectibles: Fat Man Birch, Leaf Mother Harold’s heart in Birch’s sap.
Mini-Nuke , Nuka-Cola Laurel, Sapling Yew,
OASIS CAVERNS
Leaf Mother Laurel: You can agree to coat
Quantum, Pre-War Book, Bloomseer Poplar, 4 Grotto
Skill Book (Medicine) Branchtender Cypress, Harold’s heart in Laurel’s liniment.
GEAR
• Area Is Locked Branchtender Linden, Branchtender Cypress: You can acquire the This compact but winding cavern connects to
• Guns And Ammunition Branchtender Maple, Key to Oasis Caves from him (by asking or the main Sunken Chambers. There are Mirelurks
Harold Pickpocketing). to defeat. Swim through and under the grotto to
reach the door to the Sunken Chambers. There
CENSUS
Oasis is a fertile, verdant dot in the center sap, you are awarded with her garb.
of all the desolation. This odd hidden vale
SUNKEN CHAMBERS
Branchtender Linden: If you utilize Laurel’s
is home to a strange, tribal-like people who liniment, you are awarded with Brotherhood 5 Western Side Tunnel
call themselves the Treeminders. You are wel- Outcast Power Armor. Clear Mirelurks from the main tunnel so they
comed into Oasis with open arms, and their Bloomseer Poplar: If you utilize Laurel’s lini- don’t ambush you. There’s a dead Scavenger
leader, Tree Father Birch, invites you to meet ment, you are awarded with her Hood. and some loot; search the area thoroughly (the
their god. Oasis is tucked away inside a giant Skill Book is in the tiny crate with the Baseball
TRAINING
rocky outcrop in the mountains just northeast Glove)! There are Caps and a mattress too.
5 7
9 The Grove
Sunken
Chambers 8
Damp Cave
1
Oasis Caverns
APPENDICES
NN-03D-A In a valley next to a line of power towers is
a fenced-off Power Station, accessed via an
1 1 Raider Defenses unlocked gate. Inside is a Work Bench with a
After tackling the Raiders, check the area for Bottlecap Mine on it, a Skill Book, and a termi-
food and alcohol in the fridges, a few scattered nal with a safe.
MOTHERSHIP ZETA
Chems, and the following: • Work Bench • Floor Safe Items
• Sawed-Off Shotgun and • Ammunition Box (3) • Nikola Tesla and You
Ammo • Frag Mines (2) (4/25)
Tower A • First Aid Box
2 Exit Ladder
Cross to Tower B using the precarious planks,
2.04: CLIFFTOP
SHACKS (LAT 00/LONG 26)
POINT LOOKOUT
then hop onto the dish and enter the roof
2 hatch in the middle.
• Sniper Rifle
NN-03D-B
3 Hatchway ladder
BROKEN STEEL
4 There’s a fabulous chessboard with pieces
salvaged from miniature gnomes and alcohol
bottles; it would look great in your house!
• First Aid Box
• Threat Level: 3 • Sleep Mattress
Buffout Laboratory
THE PITT
4
• Faction: Super Mutant • Unique Item
Tower B Raiders are attempting to concoct Chems on • Collectibles: Pre-War • Wastelander Captive
this ground-floor area; there are many scat- Book, Skill Book (2) • Hostile: Super Mutant
tered about. • Guns And Ammunition Genus
OPERATION: ANCHORAGE
• Interior Exploration
3 NN-03D-C Approach these two mountaintop shacks from
the west (you’ll be spotted if you come from
5 Raider Recreation Room the east), along the gorge just south of Oasis.
There’s an exterior door leading to the Wind around until you can scramble up to the
Capital Wasteland; it is easy to Hack but dif- mountain summit, then locate the rope bridge.
5 ficult to Lockpick. There’s a large quantity of Snipe from the bridge’s other side, and set
beer, food, and some exhumed coffins. Sleep up mines so the Super Mutants kill themselves
on the bunk beds. trying to reach you.
TOUR
6 6 Restroom When combat is over, inspect the Clifftop
Shacks; free the Wastelander captive here if
There’s a particularly pleasant greeting
you wish. Search Gore Bags, which contain
MISC. QUESTS
daubed on the wall here.
the body parts of other captives and a decent
Tower C • Pugilism Illustrated (5/25)
amount of Caps. In the larger abandoned
Exit the structure and head up to dish: You’re
shack, there is a Super Mutant to tackle, a
on one of the highest (and most precarious)
captive to keep alive, and a shelf safe. Search
areas in the Wasteland! Avoid the holes in the
both shacks for mattresses and the following
dish’s superstructure, and investigate the Super
MAIN QUEST
items:
Mutant effigy.
• Pugilism Illustrated • Ammunition Box
• Mini-Nuke (14–15/92)
(6/25) • Grognak the Barbarian
• Shelf Safe Items (4/25)
The largest of the SatCom Arrays in the North- • Pre-War Book (8/103) • Board of Education
2.03: MDPL-21
GEAR
ern Wasteland sits to the west of Fort Con- • Frag Grenades (2) (13/152)
stantine. It’s visible for miles and is currently POWER STATION Rescue any captives and take their gift
a Raider stronghold. The towers each have a (LAT -10/LONG 26) for a small boost to your Karma, or
CENSUS
ground-floor entrance and are labeled NN- refuse for a larger boost.
03d-A, B, and C. Tower A is the lowest and
Tower C is the highest. The entrance to Tower
B is boarded up and cannot be breached. The 2.05: MONTGOMERY
FACTIONS & BESTIARY
APPENDICES
Paradise Falls route in here. The Box is actually a Pulowski
Preservation Shelter, currently used as solitary
confinement for Rory Maclaren. Open the Box
using the Paradise Falls Box Key. Also use
2 this key to open the Slave Pen 10 gates. The
MOTHERSHIP ZETA
Child Slave House 11 is a place of disgusting
1
squalor, with mattresses to sleep on. The same
4 is true of the Adult Slave House 12 , except
3 there’s a Pre-War Book to take from the corner
table.
• Pre-War Book (9/103)
POINT LOOKOUT
6
5
7
RELATED INTERACTIONS
Interact with the Slavers of Paradise Falls in the
following ways:
8 Grouse: You can bribe him to enter Paradise
BROKEN STEEL
Falls.
You can begin the Miscellaneous Quest:
10 Strictly Business by talking with him.
9
Forty: During the Main Quest, you can con-
vince him to ask Eulogy for a pay raise.
12
THE PITT
You can Pickpocket him for a Paradise Falls
Box Key.
Pronto: You can Trade and ask him to Repair
11
your equipment.
OPERATION: ANCHORAGE
Cutter: You can ask her about facial epidermal
augmentation, if you’ve started Miscellaneous
Quest: The Replicated Man.
You can purchase medical supplies or
Chems and get your radiation healed or your
wounds tended to.
Eulogy Jones: You can offer to
Note 6 Open-Air Pub
Constructed from the shell of a Robco Parts
purchase Clover, one of his personal
TOUR
*The jumpsuit was probably owned slaves.
store. Frank nervously bartends, while Ymir You can offer to purchase the child slaves.
by a legendary enemy of the Slavers,
and his monosyllabic son Jotun do their best
who single-handedly wiped out a You can ask whether Eulogy has consid-
psychopath impressions. There’s a cable junc-
MISC. QUESTS
group of them before disappearing. ered collecting some of the kids in Little
tion box here, if you’re attempting the Main
Lamplight.
Quest.
3 Cutter’s Clinic You can Pickpocket him for a Paradise Falls
Home to Cutter and her almost-sanitary 7 Eulogy’s Pad Box Key.
medical bay. You can speak to her about The Inside the old cinema, you may find Eulogy You can kill him and take his unique
Replicated Man, ask for healing, radiation and his two slaves Clover and Crimson, either outfit.
MAIN QUEST
healing, Chems, Medical Supplies, or you can inside, on the outside balcony, or wander- Child Slaves: You can help them plot an
ignore her. Her prices are excellent—a benefit ing Paradise Falls. There are numerous items escape.
for being a badass. Her Chem and Medical to find in here, most of which are in the Adult Slaves: You can free them, with varying
Supplies are sealed. Her backroom is littered projection room (now Eulogy’s extravagant degrees of success.
with scorched books and two mattresses. bedroom). The wall terminal allows you to
GEAR
A pile of rubble above which is a small this settlement. In addition to removing the children
catwalk where a Minigunner patrols. • Eulogy Jones’ Hat • Bobblehead: Speech from the Slave Pens in your Main
(17/152) (5/20) Quest, you can also try rescuing the adults. You
5 Roasting Brahmin • Paradise Falls Box Key • Floor Safe Items will fight a violent and difficult struggle against
At the front of Eulogy’s Pad is a small camp-
FACTIONS & BESTIARY
• Holotape: The Replicated • Nuka-Cola Quantum all the Slavers, killing all of them (including the
fire and pool table; check the cue out. Man (3/24) (7–11/110) brainwashed Clover and Crimson, although
• The Break (16/152) Clover could be bought as a Follower first).
8 9 10 11 12 Then open the Slave Pen gates, talk to each
Note Slave Pens and Toilets slave, and tell them the gate is open. All make
a run for it, except Breadbox, who’s as deaf as
Have you tried swiping the Break To the south is some rubble, the Box 8 , and
the Toilets 9 . The Toilets are grimy and hold he is mad. He stays behind.
at the pool balls on the table? Extra
TRAINING
kudos for pocketing any ball! no items, but there is a child-sized escape
Or, you can open the pens, tell the whole lot more impressive! The variety of items SUBSTATION NOTES
slaves to flee, and watch as they’re to sell improves greatly. Almost due north of the Minefield Water Tower
gunned down by the Slavers you didn’t kill • Note from Pronto [2.O] are two buildings with a group of power
beforehand. That was a terribly evil decision. transformers between them. If you’re being
Congratulations?
2.09: MDPL-13 pursued (usually by a Deathclaw), use the
rocky outcrop behind the substation to reach
FREEFORM QUEST: STRICTLY POWER STATION the roof. Otherwise, head into the Substation;
PROFITABLE (LAT 02/LONG 17) amid the junk, is a Work Bench with a Bottle-
If you agree to Grouse’s request for cap Mine and the listed items nearby. There’s
slave collecting and bring back all a terminal and floor safe too.
the slaves he requested, you can continue • Work Bench • Schematic: Railway Rifle
this plan indefinitely, forcing a Wastelander • First Aid Box (7/23)
or other amenable person to flee from you in • Nuka-Cola Quantum • Floor Safe Items
combat. Then, zap them with the Mesmetron (12/110)
and snap a Slave Collar around their necks.
DERELICT POWER PLANT
Accompany them or instruct them to head to
Paradise Falls. You are awarded 250 Caps NOTES
for each additional slave you bring back to The main building here (with the map) is a
• Threat Level: 3 • Highly Visible Landmark
Grouse. large and broken-down power plant; the
• Faction: Ghoul • Interior Exploration
• 250 Caps three chimneys make this one of the Northern
• Danger: Low Radiation • Rare Or Powerful Item
Wasteland’s most prominent landmarks. You
• Collectibles: Nuka-Cola • Work Bench
FREEFORM QUEST: THE can enter the facility via the garage or through
Quantum, Schematic • Hostiles: Ghoul Genus,
the metal doors to the south. The doors are rec-
KID-KIDNAPPER • Health And Chems Mark V Turret
ommended, as there are turrets to deactivate,
When you speak with Eulogy, ask if and the terminal is just through the doors.
he’s thought about kidnapping one of
the children in Little Lamplight, as they’re likely 1 Office
to be less trouble and fetch a better price. He 2 There are two vending machines, low-level
agrees and says he’ll pay you handsomely To Capital radiation, and a Turret Control Terminal that
if you’re successful. Head to Little Lamplight, Wasteland deactivates the turret in the main catwalk area.
after reading the Kidnap Order Eulogy gives
you. A Slaver is waiting at the cave mouth.
2 Ramped Garage
Locate Bumble and convince her (Speech To Capital There’s a footlocker containing common items.
Challenge or Child at Heart) to accompany Wasteland • First Aid Box
you back to the Slaver without any combat 3 Upper-Level Office
taking place. When you return, the Slaver 1 Battle the Ghouls along the catwalk to reach
brings the kid directly to Eulogy; all you have
this location. Open the safe via Lockpick or
to do is return to claim your prize:
Hacking. Check the unique weapon on the
• Kidnap Order • Boogeyman’s Hood
desk.
(19/152)
Derelict Power Plant • Floor Safe Items • Fisto! (20/152)
FREEFORM QUEST: COVETING
CLOVER 3 Tip
Assuming you enter Paradise Falls using Get a Glowing One on your side by
persuasion, your evil reputation, or bribery, wearing Roy Phillips’s Ghoul Mask
locate Eulogy Jones and speak to him. When (Miscellaneous Quest: Tenpenny Tower).
your Karma is suitably low enough, you can
inquire about purchasing a slave from him. He
offers you Clover for 1,000 Caps. Although
you may think twice about the purchase of a
slave as a Follower, Clover has been heavily Secondary Locations
brainwashed, is wearing a Slave Collar, and
thinks you’re Eulogy’s replacement, transfer- 2.A: UPPER TRAILS (ROPE 2.B: TOXIC POND (LAT -09/
ring her fanatical love of him toward you. BRIDGE) (LAT -10/LONG 29) LONG 30)
• Threat Level: 1 • Threat Level: 1
FREEFORM QUEST: • Faction: Wastelander • Danger: High Radiation
ECONOMICS OF VIOLENCE • Collectible: Skill Book
Follow the line of
• Sleep Mattress
When you search Pronto’s tradeable items electrical towers (aka
in Lock and Load, the selection is poor. The pylons) up from the
Slavers only trade him the useless crap they MDPL-21 Power Station [2.03] to a treacher- Pack the Rad-X and set off for this remote
no longer have a use for. If you ask how you ous hiking area. A Wastelander has fallen irradiated pool; there’s a small alcove behind
can help, he gives you the Note from Pronto from the bridge recently. Inspect his corpse for the rusting container. There are three bodies
and asks you to collect 20 Chinese Assault a suicide note. It’s all rather depressing, really. here: a Wastelander, a Raider, and a scientist.
Rifles and bring them back to him. If you • Note: Dead End Grab the food and RadAways, and sleep on
return 24 hours later, Pronto’s inventory is a
APPENDICES
the mattress if you wish. Don’t leave without Slightly northwest of the Montgomery County
opening the half-submerged safe. Reservoir is a small cluster of burned-out farm
• Radiation Suit • D.C. Journal of Internal buildings. Check the barn and outbuilding for
• Submerged Safe Items Medicine (5/25) Ammo Boxes. If you need to orient yourself, Giant Ant Nectar and Meat have
look south to just make out the Big Burger Boy some beneficial properties; check
MOTHERSHIP ZETA
2.C: MONORAIL CARRIAGE sign and Paradise Falls. page 40 for further information.
WRECKAGE (LAT -06/ • Ammunition Box (6)
LONG 28) 2.I: MILITARY CHECKPOINT
2.G: CRASHED ANOMALY (LAT -05/LONG 20)
• Threat Level: 1
(LAT 03/LONG 22) • Threat Level: 1
• Highly Visible
Landmark • Threat Level: 1 • Danger: Low Radiation
• Danger: Low Radiation
POINT LOOKOUT
• Guns And Ammunition
• Rare Or Powerful Item • Health And Chems
• Radio Signal • Sleep Mattress
This monorail route snakes all the way from
• Alien Pilot (Deceased) • Hostile: Robot Genus
the Corvega Factory [6.05] to the southwest,
Almost directly north of the MDPL-13 Power The Montgomery County Reservoir water tower
past Agatha’s House [5.06], and north to
Station (as you follow the line of power gleams in the distance. Once the robot is
Broadcast Tower LP8 [2.06]. Similarly, the
towers), you pick up an odd radio signal:
BROKEN STEEL
crumbling freeway winds north past the defeated, you can inspect the tent for a sleep-
You hear mainly static and then some eerie, ing mattress, and the general area for items:
Wheaton Armory [6.04], forks at the Temple
garbled speech you can’t decipher. Locate the
of the Union [3.10], and continues north- • Ammunition Box (4) • 10mm Pistol
remains of a house; something has crashed
west past the Greener Pastures Disposal Site • Assault Rifle (3) • First Aid Box
straight through it, digging a furrow into the
[3.06]. Using these ruined transport links is an
hillside. Round the front of the craft to uncover
excellent way to explore. 2.J: IRRADIATED SILO AND
THE PITT
a strange body, thrown from the cockpit.
BARN (LAT 00/LONG 20)
2.D: OASIS ENTRANCE (ROPE • Recon Craft Theta Beacon • Alien Blaster Power Cells
• Threat Level: 1
Signal (10)
BRIDGE)(LAT -05/LONG 29) • Alien Blaster • Faction: Enclave
OPERATION: ANCHORAGE
• Threat Level: 2 • Collectible: Skill Book (2)
• Faction: Enclave • Guns And Ammunition
• Danger: Low Radiation • Sleep Mattress
There’s a gigantic crater just east of On the eastern edge of the Reclining Groves
Fort Bannister [4.11] that may have Resort Homes is a battered old barn and silo.
Amid the fallen concrete and twisted steel of additional Alien Cells to claim. Check the barn for Ammo, a mattress, and
the freeway [2.C] is a rope bridge with some a footlocker containing a Sneak Skill Book.
steaming and slightly radioactive pools bub- Check the hillside to the northeast; there’s a
2.H: ANT TUNNEL TO MUSTY
bling underneath. Oasis [2.01] is to the east, dead Mercenary lying near Chems and a Big
TOUR
hidden in the giant rocky outcrop. Once you
CAVERN (LAT -11/LONG 20) Guns Skill Book.
• Threat Level: 2
complete Main Quest: The Waters of Life, • Ammunition Box (2) • U.S. Army: 30 Handy
• Interior Exploration
expect an Enclave presence [E2.01]. • Chinese Army: Spec. Ops. Flamethrower Recipes
• Giant Ant Genus
MISC. QUESTS
Training Manual (3/25) (1/25)
2.E: ABANDONED TENT
2.K: TRAFFIC LINE
(LAT -12/LONG 23) On a small plateau just southeast of Mason (LAT -11/LONG 17)
• Threat Level: 1 Dixon Salvage [1.09] is a collection of
• Danger: Low Radiation scuttling Giant Ants guarding a sticky hole. • Threat Level: 1
MAIN QUEST
• Collectibles: Nuka-Cola Squeeze through into a dark and confined • Danger: Low Radiation
Quantum, Skill Book Musty Cavern. Located on the
• Guns And Ammunition east–west road from
• Interior Exploration Drowned Devil’s
• Sleep Mattress 1 Crossing [1.13] across the northern hills above
GEAR
• Ammunition Box (2) • Nikola Tesla and You • Threat Level: 2 • Hostile: Vicious Dog
• Nuka-Cola Quantum (5/25) Musty Cavern • Interior Exploration
(13/110)
On the opposite (south) side of the road from
FACTIONS & BESTIARY
Warren Interior There’s a major derailment just northwest of ENCLAVE CAMP LOCATIONS
The tunnel winds to a dead end, where two the Germantown Police Headquarters [5.01],
rotting corpses hold some common items. now home to a small band of Raiders. You CAMP E2.01 (LAT -5/LONG 29)
can storm in and blast them, but you could • Main Quest: Picking Up • Guns And Ammunition
also Sneak along the top of the carriages. The Trail • Health And Chems
2.M: OVERTURNED CITY LINER • Threat Level: 2 • Danger: Low Radiation
The Raiders are guarding a few Chems, a
(LAT 00/LONG 18) Stimpak, and some Ammo Boxes. Don’t forget There are a few shock troops patrolling the
• Threat Level: 1 the Duck and Cover! by the bath. small muddy ponds below the rope bridge to
• Highly Visible Landmark and from Oasis.
• Ammunition Box (3) • Duck and Cover! (4/25)
This is midway • Enclave Crate • Enclave Crate
Health and Chems Ammunition
between the Warrens 2.O: MINEFIELD WATER
and the MDPL-13 TOWER (LAT 03/LONG 14) CAMP E2.02 (LAT 00/LONG 19)
Power Station, along the crumbling road.
• Threat Level: 1 • Main Quest: Picking Up
• Threat Level: 1
• Faction: Wastelander The Trail • Guns And Ammunition
2.N: MONORAIL TRAIN • Highly Visible Landmark This is a two-man team with defenses and a
WRECKAGE (RAIDER CAMP) large amount of Ammo, just east of Reclining
(LAT 00/LONG 14) Groves Resort Homes. Check the defenses for
• Threat Level: 2 the Laser Rifle and more Ammo.
• Faction: Raider • Enclave Crate • Ammunition Box (3)
• Collectible: Skill Book Ammunition (5) • Laser Rifle
• Guns And Ammunition
• Hostile: Raider
ous ghost town filled with mines, and the Temple of the Abolitionists’ 22
Union to search for, too. And don’t forget the Roach King; he may be 21 J 6
2
AVAILABLE COLLECTIBLES 18 M
17
• Bobbleheads: 2/20 • Skill Book (Explosives): 2/25 3 N
APPENDICES
3.07: Grisly Diner (LAT 13/LONG 20) 3.F: Ruined House (LAT 16/LONG 27)
3.08: Relay Tower KX-B8-11 (LAT 15/LONG 20) 3.G: Old Olney Outskirts (Ruined Houses; LAT 10/LONG 23)
3.09: Minefield (LAT 04/LONG 14) 3.H: Jackknifed Truck (on Freeway; LAT 13/LONG 23)
3.10: Temple of the Union (LAT 13/LONG 15) 3.I: Irradiated Outhouse (LAT 15/LONG 23)
MOTHERSHIP ZETA
3.J: Destroyed Bridge (LAT 04/LONG 21)
POINT LOOKOUT
3.D: Ruined Farmstead (LAT 06/LONG 27) *BS.A: New Enclave Camp (LAT 12/LONG 24)
3.E: Red Rocket Gas Station and Jackknifed Truck (LAT 13/LONG 25) *This location is detailed in the Tour section of Broken Steel.
Primary Locations
BROKEN STEEL
It appears that Vault 92 was Vault-Tec’s attempt
3.01: VAULT 92 to figure out whether auditory experimentation
(LAT 08/LONG 27] could be utilized in combat more effectively
Remember that Sneaking through
THE PITT
than before. To this end, the Vault approached
• Miscellaneous Quest: • Interior Exploration this Vault (especially when utilizing
Agatha’s Song several musicians and scientists to help hypoth-
• Lots O’ Caps multiple Stealth Boys) is a safe
• Threat Level: 5 esize and run the place...200 years ago.
• Sleep Mattress alternative to combat.
• Faction: Vault Dweller West of Old Olney, under a small copse of
• Rare Or Powerful Item
OPERATION: ANCHORAGE
• Danger: Low Radiation, • Hostile: Mirelurk Genus
dead trees in the bottom of a rocky fissure is a VAULT 92 ENTRANCE, UTILITY,
Shotgun Trap (2) rusting metal door that leads to this under- AND ATRIUM
• Inhabitants (Very
• Collectibles: Nuka-Cola Deceased): Carl Maynard, ground labyrinth.
Quantum, Pre-War Book Gordie Sumner, Overseer 1 Entrance Chamber
(5), Skill Book (4) Richard Rubin, Professor Check the table for Energy Ammo and check
• Guns And Ammunition John Malleus, Zoe the upper area near the rusting terminals.
• Health And Chems Hammerstein (Very
• First Aid Box (2) • Professor Malleus Audio
Deceased)
• Scribe Pre-War Book Log V92-01 (1/6)
(10/103) • Laser Pistol
TOUR
INTERIOR MAPS AND LOCATIONS 7
MISC. QUESTS
Reactor Room
MAIN QUEST
2 15
18
16
GEAR
17
19
10
4
CENSUS
3 Sound Testing
8
21 20
11 9
FACTIONS & BESTIARY
Living Quarters 6
12
5
13 Vault 92’s
Overseer’s Office
TRAINING
14
APPENDICES
9 Bloody Sleeping Quarters
Begin scavenging with the three safes once
combat is over.
• Nuka-Cola Quantum • Ammunition Box
MOTHERSHIP ZETA
(15/110) • Wall Safe Items (3)
• Fat Man (3/9) • Friendly: Brahmin
• Missile Launcher
POINT LOOKOUT
helmet is available).
• Brotherhood of Steel • Medic Power Armor
Holotag Manual
• Prototype Medic Power
Armor (22/152)
5
BROKEN STEEL
1 11 Rocky tunnel
• Duck and Cover! (6/25)
THE PITT
4
OPERATION: ANCHORAGE
6
3 2
TOUR
INTERIOR NOTES: OLNEY
Tip SEWERS 7
Walk across the corner to activate 6 Maintenance Room
MISC. QUESTS
the falling grating, but stay at
street level. For a bit of fun, activate the Automatic Mainte-
nance Terminal. This starts up a Sewer Protec-
tron, who begins to enact a hostile eradication
2 Firehouse program. Naturally, this lasts a few seconds
At the sealed front door is a skeleton lying 9
before it is mauled by the lightning-fast talons
MAIN QUEST
next to a sheet of paper. This is the Nuka-Cola of a Deathclaw! Check the room for Darts,
Accident Report, referencing the nearby Jack- junk, and a skeleton clutching an ID card.
knifed Truck [3.E]. There are also three Ammo Boxes, one of 8
• Nuka-Cola Accident Report which is locked; a First Aid Box; some Darts;
3 Exposed Manhole tools; and other junk. The skeleton on the west
GEAR
King sign
CENSUS
7 Generator Room
• Ammunition Box • First Aid Box
The locked door accesses the storage
11
5 Dead Mercenary closet’s items:
• Ammunition Box • Mini-Nuke (16/92)
FACTIONS & BESTIARY
• Combat Shotgun
• First Aid Box (2)
EXTERIOR MAP AND has complete autonomy over his subjects, he FREEFORM QUEST: THE
LOCATIONS rules his hamlet with an iron fist but wishes to MUSEUM OF DAVE
be seen as benevolent.
Republic of Dave Capitol Building, Museum, Speak to most of the Republic’s adults, and
and Outbuildings 1 The Republic’s Grounds they’ll tell you Shawna works at the Museum,
There are two ways into the Republic of Dave. ensuring that a new generation grows up
The recommended way is to meet Ralph at learning all the important history they can...
the front gate and request an audience with about Dave. Head there at 2:00 PM every day
President Daddy. Move into the settlement (check your Pip-Boy for the time), and Shawna
2 begins a well-rehearsed tour of the Museum’s
and to the Capitol Building to the north. The
other way in is by jumping on the tire pile and most precious relics.
over the fence by the northwest exterior fence. Once the tour is over, speak
There’s a shooting range to the Museum’s right to Shawna again. With a little
(where you’ll also find an Ammo Box and a Speech persuasion, you can
Super Mutant effigy). To enter the Men’s and reveal your own “Souvenirs from
3 Women’s Outbuildings without turning the Dave’s past.” These are just what
1 residents hostile, you must head inside when Shawna needs; Dave increased
no one is watching. the Museum school budget for the
• Ammunition Box year, and instead of buying books
2 The Capitol Building for the kids, she’ll pay you for your
It may not be as grand as the D.C. Capitol, trinkets. Shawna now buys from
but it’s in better shape! Inside, you usually you any time you return here.
find Rosie and Jessica, plus Dave in his office.
Downstairs is a locked Ballot Box. When
FREEFORM QUEST:
3.03: THE REPUBLIC you meet Dave, you can seek citizenship or ELECTION DAY
Dave mentions the elections that are occurring
OF DAVE (LAT 19/LONG 27) asylum, or pretend [Speech] to be an ambas-
sador from the Wasteland. Or, you can kill today. If you offer to help organize the event,
everybody. Stay civil and you can freely talk Dave promises a small payout. You must ask
to everyone after finishing your conversation the voters whether they’ve done their duty.
with Dave. There are five patriots able to vote in this elec-
Pickpocket him; he has a load of tion, and they have their own agendas.
Caps and Dave’s Special Key; this is Dave: Of course he’s already voted, you
helpful during Miscellaneous Quest: You fool! And he’s voted for himself.
Gotta Shoot ’Em in the Head, and it opens Rosie: If you’re pleasant with Rosie and
the floor safe containing Caps and a special urge her to stand as president, she some-
hunting rifle named Ol’ Painless (if Dave isn’t times accepts but definitely does if you
• Miscellaneous Quest: Pre-War Book (2)
carrying it)! However, if you’re spotted, the succeed in a Speech Challenge. After all,
You Gotta Shoot ’Em In • Area is Locked
The Head entire Republic goes hostile! The same is true she used to run a Wastelander caravan
• Guns And Ammunition
• Freeform Quest (2) if you attempt to steal Dave’s prized Nuka- train bigger than this place! She either votes
• Interior Exploration
• Threat Level: 2 Cola Quantum atop the safe. Either wait until
• Lots O’ Caps for Dave (if you’re unpleasant or just ask
• Faction: Republic Of Dave the office is empty, or use Sneak and a Stealth
• Inhabitants: Bob, Dave, her to vote) or herself.
• Services: Trader Boy. Or murder everyone.
Flower, Jessica, Mary, Jessica: She’s a die-hard Dave supporter
• Collectibles: Nuka-Cola Rachael, Ralph, Rosie, • Ballot (Dave) • Ol’ Painless (23/152)
• Dave’s Special Key • Nuka-Cola Quantum all the way; she’d vote twice for him if she
Quantum, Bobblehead, Shawna
• Floor Safe Items (16/110) could!
GENERAL NOTES Shawna: She’s also not going to be
3 The Museum of Dave swayed by your sweet-talking; another vote
In the years shortly before the bombs fell, a During waking hours, Shawna is inside,
large number of citizens believed that the U.S. for Dave is assured.
teaching class. If your Pip-Boy reads 2:00
government had become hopelessly corrupt Bob: If you’re slightly unpleasant to Bob
PM, you’re in for an “extra special treat”:
and that the country was in grave danger from Freeform Quest: Museum of Dave. Aside
after asking him whether he wants to be
anarchists, liberals, and communists. These from the assorted useless items, there’s is the President, he fumes and decides to “show
individuals relocated to remote rural locations, following: the world” by voting for himself. Otherwise,
established private militias, and promised that this is another vote for Dave.
• Chinese Officer’s Sword • Scribe Pre-War Book
they would one day take back the government (15–16/103)
for the people. They never got the chance.
The bombs fell, shattering all world govern-
• Chinese Pistol
• Bobblehead: Perception Note
(6/20) You can interfere in the election by
ments. Most of these separatists were killed in
opening the Ballot Box, but your
the war or the chaos that followed. However,
a few dug in deep enough and survived the
Caution tampering simply turns the Republic
A word of warning: only the Bobblehead violent. You can also ask whether
worst of the first few decades. Over the past
can be pocketed without stealing; try the residents would consider you as
two centuries, this tiny plot of land has been
to grab anything else when class is in a presidential candidate. Although
known as the Kingdom of Larry; the Republic
session, and Shawna starts firing while you’ve certainly got the war
of Stevie-Ray; Billsylvania; the New Republic
the children flee. Come back at night for experience, you’re a little young...oh,
of Stevie-Ray; and, most recently, the Nation
anything you need. and you weren’t born in the Republic.
of Tom, after Dave’s father. Now that Dave
330 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONTENT INDEX
ZONE 3: NORTHEAST TERRITORIES
APPENDICES
Inform Dave the election results are in. He and back of the place. Be very careful when
rewards you and counts the votes. The results 3.06: GREENER investigating behind the counter, as there’s a
are either a landslide (if everyone voted chain trap, and a Brahmin leg swings down to
for Dave) or a slight hiccup (if Rosie and/ PASTURES thwack you; also watch for the pressure plate
or Bob voted for themselves). Whatever the DISPOSAL SITE on the floor. There are Chems, Whiskey, a
MOTHERSHIP ZETA
percentages, Dave has won by a consider- (LAT 07/LONG 21) bunk bed, weapons, and a Keller Family Holo-
able margin, and the Democracy of Rosie is tape (on the desk).
crushed, as is the Bob Uprising of 2277. • Threat Level: 3 • Health And Chems • Frag Mine (8) • Chinese Assault Rifle
• 25 Caps • Faction: Wastelander • Interior Exploration • Tales of a Junktown Jerky • Missile Launcher
• Danger: Low Radiation • Sleep Mattress Vendor (4/24) • Holotape: Keller Family
3.04: CHASTE • Collectibles: Nuka-Cola
Quantum, Bobblehead,
• Work Bench • First Aid Box (4/24)
• Hostile: Robot Genus, • Ammunition Box (4)
POINT LOOKOUT
ACRES DAIRY FARM Skill Book (2) Radroach
(LAT 15/LONG 24) • Guns And Ammunition
3.08: RELAY TOWER
• Threat Level: 3
• Faction: Raider
• Friendly: Brahmin
• Hostile: Radscorpion
KX-B8-11
(LAT 15/LONG 20)
• Collectible: Skill Book (2) Genus, Raider
BROKEN STEEL
• Threat Level: 1 • Health And Chems
• Faction: Wastelander • Highly Visible Landmark
• Collectible: Pre-War Book, • Interior Exploration
Skill Book • Radio Signal
• Guns And Ammunition • Sleep Mattress
THE PITT
This is one of the largest expanses of Radia-
tion in the Wasteland. If you’re not protected,
sprint to the open container adjacent to the
white and red truck engine and grab the
Radiation Suit off the dead scientist, along
OPERATION: ANCHORAGE
Between the MDPL-16 Power Station and the
broken freeway is a patch of land once used with the Skill Book. Inside the makeshift shack
by grazing cows. Now the mutated descen- are scattered Chems, a Carton of Cigarettes,
dants, Brahmin, chew through the straw grass a place to sleep, and the following items:
clumps in this dust bowl. The biggest problem • Radiation Suit • .32 Pistol and Ammo
is the small groups of Raiders who’ve taken • Big Book of Science • D.C. Journal of Internal Unlock the gate, then activate the Electrical
over this wrecked farm; pay special attention (4/25) Medicine (7/25) Switch to power on the Broadcast Tower.
to the one on the silo balcony. Inside the In the stone office building on this area’s Immediately you’re able to listen to Radio
Grain Silo is a copy of Pugilism Illustrated. You western edge, search for the items listed Signal Oscar Zulu, a frantic message from
TOUR
can also use the ladder to reach the balcony. below, then activate the terminal or safe someone named Bob Anderstein, who’s hiding
Head inside the barn for a Grognak the Bar- to gather the safe’s contents. There’s also in a Drainage Chamber [3.K].
barian, next to the bloody mattress. a Work Bench with a Bottlecap Mine on it. • Radio Signal Oscar Zulu
MISC. QUESTS
• Pugilism Illustrated • Grognak the Barbarian • Work Bench • Bobblehead: Agility
(7/25) (5/25)
Drainage
• Nuka-Cola Quantum (7/20)
Chamber
(18/110) • First Aid Box
3.05: MDPL-16
POWER STATION 3.07: GRISLY DINER
MAIN QUEST
(LAT 13/LONG 20)
(LAT 18/LONG 24)
• Threat Level: 3 • Guns And Ammunition
• Threat Level: 1 • Health And Chems
• Faction: Raider • Health And Chems
• Collectible: Nuka-Cola • Interior Exploration
Quantum • Danger: Chain Trap, • Sleep Mattress
• Work Bench Mines
GEAR
• Hostile: Raider
• Collectible: Skill Book
1
CENSUS
FACTIONS & BESTIARY
4 Benson House
Unlock the front door, and enter the small
foyer. Check for the following items and open
the wall safe:
• Scribe Pre-War Book • D.C. Journal of Internal
(24–25/103) Medicine (9/25)
• Wall Safe Items
5 Zane House
1
Unlock the door, and begin picking up valu-
able items. There are also Darts in the kitchen,
the office has some ammo, and there’s a
cabinet with a wall safe behind it to unlock.
5 Upstairs, the kid’s bed has some Darts under it.
• Scribe Pre-War Book (8/25)
2 (26/103) • Wall Safe Items
4 • Pugilism Illustrated • First Aid Box (2)
3
Note
Whenever you search a mailbox,
there’s a 5 percent chance you’ll
uncover a letter from Vault-Tec, telling
the home dwellers they weren’t
Minefield selected for the program.
(Old Ridgefield
Township)
APPENDICES
Hannibal’s Home Storeroom
3.10: TEMPLE OF THE A straightforward place, with two small mat- The Storeroom is filled with food, some Chems,
UNION (LAT 13/LONG 15) tress beds and a bit of junk to look at. a First Aid Box, and a couple of Cartons of
Cigarettes.
Simone’s Home
MOTHERSHIP ZETA
• Miscellaneous Quest: • Interior Exploration • First Aid Box
Head Of State • Main Trading Route Simone is a hoarder, with more junk, two
• Threat Level: 2
• Faction: Abolitionist
•
•
Sleep Mattress
Friendly: Brahmin
beds, some small amounts of Pre-War Money,
and Chems. Caution
• Collectibles: Pre-War • Inhabitants: Alejandra Steal anything or open the Storeroom
Book, Schematic Torres, Bill Seward, while being watched and the Aboli-
• Area Is Locked Caleb Smith, Four Score,
tionists will turn on you; make sure to
POINT LOOKOUT
• Health And Chems Hannibal Hamlin, Simone
Cameron pilfer only when no one is watching.
Secondary Locations
BROKEN STEEL
3.A: TRIO OF RUINED 3.E: RED ROCKET GAS
HOUSES (LAT 09/LONG 29) STATION AND JACKKNIFED
• Threat Level: 2 TRUCK (LAT 13/LONG 25)
• Miscellaneous Quest: The
GENERAL NOTES Nuka-Cola Challenge
THE PITT
• Threat Level: 1
This small settlement literally sprung up
• Collectibles: Nuka Cola
around the severed head of Lincoln, a portion Quantum (5), Skill Book
of the statue from the Lincoln Memorial, and a 3.B: OVERTURNED CITY LINER
random block from the memorial’s inscription. (LAT 18/LONG 30) The Gas Station is devoid of items, so check
OPERATION: ANCHORAGE
How it arrived in this remote spot is any- the jackknifed truck—it’s actually a Nuka-
• Threat Level: 1
one’s guess, but the Temple’s residents now Cola truck! This vehicle was delivering a
revere the head as a symbol of the Abolition- shipment of delicious Nuka-Cola to Old
ist movement. The Temple is a reasonably Olney but never arrived. Most of the bottles
fortified ruined building; you’re been greeted have been stolen, but there’s a fantastic haul
by Simone Cameron, a no-nonsense sentry of Quantums! Also look in the Chaste Acres
wanting to know what you’re doing here. 3.C: FISHING HOLE SHACK Dairy Farm mailbox; grab the Guns and
Remain polite to enter the premises. She gives (LAT 04/LONG 26) Bullets magazine.
TOUR
you a Key once she deems you trustworthy.
• Threat Level: 2
Or you can unlock the front gate yourself. This • Nuka-Cola Quantum • Guns and Bullets (4/25)
• Danger: Low Radiation
usually leads to violence. (19–22/110)
• Guns And Ammunition
MISC. QUESTS
You’re told to meet with Hannibal before the • Hostile: Radscorpion
Abolitionists will begin to speak freely with Genus
3.F: RUINED HOUSE
you. To remain on friendly terms, swear to • Ammunition Box (LAT 16/LONG 27)
protect the Temple of the Union. You are given • Threat Level: 1
the Temple of the Union Key as a symbol of 3.D: RUINED FARMSTEAD (LAT North of the
their trust. You can now freely talk to all the 06/LONG 27) grazing Brahmin
MAIN QUEST
Temple’s inhabitants and explore their base. • Threat Level: 2 and just west of the
All the Abolitionists have Temple of the Union • Faction: Raider Republic of Dave is
Keys to get in and out of the place. Caleb • Collectibles: Mini-Nuke, an old farmhouse.
and Hannibal are also carrying a Storeroom Skill Book
Key. Conclude Miscellaneous Quest: Head 3.G: OLD OLNEY OUTSKIRTS
• Guns And Ammunition
GEAR
of State favorably with the Abolitionists, and (RUINED HOUSES; LAT 10/
• Hostile: Raider, Raider’s Guard Dog, Radscorpion Genus LONG 23)
you receive Dart Gun Schematics.
West over the rocky hilltop, where Vault 92
• Temple of the Union Key • Schematic: Dart Gun • Threat Level: 3
CENSUS
ground floor not instantly accessible is Caleb’s Nuke. The balcony above offers nothing
only a lawn mower
home, but there is a First Aid Box, a Scribe except an alternate escape option.
left!
Pre-War Book, and a mattress. Head to the • Dean’s Electronics (2/25) • Mini-Nuke (17/92)
second floor; there’s a mattress on the ground
floor between the trash bins, and common
items to search for in here and the offices.
• First Aid Box (2) • Scribe Pre-War Book
TRAINING
(27/103)
3.H: JACKKNIFED TRUCK (ON 3.L: THE ROACH KING (LAT ENCLAVE CAMP LOCATIONS
FREEWAY; LAT 13/LONG 23) 08/LONG 16) CAMP 3.01(LAT 07/LONG 25)
• Threat Level: 2 • Threat Level: 2 • Main Quest: Picking Up • Threat Level: 2
• Collectible: Skill Book • Faction: Wastelander The Trail • Guns And Ammunition
• Highly Visible Landmark • Danger: Low Radiation An Enclave Soldier has finished massacring
• Collectible: Mini-Nuke
two Wastelanders and a Feral Ghoul inside
• Guns And Ammunition
a truck that has Purified Water inside. The
• Hostiles: Radroach,
This truck is visible from Old Olney, but Roach King terminal (on the desk with the Energy Cell
to access it, you must trek south, to the He sits in the irradiated plains to the east of and Finger) has two menu options—Field
wrecked vehicles near a freeway onramp the MDPL-13 Power Station [2.09] and is Report: PFC M. Scott (a report on a Ghoul
just north of the Grisly Diner. Search for the immediately hostile. attack and the Ghoul’s odd, docile behav-
Skill Book in the Coach Liner. The truck on ior) and Orders (Enclave Mission Directives
• Mini-Nuke (18/92) • Ammunition Box
the freeway holds no items. for CO eyes only).
• U.S. Army 30 Handy Flamethrower Recipes (2/25) 3.MI AND MII: DRAINAGE • Enclave Crate Ammunition (4)
OUTLETS (LAT 15/LONG CAMP 3.02
3.I: IRRADIATED OUTHOUSE 17/18)
(LAT 15/LONG 23) (LAT 17/LONG 21)
• Threat Level: 1
• Threat Level: 3 • Main Quest: Picking Up • Threat Level: 2
• Danger: Low Radiation
• Danger: Low Radiation The Trail
• Friendly: Brahmin
• Collectible: Nuka-Cola A small, three-man recon crew.
Quantum
• Guns And Ammunition CAMP E3.03
• Hostile: Yao Guai At the foot of the hill leading east to the (LAT 09/LONG 17)
Some enterprising but ultimately doomed Hilltop Farm Ruins are two tiny drainage • Main Quest: Picking Up • Threat Level: 3
soul decided to create an outhouse over outlets. The Trail
the next rise south of Chaste Acres Dairy 3.N: HILLTOP FARM RUINS A well-fortified defensive position atop
Farm. He attempted to thwart roaming Yao a rocky knoll. You can also activate the
(LAT 16/LONG 17)
Guai by surrounding the earthen closet with Enclave Field Research Terminal to access
vehicles. The only issue, aside from the fact • Threat Level: 1 information on Field Entry: Dog (feral); Field
• Faction: Wastelander
that it didn’t work, is that he built it on an Entry: Large Scorpion; and Field Entry:
• Danger: Low Radiation
irradiated pool. Mole Rat.
• Collectible: Skill Book (2)
• Nuka-Cola Quantum • Ammunition Box (2) • Highly Visible Landmark • Enclave Crate Ammunition (4) • Ammunition Box (3)
(23/110)
This deserted hilltop farmstead has a water CAMP E3.04
3.J: DESTROYED BRIDGE tower (a good landmark) with a drinking (LAT 11/LONG 14)
(LAT 04/LONG 21) faucet. The nearby outhouse contains a • Main Quest: Picking Up • Threat Level: 3
Guns and Bullets. To the east is an overturned The Trail • Collectible: Skill Book (2)
• Threat Level: 2
container with a Raider corpse; locate • Miscellaneous Quest: Head
• Radio Signal
Of State
• Hostile: Yao Guai, Robot Dean’s Electronics on a barrel. In the farm-
Genus house shell is a terminal with nine entries A Vertibird swoops down and lands on the
(written by Edgar, Rochelle, Tyrone, and section of broken freeway near the Temple
Doc J). of the Union [3.10]. Once the Enclave
Near the Greener Pastures Disposal Site’s
arrive (after you finish Miscellaneous
western edge is this crumbling bridge. This • Guns and Bullets (5/25) • Dean’s Electronics (3/25)
Quest: Head of State), you can claim these
is the outer edge of a strange radio signal. 3.O: FREEWAY SHACKS (LAT books from the shack tables:
Tune in, and you can head northwest to the
11/LONG 14) • Tales of a Junktown Jerky • Scribe Pre-War Book
Crashed Anomaly [2.G].
• Threat Level: 1 Vendor (5/24) (28/103)
• Recon Craft Theta Beacon Signal
• Sleep Mattress • Grognak the Barbarian
3.K: DRAINAGE CHAMBER (7/25)
(ADJACENT TO RELAY TOWER
KX-B8-11; LAT 16/LONG 19)
This Drainage Head south a little ways to the onramp,
Chamber leads to and ascend to the section with the three
a small subterra- abandoned shanty huts, which contain a
nean tunnel where few scattered Chems and mattresses. Skill
a stranded family Books appear here once the Enclave land
once radioed for help. For tactics and the [E4.04].
available items here, check out Location
3.08: Relay Tower KX-B8-11.
APPENDICES
Zone 4: Irradiated
Western Plains
MOTHERSHIP ZETA
TOPOGRAPHICAL OVERVIEW PRIMARY LOCATIONS
POINT LOOKOUT
Outside of the D.C. Metro Ruins, this western section of the Wasteland 4.01: Shalebridge (LAT -26/LONG 12)
was hit hardest by enemy bombardments 200 years ago, and evidence 4.02: Five Axles Rest Stop (LAT -21/LONG 10)
of the cataclysm is still apparent. Desolate pathways that used to carry
4.03: MDPL Mass Relay Station (LAT -17/LONG 10)
vehicles are now used by Scavengers, Raiders, and other ne’er-do-wells.
To the west is a large and extremely radioactive “birthplace” of the 4.04: Broadcast Tower KT8 (LAT -26/LONG 09)
Super Mutants on this side of the country. To the east are the irradiated 4.05: Rockbreaker’s Last Gas (LAT -21/LONG 08)
BROKEN STEEL
plains, where Wastelanders slowly morph into Feral Ghouls. While the 4.06: Vault 87 (LAT -28/LONG 06)
Raiders attempt to edge in to the north, this zone is primarily a battle for 4.07: Everglow National Campground (LAT -23/LONG 05)
supremacy between Super Mutants and the Talon Company Merce-
4.08: Little Lamplight (LAT -26/LONG 02)
naries, who have commandeered Fort Bannister, the epicenter of the
historic bombardment. Be careful 4.09: Jalbert Brothers Waste Disposal (LAT -18/LONG 03)
THE PITT
out there! 4.10: VAPL-58 Power Station (LAT -14/LONG 03)
4.11: Fort Bannister (LAT -18/LONG -01)
AVAILABLE COLLECTIBLES
• Fat Men: 1/9 • Skill Book (Lockpick): 1/25 SECONDARY LOCATIONS
OPERATION: ANCHORAGE
• Fat Man Mini-Nukes: 6/92 • Skill Book (Medicine): 2/25
4.A: Shalebridge Ant Hill (LAT -26/LONG 13)
• Unique Items: 5/152 • Skill Book (Science): 2/25
• Nuka-Cola Quantum: 9/110 • Skill Book (Small Guns): 4/25 4.B: Drainage Chamber (related to 7.A: Broadcast Tower PN; LAT -26/LONG 10)
• Schematics: 1/23 • Skill Book (Sneak): 1/25 4.C: Military Truck (Freeway) (LAT -20/LONG 12)
• Scribe Pre-War Books: 6/103 • Skill Book (Unarmed): 1/25 4.D: Beached Boat (LAT -15/LONG 10)
• Skill Book (Barter): 2/24 • Skill Book (Repair): 2/25 4.E: Abandoned Shack (LAT -23/LONG 08)
• Skill Book (Big Guns): 3/25 • Work Bench: 4
4.F: Abandoned Container (LAT -23/LONG 09)
• Skill Book (Energy Weapons): 2/25 • Holotapes (Keller): 2/5
TOUR
• Skill Book (Explosives): 1/25 • Holotapes (Replicated Man): 2/19 4.G: Fishing Hole and Yao Guai Larder (LAT -17/LONG 09)
4.H: Ruined Farmhouse (LAT -15/LONG 07)
-30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14
A 4.I: Jackknifed Truck (LAT -20/LONG 04)
MISC. QUESTS
13
4.J: Wasteland Gypsy Village (LAT -18/LONG 06)
12 1 C
MAIN QUEST
G
08 E
5 4.O: Captain Cosmos Billboard and Debris (LAT -20/LONG 00)
2
07 H 4.P: Bannister Broadcast Tower (Not Functioning) (LAT -20/LONG 01)
06 6 J 4.Q: Bannister Crater (and Surrounding Ruins) (LAT -14/LONG -01)
K
05 7 4.R: Drainage Chamber (related to 7.A: Broadcast Tower PN; LAT -24/LONG -03)
GEAR
U4.08.3
04 U4.08.2
I 4.S: Crater Pool (LAT -18/LONG -03)
U4.08.1
03
9 *BS4.A: Paladin Jensen’s Last Adventure (LAT -18/LONG -01)
10 *This location is detailed in the Tour section of Broken Steel.
CENSUS
02 8
L
01
00 M O
FACTIONS & BESTIARY
3
-01 P BS.A
11 Q
-02 N
-03 R S
TRAINING
Primary Locations
INTERIOR MAPS AND Lesko would be proud! Harvest the potent
4.01: SHALEBRIDGE LOCATIONS Ant Nectar from deposits here, and Trade or
(LAT -26/LONG 12) consume it.
Shalebridge Hill • Hunting Rifle and Ammo • Ant Nectar*
2
5 Note
*This grants the following benefits:
3
Strength +4, Charisma -2,
1 Intelligence -2.
However, it is possible to become
addicted.
4 Withdrawal effects: Strength -2.
• Threat Level: 3 • Interior Exploration
• Faction: Ant • Rare Or Powerful Item
• Danger: Low Radiation • Hostile: Invader Ant
• Collectible: Skill Book (2) Genus, Invader Ant 4.02: FIVE AXLES
Queen, Mutated Forager
•
•
Guns And Ammunition
Highly Visible Landmark
Ant REST STOP
(LAT -21/LONG 10)
This slightly irradiated area has signs of Ant
hills dotted across the ground. There are two 1
2
hillocks, one at the area’s north end and one
at the south end, each leading to a hive. Two
Ant factions—the Invaders and the Foragers—
are battling for Wasteland supremacy on a
tiny scale. As the Invaders are large, fear-
some, and vicious, they are about to kill off
their weedier brethren. Also check to the east,
where a dead Mercenary is lying near a Skill
Book. • Threat Level: 2 Skill Book
• D.C. Journal of Internal Medicine (10/25) • Faction: Raider • Guns And Ammunition
• Danger: Mines • Sleep Mattress
SHALEBRIDGE HILL • Collectible: Mini-Nuke, • Hostile: Raider
After you locate this surface Ant hill, descend
Shalebridge Tunnels
A circle of abandoned trucks is the perfect spot
into a steep and compact series of natural • Ant Queen Pheromones • 10mm Pistol and Ammo for a three-man Raider wrecking crew to chop
caverns, where the Soldier Ants make their • Assault Rifle and Ammo until they drop. You can destroy the trucks in a
home.
giant exploding fireball, but search them first:
1 Empty Nuka-Cola Bottle and Tip One truck has the remains of a trucker; the
others are empty except the one with the mat-
Bent Tin Can Kill the Queen, and the aggressive
tresses, Chems, and Raiders in it.
Use this when navigating so you don’t get Ants don’t come back. Otherwise wait
lost. a minimum of 72 hours to return • Holotape: Partial CB • Mini-Nuke (19/92)
Radio Backup • U.S. Army: 30 Handy
• Big book of Science (5/35) here to face them again.
• 10mm Pistol Flamethrower Recipes
2 Raider’s Outfit • .32 Pistol (3/25)
SHALEBRIDGE TUNNELS
• Sledgehammer • Grenades (4)
On the other side in this epic Ant struggle are 4.03: MDPL MASS
3 Dead Hunter the Foragers, who live to the southwest, just
• Hunting Rifle north of the broken radio mast. Explore the RELAY STATION
huge cavern and its winding areas. (LAT -17/LONG 10)
4 Small Save (Southeast Corner)
• .44 Scoped Magnum and Ammo 1 Ant Researcher
This submerged corpse carries a Skill Book
5 Ant Queen’s Hatchery that’s otherwise easy to overlook.
Bring a Flamer and Fuel, as a monstrous • D.C. Journal of Internal Medicine (10/25)
Queen guards the clusters in this area; collect
her Pheromones and the paltry amount of
2 Cluster of Ant Eggs
Chems, Shotgun Ammo, and items that are You’re asked to inject this with a Stimpak to
with the skeletal remains around the room’s stimulate Forager Pupae growth (if your Medi-
perimeter. cine or Science skills are high enough). Wait
24 hours, then return here; the Pupae have
grown into a much larger mutation. Doctor
APPENDICES
• Threat Level: 3 • Interior Exploration You’re at the north of the Super Mutant terri- • Main Quest: Finding The • Guns And Ammunition
• Faction: Raider • Rare Or Powerful Item tory in this zone and should expect combat Garden Of Eden • Health And Chems
• Collectibles: Nuka-Cola • Sleep Mattress with them. Activate the Electrical Switch to • Threat Level: 5 • Interior Exploration
Quantum, Skill Book • Hostile: Raider, Robot pick up Radio Signal Sierra Romeo. Trian- • Faction: Super Mutant, • Rare Or Powerful Item
• Guns And Ammunition Genus gulate the Morse Code; it leads to a Sewer Vault Dweller • Sleep Mattress
MOTHERSHIP ZETA
• Health And Chems • Inhabitant: Torcher Entrance [4.B]. • Danger: High Radiation • Underground Connection
(3)
Once under the Brotherhood of Steel’s protec- • Hostiles: Centaur,
tion, this is now home to a small Raider scav-
enger team under the leadership of Torcher.
Note • Collectibles: Nuka-Cola
Quantum, Skill Book (2)
Radroach, Super Mutant
Genus
Triangulate a radio signal by listening • Area Is Locked • Inhabitants: Fawkes, Sid
Inside the exterior defenses are a couple of
to the sound quality. As the sound • Follower
tables with items on them:
becomes clearer, you’re near your DEAD MONSTROSITIES
POINT LOOKOUT
• Ammunition Box • Combat Knife
• First Aid Box target. If it sounds staticky or cuts
This is a place where F.E.V. experiments have
out completely, you’re heading in the
Torcher is in the interior substation, and he’s led to unspeakable breeding programs and
wrong direction.
armed with a Flamer to really cause you some the creation of new Super Mutants. Humans
problems—unless you roll in a Grenade and • Radio Signal Sierra Romeo began experimenting on one another in order
catch him and his friend (who’s hiding behind to gain a jump forward in evolution. What
Drainage Chamber Alcove
BROKEN STEEL
the computer machinery to the right). Then hunt 1 they achieved was a plummet into a realm of
for a place to sleep and important items; don’t Pick up the Encryption Key near the desk with monstrosities. Seen as the Eastern “birthing”
forget the Quantum inside the safe: the broken terminal; then activate the other ter- place of the Super Mutants, this is the closest
• Torcher’s Helmet • Guns and Bullets minal to open the flap-trap door. This leads to the Muties have to holy ground. The central
(24/152) (06/25) a hidden lower alcove with two dead Chinese hot spot of the radiation has been measured
• Ammunition Box (3) • Nuka-Cola Quantum Remnant Spies. There’s Purified Water and at up to +2910 RAD/SEC. This means instant
THE PITT
• 10mm Pistol and Ammo (24/110) other important items here: death, and the exterior entrance is inacces-
sible. There’s a .32 Pistol and a dead scientist
• Scribe Pre-War Book • Mini-Nuke (20/92)
4.04: BROADCAST (29–30/103) • Chinese Army: Spec. Ops.
with a Radiation Suit, but you’ll never live long
enough to reach them. The only way to enter is
• Encryption Key Training Manual (4/25)
TOWER KT8
OPERATION: ANCHORAGE
via Little Lamplight.
(LAT -26/LONG 09)
4.05: ROCKBREAKER’S REACTOR CHAMBER
LAST GAS (LAT -21/LONG 08) Note
The following exploration assumes
you’ve entered Vault 87 via the
interior back entrance at the north end
TOUR
of Murder Pass or the Great Chamber.
See Little Lamplight for more details.
MISC. QUESTS
• Threat Level: 3 • Highly Visible Landmark
You can access Peter Stevens’s terminal in a
• Faction: Super Mutant • Interior Exploration
small, partially barricaded room with Chems,
• Collectibles: Mini-Nuke, • Radio Signal
• Threat Level: 2 • Collectible: Nuka-Cola a Stimpak, and a floor safe. There are three
Pre-War Book (2), Skill • Hostile: Centaur, Super
• Faction: Enclave Quantum uncorrupted entries.
Book Mutant Genus
• Hostile: Enclave Eyebot • Floor Safe Items
MAIN QUEST
Off the north–south road, near a rad-lake and
shack is Rockbreaker’s Last Gas, named for
2 Dead-end Mannequin
Drainage
the quality shale quarried nearby. The place is Check the tiny crates for Whiskey and this
Chamber Skill Book:
deserted, save for an irritating Eyebot and a
dead Wastelander, Chems, and Food. This is • Nikola Tesla and You (7/25)
GEAR
APPENDICES
4.08: LITTLE
LAMPLIGHT 8
(LAT -26/LONG 02) The Great Chamber 14
MOTHERSHIP ZETA
7
13
12
Murder Pass
POINT LOOKOUT
6
5
BROKEN STEEL
• Lots O’ Caps
• Main Quest: Finding The • Rare Or Powerful Item
Garden Of Eden 3
• Sleep Mattress
• Freeform Quest (8) 10
• Underground Connection
• Threat Level: 5
• Work Bench
• Faction: Super Mutant,
• Lamplight Dogs: Rex,
Vault Dweller, Waste-
THE PITT
Hooligan, Mutt Mutt, 4
lander
Muttface, Bandit, and
• Services: Healer, Pete
Repairer, Trader
• Hostile: Super Mutant
• Danger: Chain Trap, Genus
OPERATION: ANCHORAGE
2
Grenade Bouquet (2),
Low Radiation
• Inhabitants: Angela Lamplight Caverns 1
“Princess,” Betty
• Collectibles: Holotape: “Bumble,” Billy
Replicated Man (2), “Biwwy,” Eclair, Joseph,
Nuka-Cola Quantum, Lucia “Lucy,” Mayor
Schematic, Skill Book (2) MacCready, Nicholas
• Area Is Locked “Knick Knack,” Penny,
U4.08.1 LAMPLIGHT • Holotape: The Replicated • Store Inventory:
• Guns And Ammunition Ricky “Zip,” Squirrel, Sue CAVERNS Man (6/24) Schematics: Bottlecap
“Knock Knock” • Holotape: Jason Grant’s Mine (9/23)
1 Front Gate
TOUR
Diary (2) • Store Inventory: Storm-
Lamplight caverns were discovered in the chaser Hat
On the door is the no-nonsense Mayor • Knick Knack’s Supply Key
late 19th century and converted into a tourist • Store Inventory: Bottle
MacCready, who requires more than a little • Store Inventory: Missile
attraction in the 1920s. With its strong gov- Launcher Caps
coaxing before he lets you in. Check the Main
MISC. QUESTS
ernment ties, Vault-Tec annexed portions of • Ammunition Box (3)
Quest for this information.
the caves. On the day the bombs fell, several 4 Spelunker’s Cafe
school classes were attending a field trip. A 2 “Essentials” Shack Proprietor Eclair can sell you food. You can
practical lesson in geology quickly turned into Inside is a schoolroom where Joseph is some-
a study in survival. Over the next couple of dive into the water, but there’s nothing of note.
times teaching Bumble. Next is the doctor’s Pickpocket Eclair’s Cooler Key, and raid the
days, their adult chaperones either aban-
MAIN QUEST
office, where Lucy tends to wounds and can contents of his cooler for a sudden drop in
doned the children or ventured out to learn fill you in on Replicated Man details. You can
what had happened, never to return. Karma.
sleep here. • Eclair’s Cooler Key
The child survivors established a set of
• Holotape: The Replicated • Ammunition Box (4)
rules that would guarantee their existence; Man (5/24) 5 Back Gate
without any adult “interference,” they lived life Princess guards the Back Gate. There’s only
GEAR
as they saw fit. Two hundred years later, Little 3 Knick Knack’s Souvenirs a mattress here, which is useful if you want to
Lamplight still exists as a village of children. Talk, Trade, or get Knick Knack to Repair your sleep before venturing into Murder Pass. The
There are two laws they follow: equipment. Pickpocket Knick Knack’s Supply gate is only opened once you request passage
CENSUS
1. They will obey the mayor, who is elected Key and ransack the entire contents of his from Mayor MacCready.
by public voting. They can elect a new one at store; the best items are listed below (or buy
any time. them like a civilized person). You can also U4.08.2 THE GREAT CHAMBER
pick up Purified Water; food; Detergent; and
2. They must leave the town before their 16th 6 Rock Pillar Balcony
FACTIONS & BESTIARY
birthday, or they will be forced out or killed. three Holotapes, one related to the Repli-
• Ammunition Box (2)
The place is easy to see from a distance, cated Man (you may need to speak to him
thanks to the large water tower, windmills, for this information), while the other two are 7 Game Room with Pool Table
and rickety lookout towers. Quickly check the diary entries by Jason Grant, one of the first Check the Holotape (from an unknown girl
gift shop for food, Detergent, and three Ammo Lamplighters. letting everyone know Jason was the first mayor)
Boxes. on the table and a nearby alcove with a Work
• Ammunition Box (3) Bench and a Bottlecap Mine.
TRAINING
APPENDICES
OFFICE #1, CONNECTING • Threat Level: 5 • Interior Exploration
BARTER SKILL POSSIBLE REWARD(S) • Faction: Talon Mercenary • Rare Or Powerful Item
CHAMBER, OFFICE #2
30 or lower 10mm Bullet (1)
• Danger: Low Radiation, • Sleep Mattress
Inside the first office, there are a few Mines, Shotgun Trap • Hostile: Commander
10mm Bullet (1), .556 Ammo Radroaches, a safe, and the listed items. Head • Collectibles: Mini-Nuke, Jabsco, Talon Company
31–50
MOTHERSHIP ZETA
Bullets (24), Mutfruit into a connecting chamber to the other office Fat Man Launcher, Guard Dog, Talon
10mm Bullet (1), .556 Ammo (essentially allowing you to investigate both Nuka-Cola Quantum, Skill Company Mercenary,
51–70 Bullets (24), Mutfruit, Mentats (1), buildings without getting irradiated!). The Book (3) Talon Company Robot
Stimpak (1) connecting chamber houses Radroaches; a • Guns And Ammunition Genus
10mm Bullet (1), .556 Ammo footlocker; and a locker with Rad Chems, Stim- • Health And Chems
71+
Bullets (24), Mutfruit, Mentats paks, a Radiation Suit, and a locker. The other A main military installation that suffered a
(1), Stimpak (1), Micro Fusion direct hit back when the bombs fell is now the
Cell (20) office has a Work Bench, a Bottlecap Mine, a
POINT LOOKOUT
Tool Cabinet, and a couple more useful items: headquarters for the Talon Company. From a
FREEFORM QUEST: BIWWY’S • First Aid Box (3) • Nuka-Cola Quantum
distance, this place looks like a small refugee
WAZER WIFLE • D.C Journal of Internal (28/110) camp with tents, but on closer inspection, the
Medicine (11/25) • Work Bench Talon Company appear and take no prisoners.
Biwwy is located in the Great Chamber and
usually can be found sleeping in one of the • Radiation Suit
side alcoves or wandering the rope bridges.
BROKEN STEEL
Talk to him, and he says he’s been taken 4.10: VAPL-58 5
4
THE PITT
have a weapon that’s more powerful than a 6
normal Laser Rifle!
• Biwwy’s Waser Wifle (26/152) 5
FREEFORM QUEST:
OPERATION: ANCHORAGE
1 2
LAMPLIGHT’S HISTORY 7
If you locate Joseph, who’s usually in
the school classroom near the main gate Exterior Talon Defenses
entrance, you can ask him about how
his teaching is going and then how Little • Threat Level: 2 • Interior Exploration
• Collectible: Mini-Nuke, • Work Bench
INTERIOR MAPS AND
Lamplight got started. It is a tale of woe and
Nuka-Cola Quantum, • Hostile: Yao Guai LOCATIONS
survival. Only one rule to follow: they have to
Skill Book
leave before they become a Mungo and keep
TOUR
Lamplight safe from grown-ups. Avoid or attack the nearby Yao Guai, and
20
look to the building northwest of the Brahmin
4.09: JALBERT Skull Shack [5.U]. Two power lines from the 18
MISC. QUESTS
north and east intersect. Open the door to the
BROTHERS WASTE Substation, and you find a Work Bench with
CO Quarters 19
some Darts and a Bottlecap Mine; then open
DISPOSAL the desk safe. There’s food in the Eat’o’tronic
(LAT -18/LONG 03) 3000, next to the First Aid Box on the wall. 17
Don’t forget to check the light fixture for the
MAIN QUEST
Mini-Nuke. 16
• Work Bench • Mini-Nuke (21/92)
Fort Bannister
• Nuka-Cola Quantum • First Aid Box
(29/110) • 30 Handy Flamethrower 15
Bunker
• Dean’s Electronics (4/25) Recipes (5/25) 12
GEAR
4.11: FORT 13
10
BANNISTER
CENSUS
22
23
Beware of foes and a turret. Find the locked wooden door down the
• Ammunition Box (3) • Chinese Assault Rifle stairs, and enter this storage room, which con-
17 Dormitory tains substantial collectibles:
Tip There are weapons, enemies, a small scat-
tering of food and Chems, and bunk beds to
• Big Book of Science
(6/25)
• Mini-Nuke (22/92)
• Ammunition Box (2)
If you’re a fan of Missile Launchers, sleep on. • Fat Man (4/9)
you’re in luck; there are four or 4.A:
• Ammo Box Ammunition (5)
five Mercenaries carrying them
throughout the interior of this place.
Secondary Locations
Note 4.C: MILITARY TRUCK
The CO Quarters and Bunker are SHALEBRIDGE ANT HILL (LAT
linked. If possible, enter the Bunker -26/LONG 13) (FREEWAY; LAT -20/LONG 12)
first so you can Hack and deactivate This ant hill leads to • Threat Level: 1
the turrets before they shoot you. a large subterranean • Guns And Ammunition
cavern system. For • Hostile: Mirelurk Genus
8 Square Generator Room information, check out
Deactivate the Frag Mines and watch for Location 4.01.
foes here and in every room you visit. To the east of this freeway wreckage is a mono-
• Frag Mine (2)
4.B: DRAINAGE CHAMBER rail that has crashed into the river, but the real
(RELATED TO 7.A: BROADCAST area of interest is the Military Truck parked on
9 Small Gun Storage Room TOWER KT8; LAT -26/LONG 10) the sloping freeway section.
Check the top of the cabinet here. This Drainage • Ammunition Box (2)
• Guns and Bullets (8/25) Chamber leads to a 4.D: BEACHED BOAT
small subterranean
10 Northern Exit (LAT -15/LONG 10)
tunnel. For informa-
tion, check out Loca- • Threat Level: 1
Duck down to avoid the Rigged • Danger: Low Radiation
tion 4.04.
Shotgun Traps on either shelf on • Guns And Ammunition
the south wall. Disarm them using • Hostile: Mirelurk Genus
Repair.
• Combat Shotgun and Ammo (2) East of the MDPL Mass Relay Station is a
beached boat, lying on the remains of the
11 Wall Terminal Potomac.
Deactivate the turret to the west, or simply • Ammunition Box (2)
avoid it.
• Frag Grenades (2)
APPENDICES
4.E AND 4.F: ABANDONED 4.J: WASTELAND GYPSY 4.L: JUNCTION SHACK
SHACK & CONTAINER (LAT VILLAGE (LAT -18/LONG 06) (LAT -20/LONG 01)
-23/LONG 08 & 09) • Threat Level: 3 • Threat Level: 2
• Threat Level: 3 • Factions: Ghoul, • Danger: Mines
MOTHERSHIP ZETA
• Faction: Enclave, Super Wastelander • Guns And Ammunition
Mutant • Danger: Low Radiation
• Danger: Low Radiation • Collectible: Mini-Nuke,
• Collectibles: Pre-War Skill Book (3) This small shack has a few Mines to dissuade
Book, Skill Book (2) • Guns And Ammunition • Hostile: Enclave Eyebot,
inquisitive scavengers.
• Guns And Ammunition • Interior Exploration Ghoulish Wastelander,
• Sleep Mattress Radscorpion Genus • Frag Mine • Ammunition Box
• Interior Exploration
POINT LOOKOUT
• Rare Or Powerful Item A ramshackle community, making the best of 4.M: ORANGE TRUCK DEBRIS
• Sleep Mattress the nuclear weather, has gradually fallen into (LAT -23/LONG 00)
• Work Bench disrepair, and its inhabitants are gradually • Threat Level: 2
• Hostile: Radroach, Super Mutant Genus turning Ghoulish. • Faction: Super Mutant
This Abandoned Shack overlooks an irradi- • Hostile: Super Mutant
ated lake northwest of Rockbreaker’s Last
West and South Lean-Tos Genus, Robot Genus
• Ammunition Box (3)
BROKEN STEEL
Gas. You can also see Super Mutants near
the empty Abandoned Container, which is Shack #1
not necessary to check out. Inside the shack, On the highest ground near the large tree, 4.N: SCAVENGER RUIN
there are two caged Radroaches, a fridge check the open refrigerator for a Skill Book. (LAT -22/LONG -02)
with food, some Darts, and a locker contain- Inside the shack is a skeleton in a bathtub, • Threat Level: 2
ing the Victory Rifle. Also check the floor safe, who ended it all with a toaster. Locate the • Faction: Wastelander
THE PITT
the mattress, and the Work Bench (check the following: • Services: Repairer,
middle shelf for a Skill Book). • Tumblers Today (7/25) • Combat Shotgun and Trader
• Work Bench • Scribe Pre-War Book • Ammunition Box (2) Ammo • Collectibles: Nuka-Cola
• Victory Rifle (28/152) (31/103) Quantum, Pre-War
OPERATION: ANCHORAGE
Book (2)
• Floor Safe Items • Guns and Bullets (9/25) Shack #2
• Ammunition Box • Dean’s Electronics (5/25) • Guns And Ammunition • Sleep Mattress
This has a picnic table to the door’s right and
• Holotape: Keller (7/24) • Health And Chems • Friendly: Scavenger
is north of Shack #1. There’s a Stimpak, a foe,
Just north of the Charnel House is another
4.G: FISHING HOLE AND YAO and a mattress here too.
ruined building. Inside waits a Scavenger,
GUAI LARDER (LAT -17/LONG 09) • Stealth Boy • Tales of a Junktown Jerky
from whom you can Trade or request Repairs;
• Threat Level: 4 Vendor (7/24)
you can take his Pre-War Books and Quantum
• Danger: Low Radiation Shack #3 without penalty, but his food, Purified Water,
• Hostiles: Enclave Eyebot, This shack is near a tree stump (left of the
TOUR
footlocker, and other items count as Stealing.
Robot Genus, Yao Guai door). There is a lean-to near a burned-out
Coach Liner section. The lean-to contains a • Nuka-Cola Quantum • Sawed-Off Shotgun and
(32/110) Ammo
South of the MDPL Mass Relay Station is a small Carton of Cigarettes. Inside is a scene of a
• Scribe Pre-War Book • First Aid Box
MISC. QUESTS
fishing shack and outhouse. The real danger lies massacre and the following:
(33–34/103) • Ammunition Box
in the rocks behind the shack; this is where a • Ammunition Box (3) • Mini-Nuke (23//2)
pack of three Yao Guai are hoarding their kills. • Combat Shotgun • Duck and Cover! (7/25) 4.O: CAPTAIN COSMOS
4.H: RUINED FARMHOUSE • Laser Rifle BILLBOARD, AND DEBRIS
(LAT -15/LONG 07) 4.K: WASTELANDER PYLON (LAT -20/LONG 00)
MAIN QUEST
• Threat Level: 3 (LAT -14/LONG 05) • Threat Level: 1
• Danger: Low Radiation • Threat Level: 2
• Hostile: Yao Guai • Faction: Ghoul, Waste-
lander
• Danger: Low Radiation
GEAR
• Hostile: Bloatfly
• Collectible: Nuka-Cola patch them and loot their treasures; there’s
Quantum a personal footlocker, Darts, and a variety
• Hostile: Radscorpion Overlooking Fort Bannister to the east are
of other items to loot:
Genus three broadcast towers, all completely useless.
• Assault Rifle • Scribe Pre-War Book This is a good location from which to attack
Check the nearby Coach Liner wreckage for • First Aid Box (32/103)
some Darts, then locate the truck resting in a dry Fort Bannister; you have a great view and can
• Ammunition Box • Mini-Nuke (24/92)
streambed. The Quantum is near the barrels. snipe from this large rocky outcrop.
• Holotape: Keller (8/24)
TRAINING
4.Q: BANNISTER CRATER However, the real area of interest is under the ENCLAVE CAMP LOCATIONS
(AND SURROUNDING RUINS; overturned truck. An odd-looking explorer has
dropped an Alien Blaster and ammo. CAMP E4.01 (LAT -23/LONG 09)
LAT -14/LONG -01) • Main Quest: Picking Up • Threat Level: 2
• Rubble Safe Items • Alien Blaster and Power
• Threat Level: 5 The Trail
Cells (8)
• Faction: Enclave, Super A squad of Enclave disembarks from a
There are reports of strange radio signals ema-
Mutant, Talon Mercenary descending Vertibird, which you can shoot out
nating from a Crashed Anomaly [2.G].
• Danger: High Radiation of the sky with a Missile or other ordnance.
• Guns And Ammunition
4.R: DRAINAGE CHAMBER
• Rare Or Powerful Item • Hostiles: Enclave Camp CAMP E4.02 (LAT -21/LONG 07)
(RELATED TO 7.A: • Main Quest: Picking Up • Guns And Ammunition
• Alien Captive (Deceased) Personnel, Radscorpion
Genus, Super Mutant BROADCAST TOWER PN; The Trail • Health And Chems
Genus, Talon Company LAT -24/LONG -03) • Threat Level: 2
Mercenary, Yao Guai A small exploratory force has murdered a
This Drainage Chamber
The massive bombardment of countless leads to a tiny subterra- Wastelander outside Rockbreaker’s Last Gas
nuclear strikes has turned the area to Fort Ban- nean room. For tactics and has set up a roadblock.
nister’s east into a hellhole; there are over a and the available items • Enclave Crate First Aid • Enclave Crate Ammunition
dozen large craters near the outer areas of the here, check out loca-
fort and six separate clusters of ruined build- tion 7.A: Broadcast
CAMP E4.03 (LAT -15/LONG -01)
ings to sift through. Tower PN. • Main Quest: Picking Up • Guns And Ammunition
The Trail • Health And Chems
NORTHWEST BUILDING CLUSTER 4.S: CRATER POOL • Threat Level: 4
• Ammunition Box (LAT -18/LONG -03) An expedition force is investigating Bannister
The epicenter of this destruction is a massive • Threat Level: 4 Crater. There are turrets at the top with an
central impression known as Bannister Crater. • Faction: Super Mutant, Enclave Field Research Terminal: Crater Camp
This gigantic dent in the earth features furrows Talon Mercenary Terminal: Read them to learn that President
east and west of the main crater, where a Mili- • Danger: Low Radiation Eden has ordered this area explored and
tary Truck has tipped over. Check the rubble • Hostile: Talon Company samples from the crater taken.
for a couple of desks you can open, a Waste- Mercenary • Enclave Crate Ammunition (2)
lander with RadAway, and a locked Safe. West of Fort Bannister are two irradiated
pools. Watch for Talon Merc attacks.
Zone 5:
Central Plains and Potomac
-13 -12 -11 -10 -09 -08 -07 -06 -05 -04 -03 -02 -01 00 01 02 03
TOPOGRAPHICAL OVERVIEW 13 1
A
12 1
The Wastelands’ central area, just north of your starting location at Vault D
101, has numerous small landmarks and interesting shacks to explore; 11 C E
there are a variety of Primary Locations too. Repel the Super Mutant 10 B
threat at the Germantown Police HQ on the hill, learn how to maneu- F 2
2
09 U5.05.2
ver around linked underground areas between Northwest Seneca and H
U5.02
U5.05.1 4
Meresti, and marvel at where Wastelanders choose to live—the freeway 08 J 6
bridge settlement of Arefu beckons you! In the middle of this area is Big
5
07
G 3 I K
Town, where Large Lamplighters go when they become Mungos. There’s 7 M
06 L O S
an easy underground exploration in Springvale School too. And if
BS.A
N 9 P 3
you’re ready for a complete freak-out, head to the half-hidden Vault 106 05
Q T
R
and try to survive the surprises inside! 04 8
10
AVAILABLE COLLECTIBLES 03
02
BS.B
11 V W X
U
• Bobbleheads: 2/20 • Skill Book (Medicine): 3/25 01
12
• Fat Men: 1/9 • Skill Book (Repair): 1/25
00 Z 5 BB
• Fat Man Mini-Nukes: 7/92 • Skill Book (Science): 1/25 7
• Unique Items: 7/152 • Skill Book (Small Guns): 1/25 -01
Y AA
CC DD
APPENDICES
5.H: Bowling Billboard (LAT -08/LONG 09)
PRIMARY LOCATIONS 5.I: Rusting Tub and Broken Bridge (LAT -05/LONG 07)
5.J: Hallowed Moors Shack (LAT -05/LONG 08)
5.01: Germantown Police Headquarters (LAT -02/LONG 13)
5.K: Riverside Raider Shacks (LAT -03/LONG 07)
5.02: Northwest Seneca Station (LAT -10/LONG 09)
5.L: Rusting Tub (LAT -12/LONG 06)
MOTHERSHIP ZETA
5.03: Hamilton’s Hideaway (LAT -07/LONG 07)
5.M: North Arefu Pier (LAT -10/LONG 08)
5.04: Hallowed Moors Cemetery (LAT -04/LONG 09)
5.N: South Arefu Pier (LAT -10/LONG 05)
5.05: Meresti Trainyard (LAT -01/LONG 07)
5.O: Dry Pier (LAT -07/LONG 06)
5.06: Agatha’s House (LAT 01/LONG 08)
5.P: Jackknifed Truck (LAT -05/LONG 05)
5.07: Arefu (LAT -11/LONG 06)
5.Q: Cratered Hamlet (LAT -01/LONG 05)
5.08: Fordham Flash Memorial Field (LAT -08/LONG 04)
5.R: Ruined Farmhouse (LAT 02/LONG 05)
5.09: Moonbeam Outdoor Cinema (LAT -06/LONG 05)
POINT LOOKOUT
5.S: Dead Man’s Caravan (LAT 03/LONG 06)
5.10: Big Town (LAT -04/LONG 03)
5.T: Irradiated Pool (LAT 03/LONG 05)
5.11: Kaelyn’s Bed & Breakfast (LAT -09/LONG 02)
5.U: Brahmin Skull Shack (LAT -13/LONG 02)
5.12: Vault 106 (LAT -09/LONG 01)
5.V: Drainage Outlet (LAT -08/LONG 02)
5.13: Jury Street Metro Station (LAT -10/LONG -03)
5.W: Rusting Tub, Shack, and Pier (LAT -02/LONG 02)
5.14: Springvale School (LAT -01/LONG -01) 5.X: Jackknifed Truck (LAT 03/LONG 02)
BROKEN STEEL
5.Y: Patriotic Picnic Area (LAT -08/LONG -01)
SECONDARY LOCATIONS 5.Z: Ruined Farmstead and Outbuilding (LAT -05/LONG 00)
5.AA: Freeway Raider Encampment (LAT -05/LONG -01)
5.A: Wrecked Vehicles (LAT -13/LONG 12)
5.BB: Lakeside Ruins (LAT 01/LONG 00)
5.B: Military Truck (LAT -13/LONG 10)
5.CC: Rusting Tug (LAT 02/LONG -01)
5.C: Wrecked Monorail Carriage (LAT -12/LONG 11)
5.DD: North Pier (LAT 03/LONG -01)
THE PITT
5.D: Ruined House (LAT -05/LONG 12)
*BS5.A: Bridge Attack (LAT -04/LONG 06)
5.E: Power Transformers (LAT 02/LONG 11)
*BS5.B: Female Wastelander (LAT -11/LONG 02)
5.F: Rusting Boats (LAT -12/LONG 09)
*BS5.C: Hank’s Electrical Supply (LAT -11/LONG -03)
5.G: Scavenger Shack (LAT -09/LONG 07)
*These locations are detailed in the Tour section of Broken Steel.
OPERATION: ANCHORAGE
Primary Locations
5.01: GERMANTOWN MAPS AND LOCATIONS
POLICE Police HQ: Basement 13
TOUR
HEADQUARTERS
(LAT -02/LONG 13) 12
MISC. QUESTS
14
Police HQ:
Ground Floor
MAIN QUEST
8
9 7
11
• Miscellaneous Quest: Big Skill Book (2)
GEAR
• Sleep Mattress
Trap • Hostile: Enclave Eyebot, 2
• Collectible: Fat Man Radroach, Super Mutant 5
Launcher, Nuka-Cola 4
Genus
Quantum, Pre-War Book, • Inhabitants: Red, Shorty
FACTIONS & BESTIARY
1 3
8 Debriefing Room
• Lying: Congressional Style (1/25)
9 Cells
2
Use the Password to unlock the lockdown 3
terminal, and check the table for a Pre-War
Book. Or, unlock Red’s Cell manually. 1
• Scribe Pre-War Book (35/103)
10 Restroom
• Hunting Rifle
APPENDICES
Return to Murphy with Sugar Bombs. Bring eight Under two blasted trees is a skeleton draped
Note boxes at once, and Murphy makes one Ultrajet,
which you can purchase (the price is based on
over a rock. This marks the entrance to an
often-overlooked cavern that began as a crude
The Meresti Service Tunnel is described
your Barter). You can also loot his footlocker, and unfinished bomb shelter. Once the bombs
in Location 5.05: Meresti Trainyard.
stealing all the Ultrajets and Sugar Bombs he’s dropped, it became a lair for Chem smug-
MOTHERSHIP ZETA
made, but it’s impossible to do this without glers. It now holds a small Raider force that
RELATED INTERACTIONS violence. fights against the mutated creatures that share
Murphy: You can ask him about the where- • Ultrajet (VAL 50, AP +40) the lair. Although the family aren’t currently in
abouts of the Family, if you have already begun residence here, there’s much to explore.
the Miscellaneous Quest: Blood Ties. 5.03: HAMILTON’S HAMILTON’S HIDEAWAY
You can run an errand for him.
HIDEAWAY 1 Three Adjoining and Small Rooms
POINT LOOKOUT
FREEFORM QUEST: (LAT -07/LONG 07) Locate this from the ground catwalks; one
MURPHY’S BOMBING RUN room has a Work Bench with a Bottlecap Mine.
Murphy is a Ghoul who’s hoping you’re not • Work Bench • Bottlecap Mine
here to “steal his secrets.” Answer that you’re • First Aid Box
not, and he tells you it isn’t easy making Ultra-
jet. The Chem, which Murphy has perfected, 2 Sandy Cavern
BROKEN STEEL
has double the potency of Jet, but Murphy is This area with the two generators is the best
lacking the final of three ingredients—Sugar place to slay Radscorpions.
Bombs. For every Sugar Bomb box you bring,
he’ll pay you 30 Caps. • Miscellaneous Quest: • Guns And Ammunition
3 T-Junction with Corpse
• Note: Sugar Bombing Run Galaxy News Radio • Health And Chems 4 Raider Hideout
THE PITT
• Miscellaneous Quest: • Interior Exploration
INTERIOR MAPS AND Blood Ties • Work Bench
Search the counter for Cherry Bombs and
LOCATIONS • Threat Level: 3 Vodka, and search the room for Chems and a
• Hostile: Radroach,
• Faction: Raider Stimpak. Also bag the following:
Radscorpion Genus,
6
• Collectibles: Mini-Nuke, Raider
OPERATION: ANCHORAGE
• Duck and Cover! (8/25) • Nuka-Cola Quantum
Skill Book (2) (34/110)
Hamilton’s Hideaway
Concrete Tunnel
Note 5
Take your time tackling Radroaches and Rad-
5 Locate Three Dog’s Cache Key before scorpions so you’re not overrun.
beginning your search.
6 Three Dog’s Cache
See the Freeform Quest below for details.
TOUR
7 Eastern Raider Bunk Room
4 • First Aid Box
7
FREEFORM QUEST: CACHING
MISC. QUESTS
IN WITH THREE DOG
During Main Quest: Following in His Foot-
3
steps, visit a place other than Galaxy News
Radio:
1. Head to Rivet City and speak with Doctor Li.
MAIN QUEST
2. Head to Vault 112 and enter Tranquility Lane.
Or, agree to complete Main Quest: Galaxy
News Radio and obtain the Virgo Lander
2 Dish. Before you repair the dish atop the
Washington Monument, execute plans 1 and
GEAR
Note
You can only retrieve this loot if you
have the key, so you might want to
TRAINING
plan ahead!
APPENDICES
Meresti Metro Station
16 14
6
MOTHERSHIP ZETA
6
15
7 7
8
POINT LOOKOUT
17
FREEFORM QUEST: SPECIAL
DELIVERY 9
18 If you have finished Miscellaneous Quest:
Blood Ties and Ian West has been found
(and he’s either back in Arefu or with the
BROKEN STEEL
Family in this station), you can hand him Lucy’s
Sealed Envelope. If you don’t have the enve-
You can also unlock his wall safe from the ter-
lope, then locate Lucy West in Megaton and
minal. In the bedroom, there’s a locked sword
agree to complete the errand she requests.
cabinet, or Pickpocket or Loot Vance for the
There’s no reward, except peace of mind.
Sword Cabinet Key; the cabinet contains the
THE PITT
fabled Vampire’s Edge.
• Sword Cabinet Key • Vampire’s Edge (30/152)
13
18 Security Room 5
OPERATION: ANCHORAGE
Sealed until Vance allows you access. Ian
West is inside; he can be persuaded to return 5.06: AGATHA’S 10
3
4 4
to his home in Arefu.
HOUSE (LAT 01/LONG 08) 12
11
FREEFORM QUEST: A
PENCHANT FOR PLASMA Meresti Service Tunnel
Complete Miscellaneous Quest: Blood
Ties, and speak with Vance. He has a pro-
posal to share with Evan King of Arefu. Head
TOUR
there, listen as Evan accepts the proposal for
the Family to protect the settlement, and return
to Vance, telling him the deal is brokered. You 2
MISC. QUESTS
can now speak to Vance about the “vampiric
ways.” Listen to him, and you are awarded
• Miscellaneous Quest: • Guns And Ammunition
the Hematophage perk. Agatha’s Song • Interior Exploration
1
• Freeform Quest • Main Trading Route
FREEFORM QUEST: I WANT
• Threat Level: 1 • Radio Signal
TO DRINK YOUR BLOOD
MAIN QUEST
• Faction: Wastelander • Rare Or Powerful Item
Speak with Vance, and once you come to an • Services: Repairer, Trader • Inhabitant: Agatha
agreement about Arefu, the conversation can • Collectible: Mini-Nuke FREEFORM QUEST: GOING
be steered into speaking about Blood Packs. Agatha’s tiny house is built in the middle FOR A SONG
Vance is happy to pay 15 Caps for every one of a rocky outcrop, accessible via a rope Once you’ve completed Agatha’s Song, she
GEAR
you find. Scour the Wasteland for these—if bridge. You’ll usually meet a Trader here, as requests you help her write down the music for
you aren’t sucking them down yourself! this is part of the gigantic circular trade route posterity and her own happiness. If you oblige,
throughout the Wasteland. Next to Agatha’s you must return to her with one Sheet Music
FREEFORM QUEST: A LITTLE house is a powerful radio antenna. Request
CENSUS
to protect the settlement in return for Blood Song; you are rewarded by the radio mast
Packs, you can find Alan in the Abandoned 2. Arlington Library [9.18]: Children’s
powering up. The signal is strong enough to
House, which is now called Alan’s Residence. Wing—in one of the office cubicles, below a
be heard throughout the Wasteland.
There is little to claim inside except a Skill sheet music stand (page 412).
• Agatha’s Station Signal • Ammunition Box
Book (check Arefu for the information), but 3. Springvale School [5.14]: Inside a
• Agatha’s Ammo Box Key • Mini-Nuke (28/92)
you can now enter this dwelling (which is the classroom in the southeast corner of the inte-
only way to open it up). rior, inside the foot-well of an overturned desk
(page 356).
TRAINING
3 Schenzy Residence
4 King Residence
1
Take the slight Karma hit and unlock
the door, as there are seven Ammo
Boxes to rummage in, and there’s a Bobble-
head: Repair on the table just left of the door. • Threat Level: 2 • Hostile: Raider
• Ammunition Box • Bobblehead: Repair • Faction: Raider
(8/20) At the top of the riverbank is a baseball field
that’s been turned into a small Raider camp,
festooned with strung-up corpses.
APPENDICES
GENERAL NOTES Common House
5.09: MOONBEAM When the children of Little Lamplight reach 16,
3
Bittercup usually resides here. There’s a toilet
OUTDOOR CINEMA they are left with two options: leave the under- with a backflow problem, and little else.
(LAT -06/LONG 05) ground cave system and wander the Waste-
4 The Clubhouse
MOTHERSHIP ZETA
land or enter a “walkabout” and head for the
relative safety of Big Town. This settlement, 5 Scrapyard
known by some Little Lamplighters as “Mungov-
Perhaps the rusting robots could be Repaired
ille,” isn’t named Big Town for its size but for
to repel attackers?
the adults who live there. When you arrive,
you see that all the outer ranch homes have
been boarded up. The inner cluster of homes
POINT LOOKOUT
have sturdy defenses linking each residence,
Once Red has been rescued, Big
and the only way to enter and exit the place
Town becomes an excellent place
is via a rope bridge at the place’s north end.
• Miscellaneous Quest: • Faction: Super Mutant
to return to for medical help from
Super Mutants have raided these “easy pick-
Blood Ties • Collectible: Skill Book
Red, Repairing from Pappy, and
ings” for months now, and the inhabitants have
• Threat Level: 2 • Hostile: Super Mutant
“presents” from Bittercup.
dwindled to the current motley crew. This is
BROKEN STEEL
It seems the Family isn’t at this location, but a also the destination of Red’s boyfriend, Sticky,
couple of eight-foot hulking brutes are scout- who you can chaperone from Little Lamplight FREEFORM QUEST: BITTERCUP
ing this area and the adjacent jackknifed as part of Freeform Quest: A Sticky Situa- RUNNETH OVER
truck [5.P]. There’s a Carton of Cigarettes to tion (page 340). Head into the Common House and look for a
take and sell, as well as a copy of Pugilism 1 Town Hall morose young woman named Bittercup (check
THE PITT
Illustrated. her schedule). She’s grumpy, sarcastic, and
This is devoid of items except for the alcohol in
• Pugilism Illustrated (11/25) her plan in life is to die by the light of the full
the fridge.
moon surrounded by candles, while wearing
2 Red’s Clinic her favorite black dress. Politely greet her.
5.10: BIG TOWN When she (finally) stops talking, reply that
OPERATION: ANCHORAGE
There is an operating room with a severely
(LAT -04/LONG 03) wounded man named Timebomb on a gurney, no one understands you either. After she lists
near Red’s medical supplies, which can’t be every man she’s dated in Big Town (well,
opened. There’s a Holotape and a Skill Book, except Shorty), reply that you have some-
and an empty basement. thing to say. After her warbling, choose any
Kill Red; you can wear her bandana of the first three responses. She hits on you.
(and outfit plus the key to her medical Respond by telling her you’re not in any sort of
supplies) if you wish to turn the entire town relationship. She bashfully ends the conversa-
Hostile. tion. Return to her once every 24 hours, and
TOUR
she gives you a very common, usually useless
• Holotape: The Replicated • Red’s Bandana (and
present, such as a Squirrel-on-a-Stick or Nuka-
Man (10/24) outfit) (32/152)
Cola Bottle. Thanks, lover!
• Miscellaneous Quest: Big • Collectibles: Holotape • D.C. Journal of Internal • Key to Medical Supplies
MISC. QUESTS
Medicine (14/25) • Bittercup’s low-quality Wasteland junk
Trouble In Big Town (Replicated Man), Skill
• Freeform Quest (2) Book
• Threat Level: 1 • Interior Exploration
• Faction: Wastelander • Rare Or Powerful Item
• Services: Healer, (2)
MAIN QUEST
Repairer, Trader • Inhabitants: Bittercup,
• Danger: Low Radiation Dusty, Flash, Kimba,
Pappy, Red, Shorty,
Timebomb
RELATED INTERACTIONS
GEAR
3
2
TRAINING
APPENDICES
INTERIOR MAPS AND LOCATIONS
Vault 106 Science Lab B1
24 22
MOTHERSHIP ZETA
23 13
19 11
POINT LOOKOUT
21 Quarters B1 14 7 8 Vault 106
20
Living
Quarters
BROKEN STEEL
15 16 9 10
18
17
THE PITT
4
GROUND FLOOR 2
3
Adjoining Corridor
OPERATION: ANCHORAGE
11 6
Check the shelves for Chems and the 5
following:
• First Aid Box (2) • Ammunition Box (2) 1
• Frag Grenade (3) Vault 106 Entrance
12 Storage Room 17 Locked Dorm
Inside are two Cartons of Cigarettes
22 Reactor Room
On the other side of the door huddle The previous surgery room and other cham-
and more useful items. The door to the north is
TOUR
two skeletons on a bed and a child’s bers were empty. Enter the Reactor Room and
locked and leads down to the
skeleton under a wall safe. you’re attacked by a Survivor. As soon as you
Science Labs.
• Wall Safe Items strike him, you’re bathed in blue. Watch out!
• Frag Mines (2) • Ammunition Box (3)
MISC. QUESTS
The Tunnel Snakes are here! Wally Mack is
VAULT 106 SCIENCE LABS attacking Butch and Paul Hannon! Back up,
13 Ocular Lunacy!
Approach the door to the south, and you
18 Lunatic’s Lair and watch the carnage, or intervene before
We’re boarding the metaphorical bus to you’re attacked! Blast them! Oh, they disap-
stagger back, enthralled with the blue light.
insanity central! The southeast dorm room the peared. It might be time to leave.
The Vault is clean. There are two doors; each
MAIN QUEST
leads to a room with a terminal. Read the lunatic charged from features books that stand 23 Connecting Room
message on any terminal. It’s from you. You on their ends. There are .308 Rounds in here.
like it here. You want to stay. Keep reading. You can head up the nearby stairs, into a gen- 24 Security Vault
Stay, won’t you? Fine, be like that. Shuffle erator room with another loony, and a door But not before you ransack the security vault
out of the rooms and head north. You snap leading back to the Living Quarters. (using the Master Key), which is a cave full of
GEAR
back into reality (you think) at the top of stairs • First Aid Box skeletons and a metal shelf with Darts and the
leading down. The two rooms you were just in items listed below. Retrace your steps, hoping
are in ruins. Observation Room (Living
19 there’s no permanent damage. Don’t worry,
Quarters) there isn’t. Right?
CENSUS
10
APPENDICES
FREEFORM QUEST: THE JIGG This creates Mole Rat Wonder Meat, which
IS UP has five times the value and four times the HP
gain than regular meat. You can continue to
If you completed Main Quest: Galaxy
come back and create more meat as long as
News Radio and solved the optional
you have enough ingredients. You make a 6
MOTHERSHIP ZETA
puzzle involving two mathematically minded
Caps profit for each Mole Rat Wonder Meat
Mercenaries named Jiggs and Prime, there
you sell.
is a note mentioning that Prime is waiting at
• Mole Rat Wonder Meat (WG 1, VAL 20, Rads +2, HP +20)
the Jury Street Station. If you head into the
diner, Prime is indeed here but missing some
vital appendages...like a head. However, his INTERIOR MAPS AND
corpse contains some incredible items, the LOCATIONS Springvale Elementary School
POINT LOOKOUT
best of which are 500 Caps and a unique
weapon.
• Xuanlong Assault Rifle (34/152)
BROKEN STEEL
Head inside the Gold Ribbon Grocers. Inside,
resist your impulse to search the place, as
there’s an incredibly complicated trap in here.
Complete the following:
1. Turn left (west), look on the floor for the
THE PITT
pressure plate, and step on it.
2. This activates a Brahmin-skull-on-a-stick
trap, which swings down (but won’t hit you).
Stay where you are!
OPERATION: ANCHORAGE
3. The skull strikes a box of detergent, which
creates a domino effect with dozens more
boxes along the produce counter.
4. The last box drops onto a second pressure
plate, which starts a baseball pitcher.
5. The baseballs thrown from the pitcher strike
a bucket and other items on the counter to
your right.
TOUR
6. One of the items is a fire extinguisher,
which falls onto a Bear Trap, and the extin-
guisher explodes.
MISC. QUESTS
7. This knocks a Grenade Bouquet hanging
from the coffee machine. The grenades fall to
the ground.
8. Seconds later, the grenades explode, ignit-
ing the seeping gas from the oven.
9. A fireball rips through the Grocers as
MAIN QUEST
the generator explodes! The whole building 4
shakes. Springvale School (Lower Level)
10. This jolts an ancient skeleton down from 3
a hole in the ceiling; he drops through, along
with the following items: 6 5
GEAR
2
1
FREEFORM QUEST: 9
7
RYAN BRIGG’S
FACTIONS & BESTIARY
WONDERMEAT
Locate Ryan Brigg’s laboratory in the Jury St.
Tunnels, and find the Wonder Meat Maker on 10
11 13
the table along the west wall. Activate it, and 12
combine the following items:
• Wonderglue (1) • Mole Rat Meat (1)
TRAINING
Secondary Locations
north, and there’s a motorbike, a large rubble
wall, and a huge gaping hole revealing that
half of the school has fallen in and Raiders
roam inside. The lower area has double metal
doors leading to the lower-level interior. On 5.A: WRECKED VEHICLES 5.C: WRECKED MONORAIL
the south wall above you is a door to the (LAT -13/LONG 12) CARRIAGE (LAT -12/LONG 11)
interior, too. • Threat Level: 3 • Threat Level: 1
• First Aid Box • Faction: Raider
SPRINGVALE ELEMENTARY • Collectible: Mini-Nuke,
Pre-War Book
SCHOOL: GROUND FLOOR • Guns And Ammunition
EXPLORATION • Sleep Mattress • Hostiles: Mole Rat, 5.D: RUINED HOUSE (LAT
Radscorpion Genus,
1 Grisly Foyer Raider Guard Dog -05/LONG 12)
Head upstairs for the Nuka-Cola Quantum. On the road north of the Potomac and parallel • Threat Level: 2
• Nuka-Cola Quantum (36/110) to the monorail are the remains of an ancient • Faction: Enclave
accident: a 14-vehicle pileup. The real find • Collectible: Skill Book
2 Kitchen • Hostile: Enclave Eyebot
is north along a dry creek bed. A Wanderer
There are Chems, Stimpaks, food in the
and his dogs are camped out on the jetty
fridge, and a dead Mole Rat ready to be
to the north; you must kill him to collect his Check the shelf inside this ruined house.
dissected.
unique armor. The jetty also has food, water, • Duck and Cover! (10/25)
3 Barred Gate Whiskey, a place to sleep, and the following:
5.E: POWER TRANSFORMERS
Oh, those poor children... • Ammunition Box (2) • Mini Nuke (31/92)
(LAT 02/LONG 11)
• Scribe Pre-War Book • Hunting Rifle
4 Northwest Classroom (36/103) • Wanderer’s Leather
• Threat Level: 1
There are scattered items, mattresses, and Armor (35/152) • Faction: Wastelander
haphazard desk barricades in here. • Collectible: Nuka-Cola
• First Aid Box
5.B: MILITARY TRUCK Quantum
(LAT -13/LONG 10) • Friendly: Brahmin
5 Northeast Storage Room • Threat Level: 2 South of Minefield [3.09] is a small set of
Collect Stimpaks here. • Guns And Ammunition transformers. The gate is locked, but there’s
• First Aid Box • Hostile: Robot Genus nothing except discarded Nuka-Cola bottles
inside the grounds. Cross the road to the
6 Restrooms adjacent pylon and locate a skeleton sprawled
There are Chems, body parts, and a mat- Just south of the monorail debris is a large next to his chair with the following:
tress in here. billboard for Vault-Tec next to a military truck • Nuka-Cola Quantum
with a sizable ammo cache. (37/110)
• Ammunition Box (7) • Assault Rifle
356 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONTENT INDEX
ZONE 5: CENTRAL PLAINS AND POTOMAC
APPENDICES
5.F: RUSTING BOATS (LAT 5.K: RIVERSIDE RAIDER 5.O: DRY PIER
-12/LONG 09) SHACKS (LAT -03/LONG 07) (LAT -07/LONG 06)
• Threat Level: 1 • Threat Level: 2 • Threat Level: 2
• Danger: Low Radiation • Faction: Raider • Guns And Ammunition
MOTHERSHIP ZETA
• Danger: Low Radiation • Hostile: Mole Rats, Robot
• Guns And Ammunition Genus
• Health And Chems
Below the military truck are two small rusting • Sleep Mattress • Hostile: Raider Over at the eastern end of the Potomac River,
boats on what used to be the Potomac. There is a small encampment of three or four near Hamilton’s Hideaway, is evidence of the
Raiders near Meresti Trainyards. They are ancient height of the river: a dry pier with two
5.G: SCAVENGER SHACK sometimes mistaken for the Family, until you rusting boats still lying here. Gather the items,
POINT LOOKOUT
(LAT -09/LONG 07) get a closer look. Defeat them (watch for their including Beer, food, and a cute teddy on the
• Threat Level: 1 long-range Hunting Rifle attacks), then search corpse.
• Faction: Wastelander both shacks, where you find Chems, two mat- • Ammunition Box (5)
• Services: Repairer, tresses, Darts, three Cartons of Cigarettes,
food, detergent, and the following:
5.P: JACKKNIFED TRUCK (LAT
Trader
• Danger: Low Radiation -05/LONG 05)
• Frag Mines (3) • Health and Chems
BROKEN STEEL
• Ammunition Box (3) • Sawed-Off Shotgun and • Threat Level: 2
• Guns And Ammunition • Inhabitants: Scavenger,
Scavenger’s Dog Ammo • Health And Chems
• Highly Visible Landmark
• Hostile: Enclave Eyebot,
Right in the middle of the Potomac River is a 5.L: RUSTING TUB (LAT -12/ Super Mutant
highly visible shack with a Scavenger and his LONG 06)
dog. Trade and Repair. If you want, steal his This truck appears on the road heading north-
THE PITT
• Threat Level: 1
two locked Ammo Boxes. You can Pickpocket west from Big Town.
• Danger: Low Radiation
the inventory, too, and steal the Metal Helmet • First Aid Box
• Guns And Ammunition
on the table.
• Ammunition Box (2) 5.Q: CRATERED HAMLET (LAT
OPERATION: ANCHORAGE
-01/LONG 05)
5.H: BOWLING BILLBOARD This boat is empty aside from three Ammo •
Threat Level: 2
(LAT -08/LONG 09) Boxes. •
Faction: Enclave
• Ammunition Box (3) •
Danger: Low Radiation
• Threat Level: 3
• Highly Visible Landmark •
Collectible: Skill Book
5.M: NORTH AREFU PIER •
Hostile: Enclave Eyebot,
• Hostile: Bloatflies,
Deathclaw, Mole Rats (LAT -10/LONG 08) Mole Rat, Yao Guai
• Threat Level: 1 Something heavy and explosive has devas-
tated this office building and nearby hamlet,
TOUR
Use this as a landmark when wandering the • Danger: Low Radiation
northern side of the Potomac River, near North- • Health And Chems and the resulting crater is radioactive. Check
west Seneca Station. the safe in the debris and the one inside the
house ruin. Aside from common items, check
MISC. QUESTS
5.I: RUSTING TUB AND There is a short set of three piers, where the bath in one of the houses for a Skill Book.
BROKEN BRIDGE rusting boats and a caravan are slowly sinking • Safe Items (2) • Tumblers Today (12/25)
(LAT -05/LONG 07) into the mire. Swim into the lake and locate 5.R: RUINED FARMHOUSE
• Threat Level: 2 the half-submerged white speedboat.
(LAT 02/LONG 05)
• Danger: Low Radiation • First Aid Box
MAIN QUEST
• Threat Level: 1
• Guns And Ammunition
• Hostile: Mirelurk Genus
5.N: SOUTH AREFU PIER (LAT • Hostile: Vicious Dog
-10/LONG 05)
The broken bridge is an amusing way to dive • Threat Level: 2
into the irradiated water. The barge has a • Danger: Low Radiation
GEAR
SHACK (LAT -05/LONG 08) This is a single promontory with Mirelurk • Faction: Enclave, Raider
• Threat Level: 2 • Health And Chems
Egg Clutches underneath. The far end has
• Faction: Super Mutant • Hostile: Raider
an empty trunk with a locked First Aid Box
FACTIONS & BESTIARY
There’s a half-buried tub with metal crates School. The Enclave also set up here [5.06]. CAMP E5.05
• Ammunition Box (LAT -05/LONG 00)
containing common items.
5.X: JACKKNIFED TRUCK 5.CC: RUSTING TUG • Main Quest: Picking Up • Threat Level: 3
(LAT 03/LONG 02) (LAT 02/LONG -01) The Trail • Guns And Ammunition
• Threat Level: 2 A team are executing a “cleansing” operation,
• Threat Level: 2
• Danger: Low Radiation burning Wastelander corpses at the Ruined
• Faction: Raider
• Health And Chems Farmstead and Outbuilding [5.Z].
• Guns And Ammunition
• Enclave Crate Ammunition (2)
CAMP E5.06
A rusting tug spilled its radioactive cargo.
The western edge of Bethesda Ruins [6.07] Brave the radiation for Health and Chems.
(LAT -03/LONG -02)
leads to a broken freeway section, on which • First Aid Box (2) • Main Quest: Picking Up • Threat Level: 2
sits a jackknifed truck. The Trail • Guns And Ammunition
• Ammunition Box (3)
5.DD: NORTH PIER The Enclave have landed and departed a Verti-
(LAT 03/LONG -01) bird in the fields just west of Springvale. The
5.Y: PATRIOTIC PICNIC AREA • Threat Level: 2 Bird is still on the ground.
(LAT -08/LONG -01) • Danger: Low Radiation • Enclave Crate Ammunition (2)
• Collectible: Nuka-Cola
•
Threat Level: 2
Quantum CAMP E5.07
•
Danger: Low Radiation
• Health And Chems (LAT 01/LONG -01)
•
Guns And Ammunition
• Hostile: Mirelurk • Main Quest: Picking Up • Danger: Low Radiation
•
Sleep Mattress The pier along the northern edge of the island The Trail • Guns And Ammunition
•
Hostile: Radscorpion near Arefu is covered with Egg Clutches you can • Threat Level: 2
Genus A field research team is studying the mutated
search. Locate the boat with the personal foot-
Check the caravan for a place to sleep.
locker. Dive under the isolated bridge section to creatures in the nearby area. A field terminal
• Ammunition Box (3)
secure an underwater Nuka-Cola Quantum. has two field entries: “Mirelurk” and “Great
• First Aid Box • Nuka-Cola Quantum American Cockroach.”
(40/110) • Enclave Crate Ammunition (4)
APPENDICES
Zone 6: Eastern Hills and
D.C. Outskirts
MOTHERSHIP ZETA
TOPOGRAPHICAL OVERVIEW PRIMARY LOCATIONS
POINT LOOKOUT
There’s a little more life and more built-up areas to investigate in this 6.01: AntAgonizer’s Lair (LAT 17/LONG 12)
neck of the woods; but there are still vast tracts of rural desolation to 6.02: Canterbury Commons (LAT 18/LONG 11)
trudge around too. Beginning in the northwest, visit the Scrapyard for 6.03: Scrapyard (LAT 05/LONG 09)
a new furry friend, and visit the Wheaton Armory if you’re after a chal-
6.04: Wheaton Armory (LAT 10/LONG 08)
lenge with a huge payoff. Canterbury Commons is an important desti-
BROKEN STEEL
nation for Traders, and don’t forget the two motor company factories, 6.05: Corvega Factory (LAT 16/LONG 05)
now home to more than just rusting car parts. To the southwest is the 6.06: Vault 108 (LAT 18/LONG 06)
sprawling Bethesda Ruins and its surroundings. At the outer edge of the 6.07: Bethesda Ruins (LAT 05/LONG 03]
D.C. Ruins is a completely wrecked National Guard Depot and a Metro 6.08: Chryslus Building (LAT 08/LONG -01)
Station leading into D.C. itself. Finally, don’t forget to say hello to Gary!
6.09: Rock Creek Caverns (LAT 16/LONG -02)
THE PITT
6.10: Friendship Heights Metro Station (LAT 14/LONG -03)
AVAILABLE COLLECTIBLES 6.11: National Guard Depot (LAT 18/LONG -03)
• Bobbleheads: 3/20 • Skill Book (Lockpick): 1/25
SECONDARY LOCATIONS
OPERATION: ANCHORAGE
• Fat Man Mini-Nukes: 11/92 • Skill Book (Melee Weapons): 4/25
• Unique Items: 8/152 • Skill Book (Repair): 3/25
• Nuka-Cola Quantum: 8/110 • Skill Book (Science): 4/25 6.A: Regulator Headquarters (LAT 09/LONG 11)
• Scribe Pre-War Books: 9/103 • Skill Book (Small Guns): 3/25 6.B: Jackknifed Freeway Truck (LAT 11/LONG 10)
• Skill Book (Barter): 3/24 • Skill Book (Sneak): 3/25 6.C: Military Truck Checkpoint (LAT 13/LONG 12)
• Skill Book (Big Guns): 5/25 • Skill Book (Speech): 4/25 6.D: Brahmin Pastures (LAT 14/LONG 10)
• Skill Book (Energy Weapons): 2/25 • Skill Book (Unarmed): 2/25 6.E: Canterbury Commons Water Tower (LAT 15/LONG 10)
• Skill Book (Explosives): 2/25 • Skill Book Work Bench: 6 6.F: Wrecked Monorail Train (LAT 07/LONG 07)
TOUR
6.G: Radio Mast Yankee Bravo (LAT 16/LONG 07)
04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
6.H: Robot Repair Center (LAT 17/LONG 09)
13
6.I: Jackknifed Truck (LAT 17/LONG 07)
MISC. QUESTS
12 C 1 6.J: Wheaton Armory Truck (LAT 10/LONG 06)
11 6.K: Coach Liner Wreckage (Freeway; LAT 11/LONG 05)
A
B 2 6.L: Corvega Township (LAT 14/LONG 05)
10 D E
2
6.M: Bethesda Suburbs (Raid Shack; LAT 09/LONG 03)
09 3 H 6.N: Bethesda Roundabout and Gas Station (LAT 13/LONG 02)
08 6.O: Red Rocket Gas Station (LAT 15/LONG 03)
MAIN QUEST
3
1 4 G
07 I 6.P: Jackknifed Truck (under Monorail; LAT 16/LONG 02)
F
6.Q: Wrecked Monorail Carriage (LAT 20/LONG 01)
06 J 6
6.R: Chryslus Baseball Field (LAT 08/LONG 00)
05
K L 5 6.S: Bethesda Coach Station (LAT 10/LONG 00)
GEAR
04
6.T: Jackknifed Truck (LAT 12/LONG -01)
03 O 6.U: Red Rocket Gas Station (LAT 13/LONG -01)
7 M
02 N
P 6.V: Rock Creek Township Ruins (LAT 19/LONG -01)
4
6.W: Rock Creek Roundabout (LAT 20/LONG -01)
CENSUS
01 Q
6.X: Wastelander Mine Trap (Under Bridge; LAT 05/LONG -03)
R S 5
00
6.Y: Jackknifed Truck (LAT 09/LONG -03)
-01 8 W 6 6.Z: Shelter Entrance (Under Bridge; LAT 10/LONG -03)
FACTIONS & BESTIARY
T V
-02 9 6.AA: Super Mutant Bonfire (LAT 11/LONG -03)
U
7
X 10
CC
6.BB: Courtyard Fountain (LAT 12/LONG -03)
-03 Y Z
AA BB 11
6.CC: National Guard Forecourt Trucks (LAT 18/LONG -03)
TRAINING
Primary Locations
6.01: ANTAGONIZER’S
LAIR (LAT 17/LONG 12) INTERIOR MAPS AND
2
LOCATIONS
APPENDICES
GENERAL NOTES WAREHOUSE POD BAY
Traders usually wait at the large Water Tower Note 4 5 Working Warehouse Terminals
[6.E]. When your bartering is over, move into Roe, Machete, and Dominic each Read the Note from Management Regarding
Main Street. Here, you can watch the fracas have a House Key on their bodies. As Sector B. This basically instructs workers to
MOTHERSHIP ZETA
between the AntAgonizer and the Mechanist the homes are unlocked (during the raise a cargo elevator when robots are ready
begin. day), there’s no need to resort to such to ship, but the hydraulics are malfunctioning.
bloodthirsty measures.
1 Diner Access a nearby pod. Activate the Protectron
inside, and it strides over to the elevator shaft,
Derek Pacion is usually here; RELATED INTERACTIONS steps on where the elevator should be, and
Pickpocket (Sneak) him for a Uncle Roe: You can get him to Repair falls to the ground below!
Grognak the Barbarian comic. your equipment. You can get him increase
POINT LOOKOUT
Joe Porter is the barkeep. the variety and to invest in the Wandering
6 Connecting Console Room
Traders. Access a wall terminal to shut the turrets down.
• Grognak the Barbarian (8/25)
Joe Porter: You can receive a complimentary CONTROL ROOM
Dirty Water from him for being a new arrival.
2 Dominic and Machete’s House 7 Ground Floor Junk Room
You can request and purchase food from him.
This garage has a Work Bench with a Bottle- There are several Protectrons and parts, along
BROKEN STEEL
Mechanist: You can team up with him to
cap Mine on it and several interesting items. with the following (including a Skill Book on
defeat the nearby AntAgonizer, a rival “super-
There are also Gun Cabinets to rummage the desk next to the conveyor belts):
hero.” You can stop him terrorizing the nearby
in. The second room has a fridge with food. • Ammunition Box (2) • Nikola Tesla and You
Canterbury Commons by revealing that his
Locate the following items here: (11/25)
nemesis is dead. You can also kill him.
• Work Bench • Highwayman’s Friend
(39/152) Robot Repair Center: 8 Generator Control Room
THE PITT
• Dean’s Electronics (7/25) 4
Front Offices Access Sector A Terminal. You can shut down
3 City Hall (Ernest “Uncle” South of town is the run-down electronics
the turrets above you from here.
Roe’s House) discount store. It has now been turned into the
• First Aid Box
OPERATION: ANCHORAGE
Check the storage room and the living quar- Robot Repair Center and has one entrance. 9 Control Cabin
ters for the following items: Open the desk safe and take the Sector A
• Ammunition Box (2) Inventory 1 Elevator and Utility Door Encryption Key. Access the Sector A Emer-
• Crazy Wolfgang’s Local • Lucky Harith’s Local This leads to the Mechanist’s Forge. gency Terminal. Now that you have the
Inventory Inventory key, activate an Emergency Pulse Explo-
• Crow’s Local Inventory • Joe Porter’s Safe 2 Front Offices sion, destroying all the robotic entities in this
• Doc Hoff’s Local Access the terminal to read the Note from chamber.
Frank. Some dead guy named Snake has • Desk Safe Items • Sector A Encryption Key
Uncle Roe’s house is perhaps the most
TOUR
been smuggling Pulse Grenades to solve issues
important spot for the Wandering
with the automated turrets. Check for the key MECHANIST’S FORGE
Traders anywhere in the Wasteland, as they
behind the terminal, unlocking a metal box
must keep their local inventory sealed here. If
under the southwest cubicle.
10 Executive Office
MISC. QUESTS
you’ve murdered any of the Traders, you can Check the Skill Book on the desk. Open the
• Pulse Grenade (6)
return here to unlock their deposits and then secret door by inspecting and activating the
leave with the loot. Every Wandering Trader 3 Door to the Control Room coffee brewer.
has their own box, and Joe Porter has a wall • Lying: Congressional Style (4/25)
safe, stuffed mainly with food.
MAIN QUEST
Ernest “Uncle” Roe’s House
INTERIOR MAPS
AND LOCATIONS
GEAR
8
6
FACTIONS & BESTIARY
7
10
11
1
3
Robot Repair Center and Mechanist’s Forge 9
2
TRAINING
Or, if you have 250 Caps or more, your expe- 2 Littlehorn and Associates
rience in the Wastes convinces him. The only building that’s accessible
Once the agreement occurs, you’ll see that is a small shack on the Scrapyard’s
each merchant sells three “tiers” of equipment. south edge. It is sealed shut until the following
Investing raises the variety and quality of the happens:
merchandise. It also allows the Trader to invest 1. You reach Level 14 • Threat Level: 4 • Guns And Ammunition
in an additional Bodyguard and Brahmin. 2. Maintain negative Karma. • Faction: Raider • Health And Chems
Three days after your investment, return to the • Danger: High Radiation • Interior Exploration
3. Choose the Contract Killer perk when you
Trader in question, and you’ll receive a useful • Collectible: Skill Book • Rare Or Powerful Item
reach Level 14
item of the type you previously requested the • Area Is Locked • Hostile: Raider, Turret
You then receive a mysterious note called
Trader specialize in. An old military base is now one of the major
Littlehorn and Associates. Read it, and your
This is designed to increase the variety of Pip-Boy updates, revealing this to be the locations of power for the Raiders as they fan
goods the traveling merchants carry, allowing Scrapyard Office. out from the nearby Bethesda Ruins. Once the
occasional “rare” items to appear for sale and • Note: Littlehorn and Associates Enclave arrive, expect the two factions to fight
for you to spend all those Caps you’ve been each other in this locale. There are the well-
hoarding! For better purchases, here’s what defended northern and southern gates and a
SCRAPYARD OFFICE
each Wandering Merchant focuses on selling: gap in the fence to the west and southeast (the
The shack features four of Littlehorn’s secretar-
• Lucky Harith: Weapons • Doc Hoff: Food, drink, best way if you’re Sneaking in here).
ies clacking away on typewriters. Daniel Little-
and ammunition and Chems
horn himself—sitting under a painting of Dante 1 Ruined Concrete Building
• Crow: Armor and clothing • Crazy Wolfgang: Junk
and Virgil in Hell—welcomes you. Check his This has Raiders everywhere, so take care and
and miscellaneous items
wastebasket for a Skill Book look up through the holes in the ceilings if you
6.03: SCRAPYARD • Lying: Congressional Style (5/25). can’t spot who’s firing at you. On the top floor
is a stash:
(LAT 05/LONG 09)
FREEFORM QUEST: • Ammunition Box (3) • First Aid Box (2)
GETTING AN EARFUL
Now that you’re an associate contract
2 L-Shaped Cabin (Outside Gate)
killer for the Littlehorn team, begin to • Ammunition Box • First Aid Box
slay those of sound mind and morals. Little-
horn is suitably vague about why he wants the
3 Parked Container Truck
few good and true inhabitants slain; you’re Check the container for Ammo, Health, and
just a cog in a machine—an incredibly evil, Chems.
conspiratorial, and ultimately evil machine. • Ammunition Box • First Aid Box
Take an Ear from each corpse you kill, and
APPENDICES
MAPS AND LOCATIONS • Frag Mine (3) • Assault Rifle (4) INTERIOR MAPS AND
• Plasma Grenade (3) • Minigun LOCATIONS
• Ammunition Box(12) • Sniper Rifle (2)
• Rad Chems and Radiation • Missile Launcher (2) 2
Suits • U.S. Army: 30 Handy 1
MOTHERSHIP ZETA
• Pulse Mine (3) Flamethrower Recipes Corvega Factory
(7/25) (Entance)
6.05: CORVEGA
4 1
FACTORY
(LAT 16/LONG 05)
POINT LOOKOUT
3
4
2
BROKEN STEEL
Wheaton Armory 3
8
• Threat Level: 3 • Interior Exploration Corvega Factory
THE PITT
• Danger: Low Radiation • Hostile: Giant Ant Genus,
• Collectible: Skill Book (4) Giant Ant Queen
7 5
• Health And Chems 6
One of the two giant car conglomerates back
OPERATION: ANCHORAGE
before the bombs fell, the Corvega Factory
still has a faded grandeur to it, although the
place is now overrun with Giant Ants. Before
6.06: VAULT 108
(LAT 18/LONG 06)
6 you start your bug hunt, check the exterior sur-
roundings and the irradiated container to the
south, which has a Skill Book.
5 • Big Book of Science (8/25)
CORVEGA FACTORY
TOUR
(ENTRANCE)
1 Foyer Desk
4 L-Shaped Cabin (South; near
MISC. QUESTS
There are Giant Ants and Egg Clutches to
Interior door) tackle here.
Locate the safe to open. • Lying: Congressional Style (6/25) • Threat Level: 2 • Sleep Mattress
• Cabin safe items • Faction: Vault Dweller • Hostiles: Gary 1, Gary
2 Upper Open-Plan Office 12, Gary 17, Gary 25,
• Collectibles: Bobblehead,
WHEATON ARMORY • Big Book of Science (9/25)
Nuka-Cola Quantum, Skill Gary 27, Gary 29, Gary
MAIN QUEST
Book (3) 32, Gary 33, Gary 41,
5 Room with Metal Shelf CORVEGA FACTORY Gary 42 (Deceased), Gary
• Guns And Ammunition
Warning! The background radiation is begin- 43, Gary 47, Mole Rat,
ning to rise to unsafe exposure levels! Check
3 East Warehouse • Health And Chems
Radroach
Locate the Metal Door on the western side. • Interior Exploration
the previous chamber’s gun cabinets. Locate
Rad-X, RadAway, and these items: • First Aid Box Near a small pond northeast of the Corvega
GEAR
• Ammunition Box (2) • First Aid Box 4 Northern Warehouse Factory and south of Canterbury Commons is
a rocky outcrop with a hidden vault entrance
There are Giant Ants but only a few scattered
6 Silo Perimeter flanked by two trees. Aside from the bumpy
CENSUS
1 Entrance
the turrets at the terminal. Stay on the upper catwalk lobbing grenades
Go into the entrance tunnel, stepping over
• Ammunition Box (4) • First Aid Box or firing weapons.
some bodies (search the Wastelander), and
• Ant Queen Pheromones
8 Armory head through the open vault door. This place
Access the locked terminal or door. Once the
6 Foreman’s Office is in serious disrepair—the door doesn’t even
There are bodies, Egg Clutches, two Stimpaks, close!
door is breached, a klaxon sounds. You find
the items below (a few of the Ammo Boxes and a Skill Book here.
TRAINING
8 1
Vault 108 (Living Quarters)
Bethesda Underworks: Manhole Entrance
Note
The following interior locations can be
11 12 entered and exited from one of two
directions. Where necessary, use the
more obvious entrance.
13 14
Vault 108 (Cloning Labs)
APPENDICES
EXTERIOR MAP This is one of the largest urban areas outside The western entrance to the Bethesda Offices is
of D.C. When navigating through this area, just south of you. Keep pushing east to another
Bethesda Ruins there is a main cluster of Raiders you should T-junction. There are Raiders everywhere,
aim for. Head east along the main drag. Pass so use the truck container as cover, near the
To Bethesda
the huge billboard, the ruined building on eastern entrance; grab the items listed below
MOTHERSHIP ZETA
Underworks
your right, and fight Raiders on your way to from inside. To the south is a Raider block-
the T-junction with the two burned-out halves of ade and a concrete bridge linking the east
To Bethesda
To Bethesda Offices East a Coach Liner. Two blocks south, near a blue and west offices, which you must access from
Offices East car, is the manhole to the Bethesda Under- inside either building. To the north is the Metro
works. Keep going south, and you reach a Station entrance to the Underworks.
radioactive drainage flow area, now little • Ammunition Box (2) • First Aid Box
POINT LOOKOUT
more than soggy ponds.
To Bethesda Back at the wrecked Coach Liner T-junction, BETHESDA OFFICES WEST
Underworks
head northeast, into the large ruined building (LOCATION 1)
with the concrete block balcony overlook-
Note
ing the Coach pieces. Sprint to the opposite
staircase, and tear through the Raiders up
Note
You can enter this area via the east
BROKEN STEEL
The following assumes that you’re here, backtracking on the upper floor to the
office entrance or the west. The
entering Bethesda Ruins heading balcony. There are two Ammo Boxes here.
following assumes the latter.
from west to east and that you’re Head up a floor if you want to snipe from this
at the edge of town near the ruined location, especially at the Raiders to the east,
freeway and Red Rocket Gas Station. on ground level by the truck container. 1 Curved Front Desk
• Ammunition Box (2) Prepare for combat (or an extra-quick Sneak)
THE PITT
with more Raiders in an entrance foyer. Acti-
INTERIOR MAPS AND vate the Turret Control System terminal, deacti-
LOCATIONS vate the turret, then grab these items:
• Big Book of Science • First Aid Box
OPERATION: ANCHORAGE
(10/25)
TOUR
There’s a mattress near here. Disarm or shoot
the Frag Mine by the barrel, or shoot the fire
extinguishers to help combat the Raiders.
2
• Frag Mine
MISC. QUESTS
1 Bethesda Offices West floor 2
3
5 Southwest Shelf
• Frag Mine • Frag Grenade
4 7
6 Upstairs Room #1
5
There’s a foe to kill, a lead pipe and Stimpak
MAIN QUEST
on the desk, and the following:
• Scribe Pre-War Book • Blood Pack (2)
6 (37–38/103)
13
7 Pressure Plate Room
GEAR
Bethesda Offices West floor 1 & 1.5 This activates three Rigged Shotguns! Search
for alcohol in the fridge and the following items
14 (look in the crates next to the chest freezer for
CENSUS
the Mini-Nuke):
• Combat Shotgun and • Mini-Nuke (32/92)
Ammo (3) • Dean’s Electronics (9/25)
• Stealth Boy
FACTIONS & BESTIARY
APPENDICES
INTERIOR MAPS AND LOCATIONS Chryslus Building
Reception Area floor 1 26 Northern Office
Chryslus Building Chryslus Building Open the two safes, one of which has a
10 Reception Area 6 7 Lower Offices
Stealth Boy in it. Grab the two Cartons of
floor 1 5
Lower Level
Cigarettes and leave.
MOTHERSHIP ZETA
• Office Safe Items (2) • Stealth Boy
8 1 4 1 20
6.09: ROCK
3 19 CREEK CAVERNS
9 2 (LAT 14/LONG -02)
18
POINT LOOKOUT
12 13
11
26
14
25 24
BROKEN STEEL
23
Chryslus Building 16 22
Lower Offices
Upper Level
15
21 • Threat Level: 4 • Health And Chems
17 • Danger: Low Radiation • Interior Exploration
THE PITT
Chryslus Building Basement • Collectible: Nuka-Cola • Sleep Mattress
Quantum • Hostile: Mirelurk Genus
• Guns And Ammunition
CHRYSLUS BUILDING LOWER FLOOR 2: OFFICES
OPERATION: ANCHORAGE
The northern edge of the D.C. Metro outskirts
LOWER OFFICES (LOWER AND RECREATION AREA isn’t the first place you’d expect to find a giant
FLOOR 1: THE CORRIDOR 18 Storage Room Trap underground Mirelurk cavern, but access to
OF LOCKED DOORS) this gloomy and dangerous locale is available,
Beware the Rigged Shotgun.
thanks to a large crater created after a gas
11 Trapped chamber • Combat Shotgun and • Ammunition Box (2)
explosion.
Ammo
Locate the Carton of Cigarettes, but watch for
the Bear Trap. 19 South Storage Room SEWER AND METRO TUNNELS
• Ammunition Box • First Aid Box • Stealth Boy
1 Small Storage Chamber
TOUR
12 Rotting Brahmin Office
20 Northern Recreation Area Attack the Mirelurk. Around the edge are
Accessed down the corridor of locked There’s food in the fridge and an Eat-O-Tronic shelves containing metal boxes and the
doors. machine. You’re looking for the wooden Door following:
MISC. QUESTS
to Chryslus Building Basement, to the left of the • Ammunition Box (3) • First Aid Box (2)
13 Vicious Dog Offices Vault-Tec backlit sign.
There are a few Chems in here too. CHRYSLUS BUILDING
2 Hole in the Metro Line
Descend down here into the Great Chamber.
14 Mail Room BASEMENT
Optionally take RadAway before you go.
• Scribe Pre-War Book (39/103)
MAIN QUEST
LOWER FLOOR 1:
Note GREAT CHAMBER
You can also enter this basement from
OPEN-PLAN DEVASTATION 3 Gigantic central Column
the Reception Area, if you unlock the
15 Open-Plan Office South Wall wooden door to the north. Climb the promontory in the southwestern area
to gather food, beer, and the following:
GEAR
Locate the Skill Book in one of the postal • First Aid Box • 308 Caliber Rounds
• Half-Buried Safe Items • Ammunition Box
crates (don’t fall through the floor). There are 24 Corridor, Leading from Stairwell • First Aid Box
Chems and melee tools to take at the cabinet.
There is some minor Ammo and a Carton of
• Pugilism Illustrated (13/25)
Cigarettes in an alcove.
5 Connecting Passage
17 Executive Office Area This brings you out, looking over a rocky path
25 Generator Room that winds north.
Search for a couple more Cartons of Ciga-
Find a Skill Book and the following:
rettes, common items, and stairs down. 6 Alcove
TRAINING
APPENDICES
INTERIOR MAPS AND • Tales of a Junktown Jerky • Scribe Pre-War Book
Vendor (9/24) (42/103)
LOCATIONS
• Wall Safe Items
National Guard Depot Entry Level Depot Training Wing Lower Level 13 Firing Range Desk
MOTHERSHIP ZETA
Behind the desk is a Combat Helmet and the
following:
14
2 • 10mm Submachine Gun • Assault Rifle and Ammo
16 and Ammo (6) (6)
1
15
13 17 14 Restrooms
• First Aid Box
POINT LOOKOUT
18
15 Booth #1
9 10 There are two Combat Helmets in here and the
11 following:
• Assault Rifle and Ammo • Ammunition Box (2)
(2)
National Guard Depot Basement Level
BROKEN STEEL
Depot Training Wing
Upper Level
16 Booth #2
3 • Sniper Rifle • Ammunition Box
4
12 17 Rear of Firing Range
• Ammunition Box
Depot Offices
THE PITT
24
Top Floor (F1) 18 Firing Range Storage Room
• First Aid Box (4) • Ammunition Box (3)
5
DEPOT OFFICES
OPERATION: ANCHORAGE
National Guard Depot F2
(First Floor above entry) 19 Desk on South Wall
• Ammunition Box (2)
7
20 Locked Door to Second Balcony
6
Depot Offices (F2) Unlock the door, then hack the wall terminal to
deactivate the turret.
21 Middle Cubicle by Pillar
TOUR
8 22 • Ammunition Box
22 Archives Room
Check the area thoroughly for a Carton of Cig-
MISC. QUESTS
23 arettes. Clamber up over the fallen ceiling and
edge around to the fallen floor area; there’s a
shelf attached to the central pillar with three
Pre-War Books on it.
• First Aid Box • Scribe Pre-War Book
MAIN QUEST
• Duck and Cover! (11/25) (43–45/103)
21
25 20
NATIONAL GUARD DEPOT
19 (REPRISE)
National Guard Armory 23 Electrical Switch
GEAR
cal switch.
Depot Offices Bottom Floor (F3)
24 Utility Door with Klaxons
7 Wrecked Room DEPOT TRAINING WING Drop down, blast the robot behind the utility
FACTIONS & BESTIARY
Scramble onto the twisted radio mast and 10 Alcove and Terminal door (which is open), and head inside. Flip the
shimmy along the floor edge to reach here. electrical switch, head down the stairs after the
Deactivate the turret from here.
• First Aid Box flap-trap door opens, and open the door to the
11 Dead End National Guard Armory.
8 Turret Control Terminal • First Aid Box
Hack it to switch the turret off.
12 Junk-Filled Office
9 Snack Machines Sift through debris to find a Skill Book, a
TRAINING
Exit to the door to Depot Training Wing. Pre-War Book, and a wall safe.
APPENDICES
6.H: ROBOT REPAIR CENTER 6.M: BETHESDA SUBURBS 6.Q: WRECKED MONORAIL
(LAT 17/LONG 09) (RAID SHACK; LAT 09/ CARRIAGE (LAT 20/LONG 01)
• Miscellaneous Quest: The LONG 03) • Threat Level: 1
Superhuman Gambit • Threat Level: 3
MOTHERSHIP ZETA
• Threat Level: 2 • Faction: Raider
• Faction: Wastelander • Danger: Mailbox Trap
• Highly Visible Landmark • Collectible: Skill Book
• Interior Exploration • Guns And Ammunition A fallen monorail and carriages mark the
Another landmark in Canterbury Commons is • Health And Chems • Sleep Mattress edge of the Wasteland investigation area.
Darren’s Discount Electronics, known on your • Interior Exploration • Hostile: Radscorpion
Local Map as the Robot Repair Center. This is Genus, Raider, Yao Guai 6.R: CHRYSLUS BASEBALL
POINT LOOKOUT
also the Mechanizer’s lair. For interior infor- East of the Bethesda Ruins are the suburbs, FIELD (LAT 08/LONG 00)
mation (including the Unique Laser Pistol you a large collection of ruined or boarded-up • Threat Level: 2
can obtain), consult the Tour of Canterbury houses that contain nothing. However, there • Faction: Raider
Commons [6.02]. are common items in some of the mailboxes • Hostile: Raider
6.I: JACKKNIFED TRUCK (except for one, which is booby-trapped;
disarm using Explosives). Adjacent is the Raid
(LAT 17/LONG 07)
BROKEN STEEL
Shack; search the area outside for a mattress
A small baseball field erected by the Chryslus
• Threat Level: 1 and search the inside of a caravan for four
Corporation for its workers, now home to two
Ammo Boxes and a Stimpak.
filthy Raiders.
Inside the Raid Shack, kill enemies, check
the area for food, Chems, Stimpaks, a Skill 6.S: BETHESDA COACH
STATION (LAT 10/LONG 00)
THE PITT
Book, and mattresses to sleep on.
On the road that slopes down from Canter- • Ammunition Box (4) • Tales of a Junktown Jerky • Threat Level: 2
bury Commons, a truck has crashed into a Vendor (10/24) • Faction: Raider
car; there’s only junk and tools to collect. • Collectible: Nuka-Cola
6.N: BETHESDA ROUNDABOUT Quantum
OPERATION: ANCHORAGE
6.J: WHEATON ARMORY AND GAS STATION (LAT 13/ • Hostile: Raider
TRUCK (LAT 10/LONG 06) LONG 02) The Coach Station east of the Chryslus Build-
• Threat Level: 2 • Threat Level: 2
ing has two large store buildings with a small
Raider contingent between them and little
else. The Raiders are particularly hardy, which
you’ll discover if you return once the Enclave
appear [E6.05]. Head east onto the freeway,
This parked truck blows up spectacularly, This gas station and two adjacent ruined houses turn north, and go to the end to secure the
TOUR
creating a distraction if you’re wanting to infil- hold no items, but watch for an Enclave incur- Nuka-Cola Quantum.
trate the Armory. sion [E6.04] • Nuka-Cola Quantum (48/110)
6.K: COACH LINER WRECKAGE 6.O: RED ROCKET GAS 6.T: JACKKNIFED TRUCK
MISC. QUESTS
(FREEWAY; LAT 11/LONG 05) STATION (LAT 15/LONG 03) (LAT 12/LONG -01)
• Threat Level: 1 • Threat Level: 1
• Threat Level: 2
• Friendly: Brahmin
MAIN QUEST
There are two Red Rocket Gas Stations near
This is a stepping stone (literally) to the The truck is at a freeway junction here and has
each other [6.N is just west of here]. This one is
freeway overlooking the Wheaton Armory. only metal boxes to sift through.
opposite the Corvega Factory.
6.L: CORVEGA TOWNSHIP 6.U: RED ROCKET GAS
GEAR
• Threat Level: 1
• Threat Level: 1
• Collectible: Fat Man
• Hostile: Enclave
Mini-Nuke, Skill
Eyebot, Raider
Book (2)
FACTIONS & BESTIARY
To the Corvega Factory’s west are homes Use this as a landmark along one of the routes
stripped of essential items. to the Friendship Street Station. Watch for
Enter the fallen container and move the metal
nearby Raiders.
boxes to the back for a Stimpak, a Mini-Nuke
and Skill Book. There is also a footlocker con-
taining a second Skill Book.
• Mini-Nuke (40/92) • Chinese Army: Spec. Ops.
• U.S. Army: 30 Handy Training Manual (8/25)
TRAINING
Flamethrower Recipes
(10/25)
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 371
CONTENT INDEX
Chapter 7: Tour of the Capital Wasteland
APPENDICES
Zone 7: Southwest Territories
MOTHERSHIP ZETA
TOPOGRAPHICAL OVERVIEW PRIMARY LOCATIONS
Divided by a large freeway skeleton, the southwest corner of the Waste- 7.01: Yao Guai Tunnels (LAT -28/LONG -04)
land features rocky and treacherous terrain that flattens out the farther
7.02: Charnel House (LAT -21/LONG -04)
POINT LOOKOUT
east you go. The northern part of this zone is dominated by the massive
Raider stronghold of Evergreen Mills, where your mettle is sure to be 7.03: Smith Casey’s Garage (LAT -22/LONG -08)
tested. Nearby is Smith Casey’s Garage and the secrets it contains 7.04: Evergreen Mills (LAT -18/LONG -07)
down below. Bring extra ammunition if you’re venturing near the Yao 7.05: Girdershade (LAT -26/LONG -11)
Guai tunnels, and be prepared if you dare to disturb the unspeakable 7.06: VAPL-66 Power Station (LAT -23/LONG -14)
madness slowly stirring within the Dunwich Building! But the big draw
7.07: Jocko’s Pop & Gas Stop (LAT -22/LONG -12)
is the largest structure outside the D.C. Mall—the monument to excess
BROKEN STEEL
called Tenpenny Towers. It’s a great place to live, whether your neigh- 7.08: VAPL-84 Power Station (LAT -15/LONG -12)
bors have smooth or lumpy skin.... 7.09: F. Scott Key Trail & Campground (LAT -27/LONG -15)
7.10: RobCo Facility (LAT -14/LONG -15)
AVAILABLE COLLECTIBLES 7.11: Dunwich Building (LAT -26/LONG -18)
7.12: Warrington Trainyard (LAT -20/LONG -17)
THE PITT
• Bobbleheads: 4/20 • Skill Book (Lockpick): 2/25
7.13: Warrington Station (LAT -18/LONG -19)
• Fat Men: 1/9 • Skill Book (Medicine): 1/25
• Mini-Nukes: 5/92 • Skill Book (Melee Weapons): 1/25 7.14: Tenpenny Tower (LAT -16/LONG -17)
• Unique Items: 4/152 • Skill Book (Repair): 3/25 *BS7.01: Rockland Car Tunnel (LAT -30/LONG -18)
OPERATION: ANCHORAGE
• Nuka-Cola Quantum: 7/110 • Skill Book (Science): 3/25 *BS7.02: Satellite Relay Tower Exit (LAT -30/LONG -15)
• Schematics: 5/21 • Skill Book (Small Guns): 0/25
•
•
Pre-War Books: 5/103
Skill Book (Barter): 3/24
•
•
Skill Book (Sneak): 0/25
Skill Book (Speech): 5/25
SECONDARY LOCATIONS
• Skill Book (Big Guns): 1/25 • Skill Book (Unarmed): 4/25
7.A: Broadcast Tower PN (LAT -24/LONG -04)
• Skill Book (Energy Weapons): 4/25 • Work Bench: 7
• Skill Book (Explosives): 5/25 • Holotapes: Replicated Man (2/19) 7.B: Wastelander Tent and Sniper Vista (LAT -30/LONG -07)
7.C: Rockopolis (LAT -26/LONG -07)
TOUR
-30 -29 -28 -27 -26 -25 -24 -23 -22 -21 -20 -19 -18 -17 -16 -15 -14 7.D: Military Checkpoint and Tent (LAT -22/LONG -06)
-04 1 A 2 7.E: Ruined Chapel (LAT -14/LONG -06)
1
-05 7.F: Ruined Calverton Village (LAT -14/LONG -07)
MISC. QUESTS
BS.A
MAIN QUEST
I
J
7.K: Ruined House (LAT -26/LONG -13)
-10
G 7.L: Broadcast Tower SV (LAT -20/LONG -13)
-11
5 N
2 7.M: Drainage Chamber (LAT -20/LONG -13)
-12 3 7 8 7.N: Captain Cosmos Billboard (LAT -20/LONG -12)
-13 K L
7.O: Chinese Pilot’s Shack (LAT -29/LONG -15)
GEAR
M
-14 6
7.P: Dot’s Dunwich Diner (LAT -22/LONG -16)
-15 BS2 O
9 Q
10 7.Q: Warrington Township (LAT -18/LONG -16)
CENSUS
-16 TO SATELLITE
P 7.R: Lucky’s Grocer (LAT -18/LONG -20)
RELAY STATION
-17 14 7.S: Willy’s Grocer (LAT -14/LONG -18)
12 U7.12 U7.14
-18 BS1 11 PL
U7.13
S 7.T: Ruined Office Building (LAT -14/LONG -19)
BS.B
-19
13 T
-20 R
*BS7.B: Warrington Caravan Ambush (LAT -18/LONG -18)
*These locations are detailed in the Tour section of Broken Steel.
TRAINING
Primary Locations
open the three Ammo Boxes on the upper
3 Large South Cavern
7.01: YAO GUAI There’s a Yao Guai in here, and debris strewn
floor, grabbing the Skill Book too.
• Ammunition Box (3) • Frag Mines
TUNNELS (LAT -28/LONG -04) everywhere. To the south is a door to the den,
• Duck and Cover! (13/25)
but it is in an upper alcove and only acces-
sible from the den. A Skill Book is on the ledge
next to the traffic cone and dead Raider. Lob a 7.03: SMITH
grenade to dislodge it (although it’s difficult to
see where it lands).
CASEY’S GARAGE
(LAT -22/LONG -08)
• Grognak the Barbarian (12/25)
4 Dead-End Lean-to
There’s junk, Chems, a Carton of Cigarettes,
and a First Aid Box Health and Chems.
• Threat Level: 4 • Health and Chems
• Danger: Low Radiation • Interior Exploration
5 Smaller Cavern
• Nuka-Cola Quantum (49/110)
• Collectible: Bobblehead, • Sleep Mattress
Nuka-Cola Quantum, • Hostile: Yao Guai 6 Columned Cavern
Pre-War Book, Skill Book • Inhabitants: Nan • Ammunition Box (3)
• Guns and Ammunition (Deceased)
YAO GUAI DEN • Main Quest: Scientific • Health and Chems
Pursuits; Tranquility Lane • Interior Exploration
INTERIOR MAPS AND 7 Main Chamber • Threat Level: 2 • Sleep Mattress
LOCATIONS 6 Slay any foes as you go. Here you’ll find the • Faction: Vault Dweller • Hostile: Mole Rat,
5 • Collectible: Nuka-Cola Radroach, Robobrain
corpse of an old lady bobbing in the water.
Check her to find a Holotape Note on her body. Quantum, Skill Book • Inhabitants: Doctor
• Yao Guai Den Note* • Guns and Ammunition Stanislaus Braun/Betty
2 4
1 INTERIOR MAPS AND
Note LOCATIONS
Yau Guai Tunnels *This note admonishes Nan for Smith Casey’s Garage
3 freaking the children out with stories
on “beasts” that roam here. This place
is better than the Wasteland and its
2
Raiders, the note-taker mentions—to
his eventual cost. 1
7.02: CHARNEL
7
HOUSE (LAT -21/LONG -04)
8
To Tranquility Lane
6
YAO GUAI TUNNELS 4
3
1 Picnic Table • Threat Level: 3 • Guns and Ammunition
There are Darts, food, and Pre-War Money. • Faction: Raider • Hostile: Brahmin, Raider, 5
• Scribe Pre-War Book (46/103) • Danger: Mines Raider Guard Dog Vault 112
• Collectible: Skill Book
2 Small Chamber with Strewn Debris This residence is a Raider base, complete with
a couple of Brahmin in a pen. Try approach-
SMITH CASEY’S GARAGE
Check the shelves for the following:
ing from the rocky outcrop above the house, Smith Casey’s Garage is a crumbling, nonde-
• Ammunition Box (2) • Frag Mines
and quickly dispatch the Raider sniper. script building, but it holds an amazing secret:
Beware—the grounds have Mines. Search it is the entrance to Vault 112, which in turn
the place, disarming any Mines you find, and is an entrance to a virtual reality known as
Tranquility Lane.
APPENDICES
• Main Quest: • Guns and Ammunition
1 Shop Floor Scientific Pursuits • Health and Chems
1 Stay on the track’s north side, on the
Watch for Radroaches. There’s a skeleton • Threat Level: 5 rocky ledge. Near a rusting bridge and Raider
• Interior Exploration
on a mattress and an open safe; grab the • Faction: Raider lookout balcony is a small shack; search it for
• Lots o’ Caps
following: • Services: Repairer, Trader items. Stay on the northern ledge (ideally with
• Rare or Powerful Item
MOTHERSHIP ZETA
• Nuka-Cola Quantum • Tumblers Today (14/25) • Danger: Behemoth, a Stealth Boy employed) until the entire exte-
• Sleep Mattress
(50/110) Grenade Bouquet rior opens up. Inspect the catwalk, with Slave
• Work Bench (3)
• Collectible: Bobblehead, Pens below.
2 Garage • Hostile: Raider, Super
Fat Man Launcher, Mutant Behemoth • Ammunition Box (2) • First Aid Box
Beware of Mole Rats. Check both gun cabi- Nuka-Cola Quantum,
• Inhabitants: Smiling Jack Drop to the Slave Pens, ideally after
nets and flip the electrical switch to open the Skill Book (3)
the Raiders are all dead; open the two
flap-trap door to head downstairs. MAPS AND LOCATIONS
POINT LOOKOUT
• First Aid Box gates, and free the slaves.
Evergreen Mills
VAULT 112 2 Back on the catwalk above the pens; from
Vault-Tec assembled Vault 112 with just the 3 the catwalk’s upper southwest end, peer into
core commodities to sustain inhabitants in the a massive, secure cage. A sparking generator
Tranquility Lane simulation. A small corps of 1 is keeping the doors closed. Inside is a Super
housekeeping Robobrains keep everything Mutant Behemoth! Snipe the generator from a
BROKEN STEEL
working, and Immersion Recliners keep inhab- 5 safe and high location, and watch the Behe-
itants in a state of stasis. 2
moth rampage through the Raiders!
3 Clinic (Southern Room) Continue around the upper ledge to the
north, moving to the Guard House 3 .
Both rooms have lockers to rummage in. 6 Disarm the Grenade Bouquet, and enter the
THE PITT
• First Aid Box
Guard House shack. Inside find three Ammo
4 Equipment Room Boxes, a Carton of Cigarettes, food, and a
Hack the wall terminal. Inside, grab Chems 4 place to sleep. Head back outside, and either
and the items listed below. The password continue around the rock wall’s outer lip to the
OPERATION: ANCHORAGE
allows access into the Overseer’s Office. Southern Shack 4 , or drop to the ground.
You can also leap into the main courtyard in
• Assault Rifle and • Pulse Grenades
5.56mm Rounds front of the Mills building.
• Overseer’s Room
• First Aid Box (1) Password • Ammunition Box (3) • Frag Grenades (3)
• Laser Rifle and Search the corrugated metal shanty camp
Microfusion Cells to the north of the Mills building. Head past
the campfire, and locate the Northern Shack
5 Overseer’s Office 5 . You’ll find two Raiders “getting it on,”
TOUR
Break into a wall safe, and view Doctor Braun 15
Whiskey, food, Chems, a Bottlecap Mine, and
in a state of suspended animation. 16
17 the following:
• Wall Safe Items 14
• 10mm Pistol • First Aid Box (2)
MISC. QUESTS
6 Tranquility Loungers • .32 Pistol • Police Baton
Sitting in an empty lounger is the only way to 13 • Ammunition Box (5) • Work Bench
access Tranquility Lane. Inspect the ground-level area to Mills’ south.
TRANQUILITY LANE Pass the Behemoth enclosure and check the
corrugated shacks; move around to the south-
This is an approximation of a prewar cul-de- Evergreen Mills Bazaar
MAIN QUEST
ern shack. Outside, there are planks leading to
sac, where it’s always sunny and everyone is
the roof of an exterior building that has vats on
happy. At least on the surface. None of the 12
it (a good sniping spot).
items you pick up are real, nor are the people
you meet. They are listed in Main Quest: Inside the southern shack is a mattress;
9
Tranquility Lane (page 173). 7 8 there is also food and drink in the fridge, and
GEAR
11
the following:
10
7.04: EVERGREEN Evergreen Mills Foundry
• Ammunition Box (3)
• First Aid Box (2)
• U.S. Army: 30 Handy
Flamethrower Recipes
MILLS (LAT -18/LONG -07) (11/25)
CENSUS
• Missile Launcher
One of the most dangerous locations outside
the D.C. Metro Area, Evergreen Mills is a Back out of the southern shack, head
massive Raider stronghold, and you’ll need around the lower rock wall to planks leading
to tool up and use a mixture of Sniping and atop the train cargo containers. There’s a
FACTIONS & BESTIARY
Sneaking. You can either snipe from the rocky Grenade Bouquet 6 below; the trip wire is
promontories surrounding the main buildings between the first train carriage and lean-to.
or head southwest, along the rocky ledges Disarm it, then enter the lean-to, which has the
above the railroad track. Stay elevated; you listed items below. Pass the overturned shop-
don’t want to be shot at while you’re on the ping cart full of split skulls. This concludes the
ground, as it is difficult to hit the aggressors. exterior reconnoiter.
The following sweep was made traveling • Ammunition Box • Frag Grenades (3)
TRAINING
along the railroad, toward the outer buildings. • First Aid Box (2)
EVERGREEN MILLS FOUNDRY and there are a few Caps to steal, but little
16 Strip Club Bar else, although he carries a Unique Sawed-Off
7 Southwest Corner There’s food and little else here. Shotgun you can loot from his corpse.
There are mattresses, three fridges with food, 17 “Good Time” Cells • Nuka-Cola Bottle (45) • “The Kneecapper”
Chems, tools and junk, two Cartons of Ciga- Complete a thorough search of this back room Sawed-Off Shotgun
rettes on shelves near the broken (45/152)
and cells; check the counter safe and gather
terminal, and a floor safe to unlock. the following: FREEFORM QUEST:
• Floor Safe Items • Duck and Cover! (14/25) • Ammunition Box (2) • Melee Weapons (3) MISSISSIPPI QUANTUM PIE
• Counter Safe Items • Nikola Tesla and You After you complete the Quest, bring Flour,
8 Southeast Corner • First Aid Box (13/25)
Vodka, and a Nuka-Cola Quantum, and Sierra
There’s an undercounter safe here. Scrabble • Hunting Rifle • Raider Blastmaster Armor
can bake you a Mississippi Quantum Pie.
around for the following:
This gives you an exceptional (but temporary)
• Ammunition Box (3)
• Counter Safe Items
• First Aid Box (2)
7.05: GIRDERSHADE boost to your abilities, while making you just
(LAT -26/LONG -11) that little bit more stupid. Weigh the pros and
9 Upper Floor Chamber with cons of this.
• Mississippi Quantum Pie (when consumed: Rads +5, AP
Mattresses +20, INT -1, STR +1)
• First Aid Box
10 Upper Chamber with FREEFORM QUEST: GRADY’S
PACKAGE
Queen-Size Bed
At any time during your exploration (ideally
There are Chems, detergent, a Carton of Cig-
during Miscellaneous Quest: Those!),
arettes, a Nuka Grenade on a Work Bench,
enter Marigold Metro Station [Location 9.10]
Tools, and a wall safe.
and locate a Holotape called Grady’s Last
• Wall Safe Items • Work Bench Recording. It tells of a locked room in this
• Miscellaneous Quest: • Interior Exploration
Those!; The Nuka-Cola underground tunnel. Also, open the fire-hose
11 Locked Storage Room Challenge
• Lots o’ Caps
• Rare or Powerful Item box to uncover Grady’s Safe Key. Enter his
The locked wooden door leads to a small • Freeform Quest (2) • Friendly: Brahmin storage chamber and unlock his safe. Claim
storage room with a wall safe to unlock, a gun • Threat Level: 1 • Inhabitants: Sierra the Naughty Nightwear and slay (or Speech
cabinet, Chems, and the following: • Faction: Wastelander Petrovita, Ronald Laren Challenge) Lug-Nut, a Raider who wants the
• Ammunition Box • Fat Man (6/9) • Collectible: Nuka-Cola smooth silk for himself. Meet with Ronald in
Quantum, Schematic Girdershade, and sell the Nightwear to him
12 Mattresses and Broken Terminal
Girdershade is a tiny settlement located under for 300 Caps (assuming you succeeded in a
• First Aid Box
an overpass. It got its name from the broken- Speech Challenge).
EVERGREEN MILLS BAZAAR off portion of the bridge and the exposed • 300 Caps
girders: all that’s left of its superstructure.
13 Entrance Bar The population of Girdershade numbers two, 7.06: VAPL-66
Grab food, beer, and the following items Sierra Petrovita and Ronald Laren. They are
behind the counter: both long-time residents of the settlement, POWER STATION
• .32 Pistol and Ammo • Nuka-Cola Quantum Sierra having been the “founder” of the place (LAT -23/LONG -14)
• First Aid Box (51/110) and Ronald occupying the second house after
its original occupants were slain.
14 Dining Area and Pool Table
Claim more food, beer, Whiskey, a Baseball RELATED INTERACTIONS
Bat, and the Lead Pipe. Collect Nuka-Cola Quantums for
Sierra, and she awards you 40 Caps
15 Smiling Jack’s Workshop per Quantum.
There’s a main workshop area and a side
Fill her Pristine Nuka-Cola Vending
tunnel with a Work Bench and a Bottlecap
Machine with 30 Quantums, and you
Mine to find. Smiling Jack is the only person
are awarded a Schematic. • Threat Level: 1 • Collectible: Fat Man
who isn’t immediately hostile to you; he can
• Schematic: Nuka Grenade (11/23). • Faction: Raider Mini-Nuke, Skill Book
Repair or Trade with you. Or, you can gun
him down and take his Vendor Key and his Collect Nuka-Cola Quantums for The power substation interior is where you
special weapon: the Terrible Shotgun. Check Ronald, and he awards you 40 (or 80 should scavenge. There’s a desk with a copy
this area for four Cartons of Cigarettes, with a Speech Challenge) Caps per Quantum. of Dean’s Electronics on it. There is also a Mini-
Chems, and a safe under the Work Bench. Ronald warns you about weird happenings at Nuke on the floor, as well as Chems, a bit of
Use the Vendor Key to open Jack’s locker, the Dunwich Building. food, and Stimpaks.
which has his store inventory and a massive Ronald can award you handsomely for • Dean’s Electronics • Mini-Nuke (43/92)
amount of Caps. completing Freeform Quest: Grady’s (10/25)
Package.
• 300+ Caps • Smiling Jack Vendor Key
• Ammunition Box • Terrible Shotgun Enter Sierra’s house, and you can begin a
• Bobblehead: Barter (44/152) Miscellaneous Quest. She only has Nuka-
(14/20) • Work Bench Cola (and a toy Nuka-Cola truck) in here to
• First Aid Box steal—and a lot of it! Enter Ronald’s house,
APPENDICES
This is arguably the most dangerous of the
7.07: JOCKO’S POP scenic campgrounds in the Wasteland. Sur- Note
& GAS STOP rounding this central area are a small series
of paths with rocky crags on each side,
Tinker Joe, a traveling robot
(LAT -22/LONG -12) salesman, is in the vicinity of the
essentially hemming you in when an enemy RobCo building, where you can
MOTHERSHIP ZETA
pounces. Since Yao Guai, robots, and a Death- purchase a Follower named Sergeant
claw are active in this area, such maneuvering RL-3 (Mini-Encounter 082: Tinker
can be deadly! The reward is worth it, though: Joe’s Sergeant of Slaughter).
• Duck and Cover! (15/25)
• First Aid Box • Schematic: Deathclaw Close to Tenpenny Tower is a sprawling factory
Gauntlet (13/23) where the RobCo Company used to produce the
nation’s finest automatons for domestic and mili-
POINT LOOKOUT
7.10: ROBCO tary use. The facility remains intact, and the sur-
rounding exterior is actually rather safe. There’s
BROKEN STEEL
Skill Book
Don’t worry, the Robotrons aren’t active!
Adjacent to a rusting Red Rocket Gas Station
and south of the freeway is a shack that used • First Aid Box • Scribe Pre-War Book
to sell pop and gas. There are still a few items • Lying: Congressional Style (47/103)
to collect: food and beer, a Carton of Ciga- (8/25)
rettes, a Work Bench with a Bottlecap Mine, 2 Restroom
THE PITT
and the following: There’s a RadAway and Stimpak here.
• Nikola Tesla and You • Schematic: Bottlecap
(14/25) Mine (12/23) • Miscellaneous Quest: The • Health and Chems 3 Mole Rat and Radroach-Infested
Wasteland Survival Guide • Highly Visible Landmark
• Nuka-Cola Quantum • Work Bench Office Area
OPERATION: ANCHORAGE
(52/110) • Threat Level: 3 • Interior Exploration
• Collectible: Pre-War Book • Work Bench There are Darts on a shelf near the half-buried
(3), Skill Book (4) Protectron and the following to hunt for:
7.08: VAPL-84 • Area Is Locked
• Hostile: Mole Rat,
Radroach, Turret • Ammunition Box (2) • First Aid Box
POWER STATION • Guns and Ammunition
4 Raised Area
(LAT -15/LONG -12)
Tip Watch for the turret! Check the shelves here for
Darts and Ammo Box Ammunition (6).
For best results, wait to begin the
5 Northeast Protectron Pod
TOUR
Quest until Moira Brown sends
you here. • Big Book of Science • Scribe Pre-War Book
(12/25) (48/103)
• First Aid Box
MISC. QUESTS
INTERIOR MAPS AND
LOCATIONS
6 Raised Gantry Workshop
There’s a Bottlecap Mine here and these items
RobCo Factory Floor to grab:
• Threat Level: 2 • Guns And Ammunition • RobCo Jumpsuit • Work Bench
• Collectible: Fat Man • Hostile: Yao Guai
MAIN QUEST
Mini-Nuke
5
OFFICES AND CAFETERIA
This power station is a gated transformer
3 (SECOND FLOOR)
cluster and a parked truck. Fight a Yao Guai 4
that mauled a group of Raiders. Search them 7 Recreation Room and
1 6
and the back of the truck: 2 Protectron Pod
GEAR
11 10 16
KEY TRAIL & 14
9 Cafeteria
CAMPGROUND 9
8
The fridges have food in them.
(LAT -27/LONG -15) 12 • First Aid Box
FACTIONS & BESTIARY
(15/25)
7.11: DUNWICH
BUILDING
(LAT -26/LONG -18)
17
Virulent
Underchambers
• Threat Level: 4 • Guns and Ammunition
• Faction: Ghoul • Health and Chems
• Danger: Low Radiation, • Interior Exploration
4 Western Office
Terminal Trap • Hostile: Feral Ghoul 16 The radio in here is the source of the static.
14
• Collectible: Bobblehead, Genus 15 Inspect another of Jaime’s journal entries.
Nuka-Cola Quantum, • Inhabitants: Jaime • Ammunition Box (6) • Note: Jaime’s Personal
Skill Book Palabras, Ug-Qualtoth Journal (Entry 06/09)
DUNWICH BUILDING 5 Anomalous Occurrence
18
In a remote and blasted heath surrounded by That wooden door opened on its own!
rocky terrain in the southwest corner of the 6 Lonely Office
Wasteland is the Dunwich Building. Once a 1 Billy the Skeleton There is a single working terminal to the east,
thriving complex forming part of the Dunwich
• Ammunition Box (2) but it is a trap; disarm and claim the Frag
Borers Corporation, it has fallen into ruins.
Grenade.
Raiders and Scavengers are rarely ready to 2 Small Foyer of Scattered Tables • Frag Grenade
risk venturing into this structure, and those sur- There are five Holotapes to listen to, all of
viving a look inside are never quite the same them entries in Jaime’s Personal Journal. Listen 7 Other Lonely Office
again. Ronald Laren, over at Girdershade, to the tale of Jaime’s journey. It, too, is booby-trapped, so disarm the termi-
mentions the strangeness of this structure. • Note: Jaime’s Personal Journal (Entry 01-05/09) nal and pocket the Grenade.
Enter the main (and only) entrance. • Frag Grenade
3 Storage Room under the Stairs
• Ammunition Box (4) • Nuka-Cola Quantum 8 Grisly Office
• Assault Rifle (53/110) On the desk next to the human torso and head
lies another Holotape.
• Note: Jaime’s Personal Journal: Entry 07/09
APPENDICES
Stairwell
Note 16
• First Aid Box Note
If you wear the Ghoul Mask that Locations 7.12, 7.13, and 7.14 are
Roy Phillips gave you for helping 17 Shrieking Cavern all linked to each other via under-
him in Miscellaneous Quest: Jaime Palabras and a contingent of Ghouls
MOTHERSHIP ZETA
ground metro tunnels:
Tenpenny Tower, there will be await and attack! Fight them off, then inspect
neither suffering nor death. the chamber. It features a very odd carved • U7.12: Warrington Tunnels • U7.14: Metro Access and
obelisk in the middle, with a body and skulls • U7.13: Warrington Station Generator
FORSAKEN DUNWICH RUINS fused to it. It also gives off radiation. There’s Pack your Hunting Rifle; it’s Feral Ghoul
Ammo Boxes but no sign of the “book” that hunting time! The perimeter fencing has fallen
9 Bizarre Hallucination! Jaime ranted about. in at so many different places that it is simple
POINT LOOKOUT
Beware the Glowing One! • Ammunition Box (3) to breach. You can run in, guns blazing, Sneak
Work Terminal around to the tunnel entrance, jump onto the
10 18 Lone Chamber
top of the concrete tunnel, and snipe from
Hack it, take another Holotape, and read Retrace your steps to the stairwell (the second
here, or you can investigate the trainyard.
auto-dictation messages from a man named one you find), and ascend to the small con-
There are catwalks to leap to; all are slightly
Herman Granger. The six messages on the necting passage and back into the Dunwich
irradiated but the exposure is worth it! Check
terminal hint at unspeakable things. Building. It opens into an upper office area you
BROKEN STEEL
the cluster of skeletons with RadAway and the
• Note: Jaime’s Personal Journal (Entry 08/09) couldn’t previously reach. Drop down into the
following, accessed by jumping across from
western offices; from here you can quickly exit
11 Pipe and Storage Room the concrete buttress wall to the northeast:
and never speak of this again.
• Dean’s Electronics • First Aid Box • Ammunition Box (3) • Missile Launcher
• Bobblehead: Melee Weapons (15/20)
(11/25) • First Aid Box
THE PITT
12 Last Stand Chamber for the 7.12: WARRINGTON To the southwest is a cabin with great views
overlooking the yard, with Rads and the
Scavenger
Break into the room. Step over the skeleton,
TRAINYARD following:
(LAT -20/LONG -17) • Ammunition Box • Sniper Rifle
grab the items, then access the terminal. It
OPERATION: ANCHORAGE
has the last note from a long-dead Scavenger • First Aid Box
(the skeleton at your feet). It speaks of terror There’s also a third L-shaped cabin near the
and Billy. railroad lines.
• Ammunition Box (3) • Ammunition Box • First Aid Box
Note Tip
You might be using Billy’s ammo; his You can escape Ghouls chasing you by
leaping from the catwalks onto the top
TOUR
are the skeletal remains you almost
tripped over at the front door. of the L-shaped cabin or carriages.
• Miscellaneous Quest: • Health and Chems
Tenpenny Tower • Interior Exploration
MISC. QUESTS
13 Northwest Restroom • Threat Level: 3 • Sleep Mattress 4
It has a skeleton and some Jet. • Faction: Ghoul • Underground Connection
5
VIRULENT UNDERCHAMBERS • Danger: Gas Leak, Low • Hostile: Feral Ghoul
Radiation Genus
14 Office with Precarious Flooring • Guns and Ammunition
MAIN QUEST
Jaime’s Personal Journal (Entry 09): “Sharp
knife descend into deep temple. Flay! Athul
comes again on the feast of the weaker! Born
again! Alhazared!”
• Note: Jaime’s Personal Journal (Entry 09/09)
GEAR
15 Fire Hose
The air is getting thicker and radioactive.
• First Aid Box
CENSUS
1
FACTIONS & BESTIARY
2
TRAINING
1
Warrington Station
3
4
APPENDICES
4 Three-Door Room 3 Boutique Le Chic 5 New Urban Apparel
Check the desk. Run by Lydia Montenegro. Her snooty and Run by Anthony Ling. Buy clothing (and Stim-
• Big Book of Science (13/25) high-minded manner is legendary. You can paks) here. Or, kill Anthony, take his key, and
Trade with her here. Or, kill Lydia, take her open his locker. You can also hack his terminal
MOTHERSHIP ZETA
Note key, and open her locker for free. Hack her
terminal or open her wall safe, and expect
or open his wall safe, and expect annoyance
at the very least (if you’re not spotted) or out-
The Metro Access and Generator annoyance at the very least (if you’re not right hostility (if you are), and a load of Caps.
Interior is described in the next spotted) or outright hostility (if you are), and a Talking with Anthony after he notices his
Location: Tenpenny Tower. load of Caps. safe has been cracked will get him to leave the
Talk with her after she notices her safe has Tower. This is one way to get rid of him and
been cracked to make her leave the Tower. allow the Ghouls to move in “nonviolently.”
POINT LOOKOUT
7.14: TENPENNY This is one way to get rid of her and allow the If you succeeded in a Pro-Ghoul solution to
TOWER (LAT -16/LONG -17) Ghouls to move in “nonviolently.” Tenpenny Tower, Bessie Lynn provides service
If you succeeded in a pro-Ghoul solution here.
to Tenpenny Tower, Michael Masters provides
service here. In addition to the miscellaneous
6 Federalist Lounge
items Lydia sells, he will also sell weapons and Shakes is your bar-droid. You can request a drink.
BROKEN STEEL
armor. There are shelves of alcohol to steal too.
• Schematic: Dart Gun (14/23) Before you do, Hack into the counter ter-
minal and change the drinks prices; you can
4 Doctor Banfield’s Surgery save up to 50 percent!
You can get fixed up or have your Radiation
THE PITT
sickness Healed here. The doctor knows about
• Miscellaneous Quest: • Home Sweet Home the Replicated Man too. Or kill Banfield, take
The Power of the Atom; • Interior Exploration his key, and open the medical supplies.
Tenpenny Tower; Strictly • Lots o’ Caps • Holotape—The Replicated Man (11/24)
Business; You Gotta Shoot
OPERATION: ANCHORAGE
• Sleep Mattress
’Em in the Head
• Underground Connection
• Freeform Quest (4) INTERIOR MAPS AND
• Work Bench
• Threat Level: 1
• Inhabitants: Allistair LOCATIONS
• Faction: Wastelander,
Tenpenny, Anthony
Ghoul
Ling, Doctor Julius
• Services: Healer, Banfield, Edgar 4
Repairer Trader Wellington II, Millicent
• Collectible: Mini-Nuke, Wellington, Irving Cheng,
Holotape: Replicated Tiffany Cheng, Lydia
TOUR
Man, Schematic (2), Skill Montenegro, Margaret
Book (6) 3
Primrose, Michael 5
• Health and Chems Hawthorne, Shakes,
MISC. QUESTS
• Highly Visible Landmark Susan Lancaster, Security
1
Chief Gustavo
INHABITANTS
2
Tenpenny Tower is a shining beacon on D.C.’s 6 Tenpenny
new urban landscape. However, Allistair Tower Lobby
Tenpenny only offers this new life to those
MAIN QUEST
tenants he personally deems “worthy”—which
excludes the majority of those living in the
Capital Wasteland. The front gate is heavily 12
guarded; you must bribe or Speech Challenge
Security Chief Gustavo into the forecourt.
GEAR
7
11
TENPENNY TOWER LOBBY 10
14 13
Chief Gustavo is usually here. His security
guards patrol the building. He can sell you 9 8
weapons and armor.
FACTIONS & BESTIARY
U7.14 METRO ACCESS AND 8 Michael Hawthorne’s Suite 14 The Cheng Suite
GENERATOR Somebody may have a drinking problem. Home to Irving Cheng. His wall terminal
proves he’s a closet totalitarian!
Note 9 Edgar and Millicent
Wellington’s Suite 15 Empty Suite/My Tenpenny Suite
Access this from either the Warrington
These two are always at each other’s throats. FREEFORM QUEST: HOUSE
Station [U7.13] or Tenpenny Tower
There is a safe here.
[7.14]. DECORATION IN MY
• Wall Safe Items
TENPENNY SUITE
This basement area has three distinct locations; 10 Herbert Dashwood’s Suite The final “empty suite” in Tenpenny
if you head north from Warrington Station, This adventurer has an exploration database. is only available once you complete
you reach a Metro Access chamber with a You can learn about the following: Miscellaneous Quest: Power of the Atom
large utility door on your right (east). Access People: King Crag, Miss Penelope Chase, and decide to detonate the bomb. Mister
the utility door from the west side via the Ten- Destiny Chao, Argyle (Dashwood’s Ghoul Burke then offers you My Tenpenny Suite Key.
penny Tower lobby. It cannot be opened from manservant), and Harmon Jurley (the psychotic You can come and go as you please, using
this point. In addition, there’s a third passage cannibal slaver). this as a base camp. Additional assets are all
accessed via the outside basement door (which purchased from Lydia Montenegro (or Michael
Places: Notes on Paradise Falls, Rocko-
requires the key to Tenpenny’s generator Masters if the Ghouls are running the place).
polis, Blue Destiny Brothel, Underworld, and
room. In here is a small window you can peer Manage the following assets here:
Megaton.
through into the utility door area. This location
Pests: Notes on Mirelurks, Feral Ghouls,
is where Roy Phillips amasses his Ghoul army FEATURE DESCRIPTION
Radscorpions, Yao Guai, and Robobrains.
if you’re siding with the Ghouls during Miscel-
laneous Quest: Tenpenny Tower. Complete You can also ask him about the Replicated Bed, chairs, tables, Bed for sleeping; furnishing for
this on the side of the Ghouls, and you’re Man and about getting into the basement, as and shelves display
awarded a unique item: part of the Tenpenny Tower Quest. Promotional Bobblehead This holds all the Bobbleheads you
• Ghoul Mask (46/152) display case have found.
• Floor Safe Items (see the • Hunting Rifle
Freeform Quest below) Required for the construction of
Work Bench
• Holotape: The Replicated Schematic-based items
Man (12/24) A robotic butler that tells jokes, cuts
Mr. Handy “Godfrey”
your hair, and pours you a drink
PENTHOUSE SUITES
Decorations a laboratory scientist
Scientist theme†
11 Allistar Tenpenny’s Suite would be at home in
The door is locked and a guard is posted. You Wasteland Explorer theme A variety of gun racks and trophies
need to be attempting a relevant Quest, using A taste of home, without the crushing
Vault theme
a Speech Challenge, using the Suite Key you depression and lack of sunlight
got from Chief Gustav (or a key on the pedes- It’s as if you never left Tranquility
Pre-War theme
tal you can snatch while the guard stretches Lane
his legs), or resorting to violence to infiltrate Strap on your bondage armor and
this chamber. Raider theme
hang up a corpse
APPENDICES
They can dispense Purified Water on
command (note that the robot can dispense
up to five of these before it needs a week to
recharge its “condensation collectors”); they
Secondary Locations
can give you a haircut; and they can explain 7.A: BROADCAST TOWER PN
MOTHERSHIP ZETA
any house purchase you have bought.
(LAT -24/LONG -04)
Jukebox: Functions exactly like a standard
jukebox found across the Wasteland. The • Threat Level: 1
music cannot be selected. • Collectible: Pre-War
Nuka-Cola Machine: This machine comes Book, Skill Book
• Highly Visible
with eight “ice-cold” Nuka-Colas that have
Landmark
Rockopolis
POINT LOOKOUT
Rads +2 and HP +20 (better than warm
Nuka-Cola). If you are carrying Nuka-Cola • Interior Exploration • Hostile: Mole Rat,
• Radio Signal Radscorpion Genus 1
Bottles, you can chill them.
My First Laboratory: This can instantly cure North from Smith Casey’s Garage is a radio
you of any drug addictions and can concoct mast you can easily access via the open mesh
a random compound. This second process gates or by heading over the rocks. Locate the
BROKEN STEEL
takes about a day or so. When you return, electrical switch to find the Drainage Chamber
the set will dispense a random Chem and Sewer Grate [4.R]. Technically, the following
then be ready for a new command. Note that items are in this location but are referenced for
while it is “Brewing” (which cannot be inter- this zone.
rupted), the detox system is unavailable. The • Radio Signal Papa November
random drug is one of the following: Buffout, By the exit ladder is a Pre-War Book and
THE PITT
Jet, Mentats, Psycho, Med-X, Rad-X, Stimpak, Pugilism Illustrated. Over by the corpse are
RadAway, or Unpurified Water. scattered food, Purified Water, and Darts.
My First Infirmary: Instantly heal yourself to • Blood Pack • Pugilism Illustrated
maximum health; restore any and all damaged • Pre-War Book (50/103) (15/25)
Tip
OPERATION: ANCHORAGE
limbs or body parts; remove all Rads.
7.B: WASTELANDER TENT Can’t find Rockopolis? Three Dog
FREEFORM QUEST: AND SNIPER VISTA (LAT -30/ and Dashwood both mention this
LOVE LETTER LONG -07) place, and you can search at night;
there’s a glow behind the rock door
Assuming you discover the Love Letter in • Threat Level: 1 you can see in the dark.
Susan Lancaster’s suite, hand it to Millicent. • Faction: Wastelander
She goes crazy, murders both Susan and her • Guns and Ammunition
husband, and flees into the Wasteland. That’ll • Health and Chems 7.D: MILITARY CHECKPOINT
TOUR
clear the place of Ghoul-haters! • Sleep Mattress AND TENT (LAT -22/LONG -06)
Skirt the western Wasteland perimeter; there’s • Threat Level: 2
FREEFORM QUEST: a small Wastelander tent, with two grumpy • Danger: Low Radiation
FINDERS KEEPERS
MISC. QUESTS
inhabitants and their dog. Their tent includes • Guns and Ammunition
If you break into Lydia’s or Anthony’s shop a place to sleep and has food, Darts, and a • Sleep Mattress
safes, they are furious and decide to leave the Carton of Cigarettes. Close by is a sniping
premises and look for superior accommoda- spot with excellent views to the east and south.
North of Smith Casey’s Garage is a small
tion. If you’re having difficulty getting them to • .32 Pistol and Ammo • First Aid Box (2) military blockade. The radiation the military
accept Ghouls into their lives, this is a good
MAIN QUEST
• Ammunition Box • Sniper Rifle was sent to clear up—a small pool across the
alternate strategy.
road—is just north.
7.C: ROCKOPOLIS (LAT -26/
FREEFORM QUEST: • Ammunition Box (6) • Laser Rifle
LONG -07)
A MANHANDLED • First Aid Box
• Threat Level: 1
MANSERVANT 7.E: RUINED CHAPEL
GEAR
wastes, you’ll find your answer; visit Rockopo- • Argyle (Deceased) • Danger: Grenade
lis [7.C], locate the dead Ghoul, and report The only exterior clue to this place is a hat Bouquet, Shotgun Trap
back to Dashwood. He’s overcome but offers stand and faded banner. Once inside, you • Collectible: Mini-Nuke,
you his key as a reward. This opens the floor can inspect Argyle’s corpse 1 and read a Skill Book (2)
FACTIONS & BESTIARY
safe in his room; there are Chems, Stimpaks, Holotape message from a Slaver to Rollings • Guns and Ammunition • Sleep Mattress
and a few rare items: about rounding up slaves to sell up north. • Highly Visible Landmark
• Dashwood’s Safe Key • Schematic: Bottlecap • 10mm Pistol
• Mini-Nuke (45/92) Mine (15/23)
• Bobblehead: Unarmed (16/20)
Or, you could just kill him and take • Note: Rollings: We’re Done
the key.
TRAINING
On the outskirts of Jury Street [5.13] is a 7.K: RUINED HOUSE 7.O: CHINESE PILOT’S SHACK
chapel overrun by Raiders. Enter in the back (LAT -26/LONG -13) (LAT -29/LONG -15)
to avoid the Rigged Shotgun trap, deactivate
the Grenade Bouquet hanging from the middle
crossbeam, and then conduct a thorough • Threat Level: 1
• Threat Level: 1
sweep. There’s a mattress, scattered Ammo • Faction: Chinese
and Chems, and a Carton of Cigarettes. By Remnant
the pulpit are Caps and more mattresses.
Search for the following before you leave: 7.L: BROADCAST TOWER 7.P: DOT’S DUNWICH DINER
• Combat Shotgun and • Mini-Nuke (46/92) SV AND 7.M: DRAINAGE (LAT -22/LONG -16)
Ammo • Pugilism Illustrated CHAMBER (LAT -20/LONG -13)
• Frag Grenade (3) (16/25)
• Lying, Congressional Style • Threat Level: 3
• Threat Level: 1
(12/25) • Danger: Grenade
Bouquet, Mines, Shotgun
7.F: RUINED CALVERTON Trap, Terminal Trap
VILLAGE (LAT -14/LONG -07) • Collectible: Mini-Nuke,
7.Q: WARRINGTON TOWNSHIP
Skill Book
• Threat Level: 2 • Guns and Ammunition • Radio Signal (LAT -18/LONG -16)
• Faction: Raider • Highly Visible Landmark • Work Bench • Threat Level: 1
• Collectible: Skill Book • Interior Exploration • Collectible: Skill Book
• Sleep Mattress
• Sleep Mattress
DRAINAGE CHAMBER
• Hostile: Enclave Eyebot
South of the ruined chapel is a ruined village One of the rusting radio masts atop a craggy
of six homes, known as Calverton. Work your and rocky hillside is still functioning. Flip Seventeen ruined houses make up this town-
way from west to east; the house nearest the the electrical switch and find the Drainage ship. Search the buildings from north to south;
ruined chapel has a floor safe. The house Chamber Sewer Grate [7.M] to the southeast. the second house has a Neighborly Letter in
south of this has a Skill Book. Those items and Use triangulation, but beware of the gaps in the mailbox. The fourth has a mattress. Some
a Carton of Cigarettes in a bathtub are all the ground; don’t fall down a fissure to the dirt of the mailboxes contain a few common items.
there is. To the west is a jackknifed truck [8.I]. path below! There are two Ammo Boxes by the burned-out
• Floor Safe Items • Nikola Tesla and You • Radio Signal Sierra Victor car, just south of the sealed but intact house.
(16/25) Near Tenpenny Tower, there’s a safe in the
Floor Pads
debris of the second house. The third house
7.G: OVERTURNED CITY LINER Step on either, and a Rigged Shotgun in the
contains a few Bottle Caps and a mattress. The
(LAT -30/LONG -10) right-side alcove activates. Duck and disarm.
house (which is more of a debris pile) opposite
• Combat Shotgun and Ammo (2)
the intact dwelling has a copy of Duck and
Locker Barricade Cover! on the surviving shelving. You cannot
• Threat Level: 1 A Grenade Bouquet is triggered when you enter either of the intact houses in this town-
move the barrel. ship. There’s a 5 percent chance of finding a
• Frag Grenade (3) letter from Vault-Tec in any mailbox.
• Ammunition Box (2) • Duck and Cover! (17/25
7.H: IRRADIATED POND East Hatch Door
• Debris Safe Items • Neighborly Letter
There are two Frag Mines that require
(LAT -26/LONG -09)
lightning-fast disarming! 7.R: LUCKY’S GROCER
• Threat Level: 2 • Frag Mine (2) (LAT -18/LONG -20)
• Danger: Low
Radiation Skeletal Prankster • Threat Level: 2
• Faction: Wastelander
Disarm the dummy terminal, then gather items
• Services: Repairer, Trader
from the room.
• Collectible: Nuka-Cola
• Ammunition Box (2) • Frag Grenade
Quantum, Skill Book
7.I: CAPTAIN COSMOS • Assault Rifle • Frag Mine
BILLBOARD (LAT -19/LONG -10) • Guns and Ammunition • Hostile: Mole Rat,
Work Bench • Health and Chems Radscorpion Genus,
There’s a Bottlecap Mine here and more Frag • Interior Exploration Scavenger
• Threat Level: 1 Mines on a nearby table, plus: • Sleep Mattress
• Highly Visible
Landmark • Duck and Cover! (16/25) • Mini-Nuke (47/92) Lucky probably died screaming as the skin
• Frag Mines • Work Bench melted from his face, but his store still survives.
Once inside, you’re greeted by a Scavenger
7.J: ABANDONED SHACK 7.N: CAPTAIN COSMOS
who trades here. There’s a Skill Book you can
(LAT -16/LONG -10) BILLBOARD (LAT -20/LONG -12) take, but anything else is seen as stealing. You
can Trade and Repair here.
• Threat Level: 1 There’s junk, food, drink, and Darts, includ-
• Threat Level: 1 • Highly Visible ing missiles near the mannequin. Hack into the
Landmark
counter terminal or floor safe. Then look for
the following to steal (including some unique
Don’t confuse it with the other one [7.H]! shades):
APPENDICES
• First Aid Box • Nuka-Cola Quantum 7.T: RUINED OFFICE BUILDING ENCLAVE CAMP LOCATIONS
• Floor Safe Items (55/110)
(LAT -14/LONG -19) CAMP E7.01
• Lucky Shades (47/152) • Pugilism Illustrated
(17/25) • Threat Level: 1 (LAT -28/LONG -04)
7.S: WILLY’S GROCER (LAT • Faction: Chinese
• Main Quest: Picking up • Threat Level: 4
MOTHERSHIP ZETA
Commando
-14/LONG -18) • Collectible: Skill Book
the Trail • Guns and Ammunition
• Threat Level: 1 • Guns and Ammunition Two soldiers attempt to keep a Modified
• Collectible: Skill Book Deathclaw in check; with limited success.
The ground floor is mainly rubble, and there’s
• Health and Chems • Enclave Crate Ammunition
the corpse of a Chinese Commando. Search
• Interior Exploration him, then head up the rubble pile to the CAMP E7.02
• Hostile: Enclave Eyebot, second floor, where a bookshelf holds a Skill (LAT -14/LONG -11)
POINT LOOKOUT
Radroach, Robot Genus
Book, a couple of Stimpaks, an Ammo Box,
Close by are empty, ruined houses. Enter the • Main Quest: Picking up • Threat Level: 3
and a Scoped .44 Magnum next to a skeleton. the Trail
grocer building and collect beer, food, and
• Tumblers Today (15/25) • Scoped .44 Magnum A Vertibird drops a small squad of Enclave
two Cartons of Cigarettes. Also open the
• Ammunition Box • Stimpaks troops just northwest of the VAPL-84 Power
counter safe and grab the following:
Station [7.08].
• Counter Safe Items • Tales of a Junktown
Note
BROKEN STEEL
• First Aid Box Jerky Vendor (13/24) CAMP E7.03
Using a Sniper Rifle, try hitting (LAT -23/LONG -12)
Allistair Tenpenny on his upper • Main Quest: Picking up • Threat Level: 3
balcony! the Trail
A Vertibird drops a small squad of Enclave
THE PITT
troops to commandeer the area around Jocko’s
Pop & Gas Store [7.07].
OPERATION: ANCHORAGE
and D.C. Outskirts
TOUR
-13 -12 -11 -10 -09 -08 -07 -06 -05 -04 -03 -02 -01 00 01 02 03
TOPOGRAPHICAL OVERVIEW -04 A E F 1 2 BS
1
C G
Your first experiences out in the Wasteland begin here, in the local area -05 B
MISC. QUESTS
D BS.A H
around and south of Vault 101. After trudging through Springvale, your -06
3 BS
first place to investigate has to be Megaton; there’s a huge amount to
-07 I
discover, and a variety of improvements you can make to your inventory
and Cap collection. Press farther south to reach Fort Independence, the -08 2 J
K
seat of power for those Brotherhood Outcasts who abhor the leader- -09 L
O
MAIN QUEST
ship of Elder Lyons. Head into more rural areas and stay a spell at the -10 3
delightful hamlet of Andale. Could this be America’s perfect township? M
N
P
-11
Then, just for the taste of it, check out the place where soda and radio- R
Q
active isotypes combine—the Nuka-Cola Plant! -12
4 5 4 S
-13
AVAILABLE COLLECTIBLES
GEAR
-14
-15 5
U 8
• Bobbleheads: 2/20 • Skill Book (Medicine): 1/25 T V Z OA2
X Y
• Mini-Nukes: 5/92 • Skill Book (Melee Weapons): 6/25
CENSUS
-16 OA.U.2
6
• Unique Items: 9/152 • Skill Book (Repair): 3/25 -17 6 W BS.B
OA1 OA.U.1
Primary Locations
GENERAL NOTES Security Room and Cell
8.01: VAULT 101 Your home for almost the last two decades is
5
APPENDICES
INTERIOR MAPS AND LOCATIONS
8.02: SPRINGVALE
(LAT -02/LONG -04)
MOTHERSHIP ZETA
2
1
Vault 101
Sub-Level
POINT LOOKOUT
• Main Quest: Following in • Health and Chems
Once the Quest is over and you chose to His Footsteps • Highly Visible Landmark
open the Vault to the outside world, there is a • Threat Level: 2 • Interior Exploration
chance you will run into an old friend on the • Faction: Raider, • Lots o’ Caps
6 Wasteland. Your first encounter is with Susie Wastelander • Hostile: Raider
BROKEN STEEL
4 Mack (assuming you haven’t killed her). Of • Collectible: Skill Book • Inhabitants: Silver
5 course, you can kill her now, or act a little
GENERAL NOTES
more civilized. She’s happy to see you and
The township of Springvale is one of the first
offers some food and Purified Water. She says
areas of devastation you may witness after
Vault 101 the Vault’s doing well. She also expresses
exiting Vault 101. This derelict and pitiful
sorrow that you can’t come back and then
Atrium/Upper Level
THE PITT
hamlet is close to Megaton. Check all the
excuses herself.
mailboxes and drop-off boxes for items; one
8 FREEFORM QUEST: contains a Skill Book. One of the four ruined
TRAPPED OUTSIDE houses has a safe to open, another has food
OPERATION: ANCHORAGE
7 There’s also a chance you will run into the in a fridge. The water tower to the south is a
corpse of an old friend during a Wasteland source of irradiated water.
excursion, if you forced the residents to • Pugilism Illustrated • Floor Safe Items
evacuate. Search the corpse (which is usually (18/25)
Freddie, Pepper, or Officer Gomez) for a Vault The remaining buildings to the north of the Red
Jumpsuit in poor condition and other assorted Rocket Gas Station are empty. There is a small
9
junk. ranch and a nearby Raider camp, pushed
• Vault 101 Jumpsuit back into the Springvale Elementary School
Vault 101
TOUR
[5.14] by the well-defended folks at Megaton.
Lower Level 10 FREEFORM QUEST: The Small Ranch is home to Silver, with scat-
AMATA’S FATE tered Chems, Food, and a First Aid Box (all
If you forced Amata to leave the Vault, you must be stolen, with a Karma hit each time you
MISC. QUESTS
may stumble upon an Enclave patrol confront- grab anything).
ing her. Listen to an Enclave officer ask her • First Aid Box
where her Vault is. After she tells them, they
murder her. If you somehow manage to stop FREEFORM QUEST: 300
this, Amata flees from you, shouting that it’s all PIECES OF SILVER
MAIN QUEST
your fault. You can complete this independently or as
12 part of the Main Quest, you don’t need to visit
FREEFORM QUEST: TUNNEL
Moriarty to try this. Speak with Silver:
SNAKES FOREVER!
You can simply kill her, ransack her
When you finish the Quest, make sure
11 home, and return to Moriarty.
GEAR
All these Freeform Quests take place you can collect his Unique Switchblade:
only after you complete Miscellaneous Or, you can use Speech con-
• Follower: Butch • “Butch’s Toothpick” vince her to hand over what she
Quest: Trouble on the Homefront.
Switchblade (50/152) owes, and you’ll convince Mori-
arty she left town. She agrees
and hands over 400 Caps.
RELATED INTERACTIONS 2
16 15
All settlers: You can inquire about locations in 4
town. All other questions are covered below.
APPENDICES
5 Children of Atom Church Residents 13 Lucy West’s House
These believers pray for a special kind of Jericho: He has some dirt on the “Jenny When she’s not wandering around town or
savior. Find out more when you speak with incident.” Perhaps you can use this on at Moriarty’s, Lucy West can be found at her
Confessor Cromwell (he’s usually standing Jericho too! dwelling. Normally, this place is locked, but
MOTHERSHIP ZETA
by the bomb) or Mother Maya (who’s usually Leo Stahl: He’s a junkie and part of the Stahl you can Sneak in and steal her Squirrel Stew
inside the church). You can give generously (a clan with Andy and Jenny. and other “delicious” foodstuffs.
Freeform Quest) and ask more about this reli- Andy Stahl: Hated for opening up a rival
gion and about the residents. Cromwell has a bar in town. Fortunately, Moriarty still has the
14 Mister Burke’s House
key on him, but this is only useful for entering best draw around for customers looking for a Within earshot of Confessor Cromwell is a
the church at night. good time, and it isn’t Gob. ground-level shack that’s difficult to break
• Confessor Cromwell’s Key into—the lock is complex and you’re almost
Billy Creel: He swigs Nuka-Cola and looks
POINT LOOKOUT
always being watched. Try Sneaking with
after little orphan Maggie. Moriarty is suspi-
6 The Armory a Stealth Boy. Aside from the Whiskey and
cious of his motives.
The place holds the town’s supply Tortoiseshell Glasses, there’s a Sawed-Off
Doc Church: The town quack has a secret—
of weapons and is locked. Break in Shotgun to steal and little else. There’s little
he used to tend the wounds of the hated
and expect to be attacked by Deputy Steel, a chance of Burke coming home.
Slavers at Paradise Falls.
Mister Gutsy programmed by Lucas. Survive • Sawed-Off Shotgun
BROKEN STEEL
the battle and gather the listed items; hack the Visitors 15 Jericho’s House
armory terminal, where you can deactivate
Mr. Burke: Some weirdo in a sharp When he’s away you can try to enter his
Deputy Steel (and Deputy Weld outside the
suit staying at the saloon, waiting for an locked home, take the items listed below.
gate) instead of combating them. Open a
“opportunist.” These become much easier to obtain if you’ve
floor safe.
James (Vault 101): He made contact! He’s hired Jericho as a Follower.
• Hunting Rifle (3) • Floor Safe Items
THE PITT
heading to Galaxy News Radio. Shockingly, • Chinese Officer’s Sword • 10mm Pistol
• Combat Shotgun • 10mm Pistol (2)
he met Moriarty 20 years ago, then sought out • Grognak the Barbarian
• Chinese Assault Rifle (3)
and entered Vault 101. (14/25)
7 Men’s Restroom • Key to Moriarty’s Office • Moriarty’s Saloon
The Brass Lantern
OPERATION: ANCHORAGE
(2) Supply Key 16
Lots of plungers and lockers.
• Moriarty’s Password • Caps Offering a selection of edible almost-radiation-
8 Moriarty’s Saloon free food. Running the outside food court is
Enter Moriarty’s Saloon (there’s a back
9 Billy Creel’s House Jenny Stahl. You can purchase food from her.
entrance, which isn’t necessary to pick unless It is locked. If Billy isn’t in Moriarty’s, he’s Head inside, and you can interrupt Andy Stahl
Moriarty’s office is locked). This dive is home usually here. He wants you to leave, ideally in who grudgingly informs you where everything
to several characters. You can ask Nova around 30 seconds before he starts firing. On is in town. There’s a variety of food and Darts
how much she charges...for a room. You can his body is his Housekey. Also in the house is on the counter, but those require stealing. You
a well-stocked fridge and the following: can speak to Leo Stahl and begin a Freeform
TOUR
speak to Gob at the bar. There’s the mysteri-
ous Mister Burke with a terrifyingly intriguing • Billy’s Housekey • Scribe Pre-War Book Quest. Unlock the floor safe to obtain 300
proposition. You can speak to Moriarty about • Holotape: Song of the (51–54/103) Caps, and hack the old terminal to read four
your father; he knows more than he lets on Lightman; The Guardians entries, all about Leo.
MISC. QUESTS
and possibly gets you to complete a task of Gillyfrond
regarding a runaway prostitute named Silver. FREEFORM QUEST: HOUSE
Billy Creel and Lucy West (with a request) 10 Women’s Restroom DECORATION IN MY
might be here. Finally, Jericho might be drink- Not much other than a steak in a bathtub. MEGATON HOUSE
ing when he’s not roaming the catwalks. 11 Common House 17 Empty House/My Megaton House
MAIN QUEST
Gob and Moriarty both have keys to
This is the only place where you can gather The final “empty house” in Megaton
Moriarty’s office, allowing access to
food from a fridge and the odd Whiskey bottle is sealed completely and is only
this room when Moriarty isn’t around. There’s
lying around and not worry about stealing. available after you complete Miscellaneous
a terminal here, which you can access with
Try Pickpocketing [Sneak] the resting settlers if Quest: Power of the Atom and diffuse the
Moriarty’s Password (found on his body) or by
you’re adept enough. bomb. Sheriff Lucas Simms is most impressed
GEAR
Nathan and Manya’s house is easy to break please, using it as a “base camp.” Purchase
are four rooms; two are locked and none into. If you’re hungry for Iguana Bits, risk
have much to take except some items inside a additional assets from Moira Brown (their
entering here. Talk to Nathan and Manya prices depend on your Barter skill). The follow-
locked cabinet. where you find them; she provides a copious ing assets can be managed here:
FACTIONS & BESTIARY
Hack into Moriarty’s terminal: There are amount of history about Megaton, while he
three submenus to read through: Residents, extols the virtues of the Enclave. There’s a
Visitors, and Tabs. The first two are of most Holotape: Replicated Man here, and you can
interest to you. talk to Manya about it.
• Holotape: The Replicated Man (15/24)
TRAINING
House Assets concoct a random compound. This second FREEFORM QUEST: LEO’S
FEATURE DESCRIPTION process takes about a day or so. When you DRUG HABIT
Bed, Chairs, Tables, and Bed for sleeping. Furnishing return, the set will dispense a random Chem
Shelves for display
Leo Stahl is a Chem addict, a fact that he
and then be ready for a new command. Note
hides, although Doc Church lets it slip if you
Promotional Bobblehead This holds all the Bobbleheads that while it is “Brewing” (which cannot be
have a high enough Medical Skill. Sheriff
Display Case you have found. interrupted), the detox system is unavailable.
Lucas also mentions Leo knows about Chems
Required for the construction of The random drug is one of the following:
Work Bench if you use his help to disarm the bomb during
Schematic-based items. Buffout, Jet, Mentats, Psycho, Med-X, Rad-X,
Miscellaneous Quest: The Power of the
A robotic butler that tells jokes, Stimpak, RadAway, or Unpurified Water.
Atom. When you’re speaking to Leo, pick the
Mr. Handy “Wadsworth” cuts your hair, and pours you My First Infirmary: Instantly heal your-
a drink. dialog choice “I understand you have quite a
self to maximum health. Restore any and all
Chem habit....” From this point on, you have
Scientist theme*
Decorations a laboratory scientist damaged limbs or body parts, and remove
would be at home in the following options:
all Rads.
A variety of guns racks and
Wasteland Explorer theme
trophies FREEFORM QUEST: PIOUS Choose “It’s okay, Leo. I want to help,”
GENEROSITY then tell him he’s hurting his family,
A taste of home, without the
Vault theme crushing depression and lack Jenny, and Andy. If your Speech is successful
Seek out Confessor Cromwell or Mother
of sunlight and you don’t choose “Never mind, Leo. It’s
Maya. Keep the conversation polite, and
It’s as if you never left Tranquility not my business anyway,” either of the other
Pre-War theme ask about the church. You can ask whether
Lane options causes Leo to renounce his destructive
donations are accepted. Naturally, they are.
Strap on your bondage armor and lifestyle. He hands you a key to his private
Raider theme You have three options, each with a positive
hang up a corpse stash in the water treatment plant. Look for the
Karma reward:
For the discerning manimal or
locked desk in the plant and open it (use key).
Love Machine theme† 10 Caps donation
hellcat around town Choose “What’s it worth to you to
50 Caps donation keep it out of the public eye?” Leo
Jukebox Streams music around your abode
100 Caps donation quickly tells you he can hook you up, but only
Pristine Nuka-Cola Machine Dispenses Ice-Cold Nuka-Colas
There can be no end to your generosity: after his shift at the Lantern is over. He tells you
Dispenses random drugs over This is an excellent way to redeem yourself to meet him at the water treatment plant. Head
My First Laboratory time and acts as an automatic and shift your Karma back into positive terri- there after 20:00 hours. Leo is sitting at his
drug detox
tory if you’ve done some bad, bad things in desk, offering Buffouts, Jets, Mentats, Med-X,
Heals wounds and repairs your past. and Stimpaks.
My First Infirmary
damaged limbs automatically
TREATMENT • Leo’s Stash Key • Chems
• Bottle Caps
Note The water treatment plant is beyond Walter’s FREEFORM QUEST: TIME TO
*Nikola Tesla and You (when Scientist GO, JERICHO!
ability to fix it. Megaton’s water
theme purchased; 17/25)
supply is running out. With spare You might overhear the gruff tones of a
†Lying, Congressional Style (when parts and some upkeep, the retired old Raider named Jericho. He’s
Love Machine theme purchased; plant’s life could be extended for been in more than a few close scrapes. If your
14/25) a while. You’re tasked with locat- Karma is low enough, he can be convinced to
ing and Repairing three pipe resume his life as a terror of the wastes. He’ll
Big Ticket Items joints. need 1,000 Caps for “supplies” before he
Work Bench: This functions exactly like a Pipe Joint #1 is halfway down the joins you, though.
standard Work Bench found elsewhere and • Follower: Jericho
allows you to construct Schematic weapons. main steps from the entrance, near the Brass
Lantern. FREEFORM QUEST: A GIFT
Robotic Butler: They can tell you a (usually
terrible) random joke; they can dispense Pipe Joint #2 is below the women’s restrooms FROM GRANDMA
Purified Water on command (note that the and Nathan and Manya’s House. Due South and slightly west of Megaton on
robot can dispense up to five of these before Pipe Joint #3 is on the roof of the church, just your Local Map, there’s a hollowed-out rock.
it needs a week to recharge its “condensa- by the large “atom” sign. Leap from Craterside Inside is a stash of random items, especially
tion collectors”); they can give you a haircut; Supply to reach it. helpful if you’ve just fled from Vault 101.
and they can explain any house purchase you Return to Walter, and he rewards you with There’s a note from Grandma along with the
have bought. Caps (and 5 XP) and requests you find scrap cache.
Jukebox: Functions exactly like a standard metal. You can choose to receive 10 Caps for
jukebox found across the Wasteland. The every scrap metal you bring.
music cannot be selected. Or a simple thank-you for every scrap
Nuka-Cola Machine: Sierra Petrovida metal you bring.
would be proud. This machine comes with • 200 Caps
eight “Ice-Cold” Nuka-Colas that have Rads
+2 and HP +20 (better than warm Nuka-
Cola). If you are carrying Nuka-Cola Bottles,
you can chill them to become Ice-Cold.
My First Laboratory: This can instantly
cure you of any drug addictions, and it can
APPENDICES
2
8.04: FORT LOCATIONS
4 Fort Independence
INDEPENDENCE 5
(LAT -06/LONG -13) 3
MOTHERSHIP ZETA
1
POINT LOOKOUT
6
BROKEN STEEL
Outcast • Work Bench
• Services: Trader • Hostile: Brotherhood
• Collectible: Nuka-Cola Outcast 7
Quantum, Mini-Nuke (2) • Inhabitants: Defender
• Area Is Locked Anne Marie Morgan,
• Guns and Ammunition Defender Rococo
THE PITT
• Health and Chems Rockfowl, Protector 9 8
Henry Casdin
GENERAL NOTES 10
OPERATION: ANCHORAGE
Battling Raider incursions in Fairfax Ruins, the
Brotherhood Outcasts have a stronghold of Fort Independence Lower Levels
their own, a place sealed except for the front
entrance. Approach along the road heading
north, and you’re stopped by Defender 9 Western Lab
Morgan under the bridge defenses. Ask who There are six research terminals; each has a
she is; she collects technology so it doesn’t note with pertinent combat information, which
fall into the hands of idiots. She suggests you you can load into your Pip-Boy.
speak with Protector Henry Casdin (Freeform • Research Note: Enclave Armor, Laser Rifle, Minigun, Missile
TOUR
Quest). Launcher, Plasma Rifle, Pulse Grenade
The other way to reach Fort Independence 10 Storage Weapons Cache
is via the bridge, the location of Defender The locked hatch door allows access to
MISC. QUESTS
Rockfowl. You can also pry open the door to steal these exceptional items:
Fort Independence or the door to the lower 4 Eastern Office Area • Ammunition Box (5) • Laser Rifle and Ammo
level. Either results in the Outcasts turning There are two locked safes and a terminal • “Miss Launcher” Missile • Plasma Rifle and Ammo
immediately Hostile. Or, try Pickpocketing containing field reports to read. There are two Launcher (53/152) • First Aid Box (3)
[Sneak] any of the three Outcasts for an Inde- entries: <Data Log—Prot. Casdin> and <Data • Minigun • Mini-Nuke (49–50/92)
MAIN QUEST
pendence Access Key that opens either door. Log—Def. Rockfowl>; they transfer to your
• Fort Independence Access Key Pip-Boy as audio notes. FREEFORM QUEST: THE
You can ask Morgan and Casdin about the • Floor Safe Items (2) • Note: Fort Independence OUTCAST COLLECTION AGENT
Outcast’s history and background, and you • Note: Fort Independence Field Report 2 Protector Henry Casdin speaks to you if you’ve
can Trade items with Casdin. Field Report 1 been polite to Defender Morgan. He okays a
GEAR
• Nuka-Cola Quantum (56/110) • Work Bench • First Aid Box (4) despises), and the Outcasts themselves.
INTERIOR MAPS
Note AND LOCATIONS
Make sure you bring back something Fairfax Metro Station
from the Crashed Anomaly [2.G]; it
might really excite Protector Casdin!
8.05: FAIRFAX
RUINS (LAT -04/LONG -12) 4
• Threat Level: 3 • Guns and Ammunition
• Faction: Raider • Health and Chems
• Danger: Grenade Bouquet • Interior Exploration
(3), Low Radiation, Mines, • Sleep Mattress 5
Shotgun Trap • Hostile: Raider
• Collectible: Skill Book 1 2 3
APPENDICES
UTILITY TUNNELS MAPS AND 9 Upper Trail
This assumes you entered via the grating trap- LOCATIONS Disarm three more Frag Mines.
door near the metro station entrance. Raider Outpost • Frag Mine (3)
14
6 Weapons Storage Room 10 Raider and Yao Guai Battle
MOTHERSHIP ZETA
Grab the following items, then activate the 13
switch to open the flap-trap door. 11 YAO GUAI CAVE
• Sawed-Off Shotgun (2) • Ammunition Box (6) 12
• 10mm Pistol (2) • First Aid Box
11 Tunnel to Main Chamber
• Frag Grenade (2) There are three Frag Mines to watch for as
you head through.
Generator Room
POINT LOOKOUT
7 • Frag Mine (3)
Disarm the Frag Mine so it doesn’t blow 10
12 Southeastern Cache
the generator up.
• Ammunition Box • Combat Shotgun
• Frag Mine
5 9 Yao Guai Cave 13 Fungus Cave
8 Corridor Alcove
• First Aid Box (2) 14 Northwest Skeleton Pile
BROKEN STEEL
8 • Schematic: Nuka Grenade (19/23)
9 Flooded Stairwell 7
4 6
10 Flap-Trap Door Chamber 8.07: ANDALE
Disarm the Frag Mine so you’re not caught (LAT -05/LONG -17)
in the blast. 3
THE PITT
• Frag Mine
8.06: CLIFFSIDE
CAVERN (LAT -10/LONG -17)
OPERATION: ANCHORAGE
2 1
3 Generators Platform
• Nuka-Cola Quantum (57/110)
• Threat Level: 3 • Inhabitants: Jack Smith,
4 Large Oval Cavern • Faction: Wastelander Linda Smith, Junior
There’s food, beer, and spirits in here. • Collectible: Skill Book Smith, Bill “Willie”
Wilson, Martha Wilson,
TOUR
Watch out for the Grenade Bouquet. • Interior Exploration
Jenny Wilson, Old Man
• First Aid Box • Frag Grenade (3) • Perk! Harris
• Threat Level: 4 • Guns and Ammunition • Rare or Powerful Item
5 Smaller Adjacent Cavern (Raider
MISC. QUESTS
• Faction: Raider • Health and Chems
• Danger: Grenade • Interior Exploration Recreation Area) Initial Interactions
Bouquet, Low Radiation, • Sleep Mattress There’s junk, a Skill Book, some cabinets, Andale Residents: You can ask about the
Mines, Shotgun Trap • Hostile: Raider, Yao Guai and a footlocker. And a maniac with a Missile place and how great it is living in America’s
• Collectible: Mini-Nuke, Launcher to dodge inside the tent to the west. best town.
Nuka-Cola Quantum, Jack Smith: You can ask him about Andale.
Check the tent for two safes and a cabinet that
MAIN QUEST
Pre-War Book, Schematic,
Skill Book contain the following: You can also receive an invitation for dinner.
• Chinese Army: Spec. Ops. • Scribe Pre-War Book Linda Smith: You can ask her about Andale,
Amid some treacherous craggy rocks over-
Training Manual (10/25) (55/103) “the best little town there is.”
looking an impressive vista, locate a small
• Missile Launcher • Mini-Nuke (51/92) Junior Smith: You can ask how he likes living
trail down to a cave festooned with chains,
in Andale.
GEAR
an optional second entrance. • Ammunition Box (2) Bill Wilson: You can ask what he does
7 Sandbags and
• First Aid Box around here. He feeds his family and loves his
RAIDER OUTPOST wife and daughter.
Generator Defenses
(GROUND LEVEL) Old Man Harris: He tells you to leave imme-
FACTIONS & BESTIARY
APPENDICES
FACTORY FLOOR Western Cafeteria
8.08: RED RACER
7
The factory floor is in the middle of this area, Ransack the place for two Cartons of Ciga-
FACTORY (LAT 02/LONG -15) surrounded by offices. Check the foyer and rettes, food in the fridge, and First Aid Box
desk first; there are four doorways to choose Health and Chems.
MOTHERSHIP ZETA
from.
8 Northeast Restroom
1 Southern Conveyor Belt Room
(Upper Catwalk)
Look up to see a giant teddy bear riding a
tricycle! Stack barrels and jump up onto the • Ammunition Box • First Aid Box
metal pod building to reach it, some Mentats, 9 Office (Upper Catwalk)
and a Skill Book; or use explosives to blow it
There’s a safe in here.
POINT LOOKOUT
down.
• Safe Items
• Giant Teddy Bear • Dean’s Electronics (13/25)
• Miscellaneous Quest: The • Guns and Ammunition (55/152) 10 Precarious Planks
Nuka-Cola Challenge
• Freeform Quest
• Health and Chems 2 Southwest Office Move southwest to the broken catwalk
• Interior Exploration There’s a Carton of Cigarettes and a wall leading to the CEO Offices door; fight the
• Threat Level: 4 • Rare or Powerful Item tough old Ghoul here and head inside.
safe here.
BROKEN STEEL
• Faction: Ghoul, Super (2)
• Floor Safe Items
Mutant • Sleep Mattress CEO OFFICES
• Danger: Low Radiation • Work Bench 3 Dark Factory Area (North)
• Collectible: Nuka Cola • Hostile: Ghoul Genus,
11 North Office
Check the raised bookcase area.
Quantum, Collectible: Stefan, The Surgeon, Inspect the area for a Chip Broadcast
Skill Book (3) • Ammunition Box (2)
Super Mutant Genus Terminal. There are two entries; one mentions
THE PITT
On the outer western edge of the D.C. Interior
4 North East–West Linking Corridor that this terminal will detonate all “chips,”
is a large factory that used to manufacture Locate the trash bin. implanted into some crazy scientist’s “experi-
cute little Red Racer Tricycles. Production • Ammunition Box ments.” You can disable the chips: All enemies’
stopped 200 years ago, and the place is heads explode!
5 North Conveyor Belt Chamber
OPERATION: ANCHORAGE
remarkably intact, especially as the surround- • Ammunition Box
Climb to the higher catwalk and look for
ing area is so dilapidated. It is said that the 12 South Locked Storage Room
two turbine generators atop one of the lower
factory is home to a mad scientist who works There’s a Carton of Cigarettes in here, as
pods. Look for some clutter, jump down there,
on radiation experiments and has an army of
and use the stepladder to climb between the well as the following:
radio-controlled Ghouls and Muties to protect
turbines; there’s a Skill Book under a bucket. • Ammunition Box (3) • Nikola Tesla and You
the place.
• D.C. Journal of Internal Medicine (16/25) • First Aid Box (18/25)
There are a few Raiders outside, and if
you’ve already visited the Nuka-Cola factory, 6 Work Bench Alcove 13 Open Staircase Chamber
TOUR
there’s a trio of Raiders called the Sudden There’s a Bottlecap Mine and Grenades • Ammunition Box (3)
Death Overtime Gang here to bargain with here, near two water fountains.
you (Freeform Quest: Just for the Taste • Work Bench • Frag Grenades (2)
MISC. QUESTS
of It). Check the nearby trucks for some inter-
esting swag [8.Y] before you enter via the
double metal doors.
Factory Floor
MAIN QUEST
4
INTERIOR MAPS AND LOCATIONS
8
14
GEAR
3 5
CEO Offices 6
CENSUS
11
7
13 10
15
FACTIONS & BESTIARY
12
2
TRAINING
APPENDICES
• Laser Pistol and Ammo • Note: Welcome to the
You can refer to yourself as John-
Nuka-Cola Family:
14 Eastern Office
Caleb Bradberton, owner of Employee ID • First Aid Box • Lying: Congressional Style
the place. If you succeed, Milo (15/25)
believes you and gives detailed
8 Vats
FREEFORM QUEST: JUST FOR
MOTHERSHIP ZETA
instructions to the shipping Utilize the ruined catwalks to reach the exit in
manifests and more Quantum the west wall, leading into the offices. THE TASTE OF IT
information. First, find Winger Mercier’s body, which has
OFFICES (FLOOR 1) the location of a drop-off where his posse—the
Or, present the Employee ID that you found 9 South Office Sudden Death Overtime Gang—are waiting
in the Workshop 7 . You can ask for the Ter- This has two Marketing Terminals, with the for the formula to Nuka-Cola Clear. Move to
minal Data Module and Key. same information on them. The terminal infor- the Research Dept. Safe, and open it using
POINT LOOKOUT
mation consists of four entries outlining some the key you took from Milo’s corpse. Take the
Otherwise, you’ll need to retreat fromMilo’s
marketing for the “new” drink. Nuka-Cola Clear Formula, and travel north to
flamer attack. Fight back, and claim the pass-
the Red Racer Tricycle Factory. Hold your fire
word from Milo’s remains. You can also claim
the Research Dept. Safe Key.
10 Locked Storage Room as you reach the factory forecourt entrance.
This is a storage room with two skeletons, Goalie Ledoux stops you and speaks for
Check the door at the back, accessing a safe
one sitting next to a note reading “Help Me.” Winger Gervais and Centre Dubois. Agree to
and a copy of Tumblers Today. Then check
BROKEN STEEL
sell him the formula, under certain conditions:
the Shipping Terminal. Use the data module • First Aid Box • Note: Help Me
to download shipping manifests, which show You can increase the price to
three locations where Quantums are likely to FLOOR 2 400 Caps, and Ledoux can grin
be: Paradise Falls [2.08], Super-Duper Mart 11 Large Office with Missing Floor through his tombstone teeth and
[9.01], and Old Olney Grocery [3.02]. This bear it.
Head to the fallen mercenary called
THE PITT
information isn’t entirely accurate, as you’ll
Winger Mercier, grab the Stealth Boy near
discover if you explore those places.
him, and search him. You find a usual array Or, you can settle on 250 Caps.
• Terminal Data Module • Shelf Safe Items
of items and a note called “Finding the Or, you can shoot everybody on Ledoux’s
• Research Dept. Safe Key • Tumblers Today (16/25)
Formula” and a note from Goalie Ledoux team and grab the formula back. There’s no
OPERATION: ANCHORAGE
STORAGE AND MIXING VATS about Nuka-Cola Clear; this begins the Free- Karma loss, but no one else wants to buy the
form Quest in this area. formula. This has the added benefit of allowing
7 Workshop • Note: Finding the Formula • First Aid Box you to ransack Goalie Ledoux’s corpse. Pry his
Beware the strange blue Mirelurks known as Hockey Mask off; it’s well worth it!
Nukalurks! Optionally access the Automated 12 Western Server Room • Up to 400 Caps • Goalie Ledoux’s Hockey
Maintenance Terminal, which allows you to Check the table for the Skill Book. Mask (54/152)
release a Protectron into harm’s way and • Big Book of Science (16/25)
grab the Welcome to the Nuka-Cola Family!
Middle Office
TOUR
note. This has an Employee ID you can use to 13
satisfy Milo. You’ll find two more Marketing Terminals.
MISC. QUESTS
Secondary Locations
8.A: JURY STREET TUNNELS 8.B: RADIO MAST OSCAR INTERIOR MAPS AND
(BLOCKED; LAT -13/LONG -04) TANGO AND HAMLET LOCATIONS
MAIN QUEST
• Threat Level: 5 (LAT -11/LONG -05) Drainage Chamber
• Faction: Super Mutant
• Danger: Low Radiation 1
• Hostile: Super Mutant
Genus
GEAR
APPENDICES
8.R: RED ROCKET GAS Near the freeway overpass is a military truck 8.AA: PARKED NUKA-COLA TRUCKS AND
STATION (LAT 00/LONG -12) and office building ruins with a turret. There’s DRAINAGE OUTLET (LAT -02/LONG -19)
a terminal up the ramp that switches off the
• Threat Level: 1 • Threat Level: 1
turret (although shooting it from a distance is • Collectible: Nuka-Cola
• Highly Visible Landmark
easier). There’s a bed to sleep on, a Carton Quantum
MOTHERSHIP ZETA
of Cigarettes, scattered items and Caps, a
footlocker, and a Skill Book.
• Tales of a Junktown Jerky Vendor (14/24)
Another landmark to watch for en route from Parked outside of the Nuka-Cola Plant are two
Megaton. 8.W: JACKKNIFED TRUCK trucks with metal crates, some scattered Nuka-
(LAT -03/LONG -17) Cola bottles, and a Quantum.
8.S: SCAVENGER’S BRIDGE • Threat Level: 1 • Nuka-Cola Quantum (63/110)
POINT LOOKOUT
(LAT 02/LONG -13) • Collectible: Skill Book 8.BB: TRAFFIC PILEUP (LAT 03/LONG -19)
• Threat Level: 2 • Threat Level: 2
• Faction: Wastelander • Danger: Low Radiation
• Services: Repairer, Trader
• Collectible: Skill Book (3) At the back of the truck, is a Skill Book, and
• Guns and Ammunition check both footlockers.
BROKEN STEEL
• Health and Chems • Scavenger • Dean’s Electronics (15/25) Starting beneath the bridge to the west of the
• Lots o’ Caps • Scavenger’s Dog flooded metro is a huge vehicle pileup. Beware
8.X: DOT’S DINER
A Scavenger and his dogs live in a shack of the Raider Camp to the east [9.T]. Every-
(LAT -01/LONG -16)
on this pedestrian bridge. Trade and request thing’s been picked clean, so try setting fire to
Repairs from him. The stall has Darts and • Threat Level: 2 a car on the edge of the pileup, and watch the
THE PITT
Spikes, but the real prizes are the following • Faction: Raider big explosion...from afar!
items and three Skill Books you can Steal. • Collectible: Skill Book
• Hostile: Raider ENCLAVE CAMP LOCATIONS
CAMP E8.01 (LAT 02/LONG -04)
Note Near the freeway intersection is Dot’s Diner.
OPERATION: ANCHORAGE
• Main Quest: Picking up • Threat Level: 3
Avoid combat by using Sneak There’s junk to sift through and a Skill Book the Trail • Guns and Ammunition
and a Stealth Boy to grab behind the counter. Check the table with Stimpaks and a Field
these items. • U.S. Army: 30 Flamethrower Recipes (14/25) Research Terminal. The Enclave have
catalogued these entities in the area: Bloatfly,
• Ammunition Box (3) • Duck and Cover! (18/25) 8.Y: PARKED RED RACER Brahmin, Giant Ant.
• First Aid Box • Chinese Army: Spec. Ops. TRUCKS (LAT 01/LONG -16) • Enclave Crate Ammunition (3)
• Grognak the Barbarian Training Manual (13/25)
(17/25)
• Threat Level: 2 CAMP E8.02 (LAT -11/LONG -08)
• Faction: Raider
TOUR
• Main Quest: Picking up • Threat Level: 2
• Collectible: Skill Book
8.T: FREEWAY WRECKAGE the Trail
• Hostile: Raider
(LAT -06/LONG -15) A Vertibird swoops down to land near the
shacks of Independence Hamlet, depositing a
MISC. QUESTS
• Threat Level: 1 On the south side of the Red Racer Factory are small recon unit.
two trucks. The find is the dead Wastelander
lying in the radioactive container. CAMP E8.03 (LAT -06/LONG -10)
• Grognak the Barbarian (18/25) • Main Quest: Picking up • Threat Level: 2
the Trail
8.Z: RAIDER CAMP
MAIN QUEST
8.U: OVERTURNED TRUCK A Vertbird drops onto a flat area of ground
(LAT 03/LONG -16) north of Fort Independence, and a small team
(LAT -05/LONG -15)
•
Threat Level: 2 head out.
• Threat Level: 1
•
Faction: Raider
• Collectible: Nuka-Cola CAMP E8.04 (LAT -01/LONG -13)
•
Collectible: Skill Book (2)
Quantum • Main Quest: Picking up • Threat Level: 2
•
Guns and Ammunition
GEAR
Search the rear for Chems, alcohol, and: Dispatch a Raider and his dogs and loot the
area; there’s food and drink, some Chems, CAMP E8.05 (LAT -08/LONG -15)
• First Aid Box • Nuka-Cola Quantum
(62/110) Darts, a couple of Stimpaks, a Gun Case, a
• Main Quest: Picking up • Threat Level: 2
mattress, and the following:
8.V: THE CONCRETE TREEHOUSE the Trail
FACTIONS & BESTIARY
• Guns and Bullets (14/25) • Ammunition Box (2) In an attempt to secure the freeway skeleton
(LAT -03/LONG -15) • U.S. Army: 30 Flame- north of the Overlook Drive-In, a team is
• Threat Level: 2 thrower Recipes (15/25)
dropped from a Vertibird.
• Faction: Raider, Waste-
lander CAMP E8.06 (LAT -02/LONG -16)
• Collectible: Skill Book
• Main Quest: Picking up • Threat Level: 2
• Sleep Mattress the Trail
• Hostile: Raider, Turret The parking lot below Dot’s Diner gets a soldier
TRAINING
Mark V
deployment as a Vertibird swoops in.
PRIMARY LOCATIONS 9.CC: Rivet City Junk Heap (LAT 16/LONG -20)
9.DD: Entrance to Broken Bow (LAT 17/LONG -19)
9.01: Super-Duper Mart (LAT 04/LONG -04) 9.EE: Irradiated Tub (LAT 18/LONG -20)
9.02: Farragut West Metro Station (LAT 07/LONG -04) **BS9.A: Jefferson Caravan (LAT 13/LONG -17)
9.03: Sewer Waystation (LAT 04/LONG -08) **BS9.B: Burning Floaters (LAT 15/ LONG -17)
9.04: Wilhelm’s Wharf (LAT 07/LONG -07) **BS9.C: Rivet City Caravan (LAT 17/ LONG -18)
9.05: Flooded Metro (LAT 08/LONG -08) **BS9.D: The Lone Barrel Ambush (LAT 08/LONG -20)
**These Locations are detailed in the Tour section of Broken Steel.
400 Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
CONTENT INDEX
ZONE 9: EXTERIOR D.C. METROPOLITAN RUINS
APPENDICES
Primary Locations
• Threat Level: 2 • Underground Connection
9.01: SUPER-DUPER Storage Room Clearance
MOTHERSHIP ZETA
5
• Collectible: Nuka-Cola • Hostiles: Radroach,
In addition to the following items, there are Quantum Radscorpion Genus
MART (LAT 04/LONG -04) Darts and Chems. Take the Office Employee • Interior Exploration
ID so the Protectron doesn’t attack you. Acti- This leads to the following linked underground
vate the Automated Maintenance Terminal to area:
unleash a Protectron.
» D.C. U13: County Sewer Mainline
• Employee ID Card • Frag Grenade (4)
POINT LOOKOUT
(page 459)
• Ammunition Box (3) • Nuka-Cola Quantum
• First Aid Box (64–66/110) The following surface location can be accessed
• Mini-Nuke (53/92) from the previously listed underground area:
9.J: Sewer Grate (page 413).
9.02: FARRAGUT INTERIOR MAP AND
WEST METRO STATION LOCATIONS
BROKEN STEEL
• Miscellaneous Quest: Nuka-Cola Quantum (3),
The Wasteland Survival Skill Book (LAT 07/LONG -04)
Guide; The Nuka-Cola • Guns and Ammunition
Challenge • Health and Chems
• Threat Level: 3 • Interior Exploration
• Faction: Raider • Sleep Mattress
THE PITT
• Collectibles: Mini-Nuke, • Hostile: Raider
INTERIOR MAP AND
LOCATIONS
1
OPERATION: ANCHORAGE
1
• Main Quest: Following in • Guns and Ammunition
His Footsteps • Health and Chems
• Threat Level: 3 • Underground Connection This is a waystation with two doors, on the
3
• Faction: Raider, Super • Hostile: Raider, Super northwest edge of Grayditch. Enter via the
Mutant Mutant gate, through the gaps in the fence, or leap
• Danger: Low Radiation
from the rocks above the fence.
TOUR
This leads to the following linked underground
areas: 1 Western Foreman’s Room (West)
5
4 » D.C. U01.A: Farragut West Station Find food, Darts, a Carton of Cigarettes,
(page 455). junk, and vending machines.
MISC. QUESTS
» D.C. U01.B: Tenleytown/Friendship • Nuka-Cola Quantum (67/110)
Station (page 455).
2
The following surface locations can be accessed 9.04: WILHELM’S
via the underground areas listed above:
» 6.10: Friendship Heights (page 368).
WHARF (LAT 07/LONG -07)
MAIN QUEST
1 Manager’s Special: Weapon Cache » 10.01: Chevy Chase North (page 416).
There are some Stimpaks and food in the The station entrance is easy to Sneak or sprint
fridge in this corner. to. There are two Raiders on the concrete
• Ammunition Box (2) • Laser Pistol and Ammo (2) promenade, guarding a cache. Beware of
GEAR
Bay 1F
Inside the shack, steal weapons from a Anchorage
gun cabinet, as well as outfits. There is a mat- Memorial Facility 6
tress here. 1F/B1 MAPS AND LOCATIONS
• Hunting Rifle and Ammo
9.05: FLOODED
METRO (CAPITAL
WASTELAND; 1
2
LAT 08/LONG -08)
Bay B1
Memorial Facility
Offices
3
4
5
Bay B2
9
• Threat Level: 1 • Underground Connection 12
• Danger: Low Radiation
This leads to the following linked underground 11
area:
10
» D.C. U12: Arlington/Wasteland Metro 7
(interior) (page 459). Memorial Service Entrance 1F
The following surface location can be accessed
from the preceding underground area:
» 16.01: Arlington/Wasteland Metro
Bay B3
(Cemetery North; page 433).
This area has a courtyard overlooking the
Potomac and is dry, but the interior tunnels 8
are sodden. 8
GENERAL NOTES
This ancient war memorial has a total of four
entrances on the surface and the odd Mirelurk Memorial Service Entrance B1 Memorial Service Entrance B2
roaming around. The optimal route through
here is via the main entrance, facing south. ANCHORAGE MEMORIAL 5 Operations and Clinic Room
FACILITY
(Lower Floor)
9.06: ANCHORAGE 1 Wastelander Research Lab and Scattered Caps, Darts, a place to sleep,
MEMORIAL Utility (Upper floor) and the medical safe, which is otherwise
unlocked via the terminal at Location 3 .
(LAT 10/LONG -07) A dead Wastelander lies amid a wrecked
office with overturned shelves. Check the table with the lamp on it for a
• Scribe Pre-War Book (58–60/103) Skill Book.
• Medical floor safe Items • D.C. Journal of Internal
2Work Bench with Bottlecap Mine • Dean’s Electronics Medicine (17/25)
(Upper Floor) (16/25) • Door Component
APPENDICES
MEMORIAL SERVICE 1 Ground Floor
ENTRANCE There’s beer, a Carton of Cigarettes, and
Your Pip-Boy’s Local Map is a great scattered Chems. Pickpocket or find the key on
8 Kitchen (Middle Floor)
way to spot easy-to-miss entrances. Dukov’s corpse.
This area has three fridges with food and
MOTHERSHIP ZETA
scattered items. The floor below has a Mire- • Dukov’s Special Key • Assault Rifle
lurk butcher room with three more fridges.
9.08: DUKOV’S 2 Locked Office
• Sawed-Off Shotgun
One fridge contains a secret PLACE (LAT 11/LONG -08)
compartment with a stash of meat 3 Upstairs Balcony
and Caps; you know something
is in here if your Perception is
4 Dukov’s Bedroom
POINT LOOKOUT
high enough. There’s food in the fridge, scattered Chems,
and alcohol.
• First Aid Box (3) • Load of Caps • Pugilism Illustrated • Nuka-Cola Quantum
(19/25) (69/110)
9 Sewers Utility Door FREEFORM QUEST:
This is the door requiring the component
CHERRY’S FREEDOM
BROKEN STEEL
from the medical floor safe. Or, you can
Repair the door. Inside are Caps, Darts, junk, Speak with Cherry, and steer the
• Miscellaneous Quest: Quantum, Skill Book conversation so she tells you she can’t
other items, and a note telling you where the
You Gotta Shoot ’Em in • Guns and Ammunition take much more of this.
“stash” is located. Don’t forget the key! the Head • Highly Visible Landmark
• U.S. Army: 30 Handy • Note: Anchorage War • Freeform Quest • Interior Exploration Then tell her you’ll protect her. If
THE PITT
Flamethrower Recipes Memorial Stash • Threat Level: 2 • Inhabitants: Cherry, your Speech is successful, she
(16/25) • Anchorage Stash Key • Faction: Wastelander Dukov, Fantasia agrees and wants you to take her
• Nuka-Cola Quantum • “The Tenderizer”: Sledge- • Collectibles: Nuka-Cola to Rivet City.
(68/110) hammer (57/152)
INTERIOR MAPS AND
OPERATION: ANCHORAGE
When you’re ready, leave with Cherry. You
10 Door to Capital Wasteland LOCATIONS can tell her to stop, follow you, or leave her
MEMORIAL FACILITY OFFICES stranded. Follow the Potomac River south and
around to the Rivet City bridge. But first, you
11 Office must navigate the Raider camp and two Super
1
A desk terminal unlocks a wall safe. Mutant incursions.
• Wall Safe Items
12 Restrooms 9.09: GRAYDITCH
TOUR
• First Aid Box (2) (LAT 05/LONG -09)
2
9.07: TEPID SEWERS
MISC. QUESTS
(LAT 11/LONG -07)
3
MAIN QUEST
• Miscellaneous Quest: • Interior Exploration
Those! • Lots o’ Caps
• Freeform Quest • Sleep Mattress
GENERAL NOTES • Threat Level: 2 • Hostile: Giant Fire Ant
GEAR
• Threat Level: 2 • Underground Connection Dukov barricades both sides of his front and • Faction: Wastelander Genus
• Danger: Low Radiation back door, warning you of dire consequences if • Collectible: Skill Book • Inhabitants: Bryan Wilks,
The Metro Station entrance leads to the you don’t holster your weaponry. The “place” is • Guns and Ammunition Doctor Lesko, Fred Wilks
CENSUS
GENERAL NOTES FREEFORM QUEST: NECTAR The following surface location can be
Grayditch was once an affluent area before COLLECTING FOR FUN AND PROFIT accessed from the underground Metro Tunnels:
the bombs fell, with fancy brick walkways After you complete Miscellaneous Quest: 19.01: Falls Church (Marigold Station; page
and brownstones. Now, most of the fancy (but Those! and Doctor Lesko has survived, find 447).
structurally weak) buildings have been blown him in the recently built shack. He requests you These Giant Fire Ants must be coming from
away, leading to only some of them being search for Fire Ant Nectar in return for Caps. somewhere. This station, built at the corner of
usable as shelters. It is the hideout of a small As Grayditch is devoid of Fire Ants thanks to Grayditch city hall, is the key to finding out
boy and a strange scientist, both unrelated to the Pulse, you must return to the Metro Tunnels more about these scuttling insects and entering
each other. The area to concentrate on is south at Marigold Station. Each sample nets you 40 the Falls Church zone.
of the Sewer Waystation [9.03] and northeast Caps. Workers drop Nectar 40 percent of the
of the Outpost [9.I]. time. Soldiers and Warriors drop Nectar 70 9.11: THE CITADEL
percent of the time. (LAT 08/LONG -14)
Diner and Pulowski
In addition, once per day, you can ask Lesko
Preservation Shelter how his experiments are coming. He mentions
This is where Bryan hides once the Quest something different each day you try this.
begins. The area is empty, except for the trash
bins behind the diner. Use the key Bryan gives
you to unlock them.
9.10: MARIGOLD
• Grayditch Dumpster Key • Trash Bin Items STATION (LAT 06/LONG -11)
Recently Built Shack
Use the shack key you find on Fred Wilks’s
• Main Quest: The Waters • Loads o’ Caps
corpse (at Location 3 ) or lockpick the door
Of Life; Picking up the • Perk!
to enter Doctor Lesko’s shack. The place is Trail; The American • Sleep Mattress
empty except for a Holotape allowing you Dream; Take It Back!
• Work Bench
easy access into Lesko’s Terminal. Read • Freeform Quest (7)
• Inhabitants: Elder Owyn
Lesko’s personal notes, as they pertain to his • Threat Level: 2 Lyons, Knight Artemis,
science experiments on mutating Fire Ants. • Faction: Brotherhood Knight Captain Durga,
He’s down in the Marigold Station area. Of Steel Knight Captain Dusk,
• Doctor Lesko’s Password Recording • Miscellaneous Quest: • Threat Level: 3 • Services: Healer, Repairer Knight Captain Irving
Those! • Underground Connection • Collectible: Skill Book (2) Gallows, Liberty Prime,
Wilks’s House • Area Is Locked Paladin Bael, Paladin
The Metro Station entrance leads to two linked Glade, Paladin Gunny,
Bryan’s father is here with a shack key that • Follower
areas: Paladin Kodiak, Sawbones,
opens Location 2 . There is food in the fridge. • Guns and Ammunition
D.C. U16.A: Marigold Station (page 460). Scribe Bowditch, Scribe
• Ammunition Box (2) • .32 Pistol and Ammo • Health and Chems Jameson, Scribe Peabody,
D.C. U16.B: Queen Ant’s Hatchery • Highly Visible Landmark
• Chinese Assault Rifle Scribe Rothchild, Sentinel
and Ammo (page 461). • Interior Exploration Sarah Lyons, Squire
Maxson, Star Paladin Cross
Brandice’s House
A terminal in the master bedroom allows INTERIOR MAPS AND LOCATIONS
access to six entries. It charts the general
Citadel – A Ring
hopelessness Brandice and his wife, Sheila,
felt as the Ants closed in. In his third entry, The Citadel
Courtyard 9
he details a gun he bought at Megaton; it’s
behind the fridge in a toolbox. You can unlock
the footlocker in the master bedroom using 6
1
William Brandice’s key, which you find in the 8
2
underground tunnels below Marigold Station 3
[9.10 and U16.A].
• Kitchen Toolbox: 10mm • William Brandice’s 7
Pistol and Ammo Footlocker: Missile
4
• First Aid Box Launcher and Missile (1)
5
Abandoned House (North)
The are a few scattered Chems in here. 14
Outside, there’s a ruined bridge, a small play-
ground, and other buildings, all wrecked and 13
with Fire Ants to destroy.
18 11 12
• Ammunition Box • 10mm Pistol
16
• Guns and Bullets (15/25) • First Aid Box
Abandoned House (South) 15 16
17 10
There is a place to sleep and a Carton of
Cigarettes in the master bedroom. 19
Citadel – B Ring
• Hunting Rifle • First Aid Box
APPENDICES
GENERAL NOTES 9 The Den 17 Lower Floor Restrooms
This large building is the remains of an old This is the usual location of Paladins Kodiak Check the tiny crate for a Skill Book.
operations base known as “the Pentagon.” It (where you can begin Freeform Quest: The • Duck and Cover! (19/25)
is well defended and impenetrable until you Scourge) and Glade (who completes Free-
18 Armory
MOTHERSHIP ZETA
arrive with Doctor Li after escaping from the form Quest: Gallows Humor). The room
Jefferson Memorial during Main Quest: The has a broken terminal, food in the fridge, and Speak with Scribe Peabody about Repairing
Waters of Life. You can speak to Paladin mattresses. Check the foot of the bed to the your Armor. You can also activate the nearby
Bael at the front gate, but he doesn’t allow south for a Skill Book. terminal to read up on the Brotherhood’s
you access until Doctor Li demands it. • Brotherhood Holotags • Guns and Bullets (16/25) reviews of certain weapons. Through the door
is the Armory. Knight Captain Durga refuses to
THE CITADEL COURTYARD CITADEL: B RING sell you equipment; check the Freeform Quest.
POINT LOOKOUT
Afterward, she sells some of the best equip-
1 Initial Training: Pistols 10 Barracks (South) ment in the Wasteland and Repairs your items.
2 Initial Training: Big Guns This provides a place to sleep (there are a
few scattered food packages on the shelving) 19 Mess Hall
Mind the splash damage.
and a Citadel Information Terminal: These are There’s food in three fridges here and in the
3 Initial Training: Grappling dotted throughout the building. Terminals have mess hall.
BROKEN STEEL
five entry options upstairs and six downstairs • 10mm Pistol
4 Initial Training: Rifles in the lab area:
Test your aiming by shooting the bottles by FREEFORM QUEST:
the mannequin’s head. 11 Barracks (Central) GALLOWS HUMOR
The same type of beds and terminals are Knight Captain Gallows is a solitary and anti-
5 Initiate’s Quarters available here. social sort, but perhaps that’s because he does
Mattresses (and little else) are available
THE PITT
here. 12 The Solar his talking with the smoking end of a Laser
Rifle. Seek him out, and say nothing—liter-
Elder Lyons’s personal quarters. Locate the
6 Gun Range Personal Log containing his thoughts, and
ally—so you both understand each other. Then
Test your weaponry at this gun range. speak to one of the other Paladins (such as
unlock the safe or terminal to take a unique
OPERATION: ANCHORAGE
There are also gantry steps to climb around Knight Captain Dusk), and they let you know
Laser Pistol. Also in the safe is the second
the perimeter. The central area remains closed there’s a pool going around for the first person
Personal Log. You can kill Lyons to steal his
until the Brotherhood move their military to find out Gallows’s actual name. Return to
unique Robe, although this is not recom-
robot, Liberty Prime. Gallows and ask him about it.
mended! Now that you have both Personal
Log Holotapes, you can listen to them. The only way he reveals his name
CITADEL: A RING • Wall Safe Items • Smugglers’ End (59/152) is if you coax it out of him using
7 Archives and Library • Elder Lyons’s Robe • Elder Owyn Lyons: Speech. Report back to Paladin
(58/152) Personal Logs 1 and 2 Glade; make sure you ask what
You can speak to Scribe Jameson about
TOUR
your reward is first!
the Brotherhood (their history, beliefs, and 13 Squire Maxson’s Bedroom
the like) and Super Mutants, and learn the • 1,000 Caps
There is a terminal in here with five entries.
location of Scribe Yearling [Arlington Library,
MISC. QUESTS
One entry reveals that Paladin Vargas keeps a FREEFORM QUEST:
9.18]. In addition, there are three terminals to
copy of Guns and Bullets under his bed.
access. COLLECTING HOLOTAGS
The second computer of interest is the 14 Hospital Scribe Jameson is the keeper of the scrolls for
Vault-Tec Terminal. There are three entry You can begin the Freeform Quest here and the D.C. Brotherhood. Because of the chaotic
options (many options, including the last two take your life into your own hands with Saw- fighting and the structure of the Brotherhood in
MAIN QUEST
Main menu entries, are restricted or corrupted bones the Doctor. D.C., there are many members who are unac-
and cannot be read). One entry lists the seven CITADEL: LABORATORY counted for. Scribe Jameson is interested in
vaults in the vicinity. For each, you can read recovering the Holotags of the fallen brothers
AND ARMORY
about equipment issuances, personnel assign- so their deed can be written into the scrolls.
ments, and project goals. 15 Smithy (Upper Floor) Search the D.C. Ruins for Brotherhood soldiers;
GEAR
The third computer of interest is the Penta- Scribe Bowditch is in here and can Repair you can also “help” them to the afterlife, take
gon Library Terminal. There are three entry your equipment. You gain information about their Holotags, or just concentrate on members
options. the Replicated Man. you haven’t executed. You receive the follow-
ing for each Holotag you hand in.
CENSUS
Gallows, that sort of thing. Listen to the two this laboratory. You can read more about
At last! As soon as you enter the Citadel, speak
guards by the door for some entertaining the robot here in the entries on Historical
with Elder Lyons so he gives you permission to
stories. There’s nothing of value (aside from Records, Diagnostic Reports, and the Lead
train in Power Armor. Move to the courtyard
some beer) in here. Between the Great Hall Scribe’s Journal. You can also access theVoice
(Bailey) area where the Initiates are training.
and main corridor on each side are pantries Emitter Test: Access this, step back from the
Find Paladin Gunny, and he trains you; you
and food-stocked fridges. terminal, and you can hear Liberty Prime’s
can now utilize any type of Power Armor.
growling oratory synthetic modulations (or
• Power Armor Training
TRAINING
FREEFORM QUEST: SEEING STARS The Metro Station entrance leads to one linked
3 Store Room Terminal
With a high enough Karma, you can underground area:
• First Aid Box • Nuka-Cola Quantum
speak with Star Paladin Cross, who » D.C. U20: Irradiated Metro (Interior;
• Ammunition Box (4) (70/110)
is usually located in the laboratory. She offers page 463).
to accompany you on a special detachment The following surface location can be accessed 4 Hotel Bedroom
mission. Should you perform any evil deeds, from the underground metro tunnel: This contains mattresses, a fridge with food,
she will leave you and return to the Citadel. » 21.04: L’Enfant South (page 453). and a wall safe. There are similarly stocked
• Follower: Star Paladin Cross fridges in each bedroom.
FREEFORM QUEST: NO FREE Caution • Wall Safe Items
LUNCH Be careful when exploring around here, 5 Hotel Bedroom
The miserable Knight Captain Durga, located as the nearby Office Ruins [9.P] have • Ammunition Box
in the Armory, doesn’t trust Vault Dwelling numerous Super Mutants looking for
Wastelanders like yourself. Speak to her, and
she refuses to Repair or Sell her weaponry to
fresh meat. This is a quick way to reach
L’Enfant Plaza Zone.
9.14: JEFFERSON
you until Elder Lyons approves it. Locate Lyons, MEMORIAL
request that Bartering take place, and return (LAT 13/LONG -17)
to Durga to use her Repair and Inventory. 9.13: ALEXANDRIA
FREEFORM QUEST: WORST. ARMS (LAT 07/LONG -17)
DOCTOR. EVER
Sawbones is more than living up to his name
in the medical bay, and when you request
a healing, he actually wounds you instead.
Ignore this malfunctioning robot, or use
Science to run a Level 2 diagnostic on his
medical subsystems. Keep this up, and you
fix Sawbones, and he actually behaves like a • Main Quest: Scientific • Health and Chems
doctor from this point on. You can also access Pursuits; The Waters of • Highly Visible Landmark
the nearby Medical Terminal. Life; Take It Back! • Interior Exploration
• Threat Level: 3 • Guns and Ammunition • Threat Level: 4 • Sleep Mattress
Inside the terminal, recently • Faction: Raider • Health and Chems • Faction: Enclave, Super • Hostile: Centaur, Super
• Collectibles: Nuka-Cola • Interior Exploration Mutant, Wastelander Mutant Genus, Turret
hacked by Glade with a rant
Quantum, Pre-War Book, • Sleep Mattress • Area Is Locked Mk V
against the robot’s poetry, are four
Skill Book (2) • Hostile: Raider • Guns and Ammunition
entry options (one of which is the
medical storage lock override). The manhole entrance leads to two linked
1 Lower Side Room underground tunnels:
Or you can Lockpick the medical storage There is a Skill Book on the shelves, just » D.C. U18.A: Taft Tunnel (page 462).
lock and grab the medical items inside. before the double doors leading to the two- » D.C. U18.B: Taft Tunnels (page 462).
• Medical Storage Health and Chems level recreation room.
The following surface location can be
• Duck and Cover! (20/25)
FREEFORM QUEST: THE accessed from the memorial:
SCOURGE
2 Two-Level Recreation Room » 9.O: Sewer Entrance Manhole (the Citadel;
A lower area with a pool table and an page 414).
Paladin Kodiak is usually in the Barracks, and
upper area with Ammo Boxes, Darts, and
if you ask, he’s more than happy to tell you
some scattered Chems.
about a cataclysmic event in his past, one that
• Ammunition Box (4) • Guns and Bullets (17/25)
he feels he is indebted to Elder Lyons for.
• Scribe Pre-War Book
(61/103)
9.12: IRRADIATED
METRO (LAT 13/LONG -13) INTERIOR MAPS AND LOCATIONS
Alexandria Arms
5
4
3
2
2
• Threat Level: 3 • Underground Connection
APPENDICES
GENERAL NOTES INTERIOR MAPS AND LOCATIONS Pump Control
Access to the Jefferson Memorial is only avail- Jefferson Museum and Gift Shop
able via a small gift shop side entrance; the
steps of the structure have long since been
MOTHERSHIP ZETA
abandoned, and pipes twist out into the
Potomac. At the center of the Project Purity 1 Sift Pump
experiment, a brand-new catwalk (teeming
with Super Mutants) has been erected; carefully
battle or Sneak through here to the entrance. 3
2
JEFFERSON MEMORIAL
POINT LOOKOUT
GIFT SHOP
The pump control is a chamber you enter via
the northeast exit. It is only necessary to enter
during Main Quest: The Waters of Life. 4
This is the only time you can activate the valve 17
here and move along the pipe, which exits
BROKEN STEEL
down in the sub-basement.
12
1 Gift Shop Entrance 11
A Turret Control Terminal shuts down the
16
turret inside. 15 13
THE PITT
14
• First Aid Box • Ammunition Box
6 5
3 Gift Shop Memorial Sub-Basement
7
OPERATION: ANCHORAGE
• Ammunition Box (2) • .32 Pistol and Ammo
8
4 Manhole to Taft Tunnels 9 10
TOUR
Project Purity is built around the giant statue of
Thomas Jefferson. This is narrow and danger- Study with Bed (Lower Corridors)
ous until you flush out the Super Mutants. It is Note 15
MISC. QUESTS
• Project Purity Personal • Better Days
the center of hope for mankind. For more information on your father’s Journal, Entries 1–3
personal journals, consult Main
5 Airlock 16 Side Table
Quest: Scientific Pursuits.
Utilized during Main Quest: Take It Back! • 10mm Pistol
6 Auxiliary Filtration Input SUB-BASEMENT 17 Fuse Control Room
MAIN QUEST
Also utilized (optionally) during Main 9 Mainframe Power Switch
Quest: Take it Back!
• Project Purity Journal: Entries 5, 8, and 10
Utilized during Main Quest: Take 9.15: RIVET CITY
it Back! (LAT 18/LONG -17)
7 Project Purity Sys. Op. 10 Small Medical Room
GEAR
APPENDICES
Inside Washington’s room, there’s food in the
8 Flak and Shrapnel’s Room 15 Common Room fridge, a Work Bench with a Bottlecap Mine,
It’s possible to steal some weaponry from Expect to see some wandering folk around Health and Ammo to steal, and his personal
here: here. There’s little to steal, except items from terminal. You can read entries here about the
• Ammunition Box (3) • Chinese Assault Rifle footlockers. Declaration expedition (where Sydney is men-
MOTHERSHIP ZETA
• 10mm Pistol • Sledgehammer
• Assault Rifle
16 Cantelli’s Room tioned), the Lincoln artifacts, and a planned
expedition to salvage the Liberty Bell.
This is a Chem addict’s room; there are
9 Doctor Preston’s Room and Rivet Chems scattered about and a footlocker to loot.
City Clinic 17 Science Lab Note
The doctor’s room is reasonably empty, Beware! Items marked “†” are critical
There are three entrances to this lab, where
but his clinic has some Stimpaks and Chems. to complete other Miscellaneous Quests!
POINT LOOKOUT
a number of key characters, including Doctor
You can speak to Preston about the Replicated
Li, are usually located. Expect to hear an argu-
Man wherever you find him. You can also • Work Bench • First Aid Box
ment between a doctor and Zimmer. There
request medical items or heal, and you can • 10mm Pistol and Ammo • Ammunition Box(2)
are fresh vegetables and fruit here, the result
activate the Rivet City Clinic Patient • Frag Grenade • Schematic: Railway Rifle
of successful hydroponics experiments. One
Data System. • Pulse Grenade (22/23)
of the tables holds a Bobblehead. There’s the
• Holotape: The Replicated • 10mm Pistol
BROKEN STEEL
usual array of food in the fridge.
Man (17/25) • Bobblehead: Intelligence (19/20) 19 Saint Monica’s Church
You can pry open the collection box and
10 Doctor Li’s Room 18 The Capitol Preservation Society open the rectory door to unlock a couple
Opposite is a door to the science lab This is the home to Abraham Washing- footlockers. Check behind the pulpit for a
(although the main level is one floor down). ton, who is very interested in any relics you Holotape.
Li’s quarters contain the Holotapes you were
THE PITT
may find on your journey (see nearby table). • Holotape: Replicated Man (19/25).
missing when you searched the Jefferson He also awards you with a Schematic if you
Memorial (Project Purity sub-basement). complete Miscellaneous Quest: Stealing 20 Seagrave Holmes’ Room
There’s food in the fridge and a terminal to Independence. The Society Terminal is also His key is on the table, as is his terminal,
hack, where you can read about her progress
OPERATION: ANCHORAGE
here, where you can read the following: which contains information on his “survival
in the field of hydroponics and about the weapon” and some terse e-mail exchanges
• The Constitution of the • The U.S. Declaration
council meeting minutes. about Bannon between Seagrave and Doctor
U.S.A. (drafted, 1786) of War on Germany
• Project Purity Personal Journal: Entries 1, 3, 5 (declared by Roosevelt, Li. There’s a Holotape here too.
• The Emancipation
1941) • Holotape: Replicated Man (20/25)
11The Weatherly Hotel and Vera Proclamation (issued in
1862) • The U.S. Declaration
Weatherly’s Door • The Gettysburg Address of War on China (date
21 Rivet City Market
You can speak to Vera or Mister Bucking- (speech by Lincoln, 1863) unknown; either 2066 Potomac Attire: A clothes shop run by
ham about renting a room (120 Caps), and • The Monroe Doctrine or 2067) Bannon. You can Trade or Repair here. There’s
TOUR
you can purchase some food. Hack the desk (presented in 1823) a load of Caps in Bannon’s trunk.
terminal to find out who’s staying and to read
a shopping list. There is also the Weatherly
RELATED
MISC. QUESTS
Hotel trunk, which you can open only after PRICE
ARTIFACT LOCATION MISCELLANEOUS
you procure the key from Vera’s body. Vera’s (ABRAHAM WASHINGTON)
QUEST
room holds little of interest, although Sister is
Declaration of Independence National Archives Railway Rifle Schematics Stealing Independence
sometimes there.
Declaration of Independence (Faked) National Archives Railway Rifle Schematics Stealing Independence
12 Zimmer’s Room
125 Caps/100 Caps (High Barter
MAIN QUEST
There are a couple footlockers, some scat- Bill of Rights National Archives Stealing Independence
Skill)
tered food and tools, and little else. Across
100 Caps/75 Caps (High Barter
the corridor is the locked hotel room, where Magna Carta National Archives Stealing Independence
Skill)
you can spend the night if you have the Caps
Lincoln’s Rifle Museum of History 200 Caps/100 Caps Head of State
(or break in and sleep here).
GEAR
• Holotape: The Replicated Man (18/25) Civil War Draft Poster Museum of History 120 Caps/60 Caps Head of State
Lincoln’s Diary Museum of History 200 Caps/100 Caps Head of State
MIDSHIP DECK
Lincoln’s Head Penny Collection Museum of History 30 Caps/15 Caps Head of State
Salt-of-the-earth types reside up here, although
FACTIONS & BESTIARY
there are more Chem addicts than the science Gift Shop Poster of the Lincoln
Museum of History Will not purchase Head of State
Memorial
staff would like. Or know about.
Lincoln’s Voice (Phonograph) Museum of History 120 Caps/60 Caps Head of State
14 Bedroom
Lincoln’s Rifle Museum of History Will not purchase Head of State
There’s a large amount of food in here on
shelves and in a fridge. 300 Caps/200 Caps
Agatha’s Soil Stradivarius Violin Vault 92 Agatha’s Song
(Speech Chall)
TRAINING
A Quick Fix: A Chem supplier run by eyes, and he is willing to marry them. You
Cindy and Paulie Cantelli. Paulie has a key to
26 Pinkerton’s Hideout are invited to the ceremony. You can find the
open the trunk. Flick the switch to open the door; the termi- Pheromone on any Ant Queen, or you can buy
nal is a trap. Inside, you’ll find Pinkerton, and some in the Quick Fix shop in the market.
Rivet City Supply: A general store run by
you can complete Miscellaneous Quest:
Seagrave Holmes. You can buy “a little bit of
The Replicated Man. Before you leave FREEFORM QUEST: SUICIDE
everything” here. He has the key to open his
trunk, which contains a load of general sup-
(and optionally reconstruct your face), search WATCH
the area for some scattered Caps and a load Every day, Mister Lopez goes and stands on
plies; nothing unique.
of items. Pinkerton’s Terminal (only accessible the observation deck at the top of the bridge
Gary’s Galley: A food court run by
once you speak to him) has the City Founders tower, contemplating suicide. Meet him there
Gary and daughter Angela : Purchase food
Log (useful in Miscellaneous Quest: The during the day (between 8:00 AM–12:00 PM
and drink here. Find the key to open the two
Wasteland Survival Guide), and some and between 2:00 PM–5:00 PM). You can
fridges and the trunk on Angela’s corpse.
android information to prove to Harkness that
There’s little to take here; just a lot of food and Agree to push him.
he’s synthetic.
a few Stimpaks. Try to talk him into jumping himself.
• Work Bench • Big Book of Science
Flak and Shrapel’s: A weapons store (18/25) Try to get him to help Ted Strayer.
• Frag Grenade
with a great selection. There are several • Dean’s Electronics 17/25) Mister Lopez will no longer talk about
• D.C. Journal of Internal
weapons to Steal and more in the trunk if you Medicine (18/25) • Stealth Boy (3) suicide and will never return to the observa-
can acquire the key from Flak or Shrapnel. tion deck. An appeal to church doctrine has
The northwest corner of the market has a FREEFORM QUEST: CHURCH no effect.
Work Bench with a Bottlecap Mine. DONATIONS FREEFORM QUEST: LIGHT-
• Work Bench • Large Weapons
• Ammunition Box (4) Collection!
Seek out Father Clifford near St. Monica’s FINGERS HARGRAVE
church. You can ask whether donations are
James Hargrave is an unpleasant little tyke, but
accepted. Naturally, they are. You have three
Note options, each with a positive Karma reward:
if you can play up his thievery, he agrees to
steal some ammunition for you. Expect to wait
All the Traders have keys to their 10 Caps donation 12 hours until you visit him again. Then, he’ll
storage trunks, but you must kill them 50 Caps donation have more every 12 additional hours.
to obtain the keys. 100 Caps donation
FREEFORM QUEST: THE
LOWER DECK RUNAWAYS
22 The Muddy Rudder
Tip Locate Tammy Hargrave, speak with her, and
There can be no end to your then find her son, James.
Brock, Trinnie, and Belle Bonny are usually
generosity: This is an excellent way
here. They all have keys to this area and to Now you have the option to
to redeem yourself and shift your
his room. There is copious amounts of alcohol, tease him about how awful
Karma back into positive territory if
as well as food and two footlockers in his mother is. Succeed in your
you’ve done some bad, bag things
Bonny’s room. Speech, and James and C.J.
in your past. Feeling guilty? Let the
• 10mm Pistol Young run away, across the
Holy Spirit cast out your sins!
THE BROKEN BOW Rivet City bridge, to a couple of
chairs and a table just west of
Access this area via an underwater door FREEFORM QUEST: A NICE the entrance to Anacostia Metro.
outside the bow’s northern corner, or via a DAY FOR A RIGHT WEDDING
gantry across the water. Swim and then climb
Angela and Diego are madly in love, but the
up to the floor that isn’t waterlogged.
course of true love is running into some prob- Bring them back, as Tammy doesn’t
23 Entrance Door lems; Diego is a priest in training. To learn even notice, by speaking with any
Access this via the gantry outside. Flick the about this, you must listen to conversations security guard, Angela, or Mister Lopez, and
lock mechanism to unlock the door. Disarm the in Rivet City, or simply follow Angela around you’ll be clued in that they escaped via the
Mine before it blows you up. until she speaks to Gary , Diego, Vera Weath- bridge. Speak with James when you find him
erly, Paulie Cantelli. and convince them to return.
• Frag Mine • First Aid Box
• Ammunition Box • Scoped .44 Magnum Or, listen to Vera Weatherly and Gary , and Or leave them here.
Diego and Danvers. Armed with this informa-
tion, you can try the following: FREEFORM QUEST: SLAVE HUNT
24 Gas Leak
Lie to Father Clifford that Diego is Mei Wong is terrified of Sister; she recognizes
25 Trap Room and Corridor sleeping with Angela. Diego ceases to him as a Slaver. She used to be a slave and
Disarm the trip wire in the corridor, or be an acolyte. Father Clifford is so angry that fears that he will capture her and take her back.
you’ll be engulfed in flames. Sidestep the he won’t marry them and they live together
Succeed with a Speech Challenge
pressure plate and disarm both Rigged Shot- in sin.
and Mei Wong reveals she’s a
guns. Disarm the Mine on the table. There’s a Threaten Diego by telling him you’ll runaway slave. You can:
Stimpak and Purified Water here. squeal to Father Clifford. Diego will
• Combat Shotgun and • Frag Mine stop seeing Angela. She will be very sad.
Ammo (2) • Ammunition Box Give Angela an Ant Queen Phero-
mone Sac, which she can use to
seduce Diego. Diego quits the priesthood and
does the honorable thing in Father Clifford’s
APPENDICES
Tell Sister that Mei Wong disappears This leads to the following linked underground
one night, recaptured by Slavers. 9.16: ANACOSTIA area:
Or, tell Sister, then go back to Mei
and let her know you revealed her
CROSSING » D.C. U19: Flooded Metro (Interior)
(page 463).
(LAT 19/LONG -16)
identity. She commits suicide. The following surface Locations can be
MOTHERSHIP ZETA
Or, you can give her enough Caps to accessed from that underground area:
purchase a gun. » 20.03: Mason District South (page 451).
Or, stay out of this altogether. The station exterior is dry, but the interior is
a mess. On the surface, this entrance is half-
FREEFORM QUEST: OVERDOSE hidden due to the large traffic accident [8.BB]
Paulie Cantelli is a Chem addict. Why nearby. Watch for Raiders south of the pileup.
POINT LOOKOUT
not help him along and give him some Check the Pulowski Preservation Shelter for
Chems? Give him some more! Then leave him Stimpaks and the following:
alone to overdose and die. • Pulse Mine Chinese Army: Spec. Ops.
• Threat Level: 1 • Underground Connection Training Manual (14/25)
FREEFORM QUEST: BELLE’S The Metro Station entrance leads to several
CASH BOX linked underground metro areas:
9.18: ARLINGTON
BROKEN STEEL
Belle Bonny has a cash box hidden in her » D.C. U22.A: Anacostia Crossing Station
room, just off the Muddy Rudder. Buy Trinnie
three drinks, and she’ll tell you where Belle
(page 463).
LIBRARY (LAT 08/LONG -19)
» D.C. U22.B: Museum Station (page 464).
keeps the cash box. » D.C. U6.B: Metro Central (page 457).
• Caps
Note
THE PITT
FREEFORM QUEST:
PRIVATE JONES From D.C. U6.B, you can reach D.C.
Private Jones guards the Armory Interior Zones 11: Dupont Circle; 12:
Vernon Square; 14: Georgetown; 15:
OPERATION: ANCHORAGE
up in the Bridge Tower. Try pre-
tending (using Speech) there’s Pennsylvania Avenue; 16: Arlington
an emergency and his assistance National Cemetery; 17: The Mall; and
is needed. Once he is gone, you 18: Seward Square. • Miscellaneous Quest: The • Guns and Ammunition
have a better chance to rob the Wasteland Survival Guide, • Health and Chems
Armory, although the turret inside The following surface locations can be Stealing Independence • Highly Visible Landmark
still makes it very difficult. accessed from Anacostia Crossing: • Freeform Quest • Interior Exploration
» 17.06: The Mall (near Museum of History • Threat Level: 3 • Lots o’ Caps
Entrance) (page 437). • Faction: Brotherhood of • Sleep Mattress
FREEFORM QUEST:
TOUR
Steel, Raider
» 17.09: The Mall (near Museum of • Hostiles: Raider, Radroach
COUNCIL SEAT • Danger: Baseball Pitcher,
Technology Atrium) (page 440). • Friendly: Brotherhood
Seagrave Holmes is considering running for a Grenade Bouquet, Mines,
Paladin
» 18.05: Seward Square (Southeast) Terminal Trap
MISC. QUESTS
seat on the city council to represent the market. • Inhabitant: Scribe Yearling
(page 445). • Collectibles: Nuka-Cola
This means he will replace Bannon. Speak with
» Various locations from U6.B: Metro Quantum, Pre-War Book
Bannon, and he asks you to poke around in (10), Skill Book (6)
Seagrave’s room and see if you can find any- Central (page 457).
thing incriminating. It turns out that Seagrave RELATED INTERACTIONS
used to do business with Slavers. You can turn Note Scribe Yearling: Approach her about collect-
MAIN QUEST
over the evidence to Danvers or tell Danvers Located close to Rivet City, this station ing Scribe Pre-War Books for profit.
that Bannon is trying to blackmail Seagrave. offers excellent (if convoluted) access
The former results in Seagraves abandoning to almost any D.C. Interior location, GENERAL NOTES
his council seat campaign. Bannon’s prices but it is mainly useful for reaching Still standing amid the rubble is this impos-
are lowered at his store. The latter results in the Mall. ing library with its Greek columns and single
GEAR
Bannon losing his seat on the council. Sea- entrance, across from the Alexandria Arms.
grave’s prices are lowered at his store.
• Schematic: Dathclaw Gauntlet (21/23) 9.17: FLOODED Enter via the single set of doors. Before you
head inside, inspect the Pulowski Preservation
METRO (LAT 04/LONG -18)
CENSUS
FREEFORM QUEST: TUNNEL Shelter, where a corpse still clutches the follow-
SNAKES FOREVER! ing items:
When you finish Miscellaneous Quest: • 10mm Pistol and Ammo • Guns and Bullets (18/25)
FACTIONS & BESTIARY
APPENDICES
Secondary Locations
9.A: D.C. IRON STATUE 9.F: ANCHORAGE BRIDGE little too Feral to be friendly. Dispatch or Sneak
MOTHERSHIP ZETA
(LAT 07/LONG -07) around them, and search the outpost for a
(LAT 07/LONG -04)
bed, food and cleaning supplies in the fridge,
• Threat Level: 1 • Threat Level: 2
two Cartons of Cigarettes, some Darts, a gun
• Highly Visible Landmark • Faction: Raider
cabinet, and a back room with an imprisoned
• Danger: Low Radiation,
Mines Super Mutant and more goods. Unlock the
Super Mutant’s gate when you’re using Sneak
and a Stealth Boy. This is a great tactical
POINT LOOKOUT
A looming statue watches over the forecourt There are two ways across this bridge: slowly way to start a fight between Feral Wasteland-
of the Farragut West Metro Station. Use this Sneaking forward and Disarming each of the ers and the Mutie! Disarm the terminal from
as a landmark. 12 Frag Mines, or dashing across and leaving behind to grab the Frag Grenade; it’s a trap!
a massive explosion in your wake! Watch for
9.B: D.C. IRON STATUE alerted Raiders if you’ve been making noise.
• Ammunition Box (3) • Nuka-Cola Quantum
(LAT 07/LONG -05) • Frag Mine (12)
• Mini-Nuke (54/92) (72/110)
BROKEN STEEL
• Threat Level: 1 • Frag Grenade
• Faction: Raider 9.G: MILITARY TENT AND 9.J: SEWER GRATE
• Highly Visible Landmark TRUCK DEFENSES (LAT 10/ (LAT 09/LONG -11)
LONG -06)
• Threat Level: 2
• Threat Level: 3
A second, lower statue in the Farragut • Danger: Low Radiation
THE PITT
• Faction: Super Mutant
West area, with a small Raider hidey-hole • Interior Exploration
• Collectible: Skill Book
below it. • Underground Connection
• Guns and Ammunition
• Health and Chems
9.C: RUSTING TRAFFIC This sewer grate leads to a linked underground
• Sleep Mattress
OPERATION: ANCHORAGE
ACCIDENT (LAT 04/LONG -07) • Character: Wastelander • Hostiles: Centaur, Super area:
• Threat Level: 1 Captive Mutant Genus » D.C. U13: County Sewer Mainline (page
• Highly Visible Landmark Two parked container trucks surround a tent. 459)
The yellow truck container has a dead Waste- The following surface location can be accessed
lander and some pertinent items, as does the from this sewer grate:
tent, which has a place to sleep, a Stimpak, » 9.03: Sewer Waystation (page 401).
Just north of the Sewer Waystation is the and a Holotape. This effluent pipe is a quick way to maneuver
scene of an ancient traffic accident. It makes • .44 Scoped Magnum • Pugilism Illustrated between the waystation north of Grayditch,
TOUR
a great explosion! • Ammunition Box (3) (20/25)
allowing you to escape northwest into the
• First Aid Box • Holotape: Keller (21/24)
9.D: SEWER GRATE Wasteland. Or, emerge here. This is a central
Rescue any captives and take the location close to the Citadel that allows a
(LAT 07/LONG -07)
MISC. QUESTS
gift you see for a small boost to your quick trek to Rivet City.
• Threat Level: 2
Karma. Refuse for a larger boost.
• Danger: Low Radiation 9.K: POTOMAC BRIDGE
• Interior Exploration
9.H: SCAVENGER’S JETTY (LAT 10/LONG -11)
• Underground Connection
(LAT 09/LONG -08) • Main Quest: Infiltration
MAIN QUEST
• Threat Level: 1 • Threat Level: 2
This sewer grate leads to a linked under- • Faction: Raider
ground area: • Faction: Wastelander
• Services: Repairer, Trader • Danger: Low Radiation
» D.C. U14: Hubris Comics Utility Tunnels • Highly Visible Landmark
(page 460) • Friendly: Scavenger
• Sleep Mattress
The following surface location can be
GEAR
• Hostile: Raider
Sitting on the jetty with a bucket of beers
accessed from this sewer grate: The Key Bridge stretches from the east to west
is a scruffy Scavenger. Trade and Repair
» 20.01: Hubris Comics Publishing (page banks of the Potomac, from the Super Mutant’s
with him.
450). office domain [9.P] to the Citadel. This is a
CENSUS
9.L: FESTIVE RAIDER CAMP 9.O: SEWER ENTRANCE 9.R: BOATS AND BAIT (LAT
(LAT 12/LONG -10) MANHOLE (LAT 09/LONG -13) 13/LONG -15)
• Threat Level: 2 • Main Quest: The Waters • Threat Level: 1
• Faction: Raider Of Life • Danger: Low Radiation
• Collectible: Skill Book • Threat Level: 1 • Health and Chems
• Guns and Ammunition • Faction: Brotherhood • Interior Exploration
Of Steel • Hostile: Radroach
• Health and Chems
• Sleep Mattress The manhole entrance leads to two linked Pirate Pely may have sunk to Davy Jones’s locker,
• Hostile: Raider underground tunnels: but Pely’s lockers are still intact. Head into the
This is just a block south of Dukov’s place. » D.C. U18.A: Taft Tunnel (page 462). shack and rummage around; there’s a terminal
When you’ve ruined the lives of the punks » D.C. U18.B: Taft Tunnels (page 462). you can Hack to unlock the counter safe.
here, check their stuff out; aside from Chems, The following surface location can be • Counter Safe Items • First Aid Box
beer, food, and mattresses, there’s the accessed from the sewer entrance:
following:
9.S: SUPER MUTANT BONFIRE
» 9.14: Jefferson Memorial (page 406). (LAT 16/LONG -16)
• Ammunition Box (4) • First Aid Box
This manhole cover close to the Citadel’s • Threat Level: 3
• Duck and Cover! (21/25)
entrance is securely sealed and is only acces- • Faction: Super Mutant
9.M: SCAVENGER SHACK sible during one portion of Main Quest: The • Collectible: Skill Book
(LAT 12/LONG -11) Waters of Life. It is one of the few locations • Guns and Ammunition
that cannot be entered at any other time; you
• Threat Level: 1
must Fast Travel or head across the water to • Health and Chems • Hostile: Super Mutant
• Faction: Wastelander
reach the Jefferson Memorial Gift Shop. • Sleep Mattress Genus
• Services: Repairer,
Trader • Captive Wastelander
9.P: SUPER MUTANT OFFICE
• Danger: Low Radiation This is a very-well-defended location, with
RUINS (LAT 13/LONG -13)
• Friendly: Scavenger dozens of spiked girders, barbed wire, and
• Threat Level: 3
Under the eastern span of the Potomac Bridge, bloodthirsty shouting to make you think twice
• Faction: Super Mutant
just south of the Festive Raiders Camp, is a about attacking. The only way into this area is
• Danger: Shotgun Trap
small shack with a Scavenger happy to Trade up the road; use the Muties’ own barricades
• Guns and Ammunition
or Repair your items. There’s some food and against them by peeking out, firing, and gradu-
• Health and Chems
beer to steal here, if you’re feeling violent. ally dropping the fiends one by one. Rescue the
• Interior Exploration • Hostiles: Centaur, Super
• Ammunition Box Mutant Genus captive, search the dead Raiders, and check the
camp for mattresses and the following:
9.N: SEWER GRATE (LAT 04/ Access Hall • Ammunition Box (5) • Lying: Congressional Style
LONG -13) Working from south to north, there’s a ruined • First Aid Box (2) (17/25)
office building across from the Irradiated
• Threat Level: 3 Rescue any captives and take their
Metro that has a strong concentration of Super
• Faction: Ghoul
Mutants; Sneak around behind them (watch gift for a small boost to your Karma.
• Danger: Gas Leak,
for the Centaur!) and blast them, heading Refuse for a larger boost.
Grenade Bouquet (2),
High Radiation up through the concrete ruins and across the
planks to the Gore Bags and stash: 9.T: FLOODED METRO RAIDER
• Guns and Ammunition • Interior Exploration
• Ammunition Box (2) • First Aid Box CAMP (LAT 04/LONG -19)
• Health and Chems • Hostile: Ghoul Genus • Threat Level: 3
Across from here, just north of the Irradiated
Sewer Metro entrance, is a sunken set of steps in the • Faction: Raider
forecourt leading to an access hall. • Collectible: Nuka-Cola
Due south of the outpost, on the edge of
Quantum, Skill Book (2)
Grayditch, is an irradiated hole, where Ghouls
Generator Room Pressure Plate • Guns and Ammunition
prowl the earth. There’s a sewer grate here,
Step around it so a Rigged Shotgun doesn’t • Health and Chems • Hostile: Raider, Turret
leading into a small, dead-end tunnel structure.
shoot you in the knee. • Sleep Mattress
Danger: Escaping Gas! • Combat Shotgun and Ammo Enter from west to east. This is a well-
Grab a Frag Grenade, and from the Continue upstairs to the door leading to the defended area, although you can leap the
entrance (and no farther!), lob it into the pool Capital Wasteland. Step into the bridge area rubble pile or the weak spot—the pile of tires
of water so it detonates in the gassy area, and slay the two Super Mutants who love to to the south. Once you’re in, execute the
dispelling the gas. strafe you from up here. Raider on the vantage point on the camp’s
west side (it is carrying the missile launcher),
Ammo Cache 9.Q: SUNKEN BOAT AND using the planks to climb to his defenses. He’s
• Ammunition Box (2) JETTY (LAT 11/LONG -15) guarding the following:
Grenade Bouquet and Trip Wire (2) • Threat Level: 2 • Ammunition Box (2) • First Aid Box
• Frag Grenades (6) • Danger: Low Radiation • Tumblers Today (19/25)
APPENDICES
Counter with Cash Register • Sleep Mattress • Hostile: Talon Company 9.AA: RUSTING TUB
• Work Bench Merc, Talon Company
Here and on the nearby bookcases, there’s Robot, Turret
(LAT 12/LONG -19)
food, alcohol, Darts, Cartons of Cigarettes, This contains no items;
South of Arlington Library, a reconnaissance
and the following: use it to clamber out
unit from the Talon Mercenary Company is well
• Pugilism Illustrated • Nuka-Cola Quantum of the water.
MOTHERSHIP ZETA
(21/25) (73/110) armed and hunkered down. Beware of incoming
• Ammunition Box (4) robots, missiles, and a turret. After combat, check
the ruined building where the camp is located.
Small Table
There are bunk beds, batteries, a wall terminal
• 10mm Pistol 9.BB: RED SPEEDBOAT
for deactivating the turret (Sneak here to shut it
Bridge Terminal down), a Carton of Cigarettes, a Work Bench with (LAT 12/LONG -20)
Hack it to shut down the turret on the bridge. a Bottlecap Mine, an undercounter safe, and the • Threat Level: 1
POINT LOOKOUT
• First Aid Box following: (19/25) • Danger: Low Radiation
• Work Bench • Stealth Boy Stuck in the middle of
Blue Container Truck (freeway below) the Potomac is a half-
• Ammunition Box (7) • First Aid Box (2)
• Ammunition Box (3) sunken speedboat.
• Nikola Tesla and You • Counter Safe Items
9.U: RUINED OFFICE RAIDER • First Aid Box • Ammunition Box (2)
CAMP (LAT 06/LONG -18) 9.X: SMALL SEWER • Hunting Rifle
BROKEN STEEL
• Threat Level: 3 (LAT 09/LONG -20) 9.CC: RIVET CITY JUNK HEAP
• Faction: Raider • Threat Level: 3
(LAT 16/LONG -20)
• Danger: Baseball Pitcher, • Faction: Raider
• Threat Level: 1
Bear Trap (3), Chain • Guns and Ammunition
Trap, Grenade Bouquet, • Health and Chems There’s a Pulowski
Mines (7), Shotgun Trap • Interior Exploration
THE PITT
Shelter here, but
• Guns and Ammunition • Work Bench • Hostile: Raider no items.
• Sleep Mattress • Hostile: Raider, Turret Small Sewer
Looking out toward the Arlington Library is a
Southeast of Arlington Library near the Talon 9.DD: ENTRANCE TO BROKEN
rubble-filled, three-level office space with a Raider
OPERATION: ANCHORAGE
Company Camp is a sunken set of steps
Sniper. Sneaking works well here. Head west, BOW (LAT 17/LONG -19)
leading to a door. Open it, and enter a small
disarming six Frag Mines at the ruined doorway • Threat Level: 1
subterranean sewage treatment area.
entrance. At the Girder-on-a-Chain trap, disarm the • Faction: Wastelander
trip wire at the entrance threshold, then watch for Lower Storage Room • Danger: Low Radiation
the Bear Trap, the Frag Mine, and the trip wire for There are metal boxes, a Stimpak, and the
a Rigged Shotgun as you climb the stairs. following items in here:
There are two more Bear Traps and a Grenade • Ammunition Box (2) • Frag Grenade This is an alternate method of entering the
Bouquet on the next floor, where a turret targets • Chinese Assault Rifle (2) broken bow (interior exploration is covered in
TOUR
you. This Raider means business! You can avoid Rivet City). You must open it from the inside.
the turret and a Baseball Pitcher trap if you shimmy
Locked Storage Area (Lowest Level)
along the floor ledge by the bathroom sink and Open the locked door at the wall terminal 9.EE: IRRADIATED TUB
or door. Inside is a Metal Helmet, a floor safe, (LAT 18/LONG -20)
MISC. QUESTS
step into the room behind. Here, you can dispatch
the Raider, gather his Chems and Stimpaks, fiddle and these items: • Threat Level: 2
at the Work Bench, open the Ammo Box, and pry • First Aid Box • Silenced 10mm Pistol • Danger: Low Radiation
apart any of the four safes and gun cabinet. • Ammunition Box (4) • Floor Safe Items
• Work Bench • Frag Grenades (3)
• Frag Mine (7) • Floor Safe Items (4)
9.Y: OVERTURNED CONTAINER
MAIN QUEST
• Combat Shotgun • Ammunition Box TRUCK (LAT 10/LONG -20) In the irradiated marshland is a rusting tub
and Ammo • Threat Level: 3 and speedboat.
• Danger: Low Radiation • First Aid Box • Ammunition Box (2)
9.V: JACKKNIFED JUKEBOX • Hostile: Mirelurk Genus
TRUCK (LAT 07/LONG -19) ENCLAVE CAMP LOCATIONS
GEAR
• Threat Level: 1
CAMP E9.01 (LAT 12/LONG -07)
• Highly Visible Landmark 9.Z: MIRELURK JETTY
• Main Quest: Picking Up • Health and Chems
(LAT 11/LONG -18)
CENSUS
comes in to land.
• Health and Chems
APPENDICES
• Radio Signal • Inhabitants: Three Dog,
2 Southern Stairwell (underside) 10.C: CITY COACH LINER
• Sleep Mattress Knight Dillon, Knight
• First Aid Box (2) • Threat Level: 1
• Hostiles: Super Mutant Finley, Knight Sergeant
Wilks
Genus, Super Mutant 3 Kitchen and Bunk-Bed Room
Behemoth
MOTHERSHIP ZETA
G.N.R. STUDIOS
Note Unless Three Dog has opened it, the door This can be destroyed, or used as cover when
This location links above ground, at the bottom of the stairs to Dupont Circle assaulting Super Mutants to the west.
to an exterior exit: 11.01: G.N.R. [11.01] is firmly locked.
Building (Rear Exit) (page 418).
4 Three Dog’s Workshop and 10.D: CITY COACH LINER
BARRICADE
Restroom
POINT LOOKOUT
INTERIOR MAPS AND • Threat Level: 5
LOCATIONS There’s junk, food, and the following:
• First Aid Box (2) • Big Book of Science
(20/25)
3
5 Three Dog’s Bedroom
You can ask Three Dog where your father is, Blocking the path, these are shoved aside when
BROKEN STEEL
and help him “spread the word.” Refer to the the Super Mutant Behemoth appears during
Main Quest for all the details. If you want his your battle to the G.N.R. Building.
Galaxy News
1 Radio headgear, you’ll have to kill him.
• Three Dog’s Head Wrap (64/152) 10.E: G.N.R. PLAZA METRO
2 ENTRANCE
10.A: PULOWSKI • Threat Level: 5
THE PITT
PRESERVATION SHELTER
• Threat Level: 1
OPERATION: ANCHORAGE
This Metro Station cannot be entered.
10.F: G.N.R. PLAZA
This contains some Purified Water, a Lead
• Threat Level: 5
Pipe, and a Teddy Bear.
TOUR
This large plaza is where a terrifying battle
4
between Brotherhood Soldiers and the Super
5 Mutants holed up in the nearby elementary
school takes place. Retrieve a Fat Man from
MISC. QUESTS
Just north of the exterior plaza linking Chevy
the corpse of a Brotherhood Soldier to defeat
Chase North is the Early Dawn Elementary
the Behemoth, if you wish.
School, a ruined structure with Super Mutants
battling to reach the G.N.R. Offices from this
location. Ideally with Brotherhood backup, head
through the maze of corridors, or ascend either Zone 11: Dupont Circle
MAIN QUEST
of the two stairwells to the upper floor, which
• Pre-War Books: 1/103 • Skill Book [Barter]:
provides better sniping opportunities. This leads
to the plaza itself, which is the scene of a fierce 1/24, Skill Book [Big PRIMARY
Guns]: 1/25
firefight with Super Mutants, and one of their LOCATIONS
spectacularly gigantic offspring, the Behemoth.
GEAR
Three Dog.
» 12.01: Metro Junction (Vernon Square The southern entrance to the tunnel is less than
SECONDARY North) (page 421). seven steps away from the entrance to Dupont
LOCATIONS » 12.05: Metro Junction (Vernon Square
Northwest) (page 422).
Circle Station, at the base of the escalators,
and hidden from enemies.
11.A: City Coach Liner (2)
11.B: City Coach Liner At the bottom of the hill from the back door of From Location D.C. U6.A, you can reach the
11.C: Raider Outpost G.N.R. is a Metro Station entrance, overlook- following D.C. Interior Locations:
11.D: Raider Fountain Fortifications ing a sunken roadway teeming with Ghouls. » 11: Dupont Circle
Check the nearby table. » 12: Vernon Square,
11.E: Raider Rubble Pile
• First Aid Box • Ammunition Box (2) » 14: Georgetown,
11.F: Raider Sleeping Camp
• Assault Rifle » 15: Pennsylvania Avenue,
11.01: G.N.R. 11.03: COLLAPSED » 16: Arlington National Cemetery,
» 17: The Mall, and
BUILDING (REAR CAR TUNNEL » 18: Seward Square.
EXIT) (NORTH) You can also reach:
» 9.16: Anacostia Crossing
The following surface locations can be
accessed from the Collapsed Car Tunnel
(Interior):
» 11.03: Collapsed Car Tunnel (North)
» 11.04: Collapsed Car Tunnel (South)
» 11.05: Dupont Circle Station (page 418).
You can also reach various surface locations
from:
• Main Quest: Galaxy News • Faction: Ghoul » U6.B: Metro Central (page 457)
Radio • Area Is Locked 11.04: COLLAPSED COLLAPSED CAR TUNNEL
• Threat Level: 2 • Hostiles: Ghoul Genus
CAR TUNNEL Corridor to Dupont Circle Station
Note (SOUTH) Brotherhood graffiti marks this location.
This location links above ground to Rusting Vehicles and Feasting Ghouls
10.03: Galaxy News Radio (page 416).
These can be deadly if you catch a car on fire
and it daisy-chains, blowing up all the vehicles
This door provides a view southward, toward inside this area.
Dupont Circle. It cannot be reached again
once you drop down from the section of floor Western Wall
on this wrecked building. • First Aid Box
APPENDICES
From Location D.C. U6.A, you can reach the To the north of the Raider Outpost [11.C] is
following D.C. Interior Locations: 11.07: DRY SEWER a Metro Station entrance. Head in here for
» 11: Dupont Circle (ENTRANCE) a quick exit and trek to the opposite side of
Dupont Circle, or the two adjacent zones.
» 12: Vernon Square,
MOTHERSHIP ZETA
» 14: Georgetown,
» 15: Pennsylvania Avenue, 11.09: SUNKEN
» 16: Arlington National Cemetery, SEWER
» 17: The Mall, and
» 18: Seward Square.
You can also reach:
POINT LOOKOUT
» 9.16: Anacostia Crossing
The following surface locations can be
• Threat Level: 3 • Collectible: Skill Book
accessed from the Collapsed Car Tunnel
• Faction: Raider • Underground Connection
(Interior):
• Danger: Mines • Hostiles: Raiders
» 11.03: Collapsed Car Tunnel (North)
The Sewer entrance leads to a linked Under-
» 11.04: Collapsed Car Tunnel (South)
BROKEN STEEL
ground tunnel:
You can also reach surface various locations • Threat Level: 4 • Guns and Ammunition
» D.C. U4: Dry Sewer (page 456) • Factions: Raider, Ghoul • Interior Exploration
from:
The following surface location can be • Danger: High Radiation, • Hostiles: Raiders, Ghoul
» U6.B: Metro Central (page 457)
accessed from the Underground tunnels: Mines Genus
» 12.07: Our Lady of Hope Hospital (page • Collectible: Skill Book
THE PITT
The base of the escalators allows access into 422)
the interior and also the south entrance of the INTERIOR LOCATIONS
To the north is the Raider Outpost of con-
collapsed car tunnels. At the top of the escala-
necting house ruins [11.C]. Adjacent to the
SUNKEN SEWER
tor, you can cross a pedestrian footbridge, At the end of a rubble-filled road off the
brick house with the three Frag Mines outside
peering over the side at the Ghouls and city
OPERATION: ANCHORAGE
it, is a set of steps sunk into the ground, near main circular middle of this zone, which you
coach liner [11.B] (fall into the area with the reach after disarming a couple of Mines at
a medical gurney. They lead to a door marked
Ghouls, and use the nearby concrete steps the entrance, is a small band of Raiders, a
“Hospital Maintenance.”
or rubble piles to climb out), and gain access wrecked building you can pass through to
• Frag Mine (3)
northward, with increased Raider activity. a dead-end, and a sunken exposed sewer.
Optionally use a Radiation Suit or Rad-X
11.06: LADY 11.08: METRO before entering.
TOUR
FASHIONS (NORTHEAST) Dumped Barrels
Beware of dangerous radiation levels.
MISC. QUESTS
Ransack the safe, check for Stimpaks,
RadAway, Darts, and these handy items:
• Ammunition Box (2) • U.S. Army: 30 Handy
• Blood Pack Flamethrower Recipes
• .44 Scoped Magnum (17/25)
Circle Station (South) is a group of Raiders The following four surface locations can be
near some picnic tables; they are guarding a accessed from this Underground Junction:
ruined house and Dry Sewer entrance. First » 10.02: Metro Junction (Chevy Chase East)
check out the one remaining store that’s still (page 416).
FACTIONS & BESTIARY
intact, watching out for the Frag Mine on the » 11.02: Metro Junction (Dupont Circle
corner of the street. Inside the shop, there’s a North) (page 418).
variety of Pre-War outfits, hats, and glasses as » 12.01: Metro Junction (Vernon Square
well as a Skill Book. North) (page 421).
• Frag Mine • Tales of a Junktown » 12.05: Metro Junction (Vernon Square • Threat Level: 2 • Underground Connection
Jerky Vendor (17/24) Northwest) (page 422). • Faction: Raider
TRAINING
The Metro Station entrance leads to: They lead to one of two brick terrace build- 11.E: RAIDER RUBBLE PILE
» D.C. U6.C: Foggy Bottom Station (Interior) ings. The western one has an open air floor • Threat Level: 2
(page 457). to step on, with a mattress, tools, and a book- • Faction: Raider
» D.C. U6.B: Metro Central (page 457). case with Psycho and the listed items below. • Danger: Mines
The other planks lead to a building with no
From Location D.C. U6.B and C, you can
items. From either location you can head
reach the following D.C. Interior Locations:
down to a Pulowski Shelter. You can use these A defensive point atop a small pile of rubble.
» 11: Dupont Circle
buildings as cover for dashing to the nearby Disarm the two nearby Mines, and grab what
» 12: Vernon Square Metro Junction (Dupont Circle Northeast), or you need from the small table; two Frag Gre-
» 14: Georgetown attacking the fountain. nades, Jet, and Ammo.
» 15: Pennsylvania Avenue • Ammunition Box • Scribe Pre-War Book • Frag Mine (2) • Ammunition Box
» 16: Arlington National Cemetery • First Aid Box (72/103)
• Frag Grenade (2)
» 17: The Mall • 10mm Pistol
» 18: Seward Square 11.D: RAIDER FOUNTAIN 11.F: RAIDER SLEEPING CAMP
• Threat Level: 1
You can also reach: FORTIFICATIONS
• Faction: Raider
» 9.16: Anacostia Crossing • Threat Level: 4
• Sleep Mattress
This provides decent access to a variety of • Faction: Raider
zones, including the Capital Wasteland. • Danger: Mines
When under fire, Raiders retreat to the exte- Northwest of the Fountain Fortifications is an
rior of this location. The main forces are on open-air sleeping quarters for the Raiders.
the opposite side of Dupont Circle. The central area to this Raider stronghold has There’s a not-so-lucky 8-Ball here, too.
three Raiders at the fountains, surrounded by
• First Aid Box • Ammunition Box
11.A: CITY COACH LINER (2) sandbags, who can call on reinforcements
• Threat Level: 2 from the Outpost. As the area is heavily
• Faction: Ghoul mined, you can sneak, using a Stealth Boy,
• Danger: Low Radiation disarming Mines, stepping into the central
fountains, and then executing the Raiders. This
is a good surface shortcut, although you can’t
climb up to this area from the north.
In the sunken roadway are two coach liners—
• Frag Mine (15)
blow them up to kill Ghouls.
APPENDICES
INTERIOR MAPS AND LOCATIONS
Note Vault-Tec Guest Relations
12
11 4
Reilly’s Rangers are broadcasting an 3
emergency message that you can 1 13 14
MOTHERSHIP ZETA
pick up throughout this zone. 2
10
• Ranger Emergency Broadcast
Vault-Tec Administration
7
12.01: METRO 6
8 8 Northeast Ruined Office
JUNCTION (VERNON Check the shelf above the hole in the floor for
POINT LOOKOUT
SQUARE NORTH) a Skill Book.
• Big Book of Science (21/25)
VAULT-TEC ADMINISTRATION
9 North Office
Hack the turret terminal and check the System
BROKEN STEEL
Vault-Tec Corporate 4 5
Operation Station (SysOp) 3 for these impor-
Offices
tant bulletins:
The VTMB01 Masterbrain requires authori-
zation from three SysOp terminals.
There’s a message about the treatment of
THE PITT
• Threat Level: 3 • Danger: Shotgun Trap
• Faction: Super Mutant • Underground Connection vending machines.
East of the Vernon Square North Station is the
There’s a message about bathroom breaks.
Explode the vehicles to catch a Super Mutant. Vault-Tec building, with a nearby Super Mutant
There are messages about Vault 112 (it has
Watch for the pressure plate that activates two threat. The double doors gain access into the
been completed) and Vault 92 (it has been
OPERATION: ANCHORAGE
Rigged Shotguns on the road just outside the building.
fitted with WNB Type Noise Generators).
station steps.
• Combat Shotgun and Ammo (2) VAULT-TEC GUEST RELATIONS Station 3 Mainframe Access: Approve this.
Station 3 Masterbrain Shutdown: Approve this.
The Metro Station entrance leads to: 1 Foyer
» D.C. U2: Metro Junction (page 455) A dilapidated mess of Super Mutants and mal-
10 SysOp Station 1
The following four surface locations can be functioning Robots. 11 SysOp Station 2
accessed from this Underground junction:
» 10.02: Metro Junction (Chevy Chase East)
2 Upstairs Kitchen This is near a tiny storage room.
TOUR
Danger: Gas! Grab food from the fridge. • First Aid Box
(page 416).
» 11.02: Metro Junction (Dupont Circle 3 Exit Balcony 12 Usual Masterbrain Location
North) (page 418). Drop down from here after exploring the build- 13 Executive Office
MISC. QUESTS
» 11.08: Metro Junction (Dupont Circle ing; you can’t reach it from the lower ground. • Grognak the Barbarian (19/25)
Northeast) (page 419). Don’t forget the Skill Book!
» 12.05: Metro Junction (Vernon Square • Tales of a Junktown Jerky Vendor (18/24) 14 Vault-Tec Mainframe
Northwest) (page 422). The barred gate is unlocked once you activate
VAULT-TEC CORPORATE all the SysOp Stations. At the Vault-Tec Main-
12.02: VAULT-TEC OFFICES
MAIN QUEST
frame, download Vault Locations (87, 101,
108, and 112).
HEADQUARTERS 4 and 5 Northwest Ruined Office
Check the safe and locate the trash bin.
(GUEST RELATIONS) • First Aid Box • Scribe Pre-War Book
12.03: VERNON EAST/
• Floor Safe Items (73/103) TAKOMA PARK
GEAR
The Metro Station entrance leads to:. • First Aid Box • Sawed-Off Shotgun The Metro Station entrance leads to:
Location D.C. U03: Vernon East / Takoma • Ammunition Box (2 • Floor Safe Items » D.C. U6.D: Freedom Street Station (page
Park (page 455). • Dean’s Electronics 457).
(18/25)
The following surface locations can be » D.C. U6.B: Metro Central (page 457).
accessed from the Underground Metro Tunnels: From Location D.C. U6.B, you can reach the
4 East and South Rooms
13.01: Takoma Park (page 426). following D.C. Interior Locations:
There’s a place to sleep and some junk in here.
These are the remains of Abernathy Street; » 11: Dupont Circle
watch for a Frag Mine by the sign post, climb » 12: Vernon Square
over the rubble, and move to the entrance of 12.05: METRO » 14: Georgetown
the station. Items are on the table.
• Frag Mine • Ammunition Box
JUNCTION (VERNON » 15: Pennsylvania Avenue
» 16: Arlington National Cemetery
• First Aid Box s SQUARE STATION) » 17: The Mall
» 18: Seward Square
12.04: SEWER You can also reach:
ENTRANCE » 9.16: Anacostia Crossing
» Various surface locations from U6.B: Metro
Central (page 457)
APPENDICES
INTERIOR MAPS AND 8 Maintenance Stairs 20 Secondary Kitchen
LOCATIONS Disarm the Mine and grab these: Check fridges for food. Then head through
Our Lady of Hope Hospital • Frag Mine • Ammunition Box (3) the doors, and out to the collapsed radio mast
linking this building to the Statesman Hotel.
MOTHERSHIP ZETA
16 9 Patient Room (opposite On the edge outside find a First Aid Box and
restrooms) Ammo Box.
14 1 • First Aid Box • Ammunition Box
17 • First Aid Box
10 Maintenance Stairs (exit)
12.08: THE
13 15 2
3 This is the entrance / exit to the Dry Sewer
12
9 7 5 [11.07] leading to Dupont Circle. STATESMAN HOTEL
POINT LOOKOUT
11
10
6 4
11 Corridor
8 Access Nurse Terminal 02 and read the same
injury reports, or unlock the safe.
• Wall Safe Items
12 Western Patient Room #1
BROKEN STEEL
19 20 There are scattered Caps in here.
• First Aid Box
18
13 Western Patient Room #2
• First Aid Box • Miscellaneous Quest: • Health and Chems
Reilly’s Rangers • Highly Visible Landmark
THE PITT
Our Lady of Hope Hospital 2nd Level 14 Cafeteria • Threat Level: 4 • Interior Exploration
Check the coffee counter for a Scribe Pre-War • Factions: Reilly’s Rangers, • Radio Signal
This hospital has three different entrances Book, and find the Ammo cache on the Super Mutant • Rare or Powerful Item
(although one is accessed from Dupont southeast corner desk. Beware of the Mine on • Danger: Gas Leak, • Sleep Mattress
OPERATION: ANCHORAGE
Circle). The two entrances here are the blood- the gurney with the fire extinguishers; it’s a Grenade Bouquet
• Hostiles: Super Mutant
splattered main corner entrance under the great cluster of items to shoot at, but don’t get • Collectibles: Nuka-Cola Genus, Centaur
Quantum, Skill Book (3)
fallen radio mast jammed between the build- caught in the explosion.
• Guns and Ammunition
ings, and a side entrance to the west. Expect
• Scribe Pre-War Book • Frag Grenade (2)
a few mines outside, if you head toward the
(74/103) • Frag Mine
INHABITANTS
latter entrance. Expect heavy Super Mutant
• Ammunition Box (3)
resistance inside the building.
15 Cafeteria Restroom
Note
• Ranger Emergency • Frag Mines Theo, Donovan, Butcher, and Brick
TOUR
Frequency Watch out for the Grenade Bouquet! are somewhere inside this hotel. Their
• Frag Grenade (3) biographies are located at Reilly’s
OUR LADY OF HOPE 16 Security Room
Ranger Compound [18.06].
MISC. QUESTS
HOSPITAL Disarm the Terminal Trap, then access the The imposing Statesman Hotel now boasts
1 Main Entrance turret terminal before you enter the cafeteria. views of the cratered rocket crash site to the
Pry open the wall safe. This room has the side north [12.09], and a lobby that provides
2 Danger: Baby Carriage Trap! entrance to and from Vernon Square. limited access to the rest of the hotel. Aside
• Wall Safe Items from a couple of rooms, the majority of the
3 Mister Handy’s Clinic
MAIN QUEST
hotel is accessed via the Our Lady of Hope
Activate the robot and he goes off to fight the 17 Top of Stairs Hospital. This location also has a Ranger
Super Mutants Beware of Mines just before entering the Emergency Frequency Signal to listen to (and
• First Aid Box (4) second level! begin a quest).
4 Patient Room • Frag Mine (2) • Ranger Emergency Frequency
GEAR
• First Aid Box • D.C. Journal of Internal OUR LADY OF HOPE THE STATESMAN HOTEL
Medicine (19/25)
HOSPITAL SECOND LEVEL (LOBBY)
Enter the lobby, and you’ll find the way
CENSUS
APPENDICES
INTERIOR MAPS 12.D: RUINED PEDESTRIAN 12.E: PULOWSKI
AND LOCATIONS OVERPASS PRESERVATION SHELTER
• Threat Level: 3 • Threat Level: 1
• Faction: Super Mutant
• Danger: Gas Leak,
MOTHERSHIP ZETA
Grenade Bouquet, Mines
• Guns and Ammunition
• Health and Chems
Perfect for exploring the Sewer [12.09],
This area is linked to large ruined buildings
there’s a Radiation Suit and Rad-X inside this
Sewer to the north and south. Enter on the main
booth, along with a corpse.
north-south road opposite the Sewer crater, but
• Radiation Suit
POINT LOOKOUT
1 watch for the trip wire at the threshold behind
the sandbags. An alternate entrance is south 12.F: CITY COACH LINER
from Location 12.C. Disarm the Grenade • Threat Level: 1
Bouquet and step into the building; there are • Danger: Low Radiation
three more Grenades on a shelf to the left
(south). Search the ground floor for Chems,
BROKEN STEEL
an Assault Rifle, an Ammo Box, and a safe
near the stairs, and a First Aid Box and Ammo
THE PITT
vation Shelter [12.E]. Head up the stairs to the series of planks and
cross to the overpass, running to the north
12.A: SUPER MUTANT CAMP building, and searching the upper level for The truck parked in the hospital cul-de-sac has
• Threat Level: 2 two more Ammo Boxes. Head down a floor a First Aid Box in the flatbed, and another on
OPERATION: ANCHORAGE
• Faction: Super Mutant and locate the First Aid Box. Exit to the north, a table in the northwest corner.
• Guns and Ammunition disarming a Mine, and you’re close to the side • First Aid Box (2)
• Health and Chems entrance to the hospital, and an exit toward
the coach liner.
Lurking behind some sandbags near the large • Frag Grenade (6) • Floor Safe Items
statue are two hulking Super Mutants. Drop • Assault Rifle (2) • First Aid Box (2)
them, or sneak by, and claim items. You can • Ammunition Box (4) • Frag Mine
head down an alley to the south.
TOUR
• First Aid Box
MISC. QUESTS
• Threat Level: 2
• Mini-Nukes: 1/92 1/110
• Danger: Low Radiation
• Unique Items: 1/152 • Skill Book [Big Guns]: PRIMARY
1/25, Skill Book
• Nuka-Cola Quantum:
[Speech]: 1/25 LOCATIONS
13.01: Vernon East / Takoma Park
Parked near a rubble pile and rusting car is
MAIN QUEST
a liner, which is great to use as an explosive J 13.02: NiftyThrifty
execution method for the nearby Muties. 13.03: Auto Shop
G 13.04: Takoma Industrial Factory
12.C: CONTAINER TRUCK H
SECONDARY
F 13.4 I
• Threat Level: 3
GEAR
A
This wrecked container truck features a 13.1 13.B: Container Truck and Pulowski
D
small group of Super Mutants readying their 13.2 Preservation Shelter
C
Hunting Rifles. This is also a good method of 13.C: Super Mutant Tent
FACTIONS & BESTIARY
(TAKOMA MOTORS) 5
• Hostiles: Super Mutant
Genus
2 There’s also a truck with container full of
3
corpses, and a couple of Stimpaks, as well as
Ammo Boxes and a couple of Stimpaks. Next
1 to the truck is a shelter with a dead Waste-
lander and another Ammo Box.
• Ammunition Box (4)
APPENDICES
13.C: SUPER MUTANT TENT 13.H: CONTAINER TRUCK 13.J: HIDDEN IRRADIATED
•
Threat Level: 3 • Threat Level: 3 POOL
•
Faction: Super Mutant • Factions: Super Mutant, • Threat Level: 3
•
Guns and Ammunition Talon Mercenary • Faction: Ghoul,
•
Health and Chems Wastelander
MOTHERSHIP ZETA
•
Hostiles: Super Mutant • Danger: High Radiation
Genus This container truck, parked just north of the • Guns and Ammunition
Expect heavy resistance here. This tent has a irradiated pool, has a Super Mutant inside, • Hostiles: Ghoul Genus • Jason (Deceased)
mattress and items. although he usually charges at gunfire. • Isabella Proud (Deceased)
• First Aid Box (2) • Ammunition Box (2)
Well hidden in the northeast corner of this
13.I: TALON COMPANY zone is a large irradiated pool. Exit from the
13.D: THOROUGHFARE RUIN
POINT LOOKOUT
MERC TENT Takoma Industries building, and locate the
• Threat Level: 2
• Threat Level: 3 section of radio mast in the canal. Use that
• Faction: Super Mutant,
Talon Mercenary • Faction: Super Mutant, as a bridge. Follow a rubble passage north
Talon Mercenary and east and repel a trio of Ghouls. Then
• Guns and Ammunition search the bodies of two scientists, and their
• Health and Chems camp for Rad-X, RadAway, a mattress, 10mm
BROKEN STEEL
• Hostiles: Super Mutant Ammo, and Isabella Proud’s Terminal. The
13.E: WATER TOWER Genus
eight entries provide fascinating insight into
• Threat Level: 3
Currently being commandeered by Super lumpyskin society!
• Faction: Super Mutant,
Mutants, this tent holds some items and a
Talon Mercenary
mattress. Continue along the alley to the south,
• Danger: Low Radiation
THE PITT
and use the planks to access the main area in
• Highly Visible Landmark
front of the Takoma Industries building, near
The giant water tower near the entrance to the the irradiated pool.
Takoma Industrial Factory is a key landmark
to find if you wish to flee this area. Run for this • First Aid Box (2) • Ammunition Box (2)
OPERATION: ANCHORAGE
structure, avoiding the nearby irradiated pond.
TOUR
Mercs 14.01: Tepid Sewer
Use the plank and step onto the roof, then SECONDARY 14.02: DCTA Tunnel 014-B Potomac
over the Mercenary corpse to a small table.
Grab items, then search the body for a Holo- LOCATIONS 14.03: Grocer
MISC. QUESTS
tape Note: Takoma Park Artillery. These are 14.A: Super Mutant Camp 14.04: Radiation King
instructions. Use the switch on the table to 14.05: Foggy Bottom Station
14.B: Rusting Bridge
call in airstrikes, which is especially helpful if 14.06: Townhome
14.C: Pulowski Preservation Shelter
you’ve snuck up here and the Muties haven’t
14.D: Rusting Metro Carriage 14.07: Georgetown / The Mall Metro
spotted you. Drop artillery on the Behemoth
MAIN QUEST
if you can! 14.E: Trap House 14.08: La Maison Beauregard Lobby
14.6 E
G
The orange and white truck containers have F
no items, but one has linking planks allowing
you to drop to a sniping or hiding spot. D BS
14.8
14.9
14.7
TRAINING
From U6.B, you can reach: Two doors east of the grocers is the fabled
14.01: TEPID SEWER » 11: Dupont Circle Radiator King’s store. Inside are radios, a
jukebox, and a Scavenger to speak with. He
(GEORGETOWN WEST) » 12: Vernon Square
Barters and can Repair your equipment.
» 15: Pennsylvania Avenue
» 16: Arlington National Cemetery
» 17: The Mall 14.05: FOGGY
» 18: Seward Square BOTTOM STATION
The following surface locations can be
accessed from these Underground tunnels:
(EXTERIOR)
» 16.02: Arlington Utility (Cemetery North)
(page 433).
» Various locations from U6.E and U6.B.
• Threat Level: 2 • Underground Connection
The Metro Station entrance leads to an Under- Don’t confuse it with Location 14.02; the
ground Metro Area: door to the DCTA Tunnels is on the edge of
the canal, which you can swim in, and drag
» D.C. U5: Tepid Sewer (Interior) (page 456).
yourself up by the fallen pathway near this
The following surface location can be entrance to avoid Super Mutant gunfire in the
accessed from here: area. If you need to reach the center of the • Threat Level: 2 • Underground Connection
» 9.07: Tepid Sewer (Capital Wasteland) interior, or west to the Arlington National Cem-
(page 403). East of the canal, and the giant rubble pile
etery, take this route.
from the collapsed freeway overpass is the
Close to a large four-headed column and the
entrance to Foggy Bottom Station at the north
canal to the south, a glass conservatory to the
north (that you can’t enter), and a small Super
14.03: GROCER end of Bradley Place. Climb the pile and
shimmy along an awning to take items from a
Mutant camp inside the ruined building to the
well-hidden Ammo Box.
west [14.A], this offers quick access to the
• Ammunition Box
Wasteland area (near the Potomac and the
Memorial). The Metro Station entrance leads to:
» D.C. U6.C: Foggy Bottom Station (Interior)
14.02: DCTA (page 457)
» D.C. U6.B: Metro Central (page 457)
TUNNEL 014-B From Location D.C. U6.B and C, you can
POTOMAC • Threat Level: 1 • Interior Exploration
reach the following D.C. Interior Locations:
» 11: Dupont Circle
• Health and Chems • Hostiles: Radroaches
» 12: Vernon Square
On Georgetown Avenue at the northwest corner
» 14: Georgetown
of this zone is a Cornucopia Groceries Store.
It is the only accessible one. There are shelves » 15: Pennsylvania Avenue
of food on the outside. Head to the counter to » 16: Arlington National Cemetery
find a floor safe, scattered Caps, Chems, beer, » 17: The Mall
a Carton of Cigarettes, and a First Aid Box. » 18: Seward Square
There’s also some food on the shelves.
You can also reach:
• Floor Safe Items • First Aid Box » 9.16: Anacostia Crossing
• Threat Level: 2 • Underground Connection
• Danger: Low Radiation
The Underground tunnel entrance leads to a 14.04: RADIATION 14.06: TOWNHOME
number of linked Underground Metro Areas: KING (MCCLELLAN
» D.C. U6.E: DCTA Tunnel 014-B Potomac
(Interior) (page 458) HOUSEHOLD)
» D.C. U6.C: Foggy Bottom Station (page
457)
» D.C. U6.F: Arlington Utility (page 458)
» D.C. U6.B: Metro Central (page 457)
From D.C. U6.F, you can reach the following
D.C. location:
» 16: Arlington National Cemetery.
From U6.E, you can reach: • Threat Level: 1 • Interior Exploration
» 14: Georgetown • Faction: Wastelander • Scavenger
• Services: Repairer, Trader • Threat Level: 1 • Interior Exploration
» 11: Dupont Circle.
• Faction: Wastelander • Sleep Mattress
• Collectible: Skill Book • Mister Handy
APPENDICES
At the west side of the alley and gardens 14.A: SUPER MUTANT CAMP
linking the two north-south streets is a town- 14.08: LA MAISON •
Threat Level: 3
home with an unlocked door. Inside, take the
Skill Book on the table, and check for food in
BEAUREGARD LOBBY •
Faction: Super Mutant
•
Collectible: Skill Book
the fridge. Nearby is a kid’s bunk-bed room. •
Guns and Ammunition
MOTHERSHIP ZETA
Check upstairs for a queen-sized bed. Head •
Hostiles: Centaur, Super
under the stairs, and locate the deactivated Mutant Genus
Mister Handy. Just west of the Tepid Sewer Station [14.01],
• Lying, Congressional Style (19/25) is a ruined office building with four Super
Using the terminal, you can request that he Mutants and a Centaur ready to attack. Clear
attempt the following chores: the area if you wish, then check the upper
POINT LOOKOUT
“Walk Muffy” concrete ledges to the south where you can
He heads outside and is usually destroyed find the following:
by roving Super Mutants. • Threat Level: 3 Skill Book • Ammunition Box (3) • Grognak the Barbarian
• Faction: Super Mutant • Guns and Ammunition • Stealth Boy (21/25)
“Pick Up Grocery Order”
• Collectibles: Mini-Nuke, • Interior Exploration
He exits and is destroyed by muties.
Nuka-Cola Quantum, 14.B: RUSTING BRIDGE
“Read Children Bedtime Poem” • Threat Level: 2
BROKEN STEEL
A once-swanky, now-crumbling hotel is
He heads to the bunk-bed room, and reads guarded by a couple of meaty Mutants. Once • Highly Visible Landmark
to the two tiny skeletons: in the lobby area, head to the lobby desk and
This is a poem by Sara Teasdale (1919). Also claim the beer and Skill Book. Deal damage to
used in the Ray Bradbury short story, “There a Mutant on the balcony armed with a Missile
Will Come Soft Rains” (from the Martian Launcher, then climb the dirt pile, and scoop This landmark, which is blocked on the south-
THE PITT
Chronicles). up the Mini-Nuke, three Missiles, Stealth Boy, ern side, sometimes has a Super Mutant on it
“Home Security Mode” and Stimpaks from the pool table. Behind the to fire at, as well as an exploding car.
He heads outside and is shot by Super bar there’s a fridge with food, a corpse with 14.C: PULOWSKI
Mutants. If all Super Mutants are defeated, he a .32 Pistol on the counter, and a Nuka-Cola
PRESERVATION SHELTER
OPERATION: ANCHORAGE
makes his rounds and waits near the home. Quantum. The rest of the hotel is blocked.
• Threat Level: 1
• U.S. Army: 30 Handy • Missile Launcher and • Collectible: Nuka-Cola
14.07: GEORGETOWN Flamethrower Recipes
(19/25)
Ammo
• Stealth Boy
Quantum
TOUR
GEORGETOWN METRO • Nuka-Cola Quantum (78/110)
MISC. QUESTS
CARRIAGE
• Threat Level: 2
• Faction: Super Mutant
MAIN QUEST
• Threat Level: 2 • Underground Connection
Metro carriages don’t explode when you fire at
• Faction: Super Mutant
them, so this makes a great place to take cover.
The Metro Station entrance leads to a linked
Underground Metro Area: 14.E: TRAP HOUSE
» D.C. U8: Georgetown / The Mall Metro • Threat Level: 2 • Underground Connection • Threat Level: 3
GEAR
(Interior) (page 458) • Faction: Super Mutant • Hostiles: Super Mutants • Faction: Super Mutant
The following surface locations can be The Metro Station entrance leads to a linked • Danger: Baseball Pitcher,
Bear Trap, Mines
accessed from the Underground Metro Underground Metro Area:
CENSUS
This is an often-used location, and one you accessed from the Underground Metro
the house are three Frag Mines. Step into the
can remember; it’s the cratered remains of Tunnels:
house and disarm the Bear Trap. Head in from
a tunnel. » 15.05: Penn. Ave. / Georgetown Metro
the back, and watch the pressure plate that
(Penn. Ave. Northwest) (page 431)
activates the Baseball Pitcher. Upstairs is a dead
Raider, Ammo Box, and great sniping position
Emerge from the Metro Station and getready to explode the parking lot in a ball of fire. Also
for Super Mutant combat. There’s some check the “Gore Bag tree” to the northeast; there
Whiskey and Rad-X nearby.
TRAINING
14.F: PULOWSKI PRESER- 14.G: CITY COACH LINER You can also reach:
VATION SHELTER • Threat Level: 3 » 9.16: Anacostia Crossing
• Threat Level: 2 • Faction: Super Mutant Various urface locations can be accessed
• Faction: Super Mutant • Danger: Low Radiation from:
» U6.B: Metro Central (page 457)
One possible plan is to coax Super Mutants On the north side of the giant, four-sided
into this parking lot, and blow the vehicles up, “salute to industry” statue is a Metro Station
starting with this. that leads to the Metro Central labyrinth. It
takes a while, but you can go anywhere from
Zone 15: Pennsylvania Avenue here. On the other side of the statue is a Super
Mutant playing with his victim.
A 15.1
15.02: WHITE HOUSE
15.3 UTILITY TUNNEL
BS
15.2
I
B 15.4
E G
C
D F
15.6
15.5
H
K
15.7
J
15.8
• Fat Men: 1/9 • Skill Book [Sneak]: 1/25, • Threat Level: 4 • Guns and Ammunition
• Mini-Nukes: 3/92 Skill Book [Unarmed]: • Faction: Ghoul • Health and Chems
1/25
• Danger: High Radiation • Interior Exploration
• Work Bench: 1
• Collectibles: Fat Man • Work Bench
Launcher, Mini-Nuke (3), • Hostile: Glowing One
PRIMARY 15.01: FREEDOM Skill Book
APPENDICES
» 16: Arlington National Cemetery Head in from the ornate courtyard. Inside the
2 Stunt Gone Awry hotel, disarm the Grenade Trap straight in
» 17: The Mall
At the crossroads is a rusting car. It appears front of you and greet the Brotherhood Paladin
a lunatic attempted to leap the car using a » 18: Seward Square
inside, carrying a Super Sledge. The Paladin is
bike (which is farther up the tunnel). Outside, also carrying a Holotag, and he doesn’t have
MOTHERSHIP ZETA
you appear in the ruins of the White House, An impressive Metro entrance, made more to die under Super Mutant gunfire…. Search
still highly radioactive. The only living remains memorable by the Gore Bags above the the rubble-filled lobby; there’s a mattress, a
are a pair of frightening Glowing Ones. Face escalators, is Metro Central; the hub of Under- Carton of Cigarettes, and these items:
them, or flee to one of the concrete “islands” ground linking for the city. You can head to
• Frag Grenade (3) • Silenced 10mm Pistol
on the column supports that are still standing, six different zones from here, but use this only
• Super Sledge • Ammunition Box (2)
and blast them from here for some RadAway, when you’re experienced enough to handle a
• Brotherhood Holotag • Chinese Army: Spec. Ops.
and a grand prize: long trip Underground. On the surface, expect
POINT LOOKOUT
• First Aid Box (2) Training Manual (16/25)
• Fat Man (8/9) • Mini-Nuke (58–60/92) medium resistance from Super Mutants.
BROKEN STEEL
THE PITT
OPERATION: ANCHORAGE
• Threat Level: 2 • Underground Connection
• Faction: Super Mutants
• Threat Level: 2 • Underground Connection • Threat Level: 2 • Underground Connection
The Sewer entrance leads to: • Faction: Brotherhood The Metro Station entrance leads to a linked
» D.C. U11: Sewer (Interior) of Steel
Underground Metro Area:
The following surface location can be The Metro Station entrance leads to: » D.C. U9: Penn. Ave. / The Mall Metro
accessed from the Underground Metro » D.C. U7: Penn. Ave./Georgetown Metro (Interior) (page 459)
Tunnels: (page 458) The following surface location can be accessed
» 18.04: Sewer (Seward Square) (page The following surface location can be from here:
TOUR
445) accessed from the Underground Metro » 17.13: Penn. Ave. / The Mall Metro (The
Just west of the parking garage near the rubble Tunnels: Mall Northeast) (page 443).
that hides the diner and Metro Station to the » 14.09: Penn. Ave./Georgetown Metro
MISC. QUESTS
east, is a manhole cover. This is a quick alternate (Georgetown East) (page 429) This Metro Station allows quick access to the
to head back and forth from Seward Square. Mall and The National Archives. There’s a
Close to the White House crater, and adjacent metal box at the foot of this entrance, and little
15.04: METRO to the hotel, head here when you want to to worry about until you venture onto Pennsyl-
reach Georgetown in a hurry. You’re close vania Ave. itself.
CENTRAL (EXTERIOR)
MAIN QUEST
to a group of Brotherhood soldiers manning
sandbag defenses [15.C].
15.08: PENN. AVE. /
15.06: HOTEL SEWARD SQ. METRO
(PENN. AVE. EAST)
GEAR
CENSUS
The Metro Station entrance leads to a linked 15.E: CITY COACH LINER 15.H: CITY COACH LINER
Underground Metro Area: • Threat Level: 2 • Threat Level: 2
» D.C. U10: Penn Ave. / Seward Sq. Metro • Faction: Super Mutant • Faction: Super Mutant
(Interior) (page 459) • Danger: Low Radiation
The following surface location can be
accessed from here:
» Location 18.02: Penn. Ave. / Seward Sq. A block north of Penn. Ave./The Mall (South) Across from the large bank building is a city
Metro (Seward Square North) (page 445) Metro Station is a coach liner, waiting to be liner. Hide behind it, or blow it up if Super
Although Super Mutants roam this zone, this detonated to take down any nearby Muties. Mutants are near.
area is relatively quiet, and the station is
15.F: PENNSYLVANIA AVENUE 15.I: DOT’S DINER
partially hidden from the main street by
• Threat Level: 3
rubble piles. EXPLOSIVE CHARGE
• Faction: Super Mutant
• Threat Level: 1
15.A: CONTAINER TRUCK • Faction: Talon Company
• Guns and Ammunition
• Threat Level: 2 • Hostiles: Super Mutants
• Merc Thompson
• Faction: Super Mutant, (Deceased)
Wastelander North of the Metro Central station is a grisly
• Guns and Ammunition diner. Expect Caps in each bag, and once the
• Health and Chems On Pennsylvania Avenue itself, look along Mutie threat has been dealt with, search the
the north side of the street for a large section counter for items:
North of the Brotherhood barricade is a con-
of scaffolding. Use the fallen sections to leap • Ammunition Box (5)
tainer truck, where a Super Mutant is ripping
onto the lower gantry platform, and locate
apart three Wastelanders. Kill the beast, then
check the truck container.
dead Merc Thompson. He’s written a note 15.J: WASTELANDER’S
about a series of charges he’s set, and at the ALCOVE
• First Aid Box (2) • Ammunition Box (2) western end of the platform is the switch itself.
• Threat Level: 2
Activate it (ideally with enemies nearby) and
• Factions: Super Mutant,
15.B: COURTYARD FOUNTAIN the entire avenue erupts in fiery explosions Wastelander
• Threat Level: 2 from 15.C all the way to 15.H! • Guns and Ammunition
• Faction: Brotherhood • Pennsylvania Ave. Explosives Note • Health and Chems
of Steel • Sleep Mattress
15.G: UNDERGROUND There’s a place to sleep here, as well as:
PARKING GARAGE • Ammunition Box (2) • First Aid Box (2)
• Miscellaneous Quest:
15.C: BROTHERHOOD OF Reilly’s Rangers 15.K: PULOWSKI
STEEL BARRICADE • Threat Level: 2 PRESERVATION SHELTER
• Factions: Super Mutant, • Threat Level: 2
• Threat Level: 3
Wastelander
• Factions: Brotherhood of • Faction: Super Mutant
Steel, Super Mutant • Services: Repairer, Trader • Health and Chems • Guns and Ammunition
• Guns and Ammunition • Danger: Chain Trap, • Radio Signal
• Health and Chems Grenade Bouquet • Scavenger
• Guns and Ammunition • Scavenger’s Dog (2) The remains of a Protectron fall out, next to an
The Brotherhood is fighting a battle with
Super Mutants to stop them from swarming On G Street, running parallel to Pennsylvania Ammo Box.
the White House crater. The Paladins all wield Avenue, head east until you hear the crackle • Ammunition Box.
heavy weapons, including a Gatling Laser, so of the Ranger Emergency Frequency. Turn
you may want to step back and let them take south, and check out the ramp down under
the damage, then scavenge the Holotags, the building, leading past a Red-engine-
armor, weapons, and items from the sand- on-a-chain Trap and Grenade Bouquet you
bags afterward. should disarm, and into a rubble-filled parking
• Brotherhood Holotag (3) • First Aid Box (2) garage. Here you can speak with a Scaven-
• Gatling Laser and Ammo • Ammunition Box (2) ger to Barter and Trade with him. Murder him
for his Ammo and Health if you wish.
15.D: CITY COACH LINER • Ranger Emergency • Ammunition Box (4)
• Threat Level: 3 Frequency • First Aid Box (2)
• Faction: Brotherhood of • Frag Grenade (3)
Steel, Super Mutant
• Danger: Low Radiation
APPENDICES
Zone 16: Arlington National Cemetery
• Bobbleheads: 1/20 • Skill Book [Barter]: The Metro Station entrance leads to a number
MOTHERSHIP ZETA
• Unique Items: 1/152 1/24, Skill Book 16.01: ARLINGTON / of linked Underground Metro Areas:
[Lockpick]: 1/25, Skill
• Nuka-Cola Quantum:
1/110 Book [Repair]: 1/25, WASTELAND METRO » D.C. U6.F: Arlington Utility (page 458).
Skill Book [Science]: » D.C. U6.E: DCTA Tunnel 014-B Potomac
• Pre-War Books: 2/103
1/25, Skill Book [Small (CEMETERY NORTH) (Interior) (page 458).
Guns]: 2/25, Skill Book » D.C. U6.C: Foggy Bottom Station (page
[Sneak]: 1/25
457).
POINT LOOKOUT
• Work Bench: 1
» U6.B: Metro Central (page 457).
A 16.1 From Location D.C. U6.F, you can reach:
» 14: Georgetown
B
16.2
From U6.E, you can reach:
C
» 14: Georgetown
BROKEN STEEL
D
» 11: Dupont Circle
From U6.B, you can reach:
• Threat Level: 1 • Underground Connection
» 11: Dupont Circle
E
This Metro Station entrance leads to the linked » 12: Vernon Square
Underground Metro Area: » 15: Pennsylvania Avenue
THE PITT
» D.C. U12: Arlington / Wasteland Metro
» 16: Arlington National Cemetery
16.3 F (interior) (page 459)
» 17: The Mall
The following surface location can be
accessed from Underground Metro Tunnels: » 18: Seward Square
OPERATION: ANCHORAGE
» Location 9.05: Flooded Metro (Capital The following surface location can be accessed
Wasteland) (page 402) from these Underground Metro Tunnels:
G
» 14.02: DCTA Tunnel 014-B Potomac
(Georgetown West) (page 428).
This is the north of the two Metro Stations in
this vicinity. Don’t confuse the two; this leads » Various locations from U6.E and U6.B.
to a single Underground area and out to the
Potomac via the Flooded Metro.
16.4
H 16.03: ARLINGTON
TOUR
16.5
If you have the Lawbringer
Perk (and only if you have it),
HOUSE
there is a dead Regulator on
the Metro Station stairs with a
MISC. QUESTS
PRIMARY Bounty Contract for someone
named Junders Plunket.
LOCATIONS
16.01: Arlington / Wasteland Metro
16.02: ARLINGTON
MAIN QUEST
16.02: Arlington Utility
16.03: Arlington House UTILITY (CEMETERY
16.04: Arlington / Falls Church Metro NORTH) • Threat Level: 2
• Faction: Raider
•
•
Interior Exploration
Rare or Powerful Item
16.05: Mama Dolce’s Processed Foods
• Collectibles: Bobblehead, • Sleep Mattress
GEAR
LOCATIONS
CENSUS
INTERIOR LOCATIONS
16.A: Irradiated Crater
GENERAL NOTES
16.B: Pulowski Preservation Shelter
On a hillock west of the main cemetery area
FACTIONS & BESTIARY
16.C: City Coach Liner are the remains of the once-grand Arlington
16.D: Circular Courtyard • Threat Level: 1 • Underground Connection House, now a rotting monument to this past
16.E: Fountain At the southern end of the Arlington Cemetery civilization. The area is great to flee to, as
16.F: Arlington Monument (Short) North station platform is a tunnel from Arling- the trees, flagpole, and bushes provide good
ton Utility; the quickest way to reach the main cover to snipe from, and the view is command-
16.G: Arlington Monument (Tall)
interior network east of the river. Nearby is a ing. There is an unlocked door as well, so
16.H: Container Truck enter the building for an exploration.
Pulowski Shelter [16.B].
TRAINING
APPENDICES
MAMA DOLCE’S LOADING YARD THIRD FLOOR 16.C: CITY COACH LINER
• Threat Level: 2
Note 16 Captain’s Office
Slay the Remnant leader to take the Mama
• Faction: Raider
• Danger: Low Radiation
You can enter this area from the Dolce’s Encryption Key from him. There’s a
MOTHERSHIP ZETA
Food Distribution or Processed desk terminal near the listed items, two wall
Foods areas. safes, as well as more food. The terminal has Parked near the trio of Raiders, have you tried
A couple of exterior metal corridors around five entries. Of special note is the fifth: sneaking with a Stealth Boy, dropping Mines,
a central courtyard link the Processed Foods 5. Ikkm00:mvkz6x1m1:Nqtm. and exploding the vehicle? The shockwave
and Food Distribution areas together. It’s gibberish, unless you have Mama Dolce’s kills all three of these deviants.
Encryption Key. This is an encrypted message
9 Balcony from Processed Foods
POINT LOOKOUT
from the People’s Republic of China, informing
(Corridor) Agent Huang about his mission here. 16.D: CIRCULAR COURTYARD
An open-air sniping point. • Mama Dolce’s Encryption • Scribe Pre-War Book • Threat Level: 2
• Guns and Bullets (21/25) Key (76/103) • Faction: Raider
• Nuka-Cola Quantum • First Aid Box
10 Balcony from Processed Foods
(79/110) • Wall Safe Items (2)
(Foreman’s Office)
BROKEN STEEL
An open-air sniping point.
17 Corner Office
There’s a generator and more food on the 16.E: FOUNTAIN
• Ammunition Box • Chinese Army: Spec. Ops.
desk. The metal door leads out to the loading • Threat Level: 1
• Sniper Rifle and Ammo Training Manual (17/25)
yard where you can slay a Sniper. • Highly Visible Landmark
11 Loading Yard Exterior
18 Chamber with Hole in Floor
THE PITT
Pay particular attention to the Officer on the
red container with the Missile Launcher. Once You can drop down here to the tunnel,
he’s defeated, enter the Food Distribution although it is better to take the stairs.
area, via either garage door. The gate to the • First Aid Box 16.F: ARLINGTON
MONUMENT (SHORT)
OPERATION: ANCHORAGE
west requires a key, and cannot be opened.
WESTERN OFFICES, SECOND
• Threat Level: 1
MAMA DOLCE’S FOOD AND GROUND FLOORS • Highly Visible Landmark
DISTRIBUTION 19 Ground Floor Small Tables
Note There’s food on these.
20 Tunnel
You can enter this area from the
Cemetery, Processed Foods, or Drop down into the rocky excavation and hop 16.G: ARLINGTON
TOUR
Loading Yard areas. over the barricaded desks, then access the two MONUMENT (TALL)
safes here, and grab the Skill Book. • Threat Level: 1
GROUND FLOOR • Floor Safe Items (2) • Tumblers Today (20/25) • Highly Visible Landmark
MISC. QUESTS
12 L-Shaped Operator’s Office and 16.A: IRRADIATED CRATER
Rec Room • Threat Level: 2
Check the footlockers at the west wall. The • Faction: Raider
Turret Control Terminal deactivates the turret in • Danger: Low Radiation
16.H: CONTAINER TRUCK
this warehouse area.
• Threat Level: 1
MAIN QUEST
• Stealth Boy • Ammunition Box (3
This dangerous place to drink is north of a
small band of Raiders.
13 Warehouse #1
Beware of Remnants. There’s scattered food in 16.B: PULOWSKI
this warehouse.
PRESERVATION SHELTER Just outside Mama Dolce’s are a couple of
GEAR
GENERAL NOTES
Zone 17: The Mall Leroy Walker and his band of Slavers are
the largest contingent outside Paradise Falls,
and they have secured the Lincoln Memorial
so it doesn’t fall into the hands of Abolition-
17.13 J ists and become a beacon for freeing slaves,
and ruining their business. Currently there
17.12
are around half a dozen Slavers on the steps
17.11
and behind sandbag defenses at this struc-
17.7 BS H
ture. Locate Silas and he takes you into the
17.4 maintenance room. Should you sneak around
17.6
C E G this monument, the path at the base is dotted
17.5
A
D
17.14 with Mines and Grenade Traps, so watch out.
17.1 17.8 I Inside the monument itself, there’s a place to
B
BS1
17.3 F
17.9
17.10 sleep, but you can’t access the steps unless
17.2
you’ve begun hostilities with the Slavers.
• Fat Men: 1/9 Weapons]: 3/25, Skill
• Mini-Nukes: 4/92 Book [Explosives]: 3/25,
1 Leroy’s Quarters
Skill Book [Medicine]: Inside the Maintenance Room, you can
• Unique Items: 15/152
2/25, Skill Book [Small speak with, and sell Lincoln artifacts to, Leroy
• Nuka-Cola Quantum:
5/110
Guns]: 1/25, Skill Book
[Sneak]: 3/25, Skill Book 17.01: LINCOLN Walker, the commander here. Search the room
thoroughly, and providing Walker doesn’t see
• Schematics: 1/23
• Pre-War Books: 6/103
[Speech]: 2/25
• Work Bench: 1
MEMORIAL you, take the Quantum.
• Skill Book [Barter]: 2/24,
Skill Book [Big Guns]:
• Holotapes [Replicated MAINTENANCE ROOM • Frag Mines • Nuka-Cola Quantum
(80/110)
Man]: 3/19
1/25, Skill Book [Energy (LINCOLN MEMORIAL)
PRIMARY 17.02: HAZMAT
LOCATIONS DISPOSAL SITE L5
17.01: Lincoln Memorial Maintenance Room
17.02: Hazmat Disposal Site L5
17.03: Mirelurk Nesting Hole
17.04: Georgetown / The Mall Metro
17.05: The Washington Monument
17.06: Museum Station • Miscellaneous Quest: • Collectible: Nuka-Cola
17.07: Museum of History Entrance Head of State Quantum
17.08: Bunker • Threat Level: 3 • Highly Visible Landmark
• Threat Level: 2 • Underground Connection
• Faction: Slaver • Interior Exploration
17.09: Museum Station
• Danger: Grenade • Inhabitants: Leroy
17.10: Museum of Technology Atrium Bouquet, Mines Walker, Silas The Metro Station entrance leads to:
17.11: The National Archives (Front Entrance) » D.C. U21: Hazmat Disposal Site L5 Interior
EXTERIOR MAPS AND (Mall Southwest) (page 463)
17.12: The National Archives (Rear Entrance)
LOCATIONS The following surface location can be
17.13: Penn. Ave. / The Mall Metro
accessed from here:
17.14: Capitol Building West Entrance
» 21.01: Hazmat Disposal Site L5 (L’Enfant
BS17.01: Museum Authority Building Plaza) (page 452)
APPENDICES
• Main Quest: Galaxy • Interior Exploration
17.03: MIRELURK 3 East Tunnel News Radio • Sleep Mattress
There are Giant Ant corpses here. • Threat Level: 2
NESTING HOLE • Faction: Brotherhood of
• Radio Signal
4 Main Cavern (Northeast) Steel, Super Mutant
• Friendly: Brotherhood
Paladin
MOTHERSHIP ZETA
This is a large circular path. There is a skel- • Highly Visible Landmark
eton with whiskey, Purified Water, and other
This is the biggest landmark in the entire
common items in tiny boxes.
Wasteland, and one you should use to situate
5 Mercenary and Brahmin Corpse yourself in almost any of the zones. It’s guarded
(Upper area) by Brotherhood Paladins from Super Mutant
attack. The entrance is sealed to visitors except
6 Well-Hidden Alcove (Upper
POINT LOOKOUT
during the quest. Head inside, enter the foyer,
Northwest Corner) and use the golden elevator to reach the obser-
• Threat Level: 3 • Guns and Ammunition Check near the skeleton for items: vation deck, where a radar dish needs to be
• Danger: Low Radiation • Health and Chems • First Aid Box • Chinese Army: Spec. Ops. affixed. There’s some 10mm Ammo, a place to
• Collectibles: Nuka-Cola • Interior Exploration • Assault Rifle and Ammo Training Manual (18/25) sleep, and an incredible view from up here.
Quantum, Skill Book • Hostiles: Mirelurk Genus
7 Upper Southwest Corner 17.06: MUSEUM
BROKEN STEEL
INTERIOR MAPS AND
There’s a ham radio here.
LOCATIONS
• Nuka-Cola Quantum (81/110) STATION (THE MALL)
1
17.04: GEORGETOWN
/ THE MALL METRO
THE PITT
Mirelurk
Nesting Hole (NORTHWEST)
OPERATION: ANCHORAGE
2
3
17.07A: MUSEUM OF
HISTORY ENTRANCE
TOUR
• Threat Level: 2 • Underground Connection
4 • Danger: Low Radiation • Hostiles: Vicious Dogs
The Metro Station entrance leads to:
MISC. QUESTS
» Location D.C. U8: Georgetown / The Mall
Metro (Interior) (page 458)
6 The following surface locations can be
5 accessed from Underground Metro Tunnels:
» 14.07: Georgetown / The Mall Metro • Miscellaneous Quest: • Follower
MAIN QUEST
(Georgetown South) (page 429) Head of State, You Gotta • Health and Chems
This often-used location is the usual place to Shoot ’Em in the Head • Guns and Ammunition
enter the Mall, if you’re heading from the cra- • Freeform Quest (2) • Interior Exploration
tered remains of a tunnel in the Georgetown • Threat Level: 4 • Lots o’ Caps
zone. As you exit and head east, beware of a • Faction: Ghoul • Rare or Powerful Item (9)
GEAR
line. You can enter the exposed grate. It leads MONUMENT The Metro Station entrance leads to a number
of linked Underground Metro Areas:
into a large underground cave system packed
FACTIONS & BESTIARY
architecture. Head inside through the pair of 13 Collapsed Room (Northwest) Lincoln’s Voice
Museum of History 50
ornate wooden doors. (Phonograph)
Check the rubble for a rare find!
• Lincoln’s Hat (69/152) Lincoln’s Repeater Rifle Museum of History 100
APPENDICES
Circle Supply Key (which you might want to
17.07B: MUSEUM 3 Winthrop’s Maintenance Room wait until the end of Hired Help to take) that
The terminal has notes on the parts he’s
OF HISTORY: having problems with, and unlock a wall safe.
opens the cooler, which is full of alcohol and
a load of Caps. Ahzrukhal will also buy a
UNDERWORLD • Holotape: The Replicated • Wall Safe Items few antiques you may have found; such as
MOTHERSHIP ZETA
Man (22/24) Agatha’s Violin. His terminal has clues and
INTERIOR MAPS AND 4 The Chop Shop notes on Carol, Patchwork, Snowflake, and
LOCATIONS Doctor Barrows. You can unlock the wall safe
Here you can request all kinds of medical
Concourse from here. This is also the place to meet the
help from Doctor Barrows and Nurse Graves,
completely unnerving Mister Crowley, and
observe Glowing Ones from safety, and
begin his quest.
inspect a Feral Ghoul Barrows has injected
POINT LOOKOUT
with Psycho. • Ninth Circle Supply Key • Wall Safe Caps
1
For a medical haul, and complete FREEFORM QUEST: THIS OLD
2 5 hostility and pandemonium, kill HOUSE
Barrows, take his Medical Supply Key, and
Winthrop is having trouble with the ventila-
3 open the otherwise-inaccessible First Aid Box
tion systems in Underworld. He’s running out
4 on the wall.
BROKEN STEEL
7 8 of spare parts and can’t go out and trade for
• Holotape: The Replicated • First Aid Box Chop Shop what he needs. He asks you if you’d like to
Man (23/24) Inventory
Trade for these items if you ask him what’s
6 • Doctor Barrows’ Medical
Supply Key wrong. He needs Scrap Metal, and you need
the Caps.
• Inhabitants: Winthrop, Tulip, Quinn, Doctor Barrows, Nurse
Graves, Cerberus, Ahzrukhal, Charon, Mister Crowley,
5 Tulip’s Underworld Outfitters
THE PITT
Snowflake, Carol, Greta, Patchwork If you have a high Melee
Tulip has a best selection of equipment to
Weapons, Small Guns, Big
purchase (or steal) in the Wasteland. Top
Guns, Energy Weapons, or
of the list is a Railway Rifle Schematic that
RELATED INTERACTIONS might be worth killing over…. Additionally,
Strength, you can threaten
OPERATION: ANCHORAGE
Underworld Inhabitant: You can ask what they Whintrop. Succeed, and he gives
there’s a load of weapons, junk, and food on
do around here, and about the Underworld. you some Rad-X and RadAway,
display here, a bed Tulip sleeps on, a Work
Winthrop: You can ask about the Replicated and refuses to speak to you
Bench with a Bottlecap Mine to fiddle with,
Man, and have him Repair your equipment. again. Fail, you get nothing.
and her entire inventory in a locker, accessed
Tulip: You can ask how she spends her via the key you’ll find on her corpse. Finally,
money, what she has for sale, and about the you can hack her terminal, and read some Agree, and return with five Scrap Metal
Replicated Man. rather flowery literature (in four parts) called and Winthrop gives you either a Stimpak,
Quinn: You can ask where the Lincoln Memo- Paradise Lost. Rad-X, or RadAway. Keep this up for as long
TOUR
rial is. • Work Bench • Locker: Tulip’s Inventory as you like.
• Holotape: The Replicated • Schematic: Railway Rifle
Doctor Barrows: You can speak to him about
Man (24/24) (23/23)
FREEFORM QUEST: HIRED
his “fresh human samples,” the Replicated
• Underworld Outfitters’ HELP
MISC. QUESTS
Man, and to heal your wounds, radiation, Supply Key Up at the Ninth Circle, Ahzrukhal is interested
and purchase medical supplies. in selling Charon’s contract, but only for the
Nurse Graves: You can ask her to heal your 6 Snowflake right price. Speak to Charon, and he gruffly
wounds, and about the Replicated Man. This stylist may be high on Jet, but he cuts your points you to his master. Bring the conversation
Reilly: You can revive and ask about her hair for free. around to Charon’s contract. You can buy or
MAIN QUEST
duties and if she gets into the Wasteland. earn the contract:
7 Carol’s Place
Ahzrukhal: You can ask him for a drink, and
Here you can stay for 120 Caps per night If you’re unskilled in Bartering,
Charon’s contract.
(a little steep, but you aren’t close to a bed the price is 2,000 Caps.
Charon: Nope, he’s not saying much. otherwise), or massacre the pair (although it’s If you’re skilled in Bartering, the
Mister Crowley: Ask him about a quest. useful to speak to start Freeform Quest: Hired price is 1,000 Caps.
GEAR
Snowflake: He can style your hair free! Help first). If Mister Crowley isn’t in the bar,
Carol and Greta: You can purchase a room he’s probably here, sleeping. You can take
Carol’s Place Supply Key from either corpse, To earn the contract, agree to kill
for the night.
one of Ahzrukhal’s rivals, a waitress
CENSUS
Patchwork: You can find him wandering and raid the fridge for food and alcohol, and
a few Stimpaks. There’s a Baseball Bat and a named Greta. Head to Carol’s place, dispatch
around Underworld.
safe behind the counter, containing a load of Greta without being spotted (try using a
Stealth Boy, and Pickpocket a Grenade into
UNDERWORLD Caps. Inventory
FACTIONS & BESTIARY
APPENDICES
mattress, two hugging skeletons, some Purified If you want to meet up with Prime, check INTERIOR MAPS AND
Water, and a Skill Book on the desk. Freeform Quest: The Jigg Is Up (page LOCATIONS
• Guns and Bullets (22/25) 355) for the conclusion to this quest. The National Archives
12 Metal Door
17.11: THE 9 10 13
MOTHERSHIP ZETA
This leads to a small maintenance closet with 12 14
a First Aid Box and terminal on a desk with a NATIONAL ARCHIVES 7
8
11
Custodian Key for Tech Museum. This allows
access to the door on the upper mezzanine (FRONT ENTRANCE) 15
(north side) near the Lunar Lander Exhibit, and
some loot in an adjacent desk.
• Custodian Key for Tech Museum
POINT LOOKOUT
16
17
13 Prime’s Infomation Kiosk
4 3
Part of the Freeform Quest: Jiggs’ Loot.
2
Archives
14 Virgo II Lunar Lander Exhibit 1
• Communications Dish 5
BROKEN STEEL
15 Security Room
You can turn off the turret and hack the Secu- 17.12: THE 6
rity Terminal to complete Jiggs’ Loot.
• 10mm Pistol NATIONAL ARCHIVES
16 Planetarium (REAR ENTRANCE)
THE PITT
32
17 Maintenance Room 33
Archives Secure 31
Unlock the Gun Cabinet (the end of Jiggs’ Wing East 30
Loot), and read five entries from the Research
OPERATION: ANCHORAGE
Lead’s Terminal about viruses plaguing the
museum’s computers, acquisitions located, 28 29
and the like.
23
• First Aid Box (2) • Gun Cabinet Weapons 27
24
• Nuka-Cola Quantum 26
25
(83/110)
• Miscellaneous Quest: • Guns and Ammunition
FREEFORM QUEST: Stealing Independence • Health and Chems
JIGGS’ LOOT • Freeform Quest (3) 35
TOUR
• Interior Exploration 34
Locate the four terminals throughout this build- • Threat Level: 4 • Rare or Powerful Item (7)
ing; the first is in the atrium and features an • Faction: Super Mutant • Hostiles: Robot Genus,
entry marked “#000.” Check the terminal • Danger: Chain Trap, Gas Super Mutant Genus, 18
MISC. QUESTS
again and the number has changed to #001. Leak, Mines, Terminal Turret
Trap • Inhabitants: Sydney, 21
As the name of the hacker is “Prime,” choose 19
• Collectibles: Mini-Nuke, Button Gwinett, Thomas
the prime number related to 001. Pre-War Book (5), Skill Jefferson 22
The second terminal is along the wall from the
Sub-Basement 20
Book (4)
model of the Vertibird. The third terminal is at
RELATED INTERACTIONS
MAIN QUEST
the base of the Delta IX Exhibit. The last termi- 2 Prize Terminal
nal is in the security room just off the corridor Sydney: You can team up and hunt for Relics
Redeem your voucher for one of the following:
near the Virgo II Exhibit. together.
Button Gwinett: You can speak about history, • Glamorously Grape • Observantly Orange
TERMINAL NUMBER NUMBER TO INPUT convince him to hand over the Declaration of Mentats (3) Mentats (3)
• Brilliantly Berry
GEAR
#002 #053
Super Mutant blasts and choose one of two Check the bookcases near a doorway to steps
entrances: a grand door at the top of the front down.
#003 #113 steps, or a back entrance into a rear library. • Combat Shotgun and Ammo
#004 #Get Passcode
THE NATIONAL ARCHIVES 4 Restrooms
FACTIONS & BESTIARY
Make a mistake and you have to start over. • First Aid Box (2)
Complete the quest, and you can open the
1 Foyer
The foyer features two National Archives
5 Filing Room
adjacent wall safe in the security room.
Guess and Win! Terminals with eight questions Disarm the terminal. The elevator can be used
Stagger away with the Caps and Gun
on American history (the answers are on page only from the Archival Strongroom.
Cabinet Key, and open the cabinet in the east
281). • Ammunition Box (2)
maintenance room inside the planetarium.
• Archives Prize Voucher
• 200 Caps • Gun Cabinet Ammo and
TRAINING
Weapons
APPENDICES
The eastern end of the Mall, on the steps to the INTERIOR MAPS AND
17.13: PENN. AVE. / Capitol Building, is where the fighting is fierc- LOCATIONS
est. Pockets of Talon Company Mercs, Super
THE MALL METRO (THE Mutants, and (once they arrive) the Enclave
Capitol Building
MALL NORTHEAST) are engaged in a violent and chaotic struggle West Entrance
MOTHERSHIP ZETA
for dominance. You’re advised to attack from 1 2
range, bring everything you have with you, 4
and tool up for a protracted struggle. Battle to 3
the top of the steps, using the stone buttressing
5
as cover. Enter the West Entrance door. 14 14
POINT LOOKOUT
ENTRANCE
East Entrance
BROKEN STEEL
The Metro Station entrance leads to a linked
Underground Metro Area:
This place is thick with Super Mutant stench,
» D.C. U9: Penn. Ave. / The Mall Metro
so expect severe resistance throughout, as well 6
(Interior) (page 459)
as attacks from dug-in Talon Company Mercs.
The following surface location can be
accessed from here: 1 Office Room
THE PITT
7
» 15.07: Penn. Ave. / The Mall Metro • First Aid Box
13
(Penn. Ave. South) (page 431) 2 Office Room #2
A Robot, Merc, and Mutie are all here.
Offering quick escapes to and from Penn-
OPERATION: ANCHORAGE
8
• First Aid Box
sylvania Avenue, this Metro Station is also 9
close to the Capitol Building and the National 3 Storage Room 11
12
Archives. Although you can’t quickly reach Unlock the metal door to grab:
the Wasteland from here, you’re at the back • First Aid Box • Nikola Tesla and You
entrance to the Archives, and can avoid (22/25)
much of the Super Mutant activity in the main
Mall area. 4 Connecting Office (Rotunda) 10 Conference Hall
This offers tools and an alcove off the rotunda
TOUR
17.14: CAPITOL with a terminal to turn off the Talon Company’s Hall of
turrets. Columns
BUILDING WEST • First Aid Box
MISC. QUESTS
ENTRANCE 5 Capitol Rotunda 8 Turret Control Terminal
This area is a complete disaster zone. Watch Hack it to deactivate the turrets.
as a Behemoth makes short and exceedingly 9 Side Passage
violent work of the Talon Company, although
Unlock the door to a small storage room.
one Merc has a Fat Man and Mini-Nuke of his
MAIN QUEST
own! Finish it off with missiles, back into cor- • First Aid Box • Chinese Army: Spec. Ops.
Training Manual (20/25)
ridors it can’t chase you down, and make sure
you search its corpse and the entire rotunda.
10 Office
• Fat Man (9/9) • Frag Grenade (2) There are Darts on the pool table, and:
• Mini-Nuke (62–64/92) • U.S. Army: 30 Handy
GEAR
13 Upper Balcony 17.D: BROTHERHOOD DEFENSES A sandbag defense at the highest spot in the
• Threat Level: 4 Mall trenches has a Mutie or two. Take up a
A number of interconnecting doors are located defensive position here.
• Factions: Brotherhood of
here. Steel, Super Mutant
• First Aid Box • Guns and Ammunition 17.H: CITY COACH LINER
• Threat Level: 2
14 (Capitol Building West Map) • Faction: Super Mutant
Room with hole in the floor. On the southern edge of the Mall trenches,
Drop down to complete the search. there’s a Brotherhood defense post with a dead
• First Aid Box Initiate. Grab these during lulls in combat:
• Brotherhood Holotag • Laser Rifle and Ammo
Parked close to the front steps of the National
• Power Armor and Helmet
CAPITOL BUILDING EAST Archives, this can take out a few Super
ENTRANCE 17.E: SUPER MUTANT
Mutants if you’re lucky.
This is a quick exit to or from Seward Square. DEFENSES 17.I: AMMO CACHE
15 Long Conference and Cubicle • Threat Level: 4 • Threat Level: 3
• Faction: Brotherhood of • Faction: Super Mutant
Filing Room Steel, Super Mutant • Guns and Ammunition
There’s scattered whiskey, wine, Stimpaks,
• Health and Chems
and the following on tables and in cubicles:
• Sleep Mattress
• Nuka-Cola Quantum • Scribe Pre-War Book This Super Mutant defense position is central This dead-end has a place to sleep and some
(84/110) (82/103)
in the Mall trenches, a large section in the choice items.
• Tales of a Junktown Jerky
Vendor (22/24) center of this zone where Brotherhood, • Ammunition Box (3) • First Aid Box
Mutant, and Talon Company Mercs all fight
17.A: STATUE OF LINCOLN for supremacy. The trenches themselves are
17.J: CITY COACH LINER
(HEADLESS) death-traps; snipe from a distance, tagging
• Threat Level: 2
• Miscellaneous Quest: the Super Mutants you can see, and work your
• Faction: Super Mutant
Head of State way around the tops of the trenches so you
• Threat Level: 3 can retreat out of firing range easily.
• Faction: Slaver
• Highly Visible Landmark 17.F: SUPER MUTANT CAMP
• Threat Level: 3 Close to the Mall Northeast Metro Station is a
The statue is missing a head, which is sits on • Faction: Super Mutant city coach liner, perfect for destroying.
the second floor of the Temple of the Union.
ENCLAVE CAMP LOCATIONS
17.B: CITY COACH LINER • Main Quest: Picking Up the Trail
• Threat Level: 2
Attack these monstrosities on your way to or CAMP E17.01
from the Museum of Technology.
• Threat Level: 5 • Factions: Enclave,
Super Mutant
17.G: SUPER MUTANT DEFENSES A Vertibird lands on the top of the steps,
A rusting coach liner marks the location of the • Threat Level: 3 remaining there to back up two Soldiers, a
nearby Mirelurk Nesting Hole [17.03]. • Faction: Super Mutant Scientist, and a Modified Deathclaw.
17.C: BROTHERHOOD
LOOKOUT
• Threat Level: 2
• Faction: Brotherhood
of Steel Zone 18: Seward Square
• Danger: Low Radiation,
Mines • Mini Nukes: 5/92 • Unique Items: 2/152
• Guns and Ammunition • Health and Chems • Skill Book [Repair]: 1/25,
Skill Book [Speech]: 1/25 18.1 BS
BS.A
APPENDICES
• Threat Level: 3 • Interior Exploration
SECONDARY • Factions: Super Mutant, • Hostiles: Super Mutant 18.04: SEWER
LOCATIONS Talon Mercenary Genus, Talon Company
Merc (SEWARD SQUARE)
18.A: Pulowski Preservation Shelter The Metro Station entrance leads to a linked
MOTHERSHIP ZETA
18.B: A Cuppa Joe Underground Metro Area:
18.C: Iron Statue » D.C. U10: Penn. Ave. / Seward Sq. Metro
(Interior) (page 459).
18.D: Container Truck
The following surface location can be
18.E: Broadway Cinema
accessed from the Underground Metro
18.F: Explosive Alley Tunnels:
POINT LOOKOUT
18.G: Cornucopia Fresh Groceries » 15.08: Penn. Ave. / Seward Sq. Metro
18.H: Container Truck (Penn Ave. East) (page 431).
BS18.A: Talon Company Camp • Threat Level: 2 • Underground Connection
The closest Metro Station to the Capitol Build- • Faction: Super Mutant • Hostiles: Super Mutants
18.01: CAPITOL ing, on the east of the pedestrian bridge, is
The Sewer entrance leads to an Underground
the Seward Square North entrance. Talon
BUILDING EAST Metro Area:
BROKEN STEEL
Company Mercs are on the bridge, and Super
» D.C. U11: Sewer (Interior)
ENTRANCE Mutants all over.
The following surface locations can be
accessed from the Underground Metro Tunnels:
18.03: OFFICE BUILDING » 15.03: Sewer (Penn. Ave.) (page 431)
(TALON ARTILLERY
THE PITT
Head into the Sewer from this manhole cover,
STRIKE POINT) which can take you to an identical manhole cover
in the northeastern section of Pennsylvania Avenue.
OPERATION: ANCHORAGE
18.05: ANACOSTIA
• Threat Level: 3 • Interior Exploration CROSSING STATION
• Factions: Super Mutant, • Hostiles: Super Mutant
Talon Mercenary Genus, Talon Company (SEWARD SQ.
Merc
• Highly Visible Landmark
SOUTHEAST)
Note
TOUR
This entrance leads to linked surface • Threat Level: 2 • Interior Exploration
areas: 17.14: Capitol Building • Faction: Talon Mercenary • Hostiles: Talon Company
• Guns and Ammunition Mercs
(Interior), and the Mall. The interior
MISC. QUESTS
map and tactics are shown in location • Health and Chems
17.14. INTERIOR LOCATIONS
The quickest way from Seward Square to the GENERAL NOTES
Mall (assuming you defeat the Super Mutants A metal door on the east side of the building
inside) is via the Capitol Building. This struc- facing the Super Mutant courtyard leads into • Threat Level: 3 • Underground Connection
MAIN QUEST
ture is being bombarded by Talon Company an office building. • Faction: Super Mutant
artillery. On this side of the building is a small
contingent of Super Mutants. Sneak or flee to Stimpaks This place is teeming with Super Mutants that
cover; the building columns are a good place will strafe and charge. They are active in this
The ground floor is devoid of items, but the
to snipe from. southeastern end of the zone, too.
upper northeast corner has five Stimpaks.
GEAR
The following surface locations can be Check the wall terminal and locked door. If FREEFORM QUEST: THE
accessed from the Underground Metro you’ve met Reilly, you can easily enter this BUTCHER WILL SEE YOU NOW
Tunnels: building. There is a second message on the
If Butcher survived, you can purchase medical
» 17.06: The Mall (near Museum of History wall terminal, from Reilly’s sibling.
supplies and seek Healing from him.
Entrance) (page 437) If you began Mini Encounter 0.01: Search-
» 17.09: The Mall (near Museum of ing for Cheryl, there are additional clues to 18.A: PULOWSKI PRESER-
Technology Atrium) (page 440) her whereabouts here. VATION SHELTER
» 9.16: Anacostia Crossing (Exterior) (page REILLY’S RANGER • Threat Level: 2
411) • Faction: Super Mutant
COMPOUND
» Various location from U6.B: Metro Central • Collectible: Skill Book
(page 457) 1 Reilly’s Terminal and a Radio
The terminal has three options:
18.06: REILLY’S Current Personnel Listing This Shelter contains an old suitcase, old
money, and a Skill Book.
Bios of Reilly and her teammates.
RANGERS COMPOUND Current Contracts
• Lying, Congressional Style (22/25)
They are currently mapping the D.C. Ruins, 18.B: A CUPPA JOE
and eradicating Super Mutants. • Threat Level: 3
Reilly’s Personal Notes • Faction: Super Mutant
Four entries detail Reilly’s escapades. • Highly Visible Landmark
2 Storage Room
Are you missing a pencil? There are house-
hold items, too. 18.C: IRON STATUE
• Ammunition Box • Threat Level: 4
• Faction: Super Mutant
• Miscellaneous Quest: • Guns and Ammunition 3 Small Generator
• Highly Visible Landmark
Reilly’s Rangers • Health and Chems • Dean’s Electronics (20/25)
• Freeform Quest (3) • Interior Exploration
• Threat Level: 1
4 Barracks and Common Room
• Loads o’ Caps
• Faction: Reilly’s Rangers There’s food in the fridge, beer to swig, This statue overlooks a Super Mutant camp
• Rare or Powerful Item (2)
• Services: Healer, Stimpaks, some Chems, and the listed items. with a lot of Mutants and Centaurs.
• Inhabitants: Reilly, Brick,
Repairer, Trader Butcher, Donovan, Theo Complete Miscellaneous Quest: Reilly’s
• Collectible: Skill Book (Deceased) Rangers, and if one or more of the Rangers 18.D: CONTAINER TRUCK
• Area Is Locked survived, you also receive a choice of rewards • Threat Level: 4
from Reilly: Ranger Battle Armor or Eugene the • Faction: Super Mutant
• Health and Chems
Note Minigun.
• Ammunition Box (2) • Ranger Battle Armor
Begin the quest to easily access the • First Aid Box (82/152)
interior of this structure. • Frag Grenade • Eugene (83/152) A container truck with a Super Mutant mini-
• Scoped .44 Magnum and gunner. Sneaking up the planks behind him
INTERIOR MAPS AND Ammo and onto the top of the container truck is a
LOCATIONS good way to kill him. Check the back of the
FREEFORM QUEST: truck, and open the safe.
GEOMAPPING WITH REILLY • Floor Safe Items • First Aid Box
Reilly’s Ranger 4 Speak with Reilly once the quest is over. She
Compound offers a GeoMapper to help her map the 18.E: BROADWAY CINEMA
Wasteland. Take it because this is a great way • Threat Level: 4
of making Caps. For every Primary Location • Faction: Super Mutant
you reach, the GeoMapper offloads the data • Highly Visible Landmark
2
from your Pip-Boy. She has two additional
3 1 GeoMappers if you lose or sell the first. You
receive 20 Caps per location; start right
18.F: EXPLOSIVE ALLEY
now by downloading all the locations you’ve
Head up the street to a pair of sandbag • Threat Level: 4 • Collectible: Mini-Nuke (5)
already found.
defenses, and then east, heading through • Faction: Wastelander
• GeoMapper (3) • Caps • Danger: Mines
a narrow passageway. You appear in a
courtyard daubed with Reilly’s insignia, and a
FREEFORM QUEST:
half-wrecked building to the north. Approach
the wall terminal, but don’t access it yet; head
DONOVAN, MASTER
up the steps and explore the ruined building REPAIRER
above for a large supply of items: If Donovan survived, you can Trade and
• Ammunition Box (5) Repair with him.
• First Aid Box (2)
APPENDICES
FREEFORM QUEST:
THE PREACHER
• Hostile: The Preacher
Zone 19: Falls Church
In an alley just west of Reilly’s Ranger Com- The Metro Station entrance leads to two linked
• Mini-Nukes: 1/92 • Skill Book [Lockpick]:
MOTHERSHIP ZETA
pound, a lunatic has rigged up a P.A. system. 2/25, Skill Book Underground Metro Areas:
• Unique Items: 1/152
His babble is nonsense, but it’s freaking out [Sneak]: 1/25, Skill
• Nuka-Cola Quantum: » D.C. U16.A: Marigold Station (Interior)
the locals. Find one of them at the southern 1/110 Book [Unarmed]: 1/25 (page 460).
entrance to this alley. Speak to the Waste- • Pre-War Books: 2/103 » D.C. U16.B: Queen Ant’s Hatchery (page
lander about the situation, and attempt one of
461).
the following plans:
The following surface locations can be
POINT LOOKOUT
19.5
Aim a Sniper Rifle at the B accessed from the Underground Metro
preacher and shoot him before Tunnels:
the explosion takes place, then 19.1 » 9.10: Marigold Station (Grayditch) (page
gather up his explosives. D
19.6
404).
19.2
A C
Activate a Stealth Boy, ignore The two stations here are close together but
BROKEN STEEL
the madman’s babbling, and lead to completely different zones, so make
19.4
gather the explosives up. sure you choose your location carefully!
As you emerge, check the area for Super
Convince the Wastelander to go Mutants, and the platform for a mattress and
in and greet the preacher, which
19.3
these items, courtesy of a dead Raider.
• Assault Rifle • Frag Mines
THE PITT
he does, before getting caught in
the firestorm. PRIMARY • Ammunition Box
OPERATION: ANCHORAGE
The trick here is not to let the alley explode;
you don’t want to waste that many Mines and
19.01: Marigold Station
/ MASON DISTRICT
19.02: Falls Church / Mason District Metro
Mini-Nukes!
19.03: Office Building (#1) METRO (FALLS CHURCH
• Frag Mine (5) • Mini-Nuke (65–69/92)
19.04: Office Building (#2) METRO)
18.G: CORNUCOPIA FRESH 19.05: Arlington / Falls Church Metro
GROCERIES 19.06: L.O.B. Enterprises
• Miscellaneous Quest:
Reilly’s Rangers
TOUR
• Threat Level: 1 SECONDARY
• Factions: Reilly’s
Rangers, Super Mutant LOCATIONS
MISC. QUESTS
• Highly Visible Landmark
19.A: Pulowski Preservation Shelter
Look for this landmark during the quest,
because the corner of the street it is on (7th) 19.B: Super Mutant Courtyard
leads to Reilly’s Ranger Compound. 19.C: Playground
• Threat Level: 3 • Underground Connection
19.D: Super Mutant Camp • Faction: Super Mutant
18.H: CONTAINER TRUCK
MAIN QUEST
The Metro Station entrance leads to two linked
• Threat Level: 2
• Factions: Super Mutant,
19.01: MARIGOLD Underground Metro Areas:
Wastelander STATION (FALLS » D.C. U17.A: Falls Church / Mason District
Metro (Interior) (page 461).
• Danger: Baby Carriage
• Health and Chems CHURCH METRO) » D.C. U17.B: Franklin Metro Utility (page
GEAR
Tunnels:
» 20.02: Falls Church / Mason District
ENCLAVE CAMP LOCATIONS
Metro (Franklin Station) (page 451).
CAMP E18.01
FACTIONS & BESTIARY
100 Caps for your aid. You must run and gun
19.03: OFFICE around the entire zone, shooting Super Mutants 19.05: ARLINGTON
BUILDING (#1) until all of them are defeated. Then, head south
over the footbridge, and into this office building.
/ FALLS CHURCH
Execute all Muties inside, and look for Initiate METRO (NORTH)
Pek in the back room. Return with the youngster,
or if he doesn’t make it, report back to Hoss,
letting him know the news.
• Brotherhood Holotag • 100 Caps
• Power Armor and Helmet
19.04: OFFICE
• Threat Level: 4 • Health and Chems BUILDING (#2)
• Factions: Brotherhood of • Interior Exploration
Steel, Super Mutant • Hostiles: Super Mutant • Threat Level: 2 • Underground Connection
• Danger: Bear Trap, Chain Genus • Faction: Super Mutant
Trap • Inhabitants: Paladin Hoss The Metro Station entrance leads to a Under-
• Collectible: Skill Book ground Metro Areas:
» D.C. U15: Arlington / Falls Church Metro
INTERIOR MAPS AND (Interior) (page 460)
LOCATIONS The following surface location can be
4
Office Building accessed from the Underground Metro Tunnel:
• Threat Level: 1 • Danger: Shotgun Trap » 16.04: Arlington / Falls Church Metro
• Factions: Brotherhood of • Health and Chems (Cemetery South) (page 434)
2 Steel, Super Mutant • Interior Exploration
North of the school and L.O.B. Enterprises is
INTERIOR MAPS AND a Metro Station (Falls Church North on your
LOCATIONS World Map). This is a quick way to reach
2
Office Building Mama Dolce’s and the cemetery. Expect light
3 resistance from Super Mutants in the school as
you head in or out of here.
1
1
19.06: L.O.B.
ENTERPRISES
GENERAL NOTES
Battle along the sunken road, or across the
footbridge to reach a large, debris-strewn
courtyard with a bus stop in the middle. The
office in question has an entrance you can’t GENERAL NOTES
miss! Once inside, slow down, and watch for South of the playground is a concrete office
some fiendish traps. building. Pick either entrance (the following
pre-supposes you used the western door).
1 Restroom
Disarm the Brahmin-on-a-chain Trap. 1 Office
• First Aid Box Find small amounts of Ammo on the book- • Threat Level: 4 • Health and Chems
cases, and a Brotherhood Initiate fighting • Danger: Gas Leak • Interior Exploration
2 Main Office • Collectibles: Mini-Nuke, • Rare or Powerful Item
Super Mutants. Claim his Holotags if he dies,
Check the desk near the south wall for a Skill Nuka-Cola Quantum, • Hostiles: Robot Genus
then access the terminal. It is the last note Elise
Book and safe. Pre-War Book (2), Skill • Interior Maps and
Walton ever wrote.
• Tumblers Today (21/25) • Floor Safe Items Book (3) Locations
• Brotherhood Holotag • Power Armor and Helmet • Guns and Ammunition
3 Danger: Bear Trap! 2 Restroom Located at 18527 Fairford, L.O.B. Enterprises
4 Small Storage Room Stoop and disarm the Rigged Shotgun. is still recognizable, east of the Super Mutant
Initiate Pek can be found here. camp in the ruined office. Head up the steps
• Combat Shotgun and • First Aid Box
Ammo to the only entrance door to this weapons
FREEFORM QUEST: THE LOST manufacturer.
INITIATE
Outside one of the Metro locations, two Brother-
hood Paladins approach you. Speak to Paladin
Hoss and they request help. An Initiate was
trapped inside a nearby building. Ask for a
reward and you receive a grudging offer of
APPENDICES
L.O.B. ENTERPRISES L.O.B. ENTERPRISES EAST L.O.B. Enterprises
WING
1 Lobby 7
On the lobby desk is a Front Desk Terminal 11 Side Office 8 5
with the following four entries: There’s a Teddy Bear, Stealth Boy, and Security 4
MOTHERSHIP ZETA
6
All Personnel: Emergency Protocols Terminal, which offers advice and information 10
Notes on how the employees may use a for the long-dead security captain, and turrets
desk as a barricade, and instant rescinding of you can bring back online.
• Stealth Boy 1
cafeteria privileges.
Weapon Practice Tonight? 12 Northeast Office
Information on practicing with “low-grade, Debris-filled, with stairs up to the next floor. 2
POINT LOOKOUT
military-class” weapons. • 10mm Submachine Gun and Ammo 4
Sent Item: MAN THE DOORS!!
THE FEDS ARE HERE!
13 Long Office (North)
There’s an employee terminal, and a bar with a
2 Restrooms (south) fridge stocked with food. 3
• First Aid Box • First Aid Box
BROKEN STEEL
3 East-West Corridor 14 (Upper Floor) R&D Terminal
There’s a terminal and a bit of food here. Hack the R&D Terminal to discover
Archives
information on four types of prototype
4 Upper, Rubble-Filled Office liquid-based ammunition that the company was 18
Accessed via the lower floor rubble pile. working on. 20
THE PITT
Check the skeleton near a terminal. Scout the • Scribe Pre-War Book (83–84/103) 19
entire area for these items:
• First Aid Box • Frag Grenade (3)
15 Locked Door
• Pulse Grenade • Ammunition Box 16 CEO’s Office Bathroom 21
OPERATION: ANCHORAGE
9
Check the light for the Mini-Nuke. 23
22
5 Cafeteria • First Aid Box • Mini-Nuke (70/92)
There’s food in the fridge and vending machine.
Check the wall and table for these items: 17 CEO’s Desk
• First Aid Box • 10mm Submachine Gun There are Darts, a terminal with a receipt
and Ammo 13
from “Happy Liberty” imports, and an L.O.B. 12
Enterprises Secure-Case with a Zhu-Rong v418
6Small Storage Room (Northeast
Chinese Pistol and Ammo inside. 11
TOUR
area) • First Aid Box • Zhu-Rong v418 Chinese
There are Darts, a Skill Book and a First Aid • Ammunition Box (2) Pistol and Ammo
Box to grab. • Tumblers Today (22/25) (84/152) East Wing
MISC. QUESTS
• Pugilism Illustrated • First Aid Box
14
(23/25) L.O.B. ENTERPRISES ARCHIVES
15
7 Large Office (Northeast) 18 Employee Terminal and Desk 16
Grab three Cartons of Cigarettes and some • Chinese Army: Spec. Ops. Training Manual (21/25) 17
food on the bookcases. There’s another 19 Danger: Escaping Gas!
MAIN QUEST
employee terminal in here. 19.A: PULOWSKI
20 L.O.B. Employee Corpse PRESERVATION SHELTER
8 Large Office (West)
• 10mm Submachine Gun • Ammunition Box (2) This shelter has two
Find an employee terminal and a Quantum on
and Ammo
a bookcase here. Ammo Boxes and
21 Room with Safe some Dirty Water to
GEAR
7 5
If you’re being shot at, check this area for
Super Mutants. Then check the desks.
3
20.2
20.1
A
12
B D
C 8
LOCATIONS The following surface locations can be “Obsessed in Oakmont” writes about how
infuriating the portrayal of the AntAgonizer is
accessed from the Underground Metro
20.01: Hubris Comics Publishing Tunnels: in the Grognak the Barbarian comic books.
» 9.D: Sewer Grate (page 413) Interesting….
20.02: Falls Church / Mason District Metro
Beta Testing Notice
20.03: Flooded Metro
The Hubris Comics Building still holds a The “Lil’ Heathens” fan club meets on
grandeur from back when the adventures of Monday to beta-test Grognak’s latest computer
SECONDARY Grognak and Captain Cosmos were incred- adventure: Reign of Grelok.
LOCATIONS ibly popular. The building is in the northwest • Tales of a Junktown Jerky Vendor (23/24)
corner of the Mason District, overlooking the
20.A: Iron Statue irradiated park, and right next to the Falls
2 Pile of Debris
20.B: Irradiated Super Mutant Courtyard • Scribe Pre-War Book (85/103)
Church/Mason District Metro station. You can
20.C: Overturned City Coach Liner also visit the Hubris Comics building via the 3 East-West Corridor
20.D: Pulowski Preservation Shelter tunnel from the Capital Wasteland. Beware of the Rigged Shotgun, and disarm
20.E: Mason House one of the Baby Carriages you see.
HUBRIS COMICS PUBLISHING • Combat Shotgun and Ammo
20.F: Mason Alcove
20.G: Mason Station (Blocked) Note 4 Beta Testing Office
Beware of two Grenade Bouquets; one above
20.H: Super Mutant Camp You can enter this area via one of two
the hole in the floor, and the other at the top of
entrances from the Utility Tunnels, or
the stairs. Downstairs is a terminal that allows
from the exterior Mason District. The
you access to the Reign of Grelok (beta).
following scavenger hunt assumes you
Check Freeform Quest: The Official Reign of
begin at the entrance foyer.
Grelok Strategy Guide for more information.
• Ammunition Box (2) • Frag Grenade (6)
• First Aid Box (3)
APPENDICES
5 Editors’ Offices Optional Tasks There’s an irradiated playground to the
Go East: Visit the lonely chapel. Look around. southeast, a coach liner to hide behind, and
Find Ghouls and a hole in the floor. Down- Hubris Comics to the southwest.
stairs are ruined bookcases, a storage room, Use your Rusty Sword on the Zombie so it
falls into the grave. Look in the grave, get the
and restrooms, with some common items.
20.03: FLOODED
MOTHERSHIP ZETA
Zombie head as a trophy.
6 Danger: Pitching Machine Trap! Go South: Enter the town, and look around;
there’s a Blacksmith and a Priest here. Visit the
METRO (MASON
7 Elevator down to Hubris
Comics Printing
Priest and present the Zombie head to him. He DISTRICT SOUTH)
rewards you with the Chapel Key.
Go North, then East: The Chapel doors are
HUBRIS COMICS PRINTING now unlocked. Examine the Chapel. There is
POINT LOOKOUT
8 Upper Balcony a stone Cistern here and you have more than
There are eight Frag Mines to disarm on this enough water to fill your Drinking Flask.
structure. Critical Path
• Frag Mine (8) Go North: Look around the mountainside.
9 Printing Presses Grelok is here, but is much too strong for your
BROKEN STEEL
Activating them just results in an alarming puny Rusty Sword. Investigate the glinting
amount of smoke. object; it is a rough gemstone. • Threat Level: 2 • Danger: Low Radiation
Go South, and then West: You move into the • Faction: Super Mutant • Underground Connection
THE PITT
makes Mad Johnny a little less Go East, then South: Enter the town, and visit The following surface location can be accessed
accurate with that Minigun. the Blacksmith. Following your careful instruc- from here:
tions, he re-forges your sword with the magical » 9.17: Flooded Metro (Capital Wasteland)
10 Lower Floor Office shard at the center of the blade.
OPERATION: ANCHORAGE
(page 411)
You can access a Publishing Terminal here, Go West, then North: Face Grelok, and use
allowing you to unlock the Foreman’s Door. the Magical Sword to defeat him! He won’t be Offering passage to the southern Capital
• Scribe Pre-War Book • First Aid Box (2) spewing his heresies again! Wasteland via the Flooded Metro, this station
(86/103) The End is at the joining of two roads.
The Foreman’s Terminal is where the major- (Thank you for purchasing this strategy guide.)
ity of your rewards are piled; don’t let the 20.A: IRON STATUE
Grognak fall to the print room below. 20.02: FALLS • Threat Level: 2
• Highly Visible Landmark
TOUR
11 Danger: Baseball Pitcher Trap! CHURCH / MASON
12 Foreman’s Office and Balcony DISTRICT METRO
Unlock via the Publishing Terminal or Lock-
MISC. QUESTS
pick. Mad Johnny Wes lives up to his name; (FRANKLIN STATION) Overlooking the courtyard playground,
this provides partial cover from the Muties
he can’t be reasoned with, so drop him and
roaming the lower area.
take his Minigun. Search for Darts, and a ter-
minal that controls the turrets; shut them down 20.B: IRRADIATED SUPER
if you haven’t blown them up. MUTANT COURTYARD
MAIN QUEST
• First Aid Box (3) • Grognak the Barbarian • Threat Level: 4
• Ammunition Box (3) (22/25) • Faction: Super Mutant,
• Nuka-Cola Quantum Wastelander
(86/110) • Danger: Low Radiation
• Guns and Ammunition
FREEFORM QUEST: THE
GEAR
Welcome to the wide plains! The following courtyard into an irradiated swamp of terror.
The Metro Station entrance leads to two linked
locations can be trekked to: They are holding a Wastelander captive.
Underground Metro Areas:
North: Foothills stretch to clouds gathering Attempt any fighting from the higher ground
» D.C. U17.A: Falls Church / Mason District
around an ominous peak. Metro (Interior) (page 461) to the northwest. Should you prevail, you can
FACTIONS & BESTIARY
East: A dirt path to a lonely chapel. release the captive, and inspect a weapons cart:
» D.C. U17.B: Franklin Metro Utility (page
South: A bustling town. 461) • Ammunition Box (4) • Chinese Assault Rifle (3)
West: A thin tower stands alone in a bog. The following surface locations can be Rescue any captives and take their gift
Inventory: You begin with a Rusty Sword and accessed from the Underground Metro for a small boost to your Karma, or
Drinking Flask. Tunnels: refuse the gift for a larger boost.
The correct order of visiting is as follows: » 19.02: Falls Church / Mason District
Metro (page 447)
TRAINING
• Threat Level: 2
Exit into L’Enfant Plaza with a nearby pool
• Collectible: Skill Book
table, the odd item, and a cache of two First
Aid Boxes on the building ledge accessed via
the footbridge.
F
21.2
I • First Aid Box (2)
In the corner of a fenced parking lot is a 21.3
G H
shelter with some tools, junk, and a copy of
Dean’s Electronics. 21.4
21.02: SHOP
• Dean’s Electronics (21/25) (MADAME JEALLE’S)
20.E: MASON HOUSE
• Threat Level: 2 PRIMARY
• Danger: Low Radiation LOCATIONS
21.01: Hazmat Disposal Site L5 (L’Enfant Plaza)
21.02: Shop (Madame Jealle’s)
A few Chems and vodka are available in this 21.03: Offices of the Capital Post
small cafe alcove. 21.04: Irradiated Metro
20.F: MASON ALCOVE
• Threat Level: 1 • Interior Exploration
• Threat Level: 2
• Collectible: Skill Book
SECONDARY • Health and Chems
• Guns and Ammunition LOCATIONS A back-alley to the west of the main road is
a “reading room for the discreet gentleman”;
21.A: Footbridge and City Coach Liner enter the Metal Door and dodge the man-
On the corner of Jarndyce Way and Dexter 21.B: Glass Pyramid Courtyard nequins to the counter terminal that unlocks
Avenue is an open building that provides a 21.C: Tunnel Cache the safe on the back wall. There are Chems
great sniping position overlooking the Mutie and Stimpaks on the counter, as well as some
21.D: Pulowski Preservation Shelter
courtyard. Someone else thought so too, negligees.
21.E: Container Truck
but he’s long-dead. Grab his belongings: a • First Aid Box • Wall Safe Items
Stimpak, and the following big-ticket items: 21.F: L’Enfant Cafe
• Ammunition Box • Sniper Rifle 21.G: City Coach Liner 21.03: OFFICES OF
• Frag Grenade (2) • Guns and Bullets (23/25) 21.H: Roundabout
• 10mm Pistol 21.I: Container Truck and Burial Mound
THE CAPITAL POST
20.G: MASON STATION
(BLOCKED) 21.01: HAZMAT
• Threat Level: 1
DISPOSAL SITE L5
(L’ENFANT PLAZA)
APPENDICES
Enter the offices of the Capital Post. On the 21.A: FOOTBRIDGE AND CITY 21.F: L’ENFANT CAFE
foyer desk is a terminal that unlocks the desk COACH LINER • Threat Level: 3
safe. Head north into the room of terminals, • Threat Level: 2 • Faction: Super Mutant
but be sure you inspect the back of one; it’s a • Faction: Super Mutant • Guns and Ammunition
Grenade Trap! When you’re done disman- • Health and Chems
MOTHERSHIP ZETA
• Danger: Low Radiation
tling, go clockwise around the room and • Health and Chems
activate the three terminals, reading the saved Across from Besnik’s Barbership and a block
stories from hundreds of years ago: south of A Cuppa Joe is a diner with a few
Across from the station is a city coach liner;
Capital Post Top Stories: July 27, 2052 scattered Chems and the following:
use it as cover as you press into the court-
United Nations Disbanded! yard. Don’t forget to head over and across the • First Aid Box (2) • Ammunition Box
Pint-Sized Slasher: More than Myth? footbridge, and access the ledge above the
POINT LOOKOUT
Capital Post Top Stories: June 3, 2072 station to secure the secret cache mentioned 21.G: CITY COACH LINER
U.S. to Annex Canada! previously [21.01]. • Threat Level: 3
• Faction: Super Mutant
Development of Super Weapon Confirmed
21.B: GLASS PYRAMID • Danger: Low Radiation
Capital Post Top Stories: January 11, 2077
COURTYARD
Commies Crushed—Alaska Liberated!
• Threat Level: 3
BROKEN STEEL
Food Riots Rile Feds • Faction: Super Mutant Parked on the sloping road around the corner
Head downstairs into the printing room, take from the diner, this can be exploded to cause
the First Aid Box, and then inspect Gibson. damage, or used as cover.
This man lacks one crucial part of his ensem-
ble: his head. Search him and take Gibson’s There are a number of Super Mutants in this 21.H: ROUNDABOUT
Key and Gibson’s Scrap of Paper. The note courtyard; this is a good place to dash to and • Threat Level: 2
THE PITT
has a simple message: “Search the house!” use as cover. There are common items inside
• Desk Safe Items • Gibson’s Key the Mail Dropboxes.
• First Aid Box • Gibson’s Scrap of Paper
21.C: TUNNEL CACHE
OPERATION: ANCHORAGE
Note • Threat Level: 3
• Faction: Super Mutant
Near the irradiated Metro entrance is a large
roundabout. Check the mailbox for items, and
“The House” in question is a tiny model • Collectible: Skill Book watch for Super Mutants.
home inside Gibson’s House, which in • Guns and Ammunition
turn, is in Minefield [3.09]. • Sleep Mattress 21.I: CONTAINER TRUCK AND
At the rubble-filled north end of the sunken
BURIAL MOUND
road is a small hidey-hole under a pile of
21.04: IRRADIATED concrete. Inside is a cache of goods, Caps, a
• Threat Level: 2
TOUR
• Faction: Super Mutant
METRO (L’ENFANT Sniper Rifle on the mattress, a trunk, a Combat
Helmet, two Ammo Boxes, and a Skill Book.
SOUTH) • Caps • U.S. Army: 30 Handy
MISC. QUESTS
• Sniper Rifle Flamethrower Recipes
(21/25) At the northeast end of the road, where a
• Ammunition Box (2)
Super Mutant and Centaur head out to ambush
21.D: PULOWSKI PRESER- you, is a rusting truck engine. Of more interest
is the Burial Mound; dig into it and uncover
VATION SHELTER
Search Party Log #1. This begins Mini Encoun-
• Threat Level: 3
MAIN QUEST
ter 0.01: Searching for Cheryl (page 305).
• Faction: Super Mutant
• Search Party Log #1
• Collectible: Skill Book
• Guns and Ammunition ENCLAVE CAMP LOCATIONS
• Threat Level: 2 • Danger: Low Radiation Open this shelter up, and take the wine, eye- CAMP E21.01
GEAR
• Faction: Super Mutant • Underground Connection glasses, and most importantly, the Big Book of • Main Quest: Picking Up • Faction: Enclave, Super
The Metro Station entrance leads to: Science. Check the nearby building pillars for the Trail Mutant
an Ammo Box to inspect. • Threat Level: 3
» D.C. U20: Irradiated Metro (page 463)
CENSUS
9.2 10.2
12.1
ZONE 13
• Skill Book (Melee Weapons): 3/25 ZONE 10
12.3
• Skill Book (Repair): 4/25 U3
10.3
U2 13.1
11.1 11.2 ZONE 12
12.5
ZONE 11 11.8
11.3
ZONE 14 11.10 12.6
9.D 11.7
14.1 U4
11.5 12.7
14.5
14.2 11.4
U5 U6.D 15.1
U6.A
9.5 U6.E U6.C
U6.B 15.3
15.4
9.3 U12
15.5
16.1
9.7 14.7 14.9
U7
15.7
ZONE 15 U11
U13 U6.F
16.2
U9 15.8
ZONE 16 17.13
U8 U10
18.1 BS
18.2
ZONE 17 17.4 17.6
18.4
16.4
9.10 9.J
17.14
ZONE 18
17.9
17.2
18.5
U16A U14 U15
U16B
20.1
21.4
ZONE 20 U18B
U18A
20.3
9.16
U19
9.14 BS
9.17
APPENDICES
Underground Locations
• Frag Grenade (2) • Missile (4) • First Aid Box Health and • Lying, Congressional Style
U01.A: FARRAGUT Chems (23/25)
MOTHERSHIP ZETA
• 10mm Pistol (2) • U.S. Army: 30 Handy
WEST STATION • Assault Rifle Flamethrower Recipes
(22/25) ALocation 6.10: The Capital
• Scribe Pre-War Book
• Threat Level: 3 • Interior Exploration (87–89/103) • Ammunition Box (2) Wasteland
• Faction: Ghoul • Lots O’ Caps ALocation 9.02: The Capital B Location U01.A: Farragut West
• Danger: Gas Leak • Sleep Mattress
• Collectible: Pre-War Book • Underground Connection Wasteland Station
POINT LOOKOUT
(3), Skill Book (2) • Hostiles: Mole Rats, Location 10.01: Chevy Chase
B Location U01.B: Tenleytown / C
• Guns And Ammunition Ghoul Genus
Friendship Station
INTERIOR MAPS AND U02: METRO
LOCATIONS U01.B: TENLEYTOWN/ JUNCTION
FRIENDSHIP STATION • Threat Level: 3 • Underground Connection
BROKEN STEEL
B
Farragut West Station • Threat Level: 3 • Health And Chems • Faction: Ghoul • Hostiles: Ghoul Genus
• Faction: Ghoul, Super • Interior Exploration • Collectible: Skill Book
Mutant • Underground Connection INTERIOR MAPS AND
• Collectible: Nuka-Cola • Hostiles: Ghoul Genus,
Quantum, Skill Book (2)
LOCATIONS
Radroaches, Super Mutant
THE PITT
• Guns And Ammunition Genus A
INTERIOR MAPS AND
4 3
LOCATIONS Metro Junction
4
OPERATION: ANCHORAGE
B
2 A
2 1
3
1
5
C
B
E
TOUR
1 D
Tenleytown/Friendship Station
1 Table and Lantern
MISC. QUESTS
This rubble-filled area features Ghouls and
a recently deserted Raider camp. Check the
A C eastern area and jump down from above to
the sloping pile of rubble; the Skill Book is on
A modicum of Lockpicking is needed. the table here.
Beware of escaping gas and Ghouls, too. • Grognak the Barbarian (24/25)
MAIN QUEST
1 Ticket Master’s Office A Location 10.02: Chevy Chase
A couple of collectibles and a whole load of
Metro Security Terminal. Releases Protectron. Ghouls inhabit these underground passages. B Location 12.01: Vernon Square
2 DCTA Service Office 1 Restrooms C Location 12.05: Vernon Square
GEAR
items.
B
INTERIOR MAPS AND 2 Tunnel Cul-de-sac 4 Raider Defense
LOCATIONS 2
• First Aid Box Find 10 Frag Mines on the ground on either
In this long series of water- side of the sandbags, and items behind the
3 Generator and Storage Room sandbags.
logged tunnels, Mirelurks roam
Look for the Skill Book, away from the
and Super Mutants are setting • Frag Mine (10) • Frag Grenade (2)
main corridor of Super Mutant and Talon
up future strongholds. • Ammunition Box (3) • First Aid Box
Company combat.
• Dean’s Electronics (22/25) 5 Storage Room
Vernon East / Takoma Park 4 Escaping Gas and Radioactive
• First Aid Box
Barrels 6 Generator
• Dean’s Electronics (23/25)
A Location 11.07: Dupont Circle
1 7 Raider Sleeping Quarters
B Location 12.07: Our Lady of Hope Here you can find Darts, mattresses, a floor
A Hospital safe and some key items:
• Assault Rifle • Floor Safe Items
1 Connecting Corridor • Scribe Pre-War Book
Four Frag Mines and a pressure plate (Rigged U05: TEPID SEWER (90/103)
Shotgun) lead to a hidey-hole, a mattress, and
a floor safe.
• Threat Level: 3 • Health And Chems 8 Raider Wall Terminal and Door
• Faction: Raider • Interior Exploration Raiders and Mole Rats are engaged in combat.
• Frag Mine (4) • Floor Safe Items • Danger: Mines • Underground Connection Inside is a storage closet with a Pre-War Book
• Combat Shotgun and • Nuka-Cola Quantum • Collectible: Scribe Pre-War • Work Bench
Ammo (88/110) hidden in a tiny crate below several burned
Book (2), Skill Book • Hostiles: Mole Rats, books. The Ammo Box is locked.
• Guns And Ammunition Raiders, Turrets
2 Station Concourse • First Aid Box • Scribe Pre-War Book
• Ammunition Box (91/103)
The restrooms have Mirelurk Egg Clutches to INTERIOR MAPS AND B
raid. Check inside the ticket master’s office Raider Workshop
LOCATIONS 9
(south end of hallway) for a Skill Book.
This long series of Tools, scrap metal, and junk are in here.
• Lying, Congressional Style (24/25)
connecting corri- • Work Bench
A Location 12.03: Vernon Square dors and chambers
includes a small 9 ALocation 9.07: The Capital
B Location 13.01: Takoma Park Wasteland
Raider
camp.
U04: DRY SEWER B Location 14.01: Georgetown
8
• Threat Level: 4 • Interior Exploration U06.A: DUPONT
• Factions: Super Mutant, • Sleep Mattress
Talon Mercenary • Underground Connection CIRCLE STATION
• Danger: Gas Leak, Low • Hostiles: Super Mutant • Threat Level: 3 • Health And Chems
Radiation 5
Genus, Talon Company 7 • Factions: Raider, Super • Interior Exploration
• Collectible: Skill Book Mercs Mutant • Underground Connection
• Health And Chems 4 • Danger: Bear Trap, Mines • Hostiles: Super Mutant
INTERIOR MAPS AND 6 • Collectible: Skill Book Genus, Raiders, Turrets
LOCATIONS • Guns And Ammunition
A Dry Sewer INTERIOR MAPS AND B
LOCATIONS
1 1
3 A
B 2
Tepid Sewer 3
2
2 1 4
4
A
3 1 Storage Room
A squad of Talon Company Mercs engages • First Aid Box 5 Dupont Circle Station
against Super Mutants streaming down from
the hospital.
2 Wall Terminal
Shut off turret from here.
1 Stairwell
Watch for a small band of Talon Company
3 Corridor Network
• First Aid Box
Mercs and a Grenade bouquet halfway down
6
the stairs.
• Frag Grenade (3) 7 C
APPENDICES
Super Mutants prowl the north station con- Ghouls and Talon Company Mercs fight in the INTERIOR MAPS AND
course. The Raiders have a large cavern three-level central section. LOCATIONS
stronghold to the south. A 1 2
1 Raider Barricade
1 Ticket Master’s Office A Raider is fighting against Ghouls, near a
Foggy Bottom Station
MOTHERSHIP ZETA
Metro Security Terminal. Releases Protectron. weapons cache and Stimpaks.
A postal crate on table has Skill Book. • Ammunition Box (3) • 10mm Pistol
• Lying, Congressional Style (25/25) • Assault Rifle • Frag Grenade (2) 4 B
POINT LOOKOUT
4 Storage Alcove 3 Talon Company Corpses D This two-level station has scattered
This connecting tunnel dead-end contains Raiders lurking about.
There are some Chems and dirty water.
• Ammunition Box (3) • First Aid Box bodies and a Stimpak. 1 Five Bear Traps
• Assault Rifle
5 Wall Terminal • Chinese Assault Rifle and Ammo 2 Ticket Master’s Office
BROKEN STEEL
Shut off turret from here. Metro Security Terminal. Releases Protectron.
4 Connecting Tunnel Skill Book on the computer console adjacent
6 Raider Defenses Small generators are inside a gate. to the pod.
Four Mines are south of the blocks. • Dean’s Electronics (24/25) • Nikola Tesla and You (24/25)
• Ammunition Box • Frag Mine (4)
• Assault Rifle
5 Exit Stairwell 3 Bear Trap
THE PITT
Find a dead Talon Company Merc, sandbags,
7 Grenade Bouquet and barricades.
4 Connecting Tunnel
• Frag Grenade (3) • Chinese Assault Rifle and Ammo Scattered mattresses and small generators.
• Ammunition Box (3) • Nuka-Cola Quantum (89/110)
A Location 11.04: Collapsed
OPERATION: ANCHORAGE
Car Tunnel 6 Ticket Master’s Office 5 Grenade Bouquet
The Metro Security Terminal releases a • Frag Grenade (6)
B Location 11.05: Dupont Circle
Protectron. A Location 11.10: Dupont Circle
C Location U6.B: Metro Central 7 Small Circular Restroom B Location U06.B: Metro Central
Talon Merc corpse holds a Stimpak.
U06.B: METRO • Chinese Assault Rifle and Ammo
C Location 14.05: Georgetown
CENTRAL 8 Small Sandbag Barricade DLocation U06.E: DCTA Tunnel
TOUR
• Threat Level: 3 • Health And Chems
• Ammunition Box (3) 014-B Potomac
• Factions: Talon • Interior Exploration 9 Locked Storage Closet
Mercenary, Ghoul • Underground Connection Near the pack of Vicious Dogs, also find U06.D: FREEDOM
MISC. QUESTS
• Danger: Low Radiation • Hostiles: Ghoul Genus, Chems and scattered junk and Ammo in here.
• Collectible: Skill Book (2) Talon Company Mercs,
Vicious Dogs
• First Aid Box (2) STREET STATION
• Guns And Ammunition
• Pugilism Illustrated (24/25) • Threat Level: 2 • Interior Exploration
INTERIOR MAPS AND A Location U06.A: Dupont Circle • Faction: Ghoul • Guns And Ammunition
LOCATIONS • Services: Repairer, Trader • Health And Chems
Station
MAIN QUEST
A • Danger: Bear Trap, Low • Underground Connection
1
2
B Location 15.04: Pennsylvania Radiation • Hostiles: Ghoul Genus
Metro Central Avenue • Collectible: Skill Book
7 INTERIOR MAPS AND
C Location U06.D: Freedom Street
LOCATIONS
GEAR
B
Station A
6
D Location U06.C: Foggy Bottom Freedom Street Station
C
CENSUS
Station
3 2
E Location U22.B: Museum Station 3
4 1
FACTIONS & BESTIARY
5
E
U06.C: FOGGY
BOTTOM STATION
B
• Threat Level: 3 • Guns And Ammunition
• Faction: Raider • Interior Exploration
8 4
• Collectible: Nuka-Cola • Underground Connection C
9 Quantum, Skill Book
D • Hostiles: Raiders
TRAINING
This series of overlapping corridors and ruined Penn Ave / Georgetown Metro
tunnels is laden with Bear Traps, standing U06.F: ARLINGTON
water, and radioactive barrels.
UTILITY B
1 Two Bear Traps (lower chamber) • Threat Level: 3 • Interior Exploration A
2 Generator Room • Faction: Raider • Sleep Mattress
• First Aid Box • Collectible: Skill Book • Underground Connection
• Guns And Ammunition • Hostiles: Mirelurk Genus, 1
3 Scavenger’s Barricade • Health And Chems Radroaches, Raiders
A Scavenger Repairs and Trades with you. He
INTERIOR MAPS AND
has food and Chems on the shelves, and items
to steal. LOCATIONS
• Tumblers Today (23/25) • Ammunition Box 1 Abandoned Camp
This has mattresses, Nuka-Cola, food, and the
4 Four Bear Traps Arlington Utility following items:
A Location 12.06: Vernon Square B 5
• Ammunition Box (2) • Assault Rifle and Ammo
Avenue 3 Avenue
APPENDICES
A
A few wayward Ghouls snarl in the gloom of
U09: PENN. AVE / this short connecting series of corridors.
MOTHERSHIP ZETA
1
• Factions: Ghoul, • Underground Connection
Wastelander • Hostiles: Ghoul Genus Arlington/ 2
A
• Guns And Ammunition Wasteland
INTERIOR MAPS AND Metro
LOCATIONS
POINT LOOKOUT
A
Penn Ave./Seward Sq. Metro
BROKEN STEEL
U11: SEWER B 2 Bloody Sleeping Quarters
• Threat Level: 3 • Interior Exploration • First Aid Box
• Faction: Super Mutant • Underground Connection
1 • Collectible: Skill Book • Hostiles: Super Mutant
A Location 9.05: Capital Wasteland
THE PITT
• Guns And Ammunition Genus B Location 16.01:
OPERATION: ANCHORAGE
B A SEWER MAINLINE
Sewer • Threat Level: 3 • Guns And Ammunition
1 • Factions: Ghoul, Waste- • Health And Chems
lander • Interior Exploration
A small band of • Danger: Bear Trap, Chain • Lots O’ Caps
foolhardy Waste- 2 Trap, Gas Leak, Grenade • Sleep Mattress
Bouquet, Low Radiation
landers was mas- • Underground Connection
TOUR
3
• Collectibles: Nuka-Cola
sacred by roaming • Hostiles: Gallo, Ghoul
B Quantum, Pre-War Book
Ghouls. Super Mutants are advancing through this Genus, Radroache
(4), Skill Book (2)
sewage line and blocked Metro tunnel.
Raised Bar (flaming barrel) INTERIOR
MISC. QUESTS
1
• Ammunition Box (2) 1 Ruined Sofa Alcove A MAPS AND
• Ammunition Box LOCATIONS
A Location 15.07:
Pennsylvania Avenue 2 Top of Stairwell
Skeletons lie near a Holotape that tells of a 3 2
Location 17.13: The Mall
MAIN QUEST
B 1
weapons stash in the southeast tunnel.
• Laser Pistol and Ammo • Holotape: Hidden Stash
U10: PENN AVE./ Note
3 Hidden Stash
SEWARD SQ. METRO A cluster of Ammo Boxes is hidden behind
4
GEAR
A
INTERIOR MAPS AND Pennsylvania Avenue
LOCATIONS County Sewer Mainline
B Location 18.04: Seward Square
In this devastated station, Raiders have been
FACTIONS & BESTIARY
A thoroughfare for Wastelanders heading INTERIOR MAPS AND INTERIOR MAPS AND
to and from the city, this place is filled with LOCATIONS LOCATIONS
Ghouls, some more eccentric than others.
A The entire mezzanine section of this station
1 Grenade Bouquet Hubris Comics Utility Tunnels has collapsed on the platform below. Waste-
• Frag Grenade (3) landers lie dead, and Ghouls rule here. Check
1 the northern, junk-filled container for the Skill
2 Girder-on-a-chain trap, and 3
C Book on a chair.
Bear Trap 4 • U.S. Army: 30 Handy Flamethrower Recipes (24/25)
3 Gallo’s Hideaway A Location 16.04: Arlington
Gallo the Ghoul is a dangerous cannibal and 2 National Cemetery
collector. His Terminal unlocks a floor safe
with a Nuka-Cola Quantum in it. Gallo’s B Location 19.05: Falls Church
A Ghoul and gas-filled
corpse holds a Skill Book. There are Darts,
excursion into winding
scattered Caps, Gallo’s Storage Key in a
bedside footlocker, and other items to find, as B
corridors and large U16.A: MARIGOLD
storage rooms.
well as his caged Radroaches. The storage STATION
room to the northeast, unlocked with his key, 1 Column and Pipe Room • Miscellaneous Quest: • Guns And Ammunition
holds ammo, and a First Aid Box.
Check for a desk with a Skill Book on it. Those! • Health And Chems
• Nuka-Cola Quantum • Ammunition Box (2)
(90/110) Scribe Pre-War Book • Dean’s Electronics (25/25) • Freeform Quest • Interior Exploration
(92–93/103) • Threat Level: 3 • Rare Or Powerful Item
• Tales of a Junktown Jerky 2 Machine Room (Skeleton) • Faction: Wastelander
Vendor (24/24) • First Aid Box • Underground Connection
• Assault Rifle and Ammo • First Aid Box • Danger: Gas Leak, Low
• Gallo’s Storage Key • Hostiles: Doctor Lesko, Fire
• Stealth Boy Radiation Ant Genus, Lug-Nut
4 Skeleton 3 Wall Terminal
• Hunting Rifle and Ammo INTERIOR MAPS AND
Shut off turret from here. Ammo, Caps, and
LOCATIONS
5 Sewer Management Room First Aid are on other side of the fence.
• First Aid Box • Ammunition Box (3) This sprawling Metro Tunnel complex is crawl-
A metal gate gives access to the Sewer Man-
ing with mutated Fire Ants. Find a dead man’s
agement Terminal, giving access to the storage 4 Gas Leaks key, and uncover a madman’s experiments.
door. The room beyond contains items.
ALocation 9.D: The Capital For more information on Grady, consult the
• Scribe Pre-War Book • First Aid Box (2)
Freeform Quest at Girdershade (page 376).
(94–95/103) • Ammunition Box (2) Wasteland
• Big Book of Science 1 Storage and Small Generator
(24/25) B Location 20.01: Hubris Comics
Room
6 Large Storage Room (Mid Level) Publishing (first exit) • Ammunition Box (2)
• Ammunition Box (3) C Location 20.01: Hubris Comics 2 Gas Leak and Item Storage Room
7 Gas Leak Publishing (alternate exit) • First Aid Box
8 Skeleton with Stimpak 3 Grady (in mezzanine ticket booth)
• 10mm Pistol and Ammo U15: ARLINGTON/ • Grady’s Last Recording
9 Dead Mercenary FALLS CHURCH METRO 4 Connecting Tunnel
• 10mm Pistol and Ammo • Ammunition Box • Threat Level: 2 • Scoped .44 Magnum and • First Aid Box
• Factions: Ghoul, Wastelander Ammo • Ammunition Box
10 Stairwell with Glowing One • Danger: Low Radiation • Silenced 10mm Pistol and • Sledgehammer
A terminal at the top unlocks a floor safe, near A Ammo
• Collectible: Skill Book
storage shelves. • Interior Exploration 5 Storage Room
• Ammunition Box (2) • Hunting Rifle and Ammo • Underground Connection Beware of escaping gas. Grady’s Fire Hose is
• First Aid Box • Floor Safe Items • Hostiles: Ghoul Genus in here, as well as some food and Chems.
A Location 9.03: Sewer Waystation • Grady’s Safe Key • Ammunition Box (2)
BLocation 9.J: The Capital 6 Connecting tunnel; William
Wasteland Brandice
Brandice is lying here, dead. Take his key to
U14: HUBRIS COMICS unlock an item in his house in Grayditch.
APPENDICES
A 1
Falls Church/Mason
Marigold Station District Metro B
MOTHERSHIP ZETA
2 2 3
A
B
4 C
1 Restrooms, with Mole Rats
3 4 and Radroaches
Check the First Aid Box for a Skill Book.
POINT LOOKOUT
• First Aid Box
• D.C. Journal of Internal Medicine (25/25)
7
2 Raider Camp Ticket Booth
• Ammunition Box (3) • Ripper
• Blood Pack • First Aid Box
• First Aid Box • Naughty Nightwear 5 • Missile • Duck and Cover! (25/25)
Doctor Lesko’s Laboratory
BROKEN STEEL
8
6 3 Raider Camp Diner
The doctor is in! Dispatch him for his Portable
Built around an old Dot’s Diner, this offers a
Terminal Access. Use the terminal to unlock
place to sleep, and Darts!
the Hatchery Access Door (Location C). You
• Scribe Pre-War Book (96/103)
can also read three entries regarding his
• Stealth Boy
experiments on ants. Kill him to steal his coat.
THE PITT
8
• Lesko’s Lab Coat • First Aid Box 4 Entrance to Franklin Metro Utility
(85/152) • 10mm Pistol Play with a terminal or door to enter.
• Ammunition Box (3)
A Location 19.02: Falls Church
OPERATION: ANCHORAGE
A Location 9.10: Grayditch B Location 20.02: Mason District
B Location 19.01: Falls Church Location U17.B:
C
C
C Location U16.B: Queen Ant’s Franklin Metro Utility
This gloomy cavern contains a frightening col-
Hatchery lection of mutated and gigantic insects.
1 Ant Queen’s Nest U17.B: FRANKLIN
U16.B: QUEEN This waterlogged cave holds a gigantic Ant
METRO UTILITY
TOUR
ANT’S HATCHERY Queen, and her Soldiers. Doctor Lesko’s
Portacomp is accessible, and you can attempt • Threat Level: 5 • Guns And Ammunition
• Threat Level: 4 • Rare Or Powerful Item the experiment (consult the quest on page 404 • Faction: Ghoul • Health And Chems
• Danger: Low Radiation • Underground Connection
MISC. QUESTS
for more details). Don’t forget the collectibles! • Danger: High Radiation • Lots O’ Caps
• Collectible: Nuka-Cola • Hostiles: Fire Ant Genus, The doctor’s Protectron is dormant, unless • Interior Exploration • Rare Or Powerful Item
Quantum, Skill Book Marigold Ant Queen provoked. • Collectibles: Mini-Nuke, • Sleep Mattress
• Interior Exploration • Big Book of Science (25/25) Nuka-Cola Quantum, • Underground Connection
• Nuka-Cola Quantum (91/110) Pre-War Book (2), Skill • Work Bench (2)
Book (3)
INTERIOR Location U16.A: Marigold Station
• Hostiles: Ghoul Genus
MAIN QUEST
A
1
MAPS AND INTERIOR MAPS AND
LOCATIONS LOCATIONS
U17.A: FALLS Make a terrifying maneuver through a Glowing
system.
DISTRICT METRO 1 Lab Terminal
• Threat Level: 4 • Interior Exploration This terminal unlocks the wall safe on the
CENSUS
• Factions: Ghoul, Raider • Sleep Mattress pillar behind you. There are Darts and neatly
• Danger: Low Radiation • Underground Connection arranged junk throughout.
Queen Ant’s Hatchery
• Collectibles: Pre-War Book, • Hostiles: Ghoul Genus, • Wall Safe Items
Skill Book (2) Mole Rats, Radroaches,
Storage Shelves Alcove
FACTIONS & BESTIARY
Raiders 2
• Guns And Ammunition
• Health And Chems • Work Bench • Ammunition Box (2)
• Blood Pack
U18.B: TAFT
9
TUNNEL
• Threat Level: 3 • Interior Exploration
4 • Factions: Enclave, Ghoul, • Underground Connection
10 7 8 Wastelander • Hostiles: Enclave Soldiers,
• Collectibles: Nuka-Cola Ghoul Genus
1 5 Franklin Metro Utility Quantum, Skill Book • Friends: Brotherhood
A
3 • Guns And Ammunition Initiates
• Health And Chems
2
6 INTERIOR MAPS AND
1 Wall First Aid Box LOCATIONS
4 Junk Storage Shelves
• Ammunition Box(2) There are Rad Chems in this area, too. Fight Ghouls through narrower corridors, until
• First Aid Box you find salvation at the hands of the Brother-
5 Generator Room Counter hood of Steel.
• Guns and Bullets (24/25) Ammo
2 Overflow Door Control
• Ammunition Box • Stealth Boy This terminal accesses the utility door. 1 Corpse and Radio
• Combat Shotgun and • Missile (2) 3 Dead Chinese Commando 2 Odd Protective Headgear
6 Flooded End Tunnel In the room with the Enclave Soldier reinforce- • Eyebot Helmet
• Mini-Nuke (71/92) • Advanced Radiation Suit ments is a desk covered in items. 3 Decapitated Enclave Soldier
• Chinese Assault Rifle • Chinese Army: Spec. Ops.
• Tesla Armor • Plasma Rifle
7 Irradiated and Gutted Subway Car • Chinese Pistol Training Manual (23/25)
• Tesla Helmet
• Ammunition Box (5) • Burnmaster (86/152) • Dirty Chinese Jumpsuit
• Nuka-Cola Quantum 4 Irradiated Workshop 4 Medical Bay
(92/110) • Metal Helmet • First Aid Box
• Work Bench • Bottlecap Mine
8 Rickety Shelving 5 Picnic Table
Find this partway along the irradiated tunnel,
Location 9.14: Jefferson
A
• Nuka-Cola Quantum (93/110)
with Darts and other junk to sift through. There Memorial Gift Shop • Nikola Tesla and You (25/25)
are mattresses farther along. B Location 18.B: Taft Tunnel
• Blood Pack • U.S. Army: 30 Handy
6 Corpse Pile
Alert! These tunnels are only accessed once,
• Missile (2) Flamethrower Recipes 7 Locked Hatch Door
(25/25) during your escape from the Jefferson Memorial
• Ammunition Box This leads to a stairwell down to a safe with
during The Waters of Life. Make sure you grab
9 Connecting Tunnel (Darts and any collectibles then! plenty of Caps.
other junk) • Hunting Rifle
B
• First Aid Box Taft Tunnels 8 Brotherhood Defenses (Shelving)
10 Workshop • Ammunition Box (3)
• First Aid Box
Look for Chems on shelves, and a hole down 2
4
to trash bin. There are two Pre-War Books on A Location 18.A: Taft Tunnels
a shelf near the trash bin. 3 A
• Work Bench 1 Location 9.O: The Capital
B
U18.A: TAFT 7
TUNNELS 6
APPENDICES
A Location 9.12: The Capital
2 Wasteland
4
1
B Location 21.04: L’Enfant Plaza
3
MOTHERSHIP ZETA
5
U21: HAZMAT
DISPOSAL SITE L5
• Threat Level: 4 • Interior Exploration
Flooded Metro • Factions: Ghoul, Super • Sleep Mattress
Mutant
POINT LOOKOUT
B • Underground Connection
• Danger: Baby Carriage, • Hostiles: Ghoul Genus,
A Low Radiation Super Mutant Genus
BROKEN STEEL
A
THE PITT
• Danger: High Radiation, • Lots O’ Caps
• Collectible: Skill Book
Mines, Shotgun Trap • Rare Or Powerful Item
• Collectibles: Nuka-Cola INTERIOR MAPS AND 2
• Sleep Mattress
Quantum, Skill Book • Underground Connection LOCATIONS
• Guns And Ammunition
OPERATION: ANCHORAGE
• Hostiles: Mirelurk Genus
• Health And Chems A
1
INTERIOR MAPS AND
LOCATIONS
Two large stairwells connected by lower
sewer tunnels are confusing and dangerous, A horde of irradiated
thanks to a large Mirelurk population. Ghouls and a single Mutie
await you in these tunnels.
TOUR
1 Skeleton, Near Jet (Top Floor) 1 Escaping Gas
Irradiated Metro
• Scoped .44 Magnum and • Guns and Bullets (near Wastelander
Ammo (25/25)
corpse)
MISC. QUESTS
• First Aid Box 1
3
2 Gun Cabinet (Middle Floor) 2 Turret Control
• Gun Cabinet Items
3 System Terminal B
MAIN QUEST
• First Aid Box A Location 17.02: The Mall
4 Ground Level Waterlogged B Location 21.01: L’Enfant Plaza
Chamber
• First Aid Box
B
U22.A: ANACOSTIA
GEAR
enter this room. There is a Gun Cabinet, a large courtyard with a Glowing One. • Threat Level: 3 • Sleep Mattress
mattress, Purified Water (3), and a Holotape, • Faction: Raider • Underground Connection
next to an impressive Melee weapon. 1 Glowing One Courtyard • Collectible: Skill Book • Hostiles: Raiders
• Frag Mine (2) • Nuka-Cola Quantum (northwest console) • Interior Exploration
FACTIONS & BESTIARY
• Combat Shotgun (94/110) • Chinese Army: Spec. Ops. Training Manual (24/25)
and Ammo • Holotape: Shocker Glove
INTERIOR MAPS AND
• Ammunition Box (2) • The Shocker (87/152)
2 Glowing One Courtyard (south LOCATIONS
console) Raiders have built a ramshackle camp on an
ALocation 9.17: The Capital • Assault Rifle extended mezzanine, and roam the nearby
tunnels.
Wasteland 3 Balcony (above courtyard) with
B Location 20.03: Mason District assorted Chems and a dead Wastelander
1 Mezzanine Ticket Booth
TRAINING
APPENDICES
OPERATION: ANCHORAGE
Chapter 8
MOTHERSHIP ZETA
Aiding the Outcasts
QUEST FLOWCHART
POINT LOOKOUT
MAIN PATH OPTIONAL PATH
Main Characters Defender Morrill, Defender Sibley, Protector McGraw, Specialist Olin Gary 23 (Deceased)
Locations Bailey’s Crossroad Metro, Outcast Outpost Outcast Outpost
Adv. Items/Abilities Power Armor Training, Science —
Possible enemies Raiders, Ghouls, Super Mutants —
BROKEN STEEL
Tune Pip-Boy to Outcast Distress Signal
THE PITT
variety of items
OPERATION: ANCHORAGE
2. Find and Enter the Outcast Base
Join the Outcasts in purging the Let the Outcasts purge the area of
area of Super Mutants Super Mutants
TOUR
4. Explore the Facility
(Optional)
MISC. QUESTS
Investigate the Outpost
chambers. Discover previous
Pip-Boy wearer, Gary 23
MAIN QUEST
Speak with Protector McGraw
XP: 100
FACTIONS & BESTIARY