Enhanced Guide (Screens/Videos) at: http://www.supercheats.com/guides/fallout-3/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
   .-----------------------------------------------------------------------.
 .'                                       .,.                               `.
 |  MMMMMM    MM     MMM     MMM      .;tX, ,   MMM   MMM MMMMMMMM    .MM.    |
 |  MMMMMM   MMMM    MMM     MMM     YMMM,  A   MMM   MMM MMMMMMMM   6MMMMM:  |
 |  MMM      MMMM    MMM     MMM    SMMM,  AM1  MMM   MMM   MMMM    XMM  MMM  |
 |  MMM     $MMMMb   MMM     MMM    MMM,   AMM  MMM   MMM   MMMM    @0  0MM.  |
 |  MMMMM   MM  MM   MMM     MMM    MM,   AMMM  MMM   MMM   MMMM       ;ZMM   |
 |  MMMMM  SMM  MMt  MMM     MMM    M,     `;M  MMM   MMM   MMMM      .MMM;   |
 |  MMM    MMM  MMM  MMM     MMM    MMMMM; ,MM  MMM   MMM   MMMM       .iMMM  |
 |  MMM   iMMMMMMMM. MMM     MMM    MMMM, ,MMM  MMM   MMM   MMMM    Yc.  WMM  |
 |  MMM   #MM7  bMMQ MMMMMM  MMMMMM iMM, ,MMMc  MMMMMMMMM   MMMM    MMM,,MMM  |
 |  MMM   MMM    MMM MMMMMM  MMMMMM   , ,MMB:    MMMMMMM    MMMM    .MMMMM.   |
 `.                                   .,                                     .'
   `-------------------.------------------------------.---------------------'
                       | The Wasteland Survival Guide |
                       '------------------------------'
                          _________________________
 ________________________|  Advertisement Space ;) |___________________________
|  ___ ___   ____   ___   ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻ _  _                       |
| | __| __| |__  | / __| _____ _____ _ _|Ż|_|Ż|_   | || |___ __ ___ _____ _ _  |
| | _|| _|    / /  \__ \/ -_) V / -_) ' \  _| ' \  | __ / -_) _` \ V / -_) ' \ |
| |_| |_|    /_/   |___/\___|\_/\___|_||_\__|_||_| |_||_\___\__,_|\_/\___|_||_||
|                                                                              |
|    "THE ULTIMATE UNOFFICIAL PUBLISHED GUIDE FOR FINAL FANTASY 7.  PERIOD."   |
|                                                                              |
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|                  For more information: WWW.SHILLATIME.ORG                    |
|                  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                    |
|Allow me to introduce an other somewhat related project: Seventh Heaven, the  |
|published Final Fantasy VII guide I'm working on with a very talented team of |
|designers and artists.  This guide is an incredible effort to give one of the |
|best games of all times a strategy guide that is deserving of being flipped   |
|through.  No stone is left unturned, every section has a unique design that   |
|breathes the game's atmosphere, all mechanics behind the game are revealed.   |
|It also comes with a dust jacket that features an amazing artwork poster on   |
|the inside with the five WEAPON creatures in the game.                        |
|                                                                              |
|We need to raise funds before we can pay the printing costs of this book; If  |
|you're interested, give pre-ordering the book a thought - it helps us greatly.|
|______________________________________________________________________________|
|Feel free to visit our shop and pre-order: http://seventhheaven.myshopify.com |
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|Thanks for your attention and support, now enjoy the Fallout 3 Guide!         |
|                                                                              |
|- Steve                                                                       |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                 INTRODUCTION
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
It is the year 2277.  The world is still covered in   Oo=-*=-*=-*=-*=-*=-*oO
ashes from the nuclear holocaust, a fate humanity     || İ Absolute Steve ||
could not escape from.  The Capital Wasteland and all ||   Version: Vault ||
that remains only reflects a glimpse of a world that  ||  PS3 / X360 / PC ||
once was, but no longer is.  Those who sought refuge  ||faq@shillatime.org||
in large underground shelters, also known as Vaults,  ||www.shillatime.org||
were doomed to stay there forever.                    Oo=-*=-*=-*=-*=-*=-*oO

Welcome to Fallout 3, a game that only one word can describe. Massive.

With the help of this Wasteland Survival Guide, you'll be able to enjoy the game
much more than without it.  In order to fully appreciate the vast realm of
Fallout 3 you'll want to explore every corner of it, and this Guide focuses on
that aspect like no other, only for you to get a more complete experience.

Key features of this Guide:
• Spoiler Free Walkthrough
• Complete Item Coverage
• Extensive Location Maps
• In-depth Character Customization
• Full Coverage of Downloadable Content

I hope you enjoy Fallout 3 just as much as I have.  If you really liked the game
you should give Deus Ex a try - It's one of those great games you probably
haven't played yet.  And on that note, let's Fall-In love with Fallout 3!

- Absolute Steve
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                   DONATIONS
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Please take a minute to read this and step out of the Guide for a second.  You 
can greatly support me and others, perhaps even for free.

I sincerely hope you will find this Guide useful.  If you found it to be handy
and useful, consider the possibility of sending a donation.  I'm a student and..
you can probably figure the rest.  I will continue to work on Game Guides,
although your help is greatly appreciated.  You also automatically help 
supporting the free online gaming community.  Thank you very much.

For more info regarding donations, visit my website: www.shillatime.org

o Supporting can be done by two means:

o Donate by Paypal, Donation Account: faq@shillatime.org
                                      ------------------

  If you can't donate (through PayPal, or at all), then maybe:

o Buy something at Amazon (OR.. have your parents/friend/relative buy something
  that they would buy online *anyway*) and use the following Amazon Search Box:
                     =====================================
                     http://www.shillatime.org/amazon.html
                     =====================================
o If something is bought through that search machine, a small referrer fee (4%)
  will be given to me, so if you were going to buy something anyway, remember 
  you can support me. This does *not* cost you anything extra, by the way.
  
  To any and every supporter, thank you,

  - S. Huijboom (Absolute Steve).
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                               TABLE OF CONTENTS
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
 Use CTRL + F and copy/paste the [TAG] to find the section you're looking for!
 Sometimes, search the same [TAG] twice due to it appearing in the Walkthrough.


0) CONTROLS, GENERAL TIPS [GEN]
   ============================


I) MAIN STORY QUEST WALKTHROUGH [WALK]
   ===================================
   [W1] Baby Steps
   [W2] Growing Up Fast
   [W3] Future Imperfect
   [W4] Escape!
   [W5] Following in His Footsteps
   [W6] Galaxy News Radio
   [W7] Scientific Pursuits
   [W8] Tranquility Lane
   [W9] The Waters of Life
   [W10] Picking Up the Trail
   [W11] Rescue from Paradise
   [W12] Finding the Garden of Eden
   [W13] The American Dream
   [W14] Take it Back!


II-1) MISCELLANEOUS QUESTS [MQ]
      =========================
      [MQ1.1] The Wasteland Survival Guide: Get Radiated!
      [MQ1.2] The Wasteland Survival Guide: The Super-Duper Mart
      [MQ1.3] The Wasteland Survival Guide: The Minefield
      [MQ1.4] The Wasteland Survival Guide: Repel Rats
      [MQ1.5] The Wasteland Survival Guide: Crappy for the Crippled
      [MQ1.6] The Wasteland Survival Guide: Lurking in the Mirelurk Lair
      [MQ1.7] The Wasteland Survival Guide: Rivet City's History
      [MQ1.8] The Wasteland Survival Guide: Robotic Rampage
      [MQ1.9] The Wasteland Survival Guide: Librarians are not boring
      [MQ2] The Power of the Atom
      [MQ3] Those!
      [MQ4] Big Trouble in Big Town
      [MQ5] The Superhuman Gambit
      [MQ6] The Nuka-Cola Challenge
      [MQ7] Strictly Business
      [MQ8] The Replicated Man
      [MQ9] Blood Ties
      [MQ10] Oasis
      [MQ11] Tenpenny Tower
      [MQ12] Head of State
      [MQ12] You Gotta Shoot 'Em In The Head
      [MQ14] Stealing Independence
      [MQ15] Reilly's Rangers
      [MQ16] Trouble on the Homefront
      [MQ17] Agatha's Song


II-2) DOWNLOADABLE CONTENT QUESTS [DLC]
      =================================
      [DLC-1] General Information
      
      [DLC-2.0] Operation: Anchorage
      [DLC-2.1] Aiding the Outcasts
      [DLC-2.2] The Guns of Anchorage
      [DLC-2.3] Paving the Way
      [DLC-2.4] Operation: Anchorage!
      
      [DLC-3.0] The Pitt
      [DLC-3.1] Into the Pitt
      [DLC-3.2] Unsafe Working Conditions
      [DLC-3.3] Free Labor

      [DLC-4.0] Broken Steel
      [DLC-4.1] Death From Above
      [DLC-4.2] Shock Value
      [DLC-4.3] Who Dares Wins
      [DLC-4.4] Broken Steel Unmarked Quests
      [DLC-4.5] Broken Steel Miscellaneous Quests
      [DLC-4.5.1] Holy Water
      [DLC-4.5.2] Protecting the Water Way
      [DLC-4.5.3] The Amazing Aqua Cura
      
      [DLC-5.0] Point Lookout
      [DLC-5.1] The Local Flavor
      [DLC-5.2] Walking with Spirits
      [DLC-5.3] Hearing Voices
      [DLC-5.4] Thought Control
      [DLC-5.5] A Meeting of the Minds
      [DLC-5.6] Point Lookout Side Quests
      [DLC-5.61] A Spoonful of Whiskey
      [DLC-5.62] An Antique Land
      [DLC-5.63] Plik's Safari
      [DLC-5.64] The Dark Heart of Blackhall
      [DLC-5.65] The Velvet Curtain
      [DLC-5.7] Unmarked Point Lookout Quests
      
      [DLC-6.0] Mothership Zeta
      [DLC-6.1] Not of This World
      [DLC-6.2] Among the Stars
      [DLC-6.3] This Galaxy Ain't Big Enough...


III) FREEFORM QUESTS [FRQ]
     =====================
     [FRQ-1] Fixing Pipes in Megaton
     [FRQ-2] Three Dog's Cache
     [FRQ-3] Doctor Lesko Likes Nectar
     [FRQ-4] Vance & Blood Packs
     [FRQ-5] Brotherhood Holotags
     [FRQ-6] Conserving Pre-War Books
     [FRQ-7] The Nuka-Cola Clear Formula (Finding The Formula)
     [FRQ-8] Escorting Sticky to Big Town
     [FRQ-9] Super Mutant Attack on Big Town
     [FRQ-10] Grady's Storage
     [FRQ-11] Angela and Diego
     [FRQ-12] Kidnap Order
     [FRQ-13] Caravan Investments
     [FRQ-14] 'Republic' of Dave Elections
     [FRQ-15] Trading in Little Lamplight


IV) THE WASTELAND MAPS [MAP]
    ========================
    The Wasteland Maps [TWM]
    Point Lookout Worldmap [PLWM]


V)  EXPLORING THE WASTELAND [EXP]
    =============================
    [EXP-1] Unique Encounters
    [EXP-2] Repeating Encounters


VI) STATISTICS EXPLAINED [STAT]
    ===========================
    [S1] S.P.E.C.I.A.L. Explained
    [S2] Derived Statistics
    [S3] Skills
    [S4] Perks
    [S5] Creating a Grand, Great All-Round Character
    [S6] Creating a Grand, Great All-Round Character (WITH BROKEN STEEL!)


VII) INFORMATIVE LISTS [LIS]
     =======================
     [LIS1] Level Up/Karma Title Chart
     [LIS2] Karma
     [LIS3] Collectibles
     [LIS3.1] Bobblehead Locations
     [LIS3.2] Custom Weapon Schematics
     [LIS3.3] Fat Men
     [LIS4] Trade Caravans
     [LIS5] Radio Frequencies
     [LIS6] Behemoths
     [LIS7] Followers


VIII) ITEMS & EQUIPMENT [EQP]
      =======================
      [EQP-1.1] Weapons
      [EQP-1.2] Creating Custom Weapons
      [EQP-2] Armor
      [EQP-3] Items
      [EQP-4] Misc. & Junk Items
      [EQP-5] Collectable Items


xx) ENEMY ENCYCLOPEDIA [ENM]
    ========================


xx) APPENDIX [APX]
    ==============
    [APX-1] Xbox 360 Achievements
    [APX-2] Playstation 3 Trophies
    [APX-3] Game Patches


xx) VERSION HISTORY
xx) CREDITS
xx) COPYRIGHT


________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                        0) CONTROLS, GENERAL TIPS [GEN]
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

PLAYSTATION 3 CONTROLS:
=======================

Main Controls:
==============
Left Analog:  .... Move around
Right Analog: .... Look/Turn around
L3: .............. Crouch
R3: .............. Pick Up/Drop Items

X: ............... Action/Activate Button
O: ............... Open/Close Pip-Boy 3000
O [hold]: ........ Turn Flashlight On/Off
Square: .......... Reload
Square [hold]: ... Holster Weapon
Triangle: ........ Jump

R1: .............. Attack/Shoot
R2: .............. Enter V.A.T.S. mode (when enemies are in sight)
D-pad: ........... Swap Weapons that are in the Quickswap menu
L1: .............. Aim/Block
L2: .............. Switch between 1st/3rd person camera mode
L2 [hold] ........ Adjust Camera

START: ........... Pause Menu
SELECT: .......... Wait (time will pass; 24h max)


V.A.T.S. Controls:
==================
Left Analog:  Switch between target body parts
Right Analog: Switch between targets

X: .......... Confirm
O: .......... Cancel

R1: ......... Select Target
R2: ......... Enters V.A.T.S.


XBOX 360 CONTROLS:
==================

Main Controls:
==============
LS [turn]: ....... Move around
RS [turn]: ....... Look/Turn around
LS [push]: ....... Crouch
RS [push]: ....... Pick Up/Drop Items
A: ............... Action/Activate Button
B: ............... Open/Close Pip-Boy 3000
B [hold]: ........ Turn Flashlight On/Off
X: ............... Reload
X [hold]: ........ Holster Weapon
Y: ............... Jump
RT: .............. Attack/Shoot
RB: .............. Enter V.A.T.S. mode (when enemies are in sight)
D-pad: ........... Swap Weapons that are in the Quickswap menu
LT: .............. Aim/Block
LB: .............. Switch between 1st/3rd person camera mode
LB [hold]: ....... Adjust Camera
START: ........... Pause Menu
BACK: ............ Wait (time will pass; 24h max)


V.A.T.S. Controls:
==================
LS [turn]:  Switch between target body parts
RS [turn]: Switch between targets
A: .......... Confirm
B: .......... Cancel
RT: ......... Select Target
RB: ......... Enters V.A.T.S


Main Controls:
==============
W: ........ Forward
S: ........ Back
A: ........ Strafe Left
D: ........ Strafe Right
Left Shift: Run
Caps Lock:  Always Run
Q: ........ Auto-Move
Mouse: .... Look/Turn around
Left Ctrl:  Crouch
Z: ........ Pick Up/Drop Items
E: ........ Action/Activate Button
R: ........ Ready/Reload/Holster Weapon
Space: .... Jump
T: ........ Wait
`: ........ Pause
Esc: ...... Menu (Can use to pause...)
F5: ....... Quick Save
F9: ....... Quick Load
 
Mouse Button 1: ... Attack/Shoot
Mouse Button 2: ... Aim/Block
F or Mouse Wheel:   Switch between 1st/3rd person camera mode
Mouse Wheel: ...... Adjust camera distance
Mouse Wheel [hold]: Pan camera around player in 3rd person mode
 
Hot Keys:
======================
Setting: In Pip-Boy, hold one of the 1 - 8 keys and click an item.
Using:   In game, use 1 - 8 keys.
 
Pip-Boy 3000 Controls:
======================
Tab: ....... Open/Close Pip-Boy 3000
Tab [hold]:  Turn Flashlight On/Off
F1: ........ Open Pip-Boy 3000 in Stats Mode
F2: ........ Open Pip-Boy 3000 in Items Mode
F3: ........ Open Pip-Boy 3000 in Data Mode
Left Click:  Equip, unequip or use the selected item
Right Click: Drop the selected item
R: ......... Repair the selected item
 
V.A.T.S. Controls:
==================
V: .................. Enter V.A.T.S.
Left Click: ......... Select Target, Switch between target body parts
Left Click on arrows: Switch between targets
E: .................. Confirm
Right Click: ........ Exit V.A.T.S, Cancel Queued Attacks


General Tips (READ THESE PLEASE, SAVE YOURSELF A LOT OF TROUBLE):
=================================================================

Understanding the Compass
=========================

|HP
||||||||||||||||||||     <
|ŻŻŻŻŻŻŻŻŻŻvŻŻŻŻŻŻlŻŻŻlŻŻŻ
|=========================
| /\            /\
|NE         E           SE


The compass (left hand corner) is extremely important for exploration.  It's not
difficult to use, but a thorough in-game explanation is never given, so listen
up.  Your health is displayed on top by means of lines: ||||||||||.  In the
example above, health is not at it's maximum.

The 'v' in the example is always at the same place.  This denotes your current
direction.  As you'll see below, directions such as NE, E, SE will circle (move
from left to right) as you move around.  In the example above, your character
is facing E, meaning east.

Various markers can be spotted above or below the ========== line.  Markers seen
above this line can appear in [GREEN] or in [RED].  These markers notify you of
any NPC's in the area.  Green means neutral/good, red means hostile.  The higher
your Perception SPECIAL stat, the faster these blips appear on your compass.

Lastly you may notice markers below the ========== line.  If it's a large mark
then it's part of your currently selected Quest.  You can change this in your
Pip-Boy.  When exploring the wasteland you'll also notice smaller triangles 
below this line.  An empty triangle denotes a Primary or Secondary location that
you have not yet found.  A filled triangle denotes a location which you have
explored at least once. 

The HUD on the right notifies you of your AP, condition of your weapon, and the
ammunition in your equipped weapon.


General Tips
============

o SAVE YOUR GAME *OFTEN*, and KEEP MULTIPLE FILES.  Yes, any and all guides will
  tell you this.  Seriously, it cannot be stressed how important this is.  Yes,
  you will die every now and then.  Besides, you'll often want to figure out how
  things *could've* went, should you have acted in a different way.

o IMPORTANT NOTE ABOUT FINDING ITEMS: This Guide is quite specific when it comes
  down to describing what you can find laying around in Fallout 3.  Most of the
  time this will be correct, and most of the time this will only apply to useful
  findings anyway, but sometimes you may find different things in cabinets,
  desk drawers, lockers, etc.  I suspect this has to do with the random factor
  that the game applies.  Skills can also affect this.  Use this Guide and don't
  take the minor findings too seriously.  Thanks.

o Holster your gun when you're not about to use it [hold Square]. This will
  allow you to run faster, and you won't scare people as quickly.

o At the start of the game, go for Repair Skill and Small Guns Skills.  Be sure
  to repair your weapons and armor consistently.  The healthier your equip, the
  easier your wastelander life will be.

o Never waste ammo, never waste Stimpaks.  If you want to heal yourself, do it
  properly and sleep in a bed.  By using the V.A.T.S. most of the time, you'll
  be able to conserve loads of precious ammunition.  If you sleep in a rented
  bed or own bed, you'll get the Well Rested status that grants 10% extra EXP
  until it wears off after a couple of hours.

o Collect items just for resell purposes.  You can check up the value (VAL) of
  an item in your inventory, and it's wise to sell these whenever the next
  possibility comes up; Don't let them clutter up your inventory, especially not
  when you're on a lengthy quest.

o Always search a Nuka-Cola Vending Machine.  There are often regular bottles
  inside, but you also have a 10% chance that a Nuka-Cola Quantum bottle is
  in the machine.  These are part of a quest and are rare and finite (94 total).
  Once you've checked a machine, what's inside stays the same.

o When you crouch nearby water you can drink from it.  Hold down the button to
  continuously drink from it, which is a good way to heal yourself at the cost
  of a few RadAways instead of Stimpaks!

o Exploration is the golden rule of Fallout 3.  It is the intention of the game
  for you to explore everything, so don't go rushing through the areas - trust
  me, you'll end up missing a lot.

o When given a Speech Challenge, try to save before talking to someone.  This
  way you can keep loading the Speech Challenge until it passes.

o Fast Travel with your Worldmap! If you are on the worldmap and you find 
  yourself stuck, don't hesitate to use the fast travel option!
  
  How do you solve the checklist problem?  Simple.  Just tick off everything
  that I listed - things that were inside for me - and grab everything that you
  get from the looting instead.  Amounts are often similar, as are items.  That
  is the reason they're still listed: To give you a good impression.

o Items with no weight (--) should always be picked up.  Even if the item seems
  useless, you can always sell it in larger amounts later on.  If an item does
  weigh something, look at its value.  Is the weight 1 and the value 1?  Better
  leave the item.  Is the value 50 and the weight 2?  You can sell the item and
  make a profit without getting too much weight on your shoulders!

o The checklists feature two kinds of brackets. [] means that the item doesn't
  cost you any Karma for taking it, while {} may cost you Karma.  Therefore, 
  those are optional.

o At Level 5, pick the Comprehension Perk which doubles the effectivity of any
  read Skill Book.  That means +2 points for every book read!

o ONLY read Skill Boosting Magazines after learning the Comprehension Perk 
  at LVL 4+.  This allows you to get 2 Skill Points instead of 1 from every
  single magazine, which makes for a large boost in the end.

o Speaking of Skill Books, note down how many you've found of each!  Seriously!
  You can save yourself a lot of trouble searching for the ones you haven't
  found already if you note down the ones you've already found.  In fact, if you
  don't, you're likely to waste a lot of time.

o NEVER put any Skill Points into Big Guns when you gain levels.  You can get
  infinite Skill Books for this by going to the Bethesda Ruins (East Office)
  and have this area's enemies respawn time after time.  The Raider with the 
  flamethrower  upstairs holds a Big Guns Skill Book - which you can thus 
  respawn.

o Check [S5] to see a good build for a character!


Traps:
======
o There are several traps you may want to avoid or be on the lookout for:

o Mines: These are common but often difficult to spot.  Quickly approach them
         and disarm them ASAP.

o Chain Traps: These are traps with a variety of beams, large animals and other
               nasty things attached to it.  Trip a wire and it'll come swinging
               at you.  Raiders and Super Mutants set these traps;  Look for the
               trip wire to deactivate the trap.


o Rigged Shotgun: These Shotguns fire upon activating a trip wire or a pressure
                  plate.  Locate the Shotgun and disassemble it.

o Rigged Terminal: If you try to activate these terminals they blow up.  There's
                   usually an electric spark first which gives you the time to
                   quickly back away.

o Grenade Bouquets: This is a package of Grenades that explodes when you get 
                    nearby.  It takes a few seconds to explode which gives you
                    enough time to disarm the bouquet or flee the scene.

o Gas Leak: Usually in taft tunnels you'll notice the air becomes swirly.  Any
            spark of fire will set the entire tunnel - that includes you - on
            fire for a second.  This doesn't necessarily mean you die, but it
            does hurt!  Throw a grenade in the tunnel and back away, or simply
            pass through the tunnel real quick.

o Bear Trap: Step in these things and your leg goes *SNAP!*.  Be on the lookout
             for these in subway stations, especially near the inside entrances.

o Baseball Pitcher: These fire several baseballs in a straight line.  They're
                    easily avoided though, making them the least dangerous trap.

o Baby Carriages: Then the Baby Carriages. Whenever yo hear a baby cry, quickly
                 back away from any carriage nearby since it'll blow in a sec.

o Water: This isn't much of a threat but all water is irradiated and swimming
         or walking in it causes your radiation to go up.  At 1000 Rads you die.


Odds & Ends:
============
o If you cause trouble in a town - and everyone turns against you - wait 3 
  in-game days to reset their aggressive behavior towards you.  There is one
  exception to this rule, which is Paradise Falls.  Mess with them, and they'll
  stay hostile for the remainder of the game.

o Using a Stealth Boy significantly increases your ability to pick pockets.
  Speaking of picking pockets, you can never steal any equipped items (these
  simply won't appear).  Also try placing a 'Live' Grenade or Mine into *their*
  inventory and quietly back away!

o Using Chems (Med-X, Buffout, etc.) can lead to addiction, which in turn leads
  to negative consequences for your stats.  You are allowed to take 2 of the
  *same* chem in a 30 hour span.  If you take more you'll become addicted.
  You can effectively wait a long time in order to prevent addiction.
  
  Alcohol doesn't work like chems.  If you consume Beer or Wine the chance that
  you get addicted is 5% (1 out of 20 times).  If you consume a harder beverage,
  the chance becomes 10% (1 out of 10 times).  This is the case with Whiskey,
  Vodka and Scotch.

o Chems don't stack on themselves, but do stack with other chems.  I'll try to
  elaborate:  If you take 2 Psycho's, your damage is still only increased by
  +25%.  However, if you use a Psycho and a Yao Guai Meat, it increases to +35%.


Storing Items when exploring:
=============================
It's quite possible that you're going to run out of weight to carry when you
pick up all the useless junk lying around.  But when you're exploring an area,
it could be a good idea to pick a Metal Box/Locker/Cabinet/Whatever nearby the
exit and dump all and any "junk" you might need later on.  This way you can make
several trips to a trader or your home and pick up all the items from one simple
location, namely that one box you put everything in during exploration.  Takes
a little extra time, but can save you lots of time later.


Game Difficulty:
================
In comparison to many other games, you can ALWAYS adjust the difficulty whenever
you want during your playthrough, at any given time.  If you feel like the game
is too easy, simply put it on Very Hard and watch your head being shot off in
no time.  Oh wait .. is that even possible to see for oneself?

Below is a table with the effects of tweaking with the Game Difficulty:

                .------------.-----------------.--------------.
                |Difficulty: |Player's Damage: |Enemy Damage: |
                |============|=================|==============|
                |Very Easy   |       200%      |      50%     |
                |Easy        |       150%      |      75%     |
                |Normal      |       100%      |     100%     |
                |Hard        |        75%      |     150%     |
                |Very Hard   |        50%      |     200%     |
                '------------'-----------------'--------------'

________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                    I) MAIN STORY QUEST WALKTHROUGH [WALK]
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Note: I'll say it again, things in Boxes, Desks, Medkits .. are random.  I
      describe what's inside for reference.  Grab what you find useful, then
      tick off the checklist what the Guide listed as found to ensure that you
      grab all goodies for your playthrough.  Good luck!

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W1] Baby Steps                                                      |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

The game has a fine introductory chapter in which you'll customize your
character.  Go ahead, give your guy or gal a name.  When allowed to move around,
walk to daddy, who tricks you and 'locks' you up.  Walk out of the pen and take 
a look at the booklet on the left.  Upon examination, you'll find that it's yet
another tweak to your character.  Do whatever you please, but for now it's best
to not go over the value of 9 for any stat.  I suggest you crank up Charisma for
now - you'll get some dialogue you may want to manipulate.  Besides, you get the
chance to adjust the settings before you leave for 'the real world' out there
anyway.  By then, you can pick whatever you like and I will give you some final
suggestions.

Note: Have you gotten a strange feeling as if you knew the voice of your dad?
      You're right, perhaps you DO know his voice! It's the voice of the actor
      Liam Neeson (Star Wars I, Schindlers List, Batman Begins). Very clever of
      the creators to have him do voice acting; Now daddy is a dad even more so.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W2] Growing Up Fast                                                 |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Grognak the Barbarian, [] Sweet Roll, [] Kid's Baseball Cap,        |
|       [] 2x Stimpak, [] BB Gun, [] 50 BBs.                                   |
|                                                                              |
|QUEST REWARD: 0 EXP.                                                          |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

If that's not growing up fast, I don't know what is.  Fast forward to your 10th
birthday.  The Pip-Boy 3000 is now given to you - the most useful tool since god
knows what, really.  This device is basically your in-game menu.  With L1/R1 you
can switch between the STATS/ITEMS/DATA menus.  Toy around with it for a little
while, then start partying like an animal already!

Amata will give you the present no matter how you respond, so act how you
please.  Use the freshly obtained [GROGNAK THE BARBARIAN] from your inventory to
increase Melee Skills by 1 point (unless you want to conserve it for later to
get a boost of 2 points - more about this later).  You can grab a Kid's Party
Hat from the table, but it's not much use.  Next up, pay a visit to Old Lady
Palmer who will give you the [SWEET ROLL] no matter how rude you act.  Shortly
after talking to her, the robot will 'cut' the cake while attempting to do this
is a very precise manner.. and fails miserably.  Butch, one of the kids sitting
around will start to whine about this, and we can't have any whining at a party,
so step up and talk to him.  The dialogue can lead to a fight with Butch, after
which you'll be complemented on your solid behavior.

Feel free to talk to all other characters in the room, including Stanley who'll
give your the [KID'S BASEBALL CAP], and start a conversation with your dad when
you feel like proceeding with the game.  When leaving the room you'll meet
Beatrice, after which you can finally continue your way downstairs in order to
look at your surprise.  You can also follow and overhear the Overseer talking to
a guard.

It's possible to steal [2 STIMPAKS] from this guard, and you won't even lose
Karma for doing so.  Crouch with L3, sneak behind him and snatch those Stimpaks!
Head down to the Reactor Room and meet up with Jonas and dad.  Looks like the
surprise is a [BB GUN] and [BB AMMO x50]!  Test it out on the three targets -
you can use L1 to get a better aim - and wipe out the Radroach afterwards.  This
is a good time to activate the VATS with R2.  Select the head, enter the
commands, watch it die. It's as simple as that.. For now.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W3] Future Imperfect                                                |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Bobblehead: Medicine Doll, [] Stimpak.                              |
|                                                                              |
|QUEST REWARD: 0 EXP.                                                          |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

It's time to make the G.O.A.T. test all of a sudden.  And here you were, 
thinking that you had 6 more years to prepare for it.  It's no use in playing
sick, that only works with real life mums - so off you go to take the test, or
as your dad puts it: "You've got a GOAT to take". No pun intended, right dad?

The first bobblehead can be found in this very room, look around for the
[MEDICINE DOLL] on the desk that increases Medicine Skill by 10.  In the next
room, grab the [STIMPAK] and explore the PC for background information
regarding the Overseer. Continue until you find Butch harassing Amata - is he
always up to no good?

Depending on how you act you can get positive or negative Karma.  Talk about
Amata's weight to get the negative karma.  Talk to Butch's goons and turn the
conversation so that they'll walk away (by mentioning Butch's bossy attitude) in
order to get positive karma.

The G.O.A.T. test is yet another customization of your character, this time of
your skills.  If it's your first time playing Fallout 3, you may want to just
take the test and see which abilities reflect your style of playing most.  If
this is a second or more playthrough you can also just talk to your teacher and
select your own skills - or even have him do it.

Answer the questions any way you want - because at the end of the test, the game
allows you to reset the skill bonuses and distribute them how you please.  If
you'd ask me, I'd pick Repair, Small Guns and Lockpick, but feel free to be
different.  When you're done, leave the classroom.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W4] Escape!                                                         |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] 10mm Pistol, [] Baseball Bat, Med-X, 10x Stimpak, [] Vodka x2,      |
|       [] Tunnel Snake Outfit, [] 2x Stimpak, [] Conductor, [] Paint Gun,     |
|       [] Sensor Module, [] Overseer's Office Key, [] 10x Shotgun Shells,     |
|       [] 3x Pre-war Money, [] 7x Darts, [] 3x Pre-war Money,                 |
|       [] 31x 10mm Rounds, 3x Pre-war Money, [] 6x Darts, [] Note from Dad,   |
|       [] Stimpak, [] Vault Lab Uniform, [] 2x Pre-war Money, 12x 10mm Rounds,|
|       [] 120x 10mm Rounds, [] 3x Stimpak, [] 2x Mentats, [] Sensor Module,   |
|       [] Paint Gun, [] Sensor Module, [] 6x Bobby Pin.                       |
|                                                                              |
|ENEMIES: o Radroaches    o Vault Security Guards                              |
|                                                                              |
|QUEST REWARD: 200 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When you're awakened, talk Amata into helping you, and she'll give you the handy
[10MM PISTOL].  If you want to get revenge on the Overseer, you'll get negative
karma.  Check the drawers in this room; They hold the things you collected in
your childhood.  If you're more of a Melee person, grab the [BASEBALL BAT] too.
You can notice a medkit hanging on the wall near the door. Search it for a
[MED-X] and [10 STIMPAKS]!

Note: To considerably conserve ammo, enter the VATS attack menu and aim for the
      torso of the radroaches.  With one or two hits they'll be disposed of;
      Just be sure you equip your 10mm Pistol!

Outside the room, one of the guards will attack you, but in turn he's attacked
by Radroaches.  Let them have at it, and take out the survivors.  I suggest you
equip the Pistol from here on.  Search the guard and equip his clothing for a
better defense.  Move through the straightforward halls until you run into no
other than Butch.  You have several options here: 1. Help him out (Reward:
[TUNNEL SNAKE OUTFIT].  2. Talk him into handling it himself.  3. Leave him be.
I suggest you help his mom, but act fast.  Head after Butch and storm the rooms.
Dispose of the Radroaches and be done with it.  Grab two [VODKA] from the floor
and exit the room.  It should be noted that - should you decide to act nasty -
you can kill Butch and get his Outfit, along with a Switchblade and two very
handy Purified Waters (restore 20 HP).  I highly urge you not to kill him though
- he can be a follower later on.  You can check out the restroom on the opposite
of Butch Mom's room, on the east.  Here you can take a dump (+30 HP) or drink
water (same) without any penalties.  You'll find that later on in the game,
doing these things will also grant you a restoration of HP, but at the small
cost of getting close to radiation.

Go down the hallway on check out the room on your right, but only if you want
to kill some Radroaches for experience - there's nothing of value to be found.

Continue through the straightforward halls until you stumble upon Officer Gomez
fighting off some Radroaches.  He's on your side, so help him out.  Head into
the room where Andy the robot came out of, and search the middle of the room -
nearby the fallen cart - to find [2 STIMPAKS].  If you hadn't picked up the
Medicine Bobblehead, you can find it in the next room.  Exit and go to trough
the door at the end of the hall that leads to the Atrium.

Here, a guy will be shot by two officers.  Kill them if you must, but be careful
in the process.  They both hold 10mm Pistols plus some ammo.  I suggest you also
take their armor and baton, because they make a decent profit at this point of
the game.  You'll sell them soon enough.  Make your way up stairs, deal with
some more Radroaches and proceed past the yelling man behind glass.  You may
also have to deal with the Security Chief Hannon.  Once there, you'll find a
mechanic nearby a toolbox - which holds [CONDUCTOR], [PAINT GUN] and [SENSOR
MODULE], typical items you can sell later on or use in custom weapons.

Make your way through the room and you'll find Amata being interrogated by the
Overseer and a guard.  If you didn't take the gun from Amata, she'll use this
against the guard.  In any case, head into the room, blow the guard's head off
and talk to the Overseer.  Say you want the key, then answer that you'll hurt
Amata if he won't.  This will give you the best result, and the password and the
[OVERSEER'S OFFICE KEY] will be given to you.  Check the locker to find a
[STIMPAK], and search the drawers of the left desk to find [SHOTGUN SHELLS],
[PRE-WAR MONEY] and [7 DARTS]. The right desk holds [3 PRE-WAR MONEY] also,
and the weapon lockers on the right hold [10MM ROUNDS x31] plus some armor you
may already have.

Continue and head into the room to your right. Drink from the Water Fountain to
restore health without any radiation penalty (which you'll often see happening
later in the game). Check the desk for [3 PRE-WAR MONEY] and [6 DARTS], then
search Jonas for the [NOTE FROM DAD], [STIMPAK] and [VAULT LAB UNIFORM]. The 
desk next to him hold [2 PRE-WAR MONEY].  Head into the room on the left and
talk to Amata.  Continue to the next room north, search the dresser and find the
Overseer's Office Key if you hadn't already done so.  You can also grab [12x
10MM ROUNDS] from it.  The other room on the west of Amata holds [5x BOBBY PINS]
in the dresser.  Head south and open the door with the acquired key.

Search the lockers to find a whopping of [120x 10MM ROUNDS], [3 STIMPAKS], 
[2 MENTATS], and the Overseer's Terminal Password if you hadn't gotten it from
him personally.  Bow over the PC and use it to open the Overseer's Tunnel.  You
can also read loads of info on this terminal.  Make your way to the Vault
Entrance.  After opening the door with the switch, talk to Amata and two guards
will harass your special moment with her.  Waste them, and enter the door they
came through.  The room on the north holds a toolbox with a [SENSOR MODULE] and
another toolbox with [PAINT GUN] and [SENSOR MODULE]. Besides, you can grab the
[6x BOBBY PINS] from the table.  It is also possible to return to the previous
area (by going west), but the only thing you're going to find are a bunch of
Radroaches.  Free experience, that's all.  Exit the Vault and you'll be at the
world map.  You will be given one last chance to modify any changes to your
character.  Choose well.

Note: I suggest you NEVER delete this savegame, especially if it is a 'perfect'
      starting savegame (with as much goodies you could have grabbed).  You can
      create characters from this point onward without having to do the whole
      introductory level again.

Note: If you're going for a 'perfect' character, as in, the most powerful and
      best balanced character you can create, go for the following SPECIAL 
      stats.  This is based on a very thorough analysis which I will devote an
      explanatory section to later on.  For now, trust me with these stats:
      
      STR: 8, PER: 5, END: 7, CHR: 1, INT: 5, AGL: 7, LCK: 7

Note: Recommended Skils to tag are Lockpick, Repair and Science.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W5] Following in His Footsteps                                      |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: {} Psycho, {} Jet, {} Carton of Cigarettes, {} Bloodpack, {} Stimpak x2|
|       [] Frag Grenade x3, [] 5mm Rounds x73, [] 5mm Rounds x142, [] Frag     |
|       Grenade x3, [] Shotgun Shells x10, [] Bobby Pin, [] Metro Utility      |
|       Gate Key, [] Purified Water, [] RadAway, [] Stimpak, [] Bottle Caps x35|
|       [] DCTA Laser Firearms Protocol, [] Energy Cell x55, [] Laser Pistol,  |
|       [] Nikola Tesla and You, [] Pre-war Money x2, Missile x4, [] U.S. Army |
|       30 Handy Flamethrower Recipes, [] Assault Rifle, [] 2x 10mm Pistol,    |
|       [] Frag Grenade x2, [] 5mm Rounds, [] Laser Rifle, [] Microfusion Cells|
|       [] Bloodpack, [] Purified Water, [] Stimpak, [] Nuka Cola Quantum,     |
|       [] Stimpak, [] RadAway, [] Rad-X, [] .32 Caliber Rounds, [] Carton of  |
|       Cigarettes, [] Bottle Caps x69, [] Energy Cell x34, [] Laser Pistol,   |
|       [] Fat Man, [] Mini Nuke x8, [] Nuka Cola Quantum.                     |
|                                                                              |
|ENEMIES: o Raider         o Protectron          o Mercs           o Mole Rat  |
|         o Feral Ghoul    o Feral Ghoul Roamer  o Super Mutant    o Behemoth  |
|                                                                              |
|QUEST REWARD: 300 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Quest Flowchart:
================
1.  Go to Megaton.
2.  Speak with Moriarty.
2.1 Speech Challenge him for the info.
2.2 Hack his PC/Lockpick the cabinet for the password.
2.3 Pay him 100 caps/deal with Silver the junkie.
3.  Make your way through Farragut West Metro Station.
4.  Team up with the Brotherhood of Steel.
5.  Find Three Dog.
================

Note: Chances are you've gained a level from the 200 Experience gained from
      completing the quest.  I suggest you boost Lockpick to 45 (so that in
      combination with the Vault Utility Jumpsuit [+5 Lockpick] you can pick 
      many locks already).  Advisable is to put the leftover in Science.  As for
      Perks, I suggest you use Intense Training to bring up STR.
      
      When you gain your 3rd Level some time in the near future, crank up your
      Science Skill to 45 (combined with Vault labsuit = 50), and use the rest
      on Speech, which may be a little too low for comfort (and thus requiring
      an annoying amount of resets to get the desired result).
      
      As for the Perk, either go for Intense Training.  If you boost a stat, 
      don't boost any stats of which you have 9 already (because you'll get 
      those to 10 with the use of a Bobblehead sooner or later).

Now that you're on the worldmap, it's wise to bring up the worldmap, as in..map.
Open the popit and you'll find the huge map under Data.  Your next destination
will be Megaton.  Check your map several times,  go past the robot guard and 
enter the town that sounds awfully similar to one of my favorite Decepticons.


Megaton:
--------
Meet Lucas Simms, the sheriff of the town.  You can start the Miscellaneous
Quest (MQ): The Power of the Atom [MQ2] by agreeing to disarm the bomb for him.
He'll send you over to Colin Moriarty's Saloon.

If you want to get rid of all your goodies from the vault, head into any shop
and sell whatever you don't need.  But be warned: Shopkeepers also have a
limited amount of cash with them.  You can buy a few Stimpaks to cover your
expenses, though.

Explore the town and check your Local Map to find the saloon marked.  Enter the
saloon through the front door, and talk to a woman on your right called Lucy
West.  You can initiate the MQ: Blood Ties with her.  It's possible that she
won't be around, in which case you'll have to look around town for her.  Save
your game and talk to the Ghoul.  Act well mannered and you get the chance to
ask him about your dad. You won't have a very high chance of success, but you
can always reload your game; It gives 20 exp points, plus you get information
about Moriarty's terminal in the back.  

Head to the back to find Moriarty.  You have several options once again.  This
will work: 1. Ask about your dad. 2. Tell him he's lying. 3. My dad told me I
was born in the Vault. 4. Speech Challenge: "I was kidding".  If the Speech
Challenge fails, you can reload your savegame. Of course, you can also do the
quest he asks you to do, which is about a junkie called Silver.  This can net
you some decent caps, so I suggest you go for it.

If you feel like it, head back to the worldmap and locate Silver on your map.
When you arrive, reason with her to receive 300 caps, or do a Speech Challenge
to receive 400 Caps.  You can steal a lot from her house, but it will cost you
Karma, it's up to you to steal: {PSYCHO}, {JET}, {CARTON OF CIGARETTES}, from
the medbox a {BLOODPACK} and {2x STIMPAK}, and {BOBBY PIN x3} from the cabinet.

As you can see, it's not all *that* much, and if you get caught, Silver will
take everything from you.  You can also kill her for decent loot, but again you
will lose Karma.

Fast travel back to Megaton by selecting it on your map, and pay Moriarty a
visit.  You can either pay up 100 caps and get the info, or you can lockpick his
cabinet nearby the terminal and grab the password from there, but this will
result in negative karma.  Using/Hacking the terminal will also cost you Karma,
so choose wisely.

I suggest you head over to the Craterside Supply now and initiate the [MQ1.1]
and [MQ1.2] quests for some very decent rewards.  Search the tags to find the
sections that cover these sidequests.

Fixing Pipes:
-------------
You can also look around for a character called Walter.  He's either at the 
Saloon during nights, or can be found in or nearby the Water Processing Plant.
He tells you that several pipes are leaking and need fixing.  Help him out, will
you?  There are three pipes that need fixing, and you need a Repair skill of at
least 30 to do this - which you should have by now.

1. The first pipe is on the main path when you enter Megaton and head downwards.

2. The second pipe is more to the southeast of the area, following the main path
   and taking a bend to the left upwards.  If you look at your map, it looks 
   like you're just below the Women's Restroom, except on a lower level.

3. The third pipe is a little more tricky to find on your own.  Locate the
   Children of the Atom building and take the stairs to climb its roof.  Look
   around and you should be able to find a third squirting leak.

Head back to Walter (+100 EXP, +200 Caps) who'll make you a Scrap Metal
proposition that you can't refuse.  Well, you can, but better take it anyway.
-------------

You have done a lot of things in Megaton now, so let's move on with the story.

With the right information in hand, it's time to proceed with the main quest.
Head back to the worldmap and head to the direction of the marker (that is, if
your active quest is the main quest).  When you're about to cross the bridge
north of the Super Duper Mart, instead of going over, take the lower path under
the bridge.  I suggest saving your game before proceeding to the Grenade Box at
the end of the bridge, because a Frag Mine is set nearby.  Disarm it (the higher
your Repair, the better) and grab [FRAG GRENADE x3] from the nearby box.
Continue your path, but be cautious as a raider or two will have their eyes set
on you.  Continue and make your way to the next dot on the map - in other words,
discover Farragut West Metro Station.  Be on the lookout for more raiders.


Follower: Dogmeat
=================
Note: It's possible to obtain your first follower, Dogmeat, but it requires a
      bit of a trip to the north.  Check your map and locate the large bridge
      crossing the river.  The Scrapyard (where you're headed for) is two blocks
      north this road.  You should also consult a map and look for Scrapyard.
      
      Search the place and you'll find a dog fighting off some Raiders.  Be good
      to him and he'll tag along.  Some people send him away - which can cause
      him to go missing sometimes, but you can have him tag along.  Check his
      health every now and then, and if he's severely injured, give him a 
      Stimpak.  How to see how much health he has left?  Simply enter VATS.

Note: Dogmeat regenerates HP automatically when not in battle.

Note: 'Perfect Gamers', take GOOD CARE of your dog and SAVE OFTEN.

Note: It's a given fact that Dogmeat runs off fairly easily.  You can send him
      to Vault 101 and whenever you need him, fetch him from there.
=================

Return to Farragut West Metro Station.

Check your map closely, and instead of following the next dotted line, move a
little northeast from here - use your map - so that you're 'above' the line.
You can find a cart here with ammunition boxes that hold [5MM ROUNDS x73],
[5MM ROUNDS x142], and [FRAG GRENADE x3]. The cart may be guarded by a Merc and
a Protectron robot, so make a run for it after snatching the goodies - or kill
them.

Sam Warrick:
------------
Note: When you're exploring the area around the Farragut Metro Station, you may
      run into a Mercenary called Sam Warrick.  If he bothers you (read: starts
      shooting at you) don't hesitate to gun him down, because he's a total
      douchebag that kills NPC's who give quests, and pretty much everything
      else that moves.  You ask if he is part of a quest?  Yes, but only for
      an optional part:  You can make him a slave later on, and sell him for
      a measly 250 Caps.  It's hardly worth it keeping him alive, and he holds
      a very neat Sniper Rifle you may want to snatch from him.
      
      If he's not around, then he's not around.  You'll meet him some other
      time then.  Remember his name, Sam Warrick.  Douchebag.
------------

Farragut West Metro Station:
----------------------------
Head back to the Metro Station and go inside.  The door on the right does not
lead to much of interest.  You can activate a Protectron robot by hacking the
terminal, and you can find some [5.56MM ROUNDS] in a cabinet in the room NW.
Instead, go straight ahead and kill a bunch of Mole Rats in the room ahead.  You
can use the sink to restore HP, but it will also increase Radiation. Since you
can use a bed soon, I advise against it.  Search the desk to find more [5.56MM
ROUNDS].

Head downstairs, walk through the tunnel, and go upstairs again in what seems to
be a boiler room.  To the SE is a room with a bed, so heal up if you must. The
desk holds [SHOTGUN SHELLS x10].  From the medicine box on the desk, you can
grab a [BOBBY PIN], the [METRO UTILITY GATE KEY], [PURIFIED WATER], [RADAWAY],
and a [STIMPAK].  Use the PC to open the safe and grab the [BOTTLE CAPS x35],
[DCTA LASER FIREARMS PROTOCOL], [ENERGY CELL x55], [LASER PISTOL], [NIKOLA TESLA
AND YOU], [PRE-WAR MONEY x2]. Now open the gate on the opposite side and blast 
a few Ghouls.  

If you have a Lockpick Skill of 50 (use the Vault Utility Jumpsuit for +5) you
can head downstairs and pick the door.  Inside this room, you can find a 
whopping of [MISSILE x4], [U.S. ARMY: 30 HANDY FLAMETHROWER RECIPES], [10MM
PISTOL x2], an [ASSAULT RIFLE], [FRAG GRENADE x2] and two Ammo Boxes with 
[5MM ROUNDS].

Open the next door above, head up a few flights of stairs and proceed to the 
next area: Tenleytown/Friendship Station.  In this area, you can take two main
paths: The tunnel to the east, and the tunnel to the south.  Of course, you can
also clear both tunnels and get all goodies.  Heh. ;)

East Tunnel:
------------
Head down this tunnel until you can take a right.  Waste the Ghouls and check
the dead Mercenary body to find a [LASER RIFLE] and [MICROFUSION CELL x40].  The
First Aid Box holds [BLOODPACK], [PURIFIED WATER] and [STIMPAK].  Turn on your
light if you hadn't already and search the shelves well to find a [LYING,
CONGRESSIONAL STYLE] skill book and a [MENTATS].  You can also grab the Fission
Batteries if weight is not an issue: Their value is 75 a piece, but they do
weigh 10 each.

Proceed to the large wrecked area where plenty of Ghouls are roaming.  Equip a
decent weapon such as the Assault Rifle and dispose of them.  Check out the
tunnel at the very north of this large area to find another dead mercenary.
Grab the [LASER RIFLE] and [MENTATS], loot his body, then head up the broken
escalator stairs in the large room.  Grab the lonely [NUKA COLA QUANTUM].

Head into the tunnel and waste another group of Ghouls (and Radroaches).  Head
inside the room with the sign Employees Only, which is to your west, and search
for a [STIMPAK] on the shelves.  Head in the adjacent room and search for the
[RADAWAY], [RAD-X], [.32 CALIBER ROUNDS] inside the desk, [CARTON OF CIGARETTES]
from the Suitcase, and lean over the terminal to open the safe.  This requires
50 Science Skill, but you can also pick the lock on the safe (50 Lockpick).
Inside you'll find of relevance: [BOTTLE CAP x69], [ENERGY CELL x34], [LASER
PISTOL].

The toilets don't hold anything but radiated sinks and, well, toilets.  Figures.
Exit to the worldmap and run to the escalators so that you have discovered
Friendship Heights.  Unless you want to fight a whole crapload of Raiders, I
suggest you turn back and continue your way through the other tunnel I mentioned
earlier on.
------------

South Tunnel:
-------------
Head south, walk past a Cola Machine, and follow the tunnel until you get to
a large area with broken escalators, stairs if you will.  I suggest you avoid 
the Super Mutant (if he's roaming around at all) and Ghouls, head up the 
escalators and head to the left.  Make your way through the final tunnel to get
to the next area, Chevy Chase North.
-------------

Explore the area  (head south) and you'll soon find that there are Super Mutants
roaming here. Fortunately, a whole squad of the Brotherhood of Steel is also
around, which makes the Super Mutants much easier to defeat.  With the mutants
out of the way, search for a member called Sentinel Lyons.  In short, she allows
you to tag along the way.  How cool, you now have a whole squad to protect you!

Follow the squad and have them wipe out the Super Mutants as they proceed.  Your
job is to loot them, that's right.  You can find many Hunting Rifles as loot,
and you may want to repair one with another to save some weight.  When you
finally get to a big square and the fight between the squad and the mutants is
over, make your way to the fountain in the middle and search the body of a squad
member - who will always be there. Be sure to grab the [FAT MAN], which is
essentially a large rocket launcher, along with a whopping of [MINI NUKE x8]
that don't weight anything.

Shortly after, a Behemoth (read: an oversized Super Mutant) breaks out of a
building.  To help the squad, stand back as far as you can and shoot a missile
or two at it.  After downing it, be sure to loot him and all other bodies.

For reference, I got this loot from the Super Behemoth: .32 Caliber Rounds x9, 
.32 Pistol, Bottle Caps x50, Electron Charge Pack x72, Frag Mine x5, Microfusion
Cell x20, Missile x3.  Also take the loot of Reddin, the killed member of the
Brotherhood.  Don't bother with the Power Armor yet, though - you've yet to
train that Perk some other time during your main quest.

Talk to Lyons once more, then enter the Galaxy News Radio building by having the
doors unlocked through the intercom.

Before you head upstairs, take a left and explore the rooms.  You should be able
to find a cola vending machine with a [NUKA COLA QUANTUM] inside.  There is 
nothing of interest at the southern section of the building.

Head up the stairs on the north, make a quick right and enter the door leading
to the GNR studios.  Be sure to save your game, because another Speech Challenge
is coming up, and this one can save you a lot of time.  Upstairs, talk to Three
Dog.  Be polite and you'll eventually be give the Speech Challenge with a small
chance of succeeding.  If you do succeed, however, Three Dog will immediately
tell you the location of your father, without having to do any favors to him!
Simply reply after this that your dad could be of help. 

You can follow him into his room and talk to him some more to also receive the
Galaxy News Radio quest.

However, should the Speech Challenge fail, you're required to do the Galaxy News
Radio Quest first.

Note: Even though I highly recommend against it, you can kill Three Dog and be
      done with his silly quest.  A special and unique quest called 'The Search
      Continues' will start now, which is basically a quest in which you have
      to find Rivet City (southeast on the worldmap).  The Brotherhood of Steel
      won't like this either - and you lose plenty of rewards - so, ehm .... 
      don't do it?

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W6] Galaxy News Radio                                               |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: {} Stimpak x3, [] Assault Rifle, [] Purified Water x2, [] Stimpak,     |
|       [] 5.56mm Rounds, [] Frag Mine x3, [] Bloodpack, [] Stimpak, [] Jet,   |
|       [] Frag Grenade x2, [] .308 Caliber Rounds, [] Whiskey x3, [] Micro-   |
|       fusion Cells x16, [] .32 Caliber Rounds, [] Med-X, [] Jet, [] Psycho,  |
|       [] Buffout, [] Scotch, [] Rad-X, [] RadAway x2, [] RadAway, [] Stimpak,|
|       [] 5.56mm Rounds, [] Flamer Fuel, [] Frag Mine, [] 10mm Rounds,        |
|       [] 5.56mm Rounds, [] Frag Grenade x2, [] Stimpak x2, [] Mentats,       |
|       [] Buffout, [] Pugilism Illustrated, [] Jet, [] Bloodpack, [] RadAway, |
|       [] Stimpak x2, [] Shotgun Shells, [] 5mm Rounds, [] Grognak the        |
|       Barbarian, [] Whiskey x3, [] Flamer Fuel x80, [] 5.56mm Rounds x2,     |
|       [] Jet, [] Buffout, [] .32 Caliber Rounds, [] 2x Energy Cell ~x30,     |
|       [] Flamer Fuel x81, [] Stealth Boy, [] Shotgun Shells, [] Bloodpack x2,|
|       [] RadAway, [] Stimpak, [] Nikola Tesla and You, [] Stealth Boy x2,    |
|       [] Bobby Pin, [] Rad-X, [] Stimpak, [] Nuka-Cola Quantum, [] Virgo II  |
|       Dish, [] Custodian Key for Tech Museum, [] Bottle Caps x200,           |
|       [] Buffout, [] Mentats, [] Gun Locker Key, [] 5.56mm Rounds x117,      |
|       [] Missile Launcher, [] Missile x2, [] Pulse Grenade x2, [] Assault    |
|       Rifle x3.                                                              |
|                                                                              |
|ENEMIES: o Feral Ghoul         o Raider     o Super Mutant    o Vicious Dog   |
|         o Super Mutant Brute                                                 |
|                                                                              |
|QUEST REWARD: 400 EXP, (Ammo Cache Key).                                      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Quest Flowchart:
================
1. Make your way to Dupont Circle.
2. Make your way through the subway.
3. Explore the Museum of Technology -> Find the Dish.
4. (Optional) Head to Washington Memorial and fix Relay.
================

Everything around here can be stolen, but there's not much of interest.  If you
are low on Stimpaks, search for the medkit on the north to find {STIMPAK x3}.

When you're absolutely done in the building,  head downstairs and go through the
door on the North.  Head down another stairway until you reach a one-way door
leading to the worldmap.  Drop down a few platforms, the cross the bridge east.
This makes a decent spot for killing several Ghouls down below.  Check out the
picknic table to the south from here and grab the [ASSAULT RIFLE].  You can
find [PURIFIED WATER x2] and a [STIMPAK] in the First Aid Box, plus [5.56MM
ROUNDS] and [FRAG MINE x3] from the Ammo Boxes on the ground.

You're nearby a Metro Entrance now, but that's not the route we'll be taking.
Head down the lower path south until you reach a door leading to a Collapsed
Car Tunnel.  Enter...

Go through the walkway until you reach the tunnel.  There are many Ghouls here,
but you have three options.  1. Kill all the Ghouls and make your way to the
southern end of the tunnel.  2. Sneak to the southwest end of the tunnel by
staying close to the western wall.  3. See that entrance on the west? Sneak to
it, and shoot at one of the larger trucks until it catches fire.  Take cover and
it will blow up, taking out many Ghouls.  There is another truck further south,
but your gunshots may attract Ghouls.  The silenced pistol or a grenade will
probably help here.  At any rate, don't miss out the First Aid Box attached to
the western wall, which holds a [BLOODPACK] and [STIMPAK x3].  

Exit to Dupont Circle through by taking the door at the end of the walkway.

It's best to just head into the Metro by taking a right, but feel free to do
some quick exploration of your surroundings.  Make sure you get the message that
you have explored this location, because that's the main reason we're here.

Optional:
---------
At Dupont Circle, head north and kill as many Ghouls as you can before they 
reach you.  Further north, a bunch of Raiders will also harass you - you know
what to do.  Before you proceed, be cautious.  The bus stop on the northwest has
a mine nearby, and the suitcase there doesn't hold much useful.  Go directly
for the two Raiders on the northwest.  Grab a [JET] and [FRAG GRENADE x2] from
the little table and [.308 CALIBER ROUNDS] from the Ammo Box.
---------

Two Super Mutants lurk in the Metro Station, but you may have an ambush
advantage.  You can activate the Protectron by sneaking into the room north and
hacking the terminal (25 Science), but you may prefer just shooting at their
heads from the be-hind.  Exit this tunnel by going through the door west, go
down some stairs and open another tunnel to find yourself in more tubes.  Joy!

Kill the dangerous Raider here and check the adjacent tube - especially the area
on the north - to find [WHISKEY x3] on the shelves. The Ammo Boxes hold 
[MICROFUSION CELLS x16] and [.32 CALIBER ROUNDS].  You can even sleep here, that
is, when you dispose of the Raider in the hallway up west.  Grab a [MED-X],
[JET], [PSYCHO], [BUFFOUT] and [SCOTCH] from the table in the walkway, and look
on the shelf for a [RAD-X], [RADAWAY x2] and a First Aid Box with [RADAWAY] and
a [STIMPAK].  The Ammo Boxes hold [5.56MM ROUNDS] and [FLAMER FUEL].  Quite a
generous loot if I may say so.

Head down the stairs and prepare for a big battle.  Four Raiders or so are
waiting to rip you apart, supported by two automated Mark I Turrets.  Take
shelter and waste them all.  You may want to use the terminal to disable the
turrets, but you can also take them out with gunfire.  I can imagine you get
hurt in this battle, perhaps even severely.  Remember the bed back in the tube?
Use it to heal up!

Continue south to what appears to be a cave of some sorts.  Proceed through the
Utility Gate and loot a bunch of corpses, but beware!  A [FRAG MINE] is planted
near the bend of the tube, so you may either want to avoid it completely, or
disarm it quickly before it can hurt you.  Another one is a little further.
Enter the next area, the Metro Central.

Metro Central:
--------------
You'll hear some nearby screams: Raiders are fighting off several attacking
Ghouls.  Join the fun and massacre everything in sight.  The Ammo Boxes hold
[10MM ROUNDS], two times [5.56MM ROUNDS], and you'll find [FRAG GRENADE x2] 
plus [STIMPAK x2] on the table.  For the interested, grab the Pistol and Assault
Rifle.  Continue through the next walkway and quickly go around the bend due to
the radiation level here.  Waste a Ghoul or three, then proceed through either
of the tunnels south.  Both lead to a large area with many escalators and even
more Ghouls.  Ignore the escalators - waste the Ghouls that bother you - and
head down another tube further south, on the opposite side of this large room.

A little bit in this tunnel you get the option to take a right, but this only
leads to Ghouls and dead bodies with loot that isn't very interesting.  Head
more south instead and fight off the dogs, preferably with an Assault Rifle.

The tube splits, but take the left tube first.  This leads to a locked door that
can be opened with a 50+ Lockpick Skill. Inside this storage room you'll find
a stash of goodies: [MENTATS], [BUFFOUT], [PUGILISM ILLUSTRATED], [JET], and two
First Aid Boxes on the wall with [BLOODPACK], [STIMPAK x2], and [RADAWAY].

The tunnel leads to a dead end, so exit the tubes by going through the walkway
attached in the other tube and enter the Museum Station.

Grab the [SHOTGUN SHELLS] right in front of you, along with the [5MM ROUNDS]
from the Ammo Box.  Proceed and kill the Ghoul around the corner, then use
the switch on the wall to open the hatch at the top of the stairs.  This will
draw the attention of a Raider, so waste him.  

Grab the [GROGNAK THE BARBARIAN] skill book from the table and search for a
[WHISKEY x3] bottle if you feel like it.  Continue your way until you reach more
tubes.  Ignore the north and head south instead.  Raider encounters are surefire
to happen, so be on your guard.  When you reach another large area with 
escalators, search the SE corner for a Ammo Boxes with [FLAMER FUEL x80] and
[5.56MM ROUNDS] twice. 

Climb the escalators, take the east path and stumble upon a table with a [JET],
[BUFFOUT], and three Ammo Boxes holding [.32 CALIBER ROUNDS], [ENERGY CELL x28],
[ENERGY CELL x31].  Another Ammo Box can be found behind some sand sacks further
down the bend, which holds [FLAMER FUEL x81].  Exit the metro station by leaving
for The Mall.  Remember this area as you'll be making your return here often.

Once outside, immediately make a run for the museum doors on your right (south-
east from you).  The surroundings are infested with 20+ Super Mutants, and you
don't want to pick a fight with them (and they do want to pick one with you).

The Museum:
===========
Inside the museum hall lurk two Super Mutants.  Kill them, then check out the
west side of this room to find a [STEALTH BOY] on display and some [SHOTGUN
SHELLS] in the desk with the terminal.  Read the entries if you like, then move
on to the only other working terminal in this room, located SE.  Read everything
and in particular the note about Jiggs' Loot.  This starts up a puzzle.  Check
the terminal again and select #001.  The correct number here is #019, so select
this.  Enter the nearby hallway, grab the [BLOOD PACK x2], [RADAWAY] and
[STIMPAK] from the First Aid Box on the wall, ignore the restrooms, check the
gore bag for goodies, and head upstairs.

In the room you can grab a [NIKOLA TESLA AND YOU] from next to the terminal here
and use the other terminal to activate the Mark I Turrets.  They'll have no
target information however, so it's best to just leave them off (unless you're
planning on luring enemies to the main hall, sneaky bastard that you are :p)

The area east of you is a dead end, but you can find two more [STEALTH BOYS]
here.  Continue your way SW, ignoring the two terminals on the wall.  Do the
'Vault Tour' which is straightforward and leads you to the West Wing.

Spot the two terminals and use the right one to enter the number for terminal
#002.  The number here is #053. 

The Atrium is to the south, but we'll get there soon enough.  Head downstairs
and into the planetarium.  When the show begins to play, two Super Mutants will
ambush you from behind, so be extremely cautious and kill them ASAP.  Head into
the small room to the east and find a [BOBBY PIN], [RAD-X] and [STIMPAK] in the
First Aid Box.  You can use one of the terminals to unlock the planetarium exits
and the other to view several entries.  Unfortunately, the Gun Cabinet requires
a Lockpick Skill of 75+ to pick.  We'll get back to it soon, so for now, don't
miss the [NUKA-COLA QUANTUM] on the shelf and head west of the planetarium.

Move through the hallway and kill the Super Mutants in the room up ahead.
Before exploring this hall, check out the stairs to your west in the hallway
you just went through and follow them up to a security room with two terminals
and a safe.  There isn't much to do here, but remember the safe.

In the large hall, take what you came for: The [VIRGO II DISH]. Now take either
the stairs or use the lower hall to reach the next room with a large rocket in
the center.  If you take the stairs, check the desk you pass for the [CUSTODIAN
KEY FOR TECH MUSEUM].  This opens the door at the end of the hallway - which you
can otherwise pick with a 50+ skill.

In any case, there are several Super Mutants drooling around.  Waste them and 
start exploring this area.  Most importantly, check out the terminal on the
ground level of the area with the rocket. This is terminal #003, where you must
input number #113.  If you checked out all previous terminals, you should now
be able to get the password.

With the password in hard, return to the security office room nearby the hall
where you took the Virgo II Dish from.  Use the terminal to unlock the Security
Safe and snatch the [BOTTLE CAPS x200], [BUFFOUT], [MENTATS] and [GUN LOCKER
KEY] from it.

With this key in hand, return to the office room near the planetarium and unlock
the Gun Cabinet to find [5.56MM ROUNDS x117], [MISSILE LAUNCHER], [MISSILE x2],
[PULSE GRENADE x2], and [ASSAULT RIFLE x3].

Exit the museum through the front doors (the way you came in).  The game has
given you several Stealth Boys, and it's now's not a bad time to try one.  You
can also do without one - either way, sprint to the west, more specifically to
the Washington Monument, you know, the huge obelisk.  Two members of the 
Brotherhood will help you out if you're still being attacked.  Once here, you
have two options:

1. You can go inside the monument, ride the elevator up, (sleep in the bed) and
activate the Relay system.  Return to Three Dog and he'll tell you your father
went to Rivet City - your next location.

2. You can head to Rivet City on your own, continue the Main Quests, and when
you have completed the Tranquility Lane main quest, speak with Three Dog again.
He really wants you to complete his quest, so he throws in an additional reward:
A crapload of goodies that will be yours when you complete his quest.

I suggest you go for option 2, and head for Rivet City on your own.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W7] Scientific Pursuits                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Flamer Fuel x83, [] Flamer Fuel x83, [] .32 Caliber Round x4,       |
|       [] BloodPack, [] Bobby Pin, [] Rad-X, [] Stimpak, [] Intelligence      |
|       Bobblehead, [] Stimpak x3, [] Med-X, [] 5.56mm Rounds x18,             |
|       [] 10mm Rounds x8, [] 2x .32 Caliber Rounds x5, [] Stimpak,            |
|       [] 2x .32 Caliber Rounds x5, [] 5.56mm Rounds x24, [] RadAway,         |
|       [] 10mm Rounds, [] Nuka-Cola Quantum, [] 10mm Rounds x9, [] .32 Caliber|
|       Rounds x10, [] BloodPack, [] Dirty Water, [] Stimpak.                  |
|                                                                              |
|ENEMIES: o Super Mutant    o Centaur    o Raiders                             |
|                                                                              |
|QUEST REWARD: 600 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Fast travel to Farragut West Metro Station by using the worldmap.  You're in for
a very long walk to Rivet City.  Walk all the way past the river, avoid the many
enemies you come across (unless it's a really fast Super Mutant).  Try to
discover Tepid Sewers and Duvok's Place (just south from Dupont Station on the
worldmap) You'll probably also come across a merchant along the way, and when
you finally arrive at Rivet City, another merchant will be available to you.
Climb the stairs and look around for an intercom near the sick man in order to
enter the ship.  State your business, be honest, and get on board.

Once on board, look on your left for two boxes of ammo, they hold [FLAMER FUEL
x83] twice, and [.32 CALIBER ROUND x4].  If you look to your right after 
investigating the ammo boxes you'll find a medbox on the floor that holds a
[BLOODPACK], [BOBBY PIN], [RAD-X] and a [STIMPAK].  Now go more to the left and
head up the stairs until you reach the roof.  Look around for a door that leads
to the Bridge Tower.  From this room, head left and through the door.  Go down
two flights of stairs and enter through another door.  Here, walk through the
tunnel and follow the signs 'Science Lab' until you get to a door once more.

Look around for Doctor Li and talk to her about everything.  You can also talk
to an older man called Dr. Zimmer and start the MQ: The Replicated Man.  When
finished, explore the room and get the [INTELLIGENCE BOBBLEHEAD] from one of the
tables.  Be sure to stop by the Marketplace before you leave the city, because
it's a great place to shop; They have nearly everything, if you have the caps.
Sell all the things you no longer need.  


Jefferson Memorial:
===================
Weapon of choice in this area?  The hunting rifle is preferred, so you can grab
your ammunition back from the Super Mutants.  Pop their heads with it, take a 
lot of shelter, and keep your clip at the full 5 bullets before recklessly 
diving into a battle.  Secondary weapon choice would be the Assault Rifle.

Jefferson Memorial isn't all that far away, and if you've visited it before you
can fast travel towards it.  Locate the door to the gift shop, and prepare for
battle.  Many Super Mutants and Centaurs are roaming around, so grab your best
guns and start downing them.  The room on the south also has a turret, which
most likely gets destroyed by a Super Mutant at some point.  You can turn it off
by using the terminal.  In this room you'll find [3x STIMPAKS] and a [MED-X] in
the medbox under the Gift Shop sign.  It's possible to use the sinks on the west
for healing.  In the east room you can check the ammunition boxes to find
[5.56MM ROUNDS x18], [10MM ROUNDS x8], and two [.32 CALIBER ROUNDS x5] on or
under the shelf below.

Go south and head through the door that leads to the basement.  Fight your way
through 3 Super Mutants and go east.  Collect a useful [STIMPAK] in the room to
your left, then head downstairs.  Kill another Super Mutant, go through the hall
south and kill another. In this hallway you can find two [.32 CALIBER ROUNDS
x5], [5.56MM ROUNDS x24] and [RADAWAY] on some shelves.  Also check the Ammo Box
to find [10MM ROUNDS]. In the room to the west of these shelves, grab all five
notes of relevance on the desks, then backtrack slightly and head west.  In a
room ahead, another Super Mutant lurks.  Dispose of him and return to the gift
shop area.  You can sleep in the basement now, by the way.

Enter the Rotunda and dispose of the two Super Mutants.  Don't worry about
health, you got a place to sleep nearby anyway.  At the end of the stairs
(before entering the round room) you can grab another bunch of files to complete
your objective.  Have a listen to them, especially #10, restore any lost health
by sleeping, and leave the area.

Smith Casey's Garage/Vault 112:
===============================
The place you're headed to is once again, far, far away.  Travel to Megaton and
go from there.  When you start getting close, you'll want to avoid the train
tracks at all costs.  You don't want limbs flying off due to stepping onto mines
and there are tons of Raiders that way.  Avoid it and continue to Smith Casey's
Garage.  Enter and dispose of the few creatures inside.  You can grab two
[FISSION BATTERIES] and a [NUKA-COLA QUANTUM] in the first room, and [10MM
ROUNDS x9], [.32 CALIBER ROUNDS x10], [SCOPED .44 MAGNUM] and [.44 ROUNDS] from
the gun cabinets in the next room.  There is also a medbox hanging near the
doorway holding a [BLOODPACK], [DIRTY WATER] and [STIMPAK].

[MED-X], [BLOODPACK x2], [STIMPAK], [MENTATS] can be found in the room the most
southwest. Explore all other rooms as well, and hop into the abandoned terminal
whenever you're done.  You probably can't unlock the door that requires a 75
Science Skill points terminal to open it, so that'll come later.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W8] Tranquility Lane                                                |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

You'll awaken in a gray virtual world - and you want to find your dad and get
the hell out, so let's get down to business immediately.  See the girl in the
center of town, called Betty?  Talk to her.  You now have two options:

1. Good Karma Path (Fast):
--------------------------
Don't give in to Betty's games.  Instead, start searching for dad on your own.

Head inside the abandoned house, which is the house on the north. Inside you'll
find several objects which you can activate.  To proceed, you must activate them
in a specific order.  The correct order - if you don't feel like puzzling around
anymore - is: Radio, Glass Pitcher, Gnome, Glass Pitcher, Cinder Block, Gnome, 
Bottle.  This will bring a terminal up.  Before you select the Chinese Invasion
option, read through all other options to learn more about the virtual world
you're stuck in.  When you've done so, activate the Chinese Invasion and go
outside.  It looks like all residents are shot by a group of soldiers.  Head
over to Betty to figure out what's going on, then leave Tranquility Lane by
going through the door next to her.

2. Bad Karma Path (Long):
-------------------------
You can quit the silly games anytime you want and switch to path 1.

First of all you should know that you can check the mailboxes in front of the
houses to see of whom the house belongs to.  That being said, look around for
the Neusbaum's House, and find Timmy, a young boy just like yourself.  Choose
whichever option you like best from below:

1. Hit him with your fists until he starts to cry.
2. Do the Speech Challenge about his parents divorcing.
3. Kill one of his parents in the house.  Timmy will soon see it and cry.
4. Go inside the house and find the Military School Brochure.  Show it to Timmy
   and tell him that he's gonna have to go there.  Sorry kid.

Return to Betty and ask any one question that burns the most for you.  After
this you're sent out to break the Rockwell's  marriage.  Head into their house,
go upstairs and read the dairy of Ms. Rockwell.  Again you have several options:

1. Grab the Rolling Pin from the kitchen below, head outside and into the
   Simpson residence.  Find Ms. Simpson and kill her with the Rolling Pin.  Now
   Locate Roger Rockwell and tell him how crazy his wife is, twice.
2. Talk to Ms. Rockwell and do the Speech Challenge about Roger kissing an other
   woman.
3. Go into the Simpsons house and grab the Lacy Underwear from the bedroom
   upstairs.  Place this on the desk in the basement of the Rockwells and tell
   Ms. Rockwell to come to the basement.  Tell her that Roger is cheating on
   her, or..
4. Tell her that Roger is a transvestite. Lol. :p

Return to Betty, who'll demand another task from you.  She now wants you to kill
Mabel Henderson.  Enter her house. 

1. Head upstairs and fiddle with the chain of the chandelier.  Wait for Mabel to
   pass right under it.
2. Fiddle with the oven and ask Mabel to bake you a Pie.
3. Use the terminal to make the robot target everything in sight.  Stay far
   away as he slays Mabel.
4. Use the rollerskate at the top of the stairs.  Whenever Mabel comes down,
   she'll break her neck.

Your last task is to kill all residents in Tranquility Lane.  You can use the
compass to locate them with the green flashing arrows.  After this you're
granted freedom.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W9] The Waters of Life                                              |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Three Dog's Cache Key, [] RadAway, [] Chinese Army: Spec Ops.       |
|       Training Manual, [] Bottlecap Mine, [] Jet, [] First Aid Box,          |
|       [] Psycho, [] Eyebot Helmet, [] First Aid Box, [] Mentats, [] Nuka-Cola|
|       Quantum, [] Jet x3, [] RadAway, [] RadAway, [] 5.56mm Rounds x24, 2x   |
|       .32 Caliber Rounds x5, [] .32 Pistol, [] Ammo Box x3, [] First Aid Box,|
|       [] Beer x5, [] Ammo Box, [] Safe, [] Jet, [] Med-X.                    |
|                                                                              |
|ENEMIES: o Enclave Soldier    o Feral Ghoul    o Glowing One                  |
|                                                                              |
|QUEST REWARD: 700 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: Now is an *excellent* time to have a chat with Three Dog about your reward
      for his quest.  Fast Travel to the GNR Building Plaza before anything.
      Talk to Three Dog and tell him you found your dad.  He'll throw in an
      addition reward.  Fast Travel to the Washington Monument, go inside and
      ride the bronze elevator up.  Fix the Relay and head back to Three Dog.
      Tell him you felt it kinda was a waste of time and he'll hand you the
      [THREE DOG'S CACHE KEY].

      The Hamilton's Hideaway marker is placed on your worldmap.  Fast Travel to
      Vault 101 (perhaps fetch Dogmeat, too?) and head from there.  Go through
      the iron door in the walls and search the place.  There are a few Raiders
      and Radscorpions here.  Get the loot from the Northeastern part of the
      area, then get out of there.  Also see [EXP5.1].

Note: Assign your weapons back to their quickspots (With the D-Pad, 1, 2, etc..)

Talk to dad to find out what's been going on, and start the next quest.  Leave
the Vault and Garage, then fast travel to Rivet City.  Your dad will make it to
the Science Lab on his own, as we're about to see when you enter the Science
Lab.  After the conversation, exit Rivet City (unless you have business to 
attend to) and fast travel to Jefferson Memorial.  This area should be cleared
from not too long ago, so make your way to the Rotunda and meet up with dad.

He'll ask you to help him - make your way to the basement, go past the room with
the beds, head left (south) at the intersection, and look for a device on the
eastern wall.  Return to dad, who'll give you some fuses. Head back into the
basement once more, past the bed room, head right at the intersection, and go
into the room on the left of the pool room.  The fuses can be placed here.  Head
back upstairs to the room with the gore bag and open the door on the west.  Hit
the button to turn the power back on and speak with dad through the intercom.

Go back to the very beginning of the area, the worldmap entrance/exit door, and
walk all the way to the east to enter a pipe - which needs some tweaking
apparently.  At the very end, turn the valve and watch things get out of hand..
Continue through the pipe, but be careful for the Enclave Soldier on guard.
Drop down and head back upstairs to deal with the Soldier.

Note: The Laser Rifles are worth several hundred bottle caps.  Try and do your
      best to collect as many of them as possible to sell later on.  You may 
      also want to collect a Power Armor (or several and repair them with each
      other), because you'll soon learn how to equip it.

Make your way to the Rotunda and kill another Enclave Soldier on your way.
Watch the dialog and follow Doctor Li at once until you find a manhole.  Talk
to everyone here and make sure they follow you.  Head northeast and open the 
door in the next walkway. Follow the tunnel and you'll get to an intersection.

The southern tunnel leads to a highly radiated area and dead-end, in which you
can only find a single [RADAWAY], as to compromise the fact that you went the
wrong way.  No, instead head north until you get to a terminal which
Doctor Li must use.  In the large room many Enclave Soldiers must be held back;
Make sure they can't reach the Scientists.  

You don't have to go in this room, and it would be better not to due to the 4
Enclave Soldiers shooting maniacally on you.  But.. On a desk at the right part
of this large room you can find the [CHINESE ARMY: SPEC OPS. TRAINING MANUAL].
Check out the [FIRST AID BOX] nearby the terminal where Doctor Li is doing her
best trying to open the doors.

Continue down the tunnel by heading west and take care of the Ghouls here.  The
room to the west has a Workbench, but it's probably not going to be of much use
right now.  A well hidden [BOTTLECAP MINE] can be found under the workbench.
In the tunnel ahead, look for a [JET] on a table, and continue until you reach 
an area with a radio and some skeletons. Check behind the radio to find a well 
hidden [PSYCHO].

Garza's Fate:
-------------
At some point, if he's still alive, Garza (one of the scientists) needs medicine
before he can continue any further.  You have many options to deal with this,
although there is only one that leads to good Karma.

1. [Good Karma] Hand over *5* Stimpaks to heal Garza up.
2.     ---      Speech Challenge Doctor Li to give him 3 Buffout Medicine.
3. [Bad Karma]  Speech Challenge Doctor Li that Garza is slowing everyone down.
4. [Bad Karma]  Speech Challenge Garza himself that he should stay behind.
5. [Bad Karma]  Kill Garza.
6. [Bad Karma]  Continue your search through the tunnels, and when you come
                back, Garza will already be dead.

Whatever you choose, continue through the tunnels afterwards.
-------------

Make your way through the straightforward tunnels and doors until your reach a
larger area. You'll have to make your way to the west, but when you reach the
top of the stairs, two more Enclave Soldiers will ambush you from a platform on
the east. Have the rest wait in the hall before you enter this room, then kill
them (use the pillars for cover) and proceed.  Check the [FOOTLOCKER] and the
[EYEBOT HELMET], go upstairs, kill two Ghouls and search the Enclave Soldier
body before you proceed.

The room on the southwest contains a [FIRST AID BOX], and you can find a very
stimulating package of [MENTATS] in the toilet.  Also grab the [JET x3]; two on
the floor near the skeleton, one on the desk, and the well hidden [RADAWAY]
between the surgery bed and the table with turpentine.  Head through the
northwest tunnels to proceed and take care of a Ghoul or three.  While moving
through, check the table on your south for a [NUKA-COLA QUANTUM].

If you have a 75+ Lockpick skill you can pick the door at the NE of the tunnel
and find a bunch of ghouls and goodies. If you don't have 75+ Lockpick Skill,
don't worry, we'll get to this soon.  Actually, even if you do have the skill
it's better to wait..

Move through the double doors west and don't mistake the Brotherhood Soldier for
an enemy; He's here to help you, so quickly run past him with the scientists and
have him scorch the ghouls that rush from where you came from.  He's helped by
the turret, so the ghouls quickly die.  Loot the ghouls and check the shelves
for [RADAWAY], [5.56MM ROUNDS x24], two [.32 CALIBER ROUNDS x5], a [.32 PISTOL]
three [AMMO BOXES] and a [FIRST AID BOX].

Remember the locked door from just now?  Return and voila!  Apparently the
ghouls opened it from the inside out.  Have the scientists wait and check it
out.  In the room with the stairs, hop on the railing to reach the metal beams
near the ceiling.  You'll find [BEER x5] and an [AMMO BOX] here.  At the end of
the dead-end tunnel you'll find an easy to pick [SAFE].  I must say that there
wasn't quite much inside for me personally (few Bottle Caps and Pre-war Money).

Head back and continue through the tunnels.  Near the exit, snatch a [JET] and
[MED-X] from the table near the chair.  Finally, head outside and proceed to the
building.  Let Docter Li handle the talking, and the Brotherhood will let you
inside.  Follow Docter Li and the quest will be completed.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W10] Picking Up the Trail                                           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Plasma Rifle, [] Power Armor, [] Holotag, [] Guns and Bullets,      |
|       [] Elder Owyn Lyons - Personal Log 1.                                  |
|                                                                              |
|ENEMIES: o Super Mutant    o Super Mutant Brute    o Mole Rat                 |
|                                                                              |
|QUEST REWARD: 800 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Watch the dialog between Elder Lyons and Li.  Talk to Lyons about everything you
wish to know about the Brotherhood, especially Power Training, then make your 
way to the square.  Look around for Paladin Gunny and have him train your Power
Suit skills.  From now on you can wear Power Armor suits.  If the square is 
empty, wait several hours and see the activity rise.

Enter through the doors on the southwest, and go down the tube.  Take a look at
your map and locate Scribe Rothchild.  While you're in the lab, check out the
northern room - which is the armory - and find a [PLASMA RIFLE] on the table.
Also talk to Durga, the armory quartermaster.  She'll deny access, but if you
talk to Elder Lyons about this, it will no longer be an issue. Yay for the
circumstances. :)

Also pay a visit to the eastern room of the upper lab level.  You'll not only
find a [POWER ARMOR] here, but a potential follower named Star Paladin Cross.
She can hold the Power Armor you just found, too!

After speaking with the Scribe, go back outside and enter the door to Ring A.
Here, locate the terminal and access the menu: DC Area Vault Listings -> Vault
87 -> Equipment Issuances.

Holotags:
---------
You can also check this area for Scribe Jameson.  She can tell you all (and much
more) about Holotags.  In fact, she'll offer you 100 Bottle Caps for every
single Holotag you give her.
---------

In fact, you can collect an other Holotag in this area.  Go to the northwestern
room known as the 'Den'. Look for the [HOLOTAG] on a table.  Also be sure to
check out any Filing Cabinets for ammunition.  In the room east of The Den you
can find a [GUNS AND BULLETS] Skill Book at the feet-end the righternmost bed.

Check out the B-Ring area and enter the Hospital room.  Find [MED-X x2] and a
malfunctioning robot.  You can fix it up by giving a Science related answer.
The 'Very Hard' Safe is best left alone for now.

In The Solar room you can find [ELDER OWYN LYONS - PERSONAL LOG 1] and another
Very Hard Safe.  Check the rest of the rooms in B-Ring and check all Lockers,
Cabinets, Desks and Footlockers to find quite some ammunition.

Head back to the Scribe in the labs and tell him what you now know.  Follow him
to retrieve more information, and you can be off to your next destination.

When you're back on the worldmap, fast travel to Smith Casey's Garage, which is
closest to your new destination.  The Lamplight Caverns aren't very difficult
to find, but be wary of Super Mutants and the like.  Upon finding the cave,
enter.  When you reach a Stop Sign, save your game.

Proceed and a kid will talk to you.  Two options are available.  You can try and
win the Speech Challenge to be let in, or you're going to have to do the next
Main Quest below: Rescue from Paradise. 


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W11] Rescue from Paradise                                           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Eulogy's Hat, [] Paradise Falls Box Key, [] Speech Bobblehead,      |
|       [] Nuka-Cola Quantum x5.                                               |
|                                                                              |
|ENEMIES: o Slavers                                                            |
|                                                                              |
|QUEST REWARD: Entrance to Little Lamplight.                                   |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Select 'Rescue from Paradise' as your active quest and head for your new 
location.  Talk to the guard called Grouse, and ask him to be let in.  If you
have been playing a naughty boy or girl - in other words, if you have negative
Karma (-250 or less) then you'll be allowed inside without any problems.  If you
haven't been that bad, no worries, you can either bribe him with a whopping of
500 Caps (Speech) or do him a favor: Enslave someone for him.  Refer to the
'Strictly Business' Section if you want more information regarding this.

Note: It's also possible to kill all the slavers in the complex, but this is
      far from the recommended method, because you'll miss out on a lot of
      additional quests and goodies.

Once you're inside, head for the doors on the southeast and watch a slave's
head get popped off.  Tough luck.

In the next area, turn around the corner and head to the south/southeast until
you reach a building called 'Eulogy's Pad'.  Go to the eastern room and grab
[EULOGY'S HAT] from the table.  Mind you, it's stealing (although you don't lose
Karma), so do this when no one is inside the room with you.  Also check out the
little table next to the large bed and grab the [PARADISE FALLS BOX KEY] from
it.  Check out the desk with the terminal and find the [SPEECH BOBBLEHEAD].
Head south and search behind the stairs to find a whopping of [NUKA-COLA
QUANTUM x5].  These should be conserved for a different quest.

Head up south and pass through the gate.  Here is where the slaves are kept.

Note: If you want to have some fun, crouch and interact with the Brahmin here.
      Programmer humor! Flip it over!

Do not open any of the slaves prison gates because all slavers will turn against
you.  Talk to Sammy and Squirrel on the left to get the quest going.  Looks like
you have several options now:

1. Find Eulogy and buy the children out.  This costs 2000 Caps or 1200 Caps with
   a successful speech challenge.  I'd say this isn't worth it, but it's fast.

2. Kill all slavers and get out.  Not recommended at all.

3.1. Find the terminal (50+ Science Skill needed) in Eulogy's Pad and select the
     'Update Network Connections' option.  Unlock the [SAFE] too while you're 
     at it.  Report back to Squirrel.

3.2. Find the Junction Box.  Head for the Food Area west of Eulogy's Pad, and
     search for it on the northern wall.  This requires a decent Repair Skill.

I suggest you do either 3.1 or 3.2 and return to Squirrel.  He now needs you to
distract Forty away from the cells.  The best time to do this is around midnight
when he's the only one around, pretty much.  You have two options now:

1. Speech Challenge Forty and trick him into thinking he should get a raise
   from Eulogy.  He promptly goes to arrange this.

2. Find a slave called Crimson and Speech Challenge her that Forty is looking
   lonesome tonight.  If this doesn't work, pay up 100 Caps to enclose the deal
   either way.  This will keep Forty occupied.

With Forty out of the way, all that's left to is talk to Squirrel and Sammy.  Or
is there?  Looks like Penny doesn't want to leave.  Head over to her and she
tells you that a Mungo called Rory Maclaren is stuck here too, and that she 
isn't planning on leaving him behind.

You can Speech Challenge Penny into leaving him behind.  If this doesn't work,
you're going to need a key.  There are three keys available, and you should
already have the one from the table.  The other two are much harder to get,
because you'd have to pickpocket either Forty or Eulogy themselves!  Fortunately
one key is more than enough.

Open the box nearby the toilets and talk to Rory.  You can leave him on his own,
kill all slavers first (no, no) or escort him to the gate yourself.  The latter
is your best bet, although he is likely to be killed by slavers either way.

It doesn't matter if he dies, and even if the slavers find out it's you they
just play dumb about it.  There is no Karma loss either.  At any rate, quickly
head back to Penny and tell her the bad news.  She will now escape Paradise
Falls as well.  Head back outside and meet the kids on the worldmap.

You can now fasttravel back to the Little Lamplight, and the kids will be fine.
MacCready lets you inside, and you can finally continue your main quest.


Picking Up the Trail Continued:
-------------------------------
When inside, talk to Mayor MacCready again.  It looks like there are two way to
get into the vault, a safe and a not-so-safe one.

The safe path requires a somewhat trained Science skill, so you're out of luck
if you don't.  You can wear Lab Coats (Lesko's, perhaps?) to boost your Science
Skill with up to +10 points.  This path requires you to talk to MacCready,
followed by talking to a kid named Joseph who can be found in the Great Chamber.
You'll also need to hack a terminal in order to take the safe path.  On the
other hand, the Murder Path is .. well, yeah, it is kind of bad.

First of all, head over to the food area.  You can find three [AMMO BOXES] to
the east of the counter.  Now head to the Great Chamber.  You can buy a [WAZER
WIFLE] from a kid called Biwwy here, usually located in the NE.  If you have a
50+ Barter Skill you can buy it for 250 Caps, or, even better, if you have the
Child at Heart perk, you can get it for free.  Chweck the.. I meant, check the
northwest area to find a [HOLOTAPE] on a pooltable's edge, and a [BOTTLECAP
MINE] even more to the west at a Workbench.

Search the area some more.  You can find two [AMMO BOXES] on some shelves when
you explore the circular walkway in the center of the room.

When you're ready to continue you soon find you have two option:

1. Go through Murder Pass.  Many, many, many Super Mutants lurk here.
2. Go through the Vault 87 door (requires a 50+ Science Skill).

I suggest you go for option 2, which means you need to find Joseph, who can be
found in The Great Chamber.  The thing is, Joseph can be a pain to find.  What
usually works best is to head into the office near the entrance of Little
Lamplight and wait until it's 8.00 in the morning, perhaps a little later.
Joseph will sometimes be teaching in the classroom.  At other times, you may
find him just outside the office building.  At any other time, he's hiding 
somewhere, god knows where, maybe in The Great Chamber.

When you do find him, ask him about the terminal and he'll bring you right to
it, north of the Great Chamber.  He'll flip the power on for you, so all you
have to do is hack it and go through the door to the Reactor Chamber.

Murder Path:
------------
Talk to MacCready and ask him about the Murder Path.  When you finally reach it,
prepare yourself for some fast running.  The idea here is to not kill all the
Super Mutants because it will result in an incredible loss of ammunition AND
health.  Instead, rush through the tunnels past all Super Mutants (this you may
find a little scary, so save your game) and head northwest/north to the very
exit.  Near the end, rush through several doors.  You can now either kill the
remaining Mutants that have followed you through all the way (perhaps 1 or 2)
or simply proceed to the next area.  If you want, you can always do multiple
attempts and see which one got you the best result without losing too much food
and stimpaks.  You most likely *will* lose a few stimpaks on the way.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W12] Finding the Garden of Eden                                     |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Safe, [] Stimpak, [] Mentats, [] Nikola Tesla and You, [] Darts x20,|
|       [] Frag Grenade x3, [] First Aid Box, [] Ammo Box x2, [] Stimpak,      |
|       [] Med-X, [] .44 Magnum Rounds,  [] Frag Grenade x3, [] Scoped .44     |
|          Magnum, [] Stimpak x4, [] Radaway x3, [] Laser Rifle, [] Microfusion|
|          Cell x3, [] 2x Railway Spikes x20, [] Darts x20, [] Nuka-Cola       |
|          Quantum, [] Pugilism Illustrated, [] First Aid Box, [] Safe,        |
|       [] Microfusion Cell x3, [] Rad-X x2, [] Stimpak, [] Purified Water x4, |
|       [] Rad-X x4, [] RadAway x4, [] Stimpak x4, [] Ammo Box x2, [] Safe,    |
|       [] First Aid Box, [] First Aid Box, [] 2x Microfusion Cell x20,        |
|       [] Railway Spikes x20, [] Laser Pistol, [] Rad-X x2, [] Advanced       |
|          Radiation Suit, [] RadAway x3, [] Safe, [] First Aid Box.           |
|                                                                              |
|ENEMIES: o Super Mutant Brute    o Super Mutant Master                        |
|                                                                              |
|QUEST REWARD: 1000 EXP.                                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Using the Reactor Chamber door:
-------------------------------
Head through the door south.  Open the [SAFE] and grab the [STIMPAK] and
[MENTATS] from the table.  The next hallway has a T-junction, but the door to
the south leads to a dead end.  Don't let this stop you from exploring it
nonetheless and find a [NIKOLA TESLA AND YOU] in the small crate near the
fashion puppet, along with some Whiskey Bottles. 

Go down the eastern hall and up the stairs.  The door to the south leads to
Murder Pass, so the paths merge at this point.  Good for me. :)
-------------------------------

Head straight north and open the door.  Dispose of the Radroaches in this room,
then proceed with caution through the door on the north.  You may want to use
some Psycho and Med-X because you're about to fight two Super Mutant Brutes, and
things may get tough.  Don't heal up just yet. When you've dealt with them, head
upstairs and kill another Mutant.  In this room you can now sleep at the
Makeshift Bedding, quite useful if you ask me.

Head upstairs to the Living Chambers and go through another door straight ahead.
Another mutant, how lovely.  From now on, use the beds around for healing or
you'll be sure to lose your Stimpaks quickly.  Head upstairs and waste another
two mutants in these rooms.  You can also sleep here now.  Search the SW room
for [DARTS x20].  The room to the west with a burning barrel has [3x FRAG
GRENADE], a [FIRST AID BOX] and two [AMMO BOXES] (one in each cabinet).  It's
not much, but you'll need it.  Check the NE room to find a [STIMPAK] and 
[MED-X] on the table.

Head through the doorway on the northeast - which is a hallway in the same wall
you came from, and head upstairs.  When you make your way through the corridor,
more mutants will bother you.  I suggest you use mines and grenades to take them
out, or you'll be getting low on ammo way too fast.

It's time to get some much needed goodies.  Head into the Atrium (with two gore
bags hanging around) and move to the opposite corridor.  Head to the left (east)
and dispose of two more mutants.  Go downstairs and head into the room.  Use the
terminal and read entry V87-007.  This will open the nearby safe in the wall.
Grab the [.44 ROUND, MAGNUM x18], [FRAG GRENADE x3], [SCOPED .44 MAGNUM],
[STIMPAK x4].  Now we're talking!  But we're not quite done yet.  Head back to
the corridor you came from until you get to a locked door on your left.  Pick
the average lock, then go inside the room and grab [3x RADAWAY], [LASER RIFLE],
[MICROFUSION CELL x3], [2x RAILWAY SPIKES x20], [DARTS x20], [NUKA-COLA QUANTUM]
and [PUGILISM ILLUSTRATED] from the shelves.  Also grab goodies from the [FIRST
AID BOX].  Lastly, unlock the average locked [SAFE].

Head west down the corridor and prepare for more mutants (but this time, with a
much safer feeling, right?) Don't take a left, instead curve around the corner
to the right and start taking care of this mutant invasion.  When you turn
another corner you can head into a room on your right (south). Grab [MICROFUSION
CELL x3], [RAD-X x2], and a [STIMPAK] lying around on tables, then turn to the
terminal.  That is, if your Science Skill is 50+.  If it's not, simply look for
the safe nearby and pick the lock.  Inside you'll find [PURIFIED WATER x4], 
[RAD-X x4], [RADAWAY x4] and [STIMPAK x4].  Not too shabby at all.

Continue through the corridor south, head up some stairs and open the door that
leads to the test lab.  Things are starting to get interesting soon.

Test Labs:
----------
Enter the room on your right, waste the mutant and loot the [AMMO BOX] from the
unlocked ammo box, and try to unlock the locked [AMMO BOX] if you have a
lockpick skill of 75+ (it usually holds a crapload of Missiles).  Also unlock
the easy [SAFE].  Continue down the hall (waste the Centaur if you hadn't
already done so -  the curious bastard he is) and don't bother searching the
radioactive rooms - they hold nothing.  The last room on your right before you
get at an intersection holds an interesting terminal and a [FIRST AID BOX].

Upon reaching the intersection, someone speaks to you. Hmm.. Use the nearby
intercom to talk to the friendly mutant, Fawkes.  Talk to him about the GECK and
make your way to the north afterwards.  In the very last room, kill the two
mutants.  You now have two options:

1. Ring the Fire Alarm (unlocks all test subjects).
2. Hack the terminal and unlock cell #5 only, which is Fawkes' Cell.

Run back to Fawkes and follow him west.  In the next room, kill the two mutants
(Fawkes will help, but don't let him take care of it all).  When you get to
a greenish room with a terminal inside called 'Lab Technician Terminal', hack
it to unlock the door on the south (or you can pick it).  Inside, you'll find a
[FIRST AID BOX], [2x MICROFUSION CELL x20], [RAILWAY SPIKES x20], [LASER PISTOL]
and [RAD-X x2], [ADVANCED RADIATION SUIT] and [RADAWAY x3].  Also unlock the
average [SAFE].

At the end of the walkways, Fawkes will retrieve the GECK for you.  Also grab
the supplies from the [FIRST AID BOX] on the table in this room.

Note: If, for whatever reason you didn't free Fawkes, cram up your Rad. Resis.
Level with Rad-X, wear the Radiation Suit and get the GECK yourself.  Use 
several RadAways to stay at normal levels.

Make your way out of this damned place - longer walk than you might think.
You'll be surprised of the length, really..

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W13] The American Dream                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] First Aid Box x2, [] Enclave Crate, [] Enclave Crate, [] First      |
|          Aid Box, [] Enclave Crate x2, [] Mentats, [] First Aid Box,         |
|       [] Enclave Crate, [] First Aid Box, [] Mentats, [] Enclave Crate x2,   |
|       [] Grenade Box, [] Armor Case, [] Gun Case, [] First Aid Box,          |
|       [] First Aid Box, [] Mentats, [] Enclave Crate x2, [] Enclave Crate,   |
|       [] Energy Weapons Bobblehead, [] Footlocker, [] ZAX Destruct Sequence, |
|       [] Ammo Box x2, [] First Aid Box, [] Modifier F.E.V., [] First Aid Box,|
|       [] Gun Box x3, [] Mine Box, [] Grenade Box.                            |
|                                                                              |
|ENEMIES: o Enclave Soldier                                                    |
|                                                                              |
|QUEST REWARD: 1100 EXP.                                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

After a quick dialog - in which you should NEVER give the code - you'll be 
unlocked by president Eden.  Save your game, grab your goodies from the locker
and go through the door.  An Enclave Officer will halt you.  Depending on your
stats you have four options:

1. Speech Challenge him.
2. Use your Charisma.
3. Use your Strength for a tough reply.
4. Kill him.

In fact, it doesn't matter much at all, and all Enclave Soldiers will soon turn
on you anyway.  From your cell, head south and go all the way through the hall
until you get to a larger intersecting hall.  Head through the door on the
opposite side that says 'Mess Hall 3B' above it.  Go upstairs to find yourself
in the mess hall.  Around this point, Eden's order is withdrawn by Colonel
Autumn and all troops are ordered to shoot you on sight.

Note: If you are even remotely interested in the Enclave Armor, get one pair
      and equip this to boost your STR by +1 (to compensate for the enormous 
      weight).  As you kill more troops, use their suits to repair your own.

Note: The Laser Rifles are worth a LOT of money, especially if you tweak several
      damaged ones into a good working piece of weaponry.  Loot away!

Oh well, check out the kitchen to your north and kill any Enclave Troops.  Look
around to find two [FIRST AID BOXES] and search the lockers and tables for food
and ammo.  Head back to the larger hall you came from and proceed north until
you see a door on your right.  This leads to the inner sanctum of this area,
and you'll find several Enclave Scientists and Troop(s).  

Proceed to the center of the room with a large Super Mutant in a tube.  Check
the room south from here to find an [ENCLAVE CRATE] with ammo.  To the north
behind the stair lies a similar [ENCLAVE CRATE].  Go upstairs and search the NW
room for a [FIRST AID BOX] and two well packed [ENCLAVE CRATES].  The room to
the SE also holds a few goodies: [MENTATS] can be found on the table, and a
[FIRST AID BOX] and [ENCLAVE CRATE] hold other supplies for you to use.  The SW
room holds one last [FIRST AID BOX] for you - exit to the Cryo Lab by the NW
after stocking up.

Raven Rock - Level 2
--------------------
You'll find yourself in a similar room as before, with a squad of Enclave Troops
waiting to blow you to dust.  Dispose of them and check the SE room for some
[MENTATS] on the table.  Check the NW room for two [ENCLAVE CRATES], then head
downstairs and go north.  Move north and get to a larger hallway.  Dispose of
any Enclave Troops and Scientists here, and continue west.

At the intersection, check out the southern area first to find more useful
equipment.  You can use the Terminals (Average) to unlock Security Barriers,
allowing you to grab goodies from the [GRENADE BOX], [ARMOR CASE] and [GUN CASE]
behind the deactivated barrier.  Do so in the eastern room, and also check all
the footlockers and regular lockers for ammo.

Head into the western room and you might stumble on Anna Holt (from Rivet City).
Do whatever you want with her, although killing her costs you Karma.  Grab 
anything you need from the [FIRST AID BOX] and head back to the hall.  Head into
the Cryo Labs nearby and go upstairs.  Check out the NW room for a [FIRST AID
BOX] and [MENTATS] on the table, along with two [ENCLAVE CRATES].  Stand in awe
at the entrapped Yao Guai, Deathclaws and Ghouls, then leave how you entered
(head west).  Check out the southern area to find another [ENCLAVE CRATE] and
tons of lockers which always hold some ammo.

Head north to proceed with the game.  At the very end of the hall, blast more
Enclave Troops and check out the room to your left (west) for supplies.  First
and foremost, grab the [ENERGY WEAPONS BOBBLEHEAD]  on the table here.  Also
unlock the averagely locked [FOOTLOCKER] near the bed to find a load of chems
and the [ZAX DESTRUCT SEQUENCE].  Lastly, disable the security barrier by the
use of the (average) terminal and grab tons of goodies from the [AMMO BOX x2]
and [FIRST AID BOX].

Have a listen at the ZAX Holotape you just found;  This may come in handy later.
Continue your way east and from the round strategy room to the next area.

Control Room
------------
Move straight ahead and let the Sentry Bots (that's right, they're on YOUR side
for a change!) do the talking/fighting.  Head into Eden's Chamber and go all
the way up.  Talk to Eden.  You now have several options:

1. Use your Speech Skill to tell Eden he needs to put an end to all this.
2. Use your Science Skill to convince Eden he isn't cut out to be president.
3. Use the ZAX Destruct Sequence in your conversation.
4. Obey the president.

Whatever you choose now has influence on the story.  Feel free to do whatever
you like, and take the [MODIFIER F.E.V] before you can proceed.

Raven Rock - Level 1
--------------------
Continue through the straightforward hall and dispose of any troops with the
help of two Mark IV Turrets.  Proceed the through the halls until you reach two
Sentry Bots and a Deathclaw Container (which you can open).  Loot the [FIRST
AID BOX] from the table and head on.

Two turrets assist you in battle once more when you go through the doors.  Press
forward and a mini-epic battle will be fought between two Sentry Bots and 
several Enclave Troops.  Take care of any survivors and be sure to loot the
huge supply boxes behind the Security Barrier (averagely locked).  There are
three [GUN BOXES], one [MINE BOX] and one [GRENADE BOX].  Fat chance you'll find
a Laser Gatling in one of them!

Note: When you exit the place, you may want to choose to *not* speak with Fawkes
      yet, in order to make things easier if you want multiple followers in 
      your party.  Yes, that's actually possible, more info to come.

Exit the place and find Fawkes - if you didn't kill him - wasting Enclave Troops
with his new toy.  Talk to him and you can have him join you.  Now you have a
Super Mutant with a gatling gun as a bodyguard, how awesome is that!

Note: Before you proceed, it is recommended to have as little weight on you as
      possible, because you'll come across a lot of loot which you may want to
      pick up.

Fast travel to the Citadel and go inside the labs to overhear what seems to be
an important discussion.  The decisions you make have an outcome on the ending,
so you'll want to keep save games before this (but I assume you have hundreds of
savegames, don't you?) The quest now ends.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[W14] Take it Back!                                                  |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ENEMIES: o Enclave Soldier    o Colonel Autumn                                |
|                                                                              |
|QUEST REWARD: 1200 EXP (but the game sadly ends).                             |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This is one of the best parts.. Simply follow Prime and the Brotherhood while
you pick up the loot from the deceased.  Help a hand if you're getting bored. :P
Seriously, just go to the Jefferson Memorial and head inside.

Inside the Gift Shop it's roaming with Enclave Soldiers, but you're assisted
by Sentinel Lyons and possibly also Fawkes if you recruited him.  Head for the
Rotunda and get ready for the final showdown.  If you're being helped, and you
most likely are, then this won't be all that difficult - just fire at will.

Speak to Lyons afterwards and hop into the cabin - agree to do what must be
done.  Enter the password .. which you should remember from before.  Your
mother's bible passage is the password: 216.  You've officially beaten the game!
Congratulations, and don't forget that this is only one of the many endings
available.  Now load one of your previous saves - or start over - and go do
everything that can be done.


________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                        II-1) MISCELLANEOUS QUESTS [MQ]
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.1] The Wasteland Survival Guide: Get Radiated!                  |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|ITEMS: ---                                                                    |
|                                                                              |
|QUEST REWARD: [] RadAway x(Lvl), [] Rad-X x(Lvl), [] Rad Regeneration Perk.   |
|                                                                              |
|ENEMIES: ---                                                                  |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

IMPORTANT NOTE:  The final reward of this quest varies depending on the answers
===============  you give Moira everytime you complete an objective.  There are
5 'paths' you can take: [NORMAL], [SMART], [TOUGH], [SLY] and [SNIDE].  You will
not always be able to see all answers, because the SPECIAL stat associated with
that answer needs to be 7+.  You can increase your stats before talking to
Moira by using chems such as Buffout.

Some advice: I highly suggest you take the 'Tough' path, because this eventually
results in a Defense Rating increase, something you can't normally increase like
you can increase you stats.  The associated stats are STR and END, which you can
increase with Buffout if they are not at 7 when talking to Moira.  The answer
should always have the associated stat in front of it.
===============

When you're visiting Megaton for the first time, you can start doing a few 
simple quests of which the benefits are great at this time.  Talk to Moira at
the Craterside Supply, which will be open during the day.  She'll tell you that
she's working on a Guide and that she can use your help.  Answer however you 
like for now, and then start doing the quests.  By far the easiest quest is the
one where she wants you to get radiated.

200 Rads is the basic objective, 600 Rads is optional.  Head outside and crouch
nearby the pool where the Atom Bomb slammed in, and start drinking until you
have 600 Rads.  You can also stand in the water and get +2 Rads every second,
so you can have a cup of coffee and come back.  Just don't get 1000 Rads, or
you'll die.

Return to Moira and she'll cure you from the Radiation Sickness.  She'll also
tell you about this new Perk you have obtained - which sounds really bad, but
is actually quite awesome, since limbs automatically regenerate when you're
suffering from advanced radiation sickness.  She'll also hand you [RADAWAY] and
[RAD-X].  How much you get depends on your level.  Are you Lvl 3? You get 3.

Next, I suggest you do the one related to food.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.2] The Wasteland Survival Guide: The Super-Duper Mart           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|ITEMS: [] John's Key, [] Wastelander Note, [] Mentats, [] Nuka Cola, [] Laser |
|       Pistol x2, [] 3x Energy Cell x20, [] Bottlecap Mine, [] Energy Cell x60|
|       [] Energy Cell x29, [] 2x Stimpak, [] Carton of Cigarettes, [] Food,   |
|       [] Pre-War Money, [] Bobby Pin, [] Nuka Cola, [] Bottle Caps, [] Jet,  |
|       [] Med-X, [] Buffout, [] 10mm Rounds x10, [] 10mm Rounds x20, 4x Frag  |
|       Mine, [] 10mm Rounds x10, [] 4x 5.56mm Rounds x24, [] Super Duper      |
|       Pharmacy Key, [] Bottlecap Mine x2, [] Frag Grenades x3, [] 10mm       |
|       Rounds x16, [] Darts x20, [] Blood Pack, [] Jet x2, [] Med-X, [] Rad-X,|
|       [] Stimpak, [] Mini Nuke, [] 4x Frag Grenades, [] 5.56mm Rounds,       |
|       [] 2x RadAway, [] Jet, [] Mentats, [] Psycho, [] Nuka Cola x9, [] Nuka |
|       Cola Quantum x3, [] Office Employee ID.                                |
|                                                                              |
|QUEST REWARD: [] Iguana Bits x(Lvl), [] Food Sanitizer.                       |
|                                                                              |
|ENEMIES: o Raider                                                             |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Look for the Super-Duper Mart on your map, which is located slightly SE from
Megaton.  Be on the lookout for any enemies outside the building, then go over
to the eastern side of the building.  Check the dead wastelander nearby for 
some loot: [JOHN'S KEY], [WASTELANDER NOTE], [MENTATS].  Also grab any [NUKA
COLA] from the vending machines, then enter through the doors most to the north.

Enter the main shopping hall and hop over the counter to your right (north).
Look around for two [LASER PISTOLS], three [ENERGY CELL x20], and a [BOTTLECAP
MINE].  In the locked Ammunition Box you can find [ENERGY CELL x60], and in the
unlocked you'll find [ENERGY CELL x29].  [2x STIMPAK] can also be found at the
end of the counter.  To the north you should be able to find a [CARTON OF
CIGARETTES] in one of the Metal Boxes on the shelves - which sells decently.
The refrigerator is the goal of the quest, and it holds some random [FOOD] such
as Blanco Mac and Cheese x2, Junk Food, Nuka-Cola and Salisbury Steak x2.  Grab
it and leave this room to explore the rest of the Mart.

To the south, where you came from, you can find five cash registers with [PRE
WAR MONEY] in it, and a [BOBBY PIN].  The southeast room has a vending machine
with [NUKA COLA], but the doors just lead to the worldmap.  Explore the women's
restroom south of the main room to find three [BOTTLE CAPS], [JET], [MED-X], and
[BUFFOUT], along with some beds you can use to heal - unless there are still
Raiders closeby.

[10MM ROUNDS x10] and [10MM ROUNDS x20] can be found in the Ammo Boxes on top
of the counter in the southwest corner of the mainroom.  Hop over it, and you'll
be close to the second (optional) objective of this quest: Another supply room.
You can also find [4x FRAG MINE] in the Mine Box and [10MM ROUNDS x10] in the
Ammo Box on the ground, near the counter just outside this supply room. Four
[5.56MM ROUNDS x24] can also be found on the counter nearby these boxes.  Also
check the cabinets of the counter; You may find a Toy Car (used to create a
Dart Gun later on).

To open the door you'll need a key, which we're going to grab just now.  Of
course you may also want to use your Science Skill to hack the terminal, or use
your Lockpick Skill to lockpick the door.  After all, this gives you experience,
and that's a good thing.

There are Raiders around here, but head to the room north from here anyway. 
Many goodies can be grabbed here: The [SUPER-DUPER PHARMACY KEY] is in one of
the metal boxes, [BOTTLECAP MINE x2] are just lying around, the Grenade Box
holds [FRAG GRENADES x3], the Ammo Box on the floor holds [10MM ROUND x9], and
the locked Ammo Box in the cabinet holds more [10MM ROUND x16].  Head back to
the door leading to the storage room.  Inside are many things ripe for the 
taking, so let's go over them:

[DARTS x20], Pharmacy Supplies Box holds [BLOOD PACK], [JET x2], [MED-X],
[RAD-X], [STIMPAK]. A [MINI NUKE] can be found on the desk, along with [4x FRAG
GRENADES] next to the terminal.  The Ammo Boxes hold [5.56MM ROUNDS].  On the
shelves behind your right (northeast) you can find [2x RADAWAY], [JET], and
[MENTATS].  You can also find a [PSYCHO] on the lower shelf further down, along
with a bunch of crates holding a [NUKA COLA x9] and [NUKA COLA QUANTUM x3] or
so.  Do NOT drink the Quantum Cola's, as they're rare (90 exist in the game) and
they're part of a quest. 

Grab the [OFFICE EMPLOYEE ID] from above the terminal which will prove useful in
a second, then hack the terminal and release the Protectron robot.  It'll start
scanning you, but the ID saves you from being identified as a hostile.  Feel
free to let the Protectron out of the room, and team up with it to gun down some
Raiders.  When you've looted everything, head back to Megaton because you're
officially done with this place.

Head back to Moira and tell her an intelligent answer.  She'll give you the
[IGUANA BITS] of which the amount depends on your level, plus, if you did the
optional requirement of getting medicine as well, she'll hand you the [FOOD
SANITIZER] that increases the restoration effects of food by +20%.  Nice!

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.3] The Wasteland Survival Guide: The Minefield                  |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|ITEMS: ---                                                                    |
|                                                                              |
|QUEST REWARD: [] Frag Grenades, [] Stimpaks, [] Bottlecap Mine Schematics     |
| (100 EXP)                                                                    |
|                                                                              |
|ENEMIES: ---                                                                  |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Travel to the minefield and back.  You can also give her a mine you found or
bought from somewhere else, she can't tell the difference.  You should leave the
sniper alone when you're in The Minefield.  His name is Arkansas and you can
make some caps (250) when you turn him into a 'VIP slave' later.

Tell Moira about your trip and the first part of the quest will be over.  Next
up?  Mole Rats!

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.4] The Wasteland Survival Guide: Repel Rats                     |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|ITEMS: ---                                                                    |
|                                                                              |
|QUEST REWARD: [] Jets (x), [] Psycho (x).                                     |
|                                                                              |
|ENEMIES: o Mole Rat                                                           |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Moira gives you the [REPELLENT STICK]. Travel to Tepid Sewers for example, you
should be able to find at least three Mole Rats there.  However, if you want to
fulfill the optional requirement, scout the worldmap around Megaton (and any
area around there actually) to find the Mole Rats you're looking for.  Whack
them all with your Repellant Stick and return to Moira for the results.

Talk to her about getting yourself injured.  Interesting, right?

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.5] The Wasteland Survival Guide: Crappy for the Crippled        |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|QUEST REWARD: [] Med-X (x), [] Environment Suit.                              |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This quest is an oddball.  'Simply' get yourself down to 50% of your health or
lower.  Better yet, cripple yourself or lose one of your limbs, that would be
perfect!

It's remarkably easy to complete this quest.  If your Medicine Skill is high
enough, explain Moira how things work.  This fulfills the optional requirement
too, no worries there.  If your Medicine Skill isn't high enough, well, it's
best to cripple a leg somehow, right?

You don't get crippled when a Mole Rat starts eating you (no pun intended).
A far better idea is to leap off the roof of the Atom's Church.  You can get
there by taking the stairs and leaping over other roofs first.  If you take a
true leap of faith and land in the pool next to the rocket, chances are you'll
cripple a leg.  Be sure to save beforehand to try again if you don't.

Return to Moira and she'll be all overexcited as usual, but she'll also give you
a neat reward: The Environment Suit has a +30 Rad Resistance stat (and +5 MED).

Tip: Before you speak to Moira about the next objective, you may want to check 
     out the Mirelurk Lair in the upcoming section by yourself.  If you haven't
     accepted the quest yet, you can kill all you like!  By the time you accept
     the quest, nothing is mentioned about this and you'll have an easier time
     completing it.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.6] The Wasteland Survival Guide: Lurking in the Mirelurk Lair   |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|QUEST REWARD: [] Stealth Boy (x), [] Shady Hat, [] Ammunition.                |
|                                                                              |
|ENEMIES: o Mirelurk    o Mirelurk Hunter                                      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Head over to the Anchorage Memorial, which you can easily access by traveling
to Tepid Sewers and going west from there.  Check your local map to find the
exact location of the entrance and enter the lair.  It should say: Anchorage
Memorial Facility.

It helps if you have a Stealth Boy and a decent Sneak Skill, but you can always
do multiple attempts if you want to complete the optional part too, which
excludes the killing of any Mirelurks. 

Head straight downstairs and around the corner.  Before you open the door, now
is an excellent time to put on a Stealth Boy.  If you follow the instructions to
come, you should be able to perfectly use the 2 minutes of stealth that you are
granted. 

Sneak, and open up the door.  Quietly sneak to the north, ignoring the Mirelurk,
and take a right (east) through the door leading to an area called Anchorage
Memorial Facility Bay.  Head to your left, then right again and basically circle
around the center, but stick to the outer walls until you get to some stairs
leading down (south).  

Head down and go around the corner.  A Mirelurk will be lurking (what else?) in
the nearby distance.  Cautiously sneak towards him but take a left (west) on the
bridge.  Here, look on your right for some steps down into the water.  Once in
the water, look for a Mirelurk Egg Clutch on your left, and place the Observer.

With your objective completed, the only thing that rests for you to do is to get
the hell out of this place.  Backtrack the way you came.  It's likely that 
around halfway your Stealth Boy runs out.  You should be able to just make a run
for the exit and be done with it either way.  Head back to Megaton to report on
your findings.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.7] The Wasteland Survival Guide: Rivet City's History           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|QUEST REWARD: [] Mentats (x)                                                  |
|              [] Rivet City Trading Discount (+10% on Selling, -10% on Buying)|
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

NOTE: It may be wise to do this quest simultaneously with 'The Replicated Man'.

Travel to Rivet City and find either one of the following two people:

1. Bannon (at the Marketplace)
2. Vera Weatherly (at the Weatherly Hotel)

Ask one of them about the history of Rivet City and they'll be glad to tell you
more.  Now search Rivet City for one of the following people.  Again, you only
have to talk to one of them:

1. Seagrave Holmes (Marketplace or his room)
2. Belle Bonny (Muddy Rudder Pub - all the way down at the stairwell)

Now that you know more, another optional objective begins.  It's best if you
follow the steps as described in 'The Replicated Man' quest, because they are
identical.  You'll need to find Pinkerton and use his terminal.

When you return to Moira she'll hand you Mentats and a Rivet City Discount.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.8] The Wasteland Survival Guide: Robotic Rampage                |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|QUEST REWARD: [] Pulse Grenade (x), [] Big Book of Science.                   |
|                                                                              |
|ITEMS: [] RadAway, [] Stimpak, [] Rad-X, [] Stealth Boy, [] 2x Darts x20,     |
|       [] First Aid Box, [] Ammo Box, [] Lying, Congressional Style,          |
|       [] First Aid Box, [] Pre-war Book, [] 6x Ammo Box, [] First Aid Box,   |
|       [] Big Book of Science, [] Bottlecap Mine, [] 2x Cherry Bomb,          |
|       [] 2x Darts x20, [] First Aid Box, [] First Aid Box, [] First Aid Box, |
|       [] Jet, [] D.C. Journal of Internal Medicine, [] Stealth Boy,          |
|       [] First Aid Box, [] Mentats, [] Stealth Boy, [] 2x Railway Spikes x20,|
|       [] Nikola Tesla and You, [] Rad-X x2, [] Buffout, [] First Aid Box,    |
|       [] Stealth Boy, [] Pre-war Book, [] Personal Footlocker, [] Darts x20. |
|                                                                              |
|ENEMIES: o Protectron    o Mole Rat   o Radroach                              |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

ROBCO Factory Floor:
--------------------
Travel to the ROBCO building nearby Tenpenny Tower.  Fasttravel to the location
closest and head from there.  When you enter the building, first inspect the
toilet rooms to your left.  You can find a [RADAWAY] in a sink in the first
toilet room, plus some Pre-war money next to the skeleton.  You can find a
[STIMPAK] and a [RAD-X] in the second toilet room if you search thoroughly next
to the toilets.

Head into the room on the NW.  Search all desks and fallen Protectrons.  You'll
find a [STEALTH BOY] on one of the desks, an [AMMO BOX] on another.  On top of
a bookcase you can find [2x DARTS x20].  In the storage room to the far NW 
you'll find a [FIRST AID BOX] and another [AMMO BOX].  Head back to the main
hall and search the counter to find a [LYING, CONGRESSIONAL STYLE].  You can 
also find a [FIRST AID BOX] and a [PRE-WAR BOOK] in or on the bookcase.

Head for the eastern area and ignore the large room with stairwells.  Instead,
move into the room on your north and search the bookcases for [6x AMMO BOX].
Deal with any Radroaches and Mole Rats, then proceed north, immediately followed
by east.  You'll end up in a larger room with several control panels and repair
pods for Protectrons.  Grab the medical supplies from the [FIRST AID BOX] on
the wall and look for a [BIG BOOK OF SCIENCE] on the control panels.

Make your way over the walkway into a small room on the southeast.  Look for a
[BOTTLECAP MINE] under the workbench, then continue into a larger room up east.
Ignore the lower boundaries and head upstairs.  Make your way through the west
hallways until you reach another large room.  Head through the door on the east,
which leads to the Offices and Cafetaria area.

Offices and Cafetaria:
----------------------
Grab the [2x CHERRY BOMBS] from one pooltable and [2x DARTS x20] from the other
pooltable.  Head south, then go into the kitchen on your left to find a [FIRST
AID BOX] on the wall.  Continue through the west hallway and take a left twice
without going upstairs.  If you explore the eastern hallway you'll get to a
room with a broken steam device in which you can find another [FIRST AID BOX].

Return to the previous room and explore the southernmost room of the area to
find a [FIRST AID BOX], [JET] and [D.C. JOURNAL OF INTERNAL MEDICINE] on a desk.
Find a [STEALTH BOY] on an other desk and check all remaining desks for ammo.

Check your local map and head to the western room, ignoring the stairs for now.
You should be able to find a [FIRST AID BOX] here.  If you head to the north
through the hallway (the other two rooms don't have much of value) you'll get to
a larger room with several desks.  When you enter, the bookcase directly to your
right holds [MENTATS] and a [STEALTH BOY].  You can also find [2x RAILWAY 
SPIKES x20] and a [NIKOLA TESLA AND YOU] skill book on a small table up north.

The last two rooms left to explore are toilets to the east, and you can find
[RAD-X x2] and a [BUFFOUT] in the left corner of the southern toilet.  The
ground floor has been explored, so we can now head upstairs (on the south).

When you go upstairs, the door directly north leads to the mainframe.  In this
room you can find a [FIRST AID BOX] on the wall and a [STEALTH BOY] plus a [PRE-
WAR BOOK] on a rubbish table.

Activate the mainframe and install the processor widget.  Hack the terminal
immediately afterwards, select the options: 'Initiate Pest Liquidation' (the
Protectrons will kill any Radroaches and Mole Rats) and the 'Cease Total
Liquidation' (Protectrons will stop hurting you).

Explore the rooms on the west to find an averagely locked [PERSONAL FOOTLOCKER]
and [DARTS x20] in the other room.  There is one last room on the eastern side
to be explored, but there's mainly junk and filing cabinets to be found there.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ1.9] The Wasteland Survival Guide: Librarians are not boring      |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
|                                                                              |
|QUEST REWARD: [] Caps (x), [] Lying, Congressional Style.                     |
| (100 EXP)                                                                    |
|              Finishing All 9 Sub-Quests:                                     |
|              [] Mini Nuke                                                    |
|                                                                              |
|              Depending on how well you did one of the following:             |
|              1. Junior Survivor Perk (0 to 4 optional objectives done)       |
|              2. Survival Expert Perk (5 to 8 optional objectives done)       |
|              3. Survival Guru Perk   (9 optional objectives done)            |
|                                                                              |
|ITEMS: [] Ammo Box x5, [] First Aid Box x2, [] Buffout, [] Stealth Boy,       |
|       [] Gun Cabinet, [] Gun Cabinet, [] Big Book of Science, [] Pre-war Book|
|       [] Ammo Box x2, [] Pre-war Book x2, [] First Aid Box, [] Frag Mine,    |
|       [] Pre-war Book, [] Ink Container, [] Ammo Box x2, [] Frag Mine x2,    |
|       [] Safe, [] Blood Pack, [] Jet, [] Pre-War Book.                       |
|                                                                              |
|ENEMIES: o Raider                                                             |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

You're going to have to travel to Arlington Public Library.  You can head to 
Rivet City and head west from here, or you can travel to the Nuka Cola Factory
and head east.  If you have discovered an other place that's even closer, feel 
free to travel there instead.

When you arrive you'll bump into several Brotherhood of Steel members, including
Scribe Yearling.  Be polite and ask her about the terminal in this very room.
She's also interested in any Pre-war books you may have found, and is willing to
pay you 100 Caps a piece.

Look in the SE and NE corners to find a total of 5 [AMMO BOXES].  Check the 
terminal in the center of the room and select 'Access Card Catalogue'.  This was
your primary objective already, now for the optional.

Head into the toilets to find a [FIRST AID BOX x2] (one in both toilets).  You
can also find some [BUFFOUT] near a toilet in the woman's.  You can continue
through the hallway and team up with a few Brotherhood members.  Blast any
Raiders in this large room.

Now return to the entrance hall and go upstairs.  Find a [STEALTH BOY] on the
desk, and check the western room for a [GUN CABINET].  The other door on the
east leads to a room with another [GUN CABINET] and an adjacent room with
several desks and a hole in the ground that only leads to the restrooms you
already paid a visit.

Exit to the north and head into the NE room. You'll find a [BIG BOOK OF SCIENCE]
on the desk here.  Return to the hallway and continue to the large room up north
which is the same area where you fought the Raiders with the Brotherhood members
just now.  Check the small table for a [PRE-WAR BOOK] and circle around the room
until you get to the southern side.  Search around for two [AMMO BOXES] between
some bookcases, and a [PRE-WAR BOOK x2] in the bookcase nearby.

Media Archive:
--------------
Head NW and go through the door that leads to the Arlington Library Media 
Archive; The rest of the area doesn't hold anything neat.  Head upstairs and
blast the Raiders in the hallway.  Check the adjacent room for some ammo in
desks, then continue to the next stairwell south and head up.

Ignore the bed with the corpse and check out the room to the NW to find a locked
but easily opened [FIRST AID BOX] in this room with a pooltable.  Move to the
NE, (be cautious of the [FRAG MINE] nearby the bed) and kill some Raiders.  Dive
to the room with the terminal and use this to disable the Mark I Turret in the
room up ahead.

With the havoc calmed down head into the barricaded room up north.  Walk over
some planks and find a [PRE-WAR BOOK] on the conveyor belt.  On the desk you'll
find a Metal Box called Restoration Supplies, in which you can find an [INK
CONTAINER].  This is a useful item for a different quest, so keep it safe.
You'll also find two [AMMO BOXES] on the same desk.

Return to the previous hallway and go through the door on the south, nearby the
corpse on the bed.  Go upstairs and into the room directly to your right (west).
Disable the turret by hacking the average terminal, then disarm two [FRAG MINES]
placed nearby the Filing Cabinets on the west.

Head through the hall south from these rooms, but beware as you proceed because
the next room has a few raiders with heavy weaponry.  After killing them, head
into the room and unlock the averagely locked [SAFE] in one of the corners.
Grab a [BLOOD PACK] and a [JET] from the desk in the other corner.  Do a quick
search in all the desks and cabinets, then move towards the terminal in the
center of the room and grab the [PRE-WAR BOOK] on this desk.

Access the Arlington Public Library Public Terminal (such a mouthfull), and
select the 'Transfer Library Archives' to complete the optional objective.

There is no need to search the 'Children's Wing' in order to complete this quest
so I suggest you do so an other time.

On your way out, give all Pre-war Books you found to Scribe Yearling and make a
bonus of 500 Caps (if you found all in this building so far).  Head back to
Moira for your final reward.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ2] The Power of the Atom                                          |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Sheriff Lucas Simms in Megaton, or talk to Mr. Burke at|
|               Moriarty's Saloon in Megaton.                                  |
|                                                                              |
|ITEMS: [] Strength Bobblehead, {} Hunting Rifle.                              |
|                                                                              |
|QUEST REWARD: Bomb Disarmed: [] 100 Caps / 500 Caps (with Speech),            |
| (300 EXP)                   [] My Megaton House Key, [] Megaton House,       |
|                             [] +200 Karma (if offered to disarm for free).   |
|              Bomb Explodes: [] 500 Caps / 1000 Caps (with Speech),           |
|                             [] My Tenpenny Tower Suite Key, [] Tenpenny Suite|
|                             [] -1000 Karma.                                  |
|ENEMIES: ---                                                                  |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When visiting Megaton, ask Lucas Simms about the Atom Bomb and tell him you can
handle it.  A speech challenge can increase your reward from 100 caps to 500,
which is needless to say quite a lot.  Equip the Vault 101 Jumpsuit for a small
increase (+2) in Speech, and reset until he gives in with 500 Caps.

Now visit Moriarty's Saloon on have a chat with the business man sitting on the
right of the entrance.  His name is Mr. Burke and he wants the exact opposite
of Lucas Simms: He wants you to blow up Megaton.  Err, that isn't advisable, as
there is enough for you to do in Megaton.  If you're truly evil, do everything
in Megaton first, then follow his instructions.

Note: If you are female and have the Black Widow Perk you can seduce Burke out 
      of blowing Megaton up - an interesting option to say the very least.

A better idea is to tell Lucas Simms that Mr. Burke wants to blow up Megaton
and he'll holler to the saloon.  Head after him and be on your guard.  As soon
as their chat is over, shoot Mr. Burke before he can assault the Sheriff.  He'll
be thankful.  Loot his body and continue with the quest.

If you already have a high enough Explosives Skill (25+) you can disarm the bomb
right away, but you can still do the optional part if you feel like it.  Talk to
Leo Stahl at the Brass Lantern (food store near the bomb) and talk to him about
his addiction.  1. If you succeed at the Speech Challenge, he'll hand you the
[LEO'S STASH KEY] to the box in the Water Processing Plant.  2. Threaten to
tell his family and he'll agree to sell you some after his shift.  Meet him past
20.00 hours in the Water Processing Plant, where he'll sell you Mentats among
other things.

Mentats increase your INT (and PER) by +5, which should be more than enough to
crank an average (17) Explosives Skill to above 25.  Head over to the Bomb and
disarm it.  Report to Lucas Simms to receive your caps, plus your own residence
in Megaton where you can store your items.  You can also make a visit to Lucas
Simm's House now.

Note: Did Lucas Simms die by the hands of Burke? No worries! You can loot a
      Chinese Assault Rifle off his body, along with the key to his house.  As
      for the quest's reward, you ask?  Locate Simms' Son (a small boy) and 
      he'll hand over the reward instead.

Enter and go upstairs. The door to the NE leads to a room where you can find the
[STRENGTH BOBBLEHEAD], which permanently increases your STR by +1.  Nice!  You
can also steal the {HUNTING RIFLE} from the other room, but it's a weapon that
you'll come across soon enough during your journeys.  You can also find a Toy
Car in his house.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ3] Those!                                                         |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: 1. Talk to a kid named Bryan Wilks.  He can be found running   |
|                  scared on the worldmap - usually south from the Super-Duper |
|                  Mart, near his hometown Grayditch.                          |
|               2. Find Doctor Lesko in Falls Chruch metro tunnels.            |
|                                                                              |
|ITEMS: [] Grayditch Dumpster Key, [] Shack Key, [] 5.56mm Rounds x11,         |
|       [] 5.56mm Rounds x15, [] 5.56mm Rounds x17, [] Chinese Assault Rifle,  |
|       [] Ammo Box, [] First Aid Box, [] .32 Caliber Rounds x19, [] .32 Pistol|
|       [] First Aid Box, [] Frag Grenade, [] Mentats, [] Ammo Box, [] Buffout,|
|       [] First Aid Box, [] Psycho, [] Hunting Rifle, [] First Aid Box,       |
|       [] Mine Box, [] First Aid Box, [] Railway Spikes x20, [] Ammo Box,     |
|       [] Grady's Last Recording, [] .32 Caliber Rounds x6, [] Scoped .44     |
|          Magnum, [] .44 Magnum Rounds x12, [] Ammo Box, [] First Aid Box,    |
|       [] Silenced 10mm Pistol, [] 10mm Rounds x12, [] Cherry Bomb x3,        |
|       [] Psycho, [] Stimpak, [] Jet, [] Ammo Box x2, [] Grady's Safe Key,    |
|       [] William Brandice Key, [] Mine Box, [] First Aid Box, [] Ammo Box x3,|
|       [] Big Book of Science, [] Missile Launcher, [] Missile x2.            |
|                                                                              |
|QUEST REWARD: [] Ant Might Perk (+1 STR) OR Ant Sight Perk (+1 PER).          |
| (300 EXP)       Both perks give +25% resistance to fire.                     |
|              [] Lesko's Lab Coat (negotiated).                               |
|                                                                              |
|ENEMIES: o Fire Ant Worker         o Fire Ant Soldier      o Fire Ant Warrior |
|         o Fire Ant Nest Guardian  o Marigold Ant Queen                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Once you've found either the kid or the doctor (succeed at the Speech Challenge
with the kid and he'll give you the [GRAYDITCH DUMPSTER KEY]), head over to
Grayditch, located south from Super-Duper Mart.

You'll stumble on loads of Ants.  Keep your distance from their fierce breath,
and aim for their heads.  Ant Nectar gives you Fire Resistance, but don't overdo
it - since it's considered a drug.  You should hold on to these either way, 
because you can sell them to a figure called Lesko - who'll you meet soon - and
this figure pays handsomely: 40 Caps a piece.


Exploring Town:
---------------
Head inside Wilks' House (Check your Local Map, be sure to have 'Those!' as 
active quest) and head inside.  Grab the [SHACK KEY] from the body and search
the shelves for [5.56MM ROUNDS x11], [5.56MM ROUNDS x15], [5.56MM ROUNDS x17],
and a [CHINESE ASSAULT RIFLE].  There's also an [AMMO BOX] next to the closet.

You can find a [FIRST AID BOX] on the wall in the bathroom, and another [AMMO
BOX] upstairs, as well as [.32 CALIBER ROUNDS x19] and a [.32 PISTOL].  Feel
free to use the Queen Sized Bed to sleep.

Head outside and open the Pulowski Preservation Shelter, where Bryan should be
hiding.  Tell him the bad news and continue the quest.

Head inside Brandice's House, south from Wilks' House.  Search the Cabinet for
booze and find a [FIRST AID BOX] in the bathroom.  The other room holds a
toolbox with ammo, hidden behind the fridge.  Head upstairs and check the
entries on the terminal - if it interests you. Grab a well hidden [FRAG GRENADE]
next to the desk, and leave the locked footlocker there for now. We'll find a
key to that later.

Head through the door into the Abandoned House next to Brandice's House. 
[MENTATS], [AMMO BOX], in the kitchen a [BUFFOUT] in a bucket (such a lovely
alliteration :p).  There's also a [FIRST AID BOX] in the bathroom.

Head back outside and go to a more southern street.  From here, search for a
second abandoned house and go inside.  Grab the [PSYCHO] from a cabinet in the
living room and grab the [HUNTING RIFLE] on the ground near the stairs.  Check
the cabinet upstairs and grab the loot from the [FIRST AID BOX] while you're
there.  Exit the place.


Marigold Metro Station:
-----------------------
Head south and enter Marigold Metro station.  Kill the Fire Ants and head into
a room east.  In this generator room, kill another ant and search the [MINE BOX]
for frag mines.  Head down some stairs, pop another ant brain and look for the
[FIRST AID BOX] on a table. [RAILWAY SPIKES x20] and an [AMMO BOX] can be found
on a shelf.

Head down another flight of stairs until you reach the blue line tube.  Head
west, head up and find [GRADY'S LAST RECORDING] in the ticketbox along with some
[.32 CALIBER ROUNDS x6].  Head down the blue line tube you came from.

When the paths split up, take the southern corridor.  Grab the [SCOPED .44 
MAGNUM] and [.44 MAGNUM ROUNDS x12] on the ground nearby the skeleton, pick the
easy [AMMO BOX] next to the vending machine, and plunder the [FIRST AID BOX].
There's also a [SILENCED 10MM PISTOL] and [10MM ROUNDS x12] in one of the
lockers.

Go south some more, open the door and go down the stairs.  Make your way through
the next room - which has a gas leak, be careful!  Lure the ant before you kill
it.  Check the supply room on the east which holds [CHERRY BOMB x3], [PSYCHO],
[STIMPAK], [JET], two [AMMO BOXES] of which one requires a 25+ Lockpick Skill,
and lastly the [GRADY'S SAFE KEY] from the Fire Hose Box.

Make your way south through a corridor, kill two more ants, make your way
through a rubbish room and continue through another corridor that leads east.
Go through the door at the opposite side of the tube and you'll stumble on
Doctor Lesko.  Talk to him and tell him you need incentive to raise your reward.

Head north before you proceed to his 'lab'.  Up ahead you'll find William
Brandice.  Loot his body to find the [WILLIAM BRANDICE KEY], among many other
things of interest.  There's also a [MINE BOX] on a shelf nearby.  Go back.

Look around in his 'lab' to find a [FIRST AID BOX]. three [AMMO BOXES] and a
bunch of Ant Meat.  Leave his terminal alone and head through the east door.

Make your way to the (ALIEN STYLE!) hole in the tube and go through the door
that leads to the Queen Ant's Hatchery.  The path is linear but has many alcoves
that look confusing but aren't.  Kill the five Nest Guardians, then return to
the Doctor.  He'll grant you either the: 1. Ant Might Perk (+1 STR) or 2. Ant
Sight Perk (+1 PER).  Both perks give +25% resistance to fire.  He'll also hand
you the [LESKO'S LAB COAT].

Follow him to the Queen Ant's Nest, or rather, head over to the Marigold Ant
Queen yourself and kill her.  Grab the Ant Queen Pheromones from her, and grab
the [BIG BOOK OF SCIENCE] from the desk.  Hack the PC and send the pulse signal,
plus destroy the Mutagen.  Leave the place, and leave the doctor alone.  If you
have any Fire Ant Nectar left, sell them to him for 40 Caps a piece.


Optional:
---------
You can now start looking for Grady's Storage, but this is best done after you
have gotten the Mesmerizer during your Rescue From Paradise Quest.  If you must
know where the storage is, check your map: In the tube where the Queen Ant's
Hatchery is at the very south, hug the eastern wall and look for a flashing
light.  

Before anything, save your game.

Unlock the safe, grab the Naughty Nightwear (equip it immediately for a +10 in
Speech). A thug named Lug-Nut will show up and demands you hand over the Naughty
Nightwear.  Don't, and do the Speech Challenge.  If successful, he let's you
walk away.  If not successful, it results in a battle.  Later in the game, you
can enslave Lug-Nut and sell him for a decent 200 Caps or so.  You might want to
wait with getting this, or ensure he lives.

Inside the storage you can also find two Ammo Boxes, a Mine Box and a Ripper.

You can sell the Naughty Nightwear to Ronald Laren in Girdershade later.
---------

Either way, head back to the worldmap and go inside Brandice's House.  Unlock
the footlocker in the dark corner to find a [MISSILE LAUNCHER] and [MISSILE x2].

Now go talk to Bryan.  You have several options now:

1. [Good Karma] Travel to Rivet City and talk to Vera Weatherly at the Weatherly
                Hotel.  She can take care of Bryan.  Travel back to Grayditch
                and tell Bryan the good news.
2. [Bad Karma]  After getting connections with the slavers in Paradise Falls,
                enslave Bryan and sell him for 100 Caps (or 300 with Speech).

3. Bring him to Little Lamplight and talk to MacCready with Speech.
4. Do Nothing.

I suggest you do option 1, unless you're an evil character, that is. :p
Head back to Bryan (who might be in his house) and tell him the good news!


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ4] Big Trouble in Big Town                                        |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Enter Big Town.                                                |
|                                                                              |
|ITEMS: [] Med-X, [] First Aid Box, [] First Aid Box, [] Combat Shotgun,       |
|       [] Password for Lockdown Computer, [] Safe, [] First Aid Box,          |
|       [] D.C. Journal of Internal Medicine, [] Ammo Box, [] First Aid Box,   |
|       [] Med-X, [] Germantown Jailers Key, [] Lying, Congressional Style,    |
|       [] First Aid Box, [] Ammo Box, [] Gun Cabinet, [] Fat Man, [] Cabinet, |
|       [] Ammo Box x3, [] Railway Spikes x20, [] Tumblers Today, [] Nuka-Cola |
|          Quantum.                                                            |
|                                                                              |
|QUEST REWARD:    Depending on your actions:                                   |
| (300 EXP)    1. Bring Red back to Big Town: 300 Caps.                        |
|              2. Return to Big Town when Red died: 200 Caps.                  |
|              3. Speech Challenge Red for more caps: +200 extra Caps.         |
|              4. Karma Bonus if Red & Shorty both make it to Big Town.        |
|                                                                              |
|              [] Lucky 8 Ball (if you save the town from Super Mutants)       |
|                                                                              |
|ENEMIES: o Super Mutant     o Super Mutant Brute    o Super Mutant Master     |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Enter Big Town, north of Vault 101, and this quest will start.  Talk to the
scared villagers to learn more about the situation, be friendly and tell them
that you'll help them out.  A Marker will be added to your map.

Note: You can talk to a girl named Bittercup and ask her about her dating life.
      If you want to get infinite EXP, locate Pappy (who is usually inside the
      Common House - as may Bittercup be, by the way) and use the Speech 
      Challenge.  It can fail or succeed, but it won't go away.  Everytime you
      succeed you will gain 6 EXP - not a whole lot, but it racks up quickly.
      The higher your Speech Skill, the faster this process.

Note: The above bug has been fixed in later (patched) versions of the game.

Check your map for Germantown Police HQ and depart.  Upon arrival you'll notice
many Super Mutants guarding the area.  Put them to silence and check out the
tents south of the building to find a [MED-X] and a [FIRST AID BOX].  Enter the
building by using the stairs on the wrecked northern side.

Upper Floor:
------------
Inside, sneak to the front and overhear a conversation between nearby Super
Mutants.  If you wish to explore the room to your right, be cautious for a mine
placed close to the desk.  The terminal requires a +75 Science skill to hack.
From the hall, enter the room on the left (north), kill any mutants and search
around for a [FIRST AID BOX] on the wall, and a rigged shotgun on a desk which
you should be able to disarm, netting you a [COMBAT SHOTGUN]. The room directly
across this one also has a mine - you should be slipping into an extremely
careful mood by now - which you should disarm.

Head into the SE room and disarm another mine nearby the [SAFE], which you can
then easily open up with a 25+ Lockpick or Science skill.  Also grab the
[PASSWORD FOR LOCKDOWN COMPUTER] note from this desk.  The room to the north
has another mine trap right when you enter, but it also holds a [FIRST AID BOX]
and a [D.C. JOURNAL OF INTERNAL MEDICINE] Skill Book.

The northeastern room of this area pretty much shows how evil the Super Mutants
really are.  Grab supplies from the table in the form of an [AMMO BOX], [FIRST
AID BOX], [MED-X], and also check the three Gore Bags - how gross it may be for
your character - but they are likely to hold quite some ammo.  Exit to the
Ground Floor through the door on the east of the hallway.

Ground Floor:
-------------
Head down the stai... Oh crap, another nasty frag mine.  Head down, kill another
mutant and disarm the mine in the room to your northwest.  There's not much in
this room besides many 911 terminals.  The rooms to the west of this area are
of much more interest, and the Super Mutant Master roaming them holds the
[GERMANTOWN JAILERS KEY].  With that in hand you can free Red from the NW room
by using the Lockdown Terminal.  

The room south of the cells has another mine planted in front of the terminal,
which requires a 100 Science Skill.  Instead, head back and left into a hallway
with a red fire hose box on the wall.  If you're interested, and I'm sure you
are, check out the room to the right and find a  [LYING, CONGRESSIONAL STYLE]
Skill Book on the little table in the SW corner of this room.  Now walk down
the hallway and enter the basement.

The Basement:
-------------
First of all, head into the room on your left - which used to be a shooting
range but has been transformed into a slaughterhouse - and loot the [FIRST AID
BOX], [AMMO BOX] and [GUN CABINET].  Check out the hall back north of the
shooting range and pick the average door (50+) to find a storage with a lot to
stock up on: [FAT MAN], [AMMO BOX x3], [RAILWAY SPIKES x20] and a [CABINET] with
a random rifle and ammo inside.  Don't miss the barely visible [TUMBLERS TODAY]
skill book on the middle eastern shelf.  Can't pinpoint it any closer. ;)

If the Fat Man is too heavy, leave it be for now and return at an other time;
It's way too fat to be walking anywhere.  Head into the western room and deal
with a couple of Radroaches.  Check out all the lockers in the two adjacent
rooms to stock up on even more ammunition, then go down the hallway and deal
with the last Super Mutant.  Free Shorty, grab the [NUKA-COLA QUANTUM] from the
ground in the storage room and get out of the building, picking Red up at ground
level.

You can either escort them yourself (it's possible to arm them, just talk to 
them about it - if you want to keep your weapons you'll need to take those back
before you reach the town), but it's also possible to Fast Travel to Big Town.
This saves you a lot of trouble. 


Attacking Mutants!:
-------------------
The citizens of Big Town ask your help against an impending attack of Super
Mutants.  Whatever you do, DON'T help them fix the robots, because that option
is more than often glitched, causing them all to mumble in chorus when you will
teach them to fix robots that don't exist!  Instead, tell them one of these:

- Explosives: Have them plant mines.
- Sneak: Have them hide in their houses.
- Small Guns: Give them a weapon training.
- Melee Weapons: Kick butt with nothing.

I suggest you stay to help them out as well.  Plant a few mines on the bridge
and fire away as they come.  Now you're done here, and the people can live
happily ever after.  Or maybe not.


Timebomb:
---------
Head into Red's Clinic and heal Timebomb (requires 40+ Medicine Skill, but you
can use Mentats to enhance your INT and thus Medicine).  Talk to him outside and
he'll give you the [LUCKY 8 BALL], which increases your LCK by +1.  Awesome!

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ5] The Superhuman Gambit                                          |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Uncle Roe at Canterbury Commons.                       |
|                                                                              |
|ITEMS: [] Pulse Grenade x6, Ammo Box x3, [] Nikola Tesla and You, [] Sector A |
|          Encryption Key, [] Stealth Boy, [] Lying, Congressional Style,      |
|       [] Antagonizer's Lair Key, [] The Antagonizer Costume,                 |
|       [] The Antagonizer's Helmet, [] The Mechanist's Costume,               |
|       [] The Mechanist's Helmet, [] Microfusion Cell x4, [] Nuka Grenade,    |
|       [] Stealth Boy.                                                        |
|                                                                              |
|QUEST REWARD: 200 Caps (400 [can become 600] with Speech).                    |
| (300 EXP)       Depending on your actions, one of these two:                 |
|              1. 'Protectron's Gaze' Laser Pistol.                            |
|              2. 'Ant's Sting' Knife.                                         |
|                                                                              |
|ENEMIES: o Robot Sentry       o Robobrain    o Protectron    o Mark II Turret |
|         o Giant Soldier Ant  o Mechanist    o Antagonizer                    |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Canterbury Commons lies at the far east of the map, a little higher than the
Scrapyard (which is a good start to fast travel to and start heading east).

When you finally arrive there you'll find an awkward battle taking place between
ant and robots.  Looks like quest material to me, how about you?  Uncle Roe
confirms our taste for quests and likes to get this over with.  Succeed at the
Speech Challenge to make him throw in an additional 200 caps over the initial
200.  Let's begin right away.

Head into the bar to the left (north) and look for Joe.  He might be at the
counter, but he might as well be asleep behind it.  Ask him about the two
troublemakers to gather some information for starters.

Check your local map to find Derek, then ask him about the AntAgonizer and the
Mechanist.  This will add their locations on your map.  

You will now have to choose between two sides, the Mechanist or the AntAgonizer.
Both can give you a unique weapon: The Protectron's Gaze or the Ant's Sting
respectively.  You can get both suits, but only one of these weapons.  The
Protectron's Gaze is the better weapon of the two:

- Protectron's Gaze Laser Pistol: 24 Damage, Fires two shots at once; Has a 
  'spread' ability which causes damage to spread to nearby enemies.
- Ant's Sting Knife: 4 Damage, poisons enemies (40 DMG per 10 Sec.).


'Siding' with Mechanist:
========================
Check out the southern marker and enter the Robo Repair Center.  Head into the
room west of you and waste the defective RoboBrain.  Search the desks and
cabinets, and use the terminal in the southwest area of the room.  I've ever 
since received over 30 emails with the location of the key, and it's behind the
terminal where the box is.  Thanks everyone!  Open the box to find [PULSE
GRENADE x6], good stuff against robots.

Pick the locked door to the north and curve around the corner. This part can be
tricky, and I propose two different approaches:

1. Take a look to your NW and grab out a decent gun.  Blast one of the two
Mark II Turrets to smithereens with a few well aimed shots, then hide behind
the corner again.  A powerful Sentry Bot will investigate.  Grab your Pulse
Grenade and give him a shortwiring.  Deal with the other Turret like you did
with the first.

2. Speed for the door to the NW and close the door behind you.  Quickly hack the
terminal in this room and disable the turrets.  Take care of the Sentry Bot by
using Pulse Grenades, if this is necessary at all.

Find a [FIRST AID BOX] in the room with the terminal, but also look around the
main room to find three [AMMO BOXES] and a [NIKOLA TESLA AND YOU] book.  Search
all Protectrons to find Energy Cells.  Also check any metal boxes.

Head upstairs and into the room.  Hack the terminal and disable the security in
the B-Sector (which was the other path - that leads to this room as well).
Continue over the higher walkways and walk into the small room SW.  Pick the
safe to find the [SECTOR A ENCRYPTION KEY] and a [STEALTH BOY].

Head through the doors south to enter the Mechanist's Forge.  Here, grab the
[LYING, CONGRESSIONAL STYLE] book from the desk and activate the Coffee Brewer,
followed by activating the hidden door(s).  After a long wait, you can finally
enter his hideout.

The Mechanist will hear you out.  You have many options, really, you do, but to
get the most out of this quest, agree to side with him (for now..).  Quickly
follow him when you find out that the AntAgonizer has entered the building.

The next battle is tricky because you want to make absolutely sure that the
Mechanist lives it through so you can claim your reward later.  Pump some Psycho
to boost your damage and quickly take care of the AntAgonist first, then rapidly
waste the ants.

When all is done, talk to the Mechanist and claim your [PROTECTRON'S GAZE], a
unique Laser Pistol.  Quickly waste the Mechanist too and loot him and his
rival for the following goodies:

[ANTAGONIZER LAIR KEY], [THE ANTAGONIZER'S COSTUME], [THE ANTAGONIZER'S HELMET],
[THE MECHANIST'S COSTUME], [THE MECHANIST'S HELMET].

Head back to his office and grab the [MICROFUSION CELL x20] from his desk and
a [NUKA-GRENADE] from under the Workbench.  Another [3x MICROCUSION CELL x20]
can be found on the shelves.  The footlocker in this room may hold ammo.


'Siding' with AntAgonizer:
==========================
Check your local map closely and head to the northern marker.  You can enter
through the door that your marker exactly pinpoints, but you can also take the
backroute by going through the sewer grate on top of the rocky hill.  On your
local map, this won't be displayed, but it's slightly to the west of the door's
marker.

Through the Door:
-----------------
Head downstairs..disarm the mine, head east and proceed with caution to the
rigged shotgun and the cabinet north.  Disarm it and grab the two [FIRST AID
BOXES].  Make your way north, head down some stairs, tunnels and more stairs
until you get at an intersection.  Check out the SE walkway first and disable
the three mines here.  Grab the [STEALTH BOY] from the shelf and check the
metal boxes for potentially useful things.

Head west into a generator room, flip the switch to open the hatch and go down.
Cross over the sewer into a cave like area.  There are ants from here on.  Make
your way through the straightforward rocky path and take either way around 
a rotunda shaped room.  There's absolutely nothing of value in this cavern, so
make it through, enter the next area and proceed to the throne. 

Through the grate:
------------------
Simply walk past the bed and into the AntAgonizer's throne room.

There are many, many options here, but many aren't all that interesting or
rewarding.  You could have gotten the Mechanist's Suit by now, you could have
said to just kill her, etc.  Instead of all that I suggest you tell her you want
to team up with her.  The instant you completely agree with this, the Mechanist
will bust into the cave with several Protectrons.  Let them have at it and help
the AntAgonizer slightly.  Bring her the Mechanist's Suit and play nice. Take
the [ANT STING] as reward from the AntAgonizer.  You are free to kill her
afterwards.  Now loot the AntAgonizer and Mechanist bodies, which should yield
the following goodies:

[ANTAGONIZER LAIR KEY], [THE ANTAGONIZER'S COSTUME], [THE ANTAGONIZER'S HELMET],
[THE MECHANIST'S COSTUME], [THE MECHANIST'S HELMET].

Grab the [NUKA-COLA QUANTUM] near the throne, then exit the cave by the ladder
north from this area, we've seen enough ants for now.

Back in Town:
=============
Speak to Uncle Roe about your reward and he should hand you 600 caps!  400 for
the job (with Speech), and 200 as an additional thank-you.  Well, thank you
Uncle Roe!  Now feel free to explore the other dungeon of the freak you didn't
'side' with and get the items.

Note: You can now speak to Uncle Roe about caravan traders and expand their
      inventories by investing Caps.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ6] The Nuka-Cola Challenge                                        |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Sierra Petrovita at Girdershade.                       |
|                                                                              |
|ITEMS: [] 3x Energy Cell x20, [] Ammo Box, [] First Aid Box, [] Laser Pistol, |
|       [] Welcome to the Nuka-Cola Family, [] First Aid Box, [] Lying,        |
|          Congressial Style, [] Safe, [] Finding the Formula, [] Big Book     |
|       [] of Science, [] Research Dept. Safe Key, [] Tumblers Today, [] Safe, |
|       [] Nuka-Cola Quantum x3, [] First Aid Box, [] Nuka-Cola Clear Formula, |
|       [] Ledoux's Hockey Mask.                                               |
|                                                                              |
|QUEST REWARD: 40 or 80 Caps per bottle.                                       |
|                                                                              |
|ENEMIES: o Nuka-Cola Security      o NukaLurk       o Radroach                |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Travel to Girdershade, southwest of Smith Casey's Garage.  This is an extremely
small village consisting of two shacks and two villagers.  Make your way to
Sierra's shack and talk to her all about Nuka-Cola Quantum.  Agree to find these
for her and she'll tell you she has a special something for you at 30 bottles.
(Psst, it's the Nuka-Grenade Schematic). 

When you exit the shack, a man called Ronald Laren bumps into you.  He offers
the same price for the Quantum Bottles, but negotiate a little and this price
is raised from 40 to the double of 80 caps per bottle!  Everything to shag
Sierra, eh Ronald?

You can also sell him the Naughty Nightwear you might have previously obtained
from Grady's Storage (where Lug-Nut wanted to rob it from you).  He'll initially
offer 200 caps, Speech Challenge him for 300 Caps.  You can always pickpocket
this back from him later, as well as the Kneecapper(a unique sawed-off-shotgun).

Note: If you're playing as a female and you have the Black Widow perk, you get
      some interesting additional dialog options with Ronald.  Beans anyone?

Quantum Bottles are found all over the wasteland, but there's a good place to
start regardless.  This quest keeps reminding me of the newest James Bond movie.


Nuka-Cola Plant:
----------------
Locate the Nuka-Cola Plant, far south at the edge of the worldmap.  Travel
straight south from Megaton to reach it.  Enter through it's only entrance.

The room to your right (east) holds nothing of interest, well, a Nuka-Cola
Security Protectron is busy 'guarding' a room.  The doors up north are locked,
so head into the room on your left (west) and blast another bot.  Check any
non-empty desks and take note of the Safe.  Continue through a larger hall,
destroy two more security bots and continue through the door at the north side
of this area.  Waste the NukaLurk and bot before you proceed to the next area.


Storage And Mixing Vats:
------------------------
Note: It goes without saying, but the face is a Mire/NukaLurk's true weak point.

Kill another NukaLurk (or two), then head over to the nearby counter and grab
all goodies: Three [ENERGY CELL x20], an [AMMO BOX], [FIRST AID BOX] and a
[LASER PISTOL].  A note called [WELCOME TO THE NUKA-COLA FAMILY] also rests on
this counter.  The terminal activates the nearby Protectron, nothing we haven't
seen before.

Continue and you'll get to a flooded passage.  Equip some Rad. Resistant equip
if you have any on you, and use some Rad-X.  You can always resort to RadAway
when you need to, so don't let it bother you too much.  The stairs can give you
a short break from the pool, but deal with the NukaLurk(s) first.

When you continue, handle the upcoming TWO NukaLurks with extreme care, because
they can really devastate you.  When taken care of, head upstairs and try to
jump over the gap;  It doesn't matter if you fall down, you're pretty much
supposed to anyway.  Head through the eastern tunnel that leads to the Offices.


Offices:
--------
Head upstairs and deal with the Radroaches.  The room to the SE has several
sinks which you may want/need to drink from, since the NukaLurks pack quite a
punch.  Continue down the hall and don't let the numerous red enemy indicators
freak you out; They are mostly Radroaches.  Mostly ..

The rooms to your right have a few desks and cabinets you might want to check
for ammunition, but there's nothing in particular.  Make it to the end of the
hall and waste another NukaLurk.

When you reach the second floor, don't immediately storm the third but do some
exploring first.  Enter the room on your right (north) and check out the
adjacent room to the right.  It holds a [FIRST AID BOX], [LYING, CONGRESSIONAL 
STYLE] Skill Book and a [SAFE] with many useful things.  The southwestern room
of this area is the resting place of a dead Raider named Winger Mercier, of whom
you can loot the [FINDING THE FORMULA] note from. A [BIG BOOK OF SCIENCE] can be
found in the room to the north from here - access is granted by a hole in the
wall.  Exit the floor and proceed to the third.

Walk all the way downstairs and a robot called Milo will start to chat with you.
He does demand that you identify yourself (which gives a few hilarious options,
such as 'My Name is Ass Kicker and my ID is 5.56 mm!').  The correct answer can
be given if you grabbed and read the 'Welcome' note earlier, or you can use the
Speech Challenge to convince the bot you're the owner of the place.  In both
cases, get the [RESEARCH DEPT. SAFE KEY] from him, as well as the Shipping
Computer Login Code.

The room Milo came from holds a [FIRST AID BOX], but it also holds a cabinet
hidden behind a door from where you can grab a [TUMBLERS TODAY] and open up an
Easy [SAFE] (an other one than the one you've been given the key to).  Check any
desks and cabinets for ammo.  Most importantly, check the Shipping Terminal.
You can hack it or you can use the login code that Milo just gave you.  In the
terminal you'll find the three main shipping locations.

Head back upstairs and make your way through the hallway.  Milo's friendliness
is not shared by his security compatriots, so you'll have to blast your way
through them.  Go down at the first possibility and kill another bot.  In this
room, check the terminal and activate the packing line.  Grab the three [NUKA-
COLA QUANTUMS] from the conveyor belts and head back upstairs.

At the end of the tunnel, another bot awaits you.  You can find a [FIRST AID
BOX] on your right hand.  Head downstairs, go through another hall and reach
a new fabric hall with two bots.  Blast them and go through the double doors on
the left.  The other double doors lead back to the very entrance of the area
and can now be opened by the push of a button (or pick them if you want the
challenge and/or EXP).

The last thing to do is unlock the safe with the Research Dept. Safe Key, and
you should remember where it was (check the start of this section).  It always
holds the [NUKA-COLA CLEAR FORMULA] and some chems.


Goalie Ledoux:
--------------
If you search for the Red Racer Factory, located close to the city perimeter,
northeast from the Nuka Factory, you can come across three mercenaries.  Their
leader, Goalie Ledoux, offers 250 Caps for your freshly found formula.  Try to
increase this to 400 Caps and sell it to him.

As the other two mercenaries take off, kill Ledoux in cold blood.  This does not
lead to any Karma loss, but it does allow you to loot the [LEDOUX'S HOCKEY MASK]
from his body, which is quite possibly one of the best masks in the game due to
its unique and awesome +25 AP giving ability.  You can also grab your formula
back from him.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ7] Strictly Business                                              |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Grouse at Paradise Falls about enslaving people.       |
|                                                                              |
|ITEMS: [] Mesmetron, [] Ridgefield Gate Key, [] Sniper Rifle, [] Ammo Box x4, |
|                                                                              |
|QUEST REWARD: +250 Caps per/Slave.                                            |
|                                                                              |
|ENEMIES: o Arkansas      o Flak                                               |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Arkansas:
---------
Head to the Minefield and sneak your way to his vantage point.  Mind the mines,
and save often. I suggest you show yourself to him and get up close.  A good way
to use the Mesmetron here is to use VATS, because he tends to spasm around quite
a lot.  Rob him first for his [SNIPER RIFLE] and the [RIDGEFIELD GATE KEY],
which opens houses in the Minefield.  Head all the way upstairs to find four
[AMMO BOXES] with mainly .308 Sniper Rounds.  Check back with Grouse to get your
reward.  You can now enter Paradise Falls too, if that was your main pursuit.

Susan Lancaster:
----------------
She is located in Tenpenny Tower.  I  suggest you do the 'Tenpenny Tower' quest
first, because she plays a role in that quest.  She can also play a very minor
role in the 'Power of the Atom' quest if you plan on blowing Megaton up.

Search for Susan on the first floor and wait until she treads into one of the
bedrooms or simply a place where you can mesmerize her quietly.  Steal her 
[MIRELURK CAKES] and outfit first,, then offer her a gorgeous necklace.  Well,
that's that.

Red:
----
Initially captured in the Germantown Police Headquarters, you can either enslave
her there (for details, see 'Big Trouble in Big Town') or enslave her back at
Big Town where she resides in her clinic.  Rob her from her unique clothing and
send her to Paradise Falls.  Grab a copy of [D.C. JOURNAL OF INTERNAL MEDICINE]
from her clinic while you're at it.

Flak:
-----
Head over to Rivet City; Flak is one of the shop owners.  You'll cause quite
some havoc if you enslave him before everyone else's eyes, but it may still be
easiest to enslave him at the marketplace because you can flee the city fast.
In a few days, the whole city will have forgotten your actions completely.  Be
sure to rob Flak first, and snatch the [FLAK AND SHRAPNEL'S ROOM KEY].


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ8] The Replicated Man                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Dr. Zimmer in the Science Lab at Rivet City.           |
|                                                                              |
|ITEMS: [] Internal Component, [] Frag Mine, [] Ammo Box, [] Scoped .44 Magnum,|
|       [] First Aid Box, [] Combat Shotgun x2, [] Frag Mine, [] Purified      |
|          Water x3, [] Stimpak, [] Mine Box, {} Stealth Boy x2, {} Cherry     |
|          Bomb x2, {} Dean's Electronics, {} Big Book of Science, {} Blood    |
|          Pack x3, {} Bottlecap x13, {} Blood Pack, [] Bottlecap Mine.        |
|                                                                              |
|QUEST REWARD: [] A3-21's Plasma Rifle (Side with Harkness)                    |
|  (300 EXP)   [] Wired Reflexes Perk  (Side with Dr. Zimmer)                  |
|              [] 50 Caps (only if you trick Dr. Zimmer with Android Component)|
|                                                                              |
|ENEMIES: o Mirelurk    o Mirelurk Hunter                                      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Talk to Doctor Zimmer in the Science Lab at Rivet City, and ask all questions
you can ask to get as much information as possible out of him.  Now a long
search begins, and you're looking for clues as to where the android went.

These clues come in the form of Holotapes and/or hints from people all over the
wasteland. Below is a list of where you can find these Holotapes and people.
You need to find 4 clues to continue this quest.  You can get the clues from 
various sources.  Once you've gotten to clue from one source you no longer have
to look for that clue and you no longer have to visit the other people from
that group.  It's possible to stay in Rivet City and look for Doctor Preston,
Seagrave Holmes, Father Clifford and Sister, for a quick example.

                                   Doctors:
.---------------.----------------.---------------------------------------------.
|Name:          |Location:       |Holotape Location:                           |
|===============|================|=============================================|
|Cutter         |Paradise Falls  |Lying on a cabinet in the corner of a room   |
|Doc Church     |Megaton         |Clinic; On the desk, near terminal           |
|Doctor Banfield|Tenpenny Tower  |On the ground; Examination corner            |
|Doctor Barrows |Underworld      |Nurse Graves' Desk; Near the terminal        |
|Doctor Preston |Rivet City      |[NO HOLOTAPE]: Talk to him; Clinic or Hotel  |
|Lucy           |Little Lamplight|Essentials Clinic; On her desk               |
|Red            |Big Town        |Desk in the Clinic                           |
'---------------'----------------'---------------------------------------------'

                                Technologists:
.---------------.----------------.---------------------------------------------.
|Name:          |Location:       |Holotape Location:                           |
|===============|================|=============================================|
|Knick Knack    |Little Lamplight|Miner Mole Store; On the desk, nearby phone  |
|Moira Brown    |Megaton         |On the round table behind her counter        |
|Seagrave Holmes|Rivet City      |On the floor, nearby the bed                 |
|Scribe Bowditch|Citadel         |Nearby Bowditch's terminal                   |
|Wintop         |Underworld      |Wintop's Room; On his desk                   |
'---------------'----------------'---------------------------------------------'

                                   Friendly:
.----------------.----------------.--------------------------------------------.
|Name:           |Location:       |Holotape Location:                          |
|================|================|============================================|
|Manya           |Megaton         |Manya's Home; On the table                  |
|Father Clifford |Rivet City      |On the ground in the pulpit                 |
|Herbert Dashwood|Tenpenny Tower  |On the lowest shelf of his bookcase         |
|Tulip           |Underworld      |At her shop; On the workbench               |
'----------------'----------------'--------------------------------------------'

                                   Slavers:
.----------------.----------------.--------------------------------------------.
|Name:           |Location:       |Holotape Location:                          |
|================|================|============================================|
|Eulogy Jones    |Paradise Falls  |On the desk in his bedroom                  |
|Grouse          |Paradise Falls  |On the ground near the sandbags             |
|Sister          |Rivet City      |On the desk in his Rivet City Room          |
'----------------'----------------'--------------------------------------------'

After collecting several clues you'll bump into a woman named Victoria Watts.
Keep it nice and she'll eventually give you the [INTERNAL COMPONENT] to trick
Zimmer into the android's death.  I highly recommend against this, because you
can get much better rewards from this quest.

When you've gotten the clues, head to the worldmap.  If you're facing the boat,
you'll notice that the ship is broken in two when you look to the right.  This
is exactly where you're headed.  When you're there, head underwater and look for
a doorway on the western side, nearby the corner of where you start.

Enter an underwater area called Broken Bow.  Get some air in the room up ahead,
the swim underwater to the southwest, open the door, go through a room, swim up
some stairs and take another breather.  Open the door to your left, go through
another room and prepare for two MireLurks (or Mirelurk Hunters if you're a 
higher level).  In the next room the water will only be knee to foot deep, which
is a good thing.

Head upstairs (NW) and climb the dry deck.  Head straight into the room in 
front of you and disarm the [FRAG MINE] on top of the [AMMO BOX].  Also grab the
[SCOPED .44 MAGNUM] and the items from the [FIRST AID BOX].  Turn around and
go through the passageway on the southeast.  Be sure to - carefully - check out
the room on your right (west) and avoid the two rigged [COMBAT SHOTGUNS].  
Disarm another [FRAG MINE] near the items, then grab [PURIFIED WATER x3],
[STIMPAK] and items in the [MINE BOX] from this room.

Back in the hallway, be careful due to the gaseous substance hanging in the air.
You may want to throw a grenade from a distance to remove it.  Continue SE and
make your way through the rooms.  Just for fun, try to activate the terminal
and back away to see it blow up.  A switch on the other side of the room, across
the door, opens the way to your destination.

In the room up ahead you'll find the infamous Pinkerton.  Have him reveal
everything regarding the android, then start exploring the room.  It is worth
noting that if you choose to perform plastic surgery, you may want to stay away
from the preset faces, because they completely reset your current face.  Save 
yourself the time and trouble (but remember to return here whenever you want to
shrink your nose).

You can steal a {STEALTH BOY x2}, {CHERRY BOMB x2}, {DEAN'S ELECTRONICS}, 
{BOTTLECAP x13}, {BIG BOOK OF SCIENCE}, {BLOOD PACK x3} from the desks and 
shelves in this room.  There's another {BLOOD PACK} near the surgery table.
Be sure that Pinkerton doesn't see you or he'll take it all back from you.
Also check out the terminal to find out more about the android, and check the
City Founders Log if you're also doing the Survival Guide quest for Moira.  If 
you go upstairs you can grab a [BOTTLECAP MINE] from the workbench.

Head back to the long hall and go all the way north.  Flip the switch to unlock
the Very Hard door from the inside out - you can now access this area more
easily from here.  Now is a good time to save your progress.  You can side with
Harkness or with Dr. Zimmer, but both hand out really good rewards.  What to
do.. what to do..?

Here's a possible solution: First head over to Harkness and tell him all about
his true identity, and that his secret is safe with you.  He'll hand you his
weapon, the unique and in perfect shape [A3-21'S PLASMA RIFLE].  Quickly locate
Dr. Zimmer in or nearby the Science Lab and tell him about Harkness.  He will
reward you with the [WIRED REFLEXES PERK], which increases your overall accuracy
in VATS by +10%, an excellent perk!  

Head over to Harkness.  Once you convince him that he's the android, ask him
what he's going to do.  He'll say that he's going to kill Zimmer and you'll have
the option to say you were hoping to take out Zimmer yourself.  He'll grant
permission and gives you his unique and in perfect shape [A3-21'S PLASMA RIFLE].
Head over to Zimmer, tell him about Harkness and he'll give you his reward, the
[WIRED REFLEXES PERK] which increases your overall accuracy in VATS by +10%, an
excellent perk!

You can now choose to have Zimmer take in Harkness as his slave, or you can
quickly waste Zimmer and his android bodyguard Armitage when they're still in
the Science Lab.  Makes you feel slightly better, doesn't it?

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ9] Blood Ties                                                     |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Lucy West at Megaton (usually at Moriarty's Saloon).   |
|                                                                              |
|ITEMS: [] Tumblers Today, {} Vampire's Edge.                                  |
|                                                                              |
|QUEST REWARD: [] Shishkebab Schematics, [] Hemotophage Perk.                  |
| (300 EXP)    [] Can Sell Blood Packs for 15 Caps a piece.                    |
|              [] +300 Karma if you close a deal between Arefu and The Family. |
|                                                                              |
|ENEMIES: o Raider                                                             |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Accept the quest from Lucy West from Megaton.  She can usually be found at 
Colin Moriarty's Saloon at Megaton, but she sometimes wanders off and to do
nothing in particular, actually.


Arefu:
------
Your next destination is Arefu, a large bridge in the wasteland and the home
of Evan King.  Fasttravel to the nearest location you have discovered so far
and find Evan King on the bridge.  Speech Challenge him for more information,
then head out to explore the residences in the surrounding area.

Check the nearby Ewers residence and knock on the door.  Once inside, get all
information you can from Mr. and Ms. Ewers, then go back outside.  Next, check
the Schenzy's House further NW and do the same standard procedure.  Head back
outside and break into Evan King's House on the north - it's only averagely
locked.

Inside you'll be able to find the Repair Bobblehead on the table, but if you
thought that was all you're terribly wrong.  You can ransack seven {AMMO BOXES} 
upstairs.  Head into the West Residence and find the poor family on the ground,
dead.

Depending on your Medicine Skill you get more clues the better you are:

Skill Level:  Hints & Conclusion:
------------  -------------------
    0-29      'They're dead.'
   30-49      'There are bite marks in their necks.'
   50-69      'The lack of bloodstains is weird because wounds like these would
               surely cause a major blood loss.'
   70-89      'The bite marks appear to be made by humans with sharp teeth.'
    90+       'The black powder on their bodies comes from old trainyards.'

When you're done CSI'ing go back to Evan and tell him what you saw.  The search
for The Family now starts.


Meresti:
--------
Head off the bridge the way you came and make your way to the east until you can
cross the river over a dry bedding with a wrecked ship.  Continue east and head
past the two smaller bridges that lead to Big Town.  You'll soon get to the
Meresti Trainyard - beware of any Raiders attacking you - and you'll want to 
enter the service tunnel on the south.

Make your way through the tunnel but beware of a frag mine, bear trap and baby
carriage respectively.  Head down the tunnel south and be extremely cautious for
a variety of traps once more.  When you're about to enter through the hole in
the ground, disarm the hanging Grenade Bouquet first.  You shouldn't go through
the hole either way, because it leads to a couple of Mirelurks and Seneca
Station.

Head down the other tunnel until you meet Robert, a guard of The Family.  In 
order to be let through you can employ several acts of speech or action..:

1. Speech Challenge to be let through.
2. With the Cannibal Perk you'll be let through.
3. Bribe him with 100 Caps.
4. Show Lucy's Sealed Envelope.

Go through the gate and check for a [TUMBLERS TODAY] on the table.  The rest of
the items you shouldn't take due to The Family turning hostile on you.  Proceed
to the next area.


Meresti Metro Station:
----------------------
Head over to the south area and talk to the following people:

Alan:    He won't give you any info regarding the password.
Brianna: If you have the Lady Killer Perk she can give you more info (password).
Justin:  You can Speech Challenge him for a password you need.
Karl:    This white-haired man will only give you the password if you have the 
         Black Widow Perk (assuming you're female) or if you have high STR.
Holly:   Vance's Wife can be charmed by Charisma or the Scoundrel Perk.

If you got the password by now there is no need to talk to Vance, the handsome
man with long brown coat upstairs.  Instead, head upstairs and go south to the
door near a security terminal.  The password allows you to open up the door and
speak with Ian. 

No matter what his decision is, talk to Vance afterwards and chat about Arefu.
Fix up a deal, then talk about Ian.  You'll be given the Shishkebab Schematics
as a reward.  Fast travel back to Arefu once you reach the worldmap.

The quest is now at an end, but there is one more reward for you to fetch back
at The Family.  Talk to Vance and have him learn the ways of The Family.  You'll
gain the Hemotophage Perk which allows you to consume Blood Packs for 20 HP
instead of 1 HP.  You can also sell Blood Pack to Vance for 15 Caps a piece.

Note: There is one final thing for you to do, that is, if you don't mind
      stealing a very rare melee weapon.  You can either unlock the Sword
      Cabinet (which requires a 75+ Lockpick Skill), or you can steal the key
      from Vance.
      The best way to get {VANCE'S SWORD CABINET KEY} is to pickpocket it from 
      him.  Save your game and use a Stealth Boy when you attempt to do so, and
      reset if you get caught.  Travel to his private quarters south of the 
      higher level and open up the cabinet in his bedroom so you can steal the
      {VAMPIRE'S EDGE}.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ10] Oasis                                                         |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Approach Oasis and talk to Tree Father Birch.                  |
|                                                                              |
|ITEMS: [] Stealth Boy, [] Cherry Bomb x2, [] 10mm Round x2, [] Darts x20,     |
|       [] Mini Nuke, [] Blood Pack, [] RadAway, [] Missile, [] Purified Water.|
|                                                                              |
|QUEST REWARD: One of the following:                                           |
| (300 EXP)    1. Barkskin Perk (+5 DR).                                       |
|              2. Druid's Outfit + Missile Launcher & Missiles.                |
|              3. Brotherhood Outcast Power Armor + Villager's Hood.           |
|                                                                              |
|ENEMIES: o Mirelurk    o Mirelurk Hunter    o Mirelurk King                   |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Head over to Oasis, which is easier said than done.  It's all the way up north,
somewhere around the middle of the latitude.  You'll have to follow the highway
tracks until you get to a valley-like landscape.  Look around for a small path
between the rocks, which should be a block away from a large road on your map,
a block on the right that is.  How vague can I be?  This vague, apparently.
It's best to use a map for this.

Once you've found the place you're quickly hailed as a savior - although you
don't really know what's going on at all.  Hear their story and follow Tree
Father Birch inside after agreeing to help.  Proceed the story by continuing the
conversation until it becomes clear you must undergo a ritual first.  Drink the
Sap from the Basin of Purification and you can continue.

In the next area, find the talking tree and hear him out.  Did you know that in
Fallout 1 and 2 you could encounter a ghoul named harold, who had a tree growing
out of his head?  Looks like it as evolved over time..  He wants you to kill
him, we'll have to see about that.  Return to Oasis and find Tree Father Birch
and his wife to the south.  Overhear their conversation, then get an additional
two optional objectives.  You'll now have three choices.  First of all, get the
key from Branchtender Cypress, who should be nearby.

Now you can enter the cavern on the west.  Prepare for a cavern full of Mirelurk
enemies - you may even encounter a Mirelurk King if your level is high enough.
Make your way through the extremely straightforward tunnels until you get to
a pool. Dive in and go through the southern tunnel.  Emerge and make your way
through another straightforward cave tunnel until you reach a door that leads
to the Cavern Tunnels.

Head west at the intersection to find a pile of rubbish.  Inspect the trash to
find a [STEALTH BOY], [CHERRY BOMB x2], [10MM ROUND x2], [DARTS x20], plus a
bed for resting.  Make your way through the cavern until you get to a small
pool.  Destroy the Mirelurk and dive in the pool.  You can find a [MINI NUKE]
underwater.

In the next cave, curve around the center and find a skeleton on the north
among his supplies: [BLOOD PACK], [RADAWAY], [MISSILE], [PURIFIED WATER], 
[STIMPAK].  Waste the two Mirelurks in this room, then proceed to the southern
area and find your mission's objective: Harold's Heart.  You now have three
choices:

1. Destroy Harold's Heart.
2. Apply Birch's Sap to stop his growth.
3. Apply Laurel's Liniment to accelerate the growth.

The best reward lies in destroying the heart, for it will grant you the Barkskin
Perk that adds an instant +5 DR.  The other two will grant you a unique outfit,
but more about this in a minute.

Head south and find the door to the Damp Cave.  Follow the straight path and
drop down in a large cave with two Mirelurk Kings and a Mirelurk.  Waste them 
and check the skeleton on the right (east) to find an [AMMO BOX], [STIMPAK],
[MED-X], [RADAWAY] and a [SNIPER RIFLE] (I guess it didn't help him).  Dive in
the water and swim through the underground tunnel on the NW to reach the Grove.
Find Tree Father Birch near the former Harold. Speak with him and the quest will
end.

Note: If you had chosen Birch's option you will be rewarded with a Missile
      Launcher and Missiles, plus the unique Druid's Outfit.
      If you instead would have chosen to help his wife Laurel, you'll be 
      rewarded with a Brotherhood Outcast Power Armor and a Villager Hood.
      The Armor gives +10 Rad Resist, +5 Big Guns, +1 STR, -1 AGL.  Overall it's
      not better than Ranger Armor.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ11] Tenpenny Tower                                                |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Speak to Gustavo and/or Roy Philips at Tenpenny Tower.         |
|                                                                              |
|ITEMS: [] First Aid Box, [] 3x Railway Spikes, [] Ammo Box x2, [] First Aid   |
|          Box x2, {} Lying, Congressional Style, [] Love Letter, {} Tales of  |
|          a Junkytown Jerky Vendor.                                           |
|                                                                              |
|QUEST REWARD: One of the following:                                           |
| (300 EXP)    1. If you killed Roy Philips: [] 200 or 400 Caps.               |
|              2. Any other option: [] Ghoul Mask + [] Store Discount at       |
|                 Bessie Lynn and Michael Masters.                             |
|                                                                              |
|ENEMIES: o Feral Ghoul    o Feral Ghoul Roamer    o Glowing One               |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

It's difficult to *not* find Tenpenny Tower easily, because you can see it from
miles distance.  It's the pretty robust tower on the southwest side of the
wasteland.  When you approach the entrance you'll find a Ghoul named Roy Philips
who's having an argument with the chief of security, Gustavo.  Sounds like 
quest material, and it is.

Head inside by speech challenging Gustavo over the intercom, or, if that doesn't
work for you, by bribing him with 100 Caps.  Talk to Gustavo and he'll tell you
all about Tenpenny Tower's problem.  Try to go for the non-violent solution,
unless you're really evil and simply want to kill one side or the other.

You have the following four options:

1. Kill all Ghouls.
2. Kill all Humans.
3. Give the Ghouls access to Tenpenny Tower, allowing them to take over.
4. Find a way to make things as convenient as possible for both sides.

This walkthrough will now describe option 4 in detail.

If Roy Philips, the Ghoul outside the gate (who is gone now) didn't talk to you,
the first thing you should do when you get the quest is to head to the Metro
Tunnels.  Head to the NW and follow your marker until you reach the Warrington
Trainyard.  Enter the tunnels from here.


Warrington Tunnels:
-------------------
Head down the tunnel and kill any Feral Ghouls that stand in your way.  Feral
Ghouls have lost the ability to reason, and these are not the Ghouls you want
to try reason with either - they'll just end up clawing and eating you.  When 
you reach a door head inside the room and find a [FIRST AID BOX] and [3x RAILWAY
SPIKES x20] on your left.  Kill the two Feral Ghouls here and check the cabinet
for two [AMMO BOXES], one of them with a very easy lock.

It doesn't matter much which door you take to continue, since both lead to the 
same room.  Another happy Ghoul bunch awaits for their limbs to be blasted off.
Continue down the tunnel up ahead until you reach another walkway complex.
Head east and find two [FIRST AID BOXES] in the room ahead, but not before
killing the Ghouls nearby.  The rest of the walkways only connects to where
you've already been, so head through the door on the south and enter Warrington
Station.


Warrington Station:
-------------------
Move to the east and a Ghoul named Michael Masters will halt you.  Head up the
escalator and stay friendly.  Continue your search for Roy Philips by going back
down and proceeding through the gate.  Make your way through the tube until you
find lots of rubbish in the main tunnel.  Look around for a door on your right.

Here you'll find several non-feral Ghouls including Roy Philips.  Talk to him
and tell him you'll talk to Tenpenny.  Of course you can also choose any of the
previous options I mentioned earlier on.


Tenpenny Tower; Convincing harmony for everyone:
------------------------------------------------

Head back to Tenpenny Tower.  The fastest way is to head up the escalator where
you met Michael Masters, head south, and exit to the Wasteland.  This opens up
a shortcut to Roy Philips as well.

Go up with the elevator and check the Penthouse Suite on your left to find
Tenpenny.  If you've never been here before you'll have to get past the guard
first;  You can either Speech Challenge him, wait for him to stretch his legs
and pick the door, or grab the key from the socket nearby.  You can also attempt
to pickpocket the key from him, but that's the trickiest of scenarios.

Tenpenny doesn't seem to like the idea of letting Ghouls live in his tower at
first, but he'll make you a proposal anyway.  If you can convince the residents
of the tower the deal will be sealed.  While you're there, grab a copy of the
{LYING, CONGRESSIONAL STYLE} from Tenpenny's desk, back in the Suite.

Lydia Montenegro and Anthony Ling can be dealt with in two different ways. First
of all you can try to locate them and Speech Challenge them - but if that does
not work you'll have to take care of things differently.  In the night, when no
one's around in the shops, check out the Boutique Le Chic and the New Urban
Apparel stores.  Be sure that no one is watching when you open up their safes
and grab the decent amounts of Caps in them.  The Safe has a 'Hard' lock, but
the terminal has an 'Average' lock.  If security is in the same room, use the
wait function and wait an hour or two.

As soon as they discover they've been robbed, they promptly leave Tenpenny Tower
for good.  Don't worry about their stores though, they'll be taken over by
others shortly, very shortly indeed..

The other three residents can be dealt with by nosing in their business.  Let's
do this right away.  Head up to the Suites Floor by going upstairs and enter
Susan Lancaster's Suite.  Grab the [LOVE LETTER] from her desk on the right.
You can also steal the {TALES OF A JUNKTOWN JERKY VENDOR}, but only attempt this
when you're done with the quest already - Susan can be a pest at times.

Note: You may want to have started 'Strictly Business' to make an extra profit.

Whenever Susan is alone in her room with the door closed, grab your Mesmetron
and Slave Collar to send her over to Paradise Falls.  Two more residents to go.

Instead you may do the below right away, and Susan will be killed.

Read the Love Letter from your Pip-Boy and locate Millicent, the wife of Edgar.
Tell her about the letter you found and she promptly kills her husband.  She
immediately leaves the tower herself.  Wonderful!

Leaves Michael Hawthorne, Doctor Banfield, Margaret Primrose, Herbert 'Daring'
Dashwood, Irving Cheng, and Tiffany Cheng to talk with - although these give in
to your needs without any trouble, and they might not even be important.

Note: Sometimes Tenpenny doesn't allow you to turn in the quest.  This is a
      damn annoying bug, and your best bet is to either kill or pickpocket
      Chief Gustavo, go around the back of the  building, to the basement, and 
      let the Ghouls inside.  Alternatively you can just kill Roy Philips, but 
      that will not net you the Ghoul Mask.

Note: If the unfortunate above 'Note' happens to you, there is a solution.  Head
      away from Tenpenny Tower and start doing other things.  Complete the
      Strictly Business Quest, do various random events and quests, then return
      to Tenpenny Tower.  You should be able to talk to Tenpenny now, and he'll
      hand you 500 Caps.

Note: If Tenpenny is already dead, speak to Security Chief Gustavo and deal with
      matters, then fill in Roy back at the metro tunnels.

When Tenpenny tells you it's O.K, fill in Roy Philips who is likely still in the
metro tunnels.  You're rewarded with the [GHOUL MASK], which allows you to walk
among Feral Ghouls without being attacked.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ12] Head of State                                                 |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Speak to Hannibal Hamlin in The Temple of the Union.           |
|                                                                              |
|ITEMS: [] Nuka-Cola Quantum, [] First Aid Box, [] Safe, [] First Aid Box,     |
|       [] Med-X, [] Jet x2, [] Nuka-Cola Quantum, [] Lincoln's Dairy,         |
|       [] Stimpak, [] Action Abe Action Figure, [] 10mm Rounds, [] Gun Cabinet|
|       [] Ammo Box x2, [] Grenade Box, [] First Aid Box, [] Safe, [] 10mm     |
|          Round x2, [] 10mm Rounds, [] Lincoln's Head, [] John Wilkes Booth   |
|          Wanted Poster, [] Civil War Draft Poster, [] Lincoln Memorial Poster|
|       [] Lincoln's Voice, [] Lincoln's Repeater, [] Chinese Army: Spec. Ops. |
|          Training Manual, [] Antique Lincoln Coin Collection. [] Ammo Box.   |
|                                                                              |
|QUEST REWARD: One of the following:                                           |
| (300 EXP)    1. Help the Abolitionists: [] Dart Gun Schematics               |
|              2. Help the Slavers: [] 200 Caps.                               |
|                                                                              |
|ENEMIES: o Slaver    o Feral Ghoul    o Feral Ghoul Roamer    o Glowing One   |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

You can find The Temple of the Union northwest of Canterbury Commons, if that
rings any bells.  It's basically in the northeastern section of the wasteland
but not all the way up north.  It's more around the middle.

When you attempt to enter, stay polite to be allowed inside.  Find Hannibal
Hamlin on the first floor to initiate the quest.  You have two main options to
go from here.  Either you stay on the side of Hannibal, or you team up with the
Slavers that you'll soon meet.  This guide focuses on staying with Hannibal,
simply because he offers the better reward of the two.

Head downstairs and look around for Caleb Smith.  Talk to him, then set foot
for your next destination.  Fast-travel to The Mall or a destination nearby,
such as the Washington Monument, then head all the way west to discover the
Lincoln Memorial.  One of the slaver guards, Silas, will let you know that the
memorial is off limits.  Be polite and follow him to the back entrance, or
simply start killing all the slavers right away.

Instead, stay on your guard and have a chat with the Slaver leader Leroy first.
Don't tell him anything about the slaves you met, stay friendly, and he'll make
you an offer: If you find any artifacts you can bring them to him and he'll make
it worth your while.  Search his room for a [NUKA-COLA QUANTUM] bottle.  Head 
back outside and enter the Memorial - Yes, that means killing slavers alright.

Waste any slaver around and inside the memorial to complete one of your
objectives.  Your second objective involves getting a picture of the memorial.
What you need to do is to head inside the Museum of History, go inside the Main
Hall and take a left (west). 


Museum of History: Lower Halls:
-------------------------------
Wipe out any Ghouls in sight and head for the small room to the east before
anything else.  Snatch the items from the desk, the [FIRST AID BOX] and the
averagely locked [SAFE], then go back to the hall.

Move into the cafetaria on the south and make your way into the ladies restroom
on your right (west).  Search the former Wastelander for items here.  You can
find a [FIRST AID BOX] in the eastern room behind the counter.  Continue your
ransacking by moving through the nearby hall, and make your way to the SE.  Loot
the Wastelander and look on the table for a [MED-X] and [JET x2].  Don't forget
to grab the [NUKA-COLA QUANTUM] from under the table.

Head back and go upstairs.  You'll find a secured room to your right - a Mark V
Turret has gone frenzy - but you can leave the room alone altogether or use the
terminal to shut the turret down.  Waste any Ghouls in the next room and check
your right for [LINCOLN'S DAIRY], one of the artifacts you're looking for. Clear
the area of Ghouls and go through the door at the end of the room to reach the
Museum of History Offices.  Boring?  I don't think so!


Museum of History Offices:
--------------------------
Make your way upstairs and spot the many red dots on your compass.  A number of
Ghouls have hid themselves in the next hallway on your left.  Carefully tread
into the first room on your right and open up the Eat'o'tronic to find a
possibly much needed [STIMPAK].  The door on the opposite has a Very Hard lock.

Head into the next room on your left, which is filled with ruined books and
cases.  Move into the adjacent room and look for the [ACTION ABE ACTION FIGURE]
on the desk.  Also find that the Very Hard locked from just now only leads to
this room.  Find [10MM ROUNDS] on the floor, check the [GUN CABINET], [AMMO 
BOXES x2], [GRENADE BOX] and [FIRST AID BOX] for supplies and unlock the Average
[SAFE].  Use the terminal (Average Secured) to shut down any Turrets, then exit
the room.

The desk near the cell door has [2x 10MM ROUNDS] on top of it.  You can go
through the western rooms, deal with more Ghouls, just to find a similar cell
door and desk.  Grab the [10MM ROUNDS] lying behind the desk, then go through
either one of the cell doors, because the rest of the floor holds surprisingly
little - nothing but [LINCOLN'S HEAD] in the caved-in room all the way north.

When you enter the archives, check the western bookcase for the [JOHN WILKES 
BOOTH WANTED POSTER].  Now move to the SE corner of the room and check the case
to your right thoroughly to find the [CIVIL WAR DRAFT POSTER] on the top shelf.

Head upstairs and glance at the wall.  Hanging behind the desk is nothing other
than the [LINCOLN MEMORIAL POSTER].  You can now return to Hannibal, but it's
better to explore some more.  Waste any Ghouls that you may have brought to
your attention, then search the nearby desk for the [LINCOLN'S VOICE] artifact.

The walkways to your south yield nothing but ruined books, so head into the
ruined room to your north instead.  Search any cabinets and desks for caps or
ammo and more importantly, grab medical supplies from the [FIRST AID BOX] on the
wall.  Explore the NW corner of the room and open up the display case to 
treasure another artifact: [LINCOLN'S REPEATER].  While you're here, don't leave
the [CHINESE ARMY: SPEC. OPS. TRAINING MANUAL] on the desk.

Head through the hall and start exploring the eastern rooms.  In the SE room
you can find the [ANTIQUE LINCOLN COIN COLLECTION] artifact in a bookcase.  You
can find an [AMMO BOX] in the room all the way northwest of the second floor,
but beware of the gaps in the floor.  The western rooms hold nothing of interest
which means you can now head back to Hannibal.

Back at the Temple of the Union, hand over the memorial poster to Caleb, then
find Hannibal on the second floor.  He'll head over to Lincoln's Memorial right
away when he hears about Caleb being ready.  Fast travel to Mall Northwest and
wait 6 hours or so - Hannibal & co. will show up.  Talk to him and sell him any
of the artifacts you've found;  Be sure to apply Speech Challenges all the time
and try to increase your Caps.  The quest will be over;  You'll receive the
[DART GUN SCHEMATICS] for a job well done.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ13] You Gotta Shoot 'Em In The Head                               |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Speak to Mr. Crowley in Underworld at Carol's Place.           |
|                                                                              |
|ITEMS: [] Sniper Rifle, [] .308 Caliber Rounds, {} Jet x8.                    |
|                                                                              |
|QUEST REWARD: [] Dukov's Key, [] Dave's Key, Ted's Key.                       |
| (300 EXP)                                                                    |
|                                                                              |
|ENEMIES: o Dukov     o Dave                                                   |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Head over to the Museum of History, located at The Mall, and go to Underworld.
Head upstairs and find Mr. Crowley at Carol's Place.  This man wants four people
dead, and he wants you to do it like a pro: A bullet straight through the head.
You're given the list with people he wants dead, and you're sent off on duty.

Alternatively, Mr. Crowley may be sitting in The Ninth Circle Bar, so you may
also need to look there depending on the time your visit Underworld.  Wherever
you contact Mr. Crowley, you're given a [SNIPER RIFLE] and [.308 CALIBER ROUNDS]
for your job in advance.

Optional: Does Mr. Crowley really just want to kill these people because he
          hates them, or is there more than meets the eye?  You can talk to
          various people around Underworld and find out that it's not all about
          hatred.  The best way to do so is by talking to Greta who is in the
          same room as Crowley.  Head back to Crowley, confront him with your
          findings and he'll throw in an additional 100 Caps to seal the deal.


Getting the Keys:
-----------------
Head over to Dukov's Place, which is nearby Tepid Sewers.  When you enter, a
drunk guy with a Russian accent comes up and greets you - meet Dukov.  You have
several options to obtain his key:

1. Speech Challenge him by threatening in order to receive the key.
2. You can pickpocket Dukov (use a Stealth Boy to ensure success).
3. Talk to Cherry and Speech Challenge her to steal his key, however she wants
   you to escort her to Rivet City (which you can just neglect to do).
4. If you're male and have the Lady Killer Perk, Fantasia offers to steal the
   key for you without asking anything in return.
5. If you're female and have the Black Widow Perk then Dukov will hand over his
   co.. Key to you.  That's right.
6. Of course, you can also just kill Dukov and grab his key.

If you're a drug lover, check out the restroom to the west and find a crapload
of {JET x8} on the floor.

Next, head over to Dave's Republic, which is in the NE corner of the wasteland.
It's a long trek, so come prepared.  The Temple of the Union might quite 
possibly be the closest, so fasttravel and head from there.

When you finally arrive, make your way into the house by staying polite and
friendly.  Find Dave: You now have several options again.

1. If your LCK stat is high enough, Dave can hand over the key without problems.
2. You can Speech Challenge Dave several times to make him hand over the key.
3. You can kill Dave and take the key from his body.
4. Pickpocket the key from Dave (use a Stealth Boy for a sure success).

Now continue your quest to Rivet City.  You've probably been here before, it's
the large 'city-on-a-boat' in the southwest corner of the Wasteland.  Head to
the Middeck and enter the Common Room.  Look around for Ted Strayer.

1. With the Toughness Perk, which you most likely have, you can convince Ted to
   hand over the key immediately.  That means NOW, Ted.
2. You can Speech Challenge Ted into giving you the key with ease.
3. Paying Ted 25 Caps is also a way of obtaining the key.
4. You can pickpocket Ted, but I'd certainly advise using a Stealth Boy.
5. Killing poor Ted is also an option; You can take the key from his carcass
   afterwards.  Just make sure you don't attract any of the guards, or else.

Optional: Now that you have the three keys, you can optionally go to Tenpenny
          Tower in the southwest and meet Tenpenny.  You can then either kill
          Tenpenny (for a measly 100 Caps), or get a 200 Caps (300 with Speech) 
          from Tenpenny if you kill Crowley instead.  Whatever your choice, I
          recommend being done with the Tenpenny Tower Quest already before
          killing Tenpenny (unless he's already dead-which figures for itself).

You can now return to Crowley and give him the keys.  You'll be rewarded with
Caps, depending on if you really killed them or not you get 25 or 100 Caps, but
it's possible to trick Crowley with a Speech Challenge.  When you've ended the
quest you have two options:

1. Sneak after him and steal the three keys back from him.  This is highly
   recommended, but you should save your game before attempting.
2. Kill him when he's out of Underworld, and grab the keys back.
3. (Leave him be - not recommended)

These keys will be of use in a Freeform Quest: Fort Constantine.  It's worth the
trip, not in the least place because you can find the Big Guns Bobblehead and
the unique T-51b Power Armor.  Find more info at the exploration sections.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ14] Stealing Independence                                         |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Speak with Lincoln Washington in Rivet City at the Capitol     |
|               Preservation Center, nearby the Science Lab, Mid Deck.         |
|                                                                              |
|ITEMS: [] Archives Prize Voucher, [] Special Mentats, [] Frag Mines,          |
|       [] Sydney's 10mm "Ultra" SMG, [] Safe, [] Archives Prize Voucher x6,   |
|       [] Ammo Box x2, [] Safe, [] First Aid Box, [] Darts x 20, [] Ammo      |
|          Box x2, [] Frag Grenade x3, [] Pulse Grenade, [] Shotgun Shells x2, |
|       [] First Aid Box, [] Ammo Box x2, [] Mentats, [] Grenade Box x2,       |
|       [] First Aid Box, [] Mine Box x2, [] RadAway, [] Sheet Music Book,     |
|       [] Ammo Box, [] Grenade Box, [] Mine Box, [] Stimpak, [] Ammo Box x3,  |
|       [] First Aid Box, [] Laser Rifle, [] Mini Nuke, [] Stealth Boy,        |
|       [] Duck and Cover!, [] Metal Armor, [] Metal Helmet, [] Mine Box,      |
|       [] Microfusion Cell x2, [] Stimpak, [] First Aid Box, [] Ammo Box,     |
|       [] Mine Box, [] Ammo Box x5, [] Grenade Box, [] Mine Box, [] First Aid |
|          Box, [] Lying, Congressional Style, [] Bill of Rights, [] Ammo      |
|          Box x3, [] Grenade Box, [] Mine Box, [] Magna Carta, [] Stronghold  |
|          Security Terminal Password, [] Button's Wig, [] Safe x2,            |
|       [] Declaration of Independence.                                        |
|                                                                              |
|QUEST REWARD: [] Schematic: Railway Rifle.                                    |
| (300 EXP)    [] 400 Caps (if you come alone).                                |
|                                                                              |
|ENEMIES: o Super Mutant    o Super Mutant Brute    o Super Mutant Master      |
|         o Centaur                                                            |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Talk to Lincoln Washington at the Capitol Preservation Center on board of Rivet
City.  He'll tell you that the Declaration of Independence is missing in his
collection, and he'd like you to fetch it from the National Archives.  Head over
to The Mall by fast traveling somewhere nearby.  You can go inside by front or
by the back door. 


National Archives Front Door:
-----------------------------
Head through the hall and find two terminals on the back of the wall.  One
terminal holds 8 questions and claims that you can win fabulous prizes.  Let's
try it, shall we?  If you always were a lamer at history, check for the answers
below.  Otherwise, try the questions yourself: You can back out of the terminal
at any given time to try again.

Answer #1: Second Continental Congress.
Answer #2: Thirteen.
Answer #3: John Hancock.
Answer #4: 56.
Answer #5: Ratification.
Answer #6: King George III.
Answer #7: Happiness.
Answer #8: Thomas Jefferson.

Claim the [ARCHIVES PRIZE VOUCHER] and collect your prize, one out of three
special mentats (a weird prize for a Museum if you ask me - drugs?).  

Glamorously Grape  = +5 CHR.
Brilliantly Berry  = +5 INT.
Observantly Orange = +5 PER.

These Mentats are unique, so use them extremely sparingly - or not at all.

Head into the Rotunda to the north and lay several mines at the entrance, then
move in and beware of tons of mines yourself.  Move over to Sydney, the woman
who looks like a ranger, then prepare for two waves of Super Mutants.  The first
wave will mostly be taken care of my any mines, but the second wave has a mutant
with a Missile Launcher.  Kill this one ASAP and make sure Sydney survives the
fight.  Talk to her when it's over.

After teaming up with Sydney, head over to her terminal nearby her initial
position and use the 'Unlock Rotunda Cargo Lift' option.  This reveals a secret
elevator leading to the Archival Secure Wing East.  Disarm all [FRAG MINES] in
the Rotunda, then choose from a number of paths.

Note: If Sydney is killed before you had the chance to use her terminal, you'll
      have to make your way through the eastern door from the main hall, follow
      the path downstairs to an 'easy' locked door (beware of a cow-head-trap 
      when going downstairs) and go from there.

Note: It's not necessary to keep Sydney alive at all costs.  If she dies, be
      sure to keep her unique [SYDNEY'S 10MM "ULTRA" SMG] safe.  We wouldn't
      want it to get lost, right?

Note: If you want to do a small Freeform Quest with Sydney (with as reward the
      aforementioned machine gun), you'll need to keep her alive.

Note: Also head through the east door from the main hall and head upstairs and
      locate the wall [SAFE] in this office room.  This always holds [ARCHIVES
      PRIZE VOUCHER x6], which you can exchange for special Mentats at the
      terminal in the main hall.  Tip: If you have a near-perfect/allround built
      it may be wise to grab as much as you can from the Glamorously Grape 
      Mentats, since these increase your low-as-hell CHR.  The Brilliantly Berry
      flavour can also be useful if you want temporary max stats.

Note: You can also explore the western area and look for useful items (but also
      Super Mutants).  Feel free to glance at the 'Entering from the back'
      section and use it backwards to find all the items.


Entering from the back:
-----------------------
You'll come across several Super Mutants and a Centaur along this route.  Beware
of Frag Mines on your right (west).  Head left (east) and look for two [AMMO
BOXES] between two bookcases.  Also check this area for an 'Average' [SAFE],
and look for a [FIRST AID BOX] on the ground near the destroyed cabinets.

The rest of the eastern path leads to several rooms with nothing but junk.  It
also leads to a locked door which is an optional path soon.  Either way, from
the back entrance it's better to explore the western area.  Don't bother with
the southern door - it only has a trap behind it. The classrooms to the very
west contain [DARTS x20] on a desk in the first room, and two [AMMO BOXES],
[FRAG GRENADE x3] and a [PULSE GRENADE] in the second room, marked with an 'A'.

Head upstairs at the end of the hall and check the bookcase on your left to
find [2x SHOTGUN SHELLS] and a Combat Shotgun.  Clear the area from mutants and
check both restrooms for a [FIRST AID BOX] in each.  Explore the southern room
and look for two [AMMO BOXES] and [MENTATS] in the NW corner, but also loot any
filled cabinets for caps or ammo.  The elevator to the Archival Storage is
locked, so head back to the previous room adjacent to the restrooms and go
up the stairs by moving through the SE hall.  Waste a few more mutants and make
your way in the room upstairs.  You'll be able to find a [GRENADE BOX x2] and
a [FIRST AID BOX] on a desk, two [MINE BOXES] of which one is averagely locked,
and a [RADAWAY] in one of the corners.  Make your way east to the main hall of
the building - where you would end up going through the front door.


Going by the Locked Door:
-------------------------
If you use the secret elevator you can skip these paragraphs.  The locked door
leads to the Archives Sub-Basement.  Head downstairs and search this messy
storage room for a [SHEET MUSIC BOOK] on the lowest shelf of a case against the
western wall, and a [GRENADE BOX], [AMMO BOX] and [MINE BOX], plus a [STIMPAK]
on top of a bookcase.

The area on your south is engulfed with gas, so it's best to roll a grenade
inside and keep your distance to keep from getting fried.  There are several
other mutants roaming the room, so do your duty and get rid of them.  Search
the southern room to find three well packed [AMMO BOXES] and a [FIRST AID BOX].
Now head downstairs (or carefully jump down) and proceed through the northern
hallway, once again filled with highly flammable gas.

Tread with caution, grab the [LASER RIFLE] from the skeleton - should you need
it, he/she won't miss it - and head upstairs.  The gate on your left is locked
and is 'Very Hard' to unlock, meaning 100 Lockpick Skill.  If you have this by
now you can trespass to find a [MINI NUKE], [STEALTH BOY], [DUCK AND COVER!],
[METAL ARMOR] and [METAL HELMET].  If you don't, remember this location for
later.  Head for the Archival Secure Wing East.


Archival Secure Wing East:
--------------------------
The elevator from the Rotunda leads here, which grants you a significant short-
cut over the other route.  You can still collect the items there if you're 
interested.  If you're not, or if you came from there, proceed north and deal
with a Mister Gutsy robot.

You once again have two options: If your Science Skill is high enough you can
open the Utility Gate and skip the western walkway.  If you can't open it, make
your way through the western hall instead.  You are granted a secondary shortcut
by means of an averagely locked door and a walkway filled with gas that leads
to the same room the utility gate led to.  However, you may want to explore some
more, so leave it alone for now.  Find a [MINE BOX], [MICROFUSION CELL x2], 
[STIMPAK] and Laser Rifle near the skeleton in the first room to your left.
Check the Cash Registers for loads of Pre-war money altogether.

The second room to your left contains a [FIRST AID BOX] and [AMMO BOX].  Go
around the corner and find a [MINE BOX] in one of the metal cases.  Don't forget
to ransack all Cash Registers.  Dispose of the Sentry Bot and continue east.
Dispose of any Mister Gutsy or Protectron standing in your way and head down 
when you reach the large room (this is where the Utility Gate led to as well).
Go through the door and enter another walkway.

You'll find an average locked door on the west, two of them upon closer
inspection, and they lead to a storage with loads of supplies.  Destroy the two
Mark IV Turrets in the storage room itself and grab all of the following:
[AMMO BOX x5], [GRENADE BOX], [MINE BOX], [FIRST AID BOX], [LYING, CONGRESSIONAL
STYLE] and the [ARCHIVES SECURITY SAFE - with the BILL OF RIGHTS].

Back at the hallway, the 'Hard' locked door to your right only represents a
shortcut.  Funny thing by the way: The storage being locked by two average doors
and a regular hallway door being 'Hard'.  Don't mind me, I like nitpicking. :)

Continue north but be warned:  This area has three Sentry Bots and a Mister
Gutsy patrolling the rooms.  Use Pulse Grenades and Mines, because these are
tough foes your messing with.  The western stairs lead down to a dead-end room
with a dead Mercenary and a Sentry Bot.

The eastern storage room, accessed by going through the northern hallway first,
looks similar to the previous: One averagely locked door and two more Mark IV
Turrets guard the goods.  Find [AMMO BOXES x3], [GRENADE BOX], [MINE BOX] and
the [MAGNA CARTA] from the safe.  Now make your way through the northernmost
door of the area that leads to the Archival Strongroom.


Archival Strongroom:
--------------------
You're promptly greeted by a protectron who thinks he's Button Gwinnet.  He 
holds the [STRONGHOLD SECURITY TERMINAL PASSWORD], and you need it.  How to
resolve this?

1. Use Speech Challenge to ensure Gwinnet that you are one of the good guys, in
   fact you're either Thomas Jefferson or his agent!
2. Fetch the Ink Container for Gwinnet, if you haven't gotten it already from
   the Arlington Public Library.  Check out 'Librarians are not boring', the
   9th part of the Wasteland Survival Guide quest for details on where to find
   this.
3. Use the Robotics Expert answer (if you have this perk) and give Button the
   shutdown command.
4. Kill him and grab it off him.

Search the room and the various cabinets.  Also grab the unique [BUTTON'S WIG]
from the ground.  It has some uses, but foremostly adorable.  *Ahem*.

With the password in hand, use the terminal and unlock all Strongroom and
East Wing doors.  Search the storage room for two [SAFES] and the [DECLARATION
OF INDEPENDENCE] in the main safe.  Head through the western maintenance area
for a shortcut, make your way east to the main hall, and set foot for Rivet
City.

Locate Abraham Washington and claim your reward: [RAILWAY GUN SCHEMATICS].  If
you arrive without Sydney, you also get to claim 400 Caps.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ15] Reilly's Rangers                                              |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Talk to Reilly at the Underworld Hospital Chop Shop.           |
|                                                                              |
|ITEMS: [] Ammo Box, [] .44 Magnum Rounds x16, [] Scoped .44 Magnum,           |
|       [] Rad-X x2, [] RadAway x2, [] .32 Caliber Rounds x15, [] 10mm Rounds, |
|       [] Frag Grenade, [] First Aid Box, [] Stimpak x2, [] Med-X, [] Ammo    |
|          Box x2, [] Ammo Box x3, [] First Aid Box x2, [] Ammo Box x2,        |
|       [] 3x Microfusion Cell, [] Hidden Stash Note, [] 2x Ammo Boxes,        |
|       [] Mine Box, [] Grenade Box, [] Ammo Box, [] First Aid Box, [] First   |
|          Aid Box, [] Buffout, [] Jet, [] First Aid Box, [] Mentats, [] Safe, |
|       [] 2x Frag Grenade, [] 3x Ammo Boxes, [] Pre-war Book, [] Stimpak,     |
|       [] Mentats, [] Safe, [] First Aid Box, [] Ammo Box, [] Psycho, [] First|
|          Aid Box, [] First Aid Box, [] Stimpak, [] 100x 10mm Rounds,         |
|       [] 200x 5.56mm Rounds, 200x 5mm Rounds, [] 4x Frag Grenade, [] First   |
|          Aid Box, [] First Aid Box, [] First Aid Box, [] 2x Mine Box,        |
|       [] 10mm Rounds x10, [] First Aid Box, [] Chinese Army: Spec. Ops.      |
|          Training Manual, [] Ammo Box, [] First Aid Box x2, [] First Aid Box,|
|       [] Nuka-Cola Quantum, [] 2x Ammo Box, [] 2x Frag Grenade, [] Shotgun   |
|          Shells x12, [] Grognak the Barbarian, [] First Aid Box, [] Fission  |
|          Battery, [] First Aid Box, [] Safe, [] Tales of a Junktown Jerky    |
|          Vendor, [] 2x 5.56mm Rounds x24, [] Jet x2, [] Geomapper Module.    |
|                                                                              |
|QUEST REWARD: Choose one of two rewards:                                      |
| (300 EXP)    1. [] Ranger Battle Armor.                                      |
|              2. [] Eugene Minigun.                                           |
|                                                                              |
|ENEMIES: o Super Mutant     o Super Mutant Brute    o Super Mutant Master     |
|         o Talon Comp. Merc                                                   |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Locating Reily:
---------------
Head to Underworld, which is accessed from the Museum of History.  This in turn
can be accessed by traveling somewhere near the Washington Monument.  You'll
find the building somewhere on the east.

Once inside, head to the very south of the ground level and enter the Chop Shop,
the hospital around here.  Talk to the woman lying on a bed, and it appears she
is in a coma.  You have two options here:

1. Wake her up if your Medicine Skill is high enough.
2. Speech Challenge Doctor Barrows and have him wake her up.

You can also meet Reilly at the Statesman Hotel, in the Ranger Compound if you
choose to directly go there, but if you perform these options you'll get a lot
of markers and quest info right here, right now.

Agree to help her team and hear her out for useful information.  When you've
heard all dialog let her rest and set out for the Ranger's Compound first.


Finding the Ranger's Compound:
------------------------------
The fastest way is to go through the Capitol Building up north.  Head through
the entrance, immediately head through the door on your remote right that leads
to the eastern sections of the room, and go through the hallway on your right
until you reach the double doors that lead to the worldmap area called Seward
Square.

Needless to say, all of this doesn't go without a fight, and you'll face many
Super Mutants and Talon Comp Mercs along the way.

Continue south/southeast and head under a viaduct.  Head all the way SE, past
many gore bags, past the broadway cinema, until you see a metro sign.  This is
in front of the Cornucopia Fresh Groceries building From here
head north and at the end of this street look on your right to see a sign with
two crossing swords.  Head east until you get to a square with a statue.  Left
from the statue is the entrance of the Ranger Compound - about time, really.


The Ranger's Compound:
----------------------
The radio room is to the right and you can gather information regarding the
rangers from here. Head left and check out the storage room in the back first to
find a case with loads of alcohol and an [AMMO BOX].  More of your interest is
probably the door to your left that leads to the storage room with loads of
goodies:

Check the cabinet shelves for: [.44 ROUNDS x16], [SCOPED .44 MAGNUM], [RAD-X x2]
[RADAWAY x2], [.32 CALIBER ROUNDS x15], [10mm ROUNDS x12], [FRAG GRENADE].
Find a [FIRST AID BOX], [STIMPAK x2] and [MED-X] on the table.  Also loot the
two [AMMO BOXES] next to this table.

Exit the building and head up the nearby stairs outside.  At the second floor
you'll find three more [AMMO BOXES] on some shelves, one of them averagely
locked.  Explore the area further to find two [FIRST AID BOXES] and two more
[AMMO BOXES] of which one of each is also averagely locked.  These are crammed
with goods.

Make sure you have Reilly's Rangers set as active quest, and check out the mark
on your map.  It is close to the Metro Station and the marker pinpoints the
Sewers, one of the ways to get to your next destination: Vernon Square.


Sewers:
-------
Head through the Sewer tubes, kill the Super Mutants you'll soon meet, and
switch to the other metro tube.  Enter through the nearby door and go upstairs
to find [3x MICROFUSION CELL] and a [HIDDEN STASH NOTE] nearby the skeletons.

Read the note, then walk down the dead-end south-eastern tunnel.  Waste the
Super Mutant, then look around for the hidden stash under some debris.. and
voila!  You can find [2x AMMO BOXES], a [MINE BOX] and a [GRENADE BOX] here.
It looks like there are five boxes, but I think there's one you can't open.

Backtrack slightly, then go into the other tube and track along the metro.
Head east when you can, waste another mutant, and look around for an [AMMO BOX]
next to the couch.  You can also sleep in the makeshift beds here.  Head up the
ladder to Pennsylvania Avenue and make your way through the street, heading west
for the marker on your map.  Discover Pennsylvania Avenue North's Metro Station,
otherwise known as Freedom Street Station, and head inside.


Freedom Street Station
----------------------
Proceed but be cautious of three nasty Bear Traps - either disarm or avoid them.
Go through the northern walkway and blast the two Feral Ghouls.  Check the
generator room to the east, kill the ghoul and search for a [FIRST AID BOX] on
the structure pillar.  Go through the other generator room and you'll find a
Scavenger upstairs, willing to trade supplies.

Head back to the previous hallway with the T-junction and head west.  Disarm
the three Bear Traps in this room, then proceed through the door and hallway
with the radioactive logo next to it.

In the next tube, ignore the nearby door (leading to a small flooded room) and 
make your way through the tube itself, blasting any ghouls in your way.  At the
end, make your way upstairs to the higher levels of the subway, go over some
walkways that are above the previously mentioned flooded room, and continue
your way upstairs.  Make your way across another walkway and kill any ghouls
that reside here.  Cross the crates and rubbish, head up another stairs and
exit to Vernon Square at the end of the hall.


Vernon Square:
--------------
Make your way past the wrecked buses and head south until you reach the
Our Lady of Hope Hospital.  If you're looking for more (medical) supplies, head
more to the west.  Find a [FIRST AID BOX] on a little table in the corner of
this area, and some [BUFFOUT] and [JET] in little crates on top of the truck.
You'll find one last [FIRST AID BOX] on the truck as well.  Head into the
hospital now.


Our Lady of Hope Hospital:
--------------------------
You'll now be at the entrance lobby.  Head through the double doors on the SW,
and proceed through this hallway.  Kill the centaur that roams this area, then
open the Eat'o'tronic on the structure pillar to find some [MENTATS].

Before you proceed in the large hall, check out the room directly to your north,
which is an other entrance of the hospital.  Unlock the easy [SAFE] here.

The large hall up ahead usually houses a Super Mutant or 4.  Either waste them
with grenades or missiles, otherwise lure them to the smaller room you're coming
from.  The SE corner in this large hall has a desk with [2x FRAG GRENADE] and
[3x AMMO BOXES] on it.  You can find a [PRE-WAR BOOK] on the counter near the
skeleton hanging over it.  When you proceed upstairs, be cautious of a mine at 
the top of the stairs.  Head to the next area.


Our Lady of Hope Hospital 2nd Floor:
------------------------------------
Go down the hall and check the two Eat'o'tronics for a [STIMPAK] and [MENTATS].
Also unlock the averagely locked [SAFE] at the end of the hall.  Having done so,
go through the double doors on the north and dispose of two mutants.  There is
nothing of value in both the dining hall nor the kitchen, so proceed through
these areas and kill another two mutants.

Use the adjacent hall and stairs to bring you at the higher levels outside of
the hospital.  Once outside, check around the corner to find a [FIRST AID BOX]
and an [AMMO BOX].  You can also find a [PSYCHO] in a little wooden crate 
near the edge of the building.  Cross the walkway, drop down a level and make 
your way into the Mid-levels of the Statesman Hotel.


Statesman Hotel Mid Level:
--------------------------
Drop down to the floor below and make your way through the hall.  Grab supplies
from the [FIRST AID BOX] next to the firehose box.  Make your way through more
halls and rooms until you reach a central hall.  Find yet another [FIRST AID
BOX] near the firehose box in this hall.  The mini cafetaria with Cola Vending
Machine and an Eat'o'tronic holds a [STIMPAK] in the latter.  Take the western
stairs and find Theo - or what's left of him anyway.

Theo's Ammo Box holds a crapload of goodies: [100x 10MM ROUNDS], [200x 5.55MM 
ROUNDS], [200x 5MM ROUNDS], and [4x FRAG GRENADES].  It's too bad that Theo was
stripped of his Ranger Armor Suit, or we would already have the best armor in
the game.  Oh well, let's carry on then, shall we?

Proceed upstairs but beware of a trap.  Enter the next hall and open the door
to your right.  Blast another mutant and make your way through the rooms,
looting the dead mutants that the Ranger Squat must've already taken care of.

Head through the northern passage and kill another mutant or two.  From this
complex, head east to reach a stairwell.  You can't go down, and you can't go
up more than one level, so that leaves us the fairly easy choice to go through
the one door leading to a hallway with a sneaky Centaur.

You can safely ignore the rooms on the west because the hold absolutely nothing.
Instead, grab the supplies from the [FIRST AID BOX] near the firehose box, what
else, and find yet another [FIRST AID BOX] at the end of the hall.  How very
generous!

The (easy) locked door on the east of this hall holds, you wouldn't have guessed
it, another [FIRST AID BOX]!  Fortunately it also holds two [MINE BOX] (of which
one is averagely locked) and some [10MM ROUNDS x10] on the shelves.

Continue to the NW area and wipe out the mutants here.  You got two options now:

1. If your repair skill is decent enough you can fix the elevator here and skip
   the next two paragraphs.

2. Take the longer path, read on.

Grab any supplies from the [FIRST AID BOX] up ahead and walk down the hall. 
Waste another mutant, head upstairs, waste another mutant (wait, do I see a
*pattern* here?) and explore the storage room for a [CHINESE ARMY: SPEC. OPS.
TRAINING MANUAL] lying on one of the shelves.  Before you go upstairs take a
right first and unlock the easy door.  Inside this room you'll find an [AMMO
BOX] and two [FIRST AID BOXES].  Head upstairs but beware of another 'Falling 
Grenade Trap'.


Statesman Hotel Restaurant:
---------------------------
Loot the [FIRST AID BOX] on your left and make your way through the halls.  Head
east, ignoring the west area.  You'll now be at the elevator.

In this room, unlock the averagely locked door through the means of lockpicking.
If you can't, you'll have to go around the other way, but this is preferred.

Prepare yourself to kill a mutant or 4 in the area up ahead.  When you have done
so, check the inner counters for a [NUKA-COLA QUANTUM], [2x AMMO BOX], [2x FRAG
GRENADE], [SHOTGUN SHELLS x12], and a [GROGNAK THE BARBARIAN] Skill Book.  Check
the western upstairs flank to find a [FIRST AID BOX].


Checking Out:
-------------
Be SURE to check out the storage room behind the stairs to find a [FISSION 
BATTERY] on the broken Maintenance Protectron.  This will come in handy soon,
in case you're wondering.  Exit the place by going upstairs and make it to the
roof.  Once on the roof, search around for the Rangers.  You can give them some
of your ammo if you want their help in the upcoming fight, but it's far from
necessary.

Give the Fission Battery to Donovan and follow the Rangers.  In this area, gun
down all mutants ASAP so the Rangers can make a run for the elevator.  Once
they make it, search the area for goodies.  There's a [FIRST AID BOX] and an
averagely locked [SAFE] at the entrance counter.  If you head upstairs and check
out the rooms to the east you can find a [TALES OF A JUNKTOWN JERY VENDOR] on
one of the desks.  Explore the nearby restroom to find [2x 5.56MM ROUNDS x24]
and [JET x2] on some shelves.

Exit the place and fast travel to the Ranger's Compound.  Find Reilly and talk
to her about your reward.  I suggest you go for the armor.  It *is* possible to
kill the Rangers, but you can do useful Freeform quests.

Talk to Reilly again and talk about mapping.  For every location you discover on
the Pip-Boy you receive 20 Caps.  If you've done some avid exploring so far, 
you're rewarded with several thousand caps right away!  She'll also hand you
the [GEOMAPPER MODULE].  Be careful with it, if you lose it or sell it, there
are only two spares she can give you.  Tops.

Equip your new armor.  Why is it so good?  Well it has a reasonably weight 
compared to Power Armor (27 versus 45), and its DR (at max) is only 6 points
under Power Armor (39 versus 45).  It also gives excellent bonuses: +5 AP,
LCK +1 and Small Guns +10.

If the Ranger Armor needs tweaking you can repair it by using Talon Mercenaries
Combat Armor - there's plenty of those around.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ16] Trouble on the Homefront                                      |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Listen to the emergency frequency (nearby Vault 101).          |
|                                                                              |
|ITEMS: [] Frag Grenades x2, [] First Aid Box.                                 |
|                                                                              |
|QUEST REWARD: [] Modified Utility Jumpsuit                                    |
|               + If you side with the Overseer:                               |
|              [] Stealth Boy, [] Radiation Suit, [] Chems.                    |
|                                                                              |
|ENEMIES: o Officer Wilkes                                                     |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

The emergency frequency becomes available when you progress the Main Quests
beyond 'The Waters of Life'.  Head anywhere nearby Vault 101, such as Megaton,
and hear the distress signal.  Listen to it carefully.  Looks like your chick
is in need of some help!

When you enter Vault 101, check the bodies of Jim Wilkins and Steve Armstrong
(he's on the east).  Talk to Officer Gomez in the next room, who gives you the
opportunity to escort you to either the Overseer or Amata.  Instead, go explore
for yourself and head for the Atrium, west.

Have a chat with Taylor, then go left, upstairs and make your way to the cell
where the Overseer was hearing Amata out the last time.  Check all weapon
lockers to find the password to the terminal.  Inside the cell you can talk to
your former teacher.

You can head north, talk the Overseer out of everything by a Speech Challenge,
then head down the stairs to the lower level and locate Amata (and you'll bump
into Butch here too) who will tell you to leave the Vault forever, even if you
just saved it.  She'll also give you the [MODIFIED UTILITY JUMPSUIT].  Wait, did
I just explain it all in one sentence?  Either way, feel free to explore the
area.  There's not much to find, but you can find [FRAG GRENADES x2] and a
[FIRST AID BOX] at the reactor level.

Note: You can also side with the Overseer, which grants you a somewhat better
      reward because he'll throw in a Stealth Boy and Rad. Suit, plus some
      Chems.  Then there's the siding with Butch option, where you need to do
      some 'tweaking' in the Reactor Room.  Either way, they all lead to your
      unfortunate departure.  No happy homecoming!

If you're interested, check the lab for your father's books, a unique item which
doesn't do much but fill up your inventory.

At any case, there just isn't much to do in Vault 101, so it's not a big deal
that you have to leave it forever.  Say buh-bye to everyone, grab everything you
need, whatever it may be, and complete the quest.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[MQ17] Agatha's Song                                                 |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|HOW TO UNLOCK: Speak with Agatha in Agatha's House.                           |
|                                                                              |
|ITEMS: [] Ammo Box, [] Mini Nuke, [] Energy Cell x3, [] Blood Pack, [] First  |
|          Aid Box x2, [] Pre-war Book, [] Audio 01, [] Microfusion Cell,      |
|       [] Energy Cell x5, [] Darts x2, [] Ammo Box x2, [] Safe, [] Tales of a |
|          Jerkytown Jerky Vendor, [] Audio 02, [] Ammo Box x3, [] Stealth Boy,|
|       [] Pre-war Book, [] Darts, [] Stimpak x2, [] Railway Spikes, [] Darts, |
|       [] Jet x2, [] Psycho, [] Stealth Boy, [] Cherry Bomb, [] Ammo Box x2,  |
|       [] Microfusion Cell x4, [] Energy Cell x2, [] Safe, [] Nikola Tesla and|
|          You, [] Audio 06, [] Soil Stradivarius, [] Safe, [] Pre-war Book,   |
|       [] Pre-war Book, [] Stimpak x2, [] Audio 05, [] First Aid Box,         |
|       [] Darts, [] First Aid Box, [] Music Sheetbook, [] Darts, [] Cherry    |
|          Bomb x3, [] Nuka-Cola Quantum, [] Ammo Box, [] Grenade Box,         |
|       [] Pulse Grenade x3, [] Pulse Mine x3, [] Railway Spikes x2, [] Ammo   |
|          Box, [] RadAway x3, [] Stimpak x2, [] Bloodpack, [] Energy Cell x3, |
|       [] Ammo Box x2, [] Audio 04, [] First Aid Box, [] Ammo Box,            |
|       [] Grenade Box.                                                        |
|                                                                              |
|QUEST REWARD: [] Agatha's Station Signal                                      |
| (300 EXP)    [] Blackhawk (ask for a reward)                                 |
|                                                                              |
|ENEMIES: o Bloatfly        o Deathclaw    o Mirelurk    o Mirelurk Hunter     |
|         o Mirelurk King                                                      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Agatha's House can be found east from the Meresti Trainyard.  Look for a small
wooden ropebridge and cross it to find the house.  Inside, an old woman greets
you and tells you all about herself - and her violin.  Steer the conversation
so that you get to know all about her motives and try one of the Challenges to
obtain the key to the [AMMO BOX] in this very room, which holds a ton of ammo
and even a [MINI NUKE].

With this information in hand, make your way to Vault 92 (the headquarters is
an optional exploration and is not required to complete this quest).  It lies
in the Northwest sector of the wasteland, and Deathclaws may be found in the
surrounding areas, so be warned.  A Dart Gun to cripple their legs is highly
recommended.


Vault 92:
---------
When you've found Vault 92, enter the cave and go inside.  Search the table near
the entrance for [ENERGY CELL x3], [BLOOD PACK], [FIRST AID BOX x2] and a Laser
Pistol.  Check the desk on the east for a [PRE-WAR BOOK] and the [PROFESSOR
MALLEUS AUDIO LOG V92-01]. Head through the door and disarm the nearby mine,
then quickly waste a Bloatfly.

You can go in three directions from here:

The averagely locked door on the east has a frag mine right behind it, and this
path leads to the Sound Testing area, but we'll get there soon.

The door on the west also has a frag mine planted behind it, and this area leads
to a the Living Quarters and the Reactor Room.

Leave the other two areas alone for now and go through the southern door, 
deactivate the rigged shotgun, head through the next door and go downstairs.
This will lead you to a large hall with several Bloatflies.  To your left is a
short hall that leads to the Sound Testing area - we'll get there in a second -
and to the south is a door that leads you to the upper walkways of this hall.

When you reach the upper walkways, locate the NE door (averagely locked) and go
inside the storage room.  You can find a [MICROFUSION CELL] and [ENERGY CELL x5]
on the shelves to your left, [2x DARTS x20] on the bottom shelves behind the
counter, along with two more [AMMO BOXES].  You can unlock the averagely locked
[SAFE] under the counter by using the terminal or lockpicking it.  Last but not
least, don't miss the [TALES OF A JUNKTOWN JERKY VENDOR] on the bottom shelf
near the safe.


Overseer's Office:
------------------
Go to the Overseer Office Area by heading through the SE room.  Here, explore
the SW apartment to find the [PROFESSOR MALLEUS AUDIO LOG V92-02] on the desk.
Follow the hallway behind the western door to reach the Overseer's Office.
[PROFESSOR MALLEUS AUDIO LOG V92-03] lies on the desk, and three [AMMO BOXES]
are waiting to be looted nearby.  Lastly, grab the [STEALTH BOY] from the 
circular counter.

Return to the large hall, locate the NE door on the ground level and enter the
Sound Testing area.


Sound Testing:
--------------
Move around the corner and go downstairs.  At the intersection, head right
(north) and waste a Mirelurk King.  Grab the [PRE-WAR BOOK] from the table and
[DARTS] from the chair.  Back at the intersection, open the averagely locked
door to the west in order to raid the storage room behind it. Find [STIMPAK x2],
[RAILWAY SPIKES], [DARTS], [JET x2], [PSYCHO], [STEALTH BOY], [CHERRY BOMB],
[AMMO BOX x2], [MICROFUSION CELL x4], [ENERGY CELL x2] and a [SAFE].

Explore the SE hall, waste another Mirelurk King and search the desks in the
room ahead for a [NIKOLA TESLA AND YOU] skill book and [PROFESSOR MALLEUS AUDIO 
LOG V92-06].  Use the Studio Terminal to unlock the Studio door on the SW. 
Enter this room and find the [SOIL STRADIVARIUS] on a table.  There's also an
easily opened [SAFE] here.  Head back upstairs and head east. Kill any Mirelurks
here (there may be four or so).

Start exploring the classrooms to the NE.  Grab a [PRE-WAR BOOK] from the book-
case, then continue to the rooms on the SE.  The eastern room holds a terminal 
(Zoe Hammerstein's) and a [PRE-WAR BOOK] and two [STIMPAKS] next to this PC.
You can find the [PROFESSOR MALLEUS AUDIO LOG V92-05] in the western room.  This
concludes this area.  Head back to the hall and go through the northern door
with the Utility board above it.  This brings you back in the Vault 92 area you
first entered, but now you're in the east section.

Move all the way to the west until you get to some stairs leading down to the
Living Quarters.  This is an optional exploration but can yield you some decent
goodies; Especially finding the Sheet Music Book is worth the effort.


Living Quarters:
----------------
Immediately take a left (east) and hack the terminal ASAP.  Select the option
Noise Flush and all Mirelurks roaming the Living Rooms will be executed on spot!
There are 8 or so, which saves you a lot of trouble.

The room to the north of this terminal holds a [FIRST AID BOX] on the left wall,
and the NE room is a storage area with several metal boxes and other junk.
Unfortunately most of it has been looted already.  You can also sleep in any
Bunk Bed in the adjacent room.

From the hall, enter the southern rooms and check the area on your left in order
to find [DARTS] in on some shelves.  Enter the Men's Dorm rooms to the west.
Find a [FIRST AID BOX] on the ground under a desk and explore the restroom to
the NW afterwards.  Carefully search the NE corner to find a [MUSIC SHEETBOOK].

Back in the main hall, head south, go downstairs and follow the walkway until
you reach a complex consisting of several rooms.  Check the room immediately to
your west and look around for [DARTS] and [CHERRY BOMB x3] on the shelves, and
a [NUKA-COLA QUANTUM] next to the Security Terminal.  Hack this and select the
unlock option.

In the room-connecting hall, look for an [AMMO BOX] in the cabinet, and a
[GRENADE BOX] next to the cabinet.  The NE room holds [PULSE GRENADE x3] and
[PULSE MINE x2] on the tables.  The SE room can be unlocked by either picking
the Very Hard door or hacking the Terminal (Hard).  Inside you'll find [RAILWAY
SPIKES x2], an averagely locked [AMMO BOX], [RADAWAY x3], [STIMPAK x2],
[BLOODPACK], [ENERGY CELL x3], and two more [AMMO BOXES] on the shelves.  Lastly
grab the [PROFESSOR MALLEUS AUDIO LOG V92-04] from the desk in the connecting
hall, and grab medical supplies from the [FIRST AID BOX] in the southern room.
With this area fully explored, head back the way you came.

Make your way to the generator room nearby the entrance of the Vault.  From here
you can either leave or do another optional exploration of the Reactor Room.


Reactor Room:
-------------
From the generator room head east, through the tunnel, then open the Reactor
Door on the north.  Head downstairs and kill a Mirelurk.  Wade through the
rooms and tunnels with water until you reach a door.  Kill another Mirelurk in
the next room and proceed west until you reach a room with a Mirelurk King.
Waste it and look for an [AMMO BOX] and [GRENADE BOX] in the corner.

Continue north, open another door, kill the Mirelurk and head through the door
on your left (west) so you can go upstairs and head back to the rest of Vault
92.

Your Reward:
------------
Note: You can sell the violin to Abraham Washington in Rivet City for 200 Caps,
      or 300 Caps with Speech Challenge.  You can also sell the violin to a
      Ghoul in the Underworld: Azhrukhal.  He'll make you the same deal as
      Abraham does.  In both cases, I'd say it isn't quite worth the time.

Return to Agatha and give her the violin.  In return you may now tune in to
Agatha's Radio Signal at any given time.  Also hand her the Music Sheet and ask
for a reward.  You will now be rewarded with the [BLACKHAWK], a powerful unique
.44 Magnum in perfect mint condition!

________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                    II-2) DOWNLOADABLE CONTENT QUESTS [DLC]
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-1] General Information                                          |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

There are currently three DLC-packs set for release.  They are:

1. Operation: Anchorage (January 27th, 2009)
2. The Pitt (March 24th, 2009)
3. Broken Steel (May 5th, 2009)

The price? $10,- each, or 800 Microsoft points.

Please note, the release dates are what I could find from the internet and by
no means definitive.  They are heavily influenced by several company decisions
and may ultimately vary.  We can only hope for them to be definitive.

The DLC's are rumored to pack about 5 extra hours of gameplay each, similar to
the Oblivion expansion 'Knights of the Nine'.  Yes, that includes Broken Steel
as far as I've read from sources.  It makes sense, because you'd expect a large
expansion to surely take more time than just a mere 3-4 months.

Note: DLC's are now also planned to come out for Playstation 3.  The first will
be Operation Anchorage, to be released in June 2009, then The Pitt and Broken
Steel (after which Point Lookout and Mothership Zeta follow).


1. Operation: Anchorage
=======================
This is a simulation in the style of 'Tranquility Lane' and in it you will
liberate an Alaskan City from Chinese Communism.

o With the content purchased, a new quest marker will be added to the wasteland
  and you'll have to hop into a simulator to start the quest.

o The player loses all equipment just like in 'Tranquility Lane' and will have
  to play by the rules of the simulation.

o There will be new top-notch weapons which can also be used in throughout the 
  main game.  There will also be new armor and achievements.  Lastly, there's 
  also a new perk planned for this DLC and it's called 'Covert Ops'.  To get the
  Perk you must collect all 10 Intel Suitcases during the simulation.


2. The Pitt
===========
This takes place in a Raider town in Pittsburgh.  It features three new Perks,
new weapons, new equipment, and a new series of enemies called Trogs.


3. Broken Steel
===============
Continues the main quest.  Expect new enemies and the level cap to be lifted to
Level 30 as the new maximum.  The player will join the Brotherhood of Steel and
combat the remains of the Enclave to end the fight for once and for all.


4. Point Lookout
================
Another area, similar like The Pitt this DLC adds a new swampy area for the 
player to explore.  To be released end June 2009 for Xbox 360.


5. Mothership Zeta
==================
The Lone Wanderer will be abducted by a large alien spaceship in the DLC.
Expect quite a few angry alien mobs and of course a hefty amount of Alien
Blaster Cells (you asked for it!), perhaps even a new weapon/perk or two.



     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-2.0] Operation: Anchorage                                       |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
          ____  _____  ______ _____         _______ _____ ____  _   _
         / __ \|  __ \|  ____|  __ \     /\|__   __|_   _/ __ \| \ | |
 __/\__ | |  | | |__) | |__  | |__) |   /  \  | |    | || |  | |  \| |	__/\__
 \    / | |  | |  ___/|  __| |  _  /   / /\ \ | |    | || |  | | . ` |	\    /
 /_  _\ | |__| | |    | |____| | \ \  / ____ \| |   _| || |__| | |\  |	/_  _\
   \/    \____/|_|    |______|_|  \_\/_/    \_\_|  |_____\____/|_| \_|	  \/ 

                _   _  _____ _    _  ____  _____            _____ ______
          /\   | \ | |/ ____| |  | |/ __ \|  __ \     /\   / ____|  ____|
         /  \  |  \| | |    | |__| | |  | | |__) |   /  \ | |  __| |__
        / /\ \ | . ` | |    |  __  | |  | |  _  /   / /\ \| | |_ |  __|
       / ____ \| |\  | |____| |  | | |__| | | \ \  / ____ \ |__| | |____
      /_/    \_\_| \_|\_____|_|  |_|\____/|_|  \_\/_/    \_\_____|______|


This DLC takes place in Alaska. First you have to locate the Outcast Outpost,
which is an entirely new area added to the map.  The simulation itself has
Health and Ammo Dispensers, unique weapons, armor and surroundings.. Read on if
that sparked your interest!

Note: Completing the Operation Anchorage with a new character is perfectly
      doable and perhaps even recommended.  You will go from Level 2 to Level 7
      if you do everything correctly, and the quest grants many rewards.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-2.1] Aiding the Outcasts                                        |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Jet x2, [] Shotgun Shells x2, [] Carton of Ciggarete x2             |
|       [] Mentats, [] Buffout x3, [] Jet x3, [] Power Fist, [] Buffout x3,    |
|       [] First Aid Box, [] Purified Water x2, [] Mentats x2, [] Med-X x2,    |
|       [] Med-X, [] First Aid Box x2, [] Shotgun Shells x3, [] Combat Shotgun,|
|       [] First Aid Box x2, [] Jet x2, [] Psycho, [] Rad-X x2, [] Purified    |
|          Water, [] Mentats, [] Jet x2, [] Buffout, [] Laser Pistol.          |
|                                                                              |
|ENEMIES: o Raider     o Centaur      o Super Mutant                           |
|                                                                              |
|QUEST REWARD: 100 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

When you've bought the content and receive the radio signal, head towards 
Bailey's Crossroads Metro.  This can easily be done, even with a completely new
character.  Head inside, go downstairs and turn east.  In the subway you'll
come across two Feral Ghouls or so, dispose of them and continue your way east.
You can also head down to find a dead captive with several sadistically placed
Purified Waters around the cage - just out of reach.  You can also find [JET x2]
and [SHOTGUN SHELLS x2] around here, as well as Cartons of Cigarettes x2.
At the end of the subway you'll walk past an Eat'O'Tronic that holds [MENTATS].
The exit of the subway is just around the corner, which leads to Bailey's
Crossroads.

Head up the escalators to find a small squad of Brotherhood Outcasts fighting
off several Centaurs and Super Mutants.  They do a particularly good job so you
can follow them without doing all that much.  Make your way through the western
building, staying close to the Outcast Squad.  When you reach the Outcast Base,
Defender Morrill will tell you to go inside and talk to the commander.  Head
down with the red elevator.

Once down, you're asked to follow.  In the next room, take the time to explore
the rightern/northernmost room, which holds a bucket that contains [BUFFOUT x3]
and [JET x3].  You'll want to lift the wooden crate with Abraxo Cleaner from it
to reveal these items (do so by clicking the right stick).

Proceed west until you reach the hallways with the electrical wires and yellow
floor.  Head up the stairs on your left (south) and you'll get to a room with a
[POWER FIST], [BUFFOUT x3] and a Gun Cabinet, Footlocker and bed.  Head back to
the main hall.  The generator room to the west houses a [FIRST AID BOX],
[PURIFIED WATER x2], [MENTATS x2] and numerous toolboxes and other custom weapon
items.

Back in the Main Hall, the NW door with an easy lock can be picked without any
Outcasts getting angry at you for doing so.  Inside is a corpse of Gary 23 (who
you might remember from Vault 108) and you can snatch [MED-X x2] from the desk,
another [MED-X] from the surgical table in the corner, and two [FIRST AID
BOXES].

Follow Sibley to Protector McGraw to receive information about your objective.
Loot the room for [SHOTGUN SHELLS x3], [COMBAT SHOTGUN], two [FIRST AID BOXES],
[JET x2], [PSYCHO], [RAD-X x2], [PURIFIED WATER], [MENTATS] and check the Gun
Cabinets for ammo and weapons.  You can also find a few hidden chems by
grabbing the wooden crates from the cabinets near McGraw.  They hold [JET x2]
and [BUFFOUT].  Lastly you may want to grab the [LASER PISTOL] from the desk
and examine the footlockers behind the desk.  When you're stacked, enter the
Simulation room, talk to Olin and enter the Pod.

When you enter the simulation you're automatically given the following items:
Trench Knife, 3 Explosive Charges, 60x 10mm Rounds, Winterized Combat Armor,
Winterized Combat Helmet, Stealth Boy, 50 Bobby Pins, Silenced 10mm Pistol.
The Sergeant will give you a quick debrief, and after this it's down to
business.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-2.2] The Guns of Anchorage                                      |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Sniper Rifle, [] Frag Mine, [] Chinese Assault Rifle, [] Frag       |
|          Mine x2, [] Frag Grenade x2, [] Stealth Boy, [] Gauss Rifle,        |
|       [] Microfusion Cell x6, [] Frag Mine x2, [] Frag Grenade x2,           |
|       [] 5.56mm Rounds x50, [] 10mm Rounds x60, [] Microfusion Cell x10,     |
|       [] Intel Suitcase, [] Goodbye Holotape, [] Intel Suitcase,             |
|       [] Sniper Rifle, [] Frag Grenade x2, [] Frag Mine, [] Microfusion      |
|          Cell x4, [] Missile x2, [] Chinese Assault Rifle, [] Intel Suitcase,|
|       [] Frag Grenade x2, [] Holotape: Invasion, [] Missile x2, [] Frag Mine,|
|       [] Frag Grenade x2, [] Microfusion Cell x4, [] Intel Suitcase,         |
|       [] Frag Grenade x2, [] Frag Grenade x2, [] Holotape: Overrun,          |
|       [] Frag Mine x2, [] Microfusion Cell x3, [] Frag Grenade, [] Missile x2|
|       [] Frag Mine, [] Missile, [] Microfusion Cell x5, Frag Grenade x2,     |
|       [] Frag Grenade x2, [] Microfusion Cell x6, [] Missile x2, Microfusion |
|          Cell x6, [] Frag Mine x2, [] Missile x2, [] Frag Grenade x3,        |
|       [] Microfusion Cell x5, [] Frag Grenade x2, [] Microfusion Cell x4.    |
|                                                                              |
|ENEMIES: o Chinese Soldier     o Crimson Dragoon     o Chinese Sniper         |
|         o Chinese Inferno Unit                                               |
|                                                                              |
|QUEST REWARD: 100 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Note: There are 4 Intel Suitcases to be found during this mission.  These can
      *not* be gotten once you complete the mission, so be sure to grab all 4
      of them if you have any interest in getting the Covert Ops Perk at the
      end of the simulation (which requires you to find all 10 Intel Suitcases).

Anchorage Cliffs:
-----------------
Make your way over the cliffs to the east and take out a Chinese Soldier (a 
second one may come over to aid him).  You can't loot their bodies as the
simulation automatcally disposes of them.  Look around for the red [HEALTH
DISPENSER] and activate it to fully restore your health.  You will be using 
these throughout the whole simulation.

Make your way to the ropebridge and kill the Chinese Soldier.  Now rush over the
ropebridge and the stairs to come and dispose of the soldier above.  From here
you can head SE to find a [HEALTH DISPENSER], [SNIPER RIFLE] and a [FRAG MINE].
The NW Cabin holds a [CHINESE ASSAULT RIFLE], an [AMMO DISPENSER] (which fully
recovers your ammo stock for your weapons, mines and grenades excluded), two
[FRAG MINES] and two [FRAG GRENADES].

Make your way over the western pipe and climb the catwalk to reach a cold cliff
with a [STEALTH BOY].  Continue your mission by heading towards the NW cliffs.
As you climb the stairs, grab out your Sniper Rifle and take out the soldier on
the upper northern pipe.  Set your ascend forth until you reach the red Cave
Outpost door, but beware of the two soldiers on that cliff.


Cave Outpost:
-------------
Inside, watch a parachutist getting killed by two soldiers.  Avenge him and grab
the [GAUSS RIFLE] he left behind.  Explore the SE cavern to find [MICROFUSION
CELL x6] (used as ammo for the Gauss Rifle, which Ammo Dispensers don't refill),
[FRAG MINE x2], [FRAG GRENADE x2], a [HEALTH DISPENSER] and an [AMMO DISPENSER].

Proceed north, kill a patrolling soldier, head upwards and enter the tunnels.
Inside you'll rendevous with Sergeant Benjamin Montgomery.  If you ask him for
ammo he'll give you [5.56MM ROUNDS x50], [10MM ROUNDS x60] and most importantly,
[MICROFUSION CELL x10].


Back Outside:
-------------
The cliffs to the north house a few soldiers, but with the help of your sarge
you won't have any problems making your way through.  Move over the large pipe
and you'll get to a cabin with a [HEALTH DISPENSER].  Behind the Very Easy door
is a room in which you can find an [INTEL SUITCASE] under the desk.  Collect all
ten of these to get the Covert Ops Perk at the end of the simulation.  Head over
more catwalks, kill another soldier and go over the ropeway.  Up ahead are a few
more soldiers; after killing them make your way over the long ropeway and kill a
few more. The Field Storage chamber (with a Very Easy lock) holds the [GOODBYE
HOLOTAPE] and an [INTEL SUITCASE].

Head back outside and make your way through the western walkways, which house an
[AMMO DISPENSER].  You don't want to head all the way west towards the bunkers
unless you want to get slaughtered.  Instead, head into the Cave Passage.

Kill the soldier, go upstairs and you're outside again, except this time you can
approach the bunkers from the side.  The first bunker holds two soldiers but 
also a well-placed [HEALTH DISPENSER].  The other bunker holds another two
soldiers, of whom one uses a flamethrower for a change.


Chinese Artillery Outpost:
--------------------------
Head inside Chinese Artillery Outpost and kill two soldiers in the main hall.
East of the main hall is a large stack of supplies, but you'll need to take out
two more soldiers first. Look around for a [HEALTH DISPENSER], [AMMO DISPENSER],
[SNIPER RIFLE], [FRAG GRENADE x2], [FRAG MINE], [MICROFUSION CELL x4] and
[MISSILE x2].

If you head upstairs, which is essentially an alternative route, you'll 
encounter three more soldiers.  A [CHINESE ASSAULT RIFLE] can be found behind a
flipped table (just for the ammo).  Make your way through the hall and look for
a locked door (with a Very Easy lock) just around the corner, which has a little
shade over it so it can be difficult to spot.  Inside is an [INTEL SUITCASE],
[FRAG GRENADE x2] and a [HOLOTAPE: INVASION].

From the room up ahead, continue north through the hangar and waste a few more
soldiers.  Up ahead is another stack of goodies: An [AMMO DISPENSER], [MISSILE
x2], [FRAG MINE], [FRAG GRENADE x2], and [MICROFUSION CELL x4].  In the nearby
room (Very Easy locked door) you can find another [INTEL SUITCASE], [FRAG
GRENADE x2] and the American Artillery Protocol terminal that makes for an
interesting read.

Head east and dispose of around six soldiers.  There's also a [HEALTH DISPENSER]
and two [FRAG GRENADES] here.  If you want to restock on ammo you can just 
backtrack a few steps to the Ammo Dispenser.  Make your way through the missile
hangar and expect to encounter around 7 soldiers in total.  Head upstairs and
unlock the Very Easy door in the hallway up ahead.  In this storage room you can
find the [HOLOTAPE: OVERRUN]. 

Make your way through the hallway and kill a single soldier.  You'll find yet
another stock of supplies with a [HEALTH DISPENSER], [AMMO DISPENSER], [FRAG
MINE x2], [MICROFUSION CELL x3], [FRAG GRENADE], and [MISSILE x2].  Make your
way to the Missile Hangar and the Sergeant will make a witty comment.

There's not much time to laught, because three Crimson Dragoons with Stealth
camouflage are luring in this hangar.  Spot them on your compass and kill them.
Go upstairs and find yet another stock of supplies, making this DLC too easy in
my humble opinion: [HEALTH DISPENSER], [AMMO DISPENSER], [FRAG MINE], [MISSILE],
[MICROFUSION CELL x5], [FRAG GRENADE x2].  Enter the Artillery Overlook.


Artillery Overlook:
-------------------
Directly to your right is another supply, but soldiers are also on the lure.
Find [FRAG GRENADE x2], [MICROFUSION CELL x6] and the standard [HEALTH and
AMMO DISPENSERS] near the cliff.  Continue your way south and dispose any
soldiers and snipers you come across.  There's even another [HEALTH DISPENSER]
for some reason.  

Head upstairs and approach the bunker in which two soldiers reside.  Kill them
and loot yet another generous supply consisting of: [HEALTH DISPENSER],
[AMMO DISPENSER], [MISSILE x2], [MICROFUSION CELL x6].  Head outside and plant
an Explosive Charge at the Controller of the gun.  Keep your distance and watch
it blow after 20 seconds.

Make your way to the second cannon and kill a soldier and Inferno Unit.  Yet
another stack is ripe for the taking here: [HEALTH DISPENSER], [AMMO DISPENSER],
[FRAG MINE x2], [MISSILE x2], [FRAG GRENADE x3], [MICROFUSION CELL x5].  Make
your way to the third cannon and kill the two soldiers in the bunker.  There's,
of course, another [HEALTH DISPENSER], [AMMO DISPENSER], [FRAG GRENADE x2] and
[MICROFUSION CELL x4].  Set the next charge at the third canon and the mission
will succeed.  You are automatically brought to the headquarters.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-2.3] Paving the Way                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Psycho x2, [] Holotape: I'm Okay, [] Custom Equipment, [] Psycho x5,|
|       [] Gauss Rifle, [] Missile x3, [] Frag Grenade x3, [] Frag Mine,       |
|       [] Microfusion Cell x5, [] Missile x2, [] Frag Mine, [] Frag Grenade x3|
|       [] Microfusion Cell x6, [] Intel Suitcase, [] Missile x3, [] Frag      |
|          Mine x2, [] Frag Grenade x3, [] Microfusion Cell x5, [] Missile x3, |
|       [] Frag Mine x2, [] Microfusion Cell x5, [] Frag Grenade x3, [] Intel  |
|          Suitcase, [] Missile x2, [] Frag Grenade x2, [] Frag Mine,          |
|       [] Microfusion Cell x3, [] Frag Grenade x3, [] Frag Mine x2,           |
|       [] Missile x3, [] Microfusion Cell x5, [] Intel Suitcase, [] Missile x3|
|       [] Frag Mine, [] Frag Grenade x2, [] Microfusion Cell x4.              |
|                                                                              |
|ENEMIES: o Chinese Soldier        o Chinese Sniper    o Chinese Launcher      |
|         o Chinese Inferno Unit   o Crimson Dragoon   o Chinese Technician    |
|         o Spider Drone           o Chimera Tank                              |
|                                                                              |
|QUEST REWARD: 100 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

The Headquarters:
-----------------
Get a debrief from General Chase, after which you can head over to Lieutenant
Morgan who can tell you literally everything about your mission objectives.
Lieutenant Morgan will also hand you 5 Recruitment Markets and 2 Explosive 
Charges.  Loot the room for [PSYCHO x2] and a [HOLOTAPE: I'M OKAY].  Use the 
Requisition Terminal to choose your weaponry.  Pick from:

Fire Team:         Close Assault:      Sniper:           Heavy Weapons:
----------         --------------      -------           -------------
1x Assault Rifle   1x Power Fist       1x Sniper Rifle   1x Missile Launcher
1x Combat Knife    1x 10mm Pistol      1x 10mm Pistol    1x 10mm Submachinegun
12x Frag Grenade   1x Combat Shotgun
                   8x Frag Grenade
                   8x Frag Mine

You can use the Patterson's Terminal to assemble your team.  You have 5 Markers
and units cost a certain amount of markers.  You have three unit slots that you
can use.  Here are the available units and their cost:

                           Infantryman  = 1 Marker
                           Grenadier    = 1 Marker
                           Missile Unit = 2 Markers
                           Sniper       = 2 Markers
                           Mister Gutsy = 3 Markers
                           Sentry Bot   = 4 Markers

Needless to say it's a personal preference which one you take, but since you
only have three slots it wouldn't be wise to use three Infantrymen as it leaves
you with a leftover of 2 Markers.  I personally go with a Sentry Bot and an
Infantryman, simply because a Sentry Bot is just that powerful.

Head outside and speak with Doctor Adami in the sickbay tent on the south.  She
will hand you [PSYCHO x5].  There is also a [HEALTH DISPENSER] here.  Speak with
the Quartermaster to retrieve your gear.  If you pass the Speech Challenge, he
will hand you a [GAUSS RIFLE] and ammunition.  Also check his tent to find an 
[AMMO DISPENSER], [HEALTH DISPENSER], [MISSILE x3], [FRAG GRENADE x3], [FRAG
MINE] and [MICROFUSION CELL x5].

Speak with Sergeant Benjamin when you're ready to move out with your team.  I
will cover the Listening Post first.

Note: If you lose troops, speak to the Sergeant and you can have them respawn.


The Listening Post:
-------------------
Exit the camp and head east.  When you reach the train tracks locate your troops
and head inside the not so Abandoned Mine Camp.  On the SE is a Chinese Launcher
that fires missiles at your squad so take care of him ASAP.  There are also
Snipers around the area, as well as a bunch of soldiers.  At the SE area where
the Chinese Launcher resides is a stock of goodies.  You can find a [HEALTH
DISPENSER], [AMMO DISPENSER], [MISSILE x2], [FRAG MINE], [FRAG GRENADE x3] and
[MICROFUSION CELL x6].  An [INTEL SUITCASE] can be found near the crates on the
other side of this room.

Head towards the NE building and clean the place out.  There is another supply
here: [HEALTH DISPENSER], [AMMO DISPENSER], [MISSILE x3], [FRAG MINE x2], [FRAG
GRENADE x3] and [MICROFUSION CELL x5].  Free the captive U.S. soldier here.

Make your way NE and take a close look at the container.  It's a Stealth Sniper
on top of it ... Kill him before you proceed.  Three more Stealth Snipers are
hidden in this area; There's one on top of the two containers in the distance,
and two on each corner on the wall to your right.

Make your way to the Listening Post, which is guarded by several Crimson
Dragoons.  Once inside, make your way though several halls and kill the soldiers
hidden away around corners and behind barrels.  When you reach a room with 
stairs, look in the cabinet under the stairs to find an [INTEL SUITCASE].

Head upstairs and you'll get to a supply room.  There are however a few Snipers
in this room, so be on your guard.  The stock holds a [HEALTH DISPENSER],
[AMMO DISPENSER], [MISSILE x2], [FRAG MINE], [FRAG GRENADE x3] and [MICROFUSION
CELL x5]. 

Make your way through the door, go upstairs and deal with several Dragoons in
the office up ahead.  Go through the double doors and deal with two more Stealth
Dragoons near the bunker.  You can grab the usual goodies from the stock unless
you kill the last two soldiers, in which case you're automatically transported
back to H.Q.


The Chimera Depot:
------------------
Talk to Sergeant Benjamin again and follow them to the Ice Camp, which is to the
NE of H.Q.  Send your troops in to attack and help them dispose of several
soldiers in the camp - this is easily done.  One of the tents holds a supply
with the following: [HEALTH DISPENSER], [AMMO DISPENSER], [MISSILE x3], [FRAG
MINE x2], [MICROFUSION CELL x5] and [FRAG GRENADE x3].

The NW part of the base houses two outposts with soldiers and a couple of tents.
It's not difficult to secure the area, especially not with backup.  The NW tent
contains an [INTEL SUITCASE] on the desk.

Make your way to the building on the north and free the two captive US soldiers
after killing the Chinese Soldier.  There's, naturally, also an [AMMO DISPENSER]
and [MISSILE x2], [FRAG GRENADE x2], [FRAG MINE] and [MICROFUSION CELL x3] here.

Make your way through the valleys and kill any Spider Drones you come across.
These are extremely weak, so that shouldn't be the slightest problem.  When you
reach two outposts, kill the soldiers and make your way to the depot by opening
the gate up ahead.

The cabin to your left contains the usual [HEALTH and AMMO DISPENSERS] along
with [FRAG GRENADE x3], [FRAG MINE x2], [MISSILE x3] and [MICROFUSION CELL x5].
More importantly there is an [INTEL SUITCASE] on the desk here.

Head west and expect resistance from many soldiers.  Plant explosives at the
large fuel tank and take your distance.  The second one is all the way to the
west, and there is also a Chimera Tank doing patrols on the far west but with
backup it shouldn't be too much of a problem.  In the cabin to the SW is another
goodie supply, as well as two more soldiers.  Find a [HEALTH and AMMO
DISPENSER], [MISSILE x3], [FRAG MINE], [FRAG GRENADE x2] and [MICROFUSION CELL
x4].  As the last fuel tank blows up, you'd taken back to H.Q. and (if you took
care of The Listening Post as well) this quest ends.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-2.4] Operation: Anchorage!                                      |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|SIM:   [] Intel Suitcase, [] Missile x2, [] Frag Mine x2, [] Frag Grenade x2, |
|       [] Microfusion Cell x3, [] Missile x2, [] Frag Grenade, [] Frag Mine,  |
|       [] Microfusion Cell x3, [] Missile x2, [] Frag Grenade x2, [] Frag Mine|
|       [] Microfusion Cell x3, [] Missile x2, [] Frag Grenade x2, [] Frag Mine|
|       [] Frag Grenade x3, [] Missile x2, [] Frag Grenade x3, Microfusion     |
|          Cell x4, [] Frag Grenade x3, [] Intel Suitcase.                     |
|                                                                              |
|ITEMS: [] Winterized T-51b Power Armor, Winterized T-51b Power Helmet,        |
|       [] Gauss Rifle, [] Chinese Stealth Armor, [] Jingwei's Shocksword,     |
|       [] Trench Knife, [] Chinese Assault Rifle, [] Plasma Mine,             |
|       [] Microfusion Cell x7, [] Electron Charge Pack x7, [] Flamer Fuel,    |
|       [] Missile x2, [] First Aid Box x2, [] Mini Nuke, [] Energy Cell x12,  |
|       [] Frag Mine x2, [] Pulse Mine x2, [] Plasma Grenade, [] Pulse Grenade,|
|       [] Frag Grenade x5, [] Missile Launcher.                               |
|                                                                              |
|ENEMIES: o Chinese Soldier      o Chinese Launcher   o Chinese Inferno Unit   |
|         o Brotherhood Outcast                                                |
|                                                                              |
|QUEST REWARD: 100 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Take the sergeant with you and proceed north.  Make your way through the walkway
that curves east.  Kill the soldiers and free the american soldier.  There's
also a [HEALTH DISPENSER] and an [INTEL SUITCASE] here.  Near the stairs are
more soldiers, and you can replenish your ammo at the [AMMO DISPENSER].

Head up and proceed to the next walkways on the NW where you'll encounter a
soldier and an Inferno Unit.  Right around the corner are supplies, so don't
worry about a thing.  Find a [HEALTH and AMMO DISPENSER], [MISSILE x2], [FRAG
MINE x2], [FRAG GRENADE x2] and [MICROFUSION CELL x3] before you continue.

Rush to the bunker - from which you can expect heavy gunfire - and the path
splits up; That's a new one for Anchorage!  Take the right (east) path first and
kill the soldiers.  The path leads to a dead end with another supply stock:
[HEALTH and AMMO DISPENSER], [MISSILE x2], [FRAG GRENADE], [FRAG MINE] and
[MICROFUSION CELL x3].  Back at the intersection, Hhead north and the path
splits once more. The NW path leads to barracks with a [HEALTH DISPENSER] and
many soldiers, as well as a terminal with some regular info.

The eastern path continues the game, so expect many encounters with all kinds
of soldiers.  At the end of the walkways you'll stumble upon yet another supply:
[HEALTH and AMMO DISPENSER], [MISSILE x2], [FRAG GRENADE x2]. [FRAG MINE] and
[MICROFUSION CELL x6].

At the front, push west and deal with several soldiers before continuing into
a building with a [HEALTH DISPENSER].  More enemies assault you so keep at it.
On the east is the bunker that was firing at you earlier, you can take out the
soldiers and turrets now, and three [FRAG GRENADES] are lying on one of the
crates. The building to the NW holds another supply: [HEALTH and AMMO DISPENSER]
and [MISSILE x2], [FRAG MINE x2], [FRAG GRENADE x3] and [MICROFUSION CELL x4].

In the area up ahead you're assisted by several Power Armored Soldiers.  Look
around for the building with the [HEALTH DISPENSER] and [FRAG GRENADE x3], or
you can just press forward and head inside the cabin.  From here, head all the
way east (don't walk into the pulse field itself) and enter the building.  You
can find the last [INTEL SUITCASE] here, as well as the switch to deactivate
the pulse field.

Head to the main gate of the refinery in the distance and destroy the two Mark
II Turrets to blow the entire gate to smithereens.  Just be sure that you're not
standing right next to the gate when this happens, or you'll lose a lot of your
health.

Enter the refinery and meet General Jingwei.  He executes a soldier in front of
your eyes and assaults you if you fail the Speech Challenge.  If you succeed he
will commit suicide.  He's got a LOT of HP, possibly around 1500 or so (and a
Behemoth has 2000, for comparison).  Watch out for his Shocksword attack, it
hurts.  Keep at it and he'll drop eventually - this will end the simulation.


Back in the real world:
-----------------------
Enter the armory and grab whatever you like .. Wait a minute!  That son-of-a
Sibley doesn't want to share and starts a fight with McGraw.  The mutineers also
turn against you, and only McGraw and Scribe Olin will be on your side.  After
dealing with the Outcasts, McGraw (if he's still alive) will thank you.  When
you've entered the armory, the quest concludes.  

Note: If Scribe Olin survives the fight, she offers you to repair your weapons,
but her repair skill isn't all that great, and can't go beyond 51%.

As for the armory, it contains the following unique items: [WINTERIZED T-51B
POWER ARMOR], [WINTERIZED T-51B POWER HELMET], [GAUSS RIFLE], [CHINESE STEALTH
ARMOR], [JINGWEI'S SHOCKSWORD] and a [TRENCH KNIFE].

The armory also contains the following generic items: [CHINESE ASSAULT RIFLE],
[PLASMA MINE], [MICROFUSION CELL x7], [ELECTRON CHARGE PACK x7], [FLAMER FUEL],
[MISSILE x2], [FIRST AID BOX x2], [MINI NUKE], [ENERGY CELL x12],[FRAG MINE x2],
[PULSE MINE x2], [PLASMA GRENADE], [FRAG GRENADE x2], [PULSE GRENADE], [MISSILE
LAUNCHER], [FRAG GRENADE x3].

Note: Upon completing the quest, you are automatically granted the Power Armor
Training Perk and the Covert Ops Perk (the Covert Ops is only given if you
found all 10 Intel Suitcases).  The former allows you to equip any Power Armor 
in the game, including the freshly acquired Winterized Custom Power Armor, and 
Cover Ops is a lame perk that increase your Science, Small Guns and Lockpick
Skills by +3 points.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-3.0] The Pitt                                                   |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                               __________    __   ___________   ___________
                              |          \  |  | |           | |           |
                              |           | |  | |           | |           |
                              |   |ŻŻŻŻ|  | |  |  ŻŻŻ|   |ŻŻŻ   ŻŻŻ|   |ŻŻŻ
                              |   |    |  | |  |     |   |         |   |
     _______  _    _  _____   |    ŻŻŻŻ   | |  |     |   |         |   |
    |       || |  | ||  ___|  |   _______/  |  |     |   |         |   |
     ŻŻ| |ŻŻ | |  | || |___   |  |          |  |     |   |         |   |
       | |   |  ŻŻ  ||  ___|  |  |          |  |     |   |         |   |
       | |   | |ŻŻ| || |___   |  |          |  |     |   |         |   |
       | |   | |  | ||     |  |  |          |  |     |   |         |   |
        Ż     Ż    Ż  ŻŻŻŻŻ    ŻŻ            ŻŻ       ŻŻŻ           ŻŻŻ

Welcome to the Pittsburgh of the future!  This irradiated place has become a
place only rivalled by Paradise Falls as far as slavery goes.  A plot unravels
and the fate of hundreds lies in the hands of you once again.

After buying the DLC you'll soon get the following message while exploring the
worldmap:

--------------------------------------------------------------------------------
Into The Pitt

There are reports of a new radio message being broadcast across the Capital
Wasteland.  The transmission appears to be some sort of distress call, and gives
little information except the location and name of the man making the plea...

After this, Werhner's Distress Signal becomes available in your PipBoy, and you
can select the quest "Into The Pitt" as your current quest.
--------------------------------------------------------------------------------

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-3.1] Into the Pitt                                              |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Ammo Box x3, [] First Aid Box, [] RadAway x2, [] RadAway x3,        |
|       [] Ammo Box, [] 10mm Pistol, [] 10mm Rounds x2, [] RadAway x2,         |
|       [] Dirty Water x4.                                                     |
|                                                                              |
|ENEMIES: o Pitt Raider   o Wildman                                            |
|                                                                              |
|QUEST REWARD: 100 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Worldmap:
---------
If you haven't explored anything nearby it's going to be a long walk all the way
to the Radio Station from which the distress signal is being sent.  Closest by
is the SatCom Array NN-03d, but it's still a little walk from here.

Should you attempt to walk all the way to the Radio Tower after starting a new
game then I can assure you that it's definitely possible, but it's a very long
walk, and you'll want to avoid pretty much all hostile encounters with the 
exception of Mole Rats and Vicious Dogs. 

When you (finally) arrive at the Radio Tower you'll find a stranger called 
Werhner fighting off two Pitt Raiders.  Feel free to help him, although he is
equipped well enough (with a Scoped Magnum) to handle them himself.  After this
brief encounter he'll jog over and tell the situation on The Pitt.  You are
directed to the Train Tunnel after this, which is located to the west.

You have two main options when you arrive at the Tunnel.  You can either buy
the slaves for 200 caps (talk to Ramsey), or kill the Slavers and loot the Slave
Outfit from one of the Slaves from the Slave Den - the key is on Ramsey.  Search
the shacks to find three [AMMO BOXES].  Head inside the tunnel and activate the
Hand Cart and you'll travel to The Pitt automatically.

Note: It is not possible to walk down the tunnel by yourself.


Trainyard:
----------
Werhner will do the talking, and he likes to talk with his magnum so lend him a
hand and a gun to clean the trainyard from several Raiders.  Explore the roof of
the western building to find a [FIRST AID BOX] and [2x RADAWAY] on a table.

Follow Werhner to the gate on the northeast and he'll tell you that he won't go
any further.  He gives you the option to either sneak in a .32 Pistol or a
Switchblade when you inform him about sneaking a weapon inside.

Make your way to the bridge, or take a detour on the right side behind the 
wrecked vehicles to find three [RADAWAY].  Feel free to explore the destroyed
building on the left of the bridge, but you won't find any good loot and a few 
Wildmen will attack you for disturbing their peaceful home.  Wildmen are people
who have become crazy due to the disease that plagues The Pitt.

Crossing the bridge is no easy task as it is rigged with tons of Frag Mines (and
some Bear Traps as well).  Triggering a Frag Mine usually results in a chain
reaction of explosions as it blows up vehicles nearby.  Try to disarm all Frag
Mines to avoid this.

A Raider Sniper resides on a higher catwalk further north, and she'll make your
life even more miserable than it already was.  Fortunately, it's possible to
reach that spot by jumping on top of the car nearby the leaking radiation
barrels, and then leap over the right edge of the bridge to reach a walkway that
leads up there.

There's a decent stock of supplies here: An [AMMO BOX], [10MM PISTOL], [10MM
ROUNDS (x10) x2], [RADAWAY x2] and a mattress to heal up.  Make your way over
the remaining part of the bridge and you'll notice a few Slaves trying to make a
run for it, only to get blown to pieces by Frag Mines.  If you didn't have a
Slave Outfit yet, now's the time to do so.  Head around the corner and approach
the gate.

You can either kill Mex and his Slaver buddies, or talk your way past them.  If
you kill them you'll get a beating once you enter the Pitt (during a cutscene).
You're stripped off all your equipment either way, so it doesn't really matter.

If you were beaten, Midea will wake you up, after which you can follow to her
apartment.  Otherwise, make your way to her apartment yourself, which is
marked on your map.

While conversing with Midea, a Raider named Jackson rudely interrupts her.  Your
next objective should be quite clear: To collect Steel Ingots from the Steelyard
and return - and all of this just to look busy.  Grab four [DIRTY WATERS] from 
the cabinet and be on your way.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-3.2] Unsafe Working Conditions                                  |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Broken TV, [] Auto Axe, [] Assault Rifle, [] 5.56mm Rounds (x24) x2,|
|       [] Steel Ingot x2, [] Steel Ingot x3, [] Steel Ingot x4, [] Steel      |
|          Ingot x2, [] Steel Ingot x3, [] Rad-X x2, [] Jet x7.                |
|                                                                              |
|ENEMIES: o Pitt Raider   o Trog Fledgling                                     |
|                                                                              |
|QUEST REWARD: 150 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Downtown:
---------
A few worthwhile items can be found across the street of Midea's room.  Check
the [BROKEN TV] to usually find some stimpaks.  Inquire about Slops with Kai.
She rightfully recommends against it, but anything goes when you're a heartbeat
away from your death anyway.

If you see a pink-haired girl called Milly walking around, hear her out about
Wild Bill.  Refer to the end of this walkthrough under 1-3 in order to find Wild
Bill.  Return to Milly and she'll give you [6x STIMPAKS].

Make your way back to the previous area and follow the marker that leads to the
blue door with "The Mill" on the wall besides it.

Look for Marco, who can be found in the control room.  Head west, then turn
north and walk around the corner to find the control room.  Inside, Marco will
give you an [AUTO AXE], a weapon that will come in handy very soon.  If your
Medicine Skill is 50+ you can help the slave just outside the control room, who
has agonizing pains.

To the west of the area, Everett will escort you to the Steelyard by taking you
through the inter laying Abandoned Area.  Head through the door at the end of
this area to enter the Steelyard.


The Steelyard:
--------------
Immediately loot the Pitt Slave in front of you, and pick up his [ASSAULT RIFLE]
and [5.56MM ROUNDS (x24) x2] and [STEEL INGOTS x2] that he kindly collected for
you already.  You can spot a few Trog Fledglings behind the fence to the south,
but they can't get to you.  Head west until you overhead a conversation on your
right between a slave and his brother Billy - who has mutated into a Trog.  If
you don't intervene, the Trog will kill the slave.  Even if you do, the slave
will mourn his brother's loss.

Continue past the large truck and dispose a Trog.  The dumpster next to the
stairs contains [STEEL INGOT x3].  Head back to the stairs nearby the truck and
climb up.  From the end of the truck, jump over to your left into the large
containers.  The first and the middle container both house 2 Ingots, making
[4x STEEL INGOTS] in total.  One more to go!

Climb the nearby stairs and hop over the broken fence. Turn right and 
immediately left afterwards to find two more [STEEL INGOTS] among some drums.
You should now have eleven Ingots, and upon picking up your tenth Ingot you gain
the Auto Axpert Perk automatically.  This perk increases the damage you do with
Auto Axes by +25%.

Make your way back through the Abandoned Area and kill a Trog that has torn
through the fence southern fence.  Traverse through it and search the mine cart
on your left to find three [STEEL INGOTS].  Return to Everett and he'll give
you the Laborer Outfit (a unique Slave Outfit) which is slightly better than the
Tattered Slave Outfit as it adds +1 STR and is in better condition.

Return to Midea, who explains that the next step of the masterplan involves you
fighting against gladiators in the arena.  Sparked your interest?  Read on..

Head outside and listen to Ashur's speech.  Return to The Mill and open the gate
on the right (north), just before passing the irradiated hole.  Head downstairs
and talk to Frayra about entering the Arena.  Be sure to check the locker on
your right for a few guns, and you'll definitely want to take the two [RAD-X]
with you, found on the surgical table next to Frayra.  Go through the Rusty
Gate to The Hole whenever you're ready.


The Hole:
---------
Tip: It helps to use the two Rad-X before the first fight, and quickly do all
three fights after each other.  This will decrease the Radiation, making the
fights easier.

Note: The irradiated barrels will sometimes crush one of your enemies, either
hurting them really badly, or even killing them.  It has happened with Gruber
in my game.
                                _______________
   O-=-=-=-=-=-=-=-=-=-=-=-=-= |    FIGHT #1   | =-=-=-=-=-=-=-=-=-=-=-=-=-O
   |                            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                            |
   | The first fight has you up against three other Slave Fighters.  One of|
   | them has a Shotgun, the others usually carry Chinese Assault Rifles.  |
   | Quickly kill them, loot their bodies (and make sure to grab that      |
   | Shotgun), and rush out of The Hole before the radiation becomes fatal.|
   |                                                                       |
   O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-O

Frayra removes your radiation, but she doesn't heal you.  The water fountain can
help you with this, at the cost of two radiation per 24 health.
                                _______________
   O-=-=-=-=-=-=-=-=-=-=-=-=-= |    FIGHT #2   | =-=-=-=-=-=-=-=-=-=-=-=-=-O
   |                            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                            |
   | The second fight has you up against the Bear Brothers.  This sounds a |
   | lot more frightening than it actually is: Grudd Bear has a Flamer and |
   | Raider Iconoclast Armor, and John Bear has a Deathclaw Gauntlet, 5    |
   | Frag Grenades and the Gamma Shield Armor. If you picked up the Shotgun|
   | from the first fight, this will be a breeze.  Quickly get close to    |
   | them, target each of them in VATS and blow their brains out with just |
   | one shotgun shell.  Loot their bodies, equip the Gamma Shield Armor - |
   | which has +15 Rad Resis. - then make your way out.                    |
   |                                                                       |
   O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-O
                                _______________
   O-=-=-=-=-=-=-=-=-=-=-=-=-= |    FIGHT #3   | =-=-=-=-=-=-=-=-=-=-=-=-=-O
   |                            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                            |
   | You're up against Gruber.  Take out your Shotgun and unload a few     |
   | headshots in VATS mode to down this guy.  Be sure to take all his     |
   | equipment, including the Infiltrator, a scoped Assault Rifle (which   |
   | Mex and the Guards outside the gate of The Pitt were also equipped    |
   | with).                                                                |
   |                                                                       |
   O-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-O

When you defeat Gruber, the Perk "Pitt Fighter" is automatically unlocked.  This
increases your Damage Resistance (DR) and Radiation Resistance by +3 each.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-3.3] Free Labor                                                 |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Jet x7, [] Jet x4, [] Jet, [] Jet x4, {} Jet x2, {} Buffout x2,     |
|       {} Jet, [] Buffout x2, {} Ammo Box x5, {} Grenade Box, {} Assault      |
|          Rifle x2, {} 10mm Pistol, [] Pre-War Money x4, {} Frag Grenade x5,  |
|       {} First Aid Box, {} Friday's Supply Locker, [] Buffout, [] Psycho,    |
|       [] First Aid Box, [] Ammo Box x3, {} Buffout x5, {} Bloodpack x2,      |
|       {} Jet x3, {} Jet x3, {} Buffout x4, {} Ammo Box x2, {} Jet x4,        |
|       [] Jet x4, [] Darts x20, [] Teddy Bear, [] Nuka-Cola Quantum,          |
|       [] Bloodpack, [] First Aid Box, [] Ammo Box, [] Psycho x2, [] Purified |
|          Water, [] Rad-X, [] Power Fist, [] Nuka-Cola Quantum, [] Pre-War    |
|          Money x4, [] First Aid Box, [] First Aid Box, [] Radaway,           |
|       [] .44 Rounds x20, [] Scoped .44 Magnum, [] Hat of the People,         |
|       [] Ammo Box x3, {} Jet, {} First Aid Box, {} Med-X x2, {} Dairy #1-4,  |
|       {} Mentats x2, {} Stealth Boy x2.                                      |
|                                                                              |
|ENEMIES: o Pitt Raider   o Trog Fledgling                                     |
|                                                                              |
|QUEST REWARD: 150 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Exploration of The Upper Mill:
------------------------------
Having down your duty down in The Hole, all that remains to be done is meeting
Ashur - leader of The Pitt - and somehow acquiring that cure.  

You can retrieve [ALL YOUR PREVIOUS EQUIPMENT] from the footlocker next to the
locker.  This definitely helps around here, don't you think?  Head towards the
northeast gate of The Mill and go upstairs first.  Follow the catwalk to a room
with a few "Le Tired" Slaves and about [7x JET] in total that are lying on the
tables.

The other rooms contain several lockers and two bunk beds.  Head downstairs and
snatch a few Nuka Cola's from the pyramidal construction that the designers most
likely have had fun with.  There's also a Nuka Cola Vending Machine on the way
down.

At the intersection, don't bother going right; That way only leads to a guard on
patrol.  Follow the arrow pointing left to the Arena instead, and explore the
open area to your right (west) where you can find [JET x4] on a table, and one
other [JET] on the table between the two benches.  If you have any desire for
alcohol, this is the place to chill.  Now that you've fully explored The Mill,
backtrack to the gate on the ground level and go through the brown door on the
west, which leads to Uptown.


Uptown:
-------
Don't bother exploring the irradiated ground level to your east, as there's
nothing of interest over there.  If you want to skip straight to Haven, unlock
the (Easy) Gate to the north and simply follow your marker.  For the exploring
player, the next few paragraphs detail all items of interest in Uptown and Upper
Downtown.


Optional Exploration:
--------------------------------------------------------------------------------
Climb the catwalk to the east and search around the Raider apartments.  The 
staircase to the west contains [4x JETS] in total.  The game displays taking
these items as stealing, but no karma loss is given for grabbing them.  Just
make sure that no one sees you and you'll be fine.  Back in the apartment, two
more {JETS} and {BUFFOUT x2} can be found, although someone will most likely
notice it when you take these items.

Explore the apartments to the south and check out the dummies with their wicked
mohawks made out of pencils!  One of them even expenses a {JET}.  The door leads
to Downtown - that is, the higher catwalk area of Downtown that you couldn't
access before.


Upper Downtown:
---------------
Explore the building to the southeast and look for [BUFFOUT x2] on a surgical
table in the southeastern-most room.  Check the DPW Mail Terminal for some
background information regarding several patients, and then check out Friday's
shop.  Many items can be stolen around here: {AMMO BOX x5}, {GRENADE BOX},
{ASSAULT RIFLE x2}, {10MM PISTOL}, [PRE-WAR MONEY x4] (on counter), {FRAG 
GRENADE x5}, a {FIRST AID BOX} and of course, the locked {FRIDAY'S SUPPLY 
LOCKER}.  You can also loot the Cash Register.

You can jack all these things by using a Stealth Boy and crouching - AND of 
course stay hidden.  The Supply Locker can only be opened if you kill Friday,
but I wouldn't recommend that .. yet anyway.

Head down the catwalk and glance over the table in the apartment to the west,
on which you'll find a [BUFFOUT] and a [PSYCHO].  A crazy bold-headed raider
named Bingo inhabits this room, but he isn't very talkative seeing how he only
repeats his own nickname .. Riight, let's move on with the exploration.

Move north over the catwalks and you'll be close to where you started.  The
apartment with toilets (and Jackson, who seems to like it there) doesn't hold
any items.  Instead, move up a level by the catwalks.

Supplies galore in the northern apartment.  Check the bedroom up ahead to loot
a [FIRST AID BOX] and [3x AMMO BOXES].  An unlocked Safe with quite a decent
stash of chems can be found at the end of the eastern corridor.  There's also a
shelf with {BUFFOUT x5}, {BLOOD PACK x2} and {JET x3} here, but remember to stay
out of sight as you snatch these chems. There aren't any raiders nearby, so that
won't be difficult at all. Before you move on, check the terminal for background
information regarding a director some 200 years ago. *Yawn*  Let's move on.

The Pitt's Pub, maintained by a raider named Harris, can be found on the roof
west of the apartments.  {3x JET} and {4x BUFFOUT} can be found on his counter,
but you'd need to be hidden in order to snatch anything.  Harris himself sells
beverages and some chems.  It's not worth killing him, as his supply fridge 
only contains a few chems and beverages as well - nothing you don't already have
either way.  Now that you've explored Upper Downtown, return to Uptown the way
you came.


Back in Uptown:
---------------
At the intersection of catwalks in between the two apartments, continue east
to higher ground.  A purple-haired raider called Vikia is bringing her sniper
rifle into practice by shooting at bottles across the street.  Two {AMMO BOXES}
and {JET x4} can be found close by her practice spot, but she won't like it if
you fool around with those items when you are detected.  Instead, sneak behind
her and keep focused on remaining hidden.  You should be able to snatch the
items as long as no other raiders see you.

Head north to meet two raiders, Duke and Reddup, of which the last should ring
a bell.  He was the fucktard who had you beaten to near-death upon your entrance
to The Pitt.  Provoke him to a battle and blast his ugly face on the walls;
Don't worry about anyone else - they will gladly mind their own business.

Move up the ramp you just passed by on the southeast and explore the apartment
to the west in order to find {JET x2} on a desk.  There's also a Queen-Sized Bed
in here, if you feel like taking a royal nap.

Continue north and head down, ignoring the room to your right - which holds
nothing of interest.  You'll come across another apartment with a picnic table
and {JET x4} lying on it.  When you're back on the streets, either continue the
main Pitt quest, or head down the northern street and enter the Abandoned
Appartments through the door on your left.


Abandoned Apartments:
---------------------
You can find [DARTS x20] to your immediate right, a [TEDDY BEAR] next to the
baby cariage (these teddy bears will be worth more cash soon) and there's a
(Hard) Safe at the other side of the counter.  Be WARNED, however, as these
apartments are far from abandoned, and tons of Trogs are roaming freely through
the rooms, just waiting to get a slice of you.

Tip: Just a reminder that you should always loot Trogs.  They often hold a chem
     or bobby pin.

Move through the bedroom and kill a group of Trogs that you most likely alerted
by now.  The kitchen contains [DARTS x20] and [NUKA-COLA QUANTUM x2].  Continue
through the western door and head through the corridor.  Unlock the first door
to your left (Average Lock) and immediately kill the Trog inside this room.
You'll get used to the fact that these bastards sneak up on you, sometimes
scaring even the bravest players to death.

Inside this room, look for a [BLOODPACK] and [FIRST AID BOX] on the counters,
another [FIRST AID BOX] on a small table, and some [MENTATS] on top of the 
bookcase.  You can also grab a ton of sigarettes, either loose, in packs or in
cartons.

Exit the room and make your way to the end of the corridor.  The collapsed
ceiling in the next room comes paired with a gas leak, so toss a Frag Grenade
in that direction to avoid getting fried in advance.  Locate a [FIRST AID BOX]
under the kitchen's counter, and check the far southwestern bathroom to find a
somewhat hidden [AMMO BOX].  Even more hidden are the two [PSYCHO'S] in a wooden
box on a shelf on the wall near the Queen-Sized Bed.  Lift the box to the ground
with your right stick to grab the items more easily.

As soon as you head up, you'll be attacked by three Trogs - trust me, they come
out of nowhere.  After dealing with those pests, move to the highest level by
jumping around like a rabbit and search for the following items: The bucket
contains a [PURIFIED WATER] and a [RAD-X] buried beneath two Instamash, and the
other bucket contains a [POWER FIST].  The [NUKA-COLA QUANTUM] is difficult to
miss, and you should also search for a [PRE-WAR MONEY x4] in total under the
counter, some lying next to the [FIRST AID BOX] placed under there as well.

Jump back down to the second floor and continue down the hall, since the kitchen
in this room contains nothing of interest. The first room to your right contains
a [FIRST AID BOX] under the kitchen's counter, and a very well hidden [RADAWAY]
can be found by pulling the wooden box from the kitchen shelf.  Other items of
possible interest include the two Nuka-Cola Trucks and the Pre-War Bonnet.  The
bathroom's hole in the ground only leads to the room directly underneath, which
has a door leading to Uptown - it's nothing you haven't seen already.

Unlock the (Very Easy) door in this room and search the shelf on the wall near
the Queen-Sized Bed for [.44 ROUNDS x20] and a [SCOPED .44 MAGNUM].  A few Pre-
War Money bills are lying on the floor, but of more interest is the partially
hidden (average) floor safe that contains some ammo and the unique Chinese
Officer Hat: [HAT OF THE PEOPLE].  Check the other part of the room to find
three Chinese Assault Rifles and [3x AMMO BOXES].

Now return and continue down the hall and toss a Frag Grenade in the room at the
end to deal with the gas leak.  Hopefully, this disposes of a few lurking Trogs
in the bedroom.  Go inside the bedroom to kill the remaining ones.  Now that
you've fully explored the Abandoned Apartments, go back to Uptown (use the
shortcut by jumping down the hole in the other apartment's bathroom), and set
foot towards the large scyscraper east of the map, also known as Haven.
--------------------------------------------------------------------------------
End of Optional Exploration


Haven:
------
The moment you enter it becomes apparent that Haven looks a lot better from the
outside than the inside; the place is a mess. Go upstairs and enter the elevator
or explore the second floor first: A single {JET} next to an intact garden gnome
is all you'll find up there either way.

Ashur is waiting for you upstairs.  During the discussion with him you can lie
about Werhner, but it doesn't matter much.  You'll have to make a decision on
who's side you are on.

NOTE: You can still collect Steel Ingots for Everett no matter which side you
      choose, allowing you to complete the "Steel for the Mill" sidequest.

1. If you tell Ashur straight in his face that you're here to kill him and take
   the cure away you'll need to kill him and the raiders.  You can figure out
   that the baby is the cure by reading/listening to the Holotapes that his
   wife Sandra drops, or get Holotapes from his Safe.

2. Otherwise, if you lie about not knowing Werhner, he'll let you talk to his
   wife and everything appears to be fine.

But these minor differences aside, a riot will take place regardless of what you
do.  Choose between Werhner + Slaves, or Ashur + Slavers.

You can find a {FIRST AID BOX} and {MED-X x2} in the room with Sandra and the
baby, although you're likely to get caught by Sandra.  Unlocking the (Average)
Safe in Ashur's room reveals {Dairy 1: To Marie}, {Dairy 2: The Scrourge}, 
{Dairy 3: The Mill}, {Dairy 4: The Cure}, {Mentats x2} and {Stealth Boy x2}.

Whichever side you take, head back to Midea (who sometimes approaches you sooner
by herself) and tell her the situation.  If you sided with the Slaves she wants
to take a look at the cure and then redirects you to Werhner, who resides in the
Steelyard.  Otherwise, if you sides with Ashur, find Midea - or if you can't
find her, read her notes in her quarters - and then head for the Steelyard to
meet Werhner.

Note: You can also clear the rest of Downtown by now. Killing Friday and Harris,
      the shopkeepers, allows you to loot their supply caches with fair amounts
      of ammunition and other items.


The Steelyard:
--------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Steel Ingot x2, [] Steel Ingot x2, [] Steel Ingot x3, [] RadAway x2,|
|       [] First Aid Box x2, [] Steel Ingot x2, [] Steel Ingot x2, [] Steel    |
|          Ingot x2, [] Steel Ingot x2, [] First Aid Box, [] Ammo Box x2,      |
|       [] Steel ingot x3, [] Steel Ingot x3, [] Steel Ingot x2, [] Steel      |
|          Ingot x2, [] Steel Ingot x2, [] Steel Ingot x2, [] Steel Ingot x2,  |
|       [] Note From Wild Bill, [] Wild Bill's Sidearm, [] Ammo Box x2,        |
|       [] First Aid Box, [] Steel ingot x2, [] Grenade Box, [] Mine Box x2,   |
|       [] Steel Ingot x2, [] Steel Ingot x4, [] Mine Box, [] First Aid Box,   |
|       [] Steel Ingot x2, [] Combat Shotgun, [] Shotgun Shells (x2) x3,       |
|       [] Steel Ingot x4, [] First Aid Box x2, [] Steel Ingot x12, [] First   |
|          Aid Box x2, [] Steel Ingot x7, [] First Aid Box, [] Ammo Box x2,    |
|       [] Steel Ingot x4, [] Auto Axe.                                        |
|______________________________________________________________________________|

Note: The first 14 Steel Ingots are described earlier in this Guide, also see
      [DLC-3.2].  Furthermore, consult the section below regarding the Ingots
      found in the Supply Plant.

Move west until you get to the burning barrel.  If you want to collect ingots,
head right (north/northeast) past the train tracks.  You'll cross the door to
the Power Plant, and you'll also walk past four Protectrons.  If your Science
skill is high enough (75+) you can activate them, and they'll save you the
trouble having to deal with the Trogs.  Continue NE until you stumble upon a
dead slave with [2x STEEL INGOTS] lying next to him.  You'll also encounter at
least 4-6 Trogs, so be on your guard.  There's also a manhole to the NW of the
slave's body that leads to The Pitt Underground, but it is locked for now.

Head up the stairs to the southwest and instead of moving over the broken down
fence, walk north over the ledge until you see two [STEEL INGOTS] on the yellow
freight car to your right.  Hop over to grab them by moving over the steel beam
(the third, counting from when you were going over the ledge), and drop down on
the cart to grab them.  Return to the third beam just like you did just now,
except this time walk all the way over it without dropping down, and hop into
the container at the eastern end to find [3x STEEL INGOTS].

Head back to the stairs and climb them once again.  Go over the broken fence
and turn left.  From here, check the cabin almost immediately to your right
(west), which contains [RADAWAY x2], [FIRST AID BOX x2] and [STEEL INGOTS x2].

Move through the gate and walk all the way south until you reach a large
container.  Turn left and climb the stairs so you can easily dispose of several
Trogs down below while you're on the roof.  From here, jump inside the container
on the west (indeed, the one you just passed) to find two [STEEL INGOTS]
inside.  Don't hop down yet, instead hop over the *southern* fence.  Head to the
right (west) after leaping over the fence and check the very end of the passage
to find a dead slave and [2x STEEL INGOTS].

Hop on the pipes and use the ramp to get back out.  Climb the stairs of the
building you were at just now once more and drop down the other side (north).
You can find [2x STEEL INGOTS] and a [FIRST AID BOX] here among some possibly
human remains.

Still on the ground level, head east, turn right, open up the gate and head all
the way down the hill to your left.  You should be able to spot a dead raider
in the gutter straight ahead.  Loot him from his Gamme Shield Armor if you don't
already have one, and loot the [AMMO BOXES x2] and [STEEL INGOTS x3].

The area is heavily irradiated and it's no wonder why if you look to your left.
Three [STEEL INGOTS] are lying just in the middle between these piles of drums,
and there are also two Trogs to be aware of.  Head back to the building's stairs
to reach the roof, then proceed west and use the ramps to reach a longer walkway
leading to another building to the NW.  [2x STEEL INGOTS] can be found in the
middle of this walkway.

Move ove the walkway bridge to the next roof and make your way over to a lower
roof on the NW to find [2x STEEL INGOT].  Drop down and check the nearby shelves
to find two more [STEEL INGOTS].  Head southeast and check behind the stairs to
find another two [STEEL INGOTS] hidden between the tires.  Continue through the
gate and head all the way south.  Near the end of the area, climb the stairs to
your right (west) and you'll find a Slave named Wild Bill, along with two [STEEL
INGOTS].  He holds the [NOTE FROM WILD BILL] - used in the unmarked quest you
might've gotten from a slave named Milly in Downtown - and he also holds [WILD
BILL'S SIDEARM], a unique .32 Pistol.

After going up the next flight of stairs, inspect the makeshift shack to find
two [AMMO BOXES], a [FIRST AID BOX] and two [STEEL INGOTS].  You might stumble 
on a few Wildmen here as well. The top of the shack - use the ramp to reach it -
contains a [GRENADE BOX] and [2x MINE BOX].

Note: If you're looking for Werhner's Hideout, the door leading to that area is
      next to this makeshift shack.  This Guide will first locate the remaining
      Ingots before speaking with Werhner.

Follow the eastern catwalk along the pipes to the very end north.  A Wildmen
will probably shoot some Trogs off the nearby roof, but expect another wave to
attack you.

Don't move onto the roof just yet.  Instead, hop onto the pipe to your right
(east) and carefully walk to the very end.  A Trog Brute is most likely feeding
off some flesh.  Dispatch it and grab the two [STEEL INGOTS] from the remains of
what most likely was a slave once.

Return to the catwalk and while standing on the wooden planks, drop down to the
building below you.  Continue westwards, drop down again, turn north into the
small alley, then immediately west again. A Wildmen will be fighting off several
Trogs here, so all you have to do is dispatch the survivors.  The mining cart
contains [4x STEEL INGOTS], an [AMMO BOX] and a [FIRST AID BOX].

From here, continue down the northeast alley and follow the alley around the 
corner, where another dead slave and [2x STEEL INGOTS] can be located, along
with a [COMBAT SHOTGUN] and [SHOTGUN SHELLS (2) x3].

Head back to where you dropped down from the wooden planks just now (backtrack
to the shack by going upstairs, then move over the catwalk).  Head up the roof
of the building, then move west and head upstairs to get on the roof of the
factory.  Continue left (south), but don't head all the way to the next flight
of stairs.  Keep a close eye on the wall to your right (west); When you can move
in between the buildings, do so and explore the NW corner of this area with
sphere-shaped objects.  A Trog is feasting - kill it - nearby [4x STEEL INGOTS]
and [2x FIRST AID BOXES].

A few more Wildmen are doing their thing down south.  Climb the stairs to the 
very top of the factory now, and expect to encounter around five Wildmen.  At
the top of the factory, collect the [12x STEEL INGOTS] and loot the [2x FIRST
AID BOXES].  Note that three Trogs spawn below you and are headed up as soon as
you pick up anything.

Head down - but not all the way.  Instead, hop on the very lengthy catwalk
leading straight down east.  It's extremely long and looks somewhat like a
conveyor belt.  At the very end, drop down the platform to find [7x STEEL
INGOTS].

Return to the first roof of the factory (where Wildmen used to patrol the area
to the south).  Move all the way south (past the stairs) and drop down to your
left (southeast) after popping some Med-X to lighten the damage.  It's possible
to hug the southeast pipe to prevent the damage.  Either way, drop down another
level on the east and you'll be on a platform with three huge silo's.  Check
between the first two silo's to find a [FIRST AID BOX] and two [AMMO BOXES]
behind two pipes.

You can find the four last [STEEL INGOTS] in this area behind the final silo
next to a dead slave.  There's also an [AUTO AXE] lying next to him.  Note once
again that three Trogs assault you after picking anything up.  Return to the
freight cars nearby the entrance of the area and head through the door next to
the Protectrons to enter the Supply Plant.


Supply Plant:
-------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Steel Ingot x3, [] First Aid Box, [] Frag Grenade x3, [] Ammo Box,  |
|       [] First Aid Box, [] First Aid Box x2, [] Rad-X x2, [] Grenade Box,    |
|       [] RadAway x3, [] Steel Ingot x8, [] Bobby Pin x6, [] Rad-X x4,        |
|       [] RadAway x4, [] Steel Ingot x6, [] First Aid Box, [] .32 Caliber     |
|          Rounds (x5) x4, [] .32 Caliber Rounds (x5), [] Jet x2, [] Man Opener|
|       [] Flamer Fuel (x12) x2, [] Jet, [] Steel Ingot, [] Jet, [] Flamer     |
|          Fuel (x12), [] Jet x3, [] First Aid Box, [] Med-X.                  |
|______________________________________________________________________________|

Move into the generator room on the east, requiring you to head through the
irradiated hallway.  Two Trogs will be chasing a running-scared Wildman, so
use the situation to your advantage and deal with the bunch.  Three more [STEEL
INGOTS] can be found in the generator room.

Continue through the next hall and quickly dispatch the three Trogs waiting
around the corner.  Be sure to loot the [FIRST AID BOX] from the shelves before
moving into the next area.

It's possible to dispatch three Trogs from the catwalk, as they're feasting on
some human remains down below on your right side.  Descend with caution as more
Trogs may roam the area.  The cabin on the east contains [3x FRAG GRENADES], an
[AMMO BOX] and a [FIRST AID BOX].  The (average) terminal allows you to shutdown
turrets.

A matress allows you to heal when you reach the bottom floor - it's nearby the
flipped mine cart.  The munching noise that you'll hear as you continue west
comes from two Trogs on the floor above you, and is nothing to worry about as of
yet.  The shelves at the intersection contain two [FIRST AID BOXES], [2x RAD-X],
a [GRENADE BOX] and [RADAWAY x3].  

Continue down the right (northwest) hallway and dispatch of two Trogs around the
corner, dropping them next to a whole lot of other Trogs and corpses.  Make sure
to grab all [8x STEEL INGOTS] next to the flipped mine cart at the very end.

Return to the intersection and proceed down the other hall.   Grab the [6x BOBBY
PIN] scattered around the floor near the three skeletons and try them on the
door.  This (average) locked door leads to a storage room that contains [RAD-X
x4], [RADAWAY x4], [6x STEEL INGOT], a [FIRST AID BOX] and [.32 CALIBER ROUNDS
(x5) x4].  The Terminal has several private entries on it regarding the skeleton
on which you're standing at this very moment ..  Lastly, another pack of [.32
CALIBER ROUNDS (x5)] can be found on top of the terminal.

Head upstairs, grab [2x JETS] from the small table, and continue in the next
area to find the [MAN OPENER] Auto Axe on the Queen-Sized Bed, along with [2x
FLAMER FUEL (x12)].  You can find another [JET] on top of the desk, and more
importantly, the final [STEEL INGOT].  Another [JET] can be found if you move
the body of the dead Wildmen a little, and two more [FLAMER FUEL (x12)] can be
found in the small wooden box nearby.

The shelves on the NE contain three more [JETS] and a [FIRST AID BOX], and yet
another two [JETS] may be found closeby the skeleton up ahead.  As you continue
east, defeat the two dining Trogs and search the ground near the skeleton for a
[MED-X].  

The southern hall has a gas leak, so throw a frag grenade inside before
proceeding.  The door at the end leads back to the start of the Supply Plant,
allowing you to easily backtrack to Everett for your rewards.

Here's what Everett will reward you with, corresponding with the amount of Steel
Ingots you hand over to him:

        .-----------------.------------------.------------------------.
        |Amount of Ingots:|Rewards:          |Type of Item:           |
        |=================|==================|========================|
        |       10        |Laborer Outfit    |Unique Slave Outfit     |
        |       20        |Filtration Helmet |Unique Supervisor Helmet|
        |       30        |Steel Knuckles    |Unique Brass Knuckles   |
        |       40        |Metal Master Armor|Unique Metal Armor      |
        |       50        |Metal Blaster     |Unique Laser Rifle      |
        |       60        |Bombshell Armor   |Unique Raider Armor     |
        |       70        |Leather Rebel     |Unique Leather Armor    |
        |       80        |The Mauler        |Unique Auto Axe         |
        |       90        |Perforator        |Unique Inflitrator      |
        |      100        |Tribal Power Armor|Unique Power Armor      |
        '-----------------'------------------'------------------------'
         Note: Finding all 100 Steel Ingots in the Xbox 360 Version will
               grant you the Mill Worker (20G) Achievement.


|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] 5.56mm Ammo x120, [] Stealth Boy, [] Mentats, [] Bloodpack,         |
|       [] Med-X x2, [] RadAway, [] First Aid Box, [] First Aid Box, [] Jet x4,|
|       [] First Aid Box, [] Jet x2, [] Factory Employee ID, [] First Aid Box, |
|       [] First Aid Box x2, [] Jet x2, [] Psycho.                             |
|______________________________________________________________________________|

Wehrner's Hideout:
------------------
Head over to Werhner's Hideout, which is located in the southwest corner of the
Steelyard, and if you've been collecting Steel Ingots then you've passed it
occasionally already.

Depending on who you sided with, you'll have to do the following:

Siding with Ashur:
------------------
You can try to speech challenge Werhner into leaving The Pitt forever, or you
can use the Black Widow Perk if you have it.  It's also possible to kill Werhner
without karma loss if he shoots first, which might be worth the trouble as he
drops the Power Plant Key.  If you chose to side with Ashur you'll be given
access to the Ammo Press, and you are also given a repeatable quest to collect
Teddy Bears from all over the Wasteland.  This quest is called "Toys for Tots"
and can be started by talking to Sandra.

Siding with Werhner:
--------------------
If you sided with Wehrner & Midea, then Werhner will ask that you hand over the
baby and head to the Underground where you must release Trogs upon The Pitt.
If you have the Black Widow Perk you can ask Werhner for help, and he'll spare
you [120x 5.56MM AMMO].  He'll give you a [STEALTH BOY] and the Power Plant Key.

Items in Werhner's Hideout:
---------------------------
The small table on the ground level contains a [JET] and three Pre-War Money.
Look for [MENTATS], [BLOODPACK], [MED-X x2] and [RADAWAY] on the desk upstairs.

This Guide will now continue for players who have sided with Werhner.  Those who
sided with Ashur will already be done with the quest.  Head to where the
entrance to the Supply Plant was (next to the four Protectrons in The Steelyard)
and head northwest until you reach the manhold next to a burning barrel.


The Pitt Underground:
---------------------
Make your way down the sewers and anticipate your safety by dispatching two
Trogs behind the bars.  Continue through the hole and tread through the bloody
passages that follow.  Before heading upstairs, loot the [FIRST AID BOX] on the
wall.  Head upstairs again in the next chamber and proceed through the long
corridors, laying groups of Trogs to rest as you go.

A dead slave and a [FIRST AID BOX] can be found at the end of the catwalks. When
you proceed to the lower floor, four Trogs will spawn behind you and will rush
from the corridor you just walked through.  After dealing with them, ignore the
red arrows on the floor altogether (as they lead you past two frag mines), and
continue south.

You can find [4x JETS] next to the garbage bin.  As for the area itself, it's
crammed with Trogs in here.  There is, however, a trick to dispatch all of them
very quickly.  You may have noticed that the walls on each side of the area have
two generators hanging above each other, up to around 6 on each wall.  If you
shoot the middle generators on the southern wall it should blow most of the 
Trogs away.  Backtrack to the hall and blow up the other generators when Trogs
get near and it'll finish the job.

A [FIRST AID BOX] and a vending machine are all that remain in this area.  
Tread with caution as you prepare to loot the dead slave's body in the hallway
up ahead, as a frag mine has been placed nearby.  Quickly make a turn and throw
a grenade in the next chamber to incinerate a good deal of the upcoming Trogs.
Dispose the rest of the bunch with your good old guns.

Two [JETS] can be found on the floor - one near the stairs and one nearby the
makeshift bed.  Head upstairs and inside the room to the west. Before activating
the Factory Protectron in this area, collect the [FACTORY EMPLOYEE ID] from the
other side of the catwalk first.  The Protectron will now help you in your
fight against three assaulting Trogs.  Heal up any wounds with the help of the
[FIRST AID BOX] in the corner next to the dummy terminal.

Deactivate the Uptown Floodlights by using the aptly named terminal on the south
and proceed down this hall.  This leads to an exit of the Underground.  Explore
the room to find two [FIRST AID BOXES].  Two [JETS] and a [PSYCHO] can be found
on top of the bricks next to the bench, and there's also a workbench here.

The End:
--------
You'll find Ashur outside and he ain't too happy to see you.  Fortunately, a
whole horde of Trogs isn't too happy with him either, so that balances things
out a little.  Waste anything that stands in your way and make sure you snatch
Ashur's Power Armor (or come back for it soon). When you reach the Market Square
in Downtown, Werhner will congratulate you, and the "Booster Shot" Perk is
granted.  This permanently increases your Radiation Resistance by +10%!


Using the Ammo Press:
---------------------
The Ammo Press can be used upon completing The Pitt.  It's located in The Mill.
Head for The Hole (not inside, but the actual Hole on which you can stand and
look down inside), and look southeast.  That's where the Ammo Press Terminal is
located at.  As for the Materials Bin, it's located directly south when you are
looking from The Hole.

Place ammo or Scrap Metal in the Materials Bin and operate the terminal.  Select
which ammunition you want to create and start to press.  Use the formulas below
to calculate how much ammo you'll get:

================================================================================
                         .--------------.-----------.
                         |Ammunition:   |Ammo Value:|
                         |==============|===========|
                         |5mm           |      1    |
                         |10mm          |      2    |
                         |5.56mm        |      3    |
                         |.32           |      5    |
                         |Shotgun Shells|     10    |
                         |.308          |     15    |
                         |.44           |     15    |
                         |Scrap Metal   |     20    |
                         '--------------'-----------'

            [Amount of units in Materials Bin * Ammo Value] = TOTAL

        [TOTAL / Value of Ammo being made] = Amount of Ammo you receive
================================================================================


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.0] Broken Steel                                               |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                      /\
                                     || |,
                                     || | `.
 ____   _____   ____  _   __ _____   || |,  `._____ _______ _____  _____  _ 
|  _ \ |     | / __ \| | / /|  ___||Ż\ |Ż|`. / ____|       |  ___||  ___|| |
| |_| || |Ż| /| |  | | |/ / | |___ |  \| |' | (___ `.Ż| |ŻŻ| |___ | |___ | |
|  _  /|  Ż \ | |  | |   /  |  ___|| . ` |`. \___ \  `| |  |  ___||  ___|| |
| |_| || |\  \| |__| |   \  | |___`| |\  | `.____) | .| |  | |___ | |___ | |___ 
|____/ |_| \__\\____/|_|\__\|     ||_||\_| ,|_____/ ,'| |  |     ||     ||     |
                          `. ŻŻŻŻŻ   || |`'      . '   Ż    ŻŻŻŻŻ  ŻŻŻŻŻ  ŻŻŻŻŻ 
                          '....      || |       ..'
                               `.  (Ż    Ż)  ..'
                               `... Ż|  |Ż ...'
                                   `.|  |.'
                                     (  )
                                      ŻŻ
     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.1] Death From Above                                           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Aqua Pura Crate, [] Ammo Box x5, [] Enclave Crate x2, [] Grenade Box|
|       [] Gun Case, [] First Aid Box, [] First Aid Box, [] Ammo Box x3,       |
|       [] Ammo Box, [] First Aid Box, [] First Aid Box.                       |
|                                                                              |
|ENEMIES: o Enclave Soldier                                                    |
|                                                                              |
|QUEST REWARD: 1300 EXP.                                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Well, tell one of your followers to step inside the purifier, or do it yourself.
Fawkes or Charon are good choices since they're immune to radiation.

When you wake up you'll get a quick debriefing on what happened.  Make your way
to the courtyard, loot the [AQUA PURA CRATE] on your right for 12 Aqua Pura, and
meet with Scribe Rothchild in the Laboratory.  After the full debriefing, set
foot on The Wasteland and make your way to the Rockland Car Tunnel, which is
located on the very southwest of the map.

When you've found it, go on and head inside as there is no loot of interest
outside.


Rockland Car Tunnel:
--------------------
Turn around the corner and head inside the storage room.  You can find [5x AMMO
BOXES] on the shelves here.  Continue down the corridors until you reach a large
cave with several Brotherhood of Steel Knights.  Talk to Tristan and you're
ready to go.

Before following Tristan, check the western wall for two [ENCLAVE CRATES], as
well as the NW corner for a [GRENADE BOX], a [GUN CASE] that looks like a metal
box, and a pile of Enclave Soldiers you may want to loot.  Snatch the medical
supplies from the [FIRST AID BOX] on top of the crates to the east before
following the crowd down the NE tunnel.


Sattelite Relay Station:
------------------------
This zone is separated from The Wasteland, similar to O:A and The Pitt.  Simply
wait for Liberty Prime to take out the blue shield to your right and follow the
straight road.  Let Prime and the Brotherhood destroy the Enclave Troops while
you assist in looting their corpses, and watch the big event.  After this, head
through the hole that Prime punched in the building to enter the Sattelite
Facility.


Sattelite Facility:
-------------------
It gets messy in the room as you enter, but plenty of Brotherhood assistance
makes this a fight you can't lose.  Move in the southern tunnel and defeat two
more Enclave Soldiers in the locker room - which houses no more than a [FIRST
AID BOX].

Head through the double doors at the end of the tunnel and swipe this area clean
from the Enclave.  This will - yet again - be a breeze with the help of the
Brotherhood.  Continue through the western door at the top of the stairwell when
you've done so.

Watch out for more enemies as you head through the tunnel and down the stairwell
on the south.  At the very bottom, proceed down another big tunnel and wipe it
clean.  You'll come across an [AMMUNITION BOX x3], and one more [AMMUNITION BOX]
can be found in the room at the end of the tunnel.  Head upstairs, proceed down
the hall and prepare for an encounter with another Enclave Squad.  After this
fight, unlock the (Easy) door on the east to reveal a restroom housing a [FIRST
AID BOX] (and a sink, if you're into those).

Head down the tunnel and you'll get to a room with mainframes. Activate the
Sattelite Uplink Terminal and retrieve the Telemetry Data before continuing.
Loot the [FIRST AID BOX] and press forward through the corridor, which the
Enclave secured with two Mark V Turrets.  When you're back in the Wasteland,
fast travel to the Citadel and report to Scribe Rothchild and Elder Lyons
respectively.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.2] Shock Value                                                |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Deathclaw Control Scrambler, [] Aqua Pura Crate x4, [] Energy Cell  |
|          (x20) x3, [] Plasma Mine, [] Ammo Box x2, [] Enclave Crate x6,      |
|       [] Jet, [] Dunbar's Note, [] Flamer Fuel x2, [] Frag Grenade,          |
|       [] Electron Charge Pack x2, [] Psycho, [] First Aid Box x2,            |
|       [] Bloodpack, [] Power Fist, [] Frag Mine x3, [] Mine Box x2,          |
|       [] Buffout x2, [] Ammo Box x2, [] Frag Grenade x2, [] Flamer Fuel,     |
|       [] Frag Grenade, [] First Aid Box, [] First Aid Box, [] Darts (x20) x3,|
|       [] First Aid Box, [] Grenade Box, [] Ammo Box, [] Nuka-Cole Quantum,   |
|       [] 5.56mm Rounds (x24) x3, [] Buffout x2, [] 10mm Rounds x2, [] Frag   |
|          Mine, [] Ammo Box, [] .308 Caliber Rounds, [] Shotgun Shells,       |
|       [] First Aid Box, [] Bottlecap Mine, [] Safe, [] Darts, [] 2x Darts x20|
|       [] Jet, [] Wall Safe, [] Psycho, [] Ammo Box, [] Darts (x20) x2,       |
|       [] First Aid Box, [] Railway Spikes x3, [] Mentats, [] Railway Spikes, |
|       [] Police Hat, [] .32 Caliber Rounds, [] Wall Safe, [] First Aid Box,  |
|       [] Jet, [] RadAway, [] Darts, [] First Aid Box, [] First Aid Box,      |
|       [] Rad-X, [] .44 Rounds x13, [] Alien Power Cell x18, [] Jet, [] First |
|          Aid Box x2, [] Pulse Mine, [] RadAway, [] Jet, [] Jet, [] First Aid |
|          Box, [] Alien Power Cell (x12) x3, [] Mentats, [] Buffout,          |
|       [] Tesla Coil.                                                         |
|                                                                              |
|ENEMIES: o Deathclaw       o Enclave Soldier     o Enclave Hellfire Trooper   |
|         o Mark IV Turret                                                     |
|                                                                              |
|QUEST REWARD: 1400 EXP.                                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Talk to Paladin Tristan, who resides in the Great Hall of the building.  Follow
your marker to easily locate him.  He explains that a deviced called a Tesla
Coil might turn things around still, but you're needed to retrieve it from Old
Olney first.

Drop by the lab first and converse with Scribe Vallincourt to receive the
[DEATHCLAW CONTROL SCRAMBLER].  This device interferes with the Enclave signal
that controls Deathclaws, so that'll certainly help!

Note: There are four more [AQUA PURA CRATES] in the courtyard: One near the
      radio and three near the double doors that lead to The Wasteland.


Small Enclave Outpost:
----------------------
Your next location(s) are best fast travelled to.  I suggest you head for the
southernmost location first. This is a very small Enclave camp with a controlled
Deathclaw that becomes .. YOUR follower when you approach it. Watch it slaughter
the remaining Enclave and start searching for the following loot: [ENERGY CELL
(x20) x3] and [PLASMA MINE] on a low table with a terminal, [2x AMMO BOXES]
under the nearby sattelite dish, and [6x ENCLAVE CRATE] in total nearby lookout
posts.

Note: Unfortunately, the controlled Deathclaw will automatically die when you
      move about 100 meters away from the Enclave camp.

Head inside Old Olney (which is usually roaming with Deathclaws, unless you
wiped those out not too long ago), and locate the sewer entrance with the help
of your marker.  Make your way through the tunnels until you reach a ladder
leading to Old Olney Underground.


Old Olney Underground:
----------------------
You're greeted by two Ghouls, who immediately rush off afterwards.  Explore the
toilet on the left in the large hall to find a [JET], and look for a small
wooden crate with Pre-War Money in the NW corner of the area.  As you wander
through the rest of the area you get the feeling there has been some recent
activity.  Very recent..

Go down the hall to the south and head upstairs.  As you traverse the tunnels
and notice more and more dead Ghouls, keep an eye out for one named Dunbar, who
holds [DUNBAR'S NOTE].  Looks like the poor bastards were trying to set up a
second home besides Underworld .. and failed miserably.

Continue downstairs and through the hole up ahead where you'll encounter a
Deathclaw.  Turn around and move along the ledge to discover a hidden area with
lots of toys, including two Teddy Bears.  If you check the NE shelves by hopping
on top of the filing cabinets you can just barely snatch two [FLAMER FUEL] from
the small wooden crate, and a [FRAG GRENADE] and [ELECTRON CHARGE PACK x2] on
this shelf.

Check the room on your left for a [PSYCHO] and head down one floor.  Here, peek
in a small storage room to the south in order to find two [FIRST AID BOXES], a
[BLOODPACK] and a [POWER FIST].  The main room itself contains three loose [FRAG
MINES] and two [MINE BOXES] between the operating tables.  There's a Nuka-Cola
vending machine near the stairs which lead back to where you were.  

Proceed through the doorway on the southwest and tread with caution to an
adjacent room with a Deathclaw.  When you've secured this area, look for
[BUFFOUT x2] on the shelves behind the counter, and check the NE corner for two
[AMMO BOXES] and the NW corner for two [FRAG GRENADES] and Pre-War Money in a
bucket.

Drop down one floor and slowly approach the door in the NE corner.  As soon as
you hear a baby cry it's from the nearby placed baby carriage trap, so step
back as it goes BOOM!  Head down the stairs behind the door and make a U-turn to
your right (west) in the hall up ahead.

Be sure to check the bathtub!  It contains [FLAMER FUEL], a [FRAG GRENADE], a
[FIRST AID BOX], a Chinese Assault Rifle and some food.  Carefully venture into
the next room that houses two rigged Frag Mines.  Go through the hole, check the
bookcase to your left for a [FIRST AID BOX] and [DARTS (x20) x3] (Hint! Grab out
that Dart Gun of yours!) and take noteof the Workbench to your right.

The (Average) cell door in the middle of the room leads to a cell which contains
a [FIRST AID BOX], [GRENADE BOX], [AMMO BOX], [NUKA-COLA QUANTUM] (behind the
ham radio), and [5.56MM ROUNDS (x24) x3] (also nearby the radio).

When you decide to check out the wester region of what appears to be the home of
Deathclaws (instead of friendly Ghouls!), come very, very well prepared as you
can expect to fight off up to three Deathclaws at once.  When dealt with these
menaces, check the southwest room in which you can rest and find [BUFFOUT x2],
[10MM ROUNDS x2], a [FRAG MINE], [AMMO BOX], [.308 CALIBER ROUNDS] and [SHOTGUN
SHELLS] (all from the shelves).

As you continue north, check the shelves to your right for a [FIRST AID BOX],
and explore the area behind the fence on your left to collect a [BOTTLECAP MINE]
from another Workbench, and more loot from an (Average) [SAFE].

Turn around the corner and prepare for another Deathclaw battle.  Check the
shelves for some [DARTS] and move upstairs to enter the Old Olney S. Wilney
Building.


Old Olney S. Wilson Building:
-----------------------------
The chopper sound gives you the impression that the Enclave are nearby.. and
your senses haven't betrayed you.  This large area has several Enclave Soldiers
and even the new Enclave Hellfire Trooper walking around.

First, check the office area on your (upper) left/west to find [DARTS (x20) x2]
in a bucket, a [JET] next to the skeleton, and a [WALL SAFE] that just might
contain two Stealth Boys.  Drop down two levels to find a Teddy Bear near a
baby carriage and a [PSYCHO] in a bucket.

Head over to the eastern side of the building to find an [AMMO BOX] behind a
counter, along with [DARTS (x20) x2] a [FIRST AID BOX] and [RAILWAY SPIKES x3]
in the shelves.

Go upstairs and check the desk to your left as you reach the 2nd floor to find
[MENTATS].  A bucket slightly SW from here contains [RAILWAY SPIKES].  Move into
the room up north to find a [POLICE HAT], [.32 CALIBER ROUNDS], and a [WALL
SAFE].  The Cash Registers contain Pre-War Money.

Head over the radio commercial billboard and deal with the Enclave Hellfire
Trooper to the north if you hadn't already done so.  They're tough, so use your
most powerful weapons - such as a Plasma Rifle against them.  Be sure to loot
him from his armor (and Heavy Incinerator, although it might be broken already).

Head down the hall and stairs to enter Olney Powerworks.


Olney Powerworks:
-----------------
The shelves and restroom don't house any useful loot in particular, so go
upstairs.  You'll find a (Very Hard) locked door that can be operated by the
terminal, but this is in fact nothing but a shortcut to a location we'll soon
arrive either way.  Head east and you'll get to a large area, guarded by a
Sentry Bot and Mister Gutsy.

After taking out these two security bots, head inside the office to your left
and loot the [FIRST AID BOX].  Look for a hidden [JET] in a trashcan next to one
of the desks.

Head downstairs and stand in awe (or not) at the new black smoke effect.  Glance
over the shelves near the stairs to find a well hidden [RADAWAY] in a small
wooden crate.  Exit the area by the SE corner and proceed to another large room.
The shelves to your right contain [DARTS].  Spot a Workbench to your left, along
with a [FIRST AID BOX] in the shelves near it.

The upper section of the area is guarded by a Sentry Bot, and you can find a 
[FIRST AID BOX] in the storage room at the SW corner.  A bunch of metro ticket
are lying on the office floor - along with a [RAD-X] that you might want to use.

When you continue around the corner, the green glow should already ring your
bells that a heavily irradiated corridor is up ahead.  Pop the Rad-X (or try to
deactivate the Emitter by the Hard Terminal) and rush through the short corridor
only to encounter more trouble in the form of two Sentry Bots.

The restroom to the east contains [.44 ROUNDS x13] on top of the toilet.  Note
that the people who crashed this place were using beer and milk to play checkers
on the chessboard!

Step inside the western chamber and proceed with caution, walk backwards, facing
south.  Two Mark IV turrets are revealed, so quickly dispatch them.  Check the
area they were stored - and to be more precisely, check the shelf on the upper
wall of each side to find two ammo boxes that contain [18x ALIEN POWER CELLS] in
total.  Pretty neat, huh?

Note: It has been reported that if you have the Scavenger Perk, you'll get
      around 50 Alien Power Cells from each Ammo Box.  That's quite a lot, if
      you ask me!

Flip the emergency electrical switch to the north and head inside the chamber
with the Tesla Coil.  You can find a well hidden [JET] inside a trashcan in the
room to the south, as well as two [FIRST AID BOXES] on the shelves and a [PULSE
MINE] in the wooden crate.

From the main room, head into a recreation hall on the NE.  If you search the
place thoroughly you can find a [RADAWAY] in a small wooden crate under the
table with the broken TV.  The hall leads to the aforementioned shortcut, so
there's nothing of particular interest on the other side of the door.

In the main room with the Tesla Coil, the shelves to the north contain a [JET]
in a wooden crate, and the shelves near the door in the NW corner holds another
[JET]. Head through the door and go downstairs (but take note of the ladder to
your right that leads to Old Olney).  This room contains a [FIRST AID BOX], a
[PULSE MINE] (in the cooking pan on the furnace), [ALIEN POWER CELL (x12) x3]
(the small blue fuses), [MENTATS] and a [BUFFOUT] in a trashcan.

Head towards the Tesla Coil to your east, but DO NOT ATTEMPT TO GRAB IT YET.  
First, flip the emergency switches on the wall (the electricity can't harm you),
and *then* grab the Tesla Coil.  You'll get a shock that'll hurt you a little,
so don't have very little health left when you attempt this, but you'll be more
than fine otherwise.  Climb up the ladder to Old Olney and fast travel back to
the Citadel, where you can hand over the Tesla Coil to Paladin Tristan.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.3] Who Dares Wins                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] First Aid Box, [] .32 Caliber Rounds (x12), [] RadAway, [] Mentats, |
|       [] First Aid Box, [] RadAway x2, [] Pulse Grenade x2, [] Laser Rifle,  |
|       [] Frag Grenade x3, [] First Aid Box, [] Nuka-Cola Quantum, [] Jet,    |
|       [] I'm Sorry My Darling (Note), [] First Aid Box, [] Mentats, [] Ammo  |
|          Box, [] First Aid Box, [] Enclave Crate, [] Microfusion Cell x4,    |
|       [] Pulse Grenade x2.                                                   |
|                                                                              |
|ENEMIES: o Enclave Soldier       o Enclave Hellfire Trooper    o Turrets      |
|         o Enclave Squad Sigma   o Enclave Squad Sigma Leader  o Armory Master|
|                                                                              |
|QUEST REWARD: 1500 EXP.                                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: You may want to glance over the Unmarked Quests at this point, because
      some of them might no longer be available after you finish this Quest.

You'll need to get to the White House Plaza.  One way to travel here is by
following the route as outlined below.  Simply follow your quest marker to make
your way through the areas (which you might have visited before), or even fast
travel to one of these locations.  When you reach Pennsylvania Avenue you'll
come across some Brotherhood of Steel Knights fighting off Mutants.  This is
close to the White House Plaza entrance.

Tepid Sewers -> Georgetown -> Foggy Bottom Station -> Pennsylvania Avenue

Enter through the Manhole that leads to Utility, then follow the Presidential 
Sub Level tunnels.  When you finally reach the end of the tracks, talk to the
A.I. M.A.R.G.o.T and use your Science or Speech skill to gain user privileges.
The acronym stands for Metro Authority Rapid Governmental Transit System. btw.

Note: I presume that when you turn Margot hostile, all following robotic
      security in the tunnels up ahead will also become agressive.  If someone
      can confirm this, I would appreciate it.


Presidential Metro:
-------------------
Note: If you are high leveled (18+ at least), then you'll also encounter Feral
      Ghoul Reavers in the upcoming tubes.  These are tough, quick, deal a lot
      of damage and have tons of health.  I suggest you bring out the best you
      got when you're up against one.

Loot the contents of the [FIRST AID BOX] on the wall and turn left around the
corner to find the remains of what presumably was a security officer.  Look
near the body for [.32 CALIBER ROUNDS (x12)] and a Police Hat.  Turn around and
traverse down the tube until you get to an intersection.  While the left (north)
tube leads to a dead end, it can net you a [RADAWAY] and [MENTATS] from nearby
a skeleton, as well as the contents of a [FIRST AID BOX] upstairs.

Continue down the southern tube and immediately as the tube splits, glance over
the skeleton(s) to find [RADAWAY x2].  As you travel through the tunnel, when
you hear a few Ghoul moans, swiftly look over your right through the fence and
watch a metro ride them over.  Ouch!  So it is working at the other side...

Take note of the door on your left, denoted by 'Equipment Room', but explore the
end of this tunnel first to find two [PULSE GRENADES] and an Iron Fist near a
skeleton at the very end.  This area is slightly irradiated, but on the bright
side, the sentry bots have cleared the area of Glowing Ones for you, so there's
no reason to complain.

The Equipment Room doesn't hold that much equipment, although it arguably does
for a metro station office (then again we're talking about the White House's
private metro, but it doesn't matter).  There's a [LASER RIFLE] and three [FRAG
GRENADES] to be found next to the desk, a [FIRST AID BOX] in the corridor, and a
[NUKA-COLA QUANTUM] in the room on the other side.

Ignore your left as you step into the next tube, and proceed southwards.  A 
Robobrain and Mister Gutsy are likely to be involved in a Ghoul conflict.  
Resolve the matter and continue down the tunnel to the point where you reach an
emergency exit to the Capitol.

Head upstairs and search the bench for a [JET] and a note called [I'M SORRY MY
DARLING], which is a rather depressing recording of a woman who'll never see her
lover again.  You can't go any further, and the tunnel's dead end does not have
any loot lying around either, so head inside the eastern area.  This metro is
still functioning, but it needs to be powered up.

The cabin houses a [FIRST AID BOX] and [MENTATS], as well as the Power Box to
activate the metro.  It requires 2 Main Fuses, however, which can only be 
acquired by destroying the Presidential Metro Sentry Bot that patrols in this
area.  Explorers will want to check out the eastern office to find an [AMMO BOX]
and a [FIRST AID BOX] there.

Before placing the Main Fuses in the Power Box, take the time to lay a Pulse
Mine in front of each locked double door to your north.  Two Sentry Bots will
assault you once the Power Box has been fixed, but the Pulse Mines will deal a
fair amount of initial damage.

With the power back on, the double doors leading to the Capitol Building are now
unlocked.  Furthermore, you can now finally use the metro.  Hop in the front
cabin and activate the Metro Console for a little ride.

Hop off, go upstairs and pick the (Average) door to your immediate left first.
This corridor contains an [ENCLAVE CRATE], [4x MICROFUSION CELLS], [PULSE
GRENADE x2], and an (Average) Turret Control System.  It helps to fiddle with
the settings and turn off the Mark VII Turret that you're otherwise up against
around the corner, since the Enclave tweaked it to aid them instead.

Sneak through the corridor and assault the Enclave Troops from the be-hind, then
go upstairs and head through the double doors to access Adams Air Force Base.


Adams Air Force Base:
---------------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Tesla Cannon, [] Microfusion Cell (x50), Electron Charge Pack (x50),|
|       [] Orders, [] First Aid Box, [] First Aid Box, [] Stimpak x2, [] First |
|          Aid Box, [] First Aid Box x2, [] First Aid Box, [] Mini Nuke,       |
|       [] Microfusion Cell (x80), [] Ammo Box x2, [] Enclave Crate, [] First  |
|          Aid Box, [] .308 Caliber Rounds (x24) x2,[] Sector 1 Artillery Note,|
|       [] Enclave Crate x2, [] First Aid Box, [] Enclave Crate, [] First Aid  |
|          Box x2, [] First Aid Box, [] Plasma Grenade x4, [] Mini Nuke,       |
|       [] Enclave Crate x2, [] Sector 2 Artillery Note, [] Enclave Soldier    |
|          Log #1, [] Psycho x2, [] First Aid Box x3, [] Ammo Box, [] Flamer   |
|          Fuel Stash Holotape, [] Fuel Stash Conatiner Key, [] Enclave        |
|          Footlocker x2, [] Enclave Footlocker, [] Bloodpack,[] Enclave Crate,|
|       [] Enclave Footlocker x2, [] Bloodpack x5, [] Enclave Crate x2,        |
|       [] First Aid Box, [] First Aid Box, [] Enclave Crate x2, [] Flamer     |
|          Stash.                                                              |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This is another separate area from The Wasteland.  Go upstairs and check the
Resupply Crate on your left, which was dropped by parachute and contains your
omni-powerful [TESLA CANNON], [MICROFUSION CELL (x50)], [ELECTRON CHARGE PACK
(x50)] and your [ORDERS].  Loot the [FIRST AID BOX] that looks like an Enclave
Crate up the steps and listen to the Orders Holotape.

A [FIRST AID BOX] can be found inside the cabin, and two more [STIMPAKS] are
lying on the shelves.  Head NE, and take out any Mark VI Turrets you spot ASAP,
as they're real life drainers.  The Tesla Cannon can take them out from a mile
though, so that shouldn't be any problem.  Waste the Hellfire Trooper and check
the cabin to your right (east) which houses a [FIRST AID BOX] and obsolete 
Turret Control Terminal.  

Head upstairs and destroy the turrets on the other side of the roof.  Check the
view to the NE and go crazy with your Tesla Cannon on all Enclave Vertibirds and
turrets.  With most of them destroyed continue your regular scavenging by 
entering the cabin on this roof still and loot the contents of two [FIRST AID 
BOXES].

Now, when facing east on the roof, check the ledge to your right (southeast) and
hop over to a [FIRST AID BOX], [MINI NUKE] and [MICOFUSION CELL (x80)].  Hop
down to ground level and backtrack slightly.  The barracks to the west are
inaccessible, but you can find two [AMMO BOXES] and a whole lot of destroyed
Protectrons and Sentry Bots behind the truck at the NW end of the fence - which
does your Tesla Cannon ammunition supply well!

Continue by making your way to the roof of the eastern building.  You'll find an
[ENCLAVE CRATE], [FIRST AID BOX], [.308 CALIBER ROUNDS (x24) x2], [SECTOR 1
ARTILLERY NOTE] and the Artillery Switch.  Flip it and any Enclave survivors in
the open area straight ahead will now be toast.

Get back on the ground level and explore the enclave stands for a set of two
[ENCLAVE CRATES] and set of a [FIRST AID BOX] and [ENCLAVE CRATE].

Enter the first hangar.  There will be a few Enclave Soldiers here, among
Scientists and a caged Deathclaw.  Check the NW corridor to find two [FIRST AID
BOXES] at the very end of it, and waste and Enclave Scientists (meat) you come
across.  Note that the three caged Deathclaws are not controlled by devices, so
you won't be thanked upon releasing them. Instead consider killing them for
experience while they're locked away.

When you've made it out of the hangar, check the small alley on the northeast
and head to the end of it to find a [FIRST AID BOX] and four [PLASMA GRENADES]
in a bucket.  If you wanna grab a [MINI NUKE], head inside the hangar to your
east and check the eastern corridor.  The nuke is at the south end.

Back in the alley, go upstairs and make your way to the northern roof.  Loot the
two [ENCLAVE CRATES] here, grab the [SECTOR 2 ARTILLERY NOTE] and press the
button to wipe the area clean below.

Head downstairs and check the alley to your left (west).  Turn left once again
in the alley and it'll lead to the dead body of an Enclave Soldier with the
[ENCLAVE SOLDIER LOG #1] on him, as well as a neat stock of items:  [PSYCHO x2],
[FIRST AID BOX x3], [AMMO BOX] and a Ripper.

Note: Only Log #1 exists, despite it being called the first of a series.

Optionally there is another hangar that we haven't explored yet.  Return to the
exit of the first hangar and head all the way east from here.  The hangar will
be to your right.  It is worthwhile to note that two Enclave Scientists are
located somewhere in this hangar, always fleeing from you.  One of them holds
the [FLAMER FUEL STASH HOLOTAPE] and [FUEL STASH CONATINER KEY] (Yes, that's a
typo in the game right there).  

The western hall houses two [ENCLAVE FOOTLOCKERS], and one more [ENCLAVE
FOOTLOCKER] can be found next to this hall's entrance.  That's pretty much what
this hangar holds for us, so we'll move on to the next one - up north.

In this northern hangar, check your right (NE) and look around for a [BLOODPACK]
on the floor, along with an [ENCLAVE CRATE] and two [ENCLAVE FOOTLOCKERS], plus
a bed to heal up.  The empty prison houses [5x BLOODPACKS] on the floor, and
two more [ENCLAVE CRATES] can be found on the western side of the hangar.  One
last [FIRST AID BOX] is placed in the western hall.  Take note that the caged
Deathclaw becomes frenzied when you release it (read: it stays friendly and will
fight along with you).

That concludes this hangar.  Continue north to find a [FIRST AID BOX] on a truck
and two [ENCLAVE CRATES] at the stand.  Proceed to the NW area and make your way
through the ruins of the hangar.  Expect heavy resistance in the form of turrets
and Hellfire Troops, so let your Tesla Cannon be the salvation.  

Before you continue, listen to the Flamer Fuel Stash Holotape that you found
earlier on one of the Enclave Scientists.  Well, travel to the NW building and
find the [FLAMER STASH] behind several barrels and wheels, which contains 400
Flamer Fuel.  Now head upstairs at the Air Traffic Control Tower just east of
here and deal with any remaining turrets - then go inside.


Air Control Tower:
------------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] First Aid Box, [] Nuka-Cola Quantum, [] First Aid Box, [] First Aid |
|          Box, [] First Aid Box, [] Enclave Crate, [] First Aid Box,          |
|       [] Enclave Crate x3, [] Enclave Crate x2, [] Ammo Box x2, [] Grenade   |
|          Box, [] First Aid Box x3, [] Ammo Box, [] Ammo Box, [] Buffout,     |
|       [] Ammo Box, [] Rapid-Torch Flamer, [] .308 Caliber Rounds (x24) x2,   |
|       [] Missile x7, [] Flamer Fuel (x12) x4, [] Mini Nuke x2, [] Nuka-Cola  |
|          Quantum.                                                            |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
I can be quite brief about this floor.  There's a Robobrain hanging around the
offices, and you can find a [FIRST AID BOX] in the NW section in a bookcase,
and a [NUKA-COLA QUANTUM] under a desk, as well as another [FIRST AID BOX] in
this office space.  Don't forget to loot the third [FIRST AID BOX] at the base
of the stairs as you go up.

When you've made your way upstairs you'll reach the control room, and a few
Vertibirds will fly over the building.  Your first thought might be to grab out
your Tesla Cannon and blow them to smithereens - and that's all fine - but you
should be informed that if one of them survives your attack they'll fire
missiles at your location, causing HEAVY damage.  So your tactics should either
be: 1. Leave them alone (kind of lame, huh?).  2. Shoot down all three of them
really effin' fast.  3. Shoot down 1 or 2 and quickly dive down the stairs to
avoid any damage.

Either way, you can find a [FIRST AID BOX] in the control room, and the Research
Terminal contains what you came for: The controls to the Mobile Platform Loading
Ramp, which you should lower.  Having done this, head out of the building
entirely and make your way over to the Mobile Platform to the east.
-------------------

You can find an [ENCLAVE CRATE] and [FIRST AID BOX] at the Enclave stand nearby
the stairs of the Air Control Tower.  As you get within fairly close proximity
of the Mobile Platform you'll encounter many Enclave Troops.  Fortunately, a few
brave Brotherhood of Steel Paladins serve as fine meat distractions so you can
knock yourself out with the Tesla Cannon .. Err, rather, knock the Enclave out,
that is.

There's also a Hellfire Trooper on top of the Platform.  He seems to keep
spitting out his fire all over the place, even when there's no one in sight
anymore. Before you go like: "WTF is this dude doing?" like I did, save yourself
the trouble and knock him out with a few Tesla Rounds.

Three [ENCLAVE CRATES] can be found near the small sattelite dish, and two more
[ENCLAVE CRATES] are placed in the Enclave stand to the south.  Two [AMMO BOXES]
and a [GRENADE BOX] can be found inside the nearby truck.  You can now enter the
Moving Platform, or you can optionally visit the Adams Storage Facility to the
far southeast.  If you want to continue with the main quest, simply skip that
section.


Adams Storage Facility:
-----------------------
It looks like you've hit jackpot the second you entered already!  Check the
bookcase on your left for [3x FIRST AID BOXES] and an [AMMO BOX], then loot the
other [AMMO BOX] on the shelves in the middle of the room and lastly, search
the SE corner for a [BUFFOUT] in the wooden crate.

An (Average) [AMMO BOX] can be looted from the bookcase on the NE wall, but you
might want to take out the Mark V Turret on the west first.  That area houses a
counter with a whopping of supplies, including a new, unique REGULAR flame-
thrower: The [RAPID-TORCH FLAMER]. Also look for [.308 CALIBER ROUNDS (x24) x2],
[MISSILE x7], [FLAMER FUEL (x12) x4], [MINI NUKE x2] and a [NUKA-COLA QUANTUM].
Who needs a Quantum Chemist Perk when you get enough Nuka-Cola Quantums anyway?

(Well, alright, alright.  Nuka Grenades can be made with them and the AP Bonus
is alright, but there really are many, many Quantums in the game already... and
you still need TEN regular Nuka-Cola's to create just *one* Quantum...)

Upstairs leads to the roof outside with no items, and a Hellfire Trooper will
likely attack you from below.  As you head back to the Mobile Platform Crawler,
expect a squad of three Sentry Bots to attack you - a rather dangerous
occurence in an open field like this.  I suggest you quickly dispatch them with
the Tesla Cannon and hide behind already-blown up trucks.  With those out of the
way, finally enter the Crawler.


Mobile Platform Crawler:
------------------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Ammo Box x3, [] Enclave Crate, [] Enclave Crate, [] First Aid Box,  |
|       [] First Aid Box x2, [] Buffout, [] Stimpak, [] Rad-X x2, [] Med-X x2, |
|       [] Bloodpack, [] Med-X x2, [] Psycho x2, [] Purified Water x3,         |
|       [] Mentats x2, [] First Aid Box x2, [] Jet, [] Radaway x2,             |
|       [] Bloodpack x2, [] Armor Case, [] Ammo Box x7, [] Gatling Laser,      |
|       [] Plasma Grenade x5, [] Pulse Grenade x5, [] Buffout x5, [] Psycho x5,|
|       [] Mentats, [] First Aid Box.                                          |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Note: This is a ONE-TIME-ONLY AREA, so do not miss out or leave any unique items
      in this location.

The Repulsion Field can be deactivated, or you can smash the panel to pieces,
but this will always result in a weakened repulsion field that harms you when
passing through, so that isn't recommended. 

Note: - Deactivating these panels requires 80 Science Skill.
      - Placing a timed charger requires 50 Explosives Skill.
      - Smashing the panel can always be done.

Make your way to the southeast area to find three [AMMO BOXES] and an [ENCLAVE
CRATE], and a guy named Stigg who repairs robots.  You can ask him for info,
after which he'll leave the crawler.  Another [ENCLAVE CRATE] and a [FIRST AID
BOX] are lying next to a mainframe.

Deactivate the repulsion field to the west in order to find two [FIRST AID 
BOXES],[BUFFOUT], a loose [STIMPAK], [RAD-X x2] and [MED-X x2] from the shelves.
There's also a [BLOODPACK], [MED-X x2], [PSYCHO x2], and [PURIFIED WATER x3] on
the other side, and [MENTATS x2] can be found on the desk and in a small wooden
crate under the shelves.  The last shelves contain two more [FIRST AID BOXES],
a [JET], plus [RADAWAY x2] and [BLOODPACK x2] in the buckets.  What a stock!

Ignore the southern ladder exit for now and turn of the other repulsion field
to the east instead.  While it doesn't hold any medical supplies or ammunition,
it does contain pretty much all the custom weapon parts in the game, along with
a Work Bench, allowing you to create any custom weapon you want!  If you have
the schematics, that is..

Proceed north and you'll encounter a strong Enclave Sigma Squad, consisting of
5 members including their leader.  Aim your Tesla Cannon in northwestern
direction and fire as soon as the squad comes around the corner to deal the
initial damage.  Quickly dispatch of them one by one and keep your health up.

Deactivate the repulsion field to the NE of the armory, which yields yet another
HUGE amount of supplies: [ARMOR CASE], [AMMO BOX x7], Sniper Rifle, Combat
Shotgun, [GATLING LASER], [PLASMA GRENADE x5], [PULSE GRENADE x5], [BUFFOUT x5],
[PSYCHO x5], [MENTATS], [FIRST AID BOX] and several tool items.

Make your way to the Dormitory by heading up the stairs the Enclave Squad came
down off and head through the door.


Launch Platform Base:
---------------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Enclave Crate x2, [] First Aid Box, [] Composite Recon Helmet,      |
|       [] Precision Gatling Laser, [] Armor Case, [] First Aid Box, [] Ammo   |
|          Box x13, [] Heavy Incinerator, [] Minigun, [] Gatling Laser,        |
|       [] Gun Case, [] Med-X, [] Slow-Burn Flamer, [] Flamer Fuel (x50) x3,   |
|       [] First Aid Box, [] First Aid Box, [] Enclave Crate, [] Enclave       |
|          Crate x3, [] Ammo Box x3, [] Enclave Crate, [] Gun Case.            |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head east and enter the dormitory to your left (north) which contains two
[ENCLAVE CRATES] and a [FIRST AID BOX].  The room to your south only houses a
.44 Scoped Magnum.

From the hallway, turn around the corner and head south into the Armory.  You'll
come across the Armory Master somewhere around this area, as well as several
turrets.  The Armory Master comes equipped with the [COMPOSITE RECON HELMET]
(a unique and more durable Recon Armor Helmet), and the unique [PRECISION
GATLING LASER], so be sure to loot his sorry ass.  Watch out for a Sentry Bot
that you may also encounter in this room.

Either way, proceed through the repulsion field in the room and unlock the
(Hard) door to the armory for another sickly supply of whatever you'd like:
[ARMOR CASE], [FIRST AID BOX], [AMMO BOX x13], [HEAVY INCINERATOR], [MINIGUN],
[GATLING LASER], and a [GUN CASE].  One of the lockers may contain Stealth Boys.

Note: The three averagely locked Ammo Boxes contain Alien Power Cells.  Without
      Scavenger Perk I found 7, 7 and 10 respectively in these Ammo Boxes.  The
      Gun Case with the Hard lock always contains an Alien Blaster and ammo for
      it.  I personally found 13 Cells in the Gun Case.
      
      If you find different amounts (especially with the Scavenger Perk), let
      me know so I can add it.

Unlock the (Easy) door and make your way into the Robotic Defensive Control
Center.  Go upstairs, kill the Enclave Officers, Scientists and Sentry Bots,
then make your way to the blue mainframe in the center and hack it (Hard).
If you have Robotics Expert then you can turn all robots against the Enclave.
Otherwise, just shut them down.  The other terminal allows you to release
several locks, some of which you've already unlocked.

Head for the western hall (grab a [MED-X] from the desk with the terminal) and
proceed into the Medical Bay to your right (north).  The Medical Bay, Dorms and
Restroom don't contain any items, although the restroom does provide us with
clean water.

Backtrack to either the area with the mainframe terminal and go through the door
that says 'Warning Live Deathclaws', or proceed from the adjacent room to the
armory.  Either way, make your way over to the southern area from here.

In this large hall you can in fact encounter a Deathclaw, but it frenzies and
turns to your side, so that's a plus!  The most important item to currently
retrieve from this area is the [SLOW-BURN FLAMER], which is located upstairs
in the center area surrounded by force fields.  [3x FLAMER FUEL (x50)] are
lying right next to it.

You can grab a [FIRST AID BOX] from the kitchen past the dining room north, and
if you return to where you were - the storage room also contains another [FIRST
AID BOX] and an [ENCLAVE CRATE].  Besides those, I'd say you've pretty much
explored every last corner of this large and complex area.  Make your way over
to the Launch Pad by heading for the marker to the *north* (for walkthrough
purposes).

Head upstairs.  Depending on whether or not your forced the bots and turrets to
be on your side (or deactivated them), the upcoming battle varies significantly
in difficulty.  At any rate, pull out your .. *surprise!* Tesla Cannon and start
wasting any Enclave agressors around the area.  Head south over the pipes and
loot the three [ENCLAVE CRATES], then check the cabin for three [AMMO BOXES].

Continue west, then south, and face off against several more Enclave Soldiers
and a Hellfire Trooper.  I pray to the gods that the Sentry Bots are at least
not against you, or it'll be another tough fight .. without the Tesla Cannon,
that is. ;)  Try and destroy the Vertibirds before they lift off to prevent them
from attacking.

Step inside the cabin and loot the [ENCLAVE CRATE] and [GUN CASE], then enter
the final area.


Sattelite Control Tower:
------------------------
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Missile x2, [] Micorfusion Cell x2, [] Ammo Box, [] First Aid Box,  |
|       [] Buffout x2, [] Ammo Box, [] .308 Caliber Rounds (x6), [] Railway    |
|          Spikes x2, [] First Aid Box, [] Ammo Box x3, [] Flamer Fuel x3,     |
|       [] First Aid Box x2, [] Radaway x3, [] Psycho, [] Pulse Mine x2,       |
|       [] First Aid Box, [] Ammo Box x5, [] Rad-X, [] Buffout, [] Ammo Box x2,|
|                                                                              |
|       [Citadel Armory Only]:                                                 |
|       ----------------------                                                 |
|       [] Tesla Cannon x2, [] Ammo Box x6, [] Alien Power Call (x12) x6,      |
|       [] Microfusion Cell (x20) x5, [] Flamer Fuel (x12) x5, [] Laser        |
|          Rifle x3, [] 10mm Rounds (x12) x3, [] 5.56mm Rounds (x24) x4,       |
|       [] Plasma Grenade x4, [] .308 Caliber Rounds (x24) x3, [] Mini Nuke x3,|
|       [] 5mm Rounds (x100) x2, [] Missile x10, [] Laser Pistol x2,           |
|       [] Energy Cell (x20) x5, [] First Aid Box x4, [] Sniper Rifle,         |
|       [] Nuka Grenade x3.                                                    |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
There's a lot of Enclave in the staircase area up ahead.  As you walk by some
shelves, look for [2x MISSILES] and [2x MICROFUSION CELLS] in the small wooden
crate, and an [AMMO BOX], [FIRST AID BOX] and [FRAG MINE x4].

Look for another [FIRST AID BOX] on the shelves near the stairwell, along with
two [BUFFOUTS] in a crate.  The averagely locked door leads to a different path,
but instead, head up the regular stairwell and check the southern shelves on
the 1st floor to find an [AMMO BOX], [.308 CALIBER ROUNDS (x6)] and [RAILWAY
SPIKES x2].

Head upstairs and you'll be in the room with the Sattelite Uplink Terminal.  The
doors here are all locked (averagely), but you can unlock them with the Security
Terminal in the NW corner.  There's a [FIRST AID BOX] next to this door.

At any rate, login to the Sattelite Uplink Terminal and select your target with
'Fire Payload'. Although it appears you can select up to five targets (including
Megaton, Project Purity and Rivet City), only two can actually be selected,
which are #1 The Citadel (of the Brotherhood), and #5 Adams AFB Platform.

Depending on which you choose, your rewards will vary.  I personally don't like
to see The Citadel in ashes, but scroll down for the rewards and make the tough
decision.

Optionally explore the area behind the northern door and head downstairs to find
three [AMMO BOXES], [3x FLAMER FUEL], [FIRST AID BOX x2], [RADAWAY x3], and a
[PSYCHO] in some shelves.  There are more supplies around the corner: [PULSE
MINE x2], [FIRST AID BOX], [AMMO BOX x5], [RAD-X] and [BUFFOUT].

Head upstairs again and explore the last corridor for two [AMMO BOXES] and a
[FIRST AID BOX] (which all look like Enclave Crates), and head outside through
the southern door.  Hop onto the Vertibird and you'll get to see the ending of
Broken Steel.  Depending on your choice it is one of these two:

1. The Vertibird makes a quick stop at a landing platform to give everyone a
   chance to look at the fireworks raining down on the Mobile Crawler of the
   Enclave.  You're transported to The Citadel afterwards, and you're given 
   great honor by Elder Lyons.

2. The Vertibird heads for The Citadel.  Upon finding a large smoking crater
   there, all Brotherhood of Steel members turn against you, and you're never
   able to do any more quests for them.  The only bright side is that you now
   have access to the armory.  Head down the crater of The Citadel to enter it.
   
The Citadel Armory contains the following supplies:  [TESLA CANNON x2], [AMMO
BOX x6], [ALIEN POWER CELL (x12) x6], [MICROFUSION CELL (x20) x5], [FLAMER FUEL
(x12) x5], [LASER RIFLE x3], 10MM ROUND (x12) x3], [5.56MM ROUNDS (x24) x4],
[PLASMA GRENADE x4], [.308 CALIBER ROUNDS (x24) x3], [5MM ROUNDS (x100) x2],
[MINI NUKE x3], [MISSILE x10], [LASER PISTOL x2], [ENERGY CELL (x20) x5], and
in the other, smaller adjacent armory (loot the key from the initiate): [FIRST
AID BOX x4], [SNIPER RIFLE] and [NUKA GRENADE x3].

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.4] Broken Steel Unmarked Quests                               |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

1. Fixing Liberty Prime:
------------------------
Ask Scribe Rothchild what you can do to help the Brotherhood, and he'll request
that you search for Sensor Modules and Camera's (Yeah, I know.. WTF?) to help
fixing Liberty Prime.  You'll get the following rewards for each:

                       .-------------.-----------------.
                       |Item Name:   |Reward:          |
                       |=============|=================|
                       |Sensor Module| 75 Caps + 10 EXP|
                       |Camera       |100 Caps + 25 EXP|
                       '-------------'-----------------'

2. Mutant Blood Samples:
------------------------
This quest is given by Paladin Tristan, and he requires Super Mutant Blood 
Samples.  For every one you retrieve you'll get 50 Caps and 10 EXP.


3. Sorry, My Darling:
---------------------
You'll find a holotape with this name at the end of the presidential tubes.
Take a listen to it and make your way La Maison Beauregard, a building located
in Georgetown East.  You'll encounter Lag-Bolt, who comes equipped with
Lag-Bolt's Combat Armor, Lag-Bolt's Shades, and the key to a nearby suitcase in
which you can find All-Nighter Nightwear.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.5] Broken Steel Miscellaneous Quests                          |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

Head over to Jefferson Memorial (the purifier) and enter the gift shop to talk
with Scribe Bigsley.  He'll give you two different quests, both involving Aqua
Pura.  While you're at Jefferson Memorial, check the shelves on the left of the
first intersection to find three [AMMO BOXES] and a [FIRST AID BOX].

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.5.1] Holy Water                                               |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Monastery Key.                                                      |
|                                                                              |
|ENEMIES: o Atom's Champion    o Sun of Atom    o Brother Gerard               |
|         o Mother Curie III                                                   |
|                                                                              |
|QUEST REWARD: 300 EXP + 300 Bottle Caps.                                      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

This Quest is not available if you blew up Megaton during The Power of the Atom.

Fast travel to Megaton and watch the dialog between a woman named Rosa, and the
Water Beggar.  She'll hand him some Holy Water and upon drinking it, the man
instantly dies.  Inquire about the situation and head for the location as given
by your quest marker.

You'll encounter a dubious character named Brother Gerard.  Drink the Holy Water
that he gives you and speak with him.  In order to get past Gerard you can do
three things:

1. Pass the Speech Challenge.
2. Become irradiated.
3. Kill him and loot the key.

I suggest #1 or #2.  If you're opting for #2, head inside the building and flip
the switch for the Radiation Generator.  Stand next to it for a bit until you
get radiation poisoning and speak to Gerard again who'll give you the [MONASTERY
KEY].  Enter by opening the wooden floor hatch in the corner (check your marker)
that leads to the Eternal Light Monastery.

Inside, talk to Mother Curie III.  It once again comes down to three options:

1. Pass the Speech Challenge or Charisma Check.
2. Get irradiated to very high levels and convince her that you are the Prohet
   of Atom.
3. Kill everyone.

Note that a powerful Feral Ghoul Reaver called Atom's Champion, and a Glowing
One named Sun of Atom reside in the basement.  Both will turn hostile when you
start killing people.  It doesn't cost you any karma should you decide this.

Regardless of what you do, report back to Scribe Bigsley after dealing with the
cult and he'll hand you the quest reward.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.5.2] Protecting the Water Way                                 |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: ---                                                                    |
|                                                                              |
|ENEMIES: o Enclave Soldier     o Bandit      o Split Jack                     |
|                                                                              |
|QUEST REWARD: 300 XP + Gatling Laser, Electron Charge Pack x32, Plasma Pistol,|
|              Energy Cell x16, Enclave Power Armor, Enclave Power Helmet.     |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Speak to Scribe Bigsley again and inquire about Rivet City's caravans.  Head 
over to Rivet City and speak to Officer Lepelletier (outside) to get your quest
objective.

Looks like caravans keep getting robbed by bandits and she wants you to do
something about it.  Fast travel to Dukov's Place (kill any nearby Enclave and
Bandits) and make your way to the quest marker.  The caravan here will be 
assaulted by Bandits (or you may just stumble upon a few bandits).  Waste them
and loot the holotape from their bodies.

Head for Wilhelm's Wharf afterwards (where your quest marker points at now),
kill Split Jack and his Bandit buddies (or play along - the password is Mirelurk
Stew) and report back to Officer Lepellier and Scribe Bigsley respectively to
fetch your (lame) reward.

Note: Alternatively, if you join the bandits (after saying the password and
      equipping the Metal Armor and Helmet), head back to Lepelletier to talk
      about a protection contract.  Blackmail her for 500 caps by succeeding a
      Speech Challenge.  You can, by the way, fight Split Jack one on one by
      talking to him about this after joining the gang.  The others will not
      interfere with the battle when you stick to the chosen weapon.  If one of
      your followers interferes with the battle they will all become hostile,
      however.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-4.5.3] The Amazing Aqua Cura                                    |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Nuka-Cola Quantum, [] First Aid Box, [] Aqua Cura Bottles.          |
|                                                                              |
|ENEMIES: o Ghoul Guard                                                        |
|                                                                              |
|QUEST REWARD: 100 EXP + Caps.                                                 |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
The following ways are available for starting this quest:

1. Speech Challenge Scribe Bigsley.
2. Hack Scribe Bigsley's terminal and look through all entries.
3. Talk to a character named Griffon in the Museum of History.

Either way, Griffon can be found at the entrance of Underworld, located inside
the Museum of History (which in turn can be found at The Mall).  Talking to him
doesn't reveal all that much, but his water seems to be irradiated and it's
certainly not curing anything.  After talking to Bigsley again, fast travel to
The Mall and locate the Museum Authority Building southwest of the Washington
Monument.

Museum Authority Building:
--------------------------
Search the restroom to the east to find a [NUKA-COLA QUANTUM] on one of the
toilets.  As you tread through the office area you'll encounter a Ghoul Guard,
hired by Griffon.  They are always hostile, so kill them - there should be three
of them.

The area doesn't house many useful items, but you can find a [FIRST AID BOX] in
the NE restroom on this floor.  Head down the stairs to the NW and go all the
way down.  You'll find Griffon's Bottling Instuctions beween the bathtubs,
although you've probably also found the note on one of the guards.  Check the
cabinet to find several pre-war outfits and a few rare Wigs (try equipping one
and speak to Griffon!).  Head back to Griffon at Underworld.

When confronting him with the truth, you'll be give three options:

1. Blackmail him for either a one-time-only 300 Caps, or a weekly profit from
   the caps he makes by selling the Aqua Cura.  If you go for 20/80, you'll only
   get 80 Caps every time you drop by.  Logically, this means that passing the
   Speech Challenge for 50/50 makes him give 200 Caps a week, so that might be
   worth your trouble.

2. Have him confess to the crowd that the water is irradiated.

3. Have him sell the real Aqua Pura from now on, and you won't tell anyone about
   his dirty little secrets.

This concludes the quest.  If you want to make money fairly quickly (legally),
just use the wait function to keep getting money from Griffon.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.0] Point Lookout                                              |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                                                   MMMMM
                MMMMMMMMMMM             MMMM  MM MM    M
                M          M    MMMM   M    MM  MMM    MMMMMMMMMMM
                M           MMMM    M  M    MM    M    M         M
                M     MMM   M        MMM    MM         M         M
                M      M   M     MM    M    MM         MMM      MM
                M         MMM     MM   M    MM         M  M    M
                M     MMMMM MM         M    MM         M  M    M
                M     M       M      MMM    MM   M     M  M    M
                MMMMMMM        MMMMMM   MMMMMMMMMMMMMMMM  MMMMMM
                                                                       MMMMMMMMM
MMMMMMM          MMMM         MMMM   MMM   MMMMM     MMMM   MMMMM  MMMMM       M
M     M      MMMM    M    MMMM    MMM   M M    M  MMM    MM M    MM    M       M
M     M    MM    MM   MMMM    MM    M   M M    M M   MM    MM    MM    MM      M
 M    MM  M     M  M   MM    M  M   M   MM   MM M   M  M   MM    MM    M M    M
 M    MM  M     M  M   MM    M  M   M       M  M    M  M   MM    MM    M M    M
  M     MMMM     MM    MM     MM    M       M   M    MM    MM    MM    M M    M
  M       M MM        M  MM        MM   MM   MM  M         MMM         MMMMMMMM
  M       M   MMMMMMMM     MMMMMMMMMM   MM    MM  MMMMMMMMM  MM       MM
  MMMMMMMM                           MMM  MMMMMM               MMMMMMM

Shortly after buying the Point Lookout DLC, the game gives you the following
information, provided you've exited Vault 101 already.

--------------------------------------------------------------------------------
A riverboat has docked at the mouth of the Potomac, carrying trade distant 
peninsula of Point Lookout.

The captain offers passage to Point Lookout for any mercenary, treasure hunter,
or adventurer looking to explore the new land.
--------------------------------------------------------------------------------

An easy way to get to the boat is by fast-travelling to Jefferson Memorial and
swim south, crossing the (irradiated) river.  You'll get a quest offer right
away from a mother in distress - her orange-haired daughter Nadine is missing.

Talk to Tobar the Ferryman and inquire about Point Lookout first.  He'll make up
all kinds of wonderful stories about how treasure rich the place is, and closes
with the conclusion that it can be a damn dangerous place as well.  Buy a ticket
and some of the new Punga Fruit, then head inside the cabin and 'activate' the 
green Passenger Cot to sail away with The Duchess Gambit.

Note: Any followers will not be able to accompany you to Point Lookout.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.1] The Local Flavor                                           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] .308 Caliber Rounds x24 (x2), [] Sniper Rifle, [] First Aid Box,    |
|       [] Ammo Box, [] Mine Box, [] Frag Grenade x3, [] Ammo Box x3,          |
|       [] Assault Rifle x3, [] 10mm Pistol, [] Silenced 10mm Pistol, [] Frag  |
|          Grenade, [] 10mm Submachine Gun, [] Assault Rifle, [] Stimpak x5,   |
|       [] Dirty Water x3, [] RadAway, [] Rad-X, [] Missile x3, Med-X x2,      |
|       [] First Aid Box, [] First Aid Box, [] First Aid Box, [] Ammo Box x2,  |
|       [] Stimpak x5, [] Ammo Box x2, [] Ammo Box x2, [] First Aid Box,       |
|       [] First Aid Box, [] Ammo Box, [] Ammo Box x2, [] First Aid Box,       |
|       [] First Aid Box, [] Ammo Box x2, [] Ammo Box, [] Grenade Box,         |
|       [] First Aid Box.                                                      |
|                                                                              |
|ENEMIES: o Bruiser    o Tracker    o Bloatfly    o Mirelurk Types             |
|         o Tribal                                                             |
|                                                                              |
|QUEST REWARD: Superior Defender (Perk).                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
When you arrive, inform about the local sights with Tobar, which are added on
your Map.  It's possible to start exploring the swampy lands of Point Lookout
right away, but this walkthrough will first go over the Main Quest.

Follow your quest marker, which leads you straight to Calvert Mansion.  As you
approach the wooden doors from the northern side, a ghoulish voice is quick to
summon you inside.

Calvert Mansion:
----------------
When you enter the mansion hall, a Ghoul in a white suitecase is fighting off
several Tribals.  He is aided by two Mark VII Turrets and his two dogs - and
you're on his side, so that makes things a little easier.  Waste the tribals,
and follow Desmond - the Ghoul - into the western room, helping him deal with
another batch of Tribals.

Before proceeding, take your time to search the mansion hall for items.  Head
upstairs in order to scavenge [.308 CALIBER ROUNDS x24 x2], a [SNIPER RIFLE],
[FIRST AID BOX], [AMMO BOX] and [MINE BOX].  Ignore the locked doors on the east
side for now and head back downstairs.  The monitor room south of the main hall
is loaded with supplies as well.  Search for [FRAG GRENADE x3], [AMMO BOX x3],
[ASSAULT RIFLE x2], [10MM PISTOL], [GRENADE BOX], [MINIGUN], [FIRST AID BOX],
and another supply of goodies on the table in the corner that contains [AMMO
BOX x2], [FLAMER], [10MM PISTOL], [SILENCED 10MM PISTOL], [FRAG GRENADE], [10MM
SUBMACHINE GUN] and an [ASSAULT RIFLE]. The last table near the sandbags
contains [STIMPAK x5], [DIRTY WATER x3], [RADAWAY], [RAD-X], [MISSILE x3] and
[MED-X x2]. If you activate the Punga Experiment you'll notice that the lamp
somehow begins shining very bright. Hmm..

After getting the load of items, proceed into the western chamber and loot the
[FIRST AID BOX] near the fireplace.  Continue through the dining hall and defeat
the four tribals that assault you from the left.  Loot another [FIRST AID BOX]
in the NE corner of the dining hall before heading upstairs.

When you get to the hole in the ground, defeat two tribals in the nearby room
first, then explore the room adjacent to the hole (the room is on the west).
Look around for a [FIRST AID BOX] and two [AMMO BOXES].  The wardrobes contain a
ton of pre-war clothes.

Continue through the mansion and explore the baby room in which you can find
five [STIMPAKS] and two [AMMO BOXES] in the suitcase next to the baby carriage.
The music room doesn't contain anything of interest, so proceed through the hall
and waste two more tribals.  

When you get to the large chamber, defeat three more tribals, loot the two [AMMO
BOXES] and [FIRST AID BOX] in the southwest corner, and speak with Desmond on
the intercom between the blocked-off doors on the western wall.  You should be
able to spot a red canister in the room on the left.  If you shoot it from a
distance, the explosion causes the room to collapse, effectively blocking
access.

Desmond unlocks the nearby door at the end of the hall which leads back to the
main hall.  Follow him to the eastern section of the mansion and help him defeat
three more tribals - he'll join the fight along with his dogs Freki and Geri
(if they're still alive, that is).

Calvert Mansion (Eastern Section):
----------------------------------
From here, first explore the northwestern room to find a [FIRST AID BOX] and an
[AMMO BOX].  Make your way south and you'll drop to several floors down below.
Check the iron shelves for two [AMMO BOXES] and a [FIRST AID BOX], then make
your way to the cellar.  As one would expect, you can find an enormous amount of
wine and whiskey here.  Carefully approach the door on the north and dispose of
the three tribals.

Head upstairs and make your way through the halls and defeat two more tribals at
the blocked intersection.  Cross through what once might have been called a
library and search the table in the middle of the large chamber for a [FIRST AID
BOX].  Going north, mind the hole in the ground through which you fell, and
dispatch three more tribals that rush inside the kitchen.

While you're here, make sure you check the supply room adjacent to the kitchen
and search for a [FIRST AID BOX], [AMMO BOX x2] and some food and beverages in
the refridgerators.  Make your way upstairs and clear out the room with the pool
table.  Look for an [AMMO BOX] in one of the corners of this room.  In the next
hall, dispatch one last tribal and loot the [GRENADE BOX] and [FIRST AID BOX] on
your right.

Now peek through the cracks of the wall to spot another red canister.  This
entire room is filled with gas however, so you might want to take a few steps
back and shoot it from a distance with a Plasma Rifle to complete the objective.

Head through the door which Desmond will open for you and wait until several
tribal groups assault the main hall.  Laying (bottlecap) mines can help, but
with the help of Desmond, his dogs and turrets you should do just fine.  When
you've dispatched the last one of them, talk to Desmond and he'll teach you a
thing or two about combat.  You'll now have learnt the Superior Defender Perk,
which grants +10 DR and +5 Damage as long as you're standing still!  He'll also
give you the next main quest for Point Lookout.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.2] Walking with Spirits                                       |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Wild Punga Fruit x2, [] Wild Punga Fruit x3, [] Stimpak, [] Wild    |
|          Punga Fruit x3, [] Wild Punga Fruit x2, [] Wild Punga Fruit x2,     |
|       [] Wild Punga Fruit x40, [] Punga Seeds, [] First Aid Box, [] Sack,    |
|       [] Fertilizer Shovel, [] RadAway x2, [] Rad-X, [] Stealth Boy.         |
|                                                                              |
|ENEMIES: o Mirelurk Types + Swamplurk                                         |
|                                                                              |
|QUEST REWARD: 300 EXP + Punga Power! (Perk).                                  |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Make your way to The Ark & Dove Cathedral, which is located to the far north of
Calvert Mansion.  Speak with one of the tribals through the intercom and they'll
tell you that you need to collect seeds from a giant Punga plant located on the
far west of Point Lookout.  Your quest marker leads you to the entrance of the
Sacred Bog, a mini map on its own.

The Sacred Bog:
---------------
Travel through the small cave and you'll be inside the Sacred Bog. Exit the
small canyon and explore your left to find two [PUNGA FRUIT], as well as a few
Mirelurks.  If you want to stock up on some Mirelurk Food, check the island
right in front of you for Mirelurk Egg Clutches, as well as the breeding area
on the southwest.  Wade through the northern river afterwards.

After dispatching two more Mirelurks, loot three [WILD PUNGA FRUIT] from the
plants to the west, then head up the hill instead of wading further through the
river.  You'll soon encounter another Swamplurk nearby the body of a Smuggler.
Check the loot nearby the small wooden box to find a sole [STIMPAK].

At the end of the trail, continue northeast and carefully tread through the
passage with a burning campfire.  Be aware of three Bear Traps lying in this
path and disarm them as you proceed to the next section of the Sacred Bog.

This looks like a more open-ended area, but as we'll all find out some time in
our lives, looks can be deceiving.  The western isles hold around three [WILD
PUNGA FRUIT] and some Mirelurk Egg Clutches, but that's it.  Stay on the trail
and dispatch Mirelurks as you continue over a hill to the southeast.

Grab two more [WILD PUNGA FRUIT] from your left as you descend the hill and
waste a two more Swamplurks as you wade through another swampy area.  There's
not a whole lot to this swamp either, and you can find two more [WILD PUNGA
FRUIT] on the right side of the river.  At the end of the river you'll find the
Punga Plant you've been looking for, along with a grand total of 40 [WILD PUNGA
FRUIT] Plants scattered over the place.  Activate the Punga Seed Pods to acquire
the [PUNGA SEEDS], and the plant will spray a hallucinogenic in your face.

Make your way out of the Sacred Bog while tripping out of your mind.  You'll
"find" Schmault-Tec Bobbleheads, see a red transparant saw, exploding Nuka Cola
Quantum Bottles, Ghostly Ghouls, a needle, your mom and several bodies.  At the
end, talk to Mister Break (who looks like Burke from Megaton) and the trip ends.

Back on the world map of Point Lookout you may be attacked be enemies that have
been lurking around the exit (such as Bloatflies).  Dispose of them and loot the
[FIRST AID BOX] and [SACK] next to the entrance before fast travelling back to
the Cathedral.  Check back with the intercom and the tribal Jimson welcomes you
in the courtyard.  

The quest now ends and you receive the Punga Power! Perk, which improves the
radiation decrease from eating Punga Fruits.  The improvement is considerable:
Wild Punga normally reduces Rad -1; With the perk it's -5. Refined Punga
normally reduces Rad -2; With the perk it's -15!

Tip: There are many Wild and Refined Punga Fruits literally ripe for the taking
     in the courtyard.  Talk to the Tribal named Croatoa and ask him about his
     secret.  If you pass the speech challenge (or have the Child at Heart perk)
     he'll give you the [FERTILIZER SHOVEL].

Enter the church and look for a red-haired girl called Nadine.  This is the girl
whose mom was looking for and told you to search for her.  She can remove your
scar, give you more information about the tribals and Jackson, and even gives
you a key.  There are a ton of Refined Punga Fruits in here as well, and you can
find [RADAWAY x2], a [RAD-X] and a [STEALTH BOY] on the desk at the end of the
church.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.3] Hearing Voices                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Pre-War Money x13, [] Shotgun Shells x2 (x3).                       |
|                                                                              |
|ENEMIES: o Mirelurk Types + Swamplurk                                         |
|                                                                              |
|QUEST REWARD: 300 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Inquire with Desmond again to figure out what to do next.  He wants you to find
the tribal leader, Jackson, and get more information.  As Nadine told you 
earlier, you may want to check out the Wrecked Seatub on the northeast end of
the map.  She's handed you the key as well, so be on your way.

Descend the cliffs and deal with a large family of Mire- and Swamplurks.  Open
the hatch to a sea cave on top of the wrecked seatub.

Sea Cave:
---------
When you reach the large chamber, dispatch a few Mirelurks and check the small
boat to find [PRE-WAR MONEY x13] and [SHOTGUN SHELLS x2 (x3)], then head back
up to the ledge leading west.  There not much else to this cave, and you'll
soon find Jackson up a high cliff in a large chamber, speaking with some sort
of projection of a brain.  Speak with the brain and it'll tell you more about
its motives.  It appears you're speaking with Professor Calvert, and it seems
that Desmond has some kind of interference device in the mansion that blocks the
transmission of the brain.  Climb the ladder located on the northwest of this
chamber to find yourself nearby the cathedral again.  Return to Desmond with the
information you've obtained.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.4] Thought Control                                            |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Cogwave Jammer, [] Ammo Box x2, [] Scoped .44 Magnum, [] Combat     |
|          Armor, [] Shotgun Shells x42, [] .44 Rounds x12 (x3), [] Nuka Cola  |
|          Quantum, [] Wild Punga Fruit x2.                                    |
|                                                                              |
|ENEMIES: ---                                                                  |
|                                                                              |
|QUEST REWARD: 300 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Desmond hands you the [COGWAVE JAMMER] and tells you to head for the Ferris
Wheel at the fairground and place it on there.  When it reaches the highest
destination, Professor Calvert's transmission will be blocked.

When you walk around the boardwalk, Calvert will start speaking to you, asking
you to not place the jammer but instead dump it in a trash compactor nearby the
Ferris Wheel.  This leaves you with two choices:

1. Destroy the jammer by dumping it in the trash compactor.  This doesn't affect
   anything big yet, so you might want to consider doing this.

2. Placing the jammer on the Ferris Wheel.  This will turn any tribals hostile
   near the cathedral, although any tribals with names will only attack you if
   they see you fighting with other tribals.

In either case, the Calvert Mansion blows up when you arrive.  Check for the
Panic Room hatch among the ruins to scavenge the following things inside:
[AMMO BOX x2], [SCOPED .44 MAGNUM], [COMBAT ARMOR], [SHOTGUN SHELLS x42],
[.44 ROUNDS x12 (x3)] and a [NUKA COLA QUANTUM].  There are also two [WILD PUNGA
FRUITS] on the desk.

Make your way to the lighthouse for the final showdown.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.5] A Meeting of the Minds                                     |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] First Aid Box x3, [] Gatling Laser, [] Laser Rifle, [] Laser Pistol,|
|       [] Pulse Mine, [] Mesmetron Power Cell x5, [] Microfusion Cell x2,     |
|       [] Pulse Grenade x2, [] Electron Charge Pack x20 (x6), [] Energy       |
|          Cell x20 (x3), [] Microfusion Cell x20 (x2), [] Ammo Box x2,        |
|       [] Flamer Fuel x12 (x2), [] Microfusion Cell x20, [] Ammo Box,         |
|       [] Laser Pistol, [] Pre-War Book x3, [] Safe, [] Energy Cell x20,      |
|       [] Microfusion Cell x20, [] Ammo Box x2, [] Mesmetron Power Cells x5,  |
|       [] Mesmetron Power Cells x3, [] Ammo Box x2, [] Microfusion Cells x3,  |
|       [] Energy Cells x2, [] Psycho x2, [] Stimpak, [] Rad-X x2, [] Buffout, |
|       [] RadAway x2, [] Psycho, [] Purified Water, [] First Aid Box x2,      |
|       [] Blood Pack, [] Med-X x3, [] Safe, [] Gatling Laser, [] Ammo Box,    |
|       [] Energy Cell x3, [] Pulse Mine, [] First Aid Box, [] Pulse Grenade,  |
|       [] Microfusion Cell x3, [] Microwave Emitter, [] Flamer Fuel x2,       |
|       [] Energy Cell x5, [] Electron Charge Pack x6, [] Mesmetron P. Cell x2,|
|       [] Microfusion Cell x7, [] First Aid Box x2, [] Ammo Box x2, [] Safe,  |
|       [] Ammo Box x3, [] Ammo Box, [] First Aid Box, [] Safe.                |
|                                                                              |
|ENEMIES: o Robobrain Sentry     o Turrets     o Protectron                    |
|                                                                              |
|QUEST REWARD: Microwave Emitter + storage stash.                              |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Make your way to the lighthouse and go inside.  Check your immediate right and
activate the Wanted Poster for a little information.  

The Underground Lab:
--------------------
Don't go up, instead enter the underground laboratory where you'll meet Desmond
once again.  If you didn't side with him, tell him that you wanted him to be
more friendly and keep it cool.  This postpones your choice a little longer.
You can find three [FIRST AID BOXES] (one of which has a Very Easy lock), a
[GATLING LASER] and a [LASER RIFLE] in the room Desmond was in.

Head downstairs and look around the counter to find a [LASER PISTOL], [PULSE
MINE], [MESMETRON POWER CELL x5], [MICROFUSION CELL x2] and [PULSE GRENADE x2].
The first terminal is rigged with a bomb, but the second averagely secured
terminal can deactivate the turrets.

Head through the door and the alarm rings.  Destroy the Robobrain Sentry in the
hallway and scavenge the storage room to your left to find [ELECTRON CHARGE PACK
x20 (x6)], [ENERGY CELL x20 (x3)], [MICROFUSION CELL x20 (x2)], [AMMO BOX x2]
and [FLAMER FUEL x12 (x2)].

You can find two more [MICROFUSION CELLS x20] on the desk in the next room on
your left, while the room on the right has an [AMMO BOX] and a [LASER PISTOL]
lying under the desk, plus there are three [PRE-WAR BOOKS] and an averagely
locked [SAFE] here. 

Two more [ENERGY CELLS x20] can be found on the surgical table in the room on
the left, further down the hall.  The office on the opposite side contains three
[MICROFUSION CELLS x20], two [AMMO BOXES] (locked easy and very easy), and five
[MESMETRON POWER CELLS x5] in total (one is lying on the mainframe).

Beware of the Mark VII Turret in the circular room downstairs, and grab three
[MESMETRON POWER CELLS x5] from the left.  It might not be possible to loot the
two [AMMO BOXES] on the left side in this room, but they're worth mentioning
either way.

The room to the south of this circular room contains three [MICROFUSION CELLS
x20] and two [ENERGY CELLS x20].  A Robobrain Sentry will likely pop out its
closet and attack you - it holds the Level Alpha Security Badge.

Head down east and destroy another Mark VII Turret and a Robobrain that holds
the Level Beta Security Badge.  You can find two healthy [PSYCHO'S] in the
toilets on the left, and a [STIMPAK], [RAD-X x2], [RADAWAY x2], [BUFFOUT],
[PSYCHO], [PURIFIED WATER] and a [FIRST AID BOX x2], [BLOOD PACK], [MED-X x3]
and a duplicate Level Beta Security Badge in the nursery room.

Open the door to a locker room and loot the [SAFE].  This room also contains a
[GATLING LASER], [AMMO BOX], [ENERGY CELL x20 (x3)], [PULSE MINE] and a Laser
Pistol/Rifle.  Continue down the stairs, loot the [FIRST AID BOX] from the wall
and destroy two more turrets in the next chamber.  Now proceed to the area in
which the brain resides. 

If Desmond is still alive, he and the brain will have a chat.  It doesn't really
matter who you choose to aid, and you can kill both without any karmic
differences.  In either case, destroy the brain's tube and a door will unlock.
Hop down the chamber and explore the last room of the area for a [PULSE GRENADE]
and [MICROFUSION CELL x20 (x3)] in a cabinet.

Lastly, the door in the mainframe room nearby has opener up, in which you can
find quite a large supply of goodies:

[MICROWAVE EMITTER], [FLAMER FUEL x2], [ENERGY CELL x5], [ELECTRON CHARGE
PACK x6], [MESMETRON POWER CELL x2], [MICROFUSION CELL x7], [FIRST AID BOX x2],
[AMMO BOX x2], an averagely locked [SAFE] and a workbench.  The ladder in this
room leads back to Point Lookout.

The Microwave Emitter is basically the same kind of weapon as the Mesmetron,
except it doesn't enslave people and it uses Microfusion Cells.  It deals a good
amount of damage, and ignores defense ratings altogether, making it a powerful
weapon against - for example - Mirelurks or Enclave Soldiers. 

Note: There's a big chance you'll be attacked by a sniper located on the island
      in the far south.  If you swim over there quickly you should be able to
      take her down smoothly, looting her stack of three [AMMO BOXES] (one of
      which is averagely locked) in the progress.

Tip: The buoy nearby the lighthouse marks a treasure on the bottom of the sea.
     Look around for an [AMMO BOX], [FIRST AID BOX], [SUITCASE] and an averagely
     locked [SAFE].  Keep an eye out for other buoys as well - they all pinpoint
     treasure locations.


________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                      [DLC-5.6] Point Lookout Side Quests
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.61] A Spoonful of Whiskey                                     |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ENEMIES: o Swampfolk                                                          |
|                                                                              |
|QUEST REWARD: 50 EXP, 300 Caps, 6 Moonshine.                                  |
|              + 100 caps for repairing the still (200 caps with speech).      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head towards Marguerite's Shack, location 12 on the map (see the map section).

This is a Moonshiner Shack in the swampy area of Point Lookout.  You can find a
Shotgun and [SHOTGUN SHELLS] on the table next to the entrance.  Inside you can
steal a {JET}, {MED-X}, {MENTATS}, and you'll find a sick lady named Marguerite
inside (who would've guessed).  She's faking a sickness (and you can find out
that she's faking by using your medicine and speech skills), but she wants you
to look for ingredients for the Moonshine she's brewing either way.

This starts the quest 'A Spoonful of Whiskey', for which you need the following:

- 3 Yeast
- 6 Fission Batteries
- 10 Refined Punga Fruit OR 20 Wild Punga Fruit

You can also offer to repair her Moonshine Still and she'll pay you either 100
or 200 caps depending on your success with speech.

You can find Punga Fruit all over Point Lookout, so it shouldn't be any problem
finding that.  For the Yeast and Fission Batteries, visit Blackhall Manor and
loot the entire place - which *should* yield you enough of both.  Otherwise,
check the Trapper's Shack for some more, or try the Panic Room of Calvert
Mansion (if you've progressed far enough into the main quests that you're able
to access it).

Your reward isn't so great: 50 EXP, 300 caps and six Moonshine.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.62] An Antique Land                                           |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ENEMIES: o Ghouls    o Swampfolk                                              |
|                                                                              |
|QUEST REWARD: 50 EXP + Safe Contents (including 10 Bio-Gas Canisters).        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Explore the USS Ozymandias (location 21 on the map) to find a locked safe that
can only be opened if you have three authorisation codes.  These are all found
in excavated much holes in the northwestern section of Point Lookout's Map.  For
their specific locations, refer to the map in this guide.

s1. Excavated Muck Hole
-----------------------
Contains a [BIO-GAS CANISTER], an [ADVANCED RADIATION SUIT], and the [SOIL
SURVEY TAPE #1].


s2. Excavated Muck Hole
-----------------------
Holds the [SOIL SURVEY TAPE #2].


s3. Excavated Muck Hole
-----------------------
Contains two [BIO-GAS CANISTERS], two [STIMPAKS] and the [SOIL SURVEY TAPE #3].

After collecting all three soil survey tapes, head back to the USS Ozymandias
and unlock the safe.  Inside you'll find two [ADVANCED RADIATION SUITS], rare
[BIO-GAS CANISTERS x10], [PRE-WAR MONEY x3], [RAD-X x3], [RADAWAY], a [RADIATION
SUIT] and a [STIMPAK].

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.63] Plik's Safari                                             |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ENEMIES: o Ghouls                                                             |
|                                                                              |
|QUEST REWARD: 100 EXP + The Dismemberer                                       |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head towards the Coastal Grotto (Location 9 on the map - see the map section).

Inside this cave, enter the small bedroom and read [PLIK'S JOURNAL] to instantly
gain the Ghoul Ecology Perk, which allows you to deal +5 damage to any ghoul.
Also grab the [MINI NUKE] and several bottle caps from this desk.

Talk to Plik, who's running some sort of a ghoul arena behind the big doors.
If you want to participate (and activate/finish the quest 'Plik's Safari'), pay
him 1000 caps and enter the arena.

Hit the switch in the middle of the chamber and around thirty ghouls are 
released.  After wasting all of them, check back with Plik and he'll hand you
[THE DISMEMBERER], a unique axe that belonged to one of his previous customers.
The 'Plik's Safari' quest will now have ended as well.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.64] The Dark Heart of Blackhall                               |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ENEMIES: o Swampfolk     o Mercenaries                                        |
|                                                                              |
|QUEST REWARD: 1000 Caps OR Good Karma.                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Blackhall Manor
---------------
Travel to Blackhall Manor (location 17 on the map). You'll find old geezer
Obadiah Blackhall in the main hall, and he'll ask you to retrieve a his family
book for him.  This triggers the quest 'The Dark Heart of Blackhall'.  As you
head back outside, a woman confronts you with the truth about Obadiah.  You 
still need to retrieve the book before you can make any choices, so do this
first.

The Ritual Site
---------------
Now travel to the Ritual Site (which is location 20 on the map). You'll find
several Trackers and Scrappers roaming the area.  Head through the hatch to
enter the Burned-Out Basement, which leads to a cave.

Head down the straightforward cave until you get to an intersection, marked by
a few mushrooms that emit a green glow.  Explore the right (east) section of the
cave first, and you'll find an opened safe with a [STEALTH BOY] past the muck.

The western path leads to another intersection, but there's little of interest
at the left (southwest) fork.  The western path leads to a ritual chamber in
which you can find three [STIMPAKS], [RITUAL KNIFE] and activate the Ceremonial
Lectern from which you can take the [KRIVBEKNIH].  This book is closely linked
to the quest 'The Dark Heart of Blackhall'.  Once you take the book, 5 swampfolk
will immediately attack you afterwards, which can be a fairly tough fight if you
get cornered.  Grab out your best gun, pop some Psycho/Yao Guai Meat/Med-X and
dispatch them one by one.

Helping Obadiah:
----------------
Travel back to the mansion and hand him the book for a 1000 caps reward.  He'll
head down his basement where he starts praying - which doesn't seem to work one
bit.  Tough luck for him.

Helping Marcella:
-----------------
With the book in your hands, travel to the Disaster Relief Outpost (location 24
on the map).

If you've already found the book she was looking for, Marcella's dead body can
be found in her tent, and she holds [MARCELLA'S SAFE KEY].  Also listen to
[MARCELLA'S LAST WORDS] on the Holotape. With the safe key, unlock {MARCELLA'S
MEDICAL SUPPLIES} and grab whatever you find useful inside.

In order to destroy the book you must place it against the obelisk in Dunwich
Building (back in the actual Wastelands).  Dunwich Building is found in the far
southwest section of The Wasteland, and is roaming with Ghouls unless you
cleared it out before, so the Ghoul Mask is recommended.  Placing the book
against the obelisk destroys it, ending this quest.


     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.65] The Velvet Curtain                                        |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ENEMIES: o Swampfolk     o Ghouls      o Sentry Bot      o Turrets            |
|                                                                              |
|QUEST REWARD: 350 EXP + Backwater Rifle.                                      |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Head inside Room 1D of the Homestead Motel and access the terminal.  Read all
entries and this quest will start.  Grab the key from the briefcase on the bed
and be on your way.  (Note: Alternatively you can start this quest by reading
entries on the terminal in the Turtledove Detention Camp).

At Point Lookout's Pier, collect the [BOX 1207 - SPY'S AUDIO PASSWORD] from one
of the locked lockers and play this tape at the People's Bank of Point Lookout,
located in the boardwalk nearby Pilgrim's Landing.  Inside the deposit box you
will get to listen to a debriefing of a mission.

Now head for the Recruitment Station and activate the DIA Officer's Terminal.
You'll find that Yang, the agent you're looking for, has been captured and is
located at Turtledove Detention Camp.

The Morgue
----------
Enter the morgue through the shack doors, located to the south of the larger,
stone Administration Building.  Inside you'll find [MED-X], [BUFFOUT], a [FIRST
AID BOX], [BLOOD PACK], [RADAWAY], [STIMPAK x5], [RAD-X x2], [MENTATS] all over
the place.  More importantly you've found the remains of agent Yang in one of
the Remains Lockers.  Retrieve the self-destruct codes for the submarine and
exit the place. 

You can exit the Morgue by the northern room as well, by going through the
manhole under the switch.  This leads to the Septic Tunnel, in which you can
find a [PERSONAL FOOTLOCKER] and a [FIRST AID BOX].  The tunnel just leads back
to the world map, just outside Turtledove Detention Camp.

Locate the sunken submarine (location 30) and head inside.  You can find a
[PERSONAL FOOTLOCKER] near the beds, and a [STEALTH BOY] on the mainframe panel.
Access the Submarine Operations Terminal and grant yourself access to destroying
the sub, then flip the switch at the back of the sub and get the hell out of
there.

Head back to the Homestead Motel Room 1D and read the new entry.  It gives you
more information and directs you to the toilet .. from which you can grab the
[CRYTOCHROMATIC SPECTACLES], a special kind of glasses that allows you to see
hidden color rings.

Head for the Calvert Mansion's iron greenhouse and equip the glasses.  You'll
find four vases here, each with a different amount of rings on it.  These rings
represent numbers (three rings = 3, for example).  You need to activate the
vases in the following order: 1, 3, 2, 3, 4, 4, 2.

A nearby hatch opens to a well-hidden chinese bunker.  Inside is an incredible
amount of loot: [16x AMMO BOX], a Work Bench and [BOTTLECAP MINE], and the
shelves on the west hold a [MINI NUKE], [STEALTH BOY],[CHINESE OFFICER'S SWORD],
[FRAG MINE], [RAD-X x2], [10MM ROUND x4] and [SHOTGUN SHELLS x3], as well as
several Chinese Assault Rifles and Chinese Pistols.

Follow the Protectron downstairs, flip the switch, head into the next room and
grab the [BACKWATER RIFLE], [10MM AMMO], [.32 CALIBER ROUNDS], [MENTATS], and
the contents of the [FOOTLOCKER] before using the terminal.  

The terminal says you've done well, and then releases a nasty radio-active gas
into the room.  You have a few options: If your repair is 30+ you can just shut
down the valve, if your repair is 71+ you can unlock the door by the panel
hidden behind the planks, and if you don't have either of those, pop some Rad-X
and RadAway, then make your way to the upper pipes of the room by the ladder and
container to reach a hatch.  In the pipe leading back outside you'll find a
skeleton - presumably a dead chinese agent - along with a [STIMPAK], [10MM
ROUNDS] and [RADAWAY x2].  The quest is now over.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-5.7] Unmarked Point Lookout Quests                              |
    |_____________________________________________________________________|


Finding Nadine
--------------
You'll find Nadine in the Ark & Dove Cathedral during the course of the main
Point Lookout quests.  She'll agree to meet you at the pier of Point Lookout
when she has an idea on who might've cut a piece of your brain out.

At the boat you'll find out it was Tobar the Ferryman.  Head inside the engine
room and waste his sorry ass.  Loot his body for the [DUTCHESS GAMBIT KEY],
[GRIFTER'S FIT] and [ROVING TRADER HAT].  Grab your piece of brain back from 
this room too, even if it's just a souvenir from Point Lookout.

Nadine will now be the ship's captain.  Back at the Wasteland, talk to Catherine
and she'll hand you 300 caps and 10 Refined Punga Fruit.


Lighting the Lighthouse
-----------------------
If you head all the way up you'll find that the light isn't working. You can
find the Lighthouse Bulb at the truck wreckage (location 3).  After retrieving
it, activate the Lighthouse Mechanism to place the bulb, then flip the beacon
switch and the lighthouse will be working again!


Buoy Treasure
-------------
Refer to the map section for this unmarked quest.



     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-6.0] Mothership Zeta                                            |
    |_____________________________________________________________________|
     ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

 .-----...  .---.-.--..----..-----..-----..--..---..--..--------.
 |     |  `.|   | |  ||    ||     ||     ||  ||   ||  ||        |
 |.  . |    '- -| |  || .. || ..  || ..  ||  ||   ||  ||        |
 ||  | |    || || |  || || || ||  || ||  ||  ||   ||  ||   .-.  |
 ||  | | |  || || |  || |'-'| ||  || ||  ||  ||   ||  ||   | |  |
 ||  | | |  || ||    || '--.| ''  ||  '--||  ''   ||  ||   | |  |
 ||  | | |  || || |  ||    ||     ||     ||       ||  ||   '-'  |
 ''  | | |  || || |  || .--'|     ||-.|  ||       ||  ||        |
     '-'.   || || |  || |   | ..  || ||  ||  ..   ||  ||        |
         `.' | || |  || '--.| ||  || ||  ||  ||   ||  ||   .----'
          .--'-''-'--'|    || ||  || ''  ||  ||   ||  ||   |
          |           '-----.-''--'|     ||  ||   ||  ||   |
          |                 |   .--'-----''--'|   ||  ||   |
          |                 |   |             '---'|  ||   |
          |      .---.      |   |              |   '--''---'---.
          |      |   |      |   |              |   |           | .-----------.
          '------'   |      |   |      .--.    |   |           | |           |
                     /      |   |      |  |    |   '--.     .--' |           |
                    /       |   |      |  |    |      |     |    |    .-.    |
                   /       /    |      |  |    |      |     |    |    | |    |
                  /       /     |      |  '----'      |     |    |    | |    |
                 /       /      |      |              |     |    |    | |    |
                /       /       |      '---.          |     |    |    | |    |
               /       /        |          |          |     |    |    '-'    |
              /       /         |          |          |     |    |           |
             /       /          |      .---'          |     |    |           |
            /       / .-----.   |      |              |     |    |    .-.    |
            |      /  |     |   |      |  .----.      |     |    |    | |    |
            |     |   |     |   |      |  |    |      |     |    |    | |    |
            |     '---'     |   |      '--'    |      |     |    |    | |    |
            |               |   |              |      |     |    |    | |    |
            |               |   |              |      |     |    |    | |    |
            '---------------'   '--------------'      '-----'    |    | |    |
                                                                 '----' '----'
Shortly after downloading this DLC you'll get a notice (after you've at least
escaped from Vault 101):

--------------------------------------------------------------------------------
A new radio broadcast has been heard across the Capital Wasteland.  While
completely unintelligible, it sounds ominous...
--------------------------------------------------------------------------------

Travel towards the Alien Crash Site (check the North/Middle Map: LAT 03|LON 22,
location 'I'). Here you'll get abducted to Mothership Zeta. Let's kick some
alien butt, shall we?

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-6.1] Not of This World                                          |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] ACRL 15, [] ACRL 14,  ACRL 22, [] ACRL 3, [] ACRL 1, [] ACRL 12,    |
|       [] Container x3, [] Container, [] Container, [] Alien Epoxy x2,        |
|       [] Container, [] Container, [] Container x2, [] Large Alien Crystal x2,|
|       [] Small Alien Crystal, [] Alien Biogel, [] Alien Power Cell x4 (x12), |
|       [] Small Alien Crystal x2, [] Container x2, [] Small Alien Crystal x2, |
|       [] Large Alien Crystal, [] Alien Epoxy x2, [] Small Alien Crystal x4,  |
|       [] Large Alien Crystal x2, [] Small Alien Crystal, [] Large Alien      |
|          Crystal, [] Alien Epoxy, [] ACRL 5, [] ACRL 6, [] ACRL 7, [] ACRL 8.|
|                                                                              |
|ENEMIES: o Aliens     o Support Drone      o Alien Worker     o Turret        |
|                                                                              |
|QUEST REWARD: 300 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Cell Block:
-----------
When you approach the Crashed Anomaly you'll be beamed up by Mothership Zeta.
By the time you wake up you're in a cell together with a woman named Somah.
Inquire about what the hell just happened, although she doesn't know much more
than the obvious: You've been abducted by aliens!

After watching a man being transported by a giant crane arm, talk to Somah and
come up with a plan: Hit each other so the Aliens will come in and try to stop
you from killing each other.  Guess what?  The plan actually works and two
Aliens step inside the cell.  Quickly punch the heck out of them (which should
not be too hard) and grab their weapon: A Shock Baton.

Tip: Exploring the Alien ship is much easier when you know that switches are
     marked by a blue holographic field, while exits are marked by orange
     holographic fields.  This helps you familliarize the area quickly.

Proceed to the east and check the round Control tubes to find [ALIEN CAPTIVE
RECORDED LOG 15] and [ACRL 22], which I'll name ACRL's from now on.  Also grab
the [ACRL 14] from this room.  The cells don't hold much in particular, although
you can strip a dead Enclave Officer of their clothes for some extra defense -
he's lying in one of the cells.

When you're all ready, move through the Archway to the west.  These restore a
little health and reduce your radiation as you pass through them.  In this room,
check your immediate left to find [ACRL 3] and [ACRL 1], and check the SW corner
to find [ACRL 12].  The door to the west is sealed, so move through the one on
the south.

Tip: You can inspect Archways and modify them to fully restore your health
     (if your Science skill is high enough, I suspect).  The modified archway
     can only be used several times before breaking down completely, however.

You'll have reached another cell block, and a girl named Sally asks you for
help from one of the locked cells.  Flip the controls to the south and activate
all the Core Coolant Switches - make sure to stand back a good distance when
the device explodes.  With Sally freed, bring her along and head back to the
previously locked door.  Sally will crawl through a vent (very 'Aliens' and
'RE2'ish) and unlock it for you.

Waste the Alien in the room on your left (south) and loot him - sometimes they
hold Alien Worm Food, a new food that restores 5 HP.  Flip the switch inside
the room and check the three [CONTAINERS] to retrieve all of your equipment,
and loot the other two for a few more items.  Make your way through the door on
the west and travel to the Steamworks.

Note: Aliens with helmets have considerably more defense than Aliens without,
      as they have some sort of force field surrounding them.


Steamworks:
-----------
You'll be given the choice to hand Sally a grenade and have her throw it at the
group of three Aliens, but you can also handle them yourself.  Travel through
the tunnels until you reach quite a big group of Aliens in a long tunnel leading
west.  You'll also pass a locked door, although an Alien can open this for you
if they spot you.

They'll mostly attack with Alien Atomizers, a much weaker weapon than the Alien
Blaster, and it uses Alien Power Modules as ammunition.  In either case, destroy
the Alien group and travel through either door on your left (south) side to
access a hallway with a restorative archway and a [CONTAINER].  Continue down
the main hallway and head through the door.

Dispatch a few more Aliens and check the [CONTAINER] on the right for a few
more goodies from outer space, possibly also an Alien Disintegrator.  The doors
to the north lead to a steamworks hall, while the northwest stairs simply lead
you to the upper balcony of the hall.  Expect to encounter several Aliens here,
along with a new type of enemy called Support Drones.  These aren't too tough,
so turn them into scrap metal and be on your way.

From the balcony, explore the western tunnel to find two [ALIEN EPOXIES], and
search the NW room for a [CONTAINER].  There's not much else in this area, so
proceed through the doorway on the ground floor leading northwest.

Tip: An Alien Epoxy is an item accessed under 'Aid' in the PipBoy, and will
     repair about 25% of the weapon you currently have equipped.  

You'll encounter two Alien Workers here, but they aren't meanies and killing
them results in a loss of Karma.  At the end of the walkway, dispatch of another
Alien and a Turret.  Travel through the door, make use of the archway on your
left and proceed inside the next hall.  Dispatch three more Aliens and head up
the stairs on the northwest of the hall.

Make your way over the balcony walkway and look around for another [CONTAINER].
Dispatch around three Aliens, then enter the door on the north and destroy the
Turret.  Walk through the archway, go downstairs and move through the hallway
where Sally informs you that she's back again.

Dispatch a couple of Aliens in the upcoming hall, along with a ceiling turret,
and make your way through the door on the north.  Waste two more Aliens upstairs
and Sally joins you in physical form again.  The room she came from houses two
[CONTAINERS], an archway, and several items on some shelves: [LARGE ALIEN
CRYSTAL x2], [SMALL ALIEN CRYSTAL], [ALIEN BIOGEL] and [ALIEN POWER CELL x4].

Sally will wisely wait "until everything's safe", so proceed over the catwalk
and explore the far east section of the area to find some Alien Worm Food and
two [SMALL ALIEN CRYSTALS] on some tables.  The southern room doesn't contain
any items, so follow the catwalk southwest and destroy the turret before exiting
to the Engineering Core.


Engineering Core:
-----------------
The core is located on your left (east), but this path only leads to the middle
level.  Nonetheless, search the area around the core to loot two [CONTAINERS].

Follow Sally inside the other room afterwards.  Search the desks for [SMALL
ALIEN CRYSTAL x2] and a [LARGE ALIEN CRYSTAL], [ALIEN EPOXY x2], [SMALL ALIEN
CRYSTAL x4], [LARGE ALIEN CRYSTAL x2], and search the shelves next to the stairs
for another [SMALL ALIEN CRYSTAL] and [LARGE ALIEN CRYSTAL].

Upstairs you'll find that the Aliens have shut down power to the Airlock Door
leading to the Decompression Chamber, and that the Teleportation Matrix leading
to the Observation Deck has also been shut down.  Head south instead and search
the shelves to your left for an [ALIEN EPOXY]. 

This is the ship's core room.  Although everything's shut down, it doesn't hurt
to go over the entrances/exits of other areas.  To the west you'll find the
Teleportation Matrix to the Maintenance Level, a door leading to Robot Assembly
and a smaller door leading to the Engine Room.  To the east is the door leading
to the Hangar, and another door leading to the Cargo Hold.

WARNING: Explore the optional areas first (Maintenance Level, Engine Room, and
         Cargo Hold).  When you finish the main quest these doors will be
         locked.

Ignore all locked doors and follow Sally south.  Inquire about the people in
cryostasis and agree to free the spaceman.  This ends the first quest.  Make
sure you check the four controls in this room to find [ACRL 5, 6, 7, 8], then
fiddle with the Stasis Controls to unlock the pods.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-6.2] Among the Stars                                            |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Samurai Helmet, [] Samurai Armor, [] Paulson's Revolver,            |
|       [] Paulson's Outfit, [] Sheriff's Hat, [] Spacesuit, [] Container,     |
|       [] Small Alien Crystal x4, [] Large Alien Crystal, [] Alien Epoxy,     |
|       [] Container x3, [] ACRL 4, [] 5.56mm Rounds, [] 10mm Rounds,          |
|       [] Container x2, [] ACRL 2, [] Small Alien Crystal, [] Small Alien     |
|          Crystal x2, [] Lareg Alien Crystal, [] Alien Biogel, [] Chinese     |
|          commando Hat, [] Frag Grenade, [] Alien Epoxy x2, [] Buffout,       |
|       [] Jet x2, [] .32 Caliber Rounds, [] Flamer Fuel, [] Railway Spikes,   |
|       [] Container x2, [] Container x2, [] Ammo Box, [] Stimpak x2,          |
|       [] Med-X x3, [] RadAway, [] Frag Grenade x2, [] Psycho, [] Railway     |
|          Spikes, [] Microfusion Cell, [] Jet, [] Mentats, [] .44 Rounds,     |
|       [] Psycho, [] Microfusion Cell, [] Electron Charge Pack, [] Rad-X x2,  |
|       [] Shotgun Shells, [] ACRL 11, [] ACRL 17, [] ACRL 25, [] Container x2,|
|       [] Alien Epoxy, [] Container, [] Alien Epoxy x2, [] ACRL 16.           |
|                                                                              |
|       Robot Assembly:                                                        |
|       ---------------                                                        |
|       [] Small Alien Crystal x4, [] Small Alien Crystal x3, [] Container,    |
|       [] Alien Epoxy x3, [] Alien Power Cell x3, [] Small Alien Crystal x3,  |
|       [] Large Alien Crystal, [] Alien Power Module x2, [] Large Alien       |
|          Crystal x3, [] Alien Epoxy, [] Container, [] Alien Biogel x4,       |
|       [] Container, [] Alien Epoxy x3, [] Alien Biogel x2, [] Container,     |
|       [] Large Alien Crystal x4, [] Alien Epoxy, [] Container, [] Small      |
|          Alien Crystal x 13.                                                 |
|                                                                              |
|       Hangar:                                                                |
|       -------                                                                |
|       [] Container, [] Container x2, [] Small Alien Crystal x2, [] Large     |
|          Alien Crystal, [] Small Alien Crystal x2, [] Small Alien Crystal x2,|
|       [] Container x2, [] Alien Power Module x4, [] Small Alien Crystal x10, |
|       [] Large Alien Crystal x4.                                             |
|                                                                              |
|       Cargo Hold:                                                            |
|       -----------                                                            |
|       [] Container x3, [] Frag Mine x5, [] Plasma Grenade x3, [] Ammo Box,   |
|       [] Railway Spikes x6, [] 5mm Rounds (x100), [] Missile x6, [] Shotgun  |
|          Shells x5, [] BB Ammo x3, [] Jet x2, [] Med-X x2, [] Rad-X,         |
|       [] Psycho, [] Stimpak x9, [] RadAway x3, [] Med-X x3, [] Mentats x4,   |
|       [] Buffout x5, [] Rad-X x2, Ammo Box x5, [] Flamer Fuel x3,            |
|       [] Mini Nuke, [] Ammo Box x12, [] MPLX Novasurge, [] Frag Grenade x6.  |
|                                                                              |
|       Research Lab:                                                          |
|       -------------                                                          |
|       [] ACRL 13, [] ACRL 21, [] Pulse Grenade x3.                           |
|                                                                              |
|       Engine Room:                                                           |
|       ------------                                                           |
|       [] Container, [] Alien Epoxy x2, [] Alien Biogel, [] Electro-Supressor,|
|       [] Container x2, [] Alien Biogel, [] Small Alien Crystal x2,           |
|       [] Container, [] Small Alien Crystal x2, [] Large Alien Crystal x2,    |
|       [] Alien Epoxy x5, [] Alien Biogel.                                    |
|                                                                              |
|       Maintenance Level:                                                     |
|       ------------------                                                     |
|       [] Container x2.                                                       |
|                                                                              |
|       Waste Disposal:                                                        |
|       ---------------                                                        |
|       [] Safe x2, [] First Aid Box, [] Safe, [] Anchorage Quartermaster      |
|          Shipment Holotape, [] General Chase's Overcoat, [] First Aid Box,   |
|       [] Buffout, [] Stimpak, [] Safe, [] First Aid Box, [] Container,       |
|       [] ACRL 19, [] Container x2, [] First Aid Box x8.                      |
|                                                                              |
|       Decompression Chamber:                                                 |
|       ----------------------                                                 |
|       [] Container x2, [] Alien Biogel x4.                                   |
|                                                                              |
|                                                                              |
|ENEMIES: o Aliens         o Ghouls   o Raiders   o Mutants   o Support Drone  |
|         o Guardian Drone                                                     |
|                                                                              |
|QUEST REWARD: 300 EXP.                                                        |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Waste Disposal:
---------------
The southeast part of this area contains a lot of disposal tubes in progress,
but if you dare run through them you'll find two [SAFES] - one with a hard lock,
one with a very easy lock, as well as a [FIRST AID BOX] to heal your wounds.

Head through the door to the southwest and loot the averagely locked [SAFE]
you'll come across on your right.  Proceed through the rubbish until you reach
several chambers - destroy the drone here.

In the large room with the circular catwalk, watch your back and check the
higher ground to dispatch two aliens trying to ambush you.  Head through the
door at the other end of the catwalk.  This room contains a [FIRST AID BOX],
[BUFFOUT] and a [STIMPAK] near the crates on your left, but you'll also be
assaulted by a few more aliens in the other room.

Continue and head through the chamber while Sally unlocks them for you.  In the
first interconnecting walkway between the chambers, unlock the hard [SAFE] and
loot the [FIRST AID BOX].  In the next two chambers you'll be attacked by a few
aliens while Sally unlocks the force field.  Dispatch them and go through the
large hatch at the end of this area.

Expect heavy resistance in this room, and waste all aliens quickly while taking
shelter behind rubbish.  There's a [CONTAINER] in the northeast room, and
another nearby the archway on the left (south).  Don't forget to collect the
[ACRL 19] from the immediate right of the entrance hatch you entered through.

The small room up ahead has two more [CONTAINERS].  Go through the door, head
upstairs, waste one last alien and meet up with Sally again.  The western
storage cabin contains eight [FIRST AID BOXES], your only reward for doing this
section.
--------


Elliot Tercorion can make Adapted Biogels out of regular Alien Biogel.  While
the regular biogel only heals for 23 HP, the Adapted ones heal for a whopping
of 115 HP. 

Toshiro Kagu wears Samurai Armor, and you can't make out what he's saying.
[SAMURAI HELMET] gives +5 DR, has a weight of 3, and is worth 300 caps.
[SAMURAI ARMOR] gives +30 DR, weights 20 and is worth 999 caps, plus it gives
a Melee Weapons +10, and Melee Damage +10 bonus.

Paulson can tell you more about his abduction if you can convince him to with
the Black Widow Perk or pass the Speech Challenge.  You can also ask him to
join you and lend a hand - or rather, a gun.  This makes him a new follower.
[PAULSON'S OUTFIT] is a unique equipment, as is his gun, [PAULSON'S REVOLVER]
and his [SHERIFF'S HAT].

Note: Killing either of them doesn't result in a Karma Loss, and allows you to
      acquire their unique equipment.  Of course, Sally is invincible.  Don't
      kill Elliot as he'll be valuable to you later as well.

In either case, grab the [SPACESUIT] off the dead Colonel Hartigan and be on
your way.  Enter the Cryo Labs to the south.

Cryo Labs:
----------
Explore the northern area to find a [CONTAINER], and take note of the powered
down teleporter here, which leads to the Cryo Storage otherwise.  Go downstairs,
dispatch the Alien and look underneath the stairs for [SMALL ALIEN CRYSTAL x4],
a [LARGE ALIEN CRYSTAL] and an [ALIEN EPOXY].  The southern door leads to a room
with an archway, [CONTAINER x3] , [ACRL 4], [5.56MM ROUNDS] and [10MM ROUNDS].

Head back upstairs and activate the release mechanism located under the blue
hologram.  Proceed west and check the two Support Drones located on either side.
If your Science skill is high enough you can realign their sensors and activate
them to turn them into allies.

Search the room for two [CONTAINERS] and deal with any hostile Aliens you come
across.  Flipping the switches on either side of the room releases a hostile
Raider and Feral Ghoul from the adjacent rooms, but they'll join in the fight
against any Aliens.  Check the southern room for [ACRL 2] and the northern room
for a [SMALL ALIEN CRYSTAL] on one of the desks.  Lastly, use the archway in
the center room to heal up before continuing through the tunnel on the west.

At the end of the tunnel, slip in the control room to the west by going through
the smaller door.  Hitting the switch below the hologram releases several
ghouls and raiders once more, who will take it up against the Aliens.  The
control panel allows you to remotely overload the turret circuitry, or to
rewire it for a proximity explosion.  Shutting down turrets is always useful,
so do this if you're given the option.

The other control panel activates the door, and this adjacent room contains 
[SMALL ALIEN CRYSTAL x2], [LARGE ALIEN CRYSTAL], [ALIEN BIOGEL], [CHINESE
COMMANDO HAT], a [FRAG GRENADE], [ALIEN EPOXY x2], [BUFFOUT], [JET x2], 
[.32 CALIBER ROUNDS], [FLAMER FUEL], [RAILWAY SPIKES] and two [CONTAINERS]. 

In the main hall of the cyro labs you can find an archway and two [CONTAINERS].
Head downstairs and check the northern shelves to find an [AMMO BOX], Power
Armor, [STIMPAK x2], [MED-X x3], [RADAWAY], [FRAG GRENADE x2] and several
outfits.

The shelves in the southwest corner of this area contains a [PSYCHO], [RAILWAY
SPIKES] and a [MICROFUSION CELL], along with some Combat Armor.  Lastly, the 
southern shelves contain a [JET], [MENTATS], [.44 ROUNDS]. [PSYCHO],
[MICROFUSION CELL] and an [ELECTRON CHARGE PACK].  Head back upstairs and
proceed north.

At the end of the walkway you'll reach an experimenting room.  Muwhahahaha!
Oh, yeah.  Flip that switch in the middle of the control panel and it'll
release cryo fluid, freezing everything in the experimenting room rock solid.
Loot their corpses and check the eastern bench for [RAD-X x2], [SHOTGUN SHELLS]
and an Advanced Radiation Suit.  Before heading through the door, check the
controls on either side of the doorway to collect the [ACRL 11] and [ACRL 17].
Head through the door on the far north to enter the Cryo Storage section.

Cryo Storage:
-------------
Check your immediate left to find [ACRL 25], and search the room for two
[CONTAINERS].  Proceed to the enormous cryo storage hall through either the east
or west doorway.  This area is roaming with Aliens and there's about a dozen
here.  At the end of the eastern walkway you'll find a switch with a hologram -
this one releases two Super Mutant Overlords that can help you dispose of the
Aliens. Of course, they're hostile towards you as well.

The western side has the exact same switch, which also releases two Muties.
These switches aside, you can find an [ALIEN EPOXY] and a [CONTAINER] in one of
the interconnection walkways on the lower level.

Check the far south-western side of this enormous hall to find two [ALIEN
EPOXIES] and the [ACRL 16]. Exit the area to the far north to reach your 
destination.

Destroy the generator by flipping the switch and activating the three coolant
switches afterwards.  Step back and the first generator will be blown to
pieces.  The other switch in this room activates a teleporter that brings you
back to the entrance of the cryo labs, saving you time backtracking.

Return to the main engineering core room and head for the Robot Assembly area,
west of the area.


Robot Assembly:
---------------
Collect four [SMALL ALIEN CRYSTALS] lying on top of a metal crate nearby, and
three more [SMALL ALIEN CRYSTALS] nearby a lantern of some sorts.  A [CONTAINER]
is located in the southern section behind some crates - head down after looting
it.

In this area you'll first encounter Guardian Drones.  These come equipped with
the Drone Cannon, an insanely powerful weapon that fires bouncing balls of
energy that explode upon second impact.  It easily does 126 Damage when in good
condition, so grab one from the defeated Drones.

Near the spawn point of several drones you can find three [ALIEN EPOXIES].  A
[CONTAINER] and another [ALIEN EPOXY] are found nearby, and [ALIEN POWER CELLS
x3 - 20 + 12 + 12 respectively] can be found nearby the shelves, as well as
three [SMALL ALIEN CRYSTALS], a [LARGE ALIEN CRYSTAL], two [ALIEN POWER MODULE
(50)].  Continue and search the structures to find [LARGE ALIEN CRYSTAL x3].

More drones will spawn, so dispatch them as you press onward.  There's a
healing archway at the end of the hall, as well as some shelves that contain an
[ALIEN EPOXY].  Loot the [CONTAINER] nearby the hallway before you proceed.

In the next hall, explore the southern area to find four [ALIEN BIOGEL] in some
shelves.  Make your way to the north and destroy two Turrets in advance.  Look
for the hologram that locates an Electronics Access Panel.  You can cause it to
overload, but if you have less than 75% Repair it will pretty much blow up in
your face, causing some damage.  Make sure you're healed up and you should be
fine.

With the conveyor belt shut down, proceed down the next hall and expect heavy
resistance from Guardian Drones and Aliens.  This is an excellent area to pull
out your Drone Cannon and wildly fire around - there's plenty to hit.

Search the northern area for a [CONTAINER], then go upstairs and search around
for three [ALIEN EPOXIES], two [ALIEN BIOGELS] and another [CONTAINER].  East
of this hall lies the next, but if you turn around you'll get a chance to heal
up with an archway in the small room.

Head down the generator room and destroy it in the same fashion you did with
the previous.  Go through the walkways behind the stairs and search the rooms
to find several items: [LARGE ALIEN CRYSTAL x4], [ALIEN EPOXY], [CONTAINER],
and [SMALL ALIEN CRYSTAL x13].

The teleporter matrix brings you back to the first hall of the robot assembly
area.  Travel back to the engineering core and be on your way to the third and
final generator, located in the Hangar on the east.


Hangar:
-------
Loot the [CONTAINER] in this room and proceed down the hall.  In the hangar,
search around for two [CONTAINERS] and two [SMALL ALIEN CRYSTALS].  A [LARGE
ALIEN CRYSTAL] and two more [SMALL ALIEN CRYSTALS] can be found in the shelves
on the wall to your right.

Head downstairs.  The doorway to the east only leads to a few Aliens.  Instead
you'll want to head for the stairs on the other side of the hangar (and the
shelves nearby those stairs contain two [SMALL ALIEN CRYSTALS]).

You can find three [LARGE ALIEN CRYSTALS] and an Alien Atomizer on the small
table, while the switch to the west deactivates the nearby force field.  This
hall leads to a small control center with two healing archways.  Fiddle with
the Pylon Controls if you'd like, and check the room for two [CONTAINERS].

Using the controls on the west next to the force field will sound an alarm.
At least two dozen Aliens and several drones are now alarmed and will flood the
hangar.  Dispatch all of them and the alarm will finally cease.  Head back to
the switch you flipped and enter the generator room.  You know what to do.

You can also find four [ALIEN POWER MODULES], an Alien Disintegrator, [SMALL
ALIEN CRYSTALS x10], and [LARGE ALIEN CRYSTAL x4] on the shelves in this room.
After destroying the third and last generator, return to the engineering core
and speak with Sally.  Put on the Spacesuit you grabbed from the dead colonel
in the southern cryo chamber, and enter the decompression chamber on the north.


OPTIONAL EXPLORATION:
--------------------------------------------------------------------------------
This is the right time to start exploring the other optional areas, as these
will become inaccessible when the main Mothership Zeta quest ends.

Cargo Hold:
-----------
This is located southwest from the Engineering Core.

Inside, check the room for three [CONTAINERS] and make your way over the long
catwalk to the far east.  Dispatch a few aliens and drones here, then hop down.
Head north first: The conveyor belt contains several items - including [FRAG
MINE x5], a small wooden crate with [PLASMA GRENADE x3], an [AMMO BOX], [RAILWAY
SPIKES x6 (20)], [5MM ROUNDS (100)], [MISSILE x6], [SHOTGUN SHELLS x5], (here
you'll cross a disposal area), [BB x3 (100)], [JET x2], [MED-X x2], [RAD-X],
[PSYCHO] (all in the small wooden crate), [STIMPAK x9].

In the southwest corner of the area you'll find a large supply of food and
medicine: [RADAWAY x3], [MED-X x3], [MENTATS x4], [BUFFOUT x5], [RAD-X x2]. 
The door nearby leads to the Research Lab, but we'll get to that in a moment.

Head west/northwest and check the shelves thoroughly to find five [AMMO BOXES]
of which one is averagely locked, [FLAMER FUEL x3 (50)], and a ton of weapons.
Continue exploring the conveyor belt and you'll find a [MINI NUKE] on it,
located next to shelves with a whopping of [12x AMMO BOXES].

One of the terminals in the nearby room can be hacked (Hard).  It appears the
guy that once owned this terminal stole a weapon from Area 51 and placed it in
an indestructable safe.  Backtrack to the large trash heap with the hole in the
ceiling dropping things and look for the safe in the SE corner.  Inside is the
[MPLX NOVASURGE] and a note on this unique Plasma Pistol.

You've pretty much explored the cargo hold by now.  A bucket with six [FRAG
GRENADES] is lying on the conveyor belt nearby where you started to explore.
Enter the Research Lab by the door on the southwest.


Research Lab:
-------------
Head downstairs and enter the large hall - dispatch any aliens and turrets
before you start exploring.  There's surprisingly little in this hall either way
except the [ACRL 13] to the southwest.  Continue by going through the SE door,
and should you need any Toy Cars, this is definitely the time to grab any!

Proceed through the walkway until you reach the next chamber.  There's not much
useful to grab in this toy-horse-creating factory, but the center of the room
contains the controls for the [ACRL 21] nearby some horses. You'll find an
archway on the right, and if you head all the way east, head downstairs, then
turn right (south) and explore the southwest corner you'll find three [PULSE
GRENADES].

Head back upstairs, turn left and go through the southern door.  At the end,
simply use the teleporter to return to the entrance of the cargo hold, allowing
you to easily head back to the Engineering Room.


Engine Room:
------------
This is accessed by the southeast door.  Head downstairs, make your way through
the walkway and cross the archway.  Inside the engine room, immediately turn
left and go through the doorway on the southeast.  In the room at the far end
you'll find a [CONTAINER], two [ALIEN EPOXIES], an [ALIEN BIOGEL] and a unique
Shock Baton, the [ELECTRO-SUPRESSOR].

Back in the engine room, fiddle with the controls to overload the turret systems
and continue down the western hall.  Dispatch a few more little green men,
drones and turrets until you reach a room with stairs.  Destroy any nearby
drones and explore the eastern section first to find two [CONTAINERS], an
[ALIEN BIOGEL] and two [SMALL ALIEN CRYSTALS].

Head downstairs and continue through the northern chambers, dispatching drones
and aliens along the way.  When you reach another walkway, use the archway to
heal up and collect loot from the [CONTAINER] near the stairs.  In the next
room, defeat the drones and alien, then look for two [SMALL ALIEN CRYSTALS],
two [LARGE ALIEN CRYSTALS], [ALIEN EPOXY x5], and an [ALIEN BIOGEL].  Make your
way through the halls and you'll end up in the first engine room, making the
circle round, the ball round, the engine room round, you're done - whatever you
call it, get your ass back to the Engineering Room for more exploration in this
shiny maze called Mothership Zeta.


Maintenance Level:
------------------
The teleporter on the southwest of the Engineering Room leads here.  Head west
and make your way through the rooms until you reach a larger one.  Look around
for two [CONTAINERS], then find Sally in a trash elevator on the other side.

The thing quickly starts moving, and you'll come across several Aliens during
the ride.  When you fall out in a big heap of trash, heal up any broken legs
and be on your way.  Head through the door that leads to the Waste Disposal.


Waste Disposal:
---------------
The southeast part of this area contains a lot of disposal tubes in progress,
but if you dare run through them you'll find two [SAFES] - one with a hard lock,
one with a very easy lock, as well as a [FIRST AID BOX] to heal your wounds.

Head through the door to the southwest and loot the averagely locked [SAFE]
you'll come across on your right.  Proceed through the rubbish until you reach
several chambers - destroy the drone here.

In the large room with the circular catwalk, watch your back and check the
higher ground to dispatch two aliens trying to ambush you.  Also check your
immediate right (east) and open the footlocker to find the [ANCHORAGE QUARTER-
MASTER SHIPMENT] holotape and the unique [GENERAL CHASE'S OVERCOAT].

Head through the door at the other end of the catwalk.  This room contains a
[FIRST AID BOX], [BUFFOUT] and a [STIMPAK] near the crates on your left, but
you'll also be assaulted by a few more aliens in the other room.

Continue and head through the chamber while Sally unlocks them for you.  In the
first interconnecting walkway between the chambers, unlock the hard [SAFE] and
loot the [FIRST AID BOX].  In the next two chambers you'll be attacked by a few
aliens while Sally unlocks the force field.  Dispatch them and go through the
large hatch at the end of this area.

Expect heavy resistance in this room, and waste all aliens quickly while taking
shelter behind rubbish.  There's a [CONTAINER] in the northeast room, and
another nearby the archway on the left (south).  Don't forget to collect the
[ACRL 19] from the immediate right of the entrance hatch you entered through!
You'll never be able to get it after you leave this area!

The small room up ahead has two more [CONTAINERS].  Go through the door, head
upstairs, waste one last alien and meet up with Sally again.  The western
storage cabin contains eight [FIRST AID BOXES], your only reward for doing this
section.

This concludes the OPTIONAL EXPLORATION.
--------------------------------------------------------------------------------


Decompression Chamber:
----------------------
Put on the Spacesuit if you hadn't already, then flip the switch and go through
the doors.  Go all the way upstairs and check the doorway to your right (south)
before entering through the main hatch.  You can find two [CONTAINERS] and
four [ALIEN BIOGEL] here.

Outside, make sure you don't fall off the saucer or it'll be game over.  Look
around for three panels with red led displays - after activating all three of
them, step in the middle of the saucer and you're automatically beamed up.

     _____________________________________________________________________
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
    |[DLC-6.3] This Galaxy Ain't Big Enough...                            |
    |_____________________________________________________________________|
|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
|ITEMS: [] Container x2, [] Large Alien Crystal x4.                            |
|                                                                              |
|       Weapons Lab:                                                           |
|       ------------                                                           |
|       [] Container, [] Small Alien Crystal x4, [] Large Alien Crystal x3,    |
|       [] Alien Biogel x2, [] Alien Epoxy x2, [] Container, [] Alien Epoxy x6,|
|       [] Alien Biogel x3, [] Alien Power Module x2, [] Atomic Pulverizer x2, |
|       [] Alien Power Cell x4 (12), [] Buttercup Toy, [] Container x2,        |
|       [] Container, [] Container, [] ACRL 24, [] Container, [] Alien Power   |
|          Cell x7, [] Frag Mine x6, [] Container, [] Alien Epoxy x7,          |
|       [] Alien Biogel x2, [] Plasma Mine x4, [] Pulse Grenade x3,            |
|       [] Microfusion Cell x4, [] Energy Cell x4, [] Container.               |
|                                                                              |
|       + Xenotech Perk.                                                       |
|                                                                              |
|       Experimentation Lab:                                                   |
|       --------------------                                                   |
|       [] Container x2, [] ACRL 20, [] Alien Biogel x2, [] Alien Epoxy,       |
|       [] Small Alien Crystals, [] Large Alien Crystal x4, [] Alien Biogel x7,|
|       [] Container, [] ACRL 10, [] Container, [] Alien Biogel x2, ACRL 9.    |
|                                                                              |
|       Biological Research:                                                   |
|       --------------------                                                   |
|       [] Alien Epoxy x3, [] Alien Epoxy x2, [] Alien Biogel x2, [] Large     |
|          Alien Crystal x2, [] ACRL 18, [] Large Alien Crystal, [] Small      |
|          Alien Crystal x2, [] Alien Epoxy x4, [] Alien Power Cell x8,        |
|       [] Large Alien Crystal, [] Container, [] Alien Epoxy x3, [] Alien      |
|          Biogel x2, [] Small Alien Crystal x2, [] Alien Biogel.              |
|                                                                              |
|       Death Ray Hub:                                                         |
|       --------------                                                         |
|       [] Container, [] Container, [] Container x2, [] Alien Epoxy, [] Alien  |
|          Biogel x3, [] Alien Epoxy, [] Container.                            |
|                                                                              |
|       Living Quarters:                                                       |
|       ----------------                                                       |
|       [] Container, [] Alien Epoxy, [] Container, [] Container, [] Alien     |
|          Biogel, [] ACRL 23, [] Small Alien Crystal x4, [] Large Alien       |
|          Crystal x3, [] Container, [] Alien Epoxy, [] Small Alien Crystal x3,|
|       [] Large Alien Crystal x2, [] Container, [] Alien Epoxy.               |
|                                                                              |
|       The Bridge:                                                            |
|       -----------                                                            |
|       [] Captain's Sidearm.                                                  |
|                                                                              |
|                                                                              |
|ENEMIES: o Aliens      o Guardian Dromes      o Abomination     o Turrets     |
|         o Alien Captain                                                      |
|                                                                              |
|QUEST REWARD: 600 EXP + Captain's Sidearm.                                    |
|                                                                              |
 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hit the switch to start the decompression sequence and go through the hatch.
In this room, activate the teleporter which allows your friends and Sally to
join the fun.  Also loot the two [CONTAINERS] in this room while Sally unlocks
the door.

Stand in awe at the planet and 'listen' to the angry alien hologram.  Looks like
they got a trick up their sleeve, and you'd better destroy their Death Ray
before it can do any harm to the planet.

Head down the hall and you'll find that the Aliens have shut down yet another
teleporter.  Check this room for [LARGE ALIEN CRYSTAL x4], then head through
the door.


Weapons Lab:
------------
In this hall, destroy the turrets and search your left for a [CONTAINER].  As
you proceed, an Alien and Guardian Drone will attack you from behind (they
spawn from the teleporters).  Dispatch them and return to the shelves, which
hold four [SMALL ALIEN CRYSTAL], three [LARGE ALIEN CRYSTAL], two [ALIEN BIOGEL]
and two [ALIEN EPOXY].

Go through the hall and activate the door with the panel.  Inside you'll find a
[CONTAINER], six [ALIEN EPOXY], [ALIEN BIOGEL x3], [ALIEN POWER MODULE x2],
[ALIEN POWER CELL x4 (12)], two [ATOMIC PULVERIZERS] - which are unique Alien
Atomizers, and the [BUTTERCUP TOY], a rare misc. item.

As you continue, the southern side of the walkway is blocked by a force field,
so head the in the other direction.  At the far end of the walkway, feel free
to make use of the archway and flip the switch, then go downstairs.  Loot the
two nearby [CONTAINERS] and defeat the spawned Alien and Guardian Drome.

Go through the eastern doorway and you'll reach another big hall.  Loot a
[CONTAINER] on the right, then head up the stairs to the east. Before proceeding
through the southern doorway, loot the [CONTAINER] next to it.

In what appears to be another control center, look around for the [ACRL 24] and
a [CONTAINER].  Flip the western switches and check the room on the west.  The
Expiremental Weapons Drones can be destroyed to obtain the unique drone cannon
[DRONE CANNON EX-B].

Explore the entire southern wall to find [ALIEN POWER CELL x7], [FRAG MINE x6],
a [CONTAINER], Tesla Armor and Combat Armor, [ALIEN EPOXY x7], [ALIEN BIOGEL
x2], [PLASMA MINE x4], [PULSE GRENADE x3], [PLASMA GRENADE x3], a Gatling Laser,
[LARGE ALIEN CRYSTAL x3], [MICROFUSION CELL x4], [ENERGY CELL x4], a Plasma
Rifle, Plasma Pistol and Metal Armor.

Getting the Xenotech Perk and Destabilizer:
-------------------------------------------
Head to the north and you'll be at some sort of shooting range.  You can find
the [DESTABILIZER], a unique Alien Disintegrator on the right (south) of this
shooting range.

Press the switch and kill the targets that come through the teleporter
(Brahmins).  Also loot the nearby [CONTAINER].  At the far north is another
shooting range. Activate the switch, kill everything that comes through the
teleporters and you'll get the Xenotech Perk: +20% Damage with Alien Weapons.

Head back to the previous hall, and make your way to the doorway on the
northeast.  Head upstairs and go through the door to access the Experimentation
Lab.

Experimentation Lab:
--------------------
Explore the room with the actual experimentation chairs to the north (which look
brutal to say the least) and search around for two [CONTAINERS] and the [ACRL
20].  Proceed down the western hallway and explore the first room on your right
for two [ALIEN BIOGEL].  The door to your left leads to a small room with an
[ALIEN EPOXY], four [SMALL ALIEN CRYSTALS] and four [LARGE ALIEN CRYSTALS].

The last door on your left requires the panel to open.  Inside you can find
[ALIEN BIOGEL x7], a dead wastelander (read: loot), and a healing archway.
Inside the western hall, look to your left to spot a [CONTAINER].  Activate the
controls in the NW corner to find [ACRL 10].  

Hit the controls in the middle of the room and do your thing - this'll disable
the force field that was blocking the SW doorway.  Explore the hall, loot a
[CONTAINER] and make your way to the lab where you'll need to dispatch a new
type of enemy called Abomination.  They're not tough and need to come up close
to deal any damage, so dispatch them quickly. 

Search the lab with the Abominations to find two [ALIEN BIOGEL] on the ground,
along with two [CONTAINERS] and the controls for the [ACRL 9].  Exit the area
by the southwest door that leads to the Biological Research area.


Biological Research:
--------------------
Activate the door controls and grab three [ALIEN EPOXIES] in the small room.
The large hall contains surprisingly little, but a few Abominations are good
for a little scare in the dark.  Head upstairs, where you'll find an archway.
Check the northern side of this area to find two [ALIEN EPOXY], two [ALIEN
BIOGEL] and two [LARGE ALIEN CRYSTAL].  Also flip the controls in this area to
collect the [ACRL 18].  The shelves to the NW contain another [LARGE ALIEN 
CRYSTAL] and two [SMALL ALIEN CRYSTALS].  

Enter the southern room from here and dispatch two Aliens inside.  This room has
no loot, so deactivate the force field and be on your way.  Proceed over the
catwalk and head downstairs. The shelves to the east contain four [ALIEN EPOXY],
[8x ALIEN POWER CELL - 7x12 and 1x25), a [LARGE ALIEN CRYSTAL] and a [CONTAINER]
nearby.  The other shelves nearby the stairs contain [ALIEN EPOXY x3], [ALIEN
BIOGEL x2] and two [SMALL ALIEN CRYSTALS].  You should also be able to find a
loose [ALIEN BIOGEL] on the ground near some crates.

Head back upstairs and activate the only currently active teleporter to reach
the Death Ray Hub.


Death Ray Hub:
--------------
Explore the northern area and unlock the door on the NW with the panel to find
a [CONTAINER].  You can also rewire the Support Drone to become an ally.  The
room to the SW has another [CONTAINER] and a Support Drone.  

Head south and unlock the first door to your left to find two [CONTAINERS], an
[ALIEN EPOXY] and three [ALIEN BIOGEL].  Make your way to the next hub and
fiddle with the controls on your right to disable any turrets.  Go downstairs,
proceed east, dispatch another Alien and explore the room with the two force
fields to find an [ALIEN EPOXY].

Activate the switch to deactivate the force field and go down the long walkway,
dispatching a few more Aliens along the way.  You'll also come across a room
that holds a [CONTAINER] and an archway.  All the way downstairs, head through
the door to Death Ray Control.


Death Ray Control:
------------------
In the control room, dispatch the Aliens and press the left control button to
have another generator submerge on the left.  Destroy it and do the same with
the second generator.  You'll then be assaulted by a group of Aliens - dispatch
them and destroy the other two generators afterwards.

After destroying all four generators, exit the area by the western teleporter,
which brings you to the Living Quarters.


Living Quarters:
----------------
Proceed through the hall and wait until the forcefield goes down - destroy the
turret and Abomination afterwards.  Before heading upstairs, search this room
for a [CONTAINER].  In the next room, dispatch several aliens and turrets and
hop downstairs.

The room to your right (west) with two Statis Chambers contains an [ALIEN EPOXY]
while the room to your left (east) contains nothing.  There's also an archway
on the right side.  Head upstairs and destroy the forcefield beamers by shooting
them from a fair distance - their explosion radius is fairly big.

The room on the west contains a [CONTAINER], and the other western room - 
previously blocked by the force fields - contains another [CONTAINER].  The 
eastern room doesn't hold anything, so proceed down either stairs behind the
southern doors.

Head east first, waste two aliens and destroy the forcefield beamer.  At the
far end of the halls you'll find reach a room with the samurai you released
earlier, Toshiro Kago, and a large pile of alien bodies to loot.  You can find
an [ALIEN BIOGEL] on the ground amongst the bodies.

Return to the intersection and head west - activate the support drone as you
walk by.  Continue west and dispatch a group of aliens as you head inside a 
recreation room.  Destroy the turrets ASAP, then collect the [ACRL 23] from this
room.  The adjacent western room is guarded by another turret, but contains
[SMALL ALIEN CRYSTAL x4] and [LARGE ALIEN CRYSTAL x3].

Continue north, loot the [CONTAINER] there, and look around for an [ALIEN
EPOXY], [SMALL ALIEN CRYSTAL x3] and [LARGE ALIEN CRYSTAL x2] on a small table.
You'll now be on the other side of the force field beamer.  Head left (north)
upstairs - activate the drone if you'd like - and waste an Abomination and two
Turrets in this room.

The large hall is home of another few Abominations.  Head upstairs, dispatch
any of them, then explore the eastern room for a [CONTAINER] and [ALIEN EPOXY].
Proceed west when you're ready and you'll cross another archway.  The teleporter
at the end finally takes you to the bridge.


The Bridge:
-----------
Here, simply take out the crew and the Alien Captain, who holds the unique
[CAPTAIN'S SIDEARM].  Your team storms in (along with two Aliens - waste them).
After securing the bridge, the attacking spaceship needs to be destroyed fast!

Click on the 'Fire Control' button on the right to fire.  You can't continuously
fire, but in the meantime there's plenty to do:  Aliens will keep assaulting the
bridge.  Make sure you waste them every now and then to keep things under
control.  The Samurai will make his entrance too, but you'll have to flip all
four switches on the west and east side of the bridge first to unlock the door
to his teleporter.

Meanwhile, battling the spaceship isn't all that hard.  The button on the left,
the 'Power Distribution', indicates where the ship's power is going to.

Left Button   = Shields at full power, Death Ray at minimum power.
Middle Button = Shields at medium power, Death Ray at medium power.
Right Button  = Shields at minimum power, Death Ray at maximum power.

Try and raise the shields when you think you're about to get hit, and always
flip the switch to power the Death Ray when you're about to fire.  Keep this
up until you'vre destroyed the alien ship.  Meanwhile, also keep dispatching any
aliens that enter the bridge.  When the ship blows up, the aliens have been
defeated!

By now, Elliot will come to the bridge and tell you that a beacon was fired
near DC - you can now go home!  Head inside the southern room.  The Weapons
Workbench here allows you to create custom weapons if you have the required
items.  Of course, the teleporter brings you back to earth, while the other
teleporter leads back to the Engineering Core, allowing for any unfinished
exploration.

You can return to Mothership Zeta any time you'd like, but many areas will be
blocked off, so there's not much point in going back other than looting some
generic alien items from the main halls.

________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
                          III) FREEFORM QUESTS [FRQ]
________________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

[FRQ-1] Fixing Pipes in Megaton
===============================
You can look around for a character called Walter.  He's either at the Saloon
during nights, or can be found in or nearby the Water Processing Plant. He tells
you that several pipes are leaking and need fixing.  Help him out, will you?
There are three pipes that need fixing, and you need a Repair skill of at least
30 to do this - which you should have by now.

1. The first pipe is on the main path when you enter Megaton and head downwards.

2. The second pipe is more to the southeast of the area, following the main path
   and taking a bend to the left upwards.  If you look at your map, it looks 
   like you're just below the Women's Restroom, except on a lower level.

3. The third pipe is a little more tricky to find on your own.  Locate the
   Children of the Atom building and take the stairs to climb its roof.  Look
   around and you should be able to find a third squirting leak.

Head back to Walter (+100 EXP, +200 Caps) who'll make you a Scrap Metal
proposition that you can't refuse.  Well, you can, but better take it anyway.


[FRQ-2] Three Dog's Cache
=========================
Instead of activating the signal for Three Dog, head for Rivet City on your own
and continue the search for your dad.  When you've finally found your dad, head
back to Three Dog.

Fast Travel to the GNR Building Plaza before anything. Talk to Three Dog and
tell him you found your dad.  He'll throw in an addition reward.  Fast Travel to
the Washington Monument, go inside and ride the bronze elevator up.  Fix the
Relay and head back to Three Dog. Tell him you felt it kinda was a waste of time
and he'll hand you the [THREE DOG'S CACHE KEY].