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      OOooOoO         o  o
       o              O  O                           .oOOo.
       O              o  o                 O              O
       oOooO          O  O                oOo             o
       O       .oOoO' o  o  .oOo. O   o    o           .oO
       o       O   o  O  O  O   o o   O    O              o
       o       o   O  o  o  o   O O   o    o              O
       O'      `OoO'o Oo Oo `OoO' `OoO'o   `oO       `OooO'


                       ooooooo         o
                     o888   888o      888
                     888     888     8  88
                     888o   o888    8oooo88
                     88ooo88         o88o  o888o

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Table of content:
1) Introduction                              [IDN]
2) Controls                                  [CTL]
3) Operation Anchorage                       [OAZ]
 3.1) New content                            [OA1]
 3.2) Aiding the Outcasts                    [OA2]
 3.3) Paving the Way                         [OA3]
 3.4) Guns of Anchorage                      [OA4]
 3.5) Operation Anchorage                    [OA5]
 3.6) The Intelligence Cases                 [OA6]
 3.7) Squad information and Quartermaster    [OA7]
4) Exploits                                  [EXS]
5) Version History                           [VHY]
6) Credits                                   [CDS]
7) Copyrights                                [CRS]




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                 1) Introduction                              [IDN]
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Welcome soldier, to the Capital Wasteland. Prepare yourself for a journey
that will take you through a challenging simulation that will allow you
to relive the Chinese-American war in Alaska and venture into the depths
of former Pittsburgh.

I will avoid spoiling any story related events and will only guide you
through the missions. If I spoil something it is because there is no
other way around it and thus forcing me to spoil it.

I tend to frequently visit the Fallout 3 boards and thus I shall use
information from my sticky topics as well which I acquired through
playing the game.

Enjoy the game,

Auron66



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                 2) Controls                                  [CTL]
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 Left analog   -    Movement
 Right analog  -    Look around
 A             -    Activate/ Use
 X             -    Reload (Hold to pull/ holster weapon)
 B             -    Open/ Close Pipboy (Hold to activate flashlight)
 Y             -    Jump
 RB            -    Use V.A.T.S
 RL            -    Attack
 RL            -    Aim/ Block
 RB            -    Switch between First Person/ Third Person
 Back          -    Wait
 Start         -    Pause the game

 Click the left analog (L3) to go into Crouch mode.
 Click the right analog (R3) to pick up objects


V.A.T.S.
 RB            -    V.A.T.S mode (Hold to scan)
 RT            -    Select Target
 Right Analog  -    Switch between targets
 Left Analog   -    Aim at specific body parts
 A             -    Confirm target
 B             -    Cancel V.A.T.S



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                 3) Operation Anchorage                       [OAZ]
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                  3.1) New content                            [OA1]
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 - New areas ?
  - Bailey?s Crossroads Metro
  - Bailey?s Crossroads
  - Outcast Outpost

 - New NPCs ?
  - Sergeant Benjamin Montgomery
  - General Constantine Chase
  - Lieutenant Morgan
  - Dr. Adami
  - Quartermaster
  - All members of the strike team
  - American Grease Monkeys
  - American Soldiers
  - American War Correspondent

 - New Enemies ?
  - Chinese Soldiers
  - Crimson Dragoons
  - Chinese Inferno Units
  - Chinese Snipers
  - Chinese Launchers
  - Spider Drones
  - Chimera Tanks
  - Chinese Technicians
  - General Jing-Wei

 - New Perk
  - Covert Ops
   Acquired when collected all 10 Intelligence Cases. Adds three points to
   Lockpick, Science and Small Guns.

 - New Weapons
  - Jingwei's Shock Sword
    DAM: 35 WG: 3 VAL: 358 - HP -2 (5s)

  - Trench Knife
    DAM: 10 WG: 1 VAL: 50

  - Gauss Rifle
    DAM: 91 WG: 12 VAL: 358

 - New Armour
  - Winterised T51b Power Armour
    DR: 45 WG: 40 VAL: 999 - Rad Res. +25

    Winterised T51b Power Helmet
    DR: 10 WG: 4 VAL 120 - CHR +1, Rad Res. +8

    Chinese Stealth Armour
    DR: 24 WG: 20 VAL: 358 - Sneak +15

 - Four new Achievements
  - Aiding the Outcasts ? 20 points (Complete this mission)
  - The Guns of Anchorage ? 20 points (Complete this mission)
  - Paving the Way ? 20 points (Complete this mission)
  - Operation Anchorage ? 20 points (Complete this mission)



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                  3.2) Aiding the Outcasts                    [OA2]
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+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+
When you get the Outcast Radio Transmission you?ll get a new location marked
on your map. Follow it to reach Bailey?s Crossroads Metro.

- Bailey?s Crossroads Metro ?

   When you enter go left and follow the path, down two stairs and past a
   a Nuka Cola vending machine into a large open room. Just go to the opposite
   side and follow the path until the end.
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+

- Bailey?s Crossroads ?

   Go up the stairs and you?ll witness a large scale battle between Super
   Mutants and Brotherhood Outcasts. Just let the Outcasts take care of the
   Super Mutant problem and make sure to loot every corpse you?ll find.

   Just follow the Outcasts through the ruins until you get approached by a
   man called Defender Morin. He?ll be interested in your Pipboy and will
   send you to Protector McGraw. Follow the marker and use the elevator.

  - Outcast Outpost ?
   Once inside you?ll be greeted by Defender Sibley who is anything but
   pleased with your presence. He?ll lead you to McGraw so follow him.

   Once greeted by McGraw himself you?ll learn that the Outcasts need
   your help. You have a Pipboy, something they desperately need to open
   something important.

   Follow Sibley again to get to Specialist Olin. Like all the other outcasts
   she isn?t very good at making positive first impressions. She?ll order you
   to equip the - Neural Interface Suit -.

  +___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+___+
   Note: If you want to use the weapons glitch you need to pick the lock of the
   room close by. There you will find a corpse. The rest will be explained
   later.
  +---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+

   Equip the Neural Interface Suit and activate the simulation pod. Sit down in
   the chair to start the simulation.



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                  3.3) Guns of Anchorage                      [OA3]
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   !!!! Important !!!!
    4 of the 10 Intelligence Cases are found in this mission. If you miss them
    now you won?t be able to return to collect time!

  - Anchorage Cliffs ?
   Immediately you?ll be woken up by Sergeant Benjamin Franklin who will tell
   you about the current situation and your new assignment. You are to
   infiltrate the Chinese Artillery Site. Follow the path until you see an
   enemy. It?s a Chinese Soldier. Once you kill him, either by sniping him
   from afar or by blasting him from close, you can not loot his corpse.

   Regardless of your method, after you killed the soldier you?ll find:

   - Health Dispenser -

   Since you can not use stimpacks or any other medical item to restore your
   health, you?ll need to use these. Once used they will restore you to full
   health. They are hard to miss as well as they emit a red glow.

   Follow the path down some stairs and go over the bridge. Go up the stairs
   again until you reach a small open platform. Instead of going left to enter
   the cabin go to the right first and down some stairs to find a frag mine,
   sniper rifle and health dispenser.

   Now go back up the stairs and into the cabin you skipped previously. You?ll
   find 2 frag mines , 2 frag grenades, Chinese Assault Rifle and:

   - Ammunition Dispenser ?

   These dispensers will restore your ammunition to full capacity. Now go out
   the opposite entrance and you?ll arrive at a giant pipe. Don?t worry about
   falling off, just walk over it, go around the stairs and then up the stairs.

   Go to your right and you?ll see three barrels. You?ll find a Stealth Boy.
   Return to the pipe and cross it to the other side. Keep following the path
   and stairs all the way to the top. When you arrive at the top you?ll see a
   door. Enter it.

  - Cave Outpost ?
   Keep following the path and you?ll get to a cavern. You?ll see someone get
   killed and this is very convenient for you because the soldier happens to
   drop a Gauss Rifle. I advise you to try and snipe the Chinese soldiers in
   area with your sniper rifle and not to rely too much on your Gauss Rifle
   yet. Ammunition for it is scarce at the moment and you?ll want to be able
   to use it when you?re cornered.

   After picking up the Gauss Rifle turn to the south and enter the small
   chamber. Inside you?ll find a health dispenser, 2 frag mines, 2 frag
   grenades, a Chinese Assault Rifle and 5 Microfusion cells, ammunition
   for your Gauss Rifle.

   Now turn around and follow the path past some stairs until you reach a
   ramp that goes up. There?s a Chinese soldier nearby so be cautious.
   Once you?re past the ramp you need to go through the carved door opening.

   Follow the path until you?ll meet a friend who?ll then stay at your side to
   assist you. Go through the door that opens and follow the hallway. Go
   through the door to get to the next area.

  - Anchorage Cliffs ?
   Now go left and follow the ramp until you get to some stairs. Go down them
   and dispose of the nearby Chinese units. Go to the lowest platform.

   !!!! Intelligence Case 1/10 !!!!
    At the lowest platform you?ll see a large white pipe. Go down the nearby
    stairs and cross the pipe to reach a cabin. You?ll find a Health Dispenser
    inside and a metal door. Go through the door to find the first Intelligence
    Case. Return to the platform.

   Follow the path to the north again, once more helping Chinese soldiers out
   of their misery. Cross two bridges and you?ll arrive at a new platform.

   !!!! Intelligence Case 2/10 !!!!
    You?ll see a metal door in the wall. Go through it and you?ll find your
    second Intelligence Case. Return to the previous area.

   Go across the catwalks and enter the small bunker. Go through the hallways.
   You?ll come across an Ammunition Dispenser. You can also find 1 frag mine,
   2 frag grenades and 7 Microfusion cells. Keep going through the hallways
   until you reach another bridge. Cross it, but be aware of the Chinese
   soldiers up ahead. Some are fortified inside bunkers so they can remove
   quite some health if you aren?t careful. They are also accompanied by
   turrets. If you have a high science skill you can hack the turrets control
   system and disable the parameters. If not then just throw some grenades
   inside to kill the soldiers.

   If you are low on health try to get to the top bunker where you will find
   a health dispenser. Be careful as there are two Chinese soldiers inside.
   Get down again and enter the building

  - Chinese Artillery Outpost ?
   Go to the main area where some Chinese soldiers will be awaiting you. Kill
   them any way you like. Before you climb the stairs however go the the right
   where you?ll see a large open room filled with boxes. Near the end you?ll
   find a sniper rifle, 2 missiles, a frag mine, 6 Microfusion cells, an
   Ammunition dispenser and a Health dispenser. Return to the open area and
   climb the stairs all the way to the top. Enter the nearby room and take a
   look at the overturned table. Follow the hallway, but walk slowly.

   !!!! Intelligence Case 3/10 !!!!
    Inside the hallway go around the corner and you?ll see the metal door.
    Enter it to find your third Intelligence Case. Return to the hallway.

   Follow the hallway, go past an empty room and keep going until you hear your
   friend make a comment about the Chimera Tanks. Keep on going until you are
   in a room with a terminal next to a door.

   !!!! Intelligence Case 4/10 !!!!
    Enter the door near the terminal to find the fourth Intelligence Case and
    two frag grenades. Return to the previous area.

   Next to the door you?ll find a frag mine, a frag grenade, 5 Microfusion
   cells, 2 missiles and an ammunition dispenser. Go up the stairs and you?ll
   find two frag grenades and a health dispenser. Now keep following the path,
   killing more Chinese soldiers until you get to a bunch of warheads.

   Cross the room until you see stairs. If you are in need of some health you
   can go to north east corner of the room and enter the small room where
   you?ll find a Health dispenser.

   Go up the stairs and through the door. If you go to the right you can open
   the door to find a journal of a soldier. If you?re not interested just go
   to the right. Keep following the hallways and go up two set of stairs.

   You?ll come across an Ammunition dispenser, Health dispenser, 4 missiles and
   some Microfusion cells. Now resume your path by going up the stairs again
   and keep marching until you reach another large open room. You?ll encounter
   a new kind of enemy here, the Crimson Dragoon. These Chinese nasties use the
   Chinese Stealth Suit, but you can still see them if you look carefully. Just
   don?t rush and try to be patient or you?ll find yourself getting shot at
   from all directions.

   When you?ve dealt with the nearly invisible threat go up the stairs and keep
   following the catwalks until you reach the door. Go through it and up the
   stairs. You?ll find an Ammunition dispenser, a Health dispenser, a frag
   mine, two missiles and 7 Microfusion cells. Leave the area.

  - Artillery Overlook ?
   Once outside you?ll find yourself with two options. You can go to the left
   or the right, but regardless of your choice you?re going to end up with one
   of the Artillery guns. In this guide we will go to the right to encounter
   less resistance. Go down the stairs and catwalks and you?ll see a device
   planted on a Artillery gun. This is the controller and you need to destroy
   it. Sounds complicated? Approach it and press A. Just make sure you get
   enough distance or you might be sightseeing Anchorage from above.

   Inside the nearby bunker you?ll find an Ammunition Dispenser, a Health
   dispenser, two frag grenades and four Microfusion cells. With all those
   Microfusion cells you?ve been collecting feel free to blast away with
   your Gauss if you haven?t done so already.

   Now go up the stairs across the first Artillery Gun and follow the path
   to get to the second one. Watch out for the sniper on top of the rocks.

   Across the second one you?ll find an ammunition dispenser, health dispenser,
   2 frag mines, 3 frag grenades, 2 missiles and 5 Microfusion cells. Repeat
   the process, destroy this one by pressing A and the rest is self-
   explanatory. Finally follow the path and go to the third Artillery cannon.

   Inside the bunker you?ll find an ammunition dispenser, health dispenser,
   2 missiles and 6 Microfusion cells. Now go and destroy the third and final
   artillery cannon. Now prepare for a long trek to the camp fighting loads of
   enemies along the way.

   Don?t worry, you?ll just get teleported back to the camp as soon as the
   third Artilery gun explodes.

   Congratulations soldier, you have completed the mission.



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                  3.4) Paving the Way                         [OA4]
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  - Command Tent -
   Immediately General Chase will greet you and promote you to Squad Leader.
   With this you can now lead a squad into battle, though it sounds better than
   it actually is. Basically put, you recruit some soldier types and order them
   to attack a location. They will go there automatically, shoot everything
   that?s hostile and that?s it. For more detail please refer to section 3.7.

   Before you go out I recommend you use the two computers. Use Patterson?s
   computer to assign members to your team and use the Requisition Terminal
   to request a special package. For more information about this please refer
   to section 3.7.

   Once you are done leave the tent.

  - U.S. Army Field Headquarters ?
   Go see the Quartermaster who you can find east of the Command Tent. If you
   pass a speech check you can get a Gauss Rifle as well. Inside his tent
   you?ll find an ammunition dispenser, health dispenser , three missiles, 5
   Microfusion cells, 3 frag grenades and a frag mine.

   If you go to the tent south of the Command Tent you will encounter Doctor
   Adami who will give you 5 free Psychos. Now that?s out of the way go talk
   to Sergeant Benjamin. You?ll get to choose which mission you desire to do
   first. Tell them to wait at either Ice Camp or the Mining Town. In this
   guide we?ll go and visit Ice Camp.

   Just follow your squad and before you know it you?ll be there. Once they
   stop, stop as well.

  - Ice Camp ?

   You?ve got two choices here. You can either assault the camp by yourself or
   you can command your squad to assault the camp together with you. Regardless
   of your choice, go to the tents and kill every non-American you see.

   Go into the tent on the east and you?ll find an Ammunition dispenser, Health
   dispenser, three missiles, 2 frag mines, 3 frag grenades and 5 Microfusion
   cells. Once you got everything you wanted exit the tent through the eastern
   side. Stop between tents to the north.

   !!!! Intelligence Case 5/10 !!!!
    Go into the tent to your left (the West). You?ll find it on the table. Exit
    the tent again.

   Go through the most northern tent and go through to the other end. Right
   after you leave the tent look at your right. You?ll see two captive American
   soldiers and being a loyal patriot yourself it is time to save them. You?ll
   also find an Ammunition dispenser, 2 missiles, a frag mine, 3 frag grenades,
   and 3 Microfusion cells. Once again, just follow your squad after you have
   given them orders to go to the Chimera Depot.

  - Chimera Depot ?
   Again, you are free to choose whatever you want. Either assault alone or
   command your squad to attack together.

   Once past the gate you?ll see your first target. Your target is the Chimera
   Depot Fuel Tank next to the stationary Chimera Tank. Just approach it and
   press A.

   !!!! Intelligence Case 6/10 !!!!
    Go into the building right across the stationary Chimera tank. You?ll find
    the Intelligence Case lying on the table. You?ll also find an Ammunition
    dispenser, a Health dispenser, 2 frag mines, 3 frag grenades and
    5 Microfusion cells.

   The second target is South-West of the first, but before you can destroy it
   you get to have some fun with a Chimera tank. Just use your Gauss Rifle or
   any other strong weapon. The moment the second one explodes you?ll be
   teleported back to Headquarters.

  - Command Tent ?
   You?ll be back inside the Command Tent again. You can change your weapon
   package if you desire, but that?s about all you can do inside this tent.
   Leave the tent.

  - U.S. Army Field Headquarters ?
   Just like the previous mission approach Sergeant Benjamin and order him to
   wait at Mining Town. Follow them and you?ll be there before you know it.

  - Mining Town ?
   Immediately as you approach Mining Town you?ll see what?s happening. Two
   American soldiers are present as well and sadly enough one of them has a
   little accident. Assault the town but be careful as there is a missile
   unit nearby and two snipers. They very trigger happy and a reckless young
   American is their fantasy. Go up the stairs in the right building and go
   through the door and then to the left. You?ll come across an Ammunition
   dispenser, Health dispenser, 3 frag grenades, 1 frag mine, 2 missiles and
   6 Microfusion cells.

   !!!! Intelligence Case 7/10 !!!!
    Look at the Ammunition dispenser and turn around 180 degrees. Walk forward
    and you?ll find it lying on a crate.

   Now leave the ruined building and go down the stairs. You?ll see another set
   of stairs on the other side of the area. Go there and go upstairs. Enter the
   ruined building and in the middle go to the right, all the way to the end.

   You?ll find another captive American so free him. Next to him you can find a
   Health dispenser, an Ammunition dispenser, 3 missiles, 2 frag mines, 3 frag
   grenades and 5 Microfusion cells. Return to the other side of the house
   again and go North East. Look to your right and you?ll find your path.
   Follow it. Clear the area up ahead of enemy forces and enter the building.

  - Listening Post ?
   Now that you are inside the Listening Post you need to secure the place. Go
   through the left door and follow the path. Before you go up the stairs turn
   around. You?ll see a Crimson Dragoon, but he appears to be friendly so far.
   Just kill him, simple as that. Go up the stairs and follow the path.

   !!!! Intelligence Case 8/10 !!!!
   Just underneath the second stair you?ll find the eight Intelligence Case.

   When you arrive at a big room, don?t immediately rush to get the supplies.
   It?s an ambush as there are a bunch of Crimson Dragoons waiting for you. Try
   to find them and kill them first. The supplies consist of a Health
   dispenser, Ammunition dispenser, 3 frag grenades, 2 missiles, a frag mine
   and 5 Microfusion cells.

   Go through the eastern door and follow the path again. Eventually once the
   building is cleared go outside. Once all units inside the building and
   outside are killed you?ll be teleported back again to the Command Tent.

   Good job soldier! Another mission well done.



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                  3.5) Operation Anchorage                    [OA5]
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  - Command Tent ?
   Nothing to do here, just leave.

  - U.S. Army Field Headquarters ?
   Now it?s time for the last mission before Operation Anchorage comes to an
   end. You need to disable the Pulse Field and drive the Chinese away once
   and for all. Leave Headquarters and start marching to the north. Avoid
   the craters, don?t jump in them.

   Eventually you?ll see a trench, go inside. Walk through the trench to the
   other side and keep on marching until you reach the next trench. Make your
   way through the trench until you see a small cabin. Go inside and you?ll
   find a captive American. Free him.

   !!!! Intelligence Case 9/10 !!!!
    You?ll see it immediately when you free the captive American.

   Leave the cabin again and follow the path once more, go up the stairs at
   the end and make your way to the next trench. You?ll come across a Health
   dispenser, Ammunition dispenser, 2 frag grenades, 2 frag mines, 2 missiles
   and 3 Microfusion cells. Head north again and go left twice. You?ll arrive
   near some beds and a Health dispenser.

   Head back to the intersection and go right this time. Watch out for the
   Chinese Inferno Unit. Keep following the path and eventually you?ll reach
   an Ammunition dispenser, a Health dispenser, a frag mine, 2 frag grenades,
   2 missiles and 6 Microfusion cells.

   Resume your path again by going up the stairs and following the path. Make
   your way past the barbwire, at the end go right and into the building.
   You?ll find another Health dispenser. Go north again and make your way to
   the building north-west.

   You?ll find an Ammunition dispenser, Health dispenser, 3 frag grenades,
   2 missiles, 2 frag mines and 4 Microfusion cells. Leave the building again
   and go right. Make your way around the building and go north-west again.

   Go through it and you?ll reach a large open field. Watch what happens
   when you cross it whilst wearing Power Armor. Anyways, go to the east and
   enter the building there to shut down the Pulse Field.

   !!!! Intelligence Case 10/10 !!!!
    The case is right next to the button used to deactivate the Pulse Field.
    You?ll get the perk when you finished the simulation.

   Deactivate the Pulse Field and head north-west. Time to finish this. Go
   through the door.

  - Chinese HQ ?
   You?ll get to meet Jing-Wei, the Chinese General. You?ll get two choices.
   You can convince him to kill himself or you can kill him. If you try to
   kill him yourself be warned. Jing-Wei is a strong opponent and should not
   be underestimated.

   Regardless of what choice you made, once Jing-Wei is death the simulation
   will end. You?ll get a nice welcome back in reality. Now go to the armory
   which is across the hall and open it by using the terminal.

   Be careful though because Sibley and the rest of the Outcasts will become
   hostile and attack you, Specialist Olin and McGraw. If you save Olin she
   will repair your weapons for a small fee. After the rebels have been taken
   care of feel free to take whatever you want from the armory though I suggest
   to be fast or Olin will take some stuff.

   That concludes Operation Anchorage. Excellent job soldier!

   As an extra bonus you will also have Power Armor training allowing you to
   wear Power Armor without having to go to The Citadel.


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                  3.6) The Intelligence Cases                 [OA6]
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1. Shortly after you rejoin Sergeant Benjamin Montgomery, you'll walk past a
large steel pipe connecting the two mountains. Walk across the pipe and inside
the bunker will be a locked door. Inside is the intel, underneath the desk.
(Montgomery will make a comment about crossing the pipe, and how crazy what
you're doing is.) If you hear Montgomery comment on how he never wants to see
another catwalk again, then you've gone too far. The pipe is a short distance
behind you.

2. After Montgomery's comment about how he never wants to see another catwalk
again, you should come to a cable bridge. Across that bridge is a locked door
in the cliff. Inside the room is the next piece of intel. (Again, you'll know
that you went too far because Montgomery will make a comment about the
objective ahead. The door should be behind you.)

3. After entering the artillery outpost, climb the set of stairs in front of
 you. (There should be a guard climbing the stairs when you enter the
outpost.) You'll enter a room with a Chinese assault rifle on a box behind
the overturned table. Head east into the hallway, and after you turn the
corner there will be a door to your left (west). Inside is the next piece of
intel. When you hear Montgomery comment about the Chimera tanks, you have
gone too far. Turn around and head south. The hallway will be on your right
(west), and the door should be right before you get to the bend.

4. When Montgomery makes his comment about the Chimera tanks, you'll be on a
'cliff' with the drop to your right (east). You'll soon enter into a room
witha door on the west side. There is a terminal next to the door, and a
table next to the terminal with various goodies. The intel is sitting on
the desk in the room behind this door. If you reach the stairs, you've gone
too far. The door is directly behind you.

5. The next piece of intel is in the mining town on the way to the
listening post. After you cross the train tracks you will come to a stack
of metal crates to your left (with a sniper on top), and a sandbag wall
along the small cliff to the right with a chinese rocket soldier. When you
climb the stairs to get on that cliff you will come to the remains of a
building with several wooden crates inside. The crates to the left (east)
have ammo and explosives on top. The crates to the right (west), have
the intel on them.

6. Inside the listening post you will come to a room with a set of metal
stairs. Beneath the metal stairs is a shelf with the intel sitting on
it. (When you climb the stairs, you should see three fans in the south
wall. Climb back down the stairs and look beneath them.)

7. On your way to the chimera depot, you will have the opportunity to
have your
strike team attack an Ice Camp (Chinese Forward Camp Delta on your
world map). In the Ice Camp is your next Intel. You're there when NPC
soldier says "Nothing in there work taking," directly after a firefight.
Check the one tent that's by itself. There should be a large red crate
inside the tent and behind the tent should be some snowmen. The Intel
is on top of the table adjacent to the crate.

8. Just inside the chimera depot (you'll see a chimera tank beneath a
crane, and there will be a chimera tank patroling), turn to your left.
It's inside that makeshift building on the table next to the ham radio.

9. There is a long west-east trench in the battlefield trenches (You
enter from the west). In the middle there is a 'shack' with a health
dispenser and a captured American soldier. The intel is on top of the
barrel that the captured soldier is facing.

10. At the pulse field, this piece of intel is on the crates to the left
of the switch to turn off the pulse field.



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                  3.7) Squad information and Quartermaster    [OA7]
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In order to complete the last three missions you can recruit strike teams
with specific members.

The first time you need to use Patterson's Terminal which you can find in
the Command Tent.

The other times you'll need to fire a Strike Team member, then speak
Benjamin Montgomory to request a new member.

 - Infantryman
    Weapons: Assault Rifle, Trench Knife
    Armour: Winterized Combat Armour
    Equipment: Emergency Kit, Stimpacks, Med-X

 - Grenadier
    Weapons: 10mm Submachine Gun, Frag. Grenades, Pulse Grenades
    Armour: Winterized Combat Armour
    Equipment: Emergency Kit, Stimpacks, Med-X

 - Missile Unit
    Weapons: Missile Launcher, Missile Rounds, 10mm Combat Pistol
    Armour: Winterized Combat Armour
    Equipment: Emergency Kit, Stimpacks, Med-X

 - Sniper
    Weapons: Sniper Rifle, Trench Knife
    Armour: Winterized Combat Armour
    Equipment: Emergency Kit, Stimpacks, Med-X

 - Mister Gutsy
    Weapons: Standard Flamer, Standers Plasma Emitter Cannon

 - Sentry Bot
    Standard Minigun, Standard Missile Launcher

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                 4) Exploits                                  [EXS]
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   - Keeping all weapons, armour etc from the Simulation
    To set this glitch up, the player needs to talk to Protector McGraw and
    then to Specialist Olin to get the Neural Interface Suit. After you equip
    the suit, do not enter the simulation pod yet.

    Go into the locked room where Gary 23 is and then drag his body back into
    the pod room. Lift his body into the pod in a way that his body will be in
    front of you when you sit down. Make sure that it is close enough to search
    him. Once you sit down, it will not say you can search him so you are
    going to have to guess (try practicing where there is a chair). Also make
    sure his body is all the way in so it does not move when the pod closes.

    Enter the simulation and play through to Paving the Way. From this point on
    everything in your inventory will be taken out of the simulation, so
    remember to get your weapons package and Gauss Rifle from the
    Quartermaster and to pick up all the ammo found along the way. Continue
    playing up to Operation: Anchorage(quest).

    Play through the quest, disabling the pulse field and make your way to the
    doors of the Chinese Compound. At this point make sure you have a save
    before going in. Once you enter, pick the speech option 'I'm going to kill
    you SO MUCH'. Shoot the Shock Sword out of General Jingwei's hand. Pick up
    the Shock Sword and then kill him. Make sure you are not in the southern
    end of the compound because General Chase may catch you in a speech and
    send you back to the Outpost without making another save. As soon as you
    kill General Jingwei, run North toward the Chinese Soldiers and turn around
    to  find where General Chase is and then make another save (you can
    overwrite your last save if you want).

    Now talk to General Chase and he will send you back to the Outpost
   (remember how you positioned the Gary 23's body in step 1) During the
    loading screen start to press A (search button) rapidly. If done properly,
    you will be able to search his body (normally happens in the black screen,
    but not always) and at this point put all your items on his body. Exit,
    talk to Protector McGraw, and then search Gary 23's body to retrieve your
    weapons from the simulation.

    This part is hard and will take several attempts to achieve it. Try several
    different methods such as rapidly pressing A or tapping A at a slower rate
   (changing the rate at which you press it helps), using third person, looking
    down (or down to left or right), or even trying a mixture of them.

    Also Most Weapons & Armor taken from within the Simulation will result in
    them never losing CND. The Fat Man, Super Sledge, Chinese Officer Sword
    lose Condition.

  - Getting all the weapons you requisition from the Quartermaster
     This is simple, all you do is get one of the tapes for a set weapons (ie:
     Close Combat, Fire Team, etc.) then get the weapons from the
     Quartermaster. After you do that, go back to the command tent and get
     another tape. Go outside again, drop your guns and talk to the
     Quartermaster again. He will give you the new set of weapons that you ask
     for.

     A message will then appear saying your other set of weapons
     were removed, but they will still be where you dropped them earlier. Keep
     repeating until you get the desired packages/weapons. If you use this with
     the other glitch (keeping the weapons from simulation),
     you can make a fast couple of caps once you sell the items or it's just a
     quick way of building an arsenal
     if you are a low level.

     Note: Attempting to talk to a stealthed Chinese Stealth Dragoon will cause
     it to reset your equipment to what you're supposed to have.

     Which weapons can be acquired through the simulation and ammunition trick
     It should be noted which weapons can be acquired in the sim. So far I've
     been able to collect:
     - All the quartermaster items, of course
     - Flamer
     - Fat Man (standard HP)
     - Minigun
     - (pre-war) Chinese Assault Rifle
     - Chinese Officer's Sword (standard HP)
     - Shock Sword

    The trick for some of them is to Gauss the gun out of someone's hand (to
    knock them down with minimal damage), at which point you can pickpocket
    them, usually. It works on the T-51b's before the pulse field, although
    it's sort of buggy


  - Infinite ammunition
     You can get infinite ammo by dropping it, using the dispenser, and picking
     it back up. Then when you exit the sim, you can sell a ton of it for a lot
     of money or keep it.

    Be very careful not to get too greedy with the infinite ammo trick, though!
    Stop once you get around 35000 of any ammo type (.556 will hit this before
    anything else comes close) or you will experience an awful glitch that
    removes all of that ammo type from your inventory and prevents you from
    acquiring that ammo type again.


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                 5) Version History                           [VHY]
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1/27/2009:   Version 0.5; FAQ made on Fallout 3 board
1/27/2009:   Version 1.0; FAQ updated and renewed on Fallout 3 board
2/05/2009:   Version Auron; Faq updated, new exploits and info added
2/06/2009:   Version Auron Supreme; FAQ completed, barely any errors left
4/21/2009:   Progress started on Walkthrough. Gaming and writing combined
5/22/2009:   Walkthrough finished with additional content from sticky

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                 6) Credits                                   [CDS]
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- Bethesda for making such an awesome game.
- GameFAQs users for support:
  - Nathan32244 for reminding me about the perk
  - FarirKalb for both the infinite ammo and Weapons from Quartermaster exploit
  - BritishLobster, Renegade, daftalive08, SpazH3d, kobra6187, Tobias_Is_Queen,
    AshtheKing, menalaos1971, Thatdudeboosh for support on the boards.
  - SushiSquid for adding additional information to the exploits.
- Fallout Wikia for providing answers to the gamers who need them
- GameFAQs itself for existing
- Myself for find the patience not to break my Xbox 360 controller in two.


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                 7) Copyrights                                [CRS]
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

It took quite some time to put this all together, especially the step by step
walkthrough.