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    FAQ/Walkthrough by Haeravon

    Version: 1.05 | Updated: 08/17/14 | Printable Version | Search This Guide

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    o======================================================================o
    |								       |
    |				Fallout 3			       |
    |			     					       |
    o======================================================================o
    		"Beating Fallout 3 in 892 Easy Steps!"
    
    Version 1.05
    Written by: Nathan Garvin
    Email: Theendbringer (at) Hotmail (dot) com.
    If you're going to email me about this guide, make sure you put
    "FALLOUT 3" in the title, or I'll probably end up deleting it as junk.
    
    Guide Information
    <---------------------------------------------------------------------->
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work... if not with the intended aesthetics
    intact.
    
    Note that this is an incredibly large FAQ, and depending on your 
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    you may have to refresh this file several times to get the whole thing
    to load. Look for the ***END OF FILE*** line at the bottom to ensure
    you've got the whole thing.
    
    Legal
    <---------------------------------------------------------------------->
    I have no affiliation with Bethesda, Fallout 3, or any other parties
    involved with this game. This is a not-for-profit fan-made guide. If you
    wish to post, mirror, or quote this guide, feel free to do so. Credit
    would make me happy, an email would make me feel good. Let your 
    conscience be your guide, just like all good people.
    
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    Table of Contents
    o======================================================================o
    >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
    
    I. Introduction				{INT001}
    	1. Using this FAQ		{INT002}	
    	2. Sequence of Events		{INT003}
    	3. Following Directions		{INT004}
    	4. Bobbleheads			{INT005}	
    	5. Books			{INT006}
    	6. Items			{INT007}
    	7. Keller Family Transcripts	{INT008}
    	8. Quests			{INT009}
    	9. Schematics			{INT010}
    	10. Sheet Music Books		{INT011}
    	11. Super Mutant Behemoths	{INT012}
    	12. Random Loot			{INT013}
    
    >>>>>>>>>>>>>>>CHARACTER CREATION<<<<<<<<<<<<<<<
    
    II. S.P.E.C.I.A.L. Attributes		{SPC001}	
    	1. Strength			{SPC002}
    	2. Perception			{SPC003}
    	3. Endurance			{SPC004}
    	4. Charisma			{SPC005}
    	5. Intelligence			{SPC006}
    	6. Agility			{SPC007}
    	7. Luck				{SPC008}
    	8. My Personal Build, Attributes{SPC009}
    III. Statistics				{STA001}
    	1. CND				{STA002}	
    	2. RAD				{STA003}
    	3. EFF				{STA004}
    	4. LVL				{STA005}
    	5. HP				{STA006}
    	6. AP				{STA007}	
    	7. XP				{STA008}
    IV. Skills				{SKL001}
    	Base				{SKL002}	
    	Tag!				{SKL003}
    	Leveling			{SKL004}
    	Bobbleheads			{SKL005}
    	Books				{SKL006}
    	Min/Maxing			{SKL007}
    	Breakdown of Skill Points	{SKL008}
    	The Skills			{SKL009}
    		Barter			{SKL010}
    		Big Guns		{SKL011}
    		Energy Weapons		{SKL012}
    		Explosives		{SKL013}
    		Lockpick		{SKL014}
    		Medicine		{SKL015}
    		Melee Weapons		{SKL016}
    		Repair			{SKL017}
    		Science			{SKL018}
    		Small Guns		{SKL019}
    		Sneak			{SKL020}
    		Speech			{SKL021}
    		Unarmed			{SKL022}
    	Skills I Tag! (and why)		{SKL023}
    	Skill Point Allocation 		{SKL024}
    V. Perks				{PRK001}
    	Level 2 Perks			{PRK002}
    	Level 4 Perks			{PRK003}
    	Level 6 Perks			{PRK004}
    	Level 8 Perks			{PRK005}
    	Level 10 Perks			{PRK006}
    	Level 12 Perks			{PRK007}
    	Level 14 Perks			{PRK008}
    	Level 16 Perks			{PRK009}
    	Level 18 Perks			{PRK010}
    	Level 20 Perks			{PRK011}
    	Level 22 Perks			{PRK012}
    	Level 24 Perks			{PRK013}
    	Lever 26 Perks			{PRK014}
    	Level 28 Perks			{PRK015}
    	Level 30 Perks			{PRK016}
    	Additional Perks		{PRK017}
    	My Personal Build, Perks	{PRK018}
    
    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<<
    VI. Hints & Tips			{HNT001}
    VII.	1. Baby Steps/Future Imperfect	{WLK001}
    	2. Escape!			{WLK002}
    	3. The Intelligence Bobblehead	{WLK003}
    	4. The Power of the Atom	{WLK004}
    	5. The Wasteland Survival 	{WLK005}
    	   Guide, Super-Duper Mart
    	6. The Wasteland Survival	{WLK006}
    	   Guide, Minefield
    	7. The Wasteland Survival	{WLK007}
    	   Guide, The Tepid Sewers
    	8. The Lockpick Bobblehead	{WLK008}
    	9. The Science Bobblehead	{WLK009}
    	10. The Sneak Bobblehead	{WLK010}
    	11. The Unarmed Bobblehead	{WLK011}
    	12. The Melee Weapons Bobblehead{WLK012} 
    	13. The Explosives Bobblehead	{WLK013}
    	14. The Speech Bobblehead/	{WLK014}
    	    Strictly Business/
    	    Rescue from Paradise	
    	15. The Wasteland Survival	{WLK015}
    	    Guide, Anchorage War 
    	    Memorial 	
    	16. The Wasteland Survival 	{WLK016}	
    	    Guide, Arlington Library
    	17. The Wasteland Survival	{WLK017}
    	    Guide, RobCo Facility	
    	18. Blood Ties			{WLK018}
    	19. Big Trouble in Big Town	{WLK019}
    	20. The Superhuman Gambit	{WLK020}
    	21. The Small Guns Bobblehead	{WLK021}
    	22. The Barter Bobblehead	{WLK022}
    	23. Tenpenny Tower		{WLK023}
    	24. The Nuka-Cola Challenge	{WLK024}
    	25. Those!			{WLK025}
    	26. Following in His Footsteps	{WLK026}
    	27. Galaxy News Radio		{WLK027}
    	28. Rivet City/			{WLK028}
    	    The Wasteland Survival
    	    Guide, Rivet City History/
    	    The Replicated Man
    	29. Scientific Pursuits/	{WLK029}
    	    Tranquility Lane
    	30. The Waters of Life		{WLK030}
    	31. The Strength Bobblehead/	{WLK031}
    	    Trouble on the Homefront
    	32. You Gotta Shoot 		{WLK032}
    	    'Em in the Head/The 
    	    Perception Bobblehead/The
    	    Agility Bobblehead
    	33. The Endurance Bobblehead/	{WLK033}
    	    The Big Guns Bobblehead/
    	    Fort Constantine
    	34. The Charisma Bobblehead	{WLK034}
    	35. The Luck Bobblehead		{WLK035}
    	36. Oasis			{WLK036}
    	37. Head of State/		{WLK037}		
    	    Stealing Independence	
    	38. To the Ranger Compound	{WLK038}
    	39. Reilly's Rangers		{WLK039}
            40. Agatha's Song		{WLK040}
    	41. Takoma Industrial		{WLK041}	
    	42. The Capitol Building	{WLK042}
    	43. Into the Pitt/		{WLK043}
    	    Unsafe Working Conditions/
    	    Free Labor
    	44. Aiding the Outcasts/        {WLK044}
    	    The Guns of Anchorage/
    	    Paving the Way/
    	    Operation: Anchorage!
    	45. The Velvet Curtain/		{WLK045}
    	    A Spoonful of Whiskey/
    	    The Local Flavor	 	
    	46. Plik's Safari/		{WLK046}
    	    An Antique Land/
    	    Walking With Spirits/
    	    Hearing Voices/
    	    Thought Control/
    	    A Meeting of the Minds/
    	    The Dark Heart of Blackhall
    	47. Not of This World/		{WLK047}
    	    Among the Starts/
    	    This Galaxy Ain't Big Enough
    	48. Picking up the Trail/	{WLK048}
    	    Finding the Garden of Eden
    	49. The American Dream/		{WLK049}
    	    Take it Back!/
    	    Project Impurity
    	50. Protecting the Water Way/	{WLK050}
    	    Holy Water/
    	    The Amazing Aqua Cura!/
    	    Death From Above/Shock Value
    	    Who Dares Wins		
    
    >>>>>>>>>>>>>>>>>>>>>>LISTS<<<<<<<<<<<<<<<<<<<<<
    
    *********************SPOILERS*******************
    
    The portions of the FAQ listed below may contain 
    spoilers if you read ahead. You've been warned.
    
    (The Index for these sections are safe, though!)
    
    *********************SPOILERS*******************
    
    VIII. The Companion Map			{MAP001}
    IX. Locations [Fallout 3]		{LOC001}
    	1. [Broken Steel]		{LOC002}
    	2. [Mothership Zeta]		{LOC003}
    	3. [Operation: Anchorage]	{LOC004}
    	4. [Point Lookout]		{LOC005}
    	5. [The Pitt]			{LOC006}
    X. Quests				{QST001}
    	1. [Broken Steel]		{QST002}
    	2. [Mothership Zeta]		{QST003}
    	4. [Operation: Anchorage]	{QST004}
    	4. [Point Lookout]		{QST005}
    	5. [The Pitt]			{QST006}
    XI. NPCs				{NPC001}
    XII. Enemies				{EMY001}
    	1. [Broken Steel]		{EMY002}
    	2. [Mothership Zeta]		{EMY003}
    	3. [Operation: Anchorage]	{EMY004}
    	4. [Point Lookout]		{EMY005}
    	5. [The Pitt]			{EMY006}
    XIII. Random Encounters			{RND001}
    XIV. Bobbleheads & Miscellaneous	{BOB001}
    XV. Keller Family Transcripts		{KFT001}
    XVI. Sheet Music Books			{SMB001|
    XVII. Books 				{BOK001}
    XVIII. Equipment			{EQP001}
    	1. Apparel			{EQP002}
    	2. Big Guns			{EQP003}
    	3. Energy Weapons		{EQP004}
    	4. Explosives			{EQP005}
    	5. Melee Weapons		{EQP006}
    	6. Small Guns			{EQP007}
    	7. Unarmed			{EQP008}
    XIX. Unique Weapons 			{UNQ001}
    	1. Big Guns			{UNQ002}
    	2. Energy Weapons		{UNQ003}
    	3. Melee Weapons		{UNQ004}
    	4. Small Guns			{UNQ005}
    	5. Unarmed			{UNQ006}
    XX. Schematics				{SCM001} 
    XXI. Achievements/Trophies		{ACH001}
    	1. Quest Achievements/Trophies	{ACH002}
    	2. Karma Achievements/Trophies	{ACH003}
    	3. Behemoth Achievement/Trophy	{ACH004}
    XXII. Updates/Thanks			{UPD001} 	
    		
    o======================================================================o
    |								       |
    |			Introduction {INT001}			       |
    |								       |
    o======================================================================o
    Since I was collecting so much loot and putting all kinds of things into
    my character creation FAQ (things that really had no business being in a 
    character creation FAQ in the first place), I decided to go and do a
    full FAQ/Walkthrough for Fallout 3. This was also in part encouraged by
    my increased experience in FAQ writing, which made me believe I could 
    bother attempting to write a full FAQ on such a lengthy game. In
    particular my Baldur's Gate and Mass Effect FAQs introduced new
    organizational methods that streamlined the process. They were also
    fairly significant endeavors in themselves, and if I could complete a
    FAQ on a game like Baldur's Gate... well, the sky's the limit. Of course
    I included my original and in-depth character creation FAQ inside of
    this one. After all, having a strong character to play with will make
    the rest of the game that much easier, right? 
    
    This FAQ was created with two goals in mind. First, to create a complete
    FAQ/Walkthrough that did more than just complete every quest. During the
    walkthrough you will visit just about every area in the game, collect
    all the unique weapons and apparel, complete all the quests, collect all
    the books/bobbleheads, as see just about everything there is to see in
    Fallout 3... or find/see everything that I have found/seen throughout my
    multiple playthroughs. You should get every achievement/trophy, and be
    relatively satisified that you milked the game for all it was worth by
    the end of the Walkthrough. This is for the power gamer, the 
    completionist, and the gamer who wants to know/see/do everything.
    
    On the other hand I didn't want to write a FAQ where all I did was hold
    the readers' hand through the whole game. So I cut out the vital 
    information as I played about the areas, quests, items, enemies, and
    whatnot, and put them into various lists, appendices, indexes, and 
    sub-sections. This is for the gamer who wants to find a certain item,
    know about a certain place, or complete a certain quest without 
    following the walkthrough in any specific order... if at all! For those 
    of you who just want to play and use this FAQ to double check and make
    sure you didn't miss anything, this FAQ is for you, too.
    
    In short, this FAQ should have something for everyone, regardless of 
    your play style. If you just want to make a strong character and find
    everything on your own... well, that's what this guide was originally
    created for. Consult the 'Character Creation' section of the FAQ. If 
    you want to just find a certain item, or check up on a quest or area as 
    you play through the game in your own order, consult the 'Lists' section 
    of the FAQ. If you want to find everything and have a complete and
    detailed guide through the game, consult the 'Walkthrough' section of
    the FAQ. Most of all, have fun with the game, and to that end, use this
    FAQ as little or as much as you must to achieve that end. And if the
    guide was helpful or useful to you, drop me an E-mail to say thanks. If
    you didn't like the guide... then to hell with you. You obviously have
    no taste anyhow. And certainly E-mail me if you found something wrong or
    missing in this guide, anything that can make this guide better and
    more complete is welcome, indeed.
    
    Using this FAQ							{INT002}
    o======================================================================o
    Below I will list some of my quirks, organizational methods, and various
    other tidbits that will help you navigate this guide. For starters,
    during the main FAQ I'll break up major story missions and guide
    with a large heading like so:
    
    o======================================================================o
    |								       |
    |		              Large Heading  			       |
    |								       |
    o======================================================================o
    
    During the FAQ, I'll break up different areas with a thick line:
    
    Thick line
    o======================================================================o
    
    Multiple parts of a mission in the same area will be broken up with a 
    thin line. This breaks up the missions into a series of steps, and 
    limits how much unbroken text you'll have to read at once. Nobody likes
    wordiness:
    
    Thin line
    <---------------------------------------------------------------------->
    
    Of course, I reserve the right to break my own rules during the FAQ..
    mostly due to being scatter-brained and working on the FAQ in shifts
    over the course of time. Life and all. So cut me some slack. Besides,
    this organizational scheme is mostly for consistency and ease-of-use.
    
    Sequence of Events						{INT003}
    o======================================================================o
    As I go through areas and complete quests I will list what I do 
    sequentially. To help streamline the guide and make your life easier, 
    I've included a list of steps at the beginning of each section, so you 
    can see in what order I am about to do things.
    
    Following Directions						{INT004}
    o======================================================================o
    Fortunately in Fallout 3 finding things is easier than in any other
    Bethesda sandbox game. You get a nice little compass, an overworld map,
    an area map, and area/threat indicators to let you know when you're
    getting close. It's a FAQ writer's dream! If I tell you to head east
    from Megaton, you know exactly what to do. When being specific, I'll
    include landmarks, as needed.
    
    Bobbleheads							{INT005}
    o======================================================================o
    I will record when a Bobblehead is discovered during the walkthrough
    by listing it under the heading ***BOBBLEHEAD***. This should ensure
    that by simply following along with the FAQ and paying attention you'll
    find each one as we explore. Keep in mind, however, that if you want to
    make a perfect character you'll have to leave the attribute Bobbleheads
    alone until AFTER you acquire the 'Almost Perfect' perk.
    
    Books								{INT006}
    o======================================================================o
    Like with bobbleheads, I'll record when we find skill books in the
    walkthrough under the heading ***BOOKS***.
    
    Items								{INT007}
    o======================================================================o
    Unlike many of my other guides, you will not see the ***ITEMS***
    heading anywhere in this guide... that's not what this entry is about,
    however. Here I just want to point out that during the walkthrough I
    will NOT be including every random piece of junk you can pick up in the
    game. There's just too much to bother with, and it would be a waste of
    my time to write, and your time to read. I will, however, point out
    the locations of particularly rare or valuable items as we come across
    them in the walkthrough. So... to recap, I will not point out every
    Box of Detergent, Bent Tin Can, Bonesaw, or other bogus baggage.
    
    Keller Family Transcripts					{INT008}
    o======================================================================o
    Although they might not have the same signifigance as books and 
    bobbleheads, since they are rare items that help you get access to some
    loot, I'll record when we find a Keller Family Transcript under the
    heading ***KELLER FAMILY TRANSCRIPTS***. Make sure to collect all five!
    Or at least #2 through #5.
    
    Quests								{INT009}
    o======================================================================o
    In this section I'll list updates to your quests, mostly focusing on
    when you activate individual quests. They will be found under the
    heading ***QUEST***. Note that this section will not include sidequests.
    If it doesn't appear in big green (or whatever custom color you've
    chosen) letters when it happens, I won't bother recording it in this
    section.
    
    Schematics							{INT010}
    o======================================================================o
    Like with books, I'll record when we find schematics in the walkthrough
    under the heading ***SCHEMATICS***. I will include ones we find from
    vendors, but schematics are spread around the game quite well... one
    even requires a random encounter to trigger, so alas, if you want them
    in a timely manner, or if you want to ensure you get all of them, you'll
    have to do it on your own.
    
    Sheet Music Books						{INT011}
    o======================================================================o
    Throughout the game you'll find several Sheet Music Books, which can be
    turned into Agatha for additional rewards. These are rare, but when they
    can be found in an area you'll be notified via the presence of the
    ***SHEET MUSIC BOOK*** heading.
    
    Super Mutant Behemoths						{INT012}
    o======================================================================o
    With the expansions and the rise of Albino Radscorpions, Feral Ghoul 
    Reavers, and Super Mutant Overlords, the Super Mutant Behemoth isn't as
    imposing as it used to be. Why should it be, when there are several 
    monsters that appear randomly that are just as strong as it? I still
    include them under their own heading when we encounter one. Everybody
    likes achievements, after all. Find them under the ***BEHEMOTH*** 
    heading.
    
    Random Loot							{INT013}
    o======================================================================o
    Many containers and enemies will drop you random loot, which may vary
    from what I have listed. This is why I typically tell you to 'loot the
    first aid box' rather than tell you to 'grab the two Stimpaks and the
    Purified Water from the first aid box'. Of course, sometimes I'll
    mention getting 'some chems and caps' from some stash. Just remember
    that the minor loot you obtain from containers may vary, so take what I
    say in those instances with a grain of salt-like in most of my guides,
    listing loot more serves to give you an example of what you might get,
    rather than what you will get. Still, most items I'll direct you to are
    fixed, so you don't need to worry about it too much.
    
    o======================================================================o
    |								       |
    |		S.P.E.C.I.A.L Attributes {SPC001}		       |
    |								       |
    o======================================================================o
    Your seven attributes are cleverly formed into the anagram 'SPECIAL',
    which stands for Strength, Perception, Endurance, Charisma, 
    Intelligence, Agility, Luck.
    
    Attributes do a number of things for you-depending on what the actual
    attribute is, but they all give a 2 point bonus to their related skills
    for each point in that attribute. For example, if your Strength was 5
    your base Melee Weapons skill would get a 10 point bonus. Luck is the
    exception, which gives a 1 point bonus for each two points in Luck to
    all your skills. This also means that when determining your skill
    points, each skill starts out with at least a +2 bonus (for your
    minimum of 1 in each attribute.) But.. more on that later.
    
    You can get a Vault-Tec limited edition bobblehead that adds a +1 bonus
    for each of your attributes. You should plan on getting these (or at
    least the more important ones) and adjust your character's attributes
    appropriately. Remember, if you're planning on getting the 'Almost
     
    Perfect' perk, don't pick up any attribute bobbles until you have that
    perk... or unless you already have a score of nine in that attribute,
    as the 'Almost Perfect' perk will not decrease an attribute score.
    Go to the 'Perks' section of the guide to find out more.
    
    In the original Fallout 3, your attribute placement was vital, as you
    only had so many. In Broken Steel, the introduction of the level 30
    perk 'Almost Perfect' enables you to boost all your attributes up to 9,
    10 with the Bobblehead. This makes attributes somewhat moot, as all
    you have to do is get to level 30 to max yourself out. Appropriately
    the focus of this guide has changed. No longer are the attributes
    rated on which are the 'best' but now attribute allocation has more
    to do with getting the perks you want when you want them, and which
    attributes are more useful in getting you to level 30, since they are
    all rather moot after you get there.
    
    Strength 							{SPC002}
    o======================================================================o
    Skills: Melee Weapons
    
    Strength is a measure of your raw physical power. It affects how much
    you can carry, and determines the effectiveness of all melee attacks.
    
    Strength determines the damage you do with melee attacks.. a whopping
    half a point of damage for each point of strength. Yes, 10 points of 
    Strength gets you the same damage as the Iron Fist perk, wow! As far as 
    the skill point bonuses go, Strength is the weakest attribute, factoring 
    into only one skill. Five is good enough to get me Strong Back, and
    that's all I'll give it.
    
    	o========o============o=================o======o
    	|Strength|Melee Damage|Carrying Capacity|Skills|
    	o========o============o=================o======o
    	|   1    |      .5    |       160       |  +2  |
    	|   2    |     1.0    |       170       |  +4  |
    	|   3    |     1.5    |       180       |  +6  |
    	|   4    |     2.0    |       190       |  +8  |
    	|   5    |     2.5    |       200       | +10  |
    	|   6    |     3.0    |       210       | +12  |
    	|   7    |     3.5    |       220       | +14  |
    	|   8	 |     4.0    |       230       | +16  |
    	|   9    |     4.5    |       240       | +18  |
    	|  10	 |     5.0    |       250       | +20  |
    	o========o============o========================o
    
    You can further increase your Strength by completing the quest 'Those!'
    and recieving the injection from Doctor Lesko.
    
    Grade: **
    
    Perception							{SPC003}
    o======================================================================o
    Skills: Explosives, Lockpick, and Energy Weapons
    
    A high Perception grants a bonus to the Explosives, Lockpick and Energy
    Weapons skills, and determines when red compass markings appear (which
    indicate threats).
    
    Perception's big draw is that it increases the distance as which you
    notice threats-red marks on your compass. Granted this is only useful
    for avoiding said threats, or ambushing/sneaking up on them. Still, if
    you are a ranged fighter, this is useful for letting you know where your
    enemies are before you engage. If tactical advantages don't mean 
    anything to you, obviously Perception shouldn't be high on your list.
    Even without the threat markers (which I am personally fairly fond of)
    Perception gives a bonus to three skills... which makes it fairly useful
    by that simple virtue alone. Many good perks require a Perception score
    of six, so that's where I start.
    
    			o==========o======o
    			|Perception|Skills|
    			o==========o======o
    			|    1     |  +2  |
    			|    2     |  +4  |
    			|    3     |  +6  |
    			|    4     |  +8  |
    			|    5     | +10  |
    			|    6     | +12  |
    			|    7     | +14  |
    			|    8     | +16  |
    			|    9     | +18  |
    			|   10     | +20  |
    			o==========o======o
    
    You can further increase your Perception by completing the quest 
    'Those!' and recieving the injection from Doctor Lesko.
    
    Grade: ***
    
    Endurance 							{SPC004}
    o======================================================================o
    Skills: Big Guns and Unarmed
    
    Endurance is a measure of your overall physical fitness. A high 
    Endurance gives bonuses to health, environmental resistances, and the
    Big Guns and Unarmed skills.
    
    Every point of Endurance gives you 20 health, a fairly significant
    amount considering you gain 10 points per level (excluding the first)
    added on to a base of 100. This bonus is retroactive-should you gain
    more Endurance later, you'll find yourself burdened with an extra 20
    health. By 'environmental resistances' they mean Radiation Resistance.
    You'll gain a 2% bonus for every point above 1, again retroactive. This
    is a fairly good attribute, and it gives bonuses to two skills, even
    though Big Guns kind of sucks. Since all the bonuses are retroactive,
    there's no call to put more points into it when you begin than you
    absolutely need. I choose to start out with six.
    
    o=========o=========o=================o====================o======o
    |Endurance|Hitpoints|Poison Resistance|Radiation Resistance|Skills|
    o=========o=========o=================o====================o======o
    |    1    |  120    |        0%       |         0%         |  +2  |
    |    2    |  140    |        5%       |	        2%         |  +4  |
    |    3    |  160    |       10%       |         4%         |  +6  |
    |    4    |  180    |       15%       |         6%         |  +8  |
    |    5    |  200    |       20%       |         8%         | +10  |
    |    6    |  220    |       25%       |        10%         | +12  |
    |    7    |  240    |       30%       |        12%         | +14  |
    |    8    |  260    |       35%       |        14%         | +16  |
    |    9    |  280    |       40%       |        16%         | +18  |
    |   10    |  300    |       45%       |        18%         | +20  |
    o=========o=========o=================o====================o======o
    
    Grade: ****
    
    Charisma 							{SPC005}
    o======================================================================o
    Skills: Barter and Speech
    
    Having a high Charisma will improve people's disposition of you, and
    give bonuses to both the Barter and Speech skills.
    
    You won't need one point of Charisma to make it through the game, and
    it's just as much of a dump stat in the expansions as it was in the
    original. The only thing that's changed is now if you reach level 30,
    you can enjoy all the perks of having a high Charisma, without having
    to suffer to get it. Start out with one point.
    
    			o========o======o
    			|Charisma|Skills|
    			o========o======o
    			|    1   |  +2  |
    			|    2   |  +4  |
    			|    3   |  +6  |
    			|    4   |  +8  |
    			|    5   | +10  |
    			|    6   | +12  |
    			|    7   | +14  |
    			|    8   | +16  |
    			|    9   | +18  |
    			|   10   | +20  |
    			o========o======o
    
    Grade: *
    
    Intelligence 							{SPC006}
    o======================================================================o
    Skills: Science, Repair, and Medicine
    
    Intelligence affects the Science, Repair and Medicine skills. The
    higher your Intelligence, the more Skill Points you'll be able to
    distribute when you level up.
    
    Intelligence gives bonuses to three skills, and for every point of
    intelligence you have, you'll get one extra skill point to distribute
    per level. This skill used to be one of the focal points of my build
    in the original... in the expansion, things have changed. On one hand,
    you have half again as many levels, so you don't really NEED a super
    high intelligence to max all your skills out at 100. On the other hand,
    it's the only skill that isn't retroactive... In other words, it's
    the only one that will suffer if you don't have it high early. What it
    comes down to is simple: at level 30, Intelligence is useless. All
    the levels leading up to it are important. Ultimately, it's only
    important in getting you to 100 in all your skills. In the end, I still
    go with 9, as there really just isn't much else worth getting. This way,
    I can get the required skill levels for the perks I want and not even
    have to worry about the Educated perk. Keep in mind that you CAN get the
    bobblehead for Intelligence (or any other attribute) if you start out
    with a base of 9. The 'Almost Perfect' perk will not drop you down to 9 
    if you already have a 10.
    
    		o============o=====================o======o
    		|Intelligence|Skill Point per Level|Skills|
    		o============o=====================o======o
    		|   1        |         11          |  +2  |
    		|   2        |         12          |  +4  |
    		|   3        |         13          |  +6  |
    		|   4        |         14          |  +8  |
    		|   5        |         15          | +10  |
    		|   6        |         16          | +12  |
    		|   7        |         17          | +14  |
    		|   8  	     |         18          | +16  |
    		|   9        |         19          | +18  |
    		|  10	     |         20          | +20  |
    		o============o=====================o======o
    
    Grade: ***
    
    Agility 							{SPC007}
    o======================================================================o
    Skills: Small Guns and Sneak
    
    Agility affects your Small Guns and Sneak skills, and the number of
    Action Points available for V.A.T.S.
    
    Small Guns and Sneak are both magnificent skills, and I live and die by
    V.A.T.S. in this game. You get a measly two points for each point in
    Agility plus a base of.. 65? Still, weapons just aren't accurate at a
    range, and ammo is a commodity, so V.A.T.S. is good times. Besides, you
    are almost invulnerable while in V.A.T.S. so it's something worth
    abusing. Even though most of the perks I really want require only six,
    by the time Nerves of Steel becomes availiable, I'm scraping the bottom
    of the perk barrel. I get up to seven just so I can have that perk.
    Plus, it'll help to have a good Agility early on.
    
    		o=======o=============o======o
    		|Agility|Action Points|Skills|
    		o=======o=============o======o
    		|   1   |      67     |  +2  |
    		|   2   |      69     |  +4  |
    		|   3   |      71     |  +6  |
    		|   4   |      73     |  +8  |
    		|   5   |      75     | +10  |
    		|   6   |      77     | +12  |
    		|   7   |      79     | +14  |
    		|   8	|      81     | +16  |
    		|   9   |      83     | +18  |
    		|  10	|      85     | +20  |
    		o=======o=============o======o
    
    Grade: ****
    
    Luck 								{SPC008}
    o======================================================================o
    Skills: All skills
    
    Raising your Luck will raise all of your skills a little. Having a high
    Luck will also improve your critical chance with all weapons.
    
    Luck is a fantastic attribute. Every point gives you a 1% critical hit
    rate. A critical hit on an enemy's head in V.A.T.S. with a combat
    shotgun is a GOOD thing. With 10 points of Luck, Finesse, and the
    best modifier from the Wasteland Survival Guide, you can get an 18%
    critical rate. That's good times. As if that's not good enough, Luck
    gives a bonus to all your skills, one point for every odd attribute 
    point in Luck (1,3,5,7,9). That's a total of 13 skill points for every
    other attribute point. At 6.5 per point, that's a better skill bonus
    than any other attribute. I start out with six.
    
    		o====o===============o======o
    		|Luck|Critical Chance|Skills|
    		o====o===============o======o
    		|  1 | 	     1%      |  +1  |
    		|  2 |       2%      |  +1  |
    		|  3 |       3%      |  +2  |
    		|  4 |       4%      |  +2  |
    		|  5 |       5%      |  +3  |
    		|  6 |       6%      |  +3  |
    		|  7 |       7%      |  +4  |
    		|  8 |       8%      |  +4  |
    		|  9 |       9%      |  +5  |
    		| 10 |	     10%     |  +5  |
    		o====o===============o======o
    
    Grade: *****
    
    You can further increase your Luck by possessing the Lucky 8 Ball. Like
    a bobblehead, this item just sits in your inventory and makes your life
    easier.
    
    My Personal Build, Attributes 					{SPC009}
    o======================================================================o
    I count on getting all the Bobbleheads (which is much easier than
    finding all the books) and the Lucky 8 Ball. Also, I plan on getting
    the 'Ant Sight' perk. I play by using Stealth to sneak up on my enemies, 
    typically with Small Guns. Sneak Criticals are good times, and my 
    V.A.T.S. ensures I win my fights.
    
    These following attributes will be enough to get me all the perks I
    want up until level 30. At which time I will get 'Almost Perfect' to
    bring my attributes up to nine. Note that this build will not come into 
    its own until you hit level 30... at which point you can go around 
    collecting Bobbleheads and become a phenom. It's more than enough to 
    survive the game though, and with some ease, until you hit level 30.
    
    		o=======================o=======o
    		|  Suggested Starting  	| Score	|
    		|      Attributes	|	|
    		o=======================o=======o
    		|Strength		|   5	|
    		|Perception		|   6	|
    		|Endurance		|   6	|
    		|Charisma		|   1	|
    		|Intelligence		|   9	|
    		|Agility		|   7	|
    		|Luck			|   6	|
    		o=======================o=======o
    
    o======================================================================o
    |								       |
    |			Statistics {STA001}			       |
    |								       |
    o======================================================================o
    You could really look a lot of this up in the manual, but that's too
    much for some folk.. I'll just assume you're looking it up here for my
    expert opinions. Yeah..
    
    CND 								{STA002}
    o======================================================================o
    Like the manual says, this screen has an outline of your poor little
    Pip Boy. The healthier he is, the happier he'll look! Also, you can
    see the condition of all your body parts. This feature seems a little
    tacked on, and most of the time you'll only take serious bodily harm
    from explosions, traps, or Robobrains. Getting crippled is a bad thing,
    obviously, and the effects range from occassionally losing focus and
    becoming temporarily blind to hobbling around at half speed. Using
    stimpaks on the injured member or sleeping in a bed will fix you up.
    
    RAD 								{STA003}
    o======================================================================o
    This screen shows your current level of radiation exposure via the
    bar across the bottom. Your radiation level ranges from 0 rads to
    1000 rads, with significant negative effects occuring every 200 rads,
    as follows: 
    
    200 rads: -1 EN
    400 rads: -2 EN, -1 AG
    600 rads: -3 EN, -2 AG, -1 ST
    800 rads: -3 EN, -2 AG, -2 ST
    1000 rads: Death!
    
    You won't lose maximum HP while suffering from radiation poisoning, so
    the endurance loss isn't too bad. However, losing agility and strength
    kinda sucks. Fix yourself up with some radaway or prevent radiation
    poisoning by using rad-x. Just don't become addicted!
    
    As a side note, does anybody remember those old Terminator games made
    by Bethesda? Really, Skynet was the more popular one, but they were
    first person shooters made about a decade ago. Post-apocalyptic fps
    game, and I swear the geiger counter sound effect was exactly the same.
    I might be the only person who heard about Bethesda doing a Fallout
    sequel and not thinking it was completely out of place.. but then again,
    I was also one of the few people who played the original Fallout games
    who didn't bristle when they said Fallout 3 would be "Oblivion with
    guns." Ah well.. Tangents, sorry.
    
    EFF 								{STA004}
    o======================================================================o
    If you're suffering from radiation poisoning, or if you are in some
    other way buffed or impared, that'll show up here. This just lists the
    various status effects affecting you.
    
    LVL 								{STA005}
    o======================================================================o
    This is, of course, your level. You start out level 1, and reach level
    2 immediately upon exiting the vault. As of now you can reach a
    lamely low maximum level of 30. Each time you level up you'll recieve
    10 HP, a perk, and 10 skill points + intelligence.
    
    HP 								{STA006}
    o======================================================================o
    Hit Points, of course. When you run out of these, you die. Hit points
    are good, and since endurance is one of the best ways to get more of
    them, endurance is pretty good too. You start out with a base of 100
    and recieve 10 every level (sans the first). You also gain 20 more per
    point of endurance and possibly 30 from the Life Giver perk. That's a
    maximum of 620 hit points.
    
    AP 								{STA007}
    o======================================================================o
    Action points are all important for my play style. The more action
    points you have, the more shots you can take in V.A.T.S., which is
    much more accurate, damaging, and during which, you're invincible. If
    you're too elite of an FPS shooter for V.A.T.S., just give yourself an
    agility of 1 and have fun. For the rest of us, V.A.T.S. is win. You
    start out with 65 and gain two points for every point of agility. With
    the Action Boy/Girl perk, you can top out at 110 (which I always do).
    There's an arguement that AP becomes redundant if you get the Grim 
    Reaper's Sprint perk, but in its defense, the more AP you have, the 
    more shots you can take, the better your chance of killing and enemy 
    and replenishing your AP. It's good stuff people, trust me. I even
    get Nerves of Steel, since it makes V.A.T.S. that much more accessible.
    And really, there's not a stellar selection of great perks left at
    level 26.
    
    XP 								{STA008}
    o======================================================================o
    Your experience points rates your progress towards the next level. You
    recieve anywhere from 1 to 50 experience (in normal difficulty) for 
    killing an enemy, and you get a comparably whopping amount for 
    completing the games' quests. I'll go ahead and say it here.. there are 
    plenty of chances to gain XP in this game. Killing enemies, completing 
    quests, giving certain items (scrap metal, sensor modules, sugar bombs 
    and the like) to certain NPCs, picking locks, disabling/disarming mines, 
    hacking computers.. Point is, you NEVER need perks that increase your 
    XP.. even if you might be forced into picking one at level three for 
    lack of options..
    
    o======================================================================o
    |								       |
    |			    Skills {SKL001}			       |
    |								       |
    o======================================================================o
    Skills determine how good you are at various activities, anything from
    picking locks, hacking computers, attacking with various weapons,
    sneaking, interacting with NPCs and so forth. Your skills are every bit
    as important as your S.P.E.C.I.A.L. attributes and your perks, with
    one exception.. it's entirely possible to create a character with a
    score of 100 in every skill.
    
    Base 								{SKL002}
    o======================================================================o
    You start out with two points in each skill, and get an additional two
    points per S.P.E.C.I.A.L. attribute in related skills with the
    exception of Luck, which gives .5 point for each point of Luck
    (rounded up).
    
    Tag! 								{SKL003}
    o======================================================================o
    You select three skills to tag during the G.O.A.T. test. Unlike the
    first two Fallout games, this doesn't double your rate of skill point
    increase, it merely adds a 15 point bonus to those skills.
    
    Leveling 							{SKL004}
    o======================================================================o
    You gain 10 skill points per level plus your Intelligence score.
    Getting the bobblehead from Rivet City early earns you extra skill
    points.
    
    Bobbleheads 							{SKL005}
    o======================================================================o
    There is a bobblehead in the game for each skill, each of which
    increases your skill by 10 points. Free and easy skill points, you
    shouldn't raise any skill above 90 until you have the bobblehead for
    that skill, or you're wasting points.
    
    Books 								{SKL006}
    o======================================================================o
    In addition to perks, leveling, intelligence, and bobbleheads, you can
    get skill bonuses from books throughout the game. These books each give
    you a one point bonus to a specific skill, depending on the book. This
    cannot increase your skill level above 100. In the game there are
    twenty-five of each skill book (except for 'Tales of a Junktown Jerky
    Vendor, of which there are only twenty-three.) With the Comprehension
    perk, each book adds two points instead of one, so you should save all
    the skill books you find until you get Comprehension. Note that 
    depending on where you choose to live, you may not be able to get all
    25 of the books in the game. Different themes offer different books in
    Tenpenny Tower than in Megaton. Also, the 'Lawbringer' and 'Contract 
    Killer' perks each allow you to obtain a book you normally couldn't
    get, a Guns & Bullets and Lying, Congressional Style, respectively. On 
    any given playthrough you will miss out on two to four books, depending 
    on how you play. Adjust your build accordingly.
    
    Min/Maxing 							{SKL007}
    o======================================================================o
    If you want to ensure you'll max out all skills at 100, get every skill
    to at least 40 points. You'll get ten more from the bobbleheads, and
    you can get 50 more points from the skill books if you have
    Comprehension. For Barter, you'll need a minimum of 44 since there are
    only 23 books (Speech gets a 10 point boost from Yew's Bear Charm.) 
    Keep in mind that some perks require skills to be at certain levels, 
    like Cyborg. You might want to boost such skills to the minimum level-
    and really strive to get your hands on the bobbleheads you'll need 
    early on. This approach is even more power-gamey than I like to play, 
    but it's an option. I don't think it's really all that valid now that 
    you have an extra 10 levels and you might as well start out with a high 
    Intelligence.. but.. hey, it's out there. If you want to find ALL the 
    skill books, you don't even need Comprehension.
    
    Breakdown of Skill Points 					{SKL008}
    o======================================================================o
    There are 13 skills in the game, each of which can be raised to a score
    of 100, for a grand total of 1300 possible skill points in the game..
    You will get skill points equal to (10 + your Intelligence score) for
    each level you gain. For my build that's 19 at level 2, and 20 for the 
    rest, since I'll make a priority getting the bobblehead from Rivet City. 
    From leveling alone, I will get a total of 579 skill points. Add that
    to the base two in each skill for an extra 26 skill points, or 605 
    total.
    
    Add that to the three tagged skills for a total of 650. You will also
    hit a total of 10 in each attribute, adding 20 points to each skill.
    Luck will add an additional 5 points to all my skills for a total boost
    from attributes of 25 points. (25 x 13 = 325) Just from leveling up,
    getting the Almost Perfect perk, and all the attribute bobbleheads, my
    skill point total is at 975 out of the possible 1,300. 
    
    Now take into account the skill bobbleheads, each of which add 10 to
    their skill. That's 130 more points, bringing me up to 1,105 points.
    From books, I need to find only 195 points worth of books. With
    Comprehension, that's a measly 98 books out of 323, which is cake.
    But we're not done yet. Yew's Bear Charm gives you 10 points to
    Speech, and I will also get the Cyborg perk (+10 to Energy Weapons)
    and the Silent Running perk (+10 to Sneak.) So that's actually only
    165 points to go, which requires me to find only 83 books.
    
    Breakdown					Points
    Base		2 per skill, 13 skills		26
    Attributes	20 per skill, 13 skills		260
    Luck		5 per skill, 13 skills		65	
    Tag! Skills	15 per skill, 3 skills		45
    Level 2		10 + Intelligence (9)		19
    Levels 3-30	10 + Intelligence (10)		560
    Bobbleheads	10 per skill, 13 skills		130
    Perks		10 to 2 skills			20
    Yew's Charm	10 to Speech			10
    
    Total						1,135
    				(87.3~ points per skill at level 30)
    
    Needed						1,300
    
    Left for Books					165
    Comprehension	1 book = 2 points		82.5 (83 books)
    
    Remember, you can get an infinite number of skill books for the Big Guns
    skill, so never put any points into that skill. Also, that makes the
    book total considerably lower than what is stated... If you plan on
    getting all of your Big Guns from books, you'll have something more like
    this...
    
    Breakdown					Points
    Base		2 per skill, 12 skills		24
    Attributes	20 per skill, 12 skills		240
    Luck		5 per skill, 12 skills		60
    Tag! Skills	15 per skill, 3 skills		45
    Level 2		10 + Intelligence (9)		19
    Levels 3-30	10 + Ingelligence (10)		560
    Bobbleheads	10 per skill, 12 skills		120
    Perks		10 to 20 skills			20
    Yew's Charm	10 to Speech			10
    
    Total						1098 
    				(91.5 points per skill at level 30)
    
    Needed						1200
    
    Left for Books					102
    Comprehension	1 book = 2 points		51 (51 books)
    		
    This is the ultra power-gamey version of the above build. Since Big
    Guns is a non-issue with this method, I simply ignore that skill 
    entirely. Just be sure to return to the Bethesda Ruins once every
    coulpe of game days to get yourself another copy, and before you know
    it you'll have a high Big Guns score.
    
    The skills 							{SKL009}
    o======================================================================o
    Below I have listed and explained the skills. It seems more redundant
    than explaining S.P.E.C.I.A.L. attributes or perks, since you can
    easily max all of the skills, but this might help you choose which
    skill to tag and boost.
    
    Barter 								{SKL010}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Charisma
    Book: Tales of a Junktown Jerky Vendor
    
    The Barter skill affects the prices you get for buying and selling
    items. In general, the higher your Barter skill, the lower your prices
    on purchased items.
    
    Like it is said in the manual, you gain an advantage on trade prices,
    which is fairly important. The more money you get for your loot, the
    more ammo you can buy. The more ammo you have, the easier your life
    will be. Being able to get your hands on more ammo, armor, and meds
    will make the game easier, obviously. There is, however, plenty of
    loot in the game, so while this skill helps, it's not a skill you
    should lose sleep over.
    
    Grade: ****
    
    Big Guns 							{SKL011}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Endurance
    Book: U.S. Army: 30 Handy Flamethrower Recipes
    
    The Big Guns skill determines your combat effectivness with all
    oversized weapons such as the Fat Man, Missile Launcher, Minigun, and
    Gatling Laser.
    
    The more points you have in Big Guns, the more damage they'll do, and
    the better your accuracy in V.A.T.S. They already do a ton of damage,
    but that just means they'll get that much better by focusing on Big
    Guns. Of course, this is a fairly specialized niche of weapons that
    have rather limited use and even more limited ammo. Granted, you'll
    find more 5mm rounds than you can shake a stick at, but you'll also
    burn through it like nothing else. I've managed to play through the
    game without using a single Big Gun. In fact, the only situation in
    which I found myself wanting one was against Super Mutant Behemoths,
    and there are very few of them in the game. Big Guns tend to be
    rather inefficient in V.A.T.S., as they take a lot of Action Points
    to fire, and interrupt the flow of firing manually, since many have
    a revving up time. They are also inaccurate at range, making them only
    really useful in situations where you have enemies at short to middle
    range with little cover. I don't know.. They seem to work better for 
    the computer than they do for me.
    
    Do not spend any points into Big Guns, EVER. In the Bethesda Ruins -
    Bethesda Offices East there is a raider with a flamer that drops a
    skill book for Big Guns. He will respawn, allowing you to get multiple 
    copies of the book from him.
    
    Grade: **
    
    Energy Weapons 							{SKL012}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Perception
    Book: Nikola Tesla and You
    
    The Energy Weapons skill determines your effectiveness with weapons
    such as the Laser Pistol, Laser Rifle, Plasma Rifle, and Plasma Pistol.
    
    Energy Weapons... well, they've got pros and cons. As a general rule,
    in the main game, they aren't very good. They're rare, they cost tons
    of caps to maintain (and since they're rare, you won't be repairing
    them with other Energy Weapons until near the end of the game) and
    worst of all, their out-damaged by Small Guns. For example, the Plasma
    Rifle can deal up to 58 damage and is worth 1799 caps at max condition
    (a useful metric for repair costs). By comparision, the Combat Shotgun
    deals up to 68 damage and is worth a mere 200 caps at max condition.
    If you have vanilla Fallout 3, Energy Weapons are just not worth
    bothering with. In the expansions, however (especially Mothership Zeta)
    they get more interesting... mainly because of the fact that you can
    get much more ammo for weapons like the Alien Blaster, and a few
    unique Energy Weapons, such as the stand-out MPLX Novasurge. Still,
    they measure up poorly against Small Guns, so if anything Energy
    Weapons are a late-game conceit, if you have a few skill points to
    throw into it.
    
    Grade: ***
    
    Explosives 							{SKL013}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Perception
    Book: Duck and Cover!
    
    The Explosives skill determines the power of any set mines, the ease of
    disarming any hostile mines, and the effectiveness of any thrown
    grenade.
    
    Explosives aren't very useful. They do good damage, but they come in
    extremely limited quantities. They're annoying to aim, and they take 
    too long to detonate. I know, I know, "aim better!" Most situations in 
    which one could be used I found it easier to simply use a gun, or a 
    missile. Some people suggest using Frag Mines against Mirelurks, but I 
    found it simpler to just go downhill from them and put an end to them 
    with a shotgun. And about the 'ease of disarming hostile mines', they
    mean mines will take longer to detonate after they become live. It's not
    a big deal, however, except with the quest 'The Power of the Atom.' Even
    then, your skill doesn't have to be very high. Seriously, 25 in 
    Explosives to disarm a tentative and malfunctioning nuclear device? It 
    also allows you to disarm explosive traps, such as the baby carriage 
    and grenade bouquet. Not essential, but not bad.
    
    Grade: **
    
    Lockpick 							{SKL014}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Perception
    Book: Tumblers Today
    
    The Lockpick skill is used to open locked doors and containers.
    
    Every 25 points in this skill allows you to pick a more difficult lock.
    It also increases your chance to force locks (wee...) There are
    plenty of locks in the game, so this skill becomes useful simply
    because of how often you'll need to use it. It is one of the few skills
    you should level up quickly (the faster you get it up in ranks, the
    sooner you'll be able to pick more difficult locks.) It's a good
    candidate for a Tag! skill.
    
    		o==============o===============o
    		|Lockpick SKill|Lock Difficulty|
    		o==============o===============o
    		|       0      |   Very Easy   |
    		|      25      |      Easy     |
    		|      50      |     Average   |
    		|      75      |      Hard     |
    		|     100      |   Very Hard   |
    		o==============o===============o
    
    Grade: *****
    
    Medicine 							{SKL015}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Intelligence
    Book: D.C. Journal of Internal Medicine
    
    The Medicine skill determines how many Hit Points you'll replenish upon
    using a Stimpak, and the effectiveness of Rad-X and RadAway.
    
    More potent Stimpaks, Rad-X, and RadAway? Not bad. I don't tend to use
    them often, but when I need them, they come in handy. I wouldn't fret
    about this skill, but the higher it gets, the more potent your meds
    will be, and everybody can be happy with that.
    
    Grade: ***
    
    Melee Weapons 							{SKL016} 
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Strength
    Book: Grognak the Barbarian
    
    The Melee Weapons skill determines your effectiveness with any melee
    weapon, from the simple lead pipe all the way up to the high-tech
    Super Sledge.
    
    I'm not sure what's 'high-tech' about a Super Sledge, but it sure does
    pack a whallop. Melee weapons are inferior to Small Guns in damage and
    range, but they do have one great perk-they require no ammo. That
    makes life easier in the early going. And there are tons of them in
    the game. Super Mutants and Raiders will carry them liberally, so
    you should never be hurting for melee weapons. That said, you can
    mow down enemies with melee weapons before they ever get close to you,
    and it shouldn't be a surprise that the bad guys can return the favor.
    There's no point in rushing a Super Mutant with a missile launcher.
    Of course, since skill points are so plentiful in this game there's no
    reason you should focus solely on melee weapons. They have their place,
    but that place is mostly for early on, when ammo is scarce(ish). You'd
    think that would make this skill worthy of an endorsement for early 
    leveling, but frankly, the sooner you get your Small Guns up, the 
    sooner you'll get to ditch Melee Weapons entirely. Despite the fact that
    you'll need to invest several Perks into it, Paralyzing Palm makes
    Unarmed the much better melee combat skill. Sorry Melee Weapons, you
    really just can't compete.
    
    Grade: **
    
    Repair 								{SKL017}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Intelligence
    Book: Dean's Electronics
    
    The Repair skill allows you to maintain any weapons and apparel. In
    addition, the higher your Repair skill, the better the starting
    condition of any custom-made weapons.
    
    This skill is surprisingly good. The better a weapons' condition, the
    more damage it does, irregardless of what weapon type it is. This skill
    allows you to do more damage with ALL weapons. Not only that, it keeps
    armor in tip top shape as well, improving its damage reduction. Another
    benefit of Repair is the higher your Repair skill, the more low quality
    weapons you can combine to make higher quality weapons. This frees up
    inventory space, and generally makes looting easier. Why tug around
    several crappy suits of Raider armor when you can carry around one good
    suit? Definately a tag-worthy skill.
    
    Grade: *****
    
    Science 							{SKL018}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Intelligence
    Book: Big Book of Science
    
    The Science skill represents your combined scientific knowledge, and
    is primarily used to hack restricted computer terminals.
    
    Just like Lockpicking, but for computers! Granted, hacking is less
    useful in many ways. A great deal of computers unlock safes, and
    many others just disable turrets. Still, it's experience, and there
    are plenty of situations in which it is useful. Some of which are
    even exclusive to Science. Keep in mind you also need it for the
    excellent Cyborg perk. It's a consideration for a tag skill, although
    I'd consider Lockpick more useful early on.
    
    		o=============o===============o
    		|Science SKill|Hack Difficulty|
    		o=============o===============o
    		|       0     |   Very Easy   |
    		|      25     |      Easy     |
    		|      50     |     Average   |
    		|      75     |      Hard     |
    		|     100     |   Very Hard   |
    		o=============o===============o
    
    Grade: *****
    
    Small Guns 							{SKL019}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Agility
    Book: Guns and Bullets
    
    Small Guns determines your effectiveness with all conventional
    projectile weapons, such as the 10mm pistol, BB Gun, and Combat
    Shotgun.
    
    Small Guns are plentiful and powerful, useful in close range 
    (shotguns), medium range (assault rifles), and long range (sniper 
    rifles). They comprise a variety of ammo including BBs, 10mm rounds,
    .32 calibur rounds, .44 rounds, 5.56mm rounds, .308 rounds, and of
    course, shotgun shells. This is a huge variety of weaponry to fall
    under one skill. In fact, you don't even need another weapon skill
    other than Small Guns. It's not just the most varied, and composed of
    the greatest library of ammunition (by far), but possibly the most
    powerful. In particular the 10mm Submachine Gun, the Chinese
    Assault Rifle, and the Combat Shotgun are all extremely powerful,
    especially in V.A.T.S. The fact that the Combat Shotgun has such a
    large clip size (12 rounds) and deals as much damage as it does makes
    it overwhelming. This is the most versatile weapon skill in Fallout 3,
    and regardless of what else you want to fight with, you should make
    sure you've got Small Guns covered. Certainly worth considering for a
    Tag! skill.
    
    Grade: *****
    
    Sneak 								{SKL020}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Agility
    Book: Chinese Army: Special Ops Training Manual
    
    The higher your Sneak skill, the easier it is to remain undetected,
    steal and item, or pick someone's pocket. Successfully attack while
    undetected grants an automatic critical hit.
    
    Sneaking allows you to pick your fights, and with a high Perception,
    it allows you to situate yourself in a position that makes surviving
    a fire fight easier. Picking off that Super Mutant with the missile
    launcher will make your life easier, as will avoiding that group of
    Talon Company Mercenaries. Also, stealing stuff is great. It's a fine
    way to get some better guns early on, or to just nab some stuff to
    sell. Karma smarma. Good guys need money too. And automatic critical
    hits? Critical hits are devastating in Fallout 3, and a critical
    sneak attack headshot will just about end anything you'll come up with.
    Especially with a combat shotgun. In the face. Yeah... Oh, and the
    Better Criticals perk just makes the situation all the better. Of
    course, Sneak won't get you any experience, and it will only help so
    much if you can't fight your way out of a wet paper bag, so while it's
    extremely useful, it's worth focusing on after you get some other
    skills a little higher. Plus, like in Oblivion, Sneak seems to be an
    all or nothing skill. It's incredibly hard to sneak near enemies with
    a sneak below the 70's. If you're trying to just avoid fights in open
    terrain, you'll only need about 50, but for combat purposes, look
    higher. And dammit, don't forget to turn your Pip-Boy light off! Am I
    the only one who didn't notice your Pip-Boy had a light until the third
    play-through? Nah, I'm sure I'm not... Also, with a high Sneak score and
    Chinese Combat Armor, the game breaks in the same way Oblivion does-
    enemies simply cannot respond to your attacks. So long as you don't
    run into them, and you use Unarmed or Melee Weapons, that is.
    
    Grade: *****
    
    Speech 								{SKL021}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Charisma
    Book: Lying, Congressional Style
    
    The Speech skill governs how much you cna influence someone through
    dialogue, and gain access to information they might otherwise not want
    to share.
    
    Speech allows you to interact with characters better. Any time a
    Speech option comes up, you'll get a chance to radically alter the
    course of the conversation. Failure usually only deprives you of the
    benefit of suceeding-you rarely suffer penalties for trying. Success
    will convince NPCs to do things without a hassle, give you more money,
    or tell you about cool loot. If you have a high Charisma, you might not
    need this skill, although I've found very few instances where Charisma
    actually comes up at all. Also, you get experience for successfully
    using Speech, unlike with having a high Charisma. You typically only get
    one shot at making a Speech check for an NPC about a specific subject,
    so I'd suggest you save and reload. If you want to do quests off the
    bat, you should boost your Speech to get as much out of the quests as
    you can... a score of 50ish should minimize save/loading (although it's
    by no means going to eliminate it). If you level first, you can put
    Speech off a bit. Saving and reloading will allow you to succeed at any
    Speech check... eventually, a higher Speech skill just cuts down on the
    bother. It's good, but it can wait. Also, in Oasis a little girl named
    Yew will give you an item that permenantly increases your Speech by 10
    points, which is nice.
    
    Grade: ***
    
    Unarmed 							{SKL022}
    o======================================================================o
    S.P.E.C.I.A.L. Attribute: Endurance
    Book: Pugilism Illustrated
    
    The Unarmed skill is used for fighting without a weapon, or with the
    few weapons speciafically designed for hand-to-hand combat, like Brass
    Knuckles, or the Power Fist.
    
    I was a little rude to this skill in the previous version of the FAQ,
    but I will maintain my position... this skill is ass pre-expansion(s).
    Can it be good? Yes. Is wasting three perks on Iron Fist worth it in
    the end? No. Not compared to the V.A.T.S. enhancing skills you could buy
    with those perks. Now that you have 10 extra levels though... why not?
    Some of the unique power fists (like Fisto!) and the Deathclaw Gauntlet
    can do some downright wretched damage later on. I  mean, rivaling Combat
    Shotgun damage. And with Robotics Expert, machines you attack in melee
    won't know what to do! So, melee can be good-especially with Paralyzing
    Palm. In fact, Paralyzing Palm is the easiest way to deal with stronger
    enemies like Albino Radscorpions and Feral Ghoul Reavers, making this
    skill easily the second-best weapon choice in the game. Get Iron Fist
    early on, put on some knuckles or get a Power Fist, and you'll make your
    life very easy by doing some good damage  without fretting over ammo.
    Heck, in my latest playthrough, I didn't even start using Small Guns
    regularly until around level 15 or so... by then I had plenty of
    Combat Shotguns and almost 1000 rounds of ammunition.
    
    Grade: *****
    
    Skills I Tag! (and why) 					{SKL023}
    o======================================================================o
    I typically choose from the following skills to tag.
    
    Lockpick/Science
    ----------------
    They both unlock goodies, and they both will get you experience for
    using them. I choose Lockpick, since a lot of computers simply open
    locks, while no locks make computer redundant. Plus... you'll just
    find alot more locked objects (doors, safes, lockers... more doors
    that lead to lockers) than hackable computers.
    
    Small Guns/Repair/Sneak
    -----------------------
    Small Guns allows you to kill things easier, hence making your ammo go 
    further. Repair allows you to kill things easier, hence making your 
    ammo go further, and it allows you to combine gear, giving you more 
    potent, compact versions, which just makes life easier. Sneak allows 
    you to steal loot to sell or use, and can help you avoid tough 
    encounters early on-or allow you to get the drop on enemies... allowing 
    you to do more damage and make your ammo go further. These three skills 
    make your killing easier, which will in their own ways maximize your
    experience earning and money making. Pick which one (or two) you prefer
    the most. Keep in mind that Sneak early on won't allow you to Sneak past
    stronger foes, and it certainly won't let you steal with impunity.
    Sneak is kind of an all-or-nothing skill, and even then, only if you
    have Silent Running and avoid line of sight. Still, Sneak is a key
    skill, and getting a 15-point boost to it just means you'll be more
    competent, faster.
    
    Barter/Speech (honorable mention)
    ---------------------------------
    While both are good, you can do without at the beginning. If you don't
    plan on doing quests right off the bat, ignore Speech. Even if you do
    you can tough it out and save/reload until it works. With Barter, you
    can get money from one of the above skills. These two skills are good,
    but there are better early game skills.	
    
    I pick Lockpick, Repair, and Sneak.	
    
    Skill Point Allocation 						{SKL024}
    o======================================================================o
    I try to keep my skills somewhat equal as I level.. obviously paying
    favor to the more useful skills first. Getting Lock Pick, Repair,
    Science, Small Guns, Sneak, and Unarmed up to the 50's early on is
    a good idea. Unarmed is good for lower levels, as you'll be able to
    find and afford spiked knuckles earlier than you can get copious amounts
    of ammo. Once I get all my skills to 50 (60 if they have the bobblehead)
    I make the next incremental improvement and get Lockpick and Science to
    75, and generally work on getting all my skills into the 80's. By this 
    time, I'm keeping track of Bobbleheads, perk bonuses, and the fact that
    when I get Almost Perfect my skill points will jump. Here's how I go
    about things.. that's right, another breakdown.
    
    Level 10
    Get your more important skills to a decent level early on. You can do
    some of these quicker by getting the bobblehead.. but don't kill 
    yourself trying to get to Bethesda before you're ready. Here are some
    (rough) examples of what I mean.
    	Barter		30
    	Lock Pick	50
    	Repair		50
    	Science		50
    	Small Guns	50
    	Sneak		50
    	Speech		30+ (Depends if you want to quest early)
    	Unarmed		50
    	
    Level 20
    Get ALL your skills to 50 (60 with the bobblehead.) I make sure to
    get certain skills up faster to meet perk requirements, as listed below.
    	Energy Weapons 	60 (for Concentrated Fire)
    	Medicine 	60 (for Cyborg)
    	Science 	60 (for Cyborg and Robotics Expert)
    	Small Guns 	60 (for Concentrated Fire)	
    	Sneak 		50 (for Silent Running)
    	Unarmed 	70 (for Paralyzing Palm)
    
    The Last 10 Levels
    Get all your skills up as high as you can.. this is where I really try
    to equalize my skill values out for good, with a few exceptions. If you 
    don't want to wait for Lockpick/Science to hit 100 at level 30, go ahead 
    and max 'em out. Also, make SURE to get Melee Weapons and Sneak up to 80 
    BEFORE you hit level 29 to get the Ninja perk. It's the most 
    skill-intensive perk out there, and if you don't have it by level 29, 
    you'd have to sacrifice Almost Perfect to get it. Also, I try to not use 
    any skill books until I'm at this point, so I know what the TRUE values 
    of my skill are. Obviously if I find and use 5 Dean's Electronics, I 
    can't count on finding as many. This issue is largely resolved in the 
    expansion by the fact that you'll get all your skills easily into the 
    80's with this build.. If you can't find 10 or so of each book.. well, 
    you're just not looking hard enough.
    
    o======================================================================o
    |								       |
    |				Perks {PRK001}			       |
    |								       |
    o======================================================================o
    In Fallout 3 you gain a perk every level (starting at level 2, which you
    attain automatically upon leaving Vault 101.) Perks are seperated by
    thier level prerequisite, with every even level opening up more perks.
    Prerequisites for perks may also include S.P.E.C.I.A.L attributes or 
    skill points. (For example, the Entomologist perk requires that you be 
    level 4, have Intelligence 4, and Science 40.)
    
    The name of the game has changed somewhat. Now that you have 10 more
    levels to gain, you have an extra 50% base skill points to get just
    from leveling.. You were already easily capable of maxing out all your
    skills before, now it's even easier. This changes some things. Skill
    perks are even more useless. If you're familiar with this guide, you
    know why I think they suck. They suck worse now. Also, you no longer
    need Educated at all to get more skill points than you need. Mostly
    the Broken Steel perks are ways to either correct something your
    previously couldn't fix (like bringing Dogmeat back) or radically
    altering your character if you needed to (changing your alignment
    from one extreme to another). Most of them just save you time or
    effort, which I still consider a waste of a perk. Also keep in mind
    the term 'build' is somewhat redundant. Your character has more perks
    than ever to get, you no longer need to really worry about doing a
    V.A.T.S. build, or a critical hit build, or a melee build. Do them
    all. It's not like there are so many great perks out there vying for
    your attention.
    
    At level 30, you can get the "Almost Perfect" perk, which raises all
    your deficient attributes to 9.. with the Bobblehead, that's 10 in all
    attributes. Any perks that add to attributes are therefore useless.
    All those Intensive Training perks? Not worth a thing. Now any perk
    that offers a bonus.. no matter how menial.. might as well take their
    place. Intensive Training will simply be over-ridden by Almost Perfect,
    whereas even something like.. *groans*.. Lady Killer.. will be better.
    At least it will do SOMETHING at level 30. And that's really what
    matters, right? How much of a juggernaught you are at the end? That's
    what I thought too.
    
    *	Horrible	Nobody should pick this perk.
    **	Bad		Generally this is a low-end perk. Sometimes
    			they provide just enough of a benefit specific
    			to a character to be worth it, but most
    			characters will not find this perk useful.
    ***	Average		This perk is good simply because of the
    			lack of competition, or there is a good, but
    			not overwhelmingly good reason to pick it. It
    			might look good on its own merit, but compared
    			to truly great perks, it doesn't measure up.
    ****	Good		A good perk for anybody to pick, or a perk
    			that is absolutely essential to a specific
    			build.
    *****	Great		A perk everybody should get. Period.
    
    
    Level 2 Perks 							{PRK002}
    o======================================================================o
    Black Widow/Lady Killer
    Req: Level 2
    Ranks: 1
    
    In combat you do +10% damage against male/female opponents. Outside of
    combat, you'll sometimes have access to unique dialogue options when
    dealing with the opposite sex.
    
    You won't use this perk much in dialogue... it just doesn't have all
    that many uses. And what few it has, you can get the same results from
    other methods. Still, the +10% damage to the opposite gender is... well,
    something, which is more than can be said for the other level 2 perks.
    
    Grade: ***
    <---------------------------------------------------------------------->
    Daddy's Boy/Daddy's Girl
    Req: Level 2, Intelligence 4
    Ranks: 3
    
    Just like dear old Dad, you've devoted your time to Intellectual
    pursuits. You gain an additional 5 points to both the Science and
    Medicine skills.
    
    Devote yourself to a real intellectual pursuit and skip this perk. Even
    though it might be tempting from a story aspect to pick this up, +10%
    to your skills is never worth a perk on its own. Especially when one of
    them is Medicine.
    
    Grade: *
    <---------------------------------------------------------------------->
    Gun Nut
    Req: Level 2, Intelligence 4, Agility 4
    Ranks: 3
    
    You're obsessed with using and maintaining a wide variety of 
    conventional firearms. With each rank of the Gun Nut perk, you gain an
    additional 5 points to the Small Guns and Repair skills.
    
    Another skill perk. At least both of the skills are useful this time.
    
    Grade: *
    <---------------------------------------------------------------------->
    Intense Training
    Req: Level 2
    Ranks: 10
    
    With the Intense Training perk, you can put a single point into any of
    your S.P.E.C.I.A.L attributes.
    
    In the original Fallout 3, Intensive Training was one of the few ways
    to raise an attribute. Now that you can get Almost Perfect, Intensive
    Training is just a waste. Don't bother.
    
    Grade: *
    <---------------------------------------------------------------------->
    Little Leaguer
    Req: Level 2, Strength 4
    Ranks: 3
    
    Years as the Vault little league MVP have honed your hitting and
    throwing. With every rank, you gain 5 points of Melee Weapons skill and
    5 points of Explosives skill.
    
    Yuck.
    
    Grade: *
    <---------------------------------------------------------------------->
    Swift Learner
    Req: Level 2, Intelligence 4
    Ranks: 3
    
    With each rank in the Swift Learner perk, you gain an additional 10% to
    total Experience Points whenever Experience Points are earned.
    
    You could get this, to level faster. Or you could just kill more, pick
    a lock or two, succeed at a Speech check, or hack a computer. This is a
    useless perk. It's almost insulting that they offer three ranks of it.
    Unfortunately, since there's nothing better to pick at level 3, I end
    up getting this perk... the skill point perks I will have no use for
    whatsoever, but the extra 10% experience... well, it's still useless,
    since there's nothing else to pick at this level, at least it gets me to
    where I'm going faster. Some more consolation for you, at least the game
    rounds up, so you'll always get some bonus experience with this perk.
    If you kill something worth one point of experience, you'll get two,
    kill something worth twenty five, and you'll get twenty eight. Also, if
    you have multiple bonuses to experience gained, they don't combine, the
    stack separately. If you're well rested and you have swift learner,
    you'll get seven experience for killing something worth five, sixty one
    experience for killing something worth fifty, and so on.
    
    Grade: * 
    <---------------------------------------------------------------------->
    Thief
    Req: Level 2, Agility 2, Perception 4
    Ranks: 3
    
    With each rank of the Thief perk, you gain an immediate bonus of 5
    points to both the Sneak and Lockpick skills.
    
    At least these are good skills. Still. Yuck.
    
    Grade: *
    
    Level 4 Perks 							{PRK003}
    o======================================================================o
    Child at Heart
    Req: Level 4, Charisma 4
    Ranks: 1
    
    The Child at Heart perk greatly improves your interactions with
    children, usually in the form of unique dialogue options.
    
    So... you can have a few extra dialogue options with the handful of 
    kids in this game who have something to do with quests. Don't waste your
    perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Comprehension
    Requirements: Level 4, Intelligence 4
    Ranks: 1
    
    With the Comprehension perk, you gain one additional skill point 
    whenever a skill book is read.
    
    Let's see. Almost 25 skill books per skill, 13 skills... that's a 
    potential of 325 extra skill points. That is the biggest pool of skill 
    points in the game, even better than all the skill points you can get 
    from intelligence. This is one of the must have perks. This perk is
    pretty much in a league of its own in terms of usefulness, seeing as 
    how it can potentially remove the need for an entire attribute.
    
    I must say, however, that with the new build, I found my characters
    reaching an average of 80~ or so in all their skills by the time they
    hit level 30... not including Big Guns, which gets ignored because it's
    a waste to put skill points into it. This is counting the bobbleheads
    and the +10 to Speech you get from Yew's Bear Charm, and of course,
    the few perks I pick that raise skills (incidentally, of course.) This
    is NOT counting the boosts from Almost Perfect, so keep in mind that's
    easily maxing out my Barter and Speech, and giving some substantial
    (4-8 points) boosts to my other skills... I have to wonder if you even
    need comprehension any more, as I find more than enough books on an
    average play-through without having to use them all... Pick
    Comprehension if you don't think you'll bother finding five to ten of
    each book... and of course, with Big Guns you're going to need to do the
    Bethesda run about... seventy times?
    
    Grade: ****
    <---------------------------------------------------------------------->
    Educated
    Requirements: Level 4, Intelligence 4
    
    With the Educated perk, you gain three skill points every time you 
    advance in level. This perk is best taken early on, to maximize its
    effectiveness.
    
    Now that you have an extra ten levels to gain, getting this perk is
    over-kill on the skill points. You'd think that with 10 extra levels,
    this perk would be even MORE useful... and technically it is. Previously
    you could get 48 extra skill points from this perk. In Broken Steel you
    can get 78 points... But the fact that you'll get a flat extra 110+ (200
    for this build) skill points for the extra levels kinda makes this perk 
    moot. Relying on finding a lot of books is a pain, but finding a third 
    of them is not, which is all this build requires you to do. Don't bother 
    with this perk in Broken Steel.
    
    Grade: **
    <---------------------------------------------------------------------->
    Entomologist
    Req: Level 4, Intelligence 4, Science 40
    Ranks: 1
    
    With the Entomologist perk, you do an extra 50% damage every time you
    attack a mutated insect, like the Radroach, Giant Ant, or Radscorpion.
    
    I must admit, the lack of competing perks and the emergence of Albino
    Radscorpions sheds a little new light on this perk. Still, they're
    rare enough, and they are managable, if not mindlessly easy like the
    rest of the bug-category monsters. You still don't need this perk, but
    it does deserve a more favorable mention in the expansion... I guess...
    
    Grade: **
    <---------------------------------------------------------------------->
    Iron Fist
    Req: Level 4, Strength 4
    Ranks: 3
    
    with the Iron Fist perk, you do an additional 5 points of Unarmed damage
    per rank.
    
    Five points of unarmed damage is HUGE. It's the same damage bonus you'd
    get from 10 points of strength. If you decide to try and play with your 
    fists, these perks are essential. If you don't want to go melee, don't 
    bother with this.
     
    Grade: ****
    <---------------------------------------------------------------------->
    Scoundrel
    Req: Level 4, Charisma 4
    Ranks: 3
    
    Take the Scoundrel perk, and you can use your wily charms to influence
    people--each rank raises your Speech and Barter skills by 5 points.
    
    Another 10 skill point perk. Yuck.
    
    Grade: *
    
    Level 6 Perks 							{PRK004}
    o======================================================================o
    Bloody Mess
    Req: Level 6
    Ranks: 1
    
    With the Bloody Mess perk, characters and creatures you kill will often 
    explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and
    you'll do 5% extra damage with all weapons.
    
    Okay, the aesthetics are cool, but that's no reason to get a perk. 5%
    damage against everything is nice, though. Considering the fact that
    other damage increasing perks only affect certain weapon types, or
    certain enemies, a pure, honest, damage boost is special. There's also
    the nostalgia factor, for us old school Fallout players.
    
    Grade: ****
    <---------------------------------------------------------------------->
    Demolition Expert
    Req: Level 6, Explosives 50
    Ranks: 3
    
    With each rank of this perk, all of your explosive weapons do an
    additional 20% damage.
    
    20% damage with explosives is a fairly big increase to damage. If you're
    a nut about the grenades and mines, this is a great perk. Frankly, I've
    never cared too much about explosives in this game. Missile launchers
    fall under the Big Guns category, and so does the Fat Man. Still, you
    might find a situation in which an opportune grenade will be handy, and
    with the extra levels in Broken Steel, it's worth considering. Note that
    this perk does NOT improve damage dealt with Nuka-Grenades, which is
    mind-boggling for many reasons. I guess they thought that 800 damage
    hand grenades would be too much? (But 800 damage mines are okay.)
    
    Grade: **
    <---------------------------------------------------------------------->
    Fortune Finder
    Req: Level 6, Luck 5
    Ranks: 1
    
    With the Fortune Finder perk, you'll find considerably more Nuka-Cola
    caps in containers than you normally would.
    
    More caps. Yay. You'll get plenty of caps killing things and selling
    thier loot.
    
    Grade: *
    <---------------------------------------------------------------------->
    Gunslinger
    Req: Level 6
    Ranks: 1
    
    While using a pistol (or similar one-handed weapon), your accuracy in
    V.A.T.S. is significantly increased.
    
    If you plan to use one-handed ranged weapons-and V.A.T.S.-you should
    definately pick up this perk. Personally I choose to get both this and
    Commando, since I use Small Guns of all sorts.
    
    Grade: ****
    <---------------------------------------------------------------------->
    Lead Belly
    Req: Level 6, Endurance 5
    Ranks: 1
    
    With the Lead Belly perk, you take 50% less radiation every time you
    drink from an irradiated water source.
    
    You shouldn't have to drink from too many irradiated water sources, even
    though it can sometimes be effective. In any case, Rad-Away will heal
    100 Rads, and it's cheap enough to get from Rivet city. Also, paying
    100 caps will get you fixed up from any doctor. This is a waste of a
    perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Toughness
    Req: Level 6, Endurance 5
    Ranks: 1
    
    With the Toughness perk, you gain +10% to overall Damage Resistance, up
    to the maximum of 85%.
    
    10% permenant damage reduction is good for everybody. You'll be taking
    a lot of damage in this game, and this is a good way to mitigate some of
    it.
    
    Grade: ****
    
    Level 8 Perks 							{PRK005}
    o======================================================================o
    Commando
    Req: Level 8
    Ranks: 1
    
    While using a rifle (or similar two-handed weapon), your accuracy in
    V.A.T.S. is significantly increased.
    
    With Commando and Gunslinger, all my V.A.T.S. attacks are boosted with
    nearly any weapon I use. Since I am a V.A.T.S. abusing Small Guns loving
    sneaker, these skills are vital for me.
    
    Grade: ****
    <---------------------------------------------------------------------->
    Impartial Mediation
    Req: Level 8, Charisma 5
    Ranks: 1
    
    With the Impartial Mediation perk, you gain an extra 30 points to Speech
    so long as you maintain a Neutral Karma level.
    
    Gaining 30 skill points isn't a bad bonus for a perk-unfortunately, it's
    alignment conditional. You really don't need the 30 points into Speech,
    especially considering there are plenty of other fine perks out there
    to put you in a good way skill-point wise. Still, it's definately better
    than a 10 skill point perk.
    
    Grade: **
    <---------------------------------------------------------------------->
    Rad Resistance
    Req: Level 8, Endurance 5
    Ranks: 1
    
    Rad Resistance allows you to -- what else? -- resist radiation. This
    perk grants an additional 25% to Radiation Resistance.
    
    25% is a fairly large amount of radiation resistance, but there are
    plenty of enviromental suits in the game, and of course.. Rad-X. You can
    take a perk to permenantly gain resistance, or take a pill to get the
    resistance when you need it. Besides, plot areas that are blocked by
    radiation will spike up so quickly it'll kill you anyways. Taking 25%
    of 700 rads/second will end you regardless. Oh, and also, you can
    always buy a "My First Infirmary" for your house and simply remove all
    rads any time you wish, which really makes rad resistance more obsolete.
    The only time you'd need rad resistance is if there were some area in
    which you were in danger of dying from radiation poisoning without being
    able to a) cure your rads with rad-away, b) up your rad resistance with
    rad-x, or c) get back to town to heal at your house or by paying a
    doctor. Think of any? No? Okay then.
    
    Grade: **
    <---------------------------------------------------------------------->
    Scrounger
    Req: Level 8, Luck 5
    Ranks: 1
    
    With the Scrounger perk, you'll find considerably more ammunition in
    containers than you normally would.
    
    Or you could just buy ammo. Really, I've had more than 1000 rounds of
    ammo for some guns by level 10, and past that point your ammo-to-kill
    ratio is greatly in the positive. 
    
    Grade: *
    <---------------------------------------------------------------------->
    Size Matters
    Req: Level 8, Endurance 5
    Ranks: 3
    
    You're obsessed with really big weapons. With each rank of this perk, 
    you gain an additional 15 points to the Big Guns skill.
    
    Another skill perk, but this time 15 instead of 10. Still yuck. 
    
    Grade: *
    <---------------------------------------------------------------------->
    Strong Back
    Req: Level 8, Strength 5, Endurance 5
    Ranks: 1
    
    With the Strong Back perk, you can carry 50 more pounds of equipment.
    
    This perk adds the same amount of carrying capacity as 5 points of
    Strength. It really helps with bringing in loot and carrying all the
    essential gear you'll need. Sure as hell beats dropping 5 points into
    Strength. The only real reason I get my Strength to 5 is for this perk.
    No, it doesn't make your character a better killer, but it sure as hell 
    makes life easier, and pretty much drowns out the need for high 
    strength if you're not making a melee build. Even if your Strength will
    raise to 10 with Almost Perfect (and the bobblehead) 50 extra pounds of
    carrying capacity will help you out.. Power Armor is heavy!
    
    Grade: ***
    
    Level 10 Perks 							{PRK006}
    o======================================================================o
    Animal Friend
    Req: Level 10, Charisma 6
    Ranks: 2
    
    At the first rank of this perk, animals simply won't attack. At the
    second rank, they will eventually come to your aid in combat, but never
    against another animal. This perk affects the Dog, Yao Guai, Mole Rat,
    and Brahmin.
    
    Mole Rats and Brahmin can be melee'd to death without taking any damage,
    the dog isn't very dangerous, even in packs of five, and with my build
    I kill Yao Guai with a shotgun shot to the head or two.. without getting
    a sneak critical. This is a totally useless perk. But those Brahmin..
    the two mad Brahmin you'll see in this game can be dangerous.. If you
    fall asleep playing.
    
    Grade: *
    <---------------------------------------------------------------------->
    Finesse
    Req: Level 10
    Ranks: 1
    
    With the Finesse perk you have a higher chance to score a critical hit
    on an opponent in combat, equivalent to 5 extra points of Luck.
    
    An extra 5% chance to critically hit sure fits into my game plan. 
    Actually, I can't imagine anybody not having a use for an extra 5%
    chance to critical. I'd rather take a sure damage increase any day, but
    this is still a good perk. Think of it this way, taking Strong Back is
    good because it gives you the best part of having five points of
    Strength. Finesse does pretty much the same thing, but with Luck, a far
    superior attribute.
    
    Grade: *****
    <---------------------------------------------------------------------->
    Here and Now
    Req: Level 10
    Ranks: 1
    
    The Here and Now perk immediately grants an additional experience level,
    complete with all the advantages that brings.
    
    Or you could just level up like normal. If you're like me, you hit level
    30 well before you finished the game. This is a waste of a perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Mister Sandman
    Req: Level 10, Sneak 60%
    Ranks: 1
    
    With the Mister Sandman perk, when you're in Sneak mode, you gain the
    option to silently kill any human or Ghoul while they're sleeping. And,
    all Mister Sandman kills earn bonus XP.
    
    First, if they're sleeping, you can probably just whack them in V.A.T.S.
    anyways. Second, when enemies are sleeping, they seem to have a greater
    ability to detect you. Hell, half the time I get detected it's by
    sleeping characters. Third, most enemies you'll want to kill won't be
    caught sleeping, so this is mostly useful for assassinating NPCs. And
    finally-how much XP are you really going to be getting from this in the
    long run? Don't waste your perks.
    
    Grade: *
    <---------------------------------------------------------------------->
    Mysterious Stranger
    Req: Level 10, Luck 6
    Ranks: 1
    
    You've gained your own personal guardian angel... armed with a fully
    loaded .44 Magnum. With this perk, the Mysterious Stranger will appear
    occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.
    
    This perk is actually kind of fun. Your Mysterious Stranger-unlike in
    the first two games-is actually fairly strong. And he won't die. Still,
    it's a luck-based skill, so you can't count on him when you need him.
    
    Grade: **
    <---------------------------------------------------------------------->
    Nerd Rage!
    Req: Level 10, Intelligence 5, Science 50%
    Ranks: 1
    
    You've been pushed around long enough! With the Nerd Rage! perk, your
    Strength is raised to 10 and you gain 50% to damage resistance whenever
    your Health drops to 20% or below.
    
    Your Strength raises to 10 (which is only useful in melee or unarmed)
    and you take 1/2 the damage you originally did (if your DR is under
    35%, 85% is the cap, so anything else is wasted.) You become powerful
    in melee combat.. but you're almost dead. What a bunch of crap. Get
    something else. I guess if you're a Science-heavy smart unarmed 
    character it could provide some interesting circumstances.. but mostly
    it would get you killed.
    
    Grade: *
    <---------------------------------------------------------------------->
    Night Person
    Req: Level 10
    Ranks: 1
    
    When the sun is down, a Night Person gains +2 to both Intelligence and
    Perception (up to a maximum of 10). This perk directly affects your
    "internal clock" and remains active both inside and outside.
    
    The best part of this perk is the skill bonuses you'd recieve from the
    stat increases. If you get the extra skill points from the Intelligence
    when you level up at night.. maybe. But still, having a bonus half of
    the time.. eh. I mean, it's not like it adds to your combat abilities,
    it lets you see threats further (at night) and gives you some extra
    skill points. There's better out there.
    
    Grade: *
    
    Level 12 Perks 							{PRK007}
    o======================================================================o
    Cannibal
    Req: Level 12
    Ranks: 1
    
    With the Cannibal perk, when you're in Sneak mode, you gain the option
    to eat a corpse to regain Health. But every time you feed, you lose
    Karma, and if the act is witnessed, it is considered a crime against
    nature.
    
    If you want to be truly despicable, you can go ahead and get this
    perk. If you're looking for any gameplay advantage, look elsewhere.
    There is plenty of water around if you need healing, and stimpaks,
    and beds. The only reason to pick this perk is to commit a crime
    against nature, for what that's worth.
    
    Grade: *
    <---------------------------------------------------------------------->
    Fast Metabolism
    Req: Level 12
    Ranks: 1
    
    With the Fast Metabolism perk, you gain a 20% Health bonus when using
    Stimpaks.
    
    Or you could raise your medicine skill, which over the course of your
    play time will raise your benefit from Stimpaks, RadAway, and Rad-X. If
    this perk gave a 20% bonus to all medicine you administered.. eh.. it
    still wouldn't be worth it, especially considering your base stimpak
    healing rate won't reach 100. 20 extra points of healing from a 
    stimpak isn't worth a perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Life Giver
    Req: Level 12, Endurance 6
    Ranks: 1
    
    With the Life Giver perk, you gain an additional 30 Hit Points.
    
    Considering that you gain 20 hit points for a point of Endurance, this
    perk is pretty much on the same level as an Intensive Training perk
    spent on Endurance-minus the bonuses to resistances and the skills,
    neither which I personally care all that much about. Life Giver can
    constitute a good bit of your end hit points, and unlike Intensive
    Training, it wasn't made redundant by the expansion.
    
    Grade: ***
    <---------------------------------------------------------------------->
    Pyromaniac
    Req: Level 12, Explosives 60%
    Ranks: 1
    
    With the Pyromaniac perk, you do +50% damage with fire-based weapons,
    like the Flamer and Shishkebab.
    
    A +50% damage boost is quite a bit of a boost, but for two weapons? If
    you absolutely love the Flamer and the Shishkebab, go ahead, but it's 
    a very specific selection of weapons you're limiting yourself to. Still,
    with +50% damage, nearly anything can be useful. Especially consider
    that there simply aren't a whole lot of other useful perks to choose
    from...
    
    Grade: ***
    <---------------------------------------------------------------------->
    Robotics Expert
    Req: Level 12, Science 50%
    Ranks: 1
    
    With the Robotics perk, you do an additional 25% damage to any robot.
    But, even better, sneaking up on a hostile robot undetected and
    activating it will put that robot into a permanent shutdown state.
    
    There are a number of robots in the game, including the Protectron,
    Robobrain, Mister Handy and Mister Gutsy, and of course, the Sentry
    Bot. 25% is a decent damage bonus against a number of enemies that,
    while mostly being nuisances, you'll certainly encounter more than
    bugs. The shut down ability is extra nice, too, especially for the
    kind of character I play. If you use stealth, that's an extra
    consideration for this perk. With the oodles of extra perks you'll
    get in the expansion, this perk is a more than welcome addition to the
    build.
    
    Grade: ****
    <---------------------------------------------------------------------->
    Silent Running
    Req: Level 12, Agility 6, Sneak 50%
    Ranks: 1
    
    With the Silent Running perk, you gain an additional 10 points to
    Sneak, and running no longer factors into a successful sneak attempt.
    
    I disregard skill perks, and so I would disregard this one.. except
    for the fact that this perk greatly improves your sneak ability. Since
    I play a stealthy character, I take this feat. Sneak attack criticals
    pretty much spell out the end of any bad guy I meet. If you want to
    play stealthy, I'd suggest this feat, if not, it's completely a waste.
    
    Grade: ****
    <---------------------------------------------------------------------->
    Sniper
    Req: Level 12, Perception 6, Agility 6
    Ranks: 1
    
    With the Sniper perk, your chance to hit an opponent's head in V.A.T.s.
    is significantly increased.
    
    Headshots are the best way to take out fire ants, super mutants, 
    raiders, and talon company mercs. If it has a head, chances are it's a
    good idea to shoot it there. If you use V.A.T.S., you're probably going
    to want this perk.
    
    Grade: ****
    
    Level 14 Perks 							{PRK008}
    o======================================================================o
    Adamantium Skeleton
    Req: Level 14
    Ranks: 1
    
    With the Adamantium Skeleton perk, your limbs only receive 50% of the
    damage they normally would.
    
    Your limbs don't take much damage throughout the game, unless you step
    on a mine or take a glancing blow from a missile launcher. You won't see
    much in the way of hit point preservation with this perk, if anything,
    you'll just get crippled less. Even though under the normal 20 level
    cap of the original, I wouldn't even consider this perk, with 10 more
    perks to choose, it becomes an option. Of course.. there are always
    stimpaks, and by now you should know how I feel about a perk that can
    be dismissed by popping a chem..
    
    Grade: **
    <---------------------------------------------------------------------->
    Chemist
    Req: Level 14, Medicine 60%
    Ranks: 1
    
    With the Chemist perk, any chems you take last twice as long.
    
    There are few instances in the game when you will need to take chems,
    in fact, the most useful chemical in the game is Rad-x. You'll find
    plenty of chems in your travels, enough that you can just take two
    instead of having this perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Contract Killer
    Req: Level 14
    Ranks: 1
    
    Once you have the Contract Killer perk, any good character you kill will
    have an ear on their corpse. This ear can then be sold to a certain
    person (whose identity is disclosed when you take this perk) for caps
    and negative karma.
    
    It's easy to lose karma, and it's easy to get money. You'll never need
    this perk. The only reason to choose it is for role-playing purposes.
    Since I don't rate role-playing bonuses (at least ones that don't have
    any tangible positive effect on survival) this perk is needless. If you
    pick this perk you'll gain access to the Office building in the 
    Scrapyard, where you can obtain a copy of Lying, Congressional Style
    that you otherwise could not get.
    
    Grade: *
    <---------------------------------------------------------------------->
    Cyborg
    Req: Level 14, Science 60%, Medicine 60%
    Ranks: 1
    
    You've made permanent enhancements to your body! The Cyborg perk
    instantly add +10% to your Damage, Poison, and Radiation Resistances,
    and 10 points to the Energy Weapons skill.
    
    If you like energy weapons, this is a great perk, certainly more than
    just a skill perk. In fact, this is a skill perk with Toughness tacked
    on, and extra resistances to boot. In fact, this perk is worth three
    lesser perks. Anybody who uses energy weapons, who hates taking damage,
    and likes being resistant to poison and radiation has reason to take
    this perk. Frankly, I'm not too fond of energy weapons, but I'm very
    fond of damage reduction and resistances. This is a fantastic perk,
    even if the requirements are rather high.
    
    Grade: *****
    <---------------------------------------------------------------------->
    Lawbringer
    Req: Level 14
    Ranks: 1
    
    Once you have the Lawbringer perk, any evil character you kill will have
    a finger on their corpse. This finger can then be sold to a certain
    person (whose identity is disclosed when you take the perk) for caps
    and positive karma.
    
    Same as Contract Killer, but for good folks. Just as needless, too.
    Once you pick it you'll get the 'Regulator Headquarters' area added to
    your map, where you can find a copy of Guns and Bullets underneath the
    bed on the top floor, in the room where Sonora Cruz stands.
    
    WarMECH gives us a little bit more information on the Lawbringer Perk:
    
    On the way to the Luck Bobblehead, if one choses the Lawbringer perk, 
    there is a corpse of a Regulator with bounty information for Junders 
    Plunkett, who has taken up residence in the same house as that
    bobblehead. His finger is worth 1000 caps, but this is the only 
    instance I've found of this type of situation. He has Plunkett's 
    Valid Points, a special type of bladed brass knuckles that aren't 
    worth wasting a perk. I had hoped that this was more often the case 
    with so many of the seemingly random named characters all over the 
    place, that with Lawbringer or Contract Killer they would be worth 
    something. Apparently, and dissappointingly not.
    
    Grade: *
    <---------------------------------------------------------------------->
    Light Step
    Req: Level 14, Agility 6, Perception 6
    Ranks: 1
    
    With the Light Step perk, you'll never set off an enemy's mines or
    floor-based traps.
    
    Land mines are pretty common. Fortunately, they're also obvious, they
    don't do a huge amount of damage (in the grand scheme of things) and you
    can disarm them with a simple button click. Not only that, you get
    experience and the mine itself when you do! Be observant, and you won't
    need this perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Master Trader
    Req: Level 14, Charisma 6, Barter 60%
    Ranks: 1
    
    When you take the Master Trader perk, the price of every item you buy
    from a vendor is reduced by 25%.
    
    Just like with every other money making perk, you can just kill more,
    and loot more. You'll find no great need of this discount throughout
    the game, money becomes plentiful as you become more powerful. Choose
    something better.
    
    Grade: *
    
    Level 16 Perks 							{PRK009}
    o======================================================================o
    Action Boy/Girl
    Req: Level 16, Agility 6
    Ranks: 1
    
    With the Action Boy perk, you gain an additional 25 Action Points to use
    in V.A.T.S.
    
    Action Boy comprises nearly a quarter of the potential action points
    you can get in this game. If you plan to use V.A.T.S., get Action Boy.
    If for some reason you just refuse to use V.A.T.S., well, then I don't
    really know what you're spending your perks on.
    
    Grade: ****
    <---------------------------------------------------------------------->
    Better Criticals
    Req: Level 16, Perception 6, Luck 6
    Ranks: 1
    
    With the Better Criticals perk, you gain a 50% damage bonus every time
    a critical hit is scored on an opponent.
    
    Your critical chance is determined by your luck-1 point of luck equals
    a 1% chance of landing a critical hit. This doesn't increase your chance
    of landing a critical hit, instead Better Criticals improves the
    damage you deal when you do land a critical hit. Therefore the
    usefulness of this perk is directly related to how high your luck is.
    With sneak attack criticals, the Sniper perk, or the Finesse perk,
    Better Criticals becomes greatly useful, but it really depends on your 
    build. No character is hurt by having high luck however, so it stands 
    to suggest that most characters could benefit greatly from this perk.. 
    And since you need a luck of 6 for this perk, if you can get it, you 
    might as well.
    
    Grade: *****
    <---------------------------------------------------------------------->
    Chem Resistant
    Req: Level 16, Medicine 60%
    Ranks: 1
    
    Having the Chem Resistant perk means you're 50% less likely to
    develop an addiction to chems, like Psycho or Jet.
    
    First, why you would ever need to use Psycho or Jet is beyond me.
    Secondly, addiction isn't a big deal. You can always get your
    addiction cured at a hospital, or you could just reload. If doubling
    the duration of chems didn't appeal to you, this shouldn't either.
    
    Grade: *
    <---------------------------------------------------------------------->
    Tag!
    Req: Level 16
    Ranks: 1
    
    The Tag! perk allows you to select a fourth Skill to be a Tag skill,
    which instantly raises it by 15 points.
    
    Okay, it's not quite a 10 skill point perk.. it's a whopping 15 point
    perk, and you get to choose any skill to boost you want. With Educated
    and Comprehension, you shouldn't really need this perk, especially if
    your intelligence is high.
    
    Grade: *
    
    Level 18 Perks 							{PRK010}
    o======================================================================o
    Computer Whiz
    Req: Level 18, Intelligence 7, Science 70%
    Ranks: 1
    
    Fail a hack attempt and get locked out of a computer? Not if you're a
    Computer Whiz! With this perk, you can attempt to re-hack any computer
    you were previously locked out of.
    
    Words can hardly describe how useless this perk is. Okay, yes they can.
    This perk is damn near worthless. A 10 skill point perk seems fanastic
    by comparison. Here's a way to get the benefits of this perk without
    wasting your perk pick on it: before you hack a computer, save. If you
    get locked out, reload. Bam, no need for this perk. And considering
    90% of the computers you encounter in this game lock a door (which you
    can pick) or disable turrets (which you can destroy) there's no great
    fear of getting locked out of a terminal in any case. Don't waste your
    perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Concentrated Fire
    Req: Level 18, Small Guns 60%, Energy Weapons 60%
    Ranks: 1
    
    With Concentrated Fire, your accuracy to hit any body part in V.A.T.S.
    increases slightly with each subsequent hit on that body part.
    
    Obviously if you don't use V.A.T.S. you don't need to bother with this
    perk. This perk becomes even more useful with Sniper and Action Boy, as
    the bonus to head shots will stack, and the more shots you take in
    V.A.T.S. the higher your accuracy will raise. This perk is most useful
    with small arms-the more shots you take with your weapon in V.A.T.S.
    the more beneficial this perk will be. I decided to go with another
    Intensive Training perk pre-expansion, but now that Broken Steel is
    in the mix, I am more than happy to welcome this perk back into the
    build. Where it really shines are those mid-to-long range V.A.T.S. shots
    that have a middling percentage to hit. Like say against a Super Mutant
    Overlord's tri-beam laser rifle. Getting an extra 5%, 10%, 15% chance
    to hit on those last three shots can really help.
    
    Grade: ***
    <---------------------------------------------------------------------->
    Infiltrator
    Req: Level 18, Perception 7, Lockpick 70%
    Ranks: 1
    
    With Infiltrator, if a lock is broken, and can't normally be picked
    again, you can attempt to pick it again one more time. This includes
    locks previously broken by a "Force Lock" attempt.
    
    This perk sucks for the same reason Computer Whiz sucks. Why anybody
    would be forcing locks in the first place is a mystery, and if you
    are going to bother forcing locks, why wouldn't you save first? Save
    and reload, and save a perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Paralyzing Palm
    Req: Level 18, Unarmed 70%
    Ranks: 1
    
    With Paralyzing Palm, you will sometimes perform a S.P.E.C.I.A.L.
    V.A.T.S. palm strike for 30 seconds. Note that in order to perform the
    Paralyzing Palm, you must be completely unarmed.
    
    If you built your character for unarmed combat, then this perk is an
    absolute must-have, and even if you haven't, you ought to get it. There
    is really no excuse not to have it with the extra 10 levels you get in
    Broken Steel. This is the best way to deal with all of the games' 
    hardest enemies, although it can be somewhat less useful against enemies
    you'll find in groups, say, Enclave soldiers or Raiders. Still, against
    Albino Radscoripions, Feral Ghoul Reavers, and Super Mutant Overlords
    this is the BEST way to deal with them.
    
    Grade: *****
    
    Level 20 Perks 							{PRK011}
    o======================================================================o
    Explorer
    Req: Level 20
    Ranks: 1
    
    When you choose the Explorer perk, every location in the world is
    revealed on your map. So get out there and explore!
    
    You can find all the areas on the map by yourself. You even get little 
    icons that will guide you to them when you're close. Along the way, 
    you'll get to explore the wasteland, which is the meat of the game. 
    You'll find skill books, get experience, and score loot. Also, it must 
    be noted that this perk doesn't make your character stronger in any way. 
    Download a world map and search for places yourself, save yourself a 
    perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Grim Reaper's Sprint
    Req: Level 20
    Ranks: 1
    
    If you kill a target in V.A.T.S., all your Action Points are restored
    upon exiting V.A.T.S.
    
    If you're an action point junky, or rather if you use V.A.T.S. at all, 
    this perk is for you. This perk turns your character into a juggernaught
    of destruction, and it makes every V.A.T.S. perk more powerful. The only 
    negative is if you don't finish off your enemy in V.A.T.S., your action 
    points don't replenish. Of course, so long as the finishing shot is in 
    V.A.T.S., you're good to go. This perk is great for anybody who doesn't 
    delude themselves into thinking Fallout 3 is a strict FPS by shunning 
    V.A.T.S.
    
    Grade: *****
    <---------------------------------------------------------------------->
    Ninja
    Req: Level 20, Sneak 80%, Melee Weapons 80%
    Ranks: 1
    
    The Ninja perk grants you the power of the fabled shadow warriors. When
    attacking with either Melee or Unarmed, you gain a +15% critical chance
    on every strike. Sneak attack criticals do 25% more damage than normal.
    
    This perk used to get outshone by Grim Reaper's Sprint, but now that
    you have Broken Steel, there's no reason to not pick it, too! +15% 
    critical chance is equal to the amount of critical hit chance you can 
    recieve in the game from Luck and Finesse. This can raise your critical 
    hit rate up to 30%. This is an excellent perk, especially when mixed 
    with Iron Fist, Better Criticals, and Paralyzing Palm, but not so much
    without those supporting it.
    
    Grade: *****
    <---------------------------------------------------------------------->
    Solar Powered
    Req: Level 20, Endurance 7
    Ranks: 1
    
    With the Solar Powered perk, you gain an additioanl 2 points to 
    Strength when in direct sunlight, and slowly regenerate lost Health.
    
    Why bother with two points of strength when you'll get 10 at level 30?
    Who needs health regeneration, limited at that. Use Stimpacks. I'm sure
    you can find SOMETHING better. If you pick this perk, the only real
    bonus you'll get is some health regeneration... during the day... Or
    there are always Stimpaks.
    
    Grade: **
    
    Level 22 Perks 							{PRK012}
    o======================================================================o
    Deep Sleep
    Req: Level 22
    Ranks: 1
    
    You sleep deeply no matter where you are. You get the Well Rested
    benefit of +10% XP for eight hours no matter what bed you sleep in.
    
    Really? This is a level 22 perk? Huh. Okay. Seriously, get Swift
    Learner at level 2. It's just like this, but gives you a +10% XP
    bonus ALL THE TIME. Now if it let you heal anywhere, like on Oblivion...
    then I'd be intrigued, but it just gives you the XP bonus to any bed,
    instead of just ones you own. How disappointing. Even if this perk was
    offered at level 2, it would be a waste, but 22?
    
    Grade: *
    <---------------------------------------------------------------------->
    Puppies!
    Req: Level 22
    Ranks: 1
    
    With the Puppies! perk, if Dogmeat dies, you'll be able to get a new
    canine companion from his litter of puppies. Just wait a bit, and you'll
    find your new furry friend waiting outside Vault 101.
    
    Okay, this perk is worthless... but it's nostalgic. I never let Dogmeat
    into combat, because he'd become... well... Dogmeat. But in a more dead
    sort of way. Still, Dogmeat is great, and we all remember struggling to
    keep him alive through the super mutant base in Fallout 1, so it gets
    an extra * for nostalgia and treating Dogmeat right. 
    
    Note: Mr. Rose informs me that because of the massively scaling health
    of NPCs, it's almost impossible for one to be legitimately killed... at
    least if you have Broken Steel installed. Of course, I don't use any
    allies whatsoever, so the fact that this perk is, indeed, useless
    (as I said above) doesn't change the equally useless two-star
    nostalgia rating.
    
    Grade: **
    <---------------------------------------------------------------------->
    Quantum Chemist
    Req: Level 22
    Ranks: 1
    
    You have unlocked the secret to creating Nuka-Cola Quantum. With this
    perk, every ten Nuka-Colas in your inventory is immediately converted
    into a Nuka-Cola Quantum.
    
    Nuka-Cola Quantums are rare, Nuka-Cola is not. But, Nuka-Cola Quantum
    is also fairly... well... do you really even need it? I mean, really?
    Okay, they're the only way to make Nuka-Grenades, but is that really
    that important? If you love grenades, this is the only way to ensure
    that you have unlimited access to Nuka-Grenades, and frankly, if you're
    not chucking a Nuka-Grenade, you might as well use a Missile Launcher
    or Fat Man. Note that this perk only coverts Nuka-Colas, not Ice-Cold
    Nuka-Colas. To be fair, ensuring that you can always create Nuka-
    Grenades is more useful than all three of the Demolition Expert perks
    combined. Think about it, a Frag Grenade is around 100~ damage, +60%
    equals 160~ damage. A Nuka-Grenade can approach 500~ damage.
    
    Grade: ***
    
    Level 24 Perks 							{PRK013}
    o======================================================================o
    
    Devil's Highway
    Req: Level 24
    Ranks: 1
    
    When you choose the Devil's Highway perk, your Karma is instantly set
    to Very Evil.
    
    I could understand getting Escalator to Heaven a bit, but getting a
    perk to become evil? Find any computer terminal that you're not supposed
    to be messing with, and keep interacting with it. Steal stuff. Useless
    stuff. It doesn't matter. You do not need a perk for this.
    
    If you want to get the level 30 karma achievements, save your game 
    right before you level up. Pick the perk that corresponds to the karma 
    achievement you want and finish. You'll unlock the achievement, and you
    can just reload and pick another-better-perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Escalator to Heaven
    Req: Level 24
    Ranks: 1
    
    When you choose the Escalator to Heaven perk, your Karma is instantly 
    set to Very Good.
    
    Or you could give some beggars water. This is not hard, and you don't
    have much of a reason for alignment changes anyways. Really. Could
    you want to hire so-and-so so badly that you need to change your
    alignment? Giving Purified water away makes you a good boy. Simple. To
    be fair this is the hardest of the alignments to swing, but it's not
    that hard.
    
    If you want to get the level 30 karma achievements, save your game 
    right before you level up. Pick the perk that corresponds to the karma 
    achievement you want and finish. You'll unlock the achievement, and you
    can just reload and pick another-better-perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    Karmic Rebalance
    Req: Level 24
    Ranks: 1
    
    When you choose the Karmic Rebalance perk, your Karma is instantly set
    to Neutral.
    
    See the two above, this is the exact same thing, but only half-assed.
    If you're good, be bad until you're neutral. If you're bad, be good
    until you're neutral. Ta-da.
    
    If you want to get the level 30 karma achievements, save your game 
    right before you level up. Pick the perk that corresponds to the karma 
    achievement you want and finish. You'll unlock the achievement, and you
    can just reload and pick another-better-perk.
    
    Grade: *
    <---------------------------------------------------------------------->
    No Weaknesses
    Req: Level 24
    Ranks: 1
    
    When you take the No Weaknesses perk, all S.P.E.C.I.A.L. stats that are
    less than 5 are instantly increased to 5.
    
    When me and my fiance saw this, our jaws dropped. "No way!" we 
    exclaimed... and began our eager chittering and planning on how to best
    manipulate this perk to our devious ends. Then we saw Almost Perfect,
    and this perk became as useless as Intensive Training. If it wasn't for
    Almost Perfect, we'd tout this perk highly... but as it is, it will be
    rendered useless at level 30.
    
    Grade: *
    
    Level 26 Perks 							{PRK014}
    o======================================================================o
    
    Nerves of Steel
    Req: Level 26, Agility 7
    
    With the Nerves of Steel perk, you regenerate Action Points much more
    quickly than you normally would.
    
    So, it increases your Action Point regeneration. If you have Grim
    Reaper's Sprint, it's not really worth much, since you can get a full
    boost after you kill anything. But, for those times when you're caught
    with your pants down, out of AP, it'll help. Besides, there really 
    isn't anything better out there.
    
    Grade: ***
    <---------------------------------------------------------------------->
    Rad Tolerance
    Req: Level 26, Endurance 7
    Ranks: 1
    
    Although you are still notified when you get Minor Radiation Poisoning,
    you do not suffer any ill effects from it.
    
    Minor Radiation poisoning is no big deal, and can be cured cheaply and
    instantly with chems. The only use for this is in conjunction with
    Rad Regeneration, which... oh wait, that's ADVANCED radiation poisoning.
    Nevermind, this perk is wholly useless. Had ya going there for a
    second, eh?
    
    Grade: *
    <---------------------------------------------------------------------->
    Warmonger
    Req: Level 26, Intelligence 7
    Ranks: 1
    
    You've figured out on your own how to build all the custom weapons!
    With the Warmonger perk, all custom weapon types become available to
    you without the schematics.
    
    How lazy can you be? You BUY a lot of these! This is a useless perk,
    trying to get you to play the game less. Fight it. The custom weapons
    aren't anything special, so the schematics for them are even less
    special. But to further dissaude anybody from picking this perk, I will
    include all the schematics in the game in this guide. It wouldn't be
    much of a guide if I didn't include ways for you guys to avoid picking 
    useless perks. Damn you are all lazy...
    
    Grade: *
    
    Level 28 Perks 							{PRK015}
    o======================================================================o
    Party Boy/Girl
    Req: Level 28
    Ranks: 1
    
    You are such a Party Boy that you no longer suffer the withdrawal
    effect from alcohol addiction.
    
    The second highest tier of perks... gotta have something good here,
    right? Right? You... no longer... suffer withdrawls from alcohol
    addiction? How many times does this even come up?! The only time I EVER
    drank in this game was when I was carrying too much crap, and I needed
    to drop some weight/gain some Strength. How utterly useless. If it
    applied to ALL chems, it would still be useless. Blah. This perk makes
    me feel like angry-typing gibbersh on my keyboard... but I'll spare you.
    But as a plus, we do gain some insight from this perk. Bethesda 
    thinks all good frat-boys are level 28 characters in Fallout 3. When
    I attended the Reason Rally a few years back, I heard from some dude
    on a train that some of the Bethesda folks liked to party, so maybe
    this perk is an inside joke? Maybe a bit of personal reflection on
    their indulgences? Yes, random guys on trains are totally trustworthy.
    And besides, it's easier for me to accept the existence of this perk
    if I believe the folks up at Bethesda were typically drunk. It would
    also explain why their games are so buggy... and horse armor DLC...
    
    Grade: *
    <---------------------------------------------------------------------->
    Rad Absorption
    Req: Level 28, Endurance 7
    Ranks: 1
    
    With the Rad Absorption perk, your radiation level slowly decreases on
    its own over time.
    
    Now this is more like it. You lose radiation over time. This might
    change how the game plays a bit. Radiation is no longer to be quite
    so feared... But, right, then again... you have Rad-X and Rad-Away. But
    at least this perk seems like a serious one... so we'll give it that.
    If you're too lazy to carry around weightless chems you can make in
    your house for free, you can get this perk.
    
    Grade: **
    
    Level 30 Perks 							{PRK016}
    o======================================================================o
    Almost Perfect
    Req: Level 30
    Ranks: 1
    
    Take the Almost Perfect perk, and all S.P.E.C.I.A.L. stats are
    instantly raised to 9.
    
    A perk which sets all your attributes to 9. What can I really say? It
    makes all perks that add to attributes utterly obsolete. It makes the
    old build obsolete. It makes old perks obsolete. It makes caring about
    your attributes, well, less important. This is the definitive perk of
    the expansion, and it changes the game. Getting a 9 in all attributes
    is better than any number of Intensive Training perks, it's better than
    No Weaknesses, it gives you bonuses to everything the attributes do...
    obviously, it raises them all to 9! What can you really say? You'd be
    an utter fool not to get this perk at level 30. Enjoy your near
    perfection.
    
    Keep in mind that if you get a bobblehead, it counts as if said 
    attribute had been raised. For example, if you have a base of 6 
    Endurance, and you get the bobblehead, the game will count your 
    Endurance as a base of 7, not 6 + 1... like with items. When you get the 
    Almost Perfect perk, it will raise your Endurance up to 9. If you get 
    your bobblehead AFTER you get the Almost Perfect perk, you can raise 
    your attribute up to 10, if you get your bobbleheads BEFORE you get the 
    Almost Perfect perk, you will not be able to get up to 10. So get 
    Almost Perfect, and then find the bobbleheads. Also, keep in mind the 
    large jump in skills you'll get when you get Almost Perfect. I tend to 
    start with a Charisma of 1, so bringing my Charisma up to 10 will give 
    me 18 points into both Barter and Speech. Just keep in mind how your 
    skills will change if you want to conserve points.
    
    Grade: *****
    <---------------------------------------------------------------------->
    Nuclear Anomaly
    Req: Level 30
    Ranks: 1
    
    With the Nuclear Anomaly perk, whenever your Health is reduced to 20
    or less, you will erupt into a devasating nuclear explosion. Note that
    any allies in the vicinity will also suffer the effects of the blast!
    
    When you drop to 20 Health or less? That's cutting it awful close,
    don't you think? Anyways, why bother? It doesn't stop you from getting
    shot, if the enemies are far away. It can kill your allies, townsfolk,
    and the like... So lets think reasonably here... if you let this
    explode during a bad time and lose a friendly NPC or piss off story
    characters, will you really even save the game? No, you'd reload, if
    you even live to bother. This perk sucks. Oh, plus it's competing
    against the best perk in the game. At least Bethesda is making the
    choice easy on you.
    
    Grade: *
    
    Additional Perks 						{PRK017}
    o======================================================================o
    Additional perks are quest-based perks that you can get for completing
    specific quests specific ways. These are entirely missable, so they
    bear planning for BEFORE you start the quest. I won't grade them, as
    they are bonus perks-having them is a benefit in itself, and there
    really is no downside to having any of these perks.
    <---------------------------------------------------------------------->
    Ant Might
    Benefit: 25% resistance to fire, +1 bonus to Strength.
    
    You'll get to choose one of two injections as a reward from Doctor
    Lesko for completing the objectives he gives you during the quest
    'Those!'. You only get one, so choose what fits your character and
    play style best.
    <---------------------------------------------------------------------->
    Ant Sight
    Benefit: 25% resistance to fire, +1 bonus to Perception.
    
    You'll get to choose one of two injections as a reward from Doctor
    Lesko for completing the objectives he gives you during the quest
    'Those!'. You only get one, so choose what fits your character and
    play style best.
    <---------------------------------------------------------------------->
    Auto Axpert
    Benefit: You've become an expert with the Auto Axe. You do +25% damage
    whenever you use it. Vroom.
    
    
    You get this perk when you collect 10 steel Ingots. I don't know about
    
    anybody else, but I didn't really need any other weapons for The Pitt
    other than the auto axe. Getting 25% extra damage on these excellent 
    melee
     weapons is a very welcome perk indeed.
    <---------------------------------------------------------------------->
    Barkskin
    Benefit: 5% damage reduction
    
    Finish the quest 'Oasis' by completing Harold's objective. It beats the
    other rewards.
    <---------------------------------------------------------------------->
    Booster Shot
    Benefit: Radiation Resistance +10%
    
    Complete the quest "Free Labor" in the Pitt.
    <---------------------------------------------------------------------->
    Dream Crusher
    Benefit: -50% chance to suffer a critical hit.
    
    You can get this perk by convincing Moira to stop working on the
    Wasteland Survival Guide. 
    
    I don't suffer many critical hits in this game already, and overall, 
    they don't seem to creep out of nowhere and ruin your day like in 
    Fallout 1 & 2. Still, if you think it's for you... look at the reward
    for finishing the quest first, then decide.
    <---------------------------------------------------------------------->
    
    Ghoul Ecology
    
    
    Benefit: +5 damage against ghouls. 
    
    You get this perk from reading Plik's 
    Journal in the Coastal Grotto.
     Normally, I would think this perk is 
    kinda balls. Ghouls,
     even glowing ones, aren't enough of a threat that 
    you'd need the
    extra damage. With Feral Ghoul Reavers added into the game
    though..
    any help is welcome. And hey, it's free. What's even better is
    the fact that the game apparently applies this damage to everything,
    and not just Ghouls. Another +5 damage perk from Point Lookout that
    doesn't work right-to your benefit. Its effects stack when dealing with
    rapid-fire weapons, causing guns like the 10mm Submachine Gun and the
    Chinese Assault Rifle to present damage totals that are simply silly.
     
    <---------------------------------------------------------------------->
    Hematophage
    Benefit: You can drink a Blood Pack to get healed for 20 Hit Points,
    instead of the usual 1 Hit Point. You can also sell Blood Packs for
    15 caps.
    
    Complete the quest 'Blood Ties' by making a deal between the 'vampires' 
    and Arefu. This... perk is of limited use, but still, why not?
    <---------------------------------------------------------------------->
    Junior Survivor
    Benefit: varies	Normal: +5 Hit Points
    		Smart:	+2 Medicine, +2 Science
    		Tough:	+2 Damage Resistance
    		Sneaky:	+2 Sneak, +2 Speech
    		Snide:	+1% Critical Hit Rate
    		Always:	+2% Poison and Radiation Resistance
    
    Okay... When you complete quests for Moira, you'll get a number of
    answers to choose depending on your stats. If you do few or none of the
    sidequests, or if you lie to Moira at any point, you'll end up with the
    Junior Survivor perk, which is the worst of the bunch. Try and do ALL
    of her sidequests for the best benefits. You may have to do some drugs
    to raise your attributes if they're not high enough. Buffout to raise
    Strenght, or Mentats to raise Intelligence, for example, before you
    talk to Moira. I believe that acting tough or being a smartass are the
    two best ways to go. Damage Resistance is always nice, and so are
    Critical Hits. You'll just have to choose whether you'd like x%
    Damage Resistance, or x% critical hit. You'll always get the poison and
    radiation resistance, no matter how you answer. If you complete a
    certain number of Moira's optional objectives, you'll get a better
    version of this perk..
    <---------------------------------------------------------------------->
    Pitt Fighter
    Benefit: Damage and Radiation Resistance +3%
    
    Commplete the pit fighting portion of the Pitt. An extremely easy 
    quest,
    and an extremely rewarding one.
    <---------------------------------------------------------------------->
    Power Armor Training
    Benefit: You can wear Power Armor.
    
    After the quest 'The Waters of Life' is complete, you can get Elder
    Lyons to give you permission to recieve the training. Talk to Paladin
    Gunny in the Citadel to recieve this perk. 
    
    *Sigh* Okay, I can admit to being wrong. Power Armor is cool... so long
    as it's the Enclave kind. Get, wear it, love it. Do the whole sci-fi
    black knight thing. You know you want to.
    <---------------------------------------------------------------------->
    
    Punga Power!
    
    Benefit: Boosts radiation recovery from eating Punga Fruits.
    
    
    
    You get this perk for completing the Walking with Spirits quest in
    
    Point Lookout.
    
    <---------------------------------------------------------------------->
    Rad Limb Healing
    Benefit: You'll regenerate crippled limbs when you are suffering from
    Advanced Radiation Poisoning (400+ rads).
    
    During the quest 'The Wasteland Survival Guide: Get Radiated!" if you
    meet the sub-objective of suffering from Advanced Radiation Poisoning
    (600+ rads) you'll get this perk.
    
    Okay, well, granted there aren't all that many opportunities for you
    to use this perk-ideally you don't want 400+ rads-it's still handy to
    get. Keep in mind that if you choose to be a Dream Crusher, you can't,
    obviously, get this perk.
    
    <---------------------------------------------------------------------->
    
    Superior Defender
    
    Benefit: +5 damage and +10 armor when standing still.
    
    
    
    Get this perk by completing 'The Local Flavor' quest in the Point
    
    Lookout DLC. Despite its misleading language, you are almost always
    standing still, as far as the game is concerned, especially if you
    V.A.T.S. often. You can count this as a flat bonus to damage and armor,
    and a hefty one. This is a rather ridiculously strong perk.
    <---------------------------------------------------------------------->
    Survivor Expert
    Benefit: varies	Normal: +10 Hit Points
    		Smart:	+4 Medicine, +4 Science
    		Tough:	+4 Damage Resistance
    		Sneaky:	+4 Sneak, +4 Speech
    		Snide:	+2% Critical Hit Rate
    		Always:	+4% Poison and Radiation Resistance
    
    Like Junior Survivor, but better. You completed some, but not all of
    Moira's objectives. If you complete ALL of Moira's optional objectives,
    you'll get the best variant of this perk...
    <---------------------------------------------------------------------->
    Survivor Guru
    Benefit: varies	Normal: +15 Hit Points
    		Smart:	+6 Medicine, +6 Science
    		Tough:	+6 Damage Resistance
    		Sneaky:	+6 Sneak, +6 Speech
    		Snide:	+3% Critical Hit Rate
    		Always:	+6% Poison and Radiation Resistance
    
    You'll get this perk if you complete ALL of the optional objectives
    for Moira in the quest 'The Wasteland Survival Guide'. This is the
    best version of the perk reward, certainly better than Dream Crusher.
    <---------------------------------------------------------------------->
    Wired Reflexes
    Benefit: V.A.T.S. accuracy improved by 10%.
    
    After completing the quest 'The Replicated Man', talk to Dr. Zimmer and
    reveal everything you discovered about the android's identity. Keep in 
    mind you can get the android to let you kill Dr. Zimmer before talking 
    to Zimmer, and receive the unique Plasma Rifle. You can then sell the
    android out and recieve the Wired Reflexes perk. If you still want to
    be a good guy, it's good fun to slip a Frag Mine into Dr. Zimmer's
    pants as he walks away. Wait, that's good? It's Fallout 3. Moral
    relativism rocks.
    <---------------------------------------------------------------------->
    Xenotech Expert
    Benefit: 20% extra damage with alien weapons.
    
    In the 'Mothership Zeta' expansion, in the Weapons Lab area. Find the 
    firing range (which is to the north of the room where you find the
    Drone Cannon Ex-B, you'll also find the Destablizer in the firing 
    range.) And activate the northern-most 'Control' near the Healing Arch.
    A number of Raiders will warp in along with a random strong enemy-such 
    as an Albino Radscorpion, Deathclaw, or Sentry Bot. Kill whatever gates
    in, then activate the 'Control' to teleport some more in. Keep killing
    enemies (or letting them kill each other) and you'll get this perk.
    
    My Personal Build, Perks* 					{PRK018}
    o======================================================================o
    Swift Learner	
    Black Widow/Lady Killer		
    Comprehension** (or Entomologist)			
    Iron Fist (1)			
    Gunslinger			
    Toughness			
    Strong Back					
    Commando			
    Finesse				
    Bloody Mess
    Sniper
    Silent Running
    Robotics Expert
    Cyborg
    Better Criticals
    Action Boy
    Life Giver
    Paralyzing Palm
    Grim Reaper's Sprint
    Ninja
    Concentrated Fire
    Iron Fist (2)
    Iron Fist (3)
    Adamantium Skeleton?/Entomologist?/Quantum Chemist?
    Nerves of Steel
    Demolition Expert (1)
    Demolition Expert (2)
    Demolition Expert (3)
    Almost Perfect
    
    *Note: these perks are not necissarily listed in order of selection.
    
    **For a more power-gamey approach you can dispense with Comprehension
    if you a) start out with 10 Intelligence, b) spread your skill points
    out evenly from leveling up, and c) plan to get most of the books in
    the game. Comprehension is not necessary in the expansions, but it does
    make it much easier to get all your skills up to 100.
    
    Bonus Perks
    -----------
    I also try and get all the other bonus perks from questing, including
    the Damage Reduction version of the 'Survivor Guru' perk, and 'Ant
    Sight', because I find Perception more useful than Strength... although
    since 'Almost Perfect' and the attribute-boosting Bobbleheads raise your
    stats to 10 eventually, it's rather moot. If you plan to get the
    Bobblehead - Strength early on (i.e. you want to live in Tenpenny Tower
    but you don't want to wait until level 30 to safely do so) wait until
    you're level 30 to get the 'Ant Might' perk to ensure you get 10
    Strength.
    
    Questionable Perks
    ------------------
    Keep in mind that in the expansion, there's really more room for
    versatility, so I'm much less adamant about my build this time around.
    If you really really like another perk, go for it. I don't use many
    explosives myself, but if for some reason I do decide to chuck a 
    grenade, I'll be able to do it well. The only real question to that end
    is whether it's better to get a third rank of Demolition Expert (20%
    extra damage with all explosives) or get Quantum Chemist, which allows
    you to make the most powerful grenade in the game-the Nuka-Grenade.
    
    Entomologist is only really useful against Albino Radscorpions, and if
    you're willing to trust in Paralzying Palm when you fight them, you'll
    see you don't really need it. You never really need Adamantium Skeleton.
    Quantum Chemist isn't great... but it's about your only chance of ever
    being able to get enough Nuka-Grenades to make using them feasible. But
    of course, you could always just use Mini-Nukes, which can be purchased
    from Flak & Shrapnel pretty reliably. Also note that Explosives like
    Frag Grenades will struggle to surpass 100 damage, while the Nuka-
    Grenade does in the area of 500, each Demolition Expert perk is going
    to give a Frag Grenade 20~ damage. Simply put, Demolotion Expert is
    going to give much less damage potential than a steady supply of
    Nuka-Grenades... if you even care about grenades.
    
    If you don't like Iron Fist, Demolition Expert, or Pyromaniac, don't
    get them... if you can find something better. Frankly, I couldn't. I
    should have covered the perks well enough that you won't pick any of the 
    one-star perks... or failing that, common sense will intervene. With the
    new versatility in perk choices, some gamers will pick perks like
    Educated just to make the trip to level 30 easier, or will eschew
    my Swift Learner pick in order to grab one of the skill perks... I mean,
    they're both going to be useless by level 30 anyways, so why not? I
    still prefer picking perks that are going to give me bonuses-no matter
    how minor-at level 30, and I'm pretty comfortable with my choices of
    about 26 of the 30 perks.
    
    Some people will well argue that there's not much point in having both
    Gunslinger AND Commando-pick one type of gun and use it-but I prefer
    flexibility... and besides, it's an awfully long game, some variability
    in weapon choice can be a breath of fresh air after 100 hours... If I
    want to use a 10mm Submachine Gun from time to time, or a Scoped
    .44 Magnum, I'd prefer to be able to do it well.
    
    Why have Grim Reaper's Sprint and Nerves of  Steel? Doesn't having the
    former make the latter obsolete? Not really. Big bad guys like Albino
    Radscorpions, Feral Ghoul Reavers, and Super Mutant Overlords might not
    get affected by my paralyzing palm in one V.A.T.S. session, and getting
    another one quickly can make a difference. Certainly they won't be
    killed by one V.A.T.S., and if there are multiple threats, it's nice to
    be able to paralyze one foe and then focus on another.
    
    So... it's my hope that my build allows me to use almost every weapon
    with some skill, regardless of how often I use them. Clearly two-handed
    Small Guns and Unarmed are the best weapon categories in the game, but
    I'd rather use perks that cater to all weapons than something like 
    Adamantium Skeleton or even Rad Absorption, both of which provide an
    arguably useful field benefit, but can be cured with a cheap (and
    weightless) chem or a trip back home.
    
    o======================================================================o
    |								       |
    |			      Hints & Tips			       |
    |				{HNT001}			       |
    o======================================================================o
    I always have to start these things out with token 'save your game'
    advice, so here goes: Save your game! Save it often, save on multiple,
    ideally rotating slots, and make hard saves you won't overwrite at
    convenient checkpoints. Seriously, it's a Bethesda game, and Bethesda
    means bugs, instability, locking up, and corrupted saves. Do yourself a
    favor and save.
    <---------------------------------------------------------------------->
    Speaking of bugginess, objects (items, dead bodies, etc.) can clip into
    the scenery/through the floor. It's happened to me on every system-PC,
    Xbox 360, and PS3, although the latter seems to be the glitchiest. This
    goes with that whole 'save' thing I said earlier-if something is
    clipping into the floor, or otherwise making itself inaccessible
    (perhaps by vanishing entirely!) you can reload before you entered the
    area and give yourself another shot.
    <---------------------------------------------------------------------->
    The Wasteland can be a rough place, especially for a kid fresh out of
    the Vault. Healing is rare and usually involves a trade-off of some
    sorts-caps for Stimpaks, or Rads for food and water. You can visit
    doctors for healing, or rent beds, but again, that costs money. Finding
    a bed is the best way to recover lost health, and free beds can be
    found earlier on-obtaining the house in Megaton or suite in Tenpenny
    Tower being the most obvious way.
    <---------------------------------------------------------------------->
    If you're out on the field and need some healing, but don't want to
    expend Stimpaks (which should only be used in combat) or run back to
    a bed, find a fire hydrant, water tower, drinking fountain, or sink.
    You'll catch some Rads, but the Hit Point-to-Rad ratio is generally
    pretty good. Your Radiation Resistance will cause the exact numbers to
    vary, but typically you're looking at a 6:1 ratio. Since the max rads
    you can accumulate before dying is 1000, and you'd be lucky to reach
    600 Hit Points, you can safely heal quite a bit before suffering any
    serious handicaps. If your Rads start to creep up on you, a single
    doctor visit-costing a mere 100 Caps-will remove all your Rads. Much
    cheaper than using Stimpaks. On the other hand, standing, stagnant
    sources of water tend to be much less appealing as sources of healing,
    so avoid them.
    <---------------------------------------------------------------------->
    Watch your Karma! Not only do certain potential allies only join
    characters with a specific Karma, but when traveling around the
    Wasteland you might find yourself hunted by groups of Talon Company
    Mercs (if you have good Karma) or Regulators (evil Karma). These guys
    are stronger than the toughest Raiders, and typically show up when
    you load an area somewhere in the Wasteland-usually after fast-traveling
    or exiting a location.
    <---------------------------------------------------------------------->
    Karma is pretty malleable in the Wasteland. While specific events and
    encounters change your Karma, it can be easily manipulated in more
    mundane ways. Stealing anything-no matter how useless-will lower your
    Karma, as will picking locks or hacking computers. In fact, 
    trespassing on an unlocked terminal can lower your Karma (the computer's
    name will be red if it's a prohibited terminal). Simply interact with
    the computer and exit to drop your Karma-repeat as you desire. To get
    an endless stream of positive Karma, simply give Purified Water to
    beggers-you can find one outside of Megaton and Rivet City. Purified
    Water can be purchased, or it can be collected from your Mr. Gutsy
    butler robot once every several days.
    <---------------------------------------------------------------------->
    If it bleeds, you can kill it. You can kill it much faster if you
    perform a sneak attack critical. Raise your Sneak skill, sneak around
    everywhere you may encounter hostiles, and, with a decent Perception
    score, you should be able to score the first strike. While long ranged
    combat is... less than reliable in this game, you'd be surprised how
    far away a Combat Shotgun remains lethal...
    <---------------------------------------------------------------------->
    You're new to the Wastelands, and after a few encounters you realize
    that killing things can be EXPENSIVE! Ammo isn't plentiful at the
    beginning of the game... or rather, your kill-per-ammo ratio isn't going
    to be very good. So use weapons that don't require ammo, like Spiked
    Knuckles and Baseball Bats. It might not be as elegant, but it's
    effective, and it will result in you accumulating ammo. If you have
    Broken Steel installed, and invest in a few Iron Fist perks, you can
    dominate the Wasteland until your level is in the teens without even
    carrying a gun on you.
    <---------------------------------------------------------------------->
    The Unarmed skill is great for the beginning of the game... and it only
    gets better as you level up. Grab Paralyzing Palm at level 18 and there
    is a good chance any foe you attack in V.A.T.S. will be paralyzed-if
    they survive your V.A.T.S. onslaught, that is. It's the best way to
    deal with Albino Radscorpions, Super Mutant Overlords, and Feral Ghoul
    Reavers.
    <---------------------------------------------------------------------->
    Unarmed can get you through the game, but ranged attacks come into their
    own once you accumulate enough ammo and Skill Points to make them
    effective. Why try rushing into a cave full of Deathclaws to engage
    them in melee when you can pick one or two off with a sneak attack
    critical from a distance? Also, some foes are just in hard to reach
    places, or they have ranged weapons themselves and... you know, they
    won't oblige you by walking into your fists? In these situtations, a
    ranged option is invaluable.
    <---------------------------------------------------------------------->
    Fallout is fun because of some of the goofy weaponry. Sadly, quirky
    Energy Weapons are much more expensive to maintain than mundane Small
    Guns. As fun as it can be to turn a Super Mutant into a puddle of
    green plasma, when it comes time to repair your Plasma Rifle, you'll
    wish you'd been using a Combat Shotgun, instead.
    <---------------------------------------------------------------------->
    Save before talking to NPCs and hacking computers. Who knows, there
    might be a Speech challenge you can attempt. Save/load until you
    succeed. Same goes for hacking. Screw up a hack and get locked out of
    a computer forever... or just reload. Which seems more appealing to
    you?
    <---------------------------------------------------------------------->
    You gotta shoot 'em in the head! I'd have made a "go for the eyes!" pun,
    but since you can't target the eyes of foes in Fallout 3 (unlike the
    first two Fallout games) the head will have to do. Head shots tend to
    deal more damage. You know, critical hits, vulnerable spots, all that
    good stuff. Often times it's better to provoke a foe into charging
    you, only to activate V.A.T.S. before they reach you so you can score
    some point-blank head shots than it is to try and shoot them to death
    at range. Wait... isn't the whole purpose of a gun to kill things at
    a distance? Yeah, in the real world, but Fallout 3 is goofy that way.
    <---------------------------------------------------------------------->
    While it's always fun to shoot things in the head, sometimes there are
    better targets. See that Raider about to lob a Frag Grenade at you?
    That Super Mutant Overlord causing you grief with that Tri-Beam Laser
    Rifle? Shoot the weapon. Not only is it pretty badass to snipe a
    grenade or missle in mid-flight, but if you disarm an enemy with a 
    powerful weapon (or deplete the durability of said weapon) they'll
    only have their fists to rely on... and most foes aren't anywhere near
    as competent in melee as the Vault Dweller can become.
    <---------------------------------------------------------------------->
    Hotkeys. Use them. Keep a melee, a ranged weapon, and Stimpaks on
    hotkeys and the game will become much easier.
    <---------------------------------------------------------------------->
    V.A.T.S. has as much farther range than your Perception score will
    grant you, and it will pick out foes even if they're camoflaged. Hit
    the V.A.T.S. key periodically as you explore and there's a good chance
    you'll spot creatures in the distance well before they spot you.
    <---------------------------------------------------------------------->
    Don't just run stupidly through the Wasteland-that's a good way to
    become some Deathclaw's dinner. You have a Sneak skill, use it. Even
    if it's low, enemies that are far away probably won't notice you
    (especially at night) and even if they do, the [HIDDEN] text will
    change to [CAUTION], and then [DANGER], which will at least give you
    a heads-up that something is coming.
    <---------------------------------------------------------------------->
    When hacking terminals, look for common suffixes/prefixes, such as
    CON-, -TION, and -ING. If you can confirm a word has-or doesn't have-one
    such prefix or suffix, you can eliminate around half the password
    options.
    
    o======================================================================o
    |								       |
    |			   Prologue: Vault 101			       |
    |								       |
    o======================================================================o
    
    Vault 101 (Toddler)						
    o======================================================================o
    Sequence of Events:						{WLK001}
    		1) You're SPECIAL!
    		2) Indoctrination 21:6
    		3) Pip-Boy 3000
    		4) Amata's Gift
    		5) The Sweetroll Confrontation
    		6) Ditching the Party
    		7) Dad's Gift
    		8) Killing the Radroach
    		9) Bobblehead - Medicine
    		10) Amata versus the Tunnel Snakes
    		11) The G.O.A.T.
    
    ***QUEST***
    Baby Steps
    
    1) Afterwards you'll get a little tutorial on how to walk. You'll be 
    left to your own devices shortly. When you are, open the gate and tottle 
    over to the "YOU'RE SPECIAL" book on the floor and activate it. Flip 
    through the pages and assign all your attributes. When you reach the end 
    of the book you'll get a chance to assign them all at once. If you're 
    following my build, you'll want the following attributes:
    
    		o=======================o=======o
    		|  Suggested Starting  	| Score	|
    		|      Attributes	|	|
    		o=======================o=======o
    		|Strength		|   5	|
    		|Perception		|   6	|
    		|Endurance		|   6	|
    		|Charisma		|   1	|
    		|Intelligence		|   9	|
    		|Agility		|   7	|
    		|Luck			|   6	|
    		o=======================o=======o
    
    If you mess up somehow, don't worry about it too much. Like with
    Oblivion, you'll be able to change everything about your character 
    before you get into the 'meat' of the game.
    <---------------------------------------------------------------------->
    2) When you're done, your dad will come back and show you the Bible 
    passage Revelation 21:6, which plays a fairly prominent role in the
    game. A religious scientist? Sure... no wonder mom died. Probably relied
    on the power of prayer instead of proper medicine. anywho...  When he's
    done yammering follow him out into the hall and time will fast-foward.
    
    Vault 101 (10-Years Old)
    o======================================================================o
    ***QUEST***
    Growing Up Fast
    
    3) You're now ten years old. The setting? Your birthday party. I wonder
    how many times all those party favors have been reused? Whatever, as
    a 'gift' the Overseer will give you a Pip-Boy 3000, an indispensible
    part of Vault life. I wonder why the Vaults in the D.C. area get
    Pip-Boy 3000's, whereas the California Pip-Boys were 2000's... ah well.
    You can check out your Pip-Boy by pressing the "B" button [Xbox] or
    "circle" [PS3]. Hold down the same button to toggle the Pip-Boy's light
    on and off. From here you can look at your Stats, including your Status,
    S.P.E.C.I.A.L. attributes, Skills, Perks, and General information, your
    Items, divided into Weapons, Apparel, Aid, Misc, and Ammo, and finally
    Data, which includes Local Map, World Map, Quests, Notes, and Radio. 
    You'll be messing around with this little device quite a bit.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Grognak the Barbarian
    
    4) When you're done fiddling around with your Pip-Boy, walk forward and
    talk to Amata. It doesn't really matter what you say/do here... she'll
    hand over a Grognak the Barbarian comic book, which you should hold 
    onto... don't read it yet.
    <---------------------------------------------------------------------->
    5) Ignore the Overseer, who plays the role of the authorative douche
    rather well, and instead talk to Old Lady Palmer, who is sitting down
    across from the Overseer. She'll give you a Sweetroll, no matter how
    much of a brat you are. Which is fortunate, since behind us our friendly
    robot Andy is busy destroying our birthday cake. This prompts Butch,
    one of the incorrigible little rascals attending your party to threaten 
    you for your newly acquired Sweetroll. You can try to be a sissy, 
    diplomatic, crude, mean... or meaner. If you provoke Butch, he'll come 
    after you. Just run around the tables until he is stopped by Officer 
    Gomez. You can talk to Gomez and some of the other kids attending, but 
    there's really no point. Amata will talk to you about Butch after the 
    confrontation is over.
    <---------------------------------------------------------------------->
    6) Next talk to Stanley, who is sitting beside your dad. He'll tell you
    a bit about the Pip-Boy, and you can fish a Kid's Baseball Cap off of
    him. Eventually your dad will get up and get a message from Jonas. He'll
    tell you to duck out of your own party. On the way out you'll be
    bothered by a lady named Beatrice, who will give you a... poem... for
    your birthday. What a lame party, eh?
    <---------------------------------------------------------------------->
    7) Exit the door where your dad is and head down the tunnel to the
    north, then west, then down some stairs to the north. If you look
    around, you might find Officer Kendall in the hallways... who really
    doesn't have anything interesting to say. You can sneak by pressing the
    left analogue button, and if you're lucky, you can lift two Stimpaks off
    of him... although since you don't get to keep them, there's really no
    point. Anyways, at the bottom of the stairs you'll find Jonas, the man
    in the lab coat. He'll tell you to wait around for your dad, who will be
    arriving shortly. When your dad arrives he'll give you what is by far
    the best present yet-a BB gun! Hey, I remember how awesome it was when
    I got my first BB gun... it's just an experience all kids should have,
    whether they're an army-brat growing up in Germany, or a kid in an
    underground fallout shelter two-hundred years after nuclear holocaust.
    
    ***WEAPON INFO***
    BB Gun (Small Guns)
    Maximum Damage: 14
    AP Cost: Average
    Ammo: BB
    Clip Size: 100 (1 Round/Shot)
    
    BB Guns suck, and rightfully so. It's almost laughable that one does
    half the damage of a 10mm Pistol. You won't really ever use it at all.
    At least, not if you're seriously trying to kill something.
    <---------------------------------------------------------------------->
    8) Follow your dad and Jonas into a room to the south, talking to them 
    both on your way past. Go to the far end of the room at hit the right
    trigger [Xbox] or "R1" [PS3] to draw your equipped weapon (in this case,
    the BB Gun). The same button also shoots/attacks. The "X" button [Xbox]
    and the "square" button [PS3] will also draw your equipped weapons,
    and, if you hold the button down, will sheath/holster/lower them. Your
    goal here is to shoot the three targets to the south... Yes, you can
    shoot Jonas and your dad, but there's not really any point. Shoot the
    three targets beyond the locker until a Radroach crawls out. Hit the
    left bumper button [Xbox] or "R2" [PS3] to enter V.A.T.S. mode if you
    want to get the hang of using it. Once the Radroach is dead, dad
    decides he wants a picture. Go up to him and Jonas will oblige... and
    your childhood vanishes in another flash of light...
    
    Vault 101 (16-Years Old)
    o======================================================================o
    ***QUEST***
    Future Imperfect
    
    ***BOBBLEHEADS***
    Bobblehead - Medicine
    
    9) You'll return to the game being examined by your dad. Your goal for
    this part of the game: take the G.O.A.T., a 'career' test that'll
    determine your future in the vault. No pressure. Question good old dad,
    if you want, and he'll spin some pro-vault rhetoric. Outside bad,
    inside good, the Overseer is a tyrant, but... well, he's the bossman,
    so put up with his shit. Notice how dad dances around certain
    confirmations-"it's what the Overseer says, isn't it?" isn't a direct
    answer to the quest we ask. He also seems to know how much the outside
    world sucks. Hmm... When you're done talking with the old man, take the
    Bobblehead - Medicine from his desk. You can also go look at his
    computer for a few tidbits of information... but there's nothing
    essential there. Still, who can resist peeking at the medical histories
    of their fellow vault dwellers?
    <---------------------------------------------------------------------->
    10) Head out the doors and take a right to find Butch and his gang
    picking on Amata. Either choose to help her or not. If you help her,
    talk to Butch. You can be mean to Amata, and help Butch pick on her, or
    tell Butch to leave her alone. The best option is to succeed at a 
    [Speech] check, but with a Charisma score of 1, that's not this 
    character's strong point. If you succeed you'll get some Karma and
    experience... so, either reload until you succeed, or get on with your
    life-there's an infinite amount of experience and karma waiting for us.
    <---------------------------------------------------------------------->
    11) Head into the classroom and talk to Mr. Brotch. You can opt out of
    the test by picking the last option, and then pick the first option to
    choose what skills you want... or you can have Brotch do if for you, and
    just tell him what you're interested in... or you can go and take the
    G.O.A.T. While taking the G.O.A.T. you'll be asked random questions and 
    be given four seemingly random answers. How you answer determines what 
    job Brotch says you qualify for... and Tags! three of your skills. Talk 
    to Brotch and you'll get the option to change any of those tagged 
    skills... that's all the G.O.A.T. is for. If you didn't read my section
    on Skills earlier, and you don't care for a lot of advice, pick the
    Lockpick, Repair, and Sneak skill. As you leave the classroom after
    (or if you opted out, perhaps during) the test, the present will fade
    away in a flash of white light, and the prologue is finally over...
    
    Vault 101 (19-Years Old)					
    o======================================================================o
    Sequence of Events:						{WLK002}
    		1) Dad's Gone!
    		2) Kendall and the Radroaches
    		3) Save Butch's Mom!
    		4) Avenge Grandma Taylor
    		5) Incinerator Andy
    		6) Vault Gun-Down
    		7) Pencil Picking!
    		8) The Upper Level
    		9) Loot Floyd
    		10) Confront the Overseer
    		11) Loot Jonas
    		12) To the Entrance
    		13) The Capital Wasteland
    	
    ***QUEST***
    Escape!
    
    ***BOBBLEHEADS***
    Bobblehead - Medicine (it will still be in your Dad's lab if you didn't
    take it earlier.)
    
    ***BOOKS***
    Grognak the Barbarian (technically the one Amata gave you... but you
    must take it from your dresser before you go!)
    
    1) You'll be awakened by Amata, who frantically tells you to get your
    ass in gear. Apparently dear old dad left Vault 101 and the Overseer has
    gone facist, ordering that Jonas be killed. Allow Amata to give you the
    handgun, then take your BB Gun, the BB's, and the Baseball Bat off the
    table. Search the First Aid Kit for Med-X and 10 Stimpaks, which will
    come in handy, and finally and most importantly, search your Dresser for
    a number of extra Vault Suits and your copy of Grognak the Barbarian.
    You don't want to waste precious ammo at this junction, so equip the
    Baseball Bat and head out into the hallway.
    
    ***WEAPON INFO***
    10mm Pistol (Small Guns)
    Maximum Damage: 20
    AP Cost: Very Low
    Ammo: 10mm Round
    Clip Size: 12 (1 Round/Shot, semi-auto)
    
    They have a paltry zoom and do poor damage. In fact, the cost of the
    ammo versus the damage output these guns do really isn't worth it I'd
    advise you against using a 10mm Pistol unless you absolutely have to.
    For example, if you're being chased by a number of melee-weilding
    Raiders in the beginning, maybe use it to trim them down, but that's
    about all you should expect out of this gun.
    
    ***WEAPON INFO***
    Baseball Bat (Melee Weapons)
    Maximum Damage: 25
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    Well, what can you say? It's a bat. It does more damage than a Pistol,
    and it has excellent durability. You'll probably want to use this to
    smash your way out of the Vault and all the way to the Citadel.
    <---------------------------------------------------------------------->
    2) Take a right and you'll meet Officer Kendall, who will be attacked
    by a trio of Radroaches... you never know what'll come out when you
    turn out the lights! Let them duke it out. If Kendall survives, he'll
    turn on you. Don't be afraid to use V.A.T.S. to whack him with your bat
    in melee combat. Hit the right trigger [Xbox] or "R1" [PS3] to swing
    your bat, and hold the same button to perform a more powerful attack.
    Block with the left trigger button [Xbox] or "L1" [PS3]-this causes you
    to sustain less damage... just like the controls in Oblivion! The
    roaches drop Radroach meat, and Kendall will drop a suit of Vault 101
    Security Armor and a Vault 101 Security Helmet, which offer greater
    protection than your normal Jumpsuit, so it may be worth wearing.
    
    ***WEAPON INFO***
    Police Baton (Melee Weapons)
    Maximum Damage: 20
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    Not as powerful as the Baseball Bat, and not as satisfying. Still, it's
    probably a better alternative than the 10mm Pistol at this point in the
    game.
    <---------------------------------------------------------------------->
    3) Head down a hallway to the west from the intersection where Kendall
    fought the Radroaches. You should run into Butch at the end of the
    hallway, and ironically enough, it seems Butch isn't quite so... butch.
    His mother is being attacked by Radroaches, and he's afraid of the
    critters, so naturally he needs our help. If you confirm that he's
    afraid of the bugs (pick the second dialogue option twice) you'll get
    a shot at a pair of [Speech] challenges, where you can either convince
    Butch to either abandon his mother, or to man up. Alternatively, you
    can also give him your BB Gun (after failing a [Speech] challenge),
    which... well, guns turn cowards into fighters, in reality and in
    Fallout. The best option is to simply agree to help him, however...
    especially since a) who wants to give away our BB Gun, and b) even
    when armed, Butch is usually too incompetent to save his mother.
    
    Follow Butch down to the end of the hallway, then turn south and
    enter the first door on the right. Butch's mother is in the second
    (northern-most) room, and sure enough, she's being assaulted by several
    Radroaches. Promptly smash the Radroaches, and Butch'll thank you, even
    giving up his treasured Tunnel Snake Outfit (as well as returning your
    BB Gun, if you lent it to him). Grab the Vodka lying around as well,
    as its 20 to 1 value to weight ratio makes it worth holding onto. If
    you're sneaky you can steal another bottle of vodka from Butch's mom,
    and from Butch you can steal three Purified Waters and a Switchblade.
    If you took-or later take-any damage, the bathrooms that occupy the
    space between Butch's quarters and yours have a number of sinks and
    toilets you can drink from to replenish your Hit Points free of
    charge... there's absolutely no reason you should have to use a Stimpak
    while escaping from the Vault.
    <---------------------------------------------------------------------->
    4) From Butch's quarters head down the hallway to the north and take a
    left, then a right. Enter the first room on your right to get to the
    cafeteria wherein your 10th birthday party was held. Inside you'll find
    a trio of Radroaches and the body of Grandma Taylor. Kill them and
    leave, ignoring the passage to the left as there is nothing but
    inaccessible doors down there. You'll be discovered by Officer Gomez,
    who is not nearly as homocidal as Officer Kendall was. When you're done
    talking to him continue up the stairs.
    
    ***WEAPON INFO***
    Switchblade (Melee Weapons)
    Maximum Damage: 21
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    These puppies can do respectable damage and take less Action Points than
    Baseball Bats. If you want to slash people up instead of whacking them
    with a Baseball Bat... it's mostly an aesthetic choice.
    <---------------------------------------------------------------------->
    5) At the top of the stairs take a right. You'll run into the robot
    Andy, who shows off his Radroach torching skills. He'll head into the
    infirmary, where Stanley will begin repairing him. Search the room and
    pick up the two Stimpaks on the ground, and perhaps the Scrap Metal from
    the Toolbox. If you're really tricky you can lift a Vault 101 Utility
    Key off of Stanley. If you continue north you'll reach your father's
    office, which has long-since been sacked. Note that the framed
    Revealtion 21:6 quote is locked [Average]-following my build, you
    won't yet have a high enough Lockpick skill score to even attempt to
    unlock this yet... don't worry, however, perhaps we'll get a chance to
    tinker around with it later? When you're done leave the room and take a
    left, entering the door that leads to Vault 101 Atrium.
    
    Vault 101 Atrium
    o======================================================================o
    6) When you reach the Atrium go into the large central room and head
    left. You'll see two Vault dwellers chatting; Tom and Mary Holden. Tom
    will decide to make a run at two guards, who promptly shoot him down.
    Follow on his heels so they're busy shooting at him rather than you, 
    and when you get close enough V.A.T.S. one of the guards, which will
    kill him with any luck. Kill the other and take both of their pistols,
    as well as any ammo they might have been carrying. Since you have no
    way of picking a [Very Hard] lock at this juncture, you're not going
    through the nearby door.
    <---------------------------------------------------------------------->
    7) Head into the small room north of the large one and loot it. Be sure
    to pick up any pencils you find! They weigh nothing and can be sold...
    for a bit, so why not? Also take any Scrap Metal you find, as it can be
    traded for caps and experience later on. Other crafting materials lie
    around, but since we currently don't have a way to stash our loot, we
    might want to be picky about what we... pick up.
    <---------------------------------------------------------------------->
    8) Return to the large room to the south and head through the door
    being propped open by a locker (also to the south) and up the stairs,
    killing any Radroaches along the way. Atop the stairs turn east, then
    north to reach the walkways running over the large room we were in
    earlier. Continue west, ignoring some dink yelling at you through a
    window and through a doorway marked 'Admin'. Beyond you'll find Security
    Chief Hannon, who needs a dose of death. Search near a console to find
    a dead engineer-Floyd Lewis-who can be looted.
    <---------------------------------------------------------------------->
    9) Continue west through another doorway marked 'Admin', turning north
    when you must. Enter the first room to the left (marked 'Security')
    where you'll find Officer Mack, Amata, and the  Overseer. If you're
    sneaky, you can get near enough to Officer Mack to sneak attack him in
    V.A.T.S. Amata will run off, and the Overseer will sit around calling
    for guards. You can chat with him, but there's no point in killing him
    yet. When you're done talking, search the lockers for a Stimpak,
    32 10mm Rounds, and two of the following: a Police Baton, Vault 101
    Security Armor and Security Helmet. Search the desks for some Pre-War
    Money and Shotgun Shells. If you need healing, go into the back room and
    drink from the sink. Before you leave, try and steal the Overseer's
    Office Key and the Overseer's Terminal Password from the Overseer.
    <---------------------------------------------------------------------->
    10) Leave the guard station and head to the left. Enter the room at the
    far end of the hallway to the right. Inside you'll find Jonas, who has
    some Eyeglasses, a Note from Dad, a Stimpak, and a Vault Lab Uniform.
    Open up your Pip-Boy and head to the Data section. Your Dad's note is
    under the Notes section, listed as 'Note from Dad'. Search the desks for 
    some more Pre-War Money. You can head into the room to the left to talk 
    to Amata, who will be thankful you didn't kill her dad, or you can head 
    to the right to get to the Overseer's Office, which you can unlock by 
    picking it [Very Easy] for some experience, or with the Overseer's Key. 
    
    How the unlocking mini-game works, you ask? Well, as the wonderful
    screen will tell you, you rotate the bobby pin with the (LS), and
    apply torgue with the (RS). Essentially you rotate the bobby-pin
    around and very gently push the (RS). If the lock turns, slowly ease
    the (RS) until the lock 'catches' on the bobby pin. If it catches
    long and hard enough, the bobby pin will break, which is gay. If it
    catches, simply reposition the bobby pin and try another area. If the
    lock turns, it means you are close.. the more it turns, the closer
    you are. So if the lock turns a bit don't rotate the bobby pin very
    far. If it catches immediately, try somewhere a good distance away.
    The best places to try are typically at 10, 12, or 2 (as if the
    circle of the lock were clock.) If you're in the right spot, the
    lock will turn fully, and the object will open. You'll get the hang
    of it.
    
    Search his lockers for a whopping 120 10mm Rounds, two Mentats, the 
    Overseer's Terminal Password (if you don't already have it) and three 
    Stimpaks. Explore his terminals while you're here for some more 
    information. You'll hear about a town called Megaton, which was explored 
    presumably by the previous Overseer-Anne Palmer-some thirty years ago.
    Also note that the message from Dr. Braun refers to the vault
    inhabitants as the 'control group'. Veterans of the first two Fallout
    games will recall that Vault-Tec took quite a few liberties with the
    salvation of mankind, usually in the form of social experiments. 
    And of course, make sure to open the Security Tunnel so you can 
    continue on your way. Kill any Radroaches down here and continue forward 
    until you find the door leading to the Vault 101 Entrance.
    
    Vault 101 Entrance
    o======================================================================o
    11) Flip the electrical switch in front of you and head into the large
    room and activate the Vault Door Security Control. Amata will follow
    you. Chat with you one last time before heading out. As the door
    opens... slowly... you'll be harrassed by two Officers. Ignore them and
    head out  the door... And use thier unwillingness to cross the boundary
    to the outside world to your advantage and beat them to death. When
    they're dead, go through the previously locked door they opened
    (opposite the exterior Vault door.) Enter the room to your right and
    loot it. Now's as good a time as any to set the standards for looting...
    If it has a Value-to-Weight ratio of 5-to-1 (5 caps for one pound of
    weight), I typically consider it worth hauling off and selling. If
    not... I typically leave it behind. Some items, however, are worth
    more than their simple cap value-typically components for various
    weapons you can craft or items certain NPCs need (and will reward you
    for).
    <---------------------------------------------------------------------->
    12) Speaking of loot, let's go get some, shall we? From the room with
    the vault door head west through a doorway (the door the two guards
    we just beat to death came through). In this room are three new doors-to
    the west you'll find a door that'll eventually take you back to the
    Atrium, to the south is another door that leads to a room unexceptional
    save for the locked first aid box on the wall [Very Easy], and finally
    to the north is a storage room wherein you can score two toolboxes,
    three bottle of Purified Water and six Bobby Pins.
    <---------------------------------------------------------------------->
    13) Now that you're done, exit the Vault, past the cheerful skeletons
    and their angry, angry signs... Lets hope they weren't the two
    'ambassadors' that left the Vault some 30 years ago... and go to the
    Door to The Capital Wasteland. You'll hear the ominous screech of the
    Vault Door closing behind you. Save your game and keep a save at this
    spot, as when you activate the door you'll get a chance to change
    nearly anything about your character. If you have buyer's remorse when
    you reach the Capital Wasteland, you'll be able to backtrack here and
    change yourself..
    
    o======================================================================o
    |								       |
    |			 The Capital Wasteland			       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK003}
    		1) Wasteland Orientation
    		2) To Megaton
    		3) Rivet City Tips
    		4) Sewer Waystation
    		5) Wilhelm's Wharf
    		6) Scavenger Stealing
    		7) Citadel
    		8) Brotherhood Burglary
    		9) Divin' for Treasure
    		10) Pirate Pely's
    		11) Super Mutant Smackdown
    		12) To Rivet City!
    		13) Acquire the Bobblehead - Intelligence
    
    The Capital Wasteland, From Vault 101 to Megaton
    o======================================================================o
    1) As the blinding glare from the sun dies down (your first bath in
    natural light-so long as you didn't escape during the night, that is!)
    you'll see the ruined world sprawled out before you. As the game
    promises, you've got free reign of the place, to go after Dad... or not.
    For me, it's typically a lot of not... and since I don't like doing
    quests before I have an adequate Speech score, I tend to mess around a
    long time before seriously pursuing the main story. Head out to the
    'Scenic Overlook' and view the ruins of Springvale. No matter what you
    intend to do with this game, the first thing that needs to be done is
    for you to acquire the Intelligence bobblehead. It's a long and 
    dangerous journey in itself, which can be made even longer and more
    dangerous by random encounters. First things first though, you'll get
    to level yourself up. Note that if you have less than a 9 Intelligence
    and you want to get up to 10 Intelligence with the Almost Perfect perk,
    you will NOT want to get the Intelligence Bobblehead. Of course, getting
    a 10 Intelligence AFTER you hit level 30 is almost purely aesthetic,
    and starting with anything other than a 9 Intelligence is highly 
    discouraged by this FAQ-writer.. I mean, it's really the ONLY attribute
    whose starting score matters, except for those which meet pre-requisites
    for perks. If you do not wish to grab the Bobblehead - Intelligence at
    this time, skip this section and continue on with the Megaton section.
    
    ***LEVEL UP***
    Spend your points on whatever you wish... Repair, Sneak, and Speech are 
    all good first level choices. Typically I'd get myself something like
    Repair, but since I know I'll be questing right off the bat this time
    around, I get points into Speech. I buy the Swift Learner perk for the
    extra 10% experience. It's a useless perk, as are all perks which won't
    give me any benefits once I reach level 30, but almost all the level 2
    perks are, with the exception of Black Widow/Lady Killer. I won't need
    that perk as much as I'd rather have the +10% experience from the
    get-go, so Swift Learner it is.
    
    Level 2
    HP:	230
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	17
    Lockpick:	32
    Medicine:	33	
    Melee Weapons:	15
    Repair:		38
    Science:	23
    Small Guns:	19
    Sneak:		34
    Speech:		15 + 19 = 26
    Unarmed:	17		
    
    Now to explain how things will work for the rest of this guide. First
    thing we need to do is to find dad, and that means following his trail. 
    Logically, that would make our first stop Megaton, and so it will be.
    Instead of exploring it, however, we'll take an excursion to Rivet 
    City, to boost our Intelligence and nab us 28 extra skill points
    over the course of the game. Not bad, right? This is, of all my
    deviations from the straight story-line, the most important. Then
    we'll return to Megaton, get us a house, and do some quests around
    town.
    
    If you have the expansions installed, you'll get messages introducing
    the new quests, and with Broken Steel installed you'll get a message
    that indicates the level cap has been raised to 30.
    
    ***QUEST***
    Following in His Footsteps
    Aiding the Outcasts (Operation: Anchorage Expansion Only)
    Into The Pitt (The Pitt Expansion Only)
    Not of This World (Mothership Zeta Expansion Only)
    The Local Flavor (Point Lookout Expansion Only)
    <---------------------------------------------------------------------->
    2) Check the compass at the bottom left of your screen... just below
    your Hit Point bars. You'll want to head towards the solid green arrow
    pointing south-east. Navigate the terrain carefully, as falls DO hurt.
    When you reach Megaton you'll meet a robot named Deputy Weld and a poor
    beggar named Micky. Enter the town an exit to ensure you have it on
    your map. Now that we have that done with, we can head on to Rivet City.
    If you're overloaded with crap, wait around outside Megaton for a few
    hours at a time and eventually some merchants will show up. It's as
    good a place as any to unload any extra Security Armors you've found.
    We'll talk about these merchants in greater detail later, but for now,
    just sell off junk. Keep your Baseball Bat, your 10mm Pistols, a copy
    of each Vault 101 outfit (if you horde outfits like I do), your copy of
    Grognak, all your chems, your Nuka-Cola, and your Purified Water.
    <---------------------------------------------------------------------->
    3) Now.. for all intents and purposes there are two ways to get to 
    Rivet City. One involves going east to Greyditch, avoiding Fire Ants,
    an annoying kid, some Raiders, and crossing under a bridge patrolled by
    Super Mutants.. one of which will certainly have a heavy weapon with
    which to cause you pain. The other way involves heading south-east,
    past the Arlington Library to the Citadel. On your way you'll have to
    skirt away from a group of Talon Company Mercenaries (excuse me if I
    call them Black Talon mercenaries, I've been writing a Baldur's Gate
    FAQ and, well, things get jumbled) some Raiders, and you'll have to sit
    and watch some Super Mutants duke it out with the Brotherhood of Steel.
    The top option is appealing because it involves crossing a bridge
    that probably is crawling with Raiders, while the Citadel approach
    involves swimming the river and catching some Rads. Either way, once
    you're across you'll have to avoid the Jefferson Memorial and another
    outpost, both of which are crawling with Super Mutants, to make it to
    Rivet City. I never said it would be easy, did I? Hey, if I can do it
    with no guide on my first-and five subsequent-playthroughs, you can do
    it with one! Below are some handy pointers to help you make it to Rivet
    City:
    <---------------------------------------------------------------------->
    Avoid fights when you can. Use the Sneak skill to move about. It slows 
    you down, and getting within a mile of anything will probably give you 
    away, but the least it'll do is tell you whether you're [HIDDEN], 
    whether an enemy has heard you [CAUTION], and if you're being pursued
    or attacked by something [DANGER]. The higher your Perception, the
    easier it'll be to see and avoid danger. The higher your Sneak, the
    better your chances of avoiding a fight.
    <---------------------------------------------------------------------->
    Keep multiple save slots so you can back-track if you need to. Saving
    right before you accidently find the Death Claw random encounter will
    spare you a lot of trouble. 
    <---------------------------------------------------------------------->
    Keep in mind that healing is NOT going to be as easy to come by anymore. 
    In fact, healing will be one of two evils for a while:  
    1) prohibitively expensive, as using a Stimpak is the equivilent of 
    swallowing 25 caps, or 2) a trad off, as food and water sources that 
    replenish Hit Points will in turn give you Rads. A full Rad bar can be 
    expunged with one 100 cap doctor visit though, so it is cheaper in the 
    long run to just soak up the Rads.. just be economic about it. Drinking 
    from a fire hydrant is going to give you a much better Hit Point to Rad 
    trade off than, say, drinking from a toilet. Of course, you can't suck
    on a hydrant while you're being shot.. or at least, not to any effect,
    so use Stimpaks in combat if you must.
    <---------------------------------------------------------------------->
    If you must fight, fight like a sissy. Get up to them in melee and
    V.A.T.S. them, so you'll do some damage while being immune yourself.
    Once V.A.T.S. is done, run until you get more AP. Rinse, wash, repeat.
    It won't save you from overwhelming firepower, but it will allow you to
    pick off Raiders.
    <---------------------------------------------------------------------->
    Hit the right bumper [Xbox] or "R2" [PS3] occassionally to try to
    V.A.T.S. Often times you can pick  out a foe in V.A.T.S. long before you
    can see them. This can alert you  to enemies that might be hard to see
    against the background... Dogs, Mole Rats, Bloat Flies, etc.
    
    The Capital Wasteland, From Megaton to Rivet City
    o======================================================================o
    4) Here I will chronicle my journey to Rivet City.. yours probably won't 
    be exactly the same, but it will at least give you a point-to-point 
    reference as I crawl tentatively across the world. First I head mostly 
    east to the Sewer Waystation. If you find Super-Duper Mart, you're too 
    far north. I vanquish a Mole Rat and a Bloat Fly on the way.
    <---------------------------------------------------------------------->
    5) I head east some more until I find Wilhelm's Wharf. Here you can find
    Grandma Sparkle if you need to sell off some more stuff you find. If
    you find Greyditch, you're too far south (or not far enough!) Seriously,
    avoid the Fire Ants. You can probably kill a number of them, but it's
    prohibitively costly to do so with your ammo reserves. And melee is not
    an option.. if you want to see why.. well, save the game and try it.
    On the forums in the first weeks of the games release, it was a fairly
    frequent topic to see people talking about their first Fire Ant
    experiences. Grandma Sparkle will tell you about people looking for you,
    depending on your alignment (at this point in the game, it's almost
    certainly Talon Company Mercs.) You can steal some .32 Calibur Rounds
    from her if you feel lucky. IF you get caught by some annoying ass
    kid named Bryan Wilks, he'll try and get you to start the quest 
    'Those!'. We're in no position to do this quest yet (see the Fire Ant
    comments above). You should strive to succeed at two Speech challenges
    with the kid to score some extra loot.. which will be very difficult at
    this point in the game. If he catches you.. just reload and try to avoid
    him.
    <---------------------------------------------------------------------->
    6) Head south-east down the road, past the sign that says 'Anchorage
    War Memorial', and especially past the bridge that leads to it. It's
    covered in mines, and while easily disarmed, I'd rather wait until I'm
    less concerned about leveling up. Keep following the road and, if it's
    the right time of day, you might find a Scavenger sitting on a dock.
    If you can, rob the Scavenger, as they'll likely have all manner of
    loot for you. I'm able to steal 16 5.56mm Rounds, 19 5mm rounds, 
    173 Caps, 30 Energy Cells, 3 Frag Grenades, a Laser Pistol, Med-X,
    Rad-X, and 13 Shotgun Shells. Now I'll admit, I never ran into this
    guy before, he was around the docks at 5:00 PM, and I probably went
    a bit overboard with the looting. If you find a Scavenger here too,
    keep in mind that there's a lot of save/loading involved in getting
    that gear.
    
    ***WEAPON INFO***
    Frag Grenades (Explosives)
    Maximum Damage: 115
    AP Cost: Low
    Ammo: Frag Grenades
    Clip Size: 1 (1 grenade/shot)
    
    Eh, they have their uses. They do great damage, but they can be
    somewhat inaccurate out of V.A.T.S., and somewhat tempermental in
    V.A.T.S. If you see a sweet group of baddies just begging to be maimed,
    you might as well use 'em, but I'd prefer a Missile Launcher any day.
    
    ***WEAPON INFO***
    Frag Mines (Explosives)
    Maximum Damage: 115
    AP Cost: N/A
    Ammo: Frag Mines
    Clip Size: 1 (1 mine/shot)
    
    Supposedly useful for setting up tactical ambushes, I really don't
    see the point. You can't use them in V.A.T.S., which makes sense,
    since you're not lobbing them at enemies, but that almost makes them
    more or less useless in close range scenarios. Dropping a live mine
    at the feet of a bad guy isn't just impractical, it's dangerous. I
    have heard it advocated that setting up a line of mines for Mirelurks
    to run over is a good way to kill them... but I'll stick to Combat
    Shotguns and Fisto!, thank you. Much cheaper, much more successful,
    and much less likely to blow myself up.
    
    ***WEAPON INFO***
    Laser Pistol (Energy Weapons)
    Maximum Damage: 23
    AP Cost: Very Low
    Ammo: Energy Cell
    Clip Size: 30 (1 round/shot, semi-auto)
    
    The Laser Pistol is the weak Pistol of the Energy Weapons family,
    although it does appreciably more damage than a 10mm Pistol. Its ammo
    is more expensive, and repair costs are high and frequent... All in all,
    it's probably better to save the Energy Cells for a better gun, rather
    than use a Laser Pistol at all.
    <---------------------------------------------------------------------->
    7) Continue down the road to the south and you'll see a ruined bridge
    in front of you. Take the road leading up to the intact portion on the
    same coast you're on. The threat icons you see on your compass (the
    red dashes) are Raiders that live in the area under the bridge. Avoid
    staying away from the openings in the bridge. Once on top of the bridge
    sneak up to the west, away from the river. At the end of the bridge
    where rubble prevents further exploration part of the railing has been
    destroyed. Jump down to onto a pile of rubble and safely head to the
    huge building across from the bridge with the crane over it. You'll
    still way to stay up west, away from the river until you reach the
    building, as you can still be bothered by Raiders within the bridge.
    Go up the stairs to reach the building's foundation and search garbage
    cans for goodies. Soon enough you'll get a message saying you've
    discovered the Citadel. A few minor enemies so far, and one Raider camp
    easily skirted... not so bad, right?
    <---------------------------------------------------------------------->
    8) You'll come to the front of the building, where some guys in Power
    Armor are standing guard, along with a Sentry Bot. You don't want to
    pick a fight here. You can talk to Paladin Bael, but there's not really
    any point to it just yet. If you're an idiot, like me, you can nab some
    5mm Rounds from Bael, and some 5.56mm Rounds from his buddy. If you
    head to the far southern end of the building you'll see a Super Mutant,
    a Centaur, and a Super Mutant Master (or Overlord, if you have Broken
    Steel installed) in a fire-fight with the Citadel Defenses. Normally,
    the Brotherhood cleans house, but the Overlord and his Tri-Beam Laser
    Rifle are just too much. Don't get any stupid ideas, stay away from
    them. You don't have the faintest chance of winning. You might see
    Brotherhood of Steel patrols walking about. I was able to steal a Laser
    Rifle and 43 Microfusion Cells from one who had carelessly put his
    weapon away. I'm sure he won't need it. The Brotherhood patrollers might
    have different loot for you, and it's not essential that you steal
    anything at all... it just depends on how much time and patience you're
    willing to spend trying to steal guns you can afford to use yet. You
    can typically steal 10mm Pistols from all the Knights carrying heavy
    weapons... but it's up to you to decide if it's worth the hassle.
    
    ***WEAPON INFO***
    Laser Rifle (Energy Weapons)
    Maximum Damage: 34
    AP Cost: Very Low
    Ammo: MF Cell
    Clip Size: 24 (1 round/shot, semi auto)
    
    Ah, much better than its pansy pistol cousin, the Laser Rifle has much
    higher damage (about twice as much) and a similar AP Cost. It is,
    however, expensive to maintain. Its ammo is among the most expensive,
    and if you should ever be cursed with the need to repair the gun... you
    might just cry.
    <---------------------------------------------------------------------->
    9) Head to the front of the Citadel, opposite the gate Bael was guarding
    and go down by the coast. Search until you find a dock with some crates
    and two locked [Very Hard] personal footlockers on it. Dive into the
    water by the sunken ship and search inside the cabin. By the skeleton 
    you'll find some RadAway, Rad-X, a Stimpak, some Caps, and the Captain's
    Key. Also, in a submerged ammo box you'll find 8 .44 Magnum Rounds. Now
    open the personal footlockers with the Captain's Key. In the left one
    you'll find 8 10mm Rounds, 4 Caps, a Chinese Pistol, and a Power Fist.
    In the right one you'll find 9 Caps and another Power Fist. Keep both
    fists and don't combine them.. even if they break. We'll find a better
    use for them later. And by all means, don't be afraid at all to strap
    them on.. they're so much better than the Baseball Bat.
    
    ***WEAPON INFO***
    Chinese Pistol (Small Guns)
    Maximum Damage: 14
    AP Cost: Very Low
    Ammo: 10mm Round
    Clip Size: 10 (1 round/shot, semi auto)
    
    If you were sitting around thinking... Gee, the Pistol sucks, and the
    BB Gun sucks worse... if only there was a gun in between the two, sort
    of a moderation point between suck and extra suck... Well, you're in
    luck! Here it is, the Chinese Pistol. Inferior in every way to the
    10mm Pistol. If you're using up 10mm Rounds... why not fire them out of
    a better gun?
    
    ***WEAPON INFO***
    Power Fist (Unarmed)
    Maximum Damage: 38
    AP Cost: Average
    Ammo: None
    Clip Size: N/A
    
    Powerful and pleasing to use, it's like punching somebody with a
    hydrolic punching glove! Much fun. Also, it uses your Unarmed skill,
    meaning it'll skyrocket in damage as you get Iron Fist perks. If you
    plan on getting Paralyzing Palm and Ninja, Power Fists are for you. They
    greatly amplify your Unarmed damage and keep all the perks. When these
    break, don't sell or repair them... keep them on hand (nyuk, nyuk) to 
    repair unique Power Fists like Fisto! and The Shocker.
    <---------------------------------------------------------------------->
    10) Now leap off the dock and into the water and swim south-east to 
    reach shore and climb up the ridge. To the south will be a bridge 
    leading to the Jefforson Memorial. Ignore it. Head past the rubble east, 
    north-east to find a sign reading "Pirate Pely Boats & Bait". If you 
    want to explore it, do so. Inside you'll find a Radroach, some loot, 
    namely the boozes in the fridge, the Pre-War Money in the register, and 
    the meds in the first aid box. Also there will be a computer [Average],
    and a locked safe [Hard] that we just can't do anything about yet. If 
    you need healing, the water fountain in the corner has a 24/5 Hit Points 
    to Rads rate, which is as good as you'll find out here.. better than the
    20/8 rate for drinking from the river.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Lying, Congressional Style
    
    11) From the Pirate Pely's sign you'll want to head due east. Go up some
    stairs and continue east until you hit a road. Follow it south-east 
    until you hit a fort. You'll notice the stacked cars and sharpened 
    stakes as you approach. Make sure you're sneaking and undetected as you
    head down some stairs in front of the fort, taking you to a lower area
    near the shore. Loot some garbage cans. If you look across the water
    you might just be lucky enough to see some Super Mutants milling about
    on the structures around the Jefferson Memorial. If you're unlucky, 
    they might just see you. Head east, staying near the coast until you
    come to a road leading down from the fort. It is possible for the
    following events to happen: The fort to the north might be unoccupied,
    or it might be crawling with Super Mutants, possibly including a
    Super Mutant Brute with a Minigun (which is typical for this fort).
    Or, if you're lucky one of the merchants may have got into a scuffle
    with the Super Mutants and killed them for you. Most of the Super
    Mutants will have Nail Boards and Hunting Rifles, and are entirely
    managable singly or in pairs if you have a Power Fist. If you're
    feeling frisky, clear out the base. There are numerous ammo boxes to
    loot, as well as gore bags, and of course the Super Mutants themselves.
    If you are hurt from the fight, take a nap on the makeshift bedding.
    At the 'top' of the fort, near the bedding and some ammo boxes you'll
    find a Lying, Congressional Style book. Also on the platform with
    the fire on top (possibly where the Super Mutant Brute was) you'll
    find a hostage. If you're nice, you'll let them go. You can ask
    them to give you stuff, but it's usally junk and not worth it. For
    some reason there were two dead Raiders near the fire.. I don't
    remember them usually being here, but one had a Tire Iron and the
    other had an Assault Rifle. Anyways, when you're done killing, looting, 
    and resting, continue east. We're almost there!
    
    ***WEAPON INFO***
    Assault Rifle (Small Guns)
    Maximum Damage: 90
    AP Cost: Low
    Ammo: 5.56mm Round
    Clip Size: 24 (1 round/shot, full auto, 
    	      	fires 3-round bursts in V.A.T.S)
    
    The Assault Rifle is an average mid-to-short range gun that is best
    fired in bursts, as holding down the trigger for full auto will cause
    it to become woefully inaccurate. It does good damage, and it can
    really cause some pain in V.A.T.S. Still, it's inferior to the
    Chinese Assault Rifle, so you should save that 5.56mm ammo for the
    latter, instead.
    
    ***WEAPON INFO***
    Hunting Rifle (Small Guns)
    Maximum Damage: 37
    AP Cost: Low
    Ammo: .32 Caliber Round
    Clip Size: 5 (1 round/shot)
    
    Anybody who played Fallout 1 & 2 likely remembers struggling along with
    a Hunting Rifle at some point or another... and it has the same niche in
    Fallout 3. A poor mid-ranged weapon with a slow reload and rate of 
    fire, it still does enough damage, has cheap enough ammo, and simply 
    out-ranges all other early guns to make it a great choice for a fresh
    character. Until you can afford to toss around .308 ammo, you're be
    sticking with the cheaper .32 for long-ranged engagements.
    
    ***WEAPON INFO***
    Minigun (Big Guns)
    Maximum Damage: 232
    AP Cost: Average
    Ammo: 5mm Round
    Clip Size: 240 (has brief warm-up time but very rapid fire thereafter,
    		fires 8-round busts in V.A.T.S.) 
    
    A great short-ranged weapon, it quickly loses potency as the range
    increases. It's made to chop baddies to mulch, but frankly, it just
    works better for them... you know, because they have no ammo. For you,
    you'll easily go through a hundred rounds to kill anything big, and
    you'll need thousands of ammo to even consider bringing it into a
    large fight. Its ammo is cheap and plentiful, however. I just never
    found a use for this gun. There are smaller guns that deal better
    damage at better ranges, and although there is a certain macho appeal
    to this monstrous machine gun, it's more gimmicky than useful.
    
    ***WEAPON INFO***
    Nail Board (Melee Weapons)
    Maximum Damage: 24
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    Pretty much a hunk of wood with nails in it... what's not to like? It's
    about as effective as a Baseball Bat.
    
    ***WEAPON INFO***
    Tire Iron (Melee Weapons)
    Maximum Damage: 22
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    Its damage is comparable to a Switchblade, but it's very, very slow,
    even slower than a Baseball Bat. Since it's weaker and slower than a
    Baseball Bat, and much slower than a Switchblade there's very little to
    recommend this as a melee weapon.
    <---------------------------------------------------------------------->
    12) Follow the road and head up a ramp, you'll see a metal sign with
    the beautiful "Rivet City" on it. Huzzah! Like Megaton, merchants will
    occassionally gather outside of Rivet City, so if you need to rest up
    to trigger a merchant, by all means. Or you could waddle inside and sell
    your gear to some of the best vendors in the game. Head up two rusty
    ramps and past the beggar Carlos and activate the security intercom.
    The bridge to Rivet City will extend, and you'll be cooly greeted by
    Harkness on the other side. When you're done talking, head through the
    door leading to the stairway. You can buy pretty much anything in the
    Rivet City Market. Flak & Shrapnel sell guns, Seagrave Holmes sells,
    well, a little bit of everything, Gary Staley sells food, Cindy Cantelli
    sell drugs, and Bannon sells clothes. I'll go into more detail about
    Rivet City when we come here to do quests.
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Intelligence
    
    13) Circle around go through the door leading to the Midship Deck.
    Follow the signs to the 'Science Lab'. Head down the hallway and take a
    right. At the end of the next hallway take a left, and go through the
    door leading to the Science Lab. Go down the stairs to the main floor
    and look on the table by the lockers. You'll see the 
    Bobblehead - Intelligence near a coffee pot. Run down and grab it with
    out talking to anyone. We've no need to bother with these quests yet.
    
    Now our great crusade for the Intelligence Bobblehead has ended, it's
    time to head back to Megaton.. by fast travelling via your Pip-Boy, of
    course. By now we've got some decent gear.. weapon anyways, even if we
    can't afford to use them. It would certainly be nice to have a place to
    store it all, eh? First things first, by now you should be near level 3.
    If you're not, go kill some things until you are.
    
    ***LEVEL UP***
    I get my Explosives up to 25 so I can get a home in Megaton, and I
    get the Black Widow/Lady Killer perk as well.
    
    Level 3
    HP:	240
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	17 + 8 = 25
    Lockpick:	32
    Medicine:	35	
    Melee Weapons:	15
    Repair:		40
    Science:	25
    Small Guns:	19
    Sneak:		34
    Speech:		26 + 12 = 38 
    Unarmed:	17	
    
    o======================================================================o
    |								       |
    |		 		Megaton 	                       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK004}
    		1) Merchant Caravans
    		2) The Power of the Atom
    		3) Help Walter
    		4) Blood Ties
    		5) Mister Burke
    		6) Leo's Addiction
    		7) Decide Megaton's Fate
    		8) Home Sweet Home
    		9) Jericho's House
    		10) Moriarty
    		11) Moriarty's Task
    
    ***NPC***
    Jericho
    
    ***SCHEMATICS***
    Schematic - Nuka-Grenade (Doc Hoff)
    Schematic - Rock-It-Launcher (Crazy Wolfgang)
    Schematic - Shishkebab (Lucky Harith)
    
    1) Now, for a word about the merchant caravans that rove the wastes.
    There are four of them, each selling a variety of goodies. Crazy 
    Wolfgang sell junk, if you need a Tin Can, Crutch, or some other
    component for a Schematic, he's your guy. Note that although Crazy
    Wolfgang sells Pre-War Books the type of book he sells is different than
    the type Scribe Yearling will be looking for (see the Arlington
    Library.) For one, Wolfgang's books are worth 5 Caps each, not one, and
    their icon is the junk icon, not a bunch of books. Crow sells armor and 
    clothes, Doc Hoff sells drugs, and by drugs, he means anything that can 
    be consumed. Finally and most imporantly Lucky Harith sells guns and 
    ammo. They wander the wastelands, making stops at Canterbury Commons, 
    Paradise Falls, Evergreen Mills, Agatha's House, Megaton, and Rivet 
    City. In Canterbury Commons you can talk to Uncle Roe and invest in 
    their caravans, expanding their inventories and available caps, which is 
    in every way beneficial for you when you starting hauling in Gatling 
    Lasers, Enclave Power Armor, Tri-Beam Laser Rifles, Plasma Rifles, and 
    other expensive toys. Also, they'll give you gifts for investing in 
    them! That's a ways off, however, as we have nowhere near the money nor 
    the need to invest in anything other than our immediate survival. They 
    also sell a number of Schematics, as listed above, when you can afford 
    them. Be warned, however, that the expansion is not nice to these 
    merchants. A single Albino Radscorpion can easily kill one, its Brahmin, 
    and any bodyguard they might have. Make it a priority to get those
    Schematics off of them while they're still around. You don't want to get
    to level 30 only to find out Doc Hoff has been killed and there's no
    way you can get his Schematic for the Nuka Grenade.
     
    Megaton
    o======================================================================o
    ***QUEST***
    The Power of the Atom
    
    2) When you arrive inside you'll be greeted by Lucas Simms. He'll tell
    you some information about Megaton. Ask him about the bomb and offer to
    disarm it. He'll offer you 100 Caps, but you can get him to raise it to
    500 with a successful Speech challenge.. and you might as well, the 400
    extra Caps will come in handy. At my puny state, I had only a 16% chance
    of success (with 36 Speech), so it might take a while if you're low
    leveled. That's what save/load is for, right? Also, if you agree to help
    him you can ask him about your dad.. he'll be more forth coming now,
    and send you to Moriarty for more information.
    <---------------------------------------------------------------------->
    3) Head west, past the Sheriff's house, and up a ramp to the Water
    Processing Plant. Inside during the day, or outside at night you can
    often find an old man named Walter. Ask him what you can do to help, and
    he'll tell you to go around looking at pipes for leaks. Now that you 
    have that quest, head back to the entrance of town and go down the ramp
    leading south. On your left you'll find the first leaky pipe, and you'll
    need a Repair skill of 30 or more to fix it, which is nothing for me.
    Now head south and go around the left of the bomb when you reach it and
    up some stairs to the south-east.. stairs, not a ramp. Along the stairs
    to your right, you'll find the second leak. The final leak is much
    trickier to find, as it's on the roof of the Children of the Atom
    building. From where you are, head up the stairs until you reach the
    wall of Megaton, then follow it around to the west. Go past Moriarty's
    and the Men's Restroom and down the stairs leading to Craterside
    Supply. From the door to Craterside supply, head east and look below
    the Power of the Atom globe. You should see the leaky pipe merrily
    spewing water just under it. Save your game and jump from the
    Craterside Supply platform to the roof the pipe is on and fix it. Whew!
    Now head east and go to the lower roof, and finally down to the ramp.
    Sure beats jumping down, eh?
    
    Go back to Walter and tell him you fixed the pipes. You'll get a 
    whopping 100 experience points and 200 caps for your trouble, and he'll 
    offer to trade money for any Scrap Metal you find. This is by far the 
    best perk of completing his quest, as he'll give you caps for what is 
    otherwise garbage, and you'll also get five experience for each piece of 
    Scrap Metal you bring him. Now head over to Moriarty's Saloon.
    
    Megaton - Moriarty's Saloon
    o======================================================================o
    ***QUEST***
    Blood Ties
    
    4) You'll hear Gob complaining about the GNR network, and-depending who
    is around-Nova and Jericho chastising him for it. Go talk to Lucy west,
    the blonde girl sitting to the right of the door. She'll ask you to
    deliver a message to her family in Arefu, which triggers the quest
    Blood Ties.
    <---------------------------------------------------------------------->
    5) Further to the right you'll find a man in white named Mister Burke.
    He'll chat you up if you get too close and ask you to do the opposite
    of what Lucas Simms asked you to do-detonate the bomb in the middle of
    Megaton. All you have to do is connect a Pulse Charge to the bomb, and 
    you'll get paid. You can make a Speech attempt to scrounge 500 extra 
    caps off of him, like with Lucas. If you have the Black Widow perk you 
    can bypass the Speech check, or convince Mister Burke to simply leave 
    the poor town alone. You should try to succeed at the Speech challenge
    just for the experience, and once done, ask Burke what to do if you
    can't set the charge. He'll tell you about Leo Stahl. So take a trip
    to the Water Treatment Plant at night.
    
    Megaton - Water Treatment Plant
    o======================================================================o
    6) Go find Leo Stahl sitting by a desk in the back room at night. Pick
    the first option multiple times to get a Speech check, which shouldn't
    be hard compared to Mister Burke and Lucas. Convince him to get off
    drugs and you'll get a 100 experience point reward, and he'll give you
    the key to his stash, which is a wonderful treasure trove of meds and
    over 100 Caps. 
    <---------------------------------------------------------------------->
    7) Now to deal with the bomb.. you have three options:
    
    Option #1: Tattle on Mister Burke
    Now, you have a few choices. If you run back and tell Lucas, he'll get
    riled up and come to deal with Mister Burke. Naturally, he puts Mister
    Burke under arrest, and just as naturally Mister Burke decides to shoot
    Lucas with a Silence 10mm Pistol as soon as his back is turned. You can 
    pre-empt Burke by shooting him in V.A.T.S. as he's preparing to shoot 
    Lucas.. but if they both die, you're not getting any reward. If Lucas 
    lives, you can disarm the bomb and claim your reward as usual.. and get 
    Mister Burke's Scoped .44 Magnum and his nifty clothes. The best way,
    as far as brute reward goes, is to use Speech to get Burke to pay
    you extra, then go get Leo Stahl off drugs, tattle on Burke and kill
    him before Lucas bites it, and then finish the mission.. This approach
    gets you Burke's gear, Leo's drugs, and a good bit of extra quest
    experience. It also should be noted that if you go against Mister
    Burke, he'll send a squad of Hitmen after you later on in the game
    (which will take the form of a random encounter.) These are just Talon
    Company Mercenaries, and nothing to get worried about.
    
    ***WEAPON INFO***
    Silenced 10mm Pistol (Small Guns)
    Maximum Damage: 19
    AP Cost: Very Low
    Ammo: 10mm Round
    Clip Size: 12 (1 Round/Shot, semi-auto)
    
    Much like the 10mm Pistol, the Silence 10mm Pistol is slower in
    V.A.T.S., but is otherwise identical to the normal 10mm Pistol. What
    the silencer does, I'm not sure. If it is supposed to make it easier
    to do sneak attacks, I'm at a loss, as anything you shoot with it
    will go hostile and be aware of you... and you're certainly not going
    to perform one-hit-kills with this thing.
    
    Option #2: Disarm the Bomb
    If you just disarm the bomb, Mister Burke will be none too happy. Talk
    to Lucas Simms for your reward of 100 caps (or 500, if you used Speech
    to get him to give you more) and 300 experience. Also, you'll get your
    own cozy hovel in Megaton.
    
    Option #3: Plant the Pulse Charge
    If you go along with Mister Burke, you can tell him you don't think
    you're up to the task and he'll tell you to see Leo Stahl about getting
    something to help you out.. by this he means drugs. If your explosives
    skill is under 25, go see Leo in the Water Processing Plant. You can
    convince him to sell you drugs, or if your Speech is high enough you
    can get him to quit and take his stash. Put the Pulse Charge on the
    bomb and go meet Burke in Tenpenny Tower, which is far to the south
    west of Megaton. Once you get there, ask to see Mister Burke, go up 
    the elevator to reach the Penthouse Suites, let the guard open the
    door to Tenpenny's room and go through the double doors to the balcony.
    Talk to Mister Burke and then activate the remote detonator, and watch
    one of Fallout 3's more iconic scenes. Best if viewed at dusk. You'll
    get the standard main quest reward of 300 experience, 500 Caps, or 1000
    if you used Black Widow or Speech on Burke, and your very own Penthouse
    in Tenpenny Tower. If you do it this way, I'd suggest waiting a bit
    until you're done with all the Megaton quests.. and ideally until after
    you have the Strength Bobblehead, but that's an awfully long time to
    wait for a house, no? If you do it early and grab the Bobblehead, don't
    do the quest 'Those!' until you have the Almost Perfect perk. Then you
    can choose Ant Might and bring your Strength up to an honest 10.
    
    Despite getting the most caps for blowing the city up, I actually like
    Megaton better. It's just more convenient to get into your home. 
    Regardless, I'll continue the guide as if you'd disarmed the bomb.. or
    at least as if you hadn't blown up Megaton (yet). If you want to get the
    suite at Tenpenny, you should put it off until you're done with Megaton.
    Craters don't make for much questing. I drop off the excess gear I had
    been accumulating since my run to Rivet City. Excess gear at this point 
    includes everything but my Power Fists, Hunting Rifle, the armor I wear, 
    and any weightless gear (like meds). You should now also hit level 4.
    
    ***LEVEL UP***
    I get my Speech up to 50, which will be enough for a while, and start
    raising my Lockpick skill. I get Iron Fist as a perk.. I'm nowhere
    near ready to start reading books, and I figure having the extra five
    damage added to my Power Fists will make leveling up further that much
    simpler.
    
    Level 4
    HP:	250
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	32 + 8 = 40
    Medicine:	35	
    Melee Weapons:	15
    Repair:		40
    Science:	25
    Small Guns:	19
    Sneak:		34
    Speech:		38 + 12 = 50
    Unarmed:	17	
    
    My Megaton House... or Tenpenny Suite
    o======================================================================o
    ***BOOKS***
    Big Book of Science (Tenpenny Tower Only)
    Lying, Congressional Style
    Nikola Tesla and You (Megaton Only)
    
    8) There are several things you should know about your new home before
    you continue:
    
    You can buy upgrades for them from a vendor in the town your home is 
    in, (you'll be told who sells it to you) including themes, (which 
    typically come with useful goodies), aesthetic items, like Nuka-Cola 
    dispensers, and truly useful items, like the My First Infirmary. These 
    things are expensive however, and the Infirmary should be on the top of 
    your list.
    <---------------------------------------------------------------------->
    The 'My First Infirmary' heals you fully, removes all your Rads, and
    fixes injured body parts. Absolutely essential for making Rads a non
    issue.
    <---------------------------------------------------------------------->
    'My First Laboratory' freely creates one random drug a day, including
    Buffout, Jet, Rad Away, Rad-X, Stimpaks, etc. It also cures any 
    addictions to drugs you might have. Pretty nice.
    <---------------------------------------------------------------------->
    The Workbench allows you to create items from Schematics. Of course, you
    can do this at any Workbench in the game, like the one in Craterside
    Supply, or... well, there are lots of them. Still, it's more convenient
    to have it at home, where you can store all your components.
    <---------------------------------------------------------------------->
    In both houses you'll get a Mr. Handy robobutler, who can perform a 
    variety of tasks... Firstly, he'll tell you where you can buy more
    stuff, in case you forget. Secondly, he can dispense five bottles of
    Purified Water every couple of days for free... apparently from his
    'condensation unit'. You now have infinite Purified Water to heal
    yourself with, sell, or give away to beggars to raise your karma.
    Thirdly he can give you a haircut, allowing you to change your hair
    style/color at any time. And lastly, he can tell jokes. There aren't
    very many, and they're all science themed, but they're worth a listen.
    <---------------------------------------------------------------------->
    You now have a bed, which you can... you guessed it... sleep in! Return
    home when you're hurt and restore all your health and get rid of 
    crippling wounds for free. Best of all though, sleeping in your own bed 
    will give you the temporary well-rested perk, which gives you a 10% 
    bonus on all experience earned for eight hours. This stacks with Swift 
    Learner, and is in every way favorable.
    <---------------------------------------------------------------------->
    If you buy the Vault theme for your house, it'll look... well, like a
    vault the next time you go in. It'll have a bunch of useless machines,
    some food, and a 10mm Pistol upstairs, but nothing to go crazy about.
    <---------------------------------------------------------------------->
    The Raider theme will get you a good bit of blood, guts, and corpses on
    meat hooks. You'll also get some Beer, Med-X, Whiskey, an Assault Rifle,
    a 10mm Pistol, and some Frag Grenades.
    <---------------------------------------------------------------------->
    With the Wasteland Explorer theme you'll get some skulls, a motorcycle,
    a picnic table, plenty of Pork N'Beans, Beer, Whiskey, two 10mm Pistols,
    and a Hunting Rifle.
    <---------------------------------------------------------------------->
    The Science theme will get you some mechanical junk strewn about, very
    similar to the Vault theme. In Megaton you'll get a copy of Nikola
    Tesla and You, and in Tenpenny Tower you'll get a Big Book of Science.
    <---------------------------------------------------------------------->
    With the Pre-War theme you'll get a nice little household with 
    furniture, rugs, and some knick-knacks like an Intact Garden Gnome and
    tricycle. You'll also get a bunch of food.
    <---------------------------------------------------------------------->
    The Love Machine theme will put some entwined figures hanging from the
    ceiling, a tree wrapped in holiday lights, clothes, Whiskey, Vodka, and
    every variety of glasses in your house. You'll also get some drugs
    upstairs, and a copy of Lying, Congressional Syle on the desk in your
    room. If you get the Tenpenny Tower Suite, you'll get a Lying,
    Congressional Style from this theme, too.
    <---------------------------------------------------------------------->
    Most imporantly, you have places to store your loot! I typically
    separate weapons and armor into one container, and all my aid and misc.
    items into another. I'm a pack rat, and I store much more junk than I
    could ever hope to use. This is a list of items I store, and in 
    parentheses, why:
    
    Abraxo Cleaner			(Nuka-Grenade)
    Blood Pack			
    Books 				(Skill Point Books for later use)
    Camera
    Cherry Bomb			(Bottlecap Mine)
    Conductor			(Rock-It Launcher)
    Crutch				(Railway Rifle)
    Deathclaw Hand			(Deathclaw Gauntlet)
    Firehose Nozzle			(Rock-It Launcher)
    Fission Battery			(Railway Rifle)
    Lawn Mower Blade		(Shishkebab)
    Leaf Blower			(Rock-It Launcher)
    Leather Belt			(Deathclaw Gauntlet)
    Lunchbox			(Bottlecap Mine)
    Medical Brace			(Deathclaw Gauntlet)
    Motorcycle Gas Tank		(Shishkebab)
    Motorcycle Handbrake		(Shishkebab)
    Nuka Cola			(Used to make Nuka-Cola Quantums with
    				the Quantum Chemist Perk)
    Nuka Cola Quantum		(Nuka-Grenade, Give 30 to Sierra 
    				Petrovita in Girdershade)
    Paint Gun			(Dart Gun)
    Pilot Light			(Shishkebab)
    Pre-War Book			(Give to Scribe Yearling at the 
    				Arlington Library for 100 Caps)
    Pressure Cooker			(Railway Rifle)
    Purified Water			(Give to
    Radscorpion Poison Gland	(Dart Gun)
    Scrap Metal			(Give to Walter in Megaton for 10 Caps)
    Sensor Module			(Bottlecap Mine)
    Stealth Boy			(Useful for sneaking)
    Steam Gauge Assembly		(Railway Rifle)
    Sugar Bombs			(Give to Murphy for 15 or 30 Caps in
    				the Northwest Seneca Station)
    Surgial Tubing			(Dart Gun)
    Teddy Bear			(Bring them to Sandra or Midea in The
    				Pitt for 30 Caps each.)
    Tin Can				(Nuka-Grenade)
    Toy Car				(Dart Gun)
    Turpentine			(Nuka-Grenade)
    Vacuum Cleaner			(Rock-It Launcher)
    Wonderglue			(Deathclaw Gauntlet)
    
    When you're done with your house... if you got it... head east over to
    Jericho's house, it's the one right next to yours. Makes you feel safe,
    living right next to him, eh?
    
    Megaton - Jericho's House
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    9) Jericho is a former raider who spends most of his time drinking in
    Moriarty's Saloon and getting turned down by Nova. You can recruit him
    as a party member if your karma is low enough. Go into his house and 
    grab the Grognak the Barbarian on the floor by a teddy bear. I can't
    speak for you, but this is the height of Jericho's involvement in my
    game. Now head over to Craterside Supply.
    
    Megaton - Moriarty's Saloon (cont'd)
    o======================================================================o
    10) Now talk to Moriarty (he'll be in the bar during the day) and ask
    him about your dad. He'll remember you from when you were a kid, and
    tell you that your dad was here. Succeed at a Speech challenge and he'll
    tell you more about your dad. He'll tell you headed south-east into the
    city, and that he was heading for Galaxy News Radio. There is a more
    lucrative alternative, however.
    
    Instead of Moriarty you can talk to Gob, and if you're nice to him, you 
    can use Speech to get him to tell you about Moriarty's terminal in the 
    back. The terminal is locked [Average], but you can get his password 
    from the locked [Very Easy] cabinet in his office. Still too hard? 
    Geeze.. pick pocket Moriarty's Office Key from Moriarty or Gob first 
    then. Even better still, go ask Nova about the terminal after using 
    Speech on Gob, and she'll give you the password if you succeed at yet 
    another Speech check. You should look at Moriarty's terminal regardless 
    of what you do to get info on people in town. This is another way to 
    find out Leo is a junkie, if you didn't get Mister Burke to tell you.
    
    If you fail at the Speech check with Moriarty, he'll ask you for 100
    caps for the information. If you pay him, he'll tell you. If you say you 
    don't have the money, he'll ask you to do a job for him and get the
    money from a junkie out in Springvale named Silver. If you bug him again
    before doing his job, he'll raise the cost to 300 caps, and you'll have
    to succeed at a Speech check to lower him back down to 100.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    11) If you go deal with Silver, head over to Springvale and follow the
    solid green arrow on your compass to find her house. On your way there,
    don't be afraid to loot around Springvale, especially make sure you get
    the Pugilism Illustrated in one of the mailboxes. Go inside Silver's
    ranch and talk to her. She'll tell a bit of a different story than 
    Moriarty did. You can use Speech to get her to give you all the caps she 
    earned (400) or you can just ask her for the caps and she'll give you 
    300. Or you could just kill her and take the caps. Either way, return to 
    Moriarty and pay him 100 caps for the information. This way you can do 
    multiple Speech challenges (Gob, Nova, Silver) and cash in 300 caps. You 
    can still (and should still) take a gander at Moriarty's terminal when 
    you get back. When you have Moriarty's information, head over to
    Craterside Supply.
    
    Megaton - Craterside Supply					
    o======================================================================o
    Sequence of Events:						{WLK005}
    		1) Moira
    		2) Radiation Poisoning
    		3) Super-Duper Scavenging
    		4) Ruined House
    		5) Sam Warrick
    		6) Bridge Shelter
    		7) Raider Initiation
    		8) Super-Duper Smackdown
    		9) Finding the Food
    		10) Finding the Medicine
    		11) The Pharmacy
    		12) Returning to Moira
    
    ***QUEST***
    Wasteland Survival Guide
    
    ***SCHEMATICS***
    Schematics - Rock-It-Launcher (Moira Brown)
    
    1) Talk to Moira Brown, and she'll ask you to write the forward to her
    book. Ask about the Vault suit and she'll offer it up if you help her
    with her book. Give her a forward and she'll give you the Armored Vault
    101 Jumpsuit, then she'll ask you to help with research. By all means, 
    help her. It's one of the most involved quests in the game, and if you 
    do well, it gives you one of the best perks out there. You'll have 
    three quests to choose from at this point, to get food, to handle 
    radiation sickness, or to play with landmines. The radiation one is by 
    far the easiest, as it doesn't even require you to leave Megaton. Of
    course, if you don't want to spend the effort.. you know.. playing the
    game.. you can talk Moira out of her crazy idea and get the Dream
    Crusher perk. This is in every way inferior to the perks you'd get
    otherwise.
    
    Note: I recieved a little more info from Mr. Rose about this quest...
    or namely, failing this quest and the benefits it brings: "In the 
    Wasteland Survival Guide quest, the Dream Crusher perk is listed as the
    only reward for foregoing completion of the full questline, but Moira's
    repair ability will actually jump from 24 to 54 if you go that way
    (prices will NOT go down, however, as erroneously stated on the wikis).
    Again, not better than all you accumulate doing the quests, but still
    worth mentioning for speedrunners."
    
    Speedrunners can die. This FAQ is not for them. On a slightly more
    cheerful note, all the merchants that travel around the wastelands will
    have good repair scores once you invest in their caravans. Just use
    them, instead. -N
    <---------------------------------------------------------------------->
    2) You'll be asked to get enough radiation to suffer from radiation
    sickness, 200 Rads to be precise... but if you want the good perk at the
    end, you'll have to go above and beyond for Moira, and get yourself 600
    Rads. Head outside and stand in the irradiated water near the bomb and
    drink up. You'll get 18 Rads a drink, as well as 2 Rads/second for being
    in the water. Once you get 600 Rads, head back up to Moira. Since I'm
    trying to get the 'tough' responses for the bonus Damage Resistance, I
    make sure to buy some clothes that add to Endurance (like Wasteland
    Settler Outfits) and I pop a Buffout before talking to Moira, ensuring
    that despite my radiation poisoning I still have an Endurance of 7. When
    I talk to Moira. She'll remove all your Rads and you'll get the Rad
    Regeneration perk and some meds.
    <---------------------------------------------------------------------->
    3) Now that's done, I ask her about gathering food. Seems she wants you
    to go down to the Super-Duper Mart and see what you can scavenge. For
    the best perk at the end of the quest, you must also find medicine in
    the Super-Duper Mart. So, lets head to the Super-Duper Mart! And explore
    the surrounding areas while we're at it.
    <---------------------------------------------------------------------->
    
    The Capital Wasteland, From Megaton to Super-Duper Mart
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    4) Super-Duper Mart will be marked on your map, and is due east of
    Megaton.. if you were errant in your pilgrimage to Rivet City, you might
    have already found it. If you passed by the Sewer Waystation, you were
    certainly in sight of it. On route, if you see a water tower look 
    around for a rusty silo. Head over to the silo and look for a ruined
    house north of the silo. Inside the house on a bookshelf is a Chinese
    Army: Spec. Ops. Training Manual, as well as some other loot scattered
    about. Once you're done, continue on to Super-Duper Mart.
    <---------------------------------------------------------------------->
    5) Now that we're out an about around Megaton (and because this is
    when and where I encountered him) you might find a man wandering about
    by the name of Sam Warrick. I don't recall finding him before installing
    the expansions.. but in any event, he is not your friend, and will shoot
    at you with a Sniper Rifle should he find you. He's not hard, just run
    up and kill him when you find him. It's entirely possible you may have
    found him around Megaton on your way to Rivet City, or even on your
    first trip to Megaton! If that's the case, kill him and be one sniper
    rifle richer.
    
    ***WEAPON INFO***
    Sniper Rifle (Small Guns)
    Maximum Damage: 52
    AP Cost: High
    Ammo: .308 Caliber Round
    Clip Size: 5 (1 Round/Shot, semi-auto)
    
    The Sniper Rifle is a decent long-ranged weapon, and it fills a niche
    that few guns are capable of competing for. They do good damage, but
    their reload is unbearably slow, and frankly, I've always found them
    to be tempermental with aiming. They've never struck me as nearly
    accurate or powerful enough for what I need them to do, but until you
    get another weapon that has this kind of range, you might as well
    consider keeping one at hand. Its ammo is on the expensive side, but
    it's a limited use weapon, so it's not likely to be costing you a
    fortune to maintain... unless you just HAVE to snipe every Bloatfly and
    Mole Rat you see.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    6) Time for another detour before we reach Super-Duper Mart. From 
    Super-Duper Mart head north to the river, or more specifically a small
    bridge running over the river. Go down under the bridge and follow it
    to the opposite bank. You'll find a little shelter built under the
    bridge with a shopping cart and a 'Do Not Enter' sign in front. Disarm
    the landmine on the ground behind the cart (this might be easier is
    you click the (RA) button to 'grab' the cart and move it out of the 
    way.) You'll find some grenads and, most importantly, a Duck and Cover!
    book. Also note the bed for your sleeping pleasure, should you need to
    heal any.
    <---------------------------------------------------------------------->
    7) Outside of Super-Duper Mart you'll find the random encounter
    'Raider Initiation'. I know it's not quite so random when it seems to
    occur here so dependably, but since it can occur randomly elsewhere..
    anyways, many of them have melee weapons, but a few have guns, so you
    shouldn't run into the thick of them. Take a shot (or a few shots) at
    them to get their attention and slink around the corner. Use a Power
    Fist to nab them when they chase you. When you're they're all dead and
    looted head inside Super-Duper Mart. Don't be squeamish about heading
    back to town to stash your well-won Raider loot.
    
    Super-Duper Mart
    o======================================================================o
    8) This place is crawling with Raiders, so you might want to be sneaky.
    Clear the Raiders out however you wish and be sure to loot around. Save
    the back of the store for last. Be warned that these are some of the
    tougher Raiders out there, they'll have good weapons, like Assault
    Rifles, 10mm Submachine Guns, and Combat Shotguns.. you shouldn't be
    expecting a bunch of bums with Nail Boards and Hunting Rifles. Don't
    explore the south-west corner of the store just yet.
    
    ***WEAPON INFO***
    10mm Submachine gun (Small Guns)
    Maximum Damage: 93
    AP Cost: Very Low
    Ammo: 10mm Round
    Clip Size: 30 (1 Round/Shot, full-auto, 
    		fires 4-round bursts in V.A.T.S)
    
    A much better way to waste your 10mm ammo, the 10mm Submachine Gun is
    an excellent close-ranged weapon that rivals the Assault Rifle in
    damage. Considering its ammo, it's cheap to use, too, even though any
    use outside of V.A.T.S. is going to eat up your supply of 10mm Rounds.
    Like the Assault Rifle, it quickly becomes inaccurate at mid-to-long
    range and on full-auto, but it sure beats the 10mm Pistol any day.
    
    ***WEAPON INFO***
    Chinese Officer's Sword (Melee Weapons)
    Maximum Damage: 26
    AP Cost: Average
    Ammo: None
    Clip Size: N/A
    
    Surprisingly it's not much stronger than the humble Baseball Bat, and
    slower on the swing. Still, if you really need that Oblivion nostalgia,
    this is the next best thing to actually popping that game in.
    
    ***WEAPON INFO***
    Sawed-Off Shotgun (Small Guns)
    Maximum Damage: 63
    AP Cost: High
    Ammo: Shotgun Shell
    Clip Size: 2 (1 Round/Shot, semi-auto)
    
    While it does respectable damage, it only stores two rounds before you
    have to reload. This and the fact that it costs a good bit of Action
    Points to fire it in V.A.T.S. makes it a significantly less useful 
    weapon than it could be. It is totally out-classed by the Combat 
    Shotgun, which is just-if not more-common than a Sawed-Off Shotgun.
    
    ***WEAPON INFO***
    Combat Shotgun (Small Guns)
    Maximum Damage: 68
    AP Cost: Low
    Ammo: Shotgun Shell
    Clip Size: 12 (1 Round/Shot, semi-auto)
    
    A relatively fast fire shotgun with huge damage and a great clip size,
    it's one of the best guns in the game. It really takes off when your
    Sneak score gets high enough for your to get close and pull off sneak
    attack criticals, and even though it's a close-ranged weapon, you'd be
    surprised at how far away things can be when picking them off with sneak
    attack criticals. Its ammo is moderately expensive and the gun itself 
    wears out fast, but it's not as expensive to repair as, say, an Energy 
    Weapon. Other than its lack of durability, the only real problem with 
    the Combat Shotgun is that in V.A.T.S., if an enemy is too close you'll 
    paradoxically miss most of the time, dealing little or no damage.
    
    ***WEAPON INFO***
    Spiked Knuckles (Unarmed)
    Maximum Damage: 26
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    Better than whacking things with your fists, Spiked Knuckles augment
    your unarmed damage. Before I knew about the Power Fists right in front
    of the Citadel, I was more than happy to pummel bad guys with these.
    They're fast, strong, and with Iron Fist, even stronger!
    <---------------------------------------------------------------------->
    9) You can find what you're looking for either in the closed off area in 
    the front corner of the store opposite the bathrooms or in the back, 
    both of which are fridges labeled 'Food Storage'. Loot them and keep
    looking, you still have medicine to find. Also of note are the two
    Laser Pistols and two Stimpaks in the front of the store. When you're 
    ready go through the door in the back.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    10) Go past the door to your left first, and go right. Loot the area, if
    you don't have a 25 Science or a 50 Lockpick, pick up the Super-Duper
    Pharmacy Key in the metal crate, if you do have enough Science/Lockpick,
    might as well get the experience, right? Head back through the neglected
    doorway and grab the various loot strewn about, including the Tales of a
    Junktown Jerky Vendor. Either hack the computer and unlock the door
    [Easy], or pick the lock [Average] and head into the backroom. Some
    Raiders will come on the intercom and smell something fishy. When you
    come out, the store will be repopulated with Raiders. Now to explain
    Hacking..
    
    It's really quite simple, you pick a word, and if any of the letters
    match the letter placement on the actual password, it'll tell you. For
    example, lets go through this terminal together... note that yours won't
    be the same, this is just an example. I have four attempts to guess the
    password, and throughout all the random junk are words. For example,
    these are my first two lines:
    
    *'}?"^-CONTE	Notice the word CONTENTS clearly amidst the jumble of
    NT$./"^*)-|?	nonesense. I highlight CONTENTS and select it and get..
    
    CONTENT		*sigh* So I'm not much closer to getting through, but	
    Entry denied	I do know that one of those seven letters is the correct
    1/7 correct.	letter in the correct spot. These are the rest of the
    		words in my hack.
    
    One of these words is the correct password, and I know that CONTENT has
    one letter in the right place.. if a word has no matches, or more than
    one, it is clearly not the password, which brings up a process of 
    elimination.
    
    BARRENS		X	two matches, not the password
    SERVING		?	one match, possible password
    SOMEONE		X	two matches, not the password
    STATING		X	two matches, not the password
    SALVAGE		X	no matches, not the password
    SKETCHY		?	one match, possible password
    CALLING		X	two matches, not the password
    STAYING		?	one match, possible password
    WANTING		X	three matches, not the password
    SANCTUM		?	one match, possible password
    BEATING		X	two matches, not the password	
    SUCCEED		?	one match, possible password
    SIPHONS		?	one match, possible password
    TALKING		?	one match, possible password
    STAMINA		?	one match, possible password
    SERMONS		?	one match, possible password
    SETTING		X	two matches, not the password
    
    That's a lot of possible passwords. I just don't know enough right now.
    If my Science skill was higher, or the password was less difficult, the
    number of letters in the word would be lower, and there would be fewer
    passwords. So, lets guess some more. I'll guess SERVING next.
    
    SERVING		Well, I at least know that the correct password has
    Entry denied	one letter in common with both CONTENT and SERVING, so
    1/7 correct.	lets see how that affects the field when I put the
    		surviving passwords up against SERVING.
    
    SKETCHY		?	one match, possible password
    STAYING		X	four matches, not the password
    SANCTUM		?	one match, possible password
    SUCCEED		?	one match, possible password
    SIPHONS		X	two matches, not the password
    TALKING		X	three matches, not the password
    STAMINA		X	three matches, not the password
    SERMONS		X	four matches, not the password
    
    Whew, and then there were three. But I only have two guesses left, so
    it's still not a done deal. If you're ever running low on guesses,
    there's one more trick up your sleeve. Some lines have closed brackets
    of the same type on them, for example, the last two lines on the 
    second column of my screen:
    
    NG)|<:#-?(')	(') <-- Notice the closed brackets of the same type?
    ;;*?{/@^*(!;		If you highlight one of those three objects,
    			the entire selection will highlight as if it
    were a word. Selecting these have one of two beneficial effects. It
    will either clear out a dud password or replenish your allowance
    fully. This makes hacking much easier when you find them.. and you're
    more likely to find them the higher your Science skill gets. Mind you,
    they must be closed on BOTH sides, and they must be the SAME type of
    bracket. ('( will not work, neither will ('}. Scroll each line until one
    of these brackets highlight, it's not that hard and doesn't require you
    to pay that much attention. After scrolling for these brackets, I got
    my allowance repenished, and three duds removed including SUCCEED. I
    now have four guesses left, and only two possible passwords are left.
    
    SKETCHY		Eat my ass.	
    Entry denied	
    1/7 correct.
    
    SANCTUM		Whew.
    Exact Match!
    Please wait
    while system
    is accessed.
    
    If you're ever nearly out of guesses and you don't have any more
    brackets to use, just give up and log out. The password will change,
    but you'll get all your guesses back. It's better to try again than it
    is to get locked out of a computer for good. And of course, there's
    always save/load. Never get locked out of a computer!!
    <---------------------------------------------------------------------->
    11) Once inside, loot around the place. You really want the Mini-Nuke,
    and the Nuke-Cola Quantums, and the meds, and, and, and everything! Take
    all you can carry and open the Pharmacy Supplies on the wall. Now that
    you have all Moira wants, all that's left is to sneak out.. If you want
    to distract the bad guys outside, grab the Office Employee ID on top of
    the computer and hack the automated maintenence console [Very Easy].
    This will start the Protectron in the pod, who will go around the store
    bothering the Raiders. He will last all of two seconds, but it might
    be enough distraction to get away, or to kill the Raiders. Now, you
    should level up after killing all these delicious Raiders.. or sometime
    during the killing. Anyhow, welcome to next level.
    
    ***LEVEL UP***
    Lockpicks improves to 50 so I can tackle average locks, and I start
    building up Science as well. I get Comprehension as my perk for this
    level. I can now use books on a whim.
    
    Level 5
    HP:	260
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	40 + 10 = 50
    Medicine:	35	
    Melee Weapons:	15
    Repair:		40
    Science:	25 + 10	= 35
    Small Guns:	19
    Sneak:		34
    Speech:		50
    Unarmed:	17
    <---------------------------------------------------------------------->
    12) Now it's time to return to Moira. Again, if you need to pop some
    drugs to get your attributes high enough to answer Moira the way you
    want to, do so. I take a Buffout and tell her the good news. She'll give
    you a Food Sanitizer, which makes your food give you less Rads when you
    eat it.. but since you have a bed, you can sleep for free and not gain
    any Rads. Why carry around the seven pound hunk of junk? Stash it and
    ask for your next assignment. Now she wants you to go to Minefield, a 
    supposedly haunted town. Your task? Reach a playground in the middle of 
    town and return with a disarmed mine. Minefield is to the north east of
    Megaton, and it might just be your furthest expedition afield yet.
    
    Megaton to Minefield
    o======================================================================o
    Sequence of Events:						{WLK006}
    		1) Springvale School
    		2) Springvale Elementary School
    		3) Springvale School Lower Level
    		4) Big Town
    		5) Red's Clinic
    		6) Moonbeam Outdoor Cinema
    		7) Fordham Flash Memorial Field
    		8) Riverside Raiders
    		9) Hallowed Moors Cemetery
    		10) Meresti Trainyard
    		11) Agatha's House
    		12) Scrapyard
    		13) MDPL-13 Power Station
    		14) Fisto!
    		15) Arkansas
    		16) Looting Minefield
    		17) Chapter 1 Completed
    	
    1) Head north from Megaton to find Springvale School. It's an 
    uneccessary stop for us, but since it's along the way I might as well
    include it. Outside you'll find three Raiders of moderate strength for
    your killing pleasure. Loot around outside and head up the stairs to
    enter Springvale School, not the lower door to Springvale School Lower 
    Level.
    
    Springvale Elementary School
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    ***SHEET MUSIC BOOK***
    
    2) Go forward and kill the Raider in the next room. Then head south and
    east into a room with a Nuka-Cola machine in it. Over to the south is
    a cage with a Nuka-Cola Quantum on top, so jump over, grab it, and jump
    back. Now head to the rooms east of where you entered the school and
    kill some more Raiders, one of which will have the Springvale School 
    Key, which unlocks the doors leading east [Easy]. Through the doors 
    you'll find another Raider who has the Springvale Basement Key and a 
    note 'Springvale Raider Mining Log', which gives you the insight that
    these Raiders were trying to tunnel into Vault 101. Search the desk to
    the south to find a copy of Duck and Cover! and activate the terminal
    to find out more about these Raiders. Looks like life was about to get
    a lot more complicated in Vault 101. Search the lower levels, which are
    mostly uninteresting with one exception: search the south-eastern most
    classroom to find a Sheet Music Book, which lies on an over-turned
    metal desk. You can find two staircases down in the north eastern part
    of the level.. both take you to roughly the same area.
    
    Springvale School Lower Level
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    3) Go through a locked door to the east using the Springvale Basement
    Key to find a hole leading to some caves. The place is filled with Ants,
    but nothing that you can't handle with ease. Keep going east until you
    come to a large open chamber. Go up to the north to find a bunch of
    Ant Egg Clutches and some dead bodies. Some more Ants will comes out
    to attack you. Slay them and loot the norther passage, which contains
    an Assault Rifle, Jet, some Stimpaks, and a Chinese Army: Spec. Ops.
    Training Manual hidden under one of the dead Wastelanders. Once you're
    done here, leave and head north west.
    
    Big Town
    o======================================================================o
    ***QUESTS***
    Big Trouble in Big Town
    
    4) You'll probably discover Big Town on your way north west. A man named
    Dusty will bother you, and warn you about Super Mutants. Go across the
    bridge. You can talk to Flash to find some more information about the
    town. He'll even tell you where the Super Mutants dragged their victims
    in the last raid, getting you the map marker for the Germantown Police
    HQ in the north, and he'll tell you about Little Lamplight, far to the
    west. We'll get to those all in good time. You can also find Pappy,
    Kimba, and Bittercup around, but they have more of the same to say.
    Talk to Bittercup and find out she dated Pappy, Flash, and Timebomb,
    which will allow you to get into a Speech challenge with Pappy. Head 
    over to Red's Clinic.
    
    Red's Clinic
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    5) In Red's Clinic you'll find Timebomb. You can fix him up if your
    Medicine skill is high enough, or you can put him out of his misery. If
    you don't have a high enough Medicine to fix him, you might as well
    just leave him alone for now. You'll get Medicine aplenty on your way
    to the Cyborg Perk. On a desk in the back room is a note 'A free man..
    a new man..', and on a table in the kitchen is a D.C. Journal of
    Internal Medicine. This is as much as we need to explore Big Town at
    the present. We'll discover two areas around Big Town so we have them
    on our maps (even though they're not very interesting) it'll make fast
    travelling near Arefu easier.. and since we're already out here, we
    might as well discover them since they're nearby.
    
    Moonbeam Outdoor Cinema
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    6) Head north along the road outside of Big Town to find a ruined truck,
    inside of which is a Super Mutant with a Missile Launcher. If you close
    you should be able to prevent it from firing too much. Kill it and loot.
    Nearby you'll also find the Moonbeam Outdoor Cinema, which doesn't have
    very much of interest save a copy of Pugilism Illustrated on top of some
    junk books on a picnic table.
    
    Fordham Flash Memorial Field
    o======================================================================o
    7) Head west a little ways to find Fordham Flash Memorial Field. There
    will be a Raider with a Baseball Bat nearby, and some baseball items
    around the field, but nothing special. Now to get back on track. 
    <---------------------------------------------------------------------->
    8) Cross the river by heading over a bridge north east of Arefu. You'll 
    see some shacks with Raiders across the river as you go, and a church 
    across the bridge as you make your way north. The Raider shack has a 
    good bit of loot in it, mostly sellable items like Cigarettes and some 
    drugs.
    
    Hallowed Moors Cemetery
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    D.C. Journal of Internal Medicine
    
    ***KELLER FAMILY TRANSCRIPTS***
    Keller Family Transcript (2 of 5)
    
    9) Continue along the road to find the Hallowed Moors Cemetery, which is
    crawling with Super Mutants. Inside you'll find a Wasteland Captive you
    can free for some karma. On a bookshelf you'll find a D.C. Journal of
    Internal Medicine. You'll find some ammo boxes on a bench, and three
    Frag Grenades hidden behind a wooden crate behind the bench. There's a
    Chinese Assault Rifle on one of the beds, and on the puplit you'll find
    Keller Family Transcipt (2 of 5) and a Big Book of Science. There's also
    a Mini Nuke in a wooden crate near a Ham Radio.
    
    Meresti Trainyard
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    10) Head south east to find the Meresti Trainyard. Again, there's no
    need to be here yet, as we'll come back as part of a quest, but finding
    it now allows us to save time by fast travelling here. You'll find a
    random encounter here as well, which can be any number of things (see
    the Random Encounters section of the FAQ for more information.) Head
    south east of the Meresti Trainyard to find a destroyed city. In one
    of the ruined houses, in a bath tub, you'll find a copy of Tumblers
    Today. Now head north until you find Agatha's House.
    
    Agatha's House
    o======================================================================o
    ***QUESTS***
    Agatha's Song
    
    11) Chat with Agatha. She'll eventually get around to asking you to
    find a violin for her. If you succeed at a Speech challenge she'll
    offer to give you access to her ammo box [Hard], or you could just come
    back and pick the lock later. We'll deal with this quest.. eventually,
    but for now, it's enough that we have it started. She'll tell you where
    the Vault-Tec Headquarters is, which is where you'll start looking for
    Vault 92. Now head east to find the Scrapyard.
    
    Scrapyard
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    Guns and Bullets
    U.S. Army: 30 Handy Flamethrower Recipes
    
    ***NPC***
    Dogmeat
    
    12) The Scrapyard has a bit of junk you can loot. Inside you'll find
    Dogmeat, whose owner gets wasted by some Raiders. Some of the Raiders
    actually have pretty nice loot, including a Scoped .44 Magnum. Near
    the stairs of a destroyed bus near a red boxcar you'll find John's
    Treasure Box [Hard]. If you get the random encounter where you find
    John's Key you're good to go, if not, we'll have to wait to get its
    contents. Inside the box are three books, a copy of Grognak the 
    Barbarian, Guns and Bullets, and U.S. Army: 30 Handy Flamethrower
    Recipes. If you pick up Dogmeat, you should probably drop him off at
    your house, or near Vault 101, or somewhere else safe where you'll
    remember him. Taking an NPC dog through a town full of mines just
    doesn't seem like a good idea to me. Continue north and slightly west
    to Minefield.
    
    ***WEAPON INFO***
    Scoped .44 Magnum (Small Guns)
    Maximum Damage: 47
    AP Cost: Average
    Ammo: .44 Round
    Clip Size: 6 (1 round/shot, semi-auto)
    
    The Scoped .44 Magnum is a very powerful handgun.. perhaps the strongest
    type of single-handed Small Guns in the game. The 10mm Submachine Gun
    has it outclassed it pure short ranged stopping power, but the magnum's
    scope gives it the ability to kill enemies at mid-to-long range better
    than any weapon besides a Sniper Rifle. It's a handy addition to any
    arsenal.. once you can afford to start shooting it.
    
    MDPL-13 Power Station - Power Substation
    o======================================================================o
    ***SCHEMATICS***
    Schematics - Railway Rifle
    
    13) When you get near Minefield pass it by and head north until you find 
    the MDPL-13 Power Station. Go into the western-most building, the Power
    Substation first for some loot. Inside you can find the Schematics for
    the Railway Rifle. The computer [Hard] and locked safe [Hard] will have
    to wait. When you finally get enought Science or Lockpick, come back and
    open the safe for 57 Caps, a Chinese Pistol, some Pre-War Money, a
    Baseball, and 10mm Rounds.
    
    MDPL-13 Power Station - Derelict Power Plant
    o======================================================================o
    14) Now exit and head to the larger building, the Derelict Power Plant,
    to the east. Be careful in this place, radiation abounds and it is 
    FILLED with ghouls.. but it's better than coming here later, when Feral
    Ghoul Reavers start appearing. Play defensive, let them come to you,
    and don't be afraid to let loose with a 10mm Submachine Gun or Combat
    Shotgun. Search the place for your prize: upstairs on a desk with a
    locked terminal [Average] you'll find a unique Power Fist.. Fisto! It's
    got more power in its punch, and if your old Power Fists are starting
    to break (mine sure were!) save them for when Fisto! starts to wear out.
    There's also a locked safe [Average] on the floor. I hit level six in 
    the Derelict Power Plant. When I'm done here, I head due south to
    Minefield.
    
    ***WEAPON INFO***
    Fisto! (Unarmed)
    Maximum Damage: 43
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    It's everything you love about a Power Fist, but better. There's no
    reason you shouldn't carry Fisto! about until you're completely weaned
    onto Small Guns, and even then, if you need to get a Paralzying Palm
    to work-with an extra bit of violence for good measure-Fisto! is there.
    This weapon stays with me for the rest of the game, and if there was any
    weapon that was essential in this game, Fisto! would be it.
    
    ***LEVEL UP***
    Now I can tackle average locks and hacks, but there are plenty of hard
    ones about, so I keep marching with Lockpick and Science.. getting the
    bobblehead for those two will be something to think about sooner or
    later, but getting them to 65 first can't hurt. It's a race between
    Toughness and Bloody Mess for perks.. I decide to go defensive for now,
    and grab the Toughness perk.
    
    Level 6
    HP:	270
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	50 + 5 = 55
    Medicine:	35	
    Melee Weapons:	15
    Repair:		40
    Science:	35 + 15 = 50
    Small Guns:	19
    Sneak:		34
    Speech:		50
    Unarmed:	17
    
    Minefield
    o======================================================================o
    15) Approaching from the north down a long slope you'll find a mostly
    ruined building to your left. Be wary of frag mines.. they are all over
    the place, and they're worth five experience for every one you disarm,
    which can be substantial in numbers. Plus you get the mine! On the 
    building is an old man named Arkansas, who has a mean disposition and
    a Sniper Rifle. If you approach through the city from the south he loves
    to shoot nearby cars and cause them to explode, making the whole affair
    a tentative walk through a city covered in mines with a loony sniper
    blowing shit up around you. From the northern slope, however, you have
    a chance to beat him at his own game and possibly snipe him while 
    hidden. If not, just make a dash for his house and kill him in a more
    conventional manner. Of course.. if you want to do the quest 'Strictly
    Business', he's one of the guys that the slavers of Paradise Falls wants
    captured. In which case, you'll just have to ignore him, and not get
    close enough to provoke him. I typically do NOT do that quest, as it
    eliminates Flak & Shrapnel's shop in Rivet City, which is a good place
    to stock up on ammo.. especially if you're unlucky enough to have Lucky
    Harith get killed. I was fantastically lucky during the playthrough
    during which I wrote this FAQ, managing to shoot his Sniper Rifle out
    of his hands without using V.A.T.S. Sure, I was aiming for his head,
    but who's complaining? Then it was just a matter of rushing his
    position and blowing his head off with a Combat Shotgun.. very
    refreshing. You'll get the Ridgefield Gate Key from him, which will open
    every house in Minefield.
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    Grognak the Barbarian
    Pugilism Illustrated
    Tumbler's Today
    
    16) Now search Minefield, which has-other than a treasure trove of live
    mines-a number of houses with various treasures inside of them,
    including many Pre-War Books. There's a Tumbler's Today in the Gibson
    House, along with a lock [Very Hard] 'Model of Home' with some Buffout
    and Pre-War Money insde. There's a D.C. Journal of Internal Medicine in 
    the Benson House, the Gillian House has-aside from a Radroach problem-a 
    copy of Grognak the Barbarian, and finally the Zane House a copy of 
    Pugilism Illustrated. Four books in one quest, it's a good thing.
    
    ***WEAPON INFO***
    Brass Knuckles (Unarmed)
    Maximum Damage: 23
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    Like the Spiked Knuckles, but more brassy, and less.. spikey? They're
    weaker versions, but otherwise identical.. so much so that you can use
    the inferior Brass Knuckles to repair the superior Spiked Knuckles.
    Everything has a purpose. Except Chinese Pistols. Those just suck.
    <---------------------------------------------------------------------->
    17) Now return to Moira again and respond however you wish. She'll give
    you some Frag Grenades and some Stimpaks for completing the first
    chapter. Now you have three more quests to choose from, investigating
    Mole Rats, handling injuries, and spying on Mirelurks. The Mirelurk one
    is the most difficult, being that it takes some substantial sneak and
    a few.. toys.. to pull off, so we'll save that one for last. We'll do
    the Mole Rat one first, and if we're lucky, we might even get injured
    enough to complete the injury one, too! You'll have to travel to the
    Tepid Sewers and use a chemical repellent stick on ten or more Mole
    Rats. The Tepid Sewer is just across the river from Wilhelm's Wharf, so
    fast travel there and go across the bridge south of the Wilhelm's.. you
    know, the one covered in landmines? By now you should have some practice
    disarming them. Other than that, there shouldn't be too much drama in
    getting there.
    
    ***WEAPON INFO***
    Repellent Stick (Melee Weapons)
    Maximum Damage: 17
    AP Cost: High
    Ammo: None
    Clip Size: N/A
    
    Very poor damage and very, very poor AP consumption, this stick is..
    shall we say.. dynamite, when used on Mole Rats. Unfortunately Mole
    Rats were never much of a threat. Still, it's a useful stick for when
    beating rats is called for.
    
    Wilhelm's Wharf to Tepid Sewers
    o======================================================================o
    Sequence of Events:						{WLK007}
    		1) Super Mutant Tent
    		2) Super Mutant Shoout-out
    		3) Mirelurk Eggs
    		4) Feel-bad sensation
    		5) Kill Rocksalt
    		6) Raider Den
    		7) Finishing the Tepid Sewers
    		8) Georgetown West
    		9) Radiation King
    		10) Grocer
    		11) To Riverside
    		12) Georgetown North/South
    		13) Townhome
    		14) Disarming Personality
    		15) Georgetown East
    		16) La Maison Beauregard Lobby
    		17) Return to Moira
    
    ***BOOKS***
    Pugilism Illustrated
    
    ***KELLER FAMILY TRANSCRIPT***
    Keller Family Transcript 5 of 5
    
    1) Once across the landmine infested bridge head past the Anchorage
    Memorial and across the shore to the north. You'll come across a Centaur 
    and a leveled Super Mutant, (mostly likely just a Super Mutant Brute at 
    this point). Kill them and loot the Super Mutant's fort. Inside one of 
    the trucks you'll find, among other things, a copy of Pugilism 
    Illustrated. In the tent you'll find a captive and Keller Family 
    Transcript (5 of 5).
    
    ***WEAPON INFO***
    Sledgehammer (Melee Weapons)
    Maximum Damage: 37
    AP Cost: High
    Ammo: None
    Clip Size: N/A
    
    More damage than the baseball bat, but slower. It's a decent melee
    weapon, but at a weight of 12 pounds, it's a hefty one. Frankly I'd
    rather take along a Chinese Officer's Sword if I needed to hit 
    something in melee.. or just use Fisto!, which is doing twice as much
    damage this point.
    <---------------------------------------------------------------------->
    2) If you are feeling frisky, head up the coast to the north a bit.
    You'll find three Raiders on your side of the river, two of which should
    be on a lower platform. If you go down to mess with them two Super 
    Mutants will show up across the shore, one of which usually comes with
    a Minigun. Needless to say, it becomes a dangerous venture fairly
    quickly. Still, to the victor come the spoils. If you use the water to
    shield you from the fire, you can let the two sides duke it out, and
    when they (the Raiders) are dead, go mop up the Super Mutants. I end
    up hitting level 7 at this point.
    
    ***LEVEL UP***
    Once I get a 65 in both Lockpick and Science it'll be high time to go
    find those Bobbleheads, but I'm not quite there just yet. I pick the
    Bloody Mess perk. My enemies will no longer die boring deaths with all
    their limbs intact!
    
    Level 7
    HP:	280
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	55 + 10 = 65
    Medicine:	35	
    Melee Weapons:	15
    Repair:		40
    Science:	50 + 10 = 60
    Small Guns:	19
    Sneak:		34
    Speech:		50
    Unarmed:	17
    <---------------------------------------------------------------------->
    3) On your way south to the Tepid Sewer you might find some Mirelurk
    Eggs. If you mess with them, chances are you'll be attacked by 
    Mirelurks. Also you can discover Dukov's Place, but there's no point in
    paying Dukov a visit just yet.
    
    Tepid Sewers
    o======================================================================o
    4) In the room to your right or left you'll find Mole Rats, and you can
    easily get you three kills in here without even getting your feet wet.
    Whack them with Moira's Repellent Stick and watch that 'feel-bad
    sensation' at work! Go down some stairs to find a locked computer 
    [Average], which controls the turrets up ahead. If you want to just get 
    them out of your way, disable them. I generally prefer to disable them 
    when they're a bother, and reactivate them later to destroy them 
    manually for the experience. Ahead of you will be a Raider (most likely 
    still alive) and a number of slain Mole Rats, along with a turret, if 
    you didn't disable it. At the northern end of the hallway you'll find a 
    door leading deeper into the sewers. Right and left of this door you'll 
    find stairs taking you to a room with some living Mole Rats milling 
    about. Kill them, taking our count up to six.
    <---------------------------------------------------------------------->
    5) Go through the northern door at the end of the turreted tunnel and
    you'll eventually come into a subway tunnel crawling with Raiders and
    their landimines.. although these are nowhere near as well hidden as 
    the ones in Minefield. One Raider, named Rocksalt, will have a key on
    his body.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Dean's Electronics
    
    6) Between two of the Raider bunkers to the west you'll find some 
    stairs leading up. Go up the stairs and take two lefts to reach a room
    with a leaky steam pipe. Over by a turbine, near a toolbox, you'll find
    a copy of Dean's Electronics. You'll also find the Raider's resting
    area, which has a number of goodies and beds, should you need to rest.
    On the floor near some of the beds you'll find a safe that can be
    opened with Rocksalt's Key.
    
    ***WEAPON INFO***
    Lead Pipe (Melee Weapons)
    Maximum Damage: 25
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    A melee weapon with stats almost identical to a Baseball Bat.
    <---------------------------------------------------------------------->
    7) Continue north past the second bunker to find a room with more
    Mole Rats. You should now have your seventh Mole Rat, but lets finish
    these sewers off before heading back to Moira. (Note that the optional
    'kill seven Mole Rats' completed message does not show up until you
    kill ten, which is what Moira actually tells you to do.. might as well
    stick it out and ensure that the objective is marked as completed, eh?)
    You'll come to a room where two Raiders and some Mole Rats are fighting
    it out. There's a terminal [Easy] in this room that can unlock a locked
    door.. or you could just use Rocksalt's Key, either way. Inside is
    Rocksalt's stash, which includes a number of Frag Grenades and a Power
    Fist. Exit the room by heading west and up some stairs to find the last
    batch of Mole Rats. Theres more rooms with some minor loot in them, and
    the exit to Georgetown. Now that We've come all the way through these 
    sewers you have two options of egress, either go back through them, or
    exit to Georgetown and travel back.
    
    Georgetown (East, North, South, and West)
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    8) Georgetown is crawling with Super Mutants and you'll probably get 
    ambushed by some Talon Company Mercenaries if you go there, but it will
    get you the map marker, allowing you to fast travel back here at any
    time. Also, the Talon Combat Armor would be a significant improvement 
    over what you're probably wearing at this point. Let the Super Mutants
    and the Talon Company Mercs fight it out, but don't be afraid to jump 
    on the Mercs if you get the chance. After all, you don't want to have 
    to fight all three of them at once. When they're all dead loot the 
    building in front of you. On a shelf on the second story you'll find a
    variety of goodies, namely a Stealth Boy and a copy of Grognak the
    Barbarian. If you don't care to explore Georgetown West at this point
    (and besides looting, there's no real reason to) skip to step #17. We
    can, at least, discover all the areas that comprise Georgetown, for
    future reference.
    
    Radiation King
    o======================================================================o
    9) Head north to find a store called Radiation King. Inside a Scavenger
    has made themselves at home. Search the wooden crate on the toilet to
    find some Stimpaks. Other than that there's some Scrap Metal. Leave and
    head west to find a Grocer.
    
    Grocer
    o======================================================================o
    10) There's numerous food items to be had in this store, all guarded by
    a sorry pair of Radroaches. Behind the counter is a first aid box and
    a locked floor safe [Average]. 
    <---------------------------------------------------------------------->
    11) Leave the grocer and head west to find an alcove with a Pulowski
    Preservation Shelter, inside of which you'll find plenty of beer and a
    Nuka-Cola Quantum. Go back to the Tepid Sewer entrance and head south
    to find a river. You can go across a bridge to find a first aid box,
    an ammo box, and an Assault Rifle on the far side of the river. Go down
    some stairs to reach the riverside, where you can find a door leading to
    DCTA Tunnel 014-B Potomac. We'll explore this area later, much later,
    and from the other side.
    <---------------------------------------------------------------------->
    12) Go east up a ramp to find Georgetown North, a metro station that
    leads to the Foggy Bottom Station. Head south to find a Townhome. If
    you continue south you'll eventually find Georgetown South, which leads
    to Georgetown/The Mall Metro. Again, these are places I'm not exploring
    yet. I'm content for now just to discover locations around Georgetown.
    
    Townhome
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    13) Grab the Lying, Congressional Style on the table next to a camera.
    It's a promising way to start this place out, eh? Loot the rest of the
    house, which is much less interesting. There's a terminal in the room
    to the north with which you can activate a Mister Handy. You can have it
    perform a variety of tasks, the most interesting, and chilling of which
    is have it read a bedtime story.
    <---------------------------------------------------------------------->
    14) Head east around the house to find another house. Disarm the
    pressure plate in the doorway and head inside. Don't run outside, as
    there is a leveled Super Mutant with a Missile Launcher on high ground
    across from the house. It can't shoot you through the window, but it
    will surely try. Disarm the bear trap by the entrance to the house and
    be wary of landmines. There are two good ways to deal with this Super
    Mutant. Shoot the Missile Launcher out of its hands, retreating back
    in the house if you miss so you can let your V.A.T.S. recharge, or just
    let the damned thing keep shooting until the missile launcher breaks.
    The former tactic is especially nice if it's a Super Mutant Master or
    Overlord. Once it's disarmed, there's nothing it can do. Being on top
    of an unreachable platform is a double-edged sword. If you don't have
    any good ranged weapons, you can find a dead Raider upstairs with a
    Sniper Rifle, although the upper level is much more vulnerable to
    missile splash damage than the lower level.
    
    ***WEAPON INFO***
    Missile Launcher (Big Guns)
    Maximum Damage: 189
    AP Cost: High
    Ammo: Missile
    Clip Size: 1 (1 round/shot)
    
    It's slow but powerful weapon, and frankly, I find it to be in every way 
    preferable to chucking a grenade. Its ammo is rather expensive and they
    need frequent repairs.. fortunately, many enemies enjoy having these and
    shooting missiles at you, so you should rarely be hurting for launchers.
    It's just too bulky, unpredictable, and expensive to take about on every
    little expedition, however.
    <---------------------------------------------------------------------->
    15) North of the house you'll find a tree with numerous Gore Bags
    around, and on the far side of the tree, several ammo boxes and a pair
    of Stimpaks. Turn south to find Georgetown East, which leads to the
    Penn. Ave/Georgetown Metro. Travel south some more to find La Maison
    Beauregard Lobby.
    
    La Maison Beauregard Lobby
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    16) This area contains a pair of Super Mutants, one of which occupies
    higher ground and carries a Missile Launcher, so some care is suggested
    with these enemies. Behind the counter to the north you'll find some
    Beer and a copy of U.S. Army: 30 Handy Flamethrower Recipes. Up the 
    'ramp' to the east where the Missile Launcher-bearing Super Mutant was
    you'll find a bar with some alcohol, a fridge, a .32 Pistol, and a
    Nuka-Cola Quantum near it. Over to the north is a pool table with some
    Missiles, Stimpaks, a Stealth Boy, and a Mini-Nuke on top. Now we can
    head back to Megaton. Yes, I realize we spent as much time doing extra
    exploration as we did doing the quest we set out to do. That's what
    this guide is all about, baby.
    
    ***WEAPON INFO***
    .32 Pistol (Small Guns)
    Maximum Damage: 17
    AP Cost: Very Low
    Ammo: .32 Caliber Round
    Clip Size: 5 (1 round/shot, semi-auto)
    
    It's less powerful than a 10mm Pistol and has a smaller clipsize than
    both the 10mm Pistol and the Chinese Pistol. It does, however, fire
    fast, and it uses the .32 Round instead of the 10mm Round. Still, I have
    to ask the question.. why bother? I suppose if you like the aesthetic of
    the almost-six-shooter..
    <---------------------------------------------------------------------->
    17) Talk to Moira and get your reward for the Mole Rat repellent..
    "It's like explosive whack-a-Mole Rat. Can I get it in bullet form? For
    people?" Priceless. Anyways. She'll give you some left-over chems.. two
    Jet and two Psycho.. no wonder their heads exploded. Agree to pursue the
    injury quest. In reality, it's time to take a break from Moira. We'll
    go gather some skill bobbleheads, now that we have better armor, 
    weapons, and more importantly, a home base to return to. If we get
    injured (you need a crippled limb for the optional requirement of this
    quest) we can return to Moira and continue her quests, although the
    Mirelurk portion calls for some.. finesse.. we don't yet have. It's time
    to get the Lockpick Bobblehead, so let's head on over to the Bethesda
    Ruins. If at any time you get a crippled limb and get yourself down to
    less than 50% of your health, go visit Moira to complete the injury
    portion of the guide.. alot of this exploring is to provide us with such
    an opportunity. You'll find the continuation of the Wasteland Survival
    Guide quest in {WLK011} if you want to read on about injury portion's
    completion. I will assume you got the three Bobbleheads and did Blood
    Ties when I officially continue with the Wasteland Survival Guide. If
    you're uber elite and having a tough time getting hurt, find a Robo
    Brain and let it blast you with its mind ray whatsit by getting close to
    it. This will give you a crippled head, and is a much safer way to get
    injured than, say, stepping on a landmine. If you get crippled and need
    a way to get injured, you can always jump off a high place.. save your
    game first. Fallout 'high' isn't the same as Oblivion 'high'. You will
    not survive a 200 foot fall in this game.
    
    Bethesda Ruins
    o======================================================================o
    Sequence of Events:						{WLK008}
    		1) The Bethesda Ruins
    		2) Bethesda Offices West, Part 1
    		3) Bethesda Offices West, Part 2
    		4) Bobblehead - Lockpick
    		5) Finishing the Bethesda Offices
    		6) Bethesda Underworks
    		7) The Raid Shack
    
    1) The Bethesda Ruins are north-east of Megaton, past the river. North
    of Springvale School there is a highway crossing the river to the
    east, which leads right through the Bethesda ruins, just follow the
    green line on your Pip-Boy 3000 World Map. It's not too terribly far 
    away, and it is populated by strong Raiders. Still, with a little 
    caution and a lot of Fisto! they shouldn't be a problem. While clearing 
    the Ruins of Raiders I hit level 8. Note that if you get seriously 
    injured there are fire hydrants about you can use to heal yourself. This 
    is a good place to go if you want to level up, as Raiders here are 
    plentiful and powerful. It's quite easy to get 300+ experience per run, 
    and there's the added benefit that a Raider inside Bethesda Offices East 
    has a U.S. Army: 30 Handy Flamethrower Recipes book on him, and he will 
    endlessly respawn with it. When you're done outside, head into the 
    Bethesda Offices West building.
    
    ***WEAPON INFO***
    Combat Knife (Melee Weapons)
    Maximum Damage: 23
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    About as powerful as a Baseball Bat, but faster. It's one of the few
    Melee Weapons we've found so far that's appreciably better than the
    first thing we used to kill our enemies in melee.
    
    ***LEVEL UP***
    Just as I said, once our Lockpick and Science are at 65 it'll be time
    to get some Bobbleheads for them. I round out some other skills I've
    been using as well, and select the Strong Back perk, to make all future
    looting easier and more lucrative.
    
    Level 8
    HP:	290
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	65
    Medicine:	35	
    Melee Weapons:	15
    Repair:		40 + 10 = 50
    Science:	60 + 5 = 65
    Small Guns:	19 + 1 = 20
    Sneak:		34 + 1 = 35
    Speech:		50
    Unarmed:	17 + 3 = 20
    
    Bethesda Offices West
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    
    2) Immediately inside you'll be too close for comfort to a Mark V 
    Turret. If you hustle around the wall in front of you and hack the
    terminal [Average] you can disable it, and deal with the Raiders in this
    room. In the third room on the left you'll find a Stealth Boy in one of
    the wooden crates. We should now have two of them, allowing us to 
    safely finish the Mirelurk part of the Wasteland Survival Guide. Next to
    the Turret Control System terminal is a Big Book of Science. Be careful
    near the stack of crates at the southern end of the room, as there is a
    Frag Mine on one of the crate, and an air canister behind it, which will
    also explode. Ever see Jaws? Once you're done looting, go up the stairs
    to the south-east.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Dean's Electronics
    
    3) Clear the room to the west and go up more stairs to find another,
    larger room. Be wary of the pressure plate by the door, as there are 
    three Combat Shotguns rigged to it. Do NOT go down the hole in the 
    middle of the floor, as two Grenade Bouquets are sitting there.. Unless 
    you think you can weather six Frag Grenades. You can find another 
    Stealth Boy on one of the shelves, and a Dean's Electronics in a wooden 
    crate on a desk. Under the wooden crates by the freezer full of.. 
    parts.. you'll find a Mini Nuke. When you're done looting take the door 
    leading to the Capital Wasteland to get to the bridge one of the Raiders 
    was on earlier. Loot the ammo boxes and head into the eastern offices.
    
    ***WEAPON INFO***
    Knife (Melee Weapons)
    Maximum Damage: 20
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    A fair step down from the Combat Knife, it does less damage and is 
    slower in V.A.T.S.
    
    Bethesda Offices East
    o======================================================================o
    ***BOBBLEHEAD***
    Bobblehead- Lockpick
    
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    4) Go east until you find a room with a turret and some raiders. You 
    can disable the turret by hacking the computer [Average] on a desk by
    the door. One Raider will always have a Flamer.. as well as a U.S. Army: 
    30 Handy Flamethrower Recipes book. This Raider will respawn with the
    rest, and will always have this book. So.. unlike the rest of your books
    feel free to read these at will. You'll also get a Safe Key from him,
    which unlocks a safe above some desks. Near the desk where you found the 
    Turret Control System computer will be another desk with the 
    Bobblehead - Lockpick on it. We can now tackle hard locks. Near a bath
    tub full of dirty water you'll find a Chinese Assault Rifle, as well.
    
    ***WEAPON INFO***
    Chinese Assault Rifle (Small Guns)
    Maximum Damage: 101
    AP Cost: Low
    Ammo: 5.56mm Round
    Clip Size: 24 (1 round/shot, full auto, 
    	      	fires 3-round bursts in V.A.T.S)
    
    Pretty much the same thing as the Assault Rifle, but about 25%
    stronger. Why use an Assault Rifle when you have access to Chinese
    Assault Rifles?
    
    ***WEAPON INFO***
    Flamer (Big Guns)
    Maximum Damage: 180
    AP Cost: High
    Ammo: Flamer Fuel
    Clip Size: 60 (Continuous fire, fires 3-round gout in V.A.T.S.)
    
    This weapon is worthless in V.A.T.S., but otherwise it's an effective
    close-range weapon. It eats up its ammo, but it does a good bit of
    damage, even though it can be hard to maintain an effective, 
    continuous stream on a mobile enemy. It's more fun than anything else,
    but I'd wait for the Heavy Incinerator before letting loose any 
    pyromanic tendencies.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    5) Exit the room and take two lefts to reach another office room. On the
    desks to the right you'll find a Chinese Army: Spec. Ops. Training
    Manual near some Missiles. Search around the place and leave. Now that
    the Bethesda Offices are clear, lets deal with the Bethesda Underworks,
    which are north of the Bethesda Offices.
    
    Bethesda Underworks
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    Tales of a Junktown Jerky Vendor
    
    6) Kill all the Ghouls and head north and then east to find a large
    room. You'll find a copy of Tales of a Junktown Jerky Vendor on a bucket 
    on top of a concrete bench. Go down the stairs and find a door leading
    west in the southern part of the metro. Follow the tunnel until you get
    to a sewer area. The sewer path surrounds a small room filled with
    many goodies, including a Stealth Boy, a Nuka-Cola Quantum, and a copy
    of Grognak the Barbarian on the metal shelf. Move the wooden crate to
    discover a Mini Nuke. Continue south, where you'll find a skeleton
    near some radioactive barrels that has a Chinese Assault Rifle and
    some drugs nearby. Leave the Bethesda Underworks to do one more entirely
    optional little run before we go after the Science Bobblehead.
    
    The Raid Shack (unmarked)
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    7) From where you entered the Bethesda Underworks follow the road to
    the south east until it starts to curve to face south. Instead of
    following it south follow another badly damaged road up a hill to the
    north east and continue to follow the road to the east past the four
    way stop. Straight to the east you'll find the Raid Shack, which is
    unmarked, but it does have Raiders outside of it to distinguish it. Kill
    the raiders and loot the trailer and a table for some drugs and ammo
    boxes. Now enter the Raid Shack and clean up in here as well. On one of
    the Raiders inside you'll find a unique Combat Knife called 'Stabhappy'.
    A more appropriate name for a knife I cannot imagine. You'll also find
    the typical Raider loot.. components, drugs, food, cigarettes. Of note,
    there's a copy of Tales of a Junktown Jerky Vendor upstairs in the
    north eastern room. Now it's time to go after the Science Bobblehead. 
    Head back to Megaton, take care of business there, and head out to the 
    north-west, past Vault 101.
    
    ***WEAPON INFO***
    Stabhappy (Melee Weapons)
    Maximum Damage: 26
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    A good upgrade from the Combat Knife, Stabhappy is about 20% stronger 
    than a normal Combat Knife with no downsides. You'll find another unique
    Combat Knife with identical stats later on.. which makes me wonder why
    you need two unique Combat Knives that are essentially the same? Who
    knows. Although this is a 'unique' weapon, it suffers from the same
    issue that the U.S. Army: 30 Handy Flamethrower Recipes book in Bethesda
    suffers from: It's a unique item on a normal, respawning character. You
    can get as many Stabhappy's as your little heart desires.
    
    From Megaton to Vault 106
    o======================================================================o
    Sequence of Events:						{WLK009}
    		1) To Vault 106
    		2) An Abandoned Vault? 
    		3) To the Living Quarters
    		4) Nickola Tesla and You
    		5) Bobblehead - Science
    		6) Overseer's Office
    		7) The Lower Level
    		8) To the Science Labs
    		9) Science Labs
    		10) Observation Room
    		11) Tumblers Today
    		12) Seeing Ghosts
    
    1) North west of Vault 101 you should come across a bridge crawling with
    Raiders, both weak and strong. One Raider typically has a Sniper Rifle,
    while another has a Flamer, but plenty of them should have melee weapons
    as well. Its proximity to Megaton and its relative abundance of enemies
    makes this a fairly good leveling spot. Keep heading north west from
    here.
    
    ***WEAPON INFO***
    Pool Cue (Melee Weapons)
    Maximum Damage: 19
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    Much weaker than a Baseball Bat, and slower too. The Pool Cue leaves
    little to recommend it, aside from the novelty of the fact that it is,
    after all, a Pool Cue. I think everybody has hit somebody with one of
    these at some point in their lives, right?
    
    Vault 106 Entrance
    o======================================================================o
    2) You should notice something is wrong as soon as you open the door to
    Vault 106.. by the fact that it actually opens. Inside you'll notice
    that this Vault is somewhat more.. weathered, than Vault 101. Explore
    the rooms north and then east. There will be a locked door [Very Easy]
    to the south. Behind the locked door is a room with two skeletons with
    Laser Pistols nearby and a Security Terminal [Average].
    <---------------------------------------------------------------------->
    3) Continue back to the room where the locked door branched off from
    and go through the eastern door. You should come to stairs leading
    north and south. Either way you go, you're soon to encounter some of
    the Vault 106 citizens, who try to maul you with melee weapons. You
    will also get ghostly images of.. life in the Vault before whatever
    happened? Your screen will blue-tint and you'll see people walking
    around for a few moments. Spooky. Explore the place, you should find
    a suit of Recon Armor and a suit of Combat Armor in lockers on this
    level. You can find your way further into the Vault by taking the
    southern staircase and following the hallway until you reach a door
    leading to Vault 106 Living Quarters.
    
    Vault 106 Living Quarters
    o======================================================================o
    ***BOOKS***
    Nickola Tesla and You
    
    4) You'll be attacked by two more Insane Survivors when you enter
    this area. They shouldn't be causing you too much trouble with Fisto!,
    especially if you block their attacks (LT). In the room to the east
    there will be a desk with a number of wooden crates stacked on top. In
    the bottom crate, under some Tin Cans, you'll find a copy of Nickola
    Tesla and You.
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Science
    
    5) Next head south to enter the room south-east of the entrance to this
    level. Go through another door and down a hallway until you come to
    another room with a single-and very outclassed-Insane Survivor. Kill
    it and search the room. On the eastern side of the room is a metal
    shelf with Bobblehead - Science standing there as plain as day. Scoop
    it up and head back to the room leading to the Entrance.
    <---------------------------------------------------------------------->
    6) Now go into the south western edge of the room (where the lights
    are) and loot the counters for a bunch of Beer and a Frag Mine. To the
    south is a locked [Hard] door, which is just the upper limit of our
    lockpick ability. Pick it and continue on until you reach the 
    Overseer's office. Loot around and hack his computer [Average], which
    will give insight to the fact that whatever happened in Vault 106, it
    was no accident. Head back to the main room and go through the western
    door.
    <---------------------------------------------------------------------->
    7) Follow the tunnel down some stairs and you'll come to some shelves
    full of loot-goodies. Go through the next door to get to the lower
    floor of the room with the door to the Entrance in it. Go south to find
    a storage room worth looting, and south some more to find a locked 
    [Easy] door that will lead down to the Science Labs. To the north are
    the actual living quarters. It's not very rich pickings up there, but
    I'll assume you go north just to complete the Vault.
    <---------------------------------------------------------------------->
    8) Head through the north door, where you'll get a fairly lengthy
    flashback. The two rooms off to the side are uninspiring, and down the
    stairs will be two more Insane Survivors. Make the second part of their
    name incorrect and keep going through another door. Go down some more
    stairs, have another vision, and keep going until you reach some side
    doors. To the west are some rooms, the most notable of which has the
    note "Feel The Love Man" on a desk. Search the east if you wish and
    continue south. You'll get to another branching path, the east and
    west doors lead to bathrooms which have little in them. Head down the
    stairs and go through the locked door [Average], the room beyond which
    has a locked [Hard] safe that needs opened. When you're done here, 
    backtrack and head down to the Science Labs.
    
    Vault 106 Science Labs
    o======================================================================o
    9) Head down some stairs and take a fork in the tunnel, the left path
    leads up some stairs, while the right path leads into a room. Explore
    the room and kill the Insane Survivors. You'll find some Recon Armor in
    a locker and .308 Calibur Ammo lying about. Now go up the stairs and
    kill a few more Insane Survivors. Go through the door that takes you
    back up to the Vault 106 Living Quarters.
    
    Vault 106 Living Quarters
    o======================================================================o
    10) You'll find a Security Terminal in front of you, and on the table
    next to it the Vault 106 Master Key. As the terminal indicates, the
    Vault staff was testing some chemical on its residents. Apparently 
    survival just isn't enough for Vault-Tech. Head back down to the
    Science Labs continue down the tunnel opposite the stairs that lead
    back up to the Living Quarters.
    
    Vault 106 Science Labs (cont'd)
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    11) Take right and go down some more stairs, taking another right
    when the opportunity presents itself. Inside this room you'll find
    some lockers to loot, and in the back corner on a collapsed metal
    object, you'll find a copy of Tumblers Today. Head back into the main
    tunnel and continue north.
    <---------------------------------------------------------------------->
    12) Follow the tunnel and ignore the side room, going down some stairs
    when you reach them. You'll eventually come to a door, on the far side
    of which is a Survivor. That's right, not a crazy, just a hostile gal
    in a lab coat. When you attack her, the screen'll go blue and you'll
    have to fight the Tunnel Snakes from Vault 101, obvious phantoms, and
    when her health is below 50% she'll go invisible (as if she had used
    a Stealth Boy.) She's a bit tougher than the other Vault 106er's, but
    still not up to snuff. In a cubby to the west you'll find some ammo
    boxes and a Mini Nuke. 
    
    Your rampage through Vault 106 is now complete, but there are a couple 
    more Bobbleheads I want to get before I return to questing, namely the 
    Explosives, Melee Weapons, Sneak, Speech, and Unarmed Bobbleheads. There 
    are still traps I can't disarm (grenade bouquets come to mind) and I'd 
    like to change that. Also it never hurts to have higher Speech checks 
    and Unarmed damage.. the Melee Weapons Bobblehead is mostly.. well, 
    because we'll be over in the area, and because the Dunwich Building is 
    crawling with Ghouls, which will become a real pain if we level up too 
    much. Note that this is going to be a rather lengthy expedition, and 
    serves just as much to level us up and (hopefully) get us a crippling 
    injury for Moira as anything else. You should have leveled up at some 
    point in Vault 106, especially if you killed those Raiders north west of 
    Vault 101.
    
    ***LEVEL UP***
    I pump up Unarmed (time to get all the good skills to 50!) and get
    myself the Commando Perk, since I hope to be switching to Small Guns
    soon enough. I COULD have increased my Small Guns skill as well to mark
    this shift, but frankly it'll be a while before I'm fully weaned off of
    Fisto!, so I make a little progress with both, since using Small Guns
    exclusively is still cost prohibitive. Note that with the Iron Fist,
    Paralyzing Palm, and Ninja Perks this build picks you'll never entirely
    abandon Unarmed weapons, but when you start getting range-raped by 
    Super Mutants and Enclave soldiers you'll understand why switching to
    Small Arms as your primary weapon type becomes a good idea.
    
    Level 9
    HP:	300
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	75
    Medicine:	35	
    Melee Weapons:	15
    Repair:		50
    Science:	75
    Small Guns:	20
    Sneak:		35
    Speech:		50
    Unarmed:	20 + 20 = 40
    
    Vault 106 to Yao Guai Tunnels	
    o======================================================================o
    Sequence of Events:						{WLK010}
    		1) Kaelyn's Bed & Breakfast
    		2) Patrick's Farewell
    		3) VAPL-58 Power Station
    		4) Ghoul Wastelander Shelter
    		5) Jalbert Brothers Waste Disposal
    		6) Ghoul Wastelander Town
    		7) Rockbreaker's Last Gas
    		8) Mountain Shack
    		9) Five Axles Rest Stop
    		10) Abandoned Car Fort
    		11) Internment Orders
    		12) MDPL-05 Power Station
    		13) Corpse and Cars
    		14) SatCom Array NW-07c
    		15) Shalebridge (South Tunnels)	
    		16) Shalebridge (North Tunnels)
    		17) Broadcast Tower KT8
    		18) Everglow National Campground
    		19) To the Yao Guai Tunnels
    		20) Yao Guai Tunnels
    		21) Yao Guai Assassination
    		22) Clearing out the Tunnels
    		23) To the Yao Guai Den
    		24) Leaving the Yao Guai Tunnels
    
    Kaelyn's Bed & Breakfast
    o======================================================================o
    1) North west of Vault 106 you'll find Kaelyn's Bed & Breakfast, which
    is crawling with Raiders. They can be pretty rough, and there's more of
    them under a bridge north of the house, but again, you should be able to
    handle them with just a little temperance. Grab the loot strewn about
    the floor of the house and keep going west, north west. You can discover
    Arefu up north, but we don't need to go there just yet, if you're near
    there, you want to head more west. 
    <---------------------------------------------------------------------->
    2) From the western side of Kaelyn's Bed & Breakfast (the side opposite 
    the side facing the bridge) head south west up a hill. Once on the
    cliffs turn west and follow the edge of the cliffs until you find a
    'scenic overlook' sign. On your world map, this is more or less due
    south of Arefu and due west of Kaelyn's. Near a tree by the edge of the
    cliff you'll spot a motorcycle. In a metal box at the very edge of the
    cliff you'll find the note 'Patrick's Farewell.' If you're good at
    hugging the edge of the cliff, you can ride this one down safely and
    survive where Patrick did not. On his body is a Switchblade, for what
    it's worth. (Later in the game, once the Broken Steel expansion has
    started you'll find a wastelander camp, complete with beds, 
    Wastelanders, and the note 'Wastelander Holotape #1'.) Continue west,
    either from the top of the cliff or the bottom, it doesn't matter-and
    you'll find a metal shack near the VAPL-58 Power Station which has some
    goodies worth grabbing.
    
    VAPL-58 Power Station (and Power Substation)
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    U.S. Army: 30 Handy Flamethrower Recipes
    
    3) Since we're so close to the VAPL-58 Power Station we might as well
    loot it, as it has a Dean's Electronics inside. There's also a U.S. 
    Army: 30 Handy Flamethrower Recipes book on the roof. On the main floor
    there's a hackable computer [Very Hard] and a locked safe [Very Hard],
    neither of which we can really do anything about just yet. When you
    have 100 Lockpick or Science, come back and get that safe open and take
    your 60 Caps, Silenced 10mm Pistol, and your slew of drugs. Make sure
    you grab the Nuka-Cola Quantum and the Stealth Boy while you're here.
    <---------------------------------------------------------------------->
    ***KELLER FAMILY TRANSCRIPTS***
    Keller Family Transcript (1 of 5)
    
    4) From the VAPL-58 Power Station head north, following the line of
    electrical towers until you find one with a shelter built under it. It's
    the third one up from the fenced area near VAPL-58. Inside the shelter
    you'll find two Ghoul Wastelanders who need some death and a bit of
    loot. The best of this loot is a Pre-War book and Mini Nuke which are
    on two of the cement supports for the electrical tower. There's also a
    Keller Family Transcript (1 of 5) on a bookshelf, which is really the
    reason to even come here. Come back when you have 100 Lockpick to get
    the loot in the personal footlocker [Very Hard].
    
    Jalbert Brothers Waste Disposal
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    5) Head mostly west and you'll find the Jalbert Brothers Waste Disposal 
    site. Either Unlock the gate [Easy] or go into the Office building to 
    the west (or both). Inside it a terminal [Average] which you can use to 
    open a locked safe [Very Hard]. Inside is a 10mm Pistol, some ammo, and 
    some money. On top of the shelf near the first aid kit is a copy of D.C.
    Journal of Internal Medicine. Go down some stairs and smite some
    Radroaches. In a metal shelf [Average] you'll find a number of goodies,
    including two Radiation Suits. There's also a First Aid Box [Easy] on 
    the wall. Go up some stairs and get the Nuka-Cola Quantum on the desk, 
    then leave the office out the door you came in. There's nothing but
    Rads in the actual disposal area. Drums of hazardous marterials and
    green water is not your friend.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    Tales of a Junktown Jerky Vendor
    Tumblers Today
    
    6) North-east of Jalbert Bro's you'll find an (unmarked) settlement 
    full of Ghoul Wastelanders. They're hostile, but armed with weak 
    weapons. In fact, one hit of Fisto! should do them in. Loot their town
    and their Abandoned Shacks. The southern-most shack shows signs of 
    barricading, and the skeletons on the floor give us the impression that
    these ghouls weren't the original inhabitants of the town. There's a
    Combat Shotgun and Laser Rifle on the floor, both in lousy condition.
    Also there's a locked [Average] ammo crate, a Mini Nuke, and a copy of
    Duck and Cover! In the western shack you'll find a Combat Shotgun and a
    locked [Easy] ammo crate, and outside of this shack you'll find an 
    overturned fridge with a Tumblers Today inside. In the northern shack 
    you'll find a Stealth Boy and a copy of Tales of a Junktown Jerky Vendor 
    on a desk. I manage to hit level 10 enroute to the next destination as 
    well. South west of the ghoul town you'll find an overturned truck, and 
    a Nuka-Cola Quantum on the ground.
    
    ***LEVEL UP***
    I bring up Unarmed to 50, where it will remain until I'm ready to get
    Paralyzing Palm. I also start to bring Sneak up, as I'll want it to
    reach 50 by level 12 so I can get Silent Running, which will actually 
    make sneaking a viable option. Finesse is, without a doubt, the Perk to
    get this level. No other level 10 Perks are even worth considering.
    
    Level 10
    HP:	310
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	75
    Medicine:	35	
    Melee Weapons:	15
    Repair:		50
    Science:	75
    Small Guns:	20
    Sneak:		35 + 10 = 45
    Speech:		50
    Unarmed:	40 + 10 = 50
    
    Rockbreaker's Last Gas
    o======================================================================o
    7) North west of the Ghoul town you'll find Rockbreaker's Last Gas. 
    Out in front of two Nuka-Cola machines is a dead Wastelander with some
    food and a 10mm Submachine Gun near her. She won't be needing it
    anymore. If you go along the road leading west and look up at the
    mountain to the west, north west you should see a shack on top of it.
    That's where we'll go next. Yeah, it's a detour, but it's a worthy one.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Deans Electronics
    Guns and Bullets
    
    ***KELLER FAMILY TRANSCRIPT***
    Keller Family Transcript (4 of 5)
    
    8) Head south west to find a path leading up to the shack. Inside you'll
    find some captive Radroaches, one named Jitters and another more
    appropriately named Fluffy. Loot the place, particularly take the copy
    of Dean's Electronics hidden in a wooden crate on the workbench the
    Keller Family Transcript (4 of 5) on the workbench, the Pre-War Book on
    the bedside table and the copy of Guns and Bullets underneath it. Also
    loot the ammo box [Average], the safe [Hard], and.. the locker 
    [Very Hard] will have to wait. When you finally have 100 Lockpick, be
    sure to come back and open this locker to claim the Victory Rifle. Once 
    you leave you'll most likely be attacked by Talon Company Mercenaries 
    (or Regulators), depending on your alignment. Either way, it can be a 
    bit of a fight. You can also expect a patrol of Super Mutants to appear 
    at the bottom of the  mountain. At this stage in the game they can be 
    pretty rough.
    
    ***WEAPON INFO***
    Victory Rifle (Small Guns)
    Maximum Damage: 52
    AP Cost: High
    Ammo: .308 Caliber Round
    Clip Size: 5 (1 round/shot, semi-auto)
    
    I can't really see a difference between the Victory Rifle and a normal
    Sniper Rifle. I guess I could, you know, use it and see, but frankly,
    there are much better guns out there.
    
    WarMECH has more insight:
    
    ...that brings me to one last detail regarding one of my key weapons
     of choice: the Victory Rifle. Any critical hit with this weapon will 
    knock the enemy off their feet for a five to ten seconds, including 
    sneak attack criticals. While the stun time isn't nearly as long as the 
    aforementioned maneuver [Paralyzing Palm], it provides the perfect 
    opening to rush in without any risk from that target to apply it.
    
    Five Axles Rest Stop
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    9) Head mostly north and slightly east until you find the Five Axles
    Rest Stop. As you approach the ring of trucks, be wary of landmines.
    In the back of one of the trucks will be three Raiders and their beds.
    Kill them and loot, in the back of this truck is a copy of U.S. Army:
    30 Handy Flamethrower Recipes. There's also another truck with tires in
    it that is worth exploring, as it has a partial CB Radio backup note
    inside of it.
    
    Abandoned Car Fort
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    10) Go north until you find a bridge, an old highway, to be more
    precise. Get on it and follow the road over the river until you find
    the Abandoned Car Fort. There's plenty of ammo, some beds, and a copy
    of Tales of a Junktown Jerky Vendor nearby. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    11) Now continue to head north, north west along the highway until you 
    come to a broken down truck, in the back of which you'll find a note 
    'Internment Orders.' If you look at the note you'll notice the names
    are all obviously Chinese. The dead body outside with the 10mm Pistol
    nearby indicated that 'non-lethal' force was not the kind used, but who
    can guess if this happened before or after news of the bombs falling
    came. There's plenty of food, Purified Water, a copy of Pugilism
    Illustrated, and two First Aid Boxes (one locked, [Hard]) in the back
    of the truck as well. Note that on the highway to the south you'll see a
    jack-knifed red truck, in the back of which you'll find some drugs, a
    surprisingly intact Laser Rifle, and a Mini Nuke, if you feel like 
    taking the time to go over there. Time for a somewhat long detour, but 
    it'll result you you nabbing a Schematic and a book, so why not?
    
    MDPL-05 Power Station
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    ***SCHEMATICS***
    Schematic - Dart Gun
    
    12) Further down the road in the back of a bus you'll find some Frag
    Grenades. Ignore the satellite towers to the south west for now and
    follow the road. When it forks head north, not west. Past some 
    electrical towers you'll find the MDPL-05 Power Station and a random 
    encounter (see the random encounters section to see what this could be.)
    If you're clever, save before you get too close to the MDPL-05 Power
    Station (ideally before you discover it) so you can 'spawn' random
    encounters to get one you want. For example, if you want to get the
    Firelance Alien Blaster or the Deathclaw Schematic. Just a thought.
    Around the station are two locked gates [Hard].. or you could just go
    around the side where the fence is broken. Inside is a skeleton, and
    near him you'll find the Schematic - Dart Gun and a copy of Dean's 
    Electronics. In his toolbox you'll find the MDPL-05 Power Station Key,
    which unlocks the gates.. but I choose to pick them for experience. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    13) Now it's time to back track, but even in this we'll be profitable.
    Our goal is to reach the SatCom Array NW-07c we bypassed earlier. Head
    through the wasteland going due south, south east. Keep an eye out for
    Mirelurks, but more importantly, look for a group of cars in  a line.
    It can be tricky, as there are plenty of broken down cars around. The
    ones we're looking for, however, have a skeleton, two grenade boxes 
    [Average], and an ammo box near them. On the ground near the skeleton
    is a copy of Duck and Cover! Once you've found it turn south west and
    head towards the large satellites in the distance.
    
    SatCom Array NW-07c
    o======================================================================o
    14) When you find SatCom Array NW-07c enter the Satellite Facility to
    do what little looting there is to do. When you're done there, head
    south west to find the collapsed bowl of another satellite, which has
    been cleverly converted into a shelter. Steal everything you can find.
    Sure, you'll lose karma, but you'll get plenty of loot! If you head
    south west you may just find another random encounter.. but you really
    want to head south east until you find Shalebridge.
    
    Shalebridge (Shalebridge Tunnels, South)
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    Big Book of Science
    
    15) Shalebridge consist of two ant hills, one in the north and one to
    the south. First off, east of the tunnels you'll find some irradiated
    land. Near an Ant Egg Clutch you'll find a D.C. Journal of Internal
    Medicine and a Stealth Boy. They blend in surprisingly well, but they're
    there. Enter the southern most one first, which is full of neutral
    Forager Ants. Some Invader Ants will be around attacking them. Kill the
    big mean ants and help the small nice ones! In the northern part of the
    tunnel you'll find a dead Ant Researcher, who has a Big Book of Science
    in his inventory. There's also a Hunting Rifle and some ammo around.
    Also, if you investigate a large ant egg clutch you can use a Stimpak
    to help the ant pupae grow. When you're done, leave and head over to
    the northern ant hill.
    
    Shalebridge Tunnels, North
    o======================================================================o
    16) This place is crawling with Giant Ants of all sorts. Navigate
    through and kill any you find. During your exploration you can grab 
    some Metal Armor and a Scoped .44 Magnum. Your goal is to find the
    Giant Ant Queen, who can be a pain due to her high health and damage
    output. Instead of getting in a shootout with her, get up close and
    stay away from her head. You can strafe around her more quickly than
    she can turn. With Fisto! you can pretty safely pummel her to death.
    Loot her chambers for various guns and ammo strewn about the bones. When
    you're done, leave and continue south.
    
    Broadcast Tower KT8 (Radio Signal Sierra Romeo Drainage Chamber)
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    17) You should eventually find Broadcast Tower KT8, which has a fair 
    number of Super Mutants around it. Still, they shouldn't be too rough
    for you. Go up to the tower and activate it to discover Radio Signal
    Sierra Romeo. Head north east off the cliff to find a Drainage Chamber.
    In a room to the east you'll find an Encryption Key on the desk. Pick
    it up and activate the working terminal, using it to open the secure
    hatch. You'll find a pair of dead Chinese Remnant Spies. In this secure
    area you'll find a Mini Nuke and a copy of Chinese Army: Spec. Ops.
    Training Manual. Leave the Drainage Chamber and head south east.
    
    Everglow National Campground
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    18) You should pass by a heavily irradiated area with Super Mutants
    to the south. Don't even bother trying to get past the radiation.. it's
    a killer. Head south east until you find Everglow National Campground.
    You'll find Raiders and Super Mutants fighting it out. Kill both groups
    and loot. While in one of the trailers Super Mutant and Raider 
    reinforcements will arrive.. much stronger ones than the originals. In
    one of the trailers you'll find a great number of Sugar Bombs and a copy
    of Guns and Bullets. I hit level 11 while dealing with the Raiders and
    Super Mutants.
    
    ***LEVEL UP***
    The best thing about level 10 Perks is the fact that it's easy to pick
    what perk you'll get at level 11.. namely, NOT another level 10 perk.
    Finesse is really the only good one, so I pick another Iron Fist.
    
    Level 11
    HP:	320
    AP:	79
    Barter:		7
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	25
    Lockpick:	75
    Medicine:	35 + 15 = 50	
    Melee Weapons:	15
    Repair:		50
    Science:	75
    Small Guns:	20
    Sneak:		45 + 5 = 50
    Speech:		50
    Unarmed:	50
    <---------------------------------------------------------------------->
    19) Go south west until you find Little Lamplight. We won't explore it
    now, but it might come in handy to have it on your map. You can loot
    the buildings outside for some minor loot. Now head to the south west
    until you find the Yao Guai Tunnels. Yao Guai are pretty dangerous, as
    you've doubtlessly discovered. However, if we're careful not to get
    entangled fighting more than one at once we should be fine. Use Fisto!,
    V.A.T.S. alot to ignore the damage they deal and quickly inflict pain 
    on them, and most of all, when you're not in V.A.T.S., make sure to 
    block their attacks. It significantly reduces the damage they deal and
    leaves them open to a counter-attack. Oh, and if you're sneaking, 
    popping them with a Combat Shotgun can be devastatingly effective, even 
    at a surprisingly long range!
    
    Yao Guai Tunnels
    o======================================================================o
    20) Head east, you'll pass a picnic table with some food and loot on
    it. Continue east, then north to find some shelves with more loot..
    Apparently somebody was making a go at living in these caves. Continue
    east through a narrow tunnel and you'll see a Yao Guai run in front of
    you. Loot this room as well, especially the book shelf, which has a
    variety of ammo on it, and the cabinet, which has a Laser Pistol inside.
    A little further to the east the path will split four ways. To the
    east is a room full of minor loot and to the south is a Yao Guai 
    guarding an area that is mostly uninteresting.
    <---------------------------------------------------------------------->
    21) Sneak up to the north and you'll find a large room. A Yao Guai will
    push through a barricade in front of you. If you're quick with a Combat
    Shotgun you can blast it before it even knows you're there. That one
    shot was all it took to kill it, which is an optimal way of dealing with
    Yao Guai. Too bad we're not quite good enough at Sneak to put it to use
    all the time, eh? Grab the Nuka-Cola Quantum on the table and continue
    east.
    <---------------------------------------------------------------------->
    22) You'll find a chamber with three Yao Guai about, but with any luck
    only two will be close enough to threaten you at any one time. Get a
    sneak attack critical on one with a Combat Shotgun and eliminate the
    other with Fisto! When that's done hunt down the third and final Yao
    Gui. You'll find some ammo boxes which will help heal your Shotgun
    woes. Head south, then east to find the door to the Yao Guai Den.
    
    Yao Guai Den
    o======================================================================o
    ***BOBBLEHEADS***
    Bobblehead - Sneak
    
    23) Go forward down the tunnel until you find a dead Wastelander, who
    can be looted for some drugs. Continue on until you find a lone Yao
    Guai, whom is easily sneak attacked. Continue on to the south, where a
    large chamber will open up. You should proceed with some caution and
    try to sneak attack all the Yao Guai you can see, especially if there's
    only one nearby. There are three in total, so make sure to get them all
    before you start looting. Search the Dead Settler in the Water to get
    the Yao Guai Den Note, and with it, better understanding on what 
    happened. From the water where the note was head north until you find a
    metal box, on top of which you'll find the Bobblehead - Sneak. Now our
    Sneak score is up to 60. We could have left Sneak at 40 and allowed our
    Bobblehead to get us up to 50 for Silent Running, but we'll be needing
    Sneak as part of our combat scheme shortly, and besides, Ninja requires
    80 Sneak anyways.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Grognak the Barbarian
    
    24) Continue down a tunnel to the south, then west, and kill another
    Yao Guai foolish enough to be alive near you. Loot the dead Mercenary
    and continue west until you find a door back to the Tunnels. Head north
    off the ledge down to the ledge with the Raider, who has a copy of
    Grognak the Barbarian near him. Take it and cheese it out of the Yao
    Guai Tunnels. This is the single longest section of the Bobblehead hunt.
    There's plenty more to do, but no single Bobblehead will take as much
    exploration to find.
    
    Yao Guai Tunnels to Rockopolis
    o======================================================================o
    Sequence of Events:			 			{WLK011}
    		1) Rockopolis
    
    ***BOBBLEHEADS***
    Bobblehead - Unarmed
    
    1) Alright, to get to Rockopolis, an unmarked area on the map, you'll
    need to follow my directions exactly. It's not far, but it can be easy
    to miss. From the Yao Guai Tunnel entrance head south, south west along
    the trail past three trees that are close together. To your south east
    you should see another tree. Run to it, and past the cliff face that
    it is next to. From here you should see three trees close together. Run
    to them, down a small hill. Directly south you should see three branchy
    trees and one tree stump. Run over to the tree stump and turn south
    east. You should see a rock formation at the edge of a cliff ahead of
    you. Run over and jump up on them to get a good vantage point of the
    area below you. Right in front of you (again, to the south east) you'll
    see another large rock formation that is partially obscuring a tree.
    Again, directly to the south east. The tree you're looking for is a thin
    one, not a branchy one. Jump down the cliff face and jump on this new, 
    lower, rock formation. Head down this cliff face as well, still going 
    due south east. Once you're on the ground by the tree that was half-
    hidden turn around. You should see a large rock with party flags hung 
    over it, with one tree on the right and two trees on the left. If you're 
    not sure this is the place, check the Local Map on your Pip-Boy 3000, 
    which should indicate that it is indeed Rockopolis. Search the stone to 
    find the door to Rockopolis. You won't find much inside besides the note 
    'Rollings -- We're Done' and to the north the body of Argyle, from the 
    GNR program. Near Argyle is the Bobblehead - Unarmed, on the floor.
    
    If that was too difficult, there's another method that might help. Look
    at your World Map on the Pip-Boy 3000 and zoom in so all you can see is
    the grid square the Yao Guai Tunnels is in and the adacent and two 
    lower grid squares. Notice how the Yao Guai Tunnels are halfway down
    the grid square it is located in, and far to the right? Rockopolis is
    in the grid square diagonally down from it, near the dead center of the
    square. Here's a little diagram that'll hopefully help illustrate what
    I mean.
    
    ---------------------	    ***KEY***
    |         |         |	1: Yao Guai Tunnels	
    |         |         |	2: Rockopolis
    |       1 |         |
    |         |         |
    |         |         |
    ---------------------
    |         |         |
    |         |         |
    |         |    2    |
    |         |         |
    |         |         |
    ---------------------   
    
    Get in the right area and run around, checking your Local Map until it
    shows up. I don't know why, but I had a hard time finding Rockopolis a
    few times (even after I knew where it was!) so hopefully this is enough
    information to help you not have the same problems I did.       
              
    Rockopolis to Dunwich Building
    o======================================================================o
    Sequence of Events:						{WLK012}
    		1) Girdershade
    		2) The Nuka-Cola Challenge
    		3) Jocko's Pop & Gas Stop
    		4) Radio Signal Sierra Victor
    		5) VAPL-66 Power Station
    		6) F. Scott Key Trail & Campground
    		7) The Dunwich Building
    		8) Jaime's Testament
    		9) Lootin' and Killin'
    		10) Forsaken Dunwich Ruins
    		11) To the Virulent Underchambers
    		12) Jaime
    		13) Bobblehead - Melee Weapons
    
    ***QUESTS***
    Nuka-Cola Challenge
    
    1) From Rockopolis head south until you find Girdershade. This lovely
    'town' conists of two homes. Head into Ronald Laren's Home and loot it
    while he's not around, then go to Sierra Petrovita's Home. Talk to her
    and play nice to take the Nuka Cola tour, at the end of which you'll get
    an Ice-Cold Nuka Cola. She'll ask you to get her some Nuka-Cola Quantum,
    30 in all. If you succeed at a Speech challenge she'll tell you about
    the special prize for getting her all the Quantum she needs: the
    Schematics for a Nuka-Grenade. Ask her about the surrounding area and
    you'll get the map marker for Evergreen Mills. You'll also get the
    map marker for the Nuka-Cola Plant, where you'll need to look to find
    the shipping manifest to find where all that Quantum went. If you want,
    you can go on a Nuka-Cola stealing spree in this house and get quite a
    few bottles.
    <---------------------------------------------------------------------->
    2) When you get out you'll be confronted by Ronald Laren, who will not
    so kindly ask what you were doing with 'his woman'. He'll ask you to
    bring the Nuka-Cola Quantum to him instead of her so he can reap the
    rewards for bringing it all to her. If you succeed at a Speech check
    he'll pay you double for each bottle. If you have the Black Widow Perk
    you can convince him to go looking for the Quantum for you. It's not a
    journey he's likely to return from, however, as his Sawed Off Shotgun
    will fail to impress any Giant Radscorpions and Yao Guai he happens to
    come across. Hell, a Protectron is almost enough to kill him! Anyways,
    whatever your answer, we'll continue collecting Quantums throughout the
    game, so don't pay this quest any mind yet. Note that Ronald Laren
    carries the unique Sawed-Off Shotgun, 'The Kneecapper', if you want to
    kill him to obtain it, in all its useless glory. Also note that if you
    use [Black Widow] on Ronald and he runs off into the wastes, you can
    fast travel to the Nuka-Cola Plant, where you'll find his body inside,
    near the doors. Ah, poor guy... kinda feel sorry for him. All he wanted
    was to get laid... Anyways, moral of the story, don't expect a horndog
    with a small shotgun to provide for you. He just won't get the job
    done.
    
    ***WEAPON INFO***
    The Kneecapper (Small Guns)
    Maximum Damage: 89
    AP Cost: High
    Ammo: Shotgun Shells
    Clip Size: 2 (1 Round/Shot, semi-auto)
    
    It does about 50% more damage than a normal Sawed-Off Shotgun, but that
    doesn't save it from being inferior to the common Combat Shotgun. A
    two-round clip still makes this an unenviable weapon to take into a 
    large-scale firefight.
    
    Jocko's Pop & Gas Stop
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    ***Schematics***
    Schematic - Bottlecap Mine
    
    3) Okay, enough sexual puns, time to continue explore the wasteland.
    From Girdershade head east and slightly south to find Jocko's Pop &
    Gas Stop. There's a Nuka-Cola Vending Machine outside, and minor food
    items and Tin Cans inside. In a metal bucket near the counter is a
    Stimpak, and on the counter is a copy of Nikola Tesla and You. It that's
    not enough, there's a Schematic - Bottlecap Mine on the work bench, and
    a Nuka-Cola Quantum on a shelf behind the counter. 
    
    Radio Tower Sierra Victor Drainage Chamber
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    4) Leave Jocko's and head east up a hill to find a radio tower. Activate
    the electrical switch and you'll recieve Radio Signal Sierra Victor. Go
    south east over a collapsed metal tower to find the entrance to a
    Drainage Chamber. Head south and deactivate two pressure plates, then
    jump over some metal cabinets. Be VERY careful, as there is a tricky
    grenade bouquet right behind the metal barrel, and if you push the
    barrel into the grenades.. well, you'll wish you hadn't. Head south 
    through a door. There's a rigged computer you can disarm, and a whole
    bunch of loot. You'll see the remains of the occupant, who was 
    apparently working on another trap that went awry. Serves them right.
    Grab the copy of Duck and Cover! off the table. 
    
    VAPL-66 Power Station
    o======================================================================o
    ***BOOKS***
    Dean's Eelctronics
    
    5) Head west (or south west) to find the VAPL-66 Power Station. Enter
    the Power Substation to find some minor loot. On one desk you'll find a
    good haul of drugs, a copy of Dean's Electronics, and some Sugar Bombs.
    Next to the table you'll find a Mini Nuke. When you leave you'll get
    attacked by some Raiders. No big deal.
    
    F.Scott Key Trail & Campground
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    ***SCHEMATICS***
    Schematic - Deathclaw Gauntlet
    
    6) Travel south-west until you find the F.Scott Key Trail & Campground. 
    Be careful, as there is often a Deathclaw nearby. In one of the campers
    you'll find a Schematic - Deathclaw Gauntlet. On a picnic table outside
    you'll find a copy of Duck and Cover!.
    <---------------------------------------------------------------------->
    7) Head south until you find the Dunwich Building at the far south 
    western edge of the Capital Wasteland. Of all the Bobbleheads we're
    after, this is the least useful one, but it's more a matter of future
    convenience that we get it now. Right now the most powerful thing
    you'll likely have to face are Glowing Ones, which aren't all that
    bad.
    
    Dunwich Building
    o======================================================================o
    8) Enter the building. To you left will be a room with a table, upon 
    which are five portions of Jaime's Journal. On the wall there's an 
    Eat'o'Tronic with three Stimpaks inside. Ahead of the door are ammo 
    boxes with some 5.56mm Rounds and five Frag Grenades. Already a 
    somewhat worthy trip, eh? Go down the hallway and take the door to the 
    left. There will be some Ghouls in here, and on a desk in the south
    west corner is Jaime's Personal Journal Entry 06. Make your way back to
    the main hallway.
    <---------------------------------------------------------------------->
    9) Go to the room across the hallway to the east now and take a left
    instead of going up the stairs to the right. You'll come to a poor
    little barricade. Take the Assault Rifle, the ammo, and the Nuka-Cola
    Quantum. You'll also find plenty of Frag Mines in the mine boxes. 
    Explore the upper level, looting and killing Ghouls as you go. You'll
    find some stairs down in the north western corner of the building. Take
    them and head through the door to the right. You'll find Jaime's 
    Personal Journal Entry 07 on a desk. Continue on into the Forsaken
    Dunwich Ruins.
    
    Forsaken Dunwich Ruins
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    10) As you head forward into the large open room ahead you'll get a 
    flashback of when the building was more.. lively.. You'll probably
    provoke a number of Ghouls in and near this room. When they're dead,
    pick up Jaime's Personal Journal Entry 08 next to the computer [Easy].
    If you read the logs you'll get some text recordings of some.. well,
    something unwholesome. Go south and head up the stairs, following the
    only path you can until you find a door to the right. Go inside and
    loot, particularly the Dean's Electronics on the metal shelf. On the
    top level, in the room with the broken floor head to the north east
    corner and pick the locked [Average] door. You'll come into a small
    room with some ammo boxes, a Chinese Assault Rifle on the floor, and
    a computer [Very Easy]. 
    <---------------------------------------------------------------------->
    11) Head to the north western corner of the room to find your way to the
    next area. Follow the hallways and you'll find yourself in another
    room that has a less that ideal floor situation and plenty of Ghouls.
    If you can jump your way into the bathroom in the north western corner
    of the room you can score some Jet in the toilet, and if necessary
    heal yourself from the sink, which has a low Health-to-Rad ratio. Go
    to the bottom level and head south through a door to the Virulent
    Underchambers.
    
    Virulent Underchambers
    o======================================================================o
    12) On a desk right in front of you you'll find Jaime's Personal Journal
    Entry 09. Your task now is to descend down the levels of the Dunwich
    Building while scoring as much loot as possible as you do. Also use the
    Ghouls lack of ranged weapons against them by unmercifully blasting
    them. On the bottom floor head through the door to the south and down
    some stairs until you find a staircase leading up. Instead of going
    up the stairs, go through the door under the staircase to the north
    until you find a natural rock cavern. Head down inside until you find
    Jaime and a number of Ghouls nearby. Jaime isn't too tough, but he does
    have a Chinese Assault Rifle. Get the drop on them in a big way with a
    sneak attack from a Combat Shotgun. I gained enough experience from
    slaying my way through the Dunwich building to hit level 12.
    
    ***LEVEL UP***
    Medicine goes up to 60, ensuring I'm prepared for the Cyborg Perk. I
    start to raise Barter too, so I can start selling the loot I've been
    accumulating. It might seem strange that I'm not building up more
    combat skills, but honestly, you don't need them very high at these
    low levels. Fisto! works just fine. I get the Silent Running Perk. Using
    sneak attack criticals to begin combat is now a fairly viable option.
    
    Level 12
    HP:	330
    AP:	79
    Barter:		7 + 10 = 17
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	35
    Lockpick:	75
    Medicine:	50 + 10 = 60	
    Melee Weapons:	25
    Repair:		50
    Science:	75
    Small Guns:	20
    Sneak:		70
    Speech:		50
    Unarmed:	60
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Melee Weapons
    
    13) Now go back to the south and take the stairs up we neglected 
    earlier. You'll come across a room with Tins Cans and Empty Soda Bottles 
    on the floor. The Bobblehead - Melee Weapons is standing innocently in 
    the midst of the debris. Take the door to the Dunwich Building. You'll 
    be in an area above where you could previously reach. Drop down and 
    leave the Dunwich Building. When you're ready to continue the great 
    Bobblehead hunt head back to SatCom Array NW-07c.
    
    Dunwich Building to WKML Broadcast Station
    o======================================================================o
    Sequence of Events:						{WLK013}
    		1) Raider House
    		2) Explosive Experimentation
    		3) Broadcast Tower KB5
    		4) Mount Mabel Campground
    		5) Dickerson Tabernacle Chapel
    		6) WKML Broadcast Station
    		7) Bobblehead - Explosives
    
    ***BOOKS***
    Tumblers Today
    
    1) Go east from the SatCom Array NW-07c under the bridge to cross the
    river without swimming. Be wary of Mirelurks as you scale the cliffs.
    When you get to the top you'll find a ruined house with plenty of 
    Raiders lurking about. Kill them and loot their house. In the south
    eastern corner you'll find a metal shelf with drugs and a copy of
    Tumblers Today on it. In the north eastern corner you'll find some ammo
    boxes, and in the tub you'll find a Mini Nuke.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    
    2) From the Raider House go south west until you see a highway. Get on
    the highway closest to the Raider House and head north west. When you
    get near a truck with a wooden ramp there will be an exposion from
    within, which will eject the body of a Scientist. Dumbass. Go find his
    body (or pieces of it) to claim a Big Book of Science. Maybe they should
    have done less science and more reading about science, eh? Ah well, his
    loss, your gain.
    
    Broadcast Tower KB5 (Drainage Chamber)
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    3) Head south east up a hill until you find Broadcast Tower KB5, which
    has a random encounter near it. Activate the electrical switch to find
    Radio Signal Alfa Lima and head south east to find a Drainage Chamber.
    In the Drainage Chamber you'll find a skeleton in front of a door with
    a copy of Tumbler's Today near it. Do what it couldn't and unlock the
    door [Average]. Beyond this door is an untouched trove of goodies for 
    your looting pleasure.
    
    Mount Mabel Campground
    o======================================================================o
    4) When you're done you can go east a wee bit to discover the Deathclaw
    Sanctuary. I'd suggest sneaking past and staying on high ground. We
    don't need the Endurance Bobblehead yet, and won't for a long time. And
    unlike most enemies, Deathclaws only get easier with time. Head mostly
    south until you find the Mount Mabel Campground. From there head south
    east some more until you find the Dickerson Tabernacle Chapel.
    
    Dickerson Tabernacle Chapel
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    5) This place is the resident of one major douchebag, a Drifter who
    hides up on some planks and snipes at everyone he can see. He's 
    annoying, but if you circle around the chapel and approach from the
    west you can catch him more open, instead of getting into a firefight
    with him through an elevated window. Get right under him and take pot
    shots at him with a Combat Shotgun or a 10mm Submachine Gun. I don't 
    recommend getting into a snipe-fight with him, as at this point in the
    game it's just hard to fight anything at range effectively. Inside the
    chapel on the floor you'll find a number of ammo boxes, a Combat 
    Shotgun, and near a group of three ammo boxes you'll find a copy of
    Guns and Bullets. In a wooden crate under some Detergent you'll find
    two Stimpaks. Search the Drifter for the Reservist's Rifle.
    
    ***WEAPON INFO***
    Reservist's Rifle (Small Guns Guns)
    Maximum Damage: 52
    AP Cost: Average
    Ammo: .308 Caliber Round
    Clip Size: 3 (1 round/shot, semi-auto)
    
    It's not any stronger than a normal Sniper Rifle, and it is only 
    marginally faster in V.A.T.S. On top of that, it actually has a smaller
    clip size, so what's the catch? Well, it fires slightly faster than a 
    normal Sniper Rifle. It's not a huge improvement over the ordinary 
    Sniper Rifle, but its something.
    
    WKML Broadcast Station
    o======================================================================o
    6) Now head east towards the large towers in the distance. Your
    destination isn't too far off. If you want to explore this area, circle 
    around some until you find stairs leading up. At the top of the stairs 
    you'll find the WKML Broadcast Station, and antoher random encounter at
    the top. You should enter the Radio Tower Complex and activate the 
    Electrical Switch on the wall. This will cause you to pick up Radio 
    Signal Kilo Bravo.
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Explosives
    
    7) Leave the Radio Tower Complex and head south over the edge of the
    cliff. Search around the cliff face until you find a 'Drainage Grate to
    Sealed Cistern.' If you get close enough by accident without actually
    spying it, you should be able to locate it on your Local Map on the
    Pip-Boy 3000. It is directly south of the Radio Tower Complex on your
    Local Map. Inside you should find some drugs, Purified Water, a
    Stealth Boy, and of course, the Bobblehead - Explosives. Now that we've
    explored a great bit of the western wasteland we finally have what we
    set out for. There are still Bobblehead prizes to be scored, however.
    Namely one we can easily pick up on our way back back to Megaton..
    (Not that we couldn't-and probably haven't been-fast travelling back
    there all along to rest and stash loot..) And in a fashion typical for
    this FAQ, we'll go exploring a bit out of the way while we're at it.
    Get used to it. Onward, to Paradise Falls! (Eventually.)
    
    WKML Broadcast Station to Paradise Falls
    o======================================================================o
    Sequence of Events						{WLK014}
    		1) The Silver Lining Drive-In
    		2) Faded Pomp Estates
    		3) Roosevelt Academy
    		4) Radroach Ruse
    		5) Down the Hallway
    		6) Nurse's Office
    		7) Administration
    		8) Roosevelt Academy Stash
    		9) To the Excavation Tunnel
    		10) Bouquet
    		11) Split Decision
    		12) The Library Path
    		13) Exploring the Center
    		14) Arts and Athletics Hall Path
    		15) Roosevelt Arts and Athletics Hall
    		16) Lobby and Auditorium
    		17) The Upper Levels
    		18) Roosevelt Library
    		19) MDPL Mass Relay
    		20) Drowned Devil's Crossing
    		21) Strictly Business
    		22) Lock and Load
    		23) Slaver Barracks
    		24) Escape From Paradise
    		25) Eulogy's Pad
    		26) Freeing the Slaves
    		27) Return to Megaton
    
    The Silver Lining Drive-In
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    1) From the Sealed Cistern head due east until you find a small shack.
    On a table, on top of some other books, you'll find a copy of Grognak
    the Barbarian. Head east a wee bit more to find The Silver Lining 
    Drive-In, which has nothing unique about it.
    
    Faded Pomp Estates
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    2) To ensure we finish up as much as we can while we're out here, head
    south from the Silver Lining Drive-In to discover the Faded Pomp
    Estates. Not much to do here but move among the ruined buildings and 
    loot. Not everything we do needs to be a chore. I suggest working your
    way from the north down to the south until you reach Roosevelt Academy.
    One of the houses has a safe [Easy] inside of it, as well as numerous
    other lootable containers. East of the house with the safe is another
    house with a copy of Pugilism Illustrated on top of a Small Burned Book
    in front of a chimney.
    
    Roosevelt Academy
    o======================================================================o
    3) We really might as well do Roosevelt Academy now. We're here, and if
    we do it now we won't have to worry about this side of the map again
    until we're level 30. Remember that Deathclaw place we wisely chose to
    skip for now? Yeah. Roosevelt Academy will be much nicer with Super
    Mutant Brutes rather than Super Mutant Overlords. There are three places
    to explore here, Roosevelt Academy, Roosevelt Arts and Athletics Hall,
    and Roosevelt Library. Let explore Roosevelt Academy first. I enter
    the northern of the two doors.
    <---------------------------------------------------------------------->
    4) To the east you'll find a Bathroom with a couple of Radroaches in it.
    This will be a common nuisance when dealing with Super Mutants, they'll
    typically have Radroaches around, leaving you to wonder if you'll run
    into some Radroaches or Super Mutants around the next corner. Loot the
    Dead Settler and continue east to find a Nuka-Cola Vending Machine. Now
    head back west and loot a supply room. Don't bother going up or down any
    stairs just yet, instead head south down the locker-lined hallway 
    opposite the door you entered.
    <---------------------------------------------------------------------->
    5) Explore the classrooms to the left, taking care to disarm the trip
    wire in the door and avoid a Grenade Bouquet. Continue to the south,
    looting as you go until you come to a large open room. A corpse will
    fall from a hole in the ceiling as you approach. Welcoming.
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    6) To the west you'll find the Nurse's office, which has several first
    aid boxes about, and typical medical equipment like Crutches, Medical
    Braces, and some drugs. On a desk you'll find a D.C. Journal of Internal
    Medicine. You'll also find a locked safe [Hard] that can be opened by
    hacking a terminal [Hard].
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    7) Go east to find the Administration wing. Check out the men's restroom
    on this side of the building to find a dead Wastelander, some Cherry
    Bombs, and a dead Raider, next to which is a copy of Pugilism 
    Illustrated. Loot the desks in the administration office, and search
    the Headmaster's office. On the desk is the Headmaster's Terminal
    [Very Easy] and a Pre-War Book. All you can really do with the terminal
    is activate a Protectron, which is pretty much just a waste of time.
    <---------------------------------------------------------------------->
    8) Go back up the stairs and through a doorway to the east to find some
    stairs. Go up them until you're in a hallway heading west. Go through a
    door to the right to find more Super Mutant occupied rooms. These rooms
    have some minor loot, and will eventually wrap around to some stairs
    down to near where we entered. Head down the hallway west from the 
    stairs, then turn left to find a room which is missing much of its
    floor. Above you are some Super Mutants, which I found easy enough to
    dispose of which sneak attacks. Sneak around the edge of the room and
    go through the door on the opposite side. Go up some stairs and across
    a wooden bridge to find a room with three ammo boxes, two metal boxes,
    and a locked cabinet [Average].
    <---------------------------------------------------------------------->
    9) Now drop to the ground floor.. not all in one go, mind you, first
    drop to the level below then drop to the ground level. Now you'll be 
    back between the administration and nurses office. Head north up the
    hallway on the upper level-the one you haven't explored yet. It'll take
    you back near where you entered the level. Go down two flights of stairs
    to reach the Maintenence and Evacuation Tunnel.
    
    Maintenence and Evacuation Tunnel
    o======================================================================o
    10) Go down the tunnel to find a lot of dead folks and sports gear. At
    a turn in the tunnel will be some refrigerators. Be careful jumping
    around here, as there's a grenade bouquet behind the metal drum, and any
    little bump will knock it loose. Disarm it or set it off and continue
    on.
    <---------------------------------------------------------------------->
    11) You'll arrive in a large room with a metal shelf full of supplies.
    You can now aim to go to two places by going through the door to south
    in order to reach Roosevelt Arts and Athletics Hall or to the west to
    reach Roosevelt Library. Of course, the two paths link up many times, so
    we might as well just explore this area in entirity before making a
    choice.
    <---------------------------------------------------------------------->
    12) Go to the west and through a door [Very Easy] to find a Wasteland
    Captive. Go south to find a maintenence room with a fence surrounding
    the center of the room. Go south some more to find a sewer, and beyond
    that you'll arrive at tunnel with a metal shelf in an alcove. Flip the
    electrical switch above the metal shelf to open a door at the top of
    the stairs to the south. Up some stairs to the south you'll find a door
    leading to Roosevelt Library.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    13) Backtrack to the sewers by heading north to find a locked door
    [Average] just south of some radioactive barrels. Unlock the door and
    head inside. Loot the metal shelf nearby to find a copy of Pugilism
    Illustrated. If you head north you'll eventually loop around to the
    first room we entered in the level, if you head north, then east you'll
    find an alternate way to reach the same area you'd reach if you just
    head east.
    <---------------------------------------------------------------------->
    14) Go east up some stairs then take a right to find an alcove with a
    metal shelf full of goodies. Continue east and take another right to 
    find some stairs down terminating at a locked door [Very Easy]. You'll
    find another Wasteland Captive behind the door. Now continue to the east
    to find the door to Roosevelt Arts and Athletics Hall. Whether you want
    to explore the Roosevelt Library or Roosevelt Arts and Athletics Hall 
    first is entirely up to your preference.
    
    Roosevelt Arts and Athletics Hall
    o======================================================================o
    15) Head up the stairs and go down the hallway to the west, searching
    both the rooms on the right for, among other minor treasures, a Pre-War
    Book. Ignore the first door on the left and continue to the end of the 
    hallway, entering the second door on the left. Go down the hallway to
    the south, again ignoring the first door on the left, but searching the
    second to find a closet with some drugs inside. When the hallway ends
    head left to reach a lobby.
    <---------------------------------------------------------------------->
    ***SHEET MUSIC BOOK***
    
    16) There are two curved desks occupying the middle of the lobby, and
    doors leading to bathrooms, stairs up to the east, a door leading to
    the Capitol Wasteland, and doors to the north leading to an auditorium.
    Search the bathrooms and lobby and ignore the stairs, heading into the
    auditorium instead. Grab the Sheet Music Book on the floor of the stage
    near some music stands and head through a door to the north to return
    to the first tunnel we explored.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tumblers Today
    
    17) Go up the stairs to the north, following them up several flights 
    until you come to a room leading west. Go through the western-most door 
    to the south to find a small office room with two desks with a fair bit
    of loot around. Loot the first aid box and the wall safe [Easy] behind
    the one desk before heading east into a larger room with a more suspect
    floor. Navigate across the holey floor to find another office room to
    the west on the southern side of the room. Loot the first aid box, ammo
    boxes, the wall safe [Average], and grab the copy of Tumbler's Today on
    the desk behind the ammo boxes before heading into the hallway to
    the south. Whichever staircase to the south you go down really doesn't
    matter, as they'll both take you to a fairly empty room above the lobby.
    Head back to the Maintenence and Evacuation Tunnel and enter the
    Roosevelt Library.
    
    Roosevelt Library
    o======================================================================o
    18) Roosevelt Libary is a smaller area than the previous three 
    locations, guarded by a single Super Mutant on high ground. In a 
    bathroom to the south you'll find a Stealth Boy on the floor near a
    toilet. In the central room you'll find a desk on the ground floor with
    several ammo boxes near it, a Nuka-Cola Quantum and a Stealth Boy on
    top, a first aid box, and a wall safe [Very Easy] behind it. Also grab
    the Sawed-Off Shotgun from the desk. Upstairs the Super Mutant will have
    a key unlocking the front door, sparing you the trouble of heading back
    through the Maintenence and Evacuation Tunnel. We're now done with the
    Roosevelt Academy. Head south to find the MDPL Mass Relay Station.
    
    MDPL Mass Relay Station
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    19) Approach the MDPL Mass Relay Station from the cliffs to the north
    and pick the Raiders off at your leisure, as the rocks give you ample
    cover and they're rather unlikely to find their way up to you. Loot the
    dwellings they've built on top of the Power Station for some minor loot
    before heading inside. Head north through a door and smite any Raiders
    you find, one of which will have a Flamer and wear the unique Raider
    Arclite Helmet 'Torcher's Mask', which is a fine item for people who
    like fires and things that go boom. On the table by the door you'll find
    a copy of Guns and Bullets, as well as a 10mm Pistol and 10mm Rounds.
    Loot the gun cabinets, footlockers and grab all the other random loot
    around. There's also a terminal [Very Hard] that unlocks a safe
    [Very Hard], which we'll just have to come back for. Inside of my safe
    was a single Nuka-Cola Quantum.
    
    Drowned Devil's Crossing
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    20) To be a completionist and score some loot head north a bit, you
    should see a bridge and a ruined truck off in the distance. Get close
    enough and you'll discover Drowned Devil's Crossing. Some truly epic
    random encounters can spawn here sometimes. Ever want to see a group of
    Sentry Bots fight it out with Deathclaws? This is just about the only
    place I know of where that'll happen. Hop into the back of the truck and
    loot. In the back of the truck you'll find a locked safe [Average] and
    on the ground near it a copy of Tumblers Today. On your way out of the
    truck you'll notice some Raiders have returned, and are none too happy
    that you've been rummaging through their stuff and killing their guards.
    
    ***LEVEL UP***
    I bring Barter up to 37 with the ultimate goal of hitting 50 soon. I
    pick Sniper as my Perk as well. Fighting robots is going to be 
    incidental and infrequent for a while yet, and it won't be long before
    Small Guns gets itself some points. I promise.
    
    Level 13
    HP:	340
    AP:	79
    Barter:		17 + 20 = 37
    Big Guns:	17
    Energy Weapons:	17
    Explosives:	35
    Lockpick:	75
    Medicine:	60
    Melee Weapons:	25
    Repair:		50
    Science:	75
    Small Guns:	20
    Sneak:		70
    Speech:		50
    Unarmed:	60
    
    Paradise Falls
    o======================================================================o
    ***QUESTS***
    Strictly Business
    
    21) From Drowned Devil's Crossing head south east along the road until
    you come to Paradise Falls. When you get near a slaver named Grouse
    will stop you. If your karma is evil you can make a karma check to get
    into Paradise Falls. If you're good or neutral, you'll have to succeed
    at a Speech challenge to bribe Grouse with 500 Caps. Failing that, you
    can always do a job for him and capture a VIP slave to get in. Either
    way, if you talk to Grouse he'll try and get you to help him with his
    job and capture some specific slaves. If you accept he'll give you the
    Mesmetron, and tell you how to catch slaves with it. This starts the
    quest 'Strictly Business.' If you need to buy more ammo it'll cost
    you 200 Caps for 10 rounds. The Mesmetron works like any other gun, you
    aim and fire, then, while the target is 'mezzed' you talk to them and
    get them to put a collar on. On the ground near where Grouse usually
    sits is a Holotape with information pertaining to 'The Replicated Man'
    quest. Note that once the quest 'The Replicated Man' is started you'll
    be approached by a woman named Victoria Watts, who is trying to help
    liberate enslaved Androids. She'll give you a component of the andriod
    and tell you to show it to the people looking for it, and say that it
    was killed. This is in every way less profitable than actually doing
    the work and completing the quest. Besides, she gets all religious and
    preachy. I tell her to take a hike when she shows up.
    
    ***WEAPON INFO***
    Mesmetron (Energy Weapons)
    Maximum Damage: 11
    AP Cost: Very High
    Ammo: Mesmetron Power Cell
    Clip Size: 5 (1 round/shot)
    
    This gun does almost no damage, but then again, its job is to stun, not
    kill. Use it on any NPC, even hostile Raiders, and you can interact with
    them and make them put a slave collar on. If you want to be a slaver,
    you're going to need this gun.
    
    To complete the quest 'Strictly Business' you have to enslave Red, from
    Big Town. Flak, from Rivet City, Susan Lancaster from Tenpenny Tower,
    and Arkansas from Minefield. Note that to get Red back you need to 
    complete the quest 'Big Trouble in Big Town'. I typically do not do 
    'Strictly Business' in a normal playthrough, as I'd rather have the Flak
    & Shrapnel's store open in Rivet City. If Flak is captured, Shrapnel 
    tends to become unpredictable. When trying to capture somebody, you have 
    to make sure nobody else is in sight.. mezzing somebody will naturally 
    make nearby NPCs hostile, and in a place like Rivet City or Tenpenny 
    Tower that can really suck. So be sneaky and try to get them alone.
    
    WarMECH offers some more insight into this quest:
    
    Once you capture the targets in Strictly Business, you can free them if
    your explosives skill is high enough to disarm a collar and you either 
    wait for them to clear out of the area or leave Paradise Falls before 
    they are detected escaping by the slavers. Apparently they will only 
    attack them if you are in the area, so don't be; after all, everyone is 
    immune to damage when you aren't around. (I actually escorted the 
    slaves to the memorial once. It took almost six actual hours, and it 
    was oftentimes difficult to keep them all alive. How little did I 
    realize. I still don't know why in the Nine Hells they had to go to 
    Andale to get there.) However, once Flak is back in Rivet City, he will
    express his gratitude for freeing him, but will not sell, acting like 
    any other unnamed NPC you don't actually have any dialogue with. You
    would have to wait for Shrapnel to do business after 1 pm.
    
    Paradise Falls - Lock and Load
    o======================================================================o
    22) Head up to Paradise Falls and a slave named Carter will run by. His 
    escape attempt is short-lived however, as you'll see. Continue up into 
    Paradise Falls and go east into "Lock and Load". Go talk to Pronto and
    offer to get him twenty Chinese Assault Rifles. It sounds like an
    expensive proposition, and it is, but you can bring him any piece of
    crap Chinese Assault Rifle, regardless of the condition. It'll give him
    a much better inventory, and more Caps to trade with if you follow
    through.
    
    Paradise Falls - Slaver Barracks
    o======================================================================o
    23) Next head into the Slaver Barracks, which has plenty of stuff to
    steal. Who cares about stealing from Slavers anyways? You don't even
    lose karma for it. On a shelf on the bottom floor is a note 'Burn this
    Goddamn Jumpsuit', and next to it is a Vault 77 Jumpsuit. Might as well
    make them yours.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Escape From Paradise
    
    24) Go over to the bar to see a man in metal armor named Ymir kill a 
    bartender named Frank. Back over by Eulogy's Pad you can find a unique
    Pool Cue on a pool table named 'The Break'. Grab it and head south to 
    the slave pens. Talk to a boy named Sammy, who will try to orchestrate a
    break out with you. If you get him to tell you a plan, he'll get his
    friend Squirrel, who will tell you that you need to connect their 
    computer to the Paradise Falls secure network. There are other ways to
    complete this quest, but since they involve buying the kids or stealing
    the key and killing every slaver in the city, we'd probably better just
    do it their way.
    
    ***WEAPON INFO***
    The Break (Melee Weapons)
    Maximum Damage: 22
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    It's a Pool Cue that's marginally better than a normal Pool Cue.. which
    means it's still a pretty sucky weapon.
    
    Eulogy's Pad
    o======================================================================o
    ***BOBBLEHEADS***
    Bobblehead - Speech
    
    ***NPC***
    Clover
    
    25) Head north east to Eulogy's Pad. Don't be afraid to rob him blind.
    You should probably get Eulogy's Hat which is in a cubby west of his
    bed, the Holotape on the table in the south eastern corner, and of 
    course, the Bobblehead - Speech. The Holotape is one way to start the
    quest 'The Replicated Man', which we'll get to when we explore Rivet
    City. Grab the loot out of his safe [Average] including the Stealth Boy.
    Also, behind the staircase you'll find a treasure trove of Nuka-Cola 
    Quantum for the stealing. And of course, you should talk to Eulogy Jones
    while you're here. If you have evil karma you can try to buy Clover off
    of him for 1000 Caps. I'd have to say that I can't imagine her being
    worth the cost, but it's up to you. If you're really looking to be bad
    you can talk to him about getting a kid from Little Lamplight as a
    slave. Lastly, you can offer to buy the kids from Little Lamplight off
    of him, but it'll cost you 2000 Caps to do so. You can make a Speech
    check to lower the price to 1200 Caps.. but you can just break them out
    for free, so why bother? Hack the Paradise Falls Main Terminal and
    Update Network Connections before heading back to the slaves.
    <---------------------------------------------------------------------->
    26) Go talk to Squirrel to get the next part of the plan. You're going to
    have to lure Fourty away from the pens in order for the kids to make a
    break for it. Find Fourty and talk to him. If you succeed at a Speech
    check you can get him to go bother Eulogy about a raise. While he's gone
    go talk to Squirrel again. He'll tell you that they're all ready to
    leave.. once you convince Penny to go. If you succeed at a fairly
    difficult Speech challenge you can convince them to leave Penny behind.
    If not, ask what needs to be done. Apparently Penny wants to know that
    a friend named Rory is safe before she'll go. Sammy and Squirrel take
    off, leaving you to deal with Penny. Again, if you succeed at a Speech
    challenge she'll forget about Rory. If you can't get her to go, you'll
    have to steal a Paradise Falls Box Key from either Fourty or Eulogy..
    or you can grab the Paradise Falls Box Key from the table near Eulogy's
    bed. If you let Rory go, he's pretty much toast unless you kill every 
    Slaver first. Whether he lives or dies Penny'll leave. Go meet them 
    outside of Paradise Falls for your quest reward. 
    <---------------------------------------------------------------------->
    27) Now we have a good number of Bobbleheads, it's time to return back
    to  Megaton and continue on with the Wasteland Survival Guide. We could
    go  grab the Bobblehead - Barter from Evergreen Mills, but it's a bit 
    involved, as there are lots of Raiders that need killing and a special 
    encounter with a Super Mutant that isn't for the faint of heart. Before 
    I go bug Moira though, I turn in all the Scrap Metal I've been 
    accumulating for Walter. At 74 pieces, this nets me 448 experience and 
    740 Caps, which in addition to the quest reward from Paradise Falls is
    enough to level me up to 14. Now it's time to report back to Moira.
    
    ***LEVEL UP***
    I get Barter up to 50 and start working on Small Guns. Cyborg is the
    obvious go-to Perk for this level.
    
    Level 14
    HP:	350
    AP:	79
    Barter:		37 + 13 = 50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	35
    Lockpick:	75
    Medicine:	60
    Melee Weapons:	25
    Repair:		50
    Science:	75
    Small Guns:	20 + 7 = 27
    Sneak:		70
    Speech:		60
    Unarmed:	60
    
    Note that since my Barter is 50 I decide to buy all the Schematics from
    the merchant caravans, and from Moira. You never know when Crazy 
    Wolfgang is going to suck and get decapitated by a Deathclaw, so I make
    sure to get those Schematics while I can. I also now seriously consider
    buying items for my house.. besides the My First Infirmary, anyways.
    
    Megaton - Craterside Supply (cont'd)
    o======================================================================o
    Sequence of Events:						{WLK015}
    		1) Continuing the Wasteland Survival Guide
    		2) Anchorage Memorial
    		3) Chapter 2 Completed
    		4) Back to Anchorage
    		5) Anchorage Memorial Facility
    		6) The Anchorage Memorial Stash
    
    1) Go back to Moira with your proudly earned injuries. For the record, 
    I was crippled by a Robobrain I encountered north of the Ghoul town, if
    anybody is wondering just when I did this quest. She'll patch you up,
    good as new and give you an Environmental Suit and three Med-X's. This
    is a good suit for exploring places like.. the Jalbert Brothers Waste
    Disposal, for example. She'll give you the next task as well, to hide
    a scanning device in a Mirelurk lair. On top of that, she wants you to
    not kill any of the Mirelurks while you're at it. That means one of two
    things. Either you trust your stealth enough to sneak around, or you
    make a mad dash, plant the sensor, and get out. Either way doesn't sound
    good, so now's a good time to use some of those Stealth Boys we've
    been finding, and I've been purposely telling you to collect. Why did
    we take a break from the Wasteland Survival Guide? To get those Stealth
    Boys. Also hitting level 12 and getting the Silent Running Perk helps.
    Now is also a good time to buy that Infirmary, if you haven't already.
    Especially since we now have a decent Barter skill. It's still 
    expensive, but it does answer that annoying Rad problem quite nicely. 
    Also you can ask her about the escaped andriod now that we've started 
    'The Replicated Man.' Anyhow, onward to the Anchorage Memorial.
    
    Anchorage Memorial
    o======================================================================o
    2) Head over to the south eastern side of the island the memorial is
    on and enter through the Memorial Service Entrance [Very Easy]. Enter
    stealth mode and use a Stealth Boy. Head straight down the tunnel and
    continue going east when the path branches four ways. To either side
    of you will be a Mirelurk guarding an egg clutch. Plant Moira's observer
    right in any of the egg clutches, turn around, and leave. There, that
    wasn't so bad, was it?
    <---------------------------------------------------------------------->
    3) Return to Moira and claim your reward for this quest. You'll get
    five Stealth Boys and the Shady Hat, which is a nifty little item that
    raises your Sneak and Perception, while looking fashionable. Now chapter
    2 is completed, you'll get three more quests to do. She wants you to
    find out about Rivet City's history, go to the RobCo factory and figure
    out how to harness old technology, and visit your local library. The
    Library is the least annoying of the three, so lets start there. This
    wouldn't be much fun if we didn't do any exploration on our way there
    though, now would it? First, however, it's time to clear out the
    Anchorage Memorial. Now that the Wasteland Survival Guide quest
    involving it is over we can kill as many Mirelurks as we damn well 
    please. Time to put that Sneak skill to good use getting sneak attack 
    criticals on Mirelurks.
    
    Anchorage Memorial Facility Bay
    o======================================================================o
    4) This time enter through a door [Average] at the bottom of a staircase 
    on the south western end of the island. Kill whatever Mirelurks you find 
    and loot the body of a Mercenary. On his body you'll find the note 
    'Merc's Orders'. Work your way down stairs and go through the door
    leading to the Anchorage Memorial Facility.
    
    Anchorage Memorial Facility
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    Dean's Electronics
    
    5) Search the upper level for minor loot. Downstairs you'll find the 
    body of Ted. Search it for the 'Note For Ted' note. Play with the 
    computer [Average] and select the 'Unlock Secure Medical Safe' option. 
    In the room to the west you'll find a floor safe under one of the 
    tables. Loot it for a Door Component and a copy of Dean's Electronics. 
    On another table in this room is a D.C. Journal of Internal Medicine. Go 
    through the door on the lower floor to reach the Anchorage Memorial 
    Facility Bay. Head down to the Memorial Service Entrance-the same place 
    you placed Moira's observer. You could explore the Memorial Facility
    Offices.. but there's not really much there besides Mirelurk's and their
    eggs.
    
    Memorial Service Entrance (cont'd)
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    6) Go to the northern end of the tunnels and find the locked door (which
    would be the north eastern most door). With the door component and at
    least 35 points of Repair you'll get it open. Inside is a pretty good
    stash of loot. Take the Nuka-Cola Quantum, the U.S. Army: 30 Handy
    Flamethrower Recipes. Also grab the Anchorage Stash Key, the Anchorage
    War Memorial Stash note, and the unique sledgehammer, 'The Tenderizer'.
    Head back into the eastern part of the level (not the sewer portion)
    and go downstairs as far as you can. You'll come into a room with dead
    Mirelurks and meat hooks. One of the fridges in this room contains the
    Anchorage Stash, which contains 360 Caps, some Mirelurk food-products,
    and the Recipe - Mirelurk Cakes. We're done with the Anchorage Memorial,
    the completion of which got me to level 15. Time to head back to 
    Megaton to stash loot and get ready to head towards the Arlington 
    Library.
    
    The Tenderizer (Melee Weapons)
    Maximum Damage: 47
    AP Cost: High
    Ammo: None
    Clip Size: N/A
    
    It does about 50% more damage than a normal Sledgehammer. If you use a
    Sledgehammer, you might as well use the Tenderizer.
    
    ***LEVEL UP***
    Small Guns gets all the attention this level, it's beyond time we become
    good at shooting things. For the perk, we'll go with Robotics Expert.
    We didn't get that Science skill all the way up to 75 for nothing, after
    all. We got it so high to hack computers and stuff.. but also for 
    Robotics Expert!
    
    Level 15
    HP:	360
    AP:	79
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	35
    Lockpick:	75
    Medicine:	60
    Melee Weapons:	25
    Repair:		50
    Science:	75
    Small Guns:	27 + 20 = 47
    Sneak:		70
    Speech:		60
    Unarmed:	60
    
    Megaton to Arlington Library
    o======================================================================o
    Sequence of Events: 						{WLK016}
    		1) Car Dealership
    		2) Scavenger Bridge
    		3) Red Racer Factory
    		4) Factory Floor
    		5) CEO Offices
    		6) Raider Shack
    		7) Nuka-Cola Plant
    		8) Nukalurk!
    		9) Through the Glowing Blue Water..
    		10) Winger Mercier's Mission
    		11) Obtaining the Formula
    		12) Pulowski Preservation Shelter
    		13) Flooded Metro
    		14) Raider Fort
    		15) Raider Building
    		16) Alexandria Arms
    		17) Talon Company Camp
    		18) Arlington Public Library Lobby
    		19) Follow the Brotherhood
    		20) Arlington Library Media Archives
    		21) The Archive
    		22) Arlington Library Children's Wing
    
    Car Dealership
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    1) Arlington is fairly far south on the map, just a ways south of the
    Citadel. Since we haven't 'officially' explored down there, we might
    as well do so on our way to the Arlington Library. Head to the Sewer
    Waystation. You should see (on your World Map) a highway that runs 
    between the Sewer Waystation and Super-Duper Mart which runs south 
    around Arlington. Get on that road and follow it. Over the road you'll 
    see a bridge with a chain fence on it. Get up to that bridge and follow
    the road to the west. It'll turn south and west again, but you'll find
    a Car Dealership (unmarked) across from a water tower. Go inside and
    jump on the car to the east. Then jump on the raised platform east of
    it. On a generator you'll find a copy of U.S. Army: 30 Handy 
    Flamethrower Recipes next to an Empty Soda Bottle. Leave and head east
    to get back on the main highway leading south.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    Duck and Cover!
    Grognak the Barbarian
    
    2) You'll discover another bridge with a chain fence around it. Go to 
    that bridge to discover a Scavenger and their shack. On one of the 
    shelves in the Scavenger's shack you'll find three books, a Chinese 
    Army: Spec. Ops. Training Manual, a Duck and Cover!, and a Grognak the 
    Barbarian. Be sure to steal them all before continuing south.
    
    Red Racer Factory
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    3) Continue to follow the road until it goes under another bridge
    leading east. Follow the road east until it leads you to the Red Racer
    Factory. In the bed of an over-turned truck filled with radioactive
    barrels you'll find a copy of Grognak the Barbarian. Continue into the
    factory.
    
    Red Racer Factory - Factory Floor
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    Dean's Electronics
    
    4) Go through the door to the north to find a room with a conveyor belt,
    above which is a large tricycle with a Teddy Bear on top. Go around the
    conveyor belt machine to the west to find some metal drums. Jump on them
    and use them to get up on top of the conveyor belt machine housing.
    You'll find a copy of Dean's Electronics near a tool box. I met my first 
    Feral Ghoul Reaver during this exploration, and I must say, it wasn't as
    unpleasant an experience as I had feared. In a straight fight, these 
    things are some of the toughest enemies in the game. Of course, they can
    be neutralized with a Paralyzing Palm, but that's still a few levels 
    away. The only solution I've struck upon for dealing with Reavers 
    Paralyzing Palm is to sneak attack them. Popping a Psycho before hand 
    certainly helps.. and maybe a Jet. In the eastern part of the factory, 
    in a room north of the room that protrudes furthest to the east you can 
    find a D.C. Journal of Internal Medicine. It's against the easternmost 
    wall, and the only way to reach the ledge it's on is to jump down from 
    the railing above. There's a Sledgehammer, a Wrench, a Hammer, and a 
    step ladder on the ledge you need to reach, so you should recognize it 
    when you see it. The book is hidden under a bucket between two pieces of
    machinery, near a tool box. Get to the upper levels and head to the CEO 
    Offices.
    
    Red Racer Factory - CEO Offices
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    5) In the first room to your right you'll find a Chip Broadcast Terminal
    [Average] which you can use to find out why everything's head exploded.
    Across the hallway you'll find another door [Average] with some ammo
    boxes behind it and a copy of Nikola Tesla and You on a shelf. Continue 
    west and kill whatever Super Mutants you find. To the south you'll find 
    some uninteresting bathrooms, and to the north you'll find a storage 
    room with a computer [Average]. Read the notes to find out that some 
    wacky Surgeon character has been capturing Ghouls and Super Mutants to 
    experiment on. Go back to the room with the stairs and head up to find 
    the Surgeon. Kill the Surgeon and take the Surgeon's key and unique lab 
    coat. You'll find another one of the Surgeon's terminals [Average], 
    which talks about Stefan like he's something special. Use the Surgeon's 
    Key to unlock the wall safe and the safe on the floor for some goodies.
    In Stefan's cell you'll find a Nuka-Cola Quantum. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    U.S. Army: 30 Handy Flamethrower Recipes
    
    6) Exit the Red Racer Factory and head east up a ramp. Keep going east
    between two buildings to find a Raider camp, where a lone Raider and
    its Raider Guard Dogs will be waiting. Kill them and loot. Near some
    ammo boxes by the bed you'll find a copy of U.S. Army: 30 Handy
    Flamethrower Recipes. On a counter nearby you'll find a copy of Gun and
    Bullets as well.
    
    Nuka-Cola Plant
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    U.S. Army: 30 Handy Flamethrower Recipes
    Tales of a Junktown Jerky Vendor
    
    7) Head back to the large road you were following south and continue to
    follow it. Make sure to hit the diner west and a little south of the
    Red Racer Factory to find a copy of U.S. Army: 30 Handy Flamethrower
    Recipes, which is on a table behind the counter. Go west along the road
    a bit more to find a truck, in the back of which is a copy of Dean's
    Electronics on a footlocker. But now we're getting awfully close to
    Andale, and hence, off track.. but not too off track to grab one more
    book. Head north from the truck to find a ruined building behind a 
    fence. Use the term 'building' and 'fence' loosely. Up a ramp in a blue
    shelter you'll find a copy of Tales of a Junktown Jerky Vendor near a
    bed. Head back east to the main road and follow it south until you find 
    the Nuka-Cola Plant, which you might as well explore, since we're 
    passing so close. We'll likely get enough Nuka-Cola Quantums to never 
    need to bother exploring the Nuka-Cola Plant, but one can never have 
    enough swag, right? Search around the building for some loot before 
    heading inside.
    
    Nuka-Cola Plant - Factory Floor
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    Dean's Electronics
    
    8) Go over by the counter in the middle of the first room and look up. 
    You'll see a hole in the ceiling with a filing cabinet stretching the 
    gap. Search the filing cabinet to obtain a copy of Chinese Army: Spec. 
    Ops. Training Manual. How sneaky! Head to the east to find a room with
    a number of refrigerators. On the L-shaped counter in the middle of the
    room you'll find a copy of Dean's Electronics. To the north of the room 
    you entered into you'll find a very enticing door [Very Hard], as well 
    as less locked routes to the east and west. Head west to find a small 
    mostly looted room, then head east. You'll find a number of intact 
    research terminals that catalogue the creation of Nuka-Cola Quantum. I 
    guess they never heard of test monkeys? There's a safe on the wall we 
    can't open yet, so head north into a factory room. Head north through 
    another door to find a Nukalurk!.. Odd. Continue on to find a door 
    leading to the Storage and Mixing Vats.
    
    Nuka-Cola Plant - Storage and Mixing Vats
    o======================================================================o
    9) Go around a corner and dispatch some Nukalurks. On a counter you'll
    find a Laser Pistol, some Energy Cells, and a terminal [Very Easy]
    that you can use to activate a Protectron. Why you would bother I have
    no idea, as the Protectron won't last a second against a Nukalurk. There
    are also some Pulse Grenades on a metal shelf. Continue down some stairs
    into some awfully bright blue water. You'll enter into a large room with
    plenty of Nukalurks. Bear in mind that even though they are all called
    Nukalurks, some are stronger than others. Go up the second flight of
    stairs you find and jump down to an area to the north. Head east up some
    stairs to reach the Offices.
    
    ***WEAPON INFO***
    Pulse Grenades (Explosives)
    Maximum Damage: 22
    AP Cost: Low
    Ammo: Pulse Grenades
    Clip Size: 1 (1 grenade/shot)
    
    They do a pittance of damage against living creatures, but they work
    wonders against Robots. For this reason, you'll typically find them 
    kept as counter-measures against machines. Frankly, I'd rather use a
    Missile Launcher to a Frag Grenade, and a Frag Grenade to a Pulse
    Grenade. Why carry around a bunch of (cumulatively) heavy grenades that
    only really affect robots? Unless you're going to the National Guard
    Armory, there's no real point. Also, if you have Robotics Expert, this
    becomes even more moot. Why chuck a grenade when you can just sneak up
    on them?
    
    Nuka-Cola Plant - Offices
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    Lying, Congressional Style
    
    10) There are plenty of Radroaches about, who do what they do best-show
    up as red threat markers and distract you from the real enemies. On the
    eastern edge of the level, above the staircase leading up to the second
    floor you'll find a locked door [Hard]. The most interesting thing in
    this room is the note 'Help Me', which is preposterous in its absurdity.
    Head upstairs, turning around the corner to the north, then taking the
    first door on the right. Once inside this room take the door leading
    north to find a safe near a working terminal. Loot the safe and grab a
    copy of Lying, Congressional Style on top of the safe. Head back out
    into the hallway and go west until you find a door on your left. Inside
    will be a room with a large hole in the floor.. another room with a 
    large hole in the floor. Go around the hole to find the body of Winger
    Mercier, on him he has the note 'Finding the Formula', which talks about
    finding the formula for Quantum at this plant, then reporting to the
    Red Rocket Tricycle Factory (Red Racer). Head into the room to the north
    and grab a Big Book of Science off the desk. Now head back to the stairs
    and head up through a door to the Factory Floor.
    
    Factory Floor (cont'd)
    o======================================================================o
    ***BOOKS***
    Tumbler's Today
    
    11) Go east and Head down the stairs to find a robot named Milo, 
    Shipping Foreman. He'll ask for some information you don't have. You can 
    use [Robotics Expert] to turn off his security programming, or succeed 
    at a Speech check to lie. Ask him for the shipping manifest to get a 
    computer passcode, and ask for the key to the Research Safe to get into 
    that safe we found near the beginning of our exploration. Go into the 
    room Milo was in and access the terminal to find out where all that 
    Nuka-Cola Quantum was shipped. We've already hit Paradise Falls and the 
    Super Duper Mart, that only leaves the Old Olney Grocery, which is 
    crawling with Deathclaws. Open the door in the room to find a closet 
    with a safe [Easy] and a copy of Tumblers Today on a bookshelf. Among 
    the loot in the safe is a Stealth Boy. Head back up the stairs and
    continue along the walkways to find a bottling room to the east, which
    is significant only in its lack of loot. Follow the walkway south to
    find another uninteresting bottling room. Head downstairs and through a
    door to the west to come into the room that connects to the lobby, so
    long as you can pick the locked door [Very Hard].. that or hit the
    electrical switch near it. Now go to the room west of the lobby and open
    the previously unaccessible safe to get the Nuka-Cola Clear Formula. If
    you travel back to the Red Racer factory you'll be bothered by Goalie
    Ledoux and his gang. You can either get into a fight, or sell the
    Nuka-Cola Clear Formula for 250 Caps.. 400 if you succeed at a Speech
    challenge. Of course, we all know what the best option is, don't we?
    Sell them the formula, get their Caps, then kill them. On the Goalie
    you'll find Ledoux's Hockey Mask, which gives you a bonus 25 Action
    Points while you wear it.. which is pretty awesome, really.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    12) Get back on the highway and continue following it as it turns east. 
    You'll likely have to fight Raiders along the way, but by now Raiders 
    should be nothing. Keep going until you find the Flooded Metro, outside 
    of which you'll find a random encounter. More importantly there's a 
    Pulowski Preservation Shelter with a few Stimpaks, a Pulse Grenade, and 
    a copy of Chinese Army: Spec. Ops. Training Manual. Head into the 
    Flooded Metro.
    
    Flooded Metro
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    13) Head east, then north down a tunnel, then east through a sewer, then
    north again through a door and into a room. To the west, past some 
    stairs you'll see a pillar. Follow the blood trail around it to find
    a skeleton with a Scoped .44 Magnum, some Jet, some .44 Magnum ammo,
    and a copy of Guns and Bullets. Explore the Flooded Metro. At the bottom
    of the metro you'll find a Wastelander's shelter and a unique Power
    Fist called the Shocker. You'll also find a Nuka-Cola Quantum down 
    there. Far to the west you'll find the exit to the Mason District. You 
    might as well discover the location, even if were won't explore it yet.
    
    ***WEAPON INFO***
    The Shocker (Unarmed)
    Maximum Damage: 38
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    It's inferior to Fisto! in raw damage, but it's supposed to do extra
    damage against robots. Frankly I'd just prefer to keep Fisto!, which
    does extra damage against everything.
    
    ***LEVEL UP***
    Small Guns reaches a natural 50, and I start working on Explosives,
    which needs to get to a 60 due to the Bobblehead we found for it. It's
    time just to get everything up to 50. I pick the Action Boy (or Girl)
    Perk to give my action points a huge boost.
    
    Level 16
    HP:	370
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	35 + 17 = 52
    Lockpick:	75
    Medicine:	60
    Melee Weapons:	25
    Repair:		50
    Science:	75
    Small Guns:	47 + 3 = 50
    Sneak:		70
    Speech:		60
    Unarmed:	60
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    Tumblers Today
    
    14) Head south east of the Flooded Metro to find a rather large Raider
    fort. One Raider has a Missile Launcher. Don't get shot at while you're
    on the highway, as the numerous cars nearby will detonate, and make you
    sad. On a counter in the fort you'll find a copy of Pugilism 
    Illustrated, and in a wooden crate you'll find a Nuka-Cola Quantum. Up
    by where the Raider with the Missile Launcher was you'll find its pad,
    a bed, some ammo boxes, a first aid box, and a copy of Tumblers Today.
    <---------------------------------------------------------------------->
    15) Continue east along the road to find Arlington Library. You'd think
    that by finding the place, our trip would be nearing completion.. yeah.
    Go across the highway to the north west until you find a Raider hiding
    in a bombed-out building. There are numerous landmines and traps in
    and around his building, so proceed with caution. He's got a number of
    safes to loot, two of which include Scoped .44 Magnums, and plenty of
    drugs.
    
    Alexandria Arms
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    Guns and Bullets
    
    16) East of the Raider house you'll find Alexandria Arms. Inside are a
    bunch of Raiders, which you can easily dispose of. In a room in the 
    southern edge of the Local Map you'll find a copy of Duck and Cover! on
    a bookshelf. You'll also find a copy of Guns and Bullets in the upstairs 
    portion of the Alexandria Arms, just east of the middle of the map. The 
    book is on a counter near some ammo boxes. Use the terminal [Average] or
    pick the lock [Average] to get into a small storeroom. Among its many
    treasures you'll find a Nuka-Cola Quantum.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nikola Tesla and You
    
    17) Go to the Arlington Library and from the entrance head south until
    you find a road heading east between the library and another devastated
    building. You should come across some Talon Company Mercenaries. Kill
    them and keep heading south east. You'll eventually come across a
    Talon Company camp, with a Mark V turret and Sentry Bot included. You'll 
    also have the pleasure of coming across a merc with a Missile Launcher
    and a Sniper Rifle, so it can be quite a fight. Once they're all dead
    loot the camp. On the top level you'll find a copy of Nikola Tesla and
    You and a Stealth Boy on a small table. If you follow the road east
    from the Talon Company camp you'll find a door leading down to a Sewer.
    Inside are several Raiders, and you can score a few ammo boxes and
    other loot while down here, if you're so inclined. Now it's time to 
    head back to Arlington Library.
    
    Arlington Public Library Lobby
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    18) Go around the western side of the building until you find a
    Pulowski Preservation Shelter. Inside will be a copy of Guns and Bullets
    for your looting pleasure. Now head inside. You'll immediately be 
    bothered by Scribe Yearling from the Brotherhood of Steel. She'll ask
    you to find and bring her Pre-War Books, for which she'll pay you very
    generously. You have been holding onto them, right? She'll also give you
    the note 'Arlington Library Password'. Activate the computer and access 
    the card catalogue to complete one of Moira's objectives. Now it's time 
    to hunt for the archives.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    
    19) Head upstairs and grab the Stealth Boy off the counter. In a room
    in the north western corner of the level you'll find a Big Book of
    Science on a desk. When you're done exploring upstairs.. besides the
    large room full of books to the west.. head back to the lobby and
    explore the ground floor. Go through the door opposite the entrance to
    find some bathrooms. Follow the hallway to see a pair of Brotherhood
    soldiers sneaking about. They'll go into the large western room and get
    into a fight with some Raiders. I prefer to let the Brotherhood take
    care of business. After they're done they head into the Arlington
    Library Children's Wing. Loot the room for some ammo boxes and Pre-War
    Books and head through the door to the Arlington Library Media Archive.
    
    Arlington Library Media Archives
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    20) Go up some stairs to find two Brotherhood Paladins fighting some
    Raiders. They should clean up pretty well. Follow them south past the
    pitching machine, around a corner and through a door and up some stairs.
    At the top of the staircase head east, then north to get to the north
    western corner of the level. Inside the room is a turret, a Pre-War book
    on a printing press, a box of 'Restoration Supplies', and some Frag
    Grenades on a table. Wee. I let the Brotherhood guys lead the way. If 
    they kill everything, just as well. If they die, then I get to steal 
    their juicy Power Armor. It's a win-win. Once the fighting is over loot
    the lower levels, we aren't skipping all that loot, just keeping up with
    the Brotherhood long enough for them to absorb most of the punishment
    down here. Make sure to explore the room to the west of the stairs we
    came up (it's a room with a pool table and a Nuka-Cola Vending Machine.)
    In this room you'll find a copy of Tales of a Junktown Jerky Vendor on
    a table in the north west corner.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tumblers Today
    
    16) When you're done looting the downstairs head upstairs and keep 
    searching until you reach the south western corner of the map. You'll 
    find a large room with several Raiders inside, with the middle roped off
    with barbed wire like in the turret room downstairs. Search one of the 
    desks on the perimeter of the room to find a copy of Tumblers Today. 
    Also on the perimter you'll find a small round table with a wooden crate 
    and two skulls on it. Behind the crate is a Nuka-Cola Quantum. And most 
    importantly, search the middle of the room to find a desk with a Pre-War 
    book on it, and the terminal 'Arlington Public Library Public Terminal'. 
    Select the  'Transfer Library Archives' options, and you're done with 
    this quest. First, however, head through the door nearby that leads to
    the Children's Wing.
    
    Arlington Library Children's Wing
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    Lying, Congressional Style
    Lying, Congressional Style
    
    ***SHEET MUSIC BOOK***
    
    21) Head south and grab an ammo box, then go west over a collapsed
    bookshelf to find another, more vertical bookshelf. On it you'll find a
    copy of Guns and Bullets, three Pre-War Books, some Shotgun Ammo, 
    Stimpaks, and a Sawed-Off Shotgun. Now drop to the floor below and loot
    the safe [Average], before dropping down to the next, and lowest level.
    Kill the Raiders and loot. Head north out of the room and turn east or
    west, depending on the door you went through to find an eating area,
    replete with coffee machines, a Nuka-Cola vending machine, and an
    Eat'o'tronic. On the counter between two coffee machines you'll find a
    copy of Lying, Congressional Style. In one of the rooms to the west
    you'll find a booby-trapped terminal and a Pre-War Book. In the same
    room you'll find a Sheet Music Book lying on the floor next to a music
    stand. Now head back to Megaton. Moira will give you 450 Caps and a 
    copy of Lying, Congressional Style. Nice. I also leveled up trekking
    through the library. I choose to do the RobCo factory quest next. Moira
    wants you to head over to the RobCo Factory and connect a widget to the
    mainframe to get control of the factory's robots. Don't be smart and
    use your [Robotics Expert] to answer the section yourself.. just go and
    do it.
    
    ***LEVEL UP***
    Explosives reaches a natural 50, with the Bobblehead making it 60. I
    shouldn't be troubled by any more traps in the game. Also, we'll need a
    good Lockpick score soon enough, so it's time to get it within striking
    distance of 100. Also, I get myself up to 70 Unarmed in anticipation of
    Paralyzing Palm. I pick the Better Criticals Perk to make my main sneak
    attack tactic that much more effective.. 50% more, to be exact.
    
    Level 17
    HP:	380
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	52 + 8 = 60
    Lockpick:	75 + 2 = 77
    Medicine:	60
    Melee Weapons:	25
    Repair:		50
    Science:	75
    Small Guns:	50
    Sneak:		70
    Speech:		60
    Unarmed:	60 + 10 = 70
    
    Megaton to RobCo Facility
    o======================================================================o
    Sequence of Events:						{WLK017}
    		1) Fairfax Ruins
    		2) Fairfax Metro
    		3) Fort Independence
    		4) Casdin's Trust
    		5) Fort Independence, Lower Level
    		6) Andale
    		7) Overlook Drive-In
    		8) Raider Outpost
    		9) Yao Guai Cave
    		10) Raider Outpost, Cont'd
    		11) Cliffside Caverns
    		12) Tinker Joe
    		13) RobCo Facility
    		14) Activate the Mainframe
    
    Fairfax Ruins (Utility Tunnels)
    o======================================================================o
    1) Head south west until you find the Fairfax Ruins, which is crawling
    with Raiders. You can score a good bit of loot and experience rummaging
    around these ruins and killing Raiders. There are also some Utility
    Tunnels around that have more loot and Raiders in them. You'll have to
    be careful aruond here, as there are plenty of landmines lying around.
    While you're here, you might as well explore the Fairfax Metro.
    
    Fairfax Metro
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    2) Head east into the metro, taking care to avoid landmines. Down in the
    large open metro hub disarm the rigged shotgun in the ticket booth and
    loot the ammo boxes and first aid boxes inside. Head down the stairs and
    search the rubble to the south east, where you can find a Chinese Army:
    Spec. Ops. Training Manual on the ground. Leave the Metro and head west
    until you find Fort Independence.
    
    Fort Independence
    o======================================================================o
    3) Head down under a bridge. Fort Independence is where the Brotherhood
    Outcasts are based, and one will yell at you when you approach. You'll
    see the Outcast defenses take out some Raiders fairly easily. Defender
    Morgan will talk to you again. Ask her how to sign up and she'll let
    you meet Protector Casdin, whom, if you talk to him, will offer to trade
    technology for .556 ammo, Grenades, Stimpaks, or Rad-Away. I've never
    really bothered with this, as high-tech devices are something that I'd
    rather have for myself, rather than hand over to Outcast goons. If you
    break into Fort Independence, you'll turn all the Outcasts hostile, so
    we won't be doing that yet. Gaining access is a work in progress which
    will be much easier later on in the game, but if you shovel together
    enough junk you'll get yourself admittance. For the sake of continuity
    we'll cover Fort Independence in its entirity here.
    
    You don't want to turn in any energy weapons you find, as they'd be
    better off serving you. Also, you can typically use even the crappiest
    of energy weapons to repair others. Even a Laser Rifle in lousy 
    condition is worth more sitting in your home rather than being traded.
    Also you don't want to trade in Power Armor... for obvious reasons.
    Trading Outcast Power Armor is an extra bad idea, as they'll just 
    confiscate it. Once you start dealing with the Enclave and can readily
    hunt them for their armor and weapons you might consider being more
    generous-after all, by then what do Caps really matter? Note that when
    you trade him Enclave Power Armor, he'll shamelessly equip it right in
    front of you! In my eyes the easiest things to trade (besides Enclave
    Power Armor, when it becomes abundant) are Sensor Modules, and it also
    gives the best rate of return for how much they are worth. Below is a
    list of all the items that Protector Casdin is interested in, and the
    rewards you'll get for turning them in:
    
    o=======================o=======o===============o=======o==============o
    |Trade Items:		| 5.56mm| Frag Grenades	|RadAway|   Stimpaks   |
    o=======================o=======o===============o=======o==============o
    |Alien Blaster x1	|  x484 |      x20      |  x20	|     x20      |
    |----------------------------------------------------------------------|
    |Alien Power Cell x12	|  x240 |      x11      |  x11  |     x11      |
    |----------------------------------------------------------------------|
    |Enclave Power Armor x1	|  x240 |      x11      |  x11  |     x11      |
    |----------------------------------------------------------------------|
    |Enclave Power Helmet x1|   x48 |       x3      |   x3  |      x3      |
    |----------------------------------------------------------------------|
    |Laser Pistol x1        |   x24 |       x2      |   x2  |      x2      |
    |----------------------------------------------------------------------|
    |Laser Rifle x1		|   x96 |       x5      |   x5  |      x5      |
    |----------------------------------------------------------------------|
    |Plasma Pistol x1	|   x48 |       x3      |   x3  |      x3      |
    |----------------------------------------------------------------------|
    |Plasma Rifle x1	|  x144 |       x7      |   x7  |      x7      |
    |----------------------------------------------------------------------|
    |Power Armor x1		|  x192 |       x9      |   x9  |      x9      |
    |----------------------------------------------------------------------|
    |Power Helmet x1        |   x48 |       x3      |   x3  |      x3      |
    |----------------------------------------------------------------------|
    |Sensor Module x1	|   x12 |       x1      |   x1  |      x1      |
    |----------------------------------------------------------------------|
    |Tesla Armor x1		|  x288 |      x13      |  x13  |     x13      |
    o=======================o=======o===============o=======o==============o
    
    After you give him enough stuff you'll earn the trust of the Outcasts,
    for what it's worth. After you earn their trust you can steal the
    'Fort Independence Access' key from Casdin, or pick the locked door
    [Hard]. You could do this before, but as I previously said, it would
    turn all the Outcasts hostile. Once their trust has been gained, 
    however, you can break in without them caring too much. I sense that
    there's a trigger missing-inside the Brotherhood Outcasts talk as
    though you've been given access to Fort Independence, and aren't just
    breaking in. "Casdin says you're clear." Anyways, the important thing
    is that you're in now.
    
    Note: SquallZeens gave me some insight about Fort Independence, and
    like all good ideas, it deserves to be shared. Here's his own words:
    
    "I'm at the point where you discover Fort Independence. I thought it
    might be helpful to add that if you're low on Stimpaks, give Protector
    Casdin Sensor Modules, and then pickpocket them back as a quick way to
    gain a few.  I did this with 7 Sensor Modules at a time, and got about
    30 Stimpaks in 5 minutes.  A lot of saving and loading involved, but
    it's fast.
    
    Note that you *might* be able to gain access the same way, but I'm not
    positive.  I didn't have enough material to gain access, and didn't have
    the patients to find more, so I stole his key and broke in.  Moreover, I
    actually stole his key, shot him in the head, then broke in.  I love me
    some Power Armor!  Looted the whole place."
    
    Fort Indpendence (Interior)
    o======================================================================o
    4) Although the place isn't as lively as the Citadel, you can still 
    score plenty of components (as could be expected.) In the eastern room 
    you can find two locked safes [Easy], and a 'Field Reports' terminal 
    from which you can download the notes 'Fort Independence Field Report 1' 
    and 'Fort Independence Field Report 2', which talks about the Outcasts' 
    feud with the Raiders over in Fairfax. In the central room there's a 
    Nuka-Cola Quantum, and in the western room there's not really much 
    notable loot besides a first aid box. Take the stairs down to the Fort 
    Independence Lower Level to get at the real loot. 
    
    Fort Independence Lower Level
    o======================================================================o
    5) You either have to hack the 'Door Terminal' [Hard].. or grab the 
    'Fort Ind. Terminal Access Password' from the nearby desk. Continue down
    the stairs to the bottom (there's a door along the way, beyond which is
    some rather uninspiring loot). Go through a door to the south and
    eventually the path will split with stairs going up to the left, and 
    stairs going down straight ahead. Upstairs you can find the 'Turret
    Control System' terminal [Average], which might be handy if you're
    assaulting the place. Since we're not, go down the stairs and enter the
    room to the west and break into a locked footlocker [Easy] to obtain
    the 'Fort Ind. Storage Key'. The room to the east is an infirmiry,
    where medical components and drugs can be found. Finally, in the second 
    room to the west you'll find all the 'Research Terminals' you could ever 
    ask for, each of which will give you a note on a specific weapon or
    another. Go through the locked door [Hard] to the south which can be
    alternatively opened with the key we found earlier. Inside you'll find
    a Minigun in perfect condition, six ammo boxes (two of which contain
    Alien Power Cells), three first aid boxes, a Plasma Rifle, a Laser 
    Rifle, two Mini Nukes, and the unique Missile Launcher, Miss Launcher.
    
    ***WEAPON INFO***
    Miss Launcher (Big Guns)
    Maximum Damage: 241
    AP Cost: High
    Ammo: Missile
    Clip Size: 1 (1 round/shot)
    
    At first, this might seem like a pretty cool gun. It weighs five pounds
    less than a normal Missile Launcher and does 25% more damage. 
    Unfortunately, it's called 'Miss Launcher' for a reason, and it ain't
    no lady. As the Research Terminal in Fort Independence noted, after
    tinkering with this Missile Launcher it's just not right anymore. 
    Instead of the long-ranged trajectory of a normal Missile Launcher,
    the Miss Launcher has about the trajectory of a Fat Man. It's horribly
    inaccurate, and nearly useless as a Missile Launcher... but it does
    somewhat function like a short-ranged grenade launcher of sorts.
    
    Andale
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    6) Head south from Fort Independence/Fairfax until you find Andale, a
    nice, quiet little town consisting of three houses, the Smith's House,
    the Wilson's House, and Old Man Harris' House. Go into the Smith's 
    House and talk to them. They're definately weird people.. Steal the
    Andale Basement Key from the bedside table and go explore the Wilson's
    House. You'll find that they are just as weird. Take the Andale Shed Key
    from the bedside table and go bother Old Man Harris. Old Man Harris has
    a bit of a different take on things.. he seems to know what century he
    lives in, first of all, and tells you to get out of town while you still
    can, and that the others are cold-blooded killers. Also note he's the
    only one that doesn't have Strange Meat in his fridge. Your spidey
    senses should be tingling. Go explore the Garden Shed and you'll find 
    quiet a few skeletons inside, along with fridges with more Strange Meat
    and a selection of Combat Knives. When you leave you'll be confronted
    by the adults of Andale. If you succeed at a Speed check they'll let
    you go, if not you'll have to fight them. Kill the cannibals and 
    report to Old Man Harris, who will tell you that he's taking in the
    kids. If you want, explore the basement of the Smith's house to find
    a scene similar to that of the Wilson's shed. Make sure to grab the
    Rippers and the copy of Grognak the Barbarian on the floor of the
    Smith's House Basement near some bloodstains before leaving Andale for 
    good.
    
    ***WEAPON INFO***
    Ripper (Melee Weapons)
    Maximum Damage: 47
    AP Cost: Very High
    Ammo: None
    Clip Size: N/A
    
    There's no doubting that the Ripper is a very powerful melee weapon..
    even stronger than a Super Sledge! It's not too expensive to maintain,
    but it's useless in V.A.T.S. Still, it's not really a V.A.T.S. weapon.
    Get up to somebody and hold down the fire button and rip them to shreds.
    
    The Overlook Drive-In
    o======================================================================o
    7) Head west until you find The Overlook Drive-In, which has several
    Raiders milling around it. If you want to kill them in style, cause
    one of the cars to explode, which will start a chain reaction that
    destroys everything. Of course, then you have to search for pieces to
    loot, but it's good fun as long as you're not caught in the blast. Head
    north west until you find a Raider Outpost, by which I mean a cave. You
    will have to pick the lock to a gate [Hard] to get in.
    
    Raider Outpost
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    8) There are plenty of landmines ahead, but fortunately most of them
    are in plain sight. Go west until the cavern opens up. Keep going west 
    over a wooden bridge to reach the first platform, where you'll see a
    generator with some lights pointing at it. Circle around behind the
    generator to find a copy of Grognak the Barbarian lying on the ground
    near it. You might be wondering where all the Raiders are. Answer that 
    question by heading north when the paths splint, instead of heading 
    west. You'll eventually come across a Yao Guai, and later on, an 
    entrance into the Yao Guai Cave.
    
    Yao Guai Caves
    o======================================================================o
    ***SCHEMATICS***
    Schematic - Nuka-Grenade
    
    9) Head down the tunnel and disarm the Frag Mines that are still there.
    This is going to work alot like our trek through the Yao Guai Tunnels,
    sneak around and blast every stupid mutated bear you see with your
    Combat Shotgun. Maniacal laughter optional, but encouraged. There's
    little reason to be down here, but make your way to the ground level
    and search the north western corner of the large central chamber to
    find the Schematic - Nuka-Grenade. Once you gained this item, return
    to the Raider Outpost and continue on with the western path.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    10) continue west into the lower portions of the cavern. Kill the
    Raiders you meet in the circular room when you reach the lower level.
    You'll now get a fork in the road, one path leading south east and
    another heading north east. Take the north path first, as the south just
    leads back into the Capital Wasteland. You'll come across a wooden
    platform with two beds on top, which is guarded by two Raiders, one of
    which has a Missile Launcher. Kill them and grab the Chinese Army:
    Spec. Ops. Training Manual that's on top of the wooden dresser. Try not
    to let the Missile Launcher guy shoot nearby, as there's a good chance
    he'll blow the book somewhere unreachable.
    <---------------------------------------------------------------------->
    11) Follow the tunnel and kill the Raiders until you find a tent filled 
    with loot, the best of which is a Mini Nuke. Now head back the way you 
    came and explore the south eastern route. Stop to grab the Nuka-Cola 
    Quantum on the table near the generators before continuing into a 
    tunnel to the south. These tunnels will eventually lead back to the 
    Capital Wasteland, where you'll discover the Cliffside Caverns. From 
    here head north to find the RobCo Facility. Sure, we picked a round-
    about route to get there, but the important thing is.. well, that we 
    got there, eventually.
    
    ***LEVEL UP***
    I get Lockpick up to 87. With my build, if I pop a Mentats I can raise
    my Perception up to 10 (four points) which will give me an eight bonus
    bonus to all Perception-related skills, including Lockpick. That brings
    it to 95. If I strap on a Vault 101 Utility Jumpsuit, my Lockpick score
    will go up to 100 just long enough for me to do any Lockpicking I need
    to do. Getting an 87 Lockpick will work just fine until we hit level 30,
    at which point our S.P.E.C.I.A.L. increases and new Bobbleheads will
    bring it up to 97 (Perception + Luck), which is good enough, as we
    should already have four Tumblers Today anyways. I likewise get Science
    up to 85. I can't increase it with Mentats, but I can always put on The
    Surgeon's Lab Coat to get a +5 boost. I pick the Paralyzing Palm perk, 
    so I have an answer for Super Mutant Overlords and Albino Radscorpions.
    
    Level 18
    HP:	390
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	60
    Lockpick:	77 + 10 = 87
    Medicine:	60
    Melee Weapons:	25
    Repair:		50
    Science:	75 + 10 = 85
    Small Guns:	50
    Sneak:		70
    Speech:		60
    Unarmed:	70
    
    RobCo Facility
    o======================================================================o
    ***NPC***
    RL-3
    
    12) Outside of the facility you'll occasionally find Tinker Joe standing
    about. He'll sell a variety of nifty things.. pretty much anything you
    could find in a tool box. If he has any, you should be keen to buy any
    Scrap Metal or Bobby Pins off of him. Remember that we trade Scrap 
    Metal in Megaton at a rate of 10 Caps per Scrap Metal, so paying a Cap
    per Scrap isn't a bad deal. You can also recruit RL-3 from him if you
    have the right karma.
    
    RobCo Factory Floor
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    Lying, Congressional Style
    
    13) On the counter directly opposite the door you'll find a copy of
    Lying, Congressional Style. Behide that, you'll find a bookshelf with a
    Pre-War Book on it. Loot the western half of the level then go through
    the doors to the east. Go north east through a door near a bookshelf and
    some metal lockers and take the first east. On a bunch of machinery 
    you'll find a Big Book of Science and a Pre-War Book. Other than that
    this level is pretty boring. There are Radroaches and Mole Rats aplenty,
    and some decent looting, but nothing terribly special. When you're
    ready go up the ramps to find the door to the Offices and Cafeteria.
    
    Offices and Cafeteria
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    D.C. Journal of Internal Medicine
    Nikola Tesla and You
    
    14) Loot your way around to the south and east. Eventually you'll come
    to a room on the southern side of the map opposite the entrance to the
    Factory Floor. On one of the desks in this room you'll find a Stealth
    Boy, and on another, near a first aid box you'll find a D.C. Journal of
    Internal Medicine. Keep going around the perimeter of the level until
    you come to a room just west of the room you entered into. On a 
    bookshelf you'll find another Stealth Boy, and on a table near a filing
    cabinet you'll find a copy of Nikola Tesla and You. Head south and go up
    some stairs. Once on the higher level go through the door just opposite
    the stiars. In this room you'll find a Stealth Boy and a Pre-War Book
    on a table. You'll also find the RobCo Production Mainframe, your goal.
    Activate it and install the processor widget. All the machines and
    defenses in the facility will activate and turn hostile, so promptly
    hack the terminal [Average]. Select the 'Cease Total Liquidation'
    command to make the robots friendly, and select the 'Initiate Pest
    Control' option to set the robots and defenses to attack any Radroaches
    and Mole Rats you may have missed. The 'Initiate Stress Testing'
    command will make the robots attack each other. Either way, you're done
    in the RobCo Factory, so book it back to Megaton. Moira will give you
    six Pulse Grenades and a Big Book of Science. Now it's time to do the
    last little bit of the Wasteland Survival Guide, which involves our
    formal exploration of Rivet City. But before that, lets finish off some
    core quests around Megaton and ensure that we're ready to focus on the
    eastern edge of the world. This involves completing the quests 'Blood
    Ties', 'Big Trouble in Big Town', 'Following in His Footsteps' 'Tenpenny
    Tower', 'The Superhuman  Gambit', 'Those!' and grabbing the Bobblehead - 
    Barter, Bobblehead - Repair, and the Bobblehead - Small Guns. We'll turn 
    in our Nuka-Cola Quantums and finish 'The Nuka-Cola Challenge' when we 
    have enough of them.
    
    Megaton to Arefu
    o======================================================================o
    Sequence of Events:						{WLK018}
    		1) To Arefu
    		2) Arefu
    		3) Bobblehead - Repair
    		4) Grocery Stealin'
    		5) Northwest Seneca Station
    		6) Meresti Service Tunnel
    		7) Meresti Metro Station
    		8) The Way of the Vampire
    		9) Alan's House
    
    1) We've explored an awful lot of wasteland up around Arefu, so that 
    getting there isn't really a problem. Fast travel to Fordham Flash
    Memorial Field or the VAPL-58 Power Station or somewhere nearby and
    head up the elevated highway to find Arefu. All that useless exploration
    in the past comes in handy for the present!
    
    Arefu
    o======================================================================o
    ***QUESTS***
    Blood Ties
    
    2) As you approach Arefu you'll be explosively greeted by one Evan King.
    He'll reveal that the town is under assault of sorts by a group of thugs
    called the 'Family'. Succeed at a Speech challenge and he'll admit that
    they creep him out. Offer to help and he'll ask you to check out the
    houses around town to make sure everybody is okay. Ask him about the
    Family and he'll give you several locations where they might be.
    Moonbeam Outdoor Cinema (where we know from experience they aren't 
    here), Hamilton's Hideaway (they're not here, either), and the Northwest
    Seneca Station (hmm..).
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Repair
    
    3) Go check out the houses. Inside the Ewers house you'll find Ken 
    Ewers, who is a prick, and his wife Brailee Ewers, who is crazy and
    thinks she lives in yesteryear. Seems to happen alot. Next go check on
    the Schenzy residence. Inside, Karen Schenzy complains about Evan King
    as much as she does about the Family. Next go check out Evan King's
    House [Average], you know.. just in case, right? On a table near the 
    door you'll find the Bobblehead - Repair. Loot upstairs as well, as
    Evan King has plenty of ammo boxes going to waste up there. Finally
    check the West residence-the only place not locked. Inside you'll find
    the desicated corpses of the Wests. Check them. With a high Medicine 
    you can determine more about what killed them, but alas, our Medicine
    skill is only high enough to give us some of the information. With a
    higher Medicine you'll notice that there is blackish residue on the
    bodies, like the kind found in trainyards. In any event, all that
    matters is that you find out that they are dead. Report back to Evan
    King with the news. He'll tell you about the Wests' son Ian, and ask
    you to find the Family. The only place remotely promising to us right
    now is the Northwest Seneca Station, so head north find it. Bonus points
    if you're brave enough to jump off the bridge into the water to get down
    faster.
    
    Northwest Seneca Station (Grocer)
    o======================================================================o
    4) You should easily be able to find the entrance to the Seneca Station,
    but first explore the Grocer nearby. There are minor treasures within,
    and only a pair of Radroaches to stop you. A few Nuka-Colas, Whiskey,
    Beer, Tin Caps, Sugar Bombs, and Abraxo Cleaner make up your haul.
    Behind the counter you'll find some Pre-War Money and a first aid box.
    You'll also find a terminal [Easy] and a safe on the floor [Easy]. Now
    exit the Grocer and enter the Seneca Station. You'll probably get 
    attacked by either Talon Company Mercenaries or Regulators, depending
    on your alignment. If anything, this makes the looting all the sweeter.
    
    Northwest Seneca Station
    o======================================================================o
    5) Go to the west to find a Nuka-Cola Vending Machine, an Eat-o-tronic,
    and a Plasma Grenade in the back of one of the toilets in the bathrooms.
    Head east and you'll find a Ghoul named Murphy, along with his body
    guard. He'll tell you that he's trying to create a new form of Jet
    called Ultrajet, which is twice as potent. He'll ask you to help him
    gather some of the ingredients.. namely Sugar Bombs. He'll offer you
    15 Caps a box. Succeed at a Speech challenge and get him to raise it to
    30 Caps to make it even worth your while to bring them here. Ask him
    about the family and he'll tell you they live east of here, he'll also
    tell you that you can reach them through this metro. If you look on
    your World Map you'll discover that of the four closest areas east of 
    here, Hallowed Moors Cemetery, Meresti Trainyard, Agatha's House, and 
    the Scrapyard, we've explored three of them. This leaves Meresti as the
    only area east of the Northwest Seneca Station that could house the
    Family. Steal what you can from them and head through the door to the 
    west, past the radioactive barrels, and down the manhole to the Meresti
    Service Tunnel.
    
    ***WEAPON INFO***
    Plasma Grenades (Explosives)
    Maximum Damage: 169
    AP Cost: Low
    Ammo: Plasma Grenades
    Clip Size: 1 (1 grenade/shot)
    
    Plasma Grenades are a much better alternative than Frag Grenades, as
    are about 50% stronger. Anything that applies to them applies to Frag
    Grenades. The only downside to Plasma Grenades is that they are even
    more expensive (double the price) of Frag Grenades, and much more 
    rare. 
    
    Sugar Bombs are normally worth 5 Caps each, and aren't normally worth 
    any more than any other food item.. but with Murphy paying 30 Caps per
    box, that changes everything! I have a measly 38 boxes, but I give them
    all to Murphy for an easy 1140 Caps. Once you've given him a good deal
    of Sugar Bombs you can buy Ultrajet from him.. very few of them, but
    still. They're expensive, but they are what they're advertised to be,
    twice as potent as Jet.
    
    Meresti Service Tunnel
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    6) It's time for us all to get reacquainted with our good friends, the
    Mirelurks. Make your way north until you find a long tunnel that starts
    to slopep. The path ahead is liberally strewn with traps, so keep your
    eye out for pressure plate, trip wires, and landmines. Take the first
    left you find and move between subway cars and you'll eventually come
    upon a man named Robert behind a barricade. You can bribe him, succeed
    at a Speech challenge, or show him the letter from Lucy West in order to
    get past. He'll tell you to talk to somebody named Vance. Head past
    Robert and steal everything you can, but especially grab the copy of
    Tumblers Today from the table near the fridge. As of now, I have no way
    to access the 'Meresti Trainyard Station Entry Terminal [Very Hard].When
    you're done head north past Robert's little shack and enter the Meresti 
    Metro Station.
    
    Meresti Metro Station
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    ***SCHEMATICS***
    Schematic - Shishkebab
    
    7) First things first, run up the stairs to the balcony and jump down 
    onto the northen traincar. On top of it you'll find a wooden crate, 
    which you can turn over in order to find a copy of Lying, Congressional 
    Style. You can find out where Ian is by talking to just about anybody in
    the Family. Justin will tell you if you succeed at a Speech challenge,
    Karl/Brianna will spill the beans if you use [Black Widow]/[Lady 
    Killer], and likewise , but you should talk to Vance himself to get 
    anything done. If you fail your first Speech challenge with him, Vance 
    will give you the password to the computer in the commons area so you 
    can 'learn' about what they are. Either succeed at the Speech challenge 
    or read up about the Family and identify that Vance is teaching these 
    cannibals that they're vampires, and that they shouldn't eat human 
    flesh. It's not much better, but Vance does seem to be imposing a 
    semblence of order on them. Ask about Ian and convince him to let you 
    speak to him. Up the stairs and to the south you'll find a locked door. 
    Activate the nearby terminal and enter the password to get access to 
    Ian. Talk to the little cannibal and either show him Lucy's letter or 
    succeed at a Speech check to get him to leave. Go back and talk to Vance
    and discuss Arefu with him. You can either succeed at a Speech 
    challenge, make two [Medicine] checks, or an [Intelligence] check. Get 
    them to defend Arefu in exchange for Arefu donating Blood Packs. Vance 
    will agree and give you a proposal to take back to Evan King. Tell him 
    that Ian left the Family and he'll give you the Schematic - Shishkebab 
    as well. Now that you're done in Meresti, loot everything that's not 
    nailed down. In Vance's room you'll find a locked sword cabinet [Hard] 
    that has the Vampire's Edge inside. As for 'The Family's Terminal' 
    [Very Hard] (if you didn't get the password from Vance), and 'Vance's 
    Terminal' [Very Hard], those will just have to wait. 
    <---------------------------------------------------------------------->
    8) Head back to Evan King and tell him about the arrangements with the 
    Family. We'll get ourselves a quest reward, which is more than enough
    experience to level me up. Also, visit the Wests' house and deliver 
    Lucy's letter to Ian, who has taken up living in Arefu again. Go back to
    Vance with the news that Evan King accepted the proposal. Ask him to 
    teach you the ways of the vampire and you'll get the Hematophage perk, 
    which allows you to drink Blood Packs in order to restore 20 health. 
    There's no real point to do so.. Stimpaks are weightless and they heal 
    for more, but hey, free perk, right? 
    
    ***WEAPON INFO***
    Vampire's Edge (Melee Weapons)
    Maximum Damage: 31
    AP Cost: Average
    Ammo: None
    Clip Size: N/A
    
    It does 25% more damage than a normal Chinese Officer's Sword and weighs
    merely a pound, so if you just need to stab things, this is the way to
    go.. at least until you complete the expansion 'Operation Anchorage',
    but that's going to take a while.
    
    ***LEVEL UP***
    I get my Science to within striking range of 100 so I can go and hack
    all those Very Hard computers out there.. provided I put on The 
    Surgeon's Lab Coat. I get Sneak to 80 and Melee Weapons to 30.. it's
    time to start working towards the Ninja perk. I pick the Life Giver 
    perk to boost my hit points considerably.
    
    Level 19
    HP:	430
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	25
    Repair:		60
    Science:	85 + 10 = 95
    Small Guns:	50
    Sneak:		70 + 10 = 80
    Speech:		60
    Unarmed:	70
    
    In case you were wondering, here's a list of all the Very Hard locks
    and hacks we've passed by during this FAQ so far, so you can go back
    and take care of them.. if you wish.
    
    In the Gibson Home in Minefield there's a [Very Hard] Model of Home.
    VAPL-58 Power Station has a [Very Hard] safe and a [Very Hard] computer.
    The Ghoul Wastelander Shack north of VAPL-58 has a [Very Hard] locker.
    The mountain shack near Rockbreaker's Last Gas has a [Very Hard] locker.
    The Meresti Trainyard has three [Very Hard] terminals.
    
    Most of the items you'll get are junk, and Meresti is only really good
    for the experience, but this'll ensure there are no lingering doubts
    in your mind.
    
    Alan's House
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    9) You'll notice that, now that peace has been made with Arefus and the
    Family there are new Brahmin outside of town, more importantly, live
    Brahmin. Check the house near them to find out that Alan now lives 
    there. Head inside to find some loot and a copy of Pugilism Illustrated
    on a table by the door.
    
    Big Town to Germantown Police HQ
    o======================================================================o
    Sequence of Events:						{WLK019}
    		1) To Germantown
    		2) Germantown Police HQ
    		3) Ruined House
    		4) Train Camp
    		5) Police HQ - Top Floor
    		6) POlice HQ - Ground Floor
    		7) Police HQ - Basement
    		8) Defending Big Town
    
    1) Now, we could go complete the Wasteland Survival Guide, but there's
    one more quest around Megaton we should do first. Remember when we
    stopped off at Big Town on our way to Minefield? Lets finally go and
    give them a hand with their problems. If you haven't yet, go help 
    Timebomb over at Red's Clinic, then travel north to the Germantown
    Police HQ. If you're still in Meresti, it's due north of where you are
    at.
    
    Germantown Police HQ
    o======================================================================o
    2) The area outside of Germantown is crawling with Super Mutants, which
    are fortunately not too close together. Go through the gate and kill
    any Super Mutants you find. You'll discover a terminal on the desk,
    which, while not having any gameplay advantages, is one of the more
    interesting accounts made by survivors after the bombs fell. I always
    got a bit of a chill when I disconnect user: N Kroydon, but I'm a bit
    of a goof. It's one of the readings in this game that reminds me the
    most of Fallout 1. Head around the western side of the build to find a
    door to the Police HQ - Ground Floor [Very Hard]. If we really wanted,
    we could get in there, but I prefer to circle around back and go through
    the door to the top floor anyways. We'll start at the top and blast our
    way down, just like Robot Jesus intended. First, however, the
    Germantown Police HQ will serve as a hub for some book gathering.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    3) First head south out of the gates, past a barricade of sandbags and
    down a heavily damaged road until you reach an intersection running
    east-west between two destroyed houses. Take the new road west until
    you find a ruined house near a billboard. Inside the house, on a wooden
    shelf, you'll find a copy of Duck and Cover!
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    4) Now head back to Germantown and head north east until you find some
    suspended railroad tracks. Follow them east until you find a collapsed
    train. Some of the cars are shaped like a 'V', into the crux of which
    has been built a Raider camp. Kill the Raiders and grab their loot,
    including a copy of Duck and Cover! which is on the ground near a bath
    tub. Return to Germantown again, but this time, to explore it.
    
    Police HQ - Top Floor
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    5) In the room to the south there's an Impound Information terminal
    [Very Hard] which contains some amusing stories, if nothing useful. 
    The room to the north has two Super Mutants scheming about their 
    captives from Big Town. A few well-placed shotgun shells will take them 
    down. In the south eastern most room you'll find a terminal [Easy] and a
    safe [Easy], also on the desk next to the computer will the be the note 
    'Password for Lockdown Computer'. Grab it and go to the room north of 
    this one, carefully disarming the landmine by the door. It tends to blow
    the D.C. Journal of Internal Medicine on the table away, making it a 
    hassle to find. Grab the book and head to the room in the north eastern
    corner of the level, which has several items worth looting on some 
    tables. Now take the stairs down to the ground floor.
    
    Police HQ - Ground Floor
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    6) Head down the stairs and disarm the landmine at the landing. You
    have to be wary on this level, as Radroaches make it hard to determine
    where the Super Mutants are. The strongest Super Mutant on the level,
    (typically either a Master or an Overlord, depending on your level)
    will have the Germantown Jailors Key on him. In the classroom just east
    of the jail cells you'll find a copy of Lying, Congressional Style on
    a half-buried desk. In the south-western corner of the level you'll
    find a Police Station Terminal [Very Hard] and a locked door [Hard]. In
    the 'contraband closet' you'll find some guns, plenty of drugs, and
    some ammo. In the north western corner near the exit to the Wasteland
    you'll find the jails, and in one of those cells you'll find poor Red.
    She'll tell you that another person named Shorty was dragged downstairs
    to the kitchen a short time ago. Tell Red to stay behind-it's safer for
    her anyways-and go find the exit to the basement. Make sure to grab the
    Pre-War Book by the computer in the jail.
    
    Police HQ - Basement
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    7) Go down the hall and take the first left to find the firing range for
    the police HQ. There's a door to the north [Average] that has some
    goodies behind it, namely a Fat Man, some ammo, and a copy of Tumblers
    Today. Head to the west now, kill the Radroaches, and continue until
    you see a Super Mutant talking to Shorty. Kill the Mutant before he
    kills Shorty and loot the closet in the far south western corner, which
    contains a Nuka-Cola Quantum. Now talk to Shorty and get him to follow
    you. You could give him a weapon.. but they shouldn't be fighting
    anything anyways. Go back to the downstairs area, gather up Red, exit
    Germantown, and fast travel back to Big Town.
    
    ***WEAPON INFO***
    Fat Man (Big Guns)
    Maximum Damage: 1701
    AP Cost: Extremely High
    Ammo: Mini Nuke
    Clip Size: 1 (1 nuke/shot)
    
    A Fat Man works just like a Missile Launcher, except you launch Mini 
    Nukes instead of Missiles. I think this is an incredibly stupid weapon,
    as I can't imagine how a small bomb could create a localized mushroom
    cloud of miniature size. The whole reason such weapons create mushroom
    clouds is because the external debris and smoke cool faster than the
    inner cloud, which creates a pillar of faster-moving, hotter materials.
    I'd imagine any bomb of sufficient heat and magnitude would create one,
    regardless of the source (atomic, nuclear, etc.), so the mushroom cloud
    property is caused by the magnitude of the explosion, not the material
    that caused the explosion. In short, if the weapon were to cause a
    mushroom cloud, it would do well more damage than they do, and would
    have a much greater area of effect. But I'm no physicist, so correct me
    if I'm wrong. In any case, these weapons do a great deal of damage..
    even if the cost of Mini Nukes are high enough to be prohibitive. I
    can't imagine what you'd need to use a Mini Nuke on, except perhaps a
    Super Mutant Behemoth or a cluster of Feral Ghoul Reavers, if you ever
    find more than one at once.
    <---------------------------------------------------------------------->
    8) Once back at Big Town talk to Red for your reward. If you succeed at
    a Speech check you can get her to pay you an extra 200 Caps, but you'll
    lose Karma for it. Offer to stay around and help defend them, your
    skills will determine what you can teach them. For example, a high
    Explosives lets you teach them to set up a minefield, a high Science
    will get them robotic defenders.. I prefer to teach them how to use
    Small Guns to defend themselves, personally. It seems like the long-term
    solution to their problem. Head out back with the Big Town folks where
    they'll wait for you to show them how to survive. Shoot at the stacked
    targets and they'll follow suit. After a while, they'll run out to
    defend the town against Super Mutants. The Super Mutants will arrive in
    two groups of two, so stand on the bridge and smite them. Note that they
    are all called Super Mutants, although some might actually be leveled. 
    Talk to Shorty when you're done saving Big Town, and he'll give you the 
    Lucky 8 Ball, which increases your Luck by one so long as it's in your 
    inventory. Now Big Town is done, lets take a trip that has been for too
    long delayed.. no, not the trip to Rivet City, wise guy, the trip to
    Canterbury Commons! 
    
    Scrapyard to Canterbury Commons
    o======================================================================o
    Sequence of Events:						{WLK020}
    		1) Chryslus Building
    		2) Chyrslus BUilding Reception Area
    		3) Mutant Exterimination
    		4) Guidance to Guns and Bullets
    		5) Chryslus Building Lower Offices
    		6) Useless Rooms
    		7) In the Business of Killin' and Business is Good
    		8) The Lower Level
    		9) Chryslus Building Basement
    		10) Wheaton Armory
    		11) The Wheaton Armory Stash
    		12) Chinese Army: Spec. Ops. Training Manual
    		13) Canterbury Commons
    		14) Super Sleuthing
    		15) Robot Repair Center 	
    		16) Thanks Frank
    		17) Deactivating Sector A
    		18) Deactivating Sector B
    		19) Mechanist's Forge
    		20) Anhilliate the Antagonizer
    		21) Canterbury Tunnels
    		22) The Antagonizer's Lair
    		23) Superhuman Payday
    
    Chryslus Building
    o======================================================================o
    1) East of Super-Duper Mart you'll find the Farragut West Metro Station,
    and north of this you'll find the Chryslus Building. Make your way 
    there, where it has the honor being our first stop on the way to 
    Canterbury Commons. Outside you'll probably find Talon Company 
    Mercanries and Raiders.
    
    Chryslus Building Reception Area
    o======================================================================o
    2) You'll realise right away that this place is heavily occupied by
    Super Mutants, and there are good numer of them on the level above you.
    This is not a good posistion, so sneak over to the south into a hallway.
    Head up the hallway to the west, sneak attack killing Super Mutant as
    you go. This is yet another instance where our build shines, as 
    guerilla tactics and stealth works well to minimize the threat posed
    by multiple-yet spread out-enemies. Go through a door to the left to
    find a room with several bookcases in it and go through a hole in the
    wall to the east to find a mostly-collapsed room. Under the desk in this
    room is a wooden crate with a Nuka-Cola Quantum inside.
    <---------------------------------------------------------------------->
    3) Continue up the hallway to the west and follow it when it turns
    north. You'll find a staircase on the left, which will get you up to the
    still-contested upper level. Once you kill these Super Mutants you're
    free to loot the rest of the upper level and the middle part of the
    lower level at will. Ignore the locked door [Very Hard] on the lower
    level for now, instead explore the northern half of the lower level.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    
    4) You will find a locked door [Hard], which you can pick, or unlock
    via a terminal on the wall [Average]. In the middle of the room, on a
    well-lit table you'll find an ammo box, a Scoped .44 Magnum, and a copy
    of Guns and Bullets. It's almost like somebody WANTED us to find it.
    Head west to reach a door leading to the Chryslus Building Lower 
    Offices.
    
    Chryslus Building Lower Offices
    o======================================================================o
    5) This level starts off relatively quiet, so take your time looting the
    wealthy room you start out in and head east down a hallway. You'll find
    that all the doors are locked [Very Hard]. You could pop a Mentat and
    wear the Vault 101 Utility Suit and pick all the locks (and it's a great
    way to net experience, even at the cost of aggravation) but if you just
    want to get through head into the large room to the south to find a
    leveled Super Mutant with a Minigun. Kill it to receive the Chryslus
    Building Master Key and head back north.
    <---------------------------------------------------------------------->
    6) In the eastern rooms to the north you'll find some Vicious Dogs.. 
    maybe being kept for food? You'll also find a bin full of Pre-War Money 
    and some drugs, but otherwise nothing worth locking behind a [Very Hard] 
    lock. The northern door to the west has some Rotting Dead Brahmin behind
    it, and the door to the south is similarly bereft of meaningful loot, 
    save a Pre-War Book. All it really does is wrap around to the room where 
    you fought the key-bearing Super Mutant. Since the northern part of the
    level is a bust explore the large room where you found the key.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    7) This room is some kind of Super Mutant processing area. We've seen
    that Super Mutants take captives and often hold them for a while, doing
    terrible things to some and who knows what to those that don't end up
    in gore bags, but we've not seen any where near the scale of this place.
    Due to the structural integrity of the floor the Super Mutants have
    smashed holes in the floor of this room and made containment pits out of
    the rooms below.. so in other words, they've changed the appearance but
    not the nature of an office building. Whatever they do to people here,
    you can tell business is good due to the number of skeletons and gore
    bags around the place. There are three recognisable parts of this room
    where walls used to better divide the place. In the north eastern corner
    of the middle part you'll find a counter with numerous bins on top.
    Inside one of the bins is a copy of Pugilism Illustrated.
    <---------------------------------------------------------------------->
    8) South of the large central room you'll find more, weak, Super 
    Mutants. Loot the room and head down the stairs, you'll find a Super
    Mutant standing on the staircase just begging to be shot with a sneak
    attack critical. For me, if the Super Mutant died on the stairs they
    would vanish from the game shortly thereafter. Odd. In a room to the
    south west (the only one down here with a closed door) you'll find a
    Stealth Boy on the table. Head through the door leading to the Chryslus
    Building Basement.
    
    Chryslus Building Basement
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    
    9) To the east and south east you'll find offices with minor loot in
    them. To the west you'll eventually find a room with numerous dead 
    bodies, including some Rotting Brahmin Corpses, some Wastelanders, and a
    Raider. Continue to the west to find the building's broiler room. On a
    metal shelf in this room you'll find a Big Book of Science. Now head
    into the room to the north to find a kitchen, loot, and go through a
    hole in the wall to reach another room. There's a Stealth Boy on top of
    a locked safe [Easy] and in the far eastern edge of the room is a
    wall safe [Easy], which can alternatively be opened via a wall terminal
    [Easy]. Head back to the room to the west and go up some stairs to the
    north to eventually reach a door to the Chryslus Building Reception
    Area, and thus, egress.
    
    Wheaton Armory
    o======================================================================o
    10) Now head north past the Bethesda Ruins to find Wheaton Armory. Note 
    that this is a fine opportunity to score another book from the Bethesda 
    Ruins.. since we're going right past it and all. You'll not find a 
    larger collection of Raiders anywhere in the game.. except perhaps 
    Evergreen Mills. There are also plenty of things to loot around outside 
    the armory. Make sure to hit the back of the semi, shack by the south 
    gate, the southern most shack inside the gate which has a safe inside, 
    and the ammo dump on the top level of the mostly collapsed building.
    <---------------------------------------------------------------------->
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    11) Head inside the armory when all the Raiders are dead and proceed 
    with caution, as the place is heavily irradiated in areas. You should 
    certainly consider popping a Rad-X for the trip. Head down some stairs 
    until you find a passage leading north, with a ridiculously strong 
    Mark VII Turret at the end of the tunnel. There's a room to the left 
    where you can activate a terminal to shut down the turret [Average] as 
    well some ammo boxes and a first aid kit. The big cache awaits beyond a
    locked door [Very Hard], which can be unlocked by hacking a terminal 
    [Very Hard]. Find a way inside and a great reward is yours, including 
    two Missile Launchers, a Minigun, two Sniper Rifles, four Assault 
    Rifles, two Radiation Suits, three Combat Knives, several Pulse Grenades
    and Pulse Mines, several Frag Mines, and no less than eleven ammo boxes.
    On the table next to the Missile launchers is a copy of U.S. Army: 30 
    Handy Flamethrower Recipes. While playing around in Wheaton Armory I 
    also hit wonderful level 20.
    
    ***WEAPON INFO***
    Pulse Mines (Explosives)
    Maximum Damage: 22
    AP Cost: N/A
    Ammo: Pulse Mines
    Clip Size: 1 (1 mine/shot)
    
    I generally view mines as less useful than grenades, and since I view
    Pulse Grenades as less useful than Frag Grenades.. you can guess where
    Pulse Mines end up in the hierarchy. These are extra silly, since all
    robots have ranged attacks. There's really no guarantee any given robot
    will feel compelled to move over your mine.
    
    ***LEVEL UP***
    All my attention goes to Melee Weapons, drawing myself ever closer to
    the Ninja perk. It goes without saying that I pick Grim Reaper's Sprint
    as my perk for this level. This marks my final change from an Unarmed
    character to a Small Guns character. I have the Caps, the ammo, and
    a way to keep myself in V.A.T.S. almost exclusively in combat,
    especially if I can start out fights with a sneak attack critical.. I
    still use Fisto!, but mostly against stronger enemies that need to be
    paralyzed to take down. Note that I exclude the one point bonus I'm 
    getting to all my skills from the Lucky 8 Ball. Even though it's a
    'permanent' bonus, anything you can unequip shouldn't be considered 
    permanent. That's right, the expansions made the Lucky 8 Ball optional.
    
    Level 20
    HP:	440
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	25 + 20 = 45
    Repair:		60
    Science:	95
    Small Guns:	50
    Sneak:		80
    Speech:		60
    Unarmed:	70
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    12) North of Wheaton Armory, along the raised highway you can find a
    truck with a bunch of electrical equipment in the back. On a table near
    a Ham Radio you'll find a copy of Chinese Army: Spec. Ops. Training 
    Manual. There are also minor goodies in the back of the truck.
    
    Canterbury Commons
    o======================================================================o
    ***QUESTS***
    The Superhuman Gambit
    
    13) Head north east to find Canterbury Commons. When you approach you'll
    see two goofy people, one named the Antagonizer and another named the
    Mechanist. They'll banter, then the Antagonizer's ants will attack the
    Mechanist, and get decisively destroyed by his Sentry Bots. When the
    carnage is over, they'll both flee and a man named Uncle Roe will
    greet you. Offer to help with his superhero problem and Roe will offer
    up 200 Caps. Succeed at a Speech challenge to double it. Question him
    about the superheroes and he'll tell you to consult his nephew, Derek. 
    
    The big thing to do here is to invest in merchant caravans. Ask Roe 
    about the caravans, and if your Barter is high enough (and if you're 
    following this FAQ, it is) you can get the merchants to specialize in 
    their field.. long story short, you pay money, the merchants expand 
    their inventories. This gets them more Caps to trade, which will really 
    help when you start hauling in expensive gear. We're about at that 
    point, and you know what they say: You gotta spend Caps, to make Caps. 
    Or something like that. You can expand each merchant's inventory twice, 
    the first upgrade costs 200 Caps, and the second costs 500 Caps. That's 
    700 Caps per merchant, with four merchants to upgrade. By now I have 
    more than enough Caps to drop 2800 on merchant upgrades, so I do so. 
    Below is a list of rewards you'll get for your generosity.
    
    Crazy Wolfgang:	6 Stealth Boys
    Crow:		Crow's Eyebot Helmet
    Doc Hoff:	7 Stimpaks
    Lucky Harith:	1 Mini Nuke
    
    As you can see, Crow has the most unique gift, albeit the most useless
    one, and Crazy Wolfgang has what is by far the most expensive gift..
    Six Stealth Boys is almost worth the brute investment price!
    
    <---------------------------------------------------------------------->
    ***BOOKS***
    Dean's Electronics
    Grognak the Barbarian
    
    14) Talk to Derek, who will tell you a bit about the Antagonizer and
    the Mechanist. He'll tell you it was him who told the Mechanist to
    become a super hero, and that Joe Porter has some info about the
    Antagonizer. While you're at it, pick-pocket a copy of Grognak the
    Barbarian from him. That'll teach him to go around telling unstable
    people to become superheroes. Talk to Joe, and he'll say that there was 
    a girl whose family was killed by Ants named Tanya Christoff. Meh. 
    Starting to sound as silly as a real comic book here. Once you're done 
    chatting people up, you can loot Dominic and Machete's House, and Earnest 
    "Uncle' Roe's House. In Dom's House you'll find a Tire Iron called 
    "Highwayman's Friend" on a metal shelf. There's also a copy of Dean's 
    Electronics on one of the desks. There are a number of ways to approach 
    this quest, but the real consideration is how to get the best loot from 
    them, right? Both have a unique weapon, but you can only get one. And of 
    course both of them have their super hero outfits, which can be obtained 
    in a number of ways. If you want the Anatogonizer's weapon, a knife 
    called Ant's Sting, you'll need to go find her and side with her against 
    the Mechanist (Steps 11-12), if you want the Mechanist's laser pistol 
    called Protectron's Gaze you'll have to side with him against the 
    Antagonizer (Steps 5-10). Frankly neither one is terribly great, but the 
    Ant's Sting is exceptionally lousy, being little better than a normal 
    Knife (not Combat Knife mind you, just a Knife.) It does some poison 
    damage, if you've got the time to wait for it to do its work.. but 
    overall, the Protectron's Gaze is a much more worthy prize.
    
    ***WEAPON INFO***
    Highwayman's Friend (Melee Weapons)
    Maximum Damage: 26
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    It does a little more damage than a normal Tire Iron for the same Action
    Point cost. If you love hitting things with Tire Irons, this is the one
    to do it with. Note that it also weighs more than a normal Tire Iron.
    
    Robot Repair Center
    o======================================================================o
    15) If you've got a good Lockpick skill you can end this quest pretty
    quickly by going north and picking the door to the Mechanist's Forge
    [Hard]. If not, follow the steps below to reach the Forge by going
    the long way around.
    <---------------------------------------------------------------------->
    16) In the room to the west you'll find a terminal that talks about a
    stash of Pulse Grenades. Go to the south western corner of the room and
    either grab the key from behind the computer or unlock the metal box
    [Average] to score a half-dozen Pulse Grenades, which will help with the
    bots milling about. Naturally, however, there's a robot in this room.
    With a high Sneak and Robotics Expert I'm able to put it down without
    a fight.
    <---------------------------------------------------------------------->
    17) Head north and find a locked door [Average], which opens into a 
    large room. Avoid or destroy the turret and head up the stairst to the
    west and go into the room at the top. You should now be in a room with
    a terminal called 'Sector B Security Terminal' [Easy]. Shut down the
    security to make the robots east of here stop being hostile. 
    <---------------------------------------------------------------------->
    18) Go through the southern door leading west and head to the south 
    western corner of the room to find a small security room. Pick the 
    locked safe [Easy] on the table and grab the Sector A Encryption Key.
    Now activate the terminal 'Sector A Emergency Terminal' and either
    shut down the turrets in Sector A, or activate the emergency pulse 
    explosion, which will destroy all the robots in the room. You can also
    sneak along the ground to the north to find the Sector A Terminal [Easy]
    in a room under the platform the Turrets are on, but I've always found 
    it easier to just sneak up to the upper floor.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nickola Tesla and You
    
    19) Now you can go through the door nearby to the Forge, but since 
    you've spent the time to make your way through all this security, why 
    not loot the place first? There's a copy of Nikola Tesla and You on the 
    bottom floor of this room (Sector A, or the westernmost room on this 
    level.) It's on a table, near a deactivated Protectron. When you're 
    done, head through the door to the Forge.
    
    The Mechanist's Forge
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    20) On a desk to the south will be a copy of Lying, Congressional Style.
    Activate the Coffee Brewer to open a secret door, giving you access to
    the Mechanist. I've always liked this door.. it's so typically over the
    top. You have three real choices now, either use [Black Widow] on the
    Mechanist to get him to give up his suit and quit causing problem. Pick
    a fight with him and kill him. Or join him in his fight against the 
    Antagonizer. If you join him the Anatagonizer will attack, and the 
    Mechanist will rush off to fight her. Head downstairs to partake in the 
    scuffle and either way for the Mechanist to get killed so you can get 
    both their suits, or kill the Antagonizer and then kill the Mechanist 
    yourself. Or, if you're a truly loyal sidekick, kill the Antagonizer and 
    then talk to the Mechanist. He'll want her suit back, which, if you give
    it to him and don't end his 'super hero' spree is considered an evil
    act. He'll give you the Protectron's Gaze for it, though. If you use
    [Black Widow] you'll get him to stop being the Mechanist, and he'll give
    you his suit. If you want both suits AND Protectron's Gaze you'll have
    to give the Mechanist the Antagonizer's suit, then kill him and loot
    him for both suits. If you're having trouble keeping the Mechanist alive
    through the fight, don't kill the lone ant in front of the elevator.
    This will keep him on the top floor while you go down and deal with the
    Antagonizer.
    
    ***WEAPON INFO***
    Protectron's Gaze (Energy Weapons)
    Maximum Damage: 35
    AP Cost: Very Low
    Ammo: Energy Cell
    Clip Size: 20 (1 round/shot, semi-auto)
    
    The Protectron's Gaze is a Laser Pistol that does over twice the damage
    as a normal Laser Pistol. It's got the same Action Point cost, but a
    clip size of 20, instead of 30. Still, for that kind of damage I'd take
    away a third of my clip size. It does more damage than a Laser Rifle,
    and is much cheaper to repair!
    
    Canterbury Tunnels
    o======================================================================o
    21) Beware of traps in this level, as the Antagonizer has made the very
    un-antlike choice to place defenses all around.. or maybe these traps
    are here to keep the Antagonizer in? Either way, continue on and go down
    some stairs, after which the path will split, one route goes west and
    the other goes south. Head south first and disarm the Frag Mines. There
    is a Stealth Boy on a metal shelf you should grab before backtracking
    and heading down the west path. Activate the electrical switch to open
    up a staircase which will lead to a sewer, and from there, to a cavern
    complex. Keep going until you find the door leading to the Antagonizer's
    Lair.
    
    The Antagonizer's Lair
    o======================================================================o
    22) Head forward until you find the Antagonizer on her throne. If you
    found out her name, you can try to convince her to stop by succeeding at
    a Speech challenge. You can also provoke her into a fight. Or, you can
    join her side against the Mechanist, in which case the Mechanist will
    show up with several Protectrons. Kill him and give the Antagonizer the
    Mechanist's uniform to recieve the Ant's Sting. After which, you can
    always kill her and take her, and the Mechanist's costume. Or, after
    defeating the Mechanist you can talk her out of being the Antagonizer.
    Make sure to grab the Nuka-Cola Quantum by the Antagonizer's throne,
    whatever you decide.
    
    ***WEAPON INFO***
    Ant's Sting (Melee Weapons)
    Maximum Damage: 20
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    Well, it's a knife. It has crappy damage, but it's relatively fast. The
    only noteworthy thing about it is that it deals some poison damage.
    <---------------------------------------------------------------------->
    23) When you're done, return to Canterbury Common and tell Uncle Roe
    about your success. He burdens me with 600 Caps and the quest
    experience, which gets me another level increase. Now we're done with
    all the quests we've set out to do at this point, it's time to go
    collect a few more Bobbleheads. This will require us to travel to 
    Evergreen Mills and the National Guard Depot. Both of which have some
    tough encounters, but nothing we can't handle by now. Lets deal with
    the National Guard Depot first, which requires us to grab one more
    item. Head north west until you find the Temple of the Union.
    
    ***LEVEL UP***
    I put all my points into Melee Weapons again so that next level I can
    get Ninja. We're going to get to the point where the good perks we can
    buy are few and far between.. that means you'll need to start thinking
    what optional perks you want. I grab the third-and last-Iron Fist perk.
    
    Level 21
    HP:	450
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	45 + 20 = 65
    Repair:		60
    Science:	95
    Small Guns:	50
    Sneak:		80
    Speech:		60
    Unarmed:	70
    
    Canterbury Commons to National Guard Depot
    o======================================================================o
    Sequence of Events: 						{WLK021}
    		1) Temple of the Union
    		2) The Roach King
    		3) Abandoned Farm
    		4) Relay Tower KX-B8-11
    		5) Grisly Diner
    		6) Ghoul Drainage Chamber
    		7) Dumpster Diving
    		8) Corvega Factory - Entrance
    		9) Corvega Factory
    		10) Rock Creek Caverns
    		11) Friendship Heights
    		12) National Guard Depot
    		13) Depot Training Wing
    		14) Depot Offices
    		15) To the Armory
    		16) The National Guard Armory
    		17) The National Guard Bunker
    
    Temple of the Union
    o======================================================================o
    ***QUESTS***
    Head of State
    
    1) Once you get near the Temple of the Union, an unfriendly lady named
    Simone Cameron will question you. Belay your desire to smite her and
    she'll open the gate for you. Apparently some one named Hannibal is the
    one to talk to, so go find him. He'll ask you to promise not to betray
    him and his fellow slaves to the slavers at Paradise Falls. If you make
    the promise, you'll get the the 'Temple of the Union Key'. Offer to help
    him with his plans of setting up a haven in the Lincoln Memorial and
    you'll get the area's map marker and start the quest 'Head of State.'
    He'll aslo ask you to talk to Caleb, who has some needs of his own.
    He'll ask you to find a picture of Lincoln's head in the Museum of
    History, whose map marker you'll also get. We'll deal with these quests
    when we have a reason to travel to the Mall part of D.C. You can grab
    some decent loot if you don't mind robbing from slaves. There's a
    Pre-War Book in Caleb's Home, and the Storeroom [Average] has all kinds
    of food and some ammo. 
    <---------------------------------------------------------------------->
    2) Head west from the Temple of the Union to find the Roach King,
    enthroned and surrounded by his insectoid court. I don't know what was
    up, if it was my game, or what. The Roach King had a man's face but a
    female's body. The head was white but the body was black. All in all,
    it was one weird creature. Loot the rocket behind the Roach King's 
    'throne' for a Mini Nuke and some Dirty Water. Now head back to the
    Temple of the Union.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    
    3) From the Temple of the Union head to the north east, up a large hill
    until you see a farm in the distance. It's vacant, of course, but inside 
    the farmhouse you'll find a terminal that details some of the farmer's 
    activities. Near the farm is an outside, inside of which is a copy of 
    Guns and Bullets.
    
    Relay Tower KX-B8-11
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    4) Head north and slightly west to find a radio tower in the distance,
    this one is marked as Relay Tower KX-B8-11. Flip the electrical switch
    to pick up Radio Signal Oscar Zulu. This time it's a dialogue loop
    instead of Morse code. Head to the south east to find the entrance to
    a drainage chamber. Seems like bomb survivors just loved climbing into
    these things, eh? Once inside head south and to the west to find that
    you are much too late to provide any assistance. Sorry Bob. Take all the
    food and drugs and head across the tunnel to the east to find Radio
    Signal Oscar Zulu on a table. Near it you'll find a Pre-War Book and a
    D.C. Journal of Internal Medicine. There's also some Purified Water on 
    the floor.
    
    Grisly Diner
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    U.S. Army: 30 Handy Flamethrower Recipes
    
    ***KELLER FAMILY TRANSCRIPTS***
    Keller Family Transcript (3 of 5)
    
    5) Head west until you find the Grisly Diner. Either head around to the
    back or be prepared to deal with a lot of landmines. Once inside the
    building a trio of Raiders will show up to delay your looting. Once they
    are dead, grab the copy of Tales of a Junktown Jerky Vendor from the
    metal shelf from behind the counter. Behind the building is a metal
    shelf with a Chinese Assault Rifle, a Missile Launcher, and several
    ammo boxes near and on it. Also in the back you'll find Keller Family
    Transcript (3 of 5) on a desk. From the Grisly Diner follow the road
    north until you come across the ruined remains of half a bus. Inside
    you'll find a copy of U.S. Army: 30 Handy Flamethrower Recipes on the
    floor. Now that we have what we've come for, head back down to 
    Canterbury Commons and continue south.
    
    Drainage Chamber (unmarked)
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    6) South of Canterbury Commons you'll see a radio tower standing all
    by itself in the wastes. Go to it and flip the electrical switch to
    find Radio Signal Yankee Bravo. Head west over a cliff to find a 
    drainage chamber. Inside are a number of ghouls, which are responsible
    for the curious.. sounds.. coming from the radio. In the room to the
    south you'll find a copy of Grognak the Barbarian.
    
    Corvega Factory
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    Chinese Army: Spec. Ops. Training Manual
    U.S. Army: 30 Handy Flamethrower Recipes
    
    7) Continue south and you'll find the Corvega Factory. South of the
    factory you'll find a truck bed with a Big Book of Science inside. The
    only way to reach the inside of this truck is to go up the the cliff to
    the south and drop down into the back. Grab the book and use the barrels
    to jump out. Even more to the south you'll find a red rocket structure.
    From it head south east to find a road with an over-turned truck. Inside
    is a table with a Mini Nuke, some Stimpaks, and a copy of U.S. Army: 30
    Handy Flamethrower Recipes. There's also a locked [Very Hard] footlocker
    with yet another book inside, a copy of Chinese Army: Spec. Ops. 
    Training Manual. Three books around the factory, what a haul! There's no
    way the factory itself could do as well, right?
    
    Corvega Factory - Entrance
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    Lying, Congressional Style
    
    8) On the desk to the south is a copy of Lying, Congressional Style. Go
    up the stairs to the west and loot the Talon Company Merc. A female
    Talon Company Merc? That's rare. Head across the level to the east and
    search the room in the north eastern corner of the map. On a desk you'll
    find a Big Book of Science. Vanquish any ants you see and move south
    until you find the door leading deeper into the Corvega Factory.
    
    Corvega Factory
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    9) Go through the factory, smiting ants as you go. To the south west
    you'll find an Ant Queen, which can be easily killed with Fisto! by
    flanking it. In the south-most room in one of the buildings you'll find
    a dead Mercenary and a dead Wastelander. On a desk you'll find a few
    Stimpaks and a copy of Dean's Electronics. Leave the Corvega Factory and
    head south until you find Rock Creek Caverns. Well, we're not going to
    find another excuse to explore here, so we might as well.
    
    ***LEVEL UP***
    I get my Melee Weapons up to 80 so I can get the Ninja perk. Oh. Right.
    And I get the Ninja perk. I start to raise my Energy Weapons up to 60 so
    I can get Concentrated Fire.
    
    Level 22
    HP:	460
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	27 + 5 = 32
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	65 + 15 = 80
    Repair:		60
    Science:	95
    Small Guns:	50
    Sneak:		80
    Speech:		60
    Unarmed:	70
    
    Rock Creek Caverns
    o======================================================================o
    10) What's there to say? There's a bunch of Mirelurks around that need 
    to be slain. Keep going through the level until you come to some natural
    caverns. In a chamber to the eat of the first large cavern you'll find
    some loot, the best of which is a Stealth Boy in a safe [Easy]. Continue
    to the north east, killing as you go. In the far north eastern corner
    you'll find the 'Mirelurk King's Treasure.' A bunch of dead people, two
    first aid boxes, and a locked safe [Easy]. You'll find two Laser Rifles,
    which make up most of the loot. Leave the Rock Creek Caverns and head
    south west to find Friendship Heights.
    
    Frienship Heights
    o======================================================================o
    11) Just south of Rock Creek Caverns you'll find a not-so-random 
    encounter. A pair of Raiders with Missile Launchers will engage a pair
    of leveled Super Mutants, typically Super Mutant Masters with Miniguns
    or Super Mutant Overlords with Gatling Lasers, depending on your level. 
    At Friendship Heights you'll find several Raiders, one of which 
    typically has a Missile Launcher. They also have a ton of loot around, 
    although none of it is exceptional, you will find a fair amount of ammo 
    and drugs. Now head back east to find the National Guard Depot. Inside 
    is a treasure trove of weapons and other loot, especially if you have 
    all five of the Keller Family Transcripts. And of course, the Bobblehead 
    - Small Guns, which we've been wanting for a while now.
    
    ***WEAPON INFO***
    Gatling Laser (Energy Weapons)
    Maximum Damage: 298
    AP Cost: Average
    Ammo: EC Pack
    Clip Size: 240 (1 round/shot, full-auto
    		fires 8-round bursts in V.A.T.S.)
    
    Now we're talking. These things are hugely powerful, hugely expensive,
    and they guzzle EC Packs. They are very precise weapons that are capable
    of absolutely obliterating lesser enemies at close-to-mid range, and in
    my opinion, a Gatling Laser beats a Minigun any day. If you want to use
    a really big two-handed gun, use this.
    
    National Guard Depot
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    12) Outside you'll find two Protectrons. Kill them and head inside.
    This level is crawling with robots, and you'll really be thankful for
    your Robotics Expert perk in here, if you have it. Head to the south
    east corner of the level, go down some stairs, around a corner, and
    through a door to find a small store room. On one of the metal shelves
    you'll find a copy of Nikola Tesla and You. To the west is a Utility
    Door [Very Hard], beyond which is the cache(s) we seek, along with our
    Bobblehead. By all rights we should be able to pick the lock, as it is
    [Very Hard], but if you try it'll simply tell you the door is activated
    elsewhere. If that's the case, why not say [Inaccessible], or [Requires
    Key] like all the other doors you can't pick? Ah well, that's oure goal,
    and we'll have to trudge through the entire depot to open it. Head back
    up the stairs you came down (the stairs in the south eastern corner)
    and up another flight of stairs to a level above the one you entered on.
    At the top the staircase you'll find a bookcase with two Pre-War Books 
    on top. Go west through some offices until you find a corridor with 
    turrets at the end. Go south down the corridor and down some stairs. 
    Then head east until you find the door to the Depot Training Wing.
    
    Depot Training Wing
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    13) Head north through what's left of a door to reach a hallway with a
    turret on the western end. Across the hallway is a room with a terminal
    [Average] which can deactivate the turret. Go down the tunnel to the
    east when the turret is dealt with, along with whatever roaming robot
    that is guarding the chamber. Go up some stairs and you'll come to a 
    room with a copy of Tales of a Junktown Jerky Vendor on the desk. There
    is also a locked cabinet [Very Easy], and a wall safe [Average]. Above
    the safe is a Pre-War Book, and near it is another cabinet with a 
    Scoped .44 Magnum inside. What a generous little room! Head back down
    stairs and head down the tunnel to the west and go around the corner to
    the north until you find a door to your right. Behind the desk you'll
    find a nice little weapons' cache, which includes four Combat Helmets,
    six Assault Rifles, six 10mm Submachine Guns, and a bunch of 10mm and
    32 Calibur Rounds. Sure, it's all in crap condition, but that's what 
    repair is for. As nice as this cache is, however, it's nothing compared
    to the one we're here for. Head through the door to the north and then
    through another to the east to find a firing range. There are a few 
    robots here, and a few guns in the shooting partitions. At the far 
    eastern side of the room you'll find a door leading south. In this room
    there are a few ammo and grenade boxes worth looting before you head to
    through the door leading to the Depot Offices.
    
    Depot Offices
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    14) Through a door to the south will be several offices, two rooms
    separated by a middle partition with cubicles on either side. Over the
    elevated central partition near the southern wall are two turrets. There
    should also be a pair of robots milling about, but sneak attack 
    criticals keep me out of nearly all trouble in this room. Loot the 
    eastern cubicles and explore the ground level until you find a door
    [Average] leading to a room under the central partition. Inside is the
    terminal [Average] which controls the turrets. Explore the western side
    of the room then head up the stairs to the top of the partition and go
    through a door to the south, under where the turrets were. Head through
    the door, up some stairs, and to the west. In this room you'll find
    cubicles to the north and south, and a large wooden counter in the
    middle of the room, upon which is a copy of Duck and Cover! In the far
    western edge of the room where the roof is collapsed will be a Sentry
    Bot (at least, I've never encountered anything else, but I've also
    never come here at a low level.) Kill it and explore the upper level by
    climbing a ramp the collapsed roof makes. Notice the square pillar in
    the middle with the shelves on it? Circle around to the east and on
    the side opposite the ramp you'll find three Pre-War Books on a shelf.
    Hey, that's 300 Caps from the Brotherhood babe at the Arlington Library.
    Head up the ramp and continue east, taking the door back to the National
    Guard Depot.
    
    National Guard Depot (cont'd)
    o======================================================================o
    15) You're now in an office above where you previously explored. On a
    wall near the a desk is an electrical switch. Activate it, as this is
    what we just trudged through robot hell to reach. Security lights will
    pop on. Head past the desk and other debris onto the ledge to the west
    to get a better look at what you just did. Go by the surprisingly intact
    couch and look down over the ledge facing north. The utility door we
    couldn't open is, surprise, opened, and a Sentry Bot will be lurking
    around down there somewhere. Kill it and go into the room you couldn't
    previously enter and activate an electrical switch on the wall. Go down
    the stairs and through a door to reach the National Guard Armory.
    
    National Guard Armory
    o======================================================================o
    ***BOBBLEHEADS***
    Bobblehead - Small Guns
    
    16) Go through a door to claim your treasure, a wonderful bounty of
    glorious guns and goodies. There's a Missile Launcher, ten Missiles, 
    four Assault Rifles, seven Purified Waters, four Stimpaks, four Police
    Batons, four Combat Knives, four Pulse Grenades, four Pulse Mines, four
    Combat Helmets, two suits of Combat Armor, two 10mm Pistols, two
    Radiation Suits, four Frag Mines, two 10mm Submachine Guns, 84 rounds
    of 10mm Ammo, four Frag Grenades, two Buffouts, three RadAway, four
    Rad-X, a Minigun, five ammo boxes, and a number of metal boxes to loot.
    There is also the Bobblehead - Small Guns on a shelf. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    17) Now head south to find the 'Bunker Access Terminal', which requires
    the code obtained by the Keller Family to get in. There's no 
    negotiating, no hacking, either you have the code or you don't. Inside
    the bunker will be a Glowing One, the only guardian of the loot within.
    There are a number of goodies on the shelves, and a locked safe 
    [Average] near them, but the real catch is on a table to the east. 
    You'll find five Mini Nukes, the Experimental MIRV, a copy of U.S. 
    Army: 30 Handy Flamethrower Recipes, and under the table in a bin, a 
    Nuka-Cola Quantum. Leave, head back to your home and get ready to head
    west from Megaton. It's time to get another Bobblehead. Note that when
    you leave the National Guard Depot there's often a Brotherhood Outcast
    Patrol wandering around.
    
    ***WEAPON INFO***
    Experimental MIRV (Big Guns)
    Maximum Damage: 1701
    AP Cost: Very High
    Ammo: Mini Nuke
    Clip Size: 6 (6 nukes/shot)
    
    The only appreciable difference between the Experimental MIRV and a
    normal Fat Man is that the MIRV launches six Mini Nukes at once. Note
    that MIRV is an acronym for M(ultiple) I(ndependently targeted) 
    R(eentry) V(ehicle). There's not much aiming involved, so long as you 
    are in a VERY wide open space and you fire nowhere near you. Of course,
    the cost of firing six Mini Nukes (about 1500 Caps worth of ammo) is
    crushingly prohibitive, and I doubt you'll ever find anything worth
    expending that kind of ammo on, it is fun for a laugh. Really, this gun
    is so limited in use, so expensive, and so powerful that there's really
    no need to ever use it, except for giggles.
    
    Megaton to Evergreen Mills	
    o======================================================================o
    Sequence of Events:						{WLK022}
    		1) Highway Hike
    		2) Gold Ribbon Grocers
    		3) Hank's Electrical Supply
    		4) Radio Signal Oscar Tango
    		5) Jury Street Metro Station
    		6) Jury Street Tunnels
    		7) Crater Robbing
    		8) Something Wicked This Way Comes..	
    		9) Evergreen Mills
    		10) Guard House
    		11) Northern Shack
    		12) Southern Shack
    		13) Evergreen Mills Foundry
    		14) Evergreen Mill Bazaar
    		15) Bobblehead - Barter
    		16) Brothel Raid
    
    1) Head west of Megaton to find a highway. Continue along a side-road
    west and north. Don't follow the south road, as that'll take you to the
    Fairfax Ruins. Follow the road and you'll find a military truck with 
    some metal boxes in the back, and some ammo boxes outside near a 
    barricade. Continue along the roads lead north, north west until you
    find the back of an overturned truck with radioactive barrels 
    contaminating a local water supply. The road then turns west. Go past an
    overturned bus to find the Jury Street Metro Station. Before we hit the
    Metro Station, there are a few things to do first. There is the Gold
    Ribbon Grocers north west of the metro, Hank's Electrical Supply west of
    the metro, and a Drainage Chamber south, south west of the metro.
    
    ***LEVEL UP***
    All my points go into Energy Weapons so I can get the Concentrated Fire
    perk. I pick the Gunslinger perk for this level. It's been long over
    looked and isn't terribly necessary, but it ensures I can use any one
    handed gun just as well as I can use any two-handed gun.
    
    Level 23
    HP:	470
    AP:	104
    Barter:		50
    Big Guns:	17
    Energy Weapons:	32 + 20 = 52
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	80
    Repair:		60
    Science:	95
    Small Guns:	60
    Sneak:		80
    Speech:		60
    Unarmed:	70
    
    Gold Ribbon Grocers
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    Tumblers Today
    
    2) Follow the arrows to find a pressure plate. The other traps in this
    place won't be as easy to find. In particular there's a bear trap 
    leading to the register, a grenade bouquet near the coffee machine, a
    and a pitching machine in the corner opposite the counter. There are
    plenty of Tin Cans, a few Nuka-Colas, and some Sugar Bombs. Now, for the
    really stupid stash. In the north eastern corner of the shop you'll find
    a generator. Shoot it to blow it up and the resulting explosion will
    cause a skeleton to fall through a hole in the ceiling. With it you'll
    find a Mini Nuke, a Missile, a copy of Nikola Tesla and You, and a copy
    of Tumblers Today. When you're done looting head to Hank's Electrical 
    Supply. Although there are two entrances, I'll assume you're polite and 
    use the front door.
    
    WarMECH gives us another note on the Gold Ribbon Grocers:
    
    Ah, yes. Gold Ribbon Grocer at Jury Street. That pressure plate is the 
    one trap you do NOT want to disarm. Stepping on it sets off a chain of 
    events that blows open that section of the ceiling, and all you have to 
    do is watch safely from that plate. Of course, knowing where all the 
    traps are should help you appreciate the setup. You really should see 
    it properly at least once.
    
    Note: I could not get the skeleton-and all his wonderful loot-to
    trigger in the PS3 version of the game.
    
    Hank's Electrical Supply
    o======================================================================o
    3) Hank's Electrical Supply is home to several Raiders, one of which is
    armed with a Missile Launcher. There's some minor loot here, including
    a full condition Sledgehammer and Baseball bat, as well as some ammo
    boxes and first aid boxes. In the back is a safe with a Stealth Boy
    inside. There's also a terminal [Easy], but what it unlocks I have no
    clue. You can climb a ladder in the north eastern corner of the map to
    reach the roof, but there's really no reason to. When you're done head
    south to find a radio tower.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    
    4) The radio tower is behind a locked gate [Easy]. Coerce it open and
    activate the electrical switch to find Radio Signal Oscar Tango. Head
    north to find a Drainage Chamber. Once in the Drainage Chamber follow
    the tunnel to find a room with some goodies on it. On a desk is a Big
    Book of Science, and near it is a Pre-War Book. Hit an electrical switch
    to open up a staircase in the floor. At the bottom you'll find some
    alcohol and corpses, and you might get attacked by Raiders while you're
    down there. When you're done, head to the Jury Street Metro Station.
    
    Jury Street Metro Station
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    5) Head west into the metro tunnel. Behind a partition you'll see a
    Work Bench, on which is a copy of Dean's Electronics. Head down the
    stairs and go south into some tunnels. You'll find a bunch of beds for
    the Raiders milling about. Loot the ammo boxes and take the drugs off 
    the table before continuing south. Pass by a door leading to the Jury
    Street Tunnels, past a derailed train. When you get to a break in the
    fence head to the other side of the tunnel and travel north. You'll
    eventually come across a table and shelf with goodies on it. When you've
    taken everything you want, head back south and go through the southern
    most door to the Jury Street Tunnels.
    
    Jury Street Tunnels
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    6) Head east, looting the chems on the desk and the metal boxes on the
    shelf. Go east some more until you reach a tunnel leading south. Loot
    the ammo boxes before continuing south, killing the Raiders you find
    before turning east, the south, then east again. Go into the first room
    you find to your right. You'll eventually come into a room with Ryan
    Brigg's Terminal [Very Easy], which contains information about Ryan's
    experiments with Mole Rats. Continue until you meet back up with the
    main tunnel and head across the rails to the north into a natural 
    cavern area. Continue north up a ramp to find another section of the
    metro. Turn west and loot some ammo boxes behind a concrete barrier and
    head north up the western tunnel. You'll find plenty of dead Mole Rats,
    some triggered bear traps, and Raiders behind a barrier. Go through the
    door behind the barrier and continue up the next tunnel heading north.
    Take the first door on the right when you see it to find Ryan Brigg and
    his research room. You'll find a Nuka-Cola Quantum by Ryan Brigg's
    Terminal [Easy]. In the middle of the room you'll find a bunch of
    Mole Rat Meat, some Mole Rat Wonder Meat, and the 'Wonder Meat Maker',
    where you can combine a Wonderglue and Mole Rat Meat (worth 10 and 4
    Caps, respectively) to make some Mole Rat Wonder Meat (worth 20 Caps.)
    It's a minor increase in value, but honestly, I'd rather keep the
    Wonderglue for schematics. In the corner you'll find Ryan Brigg's safe
    [Hard], which you can pick or open with Ryan Brigg's Safe Key. Ryan
    Brigg also has a Bandana on him.. a somewhat difficult item to find,
    surprisingly. On top of Ryan Brigg's safe you'll find a copy of Lying,
    Congressional Style. Head north west to find the exit back into the
    metro station and leave Jury Street.
    <---------------------------------------------------------------------->
    7) From the Jury Street Metron Station head north west until you find
    the ruins of a bombed out town. You should find a huge crater in the
    ground with numerous radioactive barrels inside. Down at the bottom is
    a dead Wastelander, a locked safe [Easy], a personal footlocker [Easy],
    and an overturned army truck. On the ground under the truck is a 
    treasure trove of Alien Power Cells. I was able to collect no less than
    96 of them.
    <---------------------------------------------------------------------->
    ***BEHEMOTH***
    
    8) Make sure you've got plenty of health and ammunition on you before
    you head south to the train tracks, perhaps bring some Jet, Med-X, and
    Psycho. You'll see the birds circling in the air.. That has to be a good
    sign, right? Loot around a bit and grab what you want. Eventually a
    threat marker will appear. A Super Mutant Behemoth has arrived. Now,
    Paralyzing Palm works just fine on them, but if it fails you'll have to
    go about it the old fashioned way, and expend a whole bunch of ammo into
    it. When it dies, loot it for a veritible inventory-full of goodies.
    Head along the train tracks to the south west.
    
    Evergreen Mills
    o======================================================================o
    ***BEHEMOTH***
    
    9) Ah, Evergreen Mills. You'll find some landmines scattered along the
    tracks, and plenty of Raiders milling around. This place isn't horribly
    dangerous at your level, but you should still take care not to provoke
    more than a handful of Raiders at a time. And you still need to be wary
    of taking incidental damage. Although any one Raider isn't likely to
    kill you, they can wear you down over time. Make your way through
    Evergreen Mills, killing all the Raiders you find. There are some things
    you can do before you head into the Evergreen Mills Foundry. First, to
    the north of the train tracks you can free some slaves by picking some
    locked gates [Average], or by using the Evergreen Mills Slave Pen Key
    you can get from a Raider. There's also a Super Mutant Behemoth in a
    large electrified fence. Yeah, two this close together. Crazy. You can
    shoot the generator outside of the door to turn off the electricity and
    free the Super Mutant Behemoth. This is always fun if you do it from the
    cliffs south of Evergreen Mills, which allows you to watch as the
    Behemoth goes on a rampage, slaughtering plenty of the Raiders. 
    Surprisingly, however, the Raiders tend to win the war of attrition. I
    prefer to leave it alone until the Raiders are dead, then safely shoot
    it through the fence so I can claim the experience for killing it. Also,
    if you don't actually kill the Behemoth you might not get credit towards
    the achievement, so you're better off just putting it down yourself.
    Go up the ramps near the slave pen to reach the Guard House on the
    northern cliffs.
    
    Guard House
    o======================================================================o
    10) Inside the Guard House you'll find the typical Raider goodies.
    Ammo boxes, meds and junk hidden in wooden crates, a fridge full of
    food, and in a locker in near a bed the Evergreen Mills Slave Pen Key,
    if you didn't already get one. You can also sleep in the bed to heal
    yourself if you've taken a beating.
    
    Northern Shack
    o======================================================================o
    11) When you're done in the Guard House head down the cliffs to the
    south west to find the Northern Shack. Inside are two Raiders in a bed,
    one of which is wearing Sexy Sleepwear. Making baby Raiders, no doubt.
    At least somebody can get it on in the world of Fallout 3. And no, that
    thing with Nova doesn't count. Loot the place and leave. 
    
    Southern Shack
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    12) There's one more shack on the southern side of Evergreen Mills,
    aptly named the Southern Shack. Inside is a rather aggressive Raider
    with a Flamer. In addition to the typical Raider loot you'll find a
    copy of U.S. Army: 30 Handy Flamethrower Recipes on a shelf, and a
    Missile Launcher on the bed. Now head into the Evergreen Mills Foundry.
    
    Evergreen Mills Foundry
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    13) There are plenty of Raiders in here, too. Kill the Raiders that are
    an immediate threat and loot the ground level. There are several 
    refrigerators, a safe [Average], and plenty of Turpentine and Tin Cans
    lying around. When you've got it all head up the stairs north of the
    door to the Evergreen Mills Bazaar. On the first door to the right
    will be two Raiders in a room with some minor loot. Kill them and keep
    heading on the ramparts until you find another door to your right.
    Inside will be a Raider with a Missile Launcher. Head west to find a
    room with a safe in the wall [Average] with a Stealth Boy inside. 
    There's also a Nuka-Grenade on the work bench, and in the bucket nearby 
    are several Frag Grenades. In the desk you'll find the Storage Room Key,
    which opens the door to the east [Average]. In the storage room you'll
    find some drugs on the shelf by the cabinet. In the gun closet will be
    a surpsingly well-maintained Laser Rifle. There's also a first aid box,
    ammo box [Easy], wall safe [Very Easy], and a Fat Man lying on the
    counter. Leave the storage room and continue east to grab the last bit
    of loot in this level. Now head back down the stairs enough to spot a
    metal roof beneath one of the stair cases (along the western wall). 
    Jump down from the staircases above to land on the roof to find a copy
    of Duck and Cover! next to a multilated body. When you're done, head 
    through the door on the ground level that leads to the Evergreen Mills 
    Bazaar.
    
    ***WEAPON INFO***
    Nuka-Grenades (Explosives)
    Maximum Damage: 536
    AP Cost: Low
    Ammo: Nuka-Grenades
    Clip Size: 1 (1 grenade/shot)
    
    The big daddy of the grenade world. Nuka-Grenades double the damage of
    Plasma Grenades, and are actually easier to get ahold of, in a lot of
    ways. At least, if you have the Quantum Chemist perk. If you LOVE
    grenades, this is what you should aspire towards. I would actually
    rather have a Nuka-Grenade to throw, than a missile to fire.. which is
    saying a lot, really.
    
    Evergreen Mills Bazaar
    o======================================================================o
    14) If you thought there were a lot of Raiders outside over Evergreen 
    Mills..well..you were right, but there are just as many in the Bazaar.
    Go down a ramp and head east, up another ramp and explore the bar. In
    a wooden crate behind the counter you'll find a Nuka-Cola Quantum. 
    Continue up the ramps until you find two paths splitting near a pool
    table, one leading east into a tunnel, and one continuing along the
    wooden bridges north west. 
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Barter
    
    15) Head east and dispose of some Raiders, one of which will have a 
    Missile Launcher. You'll find a Raider store. I mean, they must be able
    to trade all that loot they raid for something, somewhere, right? The 
    store is run by a Raider Trader (yeah, you read that.) named Smiling 
    Jack. He'll trade with you, and it's a good way to unload some loot. He
    also has the unique shotgun 'Terrible Shotgun' on him, but you have to 
    kill him to get it. Granted, he sells nice ammo, but how often are you 
    going to come all the way out here? You'll also get the Smiling Jack 
    Vendor Key, which lets you loot his store  inventory. In the north west
    corner of his shop you'll find the Bobblehead - Barter on a bookshelf. 
    There's also a safe behind the counter near the bobblehead [Average] 
    with a Stealth Boy inside. Note that the contents of his locker aren't 
    exactly the same as his inventory. For example, he'll typically have 
    drastically reduced ammo in the locker. If you're really smart and evil, 
    buy everything from him (this will be expensive) and have him repair 
    EVERYTHING in your inventory to as high of a condition as he can. Then 
    kill him and grab his key. All the Caps you traded will be in his 
    locker, earning you a huge profit. The only tricky part will be lugging 
    all that loot out of here!
    
    ***WEAPON INFO***
    The Terrible Shotgun (Small Guns)
    Maximum Damage: 94
    AP Cost: Low
    Ammo: Shotgun Shell
    Clip Size: 12 (1 round/shot, semi-auto)
    
    The Terrible Shotgun is.. well, it's name isn't entirely a good thing.
    It's heavier than a normal Combat Shotgun, for one, and it is about 50%
    less accurate in V.A.T.S., all but negating its usefulness as a ranged
    weapon. Unless you intend to get VERY close to everything, it's actually
    less useful than a normal Combat Shotgun. It does, however, deal a good
    bit more damage than a normal Combat Shotgun. I'm not sure if The
    Terrible Shotgun has a wider spread, but more 'shot' per shot, or what,
    but even outside of V.A.T.S. you'll notice a marked decrease in the
    effective range of the weapon. A Combat Shotgun can reliably kill many
    enemies with a sneak attack critical at, say, 50 feet or so? While The
    Terrible Shotgun will struggle.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nikola Tesla and You
    
    16) Continue to the north west/west until you find some stripper pole.
    These Raiders REALLY know how to party! There's plenty of beer and food
    around for your looting. Up a ramp to the west you'll find a building
    with more Raiders inside. Kill them and loot them to find the Madame's
    Key on one of the females. Apparently the Raiders were using this place
    as a brothel.. which explains the naked Raider behind the locked [Easy]
    door. There's a locked safe [Average] and a register [Average] with
    some minor goodies inside. In the locked room where the Raider lady was,
    you'll find a copy of Nikola Tesla and You on one of the beds. We are
    now thankfully done with Evergreen Mills. Time to return home, rest up,
    stash loot, and prepare for one more voyage to the south west, this time
    to Tenpenny Tower. All of you evil kids may have already opted to go
    here, if that's the case, it's time to quest around Tenpenny.
    
    ***LEVEL UP***
    Energy Weapons gets up to 60, which is enough for Concentrated Fire. Now
    it's just a matter of rounding out skills until we hit level 30. I put
    points into Repair as well, since it's unquestionably one of the more
    useful skills in the game, and one that's not going to raise much when
    I hit level 30.
    
    Level 24
    HP:	480
    AP:	104
    Barter:		60
    Big Guns:	17
    Energy Weapons:	52 + 8 = 60
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	80
    Repair:		60 + 12 = 72
    Science:	95
    Small Guns:	60
    Sneak:		80
    Speech:		60
    Unarmed:	70
    
    Jury Street Metro Station to Tenpenny Tower	
    o======================================================================o
    Sequence of Events:						{WLK023}
    		1) Raider Church
    		2) Book Hunting
    		3) VAPL-84 Power Station
    		4) Willy's Grocer
    		5) Tenpenny Tower
    		6) Tenpenny Lobby
    		7) Tenpenny Suites
    		8) Penthouse Suites
    		9) Warrington Trainyard
    		10) Warrington Tunnels
    		11) Warrington Station
    		12) Lucky's
    
    ***BOOKS***
    Lying, Congressional Style
    Pugilism Illustrated
    
    1) Fast travel to Jury Street and stand outside the Gold Ribbon Grocer
    and look south west. You should see a church in the distance. When you
    approach the door you'll see a burning Wastelander run around the 
    corner and die. Kill the Raider with the Flamer nearby and head into the
    church, taking care to disarm the trip wire in the doorway. More Raiders
    will appear outside and approach the church. Deal with them and loot the
    church. On the podium you'll find a copy of Lying, Congressionaly Style,
    as well as plenty of ammo and items scattered about, including a Mini
    Nuke. In the corner by a sink you'll find a copy of Pugilism 
    Illustrated.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nikola Telsa and You
    U.S. Army: 30 Handy Flamethrower Recipes
    
    2) Head south from the church and search the ruined buildings. In the
    back of one you'll find a safe [Hard] with, among other things, a
    Stealth Boy inside. In the house south of the one with the safe you'll
    find a copy of Nikola Tesla and You on a shelf. Now only one more thing
    to do before we head south some more. Follow the road between the
    buildings east to find a truck, in the back of which are some 
    containers, ammo boxes, and a copy of U.S. Army: 30 Handy Flamethrower
    Recipes. Head south until you find the VAPL-84 Power Station.
    
    VAPL-84 Power Station
    o======================================================================o
    3) Near VAPL-84 you'll find a truck, inside of which are metal boxes
    and some items on the floor, the best of which is a Mini Nuke. There
    also tends to be Yao Guai wandering around. Head south to find
    Tenpenny Tower. You really can't miss it on the horizon. First, however
    we've got some books to grab.
    
    Willy's Grocer (unmarked)
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    Tumbler's Today
    
    4) East of Tenpenny Tower you'll find Willy's Grocer. It's got a nice
    little haul of Nuka-Colas, Tin Cans, Beer, and a copy of Tales of a
    Junktown Jerky Vendor on the counter. All of this is guarded by a few
    Radroaches. There's also a safe [Hard] behind the counter. Leave the
    Grocer and head east into a ruined building. Go up a ramp to the north
    or go upstairs and drop down on the level with the skeleton by the
    wooden shelves. Near the skeleton are some Stimpaks, a Scoped .44 
    Magnum, and an ammo box [Average]. There's also a copy of Tumblers Today
    on the shelf. Now head north west to find Tenpenny Tower.
    
    Tenpenny Tower
    o======================================================================o
    ***QUESTS***
    Tenpenny Tower
    
    5) Outside of Tenpenny Tower you'll find an angry Ghoul named Roy
    Phillips. He want to get into Tenpenny Tower-Mr. Tenpenny doesn't want
    zombies inside-the Ghoul and a security guard argue over an intercom.
    Roy Phillips leaves after threatening the Tenpenny folks, leaving you
    free to activate the security intercom and recieve a wave of abuse
    directed at Roy. Don't insult the security guard, or you'll be paying
    100 Caps to get in. Say you're here to see Mr. Tenpenny and succeed at
    a Speech challenge to get in for free. Once inside you'll be threatened
    by Chief Gustavo. Talk to Gustavo and offer to take care of his Ghoul
    problem. You can try to work something out to get the Ghouls a place in
    Tenpenny Tower.. but lets just say that's not entirely healthy for the
    Tenpenny residents. As snotty as they tend to be, they can at least be
    talked into cooperating, which is more than can be said for Roy 
    Phillips. Offer to take care of his Ghoul problem. He'll offer for 500
    Caps, succeed at a Speech check to get him to raise it to 700 Caps. He
    will also give you a Chinese Assault Rifle, some 5.56 Ammo, and tell
    you the Ghouls are in the Warrington Metro Tunnels. You've now started
    the quest 'Tenpenny Tower'. You can talk to people outside, and barter
    with Gustavo, who has some armor, weapons, and ammo to sell. He'll head
    inside and sit behind a desk in the lobby, which is where he'll spend
    most of his time when he's not being a butt-nutter by the intercom 
    outside. We should really explore Tenpenny Tower fully before we go to
    the Warrington Station.
    
    Tenpenny Tower Lobby
    o======================================================================o
    ***SCHEMATICS***
    Schematic - Dart Gun
    
    6) You can steal Allistair Tenpenny's Suite Key from Gustavo, if you
    wish. You can also steal Tenpenny Resident's Keys from nearly every
    named person living in Tenpenny.. hell, there's all kinds of stealing
    to do here. The person to talk to in this area is Herbert "Daring"
    Dashwood, a character from the same GNR show as Argyle the Ghoul. If you
    tell him the fate of Argyle he'll give you Dashwood's Safe Key. You can
    buy the Schematic - Dart Gun from Lydia Montenegro, which you might as 
    well buy. You can also take a trip to the Metro Access & Generator,
    where you'll find a few Tin Cans and some other loot, as well as a 
    locked door [Very Hard] leading to the Warrington Station. When you're 
    done stealing head up stairs to find the door to the Tenpenny Suites.
    
    Tenpenny Suites
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    ***SCHEMATICS***
    Schematic - Bottlecap Mine
    
    7) These apartments are typically better off than the ones downstairs.
    In the one in the north east corner you'll find a copy of Tales of a
    Junktown Jerky Vendor on a desk near a Love Letter. In the north western
    corner you'll find Dashwood's Suite, which has significantly more 
    goodies inside than most of the other apartments. Years of Wasteland 
    exploration paid off. In his safe are 50 Caps, some drugs, a Mini Nuke, 
    a Stealth Boy, five Stimpaks, and the Schematics - Bottlecap Mine.  You 
    should also check out his 'Exploration Database', which is interesting, 
    if nothing else. In the south east corner is Michael Hawthorne's suite, 
    which has plenty  of alcohol inside. In the Wellington suite, in the 
    south west, you'll find a locked safe [Average]. Head back down to the 
    lobby and take the elevator up to the Penthouse Suites.
    
    Penthouse Suites
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    8) You can use Speech to get your way past Tenpenny's Guard, or wait for
    him to walk around to pick the locked door.. or steal the key to the
    door on the table next to him. In his suite you'll find a copy of Lying,
    Congressional Style on a desk. When you're done looting take the door
    to the outside to find Tenpenny on his balcony. Talk to the old bugger
    and fast travel down to the ground, the RobCo Facility is close enough,
    and it saves us the bother of walking back through Tenpenny Tower. Now
    it's time to find the Warrington Trainyard, which is to the west.
    
    Warrington Trainyard
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    9) West of Tenpenny Tower you'll find a number of houses with some minor
    loot in them. On a bookshelf in one of the houses you'll find a copy
    of Duck and Cover!, hidden under another, more useless book. Keep 
    heading west to find the Warrington Trainyard. There will be Ghouls, and 
    you'll catch some Rads. Search the metal structures for some ammo boxes,
    and a Sniper Rifle. On one of the metal walkways you can jump onto 
    you'll find some skeletons with a Missile Launcher, some grenade boxes, 
    and drugs nearby. When you've searched around head into the Warrington 
    Tunnels.
    
    Warrington Tunnels
    o======================================================================o
    10) Head east into the train tunnel, grabbing the Assault Rifle and
    5.56 rounds by the skeleton. Follow the tunnel south east and kill some
    Ghouls, until you find a door to the north. Go through the rooms to the
    north, killing Ghouls and looting until you find a tunnel leading east,
    north east. The tunnel will connect to another tunnel leading north and
    south. Head south to catch some Rads and find a locked door [Average]
    leading to a storage closet full of goodies. Now go north until you find
    a door leading to the Warrington Station.
    
    Warrington Station
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    Dean's Electronics
    Pugilism Illustrated
    
    11) Head east until you are accosted by a Ghoul named Michael Masters.
    He'll tell you that Roy is planning to kill the residents in Tenpenny
    Tower. Don't threaten to kill him, he won't respond friendly like. Up
    the stairs to the east you'll find a few things to rob, and to the
    south you'll find access to the Capital Wasteland via the Warrington
    Station, but the area you need to explore is on the lower level to the
    east. Head through the first door to the right, continuing until you
    find a room where Roy Phillips and Bessie Lynn are. Bessie doesn't have
    much of anything interesting to say, so talk to Roy. Roy's plan is to 
    get past the subway access door leading to Tenpenny Tower and get to
    the Metro Access & Generator, which connects to Tenpenny Tower. If you
    try to do things peacefully and talk the residents of Tenpenny Tower
    into letting the Ghouls in, Roy will go ahead and let the Feral Ghouls
    kill them anyways. If you want to help Roy out with his plan to kill all
    the Tenpenny Residents, steal the 'Key to Tenpenny Generator Room' from
    Chief Gustavo and head around to the back of Tenpenny Tower to find a
    door leading to the Metro & Generator Access area. Once inside, either
    hack the DCTA Emergency Access Terminal [Easy], or shoot one of the
    generators behind the fence. By doing it Roy's way, he'll reward you 
    with the Ghoul Mask, which isn't very defensive, and certainly not 
    pretty, but it will keep Ghouls from attacking you. Since Roy isn't on 
    the level and wants to kill all the Tenpenny folks anyways, I decide to
    go ahead and get rid of Roy. Kill Roy, Bessie, and Michael to complete 
    the quest. Loot around in this room for a variety of toys. Between two 
    metal boxes you'll find a Nuka-Cola Quantum, and in a wooden crate on a 
    shelf you'll find a copy of Pugilism Illustrated. Head out a door to the 
    north, down some stairs to the east, and into a small store room to the 
    north. You'll find a copy of Dean's Electronics on a metal shelf. Now 
    there's just one last thing to get, in the room with the door to the 
    Metro Access & Generator you'll find a Big Book of Science on the desk. 
    Head back to where you first met Michael in the west and head out to the 
    Capital Wasteland.
    
    Lucky's
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    12) You're now at the Warrington Station south west of Tenpenny Tower.
    Head south into a red brick building. Inside is a bunch of loot guarded
    by one Scavenger. Steal the Scavenger's stuff or kill them if they are 
    causing you too much trouble. In one of the freezers in the back is a 
    Nuka-Cola Quantum. In a plastic bin you'll find several missiles. Behind 
    the counter is a copy of Pugilism Illustrated. And there's a terminal 
    [Hard] you can use to access a safe [Hard]. Inside the safe is a Stealth 
    Boy. Last but not least grab the Lucky Shades off the mannequin in the
    north west corner of the store. They're not anything amazing, but with
    +1 damage resistance and +1 Luck.. it's not bad. Besides, unless you're
    wearing a helmet, what else are you going to put on your face? Now go 
    back to Tenpenny Tower and talk to Gustavo for your reward. Now lets 
    turn in the 30 Nuka-Cola Quantums to complete the Nuka-Cola Challenge. 
    By now you should have more than enough.
    
    Girdershade (cont'd)
    o======================================================================o
    Sequence of Events:						{WLK024}
    		1) The Nuka-Cola Cash-In
    
    ***SCHEMATICS***
    Schematic - Nuka-Grenade
    
    1) If you give Ronald 30 Nuka-Cola Quantums he'll pay you and you'll 
    lose karma. You can now go watch Ronald give the Quantums to Sierra and
    watch him strike out. Frankly, however, I prefer to give the Quantums
    to Sierra. I have 30,000 Caps, so Ronald isn't really helping the cause
    much. And a Schematic is just worth more, especially the Schematic for
    the Nuka-Grenade. Also consider the fact that with the v.3 Schematic
    you'll get three Nuka-Grenades per Quantum.. yeah.. it's just not worth
    it to give the Quantums to Ronald. The quest reward is more than enough
    to level me up. You can talk to Sierra and find out her recipe for
    Mississippi Quantum Pie, which you can have her make if you bring her
    the ingredients.. Hmm.. a Quantum Pie, or three Nuka-Grenades? Which is
    better? Now there's just one more quest to do around-and I use ther term
    'around' loosely-Megaton. Let's go explore Greyditch.
    
    ***LEVEL UP***
    I get Repair up to 80 and Barter up to 70. Barter and Speech will be
    two of my most improved skills when I hit level 30, so 70 is good
    enough for both of them (we'll get 10 more points into Speech from Yew's
    Charm, later.) We've hit our first crap level of perks since level 3,
    so now choose from a short list of less-useful perks, namely 
    Entomologist, if Radscorpions are bothering you, Demolition Expert if
    you like explosive weapons (grenades, really) or Quantum Chemist if you
    want to make Nuka-Cola Quantums, and by extension, Nuka-Grenades. I pick
    the Quantum Chemist perk.. yeah, I know Entomologist is good for Albino
    Radscorpions, but picking a perk that's helpful against just one
    monster? Especially when paralyzing palm works so well against them?
    I'd rather have somewhat unlimited-if expensive-access to Nuka-Grenades.
    
    Level 25
    HP:	490
    AP:	104
    Barter:		60 + 10 = 70
    Big Guns:	17
    Energy Weapons:	60
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	80
    Repair:		72 + 8 = 80
    Science:	95
    Small Guns:	60 + 2 = 62
    Sneak:		80
    Speech:		60
    Unarmed:	70
    
    Megaton to Grayditch
    o======================================================================o
    Sequence of Events:						{WLK025}
    		1) Talon Company Camp
    		2) Sewer Waystation
    		3) County Sewer Mainline		
    		4) Rivet City Run Alternate Route
    		5) Gallo
    		6) Raider Bridge
    		7) Grayditch
    		8) Ghoul Outpost
    		9) Ghoul Sewer
    		10) The Wilks House
    		11) The Brandice House
    		12) Abandoned Home #1
    		13) Abandoned Home #2
    		14) Recently Built Shack
    		15) Marigold Metro Station
    		16) Grady's Key
    		17) Naughty Nightware!
    		18) Lesko's Request
    		19) Ant Queen Hatchery
    		20) A Home for Byran
    
    Talon Company Camp
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    1) Head south east of Megaton to find an unmarked Talon Company Camp.
    It's not immediately noticable so I'll spend the effort to describe its
    location in detail to prevent any hair-pulling and controller throwing.
    The building is south west across the road from the Sewer Waystation.
    If you continue south down this road far enough you'll find a bridge
    running over the road, which leads to Greyditch. The building with the
    Talon Company Camp is before this bridge, it's the building with
    sandbags in front of the stairs leading up to a door. Inside are a trio
    of Talon Company Mercenaries. Make them dogfood and loot the place. In
    the south eastern room (the room with the chemistry equipement) you'll
    find a copy of Tumblers Today on a metal shelf.
    <---------------------------------------------------------------------->
    2) Now travel to the Sewer Waystation, one of the first areas we found
    outside of the Vault. It's just north west of Greyditch. Let's explore
    it, now that we have an excuse to come back.. especially now that we're
    not quite so weak. In the first room you'll find a skeleton in a fridge,
    and next to it will be a Nuka-Cola Quantum. In the room to the east
    you will find some assembly lines with Teddy Bears on them. Wait, isn't
    this a Sewer Waystation? Whatever. Up some stairs you'll find a manhole
    leading to the County Sewer Mainline.
    
    County Sewer Mainline
    o======================================================================o
    3) Head south to find a Ghoul munching on a dead Mercenary. You'll find
    two paths leading west. One up a slope and the other goes straight. The
    straight path will eventually lead out to an area near the Citadel, and
    it is a perfectly acceptable alternate route on the Rivet City run. If
    you're interested in explore the straight route west, or you're on the
    Rivet City run, read Sequence #3.
    <---------------------------------------------------------------------->
    4) Head to the west and kill some ghouls munching on a dead Wastelander.
    Grab the ammo and Frag Grenade on the floor and continue on until you
    come to a door which will lead to a room split by a gap and a fence. 
    Head around the southern side to find you way to the other half of the
    room. Unlock the gate [Average] leading to the computer in the center
    and grab a Big Book of Science and two Pre-War Books on the table.
    Activate the terminal and open the storage door, which will open the
    door to the south west. The room has some ammo and drugs inside. Now
    head back to the south and go down some stairs, heading through this
    room and through another door to the east. You'll find a maintenence
    room with a bit of loot in it. Head back to the stairs you came down
    and go east to find more stairs down. Go through the door to the south,
    and head down a tunnel to the west. You can explore the bottom floor,
    but there's not much down there other than Ghouls and Radroaches.
    Follow the tunnel south, then west as it turns. There's a skeleton on
    the ground with a 10mm Pistol, some 10mm Rounds, and a Stimpak nearby.
    Go past the irradiated water and into a small store room, where you can
    loot an ammo box, and pick up a 10mm Pistol and some more 10mm Rounds.
    Follow the tunnel south some more until it ends by intersecting another
    tunnel. Go through the door to the south and search the eastern corner.
    You'll find a terminal [Average] which will open a floor safe [Average].
    There are also some items by and on some metal shelves. You can either
    backtrack and go down the unexplored tunnel east and south, or continue
    down the stairs, either way you'll end up near an exit to the Capital
    Wasteland, which will take you north of the Citadel. I don't reccomend
    this route, however, as it forces you to fight a lot of Ghouls and puts
    you dangerously close to a nest of Raiders.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    5) Head up the ramp and disarm a trip wire. Up at the top you'll find a 
    bear trap, and above it is a grenade bouquet. Turn north and deactivate 
    the pressure plate on the four-way bridge. To the north is a locked door
    [Average] behind which is a storeroom full of loot. In addition to the
    obvious items there's a Stealth Boy on one of the shelves, hidden under
    a wooden crate. When you're done looting head through one of the doors
    to the west, where you'll find a rather clean abode containing one
    hostile Ghoul named Gallo. Kill and loot him for a copy of Tales of a
    Junktown Jerky Vendor.. one of the few books found on an enemy. It's a
    shame he won't respawn like the Raider up by Bethesda will. On the metal
    shelf by his bed you'll find two Pre-War Books, and in a footlocker you
    can nab Gallo's Storage Key. You'll also find a terminal [Easy] which
    unlocks a safe [Easy]. In the safe is a Nuka-Cola Quantum. Now if you
    want, we can go smite those Raiders under the bridge north of the
    Citadel.
    <---------------------------------------------------------------------->
    6) Remember these guys? We skulked past them in our Rivet City run, but
    now we're ready to deal with them. Sure, we're drastically off course
    from Greyditch, but when else are we going to find even the most remote
    excuse to kill them? Under the bridge you'll find their hideout, which
    contains alcohol, drugs, and a safe [Average]. From here head north
    west where you can find another Flooded Metro. Discover it, but don't
    explore it yet. It's the shortest route to the Arlington Cemetary,
    which we'll become more interested in reaching once we hit level 30 and
    wish to complete our Bobblehead collection. Go west around a building
    to find Grayditch.
    
    Grayditch
    o======================================================================o
    7) Grayditch is crawling with Fire Ants, and do they mean Fire Ants!
    This quest isn't terribly hard, but in the early going you need to
    spend a good bit of ammo killing these ants, which we really didn't have
    to lose. Also, due to their fire-breathing, getting close to them in
    melee wasn't really an option. You'll probably be approached by a little
    dickhead named Bryan Wilks, whose need to harrass you with his stupid
    quest in the begining of the game and his horrible voice-acting makes
    him one of the most annoying NPCs in the game. The fact that you can't
    kill him only makes matters worse. Succeed at two Speech checks to get
    him to cough up the Greyditch Dumpster Key. Go find the diner and head
    around back to find a locked trash bin, which this key opens. Inside is
    a .32 Pistol, some .32 Caliber Rounds, twelve Frag Grenades, and some
    Rad-X. Search around Greyditch, exterminating Fire Ants as you go. 
    There's the Wilks' House, Brandice's House, and two Abandoned Homes to
    search. There's also a 'Recently Built Shack' [Hard] west of the Wilks 
    House. Before we mess around with the quest, however, lets explore a
    few more short areas around Grayditch.
    
    Outpost
    o======================================================================o
    8) From the diner follow the road to the south through-and out of-
    Grayditch. Go up a ramp and when the road ends turn west to find an
    'Outpost'. Inside are a trio of Ghoul Wastelanders, who have apparently
    captured a Super Mutant Brute, who will escape and kill them, 
    eventually. Kill all the hostiles in the outpost and loot around. There
    are some ammo boxes (one of which is locked [Hard]), a Mini Nuke on a 
    metal shelf, a Nuka-Cola Quantum in a wooden crate, and a rigged 
    computer. There's also a cell [Very Hard], which is entirely profitless
    to open.
    
    Sewer
    o======================================================================o
    9) South of the Outpost is a sewer, which is filled with gas, Ghouls,
    and traps. Head up the tunnel to the north, where a well-placed grenade
    can set off the gas, trigger the grenade bouquets, and injure or kill
    the Ghouls. Along the eastern tunnel you'll find a dead Wastelander
    near some grenade boxes (one of which is locked, [Easy]) and at the
    far northern end of the tunnels you'll find another dead Wastelander
    near an ammo box, a first aid box, and a gun case [Very Easy]. As you
    near the northern end of the sewers, more Ghouls will respawn near the
    entrance, forcing you to fight your way back out. Once out, return to
    Grayditch and enter the Wilks' House.
    
    Wilks' House
    o======================================================================o
    10) In the Wilks House you'll find the body of Fred Wilks. He's better 
    off dead with an annoying kid like Bryan. On his body you'll find the
    Shed Key and on a shelf you'll find a Chinese Assault Rifle and some 
    5.56 ammo. Loot the house and head across the street to the Brandice's
    House.
    
    Brandice's House
    o======================================================================o
    11) Upstairs you'll find W. Brandice's terminal [Easy]. You'll find some
    info about the Brandice's, as well as the location of a gun hidden 
    behind the fridge, in a tool box. It's a .32 Pistol, so don't get too
    excited. He'll aslo talk about Lesko, Navarro, and some other things
    from Fallout 2. Go up to the Pulowski Preservation Shelter and tell
    Bryan the bad news. Also ask him about the family's around. He'll talk
    more about Dr. Lesko, making his shack the next obvious place to go..
    for the quest, anyways. Explore the two Abandoned Homes next. First go
    to the one east of the Brandice's House.
    
    Abandoned Home #1
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    12) There are some drugs about, and a 10mm Pistol on the shelf in the
    living room. Also there's a copy of Guns and Bullets in a wooden crate
    on the same shelf. In the cabinet upstairs you'll find some alcohol, and
    in a wooden crate near the bed you'll find Pre-War Money and some Jet.
    
    Abandoned Home #2
    o======================================================================o
    13) Leave and explore the house south of the Brandice's House. You'll
    find some Psycho on a shelf, Tin Cans scattered about, and a Chinese
    Pistol in a cabinet upstairs. Hardly worth the effort, but at least
    nobody can say we didn't look. Head to the Recently Built Shack next to
    the Wilks House.
    
    Recently Built Shack
    o======================================================================o
    14) Grab 'Doctor Lesko's Password Recording' off the table and access
    his computer. You'll be able to discover that Lesko was messing with
    the ants, and is presumably responsible for their mutation into Fire 
    Ants. You'll also discover that he was working out of the Marigold
    Station. The Marigold Station is just a bit south east of here.
    
    Marigold Station
    o======================================================================o
    15) To take care of the Fire Ants in this area I rely soley on sneak
    attack criticals and my trusty Combat Shotgun. It really makes these 
    ants a non-issue. Head south then east, there are two ways to get to 
    where you're going. Through the door to the east you'll find some rooms, 
    the first of which has some grenade boxes, and the second has more loot.
    If you go south you'll enter into the large metro tunnel. Go inside the
    ticket booth to find a skeleton, some .32 Rounds, a .32 Pistol, and the
    note 'Grady's Last Recording.' The recording will tell you to look for
    a key in a fire hose box in a maintenence closet. Once you have the key
    you should look for a room marked by a 'spinning light', once you have
    the package, take it to Ronald in Girdershade. Right. 
    <---------------------------------------------------------------------->
    16) There are now two tunnels to the east you can take, the northern one 
    leads to the Falls Church area of Arlington and to the completion of 
    this quest, so lets head south first. At the area where the two tunnels 
    connect you'll find a Nuka-Cola machine, an ammo box [Easy] and a 
    Silenced 10mm Pistol and some 10mm Rounds in a locker. Past a door to 
    the south you'll eventually come to a storage closet with Grady's Fire 
    Hose Box on the wall, inside of which is Grady's Safe Key. There are 
    also some drugs, boxes, and other things for you to grab while you're 
    here. If you continue south, you'll go through another room with some
    loot in it, and exit at the end of the same tunnel the northern tunnel
    leads to.
    <---------------------------------------------------------------------->
    17) By heading down the northern tunnel you'll eventually come to a
    fork. The path east leads to the Fall Church area, so head south. If
    you stick to the left side of the tunnel you'll discover a door [Easy]
    near a flashing light. Go inside and loot the ammo box, first aid box, 
    metal box, mine box, tool box.. boxes of every shape and size. Also grab
    the Ripper from the shelf and search Grady's Safe, which contains the
    fabled 'Naughty Nightware'. That Ronald dude is trying too hard. A
    Raider named Lug-Nut will arrive and threaten you for the clothes. 
    Succeed at a Speech check and he'll go away. Kill him and he'll go away
    forever. Personally I like doing both. If you take the Naughty Nightware
    to Ronald in Girdershade you can get him to pay you 200 Caps for it, or 
    300 Caps, if you succeed at a Speech challenge. If you just give it to 
    him you'll earn some karma. Keep in mind that if you give him the 
    Naughty Nightware you'll never get it back, even if you kill him. 
    <---------------------------------------------------------------------->
    18) Keep going until the tunnel end, then turn west to find a connecting
    tunnel Near a generator is the corpse of William Brandice, who has a 
    fair amount of equipment on him, including his key. Continue heading 
    south down the new tunnel and go through the door on the left. You'll 
    find Doctor Lesko, whose voice is.. way.. over done. Offer to help him 
    continue his experiment, and be sure to ask him to pay you for the 
    endeavor, in which case he'll offer to give you a mutagenic enhancer as 
    well as his old lab coat. He'll ask you not to harm the Ant Queen in any
    way, but to eliminate the Nest Guardians near her. If you have enough 
    Science you can get him to admit that he used FEV to speed up the ants 
    mutations. For those of you who haven't played Fallout 1 & 2 yet, FEV is 
    short for 'F(orced) E(volutionary) V(irus), the same stuff that makes 
    Super Mutants. Head through the door to the east and head down the 
    stairs to the Queen Ant's Hatchery.
    
    Queen Ant's Hatchery
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    
    19) Go around killing the Nest Guardians, which are about as strong as
    a Fire Ant Warrior. If you hadn't guessed, there are five of them. To
    the south you'll find the Ant Queen's hive, which is occupied by, of
    course, the Ant Queen. You'll find Doctor Lesko's Portocomp [Average] on
    a desk. Before you go grab the Big Book of Science nearby and the 
    Nuka-Cola Quantum. Now head back to Doctor Lesko, who will offer to give 
    you a Mutagenic Bioenhancer injection, which will give you either the 
    Ant Sight or Ant Might perk. If you opted to live in Tenpenny Tower and 
    blew up Megaton (whether you grabbed the Bobblehead - Strength first or 
    not) you should wait until you have Almost Perfect. That way you can at 
    least get 10 Strength. He will also give you his old lab coat if you
    negotiated for it. Once you get your perk you can go back and kill the 
    Ant Queen, and Doctor Lesko, for that matter. On Lesko's body you'll
    find Lesko's Portable Terminal Access. If you destroy the Mutagen Sample
    you'll gain some karma. Now there's only one thing left to do: return to
    Bryan Wilks and find out what to do about him.
    
    Grayditch (cont'd)
    o======================================================================o
    20) Go back to Bryan and ask if he knows anywhere else he can stay.
    He'll mention a cousin Vera, who lives in Rivet City. Rivet City, you
    say? That's right, yet another reason to go there. We've explored 
    almost everything in the south west of the Capital Wasteland and left a
    trail of resolved conflicts in our wake. Now lets do a little something
    for ourselves and, for the sake of continuity, make our way to Galaxy
    News Radio. Head over to the Farragut West Metro Station, just across
    the river from Super-Duper Mart.
    
    Farragut West Metro Station to Galaxy News Radio
    o======================================================================o
    Sequence of Events:						{WLK026}
    		1) Farragut West Metro Station
    		2) Tenleytown/Friendship Station 
    		3) Enroute to Chevy Chase
    		4) Chevy Chase
    		5) GNR Under Siege
    		6) Galaxy News Radio
    		7) Three Dog
    
    ***BOOKS***
    Nikola Tesla and You
    U.S. Army: 30 Handy Flamethrower Recipes
    
    1) Enter the Metro station and head north west down the tunnel, turning
    south west around a corner and through a door to the north west. Head
    north east through some rooms and go down a tunnel to the north west.
    You'll come to a more weathered part of the metro. Go up some stairs,
    where you'll find some Ghouls behind a locked gate [Very Easy]. It's
    easy enough for us to bypass, but impossible for the Ghouls. I save 
    myself the trouble of fighting a Feral Ghoul Reaver by simply shooting
    it to death through the door. Cheap, but effective. Opposite the locked
    gate you'll find a door leading to a well maintained room. Grab the loot
    around the room and access the MDCTA Service Access Terminal, which can
    unlock the safe [Average] behind the deck. In the safe you'll find some
    Caps, the note 'DCTA Laser Firearms Protocol', a Laser Pistol, and a
    copy of Nikola Tesla and You. Go through the gate and down into a pit.
    You'll find a locked door [Average] to a storage room, where you'll find
    several Missiles, three Pre-War Books, two 10mm Pistols, an Assault
    Rifle, two Frag Grenades, a Baseball Bat, and a copy of U.S. Army: 30
    Handy Flamethrower Recipes. Go up the stairs and through another locked
    door, up some stairs, and through a door leading to the Tenleytown/
    Friendship Station.
    
    Tenleytown/Friendship Station
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    Lying, Congressional Style
    
    2) To the north east you'll find plenty of Ghouls, many of which are
    guarding various dead Mercenaries, Wastelanders, and Raiders. It also
    leads to the Friendship Heights area of the Capital Wasteland, a place
    we discovered on our way to the National Guard Depot. Head along the 
    tunnel to the west and follow it when it turns north. There will be a
    tunnel to the right, were some Ghouls are squatting over a dead 
    Mercenary. The Mercenary has Leather Armor and a Laser Pistol. You'll
    also find some Conductors, Steam Gauge Assemblies, and Fission Batteries
    on a metal shelf. There's also a copy of Lying, Congressional Style on
    a metal shelf. Keep going north through a large metro hub room until you
    find another tunnel to the east. Kill more Ghouls and loot another dead
    Mercenary, who has some Frag Mines near him and a Laser Rifle. Now head
    south into the large metro room and go up some stairs. East, past a dead
    Wastelander you'll find a Nuka-Cola Quantum on a bench. Continue to the 
    east, then turn north, heading into a room to the left. You'll find a 
    dead Raider at the doorway, and a dead Mercenary in one of the rooms.
    In the room to the south you'll also find a computer [Average] which can 
    unlock a wall safe [Average]. There's also a copy of Grognak the 
    Barbarian on the upper left shelf of the left-most locker. It's very
    hard to see, being that it's above you, but it's there. You can 
    exterminate some Radroaches in the bathrooms on the other side of the 
    hall, and the exit to Friendship Heights area is to the north.
    <---------------------------------------------------------------------->
    3) Head south from the door to the Farragut Station to progress towards
    GNR. When you get near the southern metro hub you'll find a Super Mutant
    chasing a Radroach. I give him a shotgun surprise and clear the room of
    Ghouls. Note that there are some abnormally large metal boxes in one of
    the corners of this room.. Anyways, head up the stairs and travel east
    into a tunnel. Continue until you find a gate leading to Chevy Chase.
    Note the Brotherhood symbol painted on the floor in front of the gate.
    'To GNR Outpost' indeed.
    
    Chevy Chase (North and East)
    o======================================================================o
    4) You'll soon discover Chevy Chase North. Wee. North of the stairs 
    leading to the metro you came out of you'll find an Assault Rifle and 
    some ammo. Go over to the Pulowski Preservation Shelter and disarm the  
    landmine, inside the shelter is some Purified Water, a Teddy Bear, and a
    Lead Pipe. To the east you'll find Chevy Chase East and a gate leading
    to the Metro Junction.
    
    GNR Building Plaza
    o======================================================================o
    ***BEHEMOTH***
    
    5) To the south you'll find some Super Mutants and some Brotherhood of
    Steel Paladins, led by Sentinel Lyons. She'll chat you up if you get too
    close, and you can find out that her squad is heading to relieve the
    garrison at GNR. Follow her around a building to find the rest of her
    squad. Loot the dead Initiate Jennings then follow the squad west into
    an old school absolutely crawling with Super Mutants. You can either
    help the Brotherhood out, or let them and the Super Mutants tangle.
    Continue through the school through the south to find the GNR Plaza,
    which is under attack by Super Mutants. After they're all dead the 
    squad will split up, and a Super Mutant Behemoth will show up from the
    east and kill Initiate Reddin. To make this fight easy run back into
    the school and shoot the helpless Behemoth to death. Just in case,
    however, one of the dead Brotherhood of Steel Paladins near the fountain
    will have a Fat Man and some Mini Nukes on him, in case you need them.
    When the Behemoth falls loot it, and any dead Brotherhood Paladins you
    find lying around. Go up to the door to the GNR building an talk to the
    intercom and you'll be allowed in.
    
    Galaxy News Radio
    o======================================================================o
    6) You can loot around and talk to the Brotherhood characters around,
    but they have little of interest to say. They don't mind if you grab
    everything of value, so help yourself to the ammo boxes and first aid
    boxes behind the sandbag. When you're done looting, head up stairs and
    go through the door to GNR Studios.
    
    GNR Studios
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    
    ***QUESTS***
    Galaxy News Radio
    Scientific Pursuits (one of many ways to start this quest)
    
    7) Three Dog isn't as generous with his stuff as the Brotherhood of
    Steel is, so if you want any loot you'll have to steal it. Some notes
    before we talk to Three Dog. If you kill Three Dog you can grab his
    Headband and Glasses, the first of which is actually somewhat
    interesting.. but seeing as how all your attributes will be 10 at level
    30 you don't need the +1 Luck and +1 Charisma. Also if you kill Three
    Dog GNR is hosted by Agatha instead, who just plays music. Three Dog 
    will say he's seen your dad, but before he'll cough up his location he
    has a task for you. I suggest you succeed at a Speech check instead, in
    which case he'll tell you that your dad was heading to Rivet City. It's
    not an easy Speech challenge, and some reloads may be in order. This is
    the way you should finish Following in His Footsteps in order to get the
    experience reward. Talk to him again and this time he'll ask for your
    help in exchange for telling you about a hidden weapons cache. He wants
    you to find another relay dish for GNR, one of which happens to be
    located in the Museum of Technology. You'll get two notes, 'Virgo II
    Lunar Lander', and 'Washington Monument Access.' This starts the quest
    Galaxy News Radio, and you'll get the map marker for the Museum of 
    Technology. Before you leave loot around, how much is entirely up to
    you, but at least grab the Big Book of Science on the desk in the 
    central room. Now head downstairs and to the north until you find a door
    leading to the Dupont Circle. Along the way through the horde of Super
    Mutants around GNR I leveled up. We'll solve Three Dog's problem in case
    you didn't use Speech on him and take the long route through D.C. to
    reach Rivet City. A little exploration now will make it easier for us
    later.
    
    ***LEVEL UP***
    Small Guns goes up to 80 and I start spending a few points into Unarmed,
    to get it up to 80 as well. I grab the Nerves of Steel perk, the last
    of the decent perks left. 
    
    Level 26
    HP:	500
    AP:	104
    Barter:		70
    Big Guns:	17
    Energy Weapons:	60
    Explosives:	60
    Lockpick:	87
    Medicine:	60
    Melee Weapons:	80
    Repair:		80
    Science:	95
    Small Guns:	62 + 18 = 80
    Sneak:		80
    Speech:		60
    Unarmed:	70 + 2 = 72
    
    Dupont Circle to The Museum of Technology
    o======================================================================o
    Sequence of Events:						{WLK027}
    		1) Dupont Circle
    		2) Collapsed Car Tunnel
    		3) Dupont Circle Station
    		4) Metro Central, 1st Level
    		5) Metro Central, 2nd Level
    		6) Metro Central, 3rd Level
    		7) Museum Station
    		8) To the Mall
    		9) Museum of Technology, Atrium
    		10) Museum of Technology, West Wing
    		11) Delta IX Rocket Display
    		12) The Lunar Lander
    		13) Jiggs' Share
    		14) Planet-arium!
    		15) The Mall
    		16) The Washington Monument
    		17) Hamilton's Hideaway
    		18) The Weapon's Cache
    		19) Your Number's Up, Prime
    
    1) Go down the floors of the ruined building. As Three Dog promised,
    it's a one way trip, a fact that's deadened a bit by your ability to
    fast travel. To the east across a bridge you'll find an unmarked 
    entrance to Metro Junction. To the south you'll find a picnic table
    with an Assault Rifle on it, and some ammo boxes and a first aid box
    nearby. Head down the lowered area and go south to find a door leading
    to the Collapsed Car Tunnel.
    
    Collapsed Car Tunnel
    o======================================================================o
    2) More Ghouls. Joy. You can go west to find the exit to Dupont Circle,
    but to reach the Mall we need to go through the Dupont Circle Station to
    Metro Central. Head south, then through a different door west, slaying
    Ghouls as you go. If you want to explore Dupont Circle now would be the
    time to do so, but like Georgetown it's completely ancillary. Unlike
    Georgetown, however, it's not really that rewarding to explore. Take the 
    door from the Collapsed Car Tunnel to the Dupont Circle Station.
    
    Dupont Circle Station
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    3) Head south into a room where you can activate a metro Protectron.
    Really though, these opportunities are useless, as the Protectron
    usually just gets wasted by the enemies in the Metro. There's a copy of
    Lying, Congressional Style in a plastic bin on one of the desks. Go
    through a door and head east to find the gate to Dupont Circle, around
    which you'll find two Super Mutants lurking. Head west through a door 
    and follow the tunnel until you reach a train tunnel leading south. Kill 
    a Raider and head around a corner to the west to find the Raider's 
    abode, which has some loot around in, particularly the ammo boxes. Head 
    south to find a door to the west and go down the tunnel a short way, 
    kill a Raider, and loot their cubby to the north which contains a bunch 
    of drugs. Continue south down some stairs to find a Raider outpost. You 
    can hack a terminal [Average] and turn their turret on them for good 
    fun. Head through the Raider tunnels and activate an electrical switch 
    and go through a Utlity Door. Now we're in sewer tunnels. You'll find 
    some dead Ghouls and Raiders. Grab the ammo boxes, the Frag Grenades 
    behind the ammo boxes, and whatever loot the deadies have. Go up a 
    tunnel to the east and disarm a tripwire and grab the grenade bouquet 
    above it. You'll find a door leading to Metro Central.
    
    Metro Central
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    4) Metro Central is a bit of a hub (hence the name, Metro CENTRAL), and
    it's just one way we can reach the Mall. Head south and you'll find some
    Ghouls and Raiders fighting. On a table you'll find some Frag Grenades,
    Stimpaks, and a 10mm Pistol. You'll also find an Assault Rifle nearby,
    and three ammo boxes under the table. Head through a door to the south
    to reach a metro train tunnel and continue south to reach a large open
    metro hub area. The way to the Museum Station is south through some more
    train tunnels, down the western tunnel. Near the door you'll find some
    ammo boxes and a dead Raider. In the tunnel to the east you'll find a
    pack of Vicious Dogs guarding a locked door [Average] behind which are
    some drugs, some components, and a copy of Pugilism Illustrated. Since
    we're here, and I hate to leave areas half done, lets explore the rest
    of Metro Central. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Dean's Electronics
    
    5) Head back north and go up the stairs to the next level of the metro. 
    If you go up the stairs to the west you'll come across the door to the 
    Foggy Bottom Station. In the room leading to the Foggy Bottom Station 
    door you'll find some ammo boxes, and outside the room you'll find a 
    dead Talon Company Mercenary. Also nearby, to the east of the room 
    leading to Foggy Bottom you'll find a locked gate [Easy], behind which 
    you can find a copy of Dean's Electronics on a table. If you go up the 
    stairs to the east you'll find the entrance to the Freedom Station. To 
    the south of Freedom Station you can find a pile of bodies, amongst 
    which are the remains of another Talon Company Mercenary, along with 
    some Stimpaks, Assault Rifles, 5.56mm Rounds, and a Chinese Assault 
    Rifle. 
    <---------------------------------------------------------------------->
    6) From the second level (the level on which the Foggy Bottom and 
    Freedom Station entrances are found) head up the stairs to the north and
    continue north. You'll find some bathrooms, in one of which is a
    skeleton with a Chinese Assault Rifle, some 5.56 Rounds, and some
    Stimpaks. You'll also find the entrance to Pennsylvania Avenue, so if
    you want to check out the 'ol White House, here you go. When you're done
    head through the door to the Museum Station.
    
    Museum Station
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    7) Loot the room you're in and head east, flip an electrical switch, and
    go up some stairs. In this room you'll find a bunch of alcohol and pool
    balls, and on a table you'll find a copy of Grognak the Barbarian. Go
    through a door to the east to find a metro train tunnel. To the north
    you'll find a Raider camp with little loot. To the south you'll find a
    large metro hub with more Raiders in it. In the south-east corner of
    the hub room you'll find their camp, which has some ammo boxes to grab.
    You can continue south to find the Anacostia Crossing Station, but we'll
    get there soon enough.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    8) Head up the stairs in the large metro hub. You can now either go east
    or west. East takes you to right outside the Museum of Technology, but
    west is more profitable, so go west first. You'll find two bathrooms,
    in the men's room you'll find some Buffout in the sink, some Jet on a
    toilet seat, and a dead Wastelander. In the ladies restroom you'll find
    Rad-X on a sink, a Cherry Bomb in a toilet, and in a wooden crate by
    a skeleton you'll find Buffout, Jet, and a copy of Chinese Army: Spec.
    Ops. Training Manual. Now head over to the east to score some drugs,
    ammo boxes, and about fifty Tin Cans. Exit the metro and head south
    east a short distance to find a door leading to the Museum of Technology
    Atrium.
    
    Museum of Technology, Atrium
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    9) First things first, kill the Super Mutants in this level.  On the
    main floor you'll find a Stealth Boy in the south west corner, and a
    terminal south of the desks labeled 'Museum Information'. Activate the
    terminal and selection option #000 to find a letter from a guy named
    Prime to somebody named Jiggs. You'll have to find terminals throughout
    the Museum to get access to Jiggs' loot. Leave the terminal and select
    it again to find the entry #000 replaced with #001. When you select it
    you'll get four number, #9, #19, #30, and #49. You want to select #19,
    which is, of course, the prime number there. When you're done with the
    terminal head through a door to the east to find a door past two 
    bathrooms. Go up some stairs to find a room with two terminals. Near the 
    Museum Maintenance console you'll find a copy of Nikola Tesla and You.
    Head back out to the main room and go up the stairs north of the desks.
    Head through the first door to the east to find two Stealth Boys on
    stands, then head through the Vault Tour. Life in a Vault.. how 
    romantic! When you're done with the tour continue until you find the
    door to the Museum of Technology West Wing.
    
    Museum of Technology, West Wing
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    10) To the west you'll find two terminals, the westernmost of the two
    has the #002 entry on it. Select it to bring up four numbers, #24, #38,
    #53, #88. Anybody who wasn't born under a rock and who possesses (I
    assume) the mental facilities to make it through a text-based FAQ
    without a single pretty picture realizes that the only even-number that
    is prime is 2. Pick #53 and continue through a door to the south to
    wind up at the Delta IX Rocket display, which is crawling with Super
    Mutants. Note there are three ways to reach the Lunar Lander, one by
    going downstairs through the Planetarium, and the other two by going 
    through the Delta IX Rocket display. What kind of guide would this be
    if we didn't explore them all? First, however, head up to the top of
    the stairs. You'll notice that in the south western corner of the room
    is a balcony that we can't reach, it's directly south of a Vault-Tec
    banner on the wall. The only way to reach it is to jump down from the
    staircase above to land on the ledge, where you'll find a room to the
    south. You'll find some skeletons on a matress on the floor in a very
    questionable position.. why does one have a knife? Anyways, there's a
    copy of Guns and Bullets of the table, and some Nuka-Cola, Purified 
    Water, and a Stimpak in the fridge.
    <---------------------------------------------------------------------->
    11) Go down the stairs in the Delta IX Rocket display room until you
    reach the bottom, stopping to search another terminal on the northern
    wall. Activate #003 to get four numbers, #99, #105, #111, and #113.
    Pick #113 and the entry will change to #Get Passcode. Select it to get
    Prime's note to Jiggs, which will tell you to get some loot in a
    security office safe upstairs. It also tells you to meet him in a diner
    near the Jury Street Metro Station. Will do. You'll get the note
    'Earned Your Share.'
    <---------------------------------------------------------------------->
    12) Headupstairs now, ignoring the passage to the west. Yes, it leads to
    the room with the Lunar Lander, but we'll get there soon enough. At the
    top of the stairs you'll find a door [Average]. Go through the door,
    down some stairs, and loot a desk to find a Key - Custodian Key for Tech
    Museum. Continue through a door opening to the north, around a walkway,
    and down some stairs to find the Lunar Lander. Relieve it of its 
    coveted Virgo II Communications Dish, now we just need to get to the
    Washington Monument.
    <---------------------------------------------------------------------->
    13) Go north through a door way and through the first door on your left.
    Go up some stairs until you reach a door leading to a security room,
    much like the one you found in the Atrium. There's a terminal [Average]
    which controls the deactivated turrets outside, a safe you can't open,
    and a Museum of Tech Security terminal. Activate the terminal and, if
    you did all the steps of Prime's terminal game, you'll have the option
    to #Unlock Safe. Open the safe for 200 Caps, a Gun Locker Key, and two
    Jets.
    <---------------------------------------------------------------------->
    14) Head back downstairs and continue through the passage to the north
    until you reach the Planetarium. The Planetarium should spring to life
    and begin regailing you with idealistic nonesense about space travel..
    until it screws up and loops. Two Super Mutants should also enter in
    time, approaching from the south. Kill them and search about the room
    for what meager loot it has, then head through a door to the east.
    Inside you'll find a Nuka-Cola Quantum on a shelf, and a gun cabinet
    [Very Hard] that you can open with Prime's Key. There's also a 
    Planetarium Terminal [Easy], but what it's purpose is, I have no clue.
    Now make your way out in any way you find convenient. It's time to
    explore the Mall!
    
    The Mall (and Bunker)
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    15) This place is Super Mutant Central. From the Washington Monument to
    the Capitol Building spans a Super-Mutant sized trench system. I'll
    leave the specifics of the initiative and the specifics of the 
    exploration up to to you. In the trench you'll find-besides plenty of
    delicious Super Mutants-some Ammo Boxes scattered about, and the odd
    dead Brotherhood character. Be wary of Grenade Bouquets, as the SUper
    Mutants are not above booby-trapping their own fortifactions. You'll 
    also find the entrance to a Bunker in the trenches. If you want to 
    explore it, be wary, as Super Mutants will spawn in the trenches if you 
    do so. Inside you'll find a copy of Duck and Cover! some Super Mutants,
    and two trip-wire traps. Across the Mall to the north you'll find the 
    National Archives and the Museum of History, two places you'll be 
    visiting at some point. You'll also find the Washington Monument to the
    west. To the east you'll find the Capitol Building, where a titanic war 
    between the Talon Company Mercenaries and the Super Mutants is erupting,
    so only travel there if you're itching for a fight. I encountered no 
    less than four Super Mutant Overlords near the Capitol Building at this
    point in the game.. which allows me to introduce a pair of wonderful new
    weapons.. if you didn't already encounter them, you will in the Mall.
    
    ***WEAPON INFO***
    Tri-beam Laser Rifle (Energy Weapons)
    Maximum Damage: 89
    AP Cost: Low
    Ammo: MF Cell
    Clip Size: 24 (1 round/shot, semi-auto)
    
    It is what is says it is, a triple Laser Rifle, it's got over three
    times the damage and three times the ammo consumption of a normal Laser
    Rifle. Oddly enough, it doesn't seem to have the same value.. Still if
    you're going to use any energy weapon.. well.. it's as much of a mixed
    bag as any other energy weapon. It's expensive to maintain, and it
    eats through ammo, all in all, you might as well just use A3-21's
    Plasma Rifle.
    
    ***WEAPON INFO***
    Super Sledge (Melee Weapons)
    Maximum Damage: 42
    AP Cost: High
    Ammo: None
    Clip Size: N/A
    
    I've never ceased being unimpressed with Super Sledges, they always
    seem to eat up AP and deal out much less damage than Power Fists. In
    Fallout 2, at least Power Fists used up energy cells, but in this game,
    you've got no excuse NOT to use a Power Fist. Still, if you want to hit
    something with a sledgehammer, you might as well go super.
    
    The Washington Monument
    o======================================================================o
    16) Head over to the Washington Monument and access the Washington
    Monument Security Terminal to open the gate. Go through the door to the
    Washington Monument, activate the Elevator Control, and ride the 
    elevator to the top of the monument. Once on top click the Galaxy News
    Radio Relay and 'Install the Virgo Dish and activate the relay.' Wee!
    Now you can listen to Galaxy News Radio anywhere in the Capitol
    Wasteland. Time to head back to Three Dog and get him to live up to his
    end of the bargain. He'll give you the note 'The Weapons Cache', and
    tell you that it is hidden in Hamilton's Hideaway. You'll also get the
    Weapons Cache Key. Who is Copperhead? Anybody's guess. It just so 
    happens that Three Dog levels me up.. well, him and the Mall. Head over 
    to the Moonbeam Outdoor Cinema, as Hamilton's Hideaway is to the north.
    Head down a path with some wooden 'steps' leading down to find some
    docks, on and near which you'll find some ammo boxes. Let your 
    perception guide you to Hamilton's Hideaway.
    
    ***LEVEL UP***
    Unarmed gets up to 80 and I put the rest of the points in Medicine.
    We are really just getting most everything up to 80 in anticipation of
    hitting level 30. Pick another perk that tickles your fancy, 
    Entomologist, Demolition Expert, Pyromaniac, Adamantium Skeleton, and
    Rad Absorption being the best of the remaining perks. I personally pick
    Demolition Expert.
    
    Level 27
    HP:	510
    AP:	104
    Barter:		70
    Big Guns:	17
    Energy Weapons:	60
    Explosives:	60
    Lockpick:	87
    Medicine:	60 + 12 = 72
    Melee Weapons:	80
    Repair:		80
    Science:	95
    Small Guns:	80
    Sneak:		80
    Speech:		60
    Unarmed:	72 + 8 = 80
    
    Hamilton's Hideaway
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    17) Sure, we could have come here earlier when we were messing around
    with Arefu, but since we couldn't score the weapons cache here I didn't
    see a point. Head northeast along the metal platform and turn north
    east along another platform when you get the chance. You'll come to a
    four-way split in the path. To the south east are some rooms with 
    precious little loot inside, the best of which is probably a Bottlecap
    Mine on a workbench. The other two paths will eventually both lead to
    a dead Wastelander, on which are some drugs. From here there are two
    paths to take, but like the previous two paths that led here, they end
    up in the same place. Head down the western path to get to a room filled
    with goodies including a copy of Duck and Cover! and a Nuka-Cola 
    Quantum. On some shelves nearby you'll score some drugs. Any Raiders
    that might have been here previously had been wasted by the Radscorpions
    to the north.. particularly the Albino one I was unfortunate enough to
    encounter. 
    
    ***WEAPON INFO***
    Bottlecap Mines (Explosives)
    Maximum Damage: 536
    AP Cost: N/A
    Ammo: Bottlecap Mines
    Clip Size: 1 (1 mine/shot)
    
    The Bottlecap Mine breaks the rules for the mine-grenade relationship,
    dealing massive damage, much more than any other explosive weapon. In
    fact, the only thing that really can challenge it is a Fat Man. Now
    that's something. And they are much easier to make than Nuka-Grenades,
    too. They require three fairly common items (Cherry Bombs, Lunchboxes,
    and Sensor Modules) and 10 Caps. That's MUCH cheaper than the 10
    Nuka-Colas a Nuka-Cola Quantum, and hence, a Nuka-Grenade takes to make.
    Unfortunately, as mines, they lack versatility. Still, if you are going
    to set down mines, make sure they're Bottlecap Mines. After all, why
    maim when you can kill?
    
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    
    18) Speaking of which, head north through a door and down a tunnel,
    exterminating Radscorpions as you go. Down at the far northern end of
    the tunnel, where rubble impedes further progress turn to the left
    (west) to find a hole in the wall. Inside is a cell door that can only
    be opened by the Weapons Cache Key, beyond which is your payday. You'll
    find a locker, two footlockers, about seven ammo boxes, two first aid 
    boxes, a Mini Nuke, a Stealth Boy, four Frag Grenades, an Assault Rifle,
    and a copy of Guns and Bullets on a footlocker. It's not the best cache
    we've scored, and it might not even have been worth all the trouble to
    get it, but it's something. Now lets head over to Jury Street Metro
    Station to meet Prime.
    
    Jury Street Metro Station
    o======================================================================o
    19) Just opposite the metro entrance you'll find your diner. Go into the
    diner and around to the serving side of the counter to find what's left
    of Prime. On him you'll discover 500 Caps, two Buffout, three Frag
    Grenades, two Jet, two Mentats, a Merc Cruiser Outfit, two Psycho, and
    the unique Xuanlong Assault Rifle. Hell, this was more rewarding than
    Hamilton's Hideaway! Now it's time to finish off Rivet City and to find
    Dad.
    
    ***WEAPON INFO***
    Xuanlong Assault Rifle (Small Guns)
    Maximum Damage: 123 
    AP Cost: Low
    Ammo: 5.56mm Round
    Clip Size: 36 (1 round/shot, full auto, 
    	      	fires 3-round bursts in V.A.T.S)
    
    The Xuanlong has several improvements over the normal Chinese Assault
    Rifle. First of all, it's about 25% stronger, and second it has a 50%
    larger clip size. You'll find few better ways to waste your 5.56 Rounds
    than with this gun.
    
    Rivet City Market
    o======================================================================o
    Sequence of Events:						{WLK028}
    		1) Rivet City Market
    		2) Muddy Rudder Bar
    		3) Midship Deck
    		4) Bannon's Blackmail
    		5) Capital Preservation Society
    		6) Science Lab
    		7) Doctor Li
    		8) Upper Deck
    		9) Bridge Tower
    		10) Broken Bow
    		11) Pinkerton
    		12) The Replicated Man
    		13) Hot Pants!
    		14) Suicidal Ideations
    		15) A Rivet City Wedding
    		16) Tying up Loose Ends
    		17) Jefferson Museum and Gift Shop
    		18) Memorial Sub-Basement
    		19) Jefferson Memorial Rotunda
    
    1) Head into the Rivet City Market to find a variety of vendors. Ask
    them all about Rivet City's history and Pinkerton. Most folks will refer
    you to Vera Weatherly or Bannon. Talk to Bannon and ask him about the
    city's history. Succeed at a Speech challenge and he'll tell you to
    talk to Belle Bonny about the city's history. If you ask him about the
    council he'll ask you to find some evidence that incriminates Seagrave
    Holmes. Talk to Seagrave and he'll tell you about Pinkerton, who left
    after having a spat with the science team a decade ago, and he points
    you to the broken bow as well. You might also find Tammy and James
    Hargrave. She's a real treat. If you're naughty you can convince James
    to run away with a successful Speech challenge. Now that you're done
    causing trouble you have several leads. Talk to the people in the
    science lab, bother Belle Bonny, or talk to Vera at her hotel. If you
    find Mei Wong talk to her. She'll tell you that she's an escaped
    slave, and that a new person on the ship, Sister, is a slaver. You'll
    get a note from her, and she'll ask for some help. If you give her 25
    Caps for a gun she'll tell you the location of the Temple of the Union
    and you'll get some karma. Head off to the Muddy Rudder, which can be
    located by going to the bottom of the Stairwell.
    
    Muddy Rudder Bar
    o======================================================================o
    2) Talk to Belle Bonny and ask about Pinkerton, and she will mention the
    broken bow as well. Ask about the history of the place and tell her
    Bannon says he started it. She'll confirm that not only is Pinkerton
    still around, but he is certainly still in the broken bow of the ship.
    Succeed at a difficult Speech check and she'll simply refer you to
    Pinkerton again. You can steal a bunch of alcohol from the bar, and in
    the bouncer's room there's plenty of food.  Now head up two flights of
    stairs and enter the door to the Midship Deck.
    
    Midship Deck
    o======================================================================o
    ***QUESTS***
    Stealing Independence
    
    3) You can break into a lot of houses and deal a lot of minorly
    valuable stuff, but I'll leave most of the individual looting up to you.
    The Cantelli's house has a good bit of drugs you can loot. If you find
    Paulie Cantelli you can give him some Psycho for some bad karma.. but
    this tends to earn the demise of Paulie Cantelli.. filthy addict that he
    is. You can talk to Father Clifford in the 'church' on this level, but 
    like most priests, he's useless. You can lie and say Diego and Angela 
    are getting it on, which will make the good father kick Diego out of 
    the church. Diego will then propose to Angela. 
    <---------------------------------------------------------------------->
    4) More importantly, search Seagrave's room to find the note 'Seagraves 
    Incriminating Letter' under  his bunk. You can also hack his computer 
    [Average] to learn a bit about him. If you confront Seagrave he'll ask 
    you to tell Danver that Bannon is blackmailing him, and to not hand over
     the note.. Bannon, on the other hand will ask you to give the note to 
    Danvers and not implicate him. They both seem fairly sleazy, so morality
    isn't an issue.. But what is the most rewarding option? If you give 
    Bannon the note you'll get a discount at his store, which isn't all that
    useful, but he'll also give you the Schematic - Deathclaw Gauntlet. 
    Seagrave will just give you the discount. So when we find Danver it 
    would be more sensible to sell outSeagrave and be Bannon's buddy. If
    you have two or three Deathclaw Schematics, it'd be a great time to 
    craft one.. actually, well past time to craft one, but that's besides 
    the point.
    
    ***WEAPON INFO***
    Deathclaw Gauntlet (Unarmed)
    Maximum Damage: 38
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    Like Fisto!, but better. Why is it better? It's not the damage, at a
    glance, but the Deathclaw Gauntlet has the hidden benefit of ignoring
    armor. Against some some of the more powerful enemies in the game, this
    will make the Deathclaw Gauntlet much more useful than Fisto!.
    
    <---------------------------------------------------------------------->
    5) Go into the room with the airplane hanging from the ceiling, the 
    'Capitol Preservation Society', and talk to Abraham Washington. Offer to
    find the Declaration of Independence for him, and bug him about the 
    reward until he offers to give you the Schematic - Railway Rifle. Ask 
    him for the map location to get the map marker added. Don't worry, we'll 
    get to the Mall soon enough. You can succeed at a Speech challenge to 
    get him to reveal his source and ask him about the history of the 
    document, which is somewhat amusing. Lastly, you can loot his room and 
    hack his computer [Average] to learn more about his Declaration 
    Expedition, and about some artifacts of Lincoln's in the Museum of 
    History. Now head through the door to the Science Lab.
    
    Science Lab
    o======================================================================o
    ***QUESTS***
    Scientific Pursuits
    The Replicated Man
    
    6) You'll be approached by Dr. Zimmer, who will try to hire you to find
    his runaway android. This is the appropriate way to begin the quest 'The
    Replicated Man', and Dr. Zimmer is the first person to offer you a
    reward for finding the android.. I mean a real reward, not the love of
    God crap that slave-loving technophile offered. Accept to look for his
    android and you'll get the note 'Missing Android' and 'Self 
    determination is not a malfunction'. Ask Dr. Zimmer for more information
    he'll refer you to Dr. Preston, who is aboard this ship somewhere. If
    you keep bugging him he'll eventually tell you more about this escaped
    cyborg, this A3-21. If you've been talking to people, you should by now
    be able to tell Dr. Zimmer that Pinkerton did the android's face job and
    memory wipe, for what it's worth. 
    <---------------------------------------------------------------------->
    7) You can also talk to Doctor Li, who will recognize you as James' 
    child. You can ask her about Project Purity, the reason your father 
    apparently left the Vault and abandoned you. If you ask about where your
    dad went, she'll tell you he went to the old lab, in the Jefferson 
    Memorial. If you succeed at a Speech check she'll give you five 
    Stimpaks to help you out. There are a few other people to talk to here,
    but they don't have anything interesting to say. Head up some stairs to 
    the east and go to the Upper Deck.
    
    Upper Deck
    o======================================================================o
    8) Through the first door to the left you'll find Doctor Preston.. or at
    least his hospital. He doesn't have much to tell you about Pinkerton or
    the history of the place, but he could give you more information about
    'The Replicated Man' if we already didn't get enough information from
    Moira earlier. You can steal some drugs from his hospital, and hack his
    computer [Average] to find out about the medical problems of some of the
    residents. You'll also find a good bit of ammo in Flak & Shrapnel's
    room, as would be expected from gun shop owners. In the Weatherly Hotel
    you can talk to Mister Buckingham, whom you can conduct business with.
    Also you'll find Vera, whom you can make Speech challenges with to learn
    gossip. If you ask about Rivet City's history she'll refer you to 
    Seagrave. In Docter Li's room you can hack her computer [Easy] to find
    out about her work in Rivet City. Also grab the Project Purity Journals
    # 1, 3 and 5 on her desk. Head out into the Stairwell and go up some 
    stairs to reach the Bridge Tower.
    
    Bridge Tower
    o======================================================================o
    ***SCHEMATICS***
    Schematic - Rock-It Launcher
    
    9) This is where most of Rivet City Security hangs out, so be on your
    best behavior. Inside you'll typically find Commander Danvers, who is
    hanging around here during the day. Show her Seagrave's incriminating
    note, and if you got James Hargrave to run away you can ask her about
    that, too. Otherwise, she's not very interesting. On one of the higher
    levels you'll find Security's Terminal [Very Easy], which contains a 
    bunch of useless information. You'll also find a robot named Private
    Jones, who's mostly just there to keep you honest. If you have 
    [Robotic's Expert] you can disable him, if you want to have any chance
    at looting. There's an ammo box [Hard], two footlockers [Average], and a
    Chinese Assault Rifle on a shelf. There's also a locked door [Very 
    Hard], behind which is an armory guarded by a turret. If you want access
    to the armory you'll have to disable Private Jones and very carefully
    destroy the turret, and make absolutely sure that the Rivet City
    security doesn't turn hostile on you. Inside you'll find the Schematic -
    Rock-It Launcher, some guns and ammo, some locked ammo boxes [Average],
    and many locked Armor Cases [Very Hard]. If you wanted a buttload of
    experience from picking [Very Hard] locks, here's your chance. They
    contain Combat Armor and Combat Helmets, and generally looting them 
    isn't worth the aggravation. When you're ready go west of Rivet City to 
    find the Broken Bow.
    
    Broken Bow
    o======================================================================o
    10) To get into the Broken Bow you either need to go across some ramps
    over the water and open a locked door [Very Hard]. If you can't, then
    you'll have to swim. From the door swim east, then around to the south
    until you're between the two halves of the ship. Swim underwater to find
    a door leading to the Broken Bown down a short tunnel. I'd suggest
    saving before doing this, as it can be somewhat disorientating doing
    this the first time. Swim west into a room and surface near the ceiling
    to get some precious oxygen. Open a door underwater to the west and 
    swim into the next room. Swim until you find a doorway to the left and
    find sweet air at the top of a staircase. Make your way up another 
    flight of stairs and head north to find the door to the outside. You
    can hit an electrical switch near the door to ensure you won't have to
    swim out of here. On a table near the door you'll find a landmine and
    a Scoped .44 Mangum. There will be a Mirelurk or two wandering about,
    but they should be more annoying than a threat. Head to the south to
    find a door with a trip wire next to it. Inside the room by the trip
    wire you'll find a pressure plate with two rigged shotguns triggered to
    it, and a Frag Mine on the counter. Don't set off traps here, or the
    gas in the air will give you extra punishment. Keep heading to the south
    west corner of the Local Map to find Pinkerton and his lab. You have to
    hit an electrical switch to open the door leading to him. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    D.C. Journal of Internal Medicine
    Dean's Electronics
    
    11) Talk to Pinkerton, who is a treasure trove of information. Ask him 
    about Rivet City's history, and he'll tell you that he founded the 
    science lab around which Rivet City grew. Keep poking and he'll give you 
    some records proving his was at the first council meeting. You'll get 
    the note 'Rivet City Council Minutes', which is all the evidence you 
    need to finish up the Wasteland Survival Guide. Notice the names? Horace 
    Pinkerton needs no introduction, but Annette Holmes (related to Seagrave
    Holmes, no doubt) and Brad Danvers (related to Commander Danvers) stand
    out. Ask about the android. Pinkerton is all too eager to tell you about
    his work, and will reveal that Harkness is the android. He'll also give
    you the password to his computer to find proof of his surgery, and
    he'll give you the note 'Pre-Harkness Audio Recording', and two photos,
    'Harkness before Picture' and 'Harkness after Picture'. Keep talking and
    he'll give you a code to bring back Harkness' memories, so you can prove 
    it to him as well. Go access Pinkerton's computer to get all the info
    you'll need. You'll get the note 'I'm brilliant', 'Mem chip' and 
    'Harkness.' Now loot Pinkerton's lab. He's got a number of Stealth Boys
    on the desk opposite his operating table. There are also three books 
    about, a D.C. Journal of Internal Medicine behind the gurney with the 
    corpse on it, and a Big Book of Science and a copy of Dean's Electronics
    across the room on the desk and metal cabinet, respectively. Also, he
    can do facial reconstruction on you, which is a wonderful feature if you
    wanted to change the appearance of your character. Head back to Rivet 
    City and pay Harkness a visit. He's usually in the Market at day time.
    
    Rivet City Market (cont'd)
    o======================================================================o
    ***SCHEMATICS***
    Schematics - Deathclaw Guantlet (Bannon)
    
    12) Talk to Harkness and show him the evidence. What'll eventually
    happen is you'll get the prompt to use his memory override code.. this
    is a scene that really calls for a cutscene, rather than a melodramatic
    "aaaaugh!" from Harkness. Ask him what he's going to do about Zimmer.
    Ask him to let you kill Zimmer and he'll give you the A3-21 Plasma
    Rifle. While you're here go talk to Bannon, who will give you a discount
    to his store and give you the Schematic - Deathclaw Gauntlet. Now head
    back to the Science Lab.
    
    ***WEAPON INFO***
    A3-21's Plasma Rifle (Energy Weapons)
    Maximum Damage: 63
    AP Cost: Low
    Ammo: MF Cell
    Clip Size: 12 (1 round/shot, semi-auto)
    
    It's about 10% stronger than a normal Plasma Rifle, but about 25% more
    expensive to maintain. Whether the potency is worth the cost is up to
    you.
    
    Science Lab (cont'd)
    o======================================================================o
    13) Talk to Dr. Zimmer and tell him that his android is Rivet City's
    security chief. He'll give you a combat module which gives you the
    Wired Reflexes perk, a very nice bonus for all us V.A.T.S. users. You
    can now just leave well enough alone, or do Harkness a favor and kill
    Dr. Zimmer. My prefered method for killing him is to plant a Frag
    Grenade on him, which will get you the Psychotic Prankster achievement
    if you're on the Xbox 360. Zimmer and Armitage tend to be close enough
    that one grenade'll kill them both. Before we leave Rivet City behind,
    lets deal with two freeform quests. They're not rewarding, but for the
    sake of completionism, I might as well mention them.
    <---------------------------------------------------------------------->
    14) Any time during the day you can find Angela Staley in the Market.
    Talk to her and ask about Diego, and she'll mention that she has a
    crush on him. Encourage her to use her feminine wiles to seduce him,
    and she'll mention Ant Queen Pheromones, which will give her an unfair
    edge in that department. Now, if you want to sabotage the poor girl,
    head to the Midship Deck and find Saint Monica's Church. Inside you can
    find Diego, who will chat a bit about souls, saints, and other fairy
    tales. If you threaten to tattle on him, he'll resolve to stop seeing
    Angela at all.. although nothing seems to come from this resolution.
    You can also talk to Father Clifford and lie to him about seeing Angela
    and Diego doing what priests and little boys normally do. At the thought
    of anything so impure as heterosexual relations, Father Clifford will
    expel Diego from the clery.. resulting in him persuing Angela in
    earnest. If you want to actually pursue the pheromone route, talk to
    Cindy Cantelli in the market and tell her about Angela's crush. She
    just so happens to sell Ant Queen Pheromones, which will set you bakc
    somewhere in the area of 100~ Caps. Go back to Angela and ask her about
    Diego again and give her the Pheromones. Wait a day, ask her how it
    went, and, well.. they're getting married. Ask about the wedding and
    she'll tell you it's the next day, at 3:00. Head up to the wedding to
    see.. well, what counts as a wedding in Fallout. You'll get some karma,
    which just goes to show that Bethesda agrees with me. Drugging a guy so
    that he gets laid is a good thing if it spares him a wasted life full
    of frustration and mindless obedience to space daddies. Don't get angry
    at me, you saw the karma!
    <---------------------------------------------------------------------->
    15) Once you're done drugging people, it's time to perform one more good
    deed. If you find Mister Lopez wandering around the city, talk to him
    and he'll give you a sad-sack reply. Afterwards, talk to Father Clifford
    about it and suggest that Mister Lopez might be suicidal. Clifford
    acknowledges your astute observation, but hopefully remarks that he's
    talked Mister Lopez down to merely one hour of death-wishing per day.
    Head to the Stairwell and go up to the Bridge Tower. Go to the top of
    the Bridge Tower and exit a door leading outside to 'Rivet City' to
    reach the observation tower, which overlooks the flight deck. At 3:00
    (what is it with that time?) you'll find Mister Lopez, standing along
    the edge of the tower. Talk to him and pick option #1 to shove him off,
    pick option #2 to tell him that suicide is for cowards, and succeed at
    a Speech check to talk him out of his suicidal thoughts, or pick option
    #3 to convince him to jump. The reward? Negative karma for the first
    and third options, positive karma for the second option.
    <---------------------------------------------------------------------->
    16) Now lets tie up some loose ends. Head back to Grayditch and tell 
    Bryan that Vera will take him in. You'll finally get your quest reward
    for completing 'Those!'. Return to Moira in Megaton and tell her about
    your success in Rivet City. She'll give you some Mentats and tell you
    that you'll get a discount from the traders in Rivet City. Wee. Ask her
    about being complete with the last chapter. She'll give you a Mini Nuke,
    and you'll get either the Junior Survivor, Survivor Expert, or Surivor
    Guru perk, depending on how well you completed the quests. You'll also
    get a copy of the Wasteland Survival Guide. Completing three quests in a
    matter of minutes gets me enough experience to level up. Now head over
    to the Jefferson Memorial.
    
    Jefferson Museum and Gift Shop
    o======================================================================o
    17) Head west of Rivet City, past the broken bow, to find the Jefferson
    Memorial, which is crawling with weak Super Mutants. Enter the door
    leading to the Jefferson Museum and Gift Shop. There are turrets and
    Super Mutants around, but these ones are poorly matched against our
    sneak attack shotgun prowess. Head west and waste any Super Mutants you
    see until you find a door to the Memorial Sub-Basement.
    
    ***LEVEL UP***
    Medicine gets up to 80 and Energy Weapons goes as high as it can. I pick
    a second rank of Demolition Expert as my perk.
    
    Level 28
    HP:	520
    AP:	104
    Barter:		70
    Big Guns:	17
    Energy Weapons:	60 + 12 = 72
    Explosives:	60
    Lockpick:	87
    Medicine:	72 + 8 = 80
    Melee Weapons:	80
    Repair:		80
    Science:	95
    Small Guns:	80
    Sneak:		80
    Speech:		60
    Unarmed:	80
    
    Memorial Sub-Basement
    o======================================================================o
    18) Again, this level is crawling with Super Mutants, but none of them
    should be overly threatening to us. Head down some stairs and to the
    east, taking your first left to find a surgical room. On a table you'll
    find Project Purity Journals #7 and #8. Head east and go down some
    stairs, then continue through a room to the west until you find a four
    way tunnel. The north and west tunnels connect, and there's not much to
    see, so head south, turning west to when more paths open up to find a
    door leading to a small room. Take the note 'Better Days' from the
    table, and on another table you'll find the note 'Project Purity
    Personal Journal', as well as Project Purity Personal Journal Entry: #1,
    #2, and #3. Note that these 'Personal' journals are different from the
    ones you found in Doctor Li's room in Rivet City. Listen to them, as
    they contain the recent words of your dad. This was apparently his room
    while he was working on Project Purity, heck, your character might have
    been concieved on that very bed! Creepy. Head back to the Jefferson
    Museum and Gift Shop and take a door to the Jefferson Memorial Rotunda.
    
    Jefferson Memorial Rotunda
    o======================================================================o
    19) There are a few more Super Mutants around. Kill them and on top of
    the stairs you'll find the Auxiliary Filtration Input, on top of which
    you'll find the Project Purity Personal Journal Entry: #5, #8, and #10.
    Listen to them to find out that dad went off in search of Vault 112,
    which is in some kind of garage west of Evergreen Mills. This is yet
    another way to complete 'Following in His Footsteps' and start up the
    quest 'Scientific Pursuits.' Lets head to Jury Street, since Evergreen
    Mills is probably swarming with Raiders again, and since it's enclosed
    on the western side we'd just have to walk around it anyways.
    
    Jury Street to Smith Casey's Garage
    o======================================================================o
    Sequence of Events:						{WLK029}
    		1) Fort Bannister
    		2) Commanding Officer's Quarters
    		3) Barracks and Med Bay
    		4) Commander Jabsco
    		5) Fort Bannister Bunker
    		6) Fort Bannister Main
    		7) Charnel House
    		8) Radio Signal Papa November
    		9) Military Tent
    		10) Smith Casey's Garage
    		11) Vault 112
    		12) Tranquility Lane
    		13) Make Timmy Neusbaum Cry
    		14) Break up the Rockwell's Marriage
    		15) Kill Mabel Henderson
    		16) Become the Pint-Sized Slasher!
    		17) Chinese Invasion
    		18) Dear Old Dad
    
    Fort Bannister
    o======================================================================o
    1) Time to make one more lengthy-but profitable-diversion head west from
    where you are until you find Fort Bannister. Approach from the north and
    enter through a hole in the fence. Storming the well guarded southern 
    and eastern sides is not recommended. Head west along the fence until 
    you spy a tent. If you're quick, you can pop in there and smite a Talon 
    Company Mercenary with a Missile Launcher before he even knows what hit 
    him. Continue sneaking west by the fence until you find some rocks, then 
    turn south. You'll pass a door [Very Easy] leading to Fort Bannister 
    Main. Keep going south past some tents and past another door [Very Easy] 
    to Fort Bannister Main, and head east to a turned over truck. 
    Immediately east of you is a stand with another Missile-Launcher 
    carrying Talon Company Mercenary. If you exterminate him, you rid 
    yourself of a considerably headache. Attacking from the east allows him 
    to stand up in his little tower and range-rape you with that Missile 
    Launcher. The surviving garrison outside of Fort Bannister are more your 
    usual fare of Talon Company Mercenaries. It is entirely possible to 
    sneak attack kill every Talon Company Mercenary outside of Fort 
    Bannister with very little bother with this approach. Now for the 
    looting. In the south eastern corner you'll find some mine boxes, a
    first aid box, and a Sniper Rifle. West, past the door leading to the
    Fort Bannister Bunker [Very Hard] you'll find a Chinese Assault Rifle,
    a Stimpak, and two ammo boxes under the tower where the Missile Launcher
    bearing mercenary was. By the barricade near the tents you'll find two
    footlockers, an ammo box, a first aid box, and a Combat Shotgun. There
    are also some goodies in the tents. In the tent where we popped our
    first mercenary you'll find a manhole leading down to the Commanding
    Officer's Quarters.
    
    Commanding Officer's Quarters
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    2) Right around the corner you'll find a turret, and down the tunnel
    from the turret will be a Talon Company Mercenary with a Missile 
    Launcher. If you can get a sneak attack critical on the turret you can
    lure the mercenary around the corner and kill him at close range.
    Continue down through a door and down some stairs, killing turrets and
    Talon Company Mercenaries as you go. At the bottom of the stairwell
    you'll find a door leading south. First, however, you need to get up
    to the roof over the staircase directly above the door, which you can
    do by climbing the stairs and dropping down onto the roof. Once there,
    you'll find a copy of Nikola Tesla sitting in plain sight.
    <---------------------------------------------------------------------->
    3) In the room to the south you'll find the barracks, with plenty of
    beds, should you need to rest. Search the footlockers and cabinets for
    some laser weapons and a couple of Stealth Boys. There are also several
    ammo boxes waiting to enrich your life. There's also some minor loot in
    the bathroom nearby. Leave the room and head back into the hallway and
    head up some stairs to the north. There's a shelf you can loot at the
    top of the staircase, and to the east is a medical room. Loot the
    corpses on the gurneys for some loot and loot the safe [Easy] under the
    table.
    <---------------------------------------------------------------------->
    4) Now go back to the barracks and head down the stairs north to reach a
    room with two turrets in it. You'll probably provoke some Talon Company 
    Mercenaries while you're destroying the turrets. Head west to another 
    tunnel and explore the western room for some loot. When ready head south 
    up the stairs. You'll find three different paths you can take, one to 
    the north, one to the west, and one to the south. To the north you'll 
    find a storage room, you just need to hack the computer [Average] or 
    unlock the door [Hard]. You'll find two lockers, two first aid boxes, 
    and several ammo boxes, as well as some Jet on the floor. The door to 
    the west leads to the bunker, so head south. There's a terminal 
    [Average] that can disable the turrets ahead, which you might as well 
    use, or better yet, turn on the Talon Company Mercenaries within. In 
    the room ahead you'll find Commander Jabsco, who is armed with a Missile 
    Launcher for ranged combat, has a high damage resistance, and a lot of 
    health. He's a bit of a fight, unless you nab him with a paralyzing 
    palm. when he dies, loot him for Jabsco's Key and a unique Combat Knife,
    'Occam's Razor'. He also has the only Talon Combat Helmet I've seen in 
    the game. In the room where Jabsco was you'll find some stairs leading 
    down. Loot around for some goodies. In the south eastern corner you'll 
    find a safe [Hard], and to the west you'll find a footlocker [Hard] with
    a Stealth Boy inside, and a Nuka-Cola Quantum behind it. Now head back 
    and enter the bunker.
    
    ***WEAPON INFO***
    Occam's Razor (Melee Weapons)
    Maximum Damage: 26
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    Occam's Razor is everything a unique weapon should be. Purely more
    powerful than the original with no damn downsides.
    
    Fort Bannister Bunker
    o======================================================================o
    ***BOOKS***
    Guns and Bullets
    
    5) Disarm the two pressure plates in front of either door and grab the
    rigged shotguns. Head either way you want, the level just loops around,
    and both paths are characterized by similar features: plenty of Talon
    Company Mercenaries and precious little loot. You'll get a good amount
    of loot and experience just wasting the mercenaries. In the eastern
    most room search the gun cabinent along the southern wall, on top of 
    which is a copy of Guns and Bullets. When you're done take the exit to 
    the Capital Wasteland, which has several traps near it. When you're back
    on the surface head west into Fort Bannister Main.
    
    Fort Bannister Main
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    
    6) Guess what? More Talon Company Mercenaries. At least they're killing
    them is lucrative, eh? Loot the metal boxes to the west and head up the
    stairs. At the top you'll find a path to the east and a path to the
    north. Go east into a room, which has a few items lying about, and two
    locked safes [Average]. Head back and go north down some stairs until
    you come to a door [Average]. Beyond is a storage room with a Fat Man,
    a Mini Nuke, a Big Book of Science, some ammo boxes, metal boxes, and
    other toys strewn about. 
    
    Charnel House
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    7) Now that we're done with Fort Bannister head west and slightly 
    south to find a house with a Scavenger inside. You'll find a wooden
    crate with some Nuka-Cola's and a Nuka-Cola Quantum. There are also two
    Pre-War books on a table. Now head south to find Charnel House, which
    has a few Raiders around it, and landmines galore. Kill them and loot
    the place. On the top floor there are some ammo boxes by a chair, and
    a copy of Duck and Cover! on the floor.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    8) From Charnel House head west up a hill towards a radio tower, you'll
    cross a road when you're close, and two gates enclose the radio tower,
    although you don't need to open them to get to it. Activate the
    electrical switch to pick up Radio Signal Papa November. From the tower
    head north east through the gate and over a cliff to find a Drainage
    Chamber. On the floor right by the ladder you'll find a Pre-War Book and
    a copy of Pugilism Illustrated. You'll also find some food around. Yum.
    <---------------------------------------------------------------------->
    9) Go back up the cliff to the road running by the radio tower and
    follow it south until you find a tent, a barricade, and two military
    trucks along the road. You'll find some goodies in the metal boxes and
    ammo boxes around, and a Laser Rifle on a table inside the tent. 
    Continue south along the road to find Smith Casey's Garage.
    
    Smith Casey's Garage
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    10) Clear out the Radroaches and Mole Rats so you can loot in peace.
    Once done there's a Nuka-Cola Quantum in the north-eastern corner of
    the first room on the floor by a bin full of Tin Cans, bent and 
    otherwise. Behind the counter is an opened safe, inside of which is a
    copy of Tumbler's Today. Go into the back room and flip and electrical
    switch near a metal shelf to open up some stairs. Go down some stairs
    and kill Mole Rats until you reach a door leading to Vault 112. I guess
    this one didn't need a huge cog-like wheel door.. Perhaps they thought
    being hidden under a garage was safety enough against atomic bombs?
    
    Vault 112
    o======================================================================o
    ***QUESTS***
    Tranquility Lane
    
    11) Go down some stairs until you find the formely absent Vault Door.
    Now that's more like it. Go through the find that the Vault is,
    astonishingly, intact. Head through a pair of doors to the east until
    you meet a Robobrain. It'll tell you that you're 202.3 years late, and
    give you a Vault 112 suit. Might as well put it on and go through the
    door to the south. Go down some stairs and take a right, going through
    the first door on your left. You'll reach a large open room with the
    'tranquility loungers' below you. Keep going south until you find some
    rooms to your right which have some minor loot inside. On the floo with
    the tranquility loungers you'll find a terminal [Hard]. Hack it and
    select the 'Open Vault-Tec Access Hatch' option to open the doorn to the
    right. Inside you'll find some drugs, a first aid box, three Frag
    Grenades, three Pulse Grenades, an Assault Rifle and some 5.56 Rounds,
    a Laser Rifle and Microfusion Cells, and the note 'Overseer's Room
    Password.' To get to the Overseer's Room exit the tranquility lounger
    room to the south, follow a tunnel, go up some stairs and and go left
    when you get a chance to find a terminal near a door. Access it and
    select the 'Open Vault-Tec Access Hatch' option to get into the 
    Overseer's Room. Inside you'll find a locked safe [Easy], with some
    minor loot inside, not nearly as good as the room we hit downstairs. 
    When that's done go back to the room with the tranquility loungers and 
    get in one of them.
    
    Tranquility Lane
    o======================================================================o
    12) You'll find yourself in Tranquility Lane, a virtual reality world of
    yesteryear! You can go around and talk to people, but they'll mostly
    just refer you to Betty, and talk about crazy old lady Dithers. If you 
    find Old Lady Dithers talk to her. She's the only one who seems to
    realise this is a simulation, and she'll tell you about 'Betty', who is
    really a scientist named Braun who is manipulating the virtual world for
    his own amusement and playing god. She'll tell you to find the failsafe,
    which is in the abandoned house. Well, lets give Betty a try. Head to 
    the playground in the middle of town and talk to Betty. She's.. a 
    rather mean little girl, who will give you a variety of tasks, all of 
    them are.. well, they're not nice. The first thing he asks you to do is 
    to make Timmy Neusbaum cry.  Now you have to decide whether you're going
    to 'play' with Betty and do her.. his.. its bidding, or find the
    failsafe. Karma is the only big difference between the two. Oh, and 
    attacking Betty is not a good idea, unless you like dying. To follow
    Braun follow steps #13-16, to be nice, follow #17. Note that there's
    nothing stopping you from following Braun's instruction, then ruining
    his game.. just to show him that you're bad enough to not only torture
    people at his behest, but to torture him as well.
    <---------------------------------------------------------------------->
    13) The best place to find Timmy is in his house, or in front of it.
    Firstly, you can succeed at a Speech challenge to tell him his parents
    are getting a divorce. Another thing you can do is grab the Military
    School Brochure from the kitchen table and give it to him. Or, if you're
    feeling violent you can simply hit him. What a freakin' cry baby. Now go
    talk to Betty/Braun, who will let his facade slip and answer a single
    question of yours. If you ask him where your father is, he'll make a 
    pun that gives it away.. if you're clever enough to put two and two
    together. Before he tells you anything else he'll ask you to put an end
    to the Rockwell's marriage.
    <---------------------------------------------------------------------->
    14) The easiest way to do this is to simply succeed at a Speech 
    challenge with Janet. If you talk to Mabel, she'll tell you that there 
    was some tension over Martha Simpson a year ago. After this you can go 
    talk to Martha and-if you succeed at a Speech challenege-get her to talk 
    about her and Roger. Now if you go into the Simpson Residence you'll
    find some Lacy Underwear on the bed upstairs. Go to the Rockwell
    Residence and head down to the basement. In the north west corner you'll
    find Roger's desk. Activate it to plant the Lacy Underwear there, then
    go find Janet and tell her that there's something she needs to see in
    the basement.. Lead her down there and show her the underwear, then talk
    to her and say whatever you wish. She'll confront Roger about his.. uh..
    indulgence, and then run off to the Henderson Residence. Go report back
    to Betty, this time he asks you to kill Mabel Henderson. This time if
    you ask about Dad he'll be a little more revealing. Anyways, it's time 
    to find a creative way to kill Mabel.. head over to the Henderson
    Residence.
    <---------------------------------------------------------------------->
    15) By talking to people around town you'll find out that Mabel likes to
    bake, and you'll hear about her robot. Go to her house. One thing you 
    can do is activate the Mr. Handy terminal in the kitchen and select the 
    option 'Disable Security Screening' followed by 'Initiate Security
    Program'.. but keep in mind, this makes the Mr. Handy just as dangerous
    to you as it is to Mabel. You can also sabotage the pilot light fixture
    on the oven. Lastly, you can turn on the radio in her living room, and
    when she gets near it drop the chandellier on her. Either way, as long 
    as Mabel dies without you hitting her, it's gold. Return to Betty, who
    will be quite pleased with you. Complete one more task, and Braun'll
    grant you whatever you wish. He'll tell you to go into the dog house
    by the Abandoned House and become the Pint-Sized Slasher.
    <---------------------------------------------------------------------->
    16) This is pretty straight forward, just go activate the doghouse to
    get a knife and a crazy hat, then go kill everybody in town. For some
    stupid reason, this does not include Timmy.. but Mabel was back alive,
    at least briefly. When they're all dead go talk to Betty one last time.
    He'll activate the exit to Tranquility Lane, and a large door will show
    up in the middle of the playground. Neat.
    <---------------------------------------------------------------------->
    17) If you want to stop Braun in his game and let the residents of
    Vault 112 finally die after 200 years of virtual torture, go into the
    Abandoned Home. In the living room you'll see several objects you can
    activate, a Broken Radio, a Glass Pitcher, a Cinder Block, a Garden
    Gnome, and an Empty Nuka-Cola Bottle. Active them in this order:
    Broken Radio, Glass Pitcher, Garden Gnome, Glass Pitcher, Cinder Block,
    Garden Gnome, Empty Nuka-Cola Bottle. On the southern wall the 'Vault
    112 Auxiliary Command Terminal' will appear. Activate it to read up on
    what Braun has been putting these people through. To put an end to
    Braun's game click the 'Access "Chinese Invasion" Program' and then
    select 'Initiate "Chinese Program" Failsafe. Braun will be somewhat
    upset when a mob of Chinese Commandos appear and kill all his playmates,
    leaving him trapped in his virtual reality world alone for all time.
    <---------------------------------------------------------------------->
    ***QUESTS***
    The Waters of Life
    
    18) When you leave the simulation, your dad will come talk to you. He'll
    tell you about the G.E.C.K., or G(arden of) E(den) C(reation) K(it) for
    those of you unfamiliar with Fallout 2. His goal is to return to Rivet
    City and enlist Madison to help him restart Project Purity. You should
    get a huge amount of experience, probably for finishing both 'Scientific
    Pursuits' and 'Tranquility Lane'.  Those two quests, along with Fort 
    Bannister, was more than enough to level me up. Another quest 'The 
    Waters of Life' will start up. You could follow Dad to Rivet City.. or 
    just fast travel there. Dad'll convince Madison to come work on Project
    Purity with them, and they'll set off to get the laboratory in the
    Jefferson Memorial up and running again. Good thing we cleared it out
    already, eh? 
    
    ***LEVEL UP***
    Explosives goes up to 80 and I pick a third rank of Demoliton Expert.
    Almost there now.
    
    Level 29
    HP:	530
    AP:	104
    Barter:		70
    Big Guns:	17
    Energy Weapons:	72
    Explosives:	60 + 20 = 80
    Lockpick:	87
    Medicine:	80
    Melee Weapons:	80
    Repair:		80
    Science:	95
    Small Guns:	80
    Sneak:		80
    Speech:		60
    Unarmed:	80
    
    The Jefferson Memorial
    o======================================================================o
    Sequence of Events:						{WLK030}
    		1) Flood Control Pumps
    		2) Fuses and the Mainframe
    		3) The Enclave Arrives
    		4) Back to the Rotunda
    		5) Defiance
    		6) Taft Tunnels
    		7) Chinese Army: Spec. Ops. Training Manual
    		8) Taft Tunnel
    		9) Garza's Heart
    		10) Enclave on Higher Ground
    		11) Nikola Tesla and You
    		12) Side Tunnel
    		13) Ghoul Assault
    		14) The Citadel
    		15) Locating the G.E.C.K.
    		16) Lyon's Den
    		17) Barracks
    		18) Hospital
    		19) Scribe Jameson
    		20) Squire Maxson
    		21) Solar
    		22) Looting the Laboratory
    		23) Vault 87
    
    1) Head to the Memorial Rotunda, if you Dad is too slow, wait until he
    catches up. Talk to him to get the note 'Revelation 21:6'. He'll aslo
    ask you to get to the Flood Control Pumps to pump out water that has
    seeped in over the years. Head through the Jefferson Museum and Gift
    Shop and reach the Memorial Sub-basement. Once there head to the
    southern-most part of the level to find the Flood Control Power Switch
    on a wall near an intercom. Remember, you can always use your map
    markers to find out where to go. Activate the switch and Dad'll tell you
    to come back and get some fuses. Enjoy being a monkey much?
    <---------------------------------------------------------------------->
    2) Return to the Rotunda and talk to Dad to get your fuses. Head back to
    the Sub-basement and head to the north western corner of the level to
    find the Auxiliary Power Fuse Box on the wall. Activate it and Dad'll
    tell you to go to the Mainframe. Head back to the first room you enter
    in this level when you come from the Jefferson Museum and Gift Shop. To
    the west you'll find the door to the Mainframe. Go in the room and
    activate the Mainframe Power Switch. Head over to the Intercom on the
    wall and talk to Dad, and he'll tell you to drain the intake pipes.
    *Sigh*
    <---------------------------------------------------------------------->
    3) So head back to the Jefferson Museum and Gift Shop and go to the
    north eastern part of the level to find a grate leading to the Pump
    Control. Kinda smokey and ominous, huh? Head down the pipe until you
    find a door leading to the Capital Wasteland. Go through and continue on
    until you find the Pipe Controls, which you should activate. Stay a
    moment and look up through the fence and you'll see a Vertibird land
    on the railing outside of the Memorial. The Enclave has arrived. Head
    through the door to the Sift Pump, which is now unlocked. Go down the
    pipe until you reach a door leading back to the Memorial Sub-basement.
    <---------------------------------------------------------------------->
    4) Note that there are now Enclave Soldiers wandering about. Despite the
    fact that they have shiney power armor, it doesn't save them from a
    sneak attack critical with a combat shotgun. Head through the level
    until you reach the Jefferson Museum and Gift Shop, which is also
    occupied. Kill as many as you please and take their neat armor and
    valuable weapons, they sure as hell aren't your friends. Make your way
    to the Jefferson Memorial Rotunda and be sure to pick up everything you
    want out of the Memorial. 
    <---------------------------------------------------------------------->
    5) In the Rotunda you'll find Dad talking to some man in a trench coat, 
    who is referred to as a "Colonel". When your Dad doesn't comply the 
    Colonel will shoot Anna Holt, one of Doctor Li's researchers. Your Dad 
    will seem to comply before there's an explosion near the control 
    console. The room floods with radiation and your Dad tells you to run. 
    Talk to Doctor Li, who will explain what happened. She'll also tell you 
    that you can escape through some abandoned tunnels. Follow Doctor Li 
    back to the Jefferson Museum and Gift Shop to find a manhole to the Taft
    Tunnels.
    
    Taft Tunnels
    o======================================================================o
    6) I strongly suggest talking to Doctor Li and getting her to wait while
    you go on ahead, clearing any Enclave Soldiers you find. They'll just 
    get themselves killed and blow your cover if they're nearby. Head down
    the tunnel to the west and destroy an Enclave Eyebot nearby. It's not
    hostile, but I'm in no mood for Enclave shenanigans. Go down the tunnel
    to the north west, as the south west is simply full of rads. You'll
    come across a door to the south which leads to a room with a bed in the
    southern corner. It's as good a place as any to leave your followers for
    now.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    7) Head through two doors to the west to reach more sewers, where an 
    Enclave Eyebot will be roving about. Head to the north and follow the
    tunnel until you find a room to the south near a terminal [Very Hard].
    We could use the terminal to take a short-cut, but it's more fun-and
    rewarding-to kill Enclave guys. Note that unless you splatter the
    Enclave guys in the room to the south you won't be able grab their loot.
    In the south west corner you'll find a bunch of Chinese gear on a desk,
    including a Chinese Spec. Ops. Training Manual. When you've dealt with
    the Enclave in the room the door to the west will open.
    <---------------------------------------------------------------------->
    8) Go west and kill some Ghouls. Ghouls. Wonderful. To the west you'll
    find an irradiated room with a workbench. Go north to find a door 
    leading to the Taft Tunnel. Not the Taft Tunnel(s), just the Taft
    Tunnel. I guess they couldn't come up with a better name.
    
    Taft Tunnel
    o======================================================================o
    9) Doctor Li will bother you now, and tell you about Garza, who
    apparently has a heart condition. Wonderful. Ever get the feeling that
    some people just aren't supposed to be alive? You can either fork over
    some Stimpaks to Doctor Li, succeed at a Speech challenge to give him
    Buffout, or succeed at a Speech challenge to convince Li to leave Garza
    behind.
    <---------------------------------------------------------------------->
    10) Go west, then through a door to the north. You'll eventually come
    to a door leading west, which opens into a room with metal platforms,
    in the center of which is a couch. How cozy. Unfortunately there are
    Enclave Soldiers on another metal platform above the door, and like the
    ones earlier if you don't get at least a piece of them to ground level
    you won't be getting their loot. When they're dead continue through the
    room to the west, going up stairs, through a room, and up more stairs
    until you come to a tunnel, one path leading south, and the other to the
    north. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nikola Tesla and You
    
    11) To the south you'll find a room with some desks and a medical table.
    You can find some drugs about, and Turpentine. Head to the north, up
    some stairs, and then to the west until you find another sewer running 
    north and south. To the south you'll find a Nuka-Cola Quantum on a 
    table, and on the same table behind the generator you'll find a copy of
    Nikola Tesla and You. Now head up north. You can loot a small room to
    the west, and past it go west again to find a door which can be opened
    by flipping an electrical switch on the wall. Before we go there, we
    might as well continue to the north and go through a door on the right.
    <---------------------------------------------------------------------->
    12) Continue down a passage to the east until you find another door to
    your right. You'll find a room with stairs leading down. To the south
    are some metal supports with stuff on them.. one has Beer and another
    has an Ammo Box, which you'll have to jump to reach. Go downstairs and
    through a door to the south. You'll have to kill some Ghouls, which at
    our level is never a fun thing to do. Head east until you find a locked
    safe [Average]. Once you're done looting head back to the room with the
    door which can only be opened by activating an electrical switch.
    <---------------------------------------------------------------------->
    13) Inside you'll find a Brotherhood Paladin. Once you make progress
    into the room a host of Ghouls will attack.. at level 29 this included
    four Feral Ghoul Reavers. The Paladin probably won't last long, but
    fortunately they have leveled turrets backing them up. I strongly
    suggest you attack the Reavers while they're occupied with the turrets,
    as they'll give them especial attention. Thier radioactive globs aren't
    very damaging to the turrets, but give them time and they'll win, and
    if you get three or four Feral Ghoul Reavers against you.. I don't know
    how you're going to win that. At least not without pumping yourself full
    of drugs. Grab the ammo, guns, and drugs on the metal shelves and head 
    up a tunnel to the north, then west and you'll find a ladder leading to 
    the Capital Wasteland.
    
    The Citadel - Courtyard
    o======================================================================o
    ***QUESTS***
    Picking Up the Trail
    
    ***NPC***
    Star Paladin Cross
    
    14) You'll surface near the Citadel. Follow Doctor Li and she'll use a 
    little persuasion to get the Brotherhood to open the gate. Might as well
    follow her in and see what's up. Doctor Li will talk to an old man
    named Elder Lyons. You'll also see your old friend Sentinel Lyons, from
    your assault on Galaxy News Radio. Doctor Li will come talk to you when
    she's done with Lyons. Now go talk to Elder Lyons yourself. You can ask
    him what to do with Brotherhood Holotags you find about, about the 
    Outcasts, the Enclave, the Brotherhood of Steel, the Super Mutants, and
    most importantly, for permission to learn to use Power Armor. He'll
    refer you to Paladin Gunny for Power Armor training. Go find Paladin
    Gunny walking around and talk to him. Ask him to train you to use Power
    Armor. We could have done this a lot earlier.. but I feel Power Armor is
    something that should be earned, not like in the previous two Fallout
    games. Now that we're here, we might as well explore the Citadel before
    moving on. Doctor Li will have mentioned someone named 'Rothchild', with
    whom you're supposed to speak in order to gain access to pre-war 
    computers, presumably to find out where a G.E.C.K. is. First things
    first though, we've got to explore the Citadel properly. Since there's
    nothing out in the Couryard, head through a door to A Ring.
    
    The Citadel - A Ring
    o======================================================================o
    15) To the south you'll find two terminals. One, the Maxson Archive
    Terminal, talks about the founders of the Brotherhood of Steel, namely
    the Maxson family. In the John Maxson entry you'll get one of the very
    few mentions of the 'Vault Dweller', your character in the very first
    Fallout game. The Diaries of Roger Maxson are text straight from the
    first game as well. You can also look at a Vault-Tec Terminal, which has
    information on all the Vaults. In the Vault 87 entry you'll find that it
    alone had been issued a G.E.C.K. You'll also discover that many of the
    Vaults, particularly Valts 106 and 108 were decidedly NOT designed for
    preserving the lives of the inhabitants. This bypasses the 'talk to 
    Rothchild' part of the quest, we no longer need to ask him for computer
    access.. we simply helped ourselves! When you talk to him later tell
    him what you've found. To the east you'll find a Pentagon Library 
    terminal, which talks about a UFO and the government's plans to use FEV 
    as a bio-weapon. If you go east some more you'll eventually find B-Wing.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    
    16) East of the courtyard entrace you'll find the Lyon's Den, where
    various members of the Lyon'S Pride'll meet. Many of them have
    interesting, if not useful things to say. If you find Paladin Glade you
    can ask him about Gallows' name. If you go back and find Gallows you
    can ask him what his name is. Succeed at a Speech challenge to get him
    to reveal it to you, then go tell Glade the name to claim the pool, a
    fat 1000 Caps. You can also find a copy of Guns and Bullets by one of
    the beds in the Den. Now head into B-Wing.
    
    The Citadel - B Ring
    o======================================================================o
    17) Search the barracks. If you couldn't find a certain Paladin or
    Knight earlier, they're probably here. The footlockers have some ammo
    and other minor loot in them. Also be sure to check out the Citadel
    Personnel Terminal and the Citadel Information Terminals.
    <---------------------------------------------------------------------->
    18) North of the barracks you'll find the hospital, run by one Mr. Handy
    named Sawbones. Activate the robot and it'll damage you. You'll now get
    the option to make a [Science] check to fix the stupid thing. It will
    now be able to heal you at will. There's a terminal [Very Hard] and a
    safe [Very Hard] in this room, so pick your poison. The terminal has
    some.. robot poetry?  You can use the terminal to access the medical
    storage safe, which isn't as well stocked as you might hope.
    <---------------------------------------------------------------------->
    19) You should be able to find Scribe Jameson wandering around, either
    in A Wing or B Wing. She's pretty chatty about the Brotherhood, and if
    you talk to her about the  Brotherhood Holotags you've been finding she
    will offer to take them off your hands for you. She'll give you 100 Caps
    for each one, which.. well, what else are you going to do with them?
    <---------------------------------------------------------------------->
    20) East of the exit to A Ring you'll find Squire Maxson's room. Hack
    his terminal [Very Easy] and look at the entry 'Guns and Bullets' to
    find out about a copy of the book hidden under Vargas' bunk in the Lyons
    Den. In the A Ring, head to the room with the sign 'The Den' outside
    of it and go into the room with four beds. The book is on the floor by
    the southern-most bed.
    <---------------------------------------------------------------------->
    21) South of Scribe Maxson's room you'll find a room marked 'Solar',
    which is the living quarters of Elder Lyons. Solar? What is he, the sun?
    In his room in the back you'll find the note 'Elder Owyn Lyons -- 
    Personal Log 1', as well as a terminal [Very Hard] and a safe 
    [Very Hard]. In the safe you'll find the note 'Elder Oywn Lyons --
    Personal Log 2', 300 Caps, and the unique Laser Pistol 'Smuggler's End.'
    Now head back to A Ring and go down the stairs to the Laboratory.
    
    ***WEAPON INFO***
    Smuggler's End (Energy Weapons)
    Maximum Damage: 29
    AP Cost: Very Low
    Ammo: Energy Cell
    Clip Size: 30 (1 round/shot, semi-auto)
    
    It's pretty much identical to the normal Laser Pistol, but with 50%
    more damage and it weighs one pound less. What's not to like? The
    Protectron's Gaze still shows it who's boss, though.
    
    The Citadel - Laboratory
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    22) Besides the random looting there is to do you can talk to Scribe
    Bowditch, who will chat you up and repair your gear. You'll also find 
    Doctor Li, Agincourt, Garza, and Dargon, if they all survived. They are
    thankful, if not helpful. In the bathroom to the east you'll find a
    copy of Duck and Cover! in a wooden crate on the floor. There's plenty
    of food in the Mess Hall and Citadel Lab Terminals worth glancing at.
    Upstairs in a room to the east you'll find some Power Armor, and
    downstairs in a room to the north you'll find a Plasma Rifle. Also you
    can find Knight Captain Durga, who will sell you stuff if you get 
    permission to trade from Elder Lyons. And you can, of course, look at
    the Liberty Prime Operations terminal to find out about the giant 
    freakin' robot the Brotherhood has.
    <---------------------------------------------------------------------->
    23) When you're done messing around talk to Rothchild, who will help you
    locate Vault 87. Unfortunately it seems there's a little radiation 
    issue, and the only way through to Vault 87 would be through Lamplight.
    That's where we'll go to continue the main story.. eventually. We have
    our goal.. officially, but there's still plenty to do before we rush off
    to Vault 87.
    
    Before we continue with the main quest, I really prefer to complete
    EVERYTHING else out there. That means all the other expansions and the
    remaining quests from the main game. That way the rest of our struggles
    with the Enclave will be contiguous. Before any of that though, it's
    time to hit level 30. Go back to your home and collect all the Scrap
    Metal and Pre-War Books you have and turn them in. This in addition to
    the quest reward for 'The Waters of Life' and all those Enclave soldiers
    we killed should be enough to put us at level 30. If not.. go do some
    Bethesda Ruins runs until you're level 30. Once we're 'Almost Perfect', 
    we should also go pick up the attribute Bobbleheads, which will be our
    first goal. I like to call this the great Bobblehead hunt.. sort of like
    the one we already did, although perhaps not quite as great. One thing
    to note before we head off is the fact that the Enclave is now in town.
    They'll have set up camps all over the Capital Wasteland (which I have
    marked on the Companion map with an 'E'.) Whereas you may have met one 
    by some fluke, you'll now reliably be able to encounter several 
    reliably. So, I might as well talk about the weapons the Enclave will be 
    bringing to bear on you.
    
    ***WEAPON INFO***
    Heavy Incinerator (Big Guns)
    Maximum Damage: 150
    AP Cost: High
    Ammo: Flamer Fuel
    Clip Size: 24 (1 round/shot, full auto)
    
    Now this is what I'm talking about! This critter puts the Flamer to
    shame. It's still not a V.A.T.S. weapon, but it deals hefty damage at a
    great range. It's indirect-fire, so it might take some getting used to
    before you can reliably hit far-off targets with it, but since it does
    slash damage and continual fire damage, even near-misses count. It's
    relatively cheap to maintain, and since it sparingly uses the very
    cheap Flamer Fuel, you'll never worry about ammo.. even if you are
    pumping out dozens of shots every fight.
    
    ***WEAPON INFO***
    Plasma Pistol (Energy Weapons)
    Maximum Damage: 37
    AP Cost: Very Low
    Ammo: MF Cell
    Clip Size: 16 (1 round/shot, semi-auto)
    
    Typically used as side-arms by the Enclave Officers and some Enclave
    Soldiers (typically Hellfire Soldiers), it's a decent pistol. It has
    about the same range as a Plasma Rifle, a better clip size, and does
    more than half the damage. The big seller is that it's much cheaper to
    maintain, even if it does pack less of a punch.
    
    ***WEAPON INFO***
    Plasma Rifle (Energy Weapons)
    Maximum Damage: 57
    AP Cost: Low
    Ammo: MF Cell
    Clip Size: 12 (1 round/shot, semi-auto)
    
    Much stronger than a Laser Rifle, the Plasma Rifle is strong and fast,
    even if it's clip size isn't too enviable. It's the Energy Weapons
    equivilent of the Combat Shotgun, but with much better range. The only
    problem is that it's ridiculously expensive to maintain, and even its
    ammo won't come cheap. If you're fine with smiting enough Enclave guys
    to keep your gun repaired, then it's not a bad weapon at all.
    
    ***LEVEL UP***
    I put ten points into Repair and Medicine, my two lower Intelligence-
    related skills to ensure that I'll have no problem getting them up to 
    100 with books. I pick Almost Perfect as a perk. Note that we'll need
    to get all the attribute Bobbleheads to become truly perfect, and we
    might as well hold off on skill-point allocation until we've done so.
    Why waste books, even if we already have more than we need? 
    
    Level 30
    HP:	600
    AP:	108
    Barter:		70
    Big Guns:	17
    Energy Weapons:	72
    Explosives:	90
    Lockpick:	87
    Medicine:	80 + 10 = 90
    Melee Weapons:	80
    Repair:		80 + 10 = 90
    Science:	95
    Small Guns:	80
    Sneak:		80
    Speech:		60
    Unarmed:	80
    
    Megaton
    o======================================================================o
    Sequence of Events:						{WLK031}
    		1) Bobblehead - Strength
    		2) Trouble on the Homefront
    		3) Back to Vault 101
    		4) Threat to the Rebellion
    		5) The Overseer
    		6) Vault 101 Living Quarters
    		7) Butch's Plan
    		8) Amata's Request
    		9) Andy's New Job
    		10) The Future of the Vault
    
    1) Let the great Bobblehead hunt begin! First things first, lets grab 
    the Bobblehead - Strength from Lucas Simms' house [Average]. The 
    Bobblehead is upstairs on a desk in a room in the south eastern corner
    of the house. Well, that wasn't so hard, now was it? If you want to live
    in Tenpenny Tower, you can now safely blow up Megaton. If you already
    got the Bobblehead and blew up Megaton, just go complete the quest 
    'Those' and get Lesko to give you the Ant Might perk. Either way, we now
    have the Strength and Intelligence Bobbleheads. We can complete almost 
    everything left in the main game with one arching sweep through the 
    neglected northern part of the Capital Wasteland, grabbing the Endurance
    and Big Guns Bobbleheads, completing the quests 'You Gotta Shoot 'Em in 
    the Head,' 'Oasis', and 'Agatha's Song', then grabbing the Perception, 
    Agility, Charisma, and Luck Bobbleheads. First, however, lets complete a
    little quest that should have popped up about now. When you return to
    the Megaton area after 'The Waters of Life' you'll get a new radio 
    frequency, a 'Vault 101 Emergency Frequency'. We worked too hard
    clearing this area out to have new quests pop up behind us! Head over to
    Vault 101 to see what's up.
    
    Vault 101
    o======================================================================o
    ***QUESTS***
    Trouble on the Homefront
    
    2) Turn on the radio on your Pip-Boy 3000 and listen to the 'Vault 101
    Emergency Frequency'. Amata will say that her dad went mad with power.
    After you've listend to the message you'll get the password to the door
    and the quest 'Trouble on the Homefront' will begin. Open the Vault door
    to get back into the place you used to call home. Inside you'll see 
    proof that things have definitely made a turn for the worse. You'll find
    the bodies of Jim Wilkins and Steve Armstrong, on the latter of which is
    a Stealth Boy. Head through the door to the west to find Officer Gomez.
    <---------------------------------------------------------------------->
    3) He'll tell you that people thought James had the right idea when he 
    left the Vault, and the Overseer, naturally, didn't like any thought of
    an option that effectively took away his precious Overseer position.
    Officer Gomez is smart, as usual, and doesn't try to get in your way,
    but he does present you with some options. We need to go see Amata, but
    we can also go visit the rebels who want to open the Vault. Of course,
    we can always just leave and let them sort things out for themselves,
    but what fun would that be? Head to the west down some stairs to reach
    the Vault 101 Atrium/Upper Level.
    
    Vault 101 Atrium/Upper Level
    o======================================================================o
    4) You'll come across Freddie, a Tunnel Snake, and the elderly Officer
    Taylor in a confrontation. Officer Taylor shoots at Freddie, who runs
    off, then talks to you. Go through a door to the south to get up to the
    upper level and head west through another door through the red-lit room.
    You might get attacked by an Officer Wilkins on your way. Eventually
    you'll come to the Jail. Search the lockers to find the note 'Jail Cell 
    Password' and check out the terminal to find out just how serious things
    are getting in Vault 101. Unlock the cell door [Average] to find your
    old teacher, Mr. Brotch. He'll tell you that the guards are indeed
    planning to attack the rebels.
    <---------------------------------------------------------------------->
    5) Continue west and go through the door on your right to find the room
    where Jonas was killed and keep going until you find the Overseer's 
    Office. The Overseer will chat with you, and he's just as unpleasant as
    he ever was. You can either side with him and go chat with the rebels,
    or succeed at a Speech challenge to convince him you can't remain in the
    Vaults forever. This is the good route, and he'll run off to tell Amata
    that she's the new Overseer. Before we settle on a decision though, we
    should talk to the rebels. Head back out to the hallway to find the
    door to the Vault 101 Living Quarters.
    
    Vault 101 Living Quarters
    o======================================================================o
    6) Follow the stairs to the bottom until you get two tunnels you can
    follow. Ignore the northern tunnel that leads to the Vault 101 Sub-Level
    for now and continue east until the path splits again. To the south
    you'll find the cafeteria and plenty of neutral vault residents to talk
    to, such as Ellen DeLoria, Pepper Gomez, and Wally Mack. Where you
    really want to go is up the stairs to the north.
    <---------------------------------------------------------------------->
    ***NPC***
    Butch
    
    7) You'll be confronted by your old pal Butch. He generally agrees that
    getting out the Vault is better than staying inside. I wonder if he'd
    feel the same while he was getting mauled by Super Mutants? Butch wants
    to force the issue for both sides by sabotaging the Vault's reactor. If
    you want to do this, head down to the Vault 101 Sub-Level and access the
    Vault 101 Maintenance Terminal [Hard]. To sabotage the vault select the
    'Begin Water Chip Service' option, then the 'Begin Manual Service'
    option, and lastly the 'Run Systems Purge' option. The Overseer will
    show up, rather upset. You can convince him that a rebel sabotaged the
    reactor with a Speech challenge, and he'll decide to go down with the
    ship, as it were. Head up to the Vault Entrance and Amata will talk to
    you. You can convince her it was the Overseer's fault with a successful
    Speech challenge. You can now leave the Vault, knowing that most of the
    people your age are doomed out in the Wasteland, and those who aren't,
    can no longer really make a go of it out in the Vault.
    <---------------------------------------------------------------------->
    8) Head east over to your Dad's old clinic to find Amata, who has made
    her rebel headquarters here, fittingly enough. She'll come talk to you
    when you get near and ask for your help with resolving the situation in
    the Vault. If you succeed at a Speech challenge (a much easier one than
    with the Overseer) she'll capitulate and tell you to tell the Overseer
    that the rebels will stop trying to get out of the Vault.
    <---------------------------------------------------------------------->
    ***SCHEMATIC***
    Schematic - Rock-It Launcher
    
    9) In the room south of the clinic you'll find your Dad's old office.
    Inside is a very bloody Andy, and a very dead Beatrice. Talk to the
    malfunctioning robot to find out what happened to Beatrice. Creepy..
    While you're here, search the framed quote on the wall [Average], good 
    old Dad's favorite Revelation 21:6. Inside you'll find 300 Caps, the
    note 'Home Sweet Home' and the Schematic - Rock-It Launcher.
    <---------------------------------------------------------------------->
    10) Now it's time to make a choice. If you convince the Overseer to open
    the Vault you'll get a Modified Utility Jumpsuit from Amata. If you 
    convince Amata to give up the rebellion, the Overseer will give you a
    different reward depending what you ask for. Ask for food and ammo and
    you'll get 15 Cram and 355 5mm Rounds, or the Modified Utility Jumpsuit
    if you ask for technology. If you sabotage the reactor everybody will 
    disperse and leave the Vault. You won't get a reward, but you can now 
    find Butch at the Muddy Rudder bar in Rivet City, recruitable as an NPC 
    if you have neutral karma. No matter what you do, you won't be able to 
    stay in the Vault.. as if we'd want to play a game that took place soley 
    in there anyways. Time to say good-bye to Vault 101 again. We met some
    old.. uh, people, and got a trinket or two, but at least it's done with.
    
    Oh, and one more important note. Before you leave Vault 101, be 
    absolutely certain to have everything you want from it. If you do not
    get the Bobblehead - Medicine now, you're never going to. And make sure
    to get that Schematic if you need it!
    
    Now it's time for our northern trek.. First, however, we've one quest
    to complete before we head off to the north, a little.. let us say, 
    incentive? You know, in case the massive amount of loot and Bobbleheads
    wasn't incentive enough. Head to the Museum of History in the Mall. You
    can just fast travel there, but to make things interesting I'll cover
    the Anacostia Crossing route north of Rivet City.
    
    Anacostia Crossing
    o======================================================================o
    Sequence of Events:						{WLK032}
    		1) Anacostia Crossing
    		2) Museum of History
    		3) The Underworld Concourse
    		4) Paradise Lost
    		5) Underworld Residents
    		6) The 9th Circle
    		7) Carol's Place
    		8) You Gotta Shoot 'Em in the Head
    		9) The Chop Shop
    		10) Mister Crowley's Angle
    		11) Museum of History Lower Halls
    		12) Museum of History Offices
    		13) Lots of Lincoln
    		14) Ted Strayer's Key
    		15) Dukov's Key
    		16) Raider Fort
    		17) Car Shelter
    		18) Chaste Acres Dairy Farm
    		19) MDPL-16 Power Station
    		20) The Republic of Dave
    		21) The Republic of Dave Capitol Building
    		22) Presidential Elections
    		23) Bobblehead - Perception
    		24) Bushing the Elections
    		25) Avoiding Old Olney
    		26) Greener Pastures Disposal Site
    		27) Books in the Dump
    		28) Recon Craft Theta
    		29) Dealing with Tenpenny
    		
    ***BOOKS***
    Pugilism Illustrated
    
    1) Ah, Anacostia, so close to home, yet until now unexplored. If you 
    haven't been attacked already, you'll likely find some Talon Company
    Mercenaries or Regulators near Anacostia. And if you got James Hargrave
    to run away, he'll be here with C.J. Head down the tunnel until you
    come to large vaulted metro hub room, wherein many a Raider lurks. I
    actually managed to blast two with one shot from my Combat Shotgun, no
    joke. But then another one inexplicably required two sneak attack
    criticals, thus evening the karmic shotgun balance. Head to the north
    to find a copy of Pugilism Illustrated on a table. Go down to the bottom
    level and head north, following the right-most tunnel as it turns east
    until you find a door leading to the Museum Station, which we should
    have cleared already. Note that Anacostia also connects to Seward 
    Square, from its top level, an area deep inside D.C. From here, head on 
    to the Mall.
    
    Museum of History
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    2) Head over to the Museum of History, in front of which you'll find a
    Ghoul named Willow. She'll tell you about Underworld. Wee. Once inside
    go search the ladies bathroom to find a copy of Nikola Tesla and You on
    the floor in one of the stalls. Why do the ladies rest rooms always have
    better things inside? It's true, as somebody who has cleaned bathrooms
    before, the ladies always have nicer bathroom fixtures.. even if they 
    are messier to clean up. And in Fallout 3, they get all the books! Ah,
    the things we do to survive through college.. Head to the north to find
    The Underworld Concourse, past the mammoth and dinosaur remains.
    
    The Underworld Concourse
    o======================================================================o
    3) As soon as you enter a Ghoul named Wintrhop will talk to you. He'll
    offer to give you Stimpaks in exchange for five pieces of Scrap Metal.
    Think about it, Walter gives you ten Caps per Scrap Metal, compared to
    Winthrop's offer. You could buy two Stimpaks by trading in five Scrap
    Metals to Walter, making that the best way to spend your Scrap Metal. He
    can also repair your items, but he has no real skill at it.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Lying Congressional Style (Paradise Lost)
    
    ***SCHEMATICS***
    Schematic - Railway Rifle
    
    4) Over to the east you'll find a store called Underworld Outfitters.
    Talk to Tulip, who will sell you a variety of things, including the
    Schematic - Railway Rifle. She'll also give you some copies of Paradise
    Lost, a book that I'm currently in the middle of reading, actually. The
    copy of Paradise Lost functions just like a copy of Lying Congressional
    Style. That's right, Milton increases your Speech in Fallout 3. How's 
    that for posterity? 
    <---------------------------------------------------------------------->
    5) You can find Patchwork, the town drunk about, but he's not really, 
    uh, all put together. Then there's Snowflake to the south who will offer 
    to cut your hair. You can also find a Mister Handy named Cerberus, who 
    is.. uh.. interesting.. You can reprogram him to go hostile if you have 
    [Robotics Expert], but why you'd want to I have no idea. Then there's
    Quinn, who doesn't have much interesting to say. When you want to 
    continue on, head into The 9th Circle, which is up the stairs to the
    east.
    
    The 9th Circle
    o======================================================================o
    ***NPC***
    Charon
    
    6) Inside you'll find Ahzrukhal, whom you can talk to about Charon. You
    can find out that Charon is brainwashed to serve whomever holds his
    contract. If you want Charon as an NPC, question Ahzrukhal about
    Charon's contract. You can pay 2000 Caps for it, succeed at a [Barter]
    check and pay 1000 Caps, or work out a deal with Ahzrukhal. To get him
    Cap-free you'll have to kill Greta over at Carol's Place. You can of
    course, buy booze and drugs from Ahzrukhal as well. Ahzrukhal also has
    a terminal [Very Easy] you can hack and use to get access to his notes
    about people around town, and open his safe [Very Hard], which has a
    Stealth Boy and some Caps inside. Now head back to the Underworld
    Concourse and go west to Carol's Place.
    
    Carol's Place
    o======================================================================o
    7) Talk to Carol. You can ask her about Gob, the Ghoul working for
    Moriarty over at Megaton, Greta, and the Underworld. As one of the
    surviving pre-war characters in the game, she actually has a story to
    tell about living through armageddon. You can also rent a room from her,
    if you have any inclination to do so. Talk to Greta, who will sell you
    food.
    <---------------------------------------------------------------------->
    ***QUESTS***
    You Gotta Shoot 'Em in the Head
    
    8) The real interesting character to talk to is Mister Crowley. Don't
    insult his Ghoulness, as he's rather touchy about it. Pick the dialogue
    option 'Easy now. I've got nothing against Ghouls.' then pick 'All true,
    except for the part about the mutants, the water, and the whore.' He'll
    give you a list of Ghoul-hating bigots, people he wants you to kill with
    a head shot. He'll give you 100 Caps for each one you kill with a head
    shot, and 25 Caps if you just kill them some other way. Agree and he'll
    give you a Sniper Rifle, 5 3.08 Calibur Rounds and ask you to bring back
    a Key from the victims, save Tenpenny. This starts the quest 'You Gotta
    Shoot 'Em in the Head'. 
    <---------------------------------------------------------------------->
    9) Before you go off on a killing rampage, however, go talk to Carol and
    ask about Crowley. Succeed at a Speech challenge and she'll tell you 
    about some fortune he'll make when he finds a Wastelander to do his 
    dirty work for him. Oh really? Go back and talk to Mister Crowley, who 
    will admit that he doesn't care about about killing anybody but 
    Tenpenny, he just wants their keys. He'll offer you an extra 100 Caps to
    seal the deal. Note you can also find out about Mister Crowley's 
    deception from Quinn, Tulip, Ahzrukhal, Wintrhop.. just about every 
    unique Ghoul in this place.  Now head back into the Underworld Concourse 
    and go south on the ground floor to find The Chop Shop.
    
    The Chop Shop
    o======================================================================o
    ***QUESTS***
    Reilly's Rangers
    
    10) Talk to Doctor Barrows, whom you can get to heal you if you need it.
    You can also ask him about Mister Crowley. Investigate the woman named
    Reilly on the bed and Barrows will talk to you, and tell you that she's
    going to be out a while. He'll tell you about Reilly's Rangers and give 
    you the location to the Ranger Compound. If you succeed at a Speech
    challenge or you have a high enough Medicine skill you can get Reilly
    revived. She'll tell you that her Rangers were mapping Vernon Square 
    when they got ambushed by Super Mutants, and were pressed into Our Lady
    of Hope Hospital and through there into the roof of the Statesman Hotel.
    She'll ask you to go try and save her Rangers. Get her to offer you 
    something for your efforts and she'll offer to give you either a suit of 
    Ranger Combat Armor or a unique Minigun, both of which are rather nice
    prizes. Agree to do it, it'll be a while before we get around to it, but
    we might as well activate the quest while we're already here. You'll be
    given the map marker to the Statesman Hotel. Keep talking and she'll 
    give you access to the Ranger Compound and give you a note telling you
    where Theo's body is, one of the Rangers who was carrying an ammo box.
    All in all you'll get a total of five notes from Reilly. Now head back
    into the Museum of History and go south west to find the door to the
    Museum of History Lower Halls. While we're here, we might as well
    collect the Lincoln Memorial picture for Caleb.
    
    The Museum of History Lower Halls
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    11) And.. it's crawling with Ghouls, what did we expect? In a room to
    the east you'll find a safe [Average] with a Scoped .44 Magnum inside.
    South of the entrace will be a large cafeteria. Go through the door 
    behind the eastern counter to find a D.C. Journal of Internal Medicine
    on a metal shelf. There's also kitchen-y stuff to loot in here. Head
    east into a tunnel and explore to the south, taking care to spot and
    disable the bear traps laid around. By two Nuka-Cola Vending Machines
    you'll find a Nuka-Cola Quantum in a wooden crate under a table. In
    the men's bathroom on the western side of the room you can find some
    Rad-X in the back of one of the toilets. Now head upstairs to find a
    Turret Control Terminal [Average]. By now you know the drill. When the
    turret is neutralized go south into the larger room to find a door
    leading to the Museum of History Offices.
    
    Museum of History Offices
    o======================================================================o
    12) This level calls for some real shotgun sneak attacking. It's really
    not explorable until you smite the Ghouls that roam the halls. Head up
    the stairs. The lower level you're now on is essentially hallways
    encircling a central room. From the door leading to the stairs take a
    left and go past a locked door [Very Hard]. Opposite the locked door is
    a room with an Eat'o'tronic 3000 and a Nuka-Cola Vending Machine. Go
    south a bit and go into a room to the left with a bunch of bookcases 
    in it. There's a hole in the wall to the north that allows you to get
    behind the locked [Very Hard] door without having to pick it, inside
    this would-be locked room you'll find some ammo on the floor, a first
    aid box, a grenade box, and ammo box, and a gun locker. You'll also
    find a terminal [Average] that messes with the turrets to the south and
    locks the doors to the south [Very Easy]. While not a problem to get
    through, you can pick locks, Ghouls, on the other hand, cannot. It's a
    way to lure Ghouls into the turret room and have the friendly turrets
    blast the Ghouls to hell. There's a locked safe [Average] in the corner,
    and best of all, on a desk is an Action Abe Action Figure.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    13) Head south through the locked [Very Easy] doors to find the room
    with the turret in it. By now it should be a Mark VII Turret, which as
    we know all too well are quite potent. Go up the stairs to find a hole
    in the wall to the north, and doors to the east and west. There are also
    two desks up here, one of which has the Lincoln Memorial Poster on the
    wall, and the other has a little device called Lincoln's Voice. Go east
    and into the first room on the right to find an Antinque Lincoln Coin
    Collection on a bookshelf. Now go into the room in the middle of the
    level to find a display case near the body of a dead Raider. Inside you
    will find the unique gun 'Lincoln's Repeater'. Grab it, and grab the
    Chinese Army: Spec. Ops. Training Manual on the desk nearby. You can
    sell all this Lincoln stuff to Abraham Washington back in Rivet City,
    or to Leroy Walker and his slavers at the Lincoln Memorial, but 
    frankly, I prefer to just keep them about my house as keepsakes. You 
    can either give the poster to Caleb back at the Temple of the Union or
    travel to the Lincoln Memorial and sell it to Leroy Walker.. we'll deal
    with it later, when we tackle the quest 'Head of State' {WLK037}.
    
    
    ***WEAPON INFO***
    Lincoln's Repeater (Small Guns)
    Maximum Damage: 63
    AP Cost: Low
    Ammo: .44 Magnum Round
    Clip Size: 15 (1 round/shot)
    
    Lincoln's Repeater is a great gun with a fifteen round clip, damage
    rivalling a Combat Shotgun, and much better range. A target at mid-range
    might have a 20% to hit with a Combat Shotgun, but a 56% to hit with
    Lincoln's Repeater. It fires a bit slower than the Combat Shotgun, and
    it might not serve you as well outside of V.A.T.S., but otherwise it's
    an alternative with much better range. It's base value and the cost of
    .44 Rounds is a bit higher, but by now we can afford a little luxury.
    The prominence of this gun has diminished a good bit due to the 
    expansions, particularly Point Lookout. The introduction of Lever-Action
    Rifles in particular dull Lincoln's Repeater, as they are common, yet
    slightly less powerful versions that use the abundant 10mm Round instead
    of the more expensive .44 Round.
    
    Rivet City - Midship Deck
    o======================================================================o
    14) Now it's time to go get those keys for Mr. Crowley. Head over to 
    Rivet City and look for Ted Strayer, who is typically in the Midship
    Deck in the common room. He'll tell you that his dad travelled with
    Mr. Crowley, and that he was supposedly dead. Ask for the key and 
    you'll either have to make a [Toughness] check, a Speech check, or
    just pay him 25 Caps. You can, of course, always steal it from him or
    kill him as well.
    
    Dukov's Place
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    15) Head over to Dukov's Place, which is near the Tepid Sewer. We could
    have gone here much earlier in the game, but now we have an excuse to
    be here. Dukov is a.. colorful character. He'll reinforce Ted's story by
    also saying that Mr. Crowley died when they were exploring Fort
    Constantine, and will even tell you where this Fort Constantine is if 
    you succeed at a Speech challenge. To get his key you can use 
    [Black Widow], succeed at a Speech challenge, or pay him 200 Caps, along 
    with murder and larceny. In addition to the key, there are plenty of 
    alcohol and drugs to steal, as a copy of Pugilism Illustrated and a 
    Nuka-Cola Quantum on the shelf behind the bed upstairs. Talk to Cherry
    and find out that there's trouble in Paradise. Succeed at a Speech
    challenge and she'll agree to go with you to Rivet City, a safe place
    where she can get away from Dukov. This'll get you some good karma, if
    nothing else. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    16) Now that we're done with Dukov's head south along the river to find
    a Raider Fort. Inside of which you'll find lots of food, drugs, and 
    alcohol scattered around, as well as a copy of Duck and Cover! on table 
    by bunk beds.
    <---------------------------------------------------------------------->
    17) The next place we should visit is the Republic of Dave, way in the
    north eastern corner of the map. This gives us the chance to explore 
    further north than we've previously bothered, and the trip will net us
    two shiney new Bobbleheads. Head somewhere nearby like Relay Tower 
    KX-B8-11 and head north west until you find a shelter made out of cars
    near a radioactive mud pit. Inside you'll find some Nuka-Colas, a 
    Nuka-Cola Quantum, and some locked ammo boxes [Average].
    
    Chaste Acres Dairy Farm
    o======================================================================o
    ***BOOK***
    Grognak the Barbarian
    Pugilism Illustrated
    
    18) Continue north until you find Chaste Acres Dairy Farm, which is
    populated by Raiders.. although you'll often fight Death Claws and other
    'animals' nearby, which may very well have killed the Raiders before you
    get here. On the second story of the barn you'll find a copy of Grognak
    the Barbarian near a mutilated corpse. Enter the Silo and you'll find a
    copy of Pugilism Illustrated near a latern.
    
    MDPL-16 Power Station
    o======================================================================o
    19) Head east until you find the MDPL-16 Power Station and enter the
    Power Substation. On a work bench you'll find a Nuka-Cola Quantum, and
    on a desk you'll find a locked safe [Average] with Caps, drugs, and
    a 10mm Pistol and ammo inside.
    
    Republic of Dave
    o======================================================================o
    20) North east of the MDPL-16 Power Station you'll find the Republic of
    Dave. When you approach the gate an annoying kid named Flower will
    question you. Be nice and she'll take you to meet 'President Daddy'
    over at the Republic of Dave Capitol Building.
    
    Republic of Dave Capitol Building
    o======================================================================o
    21) Talk to Dave, who is a pompous blowhard who seems to think his wives
    and family somehow count as a foreign country. Succeed at a Speech
    challenge to impress him with your manners. Ask him about Mr. Crowley
    and he'll tell the same story Ted and Dukov told. Ask him for the key
    and he'll pretend the key is some treasure. Succeed at more easy Speech
    challenges to claim the key. Again, you can always steal it or kill
    Dave for it. Make sure to grab the Nuka-Cola Quantum in the room down
    stairs and loot the safe to get the unique Hunting Rifle 'Ol Painless.
    
    ***WEAPON INFO***
    'Ol Painless (Small Guns)
    Maximum Damage: 42
    AP Cost: Low
    Ammo: .32 Calibur Round
    Clip Size: 5 (1 round/shot)
    
    This rifle is a superior version of the Hunting Rifle, doing about 20%
    more damage and firing much faster. If we already hadn't found the far
    superior Lincoln's Repeater, I'd say this is a decent gun you might
    want to keep around.
    <---------------------------------------------------------------------->
    22) Since we're here we might as well do all we can do. Ask Dave if
    anything is going on here and he'll tell you about the election. He
    graciously made this land a Republic after seizing power from his 
    tyranical father. He'll offer to pay you some Caps if you go tell the
    adults to hurry up and vote to get this farce of an election over with.
    Go find Jessica, Rosie, Bob, and Shawna, the first two of which can be
    found in this very house. You'll find out that this isn't much of an
    election, as Dave is the only one running. Jessica is rather stupid, and
    she can't be swayed, but if you succeed at a Speech challenge you can
    convince Rosie to run, for all it's worth. Bob can be found outside, and
    he can be convinced to run for president too, aspiring despot he may be.
    
    Museum of Dave
    o======================================================================o
    ***BOBBLEHEAD***
    Bobblehead - Perception
    
    23) Go to the Museum of Dave, where you can typically find Shawna during
    the day. She won't run in the election, and she will only vote for Dave,
    but you can succeed at a Speech challenge to get her to buy 'artifacts'
    of Dave you discovered out in the wilderness. Tell her to vote and loot
    the building. You'll find various Chinese weapons, two Pre-War Books,
    and the Bobblehead - Perception.
    <---------------------------------------------------------------------->
    24) Head back into the house after getting the four able-bodied adults
    in the Republic of Dave to vote. Talk to Dave and tell him the votes are
    in and he'll give you 25 Caps. Even if you got Bob and Rosie to run, it
    is still three votes for Dave, one for Bob, and one for Rosie. If you
    want Dave to lose, you'll just have to Bush it. Follow him to the Ballot
    Box and when Dave opens it immediately loot it and grab the pro-Dave
    votes out, leaving either a vote for Bob or a vote for Rosie. If anybody
    but Dave wins, Dave will go off to form a new Republic of Dave in Old
    Olney. Unless he plans to rule from inside a Deathclaw's belly, he is 
    going to be disappointed with things.
    <---------------------------------------------------------------------->
    25) Speaking of Old Olney, we could head west and explore it now, but
    since it's right near Vault 92, lets wait until we go get the Soil
    Stradivarious for Agatha. We're here to get Bobbleheads, and to finish 
    the quest 'You Gotta Shoot 'Em in the Head', so lets stay focused on 
    that for now. Head south west giving Old Olney a wide berth until you 
    find Greener Pastures Disposal Site.
    
    Greener Pastures Disposal Site
    o======================================================================o
    ***BOBBLEHEAD***
    Bobblehead - Agility
    
    26) A more misleading name for a toxic waste dump you'll be hard pressed
    to find. Unless by 'green' they mean glowing toxic ooze green. This area
    is fairly spread out and has several things to find. First make your way
    to the Office, which is the recognizable structure that makes up the
    Greener Pastures Disposal Site. And it's also a fine landmark for
    find the other areas of interest in this dump. In front of you you'll
    find two desks, on top of the eastern one will be the Bobblehead - 
    Agility. There's also a locked safe [Average] and a hackable terminal
    [Average]. Grab the Nuka-Cola Quantum on the floor by the western desk
    and leave.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    D.C. Journal of Internal Medicine
    
    27) Head south east until you find a truck. Search inside the bed to 
    find a Big Book of Science lying on the floor. From this truck head
    north, north east until you find a Makeshift Shack. Inside will be a
    Wasteland Recluse, some minor loot (mostly drugs) and a D.C. Journal of
    Internal Medicine under the bunk.
    <---------------------------------------------------------------------->
    28) From the Makeshift Shack head due west until you pick up the
    Recon Craft Theta Beacon. Keep going west and you'll find a house, and
    start catching some rads. A little ways west you'll find a crashed 
    UFO, and in a fashion mimicing the first Fallout, you'll find a dead
    Alien, the Alien Blaster, and a bunch of Alien Power Cells. No potrait
    of Elvis though. Shame. Grab what you can and get out of the heat.
    
    ***WEAPON INFO***
    Alien Blaster (Energy Weapons)
    Maximum Damage: 115
    AP Cost: Very Low
    Ammo: Alien Power Cell
    Clip Size: 10 (1 round/shot, semi-auto)
    
    This gun is massively powerful, much more so than the Firelance. Except
    for the difference in brute damage and the Alien Blaster's lack of 
    paltry fire damage, the guns are fairly identical.
    
    [Note: If you have Mothership Zeta installed, getting close to the ship
    will result in you getting abducted, so you'll have to skip this step
    until you ready to deal with that expansion-which is quite a while, as
    far as this guide is concerned.]
    
    Tenpenny Tower
    o======================================================================o
    29) It's time to pay Tenpenny a visit. Go to Tenpenny Tower and go up
    to the top to find Alistair, who is usually sitting around on his
    balcony. He'll admit to hiring five mercenaries, including Mr. Crowley,
    to go scavenge Fort Constantine. If you threaten to kill him he'll offer
    you double Crowley's wage to let him live. Succeed at a Speech check for
    a clean 300 Caps, 200 of which you'll be paid if you go back and kill
    Mr. Crowley. I've had issues where the quest wouldn't resolve after
    collecting my money from Tenpenny, so I prefer to just kill him for
    Mister Crowley. Note that Tenpenny is one of the few characters in the
    game you GAIN karma for killing. Return to Mister Crowley with the keys
    and with Tenpenny dead to get your reward. Nothing stops you from lying
    to Crowley about killing his targets and collecting the higher reward.
    Whatever you do, be sure to get those keys back from Mister Crowley 
    after completing this quest! If you do not, you won't be exploring the
    depths of Fort Constantine, and will miss out on a lot of good look. 
    Either kill him, or steal them back. You have been warned.
    
    Now we're done with 'You Gotta Shoot 'Em in the Head', and the next
    logical place to go is to Fort Constantine. And so we shall. But while
    we're going up there, we might as well explore all of the north west
    up until we reach Fort Constantine. We won't get better incentive to do
    so, and we'll pick up the Bobblehead - Endurance along the way. Make
    sure your Vault Dweller is well armed and armored, and head over to the
    Deathclaw Sanctuary we neglected to explore earlier.
    
    Deathclaw Sanctuary to Fort Constantine
    o======================================================================o
    Sequence of Events:						{WLK033}
    		1) Deathclaw Sanctuary
    		2) Bobblehead - Endurance
    		3) Vengeance
    		4) Mason Dixon Salvage
    		5) Abandoned Tent
    		6) Outcast Shack
    		7) SatCom Array NN-03d
    		8) SatCom Array NN-03d-A
    		9) SatCom Array NN-03d-B
    		10) SatCom Array NN-03d-C
    		11) MDPL-21 Power Station
    		12) Northern Pond
    		13) Fort Constantine
    		14) Personnel Offices
    		15) To the Roof
    		16) CO Quarters
    		17) Launch Control Bunker
    		18) Bomb Storage
    		19) The Western Rooms
    		20) T-51b
    		21) SatCom Array NW-05a
    		22) Raider Docks 
    
    ***BOOKS***
    Duck and Cover!
    
    1) You may wish to fast travel to an area near the Deathclaw Sanctuary
    instead of fast-travelling right to it. Broadcast Tower KB5 works just
    fine. If you fast-travel right to the Deathclaw Sanctuary you might just
    run into a group of Deathclaws you can't fight your way out of. Also be
    wary of the Enclave camp to the east if you're later on in the story.
    You'll find a locked footlocker [Average] on the ground in front of
    the door with some treats inside, including a copy of Duck and Cover!.
    Note the numerous skeletons lying around. Thus is the price of failure.
    <---------------------------------------------------------------------->
    ***BOBBLEHEADS***
    Bobblehead - Endurance
    
    ***BOOKS***
    Nikola Tesla and You
    
    2) Inside the Sanctuary it's dark and spooky, and despite the fact that
    there are numerous Deathclaws hiding in the shadows, don't turn on your
    Pip-Boy light. The sneak-attack Combat Shotgun tactic works wonders 
    here, and individually Deathclaws aren't too terrible. Unfortunately
    they have an advantage here they tend not to have, numbers. Keep your
    wits about you and don't start any fights you can't finish. Head south
    down a ramp and around a pillar, on the far side you'll find the corpse
    of a Brahmin and a round metal object, on top of which is the 
    Bobblehead - Endurance, a Mini-Nuka, and a copy of Nikola Tesla and You.
    We can technically run in here, grab the Bobblehead, and leave without
    any fuss. For those brave among us, however, we can press onwards to
    claim greater loot. There's a pile of bodies nearby with some minor
    equipment and a Nuka-Cola Quantum on the floor.
    <---------------------------------------------------------------------->
    3) Work your way through the Deathclaw Sanctuary, sniping Deathclaws
    when you find them. Watch out for wrap-arounds and high ledges, as this
    place was designed in several areas to give Deathclaws high ground from
    which to spot you. You'll find several more pile of corpses with loot
    appropriate for the deadite. This only gets better this late in the 
    game, as an Enclave body is generally thrown into the mix, showing that
    for all their bluster, the Enclave doesn't win against Deathclaws.To the
    south east you'll find a unique Ripper, 'Jack' on a dead Enclave 
    Officer. Further to the south east, in the far south easter corner of 
    the level you'll find a bloody pool filled with bodies and parts of 
    bodies. Beyond the pool is the unique Gatling Laser, 'Vengeance'. Once 
    we have this weapon, we can leave the Deathclaw Sanctuary.
    
    ***WEAPON INFO***
    Jack (Melee Weapons)
    Maximum Damage: 47
    AP Cost: Very High
    Ammo: None
    Clip Size: N/A
    
    Even though it appears identical to a normal Ripper (albeit with twice
    the value) it is much more lethal in combat. Perhaps it 'attacks'
    faster? I'm not sure what the case is, it's the same on paper, but test
    Jack out against enemies. You'll find that it kills about twice as fast
    as a normal Ripper. I wonder why it's named Jack, though.. Jack.. the
    Ripper? Heh.
    
    ***WEAPON INFO***
    Vengeance (Energy Weapons)
    Maximum Damage: 349
    AP Cost: Average
    Ammo: EC Pack
    Clip Size: 240 (1 round/shot, full-auto
    		fires 8-round bursts in V.A.T.S.)
    
    It's a Gatling Laser that deals a good bit more damage than normal
    versions, what more do you need to know? If you want a big gun, use a
    Gatling Laser, and if you use a Gatling Laser, use Vengeance. This gun
    can even whittle down big'uns like Super Mutant Overlords and Albino
    Radscorpions.
    
    Mason Dixon Salvage
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    Nikola Tesla and You
    Tumblers Today
    
    4) Head east until you find Mason Dixon Salvage, which is north of
    Drowned Devil's Crossing. This place can be rough, as it has numerous
    Super Mutants in a very small area. At my level it included three
    Overlords, a Master, and a Brute. Just one more fight that convinces me
    that Paralyzing Palm is essential for the expansion. There are two
    Abandoned Shacks nearby, a northern one and a southern one. In the
    northern one you'll find a copy of Nikola Tesla and You on a table near
    a first aid box, and a D.C. Journal of Internal Medicine on the floor on
    top of a Large Destroyed Book, near the metal shelf and a bucket. In the
    southern one you'll find a locked footlocker [Average] with some loot 
    inside, and a copy of Tumblers Today on the floor near it. There are 
    also some ammo boxes in the corner worth looting. At least it was worth 
    the trouble of killing all those Super Mutants, eh?
    
    Abandoned Tent
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    5) Now head north east until you find an Abandoned Tent south of SatCom
    Array NN-03d. Inside you'll find some Nuka-Colas on a table, some
    ammo boxes, and a copy of Nikola Tesla and You on the metal shelf near
    an ammo box. On a table next to a ham radio you'll also find a Nuka-Cola
    Quantum.
    <---------------------------------------------------------------------->
    ***SCHEMATICS***
    Schematic - Shishkebab
    
    6) Go north west so you're just west of SatCom Array NN-03d to discover
    a Brotherhood Outcast shack. It's unexceptional, only notable because of
    the Brotherhood Outcasts that are typically nearby. On a table in one of
    the shacks you'll find a Schematic - Shiskebab on the table, yours for
    the taking. Also note that on the corner of the roof is a Nuka-Cola
    Quantum. It's a shame you can't reach it.. if you only had some sort of
    projectile you could use to knock it down..
    
    SatCom Array NN-03d
    o======================================================================o
    7) Now head up to SatCom Array NN-03d, being mindful to stay out of the
    sight of the Raiders who have made it their home. No need to get into a
    range-war with enemies that have higher ground, cover, and who don't 
    pay for their ammo. There are several SatCom towers you can explore
    here, towers A, B, and C. I head inside SatCom Array NN-03d-A first.
    
    SatCom Array NN-03d-A
    o======================================================================o
    8) Inside are about a half dozen Raiders, and by now, what chance do
    they really have? I stayed in the entrance hallway and used the door
    to good effect, opening it, popping a Raider with my Combat Shotgun,
    and closing it. Then, when the next brave Raider opened the door to get
    after me I shot them in the face too. Repeat as needed for an amusing,
    if macabre game of peek-a-boo. In this tower you'll find typical Raider
    loot, including plenty of drugs and ammo. Head up to the top of the
    SatCom Array, where you'll likely have to fight more Raiders along the
    exterior of the other SatCom towers. Continue up until you're on the
    dish and head north-east to find some wooden planks leading over to
    booze-littered roof of SatCom Array NN-03d-B.
    
    SatCom Array NN-03d-B
    o======================================================================o
    9) These Raiders are a little more soft and sophisticated than the 
    others, as you can tell by their Teddy Bears. They even have their own
    chemisty set! There's also a chessboard with miniature bottles
    of alcohol, garden gnomes, and ammo units serving as chess pieces. Very
    win. Head down the structure to the bottom to find a tunnel leading to
    SatCom Arraw NN-03d-C.
    
    SatCom Array NN-03d-C
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    10) Again, there are about a half dozen Raiders inside. These Raiders 
    are the real bad news, with plenty of alcohol lying around and a number 
    of occupied coffins to hint at their professions. Behind the stairs 
    leading up are a number of toilets, on one of which you'll find a copy 
    of Pugilism Illustrated. Continue up the SatCom Array, again with the
    goal of reaching the dish at the top. On the dish you'll find a
    training dummy with Mini Nukes for hands. Grab your prize for trudging
    through the SatCom Arrays and make your way back down.
    
    MDPL-21 Power Station (and Power Substation)
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    11) Head east from SatCom Array NN-03d-C to find the MPDL-21 Power
    Station. Enter the Power Substation to find some minor loot. In the
    north western corner you'll find a Terminal [Hard] that opens a locked
    floor safe [Hard]. On the opposite side of the room is a Workbench with
    a copy of Nikola Tesla and You on it. You'll probably be attacked by
    either Talon Company Mercenaries or Regulators when you leave.
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    12) Now for some extra loot. Head north north east from the MDPL-21
    Power Station.. it might be easier to go east around the mountains until
    you can go north. Eventually you'll come to a pond with radioactive
    barrels in and around it, and a half-submerged truck bed. Swim over to
    the truckbed and go behind it to find a cubby with a bed and a table.
    There's plenty of RadAway lying around, as well as a D.C. Journal of
    Internal Medicine on the table. There's also locked save [Average].
    
    Fort Constantine
    o======================================================================o
    13) Now backtrack west past SatCom Array NN-03d to find Fort 
    Constantine. Fort Constantine consists of several areas, including
    Bomb Storage, Personnel Offices, and CO Quarters. Kill off of the robots
    in the area, loot around, and enter the Personnel Offices.
    
    Personnel Offices
    o======================================================================o
    14) This area is patrolled by robots, and is littered with the bodies
    of those who came before you and failed. In the men's bathroom you'll
    find an Assault Rifle and some 5.56 Rounds, and in the woman's bathroom
    you'll find a dead Raider. Go up the stairs to the west and into a room
    to the north west to find a cafeteria with typical kitchen loot inside.
    South of this room will be a storage room with a dead Raider, who is
    kind enough to have left his 10mm Pistol and some 10mm Rounds for us.
    On the ground floor head through a door to the east, past some
    unremarkable offices, and go down a tunnel to the left when you get
    the chance.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Grognak the Barbarian
    
    15) Take another left to find some stairs and a locked door [Hard],
    behind which some real goodies lie. You'll find various high-tech
    components and other lower-end loot, as well as a copy of Grognak the
    Barbarian on the counter. Head up the stairs and loot the shelves at
    the top. Take three lefts to find a door to the right with a pair of
    gun cabinets inside, one of which contains a Stealth Boy. You'll also
    find the Turret Control System [Average] up here, which is useless,
    since by now you're already dealt the the turret downstairs. You can
    now loop around to the cafeteria, or go up some more stairs to reach
    the roof, and deal with the pesky robots thereoupon. On the roof you'll
    find some loot on a metal shelf and some ammo boxes in the north 
    western corner. Head over to the CO Quarters.
     
    Fort Constantine CO Quarters
    o======================================================================o
    ***BOBBLEHEADS***
    Bobblehead - Big Guns
    
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    Guns and Bullets
    
    16) Smash the robot and get to looting. On the bookshelf in front of you
    is a Pre-War book and in the kitchen you'll find some Nuka-Colas in a
    wooden crate and a Nuka-Cola Quantum in what's left of the fridge. On
    the mysteriously owned Queen-Sized Bed you'll find a copy of Guns and
    Bullet and on the desk with a phone on it is another Pre-War Book. Head
    downstairs to find a dead Wastelander with plenty of Pre-War Money and
    Caps near him. On a cinder block nearby will be a Stealth Boy and a copy
    of Chinese Army: Spec. Ops. Training Manual. Best of all, in the already
    opened safe you'll find a 10mm Pistol, some 10mm Rounds, some Caps, the
    Fort Constantine Launch Codes, and the Bobblehead - Big Guns. Now if
    you have all of the keys you were supposed to steal for Mister Crowley
    (Dukov's Key, Ted Strayer's Key, and Dave's Key) you can open the door
    to the Bunker, which requires Ted Strayer's Key. Don't be shy, wondrous 
    loot awaits!
    
    Launch Control Bunker
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    Duck and Cover!
    
    17) Go down some stairs and through a closed gate to find a desk with
    some ammo boxes, 5.56 Rounds, and an Assault Rifle on it. Head east
    down some stairs, loot the room you find, and head down some more stairs
    to the east until you reach a hallway with a locked door [Average] and
    a terminal [Average]. Once you're done looting this room head south
    through a door to find an intact office with a copy of Duck and Cover!
    on a table near the Fort Constantine Launch Terminal. On another desk
    to the east you'll find a Big Book of Science. Continue down some stairs
    to the.. you guessed it.. to the east to find a room with bunks in it.
    On a desk to the west you'll find a Pre-War Book and a Stealth Boy. Go
    down some stairs.. you know the direction.. to find a door leading to
    the Bomb Storage.
    
    Bomb Storage
    o======================================================================o
    18) Go through a door to the south to find a room with two doors to the
    west [Very Hard] along with two terminals [Very Hard], and to the east
    will be a door with the dead body of Tara outside, which can only be
    opened with one of your keys. Tara has the Warhead Storage Key on her,
    which will open the door you'll find if you go up the stairs through
    the southern door. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    
    19) Pick the lock/hack the terminal to get into the north western room 
    where you'll find numerous guns on the metal shelves along the southern
    wall, as well as a 10mm Pistol, 10mm Rounds, and a copy of Guns and 
    Bullets on a table in the middle of the room. The south western room
    contains numerous ammo boxes.
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    20) Loot Tara and go through the door she's in front of to find a
    perfectly preserved room containing a Fat Man, two Mini Nukes, and a D.C. 
    Journal of Internal Medicine on a table, some lockers, and the Armor
    R&D Terminal. Activate the terminal to find the T-51b Power Armor, 
    arguably the best suit of Power Armor in the game. And really, how do
    you beat damage resistance 50, rad resistance 25, with a helmet that has
    damage resistance 10, rad resistance 8, and +1 Charisma? Well, Enclave
    Hellfire Armor is pretty much as good as T-51b.. but.. T-51b is special
    because it's rare, so there. Head south up some stairs to reach the 
    above ground portion of the Bomb storage area, where you'll find more
    robots, and more minor loot, but besides a Mini Nuke it's nothing too
    great. We are now done with Fort Constantine. Stash your loot and head 
    over to Vault 108, where we can grab the Bobblehead - Charisma fairly 
    quick-like. First lets discover the one last area in the north western
    corner of the map.. The Pitt expansion notwithstanding.
    
    SatCom Array NW-05a
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    21) Now that Fort Constantine is done and looted head south west to find
    SatCom Array NW-05a. Be sneaky to get inside without drawing the
    attention of the Talon Company Mercs outside. No need to range war a
    guy with a Missile Launcher. Inside is a Talon Company Mercenary, a
    leveled turret, and a Ghoul Scientist who is up to no good. Read the
    terminal on the ground level to find out what our Ghoul friend was up
    to. On the desk nearby you'll find a copy of Chinese Army: Spec. Ops.
    Training Manual. Search the Ghoul's body for the following notes:
    'Highwater Trousers' Activation Code, SatCom Array NN-03d Coordinates,
    and SatCom Array NW-07c Coordinates. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nikola Tesla and You
    
    22) Head west where you may run afoul of an Enclave Camp if you're late
    enough in the game. You'll eventually find water, near which is a group
    of Raiders who've made themselves a home of sorts on some docks. Kill
    them and loot their docks for some food, drugs, ammo, and a Mini-Nuke
    which is on a shelf. South west of the Raider docks is a blue boat that
    is partially submerged. Go to the cliffs nearby and jump on the boat to
    score a copy of Nikola Tesla and You which is on the roof.
    
    Vault 108		
    o======================================================================o
    Sequence of Events:						{WLK034}
    		1) Vault 108
    		2) Living Quarters
    		3) Cloning Lab
    		4) Cleaning Up
    
    ***BOOKS***
    Tumblers Today
    
    1) Vault 108 is north east of the Corvega Factory, and there's no need
    to go on some grand campaign to reach it.. because we've already 
    explored everything over there! Anyways this first level is really just
    to get you introduced to this Vault. As you'll see, it's opened to the
    world, and doesn't look any better for wear than Vault 106 did. Go west
    then south to reach a room with a door to Vault 108 Living Quarters. In
    the north western corner of this room you'll find a Stealth Boy on a
    table in front of two computers. South of this room you'll find Gary 42.
    Huh. Keep going east south and you'll find the reactor room, which has
    a door leading to Vault 108 Cloning Labs. Go in the room to the east and
    jump on the yellow crates to reach a hidden Nuka-Cola Quantum on a step
    ladder in the southern end of the room. Sneaky. There's also a copy of
    Tumblers Today under the step ladder, but since a step ladder counts as
    a three-dimensiona solid 'block', I have no idea how you're supposed to
    reach it. (The step ladder doesn't have gaps through which you can move
    objects, even though there is 'space' at the back and between the steps.
    The book is effectively entombed in the step ladder. Without using a
    console cheat on the PC, I don't know how you'd get this book.) You can 
    go into either door, the Cloning Lab is where the good stuff is, and the
    Living Quarters are mostly just there for bonus looting. If you've been 
    following this guide at any length, you know where we're going to go
    first.
    
    Living Quarters
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    2) Go west down some stairs and into a large, two-storied room, just 
    like the Vault 101 Atrium. There's minor loot in the four rooms, in
    the room to the north west you'll find a copy of Pugilism Illustrated
    on the edge of the counter. If you go up the stairs to the west you'll
    reach the upper level of the atrium, with three more rooms to loot. One
    of which has a locked safe [Easy]. Now go down the stairs on the ground
    floor of the atrium to reach a room with a locked safe [Easy] and some
    lockers to loot. Beyond this is just another entrance to the Vault 108
    Clining Lab.
    
    Vault 108 - Cloning Lab
    o======================================================================o
    ***BOBBLEHEADS***
    Bobblehead - Charisma
    
    ***BOOKS***
    Lying, Congressional Style
    
    3) More Vault 108, more Gary. You know, out of all the Vaults we've been
    in, Vault 101 might have just been the most sane. Now that's scary. Go
    south, then east to find a medical room with a partition closing part of
    the room off, inside of which you'll find a Gary messing with a dead
    Wastelander. Head west, then south around a corner to find another pair
    of rooms. Go into the door to the north to find a room with beds and
    more Gary clones. On a table to the south you'll find a copy of Lying,
    Congressional Style, and on a table to the north you'll find the
    Bobblehead - Charisma.
    <---------------------------------------------------------------------->
    4) Now go through the room to the south and into a hallway. If you 
    backtrack to the west you'll find some poor loot, and a note "Cloning 
    Log" on the floor by a skeleton in the room with the locked safe 
    [Very Easy]. If you go east you'll find some slightly less poor loot,
    and the exit to the Vault 108 - Entrance we neglected earlier. We're
    now done with Vault 108, so head back home and drop off whatever you
    don't need. It's time to get the Bobblehead - Luck, and end our great
    Bobblehead hunt. We have to get to Arlington National Cemetery, which
    can be done pretty expediently by going through the Flooded Metro south
    of Wilhelm's Wharf. 
    
    Flooded Metro to Arlington National Cemetery
    o======================================================================o
    Sequence of Events:						{WLK035}
    		1) The OTHER Flooded Metro
    		2) Arlington National Cemetery
    		3) Mama Dolce's
    		4) Mama Dolce's Food Distribution
    		5) Chinese Remnants
    		6) Tunnel to Tumblers
    		7) The Ultimate Weapon
    		8) Mama Dolce's Loading Yard
    		9) Mama Dolce's Processed Foods
    		10) Finishing Up Mama Dolce's
    		11) Arlington/Falls Church Metro
    		12) Falls Church North
    		13) L.O.B. Enterprises
    		14) Glowing Goodness
    		15) L.O.B. Enterprises - Archives
    		16) L.O.B. Enterprises - East Wing
    		17) R&D Operations Terminal
    		18) Zhu-Rong v418 Chinese Pistol
    		19) Office Building
    		20) Paladin Hoss' Request
    		21) Saving Initiate Pek
    		22) Falls Church/Mason Dst Metro
    		23) Franklin Utility Metro
    		24) The Turret Path
    		25) Ghouls Galore
    		26) Burnmaster
    		27) There and Back Again
    		28) Mason District
    		29) Hubris Comics Publishing
    		30) Reign of Grelok
    		31) To Hubris Comics Printing
    		32) Mad Johnny Wes
    		33) Hubris Comics Utility Tunnel
    
    1) This is a pretty uneventful metro. Make your way south, looting and
    killing whatever Ghouls you find until you reach a door leading to the
    Arlington National Cemetery. Now that was easy, eh? South of Arlington
    National Cemetery North you'll find the entrance to Arlington Utility, a
    place we'll explore later.
    
    Arlington House
    o======================================================================o
    ***BOBBLEHEADS***
    Bobblehead - Luck
    
    ***BOOKS***
    Big Book of Science
    
    2) Head west and kill some Raiders and follow the road south past a 
    fountain. When the road split against head south west to find the
    Arlington House. By the bathroom door is a locked cabinet [Very Easy],
    and in the kitchen you can find a Big Book of Science on a table in the
    corner. Upstairs there's a safe [Easy] behind a dresser, and in the 
    basement you'll find a locked safe [Very Easy], a locked first aid box 
    [Very Easy], the Bobblehead - Luck on a shelf, and a creepy shrine to
    Lincoln. We are now quite done with our Bobblehead hunt, and if you want
    to continue on to the next part of the guide, feel free to do so. I
    will now cover the rest of Arlington Library, and the 'return' trip
    out of Arlington, which will cover the Falls Church and Mason District
    areas, for my fellow completionists out there.
    
    Mama Dolce's
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    3) Head south east to find Mama Dolce's, a place where we will find
    a good bit of loot. North of Mama Dolce's is a blue truck with plenty of
    food in the back, and north of that is an overturned truck bed. There
    are numerous radioactive barrels around, but none of them will give you
    any rads. In the truck bed is the body of a Wastelander, and near them
    you will find a copy of Tales of a Junktown Jerky Vendor. Now to explore
    Mama Dolce's. You can enter either the Food Distribution area or the
    Processed Foods area, it doesn't really matter which you do first. I'll
    start out in the Food Distribution area.
    
    Mama Dolce's Food Distribution
    o======================================================================o
    4) Loot the room in front of you, including the personal footlocker
    [Very Easy] and the ammo boxes to the west. You should find a Turret
    Controly System terminal [Average] on a table, along with a Stealth Boy.
    Deal with the turret as you please and head down the stairs into the
    larger room to the south.
    <---------------------------------------------------------------------->
    5) You'll likely encounter some Chinese Remnant Soldiers.. who are
    really just well-armed Ghouls. I guess they don't know the war is over.
    Dispatch them how you wish and head through the noodle-laden room,
    through a smaller room, and into another large room. Go up the stairs
    in the southern end of the room to reach the upper levels where you'll
    find a Chinese Remnant Captain, who possesses the 'Mama Dolce's 
    Encryption Key'.
    <---------------------------------------------------------------------->
    6) If you go west you'll come to a door leading to the Mama Dolce's
    Loading Yard area.. of which there are several in this area. You'll also
    find stairs down which, if you explore you'll eventually discover a room
    with a large hole in the floor leading down into a cavern. Explore the
    tunnel a short ways to find two locked safes [Hard] and [Average], and
    a copy of Tumblers Today near a skeleton.
    <---------------------------------------------------------------------->
    7) If you go east from where you found the Chinese Remnant Captain 
    you'll find a room with plenty of loot, including two wall safes [Easy]
    and [Average], and a Nuka-Cola Quantum and Pre-War Book on the desk.
    Continue through the door to the north along the ramparts to find 
    another room, with another exit to Mama Dolce's Loading Yard. You'll
    also find a Rolling Pin on the table. 
    
    ***WEAPON INFO***
    Rolling Pin (Melee Weapons)
    Maximum Damage: 19
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    How can you NOT love this as a weapon? It's a freakin' rolling pin, the
    weapon of choice for feminine-aggresive domestic abuse in every cartoon!
    You simply must kill an enemy with one of these, then laugh at it for
    sucking.
    
    Mama Dolce's Loading Yard
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    Guns and Bullets
    
    8) This area consists of two balconies connecting Mama Dolce's Processed
    Foods to Mama Dolce's Food Distribution, and a central loading area
    crawling with Chinese Remnants. On the eastern balcony (the side we're
    on) you'll find a Chinese Army: Spec. Ops. Training Manual on the 
    ground near a stool, and on the western balcony is a copy of Guns and
    Bullets. There are also bad guys on the balconies, so it might be a good 
    idea to stealth-kill the guards up here, then sneak around to the other
    side to kill those guards. Once everybody up top is dead you can 
    liberally pick off the people on the ground, which is what I inted to
    do.
    
    Mama Dolce's Processed Foods
    o======================================================================o
    9) In this room you'll find a Pre-War Book on the table. Head through a
    door to the north and go down some stairs into a large room. To the
    north through some double doors you'll find a room with some decent loot
    inside, including a Stealth Boy on a table near the doors as well as the
    exit back out into the Arlington National Cemetery. To the south you'll
    find a door leading back to Food Distribution. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Dean's Electronics
    Guns and Bullets
    
    10) Go up some stairs in the south east corner of the rooom and you'll 
    find a four-way hallway beyond a door to the Loading Yard. To the west 
    you'll find the woman's bathroom, wherein you can discover a copy of 
    Guns and Bullets on the floor near the toilet in the stall. To the north 
    is an uninteresting room over some water, and to the south lie some 
    stairs. On the first landing you'll find a metal shelf with a copy of 
    Dean's Electronics on it. Continue up the stairs to eventually reach a 
    door leading to the Loading Yard, where you can complete this area. Kill
    the sniper, and with the captured Sniper Rifle kill the people on the 
    ground. Grab the Guns and Bullets, loot the ground floord of the Loading
    Yard, and head back out into Arlington National Cemetery.
    
    Arlington/Falls Church Metro
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    11) From Mama Dolce's head west until you find the Arlington/Falls
    Church Metro, our next stop in our journey to gut Arlington. Head south
    into the metro station, where you'll notice the bed of a truck to the
    south west. Jump on in there to find a copy of U.S. Army: 30 Handy
    Flamethrower Recipes on a chair. Continue to the south to find the gate
    leading to the Falls Church area.
    
    Falls Church North
    o======================================================================o
    12) Head up some stairs to discover Falls Church North. This place is
    heavily occupied by Super Mutants, especially the building across the
    street to the south. Still, nothing a little sneak-attack shotgunning
    can't fix with wondrously lethal anonymity. East of Falls Church North
    you'll find Falls Church East, which seems to mark the location of L.O.B.
    Enterprises rather than a metro.
    
    L.O.B. Enterprises
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    13) In the front office you'll find a L.O.B. Enterprises Front Desk
    Terminal, which is amusing if nothing else. To the south are some fairly
    uninteresting bathrooms, and up the stairs to the west are some fairly
    uninteresting offices. So let's head north. Work your way to the east
    after going through the door to the north and you'll eventually come to
    a room full of metal shelves, on one of which is a copy of Pugilism
    Illustrated.
    <---------------------------------------------------------------------->
    14) Loot your way to the west until you come to a room with more metal
    shelves. You'll have passed some stairs down to L.O.B. Enterprises
    Archives, but in the rooms to the west you'll find another exit. Head
    into the room west of the room with the metal shelves to find a 
    Nuka-Cola Quantum glowing in plain sight on a table. Go down the stairs
    and enter the Archives.
    
    L.O.B. Enterprises Archives
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    15) Head north into a room and down some stairs. This area was heavily
    guarded by Sentry Bots in my game, there were six of them in the level,
    and three in this one room. It's a good thing there wasn't much room for
    them to bring their weapons to bear. At the bottom of the stairs you'll
    find a large room with plenty of loot in it. Head to the north, then
    go up the side fo the room to the east, where you'll pass numerous
    locked containers on the right. Turn south and go through a door to
    reach a small cafeteria, within which you'll find the typical food items
    and a locked safe [Average]. Continue to the east past two bathrooms
    (within the toilet of one you'll find five Cherry Bombs) to reach a
    maintenence room with numerous components on metal shelves, including a
    Stealth Boy. Head back east and search the far eastern room for some
    minor loot, and a Chinese Army: Spec. Ops. Training Manual which is near
    a terminal on a desk. Now head back up to L.O.B. Enterprises via the
    same route you entered this level and head upstairs to reach L.O.B.
    Enterprises East Wing.
    
    L.O.B. Enterprises East Wing
    o======================================================================o
    16) Head north and check out the 'Security Operations Terminal' to the
    right, where you can see more of L.O.B.'s activities and-more 
    importantly-grab a Stealth Boy from a desk near a non-operational
    terminal. You can continue north into a larger room with an collapsed
    ceiling for some minor loot, and through another door to reach some
    stairs leading to the upper level, but we'll get there soon enough.
    <---------------------------------------------------------------------->
    17) Instead head around a corner and to the west. Explore the rooms to
    the north and south to find a way past the rubble-blocked hallway. At
    the end of the hallway you'll find a door to the south leading to some
    stairs. Continue east down the hallway and you'll find an office to the
    north, containing, among other things, two Pre-War Books and the 'R&D
    Operations Terminal' [Very Hard]. The terminal talks about some
    incendiary weapon L.O.B. was creating. Before you get all excited,
    however, keep in mind that the production prototype used 10mm Rounds,
    which means it can't be very powerful.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tumblers Today
    
    18) Head back into the hallway and go east some more. To the south is a
    locked door [Very Hard], and to the north is another office. Go through
    the office and to the east to reach the upper level of the room with the
    destroyed ceiling. Creep along the ledge to the east and go through a 
    doorway to find yourself at the far end of the rubble that blocked the
    hallway we were just in. Ahead of you is a much less locked door leading
    to more offices. Explore the first one, then head to the west to find
    the CEO's office, which contains a fair amount of loot including a
    cabinet [Easy], a first aid box [Average], a copy of Tumblers Today,
    and the L.O.B. Enterprises Secure-Case [Hard], inside the latter of
    which you'll find the Zhu-Rong v418 Chinese Pistol. In the desk you'll
    find the L.O.B. Enterprises CEO Key, which will unlock that pesky 
    [Very Hard] door for you.
    
    ***WEAPON INFO***
    Zhu-Rong v418 Chinese Pistol (Small Guns)
    Maximum Damage: 23
    AP Cost: Very Low
    Ammo: 10mm Rounds
    Clip Size: N/A
    
    As I recall, Zhu Rong was a Chinese fire goddess. A descendent of hers,
    also named Zhu Rong, was the wife of the Nanman king Meng Huo. In any
    event, this explains the Chinese nature of the gun, and the incendiary
    qualities of it as well. All things considered, it's fairly powerful as
    far as pistols go, and it can set people on fire, which is also
    interesting. Despite what the R&D terminal said, this gun doesn't suffer
    from any rate of fire problems.. at least, not in V.A.T.S.
    
    Office Building
    o======================================================================o
    19) Once you're done with L.O.B. Enterprises head west through the Super
    Mutant occupied building until you reach a playground on the other side.
    South of this playground is an office building for your exploring 
    pleasure. Go east up some stairs and explore the bathroom, disarming the
    trip wire at the door at taking the rigged shotgun in the garbage can.
    Go south into an office room to find two dead Super Mutants and two dead
    Brother of Steel Initiates. No telling which side won in the end, but
    neither will need their loot anymore. Continue on until you find some
    stairs leading down to an exit back to Fall Church.
    
    Falls Church Metro
    o======================================================================o
    20) Head west until you find Falls Church Metro, where you'll find that 
    there's a heated fire-fight between two Brotherhood of Steel characters 
    and a significant number of Super Mutants. This late in the game you 
    really have to baby sit the Paladins, as they seem mindlessly incapable 
    of surviving even against Super Mutants with Hunting Rifles. After the 
    Super Mutants are dead talk to Paladin Hoss, who will tell you that 
    they were attacked during an exercise and were cut off from one of their 
    initiates. Offer to help and head south to the building where the 
    initiate fled to. Chances are you had to clear these Super Mutants out 
    already, as fighting near the Paladins tends to draw more Super Mutants 
    into the fray.
    
    Office
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    21) Mutants, Mutants every where. And unlike the ones outsides, these
    will level all the way up to Overlord.. or at least one of them might.
    Head through the door to the west then go through another door to the
    north to find a room with three Super Mutants inside. Make sure to kill
    them decisively, but sylishly for bonus points. I use the term 'room'
    loosely, as this was several rooms at one point, but through time and
    perhaps some Super Mutant remodeling many walls are now gone. In the
    southernmost 'room' you'll find a desk with a copy of Tumblers Today
    on it, and a safe [Easy] underneath it. Continue north until you find
    Initiate Pek in a room by himself, unarmed. If you have a high enough
    Small Guns skill you can make a check to repair his weapon, giving him
    the ability to tickle any Super Mutants he might encounter with his 
    10mm Pistol. Go return the inept Initiate to Paladin Hoss, who will now
    accompany you throughout the Falls Church Area.
    
    Falls Church/Mason Dst Metro
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    Duck and Cover!
    
    22) Now head into the Falls Church/Mason Dst Metro, where you'll be
    attacked by a number of Raiders. Kill them and head east to find the
    metro station, where a formidible seeming Raider fort stands. On the top
    level, however, you'll notice the place has been overrun by Ghouls,
    likely stemming from the Franklin Metro Utilty in the east. In a ticket
    booth you can find a missile, a first aid box, and a copy of Duck and
    Cover! In a diner you'll find a Pre-War Book on a table and a Stealth
    Boy on the back of an oven. If you continue to the east you'll find
    the exit to the Franklin Metro Utility [Easy], an area that can be
    explored by the brave and the greedy. If you go north past some 
    bathrooms (one of which contains a D.C. Journal of Internal Medicine 
    resting on top of a first aid box on the wall) you'll find the exit to 
    the Mason District.
    
    Franklin Metro Utility
    o======================================================================o
    23) This place is absolutely wretched at a high level. I'll go on the
    record and say that I encountered no fewer than eleven Feral Ghoul 
    Reavers here. There's a good bit of loot in this place, but you have to
    decide if you're up to killing that many Reavers and catching a
    decidedly unhealthy amount of rads. In the very first room you'll find
    a haul of components by the computers and in the lockers, including two
    Stealth Boys. On another metal shelf to the east you'll find two
    Pre-War Books. Search the upper area and kill your first Ghouls. You'll
    probably get enough loot that you'll want to head back and stash it!
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tumblers Today
    
    24) There are now two ways out of this room, to the east you'll find
    some stairs leading to a small room with a deactivated turret in it. 
    This route can be a little dangerous, as there are many Ghouls milling
    outside the door by the turret, although you can hack the turret [Hard]
    and get it to fire on the Ghouls, it's just as likely to shoot at you,
    given its location. In the fenced-off area in the turret room you'll
    find a stash of loot, including a copy of Tumblers Today on an ammo box.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Guns and Bullets
    
    25)  The other way down is to the north, where you'll find some stairs
    leading down. Either way, both routes lead you to a large room with a
    fenced-off central area. Kill the Ghouls surrounding the fence (for me
    this was a mix of Feral Ghoul Reavers and Glowing Ones) and loot the
    north and south ends of the room before exploring the fenced-in area. On
    a table in the middle of the room you'll find a Combat Shotgun, a 
    Stealth Boy, and a copy of Guns and Bullets.
    <---------------------------------------------------------------------->
    26) Head into a sewer to the east where you'll find some RadAway.
    Normally harmless drug finding is just there for looting, but in this
    case take it as a warning of radiation to come. Continue heading through
    the sewer until you find a flooded tunnel. Swim east into the submerged
    area a short ways to find a pile of radioactive barrels behind a 
    Radiation Suit Case, on top of which is a Mini Nuke. Take the Advanced
    Radiation Suit and swim back west, which you may want to equip. Swim
    through a hole in the wall until you reach dry land on the other side.
    Continue up a natural ramp leading east and you'll find yourself in
    another metro tunnel. Continue east through a tunnel full of radioactive
    barrels to find a truck, within the back of which lies a unique Flamer
    'Burnmaster', a Nuka-Cola Quantum, some drugs, and no less than five
    ammo boxes.
    
    ***WEAPON INFO***
    Burnmaster (Big Guns)
    Maximum Damage: 236
    AP Cost: Very Low
    Ammo: Flamer Fuel
    Clip Size: 60 (Continuous fire, fires 3-round gout in V.A.T.S.)
    
    It's about 50% more powerful than a normal Flamer, and yet has the
    same value.. Ah well, pyromaniacs delight.
    <---------------------------------------------------------------------->
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    27) Head west over the hole leading to the flooded area and continue up
    a tunnel. Stop in front of the barricades long enough to loot some tool
    boxes and metals shelves, on one of which you'll find a copy of U.S.
    Army: 30 Handy Flamethrower Recipes. Continue west and loot some more
    metal shelves, then loot a defunct connection tunnel, and finally
    continue on until you discover a room to the south that has various
    components inside, including two more Stealth Boys. Instead of walking
    all the way back, classily drop through the hole in the floor to land in
    a garbage bin back near the entrance. Now it's time to explore Mason
    District.
    
    Mason District
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    Guns and Bullets
    
    28) You'll surface near the Hubris Comics map marker. As usual, when you
    surface you'll probably spawn some Regulators/Talon Company Mercenaries.
    There are also plenty of Super Mutants to the south. First loot the
    Pulowski Preservation Chamber and grab the copy of Dean's Electronics 
    within. In the center of the playground south of Hubris Comics you'll
    find a truck bed with some ammo boxes and several Chinese Assault Rifles
    inside. In a building overlooking the playground to the south you'll
    find a Sniper Rifle, some ammo boxes, a 10mm Pistol, two Frag Grenades,
    and a Stimpak, along with a copy of Guns and Bullets. Other than that,
    you can find some more ammo boxes and Chinese Assault Rifles in a ruined
    building some ways to the south, and you can discover the far end of the
    Flooded Metro which will return surface near Arlington Library. To
    finish off this area.. and with it everything in the southern half of
    the map save D.C., head into Hubris Comics.
    
    Hubris Comics Publishing
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    29) In Hubris Comics you have to be wary of two things: traps and 
    Ghouls. Past the receptionist desk is a barricade, consisting in part
    of a bookshelf, upon which is a Pre-War Book. There's a trapped toilet
    in the bathroom to the west, and one of the terminals on the
    receptionist's desk is rigged. Above this rigged terminal, on a shelf,
    is a copy of Tales of a Junktown Jerky Vendor, so try not to blow up the
    terminal. If you go through the door to the east you'll find the Hubris 
    Comics Utility Tunnels, if you go north over the barricade you'll 
    continue deeper into the building.
    <---------------------------------------------------------------------->
    30) Go north over the barricade and east down a tunnel. Break the trip
    wire and deactivate the rigged baby carriage. You'll come to a door
    leading south which simply connects to another tunnel east that
    terminates in a north-south fork. Head south to find an office room
    near a Nuka-Cola vending machine. Inside are numerous desks to loot,
    some stairs leading down, and a large hole in the floor, overwhich
    looms a Grenade Bouquet. Down on the lower level you'll find more desks
    to loot, some ammo boxes and first aid boxes in the south western
    corner, and a terminal with the game 'Reign of Grelok' on it. To my
    knowledge there's no reward for playing it, other than the glory of
    playing a game within a game.
    <---------------------------------------------------------------------->
    31) Now head up north to find a large room with numerous desks and a
    hole in the floor on the eastern side of the room. On the bottom floor
    are several Ghouls which are unable to close with you. Like shooting
    fish in a barrel. There is little reason to explore the lower level. If
    you go through a door to the east you'll find another route to the 
    Hubis Comics Utility Tunnels, and if you go the west down a hallway
    (disarming the trip-wire rigging up three pitching machines) you'll
    eventually come to a door leading to Hubris Comics Printing.
    
    Hubris Comics Printing
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    32) Just to the south you'll find a large room, wherein you'll find Mad
    Johnny Wes, his (leveled) turret defense, and some Ghouls. It is much
    better to simply let the two sides kill each other off before making
    your presence known. Why deal with Mark VII Turrets, a pyscho with a
    Minigun, and Feral Ghouls all at once if you don't have to? Once the
    Ghouls are dead head into the printing room, go up the the east side,
    head down some stairs to the lower level, and continue across to the
    south. Go through a doorway and head down a hallway to the west past
    some pitching machines. Up some stairs you'll find a locked door
    [Average], beyond which is Mad Johnny Wes. Kill him and his turrets
    before looting his three ammo boxes, three first aid boxes, and 
    stealing his Nuka-Cola Quantum and copy of Grognak the Barbarian.
    You can mess with the printing press, but doing so doesn't seem to do
    anything other than draw your attention to the skeleton jamming up the
    works. And that, ladies and gentlemen, is why we avoid machinery while
    it's being operated. There is now only one area left to explore before
    we are done with our glorious sweep of Arlington, the Hubris Comics
    Utility Tunnels. I'll assume you entered via the door near the entrance
    to Hubris Comics, just to set a standard for navigation.
    
    WarMECH comments:
    
    At Hubris Comics, activating the jammed presses cause them to smoke, 
    and this shuts down the turrets. I like the idea of how this place is 
    supposed to work, but being able to snipe the crazy guy and destroy the 
    turrets really makes it too easy to lose what I assume the programmer's 
    intentions were.
    
    Hubris Comics Utility Tunnels
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    33) Another series of pre-war tunnels filled with components and teeming
    with Ghouls. By now we've been through areas just like this a dozen 
    times or more. Go around the fencing to find a skeleton near a grenade
    box, two ammo boxes, and a first aid box. To the north you'll find a
    with a Turret Control System terminal [Average] nearby, which, if you
    bother, can activate a Mark I Turret. Continue north, then east until
    you come to a four-way split. To the east you'll find the other entrance
    to Hubris Comics Publishing, and south is a dead end, so head north up
    some stairs. You'll immediately come to.. another split! Go east to find
    a room where a dead skeleton lies amidst Caps, 5.56 Rounds, an Assault
    Rifle, a Stealth Boy, and two first aid boxes. Now head west to find a
    room with several Ghouls in it. On a desk in this room is a copy of
    Dean's Electronics. Continue through a door to the north, up some 
    stairs, and into a short sewer to find the exit to the Capital 
    Wasteland. You'll exit near Wilhelm's Wharf. The great Bobblehead hunt
    is over, and so is our exploration of Arlington. Before we tackle D.C.
    fully, lets complete the north central part of the Capital Wasteland,
    once done we'll really only have D.C. left to explore. Our next target
    is the Reclining Groves Resort Homes, which is north of Germantown.
    
    Reclining Groves Resort Homes to Oasis
    o======================================================================o
    Sequence of Events:						{WLK036}
    		1) Reclining Groves Resort Homes
    		2) Warrens
    		3) Montgomery County Reservoir
    		4) Broadcast Tower LP8
    		5) Clifftop Shacks
    		6) The Southern Shack
    		7) The Northern Shack
    		8) Oasis Ho!
    		9) The Rite of Purification
    		10) The Grove
    		11) Talking to Treeminders
    		12) Oasis Caverns
    		13) Sunken Chambers
    		14) Spelunking
    		15) Harold's Heart
    		16) Damp Cave
    		17) Resolution
    
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    Tales of a Junktown Jerky Vendor
    U.S. Army: 30 Handy Flamethrower Recipes
    
    1) East of the Reclining Groves Resort Homes you can find a barn (later
    in the game this is perilously close to an Enclave camp.) On the second
    floor of this barn is a personal footlocker [Very Hard] inside of which
    you can find a copy of Chinese Army: Spec. Ops. Training Manual. Just
    west of this barn is a ruined house with a copy of Tales of a Junktown
    Jerky Vendor on a bookshelf. Still not good enough for you? Head back to
    the barn and go up a hill to the north east, where a number of Bloatflys
    are hovering about. Near a tree surrounded by Tin Cans you'll find a 
    copy of U.S. Army: 30 Handy Flamethrower Recipes.
    
    Warrens
    o======================================================================o
    2) From the Reclining Groves Resort Homes head east along the road 
    until you find a cave door which is mostly boarded up leading to the
    Warrens. It's populated with Vicious Dogs, and there's not much to loot
    here, but I figured I'd rather mention it rather than look sloppy. Near
    a skeleton you'll find some Stimpaks, and at the end of the warrens 
    you'll find a Mercenary and a Wastelander with loot on them.
    
    Montgomery County Reservoir
    o======================================================================o
    3) North west of the Reclining Groves Resort Homes you'll find the
    Montgomery County Reservoir, home to a number of Raiders. Beyond that,
    there's a barn to the north west with some ammo boxes on the top floor,
    a silo with a first aid box, and a shack with some more ammo boxes.
    
    Broadcast Tower LP8 (and Sealed Cistern)
    o======================================================================o
    ***BOOKS***
    Big Book of Science
    
    4) From the Montgomery County Reservoir head north east until you find
    Broadcast Tower LP8. You know the drill, flip the electrical switch to
    get the Radio Signal Echo Foxtrot. Head over a cliff to the north east
    to find a sewer entrance to a sealed cistern. Inside you only have to
    go a short ways to find your loot, which includes some Purified Water,
    a Big Book of Science, and some food.. somebody liked Salisbury Steaks!
    Pick the locked safe [Easy] for some more loot.
    
    Clifftop Shacks
    o======================================================================o
    5) Before we go to Oasis, lets explore one last area in the northern
    part of the map.  Head north east around the 'mountains' to find a
    Super Mutant camp marked as the Clifftop Shacks. Kill the Super Mutants,
    free a prisoner, loot gore bags, the typical stuff. There are now two
    abandoned shacks to explore, one to the north and one to the south. Is
    anybody else getting deja'vu?
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    6) In the southern shack you'll find a Super Mutant ready to do some
    dastardly things to a Wasteland Captive. Kill it and free the captive if
    you wish. As a funny note, one time when I fought this Super Mutant its
    Super Sledge was knocked from its grasp by Fisto!, went flying through
    the air, and killed the captive. If anybody asks me what defined next
    gen consoles like the PS3 and Xbox 360 compared to the PS2 and Xbox,
    I'd have to say it's the great things that could occur with the physics
    engines.. the great, the akward, and in this case, the hilarious. There
    is a copy of Pugilism Illustrated on a shelf and a locked safe [Average]
    with more loot inside. On the floor you'll also fing the unique Nail
    Board, 'Board of Education'. Har har.
    
    ***WEAPON INFO***
    Board of Education (Melee Weapons)
    Maximum Damage: 28
    AP Cost: Low
    Ammo: None
    Clip Size: N/A
    
    I can't fathom why Bethesda would put a unique Nail Bat this far away,
    but here it is. Surely if you can bother getting this weapon you can 
    get Fisto!. In any case, it's a little stronger than a normal Nail Bat,
    about 20-25% stronger, nothing to write home about.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Grognak the Barbarian
    
    7) The northern shack is less busy. Grab the Pre-War Book off the table
    by the bed, loot the ammo box at the foot of the bed, and open the 
    locked safe [Average] under the bed. On a metal shelf you'll find a copy
    of Grognak the Barbarian on top of a Small Ruined Book.
    <---------------------------------------------------------------------->
    8) Oasis is to the east.. but it's pretty much in its own self-
    contained 'island' of rock. There's a narrow path leading up to the
    entrance, and the only way to reach Oasis is by approaching from the
    west. You can go east across a bridge, then down the face of a cliff
    and around the rock 'island' that is Oasis if you wish. You'll know you
    are on the right track when you start seeing grass.. or moss.. whatever,
    it's green and NOT glowing.
    
    Oasis
    o======================================================================o
    ***QUESTS***
    Oasis
    
    9) When you arrive, some old man named Tree Father Birch will approach
    and ask you to come meet 'Him'. Oh boy. He'll tell you about the 
    Treeminders and ask you to follow him into Oasis. Outside you can find
    Branchtender Maple, who doesn't have anything intersting to say. Follow
    Birch, and when he reaches his destination he'll speak to you. Long
    story short, 'He' wishes to meet you, and you need to drink some sap in
    order to be purified in order to meet 'Him'. Activate the 'Basin of
    Purification' to continue on with this nonesense. They'll speak some
    foolishness and you'll wake up in another area.
    
    The Grove
    o======================================================================o
    10) There's really only one thing to do here, head south east and talk
    to the Talking Tree. It's our good friend Harold, from the previous
    Fallout titles. He's looking a little bushed, though. Something must
    have sapped his strength. It's good he managed to branch out from
    California and spread roots in the D.C. area. He's really turning over a
    new leaf. He'll tell you that Herbert.. or rather Bob (his tree-friend
    from Fallout 2) has grown, and apparently taken Harold for the ride.
    Harold is a font of information and nostalgia from the previous titles,
    although it's all extenous now. Keep talking to him and he'll ask you
    to help him by finding his heart and destroying it, thus freeing him
    from his immobile life surrounding by zealous hippies. Even if it
    weren't Harold, nobody deserves that kind of an existence!
    
    Instead of going down into the Oasis Caverns and finding Harold's heart
    you can decide to take an easier, more practical approach to this quest.
    Although the best reward for this quest is obtained by doing what Harold
    wants, if you get a Flamer you can quite literally immolate Harold and
    'Bob'. This is probably one of the most wicked things you can do in this
    game, and it won't earn you any friends amongst the Treeminders. You can
    find out about Harolds fear of fire from Sapling Yew.
    <---------------------------------------------------------------------->
    11) Now return to Oasis and chat people up. Near the entrance to the 
    Oasis Caverns you'll find Birch and Laurel arguing about what Harold 
    means. They want you to take decidedly different approaches, either 
    limiting or accelerating the growth of Oasis by tampering with Harold's 
    heart. With these two optional alternatives to destroying Harold's 
    heart, go talk to Cypress in order to get the key to the Oasis Caverns.
    
    Oasis Caverns
    o======================================================================o
    12) Head down a tunnel until you find a dead Branchtender, where you can
    score an Assault Rifle and some spiffy Oasis Villager Robes. This place
    has plenty of Mirelurks inside of it, but by now they're easy prey for
    sneak attack criticals with a Combat Shotgun. The area is made even
    easier by the abundance of water, most of which gives a good hit point
    to rad rate of return. Really, the only thing you need to worry about
    is catching too many rads, and that's not much of an issue, either.
    Continue on until you find a large room mostly filled with water. You'll 
    have to swim through an underwater passage to the south. Once you're on
    the other side follow the linear tunnel until you find a door leading to
    the Sunken Chambers.
    
    Sunken Chambers
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    13) Head down the tunnel to the north, taking the first left you see to
    find a small camp, complete with a bed should you need a nap. There's
    a Silenced 10mm Pistol on the table, some 10mm Rounds, a Stealth Boy, a 
    Pre-War Book on the trunk, and a D.C. Journal of Internal Medicine in a
    wooden crate.
    <---------------------------------------------------------------------->
    14) Continue following the main path until it gradually turns east past
    a small body of water. Under the water you can find a dead Wastelander
    and a dead Raider, as well as a Mini Nuke. Once you're done spelunking
    continue east where the path will split. Right in front of you is a 
    skeleton with a Chinese Assault Rifle near two ammo boxes [Easy] and
    [Average]. On top of the [Average] ammo box you'll also find a Stealth
    Boy.
    <---------------------------------------------------------------------->
    15) Since the path to the north ends in a dead-end, head south until the
    tunnel splits again. Take the northern path to find another skeleton 
    with a Missile, a Blood Pack, a Stimpak, some RadAway, and Purified
    Water near it, then turn back south. Go up a slope past some lambent
    green mushrooms to find Harold's Heart, the humongous organ lies amidst
    a cascade of roots. Now to make your choice, which I didn't cover before
    since the alternatives (aside from lighting Harold up) all involved 
    making it to this location. You can choose one of the three following
    options upon interacting with the heart (with the rewards in 
    parenthesis):
    
    Destroy Harold's heart.
    (Barkskin Perk, Yew's Bear Charm)
    
    Apply Birch's Sap to stop Harold's growth.
    (Missile, Maple's Garb, Yew's Bear Charm)
    
    Apply Laurel's Liniment to accelerate Harold's growth.
    (Linden's Outcast Power Armor, Poplar's Hood, Yew's Bear Charm)
    
    Generally if you do either Birch's or Laurel's optional assignment
    you'll get a scattering of gear from various Treeminders, as denoted by
    the name on the item. These items are fairly useful, but in the grand
    scheme of things they just aren't as good as having the Barkskin perk.
    Maple's Garb is decent for its weight, but it's not a killer item,
    there are many better suits of Power Armor out there, and Poplar's
    Hood is pretty much the same thing as the Shady Hat. Why get a bunch of
    items you probably won't even use when you can get permanent 5% damage
    resistance?
    
    Once that's done continue on until you find a door leading to the Damp
    Cave.
    
    Damp Cave
    o======================================================================o
    16) Travel north until you find a small bit of loot overlooking a ledge,
    including a Paint Gun, Missile, and Leaf Blower. Drop down the edge of
    the cliff and obliterate any Mirelurks you find lurking in the mire.
    There are two bits of loot to grab down here. To the east you'll find a
    skeleton near an ammo box with a Sniper Rifle, Combat Knife, Stimpak,
    RadAway, and two Fission Batteries nearby. To the north you'll find 
    another skeleton with a 10mm Pistol, some 10mm Rounds, Buffout, a
    Stimpak, two Nuka-Colas, a Nuka-Cola Quantum, a Conductor, and a
    Lunchbox nearby. Once you've score that loot swim underwater to the
    north west to find a door leading back to The Grove.
    <---------------------------------------------------------------------->
    17) Talk to either Laurel or Birch, who will be standing in front of
    Harold (depending on who you chose to aid.) Once you've talked to them
    the quest Oasis will end, and you can collect your loot. As long as you
    didn't set Harold on fire you can grab Yew's Bear Charm by talking to
    her. It's been a long time in coming, but we've got our ten-point bonus
    to Speech.
    
    Now it's time to finish up all the remaining non-story quests in the 
    game, which involves heavily exploring downtown D.C. Really though, 
    what's left to do? We've got Head of State (which we practically have 
    done already), and Stealing Independence, both of which take place in 
    the Mall. Then there's Agatha's Song, for which I plan to trek to the 
    Vault-Tec Headquarters (if for no better reason then to have a feeble 
    excuse to explore it). Finally there's Reilly's Rangers, by far the 
    most complicated quest left to do, during which I will take three treks, 
    an alternate route to the Mall which will bring us out near the Lincoln
    Memorial and allow us to nab some more books, one to reach the Ranger 
    Compound initially, and the other to reach The Statesman Hotel. The 
    route I will follow on each trip is listed below. There are many ways to
    reach each location, but as far as I could figure these routes force 
    us to explore the most locations. Once we're done with Reilly's Rangers 
    we'll explore the Capitol Building and Takoma Park, which will ensure 
    that we kill (or at least encounter) all the Super Mutant Behemoths in 
    the game.
    
    Again, if this is too rigorous for you, or if you wish to find your
    own path or complete the quests in a different order, by all means.
    My order and path just ensures we do as much as possible in this game
    while actively persuing a goal.
    
    The Mall Alternate Route
    Irradiated Metro --> L'Enfant Plaza --> Hazmat Disposal Site L5 -->
    The Mall
     
    Reilly's Rangers Ranger Compound Route
    Metro Central --> Freedom Street --> Penn. Avenue --> Seward Square -->
    Ranger Compound
    
    Reilly's Rangers Statesmans Hotel Route
    Arlington Utility --> DCTA Tunnel 014-B Potomac --> Foggy Bottom -->
    Dupont Circle --> Metro Junction --> Vernon Square --> 
    Our Lady of Hope Hospital
    
    Irradiated Metro
    o======================================================================o
    Sequence of Events:						{WLK037}
    		1) Irradiated Metro
    		2) L'Enfant South
    		3) The Capitol Post
    		4) Store
    		5) Enclave vs. Super Mutants
    		6) Hazmat Disposal Site L5
    		7) Mirelurk Nesting Hole
    		8) Lincoln Memorial
    		9) Siding with the Slavers
    		10) Slaying the Slavers
    		11) The Emancipation Migration
    		12) When the Slaves Are Away, the Raiders Will Play..
    		13) National Archives
    		14) Super Mutant Smiting
    		15) The Library
    		16) Sub-Basement Detour
    		17) Archives Sub-Basement
    		18) Gas and Super Mutants 
    		19) Defending the Rotunda
    		20) Archival Secure East Wing
    		21) Bypassing the Utility Door	
    		22) Bill of Rights
    		23) Magna Carta
    		24) Archival Strongroom
    		25) Selling Independence
    
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    1) Head over to the Irradiated Metro, which is across the river from
    the Citadel (you may have discovered it on your Rivet City run). From
    the entrance head through the short metro area and through a doorway
    to the south. Continue through another doorway to the south and go down
    two flights of stairs and through yet another doorway to reach a large
    multi-leveled room. Turn west and search the consoles along the railing
    to find a Chinese Army: Spec. Ops. Training Manual. Now clear out the
    level as you see fit. To get to L'Enfant Plaza head through a doorway
    to the west, and follow it around to the far side of the large chamber.
    Traverse the chamber and go through a door to the east, which will
    lead you down some tunnels until you reach L'Enfant.
    
    L'Enfant South
    o======================================================================o
    2) L'Enfant Plaza is no picnic. You'll probably be attacked by either
    Regulators or Talon Company Mercenaries when you enter the Plaza, and
    by super Mutants shortly thereafter. Head up the stair and go northeast
    to find a grave in front of a house. Search it to obtain the note
    'Search Party Log 1'.
    
    The Capitol Post
    o======================================================================o
    3) North west from the Irradiated Metro entrance you'll find the
    Capitol Post, which is inhabited by some Radroaches. If you wanted to
    read those newspaper articles you see when you're loading, you can 
    search the terminals here for them. On the front desk you'll find a
    terminal [Average] which unlocks a safe built into the side of the desk
    [Very Hard]. Down along the western side of the front room you'll see
    that the floor has collapsed conveniently as to build you a natural
    ramp. Head down and loot the body of one Gibson, who has seen better
    days. You'll get Gibson's Key and the note 'Gibson's Scrap of Paper'.
    This key opens the miniature house [Very Hard] inside the Gibson House,
    which will get you some chems, caps, and other loot which is-by now-
    not very noteworthy.
    
    Store
    o======================================================================o
    4) Leave the post and head down the ramp to the west, then turn north
    and continue until you reach a diner. From the diner, head down an
    alley to the west, left of Besnik's Barber Shop. Be cautious of the
    trip wire nearby, less you get some grenades coming down chutes at you.
    Go around the back of the buildings and into a 'Store'. You'll find some
    minor loot down here, including a locked safe [Hard] that can be opened
    by hacking a terminal [Average].
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    U.S. Army: 30 Handy Flamethrower Recipes
    
    5) Exit the store and continue going north behind the alley. If you're
    late enough in the game (which we are) a Vertibird will land and drop
    off some Enclave Soldiers to the north. A titanic struggle between the
    invading Enclave and the native Super Mutants will ensue. After the
    dust has settled, pick off the survivors and continue until you reach
    the four way intersection. Turn west and walk until you see some stairs 
    to your right. Go up the stairs and open the Pulowski Preservation 
    Shelter to find a Big Book of Science inside. Return to the four way and
    turn north, continuing until you reach a tunnel blocked by rubble. To 
    the northwest is a small shelter built into the rubble, wherin you can
    find a bed, two ammo boxes, and a copy of U.S. Army: 30 Handy 
    Flamethrower Recipes.
    
    Hazmat Disposal Site L5
    o======================================================================o
    6) Head north west up an earthen ramp and go through a destroyed
    building to reach a large square dominated by a pyramid. Kill the Super
    Mutants around the area and head west to find the entrance to Hazmat
    Disposal Site L5. Yeah, nothing about this area sounds good, and nothing
    about it is good. It's filled with Ghouls and there's not a single
    book to be found. Continue through the metro area until you reach some
    train tracks, where you'll find a large hole in the floor to the north.
    Going down will deposit you in a large natural chamber filled with
    radioactive barrels. You'll catch some rads, but we've suffered-and will
    yet suffer-worse. Go through the chamber to the north until you reach
    an artificial chamber at the far end. Hack the Turret Control Terminal
    [Hard], activate the turrets, and take off the targeting parameters to
    set some Turrets on the Ghouls in the room to the west. Some Mark VII
    Turrets will take care of any Ghoul problem you might have had. Head 
    through the door to the west, up some stairs, and through a sewer to the
    west. You'll come to a metro area which will exit out to the Mall in
    the north western corner of the Local Map.
    
    Mirelurk Nesting Hole
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    7) Before we mess with ol' Abe, head up the stairs to exit the metro
    area and promptly turn east. Continue along the road until you find a
    chasm which contains two sewer pipes, one of which leads to the Mirelurk
    Nesting Hole. Once inside, head south down a rocky slope, then when you
    reach a split head down the south western pass, past several leaking
    pipes. Keep going south until you reach a large southern chamber. The
    path will have turned east by now, and you'll have to drop off a cliff
    to continue going. Do so, and turn south, continuing until you see a
    metal structure in the wall. North of this structure is a ramp of sorts
    that leads to a ledge containing a Rotting Brahmin Corpse and a dead
    Mercenary. Get up to that ledge and stand along the western side,
    pretty much on top of the dead Mercenary. Turn north west and walk on a
    small rocky ledge between the wall and a stone pillar. To your right
    (north) you'll see a cave. Follow it until it terminates, where you'll
    find a Skeleton on the floor with an Assault Rifle, a first aid box, and
    a wooden crate. On top of the wooden crate you'll find a Chinese Army:
    Spec. Ops. Training Manual. That's right, all that work for that. Now
    you can continue to search this area as normal. There's plenty of loot
    to be found, including a Nuka-Cola Quantum. When you're done, exit back
    to the Mall and head to the Lincoln Memorial.
    
    Lincoln Memorial
    o======================================================================o
    8) First decide whether you want to help the slavers, or the slaves.
    Ultimately the slavers will really just give you Caps for your trouble,
    while Hannibal will give you the Dart Gun Schematic.. a much better 
    deal. Still, if you want to hear the Slavers out fast travel somewhere 
    near the Lincoln Memorial, like the Mall Northwest or the Mall
    Southwest and head west over to the Lincoln Memorial. Get near the 
    Memorial and a man named Silas will stop you. Be nice and he'll tell
    you to go find Mister Walker, but not to set foot on the Memorial. Head
    up to the Memorial steps and circle around to the south, following the
    dirt path to a door leading to the Memorial Maintenence Room.
    
    Memorial Maintenence Room
    o======================================================================o
    9) Find Leroy Walker and chat him up. He'll offer to pay you to go to
    the Museum of History and find things pertaining to Lincoln so they can
    be burnt. Can't have slaves getting funny ideas of freedom now, can we?
    If you give him Lincoln relics, he'll pay you Caps, notably 100 Caps
    (200 for a successful Speech challenge) for the Lincoln Memorial poster
    the slaves want. If you want to side with the slavers you can accept
    the proposition, after which Leroy will offer you 100 Caps for info
    about the escaped slave leader Hannibal. If you squeal on Hannibal
    you'll get 100 Caps, and the slavers will rush off to deal with the
    Temple of the Union. Journey to the Temple of the Union and, once the
    slaves are dealth with, you'll get grudging access to Paradise Falls.
    Not very rewarding, is it?
    <---------------------------------------------------------------------->
    10) On the other hand if you want to help the slaves, simply take out all
    the slavers. Kill Leroy and loot the Memorial Maintenence Room for 
    various bits of food, Nuka-Colas, and a Nuka-Cola Quantum on a metal 
    shelf. Once outside you'll have to deal with a Memorial full of Slavers
    and some traps they've erected to keep the Memorial safe from intrusion.
    Still, they're not any tougher than a Raider, and easy prey for us this
    late in the game.
    <---------------------------------------------------------------------->
    ***SCHEMATICS***
    Schematic - Dart Gun
    
    11) Once the Slavers are dealt with head back to the Temple of the Union.
    Give Caleb the poster he wants and talk to Hannibal, who will tell you
    to meet them at the Lincoln Memorial. In practice it takes them FOREVER
    to reach the memorial, so you might have to wait a while for them to get
    there. You can now loot the Temple of the Union freely, although it is
    still considered stealing to do so.. there's nobody here to catch you.
    Anyhow, once you and all the slaves reach the Lincoln Memorial talk to
    Hannibal again to claim your reward and complete the quest. See? I told
    you we were practically done with the quest.
    
    MarMECH notes: 
    
    After relocating the slaves to the Lincoln Memorial, I found a dead 
    Scavenger on the second floor of the Temple of the Union, armed with a 
    Fat Man and Mini Nuke.
    
    After checking this out, WarMECH isn't entirely correct. After the 
    slaves have relocated the Temple of the Union spawns a random encounter,
    which can be one of many different events. -N
    <---------------------------------------------------------------------->
    ***BOOKS***
    Grognak the Barbarian
    Tales of a Junktown Jerky Vendor
    
    12) If you want to score an extra book, head back to the Temple of the
    Union and go south west until you see a highway. Go up one of the exit
    ramps and you'll find that the shacks on the bridge are now occupied by
    Raiders. It was always possible to encounter a lone Enclave Soldier 
    here, even before the 'invasion', but now you can expect a Vertibird to
    fly in and drop off some Enclave Soldiers. Once everything is dead
    search the makeshift shacks. On one of the tables you can find a copy
    of Grognak the Barbarian, and on another you can find a copy of Tales of
    a Junktown Jerky Vendor.
    
    The National Archives
    o======================================================================o
    13) Since we're already in the Mall, we might as well finish up the
    quest 'Stealing Independence'. Head east to find the National Archives
    building. Once inside head north around a wall to find two terminals,
    one being the National Archives Guess and Win! terminal, and the other
    being the Prize Redemption terminal. Answer the eight questions 
    correctly on the 'Guess and Win!' terminal and you'll be able to get
    a special fruit-flavored type of Mentats. If you continue to go north
    you'll find a woman named Sydney behind a barricade. This is the way to
    go if you want to complete the 'Stealing Independence' quest, but
    naturally I decide to explore the rest of the building first.
    <---------------------------------------------------------------------->
    14) Head through a door to the west and through a small room into a
    larger room that is doubtlessly inhabited by Super Mutants. Kill them
    and head up some stairs to the south until you reach a room with more
    Super Mutants. Eliminate them and search the room for some RadAway, a
    Stimpak, two grenade boxes, two mine boxes, and a first aid box. Once
    done, drop down the hole in the floor and loot this room as well, where
    you'll find a rigged terminal, a Stimpak, two ammo boxes, and a box of
    Mentats, as well as an Archival Strongroom we can't access yet. Once 
    done head north to get back to the room we previously departed and 
    explore the bathrooms to the west, each of which has a first aid box 
    on the wall. Once that's done travel north down some stairs, stopping 
    to grab a Combat Shotgun and some Shotgun Shells off a bookshelf.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    15) Continue north down a hall way, stopping to search each of the two
    classrooms on your left. Both have school desks with minor loot in 
    them, as well as normal desks with significantly better loot on them.
    Disarm the tripwire between the two classrooms to avoid becoming
    better acquainted with an engine than you want to be. At the end of
    the hallway you'll find a door to the east, opening into a library. Go
    into the room and explore the north western corner to find a school
    desk half-buried in rubble, on top of which is a copy of Duck and
    Cover! Explore the rest of the room, being wary of landmine as you go. 
    Ignore the door to the south (it only contains a trap) and search one 
    of the leaning bookshelfs in the center of the room to find four 
    Pre-War Books on a shelf.
    <---------------------------------------------------------------------->
    16) Go east past a door to The Mall and disarm the tripwire between two
    bookshelves. Explore the rest of the library and grab the loot therein,
    including two ammo boxes, a first aid box, explore some cabinets, and
    open a locked [Average] safe. Continue east and loot some tool boxers,
    a refrigerator, and a vending machine before exiting into a hallway.
    Head down a hallway to the south until the path splits. If you turn
    east, then north you'll find a door leading to the Memorial Sub-Basement
    [Easy], which we might as well explore.
    
    Archives Sub-Basement
    o======================================================================o
    ***SHEET MUSIC BOOK***
    
    17) This first room can be brutal if you don't take care of business 
    quickly. Mess around, and the Super Mutant below is liable to get a
    good bit of a backup. Unless the thought of fighting a couple of 
    Overlords and several Masters at one time appeals to you, do your best
    to ensure that you kill whatever might be lurking in the first room
    without alerting everything else. To this end, Paralyzing Palm comes in
    handy once again. On a shelf along the south western wall you can find a
    Sheet Music Book.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    18) Head through the doorway to the south into a gas-filled room.
    Needless to say, discharging firearms in this room is not a good idea.
    That said, there are as many as a half-dozen Super Mutants lurking
    around, depending on if you met any resistance in the first room. 
    Across the room to the south you'll find another room with three ammo
    boxes and a first aid box inside. Head down some stairs (or fall down
    the hole) in the central room and head up some stairs to reach the
    door leading to the Archival Secure East Wing. Near it is a locked
    gate [Very Hard], beyond which is a shelf with some Metal Armor, a
    Metal Helmet, a Mini Nuke, a Stealth Boy, and a copy of Duck and
    Cover!. If you head through the door to the Secure Archival East Wing
    you'll be in the area within which the Declaration of Independence is
    stored.. or you can finish up the National Archives and talk to Sydney.
    <---------------------------------------------------------------------->
    19) Once back in the National Archives, explore the room south of the
    entrance to the Sub-Basement. Continue south up some stairs, go across
    a hallway to the west and go up some more stairs to reach a small 
    office. Inside you'll find Administrator Berkeley's Terminal [Average],
    with which you can unlock a wall safe [Average]. Inside of the safe
    you'll find five more Archive Prize Vouchers, which will let you nab
    all the fruity Mentats you want.. or five more, in any event. Now that
    we're done with the National Archives, head into the rotunda room,
    carefully disarming all the mines Sydney has placed around. Once you're
    far enough into the room a quest notification will pop up, 'Defend the
    Rotunda'. Cue a group of Super Mutants to bust in. Despite their
    appearance and gear, they are all unleveled, and quite easy to dispose
    of.. Never end a sentence in a preposition! It's easy to dispose of
    them. That's better. Talk to Sydney and she'll tell you that Abraham
    Washington sent her to find the Declaration before you, and that you
    need her help to get down the to Declaration.. it's not strictly true,
    but there's no harm in cooperating. When you're ready activate 'Sydney's
    Remote Terminal' and ride the Secret Elevator to Archival Secure Wing
    East.
    
    ***WEAPON INFO***
    Plasma Mines (Explosives)
    Maximum Damage: 169
    AP Cost: N/A
    Ammo: Plasma Mines
    Clip Size: 1 (1 mine/shot)
    
    This is certainly not the first place you'll find a Plasma Mine, but it
    is the first place I can safely remember where you will find some for
    sure. The Plasma Mine is like a Plasma Grenade.. only a mine. You know
    how this works by now.
    
    Archival Secure Wing East
    o======================================================================o
    20) Sydney is fair in a firefight, and you can heal her by giving her
    Stimpaks as you go, but it's better to just tell her to wait back while
    you go destroy the robots crawling around this level. If she does bite
    the big one, it's no big deal. Just be sure to grab her SMG off of her.
    Of course, there's also no reason to kill her for it, as you can obtain
    it through legitmate means later on. Head north to find a room with a
    utility gate to the north and a hallway running west. If you have a high 
    enough Science score (67 points, in this case), you can make a check to 
    repair the faulty capacitor in the door release mechanism and open the 
    utility gate. In any event, there's plenty of incentive to head west.
    <---------------------------------------------------------------------->
    21) Going west in practice is just a way to bypass the utility door, but
    that doesn't mean there's not loot down here. You can defeat the robots
    patrolling around with a bit of ease if you have the Robotics Expert
    perk, as with a bit of patience you can sneak up on them. The door to
    the right [Average] is just a shortcut to avoid looping around.. which
    kind of defeats the purpose of exploring this area. In the first room
    to your left you'll find a skeleton near a mine box with a remarkably
    intact Laser Rifle nearby, as well as some Microfusion Cells and a
    Stimpak. In the second room on the left you'll find another skeleton
    with a Laser Pistol nearby, as well as a Pulse Mine, an ammo box, and a
    first aid box. Loop around to the east and you'll get access to the
    room beyond the utility gate.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Lying, Congressional Style
    
    22) Go down some stairs to find a door to the north, beyond which you'll
    have some options. Go through the doors [Average] to the west to get
    access to a small area defended by some turrets. It's worth the trouble
    to destroy those turrets, since this room contains five ammo boxes, a 
    first aid box, a mine box, a grenades box, and copy of Lying, 
    Congressional Style on a table near the Archives Security Safe, which 
    itself contains the Bill of Rights.
    <---------------------------------------------------------------------->
    23) There's a door [Hard] to the east, but there's no real purpose to
    unlocking it, as it just provides an alternative route to areas you can
    already access. Go to the north to find a room with some yellow crates
    in it. Go down some stairs to the west to find a small room with a dead
    Mercenary inside. Now head to the unexplored area to the north. Ignore 
    the door to the Archival Strongroom for now and explore the area to the
    east. You'll eventually stumble upon another locked door [Average], 
    beyond which are some turrets guarding three ammo boxes, a mine box, a
    grenade box, and another archives security safe. This one contains the
    Magna Carta. You can now circle around to the locked door [Hard], or go
    back to the Archival Strongroom.
    
    Archival Strongroom
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    24) As soon as you enter you'll be approached by a barmy robot who 
    thinks it is Button Gwinnett. Succeed at an [Intelligence] check and 
    you'll identify Button as the second signer of the Declaration of
    Independence. If you do that you can use [Robots Expert] to shut down
    the silly robot and end its shennanigans. Or you can convince the 
    machine (with a [Speech] challenge) that you're Thomas Jefferson and the
    war is over. Failing those options, you can just kill the robot and his
    turrets. Either way, once that's done loot the room. Button's Supply
    Desks and Supply Wardrobes contains various ammo. You can also use the
    Strongroom Security Terminal to unlock the doors in this area, and in
    the east wing. Head through the door to the north and open the three
    safes to find various loot including the Declaration of Independence.
    There's also a copy of Tales of a Junktown Jerky Vendor on the table.
    Head through to door to the west when you've got everything you want and
    take the Elevator to The National Archives. It's time to head back to
    Rivet City and collect your reward.
    
    WarMECH notes:
    
    ..that at Arlington Library, among the pointed out Restoration Supplies 
    is an ink container; this is an item that may be used as part of a 
    solution to the Stealing Independence quest, in the creation of a forged 
    Declaration to satisfy the robot in a nonviolent way should the speech 
    challenge fail.
    <---------------------------------------------------------------------->
    25) Abraham Washington is suprised-but not unhappy-to see you. Give him
    the Declaration of Independence and he'll reward you with the promised
    Schematic. You can also sell the Magna Carta for 100 Caps, and the Bill
    of Rights for 125 if you wish. Either way, this quest is done. Now to 
    deal with the remaining two side-quests in the main game, Agatha's Song
    and Reilly's Rangers. Both inevitably require us to travel to Vernon
    Square, one to find Vault-Tec Headquarters, and the other to find Our
    Lady of Hope Hospital. Before we deal with that, lets grab the loot
    from the Ranger Compound.
    
    Freedom Street Station to Ranger Compound
    o======================================================================o
    Sequence of Events:						{WLK038}
    		1) Freedom Street Station
    		2) Past Ghouls and Bear Traps
    		3) Pennsylvania Avenue
    		4) Wastelander Execution
    		5) White House Plaza
    		6) Penn. Ave/Georgetown Metro
    		7) Another Port in the Storm
    		8) Utility
    		9) White House
    		10) Scavenger's Abode
    		11) Sewer
    		12) The Alternate Route
    		13) Penn. Ave/Seward Square Metro
    		14) Seward Square
    		15) Fun with Artillery
    		16) Super Mutants vs. Talon Company Mercenaries
    		17) Clearing Seward Square
    		18) Feeding the Worm
    		19) The Other Side of Anacostia
    		20) Ranger Compound
    
    1) First head to Metro Central, which can be accessed via the Muesuem
    Station. From there head to the Freedom Street Station. This should be
    a fairly uneventful journey, considered we cleared out Metro Central a
    long time ago. Freedom Street is another story. Head north across a 
    bridge to find a Scavenger. There's plenty of stuff to steal here, 
    particularly a copy of Tumbler's Today. Now for some optional 
    exploration..
    <---------------------------------------------------------------------->
    2) Head down some stairs and make your way through two rooms to find a
    tunnel to the south. Ignore the stairs to your left for now and head
    west to find the room under the bridge that led to the Scavenger camp.
    Bypass the bear traps and go through two doors to the west to find a
    Ghoul-infested sewer. Ignore the submerged door to the west and head
    north instead, turning west to follow the passage. If you follow this
    route you'll find a few bits of loot, some Ghouls, and ultimately reach
    a door leading to Vernon Square. It's a future destination of ours, and
    it might be worth it to head out and quickly grab the Vernon Square
    Station map marker. Ultimately, however, we're not interesting in
    Vernon Square just yet.
    
    Pennsylvania Avenue
    o======================================================================o
    3) Backtrack past the room with the bear traps and head up some stairs
    leading south. You'll soon end up in a metro entrance with more bear
    traps littering the floor, and a few Ghouls. Beyond that is the gate
    leading to Pennsylvania Avenue, an area briefly before mentioned, now
    immenently explored. This is a pretty safe exit to Pennsylvania Avenue,
    but there might be the odd Super Mutant crawling around, so be on guard.
    <---------------------------------------------------------------------->
    4) Head up west until you come to the back of a truck where you'll find
    a Super Mutant butchering Wastelanders. You probably won't be able to
    save any lives, but you can kill the Super Mutant and loot its metal
    shelves for some ammo boxes and first aid boxes. There's also a bed in
    here, in case you get tuckered out and need a nappy-bye.
    <---------------------------------------------------------------------->
    5) Now venture south to find some Brother of Steel Paladins fighting it
    out with Super Mutants. Save the Brothers, or let them deal with it on
    their own (it'll be easier to loot their ammo boxes if they're dead).
    Once done gaze westward to find the White House Plaza. From here we have
    several places to explore. There's an unmarked Hotel the Brotherhood of
    Steel Paladins are using as a barracks near the Penn. Ave Northwest
    area (Penn. Ave/Georgetown Metro). Across the plaza from the 
    aforementioned metro you'll find a manhole simply labled 'Utility'.
    The Penn. Ave/Georgetown Metro is optional, but we'll cover it first.
    
    Penn. Ave/Georgetown Metro
    o======================================================================o
    6) This metro connects Pennsylvania Northwest to Georgetown East, and is
    itself a perfectly legitimate means by which to reach Pennsylvania 
    Avenue. In fact, it's shorter and safer than the Freedom Street route,
    but less rewarding. Loot the Nuka-Cola Vending Machine and Eat-O-Tronic
    and head west. Go down some stairs to find a seemingly abandoned 'camp'
    consisting of several beds. There's also an Assault Rifle and some 5.56
    Rounds on a table, some ammo boxes underneath the table, and some 
    Nuka-Colas in a wooden crate. Shortly the inhabitants will show up, 
    usually led by a Raider Guard Dog. Dispose of the three Raiders that
    follow and you'll have cleared the way to Georgetown.
    
    Hotel 
    o======================================================================o
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    7) Just south of the Pennsylvania Northwest map marker you'll find an
    unmarked Hotel that'll typically have at least one Brotherhood of Steel
    Paladin inside. They're not as nice as you might have come to expect
    from Brotherhood guys, if you want something in here, you're going to
    have to steal it. Disarm the trip wire in the door way and search the
    large room beyond to find a Chinese Army: Spec. Ops. Training Manual on
    a small table.
    
    Utility
    o======================================================================o
    ***BOOKS***
    Pugilism Illustrated
    
    8) Now head across the plaza to find a manhole leading to a sewer
    simply known as 'Utility'. Go north to find two doors, on to the right
    and one to the left. Explore the room on the right first, which has
    plenty of loot in it, including a copy of Pugilism Illustrated on a
    table. Now head across the hallway and go through the door that was to
    the left. It'll eventually lead to two doors, one exits to Pennsylvania
    Avenue, and the other leads to the Presidential Sub Level, which is 
    inaccessible for now due to story-based reasons. Pop some Rad-X and head
    through the door to Pennsylvania Avenue.
    
    White House
    o======================================================================o
    9) As soon as the game loads you'll discover the White House, along with
    some Ghouls that need smote. Kill them and head up the stairs to find a
    skeleton near two packs of RadAway, three Mini Nukes, and a Fat Man.
    Once obtained, head back to the safety of the Utility. Go back through
    the Utility to the White House Plaza.
    <---------------------------------------------------------------------->
    10) Now, there are two paths we can take to get to Seward Square from
    Pennsylvania Avenue. First we can take the obvious route by going 
    through the Penn. Ave/Seward Square Metro. The other route is through
    a sewer that lies between Pennsylvania Avenue North and Metro Central
    Head back to Pennsylvania Avenue North (Freedom Street) and travel east.
    You'll find a chain gate fence with a rigged baby carriage behind it on
    one side of the street and a decline leading to a Scavenger Camp across
    the street. If you feel frisky you can try and steal from their ammo
    boxes and first aid boxes. Continue east to find the manhole leading to
    the Sewer on a sidewalk near some rubble, just across the street from
    where the scaffolding ends.
    
    Sewer
    o======================================================================o
    ***BOOKS***
    Tumblers Today
    
    11) This area is inhabited by several leveled Super Mutants, although 
    it's easy (and ideal) to fight them one at a time. Head down the tunnel
    to the north until it connects to another tunnel to the south. Switch
    tunnels and head west, entering the first door your find on your left.
    Go up some stairs to find three skeletons, one of which has a Laser 
    Pistol, some Microfusion Cells, and the 'Hidden Stash Note'. Head back
    into the tunnels and travel east until you find a niche in the wall
    on the northern side. Search it and you'll find five boxes with various
    ammo and grenades inside, as well as a copy of Tumblers Today on a 
    cinder block. Head back west and cross back over into the northern 
    tunnel. Continue west until you find a room with a ladder leading to 
    Seward Square. You'll surface in an anonymous alley east of the Seward 
    Sq. North Metro (aka Penn. Ave/Seward Square Metro.)
    <---------------------------------------------------------------------->
    12) On the other hand, if you want to go through the Penn. Ave/Seward
    Square Metro continue to Metro Central, where you'll find a large number 
    of Super Mutants. In the diner north of Metro Central you'll find a 
    number of bodies to loot. East of Metro Central you'll find a Pulowski 
    Preservation Shelter with an ammo box [Very Easy] just begging to be
    looted, and south east still you'll discover Pennsylvania Avenue East,
    aka Penn. Ave/Seward Square Metro.
    
    Penn. Ave/Seward Square Metro
    o======================================================================o
    13) Go through a doorway on the right and continue north west through 
    some bathrooms. Go through a door to the south west where-if you're
    unluckly like me-you'll find a Feral Ghoul Reaver waiting. Continue
    through some tunnels until you reach some offices which can, if nothing
    else, be traversed with ease. Head through a doorway to the south east
    to find the gate to Seward Square. Once again the official metro tunnel
    is the easier, safer, faster route, but also less rewarding.
    
    Seward Square
    o======================================================================o
    14) No matter which way you took to get here, there's one little
    problem in your way. South west of the Seward Sq. North Metro you'll
    find a Talon Company Mercenary with a Sniper Rifle on a bridge 
    connecting two buildings. You can try to sneakily snipe him, or get up
    to him by entering the office building south of the metro. The latter
    course puts you dangerously close to Super Mutants in the plaza nearby,
    not to mention the bother of trying to sneak past him in the first
    place.
    <---------------------------------------------------------------------->
    15) Either kill him or sneak past him and enter the Office Building
    south of Seward Sq. North Metro. Make your way through the building
    (looting as you go, of course) until you find a door on the top floor 
    leading to Seward Square, which will take you to the bridge the sniper 
    was on. Grab the 'Seward Square Artillery' note and a group of Talon 
    Company Mercs will show up below you to the west and get into a fight 
    with some Super Mutants. If you want to be a bastard, hit them both with 
    the artillery, or just let them duke it out. It's an amusing way to 
    dispose of some Super Mutants, at least. The only problem is finding all 
    the pieces after the strikes.. and the fact that Super Mutant Overlords 
    take an ungodly number of hits to kill. When you're done showing Seward 
    Square who the real boss is, loot the two ammo boxes and first aid boxes 
    on the shelf near the switch and head back down.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Lying, Congressional Style
    
    16) Drop down and head west to loot the corpses left behind due to your
    merciless artillery strikes. If you head north you'll find another
    batch of Super Mutants duking it out with Talon Company Mercenaries. In
    my experience, this tends to be an absolute route in favor of the Super
    Mutants. You'll also find a door leading to the Captiol Building East
    Entrance, which I have no intention of exploring at this time. South of
    this door, however, along the Capitol Building you'll find a Pulowski
    Preservation Shelter, within which you can find a copy of Lying,
    Congressional Style.
    <---------------------------------------------------------------------->
    17) Get yourself ready for a fight and head back to the south east,
    where you'll find a large plaza occupied by Super Mutants and spanned
    by a bridge. They can be rather spread out, but the numerous Centaurs
    are the fly in the ointment as they typically are good at sniffing
    out sneaking characters. Kill the Super Mutants and search the back of 
    a truck to find a safe [Average] and a first aid box. If you follow the
    bridge to the north you'll find a street that usually has an
    alignment-based encounter in it, either Regulators or Talon Company
    Mercenaries.
    <---------------------------------------------------------------------->
    18) Continue across the plaza to the east, where you'll invariably hear
    a loony complaining about the state of the world and rambling 
    senselessly. Once you reach the far eastern end of the plaza head south
    until you find another street running east. Continue east until you find
    a road running north. Continue north until you find a small path to the
    west, along which a Wastelander is cowering near a brick wall. Do NOT go
    down the alley, as the crazy Wastelander in the building has mines,
    grenades, and Mini Nukes wired to a detonater, and he will-if provoked-
    blow them up. There are two ways to deal with him. Either snipe him from
    outside of his blast radius, or succeed at a [Charisma] check and
    convince the cowering Wastelander to go talk to the loon. If you kill
    the psycho, you're free to pick up all the undetonated munitions he'll
    leave behind. After the nutter was put out of our misery I was able to
    find four Frag Mines and four Mini Nukes in my admittably brief search.
    <---------------------------------------------------------------------->
    19) From the alley head south east, persuing a new map marker which
    will turn out to be another entrance to the Anacostia Crossing Station.
    If you're late enough in the game an Enclave Vertibird will fly over
    head and expel some Enclave Soldiers, who will be quick to pick a fight
    with nearby Super Mutants. Deal with the situation however you see fit,
    but head east once the dust has settled to find a truck. In the back of
    the truck you'll find a dead Wastelander, his two ammo boxes, two first
    aid boxes, and a rigged baby carriage.
    
    Ranger Compound
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    20) Backtrack to the west and head back up the psycho-adjacent road to
    the north until you find some sand-bag barricades guarding a path to
    the east. Continue east until you find the Ranger Compound. Don't be
    afraid to search the upper levels of the building before you go in, as
    there are a total of five ammo boxes and two first aid boxes to be 
    found. Activate the 'Ranger Compound Outer Terminal' to open the door.. 
    that or pick the lock [Very Hard]. You can also get the note 'Search 
    Party Log #2' here by perusing the terminal. Inside the compound you can 
    get more info on the Rangers by searching Reilly's Terminal. Other than 
    that, there's a bit of food, drugs, ammo, and the odd components around,
    as well as a copy of Dean's Electronics in the southern room with the
    shelves in the middle, the book is on top of the generator along the
    southern wall. Now that we've helped ourselves to the Reilly's stuff, 
    we might as well help out her Rangers. 
    
    One way to get to Our Lady of Hope Hospital is to head back through the
    Museum Station down to Dupont Circle and go through the Dry Sewer, which
    leads to the basement of Our Lady of Hope Hospital.. but what's the fun
    in going back through a place we've already explored? Instead, this 
    walkthrough will take the route that allows us to explore the most areas 
    along the way. Head over to Arlington Cemetery North and into Arlington 
    Utility.
    
    Arlington Utilty to Our Lady of Hope Hospital
    o======================================================================o
    Sequence of Events:						{WLK039}
    		1) Arlington Utility
    		2) DCTA Tunnel 014-B Potomac
    		3) Swimming with 'Lurks
    		4) Foggy Bottom Station
    		5) Dupont Circle
    		6) Sunken Sewer
    		7) Metro Junction
    		8) Vernon Square
    		9) Vault-Tec Headquarters - Guest Relations
    		10) Vault-Tec Headquarters - Corporate Offices
    		11) Looting the Upper Levels
    		12) Vault-Tec Headquarters - Administration
    		13) Mainframe Level
    		14) Masterbrain
    		15) Mainframe
    		16) Vernon Square Crater
    		17) Sewer Entrance
    		18) Super Mutant Sewer (with Radiation Sauce)
    		19) Super Mutant Building
    		20) Finishing Up Vernon Square
    		21) Our Lady of Hope Hospital
    		22) The Eastern Hall
    		23) Looping Around
    		24) The Dry Sewer
    		25) Our Lady of Hope Hospital 2nd Lvl
    		26) Statesman Hotel Mid Level
    		27) Theo's Ammo Box
    		28) Little Moonbeam's Father
    		29) To the Elevator
    		30) The Long Route
    		31) Statesman Hotel Restaurant
    		32) Statesman Hotel Roof
    		33) Statesman Hotel
    		34) Returning to Reilly
    		35) Sydney's 10mm "Ultra' SMG
    
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    1) This area is occupied by Raiders, and hence, not much of a threat at
    all. Follow the metro tunnel until you find a door to the north, which
    will eventually deposit you at a fork in the road. Head north up some
    stairs, then east up some more to find a room with a copy of U.S. Army:
    30 Handy Flamethrower Recipes on the metal shelf. If you continue up to
    the north you'll find more rooms to loot, and if you head back to the
    fork and go east you'll eventually turn south and enter come caverns
    with plenty of Raiders in them. Loot and fight your way south until
    you reach some sewers, where you'll find the door to DCTA Tunnel 014-B
    Potomac.
    
    DCTA Tunnel 014-B Potomac
    o======================================================================o
    2) Head south through a metro tunnel into another, longer metro tunnel.
    You'll notice the area has all the indicators of Raider activity, but
    alas, no Raiders. Scallops got 'em. Head east down the long metro 
    tunnel, where you can eventually find a small dead-end area to the 
    south, the exit to Georgetown, or more interestingly, you can follow 
    the metro tunnel as it curves south.
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    3) There are plenty of Mirelurks around, and plenty of Mirelurk Egg
    Clutches to loot. Go through a door to the east and continue past a
    partially flooded tunnel to reach a fork in the road. If you go east
    you'll find an entrance to the Foggy Bottom Station, so go south. 
    You will reach a half-flooded series of tunnels, which eventually leads
    south into a fully submerged area. Save your game and put your swimming
    goggles on. Swim down the tunnel and eventually you'll reach a door
    leading to a room. Surface at the stairs and kill a Mirelurk. Besides
    Mirelurk Egg Clutches you'll find a D.C. Journal of Internal Medicine
    and some Stimpaks on the machinery in this room.
    
    Foggy Bottom Station
    o======================================================================o
    4) From the entrance to the DCTA Tunnel 014-B Potomac head north,
    disarming a trip wire and taking the two neutered grenade bouquets as
    you go. Follow the tunnel as it turns east and take the first left you
    find. Behind a fence you'll find a Nuka-Cola Quantum sitting on a ledge. 
    Now, I could go into great detail about this area, but what you really 
    need to know is that it's filled with Raiders and that you're heading 
    to the upper level, exiting to the north at Dupont Circle. You will find 
    numerous components and odd valuables on the way, but nothing 
    exceptional.
    
    Dupont Circle
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    5) Finally we come back to Dupont Circle, and like I mentioned before..
    it's not very interesting. It's crawling with Raiders, and in one of
    the ruined buildings you'll find a Pre-War Book on a bookshelf. Other
    than that, hit Lady Frumperton's Fashions for a copy of Tales of a 
    Junktown Jerky Vendor, which is safely tucked away in a locked [Average]
    safe. Ignore the Dry Sewer for now (as it leads to the Our Lady of Hope
    Hospital, which we'll get to later), but since the Sunken Sewer in this
    area doesn't lead anywhere we'll explore later, we might as well explore
    it now.
    
    Sunken Sewer
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    6) From the center of Dupont Circle (the fountain where all the Raiders
    and Frag Mines were) head north-east until you find a sewer entrance
    near some debris. Pop some Rad-X, as this sewer is higly irradiated, and
    head inside. As an irraditated sewer, there's going to be one of two
    types of enemies insids, Ghouls or Super Mutants. Unfortunately it's
    the former. Head south, then east into a chamber and exterminate the
    Ghouls wandering around. Cross the catwalks in the center of the room
    to find a stash along the northern wall consisting of some components,
    some Rad-X, a Scoped .44 Magnum, two ammo boxes, and a safe [Average].
    Best of all, on top of the safe is a copy of U.S. Army: 30 Handy
    Flamethrower Recipes. Now that we've searched Dupont Circle to our 
    hearts content it's time to head north to find Metro Junction.
    
    Metro Junction
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    7) Metro Junction's size belies its simplicity, and the only real reason
    to explore it is simply so that we can say we did.. and to grab the lone
    book present in all this mess, a copy of Grognak the Barbarian on a
    table under the platform leading to Vernon Square. And the Tin Cans,
    which are every where in here.. for what it's worth. To the north west
    is an exit to Chevy Chase, and to the south west are two exits to
    Dupont Circle. In the east and north east you'll find exits to Vernon
    Square. I prefer to exit out the north east.
    
    Vernon Square
    o======================================================================o
    8) Ah, the second to last external area in the D.C. area to explore, and
    it's crawling with Super Mutants. What did you expect? You'll discover
    Vernon Square North when you arrive. Kill whatever Super Mutants are 
    around while being careful to avoid the pressure-plate rigged to two 
    Combat Shotguns just south of Metro Junction and head east to find 
    Vault-Tec Headquarters. We might as well explore it, since we're here 
    and all.
    
    Vault-Tec Guest Relations
    o======================================================================o
    9) You'll notice that this isn't a friendly place just by seeing the
    dead Super Mutants lying around. Of course, they're not leveled, so
    don't give Vault-Tec security too much credit yet. You can explore the
    bathrooms to the west and the upstairs portion to the south west, but
    to get anywhere you'll need to head up the stairs and into the Corporate
    Offices.
    
    Vault-Tec Corporate Offices
    o======================================================================o
    10) There are plenty of robots in this level, and many rooms have holes 
    in the ceiling from which robots on upper floors can be alerted to your
    presence. This is just one of many areas where sneaking comes in handy.
    Head up the stairs until you come to a split path. Go through the door
    across the hallway and into a room to the left, where you'll find 
    numerous toolboxes, a first aid box, and a safe [Easy]. Make your way
    east until you find some stairs leading up.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Big Book of Science
    
    11) At the top of the stairs take a right, head down to the end of the
    hallway and take a left at a garbage can, then take another right to 
    find a room with a Nuka-Cola Quantum on a bookshelf. Head east through
    a hole in the wall (avoiding the hole in the floor) to find another
    room. On the eastern wall across from the entrance is a shelf with a
    Big Book of Science on it. Head back out into the hallway and continue
    down another hallway to the west a short ways, taking the first right
    into yet another floor-holey room. Head to the north and creep along
    the edge of the room to reach the door on the other side of a large
    hole in the floor. Beyond you'll find a Stealth Boy, two ammo boxes,
    a first aid box, and a Laser Pistol. Head back out into the hallway
    and continue west until you find another flight of stairs, which in
    this case lead to the Vault-Tec Administration area.
    
    Vault-Tec Administration
    o======================================================================o
    12) Immediately to the west will be an unleveled Turret that needs to be
    shot down. Head through the doorway to the north to find two terminals,
    a 'Turret Control System' [Average] which can be repurposed to suit
    your needs, and a 'System Operation Station 3' terminal, which is one of
    three terminals you need to access to shut down the masterbrain and/or
    gain access to the mainframe.
    <---------------------------------------------------------------------->
    13) Head to the south until you find some stairs leading up, at the top
    of which you'll find a leveled turret. Continue through a door to the
    west to find the 'System Operation Station 1' terminal. Go back out into
    the hallway and through the door on the right to find a 'Vault-Tec
    Employee Terminal', which is fairly useless, and some minor loot. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Grognak the Barbarian
    
    14) A unique Robobrain named 'Masterbrain' should be wheeling around by 
    now. If you destroy it you can activate the remains and disable the rest 
    of the security in the area, or you can go to the end of the hallway, 
    head west, and enter the first door on the right to find the 'System 
    Operation Station 2' terminal, which can be used to shut down 
    Masterbrain.. you still have to go back and mess with the disabled robot 
    to shut down the rest of security, however. Continue west until you find 
    a hallway leading south. Enter any of the three doors on the right and 
    head into the left-most office to find a copy of Grognak the Barbarian on 
    a desk.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    15) Go back into the hallway and continue south. Either hack the 'Turret
    Control Terminal' [Average] or deal with the leveled turret beyond. 
    Continue through a cell door to find the Vault-Tec Mainframe, from which
    you can download information on all the Vaults in the area.. 87, 92,
    101, 106, and 108. Head down the stair cases in the north western corner
    of the area map to make a quick trip back down to the previously
    inaccessible side of Guest Relations. Search the tables in the north
    west corner of the Guest Relations area to find a copy of Tales of 
    Junktown Jerky Vendor.
    <---------------------------------------------------------------------->
    16) Once back in Vernon Square, head west to Vernon Square North, then
    from there travel south west. Kill the Super Mutants you find and teach 
    them not to suck by looting their ammo boxes and first aid box. Continue 
    south between two buildings to find a large crater in the ground with a 
    downed aircraft in the middle. Before we tackle that, however, head
    west to find a sewer entrance to a.. Sewer Entrance. 
    
    Sewer Entrance
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    17) This place is a lot more rad-friendly than the crater we're about to
    explore, so enjoy it. Disarm the trip-wire attached to a Grenade
    Bouquet before the first room and make your way to a locked door 
    [Average]. In the room beyond you can find a copy of Dean's Electronics
    on a table. Now exit back to Vernon Square.
    
    Sewer
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    18) To have any chance of exploring the crater you'll need to pop some 
    Rad-X.. and possibly deal with the Super Mutants nearby. Quickly head 
    down the pit to find a sewer entrance (leading to just a Sewer this 
    time). Even with two Rad-X popped I was taking about 6 Rads per second 
    as I approached the door, so it's no trivial amount of radiation we're 
    dealing with here. Once you're in the sewer the rads are significantly 
    less dangerous. Head down a tunnel to find a Super Mutant camp, wherein 
    you'll find some metal shelves holding a variety of goodies. This haul 
    includes a bit of chems, a Scoped .44 Magnum, a Stealth Boy, and a D.C. 
    Journal of Internal Medicine. If you look around you can also find some 
    dead Wastelanders, a Raider, and a Mercenary, but you'll have to weigh 
    your greed with the practical need to get out of here before your Rad-X
    wears off.
    <---------------------------------------------------------------------->
    19) Once out of the Sewer some Regulators/Talon Company Mercenaries
    will spawn. There's also a building full of Super Mutants to the west
    which should be cleared and looted. If you didn't kill the Super
    Mutants off already, they should cheerfully set themselves on the
    Regulators/Talon Company Mercenaries. Once you're the last biped
    standing loot the Super Mutant-occupied building to the west, 
    especially grabbing the loot in and around the locked safe [Easy]. If
    you head to the top of the building and cross a bridge to another 
    building to the south you'll get access to another small stash.
    <---------------------------------------------------------------------->
    20) From the Super Mutant building you can head south west to find the 
    Vernon Square Station (Freedom Street Station). There's a Pulowski 
    Preservation Shelter nearby with a Radiation Suit inside, but other than 
    that there's little reason to go here save the map marker. To the south 
    east you'll find the Statesman Hotel, which you can clear out now if you 
    wish, but since you're imminently heading there as part of the Reilly's 
    Ranger's quest, and your progress through the hotel is severely limited 
    as of now, you might as well save it. In fact, our Vernon Square 
    exploration is complete. The only thing left to do is hit the 'Our Lady
    of Hope Hostipal', which is south of Freedom Street Station. There are
    two entrances from here, you can either head south through the ruined
    building connected via bridge to the Super Mutant-occupied building to
    find a side door, or head south of the crater to find the main entrance.
    For the sake of argument, I'll assume you'll went into the side
    entrance.
    
    Our Lady of Hope Hospital
    o======================================================================o
    21) In this first room you'll find a safe [Easy] a Turrent Control
    Terminal [Average], and a rigged computer. You can activate the turret
    system here to harass the distant Super Mutants, but you can't expect
    the turret to do much more than that. If you head through the door to
    the south you'll be adjacent to a large open room with several Super
    Mutants within. Fortunately the Super Mutants in this part of the quest
    are mostly unleveled, and shouldn't be difficult for anybody with a
    two-digit level. Once they're dead loot the room. There are three ammo
    boxes on a desk in the south east corner of the room, a Pre-War book on
    the wooden receptionists desk to the west, and a host of other goodies.
    Be wary of the gurney near a pillar by the windows, as it has a live
    Frag Mine on it, and the oxygen canisters nearby will detonate if the
    mine does. You can also find a Grenade Bouquet in the woman's bathroom
    to the south.
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    22) Ignore the stairs to the west and instead explore the east, where
    you'll shortly find the room containing the main entrance to Our Lady
    of Hope from Vernon Square. Head south down a hallway, disarming a
    rigged baby carriage as you go. Go through a locked door [Average] to
    the east to find a room with a non-hostile Mister Handy and four first
    aid boxes on the wall.
    <---------------------------------------------------------------------->
    23) Head to the end of the hallway and turn west when it ends. Go into
    the first room on the left and search the table in the corner to find a
    D.C. Journal of Internal Medicine. The second room on the left contains
    a wall safe [Hard] which can also be opened by hacking the Nurse's 
    Station Terminal 01 [Average]. In the next room over (Maintenance and
    Surgery) you'll find some stairs down which will eventually lead to a
    small cache of goodies, including two ammo boxes and a mine box.
    Continue around the corner to find another wall safe [Hard], which can
    be opened by hacking the Nurse's Station Terminal 02 [Average]. The
    other rooms of this level have a bit of loot in them, and most all of
    them have a first aid box near the door, so loot at your leisure. The
    hallway eventually leads back to the large northern room we cleared 
    out earlier, leaving us with two options. We can go upstairs to find
    the door leading to Our Lady of Hope Hospital 2nd Lvl, or downstairs
    to explore the admittably ancillary Dry Sewer. Since the Dry Sewer has
    a fair bit of loot in it, it might be worth checking out. Let your
    greed (or lack thereof) guide you.
    
    Dry Sewer
    o======================================================================o
    ***BOOKS***
    Dean's Electronics
    
    24) In this first room there are several Super Mutants. There's also
    plenty of valuable (and often heavy) components strewn about. When done
    head through a door to the south to find a sewer where a group of Super
    Mutants and Talon Company Mercenaries are fighting it out. Once 
    dispatched you can explore to the east to find a bed with some trivial
    loot around it. The real fun is to the west, where you'll find another
    fight between the two groups, or at least the remains of one side or
    another. Go through a door to the south to find a small maintenence
    room. Inside, on a metal shelf, is a copy of Dean's Electronics. To the 
    west you'll find some minor loot strewn about, but the path is 
    ultimately a dead end. Head north down a tunnel instead to find a
    door, behind which are more Talon Company Mercenaries. If you continue
    on you'll reach the door leading back to Dupont Circle.
    
    Our Lady of Hope Hospital 2nd Lvl
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    25) Head down the hallway to the east, ignoring the door to the left for
    now. At the end of the hallway you'll find another wall safe [Average],
    which can be unlocked by hacking the Nurse's Station Terminal 03 
    [Average]. Now backtrack and head into the room we bypassed earlier,
    killing whatever Super Mutants you find milling about. On one of the
    tables in this room is a D.C. Journal of Internal Medicine. Continue
    through the kitchen to the east, through another door to the east and
    up some stairs until you find a door leading to Vernon Square. Now you
    are outside on the second level of the Our Lady of Hope Hospital, and
    can safely traverse the railing to the east to reach the upper levels
    of the Statesman Hotel. Before you head off, however, now would be a
    good time to empty your inventory. There's plenty of loot in the
    Statesman Hotel, and it would be a shame to have to backtrack all
    the way to the upper levels of the hotel to grab something you missed.
    
    Statesman Hotel Mid Level
    o======================================================================o
    26) When ready cross from Our Lady of Hope Hospital to the Statesman
    Hotel, dropping down to the lower level to get access to the door
    leading the Statesman Hotel Mid Level. As soon as you enter you'll find
    that a hole in the floor is the only way to proceed further.. which 
    means you're commited to finishing this quest once dropping down. Head
    through a door and down a hallway to the north before turning east and
    disarming a trip wire. Grab the Grenade Bouquet and head through the
    door nearby.
    <---------------------------------------------------------------------->
    27) Continue exploring this level, generally heading south until you 
    find some stairs up. On the stairwell you'll find the remains of poor
    Theo, as well as Theo's Ammo box. Continue upstairs until you find 
    another tripwire near a door. Head upstairs and grab the Grenade Bouquet
    waiting for you, then go through the door to the east. Go through a door
    to the south and head through the level, generally going east, killing
    Super Mutants along the way until you reach another flight of stairs up.
    <---------------------------------------------------------------------->
    28) Go up the stairs until you reach the next level. Head down a hallway
    to the north and go through the door to the right to score some loot,
    including two ammo boxes and a first aid box. Explore the rooms across
    the hallway to the west. On a bed you'll find a skeleton with the note
    'A Note from Little Moonbeam's Father', which you'll need to get 
    Sydney's unique 10mm Submachine Gun. 
    <---------------------------------------------------------------------->
    29) Continue down the hallway to the north until you find two doors 
    leading west, the northernmost of which has a trip wire attached to a 
    Grenade Bouquet in the doorway. Head to the west to find an elevator,
    which can be repaired by activating the 'Destroyed Elevator Panel' and
    having a high enough Repair skill. This elevator will take you up to the
    Statesman Hotel Restaurant, and it's a nice little shortcut. By now,
    however, you should know how I feel about shortcuts. The next step will 
    cover the long route up to the Statesman Hotel Restaurant.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Spec. Ops. Training Manual
    
    30) Go west through a door, then north up a hallway until you find a 
    staircase through a door on the left. When you reach the next level
    continue down a hallway to the east and go in the first door to the
    right, where you'll find a Chinese Spec. Ops. Training Manual on a 
    bookshelf. Go back out into the hallway and continue east to find
    another staircase leading up. If you go south instead and through a
    door to the right you'll find a small room with two first aid boxes
    and an ammo box. Go up the stairs, being careful to avoid a trapwire 
    rigged to a grenade bouquet on one of the landings along the way up.
    Up the next flight of stairs you'll find a door leading to the 
    Statesman Hotel Restaurant.
    
    Statesman Hotel Restaurant
    o======================================================================o
    ***BOOKS***
    Grognak the Barbarian
    
    31) Head west and disarm the pressure plate in front of the Nuka-Cola
    vending machine and grab the grenade bouquet it was attached to.
    Continue west until the hallway ends, then turn west, going through a
    room until you reach another hallway, running east/west. If you go east
    you'll find the elevator short-cut we bypassed earlier, and beyond that
    lies the Alfresco Lounge, the main room in this level. If you go west..
    well, you'll get to the same place, you'll just get to kill some more
    Super Mutants along the way. There are plenty of Super Mutants lounging
    around the.. uh.. lounge, a number of which are leveled, too, so some
    caution is advised. Once they're dead, loot the central bar for
    alcohol, two ammo boxes, a Nuka-Cola Quantum, a copy of Grognak the
    Barbarian and the various bits of ammo that the Super Mutants have left 
    behind. Head under the staircase in the south western corner of the
    room to find a disabled Protectron and loot it for a Fission Battery.
    You're going to need this. Once obtained head up the stairs to the
    south east and from there head to the north, through a door, and onto
    the Statesman Hotel Roof.
    
    Statesman Hotel Roof
    o======================================================================o
    32) Go around the corner and head south, following a trail of Super
    Mutants as you go. You'll see and hear the sounds of fighting from the
    raised area to your west. Don't worry, it's scripted. When you approach 
    a Ranger named Butcher will talk to you. Long story short, walking out 
    is not going to happen, you'll need to get the express elevator working. 
    To do so, you'll need a Fission Battery.. good thing we grabbed it on 
    our way up, right? Ignore his request for now so you can talk to the 
    Rangers, who will tell you how they survive. If you got Theo's ammo box 
    you can give them some ammo, if you're nice like that. Once you're 
    ready, repair the elevator with the Fission Battery, or talk to Donovan 
    and let him do it. Either way, once that's done enter the elevator and 
    get ready to roll.
    
    The Statesman Hotel
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    33) You'll ride the elevator down to the Statesman Hotel, where you'll
    encounter a few Super Mutants.. Unless you cleared the place out
    already, in which case there will be even fewer Super Mutants (some
    spawn even if you killed the static ones already.) Even if you didn't, 
    the Rangers should have no trouble decimating them, especially with your 
    help. Kill them and head to the bottom floor, exiting out to Vernon 
    Square. Once outside Reilly's Rangers should be able to make it back on 
    their own.. especially with Vernon Square cleared out. Take the time to 
    loot this level once the Rangers are gone. There's a locked safe 
    [Average] behind the counter, and in an upstairs room in the north 
    eastern corner of the area map you'll find a copy of Tales of a Junktown 
    Jerky Vendor on a table. In the ajoining bathroom of the same room 
    you'll find a rather militant skeleton in the tub with an Assault Rifle, 
    nearby. There's also a pair of ammo boxes in this room.
    <---------------------------------------------------------------------->
    34) Go talk to Reilly, who will pay you for your success. She'll offer
    you either a suit of Ranger Battle Armor, unique Combat Armor that 
    gives bonuses to Luck, AP, and Small Guns, or Brick's Minigun, 
    'Eugene'. Given that I don't find Miniguns terribly useful (especially 
    compared to Vengeance) I'd suggest grabbing the armor instead. It's 
    resilient stuff, if Power Armor isn't quite your thing, Ranger Battle 
    Armor works in a pinch. Either way, the quest is over, but Reilly will
    offer you more work. They were scouting the D.C. ruins, and she'll pay
    you for every location you discover, which she'll download off your
    Pip-Boy. She'll give you a 'Geomapper Module', which you supposedly
    need to keep on you while mapping. Really though, it just takes up
    space. Talk to Reilly again and she'll pay you for what you've 
    discovered thus far-which is quite a bit. You can expect to get a pretty
    huge amount of Caps for this, and by the end of the game when I finally
    turned this in, Reilly paid me a whopping 6540 Caps for all the 
    locations in the game. (Thanks to WarMECH for reminding me that I forgot
    to mention this stupidly lucrative quest.) When you're done pestering
    Reilly it's time to go and get ready to finally finish off Agatha's 
    Song.. after we take care of some business with 'Little Moonbeam'.
    
    ***WEAPON INFO***
    Eugene (Big Guns)
    Maximum Damage: 264
    AP Cost: Average
    Ammo: 5mm Round
    Clip Size: 240 (has brief warm-up time but very rapid fire thereafter,
    		fires 8-round busts in V.A.T.S.)
    
    Eugene is everything a unique weapon should be. It's 50% stronger with
    no obvious drawbacks. Unfortunately it's a Minigun, and even with its
    power it's still no better than a normal Gatling Laser. 
    <---------------------------------------------------------------------->
    35) Head back to the Museum of History and head into Underworld. The 
    9th Circle is where you'll find Sydney wasting her time. You'll find out
    that she's an ammunition vendor now, and she typically has a fairly
    good stock of ammo. Show her the note you found in the Statesman Hotel
    and she'll have over her 10mm Ultra SMG. Not a bad trade, eh?
    
    ***WEAPON INFO***
    Sydney's 10mm "Ultra" SMG (Small Guns)
    Maximum Damage: 128
    AP Cost: Very Low
    Ammo: 10mm Round
    Clip Size: 50 (1 Round/Shot, full-auto, 
    		fires 4-round bursts in V.A.T.S)
    
    It has more than 50% more damage and ammo capacity than a normal 10mm
    Submachine Gun, the same accuracy, and the same speed in V.A.T.S. If
    you liked 10mm Submachine Guns, you're going to love this weapon. You
    can really argue against a unique version of an already powerful weapon
    that is better in many important ways.
    
    Chaste Acres Dairy Farm to Vault 92	
    o======================================================================o
    Sequence of Events:						{WLK040}
    		1) Nuka-Cola Truck
    		2) Old Olney
    		3) Old Olney Sewers
    		4) Prototype Medic Power Armor
    		5) Heavy Ordinance
    		6) The [Very Hard] Door
    		7) Leaving Old Olney
    		8) Vault 92
    		9) To the South
    		10) Vault 92 Overseer's Office
    		11) The Overseer's Stash
    		12) Sound Testing
    		13) Soil Stradivarius
    		14) To the East
    		15) Reactor Room
    		16) Living Quarters
    		17) Finishing Vault 92
    		18) Raider Barn
    		19) Agatha's Song
    
    ***BOOKS***
    Guns and Bullets
    
    1) Compared to our previous outing, this will be a relatively short
    journey. Fast travel to Old Olney.. or near it, in any event, if you're
    too squeamish about potentially spawning in the middle of a pack of
    Deathclaws. A good place to fast travel is Chaste Acres Dairy Farm, even
    if it means killing a bunch of Raiders. From there head north west until
    you find a road. Specifically what you're looking for is a broken down
    truck, which will be near a fenced-in red rocket idol. In the back of
    this truck you'll find about five Nuka-Cola Quantums, and many normal
    Nuka-Colas, along with whatever is in the Nuka-Cola vending machines.
    If that's not enough loot for you, outside of the truck you'll find a
    mail box, within which is a copy of Guns and Bullets.
    
    Old Olney
    o======================================================================o
    2) Now continue on to Old Olney. There's a bit of loot scattered around,
    including a Laser Rifle and a Stimpak outside of city hall. There's also 
    a note 'Nuka-Cola Accident Report' outside of a building south of city
    hall. Old Olney is otherwise a pretty boring place, containing only its
    Sewers, which we should probably explore, don't you think? There are
    two sewer entrances, of which the one to the south west in an alley is
    preferable. Not only is there a bit of loot mingled with the gore 
    nearby, but the other entrance doesn't leave you with an option for
    egress unless you clear the Sewer out.
    
    Old Olney Sewers
    o======================================================================o
    3) And what do we find in the Old Olney Sewers? More Deathclaws. How do
    they fit in here, exactly? Who knows. You have two ways to travel, north
    and south. Go south through a large metal door, then east through 
    another door. Loot the first room on your left, which contains a work
    bench. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Duck and Cover!
    
    4) When you're done looting head back out into the hallway and go 
    through the door on the right and through another door to the south to
    find a dry sewer. In the middle of this room is a dead Brotherhood of
    Steel Initiate wearing the unique Prototype Medic Power Armor. When
    you're done taking the armor and looting the other bodies head through a
    hole in the wall to the south and continue to the end of the tunnel,
    where you'll find a skeleton who was apparently trying to tunnel out of
    the sewer with.. a spoon? Anyways, there's a copy of Duck and Cover!
    nearby.
    <---------------------------------------------------------------------->
    5) Head back to the tunnel you deviated from to the north, and continue
    north until you find a room with several beds in the middle. This is a
    good place to rest, if you are low on health from all the Deathclaws.
    There's a Missile Launcher on one of the bunk beds, and a Fat Man
    under the wall-safe laden northern wall. Of course, there are the three
    Safes [Average], with various goodies inside, and a Nuka-Cola Quantum
    near an ammo box.
    <---------------------------------------------------------------------->
    6) Now head back to where you entered the sewers and head up to the
    north. Turn east when the tunnel ends and continue as far as you can
    until you come to a room with a locked door [Very Hard]. Open the safe
    [Average] in the counter on the eastern side of the room, then tackle
    the [Very Hard] door. Beyond the door is a small room with various
    loot inside, the best of which is a Mini Nuke and two first aid boxes.
    <---------------------------------------------------------------------->
    7) Leave the room and travel back west, turning right up the first
    tunnel you find leading north. When this tunnel ends turn west. Ignore
    the 'Ladder to Old Olney Underground', as this area is off-limits to
    us until we come back later, during Broken Steels' quests. Instead,
    take a right and head through a door to the north to find a small
    room with some goodies inside. There are three ammo boxes, two first
    aid boxes, two tool cabinets, and numerous metal boxes. There's also
    a Utility Worker ID on the floor near a skeleton, if you feel like
    starting up the Protectron. By continuing forward you'll find the way
    out of the Old Olney Sewers that we ignored earlier. Ignore it again
    and head back the way you came.
    
    Vault 92
    o======================================================================o
    8) You'll find lonely Vault 92 north west of Old Olney. Once inside,
    you'll quickly notice that this Vault hasn't fared much better than the
    other vaults around the Capital Wasteland. Continue south into the Vault
    and grab the Laser Pistol, Energy Cells, and first aid boxes on the 
    table nearby. On another table near some computers you'll find the note
    'Professor Malleus Adio Log V92-01', and a Pre-War Book. A quick listen
    to the tape will reveal that this Vault likely didn't save any lives.
    <---------------------------------------------------------------------->
    9) This level is large, filled with Bloatflies, and mostly boring. It
    connects to four areas, and by now the names should be fairly typical
    Vault fare to you. You can reach the Living Quarters by travelling south
    or west. The Reactor Room can be reached by going east or west. The
    Sound Testing room can be reached by travelling east and south. Lastly,
    and the route we're most interested in, the Vault 92 Overseer's Office
    lies to the south. Go south through a door, disarming the Frag Mine in
    the doorway-a common feature of this Vault that you should be wary of
    any time you cross a doorway. Go south through another door and cross 
    the room to the south west, disarming the trip wire rigged to a shotgun
    as you go. After going through the trip-wire-trapped doorway you'll find
    a skeleton with a note 'Feedback Loops' nearby. Go down the stairs to 
    find a large room. Go through a door to the south, around a corner, up
    some stairs, and into a room to the south east to find a door leading
    to the Vault 92 Overseer's Office.
    
    Vault 92 Overseer's Office
    o======================================================================o
    ***BOOKS***
    Duck and Cover!
    
    10) Go through the locked door [Very Easy] to the south to reach a
    barricaded room. Explore and loot the rooms to the north and south, in
    the latter of which you can find a note 'Professor Malleus Audio V92-02'
    on a desk. Now go through the door to the west to discover the 
    Overseer's office. You can activate Richard Rubin's Terminal and read up
    about the Vault, which will spell out rather clearly how this Vault
    collapsed. On the desk nearby you'll find the note 'Professor Malleus
    Audio Log V92-03'. There are also three ammo boxes, a Laser Rifle on the
    bookshelf in the south eastern corner, a Pre-War Book and a copy of Duck
    and Cover! on the other bookshelf, and a Stealth Boy on the Overseer's 
    desk.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    11) Head back to Vault 92 and go north to find a locked [Average] door.
    Beyond the door is a supply room, within which you can find some ammo,
    two ammo boxes, and a copy of Tales of a Junktown Jerky Vendor on the
    various metal shelves in the room. On a counter is a 'Supply Shop'
    terminal [Average], which unlocks a safe [Average] built into the 
    counter.
    
    Sound Testing
    o======================================================================o
    12) Drop down to the lower level and head through a doorway in the
    north eastern corner of the map to find some stairs leading down to
    Sound Testing. Go around the corner and down some stairs to the south.
    Go around another corner to the west to find a three-way split. In the
    room to the north you'll find a Pre-War Book on a table. In the room to
    the west you'll find, once you bypass the locked door [Hard] a supply
    room. Grab the goodies off the shelves, including the drugs and the 
    Stealth Boy.  There's also a wall safe [Average], that belongs to you,
    it just doesn't know it yet. 
    <---------------------------------------------------------------------->
    ***BOOKS***
    Nikola Tesla and You
    
    13) Go south to bisect another hallway running east west. Go east first
    and grab the note 'Professor Malleus Audio Log V92-06' and the copy of
    Nikola Tesla and You from off the desk, then activate the 'Studio 
    Computer' and select the option 'Open Recording Studio.' Now go down the
    hallway to the west and into the Recording Studio. Loot the wall safe
    [Easy] and grab the Soil Stradivarius off the table. Now we're ready to
    go back to Agatha.. once we're done exploring Vault 92, of course. Head
    back north up the stairs you came down. This time head east, further
    into the Sound Testing Level, instead of going west, which will take you
    back to Vault 92.
    <---------------------------------------------------------------------->
    14) Go around the corner to find two hallways, one south, and one east.
    Since it loops around, it doesn't really matter which one you take. For
    the guide I'll go east first, and head into the door to the left and 
    grab the Pre-War Book off the bookshelf. Continue to the east, ignoring 
    the door up to Vault 92, instead travelling south. You'll find two doors 
    opposite each other. Go through the door to the west and grab the 
    'Professor Malleus Audio V92-05' off the desk. To the east you'll find 
    two Stimpaks and a Pre-War Book next to 'Zoe Hammerstein's Terminal'. 
    Once that's all done and looted, head back up to Vault 92.
    
    Reactor Room
    o======================================================================o
    15) You should now be on the eastern side of Vault 92. Head up to find
    the door leading to the Reactor Room. Go around a corner and down two
    flights of stairs to find that this level is partially flooded.. which
    accounts for the Mirelurks. If you follow the linear path of the level
    you'll end up simply finding the other door leading back to Vault 92.
    This level pretty much just contains some components, Mirelurks, and
    rads. Well, that was a waste of time. Once you reach the end of the
    level return to Vault 92, where you'll surface on the western end of
    the level. Enter the nearby door to the Living Quarters.
    
    Living Quarters
    o======================================================================o 
    ***SHEET MUSIC BOOK***
    
    16) This area is more interesting than the last for no better reason
    than because you can mess around with the terminals outside the barracks
    and select the 'Noise Flush' options, which will kill any Mirelurks in
    the area. That'll teach them to be sensitive to sound. Go south and give
    it a try at the 'Men's Dorm Security Terminal.'Then dutifully loot the
    room. Search the first aid box under the table in the first room, grab
    the Assault Rifle from off the floor near the skeleton in the second
    room, go into the bathroom to the north and search the floor near a 
    toilet to find a Sheet Music Book and finally search the storage closet
    to the south, where a rigged Shotgun trap obviously didn't save the
    skeleton within. Take its Laser Pistol, the Rigged Shotgun, search the
    ammo box [Very Easy], the wall safe [Easy], and grab the note 'Jon
    Adiglio's Note' and the 'Key Code to Data Storage.'
    <---------------------------------------------------------------------->
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    17) Now-as lazy as this may sound on my part-search the rest of the
    dorms, which aren't nearly as interesting or lucrative. When done, head
    south of the first male dorm we searched to find some stairs. Continue
    down the hallway until you find a door to the south. Beyond you'll find
    a series of rooms, as follows. To the east will be a room with a
    'Security Terminal' near which is a Nuka-Cola Quantum. To the east is a
    room with some Pulse Mines and Pulse Grenades on tables. To the south-
    east is the Data Storage Entry room, which can be accessed by hacking
    the terminal [Hard], picking the locked door [Very Hard], or using the
    handy-dandy key code we found earlier. Inside this room you'll find 
    three ammo boxes, some drugs, Energy Cells, and Fission Batteries. Not
    impressed, you say? Along the southern end of the main room you'll find
    a desk with the Professor Malleus Audio Log V92-04 on it, and in the
    room beyond it to the south you'll discover a small clinic with a first
    aid box, some medical supplies, the 'Laboratory Terminal', and a D.C.
    Journal of Internal Medicine. Best of all, once you're done looting this
    room, you're done with Vault 92. Time to return to Agatha.. well, 
    after one more detour.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Dean's Electronics
    
    18) Leave Vault 92 and head west until you spot a barn in the distance.
    Kill the Raiders guarding it and grab yourself a copy of Dean's
    Electronics that's on a metal shelf inside the barn. After I had looted
    the silo in the back, an Enclave Soldier and Deathclaw arrived. I
    watched them kill each other before I stepped in and stole victory from
    the survivor. Since there's an Enclave camp nearby, it shouldn't be
    too surprising to see an Enclave Soldier out and about. The queer thing
    is, the Deathclaw was coming from the direction in which the Enclave
    camp lies, and the Enclave Soldier was coming from the opposite 
    direction. Hmm.. anyways, time to go back to Agatha. For real this time.
    <---------------------------------------------------------------------->
    19) It's been a while, but time has no bearing in video-game land. Grab
    whatever Sheet Music Books you've found so far (by following this guide
    you should have found several.) Give Agatha back her violin, in exchange
    for which she'll give you the frequency to her radio station, allowing
    you to listen to violin music. Of course, you could sell the violin to
    Ahzrukhal at the 9th Circle for some Caps.. but there's a good reason
    not to do this, even if you already stole or used Speech to get Agatha
    to let you loot her ammo box. Once Agatha has her violin talk to her 
    again and give her the Sheet Music Books you've found. In return she'll
    decide to give you 'more than just a pat on the back'. Do NOT be noble
    and decline her reward, as she'll give you her husband's old pistol..
    which just so happens to be a unique Scoped .44 Magnum 'Blackhawk', 
    which does some pretty hefy damage, indeed.
    
    ***WEAPON INFO***
    Blackhawk (Small Guns)
    Maximum Damage: 68
    AP Cost: Average
    Ammo: .44 Magnum
    Clip Size: 6 (1 round/shot, semi-auto)
    
    A unique Scoped .44 Magnum, you should know this is going to be good
    before I even write anything. It's 50% more powerful than its standard
    counterparts with no downsides. What more could you ask for?
    
    Vernon East/Takoma Park Metro
    o======================================================================o
    Sequence of Events:						{WLK041}
    		1) Vernon East/Takoma Park Metro
    		2) Metro Dwelling
    		3) Mirelurk Massacre
    		4) All Quiet on the Eastern Front
    		5) Takoma Park
    		6) Factory, Top Floor
    		7) Factory, Bottom Floor
    		8) Ghoul Research
    		9) Factory, Rear
    		10) Takoma Industrial
    
    ***BOOKS***
    Lying, Congressional Styile
    
    1) To get to Takoma Park you'll need to head through the Vernon East/
    Takoma Park Metro, which is east of the highly radioactive crater in
    the middle over Vernon Square.. meaning you're going to catch some rads
    discovering this place if you haven't already. Once inside you'll want 
    to head west until you find a ticket booth, upon the counter of which
    you'll find a copy of Lying, Congressional Style. Well, this place is
    off to a promising start.
    <---------------------------------------------------------------------->
    2) Go around a corner and kill some Super Mutants. Go into the large
    metro hub and kill more Super Mutants. Now if you head to the lower
    level you'll be presented with an option. Go east to continue to Takoma
    Park, or go West to score some extra loot. If you go west head down 
    onto the traintrack and disarm any Frag Mines you find as you go. On 
    the rubble between the two barricades at the end of the western tunnel 
    will be a rather obvious pressure plate rigged to a shotgun. Disarm it,
    take the Combat Shotgun, and head south to find a small dwelling,
    replete with a bed, a safe [Average], and a Nuka-Cola Quantum.
    <---------------------------------------------------------------------->
    3) Go back into the metro hub and take the tunnel east. You'll find that
    the path is liberally strewn with Mirelurks. Meander merrily amid the
    metro mercilessly mauling Mirelurks you meet. Um.. yeah, go east and
    kill everything in your path. There's not much to grab along the way,
    and you can tell that this place is boring when your FAQ writer starts
    to alliterate. You'll probably want to be sneaking before you exit to
    Takoma Park.
    
    Takoma Park
    o======================================================================o
    4) At first, all seems calm as you cautiously emerge from your metro.
    Head east and you'll notice that cars along the road are already aflame,
    which sort of indicates that you might not want to get too close. Soon
    enough they'll explode, and Super Mutants will begin walking downhill
    to the west. Three leveled Super Mutants are not pleasant, and although
    I have faith in my build, it doesn't mean we should throw tactics to the
    wind. The Super Mutant with the Missile Launcher should be the first
    priority, especially if, as in my case, the Super Mutant in question was
    a Super Mutant Overlord. Also beware that there is an overturned
    rigged baby carriage on the road, which you'd do well to avoid while
    fighting. When you're done smiting Super Mutants head into Nifty 
    Thrifty. This store has some minor loot inside, including the unique
    Baseball Cap "Takoma Park Little Leaguer Cap".
    <---------------------------------------------------------------------->
    5) You can now safely head up the hill to the west, grabbing the 
    Nuka-Cola Vending Machine, refrigerator, and various food items 
    scattered about as you go. Don't get too gung-ho, however, as there are
    more Super Mutants to the north once you get on top of the hill. Kill
    them and loot their tent for a pair of first aid boxes and ammo boxes,
    and access to a bed. Continue up the hill to the north east until you
    reach a dead end, then head north through a house. Keep going past the
    fence to the north until you come to a large, fenced factory building.
    Super Mutants will skirmish with Talon Company Mercenaries, and if you
    approach you'll discover Takoma Industrial.
    
    Factory
    o======================================================================o
    6) I prefer to let the Super Mutants and Talon Company Mercenaries
    fight it out, and pick off the survivors. When you're done killing and
    looting head into one of the many entrances, it doesn't really matter
    which. If you're dreading another lengthy area like the Red Racer 
    Factory, don't fear. This factory is quite small.. comparitively. First
    go up the stairs to the east to find-besides a Super Mutant-a door
    leading outside. If you go outside you can find a small balcony with a
    dead Talon Company Mercenary and his Sniper Rifle on it. Wee.. Now go
    back into the factory and head up the stairs to the west, then go
    north. For now ignore the central area, instead jump over the railing
    to the north and head down the ladder/ramp to reach a small landing.
    Go around the generator to find a Nuka-Cola Quantum in a wooden crate.
    Now go back to the south and explore the raised central area. You'll
    find two ammo boxes and a first aid box, as well as a.. rigged computer.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Lying, Congressional Style
    
    7) The ground floor has plenty of.. Abraxo Cleaner.. Kill your way to
    the northern end of the ground floor and turn east, heading up some
    stairs and through a door to another part of the factory. Loot your way
    to the east and up some more stairs to find a small room with some
    bookshelves in it. On one of the bookshelves you'll find yourself a
    copy of Lying, Congressional Style.. as well as all the mundane loot
    you can carry (and then some!) When you're done backtrack to the room to
    the west and go up the stairs, exiting back to Takoma park via the 
    northern most exit on the area map.
    <---------------------------------------------------------------------->
    8) When you get back outside you'll be behind the factory. Head down
    some stairs and when you reach the ground travel along a narrow path to
    the east, taking care to disarm a tripwire along the way. In the water
    to the north you'll find a fallen support tower that can-with some
    fancy controller-work-be used to cross over to the ledge on opposite
    side of the moat. Continue north between two buildings and turn east
    until you find an irradiated 'pond' occupied by several Ghouls. Kill
    them and search the nearby shack. Isabella Prouds' terminal contains
    some information on the adventures of Isabella Proud and Jason, who
    were attempting some research on the local Ghouls. Coincidentially,
    their bodies are to the north, near the lake. It's a good place to
    score some chems and a few Radiation Suits. While you're looting, the
    Ghoul Samuel will show up and introduce himself.
    <---------------------------------------------------------------------->
    9) When you're done profiting from the stupidity of Isabella Proud,
    return back to the moat and jump in. Swim up to some stairs to the
    south an exit near a tent short ways off. Inside the tent you'll find a 
    dead Talon Company Mercenary, some beds, two first aid boxes, and two 
    ammo boxes. Once you're done looting head south, up a ramp, and over a 
    fence to return to the front of the factory.
    <---------------------------------------------------------------------->
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    9) Head west past the front of the factory and go through a chain gate.
    You'll pass numerous trucks with ramps leading up to them, providing 
    some cover for the fight that is about to ensue. On top of one of the
    trucks you'll find a Talon Company Mercenary with the note 'Takoma Park
    Artillery Note'. You remember Seward Square? Same idea. With this you
    can bomb the Super Mutants in the parking lot to the west a few times 
    to get a good first start. If you have a high Repair skill you can fix
    the switch when it breaks, and if you're frugal you can do some serious
    damage to the Behemoth.. but seriously, with Paralzying Palm we don't
    really need to sit around and cheese it to death. Once the Super Mutants
    are dead, go explore the Auto Shop. There's some minor loot around, but
    the thing to look out for is the copy of U.S. Army: 30 Handy 
    Flamethrower Recipes on the desk behind the counter.
    
    Now we're done with Takoma Park.. only one place left, and one more
    Super Mutant Behemoth to put down. It's time to explore the Capitol
    Building. You can fast-travel there, but you might want to practice
    some discression if you haven't been there in a while. Super Mutant
    Overlords love to spawn there (as well as Enclave Soldiers, later on in 
    the game), and this can cause your trip to end before it's even begun.
    
    The Capitol Building
    o======================================================================o
    Sequence of Events:						{WLK042}
    		1) The Capitol Building
    		2) Behemoth Battle
    		3) Hall of Columns
    		4) To the Middle
    		5) To the South
    		6) Conference Hall
    		7) Back to the West Entrance
    		8) The Capitol Building East Entrance
    
    ***BOOKS***
    Nikola Tesla and You
    
    1) Clear your way up to the Capitol Building and head through the Door
    to Capitol Building West Entrance. Ignore the door to the Capitol 
    Building East Entrance and head to the north east to find a hallway
    running to the east. There are numerous Talon Company Mercenaries 
    around, and it's clear that, at least in this part of the building, the
    Super Mutants have been successfully purged. Explore the room on the
    left and exit back into the hallway via the door to the north east.
    Head down the hallway to the east and enter a room to the right. There 
    is some Super Mutant Resistance to be found, but not much. Kill whatever 
    red ticks you find and search the room for whatever minor loot is lying 
    around. Head through one of the doors on the southern side of the room 
    and through a locked [Hard] door and grab the loot within, including the 
    copy of Nikola Tesla and You on the table.
    <---------------------------------------------------------------------->
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    2) Now exit to the east, go down a hallway to the south until you come
    into a room that leads off in four directions, two of which are blocked.
    Go east to find a large room where all hell is breaking loose. Inside
    are numerous Super Mutants, including our last Behemoth, and some
    awfully brave Talon Company Mercenaries. Despite your initial 
    inclinations, these Talon Company Mercenaries have every ability to
    win the fight against the Super Mutants.. or at least take down the
    Behemoth. This is mostly due to the fact that one of them carries a
    Fat Man, which is the only instance I can think of where an enemy 
    carries such a weapon. Obviously you should be sure to take this guy
    out, as the AI will have no qualms about launching a Mini Nuke at you.
    If you want to cause a little more chaos head through the door to the
    left before the large domed room. It'll snake around to the north, then
    the east, eventually depositing you in a hallway north of the domed
    room, where a 'Turret Control System' terminal [Average] awaits, 
    allowing you to activate some Mark VI Turrets in the domed room. I find
    it easier to just prey on the Talon Company Mercenaries while they are
    engaged, as few of the Super Mutants (and certainly not the Behemoth)
    can persue you into the smaller hallways. Once they're dead loot the
    large domed room, where you can find a copy of U.S. Army: 30 Handy 
    Flamethrower Recipes in the south eastern side of the domed room, on a
    table near some shelves. The shelves themselves are covered with loot,
    including a Mini Nuke. There also three ammo boxes and a grenade box
    nearby.
    
    Hall of Columns
    o======================================================================o
    ***BOOKS***
    D.C. Journal of Internal Medicine
    
    3) Now that the large battle is over, go to the east to find a series 
    of offices with some minor loot inside. When you're done return to the
    domed room and go south to find a hallway with a door on the left
    leading to a staircase, which in turn will take you to the Hall of
    Columns. As soon as you reach the Hall of Columns you'll hear more
    Talon Company Mercenaries and Super Mutants fighting it out. I let them
    finish, then go through the doors and clean up. Go through a door to 
    the west and up some stairs to reach the bridge on which the Talon
    Company Mercenary sniper was (or is) on. On the span across the hall
    you'll find some .308 Rounds and a D.C. Journal of Internal Medicine on
    the south-facing railing, and an ammo box nearby.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Chinese Army: Spec. Ops. Training Manual
    
    4) Head up south past the bodies of Super Mutants until you reach a more
    open area with a deactivated Mark VI Turret. Grab the Assault Rifle, the
    5.56 Rounds, and the three ammo boxes on and around the table nearby and
    head west past the some barricades to find a 'Turret Control System'
    [Average], and a door to the south. Do what you will with the terminal
    and head through the door to the south, where you'll eventually come to
    a locked [Hard] door to the right. This room is similar to the locked
    [Hard] supply room we found upstairs, insomuch that it contains many
    metal boxes on and around metal shelves, and a book on a table. In this
    case it's a Chinese Army: Spec. Ops. Training Manual.
    <---------------------------------------------------------------------->
    5) Head back out into the Hall of Columns and continue south. You'll
    soon find that the Talon Company hold on this place is fleeting, at 
    best, as Super Mutants hold the southern end of the hall. Kill any you
    find until you find a large room with more unleveled Super Mutants 
    within. Eliminate them and head through a door to the south, then take a
    right and go down some stairs. Across the hall a Super Mutant and a 
    Talon Company Mercenary will be shooting it out. Let them fight, or kill
    them both and show 'em how it's done. Loot the room across the hall to
    the east of its meagre offerings, then go through on the eastern side of
    the room. Once through the door head east some more and go down some 
    stairs on your left until you reach a door leading to the Conference
    Hall.
    
    Conference Hall
    o======================================================================o
    ***BOOKS***
    Lying, Congressional Style
    
    6) Go up the stairs, where you'll hear.. you guessed it, more Super
    Mutant on Talon Company violence. They just never learn. Cross the hall
    to the north to find a small and uninteresting room. There are three
    ways to go now. There's a door to the west [Hard], which hides another
    typical supply room, but, alas, no book. There are two doors to the
    north, one leads into the conference room after which this area is
    named and the other leads upstairs. Sneak into the conference room and
    kill whatever Super Mutants you find. If you can stealth-kill the one
    that usually mills around down here without alerting the ones upstairs,
    you'll save yourself some hassle. Search behind the raised desks to 
    find some Assault Rifles, a Frag Grenade, and two Ammo Boxes, the 
    hallmarks of any free-speaking forum, and on the podium you'll find a
    copy of Lying, Congressional Style.
    <---------------------------------------------------------------------->
    7) Head through a door to the south and up some stairs to reach the
    raised area above the conference room. Now for some laziness on the part
    of your FAQ writer. Head west, then north, then east, clearing the rooms
    as you go. Most are decidedly uninteresting, and few threats remain to
    obstruct your progress. Head north through a room full of electronics,
    through a hallway, and up some stairs. Once upstairs go west to find a
    door leading back to the Capitol Building West Entrance, where you'll 
    again be greeted by the sounds of combat. Loot this upper level for what
    little loot it has, then drop to the floor below and head west into the
    domed room to find the new combatants who have spawned. Kill and loot
    them and head back to the entrance. It's now time to explore the East
    Entrance.
    
    Capitol Building East Entrance
    o======================================================================o
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    8) And all is.. quiet.. Odd. Loot the room you're in and head south.
    Kill the Super Mutant who is hanging out and loot this room, too, before
    heading out the door to the east and into some barricade-laden hallways.
    Head south, then east, killing Super Mutants as you go. If you're 
    careful, you'll realise that this entrance allows you to get behind much
    of the Super Mutant defense, enabling you to stealthily kill them at
    your leisure. Go into some doors on the left and empty them of loot and
    life. You'll find plenty of alcohol around, and on one desk will be a
    copy of Tales of a Junktown Jerky Vendor, and on a cabinet nearby will
    be a Pre-War Book. At the eastern end of the room you'll also find a
    Nuka-Cola Quantum. Don't let the parallel hallway go unmolested, as
    there are three ammo boxes and two Frag Grenades on and around a table
    behind a barricade. You can continue into a room to the east to find 
    the exit to Seward Square, as well as an exit to the Presidential Metro,
    which is as of yet innaccessible. We're now done with the Capitol
    Building, and by that stroke, all of Fallout 3 save Little Lamplight,
    which we'll postpone until after the expansions.
    
    Now it's time to consider which expansion to do first? Of them, Broken
    Steel and Point Lookout are the most involved. You also can bring the
    spoils from all the other quests and expansions into those two, whereas
    in The Pitt and Operation: Anchorage you cannot. So since we can't
    bring anything with us to the previously mentioned quests, we might as
    well do those first. At least there we can score some loot we CAN bring
    out with us. Which to do first is a matter of opinion, as you cannot,
    obviously, bring loot from one to help with the other. That said, The
    Pitt will grant you a variety of Perks which are useful in all following
    expansions, whereas Operation: Anchorage, short as it is, will not. For
    that reason I prefer to do The Pitt first. That and it's just a more
    interesting expansion than Operation: Anchorage.
    
    The Pitt
    o======================================================================o
    Sequence of Events:						{WLK043}
    		1) Finding Wernher
    		2) Dressing the Part
    		3) Preparing for the Pitt
    		4) The Train Yard
    		5) The Pitt Bridge
    		6) Pitt Justice
    		7) Mex's Shakedown
    		8) Downtown
    		9) Meeting Midea
    		10) Midea's Quarters
    		11) Milly's Request
    		12) The Mill
    		13) Armed and Ready
    		14) The Optimistic Foreman
    		15) The Steelyard
    		16) Everett's Reward
    		17) Upward Social Mobility
    		18) Slaying Scabs
    		19) Beating Brother Bears
    		20) Killing the Fuck out of Gruber
    		21) Audience with Ashur
    		22) Uptown Girl (or Boy)
    		23) Haven
    		24) Moral Dilemma
    		25) Siding with Wernher
    		26) Wernher's Hideout
    		27) Pitt Underground
    		28) Lights Out
    		29) Siding with Ashur
    		30) Wernher's Last Stand
    		31) A Bright New Day
    		32) Either Way, the Ammo Press
    
    1) Turn on Wernher's Distress Signal and fast travel to SatCom Array
    NN-03d, or somewhere nearby and head north to find the broadcast tower
    Wernher is using. When you get close enough Wernher will get attacked
    by several Pitt Raiders. Help him (or not) and afterwards he'll talk to
    you. Long story short, he needs your help to seize some cure to heal
    his people and overthrow the ruler of the Pitt, Ashur. To do this, you
    will need to disguise yourself as a slave by interrupting a slave deal
    over to the west. You'll notice some of the Pitt Raiders have some new
    Raider armor on them, unique to the Pitt. It's not unique in the grand
    scheme of things, but new garb is always welcome, even if most of it is
    just edited Leather Armor and Metal Armor.
    
    Train Tunnel
    o======================================================================o
    2) Head west until you find the Train Tunnel, around which several 
    Slavers are waiting with their slaves safely chained up. There are
    several ways to handle this. First, kill everybody around and grab the
    Slave Pen Key off of Ramsey. Second, steal the key from Ramsey, although
    once the slaves get out you'll have to kill the Slavers. Third, pick the
    lock to the slave pen, which also involves having to kill the Slavers
    once you're done. Lastly, buy the slaves off of Ramsey. Why pay when you
    can save some good money by killing a few Slavers? And since you're 
    going to have to kill them all anyways if you don't pay.. deal with it
    in the most logical way. Note that you don't have to actually SAVE the
    slaves, just as long as you get a slave outfit off of one of them. Note
    the Terminator reference if you ask a slave for their clothes. "I need
    your clothes. Give them to me. Now." Once obtained, loot the shacks 
    nearby, one of which contains three ammo boxes. Head off to the east to
    find Wernher, who followed you here all sneaky-like.
    <---------------------------------------------------------------------->
    3) Now Wernher implores you to get what supplies you need and follow 
    him to the train tunnel. As he so points out, you'll never reach the 
    Pitt without his directions. So much the worse for the Pitt, right?
    You can talk to Wernher and learn more about the Pitt now, but as for
    his advice, you should do the exact opposite. Go back home and drop off
    EVERYTHING you have on you. Your drugs, your caps, weapons, ammo. 
    Everything that can be stashed should be stashed.. save the Tattered 
    Slave Outfit or Worn Slave Outfit you got from the slaves earlier. Make
    sure to remove your rads and detoxify yourself, should you need to. You
    won't be making a trip home for a while, best to set out strong, no?
    You also will want to make a 'safety' save game, as The Pitt can be, in
    my experience, somewhat glitchy. It would be a good idea to keep a save
    back in the Capital Wasteland at all times in case something goes
    horribly wrong.. either a glitch, you catch too many rads, break the
    quest, or run into some other sort of complication. This way you'll
    lose a few hours of gaming, instead of a few dozen hours. Don't cry to
    me if you don't make a back up and something happens. It's officially
    in your hands now. Once you're ready fast travel back to the Train 
    Tunnel and talk to Wernher, who is wating in the Pitt Tunnel, near a
    hand cart. To go to the Pitt activate the Hand Cart, where the game will
    warn you that you will not be coming back to the Capital Wasteland until
    The Pitt is completed. When you're ready select the 'Travel to The 
    Pitt." option.
    
    Pitt Train Yard
    o======================================================================o
    ***QUESTS***
    Unsafe Working Conditions
    
    4) When you arrive you'll discover the Pitt Train Yard. Wernher will see
    people approaching and decide to do the talking. Follow him and Wernher
    will have a short chat with a Pitt Raider before opening fire. Since
    you're wisely unarmed, run into the truck bed to the west of Wernher and
    let him settle things with his Scoped .44 Magnum, of which he's more 
    than capable of. Once they're dead follow Wernher. You may be tempted to
    grab their loot, but trust me, you won't need it, and it won't do you
    any good to take it yet. Follow Wernher to a locked chain gate, which he
    will open. Now he'll talk to you, and tell you that you'll be stripped
    when you enter The Pitt. You can ask him to give you a concealed knife
    or handgun, but if they detect anything on you, this will be stripped
    too. Besides, with Iron First, we should be doing 20 or so damage with
    our fists. It's not great, but it'll be much better than the Switchblade
    or pistol Wernher will give you, and it's enough to get started in The
    Pitt, anyways.
    
    The Pitt Bridge
    o======================================================================o
    5) Head north east until you find The Pitt Bridge. This bridge is
    covered with useless cars and landmines. One explosion here could cause
    a chain reaction and be very bad for you. There are also some Wildmen in
    the building nearby you'll want to avoid, so it would be a good time to
    put your stealth shoes on. Be wary of landmines and bear traps as you
    cross the bridge intially. Shortly on a Mole Rat will run out, being
    pursued by some Vicious Dogs. Let nature run its course. You can either
    kill the Vicious Dogs, or avoid them. Continue north and stay hidden.
    Near the end of the bridge will be a platform spanning the bridge 
    spires, on top of which a Pitt Raider keeps guard. Him and his Sniper
    Rifle. You really don't need to get him shooting at you. If crossing the
    bridge sounds like a chore... too bad. Don't try to swim across the
    river, because you'll suffer around 300 Rads per second (before
    resistance) if you get wet. It's nice to know some things in Pittsburgh
    haven't changed.
    <---------------------------------------------------------------------->
    6) As you cross the bridge some Pitt Slaves will run out and promptly
    get themselves blown up by the various mines lying around. If you didn't
    get a slave outfit earlier, here's one more chance to get one. Also, 
    if you find an object (like a car) to jump off of, you can clear the
    partition on the eastern side of the bridge and go up a series of ramps
    to reach the sniper up top. There's no point in taking his gear now, but
    there is a bed up top, and some Rad-Away, should you need it.
    <---------------------------------------------------------------------->
    7) Turn east down a new road and approach a fenced area. The guards
    will open the gate an a bastard named Mex will come forward to deal
    with you. If you're a slave, he'll check you for any.. contraband you
    may have on you, and if you're dressed up as something else.. well, 
    lets just say trying to be clever will just get you beaten up and
    enslaved, or turn the Pitt Raiders hostile against you, which we don't
    want. So, accept your new lot as a 'slave' and head through the gate to
    Downtown. If you lost anything to Mex, you'll be able to get it back
    when you're done with The Pitt. Until then, it's going to remain in the
    care of Mex. It's a wonder they didn't question you about the.. you
    know.. the Pip-Boy on your arm? Ah well.
    
    Downtown
    o======================================================================o
    8) Assuming you dressed as a slave, you'll enter Downtown rather 
    uneventfully. Right ahead a Pitt Raider will be questioning some slaves
    about the recent breakout. He'll soon lose his patience and wax them
    all. Lovely. Continue north to find a pit where some slaves are working.
    One slave named Nola will heal you if you talk to her. I'd advise 
    against getting too involved in looting just yet, as most of the junk
    you pick up will just weigh you down. And, since, you know, there's no
    way to stash anything you find, you might as well just leave anything
    besides ammo, drugs, Caps, and useful arms and armor alone.
    <---------------------------------------------------------------------->
    9) Continue north and you'll get the chance to keep going north to the
    Mill, or go east down an alley, where a slave named Midea will talk to
    you, telling you to meet her at her house. Continue east, then north to
    find an open area between the buildings. To the south you'll find Kai,
    who'll offer you some food that you'd probably be better off not eating.
    To the north you'll find Midea's Quarters.
    
    Midea's Quarters
    o======================================================================o
    10) Midea will tell you about some plan or another she has, but in the
    mean time you've gotta blend in. This obviously means taking part in a
    suicide mission to gather Ingots in the Steelyard. She'll tell you about
    Trogs, and tell you that Marco in the Mill can get you a weapon, should
    you need it. A Pitt Raider named Jackson will show up and interrupt you.
    If you listen to their conversation, you'll overhear that you need to
    collect 10 ingots.. after reporting to the foreman in the Mill. If you
    wish you can talk to Midea some more after Jackson leaves. You know, if
    you get in trouble for not working.. why is Midea exempt? Anyways, 
    she'll mention that 'the cure is the only thing that hasn't been 
    infected'. This clearly shows that the cure is something living, or else
    how could it be infected? Just something to think about.
    <---------------------------------------------------------------------->
    11) Head back out into Downtown and head back south to the pit where the
    slaves were toiling. On your way you'll run into a purple-haired slave
    named Milly, who will ask you if you've seen someone named Wild Bill.
    She'll tell you that he went out into the Steelyard, and ask you to keep
    an eye out for him while you're there. Head north from the pit to find a
    slave working on a bus named Adan, who has given in to some sort of
    stoic philosophy about his lot as a slave. Pussy. Head into the Mill.
    
    The Mill
    o======================================================================o
    12) Head west past the conspiring slaves, turning north past a fence-
    covered pit. One slave off to the side named 'Brand' will chat with you,
    asking where you're from. Succeed at a Speech challenge and he'll
    reveal that he's a rat. You can tell him all sorts of things about the
    little conspiracy you have going on, for which he'll give you two
    Stimpaks per tip. Considering your current situation, however, it just
    doesn't seem like a good idea (logically) to help somebody who might
    foil your plan.. especially since a lot of the tip-offs rat you out as
    well. Anyways, head north past a Pitt Raider named 'Bone', and turn
    east when you run out of north. 
    <---------------------------------------------------------------------->
    13) Go up some stairs to the right and into a room, where you'll find 
    Marco. He'll rather openly admit he's making illict weapons. Ask him for 
    a weapon and you'll get yourself an Auto Axe, which is all the weapon 
    you'll need for the Pitt, especially if you're not quite so strong with 
    the Unarmed skill. As for me, my fists are doing 20 damage a hit and are 
    much more V.A.T.S. friendly. Once done head out of Marco's room to find
    a Pitt Slave lying on the ground, obviously in pain. A Guard will show
    up to harass him ineffectually. Click on the slave and either heal him,
    or put him out of his misery. If you heal him the Guard will thank 
    you.. in a fashion.
    
    ***WEAPON INFO***
    Auto Axe (Melee Weapons)
    Maximum Damage: 64
    AP Cost: Very High
    Ammo: None
    Clip Size: N/A
    
    The Auto Axe is a weapon in the same vein as the Ripper, it's a crappy
    weapon in V.A.T.S., but outside of V.A.T.S. just hold down the fire 
    button and saw your enemies into oblivion. It's a fun weapon to use, and
    seems appropriate to use a steel-cutting tool to decimate your enemies
    in the Pitt. Its base damage is understandbly high, and you really
    shouldn't need any other weapon during the whole of The Pitt. It is,
    however, awfully damn heavy, weighing in at 20 pounds. Note that the
    Auto Axe, Steel Saw, Man Opener, and Mauler can all be repaired with
    Rippers.
    
    Abandoned Area
    o======================================================================o
    14) Now that we're done messing around in the Mill, head back to the
    fence-covered pit and go up some stairs to the west to meet Everett. He
    will talk to you when you get close, and command you to follow. He'll
    lead you into the Abandoned Area, introduce you to Trogs, and be 
    generally optimistic about your life expectancy. He'll tell you to grab
    at least ten ingots, and promise to slip a little something your way if
    you do.
    
    So.. ah.. here's the part of the FAQ I've been dreading. How to guide
    you in text to find all 100 Ingots. I'll do this step by step, leading
    you from Ingot cache to ingot cache, and tallying up the numbers as we
    go, so this will be a bit of a departure from how we've been doing 
    things. Keep in mind that you don't have to get all 100 Ingots, but
    for every ten you'll get some unique item from Everett.. and, you know,
    the achievements/Trophies that go with it.
    
    Steelyard
    o======================================================================o
    15) The Steelyard is filled with Trogs and, near the elevated blast
    furnace, Wildmen. Still neither present too much of a threat, although
    you may want to kill nearby Trogs just to get them out of the way so
    they don't harass you while you're looking for Ingots. We'll grab all
    the Ingots outside before we explore any buildings. Unlike in the
    previous areas, I do suggest that you pick up everything you find, as
    you will doubtlessly want to leave this place behind after your first
    visit. If you fill up, find a container in which you can stash your
    loot until you return.
    
    Ingots
    1-2: 	Right ahead of you will be a dead Pitt Slave with an Assault
    	Rifle, a Baseball Bat, and two Steel Ingots. At least you won't 
    	be unarmed, although in our case, we may just be more dangerous 
    	while unarmed, eh? Go south to find a fence, where some Trogs 
    	will be waiting. Since they can't do much about you yet, take
    	the time to shoot them with the newly-found Assault Rifle. Why
    	wait until they can fight back?
    
    Ingots
    3-4:	Head west up a ramp and onto the top of a bus. From there, jump
    	south into a truck bed. In the back of the truck are two more
    	Ingots.
    
    Ingots
    5-6:	Jump from this truck bed into the next, middle truck bed to find
    	two more Ingots.
    
    Ingots
    7-9:	Cross into the third truck bed and drop into a dumpster to the
    	west. In the dumpster are three more Ingots, along with the body
    	of another Pitt Slave.
    
    Ingots
    10-11:	Head north along the train tracks until you find an 'Automated
    	Maintence' terminal [Hard]. Activate it and start up the four
    	Protectrons, who will help shoot down any Trogs, especially the
    	buggers on top of the trains. You'll bypass a door leading to
    	the Supply Plant as you go. Continue north until rubble blocks
    	your progress. You'll see a pile of gore near a dead Pitt Slave,
    	along with two more precious Ingots. As you pick up the 10th
    	Ingot you'll gain the 'Auto Axpert' Perk, which increases your
    	Auto Axe damage by 25%.
    
    Ingots
    12-13:	Now turn west and jump on the half-buried half-overturned red
    	boxcar nearby. Travel south and jump from the red boxcar to a
    	yellow boxcar. Follow the train south until you find two more
    	Ingots on top of a yellow boxcar.
    
    Ingots
    14-16:	From here head east over an improvised wooden bridge onto a
    	red boxcar, and jump into the back of a truck. Inside you'll
    	find three more Ingots.
    
    Ingots
    17-18:	Leave the train tracks behind and head back south, going up
    	some stairs just west of the dumpsters we visited earlier. Go
    	up a wooden ramp onto a ledge and travel north over a broken
    	fence between the fence and a building turning west to find
    	two more Ingots near some garbage cans.	
    
    Ingots
    19-20:	Go back south along the edge of the building and take some
    	stairs to the west to reach the interior of the building. On a
    	shelf you'll find two more Ingots, two packs of RadAway, and 
    	two first aid boxes. We now have enough Ingots to get two items 
    	from Everett.
    
    Ingots
    21-22:	Head out of the building and continue south a short ways. Turn
    	west and run alongside the fence near the building you were 
    	just in until you find an open gate to the north. Go search the
    	pile of tires near the building to find two more Ingots hiding
    	between the tires and building. 
    
    Ingots
    23-24: 	Go up the stairs over the tires and you'll find another dead
    	Pitt Slave at the top of the stairs. Go on the roof and turn
    	west, staying on the lower portion. Follow the roof to its 
    	western end, then find a lower roof portion to the west. Drop
    	down onto it to find two more Ingots on a large metal shelf
    	nearby.
    
    Ingots
    25-26:	Drop off the metal shelves onto the floor near the building and
    	search the metal shelves where you found the last two Ingots.
    	On a lower shelf are two more. We've now found a quarter of all
    	the Ingots.
    
    Ingots
    27-30:	Head around the building to the north until you come to an alley
    	to the west. Keep going west until you discover two Wildmen 
    	fighting some Trogs. Let the battle resolve and step in to steal
    	victory from the survivors. Jump inside a nearby cart to find
    	four Ingots, an ammo box, and a first aid box. Everett now owes
    	us three items.
    
    Ingots
    31-32:	Continue north as far as you can and follow a building to the
    	east until restrained by a fence. Turn south until you find a
    	dead Pitt Slave with a Combat Shotgun, some Shotgun shells, and
    	two Ignots near him.
    
    Ingots
    33-34:	Return to the stairs you went up earlier, which led over the
    	tires where we found two previous Ingots. East of the dead
    	slave is a wooden ramp connecting to a fallen support. Traverse
    	it and grab two more Ingots along the way.
    
    Ingots
    35-36:	Kill the feasting Trog in the clearing between the buildings
    	nearby and drop down into the central area. Near a pile of gore
    	will be two more Ingots and a first aid box.
    
    Ingots	
    37-38:	Head up some stairs to the south to get back onto the roof you
    	were previously on and turn west to reach the end of the roof.
    	To the south west you will spy another truck bed. Jump into it 
    	and claim two more Ingots.
    
    Ingots
    39-41:	Jump out of the truck and head east down a ramp. You'll start
    	catching rads as you go, and at the end of the ramp is a dead
    	Pitt Raider with two ammo boxes and three Ingots near his body.
    	Put on the Gamma Shield Armor (if for nothing else than for the
    	free Rad Resistance. And save your game before heading north
    	into the radiation. We can now trade for our fourth item.
    Ingots
    42-44:	These are rads we don't need to catch. Save your game and 
    	explore the area filled with radioactive barrels in detail (this 
    	is where we killed the Trogs earlier, just after we found the 
    	Assault Rifle). Mark the location of the three Ingots and reload
    	as to obtain them quickly. Or just tough it out and take the
    	rads. There's also a dead Pitt Slave with an Assault Rifle in
    	there, if you just need another one.
    
    Ingots
    45-46:	Head west along a fence, past some stairs, then turn to follow
    	the fence when it turns south, then west again when you get
    	the chance. Keep going west past end of the building to the
    	south, past two open gates to the north until your westward
    	progress is terminated by a building. At this point turn south
    	until you find some stairs to the west. Ascend the stairs to
    	reach a roof, where you'll find Wild Bill's body. On him is a
    	Head Wrap, the note 'Note from Wild Bill', and Wild Bill's
    	Sidearm. Grab what you want, and take the two Ingots near his
    	body.
    
    ***WEAPON INFO***
    Wild Bill's Sidearm (Small Guns)
    Maximum Damage: 21
    AP Cost: Very Low
    Ammo: .32 Round
    Clip Size: 5 (1 round/shot, semi-auto)
    
    Wild Bill's Sidearm is a fun gun. It's not a very powerful one, but if
    you wanted to be a cowboy, this is as close as you'll get. It only holds
    five rounds, and uses the cheap .32 Round, but it fires fast, takes up
    few Action Points, and is fairly accurate at a range.
    
    Ingots
    47-48:	Go up another flight of stairs to find a Wildman abode. Kill the
    	two Wildmen and grab the Ingots near the fridge. There are also
    	two mine boxes and a grenade box on top of the shack. There are
    	also beds inside, should you need to sleep.
    
    Ingots
    49-50:	Head along a walkway to the east, opposite the shack. Follow the
    	railing over and around a pipe. Note that when you cross to the
    	eastern side of the pipe some Trogs will appear along the
    	perpendicular pipe to the north and proceed to become a bother.
    	Follow the path until you come to a building, where you'll
    	proceed up some stairs to the buildings' roof. You'll notice
    	that the pipe you were following turns east. Get on the roof 
    	and jump onto the pipe and follow it east. Near the end of the
    	pipe you'll find two Ingots, mixed in with some gore.
    	We now have half the Ingots, and Everett needs to come up with
    	five items.
    
    Ingots
    51-54:	Follow the pipe back west and get back on the building to the
    	north we were briefly atop earlier. Once back on this roof,
    	head west until you find some stairs running up to the south.
    	Take them to reach another, higher roof. This is where this game
    	gives me problems, as some parts of this roof are invariably
    	glitched. The last two playthroughs a stretch of the roof to the
    	south didn't clip.. or rather, my character simply fell through
    	the roof, which is, needless to say, no fun. If this happens,
    	shut off your console or close the program and restart. This
    	will force the extra content (expansions) to load again, and
    	hopefully work properly. Instead of going south over a wooden
    	ramp, turn west and go between a building and a tower where
    	you'll find several pipes connected to domes. Search the north
    	western corner of this roof area to find a Trog chowing down on
    	a Pitt Slave. Near the slave are two first aid boxes and four
    	Ingots.
    
    Ingots
    55-58:	Head south until you hit a fence, then follow it east. There's
    	a bit of painful backtracking we have to do. Fall off the roof
    	to the east to land on another, much lower roof. Don't be
    	surprised if you blow out both of your legs doing this. You are 
    	now on a roof to the south of where the Wildman shack with the
    	beds is. Look below you to the east to find another railing
    	running east, parallel to a pipe. Drop down on that railing and
    	head east, with some large towers looming to the right. Search
    	the concrete landing between each of the towers, which make
    	natural cubbys. In one you'll find two ammo boxes and a first
    	aid box. In the cubby adjacent to the fence that terminates
    	your progress eastward you'll find a dead Pitt Slave with an
    	Auto Axe and four Ingots nearby. Be wary of the Trogs which
    	will spawn behind you when you approach.
    
    Ingots
    59-60:	Head back north and jump off the railing onto a parallel pipe.
    	From the pipe drop down within the fenced area and head west
    	until you reach the wall. Near the wall behind some pipes
    	you will find another dead Pitt Slave with two Ingots nearby.
    	Everett now owes us six rewards.
    
    Ingots
    61-72:	Return east and jump on some machinery to find a wooden ramp
    	running over the fence. Go back to the otherside of the fence
    	and walk up the stairs back past Wild Bill and up into the 
    	Wildman shack and take a well-deserved rest on one of the beds.
    	Continue until you reach where we left off, taking some stairs
    	up to a tower and continue until you reach a large circular
    	grate landing. This place is crawling with Wildmen, and a
    	leveled Turret. Try to sneak your way around to the west and
    	find the 'Turret Control System' Terminal [Average]. If you
    	turn a Mark VII Turret on the Wildmen, you won't have a 
    	Wildman problem for long. Once done head up some stairs near
    	the turret terminal and continue until you reach the top. Once
    	on top you'll find no less than a dozen Ingots and two first
    	aid boxes. For reaching the highest point in The Pitt,
    	Everett now owes us a seventh item.
    
    Ingots
    73-79:	Predictably some Trogs will crawl out of the woodwork.. or
    	steelwork, as the case may be, to bother us on our way back
    	down. Go down to the next landing, where the railing forms
    	a square. Go to the eastern side of this level to find an
    	area with no railing over-looking a long ramp. Drop down onto
    	the ramp and make your way down until you reach the bottom.
    	Turn north and jump out onto a balcony that is otherwise
    	inaccessible. On this balcony you'll find another seven Ingots.
    
    Ingots
    80-82:	Jump down onto the roof below and make your way to the Supply
    	Plant, where the majority of the rest of the Ingots await.
    	Ignore the inaccessible door to the north and head over to the
    	east, where you'll find a 'Turret Control System' Terminal
    	[Average] near a door. You can activate the turret to fire on
    	some Wildmen and Trogs while they fight.. or not. Either way
    	head through the radioactive room ahead and grab the three
    	Ingots on the floor.
    
    Ingots
    83-90:	Head through another radioactive tunnel to the north, stopping
    	to loot the shelves at the end before turning west into a room,
    	dealing with whatever Trogs are in the way. Head down some
    	stairs until you come to a split path. Go east into a shelter
    	where you'll find another 'Turret Control System' Terminal
    	[Average] which you can hack to bring a Turret to bear on the
    	Trogs below. Grab the Frag Grenades and loot the first aid box
    	before going to the ground floor. Once on the ground floor head
    	north past a couch and up some stairs. Disarm the tripwire in
    	front of the bed and loot around before continuing through some
    	doors to the west. Keep going until you reach a shelf with some
    	Rad Away, Rad-X, a grenade box, and two first aid boxes. You
     	can also hack the nearby Automated Maintence terminal if you
    	want some Protectron backup. Head through the northern-most
    	door and follow a tunnel laden with carts. None of the carts
    	have any Ingots in them, but at the end of the tunnel, past
    	some Trogs, you'll find eight of them behind a dead Wildman,
    	on top a pile of debris. We are now due for nine items, and
    	only ten more Ingots elude us..
    
    Ingots
    91-96:	Go back out of the tunnel and go through the southern door now.
    	You'll come to a locked door [Average] with a bunch of skeletons
    	outside. There are Bobbypins strewn about the floor, so grab 
    	them and pick the lock. Read the terminal to find out what
    	happened.. or not.. and grab the drugs and ammo lying around.
    	And, of course, the six Ingots.
    
    Ingots
    97:	Leave the utility closet and head through the door to the south.
    	Turn east and go up some stairs, stopping just long enough to
    	loot the table at the top of the stairs. Go through a door to
    	the north and search the beside table to find another Ingot.
    	You can also hit a nearby electrical switch to activate a
    	Baseball machine. Head to the eastern side of the room, looting
    	as your little heart desires. Be sure to grab the unique Auto
    	Axe off the bed, the cleverly named 'Man Opener'. Kill two Trogs 
    	chowing on some gore and head into the tunnels to the south. It 
    	would be wise not to cause any explosions along the way, since 
    	these tunnels are filled with gas. Flip an electrical switch to 
    	open the door back to the entrance room and leave the Supply 
    	Plant. 
    
    ***WEAPON INFO***
    Man Opener (Melee Weapons)
    Maximum Damage: 64
    AP Cost: Very High
    Ammo: None
    Clip Size: N/A
    
    An Auto Axe is good, but the Man Opener is better. What more do you 
    need to know?
    
    Ingots
    98-100:	Finally, head back to the Abandoned Area. Doubtlessly the Trog
    	that was hanging out around here earlier has found its way down
    	to harass you. When you reach the door to the Mill turn to the
    	south and go down some stairs. Go through a rent fence and turn
    	east, where you'll find two carts. The upright cart contains the
    	final three Ingots, which just proves that the Pitt Slaves and
    	Raiders are lazy. We now have all the Ingots. Rejoice in your
    	achievement/trophy, and more importantly, go have a chat with
    	Everett about the rewards he owes us..
    		
    <---------------------------------------------------------------------->
    16) Everett will give you a reward for every ten Ingots you bring him.
    These are either weapons or armor, and range from interesting but
    useless, to useful.. within the Pitt. Sure none of it is essential, but
    it is nice to have, and will make life easier for the rest of this
    expansion. As a note, I store my excess gear in the desk in the room
    Everett is in.. just so I remember where, exactly, I keep my crap until
    I can leave the Pitt and bring it home to Megaton/Tenpenny Tower. The
    rewards, along with a brief description, can be found below.
    						
    	o=======================================================o
    	|		      Everett's Rewards*		|
    	o=======================================================o
    	|Ingots|		    Reward			|
    	|-------------------------------------------------------|
    	|  10  |Laborer Outfit: A more useful version of the	|
    	|      | Slave Outfits you've been wearing.		|
    	|-------------------------------------------------------|
    	|  20  |Filtration Helmet: A handy helmet with fair DR  |
    	|      | for its weight and Rad Resistance.		|
    	|-------------------------------------------------------|
    	|  30  |Steel Knuckles: The most powerful knuckles in   |
    	|      | the game. It makes our Unarmed even stronger.  |
    	|-------------------------------------------------------|
    	|  40  |Metal Master Armor: A unique suit of armor that	|
    	|      | is about as protective as Gamma Shield Armor,	|
    	|      | but with Unarmed and Energy Weapons bonuses 	|
    	|      | instead of Radiation Resistance.		|
    	|-------------------------------------------------------|
    	|  50  |Metal Blaster: A very powerful unique Laser     |
    	|      | Rifle, expensive to maintain, especially far   |
    	|      | from home, it's still a good gun.		|
    	|-------------------------------------------------------|
    	|  60  |Bombshell Armor: Unique Ordinance Armor for the |
    	|      | Big Guns and Explosives loving crowd. Gals can |
    	|      | wear it for that genuine 'Tank Girl' look.	|
    	|-------------------------------------------------------|
    	|  70  |Leather Rebel: Unique Paingiver Armor, it has	|
    	|      | good DR for its weight. Although it's not as	|
    	|      | protective as Metal Master, its lack of an	|
    	|      | Agility penalty helps balance it out.		|
    	|-------------------------------------------------------|
    	|  80  |The Mauler: A unique Auto Axe which is about 20%|
    	|      | stronger than the Man Opener.			|
    	|-------------------------------------------------------|
    	|  90  |Perforator: A unique Infiltrator, a type of gun |
    	|      | found only in The Pitt. It's a fully automatic |
    	|      | rifle with a scope. It's not as powerful as an |
    	|      | assault rifle, but its versatility makes up for|
    	|      | it, in my eyes.			        |
    	|-------------------------------------------------------|
    	| 100  |Tribal Power Armor: Not as protective as other	|
    	|      | Power Armor, it makes up for it in stats. The	|
    	|      | +15 AP is one of the biggest AP boosts in the	|
    	|      | game.						|
    	o=======================================================o
    
    *Note: Most of the armor here can be repaired with Leather Armor. The
    new Raider Armor can be repaired with Raider Armor from the original
    game. The Tribal Power Armor (and Ashur's Power Armor) can be 
    repaired with regular old Power Armor.
    
    ***WEAPON INFO***
    Steel Knuckles (Unarmed)
    Maximum Damage: 26
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    A more powerful version of the Brass Knuckles.. they aren't any better
    than the humble Spiked Knuckles, however, but they attack much, much
    faster in V.A.T.S. Who can turn their nose up at seven attacks in a
    single bout of V.A.T.S.?
    
    ***WEAPON INFO***
    Metal Blaster (Energy Weapons)
    Maximum Damage: 68
    AP Cost: Very Low
    Ammo: MF Cell
    Clip Size: 24 (1 round/shot, semi-auto)
    
    A unique Laser Rifle with more than twice the damage of an ordinary
    Laser Rifle. It's even stronger than A3-21's Plasma Rifle, making it
    one of the more powerful Energy Weapons in the game. The downside is
    that it suffers from 'Terrible Shotgun Syndrome'. It is horribly
    inaccurate at any meaningful range, meaning you will not be sniping
    with it.
    
    ***WEAPON INFO***
    The Mauler (Melee Weapons)
    Maximum Damage: 77
    AP Cost: Very High
    Ammo: None
    Clip Size: N/A
    
    The Man Opener is good, but the Mauler is better. What more do you need
    to know?
    
    ***WEAPON INFO***
    Perforator (Small Guns)
    Maximum Damage: 83
    AP Cost: Low
    Ammo: 5.56 Round
    Clip Size: 24 (1 round/shot, full auto, 
    	      fires 2-round bursts in V.A.T.S)
    
    A unique version of the Infiltrator, which is itself a fairly rare gun.
    Anything said about the Infiltrator applies to the Perforator, with a
    few exceptions. The Perforator is about 10% more powerful than the
    Infiltrator, and is much more accurate at range. The downside is that
    it fires slower, in and outside of V.A.T.S. Optimistically you could say
    that this makes the Perforator more conservative, but in reality, it
    puts less fire down field than an Infiltrator. Note that the damage
    doesn't reflect its relative strength increase over the Infiltrator due 
    to the increases gained from Point Lookout perks. Note that this gun
    (and its more common counterpart, the Infiltrator) can be repaired by
    salvaging Assault Rifles.
    <---------------------------------------------------------------------->
    17) Now it's time to return to Midea. On your way back you'll witness a
    slave getting chased down by a Pitt Raider. Report back to Milly and
    tell her about Bill. If you lie and say Bill's okay you'll get six
    Stimpaks, if you lie and invent a story about Bill's death Milly will
    (eventually) faint from the gory details you concoct. If you tell the
    truth you'll get six Stimpaks. Midea will tell you about the next phase
    of her plan. Armed and armored as you are now, there's really nothing in 
    the Pitt you aren't a match for. Which is good because your next 
    challenege is to fight a series of pit fights. Or is that Pitt fights?
    Either way, head outside after talking to Midea to hear Ashur talk. He
    will make a rather philanthropic speech. You'll be volunteered, and
    after Ashur leaves you'll be charged with signing up for the fights with
    one Faydra, in the Mill. Head back to the Mill and head west until you
    reach the fence-covered pit again. Turn north and go through a gate,
    where a lady named Spook will bother you. Go through the door behind her
    and down some stairs until you find Faydra. She'll tell you the rules
    in the arena: kill or be killed, once you're in, radioactive barrels are
    dropped in and you've got until the rads kill you to kill the other
    fighters. You can grab some weapons out of the locker to the north, but
    none of them are particularly good. When you're ready let Faydra know.
    <---------------------------------------------------------------------->
    18) The first round is against a 'bunch of other scabs'. Go into the
    Hole and kill the other slaves, which will be armed with some Pitt
    Raider armor, Chinese Assault Rifles, and Combat Shotguns. You'll get
    around 4-12 Rads per second, depending on where you are and what your
    Rad Resistance is.
    <---------------------------------------------------------------------->
    19) The second round is against the 'Bear Brothers' Grudd Bear and John
    Bear. You have to watch out for the latter, armed as he is with a 
    Deathclaw Gauntlet and Gamma Shield Armor. Once he dies, however, that
    Deathclaw Gauntlet is yours, and the Pitt becomes even easier. Again,
    you'll get 4-12 Rads per second.
    <---------------------------------------------------------------------->
    20) Your last fight is Gruber, a former slave with a 'decent gun'.
    Well, it's somebody who made it through the arena themselves, so they
    can't be that weak, right? Head on into the Hole and find out how well
    Gruber does against your new Deathclaw Gauntlet. Gruber did alright in
    my game. He lasted two hits. Take his Infiltrator (the same kind of gun
    as Perforator) and his Gamma Shield Armor. Again, the rads top out at
    4-12 per second. Best of all, you've earned yourself the 'Pitt Fighter'
    Perk, and completed the quest 'Unsafe Working Conditions'.
    
    ***WEAPON INFO***
    Infiltrator (Small Guns)
    Maximum Damage: 84
    AP Cost: Low
    Ammo: 5.56 Round
    Clip Size: 24 (1 round/shot, full auto, 
    	      fires 3-round bursts in V.A.T.S)
    
    Even though we found the Perforator first, the Infiltrator is the
    normal version of this gun. An Infiltrator is a mix between a 
    Sniper Rifle and an Assault Rifle. It fills the same niche as the Scoped 
    .44 Magnum, but in rifle form. That said, it's not as powerful as the 
    Assault Rifle, and certainly weaker than a Chinese Assault Rifle. 
    However, it makes up for it in versatility. You can use it at mid-range 
    as a powerful full auto rifle, or use its zoom to snipe. It's fairly 
    good at range in V.A.T.S., and really fills a niche few other guns can. 
    In my mind it wins over the Scoped .44 Magnum due to its ability to 
    fire continuously, giving it a certain spray and pray advantage that 
    the Scoped .44 Magnum doesn't have. Also, it uses the cheap 5.56 ammo, 
    which is a great improvement over the Sniper Rifle and the Scoped .44 
    Magnum.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Free Labor
    
    21) When you exit the Hole a Pitt Raider named Krenshaw will show up and
    speak to you, telling you that Ashur wants to meet you. Loot the 
    footlocker in the room to recover the gear that Mex confiscated earlier.
    Leave the fenced-off arena area and head past where Marco is to find a
    man named Hammer standing in front of a now-opened gate. Continue past
    him through the gate, up some stairs to the east, and exit to Uptown.
    
    Uptown
    o======================================================================o
    22) Head east, then north up a ramp. In Uptown is where you'll find the
    more charismatic-and unique-Pitt Raiders. Talk to them to get a better
    understanding of how things work in the Pitt.. you know, the other side
    of the story and all that. A Pitt Raider named Lulu will give you some
    food if you talk to her (and ask for it)and Phantom will give you some
    Rad Away. There are also some elevated areas in Downtown you can reach
    now, which includes Friday, who will sell you guns, ammo, and armor,
    and Harris who sells alcohol, drugs, and food. Of course there's also 
    plenty of alcohol and drugs around, most of which coun't as stealing. 
    You can also go explore the Abandoned Apartments, which contains some
    valuable loot including a unique Chinese Commando Hat 'Hat of the
    People', and a Nuka-Cola Quantum. In my mind, however, this place is
    more designed for lower characters who might need the wealth within to
    survive the Pitt. In all there's a lot to see and do.. but most of it 
    isn't worth covering. Make your way to Ashur's palace on your own time.
    
    Haven
    o======================================================================o
    23) Continue past the metal sculpture of a chained human to discover
    Haven and enter the door leading to the Haven Entrance. Head east up
    some stairs and take an elevator up to Haven. Continue west where you'll
    find Krenshaw and Ashur talking. After they're done talking Ashur will
    approach and initiate dialogue. If you pick the third option, you'll 
    start a fight. Pick options #1 or #2 to continue the dialogue, where
    he'll ask you if you know Wernher. Regardless of what you say you'll
    find out that Wernher was Ashur's second in command, but fled after a
    failed coup. Which makes one wonder if Wernher wants to help the slaves
    because he's a good guy, or if he just wants to get in power, and is
    using the slaves as a means to his end? Before the question can be 
    answered Krenshaw will report that the slaves are revolting. Ashur will
    run off leaving you to your own devices. You now how two fundamental
    choices, side with Ashur, or side with Wernher. Ashur's a tyrant, but
    he at least pretends to have a goal to uplift the Pitt and restore
    civilization, do the ends justfiy the means? On the other hand,
    Wernher is at least a liar, and at worst an aspiring overlord. Perhaps
    we should check out the cure before we make a decision?
    <---------------------------------------------------------------------->
    24) Go through the door to the south to find Ashur's room. Here you can
    hack his 'Turret Control System' Terminal [Hard], and open his safe
    [Average]. In the latter you'll find four Diary entries and two Stealth
    Boys. The Diary entries are confessions to Ashur's daughter, Marie, so
    she'll know who he really was when she grows up, in case something
    happens. If anything will shed light on Ashur's character, it's these
    tapes. Go back to the room where you met Ashur and head through the
    door to the north, where you'll eventually come across a research room.
    Search the Research Computer to discover-if you hadn't already figured
    it out-that Ashur's daughter Marie is the cure Wernher wants so badly.
    Now it's up to you to decide whether to nab Marie and side with 
    Wernher (Steps 25-28), or leave Marie behind and side with Ashur 
    (Steps 29-31).
    
    ***WEAPON INFO***
    Steel Saw (Melee Weapons)
    Maximum Damage: 39
    AP Cost: Very High
    Ammo: None
    Clip Size: N/A
    
    You may find a Steel Saw on one of the slaves during the rebellion. The
    Steel Saw is merely a version of the Auto Axe that hasn't been modified
    for combat. As such, it's the weakest of the Auto Axe family.
    <---------------------------------------------------------------------->
    25) Take the baby and fight your way out of Haven. Once you reach 
    Uptown you'll be joined in your fight by Pitt Slaves weilding Auto
    Axes, who will at least provide you with a distraction. All you 
    potentially need to be wary of are Raiders with Miniguns, Scoped .44
    Magnums, and Sniper Rifles, due to their damage-dealing potential, of
    which there are actually quite a few. Make your way back to Midea's
    Quarters, where she'll tell you to take the baby to Wernher, who is
    hiding in the Steelyard.. which means you need to fight your way 
    through the Mill. Once at the Steelyard head west to the Wildman
    Shack (just past where you found Wild Bill). To the north of the shack
    is a door leading to Wernher's Hideout.
    
    Wernher's Hideout
    o======================================================================o
    26) Wernher will approach and iniatiate dialogue. He'll take the baby
    and reveal the last part of his plan: to allow the Trogs to kill the
    remaining Pitt bosses in Uptown. All you need to do is shut off the
    floodlights and the Trogs will do the dirty work.. what's left of it,
    anyways, for you. If you use [Black Widow] you can convince Wernher to
    give you some ammo. In any event, he'll give you the Power Plant Key and
    a Stealth Boy and send you off on your merry way.
    
    Pitt Underground
    o======================================================================o
    27) Head back out into the Steelyard and travel to the Supply Plant. 
    From there head north until you deadend at a train tunnel filled with
    debris. Find a barrel with a fire inside of it, nearby will be a
    'Sewer Entrance to Pitt Underground'. What we have here is a linear trek
    through a Trog-infested building. There's minor loot to be found, a
    few Frag Mines (including several tricky ones hidden under traffic
    cones) but nothing that warrants an in-detail description. Make your way
    through the area until you find the 'Uptown Floodlight Controls'
    terminal. Access the terminal and shut off the floodlights. When that's
    done continue on through the door to Uptown.
    
    Note: If you decide to side with Ashur and end up killing Wernher and
    taking his Power Plant Key, the 'Uptown Floodlight Controls' terminal
    will instead be a broken terminal. Not only can you not trigger a Trog
    attack on Uptown in this case, but the door leading back to Uptown
    will not open... simply put, you'll have to go back through the area
    to get out. No shortcut for you.
    <---------------------------------------------------------------------->
    28) Now Uptown is crawling with Trogs, which makes it only slightly
    more inhospitable to us than it was the last time we were here. Now
    would be a good time to use your Stealth Boy. Around the corner you'll
    find Ashur, whom you can kill and loot for his unique Power Armor. Now
    you just need to make it back to Midea. As you go the floodlights will
    falter and Trogs will show up. It's possible to kill all the Trogs and
    spare a Stealth Boy.. it's not even difficult to do so. Either way,
    once you get near Midea's Wernher will talk to you, congratulating you
    on a job well done. This completes the quest 'Free Labor', and earns you
    the Booster Shot Perk, which increases your Radiation Resistance. You 
    can now do two more freeform 'quests'. Bring Scrap Metal to the Ammo
    Press in the Mill and you get create your own ammo. Also, Midea wants
    Teddy Bears for Marie, for which she'll pay you 30 Caps a piece.
    <---------------------------------------------------------------------->
    29) Once you exit Haven Pitt Slaves will show up and begin attacking the
    Raiders with Auto Axes. You'll be given the mission to find out where
    Wernher is hiding from Midea. I prefer to let the Raiders and the Slaves
    fight it out.. more to loot later and all. Besides the Raiders have
    everything well in hand. After all, you are the muscle Wernher needed to
    ultimately succeed. Talk to Midea and succeed at a Speech check to get
    Wernher's location.. or kill her and take the note 'Wernher's Note to
    Midea' off her body. Either way, you're heading to the Steelyard.
    <---------------------------------------------------------------------->
    30) Once at the Steelyard head west to the Wildman Shack (just past 
    where you found Wild Bill). To the north of the shack is a door leading 
    to Wernher's Hideout.. it'll be guarded by a Pitt Slave, so you'll know
    when you're there. Inside, Wernher will immediately go hostile. At a
    low level he might be challenging, with his high health and Scoped .44
    Magnum, but by now he's just another enemy, no more threatening than an
    Enclave Soldier or Talon Company Mercenary. Kill him and grab the 
    Power Plant Key, which you can now explore.. if you want (Read Step 
    #27). Otherwise head back to Ashur. Don't be afraid to use your World
    Map and fast travel, either. Yeah. You can do that.
    <---------------------------------------------------------------------->
    31) Ashur will congratulate you, and is generally optimistic.. if 
    conservative.. about the future of the Pitt. Notice that he says "Now
    that we have Marie back.." I wasn't aware she went anywhere. Anyways,
    ask for a reward and you'll be given the Booster Shot Perk and you will
    get access to the Ammo Press. You can also give Sandra toys (Teddy 
    Bears) for Marie at a rate of 30 Caps a pop.
    
    You might be wondering which choice to make? Regardless of what you do
    you'll get the Booster Shot Perk, access to the Ammo Press, the ability
    to bring in Teddy Bears for 30 Caps each, and continued access to the
    Steelyard and the associated rewards for collecting Ingots.. in case 
    you somehow don't have 100 already. So what's the tie breaker? Siding
    with Ashur is much easier. You don't have to fight hordes of Pitt
    Raiders and Trogs, and you don't have to go through the Pitt 
    Underground. You just march on straight to Wernher and you're done. On
    the other hand, killing all those Pitt Raiders means you get to loot 
    all those Pitt Raiders, and stealing from Uptown will be much easier
    once they're dead. If you side with Wernher, you get to kill more,
    loot more, and style yourself the 'Lord of the Pitt', although it has
    no real meaning, since Wernher runs the day-to-day affairs. You also
    get Ashur's Power Armor, which.. well, it's unique. On the other hand,
    it involved kidnapping a baby and siding with a liar and a schemer over
    a cruel, but well-meaning tyrant. As far as I'm concerned, Ashur has
    the moral high ground, and Wernher.. well, you'll get to cause more
    carnage and score more loot by siding with the latter. Neither choice
    sounds good? That's why it's called a moral dilemma.
    
    WarMECH notes:
    
    Regarding siding with Ashur: I did not find Werner immediately hostile 
    when I went to kill him, though my gun was holstered. He initiated a 
    conversation that allowed for a speech challenge that would allow him 
    to leave peacefully after a brief verbal railing against everyone in 
    particular. Of course if he leaves, he takes the Power Plant key with 
    him.  Also, siding with Ashur does not mean forsaking his specialty 
    armor. I remember reading somewhere that if you plant a fully repaired 
    Tesla armor, he would wear that and his would be available to steal.  
    After some investigation on my own, I've found that you can plant ANY 
    form of power armor as long as it is repaired to about 80% to achieve 
    this effect. After hostilities conclude, plant it, exit his office area,
    return, and he should be wearing the new gear. Oddly enough, it does 
    give bad karma even in planting the replacement.
    
    You can buy Power Armor from Friday in Downtown if you want to steal
    Ashur's Power Armor. -N
    <---------------------------------------------------------------------->
    32) Now you're done with the Pitt, although there are still places to
    loot. Sure, there's not many unique things lying around, but there's 
    more alcohol and Jet than you can shake a stick at. In particular search
    the Abandoned Apartments in the Uptown area, where you can nab a 
    Nuka-Cola Quantum and a unique Chinese Commando Hat, 'Hat of the 
    People'. It's in a room behind a locked [Very Easy] door. Search under a 
    bedside table to find a floor safe [Average], within which you'll find
    the hat in question. Also, if you don't care about karma you can go 
    tattle little secrets to Brand over at the Mill. Even though everything 
    is resolved, he'll still give you Stimpaks for your trouble. Grab as
    much loot as you want from the Pitt, make ammo on the ammo press, and 
    trade Teddy Bears for Caps to your heart's content. When you're done, 
    it's time to get ready to take on Operation: Anchorage.
    
    The Ammo Press in the Mill can produce ammunition from Scrap Metal, or
    it can convert one type of ammo into another. This only applies to 
    'standard' ammo, such as 5mm, 5.56mm, 10mm, .308, .32, .44, or Shotgun
    Shells. There's always the chance of loss involved, so when pressing
    large amounts of ammo you might want to save/load until you get good
    results. Also, since you can sell Scrap Metal to Walter for better
    relative prices than you'd get from pressing the Scrap Metal, you
    should probably just stick to converting ammo. Turning more common ammo
    into less common ammo will give you a lower rate of return. For 
    example, if you can convert 50 10mm Rounds into 51-100 5mm Rounds, or
    3-10 .44 Magnum Rounds. As far as the Ammo Press is concerned 5mm
    Rounds are the most common, 5.56mm Rounds, 10mm Rounds, and .32 Caliber
    Rounds are next in line, and .308 Rounds, .44 Magnum Rounds, and 
    Shotgun Shells are the most uncommon. Nonetheless, it might not be
    a bad idea to convert some generally useless 5mm Rounds or .32 Caliber
    Rounds into something more useful, like 10mm, 5.56, .44, or Shotgun
    Shells. Below is a list of the coversions from Scrap Metal to ammo,
    which should give you a general idea of how the different types of
    Ammo are 'weighted' by the Ammo Press.
    
    	o============o==================================o	
    	|                Ammo Press		       	|
    	o============o==================================o
    	|  Material  |       Ammo Production		|
    	o============o==================================o
    	| Scrap Metal| 	11-25 5mm Rounds		|
    	o============o==================================o
    	| Scrap Metal|	4-10 5.56mm Rounds		|
    	o============o==================================o
    	| Scrap Metal|	4-10 10mm Rounds		|
    	o============o==================================o
    	| Scrap Metal|	3 or fewer .308 Rounds		|
    	o============o==================================o
    	| Scrap Metal| 	4-10 .32 Caliber Rounds		|
    	o============o==================================o
    	| Scrap Metal|	3 or fewer .44 Magnum Rounds	|
    	o============o==================================o
    	| Scrap Metal|	3 or fewer Shotgun Shells	|
    	o============o==================================o
    
    Operation Anchorage
    o======================================================================o
    Sequence of Events:						{WLK044}
    		1) Aiding the Outcasts
    		2) Bailey's Crossroads Metro
    		3) Bailey's Crossroads
    		4) Breaking the Super Mutant Siege
    		5) Outcast Outpost
    		6) The Simulation
    		7) Awakening in Anchorage
    		8) Anchorage Cliffs
    		9) Securing the Sniper Rifle
    		10) Claiming the Chinese Assault Rifle
    		11) To the Cave Outpost
    		12) Getting the Gauss Rifle
    		13) Intel #1
    		14) Intel #2
    		15) Chinese Artillery Outpost/Intel #3
    		16) Intel #4
    		17) To the Artillery Storage Room
    		18) Chinese Dragoons
    		19) Artillery Overlook
    		20) Command Tent
    		21) The Trainyard/Intel #5
    		22) More Snipers..
    		23) The Listening Post/Intel #6
    		24) Chinese Forward Base Delta
    		25) Intel #7
    		26) Spider Drones
    		27) Chimera Armor Depot/Intel #8
    		28) Battlefield Trenches/Intel #9 and Intel #10
    		29) A Well-Earned Reward
    
    1) Merrily return home and re-equip yourself. You won't be able to use
    your gear in Operation: Anchorage, but you still need to reach the
    Outcasts. Bring what you want, but you might want to travel light to
    avoid unnecessary trips back and forth. When you're ready pop on the
    'Outcast Distress Signal' and head to the Red Racer Factory. From here
    head south until you find a door leading to Bailey's Crossroads Metro,
    which is just south east of a debris-covered metro entrance.
    
    Bailey's Crossroads Metro
    o======================================================================o
    2) Make your way through the metro, killing what few Ghouls there are
    to kill. There's some loot to be found, especially if you search ground
    floor when you reach the large, central metro hub room. Ultimately
    you'll reach Bailey's Crossroads.
    
    Bailey's Crossroads
    o======================================================================o
    3) When you emerge you'll hear the sound of furious fighting, as 
    Brotherhood Outcasts desperately fight against encroaching Super 
    Mutants. Help the Outcasts (or let them die so you can steal their
    stuff) and exterminate the Super Mutants. At the top of the stairs you
    will be introduced to Defender Morrill. Hopefully you haven't grown
    soft in the Pitt, because the Super Mutants here are back in full form,
    including Super Mutant Overlords. Head north into an open area, then
    go west up a hill of rubble, and south into a building.
    <---------------------------------------------------------------------->
    4) The building is, itself, crawling with Super Mutants, ranging from
    normal Super Mutants armed with Nail Bats to Super Mutant Overlords with
    Gatling Lasers.. depending on your level. As you make your way in some
    Brotherhood Outcasts will start trouble on the other side. This will 
    give you the ability to flank the Super Mutants and cause them some 
    grief.. or let the two sides battle it out. Make your way through the 
    building to the south, looting and killing as you go. When you emerge 
    on the far side, you'll quickly discover the Outcast Outpost.
    
    Outcast Outpost
    o======================================================================o
    5) Continue on to the Outpost and more Super Mutants will spawn in the
    building behind you. Either head onward to the Outpost or backtrack and
    clear the new Super Mutants out of your building. Chances are Defender
    Morrill won't be alive anymore, but if he is he should talk to you when
    you get near the Outpost. Head down the elevator, Morrill or no. Two
    Outcasts can be overheard talking about the unaccounted for person 
    riding the elevator. If you have problems with the elevator, simply hit
    the electrical switch to ride back and up and try again. I know I have
    had the gate outside of the elevator fail to open before. Head outside 
    the elevator to meet Defender Sibley, who isn't the nicest of fellows. 
    Play nice and he'll take you to meet the boss, Protector McGraw. Long 
    story short, the Outcasts are trying to get at some goodies here. 
    Unfortunately said goodies are locked behind a blast door they can't 
    open. In order to open it, you need to complete a VR simulation of the 
    liberation of Anchorage: Alaska. Why you? Because you have a Pip-Boy, 
    which has the computer interface the Outcasts need. Before you head on, 
    you may want to loo the place. The Outcasts don't mind if you take their 
    stuff, and there's more than enough to fill up your inventory. Across 
    the hall behind a locked [Easy] door you'll find a rather dead Gary 23. 
    His mutilated arm suggests the Outcasts tried to remove his Pip-Boy at 
    some point.
    <---------------------------------------------------------------------->
    6) When you're done looting and messing around, go find Specialist Olin.
    She'll gruffly give you a Neural Interface Suit and tell you to get in
    the Simulation Pod. She could really do with some lead asprin. Make a
    new 'safety' save in case something goes wrong with Operation:
    Anchorage and get into the Simulation Pod. You are now commited to
    completing this expansion. None of your gear gets to go with you in the
    simulation, but if you were a killing machine outside of the sim, 
    you'll be a killing machine inside.. you just need to get more tools of 
    the trade.
    <---------------------------------------------------------------------->
    ***QUEST***
    The Guns of Anchorage
    
    7) You'll be awakened by Sergeant Benjamin Montgomery, who will tell
    you the score. Your job is to disable the Artillery Guns on the
    mountain. Your gear is the rather protective Winterized Combat Armor,
    Winterized Combat Helmet, a Trench Knife, and a Silenced 10mm Pistol.
    These weapons just won't do! Ah well. Benjamin will climb off, leaving
    you to your own devices. Congrats, you're in the army now! The job of
    choice for thousands of high school underachievers and misguided 
    patriots! God bless the ol' U.S. of A! It's time to kill some Commies!
    
    Anchorage Cliffs
    o======================================================================o
    8) Sneak over to the east a bit to discover the 'Cliffs' location, for
    what good it does you. Keep going until you find your first Chinese
    Soldier. Dispatch him with your Trench Knife to keep low profile. Don't
    worry if his body falls off the ledge, it's not like you can loot them
    anyhow. Nearby you'll spot a goofy red 'Health Dispenser'. This is how
    you will keep in tip-top shape during Operation: Anchorage. Just return
    to one when you need healing and you're good to go.
    <---------------------------------------------------------------------->
    9) Head to the north west and go up some stairs, then turn north and go
    over a bridge, smiting any Chinese you find along the way. When you 
    reach the far side of the bridge turn east and head up more stairs to
    eventually reach another landing. You now can go west or east. First go
    east down some stairs to score a Sniper Rifle and find another Health
    Dispenser. Now go west into a building, killing the Chinese therein.
    <---------------------------------------------------------------------->
    10) You will now find a Chinese Assault Rifle, some Frag Mines and Frag 
    Grenades, and an Ammo Dispenser. Your ammo, if you noticed, is set at
    certain amounts by weapon type. You don't pick up more ammo from the
    dead, so this is your only way to replenish your ammo. You now have a
    melee weapon, a mid-ranged rifle, and a long-ranged rifle.. as well as
    a puny pistol. The point is, you now have options.
    <---------------------------------------------------------------------->
    11) Head west to go back outdoors and crawl along a building and onto a
    large pipe. If you go north up a ramp you can find a Stealth Boy, which
    you are probably supposed to use to assist getting over the pipe to the
    south. Either way, make your way south over the pipe, then head up some
    stairs to the north. The stairs will double around and you'll eventually
    end up on top of the building on the southern side of the pipe. Continue
    up some more and you'll find a door to 'Cave Outpost.'
    
    Cave Outpost
    o======================================================================o
    12) Continue forward until you reach a cavern, where you'll see an
    unfortunate paratrooper get killed by some Chinese Soldiers. Explore the
    south eastern corner of the room to find an ammo depot, which includes
    another Chinese Assault Rifle, some Frag Mines, Frag Grenades, some
    Microfusion Cells, and Health and Ammo Dispensers. On the floor
    underneath where the Paratrooper was you'll find the Gauss Rifle.
    Continue more or less to the north, up stairs, up ramps, and through
    a building. Eventually you'll come to a room where a Chinese Soldier
    will fall from the ceiling, cause of death: Sergeant Benjamin. The way 
    back into the caves is now sealed, so head through a door to the east
    to return to the Cliffs.
    <---------------------------------------------------------------------->
    13) Head north until you reach a platform, waxing some Chinese Soldiers
    as you go. On the platform you can now continue north, or turn south and
    go down some stairs. Go south first and cross a pipe to the shelter
    beyond. Inside you'll find a door [Very Easy] leading to a Field
    Storage room. Inside you'll find a note 'Holotape - Bombardment', a
    Chinese Terminal, and an 'Intel' suitcase. Return to the western side
    of the pipe and continue your trek to the north.
    <---------------------------------------------------------------------->
    14) Continue north until you cross a bridge to reach a platform near
    another shelter. Immediately across the bridge is another Field Storage
    room behind another locked [Very Easy] door. And again, you will find
    a case of Intel inside, and the note 'Holotape - Goodbye'. After you're
    done grabbing the Intel head  outside again and cross a bridge to the
    west to reach the shelter. Inside you will find another Ammo Dispenser,
    along with some Microfusion Cells and explosives. Continuing to the west
    will provide for two options. You can cross a long bridge under fire
    from bunkered Chinese defenders, or you can go through a door leading to
    a 'Cave Passage'. The Cave Passgae will take you up to some high ground
    north east of the bunkers. Either way, rush the bunkers and kill the
    defenders. You'll discover the Artillery Overlook Entrance, for what
    good it does you. Head inside the Chinese Artillery Outpost.
    
    Chinese Artillery Outpost
    o======================================================================o
    15) Head into the large room to the north and proceed to go east up a
    ramp. Kill some Chinese Soldiers and continue going east until you can
    go no futher, from here turning north to discover a table full of loot,
    including a Sniper Rifle, two missiles, a Frag Mine, some Microfusion
    Cells, and an Ammo and Health Dispenser. Head up the stairs to the north
    and go through a doorway to the west to discover another locked [Very
    Easy] door, beyond which you'll find the 'Holotape - Invasion', a
    Stealth Boy, and another case of Intel.
    <---------------------------------------------------------------------->
    16) Head back to the west and travel north as far as you can go until you 
    come across another loot-friendly table. Nearby is also a Terminal 
    [Very Easy] which opens a door [Very Easy]. Inside are two Frag 
    Grenades, an 'American Artillery Protocols' Terminal, and another Intel 
    suitcase.
    <---------------------------------------------------------------------->
    17) Go up some stairs to the east and you'll find two more Frag Grenades
    and another Health Dispenser on a crate. Continue east as far as you can
    go before turning north and heading through a room full of artillery
    shells. Go up some stairs and through a door to the west, turning north
    to find another [Very Easy] door. Inside you'll find the 'Holotape -
    Overrun'. Turn around and head to the south, go around a corner, through
    a room, and up some stairs to the south. Here you'll find another ammo
    and health depot.
    <---------------------------------------------------------------------->
    18) Make your way east into another room full of artillery shells, then
    turn north into a warehouse.. needless to say, the Chinese aren't short
    of artillery ammo. Some Chinese Dragoons will drop from the ceiling and
    go invisible. You can't V.A.T.S. them while they're cloaked, but you can
    spot them manually if you keep your eye open. Once the Dragoons are
    eliminated head up onto the railing and go through an elevated door to
    the north. Go up some stairs and grab another supply depot before
    heading out the door leading back to the Artillery Overlook.
    
    Artillery Overlook
    o======================================================================o
    19) Now that you're outside you've got a pretty simple mission, blow up
    the three artillery guns pounding your allied troops. Head over to the 
    north where you'll find one artillery cannon. Kill the Chinese Soldiers
    in the bunker and proceed to plant the bomb. You now have 20 seconds to
    get outside the blast radius. Do so by continuing to the east up some
    stairs and proceed to the second artillery cannon. Plant the second bomb
    once all Chinese opposition has been silenced and head up a path to the
    east, south east to find the third and final piece of artillery. Once
    this one blows the screen will white-out on you, and you'll appear in
    front of General Chase.
    
    Command Tent
    o======================================================================o
    ***QUESTS***
    Paving the Way
    
    20) Chase will give you your next objectives in Operation: Anchorage.
    You need to destroy two fuel tanks at a Chimera depot, clear out a 
    listening post, and lastly, overload a pulse field. Wee. Talk to
    Lieutenant Morgan to find out more info about your targets. Once you
    are done you can grab some Psycho lying about, and play with the 
    terminals. Use 'Patterson's Terminal' to set up your strike team to
    take on mission with you. You can choose to bring an Infantryman, a
    Grenadier, a Missile Unit, a Sniper, a Mister Gutsy, and a Sentry Bot.
    Frankly, however, I prefer to go alone. You should also visit the
    'Requisition Terminal' and pick from one of four weapon loadouts,
    the 'Fire Team Package', which consists of an Assault Rifle, a Combat
    Knife, and 12 Frag Grenades, the 'Close Assault Package' which will
    deploy you with a Power Fist, a 10mm Pistol, a Combat Shotgun, 8
    Frag Grenades, and 8 Frag Mines, the 'Sniper Package', which consists
    of a Sniper Rifle and a 10mm Pistol, and finally the 'Heavy Weapons
    Package', which contains a Missile Launcher and a 10mm Submachinegun.
    I generally take the Close Assault Package, but the Heavy Weapons
    Package comes in handy once in a while. Grab the 'Holotape - I'm Okay'
    and leave the tent. To the east you will find the Quartermaster. Succeed 
    at a Speech challenge and he will give you a Gauss Rifle and 8 
    Microfusion Cells. Also, be sure to pick up whatever package you chose. 
    You can get as much ammo as you please from the Ammo Dispenser in this 
    tent as you need it.  If you head west you'll find the medical tent. 
    Talk to Doctor Adami to get some more Psycho. There's also a Health 
    Dispenser inside, if you ever need to use it.
    <---------------------------------------------------------------------->
    21) Go north to leave the base and once outside make your way to the 
    east. Continue on until you reach some boxcars, where you'll see a
    soldier play chicken with a sniper and lose. Beyond the train there are
    two snipers and a Chinese Launcher who have eyes like hawks. Frankly,
    just using the Gauss Rifle is good enough to get rid of them. Even if
    you don't kill them outright, shooting them once with the Gauss Rifle
    will likely knock the snipers off their high ground. In the ruined
    building to the south east you'll find another Chinese Launcher, as 
    well as an ammo depot. Near the doorway you entered the house you'll
    find another case of Intel on a wooden crate.
    <---------------------------------------------------------------------->
    22) Leave this house and head north east to find some stairs leading 
    to.. another ruined house occupied by Chinese. Kill them all and free
    a captive American Soldier before heading through a doorway to the
    north. Continue north until you come into a more open area with some
    crates lying around. It would be advisable for you to not run in, as
    there are four cloaked snipers just waiting for you to get into the
    area. Use your V.A.T.S. button to sniff them out, or find them 
    manually, then counter-snipe them with the Gauss Rifle. Continue to
    the north east and turn the corner to the north to spot the Listening
    Post. It's guarded by several Crimson Dragoons, and all things told,
    it's probably better to get their attention, then backtrack around the
    corner. It sure beats running through Chinese Assault Rifle fire.
    
    Listening Post
    o======================================================================o
    23) Head up into the Listening Post, where your mission is to kill any
    and all Chinese troops you find. Go into a room to the west and grease
    a Chinese Technician and a Crimson Dragoon. Go through a doorway to the
    north and kill the cloaked sniper in the eastern corner. Now go west
    up some stairs and into another room with three more Crimson Dragoons.
    There's also an Intel suitcase on a shelf on the ground floor. Go
    upstairs and through a door to the north, then turn west and follow the
    passage until you come to a room. Inside are three cloaked snipers, and
    a much-needed depot. Go through a door to the east and follow the 
    passage until you reach another room. Inside are two Crimson Dragoons
    and another technician waiting to be slain. Go through a door to the
    south and back to Anchorage. Clear the roof of cloaked folks and you'll
    be whisked back to the Command Tent.
    
    Chinese Forward Base Delta
    o======================================================================o
    24) Huzzah, one down, two to go. Leave the tent to see three soldiers
    pose for a reporter, who takes the iconic photograph that later becomes
    the statue on top of the Anchorage War Memorial. Head back outside of
    the back and head north west this time. You'll eventually discover the
    Chinese Forward Base Delta, which consists of numerous tents occupied
    by Chinese Soldiers. Still, at least you can see these ones. Kill the
    Chinese and head into the camp. Pass through a tent to the west,
    activate a 'Chinese Terminal', and grab the loot lying around.
    <---------------------------------------------------------------------->
    25) From the tent head north west through another section of the
    Chinese camp. This time they've got guys on watch towers. Yay. Note
    the snowmen used by the Chinese as target practice. Priceless. Head
    into the stand-alone tent east of the snowmen and grab an Intel case,
    continue through the tent to the north east and head north between
    two buildings. You will find two American Soldiers being held
    prisoner to the east with one Chinese Soldier standing guard. Wax him,
    free the prisoners, and grab the ammo lying around before continuing
    north.
    <---------------------------------------------------------------------->
    26) Continue on until you find a clearing with a frozen pond in the
    middle. Spider drones lurk about, and will activate and move towards
    you if you get too close. They don't do much damage, and aren't
    terribly fast, but they can be hard to hit. Continue following the
    linear path, mowing down Spider Drones until you reach the Chimera
    Armor Depot.
    
    Chimera Armor Depot
    o======================================================================o
    27) Outside of the depot gates are two towers with an armed guard 
    inside. Snipe them with the Gauss Rifle and enter the depot. Head into
    the depot when they are dead and go into the first building to the
    south, which contains all the ammo and health you'll need to route this
    place, not to mention an Intel case. Go around searching the entire base
    for enemies. If you run across a Chimera tank, you'll find that it can
    be fairly easily disabled with conventional firepower, so long as you
    don't get too close. In the south western corner of the base you'll find
    another building with loot inside. When you're ready to bid the base a
    fond 'go to hell' plant the charges on the fuel tanks. Again, you have
    20 seconds to clear the blast radius, and again, you'll be whisked
    magically back to the Command Tent when you complete your objective.
    
    Battlefield Trenches
    o======================================================================o
    28) Now only the Pulse Field remains. The Close Assault package would
    come in very handy for this part. Head out of the base again and head
    north, past the barbed wire and straight into the missile fire. You'll
    find some stairs leading to a series of trenches shortly. Trenches
    might be hell, but you came prepared, right? At the first Health
    Dispenser you'll find another Intel case on top of a metal drum. Make
    your way through the trenches.. it's pretty linear and there's really
    nothing you can do wrong. If it's Chinese, kill it. After a while you'll
    exit the trenches and start fighting through ruined buildings. Shortly
    thereafter a Vertibird will drop some Power Armored Soldiers to help,
    and by help, I mean do all the work. A handful of guys in T-51b Power
    Armor with Miniguns is more than the Chinese can handle. They'll stop
    when they reach a field cackling with electricity, letting you tackle
    one last bunker. After that's down, head east to find a building, 
    within which you'll find a switch which turns off the Pulse Field, and
    on a wooden crate nearby is the tenth and final Intel case. When the
    Pulse Field is disabled it'll overload and light up the ground. When the
    light show ends run north across the field to see your Power Armored
    buddies whip out some Fat Men and blast the defenses. Head through a
    door into the Chinese HQ, where General Jingwei will talk to you.
    Succeed at a Speech challenge and Jingwei will commit suicide.. or if
    that fails, just kill him the old fashioned way. Congrats! You've 
    liberated Anchorage, Alaska. A winner is you!
    <---------------------------------------------------------------------->
    29) The simulation ends and you exit the Simulation Pod, where Protector
    McGraw will be waiting to congratulate you. Head down the hallway to the
    south where the Outcasts will be waiting. Access the 'Secure Access
    Terminal' and open the blast door. When you enter the secure room Sibley
    will protest the fact that McGraw is going to let you leave with some
    loot, and will attempt to mutiny. Smite the treacherous Outcasts and
    collect your well earned loot, which includes.. well, pretty much all
    the new stuff you saw in the simulation. There's the Gauss Rifle, the
    Trench Knife, Jingwei's Shocksword, Chinese Stealth Armor, and 
    Winterized T-51b Power Armor, which is especially nice since, for some
    reason, it has ridiculously high hit points. The Chinese Stealth Armor
    will create a stealth field effect around you (similiar to what a
    Stealth Boy does) every time you enter Sneak mode. Since it has a fairly
    high DR as well, it becomes my armor for the rest of the game.. since I
    like sneaking, and while wearing this armor you're almost impossible to
    detect. Oh, it also looks cool too. You can repair it with Recon armor,
    if the need arises. Another bonus about Chinese Stealth Armor is the 
    fact that you can wear multiple headgear while the armor is equipped. Of 
    mundane gear there's a Missile Launcher, 120 Energy Cells, two first aid
    boxes, a Mini Nuke, five Frag Grenades, two Frag Mines, a Pulse Grenade,
    two Pulse Mines, a Plasma Grenade, a Plasma Grenade, a Chinese Assault 
    Rifle, 70 Electron Charge Packs, 70 Microfusion Cells, 25 Flamer Fuel, 
    and two Missiles. Last, and perhaps least if you've been following this
    guide strictly, you automatically get Power Armor Training by completing
    this simulation. Now it's time to go challenge Point Lookout.
    
    ***WEAPON INFO***
    Gauss Rifle (Energy Weapons)
    Maximum Damage: 110
    AP Cost: High
    Ammo: Microfusion Cell
    Clip Size: 1 (1 round/shot)
    
    Another former Fallout 2 weapon making its way over to Fallout 3, the
    Gauss Rifle has.. changed. Formerly it was a Small Gun, now it's an
    Energy Weapon.. Anyways, the real story is.. this gun is kinda buggy in
    Fallout 3. Sometimes it'll hit an enemy and do no apparent damage at
    all. It also is fond of knocking enemies down, and once knocked down
    your chances of hitting them again in V.A.T.S. is nil. So, it's a snipe
    only non-V.A.T.S. weapon. I just can't be bothered to bring it along
    with me. It's a shame, too, since it was my go-to gun in Fallout 2.
    
    ***WEAPON INFO***
    Jingwei's Shocksword (Melee Weapons)
    Maximum Damage: 52
    AP Cost: Average
    Ammo: None
    Clip Size: N/A
    
    More than twice as powerful as a normal Chinese Officer's Sword, 
    Jingwei's Shocksword is simply an awesome melee weapon. It also does
    some lingering damage when it hits, for added stabby fun.
    
    ***WEAPON INFO***
    Trench Knife (Melee Weapons)
    Maximum Damage: 23
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    The Trench Knife is no better than the Combat Knife, and decidedly
    weaker than Occam's Razor and Stabhappy.
    
    WarMech comments on Chinese Stealth Armor:
    
    I came to the conclusion that part of the glitchyness of my game came 
    from donning the Chinese Stealth Armor, and have since adapted to a 
    play style that does not rely on it. However, I cannot deny that it may 
    have been an inconvenient set of coincidences that led to that 
    conclusion. However, that fact that I have been able to simultaneously 
    equip more than a dozen pieces of headgear while wearing it did not 
    help in that assessment. The way that works is that you only get the 
    damage resistance of the headgear the character is visibly wearing in 
    the game, and Ledoux's Hockey Mask seems to trump all others. Remove it 
    and usually some power helmet takes over, and DR changes accordingly. 
    However, whatever status effects the equipment has does stack: if maxed 
    at 10 Charisma, equipping three headgear with a -1 and two pieces with a 
    +1, Charisma will adjust to 9. However, the only significant stacking 
    comes from gaining radiation resistance, if that is worth the cost of 
    the extra payload.
    
    I have personally not noticed much extra glitchiness from the Chinese
    Stealth Armor, save for the fact that the game can occassionally lock up
    if you're sneaking (and thus have the stealth field from the armor
    active) and go to look at your Pip-Boy. By the way, the Pip-Boy is
    under the effect of the stealth field, too, which makes reading anything
    on it somewhat annoying while the stealth field is active. Of course, I
    almost never wore more than one 'additional' helmet with the Chinese
    Stealth Armor, which might be the source of WarMECH's woes. -N
    
    Point Lookout
    o======================================================================o
    Sequence of Events:						{WLK045}
    		1) Catherine's Plea
    		2) Traveling to Point Lookout
    		3) Point Lookout Pier
    		4) House of Wares
    		5) Wanted; Person of Interest
    		6) Homestead Motel
    		7) One Messed-up Motel
    		8) The Spy's Password
    		9) People's Bank of Point Lookout
    		10) Recruitment Station
    		11) Warehouse
    		12) Swamp Notes
    		13) Haley's Hardware
    		14) Marguerite's Shack
    		15) Truck Wreckage
    		16) Turtledove Detention Camp
    		17) The Morgue
    		18) Trash Heap
    		19) Sub Recovery Site
    		20) SSN-37-1A
    		21) Mission Complete
    		22) Calvert Mansion
    		23) Chinese Intelligence Bunker
    		24) Desmond Under Siege
    		25) Bravely Watching Cameras
    		26) Sealing the West Wing
    		27) The Quick Way Down
    		28) Through the Wine Cellar
    		29) Sealing the East Wing
    		30) One Hell of a Fight
    		31) Superior Defender
    
    1) Head over to the Riverboat Landing, which should have appeared on
    your map once you got out of vault 101. Remember that? Ah, memories.
    It's along the shore south of the Citadel. Talk to Catherine, who 
    should be wandering around in front of the boat.. provided Mirelurks 
    haven't chased her off. She'll ask you to go find her daughter, Nadine, 
    who ran off to Point Lookout after she was bit by the adventuring bug.
    <---------------------------------------------------------------------->
    2) Now go find Tobar the Ferryman. You can ask him about Point Lookout,
    Nadine, and some other topics, but what you're here for is a trip to
    Point Lookout. Chances are it'll be less grand than he pretends, but
    after crawling through all of D.C., how bad can it be? You'll need to
    buy a ticket to cover your trip, and even at level 30 with 100 Barter
    it still runs 330 Caps. Of course, I have 150,000+ Caps by now, so it's
    not really even an issue. Buy a ticket and rest on the cot on the boat
    and select the option 'Travel to Point Lookout'.
    
    Point Lookout Pier
    o======================================================================o
    3) When you arrive you'll discover your first area in Point Lookout.
    Remember, find them all for a tropy or achievement! Talk to Tobar again
    and he'll mention some smoke he saw on the way in. You can also get him
    to tell you about the House of Wares shop, the Homestead Motel, and the
    Coastal Grotto. The obvious pull is towards the mansion.. but we'll
    hold off on that bit of questage for now and just have a loot around
    the resort town.
    
    House of Wares
    o======================================================================o
    4) Head to the north east, looting as you please. Just keep in mind that
    once you fill up your inventory, you'll need to go back to the Capital
    Wasteland to drop stuff off.. which can get costly. Either that, or
    stash your accumulated loot somewhere on Point Lookout, and take it all
    back in bulk. You'll probably discover Pilgrim's Landing on the way to
    the House of Wares. Talk to Panada, who plays a little gypsy act for you
    before selling you stuff. You can pretty much buy most of the non-unique
    Point Lookout gear from here, so we'll discuss the new weapons now.
    
    ***WEAPON INFO***
    Axe (Melee Weapons)
    Maximum Damage: 37
    AP Cost: Average
    Ammo: None
    Clip Size: N/A
    
    It does a fair bit of damage.. as far as Melee Weapons go, and isn't
    horribly slow. Still, it's not really any better than a humble
    Sledgehammer, and certainly not up to par with the great Melee Weapons
    found in the other expansions to date.
    
    ***WEAPON INFO***
    Double-Barrel Shotgun (Small Guns)
    Maximum Damage: 99
    AP Cost: High
    Ammo: Shotgun Shell
    Clip Size: 2 (fires both shots simultaneously)
    
    If you wanted a more.. rustic.. shotgun, this is it. It does absolutely
    phenomonal damage, but fires painfully slow. Frankly, I'll just stick
    to the Combat Shotgun. Half the damage, twelve times the shots. 
    
    ***WEAPON INFO***
    Lever-Action Rifle (Small Guns)
    Maximum Damage: 52
    AP Cost: Average
    Ammo: 10mm Round
    Clip Size: 10 (1 round/shot)
    
    It's not even semi-automatic, being more in-line with the Hunting Rifle,
    but it's a powerful and cheap weapon to use. It's essentially a non-
    unique version of the Licoln's Repeater. It's not nearly as good, of
    course, but if you were to come here early in the game just to fetch
    one of these guns, nobody would blame you. Of course, by now it's only
    a curiousity, unless there happens to be some unique versions lying
    around..
    
    ***WEAPON INFO***
    Shovel (Melee Weapons)
    Maximum Damage: 28
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    Surprisingly fast, it does about as much damage as a Baseball Bat, or a
    Combat Knife. Yeah, it's not an awe-inspiring weapon, but it can be fun
    to thwack a few enemies with a shovel, just to put them in their place.
    <---------------------------------------------------------------------->
    5) Head west from Panada and turn north when you run out of west. On
    the walls to your right you'll find some 'Wanted; Person of Interest'
    posters on the wall you can search to get some notes added to your
    Pip-Boy. Continue north up some stairs to find the 'People's Bank of
    Point Lookout' on your left, which might be worth looting in a bit.
    First, however, continue north to discover the Homestead Motel.
    
    Homestead Motel
    o======================================================================o
    ***QUESTS***
    Velvet Curtain
    
    6) First things first, lets head into the Homestead Motel Office, where
    you can find some room keys (in case you're too lazy to pick the locks)
    and a locked [Average] safe in the back under a table with a televison
    on it. Leave the motel and head north to find the unlocked door to
    Room 1D. Inside you'll find some pretty suspicious stuff, and the
    'Safehouse Terminal' on the table just confirms the obvious. After
    messing with the terminal you'll get the note 'Contact Tape' and the
    quest 'Velvet Curtain' begins. Search the Luggage Case on the bed and
    take the 'Locker Key'. Time for you to finish what Dr. Jiang started.
    <---------------------------------------------------------------------->
    7) Well, I mean, eventually. Continue east to find Room 1G [Average].
    Inside you'll find the remains of a deal (or heist) gone wrong. Profit
    from their pain and leave. Circle around to the back of the motel to
    find Room 1K [Average]. You'll find.. wow. Nothing good happened in 
    this room. In the bathtub in the back you'll find the Pint-Sized
    Slasher mask. What a busy motel!
    <---------------------------------------------------------------------->
    8) Return to the boardwalk and head east, where you'll find some
    footlockers near the closed vendor stalls. Open one of the lockers with
    your motel-found key and grab the 'Box 1207 - Spy's Audio Password.' 
    Now it's time to head over to the bank.
    
    People's Bank of Point Lookout
    o======================================================================o
    9) Behind the counter are two safes [Average] and [Hard]. After you have
    them, search the Loan Officers Desk and grab the note 'Box 1191 -
    Password Backup' and play it in the vault to open the corresponding
    box. Also play the 'Box 1207 - Spy's Audio Password' to open that box,
    too. You'll get some money and drugs out of the former box, and some
    money and the note 'Espionage Debriefing' from the latter. Listen to it
    and you'll discover that Jiang was supposed to blow up a disabled
    surveillance vessel.. you just need to find out what happend to Agent
    Yang.. so exit the bank, and head east into the Recruitment Station.
    
    Recruitment Station
    o======================================================================o
    10) Head into the room behind the counter (to the east) and grab the
    Mini Nuke off the desk. Search the 'DIA Officer's Terminal' and read
    the 'Field Report - Yang Capture/Transfer', which will inform you that
    Wang has been transferred to Turtledove Detention Camp. Loot the locked
    safe [Average] and head out. There's one more place of interest around
    town before we make the long trek to Turtledove.
    
    Warehouse
    o======================================================================o
    11) Head east and circle around the buildings to the south until you
    find the door leading to the Warehouse. Note the rigged baby carriage
    in front. There will be more of them within. Four of them, to be exact,
    somebody was apparently having a grand old time creating these baby
    carriages of death. Disarm them and loot the shelves along the western
    wall. You'll find some drugs, missiles, a Mini Nuke, and plenty of
    Abraxo Cleaner and Tin Cans lying around.
    <---------------------------------------------------------------------->
    12) Now it's time to run to the far northern edge of the map. It's a 
    bit of an expedition, I know, and there's a lot to see and do along the
    way. Still, I prefer to finish this quest before bothering with some of
    the more substantial Point Lookout quests. If you have the Chinese
    Stealth Armor, you'll be able to sneak right past all the Swampfolk
    and Feral Ghoul Reavers.. if not.. just be prepared for some substantial
    resistance when you see red threat markers. Don't let the red-neck
    mutant look fool you, they're deadly.
    
    Haley's Hardware
    o======================================================================o
    13) Go north until you find Haley's Hardware. There's plenty of loot
    outside of his house, as well as the note 'Holotape Note' in front near
    the door talking about some light house lights. Inside there's more to
    loot, if you feel inclined to steal anything. Talk to Haley.. who
    obviously isn't all right in the head. He certainly has an odd story
    for how he started the business. If nothing else, loot the safe 
    [Average], as it has quite a bit of loot inside.
    
    Note: Here's an omission pointed out to me by Mr. Rose. As is typical
    when I'm getting information from elsewhere, I tend to quote the
    source so it doesn't look like I'm taking credit for their work.
    
    "[You made] no mention of Haley's unique Repair bug, which raises his
    skill by 5 points about once every trip, or after you've fast-traveled
    away and back. The increase by absence duration isn't always
    consistent, but the effect builds very quickly in the course of a
    thorough playthrough of the area, and Haley is soon able to repair
    anything and everything back up to peak condition (very nice for
    Operation: Anchorage items or other rare gear you don't have easy-to-
    come-by lesser versions to repair with)."
    
    Absolutely confirmed. I didn't mention this because I honestly didn't
    know about it. What, am I supposed to be omniscient? I didn't develop
    the damn game, and I sure don't skim the wikis.. but I do go back and
    double-check when I'm told that I'm wrong or that I missed something.
    To boost his repair score, all you need to do is leave his store, fast-
    travel to Point Lookout Pier, and return.. and sure enough, his repair
    score will be five points higher. Despite Mr. Rose's warning of 
    unpredictability, I had this work for me every time-without fail. -N
    
    Marguerite's Shack
    o======================================================================o
    ***QUEST***
    A Spoonful of Whiskey
    
    14) Head north and slightly west to find Marguerite's Shack. She'll ask 
    you to help her out, as she's apparently suffering from 'Orange Fever'.
    A Medicine check and a Speech challenge will expose her as a faker, but
    even if you don't go that route, you'll end up at the same place:
    helping her brew some tonic. She'll offer you 300 Caps to get her the 
    ingredients: 10 Refined Punga Fruit or 20 Wild Punga Fruit, 3 sacks of
    Yeast, and 6 Fission Batteries. If it sounds crazy, then you have no
    idea what crap gets put into some alcohol. Anyways, ask her about fixing
    up her still, which she'll pay you 100 Caps (or 200, with a successful
    Speech challenge) to do. I won't cover this quest in too much detail..
    or any, for that matter. Grab the stuff as you explore Point Lookout
    and bring them back to Marguerite. Once done, give it a day to brew, and 
    you'll get six bottles of Moonshine and 300 Caps.
    
    Truck Wreckage
    o======================================================================o
    15) Now for a slight detour. Head north east until you find an 
    over-turned truck. We found a note about this outside of Hadley's
    Hardware, and it just won't do to leave it unfinished. Search the back
    of the truck to find a Lighthouse Bulb. Obviously, we'll find a use for
    this later.
    
    Turtledove Detention camp
    o======================================================================o
    16) Continue north west until you find Turtledove Detention Camp. When 
    you arrive a group of Feral Ghouls will attack the robotic base 
    defenses, and will almost certainly be crushed. With the Chinese 
    Stealth Armor, I just wait out the fighting, and when the ghoulies 
    are all dead, I simply sneak in and disabled all the robots, and 
    kill the turrets. There are several different buildings in Turtledove, 
    Bunkhouses A and B, Interrogation Rooms A and B, Administration, and the 
    Morgue. For quest purposes, you should only be interested in the last 
    area, but there's plenty of loot to be found in the other buildings, not 
    to mention on top of the watch towers.
    
    Turtledove Detention Camp - Morgue
    o======================================================================o
    17) When you get into the Morgue, first kill the Feral Ghouls within.
    Once done, loot it of its medical supplies, then search the remains
    locker listed 'TD-0181: Yang, Wan' and remove the tooth. Now, just to
    leave no stone unturned, head into the northern room and enter the
    'Manhole to Septic Tunnel Access.' Re-enact a scene from the Shawshank
    Redemption and crawl a quarter of a mile through filth to 'escape'
    Camp Turtledove.. and grab the loot along the way.
    
    Trash Heap
    o======================================================================o
    18) You'll surface just north east of the Trash Heap area. Grab the
    ammo boxes and first aid boxes under the bushes near the manhole and
    head south west to find the Trash Heap. Brave the heat (or pop a Rad-X)
    and grab the more useful junk from atop the trash heap, including an
    open safe with a Mini Nuke inside, a pair of first aid boxes, a locked
    safe [Average], and a locked safe [Hard]. 
    
    Sub Recovery Site
    o======================================================================o
    19) Now you'll notice that our next location isn't exactly.. well, on
    land. Of course, a submarine isn't going to sink anywhere we can reach
    without a swim, so you might as well just fast travel back to the Point
    Lookout Pier. Stash your crap and jump off the boat, swimming to the
    south east. When you discover the Sub Recovery Site swim underwater to
    find your derilect target.
    
    SSN-37-1A
    o======================================================================o
    20) After two-hundred years underwater, this sub has seen better days.
    The good news is, you don't need to worry about running out of air down
    here, although honestly after two centuries under the water, I can't
    imagine there'd be anything worth breathing down here, Loot the locked
    personal footlocker [Average] and grab the Chinese Pistol and Stealth
    Boy off the front terminal before you access the Submarine Operations
    Terminal. Initiate the self destruct sequence, then head to the engine
    in the back.. electricity and water, good mix.. and activate the 'Self-
    Destruct Switch.' Leave the sub and swim like hell for shore!
    <---------------------------------------------------------------------->
    21) Once the sub detonates your quest log will be updated. Time to
    head back to the Homestead Motel. Still, while you're out here, you
    might want to head up the hill to the north and discover the Calvert
    Mansion. I mean, you're going to need to head here soon enough, why
    walk all the way back if you don't have to? Re-enter Room 1D and access
    the Safehouse Terminal again, this time clicking on the 'Extration
    Details' option. You'll be told to head to.. the Calvert Mansion. Gee,
    isn't it a good thing you went and discovered that location when you
    were nearby? Grab the Cryptochromatic Spectacles from out of the toilet
    tank and fast travel to the Calvert Mansion.
    
    Calvert Mansion
    o======================================================================o
    22) Head to the greenhouse west of the entrance to the mansion. Inside
    you'll see four pedestals with urns on top, each with a different number
    of stripes on them. Remember the password you were given? No? Good thing
    you have this handy-dandy FAQ then. Activate the pedestals in order,
    depending on the number of stripes on each urn as follows: 1, 3, 2, 3,
    4, 4, 2. When you do this a hatch leading to a Chinese Intelligence
    Bunker will appear near the two-striped urn. Note that you can only see
    these stripes if you're wearing the Cryptochromatic Spectacles.
    
    Chinese Intelligence Bunker
    o======================================================================o
    23) Head down the stairs and tell the password "Seraphim Descending" to
    the Protectron. Follow it down some more stairs and flip an electrical
    switch to gain access to the room with the 'Extraction Terminal' inside.
    Loot the room, as it contains plenty of Chinese gear, but most 
    importantly, the Backwater Rifle on a shelf along the wall opposite the
    terminal. Access the terminal, and predictibly, you'll be screwed over
    by the Chinese government. Or rather, Jiang would have been. The room
    will flood with radiation and the door will seal. Take the term 'flood'
    loosely here. Activate the vent on the floor and, with a measly 30
    Repair score, disable it. Along the southern wall, behind some boards
    are two Circuit Boxes, which you can disable with a hefty Science score
    of 71. If you don't have a Science score that high, you'll have to jump
    on the footlocker in the corner of the room, jump on the yellow crate
    nearby, and run along the pipes in order to reach a hatch on the
    northern wall leading to a 'Runoff Pipe.' Either way, make your way
    back to the bunker proper and loot it for all it's worth.. and it's
    actually worth quite a bit. There's a number of guns-both Chinese and
    Point Lookout varieties, no less than sixteen ammo boxes, and a Mini
    Nuke on a shelf. So ends the Velvet Curtain, and our next move should
    be pretty obvious.. now that we're standing here, why not explore the
    Calvert Mansion?
    
    ***WEAPON INFO***
    Backwater Rifle (Small Guns)
    Maximum Damage: 57
    AP Cost: Average
    Ammo: 10mm Round
    Clip Size: 10 (1 round/shot)
    
    Hello, there. It's a little over 10% stronger than a Lever-Action
    Rifle and one pound lighter with no downsides. If the Lever-Action
    Rifle was already looking appealing to you, than this should pretty
    much seal the deal. Even Lincoln's Repeater will have trouble out-
    performing this gun. Especially if you've got a mind for economy of
    use.
    
    Calvert Mansion						
    o======================================================================o
    24) When you get near the door, a friendly voice will pop up over the
    intercom and demand that you help fight off some Tribals. Well, when
    somebody asks nicely.. Head inside and you'll find a Ghoul named Desmond
    fighting off a small horde of Tribals. They can be fairly tough..
    considering they're armed in what amounts to rags. After the first
    group dies, follow Desmond to some monitors, where he'll tell you that
    he thinks they're about to breach the inner wall. Follow him to the 
    west and a wall will promptly explode, and a vanguard of Tribals will
    pour forth. Again, they've got a good bit of hit points, but unless
    they're armed with Lever-Action Rifles or Double-Barrel Shotguns, they
    can't do much damage.
    <---------------------------------------------------------------------->
    25) Once those Tribals are dead, Desmond will respond to more Tribals
    coming from upstairs. Follow him to the north and he'll tell you that
    you're on your own, and that he'll bravely watch the cameras. What did
    you expect? Go north into a dining room, where a Tribal will wisely
    fall from the ceiling, break the table, and proceed to attack you.
    Again, high hit points, low armor, but if they have a Double-Barrel
    Shotgun they're capable of doing damage to you-even in V.A.T.S.
    <---------------------------------------------------------------------->
    26) Once they're dead, head through some doors to the west and turn
    north, going up some stairs. Continue east into a room, where some
    Tribals will break through the wall. Kill them and go south through the
    breach, loot the open trunk, which has two ammo boxes and five Stimpaks
    inside, then head through a door to the west. Continue south, ignoring
    the room on your right, turn east, and continue up a hallway to the
    south, killing some more Tribals when they come. Enter a large room
    to the west and Desmond will inform you that you've found the breach,
    beyond the half-destroyed door on the western side of the room. Equip
    a gun and shoot the red metal object beyond the door to cause an
    explosion that conveniently seals the west wing.
    <---------------------------------------------------------------------->
    27) Head east into the hallway, where Desmond will show up just in time
    to be useless. He'll tell you to follow him.. now we have to seal off
    the east wing. Kill the Tribals near the door leading to the east wing.
    Desmond will run off again, leaving you to do all the work. Head east,
    then go south as far as you can until the floor falls out from under
    you. You'll regain composure in the basement. Loot the metal shelves 
    to your right to claim two ammo boxes and a first aid box, then
    continue south.
    <---------------------------------------------------------------------->
    28) You'll reach a wine cellar, which plenty of wine lying around.
    Behind the wine racks you can find some chems. Head to the east and
    some Tribals will bash open the door just in time for you to slay them.
    Continue up the stairs to the north, turn west, and then south. In the
    room ahead of you, some Tribals will again burst through a door, giving
    you something to kill, and a clear indication of where you're supposed
    to head next.
    <---------------------------------------------------------------------->
    29) Go through the door the Tribals kindly opened for you and into a 
    rather nice office. Loot the first aid box on the desk and turn north
    until more Tribals show up. Kill them and continue north through the
    kitchen. You can loot the storeroom to the north, which has two ammo
    boxes and a first aid box inside, and/or continue through a door to 
    the east. Follow the hallway and go south up some stairs. Continue
    south into a room with a pool table in the middle and kill some more
    Tribals. In the pool table room you'll find an ammo box, and if you
    head through a door to the west you'll find another ammo box and a
    first aid box on a desk. Through the door (or holes in the wall) to
    the west you'll see another explosive tank. Shoot it and seal off the
    east wing. Desmond will show up again through a previously inaccessible
    door and beckon you to follow him.
    <---------------------------------------------------------------------->
    30) Desmond will tell you to brace yourself, as a horde of Tribals
    approaches. You might want to take him seriously. Nobody is going to
    blame you if you pop some Psycho, Jet, and Med-X here. Of course, if
    you use that Chinese Stealth Armor to stay hidden, you can pretty
    safely just assassinate Tribals in V.A.T.S. Just keep an eye on your
    health and try not to grab the attention of too many well-armed Tribals.
    Survive four waves of enemies, and you're gold.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Walking with Spirits
    
    31) After the last Tribal is dead talk to Desmond, who tells you he
    didn't even really need your help. Typical. Still, talking to him gives
    you the Superior Defender perk, which pretty much increases your damage
    by five, and your damage resistance by 10, despite what the perk says
    it does. Anyways, agree to help Desmond find out why the Tribals want 
    him dead. He's a jackass, but it's not like you have anything better to
    do, eh? This starts the quest 'Walking with Spirits'.
    
    Coastal Grotto
    o======================================================================o
    Sequence of Events:						{WLK046}
    		1) Coastal Grotto
    		2) Ghoul Ecology
    		3) Talking to Plik
    		4) Plik's Safari
    		5) Ritual of the Mother Seed
    		6) Flooded Sinkhole
    		7) Soil Survey Tape #2
    		8) Soil Survey Tape #1
    		9) Soil Survey Tape #3
    		10) USS Ozymandias
    		11) Sacred Bog
    		12) Ark & Dove Cathedral
    		13) Nadine
    		14) Tobar's Hobby
    		15) Checking in with Desmond
    		16) Wrecked Seatub
    		17) Jamming the Voices
    		18) Siding with Calvert
    		19) Siding with Desmond
    		20) Calvert Mansion Surprise
    		21) Point Lookout Lighthouse
    		22) Underground Lab
    		23) Level Alpha Security Area
    		24) Level Beta Security Area
    		25) The Brain Room
    		26) A Meeting of the Minds
    		27) Blackhall Manor
    		28) Religious Intolerance
    		29) Ritual Site
    		30) Siding with Obadiah
    		31) Siding with Marcella
    		32) Catherine's Reward
    
    1) I know we all want to march on gloriously onward and finish this
    expansion, but by now you should be prepared for detours in this FAQ.
    Fast travel to Haley's Hardware and head north across a river. On the
    northern side of the river, follow the coast north-east, staying on
    the higher ground as you go. Quickly enough you'll be running along the
    edge of some cliffs. Your goal: Discover the Coastal Grotto area and
    head on inside.
    <---------------------------------------------------------------------->
    2) Head on down the tunnel until you see Plik. Before talking to the
    Ghoul, head through the door to the right to find a little room. Read
    Plik's Journal on the table to get the 'Ghoul Ecology' perk, which is
    supposed to increase your damage by five against all Ghouls. Instead,
    it gives that damage bonus to everything. Wonderful! Grab the Mini Nuke
    and whatever else catches your fancy and talk to Plik.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Plik's Safari
    
    3) Chat with Plik, who runs a sort of Ghoul safari. It's a bit of a
    mistatement, as it's not really a safari as much as it is a death
    match. For a mere 1,000 Caps you'll get the joy of fighting Ghouls.
    Fortunately, there are also prizes for winning, so we might as well.
    Pay the Ghoul, then head through the door to Plik's Safari.
    
    Plik's Safari
    o======================================================================o
    4) Go across a bridge to find some other esteemed hunters. Odds are,
    they aren't getting out of here alive, but they will draw fire for a
    while. Activate the switch on the concrete pedestal in the central
    area to start the Ghoul onslaught. Feral Ghoul Roamers, Glowing Ones, 
    and Swamp Ghouls will come out several at a time. If you've got
    Chinese Stealth Armor, just stay hidden and kill them all with your
    Deathclaw Gauntlet for one hell of an easy win. When they're all dead
    your quest will update. Talk to Plik and you'll receieve the unique
    Axe 'The Dismemberer'.
    
    ***WEAPON INFO***
    The Dismemberer (Melee Weapons)
    Maximum Damage: 42
    AP Cost: Average
    Ammo: None
    Clip Size: N/A
    
    It's a slightly more powerful Axe.. I don't really see the point, unless
    you really like Axes.
    
    The Ark & Dove Cathedral
    o======================================================================o
    5) Well, that was a fun little diversion, but now it's time to head
    west and discover the Ark & Dove Cathedral. Activate the intercom and
    some fruitloop will tell you that you need to complete the Ritual of the
    Mother Seed. Wonderful. Time to head off to find the mother of the Punga
    Plants, which is, of course, on the other side of the map. Make
    industrious use of your time and discover as many locations as possible.
    
    Flooded Sinkhole
    o======================================================================o
    6) If you're being diligent, you should find the Flooded Sinkhole area,
    which is west of Marguerite's Shack. This area is, in itself, of little
    consequence, but you can score some loot by heading west off the nearby
    dock and swimming down into the sinkhole, which contains three Safes
    [Average], [Very Easy], and [Very Easy], and a First Aid Box.. as well
    as a whole lot of loose items that will float up as you get near..
    including a Nuka-Cola Quantum.
    
    Excavated Muck Hole
    o======================================================================o
    7) From the Flooded Sinkhole area head south east to find the
    'Excavated Muck Hole' (this is just east of Lil' Tyke Playhouse).
    Inside the Excavated Muck Hole, on a table you'll find the note 'Soil 
    Survey Tape #2'. This will start the quest 'An Antiquated Land', which
    provides us with another diversion. Huzzah!
    <---------------------------------------------------------------------->
    8) Head north past the Trash Heap to find another Excavated Sinkhole.
    You'll know you're close when you start to find puddles of bubbling
    goo. Yum. Head down the ladder to find the note 'Soil Survey Tape #1'
    <---------------------------------------------------------------------->
    9) Now continue west past the Jet Crash Site to find a third Excavated
    Sinkhole. What will we find down here? Why, the note 'Soil Survey Tape
    #3, of course! Once you find this final piece of information, you'll
    get an update to the quest, directing you to travel to the USS 
    Ozymandias. Well, sure, it's on the other side of the map, but what 
    have you got to lose? Just think of it as an opportunity to discover
    more areas.. or fast travel somewhere nearby.
    
    USS Ozymandias
    o======================================================================o
    10) Cross the little islands and water to reach the half-submerged USS
    Ozymandias and go down the 'Hatch to Belowdecks.' Once there, activate
    the 'Bysshe Co. Terminal' and enter the Authorization Codes, then
    select the option to retrieve the expedition supplies. Exit the terminal
    and access the Expedition Supplies safe near it for some loot and-more
    importantly-the completion of the quest. Now it's time to head over to 
    the Sacred Bog.
    
    Sacred Bog
    o======================================================================o
    11) Head through the door to the Bog Entrance and through another door
    to the Sacred Bog. Once inside you'll find that this area is just a
    linear path through swamp water and small islands with the odd Mirelurk
    Hunter and Swamplurk along the way. At the end of your path you'll find 
    one bizarre looking Punga Plant. Activate the Punga Seed Pods and get
    ready for a ride. After you recover, head back through the swamp,
    where you'll experience some weird stuff.. Once you recover, you'll 
    notice that you have a rather.. unsightly scar on your head. Hmm. 
    Return to the Ark & Dove Cathedral.
    <---------------------------------------------------------------------->
    12) Once you arrive the gate will open and you'll be met by Jimson. You
    will recieve the 'Punga Power' perk and gain access to the full
    Cathedral. Talk to Jimson to learn about their leader-Jackson, who is
    in his 'Cavern of Communion', a hidden location. What are the odds that
    we're going to have track this guy down? Pretty good, I'd say. Go find
    Croatoa outside, and succeed at a Speech check and he'll hand over his
    unique Shovel, the 'Fertilizer Shovel'. Now head on inside..after you
    pick as much Punga Fruit from the exterior as you wish.
    
    ***WEAPON INFO***
    Fertilizer Shovel (Melee Weapons)
    Maximum Damage: 31
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    It's like the normal old Shovel, but with a bit more damage, and it
    deals a fair bit of poison damage.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Hearing Voices
    
    13) Inside you can find a woman named Woodrose. More interestingly you
    can find Nadine, Catherine's long-lost daughter. She's sane, and more
    importantly-a somewhat new convert, so she's not completely full of 
    crap like everybody else. Ask about Jackson and she'll tell you where
    he is, and give you a key that'll let you reach him. Not directly, mind
    you, but by heading through some ship off the coast and reaching some
    caverns under the Cathedral. Wonderful. She'll also fix your scar..
    provided you want to get rid of that unsightly gash on your character's
    head and get your hair back. She'll tell you to meet her by the
    riverboat in a day or two when she finds out more about who sliced you
    all up. Lets do that first.
    <---------------------------------------------------------------------->
    14) Rest, run around, or whatever for a few days, then return to the
    Riverboat. Nadine will greet you, and tell you that Tobar is the crazy
    slicer, and that she's in charge of his boat now. She'll tell you to go
    into the Engine Room (which, as you remember has been locked up until
    now) to deal with Tobar and to see the truth. Once inside, Tobar talks
    very unbefitting a man in his situation. Afterwards he'll attack you,
    leaving you little doubt about what to do next. Kill and loot Tobar,
    then activate a 'Familiar Piece of Brain' on the table. So, you lost a
    little grey matter, but at least you get your riverboat rides for free
    now, courtesy of Nadine.
    <---------------------------------------------------------------------->
    15) Now that we have more information about the Tribals, lets return to
    Desmond-seriously, follow the quest markers, folks. He's pretty 
    ungrateful (we're surprised, really) and tells you to go find out more
    about the leader. So.. head back to the Ark & Dove Cathedral and head
    north east to find a Wrecked Seatub.
    
    Wrecked Seatub
    o======================================================================o
    ***QUESTS***
    Thought Control
    
    16) Kill whatever Mirelurks you see around and activate the 'Hatch to
    Sea Cave'. Go through the sea cave, where you'll see a lot of water and
    rocks.. and a few Mirelurks. You don't have to fight a single thing on
    your way. Once you get far enough you'll hear someone talking about
    defeating Desmond, a jamming device, and so forth. Loot around while the
    voice goes on, then when you're done looting, head north up a ramp and
    talk to the Holographic Projection. Once the conversation is over the
    quest 'Thought Control' will start.
    <---------------------------------------------------------------------->
    17) Exit via the ladder to surface surprisingly close to the Ark & Dove
    Cathedral. Head over to the Calvert Mansion and talk to Desmond, who 
    will have another mission for you. In order to deal with his ancient
    rival he wants you to attach a Cogwave Jammer to the ferris Wheel in
    Point Lookout. Simple, eh?
    <---------------------------------------------------------------------->
    18) So.. head back to Pilgrim's Landing and go north. As you approach 
    the ferris wheel, Calvert will intrude on your mind and tell you to put
    the jammer in the trash compactor instead. And here comes the choice-
    to help Calvert, or to held Desmond. Either way, you'll end up doing
    mostly the same thing. If you decide to help Calvert, simply go chuck 
    the Cogwave Jammer into the trash compacter. Your new friend will 
    congratulate you, and tell you to return to the Calvert Mansion. Again,
    since we're going to pretty much end up doing the same thing, and since
    Calvert screws you over, lets side with Desmond. If you side with
    Calvert anyways.. well, follow the same advice.
    <---------------------------------------------------------------------->
    19) If you stay true to Desmond (we just like abuse) go up to the
    ferris wheel and install the Cogwave Jammer. Once the jammer is in place
    Calvert will again intrude into your mind and complain and threaten..
    until the jammer blocks him out. Tribals will show up to avenge their
    boss, including some assholes on the nearby roofs. Head back over to
    the Calvert Mansion once the Tribals are all dead.
    <---------------------------------------------------------------------->
    ***QUESTS***
    A Meeting of the Minds
    
    20) When you approach the mansion it'll promptly explode and the quest
    'Thought Control' will end. Search your local map to find the entrace
    to the Panic Room. Inside is a rather angry Desmond, who will tell you
    that Calvert is hiding out at the Lighthouse. Loot the place and head
    south of the Calvert Mansion to find the Lighthouse.. you can see it in
    the distance. Just try and keep Desmond from getting killed by 
    Mirelurks and whatnot on your way. That's right, you'll be babysitting
    him for the rest of this quest.
    
    Point Lookout Lighthouse
    o======================================================================o
    21) Inside the lighthouse a door will open on the floor leading to the
    Underground Lab area, but first.. lets install that stupid Lighthouse
    Bulb we've been carrying around. Climb up the stairs to the top and 
    exit to the exterior of the lighthouse. Go up some more stairs and
    activate the 'Lighthouse Mechanism'. What a good person you are.
    
    Underground Lab area
    o======================================================================o
    22) Head down a tunnel until you find a room to your left. If you 
    betrayed him earlier, Desmond will be here, and he'll be none too happy 
    that you betrayed him. Still, he'll try to make peace with you.. or you 
    could just kill him. If you didn't betray Desmond, then he's obviously 
    not going to be there, and your goal becomes keeping his dumb ass alive
    through the robots and turrets you'll face throughout this area.
    Whether you're siding with Calvert or Desmond, you'll have to fight 
    your way through this place. You'll eventually come to a room with two
    Mark VIII Turrets inside. Hack the Turret Control Terminal [Average]
    or just destroy them, then flip the switch near the door on the western
    wall to continue on. You might just want to forgo looting the place
    until you're done with the quest nonesenese.
    <---------------------------------------------------------------------->
    23) Continue on through the hallways and smite a Robobrain Sentry you
    find-which is considerably tougher than a normal Robobrain. You'll come
    to a circular room with another high-powered turret inside. Kill it
    and activate the Security Bypass Terminal [Average] and open the locked 
    door. If you go into the room to the south, you can find the Level Alpha
    Security Badge on a table. Once you pick it up a Robobrain Sentry will
    pop out of a cubby to the west and attack. Just another way of
    accessing the Security Bypass Terminal.. in case your Science isn't
    high enough.
    <---------------------------------------------------------------------->
    24) Continue a short way until you find another Security Bypass terminal
    [Average], which needs to be hacked in order to proceed.. or you can
    grab the Level Beta Security Badge in the room west of the door. (The
    Robobrain Sentry you killed in this part of the Lab also has a Security
    Badge.) 
    <---------------------------------------------------------------------->
    25) Either way, go through a room, down a tunnel, kill a Robobrain 
    Sentry and you'll find another circular room with Turrets. Once the way 
    is cleared, go through one final door to find The Brain that is Calvert 
    suspended in a jar in the center of a room.
    <---------------------------------------------------------------------->
    26) If you sided with Calvert, The Brain will be fairly happy to see
    you-of course, it won't matter, as he'll betray you and sick a group
    of.. Protectrons.. on you. Smite them, then destroy the container the
    Brain is in to complete 'A Meeting of the Minds'. If you're with 
    Desmond, the two of them will talk and you'll get the option to talk to
    Calvert, who will demand you kill Desmond. If you attack the Brain, 
    Calvert's Protectrons will activate and attack.. which as you can see
    above is an inevitability. Attack the tube the Brain is in until is
    breaks. After it does, Desmond will celebrate and permit you to loot
    the place. A fine idea, that. I prefer to kill Desmond now, just to
    show that nobody messes with this Vault kid and lives.. since he's an
    irrelevant character from this point on, there's no problem with 
    disposing of him. Loot the Lab, read the fun little terminals, and
    head back to Point Lookout. We've got one more pesky quest to do before
    this expansion is done. For a shortcut head west from The Brain's room
    through two doors to find a small storage room. You can find the 
    Microwave Emitter on a workbench in this room, and a ladder to the
    outside for a quick egress.
    
    ***WEAPON INFO***
    Microwave Emitter (Energy Weapons)
    Maximum Damage: 73
    AP Cost: Average
    Ammo: Microfusion Cell
    Clip Size: 5 (1 round/shot)
    
    This weapon is deceptively powerful, as it's high maxmum damage is 
    augmented by an exceptionally high bit of critical hit damage. It's got
    a small clip and takes up a moderate amount of AP to use in V.A.T.S., 
    so it's reasonably economic. The only problem with this gun is it's 
    damn hard to tell where it's aiming outside of V.A.T.S.
    
    Blackhall Manor
    o======================================================================o
    ***QUESTS***
    The Dark Heart of Blackhall
    
    27) Head back to Pilgrim's Landing and travel north west until you find
    Blackhall Manor near the western edge of the map. Enter it and talk to
    one Obadiah Blackhall. He'll ask you to get a book for him in return for
    some cold hard cash. who could refuse?
    <---------------------------------------------------------------------->
    28) Leave the Manor and some woman named Marcella will approach you and
    tell you that the book you've inadvertantly been sent after is none
    other than the Krivbeknih-an evil book. Just because it's a religious
    book that differs from her stupid religion, she thinks she has the
    right to destroy it. Maybe she's afraid that the Krivbeknih has power
    her bible doesn't? Don't let slimly religious nut tell you to destroy
    knowledge because they don't like it! Ah.. but anyways, the Ritual
    Site is far to the east, south-east of Haley's Hardware. At least this
    gives you another excuse to return there and boost his repair score,
    right?
    
    Ritual Site
    o======================================================================o
    29) Inside the Ritual Site you'll find a series of caverns that are
    apparently uninhabited. There are some side passages where you can
    score some extra loot, but aside from running around and grabbing
    everything you see, you should find no trouble making it to a rather
    grotesque sacrificial alter. Be sure to grab the Ritual Knife that's
    kindly stabbed into the corpses head! Behind this alter you'll find a 
    Ceremonial Lectern. Activate it and take the Krivbeknih, at which point 
    numerous Swampfolk will spawn and run down to search for their thief. If 
    you've got Chinese Stealth Armor, you can just sneak out-or stealth-kill 
    all the bad guys on your way out.
    
    ***WEAPON INFO***
    Ritual Knife (Melee Weapons)
    Maximum Damage: 22
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    Yeah, we've seen knives before, and some with comparable damage. But
    the Ritual Knife is interesting for one reason: Its AP usage is 
    surprisingly low. Without any items boosting my AP I was able to queue
    nine attacks with it in V.A.T.S., which frankly puts it in a league of
    its own.
    <---------------------------------------------------------------------->
    30) If you head back to Obadiah Blackhall and give him the book you'll
    get 1000 Caps. Everybody is happy, right? Obadiah heads down into his
    basement and starts doing occult rituals and sacrificing Swampfolk.
    If you want to side with Marcella, instead, head to the Disaster Relief 
    Outpost.
    
    Disaster Relief Outpost
    o======================================================================o
    31) There are a number of tents here that can be looted, but for 
    questage, head into Marcella's Tent. The hostile Smugglers outside 
    aren't a good sign, and sure enough, Marcella is dead inside the tent.
    Check her computer for instructions on how to destroy the Krivbeknih,
    which requires you to head down to the DUnwich building in the Capital
    Wasteland. Your big reward? You get to loot the locked [Very Hard]
    safe in her tent for some minor loot. I prefer just to give Obadiah
    the book for the 1000 Caps, and pick the locked safe in Marcella's tent
    for the double reward. And, I don't have to be part of religious
    bigotry. If I feel bad about Obadiah's abuse of power later, I can
    always just go back and kill him, too. That's it for Point Lookout.
    Finish exploring and finding all the areas if you're concerned about
    Achievements/Trophies, then head back to the Capital Wasteland. 
    <---------------------------------------------------------------------->
    32) Talk to Catherine when you arrive, who will reward you for finding
    her daughter. It's not a huge reward, but 5 Refined PUnga Fruit and
    300 Caps is better than nothing. One more expansion to go before we get
    back to the Enclave.
    
    Mothership Zeta
    o======================================================================o
    Sequence of Events:						{WLK047}
    		1) Abducted!
    		2) Boy, is My Ass Sore..
    		3) Jailbreak!
    		4) Archway of Life
    		5) Sabotage For Sally
    		6) To the Steamworks
    		7) Some Help From Sally
    		8) Through the Steamworks
    		9) Engineering Core
    		10) Plan B
    		11) Unthawing the Past
    		12) Cargo Hold
    		13) Research Lab
    		14) Engine Room
    		15) Maintenance Level
    		16) Waste Disposal
    		17) General Chase's Overcoat
    		18) Rinse, Wash, Repeat
    		19) Samurai Sword
    		20) Cyro Labs
    		21) Small Cyro Chamber
    		22) Large Cyro Chamber
    		23) Elliot's Squad
    		24) The First Generator
    		25) Robot Assembly
    		26) Alternate Routes
    		27) The Second Generator
    		28) The Hangar
    		29) Alien Horde! 
    		30) Preparing for the Space Walk
    		31) Decompression Chamber
    		32) Space walk
    		33) Observation Deck
    		34) Atomic Pulverizer
    		35) Drone Cannon Ex-B 
    		36) Destabilizer
    		37) Experimentation Lab
    		38) Biological Research
    		39) Death Ray Hub
    		40) Death Ray Control
    		41) Our Lost Samurai
    		42) To The Bridge!
    		43) Mothership Showdown
    
    1) At the beginning of the game we got ourselves the quest 'Not of This
    World' upon exiting Vault 101. Now that I own the GOTY version of this
    game, we'll get on with this quest. Head back to Megaton and drop off 
    all your non-essential gear. Yep, it's one of those types of expansions,
    you only get to keep what you can carry.. well, mostly. I keep only my 
    Deathclaw Gauntlet and my Chinese Stealth Armor. Once you're ready, head 
    to the map marker near the Greener Pastures Disposal Site (this is where 
    you found the Alien Blaster in the original game.) When you approach the
    crashed Recon Craft Theta, you'll be beamed up into an alien ship.
    
    Holding Cells
    o======================================================================o
    2) Watch the cutscene and.. um.. yeah. This is one of the weirder 
    expansions, folks. When you're done being molested by the aliens you'll
    wake up in a cell, where some lady named Somah will chat with you about
    your prediciment. At length she'll suggest a breakout scheme-the oldest
    trick in the book, in fact. You two are going to fight, and when the
    aliens come to break it up you'll pounce on them-good thing your Unarmed
    is up to snuff, right? It's not REALLY the oldest trick in the book, I
    suppose the oldest would be pretending a prisoner is sick, then jumping
    on the guards-but they already did that in Dragon Age: Origins, you
    can't expect Bethesda to copy-cat.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #14
    Alien Captive Recorded Log #15
    Alien Captive Recorded Log #22
    
    3) Agree to fight Somah and eventually a pair of aliens will show up to
    subdue you. Pummel them to death and take their nifty Shock Batons. Exit
    the cell and another pair of aliens will show up-again, they're not too
    strong. You can activate some 'Release Mechanisms' to gain access to
    other cells. There's a Rivet City Security guard who isn't very helpful,
    but you can kill them for their armor if you don't mind losing some
    karma. Continue to the east to find an oval shaped room and activate the
    'Controls' to download Alien Captive Recorded Log #15, Alien Captive 
    Recorded Log #22, and Alien Captive Recorded Log #14.
    
    ***WEAPON INFO***
    Shock Baton (Melee Weapons)
    Maximum Damage: 42
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    The most basic weapon in Mothership Zeta is the Shock Baton. It's a
    fast, powerful melee weapon that does more damage for its AP use than
    nearly any other melee weapon. And it's not even unique!
    <---------------------------------------------------------------------->
    4) Turn around and explore to the west. In one of the cells you'll find
    a dead Enclave Officer, and further on you'll find your first 'Healing
    Archway', which will restore some of your health-provided you're injured
    below a certain threshold when you walk through it. You won't get too 
    many chances to sleep, so those will be the best way of restoring your
    health without shooting yourself full of Stimpaks.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #1
    Alien Captive Recorded Log #3
    Alien Captive Recorded Log #12
    
    5) Continue west into another room, where you'll find more 'Controls'
    from which you can download Alien Captive Recorded Log #3, Alien Captive
    Recorded Log #1, and Alien Captive Recorded Log #12. Head through a 
    doorway to the south, where you'll find a girl named Sally stuck in her 
    cell. To achieve this goal, she'll ask you to blow up the generator to 
    the south. Do this by activating the 'Control' and three 'Core Coolant 
    Switches' will rise up. Activate all three of them and get away from the 
    generator and watch it blow! 
    <---------------------------------------------------------------------->
    6) Once the generator is destroyed an alarm will sound. Talk to Sally,
    who will claim to have seen a good bit of the alien ship. Accept her
    help and she'll crawl into a duct along the floor in the room to the
    north. Somah is pessimistic, but Sally comes through, and her ability to
    squeeze into small places will prove invaluable throughout this 
    expansion. Continue west to find a door you can't open yet. Alrighty.
    Turn south and enter a side-room and dispose of another alien. Here is
    where you'll find your gear, as well as a 'Switch' that opens the door
    in the northern room. Continue through that door and on to the 
    Steamworks.
    
    Steamworks
    o======================================================================o
    7) Sally will bid you to wait when you enter this level, as aliens 
    patrol nearby. After a few moments the danger will pass, and Sally will t
    alk to you again to formulate a plan to deal with the aliens. After 
    getting your gear back you should be more than a match for the aliens-
    but if you want to indulge the story the operative plan is to give 
    Sally a grenade, as she can sneak up behind the aliens. Your job? 
    Distract them. Sneak up to the aliens and Sally should come through,
    dispatching all three of them with one well-placed grenade.
    <---------------------------------------------------------------------->
    8) Sneak opposite the now-dead aliens to the north and turn west. Sally
    will warn you that more aliens are coming, and will endeavor to open a
    door for you. Note that these aliens are tougher versions than you've
    yet encountered, and as a general rule of thumb-shields are not a good 
    sign. Energy Weapons seem to be the answer, and fortunately they're 
    abundant.
    
    This level is pretty uneventful-there are aliens to kill and loot to
    gather, sure, but there's nothing really essential that you can miss,
    and no real 'quests' to complete. So instead of leading you at length
    down every hallway and into every room, I'll give you some general 
    information and let you go at it.
    
    First, aliens with Shock Batons are about to start being joined by 
    aliens with distinctive new weapons, namely the Alien Atomizer and the
    Alien Disintegrator. Once you get your hands on these new weapons, they
    will serve you very well against your alien oppressors. That or just
    sneak around and smite them with the Deathclaw Guantlet.
    
    Second, look at the walls, as you'll often find shelves filled with
    alien junk. Sometimes, however, you'll find actually useful stuff:
    
    Alien Epoxy can be used from the 'Aid' tab of you Pip-Boy 3000, and like
    Weapon Repair Kits in Fallout: New Vegas, it'll improve the condition
    of your equipped weapons.
    
    Alien Biogel will heal you (HP +30), but you should use Stimpaks 
    instead, as you'll soon find a way to upgrade it. Even better, just use
    Healing Archways.
    
    Alien Crystals come in large and small sizes, and I have to assume they
    are just a form of currency. I certainly haven't found another use for
    them.
    
    Alien Power Modules are ammunition for the new weapons you'll be
    finding. If you've conservative, you can end up with 3000+ by the end
    of this expansion.
    
    Thirdly, use Healing Arches to heal yourself as you take damage. You can
    modify them to heal more (at the cost of them burning out after several
    uses), but why give up unlimited, stable healing?
    
    ***WEAPON INFO***
    Alien Atomizer (Energy Weapons)
    Maximum Damage: 54 
    AP Cost: Very Low
    Ammo: Alien Power Module
    Clip Size: 20 (1 round/shot, semi auto)
    
    This gun is fairly powerful (especially for a one-handed energy weapon)
    and simply outcompetes both Laser and Plasma Pistols. Unfortunately,
    like all alien weapons its ammo isn't nearly as plentiful as 
    conventional energy weapons.
    
    ***WEAPON INFO***
    Alien Disintegrator (Energy Weapons)
    Maximum Damage: 92
    AP Cost: Average
    Ammo: Alien Power Module
    Clip Size: 100 (1 round/shot, semi auto)
    
    Somewhere between a rifle and a cannon, the Alien Disintegrator is a
    satisfyingly powerful weapon. It's not nearly as fast (in or out of
    V.A.T.S.) as the Alien Atomizer, but it's damage per shot makes it an
    excellent ammo conserver. Also, with a ridiculous clip size of 100,
    you'll really never have to reload in combat.
    
    You can hide in the side room and sneak up the passage to the west to
    engage a solitary alien, but my ambition is to kill all the aliens
    possible and take their juicy weapons. Sally will guide you around and
    ask you not to kill Alien Workers, as they're not bad. Still, they're 
    annoying, and I prefer to kill them just to get rid of the red-ticks
    on my compass and to stop listening to them, karma be damned. Sally will
    give you advice throughout the level-trying to steer you clear of
    combat, but I tend to only marginally pay attention to her-as I just
    said earlier, I want to kill everything. You'll encounter aliens (with
    Shock Batons and Energy Weapons, some shielded, some not), Support
    Drones-weak robots that only have a melee attack, and turrets along the
    way. Note that enemies in this level can respawn after continuing on and
    completing some quests. At least, I've had them respawn before after
    making my way through most of the Engineering Core (and adjacent areas.)
    Continue until you reach the door leading to the Engineering Core.
    
    Engineering Core
    o======================================================================o
    9) And so the escape continues. Head up some stairs and go through the
    door to the right. Near the door leading to the 'Decompression Chamber'
    you'll find Sally, whose efforts to use a 'Teleportation Matrix' leading
    to the 'Observation Deck' have been thwarted. Obviously the aliens don't
    like you running around their ship. Fortunately, there's a plan B.
    <---------------------------------------------------------------------->
    ***QUEST***
    Among the Stars
    
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #6
    Alien Captive Recorded Log #7
    Alien Captive Recorded Log #8
    Alien Captive Recorded Log #9
    
    10) Go through a door to the south to enter into a large room with
    a door at each cardinal direction. Continue south through another door,
    as the other doors are inaccessible right now. Welcome to the stasis
    room. She'll tell you that you need to get the 'space man' to go outside
    (as in, to outer space), which he can do since he's wearing a Spacesuit.
    The quest 'Not of This World' ends and 'Among the Stars' begins. Before
    you wake 'the guy in armor' and the 'cowboy' up, activate the 'Controls'
    to get Alien Captive Recorded Log #6, Alien Captive Recorded Log #7,
    Alien Captive Recorded Log #8, and Alien Captive Recorded Log #9.
    <---------------------------------------------------------------------->
    11) Activate the 'Stasis Controls' and talk to the revived folks, 
    including Elliott Tercorien, an army medic, Paulson, a cowboy, and
    Toshiro Kago, a samurai-what a crew. Now, before we go on, lets address
    the obvious-you can kill Paulson and Toshiro for their unique clothes
    and gun with no real consequences. Elliott will stay around after the
    expansion and give you stuff, so you might as well keep him alive-and
    you can get copies of his unique Combat Armor later. Now that we've
    covered that, you'll notice the astronaut, Colonel Hartigan, did not 
    make it. It seems you'll have to don the Spacesuit (which you should 
    loot from the astronaut), but before your epic spacewalk you'll need to
    shut off three generators, which lie in the Hangar, Robot Assembly and
    the Cryo Lab. Sally will tell you that the other areas of the ship are 
    dangerous, and to take of the other adults with you. Toshiro Kago 
    continues to be useless, but you can get Elliot to travel with you to 
    the Cyro Lab, Somah will accompany you to the Robot Assembly area, and 
    Paulson will go to the Hangar Bay. Sally will crawl off and get you 
    access to all these areas-enjoy the freedom of choosing where to go
    first, it's about the only time you'll get such an option in this
    expansion.
    
    There are also a few more things your fellow escapees can do for you. 
    Elliott can convert the Alien Biogel you've been finding (HP +30) into 
    Adapted Biogel (HP +150), and Somah will repair your gear (for a price).
    Despite the cost, she's actually one of the best NPCs in the game, with
    a Repair Skill of 75. Note that the Biogel, like any other drug, uses
    your Medicine skill to determine its potency.
    
    As another side note, as you kill aliens, gather loot, and explore,
    store you ill-gotten gains in the Engineering Core, as you'll be able
    to return here often. It might not seem like a big deal right now, but
    once you start messing with teleporters, you'll find yourself cut off
    from some areas. Bottom line is, if you store your stuff here, you'll be
    able to get back to it later.
    
    And finally, near the 'Teleportation Matrix to Observation Deck' you'll
    find a Work Bench, should you really need to build something.
    
    Cargo Hold
    o======================================================================o
    12) Before I run off to search for the generators, I'm going to explore
    the non-essential areas first, namely the Maintenence Level, the Engine
    Room, and the Cargo Hold. I go to the latter first, as it'll yeild one
    awesome weapon to use against the aliens. You'll encounter the typical
    enemies, but you'll also encounter the Guardian Drone, a more powerful
    robot with a devastating main weapon, which it'll leave behind once
    you kill them. Clear the catwalks before making your way to the ground
    floor, where you'll find.. well, a lot of junk mixed in with a good bit
    of ammo and weapons on the conveyor belt and shelves nearby. Continue
    on the conveyor belt until you find some shelves with no less than a
    dozen ammo boxes on top. To the east will be some stairs, and east
    a little more is a table with 'Raid Underwood's Terminal' [Hard] on
    top. Hack it and select the option 'Remote Unlock Safe'. Now head over
    to the south-eastern corner of the level to find Underwood's Safe
    beyond the disposal chute, mostly buried in some debris. Now that you
    have it unlocked, open it and claim the unique MPLX Novasurge. 
    
    ***WEAPON INFO***
    Drone Cannon (Big Guns)
    Maximum Damage: 187
    AP Cost: Average
    Ammo: Alien Power Module
    Clip Size: 1 (1 round/shot)
    
    The Drone Cannon is essentially an alien grenade launcher that fires
    balls of explosive energy. It bounces off walls and floors, and this
    can make it difficult to aim outside of V.A.T.S. Fortunately, it's not
    prohibitively slow in V.A.T.S.
    
    ***WEAPON INFO***
    MPLX Novasurge (Energy Weapons)
    Maximum Damage: 94
    AP Cost: Very Low
    Ammo: Energy Cell
    Clip Size: 16
    
    This wonderful gun does stupendous damage, uses ammo that's cheap and
    plentiful, and gets off a lot of shots in V.A.T.S. What's not to like?
    Well, it fires somewhat slow outside of V.A.T.S. and it eats up two
    rounds of ammunition per shot. Still, these are minor gripes for what is
    undoubtably the best one-handed Energy Weapon in the game.. or at least 
    the best one that has a renewable ammo source.
    
    Research Lab
    o======================================================================o
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #13
    Alien Captive Recorded Log #21
    
    13) You should go explore the Research Lab next, which is a small area 
    that contains a few aliens and turrets, and another 'Control', which 
    will get you Alien Captive Recorded Log #13, and later on you'll find 
    Alien Captive Recorded Log #21. You'll also find evidence of the
    alien's rather disturbing veneration of robotic toy horse dolls. Okay..
    Return to the Engineering Core and make your way to the Engine Room.
    You'll probably have an encounter where your new pals have surrounded a
    lone alien. They'll debate on what to do with the critter until Paulson
    irrevocably ends the debate. You'll also notice as you explore and
    return to the Engineering Core that your buddies will make a mess of the
    place. Can't us humans live anywhere without trashing it? Apparently
    not, but at least they'll dig up ammo and components while they're
    trashing the place.
    
    Engine Room
    o======================================================================o
    14) This level is populated by aliens, Guardian Drones, Support Drones,
    and turrets-pretty much everything you've faced in Mothership Zeta up
    to this point (and pretty much everything there is to face, period.) 
    From the entrance continue along a linear path. Beyond a Healing Arch
    you'll find a small room which opens into a larger room which contains
    five doors and a 'Control' you can activate and overload a turret to
    cause an explosion, or rewire to set as a proximity explosion. Why you
    would ever want to do the latter, I have no idea. More importantly, go
    through the door to the south east and continue until you find a room
    with a container. On a metal object in this room you'll find the unique
    Shock Baton, the 'Electro-Supressor'. Score. Make your way through the
    rest of the level, killing aliens and their robots and taking their
    stuff, safe in the knowledge that if you miss anything, it wasn't
    unique.
    
    ***WEAPON INFO***
    Electro-Suppressor (Melee Weapons)
    Maximum Damage: 42
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    More powerful and faster in V.A.T.S. than the normal Shock Baton, this
    version doesn't have the shock damage the normal types do. Still, I'll
    take a faster weapon with more brute damage any day. Note that the
    Electro-Suppressor is not affected by the Xenotech Expert perk, while
    the Shock Baton is. This brings them to equal damage-the Elecro-
    Suppressor is faster, and the Shock Baton dealing shock damage being the
    only differences.
    
    Maintenance Level
    o======================================================================o
    15) And onward to the Maintenance Level, which can be accessed through
    a teleportation matrix just south of the door to Robot Assembly. This
    level is completely unoccupied by aliens, just head west and loot what 
    containers you can find. In a small room with a garbage-covered floor
    you'll find Sally busily tinkering with something on the wall. Talk to
    her and when the conversation is over the 'room' you're in will begin
    to move. You can look out through a window to the north as you move
    through the ship in your little trash lift. At one stop you'll find a
    trio of aliens outside the lift. Kill them and Sally will crawl out to
    explore. You, however, will go on a little unwanted journey of your own.
    
    Waste Disposal
    o======================================================================o
    16) After being deposited in a room full of garbage Sally will show up
    and continue to be unhelpful. Only one way to go now-through Waste
    Disposal. And is this level a mess. Well, first things first, watch out
    for the pistons at work throughout, less you be crushed Sonic the
    Hedgehog style. Not really, you'll just take some damage, but the threat
    is there! That said, head south of the entrance to this level to find a
    raised platform with numerous crushing pistons. If you run past them
    to the east, you'll find two safes [Very Easy] and [Hard] and a First
    Aid Box. Of course, if you were crippled in your fall earlier, this
    might not be quite so easy. 
    <---------------------------------------------------------------------->
    17) Follow a relatively clear walkway to the west to find a door,
    beyond which lies a room filled with pipes. There's not much for
    options in where you're going to go here, just head south-grabbing 
    another safe [Average] and First Aid Box along the way-until you reach
    a door that opens into a tunnel running to the west. Continue down the
    tunnel, which thankfully has a Healing Arch along the way. In the room
    at the western end of the tunnel will be a Guardian Drone. Some aliens
    will also show up behind you, so be on guard. Continue to the north,
    where you'll find a walkway that wraps around back south. Watch out for
    more aliens along the way, especially a pair of them who have higher
    ground. To the east, off the walkway amidst the debris you'll find a
    'Military Footlocker' which contains the note 'Anchorage Quartermaster
    Shipment' and the General Chase's Overcoat. For some reason, the audio
    of the note didn't work for me.. and the overcoat looked like Winterized
    Combat Armor. Oh well.. Continue around the walkway into the room to the
    south, grab a First Aid Box on the ground and continue up some stairs to
    the west.
    <---------------------------------------------------------------------->
    18) At the end of the stairs you'll find a force door, which Sally is
    kind enough to take down for you. Head south into a room with a piston,
    which can be disabled by activating a 'Control' and wait for Sally to
    take down the next force door before continuing south. Grab the First
    Aid Box and the Safe [Hard] and continue into another room with a
    piston. This time aliens will attack you while Sally tries to get the
    force door down, but two green men with Shock Batons aren't much bother.
    Head on into yet another piston-occupied room and repeat the process-
    you kill some aliens while Sally messes with the door.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #19
    
    19) Head into another room with pipes and go west through a door to find
    a large room with several aliens inside. I swear that at least two of
    the aliens got smashed by pistons in my game. Kill them (or let them
    kill themselves). There are more in the room to the west (beyond the
    force-field projector), but there's a Healing Arch to balance things
    out. Before continuing on, make sure you activate the 'Control' and get
    Alien Captive Recorded Log #19, as well as the various containers lying
    around. Go into the smaller room to the west, and then head through a
    door to the south. Go up some stairs and kill an alien trying to harass
    Sally, after which Sally will speak to you. Don't indulge her race,
    instead just head into a small storage room to the west and loot the 
    eight First Aid Boxes lying around. Oh yeah, grab the Samurai Sword
    on the shelf, too. Wouldn't want to miss that, would we? Take the
    Teleportation Matrix back to the Engineering Core and like Sally said-
    let's never talk about this again.
    
    Now, if you've done things in order, a pair of aliens should be
    attacking your pals. It's nothing they can't handle, however. More
    importantly, there will be a Power Fist, Minigun, and a Missile Launcher
    lying around the level, along with the usual compliment of ammo, drugs, 
    and components. If you're an exceptional nice guy or gal, you can give
    Mr. Toshiro his Samurai Sword back.
    
    ***WEAPON INFO***
    Samurai Sword (Melee Weapons)
    Maximum Damage: 41
    AP Cost: Very Low
    Ammo: None
    Clip Size: N/A
    
    If you're just infatuated with katanas, well, here you go. Jingwei's
    Shocksword outcompetes this weapon in all areas except AP consumption,
    but it might just be the fastest melee weapon for its AP consumption..
    unless you count the Shock Baton and the Electro-Suppressor, of course.
    
    Cryo Labs
    o======================================================================o
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #4
    
    20) Go talk to Elliott Tercorien and ask him to accompany you through
    the Cryo Labs. Since I have a buddy in tow, I dispense with my usual
    stealth tactics and instead take up the Novasurge. Dispose of the alien
    walking around near the beginning of the level and head to the south. 
    Activate the 'Release Mechanism' before heading back north and going 
    down some stairs. Go into a tunnel to the south and enter a room with 
    some human junk lying around, three containers, a Healing Arch, and a 
    'Control' from which you can download Alien Captive Recorded Log #4.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #2
    
    21) Head back upstairs and go through a door to the west to reach a
    central room with a Healing Arch in it. There are two cyro rooms, one
    to the north and one to the south, and several aliens that need to be
    put down. You can activate a switch on either side of the room to
    release some Raiders and Ghouls from stasis. In the southern room you'll
    find a 'Control' from which you can obtain Alien Captive Recorded 
    Log #2.
    <---------------------------------------------------------------------->
    22) When you're done messing around with the cryo rooms, head down a
    tunnel to the west, which will eventually lead to.. a larger cryo room!
    Go into the side room to the west instead of the large cryo room to the
    north. From here you can activate a 'Switch' which will open several
    cryo tubes, unleashing some Raiders and Ghouls on the aliens beyond.
    Activate the 'Door Controls' to open the room to the south, where you
    can find a few containers and various human loot. Head into the large
    cryo room and finish off whatever is still alive within. Head down to
    the lower level and loot some shelves on the northern and southern
    walls to score some earth-loot. After your orgy of killing and looting,
    if you're nearly encumbered you might want to considering heading back
    to the Engineering Core to stash you loot. Just a friendly heads up.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #11
    Alien Captive Recorded Log #17
    
    23) Continue through a doorway to the north and you'll eventually come
    to an observation room where some aliens are dissecting Elliott's 
    squad members. He doesn't take it well and will activate the 'Switch'
    in the room and proceed to attack the aliens. It's his one moment of
    bravery in the expansion, and despite his resolution, he doesn't keep
    it up. Activate the 'Controls' to get Alien Captive Recorded Log #11
    and Alien Captive Recorded Log #17, then grab the human junk on the
    benches before continuing on to the north, where two more of Elliott's
    buddies are trapped in stasis. Elliott will ask you for advice on what
    to do, either get them out of stasis so they can fight the aliens-at
    least for a little while, put them out of their misery, or if you 
    succeed at a Speech challenge, he'll just leave them alone. What ever
    you do, do not just leave them there. Whether you choose to put them
    out of their misery, let them fight, or convince Elliott to leave them
    alone, you're going to want to get your hands on their Winterized
    Combat Armor. This can be done by activating the 'Switch' in front of
    their pods. If you convince Elliott to leave them alone and then
    release them, he'll get pissy, but there's nothing to be done about it.
    The best option is to revive them-temporarily. They'll last quite a 
    while, and will help you clear the Cyrogenic Storage area to the north.
    Just be sure to grab their armor when they die. No matter what you do,
    Elliott will gather some cyrogenic compound, which he'll put to good
    use later. Head through the doorway to the north to continue on to the
    next area.
    
    ***WEAPON INFO***
    Cyro Grenade (Explosives)
    Maximum Damage: 11
    AP Cost: Low
    Ammo: Cyro Grenade
    Clip Size: 1 (1 Grenade/Shot)
    
    You gain these explosives by taking Elliott through the Cyro Lab and
    Cyro Storage areas, after which he'll create a few every three hours.
    Their damage is paltry, but they have good range and they knock enemies
    down (by temporarily freezing them.) And I do mean temporarily. They
    just don't deal much damage nor do the last terribly long, so they're
    not all that useful.
    
    ***WEAPON INFO***
    Cyro Mine (Explosives)
    Maximum Damage: 11
    AP Cost: Low
    Ammo: Cyro Mine
    Clip Size: 1 (1 Mine/Shot)
    
    Like all mines, the Cyro Mine is less useful than its grenade 
    counterpart, and since I don't think Cyro Grenades are all that useful..
    do the math.
    
    Cyrogenic Storage
    o======================================================================o
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #16
    Alien Captive Recorded Log #25
    
    24) To your west you'll find another 'Control' from which you'll obtain
    Alien Captive Recorded Log #25. There are also two Containers in this
    room, and through doors to the east and west you'll find Healing Arches,
    which will come in handy considering that to the north lies a huge cryo
    vault crawling with aliums. Aliums? Isn't that from the Rugrats? Ah,
    now I'm showing my age. Continue on to the north and eradicate every
    non-human you see. Note the 'Switches' in the room near cyro chambers.
    If you activate them, they'll unleash cyrogenic compounds which will
    free anything nearby. It's fun, but not all that handy. I simply sneak
    around and blast the aliens with my Novasurge, which for some reason is
    a very stealthy firearm. Elliott draws all the attention I need him to-
    and then some. If you want to shake things up, there are 'Switches' on
    either side of the level which will unleash a pair of Super Mutant 
    Overlords. Two unarmed Overlords aren't going to win against shielded
    aliens with high-powered energy weapons, but it's fun anyways. Once
    everything is dead search the lower level for alien loot, and the
    south west corner for a 'Control' from which you'll recieve Alien
    Captive Recorded Log #16. Once you're done looting head back upstairs
    and go to through some doorways to the north to find the generator. Same
    deal as before, activate the 'Control', then activate the three 'Core
    Coolant Switches' to blow the generator. Wait for the generator to blow,
    then activate a 'Switch' to activate a Teleportation Matrix which will
    take you back to the Cyro Lab.
    
    Head back to the Engineering Core and ditch Elliott. He'll now endeavor
    to make you Cyro Grenades and Cyro Mines with the junk he found in the
    Cyro Lab, and that itself is enough to recommend keeping him alive. You
    will also discover-if you're observant-that Kato has taken off. This
    occurs whether or not you give him the Samurai Sword. Oh well. Loot
    whatever new crap your friends have dug up, then get Somah to join you
    on your journey to the Robot Assembly area.
    
    Robot Assembly
    o======================================================================o
    25) Upon entering Somah will take it upon herself to start messing with
    the unpowered Teleportation Matrix in the room. She'll apparently
    succeed-at least she'll succeed in sending herself on a one-way trip
    to another part of the level. And she'll also succeed in setting off an
    alarm, which will summon several drones for you to deal with. I merrily
    sneak behind them and shut them all down. Gotta love Chinese Stealth
    Armor and Robotics Expert. After all the enemies are dealt with she'll
    implore you to keep looking for the generator while she tries to shut
    off the alarm. When you're done talking to Somah and cleaning up her
    messes, loot around for some containers and various alien loot on
    shelves, one of which carries a hefty number of Alien Power Cells.
    <---------------------------------------------------------------------->
    26) On the ground floor, continue through a door to the north to reach
    another large room. You know the drill, kill all the drones and turrets
    and loot the place. Once done, take the Teleportation Matrix to reach
    the upper area where Somah is. She'll tell you that the aliens are
    closing down the Teleportation Matrixes again, and will helpfully
    suggest that you blast your way deeper into the Robot Assembly area.
    Loot this upper area before returning to the room you just teleported
    from. In the north eastern corner of the room, along the wall past the
    assembly line, you'll find an 'Electronics Access Panel'. Activate it
    and select the 'Overload Assembly Line' option, then run away bravely.
    A section of the wall will conveniently explode, giving you access to
    more of the Robot Assembly area. Fancy that.
    <---------------------------------------------------------------------->
    27) Go through the breach (once more, my friends!) in the wall and head
    north along the conveyor belt. In this room you'll find aliens and
    Drones, both in and out of stasis. On one of the aliens you'll find a
    'Drone Control Device', which you can use to free one Drone from stasis
    (at a time) and make them your robotic partner in crime. That or you can
    just deactivate them and kill them for their juicy robotic loot. Either
    way. After you have the Drone Control Device it's business as usual:
    kill the aliens, take their alien loot, and make slaves of their alien
    women and children. Well, maybe not the last part, but I'm adamant about
    the first two. After your enemies are dispatched and there's no possible
    way Somah can do anything but get in your way, she'll show up. Head over
    to the east to find the generator you're after. Blow it up, and head
    west to find a Teleportation Matrix which will take you back to the 
    beginning of the level.
    
    That's two down and one to go, and for this last area-the Hanger-you can
    get Paulson to accompany you. You can, however, decide to be merciful 
    and leave him behind. Why is this merciful? Maybe I just suck, but every 
    time I drag him to the hanger, he gets killed by the swarms of aliens 
    therein. Take him or not-but head into the Hanger regardless. This time 
    the loot your fellows will uncover includes a Mini Nuke and a pair of 
    Nuka-Cola Quantums.
    
    Hangar
    o======================================================================o
    28) Grab the container near the entrance and continue to the west into
    the hangar room. Grab the two containers nearby and head down some
    stairs to the south, since a force door blocks your progress westward.
    Paulson will comment on the flying saucer and the 'tall shiney things'.
    Note that you can activate a Support Drone or a Guardian Drone on the
    lower level. Go up some stairs on the southern side of the hangar and 
    kill two Aliens before turning west. Take down the force door in your 
    way by activating a 'Control' (this takes down the force doors on both
    sides of the level) and continue until you find a room with five
    'Pylon Controls', an alien, two containers, two healing arches, two
    dormant Drones, and a force door blocking our way to the west.
    <---------------------------------------------------------------------->
    29) Before you activate the control for the door to the west, make
    sure you're prepared. Once you activate the control, an alarm sounds
    and a horde of aliens and Drones will come from the eastern end of the
    hangar (beyond where the recon ship is docked.) The way the game wants
    you to handle this is by activating the Pylon Controls as the enemies
    get near their corresponding pylons (Paulson's 'tall shiney things'
    mentioned earlier) around the spaceship. This will create a 
    gravitational field that knocks down, injures, and hopefully knocks 
    your enemies into the void beneath the ship. Unfortunately, you're
    very vulnerable to attack while playing with the controls (hence the
    healing arches) and so is Paulson, who doesn't have the good sense to
    back up so he can heal. If you're by yourself, you can simply hang out
    by the Pylon Controls and kill all the aliens while sneaking. Frankly,
    however, I'm a loot nut, and using the Pylon Controls destroys far too
    much alien gear for my liking. I hang out in the room with the Pylon
    Controls and kill the aliens below. Any that try to come up to me get a
    taste of Novasurge. If I get injured (which I will) I use the Healing
    Arches. Either way, you can tell you're done when the hole under the
    flying saucer seals itself. If Paulson dies.. well, so much the worse
    for him, make sure to take his outfit and gun. After the fight is over,
    go through the now-open doorway which caused all this trouble, and
    blow up the final generator. Also grab the loot off the shelves before
    you leave, and loot the rooms east of the alien spaceship (where the
    aliens were attacking from earlier). How many aliens did we just kill?
    I can't say for certain, but I can count how many weapons I've 
    collected, which should at least give us a ballpark figure:
    
    Alien Atomizers:	x20
    Alien Disintegrators:	x11
    Drone Cannons:		x5
    Shock Batons:		x8
    
    ***WEAPON INFO***
    Paulson's Revolver (Small Guns)
    Maximum Damage: 57 
    AP Cost: Average
    Ammo: .44 Magnum
    Clip Size: 6 (1 round/shot, semi-auto)
    
    Another unique magnum, it fires fairly fast outside of V.A.T.S., and 
    fairly slow in V.A.T.S. Unfortunately, it has no scope, and its damage
    is inferior to Callahan's and Blackhawk, making it the weakest of the
    .44 Revolvers. Certainly you didn't expect a 19th century sidearm to be
    terribly strong?
    <---------------------------------------------------------------------->
    30) Your buddies now will encourage you to get that Spacesuit on and 
    step out into the void. First, loot around the Engineering Core for the
    last time to turn up some ammo boxes, alien food, another Nuka-Cola
    Quantum, a Gatling Laser, a Laser Rifle, a Plasma Rifle, another
    Buttercup toy, some Baseball Bats, and other mundane junk. Also note
    that if you didn't do it already, you've lost access to the Maintenence
    Level. Get Elliott to make you some Cyro Grenades/Cyro Mines, get
    Somah to repair you gear, rest, stash your loot, whatever. When you're
    ready don your Spacesuit and head through the 'Airlock Door to 
    Decompression Chamber.'
    
    Decompression Chamber
    o======================================================================o
    31) Once inside you'll find a 'Switch' in front of you. Make sure your
    Spacesuit is equipped before you activate it, or your head will explode.
    No joke. Continue through the door to the west to find some dead aliens.
    Evidence of our Samurai friend, or merely victims of decompression?
    Continue through the level looting dead aliens and containers as you go.
    
    Space Walk
    o======================================================================o
    32) Now you're in space. What else can possibly happen to this 
    character? Anyways, there are three 'Exposed Panels' you need to 
    activate to get the teleporter in the middle of the level to work. Don't
    try to head back to the Decompression Chamber or jump off the edge of
    the ship and you'll be fine-and ignore the aliens running around below
    you, they are as powerless to hurt you as you are to hurt them. Once all
    three are activated the teleporter powers up. Stand in it to warp to the
    Observation Deck, and complete the quest 'Among the Stars'.
    
    Observation Deck
    o======================================================================o
    33) Activate the 'Switch' to return to normal pressure. Then proceed
    through the door to the north, loot two containers, and activate the
    'Control' to bring the Teleportation Matrix online and allow your 
    buddies to teleport in. This also allows you to teleport back to the
    Engineering Core, which is a good thing. Sally will open the door to the
    west, allowing you to proceed into a room with an observation window on
    the floor. I guess that's why this is the.. Observation Deck? Sally will
    go crawl off to open another door, and the hologram of an angry alien
    appears over the observation window. The aliens will shoot a Death Ray
    near the Earth to try and scare you, after which Somah will chat with
    you and give you your next mission-to deactivate the alien Death Ray.
    After the chatter is done continue to the west until you reach another
    deactivated Teleporation Matrix. Again, it's up to you to turn it back
    on so the group can penetrate deeper into the ship. Your brave 
    companions will wait here and let you bravely explore on your own.
    
    Weapons Lab
    o======================================================================o
    34) Well, at least this area sounds promising, right? If I were going to
    keep super awesome prototype alien guns somewhere, it would be in the
    Weapons Lab. Continue to the west to reach a room, then turn south. As
    you go, a Guardian Drone and an alien will appear in the two teleporter
    rooms to the north. Kill them and loot the containers and shelves in
    this room. There's also a 'Control' you can activate to deal with the
    Turret near the entrance to this room. As the way south is blocked by a
    force door, head into a tunnel to the west instead. Activate the 
    'Control' on the wall near the door to the north to get access to this
    room, which contains a dormant Guardian Drone, a container, some Epoxy, 
    Alien Biogel, Alien Power Modules, Alien Power Cells, another Buttercup 
    Toy, an Alien Atomizer, and the unique Atomic Pulverizer.
    
    ***WEAPON INFO***
    Atomic Pulverizer (Energy Weapons)
    Maximum Damage: 57
    AP Cost: Very Low
    Ammo: Alien Power Module
    Clip Size: 20 (1 round/shot, semi auto)
    
    First let me say that this gun is ridiculously fast. At 110 AP I was 
    getting nine shots with it, which is just.. well, pretty incomparable.
    Aside from a minute damage boost, the only difference between this gun
    and the Alien Atomizer is its stupendously low AP consumption. Which
    really just makes it easier for you to blow through all your Alien
    Power Modules.
    <---------------------------------------------------------------------->
    35) Head back out into the hallway and continue west, then turn north,
    killing anything you come across. Follow the tunnel up some stairs, then
    back around to the south. When you reach a split in the path head east
    to reach a room with an alien, a healing arch, and a 'Control' which
    drops a force door below you. You now have easy access back to the
    beginning of the level. Go down some stairs to the south, where more
    enemies have erroneously though it would be a good idea to teleport.
    Kill them, loot the containers, and continue through a doorway to the
    east to reach a large, multi-storied room. Go up some stairs to the
    east to reach the upper level, kill a pair of aliens, and head through
    a doorway to the south (make sure to loot the containers on the upper
    and lower level, first!) You're now in the actual weapons' lab. Along
    the western wall are three 'Controls'. The one near the door opens the
    door (surprise) and each of the others activates an 'Experimental
    Weapons Drone' and summons some Brahmin for them to shoot at. Once the
    display is over, deactivate the Drones and kill them for their unique
    Drone Cannons, 'Drone Cannon Ex-B'.
    
    ***WEAPON INFO***
    Drone Cannon Ex-B (Big Guns)
    Maximum Damage: 187
    AP Cost: Average
    Ammo: Alien Power Module
    Clip Size: 1 (1 round/shot)
    
    You'll notice that the damage and the AP usage is the same as the 
    ordinary Drone Cannon, as well as the value. So what's the difference?
    The explosive balls of energy it shoots don't bounce, which makes it
    easier to control, if a bit less versatile. Not much of a unique
    weapon, you say? I agree.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #24
    
    36) Now might be a good time to stash your newly accumulated loot. When
    done, explore the rest of this lab. There's a 'Control' you can activate
    to the east which will get you 'Alien Captive Recorded Log #24', and
    some shelves to the south which hold Alien Power Cells, an Alien 
    Atomizer, Frag Mines, Combat Armor, Tesla Armor, Alien Epoxy, Plasma
    Mines, Plasma Grenades, Alien Biogel, Pulse Mines, Pulse Grenades,
    a Gatling Laser, Large Alien Crystals, two more Alien Atomizers, 
    Microfusion Cells, Energy Cells, a Plasma Rifle, a Plasma Pistol, and
    Metal Armor. After that, it's just about time to go back and stash more
    loot! The other side of this lab also has an alien and an alien worker
    hanging out, as well as a Guardian Drone in stasis. Head through a
    doorway to the north to find a firing range. Yay! Grab the unique
    Alien Disintegrator, the 'Destabilizer' off a shelf and loot the 
    container to the north. As for the ranges, there are two 'Controls' you
    can activate to warp in targets. The southern one will warp in up to
    three Brahmin, and the Teleportation Matrix nearby will take you down
    to the Brahmin. Sneak up to the northern 'Control' and activate it to
    gate in some Raiders and a random high-powered enemy like an Albino
    Radscorpion, Deathclaw, or Sentry Bot. Let them kill each other, and
    when things die down, press the button again. After enough enemies have
    killed each other you'll get the 'Xenotech Expert' perk. Of course, you
    can kill the enemies below as the game probably assumes you'll do, but
    why waste ammo? When you're done, go stash your loot again, then head
    back into the weapons lab and go through a doorway to the east to reach
    the Experimentation Lab.
    
    ***WEAPON INFO***
    Destabilizer (Energy Weapons)
    Maximum Damage: 198
    AP Cost: Low
    Ammo: Alien Power Module
    Clip Size: 100 (1 round/shot, full auto)
    
    Wow. What to say about this gun? First, it's twice as powerful as the 
    Alien Disintegrator. Second, it's faster in V.A.T.S. Third, it's fully 
    auto and fires very rapidly out of V.A.T.S. This is the Energy Weapon to 
    get.. at least for short-to-mid ranged encounters. It tends to become 
    inaccurate at long range.
    
    Experimentation Lab
    o======================================================================o
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #20
    Alien Captive Recorded Log #10
    Alien Captive Recorded Log #9
    
    37) Upon entering this level wait for a moment and a pair of Alien 
    Workers should enter the area you're in. Kill them and continue into a
    room to the north. Turn west and continue through some more doorways 
    past a table covered with the remains of a very dead Wastelander and
    some Combat Armor and into a room with some examination recliners and an 
    alien. Kill the alien and activate a 'Control' to obtain 'Alien Captive 
    Recorded Log #20'. Head back south into the room with the grisly table 
    and go through a door to the west. Continue down a hallway with four 
    doors- the first three of which each leading to a room with modest alien 
    loot on the tables and shelves. Pass through the first doorway to reach 
    an observation room along the southern wall of which are windows from 
    which you can view a containment room where you'll get your first 
    glimpse of abominations. Loot the containers, activate the 'Control' 
    along the northern wall to get 'Alien Captive Recorded Log #10', and 
    finally blow the generator to take down the force field blocking the 
    doorway to the west. This also unfortunately frees the Abominations 
    in the room across the way, but no matter. Head through the doorway to 
    the west, turn south, then head through a doorway to the east, and kill 
    the Abominations any way you see fit. Loot the two containers and 
    activate the 'Control' to get 'Alien Captive Recorded Log #9'. Now only
    two left. Listen to it to confirm the fairly obvious, that the 
    Abomination seem to be human-alien hybrids-and head back west until you
    find your way to the Biological Research area.
    
    Biological Research
    o======================================================================o
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #18
    
    38) Activate the 'Control' to the right to gain access to the adjacent
    room and score some Alien Epoxy. In the main hallway, continue through
    another doorway to the west to discover the large room that makes up the
    majority of this level, and into which many of the Abominations from the
    last level ran. By now the Aliens here have been wiped out by the
    Abominations, so just clean up whatever Abominations are left and loot,
    as there's plenty of good alien crap lying around. In the northern
    middle part of the area map, on the upper level, you'll find a 'Control'
    that will get you 'Alien Captive Recorded Log #18'. In the southwestern
    corner of the area map are a trio of Teleporation Matrixes, one which
    leads to the 'Death Ray Hub' area. The other two are inactive-leading 
    back to the Observation Deck, and to the Bridge. Hit the nearby
    'Control' to bring the Observation Deck online. Your buddies will waste
    little time teleporting in. As usual, they'll elect you to explore the
    Death Ray Hub. Stash your loot and head on into the Teleporation Matrix.
    
    Death Ray Hub
    o======================================================================o
    39) Once you're here, the Teleportation Matrix you came through 
    malfunctions. Typical. I guess you'll just have to find a new way back.
    Good thing you stashed your loot so you could carry all the spoils of
    war you're about to collect, right? Go east to find a pair of Alien
    Workers. In the rooms to the south east and south west you'll find a
    container and a deactivated Support Drone. If you realign the sensors
    and reactivate the robot, you'll get a rather weak buddy. Better than
    nothing though, right? Eh.. Continue through the door to the south and 
    activate a 'Control' to open a door containing two containers and some
    other useful alien loot. Head back into the main hallway and continue
    around to the east, through a room and to the north and into another,
    larger room. Inside are several aliens, some Alien Workers, and a
    Turret. There's also a 'Control' you can use to mess with the Turret.
    Kill the aliens and head to the eastern side of the room, where you
    will find some stairs down. Go down the stairs and through some doors
    to the east until you come to a room with force fields blocking your
    way eastward. Activate a 'Release Mechanism' to take them down and
    continue down some tunnels, through more doors, down stairs, and
    eventually to a door leading to the 'Death Ray Control' area.
    
    Death Ray Control
    o======================================================================o
    40) Head into the large room that makes up this level and kill the
    aliens within, then loot the container by the door. Near the door you
    entered this room from are two control consoles. The two 'Controls' on
    the right move the Death Ray, and the 'Control' on the left with the
    beam fires. It's possible to change the Death Ray's aim to fire on good
    'ol earth, which is just fun. When you're done messing around activate
    the 'Control' near the 'Control' the fires the Death Ray. Activate it
    four times to get all four generators to open up, then destroy them all.
    Some aliens will show up to try and spoil your fun while you sabotage 
    their Death Ray, but they don't make 'em big enough or mean enough to
    stop us. Once the aliens are dead and the Death Ray has been disrupted
    head through the doorway near where you entered this room (which was
    blocked by a force field) to find a Teleportation Matrix to the Living
    Quarters.
    
    Living Quarters
    o======================================================================o
    41) We're almost done now! Head on until you run into a force projector. 
    Watch as an Abomination chases off an alien and the projector will turn 
    off. Kill the Turret above the projector, loot a container, and head 
    southward up some stairs. You'll come to a multi-storied room where
    some aliens have blocked off the upper platforms with some more force
    projectors. Jump off to the lower level and kill everything. Blow up 
    the force projectors too, for being all smug and in the way! Just be 
    sure to stand back, as they explode rather.. vigorously. Head through
    either of the two doors to the south, go down some stairs, and go 
    through another door to the east. Kill two aliens and blow up another
    force projector blocking your way. Continue past the force projector
    and down a tunnel until it splits, upon which head north. You'll find
    a dead alien in the tunnel and in a room at the end of the tunnel will
    be your missing samurai, Toshiro Kago. And he's been busy. How the hell
    did he make it here and past all the aliens? It just goes to show, one
    samurai is worth a cowboy, a medic, an astronaut, an ancient kid, a
    wastelander, and a vault dweller any day of the week.
    <---------------------------------------------------------------------->
    ***CAPTIVE RECORDED LOG***
    Alien Captive Recorded Log #23
    
    42) Head back to the stairs leading to the living quarters and continue
    west. Kill some aliens, deal with a deactivated Support Drone, and
    destroy a pair of Turrets before continuing into a room to the west, 
    inside of which are three more Turrets. These largely just serve to
    blow up and knock the loot lying on the tables around. Loot the room
    and activate the Control to obtain 'Alien Captive Recorded Log #23',
    and an achievement. Continue through a doorway to the north to reach
    another room with some aliens and a turret guarding a container within.
    Go through yet another doorway to the east to reach the far side of
    the force projector that blocked our way north earlier. Kill the aliens
    nearby and blow up the force projector for spite before continuing
    north up some stairs. In the room at the top of the stairs are two
    Turrets, and beyond this room to the west is another multi-leveled
    room. Kill the Abominations, loot the aliens, and head upstairs. To the
    east is a room with some loot, and to the west you'll find the
    Teleportation Matrix leading to the Bridge. It's time to meet the
    Captain of this ship.
    
    The Bridge
    o======================================================================o
    43) Once on the Bridge head through the doorway to the north to enter a
    room crawling with Aliens, including the Captain. If you're a sneaker
    like me, you can just kill them all with the Deathclaw Gauntlet. Kill
    the Alien Captain and loot his body for the 'Captain's Sidearm'. Once
    he's dead your big floating holographic alien friend will show up again
    and yell some gibberish. Some aliens will show up to avenge their 
    Captain, and when they fail your buddies will show up. Another alien
    mothership flies and, and it appears a duel is imminent. To the left of
    the captain's chair you'll see three controls called 'Power 
    Distribution'. Of them, only the two on the ends matter. When the alien
    mothership is ready to fire on you (when your Death Ray is charging)
    hit the left-most switch the send all the power to your shields. When
    your Death Ray is charged, hit the right-most switch to send all the
    power to your Death Ray. To fire hit the 'Fire Control' button in front
    of the captain's chair. Sally will direct the crew according to her
    old Captain Cosmo comics (where Jangles?!) Above your 'Power 
    Distribution' controls you'll see a little graphic showing your ship
    in blue, with four green bars on top indicating your hull strength.
    One to three blue arches above the ships indicates your shield 
    strength, and one to three blue arches by your Death Ray indicates your
    Death Ray strength. Their ship is indicated in red, following the same
    system. Try and fire when their shields are low, and keep your shields
    at max when not firing. This is really simple, and if you don't fall
    asleep you should be fine. Aliens will invade the bridge periodically
    and try to attack you, and at some point Toshiro Kago will show up if
    you gave him his sword back and met him in the Living Quarters. Near
    the end of the fight the aliens on your ship will disable your 
    generators and more aliens will invade. Kill the aliens in the Bridge
    and activate the four generators along the sides of the room and
    finish the fight. Once the alien mothership blows up, you've just
    proven that you're the baddest person in this solar system.
    
    ***WEAPON INFO***
    Captain's Sidearm (Energy Weapons)
    Maximum Damage: 47
    AP Cost: Very Low
    Ammo: Alien Power Module
    Clip Size: 30 (3 rounds/shot, semi auto)
    
    While it doesn't possess much damage and it's not any faster than an
    Alien Atomizer, this gun in fact functions like an alien shotgun. It
    eats up three round per 'shot' but fires mutliple beams each time you
    fire the trigger.
    
    You are now effectively done with Mothership Zeta, whether you like it
    or not. Most of the areas on the ship are sealed off, although you can
    return to the Engineering Core, for what it's worth. Sally, Elliott, 
    and Toshiro Kago stay aboard the ship for good, while Somah and Paulson 
    will both leave. Come back once in a while and ask Sally and Elliott 
    what they've found. This is one way to get somewhat unlimited Alien
    Power Module ammo. It's not quick, nor is it plentiful, but it's better
    than nothing. Just don't pay attention to what the screen says they
    give you, it'll list one thing, but you'll actually recieve several
    items.
    
    It's been a while since we've bothered with the main story, and if you
    forgot, we were supposed to investigate Little Lamplight to see if we
    could find our way into Vault 87, which is supposed to have a G.E.C.K.
    I guess there's no point in trying to take Project Purity back if we
    can't get it started, right? Head over to Little Lamplight secure in
    the knowledge that there are no more distractions lurking to draw your
    attention away from the Enclave.
    
    Little Lamplight
    o======================================================================o
    Sequence of Events:						{WLK048}
    		1) Meeting with MacCready
    		2) Directions
    		3) Escorting Stick
    		4) Bumble's Boogeyman
    		5) Cave Fungus
    		6) Zip and Knock-Knock
    		7) Knick-Knack
    		8) Picking on Princesss
    		9) The Back Door
    		10) Wazer Wifle
    		11) Across the Bridge
    		12) On Top of the Toilet
    		13) Reactor Chamber
    		14) Red-Light Mannequin
    		15) Living Quarters
    		16) Through and Over the Atrium
    		17) Storage Room
    		18) Test Lab
    		19) Test Chambers
    		20) Freeing Fawkes
    		21) Getting the G.E.C.K.
    
    1) We've been here before, remember? It was during our first epic
    Bobblehead hunt. Okay, we never went inside, but we should have at
    least discovered it by now. Go inside and when you come to a barricade
    you'll be harassed by one Mayor MacCready, who is a bit of an ass.
    Either succeed at a Speech check (which by now should be cheese) or tell
    MacCready that you saved the kids from Paradise Falls. Remember that?
    Go on in and talk to MacCready about Vault 87, who will tell you that a
    cheery place called 'Murder Pass' is the only route since some computer
    was broken. By now, with our Chinese Stealth Armor and our uber stats,
    we have little to fear from any 'Murder Pass', but we can also go see
    some kid named JOseph and see if we can't get the back door open. Still,
    you can get MacCready to open the way to Murder Pass.
    <---------------------------------------------------------------------->
    2) Now for some general directions, since most of the kids aren't kind
    enough to provide any. Just north of the entrance you can find the
    Little Lamplight Office Building. Beyond that is a fork in the path.
    Going west will take you to the Great Cavern by going past the fungus
    pits. Going north will take you to an opened central area where you can
    find a Souvenir Shop, Restrooms, and another entrance to the Great
    Cavern. North of this you'll find Murder Pass. You know what? That not a
    half bad way to go through this area.
    <---------------------------------------------------------------------->
    3) Off to the side you'll see a boy named Sticky getting exiled for
    turning eighteen and becoming a mungo. Go outside and he'll try and
    solicit and escort from you. He'll give you a Party Hat if you asked
    why he was wearing it.. for what it's worth. You won't get anything for
    helping him out, but it's only a fast-travel away if you feel like 
    doing it anyways.
    
    Little Lamplight Office Building
    o======================================================================o
    4) In this building-which doubles as the schoolhouse and hospital you
    can typically find Lucy, who will heal you up. There are also two notes
    in the medical room 'Journal of Carrie Delaney, Entry 1' and 'Journal of
    Carrie Delaney, Entry 2'. You can also find Bumble, a clumsy girl you 
    can convince to come outside with you for wonderful enslavement 
    purposes, should you succeed at a Speech challenge. Lure her outside and 
    watch the Slaver Eulogy sent over go to work. You'll lose karma, of 
    course, and if you go check up on Eulogy, you'll get the 'Boogeyman's 
    Hood'.
    <---------------------------------------------------------------------->
    5) By the southern-most entrance to the Great Cavern you can find
    Eclair (as well as a rotation of most of the Little Lamplighters). 
    Talk to Eclair and ask about where the fungus comes from, then talk to
    MacCready again and either succeed at a Speech challenge to get yourself
    ten pieces of Cave Fungus (and lose some karma) or succeed at a [Barter] 
    check to bring MacCready two pieces of Strange Meat or Buffout for
    some Cave Fungus.
    <---------------------------------------------------------------------->
    6) If you run into Zip you can trade some Nuka-Cola for Mutfruit. That's
    right, trade an expensive item that can be used to make powerful
    grenades for useless fruit. I'll pass. If you run into Knock-Knock you
    can tell her a story about your life so far. 
    
    Souvenir Shop
    o======================================================================o
    ***SCHEMATICS***
    Schematic - Bottlecap Mine
    
    7) Since the restrooms are pretty boring, visit the Souvenir Shop. From
    Knick-Knack you can buy the Schematic - Bottlecap Mine. This should be
    our last Schematic in the game. Huzzah.
    <---------------------------------------------------------------------->
    8) You talk to Princess by the gate to Murder Pass, and you can get
    Sammy to tell you why she's named Princess with a Speech check. Once
    you've started in on her, you can make a [Charisma] check to tell her
    she has no friends and lose some karma. What's the point? Hell if I
    know, I'm just being thorough. We can go off to Murder Pass-but first
    lets check out the Great Chamber.
    
    The Great Chamber
    o======================================================================o
    9) Then there's Joseph, the teacher of Little Lamplight-and a barber.
    Ask him about the route to Vault 87 and he'll tell you that the computer
    that opens the door to Vault 87 is broken. Ask him to turn the terminal
    back on, and he'll do so. Now you just need to succeed at hacking the
    terminal [Average] to get access to Vault 87. Well, that wasn't so bad,
    right?
    <---------------------------------------------------------------------->
    10) Before we head on out, there's a few more things to do. You can find
    a note on a pool table' . There's also Biwwy, who will offer to sell
    you his 'Wazer Wifle' for 500 Caps. You can talk him down to 250 Caps
    with a successful [Barter] check. Now we're free to go to Vault 87. We
    can get into the Vault via The Great Chamber, but it's more rewarding
    to go through Murder Pass.
    
    ***WEAPON INFO***
    Wazer Wifle (Energy Weapons)
    Maximum Damage: 40
    AP Cost: Very Low
    Ammo: Microfusion Cell
    Clip Size: 30 (1 round/shot, semi auto)
    
    Another weapon that's everything a unique weapon should be-more damage,
    better clip size, no downsides. We could have obtained it sooner, for
    Energy Weapon fanatics, but frankly A3-21's Plasma Rifle is just better.
    Still, if you've got a thing for lasers, it's not bad.
    
    Murder Pass
    o======================================================================o
    ***BOOKS***
    U.S. Army: 30 Handy Flamethrower Recipes
    
    11) First, head west. You'll see a bridge in the distance with a
    tripwire trap in front of it. Disarm the trap then head across the
    bridge, killing whatever Super Mutants you find along the way. Continue
    down a ramp to the west until you find a small round table, on top of
    which is are two first aid boxes and a copy of U.S. Army: 30 Handy
    Flamethrower Recipes. There are also two ammo boxes nearby.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Tales of a Junktown Jerky Vendor
    
    12) Go back to where you entered the level and head north until you come
    to a large chamber. In this chamber you'll find a little shack. Around
    the eastern side of the shack you'll find the entrance to the shack, 
    for one, but more importantly a wooden ramp leads to a make-shift
    bathroom. On top of the toilet tank you'll find a copy of Tales of a
    Junktown Jerky Vendor. 
    <---------------------------------------------------------------------->
    13) Once you've got this book, there's more more minor loot you can
    score. If you head west you'll find another large chamber where you'll 
    find the staples of this level-Super Mutants guarding a few first aid 
    boxes and ammo boxes. Along the way to the Reactor Chamber you'll find a
    small vault room, where you can score a first aid box, three ammo boxes,
    a Nuka-Cola Quantum, and a Stealth Boy on a shelf. There's also a 
    pressure plate rigged to a Grenade Bouquet near a desk in the room. When
    you reach the northern end of the level enter to the Reactor Chamber.
    
    Reactor Chamber
    o======================================================================o
    ***BOOKS***
    Nikola Tesla and You
    
    14) Make your way up the linear path more or less to the north until
    you enter the vault and find some stairs to the west. Head down the
    stairs and take a left and go through a door. You'll find a mannequin
    with a wooden crate in front of it, which in turn contains some Whiskey
    and a copy of Nikola Tesla and You. If you continue to the north you'll
    find the exit out to The Great Chamber, a bed, and a locked safe 
    [Average].
    <---------------------------------------------------------------------->
    15) Backtrack to where you left off last and take the unexplored north
    path now. Turn west and go up some stairs, killing some Super Mutants at
    the top. Go into a room and go up some more stairs to the south to
    reach the Living Quarters. Once you enter the quest 'Picking Up the
    Trail' ends and 'Finding the Garden of Eden' begins.
    
    Living Quarters
    o======================================================================o
    ***QUESTS***
    Finding the Garden of Eden
    
    16) Head east up two flights of stairs until you reach the large two-
    storied atrium room, a typical feature of almost every vault we've 
    found so far. There are numerous rooms around here with some minor loot
    inside, but where you really want to go is through a door to the east.
    Go around a corner and up some stairs to reach the second level of the
    vault. On your left you'll find a locked door [Very Hard]. Of course we
    can pick it by now, but there's really no point-we can just walk around.
    There are also some doors along the northern side of the hall, and they
    contain a bit of loot, but nothing to get excited about.
    <---------------------------------------------------------------------->
    ***BOOKS***
    Pugilism Illustrated
    
    17) Go through one of the doors on the southern side of the hall to 
    reach the upper atrium, which is populated by some leveled Super 
    Mutants. Be cautious and make your way through the atrium and go through
    one of the two doors to the south. If you go down some stairs to the 
    east you'll find a room populated with more leveled Super Mutants and
    some unimpressive loot. Go through a locked [Average] door to find a
    supply room, where you'll find a locked safe [Average] and a copy of
    Pugilism Illustrated and a Nuka-Cola Quantum on a shelf.
    <---------------------------------------------------------------------->
    18) Go west up some stairs and around some corners until you find a room
    to the right, where you'll find more Super Mutants and a terminal
    [Average] that you can use to open a locked safe [Average], where you
    can grab some medical supplies. Continue to the east until you find some
    more stairs up, at the top of which you'll find a door to the Test Labs.
    
    Test Labs
    o======================================================================o
    19) In the room to your right you can find a safe [Easy] and an ammo
    box [Hard], as well as some unlocked metal boxes and an ammo box. 
    Continue past the Test Chambers, which include failed FEV Test Subjects.
    And by 'failed' I mean 'dead'. After you pass Test Chamber 04 go into
    the room on your right to score some chems. 
    <---------------------------------------------------------------------->
    20) Go past this room and you'll be talked to by a Super Mutant locked
    in a room. Activate the Intercom and talk to Fawkes, who will tell you
    where the G.E.C.K. is and how to reach it. Unfortunately since you're
    not a Ghoul or Super Mutant, you'll need the help of one to get past the
    radiation around the G.E.C.K. I don't see any Ghouls around, so we're
    going to have to help Fawkes. Go down the hallway to the east and bypass
    the Isolation Rooms until you reach the end of the hall way, then take
    a right and head into a maintenence room. Kill the Super Mutants within,
    then either hack the 'Medical Wing Maintence Tunnel' to selectively 
    open the Isolation Rooms (you want to open Isolation Room #5 to free
    Fawkes). Or you could activate the Fire Control Console to open them
    all. Note: If you want to be sure to get everything out of this level,
    leave Fawkes in the cell and go explore the tunnel opposite where the
    Isolation Chambers are. There are Super Mutants to kill and things to
    take, which will be easier without Fawkes bugging you. Whatever you do,
    before you go off after the G.E.C.K. (or allow Fawkes to do so, as the
    case may be) I suggest you dump your inventory off at home. I made
    sure that the only items with weight I was carrying was my Chinese
    Stealth Armor and my Deathclaw Gauntlet, for a weight of 30. Oh, and
    don't miss this opportunity to grab Fawke's Super Sledge, which can be
    obtained by 'trading' weapons.
    
    ***WEAPON INFO***
    Fawke's Super Sledge (Melee Weapons)
    Maximum Damage: 49
    AP Cost: High
    Ammo: None
    Clip Size: N/A
    
    It's pretty much just a Super Sledge with a little more damage. Still,
    better than nothing.
    <---------------------------------------------------------------------->
    21) Behind a locked [Hard] door you can find a shelf with some Rad-X
    and Rad Away and a locked [Average] safe. You can also hack the nearby
    'Lab Technician Terminal' [Average] to open the locked [Hard] door.
    Lead Fawkes until you come to the 'Chamber Terminal', upon which
    he'll take charge and run off into the radiation and bring back the
    G.E.C.K. Now you just have to escape the Vault, and all looks good 
    until.. well, you'll see.
    
    Raven Rock - Level 3
    o======================================================================o
    Sequence of Events:						{WLK049}
    		1) Interview with Eden
    		2) Insubordination
    		3) She Asked For It
    		4) Bobblehead - Energy Weapons
    		5) Abortion of Science
    		6) Escape From Raven Rock
    		7) Fawkes to the Rescue!
    		8) A Call to Arms
    		9) Sieging Project Purity
    		10) Dealing with Colonel Autumn
    		11) Alpha and Omega
    
    ***QUESTS***
    The American Dream
    
    1) When you come to you'll be bothered by Colonel Autumn before good old
    President Eden tugs the leash, requesting an interview with you. Well,
    at least he's nicer than his gorilla. Grab your crap out of the locker
    nearby and bravely head out into the complex.
    <---------------------------------------------------------------------->
    2) As soon as you exit you'll be bugged by an overly alert Enclave 
    Officer. Either succeed at a Speech check, [Charisma] check, or 
    [Strength] check to get him to bugger off. All seems good, but just a
    little further on you'll hear Colonel Autumn override the President's
    order and turn the Enclave soldiers hostile to you. Oh well, you'll just
    have to fight your way out. By now you should be fairly familiar with
    what the Enclave is capable of-and by now, we're well out of their 
    league. You may also be tempted to grab everything you see, but practice
    some restraint. You won't be coming back to this place, so one inventory
    full of loot is all you'll get-hence why you were told earlier to stash
    your crap before coming here. Level 3 isn't very interesting, so make
    your way to level 2.
    
    Raven Rock - Level 2
    o======================================================================o
    3) There are two places of note on this map, both of which are on the
    western side. First, you can run into Anna Holt, former Project Purity
    scientist turned traitor. What are you going to do, kill her? Yes. Yes
    I am. Who cares if I lose karma? I've killed her every playthrough so
    far, and I don't see that changing-besides, her life is over already,
    she (and you) just don't know it yet. 
    <---------------------------------------------------------------------->
    ***BOBBLEHEAD***
    Bobblehead - Energy Weapons
    
    4) In the north western corner of the map you'll find Colonel Autumn's
    room, which has some goodies to loot. Unlock the footlocker [Average]
    near the bed to get the note 'ZAX Destruct Sequence'-yeah, you can see
    where this is going-then mess with the terminal [Average] and take down
    the barrier to get at some more loot. Most importantly, grab the
    Bobblehead - Energy Weapons from the table. If you go up to the Control
    Room without it, you won't be coming back. We now have all twenty 
    Bobbleheads, and I now have a perfect character. Now head onward to the
    Control Room.
    
    Control Room
    o======================================================================o
    5) When you arrive on the level, two Sentry Bots will turn on-and take
    down-two Enclave Soldiers. Ah, power struggles. Continue on and head up
    an inordinately large staircase until you come face-to-screen with
    President Eden. There's a bit of chatter, but the skinny of it is that
    Eden wants you to start Project Purity and make sure it's not so.. pure.
    To him 'Project Purity' means purifying the people who drink the water,
    not the water itself. At the end of the conversation you can convince
    Eden to self destruct with a [Science] or a Speech check, or you can
    just leave.. after you take the vial of Modified FEV Virus. Eden can't
    force you to use it, but he can force you to take it before letting you
    progress.
    
    Raven Rock - Level 1
    o======================================================================o
    6) This level is just a gauntlet you have to run, with Eden's robots
    turning on Autumn's Soldiers. At the least Eden's robots aren't hostile
    to you, so just make your way through the level. There's loot to be
    gained, but nothing as vital as the bobblehead on Level 2. The only 
    enemies that should really be able to trouble you are the two soldiers
    at the end, one of which carries a Gatling Laser and the other carries a
    Missile Launcher-hey it's more than enough to take out the Sentry Bots
    nearby. Kill them and escape Raven Rock.
    <---------------------------------------------------------------------->
    7) Once outside you'll find your buddy Fawkes, who makes good use of a
    Gatling Laser to smite some Enclave Soldiers. If you're virtuous enough,
    you can convince Fawkes to join up with you, if not, the Super Mutant
    will head off to the Museum of History. Either way, it's time to report
    to Elder Lyons. Make sure you're healed, free of rads, and unencumbered
    before you go. I also stash all of my accumulated Bobbleheads, and watch
    with glee as all twenty of them appear on my stand simultaneously. Wee!
    <---------------------------------------------------------------------->
    8) You'll find everybody hanging out in the Laboratory, where Sarah is
    chomping at the bit to get at the Enclave. Tell Elder Lyons that the
    Enclave has the G.E.C.K., and whatever other knowledge you want to
    impart. This news gives Sarah all the excuse she needs to mobilize the
    Lyon's Pride-and Elder Lyons decides to send a little extra firepower
    with you. Lets hope this pre-war hunk of junk is up to snuff, eh? Sarah
    will talk to you and inform you that you've been made an honorary member
    of the Lyon's Pride, and give you either a suit of Power Armor or
    Recon Armor, depending on your preference.. Unless you turn down 
    membership.. then you get a big fat load of nothing. When you're ready
    (and you already should be) tell Sarah. She'll give a little speech to
    her Pride before you head out, Liberty Prime will be activated, and
    the quest 'The American Dream' ends.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Take it Back!
    
    9) Head back out into the Courtyard and exit the Citadel. What comes
    next is an assault on the Enclave-occupied Jefferson Memorial, which
    involves fighting your way through the outskirts of D.C. Sound rough?
    Having a giant, nuke-tossing indestructible robot on your side should
    help, just stay out of it's way and pick off Enclave Soldiers as the
    opportunity arises. Once you reach Project Purity a throng of Enclave 
    Soldiers will show up on the ramps outside. Once they're all dead head 
    into the Jefferson Memorial.
    <---------------------------------------------------------------------->
    ***QUESTS***
    Project Impurity
    
    10) Now we can start doing things the way we're used to-by sneaking 
    around and assassinating people with the Deathclaw Gauntlet. That you
    have Sarah around to draw fire for you is just an added bonus. Fight
    your way into the Rotunda-there's only a half dozen or so Enclave
    Soldiers in the Gift Shop area-where you'll come face to face with
    Colonel Autumn. You can let him tuck tail and run, or you can kill him
    here. I have no idea why anybody would want to let him off, I sure
    don't. Autumn himself is cake, but he comes with two Enclave Soldiers,
    one with a Minigun, and the other with a Gatling Laser.
    
    ***WEAPON INFO***
    Col. Autumn's Laser Pistol (Energy Weapons)
    Maximum Damage: 29
    AP Cost: Very Low
    Ammo: Energy Cell
    Clip Size: 30 (1 round/shot, semi auto)
    
    Stronger than a normal Laser Pistol, it's a little less accurate in
    V.A.T.S., but nothing to lose sleep over.
    <---------------------------------------------------------------------->
    11) You won't even have time to complete a celebratory dance when
    Doctor Li will speak over the intercom, telling you that the purifier
    needs to be activated, and quickly. The catch? There are lethal levels
    of radiation inside, and whoever starts up Project Purity is a deader.
    Thanks, dad! Either send Sarah in, or go on yourself. If you've got
    Fawkes with you, you can volunteer the Super Mutant-who is, after all,
    immune to radiation. You've got another choice to make, beyond being 
    selfless, you have to decide whether you want to put the Modified FEV
    into the 'Auxiliary Filtration Input'. Inserting the Modified FEV is an
    evil act, of course (enough to cause you to go from Very Good Karma to
    Neutral.) Make your choice and watch the end of the game.
    
    Notes about the ending: I know you're all looking for some great advice, 
    but most of this is just role-play. Frankly, however, since the game 
    ends anyways if you sacrifice yourself without the expansions, and you 
    survive if you do have the expansions, you just look like a chump for 
    making somebody else go in there. Also, if you have the expansions the 
    game seems to just ignore the fact that you spiked the water with FEV-
    or at least the effects that were shown in the ending simply haven't 
    manifested themselves yet. At the most, spiking the purifier with FEV 
    is just a way to get yourself a bunch of evil karma-it has no bearing 
    on the upcoming Broken Steel expansion at all.
    
    Broken Steel
    o======================================================================o
    Sequence of Events:						{WLK050}
    		1) Two Weeks Later..
    		2) Purity Projects
    		3) Officer Lepelletier
    		4) Flushing Out the Ringleaders
    		5) Splitting Jack
    		6) Apostles of the Eternal Light
    		7) Holy Light Monastery
    		8) Spiking Salvation
    		9) Investingating the Hustler
    		10) Museum Authority Building
    		11) Busting the Hustler
    		12) Getting Up to Speed
    		13) Rockland Car Tunnel
    		14) A Prime Target
    		15) Satellite Facility
    		16) The Citadel Run-Around
    		17) Those Are MY Deathclaws!
    		18) Old Olney Underground
    		19) Through The Ruins
    		20) Old Olney S. Wilson Building
    		21) Olney Powerworks
    		22) Turning in the Tesla Coil
    		23) The Last Mission
    		24) Presidential Sub Level
    		25) Securing the Breach
    		26) Presidential Metro
    		27) Adams AFB Metro Exit
    		28) Adams Air Force Base Entrance
    		29) Calling Down the Thunder, I
    		30) Hitting the Hangers
    		31) Calling Down the Thunder, II
    		32) Adams Air Traffic Control Tower
    		33) Looting the Air Field
    		34) Mobile Crawler Base
    		35) Stiggs and the Repair Station
    		36) Sigma Squad!
    		37) Launch Platform Base
    		38) Hacking the Mainframe
    		40) Launch Pad
    		41) Satellite Control Tower
    		42) Traitor's Treasure
    
    ***QUESTS***
    Death From Above
    
    1) You'll wake up in the Citadel, being bothered by Elder Lyons. Talk to
    him to find out that Sarah was injured by whatever happened at the
    purifier, that the Enclave has been beaten back, the purifier is 
    churning out clean water. Everything seems to be just peachy, except for
    some distribution problems with the water, and the little question of
    whether you're going to help the Brotherhood finish off the Enclave.
    Tell Elder Lyon's that the Super Mutants are coming from Vault 87 to
    gain some karma. The quest 'Death From Above' begins now, but before we
    tackle any of that official nonesense, there are some other things we
    should do first. Continuous conflict with the Enclave my ass!
    <---------------------------------------------------------------------->
    ***QUESTS***
    Holy Water
    Protecting the Water Way
    The Amazing Aqua Cura
    
    2) Scattered around you'll see bottle of 'Aqua Pura', as well as drums
    and boxes of the stuff. Yep, this is what you and Dad fought and died
    to get. Head over to Project Purity to see what's been going on since
    you crashed two weeks ago. Inside the Jefferson Memorial Gift Shop you
    can find Agincourt, who is as taciturn as usual, and Alex Dargon-if
    they are alive, of course. Talk to Sribe Bigsley, who will whine about 
    the work he has to do. Offer to help him and he'll tell you about the 
    bandit trouble the Rivet City guards have been having, as well as the 
    unusually high rate of water consumption in Megaton. Also talk to him 
    about selling the water, where you can either succeed at a Speech 
    challenge or make a [Karma] check if you're good to get Bigsley to 
    reveal that he's selling water to a Ghoul named Griffon. Once you've got
    those three quests, 'Protecting the Water Way', 'Holy Water', and 
    'The Amazing Aqua Cura', respectively, you should have filled up on all 
    the new quests your little heart can desire. When you are done messing 
    around here, head over to Rivet City.
    
    ***MINOR SPOILERS***
    WarMECH notes:
    
    For the water caravans, if Megaton is destroyed, there is no cult based 
    out of Springvale nor mention of the circumstance by the scribe. It 
    simply no longer exists, although there is still a mention of it on his
    computer. With Megaton still there, it may be worth going outside to
    see an acolyte named Rosa give the water beggar a sample that ends up
    killing him as a way to gain more information about the cult.
    <---------------------------------------------------------------------->
    3) Outside of Rivet City you'll find Officer Lepelletier, who will
    direct you to go to Project Purity and bug Bigsley for free water. Gee,
    that can't be helping with Bigsley's insomnia, eh? Offer to help and
    you'll be tasked with escorting a caravan to Canterbury Commons.
    Hopefully when you get attacked by the bandits you'll be able to find
    out more about them-with the ultimate goal of putting down the bandit
    ringleaders.
    <---------------------------------------------------------------------->
    4) Hoof it over to Project Purity, then follow the river north, staying
    near the coast. When you reach the Scavenger Shack under the bridge
    connecting D.C. to the Citadel you'll find the caravan already well
    under attack. Kill the attacking Metal Armor clad Bandits and loot them.
    All of them carry the note 'A New Meeting Place', which will 
    conveniently point out their headquarters once you listen to it. I don't
    know about you, but I don't take kindly to parasites trying to make a
    buck off of the life work of my character's parents. Good or evil, this
    water is the legacy of your parents, and no two-bit bandits are going to
    decide who gets what!
    
    WarMECH notes:
    
    After clearing the ambush site under the bridge, a little further to 
    the north prior to the raider camp is a grave, which houses Search Party 
    Log 3. I know I had looked for it at an earlier part in the game but it 
    wasn't there; so I'm not sure when it shows up.
    <---------------------------------------------------------------------->
    5) Fast Travel to Wilhelm's Wharf and talk to Split Jack. You can join
    his 'gang' by guessing the pass phrase 'Mirelurk Stew'. He'll give you
    some Metal Armor and tell you to put it on-after all, any gang has to
    wear matching suits. Once donned you can talk to him again and convince
    him (with a Speech check) that he's not going to get paid to protect
    something that is being distributed for free. This pisses him off and
    he decides to find a new gig-after him and his gang kill Grandma 
    Sparkle. Once you join his gang, you can also challenge him to a fight
    for control of the gang, so long as you feel confident in your ability
    to kill him with a Combat Knife, a Lead Pipe, or a Nail Board, anyways.
    Of course, if you win, the gang goes hostile, so it's not much of a 
    tactic. As far as I'm concerned, the best way to resolve this quest
    involves killing the group of Bandits outright. Either way, once the
    Bandits are gone head back to Rivet City and report to Officer 
    Lepelletier. You won't get much in the way of a reward.. and by much, I
    mean you won't get anything. She'll refer you to Bigsley for your
    reward. You know.. I can see why that guy is such a prick now. Talk to
    him and you'll get a Gatling Laser, a Plasma Pistol, some Enclave Power
    Armor and and an Enclave Power Helmet, as well as some Electron Charge
    Packs and some Energy Cells.
    <---------------------------------------------------------------------->
    6) Now I return home to Megaton to stash loot, rest up, and whatever.
    Or as a thinly vieled excuse to start the next quest. Once there, you'll
    find a note 'Holy Water Pamphlet' on your door. Great, another cult has
    sprung up. I'll be honest here, I have no idea what happens if you blew
    up Megaton earlier. But for the rest of us, head over to Springvale.
    
    Holy Light Monastery
    o======================================================================o
    7) Once you arrive at Springvale you'll find a new area, the 'Holy Light
    Monastery.' A loon named Brother Gerard will talk to you and give you
    some 'blessed' Holy Water. Note that it has a fairly high Rad count.
    Drink it anyways and talk to him again, he'll talk about his order,
    eternal light, and the fact that the water is filled with 
    'Atom's Light.' That's right, these freaks are taking the Aqua Pura we
    all worked so hard to purify, and they're irradiating it! Ask to get
    inside the church and he'll tell you to visit their Tabernacle to catch
    some Rads-by this he means go into the 'monastery' and activate the
    switch to catch some Rads. If you disarm the two Radiation Traps, 
    however, you'll disable this method of catching Rads. You can
    alternatively kill him and take his Monastery Key, or steal it from
    him.. or just pick the cellar door leading to the Eternal Light
    Monastery [Very Hard]. If you want to play along with the loonies, you
    can also just go expose yourself to radiation at the alter. Once you're
    sick with Deadly Radiation Poisoning, go talk to Gerard and he'll give
    you the key.
    
    Eternal Light Monastery
    o======================================================================o
    8) Once in the Cellar talk to Mother Curie III, who will tell you that
    four 'armored angels' gave her some Aqua Pura, and in her delusion-
    typical for religious folk-she misconstrued what was going on, and 
    decided that it was a sign from her god. Instead of distributing the
    water, she decided to spike it with radiation in an attempt to pass on
    'Atom's Glow'. By this, she means that the 'Holy Water' will turn people
    into Ghouls (if they survive the radiation poisoning), something that
    is apparently a good thing in the eyes of these people. There are three
    ways to go about resolving this quest, the most obvious of which is
    simply killing everybody. There are two unique Ghouls in the basement,
    'Sun of Atom', and 'Atom's Champion' that serve to spice things up, but 
    it's still not much of a challenge. If you have Deadly Radiation 
    Poisoning, you can convince her that you're Atom's Prophet, and get her
    to stop spiking the Holy Water. Lastly, you can succeed at a [Charisma] 
    check and convince her that people can't be tricked into salvation-they
    have to willingly accept it. Either way, once the problem is resolved
    and the Aqua Pura is no longer in danger of being re-irradiated by
    cultists, head back to Scribe Bigsley, who will give you 300 Caps for
    your trouble.
    <---------------------------------------------------------------------->
    9) Two down, one to go. Head over to the Museum of History, where you 
    can find a Ghoul named Griffon giving hawking his wondrous 'Aqua Cura'
    tonic. Listen to him sell his bottled water-it's apparently a cure for
    everything-including balding and ghoulification, as well as an 
    aphrodisiac. Talk to him and get yourself a free sample of Aqua Cura by
    succeeding at a Speech challenge. Check it out in your inventory to find
    out that Aqua Cura-whatever it is-is actually less savory than Aqua
    Pura. Ask where he got it from and succeed at a Speech check, and he'll 
    tell you he bought it from Scribe Bigsley-which we already knew. He'll 
    stick to his guns and say that it reverses radiation damage to ghoul 
    physiology, however. Point out that your Pip-Boy detects that it's 
    actually irradiated and succeed at a speech check and he'll start out by
    threatening you, then admitting he is just selling the Ghouls regular 
    Dirty Water, and saving the real Aqua Pura to sell to Raiders, Slavers, 
    and other folks the Brotherhood of Steel doesn't trade with. He'll end
    by trying to pretend he's actually not a bad guy, but by now we know
    better. If you're evil enough you can succeed at a [Karma] check and get
    the same information. He still won't divulge the location of his 
    headquarters, so we'll need to head off to speak to Scribe Bigsley.
    
    Museum Authority Building
    o======================================================================o
    10) Scribe Bigsley will readily admit the selling the water to Grifon
    to fund other water deliveries, and divulge the location of the Aqua
    Pura dropoffs as the 'Museum Authority Building'. Head back to the
    Mall to find this new location. Inside you'll find several Ghoul Guards,
    one of which has the note 'Griffons' Bottling Instructions'. You can
    also find the note on a table near some bathtubs on the bottom level.
    Other than some spiffy Wigs, the only notable loot in here is a Nuka-
    Cola Quantum in the ladies bathroom on the top floor. Listen to the
    note 'Museum Authority Building' and head back to Griffon.
    <---------------------------------------------------------------------->
    11) Tell him the gig is up. When you've got him by the balls, you can
    coerce him into bribing you to keep quiet for 20% (160 Caps) of the
    profits per week, or you can succeed at a Speech check to get 50% (400 
    Caps) per week. You can also just take a one-time buy out of 300 Caps.
    If you don't like the idea of buying him out you can force him to tell
    the Ghouls that his Aqua Cura is bogus. It won't end well for Griffon,
    but you can loot his body for a solid 600 Caps. Lastly, you can tell him
    to just sell the real Aqua Pura. He'll agree to sell the real stuff, as 
    selling to Raiders and Slavers was probably too much work anyways. Once
    this quest is done, it's time to head back to the Citadel and speak to
    Scribe Rothchild and revive our struggle against the Enclave.
    <---------------------------------------------------------------------->
    12) Scribe Rothchild will show off his pretty orange map and bring you
    up to speed. If you didn't destroy Raven Rock, you'll discover that the
    Brotherhood-with Liberty Prime-took the liberty to destroy it for you.
    You'll also be informed that-contrary to expectations-the Enclave is not
    in disarray. Your job? Head to the Rockland Car Tunnel (west of the
    Dunwich Building) and meet Paladin Tristan.
    
    Rockland Car Tunnel
    o======================================================================o
    13) Head through this area looting as you please until you run into 
    Paladin Tristan. He'll tell you surprisingly little besides the fact
    that you're attacking an Enclave Relay Station. There's a good bit of
    minor loot around, and numerous dead Enclave Soldiers around with their
    loot on them. Continue to the Satellite Relay Station when you're ready.
    
    Satellite Relay Station
    o======================================================================o
    14) The same rules that applied to the siege on Project Purity apply 
    here-let the big stupid robot kill everything while you follow behind.
    You're more likely to be injured by a stray explosive lobbed by Liberty
    Prime than by any Enclave Soldier. Liberty Prime will assault the Relay
    Station, and for a while it seems that Liberty Prime is going to take
    care of this mission all by itself. Until the Enclave plays its hand.
    I'm surprised nobody in the Brotherhood bothered to wonder if the 
    Enclave wasn't retreating because the Enclave wasn't defeated? Anyways,
    mourn the loss of Liberty Prime, loot, or just head into the Satellite
    Facility.
    
    Satellite Facility
    o======================================================================o
    15) This area will be you