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    FAQ/Walkthrough by Absolute Steve

    Version: Vault | Updated: 08/04/09 | Search Guide | Bookmark Guide

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                           | The Wasteland Survival Guide |
    Enhanced Guide (Screens/Videos) at: http://www.supercheats.com/guides/fallout-3/
    It is the year 2277.  The world is still covered in   Oo=-*=-*=-*=-*=-*=-*oO
    ashes from the nuclear holocaust, a fate humanity     || © Absolute Steve ||
    could not escape from.  The Capital Wasteland and all ||   Version: Vault ||
    that remains only reflects a glimpse of a world that  ||  PS3 / X360 / PC ||
    once was, but no longer is.  Those who sought refuge  ||faq@shillatime.org||
    in large underground shelters, also known as Vaults,  ||www.shillatime.org||
    were doomed to stay there forever.                    Oo=-*=-*=-*=-*=-*=-*oO
    Welcome to Fallout 3, a game that only one word can describe. Massive.
    With the help of this Wasteland Survival Guide, you'll be able to enjoy the game
    much more than without it.  In order to fully appreciate the vast realm of
    Fallout 3 you'll want to explore every corner of it, and this Guide focuses on
    that aspect like no other, only for you to get a more complete experience.
    Key features of this Guide:
    • Spoiler Free Walkthrough
    • Complete Item Coverage
    • Extensive Location Maps
    • In-depth Character Customization
    • Full Coverage of Downloadable Content
    - Absolute Steve
        ___ _   _ _____ _   _ ___ ___    ___  ___    ___ _   _ ___ ___  ___ ___ 
       | __| | | |_   _| | | | _ \ __|  / _ \| __|  / __| | | |_ _|   \| __/ __|
       | _|| |_| | | | | |_| |   / _|  | (_) | _|  | (_ | |_| || || |) | _|\__ \
       |_|  \___/  |_|  \___/|_|_\___|  \___/|_|    \___|\___/|___|___/|___|___/
    I know. This essay is quite lengthy, so if you're in a hurry just skip down to
    the walkthrough. However, if you have some interest in how the guide writing
    industry is currently evolving, I invite you to read this essay in which I plead
    for more recognition for, and more cooperation between guide authors.
    Game guides have been around for almost as long as videogames themselves, but in
    a world where information is becoming increasingly more accessible, how is the
    format for game guides evolving? In the early nineties, game guides were usually
    featured as an appendix to videogame magazines, until Prima launched a series of
    game guides back in 1990. The guides were qualitatively poor and fairly
    unpopular by today's standards. Another company called Bradygames started
    selling guides in the nineties. It spawned various over the years, including
    infamous - yet bestselling - books for popular RPG's such as the Final Fantasy
    series. Halfway the nineties, hotlines also started to gain popularity, if only
    through heavy marketing. By dialing a certain hotline you had "instant access"
    to hundreds of cheats for the most well-known games. The hotlines were rather
    expensive (a buck per minute at least), so it wasn't the preferred option for
    getting your daily cheatcodes. If you were stuck in a game back then, you either
    had your friends or big brother help you. If your friends sucked at gaming and
    you didn't have a big brother (I for one, didn't), then "that was life for 'ya."
    At the end of the decade, two new companies arose in the game guide industry,
    and interestingly, both took base in Hamburg, Germany. Piggyback quickly 
    conquered the European market with high-quality guides for well-known games
    such as the Metal Gear Solid and Final Fantasy Series. FuturePress filled in
    the gaps with 'lesser' titles and remains to do so to date, mainly for the 
    European and German market, one of the reasons it's hardly known elsewhere in
    the world.
    The internet brought aspiring game guide writers the excellent possibility to
    spread their information worldwide, but it wasn't until around the millennium
    that the majority of people started to gain internet access. The most popular
    games were quick to be covered in so-called FAQs: Documents in which Frequently
    Asked Questions were answered. Jeff Veasey, founder of GameFAQs, started 
    collecting these documents and brought them all together at what remains the
    biggest online gaming helpsite to date. FAQs started including full-fledged 
    walkthroughs and some of these in turn evolved into strategy guides that left
    no stone unturned. Lately, since the late 2000's, wiki pages have gained
    interest. This format allows communities of people to cooperatively work on
    creating a network of informative pages regarding a certain game. While the
    obvious benefit is that the amount of people makes contributing easy and the
    network quickly grows, some of the major downsides are inaccuracy of 
    information, poorly written and vague walkthroughs, and the constant need to
    browse back and forth between pages. Most FAQ authors foresaw that accessibility
    was easily enhanced and had already solved the tedious searching problem by
    implementing a simple Ctrl + F search system with [tags] into their documents.
    Presently, there are several camps in the guide writing business. There are the
    well-known strategy guide writing companies that pay for exclusive publishing
    rights, and there's the ever growing database of free guides online. We can
    divide the four official strategy guide companies into two groups, not only
    geographically but interestingly also qualitatively: On the one hand we have
    the U.S.-based Prima and Bradygames, whose motto comes to down to "selling as
    many game guides as possible, for as many games as possible." The problem is
    that they spawn not only strategy guides for games hardly justified for this
    format, but more so that their books are qualitatively poor. Admittedly there
    has been a slight rise in quality over the past 10 years, but the sloppy and
    erroneous layouts and information almost never justify a purchase at these
    companies. However, the majority of the gaming market - say 90% - doesn't even
    look at the company name when buying a strategy guide, so there's no reason 
    beyond ethics for these companies to care.
    On the other hand we have the European companies, Piggyback and FuturePress, 
    of which the former is the uncrowned king in the guide writing business. Their
    approach is to make very few guides a year - two to three at most - but to make
    them perfect in almost every possible way. While strategy guides always remain
    a product of marketing, if you need any reason to warrant a purchase at all, 
    it's because their books are in the best condition they could've possibly 
    reached you, having excellent binding, highly qualitative layouts and an ocean
    of information and trivia. The only downsides to this approach are the fact 
    that not every game can be covered (only highly popular games can be), and that
    a collector's edition might be pricy in these difficult times for some people.
    Where Piggyback's fashionable office is located in the beautiful Hamburg city
    center, my trip to FuturePress requires a little more dedication, but I 
    eventually manage to find their headquarters in a back alley of a more sober
    neighbourhood. The people are all very friendly, although it becomes immediately
    apparent that they don't have the contacts Piggyback does. FuturePress still
    makes much better guides than Prima and Bradygames, but the sore reality is that
    they only get to buy the rights from Prima and Brady themselves - mostly just
    for the European market.
    Then there's the free, online sources of gaming help, ranging from the vast 
    library of text-based documents on GameFAQs, to the - sorry to say, but poorly
    made - semi-free guides of Gamespot and IGN, to wiki pages dedicated to specific
    games, to in-depth guides by prolific authors at Supercheats, to more simple 
    websites that mainly offer cheats only. An interesting format sprung from 
    Youtube recently: Video talkthroughs. There are few reasons to be a big fan of
    this format, if only for the reason that there's no proper search function, but
    there are more downsides to it which are all discussed later. In this turbulent
    world of ever-changing formats for game guides, which direction are we headed
    and better yet, which direction is best to be headed towards?
    It's mostly about making choices regarding the height of your standards and
    arguably everyone would want the highest standard of quality, even if the
    information is free.  When looking for any source of game information, this
    would translate into the following criteria: Getting everything out of your game
    in the most convenient way possible.  This is the approach that the better
    official companies take when making their tomes, so it might as well be your
    - admittedly ultimate - demand when looking for a free guide online. So let's
    compare the different formats to see how they well they work when this criteria
    is applied.
    I'll start off with the - usually widely promoted - semi-free game guides on 
    Gamespot and IGN. First of all, keep in mind that the guys writing these aren't
    paid a top-notch salary, and that they have to spit out guides at a rather fast
    pace. Add to this the fact that writing for video games as a job takes most of
    the fun out of the gaming experience and you get rushed guides with half-decent
    text and accompanied screenshots that have no existential purpose but to serve
    as filler. It's true; the walkthroughs are usually rather globally written, 
    serving only to get you from point A to point B, and will help you only when 
    you're stuck and have absolutely no clue as to where to go. The "in-depth"
    sections mostly cover only the basics and are hardly worth mentioning. Quite a
    lot of people *will* however use these guides, simply because they're decently
    advertised online. A solution for improvement would theoretically be simple, but
    it's similar to the final  conclusion we'll land at in the final section of this
    essay, so let's stay patient and unspoiled for now. A permanent problem these
    sites face is the low budget they're willing to spend on game guides (in other
    words, they lack idealism altogether. This is one of the reasons I'd recommend
    against using these sites, but that's a completely different story).
    Wiki pages are a newly born alternative and their pros and cons have already 
    been briefly discussed above. They suffer from the same problem as the 
    semi-free guides previously discussed, namely that they lack in-depth 
    information incorporated in the walkthrough itself. Wikis make up for this with
    their nearly infinite amount of pages on subjects, but this is also a weakness;
    this sometimes leaves you searching around and in circles. Credit is hardly
    given when editing wiki pages, so for the exception of a few top-notch 
    contributors, it is a business mostly fueled in bit-sized pieces by a large
    community of people. Unpopular games aren't covered by wiki pages at all, and
    there are far too few contributors in the first place.
    As for cheat sites in general, there's not much more to be found besides just 
    cheats. There's one major exception to the rule, being Supercheats. The guides
    written here by prolific authors have a few nice additions, including video (and
    sometimes screenshot) support. Not all guides are of the same quality, but
    there's a solution for this problem we'll soon land at.
    Video talkthroughs have a few benefits, the biggest being that the author no 
    longer needs to write everything down into words when creating the talkthrough.
    This doesn't benefit the user looking for help, and they are only helped in 
    very specific contexts by this format, which lends itself perfectly for "finding
    hidden objects", and I dare say it lends itself for this purpose only. It works
    great if you see someone walk straight to an item you were looking for and that
    you struggled to find when reading through text. As such, videos are a great
    addition to text, but not as a replacement. Why not? For one, videos don't have
    a proper search function, and can never describe handy statistics, such as a
    complete item/equipment list as featured in most role playing games (but very
    thinkable in adventure games as well, where this can take the form of a table
    that compares gunfire power for exampe). The viewer also needs to deduct 
    strategies from the video and comments of the author alone. This can work for a
    straight A-to-B walkthrough or for beating a boss, but it's a pain when the
    author decides against exploring optional parts when you wanted to do just that
    - or vice versa. An other disadvantage is that videos contain spoilers. You
    might be able to click away the video right before spoilers come up, especially
    if the author warns you in advance, but you can imagine this is a stressful
    situation. A last drawback of videos is that they're time consuming to watch,
    so it's almost like you're playing the game twice; once by someone else playing
    it for you. Videos can still be, it has to be said, an excellent addition to 
    text when they visually show something text has difficulties with to describe,
    but they have little value beyond this feature.
    If someone would ask me if there is still a need for text-based documents (FAQs)
    in a few years, I'd wholeheartedly tell them yes, but I'd also tell them that
    things are in need of a little tweaking. FAQs suffer from less problems than
    other formats because they're well organized, rapidly downloadable, quickly
    searchable by using [tags] and Ctrl + F, they're printable, easy to save onto 
    your hard disk, and they have all information stored in one place. There's only
    one 'problem'; the big differences in quality between FAQs. Some guides remain
    unfinished, some are finished but have a very poor layout, and only a handful
    can be considered pure quality. Now I know (of course I do), these authors all
    write in their spare time and we should all be thankful for whatever they
    contribute - no arguing there. What would you expect from free guides? But if
    it's easy to make things better, why not give it a try?
    On a side note, I wouldn't think the solution lies in the new html guides that
    GameFAQs now features.  It theoretically allows for a few decent features,
    especially if authors would choose to include screenshots that enrich their
    written text (but a danger lies in abundancy).  Better yet would be placing
    videos at parts where text lacks in its descriptive function as argued for in
    the previous paragraphs. Having a few videos to show difficult item locations
    would be great. Besides these benefits, the format is no longer easy to print
    (not a disaster), it is arguably not as easy to search through compared to a
    compact text document, it is a pain to save onto an external space such as a
    hard disk or USB stick, and for some reason they're not as easy to organise as
    text. Besides this, it takes more time for both writers and administrator(s) to
    create this format. If anything, this format reminds mostly of the unsuccessful
    superguides at mycheats, the difference being that everyone can contribute to
    The solution is already partly being executed by some authors who co-author with
    each other, but it'd be interesting and easy enough to take this to the next
    level. You'll unlikely have found yourself staring at a few different FAQs,
    wondering which one to pick. Perhaps you randomly chose one, perhaps one of an
    author who sounded familiar, or perhaps you looked for recent updates and the
    size of the document, or maybe you clicked on all of them and made your
    decision after briefly browsing each. In any case, several authors all decided
    to make their own version of a FAQ. Some of them don't cover much more besides
    the walkthrough, others write complete guides, and still others make an attempt
    at fully uncovering every aspect of the game. While there's something to say
    for writing everything all by yourself - you get your own credits and you *can*
    have fun while writing - it is worth asking the question whether or not you're
    actually contributing something that hasn't already been done before; do guides
    exist with better informative text that are faster available than yours, are
    better searchable, more consicely and clearly written, perhaps more beautifully
    laid out? Because if they do, realize that the only good reasons to continue
    writing for such a game are either because you want to practice your writing
    skills (a completely legitimate reason), or because you think you can do better
    than the best existing guide available (legitimate, but sometimes difficult to
    attain). A final, alternative point of view could be to take "a different
    approach", which always comes down to either using more or using less humor, or
    describing more or less spoilers, simply because "other approaches" don't exist:
    The video game you're writing about demands a certain structured approach with
    little variation possible. Do realize that even with a "different approach", the
    most important goal is still to write just as qualitatively as the best
    available stuff already launched elsewhere. Also keep in mind that the author(s)
    of the most qualitative guide might've chosen to use a fair share of humor and
    keep spoilers to a minimum (arguably a favorable combination for the majority of
    readers). Even when there's no information available at all on a certain game,
    which is common when games have just been released, it can still be important
    to keep the highest possible quality in mind, simply because someone else might
    outdo your guide soon.
    While I realize that some of the above might sound radical in the ears of
    certain writers, I think it also sounds very logical. If you compare the amount
    of visits of a high-quality guide to a merely decent guide you'd notice a
    drastic difference between figures. The star system already differentiates - and
    rightfully so - between guides to make qualitative ones stand out. This is one
    of the best features GameFAQs has implemented in a long time, and it would be
    great to see it continue down that road to underline and stress the importance
    of high quality work. I wouldn't want to argue that guides should no longer be
    posted if they are of less quality than others (although it would be good to
    have an unwritten rule that unfinished walkthroughs do not get posted if a
    starred guide already exists for that game), as it also encourages writers to
    start in 'the business'. The point here is that everyone would greatly benefit
    if authors started to work together in an efficient manner.
    Wouldn't it be great to have one (perhaps two) excellent - no, nearly perfect -
    guide(s) for whatever game you desire? Or at least for the most popular titles?
    The problem with raising the bar this high is that it starts to take very large
    amounts of time to write such a guide, and few of us authors are in in the
    favorable position of endless amounts of spare time (or are willing to devote so
    much of their spare time to the writing of FAQs). Another problem with striving
    for extraordinary quality is that the community at least partly consists of
    younger writers who are still working on improving their guide writing skills.
    Or, worse yet to come, don't have a clue how to write a guide...
    If authors would form teams that work together on certain guides, they'd not
    only be sure that people would love their cooperative work, it would also save
    the authors a lot of time and they'd still have made a beautiful piece of work
    in the end. This is the approach that the better official game guide companies
    take. They work in teams, and it shows. Have people focus on a certain aspect of
    the guide and beautifully shape the guide together, literally. In FAQ writing,
    this could easily be put to practice. Someone could work on the walkthrough,
    perhaps coordinating sections with someone else if their writing styles match
    (which is no necessity by any means). Another author could provide ASCII
    artwork, still someone else could help work on side quests and parts that
    require optional exploration, someone could be working on assembling item and
    equipment lists. Such a team of four to five people can easily be credited at
    the top of the document, revealing their (alias) names in all pride and glory.
    The same idea could be applied to all online guide writing, and it would greatly
    improve the overall quality of what's available. Ultimately it would find
    sponsoring and receive some donations from the community, but even without this
    it can make a great leap towards reaching the ultimate goal of guide writing:
    To not only help someone from A to B, but to really *enhance* someone's
    experience of a game in every possible way, giving people the option to fully
    explore and enjoy a videogame. You can watch linear movies, you can read linear
    books, but you must actively explore a video game, and in some cases, only a
    high-quality strategy guide is going to help you do just that. It would be
    unfair to demand from gamers to purchase such a strategy guide for every game
    they buy. Ideally, the future of video game guides would have prolific authors
    overcome their ego and team up to shape perfect text-based strategy guides.
    Readers could in turn show a little more praise when truly deserved... Now what
    are some ways to improve and promote quality?
    A few great ways that could help promote authors to work together in order to
    reach higher levels of quality (and faster, too) would be to not only hold a
    FAQ of the Month contest, but also a FAQ of the Year contest (or alternatively
    a FAQ of the Season, but that sounds kind of lame). There are too few monthly
    contributions to really judge quality alone (game popularity and thus guide 
    demand also plays its role), but a yearly competition on top of the FotM contest
    could really push author(teams) to the limit. Although it'd be nice, it doesn't
    even need to involve prize money - I bet many guide writers would commit murder
    to have a gold star featured next to their own or team's name for that matter.
    It could also greatly help to put authors a little more in the spotlights. A
    simple poll could do wonders alone, not to imagine a "favorite author" contest,
    putting the building bricks of GameFAQs in the spotlight for once - the authors
    of FAQs themselves - instead of the repetitive character contests that are now
    being held yearly. A trial would be nice at the very least; contributors really
    like these contests, as the writer's board has shown repeatedly year after year
    for over a decade now. It'd also motivate aspiring writers to give it a shot of
    their own - there's nothing to lose.
    On a different but related note, an other possible way to easily motivate
    qualitative work under authors would be by showing the amount of stars - which
    implies recommendations or FotM prizes - on the author's forum account, similar
    to how Karma is displayed.
    The idea is that when the quality of text guides jumps, the time is ripe for the
    contributor recognition to rise as well, and quite frankly, it's been way
    overdue for a long time. The only thing that currently fuels guide writers are
    thank-you emails (or the general idea of helping people). With little extra
    effort, the shrinking community of guide writers can get a new impulse and new
    We've got a long way to go, but it should be possible to push guide writing a
    step in the right direction, starting here. Things like this don't take off
    without discussions, so spread the word and let GameFAQs know about this.
    On a closing note, I'm currently looking for prolific authors that share this
    vision and want to join a team. Some spots have already been taken, and places
    are limited. If you're interested, apply at faq@shillatime.org and send a link
    to your contributor page and your best piece of work.
    I thank you for taking the time reading this. Rests me to wish you a lot of fun
    with Fallout 3 and this Wasteland Survival Guide!
    - Steve
                                   TABLE OF CONTENTS
     Use CTRL + F and copy/paste the [TAG] to find the section you're looking for!
     Sometimes, search the same [TAG] twice due to it appearing in the Walkthrough.
       [W1] Baby Steps
       [W2] Growing Up Fast
       [W3] Future Imperfect
       [W4] Escape!
       [W5] Following in His Footsteps
       [W6] Galaxy News Radio
       [W7] Scientific Pursuits
       [W8] Tranquility Lane
       [W9] The Waters of Life
       [W10] Picking Up the Trail
       [W11] Rescue from Paradise
       [W12] Finding the Garden of Eden
       [W13] The American Dream
       [W14] Take it Back!
          [MQ1.1] The Wasteland Survival Guide: Get Radiated!
          [MQ1.2] The Wasteland Survival Guide: The Super-Duper Mart
          [MQ1.3] The Wasteland Survival Guide: The Minefield
          [MQ1.4] The Wasteland Survival Guide: Repel Rats
          [MQ1.5] The Wasteland Survival Guide: Crappy for the Crippled
          [MQ1.6] The Wasteland Survival Guide: Lurking in the Mirelurk Lair
          [MQ1.7] The Wasteland Survival Guide: Rivet City's History
          [MQ1.8] The Wasteland Survival Guide: Robotic Rampage
          [MQ1.9] The Wasteland Survival Guide: Librarians are not boring
          [MQ2] The Power of the Atom
          [MQ3] Those!
          [MQ4] Big Trouble in Big Town
          [MQ5] The Superhuman Gambit
          [MQ6] The Nuka-Cola Challenge
          [MQ7] Strictly Business
          [MQ8] The Replicated Man
          [MQ9] Blood Ties
          [MQ10] Oasis
          [MQ11] Tenpenny Tower
          [MQ12] Head of State
          [MQ12] You Gotta Shoot 'Em In The Head
          [MQ14] Stealing Independence
          [MQ15] Reilly's Rangers
          [MQ16] Trouble on the Homefront
          [MQ17] Agatha's Song
          [DLC-1] General Information
          [DLC-2.0] Operation: Anchorage
          [DLC-2.1] Aiding the Outcasts
          [DLC-2.2] The Guns of Anchorage
          [DLC-2.3] Paving the Way
          [DLC-2.4] Operation: Anchorage!
          [DLC-3.0] The Pitt
          [DLC-3.1] Into the Pitt
          [DLC-3.2] Unsafe Working Conditions
          [DLC-3.3] Free Labor
          [DLC-4.0] Broken Steel
          [DLC-4.1] Death From Above
          [DLC-4.2] Shock Value
          [DLC-4.3] Who Dares Wins
          [DLC-4.4] Broken Steel Unmarked Quests
          [DLC-4.5] Broken Steel Miscellaneous Quests
          [DLC-4.5.1] Holy Water
          [DLC-4.5.2] Protecting the Water Way
          [DLC-4.5.3] The Amazing Aqua Cura
          [DLC-5.0] Point Lookout
          [DLC-5.1] The Local Flavor
          [DLC-5.2] Walking with Spirits
          [DLC-5.3] Hearing Voices
          [DLC-5.4] Thought Control
          [DLC-5.5] A Meeting of the Minds
          [DLC-5.6] Point Lookout Side Quests
          [DLC-5.61] A Spoonful of Whiskey
          [DLC-5.62] An Antique Land
          [DLC-5.63] Plik's Safari
          [DLC-5.64] The Dark Heart of Blackhall
          [DLC-5.65] The Velvet Curtain
          [DLC-5.7] Unmarked Point Lookout Quests
          [DLC-6.0] Mothership Zeta
          [DLC-6.1] Not of This World
          [DLC-6.2] Among the Stars
          [DLC-6.3] This Galaxy Ain't Big Enough...
         [FRQ-1] Fixing Pipes in Megaton
         [FRQ-2] Three Dog's Cache
         [FRQ-3] Doctor Lesko Likes Nectar
         [FRQ-4] Vance & Blood Packs
         [FRQ-5] Brotherhood Holotags
         [FRQ-6] Conserving Pre-War Books
         [FRQ-7] The Nuka-Cola Clear Formula (Finding The Formula)
         [FRQ-8] Escorting Sticky to Big Town
         [FRQ-9] Super Mutant Attack on Big Town
         [FRQ-10] Grady's Storage
         [FRQ-11] Angela and Diego
         [FRQ-12] Kidnap Order
         [FRQ-13] Caravan Investments
         [FRQ-14] 'Republic' of Dave Elections
         [FRQ-15] Trading in Little Lamplight
        The Wasteland Maps [TWM]
        Point Lookout Worldmap [PLWM]
        [EXP-1] Unique Encounters
        [EXP-2] Repeating Encounters
        [S1] S.P.E.C.I.A.L. Explained
        [S2] Derived Statistics
        [S3] Skills
        [S4] Perks
        [S5] Creating a Grand, Great All-Round Character
        [S6] Creating a Grand, Great All-Round Character (WITH BROKEN STEEL!)
         [LIS1] Level Up/Karma Title Chart
         [LIS2] Karma
         [LIS3] Collectibles
         [LIS3.1] Bobblehead Locations
         [LIS3.2] Custom Weapon Schematics
         [LIS3.3] Fat Men
         [LIS4] Trade Caravans
         [LIS5] Radio Frequencies
         [LIS6] Behemoths
         [LIS7] Followers
          [EQP-1.1] Weapons
          [EQP-1.2] Creating Custom Weapons
          [EQP-2] Armor
          [EQP-3] Items
          [EQP-4] Misc. & Junk Items
          [EQP-5] Collectable Items
    xx) APPENDIX [APX]
        [APX-1] Xbox 360 Achievements
        [APX-2] Playstation 3 Trophies
        [APX-3] Game Patches
    xx) CREDITS
                            0) CONTROLS, GENERAL TIPS [GEN]
    Main Controls:
    Left Analog:  .... Move around
    Right Analog: .... Look/Turn around
    L3: .............. Crouch
    R3: .............. Pick Up/Drop Items
    X: ............... Action/Activate Button
    O: ............... Open/Close Pip-Boy 3000
    O [hold]: ........ Turn Flashlight On/Off
    Square: .......... Reload
    Square [hold]: ... Holster Weapon
    Triangle: ........ Jump
    R1: .............. Attack/Shoot
    R2: .............. Enter V.A.T.S. mode (when enemies are in sight)
    D-pad: ........... Swap Weapons that are in the Quickswap menu
    L1: .............. Aim/Block
    L2: .............. Switch between 1st/3rd person camera mode
    L2 [hold] ........ Adjust Camera
    START: ........... Pause Menu
    SELECT: .......... Wait (time will pass; 24h max)
    V.A.T.S. Controls:
    Left Analog:  Switch between target body parts
    Right Analog: Switch between targets
    X: .......... Confirm
    O: .......... Cancel
    R1: ......... Select Target
    R2: ......... Enters V.A.T.S.
    Main Controls:
    LS [turn]: ....... Move around
    RS [turn]: ....... Look/Turn around
    LS [push]: ....... Crouch
    RS [push]: ....... Pick Up/Drop Items
    A: ............... Action/Activate Button
    B: ............... Open/Close Pip-Boy 3000
    B [hold]: ........ Turn Flashlight On/Off
    X: ............... Reload
    X [hold]: ........ Holster Weapon
    Y: ............... Jump
    RT: .............. Attack/Shoot
    RB: .............. Enter V.A.T.S. mode (when enemies are in sight)
    D-pad: ........... Swap Weapons that are in the Quickswap menu
    LT: .............. Aim/Block
    LB: .............. Switch between 1st/3rd person camera mode
    LB [hold]: ....... Adjust Camera
    START: ........... Pause Menu
    BACK: ............ Wait (time will pass; 24h max)
    V.A.T.S. Controls:
    LS [turn]:  Switch between target body parts
    RS [turn]: Switch between targets
    A: .......... Confirm
    B: .......... Cancel
    RT: ......... Select Target
    RB: ......... Enters V.A.T.S
    Main Controls:
    W: ........ Forward
    S: ........ Back
    A: ........ Strafe Left
    D: ........ Strafe Right
    Left Shift: Run
    Caps Lock:  Always Run
    Q: ........ Auto-Move
    Mouse: .... Look/Turn around
    Left Ctrl:  Crouch
    Z: ........ Pick Up/Drop Items
    E: ........ Action/Activate Button
    R: ........ Ready/Reload/Holster Weapon
    Space: .... Jump
    T: ........ Wait
    `: ........ Pause
    Esc: ...... Menu (Can use to pause...)
    F5: ....... Quick Save
    F9: ....... Quick Load
    Mouse Button 1: ... Attack/Shoot
    Mouse Button 2: ... Aim/Block
    F or Mouse Wheel:   Switch between 1st/3rd person camera mode
    Mouse Wheel: ...... Adjust camera distance
    Mouse Wheel [hold]: Pan camera around player in 3rd person mode
    Hot Keys:
    Setting: In Pip-Boy, hold one of the 1 - 8 keys and click an item.
    Using:   In game, use 1 - 8 keys.
    Pip-Boy 3000 Controls:
    Tab: ....... Open/Close Pip-Boy 3000
    Tab [hold]:  Turn Flashlight On/Off
    F1: ........ Open Pip-Boy 3000 in Stats Mode
    F2: ........ Open Pip-Boy 3000 in Items Mode
    F3: ........ Open Pip-Boy 3000 in Data Mode
    Left Click:  Equip, unequip or use the selected item
    Right Click: Drop the selected item
    R: ......... Repair the selected item
    V.A.T.S. Controls:
    V: .................. Enter V.A.T.S.
    Left Click: ......... Select Target, Switch between target body parts
    Left Click on arrows: Switch between targets
    E: .................. Confirm
    Right Click: ........ Exit V.A.T.S, Cancel Queued Attacks
    Understanding the Compass
    ||||||||||||||||||||     <
    | /\            /\
    |NE         E           SE
    The compass (left hand corner) is extremely important for exploration.  It's not
    difficult to use, but a thorough in-game explanation is never given, so listen
    up.  Your health is displayed on top by means of lines: ||||||||||.  In the
    example above, health is not at it's maximum.
    The 'v' in the example is always at the same place.  This denotes your current
    direction.  As you'll see below, directions such as NE, E, SE will circle (move
    from left to right) as you move around.  In the example above, your character
    is facing E, meaning east.
    Various markers can be spotted above or below the ========== line.  Markers seen
    above this line can appear in [GREEN] or in [RED].  These markers notify you of
    any NPC's in the area.  Green means neutral/good, red means hostile.  The higher
    your Perception SPECIAL stat, the faster these blips appear on your compass.
    Lastly you may notice markers below the ========== line.  If it's a large mark
    then it's part of your currently selected Quest.  You can change this in your
    Pip-Boy.  When exploring the wasteland you'll also notice smaller triangles 
    below this line.  An empty triangle denotes a Primary or Secondary location that
    you have not yet found.  A filled triangle denotes a location which you have
    explored at least once. 
    The HUD on the right notifies you of your AP, condition of your weapon, and the
    ammunition in your equipped weapon.
    General Tips
    o SAVE YOUR GAME *OFTEN*, and KEEP MULTIPLE FILES.  Yes, any and all guides will
      tell you this.  Seriously, it cannot be stressed how important this is.  Yes,
      you will die every now and then.  Besides, you'll often want to figure out how
      things *could've* went, should you have acted in a different way.
    o IMPORTANT NOTE ABOUT FINDING ITEMS: This Guide is quite specific when it comes
      down to describing what you can find laying around in Fallout 3.  Most of the
      time this will be correct, and most of the time this will only apply to useful
      findings anyway, but sometimes you may find different things in cabinets,
      desk drawers, lockers, etc.  I suspect this has to do with the random factor
      that the game applies.  Skills can also affect this.  Use this Guide and don't
      take the minor findings too seriously.  Thanks.
    o Holster your gun when you're not about to use it [hold Square]. This will
      allow you to run faster, and you won't scare people as quickly.
    o At the start of the game, go for Repair Skill and Small Guns Skills.  Be sure
      to repair your weapons and armor consistently.  The healthier your equip, the
      easier your wastelander life will be.
    o Never waste ammo, never waste Stimpaks.  If you want to heal yourself, do it
      properly and sleep in a bed.  By using the V.A.T.S. most of the time, you'll
      be able to conserve loads of precious ammunition.  If you sleep in a rented
      bed or own bed, you'll get the Well Rested status that grants 10% extra EXP
      until it wears off after a couple of hours.
    o Collect items just for resell purposes.  You can check up the value (VAL) of
      an item in your inventory, and it's wise to sell these whenever the next
      possibility comes up; Don't let them clutter up your inventory, especially not
      when you're on a lengthy quest.
    o Always search a Nuka-Cola Vending Machine.  There are often regular bottles
      inside, but you also have a 10% chance that a Nuka-Cola Quantum bottle is
      in the machine.  These are part of a quest and are rare and finite (94 total).
      Once you've checked a machine, what's inside stays the same.
    o When you crouch nearby water you can drink from it.  Hold down the button to
      continuously drink from it, which is a good way to heal yourself at the cost
      of a few RadAways instead of Stimpaks!
    o Exploration is the golden rule of Fallout 3.  It is the intention of the game
      for you to explore everything, so don't go rushing through the areas - trust
      me, you'll end up missing a lot.
    o When given a Speech Challenge, try to save before talking to someone.  This
      way you can keep loading the Speech Challenge until it passes.
    o Fast Travel with your Worldmap! If you are on the worldmap and you find 
      yourself stuck, don't hesitate to use the fast travel option!
      How do you solve the checklist problem?  Simple.  Just tick off everything
      that I listed - things that were inside for me - and grab everything that you
      get from the looting instead.  Amounts are often similar, as are items.  That
      is the reason they're still listed: To give you a good impression.
    o Items with no weight (--) should always be picked up.  Even if the item seems
      useless, you can always sell it in larger amounts later on.  If an item does
      weigh something, look at its value.  Is the weight 1 and the value 1?  Better
      leave the item.  Is the value 50 and the weight 2?  You can sell the item and
      make a profit without getting too much weight on your shoulders!
    o The checklists feature two kinds of brackets. [] means that the item doesn't
      cost you any Karma for taking it, while {} may cost you Karma.  Therefore, 
      those are optional.
    o At Level 5, pick the Comprehension Perk which doubles the effectivity of any
      read Skill Book.  That means +2 points for every book read!
    o ONLY read Skill Boosting Magazines after learning the Comprehension Perk 
      at LVL 4+.  This allows you to get 2 Skill Points instead of 1 from every
      single magazine, which makes for a large boost in the end.
    o Speaking of Skill Books, note down how many you've found of each!  Seriously!
      You can save yourself a lot of trouble searching for the ones you haven't
      found already if you note down the ones you've already found.  In fact, if you
      don't, you're likely to waste a lot of time.
    o NEVER put any Skill Points into Big Guns when you gain levels.  You can get
      infinite Skill Books for this by going to the Bethesda Ruins (East Office)
      and have this area's enemies respawn time after time.  The Raider with the 
      flamethrower  upstairs holds a Big Guns Skill Book - which you can thus 
    o Check [S5] to see a good build for a character!
    o There are several traps you may want to avoid or be on the lookout for:
    o Mines: These are common but often difficult to spot.  Quickly approach them
             and disarm them ASAP.
    o Chain Traps: These are traps with a variety of beams, large animals and other
                   nasty things attached to it.  Trip a wire and it'll come swinging
                   at you.  Raiders and Super Mutants set these traps;  Look for the
                   trip wire to deactivate the trap.
    o Rigged Shotgun: These Shotguns fire upon activating a trip wire or a pressure
                      plate.  Locate the Shotgun and disassemble it.
    o Rigged Terminal: If you try to activate these terminals they blow up.  There's
                       usually an electric spark first which gives you the time to
                       quickly back away.
    o Grenade Bouquets: This is a package of Grenades that explodes when you get 
                        nearby.  It takes a few seconds to explode which gives you
                        enough time to disarm the bouquet or flee the scene.
    o Gas Leak: Usually in taft tunnels you'll notice the air becomes swirly.  Any
                spark of fire will set the entire tunnel - that includes you - on
                fire for a second.  This doesn't necessarily mean you die, but it
                does hurt!  Throw a grenade in the tunnel and back away, or simply
                pass through the tunnel real quick.
    o Bear Trap: Step in these things and your leg goes *SNAP!*.  Be on the lookout
                 for these in subway stations, especially near the inside entrances.
    o Baseball Pitcher: These fire several baseballs in a straight line.  They're
                        easily avoided though, making them the least dangerous trap.
    o Baby Carriages: Then the Baby Carriages. Whenever yo hear a baby cry, quickly
                     back away from any carriage nearby since it'll blow in a sec.
    o Water: This isn't much of a threat but all water is irradiated and swimming
             or walking in it causes your radiation to go up.  At 1000 Rads you die.
    Odds & Ends:
    o If you cause trouble in a town - and everyone turns against you - wait 3 
      in-game days to reset their aggressive behavior towards you.  There is one
      exception to this rule, which is Paradise Falls.  Mess with them, and they'll
      stay hostile for the remainder of the game.
    o Using a Stealth Boy significantly increases your ability to pick pockets.
      Speaking of picking pockets, you can never steal any equipped items (these
      simply won't appear).  Also try placing a 'Live' Grenade or Mine into *their*
      inventory and quietly back away!
    o Using Chems (Med-X, Buffout, etc.) can lead to addiction, which in turn leads
      to negative consequences for your stats.  You are allowed to take 2 of the
      *same* chem in a 30 hour span.  If you take more you'll become addicted.
      You can effectively wait a long time in order to prevent addiction.
      Alcohol doesn't work like chems.  If you consume Beer or Wine the chance that
      you get addicted is 5% (1 out of 20 times).  If you consume a harder beverage,
      the chance becomes 10% (1 out of 10 times).  This is the case with Whiskey,
      Vodka and Scotch.
    o Chems don't stack on themselves, but do stack with other chems.  I'll try to
      elaborate:  If you take 2 Psycho's, your damage is still only increased by
      +25%.  However, if you use a Psycho and a Yao Guai Meat, it increases to +35%.
    Storing Items when exploring:
    It's quite possible that you're going to run out of weight to carry when you
    pick up all the useless junk lying around.  But when you're exploring an area,
    it could be a good idea to pick a Metal Box/Locker/Cabinet/Whatever nearby the
    exit and dump all and any "junk" you might need later on.  This way you can make
    several trips to a trader or your home and pick up all the items from one simple
    location, namely that one box you put everything in during exploration.  Takes
    a little extra time, but can save you lots of time later.
    Game Difficulty:
    In comparison to many other games, you can ALWAYS adjust the difficulty whenever
    you want during your playthrough, at any given time.  If you feel like the game
    is too easy, simply put it on Very Hard and watch your head being shot off in
    no time.  Oh wait .. is that even possible to see for oneself?
    Below is a table with the effects of tweaking with the Game Difficulty:
                    |Difficulty: |Player's Damage: |Enemy Damage: |
                    |Very Easy   |       200%      |      50%     |
                    |Easy        |       150%      |      75%     |
                    |Normal      |       100%      |     100%     |
                    |Hard        |        75%      |     150%     |
                    |Very Hard   |        50%      |     200%     |
                        I) MAIN STORY QUEST WALKTHROUGH [WALK]
    Note: I'll say it again, things in Boxes, Desks, Medkits .. are random.  I
          describe what's inside for reference.  Grab what you find useful, then
          tick off the checklist what the Guide listed as found to ensure that you
          grab all goodies for your playthrough.  Good luck!
        |[W1] Baby Steps                                                      |
    The game has a fine introductory chapter in which you'll customize your
    character.  Go ahead, give your guy or gal a name.  When allowed to move around,
    walk to daddy, who tricks you and 'locks' you up.  Walk out of the pen and take 
    a look at the booklet on the left.  Upon examination, you'll find that it's yet
    another tweak to your character.  Do whatever you please, but for now it's best
    to not go over the value of 9 for any stat.  I suggest you crank up Charisma for
    now - you'll get some dialogue you may want to manipulate.  Besides, you get the
    chance to adjust the settings before you leave for 'the real world' out there
    anyway.  By then, you can pick whatever you like and I will give you some final
    Note: Have you gotten a strange feeling as if you knew the voice of your dad?
          You're right, perhaps you DO know his voice! It's the voice of the actor
          Liam Neeson (Star Wars I, Schindlers List, Batman Begins). Very clever of
          the creators to have him do voice acting; Now daddy is a dad even more so.
        |[W2] Growing Up Fast                                                 |
    |ITEMS: [] Grognak the Barbarian, [] Sweet Roll, [] Kid's Baseball Cap,        |
    |       [] 2x Stimpak, [] BB Gun, [] 50 BBs.                                   |
    |                                                                              |
    |QUEST REWARD: 0 EXP.                                                          |
    |                                                                              |
    If that's not growing up fast, I don't know what is.  Fast forward to your 10th
    birthday.  The Pip-Boy 3000 is now given to you - the most useful tool since god
    knows what, really.  This device is basically your in-game menu.  With L1/R1 you
    can switch between the STATS/ITEMS/DATA menus.  Toy around with it for a little
    while, then start partying like an animal already!
    Amata will give you the present no matter how you respond, so act how you
    please.  Use the freshly obtained [GROGNAK THE BARBARIAN] from your inventory to
    increase Melee Skills by 1 point (unless you want to conserve it for later to
    get a boost of 2 points - more about this later).  You can grab a Kid's Party
    Hat from the table, but it's not much use.  Next up, pay a visit to Old Lady
    Palmer who will give you the [SWEET ROLL] no matter how rude you act.  Shortly
    after talking to her, the robot will 'cut' the cake while attempting to do this
    is a very precise manner.. and fails miserably.  Butch, one of the kids sitting
    around will start to whine about this, and we can't have any whining at a party,
    so step up and talk to him.  The dialogue can lead to a fight with Butch, after
    which you'll be complemented on your solid behavior.
    Feel free to talk to all other characters in the room, including Stanley who'll
    give your the [KID'S BASEBALL CAP], and start a conversation with your dad when
    you feel like proceeding with the game.  When leaving the room you'll meet
    Beatrice, after which you can finally continue your way downstairs in order to
    look at your surprise.  You can also follow and overhear the Overseer talking to
    a guard.
    It's possible to steal [2 STIMPAKS] from this guard, and you won't even lose
    Karma for doing so.  Crouch with L3, sneak behind him and snatch those Stimpaks!
    Head down to the Reactor Room and meet up with Jonas and dad.  Looks like the
    surprise is a [BB GUN] and [BB AMMO x50]!  Test it out on the three targets -
    you can use L1 to get a better aim - and wipe out the Radroach afterwards.  This
    is a good time to activate the VATS with R2.  Select the head, enter the
    commands, watch it die. It's as simple as that.. For now.
        |[W3] Future Imperfect                                                |
    |ITEMS: [] Bobblehead: Medicine Doll, [] Stimpak.                              |
    |                                                                              |
    |QUEST REWARD: 0 EXP.                                                          |
    |                                                                              |
    It's time to make the G.O.A.T. test all of a sudden.  And here you were, 
    thinking that you had 6 more years to prepare for it.  It's no use in playing
    sick, that only works with real life mums - so off you go to take the test, or
    as your dad puts it: "You've got a GOAT to take". No pun intended, right dad?
    The first bobblehead can be found in this very room, look around for the
    [MEDICINE DOLL] on the desk that increases Medicine Skill by 10.  In the next
    room, grab the [STIMPAK] and explore the PC for background information
    regarding the Overseer. Continue until you find Butch harassing Amata - is he
    always up to no good?
    Depending on how you act you can get positive or negative Karma.  Talk about
    Amata's weight to get the negative karma.  Talk to Butch's goons and turn the
    conversation so that they'll walk away (by mentioning Butch's bossy attitude) in
    order to get positive karma.
    The G.O.A.T. test is yet another customization of your character, this time of
    your skills.  If it's your first time playing Fallout 3, you may want to just
    take the test and see which abilities reflect your style of playing most.  If
    this is a second or more playthrough you can also just talk to your teacher and
    select your own skills - or even have him do it.
    Answer the questions any way you want - because at the end of the test, the game
    allows you to reset the skill bonuses and distribute them how you please.  If
    you'd ask me, I'd pick Repair, Small Guns and Lockpick, but feel free to be
    different.  When you're done, leave the classroom.
        |[W4] Escape!                                                         |
    |ITEMS: [] 10mm Pistol, [] Baseball Bat, Med-X, 10x Stimpak, [] Vodka x2,      |
    |       [] Tunnel Snake Outfit, [] 2x Stimpak, [] Conductor, [] Paint Gun,     |
    |       [] Sensor Module, [] Overseer's Office Key, [] 10x Shotgun Shells,     |
    |       [] 3x Pre-war Money, [] 7x Darts, [] 3x Pre-war Money,                 |
    |       [] 31x 10mm Rounds, 3x Pre-war Money, [] 6x Darts, [] Note from Dad,   |
    |       [] Stimpak, [] Vault Lab Uniform, [] 2x Pre-war Money, 12x 10mm Rounds,|
    |       [] 120x 10mm Rounds, [] 3x Stimpak, [] 2x Mentats, [] Sensor Module,   |
    |       [] Paint Gun, [] Sensor Module, [] 6x Bobby Pin.                       |
    |                                                                              |
    |ENEMIES: o Radroaches    o Vault Security Guards                              |
    |                                                                              |
    |QUEST REWARD: 200 EXP.                                                        |
    |                                                                              |
    When you're awakened, talk Amata into helping you, and she'll give you the handy
    [10MM PISTOL].  If you want to get revenge on the Overseer, you'll get negative
    karma.  Check the drawers in this room; They hold the things you collected in
    your childhood.  If you're more of a Melee person, grab the [BASEBALL BAT] too.
    You can notice a medkit hanging on the wall near the door. Search it for a
    [MED-X] and [10 STIMPAKS]!
    Note: To considerably conserve ammo, enter the VATS attack menu and aim for the
          torso of the radroaches.  With one or two hits they'll be disposed of;
          Just be sure you equip your 10mm Pistol!
    Outside the room, one of the guards will attack you, but in turn he's attacked
    by Radroaches.  Let them have at it, and take out the survivors.  I suggest you
    equip the Pistol from here on.  Search the guard and equip his clothing for a
    better defense.  Move through the straightforward halls until you run into no
    other than Butch.  You have several options here: 1. Help him out (Reward:
    [TUNNEL SNAKE OUTFIT].  2. Talk him into handling it himself.  3. Leave him be.
    I suggest you help his mom, but act fast.  Head after Butch and storm the rooms.
    Dispose of the Radroaches and be done with it.  Grab two [VODKA] from the floor
    and exit the room.  It should be noted that - should you decide to act nasty -
    you can kill Butch and get his Outfit, along with a Switchblade and two very
    handy Purified Waters (restore 20 HP).  I highly urge you not to kill him though
    - he can be a follower later on.  You can check out the restroom on the opposite
    of Butch Mom's room, on the east.  Here you can take a dump (+30 HP) or drink
    water (same) without any penalties.  You'll find that later on in the game,
    doing these things will also grant you a restoration of HP, but at the small
    cost of getting close to radiation.
    Go down the hallway on check out the room on your right, but only if you want
    to kill some Radroaches for experience - there's nothing of value to be found.
    Continue through the straightforward halls until you stumble upon Officer Gomez
    fighting off some Radroaches.  He's on your side, so help him out.  Head into
    the room where Andy the robot came out of, and search the middle of the room -
    nearby the fallen cart - to find [2 STIMPAKS].  If you hadn't picked up the
    Medicine Bobblehead, you can find it in the next room.  Exit and go to trough
    the door at the end of the hall that leads to the Atrium.
    Here, a guy will be shot by two officers.  Kill them if you must, but be careful
    in the process.  They both hold 10mm Pistols plus some ammo.  I suggest you also
    take their armor and baton, because they make a decent profit at this point of
    the game.  You'll sell them soon enough.  Make your way up stairs, deal with
    some more Radroaches and proceed past the yelling man behind glass.  You may
    also have to deal with the Security Chief Hannon.  Once there, you'll find a
    mechanic nearby a toolbox - which holds [CONDUCTOR], [PAINT GUN] and [SENSOR
    MODULE], typical items you can sell later on or use in custom weapons.
    Make your way through the room and you'll find Amata being interrogated by the
    Overseer and a guard.  If you didn't take the gun from Amata, she'll use this
    against the guard.  In any case, head into the room, blow the guard's head off
    and talk to the Overseer.  Say you want the key, then answer that you'll hurt
    Amata if he won't.  This will give you the best result, and the password and the
    [OVERSEER'S OFFICE KEY] will be given to you.  Check the locker to find a
    [STIMPAK], and search the drawers of the left desk to find [SHOTGUN SHELLS],
    [PRE-WAR MONEY] and [7 DARTS]. The right desk holds [3 PRE-WAR MONEY] also,
    and the weapon lockers on the right hold [10MM ROUNDS x31] plus some armor you
    may already have.
    Continue and head into the room to your right. Drink from the Water Fountain to
    restore health without any radiation penalty (which you'll often see happening
    later in the game). Check the desk for [3 PRE-WAR MONEY] and [6 DARTS], then
    search Jonas for the [NOTE FROM DAD], [STIMPAK] and [VAULT LAB UNIFORM]. The 
    desk next to him hold [2 PRE-WAR MONEY].  Head into the room on the left and
    talk to Amata.  Continue to the next room north, search the dresser and find the
    Overseer's Office Key if you hadn't already done so.  You can also grab [12x
    10MM ROUNDS] from it.  The other room on the west of Amata holds [5x BOBBY PINS]
    in the dresser.  Head south and open the door with the acquired key.
    Search the lockers to find a whopping of [120x 10MM ROUNDS], [3 STIMPAKS], 
    [2 MENTATS], and the Overseer's Terminal Password if you hadn't gotten it from
    him personally.  Bow over the PC and use it to open the Overseer's Tunnel.  You
    can also read loads of info on this terminal.  Make your way to the Vault
    Entrance.  After opening the door with the switch, talk to Amata and two guards
    will harass your special moment with her.  Waste them, and enter the door they
    came through.  The room on the north holds a toolbox with a [SENSOR MODULE] and
    another toolbox with [PAINT GUN] and [SENSOR MODULE]. Besides, you can grab the
    [6x BOBBY PINS] from the table.  It is also possible to return to the previous
    area (by going west), but the only thing you're going to find are a bunch of
    Radroaches.  Free experience, that's all.  Exit the Vault and you'll be at the
    world map.  You will be given one last chance to modify any changes to your
    character.  Choose well.
    Note: I suggest you NEVER delete this savegame, especially if it is a 'perfect'
          starting savegame (with as much goodies you could have grabbed).  You can
          create characters from this point onward without having to do the whole
          introductory level again.
    Note: If you're going for a 'perfect' character, as in, the most powerful and
          best balanced character you can create, go for the following SPECIAL 
          stats.  This is based on a very thorough analysis which I will devote an
          explanatory section to later on.  For now, trust me with these stats:
          STR: 8, PER: 5, END: 7, CHR: 1, INT: 5, AGL: 7, LCK: 7
    Note: Recommended Skils to tag are Lockpick, Repair and Science.
        |[W5] Following in His Footsteps                                      |
    |ITEMS: {} Psycho, {} Jet, {} Carton of Cigarettes, {} Bloodpack, {} Stimpak x2|
    |       [] Frag Grenade x3, [] 5mm Rounds x73, [] 5mm Rounds x142, [] Frag     |
    |       Grenade x3, [] Shotgun Shells x10, [] Bobby Pin, [] Metro Utility      |
    |       Gate Key, [] Purified Water, [] RadAway, [] Stimpak, [] Bottle Caps x35|
    |       [] DCTA Laser Firearms Protocol, [] Energy Cell x55, [] Laser Pistol,  |
    |       [] Nikola Tesla and You, [] Pre-war Money x2, Missile x4, [] U.S. Army |
    |       30 Handy Flamethrower Recipes, [] Assault Rifle, [] 2x 10mm Pistol,    |
    |       [] Frag Grenade x2, [] 5mm Rounds, [] Laser Rifle, [] Microfusion Cells|
    |       [] Bloodpack, [] Purified Water, [] Stimpak, [] Nuka Cola Quantum,     |
    |       [] Stimpak, [] RadAway, [] Rad-X, [] .32 Caliber Rounds, [] Carton of  |
    |       Cigarettes, [] Bottle Caps x69, [] Energy Cell x34, [] Laser Pistol,   |
    |       [] Fat Man, [] Mini Nuke x8, [] Nuka Cola Quantum.                     |
    |                                                                              |
    |ENEMIES: o Raider         o Protectron          o Mercs           o Mole Rat  |
    |         o Feral Ghoul    o Feral Ghoul Roamer  o Super Mutant    o Behemoth  |
    |                                                                              |
    |QUEST REWARD: 300 EXP.                                                        |
    |                                                                              |
    Quest Flowchart:
    1.  Go to Megaton.
    2.  Speak with Moriarty.
    2.1 Speech Challenge him for the info.
    2.2 Hack his PC/Lockpick the cabinet for the password.
    2.3 Pay him 100 caps/deal with Silver the junkie.
    3.  Make your way through Farragut West Metro Station.
    4.  Team up with the Brotherhood of Steel.
    5.  Find Three Dog.
    Note: Chances are you've gained a level from the 200 Experience gained from
          completing the quest.  I suggest you boost Lockpick to 45 (so that in
          combination with the Vault Utility Jumpsuit [+5 Lockpick] you can pick 
          many locks already).  Advisable is to put the leftover in Science.  As for
          Perks, I suggest you use Intense Training to bring up STR.
          When you gain your 3rd Level some time in the near future, crank up your
          Science Skill to 45 (combined with Vault labsuit = 50), and use the rest
          on Speech, which may be a little too low for comfort (and thus requiring
          an annoying amount of resets to get the desired result).
          As for the Perk, either go for Intense Training.  If you boost a stat, 
          don't boost any stats of which you have 9 already (because you'll get 
          those to 10 with the use of a Bobblehead sooner or later).
    Now that you're on the worldmap, it's wise to bring up the worldmap, as in..map.
    Open the popit and you'll find the huge map under Data.  Your next destination
    will be Megaton.  Check your map several times,  go past the robot guard and 
    enter the town that sounds awfully similar to one of my favorite Decepticons.
    Meet Lucas Simms, the sheriff of the town.  You can start the Miscellaneous
    Quest (MQ): The Power of the Atom [MQ2] by agreeing to disarm the bomb for him.
    He'll send you over to Colin Moriarty's Saloon.
    If you want to get rid of all your goodies from the vault, head into any shop
    and sell whatever you don't need.  But be warned: Shopkeepers also have a
    limited amount of cash with them.  You can buy a few Stimpaks to cover your
    expenses, though.
    Explore the town and check your Local Map to find the saloon marked.  Enter the
    saloon through the front door, and talk to a woman on your right called Lucy
    West.  You can initiate the MQ: Blood Ties with her.  It's possible that she
    won't be around, in which case you'll have to look around town for her.  Save
    your game and talk to the Ghoul.  Act well mannered and you get the chance to
    ask him about your dad. You won't have a very high chance of success, but you
    can always reload your game; It gives 20 exp points, plus you get information
    about Moriarty's terminal in the back.  
    Head to the back to find Moriarty.  You have several options once again.  This
    will work: 1. Ask about your dad. 2. Tell him he's lying. 3. My dad told me I
    was born in the Vault. 4. Speech Challenge: "I was kidding".  If the Speech
    Challenge fails, you can reload your savegame. Of course, you can also do the
    quest he asks you to do, which is about a junkie called Silver.  This can net
    you some decent caps, so I suggest you go for it.
    If you feel like it, head back to the worldmap and locate Silver on your map.
    When you arrive, reason with her to receive 300 caps, or do a Speech Challenge
    to receive 400 Caps.  You can steal a lot from her house, but it will cost you
    Karma, it's up to you to steal: {PSYCHO}, {JET}, {CARTON OF CIGARETTES}, from
    the medbox a {BLOODPACK} and {2x STIMPAK}, and {BOBBY PIN x3} from the cabinet.
    As you can see, it's not all *that* much, and if you get caught, Silver will
    take everything from you.  You can also kill her for decent loot, but again you
    will lose Karma.
    Fast travel back to Megaton by selecting it on your map, and pay Moriarty a
    visit.  You can either pay up 100 caps and get the info, or you can lockpick his
    cabinet nearby the terminal and grab the password from there, but this will
    result in negative karma.  Using/Hacking the terminal will also cost you Karma,
    so choose wisely.
    I suggest you head over to the Craterside Supply now and initiate the [MQ1.1]
    and [MQ1.2] quests for some very decent rewards.  Search the tags to find the
    sections that cover these sidequests.
    Fixing Pipes:
    You can also look around for a character called Walter.  He's either at the 
    Saloon during nights, or can be found in or nearby the Water Processing Plant.
    He tells you that several pipes are leaking and need fixing.  Help him out, will
    you?  There are three pipes that need fixing, and you need a Repair skill of at
    least 30 to do this - which you should have by now.
    1. The first pipe is on the main path when you enter Megaton and head downwards.
    2. The second pipe is more to the southeast of the area, following the main path
       and taking a bend to the left upwards.  If you look at your map, it looks 
       like you're just below the Women's Restroom, except on a lower level.
    3. The third pipe is a little more tricky to find on your own.  Locate the
       Children of the Atom building and take the stairs to climb its roof.  Look
       around and you should be able to find a third squirting leak.
    Head back to Walter (+100 EXP, +200 Caps) who'll make you a Scrap Metal
    proposition that you can't refuse.  Well, you can, but better take it anyway.
    You have done a lot of things in Megaton now, so let's move on with the story.
    With the right information in hand, it's time to proceed with the main quest.
    Head back to the worldmap and head to the direction of the marker (that is, if
    your active quest is the main quest).  When you're about to cross the bridge
    north of the Super Duper Mart, instead of going over, take the lower path under
    the bridge.  I suggest saving your game before proceeding to the Grenade Box at
    the end of the bridge, because a Frag Mine is set nearby.  Disarm it (the higher
    your Repair, the better) and grab [FRAG GRENADE x3] from the nearby box.
    Continue your path, but be cautious as a raider or two will have their eyes set
    on you.  Continue and make your way to the next dot on the map - in other words,
    discover Farragut West Metro Station.  Be on the lookout for more raiders.
    Follower: Dogmeat
    Note: It's possible to obtain your first follower, Dogmeat, but it requires a
          bit of a trip to the north.  Check your map and locate the large bridge
          crossing the river.  The Scrapyard (where you're headed for) is two blocks
          north this road.  You should also consult a map and look for Scrapyard.
          Search the place and you'll find a dog fighting off some Raiders.  Be good
          to him and he'll tag along.  Some people send him away - which can cause
          him to go missing sometimes, but you can have him tag along.  Check his
          health every now and then, and if he's severely injured, give him a 
          Stimpak.  How to see how much health he has left?  Simply enter VATS.
    Note: Dogmeat regenerates HP automatically when not in battle.
    Note: 'Perfect Gamers', take GOOD CARE of your dog and SAVE OFTEN.
    Note: It's a given fact that Dogmeat runs off fairly easily.  You can send him
          to Vault 101 and whenever you need him, fetch him from there.
    Return to Farragut West Metro Station.
    Check your map closely, and instead of following the next dotted line, move a
    little northeast from here - use your map - so that you're 'above' the line.
    You can find a cart here with ammunition boxes that hold [5MM ROUNDS x73],
    [5MM ROUNDS x142], and [FRAG GRENADE x3]. The cart may be guarded by a Merc and
    a Protectron robot, so make a run for it after snatching the goodies - or kill
    Sam Warrick:
    Note: When you're exploring the area around the Farragut Metro Station, you may
          run into a Mercenary called Sam Warrick.  If he bothers you (read: starts
          shooting at you) don't hesitate to gun him down, because he's a total
          douchebag that kills NPC's who give quests, and pretty much everything
          else that moves.  You ask if he is part of a quest?  Yes, but only for
          an optional part:  You can make him a slave later on, and sell him for
          a measly 250 Caps.  It's hardly worth it keeping him alive, and he holds
          a very neat Sniper Rifle you may want to snatch from him.
          If he's not around, then he's not around.  You'll meet him some other
          time then.  Remember his name, Sam Warrick.  Douchebag.
    Farragut West Metro Station:
    Head back to the Metro Station and go inside.  The door on the right does not
    lead to much of interest.  You can activate a Protectron robot by hacking the
    terminal, and you can find some [5.56MM ROUNDS] in a cabinet in the room NW.
    Instead, go straight ahead and kill a bunch of Mole Rats in the room ahead.  You
    can use the sink to restore HP, but it will also increase Radiation. Since you
    can use a bed soon, I advise against it.  Search the desk to find more [5.56MM
    Head downstairs, walk through the tunnel, and go upstairs again in what seems to
    be a boiler room.  To the SE is a room with a bed, so heal up if you must. The
    desk holds [SHOTGUN SHELLS x10].  From the medicine box on the desk, you can
    and a [STIMPAK].  Use the PC to open the safe and grab the [BOTTLE CAPS x35],
    AND YOU], [PRE-WAR MONEY x2]. Now open the gate on the opposite side and blast 
    a few Ghouls.  
    If you have a Lockpick Skill of 50 (use the Vault Utility Jumpsuit for +5) you
    can head downstairs and pick the door.  Inside this room, you can find a 
    whopping of [MISSILE x4], [U.S. ARMY: 30 HANDY FLAMETHROWER RECIPES], [10MM
    PISTOL x2], an [ASSAULT RIFLE], [FRAG GRENADE x2] and two Ammo Boxes with 
    [5MM ROUNDS].
    Open the next door above, head up a few flights of stairs and proceed to the 
    next area: Tenleytown/Friendship Station.  In this area, you can take two main
    paths: The tunnel to the east, and the tunnel to the south.  Of course, you can
    also clear both tunnels and get all goodies.  Heh. ;)
    East Tunnel:
    Head down this tunnel until you can take a right.  Waste the Ghouls and check
    the dead Mercenary body to find a [LASER RIFLE] and [MICROFUSION CELL x40].  The
    First Aid Box holds [BLOODPACK], [PURIFIED WATER] and [STIMPAK].  Turn on your
    light if you hadn't already and search the shelves well to find a [LYING,
    CONGRESSIONAL STYLE] skill book and a [MENTATS].  You can also grab the Fission
    Batteries if weight is not an issue: Their value is 75 a piece, but they do
    weigh 10 each.
    Proceed to the large wrecked area where plenty of Ghouls are roaming.  Equip a
    decent weapon such as the Assault Rifle and dispose of them.  Check out the
    tunnel at the very north of this large area to find another dead mercenary.
    Grab the [LASER RIFLE] and [MENTATS], loot his body, then head up the broken
    escalator stairs in the large room.  Grab the lonely [NUKA COLA QUANTUM].
    Head into the tunnel and waste another group of Ghouls (and Radroaches).  Head
    inside the room with the sign Employees Only, which is to your west, and search
    for a [STIMPAK] on the shelves.  Head in the adjacent room and search for the
    [RADAWAY], [RAD-X], [.32 CALIBER ROUNDS] inside the desk, [CARTON OF CIGARETTES]
    from the Suitcase, and lean over the terminal to open the safe.  This requires
    50 Science Skill, but you can also pick the lock on the safe (50 Lockpick).
    Inside you'll find of relevance: [BOTTLE CAP x69], [ENERGY CELL x34], [LASER
    The toilets don't hold anything but radiated sinks and, well, toilets.  Figures.
    Exit to the worldmap and run to the escalators so that you have discovered
    Friendship Heights.  Unless you want to fight a whole crapload of Raiders, I
    suggest you turn back and continue your way through the other tunnel I mentioned
    earlier on.
    South Tunnel:
    Head south, walk past a Cola Machine, and follow the tunnel until you get to
    a large area with broken escalators, stairs if you will.  I suggest you avoid 
    the Super Mutant (if he's roaming around at all) and Ghouls, head up the 
    escalators and head to the left.  Make your way through the final tunnel to get
    to the next area, Chevy Chase North.
    Explore the area  (head south) and you'll soon find that there are Super Mutants
    roaming here. Fortunately, a whole squad of the Brotherhood of Steel is also
    around, which makes the Super Mutants much easier to defeat.  With the mutants
    out of the way, search for a member called Sentinel Lyons.  In short, she allows
    you to tag along the way.  How cool, you now have a whole squad to protect you!
    Follow the squad and have them wipe out the Super Mutants as they proceed.  Your
    job is to loot them, that's right.  You can find many Hunting Rifles as loot,
    and you may want to repair one with another to save some weight.  When you
    finally get to a big square and the fight between the squad and the mutants is
    over, make your way to the fountain in the middle and search the body of a squad
    member - who will always be there. Be sure to grab the [FAT MAN], which is
    essentially a large rocket launcher, along with a whopping of [MINI NUKE x8]
    that don't weight anything.
    Shortly after, a Behemoth (read: an oversized Super Mutant) breaks out of a
    building.  To help the squad, stand back as far as you can and shoot a missile
    or two at it.  After downing it, be sure to loot him and all other bodies.
    For reference, I got this loot from the Super Behemoth: .32 Caliber Rounds x9, 
    .32 Pistol, Bottle Caps x50, Electron Charge Pack x72, Frag Mine x5, Microfusion
    Cell x20, Missile x3.  Also take the loot of Reddin, the killed member of the
    Brotherhood.  Don't bother with the Power Armor yet, though - you've yet to
    train that Perk some other time during your main quest.
    Talk to Lyons once more, then enter the Galaxy News Radio building by having the
    doors unlocked through the intercom.
    Before you head upstairs, take a left and explore the rooms.  You should be able
    to find a cola vending machine with a [NUKA COLA QUANTUM] inside.  There is 
    nothing of interest at the southern section of the building.
    Head up the stairs on the north, make a quick right and enter the door leading
    to the GNR studios.  Be sure to save your game, because another Speech Challenge
    is coming up, and this one can save you a lot of time.  Upstairs, talk to Three
    Dog.  Be polite and you'll eventually be give the Speech Challenge with a small
    chance of succeeding.  If you do succeed, however, Three Dog will immediately
    tell you the location of your father, without having to do any favors to him!
    Simply reply after this that your dad could be of help. 
    You can follow him into his room and talk to him some more to also receive the
    Galaxy News Radio quest.
    However, should the Speech Challenge fail, you're required to do the Galaxy News
    Radio Quest first.
    Note: Even though I highly recommend against it, you can kill Three Dog and be
          done with his silly quest.  A special and unique quest called 'The Search
          Continues' will start now, which is basically a quest in which you have
          to find Rivet City (southeast on the worldmap).  The Brotherhood of Steel
          won't like this either - and you lose plenty of rewards - so, ehm .... 
          don't do it?
        |[W6] Galaxy News Radio                                               |
    |ITEMS: {} Stimpak x3, [] Assault Rifle, [] Purified Water x2, [] Stimpak,     |
    |       [] 5.56mm Rounds, [] Frag Mine x3, [] Bloodpack, [] Stimpak, [] Jet,   |
    |       [] Frag Grenade x2, [] .308 Caliber Rounds, [] Whiskey x3, [] Micro-   |
    |       fusion Cells x16, [] .32 Caliber Rounds, [] Med-X, [] Jet, [] Psycho,  |
    |       [] Buffout, [] Scotch, [] Rad-X, [] RadAway x2, [] RadAway, [] Stimpak,|
    |       [] 5.56mm Rounds, [] Flamer Fuel, [] Frag Mine, [] 10mm Rounds,        |
    |       [] 5.56mm Rounds, [] Frag Grenade x2, [] Stimpak x2, [] Mentats,       |
    |       [] Buffout, [] Pugilism Illustrated, [] Jet, [] Bloodpack, [] RadAway, |
    |       [] Stimpak x2, [] Shotgun Shells, [] 5mm Rounds, [] Grognak the        |
    |       Barbarian, [] Whiskey x3, [] Flamer Fuel x80, [] 5.56mm Rounds x2,     |
    |       [] Jet, [] Buffout, [] .32 Caliber Rounds, [] 2x Energy Cell ~x30,     |
    |       [] Flamer Fuel x81, [] Stealth Boy, [] Shotgun Shells, [] Bloodpack x2,|
    |       [] RadAway, [] Stimpak, [] Nikola Tesla and You, [] Stealth Boy x2,    |
    |       [] Bobby Pin, [] Rad-X, [] Stimpak, [] Nuka-Cola Quantum, [] Virgo II  |
    |       Dish, [] Custodian Key for Tech Museum, [] Bottle Caps x200,           |
    |       [] Buffout, [] Mentats, [] Gun Locker Key, [] 5.56mm Rounds x117,      |
    |       [] Missile Launcher, [] Missile x2, [] Pulse Grenade x2, [] Assault    |
    |       Rifle x3.                                                              |
    |                                                                              |
    |ENEMIES: o Feral Ghoul         o Raider     o Super Mutant    o Vicious Dog   |
    |         o Super Mutant Brute                                                 |
    |                                                                              |
    |QUEST REWARD: 400 EXP, (Ammo Cache Key).                                      |
    |                                                                              |
    Quest Flowchart:
    1. Make your way to Dupont Circle.
    2. Make your way through the subway.
    3. Explore the Museum of Technology -> Find the Dish.
    4. (Optional) Head to Washington Memorial and fix Relay.
    Everything around here can be stolen, but there's not much of interest.  If you
    are low on Stimpaks, search for the medkit on the north to find {STIMPAK x3}.
    When you're absolutely done in the building,  head downstairs and go through the
    door on the North.  Head down another stairway until you reach a one-way door
    leading to the worldmap.  Drop down a few platforms, the cross the bridge east.
    This makes a decent spot for killing several Ghouls down below.  Check out the
    picknic table to the south from here and grab the [ASSAULT RIFLE].  You can
    find [PURIFIED WATER x2] and a [STIMPAK] in the First Aid Box, plus [5.56MM
    ROUNDS] and [FRAG MINE x3] from the Ammo Boxes on the ground.
    You're nearby a Metro Entrance now, but that's not the route we'll be taking.
    Head down the lower path south until you reach a door leading to a Collapsed
    Car Tunnel.  Enter...
    Go through the walkway until you reach the tunnel.  There are many Ghouls here,
    but you have three options.  1. Kill all the Ghouls and make your way to the
    southern end of the tunnel.  2. Sneak to the southwest end of the tunnel by
    staying close to the western wall.  3. See that entrance on the west? Sneak to
    it, and shoot at one of the larger trucks until it catches fire.  Take cover and
    it will blow up, taking out many Ghouls.  There is another truck further south,
    but your gunshots may attract Ghouls.  The silenced pistol or a grenade will
    probably help here.  At any rate, don't miss out the First Aid Box attached to
    the western wall, which holds a [BLOODPACK] and [STIMPAK x3].  
    Exit to Dupont Circle through by taking the door at the end of the walkway.
    It's best to just head into the Metro by taking a right, but feel free to do
    some quick exploration of your surroundings.  Make sure you get the message that
    you have explored this location, because that's the main reason we're here.
    At Dupont Circle, head north and kill as many Ghouls as you can before they 
    reach you.  Further north, a bunch of Raiders will also harass you - you know
    what to do.  Before you proceed, be cautious.  The bus stop on the northwest has
    a mine nearby, and the suitcase there doesn't hold much useful.  Go directly
    for the two Raiders on the northwest.  Grab a [JET] and [FRAG GRENADE x2] from
    the little table and [.308 CALIBER ROUNDS] from the Ammo Box.
    Two Super Mutants lurk in the Metro Station, but you may have an ambush
    advantage.  You can activate the Protectron by sneaking into the room north and
    hacking the terminal (25 Science), but you may prefer just shooting at their
    heads from the be-hind.  Exit this tunnel by going through the door west, go
    down some stairs and open another tunnel to find yourself in more tubes.  Joy!
    Kill the dangerous Raider here and check the adjacent tube - especially the area
    on the north - to find [WHISKEY x3] on the shelves. The Ammo Boxes hold 
    [MICROFUSION CELLS x16] and [.32 CALIBER ROUNDS].  You can even sleep here, that
    is, when you dispose of the Raider in the hallway up west.  Grab a [MED-X],
    [JET], [PSYCHO], [BUFFOUT] and [SCOTCH] from the table in the walkway, and look
    on the shelf for a [RAD-X], [RADAWAY x2] and a First Aid Box with [RADAWAY] and
    a [STIMPAK].  The Ammo Boxes hold [5.56MM ROUNDS] and [FLAMER FUEL].  Quite a
    generous loot if I may say so.
    Head down the stairs and prepare for a big battle.  Four Raiders or so are
    waiting to rip you apart, supported by two automated Mark I Turrets.  Take
    shelter and waste them all.  You may want to use the terminal to disable the
    turrets, but you can also take them out with gunfire.  I can imagine you get
    hurt in this battle, perhaps even severely.  Remember the bed back in the tube?
    Use it to heal up!
    Continue south to what appears to be a cave of some sorts.  Proceed through the
    Utility Gate and loot a bunch of corpses, but beware!  A [FRAG MINE] is planted
    near the bend of the tube, so you may either want to avoid it completely, or
    disarm it quickly before it can hurt you.  Another one is a little further.
    Enter the next area, the Metro Central.
    Metro Central:
    You'll hear some nearby screams: Raiders are fighting off several attacking
    Ghouls.  Join the fun and massacre everything in sight.  The Ammo Boxes hold
    [10MM ROUNDS], two times [5.56MM ROUNDS], and you'll find [FRAG GRENADE x2] 
    plus [STIMPAK x2] on the table.  For the interested, grab the Pistol and Assault
    Rifle.  Continue through the next walkway and quickly go around the bend due to
    the radiation level here.  Waste a Ghoul or three, then proceed through either
    of the tunnels south.  Both lead to a large area with many escalators and even
    more Ghouls.  Ignore the escalators - waste the Ghouls that bother you - and
    head down another tube further south, on the opposite side of this large room.
    A little bit in this tunnel you get the option to take a right, but this only
    leads to Ghouls and dead bodies with loot that isn't very interesting.  Head
    more south instead and fight off the dogs, preferably with an Assault Rifle.
    The tube splits, but take the left tube first.  This leads to a locked door that
    can be opened with a 50+ Lockpick Skill. Inside this storage room you'll find
    a stash of goodies: [MENTATS], [BUFFOUT], [PUGILISM ILLUSTRATED], [JET], and two
    First Aid Boxes on the wall with [BLOODPACK], [STIMPAK x2], and [RADAWAY].
    The tunnel leads to a dead end, so exit the tubes by going through the walkway
    attached in the other tube and enter the Museum Station.
    Grab the [SHOTGUN SHELLS] right in front of you, along with the [5MM ROUNDS]
    from the Ammo Box.  Proceed and kill the Ghoul around the corner, then use
    the switch on the wall to open the hatch at the top of the stairs.  This will
    draw the attention of a Raider, so waste him.  
    Grab the [GROGNAK THE BARBARIAN] skill book from the table and search for a
    [WHISKEY x3] bottle if you feel like it.  Continue your way until you reach more
    tubes.  Ignore the north and head south instead.  Raider encounters are surefire
    to happen, so be on your guard.  When you reach another large area with 
    escalators, search the SE corner for a Ammo Boxes with [FLAMER FUEL x80] and
    [5.56MM ROUNDS] twice. 
    Climb the escalators, take the east path and stumble upon a table with a [JET],
    [BUFFOUT], and three Ammo Boxes holding [.32 CALIBER ROUNDS], [ENERGY CELL x28],
    [ENERGY CELL x31].  Another Ammo Box can be found behind some sand sacks further
    down the bend, which holds [FLAMER FUEL x81].  Exit the metro station by leaving
    for The Mall.  Remember this area as you'll be making your return here often.
    Once outside, immediately make a run for the museum doors on your right (south-
    east from you).  The surroundings are infested with 20+ Super Mutants, and you
    don't want to pick a fight with them (and they do want to pick one with you).
    The Museum:
    Inside the museum hall lurk two Super Mutants.  Kill them, then check out the
    west side of this room to find a [STEALTH BOY] on display and some [SHOTGUN
    SHELLS] in the desk with the terminal.  Read the entries if you like, then move
    on to the only other working terminal in this room, located SE.  Read everything
    and in particular the note about Jiggs' Loot.  This starts up a puzzle.  Check
    the terminal again and select #001.  The correct number here is #019, so select
    this.  Enter the nearby hallway, grab the [BLOOD PACK x2], [RADAWAY] and
    [STIMPAK] from the First Aid Box on the wall, ignore the restrooms, check the
    gore bag for goodies, and head upstairs.
    In the room you can grab a [NIKOLA TESLA AND YOU] from next to the terminal here
    and use the other terminal to activate the Mark I Turrets.  They'll have no
    target information however, so it's best to just leave them off (unless you're
    planning on luring enemies to the main hall, sneaky bastard that you are :p)
    The area east of you is a dead end, but you can find two more [STEALTH BOYS]
    here.  Continue your way SW, ignoring the two terminals on the wall.  Do the
    'Vault Tour' which is straightforward and leads you to the West Wing.
    Spot the two terminals and use the right one to enter the number for terminal
    #002.  The number here is #053. 
    The Atrium is to the south, but we'll get there soon enough.  Head downstairs
    and into the planetarium.  When the show begins to play, two Super Mutants will
    ambush you from behind, so be extremely cautious and kill them ASAP.  Head into
    the small room to the east and find a [BOBBY PIN], [RAD-X] and [STIMPAK] in the
    First Aid Box.  You can use one of the terminals to unlock the planetarium exits
    and the other to view several entries.  Unfortunately, the Gun Cabinet requires
    a Lockpick Skill of 75+ to pick.  We'll get back to it soon, so for now, don't
    miss the [NUKA-COLA QUANTUM] on the shelf and head west of the planetarium.
    Move through the hallway and kill the Super Mutants in the room up ahead.
    Before exploring this hall, check out the stairs to your west in the hallway
    you just went through and follow them up to a security room with two terminals
    and a safe.  There isn't much to do here, but remember the safe.
    In the large hall, take what you came for: The [VIRGO II DISH]. Now take either
    the stairs or use the lower hall to reach the next room with a large rocket in
    the center.  If you take the stairs, check the desk you pass for the [CUSTODIAN
    KEY FOR TECH MUSEUM].  This opens the door at the end of the hallway - which you
    can otherwise pick with a 50+ skill.
    In any case, there are several Super Mutants drooling around.  Waste them and 
    start exploring this area.  Most importantly, check out the terminal on the
    ground level of the area with the rocket. This is terminal #003, where you must
    input number #113.  If you checked out all previous terminals, you should now
    be able to get the password.
    With the password in hard, return to the security office room nearby the hall
    where you took the Virgo II Dish from.  Use the terminal to unlock the Security
    Safe and snatch the [BOTTLE CAPS x200], [BUFFOUT], [MENTATS] and [GUN LOCKER
    KEY] from it.
    With this key in hand, return to the office room near the planetarium and unlock
    the Gun Cabinet to find [5.56MM ROUNDS x117], [MISSILE LAUNCHER], [MISSILE x2],
    Exit the museum through the front doors (the way you came in).  The game has
    given you several Stealth Boys, and it's now's not a bad time to try one.  You
    can also do without one - either way, sprint to the west, more specifically to
    the Washington Monument, you know, the huge obelisk.  Two members of the 
    Brotherhood will help you out if you're still being attacked.  Once here, you
    have two options:
    1. You can go inside the monument, ride the elevator up, (sleep in the bed) and
    activate the Relay system.  Return to Three Dog and he'll tell you your father
    went to Rivet City - your next location.
    2. You can head to Rivet City on your own, continue the Main Quests, and when
    you have completed the Tranquility Lane main quest, speak with Three Dog again.
    He really wants you to complete his quest, so he throws in an additional reward:
    A crapload of goodies that will be yours when you complete his quest.
    I suggest you go for option 2, and head for Rivet City on your own.
        |[W7] Scientific Pursuits                                             |
    |ITEMS: [] Flamer Fuel x83, [] Flamer Fuel x83, [] .32 Caliber Round x4,       |
    |       [] BloodPack, [] Bobby Pin, [] Rad-X, [] Stimpak, [] Intelligence      |
    |       Bobblehead, [] Stimpak x3, [] Med-X, [] 5.56mm Rounds x18,             |
    |       [] 10mm Rounds x8, [] 2x .32 Caliber Rounds x5, [] Stimpak,            |
    |       [] 2x .32 Caliber Rounds x5, [] 5.56mm Rounds x24, [] RadAway,         |
    |       [] 10mm Rounds, [] Nuka-Cola Quantum, [] 10mm Rounds x9, [] .32 Caliber|
    |       Rounds x10, [] BloodPack, [] Dirty Water, [] Stimpak.                  |
    |                                                                              |
    |ENEMIES: o Super Mutant    o Centaur    o Raiders                             |
    |                                                                              |
    |QUEST REWARD: 600 EXP.                                                        |
    |                                                                              |
    Fast travel to Farragut West Metro Station by using the worldmap.  You're in for
    a very long walk to Rivet City.  Walk all the way past the river, avoid the many
    enemies you come across (unless it's a really fast Super Mutant).  Try to
    discover Tepid Sewers and Duvok's Place (just south from Dupont Station on the
    worldmap) You'll probably also come across a merchant along the way, and when
    you finally arrive at Rivet City, another merchant will be available to you.
    Climb the stairs and look around for an intercom near the sick man in order to
    enter the ship.  State your business, be honest, and get on board.
    Once on board, look on your left for two boxes of ammo, they hold [FLAMER FUEL
    x83] twice, and [.32 CALIBER ROUND x4].  If you look to your right after 
    investigating the ammo boxes you'll find a medbox on the floor that holds a
    [BLOODPACK], [BOBBY PIN], [RAD-X] and a [STIMPAK].  Now go more to the left and
    head up the stairs until you reach the roof.  Look around for a door that leads
    to the Bridge Tower.  From this room, head left and through the door.  Go down
    two flights of stairs and enter through another door.  Here, walk through the
    tunnel and follow the signs 'Science Lab' until you get to a door once more.
    Look around for Doctor Li and talk to her about everything.  You can also talk
    to an older man called Dr. Zimmer and start the MQ: The Replicated Man.  When
    finished, explore the room and get the [INTELLIGENCE BOBBLEHEAD] from one of the
    tables.  Be sure to stop by the Marketplace before you leave the city, because
    it's a great place to shop; They have nearly everything, if you have the caps.
    Sell all the things you no longer need.  
    Jefferson Memorial:
    Weapon of choice in this area?  The hunting rifle is preferred, so you can grab
    your ammunition back from the Super Mutants.  Pop their heads with it, take a 
    lot of shelter, and keep your clip at the full 5 bullets before recklessly 
    diving into a battle.  Secondary weapon choice would be the Assault Rifle.
    Jefferson Memorial isn't all that far away, and if you've visited it before you
    can fast travel towards it.  Locate the door to the gift shop, and prepare for
    battle.  Many Super Mutants and Centaurs are roaming around, so grab your best
    guns and start downing them.  The room on the south also has a turret, which
    most likely gets destroyed by a Super Mutant at some point.  You can turn it off
    by using the terminal.  In this room you'll find [3x STIMPAKS] and a [MED-X] in
    the medbox under the Gift Shop sign.  It's possible to use the sinks on the west
    for healing.  In the east room you can check the ammunition boxes to find
    [5.56MM ROUNDS x18], [10MM ROUNDS x8], and two [.32 CALIBER ROUNDS x5] on or
    under the shelf below.
    Go south and head through the door that leads to the basement.  Fight your way
    through 3 Super Mutants and go east.  Collect a useful [STIMPAK] in the room to
    your left, then head downstairs.  Kill another Super Mutant, go through the hall
    south and kill another. In this hallway you can find two [.32 CALIBER ROUNDS
    x5], [5.56MM ROUNDS x24] and [RADAWAY] on some shelves.  Also check the Ammo Box
    to find [10MM ROUNDS]. In the room to the west of these shelves, grab all five
    notes of relevance on the desks, then backtrack slightly and head west.  In a
    room ahead, another Super Mutant lurks.  Dispose of him and return to the gift
    shop area.  You can sleep in the basement now, by the way.
    Enter the Rotunda and dispose of the two Super Mutants.  Don't worry about
    health, you got a place to sleep nearby anyway.  At the end of the stairs
    (before entering the round room) you can grab another bunch of files to complete
    your objective.  Have a listen to them, especially #10, restore any lost health
    by sleeping, and leave the area.
    Smith Casey's Garage/Vault 112:
    The place you're headed to is once again, far, far away.  Travel to Megaton and
    go from there.  When you start getting close, you'll want to avoid the train
    tracks at all costs.  You don't want limbs flying off due to stepping onto mines
    and there are tons of Raiders that way.  Avoid it and continue to Smith Casey's
    Garage.  Enter and dispose of the few creatures inside.  You can grab two
    [FISSION BATTERIES] and a [NUKA-COLA QUANTUM] in the first room, and [10MM
    ROUNDS x9], [.32 CALIBER ROUNDS x10], [SCOPED .44 MAGNUM] and [.44 ROUNDS] from
    the gun cabinets in the next room.  There is also a medbox hanging near the
    doorway holding a [BLOODPACK], [DIRTY WATER] and [STIMPAK].
    [MED-X], [BLOODPACK x2], [STIMPAK], [MENTATS] can be found in the room the most
    southwest. Explore all other rooms as well, and hop into the abandoned terminal
    whenever you're done.  You probably can't unlock the door that requires a 75
    Science Skill points terminal to open it, so that'll come later.
        |[W8] Tranquility Lane                                                |
    You'll awaken in a gray virtual world - and you want to find your dad and get
    the hell out, so let's get down to business immediately.  See the girl in the
    center of town, called Betty?  Talk to her.  You now have two options:
    1. Good Karma Path (Fast):
    Don't give in to Betty's games.  Instead, start searching for dad on your own.
    Head inside the abandoned house, which is the house on the north. Inside you'll
    find several objects which you can activate.  To proceed, you must activate them
    in a specific order.  The correct order - if you don't feel like puzzling around
    anymore - is: Radio, Glass Pitcher, Gnome, Glass Pitcher, Cinder Block, Gnome, 
    Bottle.  This will bring a terminal up.  Before you select the Chinese Invasion
    option, read through all other options to learn more about the virtual world
    you're stuck in.  When you've done so, activate the Chinese Invasion and go
    outside.  It looks like all residents are shot by a group of soldiers.  Head
    over to Betty to figure out what's going on, then leave Tranquility Lane by
    going through the door next to her.
    2. Bad Karma Path (Long):
    You can quit the silly games anytime you want and switch to path 1.
    First of all you should know that you can check the mailboxes in front of the
    houses to see of whom the house belongs to.  That being said, look around for
    the Neusbaum's House, and find Timmy, a young boy just like yourself.  Choose
    whichever option you like best from below:
    1. Hit him with your fists until he starts to cry.
    2. Do the Speech Challenge about his parents divorcing.
    3. Kill one of his parents in the house.  Timmy will soon see it and cry.
    4. Go inside the house and find the Military School Brochure.  Show it to Timmy
       and tell him that he's gonna have to go there.  Sorry kid.
    Return to Betty and ask any one question that burns the most for you.  After
    this you're sent out to break the Rockwell's  marriage.  Head into their house,
    go upstairs and read the dairy of Ms. Rockwell.  Again you have several options:
    1. Grab the Rolling Pin from the kitchen below, head outside and into the
       Simpson residence.  Find Ms. Simpson and kill her with the Rolling Pin.  Now
       Locate Roger Rockwell and tell him how crazy his wife is, twice.
    2. Talk to Ms. Rockwell and do the Speech Challenge about Roger kissing an other
    3. Go into the Simpsons house and grab the Lacy Underwear from the bedroom
       upstairs.  Place this on the desk in the basement of the Rockwells and tell
       Ms. Rockwell to come to the basement.  Tell her that Roger is cheating on
       her, or..
    4. Tell her that Roger is a transvestite. Lol. :p
    Return to Betty, who'll demand another task from you.  She now wants you to kill
    Mabel Henderson.  Enter her house. 
    1. Head upstairs and fiddle with the chain of the chandelier.  Wait for Mabel to
       pass right under it.
    2. Fiddle with the oven and ask Mabel to bake you a Pie.
    3. Use the terminal to make the robot target everything in sight.  Stay far
       away as he slays Mabel.
    4. Use the rollerskate at the top of the stairs.  Whenever Mabel comes down,
       she'll break her neck.
    Your last task is to kill all residents in Tranquility Lane.  You can use the
    compass to locate them with the green flashing arrows.  After this you're
    granted freedom.
        |[W9] The Waters of Life                                              |
    |ITEMS: [] Three Dog's Cache Key, [] RadAway, [] Chinese Army: Spec Ops.       |
    |       Training Manual, [] Bottlecap Mine, [] Jet, [] First Aid Box,          |
    |       [] Psycho, [] Eyebot Helmet, [] First Aid Box, [] Mentats, [] Nuka-Cola|
    |       Quantum, [] Jet x3, [] RadAway, [] RadAway, [] 5.56mm Rounds x24, 2x   |
    |       .32 Caliber Rounds x5, [] .32 Pistol, [] Ammo Box x3, [] First Aid Box,|
    |       [] Beer x5, [] Ammo Box, [] Safe, [] Jet, [] Med-X.                    |
    |                                                                              |
    |ENEMIES: o Enclave Soldier    o Feral Ghoul    o Glowing One                  |
    |                                                                              |
    |QUEST REWARD: 700 EXP.                                                        |
    |                                                                              |
    Note: Now is an *excellent* time to have a chat with Three Dog about your reward
          for his quest.  Fast Travel to the GNR Building Plaza before anything.
          Talk to Three Dog and tell him you found your dad.  He'll throw in an
          addition reward.  Fast Travel to the Washington Monument, go inside and
          ride the bronze elevator up.  Fix the Relay and head back to Three Dog.
          Tell him you felt it kinda was a waste of time and he'll hand you the
          [THREE DOG'S CACHE KEY].
          The Hamilton's Hideaway marker is placed on your worldmap.  Fast Travel to
          Vault 101 (perhaps fetch Dogmeat, too?) and head from there.  Go through
          the iron door in the walls and search the place.  There are a few Raiders
          and Radscorpions here.  Get the loot from the Northeastern part of the
          area, then get out of there.  Also see [EXP5.1].
    Note: Assign your weapons back to their quickspots (With the D-Pad, 1, 2, etc..)
    Talk to dad to find out what's been going on, and start the next quest.  Leave
    the Vault and Garage, then fast travel to Rivet City.  Your dad will make it to
    the Science Lab on his own, as we're about to see when you enter the Science
    Lab.  After the conversation, exit Rivet City (unless you have business to 
    attend to) and fast travel to Jefferson Memorial.  This area should be cleared
    from not too long ago, so make your way to the Rotunda and meet up with dad.
    He'll ask you to help him - make your way to the basement, go past the room with
    the beds, head left (south) at the intersection, and look for a device on the
    eastern wall.  Return to dad, who'll give you some fuses. Head back into the
    basement once more, past the bed room, head right at the intersection, and go
    into the room on the left of the pool room.  The fuses can be placed here.  Head
    back upstairs to the room with the gore bag and open the door on the west.  Hit
    the button to turn the power back on and speak with dad through the intercom.
    Go back to the very beginning of the area, the worldmap entrance/exit door, and
    walk all the way to the east to enter a pipe - which needs some tweaking
    apparently.  At the very end, turn the valve and watch things get out of hand..
    Continue through the pipe, but be careful for the Enclave Soldier on guard.
    Drop down and head back upstairs to deal with the Soldier.
    Note: The Laser Rifles are worth several hundred bottle caps.  Try and do your
          best to collect as many of them as possible to sell later on.  You may 
          also want to collect a Power Armor (or several and repair them with each
          other), because you'll soon learn how to equip it.
    Make your way to the Rotunda and kill another Enclave Soldier on your way.
    Watch the dialog and follow Doctor Li at once until you find a manhole.  Talk
    to everyone here and make sure they follow you.  Head northeast and open the 
    door in the next walkway. Follow the tunnel and you'll get to an intersection.
    The southern tunnel leads to a highly radiated area and dead-end, in which you
    can only find a single [RADAWAY], as to compromise the fact that you went the
    wrong way.  No, instead head north until you get to a terminal which
    Doctor Li must use.  In the large room many Enclave Soldiers must be held back;
    Make sure they can't reach the Scientists.  
    You don't have to go in this room, and it would be better not to due to the 4
    Enclave Soldiers shooting maniacally on you.  But.. On a desk at the right part
    of this large room you can find the [CHINESE ARMY: SPEC OPS. TRAINING MANUAL].
    Check out the [FIRST AID BOX] nearby the terminal where Doctor Li is doing her
    best trying to open the doors.
    Continue down the tunnel by heading west and take care of the Ghouls here.  The
    room to the west has a Workbench, but it's probably not going to be of much use
    right now.  A well hidden [BOTTLECAP MINE] can be found under the workbench.
    In the tunnel ahead, look for a [JET] on a table, and continue until you reach 
    an area with a radio and some skeletons. Check behind the radio to find a well 
    hidden [PSYCHO].
    Garza's Fate:
    At some point, if he's still alive, Garza (one of the scientists) needs medicine
    before he can continue any further.  You have many options to deal with this,
    although there is only one that leads to good Karma.
    1. [Good Karma] Hand over *5* Stimpaks to heal Garza up.
    2.     ---      Speech Challenge Doctor Li to give him 3 Buffout Medicine.
    3. [Bad Karma]  Speech Challenge Doctor Li that Garza is slowing everyone down.
    4. [Bad Karma]  Speech Challenge Garza himself that he should stay behind.
    5. [Bad Karma]  Kill Garza.
    6. [Bad Karma]  Continue your search through the tunnels, and when you come
                    back, Garza will already be dead.
    Whatever you choose, continue through the tunnels afterwards.
    Make your way through the straightforward tunnels and doors until your reach a
    larger area. You'll have to make your way to the west, but when you reach the
    top of the stairs, two more Enclave Soldiers will ambush you from a platform on
    the east. Have the rest wait in the hall before you enter this room, then kill
    them (use the pillars for cover) and proceed.  Check the [FOOTLOCKER] and the
    [EYEBOT HELMET], go upstairs, kill two Ghouls and search the Enclave Soldier
    body before you proceed.
    The room on the southwest contains a [FIRST AID BOX], and you can find a very
    stimulating package of [MENTATS] in the toilet.  Also grab the [JET x3]; two on
    the floor near the skeleton, one on the desk, and the well hidden [RADAWAY]
    between the surgery bed and the table with turpentine.  Head through the
    northwest tunnels to proceed and take care of a Ghoul or three.  While moving
    through, check the table on your south for a [NUKA-COLA QUANTUM].
    If you have a 75+ Lockpick skill you can pick the door at the NE of the tunnel
    and find a bunch of ghouls and goodies. If you don't have 75+ Lockpick Skill,
    don't worry, we'll get to this soon.  Actually, even if you do have the skill
    it's better to wait..
    Move through the double doors west and don't mistake the Brotherhood Soldier for
    an enemy; He's here to help you, so quickly run past him with the scientists and
    have him scorch the ghouls that rush from where you came from.  He's helped by
    the turret, so the ghouls quickly die.  Loot the ghouls and check the shelves
    for [RADAWAY], [5.56MM ROUNDS x24], two [.32 CALIBER ROUNDS x5], a [.32 PISTOL]
    three [AMMO BOXES] and a [FIRST AID BOX].
    Remember the locked door from just now?  Return and voila!  Apparently the
    ghouls opened it from the inside out.  Have the scientists wait and check it
    out.  In the room with the stairs, hop on the railing to reach the metal beams
    near the ceiling.  You'll find [BEER x5] and an [AMMO BOX] here.  At the end of
    the dead-end tunnel you'll find an easy to pick [SAFE].  I must say that there
    wasn't quite much inside for me personally (few Bottle Caps and Pre-war Money).
    Head back and continue through the tunnels.  Near the exit, snatch a [JET] and
    [MED-X] from the table near the chair.  Finally, head outside and proceed to the
    building.  Let Docter Li handle the talking, and the Brotherhood will let you
    inside.  Follow Docter Li and the quest will be completed.
        |[W10] Picking Up the Trail                                           |
    |ITEMS: [] Plasma Rifle, [] Power Armor, [] Holotag, [] Guns and Bullets,      |
    |       [] Elder Owyn Lyons - Personal Log 1.                                  |
    |                                                                              |
    |ENEMIES: o Super Mutant    o Super Mutant Brute    o Mole Rat                 |
    |                                                                              |
    |QUEST REWARD: 800 EXP.                                                        |
    |                                                                              |
    Watch the dialog between Elder Lyons and Li.  Talk to Lyons about everything you
    wish to know about the Brotherhood, especially Power Training, then make your 
    way to the square.  Look around for Paladin Gunny and have him train your Power
    Suit skills.  From now on you can wear Power Armor suits.  If the square is 
    empty, wait several hours and see the activity rise.
    Enter through the doors on the southwest, and go down the tube.  Take a look at
    your map and locate Scribe Rothchild.  While you're in the lab, check out the
    northern room - which is the armory - and find a [PLASMA RIFLE] on the table.
    Also talk to Durga, the armory quartermaster.  She'll deny access, but if you
    talk to Elder Lyons about this, it will no longer be an issue. Yay for the
    circumstances. :)
    Also pay a visit to the eastern room of the upper lab level.  You'll not only
    find a [POWER ARMOR] here, but a potential follower named Star Paladin Cross.
    She can hold the Power Armor you just found, too!
    After speaking with the Scribe, go back outside and enter the door to Ring A.
    Here, locate the terminal and access the menu: DC Area Vault Listings -> Vault
    87 -> Equipment Issuances.
    You can also check this area for Scribe Jameson.  She can tell you all (and much
    more) about Holotags.  In fact, she'll offer you 100 Bottle Caps for every
    single Holotag you give her.
    In fact, you can collect an other Holotag in this area.  Go to the northwestern
    room known as the 'Den'. Look for the [HOLOTAG] on a table.  Also be sure to
    check out any Filing Cabinets for ammunition.  In the room east of The Den you
    can find a [GUNS AND BULLETS] Skill Book at the feet-end the righternmost bed.
    Check out the B-Ring area and enter the Hospital room.  Find [MED-X x2] and a
    malfunctioning robot.  You can fix it up by giving a Science related answer.
    The 'Very Hard' Safe is best left alone for now.
    In The Solar room you can find [ELDER OWYN LYONS - PERSONAL LOG 1] and another
    Very Hard Safe.  Check the rest of the rooms in B-Ring and check all Lockers,
    Cabinets, Desks and Footlockers to find quite some ammunition.
    Head back to the Scribe in the labs and tell him what you now know.  Follow him
    to retrieve more information, and you can be off to your next destination.
    When you're back on the worldmap, fast travel to Smith Casey's Garage, which is
    closest to your new destination.  The Lamplight Caverns aren't very difficult
    to find, but be wary of Super Mutants and the like.  Upon finding the cave,
    enter.  When you reach a Stop Sign, save your game.
    Proceed and a kid will talk to you.  Two options are available.  You can try and
    win the Speech Challenge to be let in, or you're going to have to do the next
    Main Quest below: Rescue from Paradise. 
        |[W11] Rescue from Paradise                                           |
    |ITEMS: [] Eulogy's Hat, [] Paradise Falls Box Key, [] Speech Bobblehead,      |
    |       [] Nuka-Cola Quantum x5.                                               |
    |                                                                              |
    |ENEMIES: o Slavers                                                            |
    |                                                                              |
    |QUEST REWARD: Entrance to Little Lamplight.                                   |
    |                                                                              |
    Select 'Rescue from Paradise' as your active quest and head for your new 
    location.  Talk to the guard called Grouse, and ask him to be let in.  If you
    have been playing a naughty boy or girl - in other words, if you have negative
    Karma (-250 or less) then you'll be allowed inside without any problems.  If you
    haven't been that bad, no worries, you can either bribe him with a whopping of
    500 Caps (Speech) or do him a favor: Enslave someone for him.  Refer to the
    'Strictly Business' Section if you want more information regarding this.
    Note: It's also possible to kill all the slavers in the complex, but this is
          far from the recommended method, because you'll miss out on a lot of
          additional quests and goodies.
    Once you're inside, head for the doors on the southeast and watch a slave's
    head get popped off.  Tough luck.
    In the next area, turn around the corner and head to the south/southeast until
    you reach a building called 'Eulogy's Pad'.  Go to the eastern room and grab
    [EULOGY'S HAT] from the table.  Mind you, it's stealing (although you don't lose
    Karma), so do this when no one is inside the room with you.  Also check out the
    little table next to the large bed and grab the [PARADISE FALLS BOX KEY] from
    it.  Check out the desk with the terminal and find the [SPEECH BOBBLEHEAD].
    Head south and search behind the stairs to find a whopping of [NUKA-COLA
    QUANTUM x5].  These should be conserved for a different quest.
    Head up south and pass through the gate.  Here is where the slaves are kept.
    Note: If you want to have some fun, crouch and interact with the Brahmin here.
          Programmer humor! Flip it over!
    Do not open any of the slaves prison gates because all slavers will turn against
    you.  Talk to Sammy and Squirrel on the left to get the quest going.  Looks like
    you have several options now:
    1. Find Eulogy and buy the children out.  This costs 2000 Caps or 1200 Caps with
       a successful speech challenge.  I'd say this isn't worth it, but it's fast.
    2. Kill all slavers and get out.  Not recommended at all.
    3.1. Find the terminal (50+ Science Skill needed) in Eulogy's Pad and select the
         'Update Network Connections' option.  Unlock the [SAFE] too while you're 
         at it.  Report back to Squirrel.
    3.2. Find the Junction Box.  Head for the Food Area west of Eulogy's Pad, and
         search for it on the northern wall.  This requires a decent Repair Skill.
    I suggest you do either 3.1 or 3.2 and return to Squirrel.  He now needs you to
    distract Forty away from the cells.  The best time to do this is around midnight
    when he's the only one around, pretty much.  You have two options now:
    1. Speech Challenge Forty and trick him into thinking he should get a raise
       from Eulogy.  He promptly goes to arrange this.
    2. Find a slave called Crimson and Speech Challenge her that Forty is looking
       lonesome tonight.  If this doesn't work, pay up 100 Caps to enclose the deal
       either way.  This will keep Forty occupied.
    With Forty out of the way, all that's left to is talk to Squirrel and Sammy.  Or
    is there?  Looks like Penny doesn't want to leave.  Head over to her and she
    tells you that a Mungo called Rory Maclaren is stuck here too, and that she 
    isn't planning on leaving him behind.
    You can Speech Challenge Penny into leaving him behind.  If this doesn't work,
    you're going to need a key.  There are three keys available, and you should
    already have the one from the table.  The other two are much harder to get,
    because you'd have to pickpocket either Forty or Eulogy themselves!  Fortunately
    one key is more than enough.
    Open the box nearby the toilets and talk to Rory.  You can leave him on his own,
    kill all slavers first (no, no) or escort him to the gate yourself.  The latter
    is your best bet, although he is likely to be killed by slavers either way.
    It doesn't matter if he dies, and even if the slavers find out it's you they
    just play dumb about it.  There is no Karma loss either.  At any rate, quickly
    head back to Penny and tell her the bad news.  She will now escape Paradise
    Falls as well.  Head back outside and meet the kids on the worldmap.
    You can now fasttravel back to the Little Lamplight, and the kids will be fine.
    MacCready lets you inside, and you can finally continue your main quest.
    Picking Up the Trail Continued:
    When inside, talk to Mayor MacCready again.  It looks like there are two way to
    get into the vault, a safe and a not-so-safe one.
    The safe path requires a somewhat trained Science skill, so you're out of luck
    if you don't.  You can wear Lab Coats (Lesko's, perhaps?) to boost your Science
    Skill with up to +10 points.  This path requires you to talk to MacCready,
    followed by talking to a kid named Joseph who can be found in the Great Chamber.
    You'll also need to hack a terminal in order to take the safe path.  On the
    other hand, the Murder Path is .. well, yeah, it is kind of bad.
    First of all, head over to the food area.  You can find three [AMMO BOXES] to
    the east of the counter.  Now head to the Great Chamber.  You can buy a [WAZER
    WIFLE] from a kid called Biwwy here, usually located in the NE.  If you have a
    50+ Barter Skill you can buy it for 250 Caps, or, even better, if you have the
    Child at Heart perk, you can get it for free.  Chweck the.. I meant, check the
    northwest area to find a [HOLOTAPE] on a pooltable's edge, and a [BOTTLECAP
    MINE] even more to the west at a Workbench.
    Search the area some more.  You can find two [AMMO BOXES] on some shelves when
    you explore the circular walkway in the center of the room.
    When you're ready to continue you soon find you have two option:
    1. Go through Murder Pass.  Many, many, many Super Mutants lurk here.
    2. Go through the Vault 87 door (requires a 50+ Science Skill).
    I suggest you go for option 2, which means you need to find Joseph, who can be
    found in The Great Chamber.  The thing is, Joseph can be a pain to find.  What
    usually works best is to head into the office near the entrance of Little
    Lamplight and wait until it's 8.00 in the morning, perhaps a little later.
    Joseph will sometimes be teaching in the classroom.  At other times, you may
    find him just outside the office building.  At any other time, he's hiding 
    somewhere, god knows where, maybe in The Great Chamber.
    When you do find him, ask him about the terminal and he'll bring you right to
    it, north of the Great Chamber.  He'll flip the power on for you, so all you
    have to do is hack it and go through the door to the Reactor Chamber.
    Murder Path:
    Talk to MacCready and ask him about the Murder Path.  When you finally reach it,
    prepare yourself for some fast running.  The idea here is to not kill all the
    Super Mutants because it will result in an incredible loss of ammunition AND
    health.  Instead, rush through the tunnels past all Super Mutants (this you may
    find a little scary, so save your game) and head northwest/north to the very
    exit.  Near the end, rush through several doors.  You can now either kill the
    remaining Mutants that have followed you through all the way (perhaps 1 or 2)
    or simply proceed to the next area.  If you want, you can always do multiple
    attempts and see which one got you the best result without losing too much food
    and stimpaks.  You most likely *will* lose a few stimpaks on the way.
        |[W12] Finding the Garden of Eden                                     |
    |ITEMS: [] Safe, [] Stimpak, [] Mentats, [] Nikola Tesla and You, [] Darts x20,|
    |       [] Frag Grenade x3, [] First Aid Box, [] Ammo Box x2, [] Stimpak,      |
    |       [] Med-X, [] .44 Magnum Rounds,  [] Frag Grenade x3, [] Scoped .44     |
    |          Magnum, [] Stimpak x4, [] Radaway x3, [] Laser Rifle, [] Microfusion|
    |          Cell x3, [] 2x Railway Spikes x20, [] Darts x20, [] Nuka-Cola       |
    |          Quantum, [] Pugilism Illustrated, [] First Aid Box, [] Safe,        |
    |       [] Microfusion Cell x3, [] Rad-X x2, [] Stimpak, [] Purified Water x4, |
    |       [] Rad-X x4, [] RadAway x4, [] Stimpak x4, [] Ammo Box x2, [] Safe,    |
    |       [] First Aid Box, [] First Aid Box, [] 2x Microfusion Cell x20,        |
    |       [] Railway Spikes x20, [] Laser Pistol, [] Rad-X x2, [] Advanced       |
    |          Radiation Suit, [] RadAway x3, [] Safe, [] First Aid Box.           |
    |                                                                              |
    |ENEMIES: o Super Mutant Brute    o Super Mutant Master                        |
    |                                                                              |
    |QUEST REWARD: 1000 EXP.                                                       |
    |                                                                              |
    Using the Reactor Chamber door:
    Head through the door south.  Open the [SAFE] and grab the [STIMPAK] and
    [MENTATS] from the table.  The next hallway has a T-junction, but the door to
    the south leads to a dead end.  Don't let this stop you from exploring it
    nonetheless and find a [NIKOLA TESLA AND YOU] in the small crate near the
    fashion puppet, along with some Whiskey Bottles. 
    Go down the eastern hall and up the stairs.  The door to the south leads to
    Murder Pass, so the paths merge at this point.  Good for me. :)
    Head straight north and open the door.  Dispose of the Radroaches in this room,
    then proceed with caution through the door on the north.  You may want to use
    some Psycho and Med-X because you're about to fight two Super Mutant Brutes, and
    things may get tough.  Don't heal up just yet. When you've dealt with them, head
    upstairs and kill another Mutant.  In this room you can now sleep at the
    Makeshift Bedding, quite useful if you ask me.
    Head upstairs to the Living Chambers and go through another door straight ahead.
    Another mutant, how lovely.  From now on, use the beds around for healing or
    you'll be sure to lose your Stimpaks quickly.  Head upstairs and waste another
    two mutants in these rooms.  You can also sleep here now.  Search the SW room
    for [DARTS x20].  The room to the west with a burning barrel has [3x FRAG
    GRENADE], a [FIRST AID BOX] and two [AMMO BOXES] (one in each cabinet).  It's
    not much, but you'll need it.  Check the NE room to find a [STIMPAK] and 
    [MED-X] on the table.
    Head through the doorway on the northeast - which is a hallway in the same wall
    you came from, and head upstairs.  When you make your way through the corridor,
    more mutants will bother you.  I suggest you use mines and grenades to take them
    out, or you'll be getting low on ammo way too fast.
    It's time to get some much needed goodies.  Head into the Atrium (with two gore
    bags hanging around) and move to the opposite corridor.  Head to the left (east)
    and dispose of two more mutants.  Go downstairs and head into the room.  Use the
    terminal and read entry V87-007.  This will open the nearby safe in the wall.
    Grab the [.44 ROUND, MAGNUM x18], [FRAG GRENADE x3], [SCOPED .44 MAGNUM],
    [STIMPAK x4].  Now we're talking!  But we're not quite done yet.  Head back to
    the corridor you came from until you get to a locked door on your left.  Pick
    the average lock, then go inside the room and grab [3x RADAWAY], [LASER RIFLE],
    and [PUGILISM ILLUSTRATED] from the shelves.  Also grab goodies from the [FIRST
    AID BOX].  Lastly, unlock the average locked [SAFE].
    Head west down the corridor and prepare for more mutants (but this time, with a
    much safer feeling, right?) Don't take a left, instead curve around the corner
    to the right and start taking care of this mutant invasion.  When you turn
    another corner you can head into a room on your right (south). Grab [MICROFUSION
    CELL x3], [RAD-X x2], and a [STIMPAK] lying around on tables, then turn to the
    terminal.  That is, if your Science Skill is 50+.  If it's not, simply look for
    the safe nearby and pick the lock.  Inside you'll find [PURIFIED WATER x4], 
    [RAD-X x4], [RADAWAY x4] and [STIMPAK x4].  Not too shabby at all.
    Continue through the corridor south, head up some stairs and open the door that
    leads to the test lab.  Things are starting to get interesting soon.
    Test Labs:
    Enter the room on your right, waste the mutant and loot the [AMMO BOX] from the
    unlocked ammo box, and try to unlock the locked [AMMO BOX] if you have a
    lockpick skill of 75+ (it usually holds a crapload of Missiles).  Also unlock
    the easy [SAFE].  Continue down the hall (waste the Centaur if you hadn't
    already done so -  the curious bastard he is) and don't bother searching the
    radioactive rooms - they hold nothing.  The last room on your right before you
    get at an intersection holds an interesting terminal and a [FIRST AID BOX].
    Upon reaching the intersection, someone speaks to you. Hmm.. Use the nearby
    intercom to talk to the friendly mutant, Fawkes.  Talk to him about the GECK and
    make your way to the north afterwards.  In the very last room, kill the two
    mutants.  You now have two options:
    1. Ring the Fire Alarm (unlocks all test subjects).
    2. Hack the terminal and unlock cell #5 only, which is Fawkes' Cell.
    Run back to Fawkes and follow him west.  In the next room, kill the two mutants
    (Fawkes will help, but don't let him take care of it all).  When you get to
    a greenish room with a terminal inside called 'Lab Technician Terminal', hack
    it to unlock the door on the south (or you can pick it).  Inside, you'll find a
    and [RAD-X x2], [ADVANCED RADIATION SUIT] and [RADAWAY x3].  Also unlock the
    average [SAFE].
    At the end of the walkways, Fawkes will retrieve the GECK for you.  Also grab
    the supplies from the [FIRST AID BOX] on the table in this room.
    Note: If, for whatever reason you didn't free Fawkes, cram up your Rad. Resis.
    Level with Rad-X, wear the Radiation Suit and get the GECK yourself.  Use 
    several RadAways to stay at normal levels.
    Make your way out of this damned place - longer walk than you might think.
    You'll be surprised of the length, really..
        |[W13] The American Dream                                             |
    |ITEMS: [] First Aid Box x2, [] Enclave Crate, [] Enclave Crate, [] First      |
    |          Aid Box, [] Enclave Crate x2, [] Mentats, [] First Aid Box,         |
    |       [] Enclave Crate, [] First Aid Box, [] Mentats, [] Enclave Crate x2,   |
    |       [] Grenade Box, [] Armor Case, [] Gun Case, [] First Aid Box,          |
    |       [] First Aid Box, [] Mentats, [] Enclave Crate x2, [] Enclave Crate,   |
    |       [] Energy Weapons Bobblehead, [] Footlocker, [] ZAX Destruct Sequence, |
    |       [] Ammo Box x2, [] First Aid Box, [] Modifier F.E.V., [] First Aid Box,|
    |       [] Gun Box x3, [] Mine Box, [] Grenade Box.                            |
    |                                                                              |
    |ENEMIES: o Enclave Soldier                                                    |
    |                                                                              |
    |QUEST REWARD: 1100 EXP.                                                       |
    |                                                                              |
    After a quick dialog - in which you should NEVER give the code - you'll be 
    unlocked by president Eden.  Save your game, grab your goodies from the locker
    and go through the door.  An Enclave Officer will halt you.  Depending on your
    stats you have four options:
    1. Speech Challenge him.
    2. Use your Charisma.
    3. Use your Strength for a tough reply.
    4. Kill him.
    In fact, it doesn't matter much at all, and all Enclave Soldiers will soon turn
    on you anyway.  From your cell, head south and go all the way through the hall
    until you get to a larger intersecting hall.  Head through the door on the
    opposite side that says 'Mess Hall 3B' above it.  Go upstairs to find yourself
    in the mess hall.  Around this point, Eden's order is withdrawn by Colonel
    Autumn and all troops are ordered to shoot you on sight.
    Note: If you are even remotely interested in the Enclave Armor, get one pair
          and equip this to boost your STR by +1 (to compensate for the enormous 
          weight).  As you kill more troops, use their suits to repair your own.
    Note: The Laser Rifles are worth a LOT of money, especially if you tweak several
          damaged ones into a good working piece of weaponry.  Loot away!
    Oh well, check out the kitchen to your north and kill any Enclave Troops.  Look
    around to find two [FIRST AID BOXES] and search the lockers and tables for food
    and ammo.  Head back to the larger hall you came from and proceed north until
    you see a door on your right.  This leads to the inner sanctum of this area,
    and you'll find several Enclave Scientists and Troop(s).  
    Proceed to the center of the room with a large Super Mutant in a tube.  Check
    the room south from here to find an [ENCLAVE CRATE] with ammo.  To the north
    behind the stair lies a similar [ENCLAVE CRATE].  Go upstairs and search the NW
    room for a [FIRST AID BOX] and two well packed [ENCLAVE CRATES].  The room to
    the SE also holds a few goodies: [MENTATS] can be found on the table, and a
    [FIRST AID BOX] and [ENCLAVE CRATE] hold other supplies for you to use.  The SW
    room holds one last [FIRST AID BOX] for you - exit to the Cryo Lab by the NW
    after stocking up.
    Raven Rock - Level 2
    You'll find yourself in a similar room as before, with a squad of Enclave Troops
    waiting to blow you to dust.  Dispose of them and check the SE room for some
    [MENTATS] on the table.  Check the NW room for two [ENCLAVE CRATES], then head
    downstairs and go north.  Move north and get to a larger hallway.  Dispose of
    any Enclave Troops and Scientists here, and continue west.
    At the intersection, check out the southern area first to find more useful
    equipment.  You can use the Terminals (Average) to unlock Security Barriers,
    allowing you to grab goodies from the [GRENADE BOX], [ARMOR CASE] and [GUN CASE]
    behind the deactivated barrier.  Do so in the eastern room, and also check all
    the footlockers and regular lockers for ammo.
    Head into the western room and you might stumble on Anna Holt (from Rivet City).
    Do whatever you want with her, although killing her costs you Karma.  Grab 
    anything you need from the [FIRST AID BOX] and head back to the hall.  Head into
    the Cryo Labs nearby and go upstairs.  Check out the NW room for a [FIRST AID
    BOX] and [MENTATS] on the table, along with two [ENCLAVE CRATES].  Stand in awe
    at the entrapped Yao Guai, Deathclaws and Ghouls, then leave how you entered
    (head west).  Check out the southern area to find another [ENCLAVE CRATE] and
    tons of lockers which always hold some ammo.
    Head north to proceed with the game.  At the very end of the hall, blast more
    Enclave Troops and check out the room to your left (west) for supplies.  First
    and foremost, grab the [ENERGY WEAPONS BOBBLEHEAD]  on the table here.  Also
    unlock the averagely locked [FOOTLOCKER] near the bed to find a load of chems
    and the [ZAX DESTRUCT SEQUENCE].  Lastly, disable the security barrier by the
    use of the (average) terminal and grab tons of goodies from the [AMMO BOX x2]
    and [FIRST AID BOX].
    Have a listen at the ZAX Holotape you just found;  This may come in handy later.
    Continue your way east and from the round strategy room to the next area.
    Control Room
    Move straight ahead and let the Sentry Bots (that's right, they're on YOUR side
    for a change!) do the talking/fighting.  Head into Eden's Chamber and go all
    the way up.  Talk to Eden.  You now have several options:
    1. Use your Speech Skill to tell Eden he needs to put an end to all this.
    2. Use your Science Skill to convince Eden he isn't cut out to be president.
    3. Use the ZAX Destruct Sequence in your conversation.
    4. Obey the president.
    Whatever you choose now has influence on the story.  Feel free to do whatever
    you like, and take the [MODIFIER F.E.V] before you can proceed.
    Raven Rock - Level 1
    Continue through the straightforward hall and dispose of any troops with the
    help of two Mark IV Turrets.  Proceed the through the halls until you reach two
    Sentry Bots and a Deathclaw Container (which you can open).  Loot the [FIRST
    AID BOX] from the table and head on.
    Two turrets assist you in battle once more when you go through the doors.  Press
    forward and a mini-epic battle will be fought between two Sentry Bots and 
    several Enclave Troops.  Take care of any survivors and be sure to loot the
    huge supply boxes behind the Security Barrier (averagely locked).  There are
    three [GUN BOXES], one [MINE BOX] and one [GRENADE BOX].  Fat chance you'll find
    a Laser Gatling in one of them!
    Note: When you exit the place, you may want to choose to *not* speak with Fawkes
          yet, in order to make things easier if you want multiple followers in 
          your party.  Yes, that's actually possible, more info to come.
    Exit the place and find Fawkes - if you didn't kill him - wasting Enclave Troops
    with his new toy.  Talk to him and you can have him join you.  Now you have a
    Super Mutant with a gatling gun as a bodyguard, how awesome is that!
    Note: Before you proceed, it is recommended to have as little weight on you as
          possible, because you'll come across a lot of loot which you may want to
          pick up.
    Fast travel to the Citadel and go inside the labs to overhear what seems to be
    an important discussion.  The decisions you make have an outcome on the ending,
    so you'll want to keep save games before this (but I assume you have hundreds of
    savegames, don't you?) The quest now ends.
        |[W14] Take it Back!                                                  |
    |ENEMIES: o Enclave Soldier    o Colonel Autumn                                |
    |                                                                              |
    |QUEST REWARD: 1200 EXP (but the game sadly ends).                             |
    |                                                                              |
    This is one of the best parts.. Simply follow Prime and the Brotherhood while
    you pick up the loot from the deceased.  Help a hand if you're getting bored. :P
    Seriously, just go to the Jefferson Memorial and head inside.
    Inside the Gift Shop it's roaming with Enclave Soldiers, but you're assisted
    by Sentinel Lyons and possibly also Fawkes if you recruited him.  Head for the
    Rotunda and get ready for the final showdown.  If you're being helped, and you
    most likely are, then this won't be all that difficult - just fire at will.
    Speak to Lyons afterwards and hop into the cabin - agree to do what must be
    done.  Enter the password .. which you should remember from before.  Your
    mother's bible passage is the password: 216.  You've officially beaten the game!
    Congratulations, and don't forget that this is only one of the many endings
    available.  Now load one of your previous saves - or start over - and go do
    everything that can be done.
                            II-1) MISCELLANEOUS QUESTS [MQ]
        |[MQ1.1] The Wasteland Survival Guide: Get Radiated!                  |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |ITEMS: ---                                                                    |
    |                                                                              |
    |QUEST REWARD: [] RadAway x(Lvl), [] Rad-X x(Lvl), [] Rad Regeneration Perk.   |
    |                                                                              |
    |ENEMIES: ---                                                                  |
    |                                                                              |
    IMPORTANT NOTE:  The final reward of this quest varies depending on the answers
    ===============  you give Moira everytime you complete an objective.  There are
    5 'paths' you can take: [NORMAL], [SMART], [TOUGH], [SLY] and [SNIDE].  You will
    not always be able to see all answers, because the SPECIAL stat associated with
    that answer needs to be 7+.  You can increase your stats before talking to
    Moira by using chems such as Buffout.
    Some advice: I highly suggest you take the 'Tough' path, because this eventually
    results in a Defense Rating increase, something you can't normally increase like
    you can increase you stats.  The associated stats are STR and END, which you can
    increase with Buffout if they are not at 7 when talking to Moira.  The answer
    should always have the associated stat in front of it.
    When you're visiting Megaton for the first time, you can start doing a few 
    simple quests of which the benefits are great at this time.  Talk to Moira at
    the Craterside Supply, which will be open during the day.  She'll tell you that
    she's working on a Guide and that she can use your help.  Answer however you 
    like for now, and then start doing the quests.  By far the easiest quest is the
    one where she wants you to get radiated.
    200 Rads is the basic objective, 600 Rads is optional.  Head outside and crouch
    nearby the pool where the Atom Bomb slammed in, and start drinking until you
    have 600 Rads.  You can also stand in the water and get +2 Rads every second,
    so you can have a cup of coffee and come back.  Just don't get 1000 Rads, or
    you'll die.
    Return to Moira and she'll cure you from the Radiation Sickness.  She'll also
    tell you about this new Perk you have obtained - which sounds really bad, but
    is actually quite awesome, since limbs automatically regenerate when you're
    suffering from advanced radiation sickness.  She'll also hand you [RADAWAY] and
    [RAD-X].  How much you get depends on your level.  Are you Lvl 3? You get 3.
    Next, I suggest you do the one related to food.
        |[MQ1.2] The Wasteland Survival Guide: The Super-Duper Mart           |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |ITEMS: [] John's Key, [] Wastelander Note, [] Mentats, [] Nuka Cola, [] Laser |
    |       Pistol x2, [] 3x Energy Cell x20, [] Bottlecap Mine, [] Energy Cell x60|
    |       [] Energy Cell x29, [] 2x Stimpak, [] Carton of Cigarettes, [] Food,   |
    |       [] Pre-War Money, [] Bobby Pin, [] Nuka Cola, [] Bottle Caps, [] Jet,  |
    |       [] Med-X, [] Buffout, [] 10mm Rounds x10, [] 10mm Rounds x20, 4x Frag  |
    |       Mine, [] 10mm Rounds x10, [] 4x 5.56mm Rounds x24, [] Super Duper      |
    |       Pharmacy Key, [] Bottlecap Mine x2, [] Frag Grenades x3, [] 10mm       |
    |       Rounds x16, [] Darts x20, [] Blood Pack, [] Jet x2, [] Med-X, [] Rad-X,|
    |       [] Stimpak, [] Mini Nuke, [] 4x Frag Grenades, [] 5.56mm Rounds,       |
    |       [] 2x RadAway, [] Jet, [] Mentats, [] Psycho, [] Nuka Cola x9, [] Nuka |
    |       Cola Quantum x3, [] Office Employee ID.                                |
    |                                                                              |
    |QUEST REWARD: [] Iguana Bits x(Lvl), [] Food Sanitizer.                       |
    |                                                                              |
    |ENEMIES: o Raider                                                             |
    |                                                                              |
    Look for the Super-Duper Mart on your map, which is located slightly SE from
    Megaton.  Be on the lookout for any enemies outside the building, then go over
    to the eastern side of the building.  Check the dead wastelander nearby for 
    some loot: [JOHN'S KEY], [WASTELANDER NOTE], [MENTATS].  Also grab any [NUKA
    COLA] from the vending machines, then enter through the doors most to the north.
    Enter the main shopping hall and hop over the counter to your right (north).
    Look around for two [LASER PISTOLS], three [ENERGY CELL x20], and a [BOTTLECAP
    MINE].  In the locked Ammunition Box you can find [ENERGY CELL x60], and in the
    unlocked you'll find [ENERGY CELL x29].  [2x STIMPAK] can also be found at the
    end of the counter.  To the north you should be able to find a [CARTON OF
    CIGARETTES] in one of the Metal Boxes on the shelves - which sells decently.
    The refrigerator is the goal of the quest, and it holds some random [FOOD] such
    as Blanco Mac and Cheese x2, Junk Food, Nuka-Cola and Salisbury Steak x2.  Grab
    it and leave this room to explore the rest of the Mart.
    To the south, where you came from, you can find five cash registers with [PRE
    WAR MONEY] in it, and a [BOBBY PIN].  The southeast room has a vending machine
    with [NUKA COLA], but the doors just lead to the worldmap.  Explore the women's
    restroom south of the main room to find three [BOTTLE CAPS], [JET], [MED-X], and
    [BUFFOUT], along with some beds you can use to heal - unless there are still
    Raiders closeby.
    [10MM ROUNDS x10] and [10MM ROUNDS x20] can be found in the Ammo Boxes on top
    of the counter in the southwest corner of the mainroom.  Hop over it, and you'll
    be close to the second (optional) objective of this quest: Another supply room.
    You can also find [4x FRAG MINE] in the Mine Box and [10MM ROUNDS x10] in the
    Ammo Box on the ground, near the counter just outside this supply room. Four
    [5.56MM ROUNDS x24] can also be found on the counter nearby these boxes.  Also
    check the cabinets of the counter; You may find a Toy Car (used to create a
    Dart Gun later on).
    To open the door you'll need a key, which we're going to grab just now.  Of
    course you may also want to use your Science Skill to hack the terminal, or use
    your Lockpick Skill to lockpick the door.  After all, this gives you experience,
    and that's a good thing.
    There are Raiders around here, but head to the room north from here anyway. 
    Many goodies can be grabbed here: The [SUPER-DUPER PHARMACY KEY] is in one of
    the metal boxes, [BOTTLECAP MINE x2] are just lying around, the Grenade Box
    holds [FRAG GRENADES x3], the Ammo Box on the floor holds [10MM ROUND x9], and
    the locked Ammo Box in the cabinet holds more [10MM ROUND x16].  Head back to
    the door leading to the storage room.  Inside are many things ripe for the 
    taking, so let's go over them:
    [DARTS x20], Pharmacy Supplies Box holds [BLOOD PACK], [JET x2], [MED-X],
    [RAD-X], [STIMPAK]. A [MINI NUKE] can be found on the desk, along with [4x FRAG
    GRENADES] next to the terminal.  The Ammo Boxes hold [5.56MM ROUNDS].  On the
    shelves behind your right (northeast) you can find [2x RADAWAY], [JET], and
    [MENTATS].  You can also find a [PSYCHO] on the lower shelf further down, along
    with a bunch of crates holding a [NUKA COLA x9] and [NUKA COLA QUANTUM x3] or
    so.  Do NOT drink the Quantum Cola's, as they're rare (90 exist in the game) and
    they're part of a quest. 
    Grab the [OFFICE EMPLOYEE ID] from above the terminal which will prove useful in
    a second, then hack the terminal and release the Protectron robot.  It'll start
    scanning you, but the ID saves you from being identified as a hostile.  Feel
    free to let the Protectron out of the room, and team up with it to gun down some
    Raiders.  When you've looted everything, head back to Megaton because you're
    officially done with this place.
    Head back to Moira and tell her an intelligent answer.  She'll give you the
    [IGUANA BITS] of which the amount depends on your level, plus, if you did the
    optional requirement of getting medicine as well, she'll hand you the [FOOD
    SANITIZER] that increases the restoration effects of food by +20%.  Nice!
        |[MQ1.3] The Wasteland Survival Guide: The Minefield                  |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |ITEMS: ---                                                                    |
    |                                                                              |
    |QUEST REWARD: [] Frag Grenades, [] Stimpaks, [] Bottlecap Mine Schematics     |
    | (100 EXP)                                                                    |
    |                                                                              |
    |ENEMIES: ---                                                                  |
    |                                                                              |
    Travel to the minefield and back.  You can also give her a mine you found or
    bought from somewhere else, she can't tell the difference.  You should leave the
    sniper alone when you're in The Minefield.  His name is Arkansas and you can
    make some caps (250) when you turn him into a 'VIP slave' later.
    Tell Moira about your trip and the first part of the quest will be over.  Next
    up?  Mole Rats!
        |[MQ1.4] The Wasteland Survival Guide: Repel Rats                     |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |ITEMS: ---                                                                    |
    |                                                                              |
    |QUEST REWARD: [] Jets (x), [] Psycho (x).                                     |
    |                                                                              |
    |ENEMIES: o Mole Rat                                                           |
    |                                                                              |
    Moira gives you the [REPELLENT STICK]. Travel to Tepid Sewers for example, you
    should be able to find at least three Mole Rats there.  However, if you want to
    fulfill the optional requirement, scout the worldmap around Megaton (and any
    area around there actually) to find the Mole Rats you're looking for.  Whack
    them all with your Repellant Stick and return to Moira for the results.
    Talk to her about getting yourself injured.  Interesting, right?
        |[MQ1.5] The Wasteland Survival Guide: Crappy for the Crippled        |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |QUEST REWARD: [] Med-X (x), [] Environment Suit.                              |
    |                                                                              |
    This quest is an oddball.  'Simply' get yourself down to 50% of your health or
    lower.  Better yet, cripple yourself or lose one of your limbs, that would be
    It's remarkably easy to complete this quest.  If your Medicine Skill is high
    enough, explain Moira how things work.  This fulfills the optional requirement
    too, no worries there.  If your Medicine Skill isn't high enough, well, it's
    best to cripple a leg somehow, right?
    You don't get crippled when a Mole Rat starts eating you (no pun intended).
    A far better idea is to leap off the roof of the Atom's Church.  You can get
    there by taking the stairs and leaping over other roofs first.  If you take a
    true leap of faith and land in the pool next to the rocket, chances are you'll
    cripple a leg.  Be sure to save beforehand to try again if you don't.
    Return to Moira and she'll be all overexcited as usual, but she'll also give you
    a neat reward: The Environment Suit has a +30 Rad Resistance stat (and +5 MED).
    Tip: Before you speak to Moira about the next objective, you may want to check 
         out the Mirelurk Lair in the upcoming section by yourself.  If you haven't
         accepted the quest yet, you can kill all you like!  By the time you accept
         the quest, nothing is mentioned about this and you'll have an easier time
         completing it.
        |[MQ1.6] The Wasteland Survival Guide: Lurking in the Mirelurk Lair   |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |QUEST REWARD: [] Stealth Boy (x), [] Shady Hat, [] Ammunition.                |
    |                                                                              |
    |ENEMIES: o Mirelurk    o Mirelurk Hunter                                      |
    |                                                                              |
    Head over to the Anchorage Memorial, which you can easily access by traveling
    to Tepid Sewers and going west from there.  Check your local map to find the
    exact location of the entrance and enter the lair.  It should say: Anchorage
    Memorial Facility.
    It helps if you have a Stealth Boy and a decent Sneak Skill, but you can always
    do multiple attempts if you want to complete the optional part too, which
    excludes the killing of any Mirelurks. 
    Head straight downstairs and around the corner.  Before you open the door, now
    is an excellent time to put on a Stealth Boy.  If you follow the instructions to
    come, you should be able to perfectly use the 2 minutes of stealth that you are
    Sneak, and open up the door.  Quietly sneak to the north, ignoring the Mirelurk,
    and take a right (east) through the door leading to an area called Anchorage
    Memorial Facility Bay.  Head to your left, then right again and basically circle
    around the center, but stick to the outer walls until you get to some stairs
    leading down (south).  
    Head down and go around the corner.  A Mirelurk will be lurking (what else?) in
    the nearby distance.  Cautiously sneak towards him but take a left (west) on the
    bridge.  Here, look on your right for some steps down into the water.  Once in
    the water, look for a Mirelurk Egg Clutch on your left, and place the Observer.
    With your objective completed, the only thing that rests for you to do is to get
    the hell out of this place.  Backtrack the way you came.  It's likely that 
    around halfway your Stealth Boy runs out.  You should be able to just make a run
    for the exit and be done with it either way.  Head back to Megaton to report on
    your findings.
        |[MQ1.7] The Wasteland Survival Guide: Rivet City's History           |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |QUEST REWARD: [] Mentats (x)                                                  |
    |              [] Rivet City Trading Discount (+10% on Selling, -10% on Buying)|
    |                                                                              |
    NOTE: It may be wise to do this quest simultaneously with 'The Replicated Man'.
    Travel to Rivet City and find either one of the following two people:
    1. Bannon (at the Marketplace)
    2. Vera Weatherly (at the Weatherly Hotel)
    Ask one of them about the history of Rivet City and they'll be glad to tell you
    more.  Now search Rivet City for one of the following people.  Again, you only
    have to talk to one of them:
    1. Seagrave Holmes (Marketplace or his room)
    2. Belle Bonny (Muddy Rudder Pub - all the way down at the stairwell)
    Now that you know more, another optional objective begins.  It's best if you
    follow the steps as described in 'The Replicated Man' quest, because they are
    identical.  You'll need to find Pinkerton and use his terminal.
    When you return to Moira she'll hand you Mentats and a Rivet City Discount.
        |[MQ1.8] The Wasteland Survival Guide: Robotic Rampage                |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |QUEST REWARD: [] Pulse Grenade (x), [] Big Book of Science.                   |
    |                                                                              |
    |ITEMS: [] RadAway, [] Stimpak, [] Rad-X, [] Stealth Boy, [] 2x Darts x20,     |
    |       [] First Aid Box, [] Ammo Box, [] Lying, Congressional Style,          |
    |       [] First Aid Box, [] Pre-war Book, [] 6x Ammo Box, [] First Aid Box,   |
    |       [] Big Book of Science, [] Bottlecap Mine, [] 2x Cherry Bomb,          |
    |       [] 2x Darts x20, [] First Aid Box, [] First Aid Box, [] First Aid Box, |
    |       [] Jet, [] D.C. Journal of Internal Medicine, [] Stealth Boy,          |
    |       [] First Aid Box, [] Mentats, [] Stealth Boy, [] 2x Railway Spikes x20,|
    |       [] Nikola Tesla and You, [] Rad-X x2, [] Buffout, [] First Aid Box,    |
    |       [] Stealth Boy, [] Pre-war Book, [] Personal Footlocker, [] Darts x20. |
    |                                                                              |
    |ENEMIES: o Protectron    o Mole Rat   o Radroach                              |
    |                                                                              |
    ROBCO Factory Floor:
    Travel to the ROBCO building nearby Tenpenny Tower.  Fasttravel to the location
    closest and head from there.  When you enter the building, first inspect the
    toilet rooms to your left.  You can find a [RADAWAY] in a sink in the first
    toilet room, plus some Pre-war money next to the skeleton.  You can find a
    [STIMPAK] and a [RAD-X] in the second toilet room if you search thoroughly next
    to the toilets.
    Head into the room on the NW.  Search all desks and fallen Protectrons.  You'll
    find a [STEALTH BOY] on one of the desks, an [AMMO BOX] on another.  On top of
    a bookcase you can find [2x DARTS x20].  In the storage room to the far NW 
    you'll find a [FIRST AID BOX] and another [AMMO BOX].  Head back to the main
    hall and search the counter to find a [LYING, CONGRESSIONAL STYLE].  You can 
    also find a [FIRST AID BOX] and a [PRE-WAR BOOK] in or on the bookcase.
    Head for the eastern area and ignore the large room with stairwells.  Instead,
    move into the room on your north and search the bookcases for [6x AMMO BOX].
    Deal with any Radroaches and Mole Rats, then proceed north, immediately followed
    by east.  You'll end up in a larger room with several control panels and repair
    pods for Protectrons.  Grab the medical supplies from the [FIRST AID BOX] on
    the wall and look for a [BIG BOOK OF SCIENCE] on the control panels.
    Make your way over the walkway into a small room on the southeast.  Look for a
    [BOTTLECAP MINE] under the workbench, then continue into a larger room up east.
    Ignore the lower boundaries and head upstairs.  Make your way through the west
    hallways until you reach another large room.  Head through the door on the east,
    which leads to the Offices and Cafetaria area.
    Offices and Cafetaria:
    Grab the [2x CHERRY BOMBS] from one pooltable and [2x DARTS x20] from the other
    pooltable.  Head south, then go into the kitchen on your left to find a [FIRST
    AID BOX] on the wall.  Continue through the west hallway and take a left twice
    without going upstairs.  If you explore the eastern hallway you'll get to a
    room with a broken steam device in which you can find another [FIRST AID BOX].
    Return to the previous room and explore the southernmost room of the area to
    find a [FIRST AID BOX], [JET] and [D.C. JOURNAL OF INTERNAL MEDICINE] on a desk.
    Find a [STEALTH BOY] on an other desk and check all remaining desks for ammo.
    Check your local map and head to the western room, ignoring the stairs for now.
    You should be able to find a [FIRST AID BOX] here.  If you head to the north
    through the hallway (the other two rooms don't have much of value) you'll get to
    a larger room with several desks.  When you enter, the bookcase directly to your
    right holds [MENTATS] and a [STEALTH BOY].  You can also find [2x RAILWAY 
    SPIKES x20] and a [NIKOLA TESLA AND YOU] skill book on a small table up north.
    The last two rooms left to explore are toilets to the east, and you can find
    [RAD-X x2] and a [BUFFOUT] in the left corner of the southern toilet.  The
    ground floor has been explored, so we can now head upstairs (on the south).
    When you go upstairs, the door directly north leads to the mainframe.  In this
    room you can find a [FIRST AID BOX] on the wall and a [STEALTH BOY] plus a [PRE-
    WAR BOOK] on a rubbish table.
    Activate the mainframe and install the processor widget.  Hack the terminal
    immediately afterwards, select the options: 'Initiate Pest Liquidation' (the
    Protectrons will kill any Radroaches and Mole Rats) and the 'Cease Total
    Liquidation' (Protectrons will stop hurting you).
    Explore the rooms on the west to find an averagely locked [PERSONAL FOOTLOCKER]
    and [DARTS x20] in the other room.  There is one last room on the eastern side
    to be explored, but there's mainly junk and filing cabinets to be found there.
        |[MQ1.9] The Wasteland Survival Guide: Librarians are not boring      |
    |HOW TO UNLOCK: Talk to Moira in Megaton, located in the Craterside Supply.    |
    |                                                                              |
    |QUEST REWARD: [] Caps (x), [] Lying, Congressional Style.                     |
    | (100 EXP)                                                                    |
    |              Finishing All 9 Sub-Quests:                                     |
    |              [] Mini Nuke                                                    |
    |                                                                              |
    |              Depending on how well you did one of the following:             |
    |              1. Junior Survivor Perk (0 to 4 optional objectives done)       |
    |              2. Survival Expert Perk (5 to 8 optional objectives done)       |
    |              3. Survival Guru Perk   (9 optional objectives done)            |
    |                                                                              |
    |ITEMS: [] Ammo Box x5, [] First Aid Box x2, [] Buffout, [] Stealth Boy,       |
    |       [] Gun Cabinet, [] Gun Cabinet, [] Big Book of Science, [] Pre-war Book|
    |       [] Ammo Box x2, [] Pre-war Book x2, [] First Aid Box, [] Frag Mine,    |
    |       [] Pre-war Book, [] Ink Container, [] Ammo Box x2, [] Frag Mine x2,    |
    |       [] Safe, [] Blood Pack, [] Jet, [] Pre-War Book.                       |
    |                                                                              |
    |ENEMIES: o Raider                                                             |
    |                                                                              |
    You're going to have to travel to Arlington Public Library.  You can head to 
    Rivet City and head west from here, or you can travel to the Nuka Cola Factory
    and head east.  If you have discovered an other place that's even closer, feel 
    free to travel there instead.
    When you arrive you'll bump into several Brotherhood of Steel members, including
    Scribe Yearling.  Be polite and ask her about the terminal in this very room.
    She's also interested in any Pre-war books you may have found, and is willing to
    pay you 100 Caps a piece.
    Look in the SE and NE corners to find a total of 5 [AMMO BOXES].  Check the 
    terminal in the center of the room and select 'Access Card Catalogue'.  This was
    your primary objective already, now for the optional.
    Head into the toilets to find a [FIRST AID BOX x2] (one in both toilets).  You
    can also find some [BUFFOUT] near a toilet in the woman's.  You can continue
    through the hallway and team up with a few Brotherhood members.  Blast any
    Raiders in this large room.
    Now return to the entrance hall and go upstairs.  Find a [STEALTH BOY] on the
    desk, and check the western room for a [GUN CABINET].  The other door on the
    east leads to a room with another [GUN CABINET] and an adjacent room with
    several desks and a hole in the ground that only leads to the restrooms you
    already paid a visit.
    Exit to the north and head into the NE room. You'll find a [BIG BOOK OF SCIENCE]
    on the desk here.  Return to the hallway and continue to the large room up north
    which is the same area where you fought the Raiders with the Brotherhood members
    just now.  Check the small table for a [PRE-WAR BOOK] and circle around the room
    until you get to the southern side.  Search around for two [AMMO BOXES] between
    some bookcases, and a [PRE-WAR BOOK x2] in the bookcase nearby.
    Media Archive:
    Head NW and go through the door that leads to the Arlington Library Media 
    Archive; The rest of the area doesn't hold anything neat.  Head upstairs and
    blast the Raiders in the hallway.  Check the adjacent room for some ammo in
    desks, then continue to the next stairwell south and head up.
    Ignore the bed with the corpse and check out the room to the NW to find a locked
    but easily opened [FIRST AID BOX] in this room with a pooltable.  Move to the
    NE, (be cautious of the [FRAG MINE] nearby the bed) and kill some Raiders.  Dive
    to the room with the terminal and use this to disable the Mark I Turret in the
    room up ahead.
    With the havoc calmed down head into the barricaded room up north.  Walk over
    some planks and find a [PRE-WAR BOOK] on the conveyor belt.  On the desk you'll
    find a Metal Box called Restoration Supplies, in which you can find an [INK
    CONTAINER].  This is a useful item for a different quest, so keep it safe.
    You'll also find two [AMMO BOXES] on the same desk.
    Return to the previous hallway and go through the door on the south, nearby the
    corpse on the bed.  Go upstairs and into the room directly to your right (west).
    Disable the turret by hacking the average terminal, then disarm two [FRAG MINES]
    placed nearby the Filing Cabinets on the west.
    Head through the hall south from these rooms, but beware as you proceed because
    the next room has a few raiders with heavy weaponry.  After killing them, head
    into the room and unlock the averagely locked [SAFE] in one of the corners.
    Grab a [BLOOD PACK] and a [JET] from the desk in the other corner.  Do a quick
    search in all the desks and cabinets, then move towards the terminal in the
    center of the room and grab the [PRE-WAR BOOK] on this desk.
    Access the Arlington Public Library Public Terminal (such a mouthfull), and
    select the 'Transfer Library Archives' to complete the optional objective.
    There is no need to search the 'Children's Wing' in order to complete this quest
    so I suggest you do so an other time.
    On your way out, give all Pre-war Books you found to Scribe Yearling and make a
    bonus of 500 Caps (if you found all in this building so far).  Head back to
    Moira for your final reward.
        |[MQ2] The Power of the Atom                                          |
    |HOW TO UNLOCK: Talk to Sheriff Lucas Simms in Megaton, or talk to Mr. Burke at|
    |               Moriarty's Saloon in Megaton.                                  |
    |                                                                              |
    |ITEMS: [] Strength Bobblehead, {} Hunting Rifle.                              |
    |                                                                              |
    |QUEST REWARD: Bomb Disarmed: [] 100 Caps / 500 Caps (with Speech),            |
    | (300 EXP)                   [] My Megaton House Key, [] Megaton House,       |
    |                             [] +200 Karma (if offered to disarm for free).   |
    |              Bomb Explodes: [] 500 Caps / 1000 Caps (with Speech),           |
    |                             [] My Tenpenny Tower Suite Key, [] Tenpenny Suite|
    |                             [] -1000 Karma.                                  |
    |ENEMIES: ---                                                                  |
    |                                                                              |
    When visiting Megaton, ask Lucas Simms about the Atom Bomb and tell him you can
    handle it.  A speech challenge can increase your reward from 100 caps to 500,
    which is needless to say quite a lot.  Equip the Vault 101 Jumpsuit for a small
    increase (+2) in Speech, and reset until he gives in with 500 Caps.
    Now visit Moriarty's Saloon on have a chat with the business man sitting on the
    right of the entrance.  His name is Mr. Burke and he wants the exact opposite
    of Lucas Simms: He wants you to blow up Megaton.  Err, that isn't advisable, as
    there is enough for you to do in Megaton.  If you're truly evil, do everything
    in Megaton first, then follow his instructions.
    Note: If you are female and have the Black Widow Perk you can seduce Burke out 
          of blowing Megaton up - an interesting option to say the very least.
    A better idea is to tell Lucas Simms that Mr. Burke wants to blow up Megaton
    and he'll holler to the saloon.  Head after him and be on your guard.  As soon
    as their chat is over, shoot Mr. Burke before he can assault the Sheriff.  He'll
    be thankful.  Loot his body and continue with the quest.
    If you already have a high enough Explosives Skill (25+) you can disarm the bomb
    right away, but you can still do the optional part if you feel like it.  Talk to
    Leo Stahl at the Brass Lantern (food store near the bomb) and talk to him about
    his addiction.  1. If you succeed at the Speech Challenge, he'll hand you the
    [LEO'S STASH KEY] to the box in the Water Processing Plant.  2. Threaten to
    tell his family and he'll agree to sell you some after his shift.  Meet him past
    20.00 hours in the Water Processing Plant, where he'll sell you Mentats among
    other things.
    Mentats increase your INT (and PER) by +5, which should be more than enough to
    crank an average (17) Explosives Skill to above 25.  Head over to the Bomb and
    disarm it.  Report to Lucas Simms to receive your caps, plus your own residence
    in Megaton where you can store your items.  You can also make a visit to Lucas
    Simm's House now.
    Note: Did Lucas Simms die by the hands of Burke? No worries! You can loot a
          Chinese Assault Rifle off his body, along with the key to his house.  As
          for the quest's reward, you ask?  Locate Simms' Son (a small boy) and 
          he'll hand over the reward instead.
    Enter and go upstairs. The door to the NE leads to a room where you can find the
    [STRENGTH BOBBLEHEAD], which permanently increases your STR by +1.  Nice!  You
    can also steal the {HUNTING RIFLE} from the other room, but it's a weapon that
    you'll come across soon enough during your journeys.  You can also find a Toy
    Car in his house.
        |[MQ3] Those!                                                         |
    |HOW TO UNLOCK: 1. Talk to a kid named Bryan Wilks.  He can be found running   |
    |                  scared on the worldmap - usually south from the Super-Duper |
    |                  Mart, near his hometown Grayditch.                          |
    |               2. Find Doctor Lesko in Falls Chruch metro tunnels.            |
    |                                                                              |
    |ITEMS: [] Grayditch Dumpster Key, [] Shack Key, [] 5.56mm Rounds x11,         |
    |       [] 5.56mm Rounds x15, [] 5.56mm Rounds x17, [] Chinese Assault Rifle,  |
    |       [] Ammo Box, [] First Aid Box, [] .32 Caliber Rounds x19, [] .32 Pistol|
    |       [] First Aid Box, [] Frag Grenade, [] Mentats, [] Ammo Box, [] Buffout,|
    |       [] First Aid Box, [] Psycho, [] Hunting Rifle, [] First Aid Box,       |
    |       [] Mine Box, [] First Aid Box, [] Railway Spikes x20, [] Ammo Box,     |
    |       [] Grady's Last Recording, [] .32 Caliber Rounds x6, [] Scoped .44     |
    |          Magnum, [] .44 Magnum Rounds x12, [] Ammo Box, [] First Aid Box,    |
    |       [] Silenced 10mm Pistol, [] 10mm Rounds x12, [] Cherry Bomb x3,        |
    |       [] Psycho, [] Stimpak, [] Jet, [] Ammo Box x2, [] Grady's Safe Key,    |
    |       [] William Brandice Key, [] Mine Box, [] First Aid Box, [] Ammo Box x3,|
    |       [] Big Book of Science, [] Missile Launcher, [] Missile x2.            |
    |                                                                              |
    |QUEST REWARD: [] Ant Might Perk (+1 STR) OR Ant Sight Perk (+1 PER).          |
    | (300 EXP)       Both perks give +25% resistance to fire.                     |
    |              [] Lesko's Lab Coat (negotiated).                               |
    |                                                                              |
    |ENEMIES: o Fire Ant Worker         o Fire Ant Soldier      o Fire Ant Warrior |
    |         o Fire Ant Nest Guardian  o Marigold Ant Queen                       |
    |                                                                              |
    Once you've found either the kid or the doctor (succeed at the Speech Challenge
    with the kid and he'll give you the [GRAYDITCH DUMPSTER KEY]), head over to
    Grayditch, located south from Super-Duper Mart.
    You'll stumble on loads of Ants.  Keep your distance from their fierce breath,
    and aim for their heads.  Ant Nectar gives you Fire Resistance, but don't overdo
    it - since it's considered a drug.  You should hold on to these either way, 
    because you can sell them to a figure called Lesko - who'll you meet soon - and
    this figure pays handsomely: 40 Caps a piece.
    Exploring Town:
    Head inside Wilks' House (Check your Local Map, be sure to have 'Those!' as 
    active quest) and head inside.  Grab the [SHACK KEY] from the body and search
    the shelves for [5.56MM ROUNDS x11], [5.56MM ROUNDS x15], [5.56MM ROUNDS x17],
    and a [CHINESE ASSAULT RIFLE].  There's also an [AMMO BOX] next to the closet.
    You can find a [FIRST AID BOX] on the wall in the bathroom, and another [AMMO
    BOX] upstairs, as well as [.32 CALIBER ROUNDS x19] and a [.32 PISTOL].  Feel
    free to use the Queen Sized Bed to sleep.
    Head outside and open the Pulowski Preservation Shelter, where Bryan should be
    hiding.  Tell him the bad news and continue the quest.
    Head inside Brandice's House, south from Wilks' House.  Search the Cabinet for
    booze and find a [FIRST AID BOX] in the bathroom.  The other room holds a
    toolbox with ammo, hidden behind the fridge.  Head upstairs and check the
    entries on the terminal - if it interests you. Grab a well hidden [FRAG GRENADE]
    next to the desk, and leave the locked footlocker there for now. We'll find a
    key to that later.
    Head through the door into the Abandoned House next to Brandice's House. 
    [MENTATS], [AMMO BOX], in the kitchen a [BUFFOUT] in a bucket (such a lovely
    alliteration :p).  There's also a [FIRST AID BOX] in the bathroom.
    Head back outside and go to a more southern street.  From here, search for a
    second abandoned house and go inside.  Grab the [PSYCHO] from a cabinet in the
    living room and grab the [HUNTING RIFLE] on the ground near the stairs.  Check
    the cabinet upstairs and grab the loot from the [FIRST AID BOX] while you're
    there.  Exit the place.
    Marigold Metro Station:
    Head south and enter Marigold Metro station.  Kill the Fire Ants and head into
    a room east.  In this generator room, kill another ant and search the [MINE BOX]
    for frag mines.  Head down some stairs, pop another ant brain and look for the
    [FIRST AID BOX] on a table. [RAILWAY SPIKES x20] and an [AMMO BOX] can be found
    on a shelf.
    Head down another flight of stairs until you reach the blue line tube.  Head
    west, head up and find [GRADY'S LAST RECORDING] in the ticketbox along with some
    [.32 CALIBER ROUNDS x6].  Head down the blue line tube you came from.
    When the paths split up, take the southern corridor.  Grab the [SCOPED .44 
    MAGNUM] and [.44 MAGNUM ROUNDS x12] on the ground nearby the skeleton, pick the
    easy [AMMO BOX] next to the vending machine, and plunder the [FIRST AID BOX].
    There's also a [SILENCED 10MM PISTOL] and [10MM ROUNDS x12] in one of the
    Go south some more, open the door and go down the stairs.  Make your way through
    the next room - which has a gas leak, be careful!  Lure the ant before you kill
    it.  Check the supply room on the east which holds [CHERRY BOMB x3], [PSYCHO],
    [STIMPAK], [JET], two [AMMO BOXES] of which one requires a 25+ Lockpick Skill,
    and lastly the [GRADY'S SAFE KEY] from the Fire Hose Box.
    Make your way south through a corridor, kill two more ants, make your way
    through a rubbish room and continue through another corridor that leads east.
    Go through the door at the opposite side of the tube and you'll stumble on
    Doctor Lesko.  Talk to him and tell him you need incentive to raise your reward.
    Head north before you proceed to his 'lab'.  Up ahead you'll find William
    Brandice.  Loot his body to find the [WILLIAM BRANDICE KEY], among many other
    things of interest.  There's also a [MINE BOX] on a shelf nearby.  Go back.
    Look around in his 'lab' to find a [FIRST AID BOX]. three [AMMO BOXES] and a
    bunch of Ant Meat.  Leave his terminal alone and head through the east door.
    Make your way to the (ALIEN STYLE!) hole in the tube and go through the door
    that leads to the Queen Ant's Hatchery.  The path is linear but has many alcoves
    that look confusing but aren't.  Kill the five Nest Guardians, then return to
    the Doctor.  He'll grant you either the: 1. Ant Might Perk (+1 STR) or 2. Ant
    Sight Perk (+1 PER).  Both perks give +25% resistance to fire.  He'll also hand
    you the [LESKO'S LAB COAT].
    Follow him to the Queen Ant's Nest, or rather, head over to the Marigold Ant
    Queen yourself and kill her.  Grab the Ant Queen Pheromones from her, and grab
    the [BIG BOOK OF SCIENCE] from the desk.  Hack the PC and send the pulse signal,
    plus destroy the Mutagen.  Leave the place, and leave the doctor alone.  If you
    have any Fire Ant Nectar left, sell them to him for 40 Caps a piece.
    You can now start looking for Grady's Storage, but this is best done after you
    have gotten the Mesmerizer during your Rescue From Paradise Quest.  If you must
    know where the storage is, check your map: In the tube where the Queen Ant's
    Hatchery is at the very south, hug the eastern wall and look for a flashing
    Before anything, save your game.
    Unlock the safe, grab the Naughty Nightwear (equip it immediately for a +10 in
    Speech). A thug named Lug-Nut will show up and demands you hand over the Naughty
    Nightwear.  Don't, and do the Speech Challenge.  If successful, he let's you
    walk away.  If not successful, it results in a battle.  Later in the game, you
    can enslave Lug-Nut and sell him for a decent 200 Caps or so.  You might want to
    wait with getting this, or ensure he lives.
    Inside the storage you can also find two Ammo Boxes, a Mine Box and a Ripper.
    You can sell the Naughty Nightwear to Ronald Laren in Girdershade later.
    Either way, head back to the worldmap and go inside Brandice's House.  Unlock
    the footlocker in the dark corner to find a [MISSILE LAUNCHER] and [MISSILE x2].
    Now go talk to Bryan.  You have several options now:
    1. [Good Karma] Travel to Rivet City and talk to Vera Weatherly at the Weatherly
                    Hotel.  She can take care of Bryan.  Travel back to Grayditch
                    and tell Bryan the good news.
    2. [Bad Karma]  After getting connections with the slavers in Paradise Falls,
                    enslave Bryan and sell him for 100 Caps (or 300 with Speech).
    3. Bring him to Little Lamplight and talk to MacCready with Speech.
    4. Do Nothing.
    I suggest you do option 1, unless you're an evil character, that is. :p
    Head back to Bryan (who might be in his house) and tell him the good news!
        |[MQ4] Big Trouble in Big Town                                        |
    |HOW TO UNLOCK: Enter Big Town.                                                |
    |                                                                              |
    |ITEMS: [] Med-X, [] First Aid Box, [] First Aid Box, [] Combat Shotgun,       |
    |       [] Password for Lockdown Computer, [] Safe, [] First Aid Box,          |
    |       [] D.C. Journal of Internal Medicine, [] Ammo Box, [] First Aid Box,   |
    |       [] Med-X, [] Germantown Jailers Key, [] Lying, Congressional Style,    |
    |       [] First Aid Box, [] Ammo Box, [] Gun Cabinet, [] Fat Man, [] Cabinet, |
    |       [] Ammo Box x3, [] Railway Spikes x20, [] Tumblers Today, [] Nuka-Cola |
    |          Quantum.                                                            |
    |                                                                              |
    |QUEST REWARD:    Depending on your actions:                                   |
    | (300 EXP)    1. Bring Red back to Big Town: 300 Caps.                        |
    |              2. Return to Big Town when Red died: 200 Caps.                  |
    |              3. Speech Challenge Red for more caps: +200 extra Caps.         |
    |              4. Karma Bonus if Red & Shorty both make it to Big Town.        |
    |                                                                              |
    |              [] Lucky 8 Ball (if you save the town from Super Mutants)       |
    |                                                                              |
    |ENEMIES: o Super Mutant     o Super Mutant Brute    o Super Mutant Master     |
    |                                                                              |
    Enter Big Town, north of Vault 101, and this quest will start.  Talk to the
    scared villagers to learn more about the situation, be friendly and tell them
    that you'll help them out.  A Marker will be added to your map.
    Note: You can talk to a girl named Bittercup and ask her about her dating life.
          If you want to get infinite EXP, locate Pappy (who is usually inside the
          Common House - as may Bittercup be, by the way) and use the Speech 
          Challenge.  It can fail or succeed, but it won't go away.  Everytime you
          succeed you will gain 6 EXP - not a whole lot, but it racks up quickly.
          The higher your Speech Skill, the faster this process.
    Note: The above bug has been fixed in later (patched) versions of the game.
    Check your map for Germantown Police HQ and depart.  Upon arrival you'll notice
    many Super Mutants guarding the area.  Put them to silence and check out the
    tents south of the building to find a [MED-X] and a [FIRST AID BOX].  Enter the
    building by using the stairs on the wrecked northern side.
    Upper Floor:
    Inside, sneak to the front and overhear a conversation between nearby Super
    Mutants.  If you wish to explore the room to your right, be cautious for a mine
    placed close to the desk.  The terminal requires a +75 Science skill to hack.
    From the hall, enter the room on the left (north), kill any mutants and search
    around for a [FIRST AID BOX] on the wall, and a rigged shotgun on a desk which
    you should be able to disarm, netting you a [COMBAT SHOTGUN]. The room directly
    across this one also has a mine - you should be slipping into an extremely
    careful mood by now - which you should disarm.
    Head into the SE room and disarm another mine nearby the [SAFE], which you can
    then easily open up with a 25+ Lockpick or Science skill.  Also grab the
    [PASSWORD FOR LOCKDOWN COMPUTER] note from this desk.  The room to the north
    has another mine trap right when you enter, but it also holds a [FIRST AID BOX]
    The northeastern room of this area pretty much shows how evil the Super Mutants
    really are.  Grab supplies from the table in the form of an [AMMO BOX], [FIRST
    AID BOX], [MED-X], and also check the three Gore Bags - how gross it may be for
    your character - but they are likely to hold quite some ammo.  Exit to the
    Ground Floor through the door on the east of the hallway.
    Ground Floor:
    Head down the stai... Oh crap, another nasty frag mine.  Head down, kill another
    mutant and disarm the mine in the room to your northwest.  There's not much in
    this room besides many 911 terminals.  The rooms to the west of this area are
    of much more interest, and the Super Mutant Master roaming them holds the
    [GERMANTOWN JAILERS KEY].  With that in hand you can free Red from the NW room
    by using the Lockdown Terminal.  
    The room south of the cells has another mine planted in front of the terminal,
    which requires a 100 Science Skill.  Instead, head back and left into a hallway
    with a red fire hose box on the wall.  If you're interested, and I'm sure you
    are, check out the room to the right and find a  [LYING, CONGRESSIONAL STYLE]
    Skill Book on the little table in the SW corner of this room.  Now walk down
    the hallway and enter the basement.
    The Basement:
    First of all, head into the room on your left - which used to be a shooting
    range but has been transformed into a slaughterhouse - and loot the [FIRST AID
    BOX], [AMMO BOX] and [GUN CABINET].  Check out the hall back north of the
    shooting range and pick the average door (50+) to find a storage with a lot to
    stock up on: [FAT MAN], [AMMO BOX x3], [RAILWAY SPIKES x20] and a [CABINET] with
    a random rifle and ammo inside.  Don't miss the barely visible [TUMBLERS TODAY]
    skill book on the middle eastern shelf.  Can't pinpoint it any closer. ;)
    If the Fat Man is too heavy, leave it be for now and return at an other time;
    It's way too fat to be walking anywhere.  Head into the western room and deal
    with a couple of Radroaches.  Check out all the lockers in the two adjacent
    rooms to stock up on even more ammunition, then go down the hallway and deal
    with the last Super Mutant.  Free Shorty, grab the [NUKA-COLA QUANTUM] from the
    ground in the storage room and get out of the building, picking Red up at ground
    You can either escort them yourself (it's possible to arm them, just talk to 
    them about it - if you want to keep your weapons you'll need to take those back
    before you reach the town), but it's also possible to Fast Travel to Big Town.
    This saves you a lot of trouble. 
    Attacking Mutants!:
    The citizens of Big Town ask your help against an impending attack of Super
    Mutants.  Whatever you do, DON'T help them fix the robots, because that option
    is more than often glitched, causing them all to mumble in chorus when you will
    teach them to fix robots that don't exist!  Instead, tell them one of these:
    - Explosives: Have them plant mines.
    - Sneak: Have them hide in their houses.
    - Small Guns: Give them a weapon training.
    - Melee Weapons: Kick butt with nothing.
    I suggest you stay to help them out as well.  Plant a few mines on the bridge
    and fire away as they come.  Now you're done here, and the people can live
    happily ever after.  Or maybe not.
    Head into Red's Clinic and heal Timebomb (requires 40+ Medicine Skill, but you
    can use Mentats to enhance your INT and thus Medicine).  Talk to him outside and
    he'll give you the [LUCKY 8 BALL], which increases your LCK by +1.  Awesome!
        |[MQ5] The Superhuman Gambit                                          |
    |HOW TO UNLOCK: Talk to Uncle Roe at Canterbury Commons.                       |
    |                                                                              |
    |ITEMS: [] Pulse Grenade x6, Ammo Box x3, [] Nikola Tesla and You, [] Sector A |
    |          Encryption Key, [] Stealth Boy, [] Lying, Congressional Style,      |
    |       [] Antagonizer's Lair Key, [] The Antagonizer Costume,                 |
    |       [] The Antagonizer's Helmet, [] The Mechanist's Costume,               |
    |       [] The Mechanist's Helmet, [] Microfusion Cell x4, [] Nuka Grenade,    |
    |       [] Stealth Boy.                                                        |
    |                                                                              |
    |QUEST REWARD: 200 Caps (400 [can become 600] with Speech).                    |
    | (300 EXP)       Depending on your actions, one of these two:                 |
    |              1. 'Protectron's Gaze' Laser Pistol.                            |
    |              2. 'Ant's Sting' Knife.                                         |
    |                                                                              |
    |ENEMIES: o Robot Sentry       o Robobrain    o Protectron    o Mark II Turret |
    |         o Giant Soldier Ant  o Mechanist    o Antagonizer                    |
    |                                                                              |
    Canterbury Commons lies at the far east of the map, a little higher than the
    Scrapyard (which is a good start to fast travel to and start heading east).
    When you finally arrive there you'll find an awkward battle taking place between
    ant and robots.  Looks like quest material to me, how about you?  Uncle Roe
    confirms our taste for quests and likes to get this over with.  Succeed at the
    Speech Challenge to make him throw in an additional 200 caps over the initial
    200.  Let's begin right away.
    Head into the bar to the left (north) and look for Joe.  He might be at the
    counter, but he might as well be asleep behind it.  Ask him about the two
    troublemakers to gather some information for starters.
    Check your local map to find Derek, then ask him about the AntAgonizer and the
    Mechanist.  This will add their locations on your map.  
    You will now have to choose between two sides, the Mechanist or the AntAgonizer.
    Both can give you a unique weapon: The Protectron's Gaze or the Ant's Sting
    respectively.  You can get both suits, but only one of these weapons.  The
    Protectron's Gaze is the better weapon of the two:
    - Protectron's Gaze Laser Pistol: 24 Damage, Fires two shots at once; Has a 
      'spread' ability which causes damage to spread to nearby enemies.
    - Ant's Sting Knife: 4 Damage, poisons enemies (40 DMG per 10 Sec.).
    'Siding' with Mechanist:
    Check out the southern marker and enter the Robo Repair Center.  Head into the
    room west of you and waste the defective RoboBrain.  Search the desks and
    cabinets, and use the terminal in the southwest area of the room.  I've ever 
    since received over 30 emails with the location of the key, and it's behind the
    terminal where the box is.  Thanks everyone!  Open the box to find [PULSE
    GRENADE x6], good stuff against robots.
    Pick the locked door to the north and curve around the corner. This part can be
    tricky, and I propose two different approaches:
    1. Take a look to your NW and grab out a decent gun.  Blast one of the two
    Mark II Turrets to smithereens with a few well aimed shots, then hide behind
    the corner again.  A powerful Sentry Bot will investigate.  Grab your Pulse
    Grenade and give him a shortwiring.  Deal with the other Turret like you did
    with the first.
    2. Speed for the door to the NW and close the door behind you.  Quickly hack the
    terminal in this room and disable the turrets.  Take care of the Sentry Bot by
    using Pulse Grenades, if this is necessary at all.
    Find a [FIRST AID BOX] in the room with the terminal, but also look around the
    main room to find three [AMMO BOXES] and a [NIKOLA TESLA AND YOU] book.  Search
    all Protectrons to find Energy Cells.  Also check any metal boxes.
    Head upstairs and into the room.  Hack the terminal and disable the security in
    the B-Sector (which was the other path - that leads to this room as well).
    Continue over the higher walkways and walk into the small room SW.  Pick the
    safe to find the [SECTOR A ENCRYPTION KEY] and a [STEALTH BOY].
    Head through the doors south to enter the Mechanist's Forge.  Here, grab the
    [LYING, CONGRESSIONAL STYLE] book from the desk and activate the Coffee Brewer,
    followed by activating the hidden door(s).  After a long wait, you can finally
    enter his hideout.
    The Mechanist will hear you out.  You have many options, really, you do, but to
    get the most out of this quest, agree to side with him (for now..).  Quickly
    follow him when you find out that the AntAgonizer has entered the building.
    The next battle is tricky because you want to make absolutely sure that the
    Mechanist lives it through so you can claim your reward later.  Pump some Psycho
    to boost your damage and quickly take care of the AntAgonist first, then rapidly
    waste the ants.
    When all is done, talk to the Mechanist and claim your [PROTECTRON'S GAZE], a
    unique Laser Pistol.  Quickly waste the Mechanist too and loot him and his
    rival for the following goodies:
    Head back to his office and grab the [MICROFUSION CELL x20] from his desk and
    a [NUKA-GRENADE] from under the Workbench.  Another [3x MICROCUSION CELL x20]
    can be found on the shelves.  The footlocker in this room may hold ammo.
    'Siding' with AntAgonizer:
    Check your local map closely and head to the northern marker.  You can enter
    through the door that your marker exactly pinpoints, but you can also take the
    backroute by going through the sewer grate on top of the rocky hill.  On your
    local map, this won't be displayed, but it's slightly to the west of the door's
    Through the Door:
    Head downstairs..disarm the mine, head east and proceed with caution to the
    rigged shotgun and the cabinet north.  Disarm it and grab the two [FIRST AID
    BOXES].  Make your way north, head down some stairs, tunnels and more stairs
    until you get at an intersection.  Check out the SE walkway first and disable
    the three mines here.  Grab the [STEALTH BOY] from the shelf and check the
    metal boxes for potentially useful things.
    Head west into a generator room, flip the switch to open the hatch and go down.
    Cross over the sewer into a cave like area.  There are ants from here on.  Make
    your way through the straightforward rocky path and take either way around 
    a rotunda shaped room.  There's absolutely nothing of value in this cavern, so
    make it through, enter the next area and proceed to the throne. 
    Through the grate:
    Simply walk past the bed and into the AntAgonizer's throne room.
    There are many, many options here, but many aren't all that interesting or
    rewarding.  You could have gotten the Mechanist's Suit by now, you could have
    said to just kill her, etc.  Instead of all that I suggest you tell her you want
    to team up with her.  The instant you completely agree with this, the Mechanist
    will bust into the cave with several Protectrons.  Let them have at it and help
    the AntAgonizer slightly.  Bring her the Mechanist's Suit and play nice. Take
    the [ANT STING] as reward from the AntAgonizer.  You are free to kill her
    afterwards.  Now loot the AntAgonizer and Mechanist bodies, which should yield
    the following goodies:
    Grab the [NUKA-COLA QUANTUM] near the throne, then exit the cave by the ladder
    north from this area, we've seen enough ants for now.
    Back in Town:
    Speak to Uncle Roe about your reward and he should hand you 600 caps!  400 for
    the job (with Speech), and 200 as an additional thank-you.  Well, thank you
    Uncle Roe!  Now feel free to explore the other dungeon of the freak you didn't
    'side' with and get the items.
    Note: You can now speak to Uncle Roe about caravan traders and expand their
          inventories by investing Caps.
        |[MQ6] The Nuka-Cola Challenge                                        |
    |HOW TO UNLOCK: Talk to Sierra Petrovita at Girdershade.                       |
    |                                                                              |
    |ITEMS: [] 3x Energy Cell x20, [] Ammo Box, [] First Aid Box, [] Laser Pistol, |
    |       [] Welcome to the Nuka-Cola Family, [] First Aid Box, [] Lying,        |
    |          Congressial Style, [] Safe, [] Finding the Formula, [] Big Book     |
    |       [] of Science, [] Research Dept. Safe Key, [] Tumblers Today, [] Safe, |
    |       [] Nuka-Cola Quantum x3, [] First Aid Box, [] Nuka-Cola Clear Formula, |
    |       [] Ledoux's Hockey Mask.                                               |
    |                                                                              |
    |QUEST REWARD: 40 or 80 Caps per bottle.                                       |
    |                                                                              |
    |ENEMIES: o Nuka-Cola Security      o NukaLurk       o Radroach                |
    |                                                                              |
    Travel to Girdershade, southwest of Smith Casey's Garage.  This is an extremely
    small village consisting of two shacks and two villagers.  Make your way to
    Sierra's shack and talk to her all about Nuka-Cola Quantum.  Agree to find these
    for her and she'll tell you she has a special something for you at 30 bottles.
    (Psst, it's the Nuka-Grenade Schematic). 
    When you exit the shack, a man called Ronald Laren bumps into you.  He offers
    the same price for the Quantum Bottles, but negotiate a little and this price
    is raised from 40 to the double of 80 caps per bottle!  Everything to shag
    Sierra, eh Ronald?
    You can also sell him the Naughty Nightwear you might have previously obtained
    from Grady's Storage (where Lug-Nut wanted to rob it from you).  He'll initially
    offer 200 caps, Speech Challenge him for 300 Caps.  You can always pickpocket
    this back from him later, as well as the Kneecapper(a unique sawed-off-shotgun).
    Note: If you're playing as a female and you have the Black Widow perk, you get
          some interesting additional dialog options with Ronald.  Beans anyone?
    Quantum Bottles are found all over the wasteland, but there's a good place to
    start regardless.  This quest keeps reminding me of the newest James Bond movie.
    Nuka-Cola Plant:
    Locate the Nuka-Cola Plant, far south at the edge of the worldmap.  Travel
    straight south from Megaton to reach it.  Enter through it's only entrance.
    The room to your right (east) holds nothing of interest, well, a Nuka-Cola
    Security Protectron is busy 'guarding' a room.  The doors up north are locked,
    so head into the room on your left (west) and blast another bot.  Check any
    non-empty desks and take note of the Safe.  Continue through a larger hall,
    destroy two more security bots and continue through the door at the north side
    of this area.  Waste the NukaLurk and bot before you proceed to the next area.
    Storage And Mixing Vats:
    Note: It goes without saying, but the face is a Mire/NukaLurk's true weak point.
    Kill another NukaLurk (or two), then head over to the nearby counter and grab
    all goodies: Three [ENERGY CELL x20], an [AMMO BOX], [FIRST AID BOX] and a
    [LASER PISTOL].  A note called [WELCOME TO THE NUKA-COLA FAMILY] also rests on
    this counter.  The terminal activates the nearby Protectron, nothing we haven't
    seen before.
    Continue and you'll get to a flooded passage.  Equip some Rad. Resistant equip
    if you have any on you, and use some Rad-X.  You can always resort to RadAway
    when you need to, so don't let it bother you too much.  The stairs can give you
    a short break from the pool, but deal with the NukaLurk(s) first.
    When you continue, handle the upcoming TWO NukaLurks with extreme care, because
    they can really devastate you.  When taken care of, head upstairs and try to
    jump over the gap;  It doesn't matter if you fall down, you're pretty much
    supposed to anyway.  Head through the eastern tunnel that leads to the Offices.
    Head upstairs and deal with the Radroaches.  The room to the SE has several
    sinks which you may want/need to drink from, since the NukaLurks pack quite a
    punch.  Continue down the hall and don't let the numerous red enemy indicators
    freak you out; They are mostly Radroaches.  Mostly ..
    The rooms to your right have a few desks and cabinets you might want to check
    for ammunition, but there's nothing in particular.  Make it to the end of the
    hall and waste another NukaLurk.
    When you reach the second floor, don't immediately storm the third but do some
    exploring first.  Enter the room on your right (north) and check out the
    adjacent room to the right.  It holds a [FIRST AID BOX], [LYING, CONGRESSIONAL 
    STYLE] Skill Book and a [SAFE] with many useful things.  The southwestern room
    of this area is the resting place of a dead Raider named Winger Mercier, of whom
    you can loot the [FINDING THE FORMULA] note from. A [BIG BOOK OF SCIENCE] can be
    found in the room to the north from here - access is granted by a hole in the
    wall.  Exit the floor and proceed to the third.
    Walk all the way downstairs and a robot called Milo will start to chat with you.
    He does demand that you identify yourself (which gives a few hilarious options,
    such as 'My Name is Ass Kicker and my ID is 5.56 mm!').  The correct answer can
    be given if you grabbed and read the 'Welcome' note earlier, or you can use the
    Speech Challenge to convince the bot you're the owner of the place.  In both
    cases, get the [RESEARCH DEPT. SAFE KEY] from him, as well as the Shipping
    Computer Login Code.
    The room Milo came from holds a [FIRST AID BOX], but it also holds a cabinet
    hidden behind a door from where you can grab a [TUMBLERS TODAY] and open up an
    Easy [SAFE] (an other one than the one you've been given the key to).  Check any
    desks and cabinets for ammo.  Most importantly, check the Shipping Terminal.
    You can hack it or you can use the login code that Milo just gave you.  In the
    terminal you'll find the three main shipping locations.
    Head back upstairs and make your way through the hallway.  Milo's friendliness
    is not shared by his security compatriots, so you'll have to blast your way
    through them.  Go down at the first possibility and kill another bot.  In this
    room, check the terminal and activate the packing line.  Grab the three [NUKA-
    COLA QUANTUMS] from the conveyor belts and head back upstairs.
    At the end of the tunnel, another bot awaits you.  You can find a [FIRST AID
    BOX] on your right hand.  Head downstairs, go through another hall and reach
    a new fabric hall with two bots.  Blast them and go through the double doors on
    the left.  The other double doors lead back to the very entrance of the area
    and can now be opened by the push of a button (or pick them if you want the
    challenge and/or EXP).
    The last thing to do is unlock the safe with the Research Dept. Safe Key, and
    you should remember where it was (check the start of this section).  It always
    holds the [NUKA-COLA CLEAR FORMULA] and some chems.
    Goalie Ledoux:
    If you search for the Red Racer Factory, located close to the city perimeter,
    northeast from the Nuka Factory, you can come across three mercenaries.  Their
    leader, Goalie Ledoux, offers 250 Caps for your freshly found formula.  Try to
    increase this to 400 Caps and sell it to him.
    As the other two mercenaries take off, kill Ledoux in cold blood.  This does not
    lead to any Karma loss, but it does allow you to loot the [LEDOUX'S HOCKEY MASK]
    from his body, which is quite possibly one of the best masks in the game due to
    its unique and awesome +25 AP giving ability.  You can also grab your formula
    back from him.
        |[MQ7] Strictly Business                                              |
    |HOW TO UNLOCK: Talk to Grouse at Paradise Falls about enslaving people.       |
    |                                                                              |
    |ITEMS: [] Mesmetron, [] Ridgefield Gate Key, [] Sniper Rifle, [] Ammo Box x4, |
    |                                                                              |
    |QUEST REWARD: +250 Caps per/Slave.                                            |
    |                                                                              |
    |ENEMIES: o Arkansas      o Flak                                               |
    |                                                                              |
    Head to the Minefield and sneak your way to his vantage point.  Mind the mines,
    and save often. I suggest you show yourself to him and get up close.  A good way
    to use the Mesmetron here is to use VATS, because he tends to spasm around quite
    a lot.  Rob him first for his [SNIPER RIFLE] and the [RIDGEFIELD GATE KEY],
    which opens houses in the Minefield.  Head all the way upstairs to find four
    [AMMO BOXES] with mainly .308 Sniper Rounds.  Check back with Grouse to get your
    reward.  You can now enter Paradise Falls too, if that was your main pursuit.
    Susan Lancaster:
    She is located in Tenpenny Tower.  I  suggest you do the 'Tenpenny Tower' quest
    first, because she plays a role in that quest.  She can also play a very minor
    role in the 'Power of the Atom' quest if you plan on blowing Megaton up.
    Search for Susan on the first floor and wait until she treads into one of the
    bedrooms or simply a place where you can mesmerize her quietly.  Steal her 
    [MIRELURK CAKES] and outfit first,, then offer her a gorgeous necklace.  Well,
    that's that.
    Initially captured in the Germantown Police Headquarters, you can either enslave
    her there (for details, see 'Big Trouble in Big Town') or enslave her back at
    Big Town where she resides in her clinic.  Rob her from her unique clothing and
    send her to Paradise Falls.  Grab a copy of [D.C. JOURNAL OF INTERNAL MEDICINE]
    from her clinic while you're at it.
    Head over to Rivet City; Flak is one of the shop owners.  You'll cause quite
    some havoc if you enslave him before everyone else's eyes, but it may still be
    easiest to enslave him at the marketplace because you can flee the city fast.
    In a few days, the whole city will have forgotten your actions completely.  Be
    sure to rob Flak first, and snatch the [FLAK AND SHRAPNEL'S ROOM KEY].
        |[MQ8] The Replicated Man                                             |
    |HOW TO UNLOCK: Talk to Dr. Zimmer in the Science Lab at Rivet City.           |
    |                                                                              |
    |ITEMS: [] Internal Component, [] Frag Mine, [] Ammo Box, [] Scoped .44 Magnum,|
    |       [] First Aid Box, [] Combat Shotgun x2, [] Frag Mine, [] Purified      |
    |          Water x3, [] Stimpak, [] Mine Box, {} Stealth Boy x2, {} Cherry     |
    |          Bomb x2, {} Dean's Electronics, {} Big Book of Science, {} Blood    |
    |          Pack x3, {} Bottlecap x13, {} Blood Pack, [] Bottlecap Mine.        |
    |                                                                              |
    |QUEST REWARD: [] A3-21's Plasma Rifle (Side with Harkness)                    |
    |  (300 EXP)   [] Wired Reflexes Perk  (Side with Dr. Zimmer)                  |
    |              [] 50 Caps (only if you trick Dr. Zimmer with Android Component)|
    |                                                                              |
    |ENEMIES: o Mirelurk    o Mirelurk Hunter                                      |
    |                                                                              |
    Talk to Doctor Zimmer in the Science Lab at Rivet City, and ask all questions
    you can ask to get as much information as possible out of him.  Now a long
    search begins, and you're looking for clues as to where the android went.
    These clues come in the form of Holotapes and/or hints from people all over the
    wasteland. Below is a list of where you can find these Holotapes and people.
    You need to find 4 clues to continue this quest.  You can get the clues from 
    various sources.  Once you've gotten to clue from one source you no longer have
    to look for that clue and you no longer have to visit the other people from
    that group.  It's possible to stay in Rivet City and look for Doctor Preston,
    Seagrave Holmes, Father Clifford and Sister, for a quick example.
    |Name:          |Location:       |Holotape Location:                           |
    |Cutter         |Paradise Falls  |Lying on a cabinet in the corner of a room   |
    |Doc Church     |Megaton         |Clinic; On the desk, near terminal           |
    |Doctor Banfield|Tenpenny Tower  |On the ground; Examination corner            |
    |Doctor Barrows |Underworld      |Nurse Graves' Desk; Near the terminal        |
    |Doctor Preston |Rivet City      |[NO HOLOTAPE]: Talk to him; Clinic or Hotel  |
    |Lucy           |Little Lamplight|Essentials Clinic; On her desk               |
    |Red            |Big Town        |Desk in the Clinic                           |
    |Name:          |Location:       |Holotape Location:                           |
    |Knick Knack    |Little Lamplight|Miner Mole Store; On the desk, nearby phone  |
    |Moira Brown    |Megaton         |On the round table behind her counter        |
    |Seagrave Holmes|Rivet City      |On the floor, nearby the bed                 |
    |Scribe Bowditch|Citadel         |Nearby Bowditch's terminal                   |
    |Wintop         |Underworld      |Wintop's Room; On his desk                   |
    |Name:           |Location:       |Holotape Location:                          |
    |Manya           |Megaton         |Manya's Home; On the table                  |
    |Father Clifford |Rivet City      |On the ground in the pulpit                 |
    |Herbert Dashwood|Tenpenny Tower  |On the lowest shelf of his bookcase         |
    |Tulip           |Underworld      |At her shop; On the workbench               |
    |Name:           |Location:       |Holotape Location:                          |
    |Eulogy Jones    |Paradise Falls  |On the desk in his bedroom                  |
    |Grouse          |Paradise Falls  |On the ground near the sandbags             |
    |Sister          |Rivet City      |On the desk in his Rivet City Room          |
    After collecting several clues you'll bump into a woman named Victoria Watts.
    Keep it nice and she'll eventually give you the [INTERNAL COMPONENT] to trick
    Zimmer into the android's death.  I highly recommend against this, because you
    can get much better rewards from this quest.
    When you've gotten the clues, head to the worldmap.  If you're facing the boat,
    you'll notice that the ship is broken in two when you look to the right.  This
    is exactly where you're headed.  When you're there, head underwater and look for
    a doorway on the western side, nearby the corner of where you start.
    Enter an underwater area called Broken Bow.  Get some air in the room up ahead,
    the swim underwater to the southwest, open the door, go through a room, swim up
    some stairs and take another breather.  Open the door to your left, go through
    another room and prepare for two MireLurks (or Mirelurk Hunters if you're a 
    higher level).  In the next room the water will only be knee to foot deep, which
    is a good thing.
    Head upstairs (NW) and climb the dry deck.  Head straight into the room in 
    front of you and disarm the [FRAG MINE] on top of the [AMMO BOX].  Also grab the
    [SCOPED .44 MAGNUM] and the items from the [FIRST AID BOX].  Turn around and
    go through the passageway on the southeast.  Be sure to - carefully - check out
    the room on your right (west) and avoid the two rigged [COMBAT SHOTGUNS].  
    Disarm another [FRAG MINE] near the items, then grab [PURIFIED WATER x3],
    [STIMPAK] and items in the [MINE BOX] from this room.
    Back in the hallway, be careful due to the gaseous substance hanging in the air.
    You may want to throw a grenade from a distance to remove it.  Continue SE and
    make your way through the rooms.  Just for fun, try to activate the terminal
    and back away to see it blow up.  A switch on the other side of the room, across
    the door, opens the way to your destination.
    In the room up ahead you'll find the infamous Pinkerton.  Have him reveal
    everything regarding the android, then start exploring the room.  It is worth
    noting that if you choose to perform plastic surgery, you may want to stay away
    from the preset faces, because they completely reset your current face.  Save 
    yourself the time and trouble (but remember to return here whenever you want to
    shrink your nose).
    You can steal a {STEALTH BOY x2}, {CHERRY BOMB x2}, {DEAN'S ELECTRONICS}, 
    {BOTTLECAP x13}, {BIG BOOK OF SCIENCE}, {BLOOD PACK x3} from the desks and 
    shelves in this room.  There's another {BLOOD PACK} near the surgery table.
    Be sure that Pinkerton doesn't see you or he'll take it all back from you.
    Also check out the terminal to find out more about the android, and check the
    City Founders Log if you're also doing the Survival Guide quest for Moira.  If 
    you go upstairs you can grab a [BOTTLECAP MINE] from the workbench.
    Head back to the long hall and go all the way north.  Flip the switch to unlock
    the Very Hard door from the inside out - you can now access this area more
    easily from here.  Now is a good time to save your progress.  You can side with
    Harkness or with Dr. Zimmer, but both hand out really good rewards.  What to
    do.. what to do..?
    Here's a possible solution: First head over to Harkness and tell him all about
    his true identity, and that his secret is safe with you.  He'll hand you his
    weapon, the unique and in perfect shape [A3-21'S PLASMA RIFLE].  Quickly locate
    Dr. Zimmer in or nearby the Science Lab and tell him about Harkness.  He will
    reward you with the [WIRED REFLEXES PERK], which increases your overall accuracy
    in VATS by +10%, an excellent perk!  
    Head over to Harkness.  Once you convince him that he's the android, ask him
    what he's going to do.  He'll say that he's going to kill Zimmer and you'll have
    the option to say you were hoping to take out Zimmer yourself.  He'll grant
    permission and gives you his unique and in perfect shape [A3-21'S PLASMA RIFLE].
    Head over to Zimmer, tell him about Harkness and he'll give you his reward, the
    [WIRED REFLEXES PERK] which increases your overall accuracy in VATS by +10%, an
    excellent perk!
    You can now choose to have Zimmer take in Harkness as his slave, or you can
    quickly waste Zimmer and his android bodyguard Armitage when they're still in
    the Science Lab.  Makes you feel slightly better, doesn't it?
        |[MQ9] Blood Ties                                                     |
    |HOW TO UNLOCK: Talk to Lucy West at Megaton (usually at Moriarty's Saloon).   |
    |                                                                              |
    |ITEMS: [] Tumblers Today, {} Vampire's Edge.                                  |
    |                                                                              |
    |QUEST REWARD: [] Shishkebab Schematics, [] Hemotophage Perk.                  |
    | (300 EXP)    [] Can Sell Blood Packs for 15 Caps a piece.                    |
    |              [] +300 Karma if you close a deal between Arefu and The Family. |
    |                                                                              |
    |ENEMIES: o Raider                                                             |
    |                                                                              |
    Accept the quest from Lucy West from Megaton.  She can usually be found at 
    Colin Moriarty's Saloon at Megaton, but she sometimes wanders off and to do
    nothing in particular, actually.
    Your next destination is Arefu, a large bridge in the wasteland and the home
    of Evan King.  Fasttravel to the nearest location you have discovered so far
    and find Evan King on the bridge.  Speech Challenge him for more information,
    then head out to explore the residences in the surrounding area.
    Check the nearby Ewers residence and knock on the door.  Once inside, get all
    information you can from Mr. and Ms. Ewers, then go back outside.  Next, check
    the Schenzy's House further NW and do the same standard procedure.  Head back
    outside and break into Evan King's House on the north - it's only averagely
    Inside you'll be able to find the Repair Bobblehead on the table, but if you
    thought that was all you're terribly wrong.  You can ransack seven {AMMO BOXES} 
    upstairs.  Head into the West Residence and find the poor family on the ground,
    Depending on your Medicine Skill you get more clues the better you are:
    Skill Level:  Hints & Conclusion:
    ------------  -------------------
        0-29      'They're dead.'
       30-49      'There are bite marks in their necks.'
       50-69      'The lack of bloodstains is weird because wounds like these would
                   surely cause a major blood loss.'
       70-89      'The bite marks appear to be made by humans with sharp teeth.'
        90+       'The black powder on their bodies comes from old trainyards.'
    When you're done CSI'ing go back to Evan and tell him what you saw.  The search
    for The Family now starts.
    Head off the bridge the way you came and make your way to the east until you can
    cross the river over a dry bedding with a wrecked ship.  Continue east and head
    past the two smaller bridges that lead to Big Town.  You'll soon get to the
    Meresti Trainyard - beware of any Raiders attacking you - and you'll want to 
    enter the service tunnel on the south.
    Make your way through the tunnel but beware of a frag mine, bear trap and baby
    carriage respectively.  Head down the tunnel south and be extremely cautious for
    a variety of traps once more.  When you're about to enter through the hole in
    the ground, disarm the hanging Grenade Bouquet first.  You shouldn't go through
    the hole either way, because it leads to a couple of Mirelurks and Seneca
    Head down the other tunnel until you meet Robert, a guard of The Family.  In 
    order to be let through you can employ several acts of speech or action..:
    1. Speech Challenge to be let through.
    2. With the Cannibal Perk you'll be let through.
    3. Bribe him with 100 Caps.
    4. Show Lucy's Sealed Envelope.
    Go through the gate and check for a [TUMBLERS TODAY] on the table.  The rest of
    the items you shouldn't take due to The Family turning hostile on you.  Proceed
    to the next area.
    Meresti Metro Station:
    Head over to the south area and talk to the following people:
    Alan:    He won't give you any info regarding the password.
    Brianna: If you have the Lady Killer Perk she can give you more info (password).
    Justin:  You can Speech Challenge him for a password you need.
    Karl:    This white-haired man will only give you the password if you have the 
             Black Widow Perk (assuming you're female) or if you have high STR.
    Holly:   Vance's Wife can be charmed by Charisma or the Scoundrel Perk.
    If you got the password by now there is no need to talk to Vance, the handsome
    man with long brown coat upstairs.  Instead, head upstairs and go south to the
    door near a security terminal.  The password allows you to open up the door and
    speak with Ian. 
    No matter what his decision is, talk to Vance afterwards and chat about Arefu.
    Fix up a deal, then talk about Ian.  You'll be given the Shishkebab Schematics
    as a reward.  Fast travel back to Arefu once you reach the worldmap.
    The quest is now at an end, but there is one more reward for you to fetch back
    at The Family.  Talk to Vance and have him learn the ways of The Family.  You'll
    gain the Hemotophage Perk which allows you to consume Blood Packs for 20 HP
    instead of 1 HP.  You can also sell Blood Pack to Vance for 15 Caps a piece.
    Note: There is one final thing for you to do, that is, if you don't mind
          stealing a very rare melee weapon.  You can either unlock the Sword
          Cabinet (which requires a 75+ Lockpick Skill), or you can steal the key
          from Vance.
          The best way to get {VANCE'S SWORD CABINET KEY} is to pickpocket it from 
          him.  Save your game and use a Stealth Boy when you attempt to do so, and
          reset if you get caught.  Travel to his private quarters south of the 
          higher level and open up the cabinet in his bedroom so you can steal the
          {VAMPIRE'S EDGE}.
        |[MQ10] Oasis                                                         |
    |HOW TO UNLOCK: Approach Oasis and talk to Tree Father Birch.                  |
    |                                                                              |
    |ITEMS: [] Stealth Boy, [] Cherry Bomb x2, [] 10mm Round x2, [] Darts x20,     |
    |       [] Mini Nuke, [] Blood Pack, [] RadAway, [] Missile, [] Purified Water.|
    |                                                                              |
    |QUEST REWARD: One of the following:                                           |
    | (300 EXP)    1. Barkskin Perk (+5 DR).                                       |
    |              2. Druid's Outfit + Missile Launcher & Missiles.                |
    |              3. Brotherhood Outcast Power Armor + Villager's Hood.           |
    |                                                                              |
    |ENEMIES: o Mirelurk    o Mirelurk Hunter    o Mirelurk King                   |
    |                                                                              |
    Head over to Oasis, which is easier said than done.  It's all the way up north,
    somewhere around the middle of the latitude.  You'll have to follow the highway
    tracks until you get to a valley-like landscape.  Look around for a small path
    between the rocks, which should be a block away from a large road on your map,
    a block on the right that is.  How vague can I be?  This vague, apparently.
    It's best to use a map for this.
    Once you've found the place you're quickly hailed as a savior - although you
    don't really know what's going on at all.  Hear their story and follow Tree
    Father Birch inside after agreeing to help.  Proceed the story by continuing the
    conversation until it becomes clear you must undergo a ritual first.  Drink the
    Sap from the Basin of Purification and you can continue.
    In the next area, find the talking tree and hear him out.  Did you know that in
    Fallout 1 and 2 you could encounter a ghoul named harold, who had a tree growing
    out of his head?  Looks like it as evolved over time..  He wants you to kill
    him, we'll have to see about that.  Return to Oasis and find Tree Father Birch
    and his wife to the south.  Overhear their conversation, then get an additional
    two optional objectives.  You'll now have three choices.  First of all, get the
    key from Branchtender Cypress, who should be nearby.
    Now you can enter the cavern on the west.  Prepare for a cavern full of Mirelurk
    enemies - you may even encounter a Mirelurk King if your level is high enough.
    Make your way through the extremely straightforward tunnels until you get to
    a pool. Dive in and go through the southern tunnel.  Emerge and make your way
    through another straightforward cave tunnel until you reach a door that leads
    to the Cavern Tunnels.
    Head west at the intersection to find a pile of rubbish.  Inspect the trash to
    find a [STEALTH BOY], [CHERRY BOMB x2], [10MM ROUND x2], [DARTS x20], plus a
    bed for resting.  Make your way through the cavern until you get to a small
    pool.  Destroy the Mirelurk and dive in the pool.  You can find a [MINI NUKE]
    In the next cave, curve around the center and find a skeleton on the north
    among his supplies: [BLOOD PACK], [RADAWAY], [MISSILE], [PURIFIED WATER], 
    [STIMPAK].  Waste the two Mirelurks in this room, then proceed to the southern
    area and find your mission's objective: Harold's Heart.  You now have three
    1. Destroy Harold's Heart.
    2. Apply Birch's Sap to stop his growth.
    3. Apply Laurel's Liniment to accelerate the growth.
    The best reward lies in destroying the heart, for it will grant you the Barkskin
    Perk that adds an instant +5 DR.  The other two will grant you a unique outfit,
    but more about this in a minute.
    Head south and find the door to the Damp Cave.  Follow the straight path and
    drop down in a large cave with two Mirelurk Kings and a Mirelurk.  Waste them 
    and check the skeleton on the right (east) to find an [AMMO BOX], [STIMPAK],
    [MED-X], [RADAWAY] and a [SNIPER RIFLE] (I guess it didn't help him).  Dive in
    the water and swim through the underground tunnel on the NW to reach the Grove.
    Find Tree Father Birch near the former Harold. Speak with him and the quest will
    Note: If you had chosen Birch's option you will be rewarded with a Missile
          Launcher and Missiles, plus the unique Druid's Outfit.
          If you instead would have chosen to help his wife Laurel, you'll be 
          rewarded with a Brotherhood Outcast Power Armor and a Villager Hood.
          The Armor gives +10 Rad Resist, +5 Big Guns, +1 STR, -1 AGL.  Overall it's
          not better than Ranger Armor.
        |[MQ11] Tenpenny Tower                                                |
    |HOW TO UNLOCK: Speak to Gustavo and/or Roy Philips at Tenpenny Tower.         |
    |                                                                              |
    |ITEMS: [] First Aid Box, [] 3x Railway Spikes, [] Ammo Box x2, [] First Aid   |
    |          Box x2, {} Lying, Congressional Style, [] Love Letter, {} Tales of  |
    |          a Junkytown Jerky Vendor.                                           |
    |                                                                              |
    |QUEST REWARD: One of the following:                                           |
    | (300 EXP)    1. If you killed Roy Philips: [] 200 or 400 Caps.               |
    |              2. Any other option: [] Ghoul Mask + [] Store Discount at       |
    |                 Bessie Lynn and Michael Masters.                             |
    |                                                                              |
    |ENEMIES: o Feral Ghoul    o Feral Ghoul Roamer    o Glowing One               |
    |                                                                              |
    It's difficult to *not* find Tenpenny Tower easily, because you can see it from
    miles distance.  It's the pretty robust tower on the southwest side of the
    wasteland.  When you approach the entrance you'll find a Ghoul named Roy Philips
    who's having an argument with the chief of security, Gustavo.  Sounds like 
    quest material, and it is.
    Head inside by speech challenging Gustavo over the intercom, or, if that doesn't
    work for you, by bribing him with 100 Caps.  Talk to Gustavo and he'll tell you
    all about Tenpenny Tower's problem.  Try to go for the non-violent solution,
    unless you're really evil and simply want to kill one side or the other.
    You have the following four options:
    1. Kill all Ghouls.
    2. Kill all Humans.
    3. Give the Ghouls access to Tenpenny Tower, allowing them to take over.
    4. Find a way to make things as convenient as possible for both sides.
    This walkthrough will now describe option 4 in detail.
    If Roy Philips, the Ghoul outside the gate (who is gone now) didn't talk to you,
    the first thing you should do when you get the quest is to head to the Metro
    Tunnels.  Head to the NW and follow your marker until you reach the Warrington
    Trainyard.  Enter the tunnels from here.
    Warrington Tunnels:
    Head down the tunnel and kill any Feral Ghouls that stand in your way.  Feral
    Ghouls have lost the ability to reason, and these are not the Ghouls you want
    to try reason with either - they'll just end up clawing and eating you.  When 
    you reach a door head inside the room and find a [FIRST AID BOX] and [3x RAILWAY
    SPIKES x20] on your left.  Kill the two Feral Ghouls here and check the cabinet
    for two [AMMO BOXES], one of them with a very easy lock.
    It doesn't matter much which door you take to continue, since both lead to the 
    same room.  Another happy Ghoul bunch awaits for their limbs to be blasted off.
    Continue down the tunnel up ahead until you reach another walkway complex.
    Head east and find two [FIRST AID BOXES] in the room ahead, but not before
    killing the Ghouls nearby.  The rest of the walkways only connects to where
    you've already been, so head through the door on the south and enter Warrington
    Warrington Station:
    Move to the east and a Ghoul named Michael Masters will halt you.  Head up the
    escalator and stay friendly.  Continue your search for Roy Philips by going back
    down and proceeding through the gate.  Make your way through the tube until you
    find lots of rubbish in the main tunnel.  Look around for a door on your right.
    Here you'll find several non-feral Ghouls including Roy Philips.  Talk to him
    and tell him you'll talk to Tenpenny.  Of course you can also choose any of the
    previous options I mentioned earlier on.
    Tenpenny Tower; Convincing harmony for everyone:
    Head back to Tenpenny Tower.  The fastest way is to head up the escalator where
    you met Michael Masters, head south, and exit to the Wasteland.  This opens up
    a shortcut to Roy Philips as well.
    Go up with the elevator and check the Penthouse Suite on your left to find
    Tenpenny.  If you've never been here before you'll have to get past the guard
    first;  You can either Speech Challenge him, wait for him to stretch his legs
    and pick the door, or grab the key from the socket nearby.  You can also attempt
    to pickpocket the key from him, but that's the trickiest of scenarios.
    Tenpenny doesn't seem to like the idea of letting Ghouls live in his tower at
    first, but he'll make you a proposal anyway.  If you can convince the residents
    of the tower the deal will be sealed.  While you're there, grab a copy of the
    {LYING, CONGRESSIONAL STYLE} from Tenpenny's desk, back in the Suite.
    Lydia Montenegro and Anthony Ling can be dealt with in two different ways. First
    of all you can try to locate them and Speech Challenge them - but if that does
    not work you'll have to take care of things differently.  In the night, when no
    one's around in the shops, check out the Boutique Le Chic and the New Urban
    Apparel stores.  Be sure that no one is watching when you open up their safes
    and grab the decent amounts of Caps in them.  The Safe has a 'Hard' lock, but
    the terminal has an 'Average' lock.  If security is in the same room, use the
    wait function and wait an hour or two.
    As soon as they discover they've been robbed, they promptly leave Tenpenny Tower
    for good.  Don't worry about their stores though, they'll be taken over by
    others shortly, very shortly indeed..
    The other three residents can be dealt with by nosing in their business.  Let's
    do this right away.  Head up to the Suites Floor by going upstairs and enter
    Susan Lancaster's Suite.  Grab the [LOVE LETTER] from her desk on the right.
    You can also steal the {TALES OF A JUNKTOWN JERKY VENDOR}, but only attempt this
    when you're done with the quest already - Susan can be a pest at times.
    Note: You may want to have started 'Strictly Business' to make an extra profit.
    Whenever Susan is alone in her room with the door closed, grab your Mesmetron
    and Slave Collar to send her over to Paradise Falls.  Two more residents to go.
    Instead you may do the below right away, and Susan will be killed.
    Read the Love Letter from your Pip-Boy and locate Millicent, the wife of Edgar.
    Tell her about the letter you found and she promptly kills her husband.  She
    immediately leaves the tower herself.  Wonderful!
    Leaves Michael Hawthorne, Doctor Banfield, Margaret Primrose, Herbert 'Daring'
    Dashwood, Irving Cheng, and Tiffany Cheng to talk with - although these give in
    to your needs without any trouble, and they might not even be important.
    Note: Sometimes Tenpenny doesn't allow you to turn in the quest.  This is a
          damn annoying bug, and your best bet is to either kill or pickpocket
          Chief Gustavo, go around the back of the  building, to the basement, and 
          let the Ghouls inside.  Alternatively you can just kill Roy Philips, but 
          that will not net you the Ghoul Mask.
    Note: If the unfortunate above 'Note' happens to you, there is a solution.  Head
          away from Tenpenny Tower and start doing other things.  Complete the
          Strictly Business Quest, do various random events and quests, then return
          to Tenpenny Tower.  You should be able to talk to Tenpenny now, and he'll
          hand you 500 Caps.
    Note: If Tenpenny is already dead, speak to Security Chief Gustavo and deal with
          matters, then fill in Roy back at the metro tunnels.
    When Tenpenny tells you it's O.K, fill in Roy Philips who is likely still in the
    metro tunnels.  You're rewarded with the [GHOUL MASK], which allows you to walk
    among Feral Ghouls without being attacked.
        |[MQ12] Head of State                                                 |
    |HOW TO UNLOCK: Speak to Hannibal Hamlin in The Temple of the Union.           |
    |                                                                              |
    |ITEMS: [] Nuka-Cola Quantum, [] First Aid Box, [] Safe, [] First Aid Box,     |
    |       [] Med-X, [] Jet x2, [] Nuka-Cola Quantum, [] Lincoln's Dairy,         |
    |       [] Stimpak, [] Action Abe Action Figure, [] 10mm Rounds, [] Gun Cabinet|
    |       [] Ammo Box x2, [] Grenade Box, [] First Aid Box, [] Safe, [] 10mm     |
    |          Round x2, [] 10mm Rounds, [] Lincoln's Head, [] John Wilkes Booth   |
    |          Wanted Poster, [] Civil War Draft Poster, [] Lincoln Memorial Poster|
    |       [] Lincoln's Voice, [] Lincoln's Repeater, [] Chinese Army: Spec. Ops. |
    |          Training Manual, [] Antique Lincoln Coin Collection. [] Ammo Box.   |
    |                                                                              |
    |QUEST REWARD: One of the following:                                           |
    | (300 EXP)    1. Help the Abolitionists: [] Dart Gun Schematics               |
    |              2. Help the Slavers: [] 200 Caps.                               |
    |                                                                              |
    |ENEMIES: o Slaver    o Feral Ghoul    o Feral Ghoul Roamer    o Glowing One   |
    |                                                                              |
    You can find The Temple of the Union northwest of Canterbury Commons, if that
    rings any bells.  It's basically in the northeastern section of the wasteland
    but not all the way up north.  It's more around the middle.
    When you attempt to enter, stay polite to be allowed inside.  Find Hannibal
    Hamlin on the first floor to initiate the quest.  You have two main options to
    go from here.  Either you stay on the side of Hannibal, or you team up with the
    Slavers that you'll soon meet.  This guide focuses on staying with Hannibal,
    simply because he offers the better reward of the two.
    Head downstairs and look around for Caleb Smith.  Talk to him, then set foot
    for your next destination.  Fast-travel to The Mall or a destination nearby,
    such as the Washington Monument, then head all the way west to discover the
    Lincoln Memorial.  One of the slaver guards, Silas, will let you know that the
    memorial is off limits.  Be polite and follow him to the back entrance, or
    simply start killing all the slavers right away.
    Instead, stay on your guard and have a chat with the Slaver leader Leroy first.
    Don't tell him anything about the slaves you met, stay friendly, and he'll make
    you an offer: If you find any artifacts you can bring them to him and he'll make
    it worth your while.  Search his room for a [NUKA-COLA QUANTUM] bottle.  Head 
    back outside and enter the Memorial - Yes, that means killing slavers alright.
    Waste any slaver around and inside the memorial to complete one of your
    objectives.  Your second objective involves getting a picture of the memorial.
    What you need to do is to head inside the Museum of History, go inside the Main
    Hall and take a left (west). 
    Museum of History: Lower Halls:
    Wipe out any Ghouls in sight and head for the small room to the east before
    anything else.  Snatch the items from the desk, the [FIRST AID BOX] and the
    averagely locked [SAFE], then go back to the hall.
    Move into the cafetaria on the south and make your way into the ladies restroom
    on your right (west).  Search the former Wastelander for items here.  You can
    find a [FIRST AID BOX] in the eastern room behind the counter.  Continue your
    ransacking by moving through the nearby hall, and make your way to the SE.  Loot
    the Wastelander and look on the table for a [MED-X] and [JET x2].  Don't forget
    to grab the [NUKA-COLA QUANTUM] from under the table.
    Head back and go upstairs.  You'll find a secured room to your right - a Mark V
    Turret has gone frenzy - but you can leave the room alone altogether or use the
    terminal to shut the turret down.  Waste any Ghouls in the next room and check
    your right for [LINCOLN'S DAIRY], one of the artifacts you're looking for. Clear
    the area of Ghouls and go through the door at the end of the room to reach the
    Museum of History Offices.  Boring?  I don't think so!
    Museum of History Offices:
    Make your way upstairs and spot the many red dots on your compass.  A number of
    Ghouls have hid themselves in the next hallway on your left.  Carefully tread
    into the first room on your right and open up the Eat'o'tronic to find a
    possibly much needed [STIMPAK].  The door on the opposite has a Very Hard lock.
    Head into the next room on your left, which is filled with ruined books and
    cases.  Move into the adjacent room and look for the [ACTION ABE ACTION FIGURE]
    on the desk.  Also find that the Very Hard locked from just now only leads to
    this room.  Find [10MM ROUNDS] on the floor, check the [GUN CABINET], [AMMO 
    BOXES x2], [GRENADE BOX] and [FIRST AID BOX] for supplies and unlock the Average
    [SAFE].  Use the terminal (Average Secured) to shut down any Turrets, then exit
    the room.
    The desk near the cell door has [2x 10MM ROUNDS] on top of it.  You can go
    through the western rooms, deal with more Ghouls, just to find a similar cell
    door and desk.  Grab the [10MM ROUNDS] lying behind the desk, then go through
    either one of the cell doors, because the rest of the floor holds surprisingly
    little - nothing but [LINCOLN'S HEAD] in the caved-in room all the way north.
    When you enter the archives, check the western bookcase for the [JOHN WILKES 
    BOOTH WANTED POSTER].  Now move to the SE corner of the room and check the case
    to your right thoroughly to find the [CIVIL WAR DRAFT POSTER] on the top shelf.
    Head upstairs and glance at the wall.  Hanging behind the desk is nothing other
    than the [LINCOLN MEMORIAL POSTER].  You can now return to Hannibal, but it's
    better to explore some more.  Waste any Ghouls that you may have brought to
    your attention, then search the nearby desk for the [LINCOLN'S VOICE] artifact.
    The walkways to your south yield nothing but ruined books, so head into the
    ruined room to your north instead.  Search any cabinets and desks for caps or
    ammo and more importantly, grab medical supplies from the [FIRST AID BOX] on the
    wall.  Explore the NW corner of the room and open up the display case to 
    treasure another artifact: [LINCOLN'S REPEATER].  While you're here, don't leave
    Head through the hall and start exploring the eastern rooms.  In the SE room
    you can find the [ANTIQUE LINCOLN COIN COLLECTION] artifact in a bookcase.  You
    can find an [AMMO BOX] in the room all the way northwest of the second floor,
    but beware of the gaps in the floor.  The western rooms hold nothing of interest
    which means you can now head back to Hannibal.
    Back at the Temple of the Union, hand over the memorial poster to Caleb, then
    find Hannibal on the second floor.  He'll head over to Lincoln's Memorial right
    away when he hears about Caleb being ready.  Fast travel to Mall Northwest and
    wait 6 hours or so - Hannibal & co. will show up.  Talk to him and sell him any
    of the artifacts you've found;  Be sure to apply Speech Challenges all the time
    and try to increase your Caps.  The quest will be over;  You'll receive the
    [DART GUN SCHEMATICS] for a job well done.
        |[MQ13] You Gotta Shoot 'Em In The Head                               |
    |HOW TO UNLOCK: Speak to Mr. Crowley in Underworld at Carol's Place.           |
    |                                                                              |
    |ITEMS: [] Sniper Rifle, [] .308 Caliber Rounds, {} Jet x8.                    |
    |                                                                              |
    |QUEST REWARD: [] Dukov's Key, [] Dave's Key, Ted's Key.                       |
    | (300 EXP)                                                                    |
    |                                                                              |
    |ENEMIES: o Dukov     o Dave                                                   |
    |                                                                              |
    Head over to the Museum of History, located at The Mall, and go to Underworld.
    Head upstairs and find Mr. Crowley at Carol's Place.  This man wants four people
    dead, and he wants you to do it like a pro: A bullet straight through the head.
    You're given the list with people he wants dead, and you're sent off on duty.
    Alternatively, Mr. Crowley may be sitting in The Ninth Circle Bar, so you may
    also need to look there depending on the time your visit Underworld.  Wherever
    you contact Mr. Crowley, you're given a [SNIPER RIFLE] and [.308 CALIBER ROUNDS]
    for your job in advance.
    Optional: Does Mr. Crowley really just want to kill these people because he
              hates them, or is there more than meets the eye?  You can talk to
              various people around Underworld and find out that it's not all about
              hatred.  The best way to do so is by talking to Greta who is in the
              same room as Crowley.  Head back to Crowley, confront him with your
              findings and he'll throw in an additional 100 Caps to seal the deal.
    Getting the Keys:
    Head over to Dukov's Place, which is nearby Tepid Sewers.  When you enter, a
    drunk guy with a Russian accent comes up and greets you - meet Dukov.  You have
    several options to obtain his key:
    1. Speech Challenge him by threatening in order to receive the key.
    2. You can pickpocket Dukov (use a Stealth Boy to ensure success).
    3. Talk to Cherry and Speech Challenge her to steal his key, however she wants
       you to escort her to Rivet City (which you can just neglect to do).
    4. If you're male and have the Lady Killer Perk, Fantasia offers to steal the
       key for you without asking anything in return.
    5. If you're female and have the Black Widow Perk then Dukov will hand over his
       co.. Key to you.  That's right.
    6. Of course, you can also just kill Dukov and grab his key.
    If you're a drug lover, check out the restroom to the west and find a crapload
    of {JET x8} on the floor.
    Next, head over to Dave's Republic, which is in the NE corner of the wasteland.
    It's a long trek, so come prepared.  The Temple of the Union might quite 
    possibly be the closest, so fasttravel and head from there.
    When you finally arrive, make your way into the house by staying polite and
    friendly.  Find Dave: You now have several options again.
    1. If your LCK stat is high enough, Dave can hand over the key without problems.
    2. You can Speech Challenge Dave several times to make him hand over the key.
    3. You can kill Dave and take the key from his body.
    4. Pickpocket the key from Dave (use a Stealth Boy for a sure success).
    Now continue your quest to Rivet City.  You've probably been here before, it's
    the large 'city-on-a-boat' in the southwest corner of the Wasteland.  Head to
    the Middeck and enter the Common Room.  Look around for Ted Strayer.
    1. With the Toughness Perk, which you most likely have, you can convince Ted to
       hand over the key immediately.  That means NOW, Ted.
    2. You can Speech Challenge Ted into giving you the key with ease.
    3. Paying Ted 25 Caps is also a way of obtaining the key.
    4. You can pickpocket Ted, but I'd certainly advise using a Stealth Boy.
    5. Killing poor Ted is also an option; You can take the key from his carcass
       afterwards.  Just make sure you don't attract any of the guards, or else.
    Optional: Now that you have the three keys, you can optionally go to Tenpenny
              Tower in the southwest and meet Tenpenny.  You can then either kill
              Tenpenny (for a measly 100 Caps), or get a 200 Caps (300 with Speech) 
              from Tenpenny if you kill Crowley instead.  Whatever your choice, I
              recommend being done with the Tenpenny Tower Quest already before
              killing Tenpenny (unless he's already dead-which figures for itself).
    You can now return to Crowley and give him the keys.  You'll be rewarded with
    Caps, depending on if you really killed them or not you get 25 or 100 Caps, but
    it's possible to trick Crowley with a Speech Challenge.  When you've ended the
    quest you have two options:
    1. Sneak after him and steal the three keys back from him.  This is highly
       recommended, but you should save your game before attempting.
    2. Kill him when he's out of Underworld, and grab the keys back.
    3. (Leave him be - not recommended)
    These keys will be of use in a Freeform Quest: Fort Constantine.  It's worth the
    trip, not in the least place because you can find the Big Guns Bobblehead and
    the unique T-51b Power Armor.  Find more info at the exploration sections.
        |[MQ14] Stealing Independence                                         |
    |HOW TO UNLOCK: Speak with Lincoln Washington in Rivet City at the Capitol     |
    |               Preservation Center, nearby the Science Lab, Mid Deck.         |
    |                                                                              |
    |ITEMS: [] Archives Prize Voucher, [] Special Mentats, [] Frag Mines,          |
    |       [] Sydney's 10mm "Ultra" SMG, [] Safe, [] Archives Prize Voucher x6,   |
    |       [] Ammo Box x2, [] Safe, [] First Aid Box, [] Darts x 20, [] Ammo      |
    |          Box x2, [] Frag Grenade x3, [] Pulse Grenade, [] Shotgun Shells x2, |
    |       [] First Aid Box, [] Ammo Box x2, [] Mentats, [] Grenade Box x2,       |
    |       [] First Aid Box, [] Mine Box x2, [] RadAway, [] Sheet Music Book,     |
    |       [] Ammo Box, [] Grenade Box, [] Mine Box, [] Stimpak, [] Ammo Box x3,  |
    |       [] First Aid Box, [] Laser Rifle, [] Mini Nuke, [] Stealth Boy,        |
    |       [] Duck and Cover!, [] Metal Armor, [] Metal Helmet, [] Mine Box,      |
    |       [] Microfusion Cell x2, [] Stimpak, [] First Aid Box, [] Ammo Box,     |
    |       [] Mine Box, [] Ammo Box x5, [] Grenade Box, [] Mine Box, [] First Aid |
    |          Box, [] Lying, Congressional Style, [] Bill of Rights, [] Ammo      |
    |          Box x3, [] Grenade Box, [] Mine Box, [] Magna Carta, [] Stronghold  |
    |          Security Terminal Password, [] Button's Wig, [] Safe x2,            |
    |       [] Declaration of Independence.                                        |
    |                                                                              |
    |QUEST REWARD: [] Schematic: Railway Rifle.                                    |
    | (300 EXP)    [] 400 Caps (if you come alone).                                |
    |                                                                              |
    |ENEMIES: o Super Mutant    o Super Mutant Brute    o Super Mutant Master      |
    |         o Centaur                                                            |
    |                                                                              |
    Talk to Lincoln Washington at the Capitol Preservation Center on board of Rivet
    City.  He'll tell you that the Declaration of Independence is missing in his
    collection, and he'd like you to fetch it from the National Archives.  Head over
    to The Mall by fast traveling somewhere nearby.  You can go inside by front or
    by the back door. 
    National Archives Front Door:
    Head through the hall and find two terminals on the back of the wall.  One
    terminal holds 8 questions and claims that you can win fabulous prizes.  Let's
    try it, shall we?  If you always were a lamer at history, check for the answers
    below.  Otherwise, try the questions yourself: You can back out of the terminal
    at any given time to try again.
    Answer #1: Second Continental Congress.
    Answer #2: Thirteen.
    Answer #3: John Hancock.
    Answer #4: 56.
    Answer #5: Ratification.
    Answer #6: King George III.
    Answer #7: Happiness.
    Answer #8: Thomas Jefferson.
    Claim the [ARCHIVES PRIZE VOUCHER] and collect your prize, one out of three
    special mentats (a weird prize for a Museum if you ask me - drugs?).  
    Glamorously Grape  = +5 CHR.
    Brilliantly Berry  = +5 INT.
    Observantly Orange = +5 PER.
    These Mentats are unique, so use them extremely sparingly - or not at all.
    Head into the Rotunda to the north and lay several mines at the entrance, then
    move in and beware of tons of mines yourself.  Move over to Sydney, the woman
    who looks like a ranger, then prepare for two waves of Super Mutants.  The first
    wave will mostly be taken care of my any mines, but the second wave has a mutant
    with a Missile Launcher.  Kill this one ASAP and make sure Sydney survives the
    fight.  Talk to her when it's over.
    After teaming up with Sydney, head over to her terminal nearby her initial
    position and use the 'Unlock Rotunda Cargo Lift' option.  This reveals a secret
    elevator leading to the Archival Secure Wing East.  Disarm all [FRAG MINES] in
    the Rotunda, then choose from a number of paths.
    Note: If Sydney is killed before you had the chance to use her terminal, you'll
          have to make your way through the eastern door from the main hall, follow
          the path downstairs to an 'easy' locked door (beware of a cow-head-trap 
          when going downstairs) and go from there.
    Note: It's not necessary to keep Sydney alive at all costs.  If she dies, be
          sure to keep her unique [SYDNEY'S 10MM "ULTRA" SMG] safe.  We wouldn't
          want it to get lost, right?
    Note: If you want to do a small Freeform Quest with Sydney (with as reward the
          aforementioned machine gun), you'll need to keep her alive.
    Note: Also head through the east door from the main hall and head upstairs and
          locate the wall [SAFE] in this office room.  This always holds [ARCHIVES
          PRIZE VOUCHER x6], which you can exchange for special Mentats at the
          terminal in the main hall.  Tip: If you have a near-perfect/allround built
          it may be wise to grab as much as you can from the Glamorously Grape 
          Mentats, since these increase your low-as-hell CHR.  The Brilliantly Berry
          flavour can also be useful if you want temporary max stats.
    Note: You can also explore the western area and look for useful items (but also
          Super Mutants).  Feel free to glance at the 'Entering from the back'
          section and use it backwards to find all the items.
    Entering from the back:
    You'll come across several Super Mutants and a Centaur along this route.  Beware
    of Frag Mines on your right (west).  Head left (east) and look for two [AMMO
    BOXES] between two bookcases.  Also check this area for an 'Average' [SAFE],
    and look for a [FIRST AID BOX] on the ground near the destroyed cabinets.
    The rest of the eastern path leads to several rooms with nothing but junk.  It
    also leads to a locked door which is an optional path soon.  Either way, from
    the back entrance it's better to explore the western area.  Don't bother with
    the southern door - it only has a trap behind it. The classrooms to the very
    west contain [DARTS x20] on a desk in the first room, and two [AMMO BOXES],
    [FRAG GRENADE x3] and a [PULSE GRENADE] in the second room, marked with an 'A'.
    Head upstairs at the end of the hall and check the bookcase on your left to
    find [2x SHOTGUN SHELLS] and a Combat Shotgun.  Clear the area from mutants and
    check both restrooms for a [FIRST AID BOX] in each.  Explore the southern room
    and look for two [AMMO BOXES] and [MENTATS] in the NW corner, but also loot any
    filled cabinets for caps or ammo.  The elevator to the Archival Storage is
    locked, so head back to the previous room adjacent to the restrooms and go
    up the stairs by moving through the SE hall.  Waste a few more mutants and make
    your way in the room upstairs.  You'll be able to find a [GRENADE BOX x2] and
    a [FIRST AID BOX] on a desk, two [MINE BOXES] of which one is averagely locked,
    and a [RADAWAY] in one of the corners.  Make your way east to the main hall of
    the building - where you would end up going through the front door.
    Going by the Locked Door:
    If you use the secret elevator you can skip these paragraphs.  The locked door
    leads to the Archives Sub-Basement.  Head downstairs and search this messy
    storage room for a [SHEET MUSIC BOOK] on the lowest shelf of a case against the
    western wall, and a [GRENADE BOX], [AMMO BOX] and [MINE BOX], plus a [STIMPAK]
    on top of a bookcase.
    The area on your south is engulfed with gas, so it's best to roll a grenade
    inside and keep your distance to keep from getting fried.  There are several
    other mutants roaming the room, so do your duty and get rid of them.  Search
    the southern room to find three well packed [AMMO BOXES] and a [FIRST AID BOX].
    Now head downstairs (or carefully jump down) and proceed through the northern
    hallway, once again filled with highly flammable gas.
    Tread with caution, grab the [LASER RIFLE] from the skeleton - should you need
    it, he/she won't miss it - and head upstairs.  The gate on your left is locked
    and is 'Very Hard' to unlock, meaning 100 Lockpick Skill.  If you have this by
    now you can trespass to find a [MINI NUKE], [STEALTH BOY], [DUCK AND COVER!],
    [METAL ARMOR] and [METAL HELMET].  If you don't, remember this location for
    later.  Head for the Archival Secure Wing East.
    Archival Secure Wing East:
    The elevator from the Rotunda leads here, which grants you a significant short-
    cut over the other route.  You can still collect the items there if you're 
    interested.  If you're not, or if you came from there, proceed north and deal
    with a Mister Gutsy robot.
    You once again have two options: If your Science Skill is high enough you can
    open the Utility Gate and skip the western walkway.  If you can't open it, make
    your way through the western hall instead.  You are granted a secondary shortcut
    by means of an averagely locked door and a walkway filled with gas that leads
    to the same room the utility gate led to.  However, you may want to explore some
    more, so leave it alone for now.  Find a [MINE BOX], [MICROFUSION CELL x2], 
    [STIMPAK] and Laser Rifle near the skeleton in the first room to your left.
    Check the Cash Registers for loads of Pre-war money altogether.
    The second room to your left contains a [FIRST AID BOX] and [AMMO BOX].  Go
    around the corner and find a [MINE BOX] in one of the metal cases.  Don't forget
    to ransack all Cash Registers.  Dispose of the Sentry Bot and continue east.
    Dispose of any Mister Gutsy or Protectron standing in your way and head down 
    when you reach the large room (this is where the Utility Gate led to as well).
    Go through the door and enter another walkway.
    You'll find an average locked door on the west, two of them upon closer
    inspection, and they lead to a storage with loads of supplies.  Destroy the two
    Mark IV Turrets in the storage room itself and grab all of the following:
    Back at the hallway, the 'Hard' locked door to your right only represents a
    shortcut.  Funny thing by the way: The storage being locked by two average doors
    and a regular hallway door being 'Hard'.  Don't mind me, I like nitpicking. :)
    Continue north but be warned:  This area has three Sentry Bots and a Mister
    Gutsy patrolling the rooms.  Use Pulse Grenades and Mines, because these are
    tough foes your messing with.  The western stairs lead down to a dead-end room
    with a dead Mercenary and a Sentry Bot.
    The eastern storage room, accessed by going through the northern hallway first,
    looks similar to the previous: One averagely locked door and two more Mark IV
    Turrets guard the goods.  Find [AMMO BOXES x3], [GRENADE BOX], [MINE BOX] and
    the [MAGNA CARTA] from the safe.  Now make your way through the northernmost
    door of the area that leads to the Archival Strongroom.
    Archival Strongroom:
    You're promptly greeted by a protectron who thinks he's Button Gwinnet.  He 
    holds the [STRONGHOLD SECURITY TERMINAL PASSWORD], and you need it.  How to
    resolve this?
    1. Use Speech Challenge to ensure Gwinnet that you are one of the good guys, in
       fact you're either Thomas Jefferson or his agent!
    2. Fetch the Ink Container for Gwinnet, if you haven't gotten it already from
       the Arlington Public Library.  Check out 'Librarians are not boring', the
       9th part of the Wasteland Survival Guide quest for details on where to find
    3. Use the Robotics Expert answer (if you have this perk) and give Button the
       shutdown command.
    4. Kill him and grab it off him.
    Search the room and the various cabinets.  Also grab the unique [BUTTON'S WIG]
    from the ground.  It has some uses, but foremostly adorable.  *Ahem*.
    With the password in hand, use the terminal and unlock all Strongroom and
    East Wing doors.  Search the storage room for two [SAFES] and the [DECLARATION
    OF INDEPENDENCE] in the main safe.  Head through the western maintenance area
    for a shortcut, make your way east to the main hall, and set foot for Rivet
    Locate Abraham Washington and claim your reward: [RAILWAY GUN SCHEMATICS].  If
    you arrive without Sydney, you also get to claim 400 Caps.
        |[MQ15] Reilly's Rangers                                              |
    |HOW TO UNLOCK: Talk to Reilly at the Underworld Hospital Chop Shop.           |
    |                                                                              |
    |ITEMS: [] Ammo Box, [] .44 Magnum Rounds x16, [] Scoped .44 Magnum,           |
    |       [] Rad-X x2, [] RadAway x2, [] .32 Caliber Rounds x15, [] 10mm Rounds, |
    |       [] Frag Grenade, [] First Aid Box, [] Stimpak x2, [] Med-X, [] Ammo    |
    |          Box x2, [] Ammo Box x3, [] First Aid Box x2, [] Ammo Box x2,        |
    |       [] 3x Microfusion Cell, [] Hidden Stash Note, [] 2x Ammo Boxes,        |
    |       [] Mine Box, [] Grenade Box, [] Ammo Box, [] First Aid Box, [] First   |
    |          Aid Box, [] Buffout, [] Jet, [] First Aid Box, [] Mentats, [] Safe, |
    |       [] 2x Frag Grenade, [] 3x Ammo Boxes, [] Pre-war Book, [] Stimpak,     |
    |       [] Mentats, [] Safe, [] First Aid Box, [] Ammo Box, [] Psycho, [] First|
    |          Aid Box, [] First Aid Box, [] Stimpak, [] 100x 10mm Rounds,         |
    |       [] 200x 5.56mm Rounds, 200x 5mm Rounds, [] 4x Frag Grenade, [] First   |
    |          Aid Box, [] First Aid Box, [] First Aid Box, [] 2x Mine Box,        |
    |       [] 10mm Rounds x10, [] First Aid Box, [] Chinese Army: Spec. Ops.      |
    |          Training Manual, [] Ammo Box, [] First Aid Box x2, [] First Aid Box,|
    |       [] Nuka-Cola Quantum, [] 2x Ammo Box, [] 2x Frag Grenade, [] Shotgun   |
    |          Shells x12, [] Grognak the Barbarian, [] First Aid Box, [] Fission  |
    |          Battery, [] First Aid Box, [] Safe, [] Tales of a Junktown Jerky    |
    |          Vendor, [] 2x 5.56mm Rounds x24, [] Jet x2, [] Geomapper Module.    |
    |                                                                              |
    |QUEST REWARD: Choose one of two rewards:                                      |
    | (300 EXP)    1. [] Ranger Battle Armor.                                      |
    |              2. [] Eugene Minigun.                                           |
    |                                                                              |
    |ENEMIES: o Super Mutant     o Super Mutant Brute    o Super Mutant Master     |
    |         o Talon Comp. Merc                                                   |
    |                                                                              |
    Locating Reily:
    Head to Underworld, which is accessed from the Museum of History.  This in turn
    can be accessed by traveling somewhere near the Washington Monument.  You'll
    find the building somewhere on the east.
    Once inside, head to the very south of the ground level and enter the Chop Shop,
    the hospital around here.  Talk to the woman lying on a bed, and it appears she
    is in a coma.  You have two options here:
    1. Wake her up if your Medicine Skill is high enough.
    2. Speech Challenge Doctor Barrows and have him wake her up.
    You can also meet Reilly at the Statesman Hotel, in the Ranger Compound if you
    choose to directly go there, but if you perform these options you'll get a lot
    of markers and quest info right here, right now.
    Agree to help her team and hear her out for useful information.  When you've
    heard all dialog let her rest and set out for the Ranger's Compound first.
    Finding the Ranger's Compound:
    The fastest way is to go through the Capitol Building up north.  Head through
    the entrance, immediately head through the door on your remote right that leads
    to the eastern sections of the room, and go through the hallway on your right
    until you reach the double doors that lead to the worldmap area called Seward
    Needless to say, all of this doesn't go without a fight, and you'll face many
    Super Mutants and Talon Comp Mercs along the way.
    Continue south/southeast and head under a viaduct.  Head all the way SE, past
    many gore bags, past the broadway cinema, until you see a metro sign.  This is
    in front of the Cornucopia Fresh Groceries building From here
    head north and at the end of this street look on your right to see a sign with
    two crossing swords.  Head east until you get to a square with a statue.  Left
    from the statue is the entrance of the Ranger Compound - about time, really.
    The Ranger's Compound:
    The radio room is to the right and you can gather information regarding the
    rangers from here. Head left and check out the storage room in the back first to
    find a case with loads of alcohol and an [AMMO BOX].  More of your interest is
    probably the door to your left that leads to the storage room with loads of
    Check the cabinet shelves for: [.44 ROUNDS x16], [SCOPED .44 MAGNUM], [RAD-X x2]
    [RADAWAY x2], [.32 CALIBER ROUNDS x15], [10mm ROUNDS x12], [FRAG GRENADE].
    Find a [FIRST AID BOX], [STIMPAK x2] and [MED-X] on the table.  Also loot the
    two [AMMO BOXES] next to this table.
    Exit the building and head up the nearby stairs outside.  At the second floor
    you'll find three more [AMMO BOXES] on some shelves, one of them averagely
    locked.  Explore the area further to find two [FIRST AID BOXES] and two more
    [AMMO BOXES] of which one of each is also averagely locked.  These are crammed
    with goods.
    Make sure you have Reilly's Rangers set as active quest, and check out the mark
    on your map.  It is close to the Metro Station and the marker pinpoints the
    Sewers, one of the ways to get to your next destination: Vernon Square.
    Head through the Sewer tubes, kill the Super Mutants you'll soon meet, and
    switch to the other metro tube.  Enter through the nearby door and go upstairs
    to find [3x MICROFUSION CELL] and a [HIDDEN STASH NOTE] nearby the skeletons.
    Read the note, then walk down the dead-end south-eastern tunnel.  Waste the
    Super Mutant, then look around for the hidden stash under some debris.. and
    voila!  You can find [2x AMMO BOXES], a [MINE BOX] and a [GRENADE BOX] here.
    It looks like there are five boxes, but I think there's one you can't open.
    Backtrack slightly, then go into the other tube and track along the metro.
    Head east when you can, waste another mutant, and look around for an [AMMO BOX]
    next to the couch.  You can also sleep in the makeshift beds here.  Head up the
    ladder to Pennsylvania Avenue and make your way through the street, heading west
    for the marker on your map.  Discover Pennsylvania Avenue North's Metro Station,
    otherwise known as Freedom Street Station, and head inside.
    Freedom Street Station
    Proceed but be cautious of three nasty Bear Traps - either disarm or avoid them.
    Go through the northern walkway and blast the two Feral Ghouls.  Check the
    generator room to the east, kill the ghoul and search for a [FIRST AID BOX] on
    the structure pillar.  Go through the other generator room and you'll find a
    Scavenger upstairs, willing to trade supplies.
    Head back to the previous hallway with the T-junction and head west.  Disarm
    the three Bear Traps in this room, then proceed through the door and hallway
    with the radioactive logo next to it.
    In the next tube, ignore the nearby door (leading to a small flooded room) and 
    make your way through the tube itself, blasting any ghouls in your way.  At the
    end, make your way upstairs to the higher levels of the subway, go over some
    walkways that are above the previously mentioned flooded room, and continue
    your way upstairs.  Make your way across another walkway and kill any ghouls
    that reside here.  Cross the crates and rubbish, head up another stairs and
    exit to Vernon Square at the end of the hall.
    Vernon Square:
    Make your way past the wrecked buses and head south until you reach the
    Our Lady of Hope Hospital.  If you're looking for more (medical) supplies, head
    more to the west.  Find a [FIRST AID BOX] on a little table in the corner of
    this area, and some [BUFFOUT] and [JET] in little crates on top of the truck.
    You'll find one last [FIRST AID BOX] on the truck as well.  Head into the
    hospital now.
    Our Lady of Hope Hospital:
    You'll now be at the entrance lobby.  Head through the double doors on the SW,
    and proceed through this hallway.  Kill the centaur that roams this area, then
    open the Eat'o'tronic on the structure pillar to find some [MENTATS].
    Before you proceed in the large hall, check out the room directly to your north,
    which is an other entrance of the hospital.  Unlock the easy [SAFE] here.
    The large hall up ahead usually houses a Super Mutant or 4.  Either waste them
    with grenades or missiles, otherwise lure them to the smaller room you're coming
    from.  The SE corner in this large hall has a desk with [2x FRAG GRENADE] and
    [3x AMMO BOXES] on it.  You can find a [PRE-WAR BOOK] on the counter near the
    skeleton hanging over it.  When you proceed upstairs, be cautious of a mine at 
    the top of the stairs.  Head to the next area.
    Our Lady of Hope Hospital 2nd Floor:
    Go down the hall and check the two Eat'o'tronics for a [STIMPAK] and [MENTATS].
    Also unlock the averagely locked [SAFE] at the end of the hall.  Having done so,
    go through the double doors on the north and dispose of two mutants.  There is
    nothing of value in both the dining hall nor the kitchen, so proceed through
    these areas and kill another two mutants.
    Use the adjacent hall and stairs to bring you at the higher levels outside of
    the hospital.  Once outside, check around the corner to find a [FIRST AID BOX]
    and an [AMMO BOX].  You can also find a [PSYCHO] in a little wooden crate 
    near the edge of the building.  Cross the walkway, drop down a level and make 
    your way into the Mid-levels of the Statesman Hotel.
    Statesman Hotel Mid Level:
    Drop down to the floor below and make your way through the hall.  Grab supplies
    from the [FIRST AID BOX] next to the firehose box.  Make your way through more
    halls and rooms until you reach a central hall.  Find yet another [FIRST AID
    BOX] near the firehose box in this hall.  The mini cafetaria with Cola Vending
    Machine and an Eat'o'tronic holds a [STIMPAK] in the latter.  Take the western
    stairs and find Theo - or what's left of him anyway.
    Theo's Ammo Box holds a crapload of goodies: [100x 10MM ROUNDS], [200x 5.55MM 
    ROUNDS], [200x 5MM ROUNDS], and [4x FRAG GRENADES].  It's too bad that Theo was
    stripped of his Ranger Armor Suit, or we would already have the best armor in
    the game.  Oh well, let's carry on then, shall we?
    Proceed upstairs but beware of a trap.  Enter the next hall and open the door
    to your right.  Blast another mutant and make your way through the rooms,
    looting the dead mutants that the Ranger Squat must've already taken care of.
    Head through the northern passage and kill another mutant or two.  From this
    complex, head east to reach a stairwell.  You can't go down, and you can't go
    up more than one level, so that leaves us the fairly easy choice to go through
    the one door leading to a hallway with a sneaky Centaur.
    You can safely ignore the rooms on the west because the hold absolutely nothing.
    Instead, grab the supplies from the [FIRST AID BOX] near the firehose box, what
    else, and find yet another [FIRST AID BOX] at the end of the hall.  How very
    The (easy) locked door on the east of this hall holds, you wouldn't have guessed
    it, another [FIRST AID BOX]!  Fortunately it also holds two [MINE BOX] (of which
    one is averagely locked) and some [10MM ROUNDS x10] on the shelves.
    Continue to the NW area and wipe out the mutants here.  You got two options now:
    1. If your repair skill is decent enough you can fix the elevator here and skip
       the next two paragraphs.
    2. Take the longer path, read on.
    Grab any supplies from the [FIRST AID BOX] up ahead and walk down the hall. 
    Waste another mutant, head upstairs, waste another mutant (wait, do I see a
    *pattern* here?) and explore the storage room for a [CHINESE ARMY: SPEC. OPS.
    TRAINING MANUAL] lying on one of the shelves.  Before you go upstairs take a
    right first and unlock the easy door.  Inside this room you'll find an [AMMO
    BOX] and two [FIRST AID BOXES].  Head upstairs but beware of another 'Falling 
    Grenade Trap'.
    Statesman Hotel Restaurant:
    Loot the [FIRST AID BOX] on your left and make your way through the halls.  Head
    east, ignoring the west area.  You'll now be at the elevator.
    In this room, unlock the averagely locked door through the means of lockpicking.
    If you can't, you'll have to go around the other way, but this is preferred.
    Prepare yourself to kill a mutant or 4 in the area up ahead.  When you have done
    so, check the inner counters for a [NUKA-COLA QUANTUM], [2x AMMO BOX], [2x FRAG
    GRENADE], [SHOTGUN SHELLS x12], and a [GROGNAK THE BARBARIAN] Skill Book.  Check
    the western upstairs flank to find a [FIRST AID BOX].
    Checking Out:
    Be SURE to check out the storage room behind the stairs to find a [FISSION 
    BATTERY] on the broken Maintenance Protectron.  This will come in handy soon,
    in case you're wondering.  Exit the place by going upstairs and make it to the
    roof.  Once on the roof, search around for the Rangers.  You can give them some
    of your ammo if you want their help in the upcoming fight, but it's far from
    Give the Fission Battery to Donovan and follow the Rangers.  In this area, gun
    down all mutants ASAP so the Rangers can make a run for the elevator.  Once
    they make it, search the area for goodies.  There's a [FIRST AID BOX] and an
    averagely locked [SAFE] at the entrance counter.  If you head upstairs and check
    out the rooms to the east you can find a [TALES OF A JUNKTOWN JERY VENDOR] on
    one of the desks.  Explore the nearby restroom to find [2x 5.56MM ROUNDS x24]
    and [JET x2] on some shelves.
    Exit the place and fast travel to the Ranger's Compound.  Find Reilly and talk
    to her about your reward.  I suggest you go for the armor.  It *is* possible to
    kill the Rangers, but you can do useful Freeform quests.
    Talk to Reilly again and talk about mapping.  For every location you discover on
    the Pip-Boy you receive 20 Caps.  If you've done some avid exploring so far, 
    you're rewarded with several thousand caps right away!  She'll also hand you
    the [GEOMAPPER MODULE].  Be careful with it, if you lose it or sell it, there
    are only two spares she can give you.  Tops.
    Equip your new armor.  Why is it so good?  Well it has a reasonably weight 
    compared to Power Armor (27 versus 45), and its DR (at max) is only 6 points
    under Power Armor (39 versus 45).  It also gives excellent bonuses: +5 AP,
    LCK +1 and Small Guns +10.
    If the Ranger Armor needs tweaking you can repair it by using Talon Mercenaries
    Combat Armor - there's plenty of those around.
        |[MQ16] Trouble on the Homefront                                      |
    |HOW TO UNLOCK: Listen to the emergency frequency (nearby Vault 101).          |
    |                                                                              |
    |ITEMS: [] Frag Grenades x2, [] First Aid Box.                                 |
    |                                                                              |
    |QUEST REWARD: [] Modified Utility Jumpsuit                                    |
    |               + If you side with the Overseer:                               |
    |              [] Stealth Boy, [] Radiation Suit, [] Chems.                    |
    |                                                                              |
    |ENEMIES: o Officer Wilkes                                                     |
    |                                                                              |
    The emergency frequency becomes available when you progress the Main Quests
    beyond 'The Waters of Life'.  Head anywhere nearby Vault 101, such as Megaton,
    and hear the distress signal.  Listen to it carefully.  Looks like your chick
    is in need of some help!
    When you enter Vault 101, check the bodies of Jim Wilkins and Steve Armstrong
    (he's on the east).  Talk to Officer Gomez in the next room, who gives you the
    opportunity to escort you to either the Overseer or Amata.  Instead, go explore
    for yourself and head for the Atrium, west.
    Have a chat with Taylor, then go left, upstairs and make your way to the cell
    where the Overseer was hearing Amata out the last time.  Check all weapon
    lockers to find the password to the terminal.  Inside the cell you can talk to
    your former teacher.
    You can head north, talk the Overseer out of everything by a Speech Challenge,
    then head down the stairs to the lower level and locate Amata (and you'll bump
    into Butch here too) who will tell you to leave the Vault forever, even if you
    just saved it.  She'll also give you the [MODIFIED UTILITY JUMPSUIT].  Wait, did
    I just explain it all in one sentence?  Either way, feel free to explore the
    area.  There's not much to find, but you can find [FRAG GRENADES x2] and a
    [FIRST AID BOX] at the reactor level.
    Note: You can also side with the Overseer, which grants you a somewhat better
          reward because he'll throw in a Stealth Boy and Rad. Suit, plus some
          Chems.  Then there's the siding with Butch option, where you need to do
          some 'tweaking' in the Reactor Room.  Either way, they all lead to your
          unfortunate departure.  No happy homecoming!
    If you're interested, check the lab for your father's books, a unique item which
    doesn't do much but fill up your inventory.
    At any case, there just isn't much to do in Vault 101, so it's not a big deal
    that you have to leave it forever.  Say buh-bye to everyone, grab everything you
    need, whatever it may be, and complete the quest.
        |[MQ17] Agatha's Song                                                 |
    |HOW TO UNLOCK: Speak with Agatha in Agatha's House.                           |
    |                                                                              |
    |ITEMS: [] Ammo Box, [] Mini Nuke, [] Energy Cell x3, [] Blood Pack, [] First  |
    |          Aid Box x2, [] Pre-war Book, [] Audio 01, [] Microfusion Cell,      |
    |       [] Energy Cell x5, [] Darts x2, [] Ammo Box x2, [] Safe, [] Tales of a |
    |          Jerkytown Jerky Vendor, [] Audio 02, [] Ammo Box x3, [] Stealth Boy,|
    |       [] Pre-war Book, [] Darts, [] Stimpak x2, [] Railway Spikes, [] Darts, |
    |       [] Jet x2, [] Psycho, [] Stealth Boy, [] Cherry Bomb, [] Ammo Box x2,  |
    |       [] Microfusion Cell x4, [] Energy Cell x2, [] Safe, [] Nikola Tesla and|
    |          You, [] Audio 06, [] Soil Stradivarius, [] Safe, [] Pre-war Book,   |
    |       [] Pre-war Book, [] Stimpak x2, [] Audio 05, [] First Aid Box,         |
    |       [] Darts, [] First Aid Box, [] Music Sheetbook, [] Darts, [] Cherry    |
    |          Bomb x3, [] Nuka-Cola Quantum, [] Ammo Box, [] Grenade Box,         |
    |       [] Pulse Grenade x3, [] Pulse Mine x3, [] Railway Spikes x2, [] Ammo   |
    |          Box, [] RadAway x3, [] Stimpak x2, [] Bloodpack, [] Energy Cell x3, |
    |       [] Ammo Box x2, [] Audio 04, [] First Aid Box, [] Ammo Box,            |
    |       [] Grenade Box.                                                        |
    |                                                                              |
    |QUEST REWARD: [] Agatha's Station Signal                                      |
    | (300 EXP)    [] Blackhawk (ask for a reward)                                 |
    |                                                                              |
    |ENEMIES: o Bloatfly        o Deathclaw    o Mirelurk    o Mirelurk Hunter     |
    |         o Mirelurk King                                                      |
    |                                                                              |
    Agatha's House can be found east from the Meresti Trainyard.  Look for a small
    wooden ropebridge and cross it to find the house.  Inside, an old woman greets
    you and tells you all about herself - and her violin.  Steer the conversation
    so that you get to know all about her motives and try one of the Challenges to
    obtain the key to the [AMMO BOX] in this very room, which holds a ton of ammo
    and even a [MINI NUKE].
    With this information in hand, make your way to Vault 92 (the headquarters is
    an optional exploration and is not required to complete this quest).  It lies
    in the Northwest sector of the wasteland, and Deathclaws may be found in the
    surrounding areas, so be warned.  A Dart Gun to cripple their legs is highly
    Vault 92:
    When you've found Vault 92, enter the cave and go inside.  Search the table near
    the entrance for [ENERGY CELL x3], [BLOOD PACK], [FIRST AID BOX x2] and a Laser
    Pistol.  Check the desk on the east for a [PRE-WAR BOOK] and the [PROFESSOR
    MALLEUS AUDIO LOG V92-01]. Head through the door and disarm the nearby mine,
    then quickly waste a Bloatfly.
    You can go in three directions from here:
    The averagely locked door on the east has a frag mine right behind it, and this
    path leads to the Sound Testing area, but we'll get there soon.
    The door on the west also has a frag mine planted behind it, and this area leads
    to a the Living Quarters and the Reactor Room.
    Leave the other two areas alone for now and go through the southern door, 
    deactivate the rigged shotgun, head through the next door and go downstairs.
    This will lead you to a large hall with several Bloatflies.  To your left is a
    short hall that leads to the Sound Testing area - we'll get there in a second -
    and to the south is a door that leads you to the upper walkways of this hall.
    When you reach the upper walkways, locate the NE door (averagely locked) and go
    inside the storage room.  You can find a [MICROFUSION CELL] and [ENERGY CELL x5]
    on the shelves to your left, [2x DARTS x20] on the bottom shelves behind the
    counter, along with two more [AMMO BOXES].  You can unlock the averagely locked
    [SAFE] under the counter by using the terminal or lockpicking it.  Last but not
    least, don't miss the [TALES OF A JUNKTOWN JERKY VENDOR] on the bottom shelf
    near the safe.
    Overseer's Office:
    Go to the Overseer Office Area by heading through the SE room.  Here, explore
    the SW apartment to find the [PROFESSOR MALLEUS AUDIO LOG V92-02] on the desk.
    Follow the hallway behind the western door to reach the Overseer's Office.
    [PROFESSOR MALLEUS AUDIO LOG V92-03] lies on the desk, and three [AMMO BOXES]
    are waiting to be looted nearby.  Lastly, grab the [STEALTH BOY] from the 
    circular counter.
    Return to the large hall, locate the NE door on the ground level and enter the
    Sound Testing area.
    Sound Testing:
    Move around the corner and go downstairs.  At the intersection, head right
    (north) and waste a Mirelurk King.  Grab the [PRE-WAR BOOK] from the table and
    [DARTS] from the chair.  Back at the intersection, open the averagely locked
    door to the west in order to raid the storage room behind it. Find [STIMPAK x2],
    [AMMO BOX x2], [MICROFUSION CELL x4], [ENERGY CELL x2] and a [SAFE].
    Explore the SE hall, waste another Mirelurk King and search the desks in the
    room ahead for a [NIKOLA TESLA AND YOU] skill book and [PROFESSOR MALLEUS AUDIO 
    LOG V92-06].  Use the Studio Terminal to unlock the Studio door on the SW. 
    Enter this room and find the [SOIL STRADIVARIUS] on a table.  There's also an
    easily opened [SAFE] here.  Head back upstairs and head east. Kill any Mirelurks
    here (there may be four or so).
    Start exploring the classrooms to the NE.  Grab a [PRE-WAR BOOK] from the book-
    case, then continue to the rooms on the SE.  The eastern room holds a terminal 
    (Zoe Hammerstein's) and a [PRE-WAR BOOK] and two [STIMPAKS] next to this PC.
    You can find the [PROFESSOR MALLEUS AUDIO LOG V92-05] in the western room.  This
    concludes this area.  Head back to the hall and go through the northern door
    with the Utility board above it.  This brings you back in the Vault 92 area you
    first entered, but now you're in the east section.
    Move all the way to the west until you get to some stairs leading down to the
    Living Quarters.  This is an optional exploration but can yield you some decent
    goodies; Especially finding the Sheet Music Book is worth the effort.
    Living Quarters:
    Immediately take a left (east) and hack the terminal ASAP.  Select the option
    Noise Flush and all Mirelurks roaming the Living Rooms will be executed on spot!
    There are 8 or so, which saves you a lot of trouble.
    The room to the north of this terminal holds a [FIRST AID BOX] on the left wall,
    and the NE room is a storage area with several metal boxes and other junk.
    Unfortunately most of it has been looted already.  You can also sleep in any
    Bunk Bed in the adjacent room.
    From the hall, enter the southern rooms and check the area on your left in order
    to find [DARTS] in on some shelves.  Enter the Men's Dorm rooms to the west.
    Find a [FIRST AID BOX] on the ground under a desk and explore the restroom to
    the NW afterwards.  Carefully search the NE corner to find a [MUSIC SHEETBOOK].
    Back in the main hall, head south, go downstairs and follow the walkway until
    you reach a complex consisting of several rooms.  Check the room immediately to
    your west and look around for [DARTS] and [CHERRY BOMB x3] on the shelves, and
    a [NUKA-COLA QUANTUM] next to the Security Terminal.  Hack this and select the
    unlock option.
    In the room-connecting hall, look for an [AMMO BOX] in the cabinet, and a
    [GRENADE BOX] next to the cabinet.  The NE room holds [PULSE GRENADE x3] and
    [PULSE MINE x2] on the tables.  The SE room can be unlocked by either picking
    the Very Hard door or hacking the Terminal (Hard).  Inside you'll find [RAILWAY
    SPIKES x2], an averagely locked [AMMO BOX], [RADAWAY x3], [STIMPAK x2],
    [BLOODPACK], [ENERGY CELL x3], and two more [AMMO BOXES] on the shelves.  Lastly
    grab the [PROFESSOR MALLEUS AUDIO LOG V92-04] from the desk in the connecting
    hall, and grab medical supplies from the [FIRST AID BOX] in the southern room.
    With this area fully explored, head back the way you came.
    Make your way to the generator room nearby the entrance of the Vault.  From here
    you can either leave or do another optional exploration of the Reactor Room.
    Reactor Room:
    From the generator room head east, through the tunnel, then open the Reactor
    Door on the north.  Head downstairs and kill a Mirelurk.  Wade through the
    rooms and tunnels with water until you reach a door.  Kill another Mirelurk in
    the next room and proceed west until you reach a room with a Mirelurk King.
    Waste it and look for an [AMMO BOX] and [GRENADE BOX] in the corner.
    Continue north, open another door, kill the Mirelurk and head through the door
    on your left (west) so you can go upstairs and head back to the rest of Vault
    Your Reward:
    Note: You can sell the violin to Abraham Washington in Rivet City for 200 Caps,
          or 300 Caps with Speech Challenge.  You can also sell the violin to a
          Ghoul in the Underworld: Azhrukhal.  He'll make you the same deal as
          Abraham does.  In both cases, I'd say it isn't quite worth the time.
    Return to Agatha and give her the violin.  In return you may now tune in to
    Agatha's Radio Signal at any given time.  Also hand her the Music Sheet and ask
    for a reward.  You will now be rewarded with the [BLACKHAWK], a powerful unique
    .44 Magnum in perfect mint condition!
                        II-2) DOWNLOADABLE CONTENT QUESTS [DLC]
        |[DLC-1] General Information                                          |
    There are currently three DLC-packs set for release.  They are:
    1. Operation: Anchorage (January 27th, 2009)
    2. The Pitt (March 24th, 2009)
    3. Broken Steel (May 5th, 2009)
    The price? $10,- each, or 800 Microsoft points.
    Please note, the release dates are what I could find from the internet and by
    no means definitive.  They are heavily influenced by several company decisions
    and may ultimately vary.  We can only hope for them to be definitive.
    The DLC's are rumored to pack about 5 extra hours of gameplay each, similar to
    the Oblivion expansion 'Knights of the Nine'.  Yes, that includes Broken Steel
    as far as I've read from sources.  It makes sense, because you'd expect a large
    expansion to surely take more time than just a mere 3-4 months.
    Note: DLC's are now also planned to come out for Playstation 3.  The first will
    be Operation Anchorage, to be released in June 2009, then The Pitt and Broken
    Steel (after which Point Lookout and Mothership Zeta follow).
    1. Operation: Anchorage
    This is a simulation in the style of 'Tranquility Lane' and in it you will
    liberate an Alaskan City from Chinese Communism.
    o With the content purchased, a new quest marker will be added to the wasteland
      and you'll have to hop into a simulator to start the quest.
    o The player loses all equipment just like in 'Tranquility Lane' and will have
      to play by the rules of the simulation.
    o There will be new top-notch weapons which can also be used in throughout the 
      main game.  There will also be new armor and achievements.  Lastly, there's 
      also a new perk planned for this DLC and it's called 'Covert Ops'.  To get the
      Perk you must collect all 10 Intel Suitcases during the simulation.
    2. The Pitt
    This takes place in a Raider town in Pittsburgh.  It features three new Perks,
    new weapons, new equipment, and a new series of enemies called Trogs.
    3. Broken Steel
    Continues the main quest.  Expect new enemies and the level cap to be lifted to
    Level 30 as the new maximum.  The player will join the Brotherhood of Steel and
    combat the remains of the Enclave to end the fight for once and for all.
    4. Point Lookout
    Another area, similar like The Pitt this DLC adds a new swampy area for the 
    player to explore.  To be released end June 2009 for Xbox 360.
    5. Mothership Zeta
    The Lone Wanderer will be abducted by a large alien spaceship in the DLC.
    Expect quite a few angry alien mobs and of course a hefty amount of Alien
    Blaster Cells (you asked for it!), perhaps even a new weapon/perk or two.
        |[DLC-2.0] Operation: Anchorage                                       |
              ____  _____  ______ _____         _______ _____ ____  _   _
             / __ \|  __ \|  ____|  __ \     /\|__   __|_   _/ __ \| \ | |
     __/\__ | |  | | |__) | |__  | |__) |   /  \  | |    | || |  | |  \| |	__/\__
     \    / | |  | |  ___/|  __| |  _  /   / /\ \ | |    | || |  | | . ` |	\    /
     /_  _\ | |__| | |    | |____| | \ \  / ____ \| |   _| || |__| | |\  |	/_  _\
       \/    \____/|_|    |______|_|  \_\/_/    \_\_|  |_____\____/|_| \_|	  \/ 
                    _   _  _____ _    _  ____  _____            _____ ______
              /\   | \ | |/ ____| |  | |/ __ \|  __ \     /\   / ____|  ____|
             /  \  |  \| | |    | |__| | |  | | |__) |   /  \ | |  __| |__
            / /\ \ | . ` | |    |  __  | |  | |  _  /   / /\ \| | |_ |  __|
           / ____ \| |\  | |____| |  | | |__| | | \ \  / ____ \ |__| | |____
          /_/    \_\_| \_|\_____|_|  |_|\____/|_|  \_\/_/    \_\_____|______|
    This DLC takes place in Alaska. First you have to locate the Outcast Outpost,
    which is an entirely new area added to the map.  The simulation itself has
    Health and Ammo Dispensers, unique weapons, armor and surroundings.. Read on if
    that sparked your interest!
    Note: Completing the Operation Anchorage with a new character is perfectly
          doable and perhaps even recommended.  You will go from Level 2 to Level 7
          if you do everything correctly, and the quest grants many rewards.
        |[DLC-2.1] Aiding the Outcasts                                        |
    |ITEMS: [] Jet x2, [] Shotgun Shells x2, [] Carton of Ciggarete x2             |
    |       [] Mentats, [] Buffout x3, [] Jet x3, [] Power Fist, [] Buffout x3,    |
    |       [] First Aid Box, [] Purified Water x2, [] Mentats x2, [] Med-X x2,    |
    |       [] Med-X, [] First Aid Box x2, [] Shotgun Shells x3, [] Combat Shotgun,|
    |       [] First Aid Box x2, [] Jet x2, [] Psycho, [] Rad-X x2, [] Purified    |
    |          Water, [] Mentats, [] Jet x2, [] Buffout, [] Laser Pistol.          |
    |                                                                              |
    |ENEMIES: o Raider     o Centaur      o Super Mutant                           |
    |                                                                              |
    |QUEST REWARD: 100 EXP.                                                        |
    |                                                                              |
    When you've bought the content and receive the radio signal, head towards 
    Bailey's Crossroads Metro.  This can easily be done, even with a completely new
    character.  Head inside, go downstairs and turn east.  In the subway you'll
    come across two Feral Ghouls or so, dispose of them and continue your way east.
    You can also head down to find a dead captive with several sadistically placed
    Purified Waters around the cage - just out of reach.  You can also find [JET x2]
    and [SHOTGUN SHELLS x2] around here, as well as Cartons of Cigarettes x2.
    At the end of the subway you'll walk past an Eat'O'Tronic that holds [MENTATS].
    The exit of the subway is just around the corner, which leads to Bailey's
    Head up the escalators to find a small squad of Brotherhood Outcasts fighting
    off several Centaurs and Super Mutants.  They do a particularly good job so you
    can follow them without doing all that much.  Make your way through the western
    building, staying close to the Outcast Squad.  When you reach the Outcast Base,
    Defender Morrill will tell you to go inside and talk to the commander.  Head
    down with the red elevator.
    Once down, you're asked to follow.  In the next room, take the time to explore
    the rightern/northernmost room, which holds a bucket that contains [BUFFOUT x3]
    and [JET x3].  You'll want to lift the wooden crate with Abraxo Cleaner from it
    to reveal these items (do so by clicking the right stick).
    Proceed west until you reach the hallways with the electrical wires and yellow
    floor.  Head up the stairs on your left (south) and you'll get to a room with a
    [POWER FIST], [BUFFOUT x3] and a Gun Cabinet, Footlocker and bed.  Head back to
    the main hall.  The generator room to the west houses a [FIRST AID BOX],
    [PURIFIED WATER x2], [MENTATS x2] and numerous toolboxes and other custom weapon
    Back in the Main Hall, the NW door with an easy lock can be picked without any
    Outcasts getting angry at you for doing so.  Inside is a corpse of Gary 23 (who
    you might remember from Vault 108) and you can snatch [MED-X x2] from the desk,
    another [MED-X] from the surgical table in the corner, and two [FIRST AID
    Follow Sibley to Protector McGraw to receive information about your objective.
    Loot the room for [SHOTGUN SHELLS x3], [COMBAT SHOTGUN], two [FIRST AID BOXES],
    [JET x2], [PSYCHO], [RAD-X x2], [PURIFIED WATER], [MENTATS] and check the Gun
    Cabinets for ammo and weapons.  You can also find a few hidden chems by
    grabbing the wooden crates from the cabinets near McGraw.  They hold [JET x2]
    and [BUFFOUT].  Lastly you may want to grab the [LASER PISTOL] from the desk
    and examine the footlockers behind the desk.  When you're stacked, enter the
    Simulation room, talk to Olin and enter the Pod.
    When you enter the simulation you're automatically given the following items:
    Trench Knife, 3 Explosive Charges, 60x 10mm Rounds, Winterized Combat Armor,
    Winterized Combat Helmet, Stealth Boy, 50 Bobby Pins, Silenced 10mm Pistol.
    The Sergeant will give you a quick debrief, and after this it's down to
        |[DLC-2.2] The Guns of Anchorage                                      |
    |ITEMS: [] Sniper Rifle, [] Frag Mine, [] Chinese Assault Rifle, [] Frag       |
    |          Mine x2, [] Frag Grenade x2, [] Stealth Boy, [] Gauss Rifle,        |
    |       [] Microfusion Cell x6, [] Frag Mine x2, [] Frag Grenade x2,           |
    |       [] 5.56mm Rounds x50, [] 10mm Rounds x60, [] Microfusion Cell x10,     |
    |       [] Intel Suitcase, [] Goodbye Holotape, [] Intel Suitcase,             |
    |       [] Sniper Rifle, [] Frag Grenade x2, [] Frag Mine, [] Microfusion      |
    |          Cell x4, [] Missile x2, [] Chinese Assault Rifle, [] Intel Suitcase,|
    |       [] Frag Grenade x2, [] Holotape: Invasion, [] Missile x2, [] Frag Mine,|
    |       [] Frag Grenade x2, [] Microfusion Cell x4, [] Intel Suitcase,         |
    |       [] Frag Grenade x2, [] Frag Grenade x2, [] Holotape: Overrun,          |
    |       [] Frag Mine x2, [] Microfusion Cell x3, [] Frag Grenade, [] Missile x2|
    |       [] Frag Mine, [] Missile, [] Microfusion Cell x5, Frag Grenade x2,     |
    |       [] Frag Grenade x2, [] Microfusion Cell x6, [] Missile x2, Microfusion |
    |          Cell x6, [] Frag Mine x2, [] Missile x2, [] Frag Grenade x3,        |
    |       [] Microfusion Cell x5, [] Frag Grenade x2, [] Microfusion Cell x4.    |
    |                                                                              |
    |ENEMIES: o Chinese Soldier     o Crimson Dragoon     o Chinese Sniper         |
    |         o Chinese Inferno Unit                                               |
    |                                                                              |
    |QUEST REWARD: 100 EXP.                                                        |
    |                                                                              |
    Note: There are 4 Intel Suitcases to be found during this mission.  These can
          *not* be gotten once you complete the mission, so be sure to grab all 4
          of them if you have any interest in getting the Covert Ops Perk at the
          end of the simulation (which requires you to find all 10 Intel Suitcases).
    Anchorage Cliffs:
    Make your way over the cliffs to the east and take out a Chinese Soldier (a 
    second one may come over to aid him).  You can't loot their bodies as the
    simulation automatcally disposes of them.  Look around for the red [HEALTH
    DISPENSER] and activate it to fully restore your health.  You will be using 
    these throughout the whole simulation.
    Make your way to the ropebridge and kill the Chinese Soldier.  Now rush over the
    ropebridge and the stairs to come and dispose of the soldier above.  From here
    you can head SE to find a [HEALTH DISPENSER], [SNIPER RIFLE] and a [FRAG MINE].
    The NW Cabin holds a [CHINESE ASSAULT RIFLE], an [AMMO DISPENSER] (which fully
    recovers your ammo stock for your weapons, mines and grenades excluded), two
    Make your way over the western pipe and climb the catwalk to reach a cold cliff
    with a [STEALTH BOY].  Continue your mission by heading towards the NW cliffs.
    As you climb the stairs, grab out your Sniper Rifle and take out the soldier on
    the upper northern pipe.  Set your ascend forth until you reach the red Cave
    Outpost door, but beware of the two soldiers on that cliff.
    Cave Outpost:
    Inside, watch a parachutist getting killed by two soldiers.  Avenge him and grab
    the [GAUSS RIFLE] he left behind.  Explore the SE cavern to find [MICROFUSION
    CELL x6] (used as ammo for the Gauss Rifle, which Ammo Dispensers don't refill),
    Proceed north, kill a patrolling soldier, head upwards and enter the tunnels.
    Inside you'll rendevous with Sergeant Benjamin Montgomery.  If you ask him for
    ammo he'll give you [5.56MM ROUNDS x50], [10MM ROUNDS x60] and most importantly,
    Back Outside:
    The cliffs to the north house a few soldiers, but with the help of your sarge
    you won't have any problems making your way through.  Move over the large pipe
    and you'll get to a cabin with a [HEALTH DISPENSER].  Behind the Very Easy door
    is a room in which you can find an [INTEL SUITCASE] under the desk.  Collect all
    ten of these to get the Covert Ops Perk at the end of the simulation.  Head over
    more catwalks, kill another soldier and go over the ropeway.  Up ahead are a few
    more soldiers; after killing them make your way over the long ropeway and kill a
    few more. The Field Storage chamber (with a Very Easy lock) holds the [GOODBYE
    Head back outside and make your way through the western walkways, which house an
    [AMMO DISPENSER].  You don't want to head all the way west towards the bunkers
    unless you want to get slaughtered.  Instead, head into the Cave Passage.
    Kill the soldier, go upstairs and you're outside again, except this time you can
    approach the bunkers from the side.  The first bunker holds two soldiers but 
    also a well-placed [HEALTH DISPENSER].  The other bunker holds another two
    soldiers, of whom one uses a flamethrower for a change.
    Chinese Artillery Outpost:
    Head inside Chinese Artillery Outpost and kill two soldiers in the main hall.
    East of the main hall is a large stack of supplies, but you'll need to take out
    two more soldiers first. Look around for a [HEALTH DISPENSER], [AMMO DISPENSER],
    [MISSILE x2].
    If you head upstairs, which is essentially an alternative route, you'll 
    encounter three more soldiers.  A [CHINESE ASSAULT RIFLE] can be found behind a
    flipped table (just for the ammo).  Make your way through the hall and look for
    a locked door (with a Very Easy lock) just around the corner, which has a little
    shade over it so it can be difficult to spot.  Inside is an [INTEL SUITCASE],
    From the room up ahead, continue north through the hangar and waste a few more
    soldiers.  Up ahead is another stack of goodies: An [AMMO DISPENSER], [MISSILE
    x2], [FRAG MINE], [FRAG GRENADE x2], and [MICROFUSION CELL x4].  In the nearby
    room (Very Easy locked door) you can find another [INTEL SUITCASE], [FRAG
    GRENADE x2] and the American Artillery Protocol terminal that makes for an
    interesting read.
    Head east and dispose of around six soldiers.  There's also a [HEALTH DISPENSER]
    and two [FRAG GRENADES] here.  If you want to restock on ammo you can just 
    backtrack a few steps to the Ammo Dispenser.  Make your way through the missile
    hangar and expect to encounter around 7 soldiers in total.  Head upstairs and
    unlock the Very Easy door in the hallway up ahead.  In this storage room you can
    find the [HOLOTAPE: OVERRUN]. 
    Make your way through the hallway and kill a single soldier.  You'll find yet
    another stock of supplies with a [HEALTH DISPENSER], [AMMO DISPENSER], [FRAG
    MINE x2], [MICROFUSION CELL x3], [FRAG GRENADE], and [MISSILE x2].  Make your
    way to the Missile Hangar and the Sergeant will make a witty comment.
    There's not much time to laught, because three Crimson Dragoons with Stealth
    camouflage are luring in this hangar.  Spot them on your compass and kill them.
    Go upstairs and find yet another stock of supplies, making this DLC too easy in
    [MICROFUSION CELL x5], [FRAG GRENADE x2].  Enter the Artillery Overlook.
    Artillery Overlook:
    Directly to your right is another supply, but soldiers are also on the lure.
    Find [FRAG GRENADE x2], [MICROFUSION CELL x6] and the standard [HEALTH and
    AMMO DISPENSERS] near the cliff.  Continue your way south and dispose any
    soldiers and snipers you come across.  There's even another [HEALTH DISPENSER]
    for some reason.  
    Head upstairs and approach the bunker in which two soldiers reside.  Kill them
    and loot yet another generous supply consisting of: [HEALTH DISPENSER],
    [AMMO DISPENSER], [MISSILE x2], [MICROFUSION CELL x6].  Head outside and plant
    an Explosive Charge at the Controller of the gun.  Keep your distance and watch
    it blow after 20 seconds.
    Make your way to the second cannon and kill a soldier and Inferno Unit.  Yet
    another stack is ripe for the taking here: [HEALTH DISPENSER], [AMMO DISPENSER],
    your way to the third cannon and kill the two soldiers in the bunker.  There's,
    of course, another [HEALTH DISPENSER], [AMMO DISPENSER], [FRAG GRENADE x2] and
    [MICROFUSION CELL x4].  Set the next charge at the third canon and the mission
    will succeed.  You are automatically brought to the headquarters.
        |[DLC-2.3] Paving the Way                                             |
    |ITEMS: [] Psycho x2, [] Holotape: I'm Okay, [] Custom Equipment, [] Psycho x5,|
    |       [] Gauss Rifle, [] Missile x3, [] Frag Grenade x3, [] Frag Mine,       |
    |       [] Microfusion Cell x5, [] Missile x2, [] Frag Mine, [] Frag Grenade x3|
    |       [] Microfusion Cell x6, [] Intel Suitcase, [] Missile x3, [] Frag      |
    |          Mine x2, [] Frag Grenade x3, [] Microfusion Cell x5, [] Missile x3, |
    |       [] Frag Mine x2, [] Microfusion Cell x5, [] Frag Grenade x3, [] Intel  |
    |          Suitcase, [] Missile x2, [] Frag Grenade x2, [] Frag Mine,          |
    |       [] Microfusion Cell x3, [] Frag Grenade x3, [] Frag Mine x2,           |
    |       [] Missile x3, [] Microfusion Cell x5, [] Intel Suitcase, [] Missile x3|
    |       [] Frag Mine, [] Frag Grenade x2, [] Microfusion Cell x4.              |
    |                                                                              |
    |ENEMIES: o Chinese Soldier        o Chinese Sniper    o Chinese Launcher      |
    |         o Chinese Inferno Unit   o Crimson Dragoon   o Chinese Technician    |
    |         o Spider Drone           o Chimera Tank                              |
    |                                                                              |
    |QUEST REWARD: 100 EXP.                                                        |
    |                                                                              |
    The Headquarters:
    Get a debrief from General Chase, after which you can head over to Lieutenant
    Morgan who can tell you literally everything about your mission objectives.
    Lieutenant Morgan will also hand you 5 Recruitment Markets and 2 Explosive 
    Charges.  Loot the room for [PSYCHO x2] and a [HOLOTAPE: I'M OKAY].  Use the 
    Requisition Terminal to choose your weaponry.  Pick from:
    Fire Team:         Close Assault:      Sniper:           Heavy Weapons:
    ----------         --------------      -------           -------------
    1x Assault Rifle   1x Power Fist       1x Sniper Rifle   1x Missile Launcher
    1x Combat Knife    1x 10mm Pistol      1x 10mm Pistol    1x 10mm Submachinegun
    12x Frag Grenade   1x Combat Shotgun
                       8x Frag Grenade
                       8x Frag Mine
    You can use the Patterson's Terminal to assemble your team.  You have 5 Markers
    and units cost a certain amount of markers.  You have three unit slots that you
    can use.  Here are the available units and their cost:
                               Infantryman  = 1 Marker
                               Grenadier    = 1 Marker
                               Missile Unit = 2 Markers
                               Sniper       = 2 Markers
                               Mister Gutsy = 3 Markers
                               Sentry Bot   = 4 Markers
    Needless to say it's a personal preference which one you take, but since you
    only have three slots it wouldn't be wise to use three Infantrymen as it leaves
    you with a leftover of 2 Markers.  I personally go with a Sentry Bot and an
    Infantryman, simply because a Sentry Bot is just that powerful.
    Head outside and speak with Doctor Adami in the sickbay tent on the south.  She
    will hand you [PSYCHO x5].  There is also a [HEALTH DISPENSER] here.  Speak with
    the Quartermaster to retrieve your gear.  If you pass the Speech Challenge, he
    will hand you a [GAUSS RIFLE] and ammunition.  Also check his tent to find an 
    Speak with Sergeant Benjamin when you're ready to move out with your team.  I
    will cover the Listening Post first.
    Note: If you lose troops, speak to the Sergeant and you can have them respawn.
    The Listening Post:
    Exit the camp and head east.  When you reach the train tracks locate your troops
    and head inside the not so Abandoned Mine Camp.  On the SE is a Chinese Launcher
    that fires missiles at your squad so take care of him ASAP.  There are also
    Snipers around the area, as well as a bunch of soldiers.  At the SE area where
    the Chinese Launcher resides is a stock of goodies.  You can find a [HEALTH
    [MICROFUSION CELL x6].  An [INTEL SUITCASE] can be found near the crates on the
    other side of this room.
    Head towards the NE building and clean the place out.  There is another supply
    GRENADE x3] and [MICROFUSION CELL x5].  Free the captive U.S. soldier here.
    Make your way NE and take a close look at the container.  It's a Stealth Sniper
    on top of it ... Kill him before you proceed.  Three more Stealth Snipers are
    hidden in this area; There's one on top of the two containers in the distance,
    and two on each corner on the wall to your right.
    Make your way to the Listening Post, which is guarded by several Crimson
    Dragoons.  Once inside, make your way though several halls and kill the soldiers
    hidden away around corners and behind barrels.  When you reach a room with 
    stairs, look in the cabinet under the stairs to find an [INTEL SUITCASE].
    Head upstairs and you'll get to a supply room.  There are however a few Snipers
    in this room, so be on your guard.  The stock holds a [HEALTH DISPENSER],
    CELL x5]. 
    Make your way through the door, go upstairs and deal with several Dragoons in
    the office up ahead.  Go through the double doors and deal with two more Stealth
    Dragoons near the bunker.  You can grab the usual goodies from the stock unless
    you kill the last two soldiers, in which case you're automatically transported
    back to H.Q.
    The Chimera Depot:
    Talk to Sergeant Benjamin again and follow them to the Ice Camp, which is to the
    NE of H.Q.  Send your troops in to attack and help them dispose of several
    soldiers in the camp - this is easily done.  One of the tents holds a supply
    with the following: [HEALTH DISPENSER], [AMMO DISPENSER], [MISSILE x3], [FRAG
    The NW part of the base houses two outposts with soldiers and a couple of tents.
    It's not difficult to secure the area, especially not with backup.  The NW tent
    contains an [INTEL SUITCASE] on the desk.
    Make your way to the building on the north and free the two captive US soldiers
    after killing the Chinese Soldier.  There's, naturally, also an [AMMO DISPENSER]
    and [MISSILE x2], [FRAG GRENADE x2], [FRAG MINE] and [MICROFUSION CELL x3] here.
    Make your way through the valleys and kill any Spider Drones you come across.
    These are extremely weak, so that shouldn't be the slightest problem.  When you
    reach two outposts, kill the soldiers and make your way to the depot by opening
    the gate up ahead.
    The cabin to your left contains the usual [HEALTH and AMMO DISPENSERS] along
    with [FRAG GRENADE x3], [FRAG MINE x2], [MISSILE x3] and [MICROFUSION CELL x5].
    More importantly there is an [INTEL SUITCASE] on the desk here.
    Head west and expect resistance from many soldiers.  Plant explosives at the
    large fuel tank and take your distance.  The second one is all the way to the
    west, and there is also a Chimera Tank doing patrols on the far west but with
    backup it shouldn't be too much of a problem.  In the cabin to the SW is another
    goodie supply, as well as two more soldiers.  Find a [HEALTH and AMMO
    x4].  As the last fuel tank blows up, you'd taken back to H.Q. and (if you took
    care of The Listening Post as well) this quest ends.
        |[DLC-2.4] Operation: Anchorage!                                      |
    |SIM:   [] Intel Suitcase, [] Missile x2, [] Frag Mine x2, [] Frag Grenade x2, |
    |       [] Microfusion Cell x3, [] Missile x2, [] Frag Grenade, [] Frag Mine,  |
    |       [] Microfusion Cell x3, [] Missile x2, [] Frag Grenade x2, [] Frag Mine|
    |       [] Microfusion Cell x3, [] Missile x2, [] Frag Grenade x2, [] Frag Mine|
    |       [] Frag Grenade x3, [] Missile x2, [] Frag Grenade x3, Microfusion     |
    |          Cell x4, [] Frag Grenade x3, [] Intel Suitcase.                     |
    |                                                                              |
    |ITEMS: [] Winterized T-51b Power Armor, Winterized T-51b Power Helmet,        |
    |       [] Gauss Rifle, [] Chinese Stealth Armor, [] Jingwei's Shocksword,     |
    |       [] Trench Knife, [] Chinese Assault Rifle, [] Plasma Mine,             |
    |       [] Microfusion Cell x7, [] Electron Charge Pack x7, [] Flamer Fuel,    |
    |       [] Missile x2, [] First Aid Box x2, [] Mini Nuke, [] Energy Cell x12,  |
    |       [] Frag Mine x2, [] Pulse Mine x2, [] Plasma Grenade, [] Pulse Grenade,|
    |       [] Frag Grenade x5, [] Missile Launcher.                               |
    |                                                                              |
    |ENEMIES: o Chinese Soldier      o Chinese Launcher   o Chinese Inferno Unit   |
    |         o Brotherhood Outcast                                                |
    |                                                                              |
    |QUEST REWARD: 100 EXP.                                                        |
    |                                                                              |
    Take the sergeant with you and proceed north.  Make your way through the walkway
    that curves east.  Kill the soldiers and free the american soldier.  There's
    also a [HEALTH DISPENSER] and an [INTEL SUITCASE] here.  Near the stairs are
    more soldiers, and you can replenish your ammo at the [AMMO DISPENSER].
    Head up and proceed to the next walkways on the NW where you'll encounter a
    soldier and an Inferno Unit.  Right around the corner are supplies, so don't
    worry about a thing.  Find a [HEALTH and AMMO DISPENSER], [MISSILE x2], [FRAG
    MINE x2], [FRAG GRENADE x2] and [MICROFUSION CELL x3] before you continue.
    Rush to the bunker - from which you can expect heavy gunfire - and the path
    splits up; That's a new one for Anchorage!  Take the right (east) path first and
    kill the soldiers.  The path leads to a dead end with another supply stock:
    [MICROFUSION CELL x3].  Back at the intersection, Hhead north and the path
    splits once more. The NW path leads to barracks with a [HEALTH DISPENSER] and
    many soldiers, as well as a terminal with some regular info.
    The eastern path continues the game, so expect many encounters with all kinds
    of soldiers.  At the end of the walkways you'll stumble upon yet another supply:
    At the front, push west and deal with several soldiers before continuing into
    a building with a [HEALTH DISPENSER].  More enemies assault you so keep at it.
    On the east is the bunker that was firing at you earlier, you can take out the
    soldiers and turrets now, and three [FRAG GRENADES] are lying on one of the
    crates. The building to the NW holds another supply: [HEALTH and AMMO DISPENSER]
    and [MISSILE x2], [FRAG MINE x2], [FRAG GRENADE x3] and [MICROFUSION CELL x4].
    In the area up ahead you're assisted by several Power Armored Soldiers.  Look
    around for the building with the [HEALTH DISPENSER] and [FRAG GRENADE x3], or
    you can just press forward and head inside the cabin.  From here, head all the
    way east (don't walk into the pulse field itself) and enter the building.  You
    can find the last [INTEL SUITCASE] here, as well as the switch to deactivate
    the pulse field.
    Head to the main gate of the refinery in the distance and destroy the two Mark
    II Turrets to blow the entire gate to smithereens.  Just be sure that you're not
    standing right next to the gate when this happens, or you'll lose a lot of your
    Enter the refinery and meet General Jingwei.  He executes a soldier in front of
    your eyes and assaults you if you fail the Speech Challenge.  If you succeed he
    will commit suicide.  He's got a LOT of HP, possibly around 1500 or so (and a
    Behemoth has 2000, for comparison).  Watch out for his Shocksword attack, it
    hurts.  Keep at it and he'll drop eventually - this will end the simulation.
    Back in the real world:
    Enter the armory and grab whatever you like .. Wait a minute!  That son-of-a
    Sibley doesn't want to share and starts a fight with McGraw.  The mutineers also
    turn against you, and only McGraw and Scribe Olin will be on your side.  After
    dealing with the Outcasts, McGraw (if he's still alive) will thank you.  When
    you've entered the armory, the quest concludes.  
    Note: If Scribe Olin survives the fight, she offers you to repair your weapons,
    but her repair skill isn't all that great, and can't go beyond 51%.
    As for the armory, it contains the following unique items: [WINTERIZED T-51B
    The armory also contains the following generic items: [CHINESE ASSAULT RIFLE],
    Note: Upon completing the quest, you are automatically granted the Power Armor
    Training Perk and the Covert Ops Perk (the Covert Ops is only given if you
    found all 10 Intel Suitcases).  The former allows you to equip any Power Armor 
    in the game, including the freshly acquired Winterized Custom Power Armor, and 
    Cover Ops is a lame perk that increase your Science, Small Guns and Lockpick
    Skills by +3 points.
        |[DLC-3.0] The Pitt                                                   |
                                   __________    __   ___________   ___________
                                  |          \  |  | |           | |           |
                                  |           | |  | |           | |           |
                                  |   |¯¯¯¯|  | |  |  ¯¯¯|   |¯¯¯   ¯¯¯|   |¯¯¯
                                  |   |    |  | |  |     |   |         |   |
         _______  _    _  _____   |    ¯¯¯¯   | |  |     |   |         |   |
        |       || |  | ||  ___|  |   _______/  |  |     |   |         |   |
         ¯¯| |¯¯ | |  | || |___   |  |          |  |     |   |         |   |
           | |   |  ¯¯  ||  ___|  |  |          |  |     |   |         |   |
           | |   | |¯¯| || |___   |  |          |  |     |   |         |   |
           | |   | |  | ||     |  |  |          |  |     |   |         |   |
            ¯     ¯    ¯  ¯¯¯¯¯    ¯¯            ¯¯       ¯¯¯           ¯¯¯
    Welcome to the Pittsburgh of the future!  This irradiated place has become a
    place only rivalled by Paradise Falls as far as slavery goes.  A plot unravels
    and the fate of hundreds lies in the hands of you once again.
    After buying the DLC you'll soon get the following message while exploring the
    Into The Pitt
    There are reports of a new radio message being broadcast across the Capital
    Wasteland.  The transmission appears to be some sort of distress call, and gives
    little information except the location and name of the man making the plea...
    After this, Werhner's Distress Signal becomes available in your PipBoy, and you
    can select the quest "Into The Pitt" as your current quest.
        |[DLC-3.1] Into the Pitt                                              |
    |ITEMS: [] Ammo Box x3, [] First Aid Box, [] RadAway x2, [] RadAway x3,        |
    |       [] Ammo Box, [] 10mm Pistol, [] 10mm Rounds x2, [] RadAway x2,         |
    |       [] Dirty Water x4.                                                     |
    |                                                                              |
    |ENEMIES: o Pitt Raider   o Wildman                                            |
    |                                                                              |
    |QUEST REWARD: 100 EXP.                                                        |
    |                                                                              |
    If you haven't explored anything nearby it's going to be a long walk all the way
    to the Radio Station from which the distress signal is being sent.  Closest by
    is the SatCom Array NN-03d, but it's still a little walk from here.
    Should you attempt to walk all the way to the Radio Tower after starting a new
    game then I can assure you that it's definitely possible, but it's a very long
    walk, and you'll want to avoid pretty much all hostile encounters with the 
    exception of Mole Rats and Vicious Dogs. 
    When you (finally) arrive at the Radio Tower you'll find a stranger called 
    Werhner fighting off two Pitt Raiders.  Feel free to help him, although he is
    equipped well enough (with a Scoped Magnum) to handle them himself.  After this
    brief encounter he'll jog over and tell the situation on The Pitt.  You are
    directed to the Train Tunnel after this, which is located to the west.
    You have two main options when you arrive at the Tunnel.  You can either buy
    the slaves for 200 caps (talk to Ramsey), or kill the Slavers and loot the Slave
    Outfit from one of the Slaves from the Slave Den - the key is on Ramsey.  Search
    the shacks to find three [AMMO BOXES].  Head inside the tunnel and activate the
    Hand Cart and you'll travel to The Pitt automatically.
    Note: It is not possible to walk down the tunnel by yourself.
    Werhner will do the talking, and he likes to talk with his magnum so lend him a
    hand and a gun to clean the trainyard from several Raiders.  Explore the roof of
    the western building to find a [FIRST AID BOX] and [2x RADAWAY] on a table.
    Follow Werhner to the gate on the northeast and he'll tell you that he won't go
    any further.  He gives you the option to either sneak in a .32 Pistol or a
    Switchblade when you inform him about sneaking a weapon inside.
    Make your way to the bridge, or take a detour on the right side behind the 
    wrecked vehicles to find three [RADAWAY].  Feel free to explore the destroyed
    building on the left of the bridge, but you won't find any good loot and a few 
    Wildmen will attack you for disturbing their peaceful home.  Wildmen are people
    who have become crazy due to the disease that plagues The Pitt.
    Crossing the bridge is no easy task as it is rigged with tons of Frag Mines (and
    some Bear Traps as well).  Triggering a Frag Mine usually results in a chain
    reaction of explosions as it blows up vehicles nearby.  Try to disarm all Frag
    Mines to avoid this.
    A Raider Sniper resides on a higher catwalk further north, and she'll make your
    life even more miserable than it already was.  Fortunately, it's possible to
    reach that spot by jumping on top of the car nearby the leaking radiation
    barrels, and then leap over the right edge of the bridge to reach a walkway that
    leads up there.
    There's a decent stock of supplies here: An [AMMO BOX], [10MM PISTOL], [10MM
    ROUNDS (x10) x2], [RADAWAY x2] and a mattress to heal up.  Make your way over
    the remaining part of the bridge and you'll notice a few Slaves trying to make a
    run for it, only to get blown to pieces by Frag Mines.  If you didn't have a
    Slave Outfit yet, now's the time to do so.  Head around the corner and approach
    the gate.
    You can either kill Mex and his Slaver buddies, or talk your way past them.  If
    you kill them you'll get a beating once you enter the Pitt (during a cutscene).
    You're stripped off all your equipment either way, so it doesn't really matter.
    If you were beaten, Midea will wake you up, after which you can follow to her
    apartment.  Otherwise, make your way to her apartment yourself, which is
    marked on your map.
    While conversing with Midea, a Raider named Jackson rudely interrupts her.  Your
    next objective should be quite clear: To collect Steel Ingots from the Steelyard
    and return - and all of this just to look busy.  Grab four [DIRTY WATERS] from 
    the cabinet and be on your way.
        |[DLC-3.2] Unsafe Working Conditions                                  |
    |ITEMS: [] Broken TV, [] Auto Axe, [] Assault Rifle, [] 5.56mm Rounds (x24) x2,|
    |       [] Steel Ingot x2, [] Steel Ingot x3, [] Steel Ingot x4, [] Steel      |
    |          Ingot x2, [] Steel Ingot x3, [] Rad-X x2, [] Jet x7.                |
    |                                                                              |
    |ENEMIES: o Pitt Raider   o Trog Fledgling                                     |
    |                                                                              |
    |QUEST REWARD: 150 EXP.                                                        |
    |                                                                              |
    A few worthwhile items can be found across the street of Midea's room.  Check
    the [BROKEN TV] to usually find some stimpaks.  Inquire about Slops with Kai.
    She rightfully recommends against it, but anything goes when you're a heartbeat
    away from your death anyway.
    If you see a pink-haired girl called Milly walking around, hear her out about
    Wild Bill.  Refer to the end of this walkthrough under 1-3 in order to find Wild
    Bill.  Return to Milly and she'll give you [6x STIMPAKS].
    Make your way back to the previous area and follow the marker that leads to the
    blue door with "The Mill" on the wall besides it.
    Look for Marco, who can be found in the control room.  Head west, then turn
    north and walk around the corner to find the control room.  Inside, Marco will
    give you an [AUTO AXE], a weapon that will come in handy very soon.  If your
    Medicine Skill is 50+ you can help the slave just outside the control room, who
    has agonizing pains.
    To the west of the area, Everett will escort you to the Steelyard by taking you
    through the inter laying Abandoned Area.  Head through the door at the end of
    this area to enter the Steelyard.
    The Steelyard:
    Immediately loot the Pitt Slave in front of you, and pick up his [ASSAULT RIFLE]
    and [5.56MM ROUNDS (x24) x2] and [STEEL INGOTS x2] that he kindly collected for
    you already.  You can spot a few Trog Fledglings behind the fence to the south,
    but they can't get to you.  Head west until you overhead a conversation on your
    right between a slave and his brother Billy - who has mutated into a Trog.  If
    you don't intervene, the Trog will kill the slave.  Even if you do, the slave
    will mourn his brother's loss.
    Continue past the large truck and dispose a Trog.  The dumpster next to the
    stairs contains [STEEL INGOT x3].  Head back to the stairs nearby the truck and
    climb up.  From the end of the truck, jump over to your left into the large
    containers.  The first and the middle container both house 2 Ingots, making
    [4x STEEL INGOTS] in total.  One more to go!
    Climb the nearby stairs and hop over the broken fence. Turn right and 
    immediately left afterwards to find two more [STEEL INGOTS] among some drums.
    You should now have eleven Ingots, and upon picking up your tenth Ingot you gain
    the Auto Axpert Perk automatically.  This perk increases the damage you do with
    Auto Axes by +25%.
    Make your way back through the Abandoned Area and kill a Trog that has torn
    through the fence southern fence.  Traverse through it and search the mine cart
    on your left to find three [STEEL INGOTS].  Return to Everett and he'll give
    you the Laborer Outfit (a unique Slave Outfit) which is slightly better than the
    Tattered Slave Outfit as it adds +1 STR and is in better condition.
    Return to Midea, who explains that the next step of the masterplan involves you
    fighting against gladiators in the arena.  Sparked your interest?  Read on..
    Head outside and listen to Ashur's speech.  Return to The Mill and open the gate
    on the right (north), just before passing the irradiated hole.  Head downstairs
    and talk to Frayra about entering the Arena.  Be sure to check the locker on
    your right for a few guns, and you'll definitely want to take the two [RAD-X]
    with you, found on the surgical table next to Frayra.  Go through the Rusty
    Gate to The Hole whenever you're ready.
    The Hole:
    Tip: It helps to use the two Rad-X before the first fight, and quickly do all
    three fights after each other.  This will decrease the Radiation, making the
    fights easier.
    Note: The irradiated barrels will sometimes crush one of your enemies, either
    hurting them really badly, or even killing them.  It has happened with Gruber
    in my game.
       O-=-=-=-=-=-=-=-=-=-=-=-=-= |    FIGHT #1   | =-=-=-=-=-=-=-=-=-=-=-=-=-O
       |                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                            |
       | The first fight has you up against three other Slave Fighters.  One of|
       | them has a Shotgun, the others usually carry Chinese Assault Rifles.  |
       | Quickly kill them, loot their bodies (and make sure to grab that      |
       | Shotgun), and rush out of The Hole before the radiation becomes fatal.|
       |                                                                       |
    Frayra removes your radiation, but she doesn't heal you.  The water fountain can
    help you with this, at the cost of two radiation per 24 health.
       O-=-=-=-=-=-=-=-=-=-=-=-=-= |    FIGHT #2   | =-=-=-=-=-=-=-=-=-=-=-=-=-O
       |                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                            |
       | The second fight has you up against the Bear Brothers.  This sounds a |
       | lot more frightening than it actually is: Grudd Bear has a Flamer and |
       | Raider Iconoclast Armor, and John Bear has a Deathclaw Gauntlet, 5    |
       | Frag Grenades and the Gamma Shield Armor. If you picked up the Shotgun|
       | from the first fight, this will be a breeze.  Quickly get close to    |
       | them, target each of them in VATS and blow their brains out with just |
       | one shotgun shell.  Loot their bodies, equip the Gamma Shield Armor - |
       | which has +15 Rad Resis. - then make your way out.                    |
       |                                                                       |
       O-=-=-=-=-=-=-=-=-=-=-=-=-= |    FIGHT #3   | =-=-=-=-=-=-=-=-=-=-=-=-=-O
       |                            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                            |
       | You're up against Gruber.  Take out your Shotgun and unload a few     |
       | headshots in VATS mode to down this guy.  Be sure to take all his     |
       | equipment, including the Infiltrator, a scoped Assault Rifle (which   |
       | Mex and the Guards outside the gate of The Pitt were also equipped    |
       | with).                                                                |
       |                                                                       |
    When you defeat Gruber, the Perk "Pitt Fighter" is automatically unlocked.  This
    increases your Damage Resistance (DR) and Radiation Resistance by +3 each.
        |[DLC-3.3] Free Labor                                                 |
    |ITEMS: [] Jet x7, [] Jet x4, [] Jet, [] Jet x4, {} Jet x2, {} Buffout x2,     |
    |       {} Jet, [] Buffout x2, {} Ammo Box x5, {} Grenade Box, {} Assault      |
    |          Rifle x2, {} 10mm Pistol, [] Pre-War Money x4, {} Frag Grenade x5,  |
    |       {} First Aid Box, {} Friday's Supply Locker, [] Buffout, [] Psycho,    |
    |       [] First Aid Box, [] Ammo Box x3, {} Buffout x5, {} Bloodpack x2,      |
    |       {} Jet x3, {} Jet x3, {} Buffout x4, {} Ammo Box x2, {} Jet x4,        |
    |       [] Jet x4, [] Darts x20, [] Teddy Bear, [] Nuka-Cola Quantum,          |
    |       [] Bloodpack, [] First Aid Box, [] Ammo Box, [] Psycho x2, [] Purified |
    |          Water, [] Rad-X, [] Power Fist, [] Nuka-Cola Quantum, [] Pre-War    |
    |          Money x4, [] First Aid Box, [] First Aid Box, [] Radaway,           |
    |       [] .44 Rounds x20, [] Scoped .44 Magnum, [] Hat of the People,         |
    |       [] Ammo Box x3, {} Jet, {} First Aid Box, {} Med-X x2, {} Dairy #1-4,  |
    |       {} Mentats x2, {} Stealth Boy x2.                                      |
    |                                                                              |
    |ENEMIES: o Pitt Raider   o Trog Fledgling                                     |
    |                                                                              |
    |QUEST REWARD: 150 EXP.                                                        |
    |                                                                              |
    Exploration of The Upper Mill:
    Having down your duty down in The Hole, all that remains to be done is meeting
    Ashur - leader of The Pitt - and somehow acquiring that cure.  
    You can retrieve [ALL YOUR PREVIOUS EQUIPMENT] from the footlocker next to the
    locker.  This definitely helps around here, don't you think?  Head towards the
    northeast gate of The Mill and go upstairs first.  Follow the catwalk to a room
    with a few "Le Tired" Slaves and about [7x JET] in total that are lying on the
    The other rooms contain several lockers and two bunk beds.  Head downstairs and
    snatch a few Nuka Cola's from the pyramidal construction that the designers most
    likely have had fun with.  There's also a Nuka Cola Vending Machine on the way
    At the intersection, don't bother going right; That way only leads to a guard on
    patrol.  Follow the arrow pointing left to the Arena instead, and explore the
    open area to your right (west) where you can find [JET x4] on a table, and one
    other [JET] on the table between the two benches.  If you have any desire for
    alcohol, this is the place to chill.  Now that you've fully explored The Mill,
    backtrack to the gate on the ground level and go through the brown door on the
    west, which leads to Uptown.
    Don't bother exploring the irradiated ground level to your east, as there's
    nothing of interest over there.  If you want to skip straight to Haven, unlock
    the (Easy) Gate to the north and simply follow your marker.  For the exploring
    player, the next few paragraphs detail all items of interest in Uptown and Upper
    Optional Exploration:
    Climb the catwalk to the east and search around the Raider apartments.  The 
    staircase to the west contains [4x JETS] in total.  The game displays taking
    these items as stealing, but no karma loss is given for grabbing them.  Just
    make sure that no one sees you and you'll be fine.  Back in the apartment, two
    more {JETS} and {BUFFOUT x2} can be found, although someone will most likely
    notice it when you take these items.
    Explore the apartments to the south and check out the dummies with their wicked
    mohawks made out of pencils!  One of them even expenses a {JET}.  The door leads
    to Downtown - that is, the higher catwalk area of Downtown that you couldn't
    access before.
    Upper Downtown:
    Explore the building to the southeast and look for [BUFFOUT x2] on a surgical
    table in the southeastern-most room.  Check the DPW Mail Terminal for some
    background information regarding several patients, and then check out Friday's
    shop.  Many items can be stolen around here: {AMMO BOX x5}, {GRENADE BOX},
    {ASSAULT RIFLE x2}, {10MM PISTOL}, [PRE-WAR MONEY x4] (on counter), {FRAG 
    GRENADE x5}, a {FIRST AID BOX} and of course, the locked {FRIDAY'S SUPPLY 
    LOCKER}.  You can also loot the Cash Register.
    You can jack all these things by using a Stealth Boy and crouching - AND of 
    course stay hidden.  The Supply Locker can only be opened if you kill Friday,
    but I wouldn't recommend that .. yet anyway.
    Head down the catwalk and glance over the table in the apartment to the west,
    on which you'll find a [BUFFOUT] and a [PSYCHO].  A crazy bold-headed raider
    named Bingo inhabits this room, but he isn't very talkative seeing how he only
    repeats his own nickname .. Riight, let's move on with the exploration.
    Move north over the catwalks and you'll be close to where you started.  The
    apartment with toilets (and Jackson, who seems to like it there) doesn't hold
    any items.  Instead, move up a level by the catwalks.
    Supplies galore in the northern apartment.  Check the bedroom up ahead to loot
    a [FIRST AID BOX] and [3x AMMO BOXES].  An unlocked Safe with quite a decent
    stash of chems can be found at the end of the eastern corridor.  There's also a
    shelf with {BUFFOUT x5}, {BLOOD PACK x2} and {JET x3} here, but remember to stay
    out of sight as you snatch these chems. There aren't any raiders nearby, so that
    won't be difficult at all. Before you move on, check the terminal for background
    information regarding a director some 200 years ago. *Yawn*  Let's move on.
    The Pitt's Pub, maintained by a raider named Harris, can be found on the roof
    west of the apartments.  {3x JET} and {4x BUFFOUT} can be found on his counter,
    but you'd need to be hidden in order to snatch anything.  Harris himself sells
    beverages and some chems.  It's not worth killing him, as his supply fridge 
    only contains a few chems and beverages as well - nothing you don't already have
    either way.  Now that you've explored Upper Downtown, return to Uptown the way
    you came.
    Back in Uptown:
    At the intersection of catwalks in between the two apartments, continue east
    to higher ground.  A purple-haired raider called Vikia is bringing her sniper
    rifle into practice by shooting at bottles across the street.  Two {AMMO BOXES}
    and {JET x4} can be found close by her practice spot, but she won't like it if
    you fool around with those items when you are detected.  Instead, sneak behind
    her and keep focused on remaining hidden.  You should be able to snatch the
    items as long as no other raiders see you.
    Head north to meet two raiders, Duke and Reddup, of which the last should ring
    a bell.  He was the fucktard who had you beaten to near-death upon your entrance
    to The Pitt.  Provoke him to a battle and blast his ugly face on the walls;
    Don't worry about anyone else - they will gladly mind their own business.
    Move up the ramp you just passed by on the southeast and explore the apartment
    to the west in order to find {JET x2} on a desk.  There's also a Queen-Sized Bed
    in here, if you feel like taking a royal nap.
    Continue north and head down, ignoring the room to your right - which holds
    nothing of interest.  You'll come across another apartment with a picnic table
    and {JET x4} lying on it.  When you're back on the streets, either continue the
    main Pitt quest, or head down the northern street and enter the Abandoned
    Appartments through the door on your left.
    Abandoned Apartments:
    You can find [DARTS x20] to your immediate right, a [TEDDY BEAR] next to the
    baby cariage (these teddy bears will be worth more cash soon) and there's a
    (Hard) Safe at the other side of the counter.  Be WARNED, however, as these
    apartments are far from abandoned, and tons of Trogs are roaming freely through
    the rooms, just waiting to get a slice of you.
    Tip: Just a reminder that you should always loot Trogs.  They often hold a chem
         or bobby pin.
    Move through the bedroom and kill a group of Trogs that you most likely alerted
    by now.  The kitchen contains [DARTS x20] and [NUKA-COLA QUANTUM x2].  Continue
    through the western door and head through the corridor.  Unlock the first door
    to your left (Average Lock) and immediately kill the Trog inside this room.
    You'll get used to the fact that these bastards sneak up on you, sometimes
    scaring even the bravest players to death.
    Inside this room, look for a [BLOODPACK] and [FIRST AID BOX] on the counters,
    another [FIRST AID BOX] on a small table, and some [MENTATS] on top of the 
    bookcase.  You can also grab a ton of sigarettes, either loose, in packs or in
    Exit the room and make your way to the end of the corridor.  The collapsed
    ceiling in the next room comes paired with a gas leak, so toss a Frag Grenade
    in that direction to avoid getting fried in advance.  Locate a [FIRST AID BOX]
    under the kitchen's counter, and check the far southwestern bathroom to find a
    somewhat hidden [AMMO BOX].  Even more hidden are the two [PSYCHO'S] in a wooden
    box on a shelf on the wall near the Queen-Sized Bed.  Lift the box to the ground
    with your right stick to grab the items more easily.
    As soon as you head up, you'll be attacked by three Trogs - trust me, they come
    out of nowhere.  After dealing with those pests, move to the highest level by
    jumping around like a rabbit and search for the following items: The bucket
    contains a [PURIFIED WATER] and a [RAD-X] buried beneath two Instamash, and the
    other bucket contains a [POWER FIST].  The [NUKA-COLA QUANTUM] is difficult to
    miss, and you should also search for a [PRE-WAR MONEY x4] in total under the
    counter, some lying next to the [FIRST AID BOX] placed under there as well.
    Jump back down to the second floor and continue down the hall, since the kitchen
    in this room contains nothing of interest. The first room to your right contains
    a [FIRST AID BOX] under the kitchen's counter, and a very well hidden [RADAWAY]
    can be found by pulling the wooden box from the kitchen shelf.  Other items of
    possible interest include the two Nuka-Cola Trucks and the Pre-War Bonnet.  The
    bathroom's hole in the ground only leads to the room directly underneath, which
    has a door leading to Uptown - it's nothing you haven't seen already.
    Unlock the (Very Easy) door in this room and search the shelf on the wall near
    the Queen-Sized Bed for [.44 ROUNDS x20] and a [SCOPED .44 MAGNUM].  A few Pre-
    War Money bills are lying on the floor, but of more interest is the partially
    hidden (average) floor safe that contains some ammo and the unique Chinese
    Officer Hat: [HAT OF THE PEOPLE].  Check the other part of the room to find
    three Chinese Assault Rifles and [3x AMMO BOXES].
    Now return and continue down the hall and toss a Frag Grenade in the room at the
    end to deal with the gas leak.  Hopefully, this disposes of a few lurking Trogs
    in the bedroom.  Go inside the bedroom to kill the remaining ones.  Now that
    you've fully explored the Abandoned Apartments, go back to Uptown (use the
    shortcut by jumping down the hole in the other apartment's bathroom), and set
    foot towards the large scyscraper east of the map, also known as Haven.
    End of Optional Exploration
    The moment you enter it becomes apparent that Haven looks a lot better from the
    outside than the inside; the place is a mess. Go upstairs and enter the elevator
    or explore the second floor first: A single {JET} next to an intact garden gnome
    is all you'll find up there either way.
    Ashur is waiting for you upstairs.  During the discussion with him you can lie
    about Werhner, but it doesn't matter much.  You'll have to make a decision on
    who's side you are on.
    NOTE: You can still collect Steel Ingots for Everett no matter which side you
          choose, allowing you to complete the "Steel for the Mill" sidequest.
    1. If you tell Ashur straight in his face that you're here to kill him and take
       the cure away you'll need to kill him and the raiders.  You can figure out
       that the baby is the cure by reading/listening to the Holotapes that his
       wife Sandra drops, or get Holotapes from his Safe.
    2. Otherwise, if you lie about not knowing Werhner, he'll let you talk to his
       wife and everything appears to be fine.
    But these minor differences aside, a riot will take place regardless of what you
    do.  Choose between Werhner + Slaves, or Ashur + Slavers.
    You can find a {FIRST AID BOX} and {MED-X x2} in the room with Sandra and the
    baby, although you're likely to get caught by Sandra.  Unlocking the (Average)
    Safe in Ashur's room reveals {Dairy 1: To Marie}, {Dairy 2: The Scrourge}, 
    {Dairy 3: The Mill}, {Dairy 4: The Cure}, {Mentats x2} and {Stealth Boy x2}.
    Whichever side you take, head back to Midea (who sometimes approaches you sooner
    by herself) and tell her the situation.  If you sided with the Slaves she wants
    to take a look at the cure and then redirects you to Werhner, who resides in the
    Steelyard.  Otherwise, if you sides with Ashur, find Midea - or if you can't
    find her, read her notes in her quarters - and then head for the Steelyard to
    meet Werhner.
    Note: You can also clear the rest of Downtown by now. Killing Friday and Harris,
          the shopkeepers, allows you to loot their supply caches with fair amounts
          of ammunition and other items.
    The Steelyard:
    |ITEMS: [] Steel Ingot x2, [] Steel Ingot x2, [] Steel Ingot x3, [] RadAway x2,|
    |       [] First Aid Box x2, [] Steel Ingot x2, [] Steel Ingot x2, [] Steel    |
    |          Ingot x2, [] Steel Ingot x2, [] First Aid Box, [] Ammo Box x2,      |
    |       [] Steel ingot x3, [] Steel Ingot x3, [] Steel Ingot x2, [] Steel      |
    |          Ingot x2, [] Steel Ingot x2, [] Steel Ingot x2, [] Steel Ingot x2,  |
    |       [] Note From Wild Bill, [] Wild Bill's Sidearm, [] Ammo Box x2,        |
    |       [] First Aid Box, [] Steel ingot x2, [] Grenade Box, [] Mine Box x2,   |
    |       [] Steel Ingot x2, [] Steel Ingot x4, [] Mine Box, [] First Aid Box,   |
    |       [] Steel Ingot x2, [] Combat Shotgun, [] Shotgun Shells (x2) x3,       |
    |       [] Steel Ingot x4, [] First Aid Box x2, [] Steel Ingot x12, [] First   |
    |          Aid Box x2, [] Steel Ingot x7, [] First Aid Box, [] Ammo Box x2,    |
    |       [] Steel Ingot x4, [] Auto Axe.                                        |
    Note: The first 14 Steel Ingots are described earlier in this Guide, also see
          [DLC-3.2].  Furthermore, consult the section below regarding the Ingots
          found in the Supply Plant.
    Move west until you get to the burning barrel.  If you want to collect ingots,
    head right (north/northeast) past the train tracks.  You'll cross the door to
    the Power Plant, and you'll also walk past four Protectrons.  If your Science
    skill is high enough (75+) you can activate them, and they'll save you the
    trouble having to deal with the Trogs.  Continue NE until you stumble upon a
    dead slave with [2x STEEL INGOTS] lying next to him.  You'll also encounter at
    least 4-6 Trogs, so be on your guard.  There's also a manhole to the NW of the
    slave's body that leads to The Pitt Underground, but it is locked for now.
    Head up the stairs to the southwest and instead of moving over the broken down
    fence, walk north over the ledge until you see two [STEEL INGOTS] on the yellow
    freight car to your right.  Hop over to grab them by moving over the steel beam
    (the third, counting from when you were going over the ledge), and drop down on
    the cart to grab them.  Return to the third beam just like you did just now,
    except this time walk all the way over it without dropping down, and hop into
    the container at the eastern end to find [3x STEEL INGOTS].
    Head back to the stairs and climb them once again.  Go over the broken fence
    and turn left.  From here, check the cabin almost immediately to your right
    (west), which contains [RADAWAY x2], [FIRST AID BOX x2] and [STEEL INGOTS x2].
    Move through the gate and walk all the way south until you reach a large
    container.  Turn left and climb the stairs so you can easily dispose of several
    Trogs down below while you're on the roof.  From here, jump inside the container
    on the west (indeed, the one you just passed) to find two [STEEL INGOTS]
    inside.  Don't hop down yet, instead hop over the *southern* fence.  Head to the
    right (west) after leaping over the fence and check the very end of the passage
    to find a dead slave and [2x STEEL INGOTS].
    Hop on the pipes and use the ramp to get back out.  Climb the stairs of the
    building you were at just now once more and drop down the other side (north).
    You can find [2x STEEL INGOTS] and a [FIRST AID BOX] here among some possibly
    human remains.
    Still on the ground level, head east, turn right, open up the gate and head all
    the way down the hill to your left.  You should be able to spot a dead raider
    in the gutter straight ahead.  Loot him from his Gamme Shield Armor if you don't
    already have one, and loot the [AMMO BOXES x2] and [STEEL INGOTS x3].
    The area is heavily irradiated and it's no wonder why if you look to your left.
    Three [STEEL INGOTS] are lying just in the middle between these piles of drums,
    and there are also two Trogs to be aware of.  Head back to the building's stairs
    to reach the roof, then proceed west and use the ramps to reach a longer walkway
    leading to another building to the NW.  [2x STEEL INGOTS] can be found in the
    middle of this walkway.
    Move ove the walkway bridge to the next roof and make your way over to a lower
    roof on the NW to find [2x STEEL INGOT].  Drop down and check the nearby shelves
    to find two more [STEEL INGOTS].  Head southeast and check behind the stairs to
    find another two [STEEL INGOTS] hidden between the tires.  Continue through the
    gate and head all the way south.  Near the end of the area, climb the stairs to
    your right (west) and you'll find a Slave named Wild Bill, along with two [STEEL
    INGOTS].  He holds the [NOTE FROM WILD BILL] - used in the unmarked quest you
    might've gotten from a slave named Milly in Downtown - and he also holds [WILD
    BILL'S SIDEARM], a unique .32 Pistol.
    After going up the next flight of stairs, inspect the makeshift shack to find
    two [AMMO BOXES], a [FIRST AID BOX] and two [STEEL INGOTS].  You might stumble 
    on a few Wildmen here as well. The top of the shack - use the ramp to reach it -
    contains a [GRENADE BOX] and [2x MINE BOX].
    Note: If you're looking for Werhner's Hideout, the door leading to that area is
          next to this makeshift shack.  This Guide will first locate the remaining
          Ingots before speaking with Werhner.
    Follow the eastern catwalk along the pipes to the very end north.  A Wildmen
    will probably shoot some Trogs off the nearby roof, but expect another wave to
    attack you.
    Don't move onto the roof just yet.  Instead, hop onto the pipe to your right
    (east) and carefully walk to the very end.  A Trog Brute is most likely feeding
    off some flesh.  Dispatch it and grab the two [STEEL INGOTS] from the remains of
    what most likely was a slave once.
    Return to the catwalk and while standing on the wooden planks, drop down to the
    building below you.  Continue westwards, drop down again, turn north into the
    small alley, then immediately west again. A Wildmen will be fighting off several
    Trogs here, so all you have to do is dispatch the survivors.  The mining cart
    contains [4x STEEL INGOTS], an [AMMO BOX] and a [FIRST AID BOX].
    From here, continue down the northeast alley and follow the alley around the 
    corner, where another dead slave and [2x STEEL INGOTS] can be located, along
    with a [COMBAT SHOTGUN] and [SHOTGUN SHELLS (2) x3].
    Head back to where you dropped down from the wooden planks just now (backtrack
    to the shack by going upstairs, then move over the catwalk).  Head up the roof
    of the building, then move west and head upstairs to get on the roof of the
    factory.  Continue left (south), but don't head all the way to the next flight
    of stairs.  Keep a close eye on the wall to your right (west); When you can move
    in between the buildings, do so and explore the NW corner of this area with
    sphere-shaped objects.  A Trog is feasting - kill it - nearby [4x STEEL INGOTS]
    and [2x FIRST AID BOXES].
    A few more Wildmen are doing their thing down south.  Climb the stairs to the 
    very top of the factory now, and expect to encounter around five Wildmen.  At
    the top of the factory, collect the [12x STEEL INGOTS] and loot the [2x FIRST
    AID BOXES].  Note that three Trogs spawn below you and are headed up as soon as
    you pick up anything.
    Head down - but not all the way.  Instead, hop on the very lengthy catwalk
    leading straight down east.  It's extremely long and looks somewhat like a
    conveyor belt.  At the very end, drop down the platform to find [7x STEEL
    Return to the first roof of the factory (where Wildmen used to patrol the area
    to the south).  Move all the way south (past the stairs) and drop down to your
    left (southeast) after popping some Med-X to lighten the damage.  It's possible
    to hug the southeast pipe to prevent the damage.  Either way, drop down another
    level on the east and you'll be on a platform with three huge silo's.  Check
    between the first two silo's to find a [FIRST AID BOX] and two [AMMO BOXES]
    behind two pipes.
    You can find the four last [STEEL INGOTS] in this area behind the final silo
    next to a dead slave.  There's also an [AUTO AXE] lying next to him.  Note once
    again that three Trogs assault you after picking anything up.  Return to the
    freight cars nearby the entrance of the area and head through the door next to
    the Protectrons to enter the Supply Plant.
    Supply Plant:
    |ITEMS: [] Steel Ingot x3, [] First Aid Box, [] Frag Grenade x3, [] Ammo Box,  |
    |       [] First Aid Box, [] First Aid Box x2, [] Rad-X x2, [] Grenade Box,    |
    |       [] RadAway x3, [] Steel Ingot x8, [] Bobby Pin x6, [] Rad-X x4,        |
    |       [] RadAway x4, [] Steel Ingot x6, [] First Aid Box, [] .32 Caliber     |
    |          Rounds (x5) x4, [] .32 Caliber Rounds (x5), [] Jet x2, [] Man Opener|
    |       [] Flamer Fuel (x12) x2, [] Jet, [] Steel Ingot, [] Jet, [] Flamer     |
    |          Fuel (x12), [] Jet x3, [] First Aid Box, [] Med-X.                  |
    Move into the generator room on the east, requiring you to head through the
    irradiated hallway.  Two Trogs will be chasing a running-scared Wildman, so
    use the situation to your advantage and deal with the bunch.  Three more [STEEL
    INGOTS] can be found in the generator room.
    Continue through the next hall and quickly dispatch the three Trogs waiting
    around the corner.  Be sure to loot the [FIRST AID BOX] from the shelves before
    moving into the next area.
    It's possible to dispatch three Trogs from the catwalk, as they're feasting on
    some human remains down below on your right side.  Descend with caution as more
    Trogs may roam the area.  The cabin on the east contains [3x FRAG GRENADES], an
    [AMMO BOX] and a [FIRST AID BOX].  The (average) terminal allows you to shutdown
    A matress allows you to heal when you reach the bottom floor - it's nearby the
    flipped mine cart.  The munching noise that you'll hear as you continue west
    comes from two Trogs on the floor above you, and is nothing to worry about as of
    yet.  The shelves at the intersection contain two [FIRST AID BOXES], [2x RAD-X],
    a [GRENADE BOX] and [RADAWAY x3].  
    Continue down the right (northwest) hallway and dispatch of two Trogs around the
    corner, dropping them next to a whole lot of other Trogs and corpses.  Make sure
    to grab all [8x STEEL INGOTS] next to the flipped mine cart at the very end.
    Return to the intersection and proceed down the other hall.   Grab the [6x BOBBY
    PIN] scattered around the floor near the three skeletons and try them on the
    door.  This (average) locked door leads to a storage room that contains [RAD-X
    x4], [RADAWAY x4], [6x STEEL INGOT], a [FIRST AID BOX] and [.32 CALIBER ROUNDS
    (x5) x4].  The Terminal has several private entries on it regarding the skeleton
    on which you're standing at this very moment ..  Lastly, another pack of [.32
    CALIBER ROUNDS (x5)] can be found on top of the terminal.
    Head upstairs, grab [2x JETS] from the small table, and continue in the next
    area to find the [MAN OPENER] Auto Axe on the Queen-Sized Bed, along with [2x
    FLAMER FUEL (x12)].  You can find another [JET] on top of the desk, and more
    importantly, the final [STEEL INGOT].  Another [JET] can be found if you move
    the body of the dead Wildmen a little, and two more [FLAMER FUEL (x12)] can be
    found in the small wooden box nearby.
    The shelves on the NE contain three more [JETS] and a [FIRST AID BOX], and yet
    another two [JETS] may be found closeby the skeleton up ahead.  As you continue
    east, defeat the two dining Trogs and search the ground near the skeleton for a
    The southern hall has a gas leak, so throw a frag grenade inside before
    proceeding.  The door at the end leads back to the start of the Supply Plant,
    allowing you to easily backtrack to Everett for your rewards.
    Here's what Everett will reward you with, corresponding with the amount of Steel
    Ingots you hand over to him:
            |Amount of Ingots:|Rewards:          |Type of Item:           |
            |       10        |Laborer Outfit    |Unique Slave Outfit     |
            |       20        |Filtration Helmet |Unique Supervisor Helmet|
            |       30        |Steel Knuckles    |Unique Brass Knuckles   |
            |       40        |Metal Master Armor|Unique Metal Armor      |
            |       50        |Metal Blaster     |Unique Laser Rifle      |
            |       60        |Bombshell Armor   |Unique Raider Armor     |
            |       70        |Leather Rebel     |Unique Leather Armor    |
            |       80        |The Mauler        |Unique Auto Axe         |
            |       90        |Perforator        |Unique Inflitrator      |
            |      100        |Tribal Power Armor|Unique Power Armor      |
             Note: Finding all 100 Steel Ingots in the Xbox 360 Version will
                   grant you the Mill Worker (20G) Achievement.
    |ITEMS: [] 5.56mm Ammo x120, [] Stealth Boy, [] Mentats, [] Bloodpack,         |
    |       [] Med-X x2, [] RadAway, [] First Aid Box, [] First Aid Box, [] Jet x4,|
    |       [] First Aid Box, [] Jet x2, [] Factory Employee ID, [] First Aid Box, |
    |       [] First Aid Box x2, [] Jet x2, [] Psycho.                             |
    Wehrner's Hideout:
    Head over to Werhner's Hideout, which is located in the southwest corner of the
    Steelyard, and if you've been collecting Steel Ingots then you've passed it
    occasionally already.
    Depending on who you sided with, you'll have to do the following:
    Siding with Ashur:
    You can try to speech challenge Werhner into leaving The Pitt forever, or you
    can use the Black Widow Perk if you have it.  It's also possible to kill Werhner
    without karma loss if he shoots first, which might be worth the trouble as he
    drops the Power Plant Key.  If you chose to side with Ashur you'll be given
    access to the Ammo Press, and you are also given a repeatable quest to collect
    Teddy Bears from all over the Wasteland.  This quest is called "Toys for Tots"
    and can be started by talking to Sandra.
    Siding with Werhner:
    If you sided with Wehrner & Midea, then Werhner will ask that you hand over the
    baby and head to the Underground where you must release Trogs upon The Pitt.
    If you have the Black Widow Perk you can ask Werhner for help, and he'll spare
    you [120x 5.56MM AMMO].  He'll give you a [STEALTH BOY] and the Power Plant Key.
    Items in Werhner's Hideout:
    The small table on the ground level contains a [JET] and three Pre-War Money.
    Look for [MENTATS], [BLOODPACK], [MED-X x2] and [RADAWAY] on the desk upstairs.
    This Guide will now continue for players who have sided with Werhner.  Those who
    sided with Ashur will already be done with the quest.  Head to where the
    entrance to the Supply Plant was (next to the four Protectrons in The Steelyard)
    and head northwest until you reach the manhold next to a burning barrel.
    The Pitt Underground:
    Make your way down the sewers and anticipate your safety by dispatching two
    Trogs behind the bars.  Continue through the hole and tread through the bloody
    passages that follow.  Before heading upstairs, loot the [FIRST AID BOX] on the
    wall.  Head upstairs again in the next chamber and proceed through the long
    corridors, laying groups of Trogs to rest as you go.
    A dead slave and a [FIRST AID BOX] can be found at the end of the catwalks. When
    you proceed to the lower floor, four Trogs will spawn behind you and will rush
    from the corridor you just walked through.  After dealing with them, ignore the
    red arrows on the floor altogether (as they lead you past two frag mines), and
    continue south.
    You can find [4x JETS] next to the garbage bin.  As for the area itself, it's
    crammed with Trogs in here.  There is, however, a trick to dispatch all of them
    very quickly.  You may have noticed that the walls on each side of the area have
    two generators hanging above each other, up to around 6 on each wall.  If you
    shoot the middle generators on the southern wall it should blow most of the 
    Trogs away.  Backtrack to the hall and blow up the other generators when Trogs
    get near and it'll finish the job.
    A [FIRST AID BOX] and a vending machine are all that remain in this area.  
    Tread with caution as you prepare to loot the dead slave's body in the hallway
    up ahead, as a frag mine has been placed nearby.  Quickly make a turn and throw
    a grenade in the next chamber to incinerate a good deal of the upcoming Trogs.
    Dispose the rest of the bunch with your good old guns.
    Two [JETS] can be found on the floor - one near the stairs and one nearby the
    makeshift bed.  Head upstairs and inside the room to the west. Before activating
    the Factory Protectron in this area, collect the [FACTORY EMPLOYEE ID] from the
    other side of the catwalk first.  The Protectron will now help you in your
    fight against three assaulting Trogs.  Heal up any wounds with the help of the
    [FIRST AID BOX] in the corner next to the dummy terminal.
    Deactivate the Uptown Floodlights by using the aptly named terminal on the south
    and proceed down this hall.  This leads to an exit of the Underground.  Explore
    the room to find two [FIRST AID BOXES].  Two [JETS] and a [PSYCHO] can be found
    on top of the bricks next to the bench, and there's also a workbench here.
    The End:
    You'll find Ashur outside and he ain't too happy to see you.  Fortunately, a
    whole horde of Trogs isn't too happy with him either, so that balances things
    out a little.  Waste anything that stands in your way and make sure you snatch
    Ashur's Power Armor (or come back for it soon). When you reach the Market Square
    in Downtown, Werhner will congratulate you, and the "Booster Shot" Perk is
    granted.  This permanently increases your Radiation Resistance by +10%!
    Using the Ammo Press:
    The Ammo Press can be used upon completing The Pitt.  It's located in The Mill.
    Head for The Hole (not inside, but the actual Hole on which you can stand and
    look down inside), and look southeast.  That's where the Ammo Press Terminal is
    located at.  As for the Materials Bin, it's located directly south when you are
    looking from The Hole.
    Place ammo or Scrap Metal in the Materials Bin and operate the terminal.  Select
    which ammunition you want to create and start to press.  Use the formulas below
    to calculate how much ammo you'll get:
                             |Ammunition:   |Ammo Value:|
                             |5mm           |      1    |
                             |10mm          |      2    |
                             |5.56mm        |      3    |
                             |.32           |      5    |
                             |Shotgun Shells|     10    |
                             |.308          |     15    |
                             |.44           |     15    |
                             |Scrap Metal   |     20    |
                [Amount of units in Materials Bin * Ammo Value] = TOTAL
            [TOTAL / Value of Ammo being made] = Amount of Ammo you receive
        |[DLC-4.0] Broken Steel                                               |
                                         || |,
                                         || | `.
     ____   _____   ____  _   __ _____   || |,  `._____ _______ _____  _____  _ 
    |  _ \ |     | / __ \| | / /|  ___||¯\ |¯|`. / ____|       |  ___||  ___|| |
    | |_| || |¯| /| |  | | |/ / | |___ |  \| |' | (___ `.¯| |¯¯| |___ | |___ | |
    |  _  /|  ¯ \ | |  | |   /  |  ___|| . ` |`. \___ \  `| |  |  ___||  ___|| |
    | |_| || |\  \| |__| |   \  | |___`| |\  | `.____) | .| |  | |___ | |___ | |___ 
    |____/ |_| \__\\____/|_|\__\|     ||_||\_| ,|_____/ ,'| |  |     ||     ||     |
                              `. ¯¯¯¯¯   || |`'      . '   ¯    ¯¯¯¯¯  ¯¯¯¯¯  ¯¯¯¯¯ 
                              '....      || |       ..'
                                   `.  (¯    ¯)  ..'
                                   `... ¯|  |¯ ...'
                                       `.|  |.'
                                         (  )
        |[DLC-4.1] Death From Above                                           |
    |ITEMS: [] Aqua Pura Crate, [] Ammo Box x5, [] Enclave Crate x2, [] Grenade Box|
    |       [] Gun Case, [] First Aid Box, [] First Aid Box, [] Ammo Box x3,       |
    |       [] Ammo Box, [] First Aid Box, [] First Aid Box.                       |
    |                                                                              |
    |ENEMIES: o Enclave Soldier                                                    |
    |                                                                              |
    |QUEST REWARD: 1300 EXP.                                                       |
    |                                                                              |
    Well, tell one of your followers to step inside the purifier, or do it yourself.
    Fawkes or Charon are good choices since they're immune to radiation.
    When you wake up you'll get a quick debriefing on what happened.  Make your way
    to the courtyard, loot the [AQUA PURA CRATE] on your right for 12 Aqua Pura, and
    meet with Scribe Rothchild in the Laboratory.  After the full debriefing, set
    foot on The Wasteland and make your way to the Rockland Car Tunnel, which is
    located on the very southwest of the map.
    When you've found it, go on and head inside as there is no loot of interest
    Rockland Car Tunnel:
    Turn around the corner and head inside the storage room.  You can find [5x AMMO
    BOXES] on the shelves here.  Continue down the corridors until you reach a large
    cave with several Brotherhood of Steel Knights.  Talk to Tristan and you're
    ready to go.
    Before following Tristan, check the western wall for two [ENCLAVE CRATES], as
    well as the NW corner for a [GRENADE BOX], a [GUN CASE] that looks like a metal
    box, and a pile of Enclave Soldiers you may want to loot.  Snatch the medical
    supplies from the [FIRST AID BOX] on top of the crates to the east before
    following the crowd down the NE tunnel.
    Sattelite Relay Station:
    This zone is separated from The Wasteland, similar to O:A and The Pitt.  Simply
    wait for Liberty Prime to take out the blue shield to your right and follow the
    straight road.  Let Prime and the Brotherhood destroy the Enclave Troops while
    you assist in looting their corpses, and watch the big event.  After this, head
    through the hole that Prime punched in the building to enter the Sattelite
    Sattelite Facility:
    It gets messy in the room as you enter, but plenty of Brotherhood assistance
    makes this a fight you can't lose.  Move in the southern tunnel and defeat two
    more Enclave Soldiers in the locker room - which houses no more than a [FIRST
    AID BOX].
    Head through the double doors at the end of the tunnel and swipe this area clean
    from the Enclave.  This will - yet again - be a breeze with the help of the
    Brotherhood.  Continue through the western door at the top of the stairwell when
    you've done so.
    Watch out for more enemies as you head through the tunnel and down the stairwell
    on the south.  At the very bottom, proceed down another big tunnel and wipe it
    clean.  You'll come across an [AMMUNITION BOX x3], and one more [AMMUNITION BOX]
    can be found in the room at the end of the tunnel.  Head upstairs, proceed down
    the hall and prepare for an encounter with another Enclave Squad.  After this
    fight, unlock the (Easy) door on the east to reveal a restroom housing a [FIRST
    AID BOX] (and a sink, if you're into those).
    Head down the tunnel and you'll get to a room with mainframes. Activate the
    Sattelite Uplink Terminal and retrieve the Telemetry Data before continuing.
    Loot the [FIRST AID BOX] and press forward through the corridor, which the
    Enclave secured with two Mark V Turrets.  When you're back in the Wasteland,
    fast travel to the Citadel and report to Scribe Rothchild and Elder Lyons
        |[DLC-4.2] Shock Value                                                |
    |ITEMS: [] Deathclaw Control Scrambler, [] Aqua Pura Crate x4, [] Energy Cell  |
    |          (x20) x3, [] Plasma Mine, [] Ammo Box x2, [] Enclave Crate x6,      |
    |       [] Jet, [] Dunbar's Note, [] Flamer Fuel x2, [] Frag Grenade,          |
    |       [] Electron Charge Pack x2, [] Psycho, [] First Aid Box x2,            |
    |       [] Bloodpack, [] Power Fist, [] Frag Mine x3, [] Mine Box x2,          |
    |       [] Buffout x2, [] Ammo Box x2, [] Frag Grenade x2, [] Flamer Fuel,     |
    |       [] Frag Grenade, [] First Aid Box, [] First Aid Box, [] Darts (x20) x3,|
    |       [] First Aid Box, [] Grenade Box, [] Ammo Box, [] Nuka-Cole Quantum,   |
    |       [] 5.56mm Rounds (x24) x3, [] Buffout x2, [] 10mm Rounds x2, [] Frag   |
    |          Mine, [] Ammo Box, [] .308 Caliber Rounds, [] Shotgun Shells,       |
    |       [] First Aid Box, [] Bottlecap Mine, [] Safe, [] Darts, [] 2x Darts x20|
    |       [] Jet, [] Wall Safe, [] Psycho, [] Ammo Box, [] Darts (x20) x2,       |
    |       [] First Aid Box, [] Railway Spikes x3, [] Mentats, [] Railway Spikes, |
    |       [] Police Hat, [] .32 Caliber Rounds, [] Wall Safe, [] First Aid Box,  |
    |       [] Jet, [] RadAway, [] Darts, [] First Aid Box, [] First Aid Box,      |
    |       [] Rad-X, [] .44 Rounds x13, [] Alien Power Cell x18, [] Jet, [] First |
    |          Aid Box x2, [] Pulse Mine, [] RadAway, [] Jet, [] Jet, [] First Aid |
    |          Box, [] Alien Power Cell (x12) x3, [] Mentats, [] Buffout,          |
    |       [] Tesla Coil.                                                         |
    |                                                                              |
    |ENEMIES: o Deathclaw       o Enclave Soldier     o Enclave Hellfire Trooper   |
    |         o Mark IV Turret                                                     |
    |                                                                              |
    |QUEST REWARD: 1400 EXP.                                                       |
    |                                                                              |
    Talk to Paladin Tristan, who resides in the Great Hall of the building.  Follow
    your marker to easily locate him.  He explains that a deviced called a Tesla
    Coil might turn things around still, but you're needed to retrieve it from Old
    Olney first.
    Drop by the lab first and converse with Scribe Vallincourt to receive the
    [DEATHCLAW CONTROL SCRAMBLER].  This device interferes with the Enclave signal
    that controls Deathclaws, so that'll certainly help!
    Note: There are four more [AQUA PURA CRATES] in the courtyard: One near the
          radio and three near the double doors that lead to The Wasteland.
    Small Enclave Outpost:
    Your next location(s) are best fast travelled to.  I suggest you head for the
    southernmost location first. This is a very small Enclave camp with a controlled
    Deathclaw that becomes .. YOUR follower when you approach it. Watch it slaughter
    the remaining Enclave and start searching for the following loot: [ENERGY CELL
    (x20) x3] and [PLASMA MINE] on a low table with a terminal, [2x AMMO BOXES]
    under the nearby sattelite dish, and [6x ENCLAVE CRATE] in total nearby lookout
    Note: Unfortunately, the controlled Deathclaw will automatically die when you
          move about 100 meters away from the Enclave camp.
    Head inside Old Olney (which is usually roaming with Deathclaws, unless you
    wiped those out not too long ago), and locate the sewer entrance with the help
    of your marker.  Make your way through the tunnels until you reach a ladder
    leading to Old Olney Underground.
    Old Olney Underground:
    You're greeted by two Ghouls, who immediately rush off afterwards.  Explore the
    toilet on the left in the large hall to find a [JET], and look for a small
    wooden crate with Pre-War Money in the NW corner of the area.  As you wander
    through the rest of the area you get the feeling there has been some recent
    activity.  Very recent..
    Go down the hall to the south and head upstairs.  As you traverse the tunnels
    and notice more and more dead Ghouls, keep an eye out for one named Dunbar, who
    holds [DUNBAR'S NOTE].  Looks like the poor bastards were trying to set up a
    second home besides Underworld .. and failed miserably.
    Continue downstairs and through the hole up ahead where you'll encounter a
    Deathclaw.  Turn around and move along the ledge to discover a hidden area with
    lots of toys, including two Teddy Bears.  If you check the NE shelves by hopping
    on top of the filing cabinets you can just barely snatch two [FLAMER FUEL] from
    the small wooden crate, and a [FRAG GRENADE] and [ELECTRON CHARGE PACK x2] on
    this shelf.
    Check the room on your left for a [PSYCHO] and head down one floor.  Here, peek
    in a small storage room to the south in order to find two [FIRST AID BOXES], a
    [BLOODPACK] and a [POWER FIST].  The main room itself contains three loose [FRAG
    MINES] and two [MINE BOXES] between the operating tables.  There's a Nuka-Cola
    vending machine near the stairs which lead back to where you were.  
    Proceed through the doorway on the southwest and tread with caution to an
    adjacent room with a Deathclaw.  When you've secured this area, look for
    [BUFFOUT x2] on the shelves behind the counter, and check the NE corner for two
    [AMMO BOXES] and the NW corner for two [FRAG GRENADES] and Pre-War Money in a
    Drop down one floor and slowly approach the door in the NE corner.  As soon as
    you hear a baby cry it's from the nearby placed baby carriage trap, so step
    back as it goes BOOM!  Head down the stairs behind the door and make a U-turn to
    your right (west) in the hall up ahead.
    Be sure to check the bathtub!  It contains [FLAMER FUEL], a [FRAG GRENADE], a
    [FIRST AID BOX], a Chinese Assault Rifle and some food.  Carefully venture into
    the next room that houses two rigged Frag Mines.  Go through the hole, check the
    bookcase to your left for a [FIRST AID BOX] and [DARTS (x20) x3] (Hint! Grab out
    that Dart Gun of yours!) and take noteof the Workbench to your right.
    The (Average) cell door in the middle of the room leads to a cell which contains
    ham radio), and [5.56MM ROUNDS (x24) x3] (also nearby the radio).
    When you decide to check out the wester region of what appears to be the home of
    Deathclaws (instead of friendly Ghouls!), come very, very well prepared as you
    can expect to fight off up to three Deathclaws at once.  When dealt with these
    menaces, check the southwest room in which you can rest and find [BUFFOUT x2],
    SHELLS] (all from the shelves).
    As you continue north, check the shelves to your right for a [FIRST AID BOX],
    and explore the area behind the fence on your left to collect a [BOTTLECAP MINE]
    from another Workbench, and more loot from an (Average) [SAFE].
    Turn around the corner and prepare for another Deathclaw battle.  Check the
    shelves for some [DARTS] and move upstairs to enter the Old Olney S. Wilney
    Old Olney S. Wilson Building:
    The chopper sound gives you the impression that the Enclave are nearby.. and
    your senses haven't betrayed you.  This large area has several Enclave Soldiers
    and even the new Enclave Hellfire Trooper walking around.
    First, check the office area on your (upper) left/west to find [DARTS (x20) x2]
    in a bucket, a [JET] next to the skeleton, and a [WALL SAFE] that just might
    contain two Stealth Boys.  Drop down two levels to find a Teddy Bear near a
    baby carriage and a [PSYCHO] in a bucket.
    Head over to the eastern side of the building to find an [AMMO BOX] behind a
    counter, along with [DARTS (x20) x2] a [FIRST AID BOX] and [RAILWAY SPIKES x3]
    in the shelves.
    Go upstairs and check the desk to your left as you reach the 2nd floor to find
    [MENTATS].  A bucket slightly SW from here contains [RAILWAY SPIKES].  Move into
    the room up north to find a [POLICE HAT], [.32 CALIBER ROUNDS], and a [WALL
    SAFE].  The Cash Registers contain Pre-War Money.
    Head over the radio commercial billboard and deal with the Enclave Hellfire
    Trooper to the north if you hadn't already done so.  They're tough, so use your
    most powerful weapons - such as a Plasma Rifle against them.  Be sure to loot
    him from his armor (and Heavy Incinerator, although it might be broken already).
    Head down the hall and stairs to enter Olney Powerworks.
    Olney Powerworks:
    The shelves and restroom don't house any useful loot in particular, so go
    upstairs.  You'll find a (Very Hard) locked door that can be operated by the
    terminal, but this is in fact nothing but a shortcut to a location we'll soon
    arrive either way.  Head east and you'll get to a large area, guarded by a
    Sentry Bot and Mister Gutsy.
    After taking out these two security bots, head inside the office to your left
    and loot the [FIRST AID BOX].  Look for a hidden [JET] in a trashcan next to one
    of the desks.
    Head downstairs and stand in awe (or not) at the new black smoke effect.  Glance
    over the shelves near the stairs to find a well hidden [RADAWAY] in a small
    wooden crate.  Exit the area by the SE corner and proceed to another large room.
    The shelves to your right contain [DARTS].  Spot a Workbench to your left, along
    with a [FIRST AID BOX] in the shelves near it.
    The upper section of the area is guarded by a Sentry Bot, and you can find a 
    [FIRST AID BOX] in the storage room at the SW corner.  A bunch of metro ticket
    are lying on the office floor - along with a [RAD-X] that you might want to use.
    When you continue around the corner, the green glow should already ring your
    bells that a heavily irradiated corridor is up ahead.  Pop the Rad-X (or try to
    deactivate the Emitter by the Hard Terminal) and rush through the short corridor
    only to encounter more trouble in the form of two Sentry Bots.
    The restroom to the east contains [.44 ROUNDS x13] on top of the toilet.  Note
    that the people who crashed this place were using beer and milk to play checkers
    on the chessboard!
    Step inside the western chamber and proceed with caution, walk backwards, facing
    south.  Two Mark IV turrets are revealed, so quickly dispatch them.  Check the
    area they were stored - and to be more precisely, check the shelf on the upper
    wall of each side to find two ammo boxes that contain [18x ALIEN POWER CELLS] in
    total.  Pretty neat, huh?
    Note: It has been reported that if you have the Scavenger Perk, you'll get
          around 50 Alien Power Cells from each Ammo Box.  That's quite a lot, if
          you ask me!
    Flip the emergency electrical switch to the north and head inside the chamber
    with the Tesla Coil.  You can find a well hidden [JET] inside a trashcan in the
    room to the south, as well as two [FIRST AID BOXES] on the shelves and a [PULSE
    MINE] in the wooden crate.
    From the main room, head into a recreation hall on the NE.  If you search the
    place thoroughly you can find a [RADAWAY] in a small wooden crate under the
    table with the broken TV.  The hall leads to the aforementioned shortcut, so
    there's nothing of particular interest on the other side of the door.
    In the main room with the Tesla Coil, the shelves to the north contain a [JET]
    in a wooden crate, and the shelves near the door in the NW corner holds another
    [JET]. Head through the door and go downstairs (but take note of the ladder to
    your right that leads to Old Olney).  This room contains a [FIRST AID BOX], a
    [PULSE MINE] (in the cooking pan on the furnace), [ALIEN POWER CELL (x12) x3]
    (the small blue fuses), [MENTATS] and a [BUFFOUT] in a trashcan.
    Head towards the Tesla Coil to your east, but DO NOT ATTEMPT TO GRAB IT YET.  
    First, flip the emergency switches on the wall (the electricity can't harm you),
    and *then* grab the Tesla Coil.  You'll get a shock that'll hurt you a little,
    so don't have very little health left when you attempt this, but you'll be more
    than fine otherwise.  Climb up the ladder to Old Olney and fast travel back to
    the Citadel, where you can hand over the Tesla Coil to Paladin Tristan.
        |[DLC-4.3] Who Dares Wins                                             |
    |ITEMS: [] First Aid Box, [] .32 Caliber Rounds (x12), [] RadAway, [] Mentats, |
    |       [] First Aid Box, [] RadAway x2, [] Pulse Grenade x2, [] Laser Rifle,  |
    |       [] Frag Grenade x3, [] First Aid Box, [] Nuka-Cola Quantum, [] Jet,    |
    |       [] I'm Sorry My Darling (Note), [] First Aid Box, [] Mentats, [] Ammo  |
    |          Box, [] First Aid Box, [] Enclave Crate, [] Microfusion Cell x4,    |
    |       [] Pulse Grenade x2.                                                   |
    |                                                                              |
    |ENEMIES: o Enclave Soldier       o Enclave Hellfire Trooper    o Turrets      |
    |         o Enclave Squad Sigma   o Enclave Squad Sigma Leader  o Armory Master|
    |                                                                              |
    |QUEST REWARD: 1500 EXP.                                                       |
    |                                                                              |
    Note: You may want to glance over the Unmarked Quests at this point, because
          some of them might no longer be available after you finish this Quest.
    You'll need to get to the White House Plaza.  One way to travel here is by
    following the route as outlined below.  Simply follow your quest marker to make
    your way through the areas (which you might have visited before), or even fast
    travel to one of these locations.  When you reach Pennsylvania Avenue you'll
    come across some Brotherhood of Steel Knights fighting off Mutants.  This is
    close to the White House Plaza entrance.
    Tepid Sewers -> Georgetown -> Foggy Bottom Station -> Pennsylvania Avenue
    Enter through the Manhole that leads to Utility, then follow the Presidential 
    Sub Level tunnels.  When you finally reach the end of the tracks, talk to the
    A.I. M.A.R.G.o.T and use your Science or Speech skill to gain user privileges.
    The acronym stands for Metro Authority Rapid Governmental Transit System. btw.
    Note: I presume that when you turn Margot hostile, all following robotic
          security in the tunnels up ahead will also become agressive.  If someone
          can confirm this, I would appreciate it.
    Presidential Metro:
    Note: If you are high leveled (18+ at least), then you'll also encounter Feral
          Ghoul Reavers in the upcoming tubes.  These are tough, quick, deal a lot
          of damage and have tons of health.  I suggest you bring out the best you
          got when you're up against one.
    Loot the contents of the [FIRST AID BOX] on the wall and turn left around the
    corner to find the remains of what presumably was a security officer.  Look
    near the body for [.32 CALIBER ROUNDS (x12)] and a Police Hat.  Turn around and
    traverse down the tube until you get to an intersection.  While the left (north)
    tube leads to a dead end, it can net you a [RADAWAY] and [MENTATS] from nearby
    a skeleton, as well as the contents of a [FIRST AID BOX] upstairs.
    Continue down the southern tube and immediately as the tube splits, glance over
    the skeleton(s) to find [RADAWAY x2].  As you travel through the tunnel, when
    you hear a few Ghoul moans, swiftly look over your right through the fence and
    watch a metro ride them over.  Ouch!  So it is working at the other side...
    Take note of the door on your left, denoted by 'Equipment Room', but explore the
    end of this tunnel first to find two [PULSE GRENADES] and an Iron Fist near a
    skeleton at the very end.  This area is slightly irradiated, but on the bright
    side, the sentry bots have cleared the area of Glowing Ones for you, so there's
    no reason to complain.
    The Equipment Room doesn't hold that much equipment, although it arguably does
    for a metro station office (then again we're talking about the White House's
    private metro, but it doesn't matter).  There's a [LASER RIFLE] and three [FRAG
    GRENADES] to be found next to the desk, a [FIRST AID BOX] in the corridor, and a
    [NUKA-COLA QUANTUM] in the room on the other side.
    Ignore your left as you step into the next tube, and proceed southwards.  A 
    Robobrain and Mister Gutsy are likely to be involved in a Ghoul conflict.  
    Resolve the matter and continue down the tunnel to the point where you reach an
    emergency exit to the Capitol.
    Head upstairs and search the bench for a [JET] and a note called [I'M SORRY MY
    DARLING], which is a rather depressing recording of a woman who'll never see her
    lover again.  You can't go any further, and the tunnel's dead end does not have
    any loot lying around either, so head inside the eastern area.  This metro is
    still functioning, but it needs to be powered up.
    The cabin houses a [FIRST AID BOX] and [MENTATS], as well as the Power Box to
    activate the metro.  It requires 2 Main Fuses, however, which can only be 
    acquired by destroying the Presidential Metro Sentry Bot that patrols in this
    area.  Explorers will want to check out the eastern office to find an [AMMO BOX]
    and a [FIRST AID BOX] there.
    Before placing the Main Fuses in the Power Box, take the time to lay a Pulse
    Mine in front of each locked double door to your north.  Two Sentry Bots will
    assault you once the Power Box has been fixed, but the Pulse Mines will deal a
    fair amount of initial damage.
    With the power back on, the double doors leading to the Capitol Building are now
    unlocked.  Furthermore, you can now finally use the metro.  Hop in the front
    cabin and activate the Metro Console for a little ride.
    Hop off, go upstairs and pick the (Average) door to your immediate left first.
    This corridor contains an [ENCLAVE CRATE], [4x MICROFUSION CELLS], [PULSE
    GRENADE x2], and an (Average) Turret Control System.  It helps to fiddle with
    the settings and turn off the Mark VII Turret that you're otherwise up against
    around the corner, since the Enclave tweaked it to aid them instead.
    Sneak through the corridor and assault the Enclave Troops from the be-hind, then
    go upstairs and head through the double doors to access Adams Air Force Base.
    Adams Air Force Base:
    |ITEMS: [] Tesla Cannon, [] Microfusion Cell (x50), Electron Charge Pack (x50),|
    |       [] Orders, [] First Aid Box, [] First Aid Box, [] Stimpak x2, [] First |
    |          Aid Box, [] First Aid Box x2, [] First Aid Box, [] Mini Nuke,       |
    |       [] Microfusion Cell (x80), [] Ammo Box x2, [] Enclave Crate, [] First  |
    |          Aid Box, [] .308 Caliber Rounds (x24) x2,[] Sector 1 Artillery Note,|
    |       [] Enclave Crate x2, [] First Aid Box, [] Enclave Crate, [] First Aid  |
    |          Box x2, [] First Aid Box, [] Plasma Grenade x4, [] Mini Nuke,       |
    |       [] Enclave Crate x2, [] Sector 2 Artillery Note, [] Enclave Soldier    |
    |          Log #1, [] Psycho x2, [] First Aid Box x3, [] Ammo Box, [] Flamer   |
    |          Fuel Stash Holotape, [] Fuel Stash Conatiner Key, [] Enclave        |
    |          Footlocker x2, [] Enclave Footlocker, [] Bloodpack,[] Enclave Crate,|
    |       [] Enclave Footlocker x2, [] Bloodpack x5, [] Enclave Crate x2,        |
    |       [] First Aid Box, [] First Aid Box, [] Enclave Crate x2, [] Flamer     |
    |          Stash.                                                              |
    |                                                                              |
    This is another separate area from The Wasteland.  Go upstairs and check the
    Resupply Crate on your left, which was dropped by parachute and contains your
    (x50)] and your [ORDERS].  Loot the [FIRST AID BOX] that looks like an Enclave
    Crate up the steps and listen to the Orders Holotape.
    A [FIRST AID BOX] can be found inside the cabin, and two more [STIMPAKS] are
    lying on the shelves.  Head NE, and take out any Mark VI Turrets you spot ASAP,
    as they're real life drainers.  The Tesla Cannon can take them out from a mile
    though, so that shouldn't be any problem.  Waste the Hellfire Trooper and check
    the cabin to your right (east) which houses a [FIRST AID BOX] and obsolete 
    Turret Control Terminal.  
    Head upstairs and destroy the turrets on the other side of the roof.  Check the
    view to the NE and go crazy with your Tesla Cannon on all Enclave Vertibirds and
    turrets.  With most of them destroyed continue your regular scavenging by 
    entering the cabin on this roof still and loot the contents of two [FIRST AID 
    Now, when facing east on the roof, check the ledge to your right (southeast) and
    hop over to a [FIRST AID BOX], [MINI NUKE] and [MICOFUSION CELL (x80)].  Hop
    down to ground level and backtrack slightly.  The barracks to the west are
    inaccessible, but you can find two [AMMO BOXES] and a whole lot of destroyed
    Protectrons and Sentry Bots behind the truck at the NW end of the fence - which
    does your Tesla Cannon ammunition supply well!
    Continue by making your way to the roof of the eastern building.  You'll find an
    ARTILLERY NOTE] and the Artillery Switch.  Flip it and any Enclave survivors in
    the open area straight ahead will now be toast.
    Get back on the ground level and explore the enclave stands for a set of two
    Enter the first hangar.  There will be a few Enclave Soldiers here, among
    Scientists and a caged Deathclaw.  Check the NW corridor to find two [FIRST AID
    BOXES] at the very end of it, and waste and Enclave Scientists (meat) you come
    across.  Note that the three caged Deathclaws are not controlled by devices, so
    you won't be thanked upon releasing them. Instead consider killing them for
    experience while they're locked away.
    When you've made it out of the hangar, check the small alley on the northeast
    and head to the end of it to find a [FIRST AID BOX] and four [PLASMA GRENADES]
    in a bucket.  If you wanna grab a [MINI NUKE], head inside the hangar to your
    east and check the eastern corridor.  The nuke is at the south end.
    Back in the alley, go upstairs and make your way to the northern roof.  Loot the
    two [ENCLAVE CRATES] here, grab the [SECTOR 2 ARTILLERY NOTE] and press the
    button to wipe the area clean below.
    Head downstairs and check the alley to your left (west).  Turn left once again
    in the alley and it'll lead to the dead body of an Enclave Soldier with the
    [ENCLAVE SOLDIER LOG #1] on him, as well as a neat stock of items:  [PSYCHO x2],
    [FIRST AID BOX x3], [AMMO BOX] and a Ripper.
    Note: Only Log #1 exists, despite it being called the first of a series.
    Optionally there is another hangar that we haven't explored yet.  Return to the
    exit of the first hangar and head all the way east from here.  The hangar will
    be to your right.  It is worthwhile to note that two Enclave Scientists are
    located somewhere in this hangar, always fleeing from you.  One of them holds
    typo in the game right there).  
    The western hall houses two [ENCLAVE FOOTLOCKERS], and one more [ENCLAVE
    FOOTLOCKER] can be found next to this hall's entrance.  That's pretty much what
    this hangar holds for us, so we'll move on to the next one - up north.
    In this northern hangar, check your right (NE) and look around for a [BLOODPACK]
    on the floor, along with an [ENCLAVE CRATE] and two [ENCLAVE FOOTLOCKERS], plus
    a bed to heal up.  The empty prison houses [5x BLOODPACKS] on the floor, and
    two more [ENCLAVE CRATES] can be found on the western side of the hangar.  One
    last [FIRST AID BOX] is placed in the western hall.  Take note that the caged
    Deathclaw becomes frenzied when you release it (read: it stays friendly and will
    fight along with you).
    That concludes this hangar.  Continue north to find a [FIRST AID BOX] on a truck
    and two [ENCLAVE CRATES] at the stand.  Proceed to the NW area and make your way
    through the ruins of the hangar.  Expect heavy resistance in the form of turrets
    and Hellfire Troops, so let your Tesla Cannon be the salvation.  
    Before you continue, listen to the Flamer Fuel Stash Holotape that you found
    earlier on one of the Enclave Scientists.  Well, travel to the NW building and
    find the [FLAMER STASH] behind several barrels and wheels, which contains 400
    Flamer Fuel.  Now head upstairs at the Air Traffic Control Tower just east of
    here and deal with any remaining turrets - then go inside.
    Air Control Tower:
    |ITEMS: [] First Aid Box, [] Nuka-Cola Quantum, [] First Aid Box, [] First Aid |
    |          Box, [] First Aid Box, [] Enclave Crate, [] First Aid Box,          |
    |       [] Enclave Crate x3, [] Enclave Crate x2, [] Ammo Box x2, [] Grenade   |
    |          Box, [] First Aid Box x3, [] Ammo Box, [] Ammo Box, [] Buffout,     |
    |       [] Ammo Box, [] Rapid-Torch Flamer, [] .308 Caliber Rounds (x24) x2,   |
    |       [] Missile x7, [] Flamer Fuel (x12) x4, [] Mini Nuke x2, [] Nuka-Cola  |
    |          Quantum.                                                            |
    |                                                                              |
    I can be quite brief about this floor.  There's a Robobrain hanging around the
    offices, and you can find a [FIRST AID BOX] in the NW section in a bookcase,
    and a [NUKA-COLA QUANTUM] under a desk, as well as another [FIRST AID BOX] in
    this office space.  Don't forget to loot the third [FIRST AID BOX] at the base
    of the stairs as you go up.
    When you've made your way upstairs you'll reach the control room, and a few
    Vertibirds will fly over the building.  Your first thought might be to grab out
    your Tesla Cannon and blow them to smithereens - and that's all fine - but you
    should be informed that if one of them survives your attack they'll fire
    missiles at your location, causing HEAVY damage.  So your tactics should either
    be: 1. Leave them alone (kind of lame, huh?).  2. Shoot down all three of them
    really effin' fast.  3. Shoot down 1 or 2 and quickly dive down the stairs to
    avoid any damage.
    Either way, you can find a [FIRST AID BOX] in the control room, and the Research
    Terminal contains what you came for: The controls to the Mobile Platform Loading
    Ramp, which you should lower.  Having done this, head out of the building
    entirely and make your way over to the Mobile Platform to the east.
    You can find an [ENCLAVE CRATE] and [FIRST AID BOX] at the Enclave stand nearby
    the stairs of the Air Control Tower.  As you get within fairly close proximity
    of the Mobile Platform you'll encounter many Enclave Troops.  Fortunately, a few
    brave Brotherhood of Steel Paladins serve as fine meat distractions so you can
    knock yourself out with the Tesla Cannon .. Err, rather, knock the Enclave out,
    that is.
    There's also a Hellfire Trooper on top of the Platform.  He seems to keep
    spitting out his fire all over the place, even when there's no one in sight
    anymore. Before you go like: "WTF is this dude doing?" like I did, save yourself
    the trouble and knock him out with a few Tesla Rounds.
    Three [ENCLAVE CRATES] can be found near the small sattelite dish, and two more
    [ENCLAVE CRATES] are placed in the Enclave stand to the south.  Two [AMMO BOXES]
    and a [GRENADE BOX] can be found inside the nearby truck.  You can now enter the
    Moving Platform, or you can optionally visit the Adams Storage Facility to the
    far southeast.  If you want to continue with the main quest, simply skip that
    Adams Storage Facility:
    It looks like you've hit jackpot the second you entered already!  Check the
    bookcase on your left for [3x FIRST AID BOXES] and an [AMMO BOX], then loot the
    other [AMMO BOX] on the shelves in the middle of the room and lastly, search
    the SE corner for a [BUFFOUT] in the wooden crate.
    An (Average) [AMMO BOX] can be looted from the bookcase on the NE wall, but you
    might want to take out the Mark V Turret on the west first.  That area houses a
    counter with a whopping of supplies, including a new, unique REGULAR flame-
    thrower: The [RAPID-TORCH FLAMER]. Also look for [.308 CALIBER ROUNDS (x24) x2],
    [MISSILE x7], [FLAMER FUEL (x12) x4], [MINI NUKE x2] and a [NUKA-COLA QUANTUM].
    Who needs a Quantum Chemist Perk when you get enough Nuka-Cola Quantums anyway?
    (Well, alright, alright.  Nuka Grenades can be made with them and the AP Bonus
    is alright, but there really are many, many Quantums in the game already... and
    you still need TEN regular Nuka-Cola's to create just *one* Quantum...)
    Upstairs leads to the roof outside with no items, and a Hellfire Trooper will
    likely attack you from below.  As you head back to the Mobile Platform Crawler,
    expect a squad of three Sentry Bots to attack you - a rather dangerous
    occurence in an open field like this.  I suggest you quickly dispatch them with
    the Tesla Cannon and hide behind already-blown up trucks.  With those out of the
    way, finally enter the Crawler.
    Mobile Platform Crawler:
    |ITEMS: [] Ammo Box x3, [] Enclave Crate, [] Enclave Crate, [] First Aid Box,  |
    |       [] First Aid Box x2, [] Buffout, [] Stimpak, [] Rad-X x2, [] Med-X x2, |
    |       [] Bloodpack, [] Med-X x2, [] Psycho x2, [] Purified Water x3,         |
    |       [] Mentats x2, [] First Aid Box x2, [] Jet, [] Radaway x2,             |
    |       [] Bloodpack x2, [] Armor Case, [] Ammo Box x7, [] Gatling Laser,      |
    |       [] Plasma Grenade x5, [] Pulse Grenade x5, [] Buffout x5, [] Psycho x5,|
    |       [] Mentats, [] First Aid Box.                                          |
    |                                                                              |
    Note: This is a ONE-TIME-ONLY AREA, so do not miss out or leave any unique items
          in this location.
    The Repulsion Field can be deactivated, or you can smash the panel to pieces,
    but this will always result in a weakened repulsion field that harms you when
    passing through, so that isn't recommended. 
    Note: - Deactivating these panels requires 80 Science Skill.
          - Placing a timed charger requires 50 Explosives Skill.
          - Smashing the panel can always be done.
    Make your way to the southeast area to find three [AMMO BOXES] and an [ENCLAVE
    CRATE], and a guy named Stigg who repairs robots.  You can ask him for info,
    after which he'll leave the crawler.  Another [ENCLAVE CRATE] and a [FIRST AID
    BOX] are lying next to a mainframe.
    Deactivate the repulsion field to the west in order to find two [FIRST AID 
    BOXES],[BUFFOUT], a loose [STIMPAK], [RAD-X x2] and [MED-X x2] from the shelves.
    There's also a [BLOODPACK], [MED-X x2], [PSYCHO x2], and [PURIFIED WATER x3] on
    the other side, and [MENTATS x2] can be found on the desk and in a small wooden
    crate under the shelves.  The last shelves contain two more [FIRST AID BOXES],
    a [JET], plus [RADAWAY x2] and [BLOODPACK x2] in the buckets.  What a stock!
    Ignore the southern ladder exit for now and turn of the other repulsion field
    to the east instead.  While it doesn't hold any medical supplies or ammunition,
    it does contain pretty much all the custom weapon parts in the game, along with
    a Work Bench, allowing you to create any custom weapon you want!  If you have
    the schematics, that is..
    Proceed north and you'll encounter a strong Enclave Sigma Squad, consisting of
    5 members including their leader.  Aim your Tesla Cannon in northwestern
    direction and fire as soon as the squad comes around the corner to deal the
    initial damage.  Quickly dispatch of them one by one and keep your health up.
    Deactivate the repulsion field to the NE of the armory, which yields yet another
    HUGE amount of supplies: [ARMOR CASE], [AMMO BOX x7], Sniper Rifle, Combat
    [PSYCHO x5], [MENTATS], [FIRST AID BOX] and several tool items.
    Make your way to the Dormitory by heading up the stairs the Enclave Squad came
    down off and head through the door.
    Launch Platform Base:
    |ITEMS: [] Enclave Crate x2, [] First Aid Box, [] Composite Recon Helmet,      |
    |       [] Precision Gatling Laser, [] Armor Case, [] First Aid Box, [] Ammo   |
    |          Box x13, [] Heavy Incinerator, [] Minigun, [] Gatling Laser,        |
    |       [] Gun Case, [] Med-X, [] Slow-Burn Flamer, [] Flamer Fuel (x50) x3,   |
    |       [] First Aid Box, [] First Aid Box, [] Enclave Crate, [] Enclave       |
    |          Crate x3, [] Ammo Box x3, [] Enclave Crate, [] Gun Case.            |
    |                                                                              |
    Head east and enter the dormitory to your left (north) which contains two
    [ENCLAVE CRATES] and a [FIRST AID BOX].  The room to your south only houses a
    .44 Scoped Magnum.
    From the hallway, turn around the corner and head south into the Armory.  You'll
    come across the Armory Master somewhere around this area, as well as several
    turrets.  The Armory Master comes equipped with the [COMPOSITE RECON HELMET]
    (a unique and more durable Recon Armor Helmet), and the unique [PRECISION
    GATLING LASER], so be sure to loot his sorry ass.  Watch out for a Sentry Bot
    that you may also encounter in this room.
    Either way, proceed through the repulsion field in the room and unlock the
    (Hard) door to the armory for another sickly supply of whatever you'd like:
    [GATLING LASER], and a [GUN CASE].  One of the lockers may contain Stealth Boys.
    Note: The three averagely locked Ammo Boxes contain Alien Power Cells.  Without
          Scavenger Perk I found 7, 7 and 10 respectively in these Ammo Boxes.  The
          Gun Case with the Hard lock always contains an Alien Blaster and ammo for
          it.  I personally found 13 Cells in the Gun Case.
          If you find different amounts (especially with the Scavenger Perk), let
          me know so I can add it.
    Unlock the (Easy) door and make your way into the Robotic Defensive Control
    Center.  Go upstairs, kill the Enclave Officers, Scientists and Sentry Bots,
    then make your way to the blue mainframe in the center and hack it (Hard).
    If you have Robotics Expert then you can turn all robots against the Enclave.
    Otherwise, just shut them down.  The other terminal allows you to release
    several locks, some of which you've already unlocked.
    Head for the western hall (grab a [MED-X] from the desk with the terminal) and
    proceed into the Medical Bay to your right (north).  The Medical Bay, Dorms and
    Restroom don't contain any items, although the restroom does provide us with
    clean water.
    Backtrack to either the area with the mainframe terminal and go through the door
    that says 'Warning Live Deathclaws', or proceed from the adjacent room to the
    armory.  Either way, make your way over to the southern area from here.
    In this large hall you can in fact encounter a Deathclaw, but it frenzies and
    turns to your side, so that's a plus!  The most important item to currently
    retrieve from this area is the [SLOW-BURN FLAMER], which is located upstairs
    in the center area surrounded by force fields.  [3x FLAMER FUEL (x50)] are
    lying right next to it.
    You can grab a [FIRST AID BOX] from the kitchen past the dining room north, and
    if you return to where you were - the storage room also contains another [FIRST
    AID BOX] and an [ENCLAVE CRATE].  Besides those, I'd say you've pretty much
    explored every last corner of this large and complex area.  Make your way over
    to the Launch Pad by heading for the marker to the *north* (for walkthrough
    Head upstairs.  Depending on whether or not your forced the bots and turrets to
    be on your side (or deactivated them), the upcoming battle varies significantly
    in difficulty.  At any rate, pull out your .. *surprise!* Tesla Cannon and start
    wasting any Enclave agressors around the area.  Head south over the pipes and
    loot the three [ENCLAVE CRATES], then check the cabin for three [AMMO BOXES].
    Continue west, then south, and face off against several more Enclave Soldiers
    and a Hellfire Trooper.  I pray to the gods that the Sentry Bots are at least
    not against you, or it'll be another tough fight .. without the Tesla Cannon,
    that is. ;)  Try and destroy the Vertibirds before they lift off to prevent them
    from attacking.
    Step inside the cabin and loot the [ENCLAVE CRATE] and [GUN CASE], then enter
    the final area.
    Sattelite Control Tower:
    |ITEMS: [] Missile x2, [] Micorfusion Cell x2, [] Ammo Box, [] First Aid Box,  |
    |       [] Buffout x2, [] Ammo Box, [] .308 Caliber Rounds (x6), [] Railway    |
    |          Spikes x2, [] First Aid Box, [] Ammo Box x3, [] Flamer Fuel x3,     |
    |       [] First Aid Box x2, [] Radaway x3, [] Psycho, [] Pulse Mine x2,       |
    |       [] First Aid Box, [] Ammo Box x5, [] Rad-X, [] Buffout, [] Ammo Box x2,|
    |                                                                              |
    |       [Citadel Armory Only]:                                                 |
    |       ----------------------                                                 |
    |       [] Tesla Cannon x2, [] Ammo Box x6, [] Alien Power Call (x12) x6,      |
    |       [] Microfusion Cell (x20) x5, [] Flamer Fuel (x12) x5, [] Laser        |
    |          Rifle x3, [] 10mm Rounds (x12) x3, [] 5.56mm Rounds (x24) x4,       |
    |       [] Plasma Grenade x4, [] .308 Caliber Rounds (x24) x3, [] Mini Nuke x3,|
    |       [] 5mm Rounds (x100) x2, [] Missile x10, [] Laser Pistol x2,           |
    |       [] Energy Cell (x20) x5, [] First Aid Box x4, [] Sniper Rifle,         |
    |       [] Nuka Grenade x3.                                                    |
    |                                                                              |
    There's a lot of Enclave in the staircase area up ahead.  As you walk by some
    shelves, look for [2x MISSILES] and [2x MICROFUSION CELLS] in the small wooden
    crate, and an [AMMO BOX], [FIRST AID BOX] and [FRAG MINE x4].
    Look for another [FIRST AID BOX] on the shelves near the stairwell, along with
    two [BUFFOUTS] in a crate.  The averagely locked door leads to a different path,
    but instead, head up the regular stairwell and check the southern shelves on
    the 1st floor to find an [AMMO BOX], [.308 CALIBER ROUNDS (x6)] and [RAILWAY
    SPIKES x2].
    Head upstairs and you'll be in the room with the Sattelite Uplink Terminal.  The
    doors here are all locked (averagely), but you can unlock them with the Security
    Terminal in the NW corner.  There's a [FIRST AID BOX] next to this door.
    At any rate, login to the Sattelite Uplink Terminal and select your target with
    'Fire Payload'. Although it appears you can select up to five targets (including
    Megaton, Project Purity and Rivet City), only two can actually be selected,
    which are #1 The Citadel (of the Brotherhood), and #5 Adams AFB Platform.
    Depending on which you choose, your rewards will vary.  I personally don't like
    to see The Citadel in ashes, but scroll down for the rewards and make the tough
    Optionally explore the area behind the northern door and head downstairs to find
    three [AMMO BOXES], [3x FLAMER FUEL], [FIRST AID BOX x2], [RADAWAY x3], and a
    [PSYCHO] in some shelves.  There are more supplies around the corner: [PULSE
    MINE x2], [FIRST AID BOX], [AMMO BOX x5], [RAD-X] and [BUFFOUT].
    Head upstairs again and explore the last corridor for two [AMMO BOXES] and a
    [FIRST AID BOX] (which all look like Enclave Crates), and head outside through
    the southern door.  Hop onto the Vertibird and you'll get to see the ending of
    Broken Steel.  Depending on your choice it is one of these two:
    1. The Vertibird makes a quick stop at a landing platform to give everyone a
       chance to look at the fireworks raining down on the Mobile Crawler of the
       Enclave.  You're transported to The Citadel afterwards, and you're given 
       great honor by Elder Lyons.
    2. The Vertibird heads for The Citadel.  Upon finding a large smoking crater
       there, all Brotherhood of Steel members turn against you, and you're never
       able to do any more quests for them.  The only bright side is that you now
       have access to the armory.  Head down the crater of The Citadel to enter it.
    The Citadel Armory contains the following supplies:  [TESLA CANNON x2], [AMMO
    (x12) x5], [LASER RIFLE x3], 10MM ROUND (x12) x3], [5.56MM ROUNDS (x24) x4],
    [PLASMA GRENADE x4], [.308 CALIBER ROUNDS (x24) x3], [5MM ROUNDS (x100) x2],
    [MINI NUKE x3], [MISSILE x10], [LASER PISTOL x2], [ENERGY CELL (x20) x5], and
    in the other, smaller adjacent armory (loot the key from the initiate): [FIRST
        |[DLC-4.4] Broken Steel Unmarked Quests                               |
    1. Fixing Liberty Prime:
    Ask Scribe Rothchild what you can do to help the Brotherhood, and he'll request
    that you search for Sensor Modules and Camera's (Yeah, I know.. WTF?) to help
    fixing Liberty Prime.  You'll get the following rewards for each:
                           |Item Name:   |Reward:          |
                           |Sensor Module| 75 Caps + 10 EXP|
                           |Camera       |100 Caps + 25 EXP|
    2. Mutant Blood Samples:
    This quest is given by Paladin Tristan, and he requires Super Mutant Blood 
    Samples.  For every one you retrieve you'll get 50 Caps and 10 EXP.
    3. Sorry, My Darling:
    You'll find a holotape with this name at the end of the presidential tubes.
    Take a listen to it and make your way La Maison Beauregard, a building located
    in Georgetown East.  You'll encounter Lag-Bolt, who comes equipped with
    Lag-Bolt's Combat Armor, Lag-Bolt's Shades, and the key to a nearby suitcase in
    which you can find All-Nighter Nightwear.
        |[DLC-4.5] Broken Steel Miscellaneous Quests                          |
    Head over to Jefferson Memorial (the purifier) and enter the gift shop to talk
    with Scribe Bigsley.  He'll give you two different quests, both involving Aqua
    Pura.  While you're at Jefferson Memorial, check the shelves on the left of the
    first intersection to find three [AMMO BOXES] and a [FIRST AID BOX].
        |[DLC-4.5.1] Holy Water                                               |
    |ITEMS: [] Monastery Key.                                                      |
    |                                                                              |
    |ENEMIES: o Atom's Champion    o Sun of Atom    o Brother Gerard               |
    |         o Mother Curie III                                                   |
    |                                                                              |
    |QUEST REWARD: 300 EXP + 300 Bottle Caps.                                      |
    |                                                                              |
    This Quest is not available if you blew up Megaton during The Power of the Atom.
    Fast travel to Megaton and watch the dialog between a woman named Rosa, and the
    Water Beggar.  She'll hand him some Holy Water and upon drinking it, the man
    instantly dies.  Inquire about the situation and head for the location as given
    by your quest marker.
    You'll encounter a dubious character named Brother Gerard.  Drink the Holy Water
    that he gives you and speak with him.  In order to get past Gerard you can do
    three things:
    1. Pass the Speech Challenge.
    2. Become irradiated.
    3. Kill him and loot the key.
    I suggest #1 or #2.  If you're opting for #2, head inside the building and flip
    the switch for the Radiation Generator.  Stand next to it for a bit until you
    get radiation poisoning and speak to Gerard again who'll give you the [MONASTERY
    KEY].  Enter by opening the wooden floor hatch in the corner (check your marker)
    that leads to the Eternal Light Monastery.
    Inside, talk to Mother Curie III.  It once again comes down to three options:
    1. Pass the Speech Challenge or Charisma Check.
    2. Get irradiated to very high levels and convince her that you are the Prohet
       of Atom.
    3. Kill everyone.
    Note that a powerful Feral Ghoul Reaver called Atom's Champion, and a Glowing
    One named Sun of Atom reside in the basement.  Both will turn hostile when you
    start killing people.  It doesn't cost you any karma should you decide this.
    Regardless of what you do, report back to Scribe Bigsley after dealing with the
    cult and he'll hand you the quest reward.
        |[DLC-4.5.2] Protecting the Water Way                                 |
    |ITEMS: ---                                                                    |
    |                                                                              |
    |ENEMIES: o Enclave Soldier     o Bandit      o Split Jack                     |
    |                                                                              |
    |QUEST REWARD: 300 XP + Gatling Laser, Electron Charge Pack x32, Plasma Pistol,|
    |              Energy Cell x16, Enclave Power Armor, Enclave Power Helmet.     |
    |                                                                              |
    Speak to Scribe Bigsley again and inquire about Rivet City's caravans.  Head 
    over to Rivet City and speak to Officer Lepelletier (outside) to get your quest
    Looks like caravans keep getting robbed by bandits and she wants you to do
    something about it.  Fast travel to Dukov's Place (kill any nearby Enclave and
    Bandits) and make your way to the quest marker.  The caravan here will be 
    assaulted by Bandits (or you may just stumble upon a few bandits).  Waste them
    and loot the holotape from their bodies.
    Head for Wilhelm's Wharf afterwards (where your quest marker points at now),
    kill Split Jack and his Bandit buddies (or play along - the password is Mirelurk
    Stew) and report back to Officer Lepellier and Scribe Bigsley respectively to
    fetch your (lame) reward.
    Note: Alternatively, if you join the bandits (after saying the password and
          equipping the Metal Armor and Helmet), head back to Lepelletier to talk
          about a protection contract.  Blackmail her for 500 caps by succeeding a
          Speech Challenge.  You can, by the way, fight Split Jack one on one by
          talking to him about this after joining the gang.  The others will not
          interfere with the battle when you stick to the chosen weapon.  If one of
          your followers interferes with the battle they will all become hostile,
        |[DLC-4.5.3] The Amazing Aqua Cura                                    |
    |ITEMS: [] Nuka-Cola Quantum, [] First Aid Box, [] Aqua Cura Bottles.          |
    |                                                                              |
    |ENEMIES: o Ghoul Guard                                                        |
    |                                                                              |
    |QUEST REWARD: 100 EXP + Caps.                                                 |
    |                                                                              |
    The following ways are available for starting this quest:
    1. Speech Challenge Scribe Bigsley.
    2. Hack Scribe Bigsley's terminal and look through all entries.
    3. Talk to a character named Griffon in the Museum of History.
    Either way, Griffon can be found at the entrance of Underworld, located inside
    the Museum of History (which in turn can be found at The Mall).  Talking to him
    doesn't reveal all that much, but his water seems to be irradiated and it's
    certainly not curing anything.  After talking to Bigsley again, fast travel to
    The Mall and locate the Museum Authority Building southwest of the Washington
    Museum Authority Building:
    Search the restroom to the east to find a [NUKA-COLA QUANTUM] on one of the
    toilets.  As you tread through the office area you'll encounter a Ghoul Guard,
    hired by Griffon.  They are always hostile, so kill them - there should be three
    of them.
    The area doesn't house many useful items, but you can find a [FIRST AID BOX] in
    the NE restroom on this floor.  Head down the stairs to the NW and go all the
    way down.  You'll find Griffon's Bottling Instuctions beween the bathtubs,
    although you've probably also found the note on one of the guards.  Check the
    cabinet to find several pre-war outfits and a few rare Wigs (try equipping one
    and speak to Griffon!).  Head back to Griffon at Underworld.
    When confronting him with the truth, you'll be give three options:
    1. Blackmail him for either a one-time-only 300 Caps, or a weekly profit from
       the caps he makes by selling the Aqua Cura.  If you go for 20/80, you'll only
       get 80 Caps every time you drop by.  Logically, this means that passing the
       Speech Challenge for 50/50 makes him give 200 Caps a week, so that might be
       worth your trouble.
    2. Have him confess to the crowd that the water is irradiated.
    3. Have him sell the real Aqua Pura from now on, and you won't tell anyone about
       his dirty little secrets.
    This concludes the quest.  If you want to make money fairly quickly (legally),
    just use the wait function to keep getting money from Griffon.
        |[DLC-5.0] Point Lookout                                              |
                    MMMMMMMMMMM             MMMM  MM MM    M
                    M          M    MMMM   M    MM  MMM    MMMMMMMMMMM
                    M           MMMM    M  M    MM    M    M         M
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    M     M      MMMM    M    MMMM    MMM   M M    M  MMM    MM M    MM    M       M
    M     M    MM    MM   MMMM    MM    M   M M    M M   MM    MM    MM    MM      M
     M    MM  M     M  M   MM    M  M   M   MM   MM M   M  M   MM    MM    M M    M
     M    MM  M     M  M   MM    M  M   M       M  M    M  M   MM    MM    M M    M
      M     MMMM     MM    MM     MM    M       M   M    MM    MM    MM    M M    M
      M       M MM        M  MM        MM   MM   MM  M         MMM         MMMMMMMM
      M       M   MMMMMMMM     MMMMMMMMMM   MM    MM  MMMMMMMMM  MM       MM
      MMMMMMMM                           MMM  MMMMMM               MMMMMMM
    Shortly after buying the Point Lookout DLC, the game gives you the following
    information, provided you've exited Vault 101 already.
    A riverboat has docked at the mouth of the Potomac, carrying trade distant 
    peninsula of Point Lookout.
    The captain offers passage to Point Lookout for any mercenary, treasure hunter,
    or adventurer looking to explore the new land.
    An easy way to get to the boat is by fast-travelling to Jefferson Memorial and
    swim south, crossing the (irradiated) river.  You'll get a quest offer right
    away from a mother in distress - her orange-haired daughter Nadine is missing.
    Talk to Tobar the Ferryman and inquire about Point Lookout first.  He'll make up
    all kinds of wonderful stories about how treasure rich the place is, and closes
    with the conclusion that it can be a damn dangerous place as well.  Buy a ticket
    and some of the new Punga Fruit, then head inside the cabin and 'activate' the 
    green Passenger Cot to sail away with The Duchess Gambit.
    Note: Any followers will not be able to accompany you to Point Lookout.
        |[DLC-5.1] The Local Flavor                                           |
    |ITEMS: [] .308 Caliber Rounds x24 (x2), [] Sniper Rifle, [] First Aid Box,    |
    |       [] Ammo Box, [] Mine Box, [] Frag Grenade x3, [] Ammo Box x3,          |
    |       [] Assault Rifle x3, [] 10mm Pistol, [] Silenced 10mm Pistol, [] Frag  |
    |          Grenade, [] 10mm Submachine Gun, [] Assault Rifle, [] Stimpak x5,   |
    |       [] Dirty Water x3, [] RadAway, [] Rad-X, [] Missile x3, Med-X x2,      |
    |       [] First Aid Box, [] First Aid Box, [] First Aid Box, [] Ammo Box x2,  |
    |       [] Stimpak x5, [] Ammo Box x2, [] Ammo Box x2, [] First Aid Box,       |
    |       [] First Aid Box, [] Ammo Box, [] Ammo Box x2, [] First Aid Box,       |
    |       [] First Aid Box, [] Ammo Box x2, [] Ammo Box, [] Grenade Box,         |
    |       [] First Aid Box.                                                      |
    |                                                                              |
    |ENEMIES: o Bruiser    o Tracker    o Bloatfly    o Mirelurk Types             |
    |         o Tribal                                                             |
    |                                                                              |
    |QUEST REWARD: Superior Defender (Perk).                                       |
    |                                                                              |
    When you arrive, inform about the local sights with Tobar, which are added on
    your Map.  It's possible to start exploring the swampy lands of Point Lookout
    right away, but this walkthrough will first go over the Main Quest.
    Follow your quest marker, which leads you straight to Calvert Mansion.  As you
    approach the wooden doors from the northern side, a ghoulish voice is quick to
    summon you inside.
    Calvert Mansion:
    When you enter the mansion hall, a Ghoul in a white suitecase is fighting off
    several Tribals.  He is aided by two Mark VII Turrets and his two dogs - and
    you're on his side, so that makes things a little easier.  Waste the tribals,
    and follow Desmond - the Ghoul - into the western room, helping him deal with
    another batch of Tribals.
    Before proceeding, take your time to search the mansion hall for items.  Head
    upstairs in order to scavenge [.308 CALIBER ROUNDS x24 x2], a [SNIPER RIFLE],
    [FIRST AID BOX], [AMMO BOX] and [MINE BOX].  Ignore the locked doors on the east
    side for now and head back downstairs.  The monitor room south of the main hall
    is loaded with supplies as well.  Search for [FRAG GRENADE x3], [AMMO BOX x3],
    and another supply of goodies on the table in the corner that contains [AMMO
    SUBMACHINE GUN] and an [ASSAULT RIFLE]. The last table near the sandbags
    contains [STIMPAK x5], [DIRTY WATER x3], [RADAWAY], [RAD-X], [MISSILE x3] and
    [MED-X x2]. If you activate the Punga Experiment you'll notice that the lamp
    somehow begins shining very bright. Hmm..
    After getting the load of items, proceed into the western chamber and loot the
    [FIRST AID BOX] near the fireplace.  Continue through the dining hall and defeat
    the four tribals that assault you from the left.  Loot another [FIRST AID BOX]
    in the NE corner of the dining hall before heading upstairs.
    When you get to the hole in the ground, defeat two tribals in the nearby room
    first, then explore the room adjacent to the hole (the room is on the west).
    Look around for a [FIRST AID BOX] and two [AMMO BOXES].  The wardrobes contain a
    ton of pre-war clothes.
    Continue through the mansion and explore the baby room in which you can find
    five [STIMPAKS] and two [AMMO BOXES] in the suitcase next to the baby carriage.
    The music room doesn't contain anything of interest, so proceed through the hall
    and waste two more tribals.  
    When you get to the large chamber, defeat three more tribals, loot the two [AMMO
    BOXES] and [FIRST AID BOX] in the southwest corner, and speak with Desmond on
    the intercom between the blocked-off doors on the western wall.  You should be
    able to spot a red canister in the room on the left.  If you shoot it from a
    distance, the explosion causes the room to collapse, effectively blocking
    Desmond unlocks the nearby door at the end of the hall which leads back to the
    main hall.  Follow him to the eastern section of the mansion and help him defeat
    three more tribals - he'll join the fight along with his dogs Freki and Geri
    (if they're still alive, that is).
    Calvert Mansion (Eastern Section):
    From here, first explore the northwestern room to find a [FIRST AID BOX] and an
    [AMMO BOX].  Make your way south and you'll drop to several floors down below.
    Check the iron shelves for two [AMMO BOXES] and a [FIRST AID BOX], then make
    your way to the cellar.  As one would expect, you can find an enormous amount of
    wine and whiskey here.  Carefully approach the door on the north and dispose of
    the three tribals.
    Head upstairs and make your way through the halls and defeat two more tribals at
    the blocked intersection.  Cross through what once might have been called a
    library and search the table in the middle of the large chamber for a [FIRST AID
    BOX].  Going north, mind the hole in the ground through which you fell, and
    dispatch three more tribals that rush inside the kitchen.
    While you're here, make sure you check the supply room adjacent to the kitchen
    and search for a [FIRST AID BOX], [AMMO BOX x2] and some food and beverages in
    the refridgerators.  Make your way upstairs and clear out the room with the pool
    table.  Look for an [AMMO BOX] in one of the corners of this room.  In the next
    hall, dispatch one last tribal and loot the [GRENADE BOX] and [FIRST AID BOX] on
    your right.
    Now peek through the cracks of the wall to spot another red canister.  This
    entire room is filled with gas however, so you might want to take a few steps
    back and shoot it from a distance with a Plasma Rifle to complete the objective.
    Head through the door which Desmond will open for you and wait until several
    tribal groups assault the main hall.  Laying (bottlecap) mines can help, but
    with the help of Desmond, his dogs and turrets you should do just fine.  When
    you've dispatched the last one of them, talk to Desmond and he'll teach you a
    thing or two about combat.  You'll now have learnt the Superior Defender Perk,
    which grants +10 DR and +5 Damage as long as you're standing still!  He'll also
    give you the next main quest for Point Lookout.
        |[DLC-5.2] Walking with Spirits                                       |
    |ITEMS: [] Wild Punga Fruit x2, [] Wild Punga Fruit x3, [] Stimpak, [] Wild    |
    |          Punga Fruit x3, [] Wild Punga Fruit x2, [] Wild Punga Fruit x2,     |
    |       [] Wild Punga Fruit x40, [] Punga Seeds, [] First Aid Box, [] Sack,    |
    |       [] Fertilizer Shovel, [] RadAway x2, [] Rad-X, [] Stealth Boy.         |
    |                                                                              |
    |ENEMIES: o Mirelurk Types + Swamplurk                                         |
    |                                                                              |
    |QUEST REWARD: 300 EXP + Punga Power! (Perk).                                  |
    |                                                                              |
    Make your way to The Ark & Dove Cathedral, which is located to the far north of
    Calvert Mansion.  Speak with one of the tribals through the intercom and they'll
    tell you that you need to collect seeds from a giant Punga plant located on the
    far west of Point Lookout.  Your quest marker leads you to the entrance of the
    Sacred Bog, a mini map on its own.
    The Sacred Bog:
    Travel through the small cave and you'll be inside the Sacred Bog. Exit the
    small canyon and explore your left to find two [PUNGA FRUIT], as well as a few
    Mirelurks.  If you want to stock up on some Mirelurk Food, check the island
    right in front of you for Mirelurk Egg Clutches, as well as the breeding area
    on the southwest.  Wade through the northern river afterwards.
    After dispatching two more Mirelurks, loot three [WILD PUNGA FRUIT] from the
    plants to the west, then head up the hill instead of wading further through the
    river.  You'll soon encounter another Swamplurk nearby the body of a Smuggler.
    Check the loot nearby the small wooden box to find a sole [STIMPAK].
    At the end of the trail, continue northeast and carefully tread through the
    passage with a burning campfire.  Be aware of three Bear Traps lying in this
    path and disarm them as you proceed to the next section of the Sacred Bog.
    This looks like a more open-ended area, but as we'll all find out some time in
    our lives, looks can be deceiving.  The western isles hold around three [WILD
    PUNGA FRUIT] and some Mirelurk Egg Clutches, but that's it.  Stay on the trail
    and dispatch Mirelurks as you continue over a hill to the southeast.
    Grab two more [WILD PUNGA FRUIT] from your left as you descend the hill and
    waste a two more Swamplurks as you wade through another swampy area.  There's
    not a whole lot to this swamp either, and you can find two more [WILD PUNGA
    FRUIT] on the right side of the river.  At the end of the river you'll find the
    Punga Plant you've been looking for, along with a grand total of 40 [WILD PUNGA
    FRUIT] Plants scattered over the place.  Activate the Punga Seed Pods to acquire
    the [PUNGA SEEDS], and the plant will spray a hallucinogenic in your face.
    Make your way out of the Sacred Bog while tripping out of your mind.  You'll
    "find" Schmault-Tec Bobbleheads, see a red transparant saw, exploding Nuka Cola
    Quantum Bottles, Ghostly Ghouls, a needle, your mom and several bodies.  At the
    end, talk to Mister Break (who looks like Burke from Megaton) and the trip ends.
    Back on the world map of Point Lookout you may be attacked be enemies that have
    been lurking around the exit (such as Bloatflies).  Dispose of them and loot the
    [FIRST AID BOX] and [SACK] next to the entrance before fast travelling back to
    the Cathedral.  Check back with the intercom and the tribal Jimson welcomes you
    in the courtyard.  
    The quest now ends and you receive the Punga Power! Perk, which improves the
    radiation decrease from eating Punga Fruits.  The improvement is considerable:
    Wild Punga normally reduces Rad -1; With the perk it's -5. Refined Punga
    normally reduces Rad -2; With the perk it's -15!
    Tip: There are many Wild and Refined Punga Fruits literally ripe for the taking
         in the courtyard.  Talk to the Tribal named Croatoa and ask him about his
         secret.  If you pass the speech challenge (or have the Child at Heart perk)
         he'll give you the [FERTILIZER SHOVEL].
    Enter the church and look for a red-haired girl called Nadine.  This is the girl
    whose mom was looking for and told you to search for her.  She can remove your
    scar, give you more information about the tribals and Jackson, and even gives
    you a key.  There are a ton of Refined Punga Fruits in here as well, and you can
    find [RADAWAY x2], a [RAD-X] and a [STEALTH BOY] on the desk at the end of the
        |[DLC-5.3] Hearing Voices                                             |
    |ITEMS: [] Pre-War Money x13, [] Shotgun Shells x2 (x3).                       |
    |                                                                              |
    |ENEMIES: o Mirelurk Types + Swamplurk                                         |
    |                                                                              |
    |QUEST REWARD: 300 EXP.                                                        |
    |                                                                              |
    Inquire with Desmond again to figure out what to do next.  He wants you to find
    the tribal leader, Jackson, and get more information.  As Nadine told you 
    earlier, you may want to check out the Wrecked Seatub on the northeast end of
    the map.  She's handed you the key as well, so be on your way.
    Descend the cliffs and deal with a large family of Mire- and Swamplurks.  Open
    the hatch to a sea cave on top of the wrecked seatub.
    Sea Cave:
    When you reach the large chamber, dispatch a few Mirelurks and check the small
    boat to find [PRE-WAR MONEY x13] and [SHOTGUN SHELLS x2 (x3)], then head back
    up to the ledge leading west.  There not much else to this cave, and you'll
    soon find Jackson up a high cliff in a large chamber, speaking with some sort
    of projection of a brain.  Speak with the brain and it'll tell you more about
    its motives.  It appears you're speaking with Professor Calvert, and it seems
    that Desmond has some kind of interference device in the mansion that blocks the
    transmission of the brain.  Climb the ladder located on the northwest of this
    chamber to find yourself nearby the cathedral again.  Return to Desmond with the
    information you've obtained.
        |[DLC-5.4] Thought Control                                            |
    |ITEMS: [] Cogwave Jammer, [] Ammo Box x2, [] Scoped .44 Magnum, [] Combat     |
    |          Armor, [] Shotgun Shells x42, [] .44 Rounds x12 (x3), [] Nuka Cola  |
    |          Quantum, [] Wild Punga Fruit x2.                                    |
    |                                                                              |
    |ENEMIES: ---                                                                  |
    |                                                                              |
    |QUEST REWARD: 300 EXP.                                                        |
    |                                                                              |
    Desmond hands you the [COGWAVE JAMMER] and tells you to head for the Ferris
    Wheel at the fairground and place it on there.  When it reaches the highest
    destination, Professor Calvert's transmission will be blocked.
    When you walk around the boardwalk, Calvert will start speaking to you, asking
    you to not place the jammer but instead dump it in a trash compactor nearby the
    Ferris Wheel.  This leaves you with two choices:
    1. Destroy the jammer by dumping it in the trash compactor.  This doesn't affect
       anything big yet, so you might want to consider doing this.
    2. Placing the jammer on the Ferris Wheel.  This will turn any tribals hostile
       near the cathedral, although any tribals with names will only attack you if
       they see you fighting with other tribals.
    In either case, the Calvert Mansion blows up when you arrive.  Check for the
    Panic Room hatch among the ruins to scavenge the following things inside:
    [.44 ROUNDS x12 (x3)] and a [NUKA COLA QUANTUM].  There are also two [WILD PUNGA
    FRUITS] on the desk.
    Make your way to the lighthouse for the final showdown.
        |[DLC-5.5] A Meeting of the Minds                                     |
    |ITEMS: [] First Aid Box x3, [] Gatling Laser, [] Laser Rifle, [] Laser Pistol,|
    |       [] Pulse Mine, [] Mesmetron Power Cell x5, [] Microfusion Cell x2,     |
    |       [] Pulse Grenade x2, [] Electron Charge Pack x20 (x6), [] Energy       |
    |          Cell x20 (x3), [] Microfusion Cell x20 (x2), [] Ammo Box x2,        |
    |       [] Flamer Fuel x12 (x2), [] Microfusion Cell x20, [] Ammo Box,         |
    |       [] Laser Pistol, [] Pre-War Book x3, [] Safe, [] Energy Cell x20,      |
    |       [] Microfusion Cell x20, [] Ammo Box x2, [] Mesmetron Power Cells x5,  |
    |       [] Mesmetron Power Cells x3, [] Ammo Box x2, [] Microfusion Cells x3,  |
    |       [] Energy Cells x2, [] Psycho x2, [] Stimpak, [] Rad-X x2, [] Buffout, |
    |       [] RadAway x2, [] Psycho, [] Purified Water, [] First Aid Box x2,      |
    |       [] Blood Pack, [] Med-X x3, [] Safe, [] Gatling Laser, [] Ammo Box,    |
    |       [] Energy Cell x3, [] Pulse Mine, [] First Aid Box, [] Pulse Grenade,  |
    |       [] Microfusion Cell x3, [] Microwave Emitter, [] Flamer Fuel x2,       |
    |       [] Energy Cell x5, [] Electron Charge Pack x6, [] Mesmetron P. Cell x2,|
    |       [] Microfusion Cell x7, [] First Aid Box x2, [] Ammo Box x2, [] Safe,  |
    |       [] Ammo Box x3, [] Ammo Box, [] First Aid Box, [] Safe.                |
    |                                                                              |
    |ENEMIES: o Robobrain Sentry     o Turrets     o Protectron                    |
    |                                                                              |
    |QUEST REWARD: Microwave Emitter + storage stash.                              |
    |                                                                              |
    Make your way to the lighthouse and go inside.  Check your immediate right and
    activate the Wanted Poster for a little information.  
    The Underground Lab:
    Don't go up, instead enter the underground laboratory where you'll meet Desmond
    once again.  If you didn't side with him, tell him that you wanted him to be
    more friendly and keep it cool.  This postpones your choice a little longer.
    You can find three [FIRST AID BOXES] (one of which has a Very Easy lock), a
    [GATLING LASER] and a [LASER RIFLE] in the room Desmond was in.
    Head downstairs and look around the counter to find a [LASER PISTOL], [PULSE
    The first terminal is rigged with a bomb, but the second averagely secured
    terminal can deactivate the turrets.
    Head through the door and the alarm rings.  Destroy the Robobrain Sentry in the
    hallway and scavenge the storage room to your left to find [ELECTRON CHARGE PACK
    x20 (x6)], [ENERGY CELL x20 (x3)], [MICROFUSION CELL x20 (x2)], [AMMO BOX x2]
    and [FLAMER FUEL x12 (x2)].
    You can find two more [MICROFUSION CELLS x20] on the desk in the next room on
    your left, while the room on the right has an [AMMO BOX] and a [LASER PISTOL]
    lying under the desk, plus there are three [PRE-WAR BOOKS] and an averagely
    locked [SAFE] here. 
    Two more [ENERGY CELLS x20] can be found on the surgical table in the room on
    the left, further down the hall.  The office on the opposite side contains three
    [MICROFUSION CELLS x20], two [AMMO BOXES] (locked easy and very easy), and five
    [MESMETRON POWER CELLS x5] in total (one is lying on the mainframe).
    Beware of the Mark VII Turret in the circular room downstairs, and grab three
    [MESMETRON POWER CELLS x5] from the left.  It might not be possible to loot the
    two [AMMO BOXES] on the left side in this room, but they're worth mentioning
    either way.
    The room to the south of this circular room contains three [MICROFUSION CELLS
    x20] and two [ENERGY CELLS x20].  A Robobrain Sentry will likely pop out its
    closet and attack you - it holds the Level Alpha Security Badge.
    Head down east and destroy another Mark VII Turret and a Robobrain that holds
    the Level Beta Security Badge.  You can find two healthy [PSYCHO'S] in the
    toilets on the left, and a [STIMPAK], [RAD-X x2], [RADAWAY x2], [BUFFOUT],
    and a duplicate Level Beta Security Badge in the nursery room.
    Open the door to a locker room and loot the [SAFE].  This room also contains a
    [GATLING LASER], [AMMO BOX], [ENERGY CELL x20 (x3)], [PULSE MINE] and a Laser
    Pistol/Rifle.  Continue down the stairs, loot the [FIRST AID BOX] from the wall
    and destroy two more turrets in the next chamber.  Now proceed to the area in
    which the brain resides. 
    If Desmond is still alive, he and the brain will have a chat.  It doesn't really
    matter who you choose to aid, and you can kill both without any karmic
    differences.  In either case, destroy the brain's tube and a door will unlock.
    Hop down the chamber and explore the last room of the area for a [PULSE GRENADE]
    and [MICROFUSION CELL x20 (x3)] in a cabinet.
    Lastly, the door in the mainframe room nearby has opener up, in which you can
    find quite a large supply of goodies:
    [AMMO BOX x2], an averagely locked [SAFE] and a workbench.  The ladder in this
    room leads back to Point Lookout.
    The Microwave Emitter is basically the same kind of weapon as the Mesmetron,
    except it doesn't enslave people and it uses Microfusion Cells.  It deals a good
    amount of damage, and ignores defense ratings altogether, making it a powerful
    weapon against - for example - Mirelurks or Enclave Soldiers. 
    Note: There's a big chance you'll be attacked by a sniper located on the island
          in the far south.  If you swim over there quickly you should be able to
          take her down smoothly, looting her stack of three [AMMO BOXES] (one of
          which is averagely locked) in the progress.
    Tip: The buoy nearby the lighthouse marks a treasure on the bottom of the sea.
         Look around for an [AMMO BOX], [FIRST AID BOX], [SUITCASE] and an averagely
         locked [SAFE].  Keep an eye out for other buoys as well - they all pinpoint
         treasure locations.
                          [DLC-5.6] Point Lookout Side Quests
        |[DLC-5.61] A Spoonful of Whiskey                                     |
    |ENEMIES: o Swampfolk                                                          |
    |                                                                              |
    |QUEST REWARD: 50 EXP, 300 Caps, 6 Moonshine.                                  |
    |              + 100 caps for repairing the still (200 caps with speech).      |
    |                                                                              |
    Head towards Marguerite's Shack, location 12 on the map (see the map section).
    This is a Moonshiner Shack in the swampy area of Point Lookout.  You can find a
    Shotgun and [SHOTGUN SHELLS] on the table next to the entrance.  Inside you can
    steal a {JET}, {MED-X}, {MENTATS}, and you'll find a sick lady named Marguerite
    inside (who would've guessed).  She's faking a sickness (and you can find out
    that she's faking by using your medicine and speech skills), but she wants you
    to look for ingredients for the Moonshine she's brewing either way.
    This starts the quest 'A Spoonful of Whiskey', for which you need the following:
    - 3 Yeast
    - 6 Fission Batteries
    - 10 Refined Punga Fruit OR 20 Wild Punga Fruit
    You can also offer to repair her Moonshine Still and she'll pay you either 100
    or 200 caps depending on your success with speech.
    You can find Punga Fruit all over Point Lookout, so it shouldn't be any problem
    finding that.  For the Yeast and Fission Batteries, visit Blackhall Manor and
    loot the entire place - which *should* yield you enough of both.  Otherwise,
    check the Trapper's Shack for some more, or try the Panic Room of Calvert
    Mansion (if you've progressed far enough into the main quests that you're able
    to access it).
    Your reward isn't so great: 50 EXP, 300 caps and six Moonshine.
        |[DLC-5.62] An Antique Land                                           |
    |ENEMIES: o Ghouls    o Swampfolk                                              |
    |                                                                              |
    |QUEST REWARD: 50 EXP + Safe Contents (including 10 Bio-Gas Canisters).        |
    |                                                                              |
    Explore the USS Ozymandias (location 21 on the map) to find a locked safe that
    can only be opened if you have three authorisation codes.  These are all found
    in excavated much holes in the northwestern section of Point Lookout's Map.  For
    their specific locations, refer to the map in this guide.
    s1. Excavated Muck Hole
    SURVEY TAPE #1].
    s2. Excavated Muck Hole
    Holds the [SOIL SURVEY TAPE #2].
    s3. Excavated Muck Hole
    Contains two [BIO-GAS CANISTERS], two [STIMPAKS] and the [SOIL SURVEY TAPE #3].
    After collecting all three soil survey tapes, head back to the USS Ozymandias
    and unlock the safe.  Inside you'll find two [ADVANCED RADIATION SUITS], rare
    SUIT] and a [STIMPAK].
        |[DLC-5.63] Plik's Safari                                             |
    |ENEMIES: o Ghouls                                                             |
    |                                                                              |
    |QUEST REWARD: 100 EXP + The Dismemberer                                       |
    |                                                                              |
    Head towards the Coastal Grotto (Location 9 on the map - see the map section).
    Inside this cave, enter the small bedroom and read [PLIK'S JOURNAL] to instantly
    gain the Ghoul Ecology Perk, which allows you to deal +5 damage to any ghoul.
    Also grab the [MINI NUKE] and several bottle caps from this desk.
    Talk to Plik, who's running some sort of a ghoul arena behind the big doors.
    If you want to participate (and activate/finish the quest 'Plik's Safari'), pay
    him 1000 caps and enter the arena.
    Hit the switch in the middle of the chamber and around thirty ghouls are 
    released.  After wasting all of them, check back with Plik and he'll hand you
    [THE DISMEMBERER], a unique axe that belonged to one of his previous customers.
    The 'Plik's Safari' quest will now have ended as well.
        |[DLC-5.64] The Dark Heart of Blackhall                               |
    |ENEMIES: o Swampfolk     o Mercenaries                                        |
    |                                                                              |
    |QUEST REWARD: 1000 Caps OR Good Karma.                                        |
    |                                                                              |
    Blackhall Manor
    Travel to Blackhall Manor (location 17 on the map). You'll find old geezer
    Obadiah Blackhall in the main hall, and he'll ask you to retrieve a his family
    book for him.  This triggers the quest 'The Dark Heart of Blackhall'.  As you
    head back outside, a woman confronts you with the truth about Obadiah.  You 
    still need to retrieve the book before you can make any choices, so do this
    The Ritual Site
    Now travel to the Ritual Site (which is location 20 on the map). You'll find
    several Trackers and Scrappers roaming the area.  Head through the hatch to
    enter the Burned-Out Basement, which leads to a cave.
    Head down the straightforward cave until you get to an intersection, marked by
    a few mushrooms that emit a green glow.  Explore the right (east) section of the
    cave first, and you'll find an opened safe with a [STEALTH BOY] past the muck.
    The western path leads to another intersection, but there's little of interest
    at the left (southwest) fork.  The western path leads to a ritual chamber in
    which you can find three [STIMPAKS], [RITUAL KNIFE] and activate the Ceremonial
    Lectern from which you can take the [KRIVBEKNIH].  This book is closely linked
    to the quest 'The Dark Heart of Blackhall'.  Once you take the book, 5 swampfolk
    will immediately attack you afterwards, which can be a fairly tough fight if you
    get cornered.  Grab out your best gun, pop some Psycho/Yao Guai Meat/Med-X and
    dispatch them one by one.
    Helping Obadiah:
    Travel back to the mansion and hand him the book for a 1000 caps reward.  He'll
    head down his basement where he starts praying - which doesn't seem to work one
    bit.  Tough luck for him.
    Helping Marcella:
    With the book in your hands, travel to the Disaster Relief Outpost (location 24
    on the map).
    If you've already found the book she was looking for, Marcella's dead body can
    be found in her tent, and she holds [MARCELLA'S SAFE KEY].  Also listen to
    [MARCELLA'S LAST WORDS] on the Holotape. With the safe key, unlock {MARCELLA'S
    MEDICAL SUPPLIES} and grab whatever you find useful inside.
    In order to destroy the book you must place it against the obelisk in Dunwich
    Building (back in the actual Wastelands).  Dunwich Building is found in the far
    southwest section of The Wasteland, and is roaming with Ghouls unless you
    cleared it out before, so the Ghoul Mask is recommended.  Placing the book
    against the obelisk destroys it, ending this quest.
        |[DLC-5.65] The Velvet Curtain                                        |
    |ENEMIES: o Swampfolk     o Ghouls      o Sentry Bot      o Turrets            |
    |                                                                              |
    |QUEST REWARD: 350 EXP + Backwater Rifle.                                      |
    |                                                                              |
    Head inside Room 1D of the Homestead Motel and access the terminal.  Read all
    entries and this quest will start.  Grab the key from the briefcase on the bed
    and be on your way.  (Note: Alternatively you can start this quest by reading
    entries on the terminal in the Turtledove Detention Camp).
    At Point Lookout's Pier, collect the [BOX 1207 - SPY'S AUDIO PASSWORD] from one
    of the locked lockers and play this tape at the People's Bank of Point Lookout,
    located in the boardwalk nearby Pilgrim's Landing.  Inside the deposit box you
    will get to listen to a debriefing of a mission.
    Now head for the Recruitment Station and activate the DIA Officer's Terminal.
    You'll find that Yang, the agent you're looking for, has been captured and is
    located at Turtledove Detention Camp.
    The Morgue
    Enter the morgue through the shack doors, located to the south of the larger,
    stone Administration Building.  Inside you'll find [MED-X], [BUFFOUT], a [FIRST
    AID BOX], [BLOOD PACK], [RADAWAY], [STIMPAK x5], [RAD-X x2], [MENTATS] all over
    the place.  More importantly you've found the remains of agent Yang in one of
    the Remains Lockers.  Retrieve the self-destruct codes for the submarine and
    exit the place. 
    You can exit the Morgue by the northern room as well, by going through the
    manhole under the switch.  This leads to the Septic Tunnel, in which you can
    find a [PERSONAL FOOTLOCKER] and a [FIRST AID BOX].  The tunnel just leads back
    to the world map, just outside Turtledove Detention Camp.
    Locate the sunken submarine (location 30) and head inside.  You can find a
    [PERSONAL FOOTLOCKER] near the beds, and a [STEALTH BOY] on the mainframe panel.
    Access the Submarine Operations Terminal and grant yourself access to destroying
    the sub, then flip the switch at the back of the sub and get the hell out of
    Head back to the Homestead Motel Room 1D and read the new entry.  It gives you
    more information and directs you to the toilet .. from which you can grab the
    [CRYTOCHROMATIC SPECTACLES], a special kind of glasses that allows you to see
    hidden color rings.
    Head for the Calvert Mansion's iron greenhouse and equip the glasses.  You'll
    find four vases here, each with a different amount of rings on it.  These rings
    represent numbers (three rings = 3, for example).  You need to activate the
    vases in the following order: 1, 3, 2, 3, 4, 4, 2.
    A nearby hatch opens to a well-hidden chinese bunker.  Inside is an incredible
    amount of loot: [16x AMMO BOX], a Work Bench and [BOTTLECAP MINE], and the
    shelves on the west hold a [MINI NUKE], [STEALTH BOY],[CHINESE OFFICER'S SWORD],
    [FRAG MINE], [RAD-X x2], [10MM ROUND x4] and [SHOTGUN SHELLS x3], as well as
    several Chinese Assault Rifles and Chinese Pistols.
    Follow the Protectron downstairs, flip the switch, head into the next room and
    grab the [BACKWATER RIFLE], [10MM AMMO], [.32 CALIBER ROUNDS], [MENTATS], and
    the contents of the [FOOTLOCKER] before using the terminal.  
    The terminal says you've done well, and then releases a nasty radio-active gas
    into the room.  You have a few options: If your repair is 30+ you can just shut
    down the valve, if your repair is 71+ you can unlock the door by the panel
    hidden behind the planks, and if you don't have either of those, pop some Rad-X
    and RadAway, then make your way to the upper pipes of the room by the ladder and
    container to reach a hatch.  In the pipe leading back outside you'll find a
    skeleton - presumably a dead chinese agent - along with a [STIMPAK], [10MM
    ROUNDS] and [RADAWAY x2].  The quest is now over.
        |[DLC-5.7] Unmarked Point Lookout Quests                              |
    Finding Nadine
    You'll find Nadine in the Ark & Dove Cathedral during the course of the main
    Point Lookout quests.  She'll agree to meet you at the pier of Point Lookout
    when she has an idea on who might've cut a piece of your brain out.
    At the boat you'll find out it was Tobar the Ferryman.  Head inside the engine
    room and waste his sorry ass.  Loot his body for the [DUTCHESS GAMBIT KEY],
    [GRIFTER'S FIT] and [ROVING TRADER HAT].  Grab your piece of brain back from 
    this room too, even if it's just a souvenir from Point Lookout.
    Nadine will now be the ship's captain.  Back at the Wasteland, talk to Catherine
    and she'll hand you 300 caps and 10 Refined Punga Fruit.
    Lighting the Lighthouse
    If you head all the way up you'll find that the light isn't working. You can
    find the Lighthouse Bulb at the truck wreckage (location 3).  After retrieving
    it, activate the Lighthouse Mechanism to place the bulb, then flip the beacon
    switch and the lighthouse will be working again!
    Buoy Treasure
    Refer to the map section for this unmarked quest.
        |[DLC-6.0] Mothership Zeta                                            |
     .-----...  .---.-.--..----..-----..-----..--..---..--..--------.
     |     |  `.|   | |  ||    ||     ||     ||  ||   ||  ||        |
     |.  . |    '- -| |  || .. || ..  || ..  ||  ||   ||  ||        |
     ||  | |    || || |  || || || ||  || ||  ||  ||   ||  ||   .-.  |
     ||  | | |  || || |  || |'-'| ||  || ||  ||  ||   ||  ||   | |  |
     ||  | | |  || ||    || '--.| ''  ||  '--||  ''   ||  ||   | |  |
     ||  | | |  || || |  ||    ||     ||     ||       ||  ||   '-'  |
     ''  | | |  || || |  || .--'|     ||-.|  ||       ||  ||        |
         '-'.   || || |  || |   | ..  || ||  ||  ..   ||  ||        |
             `.' | || |  || '--.| ||  || ||  ||  ||   ||  ||   .----'
              .--'-''-'--'|    || ||  || ''  ||  ||   ||  ||   |
              |           '-----.-''--'|     ||  ||   ||  ||   |
              |                 |   .--'-----''--'|   ||  ||   |
              |                 |   |             '---'|  ||   |
              |      .---.      |   |              |   '--''---'---.
              |      |   |      |   |              |   |           | .-----------.
              '------'   |      |   |      .--.    |   |           | |           |
                         /      |   |      |  |    |   '--.     .--' |           |
                        /       |   |      |  |    |      |     |    |    .-.    |
                       /       /    |      |  |    |      |     |    |    | |    |
                      /       /     |      |  '----'      |     |    |    | |    |
                     /       /      |      |              |     |    |    | |    |
                    /       /       |      '---.          |     |    |    | |    |
                   /       /        |          |          |     |    |    '-'    |
                  /       /         |          |          |     |    |           |
                 /       /          |      .---'          |     |    |           |
                /       / .-----.   |      |              |     |    |    .-.    |
                |      /  |     |   |      |  .----.      |     |    |    | |    |
                |     |   |     |   |      |  |    |      |     |    |    | |    |
                |     '---'     |   |      '--'    |      |     |    |    | |    |
                |               |   |              |      |     |    |    | |    |
                |               |   |              |      |     |    |    | |    |
                '---------------'   '--------------'      '-----'    |    | |    |
                                                                     '----' '----'
    Shortly after downloading this DLC you'll get a notice (after you've at least
    escaped from Vault 101):
    A new radio broadcast has been heard across the Capital Wasteland.  While
    completely unintelligible, it sounds ominous...
    Travel towards the Alien Crash Site (check the North/Middle Map: LAT 03|LON 22,
    location 'I'). Here you'll get abducted to Mothership Zeta. Let's kick some
    alien butt, shall we?
        |[DLC-6.1] Not of This World                                          |
    |ITEMS: [] ACRL 15, [] ACRL 14,  ACRL 22, [] ACRL 3, [] ACRL 1, [] ACRL 12,    |
    |       [] Container x3, [] Container, [] Container, [] Alien Epoxy x2,        |
    |       [] Container, [] Container, [] Container x2, [] Large Alien Crystal x2,|
    |       [] Small Alien Crystal, [] Alien Biogel, [] Alien Power Cell x4 (x12), |
    |       [] Small Alien Crystal x2, [] Container x2, [] Small Alien Crystal x2, |
    |       [] Large Alien Crystal, [] Alien Epoxy x2, [] Small Alien Crystal x4,  |
    |       [] Large Alien Crystal x2, [] Small Alien Crystal, [] Large Alien      |
    |          Crystal, [] Alien Epoxy, [] ACRL 5, [] ACRL 6, [] ACRL 7, [] ACRL 8.|
    |                                                                              |
    |ENEMIES: o Aliens     o Support Drone      o Alien Worker     o Turret        |
    |                                                                              |
    |QUEST REWARD: 300 EXP.                                                        |
    |                                                                              |
    Cell Block:
    When you approach the Crashed Anomaly you'll be beamed up by Mothership Zeta.
    By the time you wake up you're in a cell together with a woman named Somah.
    Inquire about what the hell just happened, although she doesn't know much more
    than the obvious: You've been abducted by aliens!
    After watching a man being transported by a giant crane arm, talk to Somah and
    come up with a plan: Hit each other so the Aliens will come in and try to stop
    you from killing each other.  Guess what?  The plan actually works and two
    Aliens step inside the cell.  Quickly punch the heck out of them (which should
    not be too hard) and grab their weapon: A Shock Baton.
    Tip: Exploring the Alien ship is much easier when you know that switches are
         marked by a blue holographic field, while exits are marked by orange
         holographic fields.  This helps you familliarize the area quickly.
    Proceed to the east and check the round Control tubes to find [ALIEN CAPTIVE
    RECORDED LOG 15] and [ACRL 22], which I'll name ACRL's from now on.  Also grab
    the [ACRL 14] from this room.  The cells don't hold much in particular, although
    you can strip a dead Enclave Officer of their clothes for some extra defense -
    he's lying in one of the cells.
    When you're all ready, move through the Archway to the west.  These restore a
    little health and reduce your radiation as you pass through them.  In this room,
    check your immediate left to find [ACRL 3] and [ACRL 1], and check the SW corner
    to find [ACRL 12].  The door to the west is sealed, so move through the one on
    the south.
    Tip: You can inspect Archways and modify them to fully restore your health
         (if your Science skill is high enough, I suspect).  The modified archway
         can only be used several times before breaking down completely, however.
    You'll have reached another cell block, and a girl named Sally asks you for
    help from one of the locked cells.  Flip the controls to the south and activate
    all the Core Coolant Switches - make sure to stand back a good distance when
    the device explodes.  With Sally freed, bring her along and head back to the
    previously locked door.  Sally will crawl through a vent (very 'Aliens' and
    'RE2'ish) and unlock it for you.
    Waste the Alien in the room on your left (south) and loot him - sometimes they
    hold Alien Worm Food, a new food that restores 5 HP.  Flip the switch inside
    the room and check the three [CONTAINERS] to retrieve all of your equipment,
    and loot the other two for a few more items.  Make your way through the door on
    the west and travel to the Steamworks.
    Note: Aliens with helmets have considerably more defense than Aliens without,
          as they have some sort of force field surrounding them.
    You'll be given the choice to hand Sally a grenade and have her throw it at the
    group of three Aliens, but you can also handle them yourself.  Travel through
    the tunnels until you reach quite a big group of Aliens in a long tunnel leading
    west.  You'll also pass a locked door, although an Alien can open this for you
    if they spot you.
    They'll mostly attack with Alien Atomizers, a much weaker weapon than the Alien
    Blaster, and it uses Alien Power Modules as ammunition.  In either case, destroy
    the Alien group and travel through either door on your left (south) side to
    access a hallway with a restorative archway and a [CONTAINER].  Continue down
    the main hallway and head through the door.
    Dispatch a few more Aliens and check the [CONTAINER] on the right for a few
    more goodies from outer space, possibly also an Alien Disintegrator.  The doors
    to the north lead to a steamworks hall, while the northwest stairs simply lead
    you to the upper balcony of the hall.  Expect to encounter several Aliens here,
    along with a new type of enemy called Support Drones.  These aren't too tough,
    so turn them into scrap metal and be on your way.
    From the balcony, explore the western tunnel to find two [ALIEN EPOXIES], and
    search the NW room for a [CONTAINER].  There's not much else in this area, so
    proceed through the doorway on the ground floor leading northwest.
    Tip: An Alien Epoxy is an item accessed under 'Aid' in the PipBoy, and will
         repair about 25% of the weapon you currently have equipped.  
    You'll encounter two Alien Workers here, but they aren't meanies and killing
    them results in a loss of Karma.  At the end of the walkway, dispatch of another
    Alien and a Turret.  Travel through the door, make use of the archway on your
    left and proceed inside the next hall.  Dispatch three more Aliens and head up
    the stairs on the northwest of the hall.
    Make your way over the balcony walkway and look around for another [CONTAINER].
    Dispatch around three Aliens, then enter the door on the north and destroy the
    Turret.  Walk through the archway, go downstairs and move through the hallway
    where Sally informs you that she's back again.
    Dispatch a couple of Aliens in the upcoming hall, along with a ceiling turret,
    and make your way through the door on the north.  Waste two more Aliens upstairs
    and Sally joins you in physical form again.  The room she came from houses two
    [CONTAINERS], an archway, and several items on some shelves: [LARGE ALIEN
    Sally will wisely wait "until everything's safe", so proceed over the catwalk
    and explore the far east section of the area to find some Alien Worm Food and
    two [SMALL ALIEN CRYSTALS] on some tables.  The southern room doesn't contain
    any items, so follow the catwalk southwest and destroy the turret before exiting
    to the Engineering Core.
    Engineering Core:
    The core is located on your left (east), but this path only leads to the middle
    level.  Nonetheless, search the area around the core to loot two [CONTAINERS].
    Follow Sally inside the other room afterwards.  Search the desks for [SMALL
    CRYSTAL x4], [LARGE ALIEN CRYSTAL x2], and search the shelves next to the stairs
    Upstairs you'll find that the Aliens have shut down power to the Airlock Door
    leading to the Decompression Chamber, and that the Teleportation Matrix leading
    to the Observation Deck has also been shut down.  Head south instead and search
    the shelves to your left for an [ALIEN EPOXY]. 
    This is the ship's core room.  Although everything's shut down, it doesn't hurt
    to go over the entrances/exits of other areas.  To the west you'll find the
    Teleportation Matrix to the Maintenance Level, a door leading to Robot Assembly
    and a smaller door leading to the Engine Room.  To the east is the door leading
    to the Hangar, and another door leading to the Cargo Hold.
    WARNING: Explore the optional areas first (Maintenance Level, Engine Room, and
             Cargo Hold).  When you finish the main quest these doors will be
    Ignore all locked doors and follow Sally south.  Inquire about the people in
    cryostasis and agree to free the spaceman.  This ends the first quest.  Make
    sure you check the four controls in this room to find [ACRL 5, 6, 7, 8], then
    fiddle with the Stasis Controls to unlock the pods.
        |[DLC-6.2] Among the Stars                                            |
    |ITEMS: [] Samurai Helmet, [] Samurai Armor, [] Paulson's Revolver,            |
    |       [] Paulson's Outfit, [] Sheriff's Hat, [] Spacesuit, [] Container,     |
    |       [] Small Alien Crystal x4, [] Large Alien Crystal, [] Alien Epoxy,     |
    |       [] Container x3, [] ACRL 4, [] 5.56mm Rounds, [] 10mm Rounds,          |
    |       [] Container x2, [] ACRL 2, [] Small Alien Crystal, [] Small Alien     |
    |          Crystal x2, [] Lareg Alien Crystal, [] Alien Biogel, [] Chinese     |
    |          commando Hat, [] Frag Grenade, [] Alien Epoxy x2, [] Buffout,       |
    |       [] Jet x2, [] .32 Caliber Rounds, [] Flamer Fuel, [] Railway Spikes,   |
    |       [] Container x2, [] Container x2, [] Ammo Box, [] Stimpak x2,          |
    |       [] Med-X x3, [] RadAway, [] Frag Grenade x2, [] Psycho, [] Railway     |
    |          Spikes, [] Microfusion Cell, [] Jet, [] Mentats, [] .44 Rounds,     |
    |       [] Psycho, [] Microfusion Cell, [] Electron Charge Pack, [] Rad-X x2,  |
    |       [] Shotgun Shells, [] ACRL 11, [] ACRL 17, [] ACRL 25, [] Container x2,|
    |       [] Alien Epoxy, [] Container, [] Alien Epoxy x2, [] ACRL 16.           |
    |                                                                              |
    |       Robot Assembly:                                                        |
    |       ---------------                                                        |
    |       [] Small Alien Crystal x4, [] Small Alien Crystal x3, [] Container,    |
    |       [] Alien Epoxy x3, [] Alien Power Cell x3, [] Small Alien Crystal x3,  |
    |       [] Large Alien Crystal, [] Alien Power Module x2, [] Large Alien       |
    |          Crystal x3, [] Alien Epoxy, [] Container, [] Alien Biogel x4,       |
    |       [] Container, [] Alien Epoxy x3, [] Alien Biogel x2, [] Container,     |
    |       [] Large Alien Crystal x4, [] Alien Epoxy, [] Container, [] Small      |
    |          Alien Crystal x 13.                                                 |
    |                                                                              |
    |       Hangar:                                                                |
    |       -------                                                                |
    |       [] Container, [] Container x2, [] Small Alien Crystal x2, [] Large     |
    |          Alien Crystal, [] Small Alien Crystal x2, [] Small Alien Crystal x2,|
    |       [] Container x2, [] Alien Power Module x4, [] Small Alien Crystal x10, |
    |       [] Large Alien Crystal x4.                                             |
    |                                                                              |
    |       Cargo Hold:                                                            |
    |       -----------                                                            |
    |       [] Container x3, [] Frag Mine x5, [] Plasma Grenade x3, [] Ammo Box,   |
    |       [] Railway Spikes x6, [] 5mm Rounds (x100), [] Missile x6, [] Shotgun  |
    |          Shells x5, [] BB Ammo x3, [] Jet x2, [] Med-X x2, [] Rad-X,         |
    |       [] Psycho, [] Stimpak x9, [] RadAway x3, [] Med-X x3, [] Mentats x4,   |
    |       [] Buffout x5, [] Rad-X x2, Ammo Box x5, [] Flamer Fuel x3,            |
    |       [] Mini Nuke, [] Ammo Box x12, [] MPLX Novasurge, [] Frag Grenade x6.  |
    |                                                                              |
    |       Research Lab:                                                          |
    |       -------------                                                          |
    |       [] ACRL 13, [] ACRL 21, [] Pulse Grenade x3.                           |
    |                                                                              |
    |       Engine Room:                                                           |
    |       ------------                                                           |
    |       [] Container, [] Alien Epoxy x2, [] Alien Biogel, [] Electro-Supressor,|
    |       [] Container x2, [] Alien Biogel, [] Small Alien Crystal x2,           |
    |       [] Container, [] Small Alien Crystal x2, [] Large Alien Crystal x2,    |
    |       [] Alien Epoxy x5, [] Alien Biogel.                                    |
    |                                                                              |
    |       Maintenance Level:                                                     |
    |       ------------------                                                     |
    |       [] Container x2.                                                       |
    |                                                                              |
    |       Waste Disposal:                                                        |
    |       ---------------                                                        |
    |       [] Safe x2, [] First Aid Box, [] Safe, [] Anchorage Quartermaster      |
    |          Shipment Holotape, [] General Chase's Overcoat, [] First Aid Box,   |
    |       [] Buffout, [] Stimpak, [] Safe, [] First Aid Box, [] Container,       |
    |       [] ACRL 19, [] Container x2, [] First Aid Box x8.                      |
    |                                                                              |
    |       Decompression Chamber:                                                 |
    |       ----------------------                                                 |
    |       [] Container x2, [] Alien Biogel x4.                                   |
    |                                                                              |
    |                                                                              |
    |ENEMIES: o Aliens         o Ghouls   o Raiders   o Mutants   o Support Drone  |
    |         o Guardian Drone                                                     |
    |                                                                              |
    |QUEST REWARD: 300 EXP.                                                        |
    |                                                                              |
    Waste Disposal:
    The southeast part of this area contains a lot of disposal tubes in progress,
    but if you dare run through them you'll find two [SAFES] - one with a hard lock,
    one with a very easy lock, as well as a [FIRST AID BOX] to heal your wounds.
    Head through the door to the southwest and loot the averagely locked [SAFE]
    you'll come across on your right.  Proceed through the rubbish until you reach
    several chambers - destroy the drone here.
    In the large room with the circular catwalk, watch your back and check the
    higher ground to dispatch two aliens trying to ambush you.  Head through the
    door at the other end of the catwalk.  This room contains a [FIRST AID BOX],
    [BUFFOUT] and a [STIMPAK] near the crates on your left, but you'll also be
    assaulted by a few more aliens in the other room.
    Continue and head through the chamber while Sally unlocks them for you.  In the
    first interconnecting walkway between the chambers, unlock the hard [SAFE] and
    loot the [FIRST AID BOX].  In the next two chambers you'll be attacked by a few
    aliens while Sally unlocks the force field.  Dispatch them and go through the
    large hatch at the end of this area.
    Expect heavy resistance in this room, and waste all aliens quickly while taking
    shelter behind rubbish.  There's a [CONTAINER] in the northeast room, and
    another nearby the archway on the left (south).  Don't forget to collect the
    [ACRL 19] from the immediate right of the entrance hatch you entered through.
    The small room up ahead has two more [CONTAINERS].  Go through the door, head
    upstairs, waste one last alien and meet up with Sally again.  The western
    storage cabin contains eight [FIRST AID BOXES], your only reward for doing this
    Elliot Tercorion can make Adapted Biogels out of regular Alien Biogel.  While
    the regular biogel only heals for 23 HP, the Adapted ones heal for a whopping
    of 115 HP. 
    Toshiro Kagu wears Samurai Armor, and you can't make out what he's saying.
    [SAMURAI HELMET] gives +5 DR, has a weight of 3, and is worth 300 caps.
    [SAMURAI ARMOR] gives +30 DR, weights 20 and is worth 999 caps, plus it gives
    a Melee Weapons +10, and Melee Damage +10 bonus.
    Paulson can tell you more about his abduction if you can convince him to with
    the Black Widow Perk or pass the Speech Challenge.  You can also ask him to
    join you and lend a hand - or rather, a gun.  This makes him a new follower.
    [PAULSON'S OUTFIT] is a unique equipment, as is his gun, [PAULSON'S REVOLVER]
    and his [SHERIFF'S HAT].
    Note: Killing either of them doesn't result in a Karma Loss, and allows you to
          acquire their unique equipment.  Of course, Sally is invincible.  Don't
          kill Elliot as he'll be valuable to you later as well.
    In either case, grab the [SPACESUIT] off the dead Colonel Hartigan and be on
    your way.  Enter the Cryo Labs to the south.
    Cryo Labs:
    Explore the northern area to find a [CONTAINER], and take note of the powered
    down teleporter here, which leads to the Cryo Storage otherwise.  Go downstairs,
    dispatch the Alien and look underneath the stairs for [SMALL ALIEN CRYSTAL x4],
    a [LARGE ALIEN CRYSTAL] and an [ALIEN EPOXY].  The southern door leads to a room
    with an archway, [CONTAINER x3] , [ACRL 4], [5.56MM ROUNDS] and [10MM ROUNDS].
    Head back upstairs and activate the release mechanism located under the blue
    hologram.  Proceed west and check the two Support Drones located on either side.
    If your Science skill is high enough you can realign their sensors and activate
    them to turn them into allies.
    Search the room for two [CONTAINERS] and deal with any hostile Aliens you come
    across.  Flipping the switches on either side of the room releases a hostile
    Raider and Feral Ghoul from the adjacent rooms, but they'll join in the fight
    against any Aliens.  Check the southern room for [ACRL 2] and the northern room
    for a [SMALL ALIEN CRYSTAL] on one of the desks.  Lastly, use the archway in
    the center room to heal up before continuing through the tunnel on the west.
    At the end of the tunnel, slip in the control room to the west by going through
    the smaller door.  Hitting the switch below the hologram releases several
    ghouls and raiders once more, who will take it up against the Aliens.  The
    control panel allows you to remotely overload the turret circuitry, or to
    rewire it for a proximity explosion.  Shutting down turrets is always useful,
    so do this if you're given the option.
    The other control panel activates the door, and this adjacent room contains 
    In the main hall of the cyro labs you can find an archway and two [CONTAINERS].
    Head downstairs and check the northern shelves to find an [AMMO BOX], Power
    Armor, [STIMPAK x2], [MED-X x3], [RADAWAY], [FRAG GRENADE x2] and several
    The shelves in the southwest corner of this area contains a [PSYCHO], [RAILWAY
    SPIKES] and a [MICROFUSION CELL], along with some Combat Armor.  Lastly, the 
    southern shelves contain a [JET], [MENTATS], [.44 ROUNDS]. [PSYCHO],
    [MICROFUSION CELL] and an [ELECTRON CHARGE PACK].  Head back upstairs and
    proceed north.
    At the end of the walkway you'll reach an experimenting room.  Muwhahahaha!
    Oh, yeah.  Flip that switch in the middle of the control panel and it'll
    release cryo fluid, freezing everything in the experimenting room rock solid.
    Loot their corpses and check the eastern bench for [RAD-X x2], [SHOTGUN SHELLS]
    and an Advanced Radiation Suit.  Before heading through the door, check the
    controls on either side of the doorway to collect the [ACRL 11] and [ACRL 17].
    Head through the door on the far north to enter the Cryo Storage section.
    Cryo Storage:
    Check your immediate left to find [ACRL 25], and search the room for two
    [CONTAINERS].  Proceed to the enormous cryo storage hall through either the east
    or west doorway.  This area is roaming with Aliens and there's about a dozen
    here.  At the end of the eastern walkway you'll find a switch with a hologram -
    this one releases two Super Mutant Overlords that can help you dispose of the
    Aliens. Of course, they're hostile towards you as well.
    The western side has the exact same switch, which also releases two Muties.
    These switches aside, you can find an [ALIEN EPOXY] and a [CONTAINER] in one of
    the interconnection walkways on the lower level.
    Check the far south-western side of this enormous hall to find two [ALIEN
    EPOXIES] and the [ACRL 16]. Exit the area to the far north to reach your 
    Destroy the generator by flipping the switch and activating the three coolant
    switches afterwards.  Step back and the first generator will be blown to
    pieces.  The other switch in this room activates a teleporter that brings you
    back to the entrance of the cryo labs, saving you time backtracking.
    Return to the main engineering core room and head for the Robot Assembly area,
    west of the area.
    Robot Assembly:
    Collect four [SMALL ALIEN CRYSTALS] lying on top of a metal crate nearby, and
    three more [SMALL ALIEN CRYSTALS] nearby a lantern of some sorts.  A [CONTAINER]
    is located in the southern section behind some crates - head down after looting
    In this area you'll first encounter Guardian Drones.  These come equipped with
    the Drone Cannon, an insanely powerful weapon that fires bouncing balls of
    energy that explode upon second impact.  It easily does 126 Damage when in good
    condition, so grab one from the defeated Drones.
    Near the spawn point of several drones you can find three [ALIEN EPOXIES].  A
    [CONTAINER] and another [ALIEN EPOXY] are found nearby, and [ALIEN POWER CELLS
    x3 - 20 + 12 + 12 respectively] can be found nearby the shelves, as well as
    (50)].  Continue and search the structures to find [LARGE ALIEN CRYSTAL x3].
    More drones will spawn, so dispatch them as you press onward.  There's a
    healing archway at the end of the hall, as well as some shelves that contain an
    [ALIEN EPOXY].  Loot the [CONTAINER] nearby the hallway before you proceed.
    In the next hall, explore the southern area to find four [ALIEN BIOGEL] in some
    shelves.  Make your way to the north and destroy two Turrets in advance.  Look
    for the hologram that locates an Electronics Access Panel.  You can cause it to
    overload, but if you have less than 75% Repair it will pretty much blow up in
    your face, causing some damage.  Make sure you're healed up and you should be
    With the conveyor belt shut down, proceed down the next hall and expect heavy
    resistance from Guardian Drones and Aliens.  This is an excellent area to pull
    out your Drone Cannon and wildly fire around - there's plenty to hit.
    Search the northern area for a [CONTAINER], then go upstairs and search around
    for three [ALIEN EPOXIES], two [ALIEN BIOGELS] and another [CONTAINER].  East
    of this hall lies the next, but if you turn around you'll get a chance to heal
    up with an archway in the small room.
    Head down the generator room and destroy it in the same fashion you did with
    the previous.  Go through the walkways behind the stairs and search the rooms
    to find several items: [LARGE ALIEN CRYSTAL x4], [ALIEN EPOXY], [CONTAINER],
    and [SMALL ALIEN CRYSTAL x13].
    The teleporter matrix brings you back to the first hall of the robot assembly
    area.  Travel back to the engineering core and be on your way to the third and
    final generator, located in the Hangar on the east.
    Loot the [CONTAINER] in this room and proceed down the hall.  In the hangar,
    search around for two [CONTAINERS] and two [SMALL ALIEN CRYSTALS].  A [LARGE
    ALIEN CRYSTAL] and two more [SMALL ALIEN CRYSTALS] can be found in the shelves
    on the wall to your right.
    Head downstairs.  The doorway to the east only leads to a few Aliens.  Instead
    you'll want to head for the stairs on the other side of the hangar (and the
    shelves nearby those stairs contain two [SMALL ALIEN CRYSTALS]).
    You can find three [LARGE ALIEN CRYSTALS] and an Alien Atomizer on the small
    table, while the switch to the west deactivates the nearby force field.  This
    hall leads to a small control center with two healing archways.  Fiddle with
    the Pylon Controls if you'd like, and check the room for two [CONTAINERS].
    Using the controls on the west next to the force field will sound an alarm.
    At least two dozen Aliens and several drones are now alarmed and will flood the
    hangar.  Dispatch all of them and the alarm will finally cease.  Head back to
    the switch you flipped and enter the generator room.  You know what to do.
    You can also find four [ALIEN POWER MODULES], an Alien Disintegrator, [SMALL
    ALIEN CRYSTALS x10], and [LARGE ALIEN CRYSTAL x4] on the shelves in this room.
    After destroying the third and last generator, return to the engineering core
    and speak with Sally.  Put on the Spacesuit you grabbed from the dead colonel
    in the southern cryo chamber, and enter the decompression chamber on the north.
    This is the right time to start exploring the other optional areas, as these
    will become inaccessible when the main Mothership Zeta quest ends.
    Cargo Hold:
    This is located southwest from the Engineering Core.
    Inside, check the room for three [CONTAINERS] and make your way over the long
    catwalk to the far east.  Dispatch a few aliens and drones here, then hop down.
    Head north first: The conveyor belt contains several items - including [FRAG
    MINE x5], a small wooden crate with [PLASMA GRENADE x3], an [AMMO BOX], [RAILWAY
    SPIKES x6 (20)], [5MM ROUNDS (100)], [MISSILE x6], [SHOTGUN SHELLS x5], (here
    you'll cross a disposal area), [BB x3 (100)], [JET x2], [MED-X x2], [RAD-X],
    [PSYCHO] (all in the small wooden crate), [STIMPAK x9].
    In the southwest corner of the area you'll find a large supply of food and
    medicine: [RADAWAY x3], [MED-X x3], [MENTATS x4], [BUFFOUT x5], [RAD-X x2]. 
    The door nearby leads to the Research Lab, but we'll get to that in a moment.
    Head west/northwest and check the shelves thoroughly to find five [AMMO BOXES]
    of which one is averagely locked, [FLAMER FUEL x3 (50)], and a ton of weapons.
    Continue exploring the conveyor belt and you'll find a [MINI NUKE] on it,
    located next to shelves with a whopping of [12x AMMO BOXES].
    One of the terminals in the nearby room can be hacked (Hard).  It appears the
    guy that once owned this terminal stole a weapon from Area 51 and placed it in
    an indestructable safe.  Backtrack to the large trash heap with the hole in the
    ceiling dropping things and look for the safe in the SE corner.  Inside is the
    [MPLX NOVASURGE] and a note on this unique Plasma Pistol.
    You've pretty much explored the cargo hold by now.  A bucket with six [FRAG
    GRENADES] is lying on the conveyor belt nearby where you started to explore.
    Enter the Research Lab by the door on the southwest.
    Research Lab:
    Head downstairs and enter the large hall - dispatch any aliens and turrets
    before you start exploring.  There's surprisingly little in this hall either way
    except the [ACRL 13] to the southwest.  Continue by going through the SE door,
    and should you need any Toy Cars, this is definitely the time to grab any!
    Proceed through the walkway until you reach the next chamber.  There's not much
    useful to grab in this toy-horse-creating factory, but the center of the room
    contains the controls for the [ACRL 21] nearby some horses. You'll find an
    archway on the right, and if you head all the way east, head downstairs, then
    turn right (south) and explore the southwest corner you'll find three [PULSE
    Head back upstairs, turn left and go through the southern door.  At the end,
    simply use the teleporter to return to the entrance of the cargo hold, allowing
    you to easily head back to the Engineering Room.
    Engine Room:
    This is accessed by the southeast door.  Head downstairs, make your way through
    the walkway and cross the archway.  Inside the engine room, immediately turn
    left and go through the doorway on the southeast.  In the room at the far end
    you'll find a [CONTAINER], two [ALIEN EPOXIES], an [ALIEN BIOGEL] and a unique
    Shock Baton, the [ELECTRO-SUPRESSOR].
    Back in the engine room, fiddle with the controls to overload the turret systems
    and continue down the western hall.  Dispatch a few more little green men,
    drones and turrets until you reach a room with stairs.  Destroy any nearby
    drones and explore the eastern section first to find two [CONTAINERS], an
    Head downstairs and continue through the northern chambers, dispatching drones
    and aliens along the way.  When you reach another walkway, use the archway to
    heal up and collect loot from the [CONTAINER] near the stairs.  In the next
    room, defeat the drones and alien, then look for two [SMALL ALIEN CRYSTALS],
    two [LARGE ALIEN CRYSTALS], [ALIEN EPOXY x5], and an [ALIEN BIOGEL].  Make your
    way through the halls and you'll end up in the first engine room, making the
    circle round, the ball round, the engine room round, you're done - whatever you
    call it, get your ass back to the Engineering Room for more exploration in this
    shiny maze called Mothership Zeta.
    Maintenance Level:
    The teleporter on the southwest of the Engineering Room leads here.  Head west
    and make your way through the rooms until you reach a larger one.  Look around
    for two [CONTAINERS], then find Sally in a trash elevator on the other side.
    The thing quickly starts moving, and you'll come across several Aliens during
    the ride.  When you fall out in a big heap of trash, heal up any broken legs
    and be on your way.  Head through the door that leads to the Waste Disposal.
    Waste Disposal:
    The southeast part of this area contains a lot of disposal tubes in progress,
    but if you dare run through them you'll find two [SAFES] - one with a hard lock,
    one with a very easy lock, as well as a [FIRST AID BOX] to heal your wounds.
    Head through the door to the southwest and loot the averagely locked [SAFE]
    you'll come across on your right.  Proceed through the rubbish until you reach
    several chambers - destroy the drone here.
    In the large room with the circular catwalk, watch your back and check the
    higher ground to dispatch two aliens trying to ambush you.  Also check your
    immediate right (east) and open the footlocker to find the [ANCHORAGE QUARTER-
    MASTER SHIPMENT] holotape and the unique [GENERAL CHASE'S OVERCOAT].
    Head through the door at the other end of the catwalk.  This room contains a
    [FIRST AID BOX], [BUFFOUT] and a [STIMPAK] near the crates on your left, but
    you'll also be assaulted by a few more aliens in the other room.
    Continue and head through the chamber while Sally unlocks them for you.  In the
    first interconnecting walkway between the chambers, unlock the hard [SAFE] and
    loot the [FIRST AID BOX].  In the next two chambers you'll be attacked by a few
    aliens while Sally unlocks the force field.  Dispatch them and go through the
    large hatch at the end of this area.
    Expect heavy resistance in this room, and waste all aliens quickly while taking
    shelter behind rubbish.  There's a [CONTAINER] in the northeast room, and
    another nearby the archway on the left (south).  Don't forget to collect the
    [ACRL 19] from the immediate right of the entrance hatch you entered through!
    You'll never be able to get it after you leave this area!
    The small room up ahead has two more [CONTAINERS].  Go through the door, head
    upstairs, waste one last alien and meet up with Sally again.  The western
    storage cabin contains eight [FIRST AID BOXES], your only reward for doing this
    This concludes the OPTIONAL EXPLORATION.
    Decompression Chamber:
    Put on the Spacesuit if you hadn't already, then flip the switch and go through
    the doors.  Go all the way upstairs and check the doorway to your right (south)
    before entering through the main hatch.  You can find two [CONTAINERS] and
    four [ALIEN BIOGEL] here.
    Outside, make sure you don't fall off the saucer or it'll be game over.  Look
    around for three panels with red led displays - after activating all three of
    them, step in the middle of the saucer and you're automatically beamed up.
        |[DLC-6.3] This Galaxy Ain't Big Enough...                            |
    |ITEMS: [] Container x2, [] Large Alien Crystal x4.                            |
    |                                                                              |
    |       Weapons Lab:                                                           |
    |       ------------                                                           |
    |       [] Container, [] Small Alien Crystal x4, [] Large Alien Crystal x3,    |
    |       [] Alien Biogel x2, [] Alien Epoxy x2, [] Container, [] Alien Epoxy x6,|
    |       [] Alien Biogel x3, [] Alien Power Module x2, [] Atomic Pulverizer x2, |
    |       [] Alien Power Cell x4 (12), [] Buttercup Toy, [] Container x2,        |
    |       [] Container, [] Container, [] ACRL 24, [] Container, [] Alien Power   |
    |          Cell x7, [] Frag Mine x6, [] Container, [] Alien Epoxy x7,          |
    |       [] Alien Biogel x2, [] Plasma Mine x4, [] Pulse Grenade x3,            |
    |       [] Microfusion Cell x4, [] Energy Cell x4, [] Container.               |
    |                                                                              |
    |       + Xenotech Perk.                                                       |
    |                                                                              |
    |       Experimentation Lab:                                                   |
    |       --------------------                                                   |
    |       [] Container x2, [] ACRL 20, [] Alien Biogel x2, [] Alien Epoxy,       |
    |       [] Small Alien Crystals, [] Large Alien Crystal x4, [] Alien Biogel x7,|
    |       [] Container, [] ACRL 10, [] Container, [] Alien Biogel x2, ACRL 9.    |
    |                                                                              |
    |       Biological Research:                                                   |
    |       --------------------                                                   |
    |       [] Alien Epoxy x3, [] Alien Epoxy x2, [] Alien Biogel x2, [] Large     |
    |          Alien Crystal x2, [] ACRL 18, [] Large Alien Crystal, [] Small      |
    |          Alien Crystal x2, [] Alien Epoxy x4, [] Alien Power Cell x8,        |
    |       [] Large Alien Crystal, [] Container, [] Alien Epoxy x3, [] Alien      |
    |          Biogel x2, [] Small Alien Crystal x2, [] Alien Biogel.              |
    |                                                                              |
    |       Death Ray Hub:                                                         |
    |       --------------                                                         |
    |       [] Container, [] Container, [] Container x2, [] Alien Epoxy, [] Alien  |
    |          Biogel x3, [] Alien Epoxy, [] Container.                            |
    |                                                                              |
    |       Living Quarters:                                                       |
    |       ----------------                                                       |
    |       [] Container, [] Alien Epoxy, [] Container, [] Container, [] Alien     |
    |          Biogel, [] ACRL 23, [] Small Alien Crystal x4, [] Large Alien       |
    |          Crystal x3, [] Container, [] Alien Epoxy, [] Small Alien Crystal x3,|
    |       [] Large Alien Crystal x2, [] Container, [] Alien Epoxy.               |
    |                                                                              |
    |       The Bridge:                                                            |
    |       -----------                                                            |
    |       [] Captain's Sidearm.                                                  |
    |                                                                              |
    |                                                                              |
    |ENEMIES: o Aliens      o Guardian Dromes      o Abomination     o Turrets     |
    |         o Alien Captain                                                      |
    |                                                                              |
    |QUEST REWARD: 600 EXP + Captain's Sidearm.                                    |
    |                                                                              |
    Hit the switch to start the decompression sequence and go through the hatch.
    In this room, activate the teleporter which allows your friends and Sally to
    join the fun.  Also loot the two [CONTAINERS] in this room while Sally unlocks
    the door.
    Stand in awe at the planet and 'listen' to the angry alien hologram.  Looks like
    they got a trick up their sleeve, and you'd better destroy their Death Ray
    before it can do any harm to the planet.
    Head down the hall and you'll find that the Aliens have shut down yet another
    teleporter.  Check this room for [LARGE ALIEN CRYSTAL x4], then head through
    the door.
    Weapons Lab:
    In this hall, destroy the turrets and search your left for a [CONTAINER].  As
    you proceed, an Alien and Guardian Drone will attack you from behind (they
    spawn from the teleporters).  Dispatch them and return to the shelves, which
    and two [ALIEN EPOXY].
    Go through the hall and activate the door with the panel.  Inside you'll find a
    [ALIEN POWER CELL x4 (12)], two [ATOMIC PULVERIZERS] - which are unique Alien
    Atomizers, and the [BUTTERCUP TOY], a rare misc. item.
    As you continue, the southern side of the walkway is blocked by a force field,
    so head the in the other direction.  At the far end of the walkway, feel free
    to make use of the archway and flip the switch, then go downstairs.  Loot the
    two nearby [CONTAINERS] and defeat the spawned Alien and Guardian Drome.
    Go through the eastern doorway and you'll reach another big hall.  Loot a
    [CONTAINER] on the right, then head up the stairs to the east. Before proceeding
    through the southern doorway, loot the [CONTAINER] next to it.
    In what appears to be another control center, look around for the [ACRL 24] and
    a [CONTAINER].  Flip the western switches and check the room on the west.  The
    Expiremental Weapons Drones can be destroyed to obtain the unique drone cannon
    Explore the entire southern wall to find [ALIEN POWER CELL x7], [FRAG MINE x6],
    a [CONTAINER], Tesla Armor and Combat Armor, [ALIEN EPOXY x7], [ALIEN BIOGEL
    x2], [PLASMA MINE x4], [PULSE GRENADE x3], [PLASMA GRENADE x3], a Gatling Laser,
    Rifle, Plasma Pistol and Metal Armor.
    Getting the Xenotech Perk and Destabilizer:
    Head to the north and you'll be at some sort of shooting range.  You can find
    the [DESTABILIZER], a unique Alien Disintegrator on the right (south) of this
    shooting range.
    Press the switch and kill the targets that come through the teleporter
    (Brahmins).  Also loot the nearby [CONTAINER].  At the far north is another
    shooting range. Activate the switch, kill everything that comes through the
    teleporters and you'll get the Xenotech Perk: +20% Damage with Alien Weapons.
    Head back to the previous hall, and make your way to the doorway on the
    northeast.  Head upstairs and go through the door to access the Experimentation
    Experimentation Lab:
    Explore the room with the actual experimentation chairs to the north (which look
    brutal to say the least) and search around for two [CONTAINERS] and the [ACRL
    20].  Proceed down the western hallway and explore the first room on your right
    for two [ALIEN BIOGEL].  The door to your left leads to a small room with an
    The last door on your left requires the panel to open.  Inside you can find
    [ALIEN BIOGEL x7], a dead wastelander (read: loot), and a healing archway.
    Inside the western hall, look to your left to spot a [CONTAINER].  Activate the
    controls in the NW corner to find [ACRL 10].  
    Hit the controls in the middle of the room and do your thing - this'll disable
    the force field that was blocking the SW doorway.  Explore the hall, loot a
    [CONTAINER] and make your way to the lab where you'll need to dispatch a new
    type of enemy called Abomination.  They're not tough and need to come up close
    to deal any damage, so dispatch them quickly. 
    Search the lab with the Abominations to find two [ALIEN BIOGEL] on the ground,
    along with two [CONTAINERS] and the controls for the [ACRL 9].  Exit the area
    by the southwest door that leads to the Biological Research area.
    Biological Research:
    Activate the door controls and grab three [ALIEN EPOXIES] in the small room.
    The large hall contains surprisingly little, but a few Abominations are good
    for a little scare in the dark.  Head upstairs, where you'll find an archway.
    Check the northern side of this area to find two [ALIEN EPOXY], two [ALIEN
    BIOGEL] and two [LARGE ALIEN CRYSTAL].  Also flip the controls in this area to
    collect the [ACRL 18].  The shelves to the NW contain another [LARGE ALIEN 
    Enter the southern room from here and dispatch two Aliens inside.  This room has
    no loot, so deactivate the force field and be on your way.  Proceed over the
    catwalk and head downstairs. The shelves to the east contain four [ALIEN EPOXY],
    [8x ALIEN POWER CELL - 7x12 and 1x25), a [LARGE ALIEN CRYSTAL] and a [CONTAINER]
    nearby.  The other shelves nearby the stairs contain [ALIEN EPOXY x3], [ALIEN
    BIOGEL x2] and two [SMALL ALIEN CRYSTALS].  You should also be able to find a
    loose [ALIEN BIOGEL] on the ground near some crates.
    Head back upstairs and activate the only currently active teleporter to reach
    the Death Ray Hub.
    Death Ray Hub:
    Explore the northern area and unlock the door on the NW with the panel to find
    a [CONTAINER].  You can also rewire the Support Drone to become an ally.  The
    room to the SW has another [CONTAINER] and a Support Drone.  
    Head south and unlock the first door to your left to find two [CONTAINERS], an
    [ALIEN EPOXY] and three [ALIEN BIOGEL].  Make your way to the next hub and
    fiddle with the controls on your right to disable any turrets.  Go downstairs,
    proceed east, dispatch another Alien and explore the room with the two force
    fields to find an [ALIEN EPOXY].
    Activate the switch to deactivate the force field and go down the long walkway,
    dispatching a few more Aliens along the way.  You'll also come across a room
    that holds a [CONTAINER] and an archway.  All the way downstairs, head through
    the door to Death Ray Control.
    Death Ray Control:
    In the control room, dispatch the Aliens and press the left control button to
    have another generator submerge on the left.  Destroy it and do the same with
    the second generator.  You'll then be assaulted by a group of Aliens - dispatch
    them and destroy the other two generators afterwards.
    After destroying all four generators, exit the area by the western teleporter,
    which brings you to the Living Quarters.
    Living Quarters:
    Proceed through the hall and wait until the forcefield goes down - destroy the
    turret and Abomination afterwards.  Before heading upstairs, search this room
    for a [CONTAINER].  In the next room, dispatch several aliens and turrets and
    hop downstairs.
    The room to your right (west) with two Statis Chambers contains an [ALIEN EPOXY]
    while the room to your left (east) contains nothing.  There's also an archway
    on the right side.  Head upstairs and destroy the forcefield beamers by shooting
    them from a fair distance - their explosion radius is fairly big.
    The room on the west contains a [CONTAINER], and the other western room - 
    previously blocked by the force fields - contains another [CONTAINER].  The 
    eastern room doesn't hold anything, so proceed down either stairs behind the
    southern doors.
    Head east first, waste two aliens and destroy the forcefield beamer.  At the
    far end of the halls you'll find reach a room with the samurai you released
    earlier, Toshiro Kago, and a large pile of alien bodies to loot.  You can find
    an [ALIEN BIOGEL] on the ground amongst the bodies.
    Return to the intersection and head west - activate the support drone as you
    walk by.  Continue west and dispatch a group of aliens as you head inside a 
    recreation room.  Destroy the turrets ASAP, then collect the [ACRL 23] from this
    room.  The adjacent western room is guarded by another turret, but contains
    Continue north, loot the [CONTAINER] there, and look around for an [ALIEN
    EPOXY], [SMALL ALIEN CRYSTAL x3] and [LARGE ALIEN CRYSTAL x2] on a small table.
    You'll now be on the other side of the force field beamer.  Head left (north)
    upstairs - activate the drone if you'd like - and waste an Abomination and two
    Turrets in this room.
    The large hall is home of another few Abominations.  Head upstairs, dispatch
    any of them, then explore the eastern room for a [CONTAINER] and [ALIEN EPOXY].
    Proceed west when you're ready and you'll cross another archway.  The teleporter
    at the end finally takes you to the bridge.
    The Bridge:
    Here, simply take out the crew and the Alien Captain, who holds the unique
    [CAPTAIN'S SIDEARM].  Your team storms in (along with two Aliens - waste them).
    After securing the bridge, the attacking spaceship needs to be destroyed fast!
    Click on the 'Fire Control' button on the right to fire.  You can't continuously
    fire, but in the meantime there's plenty to do:  Aliens will keep assaulting the
    bridge.  Make sure you waste them every now and then to keep things under
    control.  The Samurai will make his entrance too, but you'll have to flip all
    four switches on the west and east side of the bridge first to unlock the door
    to his teleporter.
    Meanwhile, battling the spaceship isn't all that hard.  The button on the left,
    the 'Power Distribution', indicates where the ship's power is going to.
    Left Button   = Shields at full power, Death Ray at minimum power.
    Middle Button = Shields at medium power, Death Ray at medium power.
    Right Button  = Shields at minimum power, Death Ray at maximum power.
    Try and raise the shields when you think you're about to get hit, and always
    flip the switch to power the Death Ray when you're about to fire.  Keep this
    up until you'vre destroyed the alien ship.  Meanwhile, also keep dispatching any
    aliens that enter the bridge.  When the ship blows up, the aliens have been
    By now, Elliot will come to the bridge and tell you that a beacon was fired
    near DC - you can now go home!  Head inside the southern room.  The Weapons
    Workbench here allows you to create custom weapons if you have the required
    items.  Of course, the teleporter brings you back to earth, while the other
    teleporter leads back to the Engineering Core, allowing for any unfinished
    You can return to Mothership Zeta any time you'd like, but many areas will be
    blocked off, so there's not much point in going back other than looting some
    generic alien items from the main halls.
                              III) FREEFORM QUESTS [FRQ]
    [FRQ-1] Fixing Pipes in Megaton
    You can look around for a character called Walter.  He's either at the Saloon
    during nights, or can be found in or nearby the Water Processing Plant. He tells
    you that several pipes are leaking and need fixing.  Help him out, will you?
    There are three pipes that need fixing, and you need a Repair skill of at least
    30 to do this - which you should have by now.
    1. The first pipe is on the main path when you enter Megaton and head downwards.
    2. The second pipe is more to the southeast of the area, following the main path
       and taking a bend to the left upwards.  If you look at your map, it looks 
       like you're just below the Women's Restroom, except on a lower level.
    3. The third pipe is a little more tricky to find on your own.  Locate the
       Children of the Atom building and take the stairs to climb its roof.  Look
       around and you should be able to find a third squirting leak.
    Head back to Walter (+100 EXP, +200 Caps) who'll make you a Scrap Metal
    proposition that you can't refuse.  Well, you can, but better take it anyway.
    [FRQ-2] Three Dog's Cache
    Instead of activating the signal for Three Dog, head for Rivet City on your own
    and continue the search for your dad.  When you've finally found your dad, head
    back to Three Dog.
    Fast Travel to the GNR Building Plaza before anything. Talk to Three Dog and
    tell him you found your dad.  He'll throw in an addition reward.  Fast Travel to
    the Washington Monument, go inside and ride the bronze elevator up.  Fix the
    Relay and head back to Three Dog. Tell him you felt it kinda was a waste of time
    and he'll hand you the [THREE DOG'S CACHE KEY].
    The Hamilton's Hideaway marker is placed on your worldmap.  Fast Travel to Vault
    101 (perhaps fetch Dogmeat, too?) and head from there.  Go through the iron door
    in the walls and search the place.  There are a few Raiders and Radscorpions
    here.  Get the loot from the Northeastern part of the area, then get out of
    there.  Also see [EXP5.1].
    [FRQ-3] Doctor Lesko Likes Nectar
    During the Misc. Quest: Those, be sure to pick up Fire Ant Nectar from the large
    Ants you're battling.  You can later on sell these to Doctor Lesko for 40 Caps
    a piece.
    [FRQ-4] Vance & Blood Packs
    When you've put the Misc. Quest: Blood Ties to an end you can sell Blood Packs
    to Vance (the leader of The Family).  He pays 15 Caps a piece.
    [FRQ-5] Brotherhood Holotags
    When you reach the Citadel during the Main Quest: Picking Up The Trail, you can
    find Scribe Jameson in Ring A of the area.  She can tell you all (and much more)
    about Holotags.  In fact, she'll offer you 100 Bottle Caps for every single
    Holotag you give her.
    [FRQ-6] Conserving Pre-War Books
    Find Scribe Yearling of the Brotherhood at the Arlington Public Library.  She'll
    make you an offer: Since it is of high importance that Pre-War Books are spared
    she can give you 100 Caps per Pre-War Book you bring to her.  You'll likely run
    into Scribe Yearling during the Misc. Quest: The Wasteland Survival Guide: 
    Librarians are not boring.
    [FRQ-7] The Nuka-Cola Clear Formula (Finding The Formula)
    First of all, complete the instructions at the Misc. Quest section for The Nuka-
    Cola Challenge.  When you have the formula you can start this Freeform Quest.
    If you search for the Red Racer Factory, located close to the city perimeter,
    northeast from the Nuka Factory, you can come across three mercenaries.  Their
    leader, Goalie Ledoux, offers 250 Caps for your freshly found formula.  Try to
    increase this to 400 Caps and sell it to him.
    As the other two mercenaries take off, kill Ledoux in cold blood.  This does not
    lead to any Karma loss, but it does allow you to loot the [LEDOUX'S HOCKEY MASK]
    from his body, which is quite possibly one of the best masks in the game due to
    its unique and awesome +25 AP giving ability.  You can also grab your formula
    back from him.
    [FRQ-8] Escorting Sticky to Big Town
    Once you make it in Little Lamplight, talk to the kid who's being kicked out
    due to age restrictions; He just turned 16 and he has to scam to Big Town.  You
    can help him accomplish this but it'll take quite some time and he dies quickly.
    When you reach Big Town, you can then start a Misc. Quest there.
    [FRQ-9] Super Mutant Attack on Big Town
    When you've completed the Misc. Quests: Big Trouble In Big Town, stay a little
    longer and you'll find that several Super Mutants are on their way to Big Town.
    Lay a crapload of mines on the path before the bridge and some on the rope-
    bridge itself, and waste any other Mutants that get past this.
    Talk to Timebomb (a kid that you can heal in Red's Clinic - but only if your
    Medicine is 40+) and he'll give you the [LUCKY 8 BALL] which increases your LCK
    by +1 whenever you have it in your inventory!
    [FRQ-10] Grady's Storage
    First of all, follow the instructions at the Misc. Quest: Those! until you find
    the key to Grady's Storage.
    You can now start looking for Grady's Storage, but this is best done after you
    have gotten the Mesmerizer during your Rescue From Paradise Quest.  If you must
    know where the storage is, check your map: In the tube where the Queen Ant's
    Hatchery is at the very south, hug the eastern wall and look for a flashing
    Before anything, save your game.
    Unlock the safe, grab the Naughty Nightwear (equip it immediately for a +10 in
    Speech). A thug named Lug-Nut will show up and demands you hand over the Naughty
    Nightwear.  Don't, and do the Speech Challenge.  If successful, he let's you
    walk away.  If not successful, it results in a battle.  Later in the game, you
    can enslave Lug-Nut and sell him for a decent 200 Caps or so.  You might want to
    wait with getting this, or ensure he lives.
    Inside the storage you can also find two Ammo Boxes, a Mine Box and a Ripper.
    Head to Ronald Laren (who you meet during the Nuka-Cola Challenge Misc. Quest)
    and sell the Naughty Nightwear for 300 Caps by using Speech Challenge.
    [FRQ-11] Angela and Diego
    Find Angela Staley in the Marketplace at Rivet City and talk about the men in
    Rivet City.  She'll mention something about a Diego - who is a priest - and that
    she has a crush on him.  You can now do two things:
    1. Buy some Ant Queen Pheromones from the Quick Fix Shop (also Marketplace) and
       give them to Angela.
    2. Alternatively it's also possible to speak with Father Clifford and tell him
       that Diego and Angela are already together.  He'll kick Diego out of church
       allowing him to start a relationship.
    Either way, come back after a while and talk to Gary Staley (shop owner at the
    Marketplace, and Angela's father) who can tell you when the wedding is planned.
    Head over to the church and wait a few hours before the time has come for the 
    ceremony.  Take a seat, wait some more (without using the wait function) and
    enjoy.  There's not much of a reward to the quest.
    [FRQ-12] Kidnap Order
    Talk to Eulogy in Paradise Falls and bring up the subject of the kids at Little
    Lamplight.  He's interested in one of those kids and he already has a buyer.
    Tell you what, he'll send one of his best Slavers to the cave after you lure a
    young kid out.
    If you can deal with your conscience and the Bad Karma - or if you need a quick
    buck - go over to Little Lamplight and look around for a little girl named
    Bumble.  She wears white Blast Off Pajamas and is usually found in the school
    building on the right of the entrance.
    Tell her to come outside (this is a difficult Speech Challenge, and you may need
    to reload several times) and she'll follow you.  Lead her to the Child Slaver
    and she'll put on the Slave Collar herself.  Head back to Eulogy, who can often
    be found at the Cutter's Clinic at Paradise Falls.  He'll reward you with the
    [BOOGEYMAN'S HOOD], a unique scarecrow-like mask with a good DR of 8.
    [FRQ-13] Caravan Investments
    Speak with Uncle Roe in Canterbury Commons about this.  He'll let your do two
    investments, the first costs 200 Caps, the second costs 500 Caps.  Investing in
    a particular trader increases their inventory, their Repair Skill, and you will
    be rewarded with a present the next time you see the merchant you invested in.
    You only get a present when you invest the 700 Caps in total, and you only get
    these presents once.  See below for the gifts:
    |Trader's Name:|Investment Present: |Max Repair:|Schematics:     |Type of Items|
    |Doc Hoff      |Stimpak x5          |     65    |Nuka Grenade    |Chems        |
    |Crazy Wolfgang|Stealth Boy x5      |     75    |Rock-It Launcher|Misc./Junk   |
    |Crow          |Crow's Eyeboy Helmet|     65    |       ---      |Armor        |
    |Lucky Harith  |Mini Nuke           |     70    |Shiskebab       |Weapons      |
    The traders use a fixed route.  They travel from location to location, and they
    only stop at the places listed below.  They always visit them in the order 
    listed, and they follow after each other: Doc Hoff, then Crazy Wolfgang, Crow,
    Lucky Harith.  If you meet Doc Hoff in Megaton you'll know you can meet Crazy
    Wolfgang if you wait 2 hours (with the wait-function).
    Ask Uncle Roe about the Map that pinpoints how the Caravan Traders trek.
    Caravan Trader Route:
    o Canterbury Commons
    o Temple of the Union
    o Agatha's House
    o Paradise Falls
    o Arefu
    o Evergreen Mills
    o Megaton
    o Rivet City
    [FRQ-14] 'Republic' of Dave Elections
    Head to the Republic of Dave which is located on the far NE of the wasteland.
    Find Dave and ask him about the elections.  If you need the key from him for the
    Misc. Quest: You Gotta Shoot 'Em In The Head, do that first.
    You have to talk to four people, Jessica, Shawna, Rosie and Bob.  Only the
    latter two can be talked into running for president.  Have everyone vote and
    talk to Dave again.  He'll hand you 25 Caps as reward.  It's possible to rig the
    election from this point onward.  Simply put on a Stealth Boy, head over to the
    Ballet Box and wait for Dave to open it (keep trying to open it until you can).
    Remove all votes except for either Rosie or Bob.  Dave will be upset and he 
    leaves immediately.  Talk to Rosie (or Bob) and they'll give you the code to
    Dave's [SAFE], which holds the Unique [OL' PAINLESS] Hunting Rifle.
    I think it's also possible to unlock the Safe by simply using Dave's Key, so it
    isn't really necessary to take part in the election.  Don't forget to steal the
    {NUKA-COLA QUANTUM} on top of the safe at any rate!
    [FRQ-15] Trading in Little Lamplight
    Find Zip, the kid that talks *really* fast, and ask him about (regular) Nuka-
    Cola.  He'll trade a Crunchy Mutfruit for a bottle, but only one per day.  Zip
    can often be found nearby Eclair, thus nearby the food store.
    Also talk to Eclair, the food shop owner, and Lucy, the doctor of Little 
    Lamplight.  Lucy can be found in the Office Building near the entrance.  Both
    mention the radiation removing fungus that's growing in Little Lamplight.  If
    you talk to McCready he'll allow you to trade with them.  Eclair trades Strange
    Meat for Cave Fungus and Lucy trades Buffout for Cave Fungus.
    Unfortunately, McCready only allows the trading to take place if you have the
    Child at Heart Perk (and you most likely don't).  If your Speech is high enough
    (certainly higher than 74 - I don't know the exact amount, do you?) you can
    Speech Challenge him into giving you his private stack of Cave Fungus.  This
    is probably not recommended because after this you are no longer allowed to
    trade with *any* of the Little Lamplighters.
                               THE WASTELAND MAPS [MAP]
                                |WASTELAND MAP OVERVIEW|
    |NORTH/|NORTH/|NORTH/| Because the map is impossible to fit on a 80-character
    |WEST  |MIDDLE|EAST  | format, it's been cut in 9 Sectors as seen left.  The
    |  1   |   2  |  3   | following sectors have Latitude (<-->) and Longitude (v^)
    |______|______|______| as seen on the in-depth maps.  These were held intact and
    |MIDDLE|MIDDLE|MIDDLE| the same as many maps circulating for Fallout 3, simply
    |/WEST |MIDDLE|/EAST | to refrain from confusion and adding user-friendliness.
    |  4   |   5  |  6   |
    |______|______|______| o In-depth maps go over the locations from lower right to
    |SOUTH/|SOUTH/|SOUTH/|   upper left, as if exploring 'from the southeast to the
    |WEST  |MIDDLE|EAST  |   to the northwest' of the Wasteland.
    |  7   |   8  |  9   |
                               The Wasteland Maps [TWM]
                                | SECTOR 1: NORTH/WEST  |
    |   -30|-29|-28|-27|-26|-25|-24|-23|-22|-21|-20|-19|-18|-17|-16|-15|-14| 
    v  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
     30|                                                                    |30
    ---|                                                                    |---
     29|                                                          *         |29
    ---|                                                                    |---
     28|          16          *       *           *           *      e6     |28
    ---|                                                                    |---
     27|                                                                    |27
    ---|                                                                  * |---
     26|                                                       13        *  |26
    ---|                         *                                          |---
     25|           * 15          P        14                       *     O  |25
    ---|                           e5                                       |---
     24|      *               *       *                                     |24
    ---|                                                                    |---
     23|                            Ll                                      |23
    ---|                                                                    |---
     22|                   Ll                                               |22
    ---|                                                                    |---
     21|                       L                                            |21
    ---|                            11            *                       8 |---
     20|        12        M          * J    10     H                        |20
    ---|        e4   N                      e3                              |---
     19|                         K            I        9                    |19
    ---|                                                          *      G  |---
     18|             *                *                          6        4 |18
    ---|                               F          7                         |---
     17|                                           E                  5     |17
    ---|                                                              e1    |---
     16|      *              e2                                      *      |16
    ---|                                                                    |---
     15|          D                           C   B            2            |15
    ---|                                                                    |---
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                   1  = Roosevelt Academy ......... (LAT -17|LON 14)
                   2  = Faded Pomp Estates ........ (LAT -17|LON 15)
                   3  = Abandoned Car Fort ........ (LAT -24|LON 14)
                   4  = Drowned Devil's Crossing .. (LAT -14|LON 18)
                   5  = The Silver Lining Drive-In  (LAT -15|LON 17)
                   6  = WKML Broadcast Station .... (LAT -17|LON 18)
                   7  = Mount Mable Campground .... (LAT -21|LON 17)
                   8  = Mason Dixon Salvage ....... (LAT -14|LON 21)
                   9  = Dickerson Tabernacle Chapel (LAT -19|LON 19)
                   10 = Deathclaw Sanctuary ....... (LAT -22|LON 20)
                   11 = Broadcast Tower KB5 ....... (LAT -23|LON 20)
                   12 = SatCom Array NW-07c ....... (LAT -28|LON 20)
                   13 = Fort Constantine .......... (LAT -17|LON 26)
                   14 = SatCom Array NW-05a ....... (LAT -22|LON 25)
                   15 = MDPL-05 Power Station ..... (LAT -27|LON 25)
                   16 = Raven Rock ................ (LAT -28|LON 28)
                                 SECONDARY LOCATIONS:
                    A = Vehicle Wrecks .......... (LAT -20|LON 14)
                    B = Blocked Tunnel Entrance   (LAT -20|LON 15)
                    C = Truck ................... (LAT -21|LON 15)
                    D = Monorail Train Wreck .... (LAT -28|LON 15)
                    E = Wrecked Caravan ......... (LAT -20|LON 17)
                    F = Collapsed Tunnel Entrance (LAT -23|LON 17)
                    G = Red Truck ............... (LAT -15|LON 19)
                    H = Shack at Roads Junction   (LAT -20|LON 21)
                    I = Deathclaw Gorge ......... (LAT -21|LON 19)
                    J = Drainage Channel ........ (LAT -22|LON 20)
                    K = Raider Fortifications ... (LAT -24|LON 19)
                    L = Raider Shack ............ (LAT -25|LON 21)
                    Ll= Skeleton in Bath ........ (LAT -23|LON 23)
                    L1= Wrecked Cars ............ (LAT -26|LON 22)
                    M = Red Truck on Freeway .... (LAT -26|LON 20)
                    N = Wrecks on Freeway ....... (LAT -27|LON 20)
                    O = Brotherhood Outcast Shack (LAT -14|LON 25)
                    P = Raider Wharf ............ (LAT -24|LON 25)
                             20 RANDOM ENCOUNTER SPOTS (*)
                                    ENCLAVE CAMPS:
                                 e1 = (LAT -15|LON 17)
                                 e2 = (LAT -25|LON 16)
                                 e3 = (LAT -22|LON 20)
                                 e4 = (LAT -28|LON 20)
                                 e5 = (LAT -23|LON 25)
                                 e6 = (LAT -15|LON 28)
                      | SECTOR 1: NORTH/WEST PRIMARY LOCATIONS |
    1. Roosevelt Academy
    This is the large complex south of the faded pomp estates.  A few mutants reside
    at the square.  From here you can make your choice out of several buildings.
    The building on the west has two entrances; This is the Academy Building and it
    is a great place to start your exploration.  To the north you'll find the Arts
    and Athletics Building.  Enter the Academy Building by the south entrance.
    Academy Building:
    Head in the Nurse Office and find a [FIRST AID BOX] and [D.C. JOURNAL OF
    INTERNAL MEDICINE] in the SE corner.  Another [FIRST AID BOX] and [BLOODPACK x2]
    can be found around the surgical area.  A [STIMPAK] is lying on one of the
    tables.  The [SAFE] near the terminal has a hard lock.
    The Administration room holds a Super Mutant.  A [PRE-WAR BOOK] can be found on
    the headmaster's desk.  The terminal activates a Protectron by the name of Dean
    Dewey.  Approach him for a fun conversation.  Search the restroom to the north
    and find [CHERRY BOMB x2] and a [PUGILISM ILLUSTRATED] Skill Book.
    Head through the main classroom corridor and search the restrooms for [CHERRY
    BOMB x6].  The classrooms hold nothing but junk although the desks and cabinets
    may hold ammo.  A small storage room with a dead wastelander can be found in 
    the northern hall.  On the left is a staircase leading to the 1st floor.  The
    staircase going down leads to the Maintenance and Evacuation tunnel.
    The classrooms on the 1st Floor are either collapsed or their floors have 
    completely collapsed.  The middle-eastern classroom holds an [AMMO BOX] in the
    corner but to get her you must enter through NE classroom.  Head up to the 2nd
    Floor and check the first room on the left for a [FIRST AID BOX].  The terminal
    up ahead is boobytrapped - now don't get me wrong, I like boobies, alot, (if 
    there were any Frequently Asked Questions about them I'd write a FAQ about them)
    but not these kind of boobies - so leave it alone.
    Make your way to the southern halls and manouevrer around the room with the
    collapsed floor - if you fall you'll have to start all over again at the
    entrance.  Go upstairs and find three [AMMO BOXES] and an averagely locked
    cabinet at a dead end.
    Go all the way back to the NW stairwells and enter the Maintenance tunnels.
    Maintenance and Evacuation Tunnel:
    Something blows up as you make your way to the next room.  Kill any mutants here
    and head inside the generator room to the west.  Unlock the door and free the
    captive wastelander for a karma boost (and a small gift if you don't decline).
    Head south through another generator room with many pillars and kill the centaur
    hiding in the shadows.  Open the large door and beware of the gas (shoot plasma
    from a distance or throw a grenade).  This sewer is highly irradiated, so 
    quickly make your way to the door on the left wall.  It's possible to grab the
    three [AMMO BOXES] from nearby the barrel with the lantern on it without getting
    irradiated, so you may want to give it a try.  You can now make a small detour
    to the Library first.
    Head south from the sewers and snatch some medical supplies from a [FIRST AID
    BOX].  Flip the electrical switch and make your way upstairs to the library.
    The women's restroom you walk by holds a funkyfresh [BLOODPACK] and a [STEALTH
    BOY].  Explore the library and obliterate the mutant roaming around - he holds
    the [ROOSEVELT LIBRARY KEY], allowing a shortcut to and from the wasteland.  The
    NW corner holds the main loot here: [SHOTGUN SHELLS], [STEALTH BOY], [AMMO BOX
    x3], [NUKA- COLA QUANTUM], [FIRST AID BOX], and a [SAFE].  If you thought to
    find any pre-war books upstairs, you throught wrong.  A single dead librarian is
    all you get.  And his loot.
    Back in the Maintenance Sewer, head into the eastern complex, go upstairs and
    search the southern case to find three [AMMO BOXES], [RADAWAY], [5.56MM ROUNDS],
    and [.32 CALIBER ROUNDS x2].  The northern tunnels lead back to where you came
    from so continue east and beware of all the gaseous tunnels.  The southern room
    at the end of the tunnel holds another prisoner, the northern door leads to the
    next area.
    Roosevelt Arts and Athletics Hall:
    Go upstairs until you reach a hall.  There's a flight of stairs nearby, but
    first head down the hall and check the rooms one by one.  The first room on your
    right holds [DARTS], a [PRE-WAR BOOK], [RAILWAY SPIKES x2] and a harmonica.  The
    second room to the right - at the end of the hall - holds a [FIRST AID BOX].  Go
    through the door at the middle of the hall and enter a large hall.  Find a
    [SHEET MUSIC BOOK] near the music sheet holders.
    Head into the southern reception and slaughter a group of muties.  The woman's 
    restroom in the SW corner houses some [MENTATS] in a bookcase.  Head over to the
    western halls/cafetaria and look around for a small storage closet with a sink 
    located inside the eastern wall.  Find two [BLOOD PACKS], [RADAWAY] and a 
    [STIMPAK] in this sink.
    Head back to the stairwell and go upstairs to the 2nd floor.  This area is a 
    total mess;  Head into the western room and find [.32 CALIBER ROUNDS x2] and
    [SHOTGUN SHELLS x3] on a small table, along with a [SAFE] and a [FIRST AID BOX].
    Move in the large adjacent room and hug the right wall to find a similar small
    classroom like the previous.  This one contains a [FIRST AID BOX], two [AMMO
    BOXES], [TUMBLERS TODAY] and an averagely locked [SAFE].  Now that you've fully
    explored the area, be on your way Vault Dweller!
    2. Faded Pomp Estates
    There's a [SAFE] in the NW house (with a lawnmower nearby).  Check the house
    east of hear and look near the fireplace to find a [PUGILISM ILLUSTRATED] Skill
    3. Abandoned Car Fort
    You'll find the fort at the end of the freeway.  Look around to find five [AMMO
    4. Drowned Devil's Crossing
    This is the name given to a wrecked bridge over a small creek.  Look for a red
    truck on the N, this is a secondary location.
    5. The Silver Lining Drive-In
    This former drive-in theater doesn't hold much except for a [GROGNAK THE
    BARBARIAN] Skill Book in the NW shack.  There's also a bed here.
    6. WKML Broadcast Station
    These three radio masts are difficult to overlook.  The place is surprisingly
    vacant and there is nothing to be found in the complext except for a few desks
    and cabinets.  Sometimes a Wastelander Doctor shows up, but there can be several
    random encounters here.
    Drop off the cliff at the back of the building, south, and look for a Sealed
    Cistern Grate under the rocky hills.  This leads to a small underground shelter
    tunnel that houses a skeleton and the following loot:
    [RADAWAY] and most importantly the [EXPLOSIVES BOBBLEHEAD].
    7. Mount Mable Campground
    This camping ground might as well be a secondary location.  Check the caravan
    for [AMMO BOX x2] and a [FIRST AID BOX].  The half-overturned caravan holds a
    [FIRST AID BOX] as well.
    8. Mason Dixon Salvage
    This is a small Super Mutant village, roaming with, well, Super Mutants and 
    their Centaur pets.  There are around 5 Mutants and 2 Centaurs here.  If you can
    free any of the wastelanders you'll get a small gift and a karma boost.  Refuse
    their gift and the karma boost you get will be higher.
    Enter the western shack to find a [FIRST AID BOX], [NIKOLA TESLA AND YOU], and
    an [AMMO BOX].  The other shack houses two lockers and a footlocker.  Lastly,
    look in the eastern truck to find two [AMMO BOXES].
    9. Dickerson Tabernacle Chapel
    A sniper by the name of Drifter resides here.  Waste him and search the place,
    you'll find beds to rest, [RAD-X x2] in a small wooden crate, [AMMO BOX x5], a
    [GUNS AND BULLETS] Skill Book and the loot of Drifter.  He holds the unique
    [RESERVIST'S RIFLE] plus the coordinates to Oasis - which can be quite handy if
    you haven't been there before.
    10. Deathclaw Sanctuary
    Make your way through a series of canyons until you reach a metal gate leading
    to a cave called Deathclaw Sanctuary.  You'll also notice many Deathclaw bodies
    around here - and if you're unlucky even some alive ones.  The averagely locked
    footlocker near the entrance holds a [DUCK AND COVER!] Skill Book.  There's also
    an enclave camp (e3) up on the cliff.
    Head inside the cave and follow the path down to a large room.  Kill a Deathclaw
    here and circle around the center to find a rotting Brahmin corpse.  Search the
    There's also a [NUKA-COLA QUANTUM] nearby the body pile.  Find small loot on the
    Continue through the eastern tunnel and make your way through several chambers,
    looting all the corpse piles you come across.  After going south for a while
    you'll come across the body of an Enclave Officer who holds the unique weapon
    [JACK], which is a Ripper.  If you can handle it, explore the southeastern rooms
    and cross the pool of blood to find the unique gatling laser [VENGEANCE].  Be
    on the lookout for a nearby Deathclaw.
    Exit the cave, but look around for more corpse piles on the western path back
    11. Broadcast Tower KB5
    This is hard to miss.  You can't enter the tower;  Instead flip the electrical
    switch at the generator to activate the Alfa Lima Radio Signal.
    12. SatCom Array NW-07c
    Another big landmark.  Watch for a possible enclave camp underneath.  Inside the
    loot depends greatly on wether or not the Enclave have arrived;  If they haven't
    there's nothing here.  Otherwise kill the two Enclave Scientists, loot the
    bodies of the heap wastelanders and check the three [ENCLAVE CRATES].  You can
    find a [FIRST AID BOX] on a shelf at the southern wall.
    The second floor holds another [ENCLAVE FOOTLOCKER].  You can head up and kill
    the last Enclave Troop outside on the balcony walkway (if you haven't done so
    already, in which case you can loot his body), but there's no more treasure to
    be found here.
    13. Fort Constantine
    This building isn't too difficult to find either.  Go through the gate, kill a
    Protectron and enter to the Personal Offices.
    CO Quarters:
    As you enter, check the open fridge for a [NUKA-COLA QUANTUM].  The bookcase on
    the ground holds a [PRE-WAR BOOK].  Don't bother going in the toilet, it's only
    irradiated and there's nothing of interest.  The living room is secured by a 
    Protectron.  You can find [DARTS] and [CHERRY BOMBS x3] on the table with the
    chessboard.  Another [PRE-WAR BOOK] can be found on the small table with the
    From the NW corner, head downstairs and loot the open safe for the [BIG GUNS
    ROUNDS] and a 10mm Pistol.  You can also find a [STEALTH BOY] and a [CHINESE 
    ARMY: SPEC. OPS. TRAINING MANUAL] Skill Book on the floor to the right of the
    The Bunker Door here can be opened with Ted Strayer's Special Key, also see the
    Misc. Quest: You Gotta Shoot 'Em in the Head.
    Launch Control Bunker
    Go downstairs and open the gate.  Find three [AMMO BOXES] on the ground and
    [5.56MM ROUND x2] on the desk along with three lone [BOTTLE CAPS].  There's also
    an Assault Rifle here, and the desk and cabinets may hold things as well.
    Go through the eastern door and hallway until you reach a room with a Mister
    Gutsy robot in it.  Dispose of it and search the medical area on the east to
    find [RAD-X] and a [DIRTY WATER] on a table.  The nearby locker usually holds
    medical supplies as well.  The restrooms hold nothing, so you can safely head
    down the stairs nearby the door you made your entrance through.
    The averagely locked door leads to a small storage room with a [FIRST AID BOX]
    and some lockers and metal boxes.  The southern room is guarded by a Sentry Bot
    and Protectron so be cautious.  The terminal allows you to launch an ICBM (short
    for Inter-Continental Ballistic Missile), but the system fails and not much
    happens except a few machines get fried.  Grab the [DUCK AND COVER!] Skill Book
    from the desk, next to the terminal.  Look for a [BIG BOOK OF SCIENCE] on a desk
    in the NE corner.
    Continue downstairs and look for a [FIRST AID BOX] on your right.  A [BUFFOUT]
    sits on top of it.  A second [FIRST AID BOX] can be found next to the fridges.
    The restroom looks smelly from a distance, and it actually is, but it's also
    irradiated and holds nothing, reasons enough to stay away from it.
    The Bunk Bed area allows you to rest, but more importantly holds several items.
    [MENTATS] and an [AMMO BOX] are both found under the beds.  [DARTS] can be found
    on one of the beds.  Check the desk for a [PRE-WAR BOOK] and a [STEALTH BOY].
    Bomb Storage
    This door is unlocked by using Duvok's Key.  The dusty room up ahead is guarded
    by a Sentry Bot.  You'll find Tara, one of the five mercenaries once hired by
    Tenpenny - she's lying next to the eastern door.  You can find a [STIMPAK] next
    to her.  Grab the [WARHEAD STORAGE KEY] and unlock the door with Dave's Special
    Key (which Tara didn't have, good for you!) and head inside the futuristic
    The table holds a [FAT MAN] and two [MINI NUKES], plus a [D.C. JOURNAL OF
    INTERNAL MEDICINE].  What you're really here for is the [T51-b POWER ARMOR] and
    [T51-b POWER HELMET].  Simply access the terminal and remove the energy field.
    Back in the dusty hall there are two weapon storage rooms on the west.  Both are
    locked with Very Hard locks.  The one on the NW holds [FRAG GRENADE x3], [PULSE
    GRENADE x3] and a Sniper Rifle, 10mm Submachine Guns and Assault Rifles in
    the weapon case.  Grab [10MM ROUNDS x3] and the [GUNS AND BULLETS] from the
    table in the center of the room.  You can find a whopping of 15 [AMMO BOXES] in
    the other weapon storage room.
    Head up the stairs to the south and unlock the door at the end of the hall with
    the freshly acquired Warhead Storage Key from Tara.  You'll now be in a complex
    of larger halls.  Start off with looting the [FIRST AID BOX] next to the
    averagely locked door.  You'll find nothing but junk in this storage room so
    check out the desk on the left (SW) and find a [MINI NUKE].
    The southern room is the Warhead Storage hall.  This is an extremely irradiated
    area, and there's a Sentry Bot as well, so stay clear of this area; There's 
    nothing to be found.  You can also travel back to the Wasteland by unlocking the
    locked door with the Warhead Storage Key.  The northern room doesn't hold 
    anything either and also leads to the Wasteland.  Do so, you'll now be located
    at the eastern building of the area.  Locate the Personal Offices building on
    the south.
    Personal Offices:
    Watch out for a Robobrain and a Mark V Turret on the balcony immediately behind
    you as you enter.  The gentlemen's restroom holds two (presumably chinese)
    skeletons and [5.56MM AMMO x2] and a Chinese Assault Rifle.  Check the middle
    toilet in the woman's restroom to find a [JET].
    Check the eastern area to find [DARTS] on a desk in the second room.  The hall
    is likely guarded by several RoboBrains.  Make your way to the stairs and unlock
    the Hard door to find a [FIRST AID BOX] and [GROGNAK THE BARBARIAN] Skill Book.
    There's also loads of customweapon items to be found here: Wonderglue x6, Paint
    Gun, Pilot Light, Turpentine, Leather Belt, Sensor Module, Conductor, Vacuum
    Cleaner x2, Abraxo Cleaner x2, Fission Battery  Perhaps have one of your 
    followers carry this?
    Head upstairs and explore the room with two Gun Cabinets to find [MENTATS] on
    some shelves.  Head to the western room and you'll be back at the entrance,
    except on the first floor.  Grab medical supplies from the [FIRST AID BOX] and
    grab [DARTS] from one of the dining tables.  You can head back and go upstairs
    but this only leads to the roof.
    14. SatCom Array NW-05a
    This is a huge landmark and you should have no problems spotting it.  When you
    approach the door beware of three cleverly placed Frag Mines.  Head inside the
    Satelite Facility and deal with a Merc and Mark V Turret on the ceiling.  You
    can find a [CHINESE ARMY: SPEC. OPS. TRAINING MANUAL] Skill Book next to the
    terminal on the northern table.  Head upstairs and kill the Ghoul Scientist.
    Grab a [BOTTLECAP MINE] from under the Work Bench.
    NN-03d COORDINATES] and [SATCOM ARRAY NN-07c COORDINATES].  Head upstairs and
    climb the ladder.  Circle around the array and waste any Mercs left (watch out
    for a potential threat on the higher walkway right before you enter the next
    door - that merc has a missile launcher).
    Enter the door.  You can sleep in this chamber, besides looting the [FIRST AID
    BOX] and grabbing the [PSYCHO] from under the beds.  You can get the coordinates
    for two other arrays from the terminal and you can input the activation code
    which you snatched from the scientist.  Head up the ladder, waste the Flamer
    Merc and look through one of the holes for a spectacular series of explosions.
    15. MDPL-05 Power Station
    Look around the Electricity Towers to find a small power station.  The gate of
    the fence has a Hard Lock.  Look in the corner for a skeleton.  Grab the [DART 
    SCHEMATICS] and [DEAN'S ELECTRONICS] nearby and check the toolbox for the now
    redundant [MDPL-05 POWER STATION KEY].  Fat chance you'll also get a random
    encounter when you explore this place.
    16. Raven Rock
    See Walkthrough.
    A. Vehicle Wrecks
    B. Blocked Tunnel Entrance
    A landmark.
    C. Monorail Train Wreck
    There is no loot to be found here, but this is another enormous landmark.
    D. Truck
    E. Wrecked Caravan
    Use this as a landmark; It's nearby Mount Mable Campground.  There is nothing
    of value here, rather, there's nothing at all.
    F. Collapsed Tunnel Entrance
    Another landmark.  The Raider fortifications are closeby, just north from here.
    G. Red Truck
    Closeby Drowned Devil's Crossing.  There are Raider Guard Dogs as well as a few
    Raiders around here.  Look in the truck for a [STIMPAK], [RADAWAY], [MED-X x2],
    [RAILWAY SPIKES], and a [TUMBLERS TODAY] Skill Book next to an averagely locked
    H. Shack at Roads Junction
    There's not much to find here except some junk in the two metal boxes, and two
    Fission Batteries on the table.  You'll often get a random encounter here.
    I. Deathclaw Gorge
    These passages lead to Deathclaw Sanctuary and an Enclave Camp.  Up ahead you
    can walk over the ropebridge to find the Radio Mast.
    J. Drainage Channel
    Use the Alfa Lima Radio Signal to pinpoint this Drainage Channel, although it's
    simply said just at the base of the SatCom Array NW-07c hill.  Go inside until
    you get to an averagely locked door.  You can find a [BOBBY PIN] and a [TUMBLERS
    TODAY] Skill Book next to the skeleton. Inside the room you'll find the source
    of the radio signal.
    Of course there's also some loot.  Look around for [STIMPAK x2] on the ground
    near the radio, and [MENTATS] on the table.  Check the shelves for [DARTS] and
    a [PRE-WAR BOOK].  There's also a Motorcycle Handbreak and Motorcycle Gas Tank
    for the Shishkebab lovers.
    K = Raider Fortifications
    Home of a group Raiders, expect hostile crossfire.  One of the Raiders carries
    a missile launcher, so be warned.  Find a [FIRST AID BOX] and an [AMMO BOX] in
    the fortification.  There's also a Super Sledge and a Pressure Cooker.
    That covers the eastern fortification.  The smaller one below holds a [GRENADE
    BOX] and if you search thoroughly you'll also find a [JET] and a [STEALTH BOY]
    on the table.  With booze, as usual.  The lowest of the three forts holds some
    [PSYCHO], a [BLOOD PACK] and an [AMMO BOX].
    L = Raider Shack
    This is located on a hill, between two roads marked on your map.  There are 
    several Raiders here, give or take seven or eight at least, and probably a dog
    too.  The shack itself contains a bathtub with a [MINI NUKE] and a dead
    wastelander inside.  There's also some shelves with [TUMBLER'S TODAY], [RAD-X],
    [PSYCHO] and a [JET].  Last but not least you can find three [AMMO BOXES] and
    [STIMPAK x2] in the other corner of the shack.
    On the opposite of the shelves lies a small wooden crate.  In it you can find
    another well hidden [JET].  It may also be worth noting that there's also a
    Motorcycle Handbrake inside, and a Motorcycle Gas Tank next to it. 
    Ll. Skeleton in Bath (eastern)
    Grab the [MINI NUKE] inside the bath. Mr. Skeleton won't mind.
    Ll. Wrecked Cars (western)
    Check under the wrecked cars to find an [AMMO BOX] and two averagely locked
    N = Wrecks on Freeway
    Check the northern wreck to find [FRAG GRENADE x2] next to a skeleton.
    The larger, more intact truck to the south holds the [INTERNMENT ORDERS] note,
    which explains what all the skeletons are doing inside.  Hop aboard and look
    one has a Hard lock for some reason.
    M = Red Truck on Freeway
    This truck houses a dead scientist of whose body you can loot a [BIG BOOK OF
    SCIENCE].  Next to him lies a [MINI NUKE]. These are the most important findings
    but you can also grab a [STIMPAK] on the floor next to the table, and a Laser
    Rifle lies fire-ready on the table.  On the ground you can thoroughly search
    for a Dirty Water and Nuka Cola, and on top of the shelves you can find some
    [MICROFUSION CELLS].  Lastly there is a bed to rest in the back.
    O. Brotherhood Outcast Shack
    Find two [AMMO BOXES], [SHISHKEBAB SCHEMATICS] and an, albeit very dirty, place
    to rest.  There is also a Work Bench here.
    P. Raider Wharf
    You'll encounter around five Raiders here.  Move up the jetty and find some beds
    at the end.  Grab the [JET] from the table with the radio and the [AMMO BOX] on
    the ground shouldn't be forgotten.  Then there's a [BLOODPACK], [STIMPAK x2],
    [MED-X], [RADAWAY] on the shelves.  On the bottom left shelf you can even find
    a [MINI NUKE], and for those who care to create the Shishkebab custom weapon,
    theres even a [MOTORCYCLE GAS TANK].  You can also find [BUFFOUT] on the garbage
    bin next to the kitchen counter.
    It may also be worth your time to explore the boat in the water.  You can find
    a [NIKOLA TESLA AND YOU] Skill Book on top of it and even a [STEALTH BOY] inside
    the boat.
                        | SECTOR 1: NORTH/WEST ENCLAVE CAMPS |
    Closeby Deathclaw Sanctuary, it looks like the Enclave have a genuine interest
    in Deathclaws and modifying them for all purposes intended.  This time things
    went horribly wrong from the looks of it.  There are three [ENCLAVE CRATES] to
    be found here, which are mostly well-stocked.
    Right next to the SatCom Array NW-07c, this camp holds a Sentry Bot and many
    troopers, some in the tower.  I don't think there are any crates here.
    A Sentry Bot and a troop guard this camp.  Find three [ENCLAVE CRATES] here.
    There's also a dead ghoul wastelander and a Feral Ghoul on the SE, along with
    a dead Brahmin.  Looks like the Enclave doesn't stand for peace, that much is
    Look under the Water Tower.  There's an officer and some troops.  You can find
    [ENCLAVE CRATES x3] here.
                                |SECTOR 2: NORTH/MIDDLE |
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        -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| 
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                  1 = MDPL-13 Power Station ....... (LAT  02|LON 17)
                  2 = Paradise Falls .............. (LAT -09|LON 16)
                  3 = Reclining Groves Resort Homes (LAT -02|LON 20)
                  4 = Broadcast Tower ............. (LAT -04|LON 24)
                  5 = Montgomery County Reservoir   (LAT -06|LON 22)
                  6 = Clifftop Shacks ............. (LAT  00|LON 26)
                  7 = MDPL-21 Power Station ....... (LAT -10|LON 26)
                  8 = SatCom Array NN-03d ......... (LAT -13|LON 25)
                  9 = Oasis ....................... (LAT -03|LON 28)
                                 SECONDARY LOCATIONS:
                     A = Minefield Water Tower . (LAT  03|LON 14)
                     B = Train Wreck ........... (LAT  00|LON 14)
                     C = City Liner ............ (LAT  00|LON 18)
                     D = Wood Plank to Warren .. (LAT -02|LON 18)
                     E = Traffic Line .......... (LAT -11|LON 17)
                     F = Silo and Barn ......... (LAT  00|LON 20)
                     G = Military Checkpoint ... (LAT -05|LON 20)
                     H = Ant Tunnel/Musty Cavern (LAT -11|LON 20)
                     I = Crashed Anomaly ....... (LAT  03|LON 22)
                     J = Silo & Buildings ...... (LAT -07|LON 23)
                     K = Tent .................. (LAT -12|LON 23)
                     L = Oasis Entrance ........ (LAT -05|LON 29)
                     M = Monorail Wreck ........ (LAT -06|LON 28)
                     N = Toxic Pond ............ (LAT -09|LON 30)
                     O = Rope Bridge ........... (LAT -10|LON 29)
                             18 RANDOM ENCOUNTER SPOTS (*)
                                    ENCLAVE CAMPS:
                                 e1 = (LAT -05|LON 29)
                                 e2 = (LAT  00|LON 19)
    1. MDPL-13 Power Station
    Look inside the smaller Power Substation for a [RAILWAY RIFLE SCHEMATICS],
    [BOTTLECAP MINE] and a [NUKA-COLA QUANTUM] on the Work Bench.  There's a [FIRST
    AID BOX] on the wall and a [SAFE] with a Hard lock.
    Head inside the Derelict Power Plant through the regular double doors.  The
    terminal (de)activates Turrets.  Fight off a ghoul or 8 in the next hall, then
    explore the NW garage to find a [FIRST AID BOX] and a Personal Footlocker.
    Find the [FISTO!] upstairs on a desk, which is a unique Iron Fist.  There's
    also an averagely locked [SAFE] in the floor.
    2. Paradise Falls
    See Walkthrough.
    3. Reclining Groves Resort Homes
    Check the NE house to find a [TALES OF A JUNKTOWN JERKY VENDOR].
    4. Broadcast Tower
    Radio Signal Echo Foxtrot can be activated here by the electrical switch.
    5. Montgomery County Reservoir
    Many Raiders roam this place.
    6. Clifftop Shacks
    In the shack you'll find a captive and a Super Mutant.  Find a [PUGILISM
    ILLUSTRATED] in the bookcase and a [BLOOD PACK] on top of it.  There's also
    an averagely locked [SAFE] to be looted.
    The eastern shack holds a [GROGNAK THE BARBARIAN] Skill Book in the bookcase.
    An [AMMO BOX] lies at the footend of te bed, and a [PRE-WAR BOOK] is lying
    in the small table. There's also a [BOARD OF EDUCATION].
    7. MDPL-21 Power Station
    Enter the garage to find a [SAFE] in the ground with a Hard lock.  The Work
    Bench holds a [BOTTLECAP MINE] an a [NIKOLA TESLA AND YOU].
    8. Satcom Array NN-03
    Beware of the Raiders on the balcony above, and  head into the southern tower A.
    Deal with about 6 Raiders inside the building, then explore around to find the
    following items: [FIRST AID BOX], [BUFFOUT], [JET] on the counter, and a [JET]
    on a small table, along with an [AMMO BOX] exit to it.  The third floor holds
    [MENTATS] on a small table; That covers this tower.
    Tower B is barred by wooden planks.  Head into Tower C which has a Hard lock.
    Inside you'll find two Raiders.  Find a [PUGILISM ILLUSTRATED] on a toilet and
    ignore the stairs - you won't find anything upstairs.  Instead, head through the
    eastern hall that leads to Tower B.  Deal with the three Raiders and start the
    scavenging.  Find [JET x2], [BUFFOUT x2] and [MENTATS] on the counter, and
    another [JET], [PSYCHO] and [CHERRY BOMB] in the baby carriage.
    The NW counter holds [JET x2] and [BUFFOUT x3].  Head upstairs and find a
    [ELECTRON CHARGE PACK x2] on the table with the chessboard in the room with
    the ladder.  There's also a [FIRST AID BOX] on the shelves.  Head outside, go 
    inthe final room and grab [DARTS] from the shelves.
    A. Minefield Water Tower
    This is useful as a landmark only.  You can drink water by using the valve,
    but it's only 20 HP with 6 Rads.
    D. Wood Plank to Warren
    This leads to a cave with several Vicious Dogs and a few bodies to loot.
    E. Traffic Line
    There's nothing to be found here, but you can view a neat series of explosions
    if you stand back and blow up the cars.
    F. Silo and Barn
    Go upstairs in the barn and look for [AMMO BOX x2], a Sniper Rifle behind these
    ammo boxes, and a [PERSONAL FOOTLOCKER] that has a Very Hard lock and has a
    H. Ant Tunnel/Musty Cavern 
    Fight off about 4 Giant Ants while travelling down the linear path.  Search
    any bodies you come across.
    I. Crashed Spacecraft
    There's heavy radiation around this spacecraft.  Look for the alien and its
    [ALIEN BLASTER], plus the unique [10x ALIEN POWER CELL x12]. 
    J. Silo & Buildings
    Find three [AMMO BOXES] upstairs. The shack west from here contains three
    more [AMMO BOXES].
    K. Tent
    found inside here.  There's also a bed for resting.
                       | SECTOR 2: NORTH/MIDDLE ENCLAVE CAMPS |
    Kill the officer and trooper here and loot the [ENCLAVE CRATES x4] and [AMMO 
    BOX x2].
                                | SECTOR 3: NORTH/EAST  |
    |    04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 
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     30|                              *                           N         |30
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     27|          L       10                              J            8    |27
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     26|                              9               *                     |26
    ---| M                                                                  |---
     25|               e4                     *                             |25
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     24|                                                  7        6        |24
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     23|                          I         H        G                      |23
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     22|                                                                    |22
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     21|     F        5                           *       e3                |21
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     20|          *           *                          3                  |20
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     19|                                          4      E                  |19
    ---|                                                                    |---
     18|                                               C          *         |18
    ---|                                              C                     |---
     17|              *                  *                B *               |17
    ---|                      e2                                            |---
     16|                 D                                                  |16
    ---|                                        1                           |---
     15|                           *                                        |15
    ---|   2                          A e1    *              *              |---
         04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                  1  = Temple of the Union .......... (LAT 13|LON 15)
                  2  = Minefield .................... (LAT 04|LON 14)
                  3  = Relay Tower .................. (LAT 15|LON 20)
                  4  = Grisly Diner ................. (LAT 13|LON 20)
                  5  = Greener Pastures Disposal Site (LAT 07|LON 21)
                  6  = MDPL-16 Power Station ........ (LAT 18|LON 24)
                  7  = Chaste Acres Dairy Farm ...... (LAT 15|LON 24)
                  8  = The Republic of Dave ......... (LAT 19|LON 27)
                  9  = Old Olney .................... (LAT 10|LON 26)
                  10 = Vault 92 ..................... (LAT 08|LON 27)
                                 SECONDARY LOCATIONS:
                  A = Shacks ....................... (LAT 11|LON 14)
                  B = Hilltop Farm Ruins ........... (LAT 16|LON 17)
                  C = Drainage Outlets ............. (LAT 15|LON 18)
                  D = The Roach King ............... (LAT 08|LON 16)
                  E = Drainage Chamber ............. (LAT 16|LON 19)
                  F = Destroyed Bridge ............. (LAT 04|LON 21)
                  G = House ........................ (LAT 15|LON 23)
                  H = Truck ........................ (LAT 13|LON 23)
                  I = Old Olney Outskirts .......... (LAT 10|LON 23)
                  J = Destroyed House .............. (LAT 16|LON 27)
                  K = Red Rocket Gas Station & Truck (LAT 13|LON 25)
                  L = Destroyed Farmstead .......... (LAT 06|LON 27)
                  M = Shack ........................ (LAT 04|LON 26)
                  N = City Liner ................... (LAT 18|LON 30)
                  O = Three Destroyed Houses ....... (LAT 09|LON 29)
                             15 RANDOM ENCOUNTER SPOTS (*)
                                    ENCLAVE CAMPS:
                                e1 = (LAT 11|LON 14)
                                e2 = (LAT 09|LON 17)
                                e3 = (LAT 17|LON 21)
                                e4 = (LAT 07|LON 25)
                      | SECTOR 3: NORTH/EAST PRIMARY LOCATIONS |
    1. Temple of the Union
    See the walkthrough for details on the Misc. Quest that you can initiate here.
    If you wish to loot this area you'd best do this after the slaves leave, in 
    other words, when you've completed 'Head of State'.
    Check Caleb's house if you wish to grab a {PRE-WAR BOOK} and loot from the
    {FIRST AID BOX}. On the second floor you can enter Simone's Home and steal two
    {DARTS} from the shelves.  The averagely locked Storage Room holds two {CHERRY
    BOMBS} on the left shelves.  A {FIRST AID BOX} can be found in the bookcase in
    front of you, and a {STIMPAK}, {.32 CALIBER ROUNDS} and {5.56mm ROUNDS} can be
    found in the bookcase to your right.
    2. Minefield
    Needless to say, this place has been rigged with mines and you should be very
    careful walking around anywhere.  To top it off there is also a Sniper called
    Arkansas residing here who's worth more to you alive than dead because you can
    enslave him later in one of the Misc. Quests.
    Outside, check all mailboxes to find a [LETTER FROM VAULT-TEC].
    Check Gibson's House to find a [PRE-WAR BOOK] on table and head into the SW room
    to find a [TUMBLER'S TODAY] on the desk.  The kitchen doesn't hold anything in
    particular so head upstairs and search the first bedroom.  The bookcase holds a
    [PRE-WAR BOOK] and you can find [DARTS] and two [CHERRY BOMBS].  The bathroom
    has a [FIRST AID BOX] on the wall and the larger bedroom has another [PRE-WAR
    BOOK] lying on the small cabinet next to the bed, on which you can also grab
    [MED-X x2] from.  The other bathtub houses yet another [PRE-WAR BOOK].  Lastly,
    unlock the easy [SAFE] behind the book case.
    Go into Benson's House and check the kitchen for a [FIRST AID BOX].  Enter the
    living room and look for a [PRE-WAR BOOK] on top of the bookcase to your left.
    Head upstairs and grab [DARTS] from the bed in the children bedroom, and a
    [CHERRY BOMB] from under the bed.  The large bedroom contains another [PRE-WAR
    BOOK] and a [D.C. JOURNAL OF INTERNAL MEDICINE] Skill Book.  There's a [SAFE]
    behind the cabinet next to the queen-sized bed.
    Inside Zane's house, grab a [PRE-WAR BOOK] from the bookcase in the living room
    and check out the office on the south to find [.32 CALIBER ROUNDS] on the desk
    and an easy [SAFE] behind the cabinet.  Check the kitchen for a [FIRST AID BOX]
    and [DARTS].  Head upstairs and grab a [PUGILISM ILLUSTRATED] from the first
    bedroom, along with [DARTS x2] on the ground.  The bathroom adjacent to the
    large bedroom holds a [FIRST AID BOX].
    Gillian House clearly has a Radroach infestation.  Check the kitchen for [DARTS]
    and the living room for two [PRE-WAR BOOKS].  Head upstairs and look in the
    children's room for a [GROGNAK THE BARBARIAN] and [DARTS].  The bathroom holds a
    [FIRST AID BOX].  Lastly, check for a [SAFE] under the queen-sized bed.
    3. Relay Tower
    Activate the Electrical Switch at the generator to find the Oscar Zulu Radio
    Signal.  This signal will lead you to C. Drainage Outlets.
    4. Grisly Diner
    Both front and rear entrances are secured by Frag Mines which you'll want to
    outrun or deactivate. Enter and immediately waste the Raiders who'll attack you.
    There's a [FIRST AID BOX] behind the counter but you'll want to evade the chain
    trap with the brahmin leg attached to it.  Exit through the back and look on
    your left to find two [AMMO BOXES], a [GRENADE BOX], [MINE BOX] and a [MISSILE
    LAUNCHER].  You can use the beds to rest, and you can find a [KELLER FAMILY
    TRANSCRIPT 3 OF 5] on the desk behind the corner.
    5. Greener Pastures Disposal Site
    This dumping area is highly irradiated so pop a Rad-X and/or wear a protective
    suit.  The red truck holds a [BIG BOOK OF SCIENCE] and a dead scientist.  The NE
    Makeshift Shack holds [STIMPAK x2] in a bucket, [RADAWAY x4] and [RAD-X] in an
    other bucket, [.32 CALIBER ROUNDS] near the footlocker and another [RAD-X] under
    the bed, as well as a [D.C. JOURNAL OF INTERNAL MEDICINE].  
    The Office Building to the east houses a [FIRST AID BOX], [SAFE], [NUKA-COLA
    QUANTUM], a Work Bench with [BOTTLECAP MINE] and most importantly the [AGILITY
    6. MDPL-16 Power Station
    There's nothing to be found outside, so enter the Substation.  You shouldn't
    have much trouble spotting a [NUKA-COLA QUANTUM] and [BOTTLECAP MINE] on the
    Work Bench.  Loot the [FIRST AID BOX] in the SE corner and do the same with the
    averagely locked [SAFE] next to the terminal.
    7. Chaste Acres Dairy Farm
    This place is guarded by about five Raiders, one of them having an advantageous
    spot at the Silo balcony.  Kill them and start your exploration progress.  The
    Grain Silo houses a [PUGILISM ILLUSTRATED].  The large barn holds a [GROGNAK THE
    BARBARIAN], look upstairs and search thoroughly near the matrass.
    8. The Republic of Dave
    This is the most northeastern location on the map.  Also see the Walkthrough for
    9. Old Olney
    This abandoned town usually has several Deathclaws roaming in and around it,
    making it an extremely hostile and dangerous place.  Around the northeast area
    is a metal grating plate - be warned - and if you stand on it you'll be dropped
    to the entrance door of the Old Olney Sewers.  If you fall in, there's only one
    way out and that's to go through the sewers.  Good thing I'm here to hold your
    hand.  By the way, the building exactly SE from this sewer entrance has a 
    [STIMPAK] and Laser Rifle somewhere near the door.
    Olney Sewers:
    Head southwest and kill a Deathclaw.  Head inside the maintenance room and look
    around for three [AMMO BOXES], of which one has a Hard lock, [DARTS x2] and a
    [FIRST AID BOX] on the shelves, and [UTILITY EMPLOYEE ID] near the skeleton.
    You can activate the Protectron by using the terminal.
    Continue through the sewer tunnels, wasting two more tough Deathclaws on your 
    way to the next room on the east of the junction, in which yet another Deathclaw
    resides.  Unlock the averagely locked [SAFE] in the counter here, then turn your
    attention towards the Very Hard locked door to the north.  This small storage
    room contains an [AMMO BOX], [RAILWAY SPIKES x2], a [MINI NUKE] and two [FIRST
    Head back in the sewer tunnels and continue your way south.  Beware of another
    Deathclaw hiding in the dead-end intersection and pass the ladder that leads 
    back to Old Olney.  Pass through the vacant room to the south and explore the
    rooms to the left in this hallway.  The left room holds a [SCOPED .44
    MAGNUM] and a Work Bench with a [BOTTLECAP MINE].  There's also a [FIRST AID
    BOX] in the shelves near the entrance.  The door on the right leads to an other
    area that we'll cover in just a second, so first proceed to the end of the hall
    and waste another Deathclaw.
    This room holds a [NUKA-COLA QUANTUM], an [AMMO BOX] and a [FAT MAN].  You can
    also rest on one of the lovely matresses.  Backtrack to the door and explore the
    area behind it.  You'll find a Brotherhood of Steel Initiate with a unique type
    of Power Armor, the [PROTOTYPE MEDIC POWER ARMOR] along with the [MEDIC POWER
    ARMOR MANUAL].  At the end of the tunnel you can find a [DUCK AND COVER!] Skill
    Book.  Exit the sewers.
    Odds and Ends
    The SE building in town has a skeleton with a piece of paper lying at the front
    door.  This is the [NUKA-COLA ACCIDENT REPORT] which refers to a nearby truck,
    also noted as a secondary location: H. Truck.  
    Look around the middle of town to find an alcove with garbage containers.  But
    that's not all, you'll also find a [FIRST AID BOX] and an [AMMO BOX] here.
    Incidentally you'll also find Dave here if he lost the elections at The Republic
    of Dave.  Bother him too much and he'll attack you - if the Deathclaws don't rip
    him apart before that happens, that is.  Aaaand.. that's about it for Old Olney.
    10. Vault 92
    See Walkthrough.
    C. Drainage Outlets
    This is just south of: 3. Relay Tower.  Head inside and look for a [FIRST AID
    BOX], [RADAWAY], and a [BLOOD PACK].
                        | SECTOR 3: NORTH/EAST ENCLAVE CAMPS |
                                | SECTOR 4: MIDDLE/WEST |
    |   -30|-29|-28|-27|-26|-25|-24|-23|-22|-21|-20|-19|-18|-17|-16|-15|-14| 
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     13|                  S                                                 | 13
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     12|                  11                    Q     *                     | 12
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     10|                                       10                           | 10
    ---|                  R                                                 |---
     09|                    8       e3 N                                    | 09
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     08|                             O    *                                 | 08
    ---|                                    e2 7                   *        |---
     07|                                                             L      | 07
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     06|          6                                      J                  | 06
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     05|            \                     5                               I | 05
    ---|             \                                                      |---
     04|              \                          K                          | 04
    ---|               \                                                    |---
     03|                 \                               3                  | 03
    ---|                   \                                              2 |---
     02|                    4                                               | 02
    ---|                                                                  * |---
     01|                                         H                          | 01
    ---|                                           *                        |---
     00|                             G         E                            | 00
    ---|                                                                    |---
    -01| *                                       D                e1        |-01
    ---|                                                  1     *    C      |---
    -02|                                  F                             *   |-02
    ---|                                                                    |---
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                1  = Fort Bannister ................ (LAT -18|LON -01)
                2  = VAPL-58 Power Station ......... (LAT -14|LON  03)
                3  = Jalbert Brothers Waste Disposal (LAT -18|LON  03)
                4  = Little Lamplight .............. (LAT -26|LON  02)
                5  = Everglow National Campground .. (LAT -23|LON  05)
                6  = Vault 87 ...................... (LAT -28|LON  06)
                7  = Rockbreaker's Last Gas ........ (LAT -21|LON  08)
                8  = Broadcast Tower KT8 ........... (LAT -26|LON  09)
                9  = MDPL Mass Relay Station ....... (LAT -17|LON  10)
                10 = Five Axles Rest Stop .......... (LAT -21|LON  10)
                11 = Shalebridge ................... (LAT -26|LON  12)
                                 SECONDARY LOCATIONS:
                     A = Crater Pool ........... (LAT -18|LON -03)
                     B = Drainage Chamber ...... (LAT -24|LON -03)
                     C = Bannister Crater ...... (LAT -14|LON -01)
                     D = Broadcast Tower ....... (LAT -20|LON  01)
                     E = Captain Cosmos Board .. (LAT -20|LON  00)
                     F = Scavenger Ruin ........ (LAT -22|LON -02)
                     G = Orange Truck Debris ... (LAT -23|LON  00)
                     H = Shack ................. (LAT -20|LON  01)
                     I = Wastelander Pylon ..... (LAT -14|LON  05)
                     J = Wasteland Gypsy Village (LAT -18|LON  06)
                     K = Truck ................. (LAT -20|LON  04)
                     L = Destroyed House ....... (LAT -15|LON  07)
                     M = Fishing Hole .......... (LAT -17|LON  09)
                     N = Container ............. (LAT -23|LON  09)
                     O = Shack ................. (LAT -23|LON  08)
                     P = Beached Boat .......... (LAT -15|LON  10)
                     Q = Truck ................. (LAT -20|LON  12)
                     R = Drainage Chamber ...... (LAT -26|LON  10)
                     S = Shalebridge Ant Hill .. (LAT -26|LON  13)
                             9 RANDOM ENCOUNTER SPOTS (*)
                                    ENCLAVE CAMPS:
                                e1 = (LAT -15|LON -01)
                                e2 = (LAT -21|LON  07)
                                e3 = (LAT -23|LON  09)
                      | SECTOR 4: MIDDLE/WEST PRIMARY LOCATIONS |
    1. Fort Bannister
    This place is now the headquarters of the Talon Company.  Check the southern
    outpost (watch all Mercs, especially those with Missile Launchers!) and find
    two [AMMO BOXES], a [STIMPAK], and another [AMMO BOX] on top of the outpost.
    The SE sandbag structure holds a [FIRST AID BOX] and two [MINE BOXES] on ground
    level.  Head up by going over the planks and check the table for a [SNIPER 
    RIFLE], a [STIMPAK] and an [AMMO BOX].
    The Tent to the northwest has a sewer entrance inside that leads to the
    Commanding Officer's Quarters.  The tents south of the water tower only house a
    bunch of beds.  The preferred way to enter the underground complex is by going
    through the bunker door near the sandbag defenses.  However, since this door
    has a Very Hard lock, I'll describe things from the Sewer Entrance at the NW
    You want to check out a smaller area first. Fort Bannister Main can be accessed
    through the doors on the north of the complex.
    Fort Bannister Main:
    The Main Hall has a LOT of mercs who want your head now that you've broken into
    their headquarters.  Expect heavy gunfire from 10+ mercs.  When you've cleared
    the area, check out the eastern halls all the way upstairs.  Go left (north) at
    the intersection to get to a storage room - protected by an averagely locked
    door - that contains a [FAT MAN], [BIG BOOK OF SCIENCE], [MINI NUKE], [DARTS]
    and two [AMMO BOXES].
    The southern area of the intersaction consists of a large terminal room in which
    you can find two averagely locked [SAFES], and [DARTS] in a small wooden crate
    nearby one of the safes.
    Commanding Officer's Quarters:
    Enter through the northern tent.  Immediately destroy the Mark V Turret, mind
    your step for several Frag Mines, AND be extremely cautious for the Merc with a
    Missile Launcher who's hiding behind sandbags in the tunnel behind the corner.
    When the initial threat is out of the way, head to the door at the end of the
    tunnel and prepare for another battle heat.  Again, beware of the merc with the
    Missile Launcher.  Head down the walkway, destroy the Mark V Turret and search
    around for [FRAG GRENADE x2], an [AMMO BOX] and a [FIRST AID BOX].  You can drop
    down the railing to a somewhat hidden location with a ham radio and sandbags.
    Loot the [AMMO BOX] and check thoroughly around the radio for a [NIKOLA TESLA
    AND YOU].  Head through the door downstairs and make your way through the
    hallway, killing more Mercs along the way.
    You can find some [PSYCHO] on the small table in the barracks, but the real
    prize are the shelves with five [AMMO BOXES].  Check out the end of the NW hall
    before you continue.  Head up a few steps and kill more mercs around here.  You
    can find a [FIRST AID BOX] on the shelves at the intersection.  The generator
    room to your left doesn't hold anything interesting so explore the sickbay to
    your right instead.  Look around for a [MED-X], [MENTATS], [BLOODPACK], and open
    the [SAFE] under the desk.
    Return to the barracks and head downstairs.  Expect another merc or three in the
    next area, so be on your toes.  If you like swimming in toxic waste be my guest
    but know that there's nothing to be found there.  A better plan is to continue
    your scavenging by going through the SW door.  The locker room adjacent to the
    hall contains junk and food (and probably junk-food too), so it's not worth
    exploring.  Head upstairs and find yourself at a cross intersection.
    Start by opening the door to your right (north) which has a Hard lock.  This
    storage room houses three [AMMO BOXES].  Back at the intersection, wait with
    the western door as it leads to the next area, the bunker.  Instead, prepare
    yourself for a fairly decent fight by going south.  In this area you'll face
    several mercs, turrets and the Talon Company Leader, Commander Jabsco.  He likes
    to abuse his Missile Launcher a lot, so be sure to return the favor by abusing
    your favorite weapon on him.  The Alien Blaster comes to mind, just for the
    pretty blue goo pulp it creates out of him.
    It is possibe to deactivate the turrets by using the terminal, but you can also
    destroy them with a few well-aimed shots.  Be sure to loot Jabsco, he holds 
    quite some ammo and weapons, but more importantly also the unique [OCCAM'S
    RAZOR] Combat Knife and [JABSCO'S KEY].  Check the lower area to find a [FIRST
    AID BOX], [AMMO BOX x2] and a [SAFE] that can be unlocked with the newly
    acquired Jabsco's Key.  There's also a locked [FOOTLOCKER] directly under the
    stairs that requires the same key to open.  With this area fully explored, 
    continue into the bunker.
    Fort Bannister Bunker:
    Directly in front of you are two rigged shotguns which you'd best disarm before
    triggering them.  You choose which path you want to take, but rest assured that
    many mercs traverse either.  The western halls and rooms don't hold much and
    lead to a generator room adjacent to the other path.  If you look thoroughly
    you can find some [RAILWAY SPIKES] on some shelves, and there's a Gun Cabinet
    in the locker room as well.
    Head upstairs from the generator room but beware of Frag Mines.  Unlock the door
    and you'll be back at the wasteland.
    2. VAPL-58 Power Station
    Head inside the substation and look around for a [DEAN'S ELECTRONICS], a [SAFE]
    with a Very Hard lock (same as terminal), a [FIRST AID BOX], [STEALTH BOY],
    3. Jalbert Brothers Waste Disposal
    This highly irradiated area only holds loot in the offices.  The office on the
    inside of the complex holds a Work Bench with [BOTTLECAP MINE] and a [NUKA-COLA
    QUANTUM].  The other office holds a [FIRST AID BOX], [STIMPAK x2], [RAD-X x2],
    [RADAWAY x2], and an averagely locked locker.  Head upstairs to find a [SAFE]
    with a Very Hard lock, a [FIRST AID BOX], [D.C. JOURNAL OF INTERNAL MEDICINE].
    The safe can also be unlocked by hacking the average terminal.
    4. Little Lamplight
    See Walkthrough.
    5. Everglow National Campground
    You'll come across several Raiders and possibly Super Mutants here.  The caravan
    contains [RAILWAY SPIKES x3], two [AMMO BOXES], [DARTS], [SUGAR BOMBS x10] and a
    [GUNS AND BULLETS] near the makeshift bed.  You can find a [FIRST AID BOX] if
    you decide to check out the NE picnic tables.
    6. Vault 87
    See Walkthrough.
    7. Rockbreaker's Last Gas
    Enclave camp e2 is next to this location, so watch for enclave troops.  Look
    around for two [ENCLAVE CRATES].  A [NUKA-COLA QUANTUM] can be found near the
    vending machines.
    8. Broadcast Tower KT8
    Quite a landmark on itself, activate the Electrical Switch nearby and tune in
    to the Sierra Romea Radio Signal. The area is usually roaming with Super Muties.
    The signal leads back to a Drainage Chamber just north of the tower, located in
    the canyon.  This is: R. Drainage Chamber
    9. MDPL Mass Relay Station
    A couple of Raiders have made this their home.  Check around the southern
    generators to find a [FIRST AID BOX], two [AMMO BOXES] and a [JET].  Downstairs
    you can find [MENTATS] on the small table.
    10. Five Axles Rest Stop
    The truck here often contains three Raiders, so waste them and start your search
    for loot.  Find [MED-X] and [PSYCHO] on the ground and look in the back of the
    truck for a [MINI NUKE], [RAILWAY SPIKES x2] and a [U.S. ARMY: 30 HANDY
    FLAMETHROWER RECIPES] Skill Book.  Search the truck with the tires in it to find
    11. Shalebridge
    South of a destroyed tower lies the entrance to a complex of Ant Tunnels. Sound
    like fun, right?  Let's dive in!
    Follow the linear path down and come across friendly Mutated Forager Ants and
    some Invader Ants.  In the northern room you'll find the body of an Ant
    Researching floating in an irradiated pool.  He holds a [BIG BOOK OF SCIENCE],
    and you should also be able to locate some floating [10MM ROUNDS].  Check the
    west corner of the room and inspect the egg pile.  You can inject a Stimpak in
    this pile.
    R. Drainage Chamber
    Located just north of the Broadcast Tower KT8, this can be found using the Radio
    Signal Sierra Romeo.  Head inside and check the one and only room on your left
    to find [MENTATS], two [PRE-WAR BOOKS] and the [ENCRYPTION KEY] from the desk.
    With this you can unlock the hatch by using one of the terminals, and you'll 
    find the remains of two Chinese Spies, along with a [MINI NUKE], [PURIFIED
    on the floor.
                        | SECTOR 4: MIDDLE/WEST ENCLAVE CAMPS |
                                |SECTOR 5: MIDDLE/MIDDLE|
    |   -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| 
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     13|                                             14                     | 13
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     10|  CC                                                                | 10
    ---| *                                                                  |---
     09|   Y      e6  13--------.                                           | 09
    ---|                         \             11                           |---
     08|                      W   '--     U                          9      | 08
    ---|                             '------.                               |---
     07|                                     '--------10                    | 07
    ---|          8        X       12   V         T    *    *               |---
     06|     S        R                                                   L | 06
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     05|               Q            6  O                                  e5| 05
    ---|                                                   N             K  |---
     04|                         7                                     M    | 04
    ---|                                                                    |---
     03|                                      5                             | 03
    ---|                    *                                             * |---
     02|                   4 I                       H                    G | 02
    ---| J                                                                  |---
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     00|                                 E e3                  C            | 00
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    -01|                                                         e1         |-01
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    -02|                                         e2           1             |-02
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        -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| 
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                 1  = Springvale School ............ (LAT -10|LON -01)
                 2  = Jury Street Metro Station .... (LAT -10|LON -03)
                 3  = Vault 106 .................... (LAT -09|LON  01)
                 4  = Kaelyn's Bed & Breakfast ..... (LAT -09|LON  02)
                 5  = Big Town ..................... (LAT -04|LON  03)
                 6  = Moonbeam Outdoor Cinema ...... (LAT -08|LON  05)
                 7  = Fordham Flash Memorial Field . (LAT -08|LON  04)
                 8  = Arefu ........................ (LAT -11|LON  06)
                 9  = Agatha's House ............... (LAT  01|LON  08)
                 10 = Meresti Trainyard ............ (LAT -01|LON  07)
                 11 = Hallowed Moors Cemetary ...... (LAT -04|LON  09)
                 12 = Hamilton's Hideaway .......... (LAT -07|LON  07)
                 13 = Northwest Seneca Station ..... (LAT -10|LON  09)
                 14 = Germantown Police Headquarters (LAT -02|LON  13)
                                 SECONDARY LOCATIONS:
                 A  = North Pier .................. (LAT  03|LON -01)
                 B  = Rusty Tub ................... (LAT  02|LON -01)
                 C  = Lakeside Ruin.s ............. (LAT  01|LON  00)
                 D  = Freeway Raider Camp ......... (LAT -05|LON -01)
                 E  = Ruined Farmstead ............ (LAT -05|LON  00)
                 F  = Patriotic Picnic Area ....... (LAT -08|LON -01)
                 G  = Truck ....................... (LAT  03|LON  02)
                 H  = Shack, Pier, Rusty Tub ...... (LAT -02|LON  02)
                 I  = Drainage Outlet ............. (LAT -08|LON  02)
                 J  = Brahmin Skull Shack ......... (LAT -13|LON  02)
                 K  = Radiated Pool ............... (LAT  03|LON  05)
                 L  = Caravan ..................... (LAT  03|LON  06)
                 M  = House ....................... (LAT  02|LON  05)
                 N  = Cratered Hamlet ............. (LAT -01|LON  05)
                 O  = Truck ....................... (LAT -05|LON  05)
                 P  = Dry Pier .................... (LAT -07|LON  06)
                 Q  = South Arefu Pier ............ (LAT -10|LON  05)
                 R  = North Arefu Pier ............ (LAT -10|LON  08)
                 S  = Rusty Tub ................... (LAT -12|LON  06)
                 T  = Raider Shacks ............... (LAT -03|LON  07)
                 U  = Shack ....................... (LAT -05|LON  08)
                 V  = Tub and Bridge .............. (LAT -05|LON  07)
                 W  = Bowling Board ............... (LAT -08|LON  09)
                 X  = Shack ....................... (LAT -09|LON  07)
                 Y  = Boats ....................... (LAT -12|LON  09)
                 Z  = Power Transformers .......... (LAT  02|LON  11)
                 AA = House ....................... (LAT -05|LON  12)
                 BB = Wrecked Monorail Carriage Hat (LAT -12|LON  11)
                 CC = Military Track .............. (LAT -13|LON  10)
                 DD = Wrecked Vehicles ............ (LAT -13|LON  12)
                                 10 RANDOM ENCOUNTERS
                                    ENCLAVE CAMPS:
                                e1 = (LAT -03|LON -02)
                                e2 = (LAT -05|LON  00)
                                e3 = (LAT -08|LON -03)
                                e4 = (LAT -08|LON -03)
                                e5 = (LAT  03|LON  06)
                                e6 = (LAT -11|LON  09)
                                e7 = (LAT -05|LON  12)
    1. Springvale School
    This former elementary school is located north of Springvale and Vault 101.  The
    eastern radiated dump pile contains a trashed [FIRST AID BOX] and [RADAWAY].
    The northern section of the school has been completely destroyed and a couple of
    Raiders have moved in as residents.  Enter the school by going through the 
    front door on the western side of the building.
    Ground Level:
    Looks like the elementary school has been transformed - but only slightly - in
    a Raider slaughterhouse.  Check the rooms to your left (west) for two [STIMPAKS]
    on the counter and a [RADAWAY] on a table.  Check the restroom to find a [JET],
    [STIMPAK], [MED-X x2], and a [BUFFOUT].  The NE room of this floor holds a
    [STIMPAK] and a [FIRST AID BOX] so you may want to check it out.  One of the 
    it's probably a random raider.  Check the NW room for a [FIRST AID BOX].
    Lower Level:
    Continue to the basement by going through the southern door and kill any Raiders
    around here.  The western exit holds some shelves with [RAD-X] and there's a
    storage room on the SE with a [FIRST AID BOX] and a [BUFFOUT] inside.  The room
    directly north from the storage room leads to the basement and can be unlocked
    with the key you found on one of the Raiders.
    Grab a [JET] and [PSYCHO] from the flipped desk and descent into the tunnel in
    which you can expect Giant Ants to attack you.  At the end of the straight-
    forward tunnel, look near the fridge and dead wastelander to find a [CHINESE
    ARMY: SPEC. OPS. TRAINING MANUAL] Skill Book.  Return to the building and make
    your way to the northeastern most hall of the lower floor to reach a last area
    to explore.
    Head upstairs and check out the end of the hall to find a [DUCK AND COVER!]
    Skill Book on the desk and three [AMMO BOXES] under the small table.  Then head
    inside the library behind the double doors, drop any raiders and scavenge the
    storage room on the NW for a [BUFFOUT x2], [STIMPAK x2], [MENTATS] and [JET x2].
    Check out the southern area to wind up at the main hall.  Hop on the cell and
    grab the [NUKA-COLA QUANTUM] on your way out.
    2. Jury Street Metro Station
    Enter Gold Ribbon Grocers.  Follow the arrows and step up the pressure plate.
    This will create a domino effect for the boxes on the shelf which in turn 
    activate another pressure plate, which in turn activate a fire extinguisher that
    falls into a bear trap, which in turn activates a grenade bouquet, which in 
    turn sets gas on fire, which in turn destroys the generator in the corner.  The
    game wants to have a skeleton drop from the ceiling, but due to a small bug
    this may not always work.  At any case, the skeleton is supposed to hold a
    You can find several Sugar Bombs between the boxes on the shelf, and you can
    also look around for [MENTATS] and a [FIRST AID BOX] near the counter.
    Head back outside and explore the Dot's Diner to find a deceased Prime, once a
    merc, now a dead body for you to loot the unique [XUANLONG ASSAULT RIFLE] off,
    along with [500 CAPS].  This is an excellent starting weapon and you can repair
    it with any Chinese Assault Rifles you come across later on.  With the ground
    level fully explored, enter the subway tunnels.
    Jury St. Station:
    Make your way through the tunnel until you reach the tube.  Look for the Work
    Bench that holds a [DEAN'S ELECTRONICS] and a [BOTTLECAP MINE].  Head down the
    escalators and kill a few Raiders.  Head down the tube and explore the chamber
    that connects the two tubes to find [RADAWAY x2] and [PSYCHO] on the shelves and
    a [JET] and [MED-X] on the small table.
    Continue through the tube and ignore the door to your left for now.  Kill a few
    Raiders up ahead and proceed to the western tunnel.  At the northern end you'll
    find a cabinet with two [STIMPAKS], [BUFFOUT] and two [AMMO BOXES].  To the
    south you'll find the entrance to the next area.
    Jury St. Tunnels:
    Check the first room for a [JET] and [RADAWAY] on the small table, and a [RAD-X]
    on the shelves next to a metal box.  Continue to the next tube and loot the
    three [AMMO BOXES] here.  You'll come across a lovely pair of Raiders when
    further exploring the tubes.  Check the SE-most room for a terminal and make
    your way through the cave-like tunnel connecting to an upper tube. The following
    tunnels and tubes are straightforward, just be careful for any Mole Rats and
    Raiders you will come across.
    Head through the door at the end of the tube and explore the room to your right
    (east).  You'll stumble on Ryan Brigg who turns hostile - no other way but to
    waste him.  He holds the [RYAN BRIGG'S SAFE KEY] which unlocks the [SAFE] in
    this room.  Also grab the [LYING, CONGRESSIONAL STYLE] on top of the safe.
    You can find [BLOOD PACK x7] in this room (one is next to the terminal) and a
    [NUKA-COLA QUANTUM], but there's also a unique Wonder Meat Maker device on the
    table.  Insert a Mole Rat Meat and a Wonderglue and the machine'll make a 
    Mole Rat Wonder Meat for you (Value 20, HP +20 instead of: Value 4, HP +4).
    Leave the area after saying hi and bye to Ryan's pet Pumpkin.  The NW door 
    leads back to the first tunnel complex making for a quick exit.
    3. Vault 106
    Look for the door surrounded by metal fences in a small canyon, head inside the
    cave and unlock the vault door.
    Continue through the next two rooms and make your way to the east.  Unlock the
    Very Easy door to your right and read the notice at the (very hard) terminal
    that goes something like: "Oh, guys, nothing to worry about - something happened
    but just don't worry.  And if anyone freaks out for no good reason, send them to
    Continue east and go down the stairs to your left first.  Check out the room to
    your left and .. what the?  Upon closer inspection the room is empty, but who
    were those scientists?  If you check out the generator room downstairs you'll
    come across two Insane Survivors .. could they have been exposed to this strange
    vision for too long?
    With fresh new courage, take the south stairs down, notice how your vision gets
    all wierd.  Perhaps you can't help but notice a scientist walking into a room..
    a scientist that looked a lot like dad, wouldn't you say?  Kill the Insane
    Survivor in this hallway and check out the room to your right - in which the
    scientist just walked in - only to find it empty.  Make your way through the
    rest of the halls and ignore the rooms on either side as they're all quite
    Living Quarters:
    Kill an Insane Survivor or two and head to the counter located and barricaded
    on the SW.  Grab the [FRAG MINE] from it, then turn to the door with a Hard lock
    and proceed to the Overseer's Office.  Look for a [FIRST AID BOX] on top of the
    bookcase and check the Very Hard terminal for another entry from the Overseer,
    saying that everything is under control.  Speaking of the Overseer.. this room
    doesn't hold anything else, if you can trust your eyes anymore that is.
    Head back to the main hall and explore the SE hallway and room - you'll stumble
    upon another Insane Survivor.  Search the shelves to find the precious [SCIENCE 
    Back at the main hall once more, continue your scavenging in this eerie place
    by heading through the NW door nearby the exit you came through to visit this
    place.  The bookcase contains [FRAG GRENADES x3], [FIRST AID BOX x2] and even
    some [MENTATS] in a smal wooden crate.  The other bookcase holds a [MINE BOX]
    and a [GRENADE BOX].
    Make your way though the door to reach the lower area of the hall, and search
    the bookcases in the western storage room to find [DARTS x2], [MENTATS],[RAD-X],
    [SHOTGUN SHELLS x2], [FRAG MINE x2], and three [AMMO BOXES].
    There are two doors to choose from at the main hall:  The one with the Easy Lock
    on the south leads to the Science Labs and the one to the north leads to, well
    you better check that out for yourself.
    Head through the northern door and head into the left room; activate one of the
    terminals here.  Wait a sec, what's going on here?  Read all notes, then make
    your way to the northern end of the hall and things return back to normal.  Kill
    the two nearby Insane Survivors and head all the way downstairs and through the
    long hall.
    The Male/Female dorms don't have much treasure in store for you.  Find Insane
    Survivors in the female dorms or head inside the male dorms and check out the
    desk in the northern room to find a note called [FEEL THE LOVE MAN].
    Ignore the restrooms and proceed through the averagely locked door downstairs.
    This bedroom contains a wall [SAFE] with a Hard lock.  That covers this area, sp
    head back to the main hall and proceed through the southern door that leads to
    the Science Lab.
    Science Labs:
    Exploration of the SE bedroom yields a [FIRST AID BOX] and [.308 CALIBER ROUNDS]
    from the bookcase.  The generator upstairs leads to a room back in the Living
    Quarters that wasn't accessible any earlier.  You'll find another terminal with
    a clue as to what the hell's going on here.  Find the [VAULT 106 MASTER KEY] on
    this table.  Backtrack to the hallway at the entrance of the Science Labs and 
    head downstairs.
    The server room to the east houses a [TUMBLERS TODAY], which can be found on the
    fallen-over server with bottles of milk on it.  Continue down the main hall and
    head down several stairs.  In the next room, things will get really wierd.
    Kill everyone that attacks you and it'll all be fine.  Check the far NW cave to
    find your final reward for exploring this creepy place: Three [AMMO BOXES], one
    of them with a Hard Lock, a [MINI NUKE], [DARTS] and a [FIRST AID BOX].
    4. Kaelyn's Bed & Breakfast
    This house has been taken by Raiders.  Watch for two traps in particular, the
    chain trap with a Brahmin Head that activates when you enter through the front
    exit, and the mailbox with bomb inside.  There's also a dangerous Raider with a
    Missile Launcher who you should take care of first when you spot them.  As for
    loot, you can find a sole [PSYCHO] in the corner next to some booze.
    5. Big Town
    See Misc. Quest: Big Trouble in Big Town.
    6. Moonbeam Outdoor Cinema
    A few Super Mutants usually reside here.  One of the picnic tables holds a
    [PUGILISM ILLUSTRATED].  You may also find Cartons of Cigarettes.
    7. Fordham Flash Memorial Field
    This former baseball field is now a favorite place for Raiders to hang out.
    8. Arefu
    See Misc. Quest: Blood Ties.
    9. Agatha's House
    See Misc. Quest: Agatha's Song.
    10. Meresti Trainyard
    See Misc. Quest: Blood Ties.
    11. Hallowed Moors Cemetary
    This destroyed church is inhabited by several Super Mutants and their Centaur
    pet.  Look inside to find [KELLER FAMILY TRANSCRIPT 2 OF 5], [BIG BOOK OF
    INTERNAL MEDICINE], a [MINI NUKE] under the table and a very well hidden [FRAG
    GRENADE] behind the small wooden crate that itself is located behind the table.
    There's also a captive you can free to gain Karma.
        |12. Hamilton's Hideaway                                              |
    |LAT -07/LONG 07                                                               |
    |                                                                              |
    |PICKUPS: [] First Aid Box, [] Bottlecap Mine, [] Cherry Bomb x4, [] Nuka-Cola |
    |         Quantum, [] Duck and Cover!, [] Stimpak x2, [] Jet x2, [] Mentats,   |
    |         [] Buffout x2, [] Psycho, [] 3x Railway Spikes x20, [] Med-X x2,     |
    |         [] First Aid Box x2, [] Ammo Box x7, [] Mini Nuke, [] Frag Grenade x5|
    |         [] Foot Locker x2.                                                   |
    |                                                                              |
    |ENEMIES: o Raider    o Radscorpion    o Radroach                              |
    |                                                                              |
    Head down some stairs, go around the corner and head SE at the crossways.  In
    the rooms up ahead you'll find a [FIRST AID BOX], [BOTTLECAP MINE], Toolbox
    and even a Workbench.  In the southern room is another Toolbox.
    Head west at the crossroads, then continue NE.  You may run into Radscorpions
    here.  Continue until you get to a T-section with a corpse.  Loot it and proceed
    to the western area until you reach a room with a Raider.  Check the Filing
    Cabinets x2, grab [CHERRY BOMB x4] from the desk, as well as the [NUKA-COLA
    [PSYCHO], [3x RAILWAY SPIKES x20], and on the table with the light: [MED-X x2].
    Make your way through the NE tunnel, loot the Raider corpse and check out the
    corpse in the nearby room.  The far Northwest part of the tunnel looks collapsed
    and it is, but you can check out the cell - that is, if you have the Three Dog's
    Cache Key (find out about dad on your own, then claim rewards at Three Dog).
    The Cache holds:
          o First Aid Box x2.
          o Ammo Boxes x7: [MISSILE x8], [ENERFY CELL x40], [MICROFUSION CELL x28],
            [.308 CALIBER ROUND x10], [5.56MM ROUND x33], [ENERGY CELL x38],
            [DARTS x48].
            [FRAG GRENADE x4], [FRAG GRENADE x1].
          o Foot Locker x2: [POWER FIST], [.44 ROUNDS x15].
    Several other small rooms are up ahead, but you'll only find things like: Toy
    Car x2, Fission Battery, Wonderglue, Lunchbox.  Exit the tunnel by the South/SE.
    In this room you can find a [FIRST AID BOX], plus a Fission Battery, Vacuum
    Cleaner and a dead Raider.  You've now explored the area.
    13. Northwest Seneca Station
    This leads to undergroudn subway tunnels, but there's some groundlevel
    exploration to be done as well.  Enter the Grocer and look for [MENTATS], [PRE-
    WAR MONEY x2] and [SUGAR BOMBS x2] near counter.  There's also an easy [SAFE] in
    the floor and a [FIRST AID BOX] on the wall.  Head inside the metro tunnels to
    continue the exploration progress.
    Northwest Seneca Station (Tunnels)
    The nearby restroom area is endangered by three Mole Rats and an irradiated
    leaking pipe.  As for the restrooms themselves, they each house a [FIRST AID 
    BOX].  Continue through the main tunnel and you'll wind up meeting Murphy and
    Barrett, two Ghouls living down here.  Murphy has an excellent offer for you,
    if you bring him any Sugar Bombs he can make Ultrajet out of it, and he'll pay
    you 15 Caps for each Sugar Bombs you find - make that 30 with Speech.
    When you're done doing business with Murphy head into their office/bedroom to
    find a [MINE BOX] and [RAD-X] that isn't regarded stealing for some reason.
    You can make your way to the Meresti Servive Tunnels if you head down the
    manhole at the toxic waste.  This area is covered in the walkthrough, check the
    Misc. Quest: Blood Ties section for more information.
    14. Germantown Police Headquarters
    See Walkthrough, Misc. Quest Big Trouble in Big Town.
                                |SECTOR 6: MIDDLE/EAST |
    |    04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 
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     13|                                                          *         | 13
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     12|         *                           AA                             | 12
    ---|                                                       11           |---
     11|                      CC              *                             | 11
    ---|                              BB                         10         |---
     10|                                *         Z     Y                   | 10
    ---|                                                                    |---
     09|       9       *       *          *   e6                            | 09
    ---|                                         *             V            |---
     08|       *                                         e5         *       | 08
    ---|    e7                   8                                          |---
     07|                                                 W    U             | 07
    ---|               X                                                    |---
     06|                          T                                  6      | 06
    ---|                                                                    |---
     05|             *                             *                        | 05
    ---|                             S            R                *        |---
     04|                                                   7                | 04
    ---|                                                              *     |---
     03|          5                                      O                  | 03
    ---|                      Q                           *                 |---
     02|                                                  N                 | 02
    ---|                                * e4  P                             |---
     01|                                                                   M| 01
    ---|                                                                    |---
     00|             *   L       K  e3                                      | 00
    ---|                                                                  * |---
    -01|                     4                       *              *  G  e2|-01
    ---|                                J                                   |---
    -02|                                  I               3         H    ___|-02
    ---|     F                    e1           _ _____2____________A____|   |---
         04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                1  = National Guard Depot ........... (LAT 18|LON -03)
                2  = Friendship Heights Metro Station (LAT 14|LON -03)
                3  = Rock Creek Caves ............... (LAT 16|LON -02)
                4  = Chryslus Building .............. (LAT 08|LON -01)
                5  = Bethesda Ruins ................. (LAT 05|LON  03)
                6  = Vault 108 ...................... (LAT 18|LON  06)
                7  = Corvega Factory ................ (LAT 16|LON  05)
                8  = Wheaton Armory ................. (LAT 10|LON  08)
                9  = Scrapyard ...................... (LAT 05|LON  09)
                10 = Canterbury Commons ............. (LAT 18|LON  11)
                11 = AntAgonizer's Lair ............. (LAT 17|LON  12)
                                 SECONDARY LOCATIONS:
                 A  = National Guard Trucks ........ (LAT 18|LON -03)
                 B  = Courtyard Fountain ........... (LAT 12|LON -03)
                 C  = Super Mutant Fire ............ (LAT 11|LON -03)
                 D  = Shelter Entrance ............. (LAT 10|LON -03)
                 E  = Truck ........................ (LAT 09|LON -03)
                 F  = Wastelander Mine Trap ........ (LAT 05|LON -03)
                 G  = Rock Creek Roundabout ........ (LAT 20|LON -01)
                 H  = Rock Creek Ruins ............. (LAT 19|LON -01)
                 I  = Red Rocket Gas Station ....... (LAT 13|LON -01)
                 J  = Truck ........................ (LAT 12|LON -01)
                 K  = Bethesda Coach Station ....... (LAT 10|LON  00)
                 L  = Chrysus Baseball Field ....... (LAT 08|LON  00)
                 M  = Wrecked Monorail Carriage .... (LAT 20|LON  01)
                 N  = Truck ........................ (LAT 16|LON  02)
                 O  = Red Rocket Gas Station ....... (LAT 15|LON  03)
                 P  = Bethesda Roundabout
                      + Gas Station ................ (LAT 13|LON  02)
                 Q  = Bethesda Suburbs ............. (LAT 09|LON  03)
                 R  = Corvaga Township ............. (LAT 14|LON  05)
                 S  = Coach Liner Wreckage ......... (LAT 11|LON  05)
                 T  = Wheaton Armory Truck ......... (LAT 10|LON  06)
                 U  = Truck ........................ (LAT 17|LON  07)
                 V  = Robot Repair Center .......... (LAT 17|LON  09)
                 W  = Radio Mast Yankee Bravo ...... (LAT 16|LON  07)
                 X  = Wrecked Monorail Train ....... (LAT 07|LON  07)
                 Y  = Canterbury Commons Water Tower (LAT 15|LON  10)
                 Z  = Brahmin Pastures ............. (LAT 14|LON  10)
                 AA = Military Truck Checkpoint .... (LAT 13|LON  12)
                 BB = Freeway Truck ................ (LAT 11|LON  10)
                 CC = Regulator Headquarters ....... (LAT 09|LON  11)
                                 20 RANDOM ENCOUNTERS
                                    ENCLAVE CAMPS:
                                e1 = (LAT 09|LON -03)
                                e2 = (LAT 20|LON -01)
                                e3 = (LAT 10|LON  00)
                                e4 = (LAT 12|LON  02)
                                e5 = (LAT 16|LON  08)
                                e6 = (LAT 13|LON  09)
                                e7 = (LAT 05|LON  07)
    3. Rock Creek Caves
    4. Chryslus Building
    Enter through the front doors and wind up at the reception area.  Expect a Super
    Mutant or six in this area altogether.  Enter the southern corridors and explore
    the southern room; look in the buckets for [SHOTGUN SHELLS].  The collapsed
    adjacent room houses a [NUKA-COLA QUANTUM] under the desk as well as an [AMMO
    BOX].  In the NW offices you can find a [JET] on a desk near a terminal, [5.56MM
    ROUNDS x2] in a bucket on a desk, and [RAD-X x2] behind a book in one of the
    bookcases, and a [FIRST AID BOX] directly opposite to this Rad-X.  There's
    another [FIRST AID BOX] in the bookcase behind the one with Rad-X.
    You can unlock the door with the Hard lock by using the (averagely locked) 
    terminal next to it, or you can explore the first floor by going upstairs from
    the main hall.  Do so by using the car and cabinet in the center of the room as
    5. Bethesda Ruins
    The ruined offices of the game creators consist of several interior locations.
    Many Raiders roam the exterior so tread with extreme caution.
    Offices West:
    Enter from the north entrance and drop any raiders on the ground level.  Look 
    for a [BIG BOOK OF SCIENCE] next to the terminal, a [JET] on a small table at
    the western wall, a [FIRST AID BOX] in the NE-most restroom, an [AMMO BOX] and
    a funkyfresh [CHERRY BOMB] in the other restroom.  Look under the SW bed in the
    main hall to find another [AMMO BOX].  Head upstairs, check the southwestern
    room for a [STIMPAK] and two [BLOODPACKS] on a table, head up some more stairs
    and enter the last room.  Disarm the rigged shotguns, or pressure plate for that
    matter and grab the [RAD-X] from the desk.  The other desk has some [MENTATS]
    on top of it and a [DEAN'S ELECTRONICS] hiddan away in one of the wooden crates.
    The shelves hold [RAILWAY SPIKES] and a [STEALTH BOY].  Supposedly there is a
    [MINI NUKE] to be found here as well, but I've never been able to find it.  Have
    you?  Exit to the eastern door.
    Offices East:
    Make your way over the catwalk and loot the two [AMMO BOXES] before going inside
    the east office.  Go through the doorway straight in front of you and look to
    your left (north).  Check the filing cabinet in the destroyed pile of rubbish
    and do so very thoroughly;  You should be able to spot a [MINI NUKE] on top of
    it.  Make your way through some halls and look for a [MED-X] and [BUFFOUT] on
    the overturned fridge next to the burning barrel.
    Deal with the Raider that has a flamethrower in the room up ahead.  This is the
    (in)famous Raider with the [U.S. ARMY: 30 HANDY FLAMETHROWER RECIPES] that you
    can respawn by going outside and wait 38 hours or so.  This Raider also holds a
    [SAFE KEY].  Destroy/deactivate the turret, check the desk for the [LOCKPICK
    BOBBLEHEAD] and unlock the [SAFE].  There's also a [GRENADE BOX] and an [AMMO
    BOX] on top of the bunk beds.
    Continue to the NW offices and grab two [MISSILES] and a [CHINESE ARMY: SPEC.
    OPS. TRAINING MANUAL] from the desk.  The next room contains a [FIRST AID
    BOX] near the bunk beds and some [DARTS] next to the lantern on the flipped
    cabinet.  Drop down the hole, grab [MENTATS] from the desk in the next room,
    inspect the SE restroom to find a [FIRST AID BOX] and exit the offices.
    As you come outside, check the truck to find two [AMMO BOXES] and a [FIRST AID
    BOX].  Locate the metro entrance on the northeast of the complex.
    Bethesda Underworks:
    Head down the tunnel and kill a ghoul or 5.  At the inner station, look in one
    of the small wooden crates on your left to find a [RAD-X].  Check the bucket on
    one of the stone benches for a [TALES OF A JUNKTOWN JERKY VENDOR].  Head down
    into the southern tunnel, avoiding the radioactive heap of barrels as much you
    In the next corridor, be on the lookout for a skeleton with a bucket next to it.
    You'll find two [STIMPAKS] and [RAD-X] inside.  Inside the next tube, circle
    around the chamber and head inside the storage room in the middle.  You'll find
    and [FRAG GRENADE x3].  Continue some more down the tunnel to find more radio-
    active waste.  Look in the small wooden crates to find [MENTATS].
    6. Vault 108
    The door leading to this Vault is right in between two trees.  The Vault door
    is already open and it looks like the place is trashed.  Continue to the south
    and beware of the Mole Rats.  The door to the right leads to the Living Quarters
    which we'll explore in just a second.  Continue south until you reach a chamber
    with a generator in the center.  The SE corner holds a well hidden [NUKA-COLA
    QUANTUM] behind the crates, and there's also a [TUMBLER'S TODAY] skill book
    *under* the step ladder, but I've never been able to grab it myself.  Return to
    the northern room and enter the living quarters.
    Living Quarters:
    Head downstairs and meet the first Gary clone who immediately goes aggro on you
    for no particular reason.  Aggro on me?  Didn't think so.  Search the room for
    a [FIRST AID BOX] and continue west inside the atrium to find more Gary's.  
    Check the cafetaria on the NW and look for a [PUGILISM ILLUSTRATED] on the
    counter.  The upper atrium consists of bedrooms; search the SW room to find a 
    [SAFE] with an easy lock.  
    Continue your scavenging by going downstairs from the main atrium.  The room on
    your right houses a [SAFE] with an easy lock and a [FIRST AID BOX].  Proceed to
    the Cloning Lab.
    Note: Gary's often shout their own names.. Could this be a reference to Pokemon,
          in which the rival's name was Gary?  After all, Pokemon all bark their own
          names as well...!
    Cloning Lab:
    Exterminate the clones in this area while exploring.  Make your way south, head
    east and explore the room on your right around the corner to find a [SAFE] with
    a very easy lock and a [CLONING LOG] on the floor.  Head back to the hall you
    were previously in, proceed all the way east, at this medical area turn around
    the corner and follow the path to a laboratory chamber;  To your left is a room
    of importance.  Loot the [FIRST AID BOX] next to the room's entrance and find
    the [CHARISMA BOBBLEHEAD] on a table. An other table has a [LYING, CONGRESSIONAL
    STYLE] lying on it.
    Continue east/southeast and head upstairs.  The room to your left has a [FIRST
    AID BOX] on the wall, the hall itself has some shelves with two [AMMO BOXES] in
    them.  At the end of the hall, exit to the Vault entrance and consider the area
    fully explored.  So much for the Gary's.
    7. Corvega Factory
    First check the surroundings; You'll find a seemingly sealed container to the
    south nearby a truck.  If you jump off the cliffs you'll be able to find a [BIG
    BOOK OF SCIENCE] inside.  Don't worry about getting out - a few cleverly placed
    barrels allow for this to be done.
    Several Ants have taken refuge in this factory.  If you time your shots well 
    you can take out several ants by blowing up the car at the entrance.  The
    counter holds a [LYING, CONGRESSIONAL STYLE] cleverly hidden near the phone.  
    Explore the upper NW room to find a [BIG BOOK OF SCIENCE] on top of a filing 
    Make your way to the actual factory by heading south.  This hall is swarming
    with ants - make your way upstairs and head to the western section.  A [FIRST
    AID BOX] hangs on the wall next to the connecting door.  The next hall is once
    again swarming with giant ants.  Blow up the cars and when the radiation has
    pulled away, explore the lower western area to find a total of three [RAILWAY
    The southern hall houses a Giant Ant Queen who is best defeated from the upper
    catwalks.  Lastly, explore the office to the east to find two [STIMPAKS], a
    [DEAN'S ELECTRONICS] and two dead bodies. 
    8. Wheaton Armory
    This has been transformed into a huge Raider base.  Scavenge the top of the
    wrecked building to find a big stash: [AMMO BOX x2], [FIRST AID BOX x2] and a
    [MINE BOX].  The truck in the middle of the square holds a [JET], [GRENADE BOX],
    and two [AMMO BOXES].  Another [GRENADE BOX] and [FIRST AID BOX] can be found
    by checking out the southern cabin just outside the metal fence.  Lastly, the
    cabin north of the truck holds an averagely locked [SAFE].  Enter the interior
    of the Wheaton Armory by the door on the NW.
    Wheaton Armory Interior:
    Don't bother exploring your left, head straight through the door with the toxic
    waste symbol next to it.  Pop some Rad-x to protect against the radiation in
    this area and continue SW until you find some shelves in a hallway with two
    [AMMO BOXES], [RAD-X], [RADAWAY] and a [FIRST AID BOX].  Make your way down-
    stairs, looting another [AMMO BOX] on your way and head through the northern
    corridor - mind the turret.
    At the end of this corridor, break into the armory storage room - easier said 
    than done with a Very Hard lock - and scavenge the loot inside to find a 
    WHOPPING of [12x AMMO BOXES], [FRAG MINE x3], [RADAWAY x4], [RAD-X x6], [PULSE
    RECIPES] and three Combat Knifes.  Now is that loot or what?
    You can also find some [RAD-X], [RADAWAY], [STIMPAK], [AMMO BOX x3], [GRENADE
    BOX] and a [FIRST AID BOX] in the other room in this hallway, so even if you
    don't have a 100 Lockpick or Science skill (yet), this is still a very fair 
    reward for your trip down.
    9. Scrapyard
    This is the place where you can find Dogmeat, a potential follower.  Save him
    from the Raiders (or rather, see the Raiders being raped by Dogmeat) and be nice
    to him.
    There's also a Littlehorn Associates building here, but it's only accessible if
    you have the Contract Killer perk.  This is a worthless perk;  It allows you to
    sell ears from good people for a whopping of... 5 Caps!
    10. Canterbury Commons
    See the Misc. Quest The Superhuman Gambit.  You can also talk to Uncle Roe about
    investing in the caravan traders here.
    11. AntAgonizer's Lair
    See the Misc. Quest The Superhuman Gambit.
                                | SECTOR 7: SOUTH/WEST |
    |   -30|-29|-28|-27|-26|-25|-24|-23|-22|-21|-20|-19|-18|-17|-16|-15|-14| 
    v  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    -04|         * 14                       13                              |-04
    ---|          e3              T                                         |---
    -05|         *                                                          |-05
    ---|                                                                    |---
    -06|                               Q                                  P |-06
    ---|   *               *             *               11                 |---
    -07| S                R                                                 |-07
    ---|                                 12                                O|---
    -08|     *                                                              |-08
    ---|                                                                    |---
    -09|                 M                                                  |-09
    ---|                                                                    |---
    -10| *                                            L          K          |-10
    ---|N                                               *                   |---
    -11|                  *                                               * |-11
    ---|                  10          *                                   e2|---
    -12|                            e1      9     G                  7      |-12
    ---|                                           *                        |---
    -13|                   J                     I           *              |-13
    ---|                                                                    |---
    -14|             *                 8           H                        |-14
    ---|       *                                                            |---
    -15|      F        6       *                                            |-15
    ---|                                                  D                5|---
    -16|                                * E        *                        |-16
    ---|                                                                    |---
    -17|              *                                                     |-17
    ---|                4                             3----,-----1          |---
    -18|                                                   |         *    B |-18
    ---|                                                   |                |---
    -19|                                                   2              A |-19
    ---|                                                                    |---
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                 1  = Tenpenny Tower ............... (LAT -16|LON -17)
                 2  = Warrington Station ........... (LAT -18|LON -19)
                 3  = Warrington Trainyard ......... (LAT -20|LON -17)
                 4  = Dunwich Building ............. (LAT -26|LON -18)
                 5  = RobCo Facility ............... (LAT -14|LON -15)
                 6  = F.Scott Key Trail & Camground  (LAT -27|LON -15)
                 7  = VAPL-84 Power Station ........ (LAT -15|LON -12)
                 8  = VAPL-66 Power Station ........ (LAT -23|LON -14)
                 9  = Jocko's Pop & Gas Stop ....... (LAT -22|LON -12)
                 10 = Girdershade .................. (LAT -26|LON -11)
                 11 = Evergreen Mills .............. (LAT -18|LON -07)
                 12 = Smith Casey's Garage ......... (LAT -22|LON -08)
                 13 = Charnel House ................ (LAT -21|LON -04)
                 14 = Yao Guai Tunnels ............. (LAT -28|LON -04)
                                 SECONDARY LOCATIONS:
                    A = Ruined Office Building . (LAT -14|LON -19)
                    B = Willy's Gracer ......... (LAT -14|LON -18)
                    C = Lucky's Gracer ......... (LAT -18|LON -20)
                    D = Warrington Township .... (LAT -18|LON -16)
                    E = Dot's Dunwich Diner .... (LAT -22|LON -16)
                    F = Chinese Pilot's Shack .. (LAT -29|LON -12)
                    G = Captain Cosmos Board ... (LAT -20|LON -12)
                    H = Drainage Chamber ....... (LAT -20|LON -13)
                    I = Broadcast Tower ........ (LAT -20|LON -13)
                    J = Destroyed House ........ (LAT -26|LON -13)
                    K = Shack .................. (LAT -16|LON -10)
                    L = Captain Cosmos Board ... (LAT -26|LON -10)
                    M = Radiated Pond .......... (LAT -26|LON -10)
                    N = Overturned City Liner .. (LAT -30|LON -10)
                    O = Ruined Calverton Village (LAT -14|LON -07)
                    P = Ruined Chapel .......... (LAT -14|LON -06)
                    Q = Military Checkpoint .... (LAT -22|LON -06)
                    R = Rockopolis ............. (LAT -26|LON -07)
                    S = Wastelander Tent ....... (LAT -30|LON -07)
                    T = Broadcast Tower PN ..... (LAT -24|LON -04)
                                 20 RANDOM ENCOUNTERS
                                    ENCLAVE CAMPS:
                                e1 = (LAT -23|LON -12)
                                e2 = (LAT -14|LON -11)
                                e3 = (LAT -28|LON -04)
                                |SECTOR 8: SOUTH/MIDDLE|
    |   -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| 
    v  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    -04| BB      Z                   X    W   10       8             * e6   |-04
    ---|                                                                    |---
    -05|         AA            Y                                       V    |-05
    ---|                                                                    |---
    -06|     *                            *              9               U  |-06
    ---|                                                                    |---
    -07|   T         *                                                      |-07
    ---|                                                                    |---
    -08|        e5                   S                                      |-08
    ---|                                                                R   |---
    -09|         Q                               *                   N*     |-09
    ---|                                                                    |---
    -10|                              e4                                    |-10
    ---|                                                                  M |---
    -11|                 P                                    O             |-11
    ---|                                                                    |---
    -12|                                                   L  *K  *         |-12
    ---|                          7             6                           |---
    -13|                                                  e3            J   |-13
    ---|                                                                    |---
    -14|                                                                   _|-14
    ---|                                                                * | |---
    -15|                       e2       I  H                 *        4 |¯¯ |-15
    ---| *                                        G                     |   |---
    -16|                                                 E        D     | C |-16
    ---|                                              e1              |¯    |---
    -17|               5                                              | (DC)|-17
    ---|                *                  3       F                   ¯|   |---
    -18|                                                  1           |¯____|-18
    ---|                       2                   *     B             ¯  * |---
    -19|                                                                  A |-19
    ---|                                                                    |---
        -13|-12|-11|-10|-09|-08|-07|-06|-05|-04|-03|-02|-01| 00| 01| 02| 03| 
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                     1  = Nuka-Cola Plant ..... (LAT -01|LON -19)
                     2  = The Overlook Drive-in (LAT -08|LON -18)
                     3  = Andale .............. (LAT -05|LON -17)
                     4  = Red Racer Factory ... (LAT  02|LON -15)
                     5  = Cliffside Cavern .... (LAT -10|LON -17)
                     6  = Fairfax Ruins ....... (LAT -04|LON -12)
                     7  = Fort Independence ... (LAT -06|LON -13)
                     8  = Springvale .......... (LAT -02|LON -04)
                     9  = Megaton ............. (LAT -01|LON -06)
                     10 = Vault 101 ........... (LAT -04|LON -04)
                                 SECONDARY LOCATIONS:
               A  = Traffic Pile .................... (LAT  03|LON -19)
               B  = Parked Nuka-Cola Trucks
                    + Drainage System ............... (LAT -02|LON -19)
               C  = Raider Camp ..................... (LAT  03|LON -16)
               D  = Red Racer Trucks ................ (LAT  01|LON -16)
               E  = Dot's Diner ..................... (LAT -01|LON -16)
               F  = Jackknifed Truck ................ (LAT -03|LON -17)
               G  = The Concrete Treehouse .......... (LAT -03|LON -15)
               H  = Overturned Truck ................ (LAT -05|LON -15)
               I  = Freeway Wreckage ................ (LAT -06|LON -15)
               J  = Scavenger's Bridge .............. (LAT  02|LON -13)
               K  = Red Rocket Gas Station .......... (LAT  00|LON -12)
               L  = Cars Dealership ................. (LAT -01|LON -12)
               M  = Raider Passage .................. (LAT  03|LON -10)
               N  = Talon Merc Company Camp ......... (LAT  02|LON -09)
               O  = Wrecked House ................... (LAT  00|LON -10)
               P  = Independence Ruins .............. (LAT -09|LON -11)
               Q  = Independence Hamlet ............. (LAT -11|LON -09)
               R  = Statue .......................... (LAT  03|LON -08)
               S  = Captain Cosmos Board ............ (LAT -06|LON -08)
               T  = Truck ........................... (LAT -12|LON -07)
               U  = Water Tower ..................... (LAT  02|LON -05)
               V  = Ruined House .................... (LAT  02|LON -04)
               W  = Freeway Drain ................... (LAT -05|LON -04)
               X  = Wrecked House ................... (LAT -06|LON -04)
               Y  = Military Track Checkpoint ....... (LAT -07|LON -05)
               Z  = Drainage Chamber ................ (LAT -11|LON -04)
               AA = Radio Mast Oscar Tango and Hamlet (LAT -11|LON -05)
               BB = Jury Street Tunnels ............. (LAT -13|LON -04)
                                 14 RANDOM ENCOUNTERS
                                    ENCLAVE CAMPS:
                                e1 = (LAT -02|LON -16)
                                e2 = (LAT -08|LON -15)
                                e3 = (LAT -01|LON -13)
                                e4 = (LAT -06|LON -10)
                                e5 = (LAT -11|LON -08)
                                e6 = (LAT  02|LON -04)
                                |SECTOR 9: SOUTH/EAST|
        Note: Does not contain DC City Locations (such as Washington Memorial).
    |    04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 
    v  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
    -04| *        18 EE                                                     |-04
    ---|           *                                                        |---
    -05|    17      DD                                                      |-05
    ---|                                                                    |---
    -06|          BB           Y                                            |-06
    ---|            15        12                                            |---
    -07| CC     *     AA        *     13 e2                                 |-07
    ---|                Z                                                   |---
    -08|  16                                                                |-08
    ---|                14  X           11                                  |---
    -09|        10                                                          |-09
    ---|                                                                    |---
    -10|                               T                                    |-10
    ---|                                                                    |---
    -11|        9            V                                              |-11
    ---| W                        U       S                                 |---
    -12|                                                                    |-12
    ---| R                    Q                                             |---
    -13|                                      P  7                          |-13
    ---|                      8                                             |---
    -14|                                                                    |-14
    ---|                                                                    |---
    -15|                             N       O                              |-15
    ---|                                                                    |---
    -16|                                                                    |-16
    ---|                                                   M          3     |---
    -17|               6                                                    |-17
    ---|           *                             5                   4      |---
    -18|           K                   F                                    |-18
    ---| 2          e1    1                                                 |---
    -19|              J                  E                  B               |-19
    ---|   L                   H                                            |---
         04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 18| 19| 20| 
    LATITUDE ---->
                                  PRIMARY LOCATIONS:
                   1  = Arlington Library ......... (LAT 08|LON -19)
                   2  = Flooded Metro ............. (LAT 04|LON -18)
                   3  = Anacostia Crossing ........ (LAT 19|LON -16)
                   4  = Rivet City ................ (LAT 18|LON -17)
                   5  = Jefferson Memorial ........ (LAT 13|LON -17)
                   6  = Alexandria Arms ........... (LAT 07|LON -17)
                   7  = Irradiated Metro .......... (LAT 13|LON -13)
                   8  = The Citadel ............... (LAT 08|LON -14)
                   9  = Marigold Station .......... (LAT 06|LON -11)
                   10 = Grayditch ................. (LAT 05|LON -09)
                   11 = Dukov's Place ............. (LAT 11|LON -08)
                   12 = Anchorage Memorial ........ (LAT 10|LON -07)
                   13 = Tepid Sewers .............. (LAT 11|LON -07)
                   14 = Flooded Metro ............. (LAT 08|LON -08)
                   15 = Wilhelm's Wharf ........... (LAT 07|LON -07)
                   16 = Sewer Waystation .......... (LAT 04|LON -08)
                   17 = Super Duper Mart .......... (LAT 04|LON -04)
                   18 = Farragut West Metro Station (LAT 07|LON -04)
                                 SECONDARY LOCATIONS:
                A  = Highly radiated Tub ............ (LAT 18|LON -20)
                B  = Broken Bow ..................... (LAT 17|LON -19)
                C  = Rivet City Junk .... ........... (LAT 16|LON -20)
                D  = Red Speedboat .................. (LAT 12|LON -20)
                E  = Rusty Tub ...................... (LAT 12|LON -19)
                F  = Mirelurk Jetty ................. (LAT 11|LON -18)
                G  = Truck .......................... (LAT 10|LON -20)
                H  = Small Sewer .................... (LAT 09|LON -20)
                I  = Talon Company Recon Camp ....... (LAT 08|LON -20)
                J  = Truck .......................... (LAT 07|LON -19)
                K  = Office Raider Camp ............. (LAT 06|LON -18)
                L  = Flooded Metro Raider Camp ...... (LAT 04|LON -19)
                M  = Super Mutant Fire .............. (LAT 16|LON -16)
                N  = Sunken Boat and Jetty .......... (LAT 11|LON -15)
                O  = Boats .......................... (LAT 13|LON -15)
                P  = Super Mutant Office Ruins ...... (LAT 13|LON -13)
                Q  = Sewer Entrance Manhole ......... (LAT 04|LON -13)
                R  = Sewer Grate .................... (LAT 09|LON -13)
                S  = Scavenger Shack ................ (LAT 12|LON -11)
                T  = Raider Camp .................... (LAT 12|LON -10)
                U  = Potomac Bridge ................. (LAT 10|LON -11)
                V  = Sewer Grate .................... (LAT 09|LON -11)
                W  = Outpost ........................ (LAT 04|LON -11)
                X  = Scavenger's Jetty .............. (LAT 09|LON -08)
                Y  = Military Tent .................. (LAT 10|LON -06)
                Z  = Anchorage Bridge ............... (LAT 07|LON -07)
                AA = Road Signs ..................... (LAT 08|LON -07)
                BB = Sewer Grate .................... (LAT 07|LON -07)
                CC = Traffic Accident ............... (LAT 04|LON -07)
                DD = Statue ......................... (LAT 07|LON -05)
                EE = Statue ......................... (LAT 07|LON -04)
                                  5 RANDOM ENCOUNTERS
                                    ENCLAVE CAMPS:
                                e1 = (LAT = 07|LON -19)
                                e2 = (LAT = 12|LON -07)
                             Point Lookout Worldmap [PLWM]
                    MMMMMMMMMMM             MMMM  MM MM    M
                    M          M    MMMM   M    MM  MMM    MMMMMMMMMMM
                    M           MMMM    M  M    MM    M    M         M
                    M     MMM   M        MMM    MM         M         M     DLC
                    M      M   M     MM    M    MM         MMM      MM  Exclusive
                    M         MMM     MM   M    MM         M  M    M     Content
                    M     MMMMM MM         M    MM         M  M    M
                    M     M       M      MMM    MM   M     M  M    M
    MMMMMMM          MMMM         MMMM   MMM   MMMMM     MMMM   MMMMM  MMMMM       M
    M     M      MMMM    M    MMMM    MMM   M M    M  MMM    MM M    MM    M       M
    M     M    MM    MM   MMMM    MM    M   M M    M M   MM    MM    MM    MM      M
     M    MM  M     M  M   MM    M  M   M   MM   MM M   M  M   MM    MM    M M    M
     M    MM  M     M  M   MM    M  M   M       M  M    M  M   MM    MM    M M    M
      M     MMMM     MM    MM     MM    M       M   M    MM    MM    MM    M M    M
      M       M MM        M  MM        MM   MM   MM  M         MMM         MMMMMMMM
      M       M   MMMMMMMM     MMMMMMMMMM   MM    MM  MMMMMMMMM  MM       MM
      MMMMMMMM                           MMM  MMMMMM               MMMMMMM
    This map should provide you with a rough guidance as where to find all the 
    locations in Point Lookout.  Each map tile represents the same tiles as on the
    in-game map, except I've given them a number on here for your convenience.  Skip
    ahead to the paragraph linked to each location below.  I recommend that you do
    all of Point Lookout's main and side-quests first.
      |    01| 02| 03| 04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 
      v  |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯1¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
       01| s3                  s1                                             |01
      ---|        2                              3           4      5         |---
       02|                                                                    |02
      ---|                                                                    |---
       03|               6       7                       8            9     b1|03
      ---|                                                                    |---
       04|10              11            12          13                        |04
      ---|                                                                    |---
       05|     14          15                                           b2    |05
      ---|                                                  16                |---
       06|                  s2                                                |06
      ---|                                                                    |---
       07|    17                           18                          b3     |07
      ---|                                                                    |---
       08|             19                       20              21            |08
      ---|                                                                    |---
       09|                          22                                        |09
      ---|                                                                    |---
       10|23        24                 25       26                  b4        |10
      ---|                           27                                       |---
       11|                                                                    |11
      ---|                         28                                         |---
       12|                                             29                     |12
      ---|                         b8                                         |---
       13|b9                                                    b5            |13
      ---|                               b7                                   |---
       14|                                                                    |14
      ---|                                                                    |---
       15|                                     30   b6       31               |15
      ---|                                                                    |---
       16|                                                                    |16
      ---|                                                                    |---
           01| 02| 03| 04| 05| 06| 07| 08| 09| 10| 11| 12| 13| 14| 15| 16| 17| 
      LATITUDE ---->
                      1 = Turtledove Detention Camp  (LAT 09|LON 01)
                      2 = Jet Crash Site ........... (LAT 03|LON 02)
                      3 = Truck Wreckage ........... (LAT 10|LON 02)
                      4 = Ark & Dove Resting Ground  (LAT 13|LON 02)
                      5 = Wrecked Seatub ........... (LAT 15|LON 02)
                      6 = Trapper's Shack .......... (LAT 04|LON 03)
                      7 = Trash Heap ............... (LAT 06|LON 03)
                      8 = Ark & Dove Cathedral ..... (LAT 12|LON 03)
                      9 = Coastal Grotto ........... (LAT 16|LON 03)
                     10 = Sacred Bog Entrance ...... (LAT 01|LON 04)
                     11 = Flooded Sinkhole ......... (LAT 05|LON 04)
                     12 = Marguerite's Shack ....... (LAT 08|LON 04)
                     13 = Kenny's Cave ............. (LAT 11|LON 04)
                     14 = Grower's Shack ........... (LAT 02|LON 05)
                     15 = Lil' Tyke Playhouse ...... (LAT 05|LON 05)
                     16 = Herzog Mine .............. (LAT 13|LON 05)
                     17 = Blackhall Manor .......... (LAT 02|LON 07)
                     18 = Haley's Hardware ......... (LAT 09|LON 07)
                     19 = Ofie Clan Plot ........... (LAT 04|LON 08)
                     20 = Ritual Site .............. (LAT 10|LON 08)
                     21 = USS Ozymandias ........... (LAT 14|LON 08)
                     22 = Homestead Motel .......... (LAT 07|LON 09)
                     23 = Dove Delta ............... (LAT 00|LON 10)
                     24 = Disaster Relief Outpost .. (LAT 03|LON 10)
                     25 = House of Wares ........... (LAT 08|LON 10)
                     26 = Beachview Campsite ....... (LAT 10|LON 10)
                     27 = Pilgrim's Landing ........ (LAT 07|LON 10)
                     28 = Point Lookout Pier ....... (LAT 07|LON 11)
                     29 = Calvert Mansion .......... (LAT 12|LON 12)
                     30 = SSN-37-1A Sunken Submarine (LAT 10|LON 15)
                     31 = Point Lookout Lighthouse   (LAT 13|LON 15)
                     32 = Smuggler's Shack ......... (LAT 17|LON 13)
                               LOCATIONS OF MUCK HOLES:
                     s1 = Excavated Muck Hole (#1)   (LAT 06|LON 01)
                     s2 = Excavated Muck Hole (#2)   (LAT 05|LON 06)
                     s3 = Excavated Muck Hole (#3)   (LAT 01|LON 01)
                                BUOYS MARKING TREASURE:
                     b1 = Buoy (#1) ................ (LAT 17|LON 03)
                     b2 = Buoy (#2) ................ (LAT 16|LON 05)
                     b3 = Buoy (#3) ................ (LAT 16|LON 07)
                     b4 = Buoy (#4) ................ (LAT 15|LON 10)
                     b5 = Buoy (#5) ................ (LAT 14|LON 13)
                     b6 = Buoy (#6) ................ (LAT 12|LON 15)
                     b7 = Buoy (#7) ................ (LAT 09|LON 14)
                     b8 = Buoy (#8) ................ (LAT 07|LON 12)
                     b9 = Buoy (#9) ................ (LAT 00|LON 13)
                               EXPLORATION OF LOCATIONS:
    1. Turtledove Detention Camp
    This former military camp is now overrun by ghouls - lots and lots of them.
    Then there's the turret and two Sentry Bots as well (who do attack ghouls), and
    you're in for quite a fight.
    You can find a [STIMPAK] in Interrogation Room A.  Inside Interrogation Room B
    are [MENTATS], [MOONSHINE] and another [STIMPAK].  Bunkhouse A contains a
    [STEALTH BOY] lying on the locker as you enter, and you can loot the averagely
    locked [FIRST AID BOX] on your immediate right.  The two footlockers on each
    side of the house may hold things of interest, but that's all.  Bunkhouse B
    holds very little to nothing of interest.
    The outpost to the northeast contains three [AMMO BOXES] - one of them is 
    averagely locked.  The outpost next to the truck also holds three [AMMO BOXES]
    with one hard lock, and an Assault Rifle.  
    Enter the Administration building as that's where the big loot is.  The restroom
    contains a [PSYCHO], and the filing room on your left (south) contains four
    a Sniper Rifle and two Assault Rifles.
    The office on the other side houses an averagely locked wall [SAFE], two [AMMO
    BOXES], a .44 Scoped Magnum and [.44 ROUNDS], as well as a Combat Helmet and
    Armor.  Power on the terminal to and check all entries to start the quest 'The
    Velvet Curtain'.
    2. Jet Crash Site
    A jet has crashed in the swampy area of Point Lookout.  There are usually a
    couple of ghouls roaming the nearby areas, so tread carefully.  You can find a
    [STIMPAK], a few axes and the [BLACKBOX RECORDING HOLOTAPE], from which you
    learn the origins of the plane.  There's an [AMMO BOX] sitting in the cockpit,
    and that's the last loot for this place.
    3. Truck Wreckage
    Inside this wrecked truck you can find the [LIGHTHOUSE BULB] that you need in
    order to fix the Lighthouse's light.  There are also several Pilot Lights
    scatterred around here.
    4. Ark & Dove Resting Ground
    You can encounter lgroups packs of ghouls here, including powerful reavers if
    you also have the Broken Steel DLC.  Other than encountering enemies around this
    graveyard there's nothing of interest here.
    5. Wrecked Seatub
    This entrance to a small cave is part of the main quest of Point Lookout.  The
    key to the hatch can be acquired by talking to Nadine inside the Ark & Dove
    Cathedral.  Refer to the main walkthrough for this.
    6. Trapper's Shack
    This shack is guarded by several Scrappers and a handful of bear traps.  You can
    find three packs of [SHOTGUN SHELLS] on the table near the entrance, as well as
    Inside the shack is one last Scrapper.  As for loot, the cabinet in the corner
    is rigged with a grenade bouquet - just so you know.  You can find a [JET] on
    the counter with bear traps and the other room contains [10MM ROUNDS x24] and
    a [CHINESE PISTOL] lying on the floor.  A [STEALTH BOY] can be found next to
    the lantern on the nightdesk, and the [TRUNK] may hold several minor things of
    7. Trash Heap
    This irradiated trash heap contains a few things of interest.  There's a [SAFE]
    with a hard lock that contains considerably loot, and you can find a [FIRST AID
    BOX] around the junk as well.  An other (already opened) safe contains a [MINI
    NUKE], [PRE-WAR MONEY x8] and [BOTTLE CAP x15].  Some of its contents may be
    spread nearby the opened safe.
    8. Ark & Dove Cathedral
    Main location where the tribals are located at.  Refer to the main walkthrough
    for more information regarding this area and how to get inside.
    9. Coastal Grotto
    Inside this cave, enter the small bedroom and read [PLIK'S JOURNAL] to instantly
    gain the 'Ghoul Ecology' Perk, which allows you to deal +5 damage to any ghoul.
    Also grab the [MINI NUKE] and several bottle caps from this desk.
    Talk to Plik, who's running some sort of a ghoul arena behind the big doors.
    If you want to participate (and activate/finish the quest 'Plik's Safari'), pay
    him 1000 caps and enter the arena.
    Hit the switch in the middle of the chamber and around thirty ghouls are 
    released.  After wasting all of them, check back with Plik and he'll hand you
    [THE DISMEMBERER], a unique axe that belonged to one of his previous customers.
    The 'Plik's Safari' quest will now have ended as well.
    10. Sacred Bog Entrance
    This leads to the Sacred Bog.  Refer to the main Point Lookout quest walkthrough
    for more information on this.
    11. Flooded Sinkhole
    Nearby a camper is a deep pond which is the flooded sinkhole.  As you swim down,
    only make short trips and head back to the surface as your O2 bar is depleted
    more than halfway.  You can find two floating [NUKA COLA QUANTUMS] in the pond
    after swimming down, and at the very bottom you can find two [SAFES] (one of
    which is averagely locked, one very easy) and a [FIRST AID BOX].  Remember to
    get some air at the surface ocassionally!
    12. Marguerite's Shack
    This is a Moonshiner Shack in the swampy area of Point Lookout.  You can find a
    Shotgun and [SHOTGUN SHELLS] on the table next to the entrance.  Inside you can
    steal a {JET}, {MED-X}, {MENTATS}, and you'll find a sick lady named Marguerite
    inside (who would've guessed).  She's faking a sickness (and you can find out
    that she's faking by using your medicine and speech skills), but she wants you
    to look for ingredients for the Moonshine she's brewing either way.
    This starts the quest 'A Spoonful of Whiskey', for which you need the following:
    - 3 Yeast
    - 6 Fission Batteries
    - 10 Refined Punga Fruit OR 20 Wild Punga Fruit
    You can also offer to repair her Moonshine Still and she'll pay you either 100
    or 200 caps depending on your success with speech.
    13. Kenny's Cave
    Exit of the Herzog Mine that leads to Kenny's Cave/Miner's Rest.
    14. Grower's Shack
    The backyard of this run-down shack contains 23 [WILD PUNGA FRUITS].  Inside the
    shack is a Tracker you'll want to dispatch first.  As for loot, you can find a
    [JET] on the small table with a lantern, and one of the kitchen cabinets holds a
    [RAD-X].  The bedroom contains a [MINI NUKE] and the [BOX 1213 - BERN'S VOICE]
    15. Lil' Tyke Playhouse
    Located nearby an excavated muck hole, this place doesn't hold much of interest.
    You can find a [RED RACER JUMPSUIT] here, as well as an [LEVER-ACTION RIFLE]
    and a makeshift bed to sleep inside the shack.
    16. Herzog Mine
    The mine cart next to a lit lantern contains a [TEDDY BEAR].  Proceed west and
    a while pile of rubbish comes gushing out of the wall.  Grab a [BUFFOUT] from
    the cabinet further down, and inspect the two [MINE BOXES] - one is lying on the
    ground and the other is hidden in a mine cart.
    As you head around the upcoming corner, very carefully disarm all bear traps and
    watch the pitcher machine that will hurl baseballs at you from after a bright
    flash.  Here, check your right to find a [FIRST AID BOX], and continue down the
    other way to witness another event.
    Turn right (north) at the first lantern and go up the small steps to find a
    cabinet that contains two [MINE BOXES] and some other miscellaneous items.
    As you proceed west, keep your eyes out for another [MINE BOX] along the tracks,
    and a mine cart that holds five [PRE-WAR MONEY] bills.  The door at the end of
    the tracks leads to a new cave called Miner's Rest.
    Miner's Rest
    You'll find a kid named Kenny here.  He's the one who set up several traps 
    trroughout the area, and he can give you some background information regarding
    the mines.  If your speech challenge fails, agree to retrieve his teddy bear and
    he'll let you stay (which allows you to dump some items here, although it's not
    very useful either way).  Enter the Blackdamp Shaft on the right (north).
    Blackdamp Shaft
    [KENNY'S BEAR] is located at the bottom of the mine shaft right at the start,
    but this will drop you inside a Mirelurk nest.  Follow the straight path back
    the exit and return the teddy bear to Kenny.  Exit to Point Lookout by the
    ladder in Kenny's room after snatching the [PINT-SIZED SLASHER MASK] from around
    17. Blackhall Manor
    You'll find old geezer Obadiah Blackhall in the main hall, and he'll ask you to
    retrieve a his family book for him.  This triggers the quest 'The Dark Heart of
    Upstairs are many wardrobes that contain yeast or pre-war clothes.  The very
    easily locked [FOOTLOCKER] in the halls usually contains bottle caps and a
    Stealth Boy.  A [TEDDY BEAR] may also be found in the halls, and the bathroom's
    cupboard has a [BUFFOUT], [PSYCHO] and [MED-X x2] laying on it.  Lastly, the big
    bedroom contains an averagely locked [SAFE].
    18. Haley's Hardware
    In the shelves outside this house you can find [RAILWAY SPIKES x20 (x5)] and
    [BUFFOUT x3].  Inside you'll find Haley, pretty much the local store of Point
    Lookout.  There's are a few items you could steal around here if you wanted to,
    but the most notable thing here is the Work Bench.
    19. Ofie Clan Plot
    A very small cemetary with an open grave of a deceased kid.  The only potential
    things of interest here are a [TEDDY BEAR], a [TOY CAR] and six [WILD PUNGA
    FRUITS] on the northern side of the hill.
    20. Ritual Site
    You'll find several Trackers and Scrappers roaming the area.  Head through the
    hatch to enter the Burned-Out Basement, which leads to a cave.
    Head down the straightforward cave until you get to an intersection, marked by
    a few mushrooms that emit a green glow.  Explore the right (east) section of the
    cave first, and you'll find an opened safe with a [STEALTH BOY] past the muck.
    The western path leads to another intersection, but there's little of interest
    at the left (southwest) fork.  The western path leads to a ritual chamber in
    which you can find three [STIMPAKS], [RITUAL KNIFE] and activate the Ceremonial
    Lectern from which you can take the [KRIVBEKNIH].  This book is closely linked
    to the quest 'The Dark Heart of Blackhall'.  Once you take the book, 5 swampfolk
    will immediately attack you afterwards, which can be a fairly tough fight if you
    get cornered.  Grab out your best gun, pop some Psycho/Yao Guai Meat/Med-X and
    dispatch them one by one.
    21. USS Ozymandias
    Belowdecks you'll find a [FIRST AID BOX] and a locked safe with the [EXPEDITION
    SUPPLIES], which can only be unlocked by using the Bysshe Co. Terminal.  It
    looks like you need three authorisation codes to do this.  See the section
    'The Antique Land' quest on where to find these codes and return here to claim
    your reward.
    22. Homestead Motel
    You can only enter Room 1D, 1G, 1K, and the Office.  Inside Room 1D you can find
    [10MM ROUNDS], a [CHINESE PISTOL], and a Locker Key from the Luggage Case.
    There's a [STEALTH BOY] next to the terminal.  Check this Safehouse Terminal to
    find information regarding 'The Velvet Curtain' quest.
    Inside the Office you can find several Fissure Batteries (which may be of good
    use to you during the 'A Spoonful of Whiskey' quest), and you can find [JET x2]
    next to the TV.  You can also find the [HOMESTEAD ROOM 1G KEY] in front of the
    TV and the [HOMESTEAD ROOM 1K KEY] next to the cash register, along with some
    [SHOTGUN SHELLS] and an [AMMO BOX] under the counter.  Lastly, the averagely
    locked [SAFE] under the TV also holds a few items.
    Room 1G is averagely locked and contains 11 [PRE-WAR MONEY] bills.  The suitcase
    contains a bunch more.  Looks like these skeletons were bank robbers once..
    Room 1K is also averagely locked and is entered by the northern side of the
    hotel.  Inside it looks like someone performed some sort of horrible, bloody
    ritual on several people.  Snag the [PINT-SIZED SLASHER MASK] from the bathtub
    and be on your way.
    23. Dove Delta
    This is a series of islands to the far west of Point Lookout with piles of dirt
    on them.  One of the islands has a skeleton with a shovel lying nearby, as well
    as a holotape.  Use the shovel on the dirt heap on the island with one single
    tree to uncover a [FOOTLOCKER] with minor loot.  All other piles of dirt contain
    nothing but .. dirt.  Don't even bother.
    24. Disaster Relief Outpost
    This small outpost usually has a few smugglers on guard, so be careful around
    here.  The Administration Tent contains two [AMMO BOXES], two [FIRST AID BOXES],
    one of which has as hard lock, and a [STEALTH BOY] next to the terminal. Feel
    free to read the entries and find out some background information about the
    Marcella's Tent is the home of a woman named Marcella, who is part of a quest
    called 'The Dark Heart of Blackhall'.  If you've already found the book she was
    looking for, Marcella's dead body can be found in this tent, and she holds 
    [MARCELLA'S SAFE KEY].  Also listen to [MARCELLA'S LAST WORDS] on the Holotape.
    With the safe key, unlock {MARCELLA'S MEDICAL SUPPLIES} and grab whatever you
    find useful inside.
    The Medical Tent contains a [FIRST AID BOX] and three bags of yeast (which is
    helpful to know for the quest 'A Spoonful of Whiskey').  The other Medical Tent
    contains two more [FIRST AID BOXES].
    25. House of Wares
    This is Panada's shop.  She sells quite a lot of uncommon ammunition, so she may
    be worth your time.  Unfortunately, sometimes she gets into fights with a
    passing Smuggler and dies.  It's not much to worry about, since you can then
    loot her body, grab the key to her stash, then loot that as well.  Hey, it's a
    rough world out there, and she no longer needs her stuff by then.
    26. Pilgrim's Landing
    The famous boardwalk of Point Lookout.  There are various places to explore that
    aren't pinpointed on your World Map, but you can view their exact locations by
    checking your Local Map. 
    People's Bank
    The Loan Officer's Desk in the southwest contains the [BOX 1191 PASSWORD BACKUP]
    Holotape.  The two [SAFES] behind the counter - which have a hard and average
    lock - contain several items.  Last, if you play any of the password holotapes
    you have found (including the one you just grabbed), you'll be able to unlock
    deposit boxes as long as you're in the deposit box room.  They don't have much
    contents, but there's usually a decent stash of Pre-War Money inside, along
    with [BUFFOUT], [SEXY SLEEPWEAR], etc.  One of the boxes contains a a quest 
    item [ESPIONAGE DEBRIEFING], used in 'The Velvet Curtain' quest.
    Recruitment Station
    You can find some [SHOTGUN SHELLS x3] behind the counter, and a [MINI NUKE] and
    [FIRST AID BOX] in the eastern office.  The DIA Officer's Terminal contains info
    that is useful during 'The Velvet Curtain' sidequest.  Lastly, the restroom only
    houses two hungry Radroaches.
    This place is absolutely PACKED with baby carriages, some of which are obviously
    rigged with bombs.  Grab some [BUFFOUT] from the small wooden crate in the NE
    corner, then loot the [FIRST AID BOX] on the wall and be careful around the
    rigged carriages.
    There are four rigged carriages in total, and the shelves on the west contain
    [.308 CALIBER ROUNDS], a [MINI NUKE], [BUFFOUT] (in a small wooden crate),
    [MISSILE x5] and an [AMMO BOX].  
    The blue truck just outside the entrance of the warehouse contains three [AMMO
    BOXES], and you can also find two [STIMPAKS] and two [FRAG GRENADES] inside
    nearby the flipped over road blockade.
    27. Beachview Campsite
    A place where Swampfolk ocassionally hang out.  You can find a [JET] nearby the
    campfire, but there's not much else to be found here.  Try and blowing up their
    bikes to catch them off guard!
    28. Point Lookout Pier
    Speaks for itself, really.  Here's where you arrive, and here's where you can
    travel back to the Wasteland.  There are also a few lockers here; Read below.
    One of the locked lockers requires a key.  Inside is [BOX 1207 - SPY'S AUDIO
    PASSWORD] Holotape, which you can use to open up a safety deposit box at the
    bank.  This is part of 'The Velvet Curtain' quest.
    29. Calvert Mansion
    A near-ancient mansion inhabited by a rather unfriendly ghoul named Desmond.
    Refer to the main walkthrough of Point Lookout to get more information on this
    30. SSN-37-1A Sunken Submarine
    This location is never actually added to your map, and isn't required for the
    'Bog Walker' achievement.  The location does show up on your local map, however.
    The sunken submarine is located underwater, slightly north of the wrecked ship
    (under which you can find two [FIRST AID BOXES] and an averagely locked [SAFE].
    31. Point Lookout Lighthouse
    The secret laboratory is part of the main Point Lookout quests, and I refer you
    to the walkthrough for it.  As for the actual Lighthouse itself, if you head all
    the way up you'll find that the light isn't working. You can find the Lighthouse
    Bulb at the truck wreckage (location 3).  After retrieving it, activate the
    Lighthouse Mechanism to place the bulb, then flip the beacon switch and the
    lighthouse will be working again!
    32. Smuggler's Shack
    This isn't a formal location either, but it's noteworthy either way.  A Sniper
    will fire at you from great distance from this island on the far south, so swim
    over there quickly and you should be able to take her down smoothly, looting her
    stack of three [AMMO BOXES] (one of which is averagely locked) in the progress.
                               LOCATIONS OF MUCK HOLES:
    s1. Excavated Muck Hole
    SURVEY TAPE #1] for the 'An Antique Land' quest.
    s2. Excavated Muck Hole
    Holds the [SOIL SURVEY TAPE #2] for the 'An Antique Land' quest.
    s3. Excavated Muck Hole
    Contains two [BIO-GAS CANISTERS], two [STIMPAKS] and the [SOIL SURVEY TAPE #3]
    for the 'An Antique Land' quest.
                                BUOYS MARKING TREASURE:
    b1. Buoy (#1)
    Located east of Coastal Grotto.  Marks a sunken ship.  You can find a
    [FOOTLOCKER], very easy [SAFE] and a [FIRST AID BOX] on the bottom of the sea.
    There are also two metal boxes here, but they don't always contain something.
    b2. Buoy (#2)
    Located southeast of Coastal, this one marks a dinosaur fossil.  You can also
    find an averagely locked [SAFE], two [AMMO BOXES] and a [LEVER-ACTION RIFLE]
    near a skeleton on the ocean floor.
    b3. Buoy (#3)
    This one's located northeast of the USS Ozymandias and marks a [FIRST AID BOX],
    [STIMPAK] (next to the first aid box), a very easy locked [SAFE], a desk and 
    three metal boxes.
    b4. Buoy (#4)
    Located south of the USS Ozymandias, this buoy marks a [PERSONAL FOOTLOCKER], 
    two [AMMO BOXES] of which one has an easy lock, a very easy locked [SAFE], and
    a refridgerator.  You'll also spot a cooking pan, and a baseball glove might be
    floating nearby the buoy in the water.
    b5. Buoy (#5)
    Located southeast of Calvert Mansion and northeast of the Lighthouse, this buoy
    marks a wrecked car with several loot lying around it: a [TRUNK], an easy locked
    [FIRST AID BOX], an averagely locked [SAFE], [RAILWAY SPIKES x20 (x3)], and 
    three metal crates.
    b6. Buoy (#6)
    This buoy is located west of the Lighthouse.  Look around for an very easy 
    locked [AMMO BOX], a [FIRST AID BOX], a [SUITCASE], a locker and an averagely
    locked [SAFE].
    b7. Buoy (#7)
    Located northwest of the Sunken Submarine and southeast of Point Lookout Pier,
    this buoy marks a sunken [GUN CABINET] with an easy lock, a [FIRST AID BOX], a
    [PERSONAL FOOTLOCKER] with a very easy lock, and three metal boxes.  That's all
    you'll find among the remains of this sunken ship.
    b8. Buoy (#8)
    This buoy is located south of the Dutchess Gambit/Point Lookout Pier.  Search
    for a [MINI NUKE] inside a half buried bucket, a lawn mower, an averagely locked
    [SAFE], a [PERSONAL FOOTLOCKER] and two [AMMO BOXES] of which one has a very 
    easy lock. 
    b9. Buoy (#9)
    Located far south of Dove Delta, this marks a sunken ship with a floor [SAFE]
    that has an easy lock.  There's also a [TRUNK] near the ship.
                           V) EXPLORING THE WASTELAND [EXP]
                              |[EXP-1] Unique Encounters|
    Unique Encounters Index:
    [EXP-1.1]  Amata Encounter
    [EXP-1.2]  Merchant from Oasis
    [EXP-1.3]  The Thirsty Man
    [EXP-1.4]  Radscorpion Guard
    [EXP-1.5]  Help, it's a Deathclaw!
    [EXP-1.6]  Little consequences in Big Town (1)
    [EXP-1.7]  Little consequences in Big Town (2)
    [EXP-1.8]  Superhero or Superzero?
    [EXP-1.9]  Burke's Mercenaries
    [EXP-1.10] Wastelander Revenge
    [EXP-1.11] Laszlo Radford: Railway Rifle Maniac
    [EXP-1.12] Malfunctioning Robot
    [EXP-1.13] U.F.O.
    [EXP-1.14] Lock, Stock and Mock the Mugger
    [EXP-1.15] The Chinese Signal
    [EXP-1.16] Yes! It's a Savaged Deathclaw!
    [EXP-1.17] Looking for Cheryl
    [EXP-1.18] The four arguers
    [EXP-1.19] Scrapyard Treasure
    [EXP-1.20] Serious Sydney
    [EXP-1.21] Susie from Vault 101
    [EXP-1.22] Sharpshooting Sniper Sam
    [EXP-1.23] Cannibal Hunters (1)
    [EXP-1.24] Cannibal Hunters (2)
    [EXP-1.25] Mine or your mine?
    [EXP-1.26] Attack of the Brahmin
    [EXP-1.27] Greeting..BOOM!
    [EXP-1.28] The new Raider
    [EXP-1.29] Ranger Danger?
    [EXP-1.30] Away from Grayditch
    [EXP-1.1]  Amata Encounter
    This only happens if you forced everyone to leave Vault 101 during the Misc.
    Quest: Trouble On The Homefront.  In this encounter, Amata will be confronted
    by an Enclave Officer who asks her where Vault 101 is.  She tells them and is
    executed afterwards.  It's possible to prevent this, causing Amata to run away.
    [EXP-1.2]  Merchant from Oasis
    This merchant comes from Oasis and has drunk the Sap of Purification.  The Sap
    went to his head and now he's dying.  Check his body for a note on Oasis' 
    Location and [TRADING CARAVAN LOG].
    [EXP-1.3]  The Thirsty Man
    You come across a thirsty man in need of Purified Water.  Give him some and get
    good karma in return. 
    [EXP-1.4]  Radscorpion Guard
    This Giant Radscorpion is guarding a fire hydrant from a couple of Wastelanders
    who are desperately trying to get to it.  Slay the beast for them.
    [EXP-1.5]  Help, it's a Deathclaw!
    Several Wastelanders are being chased by a Deathclaw.  Help them out and you'll
    get the Rock Creek Caverns location marked on your map (which leads to the
    Mirelurk King's Treasure Chamber).
    [EXP-1.6]  Little consequences in Big Town (1)
    This only happens if the residents of Big Town died during that Misc. Quest.
    You'll meet a Scavenger who's looking to score some goods there.
    [EXP-1.7]  Little consequences in Big Town (2)
    This only happens if you had the residents of Big Town survive that Misc. Quest.
    You'll meet a salesman ready to make his fortune there, so to speak.
    [EXP-1.8]  Superhero or Superzero?
    This can only occur if you're wearing either the Mechanist's or AntAgonizer's
    costume.  You'll be approached by a young boy asking for your autograph!
    [EXP-1.9]  Burke's Mercenaries
    If you refused to blow up Megaton and disarmed the bomb (or even killed Mr. 
    Burke), a group of hired Mercs will ambush you.  They have been hired to kill
    you and usually show up nearby Metro Stations.  One of them has a contract with
    your name on it.
    Note: Although technically a unique encounter, you'll see this one repeating a
          lot of times, and the Mercs just seem to keep hunting you.
    [EXP-1.10] Wastelander Revenge
    If you blew up Megaton you'll randomly stumble on a group of Wastelanders who
    want to take revenge and will do anything to kill you.
    [EXP-1.11] Laszlo Radford: Railway Rifle Maniac
    You get attacked all of a sudden by a madman who shoots .. What is he shooting
    exactly?  Waste him and grab the custom Railway Rifle off his crazy dead body.
    [EXP-1.12] Malfunctioning Robot
    You come across a technician trying to fix his broken robot.  If your repair
    skill is high enough you can help him out.
    [EXP-1.13] U.F.O.
    An explosion from the sky sounds nearby.  Check your surroundings well and find
    the unique ["FIRELANCE" ALIEN BLASTER] and some ammunition.
    [EXP-1.14] Lock, Stock and Mock the Mugger
    A Wastelander will try to rob you.  Instead of you getting robbed, you kill him.
    [EXP-1.15] The Chinese Signal
    A radio signal sounds.  Pinpoint the broadcast location to find a Chinese Pilot
    with some loot.
    [EXP-1.16] Yes! It's a Savaged Deathclaw!
    A wounded Deathclaw has just killed a Wastelander.  Waste the Deathclaw and find
    the [DEATHCLAW GAUNTLET SCHEMATIC] on the Wastelander.  Perhaps that explains
    why the Deathclaw was wounded (or why the guy was dead).
    [EXP-1.17] Looking for Cheryl
    [EXP-1.18] The four arguers
    Four Wastelanders are having an argument over some water.  You can try to find
    a solution for both parties.
    [EXP-1.19] Scrapyard Treasure
    You'll find a dead Wastelander who holds the map to 'John's Treasure Box'.  This
    is located in the Scrapyard.  Three skill books can be found in this box.
    [EXP-1.20] Serious Sydney
    If you claim the whole reward in the Misc. Quest: Stealing Independence, there's
    a chance that you'll be attacked by Sydney the relic hunter.  Kill her and grab
    her [SYDNEY'S 10MM "ULTRA" SMG] from her dead body.
    [EXP-1.21] Susie from Vault 101
    If you forced everyone to leave Vault 101 during the Misc. Quest: Trouble On The
    Homefront, you may meet Susie.  If you're nice to her she'll hand you some water
    and food.
    [EXP-1.22] Sharpshooting Sniper Sam
    Sam Warrick, douchebag, sniper and mercenary randomly kills anything that moves,
    including NPC's that hand out quests.  You can enslave him with the Mesmetron 
    and send his sorry ass to Paradise Falls, but that's no reason to keep him
    alive - at all.  If you meet him early in-game nearby Farragut Station, feel
    free to waste him and grab the Sniper Rifle off his dead body.
    [EXP-1.23] Cannibal Hunters (1)
    A group of hunters are hunting.. a Wastelander.  They'll even eat his meat.
    Hmm .. They'll also come after you soon enough, so kill them quickly.
    [EXP-1.24] Cannibal Hunters (2)
    A group of hunters offers you some [STRANGE MEAT].  What's so strange about it?
    You finished eating it yet?  Well, it's human meat.  Enjoyed your meal?
    [EXP-1.25] Mine or your mine?
    A few Wastelanders are trying to disarm a mine - and fail horrible.
    [EXP-1.26] Attack of the Brahmin
    A group of maniacally Brahmins attacks you.  And you attack back, wasting their
    sorry cow asses.
    [EXP-1.27] Greeting..BOOM!
    Raiders send out a Wastelander with a bomb to greet you - who explodes quickly
    enough.  Kill the Raiders afterwards or die trying (didn't think so).
    [EXP-1.28] The new Raider
    A Raider is being beat up as an initiation procedure.  Waste the Raiders and
    grab the ["STABHAPPY" COMBAT KNIFE] from one of them.
    [EXP-1.29] Ranger Danger?
    When you've completed the Misc. Quest: Reilly's Rangers and had the Rangers
    survive and escape the building, you may randomly come across one of them.  You
    must have the Geomapper Module in your inventory.  If you help the Ranger you'll
    be rewarded with a [MINI NUKE].
    [EXP-1.30] Away from Grayditch
    A man is running away from the village Grayditch.  Talk to him and get the
    location of Grayditch pinpointed on your Pip-Boy.
                            |[EXP-2] Repeating Encounters|
                            VI) STATISTICS EXPLAINED [STAT]
        |[S1] S.P.E.C.I.A.L. Explained                                        |
    S.P.E.C.I.A.L. stands for Strength, Perception, Endurance, Charisma,
    Intelligence, Agility, and Luck.  These are your primary stats, and they will
    have influence on your skills and thus your gameplay.  One may argue that the
    one basic stat is more important than the other, and this is most likely true.
    This section describes the basic stats in detail, allows you to review them one
    by one, and comes with a final judgment on how a well balanced character should
    distribute his stats.
             |Strength:|Max Carry Weight:|Melee Damage:|Skill Modifiers:  |
             |    1    |       160       |     0.5     |Melee Weapons  +2%|
             |    2    |       170       |     1.0     |Melee Weapons  +4%|
             |    3    |       180       |     1.5     |Melee Weapons  +6%|
             |    4    |       190       |     2.0     |Melee Weapons  +8%|
             |    5    |       200       |     2.5     |Melee Weapons +10%|
             |    6    |       210       |     3.0     |Melee Weapons +12%|
             |    7    |       220       |     3.5     |Melee Weapons +14%|
             |    8    |       230       |     4.0     |Melee Weapons +16%|
             |    9    |       240       |     4.5     |Melee Weapons +18%|
             |   10    |       250       |     5.0     |Melee Weapons +20%|
    Strength allows you to hold more items in your inventory and increases your
    melee damage.
    Associated Skills: 1. Melee Weapons. 2. Carry Weight.
    Associated Perks:  1. Little Leaguer (Minimum of 4 STR, LVL 2)
                       2. Iron Fist      (Minimum of 4 STR, LVL 4)
                       3. Strong Back    (Minimum of 5 STR, LVL 8)
               |Perception:|Skill Modifiers:                           |
               |     1     |Energy Weapons & Lockpick & Explosives  +2%|
               |     2     |Energy Weapons & Lockpick & Explosives  +4%|
               |     3     |Energy Weapons & Lockpick & Explosives  +6%|
               |     4     |Energy Weapons & Lockpick & Explosives  +8%|
               |     5     |Energy Weapons & Lockpick & Explosives +10%|
               |     6     |Energy Weapons & Lockpick & Explosives +12%|
               |     7     |Energy Weapons & Lockpick & Explosives +14%|
               |     8     |Energy Weapons & Lockpick & Explosives +16%|
               |     9     |Energy Weapons & Lockpick & Explosives +18%|
               |    10     |Energy Weapons & Lockpick & Explosives +20%|
    The better your perception, the quicker you'll spot enemies on the compass.
    Associated Skills: 1. Energy Weapons. 2. Explosives. 3. Lockpick.
    Associated Perks: 1. Thief            (Minimum of 4 PER, LVL 2)
                      2. Sniper           (Minimum of 6 PER, LVL 12)
                      3. Light Step       (Minimum of 6 PER, LVL 14)
                      4. Contract Killer  (Minimum of 6 PER, LVL 14)
                      5. Lawbringer       (Minimum of 6 PER, LVL 14)
                      6. Better Criticals (Minimum of 6 PER, LVL 16)
                      7. Infilitrator     (Minimum of 7 PER, LVL 18)
    |Endurance:|Max HP:|Poison Resistance:|Rad. Resistance:|Skill Modifiers:       |
    |     1    |  120  |        0%        |       0%       |Big Guns & Unarmed  +2%|
    |     2    |  140  |        5%        |       2%       |Big Guns & Unarmed  +4%|
    |     3    |  160  |       10%        |       4%       |Big Guns & Unarmed  +6%|
    |     4    |  180  |       15%        |       6%       |Big Guns & Unarmed  +8%|
    |     5    |  200  |       20%        |       8%       |Big Guns & Unarmed +10%|
    |     6    |  220  |       25%        |      10%       |Big Guns & Unarmed +12%|
    |     7    |  240  |       30%        |      12%       |Big Guns & Unarmed +14%|
    |     8    |  260  |       35%        |      14%       |Big Guns & Unarmed +16%|
    |     9    |  280  |       40%        |      16%       |Big Guns & Unarmed +18%|
    |    10    |  300  |       45%        |      18%       |Big Guns & Unarmed +20%|
    Endurance increases max health, and your resistance to poison and radiation.
    Associated Skills: 1. Big Guns. 2. Unarmed.
    Associated Perks: 1. Toughness      (Minimum of 5 END, LVL 6)
                      2. Lead Belly     (Minimum of 5 END, LVL 6)
                      3. Strong Back    (Minimum of 5 END, LVL 8)
                      4. Rad Resistance (Minimum of 5 END, LVL 8)
                      5. Size Matters   (Minimum of 5 END, LVL 8)
                      6. Life Giver     (Minimum of 6 END, LVL 12)
                      7. Solar Powered  (Minimum of 7 END, LVL 20)
                          |Charisma:  |Skill Modifiers:    |
                          |     1     |Barter & Speech  +2%|
                          |     2     |Barter & Speech  +4%|
                          |     3     |Barter & Speech  +6%|
                          |     4     |Barter & Speech  +8%|
                          |     5     |Barter & Speech +10%|
                          |     6     |Barter & Speech +12%|
                          |     7     |Barter & Speech +14%|
                          |     8     |Barter & Speech +16%|
                          |     9     |Barter & Speech +18%|
                          |    10     |Barter & Speech +20%|
    Charisma makes talking to people much easier.
    Associated Skills: 1. Barter. 2. Speech.
    Associated Perks: 1. Scoundrel           (Minimum of 4 CHR, LVL 4)
                      2. Child at Heart      (Minimum of 4 CHR, LVL 4)
                      3. Impartial Mediation (Minimum of 5 CHR, LVL 8)
                      4. Animal Friend       (Minimum of 6 CHR, LVL 10)
                      5. Master Trader       (Minimum of 6 CHR, LVL 14)
       |Intelligence:|Skill Points per LVL Up:|Skill Modifiers:                |
       |       1     |            11          |Medicine & Repair & Science  +2%|
       |       2     |            12          |Medicine & Repair & Science  +4%|
       |       3     |            13          |Medicine & Repair & Science  +6%|
       |       4     |            14          |Medicine & Repair & Science  +8%|
       |       5     |            15          |Medicine & Repair & Science +10%|
       |       6     |            16          |Medicine & Repair & Science +12%|
       |       7     |            17          |Medicine & Repair & Science +14%|
       |       8     |            18          |Medicine & Repair & Science +16%|
       |       9     |            19          |Medicine & Repair & Science +18%|
       |      10     |            20          |Medicine & Repair & Science +20%|
    Intelligence increases the amount of Skills Points you are allowed to give your
    skills when you gain a Level.
    Associated Skills: 1. Medicine. 2. Repair. 3. Science.
    Associated Perks: 1. Swift Learner (Minimum of 4 INT, LVL 2)
                      2. Gun Nut       (Minimum of 4 INT, LVL 2)
                      3. Daddy's Boy   (Minimum of 4 INT, LVL 2)
                      4. Educated      (Minimum of 4 INT, LVL 4)
                      5. Entomologist  (Minimum of 4 INT, LVL 4)
                      6. Comprehension (Minimum of 4 INT, LVL 6)
                      7. Nerd Rage!    (Minimum of 5 INT, LVL 10)
                      8. Computer Whiz (Minimum of 7 INT, LVL 18)
              |Agility:     |AP/Action Points: |Skill Modifiers:       |
              |       1     |        67        |Small Guns & Sneak  +2%|
              |       2     |        69        |Small Guns & Sneak  +4%|
              |       3     |        71        |Small Guns & Sneak  +6%|
              |       4     |        73        |Small Guns & Sneak  +8%|
              |       5     |        75        |Small Guns & Sneak +10%|
              |       6     |        77        |Small Guns & Sneak +12%|
              |       7     |        79        |Small Guns & Sneak +14%|
              |       8     |        81        |Small Guns & Sneak +16%|
              |       9     |        83        |Small Guns & Sneak +18%|
              |      10     |        85        |Small Guns & Sneak +20%|
    Agility increases your APS in VATS combat mode.
    Associated Skills: 1. Small Guns. 2. Sneak.
    Associated Perks: 1. Gun Nut        (Minimum of 4 AGL, LVL 2)
                      2. Thief          (Minimum of 4 AGL, LVL 2)
                      3. Silent Running (Minimum of 6 AGL, LVL 12)
                      4. Sniper         (Minimum of 6 AGL, LVL 12)
                      5. Light Step     (Minimum of 6 AGL, LVL 14)
                      6. Action Boy     (Minimum of 7 AGL, LVL 16)
                    |   Luck:   |Skill Modifiers:                 |
                    |     1     |Critical Hit +1%,  All Skills +1%|
                    |     2     |Critical Hit +2%,  All Skills +1%|
                    |     3     |Critical Hit +3%,  All Skills +2%|
                    |     4     |Critical Hit +4%,  All Skills +2%|
                    |     5     |Critical Hit +5%,  All Skills +3%|
                    |     6     |Critical Hit +6%,  All Skills +3%|
                    |     7     |Critical Hit +7%,  All Skills +4%|
                    |     8     |Critical Hit +8%,  All Skills +4%|
                    |     9     |Critical Hit +9%,  All Skills +5%|
                    |    10     |Critical Hit +10%, All Skills +5%|
    Luck increases your critical hit rate, plus increases all skills.
    Associated Perks: 1. Fortune Finder      (Minimum of 5 LCK, LVL 6)
                      2. Scrounger           (Minimum of 5 LCK, LVL 8)
                      3. Finesse             (Minimum of 6 LCK, LVL 10)
                      4. Mysterious Stranger (Minimum of 6 LCK, LVL 10)
                      5. Better Criticals    (Minimum of 6 LCK, LVL 16)
        |[S2] Derived Statistics                                              |
    Action Points (AP):
    |Agility:     |AP/Action Points: | AP are the points you expend when you use the
    |=============|==================| VATS mode to ridden your enemies.  The 
    |       1     |        67        | advantage of VATS is that it allows you to 
    |       2     |        69        | easily target specific body parts and every 
    |       3     |        71        | attack your perform in VATS has an additional
    |       4     |        73        | +15% chance on doing a critical hit.
    |       5     |        75        | 
    |       6     |        77        | It is probably one of the less important 
    |       7     |        79        | derived stats, mainly because there simply
    |       8     |        81        | isn't much variation between 67 AP and 85 AP.
    |       9     |        83        |
    |      10     |        85        |
    Point Cost: 1. Crouch/Stand:           10 AP Cost
                2. Fire with most Weapons: 10 AP Cost
                3. Fire with a Rifle:      25 AP Cost
                4. Fire with a Big Gun:    75 AP Cost
    Permanently Increasing Perks: 1. Action Boy/Girl: +25 AP
    Temporary AP Increases: 1. UltraJet Action:   +40 AP
                            2. Jet Action:        +30 AP
                            3. Nuka-Cola Quantum: +20 AP
                            4. NukaLurk Meat:     +20 AP
                            5. Fire Ant Nectar:   +8  AP
    Temporary AP Decreases: 1. Alcohol Addiction: Agility -1 = AP -2
                            2. Jet Addiction:     Agility -1 = AP -2
                            3. Med-X Addiction:   Agility -1 = AP -2
                            4. Radiation Poisoning (400 Rads): Agility -1 = AP -2
                            5. Radiation Poisoning (600 Rads): Agility -2 = AP -4
                            6. Radiation Poisoning (800 Rads): Agility -3 = AP -6
    Carry Weight (CW):
    |Strength:|Max Carry Weight:| Carry Weight is the statistic that allows you to
    |=========|=================| hold a certain amount of items, equipment, food,
    |    1    |       160       | weapons, etc.  Everything has a weight which you
    |    2    |       170       | can easily check when you pick something up, or
    |    3    |       180       | when you look the item up in the menu.
    |    4    |       190       |
    |    5    |       200       |
    |    6    |       210       |
    |    7    |       220       |
    |    8    |       230       |
    |    9    |       240       |
    |   10    |       250       |
    Permanently Increasing Perks: 1. Strong Back: +50 Carry Weight
                                  2. Solar Powered: (In Sunlight) STR +2 = +40 CW
    Temporary CW Increases: 1. Alcoholic Drinks:        STR +1 = CW +20
                            2. Mississippi Quantum Pie: STR +1 = CW +20
                            3. Buffout:                 STR +1 = CW +20
    Temporary CW Decreases: 1. Nectar Withdrawal:  STR -2 = CW -40
                            2. Buffout Withdrawal: STR -1 = CW -20
                            3. Radiation Poisoning (600 Rads): STR -1 = CW -20
                            4. Radiation Poisoning (800 Rads): STR -2 = CW -40
    Critical Chance:
    |   Luck:   |Skill Modifiers: | Critical Hits usually means double damage to the
    |===========|=================| target being hit by a critical hit.  Your Luck
    |     1     |Critical Hit +1% | increases your critical hit chance, but simply
    |     2     |Critical Hit +2% | going into VATS mode also increases your chance
    |     3     |Critical Hit +3% | by 15%.
    |     4     |Critical Hit +4% |
    |     5     |Critical Hit +5% | If you kill an enemy with a critical hit while
    |     6     |Critical Hit +6% | using an energy weapon, the enemy will be 
    |     7     |Critical Hit +7% | vaporized to a little heap of ashes.  You can
    |     8     |Critical Hit +8% | still search it for drops, though.
    |     9     |Critical Hit +9% |
    |    10     |Critical Hit +10%|
    Permanently Increasing Perks: 1. Finesse: +5% Critical Chance
                                  2. Ninja:   +15% Critical Chance 
                                     (Only when Unarmed or using Melee Weapons)
    Damage Resistance:
    This statistic is your defense.  If you have a Damage Resistance of 30, then you
    will receive 30% less damage when hit.  This statistic is capped at 85% so if
    you see a number higher than that, keep in mind it's not your true resistance.
    Wear Armor and Helmets for a better defense.
    Permanently Increasing Perks: 1. Toughness: +10 Damage Resistance
                                  2. Cyborg:    +10 Damage Resistance
                                  3. Nerd Rage: +50 Damage Resistance
                                     (Only when health is low)
    Temporary Increases: 1. Med-X: +25 Damage Resistance
    |Endurance:|Max HP:| Health is obviously essential - lose it all and you'll die.
    |==========|=======| Endurance is of direct relevance to your health as the 
    |     1    |  120  | table on the left shows. 
    |     2    |  140  |
    |     3    |  160  | Enemies have health too, but the precise values are not
    |     4    |  180  | shown in-game.  You can refer to the enemy encyclopedia
    |     5    |  200  | section of this Guide to find the Max HP values of your
    |     6    |  220  | enemies.  You can use the Health Bars in-game to get a
    |     7    |  240  | good estimate of how much an enemy is weakened.
    |     8    |  260  |
    |     9    |  280  | The table below shows the difference between body parts of
    |    10    |  300  | a regular enemy and your own body parts.
    |Body Part:|Player Health:|NPC Health: | o Head Shots often means double damage.
    |Head      |      75%     |     20%    | o The %'s in the table to the left are
    |Torso     |     255%     |     60%    |   estimates of how much health a 
    |Right Arm |     100%     |     25%    |   specific body part resembles.  The
    |Left Arm  |     100%     |     25%    |   head is the obvious weak spot, but
    |Right Leg |     150%     |     25%    |   for enemies the limbs are also weak
    |Left Leg  |     150%     |     25%    |   spots that are easy to cripple.
    Permanently Increasing Perks: 1. Life Giver: +30 Health
    Temporary Increases: 1. Buffout: END +3 = Health +60
    Melee and Unarmed Damage:
    |Strength:|Melee Damage:| Melee Damage is applicable when you attack enemies 
    |=========|=============| with weapons such as a Baton or a Lead Pipe, while
    |    1    |     0.5     | Unarmed Damage is strictly anything related to your
    |    2    |     1.0     | fist, and no holding weapons.  Knuckles count as
    |    3    |     1.5     | Unarmed.  Your Unarmed Damage is 1/4th of your Unarmed
    |    4    |     2.0     | Skill.  With a 40 Skill, you'll be able to inflict
    |    5    |     2.5     | 10 damage.
    |    6    |     3.0     |
    |    7    |     3.5     |
    |    8    |     4.0     |
    |    9    |     4.5     |
    |   10    |     5.0     |
    Permanently Increasing Perks: 1. Iron Fist: +5 Unarmed Damage
                                  2. Nerd Rage: STR set to 10 = 5.0 Melee Damage
                                     (Only when health is low)
    Temporary Increases: 1. Alcoholic Drinks:        STR +1 = +0.5 Melee Damage
                         2. Mississippi Quantum Pie: STR +1 = +0.5 Melee Damage
                         3. Buffout:                 STR +1 = +0.5 Melee Damage
    Temporary Decreases: 1. Nectar Withdrawal:  STR -2 = -1 Melee Damage
                         2. Buffout Withdrawal: STR -2 = -1 Melee Damage
                         3. Radiation Poisoning (600 Rads): -1 STR = -0.5 Melee Dmg
                         4. Radiation Poisoning (800 Rads): -2 STR = -1.0 Melee Dmg
    Poison & Radiation Resistance:
    |Endurance:|Poison Resistance:|Rad. Resistance:| This is your resistance against
    |==========|==================|================| radiated pools and barrels,
    |     1    |        0%        |       0%       | plus the effects when being
    |     2    |        5%        |       2%       | intoxicated.
    |     3    |       10%        |       4%       |
    |     4    |       15%        |       6%       | See the table below how
    |     5    |       20%        |       8%       | Radiation Exposure can severely
    |     6    |       25%        |      10%       | decrease your stats, or in the
    |     7    |       30%        |      12%       | worst case even kill you.
    |     8    |       35%        |      14%       |
    |     9    |       40%        |      16%       | Both resistances are capped at
    |    10    |       45%        |      18%       | 85%: Any number above this will
    '----------'------------------'----------------' be essentially worthless.
    |RAD Exposure:|Effects:                             |
    |       0     |                 ---                 |
    |     200     |-1 Endurance                         |
    |     400     |-2 Endurance, -1 Agility             |
    |     600     |-3 Endurance, -2 Agility, -1 Strength|
    |     800     |-3 Endurance, -2 Agility, -2 Strength|
    |    1000     |Death                                |
    Permanently Increasing Perks: 1. Rad Resistance: +25% Radiation Resistance
                                  2. Cyborg:         +10% Poison & Radiation Resis.
    Movement Speed:
    Three factors determine how fast you're able to move around:
    1. How much weight you're holding.  If you hold more than your Maximum Carry 
       Weight your encumbrance will not like it, and you can count on your
       movements to be very slow.  Repair some weapons/armor or dispose of some
       items you no longer need.
    2. Equipped Armor.  The heavier your armor, the slower you move around.
    3. Unarmed/Armed makes a difference.  If you're constantly having a heavy weapon
       equipped this will certainly decrease your speed, so simply holster your
       weapon unless you think you'll need it soon.
        |[S3] Skills                                                          |
    o A Skill is derived from one of your SPECIAL Statistics, and can further be
      increased through the use of Skill Points and Bobbleheads.
    o Intelligence increases the amount of Skill Points you can distribute per level
      by 1 per Intelligence, starting at 11 points at 1 INT, ending with 20 points
      at 10 INT.
    Statistic:    Charisma
    Skill Use:    Allows you to buy cheaper and sell higher.
    Unlocks Perk: Master Trader (Minimum 60 Points in Barter, LVL 14)
    Big Guns:
    Statistic:    Endurance
    Skill Use:    Increases effectivity of Flamer, Gatling Laser, Fat Man,
                  Minigun, Missile Launcher, Rock-It Launcher.
    Unlocks Perk: Concentrated Fire (Minimum 60 Points in Big Guns, LVL 18)
    Energy Guns:
    Statistic:    Perception
    Skill Use:    Increases effectivity of Mesmetron, Laser Pistol/Rifle, 
                  Plasma Pistol/Rifle, Alien Blaster.
    Unlocks Perk: Concentrated Fire (Minimum 60 Points in Energy Guns, LVL 18)
    Statistic:    Perception
    Skill Use:    Increases success when disarming mines, and also enhances your
                  accuracy when throwing explosives.
    Unlocks Perk: 1. Demolition Expert (Minimum 60 Points in Explosives, LVL 6)
                  2. Pyromaniac (Minimum 60 Points in Explosives, LVL 12)
    Statistic:    Perception
    Skill Use:    Allows you to pick certain locks of a rating between Very Easy
                  and Very Hard (see table below).  Also, the higher your 
                  lockpick skill, the easier the actual lockpicking will be.
    Unlocks Perk: Infiltrator (Minimum 80 Points in Lockpick, LVL 18)
                             |Difficulty:|Required Skill:|
                             |Very Easy  |        0      |
                             |Easy       |       25      |
                             |Average    |       50      |
                             |Hard       |       75      |
                             |Very Hard  |      100      |
    Statistic:    Intelligence
    Skill Use:    Increases the effects of medicine (Stimpak, RadAway, Rad-X...)
                  At Skill Level 100, initial medicine effects are doubled.
    Unlocks Perk: 1. Cyborg (Minimum 60 Points in Medicine, LVL 14)
                  2. Chem Resistant (Minimum 60 Points in Medicine, LVL 16)
    Melee Weapons:
    Statistic:    Strength
    Skill Use:    Increases effectivity of melee weapons (Chinese Officer's Sword,
                  Combat Knife, Ripper, Rolling Pin, Police Baton, Tire Iron,
                  Sledgehammer, Shiskebab, etc..)
    Unlocks Perk: Ninja (Minimum 80 Points in Melee Weapons, LVL 20)
    Statistic:    Intelligence
    Skill Use:    Increases your ability to repair your weapons and armor.  You can
                  initially repair anything to about 50% of it's best condition,
                  but with 100 points in Repair you can fix everything to the max.
    Unlocks Perk: ---
    Statistic:    Intelligence
    Skill Use:    Science is used for hacking, but it also unlocks many perks.
                  See the table below for the required Science Skill to hack.
    Unlocks Perk: 1. Entomologist    (Minimum 40 Points in Science, LVL 4)
                  2. Nerd Rage       (Minimum 50 Points in Science, LVL 10)
                  3. Robotics Expert (Minimum 50 Points in Science, LVL 12)
                  4. Cyborg          (Minimum 60 Points in Science, LVL 14)
                  5. Computer Whiz   (Minimum 80 Points in Science, LVL 20)
                             |Difficulty:|Required Skill:|
                             |Very Easy  |        0      |
                             |Easy       |       25      |
                             |Average    |       50      |
                             |Hard       |       75      |
                             |Very Hard  |      100      |
    Note: Hacking is made easy if you look for the whole words in the clutter of
          characters. When you are running out of attempts, simply use the power
          button and exit the terminal, then try again.  The passwords will be reset
          but you have a few fresh tries again.
    Small Guns:
    Statistic:    Agility
    Skill Use:    Increases effectivity of small guns (Pistol to Assault Rifles to
                  Shotguns to Sniper Rifles)
    Unlocks Perk: Concentrated Fire (Minimum 60 Points in Small Guns, LVL 18)
    Statistic:    Agility
    Skill Use:    Increases your ability to stay hidden from enemies when crouching
                  and pickpocketing.  Attacking while hidden counts as a Sneak 
                  Attack Critical Hit (2x damage or more).
    Unlocks Perk: 1. Mister Sandman (Minimum 60 Points in Sneak, LVL 10)
                  2. Silent Running (Minimum 50 Points in Sneak, LVL 12)
                  3. Ninja          (Minimum 80 Points in Sneak, LVL 20)
    Statistic:    Charisma
    Skill Use:    Raises your chance for succeeding Speech Challenges.  Don't bother
                  with it, since you can always save your game and keep reloading
                  the conversation until you get the desired result.
    Unlocks Perk: ---
    Statistic:    Endurance
    Skill Use:    Increases damage when fighting bare handed (or with knuckles).
                  Also decreases the damage taken when blocking with your hands.
    Unlocks Perk: 1. Paralyzing Palm (Minimum 70 Points in Unarmed, LVL 18)
                  2. Ninja           (Minimum 80 Points in Unarmed, LVL 20)
        |[S4] Perks                                                           |
                                   |Level 2 Perks:|
    Intense Training: 10 Ranks
    Requirements: ---
    Useful: YES
    This perk allows the player to increase their SPECIAL stats by +1.  This can be
    very useful, especially if you need to have a certain value of a stat in order
    to learn an other useful perk.
    Black Widow/Lady Killer: 1 Rank
    Requirements: ---
    Useful: MAYBE
    If you are male you can get the Lady Killer perk, if you are female you can get
    the Black Widow perk.  This grants you +10% damage on targets of the opposite
    gender, so if you're female you do +10% damage on all male raiders, etc.
    Needless to say, Black Widow is much more useful than Lady Killer, simply cause
    there aren't many female NPC's in the game.  You also get additional dialogue
    options here and there.  Even so, the usefulness of this perk must be questioned
    and in any case, only the Black Widow perk has a good use.
    Daddy's Boy/Girl: 3 Ranks
    Requirements: INT = 4+
    Useful: NO
    This perk has limited usefulness because it increases skill points.  Any skill
    point bonuses can also be gotten by levelling up and distributing skill points,
    as well by reading Skill Books are by getting bonuses from more useful perks.
    This perk adds +5 Science and +5 Medicine per rank.
    Gun Nut: 3 Ranks
    Requirements: AGL = 4+
    Useful: NO
    This perk has limited usefulness because it increases skill points.  Any skill
    point bonuses can also be gotten by levelling up and distributing skill points,
    as well by reading Skill Books are by getting bonuses from more useful perks.
    This perk adds +5 Small Guns and +5 Repair per rank.
    Little Leager: 3 Ranks
    Requirements: STR = 4+
    Useful: NO
    This perk has limited usefulness because it increases skill points.  Any skill
    point bonuses can also be gotten by levelling up and distributing skill points,
    as well by reading Skill Books are by getting bonuses from more useful perks.
    This perk adds +5 Melee and +5 Explosives per rank.
    Swift Learner: 3 Ranks
    Requirements: INT = 4+
    Useful: NO
    This perk has limited usefulness because it only gets you faster to Level 20,
    while you can get to Level 20 in due time anyway.  This perk takes up valuable
    space for other perks.
    This perk increases your earned EXP by +10% every rank.
    Thief: 3 Ranks
    Requirements: AGL = 4+, PER = 4+
    Useful: NO
    This perk has limited usefulness because it increases skill points.  Any skill
    point bonuses can also be gotten by levelling up and distributing skill points,
    as well by reading Skill Books are by getting bonuses from more useful perks.
    This perk adds +5 Sneak and +5 Lockpick per rank.
                                   |Level 4 Perks:|
    Child at Heart: 1 Rank
    Requirements: CHR = 4+
    Useful: MAYBE
    This perk makes you good with children, which can lead to much more pleasant
    conversations.  Unfortunately it's only useful in a few places, most prominently
    Little Lamplight.
    Comprehension: 1 Rank
    Requirements: INT = 4+
    Useful: YES/MUST-HAVE
    You should get this perk no matter what you do.  It doubles the amount of skill
    points you gain from reading Skill Books.  Normally you get 1 point by reading
    a Skill Book, now you get 2.  This allows you to get 50 points per skill by just
    reading Books, instead of the regular 25!
    Educated: 1 Rank
    Requirements: INT = 4+
    Useful: NO/MAYBE
    This perk adds a +3 Skill points to be distributed every Level Up.  This may
    seem much over the course of time, but even then we're only talking about 48
    extra skill points.  I highly suggest you do NOT take this perk.
    Entomologist: 1 Rank
    Requirements: INT = 4+, Science = 40+
    Useful: YES/MAYBE
    This perk increases your damage by +50% against any type of insect.  This may
    seem futile at first, but just wait until you encounter Giant Radscorpions!
    Even though those may be a pest at times, it's worth wondering if this is really
    a perk worth investing in.
    Affected creatures (all types) are: Radroach, Giant Ants, Radscorpions.
    Iron Fist: 3 Ranks
    Requirements: STR = 4+
    Useful: MAYBE
    This perk boosts your Unarmed Damage by +5 every rank.  I don't know if this is
    worth investing in.  Naturally, if you don't bother with Unarmed fighting, you
    should leave this alone.  But even if you are in love with your fists, this 
    requires a whopping of 3 perks to get any use out of it, and it pretty much
    also requires you to give up the most useful perk in the game at Level 20 (Grim
    Reaper's Sprint) so you can take the Ninja perk.  That's a lot of sacrifices.
    Scoundrel: 3 Ranks
    Requirements: CHR = 4+
    Useful: NO
    This perk has limited usefulness because it increases skill points.  Any skill
    point bonuses can also be gotten by levelling up and distributing skill points,
    as well by reading Skill Books are by getting bonuses from more useful perks.
    This perk adds +5 Speech and +5 Barter per rank.
                                   |Level 6 Perks:|
    Bloody Mess: 1 Rank
    Requirements: ---
    Useful: YES
    This perk grants you a permanent +5% damage on any target, and sometimes blows
    up a target (with gory blood and limbs all over the place).  You can still
    search any of your targets, and your loot isn't affected.  A useful perk, 
    although the animation bores many after a while.
    Demolition Expert: 3 Ranks
    Requirements: Explosives = 50+
    Useful: MAYBE
    This perk increases your Grenades, Mines and Missiles damage by +20% per rank.
    It's quite a lot, but it is also unlikely that you will spend three ranks on
    this perk, and it's often not necessary to invest in this perk.  If you are
    playing on Very Hard you may want to put a rank (read: ONE) in it, otherwise no.
    Fortune Finder: 1 Rank
    Requirements: LCK = 5+
    Useful: NO
    This perk increases the amount of Bottle Caps you find in desks, cabinets, and
    so on.  Sounds useful, isn't useful.  Especially not later on when you have 
    various sources for making much more money much quicker.
    Gunslinger: 1 Rank
    Requirements: ---
    Useful: MAYBE
    This perk increases your accuracy in VATS by +25% whenever you're using a Small
    Gun.  Weapons that fall under this category are: .32 Pistol, Scoped .44 Magnum,
    (Silenced) 10mm Pistol, 10mm Submachine Gun, Chinese Pistol, Sawed-Off Shotgun,
    Dart Gun, Laser Pistol, Plasma Pistol, Alien Blaster, Mesmetron.
    You may think, 'WOW', a 25% increase in accuracy with all those guns, but be
    careful.  If you have an initial 10% hit chance, this perk will bring it up to
    12.5%.  Besides, many of those pistols are worthless later in-game.  Magnums are
    still useful, but to justify this perk only for those ..
    Lead Belly: 1 Rank
    Requirements: END = 5+
    Useful: NO
    This perk decreases your radiation poisoning by 50% when drinking from sinks,
    using toilets, drinking outside water, etc. Doesn't sound very useful, and well,
    it's not useful either.  You can always drink the water anyway and deal with
    the radiation later - or even use a RadAway.  It's no big deal - at all.
    Toughness: 1 Rank
    Requirements: END = 5+
    Useful: YES!
    This instantly grants you an additional +10 Defense Rating (DR).  Take it!
                                   |Level 8 Perks:|
    Commando: 1 Rank
    Requirements: ---
    Useful: YES
    This is much alike the Gunslinger perk, except this perk increases your accuracy
    in VATS by +25% for Rifles.  These are much more powerful and much more used in
    later combat than guns, which makes this an excellent perk to take.  Rifles are
    considered to be: Assault Rifle, Chinese Assault Rifle, Hunting Rifle, Sniper
    Rifle, Laser Rifle, Plasma Rifle, Railway Rifle.
    Impartial Mediation: 1 Rank
    Requirements: CHR = 5+
    Useful: NO
    This perk gives a +30% increase in chance when you attempt Speech Challenges.
    Keep in mind that you can always save your game beforehand and do several
    attempts if you find something truly important, or you can distribute a few
    extra skill points to Speech to ensure a decent Speech Skill.  This just isn't
    very useful.
    Rad Resistance: 1 Rank
    Requirements: END = 5+
    Useful: NO
    This increases you Radiation Resistance by a permanent +25%.  This isn't too
    shabby, but it's not really all that useful.  If you're facing radiation trouble
    you can snack some Rad-X and boost your resistance by 45% instantly.  Combined
    with radiation suits and quest perks, this can easily add up to 95%.  There's
    no need for additional protection.  Besides, radiation doesn't kill, bullets do.
    (Well, OK, Radiation *can* kill, but only when you reach 1000!)
    Scrounger: 1 Rank
    Requirements: LCK = 5+
    Useful: MAYBE
    Where Fortune Finder focused on increasing Caps whenever you open up cabinets
    and such, Scrounger increases your ammunition found in Ammo Boxes, Mine Boxes
    and every variation of boxes where you can find ammo.  I personally took this
    perk while having in mind to sell loads of ammo for money, and never running
    out of ammo either.
    The truth is, money and ammo won't be your biggest problems later on.  It's best
    leaving this perk so you can take a more useful one.  This perk DOES, however
    also increase Alien Power Cell amounts gotten from Ammo Boxes. (It raises the
    amount from 5-10 to around 40-50).  If you think that's reason enough to pick
    this Perk, then that's certainly a valid reason!
    Size Matters: 3 Ranks
    Requirements: END = 5+
    Useful: NO
    This perk has limited usefulness because it increases skill points.  Any skill
    point bonuses can also be gotten by levelling up and distributing skill points,
    as well by reading Skill Books are by getting bonuses from more useful perks.
    Note: You can get infinite Big Guns Skill Books by respawning the raider with a
          flamethrower in Bethesda Ruins East.  Just wait three days and a few hours
          and re-enter the building.  This *may* get removed with later patches.
          Please notify me when it is removed.
    This perk adds +15 to Big Guns Skill.
    Strong Back: 1 Rank
    Requirements: STR = 5+, END = 5+
    Useful: YES
    This perk increases your Carry Weight by +50!  I don't see why this perk gets
    completely hammered by people, because it's much better than most perks.  While
    it's true you can do without this, its usefulness makes things so much more
    convenient.  You can carry a wider arsenal of weapons, drag those extra goodies
    to a nearby merchant, equip heavy armor more easily, etc.
                                   |Level 10 Perks:|
    Animal Friend: 2 Ranks
    Requirements: CHR = 6+
    Useful: MAYBE
    Rank 1: Animals don't attack you.
    Rank 2: Animals help you in combat against non-animal enemies.
    Animals are: Dogs, Brahmin, Mole Rats and Yao Guai.
    Fact is, this perk is quite useful because Yao Guai are fierce enemies.  Help
    from those nasty bears would surely be appreciated by anyone.  However, the 
    thing is that it's generally not very wise to have such high Charisma as is
    required to get this perk, simply because all the other stats have a priority.
    Therefore, many will have to skip this perk.  Don't worry though, I don't think
    putting *two* ranks in this would be worth it anyway - there's so many other
    great perks at this point!
    Finesse: 1 Rank
    Requirements: ---
    Useful: YES!
    This increases your Critical Chance by 5% (equal to 5 LUCK).  Very, very useful.
    Here and Now: 1 Rank
    Requirements: ---
    Useful: NO
    This instantly allows you to gain another Level.  However, you will reach Lvl 20
    anyhow if you play consistently, so there's no point in speeding things up,
    especially not because you're sacrificing other great perks.
    Mister Sandman: 1 Rank
    Requirements: Sneak = 60+
    Useful: MAYBE
    Allows you to sneak up on sleeping adult humans and instantly kill them.  Sounds
    wicked,  and is perhaps a little wicked, but there are not many instances where
    you will really get a use out of this.
    Note: You *can* however use this perk to receive infinite EXP by performing it
          continuously on the kid in Andale, Smith's House, Bedroom upstairs.
    Aside from that glitch (which is likely to be removed soon), there is absolutely
    no reason to pick this perk.  And even the glitch only gets you faster to Lvl 20
    where you'll get in time anyway.
    Mysterious Stranger: 1 Rank
    Requirements: LCK = 6+
    Useful: NO
    If, when VATS ends and your opponent lives with 150 HP or less, there is a 10%
    chance that the Mysterious Stranger finishes him off.  Sounds awesome, is cool,
    but it can interfere with the greatest perk in the game: Grim Reaper's Sprint,
    so I naturally advise against it.  Sorry, Mr. Stranger!
    Nerd Rage: 1 Rank
    Requirements: INT = 5+, Science = 50+
    Useful: NOT REALLY
    When your HP drops below 20% (and there you already have the con of this perk),
    your STR is raised to 10 and you receive an increase of +50 Defense Rating (DR).
    While the added bonuses are insane (50 DR, WOW!), you get the itchy feeling you
    really *should* heal when your health bar is at like 15% away from death.  Since
    there usually is a good reason to heal in a tough battle, the effects of Nerd
    Rage never last very long, which makes it a perk that isn't all that useful.
    Besides, with a good character build you can easily have a natural 10 STR, and
    your DR will be no less than 16 away from the maximum DR (max is 85).  In this
    case that means that the added bonus is actually only a DR of 16 at most.
    Night Person: 1 Rank
    Requirements: ---
    Useful: NO
    You gain a bonus of +2 INT and +2 PER whenever the sun is down (18.00 - 06.00).
    This is absolutely garbage, because if you need temporary increases you might
    as well use chems, and the increase won't do you much good in general, as in,
    you're not going to see any significant increases during gameplay.
                                   |Level 12 Perks:|
    Cannibal: 1 Rank
    Requirements: ---
    Useful: NO
    This allows you to feed on corpses: You gain 25 Health and lose 1 Karma every
    time you feast on the flesh of the deceased.  If you're caught in the act there
    is a good chance you'll be attacked by people.  Useful?  Meh.  No.
    Fast Metabolism: 1 Rank
    Requirements: ---
    Useful: NO
    Increases Stimpak efficiency by +20%.  That's nice, but do we really need it?
    Life Giver: 1 Rank
    Requirements: END = 6+
    Useful: MAYBE
    Instantly raises your Max HP by +30.  Needless to say this is a unique bonus
    that can't be gotten through other means, but if your END is already at max
    you can see this as a mere 10% increase.  It's useful, yes, but at this point
    the game requires you to make tough choices between perks.  Do you really need
    this 30 extra health, or are you better off picking a different perk?
    Pyromaniac: 1 Rank
    Requirements: Explosives = 60+
    Useful: YES
    This perk increases fire-based weapons their damage by +50%.  That's a big
    damage boost, but first let's go over the weapons that fall in this category:
    Flamer, Nuka-Grenade, Shiskebab, 'Firelance' Alien Blaster and Zhu-Rong v418
    Chinese Pistol.
    That's a tiny group of weapons, so decide for yourself if you plan on using one
    of them.  The Shiskebab becomes one of the best Melee Weapons with the perk,
    but that's about it.  
    If you have the Broken Steel DLC, add the Heavy Incinerator to this list, which
    makes this Perk much more useful.
    Robotics Expert: 1 Rank
    Requirements: Science = 50+
    Useful: MAYBE
    Increases damage versus robotic enemies by +25%, and allows you to deactivate
    any robot when you have successfully sneaked up on them.  It doesn't matter if
    the robot has seen you; Whenever you're closeby you can enter sneak mode and
    disable the robot.
    Sounds useful, especially and mainly against Sentry Bots, but there aren't many
    Sentry Bots in the game.  Pulse Grenades can often be found nearby or in areas
    that rely on robotic security, and those work great on their own.  I don't think
    the 'sneaking' up on a robot is that much of a bonus either, because if you can
    sneak up on a robot, you might as well put a few 'sneaky bullets' or grenades
    through its circuits.
    Silent Running: 1 Rank
    Requirements: AGL 6+, Sneak = 60+
    Useful: YES
    With this perk you'll make no noise when running at full speed while crouching.
    This makes it much, much easier to go for stealth kills, even when you're not
    a stealth expert (yet).  I highly recommend taking this.
    Sniper: 1 Rank
    Requirements: PER 6+, AGL 6+
    Useful: YES
    Increases your accuracy in VATS for headshots by +25%.  In other words, you gain
    25% in accuracy when you select a target's head.  Since you'll be relying a lot
    on headshots, especially lethal headshots from great distances, this is a great
    perk to pick.
                                   |Level 14 Perks:|
    Adamantium Skeleton: 1 Rank
    Requirements: ---
    Useful: NO
    Your limbs only take 50% of the regular damage.  Sounds useful, but disappoints.
    The main use in this lies not in when you get bitten or shot by enemies, because
    that rarely cripples a limb, but rather when you fall from very high or when
    you step on a mine.  In both cases this is a result of recklessness, and you
    will want to reload a previous save game.  Or if you aren't all that reckless,
    this perk doesn't have much use either, because limbs don't represent your
    vital health - at all.
    Chemist: 1 Rank
    Requirements: Medicine = 60+
    Useful: YES
    Chems last twice as long with this perk!  This affects the following items:
    Buffout, Jet, Mentats, Med-X, Rad-X, Psycho, RadAway, Stealth Boy, Ultrajet,
    Ant Queen Pheromones, Yao Guai Meat. 
    This is a very useful perk, but it is best combined with the Chem Resistant
    perk.  I suggest you only take this perk if you take that one as well.  There
    are many other useful perks at that point, however, so pick wisely.
    Contract Killer: 1 Rank
    Requirements: ---
    Useful: NO
    With this perk you can loot ears from good characters.  There are not many good
    characters, and if there are you wouldn't want to kill them anyway.  Besides,
    even if you would, you can only trade their ear for a measly 5 caps.
    Cyborg: 1 Rank
    Requirements: Science 60+, Medicine = 60+
    Useful: YES/MUST-HAVE
    Adds +10 Damage Resistance (DR), +10 Poison & Radiation Resistance, and add a
    +10 Skill Points to Energy Weapons.  It's like four perks in one.
    Lawbringer: 1 Rank
    Requirements: ---
    Useful: NO
    The same principle applies as with the Contract Killer, except you loot fingers
    from evil characters now (of which more exist).  You can sell these fingers for
    5 Caps to a special vendor.  In short, it's worthless.
    Light Step: 1 Rank
    Requirements: AGL 6+, PER 6+
    Useful: NO
    With this perk, you never set off any Mines or Traps.  Eh, would you normally
    set off many traps?  Have you encountered many annoying traps?  Would you start
    over or save many times nearby difficult passageways with mines and traps?  This
    perk doesn't have a lot of added value, and it's generally regarded as useless.
    Master Trader: 1 Rank
    Requirements: CHR = 6+, Barter = 60+
    Useful: NO
    This reduces all bought items by 25%.  Money is no longer an issue at this point
    of the game, besides, this perk is not worth it to raise Charisma to 6 points.
    Not at all, actually.  The other way around, you'll likely won't even be able
    to choose this perk because of your low CHR.
                                   |Level 16 Perks:|
    Action Boy/Girl: 1 Rank
    Requirements: AGL = 6+
    Useful: YES
    Increases your VATS Action Points by 25.  This is an enormous increase and
    basically allows you to fire an additional shot in VATS.  Worth it.
    Better Criticals: 1 Rank
    Requirements: PER = 6+, LCK = 6+
    Useful: YES
    This perk increases the damage of Critical Hits by 50%!  That is a huge bonus
    and is a complete powerhouse combination with high Luck and Critical Chance.
    This perk is highly recommended.
    Chem Resistant: 1 Rank
    Requirements: Medicine = 60+
    Useful: MAYBE
    With this perk you have 50% less chance to become addicted to a drug.  In
    combination with Chemist this can be a powerful trick, but keep in mind that
    you can only become addicted to a drug if you take two of the same within a 30
    hours span.  You can often wait and quickly speed up time to pass this span,
    ready to pump new Chems.  Also, the reduction is hardly a secure way to deal
    with Chems - you can still get addicted.
    It's a good perk, but there are many other great perks around at this point.
    Tag!: 1 Rank
    Requirements: ---
    Useful: NO
    Allows you to tag any skill (+15 points).  Completely worthless by this time.
                                   |Level 18 Perks:|
    Computer Whiz: 1 Rank
    Requirements: INT = 7+, Science = 70+
    Useful: NO
    Whenever you get locked out of a PC (ever had that happen? Ever?) you get a 2nd
    chance.  I'd say this is completely worthless, because you never get locked out
    anyway, or you would reload your savegame. 
    Concentrated Fire: 1 Rank
    Requirements: Small Guns = 60+, Energy Weapons = 60+
    Useful: NO
    With this perk you gain a 5% accuracy chance every time you select a specific
    limb of a target *again*.  So if you select one arm three times, the accuracy 
    for hitting the limb the first time is your normal accuracy, the second time it
    is increased by 5%, and the third time it is increased by 10%.
    Sounds lame, is lame.  Use the Dart Gun at this point onward to cripple both
    enemy legs, and be done with it.  A 5% increase in accuracy is really, really
    low, especially with the mechanics above.
    Infiltrator: 1 Rank
    Requirements: PER = 7+, Lockpick = 70+
    Useful: NO
    This is the counterpart of Computer Whiz.  If you for some reason break a lock
    and get locked out, this perk gives you a second chance.  Yay!  Nay!  One of the
    most worthless perks at this point.
    Paralyzing Palm: 1 Rank
    Requirements: Unarmed 70+
    Useful: YES
    When unarmed, you can perform a VATS palm strike that paralyzes your opponent
    for 30 seconds.  Deathclaw or Knuckles also count as unarmed.  30 seconds is a
    long time and gives you plenty enough time to kill your opponent.  In other
    words, if you're facing a tough opponent from nearby (Deathclaw, Yao Guai) then
    this comes in handy.
    Even if you're not an Unarmed person, you can easily switch from armed to
    unarmed in a mere second, perform the palm strike, switch back, and kill your
                                   |Level 20 Perks:|
    Explorer: 1 Rank
    Requirements: ---
    Useful: MAYBE, but..
    This pinpoints every location on the worldmap of your Pip-Boy. A great advantage
    for any explorer, but at a very high cost of ignoring other Lvl 20 perks.  This
    alone gives you good reason to leave it alone.  Besides, you can explore it all
    on your own in time.
    Ninja: 1 Rank
    Requirements: Sneak = 80+, Melee = 80+
    Useful: YES
    Increases your Critical Chance by 15% whenever you attack with Melee Weapons or
    Unarmed.  Sneak Attack Critical Hits do +25% more damage.  Needless to say this
    is a good perk, especially if you are a Melee Character.  If you are more of a
    gunman, read on..
    Grim Reaper's Sprint: 1 Rank
    Requirements: ---
    Useful: YES!
    When you kill an opponent in VATS, all your Action Points are restored, allowing
    you to instantly target a new enemy.  Needless to say this magnificent perk
    allows you to drop enemies with significant more ease than usual.  This makes it
    quite possibly the best perk of the game.
    Solar Powered: 1 Rank
    Requirements: END = 7+
    Useful: MAYBE
    All Lvl 20 perks are useful, no doubt about it.  This perk allows you to regain
    1 HP every 10 seconds you are exposed in sunlight, and an increase of 2 STR
    when you are in sunlight.
    This perk is the least of the Lvl 20 perks.  You get a 2 STR increase, but only
    when in the open Wasteland, at day, and you regain 6 HP per minute.  That's not
    all that much, even though it's nice.  If this could be gotten earlier, then
    perhaps it would be picked more often, but the Reaper devastates this by a mile.
    LEVELS 21-30 PERKS ARE...             /\
           =====                         || |,
                                         || | `.
     ____   _____   ____  _   __ _____   || |,  `._____ _______ _____  _____  _ 
    |  _ \ |     | / __ \| | / /|  ___||¯\ |¯|`. / ____|       |  ___||  ___|| |
    | |_| || |¯| /| |  | | |/ / | |___ |  \| |' | (___ `.¯| |¯¯| |___ | |___ | |
    |  _  /|  ¯ \ | |  | |   /  |  ___|| . ` |`. \___ \  `| |  |  ___||  ___|| |
    | |_| || |\  \| |__| |   \  | |___`| |\  | `.____) | .| |  | |___ | |___ | |___ 
    |____/ |_| \__\\____/|_|\__\|     ||_||\_| ,|_____/ ,'| |  |     ||     ||     |
                              `. ¯¯¯¯¯   || |`'      . '   ¯    ¯¯¯¯¯  ¯¯¯¯¯  ¯¯¯¯¯ 
                              '....      || |       ..'
                                   `.  (¯    ¯)  ..'     Downloadable Content
                                   `... ¯|  |¯ ...'
                                       `.|  |.'
                                         (  )
                               ____  _   _ _  __     ___
                              / __ \| \ | | | \ \   / / |
                             | |  | |  \| | |  \ \_/ /| |
                             | |  | | . ` | |   \   / | |
                             | |__| | |\  | |____| |  |_|
                              \____/|_| \_|______|_|  (_)
                                   |Level 22 Perks:|
    Deep Sleep: 1 Rank
    Requirements: ---
    Useful: NO
    'This Perk will get you the "Well Rested" bonus in any bed you sleep, instead of
    just your own bed in your house.  The Well Rested bonus grants +10% Exp, so it's
    hardly worth getting this Perk for.
    Puppies!: 1 Rank
    Requirements: ---
    Useful: MAYBE
    With this perk, Dogmeat will reincarnate as a puppy whenever he dies and you'll
    be able to get him back at certain places, such as Vault 101's entrance.  If you
    are a big fan of Dogmeat and at the same time very reckless (which is an odd
    combination to say the least), then this Perk might be something for you.
    Quantum Chemist: 1 Rank
    Requirements: Science 70+
    Useful: MAYBE
    When you have this Perk, for every 10 Nuka Cola's you acquire, they will 
    automatically be converted into a Nuka Cola Quantum.  Cute, but if you've 
    already done this quest then it is nothing to write home about.
                                   |Level 24 Perks:|
    Devil's Highway: 1 Rank
    Requirements: [Karma not Very Evil]
    Useful: NO
    This Perk automatically sets your karma to Very Evil.  It's not worth it to 
    spend a precious Level on this Perk, as there are other ways of attaining this.
    Escalator to Heaven: 1 Rank
    Requirements: [Karma not Very Good]
    Useful: NO
    This Perk automatically sets your karma to Very Good.  It's not worth it to 
    spend a precious Level on this Perk, as there are other ways of attaining this.
    Karmic Rebalance: 1 Rank
    Requirements: [Karma not neutral]
    Useful: NO
    This Perk automatically sets your karma to Neutral.  It's not worth it to 
    spend a precious Level on this Perk, as there are other ways of attaining this.
    No Weaknesses: 1 Rank
    Requirements: ---
    Useful: NO
    This Perk puts all SPECIAL stats that were below 5 points, now to 5.  Higher
    stats remain the same.  It's completely blown away by a Level 30 Perk called
    'Almost Perfect', which makes this Perk useless altogether.
                                   |Level 26 Perks:|
    Nerves of Steel: 1 Rank
    Requirements: AGL = 7+
    Useful: YES
    This Perk increases your AP regeneration rate. If you already have Grim Reaper's
    Sprint then the usefulness of this Perk can be questioned.  On the other hand,
    it makes for a killer combination should it happen that you didn't immediately
    managed to kill a powerful enemy.
    Rad Tolerance: 1 Rank
    Requirements: END = 7+
    Useful: NO
    You will no longer suffer from minor radiation poisoning.  This is one of the
    worst Perks ever, to be quite honest.
    Warmonger: 1 Rank
    Requirements: INT = 7+
    Useful: NO
    All custom weapon schematics are added to your inventory. While it *is* actually
    pretty nifty to get all the schematics for free at once ... You most likely 
    already have all of them, making this Perk completely useless at this point.
    Even if you're missing some schematics, it's hardly worth it to sacrifice a Perk
    on this.
                                   |Level 28 Perks:|
    Party Boy/Girl: 1 Rank
    Requirements: ---
    Useful: MAYBE
    With this Perk you never have any alcohol withdrawal. This allows you to
    infinitely benefit from the effects of alcoholic beverages.  These always lower
    your INT by -1 and increase your STR +1 and CHR +1.  You'll have to decide for
    yourself whether or not you like this shift in stats, although the Charisma 
    increase isn't all that useful.
    Rad Absorption: 1 Rank
    Requirements: END = 7+
    Useful: NO
    While it sounds really awesome, by the time you reach Level 28 you'll have TONS
    of RadAway in your inventory, rendering this Perk completely useless.
                                   |Level 30 Perks:|
    Almost Perfect: 1 Rank
    Requirements: ---
    Useful: YES
    All SPECIAL stats are set to 9.  If you have bobbleheads then these will not 
    make the stat totals 10.  Instead, collect the 7 SPECIAL bobbleheads after 
    getting this Perk to get a perfect character concerning stats.  This Perk does
    not lower any stats that already are at 10, BUT if you have the Lucky 8 Ball on
    you while selecting this perk, and unequip the Lucky 8 Ball, then your base stat
    will only be at 8.  Solve this by unequipping the 8 Ball before choosing this
    Nuclear Anomaly: 1 Rank
    Requirements: ---
    Useful: YES
    When your HP gets below 20 you'll explode, doing tremendous damage to everything
    around you.  This means that you can only die if something kills you by doing
    20+ damage, as the blast does not kill your character - in fact it heals you.
    The more irradiated you are, the more you get healed. 
                                |Quest Related Perks:|
    Power Armor Training: 1 Rank
    Requirements:  1. Proceed with the story and go through the Main Quests until 
                      you have completed 'The Waters of Life' Main Quest.  Talk to 
                      Elder Lyons and ask him for permission. Now locate Paladin 
                      Gunny in the Citadel.
                   2. Finish the DLC Operation: Anchorage.
    Useful: YES
    Allows you to wear any kind of Power Armor.  The stuff is heavy, though!
    Dream Crusher: 1 Rank
    Requirements: Tell Moira in Megaton to stop wasting her time on her Guide.
    Useful: MAYBE, but..
    This decreases the chance to be hit by a critical attack by 50%.  However, you
    aren't often hit by critical hits anyways, making this perk not all that handy.
    Besides, if you complete the Guide you get access to a much better perk.
    Rad Limb Healing: 1 Rank
    Requirements: Achieve Advanced Radiation Poisoning (600+ Rads) while doing the
                  'Get Radiated' quest for Moira and the Wasteland Guide.
    Useful: MAYBE
    This perk is a little extra that you won't often see in use, but it heals any
    crippled limbs when you suffer from Advanced Radiation Poisoning (400+).
    Junior Survivor: 5 Variations
    Requirements: Don't do your best during the Wasteland Survival Guide quest.
    Useful: YES, but..
    This perk always gives +2% Poison & Radiation Resistance.  Depending on your
    answers, it also gives on of the following bonuses:
    Standard: +5 HP
    Smart: +2 Medicine, +2 Science
    Tough: +2 Damage Resistance
    Sly: +2 Sneak, +2 Speech
    Snide: +1 Critical Chance
    The 'Tough' responses (require STR or END) are usually the best to take, because
    of the unique DR bonus you can get.
    Survivor Expert: 5 Variations
    Requirements: Not all optional requirements were completed during the Wasteland
                  Survival Guide quest.
    Useful: YES, but..
    This perk always gives +4% Poison & Radiation Resistance.  Depending on your
    answers, it also gives on of the following bonuses:
    Standard: +10 HP
    Smart: +4 Medicine, +4 Science
    Tough: +4 Damage Resistance
    Sly: +4 Sneak, +4 Speech
    Snide: +2 Critical Chance
    The 'Tough' responses (require STR or END) are usually the best to take, because
    of the unique DR bonus you can get.
    Survivor Guru: 5 Variations
    Requirements: All optional requirements were completed during the Wasteland
                  Survival Guide quest.
    Useful: YES
    This perk always gives +6% Poison & Radiation Resistance.  Depending on your
    answers, it also gives on of the following bonuses:
    Standard: +15 HP
    Smart: +6 Medicine, +6 Science
    Tough: +6 Damage Resistance
    Sly: +6 Sneak, +6 Speech
    Snide: +3 Critical Chance
    The 'Tough' responses (require STR or END) are usually the best to take, because
    of the unique DR bonus you can get.  The Survival Guru is the best of all the
    perks you can get from The Wasteland Survival Guide quest.
    Ant Might: 1 Rank
    Requirements: Complete 'Those!' quest objectives for Doctor Lesko.
    Useful: YES
    You gain 25% resistance to fire, and gain a permanent +1 in STR.
    Ant Sight: 1 Rank
    Requirements: Complete 'Those!' quest objectives for Doctor Lesko.
    Useful: YES
    You gain 25% resistance to fire, and gain a permanent +1 in PER.
    Which to choose?  Depends on which of the two stats (STR or PER) you are aiming
    to max out at the moment.  It doesn't really matter much, you should be able to
    get both to 10.
    Wired Reflexes: 1 Rank
    Requirements: Complete 'The Replicated Man' and head to Dr. Zimmer.
    Useful: YES
    Increases VATS accuracy by 10%!
    Hematophagy: 1 Rank
    Requirements: Complete 'Blood Ties'.
    Useful: YES
    Allows you to gain 20 HP from Blood Packs instead of 1.  You can also sell them
    for 15 Caps.
    Barkskin: 1 Rank
    Requirements: Do the 'Oasis' quest.
    Useful: YES
    Damage Resistance is increased by +10, and END is increased by +1.  Both are
    permanent increases.
                                | DLC Related Perks: |
    Covert Ops: 1 Rank
    Requirements: Complete the Operation: Anchorage DLC simulation and retrieve all
                  10 Intel Suitcases.
    Useful: YES
    This Perk increase your Science, Small Guns and Lockpick Skills by +3 points.
    Auto Axpert: 1 Rank
    Requirements: Collect the first 10 mandatory Steel Ingots from The Steelyard in
                  The Pitt DLC, and this Perk will automatically be granted.
    Useful: YES
    This Perk increases the damage that you do with Auto Axes by 25%.  The following
    four weapons qualify: Steel Saw, Auto Axe, The Mauler, and Man Opener.
    Pitt Fighter: 1 Rank
    Requirements: Survive the fights in The Hole - part of The Pitt DLC - and this
                  Perk will automatically be granted.
    Useful: YES
    This Perk permanently increases your DR and Radiation Resistance by +3%.
    Booster Shot: 1 Rank
    Requirements: Complete the third and final quest "Free Labor" from The Pitt DLC,
                  and this Perk will automatically be granted no matter which side
                  you chose.
    Useful: YES
    This Perk permanently increases your Radiation Resistance by +10%.
    Ghoul Ecology: 1 Rank
    Requirements: [Point Lookout DLC]. Read Plik's Journal in the Coastal Grotto.
    Useful: YES
    This Perk increases the damage that you deal to all Ghouls by +5.
    Punga Power!: 1 Rank
    Requirements: [Point Lookout DLC]. Complete the 'Walking with Spirits' quest.
    Useful: YES
    This Perk increases the effectiveness from Wild Punga Fruit and Refined Punga
    Fruit. -1 Rads for Wild Punga Fruit becomes -5 Rads, and -2 becomes -15.
    Superior Defender: 1 Rank
    Requirements: [Point Lookout DLC]. Complete 'The Local Flavor' quest.
    Useful: YES
    This Perk increases your damage by +5 and DR by +10 when standing still
        |[S5] Creating a Grand, Great All-Round Character                     |
    o No character is truly perfect, and choices must always be made, but this build
      is one of the better ones you can have.
    o Keep in mind, there is NO definitive way of creating a character.  This is
      merely advice, and perhaps you can use it as a starting plan.  Feel free to
      deviate from it.
    o Get the best result from 'The Wasteland Survival Guide' Quest by doing all
      optional requests, and never answer with the smart or sneaky answers.  Instead
      go for the standard answer, act tough, or sarcastic.  You'll have to choose,
      Standard: +15 Health
      Tough: +6 DR
      Sarcastic: +3% Critical Chance
    o Starting Stats: 
        STR: 8, PER: 5, END: 7, CHR: 1, INT: 5, AGL: 7, LCK: 7.
    Boosts: +2      +2      +2      +1      +1      +2      +3
    You can also put INT at 3, but this will require you to swim to Rivet City
    early on, getting the INT Bobblehead.  In the end, the extra points in CHR are
    not worth much.  PER & AGL can use the extra points, but it'll be a little bit
    more tricky.
    o The Lucky 8 Ball can increase your Luck by +1, as can a Bobblehead.
      Ranger Armor gives +1 Luck as well.
    o The quest 'Those!' can give you either +1 STR or +1 PER (choose PER).
    o 3x Intense Training: +1 STR, +1 AGL, +1 END.
    o Ending Stats:
      STR: 10, PER: 7, END: 9, CHR: 2, INT: 6, AGL: 9, LCK: 10.
    o As for Skills, with help from Dwovar:
    o There are 13 skills, and 100 pts/skill gives you 1300 total skill points 
    o There are 25 skill books per skill (maybe 24 for Barter), and Comprehension 
      gives you double points. 2*13*25=650 (648 if there's only 24 for Barter). That
      leaves 652 to reach.
    o The bobbleheads for skills give you 130 points. The SPECIA bobbleheads give 
      you a +26 points (2 per skill, increased as their respective attribute is 
      increased). That's a total of 156 from bobbleheads, leaving 496 to reach.
    o Luck gives you 1/2 the luck score to 'all skills'. So if you raise luck to 8,
      get the bobblehead, AND the lucky 8-Ball, you'll get +5 to all skills. So 
      5*13 is 65. That leaves 431 to reach.
    o With the initial SPECIA statistics above, you'll gain +16, +30, +28, +4,
      +30, +32 = 140 Skill Points.  Leaves 291 to reach.
    o With 5 INT = 15 Skill Points to Level 6 (5 Levels) = 15*5 = 75 Points.
      With 6 INT = 16 Skill Points at Level 6-20 (15 Levels) = 16*15 = 240 Points.
      Total = 315
    (Note: You can swim to Rivet City when you leave the Vault, when you are LVL 3.
           This grants you only 2 points extra over getting it at, say, LVL 5)
     With the total of 315, we are already successful! We now have 24 points extra.
     Besides, there are other small bonuses as well:
    o You can tag 3 Skills from the GOAT test: +45 Points.  Total points left:
      45+24 = 69.
    o Cyborg Perk gives +10 Energy Weapons, Silent Running +10 Sneak.  That's +20
      free points. 69+20 = 90 Points.
    o You don't need to boost any skills into Big Guns when levelling up because
      it's possible to get infinite skill books for it from the respawning raider
      with the flamethrower in Bethesda East Office, upstairs.  This saves roughly
      30 extra points again.  90 + 30 = 120.
    o Keep in mind you don't want to boost any skill too high after levelling up.
      You can use the 120 spare points to boost Lockpick and Science so you can 
      easily get treasures during your quest - because playability matters too.
      Closing Advice:
      o Don't level Skill Boosting Perks.
      o At LVL 4, go for Comprehension.
      o Get the INT Bobblehead ASAP
      o Get 6 PER before Level 12 or so.
      o Don't be too hard on yourself with Lockpick and Science.  You have a margin
        of points you can 'waste', so raising these to 70 - 75 should do no harm.
    o Never take the 'Here and Now' and 'Tag' Perks.  That's a waste.
    o Perk Levelling Advice:
      Level 2:  Intense Training -> STR +1
      Level 3:  Intense Training -> END +1
      Level 4:  Comprehension (You can now read any Skill Book safely; +2 Points)
      Level 5:  Intense Training -> AGL +1
      Level 6:  Toughness
      Level 7:  Bloody Mess
      Level 8:  Strong Back
      Level 9:  Commando
      Level 10: Finesse
      Level 11: Demolition Expert
      Level 12: Sniper
      Level 13: Silent Running
      Level 14: Cyborg
      Level 15: Pyromaniac
      Level 16: Action Boy
      Level 17: Better Criticals
      Level 18: Paralyzing Palm
      Level 19: [choice]
      Level 20: Grim Reaper's Sprint
    Level 2 & 3:
    At Level 2 you can choose from Intense Training, Black Widow/Lady Killer,
    Daddy's Boy/Girl, Gun Nut, Little Leager, Swift Learner and Thief.  The latter
    five give a skill boost which is essentially worthless because you can max your
    skills out later.  With the exception of Swift Learner, which gives an EXP
    bonus.  However, we're going to make it to LVL 20 without it, and time is not an
    issue. Lady Killer is bad because there simply aren't many female opponents in
    the game, and Black Widow is so-so.  Therefore, it's best to go with the Intense
    Training Perk.
    Level 4 & 5:
    This needs little clarification. Comprehension doubles the effects of skill 
    books, and if you follow the character building plan in this guide, you won't
    need Educated.  Another Intense Training session to boost your stats.
    Level 6 & 7:
    The competition gets tougher.  From Level 4 we left a few skills behind, so let
    us go over them: Child at Heart makes you good with kids, but there are only a
    few places this will really benefit you, and you can almost always do Speech
    Challenges and reset. We already took Comprehension.  Entomologist is actually a
    pretty decent Perk, but it's main use will be when you're fighting the bigger
    bugs such as Giant Radscorpion. The +50% damage can come in handy then.  The
    Scoundrel Perk raises Skill Points, so we can ignore it.  Iron Fist is for
    Unarmed users and can be useful if you're in love with that, but only then.
    That means we 'keep' one Perk in mind from Level 4, which is Entomologist.
    Let's go over LVL 6 & 7.  Bloody Mess isn't just all visuals, it actually causes
    an extra 5% damage - ALWAYS.  Demolition Expert boosts Mines, Grenades and the
    Missile Launcher damages by +20%.  Fortune Finder allows you to find more Caps
    whenever you do find caps.  This isn't very useful later on, when you can sell
    loot from bodies for a lot of caps (this includes ammo). Gunslinger increases
    VATS accuracy by +25% when firing single-handed weapons - needless to say very
    nice.  Lead Belly allows you to drink from radiated sinks, use toilets, etc..
    with a 50% decrease in radiation poisoning.  Absolutely useless.  Toughness will
    increase your Defense Rating by a permanent 10.  Absolutely Great.
    So Toughness is one we'll pick regardless.  Leaves one, the choice between:
    - Entomologist
    - Bloody Mess <--
    - Demolition Expert
    - Gunslinger
    Level 8 & 9:
    Commando increases VATS accuracy by +25% for rifles.  Quite useful, actually.
    Impartial Mediation is worthless - you can reset Speech Challenges if you really
    want the benefits, and besides, you need to have neutral Karma for this to work.
    Rad Resistance isn't very useful as you can always use Rad-X and RadAway.  The
    Scrounger Perk can be very useful, but only if you're an Ammo waster.  Of course
    it can also bring in extra caps..  Size Matters is about skill points, so we can
    ignore it.  The Strong Back is a unique Perk which gives +50 weight allowance.
    Then again, you can also use your weight sparingly and store things in your
    Leaves the choice between:
    - (Any 3 Unpicked Perks from LVL 6 & 7)
    - Commando <--
    - Strong Back <--
    Level 10 & 11:
    Ah, Animal Friend. The thing is, it's actually quite decent if you put two ranks
    in this (because they will help you in fights against non-animals), but that's
    asking a bit much, and only one rank in it causes animals to simply not attack.
    Therefore it's not worth it.  Finesse increases your Critical Chance by +5%.
    Very, very useful.  Here and Now increase a level automatically - which is a
    worthless effort since we'll make it to LVL 20 either way.  Mister Sandman 
    allows you to instantly, and here it comes, kill any ADULT HUMAN, while they are
    SLEEPING.  That's a lot of factors..Let's see, Human check, Adult check,
    Sleeping check.  You won't find this useful very often.  The Mysterious Stranger
    Perk allows for the Mysterious Stranger to finish off an opponent when they have
    less than 150 HP, with a 10% chance.  It will interfere with The Grim Reapers 
    Sprint at LVL 20, so that's a reason to not pick it.  Nerd Rage would be good
    if it was only activated a little higher than 20% or less than your Max Health.
    STR to 10 and Damage Resistance +50.  Sounds attractive, but when you see your
    Health Bar blinking at 15%, what are you going to do?  Exactly, use a Stimpak.
    Night Person is quite useless; It grants +2 INT and +2 PER at night.
    We will pick Finesse from this list, and leave the rest alone.  Now we can
    choose a Perk from one of the previous levels:
    If you picked Bloody Mess, Commando and Scrounger, pick a choice from these:
    - Entomologist
    - Demolition Expert <--
    - Gunslinger
    Level 12 & 13:
    Cannibal allows you to eat corpses for +25 Health and -1 Karma. Eh, yeah.  There
    are better ways to heal or stack up negative karma.  Fast Metabolism gives a
    +20% boost to a Stimpak.  Handy, but not more than that.  You'll come across
    plenty of Stimpaks and with your Medicine Skill maxed in the end you won't need
    this at all.  Life Giver gives, well, +30 Life.  Can't argue that it's not
    useful, because it is.  Pyromaniac gives +50% damage to Flamethrower, Firelance
    Alien Blaster, Zhu-Rong v418 Chinese Pistol, Nuka-Grenade and Shiskebab.  Its
    usefulness is fair to good.  Robotics Expert allows for a +25% to robots which
    is never bad.  Silent Running is the ultimate sneak perk - it allows you to
    sneak at full speed without making any sound.  Sniper gives +25% chance to hit
    your enemy's head in VATS - very useful as well.
    This is a tough round with choices to be made from:
    - (Any 2 Unpicked Perks from before)
    - Life Giver
    - Pyromaniac
    - Robotics Expert
    - Silent Running <--
    - Sniper <--
    Level 14 & 15:
    With Adamantium Skeleton, limbs receive 50% less damage.  Sounds very useful,
    isn't very useful.  If your limbs get crippled, you'll often reload anyway.
    Chemist doubles the duration of Chems.  Handy?  Yes.  Contract Killer and 
    Lawbringer allow you to loot ears or fingers and sell them for 5 Caps.  Compared
    to the other Perks around, not very shiny.  Cyborg is no contest, really.  It
    gives +10 Damage Resistance, Poison Resistance, Rad Resistance and even Energy
    Weapons Skill.  Light Step makes it so you never set off any traps or mines.
    Handy, but you can also be more careful.  Master Trader gives you a discount of
    25% at all traders.  Handy, but not all that useful later on.
    Cyborg is a surefire pick. Leaves us with:
    - (Any 5 Unpicked Perks from before): Pyromaniac <--
    - Chemist
    Level 16 & 17:
    Action Boy/Girl is great, really.  An additional +25 VATS AP!  Better Criticals
    is also great: +50% Damage for Critical Hits, that slaughters enemies!  Chem
    Resistant is useful in combination with Chemist only, but can be a very
    powerful combi.  It reduces the chance to get addicted by 50%.  Tag grants 15
    Skill Points to any skill, and is the most worthless Perk in the whole higher
    level range.
    Thus you'll want to choose Action Boy/Girl and Better Criticals. Leaves:
    - (Any 5 Unpicked Perks from before)
    Level 18 & 19.
    Computer Whiz is decent when hacking, but .. not worth passing up other great
    Perks.  Concentrated Fire isn't bad, but Sniper is much better.  Infiltrator is
    like a Computer Whiz but with Lockpicks.  Its usefulness can be questioned.
    Paralyzing Palm freezes an enemy for 30 seconds, but you have to be unarmed.
    That doesn't have to be a problem however, just unequip/equip your weapons!
    Leaves us with the following:
    - (Any 5 Unpicked Perks from before)
    - Paralyzing Palm <--
    You must leave 4 fairly useful perks behind, which is a shame, but it has to be
    done.  This choice is mainly up to you - I can only tell you what I would do,
    and why:
    Choose From:
    Entomologist:  You'll squash those bugs without the extra damage.
    Gunslinger:  Aside from the .44 Magnum and Dart Gun .. will you really be using
                 Pistols on enemies later on?  You can live with the few less Acc%.
    Life Giver: Health is nice, but 30 points on 300 HP is only 10%, and you can
                literally live without the bonus.  Besides, the other Perks y'know..
    Robotics Expert: 25% extra damage to robots is nice, but there are Perks that
                     have a much wider bonus that can help with all enemies.
    Chemist:  The Chemist Boosts are temporary, can get you addicted, and they are
              great on their own already.  This also needs the Chem Resistant perk.
    You can also pick another Intense Training session, to make things even more
    Level 20:
    Grim Reaper's Sprint.  Seriously.
        |[S6] Creating a Grand, Great All-Round Character (WITH BROKEN STEEL!)|
    This section is about making a very powerful balanced character, keeping in mind
    that the Broken Steel adds ten new levels and fourteen new Perks.  Because both
    Level 30 Perks are useful, there are two possible lists.  Read on.
    This list will not require any Intense Training, and if you pick up the SPECIAL
    Bobbleheads only AFTER making it to Level 30, you can have a truly perfect
    character as far as SPECIAL stats go.  Also, this list assumes you're a female
    and take the Black Widow perk, since it is REALLY good (+10% damage against ALL
    male NPC's?  Including Enclave?  Yes!  That's *wicked*.)
    Important Note: Furthermore, Comprehension is no longer necessary, although you
                    *MUST* to start with Intelligence at 9 to get those skills
                    jacked up.  There's not a lot of room for error, so you can't
                    "overboost" many skills (only Lockpick, I'd say).  With "over-
                    boosting" I mean that you can't go above around 45 points or so,
                    because you'll need to get 25 Skill Points from the Skill Books,
                    you'll want to figure in the other bonuses you get from stats,
                    and the same goes for the boosts you get from Bobbleheads.
    SPECIAL Stats:
    Assuming you take Almost Perfect (and leave the bobbleheads alone until you have
    taken this perk), your stats will all end up being 10's.  Start out with 9 INT
    to ensure the maximum amount of skill points.  Here's a short breakdown of how
    many points you need to get, and how many points you're going to find.
    Regardless of the fact that your stats will be perfect in the end, you MUST
    start out with the following stats if you want to be able to fulful all the 
    stat-requirements that come with the following list:
     Starting Stats:  STR: 5, PER: 6, END: 6, CHR: 1, INT: 9, AGL: 7, LCK: 6
    I repeat, you MUST start with these stats or you might not be able to take some
    of the perks mentioned in the list below due to not having reached the stats
    requirements of the perk.
    Note: If your base LCK is at 5 (and some other stat boosted by one extra point),
          you *are* allowed to boost this to 6 with the Luck Bobblehead in order to
          get the requirement for the Better Criticals Perk at Level 16.  After
          reaching level 30 and selecting the Almost Perfect Perk you can place the
          Lucky 8 Ball in your inventory to boost your Luck one last point, up to
    Other Important Requirements:
    Be sure to have the following skills at the following levels in order to pass
    the requirements for the perk list below.  Please do NOT just boost them
    regularly or you will NOT be able to max out all skills.  Instead, start hunting
    skill books for these skills very early on to ensure that you can reach these
    levels in time.  Remember, this is not about convenience, it's about maxing 
    everything.  Nobody said it was easy, and no one ever said it would be so hard,
    so that's why I'm telling you now.
    Note: It may be helpful to tag Science at the GOAT test.
    - Science at 40 points    [Do this at or before Level  4]
    - Explosives at 50 points [Do this at or before Level 10]
    - Sneak at 60 points      [Do this at or before Level 12]
    - Science at 60 points    [Do this at or before Level 13]
    - Medicine at 60 points   [Do this at or before Level 13]
    - Explosives at 60 points [Do this at or before Level 14]
    - Unarmed at 70 points    [Do this at or before Level 17]
    - Sneak at 80 points      [Do this at or before Level 20]
    - Melee at 80 points      [Do this at or before Level 20]
    Skill Points:
    TOTAL AMOUNT REQUIRED: 13 Skills * 100 Points p/Skill = 1300 POINTS.
    Levelling up 29 times with 9 INT will net you 551 points.
    You get 25 * 13 = 325 points from skill books (without comprehension).
    You get 13 * 10 = 130 points from skill bobbleheads.
    You get 26 points from SPECIA bobbleheads.
    You get 65 points from Luck at value 10.
    You get 45 points from tagging three skills at the GOAT test.
    You get 20 points from Cyborg/Silent Running perks.
    You get 9 points from Covert Ops perk (Operation Anchorage only).
    You get 216 points in total from your SPECIA stats at value 9 (as we have 
    already calculated the Bobbleheads value).
    Note: You can also grab the Daddy's Boy/Girl perk at Level 3 if you don't care 
          much about the +10% EXP you get from Swift Learner.  This nets you 10 
          Skill Points.  The +5 Science Boost will help you get Entomologist at
          Level 5, since it requires 40 Science.
    This already puts our total at 1397 possible skill points. You could furthermore
    abuse tricks such as the Big Guns skill book respawn trick (and thus no need to
    ever boost that skill manually, saving another 30 points or so).
    So let's play it safe and say that you have about 80 points to spare.  This will
    allow you to boost Lockpick to 75 (just for convenience purposes), and it also
    allows for a slight boost towards high skill requirements such as Unarmed at 70
    on Level 17, and Sneak/Melee at 80 on Level 20.  Don't boost everything, mainly
    fill the gap with skill points from Skill Books, and only use your "spare"
    points when you're running out of options.
    The Perks List:
    Level 2:  Black Widow
    Level 3:  Daddy's Boy/Girl [Nothing better available!]
    Level 4:  Iron Fist (1)
    Level 5:  Entomologist
    Level 6:  Toughness
    Level 7:  Bloody Mess
    Level 8:  Strong Back
    Level 9:  Commando
    Level 10: Finesse
    Level 11: Demolition Expert (1)
    Level 12: Sniper
    Level 13: Silent Running
    Level 14: Cyborg
    Level 15: Pyromaniac
    Level 16: Action Boy
    Level 17: Better Criticals
    Level 18: Paralyzing Palm
    Level 19: Robotics Expert
    Level 20: Grim Reaper's Sprint
    Level 21: Ninja
    Level 22: Iron Fist (2)
    Level 23: Iron Fist (3)
    Level 24: Life Giver
    Level 25: Demolition Expert (2)
    Level 26: Nerves of Steel
    Level 27: Gunslinger
    Level 28: Demolition Expert (3)
    Level 29: [Choice: Puppies!/Quantum Chemist]
    Level 30: Almost Perfect
    Closing words: This is one of the most powerful builds in the game, hands down.
    There is no longer a need to do Intense Trainings or Comprehension, which saves
    several slots, and with the addition of 10 levels there is room to expand on
    melee and explosives abilities, along with other great perks you had to leave
    behind otherwise, such as Life Giver.
    Perks Left Behind Analysis:
    Let's take a look at what we left behind, and whether we should feel bad about
    it or not:
    o At Level 2 we leave [Intense Training], [Gun Nut], [Little Leager] and [Thief]
      behind.  Since Almost Perfect at Level 30 makes Intense Training obsolete.
      While you could choose [Swift Learner] at this point, it's probably better to
      choose Daddy's Boy/Girl since it gives you 10 free skill points which you
      might just need, while Swift Learner is mainly convenience since it nets you
      +10% extra EXP for everything you gain EXP with.
    o At Level 4 we leave [Child at Heart], [Comprehension], [Educated] and
      [Scoundrel] behind.  Comprehension is no longer necessary for a maximum
      investment in skill points and Educated never was.  Scoundrel only boosts
      skill points, so there's no harm done there either by leaving it.  Child at
      Heart is actually the only perk at this level that has a few decent benefits
      we won't get by leaving it behind.  On the other hand, most of the speech
      challenges can be won through other means, and there aren't many children in
      the game, let alone unique options through Child at Heart.
    o At Level 6 we leave [Fortune Finder] and [Lead Belly] behind.  We certainly
      postpone most other perks such as Demolition 2 & 3 and Gunslinger, but those
      are nailed eventually.  Since Lead Belly only decreases the radiation
      poisoning you get from using sinks, toilets and the like it isn't useful.
      Fortune Finder sounds good but you won't need all that much Bottle Caps when
      you're all-powerful at level 30.  Selling ammo nets you plenty enough caps.
    o At Level 8 we leave [Impartial Mediation] alone since all it does is increase
      your Speech Challenge chances by +30%.  We also ignore [Rad Resistance] since
      it has no added value at all.  We also leave [Scrounger] alone, which is fine
      as well - it only increases the amounts of ammo you find in boxes.  Handy, but
      not more than that and there's plenty of ammo around in Fallout 3.  We also
      ignore [Size Matters] since it only boosts skill points.
    o At Level 10 we actually leave a useful perk behind for a change: [Animal 
      Friend] will cause Dogs, Brahmins, Mole Rats *and* Yao Guai to not attack you
      at Rank 1 of the perk, and at the 2nd rank they'll even assist you in battle
      (just not against their own kind).  Admittedly this is a handy feat, but only
      Yao Guai are noteworthy allies, and spending two ranks on this perk just for
      that is too much.  If we were talking about Albino Radscorpions on the other
      hand .. :p .. But that's not the case!
      Naturally, we also skip [Here and Now], which only instantly grants a LevelUp.
      Then there's [Mister Sandman] that we'll ignore.  While the concept is pretty
      cool, there's no real reason you'd need to kill *humans* in their *sleep*.
      We also leave [Mysterious Stranger] alone, another decent perk - since it
      kills enemies that you target in VATS when they have 150 HP or less, but only
      with a 10% chance.  Grim Reaper's Sprint makes this perk a bit obsolete when
      you think about it, because that instantly replenishes your AP when you kill
      an enemy - and if the enemy survives (90% chance if Mysterious Stranger does
      not show up) there's no party pie for you, only an angry Overlord!
      [Nerd Rage] is totally worthless.  You'll reach 10 Strength permanently on 
      your own, and you'll get so close to the maximum amount of DR (85) that this
      perk only increases your DR around 5 points or so.  And of course, only when
      your HP is lower than 20%.
      Then there's [Night Person] that increases your INT and PER +2 points whenever
      the sun is down (18:00 - 06:00).  You'll reach max stats in the end anyway,
      making this perk obsolete.
    o At Level 12 we leave [Cannibal] and [Fast Metabolism].  While Cannibal is
      nothing to mourn about (25 Health and -1 Karma when you feast on corpses..?),
      Fast Metabolism is not completely useless: It does increase the effectiveness
      of Stimpaks by +20%.  Then again you'll find plenty of Stimpaks and they'll
      start healing enough when you get stronger.
    o Level 14 has [Adamantium Skeleton] that we ignore.  Limbs take 50% less damage
      but there's not much point when you get stabbed and shot in the chest.  Then
      there's [Chemist] which prolonges the effects of chems by 2x.  Yes, that's
      actually another useful perk that we'll have to leave behind.  Most chems are
      not worth using, but others (such as Psycho and Yao Guai Meat that boost your
      damage) can be nice to have - 20% additional damage is a lot on powerful
      [Contract Killer] and [Lawbringer] aren't even remotely useful other than
      giving a unique peek at some new dialog.  Their rewards are poor: 5 caps for
      killing either a good or evil characters.
      We also ignore [Light Step] - which doesn't really matter - and [Master
      Trader], which is nothing more than a fun addition.  The 25% lower prices at
      shops doesn't compare to ther other useful perks however.
    o At Level 16 we don't leave much behind: Only [Chem Resistant], which decreases
      the chance to get addicted to chems by 50%, and [Tag!], another worthless perk
      that boosts 15 skill points - a useless effort at this point (or any point
      when you're maxing power) of the game.
    o At Level 18 we leave [Computer Whiz] and [Infiltrator], both worthless perks
      that assume you suck ass at lockpicking and/or hacking.  They also assume you
      never reload anyway when you get locked out of something.  [Concentrated Fire]
      isn't good either, as it has a very low increase in accuracy when targetting
      enemy limbs.  Yup, it's lame.
    o At Level 20 we leave [Explorer] behind.  It's not useless at all, but simply
      because you can explore all locations yourself (and we're attempting a max
      character here) it's not helping our goal.  We also skip Grim Re.. Oh, Heh.
      We also skip [Solar Powered], of which the +2 STR increase has no uses when
      you reach 10 STR, and the +1 HP increase every 10 seconds in sunlight is ..
      little to say the least (get it?).
    o Level 22 has [Deep Sleep] which we'll skip (I mean, the "Well Rested" status
      isn't even that great, and you'll reach level 30 anyway).  You'll have to 
      choose later between [Puppies!] and [Quantum Chemist]. 
      I personally find [Puppies!] a bit of a paradox, unless you're aiming to make
      things easier on yourself.  See, if you're a careful gamer and save a lot then
      you can simply reload should Dogmeat die (or just not bring him along all the
      time), and this the perk is useless.  And if you're a reckless gamer that
      doesn't care about these things, then you probably have little interest in
      maxing everything out.  [Quantum Chemist] allows you to create Nuka Cola
      Quantums out of every 10 regular Nuka Cola's (which is still a pretty big
      amount).  Since you can use Quantums in Nuka-Grenades (powerful suckers), and
      Quantums are normally limited, it could be a useful perk to have.  Then again,
      regular Nuka-Cola's *are* also limited, there's just more of them.  It does
      cost 10 to create just one Quantum, so decide for yourself..
    o Level 24 has no useful perks when we pick Almost Perfect at Level 30.  The 3
      karmic perks [Devil's Highway], [Escalator to Heaven] and [Karmic Rebalance]
      aren't useless (feel free to get the achievements/trophy's with these by 
      picking them at level 30 (save beforehand!).  [No Weakness] doesn't compare to
      Almost Perfect.
    o Level 26 has [Rad Tolerance] and [Warmonger] that we'll skip.  Rad Tolerance
      is probably one of the worst perks ever, especially this high up, and
      Warmonger just isn't a good perk either since you can collect all custom
      weapon schematics yourself.
    o Level 28 has two more useless perks: There's no reason to take [Party Boy]
      (or to consume alcohol for that matter) when you have max stats. 
      [Rad Absorption] is just crap as well, no need to detail it - you'll have tons
      of RadAway at this point.  If you don't then you just suck at Fallout 3. :p
    o And Level 30 forces us to choose between Almost Perfect and [Nuclear Anomaly].
      I'd personally go with Almost Perfect (hence this in-depth list) simply
      because Nuclear Anomaly doesn't work well on higher difficulties.  Besides,
      read the following example to illustrate its relative uselessness:
      Example: You're Level 30 (and thus very powerful), you have tough armor, good
      weapons and plenty of life.  You chose for Nuclear Anomaly - and remember that
      it blows everything up around you when under 20 HP, and heals you with your
      You suddenly run into two Albino Radschorpions and Fawkes isn't nearby, he
      just happened to glitch behind some cliffs and still needs to respawn.  Crap!
      The Albinos stab you like crazy, wankers that they are, and they instantly
      kill you because they inflict more than 20 damage per hit.  You die.
      Assuming you don't die from regular Raiders anymore (or any other weak enemies
      for that matter), this perk would only be useful against the stronger foes,
      but it is especially those stronger enemies against which it's the *least*
      likely to be effective against.
      Furthermore, only when you're playing on lower difficulties (Very Easy) and
      thus need the perk the least, it will work the most.  And the higher the
      difficulty (the more you need it), the less it'll work.  Shame, ain't it?
      So I choose Almost Perfect. And then make a Perfect Stats Character. ;)
      There are a few perks that have their remote uses which we have to ignore, and
      a ton of perks that are useless altogether.  Here's a short summary on those
      that are *completely* worthless (in THIS build!) and those that have *some* 
      value to some people:
      [Intense Training], [Gun Nut], [Little Leager], [Thief], [Comprehension],
      [Educated], [Lead Belly], [Impartial Mediation], [Rad Resistance], [Here and
      Now], [Mister Sandman], [Nerd Rage], [Night Person], [Cannibal], [Lawbringer],
      [Contract Killer], [Tag!], [Computer Whiz], [Infiltrator], [Explorer], [Deep
      Sleep], [Devil's Highway], [Escalator to Heaven], [Karmic Rebalance], [No
      Weakness], [Rad Tolerance], [Warmonger], [Party Boy], [Rad Absorption].
      Some Usefulness:
      [Child at Heart], [Scoundrel], [Fortune Finder], [Impartial Mediation], [Rad
      Resistance], [Scrounger], [Animal Friend], [Mysterious Stranger], [Fast 
      Metabolism], [Adamantium Skeleton], [Chemist], [Light Step], [Chem Resistance]
      [Concentrated Fire], [Explorer], [Solar Powered], [Nuclear Anomaly.
      And lastly, a choice between [Puppies!] and [Quantum Chemist].  That's it!
    IMPORTANT NOTE: This list has NOT been field tested yet and is purely theory
                    right now.  Therefore, ERRORS MAY STILL EXIST.  I would NOT
                    recommend this list to anyone except those who just like to
                    tweak their character for fun.  This is not meant for any
                    "ultimate" character builds.  Not yet, at least.
    Well, the list changes due to your SPECIAL stats not being maxed out.  It's
    certainly more of a hassle doing things this way, and I wouldn't recommend it to
    anyone to be quite honest if it weren't for Nuclear Anomaly.  Keep in mind that
    Nuclear Anomaly is not very useful when you're playing on harder difficulties,
    simply because enemies are more likely to inflict 20 damage and thus kill you
    before the perk gets a chance to blow everything to smithereens.
    What we're going to do is take the No Weakness Perk at Level 24 while we start
    with the following stats:
        STR: 8, PER: 1, END: 8, CHR: 1, INT: 7, AGL: 8, LCK: 7.
    Don't get any boosts for Perception (don't do the quest 'Those!'), or for
    Charisma for that matter.  After that level, pump in 4x Intense Training into
    STR, AGL, END, and PER.
    Ending Stats (with Ranger Armor and Lucky 8 Ball):
        STR: 10, PER: 7, END: 10, CHR: 6, INT: 8, AGL: 10, LCK: 10.
    The List:
    Level 2:  Black Widow
    Level 3:  Swift Learner (Nothing better available!)
    Level 4:  Iron Fist (1)
    Level 5:  Entomologist
    Level 6:  Toughness
    Level 7:  Bloody Mess
    Level 8:  Strong Back
    Level 9:  Commando
    Level 10: Finesse
    Level 11: Demolition Expert (1)
    Level 12: Sniper
    Level 13: Silent Running
    Level 14: Cyborg
    Level 15: Pyromaniac
    Level 16: Action Boy
    Level 17: Better Criticals
    Level 18: Paralyzing Palm
    Level 19: Robotics Expert
    Level 20: Grim Reaper's Sprint
    Level 21: Ninja
    Level 22: [Choice: Life Giver or Iron Fist]
    Level 23: Iron Fist (2)
    Level 24: No Weakness
    Level 25: Intense Training
    Level 26: Nerves of Steel
    Level 27: Intense Training
    Level 28: Intense Training
    Level 29: Intense Training
    Level 30: Nuclear Anomaly
    Please note that this list may be subject to change when someone finds a better
    rearrangement.  There is no such thing as a perfect character, although there
    are better and worse builds.  It is a process of tweaking, so keep multiple
    save files and tweak like crazy to find your own personalized god-like
    character, while using the above lists as guidance.
                             VII) INFORMATIVE LISTS [LIS]
        |[LIS1] Level Up/Karma Title Chart                                    |
    |  1 |    0|Vault Dweller         |Vault Delinquent     |Vault Guardian       |
    |  2 |  200|Vault Renegade        |Vault Outlaw         |Vault Martyr         |
    |  3 |  550|Seeker                |Opportunist          |Sentinel             |
    |  4 | 1050|Wanderer              |Plunderer            |Defender             |
    |  5 | 1700|Citizen               |Fat Cat              |Dignitary            |
    |  6 | 2500|Adventurer            |Marauder             |Peacekeeper          |
    |  7 | 3450|Vagabond of the Wastes|Pirate of the Wastes |Ranger of the Wastes |
    |  8 | 4550|Mercenary             |Reaver               |Protector            |
    |  9 | 5800|Urban Ranger          |Urban Invader        |Urban Avenger        |
    | 10 | 7200|Observer              |Ne'er-do-well        |Exemplar             |
    | 11 | 8750|Capital Councilor     |Capital Crimelord    |Capital Crusader     |
    | 12 |10450|Keeper                |Defiler              |Paladin              |
    | 13 |12300|Vault Descendant      |Vault Boogeyman      |Vault Legend         |
    | 14 |14300|Pinnacle of Survival  |Harbinger of War     |Ambassador of Peace  |
    | 15 |16450|Urban Myth            |Urban Superstition   |Urban Legend         |
    | 16 |18750|Strider of the Wastes |Villain of the Wastes|Hero of the Wastes   |
    | 17 |21200|Beholder              |Fiend                |Paragon              |
    | 18 |23800|Wasteland Watcher     |Wasteland Destroyer  |Wasteland Savior     |
    | 19 |26550|Super-Human           |Evil Incarnate       |Saint                |
    | 20 |29450|Paradigm of Humanity  |Scourge of Humanity  |Last, Best Hope of   |
    |    |     |                      |                     |Humanity             |
    | 21 |32500|Soldier of Fortune    |Architect of Doom    |Restorer of Faith    |
    | 22 |35700|Profiteer             |Bringer of Sorrow    |Model of Selflessness|
    | 23 |39050|Egocentric            |Deceiver             |Shepherd             |
    | 24 |42550|Loner                 |Consort of Discord   |Friend of the People |
    | 25 |46200|Hero for Hire         |Stuff of Nightmares  |Champion of Justice  |
    | 26 |50000|Model of Apathy       |Agent of Chaos       |Symbol of Order      |
    | 27 |53950|Person of Refinement  |Instrument of Ruin   |Herald of Tranquility|
    | 28 |58050|Moneygrubber          |Soultaker            |Lightbringer         |
    | 29 |62300|Gray Stranger         |Demon's Spawn        |Earthly Angel        |
    | 30 |66700|True Mortal           |Devil                |Messiah              |
     Note: Level 21-30 can only be reached through the Broken Steel DLC (or by using
           mods in the PC Version of the game).
    The required EXP can be calculated with this formula (L = Level):
    25(3L + 2)(L - 1) = Required EXP
    Example: Level 26:
    25 * (3*26 + 2) * (26 - 1)
    25 * 80 * 25 = 50000 EXP 
        |[LIS2] Karma                                                         |
    |Indication:|Karma Value:  | In Fallout 3, your Karma value defines how good or 
    |===========|==============| bad you are.  The value is invisible to you, but 
    |Very Evil  |-1000 to  -750| you can estimate it by the indication given to you 
    |Evil       | -749 to  -250| at your PipBoy's Menu, under Stats -> General.  
    |Neutral    | -249 to  +250| 
    |Good       | +250 to  +749| Karma ranges from -1000 to +1000.
    |Very Good  | +750 to +1000|
                               Karma Affecting Actions:
            |Action:                             |Karma Consequence:      |
            |Killing a Very Evil Character       |         +100           |
            |Killing an Evil Character           |          ---           |
            |Murder a Neutral/Good Creature      |          -25           |
            |Murder a Neutral/Good Character     |         -100           |
            |Steal from a Neutral/Good Character |     -5 (per/item)      |
            |Donate Caps to a church             |+(x) (Depends on amount)|
            |Do something good in Freeform Quests|    +50 Karma or higher |
            |Do something evil in Freeform Quests|    -50 Karma or less   |
    Negative Karma Consequences:
      When you're considered Evil or Very Evil (thus in the -250 to -1000 range),
      the following things are affected:
    o The followers Jericho (from Megaton) and Clover (from Paradise Falls) can be
      hired now.
    o Speech Challenges with evil persons are easier.
    o Characters such as Three Dog will make a remark.
    o Instant access to Paradise Falls.
    o Allowed to buy Dart Gun Schematics from Pronto in Paradise Falls.
    Neutral Karma Consequences:
      When in the -250 to +250 range, the following is affected:
    o The followers Butch (Rivet City) and Sergeant RL-3 (Tinker Joe near Tenpenny
      Tower sells him) can bow be hired.
    o Good or Evil enemy groups will not attack you automatically.
    o Raiders always attack you.
    Good Karma Consequences:
      When in the +250 to +1000 range, the following things are affected:
    o Speech Challenges with evil people are more difficult.
    o Raiders always attack you.
    o Characters act differently, such as Three Dog.
    o Fawkes (Vault 87) and Star Paladin Cross (the Citadel) can be made followers.
      And only if you are in the +750 to +1000 range:
    o Characters will sometimes award your goodness with presents.  This varies from
      food to caps, ammo to chems, etc.  An example is the dark woman in Megaton.
    Trophy/Achievement Help:
    So you want to get those for bragging rights, eh?  Well you're in luck, because
    there is a fairly easy way to get them all in ONE playthrough.  It's certainly
    rather lame - and if you're going for a really good build you'll want to play
    a second time anyway, but here's how to snatch the Karma Trophy/Achievements in
    just one playthrough.
    Collect as much Purified Water as you can and stock it in your house.  You can
    give these to the beggars in front of Megaton or Rivet City, and you'll get good
    Karma in return.
    Try to stay fairly neutral to make things easier for yourself.  At least try to
    not stick to one extreme or another. 
    Right before you reach the 'key' levels (8, 14, and 20), save your game on a
    separate slot and don't overwrite it.  This means you'll be at level 7, 13 and
    19 respectively in those savegames.  Depending on your Karma, you'll now either
    go on a rampage (start with pickpocketing and stealing things from all the 
    villages), kill good people - simply do really bad stuff.  Or you will now play
    the saint and give Purified waters to the beggars (you can get Purified waters
    from your butler robot as well - use the wait function to replenish).  You can
    also do several good acts.
    When you've reached the level with all three Karma rankings, Good-Neutral-Bad,
    you are free to reload your savegame and continue being the asshole or saint 
    that you were pretending to be.  Or perhaps really was.
                                  [LIS3] Collectibles
        |[LIS3.1] Bobblehead Locations                                        |
                                 SPECIAL Bobbleheads:
    |Name:       |Area Location:                      |Additional Information:     |
    |Strength    |Megaton [Lat -01|Lon -06]           |Lucas Simms' House, in the  |
    |            |                                    |bedroom on a table          |
    |Perception  |The Republic of Dave [Lat 19|Lon 27]|In a bookcase at the Museum |
    |            |                                    |of Dave                     |
    |Endurance   |Deathclaw Sanctuary [Lat -22|Lon 26]|First room near corpse heap |
    |Charisma    |Vault 108 [Lat 18|Lon 06]           |On a table in Cloning Lab   |
    |Intelligence|Rivet City [Lat 18|Lon -17]         |On a table in Science Lab   |
    |Agility     |Greener Pastures Disposure Facility |Inside the small building,  |
    |            |[Lat 07|Lon 21]                     |lying on a table            |
    |Luck        |Arlington National Cemetary         |Arlington House, lying on a |
    |            |[Lat 07 |Lon -09]                   |shelf in the cellar         |
                               Skill Points Bobbleheads:
    |Name:       |Area Location:                      |Additional Information:     |
    |Barter      |Evergreen Mills [LAT -26|LON -07]   |Bazaar; John's Alcove, check|
    |            |                                    |the shelf behind Work Bench |
    |Big Guns    |Fort Constantine [LAT -17|LON 26]   |Open Safe at CO Quarters    |
    |Energy Guns |Raven Rock [LAT -28|LON 28]         |Colonel Autumn's Room(table)|
    |Explosives  |WKML Broadcast Station              |Nearby the radio            |
    |            |[LAT -17|LON 18]                    |                            |
    |Lockpick    |Bethesda Ruins [LAT 05|LON 03]      |Office East; Desk Upstairs  |
    |Medicine    |Vault 101 [LAT -04|LON -04]         |Table in the Clinic         |
    |Melee       |Dunwich Building [LAT -26|LON -18]  |Virulent Underchamber;      |
    |Weapons     |                                    |Middle of Maintenance Room  |
    |Repair      |Arefu [LAT -11|LON 06]              |Table in Evan King's House  |
    |Science     |Vault 106 [LAT -09|LON 06]          |Living Quarters; Inside the |
    |            |                                    |Medical Bay, eastern shelves|
    |Small Guns  |National Guard Depot[LAT 18|LON -03]|Armory; Equipment Storage   |
    |Sneak       |Yao Guai Tunnels [LAT -28|LON -04]  |Den; east of central cave   |
    |Speech      |Paradise Falls [LAT -09|LON 16]     |Table in Eulogy's Pad       |
    |Unarmed     |Rockopolis [LAT -26|LON -07]        |Near Argyle's body          |
        |[LIS3.2] Custom Weapon Schematics                                    |
                                  Worldmap Locations:
        |Schematics Name:  |Worldmap Location:                               |
        |Rock-It Launcher  |Crazy Wolfgang Trader                            |
        |Rock-It Launcher  |Vault 101 [LAT -04|LON -04]                      |
        |Rock-It Launcher  |Megaton [LAT -01|LON -06]                        |
        |Rock-It Launcher  |Rivet City [LAT 18|LON 17]                       |
        |Nuka Grenade      |Doc Hoff Trader                                  |
        |Nuka Grenade      |Girdershade [LAT -26|LON -11]                    |
        |Nuka Grenade      |Cliffside Cavern [LAT -10|LON -17]               |
        |Shiskebab         |Lucky Harith Trader                              |
        |Shiskebab         |Brotherhood Outcast Shack [LAT -14|LON 25]       |
        |Shiskebab         |Meresti Trainyard [LAT -01|LON -11]              |
        |Deathclaw Gauntlet|[EXP-1.16] Savaged Deathclaw                     |
        |Deathclaw Gauntlet|F. Scott Key Trail & Campground [LAT -27|LON -15]|
        |Deathclaw Gauntlet|Rivet City [LAT 18|LON 17]                       |
        |Dart Gun          |MDPL-05 Power Station [LAT -27|LON 25]           |
        |Dart Gun          |Temple of the Union [LAT 13|LON 15]              |
        |Dart Gun          |Tenpenny Tower [LAT -16|LON -17]                 |
        |Bottlecap Mine    |Little Lamplight [LAT -26|LON 02]                |
        |Bottlecap Mine    |Jocko's Pop & Gas Stop [LAT -22|LON -12]         |
        |Bottlecap Mine    |Tenpenny Tower [LAT -16|LON -17]                 |
        |Bottlecap Mine    |Megaton [LAT -01|LON -06]                        |
        |Railway Rifle     |MDPL-13 Power Station [LAT 02|LON 17]            |
        |Railway Rifle     |Rivet City [LAT 18|LON 17]                       |
        |Railway Rifle     |The Mall: Museum of History/Underworld           |
                                  Specific Locations:
    |Schematics Name:  |Specific Location:                                         |
    |Rock-It Launcher  |Sold by Crazy Wolfgang Caravan Trader                      |
    |Rock-It Launcher  |Behind mother's bible verse (Trouble on the Homefront)     |
    |Rock-It Launcher  |Sold by Moira Brown                                        |
    |Rock-It Launcher  |Bridge Tower, 3rd floor armory [Very Hard Lock]            |
    |Nuka Grenade      |Sold by Doc Hoff Caravan Trader                            |
    |Nuka Grenade      |Reward of Misc. Quest: The Nuka-Cola Challenge             |
    |Nuka Grenade      |Inside Yao Guai Cave near the rock with skeletons          |
    |Shiskebab         |Sold by Lucky Harith Caravan Trader                        |
    |Shiskebab         |Nearby a Work Bench, lying on a table                      |
    |Shiskebab         |Reward of Misc. Quest: Blood Ties                          |
    |Deathclaw Gauntlet|Found on the Wastelander                                   |
    |Deathclaw Gauntlet|Inside the caravan                                         |
    |Deathclaw Gauntlet|Reward for Freeform Quest: Council Seat                    |
    |Dart Gun          |Nearby a skeleton on the ground                            |
    |Dart Gun          |Reward of Misc. Quest: Head of State                       |
    |Dart Gun          |Sold by Lydia Montenegro                                   |
    |Bottlecap Mine    |Sold by Knick Knack                                        |
    |Bottlecap Mine    |Found on the Work Bench inside                             |
    |Bottlecap Mine    |Dashwood's Safe: Do Freeform Quest: A Manhandled Manservant|
    |Bottlecap Mine    |Reward for Misc. Quest: The Wasteland Survival Guide       |
    |Railway Rifle     |Found on the Work Bench                                    |
    |Railway Rifle     |Reward for Misc. Quest: Stealing Independence              |
    |Railway Rifle     |Sold by Tulip                                              |
        |[LIS3.3] Fat Men                                                     |
    |##|Worldmap Location:                |Specific Location:                      |
    |#1|Galaxy News Radio Square          |On the dead Brotherhood Knight          |
    |#2|Fort Bannister [LAT -18|LON -01]  |Main Storage Room, Averagely Locked     |
    |#3|Old Olney [LAT 10|LON 26]         |Sewers; SE Storage Room                 |
    |#4|Fort Constantine [LAT -17|LON 26] |Bomb Storage; On table (Expiriment Room)|
    |#5|Germantown Police Quarters        |Basement; Storage room near firing range|
    |  |[LAT -02|LON 13]                  |                                        |
    |#6|White House Utility Tunnel        |Crater                                  |
    |#7|Capitol Building West Entrance    |Rotunda; Search the Talon Mercs         |
    |#8|Evergreen Mills [LAT -1|LON -07]  |Storage Room in foundry                 |
    |#9|Dead Man on the Wasteland         |Randomly found on the Wasteland         |
        |[LIS4] Trade Caravans                                                |
    This section briefly covers the four Traders that you may encounter randomly
    when you pass one of several larger settlements.
    |Trader's Name:|Investment Present: |Max Repair:|Schematics:     |Type of Items|
    |Doc Hoff      |Stimpak x5          |     65    |Nuka Grenade    |Chems        |
    |Crazy Wolfgang|Stealth Boy x5      |     75    |Rock-It Launcher|Misc./Junk   |
    |Crow          |Crow's Eyeboy Helmet|     65    |       ---      |Armor        |
    |Lucky Harith  |Mini Nuke           |     70    |Shiskebab       |Weapons      |
    Speak with Uncle Roe in Canterbury Commons about this.  He'll let your do two
    investments, the first costs 200 Caps, the second costs 500 Caps.  Investing in
    a particular trader increases their inventory, their Repair Skill, and you will
    be rewarded with a present the next time you see the merchant you invested in.
    You only get a present when you invest the 700 Caps in total, and you only get
    these presents once.  See above for the gifts.
    Trading Route:
    The traders use a fixed route.  They travel from location to location, and they
    only stop at the places listed below.  They always visit them in the order 
    listed, and they follow after each other: Doc Hoff, then Crazy Wolfgang, Crow,
    Lucky Harith.  If you meet Doc Hoff in Megaton you'll know you can meet Crazy
    Wolfgang if you wait 2 hours (with the wait-function).
    Ask Uncle Roe about the Map that pinpoints how the Caravan Traders trek.
    Caravan Trader Route:
    o Canterbury Commons
    o Temple of the Union
    o Agatha's House
    o Paradise Falls
    o Arefu
    o Evergreen Mills
    o Megaton
    o Rivet City
        |[LIS5] Radio Frequencies                                             |
    o Galaxy News Radio Station
    This is Three Dog's Frequency and can be heard over the entire Wasteland when
    you've extended Three Dog's signal.
    o Recon Craft Theta Beacon
    5000 meter radius.
    o Chinese Radio Station
    3000 meter radius.
    This is a random mini-encounter somewhere on the Wasteland.
    o People's Republic of America Radio
    16000 meter radius. 
    o Vault 101 Emergency Frequency
    25000 meter radius.
    You can start the Misc. Quest: Trouble on the Homefront after this.
    o Agatha's Station
    All of the Wasteland.  If you finish the Misc. Quest: Agatha's Song you can 
    listen to it.
    o Ranger Emergency Frequency
    7000 meter radius.
    A call for help from Reilly's Rangers who are stuck on the Statesman Hotel.  You
    can start the Misc. Quest: Reilly Rangers without listening to this frequency,
    but it may be of use to you.
    9 Radio Tower Signals
    These signals are closeby large radio towers.
        |[LIS6] Behemoths                                                     |
    1. GNR Plaza (near Galaxy News Radio Station)
    This Behemoth is practically mandatory and you will fight it with the support of
    about ten Brotherhood members so there's not much that can go wrong.  Grab the
    Fat Men from the dead Brotherhood Knight at the fountain and feel free to test
    it out on the Behemoth.
    2. Capitol Building (The White House at The Mall)
    This Behemoth is fighting off several Mercs at the large Rotunda in the Capitol
    Building.  One of the Mercs has a Fat Man which you can use, or you can just 
    hop in the battle and share the fun.
    3. Evergreen Mills
    Find this Raider camp in the Southwest section of the wasteland.  The Super
    Behemoth is kept behind an electrified gate.  You can destroy the generator on
    the left of the gate to cut off the electricity which will cause the Super
    Behemoth to escape and attack the Raiders - and then you!
    4. Takoma Park
    This is an area in DC which you can only access by using the Vernon Square East
    Metro Station.  Travel to the Factory and head to the area on the southwest of
    here.  You'll find the Behemoth among many other Super Mutants and Mercs.'
    5. Super Mutant Camp at Red Wrecked Train
    You'll find this west of Jury Street Metro Station.  Check out the wrecked
    train and look for a cart with a teddy bear.  If you stand here you'll soon 
    enough be attacked from a Behemoth.
        |[LIS7] Followers                                                     |
    There are 8 followers in total, and this section goes over each one of them.
    Note: These 8 Followers automatically regenerate their health outside battle.
          That means you only have to be careful during fights themselves; Once the
          battle is over they'll be healed by the game.
    1. Butch
    Yes, bullyhead Butch can become a follower, that is if you lived through his
    painstakingly annoying conversations and actions during your youthful adventure.
    Finish the Misc. Quest: Trouble on the Homefront and make sure that the Overseer
    has been killed or has stepped down, or sabotaged the Vault in its entirety.
    Look for Butch at the Muddy Rudder Bar at Rivet City.
    o Karma does not matter when Butch has already joined.
    2. Fawkes
    You meet Fawkes during your main quest when exploring Vault 87. She won't 
    immediately join you, but you can easily recruit him when you get out of Raven
    Rock.  Oh, Fawkes is a woman, by the way.  Or at least, she was.  Now she's a
    Super Mutant, and those don't really have a gender either way.
    Note: When Fawkes joins for the first time he doesn't seem to take a follower
    spot.  This means you can already have a follower (or even have assembled a
    small party) before you recruit Fawkes at Raven Rock.  Simply avoid her the
    first time when you get out - and recruit her later - to get the best result.
    o Karma does not matter when Fawkes has already joined.
    3. Sergeant RL-3
    You can buy Sergeant RL-3 from a merchant who sells robots.  He's named Mr.
    Tinker and he can be found nearby or around the RobCo Factory.  It's a somewhat
    random encounter, so you may need to use the wait function for him to appear.
    o Karma does not matter if Sergeant RL-3 has already joined.
    4. Jericho
    [KARMA: BAD]
    Jericho can be found in Megaton.  If you have negative karma and willing to pay
    him 1000 caps for supplies, he's very willing to accompany you to where ever it
    is you want to go.
    o Karma does not matter if Jericho has already joined.
    5. Star Paladin Cross
    You can recruit this Brotherhood Lady in the Citadel, in the same room with
    Liberty Prime (the large robot).  She's on the upper floor and only joins you
    if your Karma is positive.
    o Karma *does* matter if Star Paladin Cross has already joined.  Keep your Karma
      positive or she will leave you.
    6. Charon
    This ghoul can be found in Underworld at The Ninth Circle.  You can buy his
    contract from Ahzrukal for 2000 caps (or 1000 with Barter at 50+).  It's also
    possible to get his contract by killing Greta at Carol's Place.
    o Karma does not matter if Charon has already joined.
    7. Dogmeat
    This lonely dog can be found fighting off raiders in the Scrapyard.  Talk to him
    and he'll be a follower from here on.  It doesn't seem like Dogmeat takes up a
    follower spot, which is a good thing.
    o Karma does not matter if Dogmeat has already joined.
    8. Clover
    She can be bought off Eulogy in Paradise Falls for 1000 Caps (or 500 with enough
    Barter skill).  
    o Karma does not matter if Clover has already joined.
                             VIII) ITEMS & EQUIPMENT [EQP]
                                  |[EQP-1.1] Weapons|
                                       Big Guns:
            |Name:           | VAL|WGT|CPC| AP|DMG|AUTO|ROF|SPR|CRIT|CDMG|
            |Flamer          | 500| 15| 60| 50| 16| YES|  8|0.5|  4 |  1 |
            |Gatling Laser   |2000| 18|240| 30|  8| YES| 20|0.5|  1 |  6 |
            |Minigun         |1000| 18|240| 30|  5| YES| 20| 2 |  1 |  5 |
            |Fat Man         |1000| 30|  1| 65| 10|  NO|4.5| 2 |  0 | ---|
            |Missile Launcher| 500| 20|  1| 55| 20|  NO|5.5|0.5|  0 | ---|
                                   Unique Big Guns:
    |NAME:                           | VAL|WGT|CPC| AP|DMG|AUTO|ROF|SPR|CRIT|CDMG|
    |"Burnmaster" Flamer"            | 500| 15| 60| 50| 24| YES|  8|0.5|  4 |  1 |
    |"Vengeance" Gatling Laser       |2400| 18|240| 30| 11| YES| 20|0.5|  1 | 12 |
    |"Eugene" Minigun                |1500| 18|240| 30|  7| YES| 20| 2 |  1 |  7 |
    |"Experimental MIRV" Fatman      |2500| 30|  8| 65| 10|  NO|4.5| 13|  0 | ---|
    |"Miss Launcher" Missile Launcher| 400| 15|  1| 55| 20|  NO|5.5|0.5|  0 | ---|
                                    Energy Weapons:
            |Name:           | VAL|WGT|CPC| AP|DMG|AUTO|ROF|SPR|CRIT|CDMG|
            |Alien Blaster   | 500|  2| 10| 20|100|  NO| 3 | 0 |  1 | 40 |
            |Laser Pistol    | 320|  2| 30| 17| 12|  NO| 6 | 0 | 1.5| 12 |
            |Plasma Pistol   | 360|  3| 16| 21| 25|  NO| 3 |0.5|  2 | 25 |
            |Laser Rifle     |1000|  8| 24| 17| 23|  NO| 2 | 0 | 1.5| 22 |
            |Plasma Rifle    |1800|  8| 12| 25| 45|  NO| 4 |0.2|  2 | 44 |
                                Unique Energy Weapons:
    |Name:                           | VAL|WGT|CPC| AP|DMG|AUTO|ROF|SPR|CRIT|CDMG|
    |"Firelance" Alien Blaster       | 750|  2| 10| 20| 80|  NO| 3 | 0 |  3 | 40 |
    |Colonel Autumn's Laser Pistol   | 420|  2| 30| 17| 12|  NO| 6 | 0 |  1 | 22 |
    |"Protectron's Gaze" Laser Pistol| 320|  3| 20| 17| 24|  NO| 3 |2.5|  1 | 24 |
    |"Smuggler's End" Laser Pistol   | 450|  2| 30| 17| 18|  NO| 6 | 0 | 1.5| 18 |
    |Mesmetron                       | 500|  2|  5| 65|  1|  NO| 1 | 0 |  1 |  0 |
    |"Wazer Wifle" Laser Rifle       | 900|  8| 30| 17| 28|  NO| 2 | 0 | 1.5| 28 |
    |A3-21's Plasma Rifle            |2200|  8| 12| 25| 50|  NO| 4 |0.2| 2.5| 50 |
                                   Grenades & Mines:
     |Name:           | VAL|WGT|CPC| AP|  DMG  |AUTO|ROF|CRIT|Notes:            |
     |Frag Grenade    |  25|0.5| 1 | 24|  100  |  NO|---|  0 |                  |
     |Plasma Grenade  |  50|0.5| 1 | 24|  150  |  NO|---|  0 |                  |
     |Pulse Grenade   |  40|0.5| 1 | 24| 10/200|  NO|---|  0 |200 DMG to Robots |
     |Frag Mine       |  25|0.5| 1 | 35|  100  |  NO|---|  0 |                  |
     |Plasma Mine     |  50|0.5| 1 | 35|  150  |  NO|---|  0 |                  |
     |Pulse Mine      |  40|0.5| 1 | 35| 10/200|  NO|---|  0 |200 DMG to Robots |
                                    Melee Weapons:
                 |Name:                  | VAL|WGT| AP|DMG|CRIT|CDMG|
                 |Police Baton           |  70|  2| 25|  4|  1 |  4 |
                 |Chinese Officer's Sword|  75|  3| 28| 10|  2 | 15 |
                 |Combat Knife           |  50|  1| 17|  7|  3 | 13 |
                 |Lead Pipe              |  75|  3| 24|  9|  1 | 18 |
                 |Ripper                 | 100|  6| 65| 30|  0 | -- |
                 |Rolling Pin            |  10|  1| 24|  3|  0 | -- |
                 |Knife                  |  20|  1| 20|  4|  1 |  4 |
                 |Switchblade            |  35|  1| 18|  5|  2 |  9 |
                 |Tire Iron              |  40|  3| 27|  6|  1 |  6 |
                 |Baseball Bat           |  55|  3| 25|  9|  1 |  9 |
                 |Nail Board             |  30|  4| 27|  8|  0 | -- |
                 |Pool Cue               |  15|  1| 27|  3|  0 | -- |
                 |Sledgehammer           | 130| 12| 38| 20|  1 | 10 |
                 |Super Sledge           | 180| 20| 38| 25|  1 | 25 |
                                 Unique Melee Weapons:
    |Name:                          | VAL|WGT| AP|DMG|CRIT|CDMG|Notes:             |
    |"Vampire's Edge" Chinese       | 400|  1| 28| 15|  3 | 20 |                   |
    | Officer's Sword               |    |   |   |   |    |    |                   |
    |Occam's Razor" Combat Knife    |  65|  1| 17| 10|  3 | 13 |                   |
    |"Stabhappy" Combat Knife       |  65|  1| 17| 10|  4 | 15 |+~10% Limb Damage  |
    |"Jack" Ripper                  | 200|  6| 65| 30|  1 | 15 |+50% Limb Damage   |
    |"Ant's Sting" Knife            |  30|  1| 20|  4|  1 |  4 |Poison; 40DMG/10sec|
    |"Butch's Toothpick" Switchblade|  50|  1| 18| 10| 2.5| 13 |                   |
    |"Highwayman's Friend" Tire Iron|  75|  5| 27| 10|  1 | 10 |                   |
    |Repellent Stick                | 120|  3| 40|  1|  1 | 10 |Explodes Mole Rats |
    |"Board of Education" Nail Board|  60|  4| 27| 12|  1 | 12 |                   |
    |"The Break" Pool Cue           |  50|  1| 27|  6|  1 |  6 |                   |
    |"The Tenderizer" Sledgehammer  | 230| 12| 38| 30|  1 | 15 |                   |
    |Fawkes' Super Sledge           | 300| 18| 38| 32|  1 | 32 |Attacks faster     |
     Notes: A hit from the Repellent Stick causes a Mole Rat to blow up after five
            seconds.  The Fawkes' Super Sledge attacks faster than regular sledges.
                                    Guns & Rifles:
    |Name:                | VAL|WGT|CPC| AP|DMG|AUTO| ROF|SPR|CRIT|CDMG|Notes:     |
    |10mm Pistol          | 225|  3| 12| 17|  9|  NO|  6 |0.5|  1 |  9 |           |
    |Silenced 10mm Pistol | 250|  3| 12| 21|  8|  NO|  6 |0.5|  2 |  5 |           |
    |10mm Submachine Gun  | 330|  5| 30| 20|  7| YES| 10 |1.5|  1 |  7 |           |
    |.32 Pistol           | 110|  2|  5| 20|  6|  NO|  6 |0.5|  1 |  6 |           |
    |Scoped .44 Magnum    | 300|  4|  6| 32| 35|  NO|2.25|0.3|  2 | 35 |With Scope |
    |Chinese Pistol       | 190|  2| 10| 17|  4|  NO|  6 | 1 |  1 |  4 |           |
    |Sawed-Off Shotgun    | 150|  4|  2| 37| 50|  NO|2.25| 7 |  0 | -- |           |
    |Chinese Assault Rifle| 500|  7| 24| 23| 11| YES|  8 |1.5|  1 | 10 |           |
    |Assault Rifle        | 300|  7| 24| 23|  8| YES|  8 |1.5|  1 |  8 |           |
    |BB Gun               |  36|  2|100| 28|  4|  NO|0.75|0.5|  1 |  4 |           |
    |Combat Shotgun       | 200|  7| 12| 27| 55|  NO| 1.5| 3 |  1 | 27 |           |
    |Hunting Rifle        | 150|  6|  5| 25| 25|  NO|0.75|0.3|  1 | 25 |           |
    |Sniper Rifle         | 300| 10|  5| 38| 40|  NO|  1 | 0 |  5 | 40 |With Scope |
                                 Unique Guns & Rifles:
    |Name:                           | VAL|WGT|CPC| AP|DMG|AUTO| ROF|SPR|CRIT|CDMG|
    |Colonel Autumn's 10mm Pistol    | 325|  3| 12| 17| 13|  NO|  6 |0.5|  1 | 13 |
    |Sydney's 10mm "Ultra" SMG       | 430|  5| 50| 20|  9| YES| 10 |1.5|  1 |  9 |
    |"Blackhawk" Scoped .44 Magnum   | 500|  4|  6| 32| 55|  NO|2.25|0.3|  2 | 45 |
    |"Zhu-Rong v418" Chinese Pistol  | 290|  2| 10| 17|  4|  NO| 4.5| 1 |  2 |  4 |
    |The Kneecapper Sawed-Off Shotgun| 350|  5|  2| 37| 75|  NO| 1.9| 4 |  0 | -- |
    |"Xuanlong" Assault Rifle        | 400|  7| 36| 23| 12| YES|  8 |1.5|  1 | 12 |
    |The Terrible Shotgun            | 250| 10| 12| 27| 80|  NO| 1.5| 6 |  1 | 40 |
    |"Ol' Painless" Hunting Rifle    | 250|  6|  5| 23| 30|  NO| 1.1| 0 |  1 | 30 |
    |Lincoln's Repeater              | 500|  5| 15| 25| 50|  NO|0.75| 0 |  2 | 50 |
    |"Reservist's Rifle" Sniper Rifle| 500| 10|  3| 32| 40|  NO| 1.6| 0 |  5 | 40 |
    |"Victory Rifle" Sniper Rifle    | 450| 10|  5| 38| 40|  NO|  1 | 0 |  3 | 40 |
     Notes: The "Zhu-Rong v418" Chinese Pistol has a chance to set enemies on fire.
            Blackhawk and the Sniper Rifles have a scope on them.  Furthermore, the
            "Victory Rifle" will knock an enemy down when inflicting critical DMG.
                                   Unarmed Weapons:
                |Name:                    | VAL|WGT| AP|DMG|CRIT|CDMG|
                |Brass Knuckles           |  20|  1| 18|  6|  1 |  6 |
                |Power Fist               | 100|  6| 28| 20|  1 | 20 |
                |Spiked Knuckles          |  25|  1| 19|  9|  1 | 20 |
                                Unique Unarmed Weapons:
      |Name:                    | VAL|WGT| AP|DMG|CRIT|CDMG|Notes:             |
      |"Fisto!" Power Fist      | 100|  6| 25| 25| 1.5| 25 |                   |
      |"The Shocker" Power Fist | 150|  6| 25| 20|  1 | 20 |+25 DMG to Robots  |
      |"Plunkett's Valid Points"|  30|  1| 15| 12|  2 | 12 |                   |
      | Spiked Knuckles         |    |   |   |   |    |    |                   |
                                    Custom Weapons:
    |Name:             | VAL|WGT|CPC| AP|DMG|AUTO| ROF| SPR|CRIT|CDMG|Weapon Type: |
    |Rock-It Launcher  | 200|  8| 12| 32| 50|  NO|3.33| 1  |  1 | 25 |Big Guns     |
    |Nuka-Grenade      |  50|0.5|---| 24|500|----|----| 0  |  0 | -- |Grenade      |
    |Bottlecap Mine    |  75|0.5|---| 35|500|----|----| 1  |  0 | -- |Mine         |
    |Shishkebab        | 200|  3|---| 28| 35|----|----| 0  |  2 | 24 |Melee/Fire   |
    |Dart Gun          | 500|  3|  1| 25|  6|  NO|8.33| 0  | 2.5| 12 |Small Guns   |
    |Railway Rifle     | 200|  9|  8| 24| 30|  NO|  2 |0.75|  3 | 30 |Small Guns   |
    |Deathclaw Gauntlet| 150| 10|---| 26| 20|----|----| 0  |  5 | 30 |Unarmed      |
     Note: o Nuka-Grenade has a 20ft. radius and also causes Radiation and Fire.
           o Dart Gun also poisons a target: 64 DMG/8 Seconds, and it cripples legs.
           o Deathclaw Gauntlet ignores the target's defense (DR).
                      Operation Anchorage DLC Exclusive Weapons:
    |Name:               | VAL|WGT|CPC| AP|DMG|AUTO| ROF| SPR|CRIT|CDMG|Weapon Type|
    |Jingwei's Shocksword| 358|  3|---| ??| 23|----|----| 0  |  ? | ?? |Melee      |
    |Gauss Rifle         | 358| 12|  1| ??| 56|----|----| ?  |  ? | ?? |Energy     |
    |Trench Knife        |  41|  1|---| ??|  8|----|----| 0  |  0 | ?? |Melee      |
                            The Pitt DLC Exclusive Weapons:
    |Name:               | VAL|WGT|CPC| AP|DMG|AUTO| ROF| SPR|CRIT|CDMG|Weapon Type|
    |Steel Saw           | 200| 20|---| 65| 16|----|----|----|----|  16|Melee      |
    |Auto Axe            | 200| 20|---| 65| 35|----|----|----|----|  35|Melee      |
    |The Mauler          | 200| 20|---| 50| 45|----|----|----|----|  45|Auto Axe   |
    |Man Opener          | 200| 20|---| 65| 35|----|----|----|----|  35|Auto Axe   |
    |Infiltrator         | 400|  7| 24| 23| 34| YES| ???| 1.5| YES|  38|Rifle      |
    |Perforator          | 600|  7| 24| 27| 40| YES| ???| 0.5| YES|  25|Rifle      |
    |Metal Blaster       | 999|  8| 24| 17| 55|  NO| ???| 2.5| YES|  82|L. Rifle   |
    |Steel Knuckles      |  20|  1|---| 14| 15|----|----|----| YES|  14|Melee      |
    |Wild Bill's Sidearm | 250|  2|  5| 20| 10|  NO| ???| 0.5| YES|  10|Pistol     |
    o The Steel Saw is a weaker version of the Auto Axe.  Slaves often wield this.
    o The Auto Axe is a unique weapon that looks like a modified concrete saw.  This
      type of weapon can be repaired by Rippers.
    o The Mauler is a unique Auto Axe that does more damage at a lower AP expense.
      You get this weapon from Everett after collecting 80 Ingots.
    o The Man Opener ignores DR (Damage Resistance), like the Deathclaw Gauntlet
      also does.  This ability makes it an extremely powerful Melee Weapon.  It is
      found deep inside the Supply Plant.
    o The Infiltrator is a silenced and scoped Assault Rifle.  It is not as accurate
      as a Sniper Rifle, making it less reliable for long distance combat.  Mex and
      his slaver buddies (standing guard at the entrance of The Pitt) come equipped
      with Infiltrators.
    o The Perforator is an unique Infiltrator, acquired after collecting 90 Ingots
      for Everett.
    o The Metal Blaster fires 9 laser beams at once while expensing only one round.
      Collect 50 Ingots to receive this weapon from Everett.
    o Steel Knuckles are a melee weapon with a low AP expense.  You get them upon
      collecting 30 Ingots for Everett.
    o Wild Bill's Sidearm is a unique .32 Pistol found on the dead body of Wild
      Bill, who can be found in the southwest corner of The Steelyard on a set of
                          Broken Steel DLC Exclusive Weapons:
    |Name:               | VAL|WGT|CPC| AP|DMG|AUTO| ROF| SPR|CRIT|CDMG|Weapon Type|
    |Heavy Incinerator   |    | 15| 24| 50|112| YES| ?? | ?? | YES|  60|Big Guns   |
    |Tesla Cannon        |    |  8|  1| 37|120|  NO| ?? | ?? | YES| 240|Energy     |
    |Tri-Beam Laser Rifle|    |  9| 24| 23| 75|  NO| ?? | ?? | YES| 112|Energy     |
    |Precision Gatling L.|3000| 18|240| 30|127| YES| ?? | ?? | YES| 508|Big Guns   |
    |Callahan's Magnum   |    |  4|  6| 25| 65|  NO| ?? | ?? | YES| 110|Magnum     |
    |Rapid-Torch Flamer  |    | 15| 60| 50|   | YES| ?? | ?? | YES|  x4|Big Guns   |
    |Slo-Burn Flamer     |    | 15| 60| 50|175| YES| ?? | ?? | YES| 700|Big Guns   |
                           Point Lookout Exclusive Weapons:
    |Name:               | VAL|WGT|CPC| AP|DMG|AUTO| ROF| SPR|CRIT|CDMG|Weapon Type|
    |Axe                 |  60|  6|---| 30| 25|----|----|----| YES|  30|Melee      |
    |Backwater Rifle     | 250|  7| 10| 30| 45| NO |    |0.25| YES| 220|Small Guns |
    |Bio-Gas Canister    |  50|0.5|---| 24|---|----|----|----|----|----|Explosives |
    |DoubleBarrel Shotgun| 175|  6|  2| 35| 80| NO |    |  5 | YES|    |Small Guns |
    |Fertilizer Shovel   |  55|  3|---| 20| 20|----|----|----| YES|  30|Melee      |
    |Lever-Action Rifle  | 200|  8| 10| 30| 40| NO |    |0.25| YES| 200|Small Guns |
    |Microwave Emitter   | 500|  8|  5| 30| 60| NO |    |0.20| YES| 100|Energy     |
    |Ritual Knife        |  20|  1|---| 12| 11|----|----|----| YES|  18|Melee      |
    |Shovel              |  55|  3|---| 20| 17|----|----|----| YES|  20|Melee      |
    |The Dismemberer     |  55|  6|---| 30| 30|----|----|----| YES|  40|Melee      |
    |Toy Knife           |  20|  1|---| 10|  6|----|----|----| YES|  10|Melee      |
                          Mothership Zeta Exclusive Weapons:
    |Name:               | VAL|WGT|CPC| AP|DMG|AUTO| ROF| SPR|CRIT|CDMG|Weapon Type|
    |Alien Atomizer      | 500|  2| 20| 20| 35| NO |    |   0| YES|  75|Energy     |
    |Alien Disintegrator | 300|  7|100| 30| 65| NO |    |   1| YES| 115|Energy     |
    |Atomic Pulverizer   | 500|  2| 20| 12| 40| NO |    |   0| YES|  80|Energy     |
    |Captain's Sidearm   | 500|  2| 30| 20| 35| NO |    |   3| YES|  75|Energy     |
    |Cryo Grenade        |  50|0.5|---| 24| * | NO |----|    |  NO|----|Explosives |
    |Cryo Mine           |  25|0.5|---| 35| * | NO |----|    |  NO|----|Explosives |
    |Destabilizer        |1200|  7|100| 25|162| YES|    | 1.5| YES| 182|Energy     |
    |Drone Cannon        |2000| 18|  1| 30| 40| NO |    | 0.5| YES|  90|Big Guns   |
    |Drone Cannon Ex-B   |2000| 18|  1| 30| 40| NO |    |    |    |  90|Big Guns   |
    |Electro-Supressor   |  70|  2|---| 15| 28| NO |    |    | YES|  32|Melee      |
    |MPXL Novasurge      | 850|  6| 16| 21| 80| NO |    | 0.5| YES| 155|Energy     |
    |Paulson's Revolver  | 300|  4|  6| 32| 55| NO |    |   3| YES|  90|Small Guns |
    |Samurai's Sword     |  75|  3|---| 19| 36| NO |----|    | YES|  76|Melee      |
    |Shock Baton         |  70|  2|---| 19| 20| NO |----|    | YES|  24|Melee      |
     o Captain's Sidearm uses Alien Power Modules and uses three rounds per shot.
     o The Drone Cannon Ex-B's energy spheres don't bounce upon impact, but
       immediately explode.  With regular Drone Cannons, the spheres bounce one 
       time before exploding upon second impact.
     o MPXL Novasurge uses up two rounds per shot.
     o Paulson's Revolver has no scope and can only be obtained by killing Paulson.
                         | [EQP-1.2] Creating Custom Weapons |
    In order to create a customized weapon you will need four specific items and the
    Schematics for the weapon you want to build.  Lastly you need to find one of the
    46 Work Benches to assemble and construct the weapon.  Below is a chart with all
    required items for each of the customized weapons.
                                    Required Items:
    |Name:           |Required Items:                                              |
    |Bottlecap Mine  |Lunch Box, Sensor Module, Cherry Bomb, 10 Bottle Caps        |
    |Dart Gun        |Paint Gun, Toy Car, Surgical Tubing, Radscorpion Poison Gland|
    |Deathclaw       |Wonderglue, Leather Belt, Medical Brace, Deathclaw Hand      |
    |Gauntlet        |                                                             |
    |Nuka-Grenade    |Nuka-Cola Quantum, Turpentine, Tin Can, Abraxo Cleaner       |
    |Railway Rifle   |Crutch, Steam Gauge Assembly, Fission Battery,Pressure Cooker|
    |Rock-It Launcher|Vacuum Cleaner, Leaf Blower, Firehose Nozzle, Conductor      |
    |Shiskebab       |Motorcycle Gas Tank, Pilot Light, Lawnmower Blade,           |
    |                |Motorcycle Handbrake                                         |
    Custom Weapon Schematics:
    There are 23 Schematics in total; 3 for each customized weapon with the
    exception of Bottlecap Mine and the Rock-It Launcher that have 4 Schematics.
    The condition of your weapon depends on two things: 1. The amount of Schematics
    you have in your possession, and 2. Your Repair Level.  See below.
    1 Schematic:  Condition is 50% of your Repair Skill.
    2 Schematics: Condition is the same as your Repair Skill.
    3 Schematics: Condition is 125% of your Repair Skill (although the condition of
                  the weapon cannot exceed the maximum of 100%)
                                   | [EQP-2] Armor |
    |Name:                  | VAL|P|WGT|HEALTH| DR|Added Effects:                  |
    |Advanced Radiation Suit| 100|N|  7|   25 |  8|Radiation Resistance +40%       |
    |Armored Vault 101      | 180|N| 15|  100 | 12|Energy Weapons +5, Small Guns +5|
    |Jumpsuit (*)           |    | |   |      |   |                                |
    |Combat Armor           | 390|N| 25|  400 | 32|                                |
    |Talon Combat Armor     | 275|N| 25|  300 | 28|                                |
    |Enclave Power Armor    | 780|Y| 45| 1200 | 40|Rad. Res. +15%, AGL -1, STR +1  |
    |Leather Armor          | 160|N| 15|  150 | 24|                                |
    |Linden's Outcast Power | 740|Y| 45| 1000 | 40|Rad Res. +10%, AGL -1, STR +1,  |
    |Armor (*)              |    | |   |      |   |Big Guns +5                     |
    |Merc Adventurer Outfit |  50|N|  8|  100 | 12|Small Guns +2, Melee Weapons +2 |
    |Merc Charmer Outfit    |  50|N|  8|  100 | 12|Small Guns +2, Melee Weapons +2 |
    |Merc Cruiser Outfit    |  50|N|  8|  100 | 12|Small Guns +2, Melee Weapons +2 |
    |Merc Grunt Outfit      |  50|N|  8|  100 | 12|Small Guns +2, Melee Weapons +2 |
    |Merc Troublemaker Outf.|  50|N|  8|  100 | 12|Small Guns +2, Melee Weapons +2 |
    |Merc Veteran Outfit    |  50|N|  8|  100 | 12|Small Guns +2, Melee Weapons +2 |
    |Metal Armor            | 460|N| 30|  500 | 36|AGL -1                          |
    |Outcast Recon Armor    | 180|N| 20|  400 | 28|Sneak +5                        |
    |Power Armor            | 740|Y| 45| 1000 | 40|Rad. Res. +10%, AGL -2, STR +2  |
    |Prototype Medic        |1000|Y| 45| 1000 | 40|Rad. Res. +25%, AGL -1,         |
    |Power Armor (*)        |    | |   |      |   |Automatically uses Med-X        |
    |Radiation Suit         |  60|N|  5|   15 |  6|Radiation Resistance +30%       |
    |Raider Badlands Armor  | 180|N| 15|  100 | 16|                                |
    |Raider Blastmaster Arm.| 180|N| 15|  100 | 16|                                |
    |Raider Painspike Armor | 180|N| 15|  100 | 16|                                |
    |Raider Sadist Armor    | 180|N| 15|  100 | 16|                                |
    |Ranger Battle Armor    | 430|N| 27| 1100 | 39|Small Guns +10, AP +5, LCK +1   |
    |Recon Armor            | 180|N| 20|  400 | 28|Sneak +5                        |
    |Rivet City Security    | 330|N| 20|  100 | 24|Small Guns +5                   |
    |Uniform                |    | |   |      |   |                                |
    |T-51b Power Armor (*)  |1000|Y| 40| 2000 | 50|Radiations Resistance +25%      |
    |Tenpenny Security Armor| 180|N| 20|  100 | 24|Small Guns +5                   |
    |Tesla Armor            | 820|Y| 45| 1500 | 43|Rad. Res. +20%, Energy Weap. +10|
    |The AntAgonizer's      | 120|N| 15|  100 | 20|AGL +1, CHR -1                  |
    |Costume (*)            |    | |   |      |   |                                |
    |The Mechanist's        |  30|N| 15|  100 | 20|END +1, CHR -1                  |
    |Costume (*)            |    | |   |      |   |                                |
    |Vault 101 Security Arm.|  70|N| 15|  100 | 12|                                |
    |Wanderer's Leather Arm.| 160|N| 15|  150 | 24|Small Guns +10                  |
     Note: (*) Notifies a Unique Armor.
    |Name:                     |VAL|WGT|HEALTH| DR|Added Effects:                  |
    |Brahmin-Skin Outfit       |  6|  2|  100 |  2|END +1, AGL +1                  |
    |Brotherhood Scribe Robe   |  6|  2|  100 |  2|                                |
    |Chinese Jumpsuit          | 10|  2|  100 |  6|Small Guns +5                   |
    |Colonel Autumn's          | 12|  3|  100 | 10|Energy Weapons +5, Small Guns +5|
    |Uniform (*)               |   |   |      |   |                                |
    |Dirty Chinese Jumpsuit    |  6|  2|   50 |  6|Small Guns +5                   |
    |Dirty Pre-War Businesswear|  8|  2|  100 |  3|Speech +5                       |
    |Dirty Pre-War Casualwear  |  6|  2|  100 |  3|AGL +1                          |
    |Dirty Pre-War Parkstroller|  5| 10|  100 |  3|AGL +1                          |
    |Outfit                    |   |   |      |   |                                |
    |Dirty Pre-War Relaxedwear |  6|  5|  100 |  3|AGL +1                          |
    |Dirty Pre-War SpringOutfit|  5|  2|  100 |  3|AGL +1                          |
    |Elder Lyon's Robe (*)     |  8|   |  100 |  3|                                |
    |Enclave Officer Uniform   |  8|  3|  100 |  5|Energy Weapons +5, Small Guns +5|
    |Enclave Scientist Outfit  |  8|  2|  100 |  3|Science +5                      |
    |Environment Suit          |100|  5|   25 |  6|Rad Res. +30%, Medicine +5      |
    |Eulogy Jones' Suit (*)    |  6|  3|  100 |  2|CHR +1                          |
    |Grimy Pre-War Businesswear|  6|  2|  100 |  3|Speech +5                       |
    |Handyman Jumpsuit         |  6|  1|  100 |  2|Repair +5                       |
    |Lab Technician Outfit     |  8|  2|  100 |  3|Science +5                      |
    |Lesko's Lab Coat (*)      | 10|  1|  100 |  5|Science +10, Rad Res. +20%      |
    |Maple's Garb (*)          |  6|  2|  100 |  4|PER +1, AGL +1                  |
    |Modified Utility Jumpsuit | 30|  2|  100 |  1|Repair +5, Rad Res. +10, LCK +1 |
    |Naughty Nightwear         | 30|  1|  100 |  1|CHR +1, LCK +1, Speech +10      |
    |Negligee                  |  6|  1|  100 |  1|CHR +1                          |
    |Negligee                  | 10|  1|  100 |  1|CHR +1                          |
    |Oasis Robe                | 30|  3|  100 |  4|                                |
    |Oasis Villager Robe       |  6|  2|  100 |  4|                                |
    |Pre-War Casualwear        |  8|  2|  100 |  3|AGL +1                          |
    |Pre-War ParkstrollerOutfit|  6|  2|  100 |  3|AGL +1                          |
    |Pre-War Relaxedwear       |  8|  2|  100 |  3|AGL +1                          |
    |Pre-War Spring Outfit     |  8|  2|  100 |  3|AGL +1                          |
    |Red Racer Jumpsuit        |  6|  1|  100 |  2|Repair +5                       |
    |Red's Jumpsuit (*)        | 40|  1|  100 |  3|Small Guns +5                   |
    |Regulator Duster          | 70|  3|  150 | 10|Small Guns +5, CHR +1           |
    |RobCo Jumpsuit            |  6|  1|  100 |  2|Repair +5                       |
    |Roving Trader Outfit      |  6|  2|  100 |  2|Barter +5                       |
    |Scientist Outfit          |  8|  2|  100 |  3|Science +5                      |
    |Sherrif's Duster (*)      | 35|  3|  150 |  5|Small Guns +5, CHR +1           |
    |Tenpenny's Suit           |  8|  2|  100 |  3|                                |
    |The Surgeon's Lab Coat (*)| 30|  1|  100 |  2|Science +5, Medicine +10        |
    |Tunnel Snake Outfit       |  8|  2|  100 |  4|Melee Weapons +5                |
    |Vance's Longcoat Outfit(*)|100|  4|  100 | 10|Small Guns +10, CHR +1, PER +1  |
    |Vault Jumpsuit            |  8|  1|  100 |  1|Small Guns +2, Melee Weapons +2 |
    |Vault Lab Uniform         |  6|  1|  100 |  1|Science +5                      |
    |Vault Utility Jumpsuit    | 10|  1|  100 |  1|Repair +5, Lockpick +5          |
    |Wasteland Doctor Fatigues |  6|  2|  100 |  2|Medicine +5                     |
    |Wasteland Settler Outfit  |  6|  2|  100 |  2|ENG +1, AGL +1                  |
    |Wasteland Surgeon Outfit  |  6|  2|  100 |  2|Medicine +5                     |
    |Wasteland Wanderer Outfit |  6|  2|  100 |  2|END +1, AGL +1                  |
     Note: (*) Notifies a Unique Clothes.
    |Name:                  | VAL|P|WGT|HEALTH| DR|Added Effects:                  |
    |Boogeyman's Hood       | 110|N|  3|  100 |  8|                                |
    |Combat Helmet          |  50|N|  3|   50 |  5|                                |
    |Talon Combat Helmet    |  60|N|  3|   40 |  4|                                |
    |Crow's Eyebot Helmet(*)|  20|N| 10|   25 |  5|PER +1                          |
    |Enclave Power Helmet   | 110|Y|  5|   75 |  9|Radiation Resistance +5%, CHR -1|
    |Eyebot Helmet          |  20|N|  3|   25 |  5|                                |
    |Hockey Mask            |  10|N|  1|   15 |  3|Unarmed +5                      |
    |Ledoux's Hockey Mask(*)| 100|N|  1|   25 |  4|AP +25                          |
    |Metal Helmet           |  70|N|  3|   50 |  5|                                |
    |Motorcycle Helmet      |   6|N|  1|   10 |  5|                                |
    |Outcast Recon Helmet   |  40|N|  3|   40 |  4|PER +1                          |
    |Power Helmet           | 110|Y|  5|   75 |  8|Radiation Resistance +3%        |
    |Raider Archlight Helmet|  20|N|  3|   15 |  2|                                |
    |Raider BlastmasterHelm.|  20|N|  3|   15 |  2|Explosives +5, Big Guns +5      |
    |Raider Psycho-Tic Helm.|  20|N|  3|   15 |  2|                                |
    |Raider Wastehound Helm.|  20|N|  3|   15 |  2|                                |
    |Ranger Battle Helmet   |  60|N|  5|   50 |  6|                                |
    |Recon Armor Helmet     |  40|N|  3|   40 |  4|                                |
    |Rivet City Security    |  50|N|  3|   25 |  4|                                |
    |Helmet                 |    | |   |      |   |                                |
    |T-51b Power Helmet (*) | 120|Y|  4|  100 | 10|Radiation Resistance +8%, CHR +1|
    |Tenpenny Security Helm.|  50|N|  1|   25 |  4|                                |
    |Tesla Helmet           | 120|Y|  5|  100 |  9|Radiation Resistance +5%, CHR -1|
    |The AntAgonizer's      |  60|N|  5|   50 |  6|                                |
    |Helmet (*)             |    | |   |      |   |                                |
    |The Mechanist's Helm(*)|  60|N|  5|   50 |  6|                                |
    |Torcher's Mask         |  20|N|  3|   15 |  2|Explosives +5, Big Guns +5      |
    |Vault 101 Security     |  30|N|  3|   25 |  3|                                |
    |Helmet                 |    | |   |      |   |                                |
     Note: (*) Notifies a Unique Helmet.
    |Name:                    | VAL|WGT|HEALTH| DR|Added Effects:                  |
    |Ballcap with Glasses     |   6|  1|   10 |  1|PER +1                          |
    |Bandana                  |   6|  1|   10 |  2|PER +1                          |
    |Biker Goggles            |   6|  1|   10 |  2|                                |
    |Button's Wig (*)         |  20|  1|  100 |  1|Speech +10, Barter +5,          |
    |                         |    |   |      |   |INT +1, PER +1                  |
    |Chinese Commando Hat     |   6|  1|   15 |  1|PER +1                          |
    |Enclave Officer Hat      |   6|  1|   15 |  1|Energy Weapons +5               |
    |Eulogy Jones' Hat (*)    |   6|  1|   15 |  1|CHR +1                          |
    |Ghoul Mask (*)           |  50|  1|  100 |  3|Feral Ghouls won't attack you   |
    |Lincoln's Hat (*)        |  40|  1|   50 |  1|Speech +5, INT +1               |
    |Lucky Shades (*)         |  40|  1|  150 |  1|LCK +1                          |
    |Makeshift Gas Mask (*)   |  40|  2|   25 |  3|                                |
    |Oasis Druid Hood         |   6|  1|   10 |  2|                                |
    |Poplar's Hood            |   6|  1|   25 |  2|AGL +1, Sneak +10               |
    |Pre-War Baseball Cap     |   8|  1|   25 |  2|AGL +1, Sneak +10               |
    |Pre-War Bonnet           |   8|  1|   15 |  1|PER +1                          |
    |Pre-War Hat              |   8|  1|   15 |  1|PER +1                          |
    |Red's Bandana (*)        |  30|  1|   10 |  2|PER +1                          |
    |Roving Trader Hat        |   6|  1|   10 |  1|Barter +5                       |
    |Shady Hat (*)            |  40|  1|   50 |  1|Sneak +5, PER +1                |
    |Sherrif's Hat (*)        |  35|  1|   40 |  1|PER +1                          |
    |Stormchaser Hat          |   6|  1|   10 |  1|PER +1                          |
    |Surgical Mask            |   6|  1|   10 |  1|Medicine +5, Poison/Rad.Res. +5%|
    |Takoma Park Little       |  60|  1|   15 |  1|Melee Weapons +5, Explosives +5,|
    |Leager Cap (*)           |    |   |      |   |Melee Damage +5                 |
    |Three Dog's Head Wrap (*)| 200|  0|   15 |  2|CHR +1, LCK +1                  |
     Note: (*) Notifies a Unique Hat.
                     Operation Anchorage DLC Exclusive Equipment:
    |Name:                        | VAL|WGT|HEALTH| DR|Added Effects:              |
    |Winterized T-51b Power Armor |1000| 40|  INF | 40|+25 Radiation Resistance    |
    |Winterized T-51b Power Helmet| 120|  4|  100 | 10|CHR +1, +8 Rad. Resistance  |
    |Chinese Stealth Armor        | 358| 20|   ?? | 24|Sneak +15, (When Crouching: |
    |                             |    |   |      |   |Stealth Field +5)           |
    |Neural Interface Suit        | 180| 10|  100 |  3|                            |
    |Outcast Scribe Robe          |   6|  2|  100 |  2|                            |
    Note: The Outcast Scribe Robe is worn by Specialist Olin.
                           The Pitt DLC Exclusive Equipment:
    |Name:                        | VAL|WGT|HEALTH| DR|Added Effects:              |
    |Tattered Slave Outfit        |   6|  2|   100|  2|+1 AGL, +1 END              |
    |Worn Slave Outfit            |   6|  2|   100|  2|+1 AGL, +1 END              |
    |Laborer Outfit               |   6|  2|   100|  5|+1 STR, +1 AGL, +1 END      |
    |Supervisor Helmet            |  50|  3|    50|  5|                            |
    |Filtration Helmet            |  70|  3|    50|  5|+10 Rad. Resis.             |
    |Hat of the People            |  30|  1|    20|  1|+5 Small Guns               |
    |Welder's Mask                |  20|  3|    15|  5|                            |
    |Leather Rebel Armor          | 160| 15|   150| 30|+1 CHR                      |
    |Raider Iconoclast Armor      | 200| 15|   150| 18|+5 Rad. Resis.              |
    |Raider Commando Armor        | 200| 15|   150| 18|+3 Unarmed, +3 Small Guns   |
    |Raider Trowdown Armor        | 200| 15|   150| 18|+3 Unarmed, +3 Small Guns   |
    |Raider Ordinance Armor       | 200| 10|   100| 18|+4 Small Guns               |
    |Bombshell Armor              | 160| 15|   150| 24|+10 Big Guns, +10 Explosives|
    |Raider Paingiver Armor       | 200|  5|   100| 18|+4 Unarmed                  |
    |Metal Master Armor           | 160| 15|   150| 36|-1 AGL, +10 Unarmed,        |
    |                             |    |   |      |   |+10 Energy Weapons          |
    |Gamma Shield Armor           | 520| 45|   750| 36|+15 Rad. Resis., -1 AGL     |
    |Tribal Power Armor           | 740| 40|  1000| 35|+1 STR, +1 LCK, -1 AGL,     |
    |                             |    |   |      |   |+5 Melee Weapons, +15 AP    |
    |Ashur's Power Armor          | 740| 45|  1000| 40|+1 STR, +1 CHR, +1 LCK,     |
    |                             |    |   |      |   |-1 AGL, +10 Rad. Resis.     |
    o Laborer Outfit is a unique Tattered Slave Outfit given to the player when
      they've collected the mandatory 10 Steel Ingots for Everett.
    o Filtration Helmet is a unique Supervisor Helmet, given by Everett after
      retrieving 20 Ingots.  The +10 Radiation Resistance makes it an excellent
      protective headwear in areas with radiation.
    o Hat of the People is a unique Chinese Commando Hat.  It's found on the 2nd
      floor of the Abandoned Apartments, in an (Average) Safe.  
    o Welder's Mask is a unique mask found only in The Pitt.  It's worn by many
      slaves in The Mill.
    o Leather Rebel Armor is a unique armor handed to the player after fetching 70
      Ingots for Everett.
    o The various Raider Armors can be found on the numerous Raiders in The Pitt.
    o Bombshell Armor is a unique Raider Ordinance Armor, given by Everett after
      collecting 60 Steel Ingots.
    o The Metal Master Armor has a very decent DR as well as fair bonuses.  It is
      given by Everett when you've handed over 40 Steel Ingots.  This armor can be
      repaired with Leather Armor.
    o Gamma Shield Armor is found on dead bodies of Wildmen in The Pitt.  It's 
      weight (45) makes it a cumbersome loot.
    o Tribal Power Armor is the final reward from Everett for collecting all 100
      Steel Ingots.  It comes with stat increases and a +15 AP bonus.
    o Ashur's Power Armor can only be aqcuired from Ashur.  Either kill him or
      reverse pickpocket him (place a fully repaired Tesla Power Armor in his 
      inventory while you're hidden and having used a Stealth Boy).
                         Broken Steel DLC Exclusive Equipment:
    |Name:                        | VAL|WGT|HEALTH| DR|Added Effects:              |
    |Hellfire Power Armor         |1000| 40|  2000| 50|STR +1, Fire Resistance +30,|
    |                             |    |   |      |   |Radiation Resistance +15    |
    |Composite Recon Helmet       |  40|  3|    70|  4|+1 PER                      |
    |Lag-Bolt's Shades            |   8|  0|   150|  1|+3 Lockpick, +3 Sneak       |
    |Lag-Bolt's Combat Armor      | 400| 30|   500| 38|+10 AP, +10 Big Guns        |
    |All-Nighter Nightwear        | 200|  1|   100|  1|+1 CHR, +1 END              |
    |Police Hat                   |   8|  1|   150|  1|                            |
    |Wig                          |  20|  1|   100|  1|                            |
    o The Hellfire Power Armor is arguably one of the best armors in the game due to
      its high DR and Fire Resistance.  Besides, stat boosts have become useless
      because of the 'Almost Perfect' Perk.  
    o The Composite Recon Helmet is a unique Recon Armor Helmet that worn by the
      Armory Master in the Launch Platform Base area, nearby the armory.
    o Lag-Bolt's Shades and Combat Armor are equipped by Lag-Bolt, who you'll 
      encounter during the unmarked quest, given by the Sorry, My Darling Holotape.
      Lag-Bolt resides in La Maison Beauregard, which is in turn located at
      Georgetown East.
    o All-Nighter Nightwear can be found in a suitcase while pursuing the info on 
      the Sorry, My Darling Holotape.
    o The Police Hat can be found near a skeleton in the Presidential Metro tubes.
    o Wigs can be found in a cabinet in the Museum Authority Building's basement.
      They are more or less part of the miscellaneous quest 'The Amazing Aqua Cura'.
                          Point Lookout Exclusive Equipment:
    |Name:                        | VAL|WGT|HEALTH| DR|Added Effects:              |
    |Confederate Hat              |   8|  1|    15|  1|PER +1                      |
    |Cryptochromatic Spectacles   |   8|  0|   150|  1|                            |
    |Desmond's Eyeglasses         |  25|  0|   150|  1|Explosives & Small Guns +5  |
    |Grifter's Fit                |   6|  2|   100|  2|CHR +1, Small Guns +5       |
    |Pint-Sized Slasher Mask      |  16|  2|    15|  1|PER -1, Melee +5            |
    |Tribal Garb                  |  75|  5|   100| 12|                            |
    |Workman's Coveralls          |   6|  2|   100|  2|Repair +10                  |
    |Handyman Jumpsuit            |   6|  1|   100|  2|Repair +5                   |
                         Mothership Zeta Exclusive Equipment:
    |Name:                        | VAL|WGT|HEALTH| DR|Added Effects:              |
    |General Chase's Overcoat     | 150| 25|   250| 20|CHR +1, Small Guns +10,     |
    |                             |    |   |      |   |Speech +5.                  |
    |Paulson's Outfit             |  35|  3|   150|  5|CHR +1, Small Guns +10,     |
    |                             |    |   |      |   |Speech +5.                  |
    |Sheriff's Hat                |  35|  1|    40|  1|PER +1                      |
    |Samurai Armor                |1000| 20|   500| 30|Melee DMG +10, Melee +10    |
    |Samurai Helmet               | 300|  3|   100|  5|                            |
    |Spacesuit                    |  60|  5|10 Mil|  1|                            |
    |Winterized Medic Armor       | 390| 25|   400| 32|Medicine +10                |
    |Winterized Medic Helmet      |  50|  3|    50|  5|                            |
                                   | [EQP-3] Items |
    |Name:                    | VAL|WGT|ADDICTION|Added Effects:                   |
    |Beer                     |   2|  1|   YES   |INT -1, STR +1, CHR +1 (4 mins)  |
    |Scotch                   |  10|  1|   YES   |INT -1, STR +1, CHR +1 (4 mins)  |
    |Vodka                    |  20|  1|   YES   |INT -1, STR +1, CHR +1 (4 mins)  |
    |Whiskey                  |  10|  1|   YES   |INT -1, STR +1, CHR +1 (4 mins)  |
    |Wine                     |  10|  1|   YES   |INT -1, STR +1, CHR +1 (4 mins)  |
    |Name:                    | VAL|WGT|ADDICTION|Added Effects:                   |
    |Ant Queen Pheromones     |  75|  1|    NO   |CHR +3, INT -1, PER -3 (4 mins)  |
    |Buffout                  |  20|---|   YES   |STR +2, END +3,Health +30(4 mins)|
    |Jet                      |  20|---|   YES   |AP +30 (4 mins)                  |
    |Mentats                  |  20|---|   YES   |INT +5, PER +5 (4 mins)          |
    |Berry Mentats            |  20|---|   YES   |INT +5 (4 mins)                  |
    |Grape Mentats            |  20|---|   YES   |CHR +5 (4 mins)                  |
    |Orange Mentats           |  20|---|   YES   |PER +5 (4 mins)                  |
    |Med-X                    |  20|---|   YES   |DR +25 (4 mins)                  |
    |Psycho                   |  20|---|   YES   |Damage +25% (4 mins)             |
    |RadAway                  |  20|---|    NO   |Removes 50 Rads                  |
    |Rad-X                    |  20|---|    NO   |Radiation Resistance +25%(4 mins)|
    |Stealth Boy              | 100|  1|    NO   |Stealth Field +75, Sneak +100    |
    |Stimpak                  |  25|---|    NO   |Health +30                       |
    |Ultrajet                 |  50|---|   YES   |AP +40 (4 mins)                  |
    |Name:                    | VAL|WGT|ADDICTION|Added Effects:                   |
    |Ant Meat                 |   4|  1|    NO   |Health +5, Rads +3               |
    |Ant Nectar               |  20|.25|   YES   |INT +2, CHR +2, STR +4 (4 mins)  |
    |Blanco Mac and Cheese    |   5|  1|    NO   |Health +5, Rads +3               |
    |Bloatfly Meat            |   4|  1|    NO   |Health +5, Rads +3               |
    |Blood Pack               |   5|  1|    NO   |Health +1 (+20 with Hematophagy) |
    |Brahmin Steak            |   5|  1|    NO   |Health +5, Rads +3               |
    |Bubblegum                |   1|  1|    NO   |Health +1, Rads +1               |
    |Cave Fungus              |  50|  1|    NO   |Health +5, Rads -10              |
    |Cram                     |   5|  1|    NO   |Health +5, Rads +3               |
    |Crispy Squirrel Bits     |   5|  1|    NO   |Health +5, Rads +3               |
    |Crunchy Mutfruit         |   5|  1|    NO   |Health +5, Rads +3               |
    |Dandy Boy Apples         |   5|  1|    NO   |Health +5, Rads +3               |
    |Dirty Water              |  10|  1|    NO   |Health +10, Rads +6              |
    |Dog Meat                 |   4|  1|    NO   |Health +5, Rads +3               |
    |Fancy Lads Snack Cakes   |   5|  1|    NO   |Health +5, Rads +3               |
    |Fire Ant Nectar          |  20|  1|   YES   |AGL +4, INT -3, Fire Resis. +25% |
    |                         |    |   |         |(2 minutes)                      |
    |Fresh Apple              |   5|  1|    NO   |Health +10                       |
    |Fresh Carrot             |   5|  1|    NO   |Health +10                       |
    |Fresh Pear               |   5|  1|    NO   |Health +10                       |
    |Fresh Potato             |   5|  1|    NO   |Health +10                       |
    |Gum Drops                |   2|  1|    NO   |Health +1, Rads +1               |
    |Hatchling Mirelurk Meat  |   4|  1|    NO   |Health +5, Rads +3               |
    |Human Flesh              |   0|  1|    NO   |Health +25, Rads +10             |
    |Ice Cold Nuka-Cola       |   2|  1|    NO   |Health +20, Rads +3              |
    |Iguana Bits              |   5|  1|    NO   |Health +5, Rads +3               |
    |Iguana on a Stick        |   5|  1|    NO   |Health +5, Rads +3               |
    |InstaMash                |   5|  1|    NO   |Health +5, Rads +3               |
    |Junk Food                |   5|  1|    NO   |Health +5, Rads +3               |
    |Mirelurk Cakes           |   5|  1|    NO   |Health +5, Rads +3               |
    |Mirelurk Meat            |  20|  1|    NO   |Health +20, Rads +3              |
    |Miss. Quantum Pie        |  20|  1|    NO   |STR +1, INT -1, AP +20, Rads +5  |
    |                         |    |   |    NO   |(4 minutes)                      |
    |Mole Rat Meat            |   4|  1|    NO   |Health +5, Rads +3               |
    |Mole Rat Wonder Meat     |   5|  1|    NO   |Health +20, Rads +3              |
    |Mutfruit                 |   5|  1|    NO   |Health +5, Rads +3               |
    |Noodles                  |   5|  1|    NO   |Health +5, Rads +3               |
    |Nuka-Cola                |  20|  1|    NO   |Health +10, Rads +3              |
    |Nuka-Cola Quantum        |  30|  1|   YES   |AP +20, Rads +10 (4 mins)        |
    |NukaLurk Meat            |   7|  1|    NO   |Health +20,Rads +5, AP +10 (4min)|
    |Pork N' Beans            |   5|  1|    NO   |Health +5, Rads +3               |
    |Potato Crisps            |   5|  1|    NO   |Health +5, Rads +3               |
    |Purified Water           |  20|  1|    NO   |Health +20                       |
    |Radroach Meat            |   4|  1|    NO   |Health +5, Rads +2               |
    |Salisbury Steak          |   5|  1|    NO   |Health +5, Rads +3               |
    |Softshell Mirelurk Meat  |  30|  1|    NO   |Health +5, Rads +3               |
    |Squirrel on a Stick      |   5|  1|    NO   |Health +5, Rads +3               |
    |Squirrel Stew            |   5|  1|    NO   |Health +5, Rads +3               |
    |Strange Meat             |   2|  1|    NO   |Health +5, Rads +3               |
    |Strange Meat Pie         |   2|  1|    NO   |Health +5, Rads +3               |
    |Sugar Bombs              |   5|  1|    NO   |Health +5, Rads +3               |
    |Yao Guai Meat            |   5|  1|    NO   |Health +10, Rads +10, DMG +10%,  |
    |                         |    |   |         |(2 minutes)                      |
    |YumYum Deviled Eggs      |   5|  1|    NO   |Health +5, Rads +3               |
                        Other Broken Steel DLC Exclusive Items:
    |Name:                      | VAL|WGT|ADDICTION|Added Effects:                 |
    |Aqua Cura                  |  10|  1|    NO   |Health +5, Rads +6             |
    |Aqua Pura                  |   0|  1|    NO   |Health +20                     |
    |Aqua Pura (Modified FEV)   |   0|  1|    NO   |-2 STR, -1 INT                 |
    |Holy Water                 |   0|  1|    NO   |Health +20, Rads +20           |
    |Holy Water (Modified FEV)  |   0|  1|    NO   |-2 STR, -2 INT, Rads +20       |
                            Point Lookout Exclusive Items:
    |Name:                    | VAL|WGT|ADDICTION|Added Effects:                   |
    |Cogwave Jammer           |   0|  7|   ---   |                                 |
    |Fishing Pole             |  20|1.5|   ---   |                                 |
    |Kenny-Bear               |   0|  1|   ---   |                                 |
    |Krivbeknih               |  15|  0|   ---   |                                 |
    |Lab Access Card          |   1|  0|   ---   |                                 |
    |Lighthouse Bulb          |  60|  5|   ---   |                                 |
    |Lump of Brain            |   0|  0|   ---   |                                 |
    |Moonshine                |  50|  2|   YES   |CHR +2, INT -2, STR -2           |
    |Plik's Journal           |   1|  1|   ---   |                                 |
    |Punga Seeds              |  25|  0|   ---   |                                 |
    |Refined Punga Fruit      |  30|  1|   ---   |HP +15, Rad -2 (-15 w/perk)      |
    |Riverboat Ticket         | 300|  0|   ---   |                                 |
    |Submarine Self-Destruct  |   0|  0|   ---   |                                 |
    |Codes                    |    |   |         |                                 |
    |Wild Punga Fruit         |  10|  1|   ---   |HP +10, Rad -1 (-5 w/perk)       |
    |Yeast                    |  21|  4|   ---   |                                 |
                           Mothership Zeta Exclusive Items:
    |Name:                    | VAL|WGT|ADDICTION|Added Effects:                   |
    |Alien Power Module       |   5|---|---------|Ammo                             |
    |Adapted Biogel           |  25|---|---------|*                                |
    |Alien Biogel             |  25|---|---------|*                                |
    |Alien Squid Food         |   1|---|---------|HP +5                            |
    |Alien Worm Food          |   1|---|---------|HP +5                            |
    |Buttercup Toy            | 150|  2|---------|                                 |
    |Alien Epoxy              |  25|---|---------|Repairs Equipped Weapon **       |
    |Drone Control Device     | 300|  3|---------|Befriends contained drones       |
    |Large Alien Crystal      |  20|---|---------|                                 |
    |Small Alien Crystal      |  10|---|---------|                                 |
    * Adapted Biogel restores between 90 and 150 HP based on your Medicine Skill.
    * Alien Biogel restores +30 HP.
    * Both Biogels can cause side effects [One per Biogel, Randomly chosen, and
      the effects can be paired, Effects last 30 seconds]: INT -1, PER -1, END -1,
      AGL -1, Rads +5 per second, Rads -10 per second, HP +5 per second, AP +10,
      STR +2, AGL +2.
    o Alien Epoxy repairs your equipped weapon by a certain %, depending on how
      good your repair skill is:
      Repair Skill =  0% -  24%, Epoxy repairs +15%
      Repair Skill = 25% -  49%, Epoxy repairs +20%
      Repair Skill = 50% -  74%, Epoxy repairs +25%
      Repair Skill = 75% - 100%, Epoxy repairs +30%
                             |[EQP-4] Misc. & Junk Items |
                        Exclusive Broken Steel DLC Quest Items:
    |Name:                      | VAL|WGT|ADDICTION|Added Effects:                 |
    |Deathclaw Control Scrambler|   0|  0|   ---   |Befriends Controlled Deathclaws|
    |Main Fuse                  |   0|  0|   ---   |                               |
    |Senate Employee ID         |   0|  0|   ---   |                               |
    |Super Mutant Blood Sample  |   1|  0|   ---   |                               |
    |Tesla Coil                 |   0|  3|   ---   |                               |
                             | [EQP-5] Collectable Items |
    Blood Packs:
    When you've completed the Blood Ties Misc. Quest and have gotten the Hematophagy
    Perk, these Blood Packs will give you +20 Health instead of +1.  This makes them
    a decent way of healing yourself when the need is high.  You can also sell Blood
    Packs to Vance for 15 Caps a piece.
    Bobbleheads: (20)
    There are 20 Bobbleheads in the wasteland: They either increase one of your 
    SPECIAL stats by +1 permanently, or one of your Skills by +10 permanently.
    Custom Weapon Schematics: (23)
    You can create 7 different types of Custom Weapons.  In order to do so, you'll
    need the schematics for each of them.  The more schematics you have, the better
    the quality of your weapon.
    Fat Men: (9)
    These Mini-Nuke Launchers are semi-rare items, as there are only 9 of them to
    be found in the entire wasteland.
    Mini Nukes: (71)
    The Fat Man's ammo is scarce as well, and there are only 71 Mini Nukes scattered
    over the wasteland.
    Scribe Jameson at the Brotherhood Capitol will give you 100 Caps for each
    Holotag you find.  Dead members of the Brotherhood will hold these Holotags.
    Nuka-Cola Quantum: (94+)
    These blue fluorescent bottles of Nuka-Cola are part of the aptly named Misc.
    Quest: The Nuka-Cola Challenge.  There are 94 of them in fixed locations, but
    you should always check Nuka-Cola Vending machines because there is a 10% chance
    you'll find an extra Nuka-Cola Quantum in them.
    Pre-War Books: (98)
    At the Arlington Public Library you'll find Scribe Yearling.  She is trying to
    save what's left of our intelligent culture by treasuring books that date from
    before the war.  Collect these Pre-War Books and she'll give you 100 Caps per
    Skill Books: (324)
    13 Skills, 25 Skill Books for all skills (24 for Barter).  Reading these books
    will increase the corresponding skill by +1, and even by +2 with Comprehension.
    That makes these Skill Books quite worth the effort.
    Sugar Bombs:
    A Ghoul Scientist called Murphy can be found in Northwest Seneca Station.  He
    needs Sugar Bombs to complete an experiment he's doing on the Jet chem.  Give
    him some and he'll turn it into an Ultrajet! 
                             xx) ENEMY ENCYCLOPEDIA [ENM]
    This section is also heavily being worked on, but below are already a few
    entries.  This should give you an idea what this section will look like.
    Remember that the game's difficulty adjusts the damage dealt by enemies:
                    |Difficulty: |Player's Damage: |Enemy Damage: |
                    |Very Easy   |       200%      |      50%     |
                    |Easy        |       150%      |      75%     |
                    |Normal      |       100%      |     100%     |
                    |Hard        |        75%      |     150%     |
                    |Very Hard   |        50%      |     200%     |
    LV  = Level you usually      MW  = Melee Weapons
          will encounter foe     SG  = Small Guns
    PRC = Perception             EXP = Experience
    HP  = Hit Points
    BG  = Big Guns          
    EW  = Energy Weapons
                                 Brotherhood of Steel:
    |B. Initiate   |  1|  7| 70|44| 46|14|44|B. Power Armor  |Flamer           | 10|
    |B. Initiate   |  1|  5| 70|44| 14|44|44|B. Power Armor  |Laser Rifle      | 10|
    |B. Initiate   |  1|  6| 65|14| 16|43|47|B. Power Armor  |Power Fist       | 10|
    |B. Knight     |  7|  7| 95|57| 59|14|57|B. Power Armor  |Laser Rifle      | 20|
    |B. Knight     |  7|  6| 90|14| 16|57|61|B. Power Armor  |Ripper/Grenades  | 20|
    |B. Paladin    | 11|  7|125|74| 76|14|74|B. Power Armor  |Minigun/G. Laser | 30|
    |B. Paladin    | 11|  7|125|74| 76|14|74|B. Power Armor  |Laser Rifle      | 30|
    |B. Paladin    | 11|  7|125|74| 76|14|74|B. Power Armor  |Missile Launcher | 30|
    |B. Paladin    | 11|  7|125|74| 76|14|74|B. Power Armor  |Minigun/G. Laser | 30|
    |B. Scribe     |---|  5| 55|13| 15|11|13|B. Scribe Robe  |Submachine Gun   |  x|
     Notes: B. stands for Brotherhood.  Scribes give a variable value of exp.
                                   Chinese Remnant:
    |C. Soldier    |  1|  5| 25|28| 15|28|30|Dirty C.Jumpsuit|C. Pistol        | 10|
    |C. Sergeant   |  6|  5| 40|41| 15|41|43|Dirty C.Jumpsuit|C. Assault Rifle | 10|
    |C. Officer    | 10|  5| 55|54| 15|54|56|Dirty C.Jumpsuit|C. Assault Rifle | 20|
     Notes: C. stands for Chinese.
    |E. Soldier    | 1| 6 | 45| 16| 45|14|47|E. Power Armor  |Laser Pistol     | 10|
    |E. Soldier    | 1| 6 | 45| 16| 45|47|12|E. Power Armor  |Ripper/Grenades  | 10|
    |E. Soldier    | 7| 6 | 80| 16| 68|14|70|E. Power Armor  |Laser Rifle      | 20|
    |E. Soldier    | 7| 6 | 80| 16| 68|70|12|E. Power Armor  |Ripper/P.Grenades| 20|
    |E. Soldier    |11| 6 |125| 87| 87|16|12|E. Power Armor  |Flamer/P.Grenades| 30|
    |E. Soldier    |11| 6 |125| 16| 83|16|16|E. Power Armor  |Laser Rifle      | 30|
    |E. Soldier    |18| 6 |170|100|100|16|12|E. Power Armor  |Minigun/G. Laser | 50|
    |E. Soldier    |18| 6 |170| 16|100|16|16|E. Power Armor  |Plasma Rifle     | 50|
    |E. Soldier    |18| 6 |170|100|100|16|12|E. Power Armor  |Missile Launcher | 50|
    |E. Officer    |--| 6 |125| 16|100|16|16|E. Officer      |Plasma Pistol/   | 50|
    |              |  |   |   |   |   |  |  |Uniform         |Plasma Grenades  |   |
    |E. Scientist  |--| 6 | 20| 11| 17|11|17|E. Scientist    |Laser Pistol     | 10|
    |(Flees)       |  |   |   |   |   |  |  |Outfit          |                 |   |
                                 Brotherhood Outcasts:
    |B. Outcast    |  1| 5 | 70|44| 14|44|44|Out. Power Armor|Assault Rifle    | 10|
    |B. Outcast    |  1| 6 | 70|14| 16|47|51|Out. Power Armor|Power Fist       | 10|
    |B. Outcast    |  1| 7 | 70|44| 46|14|44|Out. Power Armor|Flamer           | 10|
    |B. Outcast    |  7| 7 | 95|57| 59|14|57|Out. Power Armor|Laser Rifle      | 20|
    |B. Outcast    |  7| 6 | 90|14| 16|57|61|Out. Power Armor|Ripper/Grenades  | 20|
    |B. Outcast    | 11| 7 |125|74| 76|14|74|Out. Power Armor|Minigun/G. Laser | 30|
    |B. Outcast    | 11| 7 |125|74| 76|14|74|Out. Power Armor|Laser Rifle      | 30|
    |B. Outcast    | 11| 6 |120|14| 16|75|79|Out. Power Armor|Super Sledge     | 30|
    |B. Outcast    | 11| 7 |125|74| 76|14|74|Out. Power Armor|Missile Launcher | 30|
    |Raider        |  1| 5 | 25|13| 15|32|34|Raider Armor    |.32/10mm Pistol/ | 10|
    |              |   |   |   |  |   |  |  |                |Chinese Pistol   |   |
    |Raider        |  1| 5 | 30|15| 15|34|32|Raider Armor    |Knife/Baton/Tire | 10|
    |              |   |   |   |  |   |  |  |                |Iron/Frag Grenade|   |
    |Raider        |  1| 5 | 25|13| 15|32|34|Raider Armor    |Hunting Rifle    | 10|
    |Raider        |  4| 5 | 55|13| 15|45|47|Raider Armor    |Hunting Rifle/   | 10|
    |              |   |   |   |  |   |  |  |                |Sawed-Off Shotgun|   |
    |              |   |   |   |  |   |  |  |                |/Assault Rifle   |   |
    |Raider        |  4| 5 | 60|15| 15|47|45|Raider Armor    |Combat Knife/Lead| 10|
    |              |   |   |   |  |   |  |  |                |Pipe/Baseball Bat|   |
    |              |   |   |   |  |   |  |  |                |/Frag Grenades   |   |
    |Raider        |  7| 5 | 85|13| 15|66|68|Raider Armor    |Assault Rifle/   | 20|
    |              |   |   |   |  |   |  |  |                |Combat Shotgun/  |   |
    |              |   |   |   |  |   |  |  |                |Submachine Gun   |   |
    |Raider        |  7| 5 | 90|15| 15|68|66|Raider Armor    |Lead Pipe/Knife/ | 20|
    |              |   |   |   |  |   |  |  |                |Chinese Sword/   |   |
    |              |   |   |   |  |   |  |  |                |Grenades/Sledge  |   |
    |Raider        |  7| 5 | 85|13| 15|66|68|Raider Armor    |Hunter Rifle     | 20|
    |Raider        |  7| 5 | 85|62| 15|66|66|Raider Armor    |Missile Launcher | 20|
    |Slaver        |---| 4 |75-|13|13|41-|41-|Merc Outfit    |Rifles/Pistols/  | x |
    |              |   |   |110|  |  |74 |74 |               |Combat Shotgun   |   |
     Notes: Slavers look like Raiders but their preferred business is dealing in,
            what else, slaves.  Slavers can differ slightly in strength.
                              Talon Company Mercenaries:
    |T.C. Merc     |  1| 7 | 75|15|64| 17| 62|T.Combat Armor |Hunting Rifle/   | 10|
    |              |   |   |   |  |  |   |   |               |Assault Rifle/   |   |
    |              |   |   |   |  |  |   |   |               |Laser Pistol     |   |
    |T.C. Merc     |  1| 7 | 80|17|19| 62| 62|T.Combat Armor |Baton/Knife/Gren.| 10|
    |T.C. Merc     |  1| 7 | 75|15|64| 17| 62|T.Combat Armor |Sniper Rifle     | 10|
    |T.C. Merc     |  8| 7 |105|15|77| 17| 75|T.Combat Armor |Combat Shotgun   | 20|
    |              |   |   |   |  |  |   |   |               |Assault Rifle/   |   |
    |              |   |   |   |  |  |   |   |               |Laser Pistol     |   |
    |T.C. Merc     |  8| 7 |110|17|19| 75| 75|T.Combat Armor |Baton/Knife/Gren.| 20|
    |T.C. Merc     |  8| 7 |105|15|77| 17| 75|T.Combat Armor |Sniper Rifle     | 20|
    |T.C. Merc     |  8| 7 |105|73|19| 17| 75|T.Combat Armor |Flamer/M.Launcher| 20|
    |T.C. Merc     | 12| 7 |135|15|90| 17| 68|T.Combat Armor |Combat Shotgun   | 30|
    |              |   |   |   |  |  |   |   |               |Assault Rifle/   |   |
    |              |   |   |   |  |  |   |   |               |Laser Pistol     |   |
    |T.C. Merc     | 12| 7 |140|17|19| 88| 88|T.Combat Armor |Baton/Knife/Gren.| 30|
    |T.C. Merc     | 12| 7 |135|86|19| 17| 88|T.Combat Armor |Missile Launcher | 30|
    |T.C. Merc     | 12| 7 |135|15|90| 17| 88|T.Combat Armor |Sniper Rifle     | 30|
    |Caravan Guard |---| 6 | 290|14|17| 91| 93|Leather Armor  |Assault Rifle  | 50|
    |Settler       |---| 5 |  35|12|14| 16| 45|Settler Clothes|Varies         | 10|
    |R.C. Security |---| 6 | 55-|14|16|52-|54-|R.C. Security  |10mm Submachine|  x|
    |              |   |   | 85 |  |  |76 |78 |Uniform        |Gun            |   |
    |Scavenger     |---| 5 |140-|13|15| 15| 55|Raving Trader  |Varies         | 10|
    |              |   |   |170 |  |  |   |   |Outfit         |               |   |
    |Tenpenny      |---| 5 |  40|12|14| 16| 45|Varies         |      ---      | 10|
    |Resident      |   |   |    |  |  |   |   |               |               |   |
    |Tenpenny Secu-|---| 6 |  65|14|16| 61| 63|Tenpenny Secu- |Assault Rifle  | 20|
    |rity Guard    |   |   |    |  |  |   |   |rity Uniform   |               |   |
    |Wastelander   |---| 5 |  25|12|14| 31| 31|Varies         |Varies         |  x|
                                   Non-Feral Ghouls:
    |Underworld    |---| 5 | 45|12|14| 16| 49|Varies         |Varies         | 10|
    |Resident      |   |   |   |  |  |   |   |               |               |   |
    |Ghoul         |---| 5 | 25|12|14| 31| 31|Varies         |Varies         |  x|
    |Dog             | 1| 8 | 20|  5|Dog Meat      |      ---     |  1|           |
    |Vicious Dog     | 1| 8 | 60| 12|Dog Meat      |      ---     |  5|Quick      |
    |Raider Guard Dog| 1| 8 | 60| 12|Dog Meat      |      ---     |  5|Quick      |
                                     Feral Ghouls:
    |Feral Ghoul     | 1| 3 | 25|  5|Bottle Caps   |      ---      |  5|           |
    |F. Ghoul Roamer | 6| 4 | 80| 16|Bottle Caps   |      ---      | 10|           |
    |Glowing One     |13| 5 |240| 32|Bottle Caps   |Radiation Burst| 25|Rad. Heals |
    |                |  |   |   |   |              |(5) +50 Rads   |   |           |
    |Enclave Eyebot  | 1| 5 | 30|  5|             |Laser Beam (5) |  5|Floats      |
    |Protectron      | 1| 4 | 75|  6|Energy Cell  |Laser Beam (23)|  5|*           |
    |Robobrain       | 6| 5 |200|  5|Energy Cell  |Laser Beam (30)| 10|Head +50%DMG|
    |Robobrain       | 6| 5 |200|  5|Energy Cell  |Mesmetron (1)  |  6|            |
    |                |  |   |   |   |             |100 DMG to Head|   |            |
    |Mister Handy    | 6| 5 |100|   |Flamer Fuel  |Buzzsaw (12)   |  5|*           |
    |Mister Handy    | 6| 5 |100|   |Flamer Fuel  |Flamer (28)    |  6|            |
    |                |  |   |   |   |             |10 DMG per/sec |  6|            |
    |Mister Gutsy    | 9| 6 |350|  6|Flamer Fuel  |Flamer (41/sec)| 25|*           |
    |Mister Gutsy    | 9| 6 |350|  6|Energy Cells |Plasma Gun (51)|  6|            |
    |Sentry Bot      |13| 7 |500| 22|Electron     |Gatling Laser  | 50|Head -50%DMG|
    |                |  |   |   |   |Charge Pack  |108 DMG per/sec|   |Legs -25%DMG|
    |                |  |   |   |   |Missiles     |M.Launcher(135)|   |*           |
    |                |  |   |   |   |5mm Rounds   |Minigun (108/s)|   |            |
     Notes: * denotes that when combat inhibitor is destroyed, the bot will attack
            anything in sight.  Yes, that still includes you, so don't go hug them.
        |Mark I Turret (c)  | 1| 10| 40| 23|             |5.56MM Gun     |  1|
        |Mark II Turret (f) | 1| 10| 50| 18|             |Laser Gun      |  1|
        |Mark III Turret (c)| 7| 10| 60| 36|             |5.56MM Gun     |  5|
        |Mark IV Turret (f) | 7| 10| 75| 31|             |Laser Gun      |  5|
        |Mark V Turret (c)  |11| 10| 75| 57|             |5.56MM Gun     | 10|
        |Mark VI Turret (f) |11| 10|100| 48|             |Laser Gun      | 10|
                                      Giant Ants:
    |NAME:            |LV|PRC|  HP|DMG|D. ITEMS|SPECIAL ATTACK |EXP|NOTES          |
    |Giant Worker Ant | 1| 3 |  30|  7|Ant Meat|Fire Spit(16/s)|  5|Legs: -50% DMG |
    |Giant Soldier Ant| 8| 4 | 150| 24|Ant Meat|Fire Spit(32/s)| 10|Legs: -50% DMG |
    |Giant Ant Queen  |--| 4 |1000| - |Ant Meat|Acid Spit (40) | 10|Legs: -50% DMG |
    Note: Giant Worker Ant and Giant Soldier Ant will both go berserk if you destroy
          their antennae.  This will cause them to attack everything nearby.
    |Radroach      | 1 | 3 | 5 | 3 |Radroach Meat|     ---      | 1 |Quickly flees |
    |Bloatfly      | 1 | 5 | 15| - |Bloatfly Meat|Larva Spit (5)| 1 |Flying        |
    |Mirelurk       | 1| 4 |120| 28|Mirelurk Meat|      ---     | 10|Body 50% DMG  |
    |Mirelurk Hunter| 9| 6 |250| 50|Mirelurk Meat|      ---     | 25|Body 50% DMG  |
    |Mirelurk King  |13| 7 |375| 35|Mirelurk Meat|Shriek (50)   | 50|              |
    Notes: Mirelurk King's Shriek attack ignores armor and has the following effect:
           Perception -10 for 10 seconds.
    |(Mad) Brahmin |---| 3 | 40| 8 |Brahmin Steak|      ---     | 1 |Heads 50% DMG |
                                      Mole Rats:
    |Mole Rat       | 1| 3 | 40| 25|Mole Rat Meat|      ---     |  5|              |
     Notes: Mole Rats explode after 5 seconds when hit with Repellent Stick.
                                       Yao Guai:
    |Yao Guai       |12| 7 |220| 75|Yao Guai Meat|      ---     | 10|Very Quick    |
    |Deathclaw     |13| 8 |500|100|Deathclaw Hand|      ---     | 50|Very Quick    |
                                    Super Mutants:
    |Super Mutant       | 1| 3 | 100|  4|Hunting Rifle,    |Hunting Rifle   | 10|
    |                   |  |   |    |   |.32 Caliber Ammo  |                |   |
    |Super Mutant       | 1| 3 | 100|  4|Nail Board        |Nail Board      | 10|<-*
    |Super Mutant Brute |10| 5 | 250|  5|Sledgehammer      |Sledgehammer    | 25|<-*
    |Super Mutant Brute |10| 5 | 250|  5|Assault Rifle,    |Assault Rifle   | 25|
    |                   |  |   |    |   |5.56mm Ammo       |                |   |
    |Super Mutant Brute |10| 5 | 250|  5|Minigun, 5mm Ammo |Minigun         | 25|
    |Super Mutant Brute |10| 5 | 250|  5|Missile Launcher, |Missile Launcher| 25|
    |                   |  |   |    |   |Missiles          |                |   |
    |Super Mutant Master|13| 6 | 360|  6|Chinese Assault   |Chinese Assault | 50|
    |                   |  |   |    |   |Rifle, 5.56mm Ammo|Rifle           |   |
    |Super Mutant Master|13| 6 | 360|  6|Super Sledge      |Chinese Assault | 50|<-*
    |                   |  |   |    |   |                  |Rifle           |   |
    |Super Mutant Master|13| 6 | 360|  6|Minigun, 5mm Ammo |Minigun         | 50|
    |Super Mutant Master|13| 6 | 360|  6|Missile Launcher, |Missile Launcher| 50|
    |                   |  |   |    |   |Missiles          |                |   |
    |Super Mutant       |--| 5 |2000| - |(Various)         |Pipe (100)      | 50|
    |Behemoth           |  |   |    |   |                  |                |   |
    Note: The ones marked with <-* can also hold grenades.
    |Centaur        | 7| 9 |100| 27|Bottle Caps  |Rad. Spit (30)| 30|Legs 75% DMG, |
    |               |  |   |   |   |(Uncommon)   |(50rads/10sec)|   |Tongue 25% DMG|
                                  xx) APPENDIX [APX]
        |[APX-1] Xbox 360 Achievements                                        |
    |Achievement Name:              |Value:|How to unlock:                         |
    |Vault 101 Citizenship Award    |  10  |Receive the Pip-Boy 3000               |
    |The G.O.A.T. Whisperer         |  10  |Take the G.O.A.T                       |
    |Escape!                        |  20  |Complete this Main Quest               |
    |Following in His Footsteps     |  20  |Complete this Main Quest               |
    |Galaxy News Radio              |  20  |Complete this Main Quest               |
    |Scientific Pursuits            |  20  |Complete this Main Quest               |
    |Tranquility Lane               |  20  |Complete this Main Quest               |
    |The Waters of Life             |  20  |Complete this Main Quest               |
    |Picking up the Trail           |  20  |Complete this Main Quest               |
    |Rescue from Paradise           |  20  |Complete this Main Quest               |
    |Finding the Garden of Eden     |  20  |Complete this Main Quest               |
    |The American Dream             |  20  |Complete this Main Quest               |
    |Take It Back!                  |  40  |Complete this Main Quest               |
    |Big Trouble in Big Town        |  20  |Complete this Side Quest               |
    |The Superhuman Gambit          |  20  |Complete this Side Quest               |
    |The Wasteland Survival Guide   |  20  |Complete this Side Quest               |
    |Those!                         |  20  |Complete this Side Quest               |
    |The Nuka-Cola Challenge        |  20  |Complete this Side Quest               |
    |Head of State                  |  20  |Complete this Side Quest               |
    |The Replicated Man             |  20  |Complete this Side Quest               |
    |Blood Ties                     |  20  |Complete this Side Quest               |
    |Oasis                          |  20  |Complete this Side Quest               |
    |The Power of the Atom          |  20  |Complete this Side Quest               |
    |Tenpenny Tower                 |  20  |Complete this Side Quest               |
    |Strictly Business              |  20  |Complete this Side Quest               |
    |You Gotta Shoot 'Em in the Head|  20  |Complete this Side Quest               |
    |Stealing Independence          |  20  |Complete this Side Quest               |
    |Trouble on the Homefront       |  20  |Complete this Side Quest               |
    |Agatha's Song                  |  20  |Complete this Side Quest               |
    |Reilly's Rangers               |  20  |Complete this Side Quest               |
    |Reaver                         |  10  |Reach Level 8 with Negative Karma      |
    |Mercenary                      |  10  |Reach Level 8 with Neutral Karma       |
    |Protector                      |  10  |Reach Level 8 with Positive Karma      |
    |Harbinger of War               |  20  |Reach Level 14 with Negative Karma     |
    |Pinnacle of Survival           |  20  |Reach Level 14 with Neutral Karma      |
    |Ambassador of Peace            |  20  |Reach Level 14 with Positive Karma     |
    |Scourge of Humanity            |  30  |Reach Level 20 with Negative Karma     |
    |Paradigm of Humanity           |  30  |Reach Level 20 with Neutral Karma      |
    |Last, Best Hope of Humanity    |  30  |Reach Level 20 with Positive Karma     |
    |Weaponsmith                    |  30  |Create all 7 Custom Weapons            |
    |Doesn't Play Well with Others  |  20  |Kill 300 people                        |
    |Slayer of Beasts               |  20  |Kill 300 creatures                     |
    |Silver-Tongued Devil           |  20  |Win 50 Speech Challenges               |
    |Data Miner                     |  20  |Hack 50 terminals                      |
    |Keys are for Cowards           |  20  |Pick 50 locks                          |
    |One-Man Scouting Party         |  20  |Discover 100 locations on the worldmap |
    |Psychotic Prankster            |  10  |Place grenade/mine while pickpocketing |
    |The Bigger They Are            |  20  |Kill the 5 Super Mutant Behemoths      |
    |Yes, I Play with Dolls         |  10  |Collect 10 Bobbleheads                 |
    |Vault-Tec C.E.O                |  30  |Collect 20 Bobbleheads                 |
                    Operation Anchorage DLC Exclusive Achievements:
    |Achievement Name:              |Value:|How to unlock:                         |
    |Aiding the Outcasts            |  20  |Complete this Side Quest               |
    |The Guns of Anchorage          |  20  |Complete this Side Quest               |
    |Paving the Way                 |  20  |Complete this Side Quest               |
    |Operation: Anchorage           |  40  |Complete this Side Quest               |
                         The Pitt DLC Exclusive Achievements:
    |Achievement Name:              |Value:|How to unlock:                         |
    |Into the Pitt                  |  20  |Complete this Side Quest               |
    |Unsafe Working Conditions      |  20  |Complete this Side Quest               |
    |Free Labor                     |  40  |Complete this Side Quest               |
    |Mill Worker                    |  20  |Find and retrieve all 100 Steel Ingots |
                       Broken Steel DLC Exclusive Achievements:
    |Achievement Name:              |Value:|How to unlock:                         |
    |Death From Above               |  30  |Complete this Quest                    |
    |Shock Value                    |  30  |Complete this Quest                    |
    |Who Dares Wins                 |  30  |Complete this Quest                    |
    |Devil                          |  20  |Reach Level 30 with Bad Karma          |
    |True Mortal                    |  20  |Reach Level 30 with Neutral Karma      |
    |Messiah                        |  20  |Reach Level 30 with Good Karma         |
        |[APX-2] Playstation 3 Trophies                                       |
                                 Bronze Trophies (38):
       |Achievement Name:              |How to unlock:                         |
       |Vault 101 Citizenship Award    |Receive the Pip-Boy 3000               |
       |The G.O.A.T. Whisperer         |Take the G.O.A.T                       |
       |Escape!                        |Complete this Main Quest               |
       |Following in His Footsteps     |Complete this Main Quest               |
       |Galaxy News Radio              |Complete this Main Quest               |
       |Scientific Pursuits            |Complete this Main Quest               |
       |Tranquility Lane               |Complete this Main Quest               |
       |The Waters of Life             |Complete this Main Quest               |
       |Picking up the Trail           |Complete this Main Quest               |
       |Rescue from Paradise           |Complete this Main Quest               |
       |Finding the Garden of Eden     |Complete this Main Quest               |
       |The American Dream             |Complete this Main Quest               |
       |Big Trouble in Big Town        |Complete this Side Quest               |
       |The Superhuman Gambit          |Complete this Side Quest               |
       |The Wasteland Survival Guide   |Complete this Side Quest               |
       |Those!                         |Complete this Side Quest               |
       |The Nuka-Cola Challenge        |Complete this Side Quest               |
       |Head of State                  |Complete this Side Quest               |
       |The Replicated Man             |Complete this Side Quest               |
       |Blood Ties                     |Complete this Side Quest               |
       |Oasis                          |Complete this Side Quest               |
       |The Power of the Atom          |Complete this Side Quest               |
       |Tenpenny Tower                 |Complete this Side Quest               |
       |Strictly Business              |Complete this Side Quest               |
       |You Gotta Shoot 'Em in the Head|Complete this Side Quest               |
       |Stealing Independence          |Complete this Side Quest               |
       |Trouble on the Homefront       |Complete this Side Quest               |
       |Agatha's Song                  |Complete this Side Quest               |
       |Reilly's Rangers               |Complete this Side Quest               |
       |Reaver                         |Reach Level 8 with Negative Karma      |
       |Mercenary                      |Reach Level 8 with Neutral Karma       |
       |Protector                      |Reach Level 8 with Positive Karma      |
       |Harbinger of War               |Reach Level 14 with Negative Karma     |
       |Pinnacle of Survival           |Reach Level 14 with Neutral Karma      |
       |Ambassador of Peace            |Reach Level 14 with Positive Karma     |
       |Doesn't Play Well with Others  |Kill 300 people                        |
       |Slayer of Beasts               |Kill 300 creatures                     |
       |Psychotic Prankster            |Place grenade/mine while pickpocketing |
                                 Silver Trophies (10):
       |Take It Back!                  |Complete this Main Quest               |
       |Scourge of Humanity            |Reach Level 20 with Negative Karma     |
       |Paradigm of Humanity           |Reach Level 20 with Neutral Karma      |
       |Last, Best Hope of Humanity    |Reach Level 20 with Positive Karma     |
       |Weaponsmith                    |Create all 7 Custom Weapons            |
       |Silver-Tongued Devil           |Win 50 Speech Challenges               |
       |Data Miner                     |Hack 50 terminals                      |
       |Keys are for Cowards           |Pick 50 locks                          |
       |One-Man Scouting Party         |Discover 100 locations on the worldmap |
       |Yes, I Play with Dolls         |Collect 10 Bobbleheads                 |
                                  Gold Trophies (2):
       |The Bigger They Are            |Kill the 5 Super Mutant Behemoths      |
       |Vault-Tec C.E.O                |Collect 20 Bobbleheads                 |
                                 Platinum Trophy (1):
                             o Get all other 50 Trophies.
        |[APX-3] Game Patches                                                 |
    Version 1.10
    This is the OFFICIAL Fixes List:
    Friends notification no longer causes the game to pause. (Playstation 3)
    Fixed occasional crashes during loading and waiting.
    Friendly or neutral NPC health bars, when taking damage, no longer flicker
    Fixed issue where certain NPCs would occasionally disappear from the game.
    Fixed issue where dead NPCs would occasionally come back to life.
    Fixed rendering issue with the Gatling Laser gun's tracers.
    Fixed issue where the haircut menu would occasionally not appear properly.
    Added ability to remap your VATS and pip boy buttons.
    Fixed rare load/save issues that would cause NPCs to behave incorrectly.
    Fixed issue where quest objectives would occasionally not update properly due to
    talking activators, intercoms and conversations.
    Using Radaway from the Pip-Boy's Status Menu repeatedly no longer crashes the
    Player no longer gets stuck in level up menu if their skills are maxed out.
    Fixed issue where multiple followers would occasionally not load into an
    Fixed rare issue with getting stuck in VATS mode.
    Fixed rare crash with fighting NPCs with corrupted data.
    In game radios will now play properly if player was listening to the radio in
    the Pip-Boy first. (Playstation 3)
    Fixed rare crashes while loading and saving games.
    Fixed rare issue where player would fall through the floor while in VATS.
    Fixed occasional crash after scoring a critical hit in the head with a Railway
    Prevent NPCs from inadvertently dying from falling.
    Fixed occasional issue where the controller would stop working properly.
    Fixed crashes related to repeatedly equipping and dropping clothing and armor
    into the world.
    Quest Fixes Fixed several instances where quest item stayed in inventory
    permanently after completing quests.
    Fixed an issue where the distress message would occasionally not play in Trouble
    on the Homefront.
    In The Waters of Life quest, the Citadel gate will open properly if the player
    fast travels away after exiting the Taft Tunnels but before reaching the Citadel
    gate with Doctor Li.
    For the Home Sweet Home quest, the broken protectrons in Big Town become active
    at the proper time.
    In The American Dream quest, fixed specific issue which prevented the player
    from accessing their belongings in the locker by the door if they left the room
    Fixed infinite caps exploit in Strictly Business quest.
    Fixed rare instance where Dad would have no valid dialogue during The Waters of
    Life quest.
    Prevent issue during the Finding the Garden of Eden quest where player would
    fade to black, instead of traveling to Raven Rock, while in combat with a
    Fixed several XP speech exploits with certain NPCs.
    Fixed XP exploit with a robot in Fort Bannister.
    Fixed issue where player's controls can become locked permanently during The
    American Dream.
                                  xx) VERSION HISTORY
    • 0.10 [01 Dec. 2008]
    ====== ==============
    o Added ASCII Logo, simple skeleton layout. Up to Quest 3.
    • 0.60 [02 Dec. 2008]
    ====== ==============
    o Added a major portion of the Main Walkthrough, up to Quest 9.
    • 1.00 [03 Dec. 2008]
    ====== ==============
    o Main Walkthrough Quests completed.
    o Added Enemy Encyclopedia layout.
    • 1.10 [08 Dec. 2008]
    ====== ==============
    o Added 4 Misc. Quests.
    o Added the Galaxy News Radio Main Quest.
    o Added Statistics Sections.
    o Added X360 Controls.
    o In process of detailing the walkthrough to the extreme.
      The main goal will be a 'perfect character' as much as possible.
    • 1.15 [09 Dec. 2008]
    ====== ==============
    o Added Misc. Quests.
    o Revised the 'All-Round' Character Build.
    • 1.20 [12 Dec. 2008]
    ====== ==============
    o Added Misc. Quests.
    o Layout fixes.
    • VAULT (1.25) [16 Dec. 2008]
    ============== ==============
    o Added 'Rescue from Paradise' Main Quest.
    o Added Misc. Quests.
    o Added Karma & Level Up Charts.
    o Added X360 and PS3 Achievements and Trophies.
    o Finished Perks Section.
    • VAULT (1.30) [17 Dec. 2008]
    ============== ==============
    o Added in-depth info to Main Quests.
    • Vault (1.40) [22 Dec. 2008]
    ============== ==============
    o More Misc. Quests completed.
    o Added Maps for Sector 5 - 9.
    • Vault (1.45) [23 Dec. 2008]
    ============== ==============
    o Maps for Sector 1 - 4 finished.
    • Vault (1.50) [27 Dec. 2008]
    ============== ==============
    o Misc. Quests finished.
    o Edited much user-feedback into the Guide.
    • Vault (1.51) [29 Dec. 2008]
    ============== ==============
    o Major, major spellcheck.  Over 60 typo's fixed.
    o Added several Freeform Quests.
    o Added unique encounters.
    o Added Bobblehead locations.
    o Added many lists.
    • Vault (1.55) [30 Dec. 2008]
    ============== ==============
    o Enemy Section completed.
    • Vault (1.70) [05 Jan. 2009]
    ============== ==============
    o Added tons of wasteland exploration sections.
    • Vault (1.75) [16 Jan. 2009]
    ============== ==============
    o Minor Corrections.
    o Larger updates are around the corner, including an enhanced guide which will
      feature screenshots and video support.  Check back at www.supercheats.com.
    • Vault (2.00) [04 Feb. 2009]
    ============== ==============
    o I'm back!  Operation: Anchorage fully added. 
    o Supercheats.com Enhanced Guide with Screenshots and Videos is in the process
      of going live.  It features sections not in this guide, a handy menu, screens,
      and video support.
    • Vault (2.10) [04 May 2009]
    ============== =============
    I haven't been updating this Guide as much as I would like the past three
    months, but I did at least manage to slip in a very large update regarding The
    Pitt DLC - in anticipation for the Broken Steel DLC that is due tomorrow.
    o The Pitt DLC fully added.
    o Brand new main logo added.
    • Vault (2.20) [11 May 2009]
    ============== =============
    o Broken Steel fully added in the last few updates.
    • Vault (2.30) [25 July 2009]
    ============== ==============
    o Fully added all Point Lookout content in the last update(s).
      (That really took a lot out of me!)
    • Vault (2.35) [25 July 2009]
    ============== ==============
    o Added Mothership Zeta content!  The walkthrough is now officially complete.
      Until they announce new DLC or an expansion pack, that is.  Let's hope not! :P
    • Vault (2.35) [29 September 2010]
    ============== ===================
    o Small update; Added Facebook Page.
    o Also added an essay on the future of guide writing, in anticipation of the
      upcoming Fallout New Vegas Guide at the end of October. 
    • Vault (2.36) [19 August 2013]
    ============== ================
    o Fixed a minor but glaring mistake in the perfect character build for Broken
      Steel. The starting stats need to be at 5 Strength and 6 Luck (instead of the
      other way around). This ensures that you can get the Better Criticals perk at
      level 16 while still maxing out stats and do everything else.
                                      xx) CREDITS
    Main Credits:
    o Dennis/Richard: For maintaining Supercheats.
    o Absolute Steve: For writing this FAQ, all rights reserved.
    o My Readers:     For any feedback, donations, and for reading this!
    Other Credits:
    o Random House Inc.: Statistics on enemies, Map layout, Weapon table format.
    o Sparkmen: Xbox 360 Controls.
    o Cowboy Curtis & Vert Morta & Sammi Logan & Dapper Corleon : PC Controls.
    o Dwovar: Help on Character Building.
    o Josie: Tips on many walkthrough sections.
                                     xx) COPYRIGHT
    This may *not* be reproduced under any circumstances except for personal,
    private use.  It may *not* be placed on any web site or otherwise distributed
    publicly without advance written permission.  Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.  Do *not* copy or alter information slightly from this guide, and
    do not present it as your own.  The creation of this guide took a lot of time,
    please respect that.  Below is a list of sites that are allowed to host this
    document.  The latest update of this file can always be found at GameFAQs.com.
    Allowed sites are: GameFAQs.com, Supercheats.com, Chaptercheats.com.
    *NOT* allowed: CheatCC or Cheat Code Central, nor any other cheat websites owned
    or affiliated with David Allison (Dave), owner of CheatCC. Dave/CheatCC has
    infringed the copyright of countless FAQs/guides and cheats and has altered
    the copyright sections of countless more FAQs/guides, often removing 'GameFAQs'
    and other trusted websites from the list while adding 'CheatCC'. This is a
    serious violation of simple authorship rights and it has been going on for over
    a decade and a half. If you ever receive an email from CheatCC regarding the
    hosting of your guide, I would *highly* recommend you to friendly decline the
    offer and check the CheatCC website within a week to see if they have taken your
    guide (or someone else's guide) without permission. If you have given permission
    to CheatCC before, I would recommend that you revoke your permission and have
    your guides removed from that site; otherwise you are indirectly supportive.
                .    .             .      .         .-.  .                
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            '       `'`-' `--' `-' `-`--`-`-'`--'   `-'  `-'`--' `'   `--'
               © S.H. [Absolute Steve] 2009. Contact: faq@shillatime.org
     Writing a thank-you takes a minute, the pleasure of reading it lasts all day.

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