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Riverboat landing

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000e13 (ext.)
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Gametitle-FO3 PL

The riverboat landing is a location in the Capital Wasteland from which the Duchess Gambit ferry can take the Lone Wanderer to Point Lookout .

  • 2 Related quests
  • 4 Appearances

To the southeast of Alexandria Arms , is a small pier with the Duchess Gambit docked. There is random junk strewn out on the dock. Catherine is waiting impatiently for passers-by to offer their help while Tobar the Ferryman waits for passers-by to embark on a treasure hunt to the damp and humid Point Lookout.

Related quests [ ]

  • The Local Flavor
  • Tailing the Tomboy
  • Mirelurks spawn at this location, though they instantly die as though they were killed by Tobar (or Nadine , after Tailing the Tomboy ) and Catherine . This happens frequently, and at higher levels can be an excellent source of easy softshell mirelurk meat as two mirelurk kings , two mirelurk hunters and a regular mirelurk are what appear.
  • Talon Company mercs may occasionally be found on the beach as well behind a crashed truck.
  • The containers on the pier are unsafe to store items in, as they occasionally reset.

Appearances [ ]

The riverboat landing appears in the Fallout 3 add-on Point Lookout .

  • The water around the wooden pier sometimes turns white or perfectly clear upon visiting. Turning your Pip-Boy light on and off should fix this problem.
  • Sometime Tobar will be floating around the water and can eventually make it impossible to talk to him because he will eventually float in the boat. A way to fix this is to simply fast travel to somewhere like Megaton and then return.
  • If you walked on the edge of the Potomac here, then you may have been chased by mirelurks. If you don't want to fight them, start talking to either Tobar or Catherine.e
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  • Fallout 3 Achievements
  • Fallout 3 News
  • Walkthrough *

4. Fallout 3 Downloadable Content

Downloadable content.

Fallout 3 has five extra packs to download offering a further 22 achievements to unlock. The first four of these add-ons: 'Operation Anchorage', 'The Pitt', 'Point Lookout' and 'Mothership Zeta' contain 4 achievements each and once downloaded they can be started as soon as your character has exited Vault 101 near the beginning of the game. The fifth: 'Broken Steel' contains 6 achievements and requires the completion of the main questline before it can be activated.

I have listed the separate packs in the most efficient order, also many of the quests can become bugged and consequently missable so please remember to save everytime I've stated 'SAVE' and heed all warnings marked with an *Asterisk:

OPERATION ANCHORAGE

For this add-on you will be entering an interactive simulation of Anchorage, Alaska, during a Chinese invasion. You will be stripped of all your equipment and weapons except for quest items and you'll have only the resources supplied in the simulation. You will not be able to exit until completion, you will not be able return after exiting the simulation pod and you will lose everything you collected inside.

Once downloaded and after you have exited Vault 101 a quest objective will be activated by a radio broadcast. Listening to this broadcast via your Pip-Boy will set a map marker near the 'Red Racer Factory'.

External image

Fast travel to the 'Red Racer Factory' (or the nearest safe location), SAVE, and head to 'Baileys Crossroads Metro'. *Remove any Brotherhood Power Armor you're wearing and dismiss any followers before proceeding. Continue through the tunnel killing any Feral Ghouls along the way to 'Bailey's Crossroads', SAVE. You'll encounter some 'Brotherhood Outcasts', do not attack them, if they become hostile either yield or reload save, aid them against the Super Mutants and proceed to the 'Outcast's Outpost' and speak to 'Defender Morill', he will tell you to find 'Protector McGraw'.

Proceed to the elevator where a 'Defender Sibley' will lead you to McGraw, SAVE before speaking to him, he will explain a few important points, then Sibley will lead you to 'Specialist Olin'.

*Note if the Outcasts are all killed take the 'Neural Interface Suit' from Specialist Olin's body.

Equip the suit, SAVE, and activate the pod, you will then find yourself in Anchorage and be awarded:

Completed "Aiding the Outcasts"

Aiding the Outcasts

Once inside the simulator you will lose all your equipment and be given a silenced pistol, stealth boy and a Winterised combat armor. Don't be concerned about stimpaks as you now have to replenish health using the 'Health dispensers'. Your weapons and armor will also not degrade and you can replenish all your ammo at dispeners too.

There are ten 'Intel Suitcases' to be found to gain the Covert Ops perk (+3 to Science, Small guns and lockpick), these are not tied to any achievement but I've included their locations for your consideration.

Your objective is to take out the Artillery guns, follow the path on your right and kill any Chinese soldiers along the way, follow a catwalk and take a right further up to find a health dispenser and a sniper rifle, SAVE. Head through the building, grab the Chinese Assault Rifle, proceed up and over the bridge then over the pipes to the 'Cave Outpost, SAVE.

Watch the shootout and grab the 'Gauss Rifle' off the American, some microfusion cells can be found in a hidden room to the southeast. Go upstairs where a 'Sergeant Montgomery' will drop in, ask him for some ammo and he becomes your follower, SAVE.

Head outside and across the large pipe into the bunker, pick the very easy lock and grab the first Intel under the desk. Exit and proceed up the path and across the bridge, pick another very easy locked door for the second Intel and SAVE. Head towards the 'Chinese Artillery Post' but don't follow the path ahead, instead take a right just before the opening to the suspension bridge and through the cave passage, kill the soldier and go up the staircase. You will have a vantage point to take out the soldiers and cover from the turret below, take them all out and enter the outpost, SAVE.

Go up the stairs and grab the third Intel from behind the very easy locked door on your left. Proceed right and follow the path watching for soldiers along the way, on your left further along is the fourth Intel behind another locked door, SAVE. Continue up either staircase ahead and through the west door, be careful ahead as three deadly 'Crimson Dragoons' will attack you in the open room with the staircases, once they are dead SAVE.

Proceed outside to reach the Artillery guns themselves, they will be heavily guarded, rig them one by one then achieve a safe distance (not in the bunker), once they are destroyed you will be teleported to 'General Chase' at the HQ, SAVE, and you will unlock:

Completed "The Guns of Anchorage"

The Guns of Anchorage

You are now given command of your own 'Strike Team' and three tasks to complete before the main assault, do these in the order described below to prevent any bugs. Talk to 'Lieutenant Morgan' in the same tent as the General, he will give you more info and tell you how to kit yourself out. Now find Montgomery in the field HQ and make him your sergeant, then find the Quartermaster and suit up. ( There is a trick to get all different types of weaponry. Simply choose your weapon from the computer, then collect it, drop it, then choose a different class, collect it, drop it, repeat until you've got all of them and pick them all up).

Once kitted out tell Montgomery you're attacking the 'Chimera Depot' first and head out, SAVE, and take the left path. Follow the linear path disposing of all resistance, some way along in the 'Ice Camp' find the west tent and look north for a tent in the distance, the fifth Intel is inside it.

External image

Proceed on to the depot, grab Intel six in a steel hut next to a radio and rig the tanks, then step back and watch them blow. Once they are destroyed you will be teleported back to HQ, SAVE.

Now take the right path to the 'Chinese Listening Post', take care of the many Dragoons and other troops blocking your way and grab Intel seven on some wooden crates in the northwest corner of the building near the sandbag wall. Kill everybody at the listening post including the technicians inside (they will use HAM radios to call in more troops) the eighth Intel is on a shelf under some metal stairs. When every enemy is dead you will be teleported once again back to HQ, SAVE, and you'll unlock:

Completed "Paving the Way"

Paving the Way

You will now lose your squad and will have to disable the Pulse Field Generator taking the middle path. Make your way into the trenches avoiding the mortar fire and eliminate the stealth and sniper units, look out for the ninth Intel near an American soldier in a wooden shack, proceed on until you reach the Pulse Field. Soldiers wearing power armor cannot enter the field safely so you'll have to disarm the field in the building on the far right, grab the tenth and final Intel to the left of the deactivation switch then flip it.

After deactivating the barrier you will assault the Chinese refinery. Your fellow soldiers will now attack the turrets and the front gates allowing you access to 'General Jingwei'. *Before you proceed into the Refinery, SAVE, and prepare yourself for a speech challenge and a sudden hard fight following a pause in gameplay, cross over the field and enter the refinery building where you will be frozen on the spot until you witness Jinwei executing an American prisoner with his unique shock sword.

You can then pass a Speech challenge to convince him to commit seppuku or you will have to fight him, he has a very high health threshold and is possibly the strongest NPC in the entire game, also avoid his powerful sword at all costs.

Once Jingwei is dead you will be frozen and General Chase will inform you that the simulation is over and if you have collected all the Intel Suitcases you'll be rewarded with the Covert Ops perk and be returned to the Capital Wasteland.

Completed "Operation: Anchorage"

Operation: Anchorage

*Warning; deleting the 'Operation Anchorage' DLC from your Xbox Hard Drive after completing the simulation and successfully obtaining the Covert Ops perk will render any saves made afterwards unusable.

You will travel to an enirely new area called 'The Pitt', located in the remains of Pittsburgh. Once downloaded you'll be informed of a new radio distress signal from a runaway slave named 'Wernher' who pleads for your help. You cannot take any followers with you but you can, initially, take all your equipment, however you will be stripped of everything near the beginning so don't go out of your way to prepare yourself for a long extended questline.

*You will be required to pick Average locks at a minimum without chems or other aids for 'The Mill Worker' achievement, make sure you can before going to The Pitt.

Listen the new radio signal called 'Wernher's Distress Signal', this will activate the quest 'Into The Pitt' and mark the location of a 'Radio Tower' to the far north. Go to the radio tower, the nearest location to fast travel to is the 'SatCom Array NN-03d' or 'Fort Constantine'.

External image

Upon arriving you'll see Wernher being attacked by some 'Pitt Raiders', help him kill them, SAVE, then talk to him. He'll explain a few things and direct you to a 'Train Tunnel' to the west where he will meet you.

Head west to the train tunnel, *dismiss any followers now and *be careful as you will encounter some slavers. You need to find a 'Slave outfit' to infiltrate The Pitt but be cautious the group of slavers is lead by one 'Ramsey' and if you have previously encountered the slave colony 'Paradise Falls' and been hostile there (killing any slavers) talking to Ramsey will cause the slavers to attack you. So basically if you're not friendly with the slavers at Paradise Falls immediately attack and kill all the slavers then attain an outfit by either threatening the slave 'Prosper' for bad karma, telling him you're going to free them for no reward and good karma, or just killing them and looting their bodies.

Once you have your slave outfit, SAVE, enter the train tunnel and activate the handcart. You'll arrive at the 'Trainyard', SAVE, Wernher will ask you hang back while he deals with the Pitt Raiders ahead, things turn violent and you'll have to fight your way through. Proceed to the north east exit and Wernher will explain he can't any further, he'll inform you that you will have all your equipment confiscated but he can help you conceal a single weapon, choose either a switchblade or a .32 pistol and head through to find the slave 'Midea.

SAVE before continuing onto the bridge, this bridge is riddled with frag mines and a sniper from an elevated position will attack you on site. Proceed cautiously along either disarming or avoiding the mines and kill the sniper. SAVE, you will make a right turn and witness some fleeing slaves being blown up, you can proceed forwards now with three options, each of these three have the same outcome but by slightly different means. You can attack and kill 'Mex' and the raiders outside the gate or pretend you want to join them, either way going inside will cause you to be attacked and unavoidably beaten to the ground with batons and relieved of all your equipment. The third option is to approach the guards and pretend to be a slave who couldn't cross the bridge where you will avoid the scene of being beaten then relieved of your equipment anyway and told to return to work. Any choice results in you entering the slave pitt with nothing more than your concealed weapon, make your choice then SAVE. You will complete the quest and unlock:

Completed "Into The Pitt"

Into The Pitt

Walk over to 'Midea's Quarters' and talk to her, after some dialogue she will direct you to find some 'Steel Ingots' in the 'Steelyard', but first go and see 'Marco' in 'The Mill' for a weapon. Head to the Mill in the corner of Downtown and find Marco, obtain an 'Auto-Axe' from him and proceed to the 'Abandoned Area'. Once inside SAVE, and 'Everett' will escort you through to the Steelyard, *DO NOT PROCEED INSIDE YET, please read all information below first.

You have to acquire '100' 'Steel Ingots' for Everett for the 'Mill Worker' achievement located throughout the Steelyard. It is possible and advisable to get them all now as after the quest to get 10 they will each weigh 1.0 as opposed to being weightless before. I have detailed the locations of all 100 below both in written and video form, please pay attention to all notes and cautions as this achievement can glitch for many reasons.

= Retain a SAVE now before collecting any ingots and do not delete it until you have unlocked the achievement

= If you follow the video please read the written guide also as it points out many warnings not included in the video

= The ingots can be picked up and handed in in any order even after completing the main questline

= Splashes of black and red paint mark the locations of ingots

= Three of the ingots aren't actually in the Steelyard, so don't worry if you have 97 after leaving, the final three are in the Abandoned area once you return, but following either guide below will show you exactly where they are

= Pause your game, SAVE and read ahead after collecting every ingot, a lot of bugs and other difficulties can prevent this achievement unlocking permanently

= The achievement will not unlock until you actually hand in the 100th ingot to Everett

(Credit for much of this information belongs to Fallout.Wikia.com)

Steel Ingots

  • (2/2) The first 2 ingots are next to the dead slave as soon as you enter the steelyard.
  • (2/4) You will find 2 in the first large dumpster to the left by the trailer with the couch on top of it. There are three large dumpsters. You can access this dumpster by jumping over from the roof of the truck. Also possible to move along the ledge outside the fence to the left of the truck, around the corner and then jump across.
  • (2/6) There are 2 ingots in the 2nd large dumpster to the left. You can access this dumpster by jumping over from the roof of the nearby building to the far dumpster or by jumping from the roof of the building onto the ledge with the fencing, walking across and dropping onto the dumpster. Also possible to jump from the first large dumpster (standing on its northern most part).
  • (3/9) There are 3 in the smaller dumpster next to the 3rd large dumpster on the left (West), there’s a dead slave in there as well. To the right of the freight cars there are four protectrons in their boxes lined up and a door. If you activate them they will come online and kill a majority of the trogs in the steelyard.
  • (2/11) Head up the stairs by the dumpsters. After you hop the broken fence, go right, then turn left. There are 2 of them in between the 2 knocked over barrels.
  • (2/13) Go north along the ledge, outside the fence. Looking down you should see 2 on top of a freight car (brownish-yellow in color) in the middle. Carefully jump onto the third steel beam from the end (this is the one you need to climb on to get to the ones in #7 below) and walk out till you get to the freight car with the 2 ingots on it. Drop down and they’re yours.
  • (3/16) Continue on top of the train cars to the east and jump from the wooden board down into the dumpster for 3 more.
  • (2/18) Once again head back up the stairs (the stairs from earlier, near the dumpsters). Go left, then there is a small building with a small flight of stairs to your right. There are 2 ingots sitting on a shelf, as well as two first aid boxes. If you pass through the open gate, you went too far.
  • (2/20) * WARNING SAVE before entering the dumpster! Sticky debris ahead! After you get the two in the small building head through the gate and go straight until you see a large dumpster. Climb up the stairs on top of the building on your left. Take a run off the end of the roof and drop down into the dumpster. There are 2 in there. If you get between the generator and the concrete blocks you can get stuck. (You can fast travel to Downtown if you get stuck, so as to not lose any data, but only if you have killed all of the nearby trogs. Alternatively, you can equip the auto axe and experiment with moving around while slicing against the objects in order to dislodge yourself).
  • (2/22) Now jump from the dumpster over the barbwire fence to the south. Head right until you reach a dead end. There is a dead slave and 2 ingots. It may be easier to jump onto the fence to the west first before jumping south.
  • (2/24) Jump on top of the generator just behind you to find a plank and climb back over the fence and head back up the stairs you used to get into the dumpster until you reach the roof. Facing north you'll see another set of stairs that head downward and a pile of gore with a trog eating it at the bottom. Walk down and pick up the 2 ingots from the ground next to the first aid box and the gore. There may be 2 or 3 more trogs down there so be ready.
  • (3/27) Follow the path East and then take a right until you get to a gate. Open the gate and go out to the left. Go down the hill to the end where there is a ditch and a dead slaver. There are 3 laying next to him. Make sure to bring some Rad-X and grab the gamma shield armor off the dead slaver.
  • (3/30) Turn to your left and continue into the radiated barrels. There are 3 more ingots in the middle. (Be careful not to miss one!) Note that you can kill the 1 or 2 trogs who hang out in this area from the other side of the fence. This is recommended to avoid getting into a firefight while exposed to radiation.
  • (2/32) Go to the end of the barrel path and turn left. Go up the stairs and jump across to the building. Turn right (westward). Go to the end of that building's roof and you will see a makeshift bridge (metal structure with some wooden planks on it) crossing over to other buildings. There are 2 ingots in the middle of the bridge. If you are having trouble making the jump, you can reach this roof by going back up the stairs you came down in #11.
  • (2/34) Continue across to the other side. Stay on roof of the building and head to its western end. Pass a dead Pitt slave on your left (at the top of some stairs), and around the corner (turn right) there are 2 more ingots sitting on a lower roof (you would be facing northwest).
  • (2/36) After you get the 2 ingots on the roof drop all the way down to the ground. There are 2 ingots on a shelf (under the roof from where you just jumped down).
  • (2/38) Head south toward the open gates, look left for some stairs with tires. Behind the stairs, you will find 2 more ingots behind the tires.
  • (2/40) Head south (through the gates) until you can’t go any more and climb the set of stairs to the right (west). There are 2 ingots on the first landing next to a dead slave named Wild Bill. (Loot him for Wild Bill's sidearm and his note. Part of a quest given by Milly.) Be warned, it seems that you can go through the wall and fall through. You can get back if this happens, but it is very difficult to get to the right spot to do so. Although you can wander around then and look up to see all the skeletons inside the giant reactor tower while out there.
  • (2/42) After you find Wild Bill continue up the stairs where there will be a makeshift shack with 3 wildmen inside. Kill them and take the 2 ingots by the fridge on the floor.
  • (2/44) Facing away (East) from the wildman shack, follow the metal catwalk as it crosses over a big pipe and turns left. You should see a few trogs waiting to ambush you on the perpendicular pipe. A well-placed grenade can knock all three off the pipe. Continue on the catwalk until it crosses under the same pipe the trogs were on, then jump onto the pipe which runs parallel to the catwalk. As the pipe turns right, you will see a trog brute waiting at the end. Dispatch him and there will be two ingots in the pile of guts he was feeding on. Unarmed/melee specialists beware: During a V.A.T.S. attack, if the trog (or any enemy) falls off the catwalk, you will follow. It may be best to shoot your way across the catwalk and pipe.
  • (4/48) Turn around and get back onto the catwalk where the pipe bends. At the wooden planks, drop down to the building below and head for the western edge of the roof. Drop down to the ground and head north around the corner of the building, then turn left down the first narrow alley. You should see an upright mining cart containing 4 ingots, a med kit and an ammunition box. Watch out as there will be some trogs and maybewildmen, if they haven't killed each other off yet.
  • (2/50) Now a short way north to a wall. Follow it eastwards. You'll end up following a fence. Follow it around the corner to the right; behind some barrels at the dead end is a dead slave, a combat shotgun and shells, and 2 ingots.
  • (4/54) * SAVE - If you've installed the 'Point Lookout' DLC you may fall through the roof during this next quest killing you instantly. This can be avoided by saving your game just before the roof section where you fall and go to your dashboard. Reload the game and reload the save and you can walk past (This may not fix the glitch. If it doesn't, an easy way to solve this is to remove Point Lookout from your hard drive and reload your save - also found that by 'firing' or using an auto axe or similar unique weapon, The Mauler or Man Opener, while walking along the rooftop, it will fix the glitch). This glitch can be avoided altogether however by walking around in either direction along the narrow rim that's just out from the edge of the large silo to your left as you reach the top of the stairs. The ground around the 4 silos isn't insta-kill territory so if you jump from the rim to the broken fence, or just go around on the roof the back way, you should have no problem. Go back around to the south as far as you can go, then all the way back up the stairs past the wildman shack (with the bunk beds and refrigerator), along the catwalk to where you dropped down from. This time don't drop down, keep going up the stairs, then west and up more stairs up onto the factory building. Turn left at the top of the stairs and take the first right. There are 4 of them in the northwest corner behind a dome next to 2 first aid boxes. There are also 2 or 3 trogs in this area.
  • (12/66) Now go back out to the edge of the roof and climb the stairs to the very top of the structure—you’ll hit the mother lode of 12 ingots on the end of the catwalk. Be prepared for a tough fight with 4-5 wildmen above and trogs coming from below. If you grabbed some mines from the boxes above the Wildman shack, you can make the fight a lot easier by dropping mines behind you as you make your way up the stairs.
  • (7/73) On your way back down (on the level above the turret) you’ll see a really long bridge / conveyor-belt extending in the distance to the east. Drop down on there and follow it to the end for 7 more ingots.(Shortcut down from the top level on the pipe heading east, then jump to the bridge.)
  • Be careful when crossing the factory roof - there is a common glitch where the roof is not solid, leading the player to fall to their death. A sure fire way to rid of this glitch is to remove the Point Lookout DLC temporarily.
  • Alternatively, you may try to go from down up, but it requires some tricky jumping. First, go behind the chain-link fence behind which you found a dead slave and two ingots. Jump up the pipes as to go to the main area but instead of going there turn around and jump to the big pipe parallel to the catwalk with the three silos. Now, you normally aren't able to jump into the catwalk so you need some help. Take out some junk and carefully put it on top of the pipe to make a little pile, then jump on it and you should be able to jump over. This requires some skill, as you have no control of where the stuff falls out of your inventory and they tend to fall down. The flamethrower found in the supply plant makes it much easier, since it's large but portable, and can do the job by itself.
  • This can be avoided by saving your game just before walking along said roof section, exiting to the Dashboard and then reloading the save. Save the game again before walking over the roof and the problem should be gone.
  • Another way of doing it is to start facing east from the wildmen shack and jump onto the stair rail. From there jump to the pipe that meets at a junction. This may require a few tries as it is rather tricky. From there go to the pipe junction and jump onto the section with the 3 silos.
  • A good plan is to activate the 4 factory protectron units near the entrance to the supply plant prior to picking up the last two ingots.

Supply Plant

WARNING: Your Xbox may freeze when entering here, so SAVE before entering! (Clearing the cache may prevent freezing. To do so hold LB, RB, and X as the game is launching, until you are told to press start).

  • (3/82) Enter the supply plant and head down the hallway. In the second room you will come across 3 ingots, a few paces before you reach the second terminal. When entering this room you will come across several trogsand two Wildmen fleeing from the pursuing trogs. If you have an average Science skill you can activate a turret to attack the trogs and Wildmen.
  • (8/90) Continue on to the lower level of the factory, be careful jumping to ground level that you do not set off a powerful tripwire trap - one of the first such encountered in this DLC. Follow the tracks all the way to the end, take the hallway to the right (after the shelves containing various meds) and follow the track around the bend. You’ll come across either a couple of wildmen and/or a couple of trogs. There are 8 ingots in an overturned mine cart. A dead wildman may lay on top of the ingots, hindering your retrieval of them; this can be resolved by moving the corpse, by attacking it with the auto axe, or by just picking it up via the pickup button and moving it out of the way.
  • (6/96) Now head back to the shelves with the first aid box, and then down the hallway to the left (when facing the shelves). You will come across a door on your right with the skeletons of Tom and two other former factory workers, with bobby pins laying everywhere. Pick the lock (average skill needed) on the door to find a nice supply of ammunition and 6 ingots. WARNING: DO NOT BREAK THE LOCK , as doing so will render this room (and the ingots inside) inaccessible without the Infiltrator perk. If only four ingots are found in Tom McMullin's room of death, the next two can be found by backtracking to the Automated Maintenance terminal and proceeding down the hall through the northernmost doorway. There are several trogs or wildmen, again, if they have not already killed each other. The 2 ingots can be found in an overturned mine cart.
  • (1/97) Continue up the stairs until you reach a room with a bed and a pitching machine. The Man Opener (a unique version of the auto axe) can be found on the bed, and to the right of that is an ingot on the dresser.

Abandoned Area

  • (3/100) Return through the abandoned area which links the steelyard and The Mill. As you reached the end of the caged catwalk you will see the trog you saw climbing above you earlier. After disposing of it, head through the hole it made in the fence (to the right of the door). To the left there is a pair of mine carts. The upright cart has the last 3 ingots in it. Note: The first time you enter, these ingots will be inaccessible. Returning to the area from the steelyard after you collect at least 10 ingots will reveal a trog which has torn a hole in the fence, allowing you access to the mine cart.

Here is the video guide courtesy of 'Orcidea', it's from the PC version but the locations are exactly the same, also I'd advise you read the written guide above at least once before you follow the video, it points out very important bugs that can occur specifically on Xbox 360. Good luck.

Found All 100 Steel Ingots

Mill Worker

He will reward you with some equipment and a perk to buff the damage of the Auto-Axe and you'll be directed back to Midea. SAVE before speaking to her and prepare yourself for a fight in 'The Hole'. After some dialogue Midea will volunteer you to fight for your freedom in a tournament, the Pitt Leader 'Ashur' will accept and you'll be directed to 'Faydra' back in The Mill to sign up.

Head to The Mill and talk to 'Faydra', she will explain the rules and sign you up for your first fight of three, grab what you want from the nearby locker and proceed through the door. SAVE, before each fight and once you've defeated 'Gruber' pick up his 'Infiltrator', suriving The Hole grants you total freedom and the achievement:

Completed "Unsafe Working Conditions"

Unsafe Working Conditions

You will also be re-issued with all your equipment they confiscated from you previously located in a footlocker just outside the fighting the area, once your back fully equipped SAVE.

You are now considered free and a member of the Pitt Raiders, so don't attack any of them, the next quest 'Free Labor' will automatically activate in your journal and you can now speak with Ashur in 'Uptown'.

You now have two choices as how to continue, both will yield the achievement and the same rewards and perk but by different means. Go to Uptown through Downtown and speak to Ashur, he will tell you to kill Wernher, you can side with either Ashur or Wernher at this point the choice as I say is yours.

Siding with Ashur:

While talking to Ashur choose either 'leave the cure' or 'kill Wernher', a slave riot will ensue, killing any slaves will incur bad karma, head out to Midea and interrogate or kill her to find Wernhers location, reading the note on her corpse if you kill her, SAVE.

Find Wernher in 'His Hideout' located through the previously inaccessible door in the Steelyard. Once inside SAVE, kill Wernher or pass a speech challenge to convince him to leave.

Siding with Wernher:

You can either directly kill Ashur or wait for him to be called away and steal the cure. Both means result in you being attacked by Ashur's wife and the Pitt Raiders. Make your way back to Midea's Quarters and give her the cure, SAVE, she will direct you to Wernher who is held up in his hideout in the previously inaccessible 'Hideout' located in the Steelyard.

Once there, SAVE, and give Wernher the cure, he will tell you to shut down the floodlights preventing the Trogs from attacking Downtown. Leave the hideout and find the 'Underground entrance' located on the opposite side of the tracks from the 'Supply Plant'. Once inside SAVE, you'll encounter a lot of Trogs, fight your way through until you reach the terminal, switch off the floodlights and exit through the door into Haven's courtyard, SAVE.

Hordes of Trogs will invade Haven, they will attack the Pitt Raiders and Ashur and Sandra if they survived your initial attacks, (you can however decide to be a hypocrite and save Ashur and Sandra and give them back the cure, this will end the quest and The Pitt and will result in scornful but equal rewards). If you choose to continue with helping Wernher aid the Trogs in killing the raiders, Ashur and Sandra and once they are dead loot Ashur for his unique armour.

Return to Midea's Quarters and speak with Wernher outside, he will inform you, depending on certain random circumstances, that either you or he will be taking charge of The Pitt.

Choosing either to side with Ashur or Wernher will reward you with your share of the ammo press, the option to continue obtaining Steel ingots for Everett, the optional unmarked endless side quest to gather toys for either Sandra or Midea, and the 'Booster Shot' perk (10% Rad resistance). The only difference is if you side with Wernher the slaver vendors will be dead, but you can loot their entire store inventories anyway if you wish. And of course the final Pitt achievement:

Completed "Free Labor"

Free Labor

POINT LOOKOUT

This takes place in a large new area called 'Point Lookout', an apparently abandoned fairground surrounded by swampy wastes and inhabited by new mutated creatures and peoples. You can return to the Capital Wasteland at any time after arriving and you will not lose your equipment at any point. You cannot take any followers with you as they will be automatically dismissed, normally returning to the your current home or their point of recruitment.

A few minutes after this is downloaded a message will appear on your screen prompting you to visit a Riverboat named the 'Duchess Gambit' located on 'Riverboat Landing' just east of Arlington Library, go there:

External image

Once there buy a ticket to Point Lookout from 'Tobar' and activate the cot in the stern (rear) of the boat.

You'll arrive at the dock of the fairground, SAVE, and you'll be prompted to locate 'Calvert Mansion', head there. Bear in mind throughout your exploration of Point Lookout that the achievement 'Bog Walker' requires you to find all locations, there are 31 but you only need to find 29 as two will be automatically found for you, this is not difficult but here is an image showing all required locations:

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Although I do not recommend wasting a perk on this but if you already have the 'Explorer' perk it will reveal all of these locations directly onto your Pip-boy, but you still have to physically visit them. Once they are all visited (not merely marked on the map) the achievement will unlock:

Discovered all locations within Point Lookout

Bog Walker

Once you arrive at the mansion talk to 'Desmond', agree to help him kill some 'Tribals', SAVE (keep this save until you leave the mansion as Desmond may become stuck in certain areas, if he does re-load this save). Proceed to kill all the Tribals you encounter, once you get to the source of the invasion look for a partly broken inoperable door with a red pressure vessel in the room on the other side of it. Shoot at the pressure vessel or throw a grenade in to trigger an explosion that seals off the area, SAVE.

Continue on until you fall down to the basement, proceed to kill all the Tribals until you reach another red pressure vessel, destroy it then SAVE. Follow Desmond back to the main entrance where you'll soon be attacked by more Tribals. It is advisable to plant some mines around, there is a box of mines behind the upstairs barricade, t he Tribals will enter in waves of 3-5 from; in order, the upper right, lower right, lower left, then the center doorways, once they are dispatched SAVE. *Note that Desmond may trigger any remaining mines after the assault and may become hostile making the main quest very difficult. To prevent this you should only place mines near the boarded up doors and disarm any ones that weren't triggered by the Tribals.

Now speak to Desmond, this will complete 'The Local Flavor' quest and activate the next one; 'Walking With Spirits' and consequently unlock:

Completed "The Local Flavor"

The Local Flavor

After helping Desmond you must find the source of the Tribal attacks and head out to 'Ark And Dove Cathedral' to the north. Before reaching the Cathedral a guard will spot you from a distance and invite you to join the recruits, he will then prompt you to visit the 'Sacred Bog Entrance' to undergo the 'Ritual Of The Mother Seed', SAVE and head there.

Once inside fight through the Mire or Swamplurks and pick a load of 'Punga fruit' (if you want some) before activating the 'Mother Punga'. You will be gassed and pass out, you will then experience a series of bizarre hallucinations, witness them then proceed through an upside-down swamp 'til you hear 'Tobar' saying congratulations and to stay still while you get blown up. This will end the sequence and you'll be returned to the Sacred Bog, SAVE.

Now head to the Ark And Dove Cathedral and you'll be allowed inside, some explantions to the previous hallucinations will become apparent and you will complete the quest Walking With Spirits, activate the quest 'Hearing Voices' and unlock:

Completed "Walking With Spirits"

Walking With Spirits

SAVE and speak with Nadine. You can then either return to Desmond to tell him the news or proceed straight on to the 'Wrecked Seatub' to the far northeast and find the leader of the Tribals (see above map). Once inside SAVE, and make your way to the inner sanctum sneaking past or killing any Lurks along the way. In the final room you'll encounter 'Jackson' talking to a hologramatic brain, let them finish talking then speak to the brain. The mysterious hologram will ask you to locate a jamming device inside Calverts Mansion and find a way to destroy it, SAVE before heading back to Desmond.

Revealing the brain's plans to Desmond will complete this quest and activate the next quest 'Thought Control'.

Desmond will ask you to plant the 'Cogwave Jammer' on the large ferris wheel known as 'The Wheel Of Wonder' in the fairground. You then have a choice to either plant the jammer or destroy Desmond's device. Neither choice wields any major differences in story or karma. So go to the Wheel, SAVE, make your choice (if you choose to destroy the jammer DO NOT activate the Wheel afterwards you may activate a glitch making the main quest irreversibly unable to complete), now walk back to the Mansion. As you approach the mansion you'll be knocked to the ground and the quest will be complete.

After the mansion explodes the next quest 'A Meeting of the Minds' will be slightly different depending on your previous decision. If you installed the Cogwave Jammer for Desmond find him in the 'Panic Room' located in the ruins of the mansion, a small round hatch will lead you there (opening your small map on your Pip-boy will reveal its exact location). Once inside SAVE and talk to Desmond who will direct you to 'Point Lookout Lighthouse'.

If you sided with Calvert and destroyed the jammer proceed directly to 'Point Lookout Lighthouse'.

Once at the lighthouse SAVE, then proceed through the labs destroying the Robo-brains and grabbing any loot you fancy along the way. (If you encounter any invisible walls after hacking any doors just save then re-load the save and it should allow you to proceed). You will eventually reach Calverts Lab and meet the brain itself in a glass tank, SAVE.

If you have not killed Desmond yet its time for the final choice:

If you want to kill Calvert simply shoot the glass tank until the brain is destroyed and any Protectrons around will be disabled, Desmond will head north and you can exit.

If you decide to kill Desmond simply attack and kill him at which point Calvert will reward you with "Death" and so you will be attacked by the Protectrons as well, destroy them all including Calvert and the lab will be unlocked.

Grab the unique 'Microwave Emitter' and the loot form the sealed room then take the ladder to the outside completing the quest 'A Meeting of Minds', and unlocking the final achievement:

Completed "A Meeting of the Minds"

A Meeting of the Minds

MOTHERSHIP ZETA

This add-on takes you to a new area, you will lose all equipment and any followers you have. You will not be able to return to the Capital Wasteland until the main quest is complete but you can return to this new area afterwards.

After downloading you will recieve an indistinct radio transmission leading you to an Alien crash site, go there and investigate the area:

External image

You'll end up in a cell with another wastelander, SAVE and talk to her, she will suggest staging a fistfight to escape the cell. Once you punch her a few times two Aliens will enter the cell, punch them to death or grab the shock baton from the first one to fall, and exit the cell, SAVE.

There are '25' 'Alien Captive Recorded Logs' scattered throughout the ship, you must find all of them for the 'Alien Archivist' Achievement. They look like ordinary holotapes, I have integrated all of their locations into the quest guide below.

HOLDING CELLS LOGS

The first three {14, 15, 22} are together to the east of your initial cell on the first level. Don't follow your new friend.

The next three {3, 1, 12} are again found together in the room just east of the quest map marker, and north by north-east of Sally's holding cell.

Proceed through the corridors until you reach a locked cell with 'Sally' inside. To free her you have to overheat the module. Use the control to bring the core up from the floor and disable the three cooling cyclinders surrounding the module to unlock the door. Sally will guide you through the ship using the ducts and you can now grab your y our gear from a container located in a storage room to your left down the hall, SAVE.

Make your way through the mostly linear ship until you reach a group of Alien guards, either ask Sally to take them out with a single grenade or just kill them yourself, SAVE. Proceed further through the ship allowing Sally to help you whenver you want a door unlocked or Aliens distracted, don't kill the worker Aliens as it is unnecessary and will give you negative karma. You will eventually r each the 'Engineering Core' and this will complete the quest and unlock:

Completed "Not of This World"

Not of This World

Once in the Engineering Core SAVE, this area acts as a hub to many other areas where Alien Logs are located, make sure you have all of the logs before entering the Airlock.

ENGINEERING CORE LOGS

The locations of the four recordings on this level { 5 , 6 , 7 , 8 } correspond to the four individual stasis controls on the pods of the samurai, astronaut, medic, and cowboy.

Now you are tasked with destroying the ship's three generators, one in the Hanger, one in the Cryo Lab/Strorage and one in the Robot Assembly area.

Before you proceed head to the now unlocked 'Maintenance Level' and through to the 'Waste Disposal' to find some logs.

WASTE DISPOSAL LOG

You must get this before entering the airlock.

The recording {19} is in the south-west portion of the waste disposal map, to the right as you enter the 'ambush' room (after Sally mentions their radios going quiet, after traversing the string of rooms she unlocks for you one-by-one). Also, you will want to pick up the samurai's sword, which is located in a closet that is full of medical supplies that you encounter just before you teleport from this area.

Completed "Among the Stars"

Among the Stars

Once you have all the logs, SAVE, and you will unlock:

Collected all Alien Captive Recordings

Alien Archivist

Continue on fighting through Aliens, turrets and Abominations until you reach the teleporter to 'The Bridge' make sure you have looted everything you want and prepare yourself for the final confrontation. Once you arrive on the Bridge SAVE, your next objective is to kill the alien captain. Once he is dead, a large holographic alien head will speak to you, but as always, it is impossible to understand. Once he's done talking, another alien ship passes by yours, and attacks the Mothership with its Death Ray.

Your allies (if they have survived) will come to the bridge. Sally orders everyone to take a specific position and now you must destroy the attacking alien ship. You can command your ship's Death Ray and Shields, and determine how the power in the ship should be divided between them:

Full Shields: Most of the ship's energy is routed to the defensive Shields, giving you extra protection but weakening your Death Ray. This is the leftmost button.

Intermediate: The ship's energy is divided equally between the Shields and the Death Ray. This is the initial condition.

Low Shields: The ship's energy goes mostly to the Death Ray, severely weakening your Shields but giving your Death Ray much more power. This is the rightmost button.

Fire Death Ray: This is the fourth button, to the right of the three Shield buttons.

Occasionally a hit from the attacking ship will cause the ship's generators to go offline. You must reactivate them via the four buttons located on the east and west walls of the Bridge. While the generators are offline, Elliot will not be able to use the teleport jammer. This will result in aliens teleporting into your ship and attacking. If you want to make sure everyone survives make sure that you kill the aliens before going back to restarting the generators.

After the hostile ship has been destroyed speak with Sally to finish the final quest and unlock:

Completed "This Galaxy Ain't Big Enough…"

This Galaxy Ain't Big Enough…

BROKEN STEEL

* [ MAIN QUEST SPOILER ALERT ] *

To avoid spoilers make sure you are exactly at the start of the 'Take It Back' quest in the main campaign before you read the next paragraph.

This add-on cannot be started until you have completed the main questline and activated the 'Purifier' in the final quest. In order to ensure you have the opportunity to play this add-on I have began at the start of the final quest in the main story 'Take It Back!'. I will advise you on the best options at the end of the final quest below. If you have finished the main questline by allowing the Purifier to explode and you do not have a save before this you cannot begin the 'Broken Steel' add-on. The option then is to create a new character and complete the entire main questline again and choose on the options I've listed below.

Also I must state here that additionally to the quest related achievements there are three missable achievements concerning different Karma when reaching the new level cap of 30. Even if you are capped at level 20 when installing 'Broken Steel' the add-on will allow you to continue gaining XP up to level 30, to win these achievements you must be at Good, Neutral and Bad Karma when reaching level 30. To unlock all of these without replaying the entire add-on three times make sure you make a save at level 29. Then if you haven't been nice and made good decisions simply go to places like 'Saint Monica's Chruch' in Rivet City or the 'Church Of The Atom Bomb' in Megaton and donate caps to gain Karma or if you've been nice simply go around killing innocent NPC's in cities to lose Karma. Then with the required Karma achieved level up to 30 in the normal fashion.

For more information about the Karma related achievements see page 3- the 'Playthrough' page and the section under 'Karma' in this Walkthrough. Having the correct Karma at level 30 with unlock:

Reached Level 30 with Good Karma

Messiah

Reached Level 30 with Neutral Karma

True Mortal

Reached Level 30 with Bad Karma

Devil

To help you activate this add-on properly and avoid any bugs I'll begin with the final quest in the main story 'Take It Back!' If you have a save before 'The American Dream' quest you have the option, although not essentially, to recruit a follower with you to help you in your final decision. Sergeant RL-3, Fawkes or Charon are the ideal candidates for this task, they will not only save your life and Sarah's but they will survive themselves. (If you've already completed the main quest and are able to proceed with Broken Steel skip ahead to where I've stated 'SKIP TO HERE').

After the quest 'The American Dream' you will be assembled in The Citadel with Elder Lyons, Owyn, Rothchild, Sarah and her pride, there will be some discussion about 'Liberty Prime' and the impending assault on the 'Jefferson Memorial'. After the dialogue, SAVE, then you must talk to Sarah and say yes to activate the attack and begin 'Take It Back!'.

Proceed outside and follow the advance behind Liberty Prime, he will take out many of the Enclave and take down the barriers blocking the way. Try to keep your follower alive, SAVE often and take it easy allowing your follower to regenerate health. Prime may miss some troops so be sure to mop them up and be careful to avoid exploding vehicles as they can become a serious hazard. Continue across the bridge behind Prime, SAVING often, then further on destroying any Enclave you encounter until Liberty Prime stops outside the Memorial.

Make a SAVE outside the Memorial as it will permanently seal behind you once you enter. Enter the Memorial via the 'Gift Shop' entrance and continue into the Rotunda, after a some resistance you will face 'Colonel Autumn', you can try to persuade him to surrender with a highly difficult speech check or just fight him and his bodyguards who are not all that difficult to defeat. Once they are dealt with proceed to the 'Control Room' for the final decision.

WARNING: Make sure any companions with you are told to wait outside the final chamber, if you decide to go in yourself they may follow you in, and due to a bug, 'Broken Steel' will fail to activate.

It seems the Purifier has been damaged and must be activated or it will self-destruct, this will not be so simple however since it has become very highly irradiated, too irradiated in fact to survive (no matter how resistant you are or how many Radaway's you have). You are now faced with the final decision, a decision that could potentially render you deceased and even unable to start the Broken Steel DLC at all. In other words make a SAVE now and be sure to survive.

You must not allow the Purifier to self-destruct, this will happen if you simply hang around waiting too long, the trouble with this option is that if the Purifier explodes you will definitely die and the events of Broken Steel cannot happen without the Purifier. Additionally I would advise not sending Sarah into the chamber to activate the Purifier as she will die and you lose out on the positives of the following options.

I strongly advise you choose one of the options below to gain the most advantages and activate the Broken Steel add-on:

Option 1: Is for you to go into the chamber yourself, although without 'Broken Steel' installed you will die and be unable continue your adventures in the Capital Wasteland. However with the add-on installed you will merely pass out and awaken later with the first Broken Steel quest activated, also gaining a 1000 Good Karma increase. To do this go into the chamber and type in the code '2-1-6', after a small scene you will successfully activate the Purifier and save the day.

Option 2: With the 'Broken Steel' add-on installed you can send your companion into the chamber to activate the Purifier. Bear in mind that only either Fawkes, Sergeant RL-3 or Charon will survive this, anyone else will refuse and Sentinel Lyons will die. Simply talk to them and ask them to go in, automatically giving them the activation code. (Note that without the DLC actually installed even the three companions immune to radiation will refuse to go into the chamber).

Option 3: Although this option is ill-advised as it has negative consequences on your character I have included it as it has one advantage that could help you gain the 'Devil' or evil Karma achievements. If you still have the 'Modified FEV' you can contaminate the Purifier and subsequently the wasteland's water supply. This will permanently and negatively impact your S.P.E.C.I.A.L. attributes and any consumption of 'Aqua Pura' (a new type of bottled water later produced and found throughout the Broken Steel questline) will kill you and anyone else who drinks it. The only use this option has is that it reduces your Karma by 1000 points, a quick shortcut to gain the negative Karma achievements.

- SKIP TO HERE -

Any option will cause you to blackout and you will awaken two weeks later where Elder Lyons explains you were rendered unconscious by an energy spike and carried back to the Citadel. He will explain a few things depending on your decisions and the first Broken Steel quest 'Death From Above' will activate.

You are directed to 'Scribe Rothchild' who will explain that, despite recent events, the Enclave is still active and he requests you to find out how they are still so organised. This takes you to the 'Rockland Car Tunnel' where you meet with 'Paladin Tristan' and Liberty Prime. The car tunnel is located in the southwest, head there and SAVE. The quest then follows much like 'Take It Back!'; following behind Prime as he deals with any opposing forces.

Help your allies defeat any enemies in their way until you reach the 'Relay Station', SAVE. Prime will punch a hole in the wall allowing entrance, however he soon warns everyone that an 'Orbital Strike' is imminent. You must now quickly get to a safe distance, away from Liberty Prime or you will die. After the strike, SAVE, Prime is destroyed and your forces regroup and proceed to infiltrate the station, help them take out any opposing Enclave until you reach the Computer room. Download the encrypted files from the terminal and then return to the Citadel.

WARNING: READ THE NEXT TWO FULL PARAGRAPHS THROUGH BEFORE CONTINUING ANY FURTHER

Once back at the Citadel give the codes to Scribe Rothchild to investigate, THEN SAVE. Your next task is to report back to Elder Lyons which will unlock the achievement 'Death From Above', however due to an uncommon but verified bug you may unlock the achievement but not recieve the associated 30 Gamerscore. To prevent this, make a note of your gamerscore now and keep the save before talking to Lyons, then talk to him and complete the quest, when 'Death From Above' unlocks be sure your gamerscore has increased by 30 before continuing. If it doesn't increase, reload the save and try again. If this still does not work, go to dashboard and delete your gamertag from your harddisk. Then restore your gamertag from xbox live. Then load your savegame before the quest ends and unlock it again.

After Rothchild tells you to find Elder Lyons, Lyons may disappear from the Citadel altogether. The map marker will place him near the middle of a broken overpass to the north of Springvale and the South East of Big Town. Lyons will not be there nor will he be anywhere in the Capital Wasteland. The only possible known way to fix this bug is to reload your previous save. Waiting, fast traveling anywhere, nor completing other quests causes Lyons to return ever. Clearing System Cache and uninstalling then reinstalling DLC packs has no effect either. This effectively breaks the entire Broken Steel questline so be sure to have multiple saves before continuing.

Successfully talking to Lyons will complete this quest, automatically activate the next quest 'Shock Value', and unlock:

Completed "Death From Above"

Death From Above

You are now directed to 'Paladin Tristan' who explains about the next mission to get a 'Tesla Coil' from the 'Olney Powerworks'. However before proceeding there it would be advantageous to talk to 'Scribe Valincourt' in the Citadel Lab. He will give you a device that can override the Deathclaw control mechanisms allowing you to make them your allies, a useful tool, not particularly for this quest but for future exploration of the wastelands. (Note however that there is a very rare occurrence where if you have this device and then travel to your Megaton Home, a Deathclaw will follow you and attack the NPC's there).

Old Olney is located just east of ' Vault 92' and northeast of ' Greener Pastures Disposal Site' . It is noticeable on the Pip-Boy as it is located within a lighter rectangle along with Vault 92. Old Olney is heavily populated by Deathclaws and can be a very hazardous place to visit. If you have discovered it before I recommend fast travelling to somewhere close like; Oasis and walking over there safely. Once there, or at the safe location SAVE and proceed cautiously inside.

You're looking for a sewer entrance, you can find it by using the local map on your Pip-boy, once inside SAVE and find the ladder to 'Old Olney Underground'.

After meeting 'Wint' and 'Kidd' proceed through the Deathclaw infested sewers, SAVING often until you reach the door to the 'Old Olney S. Wilson Building' and go inside.

Proceed through the building to find some Enclave and another door on the second level to the 'Olney Powerworks'. Once inside SAVE, t he power plant is guarded by sentry bots which can be deactivated from a couple of security terminals . You can take the short way by going through a door on your left after you enter the area, and then hacking the very hard terminal there, or take the long way by veering to the right. Either way, you will eventually reach the room with the Tesla Coil, inside a bright electrical chamber. Do not try to remove the coil yet, instead go into the chamber and turn the power off, if you can't or fail to hack the hard terminal try a Pulse Grenade, knock the three switches off, then retrieve the coil, and SAVE.

With the coil in hand you can exit via a nearby ladder, be warned however that a few possible Deathclaws will be waiting for you. Once they are dead, fast travel back to the Citadel and report to Tristan, this will complete 'Shock Value', activate the next quest 'Who Dares Wins' and unlock:

Completed "Shock Value"

Shock Value

Tristan will direct you to 'Adam's Airforce Base' for the final assault, but to get there you have to go through the 'Utility Tunnel' underneath the 'White House Plaza'. Fast travel to 'Penn Ave Northwest' or the 'White House'.

External image

Now use your Pip-Boy local map to find a sewer 'Utility' entrance to the 'Presidential Metro' tunnel.

Go inside, SAVE, it's not essential but try to find 'The Senate Employee ID' shortly after entering the metro area and a little way after where the police hat is found. It's on a briefcase near a skeleton inside a metro train crushed under some rubble at the end of one of the tunnels. Now continue through fighting the Feral Ghouls, but with the ID the Sentry Bots and Mister Gutsy's will not attack.

You will eventually reach 'M.A.R.Go.t' a Protectron for the Metro system. With the ID you can gain some valuable info and her help. SAVE and fight off the ghouls until M.A.R.Go.T gives you the option to repair the metro. If she dies or you didn't get the ID you can reapir it yourself. Activate the metro and proceed on to the Air base.

Once you arrive at 'Adam's Metro Station' SAVE, c ontinue through the tunnels, you'll encounter the first of many Enclave soldiers in Adams. Reach the surface, climb the stairs, and take a left to find the 'Resupply Crate' Tristan mentioned. Inside is a fully repaired 'Tesla Cannon' and your orders.

Proceed on to the 'Mobile Base Crawler'. The path is full of Enclave, turrets, deathclaws and several combat ready vertibirds. Destroy the Vertibirds and anything else including guns, grenades, followers, even several Enclave Artillery batteries to reduce the Enclave numbers. You'll soon see Vertibirds firing in all directions, they're firing on Brotherhood soldiers, these are the distraction Tristan promised, SAVE before proceeding on to the Crawler.

The Crawler can only be entered via a ramp. To lower it you'll need to enter the 'Air Traffic Control Tower' and find the 'Main Access terminal'. When you reach the main battlefield on the runway, take a right and enter the small building through a set of stairs on the west side. Once inside SAVE.

*WARNING: As you enter the control tower, three Vertibirds will appear and fire three missiles straight at the tower, the explosions could easily cripple or kill you, so it is best to take cover on the stairs. Alternatively, you can shoot down the Vertibirds with the Tesla cannon, if you're quick enough. Take care of the Enclave robots, reach the top, activate the unlocked terminal and select 'Lower Access Ramp'.

Make your way back down to the runway and head on over to the ramp, SAVE. Kill the Enclave troops, run up the ramp, and enter the final Enclave stronghold.

Use the blue panel to the left to deactivate the 'Repulsion field' and set a timed charge, or smash the control panel. Smashing the panel will cause an explosion (which will damage you), as will setting the charge (the difference being that you have time to escape). Either way, the field will still be partially active, and passing through it will cause damage. If deactivated it with Science the field will be harmless. Once deactivated SAVE.

Turning left will introduce you to 'Enclave Squad Sigma' after an alarm goes off. Turning right and heading into the repair bay yields plenty of ammunition, as well as an encounter with 'Stiggs', who fixes the robots. Talking with him gives some useful information:

Reach the 'Satellite Tower', you have to reach the 'Central Control Area', then the 'Launch Platform'. After the platform, you'll have to fight or sneak through a few Enclave soldiers to reach the tower.

Head up the ladder in the repair bay to the second level, SAVE. The mainframe is locked behind several 'High Clearance' doors, which can only be opened with a 'High Clearance Keycard', Enclave officers each carry one. The Robot terminal is locked Hard, but if hacked, you can deactivate all the robots, or scramble their targeting parameters.

Head to the Satellite Tower. Once inside head to the top and SAVE before accessing the terminal there, hit 'Fire Payload' and choose your target.

Only two of the targets can be fired upon: Adams Airforce Base Platform or the Citadel. (After this anything in the Crawler will be lost forever, no matter which choice you make, so clear it out before you make the decision).

If you chose the Citadel: You are rewarded with 1000 negative karma. A Vertibird with the Brotherhood will pick you up but upon landing at the Citadel and seeing the smouldering ruins your allies will realise that it was you and attempt to kill you. Also any other Brotherhood of Steel members you meet afterwards anywhere in the Capital Wasteland will be hostile forever. As a plus however, you can now enter the Citadel's hidden armory, filled with Tesla cannons, alien power cells, Nuka-grenades, mini nukes, and Callahan's unique Magnum.

If you chose Adams Airforce Base Platform: You are rewarded with 1000 positive karma and the Vertibird lands a little off Adams AFB to allow you to watch the missiles strike. You may then speak with Scribe Rothchild and Paladin Tristan for two additional unmarked quests (no achievements attached). You are also allowed to return to Adams AFB after the quest where there are 8 Tesla cannons spread about in 4 different Resupply Crates.

Once you've made your choice, unlock the door from the active terminal to your right, and head through the door at the top back outside, where the Vertibird lands to get you out. After the Vertibird ride, whichever choice you made will unlock the final achievement:

Completed "Who Dares Wins"

Who Dares Wins

Congratulations on completing all DLC for Fallout 3, I hope you enjoyed my walkthrough. Any questions or improvements please direct them to the walkthrough discussion forum.

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How do I start the Fallout 3 DLC's?

Post by CascadianNationalist » Sun Feb 19, 2023 9:05 am

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Re: How do I start the Fallout 3 DLC's?

Post by Laclongquan » Mon Feb 20, 2023 12:12 pm

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Riverboat ticket

The riverboat ticket is a miscellaneous item in the Fallout 3 add-on Point Lookout .

Characteristics [ ]

The tickets are used by travelers to travel on the Duchess Gambit to the supposed treasure trove of Point Lookout and vice versa. The ferryman drives a hard bargain of 300-500 caps per ticket, so usually trips are only one way.

Location [ ]

  • Bought from Tobar .
  • If one is low on caps, or does not wish to pay the fee for the riverboat ticket and does not mind the Karma loss, one can be pickpocketed from Tobar.
  • Once Nadine takes control of the Duchess Gambit , tickets are no longer necessary to travel between the Capital Wasteland and Point Lookout. However, a ticket will still be removed from the player character's inventory each time if they are carrying one or more of them.
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  • 1 Securitron
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Carl's Fallout 3 Guide

Quest Walkthroughs, Weapon Info, Boobleheads, and Strategies

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riverboat landing fallout 3

Fallout 3 Wasteland Survival Guide Walkthrough Chapter 3

Chapter three.

Learn the History of Rivet City Getting to Rivet City will be a chore, to be sure, but unlocking it as a fast-travel location is great for many reasons. First, multiple quests start and end here. Secondly, the main quest will ultimately lead you here so getting it for later is awesome. Another place to sell and buy ammunition is always welcome, as well even if you don't care so much about the main quest. The Intelligence Bobblehead is also found here. It's in the Science Lab. Follow the signs in Rivet City to find it. The bobblehead itself is on the bottom floor near the scientists on a table near a locker. To find more Fallout 3 Bobbleheads, Check my Bobblehead Location Guide . To get to Rivet City from Megaton, use the Tepid Sewers travel spot. If you don't have it, you'll have to work your way to the eastern side of the river. With either method, the next step is to travel south along the river. Stick to the main path at all times, as there are several diversions you could take that will not help you get there. You will eventually run past a fortified area that you need to skip. Take the shots, use stimpacks, whatever you have to do to get past the shooters. You'll eventually find Rivet City, which is only accessed from the second floor of a construct. You then use the intercom to speak to the soldiers there. Be nice, and they'll extend the bridge to let you in.

When you reach the entrance, use the one that says River City Market first, ignoring the stairwell on the left for now. To learn the history, go down to the market in daytime. Talk to a few shopkeepers about the history of Rivet City before last talking to Bannon. Be nice to him but goad for more information. You should then go back to Rivet City's entrance and go through the other doorway to the stairwell. Head to the bottom floor and the Muddy Rudder Bar. Talk to Belle Bonny and ask about history, then tell her that Bannon said he founded it all himself. She'll referr you to Pinkerton.

Pinkerington can be found in the other section of the ship. Be sure you're at full health with a couple of stimpacks then go there. That is, go back outside. If you were facing Rivet City, it would be on the right. Head to the right and drop down near the airplane. Tip: head the opposite direction from the airplane to find some ammunition and a first aid kit. Save your game, then pass the airplane and drop into the water. Head toward the ripped half of the ship. When you reach it, look underwater for an archway that leads to a door. Be sure to have full air before you attempt the door. When ready, go through that door then kick immediately for the surface to get some air. Head toward the other door, getting full air first. Go through, then swim through and take the first left. Swim up the staircase and you'll come to more air and some mirelurks. Kill them and proceed further upstairs. There is gas here, which can explode and kill you so stay at full health. Look straight when coming up the staircase to find a locked door, and push the activation switch. That is your way out. When you manage to detonate the gas, head through to find a door that must be opened by a terminal. It will fry when you activate it, so hit the switch on the opposite wall. Go through, and find Pinkerington and talk to him kindly, ask about the history and ask him for evidence. You can now head out the new entrance and fast-travel to Moira.

Inside the Arlington Libary you will meet Scribe Yearling of the Brotherhood of Steel. Be kind to her, and offer to sell her pre-war books. This is the primary reason that pre-war books exist in Fallout 3. She'll give you 10 xp and 100 caps for every book you brought, so I hope you saved up like I suggested. At any rate, she will also give you the password for the card catalogue, if you want to settle for completing the main objective only. I suggest you keep the perk in mind and go for the gold. There are plenty of good items to be found in this Library so it's worth exploring.

The main goal here is the Media Archives wing, but the Children's wing is not without its value. Watch out for mines, but inside you can find at least one pre-war book, along with ammo, caps and loot. The brotherhood will be present in this wing to help you and the loot from the raiders is yours. Try to get the last shot when the brotherhood fires on the raiders. You can even return and sell before you make your way to the Media Archive.

The last place you should go is the Media Archive. Again, the brotherhood has a presence here to help you out. If any of the Brotherhood of steel die, don't bother with power armor because you likely can't use it yet. Their deaths can however lead to miniguns, nice ammo and you should be sure to grab the holotags to save for later. When you find the room with three raiders, you're probably in the right spot. I was lucky enough to find a missile launcher on one of the Raiders' bodies. In the room with the raiders and the mainframe is a safe that requires 25 science to unlock with the terminal next to it. If you do, you'll find some nice ammo inside. The ultimate goal is the Arlington Public Library Public Terminal. Grab the Archives from it to complete the quest and then return to Moira.

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riverboat landing fallout 3

How do you leave point lookout in fallout 3?

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1. Use the riverboat tickets.

2. Complete The Local Flavor (possibly) or up to the part where you meet that missing girl.

3. Complete all Main quests of Point lookout.

Note: i played Point lookout like twice then stopped playing for almost 3 months since i got tons of new games.

If you already have the dlc for it you go to the river boat landing. If you don't have the dlc you cannot go there. P.S the river boat landing is by Rivet City . Point Lookout is on the southern tip of what used to be Maryland . To get there, you need to travel to the far south of the Capital Wasteland map, to the Riverboat Landing location, and get on the boat.

you put it in the xbox then you tell it to install

Add your answer:

imp

Is megaton in Fallout 3 point lookout?

Megaton is in Fallout 3. Point Lookout is one of Fallout 3's DLC packs. You can visit Megaton without having Point Lookout, it is part of the vanilla game.

Fallout 3 names?

Fallout 3, Fallout 3: Game of The Year Edition, Fallout 3: Broken Steel/Operation Anchorage/Mothership Zeta/The Pit/Point Lookout

How much can you get for a fallout 3 expansion?

At Play.com 14.99 For A Double Expansion Pack (EXAMPLE: Fallout 3 Broken Steel And Point Lookout)

How do you keep your scar in fallout 3 point lookout?

It just stays there for the rest of the game

What is the worst Fallout 3 DLC?

for me personally it was the pitt it just irritated me and point lookout was the best

In fallout 3 can you go back and forth to point lookout?

yes you can just go to the boat you got there in

Do items in your house in fallout 3 disappear when you leave?

No. But there have been reports that your Mr. Handy robot has stolen the players items, mostly the lump of brain acquired in point lookout add on.

When do the add-ons for fallout 3 come out?

there are already 4 addons for Fallout 3(Xbox 360,PC). Broken Steel,The Pit,Operation Anchorage and Point Lookout.

Do you need to finish fallout 3 to play the the expansion pack?

I'm not sure for the pitt, or point lookout but for broken steel you do.

Is the whole world destroyed in Fallout 3?

It all really looks the same besides Anchorage, Point Lookout, and Oasis.

How do you start Point Lookout in Fallout 3 when you have the GOTYE?

You should receive a radio message informing you that the quest is active, all you have to do now is get on the ferry to Point Lookout. You can find the boat south of the Citadel, at the very bottom of the map.

Is there going to be another dlc for fallout 3?

Downloadable Content for Fallout 3 for PS3Yes, there is downloadable content for Fallout 3 for PS3. Check in the PlayStation store online.

imp

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Game Map Scout

Fallout 3 interactive world map.

The game takes place in the year 2277, 200 years after the Great War, on the East Coast of what used to be the United States.

Key Features:

• View the locations of all marked places, bobbleheads, and unique items on the map.

• Choose any location in the scrolling list - its icon on the map will be highlighted by a red border so you can easily see it among others, and also read the description of the location.

• Any location can be selected directly on the map (its icon will be highlighted by a red border) and in the information box above the map will be open a description.

Fallout 3 locations

Abandoned car fort, agatha's house, alexandria arms, alien homing beacon (mothership zeta), anacostia crossing, anchorage memorial, antagonizer lair, arlington cemetery north, arlington cemetery south, arlington library, bailey's crossroads (operation: anchorage), bethesda ruins, broadcast tower kb5, broadcast tower kt8, broadcast tower lp8, canterbury commons, charnel house, chaste acres dairy farm.

  • Chevy Chase East
  • Chevy Chase North

Chryslus Building

Cliffside cavern, clifftop shacks, corvega factory, county sewer mainline, deathclaw sanctuary, dickerson tabernacle chapel, drowned devil's crossing, dukov's place, dunwich building, dupont east, dupont northeast, dupont station, dupont west, everglow national campground, evergreen mills, f. scott key trail & campground, faded pomp estates, fairfax ruins, falls church east, falls church metro, falls church north, farragut west metro station, five axles rest stop, flooded metro (arlington/wasteland), flooded metro, fordham flash memorial field, fort bannister, fort constantine, fort independence, friendship heights, gnr building plaza, georgetown east, georgetown north, georgetown south, georgetown west, germantown police hq, girdershade, greener pastures disposal site, grisly diner, hallowed moors cemetery, hamilton's hideaway, holy light monastery (broken steel), hubris comics, irradiated metro, jalbert brothers waste disposal, jefferson memorial, jocko's pop & gas stop, jury street metro station, kaelyn's bed & breakfast, l'enfant plaza, l'enfant south, lincoln memorial, little lamplight, mdpl mass relay station, mdpl-05 power station, mdpl-13 power station, mdpl-16 power station, mdpl-21 power station, mall northwest, mall southwest, mama dolce's, marigold station, mason district south, mason dixon salvage, meresti trainyard, metro central, montgomery county reservoir, moonbeam outdoor cinema, mount mabel camp ground, museum authority building (broken steel), museum of history, museum of technology, national guard depot, northwest seneca station, nuka-cola plant, our lady of hope hospital, outcast outpost (operation: anchorage), paradise falls, penn. ave east, penn. ave north, penn. ave northwest, penn. ave south, radio tower (the pitt), ranger compound, reclining groves resort homes, red racer factory, regulator hq, relay tower kx-b8-11, riverboat landing (point lookout), robco facility, robot repair center, rock creek caverns, rockbreaker's last gas, rockland car tunnel (broken steel), roosevelt academy, satcom array nn-03d, satcom array nw-05a, satcom array nw-07c, seward sq. north metro, seward sq. northwest, seward sq. southeast, sewer waystation, shalebridge, smith casey's garage, springvale school, super-duper mart, takoma industrial, takoma park, temple of the union, tenpenny tower, tepid sewers, the capitol building, the citadel, the mall northeast, the national archives, the overlook drive-in, the republic of dave, the silver lining drive-in, the statesman hotel, the washington monument, train tunnel (the pitt), vapl-58 power station, vapl-66 power station, vapl-84 power station, vault-tec headquarters, vernon square east, vernon square north, vernon square station, wkml broadcast station, warrington station, warrington trainyard, wheaton armory, white house, white house plaza (broken steel), wilhelm's wharf, yao guai tunnels.

To reduce the number of locations in the above list please type the start of your Location name in the box below.

Select a location for viewing in the list left

Abandoned Car Fort is a deserted fortification constructed of wrecked cars on top of a highway.

Notable loot:

  • a copy of Tales of a Junktown Jerky Vendor next to the bed.
  • a copy of D.C. Journal of Internal Medicine and a Stealth Boy to the south from car fort.

Agatha's House is a home of an old woman named Agatha. She is a violinist who broadcasts her music across the Capital Wasteland through her late husband's radio transmitter. This place is on the caravan route, and can be easily spotted by the radio transmission tower rising above the cliffs surrounding the house.

Related quest: Agatha's Song (Recover the Soil Stradivarius from Vault 92).

Radio Signal: Agatha's Station, which is broadcasting classical violin music played and recorded by Agatha.

Notable loot: A hard-locked ammunition box. It can be picked open, or you can get the key to it from Agatha with an easy Speech check, or a high Charisma, or the Lady Killer perk.

Alexandria Arms is an abandoned two-story hotel and conference center. The building is occupied by raiders and littered with traps.

There is a spawn point for Enclave soldiers to the south of the Alexandria Arms' doorway. A vertibird will spawn there every 72 in game hours and drop 2-3 Enclave soldiers.

Notable loot: Duck and Cover!, Guns and Bullets, Pre-War book (1), Nuka-Cola Quantum (1).

In the original version of the game this is an unmarked location that contains the remains of an alien recon craft (Theta).

With the Mothership Zeta add-on you receive a radio transmission which will lead you to the alien crash site, where you will be abducted by the aliens.

Notable loot: Alien blaster, Alien power cells (120).

Anacostia Crossing is a location where the player will be ambushed by Talon Company mercs or Regulators, if player's Karma is not neutral. The Metro station below is inhabited by several raiders. Its tunnels allow transit to The Mall and Seward Square.

Metro exits: Anacostia Crossing Station (connects to The Mall and Seward Square).

Notable loot: a copy of Pugilism Illustrated in the northern end of the upper level, on a table.

Anchorage Memorial is an underground building located on a man-made island in the middle of the Potomac River, underneath a bronze monument commemorating the battles at the Anchorage Front Line in Alaska. The Memorial is inhabited by mirelurks.

Cells: Anchorage Memorial Facility, Anchorage Memorial Facility Bay, Memorial Facility Offices, Memorial Service Entrance.

Related quest: The Wasteland Survival Guide (Place the Observer in a spawning pod in the Anchorage War Memorial).

  • Anchorage Memorial facility: a copy of D.C. Journal of Internal Medicine in the clinic area; Door component and Dean's Electronics inside the safe; Pre-War books (3).
  • In the utility closet: Anchorage stash key, Anchorage War Memorial stash (holotape), U.S. Army: 30 Handy Flamethrower Recipes, The Tenderizer, Nuka-Cola Quantum (1);
  • In the secret freezer compartment: Recipe - mirelurk cakes and 300 caps.

Andale is a small town. It holds a very dark secret...

Inhabitants: Old Man Harris, Jack Smith, Linda Smith, Junior Smith, Willy Wilson, Martha Wilson, Jenny Wilson.

Buildings: Old Man Harris' House, The Smith's House, The Wilson's House, Garden Shed.

Unmarked quest: Our Little Secret (Uncover the secrets of Andale's residents).

Notable loot: a copy of Grognak the Barbarian in the Smith's basement, a copy of Dean's Electronics in the back of a truck down the road (east of Andale).

AntAgonizer Lair is a hideout of the AntAgonizer.

Inhabitants: The AntAgonizer and Giant Ants.

Cells: Canterbury Tunnels, AntAgonizer's Lair.

Related quest: The Superhuman Gambit.

  • Canterbury Tunnels: Stealth Boy (1).
  • AntAgonizer's Lair: Nuka-Cola Quantum (1); the unique armor, The AntAgonizer's Costume; the unique knife, Ant's Sting, which is presented as a reward by the AntAgonizer for defeating the Mechanist.

Arefu is a small settlement located on top of a crumbling overpass bridge running across the Potomac River.

Inhabitants: Evan King, Brailee Ewers, Ken Ewers, Karen Schenzy, Alan, Ian West, Davis West, Matilda West.

Buildings: Evan King's House, Ewer Residence, Schenzy Residence, West Residence, Abandoned Residence.

Related quest: Blood Ties.

  • Evan King's House: Bobblehead - Repair.
  • Abandoned Residence: Pugilism Illustrated.

Arlington Cemetery North is most of what remains of the Arlington District, including Arlington National Cemetery. In the center of the cemetery rises the Arlington House that contains Junders Plunkett (if you have taken the Lawbringer perk).

Metro exits: Arlington/Wasteland Metro (connects to the Flooded Metro near Wilhelm's Wharf), Arlington Utility (connects to the DCTA Tunnel 014-B Potomac).

Buildings: Arlington House.

  • Arlington utility: U.S. Army: 30 Handy Flamethrower Recipes.
  • Arlington house: the unique spiked knuckles, Plunkett's Valid Points; Bobblehead - Luck; Big Book of Science; Bottlecap Mine.

Arlington Cemetery South is most of what remains of the Arlington District, including Arlington National Cemetery. To the east located Mama Dolce's Food Industry that contains several Chinese remnant soldiers.

Metro exits: Arlington/Falls Church Metro (connects to the Falls Church North).

  • Arlington/Falls Church Metro: U.S. Army: 30 Handy Flamethrower Recipes.

Arlington Library is a public library building mostly occupied by raiders, whose position is threatened by the Brotherhood of Steel soldiers in the front lobby.

Cells: Lobby, Children's Wing, Media Archive.

Related quests: The Wasteland Survival Guide (Access the card catalog at the Arlington Public Library), Stealing Independence (Bring Button Gwinnett the ink), Agatha's Song (Bring Agatha the sheet music book), Yearning for Learning (Scribe Yearling is searching for pre-War books).

  • Exterior: Guns and Bullets in the Pulowski Preservation shelter.
  • Lobby: Big Book of Science, Stealth Boy (1), pre-War books (3), fresh apple (1).
  • Media Archive: Tales of a Junktown Jerky Vendor, Tumblers Today, pre-War books (2), Nuka-Cola Quantum (1), ink container in the 'Restoration Supplies' box.
  • Children's Wing: Lying, Congressional Style; Guns and Bullets; Sheet music book; pre-War books (5).

Bailey's Crossroads appears only in the Fallout 3 add-on Operation: Anchorage.

Bailey's Crossroads is a district inhabited by the Super Mutants and Brotherhood Outcasts. It consists of the metro exit, a small plaza, a large ruined building as well as an elevator to the Outcast outpost. This area can be reached through Bailey's Crossroads Metro.

Metro exits: Bailey's Crossroads Metro (connects to the Red Racer Factory).

Buildings: Outcast Outpost.

Related quest: Aiding the Outcasts.

Bethesda Ruins consists of two office buildings with a walkway connecting them. There are raiders everywhere. To the north is the Metro Station entrance to the Underworks. The Underworks are populated by the feral ghouls.

Metro exits: Bethesda Underworks.

Buildings: Bethesda Offices West, Bethesda Offices East.

  • Bethesda Offices West: Big Book of Science, Dean's Electronics, Stealth Boy (2), Pre-War books (2), Mini nuke (1).
  • Bethesda Offices East: Bobblehead - Lockpick; Chinese Army: Special Op Training Manual; U.S. Army: 30 Handy Flamethrower Recipes held by a raider wielding a flamer; Mini nuke (1).
  • Bethesda Underworks: Tales of a Junktown Jerky Vendor, Grognak the Barbarian, Nuka-Cola Quantum (1), Stealth Boy (1), Mini nuke (1).

Big Town is a small town surrounded by a makeshift wall. It population is mostly comprised of teenagers which were former residents of Little Lamplight. The Big Town has been ravaged by Slavers and Super Mutants, who view it as an easy target.

Inhabitants: Red (leader, doctor and merchant), Pappy (repairman), Bittercup, Dusty, Flash, Kimba, Shorty, Timebomb, Sticky (after completing quest Happy Birthday to You).

Buildings: Red's Clinic, Common House, Clubhouse, Town Hall.

Related quests: Big Trouble in Big Town, Strictly Business, The Replicated Man, Happy Birthday to You.

Notable loot: a copy of D.C. Journal of Internal Medicine in the Red's Clinic, Lucky 8-ball (can be obtained from Timebomb).

Broadcast Tower KB5 is a broadcast tower on a hill. Just southeast and beneath of the tower you will find the entrance to the Drainage Chamber.

Radio Signal: Alfa Lima, which is broadcasting Morse code if the player reactivates the KB5 tower.

  • Drainage Chamber: Tumblers Today, Pre-War book (1).
  • Camp of raiders that situated to southwest down the hill: Grognak the Barbarian, Stealth Boy (1).
  • Ruined house west of the KB5 tower: Tumblers Today, Mini nuke (1).

This is a broadcast tower guarded by several Super Mutants. It consists of a radio antenna and its generator. North of the tower you will find the entrance to the Drainage Chamber.

Radio Signal: Signal Sierra Romeo, which is broadcasting Morse code if the player reactivates the KT8 tower.

Notable loot in the Drainage Chamber: a copy of Chinese Army: Special Ops Training Manual; two Pre-War books; a Mini nuke; a Chinese Commando Hat and two Chinese Jumpsuits on the dead Chinese remnant spies.

Broadcast Tower LP8 consists of a radio antenna and a generator behind a metal fence. Northeast of the tower you will find the entrance to the Sealed Cistern.

Radio Signal: Signal Echo Foxtrot, which is broadcasting Morse code if the player reactivates the LP8 tower.

Notable loot in the Sealed Cistern: a copy of Big Book of Science.

Canterbury Commons is a small town founded by Uncle Roe and his sister Daisy as a trading center for caravan merchants in the Capital Wasteland.

Inhabitants: Uncle Roe (repairman), Derek Pacion, Joe Porter (merchant), Dominic D'Ellsadro, Machete.

Buildings: Dominic and Machete's House, Ernest "Uncle" Roe's House.

Related quests: The Superhuman Gambit, Merchant Empire.

Notable loot inside Dominic and Machete's garage: a copy of Dean's Electronics and Highwayman's Friend, the unique tire iron.

This is a ruined two-level building occupied by raiders. To the north-northwest of Charnel House is a ruined house inhabited by a scavenger. Just to the west of Charnel House can be found a broadcast tower and Drainage Chamber with Signal Papa November.

Radio Signal: Signal Papa November, which is broadcasting Morse code if the player reactivates the broadcast tower.

  • Charnel House: a copy of Duck and Cover! upstairs.
  • Drainage Chamber: a copy of Pugilism Illustrated.
  • Scavenger's house: a bottle of Nuka-Cola Quantum and two Pre-War books.

This is a ruined farm occupied by raiders. The farm includes an old grain silo.

  • In the old grain silo: a copy of Pugilism Illustrated.
  • On the second floor of the barn: a copy of Grognak the Barbarian.
  • Five Nuka-Cola Quantums in a crashed Nuka-Cola delivery truck to the west of the farm and a copy of Guns and Bullets inside a mailbox next to the Nuka-Cola truck.

Chevy Chase

Chevy Chase is a section of Washington, D.C., located in the north part of the city. Walking towards GNR Building Plaza for the first time will trigger a battle between Super Mutants (one of the five known Super Mutant Behemoths will spawn here) and Lyons' Pride trying to protect Galaxy News Radio.

World map markers: Chevy Chase East, Chevy Chase North, GNR Building Plaza.

Metro exits: Metro Junction (world map exits: Dupont Circle (Dupont Northeast) and Vernon Square (Vernon Square North and Vernon Square Station)), Tenleytown/Friendship Station (connects to: Farragut West Station; world map exit: Friendship Heights).

Buildings: Early Dawn Elementary (a pre-War elementary school), Galaxy News Radio.

Related quests: Following in His Footsteps, Galaxy News Radio.

Notable loot: three suits of power armor and helmets can be gathered from the dead Brotherhood of Steel soldiers.

The Chryslus Building is a ruined office building located on the outskirts of Washington, D.C. It was the head office of Chryslus Motors, which manufactured automobiles before the Great War of 2077. Now it has become a stronghold for Super Mutants and Centaurs.

Cells: Chryslus Building Reception Area, Chryslus Building Lower Offices, Chryslus Building Basement.

  • Reception Area: a copy of Guns and Bullets, a scoped .44 magnum, and a Nuka-Cola Quantum.
  • Lower Offices: a copy of Pugilism Illustrated, a Stealth Boy, and a Pre-War book.
  • Basement: a copy of Big Book of Science and a Stealth Boy.

Cliffside Cavern is a large cavern inhabited by raiders and yao guai.

Cells: Raider Outpost, Yao Guai Cave.

  • Raider Outpost: a copy of Chinese Army: Special Ops Training Manual, a copy of Grognak the Barbarian, a Mini Nuke, a Pre-War book, and a bottle of Nuka-Cola Quantum.
  • Yao Guai Cave: a copy of Schematics - Nuka Grenade.

Clifftop Shacks is a camp populated by Super Mutants. It consists of two shacks.

  • Northern Shack: a copy of Grognak the Barbarian, a Pre-War book, Board of Education (a unique nail board).
  • Southern Shack: a copy of Pugilism Illustrated.

Before the Great War, this facility manufactured a popular line of car models in the pre-War USA, the Corvega line. Now the factory is inhabited by Giant Ants. At the southern end of the factory is a Giant Ant Queen.

Cells: Corvega Factory - Entrance, Corvega Factory.

  • Corvega Factory - Entrance: a copy of Lying, Congressional Style, a copy of Big Book of Science.
  • Corvega Factory: a copy of Dean's Electronics.
  • In an overturned semi-truck to the south of the factory: a copy of U.S. Army: 30 Handy Flamethrower Recipes, a copy of Chinese Army: Special Ops Training Manual, and a Mini Nuke.

(Unmarked location) County Sewer Mainline is a sewage tunnel that can be accessed from a sewage grate along the Potomac River or inside Sewer Waystation. It is the home of a hostile ghoul named Gallo.

Notable loot: a copy of Tales of a Junktown Jerky Vendor (carried by Gallo), a copy of Big Book of Science, a bottle of Nuka-Cola Quantum, four pre-War books, and a Stealth Boy.

Deathclaw Sanctuary is a cave maze inhabited by deathclaws.

  • Exterior: a copy of Duck and Cover! in a locked footlocker (average) right outside the cave entrance.
  • Interior: Bobblehead - Endurance; a copy of Nikola Tesla and You; a Mini Nuke; a bottle of Nuka-Cola Quantum; a unique Gatling Laser, Vengeance, in the far southeast of the cave; a unique variant of the Ripper, Jack, on a dead Enclave officer in the southern part of the cave (only after completing quest The Waters of Life).

Dickerson Tabernacle Chapel is a ruined church. The Drifter inhabits the chapel's upper level attacking anything that gets close.

Notable loot: a copy of Guns and Bullets on the ground; the unique Reservist's Rifle and the Oasis Coordinates Holotape on the Drifter.

Drowned Devil's Crossing is a small, collapsed bridge, running over a gorge with a small irradiated creek. A red and yellow truck is overturned to the west of the bridge.

Notable loot: a copy of Tumblers Today in the truck.

Fallout 3 Vault Boy bobbleheads

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Fallout 3 unique items

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COMMENTS

  1. Riverboat landing

    The riverboat landing is a location in the Capital Wasteland in 2277 from which the Duchess Gambit ferry can take the Lone Wanderer to Point Lookout. The area consists of a small dock leading to a ferry owned by Tobar, the Duchess Gambit. The ferry is the only way to Point Lookout from the Capital Wasteland. Along the docks you can find a small pot of wild punga fruit. In addition, you can ...

  2. The Local Flavor

    The Local Flavor is a main quest and achievement/trophy in the Fallout 3 add-on Point Lookout. It is the first quest of the add-on's main quest line. After installing the DLC and spending a few minutes ingame, a message informing of a riverboat will appear on the screen. The boat, Duchess Gambit, has docked at Riverboat Landing, which is located to the east of Arlington Library in southern ...

  3. I think starting out my quest at the riverboat landing was a bad

    For Fallout 3: Game of the Year Edition on the PlayStation 3, a GameFAQs message board topic titled "I think starting out my quest at the riverboat landing was a bad mistake.....". Menu Home

  4. fallout 3 DLC walkthrough part 1: TO THE RIVER BOAT LANDING!!!

    In this Dlc i show you how to get to point lookout i explain that you have to go to the river boat landing and buy a ticket from tobar the awkward fairymen

  5. Riverboat landing

    The riverboat landing is a location in the Capital Wasteland from which the Duchess Gambit ferry can take the Lone Wanderer to Point Lookout. To the southeast of Alexandria Arms, is a small pier with the Duchess Gambit docked. There is random junk strewn out on the dock. Catherine is waiting impatiently for passers-by to offer their help while Tobar the Ferryman waits for passers-by to embark ...

  6. Point Lookout Walkthrough part 2

    Steps. (1) Investigate the riverboat. (2) Secure passage to Point Lookout. (3) Rest during the trip to Point Lookout. (4) Leave the Duchess Gambit. (5) Investigate the mansion. (6) Help the ...

  7. Point Lookout

    Head over to the Riverboat Landing, which should have appeared on your map once you got out of Vault 101. Remember that? Ah, memories. ... This guide is intended to be the ultimate completionist's guide to Fallout 3. Every area in the game covered extensively including all side quests and main quests.

  8. The Local Flavor

    Part 1. advertisement. After downloading this piece of DLC to your console, you'll be able to boot up the game as usual. Rove around the Capital Wasteland for a minute, and a message should appear ...

  9. Fallout 3, Riverboat Landing: How does it work? (Point Lookout DLC)

    Huh, now that you mention, I guess i did saw a burner in one of the two rooms in that ferry. The wiki says it's a steamboat I don't know what fuel they use in real life but my guess is that it has been modified to burn wood to make the steam. There is plenty of timber around to burn either old buildings or old tree husks.

  10. Riverboat Landing

    The Riverboat landing is a small dock that's added in Fallout 3's fourth DLC pack Point Lookout.It can be found along the Potomac River near the Citadel and it's where you'll find the Duchess Gambit which can take you from the Capital Wasteland to Point Lookout.. A woman named Catherine will be waiting at the dock. Her daughter Nadine went into Point Lookout despite being told she couldn't go.

  11. Prologue

    You shouldn't have any major problems finding a correct route leading to the Riverboat Landing, especially since it's located near the shore.Keep heading towards the ferry seen in the distance and you're going to be stopped by an older woman called Catherine along the way [#2].You can offer your help in finding her daughter who's gone missing in Point Lookout.

  12. Let's Play Fallout 3

    As always, getting to our destination takes longer than expected.

  13. Tailing the Tomboy

    Tailing the Tomboy is an unmarked quest in the Fallout 3 add-on Point Lookout. When arriving at the Riverboat Landing for the first time, the Lone Wanderer is approached by a woman named Catherine. She is looking for someone to find her daughter Nadine, who has recently left with Tobar for Point Lookout, and convince her to come back. Nadine can be found inside the Ark & Dove Cathedral once ...

  14. Guide for Fallout 3

    Fallout 3 has five extra packs to download offering a further 22 achievements to unlock. The first four of these add-ons: 'Operation Anchorage', 'The Pitt', 'Point Lookout' and 'Mothership Zeta ...

  15. How do I start the Fallout 3 DLC's?

    Re: How do I start the Fallout 3 DLC's? by Laclongquan » Mon Feb 20, 2023 12:12 pm. You can go to the riverboat landing, beside the river and opposite of the island on the river, to talk to the captain for travel to PLO. You can go to the door near the tricycle factory, going through the metro station, meet the Outcasts and help them in the ...

  16. Point Lookout

    Once you arrive at the Riverboat Landing you'll have to pay 300 Caps to Tobar who owns the ferry, ... Fallout 3 Point Lookout - last post by @ Dec 29, 2017 Point Lookout- I need money - last post by @ Jan 25, 2010 Weird Point Lookout Dream - last post by @ Aug 14, 2009. Category:

  17. Point Lookout

    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 ...

  18. Riverboat ticket

    The riverboat ticket is a miscellaneous item in the Fallout 3 add-on Point Lookout. The tickets are used by travelers to travel on the Duchess Gambit to the supposed treasure trove of Point Lookout and vice versa. The ferryman drives a hard bargain of 300-500 caps per ticket, so usually trips are only one way. Bought from Tobar. If one is low on caps, or does not wish to pay the fee for the ...

  19. Fallout 3 Walkthrough Wasteland Survival Guide Chapter 3

    A Fallout 3 walkthrough of the Quest Wasteland Survival Guide Chapter 3. Includes tips and Strategies to help the player along the way. A Guide Primarily for Good Karma Fallout 3 Characters, but also provides tips for Evil. Learn the Rivet City History, hack the RobCo mainframe and access the archives of the Arlington Library.

  20. Steam Community :: Guide :: Quests per Area in Fallout 3

    This guide was written in hopeful aspiration of aiding people (myself included) to completion of every quest in Fallout 3! There are 3 basic categories: Side Quests, ... Tailing the Tomboy - Catherine in Riverboat Landing is looking for someone to find her daughter Nadine, who has recently left with Tobar for Point Lookout, ...

  21. How do you leave point lookout in fallout 3?

    A few ways 1. Use the riverboat tickets. 2. Complete The Local Flavor (possibly) or up to the part where you meet that missing girl. 3. Complete all Main quests of Point lookout. Note: i played ...

  22. Fallout 3 Interactive World Map

    Fallout 3 Interactive World Map. The game takes place in the year 2277, 200 years after the Great War, on the East Coast of what used to be the United States. Key Features: • View the locations of all marked places, bobbleheads, and unique items on the map. • Choose any location in the scrolling list - its icon on the map will be ...