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This is Part 13 of our complete Fallout 3 Walkthrough, featuring Fallout 3 Big Trouble in Big Town, The Superhuman Gambit and The Nuka Cola Challenge.
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Big Trouble in Big Town
- You can pick up this quest either by locating Big Town through exploring on your own time, or through the main quest "Picking Up the Trail". If you do the latter, you'll have to talk with Sticky once you're inside Little Lamplight. He's the big kid with the party hat.
- Agree to escort Sticky over to Big Town and you'll pick up the quest.
- To reach Big Town from Little Lamplight, simply follow your compass eastwards. Unfortunately it's a long walk, but don't feel obligated to protect Sticky. Whether he lives or dies is irrelevant to the outcome of this quest.
- Once you reach Big Town, talk to the locales to understand what's going on. The town is under constant attack from Super Mutants and it turns out that they even managed to kidnap some of their friends.
- You'll eventually find out that the Super Mutants have taken the captives to the Germantown Police Station to the northeast. With that in mind, set this to your active quest, and follow your compass to reach the Police Station.
- TIP: Along the way you'll probably discover the Hallowed Moors Cemetary. Kill the mutants here and rescue the wastelander for a karma boost, some supplies, and a Big Book of Science skillbook.
- Once you reach the station, traverse through the maze of fences to reach an encampment guarded by a Super Mutant. Take him out, look some ammo and caps from the Gore Bag, and then head north to start working your way around the building.
- TIP: While you're making your way around to the entrance, you'll probably notice a door on the right with a very hard lock. If you can unlock this door, you'll be placed right at your objective. Just make the first left into the cell room.
- Head up the stairs and through the door leading to the Police HQ - Top Floor.
- TIP: Tread softly in the Police HQ. Not only because of the Super Mutant presence here, but also because nearly every room has at least one frag mine.
- Sneak all the way to the east and you'll find a door that will take you to the lower level of the Police HQ.
- Head down the stairs slowly as there will be a mine when you turn the corner to head down the next pack of stairs.
- Make a left at the bottom of the stairs, continue to the end of the hall, make another left, and then make a right into the large open room.
- Continue heading straight into the next room with two terminals and a locked door. To open the door you can either hack the computer or pick the lock. Inside you'll find a Combat Shotgun, a Silenced 10mm Pistol, stimpacks, chems, and plenty of ammo.
- Head north and you'll come to the cell room. Unfortunately it looks like only person is still around to rescue.
- Unlock Red's cell door (the key should be on one of the Super Mutants you killed on this floor. If not, you could just pick the lock.) and then start up a conversation with her.
- Ask her if there's anyone else and you'll start up an optional objective of rescuing another Big Town resident named Shorty. If you don't want to bother with him, make a right out of the cell room to get outside.
- To rescue Shorty, make a left out of the cell room and continue down the hallway until you can make another left. Head down the stairs to reach a door leading to the basement level of the Police HQ.
- When you step into the basement level, make the first left into a large and disturbing room with a First Aid Kit on the western wall and some ammo from a box and a gun cabinet.
- The good stuff in this room though comes from a locked closet at the north side of the room in a small hallway. Inside lies a Fat Man, another Combat Shotgun, a Tumblers Today skillbook, and more ammo.
- Once you've cleaned up this room, head back into the main hallway and proceed into the western doorway.
- Go through the doorway on the left and proceed straight ahead into the room with the brownish lighting. There will be a Super Mutant inside guarding Shorty. Take out the Super Mutant and release Shorty from his captivity.
- Now that both your main and optional objectives are complete, its time to get out of here and fast travel back to Big Town.
- Talk to Red and decide on whether you want to take her money that she plans to spend on supplies and medicine as a reward to complete the quest. Quest Completed
- TIP: If you're looking to get some extra karma or just want to feel better about yourself, you can offer to help Red and the town defend themselves against the Super Mutants better. If you have a high science skill, you can teach them to reprogram robots to fight for them; if you have small guns skills, you can teach them to better fend off attacks with their weapons; if you have sneak you can teach them how to fool the Super Mutants into thinking Big Town is empty; if you have Melee Weapon skills you can teach them to gang up on the Super Mutants and beat them to death; and if you have Explosive skills you can teach them how to use mines. If you don't help them, all of Big Town will be dead the next time you visit.
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The Superhuman Gambit
- During your exploration of the Wasteland, you may happen upon a small town named Canterbury Commons on the eastern side of the map. If you're actively looking for it, try heading slightly northeast of the Scrapyard where Dogmeat is located.
- The first time you arrive in Canterbury, you'll walk in on a battle between two costumed citizens named the AntAgonizer and the Mechanist. Don't engage the two, just watch the scene unfold.
- Once the battle begins, the two masked "superhumans" will run after each other and their underlings will do battle. Feel free to take out what remains once their masters flee.
- After the fighting ends, the citizens will start to come out. Take this time to talk to everyone you can, especially Uncle Roe, who will give you the quest if you decide to help him cease the hostility between the two.
- Ask around about the AntAgonizer and Mechanist until you're satisfied and then decide on how you want to approach this quest.
- The Peaceful Approach: (Requires Some Degree of Speech Skill)
- To resolve things peacefully, you'll be better off visiting the mechanist first, so travel to his hideout in the Robot Repair Facility to the South.
- NOTE: You can also do this by visiting the AntAgonizer, but it's a much harder speech challenge.
- Once inside you can immediately get to the Mechanist Forge by unlocking the elevator straight ahead and to the left. You'll need at least 75 points in lockpicking though. If you get in through this way, simply head down the hallway to reach the Mechanist and skip to step 12.
- Otherwise, you're going to have to fight your way through the facility until you reach the control room on the upper level. Once you're there, head through the southwest door, follow the catwalk to the end, and enter the southern door to reach the forge.
- Grab the Lying, Congressional Style skill book from the desk and then activate the coffee maker to open the secret door leading to the mechanist.
- Talk to the Mechanist and tell him that you're trying to find a peaceful solution to the fighting and then use your speech skill to tell him that he's causing more problems than the AntAgonizer ever did.
- If you succeed, the Mechanist will give you his suit and helmet and say that he's done playing superhero.
- Go back to town and talk to Uncle Roe to complete the quest. Quest Completed
- The Violent Approach:
- If you want to do things violently, you can visit either the Mechanist or the AntAgonizer. This part will detail the path to the AntAgonizer since the path the Mechanist was written above.
- Head a short distance north from Canterbury and you'll see a small door in the rocky hills leading to the AntAgonizer's lair.
- TIP: If you have 50 points in Lockpicking, go on top of the hill rather than through the entrance on the bottom. You'll find a pipe sticking out with an average strength lock. Pick the lock and you'll be right next to the AntAgonizer's throne.
- Head down the stairs and be wary of a mine at the middle of the intersection. Disarm it and then head to the right to reach a supply room. There is a trip wire that triggers a rigged shotgun right before the supplies so be sure to either disarm it or avoid it.
- Once you collect everything in this area, return to where the mine was and head north. From here on out its a fairly linear path to the AntAgonizer's throne. Just be prepared to deal with a bunch of ants
- Talk to the AntAgonizer once you reach her and tell her that you'll help her get rid of the Mechanist. This will trigger the Mechanist and his group of robots to storm the lair and make one final attack. Lend your help to defeat the Mechanist and the grudge between the two will finally come to an end. You can return to Canterbury and talk to Uncle Roe to claim your reward. Quest Completed
- NOTE: Remember that this path can also be done with the Mechanist. If you tell him you'll help him defeat the AntAgonizer, then she'll attack the facility with her Ants, giving you the opportunity to kill her and take her outfit.
- Optional Rewards
- After you've resolved the situation one way or another, talk to the opposing side and give them the outfit of their foe. If you sided with the Mechanist you'll get the Protectron's Gaze gun and if you sided with the AntAgonizer you'll receive the Ant's Sting sword.
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The Nuka Cola Challenge
- If you find yourself exploring the southwest corner of the Wasteland, be sure to stop by Sierra Petrovita's shack in Girdershade for this little fetch quest. If you're actively looking for it, just travel southwest from Smith Casey's Garage (If you don't have that location yet, complete the Main Quest: "Scientific Pursuits".)
- Inside Sierra's shack you'll find the most complete collection of Nuka-Cola merchandise in all of the Wasteland. Ask Sierra to give you the whole tour to receive an Ice Cold Nuka Cola.
- Continue to talk to Sierra and steer the conversation in the direction of Nuka Cola Quantum. She'll tell you that she absolutely loves the stuff and has a reward for you if you can get her 30 bottles of it.
- NOTE: If you already have 30 bottles of Nuka Cola Quantum, you can just give them to her right then and there and you'll complete the quest.
- This will start the Nuka Cola Challenge quest and will give you your objective. Talk to her again and ask her where you should start looking and she'll point you in the direction of the Nuka Cola Bottling Facility.
- Head outside and you'll be stopped by the other resident of Girdershade, Ronald Laren. He'll demand to know what you were doing with his woman. Be truthful with him and he'll have a proposition for you. You give him the 30 bottles of Nuka Cola Quantum so he can impress Sierra and finally get into her pants.
- TIP: You can use your speech here to get Ronald to offer 80 caps per bottle.
- Getting the manifest at the Nuka Cola Factory will tell you that shipments were made to the Super Duper Factory, the Paradise Falls Mart, and the Old Olney Grocery.
- You can find the quantums in the Super Duper Mart in the back room where you found the medicine for the Wasteland Survival Guide quest.
- In Paradise Falls, you'll find five quantums behind the stairs in Eulogy's Pad
- The Nuka Cola truck that was to deliver the quantums to Old Olney actually crashed along the way and you can find the bottles in the truck to the east of Old Olney.
- These should give you a nice start on finding those bottles. Keep this quest in your log and just go through the various side quests and main quests and you'll no doubt eventually come across 30. Just don't go drinking or selling them.
- Once you get 30 bottles of Quantum, give them to Sierra for your cap reward and the schematics for the Nuka Grenade, or you can give them to Ronald who will give you the amount of caps you agreed on and a bunch of negative karma. Quest Completed
