Fallout 3 Point Lookout Walkthrough

Fallout 3 Point Lookout is the fourth downloadable expansion pack in the Fallout 3 series.

Missions

  • "The Local Flavor"

  • "Walking With Sprits"

  • "Hearing Voices"

  • "Thought Control"

  • "A Meeting of the Minds"

  • "An Antique Land"

  • "Plik's Safari"

  • "The Dark Heart of Blackfall"

  • "The Velvet Curtain"

Main Quest 1 - The Local Flavor

Part 1 - Traveling to Point Lookout

  1. As always with Fallout 3 DLC, wander around for a while until you get a message informing you of a riverboat that is headed for Point Lookout, Maryland.
  2. Upon reading the message, you'll gain the quest and a quest marker will appear towards the very bottom of the map, near the Arlington Library.
  3. Fast travel over to the closest location you have to the quest marker and begin your trek over to the riverboat.
  4. Once you reach the boat, talk to Catherine, a concerned mother who pleads with you to locate her runaway daughter, Nadine, who stowed away on a ship heading to Point Lookout. Agree to help her and then head on to the ship to talk to the captain, Tobar.
  5. Unfortunately, if you want to travel to Point Lookout, you'll have to fork over the caps. Pay the man 388 caps for the Riverboat Ticket once he gives you a chance to buy.
  6. You can talk a bit more with Tobar if you want, but with ticket in hand, you're ready for the trip. Turn around, head into the door leading to the cabin, and then take a rest on the bed.
  7. NOTE: Once you begin your trip to Point Lookout, you can't return to the wasteland until you're done with all of the main quests for the DLC. Make sure you've come prepared with plenty of Stimpacks, armor that is in good condition, and perhaps the Alien Blaster.

Part 2 - Sealing the Calvert Manion

  1. Once the boat arrives at the dock, you can talk to Tobar once again and get some valuable information about this new land that you're about to explore.
  2. Once you're finished with Tobar, head into the boardwalk. To your left will be a ferris wheel that will be an important location later on, so keep it in your memory.
  3. Take the first right that you're able to and you'll reach a shop of sorts called the House of Wares. This is the only real place to buy and sell equipment, so it's good to add it to your map now.
  4. After stocking up on stimpacks, ammo, and whatever else you may need, follow your quest marker southeast until you reach a large mansion.
  5. Head on into the mansion to find that it is currently under attacked by enemies called Tribals. Help out the ghoulish owner of the house by aiding him in his defense.
  6. Once all the Tribals are dead, head into the room to the south and scrounge around for several ammo boxes, weapons, and grenades. There are also a bunch of medical supplies on the table at the northwestern corner of the room.
  7. When you've taken all that you need, return to the previous room and follow the mansion owner, Desmond, into the room to the west.
  8. An explosion will take out part of the western wall and more Tribals will emerge to bring you down.
  9. After you deal with those three Tribals, Desmond will open the door to the north. Head on through to reach the dining room.
  10. Run all the way to the end of the table and check near the desk for a first aid box and a Double Barreled Shotgun lying on the ground.
  11. Be prepared for a fight as you make your way back to the other end of the table. Tribals will burst in through the ceiling and through the door at the southwestern corner.
  12. Use whatever strong weapons you have at your disposal that you're proficient with to win this battle and then start looting the bodies for extra weapons and ammo.
  1. NOTE: Make sure to pick up the Lever-Action Rifle from one of the Tribals. It's a new type of hunting rifle exclusive to Point Lookout that packs a fairly big punch and will be useful throughout the rest of the expansion.
  2. Head through the newly opened door at the southwestern corner then make a right and proceed up the stairs.
  3. Follow the path into the room on the left side and watch as a Tribal plows through the boarded up wall with another one following it.
  4. Take care of the two Tribals and then head through the part of the wall where the Tribal busted through.
  5. You can check the wardrobe in this room for some cool pre-war apparel and you'll find two ammo boxes to the left of the door near a baby carriage.
  6. Head out through the door and continue down the hallway where you'll find two Tribals waiting for you.
  7. Kill the Tribals and then continue down the hallway until you see large double doors on the right side leading to what appears to be one of the master bedrooms.
  8. Here you'll again be attacked by three Tribals who are obviously not happy to see you.
  9. Once the room is clear of enemies, head over to the west wall and activate the intercom to talk to Desmond. He wants you to seal the opening that the Tribals are coming in from by blowing it up.
  10. Use any of your guns to shoot the red gas tank to cause an explosion that will do exactly what Desmond wants.
  11. Before you leave the room look around for ammo and first aid boxes. Once you're ready, head out of the room and make a right. Desmond will unlock the door and you'll return to the lobby of the mansion.
  1. Follow Desmond around to the east wing of the second floor where a couple more Tribals will burst on through.
  2. Help Desmond finish off the Tribals and then make a right at the intersection. Eventually you'll break through the floor and fall several stories into a basement.
  3. When you regain control, check your surroundings for some ammo and first aid boxes.
  4. Turn around to face southeast and start exploring the basement until you come to a door that is being pounded on. Head towards the door and predictably, a Tribal will burst through. Several others will follow the first, so be prepared to backpedal to avoid getting hit by their melee attacks.
  5. Once the basement is clear of enemies, head through the door that the Tribals came in through and head up the stairs.
  6. Make a left once you reach the hallway with carpet and continue into the room straight ahead where more Tribals will burst through the door.
  7. Head into the newly opened room that the Tribals came in from and check the desk in the middle for a first aid box.
  8. Turn to face north and head into the kitchen area where you will be ambushed by three more Tribals.
  9. Finish them off and then continue into the storage room to the north if you want to pick up a couple of extra stimpacks and ammo.
  10. Head back to the kitchen and exit through the eastern door and make a left down the hallway.
  11. Follow the hallway up the stairs and you'll come to a room with a pool table that will soon be full of more Tribals.
  12. Kill the Tribals and then head through the door up ahead where you'll see a door with a hole in it. Look through the hole and shoot the red gas tank again to seal the final breach of the mansion.
  13. Now turn to the left and head down the hallway to reach a door that will be opened by Desmond. We're not done yet though. The Tribals are about to make one final push.

Part 3 - Defending the Calvert Mansion

  1. Your final goal for this quest is to stay alive while wave after wave of Tribals bust through the boarded up doors of the mansion.
  2. The first wave of enemies will come through the northeastern door on the top floor. You have some time before they arrive to plant some mines around door if you want.
  3. The second wave will arrive through the eastern door on the first floor.
  4. TIP: Try to stay upstairs if you can. Desmonds dogs do a pretty good job of keeping the attention of the Tribals long enough for you to snipe them from a safe distance.
  5. More Tribals will breach through the western door once you get rid of all of the ones who came in from the east.
  6. Finally, the last group will break in from the front door, with one enemy holding a minigun. Try to get rid of him first and then focus on the remainders.
  7. Once the coast is clear, you're finally done with the mansion. Head downstairs and talk to the most unappreciative Desmond.
  8. Chat with Desmond a bit to find out a little more about his story and about Point Lookout itself. When you say its time for you to go, he will stop you and ask for your assistance on a little job.
  9. Once he lets you in on what he wants you to do, you'll complete the quest.

Main Quest 2 - Walking With Sprits

Part 1 - Talking with the Tribals

  1. When you're finished talking with Desmond, turn around and head out of the mansion.
  2. You next destination is the cathedral that the Tribals consider to be their headquarters. It's a fairly long journey, but once you're outside, just follow your quest marker north until you reach the cathedral.
  3. Along the way you'll probably run into a few Swampfolk and perhaps a few Swamp Ghouls. Both are unique to Point Lookout, and while Swampfolk can be pretty tough at times, Swamp Ghouls are only marginally stronger than your typical Feral Ghoul.
  4. Once you reach the gates of the cathedral, use the intercom to start a conversation with the gate keeper.
  1. Let them know that you're interested in joining their tribe and they'll say that if you want to get in, you'll have to complete a certain ritual.
  2. The Tribals will task you with finding the great Punga Fruit and then collecting her seeds.
  3. With that in mind, turn westward and venture deep into the swamp as you make your way towards the quest marker.
  4. TIP: Be careful on the way to your destination. The swamp of Point Lookout is a dangerous place where it is easy to get overwhelmed by hordes of swampfolk. The good news is that Swampfolk are generally less hostile than normal enemies and you can usually sneak around them without too much invested into sneak.
  5. Once you reach a part of the swamp with lots of bloatflies flying around, you'll know your close. Continue just a little bit further until you arrive at the entrance to the Bog. Make sure to look around the ground for a first aid box.

Part 2 - The Sacred Bog

  1. Head straight through this connector area and admire the pretty scenery until you reach the entrance to the Sacred Bog.
  2. The Sacred Bog itself is a fairly linear area that is populated only by Mirelurks and Swamplurks. Swamplurks are basically the Point Lookout version of Mirelurk Kings, so be wary of their ranged attack.
  3. Head forward from the start and continue wading through the water as you follow your quest marker and eliminate the Mirelurks and Swamplurks in the way.
  4. Eventually you'll reach dry land and will start to climb an incline where more Swamplurks are waiting for you. Thankfully this time you can use the rocks as cover.
  5. Follow the path around to reach an area with a barrel of fire. Make sure that your flashlight is on as you look around the ground for bear traps. When you see one, either move close enough so you can disarm it, or just avoid it all together.
  6. Once you're out of the bear trap area, just follow the dirt trail up and keep an eye on your quest marker to eventually make it to the Great Punga Fruit.
  1. Activate the Punga Seed Pod and you'll be knocked unconscious briefly. When you wake up, you'll be in a sort of hallucinogenic state as you make your way back to the entrance of the Sacred Bog.
  2. On the way back you'll find fake Bobbleheads called Bubbleheads. Fortunately, rather than increasing your skills and stats, these Bubbleheads just berate you with some fairly amusing messages.
  3. Some weird stuff will start happening as you make your way back, like random explosions, ghoulish cries from enemies who aren't actually there, and some weird bouncing thing that leads you to where you're supposed to go. Enjoy the weirdness and relax in knowing that there are no enemies in this part of the quest.
  4. Your hallucinations will end once you meet a man named Mister Break who stands infront of a huge bomb, much like the one found in Megaton. Wait around for a little while and the bomb will suddenly explode right in front of your face and everything will fade to white.
  5. When you come to, you'll be at the entrance to the bog where all of the Bloatflies were. From here, you can fast travel back to the cathedral.
  6. Talk to the intercom once again and the gates will open. Look for a man named Jimson and talk to him to be welcomed into the Cathedral and complete the quest.

Main Quest 3 - Hearing Voices

Part 1 - Meeting Nadine

  1. After finishing up with Jimson, head into the Cathedral to meet some of the locals. Eventually you want to make your way to the red haired girl named Nadine; the one that you initially came to Point Lookout to find.
  2. Talk with Nadine to find a little more about the Tribals and about the so called ritual that you just went through. Take off whatever you have covering your head and check out if you can see your new scar.
  3. Ask Nadine where you can find Jackson, the leader of the Tribals. She'll spill everything she knows, including the location of his hiding place.
  4. With that in mind, you've got everything that you've come here for. You can continue to talk to Nadine and tell her about her mother if you want.
  5. Once you're ready to go, head on out of the cathedral and fast travel back to the Calvert Mansion.
  6. Go inside the mansion and talk to Desmond to let him know all that you've learned.
  7. Desmond will send you off rather quickly. Once he does, exit out of the mansion and fast travel back over to the cathedral.
  8. Start walking northeast of the cathedral towards your quest marker.
  9. TIP: If you have the Ghoul Mask from the Tenpenny Tower quest, it'd be wise to put it on now as you're about to be walking through a graveyard filled with a bunch of ghouls, including a couple of Feral Ghoul Reavers.
  10. Once you make it to the cliff, carefully hop down the jagged rocks and look for a boat along the cliffside. When you land on top of it, open the hatch to reach the Sea Cave.

Part 2 - The Sea Cave

  1. From the entrance of the sea cave, just head straight and follow the path as it curves to the right. #NOTE:You can fight the Swamp and Mirelurks to the left if you want, but be advised that most of the water down there is deep, which means if you jump in, the enemies will be able to hit you without you being able to hit them back.
  2. Continue following the linear path until you find Jackson at the top of a hill talking to holographic projection.
  3. Talk to Jackson and he'll tell you that you should introduce yourself to the so called Transcendent Master, the true leader of the Tribals.
  4. Once you're done talking with Jackson, turn your attention to the hologram and initiate a conversation with it.
  5. You'll learn that the hologram has been using the Tribals for its own personal gain, but hasn't been all that satisfied with their performance so far. So, he turns to you for carrying out a job for him.
  6. The hologram wants you to remove a device currently in the possession of Desmond and destroy it. Once you have your instructions, this short quest will end and another one will begin.

Main Quest 4 - Thought Control

  1. Now that you're done talking with Jackson and the hologram, head down the ramp and turn to face northwest. You'll find a ladder that will take you back up to the surface.
  2. Fast travel back over to Calvert Mansion and talk to Desmond once again.
  3. You'll learn from Desmond that the talking hologram is actually Desmond's greatest rival, Professor Calvert himself.
  4. Desmond will task you with a job that contradicts the one that you just got from Calvert. He wants you to take the same device that Calvert wants you to destroy, and place it on top of the ferris wheel so that its jamming capabilities are maximized.
  5. Think about what you want to do for now, exit the mansion, and then fast travel back to Pilgrim's Landing, which was the dock that you arrived at when you first came to Point Lookout.
  6. Head north and then take the first left to reach the ferris wheel. As you're walking, you'll be telepathically contacted by Professor Calvert.
  7. Decision time. If you want to side with Professor Calvert, head over to the dumpster to the left and activate it to destroy the jammer. If you want to side with Desmond, head up the ramp to the ferris wheel and put the jammer inside the cart.

Siding with Calvert:

  1. If you put the jammer in the trash, you're home free. Just fast travel back to the mansion, watch it explode, and the quest will be over.
  2. NOTE: Siding with Calvert now does not mean that you can't still side with Desmond in the final mission. If you play your conversations right, you'll still be able to be on Desmond's good side.

Siding with Desmond:

  1. If you put the jammer in the ferris wheel, you'll have to fight your way back to the mansion as hordes of Tribals start to spring up from up ahead, from behind, and from up above.
  2. Once the area is clear of enemies, you'll be able to fast travel back to the mansion and watch as it explodes.

Main Quest 5 - A Meeting of the Minds

If You Sided With Calvert

  1. You can head straight for the lighthouse to the south. Before you do though, you might want to check out Desmond's bomb shelter amongst the rubble of the mansion. Inside you'll find some supplies for the upcoming battle.
  2. Once you enter the lighthouse, a trap door will open up leading to an underground lab.
  3. Take a few steps forward once inside the lab and you'll be confronted by a very angry Desmond. #You can still get on Desmond's good side by affirming that you only did what you did so Calvert would let his guard down. Otherwise you can kill him right there.

If You Sided with Desmond

  1. Desmond will be waiting for you in his bomb shelter underneath the mansion. Head inside and talk to him to find out about his plan to invade Calvert's hiding place, the Lighthouse.
  2. Once you're done talking and have collected all you need from the bomb shelter, head outside and follow Desmond over to the Lighthouse to the south.
  3. Once inside, a trap door will open up leading to an underground lab.
  1. NOTE: From here on out, the two paths are the same.
  2. Proceed down the stairs and take out the two turrets once you or Desmond opens the door.
  3. Continue down the steps and you'll be met by a Robobrain Sentry. Take it out like you would any other Robobrain, but be careful of its ranged attack. It will immediately cripple your head if it hits.
  4. Check the rooms to the sides if you wish, but you eventually want to continue down the steps and into a circular room where turrets are waiting for you.
  5. Once you take care of the turrets, head into the room to the southeast and check the table for a Level Alpha Security Badge. The door on the western wall here hides another Robobrain Sentry and a small supply room.
  6. With the security badge in hand, return to the circular room and use the terminal to unlock the door.
  7. Continue down the steps into a long hallway with doors along the sides and a turret at the end. Head into the room to the left for some cover and relief from enemy fire. Just note that there is a Robobrain Sentry in the room just across from you.
  8. When the area is clear of both Robobrains and turrets, activate the terminal at the end of the hall and hack it to open the next door.
  1. There is a wallsafe on the wall to the left, but more importantly there is also a Robobrain through the door to the right that is guarding the path that you need to take.
  2. Take care of the Robobrain and then head down the stairs to reach another hallway with doors on the sides. Be sure to grab some stimpacks from the first aid box on the right wall.
  3. Continue forward into the next room and take out the Mark III turrets guarding the doorway to the final room.
  4. Once you finally reach the brain of Professor Calvert, wait for Desmond to initiate a heated conversation with it.
  5. It seems that both sides are certain that you'll side with them. Time to make that choice for yourself. If you want to side with Calvert, get a sneak attack on Desmond and blow his head off. If you want to side with Calvert, continue shooting at his glass case until it breaks.

Siding With Calvert

  1. If you decide to backstab Desmond, Calvert will thank you for your assistance, and then will return the favor by turning his robots against you!
  2. Kill the various protectrons that surround Calvert and then blast away at his case until it breaks.

Siding With Desmond

  1. Desmond fortunately will not backstab you if you decide to break Calvert's tank. As a reward, he will give you whatever is in the reward vault.
  1. NOTE: The rewards for this quest are the same no matter who you side with and there is no karma reward or penalty for either path. So in the end, it really makes no difference who you decide to side with.
  2. Once you've made your decision and completed the quest, head towards the door to the west and open the reward vault ahead to claim your spoils.
  3. After you've collected everything of value, turn around and use the ladder to return to the surface.

Side Quest 1 - An Antique Land

  1. To start off this side quest, you'll need to locate a ship called the Ozymandias. To locate it, head northeast from the Calvert Mansion.
  2. Once you make it to the the ship, look for a hatch on top that leads to Belowdocks.
  3. Look around the ship for a terminal. Activate it and the select Mission Parameters to obtain the quest.
  4. The basic idea goal of this quest is to collect three soil surveys scattered throughout the swamps of Point Lookout.
  5. The soil surveys can be collected in any order and this quest is made much easier if you've done some exploring of the Swampland previously and already have several locations discovered.
  1. All of the locations of the soil surveys are marked on your map with quest markers, so fast travel over to a location nearby to one and start heading towards it.
  2. Once you reach the quest marker, look for a mound of dirt with a ladder sticking out of it. Take the ladder down into the excavated muck hole and you'll find your soil survey.
  3. Repeat this for all three surveys and then return to the ship so you can enter the auth codes into the terminal and unlock the nearby safe.
  4. The rewards for completing this quest include, experience, Bio-Gas canisters, three radiation suits, and a couple of Rad and Med-X's.

Side Quest 2 - Plik's Safari

  1. You can pick up this sidequest by locating the Coastal Grotto, which can be found among the cliffs to the east of the Cathedral.
  2. Enter through the steel door and then continue forward until you find a Ghoul named Plik. Talk to Plik and he'll tell you of a little game that he runs here in the Grotto.
  3. The safari is a survival challenge where you and a couple of fellow thrill seeking adventurers try to survive against an army of Ghouls, all for the price of 1000 caps.
  4. As painful as it may be, you're going to have to pay him the 1000 caps if you want to complete this quest. Once you pay Plik, he'll open the door and you can head on through to Plik's Safari.
  1. Once inside, head over to the middle area where your fellow humans are waiting. When you're ready, press the button to start the onslaught of ghouls.
  2. TIP: Before you hit the button, you might want to consider planting mines in the corners where the ghouls spawn from.
  3. Thankfully, the toughest ghoul you'll find here are Glowing Ones, so you don't have to worry about any Feral Ghoul Reavers joining the party.
  4. Once the long battle is finally over, return to Plik for your reward: a unique axe called The Dismemberer.
  5. TIP: Plik's Safari can be repeated every few days for 500 caps if you're looking for an easy way to gain extra experience. If not, you can kill Plik and get your money back plus whatever he had on him. Pickpocketing also works if you have the proper skill.

Sidequest 3 - The Dark Heart of Blackfall

  1. This sidequest can be picked up by venturing to the Blackhall Manor, which can be found on the west most end of the map. To get there, try heading west from the House of Wares or the Homestead Motel and looking around for a huge mansion.
  2. Once inside the manor look for a man named Obadiah Blackhall. He'll stop you before you get close and demand to know what your business is. Don't threaten him and he'll invite you to come introduce yourself.
  3. Obadiah will ask for your help in retrieving a book that was stolen from him by the Swampfolk. Agree to help him and then head outside the manor once again.
  4. A woman named Marcella will approach you once you're outside. She will try to persuade you against retrieving the book for Obadiah as she believes that he plans on using it for evil.
  5. Keep that in mind as you fast travel back to the House of Wares or Pilgrim's Landing and travel eastwards towards your quest marker.
  1. Eventually you'll come to a shack door leading to a Burned Out Basement that is guarded by several Swampfolk.
  2. Head into the basement and follow the trail all the way to the end where you'll find the book, known as the Krivbeknih.
  3. Take the book and then start backtracking towards the entrance. Be careful though, as the Swampfolk are not going to be very happy that you took their precious book and are currently on the way to cut off your escape path.
  4. Fight your way back to the entrance and then it is decision time.

Give the Book to Obadiah

  1. If you want to give the book to Obadiah, then all you have to do is return to the mansion and present it to him.
  2. The reward for going this route is 1000 caps and some experience.
  3. NOTE: If you want, you can follow Obadiah after he gives you the caps and witness his creepy cult-like worship of the Krivbeknih

Give the Book to Marcella

  1. You actually won't be able to give the book to Marcella due to the fact that she will have been killed by Smugglers by the time you reach her.
  2. Check the holotape near her corpse and you'll learn of another method to dispose of the book. You'll have to travel back to the Capital Wasteland and head towards the Dunwich Building.
  3. From there you must travel down to where the Obelisk is and activate it in order to burn the book. Doing this will reward you with positive karma.

Sidequest 4 - The Velvet Curtain

  1. This is the longest and most in depth sidequest that you'll find in Point Lookout, and it can be picked up by visiting the Homestead Motel, which is located to the northwest of the House of Wares.
  2. Once you reach the motel, head into the room at the northwestern corner, which is Room 1D.
  3. Activate the terminal on the small desk and select "Welcome to USA, Dr. Jiang." Doing so will download an audio clip to your Pip Boy and will add this quest to your log.
  4. Check the suitcase on the bed and pick up the locker key.
  5. You now have everything you came here for, so head on out and fast travel back to the Point Lookout Pier.
  6. Once you arrive on the pier, head east along the boardwalk and follow your quest marker until it points at a locker on the left side.
  7. Open the locker and pick up the holotape entitled "Box 1207 - Spy's Audio Password"
  8. Head back the the pier entrance and make a right so that you're back on the path that leads to either the ferris wheel or the House of Wares.
  9. Keep on going straight and following your quest marker over to the People's Bank of Point Lookout.
  10. Get out a melee weapon to deal with the Radroaches in here as you head towards the barred up safety deposit box room.
  11. You can try to open the box you need by activating the intercom and saying the password, but it won't work due to a vocal identity mismatch.
  12. So instead, what you need to do is go to the notes tab of your Pip Boy, find the note you picked up from the motel room, and play it. The lady on the note will say the password, and the box will open up.
  1. Head over to the newly opened box and pick up the Espionage Debriefing note along with some Pre-War Money.
  2. Listen to the note to learn of a submarine that Agent Jiang was tasked with destroying. In order to destroy the sub though, Jiang must have first met up with Agent Yang. You must follow in Jiang's footsteps and find out what happened to Agent Yang.
  3. Once you're done listening to the note, leave the bank.
  4. Head east, past the bumper cars, and you'll see a door on the right side leading to the Naval Recruitment Center.
  5. Inside, your quest marker will point you towards a terminal that will tell you of the fate of Agent Yang. She has been transferred over to a detention camp in Point Lookout for interrogation. Time to locate that detention center.
  6. From the Naval Recruitment Center, head directly north to reach the Turtledove Detention Center.
  7. Enter through the gates and then head in through the shack door to the left.
  8. Two Ghouls inhabit this little building. Take them out and then check the morgue drawers on the west wall to find Yang's corpse. It seems that she was hiding the self destruct codes for the submarine in a fake molar. Remove the Self-Destruct codes from the corpse.
  9. Now you have a choice of whether or not you want to participate in a large scale battle against a whole bunch of ghouls. If you do, head out through the door you came in through. A mass of Ghouls have gathered around the area since you went in.
  10. If you don't want to have to deal with the ghouls, you can leave through the manhole near the burner that leads to the Septic Tunnel Access.
  11. Either way, once you're able to fast travel, make a trip to the Lighthouse.
  12. From the Lighthouse, head west into the ocean and swim towards the quest marker until you see the notice that you have discovered the Sub Recovery Site.
  13. Once you've discovered the sub, dive underwater and swim around until you actually see the submarine. Climb in through the hatch on the top.
  14. Find the terminal inside the sub and choose "Initiate Self-Destruct"
  15. You'll need to hit the fail-safe before the sequence actually begins, so use this time to look around the sub. There's a footlocker next to the bed that is locked and can be picked to find some ammo, caps, and a few cheap weapons.
  1. When you're ready, head towards the turbine with electricity coming out of it and look for a small panel with a yellow sign on it. Activate this switch to trigger the self-destruct sequence.
  2. Climb out of the sub and quickly swim away to get out of the range of the upcoming explosion.
  3. Fast travel back to the Homestead Motel and return to Room 1D.
  4. Activate the terminal and select "Extraction Details" for the next step of the quest. You will be instructed to pick up the Cryptochromatic Spectacles from the toilet in your motel room. Go ahead and do so, and then head outside.
  5. Fast travel over to the Calvert Mansion and head towards the building that looks like it is still being built to the southwest.
  6. Clear any Smugglers that might be in the area and then put on your Cryptochromatic Spectacles.
  7. The Spectacles will create rings around the four vases that indicate which number they are. The order that you must activate the pedestals is: 1, 3, 2, 3, 4, 4, 2.
  8. Entering the correct combination will cause a star shaped piece of the floor to slide away, revealing a hatch that leads you down into the Chinese Intelligence Bunker.
  1. Head down and you'll come to a room that is chock full of cool goodies for you to scavenge. Apart from the huge pile of ammo boxes to the right of the entrance, there are also several different types of weapons that you can use to repair the ones you have, a work bench with a bottlecap mine underneath, and a cabinet full of weapons and ammo, a shelf with a mini nuke, health supplies, and a stealth boy.
  2. Once you've collected everything this room has to offer, follow the protectron downstairs and head into the room to the left.
  3. Before you activate the terminal, check around this room to find the very useful Backwater Rifle lying on a shelf to the right of the entrance.
  4. Once you're ready to leave, activate the terminal and select "Extraction Debriefing"
  5. You've been doublecrossed! The door will lock and the room will start to fill with radiation. Quickly climb the lockers and jump across the various boxes until you're able to get on the pipes surrounding the room.
  6. Climb up the pipes all the way to the top of the room where there will be a hatch that leads to a Runoff Pipe.
  7. Once you're inside the pipe, you're home free. Follow the pipe all the way to the end to re-emerge at the surface. You're now officially done with this quest.

Side Quest 5 - A Spoonful of Whisky

  1. This short fetch quest can be obtained by locating Marguerite's Shack, which can be found around the center of the map, southeast of the Trash Heap and southwest of the Cathedral.
  2. Inside the shack you'll be able to talk to an old lady named Marguerite. She'll ask you to bring her Yeast, Fission Batteries, and Refined or Wild Punga fruit so she can create Moonshine.
  3. In the end you need to bring her 3 Yeast, 6 Fission Batteries, and either 10 Refined Punga Fruit, or 20 Wild Punga Fruits.
  4. Completing the quest will net you 300 caps and 6 bottles of Moonshine.

Fallout 3 Point Lookout Walkthrough Answers

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