Fallout 3 Rescue From Paradise

This is Part 8 of our complete Fallout 3 Walkthrough, featuring Fallout 3 Rescue From Paradise and Finding the Garden of Eden.

Rescue From Paradise

  1. NOTE: This quest is optional, and you can complete this if you managed to convince Mayor MacCready to let you into Little Lamplight with your speech skill.

  2. If you've found Arefu either through exploring or through the sidequest, Blood Ties, you can fast travel there and then just head a bit north to reach Paradise Falls. If you haven't explored any of the area north of Vault 101, you will need to fast travel to the vault and make a long trek up north.

  3. Once you reach the front gate of Paradise Falls, you'll be met by a Slaver named Grouse. You have a couple of ways to gain entry into Paradise Falls.

  4. Those who have done enough evil deeds to earn themselves Evil Karma can enter Paradise Falls with no strings attached.

  5. Those who have maintained a good persona up until now will be glad to know that this is the one place where you can gain entry simply by shooting the guard without getting a karmic penalty. In fact, for every Slaver you kill, you'll actually gain karma. If you decide to do this, be prepared for a tough firefight, as you'll have to take on the entire Slaver population of Paradise Falls. Be sure to grab the key from either Forty's or Eulogy's corpse after you kill them and unlock the gate that holds the kids. Once the kids are free, meet them southwest of Paradise Falls and talk to Penny to complete the quest. Quest Completed

  6. If you don't wish to battle the Slavers, you could instead try your speech skills to convince Grouse to let you buy your way in. The cost is 500 caps.

  7. You could also take on a sidequest by offering to round up some slaves. This starts the Strictly Business sidequest.

  8. Once you enter Paradise Falls, whichever method you choose, take the time to hit all the usual places of interest. To your left is the Lock and Load gun shop where you take care of all your shopping needs. Across from there is the Barracks and Clinic. Head southeast to find Eulogy's Pad and at the south end of the town is the Slave Pen where you'll find the children you're looking for.

  9. TIP: Inside Eulogy's Pad is a Speech Bobblehead. It is located on the desk next to the computer terminal.

  10. There are two main ways to release the kids from the captivity. The first and most simple way is to talk to the boss Slaver, Eulogy, and ask to buy the kids off of him. The initial price is 2000 caps but with the proper speech skills you can bargain down to 1200. If you do this, the kids and you head back to Little Lamplight, you talk to MacCready and the job is done. Quest Completed

  11. NOTE: You have to actually have the 2000 caps when you speak to Eulogy in order to bargain down to 1200.

  12. The other way is to create a jailbreak. To do this you must first come up with a plan with the kids. Make your way to the Slave Pen at the south end of the town and talk to Sammy.

  13. Sammy will grab Squirrel and he'll tell you the plan he's been working on. His plan involves you getting into the terminal in Eulogy's Pad and connecting the computer in the Slave Pen to the network. Hack into the computer and then select the option "Update Network Connections".

  14. If you don't have 50 skill points in science, then tell Squirrel that you're not good with computers. He'll tell you of another way that involves repairing a junction box near the food area. For this, you'll need a high repair skill as opposed to science. If you don't have enough skill points in either, then you'll have to either level up until you have enough points or use one of the above methods to complete this quest.

  15. TIP: Repairing the junction box is risk free, but if you decide to use the terminal, you need to make sure no one is watching you.

  16. Once you either activate the terminal or repair the junction box, return to Squirrel for your next task. He'll tell you that at midnight, only one guard is on patrol near the Slave Pen. If you can distract that guard, the kids will be able to make their escape.

  17. Either find a bed or press Back to bring up the wait menu and fast forward the time to midnight.

  18. You have two ways to get Forty away from his post. If you have the skills in speech, you can just talk to him and convince the man that he doesn't get paid nearly enough for the work that he does. He'll go have a talk with Eulogy inside his pad, leaving the pen unguarded.

  19. If you don't have enough speech points, your other option is to find Crimson. You can use your speech to persuade her to distract Forty or simply pay her 100 to achieve the same end goal.

  20. Once Forty is dealt with, head back to Squirrel and let him know the news. He'll say that everyone is ready to leave, but Penny won't go for some reason. You can use your speech to convince Squirrel to leave her behind if you don't mind the karma loss.

  21. You can also talk to Penny to find out that she's grown attached to a guy named Rory and refuses to leave without him. You can try to convince her with your speech skill to forget about him, but if you fail you'll have to either leave them both behind or steal the key from Forty or Eulogy.

  22. If you decide to free Rory, you can either pickpocket Forty or Eulogy for the box key, steal it from the table in Eulogy's Pad (recommended), or kill one of them and loot it (not recommended).

  23. Once you have the key, unlock The Box west of the Slave Pen to find Rory inside. Tell him that Penny told you to get him out and also tell him either to make a run for it or to proceed quietly. If you want, you can try to get him out alive, but chances are that he won't make it. Just make sure not to fire at any Slavers.

  24. In any case, return to Penny and let her know about Rory's fate. She'll meet up with the rest of the kids southwest of the entrance to Paradise Falls.

  25. Talk to Penny on the outside to complete the quest. Quest Completed

  26. NOTE: If you completed this quest in order to get into Little Lamplight, fast travel back to Little Lamplight, head to the front gate, talk to Mayor MacCready to gain entry, and skip to step #20 of the quest "Picking Up the Trail" to pick up where you left off.

Finding the Garden of Eden

  1. The first thing you can do is try to get those who came in through the broken door and those who used Murder Pass at the same place. If you came in to Vault 87 through the broken door, head south, pick up the Nikola Tesla and your skill book from the box near the mannequin, then head down the eastern corridor and face north.
  2. Now that you're both in the same area, proceed into the room ahead. There will be a slight Radroach infestation in the northwest corner of the room. If you have a melee weapon, use it to dispatch them since there is no need to waste ammo on Radroaches.
  3. There is a chance that a Super Mutant on patrol will enter the room, so be on the lookout. When you're done collecting the items in this room, exit through the northern door and follow the path up the stairs. Be ready to be met with Super Mutant resistance.
  4. Eventually you'll come to a door leading you to the Living Quarters.
  5. Open the next door and be prepared to take out a Super Mutant Master waiting for you at the top of the stairs.
  6. Once you have killed the Master, follow the stairs up to another door which leads to a large open room housing a sledgehammer wielding Brute and another Master in the projection room. If you have mines, you can put them to good use here as you've got lots of room to run away and lay down mines while the Brute mindlessly chases after you.
  7. When the area is clear, search the various rooms for supplies. The western room in particular holds a couple of ammo boxes and a First Aid Kit with purified water and a stimpack. You can also find a stimpack and Med-X on one of the desks in the doctor's office.
  8. When you're ready to move out, go through the doorway on east wall that is close to the northern wall. Follow the corridor, go up the stairs, and you'll spot another Super Mutant Master at the very end of a long hall way. Once again, mines will go a long way here if you can sneak halfway down the corridor, drop some mines as you head backwards, get his attention and then run back down the stairs.
  9. After you kill the Master, proceed down the long corridor. Lockpickers can attempt to pick the very difficult lock on the first door on the left, but it doesn't lead anywhere interesting.
  10. The second doorway on the left however leads to the upper section of the area you were just in. As soon as you enter, two Super Mutant Masters will come in from the other side. Head back into the corridor and let them come to you, in order to make your attack simpler.
  11. Once they're done and dealt with, cross over to the other side of the top floor and look on the left wall for a door with an average lock. This door leads to a supply room containing items like a Nuka Cola Quantum, a Pugilism Illustrated skillbook, a Laser Rifle, ammo, and a First Aid Kit.
  12. Continue west down the corridor and travel up a flight of stairs. There will be Super Mutant Masters to your right, but they won't be able to get past the barricade. Use this to your advantage and throw some frag grenades in there to deal damage without risk of receiving any yourself (unless you get caught in the splash of your own grenades).
  13. Proceed forward and ignore the highly radiated corridor to your left. Turn right, go forward, and turn right again to be met with yet another Super Mutant Master guarding a room. Kill him and then ransack this room for all kinds of useful items. If you can lockpick the wall safe, you will find four stimpacks inside.
  14. Make a right out of the room and then make a right at the next junction. Be sure to loot the Masters you killed earlier before turning left into the doorway.
  15. Head up the two flights of stairs to reach the door leading to the Test Labs.
  16. The first door to your right has a Super Mutant Brute behind it. Open it and give him the best and last greeting of his life before quickly looting the valuable items from the room. Among them are a stealth boy device from the safe, missiles from the locked ammo box, and other various types of ammo.
  17. Be prepared to deal with a Centaur if you took too long to gather supplies from the room once you walk outside. Continue along the linear path, checking the windows if you wish to view the failed experiments of the Super Mutants. A Super Mutant Brute is waiting for you as you turn the corner to face north.
  18. Once you see a red light over head, go into the room to your right to find a First Aid Kit with two stimpacks.
  19. Continue along the corridor and you'll eventually hear a Super Mutant call out to you. Press the intercom button to strike up a conversation.
  20. The Mutant will tell you that his name is Fawkes, and he wants you to get him out of his cell. If you help him out, he'll lead you to the G.E.C.K and will even traverse the radiation filled hallways to get it for you.
  21. To release Fawkes, go down the hallway to your right and enter the last room on the right. Eliminate the two Super Mutant Brutes that are present in the room, and then activate the Fire Alarm. Doing so will also release a Centaur and a Wastelander named Sid into the hallway, but they should be fairly easy to take care of.
  22. After you press the alarm, start heading back to Fawkes. He'll keep up his end of the bargain and lead you to the G.E.C.K. For the remainder of the quest, just follow Fawkes, let him take the brunt of any punishment while you hang back and take enemies out from a distance.
  23. Once you reach the G.E.C.K chamber, talk to Fawkes who will say that he'll go in and get it for you. Wait for him to come back and then talk to him once again to have him hand it over.
  24. With the G.E.C.K in hand, time to backtrack back to the entrance. Luckily, you don't have to go very far as you'll be interrupted by a scene where you are knocked out by the Enclave and then taken to their headquarters. Quest Completed

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