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Fallout 3 vault 101 mission
Fallout 3 vault 101 mission









fallout 3 vault 101 mission fallout 3 vault 101 mission

The overseer will realize that the vault will not survive more than a generation or two no matter how many supplies they may receive. Convince the overseer to step down, one of two nonviolent solutions, neither of which work on Allen Mack (the new overseer if Amata's father died in Escape!.) Any attempts to try to reason with Mack will only result in combat.Alternatively, he can be asked for food and ammunition to get 13 Cram and 350 5mm rounds in place of the suit. he will reply that Vault 101 never had one and will offer the modified utility jumpsuit instead, whether or not violence was used. This provides proof of the dangers outside and of the overseer's attempts to protect them and will allow convincing Amata without the Speech check.Īfter dealing with the rebels, the Lone Wanderer may talk to the overseer, who will ask them to leave. Hack the overseer's computer and discover the attempts by the Enclave to gain entry into Vault 101, and the overseer's refusal to admit them.Persuade Amata to stay in the vault because the outside is too dangerous (this grants good Karma.) There are two ways to achieve this:.If one is seen taking this approach, the whole vault may turn hostile, including the overseer they may become docile again after hiding for a period of time. This gives bad Karma even if the plan is trying to keep the vault closed. Killing Amata should break them up however, the other rebels may have to be killed as well. After leaving, it will not be possible to reenter the vault as it has been locked again. Just enter Vault 101 once, talk to some people and/or take items (such as opening the safe in James' office) and then exit the vault.The signal will cease after a while and the opportunity to gain XP (plus the modified utility jumpsuit) dissipate. The downside to this is no quest-related rewards will be given. There are essentially two ways to keep the vault closed one way is to ignore the problem and leave. If they successfully persuade the overseer to allow exterior access, then the overseer himself will finally accept and openly admit that without external input, the vault's population will not remain genetically viable for more than a generation or so.Īlthough there are only three different outcomes, there are plenty of ways to finish each, but regardless of the path the Lone Wanderer chooses they will ultimately be banished from the Vault. The number of Vault 101 residents has fallen significantly in the two centuries since it was sealed, implied heavily by various conversations and other means (such as a message encouraging procreation) prior to the Lone Wanderer's initial escape. One of the essential reasons for having access to the wasteland and the remainder of humanity, apart from the obvious need for supplies and parts for the vault's aging life support apparatus, is to avoid collapse due to genetic stagnation and inbreeding. Butch wishes to abandon the vault entirely and live on the surface however, the rest of the rebels simply intend to remain living in the vault, with the freedom to make excursions into the wasteland when necessary. The other faction is led by the overseer and he wants to keep the vault closed permanently, in accordance with its mission. The faction led by Amata, holed up in the clinic, wants to open the vault and interact with the outside world. Since the player character and their father escaped from Vault 101, the Vault has been divided into two major factions. If you can hear this, please stop looking for your dad and help save us." If Alphonse Almodovar was killed while escaping from Vault 101, Allen Mack will be the new overseer however, the radio message changes to ".the new Overseer is insane. The radio signal is a repeating message from Amata asking the Lone Wanderer to return to Vault 101 to help stop her father, the overseer. The signal is only active for a limited time if the quest is not started before the signal stops, the only way to start it is through the console. To find it, simply wander near Vault 101. Note that if one elects to find the G.E.C.K, there may be issues picking up the signal. This quest will be available 14 days after completing The Waters of Life and is initiated by picking up the Vault 101 distress signal on the radio.











Fallout 3 vault 101 mission