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Main Quest: Finding the Garden of Eden

Did we miss anything in this section? Is there something we didn't discover? Let us know!


Walkthrough

For this quest you’ll need to track down the G.E.C.K. (#14) in Vault 87. This will involve exploring and killing super-mutants, but you should be pretty good at both activities by now. Eventually, when you reach the Test Labs, you’ll meet a civilized super-mutant named Fawkes (#9a). He’ll try to make you a deal, and your decision with him will influence how you complete the quest.


Working with Fawkes

When you talk to Fawkes, he’ll insist that he’s a “meta human” rather than a super-mutant, and he’ll tell you that the chamber with the G.E.C.K. (#14) is “absolutely flooded with radiation.” Since super-mutants are resistant to radiation, he’ll try and make you a deal: if you let him out of his isolation room, then he’ll fetch the G.E.C.K. for you.

If you hack into the terminal next to Fawkes’ door, then you’ll learn that the door has a “lock error.” That means, to get Fawkes out of his room, you’ll need to head to the nearby maintenance room (#10), where you’ll find a terminal and a fire control console. If you can hack into the terminal, then it will allow you to open Fawkes’ door. Otherwise you’ll have to activate the fire control console, which will open up all of the isolation room doors (and release, among other things, an unfriendly human named Sid).

When you return to Fawkes after opening his room, he’ll thank you for his freedom, and he’ll begin leading you to the G.E.C.K. (#14). This version of Fawkes is very tough, so go ahead and let him lead the way and deal with any super-mutants that you encounter. He should be able to handle them easily.

When you get close to the G.E.C.K., Fawkes will stop you and warn you about the radiation, and then he’ll go on alone. When he returns, he’ll hand you the G.E.C.K., but he’ll decide that this is a good place to part company. Your objective will then change and you’ll be asked to escape from Vault 87, but when you reach the room with the locked door (#11), you’ll be captured by Enclave soldiers, and that’s how the quest will end.

Note: Fawkes will survive the encounter, and you’ll meet him again later.

Working without Fawkes

Fawkes isn’t required for obtaining the G.E.C.K., so you’re free to leave him in his isolation room (#9a) or kill him if you want. If you kill him, then you’ll find Fawkes’ Super Sledge on his corpse.

To get the G.E.C.K., you’ll need to head to the containment chamber where it’s being stored (#14). The entire area around the G.E.C.K. is highly irradiated, so you should take some Rad-X and put on some anti-radiation gear (such as the Advanced Radiation Suit at #13) first. When you get to the containment chamber, you’ll find a GECK Container inside. Opening it will (slowly) reveal the G.E.C.K.

Note: To avoid radiation while the GECK Container is opening, stand in the doorway to the room.

When you reach the G.E.C.K., you’ll be given a choice -- to pick it up or to activate it. If you activate the G.E.C.K., then you’ll die, so go ahead and just pick it up. Your objective will then change and you’ll be asked to escape from Vault 87, but when you reach the room with the locked door (#11), you’ll be captured by Enclave soldiers, and that’s how the quest will end.


1 - Peter Stevens’ Camp

At this spot you’ll find a bed, a safe with an “average” lock, and a terminal. If you read the journal entries on the terminal, then you’ll learn what drove Stevens insane.


2 - Mannequin

You’ll find a copy of Nikola Tesla and You in the crate at the foot of the mannequin.


3 - Projection Room (Lower Level)

You’ll find another bed in here.


4 - Engineering Station (Upper Level)

You’ll find a bed, a safe, and a terminal here. Reading the terminal will give you some insight into how Vault 87 came to be in its current state. Reading the last message will also unlock the safe in the room.


5 - Locked Storage Closet (Upper Level)

If you can get past the “average” lock on the door, then inside the closet you’ll find a Laser Rifle, a copy of Pugilism Illustrated, a bottle of Nuka-Cola Quantum, some ammunition, and some meds.


6 - Medical Station (Upper Level)

In this room you’ll find a terminal and a safe. If you read through the files on the terminal, then you’ll learn that Vault 87 had (appropriately) 87 unexplained deaths. You can also use the terminal to open the safe, or you can unlock the safe manually. Inside the safe you’ll find some meds.


7 - Storage Room

Inside the storage room you’ll find two ammunition boxes and a safe.


8 - Chief Physician’s Office

You’ll find a terminal and a first aid box here. If you browse through the entries on the terminal, then you’ll learn (just in case you hadn’t figured it out yet) that the scientists in the vault were experimenting with the FEV virus, and that in the process they created super-mutants.


9 - Isolation Rooms

To get into the isolation rooms (#9), you’ll either have to hack into the “hard” terminals next to their doors, or you’ll need to make your way into the maintenance room (#10), where you’ll find a master terminal with “average” encryption (which, if hacked into, will allow you to open the doors one by one) and a fire control console (which, if activated, will open all of the doors at once). You won’t find much of interest inside the isolation rooms, other than some beds to sleep on, except in Isolation Room 05 (#9a), where you’ll meet Fawkes.


10 - Maintenance Room

If you hack into the maintenance terminal here, then you’ll be able to open the isolation room doors (#9) one by one. You can also set off the fire alarm at the fire control console (with no hacking required), but the alarm will open all of the isolation room doors at the same time.


11 - Locked Door

There isn’t any way to open this door.


12 - Lab Technician Terminal

You can use this terminal to unlock the storage room to the south (#13).


13 - Locked Storage Room

To get inside this room, you’ll either need to pick the “hard” lock on the door, or you’ll need to hack into the lab technician terminal to the north (#12). Inside the room you’ll find Rad-X, RadAway, and an Advanced Radiation Suit.


14 - Containment Chamber

This is where you’ll find the G.E.C.K.


Exits:
  1. Exit to Murder Pass.
  2. Exit to Little Lamplight.
  3. Doorway between the Reactor Chamber and the Living Quarters.
  4. Doorway between the Living Quarters and the Test Labs.

Walkthrough
Introduction
Gameplay Tips
Suggested Builds
Main Quests
Growing Up
Escape!
Following in His Footsteps
Galaxy News Radio
Scientific Pursuits
Tranquility Lane
The Waters of Life
Picking up the Trail
Rescue from Paradise
Finding Garden of Eden
The American Dream
Take It Back!
Wasteland Survival Guide
Overview
Chapter 1 (Food)
Chapter 1 (Landmines)
Chapter 1 (Radiation)
Chapter 2 (Injuries)
Chapter 2 (Mirelurks)
Chapter 2 (Mole Rats)
Chapter 3 (Library)
Chapter 3 (Local History)
Chapter 3 (Old Tech)
Other Side Quests
Agatha's Song
Big Trouble in Big Town
Blood Ties
Head of State
Oasis
Reilly's Rangers
Stealing Independence
Strictly Business
Tenpenny Tower
The Nuka-Cola Challenge
The Power of the Atom
The Replicated Man
The Superhuman Gambit
Those!
Trouble on the Homefrnt
You Gotta Shoot 'Em
Miscellaneous
Behemoths
Captives
Caravans
Junk Dealers
Keller Family Transcripts
 
 
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