Fallout 3 quests in the park point lookout. Point Lookout: Walkthrough of the game. Cathedral "Ark and Dove"

Is a sad example of how a controversial idea suffers from poor implementation. Yes, $ 10 is a modest amount, but a miserable "" in Alaska, in which there is almost nothing to do, and a sluggish "" is not needed for nothing. Of course, it’s not easy to think about quality when the bosses demand “supplements” every month. However, there are exceptions to the strictest rules. Point lookout only inferior to more expensive The lost and damned for Grand theft auto 4 .

Cthulhu doesn't walk here

System requirements

Pentium 4 2.4 GHz / Athlon XP 2500+

1 GB memory

GeForce 6800 / Radeon X850

700 MB on hard drive

Fallout 3

Recommended Requirements

Core 2 Duo 2.5 GHz / Athlon 64 X2 5200+

2 GB memory

GeForce 8600 GTS / Radeon X1900

700 MB on hard drive

Fallout 3

As in The pitt, the action of the new mini-addon takes place in a separate area. Stepping on board the steamer, the hero finds himself in an abandoned nature reserve in Maryland. The swamps here look creepy, even though they were not burned out by atomic bombs. The oppressive environment reminds of Call of Cthulhu: Dark Corners of the Earth and Silent Hill, radioactive slurry squishes underfoot, and the path through the thickets of ugly trees disappears into the fog. It is gloomy here even during the day - the sky is always covered with leaden clouds. In addition, the picture is blurred with a "faded" light filter. To a familiar image Fallout it doesn't seem like that at all, but the world after a nuclear apocalypse could certainly be that way.

Among the attractions Point lookout- almost all horror templates: a dilapidated tourist area with a Ferris wheel, a couple of family mansions, lonely forest guards, a cursed mine, a lighthouse and a camp for Chinese prisoners of war. However, despite the straightforward approach, Bethesda has kept the style well. Only dozens of dolls pierced with stakes are inappropriate.

Unfortunately, there are almost no attempts to frighten the unknown; hallucinations, "voices in the head" and a mysterious evil book are squeezed into the game in a hurry and very clumsy. Instead, the authors copied American "horror films" of the 70s: "The Hills Have Eyes", "The Texas Chainsaw Massacre", etc. Of course, the prohibitive cruelty of the inhabitants causes not fear, but only hostility and a desire to feed them with lead.

The peninsula is inhabited by two groups of feral people: the church was occupied by cultists who expand their consciousness with drugs and lobotomies, and mutated cannibals are hiding in the quagmire. Both are surprisingly dangerous opponents. It only takes a few seconds for a gang of gnarled pygmies with double-barreled guns to finish off a fighter in motorized armor, but both shot and plasma bounce off their rhinoceros skin. For players who did not buy Broken steel(i.e., those who have not raised the level bar above 20 and missed the trophy equipment), it will be difficult to fight the degenerates on equal terms.

19 July 2009 4455 0

You receive a message in your Pip-Boy 3000 about a ship docked south, near the Arlington Library and Jefferson Memorial. A woman meets you in front of the ship and tells about her daughter, who went to explore the world of the former National Park "Viewpoint". The woman is very worried about her and wants you to find her. If you enter the ship, you will be greeted by Tobar, the owner of this ship. He will invite you to go on a trip to the Park "Viewpoint", a ticket to which costs 300 gold. Having bought a ticket, we lay down on the passenger bed and set off! Now you can leave the ship and go to the abandoned mansion in search of treasures! When you approach the front door, you hear a voice behind her, which asks you to help him in taking over the mansion. You will need to collapse the roof in two places - in the west and east wing. You just need to shoot at the big red thing (there must be gas there). After that, you will have a hot battle for the house. First they will attack on the right on the second floor. Then they will attack three times from below. Having resisted the ABC in battle, no one will thank for anything (Desmont is still a goat) and will demand to complete his tasks. This is where the quest ends.

After talking with Desmond about the "case" you have to get into the company of savages who worship some unknown god. To do this, you need to go to the Cathedral. To be allowed there, you will have to perform a rite of passage. The rite is to collect seeds from the huge punga tree. Head towards the passage to the sacred valley to the west. Upon entering the sacred site, you will find a wetland where bogs live and where punga fruits grow. After reaching the sacred punga tree and picking up the seeds, you will be sprayed with poisonous gas by the punga tree. And you, like a drug addict, will go back, meeting the bobbleheads of Shmolt-Tek, whose comments make you laugh. And in general, you will see many different glitches (such as a chainsaw flying in the air, bottles of quantum nuclear-cola falling from the sky and exploding as you approach them, a "coup", underground ropes weaving in front of you, the corpse of your mother, dead settlers, Amata, Petty Officer Lyons, Moira Brown, as well as you will meet Mr. Burke and the bomb, which is from Megaton, after the explosion of which you will find yourself outside). Go to the cathedral and they will let you in, noting that you have passed the ritual.

At the entrance you are greeted by one of the savages. You can find out from him that Jackson is the head of their gang, but he does not know where to look for him. Inside you can find many Pungi fruits (not wild ones) and Nadine. After talking with her, you will find out where Jackson is now and how to get to him. As for her mother, she will say that she wants to see her, but she will return home later. We go to Desmont, who tells you that you need to find out more information from the leader of the savages. Approaching the sunken ship and learning that holographic projection is in charge of the whole thing. After talking with Jackson, which will leave you alone with the projection, you learn that she wants to destroy the jammer in the estate, and at the same time kill Desmond. And entrusts this matter to you.

And you, in turn, go to Desmond and talk to him. He will tell you that there used to be the Calverett family, who owned half of the land in Maryland. And they fought with Desmond all the time. Now he will suggest that you install a jammer on the Ferris wheel. Head there and you will hear Calverett's voice in your head. He will suggest that you throw the jammer into the trash press rather than onto the Ferris wheel. You will have to make a choice:

1. If you decide to install a jammer on the Ferris wheel. In your head you again hear the voice of Calverett, who scolds you for not listening to him. And very soon savages appear on the horizon who want your death. After fighting them (and naturally winning), head to Desmond's mansion. You see an airstrike on Desmond's house. In search of a corpse, among the debris, you will stumble upon a hatch in a bomb shelter. It was there that Desmond hid. After talking with him, you learn that Calverett killed two of his dogs, enforcing the radio signal that gave him away and launched an airstrike on the house. From the radio signal, Desmond determined that the professor's location was a beacon behind his house. Heading there instead of with Desmond.

2. If you decide to throw it into the press, then Calverett will invite you to Desmond's house, where you can see the airstrike inflicted on Desmond's house. Now you can go to the lighthouse and talk to the professor. But there, to your surprise, you meet with Desmont, who somehow survived. He asks you to help him kill Calverett.

You will receive a message again on your Pip-Boy 3000. At this point, the message will tell you about a certain ship that has docked somewhere in the South, near the Arligont Library. Near the ship you will be greeted by a girl who will tell you about her daughter that she went to inspect the area where there was once a local national park "Obzor Point". The girl will ask you to find a little girl. If you decide to board the ship, then you will be met by a man named Tobar, who is also the owner of this ship. He will immediately offer you to go to the park, where the little girl got lost. The ticket will cost 300 caps. Once you buy yourself a ticket, then you can lie down on the berth for passengers and calmly swim. As you arrive, then move to the old, abandoned house. As you approach the door of this house, you will hear that you will be asked to assist in the seizure of this house. Agree, after which you will need to destroy the roof in several places, or rather in the east and west wings. To collapse the roof, you just need to shoot at the red marks a couple of times (most likely it is gas). After that, a very tough battle for this house will unfold. Attacks will start from the right side on the second floor. Then three attacks from the first floor. After tough battles, do not expect gratitude, because your employer is generally a freak. Instead of thanks, he will give you another task.

Walk with spirits

As you talk to Desmond, then you will need to get into the credibility of the savages who worship an unknown deity. To do this, go immediately to the Cathedral. In order to enter there, you will need to go through a certain ceremony that they will do for you. The rite, in turn, consists in collecting seeds from a large Punga tree. So, head to the sacred valley, which is on the west side.

As you are in this sacred area, you will find yourself in an unusual swamp place. Immediately you will meet monsters - Bolotnikov and that same plant - Pung. Move up to this tree and take seeds. The tree will start pouring its poison on you. After that, you, like a complete drug addict, will move back and listen to the strangest and funniest statements. Anyway, your roof will go very hard. You will be able to see even loved ones, so be prepared. However, as soon as you are released, then move back to the cathedral and you will be noted that you have passed this ritual.

I hear voices

Now a savage will meet you at the entrance. With him, you can immediately find out that Jackson (the leader of their group) has disappeared and therefore, they do not know where he is. Inside the building, you will find a large number of the Pungi plant and the girl Nadine. You need to chat with Nadine and find out from her where their head is located, and how to get to it. As for her mother, she will talk about how she wants to see her, but she will come home much later.

Now head back to Desmond. He will tell you that you have collected too little information, much more is needed. Therefore, move to the long-sunken ship. Here you will learn that Jackson's hologram is in command of everyone and everything. Next, you learn that this projection is going to destroy the jammer, which is in the house, and then destroy Desmond as well. So hold on, because the task of destruction will be entrusted to you.

Mind control

Move to Desmond to chat with him. He will tell you a story about how the famous Calverett family ruled half of Maryland. And they constantly feuded with Desmond. Now Desmond offers you to complete his assignment, in which you need to build a jammer on a Ferris wheel in a local park. Move where he asked to install the jammer. Your calm journey will be interrupted by a voice in your head, namely, the voice of Calverett. He will start offering you to throw Desmond's jammer to the trash press. There are two options for the development of these events:

This option will be available if you installed Desmond's device on the Ferris wheel. In your head, you will begin to hear Calverett's voice again. He will scold you for disobeying his order. In a couple of minutes, you will be able to watch as savages approach you and are ready to kill you. You have to fight with him. As you defeat them, you will need to go back to Desmond's friend. As you are near the house, you will be able to see the following picture, namely, how airstrikes will start to be applied to the house. After him, you can inspect the house in search of Desmond's corpse. But you will not find it, but you will find a hatch that leads straight to the bomb shelter. It becomes clear that Desmond fled there. As you meet him, you will find out that Calverett first killed his dogs, after which the radio signal began to increase and thus, a bombardment was carried out on Desmond's mansion. Now you can find out by radio emission where the professor himself lives. Move exactly there.

This option is for the case if you threw Desmond's device before the press. Here you can also witness a merciless airstrike on Desmond's house. After which, you can move up to the professor for a conversation. But instead of the professor himself, you will meet Desmond, who will again ask you to help him.

Clash of minds

In any case, you will be forced to fight with Professor Calverett's personal robot guard and find his brains in one of the liquids. Next, there will be one dialogue between Caverett and Desmond. Subsequently, you will again have a choice, which consists of two options:

You can chat with the professor. But he will ask you to kill Desmond. And only here there is a problem, after the murder of Desmond, Calveret will try to destroy you. So it will be necessary to kill the professor as soon as possible, or rather what is left of him. If you kill him faster, then his charges will not touch you. In this case, you will already have two deaths on your conscience. But in any case, you can take absolutely everything that you catch your eye in this laboratory.

The next option is, of course, to bang the professor. If you do this, then Desmond will allow you to take everything that is bad in this laboratory. In any case, you will take everything, but there will be unnecessary deaths.

It has been several months since Chris Bane destroyed the Enclave's mobile base. The Wasteland became calmer, and the paladins sighing about the loss of Liberty Prime remembered their vows and responsibilities. They no longer storm the bases, but they deliver water regularly. Gradually, the dead earth is filled with Aqua Pura, the radiation, albeit in insignificant portions, recedes. Everyone understands that this hard work is almost useless, but it needs someone to do it. Multiple Metropolitan Wasteland savior Chris Bane was more concerned about the huge charred hole in his cloak ...

Like the good old days...

He was staying overnight in a shack south of Commonwealth. The building looked dilapidated and abandoned, but it had a bed, and Chris was pretty fed up with sleeping on the street.

However, two hours later he was awakened, and extremely unceremoniously - with a shot from a plasma pistol. A red-hot clot burned an almost perfectly round hole in the cloak, bed and wall, and only extraordinary dexterity saved Chris from the same hole in his own body. In the next instant, he jumped to his feet and sent the opponent into a deep knockout with a crushing blow from the "Fist"

It seemed that this old man saw the war with his own eyes, he was so old. A dirty checkered shirt, worn blue trousers - only the plasma weapon does not fit with the simple look at all. Chris put the energy pistol in his pocket and splashed water in the old man's face.

- What ... who are you? What do you want in my house ?!

That's it! The shack turned out to be inhabited, and the owner, of course, did not like the uninvited guest.

“Sorry for the intrusion, old man, but you could have made it clear that my presence is undesirable, somehow less fiery. So, you know, you can kill. - Chris slowly walked around the room, looking at his failed killer, who without a weapon looked more like a tramp or a drunkard.

The old man turned pale:

- Sorry, son, I thought it was another raider. There are a lot of them in the area, and in general from the Wasteland what kind of evil spirits are not rushing ... I've seen so many things here in my life that you won't even dream in a nightmare. Do not be angry, huh? And give up the gun, otherwise how can I be without it ...

Chris bent over the prisoner, looked into his eyes and honestly said:

- I won't give you the cannon yet. It's still a long way until morning, and I'm not going to wander in the dark. And where are the guarantees that you will not put a charge in my back? No, your toy will stay with me for a while, but I promise you, before I leave, I will return it to you and even throw in some money. I am not greedy. You'd better tell me what - a stove or do you have a primus there? I want to boil the water, I have some clean, no radiation.

The wrinkled face of the poor fellow reflected all his simple thoughts. There was no reason to believe the unexpected guest: those who roam the Wasteland are rarely kind and noble, but on the other hand, if the guy wanted to finish him off, he could have done it twenty times already, and with his own weapon. And what to take from him, grunting old? Only it is like a cannon, but its dear guest has taken it away. And I want some water ...

- Well, this ... I have a kerosene stove, how not to be, - the old man said uncertainly. - Right now, I'll bring it, it's hidden outside in a secret. Wait a bit, or if you like, let's go together.

He jerked toward the door, but Chris reined in him.

- Well, hold the horses. He pulled out an Alien blaster. - Do you see this product of extraterrestrial technology?

- Ugh ... It's a cannon, okay? Alien. Powerful - your plasma is like a slingshot compared to it. You think of doing some kind of nonsense, and even memories will not remain from your head. If you behave yourself, you will be alive. Got the general idea? Let's go then. You're the first.

They left the shack, circled it, and went down to the cellar. The old man fished from a pile of rags a kerosene burner and a couple of pieces of jerky meat of dubious origin. He handed one piece to Chris with the words: “Here you go, son. You yourself understand that I do not wish you any harm, but caution is never superfluous. Otherwise I wouldn't have creaked here until my age. " Chris took the meat with a mental grin, but they walked back in the same order - first the old man, and then he.

I didn't want to sleep. The plasma incident dispersed all the sleepy stupor, and the old owner did not seem to be going to the side at all, on the contrary, somehow revived. He was yearning, apparently, for simple human communication, and the night visitor turned out to be a benevolent listener who showed a sincere interest in the old goner stories. Chris had, however, his own thoughts - as long as the old man weaves his stories, he, at least, will not throw anything out.

The doll heads set on stakes look like human heads from afar.

- Wasteland - this, son, is such a place where every creature is in pairs! The narrator's eyes lit up brighter than the fire in the hearth. - What are your mutants, ugh, it’s unseen, but there are a lot of them everywhere, but I've seen steamer! Three hundred years ago, some of them walked along the Potomac River ... - He laughed squeakily, seeing the genuine surprise on Chris's face. - What do you think, if I have lived in the wilderness all my life, and myself as dark as a rat's ass? You see, I can read, but I've seen these steamers on the cards. So, somehow I was walking along the coast, looking to see if there were any crab eggs, to eat hunting is a passion, and suddenly I saw smoke above the water! Well, I think, either I went blind in my old age, or I somehow jumped out of my mind imperceptibly. I rubbed my eyes - no, it smokes like smoke. Then I saw that the steamer, but not empty, is understandable. Well, curiosity was born before me, I shout: they say, where are you, so beautiful, drawn from? The captain yells in response that they are coming from some Point Lookout, go and figure out what kind of hole this is. Then a crab crawled out of the water, and I was not immediately up to this fuming pelvis. Maybe she still smokes the air on the river to this day. Would go, son, check that eh, what kind of Lookout is this? I'm too old for such ventures, but just right for you.

To be honest, Chris was in no hurry to believe his words. How can a ship sail across the Potomac across the Capital Wasteland? Yes, he was already in the middle of the way captured by mutants with rocket launchers and laser rifles, or even worse ... However, although Chris was less than the old man, he still managed to see a lot of things that no wise man dreamed of. And creepy, and unusual, and fantastic - everyone. Maybe there was truth in this strange story of a smoking ship ...

“I'll think about it,” he said aloud. - Now let's sleep. And mind you, I sleep lightly, so no tricks.

The next morning he gave the old man his plasma toy, gave him a hundred batteries, some caps and water. Stunned by the unexpected wealth that had fallen on him, and also by the fact that the guest really kept his promise and left him alive, the old man sat down where he stood with his mouth open.

And the indefatigable wanderer moved south along the Potomac River ...

The haze of the swampy south

The bombs did not fall everywhere. What is the point of the Chinese in destroying every piece of American soil? Large cities - and those partially survived the war. Washington, Los Angeles, even San Francisco more or less survived. Well, in any case, something is left of them.

But in the wilderness, in places forgotten before the catastrophe, the consequences of the war are felt differently. There were no explosions, but there were radioactive rains, and the river feeding these places itself became pure poison. However, as elsewhere, there were those who were able to endure radiation, hunger and disease. Someone has lost their last brains and is now hiding in the swamps, waiting for careless wanderers. Others rallied into communities and invented new gods for themselves. Still others mutated into ghouls, but did not completely lose their humanity, although they found themselves in the position of outcasts. One way or another, people survived, gradually restoring, as best they could, the pitiful remnants of their former existence.

Chris Bane with a gun. There is an Alien blaster in my pocket. Just in case...

Gloomy, dreary, anxious, like its inhabitants, the city is the embodiment of despair. Once upon a time life was in full swing here, but after hundreds of years of isolation, something has subtly changed. These places are hostile to aliens. They are looked at sideways, glaring at them, whispering behind their backs, discussing and pondering how to teach them a lesson. Just like that, no way. The city is sinking in fog, the coast is almost invisible, although the ship is almost at the pier, gray-black clouds covered the sky with a veil impenetrable to sunlight. And the fog will easily hide anything or anyone ... especially those who have planned unkind things.

Point Lookout was a success. Say what you like, but Bethesda knows how to create an atmospheric environment. Broken Steel was rather weak in terms of reliability and immersion, but in the southern swamps, the developers had a full time. Secrets, riddles and strangeness are here at every step. One has only to leave the city, as we come across a place for some kind of rituals. It is fenced with stakes, and heads are strung on them. It looks creepy, but if you look closely ... it turns out that the heads are something like dolls. Anxiety recedes. Two more steps forward, and you can see that instead of heads, there are rag dolls, and around there is nothing but fog ...

And from the shore you can see a half-sunken ship. Two Rad-X pills, a short swim, a serious dose of radiation and the unknown there, inside, under the hatch cover. We go down. The ship lies on its side, and a trickle gushes from a small hole in the side. Are the tides here, or what? Otherwise, the water would have stood here for two hundred years, no less. But inside the ship looks like a disaster happened a couple of days ago. Most likely, it is not drowned in war, but by itself, which is why it has survived so well. Inside is a safe with simple supplies from the team. They don't need them anymore ...

It is interesting: I'm not surprised by the "ship's caches". I remember that in Morrowind, simply a sunken ship, hidden away from assignments and errands, caused a storm of delight. Such small details are very conducive to immersion ... in the world.

But this elaborate atmosphere has one negative side - a persistent association with Resident evil 4. Here, too, there is a mysterious cult, an eerie fog, a hostile environment, general mystery and this ... a very popular story in America about southern rednecks who live apart and mix blood for generations, from which all sorts of geeks are born. Only then the radiation also tried, so that the freaks became even worse. The beginning of this story is too banal, and the first impression is poisoned.

This town, frozen in time, really has life. You can smell it in the swamp smell, homemade whiskey and rusted repeater guns. The town of Point Lookout is full of secrets and mysteries. Here you don't even notice how your legs leave the plot path by themselves ... it's a pity that this path and everything around ends very quickly. "One ticket to the Capital Wasteland, please ..."


Swamp creatures

Swamps are a piece of completely new territory. This has never happened in the Fallout world, but nothing particularly unusual is found here. Delirious ghouls, mutated crabs and their close relatives. However, we will analyze each: we will study habits, habits and identify weaknesses.

Swampfolk

The lost ship, even this one, looks very mysterious.

It's no secret that the swamps are dangerous. However, it was restless there even before the war, when the New Plague struck the world. Its consequences manifested themselves two hundred years later. The people at Point Lookout did not ask for the antidote, and they answered offers of help with shots. As a result, they were spat on and forgotten. For two hundred years, radioactive and plague residents entered into intra-family marriages, which finally finished off the DNA chain. Their bodies are ugly, genetic disorders are evident. Brains do not work at all, so they throw everyone in a row. Freaks usually walk in groups of two or three. The patrols always have someone with a gun, and the rest are most often armed with baseball bats or axes. However, even this primitive weapon can easily penetrate any armor - in Point Lookout, to balance the forces, there is an increase of +35 unblockable damage for all types of weapons, so that even a couple of ragamuffins with pneumatic fushers can easily overwhelm a fired savior in a T-51b.

Swamp dwellers do not wear armor, and therefore are very afraid of two things: shotguns and energy weapons. Double-barreled guns perfectly blow any of them to shreds, and a Gauss, blaster or plasma rifle will vaporize in one shot.

It is interesting: the swamp dwellers are the stereotypical redneck. Listen to how they talk.

Not only people are mummified by radiation ... There is a bear living in Point Lookout, which is more than two hundred years old! Ruzka can be found in a cave to the northwest surrounded by rocks. Inside the lair, there are a bunch of various components for weapons and a red ball. On one of the loading screens there is a pre-war advertising leaflet "Ruzka", so count how old he is.

Otherwise, the bear is no different from the Yao Goai, which we shot in dozens of them in the Wasteland. He also has 220 health points and no defense against energy weapons. So it's better to hunt him with something electric. The Gauss rifle works best, it doesn't turn hunting trophies into a pile of green goo.

Smuggler

There are smugglers in Point Lookout, but it is not clear what they are transporting. There is an assumption that this name is just a glitch, since not one of the residents of the town mentions them in the conversation. Only Hayley says something about them, but calls them not smugglers, but mercenaries. Indeed, in terms of armament, these comrades are more like the Talon fighters, because they carry not only guns and pistols, but also lasers, plasma rifles and rocket launchers. Melee fighters are armed with "Rippers" and superhammers, and they also love to throw grenades.

Swamp ghoul

Paler than their metropolitan counterparts, the swamp ghouls, however, differ little from them. The same wild look, the same manner of madly (and thoughtlessly) throwing himself at a person. Swamp ghouls are as harmless as their usual counterparts. One or two shots even from a weak pistol free this ex-man from torment.

Swamplurk

The Point Lookout Marsh Crabs are no different from their metropolitan counterparts. Is that the colors are slightly different. Shoot in the face with a gun - this is the surest way. These creatures are not afraid of energy weapons at all, especially from the side of the shell.

Swamplurk queen

Swamp crab queens are most likely mutated turtles that have taken humanoid traits from somewhere. Unlike the crab kings of the Capital Wasteland, the native critters use sharp claws and acid spits to attack. Concentrated slime easily eats armor and inflicts heavy damage (200 and even more), so mutant hunters should maneuver as much as possible in battle.

Local cultists are sometimes very aggressive. If their god orders them to be killed, they will rush with fanaticism to carry out the order. When this happens, the feral townspeople grab rifles, shotguns, knives and axes. Their weapons, like those of the swamp dwellers, do 35 points of unblockable damage, so even a small group can be very dangerous.

Despite the great damage, the savages are disgustingly protected, since they mostly wear all sorts of rags and rags. This does not save them from a good double shot from a shotgun, to be honest, it does not save them from anything at all. They die like flies from any weapon.

Point Lookout

A real steamer. It remains to be wondered how all these mechanisms survived the war.
and oblivion.

The name of the city of Point Lookout may sound strange. Well, what kind of name is this - Point of View? However, there are no subtleties of translation unknown to us here. At the dawn of the development of the United States, the lion's share of freight and passenger traffic was carried out with the help of steamships. Rivers were the only highways, because there were no roads or trains at that time. Along the banks, like mushrooms, small settlements grew, which, by natural laziness, were given names that were consonant with the peculiarities of the place. So, in Clifford Simak's You Made Us the main character lives in the town of Pilot-Nob, which means "navigational hill" - the pilots were guided by it. Point Lookout is obviously named because of the lighthouse, from which the surroundings are clearly visible.

Getting stronger

Point Lookout has several new abilities. They all come from quests.

Superior defender

This ability is automatically granted after questing The Local Favor. Defender of Calvert Manor gets +5 damage and +10 armor if standing still. This ability is extremely useful for sneaky characters who sit still when aiming with rifles and stand still when hit with melee weapons.

Ghoul ecology

This ability is learned using a book on the table in the Coastal Grotto cave. It is supposed to give a small bonus to damage - only +5 and only against ghouls, but because of a funny bug, damage is added for all weapons against all opponents. The additive is especially noticeable for rapid-fire machine guns and assault rifles.

Punga power

This ability is added automatically according to the plot of the main quest. Point Lookout has a special fruit called punga. The peculiarity of these delicacies is that they absorb radiation and restore health. The ability increases the amount of radiation absorbed by the fruit. Very useful, because punga grows at every step.

It is interesting: at Point Lookout, even whiskey is made from punga.

Mist weapon

Point Lookout is rich in rare examples of rifles, because progress here, in fact, did not reach. The local population, like three hundred years ago, goes out into the street with repeaters and double-barreled guns. The less fortunate take what can somehow pass for weapons - axes, knives and clubs.

Blackwater rifle

A kid with an ax is sneaking somewhere. And we are sneaking after him!

The décor of the house is, of course, impressive ... The Calvert were very wealthy.

The Blackwater rifle is an outstanding achievement in the art of weapons. It is not as good as a Lincoln follower (damage, accuracy, magazine size), but it can be loaded with ten-millimeter rounds, which are popular at the beginning of the game. If you went to Point Lookout on the eighth (or so) level, then Blackwater will serve you for a long time.

This rifle has a damage rating of 45, and there are only ten rounds in the clip. The only problem with this weapon is that it is being repaired with a special kind of repeaters, which are found only in Point Lookout, so outside the town you will have to rely only on roving mechanics.

Lucky heroes with critical abilities will appreciate fivefold increased damage on a critical hit. From this position, Blackwater is much more powerful than its competitor, the Lincoln follower.

Verdict: nice to get this cannon on entry levels, because there are plenty of cartridges for her. At the late stage of the game, it completely loses to plasma weapons.

Bio-Gas Canister

Point Lookout has deposits of a unique gas that was supposed to be used as an alternative fuel before the war. When there were no atomic batteries yet, and there was no gasoline already, people clung to any ideas. For some reason, one of them was embodied in the form of a grenade.

The biogas canister works as follows. When detonated, the gas expands sharply, breaks the shell and hangs in the air as a dense cloud. Now all it takes is a spark to make it all flare up. Gas reacts to firearms, plasma, lasers and other hot objects.

However, the gas can hardly be considered a full-fledged weapon. Firstly, their stock is strictly limited (only seventeen pieces in the game). Secondly, the damage is not increased by any abilities, although, according to the logic of things, one thing should work, because it is explosive, and it also burns. Thirdly, allies are very fond of running into the cloud, and this is harmful to their health.

Verdict: you can try to start a fire and have some fun, but in battle it is better to rely on proven plasma grenades.

Double-Barreled Shotgun

Oh, how I missed this gun ... The old double-barreled shotgun triumphantly returned. It is head and shoulders above any Combat Shotgun in damage, however, it shoots only with a doublet, so it consumes two rounds at a time. After each shot, the weapon has to be reloaded, since this process lasts only 0.8 seconds. Smiling Jack's Terrible Shotgun is just slightly better, but he has a lot more spread.

The problem with the shotgun is the same as with other weapons unique to Point Lookout: they are found only there, and therefore there is nothing to fix them.

Verdict: An excellent weapon of extraordinary power. Serves better in some situations than any energy weapon. The closest competitor is Tesla's cannon.

It is interesting: a unique shotgun, Pa's Fishing Aid, was cut from the game, but it still remained available through the console. This cannon deals terrifying critical hits, up to 2400 and above.

Fertilizer Shovel

A unique shovel with scraps of fertilizer stuck to it can be obtained from the savage Kratoa in the chapel. He gives it away for free, you just have to ask. Owners of the Child at Heart ability will get it for free, while everyone else must pass an eloquence check. However, the difficulty class of persuasion is small, and it will not be difficult to win.

The shovel has little damage - only 15, but poisons the enemy for 4 damage for 10 seconds. The damage is small, but it can be funny to crack the enemy in the head with a shovel smeared with manure ...

Verdict: good for collection, otherwise - completely useless, like all other types of melee weapons in the game.

Microwave Emitter

The handsome man with the air decided to tickle me - and I'm from Gauss into him!

That's what I love Fallout 3 for. What an atmospheric find!

No, this is not a fancy microwave oven, but a special type of energy weapon. In appearance, the emitter is similar to the Mezmetron, but it works in a completely different way. This cannon emits special brain waves that physically damage the target, but damage and accuracy are calculated based on the skill of using an energy weapon.

The emitter does quite decent damage, but it is inconvenient to shoot from it. It occupies a good half of the screen and seriously interferes with the view, and its beam, with a visually large size, hits one point, and it does not always hit the scope. Missing close is a common thing, so it is better to use the cannon only in VATS.

Microwave Emitter - unique weapon and is not found anywhere else, so problems may arise with the repair. Wandering specialist mechanics will help, but it will cost a lot of money. Another way to repair the emitter is to disassemble the Mezmetron, but it is also unique, and it will not be possible to solve the repair problem this way.

Verdict: A fun and even useful weapon in the early to mid game. An excellent alternative to a shotgun in close combat, only at medium distances the emitter becomes useless.

It is interesting: externally, the shot of the emitter is similar to the attack of the crab kings. So maybe this is a sound?

Ritual knife

The Ritual Knife is the second fastest weapon in the game, and the unique name grabs the attention of collectors. You can find this knife under the ruins of the house where the rituals were carried out. He lies in the caves on the sacrificial table.

With very low damage (only 6), the knife can perform well in battle, because its critical damage is three times higher than usual. In addition, it is one of the fastest attack speed (and AP cost) weapons in the game, so frequent critical hits can compensate for the initial weakness of the knife.

Verdict: If you specialize in melee weapons and are lucky enough, this knife will work well. Before the shotgun, exactly.

Dismemberer

The Dismemberer is a unique and frightening ax. Traces of blood on it say that the former owner did not cut trees for them at all. This weapon looks very impressive, but in terms of damage (only 25) it cannot be compared with the champion Shishkebab.

The Buster is suitable for those characters who prefer minced blood and meat to neat and aesthetic plasma clots. Especially for the cruelty-lover, this ax has the ability to separate arms and legs from the body with a greater likelihood.


Point Lookout's main storyline is again more action than exploration. We will have to shoot a lot and think a little, so it makes no sense to paint the passage - just follow the marker and you won't be mistaken.

In addition to the main task, there are also side ones: those that are issued by items or secondary NPCs. These riddles are simple, but they create a unique atmosphere of this place. Be sure to explore all of Point Lookout. And do not forget about the water - sunken ships have been waiting for rescuers for hundreds of years, and bloody rituals are not the work of a mysterious cult at all ... Successful research!

Interestingness

Swamp dwellers are local super mutants. First, they have a similar composition of patrol parties. And secondly, they stomp in the same way. Even the thinnest of them fall to the ground with a resounding crash.

There is one real smuggler at Point Lookout. You will find it in the Gerzog Mine. You will find - and you will solve another mystery.

Swamp Crabs Queens are a possible reference to The Monster of the Black Lagoon movie. Well, they look very similar, except that the color is slightly different.

In the quest Walking with Spirits, the character sees hallucinations. This is not just a collection of bizarre images, it is directly related to the events taking place in reality. So, the red saw appears when the skull is opened to the protagonist. Ghouls, voices, and reversed reality most likely occur when a piece of the brain is excised. Thread and needle - when Tobar sews up the hero's head. Pip-Boy figurines with bizarre texts are the thoughts of the character. Finally, Mr. Break is, apparently, Tobar himself, because he says: "Quiet, do not get up so quickly."

SSN-37-1A at the bottom of Point Lookout Pier.

Professor Calvert and His Brain in a Bank is a reference to the City of Lost Children movie.

The ship USS Ozymandias is a nod to the eponymous work of the poet Percy Biche Shelley. If you get inside, the computer will find a record indicating that the ship is the property of Biche Energy Partners. And the side quest An Antique Land is a quote from a sonnet.

Pilk's Safari mission is a reference to The Most Dangerous Game. Pilk also hunts humans.

In the lifeguard tents to the west of the pier, a terminal can be found explaining the role of the New Plague. It was deliberately distributed by the US government to keep people at bay and manipulate public opinion.

In October 2077, a plane crashed in the swamps north of Point Lookout. It has not suffered much from time to time, there is something to see.

At Beachview Camp, you can see the marsh people dancing around the campfire.

The Point Lookout lighthouse is copied from the present (the city of the same name exists). It is interesting because it often appears in stories about ghosts and ghosts.

A Chinese reconnaissance submarine sank near the Point Lookout pier. Be guided by the buoys, there are many valuables at the bottom.

The body of Wang Yang, an elusive Chinese spy, lies in the morgue of Camp Turtledave. It looks like she was caught after all. The name of the camp itself may be a reference to the writer Harry Turtledave and his book Southern Victory, dedicated to the history of America from the time of the Revolutionary War to World War II.

Wang Yang is also featured in assignment The Velvet Curtain, which may be a reference to the Velvet Assassin game.

Now you have to continue your journey full of adventure. Go to the pier and find Madame Panda's shop among the many shops. Once inside, you can buy many souvenirs related to the island. I advise you not to skimp and buy as many necessary things as possible, because soon you will not have such an opportunity.

Having bought up, you can walk along the coast, moving to the eastern part of the location. After a short walk, you will see a mansion that will remind you of Desmond's house. Head towards it and go inside. Now you will see grandfather sitting in a wheelchair. However, do not rush to approach him, because at the very beginning he will be negatively disposed. Wait a little, and then go to the elder. You will learn that one valuable book was stolen by the savages. He will ask you to find it and bring it to him. For this he will promise 1000 caps. Agree and hurry up to continue playing Fallout 3: Point Lookout and deliver the stolen item to its owner.

However, as soon as you get to the house, a woman named Marcella will come out to meet you. Chat with her and find out that the book you are looking for is called Krivbeknig. She will also tell you that this book has magical powers. She will also ask not to deliver the book to the old man Obadiah, but to bring it to her, so that with her help she will destroy the hellish manuscript once and for all.

Having carefully listened to the request of this lady, hurry up to continue the passage of Fallout 3: Point Lookout and head to the park inhabited by mutants. After passing through the park, get to the ritual shelter of opponents, and next to it you will see a hatch leading to the basement. After lifting the hatch cover, you will find a hole leading into the cave. Get down and go through this underground tunnel. It is worth noting that in this cave you will find moonshine. After tasting this unearthly drink, head to where this magical book of Krivbeknig stands in the very center. Approach it and take it, along the way having dealt with the enemies on the way out of the cave.

If you want to bring the manuscript to its owner Blackhall and earn 1000 caps, then hit the road. After giving away the book, you can look into the basement to see with your own eyes what exactly Obadiah will do with it. He will stand near the corpse and read prayers over it.

And if you want to help the girl Marcel, then go to the tent city where you met this lovely lady. But it turns out that she was killed. Go to her computer and find an audio recording made a couple of minutes before her death. It turns out that this book can only be destroyed in the Capital Wasteland, in the place where the obelisk is located, which embodies true evil. Keep on passing Fallout games 3: Point Lookout and head to Dunwich, because this is where this obelisk is located, near which you can destroy the magic book once and for all, thus fulfilling the woman's will.

Velvet curtain

There is a pier in front of you, look around and go forward. Going beyond the pier, you will see a hotel with a signboard "Native House". Go inside and on the first floor you will find a Chinese pistol, which is lying derelictly on the chest of drawers. Then search the room and examine the terminal that is on the table. It turns out that sometime before the war, this number was rented by a certain Chinese who did not manage to cope with the task entrusted to him. So hurry up to finish what the narrow-eyed started and find the key to the storage compartment. You can find it in a suitcase in the room.

When you pick up the key, move to the pier and open the cell in which you will find the audio password used to open the cell in the bank. In this cell, you can find the task that was entrusted to the Chinese spy. Continue through Fallout 3: Point Lookout and go to the bank, which you can find near the hotel. Be vigilant, because the bank is guarded by soldiers who need to be dealt with at the very beginning.

After the passage is cleared, calmly go to the terminal and report the password from the audio recording. However, not everything is so simple, because the system will recognize the password, but not the owner's voice. So quickly find the audio you picked up and turn it on. The system will now recognize the password and let you through. Open the cell and find the instruction there. After reading the information that is written there, you will learn that a ship is sailing in the territorial waters of America, which needs to be destroyed. But to destroy it, you need to use the password that is hidden in the jaw of one of the agents who were sent to this territory. His name is Wang Yang.

Naturally, no one knows about the whereabouts of this agent. So hurry up to stock up on dental instruments and go in search of this Van Yang. Go to the police station, which is located next to the bank. After going into a large, spacious room, you will see a computer in which you can read that the agent you are looking for was caught and sent to the Gorlitsa camp to serve his assistance. This camp is located in the northern part of the island, between swamps, which are overgrown with forests around the perimeter.

After you fight off the attack of enemies, move to the inside of the camp. On the territory you can find ammunition, weapons, and other necessities. Then move to the morgue and there you will find the corpse of the agent, open his tooth and hurry to undermine the ship. In the further passage of the game Fallout 3: Point Lookout, you need to get to the boat and find an on-board computer on it, in which you need to write down the destruction code. After what has been done, try to leave the submarine as quickly as possible, along the way taking with you a power brass knuckles, which can be taken from the chest. After completing this mission, you can safely return to the hotel "Rodnaya Dom" and get further instructions. Arriving at the place, find the coordinates of the bunker, it is underground. Follow the indicated coordinates, and they will lead you to a point located next to the Calvert estate. To get inside you need cryptochromatic glasses, which you can find in the toilet in your own room. Put them on in order to dial the code for entering the bunker. It will look like this: there are large vases in the annex that are lowered when you activate. The order of activation depends on the number of stripes on the vases. When you complete these steps, a hatch will open in the middle of the extension.

When passing the game Fallout 3: Point Lookout, it should be noted that in the bunker you will have the opportunity to seriously replenish your combat stock. But as soon as you want to do this, Protectron will come up to you and offer you new instructions. Follow him. Upon arriving in the room, there will be a small surprise, instead of new instructions, you will be attacked by the Chinese. The door will close behind you and radiation will be emitted from the hatch. To solve this problem, use the repair skill to fix the hatch, which in turn will stop the radiation supply to your room. After what has been done, follow the electricity shield on the wall, after working on it, the doors will open. You will meet the protoelectron again, naturally kill him. After all, they were in the alteration precisely because of him.

Safari Plika

In the rocky area east of the cathedral, look for the door that will lead to the Lost Grotto. There you will meet a ghoul named Plik, he will invite you to take part in an unusual safari. The cost of participation will cost one thousand caps. The safari will involve hunting for ghouls, and Plik will not help you in any way. So it will still be necessary to find out who will be the hunter and who will be the victim. Having paid the entrance fee, you go to the arena, there you will be awaited by two more of the same daredevils. The task is really not easy, because the ghouls will fall from all sides, but after passing it successfully, return to Plik, because there will be a reward in the form of a trophy ax.

Lack of whiskey

At this stage of the passage of the game Fallout 3: Point Lookout, in the center of the island you can find the habitat of the moonshiner Margarita. She will explain her unhealthy appearance to you with orange fever, but since the cure for this "fever" is moonshine, it suggests that she just felt as good yesterday as it is today. By agreeing to do her a favor, you will find out the list of ingredients necessary for extraction: yeast, punga, nuclear battery. Just by searching the meta of the location, you will find all the necessary things. To speed up the progress of the game Fallout 3: Point Lookout at this stage, look for the necessary ingredients in the mutant camps. When you return to Margarita the moonshiner, she will immediately start preparing the medicinal mixture. You will have to come for the award only the next day, it will be a couple of liters of moonshine. You can also earn a hundred caps by fixing a moonshine that is out of order.

Ancient country

If you go down a bit from the Cathedral, you can find a sunken ship called Ozymandias there. If you climb inside, and how you should dig, you will find a terminal from which you will learn that geological studies were carried out at the Point of View to find natural gas. Dig into the papers, where you deduct that the instruction for the whole team was to conceal the true purpose of the research. To find out what is hidden behind the veil of the unknown, go in search of an audio password that can be found in excavation sites. Finding records in three pits - return back to the ship. There, using the terminal, you will get access to secret data. As it turned out, the company was hiding that the gas was due to the mass graves of soldiers who died during Civil War, and if the public knew about this fact, then there could be no question of mining in principle. This information also explains all the mystical events that take place on the island.

Quests that are not shown in the pip-boy

When playing Fallout 3: Point Lookout, you can find tasks that are not displayed in the pip-boy. These include the quest from Nadine, who promised to find out the name of the person involved in drilling holes in your head. You can find her near Duchess Gambit. She will tell you that she found and caught a maniac who was not indifferent to other people's brains, he turned out to be, oddly enough, Captain Tobar. Nadine also tells you the location of Tobar, namely the engine room, where she personally locked him. And if you agree to kill him, new captain Nadine's ship will be able to take you back to the Wasteland free of charge.

Also, during the passage of the game Fallout 3: Point Lookout, you can get a free place to sleep at the Point of Lookout, for this you need to complete the task from Kenny. You can find it a little below the Cathedral in the rocky area near the mine. First you will listen mystical story about a duke who blew up his own workers in this mine, and then himself ended his life there by hanging. Since then, there have been rumors that the ghost of that very duke is wandering in the mine. Kenny asks you to go inside and bring his bear back. Having agreed, go to the mine, destroy the bogs located there and you will easily find Kenny the bear there.

Another side quest it may be for you to find a truck that overturned near the cathedral. If you do not pay attention to it, you will not know that a lamp from a lighthouse is hidden in it. After taking it from the trailer, you can fix the broken beacon at the Viewpoint.

These are all tasks that are not related to storyline but that's not all you can do in Fallout 3: Point Lookout. Using a shovel, you can excavate the pits that are scattered throughout the island, but this is not a rewarding business, since the developers did not take care that you find something through the excavation.

To repair tools, uniforms and replenish supplies, you can go to the Haley Products store. You can also get a jumpsuit called "Red Racer" which will add +5 to your ability to repair.

When passing the game Fallout 3: Point Lookout, you will be taken to the west of the island, where you can find a plane that crashed before the war. After searching near the wreckage, you will find a black box that will tell about the last minutes of the crew's life.