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(He never orders him to beat Amata. With or without the pistol.)
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===Pop the Cork===
 
===Pop the Cork===
[[Image:Escape!_Screenshot.jpg|thumb|200px]]
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[[Image:Escape!_Screenshot.jpg|thumb|300px|The [[Lone Wanderer]] leaves the vault]]
 
:'''Goals:'''
 
:'''Goals:'''
 
:*Exit [[Vault 101]] and enter the [[Capital Wasteland]]
 
:*Exit [[Vault 101]] and enter the [[Capital Wasteland]]

Revision as of 23:05, 31 July 2009

Template:FO3 quest

Template:FO3 achievement

 
Gametitle-FO3
Gametitle-FO3

Escape! is a Fallout 3 quest. It is also an Achievement on the Xbox 360 and PC; and a Bronze Trophy on the PlayStation 3.

Walkthrough

Pack your Bags

Goals:
  • Make your way to the atrium
Optional

The quest begins with Amata frantically trying to wake you up. She informs you that your father has left Vault 101 and Jonas is dead. Every member of the vault security team is ordered to attack you because the Overseer thinks that you are responsible for James's departure, and along with that, creating frantic confusion in the Vault. Radroaches have also infested the vault. Amata offers a 10mm Pistol to the player; it can either be accepted or refused, in which case Amata will use it in a scene later. The player may also tell off Amata, resulting in her simply remaining in the room. The player may still leave, however.

You can escape many different ways, such as run and gun, sneak around (or even run and hide), but don't forget the equipment on the table and in the dresser next it when you first get control. When you leave the room you'll be confronted by Officer Kendall, but he will immediately turn his attention to three radroaches, so he can be safely ignored.

Head left. Butch DeLoria should come running down the hallway begging you for help. His mom is being attacked by radroaches, and he's afraid of them. You can help him either by talking him into killing the radroaches himself (either through a speech check, or by lending him your BB Gun or Baseball Bat if you have it on you) or by killing them for him. You may also choose to simply walk away, convince him his mother is doomed and he should save himself through a speech check, or even kill him yourself. You can still save his mother if you do the lattermost. No matter which solution you choose, you almost always get his Tunnel Snake Outfit which gives you +5 to Melee Weapons, either because he gives it to you out of gratitude or because he dies and you can loot it off his corpse.

In the nearby diner is the body of Grandma Taylor. It appears that the Radroaches killed her, but the player will later learn she died of a heart attack. Her corpse is open for looting, although only a Vault Jumpsuit is able to be taken.

Officer Gomez will run into you and tell you to leave the Vault, allowing you to go free. You have a few options here involving the officer, two of which involve blaming him for Jonas' death. Andy can be found torching Radroaches in this corridor. Stanley is hiding in your Dad's office behind a Very Easy lock, but you can either pick it, or wait until Andy kills the radroaches, at which point he'll come out on his own. The Bobblehead - Medicine is on the desk if you didn't pick it up when going to take your G.O.A.T. Pick it up if you haven't already for a permanent +10 to your Medicine skill.

Atrium Atrocities

When you enter the Atrium, you will see two of your fellow vault dwellers contemplating escape, referencing your father in the process. Tom Holden will rashly run into the guarded corridor, shouting his name and asking to be let through. Mary Holden will comment on his rashness, before running to her death after his at the hands of security. However, if the guards are engaged before they rush in, they will instead flee. Saving them in this fashion has no effects later in the game. The security officers themselves hold 10mm pistols, police batons, and Vault security armor and helmets, so killing them for them may be a wise idea, though this may require the use of stimpaks on the harder difficulties, or if your character specialises in melee combat. The door at the end of the corridor leads to the Vault entrance, but is well beyond your lockpicking expertise.

The route you will need to follow is through the security door just to the right of the entrance corridor. It has been jammed open with a locker, which sometimes contains a few useless items. Proceed up the stairs, noting that you will encounter 2 radroaches upon it, and 3-5 radroaches in the connecting corridor. Now you are on the upper level of the Atrium, the facing doorway will be open, the two doors on the wall to your left are inaccessible. As you head to the only open door, you will pass a windowed room with Allen Mack and Gloria Mack inside. Allen will begin shouting at you, blaming you and your father for the predicament that they are in. Security Chief Hannon is usually found wandering around here as well and will attack you.

There will be a dead maintenance worker, Floyd Lewis, by a toolbox containing a paintgun and some scrap metal, his body contains tinted glasses and a Utility Vault Suit, which if you did not take from your dresser, you should consider taking now. Continuing through the only door beside the one you entered through, follow the corridor.

Good/Bad Friend

File:Mack death.jpg

Officer Mack being shot dead by Amata.

When you turn the corner, you'll hear Amata and her father, the Overseer, talking. The conversation is, in fact, an interrogation about your whereabouts.. If you let Amata keep the 10mm Pistol, she will free herself by shooting Mack. If you enter the room, Amata will flee and Mack will attempt to kill you, but he can be ignored or killed if you wish.

The Overseer can be spoken to in this room. Asking him for the Overseer's Office Key and terminal password will result in his refusal. If he is threatened for the keys, he will attack, but if Amata is threatened, he will give in (and also stop shouting for the guards). You can also choose to say you'll escape without them. The keys may also be pickpocketed from him, or found in lockers near the door and computer. The Overseer can also be killed for the keys (or in retaliation for Jonas' death), resulting in Amata becoming upset and Allen Mack (Officer Mack's father) becoming the new Overseer by the time of Trouble on the Homefront.

If the player gives him his/her weapons and ammo, the Overseer will turn hostile and attempt to attack, regardless of whether or not the player had any at the time (e.g. they left them in a desk). The Overseer may try to find a weapon if that happens to be the case, but the player can beat him to where he's going. The Overseer will continue to attack after that, albeit with his fists.

If the Overseer is not hostile and further dialogue is attempted after the conversation, he will simply say he has "nothing else to say to you".

The player can also choose to simply ignore the confrontation and sneak on by, at the small price of missing out on the items in the room.

Pop the Cork

File:Escape! Screenshot.jpg

The Lone Wanderer leaves the vault

Goals:
Optional:
  • Change any of your character's attributes

The next room has Jonas' corpse. He has the Vault Lab Uniform on him, which gives a +5 to your Science skill. The desk by his body may have has Shotgun Shells, has some Pre-War Money.

Amata will be waiting in the connecting room if she was rescued. If the gun was not accepted at the beginning of the quest, she will present it to the player when spoken to. Her room has 5 bobby pins in her dresser. The Overseer's room has a full magazine of 10mm Ammo, as well as a copy of the Overseer's Office Key.

If the player does not pick up a key to the office, the red door to the Overseer's office will have to be picked. The lockers in here have a large amount of 10mm ammo, and the Overseer's Terminal Password. If not picked up, the terminal will have to be hacked. It's worth noting, however, that doing either of the minigames will result in EXP, but simply using the key or password will not.

Once logged onto the computer, you can select the "Open Overseer's Tunnel" option to proceed through the secret passage, or read through several files that will help immerse you in the Fallout world. A door is at the end of the tunnel: once through, you'll find yourself in a small room with a switch on the wall. Once activated, it will reveal a larger room. There's another switch here that will open the vault door. Once opened, Amata will come down, regardless of whether or not you saved her, and say her goodbyes, be they good or bad.

Shortly after this, another door will open and more security officers will enter. Any ones that did not die earlier will also show up. Beyond the doors that they entered through are various containers available for looting (mostly containing junk). Killing the officers is still optional, but note that the ones with guns can be damaging if left alone (though it's nothing a few Stimpaks can't cure if you really want to leave them alive). Either way, your final objective is to run through the exit and reach the final door between you and the Capital Wasteland.

When the door is examined, the game will offer you one last chance to change your character's name, race, initial S.P.E.C.I.A.L. stats, tagged skills, gender, and initial appearance. Note that the character's hairstyle may be changed later through various NPCs, and his/her appearance may be changed through Horace Pinkerton.

Exiting the Vault earns you 200 EXP for completing the quest, enough for the first level-up. Regardless of how much EXP you gain during this quest, you will not level up until this point.

Notes

  • Butch is considered an ally, and will be an active combatant if you talk him into saving his mom, so it is possible to clear the entire floor of enemies without killing any yourself. Run past the initial fight and talk Butch into saving his mom. Afterwards, lure over and let Butch kill whichever party survived the fight.
  • If the BB Gun is given to Butch to save his mother, he will return it in 100% condition. Note that he has trouble using it compared to his switchblade he uses when Speech checked into fighting the roaches, so giving him a hand in battle may be necessary.
  • Before exiting the Vault through the wooden door and the end of the tunnel, run back to the now inaccessible great Vault door. If Amata was saved from her father, and the pursuing guards were not killed, they may be heard beating up Amata, and Amata saying "stop it!" or "get away from me!"
  • Everyone except Amata, Andy, and Stanley may be killed during this mission.
  • You can pickpocket Stanley for a Vault 101 Utility Key. However, it cannot be used during this mission, as almost all closed doors are marked as "INACCESSABLE".
  • The framed Revelations 21:6 quote hanging on the wall behind the player's father's desk covers a hidden safe. It has an average lock, requiring 50 lockpick skill to open it. There is absolutely no way to open this lock at the beginning of the game; the maximum Lockpick skill the player may have at this point is 47, if they have 10 Perception, 9 or 10 Luck, tag Lockpick during Future Imperfect, and wear the Vault 101 Utility Suit. If the player gains enough EXP to level up during the quest, the game will not grant the level until after the quest (even if no enemies are nearby). Only returning during the optional Trouble on the Homefront quest will allow the player to retrieve it.
  • If guards are attacking the player as he/she leaves the Vault's Entrance hatch, they will back away. They may sometimes say dialogue such as, "I'm not crazy enough to go out there! I don't care what the Overseer says!".
  • The 10mm Pistol Amata gives will come at 100% condition. If sold, it will earn the player a decent number of caps. A 10mm Pistol can still be acquired from some guards.
  • For an overall positive outcome which requires a significant amount of timing and luck on the players part, you may choose to leave the pistol with Amata, use the BB Gun for Radroaches and your fists/baseball bat for guards, then during the stand off between Amata and Officer Mack, sneak in and swipe the key and password from The Overseer while he's attempting to negotiate with Amata. Next, quickly follow it up with an attack on Mack or by simply standing up to cause Amata to flee to the next room, deal with the guards (avoiding the Overseer), then when you catch up with Amata later she is sitting at a table and thanking you for intervening when you did before offering you the weapon out of fear of what she may do next. When you arrive at the entrance and you ask her to join you, she will still decline, opting to remain in the Vault so that she may protect the remaining dwellers and "talk some sense" into her father because she's the only one he'll listen to.
  • While escaping, be sure to loot as many items as you can (Even pointless items like coffe mugs and plates) as this is a great way to earn caps in the beginning of the game. Be aware though, depending on your Barter skill the items might only be worth about 1/2 as the value.

Bugs

  • If the player is in the presence of Officer Gomez while being attacked by the Overseer, he will turn hostile against the player. While this may be intended behavior, a similar scenario in Trouble on the Homefront may suggest otherwise.
  • Attempting to interfere in the event with Tom and Mary can cause several strange effects.
  • Strangely, Amata will still end up in the Overseer's room for the interrogation, even if the player told her off at the beginning of the quest (making her stay in his/her room). It could be that she was found in the room and brought to the office.
  • On very rare occasions, if Amata keeps the gun, during the interrogation, Officer Mack may spot the player when he/she is sparring with a guard outside, and begin to attack. However, the conversation will still continue, despite Amata running off. When it gets to the part where she is supposed to shoot Officer Mack, bullets will come out of nowhere to kill him.
  • If the Overseer dies at the hands of anyone other than the player (Radroaches, Butch, etc.), Amata will still claim he/she did it when spoken to. She will also know of his death before discovering the body.
  • If Amata is attacked until she's unconscious when leaving the Vault, she may be dragged all the way to the exit. The door will also close, seemingly locking her out, but she will "warp" back in after a while of walking up against the door. She may also simply follow the player out of the Vault Door, but she won't say anything if spoken to, and will pull the same trick with the Vault door after a while.
  • When leaving the vault, changing the character's sex from male to female then back to male can cause the male player to have the walking animation of a female. This has not been tested for females.
  • When leaving the vault, changing your character's attributes then loading from a different save game without exiting the vault can result in strange bugs: i.e. changing your skin tone can result in a character with a head that's one color and a body that's an entirely different color.
  • Loading from the save game that's created immediately before you leave the vault can result in unusual bugs: i.e. the Caravan Merchants will spawn without their brahmin or bodyguards, and Galaxy News Radio will loop the same generic broadcasts continuously without ever reporting quest-related news. To resolve these issues, quit the game, start again, and load from a save game prior to the automatic save inside the vault itself (if you don't have one, you'll have to start a new game). Just save a game after you leave the vault, and be satisfied with your existing character appearance and traits.
  • If you let Amata keep the gun but pickpocket the ammo off her then the scene where she 'shoots' Officer Mack will happen a little differently. She will hold up the gun but Officer Mack doesn't die. The Overseer will still say "What have you done?" and Amata will run from the room followed by a walking Officer Mack.
  • When actually exiting the vault, it's possible to get back inside. Usually as you leave the tunnel towards the door to the Wasteland, the vault door will close after you're about 3/4 of the way there. It's possible to enter the vault as the door is closing. To do this, attach Amata until she is unconcious, drag he body outside, and head towards the exit. She will awaken and head towards the vault. If you time it correctly, she will be blocked by the moving vault door. As soon as you hear the door start to close, RUN towards the door. Target the now trapped Amata with VATS (you must equip a melee weapon) and use all your AP. If done correctly your VATS sequence will have actually put you on the other side of the CLOSED vault door. However, there is no way to reopen the vault door once you're inside.

YouTube Videos

Completing The Quest Escape! part 1 [1]

Completing The Quest Escape! part 2 [2]

Template:FO3 quests

Template:Vault 101