TOUR OF POINT LOOKOUT
Point Lookout Locations
Zone 1: Northwestern Swamps
Northwestern Point Lookout is one huge more of muddy earth, relatively faint trails, a series of interwoven bridges across the mainly hallow swamps, and various outposts, shacks, and small farmsteads dotted throughout the foggy and damp environment. To the far south is the mysterious Blackhall Manor, a grand building that stands in sharp contrast to the ramshackle Grower's Shack to the north. Study this map closely, and you can see trails to all but one of the Primary Locations, which helps situate yourself. Battles with the Swampfolk are commonplace, but even these toughened yokels don't venture too far north, where Feral Ghouls roam, and the faint sounds of a lone Yao Guai can e heard....
1.02: BLACKHALL MANOR (LAT 02/LONG 07)
Constance Blackhall was obsessed with the occult. She turned her newfound wealth into a means of acquiring archaic texts and artifacts. The most notorious of these was the Krvibeknih. Constance drew a small circle of devotees to herself, styling herself a priestess of an obscure sect based around the book. Constance lived an unnaturally long life, even in the radiation soaked marshes of Point Lookout. Local legend states that the Krvibeknih was stolen from her, and without it the woman succumbed to a death that should have found her generations before. Her legacy, having permeated the provincial culture of Point Lookout, persisted, but what little structure existed within that group deteriorated with no form of leadership. Theirs is not so much a faith as a collection of incoherent chants and rituals, their meanings long forgotten.
The Blackhalls have stubbornly clung to existence, but Obadiah appears to the last of their line. He knows that the Krivbeknih has found its way back to Point Lookout, and intends to reclaim it, with the hopes of restoring power over the swampfolk to his family.
1.04: GROWER'S SHACK (LAT 02/LONG 05)
On the trail that winds randomly northwest from Point Lookout to the Sacred Bog lies a small farming operations that does business with Tobar the Ferryman. It is the westernmost point in the middle of the "Trapper's Triangle," which stretches from the Grower's Shack [1.03] in the west to the Trapper's Shack to the north [1.05] to the Lil' Tyke Playhouse to the southeast [1.07]. A small dock and outbuilding (which cannot be entered) and two rickety bridges allow access to this growing operation. Rows of flickering bulbs keep the Bloatflies away, and provide visual cues. Also find numerous Wild Pinga to pick, and a number of Swampfolk ready to defend their livelihood. You can sip water from the Water Tower Valve after thirsty combat. The main attraction however, is the Grower's Shack itself, Access the Storm Door to Run-down Shack on the north side, near the rusting swings.
1.04: JET CRASH SITE (LAT 04 / LONG 03)
These are the remains of a U.S. Navy jet aircraft that impacted the site back in 2077. The pilot ejected and is hanging from a tree to the east (Jettisoned Parachute [1.E]). Check that location for additional items. This area is crawling with Ghouls, and the jet itself has seven skeletons, nearly all armed with Axes. Inspect the cockpit for an Ammo Box, and check the ground by the plane's left wing for a Blackbox Recorder, close to a variety of other items. The recorder has a recording, so you can listen to the last moments of the pilot's flight.
1.05: TRAPPER'S SHACK (LAT 04 / LONG 03)
This is the northernmost point in the middle of the "Trapper's Triangle," which stretches from the Grower's Shack [1.03] in the west to the Trapper's Shack to the north [1.05] to the Lil' Tyke Playhouse to the southeast [1.07]. Not only are there Swampfolk to fear, but the entire place is a gigantic trap, with Frag Mines and Bear Traps dotted about the perimeter of the house. The north side of the shack has a ground trapdoor entrance to the cellar. The south side has a covered porch and a table with a Double-Barreled Shotgun on it. Take this, watch out for the Bear Trap, and enter.
Find scattered skeletons, a caged skeleton near a Bear Trap (careful), and access to the Vittles Station and Tirlet.
Captured Ghouls and Swampfolk
This is where the Trapper gets his jollies by pitting captured mutations against each other! At the moment, six Swamp Ghouls are caged in one area, and a Swamplurk in the other. Flick the Electrical Switch to start the fight. Mop up any survivors, then open the door to reach the Swamplurk's cell with two Safes and a Quantum to gather.
1.07: LIL' TYKE PLAYHOUSE (LAT 05 / LONG 05)
The southeastern tip of "Trapper's Triangle," which stretches from the Grower's Shack [1.03] in the west to the Trapper's Shack to the north [1.05] to the Lil' Tyke's Playhouse to the southeast [1.07]. The Playhouse itself is a ramshackle affair with rusting play equipment doted around the earth, and is defended by vicious Swampfolk, so expect combat. Close by is the Parent's House [1.U]. Check the area inside the Playhouse shack for various toys and Makeshift Bedding to sleep on. The ironing board outside has the only item of interest (which gives you a +5 Repair).
1.C: EXCAVATED MUCK HOLE (LAT 01 / LONG 01)
Also known as the "Ghoul-infested Excavation Muck Hole," this area was probed by the Bysshe Company for resources, but has long-since been abandoned. The surface has a rusting shack with a ham radio in it, a nearby sofa and small concrete block campfire to the west, and a number of interesting items in the hole itself., There's escaping gas in the hole, so don't fire off any shots!
Bysshe Company Skeleton
This long-dead skeleton is likely to be one of the Bysshe Company scientist interns led by Doctor Caroline Saunders (Deceased). He lies in a small chamber of escaping fast, near the following items:
- Shovel * Holotape: Soil Survey Tape 03
- Bio-Gas Canister (2)
1.D: RUSTING CAR CAMPFIRE (LAT 03 / LONG 02)
Here lies a pitiful attempt to start a fire in a barrel. You can destroy the two cars and pick nearby Wild Punga, but this is mainly a route marker to help you visualize where you are; in this case, close to the Jettisoned Parachute [1.E] and Jet Crash Site [1.04]. You can sit on a log and ponder your own mortality, though.
1.G: RUINED HOUSE (LAT 01 / LONG 03)
Almost directly north of the Sacred Bog Entrance [1.01], this pile of rubble with a chimney was once a small farmhouse. Wild Punga grows here (including in the bath), and a hapless ancient adventurer has left some equipment by the fireplace.
1.Q: DEARLY DEPARTED (LAT 01 / LONG 05)
A lonely grave reveals evidence of two things: that Wild Punga grows anywhere, and (if you check the burial mound) that some Confederate soldiers are buried here, Items found here usually include the following:
- Confederate Hat * Yeast
- Hunting Rifle * Wild Punga
Zone 2: Northern Marshes
Not quite as wet as the northwestern swamplands, the wilderness to the north of Point Lookout Township is still a dank and dangerous place. Although Ghouls roam the northern parts, sometimes battling the robotic guardians of the Turtledove Detention Camp (the largest Primary Location in this zone), the main swampland is wooded, and the realm of the Swampfolk. When you're not battling inbred yokels, you'll be looking at their strange totems and doll fetishes, finding a hidden route into the Detention Camp, exploring a wrecked truck, and dealing with Smugglers on the western road. There's even an old Moonshiner's Shack with a lady named Marguerite inside, and you can to help here brew a strange concoction. This area doesn't have a trail, so follow the path of the river, or note the Secondary Locations so you don't get lost, Don't forget to check out Haley's Hardware too; Haley's the most skilled Repairer in Point Lookout.
2.08: TRASH HEAP (LAT 06 / LONG 03)
The Swampfolk deposit potentially harmful debris in this Trash Heap, located near the northwestern edge of the swampland. A local landmark, this is mainly used as a geographical reference when you're traversing this region. However, this mound of rubble, radioactive barrels, and rusting vehicles holds some secrets. Head around to the southern edge, near the water and bullrushes, and face north. There should be a safe in front of you, First Aid, and at the top near the bed frame, there's an open safe with a Mini-Nuke in it, near a Bag of Yeast and two Ammo Boxes. Continue down the other side of the heap for a third safe, and more First Aid hidden in the grass near a Cherry Bomb.
2.09: MARGUERITE'S SHACK (LAT 08 / LONG 04)
Marguerite's Shack is deep in the Swampfolk's woodland, on the riverbank. It's highly dangerous: Swampfolk patrol the exterior property, which features the odd Bear Trap. This yard is festooned with straw dolls and bone totems. There's some Beer by the rocking chair on the riverside stoop. Enter the shack via the Storm Door to Moonshiner Shack.
Marguerite is faking an illness on the bed. Don't accidentally shoot her; she's less demented than her cousins outside. Complete Miscellaneous Quest: A Spoonful of Whiskey to access her Moonshine.
2.10: TURTLEDOVE DETENTION CAMP (LAT 09 / LONG 01)
This lonely detention camp in the northern border of this zone was once used by the U.S. military to "detain" those suspected of being Chinese espionage agents, and a fair amount of interrogation work occurred here. Robotic guards, usually Robobrains, Mister Gutsy models, and Sentry Bots, still patrol the exterior courtyard, and can be attacked or coaxed into a battle with nearby Ghouls. Evidence of torture, detailed administrative information and a secret sewer pipe to an exit out in the swamps are all available to those who infiltrate this military stronghold.
2.11: HALEY'S HARDWARE (LAT 09 / LONG 07)
Haley's Hardware is a small, one-story shack in the northern outskirts of Point Lookout Township, and northwest of the eldritch torment of the Ritual Site [5.25]. It is run by Haley the merchant, a man with a unique-looking jumpsuit (which you'll have to pry off his corpse). The hardware store itself is on the road that runs from the T-junction [2.AA] around south of the Ritual Site. There's apparently a big sale on, if the signs are to be believed.
A fearsome enlarged Gnome guards the entrance door, and you can take various items without stealing them, before heading inside. These include a Holotape Note, giving information on a Wrecked Truck [2.12] to the north, which is helpful during Freeform Quest: The Seafarer's Friend.
2.A: EXCAVATED MUCK HOLE AND GAS SHACK (LAT 06 / LONG 01)
A large collection of bubbling swamp gas pools along with a tumbledown shack is lightly patrolled by Ghouls, so expect combat with them before searching the area, which is devoid of items. Continue your expedition by heading down the Ladder to Excavated Muck Hole, where you find a Holotape that helps you in a Miscellaneous Quest.
Bysshe Company Terminal
Beware of escaping gas; do not use firearms unless you want to be caught in the explosion. The skeleton of a company intern lies in pieces down here, along with the following equipment:
- Holotape: Soil Survey Tape 01 * Fission Battery
- Bio-Gas Canister (2) * Advanced Radiation Suit
2.F: DETENTION CAMP PERIMETER SIGN AND COFFIN SWAMP (LAT 07 / LONG 02)
This is one of the boundary markers letting you know you're close to the Turtledove Detention Camp [2.10]. The sign reads "Warning: Military Clearance Alpha: Trespassers will be shot." Take no notice; the military perished here a couple of centuries ago. Trace a line between here and 2.D to see the camp's other perimeter signs. Floating (and empty) coffins in the water nearby suggest that someone has been robbing graves.
2.Q: SMUGGLERS' ROADBLOCK (LAT 10 / LONG 03)
The sign of the skull and crossed weapons is a signal Smugglers are about, and they have blocked this road, killing anyone passing and bringing them into their camp [2.N], which is where most of the fighting takes place. Expect some pitched battles between Smugglers and Ghouls in this area, Finish off any stragglers. Check the skeletons for items.
2.V: GHOUL-INFESTED EXCAVATED MUCK HOLE (LAT 06 / LONG 05)
On the flat marshland to the west of the forested area are a number of Ghouls that bathe and breathe in the escaping gas of the swamp pools. This area was once excavated, and a subterranean area is still accessible for part of Miscellaneous Quest: An Antique Land. There's little except muck holes and pools on the surface. Enter the Ladder to Excavated Muck Hole.
Ladder to Point Lookout
Beware of escaping gas! Holster firearms, and inspect the table near the skeletons of the Bysshe Company's interns. Find the following here:
- Fission Battery * Footlocker Items
- Holotape: Soil Survey Tape 02
2.Z: "HELP US" COVERED BRIDGE (LAT 08 / LONG 06)
Some hapless soul has painted the roof of one of Maryland's famous covered bridges with the worlds "Help Us." This landmark basically shows where the township of Point Lookout, beach, and ocean begins (south of here), and the swampland (to the north) ends. Check the bridge for a few supplies:
- First Aid Box (2) * Whiskey and Chems
- Ammunition Box (2) * Wild Punga Fruit
2.BB: CREEPER'S FISHING SPOT (LAT 10 / LONG 06)
A perfect place to sit, fish, shoot, and think about an unholy union with your cousin, this is usually populated by two Swampfolk. When they've burbled their last whoop and holler, check the end of the jetty. Aside from the super-cute Teddy fisherman, there's a Rifle and Ammo under the chair
Zone 3: The Shrouded Promontory
One landmark dominates the skyline and the top of this ruffed clifftop promontory: the Arch & Dove Cathedral, which is the hub and hallowed grounds of the local Tribals. Aside from the cathedral, there's the adjacent resting grounds where Grounds roam, and ancient citizens suffer even after death as their coffins slowly fall down into a large Sea Cave below, accessed via a Wrecked Seatub (assuming you have the key). Along the south and east sections of coastline, find a couple of key locations once you've massacred the Mirelurks. The not-quite-abandoned Herzong Mine is home to a particularly wily new friend, while Tobar's recommendation, a Ghoul named Plik, runs a special hunting club for high rollers. You can even try a spot of archaeology; rumor has it there's a T. rex skeleton hidden somewhere in this zone!
3.13: THE ARK & DOVE CATHEDRAL (LAT 12 / LONG 03)
This cathedral, named after the two sailing ships landing in Maryland to establish the English colony in 1633, is now the main hideout for the Tribals, a cult group that believes in the power of the Punga plant. They are generally docile, unless their leader—Professor Calvert—orders them to attack. The cathedral grounds and gate are inaccessible until you've completed the Ritual of Mother Punga, during Main Quest: Walking with Spirits. Beware of Ghouls in the entrance area, which features a sealed gate and an intercom you can use to question Jimson. Don't forget the Ark & Dove Well [3.C] if you need a quick entrance down into the Sea Cave [U3.16], but only after you've opened it from the underground.
Check to the right (southwest) of the main gate for a straw bed, Ammo, and Stimpaks on a tree stump.
- Ammunition Box (2)
- Stimpak (2)
- Wild Punga
Enter the walled garden between the perimeter wall and cathedral to pick a variety of Punga.
- Punga Fruit
- Wild Punga Fruit
3.A: THE UNLUCKY ADVENTURER (LAT 16 / LONG 01)
Over on a windy bluff, with excellent views to the south of the Wrecked Seatub [3.16], an ancient adventurer has succumbed to the elements. He has a variety of items near his corpse. Head here from the Ark & Dove Resting Grounds [3.14].
3.B: EGG CLUTCH ROCK (LAT 16 / LONG 01)
Half-submerged in the ocean, close to the Wrecked Seatub [3.16] is a favorite mating spot for Mirelurks, and you can combat them in the area. The rock itself is covered in Mirelurk Egg Clutches, which can be harvested for their delicious meat, a great source o Health.
Zone 4: Western Sand Dunes
The stretch of beach to the west of Point Lookout Township is known as the Dove Delta; a place where unseen rivers deposit their alluvium, and shallow islands of sand and rock are formed. Following the winding trail from the boardwalk, you can explore this windswept seaside, spot the odd roaming yokel, and tackle a small complement of Mirelurks and Bloatflies. There's even a small cemetery where the Ofie Clan used to bury their dead. On the beach itself is a quartet of abandoned tenets, now home to a missionary named Marcella. Even the sea holds secrets; there are rusting boats and a bobbing buoy to swim and investigate, and even a sunken ship somewhere in the south, with only a circle of birds providing a clue to its location.
4.18: DOVE DELTA (LAT 00 / LONG 10)
This delta is a mixture of lightly irradiated sand dunes, mud, and alluvial deposits from the various tributaries. Expect combat with Bloatflies, Mirelurks, and a lone wandering Swampfolk on one of the sand islands. Farther east, that group of tents is the Disaster Relief Outpost [4.19]
Ozwaldo the Skeletal Surveyor
This is location [4.A]. By the skeleton you find a Shovel, and a Holotape: For Ozwaldo. The note mentions a footlocker buried on the "island with a single tree."
4.C: BLACKHALL NEEDLE (LAT 01 / LONG 08)
Here marks the landing of Captain John Smith's shallop upon his discovery of Point Lookout in 1612. Now it's known colloquially as Blackhall Needle due to its close proximity to Blackhall Manor [1.02], and the fact most of the locals can't read this plaque. This is just northeast of the Blackhall Jetty [4.B].
Zone 5: Point Lookout Township
Welcome to Point Lookout: You'll Never Leave! Your port of call on the Duchess Gambit is this misty and once-busy seaside resort, now a mire of shadows, mists, and irradiated wretches barely scratching a living. The main attraction is Point Lookout Township itself: a rotting boardwalk, Ferris wheel, fun fair, and other amenities with ruined houses to the north, nestled around the Homestead Motel, Step out of the confines of Point Lookout, and you begin to experience the wilds of this swamp of terror, from the eldritch terrors of the Ritual Site to the line-dancing terrors of the Beachview Campsite. Don't forget to take a dip in the waters (don't forget your radiation medicine), as there are dozens of secret caches, and even an entirely hidden bunker to discover.
5.21: POINT LOOKOUT PIER (LAT 07 / LONG 11)
Your first steps into Point Lookout occur here, at this tumbledown pier that's in serious danger of falling into the water. Behind (south) of you is a buoy you can dive down from to locate treasure. The Duchess Gambit is always moored here, and you can ask Tobar (or Nadine) to ferry you between here and the Riverboat Landing [PL1] in the Capital Wasteland.
The Duchess Gambit
When you've discovered just what a maniac Tobar the Ferryman is and Nadine has asked you to meed her here, rendezvous at the Duchess Gambit, and engage in combat with Tobar. He's holding the Duchess Gambit Key (and wearing a Unique outfit), which allows you into the engine room, where a variety of prizes await you. This includes a piece of you that went missing.
5.22: PILGRIM'S LANDING (LAT 07 / LONG 10)
What was once a bustling seaside vacation spot is now a rotting carcass of buildings rusting in the irradiated ocean breeze. The boardwalk itself is slowly crumbling into the water, and many stores are sealed up. Expect periodic Smuggler incursions as you wander the southern side of this boardwalk area, and to the once-proud Wheel of Wonder [5.B]. This boardwalk offers easy access onto the road to the north, which in turn leads to trails into the swamp, to the north and the west. To the east is a dirt road to Calvert Mansion [6.28].
5.23: HOUSE OF WARES (PANADA) (LAT 08 / LONG 10)
The northern boardwalk area, and the small fun-fair that once offered vacationers a ride on the bumper cars and duck-hunting in the shooting gallery, is now a lonely place, save for Panada, who runs her House of Wares and fights off periodic Smuggler incursions with her trusty Protectron. Panada isn't particularly skilled at Repairing your items; and this might be whey you can discover her dead after a Smuggler attack. Or, you can simply kill her and that robot to deal her supply key. Check her selections of goods out if you wish, but leave the Repairing to Haley [2.11].
5.24: THE HOMESTEAD MOTEL (LAT 07 / LONG 08)
Offering fancy rooms at affordable prices, the Homestead Motel once used the catchphrase "There's no place like Homestead!" It now offers appalling rooms when you can steal a key to enter them. Over the last 200 years, the cleaning has taken a back seat to "ritual sacrifice" (Room 1K), but there's still much to discover about this place as you begin Miscellaneous Quest: The Velvet Curtain. Defeat the Vicious Dogs and Mole Rats prowling the area, and check out four rooms.
5.25: RITUAL SITE (LAT 10 / LONG 08)
Expect heavy Swampfolk presence in this hilly area northeast of Point Lookout Township. This is the location of a fabled book known as the Krivbeknih. The book once belonged to an ancestor of Obadiah Blackhall (of Blackhall Manor [1.02] infamy), but the Swampfolk have it now. They've hidden it away, deep in a cave system that is accessed from a shack door that was once part of a house. The home itself is pile of ash and poking widen supports. The entire area is flagged with Swampfolk fetishes: straw dolls and bone totems.
Death's Dinner Party
A small group of skeletons, dolls, and a Gnome are propped up on chairs enjoying the following:
- Wild Punga Fruit * Wine
The Unspeakable Alter
Chopped up bits of a sacrifice lie on this bloodied alter, with dolls adorning the corpse, and the Ritual Knife sticking out of its head. Behind is a ceremonial lectern containing the fabled Krivbeknih itself! Beware! As soon as the book is in your possession, expect an influx of Swampfolk trying to stop you!
5.26: BEACHVIEW CAMPSITE (LAT 10 / LONG 10)
This area offers a once-beautiful vista of the beach, and sometimes offers a hideous view of Swampfolk engaging in what colloquially would be known as a "hoe-down." You can keep your distance (or use Sneak) and watch the Swampfolk dance. Usually though, you'll be fighting or fleeing from them as they have a sizable presence both here and the Ritual Site [5.25] to the north. When the coast is clear, rummage around for Alcohol on the main table and scattered around the campfire. This was once a Smuggler location, judging by the skull graffiti on the board.
5.C: PEOPLE'S BANK OF POINT LOOKOUT (LAT 08 / LONG 09)
Serving the locals until the bombs dropped and money became worthless, the People's Bank of Point Lookout still has a few secrets, mainly inside the safe-deposit boxes inside the open vault. Note the Wan Yang wanted poster on the boardwalk outside the bank [5.23, location #13], which is one way of beginning Miscellaneous Quest: The Velvet Curtain. Head inside, ready to tackle the Radroach infestation, and rummage around in the following locations:
Bank Security Guard
Loan Officer's Cubicle
The officer is a desiccated skeleton. Check the desk for a Battery, but make sure you open the desk too; there's a Holotape indie that accesses a safe-deposit box.
5.D: BUMPER CAR HIDEYHOLE (LAT 08 / LONG 09)
On the west side of the rusting bumper car area, there's an alcove between the bumper cars and the Naval Recruiting Center [5.E]. Find the remains of a Smuggler here, along with his bed, First Aid, and Ammunition. For more information on the area surrounding the Wheel of Wonder, check Primary location Pilgrim's Landing [5.22].
5.E: NAVAL RECRUITING CENTER (LAT 08 / LONG 09)
Infested with Radroaches, this long-abandoned building once coaxed local youths with the promise of a seafaring career in the Navy. This was also a remote base for the DIA (Defense Intelligence Agency), who were investigating reports of a Chinese sympathizer in the vicinity. Step into this building next to the bumper cars for a quick reconnoiter.
5.M: CALVERT HOT- HOUSE (CHINESE INTELLIGENCE BUNKER) (LAT 11 / LONG 12)
On the west side of Calvert Mansion grounds is an ornate hothouse, now completely devoid of glass, and usually a congregation spot for Swampfolk. The hothouse itself features Makeshift Bedding and some Noodles (plus Beer!) at the south end, but the main attraction is the couch and four case pedestals. These form a puzzle that's only accessible during Miscellaneous Quest: The Velvet Curtain. If you inspect the floor near the eastern pedestal, you'll see the star shaped design has scrape markings on it. This allows access down into a secret Chinese Intelligence Bunker. You need a code for this, but the correct order to unlock the secret hatch is 1, 3, 2, 3, 4, 4, 2.
5.O: CALVERT JETTY (LAT 11 / LONG 14)
In happier times, the Calvert family launched their boats from this jetty, and a rusting speedboat is still sitting here. On the jetty is a skeleton near a Camera and a locked suitcase. Grab or shoot at the Beer if you wish. Beware of Mirelurks!
Zone 6: The Blasted Heath
Aside from the township of Point Lookout itself, the two most recognizable landmarks in this area are in this zine: the sprawling Calvert Mansion, and the stone Point Lookout Lighthouse rising out of the jagged rocks. Why not make the light house stand out even more by fixing its broken bulb? You can also discover that this lighthouse is more than just a towering monument to nautical safety; there's a hidden laboratory under the structure, where the true owner of Calvert Mansion resides. The blasted heath upon which the Calvert Mansion is built has resisted wind, rain, and nuclear fallout for decades, but the same can't be said for the USS Ozymandias, which ran aground during an expedition to find more natural resources in the swampy wildlands to the northwest. The bells of bobbing buoys mark undersea treasure, and there's even a Smuggler's hut to find.
3.27: USS OZYMANDIAS (LAT 14 / LONG 08)
Before the bombs, the Bysshe Energy Company has acquired the rights to probe Point Lookout for usable natural gas resources. Caroline Saunders was the principal Geological Chemist on the survey missing. Though she never got the chance to upload her findings, you can discover her Holotape notes at each of three survey sites scattered across Point Lookout.
Once you acquire all three Holotape notes, which also serve as Caroline's personal verification of ample natural gas resources, you can visit a derelict vessel just off shore. This is the research vessel for the team, and you can upload Caroline's authorization to unlock a container of supplies for further field research.
6.28: CALVERT MANSION (LAT 12 / LONG 12)
The Calvert Mansion has sat atop the basted neath for as long as anyone can remember. Once the seat of power for the Calvert family, it still stands despite its dilapidated condition, and has recently been taken over as a base of operations for a Ghoul named Desmond ans his two pups. The mansion is periodically attacked by Tribals, and Desmond wants to know why. During the course of your investigation, the mansion is completely destroyed, save for a panic room, so you are wise to gather equipment as you search the place and repel enemies. The hothouse in the garden is the secret entrance to a Chinese Bunker [5.M], but that remains intact.
3.29: POINT LOOKOUT LIGHTHOUSE (LAT 13 / LONG 15)
Perceived as being owned and operated by the State of Maryland before the Great War, the Point Lookout Lighthouse was a tourist attraction, but also a research hospital run by the Calvert family,. This proud tower still stands testament to the engineering of the long-dead. Around the lighthouse is a large rocky island, with a mixture of Mirelurks and Smugglers roaming the area. The only accessible entrance is the front door, although a hatch on a nearby island [6.I] is another way to enter once the Main Quest is over.
6.E: LIGHTHOUSE VISTA (LAT 12 / LONG 13)
An ancient local has drunk copious amounts of Whiskey and ended it all with a Pistol. Note the strange stem of flowers you can't pick up. Sit on the bench, and gaze south toward the lighthouse and cove.
6.J: SMUGGLER'S SHACK (LAT 13 / LONG 17)
The farthest location southeast is a tiny island with a small shack on it. Used by Smugglers (and one is likely to be guarding the place), this is a drop-off point during their nefarious activities. After combat is over, check the island for Whiskey, three Ammo Boxes, a mattress to sleep on, and a First Aid Box in a rotting boat with a skeleton in it.
- Tour of The Capital Wasteland
- Tour of Operation: Anchorage
- Tour of Broken Steel
- Tour of The Pitt
- Tour of Mothership Zeta