Fallout Wiki
Fallout Wiki
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**[[Freddie Gomez]] is struggling with the test and stays behind to try and figure it out. We don't hear what he will become.
 
**[[Freddie Gomez]] is struggling with the test and stays behind to try and figure it out. We don't hear what he will become.
 
*If you activate the terminal in the office you start off in, you can read about an experiment that your dad and Jonas have done, foreshadowing [[Project Purity]].
 
*If you activate the terminal in the office you start off in, you can read about an experiment that your dad and Jonas have done, foreshadowing [[Project Purity]].
*Since you can change your [[Tag Skill]]s after taking the [[G.O.A.T.]] -- and you can once again manually change these right before leaving [[Vault 101]] -- it could be worthwhile for some players to Tag Skills useful during [[Escape!]] and then select different skills right before leaving the vault. For example, players could select [[Melee Weapons]] as a Tag Skill, relying on the [[Baseball Bat]] in dealing with any guards during the escape, and then drop Melee Weapons in exchange for a ranged weapon skill right before opening the outer door.
+
*Since you can change your [[Tag Skill]]s after taking the [[G.O.A.T.]] -- and you can once again manually change these right before leaving [[Vault 101]] -- it could be worthwhile for some players to Tag Skills useful during [[Escape!]] and then select different skills right before leaving the vault. For example, players could select [[Melee Weapons]] as a Tag Skill, relying on the [[Baseball Bat]] in dealing with any guards during the escape, and then drop Melee Weapons in exchange for a ranged weapon skill right before opening the outer door..
   
 
==Bugs==
 
==Bugs==

Revision as of 16:06, 13 February 2009

Template:FO3 quest

Template:FO3 achievement

 
Gametitle-FO3
Gametitle-FO3

Future Imperfect is a Fallout 3 quest and the final of the flashbacks. For completing this quest, you get The G.O.A.T. Whisperer which is a Achievement on the Xbox 360 and PC; and a Bronze Trophy On the PlayStation 3.

Walkthrough

The quest starts after a talk with your Dad, during which you're told you have to go to class and take the G.O.A.T. test. Bobblehead: Medicine is on his desk; this is one of only three opportunities to take it. Just outside the classroom, Amata is being harassed by Butch DeLoria and his gang, the Tunnel Snakes. There are a variety of choices that can be taken here.

The player may pass a speech check warning Butch that the Overseer will come down on the Tunnel Snakes if he continues his actions. This will earn good Karma. Also for good Karma, Wally Mack may be convinced that he is being used by Butch as a lackey, which causes him and Paul Hannon to leave the group. More good karmatic options include Butch being told off, or fighting Butch and his gang. If the lattermost is chosen, then once the player or Butch is reduced to 50% health, the fight will stop. The only bad karmatic option here is telling Butch not to make fun of Amata, as she is sensitive about her weight. Wally Mack may still be convinced to leave Butch's gang after doing this. Alternatively, the player may ignore the incident completely for no change in Karma.

Mr. Brotch will approach the player as they enter. If asked whether you really have to take the test, he will allow you to skip it, and select your tag skills directly. This won't earn the achievement, though. Otherwise, the player is to sit down at a desk, after which the G.O.A.T will begin. See the G.O.A.T article for information on the questions and how how the answers given influence the results. If the tag skills given are undesired, they may be changed by speaking with Mr. Brotch after the test.

Walking out of the classroom after setting your tag skills will move the game onto the next quest.

Notes

  • If you do not sit the test but bypass it through dialogue options with Mr. Brotch, you will not get the achievement "The G.O.A.T. Whisperer".
  • If you wait and stand back you can listen to what everyone else got as they approach.
    • Amata is slated to go into a supervisory position, which her father probably had something to do with using his influence.
    • Butch is slated to be a hairdresser. To this, he says he wanted to be a barber, which he claims is very different from a hairdresser. And indeed, during the return in the mission Trouble on the Homefront, he may give the player a haircut.
    • Paul Hannon is slated for the Engineering Track.
    • Christine Kendall is slated to go into Maintenance. She and her mother wanted her to go into Science or Home Economics.
    • Susie Mack is slated to go into teaching due to, according to Brotch, her gift of communication.
    • Wally Mack walks out of the room, without hearing the results of his G.O.A.T. Mr Brotch is heard to remark: "Well I'll be damned, that little so and so, wish I'd thought of that when I was sixteen." He later ends up becoming a security officer.
    • Freddie Gomez is struggling with the test and stays behind to try and figure it out. We don't hear what he will become.
  • If you activate the terminal in the office you start off in, you can read about an experiment that your dad and Jonas have done, foreshadowing Project Purity.
  • Since you can change your Tag Skills after taking the G.O.A.T. -- and you can once again manually change these right before leaving Vault 101 -- it could be worthwhile for some players to Tag Skills useful during Escape! and then select different skills right before leaving the vault. For example, players could select Melee Weapons as a Tag Skill, relying on the Baseball Bat in dealing with any guards during the escape, and then drop Melee Weapons in exchange for a ranged weapon skill right before opening the outer door..

Bugs

  • The quest had a tendancy to break in the PS3 version of the game; the test may fail to begin after the player sits in a desk. Some students may be scribbling some answers on their papers, but nothing else will happen. This has been fixed with the patch.

See also

Template:FO3 quests