Rescue from Paradise is a side quest in Fallout 3. It is also an Xbox 360/PC achievement and a PlayStation 3 trophy. Depending on perk choices and Speech successes, one may need to complete this quest to advance the game's main quest line.
Quick walkthrough[]
Side Quest: Rescue from Paradise | |||||||||||||||||||||
(Optional) Speak with Mayor MacCready. | |||||||||||||||||||||
Gain entrance into Paradise Falls. | |||||||||||||||||||||
Speak with Squirrel. | Speak with Eulogy Jones. | Kill all of the slavers. | |||||||||||||||||||
Reconnect Squirrel's terminal to the network. | Purchase the children from Eulogy. | Release the children from the cage. | |||||||||||||||||||
Distract or kill Forty. | |||||||||||||||||||||
Help Rory for Penny or convince her to leave him. | |||||||||||||||||||||
Meet with the children outside Paradise Falls and return to Little Lamplight. | |||||||||||||||||||||
Reward: Entrance to Little Lamplight and 900 XP | |||||||||||||||||||||
Detailed walkthrough[]
When inside Paradise Falls, the Lone Wanderer will have to go to the slave cage at the back of the area and talk to the kids through the wire gate (or kill Carter before his slave collar is activated and talk to Sammy nearby, thus starting the quest; however, killing Carter turns the slavers hostile). Squirrel tells the player character that they must get his computer terminal reconnected to the network so he can deactivate their slave collars and open the gates. This can be accomplished either by tampering with the terminal in Eulogy's pad (requires 50 science) or rewiring a cable junction box near the bar (the area with the sign labeled "Food") (requires Repair 40). Once this is completed, Squirrel then advises that the guard Forty needs to be distracted so they can make a run for it. The player character has the option of
- Talking to Forty and convincing him to walk away, or just killing him instead (which turns the entire camp hostile).
- Mezzing Forty, causing the slave camp to turn against him but remain non-hostile to the Wanderer.
- Talk to Crimson and either convince or pay her to seduce Forty.
- Convincing Forty that he is not being paid enough through a Speech challenge, which will cause him to go talk to Eulogy Jones and be away from the slave pen.
Once this is completed, Squirrel will tell the Wanderer that their friend, Penny, will not leave until her friend, Rory, is released from The Box. (Note that if one has killed the slavers to allow the kids to escape, Rory will have died in the box and this Speech option will be unavailable.) However, it is also possible to convince Sammy and Squirrel to abandon her if the player character's Speech is high enough. (This act grants negative Karma.) One can meet the kids outside at this point and finish the quest for full XP (900) and positive Karma. One may also wish to pass a Speech check to tell Penny to leave without him (75% chance at Speech skill 100); or if they have the Child at Heart perk, convince Penny to leave Rory there without any Karma loss. At this stage, the player character can lie to Penny and tell her Rory is safe, tell her that "friends leave you sometimes," or find the key to The Box and save Rory. Penny advises that Forty can be pickpocketed for the key, or one can find it in Eulogy's Pad; it is also possible to pickpocket it from Eulogy Jones. Once the key has been retrieved, save Rory and tell her he made it out, or if he died, tell her that he died with no Karma loss.
Once the kids have escaped, Sammy tells the Lone Wanderer to meet him southwest of here. Speak to them again and they say that they are returning to Lamplight Caverns and will make sure that MacCready allows the Lone Wanderer to pass through.
Once The Box is opened, one will notice that Rory is not a child and realize that he won't fit through the sewer pipe drainage grate like Penny, Sammy, and Squirrel. One will need to sneak him out through the front door.
The player character does not have to get Rory out of the town. They can get him out of the Box, tell him to follow them, immediately go back to Penny and tell her that he has been rescued. As he tries to escape, he will die, but Penny will be rescued.
It is possible to simply sneak Rory out of the town with no fighting if timed correctly. At dusk many of the slavers will head for their beds, and if Forty is still away from his post, the Lone Wanderer will be able to sneak right through the town and leave by the front door without any fighting.
Another method is the "running of the bulls" strategy, where the Lone Wanderer gets to Rory to follow them, and release the other three prisoners willing to escape from the pen simultaneously. With luck, the Lone Wanderer and Rory can make it to the gate while the other prisoners take the brunt of the enemy fire. This can be used in conjunction with looting of the slavers of their ammunition.
If the Lone Wanderer wants to save Rory through cleansing the town, it is necessary to release him from the Box before killing all of the slavers, or else, when the Box is opened, he will be dead, though intact. The best method seems to be to free him at midnight from the Box, lead him to the far back corner of the now open children's pen once they have run away, and have him wait there while one wipes out the slavers. (Even having him wait in the open Box seems to work fairly well.) Then, simply lead him to the gate. There will be about ten slavers awake at that time of night, depending on the difficulty level, and this will obviously turn the city hostile towards the player character. It does not appear to be necessary to kill the two guards at the entrance to Paradise Falls, as Rory talks to the player character at the town exit, at the end of which they gains Karma.
As an alternative to those strategies which require the Lone Wanderer to kill the slavers of Paradise Falls and to those strategies which just leave Rory there, there is a third option. Once the Lone Wanderer have opened the Box and gone through the initial dialogue, simply tell him that he is "on his own" or something to that effect. He will be upset and start running toward the exit on his own rather than following the Lone Wanderer there. Immediately bring up the "Wait" feature. Wait about an hour or two, and he will be transported out of Paradise Falls. The slavers will still be acting as they were. The key to making sure this works is ensuring that the Lone Wanderer "waits" before Rory can enter into any sort of combat. The Lone Wanderer will miss out on the Karma for personally escorting him to the door, but he will still show up at Moriarty's. This technique can also be used to assist the slaves the Lone Wanderer may have captured during Strictly Business without murdering the slavers, as well.
There is no reward besides Karma for saving Rory, and he gains no new dialogue in his new home in Moriarty's Saloon.
If the player character have enough bottle caps and a high enough Speech skill, they can simply buy the children from Eulogy Jones. He demands 500 bottle caps each for Sammy and Penny, and 1000 bottle caps for Squirrel. However, with a successful Speech challenge, the Lone Wanderer can buy all three children for 1200 bottle caps total. One can then meet the children at the front gate to Paradise Falls and simply escort them outside. Speaking with Sammy will successfully end the quest. However, completing it in this method will not allow Rory to escape.
Shooting all of the slavers will also complete the quest. Note that if the player character kills the three guards standing in front (Grouse, the random slaver, and Forty) the first time the Lone Wanderer encounters Paradise Falls, Sammy will not go inside and return to the cage but remain by the burnt-out car next to the gate. Only Squirrel and Penny will be waiting for the player character at the grate exit; Sammy will make his own way back to Little Lamplight without the need for any interaction with the player character.
Quest stages[]
Notes[]
- It is possible to complete the mission and get the achievement by just storming Paradise Falls and rescuing the children. This can be done without getting the mission from Mayor MacCready.
- It appears that one can use the Mesmetron on the brahmin located in the slave pen, which will cause it to start running through the city. If the gate to the pen is open, it will run back in automatically; otherwise, it will run around the town causing the slavers to move from their assigned posts.
- If the player character's Speech skill is high enough or they have the Child at Heart perk, one can bypass this quest entirely by convincing Mayor MacCready that they are okay.
- Completing this quest before leading Rory to the front gate will invalidate the ability to save him and, thus, the Karma reward. Every time he is spoken to after the quest is over, he says, "Hey, talk fast, I hate it when I talk to customers," and only a "I have to go now" dialogue choice is available. This can occur if the player character has him wait while they go and speak to Sammy (and completing the quest).
- Rory will head southwest out of Paradise Falls and may be encountered later at Moriarty's Saloon in Megaton; however, it is just as likely that he may perish along the way due to some hostile random encounters. Following Rory will not lead to the kids.
- Squirrel tells the player character that, after he and the other children have made their escape, one should meet them to the east of Paradise Falls. Actually, as the quest instructions say, the correct direction is southwest.
- Sammy, Squirrel (and Penny, if rescued) will be on the southwest side of Paradise Falls near the drain cover on the wasteland map. The map marker may not update to show where they are. Set the quest to another, then choose Rescue From Paradise again to correct this.
- Upon rescuing and meeting up with the kids outside Paradise Falls, one may need to talk to each one to have them start running toward Little Lamplight.
- It is possible to get Rory to follow the player character as a companion, but he will have no dialogue choices other than "I have to go now". To do this, simply tell Rory to run for it, then wait three to five hours before he is noticed by the guards but after he has already started running.
- It is possible to free Rory without unlocking the Box by making use of a small spot near the Box's door that enables the player character to speak to him directly even with the door closed and locked. To locate the spot, stand in front of the door, look downwards and move slightly to the right up to the "exact change only" writing. Move around a bit and one should find it (the spot is very small so repeatedly pressing talk/open while moving is recommended). If the player character tells him to follow them, he should pass through the door without opening it and start following. An easier way is to tell him he is on his own and then as he starts running against the door, wait a few hours and he will be gone. In both cases, waiting should teleport him outside the Box in case he cannot pass through it himself.
Bugs[]
- Interacting with Sammy in any way will cause the game to crash despite one's response. This only seems to happen if the player character bribes Grouse for permission to enter. The quest can still be completed by killing all of the slavers and then speaking to one of the other children instead. The same applies when meeting them outside Paradise Falls. [verified]
- Even though one has to save Rory, he can die with no penalty. Penny will act as if he is alive and the quest will complete as normal. [verified]
- If one choose to simply fight the slavers, Rory somehow escapes from the Box (even if one has not unlocked it) and joins the fight, usually winding up dead. [verified]
- After the player character opens the Box and speaks to Rory, if they have him wait behind, leave the area and return, he may be stuck in the ground in the rubble near the Box. If one has wiped out the slavers, he thanks the player character for helping him escape and they receives Karma as though they had taken him outside. Rory then begins to run in place in the rubble as though fleeing. If the player character encounters him like this, speaking to him twice will trigger two different dialogues: one where he just thanks them for the rescue, the second where he asks them to free the kids (even if they have already been freed). This results in the player character receiving positive Karma twice. [verified]
- If the player character enters the clinic near where they retrieve the kids, they will believe that they have been freed and this will complete the quest. [verified]
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