|The following is based on Fallout Shelter or Fallout Shelter Online and some details might contradict canon.|
Walkthrough[edit | edit source]
This quest takes place in a red brick building with a random layout and around six floors. Enemies will include radroaches, sometimes glowing radroaches, mole rats, mole rat broodmothers, as well as raider equivalents.
In the second room are two settlers you can speak to. If the second dialogue option is selected, a random rare outfit is rewarded. The room contains a common outfit and some caps.
At or around the second floor, there will always be a glowing radroach accompanied by four more radroaches that your dwellers will comment on. At or around the same floor, there will also be three more settlers who can be spoken to. They will always be wearing an accountant outfit, a vault socialite dress, and a lab coat. The first and fourth dialogue options end in a fight. The second dialogue option is neutral. If the third dialogue option is selected, the settlers will reward a laser pistol. The room they are in contains a rare junk. Settlers who are enemies are raider equivalents.
Somewhere around the third floor, you will come across two crazed settlers who will attack you on sight, wearing a lab coat and a motorcycle outfit. Around the fourth or fifth floor is a mole rat broodmother accompanied by two more mole rats. Around the fifth or sixth floor are two more crazed settlers, one wearing nightwear, and the other wearing a wasteland medic outfit. The room they are in contains a rare junk. These fights are guaranteed optional events that your dwellers or the enemy settlers will comment on, assuming no rooms are skipped.
Around the top floor of the building are three synths who can be spoken to, one of which is a raider leader equivalent. The first two dialogue options result in a fight, and the third one ends the exchange peacefully. Regardless of which dialogue option is chosen, a legendary trained parrot with +6 damage named Polly is rewarded. In addition, there are two Nuka-Cola Quantum's in their room.
Dialogue[edit | edit source]
|Opening dialogue||Dweller response||Character response|
|Welcome Dwellers! Boy are we glad to see you guys.
That incessant wailing is driving everyone here mad.
|What does the wailing sound like?||What, you can't hear it? But, it's so *loud*!|
|Don't worry, we'll take care of it.||Thank you so much! Here, this might help.|
|We don't hear anything...||It's so loud I can barely make out what you're saying!|
|You! Make that noise stop right now!
We can't think straight anymore...
|Sorry, but we can't hear anything.||Then you're one of *them* and you must be killed!|
|Let us through! We'll take care of it.||You'd better, or we'll kill you too!|
|Give us your weapons first, then we'll make it stop.||Okay. Sure. Whatever. Here you go!|
|You guys are nuts!||Nuts? NUTS?! I'll show you nuts!|
|So you're the ones messing with our little experiment...
We transmit the sound of a barn owl screeching directly into the Settlers' brains.
|You can't experiment on Settlers without their consent.||Sure we can! It's for the greater good, or something...|
|Your scientific experiment is enabling superstitious beliefs.||Meh, we're just following orders.|
|We'll let you live if you give us the parrot.||Fine, we were done anyway.|