Municipal System Collectors | Fallout 3

Fallout 3 (Walkthrough) with DLC's -> Municipal System Collectors

Continuing along the embankment from the Wilhelm Freight Yard and the flooded subway, the road climbs steeply to the freeway and the collapsed bridge over the Potomac. Turn left and move in stealth mode between the freeway entrance and the shore. Under the approach bridge supports is a Raider outpost. Safe (Easy). 

In front of the supports, directly above the shoreline, is the entrance to a round sewer pipe. The sewers are inhabited by wild zombies and several Wastelander bodies. Watch carefully: even near the skeletons, there are usually ammunition or weapons. In the first technical room is a small storage area on the second floor. The first section of sewers ends at a door with a rotating lamp, which is opened by a wall switch. A three-story technical room with zombies and cockroaches. On the top floor is a door that opens from a computer behind a closed (Easy) barred door. There's a personal shelter there with the operator's body and ammunition. The door opposite leads to the second section of the sewer system. More zombies. Watch your step: there are tripwires and traps at the far end, protecting the approaches to the door flanked by two garden gnomes. Behind the door is a room with a zombie named Halo (possibly a reference to Gollum from Tolkien's The Lord of the Rings), who is inherently hostile to the player. The room contains two pre-war books, darts, ammunition, and other useful items, as well as a key to the warehouse across from Halo's house. The warehouse contains railroad spikes and a ton of weapon crafting supplies. The tunnel leads to the Sewer Waystation.

 

Intermediate Collector Station

The main room of the building contains a conveyor belt with half a dozen teddy bears (actually 21). The building strongly resembles a toy factory, inhabited by cockroaches and a few scorpions. Besides the teddy bears, you can find a Chinese pistol, some ammunition, and liquor. This is one of the places where Talon mercenaries can wait for the hero (outside).

Across the street from the Waystation, in the northwest, you can find the grave of a Brotherhood of Steel scout with Search Party Recording #4 (the "Finding Cheryl" minor quest). 

 

Hubris Comics Building

Can be accessed through the maintenance tunnels next to the Wilhelm Freight Yard (a round sewer pipe next to the water). The sewers contain minor radioactivity of 1-2 RAD in areas with clusters of glowing mushrooms. The building and sewers are inhabited by feral zombies; the crazy John West is locked in the print shop, armed with a minigun and protected by two turrets. The computer game "The Power of Grelok" can be played via the terminal (in beta version). Trophies: "Grognak the Barbarian" books in the print shop; "Dean's Electronics" (in the tunnels / Pulawski's Private Shelter in the Mason district); "Guns and Bullets" book (in one of the abandoned houses behind the radioactive puddle); Pre-War Book (in the far room to the left of the entrance on a bookshelf and downstairs on a shelf behind the room with the crazy West). "Invisible Man", .44 Magnum and ammunition under the stairs in the printing shop.

The building contains several traps: tennis ball-shooting machines, a surprise mine (disguised as a child in a stroller!), and a combat shotgun. It's theoretically possible to activate the printing press in the workshop by pouring printing ink into it (?). The exit to the Mason district is one of the places where Talon mercenaries can lie in wait. Pulawski's Personal Shelter has been installed on the balustrade. The area in front of the building is flooded with radioactive water, where several mutants roam (the leader is armed with a minigun) and a hostage is sitting (in the center of the playground). It's best to lure the mutants towards you and kill them with a shotgun to avoid harming the hostage (Karma +).

 

Hostages

A significant number of hostages can be found throughout the Capital Wasteland, captured either by slavers or mutants. Freeing them results in a significant karma boost. Operations must be carried out with extreme care to avoid accidentally killing a hostage. Although even after liberation, a hostage can be killed by any surviving mutant or die in the Wasteland for other reasons, the hero can escort the rescued hostage out of the Wasteland. This does not provide any special bonuses, but the hero can discover numerous new locations along the way, as hostages tend to pass through them. Their locations can be identified from afar by sacks of body parts, which often contain ammunition or ammunition. Approaches to hostage locations are often covered by mines, tripwires, or mounted shotguns.

Known hostage locations:

Approximately halfway between the Jefferson Memorial and Rivet City. A crowd of approximately eight mutants is hard to miss. The lead mutant, armed with a minigun, stands next to a hostage.

· At the Blessed Haven Cemetery. The approaches are mined.

· Mason Dixon's hideout. Guarded by 8 mutants.

· At the location of 4 Keller family archive entries (a tent near the Warm Sewers and the Dukov House).

· Between the Mason District and the Hubris Comics building. Approximately 6 mutants. Watch out for cars, the explosion of which can kill the hostage.

· Between the southern end of Georgetown and the Mall. The hostage is in the middle of the square.

· Two hostages are being held in Clifftop Shakes, almost north of the Minefield. The mutants hear the hero approaching and send a delegation to meet him, so it is enough to simply lead them away from the hostages without harming them.

 

Flooded metro

Southwest of Wilhelm Station. One of two entrances to Arlington Cemetery, home to the "Luck +1" figurine. Inhabited by several feral zombies.

Source: stopgame.ru, MCReKoil


See also:

Andale and Fairfax Ruins

Falls Church North Fallout 3

Fallout 3: Fort Constantine