Fallout 3 (Walkthrough) with DLC's -> Wasteland Survival Guide
Exposure to radiation up to 600 RAD
Go to the puddle around the bomb and drink water until it reaches 600 RAD. Then go straight to Moira. This will provide a full cure, plus several RAD X and Radaway, plus the Rad Regeneration trait.
This trait causes damaged body parts (limbs) to begin regenerating when the effects of increased radiation exposure manifest. In the late game, combining this trait with Power Armor and a penchant for alcohol will automatically regenerate any limb upon reaching 400 RAD, regardless of the severity of the damage. By combining this with the effects of dirty water, you can use RAD AWAY instead of stimulants.
The advantage is that 30 HP typically receives 5 RAD from a water source; therefore, when combined with RAD AWAY, the healing effect is greater than that of several stimulants. Additionally, a penchant for beer will grant the hero +1 Strength and +1 Charisma, which restores the balance of points associated with wearing Power Armor and increases carrying capacity. A bottle of beer costs 3 BK, so purchasing 20 bottles will not only increase carrying capacity but also improve the character's physical capabilities.
Editor's note: To complete the mission with damaged limbs , jump from a great height or throw a grenade near you.
Wasteland Survival Guide
1. Super Duper Mart. Bring food and medical supplies. Early in the morning! Use a 10mm pistol and a submachine gun. A marker appears on the map. On the way, in the ruins of a house at the top of the hill, pick up the book "The Chinese People's Army Special Forces Training Manual." Directly north is a small bridge. Under it is a bed, six fragmentation grenades, and a copy of "Duck and Cover!"
Attention! There's a mine at the entrance to the nook! Defuse it or shoot it from a distance. On the other side of the bridge, at a small pier, is a half-submerged boat with the skeleton of its owner. The boat contains ammunition in several zinc boxes. Go around the supermarket to the left. Before the entrance is a random encounter (a group of raiders, 3-4 Wastelanders, a wounded Deathclaw and a Wastelander, etc.). Fire an aimed shot from a rifle/submachine gun at the nearest one, switch to a pistol, and retreat around the corner of the house. Kill enemies as they appear in VATS mode. Loot: 3-4 armor pieces, a sawed-off shotgun. The vending machines by the entrance contain Nuke-Cola. Place the loot in the machine for later collection.
Enter through the right entrance and immediately go stealth. The first raider on the right is behind the counter. VATS. Open the refrigerator, take the food, and place the collected loot in it. Open the ammo container (Lockpick). Move along the right wall of the building to the next counter in stealth mode and shoot the raider behind the counter. Place all loot in the containers at the side of the counter. Open the ammo boxes and take the ammo. Move back to the front door, exit, and save. Enter through the left door. Run into the left side corridor with the restrooms and shoot 1-3 raiders who will run towards the sounds of battle.
Proceed to the central part of the store, take out the leader with an assault rifle and brass knuckles / combat shotgun. On the counter on the left are magazines with 5.56 ammo and weapons. In one of the drawers in the nook on the right, take the key that opens the room into the first-aid supply. Raid the first-aid kit. At this moment, several more Raiders return to the store. To deal with them, you can activate the Protectron via the terminal in the first-aid supply. Return to Megaton.
Objective: Food Decontaminator from Moira (adds 20 HP), weight 7, carry in your pocket. Valuable trophies: 3 Quantum Cola; 2 Laser Pistols; 2 Mentats; 2 Radaways; assault rifle, spiked brass knuckles / combat shotgun; Mini Nuke, "Junktown Merchant" (+1 Barter) on the counter.
2. Minefield. North of the junkyard. Upon entering town, you'll see a road winding up the hill. Scattered along it are yellow discs—frog mines. There are two ways to defuse the mines:
(a) quickly run up, keeping the cursor on the mine and press "E";
(b) move slowly, defusing the mines with "E" when the reticle turns red.
Mines can be found elsewhere in the Wasteland, but then the secondary objective won't count. You can also avoid the road and go around to the left and reach the playground by going around the façade of the first house on the roadside and then turning left, hiding behind the ruins of the second building. The objective is complete when you reach the wooden carousel in the center of the playground. You'll also encounter several mines there.
Warning! A certain Arkansas (a crazy sniper) has taken up residence in a three-story, practically destroyed building in the north of town. If you follow the road, he'll be shooting at two cars lying by the side of the road. At this point, you should quickly run back and wait out the explosion. Alternatively, you can shoot these machines from a distance. Upon reaching the playground, the hero will come under fire from this guy.
You can shoot him, but it's recommended not to, as this NPC is part of a quest that requires you to take him into slavery. Upon completing the secondary quest, you'll receive four fragmentation grenades and a Cap-Mine schematic. Moira also gives three stimpaks and 100 HP for completing the first part of the "Handbook." A certain number of trophies can be found in the houses, including pre-war books, ammunition, and medical supplies.
One of the houses contains a unique safe (Very Hard) – a model of a toy house. In my opinion, the trophies after opening it don't justify the effort.
3. Warm Sewers. A location populated by Mole Rats and Raiders (the latter numbering only 5). This location is visited during the quest to test the Mole Rat repellent. The location consists of three parts: technical rooms (Mole Rats only, armed with a baton with repellent), a short segment of a railway tunnel with a small technical room on the right: three Raiders, a large number of mines on the ground); a second technical room (the right exit from the tunnel, two Raiders, and more Mole Rats).
Trophies: "Dean's Electronics" (underground, take out three Raiders, one of which is behind sandbags, the other two in the corridor, enter the corridor, turn left, and enter the small room on the left. The book is in the right corner behind a toolbox). "Roxolt's Key" can be obtained from one of the Raider bodies, which opens the safe in the room with beds and the storage room further along the location.
The Warm Sewers have a second exit to the "Georgetown South" location. Be sure to save before exiting! This is one of the places where Talon Corporation mercenaries can ambush the hero! Furthermore, directly across from the tunnel exit are the ruins of a multi-story building housing a mutant outpost.
4. Anchorage Memorial. The bridge is mined! This is a mirelurk nesting site. Several bodies of salvage scavengers can also be found inside. Go there immediately after Wilhelm Station, before receiving the mission from Moira, to kill all the mirelurks with impunity. The location consists of kitchens, butchering rooms, and nesting areas on the lower level. If you enter the Memorial from the street, you'll find the corpse of a mercenary sent to kill the mirelurk meat scavengers at the entrance.
In the office area, there's the body of an operator and an office terminal (medium hacking skill), which contains a link to a stash (the password is linked to Nuka Cola). You may notice (Perception≥5) that one of the refrigerators has a smaller interior compartment than the others. The refrigerator is in the butcher's room, the other one is on the right. There's a secret compartment there that requires a key or at least 75 hacking skill to open. The key is in a locked room in the sewers (service entrance). The door is broken. To repair it (easy difficulty), you need a part from the locked safe under the bed in the isolation ward of the same building.
To "repair" the door, you only need the "door part" in your inventory, which is taken from the floor safe. Simply approach the door and press "E." With sufficient repair skill, the door will open (J). The result of all this work is a recipe for a swampweed pie (sic!) and a small amount of food (J). A random supply of Alien Power Cells for the Alien Blaster can be found on the roof.
Trophies: "Dean's Electronics," "US Army: 30 Techniques for Using a Hand Flamethrower," "Therapeutic Journal of the District of Columbia," Quantum Cola, and the unique sledgehammer "Peacemaker" (D30, AP38).
5. RobCo Factory Complex. Located SE of Vault 101 past Fort Independence. The main Protectron production facility. Further along the route is Tenpenny Tower, inhabited by mole rats and roaches. A good place to level up a beginner player. Nuka Cola machines are located on different levels of the facility. Required level: Science 50+. Weapons: 10mm Pistol or Mole Rat Repellent. Trophies: 2(3) Invisibles and books: 3 pre-war (at least), as well as "Nikola Tesla and You"; "The DC Therapeutic Journal"; The Big Science Book; "Lies for Congressmen".
This location will later become the location for Moira Brown's quest, so it makes sense to completely clear the building. The area around the complex can be the site of a random encounter with a robot dealer. With neutral karma, you can purchase Mister Brave as a companion here.
Source: stopgame.ru, SSoHPKC
