Best Way of Solving These Quests

DwayneGAnd

Look, Ma! Two Heads!
This thread will be used to discuss the best way of solving certain quests in the game.

Tenpenny Tower
You Gotta Shoot Them In the Head
Trouble On The Homefront
Free Labor
Blood Ties

Notice how I chose quests where you make really difficult choices in difficult situations with multiple solutions. What actions do you take? What do you think is the most satisfying method of completing the quests?

Do you side with Roy Phillips and help the ghouls invade the tower or do you use diplomacy or even execute them? How do you deal with everyone with one of the special keys Mr. Crowley wants? How do you deal with the most hated and most poorly written quest in the game? Do you side with either Asher or Werhner, either kidnapping the baby and releasing trogs into the city or do you quell the rebellion? How do you gain access to Ian and deal with the Family?
 
- Solved it in three ways. I prefer killing Roy from a content-quantity standpoint. There is more npc variety in the tower with the normies. Only three member of Roy gang can talk.

- I get the keys for Crowley (by killing or sparing the target if possible), escort him to the building, so i get an escort mission in which the target can die, kill him once inside the building.

- I don't kill anyone in the vault. I am supposed to have spent my whole life with those folks. I also escaped the vault without killing anyone.

- Ashur is the most obvious choice. There are very few difference between those two, but the two point i remember the most are the fact that Werhner plan involves more casualties and destructions in the settlements, and that Werhner is more willing to abandon everyone if things don't go his way.

- If my memory serves me well, it isn't not possible to attack the vampire wannabe without making the Arefu folks hostiles.
 
Most of it depends on what kind of character I am playing, but since I usually play the neutral evil mercenary-type in Fallout 3, I'll comment from that perspective. The game really seems to make the more sense when played in that way.

Tenpenny Tower:

Kill the ghoulies for caps. You'll never get a more straight up contract!

You Gotta Shoot Them in the Head:

I take Crowley's request at face value and treat it like any assassination contract, but abuse the fact I can simply take the keys without killing the marks. Through barter/speech/intimidation I unravel what Crowley is trying to do, but ultimately stick to my contract because the location of the Fort is still vague and it's uncertain what can be found inside. When arriving at Tenpenny Tower, Alistair offers me extra caps if I kill Crowley instead. Being the true mercenary that I am, I take up his offer and end the quest after having collected the three keys and killed Crowley, instead of Tenpenny. This approach nets about a 1000 caps (with barter) and makes you end up with all the keys.

Trouble at the Homefront:
Yeah. I tend to ignore this quest. When I don't, I'll generally try to open the Vault and stay on good terms with Amata.
Mostly I was just disappointed Amata can't tag along through the Wasteland, so I downloaded a mod which made that possible.

Free Labour:
Haven't gotten around to this quest on my latest playthrough, and I can't remember much from the Pitt. I'm really looking forward to playing it though, because it was one of my favourite DLCs.

Blood Ties:
Lord... This quest.
Lets just say that after being promised a handsome reward for delivering a letter, end up saving a kid and forming a truce, thus saving Arefu and ending up being paid Scotch and a Tin Can as a reward.
... Lets just say that the rest of my payment was extracted ... With ruthless efficiency.
 
I guess I never got into the writing of Fallout 3 enough to really optimize my outcomes all that much.

Tenpenny Tower: I usually go the peaceful route b/c I don't like basing my decisions purely on outcomes my character couldn't possibly know. Though I will admit assault Tenpenny tower was surprisingly fun. I'm not sure why though, since I didn't really enjoy any of the evil options. Anyway, I always exacted vengeance on Roy after the fact, but lately I've been offing him prematurely. I think the tower still gets massacred though, regardless of how many you kill after the peaceful option, which is bizarre. I guess I'm just supposed to assume his friends carry out his vengeance even if I do it stealthy, b/c maybe they just assume if he ever dies that everyone in Tenpenny tower is to blame.

You Gotta Shoot Them In the Head: I always wanted to follow Crowley to the fort, but he kept glitching out on me. Usually I'd let Roy kill Tenpenny for me from beyond the grave or whatever, taking a serendipitous solution to the problem. They're both bigots that can be convinced to be nonviolent. So it's kind of a toss up if I take Crowley out or not. Used to for the reward. I guess my character's sense of morality is quite fickle like that.

Trouble On The Homefront: Ugh, I hate this one. I've only doomed the vault a few times b/c after being kicked out several times I've gotten pretty vindictive about it.

Free Labor: I don't see slavery as being inconsequential. The plan I have to carry out to end it is kind of stupid, and far from optimal, but at least I can lean on the idea of my rule of Lord of the Pitt making up the difference.

Blood Ties: I don't see anything to really wonder about with this one. The peaceful route is easy, if not tedious with all the backtracking. Cults are stupid, and people shouldn't be in them. If they ever decide to do something stupid, like break the protection pact I can just wipe them out then.
 
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