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Fallout 3 - Main quests 3: Future imperfect - game guide, walkthrough, secrets, game tips & strategies

Fallout 3 Game Guide
Main quests 3: Future imperfect
by Jacek "Stranger" Halas (guides.gamepressure.com)
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Main quests 3: Future imperfect  (4/83)

MAIN QUEST 3: Future imperfect

Received from: James [Vault 101]

Solution: Once again, a few years have passed since your last quest. You’re now sixteen and you’ll have to take the G.O.A.T. Talk to James about that. You can also inquire him about the Vault or your mother. Before you decide to head to your destination, check your surroudings. You may use the computer to access experiments data and medical files of the inhabitants of Vault 101. You can also take your first bobblehead – medicine (screen). Picking it up will result in your medicine skill being increased by 10 points.

 

 

Go to the main corridor and you’ll meet Butch, as well as members of his gang. It looks that Tunnel Snakes don’t want to leave Amata alone. You can resolve this problem if you want to or you can focus only on completing your quest. If you decide to talk to Butch, you can convince him to stop harrasing Amata or you can encourage him to continue with his actions. You can defend Amata by fighting him or you can threaten him that you’ll report this situation to the Overseer. Alternatively you could talk to Wally Mack. It would be possible to convince him that Butch is not the leader of the Tunnel Snakes and that he shouldn’t make all the decisions by himself. This would result in a conflict inside the group.

Eventually you’ll have to get to an area where the G.O.A.T. will take place. Talk to Mr Brotch there. You can persuade him to provide assistance in skipping the exam (screen) or you can be a model student and agree to take the test. If you’ve decided to start the test, you’ll have to find an empty desk. Sit down and answer ten (well... nine ;-)) questions. Once the test has ended, go back to Brotch for results. Depending on your answers Brotch will choose specializations for you, however you can ignore his recommendations and choose three skills on your own. Also, it’s going to be similiar to the main characteristics, because you’ll be allowed to change your decision before leaving Vault 101. Exit the room and you’ll complete this quest.

 

 

Main quests 3: Future imperfect  (4/83)
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Introduction
Fallout 3
Main quests
Main quests 1: Baby steps
Main quests 2: Growing up fast
Main quests 4: Escape!
Main quests 5: Following in his footsteps
Main quests 6: Radio Galaxy News
Main quests 7: Scientific Pursuits
Main quests 8: Tranquility Lane
Main quests 9: The waters of life
Main quests 10: Picking up the trail
Main quests 11: Finding the garden of eden
Main quests 12: The American Dream
Main quests 13: Take it back!
Main quests 13: Take it back! - Endings
Side quests
Megaton: The power of the atom
Megaton: The wasteland survival guide (first chapter)
Megaton: The wasteland survival guide (second chapter)
Megaton: The wasteland survival guide (third chapter)
Megaton: Blood ties
Grayditch: Those!
Rivet City: The replicated man
Rivet City: Stealing independence
Capitol Wasteland: Head of state
Museum of History: Reilly’s Rangers
Musem of History: You gotta shoot ‘em in the head
Canterbury Commons: The superhuman gambit
Paradise Falls: Strictly business
Big Town: Big trouble in Big Town
Tenpenny Tower: Tenpenny Tower
Vault 101: Trouble on the homefront
Little Lamplight: Rescue from paradise
Agatha’s house: Agatha’s song
Girdershade: The Nuka-Cola Challenge
Oasis: Oasis
Capitol Wasteland
Maps of the world
Main maps
sector 1, sector 2
sector 3, sector 4
sector 5, sector 6
sector 7, sector 8
sector 9, sector 10
Alphabetical list of primary locations
Other
Detailed maps
Big Town
The Underworld
Megaton
Rivet City
Tenpenny Tower
Main locations
Andale, The National Archives, Arefu
Capitol building, Canterbury Commons, Hallowed Moors cemetery
Citadel, Big Town, Evergreen Mills
Nuka-Cola plant, RobCo facility, Falls Church metro
Fort Bannister, Fort Constantine, Fort Independence
Girdershade, Grayditch, Hubris Comics
Dickerson Tabernacle Chapel, Vault 101 (return), Vault 106, Krypta 108
Little Lamplight, Megaton, Meresti trainyard
Museum of history, Wilhelm’s wharf, Paradise Falls
Reilly’s rangers compound, Raven Rock, The Republic of Dave
Rivet City
Rockbreaker’s Last Gas, Deathclaw sanctuary, National Guard depot
Springvale, Marigold station, Jury Street metro station
Northwest Seneca station, Temple of the Union, Takoma Park – factory district
Tenpenny Tower, Greener Pastures disposal site, Wheaton armory
Scrapyard, Other – Capitol Wasteland
Other
Enemies
Threats
Bonuses
Vault-Tec Bobbleheads part 1
Vault-Tec Bobbleheads part 2
Vault-Tec Bobbleheads part 3
List of achievements
Hints
Character creation and development
Basic
Perks part 1
Perks part 2
Perks part 3
Perks part 4
Perks part 5
Hidden perks
Combat
Basics
Useful hints
Equipment
Hints
Storing equipment and doing repairs
Unique weapon schematics
Other
Dirty deeds
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