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Fallout 3 - Main quests 13: Take it back! - Endings - game guide, walkthrough, secrets, game tips & strategies

Fallout 3 Game Guide
Main quests 13: Take it back! - Endings
by Jacek "Stranger" Halas (guides.gamepressure.com)
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Main quests 13: Take it back! - Endings  (15/83)

ENDINGS

Additional info: If you decide to go inside instead of Sarah, you can’t rely on Fawkes helping you out, even if he’s a member of your team. Fawkes will refuse to go instead of you, forcing you to sacrifice yours or Sarah’s life. It’s even funnier when you notice that he actually entered the chamber, but he’ll be standing next to you, doing nothing.

First ending – Agree to enter the room and input the correct code

I think this is the most obvious ending for a good character and the best way to solve the problem with the purifier. During the conversation with Sarah agree to take on a suicide mission. Enter the chamber and wait for her to lock you in. Approach the control panel quickly (screen). Use the panel to input three digits – 2 1 6. Finish this off by pressing ENTER (on the console, not on your keyboard ;-)).

 

 

Second ending – Agree to enter the room, apply the virus and input the correct code

You’ll be doing the exact same things with one exception. Once you’ve agreed to enter the chamber wait for Sarah to lock you in. Ignore the console for the moment and approach a second panel which can be found in front of you (screen). Press the action key and apply the virus from Raven Rock. Now you may go the console, input 2 1 6 and confirm your request.

 

 

Third ending – Refuse cooperation with Sarah / don’t give her the code

This is by far the worst solution to the problem. You may consider talking to Sarah to refuse her personally (screen), however it’s not necessary. You can wait outside the chamber or once you’ve agreed to go in and changed your mind. After about one minute (real time) the purifier is going to explode, killing you, Sarah and destroying Jefferson Memorial.

 

 

Fourth ending – Send Sarah to the chamber

This should be your choice if you’re playing as a bad character. During your conversation with Sarah convince her that she should enter the chamber instead of you. Tell her the correct combination (2 1 6) and unlock a passageway for her with a switch on the wall. Now you must only wait for Sarah to input the code (screen) and you can enjoy the ending. You can also apply the virus to the right console, but you must do this before you talk to her.

 

 

Main quests 13: Take it back! - Endings  (15/83)
comments and responses

in the end of (TAKE IT BACK) at the control room i kill the 3 dudes and go to the intercom and listen to the chick talk then after she talks the other chick says we need to secure this room but it is secure what can i do.
MegaOwnage
02/06/2009 14:02
You can get his gun and weapon from the first time you meet him just after your fathers death.
Just crouch in first person view and make sure the pointer is on him then hold down R2 and use the right analog stick to look behind you in the machine until you see the Search Colonel Autumn message, voila!
amyyyh
09/05/2009 05:09
Hey, i've finished Fallout many times but was never so sure about the ending,
What i would like to know is if you can retrieve colonel Autumn's clothing and weapon and then exit the memorial carrying out the game as if nothing happened ;P I just think that his clothing looks cool and i know that his gun is stronger then usual.

If you're able to do so please reply

Thanks.
Tomernater
25/04/2009 13:05

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Introduction
Fallout 3
Main quests
Main quests 1: Baby steps
Main quests 2: Growing up fast
Main quests 3: Future imperfect
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!
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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