Fallout 3 - Point Lookout (DLC) - The Velvet Curtain (Side Quest) - Part 2/2 - (PC/X360/PS3)
#fallout3 #thevelvetcurtain
Blow up the Chinese submarine
The Chinese spy sub is beached underwater, located south of the Calvert Mansion and near a pair of sunken vessels just west of the lighthouse. Enter the sub through a hatch on the conning tower. Use the terminal in the bow to activate the self-destruct, and flip the failsafe switch in the stern. Before flipping the switch, use Lockpick on a footlocker, which contains several valuable items, including a power fist. The Lone Wanderer will have about 10 seconds to escape after leaving the sub, but until they do leave, nothing will happen.
Not too far from the sub site is a ship far enough away from the blast radius that it can be used as a position to observe the explosion in safety, although it may still be somewhat difficult to see the underwater explosion due to the murky water.
Return to the motel
Head back to the motel, and receive some new orders from the safehouse terminal. The next objective is to meet the head Chinese agent at his bunker, located beside Calvert Mansion, underneath the atrium. The terminal directs the Lone Wanderer to a pair of cryptochromatic spectacles hidden within the toilet tank in the motel.
Head to the bunker
Travel to the Calvert Mansion and enter the remnants of an aviary to the west. Equip the cryptographic spectacles now. The number of rings on each vase represents its number. Using the cryptochromatic sequence activate the vases. The sequence is: 1, 3, 2, 3, 4, 4, 2. A hatch will appear on the floor next to the #2 vase. If entered correctly an audible "5-ping" noise instead of the normal "click" can be heard. If the hatch does not open, enter the code a second time immediately after, ignoring the 'wrong' sound effect, after entering the code a second time, the Chinese Intelligence bunker should open.
Escape the Chinese bunker
Inside the bunker is a large number of weapons and ammunition and a workbench. The Lone Wanderer will be approached by a protectron who asks them to leave the hazardous area. Choose to give the robot the pass phrase or tell the "tin man" to get out of the way. There are no benefits or drawbacks to either option save personal preference on where the robot should stand once the quest is complete (assuming it isn't destroyed).
If it is chosen to give it the pass phrase, it will escort the Lone Wanderer to a room downstairs for the extraction orders and stand next to that door. Otherwise, simply go downstairs. If left alive without using the pass phrase, the robot will continually guard the door nearest its recharge station and occasionally approach the Lone Wanderer with the option to give it the pass phrase again or use the "tin man" option.
Regardless of the decision, don't go right away. There are numerous crates with various types of ammunition, and a Stealth Boy next to the door that was used to come in. There is also a Stealth Boy and mini nuke on the shelf next to the doorway the protectron either leads the player character through (pass phrase given), or it guards (tin man option given).
Enter the room, and pick up the Backwater rifle on the shelf next to the door, then activate the terminal. The terminal tells the Lone Wanderer the funds for completing the mission have been wired to their next of kin and advises them to take their death honourably. The terminal will then seal the chamber, and fill it with radiation. There are two methods of escape, and one option to buy some time.
Scale the nearby lockers and crates to a run-off tunnel visible on the local map. Science (71) - Interact with a fuse box beside the door. It's hidden,
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