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Fallout 3 Game of the Year Edition Tour of Broken Steel
- 1 TOUR OF BROKEN STEEL
- 1.1 Water Caravan Routes
- 1.2 Zone 2: Northern Mountains
- 1.3 Zone 3: Northeast Territories
- 1.4 Zone 4: Irradiated Western Plains
- 1.5 Zone 5: Central Plains and Potomac
- 1.6 Zone 7: Southwest Territories
- 1.7 Zone 8: Southern Plains & D.C. Outskirts
- 1.8 Zone 9: Exterior D.C. Metro. Ruins
- 1.8.1 TOPOGRAPHICAL OVERVIEW
- 1.8.2 Primary Locations
- 1.8.3 Secondary Locations
- 1.9 Zone 10: Chevy Chase
- 1.10 Zone 14: Chevy Chase
- 1.11 Zone 15: Pennsylvania Avenue
- 1.12 Zone 17: The Mall
- 1.13 See also
TOUR OF BROKEN STEEL
Water Caravan Routes
The Wasteland is a dangerous place, and everyone wants clean water. To prevent an uprising from a particular faction, security forces from Rivet City have teamed up with the Brotherhood of Steel to send Water Caravans (Brahmin with Aqua Pura water barrels tied to their backs, and a Rivet City Guard escort) between various major settlements across the Wasteland. If they haven't been ambushed by wandering animals or irradiated beasts, you may find Water Caravans on the following routes:
- Jefferson Memorial [9.14] to Rivet City [9.15]
- Jefferson Memorial [9.14] to Andale [8.07], to the Republic of Dave [3.03]
- Germantown Police Headquarters [5.01] and Big Town [5.10] (ambush north of Bigtown detailed in this chapter)
- Warrington Station [7.13] and Tenpenny Tower [7.14] (ambush west of Tenpenny Tower detailed in this chapter)
- Megaton [8.03] to Bigtown [5.10] (ambush outside Megaton detailed in this chapter)
Zone 2: Northern Mountains
This zone has been largely unaffected by the creation of Project Purity's water distribution. The largest amount of Aqua Pura is in the hands of a band of Raiders, who have split off from their brethren at the Montgomery County Reservoir and created their own camp, where they pillage passersby, and tackle any wild animals that come foraging.
BS2.A: AQUA PURA RAIDER CAMP (LAT -08/LONG 22)
Northwest of Montgomery County Reservoir [CW: 2.05] is the Irradiated Silo and Outbuildings [CW: 2.f]. Raiders have taken over this structure, and are fighting off Yao Guai and lone wanderers. Their camp consists of an Aqua Pura barrel crate with a lookout, and a distilling operation (that is, a bath) on the upper balcony of a barn, where you'll find ammo and a Pre-War Book and Vodka not previously available.
Zone 3: Northeast Territories
Water Caravans predictably visit the Republic of Dave [CW: 3.03], but the main additional locations here are an Enclave Camp dedicated to locating and enslaving Deathclaws, and additional underground connections deep below the surface of Old Olney. Assuming you can dislodge the roaming Deathclaws, a completely new underground area is yours to explore, eventually leading to Olney Powerworks, where you can obtain a fabled Tesla Coil, which is required for a devastating new weapon.
BS 3.02.3: OLD OLNEY S. WILSON BUILDING
This huge office is in complete disrepair, and is where the Enclave have been dropping or capturing Deathclaws. There's a light Enclave presence here, but one of the enemy squad is armed with a Heavy Incinerator and Hellfire Armor, making him a formidable foe. Access to the Olney Powerworks is at the other end of the gigantic (and now "open plant") ruin.
BS 3.02.4: OLNEY POWERWORKS
What once provided power to Old Olney and the surrounding countryside is now a derelict structure. Amazingly, the central coil chamber is in good working order. The place is patrolled by robots. Also beware of turrets.
BS3.A: NEW ENCLAVE CAMP (LAT 12/LONG 24)
As you close in on Old Olney during your Main Broken Steel Quest, you encounter this newly erected Enclave camp, designed to study and enslave the local Deathclaw population. If you've spoken with Scribe Vallincourt at the Citadel [CW: 9.11], you'll hear the beeping of the Deathclaw Control Scrambler; one of these entities is close by. Expect three to four Enclave soldiers. Optionally you can unlock the Deathclaw Cage and allow the Deathclaw to savage the Enclave, after which it follows you around until you venture too far from the camp and its head explodes. Check the camp for a Field Operations Terminal and read the Officer's Report and Official Orders.
Zone 4: Irradiated Western Plains
With the Talon Company and the hated Raiders battling for control throughout this territory, the Brotherhood of Steel and Rivet City Security wisely decided to avoid this particular zone. However, that didn't prevent a reckless and adventurous Paladin from bringing a Water Caravan right into the middle of Fort Bannister. Paladin Jensen is convinced that if he breaks free, he can rid the area of Talon Company mercenaries. He's about to be proven wrong....
BS4.A: PALADIN JENSEN'S LAST ADVENTURE (LAT -18/LONG -01)
The exterior of Fort Bannister [4.11] features the usual Talon Company soldiers on guard (unless you recently slaughtered everyone, in which case this place is deserted), but as you move to the middle of the open-air base, you'll spot a couple of Brahmins with Aqua Pura barrels on their backs. It seems these mercenaries have captured a Brotherhood of Steel Paladin; he's inside the western tent.
You can ask what he's up to (scouting the base to report back on troop patterns before he was captured, but this was all part of his "plan"), and free him, in which case he runs off, usually into the fort itself, and is cut down by the superior firepower and tactical planning of the Talon Company. After this, Brotherhood reinforcements arrive, and you can side with them, or watch the battle unfold. The only new item is Jensen's Plasma Pistol, which he forgets inside his tent.
Zone 5: Central Plains and Potomac
As the traveler draws closer to the D.C. suburbs, and the trails become more heavily trafficked, there is greater likelihood of a Water Caravan appearing, and thus a group of ne'er-do-wells ready to ambush them for the profit this Aqua Pura can provide. Three such locations exist in this zone: a bridge attack just north of Big Town, where a Water Caravan is being attacked; a small ambush camp of female Wastelanders who aren't organized, but are still a minor threat; and Hank's Electrical Supply, a new store that's opened with Raiders guarding Aqua Pura barrels on the roof.
BS5.B: FEMALE WASTELANDER CAMP (LAT -11/LONG 02)
On the road west of Kaelyn's Bed & Breakfast [5.11], and east of the VAPL-58 Power Station [4.10], there's some hastily erected walls and three female Wastelanders, who are curt and unpleasant, but not hostile. Attack them if you wish, then inspect their small camp for sleeping mattresses and the following items, including a Holotape revealing that these ladies are waiting to ambush a Water Caravan using good looks and charm, thanks to "Jed's" advice.
Zone 7: Southwest Territories
A major location for Broken Steel, the newly discovered Rockland Car Tunnel to the southwest has been overrun by Enclave forces, which are currently being routed from that position by a considerable show of force under the command of Paladin Tristan of Lyons' Pride. Pushing out of the Capital Wasteland, you discover a Satellite Relay Station under Enclave control, and after a slight mishap with Liberty Prime, a thorough and violent exploration is called for. There are two other secondary locations in these parts too; the usual nasty surprise outside Evergreen Mills, and a Water Caravan attack close to Tenpenny Tower.
BS7.01: ROCKLAND CAR TUNNEL (LAT -30/LONG -18)
A wide tunnel that used to ferry cars away from the Warrington Street area has been blocked for centuries and is now a staging ground for the Brotherhood of Steel. Captured or shot Enclave soldiers are inspected, and their armor separated so the Brotherhood has a continuous supply of armor for recycling. Lately this area has been hard fought over, and the Brotherhood pushes the Enclave back toward a recently discovered satellite base.
BS7.01.1: SATELLITE RELAY STATION
After questioning an Enclave prisoner, the Brotherhood of Steel has discovered an Enclave presence at a Satellite Relay Station deep in the Capital Wasteland. Why they are there is unknown, but Elder Lyons wants to take no chances and sends you out there to meet Liberty Prime and the Lyon's Pride and join the attack.
BS7.A: FREE WATER (LAT 17/LONG 03)
On the railroad northeast of Evergreen Mills [7.04] is a suspicious sign that reads "Free Water." A crate of Aqua Pura barrels props the sign up, and the body of a Wastelander is on the ground below the sign. Approach the sign, and the corpse explodes (although you can Disarm the trap just like a Baby Carriage Trap), and you're ambushed by Raiders from the rocks left and right of you. Perhaps the Jefferson Memorial is a better place to find free water?
BS7.B: WARRINGTON CARAVAN AMBUSH (LAT -18/LONG -18)
On the road that heads north from Warrington Station [7.13] and heads west of Tenpenny Tower [7.14], a Water Caravan with Brotherhood of Steel guards is approached by a thirsty Wastelander, who then reveals himself to be a Raider, and an ambush occurs. Watch, or help out, and gather any scavenged pickings afterward. If the merchant with this caravan survives, you can get items Repaired, and Trade.
Zone 8: Southern Plains & D.C. Outskirts
With Water Caravans crossing the trails in this zone, it is only a matter of time before you come across an argument over water. The best location to eavesdrop on such a fracas is when you're close to Megaton. Residents of this settlement have already been complaining since their initial shipment went missing, and now Wastelanders are keen for more than their fair share. Coincidentally, a group of religious folk have recently taken over a building in Springvale, and are preaching a holy, if rather radioactive, future. Closer to town, meanwhile, battle-weary Enclave soldiers seek surrender, while others are keen to guard their water.
BS8.01: HOLY LIGHT MONASTERY (LAT -01/LONG -04)
Also known as the Eternal Light Monastery, this houses a small (and insane) cult that believe thy are the Apostles of Eternal Light, and demand their followers "cleanse" themselves with a massive dose of radiation. This has the side-effect of gradually turning their followers into Ghouls. Curie has recently intercepted a water caravan from Scribe Bigsley [9.14] and is changing the water to match her cosmology. The "Monastery" itself is a ruined house in Springvale [8.02], and is guarded by Brother Gerard. He has "Holy Water" (irradiated water) and a Key if you kill him, or follow his instructions. Note the "radiation trap" bathtub on the premises, which allows access to the Cellar Door to Eternal Light Monastery on this property.
BS8.A: WASTELANDER WATER REQUEST (LAT -02/LONG -05)
Rosa gives out deadly water to the thirsty (Miscellaneous Quest: Holy Water), and when you approach the northern outskirts of Megaton [8.03], you may run into an argument between Wastelanders lining in the area and the caravan guards, as well as two heavily armored Brotherhood of Steel Soldiers, You can do the following:
Leave the argument to boil over into violence, then watch, or pick a side or tackle the Wastelanders with the Brotherhood.
BS8.B: ENCLAVE OUTCASTS (LAT -02/LONG -16)
On the road south of Andale [8.07], a heavily armored Brotherhood Outcasts squad patrols the road to town. Follow them past the Jackknifed Truck [8.W], and down the hill toward what was once a well-defended (if tactically problematic) Enclave Camp [E8.06]. It seems the Enclave panicked after the drubbing they received, and wish to stop fighting. Three Enclave Soldiers (with their dead Officer at their feet) meet the Outcasts, and wish to discuss terms of surrender. Or, a frenzied Enclave Officer has survived the mutiny. Either way, it doesn't end well for the Enclave.... Inspect the corpses and fight the Outcasts only if you want to.
Zone 9: Exterior D.C. Metro. Ruins
The majority of the Aqua Pura–based activities that have occupied most of the Brotherhood's time over this past two weeks are centered on this zone. This is where the Aqua Pura is manufactured and distributed. The Citadel is as busy as ever, with multiple attacks planned on the remaining Enclave fortifications the Brotherhood has found. And there are other, less savory jobs to do, such as clearing out the dwindling population of Mirelurks, now unable to survived in the increasingly pure waters of the Tidal Basin.
9.04: WILHELM'S WHARF (LAT 07/LONG -07)
Once you've discovered who is responsible for attacking water caravans at the start of Miscellaneous Quest: Protecting the Water Way, you learn the Bandit's base camp is over at Wilhelm's Wharf, where Grandma Sparkles piles her wares. You can meet the Bandit leader (Split Jack) and slay him, or challenge him to a duel. Then you can continuously return to this spot after agreeing to extort Caps from Officer Lepelletier over at Rivet City [9.15]. Or, you can kill everyone.
9.11: THE CITADEL (LAT 08/LONG -14)
This large building is the remains of an old operations base known as "the Pentagon." Once Project Purity was deemed a success, the Brotherhood of Steel, who use this building as a central base of operations, began to put a two-pronged plan into action; the removal of any remaining Enclave forces, and the distribution of Aqua Pura to as many Wastelanders as possible.
BS 9.11.1: THE CITADEL (RUINS)
You sickened yourself of Lyon's Pride, and requested an Orbital Strike on the Citadel instead of the Air Force Base Crawler, when you return to the Capital Wasteland, all Brotherhood of Steel Soldiers are hostile to you, and the Citadel is a smoking husk. The entrance pathway from the Wasteland is still the same, but the place looks a whole lot different once you step inside!
BS9.A: JEFFERSON CARAVAN (LAT 13 / LONG -17)
At the site of the main bottling facility outside the Jefferson Memorial [9.14], Water Caravans wander down from Rivet City, running the gauntlet of the Super Mutant Bonfire [9.S] to reach this location and stock up on water for the trip. As you reach this point, a small Enclave presence attempts to disrupt the proceedings, and is promptly massacred (especially if they bring in an Enslaved Deathclaw and it picks up the signal from your Deathclaw Control Scrambler. Read the section on Jefferson Memorial for more information on this area.
BS9.B: BURNING FLOATERS (LAT 15 / LONG -17)
At the eastern end of the tidal basin (the water around the Jefferson Memorial [9.14]), two Brotherhood initiates have been tasked with clearing up the dead and dying Mirelurks, who seem to be waning due to the "purities" in the water. One initiate fires on them while the other burns them off. You can talk to the initiates about this.
Zone 10: Chevy Chase
Venturing into the D.C. Metro Area can be a frightening plan, as the Super Mutant presence continues in many areas. Recently, Brotherhood of Steel radio requests to an Aqua Pura outpost have gone unanswered. Perhaps someone will get around to checking what happened to the two initiates tasked with guarding a hoard of Aqua Pura in this zone.
BS10.A: OVERLORD AQUA PURA HOARD
A fearsome Super Mutant Overlord has killed two Brotherhood of Steel initiates, and is guarding a large supply of Aqua Pura barrels just east of of the forecourt adjacent to the Metro Junction entrance [10.2]. The Overlord is behind the city coach liner [10.C], meaning you can damage it by blowing the liner up as you close in. Remember that Overlords sometimes carry a new Tri-Beam Laser Rifle.
Zone 14: Chevy Chase
Still a hive of Super Mutant activity, and therefore a place where you're almost guaranteed to face the fearsome (and extremely hardy) Super Mutant Overlord, Georgetown's La Maison Beauregard Hotel holds a new secret, but only if you've found a particular Holotape. If you haven't, there's still an Overlord or two to fight, if only to fight, if only to obtain the new Tri-Beam Laser Rifle they tend to carry.
Zone 15: Pennsylvania Avenue
Upon the realization that the Enclave has a massive, and previously unknown orbital strike capability, you must locate a route to Adams Air Force Base outside of town, where most of the remaining Enclave forces are stationed, guarding a heavily defended (and massive) Base Crawler that controls the satellite-based payload systems. To reach the Air Force Base, use a newly discovered tunnel system and Metro connection that runs from the remains of the White House across to the Capitol Building, and beyond.
BS U15.02.1 PRESIDENTIAL SUB LEVEL
Underground Elevator Lobby
This chamber hosts your first robot encounter, and contains ruined statues of former Presidents.
BS U15.02.3 ADAMS AIR FORCE BASE
A massive and sprawling base outside the D.C. Metro area, this is the Enclave's new base of operations. They have co-opted a massive Space Shuttle Orbiter mobile platform and are using a huge satellite transmitter on top of it to send the signals to the orbital missile platform! After battling across a maze of hangars and forecourts, you reach the Crawler itself. Inside, the you encounter new Enclave units (the toughest ones yet) and battle to the nerve center of the place. You have two options to end this thrilling but dangerous romp.
AAFB 03: STORAGE FACILITY
A small storage facility and factory in the southeast corner of Adams Air Force Base. This survives the Crawler explosion, and you can gather some choice items from here, as well gain access onto the exterior roof.
AAFB 04: MOBILE BASE CRAWLER
An ancient mobile satellite array that the Enclave have appropriated with newly developed technology, this is a battle-station where the elite Squad Sigma trains for battle, Deathclaw experimentations continue and access to the earth's remaining orbital payloads are attempted.
Zone 17: The Mall
The Super Mutants still control much of the eastern end of the Mall, and journeying this area is still dangerous and unpredictable, but there are a couple of interesting areas to check out, mainly confined to the Museum of History and locations close by. Inside the Museum Rotunda is a new stall, with a Ghoul pitching a new type of drink. Investigate Underworld, and you may find patients staggering around with a variety of unknown ailments (that is, if you've affected the entire water supply with F.E.V.). Otherwise, pay attention to a Ghoul named Griffon. He could be your next meal ticket.
BS17.01: MUSEUM OF AUTHORITY BUILDING
A previously sealed building along the Mall, just east of the Mirelurk Nesting Hole [17.03], with an exterior entrance infested with Radroaches, has recently (and secretly) been opened by an enterprising shyster named Griffon. He is paying for Aqua Pura from Scribe Bigsley (who resides in the Jefferson Museum Gift Shop [9.14]), and in return, he sells it on to Raiders and other undesirables. Then, with a mixture of Abraxo Cleaner, he brews a rebranded water known as Aqua Cura, with properties similar to Dirty Water. This scheme must be stopped...or bought into!
- Tour of The Capital Wasteland
- Tour of Operation: Anchorage
- Tour of The Pitt
- Tour of Point Lookout
- Tour of Mothership Zeta