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{{Infobox quest
{{For|about=the game|an overview of our ''Van Buren''-related articles|Portal:Van Buren}}
 
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|games =FO3
{{Infobox game
 
|name =Van Buren
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|type =side
|image =Vbtitle.png
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|icon =28 Trouble on the Homefront.png
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|image =Trouble on the Homefront (quest).jpg
|developer =[[Black Isle Studios]]
 
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|image desc =Ah, home sweet home.
|publisher =[[Interplay Entertainment]]
 
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|location =[[Vault 101]]
|release date =canceled in 2003
 
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|given by =[[Vault 101 emergency frequency|Vault 101 distress signal]]
|genre =Role-playing game
 
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|reward =[[Modified utility jumpsuit]]<br />Banishment from [[Vault 101]]<br />300 XP<br />[[Butch DeLoria]] as a potential follower
|modes =Single player<br />Co-op multiplayer
 
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|related ='''[[Escape!]]'''<br />'''[[The Waters of Life]]'''
|rating =None
 
|platforms =Windows
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|baseid ={{ID|014ea3}}
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}}{{Infobox achievement
}}{{Games|VB}}
 
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|games =FO3
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|image =28 Trouble on the Homefront.png
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|image size =120px
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|requires =Complete '''Trouble on the Homefront'''
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|points =20
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|trophy =Bronze
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}}{{Games|FO3}}
   
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{{Quotation|Stop right there! I don't know how you got in here, but... Hold on...|[[Herman Gomez|Officer Gomez]] after seeing the [[Lone Wanderer]] enter the vault}}[[File:Fo3_HermanGomez_StopRightThere.ogg|noicon|NaNxNaNpx|center]]
'''''Van Buren''''' was the project name [[Black Isle Studios]] assigned to their version of ''[[Fallout 3]]''.
 
   
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'''Trouble on the Homefront''' is a [[Fallout 3 quests|side quest]] in ''[[Fallout 3]]''. It is also an [[Fallout 3 achievements and trophies|Xbox 360 and PC achievement and a PlayStation 3 trophy]].
The game was going to use an engine that Black Isle had made for ''Baldur's Gate 3'', commonly referred to as the [[Jefferson Engine]]. It was a fully 3D engine.
 
   
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==Quick walkthrough==
Black Isle Studios planned to include a dual combat system in the game that allowed for the player to choose real time (like Fallout 3 or Fallout Tactics) or [[turn-based combat]] (like Fallout 1 and 2), due to [[Interplay]]'s demands though, [[Josh Sawyer]] had stated that the emphasis would be on the turn-based version. Co-operative multiplayer was also going to be included in the game, again because of publisher requirements.
 
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{{chart/start|class=mw-collapsible mw-collapsed}}
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{{chart|quest|colspan=38|quest=Side Quest: Trouble on the Homefront|class=va-chart-quest}}
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{{chart| | | | | | | | | |!| | | | | | | | | }}
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{{chart|data1|colspan=38|data1=Receive the [[Vault 101 emergency frequency|distress signal]] and reenter [[Vault 101]].|class=va-chart-body}}
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{{chart| | | |,|-|-|-|-|-|^|-|v|-|-|-|-|-|.| }}
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{{chart|data1| |data2| |data3
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|data1=Side with the overseer.|colspan_data1=14
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|data2=Side with the rebels.|colspan_data2=14
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|data3=Sabotage the Vault.|class=va-chart-body}}
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{{chart| |,|-|^|-|.| | | |,|-|^|-|.| | | |!| }}
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{{chart|data1| |data2| |data3| |data4| |data5
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|data1=Kill [[Amata Almodovar|Amata]].|boxstyle_data1=width:19%
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|data2=Persuade Amata.|boxstyle_data2=width:19%
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|data3=Kill the overseer.|boxstyle_data3=width:19%
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|data4=Persuade the overseer.|boxstyle_data4=width:19%
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|data5=Purge the water chip.|boxstyle_data5=width:19%|class=va-chart-body}}
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{{chart| |!| | | |!| | | |!| | | |!| | | |!| }}
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{{chart|data1| |data2| |data3| |data4| |data5
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|data1=Reward: Evil [[Karma (Fallout 3)|Karma]]
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|data2=Reward: Good Karma
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|data3=Reward: Evil Karma
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|data4=Reward: Good Karma and [[modified utility jumpsuit]]
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|data5=Reward: Evil Karma|class=va-chart-reward}}
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{{chart| |`|-|v|-|'| | | |`|-|-|-|+|-|-|-|'| }}
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{{chart|data1| |data2|colspan_data1=14|colspan_data2=22
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|data1=Reward: [[Modified utility jumpsuit]]
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|data2=[[Butch DeLoria|Butch]] as possible companion.|class=va-chart-reward}}
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{{chart| | | |`|-|-|-|-|-|v|-|-|-|'| | | | | }}
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{{chart|reward|colspan=38|reward=Reward: 300 XP|class=va-chart-reward}}
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{{chart/end}}
   
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==Detailed walkthrough==
In 2003, the game was canceled and the Black Isle employees were laid off. At that time the engine was about 95% done. You could create characters, use skills, perform both ranged and melee combat, save/load games and travel across maps. A tutorial level was done that would let the designers do all of the above. All areas but one had been designed. About 75% of the dialogue was done and at least 50% of the maps. BIS already had many of the character models and monster models.<ref>[http://www.gamebanshee.com/interviews/johndeiley1.php Interview with John Deiley] at GameBanshee</ref>
 
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This quest will be activated anytime after completing [[The Waters of Life]], by picking up the [[Vault 101 distress signal]] on your radio. Note that if you go to find the G.E.C.K you may have a bit of trouble picking up the signal. To find it, simply wander near Vault 101. The signal is only active for a limited time; if the quest is not started before the signal stops, the only way to start it is through the console (see the [[Talk:Trouble on the Homefront|talk page]] for more information).
   
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It is a message from [[Amata Almodovar|Amata]] asking you to return to Vault 101 to help stop her father, the [[Alphonse Almodovar|Overseer]]. If you killed the original Overseer while escaping from Vault 101, [[Allen Mack]] will be the new Overseer and you can still do this quest (although the radio message changes to "...the new Overseer is insane. If you can hear this, please stop looking for your dad and help save us.").
==Setting==
 
''Van Buren'' would have taken place in the American [[southwest]] ([[Arizona]], [[Nevada]], [[Colorado]], [[Utah]]). The westernmost sites on the game map are the easternmost borders of [[New California Republic]]. According to the [[Van Buren design documents|design documents]] it was to be set in the year [[Timeline#2253|2253]].
 
   
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Since you and [[James (Fallout 3)|your father]] escaped from [[Vault 101]], the Vault has been divided into two major factions. The faction led by Amata, holed up in your father's clinic, wants to open the Vault and interact with the outside world. The other faction is led by the Overseer and he wants to keep the vault closed permanently, in accordance with its mission. [[Butch DeLoria|Butch]], however, wishes to abandon the vault entirely and live on the surface; the rest of the rebels simply intend to remain living in the vault but want to be able to make excursions into the wasteland when necessary.
Some places that appeared in ''Van Buren'':
 
* The [[Prison|Tibbets Facility]] (the Prison)
 
* [[Denver]] ([[Dog Town]])
 
* [[Boulder Dome]]
 
* [[Hoover Dam (Van Buren)|Hoover Dam]] (the [[New California Republic|NCR]])
 
* The [[Grand Canyon]]
 
* [[Twin Mothers]] ([[Vault 29]])
 
* The [[Nursery]]
 
* The [[Reservation]]
 
* [[Jericho (town)|Jericho]]
 
* [[Maxson's Bunker]]
 
* [[Fort Abandon]]
 
* [[Mesa Verde]]
 
* [[Ouroboros]]
 
* [[Blackfoot]] village
 
* [[Burham Springs]]
 
* [[Bloomfield Airbase]]
 
* [[Ballistic Orbital Missile Base 001]]
 
   
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One of the most essential reasons for having access to the wasteland and the remainder of humanity, apart from the obvious need for supplies and parts for the vault's aging life support apparatus, is to avoid collapse due to genetic stagnation and inbreeding. The number of Vault 101 residents has fallen significantly in the two centuries since it was sealed, implied heavily by various conversations and other means (such as a message encouraging procreation on the text messages) prior to the Lone Wanderer's initial escape. If he/she successfully persuades the overseer to allow exterior access, then the overseer himself will finally accept and openly admit that without external input, the vault's population will not remain genetically viable for more than a generation or so.
Places cut from the final version of the game:
 
* [[New Canaan]] and [[Jericho desalination plant]] (merged into town of [[Jericho (town)|Jericho]])
 
* [[Hangdog Village]] (design documents for Hangdog and Blackfoot tribes were merged)
 
* [[Circle Junction]] ("[[Iron Lines]]" place)
 
* The [[Crater]]
 
* [[Moletown]]
 
* [[Caesar's Legion]] location
 
   
==Plot==
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==Solutions==
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Although there are only three different outcomes, there are plenty of ways to finish each.
{{VB}}
 
===The Prisoner===
 
The game would have begun with the player in a prison cell. Because of this the player was given a choice. They could be an innocent that was imprisoned because of some misunderstanding, or they could choose to be a criminal and take bonus traits that would bolster some of their skills.
 
   
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===Keep the Vault closed===
The player would awaken in a [[Tibbets|prison]] cell, but not the one they remembered falling asleep in. Suddenly the floor rocks violently from an explosion and the player is knocked unconscious. When they awaken, they finds their cell door open and a hole in the wall leading outside. Leaving the prison, the character is under attack by some unknown assailant. Deciding that discretion is the better part of valor, the player flees into the night to explore this new world.
 
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There are essentially two ways to keep the vault closed; one way is to ignore the problem and leave. The downside to this is you will not receive any quest-related rewards.
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* Simply ignore the radio message. The signal will cease after a while and you will lose the opportunity to gain XP and the [[modified utility jumpsuit]].
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* You can also just enter Vault 101 once, talk to some people and/or take items (such as opening the safe in your father's office) and then exit the vault. After leaving, you will be unable to reenter the vault as it has been locked again.
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The other way is to deal with the rebels. This completes the quest and will reward you accordingly.
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* Kill the rebels. Killing Amata only should break them up, but you may also have to kill the other rebels as well. You'll gain bad Karma for this even if you're trying to keep the Vault closed. NOTE: if you are spotted, the whole Vault may turn hostile, including the Overseer. If you hide for long enough, they may turn friendly again.
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* Persuade Amata to stay in the Vault because the outside is too dangerous (you'll gain good Karma for this). There are two ways to achieve this:
  +
** Pass a [[Speech]] check.
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** Hack the Overseer's computer and discover the attempts by the [[Enclave]] to gain entry into Vault 101, and the Overseer's refusal to admit them. This provides proof of the dangers outside and of the Overseer's attempts to protect them, and will allow you to convince Amata without the Speech check.
   
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After dealing with the rebels, you may talk to the Overseer, who will ask you to leave. If you ask him about a G.E.C.K. he will tell you that Vault 101 never had one and will offer you the modified utility jumpsuit instead, whether or not you used violence. Alternatively, you can ask him for food and ammunition and get 13 [[Cram (Fallout 3)|Cram]] and 350 [[5mm round (Fallout 3)|5mm round]]s in place of the suit.
Unfortunately, this new found freedom may be short lived. The player is relentlessly pursued by [[robots]] who want to return them to the prison. As they explore the world and try to outwit their pursuers, they begin to uncover an underlying plot. Why was the character in a different prison than the one they fell asleep in? Why can't they remember being transferred? What was the attack on the prison about in the first place? Then they finds out about [[New California Republic|NCR]]'s problems, and a few things don't add up....
 
   
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===Open the Vault===
Just like all the titles in the ''Fallout'' series, the story ends with multiple different endings for every community and faction that you interacted with. Their outcome depends on your actions.
 
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* Kill the Overseer.
{{Main|Van Buren endings}}
 
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* Convince him to step down, one of two nonviolent solutions, neither of which work on [[Allen Mack]] (the new Overseer if you killed Amata's father in "[[Escape!]]"). Any attempts to try to reason with Mack will result in him becoming hostile.
  +
** Pass a [[Speech]] check. The Overseer will realize that the Vault won't survive more than a generation or two no matter how many supplies they may receive.
  +
** Show that security is planning an assault against the Overseer's orders. Access the computer in the security office either by hacking into it (Average difficulty) or by obtaining the [[Jail cell password|password]] (either from the body of [[Wilkins (Vault 101)|Officer Wilkins]] or from a locker on the other side of the room). This will also allow you to free [[Edwin Brotch|Mr. Brotch]] (who also knows of the plan) from the jail cell. Telling the Overseer about the assault convinces him he has failed his mission as Overseer, and he'll surrender without the speech check.
   
  +
If the Overseer is still alive, he will step down, and Amata will take on the role of Overseer. This nets you positive [[Karma (Fallout 3)|Karma]]. She will still assume the role of overseer if [[Alphonse Almodovar|her father]] or Allen Mack is killed. Amata will show regret and sorrow if you had to kill the Overseer, or excitement and amazement if you managed to persuade her father to step down without violence. If you talk to her she will then 'ask' you to leave the vault permanently even if you persuaded her father to stand down without violence, and will provide you with the modified utility jumpsuit (only if you didn't use violence). Later, you may randomly encounter [[Susie Mack]] in the [[wasteland]]. You can talk to her and she will give you [[Purified water (Fallout 3)|purified water]] but say that you still cannot return. Butch will end up in [[Rivet City]] at [[The Muddy Rudder]].
===Presper's plan===
 
[[File:VB DD16 npc Victor Presper 1.jpg|thumb|200px|Victor Presper]]
 
   
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===Destroy the Vault===
Eventually, the player would discover the true reason behind the prison and the attack on it. It turns out that through extensive research, the mad scientist called [[Presper]], disgusted with what the world turned into after the War, discovered the history of [[New Plague]], the virus that [[Forced Evolutionary Virus|FEV]] was initially created to cure, and its genocidal potency, and also discovered a viable means to cleanse the world. Using [[ULYSSES]], the [[Big Empty|quarantine prison]], and a ballistic satellite known as ''[[B.O.M.B.-001]]'', the way to human planetary domination and order became clear. He needed to get to ''B.O.M.B.-001'' and use the nuclear weapons to clean the filth and wretch that currently have occupied the surface.
 
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Hack the (hard) computer in the sub-basement or steal the [[Vault 101 maintenance password]] from [[Stanley Armstrong|Stanley]], the maintenance man, who can be found wandering around the cafeteria/dorm level. Go into manual override mode and perform a flush and a purge. This will flush the [[water chip]], resulting in a catastrophic system failure (if Stanley is performing maintenance on the system, as he tends to do, the resulting explosive malfunction will kill him). Everyone is now forced to evacuate the vault (you lose Karma for this). This is always an option (unless the latest [[Fallout 3 patch 1.1|patch 1.1]] is installed, see below) - you can even complete the quest with another method and ''then'' flush the chip, although this will render anything you did before meaningless from the quest's point of view.
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* The passcode only unlocks the terminal and does not enable you to unlock any extra areas of the Vault.
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* You can lie to Amata that it was the Overseer's plan, and lie to the Overseer that the rebels did it. In the latter case he will stay where he is, ashamed at what he has caused, which results in his death.
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* If Amata finds out you did it, either by telling her or failing the speech check, she will say you're worse than her father and threatens to kill you if she ever sees you again. As she is running out of the Vault, you can attempt to speak to her, but she won't say anything and will instead turn hostile and attack you.
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* As of [[Fallout 3 patch 1.1|patch 1.1]], the option to destroy the Vault is lost after completing the mission through interaction with either Amata or the Overseer. Back at the filtration room computer, the option "Begin Water Chip Service" now returns the message ''"Service Disabled - See Vendor"'' when selected. This applies even if Butch has given you the optional task to ''Sabotage Vault 101''.
   
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Obviously, life in the vault is no longer feasible. A random encounter may occur where Amata is being interrogated by the Enclave. If she gives up the location for Vault 101, she will be executed. If you save her life, you can try talking to her, but she will scold you for what you have done. She doesn't have a destination and will eventually be killed by one of the horrors of the wasteland. Butch can be found at [[The Muddy Rudder]] bar in [[Rivet City]] and can be recruited if you have neutral Karma. In the random encounter [[Trapped Outside]], you'll also find dead residents (provided these residents survived your Vault visit). In order: [[Freddie Gomez]], [[Pepper Gomez]], [[Herman Gomez]]. All of the other vault dwellers are not seen again.
Presper and his followers released the New Plague virus in the remote areas near [[Boulder]] and [[Denver]]. It was close enough to the quarantine prison to spur ULYSSES into action, but not near enough to cause huge populations to start a general panic. Once enough people were infected and ULYSSES “arrested” enough people to just about fill up the prison, Presper’s men would stage an attack on the prison which would allow everyone to escape. This event would start a countdown of sorts for missile launch on ''B.O.M.B.-001''. ULYSSES would assess the viral spread, try to gather up the escaped prisoners, and once 90% of the prisoners had been retrieved, launch nuclear missiles to “clean & prevent” any further infection. By the time this happened Presper had planned to be on, and in full control, of ''B.O.M.B.-001'' and reprogramming targeting solutions to clean the areas he wanted. Humans of his choosing would wait out the second nuclear holocaust in the [[Boulder Dome]], until the day came where he declared the Earth safe for pure blood humans once more.
 
   
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Doing this nets no rewards of any kind except bad Karma; if you particularly want a reward then you can complete the quest that way, get the reward, and then destroy the chip. You can, of course, still loot the Vault.You will gain very evil carma
==Tech demo==
 
{{Main|Van Buren tech demo}}
 
   
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i like chetoos
A [[Van Buren tech demo|tech demo]] of ''Van Buren'' exists. When asked about it, [[Bethesda Softworks]]'s [[Pete Hines]] replied: "(...) releasing someone else's unfinished product, or assets from it, is not something we intend to do." Several screenshots and one video of the tech demo have been released at [[No Mutants Allowed]] on April 30, 2007, followed by the tech demo itself on May 2.
 
   
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===Failure===
The plot of the tech demo is not connected to the main storyline and was going to be included in the finished game as a tutorial. It takes place in the [[United States]] during the [[Great War]], somewhere in the Great Midwest Commonwealth. The [[Player Character]] in the demo is referred to only as Citizen. The Citizen's parents were reduced to ash, as they didn't believe the government's bombing raid sirens. The Citizen made their way to the relocation center and is escorted to a [[Vault]] by [[Corporal Armstrong]] of the 4th [[Power Armor|Armored Infantry]] Division. To reach the Vault, they must fight [[Communist Insurgents]]. After they enter the Vault, the Citizen must help turn on the life support system.
 
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Killing the overseer after getting the vault either open or closed results in failure of the quest itself. This also causes the Vault to be left open and you can come and go as you please, but all residents will turn hostile. A message will appear explaining that Vault 101 has been 'thrown into chaos'. If you decide to make it a home-away-from-home, be aware that even after you've killed all the people, the place will become infested with radroaches.
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* It's possible for this to happen accidentally - if you convince the rebels to stay and then go to the Overseer when [[Wilkins (Vault 101)|Officer Wilkins]] is nearby he will cause the Overseer to become hostile as well. This won't instantly cause failure unless the Overseer actually dies.
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*If you kill Amata, Vault 101 will still be thrown into chaos.
   
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===Glitchy endings===
There are several things of note in the tech demo. The first is that the female PC appears naked from the waist up, without the prisoner suit with the "13" legend. The second and most curious is that the male PC's character portrait appears to be [http://www.emotioneric.com Eric Wu from Eric Conveys an Emotion (or simply Emotion Eric)]. The female PC has no character portrait whatsoever.
 
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* When you throw the vault into chaos, Butch will disappear and will be waiting at the Muddy Rudder bar in Rivet City. Butch will order you to leave like the vault residents do, but you can still hire him to be a companion.
{{VB|end}}
 
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* It is possible to kill the leaders of both sides without failing the quest. Resolve the situation, killing people if you want, but spare the acting Overseer (whether it is Amata, her dad, or Mack). Attack the Overseer and make them pursue you to the entrance of the vault but don't kill them. After the vault door closes and the quest is deemed completed, you can revel in the joy of slaying the previously "critical" non-player character and getting away with it. You won't receive the message about the vault being thrown into chaos if you achieve this.
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* It is also possible to kill the leaders of both sides and more residents of the vault without failing the quest. If the player convinces the overseer that the vault shouldn't remain closed the overseer will then run and tell Amata that she is the new Overseer. Right after that conversation, kill Amata and everyone will want to kill you. Make a run for it and get out of the vault. Head towards the wooden door into the wasteland but don't open it. The quest will be completed, the player will gain the XP, the vault door will close and even with the vault door closed, the residents somehow will get outside the vault and attack you, you can kill them then for XP with Karma loss but the mission will be complete (discovered on ''Fallout 3'' PC version).
  +
* It is also possible to finish the quest and have the vault door stay open indefinitely. Enter the vault and don't talk to anyone - ignoring Officer Gomez, Amata and the Overseer isn't critical but there's no real point in talking to anyone else (except perhaps Butch, to get the optional "Sabotage Vault 101" subquest on your Pip-Boy, but it isn't necessary). Head to the reactor area and purge the water chip. This will cause the vault to evacuate. Wait about 2–3 minutes real-time and then go through the Overseer's tunnel. (If you can't avoid the Overseer here, lie to them.) Leave the vault when it says the quest is completed (when the vault door would normally close). The door will remain open forever, and the vault will be empty of people.
  +
** You cannot shut the vault door using this method. Method confirmed on Xbox 360.
  +
** If you avoid the Overseer when leaving they may remain in the vault, alive and with no dialogue options.
  +
** If you kill the Overseer and then kill Amata when she tells you to leave then the vault door will stay open indefinitely.
  +
** Note: Waiting does not work.
   
==Character system==
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==Quest stages==
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===Side with the rebels===
{{main|Van Buren SPECIAL}}
 
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{{Quest stage table
The game used a highly modified version of [[SPECIAL]], the character system used in previous ''Fallout'' games. The changes were introduced mostly by [[J.E. Sawyer]]. Some of his changes were accepted well in the ''Fallout'' community, while some, such as merging combat skills and dividing [[Speech]] into [[Deception]] and [[Persuasion]], were quite controversial.
 
  +
|stage1 =10
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|desc1 =Return to Vault 101.
  +
|stage2 =20
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|desc2 =Learn what happened to Vault 101.
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|stage3 =30
  +
|desc3 =End Vault 101's troubles.
  +
|stage4 =40
  +
|desc4 =Stop the Overseer.
  +
|stage5 =80
  +
|desc5 =(Optional) Sabotage Vault 101.
  +
|stage6 =90
  +
|desc6 =(Optional) Leave Vault 101 forever.
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|stage7 =140
  +
|desc7 =Talk to Amata.
  +
|stage8 =160
  +
|desc8 =Evacuate the Vault
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|stage9 =190
  +
|desc9 =Leave Vault 101 forever.
  +
|status9 =finish
  +
}}
  +
  +
===Side with the overseer===
  +
{{Quest stage table
  +
|stage1 =10
  +
|desc1 =Return to Vault 101.
  +
|stage2 =20
  +
|desc2 =Learn what happened to Vault 101.
  +
|stage3 =30
  +
|desc3 =End Vault 101's troubles.
  +
|stage4 =60
  +
|desc4 =Stop the Rebels.
  +
|stage5 =80
  +
|desc5 =(Optional) Sabotage Vault 101.
  +
|stage6 =90
  +
|desc6 =(Optional) Leave Vault 101 forever.
  +
|stage7 =160
  +
|desc7 =Talk to the Overseer.
  +
|stage8 =180
  +
|desc8 =Evacuate the Vault
  +
|stage9 =190
  +
|desc9 =Leave Vault 101 forever.
  +
|stage10 =190
  +
|desc10 =Everyone in Vault 101 has been killed.
  +
|status10 =finish
  +
}}
   
 
==Notes==
 
==Notes==
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* '''WARNING: You will not be able to regroup with any companion should you choose to have them wait inside the vault after you have left for good, barring the use of mods or console commands.''' Your companion will stay inside, and you will never be able to get them out since entry to the vault will be forbidden and there are two ways to do it:<br />(1). Use of mods or console commands<br />(2). Wait or travel to DLC locations like Pitt and Point Lookout until you receive a message that they came back to their own place such as "[[Fawkes]] has returned to the [[Underworld|Museum of History]]."
* The name ''Van Buren'' derives from Martin Van Buren, who was the 8th president of the United States of America. Interplay projects were given code names based on the surnames of American presidents during their development phase.
 
  +
* Having a companion with you on entry into the vault may lead to no peaceful settlement with the Overseer as your companion may attack him on sight. With all the problems they might cause, it might just be easiest to make them stay outside.
* President Van Buren's lack of political support is partially what led the Mormons to leave Missouri and settle in Utah. This may be why his name was chosen as the code name for a Fallout game that was to heavily reference the religion.
 
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* After getting inside the vault, the first thing you will see is the corpse of [[Jim Wilkins]].
* It is possible that Fallout new vegas was a attempt to remake Van Buren given the factions and quests featured in Fallout new vegas however this is uncomfirmed.
 
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* This is the last time you will be able to grab the [[Bobblehead - Medicine]] from your father's office in the clinic if you missed it before. Also, be sure to open the (average) locked safe behind the framed Bible quote in the same room, as it contains a schematic for the [[Rock-It Launcher]] and the [[Home sweet home]] voice recording from your father, as well as 300 caps.
*Originally Van Buren intro song was going to be "I dont wanna set the world on fire" but never was due to it being canceled.
 
  +
* Regardless of whether you arranged to have Vault 101 opened, sabotaged, or sealed (which would logically preclude his appearance elsewhere), Butch gets out and will be an available companion.
  +
* If you have activated the purifier, then you might not be able to start this quest.
  +
* If you missed the chance to start the quest and the distress signal is gone, type in the console setstage 00014EA3 10. This will initiate the quest and follow as normal. Going to ''The Pitt'' and returning also helps, if you have it installed. Going to other DLC locations (''Mothership Zeta'', Point Lookout, Operation: Anchorage) may possibly work too, though this hasn't been confirmed. Otherwise you will not be able to complete the quest.
  +
* Killing the Overseer will leave a finger on his corpse and will result in no Karma loss (the latter holds true for Andy as well).
  +
* If you do not kill Officer Wilkins after he becomes hostile, he will try to find you throughout the Vault. If any Vault citizens see him as a hostile against you, they will also join in the fight to kill you.
  +
* The Overseer is nearby and will likely become hostile to you before you have a chance to talk to him, forcing you to kill him. If, however, your sneak skill is high enough, or through use of a Stealth Boy, you can kill Wilkins and then slip away from combat. Remaining hidden long enough will allow the Overseer to become non hostile again, and you can talk to him.
  +
* Wilkins will also appear in the sublevel (where you shot the radroaches with your BB gun as a kid). Killing him here obviously won't make anyone hostile, unless Stanley is there and sees you fighting.
  +
* Here is another chance to obtain a Tunnel Snake jacket from Freddie Gomez (Butch has one too, but it won't show up in his inventory). Be sure to take another item of clothing (raider armor works well) to reverse pick pocket him, leave the area and come back to see him wearing the new armor. Now you can take the Tunnel Snake outfit.
  +
* If you leave any items in any containers inside the vault, be sure to grab them BEFORE leaving the vault for good, you will never get these items back.
  +
* If you can not get the signal which starts this quest, and you have [[The Pitt (add-on)|The Pitt]] installed, once you've finished it, you should get the Vault 101 distress signal when you travel near Vault 101.
  +
*This is the only point in the game where you can obtain Butch's Toothpick, a unique switchblade, by pickpocketing Butch.
  +
  +
==Behind the scenes==
  +
''Fallout'' reference: Portions of Amata's speech to the Lone Wanderer when he or she leaves are strikingly similar to the speech given to the [[Vault Dweller]] at the [[Fallout endings|end]] of ''[[Fallout]]'', even the number of ellipses used in each (bold quotes specifically).
  +
  +
{{Transcript|style=|text=Vault 13 Overseer's speech to the Vault Dweller:
  +
You've done it! That's '''. . .''' wonderful. Amazing! I'm so proud of what you've accomplished, what you've endured.
  +
There's no way the people of the Vault can ever thank you enough for what you've done. You've saved all our lives. Who knows, maybe even saved the human race. [The Overseer sighs.] '''That makes the rest of this even harder'''.
  +
  +
Everyone will want to talk to you. Every youngster will look up to you, and want to emulate you. And then what?
  +
They'll want to leave. What happens to the Vault if we lose the best of a generation? What if we are the only safe place in the world? You just gave us back all these lives '''. . .''' I can't take the chance of losing them.
  +
I've made a lot of tough decisions since I took this position. But none of them harder than this one. '''You saved us''', but you'll kill us. '''I'm sorry. You're a hero . . . and you have to leave.'''
  +
}}
  +
  +
{{Transcript|style=|text=Amata's speech to the Lone Wanderer:
  +
Amata: I'''...''' I just heard. the Overseer'''...''' My father is dead. What's more, some of the people are saying I should be the new Overseer. It's all so sudden.
  +
[[File:FO3 Amata IJustHeard.ogg|noicon|center]]
  +
Lone Wanderer: That's the way these things go. Now do the right thing for your Vault.
   
  +
Amata: Oh, I will, believe me. We can open up limited trade with nearby settlements and other areas, and see the world we've been missing.
==Gallery==
 
  +
But it's still important that I protect our Vault, and keep the people within it safe from the dangers of the Wasteland. Even when those dangers have helped us in the past. '''And that makes the rest of this even harder.'''
<gallery captionalign="left">
 
  +
[[File:FO3 Amata IWillBelieveMe.ogg|noicon|center]]
VB_1.jpg|Van Buren Image
 
  +
Lone Wanderer: I've got a bad feeling I know where this is going.
VB_2.jpg|Van Buren Image
 
VB_3.jpg|Van Buren Image
 
VB_5.jpg|Van Buren Loading Screen
 
van buren.JPG|Character Menu
 
</gallery>
 
   
  +
Amata: '''You saved us'''. But that doesn't change the fact that you killed one of us to do it, and I can't let that sort of thing stand here. I guess it's a bit familiar. You've already been forced out of the Vault once before. At least now you know what's out there.
==Video==
 
  +
'''I'm sorry. You're a hero... and you have to leave.'''
A short video demonstrating the Van Buren (Fallout 3) tech demo created by Black Isle in 2003. Presented by No Mutants Allowed.
 
  +
[[File:FO3 Amata YouHaveToLeave.ogg|noicon|center]]
[[Video:Black Isle's Van Buren]]
 
  +
}}
   
  +
NOTE: The above dialogue appears only if the Lone Wanderer chooses to resolve the problem by killing the Overseer. Resolving the problem diplomatically results in a different dialogue that does not reference the original ''Fallout''.
==Sources==
 
* [http://www.nma-fallout.com/forum/dload.php?action=category&cat_id=61 ''Van Buren'' design documents] at No Mutants Allowed
 
* [http://nma-fallout.com/forum/viewtopic.php?t=35970 ''Van Buren'' tech demo] at No Mutants Allowed
 
* [http://nma-fallout.com/forum/viewtopic.php?t=35934 ''Van Buren'' tech demo video] at No Mutants Allowed
 
* [http://www.duckandcover.cx/content.php?id=62 Duck and Cover interview] with [[Sean K. Reynolds]]
 
* [http://www.gamebanshee.com/interviews/johndeiley1.php GameBanshee interview] with [[John Deiley]]
 
* [http://www.nma-fallout.com/article.php?id=8804 No Mutants Allowed interview] with [[Ferret Baudoin]]
 
* Leaks from the [http://www.nma-fallout.com No Mutants Allowed] forum
 
   
===References===
+
==Bugs==
  +
* {{Platforms|xbox360}} If you choose to end the vault troubles by sabotaging the vault, the vault door will remain open, allowing you to come and go as you please. If you inspect the vault for any present dwellers, you will notice that [[Beatrice Armstrong]] is no longer present at the surgery table (but [[Andy (Fallout 3)|Andy]] is still present), and Mr. Brotch is no longer held up in the jail cell (if you decided not to free him in the quest). The jail cell door remains locked. {{Verify|verified}}
{{References}}
 
  +
* {{Platforms|pc|ps3|xbox360}} When attempting to reason with the Overseer and convince him to step down, he refers to the player as a "young man," regardless of the Lone Wanderer's actual gender. {{Verify|verified}}
  +
* {{Platforms|pc|xbox360}} It is possible that the final objective (Leave Vault 101 forever) will stay marked as unfinished, even after you've completed the quest. {{Verify|verified}}
  +
* {{Platforms|pc}} After convincing the Overseer to step down, it is possible to get to Amata before he does. Speaking to Amata will have her talk as though the Overseer has already spoken to her, and after the player finishes talking to her the Overseer will arrive and their conversation will proceed normally. {{Verify|verified}}
  +
* {{Platforms|pc}} When you enter the vault and ask Officer Gomez to lead you to Amata, following Freddie into the room he goes in after having been shot at by Officer Taylor will result in him disappearing. {{Verify|verified}}
  +
* {{platforms|pc|xbox360}} After completing the quest, [[Butch DeLoria|Butch]] will travel to the Muddy Rudder but cannot be recruited by the Lone Wanderer. This can happen if the player sides with the Overseer. Since it's irrational that he appears after closing the vault, allowing no one to leave, thus, cause him to have no dialogue. {{verify|verified}}
  +
* {{platforms|xbox360|ps3}} Sometimes you will not get the distress signal, and cannot start the quest.{{verify|verified}}
   
  +
{{Navbox quests FO3}}
[[Category:Canceled Fallout games]]
 
  +
{{Navbox Vault 101}}
[[Category:Van Buren| ]]
 
   
  +
[[Category:Fallout 3 quests]]
{{Navbox Van Buren}}
 
  +
[[Category:Fallout 3 achievements and trophies]]
{{Navbox Fallout games}}
 
   
  +
[[ru:Проблемы на домашнем фронте]]
[[pl:Van Buren]]
 
[[ru:Van Buren]]
 
[[es:Van Buren]]
 

Revision as of 18:36, 31 May 2014

 
Gametitle-FO3
Gametitle-FO3
Stop right there! I don't know how you got in here, but... Hold on...Officer Gomez after seeing the Lone Wanderer enter the vault

Trouble on the Homefront is a side quest in Fallout 3. It is also an Xbox 360 and PC achievement and a PlayStation 3 trophy.

Quick walkthrough

Side Quest: Trouble on the Homefront 
Receive the distress signal and reenter Vault 101
Side with the overseer. 
Side with the rebels. 
Sabotage the Vault. 
Kill Amata
Persuade Amata. 
Kill the overseer. 
Persuade the overseer. 
Purge the water chip. 
Reward: Evil Karma 
Reward: Good Karma 
Reward: Evil Karma 
Reward: Good Karma and modified utility jumpsuit 
Reward: Evil Karma 
Reward: Modified utility jumpsuit 
Butch as possible companion. 
Reward: 300 XP 

Detailed walkthrough

This quest will be activated anytime after completing The Waters of Life, by picking up the Vault 101 distress signal on your radio. Note that if you go to find the G.E.C.K you may have a bit of trouble picking up the signal. To find it, simply wander near Vault 101. The signal is only active for a limited time; if the quest is not started before the signal stops, the only way to start it is through the console (see the talk page for more information).

It is a message from Amata asking you to return to Vault 101 to help stop her father, the Overseer. If you killed the original Overseer while escaping from Vault 101, Allen Mack will be the new Overseer and you can still do this quest (although the radio message changes to "...the new Overseer is insane. If you can hear this, please stop looking for your dad and help save us.").

Since you and your father escaped from Vault 101, the Vault has been divided into two major factions. The faction led by Amata, holed up in your father's clinic, wants to open the Vault and interact with the outside world. The other faction is led by the Overseer and he wants to keep the vault closed permanently, in accordance with its mission. Butch, however, wishes to abandon the vault entirely and live on the surface; the rest of the rebels simply intend to remain living in the vault but want to be able to make excursions into the wasteland when necessary.

One of the most essential reasons for having access to the wasteland and the remainder of humanity, apart from the obvious need for supplies and parts for the vault's aging life support apparatus, is to avoid collapse due to genetic stagnation and inbreeding. The number of Vault 101 residents has fallen significantly in the two centuries since it was sealed, implied heavily by various conversations and other means (such as a message encouraging procreation on the text messages) prior to the Lone Wanderer's initial escape. If he/she successfully persuades the overseer to allow exterior access, then the overseer himself will finally accept and openly admit that without external input, the vault's population will not remain genetically viable for more than a generation or so.

Solutions

Although there are only three different outcomes, there are plenty of ways to finish each.

Keep the Vault closed

There are essentially two ways to keep the vault closed; one way is to ignore the problem and leave. The downside to this is you will not receive any quest-related rewards.

  • Simply ignore the radio message. The signal will cease after a while and you will lose the opportunity to gain XP and the modified utility jumpsuit.
  • You can also just enter Vault 101 once, talk to some people and/or take items (such as opening the safe in your father's office) and then exit the vault. After leaving, you will be unable to reenter the vault as it has been locked again.

The other way is to deal with the rebels. This completes the quest and will reward you accordingly.

  • Kill the rebels. Killing Amata only should break them up, but you may also have to kill the other rebels as well. You'll gain bad Karma for this even if you're trying to keep the Vault closed. NOTE: if you are spotted, the whole Vault may turn hostile, including the Overseer. If you hide for long enough, they may turn friendly again.
  • Persuade Amata to stay in the Vault because the outside is too dangerous (you'll gain good Karma for this). There are two ways to achieve this:
    • Pass a Speech check.
    • Hack the Overseer's computer and discover the attempts by the Enclave to gain entry into Vault 101, and the Overseer's refusal to admit them. This provides proof of the dangers outside and of the Overseer's attempts to protect them, and will allow you to convince Amata without the Speech check.

After dealing with the rebels, you may talk to the Overseer, who will ask you to leave. If you ask him about a G.E.C.K. he will tell you that Vault 101 never had one and will offer you the modified utility jumpsuit instead, whether or not you used violence. Alternatively, you can ask him for food and ammunition and get 13 Cram and 350 5mm rounds in place of the suit.

Open the Vault

  • Kill the Overseer.
  • Convince him to step down, one of two nonviolent solutions, neither of which work on Allen Mack (the new Overseer if you killed Amata's father in "Escape!"). Any attempts to try to reason with Mack will result in him becoming hostile.
    • Pass a Speech check. The Overseer will realize that the Vault won't survive more than a generation or two no matter how many supplies they may receive.
    • Show that security is planning an assault against the Overseer's orders. Access the computer in the security office either by hacking into it (Average difficulty) or by obtaining the password (either from the body of Officer Wilkins or from a locker on the other side of the room). This will also allow you to free Mr. Brotch (who also knows of the plan) from the jail cell. Telling the Overseer about the assault convinces him he has failed his mission as Overseer, and he'll surrender without the speech check.

If the Overseer is still alive, he will step down, and Amata will take on the role of Overseer. This nets you positive Karma. She will still assume the role of overseer if her father or Allen Mack is killed. Amata will show regret and sorrow if you had to kill the Overseer, or excitement and amazement if you managed to persuade her father to step down without violence. If you talk to her she will then 'ask' you to leave the vault permanently even if you persuaded her father to stand down without violence, and will provide you with the modified utility jumpsuit (only if you didn't use violence). Later, you may randomly encounter Susie Mack in the wasteland. You can talk to her and she will give you purified water but say that you still cannot return. Butch will end up in Rivet City at The Muddy Rudder.

Destroy the Vault

Hack the (hard) computer in the sub-basement or steal the Vault 101 maintenance password from Stanley, the maintenance man, who can be found wandering around the cafeteria/dorm level. Go into manual override mode and perform a flush and a purge. This will flush the water chip, resulting in a catastrophic system failure (if Stanley is performing maintenance on the system, as he tends to do, the resulting explosive malfunction will kill him). Everyone is now forced to evacuate the vault (you lose Karma for this). This is always an option (unless the latest patch 1.1 is installed, see below) - you can even complete the quest with another method and then flush the chip, although this will render anything you did before meaningless from the quest's point of view.

  • The passcode only unlocks the terminal and does not enable you to unlock any extra areas of the Vault.
  • You can lie to Amata that it was the Overseer's plan, and lie to the Overseer that the rebels did it. In the latter case he will stay where he is, ashamed at what he has caused, which results in his death.
  • If Amata finds out you did it, either by telling her or failing the speech check, she will say you're worse than her father and threatens to kill you if she ever sees you again. As she is running out of the Vault, you can attempt to speak to her, but she won't say anything and will instead turn hostile and attack you.
  • As of patch 1.1, the option to destroy the Vault is lost after completing the mission through interaction with either Amata or the Overseer. Back at the filtration room computer, the option "Begin Water Chip Service" now returns the message "Service Disabled - See Vendor" when selected. This applies even if Butch has given you the optional task to Sabotage Vault 101.

Obviously, life in the vault is no longer feasible. A random encounter may occur where Amata is being interrogated by the Enclave. If she gives up the location for Vault 101, she will be executed. If you save her life, you can try talking to her, but she will scold you for what you have done. She doesn't have a destination and will eventually be killed by one of the horrors of the wasteland. Butch can be found at The Muddy Rudder bar in Rivet City and can be recruited if you have neutral Karma. In the random encounter Trapped Outside, you'll also find dead residents (provided these residents survived your Vault visit). In order: Freddie Gomez, Pepper Gomez, Herman Gomez. All of the other vault dwellers are not seen again.

Doing this nets no rewards of any kind except bad Karma; if you particularly want a reward then you can complete the quest that way, get the reward, and then destroy the chip. You can, of course, still loot the Vault.You will gain very evil carma

i like chetoos

Failure

Killing the overseer after getting the vault either open or closed results in failure of the quest itself. This also causes the Vault to be left open and you can come and go as you please, but all residents will turn hostile. A message will appear explaining that Vault 101 has been 'thrown into chaos'. If you decide to make it a home-away-from-home, be aware that even after you've killed all the people, the place will become infested with radroaches.

  • It's possible for this to happen accidentally - if you convince the rebels to stay and then go to the Overseer when Officer Wilkins is nearby he will cause the Overseer to become hostile as well. This won't instantly cause failure unless the Overseer actually dies.
  • If you kill Amata, Vault 101 will still be thrown into chaos.

Glitchy endings

  • When you throw the vault into chaos, Butch will disappear and will be waiting at the Muddy Rudder bar in Rivet City. Butch will order you to leave like the vault residents do, but you can still hire him to be a companion.
  • It is possible to kill the leaders of both sides without failing the quest. Resolve the situation, killing people if you want, but spare the acting Overseer (whether it is Amata, her dad, or Mack). Attack the Overseer and make them pursue you to the entrance of the vault but don't kill them. After the vault door closes and the quest is deemed completed, you can revel in the joy of slaying the previously "critical" non-player character and getting away with it. You won't receive the message about the vault being thrown into chaos if you achieve this.
  • It is also possible to kill the leaders of both sides and more residents of the vault without failing the quest. If the player convinces the overseer that the vault shouldn't remain closed the overseer will then run and tell Amata that she is the new Overseer. Right after that conversation, kill Amata and everyone will want to kill you. Make a run for it and get out of the vault. Head towards the wooden door into the wasteland but don't open it. The quest will be completed, the player will gain the XP, the vault door will close and even with the vault door closed, the residents somehow will get outside the vault and attack you, you can kill them then for XP with Karma loss but the mission will be complete (discovered on Fallout 3 PC version).
  • It is also possible to finish the quest and have the vault door stay open indefinitely. Enter the vault and don't talk to anyone - ignoring Officer Gomez, Amata and the Overseer isn't critical but there's no real point in talking to anyone else (except perhaps Butch, to get the optional "Sabotage Vault 101" subquest on your Pip-Boy, but it isn't necessary). Head to the reactor area and purge the water chip. This will cause the vault to evacuate. Wait about 2–3 minutes real-time and then go through the Overseer's tunnel. (If you can't avoid the Overseer here, lie to them.) Leave the vault when it says the quest is completed (when the vault door would normally close). The door will remain open forever, and the vault will be empty of people.
    • You cannot shut the vault door using this method. Method confirmed on Xbox 360.
    • If you avoid the Overseer when leaving they may remain in the vault, alive and with no dialogue options.
    • If you kill the Overseer and then kill Amata when she tells you to leave then the vault door will stay open indefinitely.
    • Note: Waiting does not work.

Quest stages

Side with the rebels

StageStatusDescription
10 Return to Vault 101.
20 Learn what happened to Vault 101.
30 End Vault 101's troubles.
40 Stop the Overseer.
80 (Optional) Sabotage Vault 101.
90 (Optional) Leave Vault 101 forever.
140 Talk to Amata.
160 Evacuate the Vault
190Quest finishedLeave Vault 101 forever.

Side with the overseer

StageStatusDescription
10 Return to Vault 101.
20 Learn what happened to Vault 101.
30 End Vault 101's troubles.
60 Stop the Rebels.
80 (Optional) Sabotage Vault 101.
90 (Optional) Leave Vault 101 forever.
160 Talk to the Overseer.
180 Evacuate the Vault
190 Leave Vault 101 forever.
190Quest finishedEveryone in Vault 101 has been killed.

Notes

  • WARNING: You will not be able to regroup with any companion should you choose to have them wait inside the vault after you have left for good, barring the use of mods or console commands. Your companion will stay inside, and you will never be able to get them out since entry to the vault will be forbidden and there are two ways to do it:
    (1). Use of mods or console commands
    (2). Wait or travel to DLC locations like Pitt and Point Lookout until you receive a message that they came back to their own place such as "Fawkes has returned to the Museum of History."
  • Having a companion with you on entry into the vault may lead to no peaceful settlement with the Overseer as your companion may attack him on sight. With all the problems they might cause, it might just be easiest to make them stay outside.
  • After getting inside the vault, the first thing you will see is the corpse of Jim Wilkins.
  • This is the last time you will be able to grab the Bobblehead - Medicine from your father's office in the clinic if you missed it before. Also, be sure to open the (average) locked safe behind the framed Bible quote in the same room, as it contains a schematic for the Rock-It Launcher and the Home sweet home voice recording from your father, as well as 300 caps.
  • Regardless of whether you arranged to have Vault 101 opened, sabotaged, or sealed (which would logically preclude his appearance elsewhere), Butch gets out and will be an available companion.
  • If you have activated the purifier, then you might not be able to start this quest.
  • If you missed the chance to start the quest and the distress signal is gone, type in the console setstage 00014EA3 10. This will initiate the quest and follow as normal. Going to The Pitt and returning also helps, if you have it installed. Going to other DLC locations (Mothership Zeta, Point Lookout, Operation: Anchorage) may possibly work too, though this hasn't been confirmed. Otherwise you will not be able to complete the quest.
  • Killing the Overseer will leave a finger on his corpse and will result in no Karma loss (the latter holds true for Andy as well).
  • If you do not kill Officer Wilkins after he becomes hostile, he will try to find you throughout the Vault. If any Vault citizens see him as a hostile against you, they will also join in the fight to kill you.
  • The Overseer is nearby and will likely become hostile to you before you have a chance to talk to him, forcing you to kill him. If, however, your sneak skill is high enough, or through use of a Stealth Boy, you can kill Wilkins and then slip away from combat. Remaining hidden long enough will allow the Overseer to become non hostile again, and you can talk to him.
  • Wilkins will also appear in the sublevel (where you shot the radroaches with your BB gun as a kid). Killing him here obviously won't make anyone hostile, unless Stanley is there and sees you fighting.
  • Here is another chance to obtain a Tunnel Snake jacket from Freddie Gomez (Butch has one too, but it won't show up in his inventory). Be sure to take another item of clothing (raider armor works well) to reverse pick pocket him, leave the area and come back to see him wearing the new armor. Now you can take the Tunnel Snake outfit.
  • If you leave any items in any containers inside the vault, be sure to grab them BEFORE leaving the vault for good, you will never get these items back.
  • If you can not get the signal which starts this quest, and you have The Pitt installed, once you've finished it, you should get the Vault 101 distress signal when you travel near Vault 101.
  • This is the only point in the game where you can obtain Butch's Toothpick, a unique switchblade, by pickpocketing Butch.

Behind the scenes

Fallout reference: Portions of Amata's speech to the Lone Wanderer when he or she leaves are strikingly similar to the speech given to the Vault Dweller at the end of Fallout, even the number of ellipses used in each (bold quotes specifically).

Transcript

Vault 13 Overseer's speech to the Vault Dweller:
You've done it! That's . . . wonderful. Amazing! I'm so proud of what you've accomplished, what you've endured.
There's no way the people of the Vault can ever thank you enough for what you've done. You've saved all our lives. Who knows, maybe even saved the human race. [The Overseer sighs.] That makes the rest of this even harder.

Everyone will want to talk to you. Every youngster will look up to you, and want to emulate you. And then what?
They'll want to leave. What happens to the Vault if we lose the best of a generation? What if we are the only safe place in the world? You just gave us back all these lives . . . I can't take the chance of losing them.
I've made a lot of tough decisions since I took this position. But none of them harder than this one. You saved us, but you'll kill us. I'm sorry. You're a hero . . . and you have to leave.

Transcript

Amata's speech to the Lone Wanderer:
Amata: I... I just heard. the Overseer... My father is dead. What's more, some of the people are saying I should be the new Overseer. It's all so sudden.


Lone Wanderer: That's the way these things go. Now do the right thing for your Vault.

Amata: Oh, I will, believe me. We can open up limited trade with nearby settlements and other areas, and see the world we've been missing.
But it's still important that I protect our Vault, and keep the people within it safe from the dangers of the Wasteland. Even when those dangers have helped us in the past. And that makes the rest of this even harder.


Lone Wanderer: I've got a bad feeling I know where this is going.

Amata: You saved us. But that doesn't change the fact that you killed one of us to do it, and I can't let that sort of thing stand here. I guess it's a bit familiar. You've already been forced out of the Vault once before. At least now you know what's out there.
I'm sorry. You're a hero... and you have to leave.

NOTE: The above dialogue appears only if the Lone Wanderer chooses to resolve the problem by killing the Overseer. Resolving the problem diplomatically results in a different dialogue that does not reference the original Fallout.

Bugs

  • Xbox 360Xbox 360 If you choose to end the vault troubles by sabotaging the vault, the vault door will remain open, allowing you to come and go as you please. If you inspect the vault for any present dwellers, you will notice that Beatrice Armstrong is no longer present at the surgery table (but Andy is still present), and Mr. Brotch is no longer held up in the jail cell (if you decided not to free him in the quest). The jail cell door remains locked. [verified]
  • PCPC When attempting to reason with the Overseer and convince him to step down, he refers to the player as a "young man," regardless of the Lone Wanderer's actual gender. [verified]
  • PCPC It is possible that the final objective (Leave Vault 101 forever) will stay marked as unfinished, even after you've completed the quest. [verified]
  • PCPC After convincing the Overseer to step down, it is possible to get to Amata before he does. Speaking to Amata will have her talk as though the Overseer has already spoken to her, and after the player finishes talking to her the Overseer will arrive and their conversation will proceed normally. [verified]
  • PCPC When you enter the vault and ask Officer Gomez to lead you to Amata, following Freddie into the room he goes in after having been shot at by Officer Taylor will result in him disappearing. [verified]
  • PCPC After completing the quest, Butch will travel to the Muddy Rudder but cannot be recruited by the Lone Wanderer. This can happen if the player sides with the Overseer. Since it's irrational that he appears after closing the vault, allowing no one to leave, thus, cause him to have no dialogue. [verified]
  • Xbox 360Xbox 360 Sometimes you will not get the distress signal, and cannot start the quest.[verified]