Thought Control (no achievement)
Keep talking to Desmond and he'll tell about the long standing feud between him and Calvert. Turns out that the Calverts were an incredibly influential family back in the day and Desmond has been thwarting them at every turn, for reasons he doesn't get into. He'll give you a Cogwave Jammer which he wants you to plant on the Ferris wheel at the boardwalk. Once the jammer is raised aloft, it will jam Calvert's signal for good.
Either walk down to the boardwalk or fast travel to the dock and then make your way to the Ferris wheel. As you approach it, Calvert will psychically contact you and tell you to screw Desmond and put the jammer in the nearby trash compactor. At this point you have a choice. Side with Desmond and you'll eventually take out Calvert. Side with Calvert and Calvert will try and kill you leading to you taking him out. It's your choice, but I decided to go the Ferris wheel route. Activate the wheel and Calvert's pissed off voice will eventually stop but not before a load of tribals ambush you. Kill them all before heading on your way back to Desmond. One thing to note is that if Calvert is still speaking to you when you try and activate the Ferris wheel, you'll get a message stating that the wheel needs power. It doesn't actually need power, it just needs Calvert to stop talking. If you get that message, don't be an idiot like me and wander around the boardwalk looking for a power switch or a utility closet, just wait a minute and then activate it again.
Once you get back to Desmond the Calvert Mansion will explode, knocking you on your ass for your troubles. Once you regain control of yourself, head into the rubble and find the hatch to Desmond's safe house. Talk to him and he'll be plenty pissed that Calvert killed his dogs. I guess he didn't have the Puppies! perk. Ba-dum-tish! Any way, Desmond will tell you that he's finally located Calvert who has been hiding in the nearby lighthouse all this time. Why Desmond never chose to check out the lighthouse that was literally a stone's throw from his big old mansion is beyond me, but I've played too much Fallout to worry about it making sense now. At any rate, the quest will end, the next one will begin and you can follow Desmond out of the hatch and on to vengeance.
A Meeting of the Minds - 20 pts
Follow Desmond into the lighthouse and make your way down through the various rooms. You can hack the terminal to disable the turrets but that won't stop Desmond from freaking out and destroying them. Apparently Desmond is trying to reach Level 30 as well. Check the nearby rooms along the way for energy weapons and energy weapon ammo as you'll be going up against robots down here and energy weapon ammo is scarce. Don't ignore the Mesmetron ammo as you can use it in a goodie you get for completing the quest. As you progress you'll come across some Robobrains trying to kill you, so take them out, or let Desmond do it and lift the security badges off of the dead robots. If you still have the Tesla Cannon from Broken Steel, it makes short work of the robots.
Eventually you'll get to a room with Professor Calvert in it, or at least his brain any way, suspended in a tank full of liquid. He'll tell you to destroy Desmond and you'll get an amazing reward however that reward is death, so at some point you'll still have to kill the good professor. If you side with Desmond, start shooting the professor's tank and he'll activate the nearby Protectrons. They'll go after Desmond first, so just ignore them and keep shooting the tank. Once the tank is broken and the good professor is spilled all over the floor, shoot it some more until it's good and dead and the robots will stop attacking. At this point mop up whatever Protectrons are still alive, talk to Desmond and the quest will end. If you side with Calvert, kill Desmond, talk to Calvert about your "reward" and then kill Calvert by shooting the jar before all of the released Protectrons kill you. You'll get the achievement, 20 points and some experience points. You'll also have access to a nearby room which yields a bunch of energy weapon ammo and a Microwave Emitter which is a jazzed up Mesmetron.
Bog Walker - 40 pts
For this one you have to discover most of the locations within Point Lookout. I say most because there are 36 named locations on your map when all is said and done, but you only have to locate 29 of them for the achievement to pop. Point Lookout is fairly small, so just walk around and you should have the achievement in no time. If you're planning on doing all of the side quests and unmarked quests available in Point Lookout you shouldn't have to make a special trip to discover too many locations.
Here's a handy list of the locations to be discovered for the achievement:
1. Point Lookout Pier - You arrive here when you arrive at Point Lookout. Found during main quest "The Local Flavor".
2. Pilgrim's Landing - Northeast of the pier, home to the Ferris wheel. Found during main quest "The Local Flavor" and "Thought Control".
3. House of Wares - Tobar will put this one on your map for you. It's northeast of the marker for Pilgrim's Landing
4. The Homestead Motel - Tobar will also put this one on your map. It's north and sightly west of the marker for Pilgrim's landing. Starting point of side quest "The Velvet Curtain".
5. Ofie Clan Plot - Head west from the Homestead Motel. It's about half way between the motel and the end of the map.
6. Disaster Relief Outpost - Southwest of the Ofie Clan Plot, by the shore. Added to your map as part of the side quest "The Dark Heart of Blackhall".
7. Dove Delta - West of the Disaster Relief Outpost, in the small islands.
8. Blackhall Manor - Northwest of the Ofie Clan Plot, northeast of Dove Delta. Starting point of side quest "The Dark Heart of Blackhall".
9. Grower's Shack - North and slightly east of Blackhall Manor.
10. Sacred Bog Entrance - Northwest of the Grower's Shack. Found during main quest "Walking with Spirits"
11. Lil' Tyke Playhouse - East from the Grower's Shack.
12. Flooded Sinkhole - East and slightly north of the Sacred Bog, northwest of the Lil' Tyke Playhouse.
13. Trapper's Shack - If you did the main quest line, you probably came across this on your way to the Sacred Bog. North of the Flooded Sinkhole, northeast of the Sacred Bog entrance.
14. Jet Crash Site - Northwest of the Trapper's Shack.
15. Trash Heap - East of the Trapper's Shack.
16. Marguerite's Shack - Southeast of the Trash Heap, northeast of the Lil' Tyke Playhouse. Starting point of side quest "A Spoonful of Whiskey".
17. Turtledove Detention Camp - North and slightly east of Marguerite's Shack at the very top of the map, slightly west of dead center. Found during side quest "The Velvet Curtain."
18. Truck Wreckage - Southeast of the Turtledove Detention Camp.
19. The Ark & Dove Cathedral - Southeast of the Truck Wreckage, northeast of the House of Wares. Found during main quest "Walking with Spirits".
20. Ark & Dove Resting Grounds - You'll most likely pass this one as part of the main quest line. Northeast of the Ark & Dove Cathedral.
21. Wrecked Seatub - East and slightly north of the Ark & Dove Resting Grounds, on the shore. Found during main quest "Hearing Voices".
22. Coastal Grotto - Southeast of the Wrecked Seatub. Starting point of side quest "Plik's Safari".
23. Herzog Mine - Southeast of the Ark & Dove Cathedral.
24. USS Ozymandias - Southeast of the Herzog Mine, out in the water. Starting point of side quest "An Antique Land".
25. Haley's Hardware - Northeast of the House of Wares as if you were walking from the House of Wares to the Ark & Dove Cathedral.
26. Ritual Site - Southeast of Haley's Hardware. Found during side quest "The Dark Heart of Blackhall".
27. Beachview Campsite - Southeast of Ritual Site.
28. Calvert Mansion - Southeast of Pilgrim's Landing and the Beachview Campsite. Found during main quest "The Local Flavor".
29. Point Lookout Lighthouse - Southeast of the Calvert Mansion. Found during main quest "A Meeting of the Minds".
Side Quests
None of these quests give achievement points, just experience, items, caps and the fervent joy of caving in a swamp mutant's skull.
A Spoonful of Whiskey
Head to Marguerite's Shack and meet the fetching Marguerite. She'll try and sell you some line about being sick with Orange Fever, but with a high enough Medicine or Speech skill you can see through her subterfuge. She'll tell you that she needs some items to make up a new batch of moonshine and that if you bring her the items she needs she'll pay you and give you a share of the shine. With a high enough repair skill you can tell her that you'll repair her still for 100 caps, 200 if you pass the speech check. Talk to her again after repairing the still for your money.
Marguerite needs a bunch of things, but nothing that's too hard to obtain. Her list includes six fission batteries, three bags of yeast and either 20 wild punga fruits or ten refined ones. If you've already done the main quest you can find all of the batteries and the yeast in Desmond's safe room. Head to the Calvert Mansion and use your local map to locate the entrance to safe room. You're looking at a pretty big haul, weight wise, so use the desk in the room to store your excess gear or make two trips, one for the batteries and one for the yeast. You can also find batteries and yeast in Blackhall Manor, however you have to go all over the manor for them.
For the Punga Fruit, go to the Ark & Dove Cathedral. If you haven't done the "Walking with Spirits" quest as part of the main quest line, you won't be able to get in, so the easiest thing is to go and do it as the cathedral has refined Punga fruit and you only need ten of them, plus they're all conveniently bunched together. If you have already done the main quest line to completion and you sided with Desmond during "Thought Control" the tribals within the cathedral will be hostile to you, so take care of business before grabbing the fruit.
Once you have delivered everything to Marguerite she'll tell you to come back in a day and she'll have a batch of Moonshine ready. Either take a nap on the bed or leave and then come back later for your reward of 300 caps and some hooch. If you feel the need to get your drink on again, you can repeat the quest for more money and more booze.
The Velvet Curtain
You know what I think of when I see a mutant infested swamp land? Spies! I'm sure you do too so this side quest will be right up your alley as you carry out the final orders of some Chinese spies from before the bombs dropped. Make your way to the Homestead Motel and enter room 1D. In the room you'll find a corpse on the bed and a terminal. Use the terminal to receive instructions to unlock a storage locker on the boardwalk to obtain new orders. Before leaving, check the suitcase on the bed for the key to the locker.
Head over to the storage lockers. I ran into to some smugglers on my way but I'm a lovable kind of guy and people flock to me. Your results may vary. In the locker you'll find a holotape instructing you to go to the nearby bank and use the audio password in the holotape to open safety deposit box 1207. The safety deposit box is finicky requiring not just the right password, but the right voice so rather than interact with the security device yourself, just play the holotape from your Pipboy next to the security device and the safety deposit box will open. In it you'll find orders to find Agent Yang so that you can get the codes needed to destroy a hidden Chinese sub.
Make your way out of the bank and over to the Naval Recruitment Center and access the terminal inside the building. You'll learn that Agent Yang was captured and is being held in the Turtledove Detention Center way to the north. The Detention Center has a whole bunch of ghouls milling about, so if you have the Ghoul Mask, use it to save yourself some ammo and effort. Your map marker will tell you to go into the morgue which is accessed by a cellar door next to the Administrative Building. Once downstairs, check the body cabinet for Yang's remains and extract the molar from her long dead skull. If you don't want to deal with the residents of the Detention Center you can sneak in via the Septic Tunnel, the entrance to which can be found by checking your local map in the vicinity of the Trash Heap. Check the "Bog Walker" achievement section of this guide for the location of the Trash Heap.
Once you've done your bit of dentistry you now have the codes needed to blow up the sunken submarine. Head south past Calvert Mansion and into the water. The submarine is underwater next to the tilted boat so dive down and use the entrance on top of the sub's conning tower. The water outside the sub and inside the sub is irradiated to be quick about things or medicate yourself to the gills. Use the terminal inside the sub to initiate the self destruct sequence. The terminal will then tell you to throw the fail safe lever in the opposite end of the sub. Feel free to pick the lock on the nearby trunk for some goodies before leaving the sub. Once you leave the sub haul ass to the shore as things are about to blow up real good. After the sub detonates you'll be told to return to the hotel room to obtain further orders.
Once back in the room, use the terminal again. It will tell you to get the Cryptochromatic Spectacles out of the toilet tank (ew) and will also give you a numeric code that you can use with the glasses to get extracted from your mission. Once you have the shades, head back to the Calvert Mansion, entering what's left of the solarium. Put the spectacles on and you'll notice that the four vases on the pedastals have either one, two, three or four lines on them. Activate the vases to match the numeric sequence (1-3-2-3-4-4-2) and a hatch will open.
Once down in the hatch you can loot the room for gear including several Chinese Assault rifles and the Backwoods Rifle which is a gem of a weapon. This bad boy can take off a swampfolk's head at fifty paces, but it takes lever action rifles to repair so stock up on them before you leave Point Lookout proper if you're into repairing stuff yourself. Where was I? Right, there's plenty of ammo here too so take what you need. Soon a Protectron will tell ask for the password you obtained from the terminal in the motel room and then tell you to follow it to your extraction orders. Flip the switch to open the nearby door leading to a room and a terminal.
Before you access the terminal, you're going to want to figure out how you're going to get out of this room because here's a big hint: the Chinese aren't going to extract you in the traditional manner. It's more of a metaphysical extraction in that they're going to flood the room with radiation and kill you. If you move the planks leaning up against the wall you'll uncover a set of circuit breakers. If you have a high enough science skill (low 70's) you can use the breakers to open the door. If you have a repair skill in the 30's you can repair the door and get out, or if you're a big, dumb idiot you can scale the crates and get out. Once you have your escape planned, access the terminal to find out that your next of kin just got rich and you have to die screaming. Lucky them! Once the radiation starts, do what you have to get out and consider this quest in the books. Enjoy your experience points and your new rifle.