Plik's Safari
Head to and enter the Coastal Grotto and you'll find Plik a ghoul who hosts a safari of sorts. For 1000 caps you and two others will fend off waves of feral ghouls, swamp ghouls, feral ghoul roamers and glowing ones. In a nearby room there's a mini-nuke and you can read Plik's journal and gain the Ghoul Ecology perk which gives you an extra five points of damage against ghouls. If this sounds like fun to you, pay the money, go inside and hit the switch when you're ready. Your fellow combatants will die pretty quickly leaving you to do the majority of the heavy lifting. At this point there's not much to do but pick your favorite weapon and kill everything, pausing to heal when necessary. Once everything is dead, loot the bodies and leave and Plik will give you The Dismemberer, a unique axe. If you're long on money and short on sense you can do the safari again. On a humorous side note, if you're wearing the Ghoul Mask when the ghouls enter the area at the start of the safari, not only won't they attack you, but they won't attack the other participants either, even if you shoot the ghouls. The only way to get your fellow safari members to attack the ghouls is to take the mask off. Oh that wacky Fallout AI.
An Antique Land
Take a leisurely swim through irradiated water to the half sunken wreck of the USS Ozymandius. Go inside the ship and access the terminals to get your orders to collect three soil samples and finish the expidition's mission. You can also read up on some possible double dealings, something which never happens in the Fallout universe. Once you have your orders follow your map markers to where you'll have to recover the soil samples. All three places have two things in common. They're all overrun with ghouls and they're all irradiated so dress accordingly. If you go to the site of the first soil sample first you can get a super-dope radiation suit that gives you +40 to your radiation resistance. Head to all three sites and get the holotapes with the sample authorization codes. Once you have all three, head back to the ship and enter the codes into the terminal. This will allow you to open the safe and get the expidition supplies which are, by and large, useless. Oh, you also get 50 experience points. That and two bucks will buy you a cup of coffee.
The Dark Heart of Blackhall
Enter Blackhall Manor and look around until you find Obadiah Blackhall, a charming southern gentleman who has no love for the swamp denizens that have no doubt plagued you since walking on Point Lookout's shores. Turns out that these creatures stole a book from Obadiah and he's willing to pay you 1000 caps to get it back. Cha-ching! The book, called the Krivbeknih is at a Ritual Site located near Calvert Mansion.
When you leave Blackhall Manor you'll be approached by Marcella, a missionary who tells you that the book is evil and that Obadiah is going to use it to control the swampfolk! Whatevs. She begs you to bring the book to her once you obtain it.
Head to the Ritual site and while you won't find any swampfolk while you're on your way through the site's tunnels, once you pinch that book you'll have half a dozen of the Deliverance minded dudes to deal with. Kill your way out and then leave the site.
At this point you have a choice to make. If you bring the book to Marcella at the Disaster Relief Outpost you'll find her dead at the hands of smugglers who may or may not still be there itching for you to kill them. Reading her notes will give you an idea of what you have to do with the book, namely truck it all the way back to the Capital Wastelands, enter the Dunwich building, go to the basement and offer it up on the altar there where it will be destroyed. For this you get a Karma boost. Whee. On the other hand, you can give it to Obadiah, get paid and let him do whatever the hell he wants for it. If he can actually control the swampfolk, good for him. Maybe they'll stop trying to kill you. If it doesn't work and he loses his soul in the process, well, that ain't your problem. Either way will net you 100 experience points. Me, I took it to Blackhall Manor, had a brief discussion with Obadiah and then got paid. What can I say? I'm a Messiah. I got Karma out the gills.
Unmarked Quests
These quests won't show up as quests when you start them, you'll just have a nagging feeling that you forgot to do something when you go to bed at night. Either that or you left the oven on.
Lost Daughter
This one is started before you even get on the boat to go to Point Lookout. When you get to the Duchess Gambit for the first time you'll be approached by Catherine who will ask you to find her missing daughter Nadine. Nadine headed off to Point Lookout to find fame and fortune and hasn't checked in since. After talking to Catherine, tell her that you'll do what you can to find Nadine.
After gaining entrance to the Ark & Dove Cathedral during the "Walking with Spirits" quest you can find Nadine among the tribals. Talk to her about being missing and she'll tell you that she doesn't want to go home until she has made a name for herself and can come back with something tangible. She'll also tell you that she has some ideas as to who has been cutting the brains out of people and to meet her on the dock in a day to find out what she knows. Finally, get her to heal your scar so that you can wear hats again.
After a day has passed, head back to the dock and you'll find Nadine in charge of the Duchess Gambit. As it turns out, good old Tobar has been the one cutting brain bits out of folks after they get gassed by the Mother Punga fruit and worse, he's been keeping the brain bits in the storage hold of the ship. Nadine will tell you that Tobar is down there for you to talk to. If you go and talk to Tobar, he'll eventually turn hostile and you'll have to kill him. You can find your brain bit among the jars and take it with you although you won't be able to put it back in your head. For your help Nadine will bring you to and from Point Lookout whenever you need her to, free of charge. Take her up on her offer, head back to the Capital Wastelands and inform Catherine that her daughter is safe, albeit slightly less brainy. You'll get 300 caps and ten refined Punga fruits although that pales in comparison to being able to carry around a bit of your brain in a jar.
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