Wasteland Survival Guide ( quest ) Wasteland Survival Guide is a multi - part quest in " Fallout 3 " . It is also an achievement / trophy . Detailed walkthrough . Moira Brown , the owner of Craterside Supply in Megaton , wants someone to do some dangerous research for a book she is writing entitled " The Wasteland Survival Guide " . Though each chapter is generally a unique quest , they all share common attributes for their rewards . All non - unique item rewards are given in a quantity proportionate to the Lone Wanderer ' s level , meaning the player character will receive more of some items at higher levels . The player character is also given dialogue options based on which of their SPECIAL stats are at least 7 : the more stats at 7 or higher , the more dialogue options . The player character ' s dialogue options affect both the style of the book and the specific rewards at the end of the quest . A well - made ( all options completed ) book will increase your overall survival skills versus a standard ( some to no options ) book and becomes its own unique perk rather than a simple overall bonus . The player can also lie to Moira to skip portions of the quest , which negatively affects the outcome . Each portion of the chapter can be done in any order . Only optional quest tasks affect the overall outcome . If the player chooses to destroy Megaton during The Power of the Atom while the Survival Guide quest is active , the latter will not be affected at all , as Moira survives as a ghoul and continues to give quest updates as normal . She is to be found at the ruins of Megaton initially , but will then move to Underworld after the first conversation with her . Or , if enough time passes , she will eventually move on her own . If Moira dies , when the player character approaches Megaton a message will appear saying " Moira Brown has been killed and the Wasteland Survival Guide will never be written . " At the same time a quest message will appear announcing that the quest has been failed . Chapter 1 . Chapter one focuses on the basics : finding food and medicine , dealing with radiation , and dealing with pain . Find food at the Super - Duper Mart . Moira wants the Lone Wanderer to look for food and possibly medicine at the nearby Super Duper Mart . Moira will mark it on the player character ' s map . The mart is filled with raiders . For more information , see the Super - Duper Mart page . Inside , at the front of the mart , opening the refrigerator will fulfill the first part of the quest . After this , the player can venture further inside to finish the optional objective . There is a first aid box labeled " Pharmacy Supplies " in the back room ( next to the mini nuke and protectron ) , in the left - hand corner of the store . Looting it will fulfill the optional objective , but will also summon several more raiders . The intercom will transmit their voices as a warning . Moira will reward the Lone Wanderer with iguana bits if they only complete the required objective or successfully lie to her , and a food sanitizer in addition to the iguana bits if the player character completes the optional objective . If the player character already visited the Super - Duper Mart , and picked up food and medicine there prior to initiating the Wasteland Survival Guide quest with Moira , when they speak to her they will instead recount their experiences , which effectively completes this portion of Chapter 1 without having to do it again . After completing the quest and the optional objective , the player character can get special conversation paths if his or her Endurance , Intelligence , or Charisma is above 7 ; Strength , Agility or Intelligence apply if the player character didn ' t . The standard or snide responses are available by default . Contract radiation sickness . Moira wants the Lone Wanderer to contract radiation sickness in order to study the effects of radiation poisoning on a person , and to also test her radiation sickness remedy on the player character . 200 rads is considered the minimum , while 600 is necessary for the optional objective . Moira will completely heal all of the player character ' s radiation at the end of the quest . There are any number of highly irradiated areas which will easily fulfill the objective . The closest option is the nuclear bomb right in the middle of town . The quickest way to fulfill the radiation requirements is to drink from the radioactive water surrounding the atomic bomb . Other high radiation areas include the White House , the surface entrance of Vault 87 , Nuka - Cola plant , the crashed Delta IX rocket near the Statesman Hotel , and the Wheaton Armory interior . Another is just behind Springvale Elementary , where there is a fenced - in dump containing radioactive barrels . After the mission is completed , the Lone Wanderer ' s rad count is reduced to 0 . Moira will give the player character some Rad - X and RadAway and she will also start selling them . If the optional objective is complete , Moira remarks that the player character now has a " teeny , tiny , um , mutation " after curing them , which manifests in the form of the Rad Regeneration perk . Alternatively , should the Lone Wanderer have a high enough Science skill ( at least 50 ) , they will be given the option of simply explaining the effects of radiation poisoning . The optional objective counts as complete towards the quality of the final reward perk . However , the player character does not get the optional objective perk this way . Note that this is a " smart " response . After completing the quest and optional objective , the Lone Wanderer can get special conversation paths if their Endurance , Perception , or Charisma is 7 or better . There are no conversation paths for high Strength , Intelligence , or Agility . Note that the player character is suffering the effects of Critical Radiation Poisoning ( - 1 STR , - 3 END , - 2 AGL ) , which may affect their ability to choose the Endurance option . Using a Buffout before speaking to Moira will allow for the Lone Wanderer to select the ' tough ' option , provided their base Endurance is seven or greater , as it counteracts the - 3 Endurance penalty from the radiation poisoning . Traversing a mine field . Moira wants the player character to reach the playground in the center of Minefield , which is appropriately named , as the streets have many frag mines planted on them . She would also like for the Lone Wanderer to retrieve a mine , if they are able to do so . The player character must bring her a mine ; simply disarming one and then going to talk to her will not give you the credit for the optional objective . Minefield is far northeast of Megaton . Minefield is also home to the sniper , Arkansas , who adds to the challenge of this quest by shooting at the player and surrounding cars . As frag mines are quite prevalent in the game , it is possible to lie to Moira about visiting Minefield and still complete the optional objective to complete the quest . If the Lone Wanderer already visited Minefield before doing this task , they can inform Moira of this but will not be able to complete the optional objective . Moira will reward the Lone Wanderer with frag grenade s upon completion of the quest , and will add bottlecap mine schematics if they completed the optional objective . After completing the quest and optional objective , the player character can choose special conversation paths with an Endurance , Perception , or Agility attribute of seven or higher . There are no conversation paths for high Strength , Intelligence , or Charisma . Completion . Once all three quest objectives are completed , the first chapter will be done . Moira will reward the Lone Wanderer with some stimpak s and 100 experience points for finishing the first chapter of The Wasteland Survival Guide . Chapter 2 . Chapter 2 of the guide centers on dealing with some of the many dangerous creatures that are known to inhabit the wastelands , and also how to handle injuries . Test the repellent on mole rats . Moira wants the Lone Wanderer to test out her new mole rat repellent , which she has placed on the end of a stick , on some mole rats . Three is enough to finish the quest , while ten is preferred for a more thorough test of the repellent . Contrary to the name , the mole rat repellent does not repel mole rats . Instead , it causes their heads to explode . One hit causes a delay of a few seconds , while two hits kills them instantly . Moira is not happy when she finds out . Moira will direct the player character to the Tepid Sewers , located near the Anchorage Memorial , which will have enough mole rats for both objectives ( though finding enough for the optional objective in this location alone will involve getting around raiders , a turret , some explosive gases , and maybe a few frag mine s ) , but any mole rats , which are plentiful throughout the wastes , count toward completion of the quest . The closest location with mole rats is actually just outside Megaton . Towards the back of Megaton , several ( anywhere from three to five ) will spawn . If Lone Wanderer is having trouble finding mole rats in any of these areas , Jury St . station is full of mole rats , as well as several raiders , although no more raiders than in the Tepid Sewers . At the end of the train tracks , there are two doors on either wall that lead into the Jury St . tunnels , granting the player character access to the mole rats . The reward for this quest is some doses of jet and psycho . If the optional objective is complete , the player character gets to keep the repellent stick . If not , Moira will take it back and the Lone Wanderer must buy it if they wish to keep using it or steal it from Moira ' s hard - locked desk upstairs . After completing the quest and optional objective , the player character can get special conversation paths if their Endurance , Intelligence , or Charisma is seven or better . There are no conversation paths for high Strength , Perception , or Agility . Place an observer unit inside a mirelurk nest . Moira wants the player character to gather data on mirelurk behavior by placing an observer inside the mirelurk nest at the Anchorage Memorial , specifically inside an egg clutch . So as not to upset her data gathering , she would prefer for the Lone Wanderer to do this without killing any of them . This optional objective only applies to mirelurks killed during the quest , and only those inside the memorial itself . The game will not fault the player character for killing any mirelurks anywhere else , nor will it matter if any are killed inside the memorial before starting the mission . Any mirelurks killed by followers will not be counted against the Lone Wanderer . The entrance to the Anchorage Memorial Facility Bay , where the player character needs to go to place the observer , is located on the same level as the monument itself down a small set of stairs to the Southwest . The egg clutches are at the lower level of the Bay . Alternatively , there is a side door to the southeast leading to the service entrance , a side door to the northwest that leads to the Anchorage Memorial Facility and a back entrance to the large egg hatchery at the bottom of the Memorial Facility Offices can be found underwater to the south of the memorial . Each alternative entrance will lead to the Facility Bay . Unlike most other optional objectives , this optional objective will be completed only upon talking to Moira , and telling her that the mirelurks are " none the wiser . " For completing the quest , Moira will give the player character some Stealth Boys , depending on your level . If the player completes the quest with the optional objective , they ' ll also receive the shady hat . After completing the quest , the Lone Wanderer can get special conversation paths if their Strength , Intelligence , or Charisma is seven or better . There are no conversation paths for high Endurance , Perception , or Agility . Return to Moira with injuries equaling more than 50 % of your health . Moira wants to see the Lone Wanderer when they are badly injured , so she can see how people deal with various injuries . She would prefer that the Lone Wanderer has at least one crippled limb before returning . Any injuries , self - inflicted or otherwise , count toward completing the quest . Moira will heal all injuries upon completion . A good way to complete this quest , including the optional portion , is for the player character to walk outside of Craterside Supply and simply jump over the railing onto the ground below , behind the atomic bomb . At level 5 with five Endurance and no armor on , it should take the Lone Wanderer down to about 1 / 3 of their health and break one of their legs . If the player character is not at full health before jumping , it is possible that they could die from the jump . With a Medicine skill of 70 + , the player character is considered " a good enough doctor to just explain " about injuries , and receive credit for the quest but not the optional objective . This qualifies as a " smart " response that may have an effect on the perk received upon completion of the quest as a whole . The reward for the quest is some doses of Med - X , and the environment suit if the optional objective is completed . After completing the quest and optional objective , the player character gets special conversation paths if their Endurance , Intelligence , or Charisma is seven or better . There are no conversation paths for high Strength , Perception , or Agility . Completion . Once all three quests are completed , the Lone Wanderer is awarded 100 XP and some ammunition , the exact quantities depending on Luck . If the player is between levels 12 and 15 , they will have a chance of receiving various quantities of any of the small arms bullet types . As Moira puts it , " just lots and lots of ammunition . " Chapter 3 . Chapter 3 revolves around how towns and cities came to be after the Great War and also dealing with pre - War technology . Research Rivet City ' s history . Moira would like to know the history of Rivet City , preferably as accurate as possible . Almost every citizen of Rivet City is unfamiliar with its history . Most will point the Lone Wanderer in the right direction , however . Bannon is the first person people will point to ( alternatively , the player can speak to Vera Weatherly , making the same quest progress ) . He claims that he helped found the city . Note that when the quest objective is first started , the optional objective does not appear . It appears only after the player character talks to a citizen of Rivet City . Upon speaking to any citizen about the history of Rivet City , the Lone Wanderer completes the main objective and the optional objective will appear . The player character can return to Moira at this point for normal completion , or fact - check this story for optional completion . Fact - checking this information requires meeting with Pinkerton . Belle Bonny in The Muddy Rudder bar will point the Lone Wanderer to his home in the broken bow of the ship . They may also receive information about Pinkerton by talking to Vera Weatherly , who mentions that Seagrave Holmes has lived in the city since he was a boy . Talking to him will tell the player character that Pinkerton may have left information in the bow . The security officers also make thinly veiled references to his location while dismissing him as dead . To get to Pinkerton , the player character has to exit Rivet City and travel to the other , " uninhabited " half of the ship , where there is a walkway leading to a door . It is a very hard lock ( level 100 Lockpick ) , and if the Lone Wanderer is unable to pick it , they must jump into the water to the left of the door and swim to the broken middle of the ship , where they will find a door underwater . An alternative to swimming around the corner is to jump off the ship from the marketplace entrance and take a short swim to the underwater doorway . It ' s much shorter and results in less radiation exposure . Upon entering the broken half of the ship and surfacing you will encounter two mirelurk s ( type depends on level , they will be kings at worst ) that reside in the shallow area if the player character chooses the second or third path . Pinkerton ' s living space is on the upper level , accessed through a staircase past the mirelurks . If the player character took the underwater route to get to Pinkerton , they can walk out the very hard locked door by activating a switch right next to it ( from inside ) . The corridor to the lab is filled with flammable gas and several booby traps set by Pinkerton . At the end of the corridor will be a locked door , which will display the message : " This door is activated elsewhere . " The terminal is in fact a trap , and the switch operating the door is on the opposite wall . If the player tries to engage Pinkerton in conversation about Rivet City ' s history before talking to Belle , he will claim to have been one of the founders but the Lone Wanderer won ' t complete the optional part of the quest , as he does not care enough to give you proof . However , he will allow the player character to access his terminal which will contain information to complete the optional part of the quest . The dialogue option " Bannon claims to have founded the city " is required for him to give you the proof directly . Even if the player character hasn ' t spoken to Bannon , using his terminal is enough to finish the quest , though the Lone Wanderer must get the password for it from Pinkerton . At the end of the quest , Moira will reward the player character with some Mentats , as well as a permanent 10 % discount with Rivet City ' s merchants ( if they achieved the optional conditions ) . They can also , as a joke , tell Moira that Rivet City was originally an underwater city . She will then talk about how it might have been part of Atlantis . The player character then receives Mentats and bad Karma but won ' t receive the 10 % discount . This option will also worsen the guide , eliminating the chance to get the Guru level perk . After completing the quest and optional objective , the player character can get special conversation paths if their Strength , Intelligence , or Charisma is seven or better . There are no conversation paths for high Endurance , Perception , or Agility . RobCo Production Facility Mainframe . Moira would like to study robotics technology at the RobCo factory . Ideally , she would also like to examine how the robots are controlled . Special humorous dialog options appear when taking this quest , if you previously obtained the Mechanist ' s costume and have it equipped . To complete this quest , you must travel to the RobCo facility and install the processor widget in the mainframe . The mainframe is on the very top level . Upon reaching the mainframe and installing the widget , every robot in the facility will activate and become hostile . To complete the optional objective , you need a Science skill of at least 50 to hack the mainframe . Once unlocked , the mainframe provides three toggle options to control the robots . The first protocol ( " Pest Extermination " ) makes the robots hostile to the radroaches and mole rats . The second ( " Total Liquidation " ) , active at start , makes them hostile to you and anyone who is friendly towards you . Finally , the third protocol ( " Stress Testing " ) makes them hostile to each other . Toggling any of the three completes the optional objective ; turning " Pest Extermination " ON and " Total Liquidation " OFF is the best setting , as they ' ll attack the radroaches and mole rats for you but leave you alone . Alternatively , if you have the Robotics Expert perk , you get the option to just tell Moira about the technology in question , successfully completing the quest and the optional objective immediately ; however , this will only work if you have the perk when you start the quest . Note that this will automatically count as a " smart " response . Moira will reward you with some pulse grenade s if you complete the quest , and a Big Book of Science if you complete the optional objective . Note that if the optional objective is not completed , there will be an increased number of hostile robots throughout the Wasteland . After completing the quest and optional objective , you can get special conversation paths if your Strength , Intelligence , or Charisma is 7 or better . There are no conversation paths for high Endurance , Perception , or Agility . Also note that the " snide " response is considered negative if the bonus objective is not completed , thereby reducing the quality of the final perk . Arlington Public Library . Moira would like you to retrieve library data from the Arlington Library . Retrieving the card catalog is enough , but also finding the library archive tape would be a bonus . The Brotherhood of Steel is guarding the library , so the player will have to be nice to Scribe Yearling in order to be let through , or you can sneak past her . The terminal at the front desk has the card catalog holotape ; Yearling will give the player a key if asked , otherwise it must be hacked . In order to get the optional objective , you have to reach the archive terminal . Raiders and radroaches are plentiful , but two Brotherhood of Steel soldiers will help in cleaning up the enemies . The terminal used to download the archives can be found on the third floor of the Library Media Archive , in a room just off of a short hallway which can be accessed from the room containing a ceiling turret . Moira will pay you bottlecaps for completing the quest , and will give you a Lying , Congressional Style if the optional objective is completed . After completing the quest and optional objective , you can get special conversation paths if your Endurance , Intelligence , or Agility is 7 or better . There are no conversation paths for high Strength , Perception , or Charisma . Final reward . Completing the third chapter is considered the completion of the entire quest . You are rewarded with 100 XP , a mini nuke ( Moira comments how she planned to use it to dig a well , but it actually just made her nervous ) , a copy of The Wasteland Survival Guide , and the Survival Expert perk . The perk will vary depending on your conversation choices with Moira . See the perk page for more details . The number of optional objectives you complete not only affects the benefits gained , but the overall usefulness of the guide . The actual description depends on any optional objectives completed as well as end of objective responses given . It can range from being a joke book to a necessity . At its best , Moira lists your character as the main author . Resultant special encounter . After completion of this quest , you may randomly encounter a wastelander who has read the book . The following encounters can occur depending on the perk obtained at the end of the quest : Resultant Three Dog commentary . If minimal research is done on the book , Three Dog will announce to " Steer clear of the book " and say that the player ' s " Research methods suck , " claiming " It will get you killed quicker than you can say ' Hug a deathclaw . ' " But if you do well he will claim " It ' s a must - have while exploring . " Alternative solution . Instead of completing the chapters of the book you can persuade her into not writing the book at all , should you have a high enough Speech skill . As a reward , you will get the Dream Crusher perk , a variable amount of XP ( depending on how many chapters have been completed - essentially the quest gives the same amount of reward XP whichever course the player chooses ) , 30 % lower prices at the Craterside Supply , and Moira ' s Repair skill will increase to 54 ( + 5 from her jumpsuit ) from the standard 24 . This allows her to repair up to 72 % condition , as long as she wears the repairman jumpsuit . Doing this rewards negative Karma and permanently dampens the mood of the normally cheerful Moira . This branch of the quest is most likely non - canon , due to the presence of the survival guide in " " and " Fallout 4 " .