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DLC Overview: Point Lookout

Did we miss anything in this section? Is there something we didn't discover? Let us know!


Overview

1 - The Duchess Gambit

This is where you'll start out in the DLC. To move back and forth between Point Lookout and the D.C. Wasteland, you'll just need to buy a Riverboat Ticket and sleep on the cot inside the passenger cabin.


2 - Ferris Wheel / Trash Compactor

When you first arrive in Point Lookout, you won't be able to do anything with the ferris wheel or the trash compactor. But they'll come into play later in the main questline.


3 - Madam Panada's House of Wares

Madam Panada will sell you a variety of items. You won't find much high-tech equipment in the swamp, so when it's time to repair, you'll need to rely on Madam Panada and Haley (#8).


4 - Warehouse

Inside the warehouse you'll find a bunch of baby carriages, including some with booby traps. If you make it to the back of the warehouse, then you'll find lots of ammunition, including some Missiles and a Mini Nuke.

Just outside of the warehouse you'll find a truck containing three ammunition boxes, some Stimpaks (in a crate), and a bed that you can sleep on.


5 - Recruitment Station

In the back of the station you'll find an office containing a Mini Nuke (on the desk), a first aid box, a safe, and a DIA officer's terminal. You'll need to browse through the files on the terminal for the quest The Velvet Curtain.


6 - People's Bank of Point Lookout

You'll find a voice-activated security system inside the bank's vault, which will allow you to get into some of the security boxes. To use the system, you'll need to find holotapes of the security box owners saying their passwords, and then play them inside the vault. There are three passwords that you can find:
  • Box 1191. You'll find the password for this box inside the loan officer's desk in the bank. Inside the box you'll find some drugs and money.

  • Box 1207. You'll find the password for this box during the quest The Velvet Curtain.

  • Box 1213. You'll find the password for this box in the Grower's Shack (#19). Inside the box you'll find some money and Sexy Sleepwear.

7 - The Homestead Motel

The Homestead Motel has four rooms:
  • The Office (#7). Inside the office you'll find a safe, plus the keys to rooms 1G (found next to the television set) and 1K (found next to the cash register).

  • Room 1D (#7a). This is Agent Jiang's room. When you read the message on the safehouse terminal in the room, you'll trigger the quest The Velvet Curtain.

  • Room 1G (#7b). If you can't pick the "average" lock on the door, then you'll need to liberate the room key from the office. Inside the room you'll find a bunch of money.

  • Room 1K (#7c). If you can't pick the "average" lock on the door, then you'll need to liberate the room key from the office. Inside the room you'll find some skeletons on display, plus a Pint-Sized Slasher Mask (the perfect gift for anyone feeling nostalgic for Tranquility Lane).

8 - Haley's Hardware

Haley will sell you a variety of items. You won't find much high-tech equipment in the swamp, so when it's time to repair, you'll need to rely on Haley and Madam Panada (#3).

Outside of the shop on the porch you'll find a Holotape Note. It'll let you know that the lighthouse (#9) needs a new light bulb, and that one can be found on the wrecked truck to the north (#29).


9 - Point Lookout Lighthouse

You won't find much of interest inside the lighthouse. But you can pick up a Lighthouse Bulb from the truck wreckage to the north (#29), and then install it into the mechanism at the top of the lighthouse. This will start the lighthouse functioning again, but you won't receive anything for your work.


10 - Sub Recovery Site

The sub (which can be entered underwater) is involved in the quest The Velvet Curtain.


11 - Calvert Mansion

You'll meet Desmond and his dogs inside the mansion. They'll lead you through the main questline for the DLC, starting with The Local Flavor.


12 - Beachview Campsite

You won't find anything here other than the remains of a campsite. Supposedly you can witness swamp inhabitants dancing at the campfire here, but we've never seen it.


13 - Ritual Site

You'll find a burned-out basement at the ritual site, but you won't be able to explore most of it until you've triggered the quest The Dark Heart of Blackhall.


14 - USS Ozymandias

The Ozymandias is involved in the quest An Antique Land.


15 - Ofie Clan Plot

You'll encounter a handful of ghouls here, including possibly a feral ghoul reaver.


16 - Disaster Relief Outpost

You'll find four tents on the beach here. Most will have medical supplies and beds in them, but in one you'll meet a missionary named Marcella, who is involved in the quest The Dark Heart of Blackhall.


17 - Dove Delta

You'll come across a few "islands" here. On one of them you'll find a skeleton with a Shovel and a holotape labeled For Ozwaldo. If you read the message on the holotape, then you'll learn that the dirt mound on the island to the south contains a cache of ammunition and money, and that the other dirt mounds in the area are decoys. You'll need a Shovel in your inventory to dig up the mounds.


18 - Blackhall Manor

Inside the manor you'll meet Obadiah Blackhall, who will give you the quest The Dark Heart of Blackhall. On the second floor of the manor, in the master bedroom, you'll find a safe.


19 - Grower's Shack

Outside the shack you'll find a bunch of wild punga plants, which you might need for the quest A Spoonful of Whiskey. Inside the shack you'll find a Mini Nuke and a holotape labeled Box 1213 - Bern's Voice. You can use the holotape to access Box 1213 in the bank (#6).


20 - Sacred Bog Entrance

You'll need to explore the sacred bog in the quest Walking with Spirits.


21 - Excavated Muck Holes

The three muck holes are involved in the quest An Antique Land. You'll find some Bio-Gas Canisters inside of each hole.


22 - Jet Crash Site

You'll find a pair of first aid boxes and some scattered ammunition around the downed jet. You'll also find a Blackbox Recording inside a Blackbox Recorder, but it won't lead you to anything. Just to the east of the crash site you'll find the remains of the pilot stuck in a tree. On the ground below him you'll find an Assault Rifle and a Combat Helmet.


23 - Trapper's Shack

You won't find much of interest in the shack itself, but in the cellar beneath it you'll find an "experiment" set up where you'll be able to watch a swamplurk take on several ghouls and win. Afterwards, if you examine the cages where the creatures were being kept, you'll find two safes and a bottle of Nuka-Cola Quantum.


24 - Flooded Sinkhole

If you dive off the pier into the body of water here, then you'll find some safes and a first aid box at the bottom. Diving into the water will also cause some debris to float up to the surface, and in it you'll find two bottles of Nuka-Cola Quantum.

In the camper next to the pier you'll find a bed that you can sleep on.


25 - Lil Tyke Playhouse

You'll come across a derelict playground here, probably guarded by a few unfriendly locals. Inside the playhouse itself, you'll find some bedding that you can sleep on.


26 - Trash Heap

You'll find some ammunition boxes and safes in the trash heap. Inside one of the safes you'll discover a Mini Nuke.


27 - Marguerite's Shack

Inside the shack, you'll meet Marguerite, who will try to convince you that she's sick with "Orange Fever" and needs some "tonic" to be cured. This meeting is covered in the quest entry for A Spoonful of Whiskey.

You'll also find a Moonshine Still in Marguerite's Shack. If you have at least 44 points invested in the Repair skill, then you'll be able to fix up the still and get 100-200 caps in reward from Marguerite.


28 - Turtledove Detention Camp

You'll encounter a bunch of ghouls and a few security robots in the camp. When you first arrive, it's best to let the robots and ghouls fight it out, and then pick off whichever ghouls survive.

You'll also find lots of buildings in the detention camp. The morgue and the administration building are involved in the quest The Velvet Curtain. Inside the other buildings you'll find some minor items, like ammunition and Stimpaks.


29 - Truck Wreckage

Inside the truck you'll find a Lighthouse Bulb, which you can use to get the lighthouse (#9) working again.


30 - The Ark & Dove Cathedral

The cathedral is the home of the tribals on the island. You won't be allowed to go inside until you've completed the quest Walking with Spirits. Inside the cathedral you'll meet a few named tribals, including Croatoa, who might give you his Fertilizer Shovel if you ask him about the punga fruit. You'll also find lots of punga fruit and a few beds that you can sleep on in the cathedral.


31 - Ark & Dove Resting Grounds

You'll encounter several ghouls here, including possibly some feral ghoul reavers.


32 - Wrecked Seatub

The seatub is involved in the quest Hearing Voices.


33 - Coastal Grotto

Inside the coastal grotto you'll meet Plik, who will tell you about "the finest bit of sport you've ever experienced!" If you agree to pay 1000 caps to take part, then you'll trigger the quest Plik's Safari. After completing the quest, you can return to Plik every couple of days to go on new safaris. You'll be on your own for these safaris, but they'll only cost you 500 caps each.

Also in the grotto, in a room near Plik, you'll find a Mini Nuke and Plik's Journal (on a table). Reading the journal will grant you the Ghoul Ecology perk.


34 - Herzog Mine

When you approach the mine, a smuggler will get executed above you, and he'll fall to his death. If you locate and loot the body then you'll find a Smuggler Confession, where the smuggler will admit to robbing his compatriots. This episode won't lead to anything.

Inside the mine, you'll see and hear a lot of strange things, but eventually you'll come to a kid named Kenny, and you'll learn that he was trying to scare you away. If you befriend Kenny, then you'll be able to use his shelter as a "hideout," and the cots will give you a "well rested" bonus when you use them. The ladder leading to Point Lookout (#35) will also unlock, giving you easy access to the shelter.

There are three ways to befriend Kenny: by using the Child at Heart perk, by passing a Speech check, or by locating Kenny's missing teddy bear. You'll find the Kenny-Bear in the Blackdamp Shaft (located north of Kenny's shelter), but you'll have to kill several mirelurks and swamplurks to get to it.

Note: If you befriend Kenny, then you'll also be able to play hide-and-seek and tag with him, but these games have limited appeal.


35 - Kenny's Cave

If you befriend Kenny (see #34), then you'll be able to use the ladder here to access Kenny's shelter in the Herzog Mine.


36 - Ruzka's Lair

In this shallow cave you'll find a big red ball plus some other miscellaneous objects. Supposedly a unique yao guai named Ruzka lives in the cave, but we've never seen it.