Rescue From Paradise
Objectives:
- Gain entrance to Paradise Falls
- Find and speak with kidnapped Lamplighters
- Connect the department store computer to the Paradise Falls secure network
- Tell Squirrel the computer is now connected to the network
- Arrange for Forty to be away from the slave pen
- Tell Squirrel the guard has been distracted
- Meet the children southwest of Paradise Falls
Incidentally, you have failed to earn MacCready's trust and now you have got to prove yourself. To do that, you're going to need to rescue three of his friends from Slavers in Paradise Falls. Set off for the town in the northeast. If you've previously discovered Arefu, that's a good place to Fast Travel to. If not, it's quite a long hike. Regardless, Paradise Falls proves to be a sort of impregnable fortress with only one way in. Move around the perimeter until you spot the hastily-erected barricade, which denotes the entrance to the place. A surly fellow named Grouse is the first person you interact with here.
Not easily persuaded by carefully crafted words, he wants a bribe of 500 Caps as an entry fee. Or, if you agree to help him out, you can begin the sidequest, "Strictly Business," which gives you access to Paradise Falls upon completion. Alternatively, if you have an evil slant, Grouse recognizes the eyes of a fellow corrupt human being and welcomes you to the Slaver community.
However you've successfully infiltrated the Slavers community, you are now looking for Sammy, Penny and Squirrel. Feel free to explore first, of course, as the captured children are in no hurry. There are a couple of noteworthy things we'd like to mention here. First of all, if you are doing The Nuka-Cola Challenge, you'll be happy to know there lays a large stash of Nuka Cola Quantums behind the stairs inside Eulogy's Pad. Also, there's a Bobblehead to be had in the southeast corner of the projector room. No doubt the number of goods to be procured from thorough exploration can be immense, but we'll leave that up to you.
As well, no scenario is complete in Fallout 3 without its usual array of choices that will lure you toward being good, evil or broke. You can begin one of several plans to free MacCready's buddies:
- Barter with Eulogy Jones, offering 2000 Caps to buy all three children. You can haggle it down to 1200 if your Speech makes the cut.
- Remove the children by force and letting guns do the talking.
- Carry out Squirrel's plan.
The first two plans pretty much sum up the easy ways out. If you're keen on either saving your Caps or maintaining a good standing with positive Karma, you're left only with the third option. First speak with Sammy, who directs you to his friend Squirrel. The little genius has figured out a way to disable the collars and saving their heads-literally. Head for Eulogy's Pad and remain hidden from Eulogy as you approach the southeast corner of the projector room and access the Paradise Falls Main Terminal. Update Network Connections for Squirrel and return to him. If, for some reason, you cannot access the terminal, you can also head to the food area and repair the junction box on the northern wall for the same effect.
With your help, Squirrel's plan moves along swimmingly, except there's just one hiccup in his grand scheme-the Slavers won't exactly let their property just waltz out of here with impunity. Luckily, the astute Squirrel has observed the complete lack of guards, save for one by the name of Forty, posted around the settlement at midnight, so wait until then to execute the final leg act of the plan.
Time your little nap to make sure you wake by midnight. It's time to lure Forty away from his post. Both methods involve a somewhat high Speech skill. You can drop implications of Forty's wage being higher than other guards when, in fact, it is not. This prompts Forty into thinking his services are horribly underappreciated, at which point he storms off to go negotiate with Eulogy. The other method is to speak with Crimson, a female slave, who offers "night-time" services at a cost of 100 Caps. This cost can be waived if you pass her Speech check.
Once either plan has been successful, the kids are a more than eager to escape-well, all except Penny. She doesn't want to leave her new friend behind. If you pass a Speech check which convinces the two boys to leave Penny behind, you will take a Karma dip. If you decide to help, you will preclude any chance of keeping friendly terms with the Slavers.
Incidentally, if you've got a high Speech, you can persuade Penny to leave Rory alone. If successful, she will leave Rory to his fate and move on. If not, Rory must be released from his confinements in the "Box," which can only be opened by a Paradise Falls Box Key. The key can be found on a table inside Eulogy's Pad, or be pick-pocketed from Forty or Eulogy. Freeing Rory seems to ends the same with his unfortunate death, so really it doesn't matter the effort you put in trying to rescue him as well. You won't incur any Karma damage if he dies; speak with Penny afterwards and follow her through the escape route.
Fast travel back to the insolent MacCready. He finally lets you through.
Table of Contents
- Getting Started
- General Tips
- Walkthrough
-
Sidequests
- Agatha's Song
- Big Trouble in Big Town
- Blood Ties
- Head of State
- The Nuka Cola Challenge
- Oasis
- The Power of the Atom
- Reilly's Rangers
- The Replicated Man
- Stealing Independence
- Strictly Business
- The Superhuman Gambit
- Tenpenny Tower
- Those!
- Trouble on the Homefront
- Wasteland Survival Guide
- You Gotta Shoot 'Em In The Head
- Achievements
- Trophies
- Guide Feedback
- Forums:
- Game Info:


