The Welcoming Party

Table of Contents

Quest Stages

Stage

Journal Entry

Notes

0

Doctor Kane and Lieutenant Fitzpatrick are preparing the Vertibird for flight. I should speak to the General tomorrow.

Quest startup - player told to return in a day.

10

The Vertibird should be ready for flight. I should speak to General Ward as soon as possible.

A day has passed - return to General Ward

20

 

Move everyone to the Fake Vertibird Hangar.

30

 

Player has loaded into the Fake Hangar

40

 

Player has boarded the Vertibird

50

I've arrived at Command - an Oil Rig located off the coast of Boston. Something has gone wrong, the base is abandoned and filled with ghouls. I need to stick with General Ward and find out what's happened.

Vertibird has landed on the Oil Rig

60

 

Player has left the Vertibird Platform - trigger Ward and Peterson following the player.

70

 

Player has entered the Compliance Dept

80

 

Player has left the Compliance Dept, start Colonel Whitehill scene

90

I've arrived at Command - an Oil Rig located off the coast of Boston. Something has gone wrong, the base is abandoned and filled with ghouls. We've run into a soldier, who told us to meet her in the War Room.

Colonel Whitehill scene has played out

100

 

Player is close to the War Room. Make Peterson and Ward stop following the player, and have them travel to it.

110

I've arrived at Command - an Oil Rig located off the coast of Boston. We ran into Colonel Whitehill, who seemed to know of General Ward. She has a plan to get rid of the ghouls on the Oil Rig. I should speak to her.

General Ward has spoken to Colonel Whitehill. Player should now speak to her.

120

I've arrived at Command - an Oil Rig located off the coast of Boston. We ran into Colonel Whitehill, who has asked me to help her restore power to the Oil Rig in order to restart its defenses.

Player told to lift lockdown from the terminals. Colonel Whitehill is now a temp companion. Player given clearence card.

130

 

All Lift Lockdown codes sent - update objectives, trigger Major Whitehill to direct player to Facility.

140

 

Arrived in Reactor Control Room - make player talk to Colonel Whitehill.

150

 

Player can now enter Reactor Room

160

 

Player is in the Reactor Room

170

 

Start Ghoul attack.

180

 

Oil Rig Defenses brought online, stop the Ghoul spawns.

190

Colonel Whitehill and I have managed to activate the Oil Rig's reactors, and bring its defenses back online. I should go speak to General Ward.

Player told to return to General Ward. Move Fitzpatrick and Dr Kane to the War Room. Ward and Peterson exit Power Armor.

195

 

 

196

 

Player in War Room again, stop Colonel Whitehill from being a follower.

197

 

Player has said they will join the Enclave.

198

 

Player has said they will not join the Enclave.

200

General Ward was pleased with my work, and extended an invitation for me to join The Enclave, which I accepted.

COMPLETED

1000

 

FAILED

Characters

  • General Russell Ward

  • Doctor Ellen Kane

  • Lieutenant Antonio Fitzpatrick

  • Captain Michael Peterson

Locations

  • Atlantic Oil Rig

Notes

  • Started upon completion of Grounded Bird.

The Welcoming Party

Image credit: fallout.wiki | Bethesda Game Studios

Quest Type:

Main Quest - Act 1

Editor ID

AR_MQ104

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