Future Imperfect



Future Imperfect is a main quest in Fallout 3. For completing this quest, you will get The G.O.A.T. Whisperer which is an achievement on the Xbox 360 and PC; and a bronze trophy on the PlayStation 3.

Detailed walkthrough
This quest takes place on August 3, 2274. After a talk with your dad, you're told to go to class and take the G.O.A.T.. Bobblehead - Medicine is on his desk; this is one of only three opportunities to take it. Exiting your dad's office, you run into Jonas and also see Stanley who is suffering of severe headaches and insomnia. Just outside the classroom, Amata is being harassed by Butch DeLoria and his gang, the Tunnel Snakes. There are a variety of choices that can be taken here:
 * The player may pass a Speech check warning Butch that the Overseer will come down on the Tunnel Snakes if he continues his actions. This will earn good Karma.
 * Also for good Karma, Wally Mack may be convinced that he is being used by Butch as a lackey, which causes him and Paul Hannon to leave the group.
 * An even better karmic option here is fighting Butch and his gang. Once either the player or Butch is reduced to 50% health, the fight will stop (alternatively you can start the fight and run into the class room or to James' office. This will stop the fight and still give you good Karma).
 * The only evil karmic option here is telling Butch that Amata is sensitive about her weight, giving him and his friends more ideas to make fun of her.
 * Alternatively, the player may ignore the incident completely for no change in Karma.
 * Another option that results in neutral karma, but without ignoring the problem, is to encourage Butch to insult Amata, then proceed to beat him up. This will result in both karma effects.

Keep in mind that the path you take here will determine your initial Karma levels in the game, and it will be very difficult to change your alignment afterwards (the Karma shift is quite high).

Mr. Brotch will approach the player as they enter. If asked whether you really have to take the test, he will allow you to skip it, and select your Tag skills directly. The player may also ask Mr. Brotch to fill out the G.O.A.T., whereupon he will ask what the player likes and will assign Tag skills accordingly. This won't earn the achievement, though. Otherwise, the player is to sit down at a desk, after which the G.O.A.T. will begin. See the G.O.A.T. article for information on the questions and how the answers given influence the results. If the Tag skills given are undesired, they may be changed by speaking with Mr. Brotch after the test.

Walking out of the classroom after setting your Tag skills will progress to the next quest, Escape! (the first main quest), which occurs after a three year transition.

Transition quotes
Full transition audio:

Bugs

 * The test may fail to begin after the player sits in a desk. Some students may be scribbling some answers on their papers but nothing else will happen, requiring a reload. This commonly happens after fighting the Tunnel Snakes gang outside the door. If you wish to get the good Karma, talk to them instead. A workaround for this on the PS3 version is to save the game after Butch laughs and nothing else happens. When you reload, the test will continue normally.
 * Mr. Brotch may not address the player after entering the classroom. This may happen if you have knocked out more than one of the Tunnel Snakes in the hallway when they were teasing Amata.
 * After the blinding light appears right before the quest begins, you can see your father examining you, but he has stretched and bent fingers.
 * If you knock out all the Tunnel Snakes and sit in the last seat on the right and right when the test starts you can get up and leave the room to skip the test.
 * There is a rare occasion where one of the NPCs will not take a seat and thus the test would not begin. This can be easily fixed by reloading a previous save.
 * A minor bug can occur where Christine Kendall will walk into Susie Mack before Susie has finished her dialogue talking to Mr. Brotch, she will stop moving and not complete her dialogue and therefore the player will not be able to hear the results of her or the characters that get their results after her. This can be stopped by the player walking against Christine until Susie finishes her dialogue.