A Broken Robot

 is an unmarked Fallout 3 quest.

In a random encounter throughout the Capital Wasteland you might come across a scavenger with a seemingly delusional Mr. Handy robot. If you wait briefly before talking to the scavenger, you can hear an interesting conversation between him and the robot regarding how the robot thinks the scavenger should go to his local furniture store and buy some furniture, as none is detected in the vicinity. As it turns out, the robot believes itself to be in a house and the scavenger cannot seem to be able to fix it.

At this point the player can engage in dialogue with the scavenger about the robots behavior and proceedingly offer to either "try and fix that robot", "walk away", or comment on how "I like a robot who will bother [the scavenger] indefinitely". If the player's intelligence attribute is high enough they will have the initial option of noting to the scavenger, "Huh, a robot stuck in a diagnostic loop.", which will result in the scavenger exclaiming how mechanics like you both need to stick together but can use a good edge sometimes brought in the form of Mentats, then proceeding to give 5 to the player. Assuming that one of the dialogue choices taken resulted in offering to fix the robot, the scavenger claims he will reward you with 2 Energy Cells. Being hardly a reward of notable mention, upon this offer, the player will be given a dialogue choice that is dependent on a successful speech check, passing which convinces the scavenger to give you an additional 100 caps (once, of course, you help with the robot).

Regardless of whether you speak with the scavenger or not, accessing the Mr. Handy will give you the options to 'Rewire the diagnostic system', 'Disable the functionality', or 'Walk away and do nothing'. Rewiring the diagnostics will fix the robot back to normal functioning status but is successfully dependent on the player's repair skill (hence the implied nature of the scavenger 'possibly' providing Mentats). Disabling the robot will result in the Mr. Handy making one final spastic blurt before "frying out" and falling full limp to the ground. In the case of "disabling" the robot, the player will initially forgo the reward, however, upon speaking with the scavenger afterwards, a semi-difficult speech check will be available wherein the player can "Lie" and proclaim that the robot was dangerous and about to blow up. If the check is successful, the scavenger will still give all said rewards and additionally, the player can loot the Mr. Handy for parts and ammunition.

The Scavenger and his Mr. Handy can later be found outside the gates of Megaton, assuming they survive the journey from the encounter to the town. Not that the area around the entrance to Megaton is particularly dangerous by any means but this will further provide fortification as there will now be, in addition to the Scavenger and Mr. Handy, the protection of Stockholm, Deputy Weld, and whichever merchant happens to be outside of the gates at that moment.

Rewards

 * Energy Cells - 2 upon repairing the robot or lying about destroying it.
 * Caps - 100 upon successful Speech check.
 * Mentats - 5 upon choosing initial intelligence dialogue choice (assuming availability).