Walking with Spirits

 is a Fallout 3 quest and achievement that is added to the game with the Point Lookout add-on.

Finding the Tribals
You receive this quest from Desmond after defending Calvert Mansion from Tribals, Desmond asks you to infiltrate the Tribals to find out why the Tribals are attacking Calvert Mansion. You are directed to the Ark & Dove Cathedral and talk over the intercom with one of the Tribals. After accepting his mission, he will send you on a test. He tells you to go to the Sacred Bog Entrance and once inside, search for the mother Punga plant and take her giant seeds.

Seeds of Vision
Once inside the bog, you will fight through several mirelurks. Upon making it to the final grove, the Mother Punga, and its purple seeds, will be ready for the taking. However, it is recommended, if so inclined, that you take the Punga Fruit before activating the Mother Punga. Once activated, nothing will be able to be picked up until the Punga effects wear off. When you take the seeds of the plant a gas sprays out from the fruit and your character falls over.

When you awake, you experience a psychedelic hallucination. You will find giant bobbleheads, called Schmault-Tec Bubbleheads, with cryptic messages written on them, ranging from expressing the PC's inner doubts and fears, to making fun of his/her misfortunes. It is also possible to see a large red translucent saw which is randomly sawing the ground, or even exploding Nuka Cola Quantums that make baby sounds when they explode. You can also see silver needles sewing or putting stitches in the ground, as if you were getting stitches. You can also hear a violin playing, the apparent result of several nearby trees shaping into the instrument. You will be attacked by ghost Ghouls (that won't hurt you), journey through an upside-down swamp, and even find the skeleton of your dead mother (with a nearby bobblehead explaining that it would have abandoned you too). You will find several dead bodies of people from the Capital Wasteland that disinegrate when searched, including Moira Brown, Amata, Elder Lyons, and an unnamed Settler, possibly the Megaton Settler who gives you items for having good karma. Finally you find the Megaton bomb with a character similar to Mister Burke named Mister Break standing in front of it. In the background behind the bomb, the Washington monument can be seen. The Mister Break character is actually the person who "frees your mind" but is seen as Burke. He warns you to take it easy before the bomb explodes and you awaken in front of the Sacred Bog.

Return to the Tribals
When you return to the Ark &amp; Dove Cathedral, you are permitted entry. If you enter third-person, you will notice that any headwear you had equipped is presently gone, and you have a large scar on your forehead. You will be unable to equip the headwear you were wearing until you have the scar removed by Nadine. Apparently, she has joined the Tribals to procure their Punga, in failing to achieve her original goal of discovering treasure in Point Lookout.
 * Not quite. You may not be able to wear *hats* with the scar, but you can wear *helmets*. Specifically, the Operation Anchorage power-armor helmet, in my case. That's the only hat I've got, but I've taken it off (bald with a scar!) and put it back on (helmeted as usual) with no odd conflicts.

Understanding the Visions
It is later revealed that Tobar follows the Lone Wanderer into the Sacred Bog. He then takes the PC while unconscious and removes a piece of brain. After undergoing the procedure administered by Tobar, the Point Lookout Tribe accepts you as one of them. Before awakening at the Sacred Bog Entrance, you will experience a hallucination, which can be interpreted as follows:


 * The saw cutting could represent Tobar opening your head/skull.
 * ALL of the weird things may be when he is removing the brain tissue.
 * The needle that "sews" it's way along the side of the path in front of you is when Tobar is sewing the wound shut.
 * The part where Mr. Break talks to you, it is actually Tobar talking to you when you're unconscious.
 * The bobbleheads may explain all of the lone wanderer's self doubt and confusion. For example the Intelligence bobblehead comments on how he/she fell into another trap, while the Charisma bobblehead explains that if the Wanderer's mom had survived, she would have abandoned him/her,.
 * Mr. Break cannot be killed. He will go unconscious like an essential character.

Bobbleheads
There are seven "Schmault-Tec Bubbleheads" found during the hallucination. Each representing a SPECIAL attribute. The Bubbleheads are larger then standard Bobbleheads and do not behave like the latter by adding points. Instead, they taunt you.

Below is the message each Bubblehead contains in the order they can be found;
 * Intelligence: "Tsk. Tsk. Walked right into another trap. Exactly how stupid are you?" (Found right when you leave the area with the Mother Punga)
 * Strength: "This is one situation you're not going to be able to fight your way out of."  (Found on a small dot of land on your way back)
 * Endurance: "Keep it up, you're almost there... wherever 'there' may be... probably nowhere."
 * Agility: "Isn't it funny how everything you get close to ends up leaving?" (Found around where exploding Nuka-Cola Quantums start appearing)
 * Perception: "This doesn't look right, not right at all." (Found upside-down where the world is upside-down)
 * Charisma: "Blech. If my kid looked like that, I'd abandon it too." (Found next to a skeleton labeled 'Mom' laying on a hospital bed)
 * Luck: Dead mother, life in a post-nuclear Wasteland and not a friend in it. You aren't exactly blessed." (Found near Mr. Break and the Atomic Bomb)

Reward
Access into the Tribal's headquarters.

Trivia

 * Sometimes, if you closely examine the corpses of the settler, Amata, etc., you will notice that they still blink...
 * When you see the hospital bed with your mother's skeleton and a bobblehead, the Washington Monument can be seen off in the distance if you look up.
 * There are some discrepancies with the removal of headgear and the ability to change headgear during/after the psychadelic vision:
 * The game removes and attempts to break you current head gear, this can be countered with infinite durability items. If you are wearing the Ghoul Mask when this happens, due to a bug you will permanently gain the effect of the mask, and all Feral Ghouls will be friendly to you from then on whether you are wearing the mask or not.
 * While most headgear can't be put on, it is possible to use a headwrap.
 * Ledoux's Hockey Mask and an Enclave Officer's Hat have been confirmed to be equippable with the scar.
 * The game does not remove the T-51b Helmet if it is worn while activating the hallucination (confirmed on Xbox 360 and PC with both standard and Winterized variations)
 * During the hallucination, you can pickpocket Mr. Break's 10mm ammo for his Silenced 10mm Pistol. After the hallucination, you will still have the increased ammo amount.
 * If the PC takes the charisma 'Bubblehead', 'mom's' lifeline will stop and turn into a flatline.
 * To the left of the bobblehead of strength there are two violin shapes on each tree.
 * When you get to the part with the dolls all the dolls point to the path.

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