Walking with Spirits

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

Finding the Tribals
After assisting him in defending the Calvert Mansion from tribals, Desmond asks the Lone Wanderer to infiltrate the Ark and Dove Cathedral to the north (the tribal's base of operations) to discover the reasoning behind their attacks. Although the cathedral gates are locked and seemingly abandoned, a guard sees the Lone Wanderer from a distance and speaks to him/her via an intercom. Being snide to him will break his concentration and make him drop his shamanistic attitude long enough to scold you. And although he says that the tribals don't "just take any recruit," he sends you on your way to the rite of initiation without so much as seeing your face. The player is then charged with venturing out west into the Sacred Bog Entrance and taking part in the Ritual of the Mother Seed.

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 that you take the punga fruit before activating the Mother punga. Once the Mother punga is activated, you will not be able to pick anything up until the punga effects wear off. When you take the seeds of the plant a gas sprays out from the fruit and the Lone Wanderer falls over.

When you awake, you experience a psychedelic hallucination. You will find giant bobbleheads, called Schmault-Tec Bubbleheads (fake versions of Vault-Tec Bobbleheads) 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 that you cannot interact with because of hallucination (with a nearby bobblehead explaining that it would have abandoned you too like she never loved the Lone Wanderer). You will find several dead bodies of people from the Capital Wasteland that disintegrate when searched, including Lucas Simms (floating inside of the rocks between and to the left of Amata and the settler), 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. He warns you to not to move or he would be hurt as if the surgery was finished even though the subtitles say "Congratulations, boy, you are going to pull through and be alright"), then the bomb explodes and you awaken in front of the Sacred Bog. In the background behind the bomb, the Washington Monument can be seen.

Return to the Tribals
When you return to the Ark & Dove Cathedral, you are permitted entry. If you enter third-person, you will notice that any headwear you had equipped is presently gone, your head is shaven and you have a large scar on your head. 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.

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 hallucinations when Tobar is removing the brain tissue.
 * The needle that "sews" its 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 is actually Tobar talking to you when you're unconscious.
 * The "Bubbleheads" may explain all of the Lone Wanderer's self doubt and confusion. For example, the intelligence Bubblehead comments on how he/she fell into another trap, while the charisma Bubblehead says he/she is the reason the Lone Wanderer's father left.
 * Some things seen during the hallucination have a "real world" counterpart: (in the order the real things are seen) the bomb is a giant rock, the Washington Monument is a large rock formation seen in the background before the hallucination, the dead friends may be dead swamplurks, the Wanderer's mother on a gurney is also a rock, the Perception Bubblehead is a doll hanging from the trees, the agility Bubblehead is a rock, the exploding bottles are dolls hanging from the trees along the path, the swamp ghouls may be swamplurks before they were killed, the violins are winding trees, the strength Bubblehead is a small rock, and the intelligence Bubblehead is another rock.
 * The upside down trees and camp place could be Tobar carrying you up side down.

"Bubbleheads"
There are seven "Schmault-Tec Bubbleheads" found during the hallucination, each representing a SPECIAL attribute. The Bubbleheads are larger than 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. Yeah, you aren’t exactly blessed" (Found near Mr. Break and the Atomic Bomb)

Reward
Access into the tribal's headquarters, 300+ XP and the Punga Power! perk.

Bugs

 * There are some discrepancies with the removal of headgear and the ability to change headgear during/after the psychedelic vision:
 * Ledoux's hockey mask, the Winterized T-51b power helmet, ghoul mask, roving trader hat, police hat, Enclave officer's hat, the Hat of The People, and an pre-War bonnet have been confirmed to be equippable with the scar. And while equipped, the player will appear to have both the bald head skin and whatever hairstyle they had at the start of Walking with Spirits at the same time.
 * Any headgear can be worn using the Chinese stealth armor glitch, but this requires one to have the stealth armor on hand at all times to change hats.
 * The game does not remove the T-51b or Enclave Hellfire helmet if it is worn while activating the hallucination (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.