Escape!

 is a Fallout 3 quest. It is also an achievement on the Xbox 360 and PC; and a bronze trophy on the PlayStation 3.

Pack your Bags

 * Goals:
 * Make your way to the Atrium
 * Optional
 * Save Ellen DeLoria

The quest begins with Amata frantically trying to wake you up. She informs you that your father has left Vault 101 and Jonas is dead. Every member of the vault security team has been ordered to attack you because the Overseer thinks that you are responsible for James's departure, and along with that, radroaches have also infested the vault. Amata offers a 10mm pistol to the player; it can either be accepted or refused, in which case Amata will use it in a scene later. The player may also tell off Amata, resulting in her simply remaining in the room. The player may still leave, however.

You can escape many different ways, such as run and gun, sneak around (or even run and hide), but don't forget the equipment on the table and in the dresser when you first get control. When you leave the room you'll be confronted by Officer Kendall, but he will immediately turn his attention to three radroaches, so he can be safely ignored.

Head left. Butch DeLoria should come running down the hallway begging you for help. His mom is being attacked by radroaches, and he's afraid of them. You can help him either by talking him into killing the radroaches himself (either through a speech check, or by lending him your BB gun or baseball bat if you have either of the weapons on you) or by killing them for him. You may also choose to simply walk away, convince him his mother is doomed and he should save himself through a speech check, or even kill him yourself. You can still save his mother if you do the latter. No matter which solution you choose, you almost always get his Tunnel Snake outfit which gives you +5 to Melee Weapons, either because he gives it to you out of gratitude or because he dies and you can loot it off his corpse (he appears later so it is highly suggested that you don't kill him or let him die).

In the nearby diner is the body of Grandma Taylor. It appears that the radroaches killed her, but the player will later learn she died of a heart attack. Her corpse is open for looting, although only a Vault Jumpsuit is able to be taken.

Officer Gomez will run into you and tell you to leave the Vault, allowing you to go free. You have a few options here involving the officer, two of which involve blaming him for Jonas' death. Andy can be found torching radroaches in this corridor. Stanley is hiding in your Dad's office behind a Very Easy lock, but you can either pick it, or wait until Andy kills the radroaches, at which point he'll come out on his own. The Bobblehead - Medicine is on the desk in the office if you didn't pick it up when you were going to take your G.O.A.T. three years ago. Pick it up if you haven't already for a permanent +10 to your Medicine skill. There is only one other opportunity during the latter part of the game to retrieve this bobblehead.

Atrium Atrocities
When you enter the Atrium, you will see two of your fellow vault dwellers contemplating escape, referencing your father in the process. Tom Holden will rashly run into the guarded corridor, shouting his name and asking to be let through. Mary Holden will comment on his rashness, before running to her death after his at the hands of security. However, if the guards are engaged before they rush in, they will instead flee. Saving them in this fashion has no effects later in the game. The security officers themselves hold 10mm pistols, police batons, and Vault Security armor and helmets, so killing them for these items may be a wise idea, though this may require the use of Stimpaks on the harder difficulties, or if your character specializes in melee combat. The door at the end of the corridor leads to the Vault entrance, but is well beyond your lockpick expertise (very hard).

The route you will need to follow is through the security door just to the right of the entrance corridor. It has been jammed open with a locker, which sometimes contains a few useless items. Proceed up the stairs, noting that you will encounter 2 radroaches upon it, and 3-5 radroaches in the connecting corridor. Now you are on the upper level of the Atrium, the facing doorway will be open, the two doors on the wall to your left are inaccessible. As you head to the only open door, you will pass a windowed room with Allen Mack and Gloria Mack inside. Allen will begin shouting at you, blaming you and your father for the predicament that they are in. Security Chief Hannon is usually found wandering around here as well and will attack you.

There will be a dead maintenance worker, Floyd Lewis, by a toolbox containing random toolbox loot and a wrench lying on the other side of his body, his body contains tinted reading glasses and a Vault 101 Utility Jumpsuit, which if you did not take from your dresser, you should consider taking now. Continuing through the only door beside the one you entered through, follow the corridor.

Good/Bad Friend
When you turn the corner, you'll hear Amata and her father, the Overseer, talking. The conversation is, in fact, an interrogation about your whereabouts. If you let Amata keep the 10mm Pistol, she will free herself by shooting Mack. If you enter the room, Amata will flee and Mack will attempt to kill you, but he can be ignored or killed if you wish.

The Overseer can be spoken to in this room. Asking him for the Overseer's Office Key and terminal password will result in his refusal. If he is threatened for the keys, he will attack, but if Amata is threatened, he will give in (and also stop shouting for the guards). You can also choose to say you'll escape without them. The keys may also be pickpocketed from him, or found in lockers near the door and computer. A key can be found in a dresser in the Overseers room, where Amata is found after she shoots Mack. The Overseer can also be killed for the keys (or in retaliation for Jonas' death), resulting in Amata becoming upset and Allen Mack (Officer Mack's father) becoming the new Overseer by the time of Trouble on the Homefront.

If the player gives him his/her weapons and ammo, the Overseer will turn hostile and attempt to attack, regardless of whether or not the player had any at the time (e.g. they left them in a desk). The Overseer may try to find a weapon if that happens to be the case, but the player can beat him to where he's going. The Overseer will continue to attack after that, albeit with his fists.

If the Overseer is not hostile and further dialogue is attempted after the conversation, he will simply say he has "nothing else to say to you".

The player can also choose to simply ignore the confrontation and sneak on by, at the small price of missing out on the items in the room.

If you attack Officer Mack and kill him, Amata will run to her room and thank you for saving her (if you didn't give her the pistol) but let Mack come and attack you especially if you do not want to kill the Overseer, as stray bullets or swings may hit him. If this happens, you can either kill the Overseer or be chased by him to the door of the vault where he will remain along with the other security officers.

Pop the Cork

 * Goals:
 * Exit Vault 101 and enter the Capital Wasteland
 * Optional:
 * Change any of your character's attributes

The next room has Jonas' corpse. He has the Vault Lab Uniform on him, which gives a +5 to your Science skill,he also carries the note from dad. The desk by his body may have random small amounts of small guns ammo, such as 5mm, 10mm, or shotgun shells, or some Pre-War Money.

Amata will be waiting in the connecting room if she was rescued. If the gun was not accepted at the beginning of the quest, she will present it to the player when spoken to. Her room has 5 bobby pins in her dresser. The Overseer's room has a full magazine of 10mm ammo, as well as a copy of the Overseer's Office Key.

If the player does not pick up a key to the office, the red door to the Overseer's office will have to be picked. The lockers in here have a large amount of 10mm ammo, and the Overseer's Terminal Password. If not picked up, the terminal will have to be hacked. It's worth noting, however, that doing either of the minigames will result in earning XP, but simply using the key or password will not.

Once logged onto the computer, you can select the "Open Overseer's Tunnel" option to proceed through the secret passage, or read through several files that will help immerse you in the Fallout world. A door is at the end of the tunnel: once through, you'll find yourself in a small room with a switch on the wall. Once activated, it will reveal a larger room. There's another switch here that will open the vault door. Once opened, Amata will come down, regardless of whether or not you saved her, and say her goodbyes, be they good or bad.

Shortly after this, another door will open and more security officers will enter. Any ones that did not die earlier will also show up. Beyond the doors that they entered through are various containers available for looting (mostly containing junk). Killing the officers is still optional, but note that the ones with guns can be damaging if left alone (though it's nothing a few Stimpaks can't cure if you really want to leave them alive). Either way, your final objective is to run through the exit and reach the final door between you and the Capital Wasteland.

When the door is examined, the game will offer you one last chance to change your character's name, race, initial S.P.E.C.I.A.L. stats, tagged skills, gender, and initial appearance. Note that the character's hairstyle may be changed later through various NPCs, and his/her appearance may be changed through Horace Pinkerton.

Exiting the Vault nets you 200 XP for completing the quest, enough for the first level-up. Regardless of how much XP you gain during this quest, you will not level up until this point. For the people who play on Very Hard, it is not uncommon to have leveled up an additional time considering the first few levels don't require much XP.

Transition Quotes

 * "Anything's possible, even an A from Mr. Brotch! Hahahaha!"-James
 * "Your daddy the doc is not here to save you now, is he? So what are you going to do now?"- Butch
 * "Now stop talking to me and get back to work. Selfish and insubordinate, just like your father!"- The Overseer
 * "Listen, you need to know these things. I'm not going to be around to hold your hand forever, you know.- James

Bugs

 * If the player is in the presence of Officer Gomez while being attacked by the Overseer, he will turn hostile against the player. While this may be intended behavior, a similar scenario in Trouble on the Homefront may suggest otherwise.
 * Attempting to interfere in the event with Tom and Mary can cause several strange effects. (See discussion page)
 * On very rare occasions, if Amata keeps the gun, during the interrogation, Officer Mack may spot the player when he/she is sparring with a guard outside, and begin to attack. However, the conversation will still continue, despite Amata running off. When it gets to the part where she is supposed to shoot Officer Mack, bullets will come out of nowhere to kill him.
 * If the Overseer dies at the hands of anyone other than the player (Radroaches, Butch, etc.), Amata will still claim he/she did it when spoken to. She will also know of his death before discovering the body.
 * When leaving the vault, changing the character's sex from male to female then back to male can cause the male player to have the walking animation of a female. This has not been tested for females.
 * When leaving the vault, changing your character's attributes then loading from a different save game without exiting the vault can result in strange bugs: i.e. changing your skin tone can result in a character with a head that's one color and a body that's an entirely different color.
 * Loading from the save game that's created immediately before you leave the vault can result in unusual bugs: i.e. the caravan merchants will spawn without their brahmin or bodyguards, and Galaxy News Radio will loop the same generic broadcasts continuously without ever reporting quest-related news. To resolve these issues, quit the game, start again, and load from a save game prior to the automatic save inside the vault itself (if you don't have one, you'll have to start a new game). Just save a game after you leave the vault, and be satisfied with your existing character appearance and traits.
 * If you let Amata keep the gun but pickpocket the ammo off her then the scene where she 'shoots' Officer Mack will happen a little differently. She will hold up the gun but Officer Mack doesn't die. The Overseer will still say "What have you done?" and Amata will run from the room followed by a walking Officer Mack.
 * When exiting the vault, it's possible to get back inside. Usually as you leave the tunnel towards the door to the Wasteland, the vault door will close after you're about 3/4 of the way there. It's possible to enter the vault as the door is closing. To do this, attack Amata until she is unconscious, drag her body outside, and head towards the exit. She will awaken and head towards the vault. If you time it correctly, she will be blocked by the moving vault door. As soon as you hear the door start to close, RUN towards the door. Target the now trapped Amata with VATS (you must equip a melee weapon) and use all your AP. If done correctly your VATS sequence will have actually put you on the other side of the CLOSED vault door. However, there is no way to reopen the vault door once you're inside.
 * If you're rude to Amata and she waits in your room, you can pickpocket the pistol and 6 ammo off of her, apologize, and receive a second 10mm pistol and another 36 ammo from her.
 * After choosing not to kill the Overseer, Amata may walk out of the room where she had been sitting and abuse the player for killing her father. A quick check of the room where he was reveals it's now empty, and the Overseer is nowhere to be found. All further dialogue with Amata runs as if the player had killed the Overseer.
 * While sneaking around the security office and Officer Mack comes out to investigate, upon killing him Amata may still be sitting in the interrogation chair. When talked to she acts as if she is sitting in the living room of her and her father's quarters, and heads there after dialog ends. Afterward, the Overseer does not respond and simply stands there, not even calling guards for help.
 * If Amata is hostile as the player leaves the Vault, she will remain hostile throughout the game, and will not give the quest "Trouble on the Homefront".

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