Fallout/The Cathedral: Difference between revisions

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102 bytes removed ,  23 September 2023
corrected names of characters #cww
(Just completed this quest using James Bond approach, and I've never heard of lieutenant's key, so you don't really need it. I just used 91% science a bunch on the nuke computer and it went off.)
(corrected names of characters #cww)
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{{Header Nav|game=Fallout}}
{{Header Nav|game=Fallout}}


;Notable Areas
==Areas==
# The Cathedral building
# The Cathedral building
## Morpheus' Quarters (4th floor)
## Morpheus' Quarters (4th floor)
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## Prayer Room
## Prayer Room
# Cathedral Vault
# Cathedral Vault
## Psychers' Quarters (Level 2)
## Psykers Quarters (Level 2)
## Prison Quarters (Level 2)
## Prison Quarters (Level 2)
## Cathedral Control Center (Level 3)
## Cathedral Control Center (Level 3)
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## The nuclear bomb chamber (Level 4)
## The nuclear bomb chamber (Level 4)


;Notable Characters
==Characters==
# Cathedral figureheads/techs (purplee robes)
# Cathedral figureheads/techs (purple robes)
# Chanters of the Children of the Catthedral (brown robes)
# Chanters of the Children of the Cathedral (brown robes)
# Followers of the Children of the Caathedral (Ton, etc.)
# Followers of the Children of the Cathedral (Ton, etc.)
# Nightkin guards (ground and tower llevels only)
# Nightkin guards (ground and tower levels only)
# Super Mutant guards (vault only)
# Super Mutant guards (vault only)
# Mad Scientists
# Mad Scientists
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# Morpheus, High Priest and leader of the Cathedral
# Morpheus, High Priest and leader of the Cathedral
# Laura, Follower spy
# Laura, Follower spy
# Jeremiah, COC member who opens door for you
# Jeremiah, COC member who opens the door for you
# Gideon, Psychotic nut who will give you nullifier
# Gideon, Psyker who will give you a nullifier
# Viscious, Strong mutant who guards north area
# Viscious, Strong mutant who guards the north area
# The Master of the Super Mutants
# The Master of the Super Mutants


;Stuff to get
==Loot==
# Red Cathedral Key (barter from Ton)
# Red Cathedral Key (barter from Ton)
# Black Cathedral Key (kill Morpheus)
# Black Cathedral Key (kill Morpheus)
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;Notes
;Notes
# Kill Morpheus and his nightkin guards. Alternatively, you can slaughter everyone in the Cathedral for the 'Cowboy' approach. - OR - You can skip steps 2-6 if you speak with Morpheus and ask him to take you to the Master. Choose this option only if you have robes and Vree's autopsy disk.   
# Kill Morpheus and his nightkin guards. Alternatively, you can slaughter everyone in the Cathedral - OR - You can skip steps 2-6 if you speak with Morpheus and ask him to take you to the Master. Choose this option only if you have robes and Vree's autopsy disk.   
# Head on to the Cathedral Vault, and wait for approximately a minute for Jeremiah to open the door. Rush in with your robes on. - OR - Examine the bookcase directly to the left of the secret doorway (wall with irregularities). Go on the left of the bookcase and use traps on it. I got it open with two tries with 38% traps and 5 luck.   
# Head on to the Cathedral Vault, and wait for approximately a minute for Jeremiah to open the door. Rush in with your robes on. - OR - Examine the bookcase directly to the left of the secret doorway (wall with irregularities). Go to the left of the bookcase and use traps on it. I got it open with two tries with 38% traps and 5 luck.   
# BS the mutants that are guarding the Vault entrance that you have business to do.
# BS the mutants that are guarding the Vault entrance that you have business to do.
# Hack into the computer on the first floor.
# Hack into the computer on the first floor.
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# Speak with Gideon and ask him to 'anoint' you (he'll give you the Psychic Nullifier)
# Speak with Gideon and ask him to 'anoint' you (he'll give you the Psychic Nullifier)
# Either...
# Either...
#* Kill the Master with your gun (Cowboy)
#* Kill the Master with your gun  
#* If you have brought the key from the military base (and have insanely high lockpick skill), use the key to arm the nuke.
#* If you have brought the key from the military base (and have high lockpick skill), use the key to arm the nuke.
#* Talk the Master out of his plans (only if you have Vree's autopsy report and/or have read it, and have robes on.)
#* Talk the Master out of his plans (only if you have Vree's autopsy report and/or have read it, and have robes on.)
# Escape from the Cathedral after your confrontation with the Master.
# Escape from the Cathedral after your confrontation with the Master.


;NOTE: Like the Military Base, there are many ways you can blow up the Cathedral. These include two infiltration methods and of course, the cowboy method.
;NOTE: Like the Military Base, there are many ways you can blow up the Cathedral. These include two infiltration methods and combat.
:If you have spoken with Ismarc, then you should already know the location of the Boneyards. The Cathedral is to the south of the Boneyards by two square units.
:If you have spoken with Ismarc, then you should already know the location of the Boneyard. The Cathedral is to the south of the Boneyard by two square units.


;NOTE: Many people in the Cathedral will refuse to speak with you if you have a weapon in your active weapon slot, and some might even turn hostile.
;NOTE: Many people in the Cathedral will refuse to speak with you if you have a weapon in your active weapon slot, and some might even turn hostile.


;NOTE: Unlike the Military Base, the members of the Cathedral (first floor) won't turn hostile if you kill Morpheus and his mutant guards. The same applies if you kill mutants on the second floor and enter the third. The members do say threatening dialogue and might turn hostile towards you.
;NOTE: Unlike the Military Base, the members of the Cathedral (first floor) won't turn hostile if you kill Morpheus and his mutant guards. The same applies if you kill mutants on the second floor and enter the third. The members do say threatening dialogue and might turn hostile towards you.
:The Cathedral Vault is a sealed area. If you kill members on the first floor, you can enter the second and third floors without any of the mutants turning hostile towards you (provided that you have the robes on). But if you kill the Master, the entire Cathedral Vault will be under alert.
:The Cathedral Vault is a sealed area. If you kill members on the first floor, you can enter the second and third floors without any of the mutants turning hostile toward you (provided that you have the robes on). But if you kill the Master, the entire Cathedral Vault will be under alert.


==Diplomatic-Infiltration approach==
==Diplomatic-Infiltration approach==
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When you enter the cavern entrance to the vault, there will be several grotesque creatures, namely floaters and centaurs. They'll ignore you since you are wearing the robes.
When you enter the cavern entrance to the vault, there will be several grotesque creatures, namely floaters and centaurs. They'll ignore you since you are wearing the robes.


Like Vault 13, this vault has an entrance on the north corner guarded by two super mutants. They'll stop you as you go in, but since you have your robes on, you can BS them easily. Just say that you are on important business, and give them a blessing. You'll get 750 xp.
Like Vault 13, this vault has an entrance on the north corner guarded by two super mutants. They'll stop you as you go in, but since you have your robes on, you can BS them easily. Just say that you are on important business, and give them a blessing. You'll get 750 XP.


There is a computer next to the elevator. Use science on it to find the location of the military base... (even though you know it already, it gives you 1250 xp). Enter the elevator, and go to level 2.
There is a computer next to the elevator. Use science on it to find the location of the military base... (even though you know it already, it gives you 1250 xp). Enter the elevator, and go to level 2.


On Level 2, go to the room with a lone super mutant guard with some scientists. Enter the room, and go south. You'll see some trapped prisoners. Go to the terminal on the wall, use it, and the prisoners will be free. You will get 2000 xp for your efforts. (BTW, once the prisoners escape and reach the terminal, they'll be blown away...no known way to stop this.)
On Level 2, go to the room with a lone super mutant guard with some scientists. Enter the room, and go south. You'll see some trapped prisoners. Go to the terminal on the wall, use it, and the prisoners will be free. You will get 2000 XP for your efforts. Once the prisoners escape and reach the terminal, they'll be blown away...no known way to stop this.)


Go in the northwest of level 2, and enter the room on the left of the prayer room (the room with people in COC robes and two super mutants). Speak with the man with the green shirt, and ask him for a nullifier. He'll give you one, and you'll receive 1000 xp. Also, be sure to equip the nullifier in your active item slot. Go back to the elevator for level 3.
Go to the northwest of level 2, and enter the room on the left of the prayer room (the room with people in COC robes and two super mutants). Speak with the man with the green shirt, and ask him for a nullifier. He'll give you one, and you'll receive 1000 XP. Also, be sure to equip the nullifier in your active item slot. Go back to the elevator for level 3.


When you enter level 3, head south and take a turn (your right or your character's left). There should be a mutant walking towards you. He won't talk to you or attack, so there is no need to worry. Head towards the control area (the area with the goo-covered computers) and open the door.  Go through the door, through the passageway, and you should see the master.  Speak with him. Now, here is the conversation:
When you enter level 3, head south and take a turn (your right or your character's left). There should be a mutant walking towards you. He won't talk to you or attack, so there is no need to worry. Head towards the control area (the area with the goo-covered computers) and open the door.  Go through the door, through the passageway, and you should see the Master.  Speak with him. Now, here is the conversation:


===Conversation===
;Master:So what shall it be? Do you join the Unity or do you die here?  
;Master:So what shall it be? Do you join the Unity or do you die here?  
:Join! Die! Join! Die!
:Join! Die! Join! Die!
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;NOTE: You'll need high intelligence to get this conversation. Eight works, six or seven might work. High speech skill is also a good idea to have. The "smooth talker" can help in this area, if your intelligence is a bit lacking.
;NOTE: You'll need high intelligence to get this conversation. Eight works, six or seven might work. High speech skill is also a good idea to have. The "smooth talker" can help in this area, if your intelligence is a bit lacking.


;NOTE: This approach relies on wearing the robes. Else the dialog will stop in the middle, and you'll be forced to fight the Master.
;NOTE: This approach relies on wearing the robes. Otherwise, the dialog will stop in the middle, and you'll be forced to fight the Master.


After the conversation, run down to the elevator, down to the first level, and exit out of the Vault cavern through the secret door and basement. After you go climb the stairwell that leads to the first floor, leave the Cathedral through the entrance that takes you outside. After you get outside (with some people in leather armor and brown robes), run to the red exit. You'll see a video of the Cathedral blowing up, and the game will be over.
After the conversation, run down to the elevator, down to the first level, and exit out of the Vault cavern through the secret door and basement. After you climb the stairwell that leads to the first floor, leave the Cathedral through the entrance that takes you outside. After you get outside (with some people in leather armor and brown robes), run to the red exit. You'll see a video of the Cathedral blowing up, and the game will be over.


==Diplomatic approach==
==Diplomatic approach==
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;NOTE: The dialog with the Master will only work when ''not'' wearing the robes. There is also a chance that you may enter a fight after the dialogue, making the escape difficult.
;NOTE: The dialog with the Master will only work when ''not'' wearing the robes. There is also a chance that you may enter a fight after the dialogue, making the escape difficult.


==Cowboy approach==
==Combat approach==
This method is pretty much the same as the above, but you kill everything that moves. Be sure to don your Power Armor, use stims often, and also save. Be sure to pick up heavy weapons from the dead mutants.
This method is pretty much the same as the above, but you kill everything that moves. Be sure to don your Power Armor, use stims often, and also save. Be sure to pick up heavy weapons from the dead mutants.


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After the battle with the Master, you have to run from the Cathedral.
After the battle with the Master, you have to run from the Cathedral.


==James Bond approach==
==Speech Approach==
A bit different from the traditional infiltration approach, this one goes through in the same way as the original one, except that it requires you to arm the nuke, for which it is suggested you have either the Lieutenant's key, or high science, around 90-100, and a lot of luck. Vree's holodisc is not required.
A bit different from the traditional infiltration approach, this one goes through in the same way as the original one, except that it requires you to arm the nuke, for which it is suggested you have either the Lieutenant's key, or high science, around 90-100, and a lot of luck. Vree's holodisc is not required.


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{{sidebar|contents=Now you have completed the game, but you want the full scope of the Fallout world.
{{sidebar|contents=Now you have completed the game, but you want the full scope of the Fallout world.


Next are the sections for the LA Boneyards and Necropolis.}}
Next are the sections for the Boneyard and Necropolis.}}


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{{Footer Nav|game=Fallout|prevpage=Military Base|nextpage=Necropolis}}
{{Footer Nav|game=Fallout|prevpage=Military Base|nextpage=Necropolis}}
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