Fallout Wiki
Fallout Wiki
m (Inserting Navbox locations FO3.)
(Added details to Layout section and made a few syntax improvements.)
Line 18: Line 18:
   
 
==Layout==
 
==Layout==
The Lighthouse is a moderately sized tower with some small, but notable stashes of loot. The interior of the lighthouse has a long staircase that leads up to the top that is littered with the skeletons of what appear to be tourists to Point Lookout (the cameras surrounding some of the bodies suggest this) and a police officer (the police hat and [[.32 pistol]] suggest this). However, once [[smuggler]]s occupy the Lighthouse, the staircase can become treacherous as they will shoot down the staircase if they spot you. The most notable location of the building is the [[St. Aubin Medical Facility|basement]] which it is necessary to go into during "[[A Meeting of the Minds]]".
+
The Lighthouse is a moderately sized tower with some small, but notable stashes of loot. The interior of the lighthouse has a long spiral staircase leading up to a top platform area. The staircase is littered with the skeletons of what appear to be tourists to Point Lookout (the cameras surrounding some of the bodies suggest this) and a police officer (the police hat and [[.32 pistol]] suggest this). The platform at the top of the stairs has a door that leads to an exterior balcony. Once [[smuggler]]s occupy the Lighthouse, the staircase can become treacherous as they will shoot down the staircase if they spot you. The most notable location of the building is the [[St. Aubin Medical Facility|basement]] which it is necessary to go into during "[[A Meeting of the Minds]]".
   
 
==Notable loot==
 
==Notable loot==
Line 30: Line 30:
   
 
==Notes==
 
==Notes==
* The broken light on top of the lighthouse can be repaired. A note found by the light mentions a truck whose load consisted of [[lighthouse bulb]]s. The truck may be found northwest of the [[Ark & Dove Cathedral]], or southeast of [[Turtledove Detention Camp]] at a location called [[Truck Wreckage]]. Inside the truck is a large collection of lighthouse bulbs. The majority of them are broken with the exception of one. Acquire it, then head back to the lighthouse. Atop the lighthouse, walk up to the mechanism and activate to place the working bulb. Hit the electrical switch on the wall, and the lighthouse is lit.
+
* The broken light on top of the lighthouse can be repaired. A note found by the light mentions a truck whose load consisted of [[lighthouse bulb]]s. The truck may be found northwest of the [[Ark & Dove Cathedral]], or southeast of [[Turtledove Detention Camp]] at a location called [[Truck Wreckage]]. Inside the truck is a large collection of lighthouse bulbs; all but one are broken. Acquire it, then head back to the lighthouse. Atop the lighthouse, walk up to the mechanism and activate to place the working bulb. Hit the beacon switch on the wall, and the lighthouse is lit.
 
* Some time after your first visit (not necessarily after you've lit the lighthouse), six [[smugglers]] take up residence here.
 
* Some time after your first visit (not necessarily after you've lit the lighthouse), six [[smugglers]] take up residence here.
* Across from the lighthouse, not too far from it on the main land, is a skeleton on a bench overlooking the water. It is slumped over to its left onto a baby carriage surrounded by 4 empty whiskey bottles and a [[toy car]]. The skeleton is holding a [[10mm pistol (Fallout 3)|10mm pistol]] in its right hand, suggesting a very sad story.
+
* Across from the lighthouse, not far from it on the main land, is a skeleton on a bench overlooking the water. It is slumped over to its left onto a baby carriage surrounded by 4 empty whiskey bottles and a [[toy car]]. The skeleton is holding a [[10mm pistol (Fallout 3)|10mm pistol]] in its right hand, suggesting a very sad story.
 
* Although both bulbs in the Lighthouse lamp are broken, the player is only able to repair one even if they spawn a second light bulb via the console.
 
* Although both bulbs in the Lighthouse lamp are broken, the player is only able to repair one even if they spawn a second light bulb via the console.
 
* After you turn the beacon switch on the light is activated and starts to spin. If you turn it off the light does not slowly turn to a halt. Instead, it immediately resets to the point in which you replaced the bulb in the first place.
 
* After you turn the beacon switch on the light is activated and starts to spin. If you turn it off the light does not slowly turn to a halt. Instead, it immediately resets to the point in which you replaced the bulb in the first place.
 
* South of the lighthouse and north of the smuggler's island is a small island with a sewer gate that leads to the room where you find the microwave emitter.
 
* South of the lighthouse and north of the smuggler's island is a small island with a sewer gate that leads to the room where you find the microwave emitter.
 
* After the final confrontation of [[Desmond Lockheart]] and [[Calvert (brain)|Professor Calvert]]s brain. [[Smuggler]]s will occupy the light house and at the top of the stairs fresh supplies will be added. There will be medical supplies, a missile launcher, at least 1 missile and 3 ammo boxes that may be locked.
 
* After the final confrontation of [[Desmond Lockheart]] and [[Calvert (brain)|Professor Calvert]]s brain. [[Smuggler]]s will occupy the light house and at the top of the stairs fresh supplies will be added. There will be medical supplies, a missile launcher, at least 1 missile and 3 ammo boxes that may be locked.
* Outside on the light house upper landing, just below the stairs a stock pile of fresh supplies will be added by the smugglers. Yet another missile launcher a full pile of missiles and four medical supply boxes.
+
* Outside on the light house upper balcony, just below the stairs a stock pile of fresh supplies will be added by the smugglers. Yet another missile launcher a full pile of missiles and four medical supply boxes.
   
 
==Appearances==
 
==Appearances==

Revision as of 05:23, 31 December 2012

 
Gametitle-FO3 PL
Gametitle-FO3 PL

The Point Lookout Lighthouse is a location in Point Lookout. It is a cylindrical structure containing both the main lighthouse facility as well as a secret basement. It is abandoned when first encountered but can come to be inhabited by smugglers.

Layout

The Lighthouse is a moderately sized tower with some small, but notable stashes of loot. The interior of the lighthouse has a long spiral staircase leading up to a top platform area. The staircase is littered with the skeletons of what appear to be tourists to Point Lookout (the cameras surrounding some of the bodies suggest this) and a police officer (the police hat and .32 pistol suggest this). The platform at the top of the stairs has a door that leads to an exterior balcony. Once smugglers occupy the Lighthouse, the staircase can become treacherous as they will shoot down the staircase if they spot you. The most notable location of the building is the basement which it is necessary to go into during "A Meeting of the Minds".

Notable loot

  • Three pre-War books in a room with an active computer terminal and lockers. Also in this room is an average locked safe.
  • The microwave emitter in a room at the end of the quest.

Related quests

Notes

  • The broken light on top of the lighthouse can be repaired. A note found by the light mentions a truck whose load consisted of lighthouse bulbs. The truck may be found northwest of the Ark & Dove Cathedral, or southeast of Turtledove Detention Camp at a location called Truck Wreckage. Inside the truck is a large collection of lighthouse bulbs; all but one are broken. Acquire it, then head back to the lighthouse. Atop the lighthouse, walk up to the mechanism and activate to place the working bulb. Hit the beacon switch on the wall, and the lighthouse is lit.
  • Some time after your first visit (not necessarily after you've lit the lighthouse), six smugglers take up residence here.
  • Across from the lighthouse, not far from it on the main land, is a skeleton on a bench overlooking the water. It is slumped over to its left onto a baby carriage surrounded by 4 empty whiskey bottles and a toy car. The skeleton is holding a 10mm pistol in its right hand, suggesting a very sad story.
  • Although both bulbs in the Lighthouse lamp are broken, the player is only able to repair one even if they spawn a second light bulb via the console.
  • After you turn the beacon switch on the light is activated and starts to spin. If you turn it off the light does not slowly turn to a halt. Instead, it immediately resets to the point in which you replaced the bulb in the first place.
  • South of the lighthouse and north of the smuggler's island is a small island with a sewer gate that leads to the room where you find the microwave emitter.
  • After the final confrontation of Desmond Lockheart and Professor Calverts brain. Smugglers will occupy the light house and at the top of the stairs fresh supplies will be added. There will be medical supplies, a missile launcher, at least 1 missile and 3 ammo boxes that may be locked.
  • Outside on the light house upper balcony, just below the stairs a stock pile of fresh supplies will be added by the smugglers. Yet another missile launcher a full pile of missiles and four medical supply boxes.

Appearances

The Point Lookout Lighthouse appears in the Fallout 3 add-on Point Lookout.

Gallery