How To Get To Underworld Fallout 3

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↑ Fallout 3 Official Game Guide Game of the Year Edition p.103: 'Winthrop Winthrop is Underworld's technician. He checks on the electricity, makes sure any plumbing is in working order, and generally takes care of things. He restored and reprogrammed the robot Cerberus,.

Dunwich Building
Site
Map MarkerDunwich Building
Technical
Cell NameDunwichBuildingExterior (exterior)
DunwichBuilding01 (ground fl, east)
DunwichBuilding02 (forsaken ruins)
DunwichBuilding03 (virul. underch.)
ref id00002bc4 (exterior)
00017f52 (ground fl. east)
00017f51 (forsaken ruins)
00017f50 (virul. underch.)
TerminalsDunwich Building terminals

To get to Underworld, go out the exit on Three Dog's floor. Once you're outside, head straight ahead to the Abandoned Car Tunnels (there are a couple of Feral Ghouls in your way). Once inside the. Because I hate going through the dark and scary subway tunnels i always get attacked by suprise and i couldnt do it.so is that the only way to get to the Underworld/Museum of history. I can't find the underworld where all the ghouls are. Can you help me I really need to find it?, Fallout 3 Questions and answers, PlayStation 3.

Dunwich Building is a ruined office building in the Capital Wasteland, located at the southwestern most point on the map, south of Girdershade and far west of Tenpenny Tower. It is a medium sized office building with three interior sections.

  • 2Layout

Background

Before the war, the building was owned by Dunwich Borers LLC, a company that manufactured rock drills for tunneling and drilling. A locked computer terminal midway through the building contains audio transcripts of a company executive. The transcripts function to both praise the release of a new drill, the sounds of bombs dropping and what appears to be the horrible words of the bombs effects on the workers, by turning them into feral ghouls.

Layout

Exterior

The immediate vicinity of the Dunwich Building is a barren area marked by jagged rocky terrain and steep cliffs. Immediately due west, in line with the north face the building at the base of the cliffs, is a booby-trapped baby carriage accompanied by a dead raider.

Location

Interior

The building is a dark set of interior ruins populated by various types of feral ghouls. A number of audio-logs and computer terminals provide visitors with background on the building and an unfortunate wastelander named Jaime. In addition to the building itself, two separate levels lie underneath. The deepest level is a cavern with an eerie obelisk - a woman emerges/reaches out from the obelisk; vines entangle the obelisk and skulls run up its back. It is also rather highly irradiated, reaching up to 20 rads at the top. Several feral ghouls appear to worship it, and although similar, it is not connected with the statue in Underworld.

The building is broken up into three parts: the Dunwich Building Entrance, the Forsaken Dunwich Ruins, and the Virulent Underchambers. The deeper you go into the Dunwich Building the darker it becomes, and eventually the use of the Pip-Boy light is necessary. You can only access these areas in respective order, but there is a shortcut back to the first room from the Virulent Underchambers. Note this is one way only.

When you pass through a certain doorway, early in the Forsaken Dunwich Ruins section, you will have a hallucination to pre-War times and see a man in front of you. You will then come back to reality and see it is a glowing one. In the hallucination, it is possible through a glitch to enter V.A.T.S. and see the name of the pre-War man.

Near the entrance, you find a set of five audio logs left by an unfortunate visitor named Jaime. As you proceed further into the building, you find four additional audio logs documenting his transformation into one of the building's deranged inhabitants. The final audio log found within the building, though mostly rambling by an insane, ghoulified Jaime, mentions the name 'Alhazred'.

In the Virulent Underchambers, the player can actually discover the creator of the increasingly demented audio logs (who has now fully mutated into a ghoul) and a handful of feral ghouls worshiping the obelisk. As Jaime stands facing the obelisk with arms upraised, it appears that he is somehow summoning ghouls out of the mist-shrouded recess in the rock wall opposite. Interestingly enough, killing Jaime, who is armed with a Chinese assault rifle, counts as a positive Karma act (if the player previously chose the Lawbringer perk, Jaime will also drop a finger), and does not turn the ferals hostile if they weren't. The obelisk in the center is irradiated about half way up, and emits levels of radiation that max out at 20 rads per second. As a side note, once the player crosses the threshold of the doorway into the cave with the obelisk, an 'eerie voice' can be heard if the volume is up high enough (along with the 'effects' sound setting). You can only access these chambers via the Forsaken Ruins.

Underworld Fo3

There is also a log on a terminal made by an unnamed scavenger who wandered into the ruins, hoping to find it abandoned. Upon finding the ghouls, he holes up in the room with the terminal and as paranoia sets in he remembers his friend 'Billy' coming with ammunition and grenades. Using this cheerful optimism he logs off the computer and survives for an unknown period of time. The skeletal remains in front of the computer and the second set of remains just inside the entrance to the Dunwich building, accompanied by a box of ammunition and a box of grenades, seem to suggest that his friend was ambushed and killed shortly after entering the building, and with no extra ammunition or hope of rescue, the scavenger was either overrun or committed suicide.

If you have the Point Lookoutadd-on, you can burn the Krivbeknih book in the Virulent Underchambers obelisk as an optional part of The Dark Heart of Blackhall quest. (You can also burn the Krivbeknih outside of this quest, although there is no apparent effect other than the item being removed from the inventory).

Notable loot

  • Bobblehead - Melee Weapons located in the Virulent Underchambers, on the ground right at the end of the zone (at the shortcut door leading back to the Dunwich Building).
  • Dean's Electronics located in a side room with cleaning/maintenance supplies in Forsaken Dunwich Ruins. The room is upstairs off the southern hallway at the center of the map (halfway between the Dunwich Building and Virulent Underchambers exits on the map). The book is located to the right of the toolbox on the shelf.
  • Nuka-Cola Quantum located on the ground floor, northeast of the entrance, in a closet at the bottom of the stairs.
  • Jaime's personal journal entries #1-5 on the table to the left when entering the building. Entry #6 is on the same floor, in the western chamber, on a desk with a radio. Entry #7 is on a blood-covered table just outside the door to Forsaken Dunwich Ruins. Entry #8 is on the first level of the Ruins section, in the center of the large chamber where the hallucination takes place, on a desk with the computer terminal (easy) containing dictation records. Entry #9 is on a desk just inside the entrance of the Virulent Underchambers.

Related quests

Notes

  • Available supernatural phenomena include:
    • In the Dunwich Building Entrance you will find a 'self-opening' door (upper area in the south corridor), but you need to come from the east.
    • The instantaneous flashback happens in the beginning of the Forsaken Dunwich Ruins, after a stair and a left path (the only way to continue this part of the building).
    • Upon entering the room where the unknown adventurer refers to 'Billy' a coffee pot is thrown to the floor and a fan on the desk is knocked over.
    • When facing the entrance from the outside, you are facing south. When inside, with your back to the door, you are facing north.
  • Various terminal entries provide a bit of pre-War backstory and stories of other wastelanders who ventured into the building.
  • Ronald Laren from Girdershade can be asked about anything interesting in the area, causing him to tell you to 'Stay away from the Dunwich building, that place is bad mojo.'
  • When entering the flashback, the walls and ceiling appear to be in bad condition and chipping, which is strange as the flashback is pre-War, before the building was abandoned and deteriorated.
  • A severed head can be found on a table on the first floor of the Dunwich building, just before the Forsaken Ruins. It is placed upright on the table with Jaime's seventh log. However, exiting to Forsaken Ruins and returning causes it to disappear.

Appearances

Dunwich Building appears only in Fallout 3.

Behind the scenes

  • The story told in the personal logs found in the Dunwich Building, the name of the building, the whispering obelisk found in the Virulent Underchambers, and many other facets of this location refer to H.P. Lovecraft'sCthulhu mythos. See especially The Dunwich Horror.
  • The strange voice near the Obelisk is actually repeating the name 'Alhazred', which is also the name Jaime repeated several times in his last audio tape. Sometimes the voice may instead repeat the name 'G'yeth', also repeated by Jaime in his last audio tape. In the stories of H.P. Lovecraft, Abdul Alhazred is the author of The Necronomicon.

Bugs

  • PCXbox 360PlayStation 3 During The Dark Heart of Blackhall quest, when you are told to go to the Dunwich Building in order to destroy the book, the World Map will target the location to be near Springvale School, when in fact the building is located on the southwestern corner of the map.
  • PCXbox 360 In the mutilation room just prior to the door to the Virulent Underchambers, a head will appear chattering on a desktop. This happens when you access a trap computer terminal on the floor directly above the 'chattering head'. Upon a secondary explosion (caused by a frag grenade, for example), the 'chattering head' will leave the desktop and reveal itself to be a dismembered torso with a head, which had previously clipped on the desk.
  • PCPlayStation 3Xbox 360 It is possible that the obelisk will not emit any radiation at all.
  • PCPlayStation 3 If you are exiting Dunwich with a companion, he or she will often spawn around the back (south) of the building, where upon they can be attacked. Even if you run back to defend them, it is likely that one or both will be killed. One way of avoiding this is fast traveling right away, though sometimes the radscorpion will travel with you.
  • Xbox 360 In the room leading into the Forsaken Dunwich Ruins there will be two heads. One of them is on the desk, and one on the floor. If you grab on to the desk head you can make it look up and down. You can also grab the one on the floor and drag it around the room with you. Note that it will still be stuck in the floor and glide around comically.
  • Xbox 360 In the underground chamber, the feral ghoul reavers will still attack even though you are wearing the ghoul mask. Not sure if this is a bug or intentional.

Gallery

  • Dunwich Building flashback

  • Bloody Sketch found in Dunwich Building

  • Obelisk in cavern below Dunwich

  • Back of the obelisk

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Missing data
A template in this article or section is missing some data. You can help The Vault by filling it in.
For the tribal leader in Fallout Tactics, see Charon (Fallout Tactics).
Biography and appearance
RaceGhoul
GenderMale
6' 6' (1.98 m)
AffiliationAhzrukhal
Lone Wanderer
RoleBouncer
Companion
LocationUnderworld, The Ninth Circle
Dialogue FileCharon's dialogue (Fallout 3)
Gameplay
QuestsHired Help
Take it Back!
Combat StyleDefault
aggressionAggressive
confidenceFoolhardy
assistanceHelps Allies
Statistics
Alignment0 Neutral
SPECIALStrength: 6
Perception: 7
Endurance: 5
Charisma: 3
Intelligence: 3
Agility: 6
Luck: 5
Derived StatsHit Points: 200
Fatigue: 50
Critical chance:
Melee damage:
Unarmed damage:
Poison resistance:
Radiation resistance:
Tag SkillsSoldier (SoldierScout)
Barter: 11
Big Guns: 15
Energy Weapons: 19
Explosives: 51
Lockpick: 19
Medicine: 11
Melee Weapons: 17
Repair: 11
Science: 11
Small Guns: 49
Sneak: 49
Speech: 11
Throwing, unused: 0
Unarmed: 15
PerksSPLO - Actor Effect: SPEL - Actor Effect [000617BE] <GhoulRadHeal> 'Radiation Healing' SPLO - Actor Effect: SPEL - Actor Effect [000617BD] <RadResistGhoul> 'Radiation Resistance'
Level1 → 20 → 30 (Broken Steel only)
1x player level
Technical
Editor RaceGhoul
Editor IDCharon
Base ID000156f6Ref ID0002b8e1
ScriptSCRI - Script: SCPT - Script [00031939] <CharonSCRIPT>
Editor FactionsMS06DoorFaction
UnderworldResidentFaction
Packages
Packages
Package 000371E1 (FollowersCharonFiredWaitNinthCircle)

Package 000371D7 (FollowersCharonFollowPlayerWAIT)Package 000371D5 (FollowersCharonFollowPlayerLONG)Package 000371D4 (FollowersCharonFollowPlayerDEFAULT)Package 000371E3 (UnderworldCharonKillAhzrukhalSceneTalkToPlayer)Package 000371E2 (UnderworldCharonKillAhzrukhalSceneKill)Package 000371DA (UnderworldCharonKillAhzrukhalSceneDialogue)Package 00030763 (UnderworldCharolGuardNinthCircle0x24)Package 0003075A (UnderworldCharonGuardSleepingAhzrukhal3x6)

ActorMike Rosson (MaleGenericGhoul)

How To Get To Underworld Fallout 3 Console Commands

You purchased my contract from Ahzrukhal? So, I am no longer in his service. That is good to know. Please, wait here. I must take care of something.

Charon is a ghoul bodyguard at The Ninth Circle in Fallout 3. He may be recruited as a companion.

  • 2Interactions with the player character

Background

Charon is an asset to anyone who owns his contract and will protect his employer to the death - a side effect of mental conditioning received during his upbringing. In 2277, he is employed by Ahzrukhal as bodyguard and does as he commands. To anyone who talks to the man, he's quiet and scary. Every couple of days, Ahzrukhal sends Charon out to run some kind of errand. He always leaves packed with weaponry, and returns with a bag of Caps. Charon never sleeps—a strange trait even for a Ghoul—and when he's in Underworld, he hangs out in the bar. There are rumors that he is unhappy with his position but can't leave Ahzrukhal's employ.[1]

Interactions with the player character

Interactions overview

This character is a permanent party member.
This character is involved in quests.

Quests

  • Hired Help: The player can acquire Charon's contract with either 2000 caps (1000 with Barter 50) or by killing Greta. He has no karma requirements.
  • Take it Back!: Charon can activate the Purifier in the player's stead if they purchased Broken Steel. Otherwise, he refuses.

Effects of player actions

How To Get To Underworld Fallout 3 Walkthrough

  • Hiring Charon will result in him shooting Ahzrukhal in the face. Predictably, his former employer doesn't survive. The player won't be able to loot the money off Ahzrukal's corpse afterwards, however. If the player shoots Ahzrukal in the face before acquiring Charon's contract (or otherwise kills the tavern owner), Charon will not be available for hire.

Underworld Fallout 3 Location

Other interactions

  • Charon won't react to stealing, but he will become upset if the player attacks innocents and go hostile once told to leave the player's party.

Inventory

ApparelLeather armor
WeaponCharon's shotgun
Charon's combat knife
Carried items20 shotgun shells
Drops on deathempty

Notable quotes

  • 'You are my employer, and I will do as you command.'
  • 'And now, for good or ill, I serve you.'
  • 'You purchased my contract from Ahzrukhal? So, I am no longer in his service. That is good to know. Please, wait here. I must take care of something.'
  • 'Talk. To. Azrukhal.'

Behind the scenes

  • Charon is named a character in Greek mythology mythological, tasked with ferrying the dead across Styx and Acheron in Hades.

Appearances

How To Get To Underworld Fallout 3

Charon appears only in Fallout 3.

How To Get To Underworld Fallout 3 Xbox 360

References

  1. Fallout 3 Official Game Guide Game of the Year Edition p.65: 'Charon
    Charon's is Ahzrukhal's personal bodyguard and soldier. He's quiet and scary. Every couple of days, Ahzrukhal sends Charon out to run some kind of errand. He always leaves packed with weaponry, and returns with a bag of Caps. He's loyal to Ahzrukhal beyond question and will do whatever his employer orders. Charon never sleeps—a strange trait even for a Ghoul—and when he's in Underworld, he hangs out in the bar. There are rumors that he is unhappy with his position but can't leave Ahzrukhal's employ.'
    (Fallout 3 Official Game Guide Game of the Year Edition Wasteland Census)
Player CharacterLone Wanderer
Brotherhood of SteelOwyn Lyons ·Sarah Lyons ·Rothchild ·Tristan
EnclaveAugustus Autumn ·John Henry Eden
Project Purity scientistsJames ·Madison Li
CompanionsDogmeat ·Fawkes ·Cross ·Sergeant RL-3 ·Butch ·Jericho ·Clover ·Charon
Other major charactersHarold ·Amata Almodovar ·Three Dog ·Lucas Simms ·Colin Moriarty ·Moira Brown ·Allistair Tenpenny ·Burke ·Alphonse Almodovar ·Stanislaus Braun ·Ashur ·Wernher ·Desmond Lockheart ·Calvert ·Eulogy Jones ·MacCready
Good karmaFawkes ·Star Paladin Cross
Neutral karmaButch DeLoria ·Sergeant RL-3
Evil karmaClover ·Jericho
Any karmaCharon ·Dogmeat
LocationsCarol's Place ·The Chop Shop ·The Ninth Circle ·Underworld Outfitters
CharactersAhzrukhal ·Carol ·Cerberus ·Charon ·Doctor Barrows ·Ethyl ·Greta ·Griffon ·Meat ·Mister Crowley · (Moira Brown) ·Nurse Graves ·Patchwork ·Quinn ·Reilly ·Snowflake ·Sydney ·Tulip ·Underworld resident ·Willow ·Winthrop
QuestsYou Gotta Shoot 'Em in the Head ·Reilly's Rangers · (The Wasteland Survival Guide) ·Hired Help ·This Old House ·The Amazing Aqua Cura! (Broken Steel)
Retrieved from 'https://fallout-archive.fandom.com/wiki/Charon_(Fallout_3)?oldid=2049722'