
Unmarked quest (not shown in Pip-Boy). Argyle has not been seen since he was separated from Herbert "Daring" Dashwood on their escape from Rockopolis. The retired adventurer refuses to believe his manservant died in that battle though, instead believing he is still out there somewhere. Upon visiting Rockopolis and finding Argyle's corpse, the player may return the news to Herbert Dashwood at Tenpenny Tower for a reward. Dashwood, sad to hear of Argyle's demise (he always thought Argyle would outlast him by at least 100 years), tells the player that his days of adventuring are over and gives the player the key to his safe. Inside the safe are some Bottlecaps, Mentats, a Mini-Nuke, Rad-X, Schematics - Bottlecap Mine, a Stealth Boy and Stimpaks. However, for some odd reason, the safe is marked as RED, so you lose karma for getting into his safe. IMPORTANT NOTE: If you decide to kill Roy Phillips and his ghouls in the Tenpenny Tower quest, then this unmarked quest must be started before doing so. To start the quest, you must first talk to Phillips about a possible peaceful negotiation, then bring the proposal to Allistair Tenpenny himself, then side with the ghouls when talking to Dashwood. If the ghouls are killed before talking to Dashwood, he won't reminisce about Argyle and instead the only option to get into his safe is killing him, pickpocketing him or using the console (PC version only) to unlock his safe. Although Dashwood will give you the key and permission to <b>...</b>
fallout
fallout3
quests
quest
unmarked
un
marked
side
manhandled
manservant
tenpenny
tower
rockopolis
herbert
daring
dashwood
argyle
ghoul
schematics
schematic
bottlecap
mine
orcidea
atomic
bomb
War
never
changes
ron
Pearlman
brotherhood
steel
enclave
small
big
energy
weapons
lockpick
SPECAL
Vault-Tec
Assisted
Targeting
System
2277
pipboy
vault
Bethesda
Game
Studios
Softworks
holocaust
Overseer
mutant
super