Universal Conquest Wiki. Publication Fallout 3 Official Game Guide. David S. Prima Games. October October GotY edition. Fallout 3 Prima Official Guide. Fallout 2. Fallout 3. Fallout: NV. Fallout 4. Fallout Tactics: Brotherhood of Steel. Fallout: BoS. In This Wiki Guide. Prepare for the future with the third in the classic, post-apocalyptic franchise. Leaving the only home you've ever known, you emerge from the Vault into the Wasteland to search for your father, and the truth.
Release Date. I compiled the list of my favorites that I might use for making another character just to play around with. These increase perception and strength, respectively. Blood Ties - This quest can lead to the hematophage perk, as well as schematics to the mighty Shishkebab flaming sword.
The Power of the Atom - Do this to get yourself a house, where you can rest, collect bobbleheads and store weapons without worrying about them disappearing. Wasteland Survival Guide Chapter 1 - This is a great quest to start the game with. It will really help your income get going, and you'll find some nice gear and goods on the way. Wasteland Survival Guide Chapter 2 - The mole rat repellent stick can be won during this chapter, a useful item to have in the early game.
Wasteland Survival Guide Chapter 3 - Completing the third chapter of this quest, depending on how you responded to Moira, will give you a unique Perk that increases poison and radiation resistance.
You can even get a modification to it that increases your critical hit chance! Oasis - Do this to get the barkskin perk, or some other decent items for stealthy players. Stealing Independence - This quest, to find the Declaration of Independence in the National Archives, rewards you with the schematics to the Railway Rifle. Also, after completing the quest you will be able to get a second, repeatable quest from Reilly to turn in discovered map locations to her. She'll give you 30 caps each.
This is an excellent source of income throughout Fallout 3. Our Sims Forum is the place to go for faster answers to questions and discussions about the game. Use the form below to share your own experiences and provide helpful tips to other readers. Copyright c Carl's Sim Guides. Game logos are trademarks of their respective copyright owners.
I am affiliated with no game publishing or development company. The walkthrough is however, fully functional and I must state my progress through the game thus far Carl the Wastelander made it to level 20 with very high skill in all weapons, lockpicking, science, medicine and has all stat bobbleheads.
Small Guns Guide - Learn to find Lincoln's Repeater, Railway Rifle and other cool small guns weapons in Fallout 3 Fallout 3 Cheats - Cheating can ruin your Fallout 3 experience, but once you've put in over a hundred hours in the game like me, you might want to play around some to see what you can do. Grayditch Those! Megaton Blood Ties - This quest can lead to the hematophage perk, as well as schematics to the mighty Shishkebab flaming sword.
Oasis Oasis - Do this to get the barkskin perk, or some other decent items for stealthy players. The results of the GOAT lets the game calculate what Tag Skills you start out proficiently in based on the answers you give to a series of ludicrous questions that may or may not make sense to you.
Choose the answer you think fits you best, and have fun with it. Speak with Mr. Brotch at his desk in the front of the classroom to immediately get your test results. If you're not happy with the job title he stuck you with, you can now manually comb through the Tag Skills page and select the three skills you want your character to be proficient in. Take confidence in your new skills and leave the classroom to end the tutorial sequences of the game.
Objectives: Enter the Overseer's Office. Use the Overseer's computer to access the secret tunnel. Escape the Vault. The game finally begins proper. Amata jostles you awake and brings you up to speed on the past three years-well, more like last couple minutes.
The most disconcerting news though are that your father has left the supposedly impregnable Vault, and now the Overseer is really pissed.
Amata has devised a plan to escape and hands you 10 Bobby Pins and a 10mm pistol with rounds. You are to rendezvous with Amata at her father's computer. Note: If you plan to complete all the side quests, you may want to hold off on getting the gun from Amata for now. It will also make it easier for you to proceed past a certain point in a little bit.
We'll touch on it again when we get there. Collect your meager possessions from your room, including a baseball bat, the BB gun, and some health items from the first aid kit. Don't forget to check the dresser, too, for a couple of more nostalgic items. Equip the bat for now-it's a good roach-basher and anything-basher for the first few levels.
In the hallway, you are stopped almost immediately by one of the Overseer's guards, who almost just as quickly gets overtaken by Radroaches. You can use this opportunity to run past him, through the adjacent door or beat him over the head with the bat. Within a few moments of running through the Vault, Butch frantically asks you to help out his mom.
You can help him out yourself, bolster his confidence so he storms off to fight off the Radroaches himself or leave his mom to die. Of course, karma gains can be had based on your choices here. Regardless of your decision, you need to get the hell out of here! You bump into two friendly familiar faces, Officer Gomez and Stanley, who support you in your efforts to escape. Head towards the Vault's Atrium and witness two Vault dwellers rush into the next corridor, where some hostile forces mercilessly take them down.
Search the nearby room for a few items. Sneak past the guards or engage them in battle. Rifle their fallen bodies for Vault Security Armor and Vault Security Helmet as well as a number of extra pistol rounds and a police baton. Equip the armor and the helmet for an armor boost. The only other way you can go from here is through the door that tries to close. A heavy blow with the bat should squash the Radroaches.
If you are in need of health, eat up the Radroach Meat you find off their rotting corpses and proceed onward. Remember to collect as much food as you can right now in preparation of the ventures outside the Vault. Further up, you run into the security chief and a distressed Amata who's currently being interrogated by her very own father and one of his goons.
You can sneak by them or run in and save her. Don't kill the Overseer if you can help it because he's a vital character in a later side quest. Note: If you previously told Amata to hold onto the gun, she uses it to defend herself in the interrogation room. Speak with the appalled Overseer afterward, who is reluctant to give up the information to his terminal at first but after a deadly threat to his only family, his daughter, he passes on the Overseer's Terminal Password but not before commenting on your twisted, sick mind.
Talk to Amata in the Overseer's lounge for the pistol. Inside the room past Amata's interrogation chamber lies Jonas' dead body, which you can loot for a few items. The door to the Overseer's office is locked, but it can easily be broken into with a small grasp of lockpicking. The key to it can also be gotten one of three ways: from the Overseer's corpse, from saving Amata, or from the dresser in the Overseer's room. Once broken into the Overseer's computer room, check the lockers for a variety of items, including the Overseer's Terminal Password --gotten if you didn't off the Overseer earlier.
Unless you're proficient in Science and thus hacking computers, you probably want to go ahead and use the terminal password to gain access to the computer. Order the computer to open the Vault tunnel, and the Overseer's work desk rises in response, revealing a set of stairs leading underground.
Continue down and through these dusty corridors, activating a panel here and there, and finally open the Vault door. Make a run for sweet freedom before the guards gun you down! You can modify your character from his race to his Tag Skills before leaving Vault for good.
Your father must have left the Vault for a damn good reason, and you're determined to discover that reason. The only lead right now is the city of Megaton, one of the only surviving civilizations in the remains of the United States' former capital. You are free to pretty much head anywhere at this point, but keep in mind that the vast open barrens of the Wastelands remain unfriendly to novice adventurers. If you're bold enough, you can actually get this powerful weapon at this early stage in the game.
You can return when you've acquired some Rad-X or some Rad protective gear if you'd like, but they're not really necessary. Make your movements quick and unhesitating. You just need to stop by the body of the little space alien dude and claim the Alien Blaster and its corresponding Alien Power Cells.
Congratulations, you now have one of the most powerful weapons in the game. Unfortunately, the ammo is very limited, though for a reason because then the game would be too easy. This weapon basically stamps a guaranteed death across all those who are foolish enough to look you in the eye funny.
In-between the Vault exit and your next destination you discover the ruins of Springvale. There's not much you can do here for the moment except explore the totaled environs and scavenge the blue U. Postal Station mailbox for some Jet, Psycho and Frag Grenades and a few other places for miscellaneous items. When scrounging around the Wastelands for useful items, bear in mind the weight cost versus the Bottle Caps value of the items you pick up. You mainly want to collect items that replenish health, weapons and items that can be sold handsomely for Caps, the form of currency accepted in the Wastelands.
Move on to Megaton by following the hastily painted road signs that start near the Nuka-cola vending machine. Megaton is a large metal structure that opens up as you approach and apparently houses a bomb from which the city got its name that for the moment remains dormant. On your first visit to Megaton, you are approached by Lucas Simms, the town's sheriff and mayor, who helps get you comfortable with your new surroundings. Feel free to ask him a bunch of questions, which eventually point you to Moriarty's saloon.
Locate Moriarty in the saloon and chat him up. He talks of your father as if he knew him for ages, which as it turns out is true. A wave of shocking discoveries crash through the ceiling of your feeble mind that has spent nineteen years shielded from the truth and reality.
If your Speech is high enough, you can extract the information you need from Moriarty with little effort by telling a little lie. Otherwise, you have to pay up a small nominal fee in exchange for the possible whereabouts of your father. Or sneak into the saloon from the back, get your hands on Moriarty's Password from the metal box and then hack into his terminal, where he keeps records of people he's encountered or has an opinion about, for a clue.
If you plan on ferreting info out of Moriarty through a bribe, you're gonna need to come up with the Caps, and here's one of those ways. While you already passed Springsvale and have already decided the town is pretty deserted, save for the school that is Raider's territory, you might have missed one former Megaton resident who now resides in the quiet town.
Silver lives in a small house in the northwest part of town, and won't be too thrilled by your sudden visit. She asks why you're here. You can either kill her and plunder her home, or pass a Speech check that will net you Caps. Based on Moriarty's crucial tip, it looks like your father's headed toward the Galaxy News Radio station, located far to the east.
You can start hoofing it there immediately The unfriendly denizens to the east are far stronger than any enemy you have encountered thus far, and chances are, you are ill-equipped to defend yourself against them. You are going to need to increase your level and carry stronger weapons for the next undertaking. At this point, we suggest going on some of the side quests scattered around. Refer to the Sidequests section for those.
To help you get started, let's get you some much needed Caps. A good way to make some quick Caps and good Karma if that's your thing is to speak with the town's water plant technician, Walters, who can be found either at the Water Processing Plant or at Moriarty's Saloon.
Note that if you particularly lucky, you may not be able to find this NPC at all because the game can be glitchy like that. Walters sends you to find and fix three leaks around town. These leaks can be distinguished by their obvious spewing of water from the rusty pipes.
The leaks are located near the entrance along the left side, on the roof of the Children of the Atom building, and on the path leading up to the left of the Children of the Atom building. Ever grateful for your labor, Walter gives you Caps and opens up offers of additional Caps for selling him Scrap Metal that you come across. The good Karma route would have you turn down his shiny Caps. Galaxy News Radio Station is settled far to the east of Megaton. There's a higher chance of encounters with some of the more dangerous Wasteland inhabitants as you hike there.
You will find yourself in Super Mutant territory, but don't let that fact rain on your parade. Ideally, we'd like you to be at the very least level 5 before continuing. GNR should be on your map, but there are several ways to get there. We chose to pass through the network of tunnels, sewers and underground train stations starting at Farragut West Metro Station.
In the Metro ruins, you can attempt to hack the computer terminal to activate a Protectron, a hulking robot designed to terminate enemies and one that quickly becomes a useful and powerful bodyguard of sorts, provided you have a Metro Ticket to show.
The tickets can be found littered all over the station, from filing cabinets, garbage cans, etc. The former capital's underground are prime hosts for various yet simple booby traps, so exercise caution when traversing the underground stations. Winding through the labyrinths of this underground network, you eventually arrive at a gate with Feral Ghouls waiting on the other side. Since the gate still stands as a barrier between you and the immediate threats, turn your attention first to the office on the left.
Of chief importance through is the Metro Utility Gate Key , which opens the gate and exit without lockpicking them. Remember the Feral Ghouls?
Well, they haven't gone anywhere. Back up and toss a grenade over the fence to send the Feral Ghouls flailing around in a fiery flame. Shazzam, no more enemies. Your quest arrow guides you through these rather confusing subterranean networks of tunnels, and you eventually emerge from the metro station and resurface at Chevy Chase. Galaxy News Radio Station is nigh, but you will now unavoidably run into packs of-oh, joy-Super Mutants!
Luckily for you though, you bump into a group of rugged Brotherhood of Steel members, whom you could now use as buffers against those Super Mutants. Good for you, perhaps if you are timid, low on health or not properly equipped, but bad if you want any of the precious experience gleaned from killing Super Mutants. Leech some of the experience by lending a hand in terminating as many Super Mutants as possible. Talk to Sentinel Lyons to tag along on this ride.
As you run through the nigh-decimated remains of Chevy Chase, loot any fallen Brotherhood of Steel warriors for their highly valuable wares, such as the very robust Power Armor , which you cannot immediately don at the moment. What in the name of the Fonz could this guy be possibly needing this for? The answer to that question soon comes rampaging through the road debris-a Super Mutant Behemoth!
Equip the Fat Man and back the hell up! The splash damage from this weapon covers a large radius and could easily kill you.
Help the pinned down Brotherhood fend off this raging monstrosity with extra care not to kill members of the Brotherhood as well.
Once the dust has settled from the calamity, check around to rifle the various corpses for goods. When ready, approach the GNR entrance and access the intercom to open the door. Three Dog, the dulcet voice of the nuclear wasteland, can be found upstairs.
If you have a particularly high Speech skill, you could prod him to spill the beans by keeping the conversation civil and telling him your dad will help with the Good Fight. Otherwise, Three Dog drops a new but optional optional because we'd just tell you to continue to the Vault quest on you that provides loot and especially good experience, so we highly recommend penciling this in your agenda.
Whether you choose this undertaking or not is up to you. Unfortunately, the area in which the quest takes place is fraught with peril in the likes of Super Mutants and other equally dangerous inhabitants.
Three Dog wants his voice extended to the outer reaches of the D. That new dish can be found and dragged over here from the antiquated Museum of Technology. The Museum of Technology happens to be smack dab in the middle of the Mall, a place overrun by Super Mutants. Set Three Dog's new quest on your Pip-boy for the quest marker and start taking one of several routes to the Washington Monument and Museum of Technology. Most of these routes involve going underground, so again, we advise caution when exploring the traps-laden underground tunnels.
Since you're about to dive headfirst into regions densely populated by Super Mutants and several of their deadly variants, we suggest you be at least level 10 by the time you begin this undertaking. A Nuka Cola vending machine to be ransacked and a few rabid Feral Ghouls here. Head to the upper levels and through the gate to Dupont Northeast. You may notice land mines on the ground, which strangely resemble modern day smoke detectors.
Disarm them by running over them and picking them up really fast. The higher your Explosives skill, the longer you have to pick 'em up before they explode in your face. This eventually, through some winding and convoluted tunnels, leads to the Museum of Technology by way of the Mall.
Emerging from the Metro Station, you lay eyes upon the disheartening remnants of some of the Capital's most famous historical buildings and prepare to encounter more Super Mutants that have set up watches around the entrance to the Museum. The door to the Museum of Technology Atrium is situated to the right, from where you come out of the Metro.
Get your weapon at the ready-Super Mutants await in the immediate vicinity! Two of them to be more specific. As always, there are plenty of spoils to plunder from the information kiosk and from the Nuka Cola vending machine located around the corner, but the main point of interest within this room comes in the form of the Musuem Information Terminal. When you access it, you notice a menu item marked Closer investigation discloses a secret correspondence between some guy named Prime and Jigg.
Back in the main menu the last menu option now becomes When selected, you are presented with more numbers. This little brain-teaser involves some knowledge of prime numbers basic mathematics. Basically, out of the four numbers given only one of them is a prime number as well as the correct "solution. The key you just obtained gives you access to a weapons cache in the planetarium office, where you'll find an assortment of ammo and great weapons.
Interestingly enough, since this unique weapon isn't exactly in ample supply around the Wasteland, you can use Chinese Assault Rifles to repair it, too. Head for the Vault tour on the second story and meander through the reminiscent surroundings. When you exit the tour, head into the Museum of Technology West Wing. Some Super Mutants patrolling on different floors: top-most and two on the lower two levels.
There are several ways to get there: through the planetarium or from one of two routes originating from the Delta IX exhibit. The planetarium, upon your arrival, automatically activates and prompts a few Super Mutants to come out of hiding.
To take care of them, you could run into the nearby office and use the doorway as a choke point to handle them in a more controlled manner. Also make a quick note of the gun cabinet; you will be able to find the key to unlock it if you take the time to run through the Museum Information Terminals.
Once you've got the Virgo II Dish in tow, it's time to jettison. Back outside in the Mall area, look for the giant stone phallus that is the Washington Monument in the distance. As you approach, pump your fists in the air for the knightly Brotherhood of Steel have set up a fortified outpost surrounding the monument.
They help a heap if you've got Super Mutants hot on your trail. Access the terminal to gain entry and take the elevator up, where you should proceed to hook the dish up to the radio transmitter contraption. Now you can report to Three Dog of your success. With nothing other than a picture of the good doctor to offer, Three Dog bids you on your way.
Three Dog's Cache If you ignored the Galaxy News Radio and have already advanced the storyline on the whereabouts of your father either by heading directly to Rivet City or Vault , you can return to Three Dog, who now altruistically offers Three Dog's Cache Key , the keys to his weapons stash located in Hamilton's Hideaway. Note: Again, pursuing this main quest is entirely optional, but you will miss out on a bunch of quests and chances for great loot and experience if you skip it.
We'd advise against it. Rivet City has settled way out in the southeast corner of the map. The city is basically an old aircraft carrier on the Potomac River transformed into living space. You can't reach it immediately, as you must first cross a bridge that is rotated towards you upon interacting with the security intercom. A guy on the other side questions your intentions, but answer appropriately and you'll be let in without further questions. Tell him you are here for Doctor Li and her research.
Once inside follow the signs to the Science Lab, where you can speak to a number of scholarly individuals including Doctor Li herself, who is calmly watching a heated conversation between Anna Holt and Dr. If you speak with Dr. Zimmer afterward, you can choose to help him out with his little android problem and thus initiate a side quest. Doctor Li recognizes you as your father's offspring and points you to the Jefferson Memorial, the site of your father's old research lab.
Feel free to pick her brains about Project Purity, your parents, and the general water situation around the Wasteland. Of main interest, though, is the Bobblehead - Intelligence sitting on the work station near Anna Holt. Jefferson Memorial, a circular building with a dome-shaped rooftop located just outside of Rivet City, is crawling with Super Mutants. Through these corridors, you encounter a few baddies, including a Centaur and the ubiquitous Super Mutants.
Your exact objective for now remains unclear, but continue crawling through and hacking your way through the muties until you arrive in the Gift Shop. There you can scrounge up some health items from the First Aid box as well as some ammo.
The gigantic tank and structures within the Rotunda, collectively called Project Purity, not only is home to a couple more muties but also to Holotapes left by your father.
Listen to the Holotapes, specifically Journal Entry 10, for your next destination, Vault You need only Entry 10 to know where your father is, but there are thirteen Holotapes total hidden throughout.
They are completely optional but can be fun to listen to if you're interested at all in the backstory. Now's also a good time to scour the Memorial, both outside and inside, for any surviving Super Mutants since you will be asked to do so later. Tipped off by your father's recordings, you now head for Vault , which is hidden under Smith Casey's Garage, deep in the Wasteland to the west.
Locate the switch that opens the trap door leading underground and flip the switch to slide open the massive Vault door. An oddity known as Robobrain stops you from proceeding further and orders you to throw on the proper Vault garb. With no other choice than to abide, put on the Vault jumpsuit and head to the "Tranquility Lounger. If you haven't already noticed, each Vault was designed as a separate experiment. Vault never opens, whereas Vault spiritually transports its inhabitants to a sepia-toned virtual reality, where they can proceed to live out their lives in ignorance and complete bliss.
Folks, this is Tranquility Lane, where peace and happiness never ends Now a part of this crazy simulation, you enter this virtual world as a little boy. Seek out a little girl by the name of Betty who's currently frolicking in the playground in the middle of this small neighborhood.
A few words in, and it should be made crystal clear that this little girl is not as she seems; there's something truly sadistic about her, an observation confirmed as truth when she asks you to make Timmy Neusbaum cry. Hold on here! Let's back up a sec. Following Betty's insane requests will cause you take drastic hits to your Karma if you're trying to uphold good , so if you've rather not go down this negative Karma path we've offered the alternative, lesser-known positive Karma route as well.
Note: Whatever the case may be, don't attempt to hurt Betty in any way, shape or form, or she will go crazy psycho killer on you and strike you dead on the spot.
No joke. Ignore Betty's sick pleasure in making people's lives miserable. Everyone laughs off your insane ramblings about all this being a fantasy, but there's one person in Tranquility Lane who knows the truth. Visit Old Lady Dithers in her house. She points you to the Abandoned House. This house appears differently from the others and houses a few common but random objects that emit a certain chime when messed with.
Activate them in the following order: radio, pitcher, gnome, pitcher, cinder block, gnome, and finally bottle. The correct sequence gives you access to Vault 's Auxiliary Command Terminal. How quaint! You have a few options here, but you want to go for the Chinese Invasion Program, which prompts a, well, Chinese invasion upon the once-peaceful Tranquility Lane. All the residents end up dead, though not by your hands so you leave Tranquility Lane with your Karma and sanity intact after speaking with a disappointed Betty.
You couldn't give two hoots about your Karma plus Tranquility Lane was starting to bore you. The first order of business, as stipulated by the evil-minded Betty, is to turn on the waterworks for lil Timmy! He can be found manning the lemonade stand on the curbside or in his resident. Easiest way to make him weep is to start pounding him the good old fashioned way.
You could also lie to him about his parents getting a divorce if your Speech skill is high enough. Either way, head back to Betty when this has been accomplished. Incidentally, Betty subsists on making people's lives miserable.
The Rockwell's marriage has been on shaky ground as of late, and Betty knows this. She'd like you to ruin their marriage for good without actually killing them.
Strange request, but all right. Again, a few ways to do this. One, tell Janet that you witnessed Roger kissing another woman, at which point Janet throws a hissy fit and immediately goes after Martha Simpson. You may need a modicum Speech skill for this to work.
0コメント