Fallout 3: Tip (Tips and tactics for the game)

Megaton. At the Moriartti saloon, talk to Harey politely and get a discount on his goods.

In order not to waste ammo on rats and moles, you need to take the quest in Megaton from the equipment seller. She will offer to compile a training book on survival in the wasteland, this is very useful, you can earn caps and experience, and she will also give equipment for each completed task.

When talking with the President of the Enclave, you should focus on his artificial intelligence – then, in the end, he will give up the virus and enable self-destruction.

Vault 87 has a mutant that can be freed. He was one of the scientists who conducted the experiments – he is not afraid of radiation, so he can get a suitcase. He will also help fight off after leaving the Enclave base, he will have a laser machine gun.

By the way, who will be interested, there is a satellite communications center in the Northwest. Anyone who wants to can come there and hit from space with ten nuclear mini-rockets.

Thief Character Tips.

How to steal a thing that is in the owner’s field of vision:

Hover the cursor over the item, press “z”, and then drag the item into the bushes, where they won’t find us, and then we “steal”.

Repairs:

The caps that you paid for the repairs fall on the merchant’s pocket, I think it’s not worth explaining how you can use it. By the way, repaired items can be sold at a higher price, so it makes sense for the starting capital not to repair them on the battlefield, reducing the quantity, but to bring them to the merchant.

Steal only when the flashlight is off and items that give a bonus to stealth are on and you are not seen. The same can be said about all other civilian equipment, which gives a bonus to trade, speech, repair..

When you quickly move to some locations, you can find yourself right next to the bots that respawn there. In such cases, a shot from a shotgun in aiming mode works well, but the battle will be quite risky, since there is a chance to get a similar shot from a grenade launcher, but only in your direction.

For a long time I thought about how to get into the broken nose of the aircraft carrier, there are still wooden walkways and a door to which you need the skill of breaking 100. So. Free entry under water. Caution – inside mines and traps – cross-fire shotguns.

A mission to find a robot. After you talk to Pinkerton, it turns out that the cyborg is the chief of security who is on the council – he is usually in the market. You have a choice: turn in the robot or hide it. If you hide him (release), then in gratitude he will give you his plasma rifle (damage – 41, status-100%).

In the beginning, when escaping from Vault 101, in the large hall it makes sense to use a pistol and fill up the three guards at the large doors. They have pistols and ammunition, as well as excellent armor.!

If you do not kill them, then after leaving the shelter in the ruins of the town in the first house on the left, in the closet, there is leather armor, and in the first house on the right, in the safe, there is a lot of useful things and even a laser pistol!

The bobblehead, which gives the hack bonus, is in the remains of the game creators’ office. The “Ruins of Bethesda” themselves are located slightly to the right of the imaginary line connecting “Supermart” and “Minefield”. In the office itself, he stands on the table, next to the only safe in the building..

Please note that this time the creators have limited the maximum level of the character to 20-m. Therefore, it is unlikely that a “perfect” jack of all trades will come out like in the previous parts! Advice: from the very beginning “pump” intelligence to the maximum, then the skills will grow very quickly! And do not take perks associated with adding experience (it is better to spend them on fighting qualities or skills). There is enough experience in the game, you just need to wander through the wastelands, and go through additional. quests, which will also bring additional pleasure from the game, and sometimes bonus perks, such as in Greydich (25% fire resistance and +1 to strength or endurance) or Arefu – blood adds 20 oz each, or dolls that add to various qualities a permanent bonus.

You can take an excellent weapon, “alien blaster”, it even kills the claws of death with one or two shots. And you can find it like this: in the north-west (NW on the compass) from the Greener Paschers landfill, you will find a UFO. Walking around the UFO, you will see an alien, and so next to him you will find a blaster.

You can leave Tranquility Lane (in Vault 112) without losing your karma. To do this, go to the “Abandoned House”, there are a radio, a gnome, a brick and a jug, you need to click on them (use the key to use) in a certain sequence: radio – gnome – jug – brick – gnome – a bottle, and to the right of the entrance will appear the terminal with which you need to start the “Chinese invasion”, then leave the building and go to the playground – there will be a door through which you will leave the “Tranquility Lane”.

There is a very fast way to recharge. Let’s say you have a few cartridges left in the store. We go into your Pip-boy, choose another weapon, and then what you had. That’s it, the time spent on such a recharge is several times less..

5.56 from the sheriff:
In Megaton (the nearest town from the hideout), you can get a 5.56 submachine gun for almost nothing. Mr. Burke is sitting in Mariarty’s saloon. He will offer to detonate the bomb. I would advise you to abandon the explosion and report it to the local sheriff. The Sheriff will run to arrest Burke. And when he leads him to prison, Burke will shoot him in the back, and you will shoot him in the head (preferably through a step-by-step mode). Take a 5.56 submachine gun from the sheriff’s body.

If the whole city is chasing you, use “Stealth Boy”, then your sins will be forgotten.

1. After arriving at Megaton, it is better to walk south (for example, to the Tenpenny Tower). South of the megaton you will meet raiders with flamethrowers and grenade launchers. The former are perfectly killed from a pistol at a distance, the latter from around the corner and in close combat. This will give you heavy weapons at the very beginning of the game..
2. At Megaton, visit Lucy West. She will give a task to Arefu. From Arefu you will go to the Seneca metro station (here you will meet two ghouls, one of them will agree to buy sugar bombs for 15-30 caps). Go through the tunnel to the Family. With a peaceful resolution of the conflict and reconciliation of the Family and the inhabitants of Arefa, the Head of the Family will present the Shish-kebab scheme – the best melee weapon (ghouls, raiders, mole rats, Claws, dogs, Protectrons, centaurs, super mutants just fly away). You will find a lot of shish kebab ingredients in the Minefield (motorcycle gas tank; motorcycle handbrake; burner (look in ovens); lawn mower blade).
3. For the growth of experience it is good to go to Old Olney. But without heavy weapons and armor, it’s better not to meddle: the Deathclaws are serious guys.
4. It is useful to go to the Oasis. There you can gain experience in killing swamps and swamp kings. For the execution of the assignment the tree-man (asks him to kill) you will receive an additional ability – the skin will become stronger.

About the cyborg quest the scientist is looking for.
This, as conceived by the authors of the game, is almost the largest quest of the minor ones. They even introduced a special unkillable character, some kind of insane unkillable aunt who will find you in an arbitrary place in the Wasteland in order to ask you not to look for a cyborg and to confuse the scientist. But this path is the most crooked, I could not achieve anything more from her, except for a small handout with covers after completing the quest according to her script.

The two most useful options are either to tell Harkness that he is a cyborg – and then he will give his trump plasma rifle (which, however, is difficult to repair without the Enclave’s cannons), or turn it over to the doctor – and get a mega-bonus from him to vats (which not everyone needs it in principle). The most logical thing is to first take a vintar from Harkness and permission to kill the doctor, then hand it over to the doctor and get a perk. Then you can overwhelm the doctor, you can not. In any case, even if Harkness remained alive, some aunt would be in command instead, and he himself would live upstairs forever. So if you want to rob the local arsenal that is located there, do it before completing the quest with the cyborg, then only the turret in the arsenal itself will be damaged.

This advice about karma:

To be kind is to enlist the support of the Regulators (Battle Group). To be evil means to enlist the support of the Claws (Cool Mercenaries. In my opinion, it is better to be angry, and more money, and the Claws are with you.

This is information on how to take a cool mercenary for the whole game for a penny:

While you are in the shelter, do a couple of evil deeds, call Amata, or kill someone while escaping so that the status is evil, or very evil. When you come to Megaton, find a man named Jericho there. Talk to him, tell him that it used to be cool to rob, kill, he will offer to be with you for 1000 caps. He is a very good fighter.

Bobbleheads S.P.E.C.I.A.L.
1) Bobblehead of Intilekta – Rivet City. Science lab, on the third table. (Intellect +1).
2) Bobblehead of Perception – Republic of Dave. At Dave’s Museum. (Perception +1).
3) Bobblehead of Endurance – Lair of the Claws of Death (not to be confused with the “Company of the Talon.” Compared to these creatures, the mercenaries of the Claw will seem like plush hares to you). (Stamina +1).
4) Good Luck Bobblehead – Arlington Cemetery North. Arlingoton House (Directly down to the basement). (Luck +1).
5) Bobblehead of Power – In Megaton. Lucas Sims House. (Strength +1).
6) Bobblehead of Charisma – Vault 108. Cloning laboratory on the table. (Charisma +1).
7) Bobblehead of Agility – Greener Paschers Dump. Office. (Agility +1).

Bobbleheads of skills
1) Medicine bobblehead – Vault 101. Stands on the father’s table. (Medicine +10).
2) Bobblehead of Eloquence – Paradise Falls, John’s Undertaker Den. On the ground floor, on the table, next to the computer terminal. (Speech +10).
3) Barter’s Bobblehead – Evergreen Mills. At the Bazaar (Enter through the Smelter). (Barter +10).
4) Heavy Weapon Bobblehead – Fort Constantine in Command Residence (Heavy Weapon +10).
5) Bobblehead Explosives – Radio Station WKML. In the Sealed Cistern (This is the name of the location. The hatch into it is located behind the radio station) (Explosives +10).
6) Hacking Bobblehead – Ruins of Bethesda. Bethesda East Offices (MOD +10).
7) Bobblehead of Cold Weapons – Dunwich Building. Poisoned Dungeons (Melee +10).
8) Bobblehead of Repair – Arefu. At Evan King’s house. (Repair +10).
9) Bobblehead of Light Weapons – National Guard Base. At the National Guard Armory (you need to pull the switch in the basement. Khabar get out there). (Light Weapon +10).
10) Bobblehead of Stealth – In the Yao-Gaev tunnels, in the Yaogai Lair. (Stealth +10).
11) Bobblehead Without weapons – Rokopolis. Located to the west of Kaycee Smith’s garage. (At night you can see a light in the stones and flags hanging. There will be no location icon). (No weapon +10).
12) Bobblehead of Science – Vault 106. In the Living Rooms on the table. (Science +10).
13) Bobblehead of Energy Weapons – Raven Rock (you can get there only through the main mission). Level 2, in one of the offices on the table. (Energy weapon +10).

At the beginning of the game, when you left the hideout and came to Megaton, I advise you to go south. You can find three Outcasts south of Megaton. They walk the same way – from the south of the map to its west – and chop mutants, Enclave robots and raiders. One of them has a minigun, the other two have laser rifles. If you go after them, in the worst case (if they are shot) you will receive a minigun with 300 rounds, in the best case you will pick up a 10-mm submachine gun from the raiders, a flamethrower (with a small ammo capacity), a hunting rifle and even (if you are lucky) a grenade launcher (sorry, in bad shape)!

At the beginning of the game, when you left the hideout and came to Megaton, I advise you to go south. You can find three Outcasts south of Megaton. They walk the same way – from the south of the map to its west – and chop mutants, Enclave robots and raiders. One of them has a minigun, the other two have laser rifles. If you go after them, in the worst case (if they are shot) you will receive a minigun with 300 rounds, in the best case you will pick up a 10-mm submachine gun from the raiders, a flamethrower (with a small ammo capacity), a hunting rifle and even (if you are lucky) a grenade launcher (sorry, in bad shape)!

In the shelter of the claws of death. There is a certain laser minigun called “AVENGER”. It is there behind the rocks in the depths, good thing.! SOLVE ALL!

The game has many unique weapons. It looks like the usual one from this class, but has increased damage and is repaired similar.

“Horrible shotgun” – in Evergreen Mills (where there are a lot of mercenaries and another mutant in a cage) – you need to kill the seller there. Attack 87 (with light weapons – 100).

“Narcosis” – like a hunting rifle, but with an attack of 30. In a safe in Dave’s Republic, I took the key after he was killed.

Revolver “blackhawk” – attack 57, given by Agatha’s quest, but only after you bring her notes. I found the sheet music at the police station.

Lincoln Rifle – Historical Museum, under glass. Attack 52. After the quest with Agatha I use a revolver, because he has a big attack.

“Destroyer” – a minigun, taken from the Rangers after the death of one of the subordinates in the quest. I don’t write an attack, because I have not completely repaired him and I do not know his attacks.

I just found a knife, brass knuckles, grenade launcher in various buildings, which are also unique, but, unfortunately, I did not remember exactly where.

Plasma rifle A3-51 – on a quest with a fugitive android. The attack is, in my opinion, 51.

In order not to waste ammo on rat moles, you need to take a quest in Megaton from an equipment seller, she will offer to compile a training book on survival in the wasteland, this is very useful, you can earn caps and experience, and she will also give equipment for each completed task.

When talking with the president of the enclave, it is worth focusing on his artificial intelligence, then in the end he will give up the virus and turn on self-destruction.

Vault 87 has a mutant that can be freed, he was one of the scientists who conducted the experiments, he is not afraid of radiation, so he can get a suitcase.

He will also help fight off after leaving the Enclave base, he will have a laser machine gun.

By the way, who will be interested, in the northwest there is a satellite communications center. Anyone who wants to can go there and hit from space with 10 mini-nuclear missiles.

There is one harmful ghoul in the ghoul city (museum). He lives in a local hotel. You can take a quest from him. He asks to kill several people and bring a trinket from each – a key. You can regularly complete the quest and give the keys to the ghoul (killing or not killing these people), or you can find out that this ghoul is plotting something (something related to Fort Constantine). After you have all the keys, find this fort (in the upper right corner), but you need to go not into the fort itself, but into a small dilapidated building near it (there you will also find a safe with a bobblehead and lids). Use the keys on the door, find the raider – search him. You will find the last key with him. You open the door, near which the raider lies. Inside there will be reinforced power armor and a “fat man”.

If you don’t want to waste ammo on wild ghouls, in Tempene Tower, help the ghouls get into the tower, and receive a ghoul mask as a reward (no ghoul will touch you).

If you go south after Megaton, you can meet three outcasts of the brotherhood there. Then turn on the pit-fight, select the radio stations and among them select the signal for help. Then you need to go with the outcasts, helping them shoot mutants to their base. There you can take a quest, for the passage of which we will be given access to the armory, where the coolest armor in the game lies, it does not need to be repaired, it does not wear out (we will also get the skill to wear it), and there will also be Chinese disguise armor, which allows you to constantly be in stealth mode, and a bunch of all kinds of weapons.

In Old Olney, talking armor can be found on the body of one dead acolyte. She warns of enemies, and if you have honey X, injects it during the fight if you are injured. This is power armor, so you can’t wear it without the skill. If not found, I advise you to search the entire Old Olney, especially in the sewers (it seems, she is there).

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