Fallout 3 GameSpot Game Guide

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    : Stephanie Lee - Posted on January 8, 2009

    e dangerous Capital Wasteland is a big, harsh place and eats up lost wanderers like a succulent honey ham duringanksgiving. Now you're here because you're stuck (or bored). We're here because we can help. This guide to Fallout s out the 411 on the basics of the game, and features a full walkthrough with minimal spoilers and sidequests for all venturing needs. Battling mutated super beings doesn't seem so tough now with us by your side.

    re's what you'll find in GameSpot's Fallout 3 Gam e Guide:

    Getting Started: Every Vault-dweller-turned-adventurer needs to begin somewhere, and that's why we've crethis primer to help ease the transition.

    General Tips: If you don't think you need our walkthrough, you need to at least know a little somethin' sometabout surviving!

    Walkthrough: We hold your hand as you explore the desolate land of post-war Washington D.C. in the searchyour father.

    Sidequests: Quests on the side, please. Acheivements: Get your acheivement fix here. Trophies: You want trophies? We got 'em.

    etting Started

    tatistics & Skills

    Truer words have never been spoken.

    rt of the fun in Fallout 3's gameplay is the depth of character customization offered through a number of S.P.E.C.I.A.ts and Tag Skills that can each potentially change the way you play the game.

    hen choosing S.P.E.C.I.A.L. stats, it's important to choose stats that emphasize skills you intend to use, as well as bumany derived statistics. For instance, Strength and Endurance can often be sacrificed for players who want to avoid bebrutish oaf with Melee or Heavy Weapons, while Intelligence should always be pumped for extra Skill points.

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    lls are rated 1 through 100 (with 1 meaning you're a complete doofus in that discipline, and 100 meaning you havesumed complete mastery of it), but as many of the Skills are stat-derived you will probably never have anything less t Non-combat skills should be given higher priority than combat skills, as good gameplay can make up for a world of

    mbat skills or poor gear.

    uick summary of how S.P.E.C.I.A.L. stats could affect character creation:

    Strengthr Carry Weightr Melee Damager Melee Weapons Skill

    Perceptionr Energy Weapons Skillr Explosives Skillr Lockpick Skill

    Endurancer Healthr Resistancesr Big Guns Skillr Unarmed Skill

    Charismar NPC Attituder Barter Skillr Speech Skill

    Intelligencer Skill Points Per Levelr Medicine Skillr Repair Skillr Science Skill

    Agility r VATS Action Pointsr Small Guns Skillr

    Sneak Skill Luck

    r Critical Chancer All Skills

    d here's a breakdown of what the Tag Skills can do for you:

    arter

    wers the price of goods from vendors and repair from technicians. Not worth taking since you'll be swimming in caps

    the game, especially if you take the Fortune Finder or Scrounger perks.

    g Guns

    Guns are the highest damage-dealing weapons in the game, bar none. Early on it can be difficult to get your hands e, but a quick trip to the Mall should net you a Minigun or Missile launcher, both guaranteed to have enemies grovelinfore your feet. The all-mighty Fat Man is also based on Big Guns damage, and with the Experimental MIRV Fat Man yn easily top a thousand damage per shot with a decent Big Guns skill. The obvious downside here is that Big Guns arery heavy, and ammo can be hard to find.

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    nergy Weapons

    ergy Weapons generally have higher damage than Small Guns, but are hard to find early in the game and ammo canarse. Plasma weapons do more damage than laser weapons, but laser weapons have the advantage of striking instantead of waiting for a projectile to strike. Points in Energy Weapons can be considered an investment for the future asl make you highly formidable mid to late game.

    xplosives

    plosives are plentiful (nearly everyone has a grenade) and just plain fun. A high Explosives skill will also give you more with which to disarm or avoid landmines, and is required for disarming certain traps.

    ockpick

    ckpick and Science are special skills in that their value are more or less unimportant, in so far as percentages. A highckpick gives you a higher percentage of successfully forcing a lock, but the Lockpicking "minigame" is so simple that yould never need to. The true importance is that every 25 points in Lockpicking gives you access to a new difficulty ofks, with a 100 Lockpicking score allowing you to attempt any lock in the game not mandated by a key.

    edicine

    dicine affects how much health is gained by Stimpacks, as well as how much radiation is removed by RadAway, and ration of drugs including Rad-X, Med-X, and the entire gamut of narcotics.

    elee Weapons

    hile initially it may seem that any gun skill would be preferable to Melee Weapons, an acute observer will find that onlns and Explosives do more damage than a well-tuned Melee Weapon. Melee Weapons are also very plentiful, and cansolutely devastating when combined with a good Sneak skill. Get your hands on a Super Sledge from the Mall, a Rippm Andale or a Shishkebab from a Schematic as quickly as possible. You'll be glad you did.

    epairtially your Repair skill will be used for cannibalizing weapons together to improve their condition. Repair will begin to ce you gain access to a Workbench and some Schematics; though a low Repair can be mitigated by gaining multiplepies of each Schematic.

    cience:

    ence, like Lockpicking, is only important in blocks of 25. Every 25 points give you access to more and more difficultminals, with 100 points allowing you to attempt to hack any terminal in the game. When hacking, a high Science skiltermines how many possible passwords will be available on-screen for you to choose from.

    mall Guns:

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    re or less the de facto combat skill for people who do not wish to specialize. The vast majority of firearms fall under egory, and they are indeed incredibly plentiful. Small Guns are eclipsed in damage by every other category of weapod are often very fragile. Take Small Guns if you never want to worry about ammo or finding a gun.

    neak:

    igh Sneak skill will cause your character to make less noise while sneaking, which can be offset by heavy armor, a he

    d of equipment, or having your light turned on. Note that Sneak does not make you invisible-that's reserved for theealth Boy. Sneaky players will delight in the Silent Running Perk, which increases movement speed while sneaking. A mbination of Sneak and Melee or Unarmed combat can create a truly formidable stealth assassin.

    peech:

    eech is used to make Speech challenges against NPCs, often to sidestep quest requirements or gain better rewards frssions. A player with a high Speech can skip hours of tedious side quests, avoid difficult combat, and garner a ridiculom of caps very quickly.

    narmed:

    armed combat covers everything from bare fists, to brass knuckles, to the awe-inspiring Power Fist. Unarmed damagectly affected by Strength to the tune of 0.5 damage per point of Strength. Don't forget about the easy 2 points ofength garnered later in the game if you choose to wear Power Armor. The Iron Fist and Paralyzing Palm Perks can grease the efficacy of Unarmed combat as well.

    addition to the S.P.E.C.I.A.L. and Tag skills, you can choose Perks as you level up that give bonus effects and providech more focused specialization in the process of developing your desired character type. Perks benefit you in a varietys, and it's best if you look through them carefully-even the ones you do not yet have access to- and pick ones that

    mpliment your character. Certain Perks require prerequisites, so it's important to look ahead and make sure it's possibt the ones you want.

    ATS Combat

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    Learn to love VATS--you'll need it.

    hile you can go around targeting everything via your target reticle and still be able to fight effectively, you will be ignomajor function of Fallout 3's combat system: VATS, shorthand for Vault-Tec Assisted Targeting System. Accessing VAT

    ows you to pause the action and put a bead on specific body parts of the target while displaying the percentage chanecific regions of the target's body on which you can land a successful hit. This percentage is calculated from youroficiency with the equipped weapon, your distance from the target, and availability of exposed regions on the target. ore "covered up" the region is, the lower the percentage.

    s targeting system is heavily rooted in realism in that aiming for certain limbs offers a certain degree of tactical flexibr instance, striking a target's say, legs, hard enough could cripple him, causing him to limp toward you and decrease ovement speed. Headshots deal the most amount of damage depending upon the enemy and could stand a bigger cha critical, one-shot kill. When dealing with tough enemies or an enemy brandishing a deadly weapon, a good tactic is

    ways go for the arms or the weapon itself. This should emasculate the once-fearsome enemy considerably, and you cgh off his weak punches as you pummel his face.

    long as your Action Points (AP) permit, you can take multiple steps during your slow-motion attack animation, but yol have to wait for your AP to regenerate before being able to take further actions. The other reason to use VATS is a nus 15% chance of a critical hit on top of that hidden number derived from Luck, certain Perks, and other hiddennuses.

    arma

    e game's story is very involved in that your decisions alone will determine how certain things pan out. Many of the di

    oices you are given have Karmic-related repercussions that aren't made apparent until at a later stage in the game. Yn have either Good, Neutral or Bad Karma depending on your actions throughout the course of your adventuring.

    etty much anything can positively or negatively impact your Karma. Killing someone, making choices that may be hurtthe other party, stealing, etc. all drop your Karma. Conversely, if you choose to lead a virtuous life, you probably couh your gut instinct of always doing the "right" thing to garner good Karma.

    rma influences you in several ways during your game and has a hand in determining your final ending sequence as wmodifies the kind of dialog choices you receive when interacting with certain evil or good-aligned individuals (this canher be beneficial or detrimental), causes people with an opposing Karma to want to kill you, and allows you easier orrder access to certain regions of the Wasteland.

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    u should probably decide before you start making any major decisions whether you want to go the evil, neutral or goute.

    ockpicking & Hacking

    e mentioned earlier in the Statistics section that the Lockpick and Science Skills have somewhat of a narrow impact onkpicking and hacking themselves. Both of these are featured in their own "minigame" of sorts, but accessing these

    nigames are dependent on the current level of the Skills.

    ockpicking

    u need a Bobbypin for starters and the basic know-how. If you know what you are doing, you shouldn't ever need acond Bobbypin. When your view switches to a magnified view of the lock, you are given control of both the screwdrivd the Bobbypin. The point of these movements is to wiggle either in a certain direction without applying too much fort the Bobbypin breaks until the lock clicks open. This takes a bit of practice to get the general feel of it.

    acking

    ce you've gained access to a terminal, a hodgepodge of numbers, symbols and words in a seemingly randomizedangement appears on the screen. You have a finite number of attempts before the terminal locks you out permanentw in the world are you able to decipher the password from this scrambled mess? Hidden in the jumbled text blockmewhere lies the correct password. If you look carefully at the massive wall of text, you can make out actual Englishrds. One of these is the password!

    your first step, you need to pick any word at random, at which point you are given a fraction (number of letters corrt of a total number of letters in the word). It is extremely important-to your becoming a skilled hacker-to note that thmber of letters correct signifies the same number ofters located in the samece of the correct password . For examou are given the fraction 4/8 for the word "Question," this means the password also shares a -tion ending, which

    mprises four letters and can easily be the suffix of many other words.

    ce you have an idea through the process of elimination, you can factor the number of possible words versus the numattempts left. If the former outnumbers the latter, you will need a second or possibly third guess to narrow your choither. If you're down to one attempt left and still aren't sure of the answer, it's better to power down the terminal and

    back online for a brand new puzzle set.

    p!There's a trick to either restoring a lost attempt or eliminating one of your choices from the text block. Look for encackets either in >, (, [ or { form, and scroll over the open bracket. If it highlights the whole thing, you've found this comaly! Not all terminals will have these, so don't waste too much time searching for them.

    eneral Tips

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    ave! SAVE!

    rhaps the most important skill to learn of all is saving your game. While the game is set by default to automatically saur game upon entering new areas, you should make it a habit to save as often as possible and create new save files au see fit. It's especially important to save before you make a bold decision that may end in lasting, unwantednsequences, so if things go awry you could easily go back and set things the way you want them to turn out.

    se VATS whenever possible.t necessarily for combat, but for finding out if enemies are in the vicinity, shooting Grenades mid-air, and refining you

    m on the target as some examples. The system itself is quite versatile. Even if you no longer have AP points to spend TS, you can quickly access VATS to hold the target in view, and by the time you zoom out of VATS you have the targe dead-center of your reticle.

    se quest markers.

    e Capital Wasteland is a big place, so it's easy to get lost. The developers knew this when they designed a little GPS ots in the form of a quest marker located at the bottom left of the screen along with your compass. As long as you hae current quest selected in your Pip-boy, your quest marker will tell you where to go.

    Weight is a heavy factor.your freedom of mobility. The lighter your carrying load, the faster you will run. You run faster even with a weaponequipped. Technically, you can run around butt naked, but you wouldn't last very long. Depending upon your Strengtur weight limit can be reached more easily as you pick up more and more items. Once you reach your carrying capacu become what the game calls overencumbered and begin to move more sluggishly. At this point, you really need to ough your inventory and decide what can be disposed of. Or...

    ut points in Repair.

    of your equipment degrades over time, with the speed of degradation dependent on your skill in using them; this meou suck with a weapon it breaks down faster. This is where the Repair skill becomes useful because you will undoub

    me across many replicas of the item with which you can use to Repair said item. When you are overencumbered andlonger run, instead of forcing yourself to dump potentially useful items try combining them to repair an item.

    leep As Much As You Can.

    t only does sleeping get you fully rested, it also gives you bonus gains to your experience for the short amount of timu are well rested. Unfortunately, you won't be able to get the peaceful state of mind needed to sleep if there are enehin the vicinity.

    oot Everything.

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    t be selective about what you actually keep in your inventory. With weapons, weigh factors such as weight versustential damage dealt before you decide to put it in reserve for future use. Hoard items such as Bottle Caps, Pre-Warney, food and drink items, and-if you know or have schematics-the parts to your schematics.

    ars Explode.

    do a lot of other environmental objects that contain flammable objects. As such, you could use these to your advantawipe out a staggering number of enemies-or at least inflict a massive amount of damage-at the same time by introdu

    ese destructible objects to open fire or bullets. On the same token, you too can take a ton of damage if you happen tought in the explosion as well. The bigger the vehicle, the bigger the explosion.

    Walkthrough

    lout 3 is a game of numerous choices. As such, it should be no surprise to you, the reader, that we may have gone aifferent method of play from your own in our walkthrough. We strive to provide the reader with more than one angleproach and point these out wherever possible, but we stick to what we deem as the best possible and easiest method

    at the time. Of course, there's a caveat. With character customization (skills, equipment, stats, etc.) as an extremeriable that differs from player to player, it's difficult to tailor strategies for specific character types and styles of play.gardless, you should find the walkthrough adequate for helping you with certain choices and guidance in case you eve your way in the Wasteland.

    ce many of the items found within your play-through can differ (and believe us, you'd be surprised by the sheer amouseless crap lying around a nuclear wasteland), the walkthrough bolds only those items that are either very helpful,cial in helping you advance, or things we found that were at least worth noting.

    oy!

    aby Steps

    jectives:

    Walk to Dad Open the playpen's gate Exit the playpen Look at the "You're S.P.E.C.I.A.L." book

    hough you're free to skip through it, the game's introductory sequences properly sets the dark and foreboding overtothis post-apocalyptic RPG shooter. In any case, this woeful tale of nuclear war begins with the birth- quite literally-of otagonist at which point the player gets to appoint the sex of the newborn, the name, and all his or her facial featureend some time exploring Fallout's character customization as this is how your character will look for the rest of the gar the sake of remaining consistent throughout the walkthrough, we will often refer to the protagonist-your character-

    the next sequence, one year has passed. Your character's father, James, stands in the playpen nearby and beckons yer. The little trickster! Luckily, in the centuries of human evolution, they still have not yet perfected safe, infant-proofypens. Once you've left the confines of the playpen by moving toward the gate and following the in-game prompt, h

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    er to the colorful storybook lying next to the toys' chest.

    re is where you can distribute a total of 33 points across a board of various attributes that correlate highly with your le of play or desired character type (brute strength melee character, ranged shooter, etc.). There are really 40 pointsal, but each stat must hold at least 1 point in reserve. We advise against averaging out your points and trying to be geverything because the sad truth is that you won't be. We also discourage placing more than 8 points in any one stats about as good as you want to be in that particular discipline.

    e S.P.E.C.I.A.L. book runs quickly by all the attributes in an amusing manner, but fail to elaborate exactly on how youaracter is affected by them. Fortunately, we've already outlined the ins and outs of these stats in the Basics section

    eady, so peruse that if you're unsure of how to allocate your points. A combination of Strength and Endurance, forample, creates a powerhouse in melee combat. Feel free to experiment because you will be allowed to alter the allotmyour points later on.

    mes eventually returns to the room after a few moments of exploring the little room and shares your mother's favoritssage with you before going off into the hallway.

    row ing Up Fast

    jectives:

    Enjoy the party and speak with the guests Meet Jonas on the Reactor Level Shoot all three targets with the BB Gun Use the BB Gun to kill the Radroach

    Happy Birthday to me!

    your tenth birthday's surprise party, and you receive a Pip-boy as a commendation of this momentous milestone. T-boy measures your character's progress from his current level and stats to sorting out his inventory; get used to usiot. Amata, one of your friends, stands nearby and gives your present, Grognak the Barbarian, no matter how youpond to her. Access this comic through the Pip-boy and gain +1 to Melee Weapons. Old Lady Palmer also baked a Swll for you, but that will be taken away by the rather unfriendly Butch. You can respond to him however you like too. the rest of your party attendees.

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    ally too eager to wait any longer to give you the surprise gift of a lifetime, your father asks you to go see Jonas on thactor Level. The Reactor Level is located on a lower level. If you head to the upper level, you can pickpocket somempacks from the security guard there. After speaking with Jonas, James arrives to gift you a BB Gun and shows youme good practice grounds on which to try the new toy out.

    ccessfully strike one of the three targets three times near the back wall and exterminate the Radroach that appears enormally aiming at it or with Fallout's unique VATS targeting engine. You can read more on this rather advanced com

    stem in the Basics section. Finish off this tenth year story sequence by snapping a photo with dad.

    uture Imperfect

    jectives:

    Get to class and talk to Mr. Brotch about the G.O.A.T. Sit down and take the G.O.A.T. Turn in the G.O.A.T. to Mr. Brotch Exit the classroom

    a perfectly healthy now sixteen-year-old, your character must take the Generalized Occupational Aptitude Test (G.O.determine what occupation he is most suited for, a conclusion based on how you answer a variety of questions (moret in a bit). Scroll through all the response options to gain a bit of insight into the immersive story and choose the last

    tion to let your father be. Grab the first bobblehead Bobblehead Medicine from his work desk and head out to therridor-there's nothing much else to do here.

    tside the classroom, the overly obnoxious Butch and his silly little gang of sycophants, collectively called the Tunnelakes, mercilessly badger long-time friend Amata. Hey, look it's the Fonz! Really? Leather jackets and a 1950s hairdo iar 2277? Geez, these guys don't get out much.

    hen you accost Butch in Amata's defense, he tosses a bunch of threats around and ultimately leaves you with two opt

    p Amata or beat it. However you choose to settle the brewing situation with Butch you will be positively or negativelyected either by the gain or loss of karma based on your choices. Playing the hero card will net you some karma, ofurse. Karma has somewhat of an impact on the game, including what quest or dialog options are available to you. Dew how you want to align yourself. The easiest way here is to just utilize diplomacy by selecting the first option whenompted, and avoid bloodying your fists.

    ke your seat in the classroom, and the GOAT will begin shortly, although you can skip the test altogether if you canverly talk your way out of it. The results of the GOAT lets the game calculate what Tag Skills you start out proficientlysed on the answers you give to a series of ludicrous questions that may or may not make sense to you. Choose theswer you think fits you best, and have fun with it.

    eak with Mr. Brotch at his desk in the front of the classroom to immediately get your test results. If you're not happye job title he stuck you with, you can now manually comb through the Tag Skills page and select the three skills you wur character to be proficient in. We suggest taking up skills such as Speech, Medicine, Repair, Melee Weapons, etc. tort out with.

    ke confidence in your new skills and leave the classroom to end the tutorial sequences of the game.

    scape!

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    jectives:

    Enter the Overseer's Office. Use the Overseer's computer to access the secret tunnel. Escape the Vault

    e game finally begins proper. Amata jostles you awake and brings you up to speed on the past three years-well, mort couple minutes. The most disconcerting news though are that your father has left the supposedly impregnable Vaud now the Overseer is really pissed. Amata has devised a plan to escape and hands you 10 Bobby Pins and a 10mm

    stol with rounds. You are to rendezvous with Amata at her father's computer.

    te: If you plan to complete all the side quests, you may want to hold off on getting the gun from Amata for now. It wo 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.

    lect your meager possessions from your room, including a baseball bat, the BB gun, and some health items from t 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 goo

    ach-basher and anything-basher for the first few levels. In the hallway, you are stopped almost immediately by one oerseer's guards, who almost just as quickly gets overtaken by Radroaches. You can use this opportunity to run past hough the adjacent door or beat him over the head with the bat.

    thin a few moments of running through the Vault, Butch frantically asks you to help out his mom. You can help him ourself, bolster his confidence so he storms off to fight off the Radroaches himself or leave his mom to die. Of course,rma gains can be had based on your choices here. Regardless of your decision, you need to get the hell out of here!

    u bump into two friendly familiar faces, Officer Gomez and Stanley, who support you in your efforts to escape. Headwards the Vault's Atrium and witness two Vault dwellers rush into the next corridor, where some hostile forces mercilke them down. Search the nearby room for a few items. Sneak past the guards or engage them in battle. Rifle their fadies forVault 101 Security Armor andVault 101 Security Helmet as well as a number of extra pistol rounds anl ice baton. Equip the armor and the helmet for an armor boost.

    e only other way you can go from here is through the door that tries to close. A heavy blow with the bat should squae Radroaches. If you are in need of health, eat up the Radroach Meat you find off their rotting corpses and proceedward. Remember to collect as much food as you can right now in preparation of the ventures outside the Vault. Furth you run into the security chief and a distressed Amata who's currently being interrogated by her very own father an

    e 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 al character in a later side quest.

    te: If you previously told Amata to hold onto the gun, she uses it to defend herself in the interrogation room. Speak e appalled Overseer afterward, who is reluctant to give up the information to his terminal at first but after a deadly thhis only family, his daughter, he passes on the Overseer's Terminal Password but not before commenting on your tw

    k mind. Talk to Amata in the Overseer's lounge for the pistol.

    side the room past Amata's interrogation chamber lies Jonas' dead body, which you can loot for a few items. The dooe Overseer's office is locked, but it can easily be broken into with a small grasp of lockpicking. The key to it can also btten one of three ways: from the Overseer's corpse, from saving Amata, or from the dresser in the Overseer's room. oken into the Overseer's computer room, check the lockers for a variety of items, including the Overseer's Terminassword--gotten if you didn't off the Overseer earlier.

    less you're proficient in Science and thus hacking computers, you probably want to go ahead and use the terminalssword to gain access to the computer. Order the computer to open the Vault tunnel, and the Overseer's work desk r

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    response, revealing a set of stairs leading underground. Continue down and through these dusty corridors, activatingnel here and there, and finally open the Vault door. Make a run for sweet freedom before the guards gun you down!

    u can modify your character from his race to his Tag Skills before leaving Vault 101 for good.

    ollow ing in His Footsteps

    jectives:

    Investigate the nearby town of Megaton for information about Dad peak to Colin Moriarty about Dad Find Galaxy News Radio Retrieve the Fat Man from the dead Brotherhood soldier Help defeat the Super Mutant Behemoth

    ur escape from the Vault opens your eyes to the world outside, one that has been ravaged by nuclear warfare. Yourher must have left the Vault for a damn good reason, and you're determined to discover that reason. The only lead rw is the city of Megaton, one of the only surviving civilizations in the remains of the United States' former capital. You

    e to pretty much head anywhere at this point, but keep in mind that the vast open barrens of the Wastelands remainfriendly to novice adventurers.

    e Alien Blaster If you're bold enough, you can actually get this powerful weapon at this early stage in the game.

    e north of MDPL-13 Power Station, around the northern end of the Capital Wasteland, is an uncharted alien crash lane. The immediate surrounding area gives off a steady +1 Rad/sec emission of radiation, so expect to be bombarded wdiation damage as you explore the derelict spacecraft. You can return when you've acquired some Rad-X or some Radotective gear if you'd like, but they're not really necessary .

    ke your movements quick and unhesitating. You just need to stop by the body of the little space alien dude and claimen Blaster and its correspondingAlien Pow er Cells . Congratulations, you now have one of the most powerful weathe game. Unfortunately, the ammo is very limited, though for a reason because then the game would be toosy . This weapon basically stamps a guaranteed death across all those who are foolish enough to look you ine funny.

    between the Vault exit and your next destination you discover the ruins of Springvale. There's not much you can do the moment except explore the totaled environs and scavenge the blue U.S. Postal Station mailbox for some Jet,

    ycho and Frag Grenades and a few other places for miscellaneous items. When scrounging around the Wastelands

    eful items, bear in mind the weight cost versus the Bottle Caps value of the items you pick up. You mainly want to coms that replenish health, weapons and items that can be sold handsomely for Caps, the form of currency accepted inastelands.

    ve on to Megaton by following the hastily painted road signs that start near the Nuka-cola vending machine. Megatoge metal structure that opens up as you approach and apparently houses a bomb (from which the city got its name) the moment remains dormant. On your first visit to Megaton, you are approached by Lucas Simms, the town's sherifyor, who helps get you comfortable with your new surroundings. Feel free to ask him a bunch of questions, which

    entually point you to Moriarty's saloon.

    cate 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

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    e. A wave of shocking discoveries crash through the ceiling of your feeble mind that has spent nineteen years shieldem the truth and reality. If your Speech is high enough, you can extract the information you need from Moriarty with ort by telling a little lie. Otherwise, you have to pay up a small nominal fee in exchange for the possible whereaboutsur father. Or sneak into the saloon from the back, get your hands on Moriarty's Password from the metal boxen hack into his terminal, where he keeps records of people he's encountered or has an opinion about, for a clue.

    y from Silver

    you plan on ferreting info out of Moriarty through a bribe, you're gonna need to come up with the Caps, and here's o

    ose ways. While you already passed Springsvale and have already decided the town is pretty deserted, save for the sct is Raider's territory, you might have missed one former Megaton resident who now resides in the quiet town. Silver

    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

    u can either kill her and plunder her home, or pass a Speech check that will net you 400 Caps. 100 of that will go toriarty, though, if you still choose to pay for information that you can easily acquire through other methods.

    sed on Moriarty's crucial tip, it looks like your father's headed toward the Galaxy News Radio station, located far to thst. You can start hoofing it there immediately...if you want to get killed. The unfriendly denizens to the east are faronger than any enemy you have encountered thus far, and chances are, you are ill-equipped to defend yourself again

    em. You are going to need to increase your level and carry stronger weapons for the next undertaking. At this point, ggest going on some of the side quests scattered around. Refer to the Sidequests section for those.

    help you get started, let's get you some much needed Caps. A good way to make some quick Caps and good Karma t's your thing) is to speak with the town's water plant technician, Walters, who can be found either at the Water

    ocessing Plant or at Moriarty's Saloon. Note that if you particularly lucky, you may not be able to find this NPC at allcause the game can be glitchy like that. Walters sends you to find and fix three leaks around town. These leaks can btinguished by their obvious spewing of water from the rusty pipes. The leaks are located near the entrance along thee, on the roof of the Children of the Atom building, and on the path leading up to the left of the Children of the Atomlding. Ever grateful for your labor, Walter gives you 200 Caps and opens up offers of additional Caps for selling him Stal that you come across. The good Karma route would have you turn down his shiny Caps.

    laxy News Radio Station is settled far to the east of Megaton. There's a higher chance of encounters with some of theore dangerous Wasteland inhabitants as you hike there. You will find yourself in Super Mutant territory, but don't let tt rain on your parade. Ideally, we'd like you to be at the very least level 5 before continuing. GNR should be on your t there are several ways to get there. We chose to pass through the network of tunnels, sewers and underground trations starting at Farragut West Metro Station.

    the Metro ruins, you can attempt to hack the computer terminal to activate a Protectron, a hulking robot designed tominate enemies and one that quickly becomes a useful and powerful bodyguard of sorts, provided you have a Metroket to show. The tickets can be found littered all over the station, from filing cabinets, garbage cans, etc. The formerpital's underground are prime hosts for various yet simple booby traps, so exercise caution when traversing thederground stations.

    nding through the labyrinths of this underground network, you eventually arrive at a gate with Feral Ghouls waiting oher side. Since the gate still stands as a barrier between you and the immediate threats, turn your attention first to thce on the left. While rummaging through the worn furniture, you will find Rad-X, Rad Away, Shotgun Shells and

    e awesome Laser Pistol. Of chief importance through is the Metro Utility Gate Key, which opens the gate and exithout lockpicking them.

    member the Feral Ghouls? Well, they haven't gone anywhere. Back up and toss a grenade over the fence to send theral Ghouls flailing around in a fiery flame. Shazzam, no more enemies. Locate the Tenley/Friendship Station exit to ens adjoining metro station. Your quest arrow guides you through these rather confusing subterranean networks of tund you eventually emerge from the metro station and resurface at Chevy Chase.

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    laxy News Radio Station is nigh, but you will now unavoidably run into packs of-oh, joy-Super Mutants! Luckily for yoough, you bump into a group of rugged Brotherhood of Steel members, whom you could now use as buffers against tper Mutants. Good for you, perhaps if you are timid, low on health or not properly equipped, but bad if you want anye precious experience gleaned from killing Super Mutants. Leech some of the experience by lending a hand in terminamany Super Mutants as possible.

    k to Sentinel Lyons to tag along on this ride. As you run through the nigh-decimated remains of Chevy Chase, loot anen Brotherhood of Steel warriors for their highly valuable wares, such as the very robust Power Armor, which younnot immediately don at the moment. Follow them as they escort you the final stretch to Galaxy News Radio Station a

    p them clear out Super Mutants around the GNR Building Plaza whenever possible.

    eck the body of the Brotherhood of Steel in the fountain for a Fat Man and Mini Nukes. What in the name of the Fould this guy be possibly needing this for? The answer to that question soon comes rampaging through the road debrisper Mutant Behemoth! Equip the Fat Man and back the hell up! The splash damage from this weapon covers a largedius and could easily kill you. Help the pinned down Brotherhood fend off this raging monstrosity with extra care not mbers of the Brotherhood as well.

    ce the dust has settled from the calamity, check around to rifle the various corpses for goods. When ready, approachR entrance and access the intercom to open the door. Three Dog, the dulcet voice of the nuclear wasteland, can be fstairs. If you have a particularly high Speech skill, you could prod him to spill the beans by keeping the conversation

    d telling him your dad will help with the Good Fight.

    herwise, Three Dog drops a new but optional (optional because we'd just tell you to continue to the Vault 112) questu that provides loot and especially good experience, so we highly recommend penciling this in your agenda. Whetheroose this undertaking or not is up to you. Unfortunately, the area in which the quest takes place is fraught with peril es of Super Mutants and other equally dangerous inhabitants.

    alaxy News Radio

    jectives:

    Find Museum of Technology Retrieve the Communications Relay Dish Find the Washington Monument Speak to Three Dog about Dad

    ree Dog wants his voice extended to the outer reaches of the D.C. ruins, but in order to do that he's going to need a ay dish. That new dish can be found and dragged over here from the antiquated Museum of Technology. The Museuchnology happens to be smack dab in the middle of the Mall, a place overrun by Super Mutants. Goodie. Set Three Dw quest on your Pip-boy for the quest marker and start taking one of several routes to the Washington Monument anseum of Technology. Most of these routes involve going underground, so again, we advise caution when exploring thps-laden underground tunnels.

    ce you're about to dive headfirst into regions densely populated by Super Mutants and several of their deadly variantggest you be at least level 10 by the time you begin this undertaking.

    e went first to the Chevy Chase East Metro Station. A Nuka Cola vending machine to be ransacked and a few rabid Feouls here. Head to the upper levels and through the gate to Dupont Northeast. You may notice land mines on the groich strangely resemble modern day smoke detectors. Disarm them by running over them and picking them up really e higher your Explosives skill, the longer you have to pick 'em up before they explode in your face. Continue to Dupo

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    cle Station, where you immediately run into a few Super Mutants. This eventually, through some winding and convolnnels, leads to the Museum of Technology by way of the Mall.

    erging from the Metro Station, you lay eyes upon the disheartening remnants of some of the Capital's most famoustorical buildings and prepare to encounter more Super Mutants that have set up watches around the entrance to theseum. The door to the Museum of Technology Atrium is situated to the right, from where you come out of the Metrour weapon at the ready-Super Mutants await in the immediate vicinity! Two of them to be more specific.

    always, there are plenty of spoils to plunder from the information kiosk and from the Nuka Cola vending machine locound the corner, but the main point of interest within this room comes in the form of the Musuem Information Termin

    hen you access it, you notice a menu item marked #000. Odd! Closer investigation discloses a secret correspondencetween some guy named Prime and Jigg. Back in the main menu the last menu option now becomes #001. When seleu are presented with more numbers.

    s little brain-teaser involves some knowledge of prime numbers (basic mathematics). Basically, out of the four numben only one of them is a prime number as well as the correct "solution." Nothing happens at first when you give therrect answer, but you will be happy to know there are four of these kinds of terminals located throughout the Museumh the last one-upon solving it-surrendering a map location of some secret loot.

    g's Stash!

    case you've forgotten your prime numbers or are just too lazy, here are the solutions.

    Terminal Number Solution

    001 #019

    002 #053

    003 #113

    004 #Get Passcode

    lock the adjacent safe wall to get Gun Locker Key, 200 Caps, and Chems. The key you just obtained gives you aca weapons cache in the planetarium office, where you'll find an assortment of ammo and great weapons. If you heade Jury Street Metro and search the body outside the diner, you get 500 Caps and the Xuanlong Assault Rifle.erestingly enough, since this unique weapon isn't exactly in ample supply around the Wasteland, you can use Chinessault Rifles to repair it, too.

    ad for the Vault tour on the second story and meander through the reminiscent surroundings. When you exit the touad into the Museum of Technology West Wing. Some Super Mutants patrolling on different floors: top-most and two oe lower two levels. The dish you're looking for is propped up on the Virgo II Lunar Lander, under a suspended biplaneere are several ways to get there: through the planetarium or from one of two routes originating from the Delta IX

    hibit. The planetarium, upon your arrival, automatically activates and prompts a few Super Mutants to come out of hitake care of them, you could run into the nearby office and use the doorway as a choke point to handle them in a mntrolled 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 to run through the Museum Information Terminals. Once you've got theVirgo II Dish in tow, it's time to jettison.

    ck outside in the Mall area, look for the giant stone phallus that is the Washington Monument in the distance. As youproach, pump your fists in the air for the knightly Brotherhood of Steel have set up a fortified outpost surrounding thonument. They help a heap if you've got Super Mutants hot on your trail. Access the terminal to gain entry and take tvator up, where you should proceed to hook the dish up to the radio transmitter contraption. Now you can report toree Dog of your success.

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    sed on the information gleaned from Three Dog's spiel, your father is in Rivet City looking for a Doctor Li. With nothinher than a picture of the good doctor to offer, Three Dog bids you on your way.

    ree Dog's Cache If you ignored the Galaxy News Radio and have already advanced the storyline on the whereabouur father either by heading directly to Rivet City or Vault 112, you can return to Three Dog, who now altruistically offeree Dog's Cache Key, the keys to his weapons stash located in Hamilton's Hideaway. From within, you can lay claimof the following: Frag Grenades, Stealth Boy, Assault Rifle, Mini-Nuke, Chems and various ammo.

    cientific Pursuits

    jectives:

    Talk to Doctor Li about Dad and Project Purity Look for Dad in Project Purity's Control Room Search Dad's holotapes for clues to his location Put on a Vault 112 suit Sit in the unoccupied "Tranquility Lounger"

    te: Again, pursuing this main quest is entirely optional, but you will miss out on a bunch of quests and chances for gt and experience if you skip it. We'd advise against it.

    et City has settled way out in the southeast corner of the map. The city is basically an old aircraft carrier on the Potoer transformed into living space. You can't reach it immediately, as you must first cross a bridge that is rotated towau upon interacting with the security intercom. A guy on the other side questions your intentions, but answer approprid you'll be let in without further questions. Tell him you are here for Doctor Li and her research.

    ce inside follow the signs to the Science Lab, where you can speak to a number of scholarly individuals including Docrself, who is calmly watching a heated conversation between Anna Holt and Dr. Zimmer. If you speak with Dr. Zimmeerward, you can choose to help him out with his little android problem and thus initiate a side quest.

    ctor Li recognizes you as your father's offspring and points you to the Jefferson Memorial, the site of your father's oldearch lab. Feel free to pick her brains about Project Purity, your parents, and the general water situation around the

    asteland. Of main interest, though, is the Bobblehead - Intelligence sitting on the work station near Anna Holt.

    ferson Memorial, a circular building with a dome-shaped rooftop located just outside of Rivet City, is crawling with Sutants. Move across the ramp and enter the Jefferson Memorial Museum and Gift Shop. Through these corridors, youcounter a few baddies, including a Centaur and the ubiquitous Super Mutants. Your exact objective for now remains

    clear, but continue crawling through and hacking your way through the muties until you arrive in the Gift Shop. Thern scrounge up some health items from the First Aid box as well as some ammo.

    e gigantic tank and structures within the Rotunda, collectively called Project Purity, not only is home to a couple moreties but also to Holotapes left by your father. Listen to the Holotapes, specifically Journal Entry 10, for your next

    stination, Vault 112. You need only Entry 10 to know where your father is, but there are thirteen Holotapes total hiddoughout. They are completely optional but can be fun to listen to if you're interested at all in the backstory. Now's alod time to scour the Memorial, both outside and inside, for any surviving Super Mutants since you will be asked to doer.

    ped off by your father's recordings, you now head for Vault 112, which is hidden under Smith Casey's Garage, deep

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    asteland to the west. Locate the switch that opens the trap door leading underground and flip the switch to slide openssive Vault door. An oddity known as Robobrain stops you from proceeding further and orders you to throw on the pult 112 garb. With no other choice than to abide, put on the Vault 112 jumpsuit and head to the "Tranquility Loungerh.

    ter a vacant Tranquility Lounger and be prepared to be tripped the freak out.

    ranquil ity Lane

    jectives:

    Find Dad Find and speak to Betty Make Timmy Nesbaum cry Break up the Rockwell's marriage without killing either of them Arrange a creative death for Mabel Henderson Retrieve the mask and knife from behind the Abandoned House Exit Tranquility Lane

    you haven't already noticed, each Vault was designed as a separate experiment. Vault 101 never opens, whereas Vau2 spiritually transports its inhabitants to a sepia-toned virtual reality, where they can proceed to live out their lives inorance and complete bliss. Folks, this is Tranquility Lane, where peace and happiness never ends...until now.

    w a part of this crazy simulation, you enter this virtual world as a little boy. Seek out a little girl by the name of Bettyo's currently frolicking in the playground in the middle of this small neighborhood. A few words in, and it should be mstal clear that this little girl is not as she seems; there's something truly sadistic about her, an observation confirmedth when she asks you to make Timmy Neusbaum cry. Hold on here! Let's back up a sec.

    lowing Betty's insane requests will cause you take drastic hits to your Karma (if you're trying to uphold good), so if yher not go down this negative Karma path we've offered the alternative, lesser-known positive Karma route as well.

    te: Whatever the case may be, don't attempt to hurt Betty in any way, shape or form, or she will go crazy psycho kiyou and strike you dead on the spot. No joke.

    ood Karma

    nore Betty's sick pleasure in making people's lives miserable. Everyone laughs off your insane ramblings about all this

    ng a fantasy, but there's one person in Tranquility Lane who knows the truth. Visit Old Lady Dithers in her house. Shnts you to the Abandoned House. This house appears differently from the others and houses a few common but randects that emit a certain chime when messed with. Activate them in the following order: radio, pitcher, gnome, pitcheder block, gnome, and finally bottle.

    e correct sequence gives you access to Vault 112's Auxiliary Command Terminal. How quaint! You have a few optionsre, but you want to go for the Chinese Invasion Program, which prompts a, well, Chinese invasion upon the once-peaanquility Lane. All the residents end up dead, though not by your hands so you leave Tranquility Lane with your Karmnd sanity) intact after speaking with a disappointed Betty.

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    ad Karma

    u couldn't give two hoots about your Karma plus Tranquility Lane was starting to bore you. The first order of businespulated by the evil-minded Betty, is to turn on the waterworks for lil Timmy! He can be found manning the lemonadend on the curbside or in his resident. Easiest way to make him weep is to start pounding him the good old fashionedu could also lie to him about his parents getting a divorce if your Speech skill is high enough. Either way, head back ttty when this has been accomplished.

    cidentally, Betty subsists on making people's lives miserable. The Rockwell's marriage has been on shaky ground as o

    e, and Betty knows this. She'd like you to ruin their marriage for good without actually killing them. Strange request, right. Again, a few ways to do this. One, tell Janet that you witnessed Roger kissing another woman, at which point Jows a hissy fit and immediately goes after Martha Simpson. You may need a modicum Speech skill for this to work. T

    her way is to steal a pair of Martha's Lacy Underwear from her bedroom and plant it on Roger's desk. Once that haen done, you have two choices of illuminating Roger's wayward habits when you talk to Janet.

    w it gets ugly, and you may have to get your hands...dirtier. Mabel Henderson is the hapless broad who will be on theiving end of your violence. Couple of ways to do her in, but really the easiest way is to go into her house and rig th

    en to do things it shouldn't. Go find Mabel, who's probably lounging around the Simpson's residence, and praise herking skills. Emboldened by your charming lie, she rushes to her house to bake something good but finds her plan wayyour devious little trap.

    your last task-to push your Karma over the edge-you must take on the role of an urban myth-inspired serial killer, tht-Sized Slasher. Find the appropriate tools of murder in the dog house behind the Abandoned House. Go hunt down

    e doomed residents of Tranquility Lane and murder them in cold blood. Entertained and finally satisfied by yourmpliance, Betty finally lets you leave this virtual world via a door that materializes next to you.

    united with your father, you discover he plans to return to Rivet City. He will hoof it to Rivet City, and you can accomur father if you'd like, but he can take care of himself for the most part. Just Fast Travel back to Rivet City.

    he Waters of Lifejectives:

    Go to the Rivet City Science Lab Join the scientists at Project Purity Escort the scientists inside Project Purity Turn on the Flood Control Pump Power Get the fuses from Dad Replace the damaged fuses Boot up the mainframe Speak with Dad over the intercom Drain the intake pipes Escort Doctor Li to the evacuation point Escort Doctor Li through Taft Tunnel to the Citadel Deal with Garza "situation"

    you Fast Traveled, you're way ahead of your slowpoke of a father and will need to wait an hour or two for him to lumo the science lab. Once he arrives, speak with Doctor Li and your father, who urges everyone to return to Project Pure Jefferson Memorial.

    ce inside the Memorial, patiently and agonizingly wait for your dad, who happens to be slower than turtles stampedin

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    ough molasses. It won't do if you try to rush him. Talk to him when he stops at the entrance to the Rotunda. Nowoot off the questions. To get the giant cogs of this machine working again, your father instructs you to first pump somodwater out by activating the Flood Control Pump Power, located in the Memorial Sub-basement. If you happen to geilst running errands for your lazy dad, you can turn to the intercoms stationed everywhere for guidance.

    ok for arrows pointing toward the Flood Control. Activate the Flood Control Power Switch and return to your father. Te box is busted, so you need to bug your father about them. Given Fuses, you are to replace them in the shorted oue boxes downstairs. Return to the Sub-basement and retrace your steps as if you were heading back to the flood cont opt to turn right instead. Head through the large chamber and into a corridor marked Fuse Access A1. Locate the fuxes on the wall and put the fuses in place.

    you need to do now is boot up the mainframe! Look for the sign marked Mainframe and enter to activate the Mainfrawer Switch on the mainframe itself. Once it is active, your father's voice crackles in the intercom and lovingly tells youe other teeny thing you need to do: remove some blockage. Grumble, grumble. Carry yourself back to the Gift Shop, m there move to the entrance doorway and make a right to a crumbled chamber with a grate in the floor. The Gratemp Control leads you through a claustrophobic tunnel and straight to a partly torn off, gated tunnel with the Pump Cve on the right.

    on successfully activating it, some unexpected visitors show up, the presence of which throw your father into a tumutic consumes the intercom, leaving you with a gnawing anxiety and desire in knowing just what the hell is going on!

    awl through the Grate to ease back into the Memorial, which by now is occupied by well-armored and well-equipped

    clave Soldiers. These guys can be stronger than Super Mutants in some sense since normal firepower barely dents thmor, plus the firepower they're packing can be quite devastating. Peek out of the tunnel to find the first Soldier beyone mesh gate.

    op down and head through the door, making a left at the first junction to come upon a mattress. Rest up! You will nearch the body of the freshly fallen Enclave Soldier for his powerful Enclave Power Armor, Enclave Power Helmetssibly a Laser Rifle. You'll quickly find that the real drawback to the armor's hulking defense is its weight-it'savy stuff. You need to be very selective about what you intend to pick up and keep.

    t surprisingly, the return trip to the Rotunda isn't a free ride, but when you get there bare witness to the corruption orrent United States government as Colonel Autumn demands that your father relinquish his life's work and property to

    vernment. Within moments, the situation quickly escalates to a point that leaves you and Doctor Li with no other chon to escape with your lives. Speak with Doctor Li and follow her as the both of you flee for your lives.

    ctor Li and three of her colleagues have managed to barely escape, but this is only the beginning. Now stuck in this dderground escape tunnel you must guide Li and her frightened, defenseless cohorts through these terror-filled tunnek to the hysterical Li to get going. Keep in mind that these folks won't get anywhere without you leading them andking sure the going is safe. To make things worse, the Enclave Soldiers continue their pursuit with dogged persevera

    cort the scientists and clear the tunnels of nasty threats. You want to keep them alive (well, at the very least Li since integral part of the story). Whenever possible halt your frantic group of sitting ducks and scout ahead to make it safe

    em to cross. Eventually you come to a chamber with a second story, occupied by Enclave Soldiers. Have Doctor Li hac

    o the terminal to open the utility door, although you can hack it yourself as permitted by your current Science skill. Ant, more Enclave Soldiers pour in like it's Black Friday at Fry's Electronics.

    t them down, making sure that you're always the main target. Since their Power Armor cannot easily be pierced, go fore headshots or the arm that carries the weapon. Continue through the Taft Tunnel. Doctor Li soon holds up the grod turns your attention to a sick Garza. Ultimately, you can choose how to deal with Garza's maladies and his delayingeryone else, but Li won't go anywhere until the situation has been dealt with. Either generously provide five Stimpaksntinue on, leaving Doctor Li momentarily behind to tend to Garza. Alternatively, you can-with considerable Speech skk to Garza for several more tamed options or just put him out of his misery yourself to keep the group moving.

    ep pressing on with or without Garza, battling down Enclave Soldiers and the lesser Ghouls until you come to a large

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    t can be opened only via an adjacent switch. This is now ground protected by the fearless Brotherhood of Steel! Exae shelves immediately in front of you for a bunch of freebies and proceed up the tunnel to the exit. Paladin Bael at thtrance, at first, denies you access into the Citadel, but after much hysterical shouting from Li the heavy metal doorsomptly burst open, allowing you to escort these scientists (and a crazy lady) to safety and complete this quest line.

    i cking Up The Trail

    jectives:

    Ask Scribe Rothchild for pre-war computer access Use the Vault-Tec computer in the Citadel Archives to learn the location of a G.E.C.K Ask Scribe Rothchild for information about Vault 87 Search Lamplight Caverns for a way into Vault 87 Gain entrance to Paradise Falls and free all the child slaves

    e air is tense as Doctor Li and the venerable Elder Lyons do a little "catching up." The Citadel is a fortified safe havenre is where you also learn to finally equip those Power Armors you've been lugging around. Paladin Gunny is the guy k to about that; he can be found usually on the training grounds in the center of the Citadel, overseeing the recruitining. If you don't have a Power Armor on hand for some reason or another, you can Fast Travel back to GNR Buildin

    za and loot them off of deceased Brotherhood members.

    te: You must first speak with Elder Lyons and request Power Armor training before Paladin Gunny will do anything.

    er Lyons is a kind fellow. The conversation with him eventually leads you to speak with Scribe Rothchild. You may wake the time to explore the expansive Citadel at this point. There's potentially much to do and see.

    hen ready, proceed down to the lower floor of the laboratory to find Scribe Rothchild. The normally knowledgeable mubts the existence of G.E.C.K.s, but advises you to consult old Archives from the Vault-Tec terminal for further

    ormation. At the menu options of the Vault-Tec terminal, select DC Area Vault Listings, Vault 87 and then Equipmentuances. With fresh new information, report to Rothchild about your findings. You now have a new destination: Littlemplight. Vault 87 itself is highly irradiated and cannot be reached by normal means, and thus you must venture throue intermediate Lamplight Caverns.

    bark on the long trek to Lamplight Caverns. True to its name, this brightly lit underground passage carries you straigrail-looking barricade watched by some kid named Mayor MacCready. He's not so inclined to let you through unless yn pass a high Speech check, or you bring him back his friends from Paradise Falls. He'd also be more amicable if you e Child at Heart perk.

    escue From Paradise

    jectives:

    Gain entrance to Paradise Falls Find and speak with kidnapped Lamplighters Connect the department store computer to the Paradise Falls secure network Tell Squirrel the computer is now connected to the network Arrange for Forty to be away from the slave pen

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    Tell Squirrel the guard has been distracted Meet the children southwest of Paradise Falls

    cidentally, you have failed to earn MacCready's trust and now you have got to prove yourself. To do that, you're goinged to rescue three of his friends from Slavers in Paradise Falls. Set off for the town in the northeast. If you've previoucovered Arefu, that's a good place to Fast Travel to. If not, it's quite a long hike. Regardless, Paradise Falls proves tot of impregnable fortress with only one way in. Move around the perimeter until you spot the hastily-erected barricadich denotes the entrance to the place. A surly fellow named Grouse is the first person you interact with here.

    t easily persuaded by carefully crafted words, he wants a bribe of 500 Caps as an entry fee. Or, if you agree to help

    t, you can begin the sidequest, "Strictly Business," which gives you access to Paradise Falls upon completion. Alternatou have an evil slant, Grouse recognizes the eyes of a fellow corrupt human being and welcomes you to the Slaver

    mmunity.

    wever you've successfully infiltrated the Slavers community, you are now looking for Sammy, Penny and Squirrel. Feee to explore first, of course, as the captured children are in no hurry. There are a couple of noteworthy things we'd lintion here. First of all, if you are doing The Nuka-Cola Challenge, you'll be happy to know there lays a large stash ofka Cola Quantums behind the stairs inside Eulogy's Pad. Also, there's a Bobblehead to be had in the southeast cothe projector room. No doubt the number of goods to be procured from thorough exploration can be immense, but wve that up to you.

    te: Hang on to those Nuka Cola Quantums if you haven't been already! These are a vital item to possess during thescellaneous sidequest, The Nuka Cola Challenge.

    well, no scenario is complete in Fallout 3 without its usual array of choices that will lure you toward being good, evil oke. You can begin one of several plans to free MacCready's buddies:

    Barter with Eulogy Jones, offering 2000 Caps to buy all three children. You can haggle it down to 1200 if yourSpeech makes the cut.

    Remove the children by force and letting guns do the talking.

    Carry out Squirrel's plan.

    e first two plans pretty much sum up the easy ways out. If you're keen on either saving your Caps or maintaining a gnding with positive Karma, you're left only with the third option. First speak with Sammy, who directs you to his frienuirrel. The little genius has figured out a way to disable the collars and saving their heads-literally. Head for Eulogy's d remain hidden from Eulogy as you approach the southeast corner of the projector room and access the Paradise Fain Terminal. Update Network Connections for Squirrel and return to him. If, for some reason, you cannot access theminal, you can also head to the food area and repair the junction box on the northern wall for the same effect.

    te: If neither of these options can be executed, you must then free the children by way of the first two options.

    th your help, Squirrel's plan moves along swimmingly, except there's just one hiccup in his grand scheme-the Slaversn't exactly let their property just waltz out of here with impunity. Luckily, the astute Squirrel has observed the complk of guards, save for one by the name of Forty, posted around the settlement at midnight, so wait until then to execu

    e final leg act of the plan.

    me your little nap to make sure you wake by midnight. It's time to lure Forty away from his post. Both methods involvmewhat high Speech skill. You can drop implications of Forty's wage being higher than other guards when, in fact, it t. This prompts Forty into thinking his services are horribly underappreciated, at which point he storms off to go negoh Eulogy. The other method is to speak with Crimson, a female slave, who offers "night-time" services at a cost of 10ps. This cost can be waived if you pass her Speech check.

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    ce either plan has been successful, the kids are a more than eager to escape-well, all except Penny. She doesn't wanve her new friend behind. If you pass a Speech check which convinces the two boys to leave Penny behind, you will

    Karma dip. If you decide to help, you will preclude any chance of keeping friendly terms with the Slavers.

    cidentally, if you've got a high Speech, you can persuade Penny to leave Rory alone. If successful, she will leave Roryfate and move on. If not, Rory must be released from his confinements in the "Box," which can only be opened by aradise Falls Box Key. The key can be found on a table inside Eulogy's Pad, or be pick-pocketed from Forty or Eulog

    eeing Rory seems to ends the same with his unfortunate death, so really it doesn't matter the effort you put in trying cue him as well. You won't incur any Karma damage if he dies; speak with Penny afterwards and follow her through

    cape route.

    st travel back to the insolent MacCready. He finally lets you through.

    ick ing Up the Trail

    jectives:

    Enter Vault 87

    re we continue with the walkthrough and assume you have entered the main gate to Little Lamplight through whatevans necessary. At this point, you can ask him about getting to Vault 87. He warns of horrific monsters inhabiting therder Pass and offers to guide you to its awaiting jaws. There's another way in to Vault 87 that skips dealing with theties, but you would need quite the proficiency in Science. If you've got the brains, then speak to MacCready and the

    seph residing in the Great Chamber.

    u need not be so hasty to skip ahead to Vault 87, as Little Lamplight holds some pretty interesting wares. Of particulaportance is the party boy named Sticky as speaking to him initiates the Big Trouble in Big Town side quest line. Knickack in the souvenir shop also sells the much coveted Schematic: Bottlecap Mine. There are Holotapes to be found and

    ttlecap Mine on a work bench in the Great Chamber.

    hen ready to enter Vault 87, either head to the rear entrance gate to meet MacCready and brave Murder Pass, or havseph operate the terminal at the entrance to Vault 87 in a cavern called Nothin'! The latter, much safer path deposits Vault 87 without any messy encounters with vicious Super Mutants, but you would be missing out on some goodies aperience for sure. The choice is yours.

    inding the Garden of Eden

    jectives:

    Retrieve the G.E.C.K. Escape from Vault 87

    well, we opted out on the dangerous route and slipped in to Vault 87 quite easily all thanks to Joseph. In a chambeacent your initial chamber you will find a variety of spoils, among them a Stealth Boy and many other goodies. Take to access Peter Steven's Personal Journals and read through the entries if you wish. Lockpick the adjacent safe to

    me Caps and other useful items. Move on through the doorway to the south. If you ignore the corridor, open the hatcor in front of you, and follow it down to a dead end you come across a copy ofNikola Tesla and You at the foot of

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    nnequin. Reading this boosts your skill in Energy Weapons by 1 point.

    turn to the corridor and head down it to the stairs. At the top of the stairs, the two paths merge (yours and Murder Pd meet at the rear entrance to Vault 87. If you'd like, you can always traipse along Murder Pass to see what you've mot much).

    u may want to explore the innards of Vault 87 in sneak mode so as to avoid alerting nearby Super Mutants to youresence. Alas, furious and bloody battles with these hulking 10-foot monstrosities are inevitable, and as such, the mosportant tactic to consider is: control. Control the number of Super Mutants coming at you at the same time. If need be doorways and corridor corners as choke points. The tight quarters play to your advantage if you use Frag Grenades

    ce it's much easier to bunch them up as well. It would also be wise to never stand still in the face of a charging Supetant if you are not already aware. Make sure you have plenty of room behind you and start back pedaling while chippay at its health!

    e first objective now is to find the Test Labs. You would first have to go through quite a few rooms bustling with Suptant activity. A majority of the dangerous beings usually consists of Super Mutant Masters and Brutes, so if you're noeady packing a serious, hard-hitting weapon you might have a hard time keeping them at bay. To reach the Test Labad first into the Atrium. Scour the Atrium and its adjoining chambers for first aid items, like Med-X and Stimpak, amd other booty.

    curing the Atrium and continuing on, you may come across Engineer Daniel Koster's terminal, which hints at the distu

    ocities that have been afflicted upon the Vault's unlucky dwellers. Reading the last entry pops open Koster's safe, whes access to a Scoped .44 M agnum and .44 Rounds. Take your confidence in Lockpicking to a locked door on thee of the corridor and try your luck with that to snag more optional items. Take what you need and be on your way.

    plore more of the corridor, where you are eventually led to a small laboratory. Here you can scour the room for itemshin a safe and examine Medical Records on the terminal. From here, head south and east through the door. Follow trridor to the top of the stairs and continue forth to reach the Door to Test Labs.

    e sights in the Test Labs won't exactly make you feel warm and fuzzy inside. The room to your right houses a Supertant, so you may want to introduce him to a floor nap and take this opportunity to ransack the vacant room for freebm ammo boxes and a safe. Proceed down the corridor, inspecting test chamber after test chamber and letting the

    alization of the true horror within this Vault creep up on you, and through the right-hand door. Thumb through the Chysician's terminal entries and grab the Stimpakand Medical Brace.

    ntinuing further, you are stopped by a coarse voice asking for help. You discover the voice belongs to a Super Mutanmed Fawkes, although Fawkes deviates from his kin by being civil and not trying to rip your head off. The overgrowntated humanoid pleads for your help in assisting his escape. So, you now have a choice here: you can choose to igno

    m or help him out, the latter of which nets you a big advantage that you just can't refuse. There's no real benem killing him in the slightest, so you're better off helping the guy unless you just like to be mean .

    free the big guy, move past Isolation Room 03 and turn the corner to bump into some Super Mutants. After putting es to sleep, activate the Fire Console Control to unlock all five isolation rooms. You can choose to unlock only Fawke's

    son, too, but that would require hacking the Medical Wing Maintenance terminal.

    er grateful for your good deed, Fawkes lends you a helpful big, meaty hand in overpowering any enemies in your waym skulk ahead of you, and while he soaks up the damage land well-assessed, VATS-assisted headshots on his targets.ry careful not to catch Fawkes in your crossfire, though; he doesn't really like that.

    hen your invincible tag-team of death finally reaches the room with the G.E.C.K., let Fawkes retrieve the G.E.C.K. fromhly irradiated jail. If, for some reason, you don't have Fawkes to take the Rad damage for you, you are going to neevanced Radiation Suit and a Rad-X to mitigate the incredible radiated emissions. With the G.E.C.K. now in hand, you wkes part ways and prepare to leave, but things don't always go as planned.

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    he American Dream

    jectives:

    Retrieve equipment from the locker Meet President Eden in his office Take the vial of modified F.E.V.

    Escape the Enclave base Report to Elder Lyons at the Citadel Prepare for battle, and then report to Sarah Lyons

    u awake in a holding cell with Colonel Autumn standing in front of you. You've been stripped of all your equipment anst answer to Autumn's questions under his unwavering, piercing gaze. He demands to know the code to the Purifier,ich point you are given several options with which to reply in kind. You can feign ignorance (because, as a matter of u do know the code-just think back to your mother's favorite Bible verse) and tell him to shove it, ou choose to blurt out the code like a silly goose things don't exactly end too well for you. Don't give up the code no mat.

    fore Colonel Autumn can turn any more pink with rage, President Eden interrupts this forceful interrogation and summu to his office. Recover your full inventory from the locker in front of you and equip your armor and weapon. An Encldier who doesn't seem to be in the know stops you from proceeding. With the help of a high Speech skill, Charisma oength, the Enclave soldier will kindly back down and let you do as you please (without shedding blood, of course). Yould now freely explore Level 3 of Raven Rock's interior, but your overriding goal is to get to Level 1 to have an audienh the President.

    te: There's the chance that you will fail these skill checks and incite a gunfight deep in enemy territory-smooth movetter though, since things will make a turn for ugly soon. If you're after the fabled Tesla Armor, the second most pow

    mor in the game, now would be one of those opportunities to get your hands on one.

    it turns out though, Colonel Autumn's voice booms over the PA system and orders the soldiers to designate you as K, boy! Fight your way to Level 2 via the bio lab. At the tech lab, spend some time trouncing the Enclave Soldiers in thambers. Inspect the Enclave Crates for some ammo if you're in dire need. This floor is worth going through with a finmb and foraging for ammo and such. You may be interested to know that Colonel Autumn's sleeping quarters holds tbblehead - Energy Weapons on the table. The gun cabinet, too, carries a few other useful items, including a Holot will come in handy later. Using Science, you can hack the terminal to give you access to some Enclave Crates, the

    ntents of which may be worth pillaging if you are low on health supplies or ammo.

    ke your way into the war room across the hall from Colonel Autumn's personal chamber, head past the hologram, anough the west door. This takes you to the Raven Rock Control Room. Just as a pair of Enclave Soldiers prepares to w

    u, some Enclave Sentry Bots gun them down before they're able to do anything. Holster your weapon 'cause the Botsyour side. Search the Enclave corpses for any goods and move on to the Control Room.

    ttle into your conversation with the President, you soon realize his true motives. Well, you can see for yourself the twd contradictions involved, but as per usual you must respond to him with your own thoughts in the following dialogtions: you can convince Eden that his work must stop and he destroy the base, Eden must die, or if you picked up thstruction sequence from Colonel Autumn's room earlier, you can activate that as well, and follow that dialog sequencewn. Whatever you decide to say to Eden, you must grab the F.E.V. Vial before you're allowed to leave.

    t through the Door to Raven Rock Level 1 behind Eden and ready yourself for more heated battles to come. Fortunatyou, Eden's robotic friends continue to assist you through these tough times; though keep in mind that while their e

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    epower surely come in handy, they are meant to supplement your own aggressive attacks. In other words, don't relytirely on the Eden's devices!

    hen you reach a Delivery Terminal, you can use Science to hack into the terminal and release a deadly abomination ka Deathclaw from its confinement. It immediately unleashes its ire on human targets; either you or nearby Enclavediers. You can gun this sucker down with the help of Eden's Bots for a good amount of added experience.

    me of the Enclave Soldiers further down the path are toting Plasma Rifles, which really does a number on your healthu take too much damage from it. Continue down, making a very important stop at the downed Enclave Soldier to prysla Arm or from his carcass. Ain't nothing wrong with wearing a dead guy's armor if it keeps you from being dead! E

    the Door to the Capital Wasteland.

    ce outside, the action in the compound reflects your earlier choice with President Eden. If you chose to help see Eden to fruition, Autumn's men are heading off to Project Purity. If you convinced Eden to off himself, the compound liglike the Fourth of July. If you freed Fawkes earlier in Vault 87, you will find the friendly Super Mutant wasting bad guh his new toy. Furthermore, you could recruit Fawkes at this point, provided youve good Karma and don'teady have a party member . If you did have rty members following you around before, you can find them back where you had first recruited them.

    te: At this point, you may want to consider doing any, or better yet, all of the quests you intend on finishing since wout to wrap up the main storyline very soon.

    turn to the Citadel and make a beeline for the laboratory underground. There, you meet up with Elder Lyons, Scribethchild, and Sarah Lyons. As soon as they weigh in the new, crucial information brought in from you (using any dialooice), Elder Lyon's plans of attack change, but the real question now is "are you ready?" They know you have the F.Et whether you hang onto it or pass it along only affects your Karma. Sarah Lyons, head of the Lyon's Pride, welcomesher elite crew and offers you some armor, which you should kindly decline especially since you have Tesla Armor, a mrdier and stronger variation than any of hers.

    fore springing into action, make sure you have the strongest armor set you can get your hands on (a Tesla Armor byw), all your items repaired, and as much ammo and health supplies to support your rabid use of them. When ready, sSarah again to begin the attack to save Project Purity.

    te: We want to kindly remind you that you've nearly reached the end of the game. If you have anything else you wabefore seeing the end, you may want to do so now before speaking

    th Sarah Lyons to begin thesh on Jefferson Memorial.

    ake It Back!

    jectives:

    Follow Liberty Prime as he makes his way to the Purifier Reach the Project Purity Control Room Secure the Project Purity Control Room Activate Project Purity Project Impurity "Infect the Project Purity water supply...or not"

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    ad out to the courtyard and witness the birth of an amazing killing machine...in the name of justice! Liberty Prime isally up and running, and ready to kick some serious Enclave tooty. You and the Pride are to support the hulking robont as it lays waste to Autumn's hostile forces. Your destination is Jefferson Memorial, the site of Project Purity, but yo

    n't Fast Travel there, so you must march in the shadow of the colossal robot. Prime is responsible for destroying theclave's energy fields leading into Purity. The hike there may very well be slow and steady, but for a purpose: to focusclave's attention on Prime.

    hile Prime and the Lyon's Pride can surely hold their own and handle much of this final mission, help where you can uu reach the Jefferson Memorial Gift Shop entrance. You are about to reach the point of no return, so if you've got othces you want to be at in the vast Capital Wasteland you'd want to detour the mission now! Once inside the Jeffersonmorial, make your way to the Project Purity Control Room to face the gruff Colonel Autumn.

    onel isn't too surprised to see you here. With high Speech skill, you can convince the Colonel to step aside and withdforces. Otherwise, you're going to have to gun him down sooner rather than later. Start out by tossing a grenade toten Autumn and his bodyguards, then pump them full of lead. This battle is made especially more easy if you've got en Blaster or a weapon of similar caliber.

    lowing the battle, Sentinel Lyons joins you as the two of you listen to Dr. Li, who tells you that the Purifier must beivated, or everything we have been fighting for will be for naught. Sounds all gravy, except the person who chooses ivate it will likely lose his or her life due to exposure to the tremendous radiation. There are several ways to go aboud all possible methods do lead to some sort of supreme sacrifice. You could play the hero card and elect yourself to gder Sarah to go in your stead, or pretty much do nothing. Take note that the first two options are completed afterutting the correct code (216).

    ngratulations! You beat Fallout 3! Now depending on what you did throughout the game you will generate one ofmerous endings for yourself. The ending you get is influenced heavily by your Karma, your decision in Take It Back!, e, and gender. There were a few other crucial choices that decided your end fate, as well, including-but not limited tether or not you sided with President Eden.

    idequestse choices you make in this game have such a far-reaching impact on the availability of sidequests since most everythlout is connected in one way or another. These are the named side quests you can get from various points in the

    asteland. We should caution that, without prior knowledge you may inadvertantly ruin your chances of doing one or mthese quests. All of the quests are located in alphabetical order, not necessarily in chronoligical order. Also of note is u can attack most of these in any order you wish, whenever you wish.

    gatha's Song

    est giver: Agatha point

    here:Agatha's House

    cated northeast of Meresti Trainyard