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Fallout 3 guide and walkthrough in pictures

Fallout 3 прохождение

Fallout 3 is a PC game in the genre of Action / RPG, the third canonical game in the Fallout series. It was developed by Bethesda Game Studios and published by Bethesda Softworks and ZeniMax Media. Fallout 3 was released for the Xbox 360 and PlayStation 3 game consoles, as well as for personal computers running Microsoft Windows. The game was released on October 28, 2008 in the United States, October 30 in Europe and Australia, and December 4 in Japan. Localization of the game in Russia was carried out by 1C. During 2009, 5 additions to the game were released; in Russian, published by 1C.

The plot of Fallout 3 continues the development of the series of Fallout games, which takes place in a world slowly reviving after the nuclear war of 2077. The game is valid for 2277 years, its events occur 36 years after the events of Fallout 2. As in the previous games in the series, Fallout 3 features a network of underground shelters built by Vault-Tec Corporation, as stated, to save some of the American population from the consequences of the war, although outside the shelters there are surviving people who are much less secure. The protagonist of the game is the Lone Wanderer, who lived in refuge No. 101 from an early age. Although, according to his ideas, the refuge has never been opened since the nuclear war, his father once goes outside. A lone wanderer sets off in search of him to find out the reasons for leaving.

After the release, Fallout 3 received mostly positive reviews from critics and reviewers of gaming publications. Only the version for the PlayStation 3 was incomplete [3]. Most gaming publications and festivals awarded the game victory in the "Game of the Year" nomination. According to the NPD Group, as of January 2009, the PC version was sold in a circulation of 610 thousand copies, the version for the Xbox 360 - 1.14 million copies, the version for the PlayStation 3 - 552 thousand, which exceeded the sales of The Elder Scrolls IV : Oblivion, the previous Bethesda Softworks product that was sold in half a million copies. However, countries such as Australia, India, and Japan have problems selling the game due to legislation or moral standards.

On the page:
“... These communists hate all our values: freedom, independence, apple pie!
I said about freedom? .. "
G. Ackerman, C&C Red Alert 3

Say the word about poor mutants ...

“A super mutant, like a hamster, has to do three things in life:
born, die and die! ”
... From the course of the young fighters of the Brotherhood of Steel

For the role-playing series Fallout, you can endlessly select the epithets that characterize it. One of the most striking epithets can be considered "paranoid", i.e. based on paranoia.

According to the prehistory, in 2077, mankind finally played war games, and nuclear missiles rained down on the United States. America did not remain in debt, and dealt a blow to its main adversary - China.

What happened in Fallout 3 with other countries is unclear. We only know that from the West coast of the United States the action has moved to Washington. How supermutants and other creatures got to the East Coast, we do not need to know (even though such an opportunity presents itself).

All that is needed is to make sense. The meaning of your existence in this terrible, dangerous, and alluring radioactive desert.

As in all previous parts, one of the main dangers are not people, but mutants, of which there are a great many in the Wastelands. When meeting with them, you need to know which weapon is suitable for a certain type of monster, because what kills a zombie is unlikely to overwhelm a super mutant.

  1. Radtarakans. Your very first enemies in the game. This is just a very large cockroach that can run and bite quickly. In the early stages of the game, it is best to use edged weapons against them.
  2. Mole rats. A medium-sized beast, completely devoid of vision and a sense of tact. Usually attacked by a flock, they are easily killed by a shot in the head with a shotgun. There is also a special weapon against them - Repellent. You can get it only after passing a certain quest ("Guide to the survival of the wasteland").
  3. Drones. Mutated bees. They shoot with their own stings; in melee they cost nothing. One or two shots from a simple pistol solve this problem.
  4. Dogs. Dogs are different - from wild to tame. They are dangerous only if they attack in a flock.
  5. Radscorpions. An impressive creature that is best fought with either a shotgun or an automatic. Try not to let them in, because in the early stages of the game they are one of the most serious opponents.
  6. Swamps. A crab-shaped creature that walks on two legs. It has an almost impenetrable shell, and is killed only by a well-aimed shot in the face.
  7. Wild ghouls. Skeleton-like zombies who have lost all reason. They have a habit of living in the subway, yelling in a bad voice and running fast. A portion of the fraction in the head will calm them remarkably.
  8. Wild ghouls. It’s about the same as ordinary wild ghouls, but they run a little faster. They wear some kind of body armor, and it’s a bit more difficult to kill them.
  9. Super mutants. Old friends practically have not changed since the first part. So big and fierce, still stupid and strong. They carry rifles, batons or grenades. Killing them (at first) is hard, but an assault rifle or shotgun will always help you.
  10. Centaurs. Creatures that resemble at the same time a sphinx, a bloodsucker from Stalker, as well as an ugly creature of unknown origin. Able to spit radiation spits and whip tentacles.
  11. Supermetal beasts. A more advanced version of the super mutant. Carries a minigun, rocket launcher, or assault rifle. They kill extremely long.
  12. Glowing ghouls. The crown of evolution of the wild ghouls. They can give you a killer dose of radiation, as well as treat their relatives. Killing them is extremely difficult.
  13. Nuclear cores. A species of swamps that lives exclusively in the ruins of the Yader-Kola plant. They differ in an extremely aggressive character, large size, and bright blue. They are approximately equal in strength to hunters.
  14. Giant radcorpions. A huge creature chained in an almost invulnerable carapace. It’s extremely difficult to kill her, but a rocket launcher or a minigun can help you with this.
  15. Swamp hunters. Larger than the usual swamp, the hunter has a stronger shell and longer claws. It is recommended to shoot their legs in advance.
  16. Swamp leaders. Monsters are telekinetics capable of hitting your psyche with their cries. Almost always has a retinue of a couple of hunters and five ordinary individuals.
  17. Super mutants are masters. A huge monster dressed in makeshift armor. Carries a minigun, automatic, or bazooka.
  18. Claws of death. Hefty half-kangaroo half-caskers, capable of sending you to the next world with one blow. It is extremely difficult to fight them, because they are rushing at an incredible speed. It is recommended in the fight against them to have a minigun, a grenade launcher, and a shotgun.
  19. Fallout 3 walkthrough
  20. Hippopotamus super mutants. The biggest monster in the game. A giant under six meters tall, armed with a fire hydrant torn from the ground along with a pipe. Destroying it alone is almost impossible if you do not have a gun called "Fat Man". This mini-nuclear launcher will help you with what you can. Fortunately, this creature is found in the game only three to four times.

As you can see from this list, there are enough types of mutants to make your stay in this world unforgettable.

1001 ways to kill the enemy

"... Chinese hackers rummaged in the Tomahawk rocket software
Now it is called "Boomerang" ... "
... From the report of the head of the Pentagon to the president of America

Of course, such a variety of opponents (not to mention the enemy groups) makes it clear that the amount of weapons in the game is too high I can’t. Let's see what the developers have prepared for us, and what is best to take with you on a hike.

Traditional small arms

  1. Pistol. The usual gun. Weak lethal force, low accuracy of fire. Effective only in the early stages of the game.
  2. Chinese gun. Even weaker than a conventional pistol. Carrying it with you does not make sense. That is completely.
  3. Revolver. From super-slaughter "Colt" made some kind of indecency. Absolutely useless thing, which is suitable only in the initial stages.
  4. Magnum A more advanced version of the revolver, equipped with an optical sight. Pretty effective against manpower raiders.
  5. Submachine gun. An interesting machine that serves as a good alternative to the machine in the early days.
  6. Shotgun. The usual, unremarkable gun. Ineffective.
  7. Assault rifle. Apparently, some kind of M-16. Pretty effective thing to go for super mutants with.
  8. Chinese machine gun. Developers from the very beginning emphasized that this is not an AK-2074, but a Chinese automatic. In the game - one of the most powerful traditional killings.
  9. A sawn-off shotgun. Well, what can I say? He went point blank, fired twice, ran away. Small, but quite effective.
  10. Combat shotgun. A wonderful mixture of a Thompson machine gun and a shotgun. One of the most effective guns in the game.
  11. Sniper rifle. I think comments are not needed here.

Energy weapon
  1. Laser gun. Pretty stupid thing. It is best used when there is nothing else.
  2. Laser rifle. Powerful toy. With three or four shots, the super mutant will calmly fry. The disadvantage is extremely fast wear.
  3. Plasma gun. More powerful gun. You can only get it if you have completed most of the game, because only the Enclave has such things
  4. Plasma Rifle Five minutes to the absolute weapon. Powerful shells destroy anyone who dares to dunk. From such "gifts" the enemy turns into a green slurry.
  5. Blaster Alienov. As in the second part, here you can find a small surprise - an alien blaster. This is the most powerful energy weapon in the game. Almost any monster or person is killed with one blow.

Heavy weapons

  1. Grenade launcher. Standard rocket launcher - firing in white light, like a pretty penny. Despite this, a rather sensible invention.
  2. Minigun. Six-barrel machine gun. Great for mass sweeping. With it, you will be afraid only of a hippopotamus super mutant.
  3. Flamethrower. Portable kebab. Ideal for fighting ghouls and super mutants.
  4. Fallout 3 walkthrough
  5. Gatling laser. Dream. Such a thing can only be obtained at the base of the Enclave. It is a variation of a minigun that shoots with lasers. Quite a controversial contraption, since it has a huge wear rate, and you can’t get enough cartridges for it.
  6. "Fat man." Trump card of the Brotherhood of Steel. A huge fool who shoots mini-nuclear missiles. He calmly kills everything from the death claw to the rotorcraft Enclave. It weighs thirty kilos, and is a decisive argument on the battlefield. Just try not to waste ammunition in vain. The game has only 40 rounds for this gun, and each of them needs to be mined with blood and sweat.
  7. Fallout 3 walkthrough

Well, you rarely encounter so many weapons in games. And now it's time to consider the main storyline of the game.

Walkthrough Fallout 3

"... you may not be a Jedi,
But I must possess Power! ... "
Master Yoda

Washington stalker

Attention! This passage is written for the character, which is the embodiment of goodness. If anything, you were warned.

The whole plot can be divided into three parts. The first is in Vault 101, the second before the incident in the Clean project complex, and the third until the final credits.

Part one. Vault 101.

After the introductory video, you start the game ... a one-year-old child! For RPGs, and indeed for games in particular, this is new. Your first task will be to read a book about the SPECIAL system. Thus, you can distribute the parameters of this SPECIAL. Further - more. Nine years later (they show the splash screen), you will be given your personal Pip-Boy 3000. This PDA has many different functions, ranging from inventory to a radio station and a map. Also in this passage you are presented with a pneumatic gun and show how the VATS (Vault-Tech Tactical System) works. Later there is an exam in which you are given the opportunity to distribute basic skills. Then - the final stage, which is the plot of the whole plot - your father left the shelter, you have to catch up with him! To do this, you need to enter the Ranger’s office, open a secret passage and escape (do not forget the baby doll).

Actually, the Asylum episode is a very lengthy training. However, the first minutes in the fresh air will make you forget about Vault 101.

Part two. In search of a father.

Seeing the city on the horizon, go there. This is Megaton, a city built around a nuclear bomb.

Note: Megaton resembles the city of Junk Town from the first part. Fans of the series are likely to find a lot of similarities here.

In the city, you need to find a local boss, Colin Moriarty, and convince him to tell him where your father went by all available means. He will report that he has gone to the ruins of Washington, where the Galaxy News radio station is located. Go there, but do not forget that the city is full of mutants.

Near the building of the "Galactic News" a surprise awaits you - a hippopotamus escaped to freedom, and you, along with the Brotherhood of Steel, need to destroy it. Fortunately, near the fountain there is a corpse of one of the paladins of the Brotherhood, from which the "Fat Man" can be taken.

After defeating the monster, go ahead and talk to the intercom to the right of the door. Then go up to the 3rd floor and talk to Tridognight, the local DJ. He will inform that he will tell you about his father only if you help his radio station. Agree. He will say that you need to go to the Technical Museum (located on the Mall), and pick up a plate from the Virgo-2 lunar rover. After which you will need to go to the Washington Monument, and at the very top to establish this plate.

Fallout 3 walkthrough

Arriving at the museum, be on the alert. Several supermutants-masters and beasts roam about in it.

It is interesting: in the Museum you can see the model of the Vault. Be sure to listen to what you are told from the speakers - at least raise your spirits.

Having taken the plate, take it to the Monument. After this heroic deed, go back to the radio station. Tridognight will tell you that your father went to Rivet City. Go to the embankment and walk along the river. Almost at the end of it you will see an old aircraft carrier. That's where you need it.

On the ship, find the middle deck. There, at the very end, is a scientific laboratory. Find Dr. Lee in her and talk to her. She will say that your father went to the Clean Project complex, which is located inside the Jefferson Memorial. Go there. There will be super mutants inside, get ready. In the Rotunda of the Memorial, look for documents that indicate that your father went to Vault 112. It is located in the “Casey Smith Garage” location. Get inside. In the shelter you have to find a free deck chair, and take it. You will be transferred to another reality, to a town called Tranquility Lane.

There you must find Betty. A girl plays on the playground in the center of the town. Talk to her. She will say that you can leave here if you follow her instructions. If you agree, then your karma will drop sharply, and it’s dreary. Another way is to go to an abandoned house. There, at the entrance to the table, TV and armchair, there are several items that need to be activated. Find the desired combination (you need to search for it by sounds, only 5 items). This way you will call the console. Activate the Chinese Invasion program. Betty, who turns out to be Dr. Bron, will open the passage back to you.

There you will meet your father. He will offer you to go with him. Agree. Return to Rivet City and go to Dr. Lee. Then go back to the Cleanliness project complex. There you will need to go through all three levels (shop, rotunda and basement), and destroy all the mutants. Then follow the instructions from your father. When you open the valves, you will see that the Enclave fighters have landed on the territory of the Memorial. Run to the control room and watch the dramatic development of the situation. When the explosion blows, take Dr. Lee to the Tafa Tunnel.

Part three. Project "Cleanliness"

Escort Dr. Lee and her team before exiting the tunnels. On the way you will meet soldiers of the Enclave and the ghouls. Get out of the ground.

Fallout 3 walkthrough

In front of you you will see the Pentagon, now the Citadel, the headquarters of the Brotherhood of Steel. After a conversation with the head of the Brotherhood and the scribes, go to the caves of Little Lamplight, through which you can reach shelter 87, where the cornerstone of the entire series is located - GECK (Generator of Eden Tabernacles Compact). You can get to the Vault ONLY from the caves. Do not try to go through the “titular” entrance, there is radiation that will kill you before you take antirad.

Go down to the Vault. There you need to reach the experimental labs. Be careful - along the way you will meet many super mutants. In the labs, find a super mutant named Fox. He sits in a cell and asks you to release him. Do it. In gratitude for this, Fox will go ahead and help you get the GEKK.

After taking the GECK, go back. On one of the turns you will be stunned and taken to Raven Rock - the main base of the Enclave. Arriving at Colonel Otem upon arrival. They will let you go and tell you to go to President Eden. It is on the 3rd floor. Climb up there and find a huge (half-wall) monitor. This is the president. Talk to him.

This is interesting: Previously, the Enclave had President Richardson. So it turns out he was also a machine?

Make him destroy Raven Rock and leave the base. In the process, do not forget to pick up the gatling laser in the container at the entrance. There will be no other chance. Go to the Citadel, and report to Elder Lyons that the GECC has been taken. HE will order you and Lion Pride to attack the purifier, and repel it from the Enclave. By the way, a huge Liberty Prime robot will also be with you. Having reached the purifier, go inside, and in the Rotunda talk with Otem. If persuasion does not work, eliminate the threat. After talking on the intercom, it becomes clear that it is necessary to turn on the cleaner, otherwise it will explode. Say that you do it, and go. The code from the purifier is 2-1-6 . By entering it, you will sign a sentence for yourself, since a huge dose of radiation will hit you at the moment you turn it on.

Watch the final video and rejoice. You have completed Fallout 3.





A detailed walkthrough of Fallout 3 quests

“... Everything in Paradise Falls is stolen.
Even some stale air ... "
... from a dialogue between two raiders

In addition to the main plot, the game has about 20 side quests. Performing them is a fun way to spend ammo and first aid kits for other purposes.

Atom Power
Who issues: Sheriff Lucas Simms
Where to get: Megaton
Reward: Either 300, or 500 caps and a house in Megatonn for defusing a bomb, or 1000 caps and a penthouse in Tempenny Tower for a bomb explosion
Upon arrival at Megaton, the city sheriff may ask you to defuse the bomb. To do this, your skill "Explosives" must be more than 30. If you want to help the city, defuse the bomb. You can also detonate a bomb. For this it is necessary that Mr. Burke is sitting in the Megaton’s bar. Attach a detonator to the bomb, and run to the Tempenny Tower. So click on the remote. Voila - Megatons are gone. But it is preferable not to blow up the city.
Fallout 3 walkthrough

They are!
Who issues: Brian Wilkes
Where to get it: Either at the "Supermarket" or in Gradych
Reward: Fire Ant Gene Serum, 100 Lids
After the first visit to the Supermarket, a guy who asks to find his father may come to you. Agree. Go to Gradych and find the Wilks house there. After visiting the house, tell the guy that his parents are dead. Then visit the hut to the left of the house. There, on Dr. Lesko’s computer, there is information about the ants that live at the Marygold metro station. Go there. In the subway tunnels, seek out Dr. Lesko who will tell you what needs to be done in order to destroy the ants. Go to the ant uterus lair. Destroy the five guards there, but in no case touch the uterus. Return to Lesko. He will give you a choice of two serums. Choose any that you like. Go to Brown. He will ask you to find him a house. Agree, and go to Rivet City. Find the hotel manager there. She will say that she will take Brian to her. Return to Gradych and talk to the guy about it.

Big problems in the big city
Who issues: any citizen of the Big City
Where to get: Big city
Reward: 50 caps
Visit the Big City, and ask anyone on the streets. You will be told that almost all the people in the city were killed by super mutants, and two were tied up. Your task will be to save them. Go to Georgetown and look for a police station there. There, find a girl named Redhead who asks you to find her friend, Shorty. Agree, and run down to where the super mutants have a kitchen. Interrupt them, and return to the Redhead. Then run to the Big City. There, if you try to leave, there will be an attack of super mutants. If you have a sufficient level of the Science parameter, then at a landfill in the city, find and repair two robots. Help contain the attack of super mutants and get a reward.
Fallout 3 walkthrough

Blood ties
Who issues: Lucy West
Where to get: Megaton
Reward: Shish-kebab blueprints, The Bloodthirster ability, 100 caps
Megaton Girls Lucy West will ask you to deliver a letter to their family in Arefu. Go there. Talk to the sheriff there. Then go over three houses in the town. In West's house you will find two corpses. Report this to the sheriff. He will say that most likely members of the Family did this. Go to the Meresti depot and go to the station. Find a man named Vance there and ask him to escort you to Ian West. When you find Ian, tell him that his sister is waiting for him, and then talk to Vance again. Persuade him to defend Aref, and transfer the contract to Sheriff Aref Evan King. Take the signed contract and get a reward.

Stolen Independence
Who issues: Abraham Washington
Where to get: Rivet City History Museum
Reward: 300 caps
Abraham Washington from Rivet City will ask you to find the lost Declaration of Independence. Go to the National Archives (near the Mall), there, find the passage to the cellars. Please note that there are many super mutants in the Archives. In the basements, find the passage to the East wing, there, deal with the robots and go to the Declaration storage room. Take the Declaration and go to Rivet City.

Artificial man
Who issues: Mr. Zimmer
Where to get: Rivet City Science Lab
Reward: A3-21 plasma rifle OR 50 caps
In the Rivet City laboratory, a certain Zimmer hangs around. He asks to find his android. Agree. On the Capital Wasteland, doctors can find records that tell about the android. After gathering information, visit Pinkerton, who lives in the broken nose of the Rivet City ship. Ask him about the android. After learning that the android is the head of the Harkness guard, go to him. Request a reboot of his system. In gratitude for not giving him to Zimmer, he will give you his plasma rifle (note: this rifle is an improved version of the standard ones, as it is 1.5 times more powerful)
Fallout 3 walkthrough

Rangers Railay
Who issues: Reilly
Where to get it: Either in the dungeon of a ghoul, or catch a radio signal near the Historical Museum
Reward: Reconnaissance OR minigun "Eugene" + the ability to deposit marks on the map by the covers
First of all, ask the ghoul doctor to put Railay on his feet. When she wakes up, ask her about her group. Find out also where they dropped the box of cartridges (useful). Go to Vernon Square, and from there - through the Hope Hospital to the Satesman Hotel. Please note that in the hotel and in the hospital there are a lot of super mutants. When you reach the ascent to the roof, remove the weapon, otherwise you will be shot. Bring a nuclear battery from the banquet hall and give it to Donavan. Get down to the lobby. Destroy super mutants there, and go to the Rangers headquarters. As a reward, you can take a reconnaissance armor, or the Eugene minigun, which is 2 times more powerful than conventional ones.

Inhuman gambit
Who issues: Uncle Rowe
Where to get: Canterbury Community
Reward: 500 caps + costumes of the Mechanist and Non-Mirmic + with a barter skill of over 60 - an opportunity to become an investor for caravans
Arriving in the Canterbury community, you can watch the war of two super-psychics - the Mechanist, who imagines himself to be the defender of the city, and NeMirmiki - the queen of local ants. They got the inhabitants of the city so much that they ask you to get rid of them. After requesting 500 caps, agree. The mechanist is in the service center of robotics, and NeMirmika is in the catacombs near the city. Go to each of these people and talk to him. After their repentance, they will give you their soy armor. Return to Canterbury and report on the completion of the assignment.

Agatha's Song
Who issues: Agatha
Where to get it: under the destroyed highway, to the left of the Landfill, in the middle of the stones (the bridge leads there)
Reward: Agatha Radio Wave + 100 Covers
This is a rather unusual task. The woman will ask you to get from Vault 92 ... the Stradivarius violin! First you need to get to Vernon Square, where the headquarters of Walt Tech is located. There you need to find out where Vault 92 is located and go there. Near the Refuge there is the town of Old Olney. Do not approach this city if you do not have a minigun - there live about six to seven claws of death. Once in the Vault, find a recording studio and find the violin there. Return to Agatha and give her the violin.

Head of state
Who issues: Hannibal Hemlin
Where to get: Temple of Unity
Reward: 300 caps
Get to the Temple of Unity (located on the way from the city to Vault 92, if you go along the road). There, speak with slave leader Hannibal. He will tell you to speak with technician Caleb, who will ask you to find the image of the Lincoln Memorial in the Historical Museum . Find the image and go back. Then recapture the memorial from the slave owners. Wait for Hannibal and his comrades at the entrance to the Mall - North-West metro station (note: sometimes you just need to walk around the Wasteland and then return). Hannibal will give you a reward.

Pursuit of Cola Cores
Who issues: Sierra Petrovita
Where to get it: Herdershade
Reward: Drawings of hammer-cola + ~ 50 caps for each bottle (depending on difficulty level)
This is a very simple task. You only need to find 30 bottles of quantum Coke. Finding them, bring Sierra. If you have already completed the task and you have been given a drawing, it can still be continued.

Oasis
Who issues: Laurel Root Father
Where to get it: at the entrance to the Oasis
Reward: Maple Power Armor + Willow Amulet + Lilac Hood OR Rocket Launcher OR Nothing
Go to the Oasis. They will meet you there and say that God wants to see you. Agree. You (after the ritual) will be taken to a tree grove under the name Harold.
This is interesting: In the rest of Fallout, there was also a half-hum semi-tree Harold (the tree was called Bob, or Herbert). First they lived in the city of Hub, then they moved to Geco
He will ask you to kill yourself. Agree. Go to the Caterpillar Birch. She will give you Birch Sap, which needs to be processed Harold's root, which contains his heart. Go down to the caves under the Oasis. Enter the serum and come back. Visit Harold, then talk to Maple, Willow and Lilac.

Tempenny Tower
Who issues: either Roy Phillips or the guards of the Tempenny Tower
Where to get it: Either Warrington Underground Station, or at the gates of the Tempenny Tower
Reward: 500 caps + ghoul mask
(Attention! This description was made only for the quest for the ghoul. (The quest for guarding the tower was not completed.)
Talk to Roy Phillips first, then guard the tower. Find out that the ghouls want to live here, and go to Roy. He will say a little more and he will launch his wild brothers into the tower. Go to Alistair Tempenny and tell him everything. He is not against the ghouls, so he gives you the task - to interview the inhabitants of the tower on the topic of introducing ghouls. When you ask everyone, return to Tempenny. He will give you 500 caps. Go to Philips, and say that the ghouls can be inhabited.

Control shot
Who issues: Mr. Crowley
Where to get it: The Ninth Circle in the Ghoul Dungeon
Reward: 25 caps for each key OR 100 caps per lie (a high skill of eloquence is required) + (regardless of the previous version) admission to Fort Konstantin + Power armor and helmet T-51 b
Go to the Ninth Circle bar in the Dungeon. Find Mr. Crowley, who will offer to kill the four hater. Agree. Now you need to visit:

  1. Dukov’s home, and pick up his key
  2. Republic of Dave and pick up his key
  3. Tempenny tower and pick up the tempenny key
  4. Rivet City and pick up Ted Streyer’s key

Then go to the drone and give the keys. This will end the quest, but anyone who wants to get T-51b armor (this is the Brotherhood of Steel power armor from the first part) should do this: go behind the buzz and wait until it leaves the Underground. Kill him. For his killing, karma is not taken away. Go to Fort Constantine. At the command residence, enter the basement. Further - in the bomb store. There in one of the rooms lies power armor.

Wasteland Survival Guide
Who issues: Moira Brown
Where to get: “Shop on the crater” in Megaton
Reward: Depends on the degree of completion of the quest, as well as on the skills of the character
This quest is a kind of training. You are told the basic principles of survival, and in return you should help Moira write a book. This is the longest and most fascinating quest of all that is. It is useless to describe it, because everyone will do it differently
On this, all quests end.

And now I would like to wish everyone good luck and say parting words - do not run around the plot. The splendor of this game is that the plot here plays a supporting role. All adventures will occur with you only if you wander through the Wasteland, and explore new locations.





Skills and Perks - Fallout 3

• Introduction

Skills are important for any character. It is they who determine whether your embodiment in the gaming universe will behave like a complete moron, a highly educated computer genius, a great sniper or a martial artist. Many Skills are necessary as a prerequisite for obtaining one or another Ability (Perks). Any Skill can be developed to an indicator equivalent to 100%.

After you finish GOAT, you will be asked to select three Tag Skills, the difference of which is that their initial value is 15 points more than the rest of the Skills.

Each of the Skills is influenced by only one of the main SPECIAL characteristics. The higher the development indicator of a particular characteristic, the greater the bonus that is added to the initial value of the Skill. Below you can familiarize yourself with the initial values ​​of Skills, based on the minimum (1) and average (5) values ​​of a particular characteristic, as well as the basic characteristic that a particular Skill corresponds to.

Barter (Barter): 7 | 15 | Charisma
Heavy Weapons (Big Guns): 7 | 15 | Endurance
• Energy Weapons: 7 | 15 | Perception
Explosives (Explosives): 7 | 15 | Perception
Hacking (Lockpick): 7 | 15 | Perception
Medicine (Medicine): 7 | 15 | Intelligence
Cold Weapons (Melee Weapons): 7 | 15 | Strength
Repair : 7 | 15 | Intelligence
Science : 7 | 15 | Intelligence
Light Weapons (Small Guns): 7 | 15 | Agility
Sneak (Sneak): 7 | 15 | Agility
• Speech: 7 | 15 | Charisma
Without Weapon (Unarmed): 7 | 15 | Endurance

Thus, when creating your character, you need to proceed as follows: decide on the Skills that are most interesting to you, put enough points in the main characteristics that correspond to them, then select three Skills in which you really want to become a specialist, and make them Basic. Also, do not forget that during the game you can find the so-called Bobbleheads, each of which corresponds to one or another Skill. When each of them is found, the value of the corresponding Skill will forever be 10 points more.

It is worth remembering that the effectiveness of the development of all Skills depends on the number of Skill Points that you receive for each new level of development of your character. The number of Experience Points received directly depends on the characteristics of Intelligence. Below you can trace this pattern (the numbers to the right of the colon represent the available number of Experience Points with one or another Intelligence parameter):

• Intelligence 1: 11
• Intelligence 2: 12
• Intelligence 3: 13
• Intelligence 4: 14
• Intelligence 5: 15
• Intelligence 6: 16
• Intelligence 7: 17
• Intelligence 8: 18
• Intelligence 9: 19
• Intelligence 10: 20

Barter

• Barter

The Barter skill affects the price at which you will buy and sell items. In general, the higher your Barter Skill, the cheaper you will be able to buy something. Basic attribute: Charisma .

Abilities related to this Skill (in brackets indicate the minimum parameter characteristics and the level of character development): Great Trader / Master Trader (60/14).

Heavy Weapons (Big Guns)

• Heavy Weapons (Big Guns)

The Heavy Weapon skill determines how effectively you can use heavy weapons in battle ( Fat Man , grenade launcher, flamethrower, minigun, or gatling laser). The higher the value of this Skill, the more accurately you will shoot with heavy weapons, and the more damage you will inflict on your enemies, both in regular game mode and in VATS. Basic characteristic: Endurance .

Abilities related to this Skill (the minimum parameter parameter and the level of character development are indicated in brackets): Massed Fire / Concentrated Fire (60/18).

Energy Weapons

• Energy Weapons

The Energy Weapon skill determines how effectively you can use weapons such as a laser pistol, laser rifle, plasma rifle or plasma gun in battle. The higher the value of this Skill, the more accurately you will shoot from energy weapons, and the more damage you will inflict on your enemies, both in regular game mode and in VATS. Basic characteristic: Perception .

Abilities related to this Skill (the minimum parameter parameter and the level of character development are indicated in brackets): Massed Fire / Concentrated Fire (60/18).

Explosives

• Explosives (Explosives)

The Explosive Skill "determines the power of the mines you set, the luck in clearing enemy mines, and the effectiveness of the grenades thrown by you. Basic: Perception .

The abilities related to this Skill (in brackets indicate the minimum parameter characteristics and the level of character development): Expert Minesweeper / Demolition Expert (60/6) and Pyromaniac / Pyromaniac (60/12).

Hacking (Lockpick)

• Hacking (Lockpick)

The Hack skill is used to open locked doors and drawers. Basic characteristic: Perception .

If the level of development of the Hack Skill is not high enough, then you will not even have the opportunity to try to hack this or that lock. The better this Skill is developed, the easier it will be for you to gain access to any locked place, since in this case the area of ​​the lock responsible for the success of breaking will become larger (that is, it will be easier for you to choose the necessary position for screwdriver and clamping).

In case you want to use the automatic hacking function (that is, try to open the lock by force), the success of the outcome of such an operation also greatly depends on the Hacking Skill.

When breaking any lock, do not rush and make sharp turns with tools. First, select any position for the Bobby Pin within the available 180 degrees, then try opening it with a screwdriver. If you feel that the lock is slowly giving in, it means that you placed the Clamp in the desired area.

If, when you try to open, nothing happens, then try moving the Clamp in the opposite direction, and do not forget to let the lock return to its original position. After the third attempt, the lock will either open, or you will need a new Clip. In this case, it is necessary to try again, using the experience gained (remember in which position of the Clamp the lock yields best). Continue until you succeed. Patience is your best helper.

Below you can familiarize yourself with the different types of locks (differing in hacking complexity), as well as the parameters of the Hacking skill necessary for their successful opening.

• Very Easy: 0
Easy : 25
• Average: 50
• Hard: 75
• Very Hard: 100

Abilities related to this Skill (in brackets indicate the minimum parameter characteristics and the level of character development): Domushnik / Infiltrator (80/18).

Medicine

• Medicine

The “Medicine” skill determines how many Health Points (Hit Points) you recover when using a stimulator (stimpack), as well as the effectiveness of Rad-X (Rad-X) and Radiway (RadAway). With the maximum development of the "Medicine" Skill (100), the effectiveness of any of the above medicines will double. Basic Feature: Intelligence .

The abilities related to this Skill (the minimum parameter parameter and the level of character development are indicated in brackets): Cyborg / Cyborg (60/14) and Chemistry Resistance (60/16).

Cold Weapons (Melee Weapons)

• Cold Weapons (Melee Weapons)

This Skill determines how effectively you can use melee weapons - from lead pipe to high-tech super-skilled. The higher the value of this Skill, the more accurately you will strike blows with melee weapons, and the more damage you will inflict on your enemies, both in regular game mode and in VATS. This Skill also allows you to use any melee weapon to block your opponent’s attacks - the higher is developed this Skill, the more damage absorbed by the block. Base Attribute: Strength.

Abilities related to this Skill (in brackets indicate the minimum parameter characteristics and the level of character development): Ninja / Ninja (80/20).

Repair

• Repair

The skill "Repair" allows you to maintain the working condition of weapons and equipment. In addition, the better your “Repair” Skill, the better the initial state of any homemade weapon. With the minimum development of this Skill, you can repair any item by 50%, and with a maximum - up to 100%. Before proceeding with the repair, it is necessary to evaluate the possible result. If the percentage of the current state and its possible improvement after repair is not in favor of the second parameter, then it is better to wait for more deterioration, because, most likely, you will spend parts in vain, since you are already close to the maximum possible improvement in the condition of the item. Remember that with any repair you destroy one thing to fix the same. As a rule, you need to take the following formula: repair items in the best condition at the expense of other items that are in the worst, as they are unlikely to bring you much benefit (including in terms of money) and it’s really better to use them as spare parts. The better the current state of the item, the more effective it will be when repairing another. Basic Feature: Intelligence .

Science

• Science

The skill "Science" represents your scientific knowledge in general and is used primarily for hacking computers. Doing this is very simple, especially if you know one little secret: if the level of development of the Skill “Science” allows you to try to pick up a password, then after the system displays a list of characters, you need to pay attention to all the “real” words and click on any of them for trial. In case of failure, you should continue until you have only one attempt left, after which you should exit the system and re-enter it. Thus, you can literally endlessly try to hack this or that terminal. However, do not forget that every time you log in, the set of words changes, as does the password itself. In any case, using this trick, you will never lock the computer again when it is hacked. The development of this Skill is necessary to obtain most of the existing Abilities. Basic Feature: Intelligence .

The abilities related to this Skill (the minimum characterization parameter and character development level are indicated in brackets): Entomologist / Entomologist (40/4), Rabies Botany / Nerd Rage (50/10), Robotics / Robotics Expert (50/12), Cyborg / Cyborg (60/14) and Hacker / Computer Whiz (80/20).

Light Guns

• Light Weapons (Small Guns)

The Light Weapon skill determines how effectively you can use all kinds of traditional small arms (10 mm pistol, air rifle, assault rifle or combat shotgun). The higher the value of this Skill, the more accurately you will shoot with light weapons, and the more damage you will inflict on your enemies, both in regular game mode and in VATS. Basic characteristic: Agility .

Abilities related to this Skill (the minimum parameter parameter and the level of character development are indicated in brackets): Massed Fire / Concentrated Fire (60/18).

Stealth (Sneak)

• Sneak (Sneak)

The higher your Skill of Skill, the easier it is for you to go unnoticed, steal an item, or get into someone’s pocket. A successful attack using this Skill will automatically count your double critical hit. The higher this Skill is developed, the greater the likelihood that you will not be noticed in stealth mode. If you crouch and do not move, or do it very slowly, it will be even more difficult to detect you. Basic Attribute: Agility .

The abilities related to this Skill (the minimum characterization parameter and character development level are indicated in brackets): Sandman / Mister Sandman (60/10), Silent Running / Silent Running (50/12) and Ninja / Ninja (80/20).

Eloquence (Speech)

• Eloquence (Speech)

The Speech Skill determines how much you can influence your interlocutor during a conversation and gain access to information that would otherwise remain a mystery to you. In a nutshell, the higher this Skill is developed, the higher your chance to succeed with any tests of eloquence, as well as get the necessary data from someone who does not treat you in the best way. Basic attribute: Charisma .

Without Weapon (Unarmed)

• Without Weapons (Unarmed)

The skill "Without Arms" is used for fights without weapons or with brass knuckles, including power. As a rule, if you are close enough to your opponent, then you will surely fall on him. The damage you do is a combined value, which is based on the level of development of the Without Weapon Skill, as well as the parameters of the weapon used. This Skill also allows you to use your hands to block your opponent's attacks - the higher this Skill is developed, the more damage is absorbed by the block. Base Feature: Endurance .

The abilities related to this Skill (the minimum parameter parameter and the level of character development are indicated in brackets): Paralyzing Palm (70/18) and Ninja / Ninja (80/20).





Maps, Extras, Utilities - Fallout 3

Interactive map

The map is under development, the Flex2 development language. The card is still a bit slow, not without glitches, so let me know about everything strange, I will try to fix it and make the card more convenient.

Managing the map: You can move the map either with arrows, or by holding down the left mouse button, or poking into the minimap. You can zoom in and out either with the wheel or with the +/- keys.

Once again I will repeat the card on a flash!

Interactive map of Fallout3 (download)

User manual in Russian

Guide to the game in Russian.

User Manual (download)

Unique Item Search Guide

I present to you a guide to finding unique items in the game.
First of all, I want to note that not all Fallout 3 unique items are collected here, it's just a selection of interesting weapons and armor. I played the English version, but I tried to make everything clear for the owners of the 1s version. Damage may differ from yours, because it depends on the skill leveling. All other data has been checked, I personally found all the items myself.
Since this is all one big spoiler, we’ll hide it there. It is recommended primarily for those who ran the game quickly and are now beginning a second detailed walkthrough. So:
Moonbear's Guide For Most Useful Unique Gear In Fallout 3
Legend:
WG - Weight
DR - Damage Resistance
AP - Action Points
DMG - Damage (Damage)
Clip - Store Capacity
1. The best armor in the game.
Ranger Combat Armor (WG 27, DR 39, Small Guns +10, AP +5, Luck +1).
Description:
Someone may disagree with me, but I think this armor is better, because it provides protection slightly worse than power armor (39 versus 40), but, unlike the latter, has no fines, weighs almost 2 times less (27 versus 45) and gives a bunch of bonuses. In addition, it is repaired by both the ordinary battalion commander armor and the armor of Talon mercenaries, which are abundant in the game.
How to get the:
Taking it is not so much difficult as tedious. Reilly herself is in the city of ghouls in the historical museum. Lies in the hospital. You need to either cure it yourself (60 medicine), or persuade the doctor. She will ask to save her group. She will try to explain how to get to the Statesman hotel, you don’t need to listen to her, just go down in the subway at the historical museum and get off at Vernon Square station. From her very close to the hospital and the hotel. Then everything is basically simple there. You can first go into the hotel lobby and kill the mutants to make it easier to lead the group.
As a reward for this quest, they will offer you a choice of either this armor or the unique Eugene minigun (see below). Agree to the reservation, because a minigun right there you can easily steal from Brick.
2. The best helmet.
Ledoux's Hockey Mask (WG 1, DR 4, AP +25)
Description:
I will make a reservation, the best for those who use VATS. For those who play in realtime, for example, a helmet from the T-51b kit is more suitable (see below). The defense is mediocre and except for 25 action points the mask does not give anything else, but this, sorry, is the whole Action Boy perk. It is repaired by usual hockey masks.
How to get the:
Having started the quest in search of quantum cola in Herderscheid, you will get the location of the plant for the production of nuclei-cola. While searching the plant, you will stumble upon the body of Mercier (Winger Mercier), take a note from the corpse, and then you will realize that he was looking for a formula for producing pure cola in the factory. The formula is in a safe on the ground floor, near the entrance, you can only open it with a key, the key is in a robot named Milo, if you can’t talk, “then the guns will speak instead of me,” as John Silver said. Take the formula and move to the Red Racer Factory bicycle factory, it is there very nearby. On the way you will be met by three in hockey masks. You need someone to start the conversation, Gowley Ledoux. He will offer you 250 caps for the formula (despite the price indicated on it of 150), you can sell, you can try to bargain for 400 or rude and open fire. There is also the Manchkinsky option: to sell, and then to solve all, karma for them is not reduced. You can try to listen to his naive ravings about hockey beforehand.
3. A unique set of power armor.
T-51b Power Armor (WG 40, DR 50, Radiation Resistance +25)
T-51b Power Helmet (WG 4, DR 10, Radiation Resistance + 8%, Charisma +1)
Description:
I can’t advise the kit unconditionally, for one simple reason: I could not fix it myself (and the merchants, as you know, do not repair up to 100%). Not one of my available power armor sets came up for repair, neither the enclave, nor the fraternity, nor the outcasts. A helmet is only useful: no fines, better protection, increases charisma and gives little radiation resistance. Given that helmets are damaged many times slower than armor, you can use it.
How to get the:
You can start the quest "Gotta Shoot 'Em in the Head" by talking to Crowley in the city of ghoul, which is in the historical museum. In the process of completing this quest, you will need to get 3 keys. Or you can just steal these keys and go directly to Fort Konstantin, without talking to Crowley (the quest can still be started and passed later, the keys will not go away from you). I managed to easily and naturally steal all 3 keys, with a stealth skill of 33, I lost a small fraction of karma, which is more than replenished with a bottle of clean water given to beggars. Who has the keys (you can not even talk to these comrades):
Ted Strayer, in Rivet City, hangs out either in a shelter, in a church, or in a tavern.
Dyukov, an alcoholic and womanizer, is in his home, not far from the Anchorage Memorial
Dave, in the Republic of Dave, the upper right corner of the map (there is a bobblehead + 1 Perception)
After obtaining the keys, we advance to Fort Konstantin, top of the map, closer to the left edge. We penetrate the officer’s building (the lowest) and stomp into the basement, in front of the first closed door, by the way, lies in a baby doll +10 to heavy weapons. Then everything is simple, I will not spoil the impression of the bunker
4. Happy billiard ball.
Lucky 8-Ball (WG 1, Luck +1)
Description:
What is there to say especially - a billiard ball, weighs one, gives +1 to Luck, while wearing it in your inventory.
How to get the:
You go to the Big City (two cells up from Vault 101), take a quest to save two comrades there. You rescue them from the Germantown police station (it will be marked on the map) and bring them home. After that, you will be asked to repel the attack of the mutants. I advise you not to bother with robots and choose the replica "I'm hanging out here, I'll kill all the mutants myself." When the attack is repelled, go to the local infirmary, there will be a wounded man named Timebomb (I don’t know how he called his 1c-sheep, but there is one patient anyway). It needs to be cured, it will take the skill of medicine 40. After that, he will stand up, bow himself and roll off. You need to approach him again and then he will say something there about great gratitude and give you the cherished ball.
5. Alien Blaster
Alien Blaster (WG 2, Clip 10, AP 20, DMG 100, Chance to disintegrate enemy on death, Ammo: Alien Power Cell)
Description:
Cannon-cheat, which allows you to joke to shoot the whole city, without even noticing how. If not for the limited ammunition, the already unstable balance of the game would be irrevocably distorted. There is a chance to turn the enemy into a heap of ash, for some reason he always happened to me.
How to get the:
Three cells up from the Minefield in the lower left corner of the cell will be the crash site of the Alien Ship, in short a broken plate. The blaster is lying right on the ground next to the corpse of a representative of an extraterrestrial civilization. Ammunition is scattered around him.
6. Alien Blaster No. 2
Firelance (WG 2, Clip 10, AP 20, DMG 80, Sets target on fire, giving it -2 HP effect for 5 seconds, Ammo: Alien Power Cell)
Description:
The gun-cheat number 2, differs from the previous one in reduced damage, which is compensated by setting the target on fire, like a flamethrower or bump.
By the way, these blasters are repaired exclusively by each other.
How to get the:
Randomly, during a walk through the wasteland, a strange popping sound will be heard and, in the literal sense, alien ammunition (blue cones) will tumble down from the sky. It can happen anywhere, it is argued that there is a dependence on Good luck. It happened to me with Luck 1, even when I didn’t even get 10 levels. It happened at night, I naturally did not find the blaster itself. Returned 2 times in the afternoon to this place, all the same did not find. The dog helped, gave the command "look for weapons", brought in 30 seconds.
7. Unique plasma gun.
A3-21's Plasma Rifle (WG 8, Clip 12, AP 25, DMG 50, Ammo: Micro Fusion Cell)
Description:
It differs from a conventional plasma gun only in damage increased from 45 to 50. As you can see, nothing special, but the hype around this gun.
How to get the:
First you need to get the quest about android from Mr. Simmer in the Rivet City laboratory. In the process of execution, an aunt will come up to you and ask you to help the poor fellow android hide from the evil Zimmer. The choice is yours, you can honestly help the android and get a gun, or you can promise him to keep his secret to him and hand him over to Zimmer, then you will receive both awards.
8. A unique minigun.
Eugene (WG 18, Clip 240, AP 30, DMG 105, Ammo: 5mm)
Description:
Damage is slightly increased (from 75 to 105), the rest is a regular minigun.
How to get the:
Either take Riley's Rangers as a reward for the quest, or simply steal from Brick (see paragraph 1 of this guide)
9. The best carbine.
Lincoln's Repeater (WG 5, Clip 15, AP 25, DMG 50, Ammo: .44 Round, Magnum)
Description:
The Lincoln rifle is repaired by ordinary hunting rifles, but in comparison with them it has twice as much damage, three times the clip and weighs one less. The truth shoots quite rare (both among merchants, and in general) .44 magnum cartridge, stock up.
How to get the:
Very simple: in the historical museum we go up to the second floor, where in one of the distant rooms it lies in a small glazed window. Nerd Abraham Washington from Rivet City will offer you 100 covers for him, stifles laughter. It’s better to collect everything in the museum that is connected with the name of Lincoln: a collection of coins, a hat and other rubbish - he will buy it all from you.
10. The best firearm.
Blackhawk (WG 4, Clip 6, AP 32, DMG 55, Ammo: .44 Round, Magnum)
Description:
One of the deadliest weapons in the game, along with a Lincoln gun, which is inferior in range but superior in damage. In theory, this is an ordinary magnum 44 caliber with optics, only the damage is increased from 35 to 55.
How to get the:
Start the quest about the song of Agatha. To do this, you must first find the house of Agatha, it is between the landfill and the depot Mereshti, on such a bridge it is necessary to go flimsy. After that, she will send you first to search for Walt-Tech Headquarters (near Vernon Square). If you have already been to the Citadel and marked all the Vaults on the map, then you can not go to the headquarters itself. Go straight to Vault 92. There you can get lost, look for a pointer to the laboratory, and there you will find a violin. If you will pass by a man’s bedroom, be sure to look into the men's toilet. A note book will be scattered about one of the pushes; without it you won’t get a gun. That’s it, now you can turn in the Agate quest, and then palm off a note book, for which she is happy for you and will give this treasured copy.
11. The best shotgun.
The Terrible Shotgun (WG 10, Clip 12, AP 27, DMG 80, Ammo: Shotgun Shells)
Description:
If you like shotguns, you just need to get this barrel. Moreover, the choice of shotguns is very poor in this game. It is repaired by an ordinary battalion shotgun, compared with it it has a slightly increased weight (10 vs. 7) and significantly increased damage (80 vs. 55).
How to get the:
One cell to the right of Casey's garage (Vault 112), where you are directed according to the plot, in the center of the right border of this cell is the place Evergreen Mills. There is a building inside which there is an entrance to the underground market. There is a dealer named Smiling Jack in this market, he will not be the only one to attack you if you have good karma. In any case, to pick up a shotgun, he must be killed. Decide what is more important for you - an extra trader or a unique trunk. Do not forget to take to the right of him in a small corner on the shelf of the baby doll +10 to barter.
12. The best assault rifle.
Xuanlong Assault Rifle (WG 7, Clip 36, AP 23, DMG 66, Ammo: 5.56mm)
Description:
One of the best trunks in the Light Weapons category. For repair, "Chinese Kalash" is used, in comparison with them it has an enlarged horn (36 rounds instead of 24) and noticeably increased damage (66 vs. 53). The cost is somehow lower than usual ...
How to get the:
A bit confusing, but overall not very difficult. First you need to get to the Technical Museum, it is almost "across the road" from the Historical Museum, which has already fed us. There, during the usual cleaning of premises, you need to pay attention to information computers, similar to payphone booths. But not all of them are "equally useful", we need 3: the first is at the bottom of the lobby, the second as soon as you enter the western wing, and the third at the foot of a large rocket. On the screen of these computers at the bottom of the menu a line of the form # 001 will appear, into which you need to enter the code. Attention! Save before entering, after one incorrect entry, the computer will lock and everything will be lost. You need to enter the following codes, in the order of listing computers:
terminal # 001 - 19
terminal # 002 - 53
terminal # 003 - 113
Sequentially entering the three correct codes will open the safe in the west wing. When you open the safe (you can do this only through a computer standing next to it), a message will be displayed on the screen, after reading which you will understand that you need to move to Jury Street metro station (two cells down and one to the left of Vault 101). You don’t need to go into the metro itself, there is a mini-cafe near the metro entrance, a corpse will appear there, from which this unique weapon is taken. Until you go through all the dances with a tambourine in the technical museum, he will not be there, I checked.
13. Unique sniper rifle.
Reservist's Rifle (WG 10, Clip 3, AP 32, DMG 40, Ammo: .308 Caliber)
Description:
One of 2 unique sniper rifles. The magazine capacity has been reduced (from 5 to 3), but the shot price has been reduced (from 38 to 32) and the rate of fire has been increased by a factor of 1.5.
How to get the:
When you go to Konstantin Fort, you will surely stumble upon the WLKM Broadcasting Station (2 cells down from the fort). Station on a hill, from it will be visible not far off a small chapel, Dickerson Church. Here in this church above is a sniper with this rifle. You can’t get up to him, so you need to kill him so that at least an eye falls down.
14. A unique knife.
Jack (The Ripper) (WG 6, AP 65, DMG 30, 50% extra limb damage)
Description:
It is repaired by ordinary rippers, it differs from them only in that it deals 50% more damage if the limbs are shredded.
How to get the:
Just to the left and just above Dickerson Church (in the same cell) is the Deathtalon Shelter. There will lie on the corpse of an Enclave officer, in the southern part of the location. A corpse appears if your paths with the Enclave already intersected, in other words, the father is already dead. If you go for a sniper, at the same time look at the claws of death.
15. Slaughter gatling laser.
Vengeance (WG 18, Clip 240, AP 30, DMG 150, Ammo: Electron Charge Pack)
Description:
Damage is slightly increased (from 100 to 150), the rest is a regular gatling laser.
How to get the:
Lies (regardless of your progress in the story) in the same Refuge of the claws of death (see paragraph 13) in the southeastern part, in such a mini-grotto with a pool of blood and thickets of radioactive mushrooms. Straight in the mushrooms and will lie.
16. The best weapon for fisticuffs.
Fisto! (WG 6, AP 25, DMG 25)
Description:
If there are maniacs who use fist fights in this game, here's a tool for you. It is repaired by the usual "power fists", the strike price is reduced from 28 to 25 points, damage is increased from 20 to 25.
How to get the:
If you go for the baby doll +1 Dexterity or for the alien blaster, you will surely stumble along the road to the MDPL-13 Power Station. It is one cell above the Minefield, in the middle of the cell’s left border. Fisto is in a large building in its upper part, lying directly on the table. In a small house, by the way, you can grab a rail rifle assembly scheme.
17. Unique saber.
Vampire's Edge (WG 1, AP 28, DMG 15)
Description:
In general, nothing special, just a unique vampire checker. As a cold weapon, the same shishkebab is much cooler. It is repaired by ordinary sabers of Chinese officers, which is noticeable in appearance. He took a Chinese saber, shook his vampire hilt and went to wave to the right, left, and in other directions. Reduced weight (from 3 to 1), increased damage (from 10 to 15).
How to get the:
As a result of the "bad ending" of the quest "Blood Ties", namely, we descend into the subway at the Mereshti station and kill all the vampires. From the box of the main vampire we take the saber, from his corpse - a unique raincoat, which has good protection for the rag - 10, and also gives +2 to light and cold weapons. The quest was originally taken from Lucy West in Megatonn, then you need to stomp to Arefu, do not forget that in Arefu, in the house of Evan King, a baby doll is languishing +10 to repair.
18. Unique laser gun.
Protectron's Gaze (WG 3, Clip 20, AP 17, DMG 24, Ammo: Energy Cell)
Description:
Double-dealing laser pistol. This is achieved simply - a double shot. To prevent life from appearing like honey, the store's capacity has been reduced from 30 to 20. There are no more differences from the usual.
How to get the:
Take the quest in Canterbury Community to resolve the problems with 2 comic book characters, take the side of the Mechanic and kill the Antagonist. The mechanic will demand her suit, give it back and tell him not to stop there, then he will present you a pistol. If you do the opposite and take the side of the “ant woman”, you will receive a poisonous knife as a reward.
19. Unique helmet.
Crow's Eyebot Helmet (WG 10, DR 5, Perception +1)
Description:
A helmet made from one of the aybots that fly everywhere and broadcast the Enclave radio. Nothing special in principle, it looks funny, the protection is good enough for a tin and gives +1 Perception.
How to get the:
In the same Canterbury Community, the same Uncle Roe who gave the quest for the “supermen” can help you get rid of excess covers. Namely, invest in one caravan, which is in the game 4. In each of the caravans, you can first invest 200, and then another 500 caps, after which the range of them becomes noticeably more diverse. Each of the caravan owners at the meeting will thank you for the investment (if you unfastened 700 covers). Crow, who sells armor, will give this helmet.
20. A unique wig.
Button's Wig (WG 1, DR 1, Speech +10, Barter +5, Intelligence +1, Perception -1)
Description:
It gives almost no protection, it looks out of place, but it increases Eloquence by 10, Barter by 5 and Intelligence by 1, while reducing Perception by 1. Given that it weighs only one, you can carry it with you for conversational situations.
Как получить:
Взять в Ривет-Сити у Абрахама Вашингтона квест, касающийся Декларации независимости и двигать в Национальный архив. В самом низу, где как раз и хранится Декларация будет зануда-робот, а рядом, на одном из комодов, будет лежать этот парик.
by Moonbear

Дополнения к гайду от Нежного Человека
21. "Размягчитель" (The Tenderiser)
урон 18 вес 12
Анкориджский мемориал
Охотники стали дичью. Все просто в этом мире.
Найдите безхозный склад и по пути за сломаной дверью лежит он.
22. Кий "Залом" (The Break)
урон 5 вес 1
Чинится киями. Cute.
Парадиз-Фоллз, бильярдный стол на улице.
Я не спрашивал, что вы там делаете.
23. Счастливые солнечные очки (Lucky Shades)
защита 1 вес 1 Удача +1
Всегда с собой,со шлемами иногда носить можно,
Бабы любят - ну разве не в этом щастье?
депо "Уоррингтон", Бакалея "Счастье" (Lucky's)

Карма

Karma
When thinking about Karma, you should remember 4 things:

1. Karma affects the npc reaction and the choice of replicas in the dialogs.
2. It depends on karma whether or not you will go to certain locations.
3. Opponents may stop attacking you, depending on your karma.
4. The ending of the game depends on karma.
During the game, the meaning of karma is not demonstrated; you can only see the "steps" that it has reached:

-1000 ...- 750 Very Evil
-749 ...- 250 Evil
-249 ... + 249 Neutral
+250 ... + 749 Good
+750 ... + 1000 Very Good
You can see the current state of your Karma on the tab with statistics in Pipboy. You can find out the numerical value using the console command player.getav karma

What gives Bad Karma (-250 and less):

Access Paradise Falls
The ability to take two “bad” followers: Jericho and Clover
Ease of dealing with evil characters
Conventional npcs can react negatively in a conversation
What Neutral Karma gives (-250 ... + 250):

The ability to take two "neutral" followers: Butch'a and Sergeant RL-3
Raiders will always attack you
Neither "good" nor "bad" squads of liquidators (such as mercenaries from Talon) will attack you
What gives Good Karma (+250 and more):

The opportunity to take two "good" followers: Fawkes'a and Paladin Cross'a
Difficulties in dealing with evil characters
Regular npc can respond positively in conversation
Raiders will always attack you
Gifts from good characters (caps, cartridges, food, steampacks, etc.)
Why reduce Karma Action Fine amount
Theft of a good or neutral character (per item) -5
Hacking a castle in a house of a neutral / good character -5
Killing a good or neutral creature -25
Evil action in the process of completing a side quest -50
Killing a good or neutral character -100

When killing a bad character / creature, Karma does not change.

Why increase Karma Action Increase value
Donations of any church depend on the size of the donation + "?"
Good deed in the process of completing a side quest +50
Killing a very bad character / creature +100




Display of karma depending on player level:

Bad Karma:
Level 1 - Vault Delinquent (Asylum Offender)
Level 2 - Vault Outlaw (Asylum Offender)
Level 3 - Opportunist
Level 4 - Plunderer
Level 5 - Fat Cat (hurt)
Level 6 - Marauder (Marauder)
Level 7 - Pirate of the Wastes
Level 8 - Reaver
Level 9 - Urban Invader
Level 10 - Ne'er-do-well (Loafer)
Level 11 - Capital Crimelord (Head of Capital Crime)
Level 12 - Defiler
Level 13 - Vault Boogeyman (Evil Spirit of Refuge)
Level 14 - Harbinger of War
Level 15 - Urban Superstition (Urban Superstition)
Level 16 - Villian of the Wastes
Level 17 - Fiend (Demon)
Level 18 - Wasteland Destroyer (Wasteland Destroyer)
Level 19 - Evil Incarnate
Level 20 - Scourge of Humanity

Neutral Karma:
Level 1 - Vault Dweller
Level 2 - Vault Renegade (Renegade Retreat)
Level 3 - Seeker (Seeker)
Level 4 - Wanderer (Wanderer)
Level 5 - Citizen (Citizen)
Level 6 - Adventurer
Level 7 - Vagabond of the Wastes
Level 8 - Mercenary (Mercenary)
Level 9 - Urban Ranger
Level 10 - Observer
Level 11 - Capital Councillor (City Councilor)
Level 12 - Keeper
Level 13 - Vault Descendant
Level 14 - Pinnacle of Survival (Survival Master)
Level 15 - Urban Myth (Urban Myth)
Level 16 - Strider of the Wastes
Level 17 - Beholder (Witness)
Level 18 - Wasteland Watcher (Wasteland Watchman)
Level 19 - Super-Human
Level 20 - Paradigm of Humanity (Sample for Humanity)

Good karma:
Level 1 - Vault Guardian (Asylum Guardian)
Level 2 - Vault Martyr (Martyr of Asylum)
Level 3 - Sentinel (Guardian)
Level 4 - Defender
Level 5 - Dignitary (Dignitary)
Level 6 - Peacekeeper
Level 7 - Ranger of the Wastes
Level 8 - Protector
Level 9 - Urban Avenger (City Avenger)
Level 10 - Exemplar (role model)
Level 11 - Capital Crusader (Metropolitan Crusader)
Level 12 - Paladin (Paladin)
Level 13 - Vault Legend
Level 14 - Ambassador of Peace
Level 15 - Urban Legend
Level 16 - Hero of the Wastes
Level 17 - Paragon (Excellence Model)
Level 18 - Wasteland Survivor (Surviving Wasteland)
Level 19 - Saint
Level 20 - Last, Best Hope of Humanit

Russian names may not correspond to the official translation.

Note: Avoid negative karma when you reach level 21, otherwise the game will crash. In case of negative karma, increase it through the console.

If your karma is positive, then the karmic status will be reduced to a resident of the asylum .

Download mod MaxLevel30-MaxLevel40

We put:
1. Download the file and place it anywhere on your computer.
2. Open the file using 7-zip to extract the two ESPs from it.
3. Place these two ESPs in this folder: Bethesda Softworks \ Fallout 3 \ Data \
4. Load Fallout 3 - on the splash screen (Play / Data Files / Options / Etc.), choose Data Files.
5. Put a checkmark next to the ESP you want to use (either MaxLevel30 or MaxLevel40).
6. Play.

Cheats Fallout 3 during the game

rewardKarma - Get the indicated amount of karma
modpca - Adds the specified number of points to the main statistics
modpcs - Adds the specified number of skill points
addspecialpoints - Add the specified number of statistics points
addtagskills - Adds the specified number of Tag Skill Points
tmm1 - All markers on the map
GetQuestCompleted - Finish the currently running quest.
getXPfornextlevel - Get one level
player.additem 000000F - Get the specified number of caps
tgm - Immortality, Infinite Ammo
help - All console commands
tcl - Walk through walls
removefromallfactions - Player leaves all factions
player.setlevel - Set player level
setspecialpoints - Indicate the number of points of the main statistics
settagskills - Specify the number of skill points
tdt - On developer mode
tlv - Enable leaves
setpccanusepowerarmor 0 or 1> - Enable / disable the use of Power Armor

Place the position of the small dolls:


Specifications:


- Strength - Strength: Megaton, in the house of Sheriff Lucas Simm`a.
- Perception: Republic Of Dave, on a shelf on the right in the Dave Museum
- Endurance: Deathclaw Sanctuary, at the entrance to a table next to Brahmin's rotting corpse
- Charisma: Vault 108, in Colin's lab.
- Intelligence: Rivet City: On Dr. Lee's desk.
- Agility: Greener Pastures Disposal, in a small office contaminated with radiation.
- Luck: Arlington Cemetery North, in a cupboard on a shelf directly below the stairs of the north hut.

Skills:


- Barter: Evergreen Mills, in the back of the Market Bazaar on a shelf in the upper right, behind the Merchant Raider, which does not attack.
- Big Guns: Fort Constantine, at the base of CO Quarters, in a safe in the wall.
- Energy Weapons: Ravenhold
- Explosives: WKML Broadcast Station. Turn on your location map. Go through the door to the sealed tank and the baby doll there.
- Lockpick: Bethesda Ruins, in Bethesda Offices east on the top floor near the door to the bridge.
- Medicine: Vault 101, in the father’s office on the table.
- Melee Weapons: Dunwich Building, just before you leave Virulent Underchambers on the floor next to the door.
- Repair: Aerefu, at Evan King`s House.
- Science: Vault 106, on a table in the middle of the living quarters is the second level of the main rooms.
- Small Guns: National Guard Depot, go through the study room and offices, walk to the door to the main room. Use the power switch on the wall to your left and enter the Weapons Store, then search the shelves.
- Sneak: Yao Guai Tunnels, at the top of the metal with which Den is trimmed, on the right on the map is a little water.
- Speech: Paradise Falls, on a table inside the Euology`s pad (In Slave Master`s House).
- Unarmed: Rockopolis, Get Away From The West Casey Smith`s garage. Look for tattered banners that are tight. Use the map to find it.

player.additem [itemnr] [nr] - Add items

Currently known items:


Bobby Pins - 0000000a
Bottle Caps - 0000000f (Bottle Caps)
Knife - 00004334
Hunting Rifle - 00004333
Plasma Grenades - 00004332
Dart Gun - 0000432a
Gatling Laser - 0000432e
Flamer - 0000432d
Tire Iron - 00004328
Combat Shotgun - 00004327
Silenced 10mm Pistol - 00004350
Sledgehammer - 00004352
Super Sledge - 00004353
Spiked Knuckles - 00004354
Police Baton - 00004345
PoolCue - 00004346
Railway Rifle - 00004348
Ripper - 00004349
Missle Launcher - 00004340
Minigun - 0000433F
Plasma Mine - 0000433D
BottleCap Mine - 0000433a
Frag Mine - 0000433C
Mesmetron - 00004339
Lead Pipe - 00004337
Laser Rifle - 00004336
laser Pistol - 00004335
MedicalBrace - 00002210D
Plunger - 000340a4
Missile - 00029383
Fat Man - 0000432C
.308 ammo - 0006B53C
Energy Cell - 00020772
Electron Charge Pack - 0006B53E
5mm Round - 0006B53D
Mini Nuke - 00020799
Missile - 00029383
Flamer Fuel - 00029371
Microfusion Cell - 0004485
Railway Spikes - 00029384
The Terribel Shotgun - 0006B534
10mm Pistol - 0000434F
Sawed-Off Shotgun - 0000434C
Scoped .44 Magnum - 0000434D
Shishkebab - 0000434e
T-51 Power Armor - 000A6F77

SKILL BobbleHead locations

BobbleHead MEDICINE - Increase medical skill +10 - Found in Vault 101, right in the beginning of the game on your Dad's desk. If you didn't find this one, it's time to head back to the Vault !! BobbleHead SPEECH - Increase speech skill +10 - Found in Paradise Falls, Eulogy's Pad. Groundfloor, on the desk in the SW corner, near the 'main computer terminal'.

BobbleHead SCIENCE - Increase science skill +10 - Found in Vault 106, Living quarters, clearly sitting on a desk.

BobbleHead BARTER - Increase barter skill +10 - Found in Evergreen Mills - Market Bazaar

BobbleHead BIG GUNS - Increase big guns skill +10 - Found in Fort Constantine - CO Quarters

BobbleHead ENERGY WEAPONS - Increase energy weapons skill +10 - Found in Ravenhold

BobbleHead EXPLOSIVES - Increase explosives skill +10 - Found in WKML Broadcast Station - Sealed Cistern

BobbleHead LOCKPICK - Increase lockpick skill +10 - Found in Bethesda - Bethesda Offices East

BobbleHead MELEE WEAPONS - Increase melee skill +10 - Found in Dunwich Building - Virulent Underchambers

BobbleHead REPAIR - Increase repair skill +10 - Found in Aerefu - Evan King's House

BobbleHead SMALL GUNS - Increase small guns skill +10 - Found in National Guard Depot - National Guard Armory

BobbleHead SNEAK - Increase sneak skill +10 - Found in Yao Guai Tunnels - Yao Guai Den

BobbleHead UNARMED - Increase unarmed skill +10 - Found in Rockopolis - Head directly west from Casey Smith's Garage, look for tattered banners strung up. Use your local map or you may miss it.

STATS BobbleHead locations

BobbleHead INTELLIGENCE - Found in Rivet City, science lab, on the most right desk of the 3 desks you see there.

BobbleHead PERCEPTION - Found in the Republic of Dave - Museum of Dave

BobbleHead ENDURANCE - Found in Deathclaw Sanctuary - Deathclaw Sanctuary Entrance

BobbleHead CHARISMA - Found in Vault 108 - Cloning Lab

BobbleHead AGILITY - Found in Greener Pastures Disposal - Office

BobbleHead LUCK - Found in Arlington Cemetery North - Arlington House

BobbleHead STRENGTH - Found in Megaton - Lucas Simms House