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Guide and complete walkthrough for Fallout 3 in pictures

Fallout 3 прохождение

Fallout 3 is a computer 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 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 USA, on October 30 in Europe and Australia and on December 4 in Japan. Localization of the game in Russia carried out by 1C. During 2009, 5 additions to the game were issued, published in Russian by 1C.

The plot of Fallout 3 continues the development of the events of the Fallout game series, which takes place in a world that is slowly reviving after the nuclear war of 2077. The game is 2277 years old, its events occur 36 years after the events of the Fallout 2 game. As in the previous games of the series, Fallout 3 features a network of underground shelters built by Vault-Tec, as stated, to save some of America’s population from consequences of the war, although outside the shelters there are survivors who are much less secure. The protagonist of the game is the Lonely Wanderer, who lived in the shelter number 101 from an early age. Although, according to his ideas, the shelter has never been opened since the time of a nuclear war, his father once leaves. The lonely wanderer goes 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 flawed [3]. Most game publications and festivals awarded the game a victory in the nomination “Game of the Year”. According to the NPD Group, as of January 2009, the PC version was sold to 610,000 copies, the Xbox 360 version was 1.14 million copies, the PlayStation 3 version was 552,000 copies, which exceeded the sales of The Elder Scrolls IV : Oblivion - the previous product of Bethesda Softworks, which was sold in circulation of half a million copies. However, in countries such as Australia, India and Japan, due to legislation or moral norms, problems have arisen with the sale of the game.

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 a word about poor mutants ...

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

For the role-playing series Fallout, you can infinitely select the epithets that characterize it. One of the brightest epithets can be considered “paranoid”, i.e. based on paranoia.

According to the prehistory, in 2077, humanity did play up to the war, and nuclear missiles fell on the USA. America did not remain in debt, and dealt a blow to its main enemy - China.

What happened in Fallout 3 with the rest of the world is unclear. We only know that the action has moved from the US West Coast to Washington. How supermutants and other creatures reached the East Coast, we don’t need to know (even though such an opportunity presents itself).

All that is needed is to find meaning. The meaning of your existence in this terrible, dangerous, and such 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 Wastes. When meeting with them you need to know which weapon is suitable for a certain type of monsters, because what will kill a zombie is unlikely to fill up a super mutant.

  1. Radtarakans. The very first your enemies in the game. It's just a very big cockroach that can run and bite quickly. In the early stages of the game it is best to use melee weapons against them.
  2. Krotokrysy. Medium-sized beast, completely devoid of vision and tact. They usually attack in packs, easily killed by a shot to the head with a shotgun. There is also a special weapon against them - “Repellent”. You can get it only after completing a certain quest ("Waste Survival Guide").
  3. Durutni. Mutated bees. Shoot their own stings in the melee cost nothing. One or two simple pistol shots solve this problem.
  4. Dogs. Dogs are different - from wild to tame. They are dangerous only if attacked in a pack.
  5. Radskorpiony. Impressive creature, which is best fought with a shotgun or machine gun. Try not to let them come to you, because in the early stages of the game they are one of the most serious opponents.
  6. Bogs A crab-like creature that walks on two legs. It has almost impenetrable shell, and is killed only with an accurate shot in the face.
  7. Wild ghouls. Skeleton-like zombies who have lost all sense of 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 down wonderfully.
  8. Wild ghouls tramps. Approximately the same as the usual wild ghouls, but run a little faster. Wearing a kind of body armor, and kill them somewhat more difficult.
  9. Super Mutants Old friends have not changed much since the first part. The same big and ferocious, still stupid and strong. Carry rifles, batons or grenades. Killing them (at first) is hard, but you will always be helped by a machine gun or shotgun.
  10. Centaurs Creatures that resemble at the same time a sphinx, a blood stalker from the "Stalker", as well as an ugly mess of unknown origin. Able to spit radiation spit and whip tentacles.
  11. Beast supermetants. A more advanced version of the super mutant. Carries a minigun, rocket launcher, or assault rifle. They are killed for an extremely long time.
  12. Glowing ghouls. The crown of the evolution of wild ghouls. They can doused you with a lethal dose of radiation, as well as heal your relatives. Killing them is extremely difficult.
  13. Nuclear A variety of bogs that lives exclusively in the ruins of the plant "Yader-Cola." Differ in extremely aggressive character, big sizes, and bright blue color. The strength is approximately equal to the hunters.
  14. Giant radskorpiony. A huge creature, chained in a virtually invulnerable shell. Killing it is extremely difficult, but a rocket launcher or a minigun can help you with this.
  15. Swamp hunters. The hunter, larger than an ordinary bog hunter, has a stronger shell and longer claws. It is recommended to shoot their feet in advance.
  16. Swamp leaders. Monsters are telekenetiki, capable of hitting your psyche with their yelling. Almost always has a retinue of two or three hunters and five ordinary individuals.
  17. Super Mutants A huge monster who is dressed in home-made armor. Carries a minigun, machine gun, or bazooka.
  18. The claws of death. Hefty half-pens, half-chenguru, capable of one blow to send you to the next world. To deal with them is extremely difficult, because they are worn with extreme speed. It is recommended in the fight against them to have a minigun, a grenade launcher, and a shotgun.
  19. Fallout 3 passage
  20. Super mutant hippos. The biggest monster in the game. Giant under six meters tall, armed with a fire hydrant torn out of 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 rocket launcher will help you with what you can. Fortunately, this creature occurs only three or four times in the game.

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

1001 ways to kill the enemy

"... Chinese hackers rummaged in 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 number of weapons in the game is too high for the most I can not. Let's see what the developers have prepared for us, and what is best to take on a hike.

Traditional small arms

  1. Pistol. An ordinary gun. Weak destructive power, low accuracy of fire. Effective only in the early stages of the game.
  2. Chinese gun. Even weaker than a regular pistol. Carrying it with you does not make sense. That is all.
  3. Revolver. From the overslaughter "Colt" made some obscenity. Absolutely useless thing, which is suitable only for the initial pores.
  4. Magnum A more advanced version of the revolver, equipped with an optical sight. Quite effective against raiders manpower.
  5. Submachine gun. Interesting machine, which serves as a good alternative to the machine in the early stages.
  6. Shotgun. Normal, unremarkable gun. Ineffective.
  7. Assault rifle. Apparently, some kind of M-16. Pretty effective thing to go for super mutants.
  8. Chinese automat. From the very beginning, the developers emphasized that this is not the AK-2074, but the Chinese automatic. In the game - one of the most powerful traditional killers.
  9. A cut. Well what can I say? He went straight, fired two times, ran away. Low distribution, but quite effective.
  10. Combat shotgun. Wonderful mix of Thompson and shotgun. One of the most effective guns in the game.
  11. Sniper rifle. I think that comments are not needed here.

Energy weapon
  1. Laser gun. Pretty stupid thing. It is best to use it when there is nothing else at all.
  2. Laser rifle. Powerful toy. With three or four shots quietly zazhret supermutant. The disadvantage is extremely fast wear.
  3. Plasma gun. More powerful gun. You can get only if you have passed most of the game, because such things are only at the Enclave
  4. Plasma rifle. Five minutes is the ultimate weapon. Powerful shells destroy anyone who only dares to poke. From such "gifts" the enemy turns into a green slush.
  5. Blaster Alienov. As in the second part, here you can find a little surprise - the blaster of aliens. This is the most powerful energy weapon in the game. Virtually 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 barreled machine gun. Great for mass stripping areas. With him, you will only be afraid of the super mutant behemoth.
  3. Flamethrower. Portable shashlik box. Ideal for dealing with ghouls and super mutants.
  4. Fallout 3 passage
  5. Gatling laser. Dream. Such a thing can be obtained only on the basis of the Enclave. It is a variation of the minigun that shoots lasers. Pretty controversial thing, because it has a huge rate of wear, and the cartridges will not get enough of it.
  6. "Fat Man". Trump Card Brotherhood of Steel. A huge fool who shoots mini-nuclear missiles. It quietly kills everything - from the death claw, to the Enclave rotary-wing aircraft. It weighs thirty kilos, and is a decisive argument on the battlefield. Just try not to spend ammo how much in vain. In the game there are only 40 rounds for this gun, and each of them needs to be extracted with blood and sweat.
  7. Fallout 3 passage

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

Passage Fallout 3

"... you can 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 good. If anything, you were warned.

The whole plot can be divided into three parts. The first is in Refuge 101, the second is before the incident in the “Cleanness” project complex, and the third is before the final captions.

Part one. Asylum 101.

After the introductory video, you start the game with a one-year-old child! For RPG, 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. After nine years (shown as a splash screen), you are given your personal Pip-Boy 3000. This PDA has many different functions, starting from inventory, ending with a radio station and a map. Also in this passage you are presented with a pneumatic gun, and they show how VATS (Vault-Tech Tactical System) works. Later, there is an exam in which you are given 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 penetrate into the office of the Superintendent, open a secret passage and escape (do not forget the baby doll).

In fact, the Vault episode is a very long stretch of training. However, the very first minutes in the fresh air will make you forget about Asylum 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.

For your information: Megaton reminds 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 by all available means convince him to report where your father has gone. He will report that he has gone to the ruins of Washington, to the place where the "Galaxy News" radio station is located. Go there, but do not forget that the city is full of mutants.

A surprise awaits you near the Galactic News building - a hippopotamus escaped to freedom, and you and the Brotherhood of Steel needed to destroy it. Fortunately, near the fountain there is the corpse of one of the paladins of the Brotherhood, from whom you can remove the "Fat Man".

After defeating the monster, go and talk to the intercom to the right of the door. Then go up to the 3rd floor and talk to Tridognayt, the local DJ. He will say 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 from the Lungwalker "Virgo-2" pick up the plate. After that, you will need to walk to the Washington Monument, and at the very top install this plate.

Fallout 3 passage

Come to the museum, be alert. Several super-mutant masters and scamps hang about in it.

This is interesting: in the Museum you can see the model of the Refuge. Be sure to listen to what they say to you from the speakers - at least lighten your mood.

Taking the plate, take it to the Monument. After this heroic deed, go back to the radio station. TriDgnight will tell you that your father has gone 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 science lab. Find Dr. Lee in her and talk to her. She will say that your father went to the Cleanliness project complex, which is located inside the Jefferson Memorial. Go there. Inside there will be super mutants, be prepared. In the Rotunda of the Memorial, look for documents that indicate that your father went to Asylum 112. It is located in the Casey Smith Garage location. Get inside. In the shelter you have to find a free lounge chair, and take it. You will be transferred to another reality, to the town called Trencquility Lane.

There you must find Betty. The girl plays on the playground in the center of the town. Talk to her. She will say that you can leave here if you carry out her instructions. If you agree - then your karma will fall sharply, and it is a chore. Another way - go to an abandoned house. There at the entrance on the table, TV and chair there are a few items that need to be activated. Find the right combination (you need to search for it by the sounds, just 5 items). So you call the console. Activate the program "Chinese invasion". Betty, who will be Dr. Bron, will give you a back pass.

There you will meet father. He will offer you to go with him. Agree Return to Rivet City and go to Dr. Lee. Then again go to the complex project "Clean". There you will need to go through all three levels (shop, rotunda and basement), and destroy all the mutants. After that follow the instructions from the father. When you open the valves, you will see that Enclave soldiers have landed on the territory of the Memorial. Run into the control room, and watch the dramatic development of the situation. When an explosion progresses, take Dr. Li to the Tafa tunnel.

Part Three Project "Clean"

Guide Dr. Li and her team to the exit of the tunnels. On the way you will meet soldiers of the Enclave and the Ghouls. Get out of the ground.

Fallout 3 passage

In front of you you will see the Pentagon, now - the Citadel, the headquarters of the Brotherhood of Steel. After talking with the head of the Brotherhood and the scribes, go to the Little Lamplight caves, through which you can get to shelter 87, where the keystone of the entire series is - GEKK (Compact Generator of Esthe Kusch). The Asylum can only be reached from the caves. Do not try to go through the "titular" entrance, there is radiation that will kill you before you take the antiradium.

Go down to the Vault. There you need to reach experimental laboratories. Be careful - you will meet many super mutants along the way. Find a super mutant named Fox in the labs. He sits in a cell and asks you to let him out. Do it. In gratitude, Fox will lead the way and help you get the GECK.

After taking the GECK, go back. At one of the turns, you will be stunned and taken to Raven Rock, the main base of the Enclave. Upon arrival hate Colonel Otemu. You will be released and told to go to President Eden. It is on the 3rd floor. Go up there and find a huge (in half a 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 car?

Make him destroy Raven Rock and leave the base. Along the way, do not forget to pick up the gatling laser in the container at the entrance. There is no other chance. Go to the Citadel, and report to Elder Lyons that the GECK was taken. He will order you and Lion Pride to attack the purifier and repel it from the Enclave. With you, by the way, the huge robot “Liberty Prime” will also go. After reaching the purifier, go inside, and in the Rotunda, talk to Father. If persuasion does not work, eliminate the threat. After talking on the intercom, it becomes clear that you need to turn on the cleaner, otherwise it will explode. Say that you do it, and go ahead. The cleaner code is 2-1-6 . By entering it, you will sign a sentence for yourself, as a huge dose of radiation will hit you at the moment you turn it on.

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





Detailed passage of Fallout 3 quests

“... Everything we have in Paradise Falls is stolen.
Even the air is kind of stale ... "
... from the dialogue between the two raiders

In addition to the main plot in the game there are about 20 side quests. Doing them is a fun way to spend the ammo and first-aid kits for other purposes.

Atom Force
Who betrays: Sheriff Lucas Simms
Where to get: Megaton
Reward: Either 300, or 500 covers and a house in Megatonn for bomb disposal, or 1000 covers and a penthouse in the Tempenny Tower for the bomb blast
Upon arrival at Megaton, the city sheriff may ask you to defuse the bomb. To do this, your skill "Explosives" must be greater than 30. If you want to help the city, defuse the bomb. You can also blow up a bomb. For this it is necessary that Mr. Burke was sitting in the Megaton bar. Attach a detonator to the bomb, and run to the Tempenny Tower. So click on the remote. Voila - Megatons are no more. But it is preferable not to blow up the city.
Fallout 3 passage

They!
Who gives out: Brian Wilkes
Where to get: Either from the "Supermarket" or in Greydich
Reward: Serum with fire ant genes, 100 caps
After the first visit to the "Supermarket" a guy can come running to you, asking him to find his father. Agree Go to Gradyditch, and find the Wilkes house there. After visiting the house, tell the guy that the parents were dead. Then visit the hut to the left of the house. There in Dr. Lesko’s computer there is information about ants that inhabit the metro station “Merigold”. Go there. In the subway tunnels, find Dr. Lesko, who will tell you what to do to destroy the ants. Go to the ant uterus lair. There, destroy the five guards, but in any case do not touch the uterus. Return to Lesko. He will give you a choice of two serums. Choose any that you like. Go to Brian. He will ask you to find him a home. Agree, and go to Rivet City. There, find a hotel manager. She will say she will take Brian to herself. Go back to Gradyditch and talk about this guy.

Big problems in the big city
Who gives out: 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 their salvation. Go to Georgetown and look for a police station there. There, find a girl named Redhead, who will ask you to find her friend, Shorty. Agree, and run down to where the super mutants have a kitchen. Interrupt them, and return to Redhead. Then run to the Big City. There, if you try to leave, there will be an attack by the super mutants. If you have a sufficient level of the "Science" parameter, then find and repair two robots at the dump in the city. Help to keep the attack of super mutants and get a reward.
Fallout 3 passage

Blood ties
Who gives out: Lucy West
Where to get: Megaton
Reward: Shish Kebab Drawings, Bloodstainer Capability, 100 Lids
Girls from Megaton Lucy West will ask you to deliver a letter to your family in Arefu. Go there. Talk to the local sheriff. Then go over the three houses in the town. In the house of West will find two corpses. Report to the sheriff about it. He will say that the members of the Family most likely did it. Go to the depot Mereşti, and go to the station. Find there a man named Vance, and ask him to take you to Ian West. When you find Ian, tell him that his sister is waiting for him, and then talk to Vance again. Encourage him to protect Arefu, and hand the contract over to Sheriff Aref Evan King. Take the signed contract and get a reward.

Stolen Independence
Who betrays: Abraham Washington
Where to get: History Museum in Rivet City
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 a passage to the cellars. Consider, in the Archives many super mutants. In the basements, find a passage to the East Wing, deal with the robots there and go to the Declaration storage chamber. Take the Declaration and go to Rivet City.

Artificial man
Who betrays: Mr. Zimmer
Where to get: Rivet City Science Laboratory
Reward: A3-21 plasma rifle OR 50 caps
In the Rivet City laboratory, some Zimmer is hanging around. He asks to find his android. Agree In the Capital wasteland at the doctors you 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. When you find out that an android is the head of security at Harkness, go to it. Require his system to reboot. In gratitude for the fact that you will not surrender him to Zimmer, he will give you his plasma rifle (note: this rifle is an improved version of the standard, because it is 1.5 times more powerful)
Fallout 3 passage

Rangers railey
Who gives: Reilly
Where to get: Either in the Underground of the ghouls, or to catch a radio signal near the Historical Museum
Reward: Intelligence OR Minigun "Eugene" + the ability to pass labels on the card for the covers
First of all, ask the doctor ghouls to put Raleigh on his feet. When she wakes up, ask her about her group. Find out the same way where they dropped the ammo box (useful). Go to Vernon Square, and from there - through the hospital of Hope to the hotel "Seitsman". Consider that there are a lot of super mutants in the hotel and in the hospital. 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. There destroy the super mutants, and go to the headquarters of the Rangers. As a reward, you can take the reconnaissance, or the minigun "Eugene", which is 2 times more powerful than normal.

Inhuman Gambit
Who gives: Uncle Row
Where to get: Canterbury Community
Reward: 500 caps + Mechanist and Non-Mirmic suits + with a barter skill of over 60 - an opportunity to become an investor for caravans
Arriving in the community of Canterbury, you can watch the war of two super psychic - Mechanist, who imagines himself a defender of the city, and Non-Mirmica - the queen of the local ants. They are so fed up with the inhabitants of the city that they ask you to get rid of them. By requesting 500 caps, settle. The mechanist is in the service center of robotics, and Nemirmika - in the catacombs under the city. Go to each of these people and talk to him. After their repentance, they will give you soy armor. Return to Canterbury and report on the implementation of the order.

Agatha's Song
Who gives: Agatha
Where to get: under the destroyed highway, to the left of the Landfill, in the middle of the stones (the bridge leads there)
Reward: Agata radio waves + 100 caps
This is a rather unusual task. A woman will ask you to get 92 ... a Stradivarius violin from Vault! First you need to get to Vernon Square, where the headquarters of Volt-Tech is located. There you need to find out where the Refuge 92 is, 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 are about six or seven death claws there. Once inside the Vault, find a recording studio and find a violin there. Return to Agate and give her the violin.

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

Chasing Coke Kernels
Who gives out: Sierra Petrovita
Where to get: Gerdersheid
Reward: Hammer-Cola drawings + ~ 50 caps per bottle (depending on the level of complexity)
This is a very simple task. You only need to find 30 bottles of quantum cola kernels. Having found them, bring the Sierra. If you have already completed the task, and you have been given a drawing, you can continue it anyway.

Oasis
Who betrays: Father-root Laurel
Where to get: 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 they will say that God wants to see you. Agree. You (after the ritual) will be taken into the grove to the tree under the name Harold.
This is interesting: The rest of Fallout also featured a semi-hum semi-tree Harold (the tree was called Bob, or Herbert). At first they lived in the city of Hub, then moved to Geko.
He will ask you to kill yourself. Agree Go to the Mother Crown Bereza. She will give you Birch Sap, which needs to process 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 betrays: either Roy Phillips, or the Tempenny Tower guards
Where to get: Either Warrington metro station, or at the Tempenny Tower gates
Reward: 500 caps + ghoul mask
(Attention! This description was made only by the quest for the ghouls. (The quest for guarding the tower was not carried out.)
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 that a little more, and he will launch his wild brethren into the tower. Go to Alistair Tempenny, and tell him everything. He is not against the ghouls, so he gives you a task - to interview the inhabitants of the tower on the subject of the introduction of the ghouls. When ask everyone, go back to the Tempenny. He will give you 500 caps. Go to Phillips, and say that the ghouls can move in.

Control shot
Who betrays: Mr. Crowley
Where to get: "The Ninth Circle" in the Underground Ghouls
Reward: 25 caps for each key OR 100 caps for lies (a high eloquence skill is required) + (regardless of the previous option) Fort Konstantin + admission + Power armor and T-51 helmet b
Go to the bar "The Ninth Circle" in the Underground. There, look for Mr. Crowley, who offers to kill four game-haters. Agree. Now you need to visit:

  1. Dukov's dwelling and pick it up 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 Streier's key

Then go to the buzz and give the keys. This quest is over, but whoever wants to get the T-51b armor (this is the power armor of the Brotherhood of Steel from the first part), do this: go for the roar and wait until it leaves the Dungeon. Kill him. For his murder karma is not taken away. Go to Fort Constantine. In the residence of the command penetrate the basement. Next - in the bomb storage. There in one of the rooms is power armor.

Wasteland Survival Guide
Who gives out: 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. They tell you the basic principles of survival, and in return you should help Moira write a book. This is the longest and most exciting quest of all that is. It's useless to describe it, because everyone will do it differently.
At this all quests end.

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





Skills and perks - Fallout 3

• Introduction

Skills are important for any character. It is they who determine whether your incarnation in the game universe will behave like a complete blockhead, a highly educated computer genius, a great sniper or a martial arts master. Many Skills are required as a prerequisite for acquiring certain Abilities (Perks). Any Skill can be developed to a rate equivalent to 100%.

After you complete the GOAT, you will be prompted to select three Basic Skills (Tag Skills), the difference is that their initial value is 15 points more than the rest of the Skills.

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

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

Thus, when creating your character, you must act as follows: determine the Skills that are most interesting to you, put enough points in the corresponding basic characteristics, and then select the three Skills in which you really want to become a specialist, and make them Basic. Also, do not forget that in the course of the game you will be able to discover the so-called Pubzes (Bobbleheads), each of which corresponds to a particular Skill. When finding each of them, 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 Experience Points (Skill Points) that you get for each new level of development of your character. The number of experience points obtained is directly dependent 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 a particular Intellect parameter):

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

Barter

• Barter

The skill "Barter" influences at what prices you will buy and sell items. In general, the higher your Barter Skill, the cheaper you will be able to buy something. Basic characteristic: Charisma (Charisma).

Abilities related to this Skill (minimum parameter characteristics and character development level are indicated in parentheses): Great Trader / Master Trader (60/14).

Heavy Guns

• Heavy Guns

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

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

Energy Weapons (Energy Weapons)

• Energy Weapons

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

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

Explosives

• Explosives

The skill Explosives determines the power of the mines you set, good luck when you disarm enemy mines, and the effectiveness of the grenades you abandoned. Basic characteristic: Perception .

Abilities related to this Skill (the minimum parameter of the characteristic and the level of character development are indicated in parentheses): Expert Sapper / Demolition Expert (60/6) and Pyromaniac / Pyromaniac (60/12).

Hacking (Lockpick)

• Breaking (Lockpick)

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

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

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

When breaking into any lock, you should not hurry and make sharp turns with tools. First, select any Bobby Pin position within 180 degrees, then try to open it with a screwdriver. If you feel that the lock gives in slowly, it means that you have placed the Clamp in the desired area.

If at the attempt to open it does not work, then try to move the clip in the opposite direction, and also do not forget to allow the lock to 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 gave way best of all). Continue until you succeed. Patience is your best assistant.

Below you can see the different types of locks (differ in the complexity of hacking), as well as the parameters of the Skill "Hacking" necessary for their successful discovery.

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

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

Medicine

• Medicine

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

Abilities related to this Skill (the minimum parameter of the characteristic and the level of character development are indicated in brackets): Cyborg / Cyborg (60/14) and Chem Resistant (60/16).

Melee Weapons

• Melee Weapons

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

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

Repair

• Repair

Skill "Repair" allows you to maintain the operational status of weapons and equipment. In addition, the better your Repair Skill, the better the initial state of any improvised weapon. With a minimum development of this skill, you can repair any item by 50%, and at maximum - up to 100%. Before breaking into 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 waste parts, since you are already close to improving the condition of the object as much as possible. Remember that in any repair you destroy one thing for a similar repair. 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, since they are unlikely to bring you much benefit (including in terms of money) and they are really better to use as spare parts. The better the current state of the object, the more effectively it will serve when repairing another. Basic characteristic: Intelligence .

Science

• Science (Science)

Skill "Science" represents your scientific knowledge in general and is used primarily for hacking computers. This is very easy to do, especially if you know one small secret: if the level of development of the Science of Science skill allows you to try to find 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 the sample. In case of failure, you should continue until you have just one attempt, after which you should log out and log in again. Thus, you can literally endlessly try to hack a particular 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 hacked. The development of this skill is necessary to obtain most of the existing abilities. Basic characteristic: Intelligence .

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

Light Guns (Small Guns)

• Light Weapons (Small Guns)

The “Light Weapon” skill determines how efficiently you can use all types 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 normal game mode and in VATS. Basic Characteristic: Agility .

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

Sneak

• Sneak

The higher your Sneak Skill, the easier it is for you to go unnoticed, steal an item, or climb into someone’s pocket. If you successfully attack using this Skill, you will automatically be counted double the critical hit. The higher this Skill is developed, the greater the likelihood that you will not be noticed in stealth mode. If you ducked and do not move, or do it very slowly, it will be even more difficult to find you. Basic characteristic: Agility .

Abilities related to this Skill (the minimum parameter characteristics 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 Skill "Eloquence" is determined by how much you can influence the interlocutor during a conversation and gain access to information that otherwise would remain secret for you. In a nutshell, the higher this Skill is developed, the higher your chance to succeed in any Eloquence tests, and also obtain the necessary data from someone who does not treat you in the best way. Basic characteristic: Charisma (Charisma).

Without Weapons (Unarmed)

• Without Weapons (Unarmed)

Skill "Without Weapons" is used for fights without weapons or with brass knuckles, including force. As a rule, if you are close enough to your opponent, then you will definitely get on it. The damage you do is a combined value based on the level of development of the “No Weapons” Skill, as well as the parameters of the weapon used. This Skill also allows you to use your hands to block the opponent's attacks - the higher this Skill is developed, the more damage is absorbed by the block. Base feature: Endurance .

Abilities related to this Skill (the minimum parameter characteristics and character development level are indicated in parentheses): Paralyzing Palm (70/18) and Ninja / 80/20.





Maps, Add-ons, Utility - Fallout 3

Interactive Map

The map is in development, the development language Flex2. The map is still a little slow, not without glitches, so tell me personally everything strange about it, I will try to fix it and make the map more convenient.

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

I repeat the card on the flash!

Interactive map of Fallout3 (download)

User Guide in Russian

Guide on the game in Russian.

User Guide (download)

Guide to finding unique items

I present to your attention a guide to finding unique items in the game.
First of all, I want to note that not all the unique items of Fallout 3 are collected here, this is just a selection of interesting weapons and armor. I played the English version, but I tried to make everything clear to the owners of the 1c version. Damage may be different from yours, because it depends on the skill leveling. All other data is checked, I found all the items myself.
Since this is all one big spoiler, hide it there. It is recommended first of all for those who ran a quick game and are now starting the second detailed walkthrough. So:
Unique Gear In Fallout 3
Legend:
WG - Weight
DR - Damage Resistance (Damage Protection)
AP - Action Points
DMG - 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 consider this armor to be the best, because it provides protection not much worse than power armor (39 vs. 40), but, unlike the latter, it does not have fines, weighs almost 2 times less (27 against 45) and gives a bunch of bonuses. In addition, it is repaired with both an ordinary combatant armor and the armor of coupon mercenaries, which are abundant in the game.
How to get:
To take it is not so much difficult as tiring. Reilly herself is in the city of ghouls in a historical museum. Lies in the hospital. It is necessary either to cure it alone (60 medicine), or to persuade the doctor. She will ask to save her group. You will try to explain how to get to the Statesman Hotel, you don’t need to listen to it, just go down the subway from the historical museum and exit at Vernon Square station. From her very close to the hospital and to the hotel. Then everything is basically simple. You can first go to the lobby of the hotel and kill the mutants to make it easier to display the group.
As a reward for this quest, you will be offered a choice of either this armor or the unique minigun Eugene (see below). Agree to armor, because minigun right there you can easily steal from Brik.
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 the mask gives nothing but 25 action points, but this is, excuse me, the whole Action Boy perk. It is repaired by usual hockey masks.
How to get:
Starting in Gerdersheide quest to find a quantum cola, get the location of the plant for the production of nuclei-cola. Searching the plant, stumble on the body of Mercier (Winger Mercier), pick up a note from the corpse, and then understand that he was looking for a formula for the production of pure cola at the factory. The formula is in the safe on the first floor, not far from the entrance, you can only open it with a key, the key is with a robot named Milo, if you don’t fail, "then cannons will start talking instead of me," as John Silver said. Take the formula and move to the Red Racer Factory Bicycle, it is very close there. On the approach you will be met by three in hockey masks. You need someone who starts a conversation, Gowley Ledoux. He will offer you 250 caps for a formula (despite the price shown on it at 150), you can sell, you can try to bargain for 400 or be rude and open fire. There is also a Munchkin variant: to sell, and then decide on all, karma is not reduced for them. You can first try to listen to his naive nonsense about hockey.
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 cannot unconditionally advise the kit, for one simple reason: I could not fix it myself (and the merchants, as you know, cannot repair up to 100%). None of the power armor kits I have, neither enclaved, fraternity, nor outcast, came to repair. The helmet is really useful: without fines, the best protection, increases charisma and gives a little radiation resistance. Given that helmets are damaged at times slower than armor, you can use.
How to get:
You can start the quest "Check shot" ("You Gotta Shoot 'Em in the Head") by talking to Crowley in the city of ghouls, which is in the historical museum. In the process of completing this quest will need to get 3 keys. And you can just steal these keys and go directly to Fort Constantine, without talking to Crowley (then the quest can still be started and handed over, the keys will not get away from you). I managed to easily and naturally steal all 3 keys, with the skill of stealth 33, while losing a small fraction of karma, which is more than filled with a bottle of clean water given to beggars. Who has the keys (you can not even talk with these comrades):
Ted Strayer (Ted Strayer), in Rivet City, hangs out either in the doss house, or in the church, or in the tavern.
Dyukov, an alcoholic and a womanizer, is in his dwelling, not far from the Anchorine Memorial
Dave, in the Republic of Dave, upper right corner of the map (ibn nup +1 Perception)
Having got the keys, we advance to the fort Konstantin, the top of the map, closer to the left edge. We penetrate the officer's building (the lowest) and we stamp in the basement, in front of the first closed door, by the way, lies in the baby doll +10 to heavy weapons. Then everything is simple, I will not spoil the impression from the research bunker
4. Happy billiard ball.
Lucky 8-Ball (WG 1, Luck +1)
Description:
What can I specifically say - a billiard ball, weighs one, gives +1 to Luck, while wearing it in the inventory.
How to get:
Go to the Big City (two cells up from Vault 101), take a quest to rescue two comrades there. Rescue them from the Germantown police station (to be marked on the map) and bring them home. After that, you will be asked to repel the attack of mutants. I advise you not to bother with the robots and choose a replica "I'm hanging out here, interrupting all the mutants myself." When the attack is repulsed, you go to the local infirmary, there will be a wounded named Timebomb lying there (I don’t know what his 1c-ovs called, but there is one patient there anyway). He needs to be cured, he will need medicine skill 40. After that he will rise, bow out and roll away. You need to approach him again and then he will say something about great gratitude and give you the coveted 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:
A gun-cheat that allows you to shoot a whole city as a joke without even noticing how. If it were not for limited ammunition, the already unstable balance of the game would be irrevocably skewed. There is a chance to turn the enemy into a pile of ashes, for some reason he happened to me all the time.
How to get:
Three cells up from the Minefield in the lower left corner of the cell will be the wreck of the Alien Ship, shorter than the broken plate. Blaster lying right on the ground next to the corpse of a representative of an extraterrestrial civilization. Around him scattered ammunition.
6. Alien blaster number 2
Firelance (WG 2, Clip 10, AP 20, DMG 80, Sets target on fire, giving it a -2 HP effect for 5 seconds, Ammo: Alien Power Cell)
Description:
Gun-chit number 2, differs from the previous one with reduced damage, which is compensated by setting a target on fire, like a flamethrower or a cone.
By the way, these blasters are repaired exclusively with each other.
How to get:
Rendno during a walk through the wasteland there will be strange cotton and in the literal sense, alien ammunition (little blue cones) will fall from the sky. It can happen anywhere, it is argued that there is a dependence on Luck. It happened to me at Luck 1, even when I didn’t even get 10 levels. It happened at night, I naturally did not find the blaster. Returned 2 times a day to this place, still not found. Helped the dog, gave the command "look for weapons", brought in 30 seconds.
7. Unique plasma rifle.
A3-21's Plasma Rifle (WG 8, Clip 12, AP 25, DMG 50, Ammo: Micro Fusion Cell)
Description:
It differs from an ordinary plasma gun only in damage increased from 45 to 50. As you can see, nothing special, and the hype around this gun.
How to get:
First you need to take the quest about the android from Mr. Zimmer in the laboratory Rivet City. In the process of execution, your aunt will approach you and ask you to help the poor android to escape 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 him his secret and give it to Zimmer, then you will receive both awards.
8. Unique minigun.
Eugene (WG 18, Clip 240, AP 30, DMG 105, Ammo: 5mm)
Description:
Slightly increased damage (from 75 to 105), otherwise a regular minigun.
How to get:
Or take as a reward for the quest about the Riley Rangers, or just steal from Brik (see point number 1 of this guide)
9. The best carbine.
Lincoln's Repeater (WG 5, Clip 15, AP 25, DMG 50, Ammo: .44 Round, Magnum)
Description:
Lincoln's gun is repaired by ordinary hunting rifles, but compared to them it has twice as much damage, three times more clip and weighs one less weight. It shoots the truth is quite rare (as in merchants, and in general) .44 magnum cartridge, store.
How to get:
It's very simple: in the historical museum we go up to the second floor, there in one of the far rooms it lies in a small glass window. Clever man Abraham Washington from Rivet City will offer you 100 caps for him, smothers laughter. It is better to collect in the same place in the museum everything connected with the name of Lincoln: a collection of coins, a hat and other trash - he will buy it all from you.
10. The best gun.
Blackhawk (WG 4, Clip 6, AP 32, DMG 55, Ammo: .44 Round, Magnum)
Description:
One of the most deadly weapons in the game, along with the gun of Lincoln, which is inferior in range, but surpasses in damage. In theory, this is a normal 44-gauge magnum with optics, only the damage is increased from 35 to 55.
How to get:
Start the quest about the song Agatha. To do this, you must first find the house of Agatha, it is between the dump and the Mereşti depot, on the flimsy bridge you have to go. After that, she will send you first to search for the headquarters of Volt-Tech (near Vernon Square). If you have already been to the Citadel and have marked all the Shelters on the map, then you can not go to headquarters itself. Go straight to Asylum 92. There you can get lost, look for a pointer to the laboratory, there the violin will be found. You will pass by the men's bedroom - be sure to look in the men's room. A note book will roll behind one of the jolts, without it you will not get a pistol. Everything, now you can turn in the quest for Agate, and after that you can also shove a note book, for which she will give you this precious piece for joy.
11. 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 the usual battalion of shotguns, in comparison with it it has a slightly increased weight (10 against 7) ​​and significantly increased damage (80 against 55).
How to get:
One square to the right of Casey's garage (Shelter 112), where you are directed along the plot, in the center of the right border of this cell is the Evergreen Mills place. There is a building inside which is located the entrance to the underground market. There is a smiling Jack merchant in this market (Smiling Jack), he is the only one who will not lash out at you if you have good karma. In any case, to take a shotgun, it must be killed. Decide what is more important to you - an extra merchant or a unique trunk. Do not forget to take him to the right of him in a small place on the shelf of the baby doll +10 to the 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 barrels in the category "Light weapons". Chinese kalashi are used for repairs, in comparison with them it has an enlarged horn (36 rounds instead of 24 rounds) and noticeably increased damage (66 vs. 53). The cost is somehow lower than usual ...
How to get:
A bit confusing, but overall not very difficult. First you need to get to the Technical Museum, it is practically “across the road” from the Historical Museum that has already become boring to us. There, with the usual sweep of the premises you need to pay attention to information computers, similar to payphones. But not all of them are “equally useful”, we need 3: the first one is in the lower part of the lobby, the second one as soon as you enter the western wing, and the third one is at the foot of a large rocket. On the screen of these computers at the bottom of the menu will appear a line like # 001, into which you need to enter the code. Attention! Save before entering, after one incorrect input the computer will be blocked and everything will be lost. You need to enter the following codes, in the order of the computers listed:
terminal # 001 - 19
terminal # 002 - 53
terminal # 003 - 113
Sequential input of three correct codes will open the safe in the west wing. When you open the safe (you can only do this through a nearby computer), a message will be displayed on the screen, after reading which you will understand that you need to move to the Jury Street subway station (two cells down and one to the left of Asylum 101). There is no need to enter the subway itself; next to the entrance to the subway there is a mini-cafe, a corpse will appear there, from which this unique weapon is taken. Until you pass all the dances with a tambourine in a technical museum, it 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 the 2 unique sniper rifles. The capacity of the store has been reduced (from 5 to 3), but the price of the shot has been reduced (from 38 to 32) and the rate of fire has been increased by one and a half times.
How to get:
When you go to Fort Constantine, you will surely stumble upon the WLKM Broadcast Station (2 cells down from the fort). The station is on a hillock, with a small chapel not far away, Dickerson Church, visible from it. Here in this church a sniper with this rifle sits upstairs. It’s impossible to get up to it, so it’s necessary to kill it so that even an eye may fall down.
14. The unique knife.
Jack (The Ripper) (WG 6, AP 65, DMG 30, 50% extra limb damage)
Description:
It is repaired with ordinary rippers, it differs from them only in that it deals 50% more damage if you cut limbs.
How to get:
A little to the left and just above Dickerson's Church (in the same cell) is the Refuge of the claws of death. There will be lying on the corpse of the Enclave officer, in the southern part of the location. The corpse appears if your paths with the Enclave have already intersected, in other words, Dad is already dead. If you go for a sniper, at the same time look to the claws of death.
15. Slaughter gatling laser.
Vengeance (WG 18, Clip 240, AP 30, DMG 150, Ammo: Electron Charge Pack)
Description:
Slightly increased damage (from 100 to 150), for the rest - the usual gatling laser.
How to get:
Lies (regardless of your progress on the plot) in the same Death Claw Refuge (see p. 13) in the southeast part, in such a mini-cave with a pool of blood and thickets of radioactive fungi. Straight in the mushrooms and will lie.
16. The best weapon for fist combat.
Fisto! (WG 6, AP 25, DMG 25)
Description:
If there are maniacs who use fisticuffs in this game, here's a tool for you. It is repaired with the usual "power fists", the cost of a strike has been reduced from 28 to 25 points, the damage has been increased from 20 to 25.
How to get:
If you go for a baby doll +1 Dexterity or for an alien blaster, you will probably stumble on the way to the MDPL-13 Power Station. It is located one cell above the Minefield, in the middle of the left border of the cell. Fisto is located in a large building at the top of it, lying directly on the table. In the small house, by the way, you can grab the railroad rifle assembly scheme.
17. Unique saber.
Vampire's Edge (WG 1, AP 28, DMG 15)
Description:
In general, nothing special, just a unique vampire saber. As edged weapons the same shishkebab is much cooler. It is repaired with ordinary sabers of Chinese officers, which is noticeable in appearance. He took a Chinese saber, attached a vampire handle to it and went to wave to the right, left and to other sides. Reduced weight (from 3 to 1), increased damage (from 10 to 15).
How to get:
As a result of the "bad ending" of the quest "Blood Ties" ("Blood Ties"), namely, we descend into the subway at Mereşti station and interrupt all the vampires. From the main vampire's box we collect the saber, from his corpse - a unique raincoat, which has a good protection for the rag - 10, and also gives +2 to light and cold weapons. The quest is initially taken in Megaton from Lucy West, then you need to stomp in Arefu, do not forget that in Arefu, in the house of Evan King, baby doll +10 is being repaired.
18. Unique laser gun.
Protectron's Gaze (WG 3, Clip 20, AP 17, DMG 24, Ammo: Energy Cell)
Description:
Laser gun, causing double damage. This is achieved simply - a double shot. So that life does not seem like honey, the capacity of the store is reduced from 30 to 20. There are no more differences from the usual.
How to get:
Take in the Canterbury Community quest to solve problems with 2 comic-like characters, take the side of the Mechanics and kill the AntAgonizer. The mechanic will demand her costume, give it back and tell him not to stop at what has been achieved, then he will present you a pistol and a present. If you do the opposite and take the side of the "female ant", as a reward you will receive a poisonous knife.
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 Enclave radio. Nothing special, in principle, looks funny, good enough for tins and gives +1 Perception.
How to get:
In the same Canterbury Community, the same Uncle Roh who gave the quest to the "supermen" can help you get rid of the extra caps. Namely, it is possible to invest in one caravan, which is in game 4. In each of the caravans, you can first invest 200, and then another 500 caps, after which the assortment of them becomes much more diverse. Each of the caravan at the meeting will thank you for the investment (if you unfastened 700 covers). An armor-trading crowe will donate this helmet.
20. Unique wig.
Button's Wig (WG 1, DR 1, Speech +10, Barter +5, Intelligence +1, Perception -1)
Description:
It gives almost no protection, looks inappropriate, but it increases Eloquence by 10, Barter by 5 and Intellect by 1, while reducing Perception by 1. Given that it weighs only one unit, 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. Nicely.
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)

Karma

Karma
When thinking about Karma you should remember 4 things:

1. Karma affects the reaction of the npc and the choice of replicas in the dialogues.
2. It depends on karma whether or not you are in certain locations.
3. Opponents may stop attacking you, depending on your karma.
4. The ending of the game depends on karma.
In the course of the game the value of karma is not demonstrated; you can only see the “steps” she has reached:

-1000 ...- 750 Very Evil
-749 ...- 250 Evil
-249 ... + 249 Neutral
+250 ... + 749 Good
+750 ... + 1000 Very Good
You can see the current status 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 to Paradise Falls
Opportunity to take two "bad" followers: Jericho and Clover
Easy to communicate with evil characters
Normal npc may react negatively in a conversation.
What gives Neutral Karma (-250 ... + 250):

The ability to take two "neutral" followers: Butch'a and Sergeant RL-3
Raiders will always attack you.
Neither the "good" nor the "bad" groups 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
Normal npc can respond positively in a conversation.
Raiders will always attack you.
Gifts from good characters (covers, cartridges, food, steampacks, etc.)
What is karma reduced for?
Theft from a good or neutral character (per item) -5
Breaking the lock in the house of a neutral / good character -5
Killing a good or neutral being -25
Angry action during side quest -50
Killing a good or neutral character -100

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

What does karma increase for?
The donations of any church depend on the size of the donations + "?"
Good deed in the process of completing a side quest +50
Killing a very bad character / creature +100




Karma mapping based on player level:

Bad karma:
Level 1 - Vault Delinquent (asylum offender)
Level 2 - Vault Outlaw (asylum criminal)
Level 3 - Opportunist
Level 4 - Plunderer (robber)
Level 5 - Fat Cat (Run)
Level 6 - Marauder
Level 7 - Pirate of the Wastes
Level 8 - Reaver
Level 9 - Urban Invader (urban occupier)
Level 10 - Ne'er-do-well (loafer)
Level 11 - Capital Crimelord (head of capital crime)
Level 12 - Defiler (Defiler)
Level 13 - Vault Boogeyman (Evil Spirit Refuge)
Level 14 - Harbinger of War (herald of war)
Level 15 - Urban Superstition (urban superstition)
Level 16 - Villian of the Wastes (aborigine wasteland)
Level 17 - Fiend (demon)
Level 18 - Wasteland Destroyer (Wasteland Destroyer)
Level 19 - Evil Incarnate (the embodiment of evil)
Level 20 - Scourge of Humanity

Neutral Karma:
Level 1 - Vault Dweller (occupant occupant)
Level 2 - Vault Renegade (renegade seeker)
Level 3 - Seeker (finder)
Level 4 - Wanderer (wanderer)
Level 5 - Citizen (city dweller)
Level 6 - Adventurer (adventurer)
Level 7 - Vagabond of the Wastes (tramp with wasteland)
Level 8 - Mercenary (Mercenary)
Level 9 - Urban Ranger (City Ranger)
Level 10 - Observer
Level 11 - Capital Councillor (City Councilor)
Level 12 - Keeper
Level 13 - Vault Descendant (scion of asylum)
Level 14 - Pinnacle of Survival (Survival Master)
Level 15 - Urban Myth
Level 16 - Strider of the Wastes (Walker Walk)
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 (Guardian Asylum)
Level 2 - Vault Martyr (martyr seeker)
Level 3 - Sentinel (Guardian)
Level 4 - Defender
Level 5 - Dignitary (dignitary)
Level 6 - Peacekeeper (peacemaker)
Level 7 - Ranger of the Wastes (Ranger of the Wastes)
Level 8 - Protector (patron)
Level 9 - Urban Avenger (city avenger)
Level 10 - Exemplar (role model)
Level 11 - Capital Crusader (Capital Crusader)
Level 12 - Paladin (Paladin)
Level 13 - Vault Legend (legend asylum)
Level 14 - Ambassador of Peace (Goodwill Ambassador)
Level 15 - Urban Legend (urban legend)
Level 16 - Hero of the Wastes (Hero of the Wastes)
Level 17 - Paragon (perfection model)
Level 18 - Wasteland Survivor (surviving in the wastelands)
Level 19 - Saint (holy)
Level 20 - Last, Best Hope of Humanit (the last hope of humanity)

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, boost it through the console.

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

Swing mod MaxLevel30-MaxLevel40

We put:
1. Download your computer.
2. Open the file using 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.

Fallout 3 codes during the game

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

Place the position of the dolls:


Specifications:


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

Skills:


- Barter: Evergreen Mills, at the back of Market Bazaar on the shelf at the top right, behind the Rider-Trader, who does not attack.
- Big Guns: Fort Constantine, at the base of the CO Quarters, in a safe in the wall.
- Energy Weapons: Ravenhold
- Explosives: WKML Broadcast Station. Turn on your terrain map. Go through the door to the sealed cistern and the baby doll there.
- Lockpick: Bethesda Ruins, in Bethesda Offices to the east on the upper floor near the door to the bridge.
- Medicine: Vault 101, in the office of the father on the table.
- Melee Weapons: Dunwich Building, just before you leave Virulent Underchambers on the floor next to the door.
- Repair: Aerefu, in the house of Evan King`s.
- Science: Vault 106, on the table in the middle of the living rooms is the second level of the main rooms.
- Small Guns: National Guard Depot, go through the training room and offices, walk to the door to the main room. Use the power switch on the wall to your left and enter the Armory, then search the shelves.
- Sneak: Yao Guai Tunnels, at the top of the metal with which Den is trimmed, on the right of the map, near a small amount of water.
- Speech: Paradise Falls, on the table inside the Euology`s pad (In the house of Slave Master`s).
- Unarmed: Rockopolis; Go around from the west to Casey Smith`s garage. Look for tattered banners that are stretched. 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 medical skill +10 - Found in Vault 101, If you didn't find this one, it's time to head back to the Vault !! BobbleHead SPEECH - Increase speech speech skill +10 - Found in Paradise Falls, Eulogy's Pad. Groundfloor, 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 from Casey Smith's Garage, look for tattered banners strung up. Use your local map or you may miss it.

STATS BobbleHead locations

The 3 desks you see there is a BobbleHead INTELLIGENCE - Found in Rivet City, a science lab.

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