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Guide and complete passage through Fallout 3 in pictures

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Guide and complete passage through Fallout 3 in pictures

Fallout 3
"... These Communists hate all our values:
freedom, independence, apple pie!
I said about freedom ...? "
G. Akerman, C & C Red Alert 3

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 did finish the war, and nuclear missiles fell on the US. America did not remain in debt, and struck at its main enemy - China. What happened in Fallout 3 with the rest of the countries is unclear. We know only that the action from the West Coast of the United States moved to Washington. How the supermutants and other creatures got to the East Coast, we do not need to know (although such an opportunity will be presented). All you need is to find meaning. The meaning of your existence in this terrible, dangerous, and so alluring radioactive desert.

Say a word about poor mutants ...

"Supermutant, like a hamster, must do three things in life:
born, die and die! "
... From the course of the young fighters of the Brotherhood of Steel

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

  1. Radtarakans. The very first enemies in the game. It's just a very big cockroach, which can run and bite quickly. In the early stages of the game, it is best to use cold steel against them.
  2. Mole rats. A medium-sized beast, absolutely devoid of sight and sense of tact. They usually attack a pack, they are easily killed by a shot in the head with a shotgun. As against them there is a special weapon - "Repellent". You can get it only after passing a certain quest ("Guide to Survival in wastelands").
  3. Droits. Mutated bees. They shoot with their own stings, in the melee they are worthless. One or two shots from a simple gun solve this problem.
  4. Dogs. Dogs are different - from wild to domesticated. They are dangerous only if they are attacked by a pack.
  5. Radskorpions. An impressive size creature, which is best to fight either with a shotgun, or with an automatic. Try not to admit them to yourself, because in the early stages of the game they are one of the most serious opponents.
  6. Bolotniki. Crab creature that walks on two legs. Has a practically impenetrable shell, and is killed only by a sharp shot in the face.
  7. Wild buzz. Skeletal-like zombies that have lost all reason. Have a habit of living in the metro, yelling in a bad voice and running fast. A portion of the fraction in the head will calm them down remarkably.
  8. Wild boom-bums. It's about the same as the usual wild booms, but they run a little faster. They wear some kind of bulletproof vest, and even kill them a little more complicated.
  9. Supermutants. The old acquaintances have hardly changed since the first part. The same big and fierce, still dumb and strong. They carry rifles, batons or grenades. Kill them (at first) is hard, but you will always help an automaton or shotgun.
  10. Centaurs. Creatures that resemble both the Sphinx, the bloodsucker from the Stalker, and also the ugly creature of unknown origin. Can spit radiation spitting and tear with tentacles.
  11. Superman-beast. A more advanced version of the super mutant. Carries a minigun, a rocket launcher, or an assault rifle. They kill extremely long.
  12. Glowing buzz. Crown of the evolution of wild ghouls. They can beat you with a deadly dose of radiation, as well as treat their relatives. It is extremely difficult to kill them.
  13. The nuclear plants. A variety of swamps, which lives only in the ruins of the Yader-Cola plant. They are characterized by an extremely aggressive character, large sizes, and a bright blue color. The strength is approximately equal to the hunters.
  14. Giant Radskorpions. A huge creature, encased in a virtually invulnerable shell. Kill it is extremely difficult, but in this you can help a rocket launcher or minigun.
  15. Bolotniki-hunters. A larger hunter than a regular swampman has a stronger shell and longer claws. It is recommended to shoot their feet beforehand.
  16. Bolotniki are the leaders. Monsters are telekinetics, capable of wailing your psyche. Almost always has a retinue of a couple of hunters and five ordinary individuals.
  17. Supermutant master. A huge monster, which is clothed in self-made armor. Carries a minigun, a machine gun, or a bazooka.
  18. Claws of death. Hefty semi-kangaroo half-kangaroo, capable of sending you to the next world with one blow. Fighting them is extremely difficult, because they are worn at prohibitive speeds. It is recommended in the fight against them to have a minigun, a grenade launcher, and a shotgun.
  19. Fallout 3
  20. Supermutants are hippos. The biggest monster in the game. The giant is six meters tall, armed with a fire hydrant torn from the ground along with the pipe. Destroy it alone is almost impossible if you do not have a cannon called "Fat Man". This mini nuclear missile launcher will help you than you can. Fortunately, this creature is encountered in the game only three or four times.

As you can see from this list, the mutant species will suffice to make your stay in this world unforgettable.

1001 way to kill the enemy

"... Chinese hackers rummaged in the software of the Tomahawk rocket
Now it's 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 the best way to take them on a camping trip.

Traditional small arms

  1. Pistol. Ordinary pistol. Weak lethal force, low accuracy of fire. Effective only in the early stages of the game.
  2. The Chinese pistol. Even weaker than an ordinary pistol. To carry it with itself does not make sense. That is absolutely.
  3. Revolver. From the super-powerful "Colt" made some lasciviousness. Absolutely useless thing, which is good only at the beginning.
  4. Magnum. A more advanced version of the revolver, equipped with an optical sight. It is quite effective against the Raiders' manpower.
  5. Submachine gun. An interesting machine that serves as a good alternative to the machine in the early days.
  6. Shotgun. The usual, unremarkable rifle. Low efficiency.
  7. Assault rifle. Apparently, some kind of M-16. Quite an effective thing with which you can go for supermutants.
  8. The Chinese automatic. The developers from the very beginning stressed that this is not AK-2074, namely the Chinese machine gun. In the game - one of the most powerful traditional killing.
  9. Edge. Well, what can I say? He went straight to the point, twice fired, ran away. Not widely distributed, but quite effective.
  10. Combat Shotgun. A wonderful mixture of Thompson's submachine gun and shotgun. One of the most effective guns in the game.
  11. Sniper rifle. I think that comments are not needed here.

Power weapons
  1. Laser gun. Pretty stupid thing. It is best to use it when there is nothing else.
  2. Laser Rifle. A powerful toy. With three or four shots calmly fry supermutanta. The disadvantage is extremely fast wear.
  3. A plasma pistol. More powerful gun. You can get it only if you have gone through most of the game, because such things exist only in the Enclave
  4. The plasma rifle. Without five minutes, an absolute weapon. Powerful shells destroy anyone who just dares to stumble. From such "gifts" the enemy turns into green slime.
  5. Blaster Alienov. As in the second part, here you can find a small surprise - the blaster of extraterrestrials. 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. The standard rocket launcher - fires in white light, as in a pretty penny. Despite this, a pretty clever invention.
  2. Minigun. A six-barreled machine gun. Great for mass stripping. With him, only the super-mutant behemoth will be terrible to you.
  3. Flamethrower. Portable shish kebab. Ideal for fighting ghouls and supermutants.
  4. Fallout 3
  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. Quite a controversial thing, because it has a huge rate of wear, and you will not get cartridges for it.
  6. "The fat man." Trump card of the Brotherhood of Steel. A huge fool who shoots mini-nuclear missiles. Calmly kills everything - from the claw of death, to the rotorcraft of the Enclave. Weights thirty kilos, and is the decisive argument on the battlefield. Just try not to waste ammunition for nothing. The game only 40 rounds for this gun, and each of them must be extracted by blood and sweat.
  7. Fallout 3

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

Passage of Fallout 3

"... You can not be a Jedi,
But it is obliged to have power! ... »
Master Yoda

Washington Stalker

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

The whole story can be divided into three parts. The first - in Vault 101, the second - before the incident in the complex of the project "Purity", and the third - until the final credits.

Part one. Refuge 101.

After the introductory video, you start the game ... one-year-old child! For RPG, and generally for games in particular, this is a novelty. Your first job is to read the book about the SPECIAL system. Thus, you can distribute the parameters of this very SPECIAL Next - more. In nine years (show zastavochku), you give out your personal Pip-Boy 3000. This PDA has many different functions, from inventory, ending with a radio station and a card. Also in this passage you are given a pneumatic gun, and show how the VATS (Vault-Tech Tactical System) works. Later, there is an exam where 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 enter the office of the Ranger, open the secret passage and escape (do not forget the navel).

In fact, the episode with the Vault is a very much extended training. However, the first minutes in the open air will make you forget about Vault 101.

Part two. In search of his 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, most likely, will find here a lot of similarities.

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

Near the building of "Galactic news" you will find a surprise - the freedom escaped the hippo, and you together with the Brotherhood of Steel need to destroy it. Fortunately, near the fountain there is the corpse of one of the Paladins of the Brotherhood, from which it is possible to remove the "Fat Man".

After the victory over the monster, go 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 tell you 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 at the Mollet), and from the Lunokhod "Virgo-2" pick up the plate. After that you will need to get to the Washington Monument, and at the very top to establish this plate.

Fallout 3

Come to the museum, be on the alert. Several super mutant masters and beasts hang around in it.

It's interesting: in the Museum you can see the Vault model. Be sure to listen to what you are told from the speakers - at least cheer yourself up.

After taking the plate, take it to the Monument. After this heroic deed, go back to the radio station. Tridongnite tells you that your father left for Rivet City. Go to the embankment and walk along the river. Almost at the end of it you will see an old aircraft carrier. There's something you need.

On the ship, find the middle deck. There, at the very end is a scientific laboratory. Find her in Dr. Lee 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. Inside there will be supermutants, be prepared. 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. Penetrate inside. In the shelter you will find a free Sunbed, and take it. You will be transferred to another reality, to a town called Trenkviliti-lane.

There you must find Betty. The girl is playing on the playground in the center of the town. Talk to her. She will say that you can leave this place if you follow her instructions. If you agree - then your karma will fall 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 right combination (you need to search for it by sounds, only 5 items). That way, you 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 suggest that you go with him. Agree. Return to Rivet City and go to Dr. Lee. Then again go to the "Clean" project complex. There you will need to go through all three levels (store, rotunda and basement), and destroy all the mutants. Then follow the instructions from your father. When you are already opening the valves, you will see that the Enclave soldiers have landed on the territory of the Memorial. Run into the control room, and watch the dramatic development of the situation. When the explosion rattles, take Dr. Lee to the Taf's tunnel.

Part Three. Project "Cleanliness"

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

Fallout 3

In front of you you will see the Pentagon, now - Citadel, the headquarters of the Brotherhood of Steel. After talking with the head of the Brotherhood and scribes go to the Little Lamplight Caves, through which you can reach the refuge 87, where the cornerstone of the whole series is located - GECK (Eden Compactor Generator). In the Vault you can get to ONLY from the caves. Do not try to go through the "title" entrance, there is radiation that will kill you before you accept the antiradism.

Go down to the Vault. There you have to reach the experimental laboratories. Be careful - along the way you will find many supermutants. In the labs, find a super mutant named Fox. He sits in the cell and asks that you let him out. Do it. In gratitude for this, Fox will go ahead, and help you get the GECK.

After taking the GECK, go back. At one of the turns you will be deafened, and taken to Raven Rock, to the main Enclave base. Upon arrival, nahamite Colonel Otem. They will let you go and tell you to go to President Edem. This is on the 3rd floor. Climb there, and find a huge (half-walled) monitor. This is the president. Talk to him.

It's interesting: Earlier the Enclave had President Richardson. So, it turns out, was he 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 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 him from the Enclave. With you, by the way, will go also a huge robot "Liberty Prime". After reaching the purifier, go inside, and in the Rotunda you will have a talk with Otom. 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 will do it, and forward. The code from the cleaner is 2-1-6 . By entering it, you will sign a sentence for yourself, since a huge dose of radiation will strike you at the moment of switching on.

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





Detailed Passage of Fallout 3 by quest

"... Everything is stolen in Paradise Falls.
Even the air is somehow stale ... "
... from the dialogue between the two Raiders

In addition to the main story in the game there are about 20 side quests. Doing them is an exciting way to spend ammunition and first-aid kits for other purposes.

The Power of the Atom
Who issues: Sheriff Lucas Simms
Where to get: Megatonna
Reward: Either 300, or 500 caps and a house in Megaton for bomb disposal, or 1,000 caps and a penthouse in the Tempenny Tower for a bomb explosion
Upon arrival in Megaton, the city sheriff can ask you to neutralize the bomb. To do this, your "Explosives" skill should be more than 30. If you want to help the city, neutralize the bomb. You can also blow up a bomb. For this, it is necessary that Mr. Burke sit in Megatonny's 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

They!
Who issues: Brian Wilks
Where to get: Either at the "Supermarket" or in Graydice
Reward: Serum with fire ant genes, 100 covers
After the first visit to the "Supermarket" you can come running to a guy who asks to find his father. Agree. Go to Gradych, and there find the Wilkes house. After visiting the house, tell the guy that the parents died. Then visit the hut to the left of the house. There in Dr. Lesko's computer there is information about the ants that inhabit the Marygold metro station. Go there. In the subway tunnels, find Dr. Lesko, who will tell you what to do in order to destroy the ants. Go to the lair of the ant uterus. There, destroy the five guards, but, in any case, do not touch the uterus. Go back to Lesko. He will give you two serums to choose from. Choose any that you like. Go to Brian. He will ask you to find a house for him. Agree, and go to Rivet City. There, find the head of the hotel. She will say that she will take Brian to her place. Go back to Gradych, and talk about this guy.

Big problems in the Big City
Who issues: any citizen of the Big City
Where to get: The big city
Reward: 50 caps
Visit the Big City, and ask any person on the streets. You will be told that almost all people in the city were killed by supermutants, and two - tied. Your task will be to save them. 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 supermutants have a kitchen. Kill them, and return to Redhead. Then run to the Big City. There, if you try to leave, there will be an attack of supermutants. If you have a sufficient level of the parameter "Science", then at the landfill in the city, find and fix two robots. Help to contain the attack of supermutants and get a reward.
Fallout 3

Blood ties
Who issues: Lucy West
Where to get: Megatonna
Reward: drawings "Shish-kebab", ability "Bloodsucker", 100 covers
Girls from Megatonna Lucy West will ask you to deliver a letter to your family in Arefu. Go there. Talk to the local sheriff. Then run through the three houses in the town. In the house of the West you will find two corpses. Report this to the sheriff. He will say that most likely the family members did it. Go to the Meresti depot, and go to the station. Find a person there called Vance, and ask him to escort you to Ian West. When you find Ian, tell him that his sister is waiting for him, and then again talk to Vance. Persuade him to protect Aref, and give the contract to Sheriff Aref Evan King. Take the signed contract and get the reward.

Stolen Independence
Who issues: 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 Moll), there you find the passage to the cellars. Remember, there are a lot of supermutants in the Archives. In the cellars, find the passage to the East Wing, there you will deal with the robots and go to the storage room of the Declaration. Take the Declaration and go to Rivet City.

Artificial man
Who issues: Mr. Zimmer
Where to get: Scientific laboratory of Rivet City
Reward: Plasma rifle A3-21 OR 50 covers
In the laboratory of Rivet City, a certain Zimmer is mistaken. 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 ship Rivet City. Ask him about the android. Having learned that the android is the chief of the Harkness guard, go to him. Require reboot of its system. In gratitude that you will not surrender it to Zimmer, he will give you his plasma rifle (note: this rifle is an improved version of the standard, since it is 1.5 times more powerful)
Fallout 3

Raleigh Rangers
Who issues: Raleigh
Where to get: Either in the Ghoul Dungeon, or catch a radio signal near the Historical Museum
Reward: Razvedbronya OR minigun "Eugene" + the ability to take labels on the card behind the lids
First, ask the doctor of the ghouls to put Reilly on his feet. When she wakes up, ask her about her group. Find out just where they dropped the ammunition box (come in handy). Go to Vernon Square, and from there - through the Hospital of Hope to the Hotel "Seisman". Please note that the hotel and the hospital have a lot of supermutants. When you reach the climb 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 into the lobby. There, destroy the supermutants, and go to the headquarters of the Rangers. As a reward, you can take the scouting book, or the minigun "Eugene", which is 2 times more powerful than usual.

The inhuman gambit
Who issues: Uncle Rowe
Where to get: Community of Canterbury
Reward: 500 caps + Mechanist and NeMirmiki costumes + with a barter skill of more than 60 - an opportunity to become an investor for caravans
Arriving in the community of Canterbury, you can watch the war of two superpsychs - the Mechanist, who imagines himself to be the defender of the city, and NeMiermiki - the queen of the local ants. They got the residents of the city so much that they asked you to get rid of them. After asking 500 caps, agree. The mechanic is in the service center of robotics, and NeMirMika is 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 execution of the assignment.

Agatha's Song
Who issues: Agatha
Where to get: under the destroyed highway, to the left of the Landfill, in the middle of the stones (there the bridge leads)
Reward: Agatha radio wave + 100 covers
This is a rather unusual task. The woman will ask you to get out of Vault 92 ... the violin of Stradivarius! First you need to get to Vernon Square, where the headquarters of "Volt-Tech" is located. There you need to find out where Vault 92 is, and go there. Near the Refuge is the town of Old Olney. Do not approach this city if you do not have a minigun - there are about six to seven claws of death. Once in the Vault, find the 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
Go to the Temple of Unity (is on the way from the city to Vault 92, if you go along the road). There you will have a talk with the leader of slaves Hannibal. He will tell you to talk with the technician Caleb, who will ask you to find a picture of the Lincoln Memorial in the Historical Museum . Find the image and return. Then fight off the memorial from the slaveholders. Wait for Hannibal and his comrades at the entrance to the Moll-North-West metro station (note: sometimes you just have to walk around the Wasteland, and then return). Hannibal will give you a reward.

The pursuit of nuclear cola
Who issues: Sierra Petrovita
Where to get: Herdershide
Reward: Drawings of hammer-cola + for ~ 50 caps for each bottle (depending on the level of difficulty)
This is a very simple task. It is only necessary to find 30 bottles of quantum nucleus-cola. Find them, bring it to Sierra. If you have already completed the task, and you were given a drawing, it can still be continued.

Oasis
Who issues: Father-Root Laurus
Where to get: at the entrance to the Oasis
Reward: Maple's power armor + Willow amulet + Lilac hood OR missile OR NOTHING
Go to the Oasis. There they will meet you, and they will say that God wants to see you. Agree. You (after the ritual) will be taken to a grove to a tree named Harold.
It's interesting: In other parts of Fallout, half-tree Harold (the tree was called Bob, or Herbert) also appeared. First they lived in the town of Hub, then moved to Gecko
He will ask you to kill yourself. Agree. Go to Matera-krona Bereza. She will give you the Birch Juice, which needs to be processed by Harold's root, which contains his heart. Go down into the caves under the Oasis. Enter the serum and return. Visit Harold, then talk to Maple, Willow and Lilac.

Tempenny Tower
Who issues: either Roy Phillips, or the Tempenny Tower guards
Where to get: Either the Warrington metro station, or at the gate of the Tempenny Tower
Reward: 500 caps + ghoul mask
(Warning: This description is only for the ghouls quest. (The quest for guarding the tower was not executed.)
First, talk to Roy Phillips, then with the tower guard. Find out what ghouls want to live here, and go to Roy. He will say that 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 ghouls, so he gives you the task - to interview the inhabitants of the tower on the theme of the introduction of ghouls. When you ask everyone, go back to Tempenny. He will give you 500 lids. Go to Phillips, and say that ghouls can spread.

Control shot
Who issues: Mr. Crowley
Where to get: "The Ninth Circle" in the Ghoul Dungeon
Reward: 25 lids per key OR 100 lids per lie (requires a high skill of eloquence) + (regardless of the previous version) admission to Fort Constantine + Power armor and helmet T-51 b
Go to the bar "The Ninth Circle", that in the Dungeon. There, find Mr. Crowley, who will offer to kill four ghosts. Agree. Now you need to visit:

  1. Dukova's home, and pick up his key
  2. Republic of Dave and pick up his key
  3. Tempenny Tower and pick up the key Tempenny
  4. Rivet City and pick up the key of Ted Strayer

Then go to the rumble and give the keys. On this quest will end, but who wants to get the armor T-51b (this is the power armor of the Brotherhood of Steel from the first part), should do this: follow the rumble, and wait until he leaves the Dungeon. Kill him. For his karma karma is not taken away. Go to Fort Constantine. In the residence of the commanders, enter the cellar. Further - in the bomb storage. There in one of the rooms is the power armor.

Guide to Survival in wastelands
Who issues: Moira Brown
Where to get: "Shop on the crater" in Megatone
Reward: Depends on the degree of completion of the quest, as well as on the skills and abilities of the character
This quest is a kind of training. You are told the basic principles of survival, and you in return should help Moira write a book. This is the longest and most exciting quest of all that is. Describe it is useless, because everyone will do it differently
This completes all the quests.

And now I would like to wish everyone good luck and say parting words - do not run on the plot. The splendor of this game is that the plot plays a secondary role here. All 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 gaming universe will behave like a complete fool, a highly educated computer genius, a great sniper or martial arts master. Many skills are required as a prerequisite for obtaining these or other Perks. Any Skill can be developed to an equivalent of 100%.

After you finish GOAT, you will be asked to choose three Basic Skills (Tag Skills), the difference of which is that their initial value is 15 points more than the other Skills.

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

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

Thus, when creating your character, you need to act as follows: determine the Skills that are most interesting to you, put enough points into the corresponding basic characteristics, then select the three Skills you really want to become an expert in and make them Basic. Also, do not forget that in the course of the game you will be able to discover the so-called " Pups" (Bobbleheads), each of which corresponds to this or that 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 Skill Points that you receive for each new level of development of your character. The number of Experience Points obtained directly depends on the characteristics of the Intelligence. Below you can trace this pattern (the numbers to the right of the dyad represent the available number of Experience Points with this or that Intelligence parameter):

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

Barter

• Barter

The skill "Barter" 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 characteristic: Charisma (Charisma).

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

Heavy Weapons (Big Guns)

• Heavy Weapons (Big Guns)

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

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

Energy Weapons

• Energy Weapons

The skill "Power Arms" determines how effective you can use in combat with such weapons as a laser pistol, a laser rifle, a plasma rifle or a plasma pistol. The higher the value of this Skill, the more accurately you will shoot from the energy weapon, and the more damage you will inflict on your enemies, both in normal game mode and in VATS. The basic characteristic: Perception .

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

Explosives

• Explosives

The Explosives skill determines the power of your mines, your luck while neutralizing enemy mines, and the effectiveness of the pomegranates you threw in. Basic characteristic: Perception .

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

Lockpick

• Hacking (Lockpick)

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

If the level of development of the Skill "Hacking" is not high enough, then you will not even have an opportunity to try to hack this or that lock. The more developed this Skill, the easier it will be for you to gain access to any locked location, as in this case the lock area responsible for the success of the hacking will become larger (that is, it will be easier for you to select the necessary position for the screwdriver and clamp).

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 depends strongly on the Skill "Hacking".

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 to open it with a screwdriver. If you feel that the lock is slowly giving in, it means that you have placed the Clip in the desired area.

If, however, nothing happens when trying to open, 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 Clamp. In this case, it is necessary to try again, using the experience obtained (remember, in what position of the clip the lock was best suited). Continue until you achieve success. Patience is your best helper.

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

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

Abilities related to this Skill (in parentheses the minimum parameter of the character and level of character development is indicated): Home / Infiltrator (80/18).

Medicine

• Medicine

The "Medicine" skill determines how many Hit Points you recover with a stimpack, and the effectiveness of Rad-X and RadAway . With the maximum development of the Skill "Medicine" (100), the effectiveness of any of the above medicines will double. Basic characteristic: Intelligence .

Abilities pertaining to this Skill (the minimum characterization parameter and character development level are indicated in parentheses): Cyborg (60/14) and Chemistry Resistance (60/16).

Melee Weapons

• Melee Weapons

This Skill determines how effective you can use a melee weapon - from a lead pipe to a high-tech super-sledge. The higher the value of this Skill, the more accurate 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 cold weapons to block the opponent's attacks - the higher is developed this Skill, the more damage is absorbed by the block. Basic characteristic: Strength.

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

Repair

• Repair

The "Repair" skill 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 at the maximum - to 100%. Before you commit to repair, you need to evaluate the possible outcome. 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 wear and tear, because, most likely, you are wasting spare parts, as you are already close to the maximum possible improvement in the state of the object. Remember that with any repair, you destroy one thing to repair the same. As a rule, you need to take the following formula: repair the 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 used as a spare parts. The better the current state of the object, the more effectively it will serve when repairing another. Basic characteristic: Intelligence .

Science

• Science

The "Science" skill represents your scientific knowledge in general and is used primarily for hacking computers. This is very easy, especially if you know one small 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 the sample. In case of failure, you should continue until the moment when you have only one attempt, then it is necessary to log out and log in again. Thus, you can literally endlessly try to hack this or that terminal. Nevertheless, do not forget that every time you log in, the set of words changes, like the password itself. In any case, using this trick, you will never again block the computer when hacking. The development of this Skill is necessary to obtain most of the existing Abilities. Basic characteristic: Intelligence .

Abilities pertaining to this Skill (in parentheses indicate the minimum characterization parameter and level of character development): Entomologist (40/4), Nerd Rage (50/10), Robotics Expert (50/12), Cyborg / Cyborg (60/14) and the Hacker / Computer Whiz (80/20).

Light Weapons (Small Guns)

• Small Guns

The "Light Weapons" skill determines how effectively you can use all types of traditional small arms (10mm 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 pertaining to this Skill (the minimum parameter of the character's character and level of development is indicated in brackets): Massed Fire / Concentrated Fire (60/18).

Sneak

• Concealing (Sneak)

The higher your Skill of "Stealth", the easier it is for you to remain unnoticed, steal an object or climb into someone's pocket. If you successfully attack using this Skill, you will automatically get a double critical hit. The higher this Skill is developed, the more likely it is that you will not be noticed in stealth mode. If you bend down and do not move, or do it very slowly, then it will be even harder to find you. Basic characteristic: Agility .

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

Eloquence (Speech)

• Eloquence (Speech)

By Skill "Eloquence" it is determined how much you can influence the interlocutor during a conversation and get access to information that would otherwise remain a secret to you. In a nutshell, the higher this Skill develops, the higher your chance to excel at any checks on Eloquence, and also to obtain the necessary data from someone who does not treat you in the best way. Basic characteristic: Charisma (Charisma).

Without Weapons (Unarmed)

• Without a Weapon (Unarmed)

The "Without Weapon" skill is used for fights without weapons or with knuckwheels, including power knives. As a rule, if you are close enough to the opponent, then you will definitely get on it. The damage you inflict is a combined amount that is formed on the basis of the level of development of the Skill "Without the Weapon", as well as the parameters of the weapon used. This Skill also allows you to use your hands to block attacks of your opponent - the higher this Skill is developed, the more damage is absorbed by the unit. Basic characteristic: Endurance .

Abilities pertaining to this Skill (the minimum parameter of the character's character and level of development is indicated in brackets): Paralyzing Palm (70/18) and Ninja (80/20).





Maps, additions, usefulness - Fallout 3

Interactive map

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

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

Once again I will repeat the map on the flush!

Interactive map of Fallout3 (download)

User's manual in Russian

Guiding the game in Russian.

User manual (download)

Hyde in search of unique items

I present to your attention a guide for searching for unique items in the game.
First of all, I want to note that not all unique items of Fallout 3 are collected here, it's just a collection of interesting weapons and armor. I played the English version, but I tried to make it clear to the owners of the 1 st version. Damage can be different from yours, as it depends on skill leveling. All other data are checked, I found all the items myself.
Because this is all one big spoiler, there it and hide. Recommended primarily to those who ran a quick game and now begins the second detailed passage. So:
Moonbear's Guide For The Most Useful Unique Gear In Fallout 3
Legend:
WG - Weight (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 consider this armor the best, because it provides protection not much worse than power armor (39 to 40), but, unlike the latter, does not have fines, it weighs almost 2 times less (27 against 45) and gives a bunch of bonuses. In addition, it is repaired as an ordinary combat armor, and the armor of the Talon mercenaries, which in the game is abundant.
How to get:
Take it is not so difficult, how tedious. Reilly himself is in the city of the ghouls in the historical museum. He's in the hospital. You need to either cure it yourself (60 medicine), or persuade the doctor. She will ask to save her group. He tries to explain how to get to the Stateman Hotel, you do not need to listen to it, just get down in the metro from the historical museum and go to the station Vernon Square (Vernon Square). From it 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 mutants, so it was easier to bring out the group.
As a reward for this quest, you will be offered a choice, either this armor or the unique minigun Eugene (see below). Agree to the armor, tk. minigun right there and you can easily steal from Brick.
2. The best helmet.
Ledoux's Hockey Mask (WG 1, DR 4, AP + 25)
Description:
Make a reservation, the best for those who use VATS'om. For those who play in rialtime, it is more suitable for example a helmet from the T-51b kit (see below). Protection mediocre and except for 25 points of action mask does not give anything, but it's, sorry, a whole action boy. It is repaired by usual hockey masks.
How to get:
Starting in the Herdershade quest for a quantum cola, get the location of the plant for the production of nuclear cola. Searching for the plant, stumble upon the body of Mercier (Winger Mercier), recover the note from the corpse, then you will 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, near the entrance, you can open it only with a key, the key is in the robot named Milo (Milo), if you do not succeed, "then the cannons will speak instead of me," as John Silver said. Take the formula and move to the Red Racer Factory bicycle factory, it's not far from here. On the way you will be met by three in hockey masks. You need someone who starts the conversation, Gouilly Ledoux. He will offer you 250 caps for the formula (despite the price indicated in it at 150), you can sell, you can try to bargain for 400 or rude and open shooting. There is also the Munchkin variant: to sell, and then to decide everything, karma for them is not reduced. You can first try to listen to his naive nonsense about hockey.
3. 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:
Unconditionally advise the kit I can not, for one simple reason: I could not fix it myself (and merchants, as you know, up to 100% do not repair). I did not come up with any of my power armor kits for repair, neither the enclave, nor the brotherhood, nor the autocasts. The helmet is useful: without penalties, the best defense, increases charisma and gives little resistance to radiation. Given that helmets are damaged at times slower than armor, you can use.
How to get:
You can start the quest "You Gotta Shoot 'Em in the Head" by talking to Crowley in the city of Gulya, which is in the historical museum. During the execution of this quest, you will need to get 3 keys. And you can just steal these keys and go directly to Fort Constantine without talking to Crowley (the quest can then be started and handed over, the keys will not disappear from you). I managed to easily and easily steal all 3 keys, with the secretiveness skill 33, lost at the same time 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 to these comrades):
Ted Strayer, in Rivet City, hangs out either in a doss house, in a church, or in a tavern.
Dyukov, an alcoholic and a womanizer, is in his home, near the Anchorage memorial
Dave, in the Republic of Dave, the upper right corner of the map (in the same place, the Pups +1 Perception)
Having obtained the keys, advance to Fort Constantine, the top of the map, closer to the left edge. Penetrate into the officer building (the lowest) and stamp in the basement, before the first closed door, by the way, lies in the pups +10 to heavy weapons. Further everything is simple, I will not spoil the impression from the study of the bunker
4. Happy billiard ball.
Lucky 8-Ball (WG 1, Luck +1)
Description:
What is there to say particularly - a billiard ball, weighs one, gives +1 to Luck, while you wear it in inventory.
How to get:
Go to the Big City (two cells upstairs from Vault 101), take a quest there to save two comrades. Get them out of the Germantown police station (will be marked on the map) and bring them home. After that, you will be asked to repel an attack of mutants. I advise you not to bother with robots and choose a retort "I'll hang out here, I'll kill all the mutants myself." When the attack is repulsed, go to the local infirmary, there will be a wounded man named Timebomb (as his 1s-sheep was called I do not know, but there is one patient in any case). He needs to be cured, he will need the skill of medicine 40. After that, he will rise, bow and roll away. You need to approach him again and then he will say something about the great gratitude and give you the coveted ball.
5. The alien blaster
Alien Blaster (WG 2, Clip 10, AP 20, DMG 100, Chance to disintegrate enemy on death, Ammo: Alien Power Cell)
Description:
Gun-cheat, allowing a joke to shoot an entire city, without even noticing how. If not for limited ammunition, the already unstable balance of the game would be irretrievably skewed. There is a chance to turn the enemy into a pile of ash, for some reason it happened to me constantly.
How to get:
Three cells up from the minefield in the lower left corner of the cage will be the crash site of the alien ship, a shorter broken plate. The blaster is lying right on the ground next to the corpse of a representative of extraterrestrial civilization. Ammunition is scattered around him.
6. The alien blaster №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:
Cannon-cheat number 2, from the previous differs reduced damage, which is compensated by ignition of the target, like a flamethrower or a shishkebaba.
By the way, these blasters are mended exclusively by each other.
How to get:
Renddomno during a walk in the wasteland there will be a strange clap and literally from the sky will lie alien warheads (blue cones). It can happen anywhere, it is argued that there is dependence on Luck. I did it at Luck 1, even when I did not even score 10 levels. It happened at night, I naturally did not find the blaster myself. I returned 2 times a day to this place, still did not find it. 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:
From a conventional plasma gun differs only increased from 45 to 50 damage. As you can see, nothing special, and the hype is around this gun.
How to get:
First you need to take the quest for android from Mr. Zimmer in the laboratory of Rivet City. In the process of implementation, you will be approached by your aunt and ask to help the poor 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 it to Zimmer, then get both awards.
8. Unique minigun.
Eugene (WG 18, Clip 240, AP 30, DMG 105, Ammo: 5mm)
Description:
Slightly increased damage (from 75 to 105), in the rest - an ordinary minigun.
How to get:
Either take as a reward for the quest of Riley's pro rangers, or simply steal from Brick (see point 1 of this manual)
9. The best carbine.
Lincoln's Repeater (WG 5, Clip 15, AP 25, DMG 50, Ammo: .44 Round, Magnum)
Description:
Lincolnovo rifle is repaired with conventional hunting rifles, but compared to them it has twice the damage, three times the clip and weighs one less. Shoots the truth is quite rare (as with merchants, and in general) .44 magnum cartridge, reserve.
How to get:
Very simply: in the historical museum we go up to the second floor, there in one of the distant rooms it lies in a small glass case. The clever Abraham Washington from Rivet City will offer you 100 covers for him, choke on laughter. It is better to collect there in the museum everything that is connected with the name of Lincoln: a collection of coins, a hat and other rubbish - he will buy everything from you.
10. The best firearm 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 Lincoln gun, which is inferior in range, but superior in damage. In theory, this is a normal magnum of 44 caliber with optics, only the damage is increased from 35 to 55.
How to get:
Start the quest for the song Agatha. To do this, you must first find the house of Agatha, it is between the dump and the Meresti depot, you have to go on such a floppy bridge. After that, she will send you first to look for Headquarters of Volt-Tech (not far from Vernon Square). If you were already in 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 lab, there's a little squeak and will be found. Will pass by the male bedroom - be sure to look in the men's room. Behind one of the jerks will be a sheet music notebook, without it you will not get a pistol. All, now you can surrender the Agate quest, and after that, stick a note-book, for which she will give you joy and present this cherished 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 meager in this game. He is repaired by a regular combat shotgun, compared with him has a slightly increased weight (10 against 7) ​​and a significantly increased damage (80 against 55).
How to get:
One cell to the right of Casey's garage (Vault 112), where you are guided along the plot, there is the Evergreen Mills site in the center of the right border of this cage. There is a building inside which the entrance to the underground market is located. In this market there is a dealer Smiling Jack (Smiling Jack), he is the only one who will not attack 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 trader or a unique trunk. Do not forget to take it to the right of him in a small snug on the pug shaker +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 trunks in the category "Light Weapons". For repair, "Chinese kalashas" are used, compared to them there is an enlarged horn (36 rounds instead of 24) and markedly increased damage (66 vs. 53). The cost is somehow lower than usual ...
How to get:
Slightly confusing, but generally not very difficult. First you need to get to the Technical Museum, it's almost "across the road" from the already boring historical museum. There, with the usual cleaning of the 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 in the lower part of the foyer, the second as soon as you enter the west wing, and the third at the foot of the big rocket. On the screen of these computers at the bottom of the menu there will appear a line of the form # 001, in which you need to enter the code. Attention! Save before entering, after one incorrect input, the computer will be locked and everything will be lost. Enter the following codes in the order of computers:
terminal # 001 - 19
terminal # 002-53
Terminal # 003 - 113
The sequential input of three correct codes will open the safe in the west wing. When you open the safe (you can do it only through a nearby computer), a message will appear on the screen, after reading that you will understand that you need to move to the Jury Street subway station (two cells down and one to the left of Vault 101). In the subway itself you do not need to enter, next to the entrance to the subway there is a mini-kafushka, there will appear a corpse, 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 it.
13. A 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 a shot has been reduced (from 38 to 32) and the rate of fire has been increased by a factor of 1.5.
How to get:
When you go to Fort Constantine, you will surely stumble at WLKM Broadcasting Station (2 cells down from the fort). Station on the hill, from it will be seen in the distance a small chapel, the Church of Dickerson. Here in this church above there is a sniper with this rifle. You can not go up to it, so you have to kill it so that at least your 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 causes 50% more damage if you shred limbs.
How to get:
A little more to the left and just above the Church of Dickerson (in this same cage) is the Death Claws Vault. There will lie on the corpse of an officer of the Enclave, in the southern part of the location. The corpse appears if your paths with the Enclave have already crossed, in other words, the 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), otherwise - a conventional gatling laser.
How to get:
Lies (regardless of your progress on the plot) in the same Death Claw Shelter (see point 13) in the southeast, in this mini grotto with a pool of blood and thickets of radioactive fungi. 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 fisticuffs in this game, here's an instrument. It is repaired with the usual "power fists", the cost of the blow is reduced from 28 to 25 points, the damage is increased from 20 to 25.
How to get:
If you go for the pugsmith +1 Dexterity or for a blaster of aliens, you will surely stumble on the way to the MDPL-13 Power Station. It is one cell above the Minefield, in the middle of the left border of the cell. Fisto is in a large building at the top of it, lies directly on the table. In a small house, by the way, you can take the scheme of assembling a railway rifle.
17. The unique saber.
Vampire's Edge (WG 1, AP 28, DMG 15)
Description:
In general, nothing special, just a unique vampire sword. As a cold weapon, the same shishkebub is much steeper. It is being repaired by the usual sabers of Chinese officers, which is noticeable in appearance. He took a Chinese sword, prikostopyzhil to her vampire handle and went to wave to the right, to the 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" quest "Blood Ties" ("Blood Ties"), namely go down to the subway station Mereshti and interrupt all the vampires. From the box of the main vampire we take the saber, from its corpse - a unique raincoat, which has a good protection for rags - 10, and also gives +2 to light and cold weapons. Quest is initially taken in Megatonne by Lucy West, then you need to stomp in Arefu, do not forget that in Arefu, in the house of Evan King, there is a + 10 to the repair.
18. Unique laser pistol.
Protectron's Gaze (WG 3, Clip 20, AP 17, DMG 24, Ammo: Energy Cell)
Description:
A laser pistol that inflicts double damage. This is achieved simply - a double shot. To life does not seem honey, the store capacity is reduced from 30 to 20. There are no more differences from the usual.
How to get:
Take in the Canterbury Community quest for razrulivanie problems with 2 comicoid characters, take the side of the Mechanic and kill the Antagonists. The mechanic will demand her costume, give it away and tell him not to stop on what has been achieved, then he will give you a pistol and present it. If you do the opposite and take the side of "woman-ant", in return 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 aibots that fly everywhere and broadcast the Enclave radio. Nothing special in principle, it looks funny, good enough for a tin can and gives +1 Perception.
How to get:
In the same Canterbury Community, the same uncle Roe, who gave the quest for "supermen", can help you get rid of excess caps. Namely, to invest in one caravan, which is in game 4. In each caravan, you can invest 200, and then 500 lids, after which the assortment of them becomes noticeably more diverse. Each of the caravans at the meeting will thank you for the investment (if you unfastened 700 lids). Crowe, who sells armor, will present this helmet.
20. Unique wig.
Button's Wig (WG 1, DR 1, Speech +10, Barter +5, Intelligence +1, Perception -1)
Description:
Does not give almost any protection, looks inappropriately, but increases Eloquence by 10, Barter by 5 and Intellect by 1, while reducing Perception by 1. Considering 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. Мило.
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
Thinking of Karma, you must remember 4 things:

1. Karma affects the response of npc and the choice of replicas in dialogs.
2. It depends on karma whether or not you get to certain locations.
3. Opponents may stop attacking you, depending on your karma.
4. The end of the game depends on karma.
In the course of the game, the value of karma is not shown; 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 Pippoe. You can learn the numerical value using the console command player.getav karma

What gives Bad Karma (-250 or less):

Access to Paradise Falls
Possibility to take two "bad" followers: Jericho and Clover
Easy to communicate with evil characters
Usual npc can react negatively in a conversation
What gives Neutral Karma (-250 ... + 250):

Possibility to take two "neutral" followers: Butch'a and Sergeant RL-3
Raiders will always attack you
You will not be attacked by either "good" or "bad" detachments of liquidators (such as mercenaries from Talon)
What gives good Karma (+250 and more):

The ability to take two "good" followers: Fawkes and Paladin Cross'a
Difficulties in communicating with evil characters
Conventional npc can respond positively in a conversation
Raiders will always attack you
Gifts from good characters (covers, cartridges, food, steampacks, etc.)
For what reduce the Carmo Action The magnitude of the penalty
Stealing from a good or neutral character (per item) -5
Hacking of the castle in the house of a neutral / good character-5
Killing a good or neutral creature -25
Evil action in the process of performing a side quest -50
Killing a good or neutral character -100

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

For what increase the Carmo Action The magnitude of the increase
The donations of any church, depends on the size of the donation + "?"
Kind act in the process of performing a side quest +50
Killing a very bad character / creature +100




Display of karma depending on the level of the player:

Bad Karma:
Level 1 - Vault Delinquent (offender from the shelter)
Level 2 - Vault Outlaw (offender from the shelter)
Level 3 - Opportunist
Level 4 - Plunderer (robber)
Level 5 - Fat Cat (wound)
Level 6 - Marauder (Marauder)
Level 7 - Pirate of the Wastes (Pirate of the Wastes)
Level 8 - Reaver (plunderer)
Level 9 - Urban Invader (City Invader)
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 of refuge)
Level 14 - Harbinger of War
Level 15 - Urban Superstition (urban superstition)
Level 16 - Villian of the Wastes (Aboriginal Wastes)
Level 17 - Fiend (demon)
Level 18 - Wasteland Destroyer (Wreck Destroyer)
Level 19 - Evil Incarnate (the embodiment of evil)
Level 20 - Scourge of Humanity (scourge of humanity)

Neutral Karma:
Level 1 - Vault Dweller (asylum seeker)
Level 2 - Vault Renegade (apostate from the shelter)
Level 3 - Seeker
Level 4 - Wanderer (wanderer)
Level 5 - Citizen
Level 6 - Adventurer (adventurer)
Level 7 - Vagabond of the Wastes
Level 8 - Mercenary (mercenary)
Level 9 - Urban Ranger
Level 10 - Observer (Observer)
Level 11 - Capital Councilor (member of the city council)
Level 12 - Keeper (keeper)
Level 13 - Vault Descendant (offspring of the refuge)
Level 14 - Pinnacle of Survival (Survival Wizard)
Level 15 - Urban Myth (urban myth)
Level 16 - Strider of the Wastes (walks through the wastelands)
Level 17 - Beholder (eyewitness)
Level 18 - Wasteland Watcher (watchman of the wasteland)
Level 19 - Super-Human (super-human)
Level 20 - Paradigm of Humanity (a model for humanity)

Good Karma:
Level 1 - Vault Guardian (guardian of refuge)
Level 2 - Vault Martyr (martyr refuge)
Level 3 - Sentinel (Guardian)
Level 4 - Defender
Level 5 - Dignitary (dignitary)
Level 6 - Peacekeeper (peacekeeper)
Level 7 - Ranger of the Wastes (Ranger of the Wastes)
Level 8 - Protector (patron)
Level 9 - Urban Avenger
Level 10 - Exemplar (role model)
Level 11 - Capital Crusader (the capital crusader)
Level 12 - Paladin (Paladin)
Level 13 - Vault Legend (the legend of the refuge)
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 (survivor in the wasteland)
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, raise it through the console.

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

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.

Fallout 3 codes while playing

rewardKarma - Get the specified amount of karma
modpca - Adds the specified number of points to the main statisticians
modpcs - Adds the specified number of skill points
addspecialpoints - Add the specified number of statistics points
addtagskills - Adds a 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 specified number of covers
tgm - Immortality, endless cartridges
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 - Specify the number of skill points
tdt - On developer mode
tlv - Enable the leaves
setpccanusepowerarmor 0 or 1> - Enable / disable Power Armor

Place the position of the dolls:


Characteristics:


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

Skills:


- Barter: Evergreen Mills, in the back of the Market Bazaar on the shelf at the top right, behind the Rider-Merchant, 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. Include your map of the area. Go through the door to the sealed cistern and the pups are there.
- Lockpick: Bethesda Ruins, in Bethesda Offices to the 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 the 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 the second level of the main rooms.
- Small Guns: National Guard Depot, go through the training room and offices, get to the door to the main room. Use the power switch on the wall to your left and enter the Weapon Warehouse, then search the shelves.
- Sneak: Yao Guai Tunnels, at the top of the metal which is trimmed Den, on the right on the map near a little water.
- Speech: Paradise Falls, on the table inside the Euology`s pad (In the house of Slave Master`s).
- Unarmed: Rockopolis, Walk around the west Casey Smith`s garage. Look for tattered banners that are taut. Use the map to find it.

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

Known items at the moment:


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 did not 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 in 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