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Started by BOGEY117 at 05-22-2009 12:13 AM. Topic has 68 replies.
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   05-22-2009, 12:13 AM
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Fallout 3 Guide to the Wasteland

Fallout 3 Guide to the Wasteland

 

Welcome to the Fallout 3 Guide to the Wasteland! This thread contains a wide variety of information - from a complete walkthrough to every side quest that earns you an achievement, to the location of all the Super Mutant Behemoths and all the Bobblehead locations - it’s all here for your use.

The following guide was created from various threads located in the Wasteland Survival Guide Index, put together by MATT JO. However, many of the threads linked in there will become archived due to inactivity and the information will be lost, so I have archived many threads and have reformatted them into this thread.


Thank you to all that contributed this information in order for the better good of the Fallout 3 Community. This information is truly useful and used daily by members of the community and it is greatly appreciated for your work.

If you have any questions concerning this guide and/or Fallout 3 feel free to send me a PM or send me a message through Xbox LIVE, thanks.


**This thread contains many spoilers on locations and quests throughout the game. Please view at your own discretion**

 

-------------------------

 

Table of Contents

I. Character
II. Karma / EXP and Companions
III. Side Quest Walkthrough
IV. Custom-Built Weapons
V. Locations
            a. Bobbleheads
            b. Super Behemoths     
VI. Tips & Tricks and Interactive Maps
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   05-22-2009, 12:14 AM
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Re: Fallout 3 Guide to the Wasteland

I. Character


Creating a character in a post-nuclear apocalypse can be very difficult, especially when there seems to be an unlimited amount options to choose from. In this Character Building Guide, S.P.E.C.I.A.L. and Skills are all laid out for you to examine how you want to create your character. 

The Perfect Character - Cotton Wool

Welcome! This guide will explain how to create a character that has 100 for each stat and close to 10 for each SPECIAL. As well as hints on how to use your perks to the best effect.

In Fallout, there is a bobblehead for each stat and 25 skill books for each skill. So if you raise a skill through leveling up, you only need it to be raised to 40 to max it out. Your bobblehead will add 10 (raising it to 50) and using the Comprehension perk skill books will give you an additional 50 (raising to 100).

*Please note that while going through the growing up process you MUST pick up the Medicine Bobblehead which is in Vault 101 in your dad’s office. You can get this when you are 16 before taking the G.O.A.T. test or when you are 19 escaping the vault.*

S.E.X.

To begin with you will select your character. I seem to think it’s an advantage to be female as the 'black widow' perk will grant 10% damage to male characters rather than being male and getting 10% damage to female characters. Most human NPCs are male so it’s much more effective.

S.P.E.C.I.A.L.

Now to select your S.P.E.C.I.A.L. This is what I recommend:
ST -  6
PE -  5
EN - 9
CH - 1
IN -  3
AG - 9
LK – 7

Tag Skills
Next, select any tag skills you wish. The only thing the tag skills do is put extra points on to those skills. Other skills can be raised through level up so it really doesnt matter which you go for. I’d recommend using them in Barter, Lockpick, Science or Repair as these skills can be useful early on.

Bobbleheads
There is one bobblehead for each S.P.E.C.I.A.L. stat and skill (20 in all). Each S.P.E.C.I.A.L. bobblehead adds one point to that stat and each skill bobblehead adds 10 to that skill.

*Once out the vault the first thing you need to do is head for Megaton so you can fast travel back here later. You know need to hunt for the bobbleheads. The IN bobblehead in Rivet City is most important as your IN needs to be at least 4 before reaching level 4 so you can select the Educated perk and Comprehension perk. Once you have obtained the IN bobblehead, I would  head back to Megaton and disarm the bomb to get your house.*

Skill Books
You didn’t think it would be that easy did you? Now you need to go on a book hunting mission. This will be quite time consuming but it will give you the ultimate tour of the wasteland. I’d recommend keeping a log of each book you pick up. What I do is have the list of books in a word document and color out each book I find.

Link - This is a link to a word document you can download that I made to check off books I’ve found. It has every known book location.

Link - Here is a link to a very useful map that has some (but not all) the skill books marked for you.

*Don’t read any of the books until you have obtained the Comprehension perk and marked it of on your checklist as found*

Perks
I will give you a list of which perks to pick at each level, however some are optional perks and it depends on your view of 'the perfect character'. For Intense Training id recommend to add 3 to ST, 3 to PE, 1 to IN and 2 to LK. CH is not needed, IN has very little use so you can even trade an Intense Training for something else.

Lvl 2 - Intense Training
Lvl 3 - Black Widow
Lvl 4 - Education
Lvl 5 - Comprehension
Lvl 6 - Intense Training
Lvl 7 - Intense Training
Lvl 8 - Commando
Lvl 9 - Intense Training
Lvl 10 - Finesse
Lvl 11 - Intense Training
Lvl 12 - Life Giver
Lvl 13 - Sniper
Lvl 14 - Cyborg
Lvl 15 - Intense Training
Lvl 16 - Better Criticals
Lvl 17 - Intense Training
Lvl 18 - Intense Training
Lvl 19 - Intense Training
Lvl 20 - Grim Reaper

You will now have 100 for every stat and a SPECIAL looking like this –

ST - 10
PE - 9
EN - 10
CH - 2
IN - 4/5
AG - 10
LK - 10

THOSE!

Complete the quest ‘Those!’ and you can add an additional point to ST or PE. As ST is maxed add it to PE by choosing the Ant Sight perk. PE is now maxed.

Quest Related Perks

Finally, here is a list of the quest related perks you should get to complete your character...

Power Armor Training

  • Main Quest: Picking Up the Trail
  • Ranks Available: 1
  • Requirements: Learn the subtleties of Power Armor maneuvering from Paladin Gunny at the Citadel.

Allows you to wear Outcast Power Armor, Brotherhood Recon Armor, Brotherhood Power Armor, Enclave Power Armor, and Tesla Armor.

Dream Crusher

  • Sidequest: The Wasteland Survival Guide
  • Ranks Available: 1
  • Requirements: Convince Moira Brown to stop writing her survival guide.

Enemies' critical hit chances drop by half, and you'll receive a 30% discount on Moira's trade items.

Rad Limb Healing

  • Sidequest: The Wasteland Survival Guide
  • Ranks Available: 1
  • Requirements: Achieve critical rad poisoning during one of your research chapter field studies.

If your rad poisoning exceeds 400, your crippled limbs automatically regenerate.

Junior Survivor

  • Sidequest: The Wasteland Survival Guide
  • Ranks Available: 1
  • Requirements: Complete fewer than 5 bonus objectives in this Sidequest. Answer Moira's questions in one of five different ways to obtain one of the five varieties of this Perk.

There are five versions to this Perk. How you answer Moira's questions determines which you receive:

  • Standard: +2% Poison and Radiation Resistance, +5 Health
  • Smart: +2% Poison and Radiation Resistance, +2 Medicine and Science
  • Tough: +2% Poison, Radiation, and Damage Resistance
  • Sly: +2% Poison and Radiation Resistance, +2 Sneak and Speech
  • Snide: +2% Poison and Radiation Resistance, +1% Critical Chance

Survivor Export

  • Sidequest: The Wasteland Survival Guide
  • Ranks Available: 1
  • Requirements: Complete between 5 and 8 bonus objectives in this Sidequest. Answer Moira's questions in one of five different ways to obtain one of the five varieties of this Perk.
  • Standard: +4% Poison and Radiation Resistance, +10 Health
  • Smart: +4% Poison and Radiation Resistance, +4 Medicine and Science
  • Tough: +4% Poison, Radiation, and Damage Resistance
  • Sly: +4% Poison and Radiation Resistance, +4 Sneak and Speech
  • Snide: +4% Poison and Radiation Resistance, +2% Critical Chance

Survivor Guru

  • Sidequest: The Wasteland Survival Guide
  • Ranks Available: 1
  • Requirements: Complete all 9 bonus objectives in this Sidequest. Answer Moira's questions in one of five different ways to obtain one of the five varieties of this Perk.
  • Standard: +6% Poison and Radiation Resistance, +15 Health
  • Smart: +6% Poison and Radiation Resistance, +6 Medicine and Science
  • Tough: +6% Poison, Radiation, and Damage Resistance
  • Sly: +6% Poison and Radiation Resistance, +6 Sneak and Speech
  • Snide: +6% Poison and Radiation Resistance, +3% Critical Chance

Wired Reflexes

  • Sidequest: The Replicated Man
  • Ranks Available: 1
  • Requirements: Rewarded by Doctor Zimmer for siding with him during this Sidequest.

Gain a 10% chance to hit in V.A.T.S.

Hematophagy

  • Sidequest: Blood Ties
  • Ranks Available: 1
  • Requirements: Learn the ways of the Family under the tutelage of Vance.

Regain 20 Health from Blood Packs.

Barkskin

  • Sidequest: Oasis
  • Ranks Available: 1
  • Requirements: Shoot an exposed heart in an underground cavern so it sprays on you.

Gain a +10 increase to Damage Resistance and a +1 increase to Endurance.


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   05-22-2009, 12:16 AM
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Re: Fallout 3 Guide to the Wasteland

Skill Point Allocations Guide - IElIt3I SpArTaN

Ok this is a small guide on how much you should level up a skill. Basically do not level it all the way up to 100 because then the skill books and bobble head for that skill won’t mean anything then, and you could of just used those skills on something else. Some outfits offer points to skills also.

I recommend that you don’t bring your skills from leveling no higher than 40; because you can get 60 added from skill books and the bobble heads. Ok here is what you do when you create your character make sure that he has at least 4 intelligence, because when you hit level 4 you get 2 amazing and important perks one is called.

COMPREHENSION, which will give you one additional skill point per skill book read, so there’s 13 different skills you have, and 25 books all together for each skill which if you just used each book and didn’t have comprehension you would only get +25 added to that skill altogether, but when you have the perk you will get +50 altogether added to that skill, and if you found the bobblehead for that skill, you would get another+10 added to that skill, which then would give you a +60 to that skill, so you would not need to level that skill past 40,if you are going to get all 25 skill books for that skill, get the perk, and the bobble head for the skill.

The second important perk is called EDUCATED which you also need at least 4 intelligence to get, and be level 4, this perk will give you +3 skill points per level up so its recommended to get as soon as you hit level 4 because then you can take advantage of all the extra skill points, which in total would add up to 48 additional skill points.

So then on some of your skills, you can go a little bit less than 40 on them because you would have 48 additional points to spend on any skills that you want to spend them on. So make sure that you get the educated perk first, because you can always get the comprehension perk later, since you can get all the skill books whenever you want to. SO if you have some stats at just 1, then you could have at minimum all your skills be 63, it would be 62 but if luck was at 1 then it would be 63 so its 63 the lowest your skills could be if you follow my guide, and you can figure out how to balance it to get all skills to be awesome. If you left them all at 5 then the lowest they would be would be 73 because of luck at 5 is a +3 to all skills. But in the beginning you get an extra 5 points to start out which would be 40 stat points altogether.

Terminal Hacking Assistant Tool - yevusi

I know the mini-game is not too tough, but for the lazy people as myself, here is a little tool to help choose the next guess...

Link

It calculates the best guess.

Just type in the words, and for each word you tried and got the matching (like 3/8) just add :number of matches to the word... Simple....


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   05-22-2009, 12:17 AM
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Re: Fallout 3 Guide to the Wasteland

II. Karma / EXP and Companions

Karma and Followers/ Companion Guide - ARCTIC WIZARD

Karma Levels:

Very Good: +750 to +1000
Good: +250 to +750
Neutral: -250 to +250
Evil: -250 to -750
Very Evil: -750 to -1000

Karma Effects:

Kill an evil character or creature: No Effect
Kill a very evil character or creature: +100 Karma
Good action in quest: +50 Karma
Kill a neutral or good creature: -25 Karma
Kill a neutral or good character: -100 Karma
Evil action in quest: -50 Karma
Donating caps to any church: Depends on the number of caps
Stealing from neutral or good characters: -5 Karma each steal

Karma Pros And Cons:

Good Karma (+250 or more):
Pros: Get Fawkes and Star Paladin Cross.
Characters may react to your karma level in conversations
Get gifts like ammo and food from other good characters
Cons: More difficult to win speech with evil characters
Will be pursued by hit squads (Talon Mercenaries)

Neutral Karma (-250 to +250):
Pros: Get RL-3 and Butch
No hit squads will come after you
A middle ground when it comes to speech attempts on characters

Evil Karma (-250 or less):
Pros: Get Jericho and Clover
Free entrance into Paradise Falls
Characters may react to your karma level in conversations
Cons: More difficult to win speech with good characters
Will be pursued by hit squads (Regulators)
Rumor: I've heard that a Very Evil character will not be attacked by Raiders, but I have yet to test this theory myself.

Companions:

Fawkes (Good Karma): Fawkes is a veritable beast, to be sure. Fawkes can be found in Vault 87 during the main quest there. He won't join you right away, so you didn't *** up. There will be a chance to recruit him later, after you released him. If you lose Fawkes, he'll be in the Museum of History downtown.

Star Paladin Cross (Good Karma): She's a pretty good character, although nowhere near as good as Fawkes (IMO). Of course, the more the merrier, so go ahead and take her when you see her. You'll find her when you get into the Citadel, and that's where you'll find her if she ever disappears from your party.

RL-3 (Neutral Karma): If you're going straight from Megaton to Tenpenny Tower, chances are you'll run into the RobCo factory, and nearby that you'll find an old guy named Tinker Joe. From him, you can buy the robot RL-3, who is a pretty decent companion character. If you lose him, go to Canterbury Commons.

Butch (Neutral Karma): Like Star Paladin Cross and Fawkes, you'll have to advance through the storyline in order to get Butch. During the quest, you can find Butch and recruit him into your party, as long as you didn't kill him in the beginning of the game. If you don't get him in the Vault, you can find him later in Rivet City, as long as you do the quest in a way so that everyone can leave Vault 101.

Clover (Bad Karma): Crazy character this one, you can speak to Eulogy in Paradise Falls to get her into your party. If you lose her, you can go back to Paradise Falls and get her back.

Jericho (Bad Karma): One of the first companions you could possibly get, Jericho is an ex-raider and not too bad in combat; you can find Jericho in the saloon at Megaton. Still doesn't match up to someone like Fawkes, but he's a good choice for an evil character. Pretty high price tag at 1000 caps, though, so you might want to go loot a few houses first. If he ever dissapears from your party, you can find him back in the saloon at Megaton. If you blow up Megaton, he's at the ruins.

Dogmeat (No Karma): Dogmeat is, uh... an interesting ally to say the least. Most people decide to leave him at home, and with good reason. Dogmeat is not for a sneaking character at all, as he'll charge right into combat, and he's not very good at defense (no armor, you see). On the other hand, if you're out exploring the wastes, and you're a one-shot-kill-hunting-rifle kinda person, Dogmeat is good for finding random loot if you tell him to find some. Just make sure you keep somewhat of an eye on him, because he could die when trekking around on his own looking for items. You can find Dogmeat in the Scrapyard, which you can easily run into between Megaton and Minefield (if doing the quest for Moira, this could be a good stop on the way).

Charon (No Karma): Charon is another fun bonus No-Karma-Requirement character that you'll find in the Underworld. You can either buy him from Ahzrukhal for 2000 caps, or you can kill Greta for Ahzrukhal and get Charon's contract for free. You can find him in the Underworld again if he ever leaves your party.

Easy Karma Achievements v2.0 - FrioFrente

Foreword:

Here is yet another way to get all 3 karma achievements at levels 8, 14, and 20 without having to spam text conversations over and over, and without the need of a high speech skill.  This requires you to be very near the level for the achievement (almost lvl 8, almost lvl 14, or almost lvl 20).  It also requires a small cap fee.

The Process:

Make 2 saves.  Your main save that you will continue playing, and a save that you will get the other 2 achievements on.  I recommend starting at the cap (either good or bad) and preferably at the bad cap as it requires a small donation to get all the way to good.  So with this in mind let’s do the process from both cap ends.

Starting From Bad

  • Simply do a quest, or kill in order to level up to 8, 14, or 20.  This will net you the bad achievement for its respective level.
  • Save this game as it should be your main save, and load up the second save you made earlier.
  • Next go to the "temple" in megaton (if you didn't blow it up) or rivet city.
  • Donate to the temple in order to hit neutral, and do something to level up.
  • Neutral achievement obtained.
  • DO NOT SAVE
  • Reload this second save; you will start out as bad again.
  • Donate to a temple once again to the "Good" mark.
  • Level up
  • Good achievement obtained.


Starting From Good

  • Follow the same steps as with starting from bad EXCEPT instead of donating to the temples at each level you will go to a town and murder people until you are at Neutral, and Bad.
  • Do something to level up if the killing doesn't do it for you, and get your respective achievements.
  • Be sure to have your 2 saves
  • Be sure to NOT save the second save but reload instead to get all 3 achievements.


This is yet another way to get the karma achievements easily, and, in my opinion, is more fun than repeatedly talking to pappy and pressing "A" for half an hour. 


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   05-22-2009, 12:18 AM
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Re: Fallout 3 Guide to the Wasteland

III. Side Quest Walkthrough


Complete Side Quest Walkthrough
- Pink lee Torres


Megaton
At first you will arrive to Megaton, meeting Lucas, the town sheriff. With his rather intimidating introduction, and his smug attitude you are free to explore the town.

The Water Plant
(Requires repair level of 30 or greater)
-Talk to "Walter" who asks you to look around Megaton and repair broken pipes. Looking around Megaton for these pipes is not as hard as he said it would be, the three locations are easily found, the only *hard* one per say is the one on top of "The Children of Atom". After fixing the pipes, save & return to Walter, a chance for a successful speech is next. Talk to Walter and successfully get a chance to get 10 bottle caps and experience per scrap metal piece.

Blood Ties
(Talk to Lucky West in Moraritys Saloon)
-Upon entering the Saloon talk to "Lucy West", she will ask you to head to Arefu see her family, and deliver a message. Head to Arefu, save before you get on the bridge, then talk to "King" for a chance at a successful speech. When you talk to King he wants you to check on the people here, while he has to stay on guard. Checking each house you come across two safe families, and then the deceased West family, explains the mail. Return to King who will mark on your map three locations where Ian can be found along with the family, "Metro Station" is the correct location.

Good Karma
- Head to ‘Metro Station’, and find the ghoul’s lab, go into the side room and use the man hole to head towards the "Family" hideout. Later you will first encounter Robert, save before speaking with him, and try to successfully speak about Ian West’s location. If you fail you will need to pay 100 bottlecaps. With his access head towards the main area of the "Family", then find Vance and coerce him into letting you talk to Ian (save before talking to Vance also). Arriving at Ian, talk to him about returning, and he will eventually agree its best to leave. Talk to Vance before departure to Arefu and tell him Ian's decision, and offer what you feel is a good deal between the Vampires and Arefu. Head to Arefu, talk to King, discuss the deal then Head back to the "Family" hideout and receive Shiskebab schematic.

Evil Karma
- Ok so this should be short, head to ‘Metro Station’, arrive at ghoul's lab, go to the side room, and enter the man hole. When you first arrive at Robert slay him, at this point the family will be hostile, kill every member, you will receive pass codes from one of the bodies along with the Shishkebab schematic from Vance's body. Talk to Ian, and he will return. Return to King, quest should be complete.

**Side Note
-If you decided to become or learn the ways of vampire, you gain a perk of getting 20hp from blood packs.

The Power of Atom
(Requires Explosives skill 25 - Taking Mentats raises Explosive level)

Good Karma
- Save and talk to Lucas Simms, he will talk to you about the still live nuclear bomb within Megaton. If you do successful speech, he will offer you 500 bottlecaps rather than 100 for disarming the live bomb. Head down to the live bomb, simply click it, repair and return to Lucas for your reward.

Bad Karma
- Head to Morarity’s Saloon, and save before you speak to the nicely dressed man in the right corner, Mr. Burke. Once you talk to him, you will have a chance for a successful speech, resulting in 500 bottlecaps vs. 100 for payment of blowing up Megaton. After accepting the deal, rig it to blow, and if you’re finished with Megaton, head south to Tenpenny Tower.

**Side Note
- If you talk to Lucas about the man, Mr. Burke, who asks you to detonate the devise at a safe distance, Lucas will ask you to follow him to the saloon. Two things can happen apparently, Lucas dies or you kill Burke before he kills Lucas. If you kill Burke before, you will receive good karma, after Lucas dies, still good karma; the only way to stay neutral is to do nothing. Choosing nothing will leave Lucas's son an orphan, but this is where you get your payment.
- You will also receive a house deed after the completion of this quest. You can then talk to Moria to decorate, and add items.

The Wasteland Survival Guide
(Talk to Moria at Craterside Supply)
*Note* There is a chance at some quests, maybe all, to "lie" to Moria about the info, a successful "lie" will result in completion of the quest.

Chapter 1

Contract Radiation Sickness
- Very easy to get this and the optional quest, simply head to a water source within Megaton city and drink until you get 600 RADS. Return to Moria for a cut scene and a couple Rad Away as a gift.

Super duper Mart

- This should be located on the map upon taking this quest, both the quest and optional are fairly easy when the Raiders in the mart have been killed. Within the mart the food and medicine are in opposite corners, for food left hand corner, directly opposite.

Mine Field
-Upon marked on the map head towards this mine field, look for them on the ground; they are grey with a glowing orange dot. Once arriving, you should see homes. Find the playground, but be weary of a sniper who will try and detonate mines near two cars. Grab a couple of mines, they also give experience, and head to Megaton.

Chapter 2

Repellent and Mole Rats

- Mole rats are literally every where, but if you haven't explored the suggested location, go there to get this quest and the optional easily. Killing ten mole rats = best quest ever.

Injure Yourself

- Talk about easy, I was already at 20% when I talked to Moria, I left the building at 20% and completed both quests.

Place an Observer in Mirelurker Nest

- So use the Pip-Boy 3000 to find the marked location for this quest, and head that way. You will need to enter the building and basically run for it. I ran the whole time didn't, bother fighting with a single Mirelurk. Once I reached a pool with egg sacks (blue-ish-grey blobs), I jumped down and placed the observer in. Backtracking now, find the exit and fast travel to Moria.

Chapter 3

Research Rivet City
- This is annoying, seeing as how everyone in Rivet City knows nothing, and the one who does is behind a 100 Lockpick door. Talking to Banon will complete the main quest, who is located in the market, a shop keeper. With high enough speech you can get more info about talking to Belle Bone regarding the optional quest info. She will tell you nothing, especially a successful speech. To find Dr.Pinkerton who has the correct info after talking to both above, head to the market, and look for the door to Rivet City. Go outside there will be a drop, jump to your right. Save the game now swim down to an underground tunnel, and enter another room. There is air in the next room if you swim up and towards the next door. Enter and be weary of many traps and two Mirelurks. You will eventually talk to Pinkerton completing this long quest.

RobCo Production
(Suggest 50 Science before attempting)
- Head towards location, save and attempt to hack the main frame, install the processor and return. If you didn't hack the processor good luck with fighting the robots.

Public Library
- Ah pretty easy quest, optional takes a bit longer. Head to the library and talk to the girl at the front, head towards the terminal get the key card. If you wish to do the optional explore the library, you will fight roaches and raiders.

Springvale

Those!
- Head to the Super Duper Mart, situate yourself in front of the building and wait for 1-5 hours, you will be interrupted by Bryan Wilks (save before you speak to him, successful speech gets you a key to the loot behind the diner). You might not even find him here, you might wait somewhere random in the Springvale area and he will arrive, but I was already near his home of Greyditch. Upon entering Greyditch, it is infested with red fire ants, find the kids house, locate the diseased father and make sure to loot the place for some ammo and guns. Talk to Bryan, who seems rather unaffected, and promise to eliminate the source. Now enter the shack that is located to the left of the Wilks’s house, you will find info regarding to a scientist in the Marigold Metro Station. Head in and look for the scientist in a maintenance room, who asks you to eliminate some Ants in the queen’s nest so he can fix this mess. Don't harm the queen while doing this, or you will have to successfully do a speech to gain the extra bonuses from this quest. After eliminating the ants speak to Bryan, the orphan needs a new place to stay, he mentions his Aunt Vera in some city. You can find his aunt in Rivet City running the hotel; speak with her then return to Bryan completing this quest.

Side Note
-Perks from completing this quest are, Ant Sight which gives plus one perception and 25% fire resistance. Ant Might gives one to strength and 25% fire resistance.


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   05-22-2009, 12:24 AM
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Re: Fallout 3 Guide to the Wasteland

Rivet City
Why in every major town is the first person you meet always so uninviting? Albeit the town situated in a rusted old ship, with a bridge mechanic system as the only entry point is somewhat impressive, does this require another general rudeness.

The Replicated Man
(Talk to Dr.Zimmer in the science lab) There are three rewards from this quest, along with three options to end this quest.

- Dr.Zimmer has lost an android, and needs you to find him. This android is apparently the top of the line and can't be replicated easily; he suggests talking to Dr.Preston to find more info. To find Dr.Preston, just make the quest active, and head to the upper deck, it will direct you to his laboratory. Ask about the rogue android and he will give you a holotape with some information on it. This provides useless information and directs you to no one, but it completes the optional quest at the moment. Next bit of info you might need to collect is from Segrave Holmes, located in the market. There is a chance for a successful speech or pay 100 bottlecaps leading to info on Mind Wipes. Again, nothing of importance and leads nowhere. Now head to Megaton to speak with Moria at Craterside Supply, save before speaking though, you might need a successful speech to get the info. She will tell you to check out Pinkerton at Rivet City, well now we go back to Rivet City. Head to the Market Place, go to the door in the back labeled door to Rivet City, it will be a ledge, jump to your right into the water. Save and swim down in an underground tunnel, the next room should have air pockets near the door at the top. Enter the next area watch for Mirelurk's and traps. You will eventually find Pinkerton, he knows, but he’s hesitant, he will tell you the name of the android and he’s actually in Rivet City. Here are the separate endings:

Report to Dr.Zimmer
- If you choose to inform Dr.Zimmer of the rogue androids whereabouts and name, you will receive "Wired Reflexes" perk which gives you a higher chance to hit in V.A.T.S. But, you will receive - Karma(or bad Karma).

Report to the Android (Harkness)
- If you choose to inform Harkness that he is the rogue android, he will give you a Plasma rifle and + Karma (or Good Karma).

Report to Victoria Watts (Need more on Victoria)
- Victoria Watts also offers an option for completing this quest line, she will give you a part from the android to turn into Dr.Zimmer claiming the death of the droid. The rewards are exp. Inquire people about the android, and eventually Victoria will find you.

Side Note
- You can optionally pick this quest up at Craterside Supply in Megaton, or Red's Clinic in Big Town by picking up a holodisk. Also available to pick this quest up in Underworld at Dr. Barrow in the chop shop.

Stealing Independence
(This quest can be found from Abraham Washington in the Preservation Society in Rivet City)
*Note* Attacking robots makes them all hostile
- Make sure when you talk to "Abraham" you get him to mark ‘The National Archives’ on your map, the location to the Declaration. When you enter The National Archives, you will want to not go to the left or right doors, but to the door in the middle, watch for land mines set by Sydney and then go talk to her. You will help her defend the rotunda from 6 Super Mutants and then will have a chance to talk with her. Two options now arise with Sydney present, take her along or let her find it on her own; I suggest taking her along because she packs a nice upgraded 10mm sub-machine gun. Below will describe two options with taking her with you, if you didn't take her continue to alternative ending.

Taking Sydney, but letting her die
- Let her do most of the work, fighting everything and anything, while you sit back. She will eventually die, maybe before you reach the "Stronghold Archives" maybe after. Either way you do this method, let her die, and loot her body there is a very nice gun to be had. If Sydney dies before reaching the elevator to "Stronghold Archives" you will have to walk a bit further, but if she doesn't your in luck, just take the elevator. Because Sydney is dead, the robots within the basement are all hostile, and you will need to kill them, allowing for you to get the real copy of the Declaration of Independence. Return to Abraham in Rivet City for a reward of 400 Bottlecaps, Railway Rifle Schematic, and 300+ Exp.

Taking Sydney, letting her live
- Apparently letting Sydney live gets you the exact same reward, some minor dialogue after words but minus some bottlecaps. Anyways, taking her along allows entry into Stronghold Archives the easy way. Upon entry you will eventually find Button's Room, with robots in it. They offer you the option to find an "Ink Container" offering to make a duplicate of the Declaration of Independence which Abraham will accept as the real. If you do so, he sends you to the Arlington Library where you have to find the item "Ink Container." It's in a box on the upper levels. In the room where the Raiders set up a turret on the ceiling and the area is heavily fenced in. Return with the Ink, create the copy, and head back to Abraham in Rivet City.

**Side Note
- If you manage to pick up "Bill of Rights", sell it to Abraham Washington for 100 bottlecaps.
- There is also a chance to pick up the "Magna Carta" and sell to Abraham for an additional 75 Bottlecaps.


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   05-22-2009, 12:25 AM
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Re: Fallout 3 Guide to the Wasteland

Big Town
Big Town has one guard on post, no stores, no vendors, and nowhere to repair. More than anything, it’s a gathering point.

Big Trouble in Big Town
(Big Town is north of Megaton and Vault 101)
- To pick up this quest, enter Big Town and speak with any of the towns people and they will tell you about Super Mutants that have taken people away from the town. Speak with other local residents, Bittercup being another will mark the location of Germantown Police HQ, where the residents are being taken. Most will have to enter Germantown and head to the upper level to gain entry, unless your Lockpick level is 100 you may enter the lower level. To enter the upper level, head towards the rear of the building, and walk up the steps. As you enter, make sure to be weary of mines, and Super Mutants including a Master and few Brutes. Make your way through to the lower level, search for a cell with Red, she will be locked in. Either pick the lock or take it from the nearby Super Mutant Master. She will then mention another person, Shorty, this is optional and will only result in good Karma.

Optional Rescue of Shorty
- To rescue Shorty, backtrack and find some steps leading down to the basement. There will be a Super Mutant and Shorty in the kitchen, discussing his dinner plans for Shorty. Kill the mutant, take him back up stairs and head outside with Red, fast travel to Big Town.

Reward Options (Save before this Speech)
(1) Talk to Red to receive 300 bottlecaps.
(2) This will result in – Karma (Bad Karma). Talk to Red, and you will be able to perform a speech. If you successfully do so you will gain 200 bottlecaps.

Underworld
Underworld is a collective organization of freaks, no literally, all of the ghouls have gathered in one place, and call it home. To find Underworld just fast travel to "Museum of History" look for the big woolly mammoth and T-Rex, behind them should be the entrance to Underworld.

You Gotta Shoot 'Em in the Head
- As soon as you enter Underworld head to the right, and up the stairs to enter ‘Carols Place’. In the back you will find a ghoul named Mr. Crowley. He wants you to do a favor for him: to finish his list of people to kill, head shots only. If they aren't head shots, you will end up getting paid only 25 bottlecaps per person, but there is another alternative to this situation. Head over to the ‘9th Circle’ in Underworld and speak with Ahzrukhal. Save before hand and try a successful speech, if you do, you find out one of the men on the list isn't even a ghoul bigot. Head back to Mr. Crowley tell him you found out the real scoop, and he throws in an extra 100 bottlecaps to just bring him the keys of the three men, but to kill Tenpenny. Lucky for us the map has been marked for each location, it’s just a matter of walking to each one, or fast traveling if you have been.

Dave (Marked on the Map)
- Start heading towards the Republic of Dave, and when you arrive to this cult like compound you will be greeted by a child that says she can take you to Dave. Save before speaking with Dave, and successfully speak with him and he will just give you the key. If you wish to kill him read the next option.
- You can optionally speak with him, run through the successful speeches and then get the head shot. If you do kill Dave, you will lose karma. Make sure to loot his safe if you get his key, there is a nice unique rifle in it.

Ted Strayer (Located in Rivet City)
- He can be found in the Middle Deck area, I suggest saving before speaking with Ted or you will have to pay a measly 25 bottlecaps for the key. I wouldn't suggest killing him, seeing as how Rivet City is packed.

Dukov
- Head to Dukov's place, save and speak with Dukov. The successful speech percentage here is really low. I had to reload my game three times to get the key off him.
-You can kill Dukov and the two women with him losing some karma and loot the place, not much in it really.

Allistair Tenpenny
- Go talk to Tenpenny in Tenpenny Tower, don't kill him, you will need him for another quest later on. He will on the other hand offer you 200 bottlecaps (300 with successful speech) if you kill Mr. Crowley. At this point killing Mr. Crowley is optional, if you want to continue below, if not still continue reading below.

- (This is if you don't wish to Kill Mr. Crowley) Head back to Underworld and save, then speak with Crowley (if you want you may lie to him claiming the deaths of each person for 100 bottlecaps, if not) turn in the keys for 25 bottlecaps each, ending this quest line.

**Optional Endings**

- After returning with all the keys, you can successfully lie to Mr. Crowley and claim the death of each individual (might want to save before hand though). If you do successfully claim the deaths of these men, he will pay you the promised 100 bottlecaps rather then 25. Then aim, fire, and kill Crowley to collect on Tenpenny's offer.

Reilly's Rangers
(Picked up at The Chop Shop - Ghoul Mask helps in Tunnels)
- Enter the Chop Shop and look to the right bed, Reilly should be laying there, click her and the Doc will speak to you. With a successful speech the Doc will wake her up, when she awakes she will get you the quest, along with ammo code number and a map marker of where to head. The only annoying thing about this quest is how far you must travel to get to the actual location. But rather then trying to wing it and save time, please stick to the marker direction. Head out of the Museum of History and go down the steps to the Museum Station. Enter the station follow the marker to an empty room, look for an electrical switch on the wall and head down, and enter the door to ‘Metro Central’. Follow the marker and should take you to ‘Freedom Street Station’ door. Again a new area with a Scavenger you can sell to and some Feral Ghoul's, but be looking for ‘Vernon Square’ door. When you exit the hotel will be on your right, and near the hotel is the hospital luckily. Next enter the hospital, and on the first floor clear the mutants out, then head for the second, simply by following your marker. Clearing the second floor follow the marker to the ‘Vernon Square’ door up a set of stairs. There's going to be a downed mechanical structure, cross it into the next building. Once across, drop down to the next floor and enter the ‘Statesman Hotel’, watch for traps. Search this entire area before leaving, you can find "Theo" and the Ammunition Box before leaving. You will more then likely clear five or more floors full of Mutants (Super/Brute/Master), so don't get discouraged. Inside the ‘Statesman Hotel Restaurant’ again with the mutant slaying, find the ‘Statesman Hotel Roof’ and enter it. You will hear a firefight, go talk to Butch, the team medic, and he will want you to go find the repair part for the elevator (Fission Battery, found a floor below). Bring it back and talk to Donovan, he will go repair the elevator. Head with the team downstairs, clear the area and meet up with Reilly at Ranger H.Q. To get back to the H.Q. back track some with the marker, you'll head down a street and look for a manhole on the ground, keep following the marker. Fight off some Super Mutant Masters, and exit to ‘Seward Square’. Be very careful for this is a war zone. Book it to the Ranger Compound and receive either Ranger Armor or Brick's Mini-gun. Also talk to Reilly about work and you can receive payment for finding locations.


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   05-22-2009, 12:26 AM
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Re: Fallout 3 Guide to the Wasteland

Tenpenny Tower
Luxurious Tenpenny Tower, southwest of Megaton , such a great view for the devastating explosion of Megaton if you choose to do. Other wise, it’s full of pretentious snobs, and rich Wastelanders. To find Tenpenny Tower head southwest of Megaton and eventually you can see a large tower on the horizon.

Tenpenny Tower
(This quest can be picked up from Gustavo, the security chief)
- Gustavo will give you 500 bottlecaps and 200 more with a successful speech if you decide to Kill Roy Phillips and his gang of ruffians. To do so head towards the south west, look for Warington anything, you might find yard which is locked. If you do keep looking around the surrounding area, you will eventually find Warrington Station. Travel through and you will find a guard who will allow you to speak with Roy. Three options arise after speaking with Roy:

Option 1 (Killing Roy and his Ghoul Gang resulting in Bad Karma)
- When you are done talking to Roy, just shoot to thrill, aim to kill. Return to Gustavo when the job is done for your reward.

Option 2 (Releasing the Ghouls into Tenpenny Tower resulting in Bad Karma)
- You will need a key for the underground passage. Seeing as how this results in Bad Karma, there are two options at getting the key (1) brutal style (2) the calm suave style. If you don't mind killing guards, kill Gustavo for the key. If you don't want to deal with a big mess, find a tenant by the name of Herbert Dashwood and persuade him to give you a key. Head towards the rear of Tenpenny outside, and take the stairs down, then activate the terminal with the key. After letting the ghouls end find Roy soon so you can get a "ghoul mask", follow Roy and the fiends to loot bodies of dead tenants and stores. When it’s all over Roy gives you a place to stay. This will kill all residents, including Allistar Tenpenny.

Option 3 (Making a deal between Tenpenny and Ghouls - Neutral Karma)
- Head back to Tenpenny Tower and go speak with Tenpenny, take the elevator to the third floor. He will say ok, as long as you confirm this with certain residents. (Might want to save, each resident requires a successful speech). Most of the people he asks you to confirm with can be found in the Tenpenny Suite area, Ms. Montonegro is found either in her store or in her room on the floor above the main entrance. Return to Tenpenny and he will reward you with 500 bottlecaps, now head back to Roy and tell him the news. He will give you a "Ghoul Mask" that allows you to not be attacked by Ferals.

Temple of the Union 
Temple of the Union is due east of ‘Minefield’ or northwest of ‘Canterbury Commons’.  It is a small outpost for ex-slaves.

Head of State
(This quest is picked up from Hannibal Hamlin)
- Once inside the Temple of The Union, you will need to speak to Hannibal about the Lincoln Memorial. He will want you check if it’s infested with Super Mutants. But before you do, he suggests you talk to Caleb Smith, a mason that would repair it. Having spoken to Caleb, he requires a picture of the Lincoln Memorial from the ‘Museum of History so he can get an idea of what needs to be repaired. At this point leave the Temple, walk a distance and you should have the Museum as a fast travel location already, if you don't, it’s south of GNR. The Museum is littered with Ghouls, so sneak or have a combat shotgun handy. You will find the poster in the ‘Museum of History Offices’ up a set of stairs, to the left on the wall near a desk.
- Head towards the Lincoln Memorial, due west of the Washington Monument. Heading towards the memorial, you will see no mutants, and a guard will stop you. Follow him into the maintenance door to the left on a dirt road; you will then speak with the slaver leader. He wants some info regarding Hannibal, just say you know nothing and wait for the speech to end. I went into the other room, entered sneak mode, and got a critical on his leg from the corner. Kill him and Sithias, and loot their bodies. I would suggest next to use a Stealth Boy if you have them, if you don't this will be a bit harder. Exit the maintenance room, head to the right, follow the dirt trail but stick to the wall, and watch for mines. You will eventually find a small dirt mound you can hop over to get onto the memorial. Watch for slavers walking by, should be a group of two near. There is a back hole to enter the memorial, watch for a mine and another slaver. There are then four slavers on the front steps: kill them all and return to Hannibal. He then thanks you and says they will leave in one hour, wait one or two hours until the Temple is empty. Then fast travel to the suggested marker on the map, he should reward you with a schematic.

Paradise Falls 
Semi ironic name, seeing as how this outpost is a slave market. Glad you’re here on business, and not the other way around. You can get to Paradise falls by heading north of Arefu or Seneca Station.

Strictly Business
(As you enter Paradise Falls you can't miss Grouse who gives you this quest)
- Speaking with Grouse and accepting the quest for entry into Paradise Falls he gives you a Mesmerizer (stun gun) and a slave collar. You should by then have gotten your first target and be ready to get him. Take into consideration when Grouse gives you a gun that will stun/sedate your target, you actually shoot them, so be cautious at where you choose to stun your target. Most of them are in well populated areas, and won’t come without repercussions (i.e TOWN FIGHT!):

Flak (You can find Flak in Rivet City, usually the Marketplace)
- Best strategy here is to head to Rivet City, go to the upper deck, wait by Flak & Shrapnel's room(why two men live together is beyond me). Wait for Shrapnel to open the door and slip in while its open, stun Flak steal his key, then put the collar on him, which results in bad karma.

Red (You must complete the quest "Big Trouble in Big Town")
- She will be in the clinic at nights. Stun here then and repeat the process above.

The Sniper "Arkansas" (Located at Minefield east of Germantown Police HQ)
- He’s annoying simply because he shoots at you. Repeat the process as the other two.

Lancaster (Can be found in Tenpenny Tower)
- She can usually be found in her room. Repeat the process as the other three.

**Side Note
- Luckily for me, I had killed the sniper, Arkansas. Lancaster was gone from Tenpenny Tower quest, and Red, well I have no clue, but I got the achievement by just getting Flak. So this quest albeit buggy, sure did skip to the end rather quickly for me.

Oasis
Oasis is going to be hard to find, but the best directions is if you look at the grid, use this Horizontal -10 / Vertical -1. So if you still need clarification that's 10 grids over, and the first grid down.

*Note*  This is only the fast travel marker, you got to walk through a windy ridge to get to Oasis, I can't bear to explain that

Oasis
(Speak with "Tree Father Birch" or rather walk up and he will speak to you)
- Tree Father Birch talks to you about the One, and more cult themed ideology, and asks you to drink some "sap" from a tree basin. Once doing so you’re going to hallucinate, the residents say a few prayers, you will then pass out and wake up. Head towards the tree in the middle of the area and talk to it. Once you speak with him, you will find out he is suicidal, and the quest he needs you to complete is to kill him. When you finish talking to Harold, head back to the main camp area, while heading to the caves you will come to a cut scene with now two optional endings. To even enter the cave system you will need to speak with Branchtender Cypress and just ask for the key. Head into the cave system and start sneaking, you will come across Mirelurk's, Mirelurk Kings, and a Mirelurk Hunter. Save after clearing the biggest cave room, put away your weapon (increases speed) and swim down below to the north to the next room. Clear the next area and head for ‘Sunken Chamber’ door. Make sure to take the trail to the left, it has some items that can be used for a workbench, and a silenced 10mm pistol. You will eventually arrive at Harold’s heart, the choice is now yours:

Kill Harold's Heart
- Simply go up to the heart, and click it you will come across a couple of choices, Destroy Harold’s heart. You now get a message your skin becomes as hard as "bark" this new perk is called "Barkskin". Barkskin is plus 5% damage resistance.

Stop Harold's Growth
- Click the heart, and select Apply Birch's Sap. This will say speak with Father Birch, head to Oasis and do so. Upon speaking with Father Birch he thanks you, and you get 360 exp, he also says a few members wish to thank you. One of the people gives you an armor, another gives you a missile.

Help Harold Grow
- Click the heart, and select Apply Laurel's sap. This will say speak with Laurel, head to Oasis and do so. She will thank you give you the exp and completion of quest, along with three people wish to thank you. You get three separate armors from this method.

**Side Note
- Either of these methods doesn't reward bad or positive Karma.


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   05-22-2009, 12:27 AM
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Re: Fallout 3 Guide to the Wasteland

Canterbury Commons
The Commons is one of the farthest places east, and can be found southeast of ‘The Temple of The Union’. The entrance is rather a freak show, a battle royal of the special.

The Superhuman Gambit
(Quest will be picked up from Uncle Roe after the Mechanist and Ant Agonizer fight)
- You will have a chance at successful speech to get paid 200 extra bottlecaps on top of the 200 bottlecaps promised for dealing with the “Super Humans”. After speaking with the Uncle, head over to Derek for some additional information on the two heroes. There are multiple ways for dealing with the two superheroes, but each is different:

Ant Agonizer (Is northwest of Canterbury Commons)
- Upon entrance be weary of mines, traps, and ants. You will enter her cave by finding an electrical switch on the wall with a hidden passage. Might want to save, proceed to follow the marker to her lair. Head towards her and it will automatically queue a cut scene. I suggest killing them both, it results in no karma, and you get to loot there bodies for some nifty armor.
- Helping the Ant Agonizer dispatch of the Mechanist, she will give you her weapon.
- Not helping her ends in a fight, upon her death you may loot her body for the weapon, and suit.

Mechanist (Is on a hill southwest of Canterbury Commons)
- Enter the Robot Repair Shop, take a left and watch out for the Robots and  Mark V Turrets. Pick the lock door, enter the room make sure you loot this area, there is a book in this room. Head to the room near the stairs, save and access the terminal to shut down turrets in Section A. Head up the stairs, be careful of sentry bots, save and access this terminal, now shut down security in Section B. Then head to the middle door, a hard lock to pick, save before even trying. Save before speaking with the Mechanist.
- If you speak with him about being a problem (successful speech) he will give you his suit, and stop his ways.
- If you give him the Ant Agonizer's suit and tell him to leave Canterbury Alone he rewards you with a laser pistol. (You will gain Bad Karma)
- If you just threaten him, and kill him you get a nifty suit! Including his pistol.

- Head back to Canterbury Commons speak with Uncle Roe for your reward. Dispatching of one, leaving the other gets you either 200(400 if you did a successful speech) or 600 for both dealt with.

Agatha's House
Agatha's house is northeast of Big Town, east of Meresti Trainyard. If you reach Scrapyard, you’re too far east, head west.

Agatha's Song
(Head inside Agatha's house and speak with her)
- After speaking with Agatha (along with a successful speech) use the key to get some ammo from her dead husbands ammo crate, then exit her house.
- Locate Vault-Tec Head Quarters (Optional quest, should be cleared if you have done most other side quests)
- Fast travel or head to ‘Farragut West Station’ and enter the next area ‘Tenleytown/Friendship Station’. Follow the marker to ‘Chevy Chase’ heading to ‘Chevy Chase Metro Junction’, then to ‘Vernon Square North’. Be careful, there will be Super Mutants, but follow the marker finally to Vault-Tec HQ. Traverse through Vault-Tec fighting off robots along the way, you eventually find the mainframe computer in the Vault-Tec Administration. Access this terminal to download the Vault 92 pass codes, and location.

Vault 92
- Enter the vault and start making your way around, but watch out for the mines. The "Reactor Room" is simply filled with Mirelurks (King/Hunter), heading towards the middle door upon entry watch for the rigged shotgun trap. If you venture into the "Living Quarters", you will find Mirelurk Hunters and a Mirelurk, make sure to enter the Women's Dorm for a pressure cooker behind a door. In the Men's Dorm check the bathroom behind the farthest stall on the right is a "Sheet Music Book", along with a “Key Code To Data Storage”. Now head to main area, look for a door on the left called "Sound Testing", there will be a Mirelurk Kings/Hunter and Mirelurk. Head down some stairs, clear out the area, open the studio via terminal then enter the studio for your main objective. Head back up the stairs, to the main area, and explore some more. You will use the key to enter data storage for some goodies if you chose to find it. Head back to main area, and find your way to "Overseer's Office" he’s stashed some more ammo in his office. Now exit Vault 92 and head back to Agatha's house.

Returning to Agatha
- If you bring the violin to Agatha, she will reward you her radio station frequency, along with 360 experience. Along with the violin, Agatha will accept sheet music. Return it to her for a .44 pistol with increased damage.


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   05-22-2009, 12:28 AM
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Re: Fallout 3 Guide to the Wasteland
IV. Custom-Built Weapons
 
Schematics Bible - Dylen

Finding schematics and building weapons can make your survival in the Wastelands much easier. You can also make a fair amount of bottlecaps if you stray off the path a bit and spend some time searching for the ingredients needed to build a surplus of them.

There are 7 weapons you can build. Five of the weapons have 3 schematics in the world that you can find. Two of them have 4 schematics (Bottlecap Mine & Rock-It Launcher). With each schematic being available at minimum of 3 times, they tend to be found as follows:

1 can be bought from a merchant
1 can be found in a Wasteland location
1 is given as a reward for a quest.
-----
When you make a weapon, its condition is based upon two factors. The first is your repair skill. The higher, the better. The second factor most people do not know about is the number of schematics you have in your possession when you build the item. It breaks down like this:

1 Schematic = The item is built at HALF your Repair Skill
2 Schematics = The item is built EQUAL to your Repair Skill.
3 Schematics = The item is built at 125% of your Repair Skill up to 100%.
4 Schematics = Unknown (I beleive having a 4th will not matter)
-----
While others have listed the Prima Guide Zone and Lat/Lon in their listings, that information is only good if you have the Prima Guide Map. I include those here for completion sake. For those without the map, I list DLat/DLon the D for Dylen of course!

DLat/DLon are relatively simple. If you open your Pipboy and goto the WORLD MAP, you can zoom in and see small squares. There are 17 squares horizontally and 17 squares vertically. The square in the bottom left corner is 1/1. As you count across from left to right you increase the first number. As you count from bottom to tom you increase the second number. So Vault 101 is generally located at DLat/DLoc: 9/6.

Now to get even more specific. Go back and zoom in on the bottom left corner again. See those notches. They divide each square into 9 smaller squares. These are actually the squares that are used in the Prima Guide. The problem is that the bottom left corner is location -30/-20. This would be way to confusing to relay via text.

Instead I will do this. Each square is broken into 3 columns and 3 rows for a total of 9 squares as mentioned before. The top row will be a, b, and c. The middle row will be d, e, and f. The bottom row will be “g”, “h,” and “I”. So now we can locate Vault 101 a lot more accurately. The exact location of Vault 101 would be DLat/DLoc: 9/6-f. Megaton would be at 10/5-c.

BOTTLECAP MINE
Ingredients = Lunch Box, Sensor Module, Cherry Bomb, and 10 bottlecaps

#1 Bottlecap Mine
DLat/DLon: 2/8-e
Location: Little Lamplight
Specifics: Sold, dropped, or stolen from Knick Knock
Prima Info -> Zone: 4.08 * Lat/Lon: -26/02

#2 Bottlecap Mine
DLat/DLon: 3/3-c
Location: Jocko's Pop & Gas Stop
Specifics: On the Work Bench inside the shack
Prima Info -> Zone: 7.07 * Lat/Lon: -22/-12

#3 Bottlecap Mine
DLat/DLon: 5/2-i
Location: Tenpenny Tower
Specifics: Found inside of Dashwood's Safe during quest: A Manhandled Manservant
Prima Info -> Zone: 7.14 * Lat/Lon: -16/-17

#4 Bottlecap Mine
DLat/DLon: 10/5-c
Location: Megaton
Specifics: Awarded by Moira Brown in Craterside Supplies during Quest: The Wasteland Survival Guide
Prima Info -> Zone: 8.03 * Lat/Lon: -01/-06
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DART GUN
Ingredients = Paint Gun, Toy Car, Radscorpion Poison Gland, and Surgical Tubing

#1 Dart Gun
DLat/DLon: 2/16-g
Location: MDPL-05 Power Station
Specifics: On the ground near a skeleton
Prima Info -> Zone: 1.02 * Lat/Lon: -27/25

#2 Dart Gun
DLat/DLon: 15/12-b
Location: Temple of the Union
Specifics: A possible reward from Quest: Head of State
Prima Info -> Zone: 3.10 * Lat/Lon: 13/15

#3 Dart Gun
DLat/DLon: 5/2-i
Location: Tenpenny Tower
Specifics: Sold, dropped, or stolen from Lydia Montenegro
Prima Info -> Zone: 7.14 * Lat/Lon: -16/-17
-----
DEATHCLAW GAUNTLET
Ingredients = Wonderglue, Medical Brace, Leather Belt, and Deathclaw Hand

#1 Deathclaw Gauntlet
DLat/DLon: Random
Location: Random Encounter: Wounded Deathclaw
Specifics: Found on the wounded Wastelander
Prima Info -> Zone: 0.13

#2 Deathclaw Gauntlet
DLat/DLon: 2/2-a
Location: F. Scott Key Trail & Campground
Specifics: In the caravan inside the picnic area
Prima Info -> Zone: 7.09 * Lat/Lon: -27/-15

#3 Deathclaw Gauntlet
DLat/DLon: 17/2-g
Location: Rivet City
Specifics: Possible reward given by Bannon during the quest: Council Seat
Prima Info -> Zone: 9.15 * Lat/Lon: 18/-17
-----
NUKA-GRENADE
Ingredients = Nuka-Cola Quantum, Turpentine, Tin Can, and Abraxo Cleaner

#1 Nuka Grenade
DLat/DLon: Trader Circuit
Location: Doc Hoff's Merchant Trader Caravan
Specifics: Sold, dropped, or stolen from Doc Hoff
Prima Info -> Zone: 0.00 

#2 Nuka Grenade
DLat/DLon: 2/4-h
Location: Girdershade
Specifics: Possible reward from the Quest: The Nuka-Cola Challenge
Prima Info -> Zone: 7.05 * Lat/Lon: -26/-11

#3 Nuka Grenade
DLat/DLon: 7/2-i
Location: Cliffside Cavern
Specifics: Hidden inside the Yao Guai Cave. Follow the left wall then drop down and look for the rock that is surrounded by skeletons
Prima Info -> Zone: 8.06 * Lat/Lon: -10/-17
-----
RAILWAY RIFLE
Ingredients = Crutch, Fission Battery, Steam Gauge Assembly, and Pressure Cooker

#1 Railway Rifle
DLat/DLon: 11/13-f
Location: MDPL-13 Power Station
Specifics: Inside on a Work Bench
Prima Info -> Zone: 2.09 * Lat/Lon: 02/17

#2 Railway Rifle
DLat/DLon: 17/2-g
Location: Rivet City
Specifics: Possible reward given by Abraham Washington during quest: Stealing Independence
Prima Info -> Zone: 9.15 * Lat/Lon: 18/-17

#3 Railway Rifle
DLat/DLon: 16/4-e
Location: Museum of History Entrance
Specifics: Sold, dropped, or stolen from Tulip in Underworld Outfitters
Prima Info -> Zone: Museum of History Entrance
-----
ROCK-IT LAUNCHER
Ingredients = Vacuum Cleaner, Firehose Nozzle, Leaf Blower, and Conductor

#1 Rock-It Launcher
DLat/DLon: Trader Circuit
Location: Crazy Wolfgang's Merchant Trader Caravan
Specifics: Sold, dropped, or stolen from Crazy Wolfgang
Prima Info -> Zone: 0.00

#2 Rock-It Launcher
DLat/DLon: 9/6-f
Location: Vault 101
Specifics: Found during quest: Trouble on the Homefront. It is behind your Mother's favorite Bible verse plaque. Requires 50+ Lockpicking.
Prima Info -> Zone: 8.01 * Lat/Lon: -04/-04

#3 Rock-It Launcher
DLat/DLon: 10/5-c
Location: Megaton
Specifics: Sold, dropped, or stolen from Moira Brown in Craterside Supplies
Prima Info -> Zone: 8.03 * Lat/Lon: -01/-06

#4 Rock-It Launcher
DLat/DLon: 17/2-g
Location: Rivet City
Specifics: In the third floor armory of the bridge tower. Requires 100 Lockpicking.
Prima Info -> Zone: 9.15 * Lat/Lon: 18/-17
-----
SHISHKEBAB
Ingredients = Motorcycle Gas Tank, Lawnmower Blade, Pilot Light, and Motorcycle Handbrake

#1 Shishkebab
DLat/DLon: Trader Circuit
Location: Lucky Harith's Merchant Trader Caravan
Specifics: Sold, dropped, or stolen from Lucky Harith
Prima Info -> Zone: 0.00

#2 Shishkebab
DLat/DLon: 6/16-h
Location: Brotherhood Outcast Shack
Specifics: On a table near a Work Bench. Close to SatCom Array NN-03d
Prima Info -> Zone: 1.B * Lat/Lon: -14/25

#3 Shishkebab
DLat/DLon: 10/10-1
Location: Meresti Trainyard
Specifics: Possible reward from Quest: Blood Ties
Prima Info -> Zone: 5.05 * Lat/Lon: -01/07

Alphabetical list of ingredients to collect:

Abraxo Cleaner
Bottlecaps
Cherry Bomb
Conductor
Crutch
Deathclaw Hand
Firehouse Nozzle
Fission Battery
Lawnmower Blade
Leaf Blower
Leather Belt
Lunch Box
Medical Brace
Motorcycle Gas Tank
Motorcycle Handbrake
Nuka-Cola Quantum
Paint Gun
Pilot Light
Pressure Cooker
Radscorpion Poison Gland
Sensor Module
Steam Guage Assembly
Surgical Tubing
Tin Can
Toy Car
Turpentine
Vacuum Cleaner
Wonderglue
BTG
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   05-22-2009, 12:29 AM
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Re: Fallout 3 Guide to the Wasteland

V. Locations

a. Bobbleheads

Bobblehead Locations Guide - BOGEY117

**Bobblehead #1 can only be retrieved while in Raven Rock. After you exit, there is not another opportunity to retrieve it. Bobblehead #17 can be obtained through two chances. You can obtain it before exiting Vault 101 for the first time, or while in the 'Trouble on the Homefront' quest. After either of these two chances, you are unable to retrieve it.**

Number – Zone
Location (Coordinates) and description of location

#01 Energy Weapon - Zone 1.01
Raven Rock (LAT -28 / LONG 28) on Level 2 in Colonel Autumn's quarters on the table.

#02 Big Guns - Zone 1.04
Fort Constantine (LAT -17 / LONG 26) inside CO quarters inside the open safe.

#03 Endurance - Zone 1.07
Deathclaw Sanctuary (LAT -22 / LONG 20) in the initial chamber near the corpse pile.

#04 Explosives - Zone 1.11
WKML Broadcast Station (LAT -17 / LONG 18) in sealed cistern, next to ham radio.

#05 Speech - Zone 2.08
Paradise Falls (LAT -09 / LONG 16) in Eulogy's pad, on the table.

#06 Perception - Zone 3.03
The Republic of Dave (LAT 19 / LONG 27) in the Museum of Dave on the bookcase.

#07 Agility - 3.06
Greener Pastures Disposal Site (LAT 07 / LONG 21) in the office, on the table.

#08 Repair - 5.07
Arefu (LAT -11 / LONG 06) in Evan King's house, on the table.

#09 Science - 5.12
Vault 106 (LAT -09 / LONG 01) in the living quarters, medical eastern wall, on shelves.

#10 Charisma - 6.06
Vault 108 (LAT 18 / LONG 06) in the Cloning Lab, on the table.

#11 Lockpick - 6.07
Bethesda Ruins (LAT 05 / LONG 03) at the Bethesda Offices East, located on the top floor on the desk in the central room.

#12 Small Guns - 6.11
National Guard Depot (LAT 18 / LONG -03) in the Armory located on shelf in equipment storage.

#13 Sneak - 7.01
Yao Guai Tunnels (LAT -28 / LONG -04) in the Yai Guai Den on the metal crate located in the easter area of the central cavern.

#14 Barter - 7.04
Evergreen Mills (LAT -18 / LONG -07) at Bazaar, Jack's northeast alcove; top right shelf located behind the Work Bench.

#15 Melee Weapons - 7.11
Dunwich Building (LAT -26 / LONG -18) in the Virulent Underchambers, mall maintenance room.

#16 Unarmed - 7.C
Rockopolis (LAT -26 / LONG -07) next to Argyle's body.

#17 Medicine - 8.01
Vault 101 (LAT -04 / LONG -04) on Dad's office table. Can be retrieved when either you're 16 before the G.O.A.T. test or when you're 19 escaping the vault.

#18 Strength - 8.03
Megaton (LAT -01 / LONG -06) in Lucas Simms's house, sheriff's bedroom, on the table.

#19 Intelligence - 9.15
Rivet City (LAT 18 / LONG -17) in the Science Lab, on the table.

#20 Luck - 16.03
Arlington House on the cellar shelves.

b. Super Behemoths

Super Mutant Behemoth Video Walkthroughs - aka Scratch

Ok, these videos show a basic strategy, as well as the locations of all 5 Super Mutant Behemoths. You will be rewarded with "The Bigger They Are.." achievement for killing all five. I was level 16 (at the start of this guide) and had access to about all types of weapons when I did these so you'll have to adapt your own way of doing it if you cannot wait. Each video contains instructions via the pop ups in Youtube. I'll provide a brief synopsis here, but the videos have all the info you need. Ok here goes...

Capitol Building - You can get there from the Lincoln Memorial which is detailed in this video it also shows the location of my favorite weapon, the "Lincoln Repeater".  Head into the west door and make your way to the back.  There's a turret control terminal you can turn on to help bring down the Behemoth.

Evergreen Mills - Head in from basically any western location.  The Behemoth is in a train yard being held captive by a bunch of raiders.  His cage is electrified so all you need to do is destroy the generator by the gate to his cage.  He'll escape and take out all his aggression on the well armed Raiders.  I sniped the generator from a cliff on the western edge of the canyon.  Any weapon will do if you can get close enough.

Jury Street Metro -   Due west of Vault 101 is Jury Street Metro.  Keep heading past it to find a few Super Mutants guarding a caged teddy bear.  Clear the area and set a massive land mine booby trap for the Behemoth.  When you rescue the bear from one of the shopping cart cages the Behemoth chases you.  Just put yourself on the opposite side of your mine trap and your done.

Galaxy News Radio Quest and Takoma Industrial Factory -  It's broken up into two parts and you'll have to see both to get the whole walkthrough.  It took me too long to get there for one video and I didn't want to cut too much out.  The Takoma Factory is tricky to explain.  You will pass Galaxy News Radio on the way.  If you missed this behemoth like I did by talking to the Dr. in Rivet city you'll miss this part of the main quest.  If you did it's not a problem as the behemoth is still going to be there.  It's not in the video but I point out the path to take.  The only strategy I have is by regular means although you could employ the mine trick and/or grenades.  Some Brotherhood members are there to help you anyway.

The rest of the video takes you through a few Metro Tunnels in the Capitol interiors.  There are plenty of explanations on the web so I'll just leave it to the video to explain.  Once you make it the factory, hop through the broken fence and head to the left.  Open the fence gate after killing the mutants and mercs in the area.  Go through the gate and there's a train car you can get on top of by walking up a plank.  There's a switch there that will call in air strikes targeted at the Behemoth.  If it breaks you can repair it.  If you can't repair it then you have to go with an old stand by of mines, grenades, rockets etc.

Behemoth Hunting Tips - You should be in good shape with the video strategies but just in case......

  • Carry mines and Grenades
  • Have a Fat Man as a back up in case you need it
  • Make sure you have plenty of health and ammo

BTG
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   05-22-2009, 12:32 AM
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Re: Fallout 3 Guide to the Wasteland

VI. Tips & Tricks and Interactive Maps

The links below contain some basic tips and tricks to keep yourself alive and well out in the Wasteland:

http://www.xbox.com/en-US/games/f/fallout3/20081027-tipsandtricks.htm
http://www.xbox.com/en-US/games/f/fallout3/20081027-preview.htm

Random Fallout Tips - SmartFreak

- There is an unlimited supply of Big Gun Books (U.S. Army: 30 Handy Flamethrower Recipes) on the top floor of Bethesda Offices East. It always spawns in the inventory of a raider carrying a flamer.

- There is a shop that has parts for every schematic. It is a red-bricked building, next to another building and parking lot, southwest of Tenpenny Tower, near the bottom of the map. The items are physically in the shop and you have to steal them. Also a mannequin at the back left corner is wearing shades that give you +1 Luck.

Getting the awards on quests that aren't so obvious and easily missed. These are the ways that worked for me:

- The Lucky eight ball gives a +1 to Luck when carried (confers a Good Luck Status) that acts like a base point and can help with perks that need a minimum luck amount, unlike clothes.

1. Go to
Big Town and heal Timebomb, who is lying unconscious in Red's clinic located at the end, to the right from the entrance.
2. Rescue Red and Shorty and bring them back to
Big Town.
3. Kill the two waves of mutants and talk to Timebomb (make sure he lives) and he will give you the lucky eight ball.

- You can get both the A3-21 plasma rifle and Wired perk (+10% to VATS)
This way ultimately ends in a zero net change of karma

1. After getting the activation code form Pinkerton, go to Harkness and tell him that he's an android. After some dialogue ask him what he's going to do next and ask him to let you kill Dr. Zimmer. He will then give you the rifle.
2. Go to Dr. Zimmer and tell him Harkness is the android. You will get the Wired Perk.
3. You can try out your wired perk and plasma rifle on Dr. Zimmer and his bodyguard without any repercussions.

- On the Oasis quest you can get an item, Yew's Bear Charm, which gives you +10 to speech.

1. Talk to Harold about killing him.
2. Go to the front of the cave and watch the two elderly people talk and finish talking with them. I also got the key from the guy.
3. Go to Yew Sapling (the little girl) and succeed on the speech challenge you get when you ask her about their god.
3. Talk to Harold again, and ask him "about those Treeminders". Then ask him which one he likes the best, he'll say the little girl.
4. Do what you will to Harold's heart at the end of the cave.
5. Talk to Yew Sapling and she'll call you her best friend and give you the charm.
The charm is actually a teddy bear and since you don't need to carry it for the bonus, I suggest you lay it on your bed at home to snuggle with.

Below written by Tsuyu the Slave

It's very much possible to get both rewards from the Reilly's Rangers quest as well.

You can:
A. Let Brick die at the hands of the Super Mutants and simply loot the Minigun Eugene from her. You'll even get her armor, although in lousy condition.
B. Make sure she survives, pick the armor as your reward. Then pop a Stealth Boy and make a save close to Brick. After a few tries you should have stolen
Eugene from her.

Interactive Maps - BOGEY117


First off, you can check out this interactive map here. Contains landmarks, bobbleheads, behemoths, and skill books. Includes coordinates as well. If that doesn't satisfy your needs, check out this map. Includes aids, ammo, easter eggs, factions, etc.

Now we can all safely navigate the Wasteland with a purpose!


BTG
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   05-22-2009, 12:34 AM
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Re: Fallout 3 Guide to the Wasteland
[This post is reserved for future expansion.]
BTG
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   05-22-2009, 12:35 AM
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Re: Fallout 3 Guide to the Wasteland
[This post is reserved for future expansion.]
BTG
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   05-22-2009, 12:35 AM
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Re: Fallout 3 Guide to the Wasteland
[This post is reserved for future expansion.]
BTG
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   05-22-2009, 12:41 AM
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Re: Fallout 3 Guide to the Wasteland
Very well put Bogey!
But why did you do this? There was already 'Matt Jo's Survival Guide Index.'

Did you do it just so the information through the links wouldn't eventually be lost throughout the archives?

Because if so I'd like to say again, very well put!

Let's just see if we could try and get Striker to reply to me again and accept on putting my 'Beginner Guide' in the 'Survival Index.'

Anyways, just for future reference, if there's anyone thinking what I said thirdly throughout this post, without someone like Bogey doing something like he just did in this thread, then just create a text document on your desktop or wherever you prefer and copy all the info you need onto that text document.

~ Eric




Gaming Dedication
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   05-22-2009, 12:49 AM
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Re: Fallout 3 Guide to the Wasteland
 CSP Eric wrote:

But why did you do this? There was already 'Matt Jo's Survival Guide Index.'

Did you do it just so the information through the links wouldn't eventually be lost throughout the archives?


Exactly, those links will no longer be functional once the threads have been archived and the posts lost. Now the information is stored in this thread so when the older threads are archived, the information is still here.
BTG
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   05-22-2009, 1:07 AM
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Re: Fallout 3 Guide to the Wasteland
Until this is pinned- TAG

Nice work

Freedom Of Speech
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   05-22-2009, 1:26 AM
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Re: Fallout 3 Guide to the Wasteland
Wow Bogey that guide is massive, very well done. A+ Wink [;)]

Thus I refute thee.
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   05-22-2009, 2:01 AM
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Re: Fallout 3 Guide to the Wasteland
Wow. Very, very nice guide. Tagged. Yes [Y]
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   05-22-2009, 2:33 AM
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Re: Fallout 3 Guide to the Wasteland
Great Guide, You really put a lot of effort into this.
It is over, your search is done! Let fate choose now, the righteous one. - The Headless Horseman
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   05-22-2009, 2:49 AM
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Re: Fallout 3 Guide to the Wasteland
Dang, Bogey. That's a really nice guide. I have a lot of hours put into Fallout 3, and I still learned stuff. Very well done. Yes [Y]

Tar-21 Holographic all day.

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   05-22-2009, 4:13 AM
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Re: Fallout 3 Guide to the Wasteland
Should be a workout reading all of that. :P

Naw, I'm kidding. There's a heck of a lot of useful information in here. Thanks for compiling all of it together. I'm looking to play this game again, so it should be helpful for wiping off the rust. :D


I may take 48 hours to respond to questions because I'm swamped with University-related work.
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   05-22-2009, 4:56 AM
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Re: Fallout 3 Guide to the Wasteland
Hopefully it comes in handy for a quick reference, Sloth. Thanks for the comments everyone.
BTG
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   05-22-2009, 5:03 AM
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Re: Fallout 3 Guide to the Wasteland
Excellent. Yes [Y]

Gaming Dedication
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   05-22-2009, 5:15 AM
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Re: Fallout 3 Guide to the Wasteland
Wow, thanks for this. I'm just starting out, and this is a huge help.
Join WePlayCod.net
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   05-22-2009, 5:53 AM
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Re: Fallout 3 Guide to the Wasteland
Wow... I knew that you were working on a guide to Fallout 3 but I had no idea that it would be this massive!  And that is a good thing! It is very informative.  I will defiantly use this when I start Fallout 3 over again.

Very, very good work Bogey. Yes [Y]

The One and Only
My Website - Gamercide
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   05-22-2009, 11:59 AM
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Re: Fallout 3 Guide to the Wasteland
This is excellent Coffee [C] thank you!

EmeralDQueen-SpartanQ71
GamerchiX-LoadingReality
www.emeraldqueen.net
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   05-22-2009, 12:42 PM
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Re: Fallout 3 Guide to the Wasteland
One of the best guides there is! Tagged Yes [Y]

@SuperBiccy
Prepare for Biccy love
CoD 4 > MW2
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   05-22-2009, 1:04 PM
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Re: Fallout 3 Guide to the Wasteland
The link to the Terminal Hacking Assistant Tool seems to be a dead end
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