Fallout 3 Walkthrough :
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Walkthrough - Fallout 3 Walkthrough and FAQFallout 3 Walkthrough and FAQ Written by: Nick Bartosic This file is Copyright (c)2008 Nick Bartosic. All rights reserved. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Table of Contents ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1. About Me 2. The Guide 3. The Game 4. Fallout 3 Tips 5. Walkthrough 5.1 Baby Steps 5.2 Growing Up Fast 5.3 Future Imperfect 5.4 Escape! 5.5 Following in His Footsteps 5.6 Galaxy News Radio 5.7 Scientific Pursuits 5.8 Tranquility Lane 5.9 The Waters of Life 5.10 Picking Up the Trail 5.11 Rescue from Paradise 5.12 Finding the Garden of Eden 5.13 The American Dream 5.14 Take it Back! 6. Optional Quests 6.1 The Wasteland Survival Guide 6.2 The Replicated Man 6.3 Big Trouble in Big Town 6.4 Strictly Business 6.5 Tenpenny Tower 6.6 The Power of the Atom 6.7 You Gotta Shoot 'Em in the Head 6.8 Trouble On the Homefront 6.9 Those! 6.10 The Superhuman Gambit 6.11 The Nuka-Cola Challenge 6.12 Head of State 6.13 Blood Ties 7. Freeform Quests 7.1 Angela and Diego 7.2 Super Mutant Attack on Big Town 7.3 Freeing Cherry 7.4 Charon's Contract 7.5 Republic of Dave Election 7.6 Evergreen Mills 7.7 Kidnap Order 7.8 Lamplight Fungus Trade 7.9 Grady's Last Recording 7.10 Hubris Comics Printing 7.11 Canterbury Commons Merchant Contract 7.12 Old Olney 7.13 The Nuka-Cola Clear Formula 7.14 Chinese Rifles, Pronto! 7.15 Lincoln's Artifacts 8. Party Members 9. Schematics 10. Bobble Heads 11. Equipment 12. Mini Nuke Locations 13. Caravan Traders 14. FAQ 15. Credits 16. Copyright Notice 17. Contact Information ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ About Me ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This is my third FAQ/Walkthrough of any kind on GameFaqs. I also wrote the Thieves Guild and Mage's Guild FAQs for Oblivion. I know it would seem I'm a bit of a Bethesda fanboy considering Bethesda made both Fallout 3 and Oblivion, but I've been a Fallout fan for many years, since the original games came out over 10 years ago, so I've been waiting for this game for a very, very long time. Aside from playing Fallout 1 and 2, I also played Fallout: Tactics and Fallout: Brotherhood of Steel, although I didn't play the later extensively. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This Guide ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 0.2 November 2, 2008 Began writing introductions Added Contact and Copyright information Version 0.5 November 3, 2008 Added information to Walkthrough and Optional Quests November 4, 2008 Version 0.6 Added information to Optional Quests Version 1.0 November 5, 2008 Finished quests in Walkthrough, uploaded version 1.0 Version 1.1 November 7, 2008 Added Big Town and Tenpenny Tower optional quests Began listing Equipment and roaming Trader information Version 1.2 November 10, 2008 Added some Freeform Quests and Optional Quests, added some info to Walkthrough. Added some Weapons/Armor and sorted Weapons. Started adding Mini-Nuke, Schematic, and Bobble Head info. Version 1.25 November 14, 2008 Updated some more info in the main walkthrough, added a few quests Corrected an issue where I didn't include a main quest by name Version 1.30 November 17, 2008 Added info to everything but the Main Walkthrough. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This Game ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Version 1.0 October 28, 2008 Bethesda releases Fallout 3 for the PC Version 1.0.0.15 November 6, 2008 Bethesda releases patch for Fallout 3, fixes some crashing issues ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Fallout 3 Tips ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *1* The first tip I have is, by far, the most important. Make sure you learn it if you haven't already. Save, Save, SAVE! This means save frequently, and save using more than 1 file! I can't TELL you how many times I'll get e-mails from people that have gotten stuck on something, or they run into a bug (Which can be expected with a new game). Often times by reloading to your last save, or a previous save (Provided your last fresh save file isn't over 15 hours old) you can fix a problem. This can help you get out of many jams. Some of you will consider this "cheating" by some stretch of the imagination, but Bethesda encourages frequent saving as well. With a new game like this, do yourself a favor and just do it to avoid yourself some headache, if you want a challenge run the difficulty bar up and get to higher levels... X-Box 360 users, I don't know if this applies to Fallout 3, but in Oblivion I've been told that your cache memory will often screw with quests if you run into a bug, so not only will you need to reload to a previous save when you encounter a bug, you have to make sure to restart your console and clear your cache, this will fix problems many times. *2* First learn rule numba 1 =) *3* If you're looking for an answer to a particular question, try using the Find command by hitting Ctrl + F. Often times by putting in a keyword or two you can find good info pretty quickly. *4* If you run into a bug, and you have the X-Box version of the game, you should try to clear your cache as previously stated. To do this, you need to reset your system, and hold the "A" button till the Bethesda logo shows up on your screen. This should clear everything, and help to bypass bugs. Thanks to phill0037 for info on how to do this, as I don't have an X-Box =) *5* If you find yourself under heavy fire, look for cover immediately. This should probably go without saying, but if you find you're being hit from multiple sides by Super Mutants with Assault Rifles, sitting there and eating lead is not always the best option! Maybe later you can take all that lead, but early on you may not have the armor, or the constitution. Your best bet is to fall back a bit, either try ducking behind a desk, sliding behind a pillar, or in some cases exit to another location. Often times a baddie WILL follow you to another zone, but sometimes sneaking back to a safer location will give you time to collect yourself, heal quickly, and find better cover. This will also help give you time to recover AP for those all important VAT shots to the face =D *6* Stack Repair skill when possible. If you've spent at least an hour in combat, you'll quickly realize that your weapons and armor will degrade, and in some cases they'll degrade quickly for certain items! Minigun comes to mind. The higher your repair skill, the better you can repair all your items. On top of that, you will save hundreds, nay, thousands in repair bills. Most traders can only repair your items to 50% of their condition, and in some cases they'll ask for your first born in payment if it's an item like a Plasma Rifle. If you repair the item yourself, it only costs another item of the same kind which may cost you less caps if not free! Keeping your weapons and armor repaired also keep them strong, keeping you alive longer. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Walkthrough ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ *****Quest 1: Baby Steps***** You've started a New Game, watched the opening cinematic, and you're ready to decapitate some raiders. Unfortunately, first you must go through the arduous task of customizing your character, fun for some, boring to others. You've been born; you get to see your father for the first time apparently, and your mother's right leg. Choose whatever sex/facial features you like. Your gender will affect some basic things about the game, but it seems it doesn't influence as much as it once did in past Fallout games. Once you've chosen your looks, we immediately get some bad news, then a flash of light... After the flash of light, we fast-forward to one year later. You're a baby in the vault, this is your first tutorial of the game and will teach you how to move, fairly basic. Walk forward to your father in the pen, objective complete. After walking to your father he'll take off and say he'll be back later, locking you in the play pen. Being the baby genius that you are, you're going to escape the minute his back is turned. Walk over to the gate on the pen and hit your action key, whatever it may be. Another simple task, they don't get much better than this! After two easy objectives, you're given possibly the most frustrating one for your third. It's frustrating for me, anyway. Once you've escaped the pen, head over to the toy box on your left. On the floor you'll find a children's book, use your action key to pick it up. Flip through the pages while it explains the S.P.E.C.I.A.L. parameters, being Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. Coincidently, after playing Fallout for as many years as I have, I can't believe I never read my character sheet sideways to see "SPECIAL." You have so many points to work with, 40 I believe, which averages out to 5 points on each stat if you like, plus 5 points to distribute elsewhere. Most people won't roll with average stats, most people customize these to their own personal tastes or a play style for specialized runs like Melee, Sniper, Diplomat, Thief, etc. Also, if you plan on collecting all the bobble heads in the game, I don't suggest putting over 9 points in any one stat as you can only have a max of 10 points in a stat permanently (I believe you can go over this value through drug enhancements). I've used information from Fallout.Wikia.com to outline the stats below : Strength: Affects Melee/Unarmed attack damage, as well as your carry weight. For every point in this, you gain an extra 10 pounds of total carrying weight. Your base carry weight is 150, plus 10 lbs. for each point. Each point in strength also adds .5 to your melee damage and +2 to your Melee Weapon stat. Perception: This affects what you can see/hear, so this affects Energy Weapons, Lockpicking, and Explosives skills. Each point in Perception will add +2 points to each of these skills. Perception also factors in when you see the grenade arrows appear during combat. Endurance: This affects your hit points as well as your resistance to radiation and poison effects. This also appears to affect your ability with Big Guns and Unarmed attacks. Each point in Endurance will add 20 points of health to you, and +2 points to Big Guns and Unarmed. Charisma: Charisma involves your dealing with other people, so naturally the skills tied to this are Barter and Speech. For every point in Charisma you get +2 to each of these skills. This will also come into play in some dialogue options. Intelligence: One of the most important stats in the game, it affects Science, Medicine, and Repair. Along with that, Intelligence also determines how many skill points you get each level, which is huge. For every point in Intelligence you get +2 to Science, Medicine, and Repair, and +1 skill points at level up (A maximum of 20 total points when you have an Intelligence of 10). Agility: This used to be a huge stat in previous Fallout games. It's still important, just not as much in my opinion. Agility affects the number of available points in VATS mode, and also your Small Guns and Sneak skills. For each point in Agility you'll get +2 to these skills, and +2 to Action Points for Vats. Your base AP in Vats is 65, so with 10 Agility you would have a max of 85. Luck: This parameter used to affect Critical Chance, random encounters, and various other things in previous Fallout games. Now it appears to affect Crit Chance and all skills, that's it. Luck does not affect any one stat, but it will increase all skills by +0.5 for each point in it. Also, each point in luck will increase your Crit Chance by 1, to a maximum of 10% Crit Chance. There are many ways to build your character, the great thing about Fallout is theres no wrong way to build your avatar. You want to pound things with your fists? Put points in Strength and Endurance. Want to shoot things from a distance? Perception and Agility is a good combo. Want to talk your way out of situations? Charisma and Intelligence. Personally, I go for head shots with rifles, so my build is usually something like: 5 Strength, 7 Perception, 6 Endurance, 6 Charisma, 8 Intelligence, 7 Agility, 1 Luck (Not a Luck person, if you can't tell. Better to be good than lucky sometimes). In any event, choose what you like, try not to worry about it too much though. You'll have an option to tweak these choices later on if you wish, and theres plenty of opportunities to add to points through enhancements and perks later on. When you're done, accept your build. You'll then have a few seconds to run around the room, pull toys out of the toy box if you wish. Your father will eventually come into the room. He'll point out your mother's favorite passage, Revelations 21:6. Just follow him out of the room, eventually he'll lead you away to play with Amata, then you get another flash of light. *****Quest 2: Growing Up Fast***** This quest doesn't determine much about your character's skills or stats, but has more to do with learning about the conversations in the game, and how to shoot. Fast forward 9 years, you're now 10, Happy Birthday! Gosh, just 5 minutes ago it seems like you were born =) Anyway, at age 10 every Vault inhabitant receives their Pip-Boy 3000 from the Overseer, congrats. Learn to use this thing, within the Pip-Boy you'll do all your menu-intensive things: sorting inventory, viewing maps, fast travel to locations, view stats and karma, you name it. After receiving your Pip-Boy you can now talk to the various guests at the party and make some contacts. You see Amata face to face for the first time, she's one of your friends. She has a present for you, an issue of Grognak the Barbarian. If you read this item from your Pip-Boy, it will increase your Melee Weapon skill by 1. No matter what option you pick from Amata, you'll still get the comic, so insult her if you like. After talking to Amata you can speak to Old Lady Palmer. She'll give you a sweet roll, despite your replies as well. You can speak to Wally Mack or Freddie, but they don't have much to say, they'll later become part of the "Tunnel Snakes" gang, which brings us to Butch. Sometime during the party, Andy the Mr. Handy robot will cut the cake...but he doesn't do a very good job (He appears to have problems frequently with cutting things). Butch will be pissed he didn't get any cake, and demands your sweet roll from Ms. Palmer. There are a few things you can do here, you can be polite and share it, you can pick a fight with Butch, or you can spit on it and give him the Sweet Roll. If you decide to pick a fight with Butch, Amata and Officer Gomez will sympathize with you afterwards. Theres not much else you can do here. You can grab a party hat off the table. You can also talk to Stanley and receive a baseball cap, but not much point to either of these items. Eventually you'll need to speak to your father, he lets you know he has a surprise for you. He speaks to his friend, Jonas, then instructs you to go to the Reactor room for the surprise. You'll bump into the creepy Beatrice if you go out the same diner door your father leaves. She'll give you a birthday poem you can read in your Pip- Boy...yeah...its interesting. You can go straight to the reactor room, or you can go past that and up the stairs to overhear the Overseer complain about your stupid little party and what he thinks of it. The security guard he speaks with has 2 Stimpacks on him, and you won't take a Karma hit for stealing them. No one else at the party has anything to steal. Eventually, make your way to the Reactor Room, you should have seen a sign for it after leaving the mess hall. You'll see Jonas there, after some brief dialogue he'll see your father coming. Your father's surprise is a BB gun, sweet! Choose whatever option you like, he'll give it to you anyway. Your father will then lead you to a special location where you can practice shooting. Not too tough, this just gets you used to the system. Hit the three targets, or hit one target three times, whatever you prefer. After this, a Radroach will spawn. Your father asks you to try and hit the Radroach. You can target it the same way you hit the inanimate targets, manually aim and pull the trigger, or you can hit the Radroach in VATS mode. VATS mode is something totally new to a FPS game, but very familiar to Fallout Veterans. In VATS mode you can specifically target various body parts of a target, or cycle through multiple targets. Using your action points, you have the ability to make 1 or more shots in VATS mode, the more action points you currently have, the more shots you can take. Each attack will have a percentage chance based on your distance from the target AND the availability of the location you're trying to hit. For example...if you're trying to head shot a super mutant from close range, normally you would have a high percentage chance to connect. If the super mutant happens to be swinging a sledgehammer at the time though, the hammer may be blocking part of his face making it difficult to make the shot at that time. VATS targeting has its benefits. For moving targets, it can make it easier for you to do things such as shooting weapons out of target's hands. It will be easier to get head shots, and easier to cripple certain limbs. This can help save on ammo, as well as save on your health. Targets can still hit you while you're firing in VATS mode, but nothing will be attacking you when you're targeting. VATS mode is also fun for viewing the gory deaths in slow motion! Once you've blasted the Radroach, your father asks to have his picture taken with the "Big Game Hunter." Jonas will snap the shot, the flash fades and... *****Quest 3: Future Imperfect***** This is your last tutorial quest, and will determine what your starting skills will look like. Fast-forward another 6 years, you're now 16 and must take your G.O.A.T, Generalized Occupational Aptitude Test, with the other children. Everyone is told to take this test, so despite your best attempt at getting out of it by playing sick, your father asks you to go. You can ask your father various questions before you go, some about your mother I believe, but none of these will ultimately change anything, just adds to the immersion which is enjoyable. Before you leave, be sure to grab your first bobble head off your father's desk, the Medicine doll which increases your Medicine skill by 10. Theres not much else of value to swipe in the area. Theres some stimpacks on the table in the next room. You can view your father's computer terminal, read some of the patient files which are interesting. You're already getting some important insights to the Overseer and others. You can speak to Jonas and Stanley, but they don't have a lot to say. If you walk into the hallway you'll see Butch and his "gang" of Tunnel Snakes harassing Amata. You have a few options here. You can help Amata out by trying to talk Butch and his thugs out of torturing the poor girl, you can try to be the top dog and intimidate Butch, or you can take the negative Karma route and point out to Butch that Amata is sensitive about her weight (Despite the fact she's skinny). Choose your path, theres good karma or bad karma to be had here. When you're done, head into the classroom to take the G.O.A.T. The G.O.A.T. exam affects your skills, based on the answers given the game will choose what tags it thinks you should have starting out. Fear not though, if you feel the game is off-base in its choices, or feel like you want to choose something else, you can always alter your test. If you want, you can also try and talk your teacher into letting you skip the test, meaning you choose your own 3 tag skills and bypass the questions. The questions are fun though, I suggest you take the actual test at least once! In past Fallout games, Tag skills usually meant that you got 2x the skill points for each skill point you dropped into a Tag skill, not anymore though. Your tag skills only receive a one time bonus of 15 points, and no bonuses afterwards. This is still important, however, as these will be the skills you're most proficient in starting out. I suggest usually taking one combat skill, like Small Guns or Melee Weapons, taking a communication skill, either Barter or Speech, and taking a trade skill, such as Repair or Lockpick. Feel free to take whatever you like. Once you've solidified your 3 Tag skills, and remember you can change these one time later on, leave the class room and you'll encounter one more flash of light. Congrats, you're done with the Tutorial quests! *****Quest 4: Escape!***** You're rudely awakened by Amata. Its 3 years after your G.O.A.T, making you 19 now. She informs you on various items, your father has left Vault 101, Jonas is dead, and the Overseer has his goons looking for you now...smashing. You determine that your next move is to escape, if you choose to extract revenge on the Overseer that's your call, it'll bring negative Karma though. If you offer to take Amata's help in escaping, she'll offer you a 10mm Pistol, you can take it if you want, but it's not required. Be sure to check the room around you, as theres various items you can take. Be sure to check the drawers, as all the stuff you previously collected as a child will be there: your baseball cap, any stimpacks, BB gun, etc. Theres also a baseball bat, ball, and glove in the room, the bat may come in handy as it's more powerful than a Police Baton. If you chose not to accept Amata's help in escaping, you can still pickpocket the 10mm gun from her. To pickpocket, go into Sneak mode, walk up behind her and click your action key/button. If you're successful, you'll take the item and she won't have a clue. If you're not successful, you'll get nothing and she'll scold you. Either way, you'll get negative Karma, Karma sees EVERYTHING. When you head out of the room, one of the Overseer's lackeys will spot you, but he'll quickly become overrun with Radroaches. You can use this as an opportunity to run/sneak away, or you can use this as an advantage to kill him. You can try to help him by killing the Radroaches, but he'll eventually just attack you afterwards. The Vault is pretty linear at this point, most of the doors are inaccessible. As you head down the hall, you'll run into your "buddy" Butch. He'll tell you that his mother is being attacked by Radroaches and he asks for your help. You'll have more options here. You can tell him you'll help her out, kill the roaches, and he'll make you an honorary Tunnel Snake by giving you his jacket. You can also boost Butch's confidence and talk him into helping her instead. Finally, you can tell Butch that the irony is bittersweet and leave his mom to die. If you're really bad, you can kill Butch and leave his mom to die still. If you do choose to save her, you'll have to move quickly. You should be able to see Butch's mom through the window in the hallway, but there isn't a doorway to her room from the hall. You'll have to enter an adjacent room to get to her. The Radroaches aren't tough at all, a swing or two of your bat should be all that's required to bring them down. If you killed the Security Guard you ran into earlier, hopefully you equipped his helmet and armor. Talk to Butch and his mother if you decided to be heroic. You can check out the diner, theres a dead body here with some items and more roaches, kill them for the experience. Keeping following the hallway and you'll run into Officer Gomez. Even if you've been bad up till this point, Gomez will let you off the hook and won't attack, no other guard will give you such a luxury though. If you continue you'll run into Andy and Stanley. Andy will be busy torching Radroaches with his flamethrower attachment, you cannot take this though =) Stanley doesn't want to turn you in, he just wants to stay out of trouble. You can head into the room near where Andy was torching Radroaches. There should be a few stimpacks on the floor, be sure to take these. If you didn't get the bobble head earlier, this may be your last chance to do so. Your lockpick skill probably won't be high enough, but if it is you can lockpick your mother's Bible quote to find some goodies hidden behind the verse. When you're done, head to the Atrium. When you enter the Atrium, you'll notice a young couple (Or brother and sister, I'm not sure) talking. The male, Tom Holden, says he's been inspired by your father leaving the Vault, and says he's going to do the same. He makes a break for the door, only to be shot down by the security guards. The female, Mary Holden, runs towards the scene afterwards, only to be shot down as well. Obviously some screwed up stuff is going on here, this Vault will never be the same. You can run in and kill the guards yourself, or you can try to sneak past their vision. They're not incredibly tough, do as you wish. In any event, the door behind them should be well out of your Lockpick reach, so you'll have to find another route out. The only option is to head through the other door, which is attempting to close but cannot. Head up the stairs, kill a few Radroaches. You'll notice a Vault resident yelling at you through some glass. You'll get attacked by a few guards, waste them by any means available. You'll be in a large room at this point, a catwalk suspended off the ground in an "H" shape. If you peer at the large, circular glass window you can see the Overseer's office. Before you can get there, you'll need to decide Amata's fate. In the next available room past the catwalk you'll see Amata being harassed/beaten by a guard. You can kill the guard to free her, or you can keep walking by. If you kill the guard, you can confront the Overseer in the same room. The good karma path is to kill the guard, saving Amata, and don't kill the Overseer. Feel free to call him a bad person, if you so choose. You can kill the Overseer, but this will upset Amata despite her agreeing that he's nuts. Also, you can choose to speak to the Overseer here. He'll say you can relinquish your weapons, and all will be forgotten...fat chance. He'll take your weapons and then attack, so don't bother with this option. Feel free to tell him he's a jerk. You can find a few items in this room among lockers and whatnot, namely ammo and stimpacks. If you saved Amata you can get the Overseer's Office Key. If you didn't, no worries, theres another coming up shortly. After saving/ignoring Amata, continue on. In the next room you'll see the corpse of Jonas. Theres random items among the desks and lockers in this area, I found a lot of pre-war money. Take any items off Jonas's corpse you want, he'll have a holotape from your father, check that out. His lab coat adds +5 to Science, which will aid in hacking any computer terminals later on. At the end of the hallway you'll find a path to the left and to the right. The path to the right leads to the Overseer's room, we don't want to go here yet. The path to the left leads to Amata's room and the Overseer's personal room. Feel free to loot both before you go, Amata's room has 5 bobby pins, the Overseer's has some 10mm ammo and the key to his office if you didn't get it before. Open the door to the Overseer's office using the key. If you didn't get the key, you'll have to use your Lockpick skill. You'll see his terminal and a container, there is a secret exit here too. Check the container to find his technical password if you didn't happen to find it earlier. Check the terminal, if you didn't get the technical password you'll have to use your Science skill to "hack" the terminal. Once you're inside, you should be able to read various reports and information. For vets, some of this will be old information such as info about G.E.C.K.s, for others this will be new info. The Overseer has also chronicled his opinions on various Vault individuals, such as your dad and Amata. Finally, you can open the secret escape route to the Vault door. Head down the stairs toward your freedom. You may encounter a few Radroaches along the way, no biggie. You'll have to hit a switch and go through a few doors, but eventually you'll find yourself in a small room looking out into the Vault 101 entrance. Hit the yellow control pad to open the gate. Alarms will start going off, and you'll notice Amata rushes down the stairs. She'll come down regardless of the fact if you saved her or not, and if you killed her father or not. Two final security guards will come with her as well and attack, be sure to take them out. If you decide not to take the guards out, they'll whip her once you leave. Take the experience and their goods, wax them. Say your goodbyes to Amata, then head out the door. The door will shut, you're now locked out of Vault 101. *****Quest 5: Following in His Footsteps***** Alright, so now you're alone. |
