Showing posts with label Fallout 3. Show all posts
Showing posts with label Fallout 3. Show all posts

May 23, 2014

Fallout 3 Game Story


The main quest begins after the player is forced to flee Vault 101 when James leaves the vault, throwing it into anarchy and causing the paranoid Overseer to send his security force after the player. The search for James takes the character on a journey through the Wasteland, first to the nearby town of Megaton, named for the undetonated atomic bomb at the center of town, then the Galaxy News Radio station, whose enthusiastic DJ Three Dog gives the player the moniker of "The Lone Wanderer". The player travels to Rivet City, a derelict aircraft carrier now serving as a fortified human settlement. Here the player meets Doctor Li, a scientist who worked alongside the player's father. Doctor Li informs the player of Project Purity, a plan conceived by Catherine and James to purify all the water in the Tidal Basin and eventually the entire Potomac River with a giant water purifier built in the Jefferson Memorial. However, continued delays and Catherine's death during childbirth put an end to the project, and James took the player's character as a newborn to raise them in the safety of Vault 101.

After investigating the Jefferson Memorial, the Lone Wanderer tracks James to Vault 112, and frees him from a virtual reality program being run by the Vault's sadistic Overseer, Dr. Braun. James and the player return to Rivet City, and James reveals he sought out Braun for information on the Garden of Eden Creation Kit (G.E.C.K.), a device that contains the components needed to finally activate Project Purity. James and Doctor Li lead a team of Rivet City scientists to the memorial with intent to restart the project, but the memorial is invaded by the Enclave, a powerful military organization formed from the remnants of the pre-War United States government. James floods the project's control room with radiation to stop the Enclave military leader, Colonel Augustus Autumn, from taking control of it, killing himself (but Autumn survives), his last words urging his child to run. The Lone Wanderer and Dr. Li flee to the ruins of the Pentagon, now a base for the Brotherhood of Steel and now known as the Citadel. With Project Purity still inoperational even with the Enclave occupying the site, the player travels to Vault 87 to find a G.E.C.K. and finish James's work. The player finds the Vault to be a testing site for the FEV (Forced Evolutionary Virus), and the source of the Super Mutants in the Capital Wasteland. After the player acquires the G.E.C.K., the Wanderer is ambushed by the Enclave and captured.

At the Enclave base at Raven Rock, the player is freed from their cell by the Enclave leader, President John Henry Eden, who requests a private audience with them. En route to his office however, Colonel Autumn defies Eden's orders and takes command of the Enclave military, ordering them to kill the player. Fighting their way to Eden's office, the player discovers Eden is actually a sentient ZAX series supercomputer who took control of the Enclave after their defeat in Fallout 2 on the West Coast thirty years ago. Eden wishes to repeat the plan of then-President Dick Richardson using Project Purity, infecting the water with a modified strain of FEV that will make it toxic to any mutated life. This plan will kill most life in the wasteland including humans, but the Enclave, due to their genetic "purity" as a result of their isolation, will be immune and free to take control of the area. The Wanderer, provided with a sample of the new F.E.V., is given a choice to either leave peacefully or convince Eden to self-destruct the entire base. The Lone Wanderer escapes Raven Rock and returns to the Citadel.



With the knowledge they possess, the G.E.C.K. and the means to activate Project Purity, the Brotherhood assault the Jefferson Memorial, spearheaded by a giant robot named Liberty Prime. In the control room of Project Purity the player confronts Colonel Autumn, and has the choice to persuade him to give up or kill him. Dr. Li informs the player that the purifier is ready to be activated, but the activation code must be input manually, and also that the control room is flooded with lethal amounts of radiation. The Lone Wanderer is forced to choose between sending Sarah Lyons of the Brotherhood inside the extremely irradiated purifier or entering themselves. Whoever enters into the chamber inputs the code hinted at through the game, that being 21:6, and dies from a radiation spike.

If the "Broken Steel" DLC is installed, the player survives if they activate it themselves, but they also have the option of sending one of their radiation-immune companions to enter the code and start the purifier with no casualties. The player also has the possibility to enter the F.E.V. sample into the water prior to activation, having adverse post-ending effects on the game's side quests.

Read more about Fallout 3 Game Of The Year Edition

See also: FALLOUT 3 CHEATS & WALKTHROUGH

May 22, 2014

Fallout 3 - GOTY Overview


Fallout 3 Game of the Year Edition includes the original game as well as all five of the Fallout 3 Game Add-on Packs:

Operation: Anchorage
Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. Gain access to unique armor, weapons, and exotic gadgets while you build and command interactive Strike Teams to win the battle and defeat the Chinese base.The Brotherhood Outcasts are trying to acquire advanced military technology, and the only way to open the vault containing these relics is by completing a tactical simulation only you can enter. In Operation: Anchorage you will re-live the epic Battle of Anchorage from Fallout lore. Find your way into the simulation, stripped of resources, and survive within the rules set up by the simulation’s creators. The Chinese red army is everywhere, so secure the surrounding mountain side and fight your way into the Chinese base.






The Pitt
Allows you to travel to the post-apocalyptic remains of Pittsburgh, Pennsylvania and become embroiled in a conflict between slaves and their Raider masters. Explore a sprawling settlement ravaged by time, neglect, nuclear radiation, and moral degradation. The Pitt is filled with morally grey choices, shady NPCs, new enemies, new weapons, and much more. The Pitt opens with a desperate radio message, and a meeting with its sender, an escaped slave named Wernher. Wernher claims that the leader of “The Pitt” has created a cure for mutations… and he needs you to go in and retrieve it. From there, the player can proceed in a number of ways, in true Fallout 3 style. Do you fight your way in, or disguise yourself as a slave? Ally with the slaves, or join their Raider overlords? The Pitt is very morally ambiguous – there’s no real right or wrong, just choices to be made, sides to be chosen, and a mystery that could send shockwaves throughout the entire Wasteland.




Broken Steel


Continue your existing Fallout 3 game and finish the fight against the Enclave remnants alongside Liberty Prime. Broken Steel moves the level cap for your character from 20 to 30, allowing you to experience even more of the game, including new perks and achievements. You may have dealt the Enclave a serious blow at Project Purity, but their forces are still out there, and still pose a grave threat to the people and security of the Capital Wasteland. In Broken Steel, you’ll continue your current Fallout 3 character past the events of Project Purity, and work with the Brotherhood of Steel to eradicate the Enclave threat once and for all. Travel to new locations like the Olney Powerworks, wield destructive new weapons like the Tesla Cannon, and fight powerful new creatures like the Super Mutant Overlord.



Point Lookout 
Opens up a massive new area of the Wasteland – a, dark, murky swampland along the coast of Maryland. So hop on the ferry to the seaside town of Point Lookout, for the most mysterious and open-ended Fallout 3 DLC adventure yet. Buy a ticket and hop onboard the Duchess Gambit, as Tobar the Ferryman takes you to the strange seaside town of Point Lookout. Point Lookout is the most open-ended DLC yet, and allows you to explore a huge, swampy wasteland any way you’d like. A completely new quest line allows you uncover the town’s hidden secrets and wield powerful new weapons like the Double-Barrel Shotgun against the swamp’s dangerous, and deformed, denizens.




Mothership Zeta


Defy hostile alien abductors and fight your way off of the massive Mothership Zeta, orbiting Earth miles above the Capital Wasteland. Mothership Zeta takes Fallout 3 in an entirely new direction – outer space. Meet new characters and join with them in a desperate bid to escape the Aliens’ clutches. To do so, you’ll wield powerful new weapons, like the Alien Atomizer, Alien Disintegrator, and Drone Cannon, and deck yourself out in brand new outfits, like the Gemini-Era Spacesuit and even Samurai Armor. A strange Alien signal is being broadcast throughout the Capital Wasteland, originating from a crashed UFO. Is it a distress call, or something far more sinister? That question is answered when you find yourself beamed aboard an enormous Alien spacecraft, with only one alternative – to fight your way to the bridge of the ship and secure your escape.



Fallout Games History Overview



Fallout is an open world role-playing video game developed and published by Interplay Entertainment in 1997. The game has a post-apocalyptic and retro-futuristic setting, in the aftermath of a global nuclear war in an alternate historytimeline mid-22nd century. The protagonist of Fallout is an inhabitant of one of the long-term shelters known as Vaults who was tasked to find the Water Chip to save other dwellers from water's shortage.

Fallout is considered to be the spiritual successor to the 1988 role-playing video game Wasteland. It was initially intended to use Steve Jackson Games' system GURPS, but Interplay eventually used an internally developed systemSPECIAL. The game was critically acclaimed and inspired a number of sequels and spin-off games, known collectively as the Fallout series.


Fallout 2 is the sequel to the critically acclaimed game that took RPG'ing out of the dungeons and into a dynamic, apocalyptic retro-future. Fallout 2 is developed by Black Isle Studios and published by Interplay in 1998. While featuring a considerably larger game world and a far more extensive storyline, the graphics and game mechanics from Fallout remain mostly unchanged.

It's been 80 long years since your ancestor trod across the wastelands. As you search for the Garden of Eden Creation Kit to save your primitive village, your path is strewn with crippling radiation, megalomaniac mutants, and a relentless stream of lies, deceit and treachery. You begin to wonder if anyone really stands to gain anything from this brave new world.


Fallout: Tactics - the game follows a squad in the fictional Brotherhood of Steel as it becomes engaged in a desperate war. Although the game takes place in the Fallout universe, it does not follow or continue the story of either Fallout or Fallout 2. Fallout Tactics shipped with a bonus CD when it was pre-ordered. The bonus CD included Fallout: Warfare, a table-top miniatures game based on the Fallout universe, as well as a bonus mission for the main game which occurs in Springfield.

You are the wretched refuse. You may be born from dirt, but we will forge you into steel. You will learn to bend; if not you, will you break. In these dark times, the Brotherhood - your Brotherhood - is all that stands between the rekindled flame of civilization and the howling, radiated wasteland. Your weapons will become more than your tools, they will become your friends. You will use your skills to inspire the lowly and protect the weak... whether they like it or not. Your squadmates will be more dear to you than your kin and for those that survive there will be honor, respect and the spoils of war.


Fallout: Brotherhood of Steel
Action game developed and produced by Interplay Entertainment for the Xbox and PlayStation 2 game consoles. Released on January 13, 2004, BoS was the fourth video game to be set in the Fallout universe and the first to be made for video game consoles. The game chronicles the adventures of an initiate of the Brotherhood of Steel.



Fallout 3 is a post-apocalyptic sci-fi action role-playing open world video game developed by Bethesda Game Studios, the third major installment in the Fallout series. The game was released in North America, Europe and Australia in October 2008, and in Japan in December 2008 for Microsoft Windows, PlayStation 3 and Xbox 360.

Vault-Tec engineers have worked around the clock on an interactive reproduction of Wasteland life for you to enjoy from the comfort of your own vault. Included is an expansive world, unique combat, shockingly realistic visuals, tons of player choice, and an incredible cast of dynamic characters. Every minute is a fight for survival against the terrors of the outside world – radiation, Super Mutants, and hostile mutated creatures. From Vault-Tec, America’s First Choice in Post Nuclear Simulation.

Vault 101 – Jewel of the Wastes. For 200 years, Vault 101 has faithfully served the surviving residents of Washington DC and its environs, now known as the Capital Wasteland. Though the global atomic war of 2077 left the US all but destroyed, the residents of Vault 101 enjoy a life free from the constant stress of the outside world. Giant Insects, Raiders, Slavers, and yes, even Super Mutants are all no match for superior Vault-Tec engineering. Yet one fateful morning, you awake to find that your father has defied the Overseer and left the comfort and security afforded by Vault 101 for reasons unknown. Leaving the only home you’ve ever known, you emerge from the Vault into the harsh Wasteland sun to search for your father, and the truth.

Read more about Fallout 3 Game Of The Year Edition



Fallout: New Vegas is an action role-playing video game in the Fallout video game series. The game was developed by Obsidian Entertainment and published in October 2010 by Bethesda Softworks for Microsoft Windows, PlayStation 3and Xbox 360. Downloadable content and expanded re-editions followed in 2010-2012.

Experience all the sights and sounds of fabulous New Vegas, brought to you by Vault-Tec, America's First Choice in Post Nuclear Simulation. Explore the treacherous wastes of the Great Southwest from the safety and comfort of your very own vault: Meet new people, confront terrifying creatures, and arm yourself with the latest high-tech weaponry as you make a name for yourself on a thrilling new journey across the Mojave wasteland. New Vegas It’s the kind of town where you dig your own grave prior to being shot in the head and left for dead…and that’s before things really get ugly. It’s a town of dreamers and desperados being torn apart by warring factions vying for complete control of this desert oasis. It’s a place where the right kind of person with the right kind of weaponry can really make a name for themselves, and make more than an enemy or two along the way.

Read more about Fallout New Vegas Ultimate Edition

May 21, 2014

Fallout RP - Alex The Wandering Stranger (Episode 1)


The electric lights above the bed crackled and seemed to shift in place. Alex laid awake, fully dressed with his eyes staring blankly into the common room's corner. The last commoner to make his way back from the Saloon had been in a drunken slumber for the last twenty minutes. Alex grabbed the satchel laying at his side and silently scrambled out of his bunk. He stopped at a nearby storage locker, checking around him to make sure everyone was fast asleep. He crouched and rummaged into the space blindly while keeping watch. He found another man's ration of Purified Water and began soundlessly putting them in his bag.

As he stood and opened the door the sounds of Megaton's night time reverie came in. He stood calmly feeling the crude wasteland breeze against the neck of his torn Enclave officer's jacket and he pulled down the brim of his pre-war hat and stepped out. The metallic clanking under his light boots perfectly echoed the ones from above near the saloon. He started towards the gate, brushing past Nathan Vargas who was walking towards his home rather distractedly. Nathan said something to him but continued on and under Stockholm's post. As he continued through the gates, he heard Stockholm call out:

"Where the hell are you going so late kid?"

"Somewhere else."

Alex pulled the hat farther down on his head and secured the strap on his bag. With his hand on the butt of his holstered .38 revolver he began walking in the direction of Tenpenny Tower. As Alex was walking towards the direction of Tenpenny tower, Red kept a eye on making sure trouble didn't cross him even though he didn't have much ammo to spare he would do anything to keep a fellow wastelander from perishing. Alex decided to stop and sleep off the fatigue from the long, tiring trip. Though he didn't know a problem later that night would soon he kept his .38 loaded prepared to shoot anyone who crossed him.

The sun can be unforgiving, but it's the cold wasteland nights that really brand you. Alex shivered and warmed his hands with the fire in front of him. The wind picked up with a faint chemical burn and pushed right through his jacket. Off in the distance a Bloatfly buzzed greedily and a soft thwack rent the air. Alex stood fully and drew his weapon, all of his senses on alert. A faint and steady hiss echoed from somewhere just over the hill followed by another swish of a blade. A hearty laugh rang out that made Alex's blood run cold. Alex rang one shot in the air, slowly removing the cloth of his Stormchaser hat from his face.

"Whoever the fuck you are.. Show yourself. You get one warning now."

As the hissing sound grew closer it became more evident to be some sort of propulsion, a sound one might relate to a stove's burner clicking on over and over. At the crest of a hill a man appeared. In his hand was a long blade. It appeared to be the bastard child of a lawn mower and a motorcycle, connecting behind his back to a large tank of what must be gasoline. Although the man's face was hidden under a protective fireman's helm, Alex could swear he was smiling. The gun in Alex's hand rang out twice.

It was the gunfire that woke Eleanor up. The twenty something year old wastelander was sleeping against the big boulders north of where Alex's fire was. She had seen him in the distance before her slumber and determined that he was no threat to her where she was. Now that she heard the gunshots, she knew it was time to be aware, even though her eyes still wanted to rest. Her hands immediately went to work as she wrapped her wavy raven color hair with a string of leather and put on her glasses that she had next to her, pushing them up the bridge of her nose. She reached to her belt on her green combat armor for her canteen, taking a swig of the last remaining water she had.

"Great. One problem at a time."

She murmured to herself to be quiet, putting the canteen back where it came from. Last and foremost, she reloaded her plasma rifle as quietly as she could, knowing that rifle wasn't as quiet as her laser pistol but since being so far away she couldn't chance shooting with a pistol. What she could see of Alex, he wasn't trying to hurt anyone. Hell, he could be a really good guy and she didn't want to just stand back as some psycho raider just came for him. Or worst, some slaver.

Hearing the nearby gunshots Red jumped up and quickly put on his regulator duster and loaded the .308 magazine into the decaying but loyal sniper rifle. Observing the skirmish of Alex and the stranger, Red taking aim took a deep breath and fired but only found it jamming. Cursing that his gun had jammed, pulled a 10mm out of the holster attached to the duster and silently running towards the commotion.

Chinese officers sword pierce his chest leaving only a gushing pool of blood, the attacker chuckled Red barely alive pulled the pin of the grenade on his side giving out a faint smile knowing he had the last laugh. The explosion alerted many in the area the explosion distracted the stranger which gave Alex a change to kill him once and for all.

Alex breathed deeply, doing his best to remain calm. The strange commotion around him confused him a bit. In a matter of seconds, a woman had appeared and rushed to his side and a man had given his life in an attempt to help. He shakily looked from where Red laid on the ground, sensing him still breathing then back to the woman at his side.

The next morning rose slowly through the crests of the hills surrounding the campfire. The stranger who had given their life for his lay buried a few hundred yards away. The attacking raiders had been removed of all their loot, which now lay piled next to a dirty backpack near the campfire. Alex straightened himself up and stared over at the sleeping stranger. Who was she? Why had she and this other person risked their lives for him?!


Alex waits until the next night when the stranger who had aided him has fallen asleep to move on. The day was spent in silence, pieces of a mole rat roasting over the fire crackling in protest to the quiet. The stranger seemed sweet, but she would only slow him down. The progress is made quickly as the next night falls, nothing between himself and Tenpenny Tower now. As he comes over the last hill, he watches as a woman in a vault's jumpsuit exits the gates and heads into the distance. A small mangy dog follows with it's tail bobbing eagerly.

"That's the 'lone wanderer' no doubt.." Alex thinks aloud to himself. He waits a moment watching her disappear into the distance then makes his way to the gate which is now closed back. He pushes the intercom. A rude, clearly upset voice comes through.

"What the hell do you want?"

Alex shifted uncomfortably and straightened his jacket out before pressing the intercom to speak into it.

"My name is Alex, I overheard an exchange between one of Mr. Tenpenny's associates and the woman who just left, I'm seeking employee-"

The intercom crackles an interruption.

"Yeah whatever, I'll let you in just don't mind the ghouls.. I'll have one of my men escort you to Tenpenny's suite."

Alex pulls the jacket closer to his body, hiding the. .38 revolver under it just as the gate opens and a man in combat armor greets him, holding a combat shotgun.

"Follow me, don't make any trouble."

The glare the man gives him makes it incredibly obvious that nobody here is in the mood for joviality at the moment and that Alex isn't making the best first impression showing up battleworn in an obviously stolen Enclave jacket. He follows the man into the tower and around a security desk to an elevator. As they step on Alex carefully examines his surroundings noting the people walk around. One of them is a ghoul male in a leather armor clearly quite pleased with himself.

"Hold tight, next stop Tenpenny's suite."

The elevator opens and the man beside Alex steps off and continues up a ways taking a left, he raises an arm to a man around the corner then turns back.

"You coming or what?"

Alex comes around the corner, entering the room before Tenpenny's perch. The man behind him closes the door and Alex puts his hand back on the revolver, opening the door to the outside slowly. The old man is peacefully setting, proper and straight like a true gentleman.

"Hello then, what can I do for you friend?"

His hands raise a small glass of whiskey which he swishes around. His face has a genuine smile, but Alex doesn't return it.

"The girl from Vault 101, she came by I see.."

Tenpenny took a slow deliberate sip from his glass and nodded.

"Yes, quite a nice girl.. I'm afraid she was rather short with me at first but she warmed up once we allowed that Roy fellow to move in, I think you may have noticed him on your way up.. Rotting flesh, cocky demeanor?"

Alex finally returned the favor with a smile as he wiped his mouth, the rough dirty particles from the wasteland air scratching him as it goes. The hand with the revolver comes out and points at Tenpenny who quickly loses his smile.

"I don't know why you stuck your nose in Megaton's business.. But you managed to get the sheriff killed in the process." 

Tenpenny quickly moves and starts to say something but Alex pulls the trigger twice.

"I don't need to know either.."

Alex takes a step over to the edge, dragging Tenpenny's draining body over to it. Below the men in combat armor raise their heads to the sound of the gunshots. He drops Tenpenny who plummets into the courtyard and Alex busts through the doorways in a rush, knocking the two men in front of it. He breaks for the elevator which dings and slowly opens. As the door closely slowly, Alex crouches and attaches a stealth boy to his side and activates it. The elevator reaches the lobby. A tense group is huddled, guns drawn.

Ding...


This first Episode of Alex - The Wandering Stranger is brought to you by Nicholas Anderson, with help of Veronica Carrillo and a few anonymous peeps. For the Second Episode of Alex - The Wandering Stranger we need you! Second Episode will be gathered from the user comments bellow, so if you like RP and Fallout (Fallout 3 especially, because of the RP setting), then comment (write story sections) bellow and be sure to follow other user comments. As the story will develop, we will publish Alex series with full credits, so choose your avatar wisely! Enjoy your writing!

May 18, 2014

Fallout 3 Walkthrough

This article contains information on how to progress through the main plot of Fallout 3.




Creating your Character
There is a blinding white light. Your vision is blurred. Catherine lies to your left, panting. "Let's see" asks James "are you a boy or a girl?" Choose your sex, and your father peers down and exclaims his joy at your birth. Your father and mother have been thinking of a name for you. Type it in when prompted. Your father brings forward the Gene Projection, allowing you to see what you will look like in 20 years or so. At this point, you can change your Race, Face and Hair. Whatever the outcome, you are very much like your father in appearance. Dr. Li wheels you out of the operating room while your father can be heard shouting "She's in cardiac arrest! Start compressions! Get the baby out of here! Move! Move!" Everything turns to white...
One Year Later...

Baby Steps
This "quest" is simply a basic instruction on how to move and interact with the environment. Just follow the instructions, escape from your stall and select your attributes in the S.P.E.C.I.A.L. book (you will get another chance to change those at the end of Escape!). Following your father out of the room will end the quest.

Growing Up Fast
Your father greets you at your 10th birthday party and is shortly interrupted by the Overseer who gives you your Pip-Boy 3000.

After you have received your Pip-Boy, walk towards Amata and she initiates a conversation with you. She gives you Grognak the Barbarian as a present (which you can read immediately). Next, talk to Stanley to receive a pre-War baseball cap. Then talk to Old Lady Palmer and she will give you a sweetroll. Once Andy has destroyed your birthday cake, Butch DeLoria demands the sweetroll, leaving you with various choices to deal with the situation. If you get in a fight it is broken up by Officer Gomez and Butch gets in trouble.

Shortly after, the intercom rings and once your Dad has answered it he lets you know that Jonas has a surprise for you down on the Reactor level. Exiting the room where the party is being held, turn right down the hall, and then make the first left. Signs direct you towards the reactor, where Jonas is waiting. He asks you why you are down there, apparently making a joke. After a brief dialog, Dad comes down and gives you your surprise, a BB gun with 50 BBs, which you can try out on a couple of stationary targets and a radroach. After you kill the radroach your father will tell Jonas to take a picture of you and him. Simply stand in front of your dad and the camera flash will throw you into six years later.

Future Imperfect
The quest starts with your Dad talking to you about the G.O.A.T. you will have to take in class today. Head through the door (do not forget to grab the Bobblehead - Medicine on your dad's desk), or wait for Jonas to walk through the door. Head straight out into the hall and turn right to get to the classroom.

You will encounter Amata being bothered by the Tunnel Snakes. This your first opportunity to earn either good or bad Karma, depending on whether you choose to help Amata, do nothing or make things even worse for her. Reading through James' terminal, more speech options are available when approaching the Tunnel Snakes.

After the encounter, follow the other kids into the classroom and approach Mr. Brotch. If you select certain options in this conversation you can skip the G.O.A.T. entirely and select your skills. Otherwise find a seat and sit down as you are told, answer all the questions and when you are done turn in your test. You get pre-set tag skills based on your results, but you can change them to whatever you want by speaking to Mr. Brotch after the test. Leave the classroom when you are done.

Main quests

Escape!
Sweet childhood, gone so soon... You are woken up by Amata who fills you in on the situation: Your father is gone, her father is crazy, Jonas is dead, all the guards are out there looking for you and the vault is infested with radroaches. Time to grab your stuff and get out of here. According to her, your best chance is to make it to the Overseer's office and use her father's secret tunnel to the vault exit. Also before you leave your room be careful to take supplies from your room, you can be quick to forget that there is a first aid box behind Amata as you wake up, which contains 10 stimpaks. Also to your left there is the BB gun and the 50 BBs, plus there is a baseball, a baseball bat, and a catcher's mitt. Finally, there is a trunk even further to the left containing a Vault 101 utility jumpsuit which gives +5 in the "Repair" and "Lockpick" skills.

Once you are out of your room, head to the left. After a bit you will encounter Butch. Your favorite childhood bully wants you to help his mother who is being attacked by radroaches, and will reward you with a Tunnel Snake outfit and good Karma. Continue up the stairs, go past Officer Gomez and through the door to the Atrium.

When you enter the Atrium you witness the not very successful attempt of two vault dwellers to follow your father's footsteps out of the vault. You can kill the guards but the door behind them is locked beyond your lockpicking abilities. Go through the door next to the entrance corridor and up to the second level. Follow the signs to the Overseer's Office. After an encounter with the Security Chief you eventually hear the Overseer interrogating his daughter about your whereabouts. You can either get the Overseer's office key to enter his office or else pick the lock. There are various ways to get the key such as killing him, pickpocketing him, threatening to hurt Amata if he does not comply or simply finding the key in a locker in his room which is just across the entrance to his office. Once inside the office, log into his computer and open the secret tunnel. Don't forget to check the lockers in the overseers office, there's 120 10mm bullets in one of them. The password to the computer is in one of the lockers on the right hand side wall.

Follow the tunnel until you reach a door. Use the switch on the right wall in the small room on the other side. Go through the hole in the wall and into the large room, walk past the stairs and use the control pad. Sirens go off and the vault door opens. Amata comes down and says goodbye, promptly followed by a pair of guards trying to kill you.

Then you are home free to the Capital Wasteland. Upon leaving the vault, you have a last chance to change your stats, skills, gender and appearance before walking into the sunlight for the first time in your life.

Following in His Footsteps
You are prompted to investigate the nearby town of Megaton for information about Dad. Arriving there after a short walk, everybody points you to Moriarty, owner of the local saloon. There are various ways to obtain the information from Moriarty: pay him, steal it from his computer or convince Nova to give you the password, do a quest for him, just to mention a few. Whichever way you choose you finally learn that Dad went to Galaxy News Radio after leaving Megaton. It is recommended to go there well-equipped as you are about to encounter your first super-mutant enemies.

The easiest way to GNR is through the old Metro tunnels. Head to the first Metro Station you can find (for instance Friendship Heights or Farragut West Metro Station) and follow the quest marker until you arrive at Chevy Chase. Exiting to the surface you will soon encounter Sarah Lyons and her Brotherhood of Steel platoon who are trying to clear out the super-mutants in the vicinity of GNR. Follow the group once it starts its attack and eventually you will arrive at the GNR plaza. Once all the regular super-mutants are dead, the Brotherhood members and you are attacked by a behemoth. Conveniently, there is a Fat Man nearby on the body of a dead BoS fighter by the fountain which makes fighting the Behemoth much easier (provided you do not blow yourself up with it).

When the beast is dead, you are allowed to enter the GNR building at last. Make your way up to the top floor, enter Three Dog's studio and talk to the DJ. To get him to tell you where your father went from here, you have to convince him either with Speech or by doing the Galaxy News Radio quest for him. Either way he will eventually tell you to talk to Dr. Li in Rivet City.
Note: This entire quest can be skipped simply by talking to Dr. Li in Rivet City. This will advance the questline to Scientific Pursuits even if Three Dog has not told you about her yet and you never talked to Moriarty or Three Dog. However, this may cause the achievement not to be granted, but the quest may be completed at any time.

Galaxy News Radio
If you can neither convince Three Dog to tell you about your father's whereabouts by using Speech nor have already talked to Dr. Li in Rivet City prior to talking to the DJ, you will have to do this side quest in order to gain his favor.
Three Dog wants you to restore Galaxy News Radio's broadcasting capabilities which have been seriously limited ever since a super mutant decided to use his broadcasting dish as target practice. You have to get a new dish from the mutant-infested Museum of Technology and install it on top of the Washington Monument. Once this has been completed, Three Dog is willing to help you find your father (and you will be able to tune in to GNR from the whole Wasteland). You may also speak to Three Dog and undertake this side quest later even if he has already shared what he knows about your father.
Note: This quest is not part of the main storyline but its completion may be required to be able to advance in the main quest.

Scientific Pursuits
Time to talk to Dr. Li in Rivet City. Make your way through the Metro tunnels or if you've discovered the Anchorage Memorial or even the Tepid sewers or Dukov's Place, then just go south along the river or simply quick-travel (if you have been there before) and once inside, follow the signs reading "Science Lab" where Madison Li is usually to be found. She provides you with some information on Project Purity and tells you to go look for James at Jefferson Memorial.

Fortunately, the memorial is just a short walk away. When you arrive there, enter through the metal door labeled "Gift Shop". Jefferson Memorial, like its surrounding area is infested by super-mutants, so be prepared. Several of Dad's holotapes are scattered in the various levels of the memorial which will tell you about the time before your birth and your father's more recent efforts to restart the project. Tape #10 which is found in the Rotunda, Project Purity's control room, indicates that your father has left for Vault 112 already.

Vault 112 is located underneath Smith Casey's Garage. Activating the control switch inside the Garage allows access to a lower level leading directly to the Vault 112 door. Once you step inside, a robobrain approaches you, insisting that you don the Vault 112 jumpsuit it provides you with before asking you to enter a Tranquility Lounger.

Continuing downstairs, you find a number of pods in a circle. Open the only one that is not either occupied or broken. Sitting down in the pod will end this quest and begin Tranquility Lane.
Note: Discovering and/or entering the Jefferson Memorial before talking to Dr. Li may prevent you from unlocking the quest trophy.

Tranquility Lane
Upon entering the pod in Vault 112 at the end of Scientific Pursuits you find yourself in a virtual reality simulation of a pre-War neighborhood called Tranquility Lane. The residents ask you to go play with Betty (who really is Stanislaus Braun) at the playground in the middle of the area.

There are two possibilities to finish this quest: you can either fulfill Betty's wishes, collecting a lot of bad Karma along the way, or abort the simulation via the Fail-Safe terminal.
Playing along with Betty: Betty asks you to complete a series of more and more violent tasks. If you choose to grant her wishes you collect a lot of bad Karma along the way and finally Betty will release James (who is Doc, the dog at the playground) and you from the simulation as a reward for providing him with a lot of entertainment.

The Fail-Safe terminal: For the good Karma alternative, speak to Old Lady Dithers. The other residents warn you that she is supposedly insane which is simply caused by the fact that she is the only resident who is aware that they are all just part of a simulation. She will point you to the abandoned house which according to her houses the Fail-Safe terminal.

Inside the house you find a set of unusual objects which make noises when activated. If you enter the proper sequence (radio, pitcher, gnome, pitcher, concrete block, gnome, cola bottle), the terminal appears and allows you to start the "Chinese Invasion" scenario. This causes Chinese soldiers to appear and kill all the residents (except for Braun, your father, and you) permanently. Speaking to Braun, he will lament that he is now alone and trapped forever within the simulation. You can then leave Tranquility Lane as Braun cannot stop you any more.
As soon as the pod opens, James runs up to you and begins a conversation, relaying that he had intended to discuss Project Purity with Braun in an attempt to figure out whether the G.E.C.K. would help making Project Purity succeed but had been duped into entering the simulation. After some dialogue, he says he is returning to Rivet City to meet with Dr. Li and resume the project. You can either join up with him immediately or meet him up with him at Rivet City's Science Lab later.
Note: Stumbling upon Vault 112 and completing "Tranquility Lane" before its point in the story can cause an error with the "Tranquility Lane" achievement.

The Waters of Life
When you arrive at Rivet City's Science Lab, James convinces Dr. Li to reactivate Project Purity. After talking to him he asks you to meet him and the scientists there. Upon arrival, your father asks you to clear the project area of enemy presence (if you haven't already done so during your last visit). Once you have done so, escort him and the other scientists to the control room in the Rotunda.

As soon as your father arrives there, he asks you to perform a couple of routine maintenance tasks. When you are about to drain the intake pipes, you witness the arrival of Enclave soldiers in a Vertibird. Fight your way back to the control room and dispatch any power-armored Enclave soldiers in your path to reach your father.

When you arrive at the Rotunda, Dr. Li is locked out of the main area, while Janice Kaplinski, James, Colonel Autumn and two Enclave soldiers are locked in. You are forced to watch Autumn execute Janice to get James to give up control of the project and help Enclave scientists get it online. James apparently admits defeat and heads over to the controls but instead of obeying Autumn's orders, he uses the controls to flood the area with radiation, sacrificing himself to kill the soldiers and to prevent the project from falling to the Enclave. Colonel Autumn, however, injects himself with a form of radiation resistance and is merely knocked unconscious.

You must then escort Dr. Li and the surviving Scientists through the Taft Tunnels to the Citadel. Killing more Enclave soldiers and feral ghouls along the way, you eventually arrive at the end of the tunnel, directly in front of the Citadel. Entering the Brotherhood of Steel stronghold completes the quest.

Picking Up the Trail
Elder Owyn Lyons tells you to talk to Scribe Rothchild who might be able to help you with your search for a G.E.C.K.. Rothchild sends you to an old Vault-Tec terminal in the Citadel's A-Ring where you find out that Vault 87 received such a device. Returning to Rothchild, he has bad news for you: The vault's entrance is highly irradiated, making passing through completely impossible. However, he hints there might be an alternative way to get into the vault. This way is through the nearby Lamplight caverns.

Entering the caverns, you are eventually stopped by Mayor MacCready at the gates of Little Lamplight. You can gain entrance either by passing a Speech check, using the Child at Heart perk or doing the side-quest Rescue from Paradise (see below).

Once you are allowed to enter Little Lamplight, there are two ways to proceed to Vault 87:
Survive Murder Pass: You must speak with Mayor MacCready or Princess to have the gate to Murder Pass opened. Kill the super mutants along the way and you eventually arrive at the vault entrance.

Hack the back door: Mayor MacCready tells you that there is a door in the Great Chamber that does not open. This happens to be a back door to Vault 87. You can hack the computer terminal(average) once Joseph has restored its power.
Both doors lead to the same area in the vault.

Rescue from Paradise
If you cannot convince Mayor MacCready to let you into Little Lamplight by using either Speech or the Child at Heart perk you will have to rescue Sammy, Squirrel and Penny from the slavers in Paradise Falls in order to gain MacCready's trust and thus access to the town.
Note: This quest is not part of the main storyline but its completion may be required to be able to advance in the main quest.

Finding the Garden of Eden
Once inside Vault 87 you find yourself confronted with yet more super mutants. The way through the vault is fairly linear, simply keep going (and fighting) until you arrive at the Test Labs. Here you eventually encounter an imprisoned super mutant called Fawkes who wants to talk via intercom. If you do so, Fawkes offers to retrieve the Garden of Eden Creation Kit from the irradiated halls above in exchange for freedom.

The radiation level around the G.E.C.K. storage room is indeed very high (although not Vault-87-entrance-instant-death-high) leaving you with the options to either free Fawkes and have him retrieve the device or maximize your Radiation resistance and try to get it yourself.

The room with the G.E.C.K. can be found by going left from Fawkes' cell. If you release him, he leads you there and engages the remaining enemies; otherwise, you will have to go there on your own. A locked room just upstairs holds various equipment such as a radiation suit which comes in handy when you are trying to retrieve the G.E.C.K. yourself. Once you are in possession of the G.E.C.K., make your way back down to the previously locked door.

As a reward for your effort, you are now ambushed by a contingent of Enclave soldiers who take you and the G.E.C.K. to Raven Rock, the Enclave's main base in the Capital Wasteland.

The American Dream
You wake up in a cell at Raven Rock where Colonel Autumn interrogates you with the goal of finding out the access code to Project Purity. He is interrupted by President Eden who releases you and asks you to meet him once you have retrieved your equipment from the locker in your cell.

Exiting your cell, you meet an Enclave officer who lets you go if you pass a Speech, Strength or Charisma check. Even if you pass one of the checks, you are only temporarily left alone by the Enclave personnel as Autumn eventually invalidates the President's orders and tells everybody to attack you. Keep killing the Enclave soldiers and follow your quest marker until you arrive at a room with two sentry bots, still under command of Eden, who finish off the two Enclave guards. At this point, make sure you have grabbed the Bobblehead - Energy Weapons and proceed. You enter a room with a long staircase, at the top of which you encounter President Eden - who might not be exactly like you imagined.

Eden informs you of his plan to "cleanse" the Capital Wasteland of the mutation and disease which has gripped it by using a modified version of the FEV virus to kill any mutated or irradiated beings living in the Wasteland. The president does not let you leave without taking the modified FEV, you can however convince (or force) him to self-destruct by various means if you so desire.

If you make Eden self-destruct, the robots in the subsequent hallways turn on the Enclave soldiers, if you do not (and refuse to put the FEV in the purifier) you have to fight security bots and soldiers alike. Once outside you observe a large force of Vertibirds leaving the base. If Eden's self destruct is activated, the base explodes and the tunnel is blocked with rock; there is no way back inside. At this point you meet Fawkes who is taking care of some Enclave soldiers. If you have positive Karma, you have the option of asking him to join you.

Make your way back to the Citadel where you walk in on a meeting of Elder Lyons, Scribe Rothchild and Lyons' Pride.

Take it Back!
Time to take back Alaska from those rotten commies - that's what the giant robot paving your way seems to believe at least. After your return from Raven Rock, the Brotherhood of Steel decides it has to take Jefferson Memorial back from the Enclave, especially since the G.E.C.K. is now in their opponent's possession. Fortunately, Scribe Rothchild and Dr. Li have managed to reactivate Liberty Prime just in time. Following in its footsteps, Lyons' Pride and you are to assault Jefferson Memorial in hopes of regaining control over Project Purity.

Simply follow the robot and watch it lay waste to the Enclave troops, their force fields and Vertibirds. All you have to do is take care of the occasional enemy who manages to escape the wrath of Liberty Prime and the Lyons' Pride until you arrive at the Memorial. Fight the soldiers here and go inside. After making your way to the control room, you encounter Colonel Autumn whom you can either kill or make leave by passing a Speech check.

Sweet victory! Or not... Dr. Li informs you that Project Purity sustained damage during the assault and needs to be activated immediately, otherwise it is going to explode. Unfortunately, whoever activates it is apparently not going to survive. Your choices now depend on whether you have the add-on Broken Steel installed or not. In case you have not figured out the activation code yet, it's 2-1-6-Enter (Revelation 21:6 is your mother's favorite bible verse).
Without Broken Steel: You can either run away, sacrifice yourself or make Sarah Lyons go in and activate it. Provided you go in yourself and still have the modified FEV, you can also choose whether you want to inject the virus prior to activation.

With Broken Steel: You have basically the same choices as above with the alteration that if you go in, you do not turn into goo. If you have a radiation-proof companion with you (Charon, Fawkes or Sergeant RL-3) you can also convince him/it to go in and activate the Purifier.
Either way, you now get to watch the ending.
Note: Unless you have the add-on Broken Steel installed, the game ends immediately after the completion of this quest. With Broken Steel however, you wake up two weeks later in the Citadel.

Note: Inserting the modified FEV virus does not actually change the environment at all. With the Broken Steel quest, the only thing that changes is Three Dog's mention of the Brotherhood's failure. No one in the wasteland is killed by the release of the virus.

May 16, 2014

Fallout 3 Hints



Hacking Indefinitely
Here’s a great tip (though it will be obvious for some people).When you hack a computer in the game, you have four tries to hack it successfully. If you don’t hack it successfully on the fourth attempt (as in, you don’t guess the proper password), the station you’re trying to hack will permanently shut down. But if you only try three times and bail out of the process before trying for a fourth time, the password will reset, giving you three more options. You can do this indefinitely without risking shutting the terminal down.

V.A.T.S. Spotting
If you’re heading into seemingly-hostile territory or simply want to survey the area around you for enemies you might not yet see, try hitting the VATS button over and over again as you make your character turn around, searching all angles. Doing so will alert you to any enemies you may not yet see by zooming in on them in VATS mode. You’ll realistically be unable to do damage to your foes from such a distance, but it’s a good way to spot foes before they spot you so you know what you’re getting yourself into before the crap hits the fan.

Extra Inventory Space
If you’re running out of room in your inventory and don’t want to ditch any of your gear, consider trying to find a companion character. These companions can be found at various places throughout the world and will agree to join you on your journey (temporarily). You can trade equipment with these characters, which will allow you to dump your equipment on them, making you virtually unencumbered. Consider this option when you not only need help with bad guys, but help carrying your crap as well!

Stowing Goods on Dead Bodies
Here’s another great technique, if you’re carrying too much stuff and find yourself encumbered. You know how you can search downed enemies’ corpses for the goods they carry? Well, you can also place your own goods onto the corpse. Since corpses tend to stay around after they die seemingly indefinitely (or, at least, for a good long time), you can drop presently unneeded items onto the corpse of a foe you’ve slain, and then go back at a later date to get your stuff back. This is a great way to never become encumbered.

Never Break A Bobby Pin
If you want to avoid breaking precious Bobby Pins when picking various locks in Fallout 3, exercise patience. If you’ve failed opening the lock on the first two tries, chances are a third try will break the Bobby Pin. If you back out of trying to pick the lock and then immediately reattempt it, however, your Bobby Pin’s strength will reestablish itself, giving you several more tries. Repeat this technique to never break a Bobby Pin.

Free Evil Items at Paradise Falls
If you have bad karma (or don’t mind having even worse karma), head over to Paradise Falls, a place a group of evil slavers call home. To gain entrance without having to open fire, you have to be friendly with the slavers, which will give you an evil slant. But if you can do this, you’ll find a guy endlessly walking around the settlement (he’s usually at or near the bar, but can be elsewhere). When you get near him, he’ll stop you automatically, tell you he found some cool stuff on a recent raid, and give you some of what he got (it will be either some ammunition, Bottle Caps, or various aid items). After your first encounter, all you have to do is keep speaking to him to earn more and more free stuff.

Super Mutant Behemoth Locations
The game’s five Super Mutant Behemoths can be found at the following five locations: Evergreen Mills, Galaxy News Radio, Jury Station, Takoma Industrial, and The Capitol Building.

Unlimited Items
If you have a sneak rating of at least 60, you can attempt this infinite goods trick, which takes place at Fort Independence. Head to Fort Independence with a bunch of Scrap Metal in your inventory. Once there, speak with Protector Casdin and tell him you’ve got junk you’d like to give him. In return, he’ll offer up 5.56mm Rounds, Frag Grenades, RadAways, and Stimpaks, and you can choose which you want. Then, save your game (in case you fail the following) and steal your Scrap Metal back from the Protector. Sell the Scrap Metal back to him over and over again, thereby netting you infinite amounts of 5.56mm ammunition, Frag Grenades, RadAways and Stimpaks.

Carrying Goods
Here’s an interesting way to avoid becoming encumbered by holding too much gear and too many items. Say you pick up a heavy piece of gear, like forty pound Power Armor, but when it’s added to your inventory, it makes you encumbered. Drop the item and then press the right analog stick (or corresponding button for PC gamers) to pick the item up and hold it in front of you. Since it’s being held and is therefore not part of your inventory, you won’t be charged for its weight and can get to where you need to go from there without being too encumbered.

Infinite Experience in Andale
To try this, you’ll need to have the Mister Sandman perk activated, which will mean you have to be at least at level ten. You’ll also need a sneak skill of at least 60. If that fits your character, then travel to Andale. Andale is full of kids that can’t be killed (killing kids in Fallout 3 is an impossibility). During nighttime, when everyone in Andale is sleeping, break into various houses and kill the kids while sleeping using the Mister Sandman perk. They won’t die, but you’ll still be rewarded experience for having killed them. You can then repeat the process over and over again for infinite experience points.

Boosting Your Experience
Here’s a great (albeit cheap) way to gain lots of experience. Before you do anything that’s going to net you some experience (such as picking locks, hacking, et cetera), change the game’s difficulty setting to Very Hard. Then, hack the computer or pick the lock (or whatever). Successfully doing so on a harder difficulty level will get you more experience. You can also utilize this technique on mortally-wounded enemies to gain more experience from them as well. Just be sure to change the difficulty back to a more manageable level when you’re done!

Infinite Good Karma
Outside of towns like Rivet City and Megaton, you can find thirsty Wastelanders who ask you for Purified Water. Each time you give these guys a bottle, you will get a slight boost to your karma. Do it more and more, and you’ll gain more and more karma. You can theoretically do this as much as you want to any of these thirsty characters for as much positive karma as you desire.

Infinite Good Karma in Megaton
Here’s another technique for infinite good karma. If you head to Megaton, you can find the church for the Children of the Atom, religious people who worship the undetonated nuclear bomb which Megaton is built around. There’s a priest who will be near the bomb or in their building. Talk to him and he’ll ask for donations. Give him donations, and you’ll get a positive karma boost. Do this as much as you want for as much karma as you desire.

Super Mutant Karma
If you want to earn infinite amounts of good karma, head to Big Town. If you go there at night, the town will come under attack from a Super Mutant raiding party. For each Super Mutant you help the few residents of Big Town slay, a small amount of good karma can be earned. Repeat this process as much as you want for the amount of good karma desired.

Save Your AP
Here's an awesome technique to save Action Points (AP) used in VATS. If you're feeling confident when fighting an enemy or group of enemies, simply aim at an enemy in VATS, but don't fire. You'll retain your AP but still be aiming at the part of the enemy's body in question that you were in VATS. If you shoot quickly enough, you should still strike the desired area without having to expend any AP whatsoever.

Infinite Caps (and more)
Here is a great way to earn seemingly infinite amounts of caps, items, repairs and ammunition. Find any shop-based trader. The supply shop woman in Megaton is an ideal choice. She has some high value items that you would otherwise spend a fortune on, including all the stuff for your house and a schematic for the Rock-It Launcher.
  1. Sell her any stuff in your inventory that you don't need and complete the transaction. This will boost the amount of money she has.
  2. Find something in your inventory that you have two of, or that you have one of as well as her. Sell this found item to her.
  3. Check that the two like items are of different values once they are in her inventory. The bigger the difference in value, the better and the lower the cheapest item is the better.
  4. Now buy back the cheaper of the two like items and complete the transaction, but do not leave the trade session. Look for the item in your inventory. The game should have glitched and the item should have gone up in value dramatically and should be 100% repaired, even though when you sold the item initially it wasn't.
  5. If it isn't 100% repaired for whatever reason, sell the item back to her anyway and repeat step 3-4, trying a different item if necessary.
  6. From here, the game will remain glitched and you will be able to sell the same item high and buy it back low until you have drained her money completely. If you want, you can hold onto the item as it will be fully repaired - simply keep it on the final round which will leave her with a small amount of money.
  7. Either sell the item back to her again once she is out of money, or if you are keeping it, sell her something else of high value and she will owe you that amount. The transaction price will go dim and remain at whatever amount of money she has left.
  8. Search through her inventory and find stuff you need. Stimpaks, ammo, miscellaneous item, weapons and armor are all fair game. Eventually, the transaction price will light up again and you may owe her a few caps depending on how much of her stuff you added to the deal. Complete the transaction.
  9. If you wait three days she will have new stock and around 350 caps. The longer you wait, the more robust her inventory will become and the more caps she'll have for you to take when you're ready to do this all over again.
If you do this with a completely broken item, then it will cost nothing to "buy" back.

Hidden Hacking Help
When you're hacking, the excess symbols between viable passwords selected and used to your advantage. You'll need to find clusters of symbols bracketed by parentheses, such as (%$*!^*&&), which can be highlighted as a whole. Submitting this should result in a removal of a bad password or fully replenish your attempts. Remember: you can always back out and restart to avoid lockout. Happy hacking!

Prototype Medic Power Armor
The Prototype Medic Power Armor is in Old Olney in the far northeast corner of the world map. Since you'll encounter many Death Claws, you may want to set the difficulty to "Very Easy" before exploring this area. On the southern-most street Old Orney is a manhole. Use it to access the sewers. As you make your way through the sewers, you'll come across a ladder on your left. Keep moving past it and a downed Brotherhood of Steel Initiate will be on the ground. You can take the armor from the corpse. Here's the kicker: it talks! Oh, and it auto-administers Med-X when your limbs are damaged.

The Alien Blaster
Head due north from the MDPL-13 Power Station and you'll soon find a small mountain. On the east side of this mountain you'll pick up a Recon Craft Theta radio signal. This will occur when you are just a bit north of an imaginary horizontal line through Greener Pastures Disposal Site to the far east. Search the east side of the slope for a destroyed house and you'll soon come across the source of the signal just west of that: a downed flying saucer. Its pilot can be found below the open cockpit (beware the radiation!). Near the pilot is the Alien Blaster and a bunch of ammo rods. This powerful weapon gets critical hits frequently and is the bane of Behemoths. You'll find ammo for it randomly throughout the wasteland if you're lucky, so use the ammo you'v got sparingly!

Followers
There are 8 followers in Fallout 3. You must have a certain Karma level for most of them. Below is a list of the followers and how / where to get them:
  1. Butch - In Rivet City, after completing Trouble on the Homefront [Neutral Karma]
  2. Sergeant Rl-3 - A robot who can be bought of a wasteland-wandering salesman named Tinker [Neutral Karma]
  3. Fawkes - Must be saved in Vault 87 [Good Karma]
  4. Star Paladin Cross - Found in the Citadel [Good Karma]
  5. Jericho - Found in Megaton [Evil Karma]
  6. Clover - A slave bought in Paradise Falls [Evil Karma]
  7. Charon - A ghoul whose contract must be purchased Ahzrukhal in The Underworld [Karma does not matter]
  8. Dogmeat - A dog found in the Scrap Yard [Karma does not matter]

Unique Weapons


Waser Wifle
After getting access to Little Lamplight, you’ll find a child named “Biwwy” who will sell you the Waser Wifle, an augmented Laser Rifle, for 500 caps. If you have the Child at Heart Perk, you can get it for free (choose “You said you didn’t need it, why not just give it to me for free?”)

Abe Lincoln’s Repeater Rifle
Enter the Museum of Natural History and go to the lower levels. In the Museum Offices, there is a central room with a gun case. Lincoln’s Repeater Rifle is here, a strong Hunting Rifle that uses .44 rounds.

The Vengeance
In the Deathclaw Sanctuary (northwest corner of the world map), follow the caves down and be prepared for many a Deathclaw encounter. In the southeastern corner of the caves is a pool of blood under a column of rock. In this pool there is a heap of gore with the Vengeance, an overpowered Laser Gatling Gun.

The Kneecapper
In Girdershade, in the southwest corner of the world map, the town letch, Ronald, has a Sawed-Off Shotgun named the Kneecapper. You’ll have to kill him to get it, passively (via a pissed off radscorpion) or actively (a shot to the head).

Terrible Shotgun
In Evergreen Mills, in the southwest corner of the world map, you’ll find a heavily protected raider hideout, including a Super Mutant Behemoth. Inside the center building is a series of caves where the raiders have set up a brothel and a bar. One of these raiders won’t attack you, and his name is Smiling Jack. He’s a trader, but you should trade him a bullet to the head for his Terrible Shotgun, a better Combat Shotgun.

The Firelance
One random event while exploring the capitol wastes is an inexplicable explosion. Head to this area to find the Firelance, a souped-up Alien Blaster and some scattered ammo (which glows and is easier to find at night).

Jack the Ripper
This upgraded Ripper can be found at the lower-middle of the S-shaped map of the Deathclaw Sanctuary. It’s on a dead Enclave Officer in a pile of bodies, next to a giant ant.

Sydney's 10mm "Ultra" SMG
Inside or just the outside Museum of History in Downtown DC you'll find a Super Mutant-fighting Ghoul named Sydney. She asks for help defending the area from Super Mutants. You can help her and if she dies, take her "Ultra" SMG -- or just kill her and steal it.

A3-21's Plasma Rifle
In the "Replicated Man" sidequest, don't to turn Harkness in to Dr. Zimmer. Instead speak with Harkness and chose to unlock his repressed memories. Once you do this, speak with him again and tell him that he should not kill Dr. Zimmer, but instead tell him to run away. He will thank you and give you his old (albeit more-powerful) Plasma Rifle! You may be able to kill him for it too.

Smugglers End
Once you gain access to the Brotherhood Citadel you can take, search or lockpick anything that you want. When you are in the Solar room you can lockpick the Elder Lyons safe (if your lockpick skill is high enough) and find 300 caps, other misc. items and Smugglers End, a powerful laser pistol.

O1' Painless rifle
In the Republic of Dave, in the northeast corner of the world map, kill Dave to get his key and access to his safe. Inside is the Ol' Painless Rifle.

Xuanlong Assault Rifle
This powerful Chinese Assault Rifle is located on the body of Jiggs in the diner ner the Jury Street Metro Station. This location can be discovered via the Museum of Technology mini quest, Jiggs' Loot.

Reservist's Rifle
This is dropped by the Drifter in Dickerson Tabernacle Chapel (upper west of world map). It is an augmented sniper rifle.

Victory Rifle
This augmented Sniper Rifle is in a Very Hard locker in the Sniper Shack to the west of Rockbreaker's Last Gas (Middle west of worldmap).

Protectron's Gaze
The Mechanist has this augmented laser pistol. Get it by giving him the Antagonizer's costume. Note: this results in negative Karma.

Miss Launcher
This powerful missile launcher also is 5 WG less in weight than its normal counterpart. Find it in the storage room in the lower level of Fort Independence.

Zhu-Rong v418 Chinese Pistol
Found in the east wing of L.O.B. Enterprises in a Very Hard Locked case on a desk upstairs, the Zhu-Rong is a pistol that will ignite flammable substances.

Blackhawk
The augmented Scoped .44 Magnum can be obtained from Agatha after completing both Agatha's song and an additional Sheet Music fetch quest (in the Springvale school). You must request a reward from here in the dialog tree for this.

The Burnmaster
In the very bottom of Falls Church/Mason St. Metro you will find a radiated ghoul camp; here you will find the Burnmaster, an improved Flamer.

Stabhappy
Stabhappy is an upgraded Combat Knife in the "Raid Shack", a house of Raiders. Just head directly East from the Bethesda Ruins and you will see a fenced in house called the Raid Shack. Kill the Raiders inside and one of them carries Stabhappy!

Fisto!
In the MDPL-13 power station, enter the door on the right. You will be in an office and on the table in the center of the room is Fisto! the upgrade to the Power Glove. Beware of Ghouls.

Fawkes Super Sledge
When you first meet Fawkes after freeing him from the locked door, talk to him and trade equipment with him. He will already have an item called the Fawkes Super Sledge in his inventory which you can take from him.

The Break
The Break is a unique pool cue which can be found laying on top of the pool table outside of "Eulogy's Crib" in the middle of Paradise Falls.

Board Of Education
The Board Of Education is a unique nail board located in one of the abandoned shacks in the "Clifftop Shacks" area just outside of the Oasis. It is laying next to a skeleton lying on one of the beds.

Junders' Valid Points
Junders' Valid Points are a set of unique spiked knuckles. They can be obtained from the body of Junders Plunkett after you kill him. his hideout is located inside Arlington Cemetery and is on the top of a hill. (Note: if you have enough good karma and have the note stating he is a wanted man, his dead body will also contain his finger which can be redeemed for a nice 1000 cap reward. If you don't have the note is can be found on the body of a dead Regulator on the steps of the nearby metro station).

Butch's Toothpick
Slightly more powerful switchblade, can be gotten from Butch after the Trouble at the Home Front quest. Kill him or ask him to follow you.

Vampire's Edge
This sword is locked in a hard locked cabinet named "sword cabinet" in Vance's room upstairs in Meresti Station.

The Shocker
Found in the flooded metro, the Shocker is a more powerful power fist(24 damage if 100% repaired).

Occam's Razor
Occam's Razor is an augmented combat knife found on the CO in the very bottom of Ft. Bannister.

Eugene
Eugene is an improved Minigun which can be given to you by your choice after completing the side quest Reilly's Rangers. Reilly rewards you for helping them you have a choice between Eugene and armor.(tip: choose Eugene)

The Strike
In the slaver camp of paradise falls (you may have to go there in the main quest), on a pool table outside in the main are (outside the shops Eulogy Jones' pad and the slave cages)there will be an augmented version of the pool cue. Beware of slavers, people with good karma.

Highwayman's Friend
In Canterbury Commons, located in the far middle east part of the world map, you will find a Tire Iron called the Highwayman's Friend. The weapon is on a shelf in the back room of Dominic and Machete's house.

Terrible Shotgun
In Evergreen Mills (NE of Girdershade) There you will discover a raider hangout including full bar and brothel. A fellow named Smiling Jack resides here and will not shoot you. Kill him for the Terrible Shotgun, a souped up Combat Shotgun.

Experimental MIRV
This gun is a unique variation of The Fat Man that shoots 8 mini nukes at once. It is the most powerful weapon in the game and can be found on a table in a secret room in the armory of the National Guard Depot. There is a computer that asks for a 4 digit passcode. The passcode can only be found by piecing together the Keller Family Holotapes. It comes with 5 mini nukes.

The Infiltrator
This high powered Sniper Rifle can only be found in The Pitt add-on. In the Arena, beat the final challenger and search his body for the Infiltrator.

See also:

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4