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« on: October 27, 2008, 10:59:04 AM » |
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Has anyone found any early walkthroughs for Fallout 3?
Thanks!
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m0rph_bw
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« Reply #1 on: October 28, 2008, 07:52:10 AM » |
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I'm thinking that there should be one, but I don't think any valid website would put it up as the only thing that they can rely on is the pirated XBOX version.
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"Man first discovered fire when they overclocked their P4 Prescotts without proper cooling"
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korroghan
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« Reply #2 on: October 28, 2008, 12:43:50 PM » |
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I did come across a part of the .ini file... Not exactly a walkthrough, but could come in handy for tweaking/modding... Guess it was from a cracked version too. I'll try to find it again if it's interresting enough. edit: A bit off-topic, no? :-/ edit 2: There are the first console cheats coming through, apparently they're mostly the same as Oblivions': You are not allowed to view links. Register or LoginI'd be happy to bundle them into a nice list if anyone's interrested...
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« Last Edit: October 29, 2008, 01:58:44 AM by korroghan »
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korroghan
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« Reply #3 on: October 31, 2008, 07:27:06 AM » |
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Fallout 3 Walkthrough Guide written by Mitchell Saltzman This walkthrough is a work in progress... You are not allowed to view links. Register or Loginhttp://www.mahalo.com/Fallout_3_Walkthrough
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fallout3
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« Reply #4 on: November 04, 2008, 04:13:14 PM » |
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V.A.T.S
1. The Vault Assisted Targeting System, or V.A.T.S is a special system in Fallout 3 that allows you to pause time and turn the real time combat of the game into a turn based combat system. 2. As the title implies, V.A.T.S is a targeting system that allows you to target specific the specific body parts and weapons of enemies and shows you the percent chance you have to hit them 3. Use of V.A.T.S is governed by the number of Action Points (AP) that you have. Every action you take in V.A.T.S uses up action points, with some weapons using more AP than others. 4. Your AP either replenish over time or through the use of certain items like Quantum Nuka Cola. 5. Using V.A.T.S will also give you a 15% chance for a critical hit and satisfying body part explosion every time you use it. 6. While your first instinct would be to go straight for the head each time, and usually that is in fact the best option, there are times where you must be more tactical about where you aim. 7. Shooting an enemy in the head will deal double damage and will eventually cripple the enemy's head. 8. If an enemy has a really powerful weapon, is really far away, and you have a low chance to hit their head, you'd probably be better off aiming for one of their arms which are likely to have a much better chance to hit. Crippling an enemy's arm will cause it to drop its weapon temporarily and dramatically decrease their accuracy. 9. Or you could always shoot the gun to break it, rendering it totally useless. Unfortunately it means it'll be broken for you too when you go to loot it. 10. If you're fighting against really fast characters that have a habit of running away from you, take out their legs to dramatically decrease their running speed. 11. Some enemies, like robots and ants, have antennae or some sort of combat inhibitor. If you manage to destroy these, the enemy will be put into a frenzy and will start attacking their own allies. If you ever get surrounded by two or more of these types of enemies, definitely aim for these parts. 12. Note that V.A.T.S doesn't have to be used for just targeting. It's also a great way to scout the area for enemies and to focus your aim for real time combat. All of this can be done even without AP.
S.P.E.C.I.A.L
1. S.P.E.C.I.A.L stands for Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck. They are your primary statistics that are distributed at the beginning of the game and will play a huge part what kind of character you make. 2. Strength: Points to strength will make you do more melee damage and allow you to carry more items in your inventory. Since every type of character needs room in their inventory, it's highly recommended that Strength be at least a 5. 3. Perception: Perception makes enemies easier to detect on your compass and grants bonuses to the skills: Lockpicking, Energy Weapons, and Explosives. 4. Endurance: Endurance is related to how much health you have and how resistant you are to the effects of radiation and poison. It also gives bonuses to to the skills Big Guns and Unarmed. Like strength, endurance is one of those stats that every type of character is going to need, and therefore shouldn't be neglected too much. 5. Charisma: Charisma dictates how well you are able to talk your way into or out of situations. Specifically, it gives bonuses to the Speech and Barter skills. 6. Intelligence: Every point in Intelligence gives you an extra skill point to distribute when you level up. In addition to that, it also gives bonuses to the Medicine, Repair, and Science skills. 7. Agility: Agility deals with your action points. The more points in Agility that you have, the more action points are available to use with V.A.T.S. It also gives bonuses to the Small Guns and Sneak skills. 8. Luck: More points in the Luck stat will improve your critical strike chances and will provide small bonuses to all skills. (Note that even with luck at level 10, you can only get a +5 bonus to all skills) 9. TIP: There is a Bobblehead for each stat which will give a +1 bonus to that stat. Since you cannot go beyond 10 points of a specific stat, you shouldn't go beyond 9 points for each stat if you plan on finding all of the Bobbleheads.
Karma
1. Your Karma is a measure of how good or bad of a person you are based on your actions and conversations with NPCs. 2. Karma affects a couple of important things. It affects what kind of ending you receive at the end of the game, whether or not you can enter certain areas of the map like the Raider Headquarters at Paradise Falls, what kind of helpers will join your party, and it will change how many of your conversations play out. 3. It's usually fairly obvious whether an action will improve or lower your karma. Generally the lower end of dialogue choices are the ones that will bring down your karma. You can also lose karma by stealing, pickpocketing, killing a good or neutral character without them attacking you first, or completing evil sidequests. 4. On the other side of things, the upper end of dialogue choices are generally the positive ones. You can gain karma by finding solutions to problems without having to kill anyone, killing evil characters that are causing suffering, and completing good sidequests.
Skills
1. Skills are what truly make your character who he or she is. There are total of thirteen skills to choose from and they include: 2. Barter: Lowers the prices of items in stores and raises the prices of the items you sell. 3. Big Guns: Increases the effectiveness of guns like the Missile Launcher, Fat Man, Rock-it Launcher, etc. 4. Energy Weapons: Increases the effectiveness of any gun with the words laser or plasma in it. 5. Explosives: Increases the effectiveness of all types of grenades and mines in addition to improving your ability to disarm mines. 6. Lockpick: Having points in lockpicking not only improves your ability to pick locks, but also dictates whether you're even able to attempt to pick the lock at all. 7. Medicine: The more points you have in medicine, the more effective aid items like stimpacks will become. 8. Melee Weapons: Points in Melee Weapons affect not only the damage you deal with melee weapons, but also the damage you're able to block. 9. Repair: Repair affects your ability to repair your equipment. Weapons and apparel will have their conditions degrade over time. With points in repair, you can repair these yourself by using parts from similar items. Without points in repair, your only option for restoring your equipment is bringing it to a merchant or weapons dealer and paying them a hefty sum of caps to repair it for you. 10. Science: Science affects your ability to hack into computers. Like lockpicking, you won't even be able to attempt to hack many computers without having a certain number of points in science. Science is also important because it is a prerequisite for five unique perks. 11. Small Guns: Points in Small Guns will improve your effectiveness with all types of conventional guns like pistols, rifles, shotguns, sniper rifles, submachine guns, etc. 12. Sneak: With more points in sneak, you are less visible while crouched, have a better chance to pickpocket someone, and are more likely to perform sneak attack critical hits. 13. TIP: Like with the S.P.E.C.I.A.L stats, there is a bobblehead for each skill that will increase it by 10 points. Since you can't improve a skill past 100, you should plan to find all of the bobbleheads and only increase a specific skill to a max of 90 points.
1. Like all games that let you customize your character's stats, you should go in with an idea of the kind of character that you want to create. 2. In Fallout 3, this means that you should concentrate on a primary combat specialty (Melee Weapons, Unarmed, Small Guns, Big Guns, Energy Weapons, etc.), two support skills (Lockpicking, Science, Speech, Barter, Repair, etc.), add to the stats that support those three skills, and then choose perks that further complement those skills. 3. After you complete the G.O.A.T, you'll be able to choose three skills to add a permanent +15 bonus to. Whenever you level, focus on getting these skill up to snuff before delving into the others. 4. Strength and Endurance are two primary stats that shouldn't be neglected no matter what kind of character you try to create. Without strength, you'll constantly be throwing stuff away to keep from being over encumbered. Without endurance, you'll have a tough time surviving against characters with ranged weapons that force you to get close to them in order to have an acceptable chance to hit. 5. Try to get lockpicking to at least level 25 no matter what your focus is so that you can at least attempt to lockpick low level locks.
Radiation
1. Since you're living in a world torn apart by nuclear war, it's only natural that having to deal with radiation is a frequent occurrence. 2. If you hang around areas that are heavily radioactive, you'll gain a certain amount of Rads (think of them as radiation points) per second. You can also gain rads by eating foods or drinking liquids that are highly radiated. 3. If you get 400 rads, you'll come down with radiation poisoning. You'll suffer from some slight decreases in your stats that will only get worse every 200 more Rads you pick up. In order to get rid of your radiation, visit a doctor, or use the item Radaway
Main Quest The Beginning
1. Your game begins while you're being brought out of your Mother's womb. Here you'll be able to decide on your gender, name, and your future appearance. Note that the appearance you choose will also affect how your father looks.
Baby Steps
1. Your first quest gives new meaning to the phrase "So easy a child can do it." After your dad leaves the room, walk up to the gate and gate and press A to open it. Objective Completed 2. Walk forward to leave the playpen and head towards the toy box to your left. Objective Completed 3. Examine the "You're Special" book on the rug next to the toy box. 4. Here you will be able to assign your base S.P.E.C.I.A.L stats. Think hard about what kind of character you want to create and be sure to check out the sections above entitled "S.P.E.C.I.A.L" and "Character Creation Tips" for some helpful hints that will help you decide where to spend your points. Objective Completed. 5. After you're all done with the book, your dad will come back into the room and show you your mother's favorite bible passage. 6. Follow him outside to cue another time skip. Quest Completed
Growing Up Fast
1. You're now ten years old at your very own birthday party. Your first gift comes from Stanley in the form of your very own Pip Boy 3000. This nifty device will serve as your pause menu and will let you check your stats, manage your inventory, check maps, and listen to some radio broadcasts. 2. Your first objective now is to simply enjoy yourself by talking with all your friends. 3. TIP: It doesn't matter here how nice or nasty you are in your conversational responses, so feel free to say whatever you want to whoever you want. 4. Talk to Amata first. She'll give you your birthday present: a Grognak the Barbarian comic book with no missing pages. Open up your Pip Boy by pressing B, go to the Items tab by pressing LT or RT, move to the Aid subsection, and use the comic book to get a +1 boost to the melee weapons skill. 5. Continue talking to everyone in the room. You'll get two more birthday presents from Stanley and Old Lady Palmer: a baseball cap and a sweet roll respectively. 6. Once you've talked to everyone, your dad will get buzzed on the intercom by his assistant Jonas. He'll then ask for you to meet up with Jonas for a surprise as he opens the door. Objective Completed. 7. Head outside and you'll likely be stopped by Butch's mom, Beatrice. She'll give you a Birthday Poem that she wrote as her gift to you. 8. Make a right as you exit the diner and take the first left turn. Follow the signs that point towards the reactor to eventually find a flight of stairs that lead you to Jonas. 9. Talk to Jonas and wait for your father to come down. He'll lead you into a room where you'll find your final birthday present: A BB Gun. 10. Resist the urge to shoot your father and Jonas and concentrate on shooting the three targets in front of you. Press LT to bring up your sights and press RT to shoot. Objective Complete. 11. After the targets go down, a Radroach will rear its ugly head. Take it out normally, or use V.A.T.S (View the V.A.T.S section above for more info) by pressing the RB to take it out with some style. Objective Completed 12. Your dad will then ask for Jonas to take a picture of the two of you to celebrate such a momentous occasion. The flash will cue another time skip as you leave your childhood and enter your teenage years. Quest Completed.
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fallout3
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« Reply #5 on: November 04, 2008, 04:14:12 PM » |
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Future Imperfect
1. This next section of your life involves you having to take the G.O.A.T, or the Generalized Occupational Aptitude Test. 2. After your dad finishes examining you, scavenge the room for whatever valuables you can find. Specifically, you'll find a Medicine Bobblehead on your dad's desk which will increase your Medicine skill by 10. 3. Head outside of the room to find Jonas and Stanley sitting around. If you wait a little for Jonas to enter your dad's room, you'll catch a foreboding conversation between the two. 4. Leave through the SW exit and head rightwards. You'll run into Butch and his gang of Tunnel Snakes harassing Amata. It's time for you to show what kind of a man (or woman) you are. 5. You have a variety of choices of what to do here: 6. If you want good Karma: Either convince Butch that the overseer will come down on him hard for hurting his daughter (Use speech skill), convince Butch's friends to bail out, fight Butch and win, or fight Butch and lose, 7. If you want bad Karma: Join in on the teasing of Amata.
9. After that conflict is resolved, enter the testing room and talk to Mr. Brotch. Objective Complete 10. After talking with Mr. Brotch, you can talk with your classmates and eventually find an open seat to take the test. Objective Complete 11. The G.O.A.T is comprised of 10 multiple choice questions that question what is important to you. Your answers will influence what skills of yours will receive bonuses and which ones won't. It doesn't really matter how you answer the questions since you'll be given an opportunity to tweak your skills at the end of the test anyway. 12. Once you're finished, turn your test in to Mr. Brotch. No matter which dialogue track you choose, you'll be able to go to the skills screen and adjust them they way you want. Once again, if you're having trouble deciding what you want to spend your points on, check the Skills and Character Creation Tips sections of this guide. Objective Complete 13. Leave the room to activate another fade to white. Quest Complete
1. It's three years later and things have gone to all hell. Your Dad has suddenly left the vault, there's a Radroach infestation, Jonas has been beaten to death, and now the Overseer has got his whole security force looking for you. 2. Thankfully, Amata has an escape plan. There is a secret entrance to the Vault door in the Overseer's room. If you accept her help, she will give you 10 Bobby Pins to pick the lock on the door to the Overseer's room and a 10mm Pistol. I highly suggest you take her help. 3. Once your conversation ends, head to your desk and pick up the Baseball Bat, the BB Gun, and if you want, the baseball glove and baseball. Also don't miss the first aid kit on the wall that contains 10 Stimpacks and a Med-X. 4. Leave your room and head out into the main corridor to find Officer Kendall waiting for you. Thankfully he'll be attacked by Radroaches before he gets the chance to deal with you. Let them duke it out with each other and then take out whoever ends up winning. 5. TIP: Do not waste pistol ammo on the Radroaches. If you want to take them out from a distance, use the BB Gun. Otherwise, just run up and whack them with your baseball bat. 6. Loot Kendall's corpse and steal his armor, baton, and helmet. Equip the helmet and armor and save the baton as a backup melee weapon. 7. Head west and you'll eventually be stopped by Butch who will plead for you to help his mom fight off a pack of Radroaches. 8. For good Karma: Agree to help butch, follow him to his Mom's room, and take out the three Radroaches attacking his mom (make sure not to actually hit his mom). Or, you can use your Speech skill to convince Butch to stop being such a pansy and take out the Radroaches himself. Either way, you will be Butch's new bestest friend and he'll even give you the Tunnel Snake Jacket right off of his back. 9. For bad karma: Agree to help, kill the Radroaches, Butch's mom, and Butch, and loot their corpses. 10. NOTE: If you kill Butch, he won't be available later on in the game to help you out. 11. After you deal with Butch's problem, leave his room, make a left, and continue down the west corridor. 12. There are some more Radroaches in the diner that you had your birthday party in if you want to exterminate some more pests, but otherwise just head past it and continue down the corridor until you reach the stairs that lead to the Atrium. 13. You'll see Officer Gomez ahead, but hold your fire, he's a friend. Talk to him and choose any option but the third one unless you're looking to get some bad karma. 14. Stanley is another character who won't bother you unless you pick a fight with him. Unless your looking to get more bad karma, leave him alone. 15. Head east and activate the switch next to the door at the end of the hall to enter the lower atrium. 16. You'll see two vault dwellers chatting in the next room. They're about to charge the guards two guards to the east and will likely get shot down. Take out the guards yourself if you have the pistol or are feeling confident enough to beat them down with the baseball bat. 17. Search their bodies for 10mm pistols, ammo, and more armor. 18. Turn around and enter the door that can't close due to a locker being stuffed under it. Take out the Radroaches and proceed up the stairs. 19. Follow the linear path, past the window with the angry guy shouting at you, and head through the doorway. Be on the look out for a dead body and a tool box for some small loot. 20. If you continue down this path you'll eventually be faced with another moral dilemma. Amata is being interrogated by her father and an officer about your whereabouts. 21. You have several options of what to do here, each with their own consequences. 22. You could ignore her and proceed on to the Overseer's room, using the Bobby Pins you got from Amata earlier to break into his room. 23. You could barge in, kill the officer, and talk to the overseer. The only way you'll get him to give up his key and password without resorting to violence is by threatening to hurt Amata. Otherwise, each dialogue choice will end up with you having to fight the overseer. Whatever you do, do not hand over your weapons!
25. However you decide to deal with the situation, you'll eventually want to proceed down the corridor until you reach the locked door that leads to the Overseer's room. If you have the key, you can simply unlock the door. Otherwise, you'll have to lock pick it. Objective Completed 26. TIP: Lockpicking and hacking give you EXP each time you do it successfully. Even if you have the key, it may be a good idea to drop it and pick the lock instead of just unlocking the door. 27. Examine the computers to either enter the password you got from the Overseer, or initiate the hacking minigame. 28. Once you're logged in, select Open Overseer's Tunnel to open the secret passage. 29. Head down the secret passageway and through the door to your left. 30. Hit the switch straight ahead to open the large door leading to the Vault Entrance. Objective Completed 31. Continue forward until you find the Vault Door Control Pad. 32. Press it to open the Vault door and be confronted by Amata who will either kick your ass out or wish you good luck depending on how you dealt with her father. 33. Either way, you'd be best off running for the exit because any officers that you didn't deal with will soon be storming into the room to take you out. 34. Once you reach the exit, you'll have one last chance to adjust your name, appearance, S.P.E.C.I.A.L stats, and skills. If you're fine with everything, select Exit Vault 101, and welcome to the Wasteland. Quest Completed 35. YouTube: Mahalo Games: Fallout 3 - Quest: Escape! P2 (Time: 6:55) *
Following in His Footsteps
1. Now that you're out of the vault, you're pretty much free to proceed however you want. The first thing that you probably want to do though is check out the neighboring town of Megaton and meet some fellow living humans that can give you supplies and quests. 2. Head down the hill and follow the road to reach the town of Springvale. Explore this area for a bit and be sure to check all of the mailboxes for some valuable items including a skill book. Also make note of the one house that you can enter. Chances are high that you'll be coming back here. 3. After you finish exploring, head back to the main road and travel south past the Red Rocket sign. Keep following the path uphill and following the signs until you reach Megaton. You'll be able to spot it from a distance by looking for the birds flying above it. 4. Upon entry to Megaton you'll be greeted by the town's Sheriff and Mayor, Lucas Simms. Ask him about your father and he'll initially say that he doesn't know anything about it. Press him further and get him to tell you about the bomb in the middle of town. Offer to disarm it for him and you'll get the sidequest "The Power of the Atom." Ask him about your father once again and he'll tell you to go talk to Colin Moriarty about it. 5. TIP: You can use your Speech skill here to try and get Lucas to offer a 500 caps reward as opposed to 100 for defusing the bomb. 6. Before seeking out Moriarty, take some time to explore Megaton. Some areas of interest include the Water Treatment Plant for a mini quest involving repairing the leaks around town, the Craterside Supply store for shopping needs and to pick up the Wasteland Survival Guide quest, and the Clinic where you can buy some medical supplies or completely heal yourself up. 7. When you're ready to move on, head to Moriarty's Saloon. There are several interesting characters here to talk with outside of Moriarty, so make sure to talk to them all. 8. TIP: If you are nice to Gob, the ghoul who sells the booze, he'll give you a discount on the merchandise and you'll gain some karma. 9. You have a couple of ways to extract information from Moriarty. The method with the best results would be to take on his favor of "taking care of" Silver, a junkie who owes Moriarty money. Visit her house back in Springvale and talk to her. You can talk her into giving you 100 caps (or 300 if your speech skills are up to snuff) in exchange for you lying to Moriarty by telling him that you got rid of her. 10. Otherwise, you can get the information by paying him 100 caps, using your speech skill to tell him that his Dad talked about him all the time, or by bypassing talking to him all together and just hacking his computer and reading the files when he's not around. His computer is located by the back entrance to the saloon. 11. Regardless of what method you use to get the information, you'll find out that your Dad's last known location was at the Galaxy News Radio building, so that should be your next destination. 12. TIP: The path to Galaxy News Radio can be pretty tough, so make sure you level up a bit before proceeding. You might want to try completing some of your sidequests first like The Power of the Atom and part of the Wasteland Survival Guide quest. 13. When you're ready, leave Megaton and start heading northeast. If you've already been to the Super Duper Mart because of the Wasteland Survival Guide quest, then you can just teleport there to save some time. 14. TIP: If you travel a little bit south of the Super Duper Mart, you'll run into a little boy named Bryan Wilks whose home has been overrun by monsters. Tell him that you'll help him to initiate the sidequest, "Those!" 15. Continue heading northeast from the Super Duper Mart and cross the river. You'll gain some rads, but it's nothing too serious. Head up the stairs, make a left, and head down into the Farragot West Station. 16. Follow the path until you reach a doorway on the right side where you'll find a couple of Molerats. Take care of them and then continue down the linear path. 17. Eventually you'll come to a staircase that leads to a bridge blocked off by a fence. On the other side of the fence lie several feral ghouls. You can shoot them through the fence, or you can lockpick the fence gate and take them head on. 18. Continue down the path and enter the door leading to Friendship Station. 19. Head across the tracks and grab some Nuka Cola from the vending machine. Then proceed to the next track and start heading to the right. 20. At the end of the tunnel you'll find a Super Mutant. Get used to dealing with these guys as you'll soon start seeing lots of them. 21. Proceed into the open area to find some more ghouls. When they're all taken care of, head upstairs and go through the north passageway until you reach the exit to Chevy Chase. 22. TIP: Once you get outside, if you have enough skills in explosives you can disarm and collect the frag mine in front of the Preservation Shelter northeast of where you emerge. You'll also find some purified water and a lead pipe inside of the shelter. 23. Start walking southwards. Two Super Mutants will come out of a broken down building to meet you with gunfire. Thankfully, the Brotherhood of Steel will come out and take care of them for you. Once the battle is done, talk with Sentinel Lyons. 24. Follow the Brotherhood squad until they stop near one of their dead comrades. You can loot his body for some power armor and energy cells. 25. Once they start moving again, keep up with them and help them take out the three Super Mutants that appear before you. Make sure to loot the Super Mutants for hunting rifles and .32 ammo. 26. Eventually you'll reach the main battlefield outside the Galaxy News Radio building. Be quick about killing the mutants, or the Brotherhood will steal all of your exp. 27. Once it looks like the coast is clear, quickly run to the fountain in the middle of the courtyard and look for a Brotherhood of Steel corpse hanging over it. Loot his corpse to pick up a Fat Man and six Mini-Nukes. 28. Equip the Fat Man, which is essentially a mini nuclear bomb launcher, and find some cover. A Super Mutant Behemoth is about to emerge from the eastern side where Reddin goes to investigate. 29. TIP: Just in case you blow yourself up with the Fat Man or get squashed by the Behemoth, I recommend you save now. 30. It'll probably take two shots with the Fat Man to take down the Behemoth if you're not very skilled in Big Weapons. Make sure that when you fire the behemoth is stationary and that you are about 30 feet away from the impact point. 31. Once it goes down, loot its corpse for a ton of useful items including a bunch of caps, several types of ammo, frag mines and more. 32. Now that the battle is over, press the intercom button to be let into the building. Head up to the second floor to finally talk to "The jockey of discs and teller of truths," Three Dog. Talk to him about the whereabouts of your father and, like Moriarty, he'll say that you must do something for him before he tells you. 33. TIP: As you probably have guessed, if you have a sufficient amount of Speech skill, you can get him to tell you your dad's location without having to do the next quest. 34. If you can't talk him into giving you your dad's location, you'll have to travel to the Museum of Technology to retrieve a dish that will let Three Dog's message be broadcasted all over the Capital Wasteland and position it on top of the Washington Monument. 35. Whatever the case, after you finish your conversation with Three Dog, this quest is over! Quest Completed
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fallout3
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« Reply #6 on: November 04, 2008, 04:14:33 PM » |
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Galaxy News Radio
1. Assuming you didn't smooth talk Three Dog into giving you the location of your father with your Speech skill (and even if you did you can still pick up this quest), your next objective is to get to the Museum of Technology to get a replacement satellite dish. 2. As always before you start a new main quest, take some time to complete side quests so you can level yourself up. The quests Those!, Blood Ties, and as always, the Wasteland Survival Guide are great choices to start with. 3. When you think you're ready, head out of the Galaxy News Radio building by use of the backdoor. You can find it by heading into the GNR Studios and taking the door to the north, then following the staircases down. 4. When you get outside, carefully make your way down the rubble and head right. There will be two regular Feral Ghouls accompanied by a Feral Ghoul Roamer who is able to take and give much more damage than your garden variety. 5. After you take care of them, enter the Collapsed Car Tunnel entrance on the left wall. 6. You can either proceed south all the way through the ghoul infested Car Tunnel, or you could use the door to the west right at the start as a shortcut. If you do decide to take the southern exit, just enter the Dupont Circle Station by going through the door to your right once you exit. 7. If you take the shortcut, continue through the halls until you reach a door that leads to Dupont Circle Station. 8. Walk through the office ahead and into the main tunnel area where two Super Mutants will be waiting for you. After eliminating the threat, turn southwest and enter the door for authorized personnel only. Not like anyone will care anymore that you're not authorized. 9. Travel down the stairs and through the door to reach the train tracks. Travel across the first set of tracks and then make a right once you reach the second to find a Raider resting on a bed. Kill him and loot the area for goods and supplies. You could also rest on his bed now that all of the enemies in the area are gone (If the game still says there are enemies in the area just take out the enemy in the next step and come back) 10. Once you're ready, proceed through the door in the southwest and travel down the stairs to find a Raider guarding a cache of drugs and weapons. 11. Follow the hallway until you reach a room with a metal bar window. Stay away from the window or you'll get shot through it. On the other side of that door are two gun turrets accompanied by several raiders. 12. TIP: If you have 50 points in Science, you can hack the terminal to shut off the gun turret. 13. Equip an assault rifle, step through the door on to the elevated structure and first focus on destroying the turret on southwestern wall. Then concentrate on the one that is directly ahead, but farther away. 14. Once the turrets are dead, head back inside if you need to reload or heal yourself up. You can either wait for the Raiders to come to you or just charge out and kill them as you head down the various staircases. Just make sure you're constantly looking down and pressing RB so that when a Raider comes into range, you'll immediately pick them up. 15. TIP: Since you probably took a good amount of damage from that skirmish, you might want to head back up and rest on the bed you freed up earlier. 16. Once you make it to the ground, proceed through the caverns to the south and follow the path until you reach the Utility Gate. 17. Tread carefully in this next area as there are three frag mines and a tripwire trap on the way to the door leading to the Metro Central. If your explosive skills are high enough, you can quickly disarm the traps before they have a chance to explode. You'll need a high repair skill in order to disarm the tripwire trap. 18. Head through the door at the end to reach the Metro Central. 19. In the next room you'll find Raiders and Ghouls going at each other. Since neither side will be your friend if you kill the others for them, just indiscriminately kill them all. Make sure once the coast is clear to check the table straight across from where you came in for some valuable stimpacks, grenades, and ammo. 20. Exit through the southwest doorway and proceed to the train tracks. Take care of the two ghouls, and follow the tunnels south until they reach the station. 21. Keep going south until you reach the next group of tunnels that read Southbound Museum Station. You'll find a pack of Vicious Dogs at the end tunnel, so take care not to be surrounded. Once the dogs area dead, take the southeast door to the Museum Station 22. Search this room to find some shotgun ammo and then move on to find a Feral Ghoul Roamer around the corner. Just a reminder, these guys are much tougher than normal feral ghouls so prepare accordingly. 23. Hit the switch to open the ceiling door and march up the stairs to be greeted by a Raider. 24. Once the Raider is dead, search the room to find another Grognak the Barbarian comic book which will give you a +1 bonus to Melee Weapons. 25. Exit through the east doorway to reach the next group of tunnels. To the left is another mini Raider camp where you can kill the two occupying Raiders and then use their beds to rest up. 26. Proceed southwards along the tunnels until you reach the station. Go up the escalator and eliminate the Raider on top of the train to the southeast and the one behind the directory. 27. Continue traveling east and you'll finally be able to leave the underground tunnel system! 28. Unfortunately your celebration will be short lived when you see that the Mall is absolutely swarming with Super Mutants. If you're itching to fight, you can try to take them all on, but if you're ever in trouble, just know that the Museum of Technology is a short distance southeast of where you emerged. 29. As soon as you enter the museum, you'll see a Super Mutant straight ahead in the distance. Blow off, blow up, or bash in the mutant's head and then proceed upstairs where you'll likely be greeted by another Super Mutant. Give him the same treatment and then jump back down stairs now that the coast is clear. 30. Examine the terminal with the dome surrounding it for some interesting museum information. More interesting than that though is the option that reads "#000". Choosing that gives you a message written by a man named Prime. He'll tell you that he's found a place to store a bunch of loot and that it can only be obtained by accessing several computer terminals in the museum and completing a certain sequence. Press B to return to the main menu and then choose the option that reads "#001". You'll be give four numbers to choose from and you must choose the number that Prime has in mind. 31. TIP: If you really can't figure out which number to choose, skip down to step ## for the solution. Make sure to save before you input an answer if you're not sure. 32. Once you're done with that, turn left and enter the door to find a First Aid Kit containing 2 stimpacks and some dirty water. 33. TIP: If you have 50 science skill points, go through the door opposite the First Aid Kit and head upstairs to find a terminal that lets you deactivate the turrets in the museum. 34. Return to the main room and proceed up the stairs. Follow the balcony around to reach the Vault-Tec Tour. During the tour, just follow the path, press the buttons for some interactive segments, and enjoy the ride. 35. Once you reach the end of the tour, follow the balcony to reach the double doors leading to the West Wing. 36. Access the right most terminal on this floor for the next part of Prime's puzzle. Choose #002 from the main menu and then select the right number from the choices that fits with the sequence. 37. Head through the south door on the second floor and follow the path to reach the Delta IX exhibit. 38. There are lots of Super Mutants here on different stories so be prepared to fight from all angles and remember to use V.A.T.S not only to target, but to find hard to see enemies. 39. Be sure to explore top and bottom of this exhibit to loot the Super Mutants, open gore bags and find other supplies. At the very bottom of the exhibit is the final terminal needed to find out the location of Jiggs' loot stash. 40. TIP: The answers to the puzzle are 19, 53, and 113. All are prime numbers, which makes sense since the guy's name who wrote the note is Prime. 41. While you're still on the bottom floor, head through the door to the west and take it all the way up until you reach the Virgo II exhibit. 42. Kill the Super Mutant above along with the Super Mutant Brute that comes in from the left. Once everything is quiet, take the satellite to complete your objective. 43. We're not done in here quite yet though. Exit through the door on the left and then make another immediate left to enter the authorized personnel only door. Take the stairway up to reach the security room. If you obtained the password from the Prime's puzzle, you'll be able to unlock the safe by using the terminal at the end of the room. Insider you'll find a gun locker key, 200 caps, and some drugs. 44. Go back down the stairs and continue to follow the tunnel to reach the Planetarium. Once you activate the planetarium, you'll trigger two Super Mutants to barge in through the south entrance, so be prepared. 45. Enter the eastern door to find the Planetarium office. On the left you can open the gun locker that you obtained the key for. You can also grab some Nuka Cola Quantum from the shelf. 46. Now we're officially done with this museum, so retrace your steps back to the Atrium and head out into the Mall. 47. Once again, you have the option of standing to fight the mass amount of Super Mutants in the area, or high tailing it northwest over to the Washington Monument. Once you reach the monument, access the terminal to open the gate, enter the doors, and ride the elevator all the way to the top. 48. Place the satellite, fast travel back to Galaxy News, and talk to Three Dog to finally complete this quest. Quest Completed
Scientific Pursuits
1. You'll learn from Three Dog that when your Dad left Galaxy News Radio, he said that he was heading to Rivet City to visit Doctor Li.
Tranquility Lane The Waters of Life Picking up the Trail Rescue From Paradise Finding the Garden of Eden The American Dream Take it Back Side Quests The Power of the Atom
1. This quest can be received either from Lucas Simms upon entry to Megaton or from Mr. Burke in Moriarty's Saloon. It can also end in two very different outcomes depending on who's side you decide to take. 2. The Good Path: 3. Taking the moral highroad in this quest involves agreeing to diffuse the bomb. 4. TIP: The reward offered can be 100 or 300 caps depending on whether or not you succeed in talking Lucas into giving you 300 caps with your speech skill. 5. Diffusing the bomb is as simple as walking up to it, pressing A, and choosing to diffuse it. That is, if you have at least 35 points in the Explosive skill. If you don't, talk to Leo Stahl and see if you can score some Mentats to increase your intelligence, thereby increasing your Explosive skill as well. 6. If you want to have a little more fun than just diffusing the bomb, head into the Saloon and talk to Mr. Burke. Tell him that you'll agree to blow up Megaton, but when he gives you the Fusion Pulse Charge, head back to Lucas and show it to him. Simms will storm into the Saloon to place Burke under arrest, but as you might have guessed, Burke won't go down quietly. He'll shoot Simms and then turn his attention to you. Kill Burke, loot his body, loot Simms' body, disarm the bomb, and then talk to Lucas' son to get your rewards. Quest Completed 7. The Evil Path: 8. Of course if you wish to be evil, your task here is to blow up Megaton rather than save it. 9. Talk to Mr. Burke in the Saloon and agree to his plan of waking up the dormant bomb in the middle of town. 10. He'll give you the Fusion Pulse Charge, which you are to place on the bomb. 11. Once that's done, travel southwest from Megaton all the way to the bottom left corner of the world map to reach Tenpenny Tower. It's a long trek, but the road shouldn't be too treacherous. Just be ready to deal with Molerats, Raiders, and one guy with a Sniper Rifle who suddenly started shooting me named Sam Werrick. 12. Head to the gate of Tenpenny Tower and press the intercom button. Tell them that you're here to see Mr. Burke and they'll buzz you in. 13. Once inside, proceed straight ahead to the elevator leading to the penthouse suites. 14. Talk the security guard in the suite and he'll unlock the door leading to the balcony. 15. On the balcony you'll find Mr. Burke and Alistair Tenpenny. Talk to Mr. Burke who will be visibly excited about the events that are about to transpire. Once you're ready, open the box on the table, activate the detonator, and enjoy the fireworks and your dramatic karma drop. 16. Talk to Mr. Burke one more time to claim your caps and the key to the suite in Tenpenny Tower. 17. Quest Completed
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ThreeDog
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« Reply #7 on: December 18, 2008, 06:05:32 AM » |
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Im currently in the process of constructing a walkthrough for fallout 3. Take a look  You are not allowed to view links. Register or LoginFallout 3 Info Blog
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§ynch
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« Reply #8 on: December 18, 2008, 05:46:20 PM » |
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You are not allowed to view links. Register or Loginhttp://guides.ign.com/guides/882301/page_3.html
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