Fallout 3: Difference between revisions

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- The game has a sort of lantern 'oblivion light spell' that emits from your PIPBOY. I didn't realize how to activate it until level 10 after some other goon mentioned there is a 'flashlight'. You hold down your PIPBOY button.  
- Hold down your Pip-Boy button to activate a short-range flashlight, but remember to turn it off if you're trying to be stealthy.


- The Lady Killer perk appears damn near useless. I've had one extra dialogue option (which didn't do anything), Super Mutants don't have gender, and I'm over halfway through the game, by my estimates.(Conversely: The Black Widow perk is AWESOME. Definitely pick that.)
- Due to male enemies being more common than female ones, female characters are recommended to pick the "Black Widow" perk whereas the male character counterpart "Lady Killer" is not nearly as useful.
 
- What skills you tag in the beginning doesn't have a dramatic effect on your character.


- Don't fret too much over what skills you tag. All that does is add 15 to them, so it affects the beginning of the game.
- Don't fret too much over what skills you tag. All that does is add 15 to them, so it affects the beginning of the game.
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- The perks that give you extra skills points from leveling up and from books are both quite useful and should be taken as early as possible.
- The perks that give you extra skills points from leveling up and from books are both quite useful and should be taken as early as possible.


- Stay the fuck away from Yao Guais.(Conversely: get animal friend. I love walking up to Yao Guais just to be able to pet them.)
- The only real threat the "Animal Friend" perk helps against are Yao guais, but they're also so dangerous that it can be worth taking one point in it just to avoid them.
 
- Repair is probably the most invaluable skill in the game. It will be useful no matter what other paths you take.
 
- Honestly, the best way to play this is to make it up as you go along.


- However I will tell you tagging a skill at the start of the game doesn't make a huge amount of difference, just adds fifteen skill points straight off the bat. After a few levels pumping skill points you can make any skill effective. Just not every. Figure out what skills you're relying on and get them up as early as you can.
- However I will tell you tagging a skill at the start of the game doesn't make a huge amount of difference, just adds fifteen skill points straight off the bat. After a few levels pumping skill points you can make any skill effective. Just not every. Figure out what skills you're relying on and get them up as early as you can.
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- There are characters in various places that buy specific items for more than their value. So stash any Sugar Bombs, Pre-war books (NOT "Burned book" or anything like that, books that have the title "Pre-war book"), brotherhood of steel holotags, Nuka-cola quantum and scrap metal in your house, then when you find the related characters you can fast travel back and forth making a decent amount of money. I messed up a little by drinking a ton of nuka-cola quantum before finding the woman who buys it, and now I'm scraping around looking for another 7 bottles...
- There are characters in various places that buy specific items for more than their value. So stash any Sugar Bombs, Pre-war books (NOT "Burned book" or anything like that, books that have the title "Pre-war book"), brotherhood of steel holotags, Nuka-cola quantum and scrap metal in your house, then when you find the related characters you can fast travel back and forth making a decent amount of money. I messed up a little by drinking a ton of nuka-cola quantum before finding the woman who buys it, and now I'm scraping around looking for another 7 bottles...
- There is a level cap at 20 which I hit at about halfway through the story quest because I was wandering about looking a stuff and doing sidequests. I would prioritize lock-picking and hacking because if they aren't high enough when you hit level 20, there will be some doors and computers you will never be able to access.


- I don't normally use guides for games, but you might consider looking up the locations of the bobbleheads, each one either gives you +10 points in a skill or +1 point to an attribute.
- I don't normally use guides for games, but you might consider looking up the locations of the bobbleheads, each one either gives you +10 points in a skill or +1 point to an attribute.
- There is a perk that gives you +10% experience that you can take twice. I wouldn't bother unless you are going for a second playthrough just to get the "Hit level 6/12/20 as good/neutral/evil" type achievements. There is plenty in the game to level you up reasonably fast without this perk.
- It is definitely a good idea to take the "animal friend" (animals don't attack you unprovoked) perk BEFORE exploring the Yao Guai caves. The second level of the perk is largely pointless. It means wild animals attack your enemies, but personally by the time I took it I was one-hitting raiders anyway, and the supermutants had scaled so that molerats and dogs weren't exactly a problem for them. It is still quite funny, but not useful.


- Explosives is the only combat skill you need in the entire game. You can one shot anything big with bottle cap mines/nuka grenades. With a maxed skill + demo perks you can kill groups of anything with 1-3 frags even at close range. If you're overwhelmed with anything then you can lay down mines and lure it. Grenades and mines are also plentiful and you'll be able to harvest plenty more from booby traps.
- Explosives is the only combat skill you need in the entire game. You can one shot anything big with bottle cap mines/nuka grenades. With a maxed skill + demo perks you can kill groups of anything with 1-3 frags even at close range. If you're overwhelmed with anything then you can lay down mines and lure it. Grenades and mines are also plentiful and you'll be able to harvest plenty more from booby traps.


- If you plan on making an intelligence or speech heavy build with limited combat skills then take explosives.
- If you plan on making an intelligence or speech heavy build with limited combat skills then take explosives.
- Lockpick or hacking choose one. Lockpicking is more rewarding in the long run loot wise but there is some fun stuff you can do with hacking at times.
- Don't even bother pursuing the main quest until you're maxed out and you've explored every inch of the wasteland. There's a ton of stuff to do and see. At level 20 I got the explorer perk and there were still at least 1/3rd locations left.
- I don't recommend getting the level 20+ mod. The game is already pretty easy on the hardest mode at that point. If you go beyond 20 then it probably just becomes boring.


- I suggest doing Reilly's Raider when you get a chance so you can get the device from Reilly at the end (ask her for it upon Quest Completion) to earn money for every marked location. With the amount of land you bound to find, you can earn a large amount of caps.
- I suggest doing Reilly's Raider when you get a chance so you can get the device from Reilly at the end (ask her for it upon Quest Completion) to earn money for every marked location. With the amount of land you bound to find, you can earn a large amount of caps.
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- Also hoard all the nuka cola quantum you come across if you want to get all the quest achievements.
- Also hoard all the nuka cola quantum you come across if you want to get all the quest achievements.
- Get either all three good or all three neutral karma achievements on your first playthrough. Then, on the second, keep your karma at the level you didn't pick the first time round, and don't resolve the 'Power of the Atom' sidequest. When you're nearly at level 8 (and 14, and 20) make a save that will allow you to get back to Megaton without levelling up. Go back and detonate the bomb, setting your karma to the lowest possible level, then level up to 8 (14, 20) to get the bad karma achievement. Once done, reload the previous save and continue on to get the other missing achievements. Obviously you can mix and match good and neutral between playthroughs, but it's probably easiest to keep them separate.


- Pay thorough attention to the entire tutorial. (You'll know when you're done with the tutorial.) Also, remember to use VATS whenever possible.
- Pay thorough attention to the entire tutorial. (You'll know when you're done with the tutorial.) Also, remember to use VATS whenever possible.
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- The best way to do Fallout 3 so you don't screw up the story missions is to just go ahead and do the story up to meeting the Brotherhood of Steel. Otherwise there are a couple of areas where you can accidentally skip story by just exploring while after that it becomes harder to mess it up. After that just spend the rest of your time exploring which is the meat and potatoes of Fallout 3.  
- The best way to do Fallout 3 so you don't screw up the story missions is to just go ahead and do the story up to meeting the Brotherhood of Steel. Otherwise there are a couple of areas where you can accidentally skip story by just exploring while after that it becomes harder to mess it up. After that just spend the rest of your time exploring which is the meat and potatoes of Fallout 3.  
- I've been told this mod for turning off auto-aim is a good one to have. I haven't used it yet but I do know that rifle shots not going where I aim is pretty annoying: http://www.fallout3nexus.com/downloads/file.php?id=788.


- Basically, if you're going to wander and don't want to mess the story up, avoid these three places on the map: Jefferson Memorial, Rivet City, and "Smith Casey's Garage", out west. Those are the only three that I think can really mess up the order of things.  
- Basically, if you're going to wander and don't want to mess the story up, avoid these three places on the map: Jefferson Memorial, Rivet City, and "Smith Casey's Garage", out west. Those are the only three that I think can really mess up the order of things.  
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- Be conservative with display options.
- Be conservative with display options.
- The default difficulty level is pretty easy. Once you get the hang of the game, crank it up to the max.


- Intelligence is vital, Strength is important, Charisma is shit. Don't increase a stat to 10, go to 9 and have the bobblehead take it to 10.
- Intelligence is vital, Strength is important, Charisma is shit. Don't increase a stat to 10, go to 9 and have the bobblehead take it to 10.
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- If you find yourself in Rivet City before the main quest sends you there: DON'T talk to Dr Madison Li. Doing so will semi-break the Galaxy News Radio quest.
- If you find yourself in Rivet City before the main quest sends you there: DON'T talk to Dr Madison Li. Doing so will semi-break the Galaxy News Radio quest.
- Having your light on makes you less stealthy. Having your radio on doesn't make any difference.


- To contradict what a previous poster said, I would suggest going to  Rivet City's  Science Lab  before  Galaxy News Radio . The jump in the main quest is incredibly small, and Three Dog will offer you a different reward for doing his quest:  instead of info on your dad's whereabouts, he'll give you a key to a weapons cache you can't otherwise get .
- To contradict what a previous poster said, I would suggest going to  Rivet City's  Science Lab  before  Galaxy News Radio . The jump in the main quest is incredibly small, and Three Dog will offer you a different reward for doing his quest:  instead of info on your dad's whereabouts, he'll give you a key to a weapons cache you can't otherwise get .
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- The perk Bloody Mess isn't really worth it, and you'll get tired of the bodies exploding.
- The perk Bloody Mess isn't really worth it, and you'll get tired of the bodies exploding.
- The perk Swift Learner really isn't worth it. There's plenty of XP to earn, and no rush to make it to the level cap.


- Generally speaking, perks that only add skill points aren't much good.
- Generally speaking, perks that only add skill points aren't much good.
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- Each of the weapon skills has its drawbacks and advantages. You can't go wrong with boosting Small Guns for the early game, then putting points into Big Guns or Energy Weapons for the later levels when you're swimming in money.
- Each of the weapon skills has its drawbacks and advantages. You can't go wrong with boosting Small Guns for the early game, then putting points into Big Guns or Energy Weapons for the later levels when you're swimming in money.
- Make sure your Luck is at least 5 so you can get the Scrounger perk, as it rapidly eliminates any problems you may be having with ammo scarcity.


- Ammo has no carry weight so it essentially doubles as currency. No matter what weapons you're using, take all the ammo you can from anything. If you have to sell fifty sets of armor and the vendor is out of cash, buy ammo. You'll likely lose some money in the conversion but it's better than nothing. Alternatively: stimpacks are always useful.  
- Ammo has no carry weight so it essentially doubles as currency. No matter what weapons you're using, take all the ammo you can from anything. If you have to sell fifty sets of armor and the vendor is out of cash, buy ammo. You'll likely lose some money in the conversion but it's better than nothing. Alternatively: stimpacks are always useful.  
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