Female characters fallout. Female fallout characters Very kind fallout 3 characters

In Fallout 3, the character does not have the “Sniper” ability, familiar to fans of Fallout 2. But by combining basic characteristics and skills, we can create a very effective hero who will hit all the monsters of the Wasteland not in the eyebrow, but in the eye.

  • What skills to train
  • Which abilities to choose
  • Where to invest and where to save experience points
  • What tactics to use in different conditions

Alone in the field? Warrior!

When we leave Vault 101, our life in the Wasteland is just beginning. We ourselves do not yet know how we will behave, who we will become - the “Last Hope” or the “Scourge of Humanity”, whether we will gather a large company or go alone; We will run to the attack shouting “Hurray!” or we’d prefer to stab you in the back, on the sly. Nevertheless, it is worth thinking about this already at the moment when our eyes first see the slanting rays of the sun breaking through the “gate” at the entrance to the shelter.

Please note that karma does not depend on your combat specialty - you can be equally effective in battle against evil or good characters. The choice of travel companions, weapons and style of behavior in battle is another matter. You can inflict critical damage on an enemy from the first shot with a second or third level character armed with a 10 mm pistol, if you sneak up unnoticed. Therefore, we will immediately decide that we are not taking travel companions. None, not even a dog.

There are at least three reasons to play through the game alone. The first is that companions are eager to fight, barely noticing the enemy, and completely cancel out attempts to be invisible, the result is that the chance to inflict critical damage is missed. Secondly, they have become of little use as “trucks”. With a home in Megaton or Tenpenny Tower, we may no longer carry all the trophies with us. Third - they are mortal, they are wounded. The absence of travel companions will save both steampacks and your nerves.

What are snipers made of?

Even the know-it-all Three Dog knows nothing about us until the minute when the multi-ton door closes behind us with a roar and a grinding sound. At this moment, it’s as if we will experience a “rebirth”; no matter what we are at home, a completely different person will come out. In other words, we can change basic characteristics character (S.P.E.C.I.A.L.) and choose new “prize” skills. What does our sniper need? In my opinion, the most important characteristics are: perception, luck and dexterity.

    The shooter must see the enemy from afar, so perception We won't save money. The initial level is six points, and during the game you can develop up to 10.

    The higher dexterity, the more action points there will be in V.A.T.S. mode; the higher the skills " light weapons" and "secrecy". In general, what we need. For the entry level you will need six points.

    The chance of killing an enemy with one shot depends greatly on luck character, so we start with six points, and later by all means we can increase it to ten. Two more characteristics will be useful in peaceful life: intelligence and charm.

    The law of meanness states that no matter how many experience points you get when moving to a level, there are always not enough of them. High intelligence- A smart way to increase your experience. The initial level of intelligence is seven, later we will definitely raise it to 9.

    Even in a post-nuclear desert, it is better to be charming and influential. So for charm Let's be generous by seven points.

    The last two characteristics, it seems to me, are not important for the future sniper.

    Strength. Despite the fact that our character will be his own “truck,” it is better to save on this characteristic. Four units is quite enough for a start, because already in Megaton you can add one by picking up an ownerless Vault-Tec doll. And if you later really want to carry more battle trophies, Buffout and Wine will come in handy.

    Endurance. Four points is enough to prevent your first steps in the Wasteland from becoming a torment.

Choosing skills

The damn dozen skills offered in Fallout 3 can be divided into three groups: key, useful and useless for the shooter. Key skills are those that influence the outcome of the battle. Useful ones will make a peaceful existence easier. Life in the Wasteland will be much more pleasant if we develop both harmoniously. Let's remember the ways in which you can increase your level of proficiency in a skill.

    The simplest one is to distribute experience points after increasing your level.

    You can choose three skills as “main” (Tag), this will give a one-time increase of 15 points to each.

    Starting from the second level, you can choose abilities that give from 5 to 15 points to one or more skills.

    "Workwear." While she is on you, some skills increase by 5-15 points.

    You can find books in the ruins, just like in Fallout 2, each book you read adds 1 point to one of your skills.

    Collecting Vault-Tec dolls. When you pick up another figurine, you will receive 10 points once.

This is important: It is pointless to raise even the most important skills to the 100 point cap by simply investing earned experience. It makes more sense to develop each of them to 75, and get the remaining 25 with bobbleheads, equipment, abilities and books.

According to the creators of Fallout 3, the accuracy and efficiency of shooting depend on the level of weapon proficiency, the degree of wear of the “barrel” and the ability to sneak up unnoticed. We already got acquainted with the character's skills in the guide. But which ones are the most useful for creating a sniper hero?


Stealth. The ideal position for us is a well-camouflaged shelter. Alas, we cannot prepare it in advance, so we will have to learn to blend in with our surroundings.

A good Chinese is a dead Chinese. Law of the Anchorage Cliffs.

Light weapons. The most common weapons in the Capital Wasteland are pistols, shotguns, rifles, and shotguns. You will always have plenty of ammunition and spare parts for repairs.

Energy weapon. It is superior to the light one in terms of lethality, but is too rare at the beginning of the game. It makes sense to develop it only after meeting with the Enclave in the hall of the “Purity” project.

Repair. An extremely important skill already in the first stages of the game. There are a lot of weapons in the Wasteland, but they are in terrible condition and after each battle they only get worse. After each skirmish, you can quickly run “to get it fixed,” but it’s much easier to repair it yourself.

If we are not going to implement a policy of genocide manually (for those who want to destroy the population of the Wasteland, President Eden will help), then three more well-developed skills will be useful to us.

Eloquence. Even after a nuclear war, a word can be more convincing than a gun, and information is more valuable than money. It will also be useful for successfully completing several quests.

Science And Hacking. Useful for guessing passwords to the terminal for disabling turrets, opening an ammunition box, or simply satisfying a burning curiosity.

Inclinations and abilities

Careful selection of Perks is the key to developing the right character! We include in the “must take” category Commando, Accuracy, Sniper, Critical Damage, Massive fire. These abilities increase damage dealt and increase chance critical hit. Death on takeoff, as a finishing touch, will make the battle in V.A.T.S. practically independent of the number of action points.

You can invest points in developing skills without directly spending experience. Abilities such as Thief, Gun fanatic And Silent running, will save whole 70 experience points. It's worth taking the ability Educated for the sake of additional 45 points. As you can see, what we compensated with abilities is more than enough to develop an entire skill.

Ability Roboticist It will also come in handy - this way we will reduce the consumption of ammunition and steam packs in battle with security robots.

The remaining four times are better to take Intense workout tightening the basic characteristics of perception and intelligence.

Dress with taste

What hats are people wearing this season?

In previous games in the series, costumes were difficult, and the height of perfection seemed power armor. In the world of Fallout 3, clothes are equipped with various effects, so now you have to maintain a whole wardrobe. For example, work overalls increase the Repair skill. By wearing a white robe, the hero will feel smarter, and the Science skill will increase by 5-10 points. A business suit will add weight to your words, and even casual or casual clothes from the antebellum era are useful - they increase dexterity.

As a result best armor becomes not the one that protects better, but the one that combines high degree protection and beneficial effects. Alas, power armor that thunders at every step is of little use to a sniper. But it is worth paying attention to Vault 101 armored jumpsuit And Reilly Rangers combat armor.

And if you have an add-on Operation Anchorage, don’t forget to grab it from the shelf in the bunker Chinese stealth armor(defense 28, weight 20, effects: +15 stealth, stealth mode), it protects well, makes you invisible in stealth mode and can be repaired using regular reconnaissance armor. Well, at first you can get by with an armored jumpsuit (protection 12, weight 15, effects: +5 light weapons, +5 energy weapons), which Moira will give for her help in writing the first chapter of the “Survival Guide”. The best armor, in my opinion, is the Reilly Rangers' combat armor (defense 39, weight 27, effects: +1 luck, + 10 light weapons, + 5 action points in V.A.T.S.).

Home! Sweet Home!

The most important thing is comfort in the apartment.
dash. But the war will not escape...

When you're not killing super mutants, you might want to get your house in order. There are all possibilities for this - in the Wasteland there are many objects that will embellish the harsh life of the inhabitants of the post-nuclear world. To get started, you should buy home interiors from Moira or the Tenpenny Tower boutique. My choice is the pre-war style, it is the most comfortable. Then, armed with the “Z” key, you can start arranging trophies. Take out the trash: empty bottles, rusty cans, remove clutter from corners, place drinks on shelves, put dirty dishes in the sink, place teddy bears on the bed, place books on the work table. For complete immersion, you can even change into a casual suit at home, and into pre-war walking clothes for a visit to a merchant. There's no benefit, but it's a role-playing game or what?

The only pity is that not all items can be hidden in your inventory: a fan or telephone will have to be carried from room to room by hand, and you will not be able to take them outside the house.

This is a bug: Some items in the game change size. A small glass, laid out from inventory, at home can grow to the size of a beer mug, and a truck with Nuka Cola, on the contrary, can decrease in size.

It was a tough fight

It's time to move on to considering combat tactics. Even though Fallout 3 remains role-playing game and the most important factor is the correct development of the character, our success depends on at least two more - who we are fighting against and on what terrain.

Best view on the Wasteland - from a height of a sniper position.

Open space can only be called such only conditionally. The rich relief, lavishly decorated with the remains of pre-war civilization, evokes a strong desire to stand and admire the beauty of the surviving nature. True, the picturesque “skeletons” of mansions, flooded lowlands, and rocky gorges not only delight the eye, but also make it difficult to notice the enemy in time.

Enclosed spaces include surviving buildings, service tunnels, subways, and caves. Here you will find darkened corridors, narrow or wide, straight or winding. In the metro, the path is sometimes blocked by carriages or fortifications of local inhabitants, the narrow passages between which are literally crammed with traps.

Mixed type is spaces limited on several sides. A striking example is the streets, sandwiched between the walls of inaccessible high-rise buildings and cluttered with stationary nuclear vehicles.

In open areas there is freedom for a sniper. A high perception indicator allows you to notice an unsuspecting enemy from afar, then it’s a matter of technique - to sit down, take out a rifle and command yourself: “Fire!” Rocky hills scattered here and there are another great place to set up a firing point. When there are several enemies, for example an Enclave squad or a gang of raiders, a shot will give away your location. Then it’s enough to crawl behind the stones and wait until the commotion subsides.

Case from practice: One day before dawn I set out from Andale to the Nuka-Cola plant. Descending from the hill, I noticed movement below - it was a detachment of Enclave soldiers under the leadership of an officer doing morning exercises - 300 push-ups in full combat gear! In the optical sight of my Victoria, for a moment, I glimpsed the arrogantly raised visor of my cap. A second later the officer fell. I was ready to crawl behind the nearest stone, but it seemed that the physical trainers didn’t even notice the loss. Next was the private on the far right. His comrades continued to exercise as if nothing had happened. Maybe they thought the person was just tired? In any case, they didn't have long to think.

We hide and shoot - mean, but effective.

IN indoors, unless it is a long straight subway tunnel, it is better not to rely on “shooting from afar.” A location with a lot of hiding places, rooms and dark corners is more conducive to playing hide and seek. After all, it is usually full of opponents, and you don’t want them to get involved in a shootout with the whole company? First, let's turn off the radio and listen - the noise will tell us much more than the red marks on the compass. Having determined the location of the enemy, we carefully look out from behind the cover. If he's far enough away, we'll get his attention. Just remember to hide immediately after you shout “peek-a-boo.” Let's bring him closer and send him to the forefathers with a burst to the head.

This tactic is good against super mutants, raiders and Talon mercenaries. But it is completely ineffective against wild ghouls; these creatures, if they notice you once, will not lose sight of you. In battles against security robots and Mr. Brave models, it is better not to count on a short skirmish. Here, the “queue-hide-wait-sneak-queue” method will be effective, and so on until the bitter end.

Note: It seems that super mutants, robots and raiders also love the game of hide and seek, however, they have forgotten the rules a little. Instead of saying “whoever didn’t hide, it’s not my fault,” they mumble something like “come out, you coward, stop hiding.”

Unlike closed and open spaces, in mixed terrain it is difficult to use one tactic; you will have to combine them. Once you've dealt with the Talon Company mercenaries or the Regulators, take a breath, collect your loot, and look around. Are there any more enemies nearby? Is there a Pulovski Hideout nearby? Are there a lot of pre-war vehicles on the street? If there is a group of super mutants and a Pulovski nearby, then you have an excellent opportunity to play hide and seek - mutants do not know how to open the door of the shelter booth.

It is more pleasant to observe a nuclear mushroom from afar.

It is better to destroy the labyrinth of pre-war machines in advance, along with the enemy, who is probably hiding in its wilds. One of the most unpleasant situations in the game is when a well-aimed shot from a super mutant aiming at you hits a former masterpiece of the automotive industry. The explosion, of course, will be beautiful, but this will not compensate for the overexpenditure of stimpacks for your treatment.

The most common opponents in the ruins of the city are super mutants. Greenskins rarely travel alone, more often in pairs (a lightly armed infantryman and a thug with a board in his hands) or in threes (one giant with a machine gun or rocket launcher). If you encounter a heavily armed mutant, it is better not to mutilate his limbs, but to shoot at the weapon in V.A.T.S. mode. Mutants will not pick up broken weapons and will not be able to use them against you.

Note: The best radio in these parts is the one that is turned off. Only in complete silence can you hear how the Wasteland talks about itself: the whistle of the wind, the rustle of grass, the echo of explosions, the crackle of a Geiger counter and a scattering of machine gun fire. Idyll... If only super mutants' jokes were funny...



To summarize, I would like to note that the sniper’s path is not for those who prefer difficulties. After all, following these tips, you will raise an invincible hero, who will be very comfortable to play as. For those who like to complicate life in the Capital Wasteland, I would recommend installing several modifications. We will definitely talk about them in the next issues of the magazine. Stay tuned!

This article will talk about work Nate Purkeypile(Nate Purkeypile) who is the designer game world Fallout 3. His main responsibilities include the development of main locations, lighting, as well as special sets used by the level creation department. According to Nate, the main reason he has always been a gaming fan is Fallout series, there was an opportunity to gain a unique experience from passing. Instead of forcing the player to move along a given linear path, Fallout allows you to feel free in your actions and play the role of any character. When it came time to play through Fallout 3, Purkeypile decided to see how possible it would be in new game. Even though he knew every nook and cranny of this world, the process brought him a lot of pleasure.

Edward was always good with light weapons and knew a lot about repairing them - when he lived in a shelter, he often had dreams that he would become a hero, and his father would be proud of him. Initially, he was a completely positive character, traveling through the vast expanses of the Wasteland and experiencing all its amazing manifestations. Since he did not particularly bother to help various people along the way, at one point everything did not go as well as he would have liked: one day a thrown grenade hit an innocent victim. To death. They began to call him a criminal. This upset him very much, since such statements did not really coincide with his heroic plans.

One fine day, mercenaries began to be sent after him. The time has come to use his talents and, soon, Edward has collected a whole warehouse variety of weapons, which he did not use when meeting with offenders. That's when everything went downhill. Realizing that people thought he was a scoundrel, he decided to show them what it meant to be a real creep. Edward joined the slave traders, grew a beard (in his opinion, evil people always have beards) and became a thief. No more heroism.

The more crimes he did, the more he began to enjoy it. He began to accumulate all the wealth that he found on the corpses of the people he killed. One day he made an unexpected discovery for himself... it turns out that they, people, are very tasty! He stopped eating his favorites "Sugar Bombs" and switched exclusively to nutritious human meat. This is not to say that this was necessary for his survival - rather, he did it to anger everyone else even more. However, oddly enough, from time to time he was still confused with a hero: he once stumbled upon a super mutant camp and destroyed every single one of them. The prisoners of the defeated monsters were very happy to see their savior. How were they to know that the only reason Edward killed mutants was to fill his stomach...

At the end of his journey, he was richer than he ever imagined. The wasteland was full of weapons and ammunition, which he was a pro at handling, so he didn't have to spend a penny. Edward continued to save money - more and more with each city he destroyed. The desert got what it deserved for unfairly offending him.

After his birth, Bob often drank, since his father did not stop him with a bottle of whiskey every time he cried. Bob's father was a great man who taught him how to maintain a code of honor, but his son always had a weakness for the forbidden. There were problems with alcohol in the Shelter, but when Bob got out, he no longer experienced a shortage of booze. One day, while sipping beer, he realized that drunkenness was his path to salvation. If alcohol helped him swing his hammer stronger than ever, then he was simply forced to drink all the alcohol that he encountered along the way in order to eradicate all the evil that had filled the wasteland.

Despite the fact that he always lost in battle due to his own stubbornness and reluctance to use firearms, Bob managed to survive under any circumstances. Sometimes during the next battle he felt his strength failing him. For such moments, Bob always saved a treasured bottle of beer. The intoxicating drink never let him down and, having restored his energy, Bob could continue his heroism. Slowly but surely his authority increased and his equipment improved. Since his opinion on weapons remained unchanged, he was always at a disadvantage during a fight. One day he accidentally found a wonderful warm hat. This find made him very happy, since Bob began to go bald from a young age. It was this circumstance that forced him to grow a beard. Thus, he wanted to show people that he was still a man. He left this world, spending most of his savings on hospital treatment, never becoming a truly rich man. Be that as it may, he never doubted the correctness of his path.

Stanley wasn't always a coward, but when he was ten years old, his father forced him to kill radracan(radroach). The boy did not want to do this, but his kind father locked him in the lower levels of the Vault and refused to let him out until he killed the helpless insect. Since then, Stanley decided that this would be the first and last murder of his life. No matter what the cost and no matter how others treat him, he will never touch a single living creature again. Although Stanley chose the difficult path of pacifism, he still managed to go through it to the end. In any situation, he was always ready to use his eloquence, deep knowledge of computers and, if necessary, hacking and stealth skills, as he perfectly understood that words are not always the answer.

The first truth that Stanley discovered after he entered the Wasteland was that it was full of nothingness. No matter where he went, there were always people who wanted to mock him. He could never understand what exactly motivated his offenders, but he understood something almost immediately: he was a much better runner than everyone else. If they started chasing him, he would hide behind the nearest ruins and make his escape. In a word, no one had the patience or strength to keep up with him: poor nutrition and heavy armor are bad companions during a long run. However, when Stanley didn't quite know where exactly he was running, his favorite strategy backfired.

Despite the fact that everyone around him was filled with cruelty and madness, he always solved his problems peacefully. Be that as it may, constant flight from any conflicts did not at all prevent Stanley from becoming a talented person. He was capable of breaking into any lock or computer system and sneaking anywhere undetected. With his life position, he wanted to show the inhabitants of the Wasteland that violence is not the answer. Unfortunately, no one ever listened to him. This upset him greatly and the only thing he could do was continue his endless flight.

This girl always felt like she was surrounded by nothing but cowards. They all boasted of their pistols, while she understood that they simply did not know how to fight. One day she decided it was time to show them all that a person doesn't need a gun to be a hero in the wasteland. Everyone thought she was crazy, but she still insisted on her own and left the Vault to prove the opposite.

The outside world was very hostile towards Katie and she had to deal with a considerable portion of lead in the first days of her stay outside. It was very difficult for her to find suitable equipment, since all the survivors in the desert preferred firearms to any other. The girl had to rely only on rare meetings with traders who sometimes came across her difficult path. Despite all the difficulties, she managed to achieve good results even with the most ordinary studded brass knuckles. Katie became exceptionally dexterous and strong, and her fist was as hard as iron. No one could resist her barrage of blows, not even the rabid Brahmins (well, anything can happen).

She always received many injuries during battle, but the essence of her character was that she could inflict even more injuries. Despite the fact that at first glance, going with your fists at an enemy armed with a firearm may seem like a somewhat stupid idea, for Katie nothing was impossible. One day she decided to play around with a rocket launcher... to see beautiful fireworks, nothing more. All she needed was her faithful fists. Since she never had to spend a single bullet during her travels, she soon became incredibly rich. She was able to buy everything she could possibly want, including countless amounts of stimulants and other medical supplies needed in the wasteland. Katie became a real heroine in the eyes of ordinary people, as she never refused to help them. She managed to prove to the people from the Vault that all a person needs is an iron fist and courage.

Chop was the ugliest person ever born within the walls of the Vault. Some even suspected that the little girl was a mutant, but in fact, she was simply unbearably ugly. Due to the not very friendly attitude of the people around her, Chop became a recluse and spent all her time studying energy weapons, the art of hacking and stealth. She grew up to be a very dexterous and smart girl, even despite her deformed head. When she got into the Wasteland, she was sad to discover that most people living outside preferred to use the ancient, firearms. The poor girl had to spend all her savings on rare ammunition for her favorite weapon. Everyone around her considered Chop sick, since using such technologically advanced weapons in a world in which there was not even running water seemed somewhat ridiculous. But the girl knew that the day would come when everyone who did not believe in her powers would be sprayed with her energy guns. It was only a matter of time.

She began a detailed study of her post-nuclear homeland. Gradually she managed to find good equipment and more and more vital ammunition for her. The chopper even managed to make good money from this. She decided to spend some on a new stylish hairstyle and amazing glasses. No more ugly girl with a fish face and terrible and expensive weapons - she has turned into a psychopath with the best arsenal in the entire Wasteland. Now everyone will fear and respect the name "Chop".

She became a complete recluse and, although she did not try to repay those around her for all the bad things they did, she continued to earn money and try not to bother about other people's problems. In fact, she really hated people, since no one could resist mocking her at the sight of her huge lips and small eyes. The only friend Chop had in her entire life was a teddy bear that she lost during her travels. Since then, she has set out to find all the teddy bears in the world - maybe one of them will be hers? She also loved spending time with her stuffed dog, Captain Pickles(Captain Pickles) which she bought for her home. One way or another, her way of life brought her a lot of wealth, although, be that as it may, there were not so many things that were close to her heart in the Wasteland. However, she could well afford to destroy entire squads of super mutants without much effort. Finally, she was ready to embark on her final journey - the legendary Rocopolis(Rockopolis).

It's hard to imagine a fan of the post-apocalypse genre who hasn't played or heard of Fallout 3. Codes that can change one or another aspect of the entire project are in free access, but not everyone uses them. And if they do this, they do not abuse it. What is this game about and why is it so popular? This will be discussed in the article.

Author's idea

The plot of all games in the series is based on the idea of ​​confrontation between superpowers such as the USA and the USSR, which ultimately led (in an alternative reality) to a nuclear war. The same image of the American dream is clearly visible in the form of a house with a TV, a refrigerator, Coca-Cola, roadside snack bars and Elvis Presley songs.

In reality, in the 50-60s, the United States really lived in fear of atomic war. Therefore, bomb shelters were built, significant food reserves were made, thematic films were shot, and specialized classes were held in schools to teach children how to behave in the event of a nuclear strike.

Gameplay

The highlight lies in the unique mechanics, which have become something of a calling card of Fallout 3. The beginning of the game is technically reminiscent of Skyrim: the gamer is gradually led to the need to decide what kind of character will be. It’s the same here, only in the above-mentioned RPG the hero is taken to execution, and in “Folout” the plot begins with birth: the protagonist sees his father.

The scene launches a character generation script, after which the gamer selects a gender and creates a face. Then the father removes the surgical bandage, and the similarities with the hero who was just generated are striking. A brilliant idea from the developers, thanks to which the project intrigues literally from the first seconds. It's probably safe to say that Bethesda has set the standard for how any RPG game should start.

Next comes a scene where the hero is still a child and must take a book from the shelf - the first quest in Fallout 3, upon completion of which you have to decide what kind of character the character will be: strong, dexterous, smart, and so on. The system of characteristics (S.P.E.C.I.A.L.) inherent in the game has no analogues:

  • Strength.
  • Perception.
  • Endurance.
  • Charisma (charm).
  • Intelligence.
  • Agility (dexterity).
  • Luck (luck).

The development of indicators contributes to the emergence of unique skills, as well as new branches of dialogue. Accordingly, behind this task, which consists in opening the book, lies an additional point in favor of one of the above-mentioned characteristics.

Later there is a scene with the character's birthday, which shows his stage of development, and then an exam in the Vault, which will help determine the skill. These affect various aspects of the game: from adjusting some characteristics to the ability to use weapons to greater advantage. More details will be discussed below.

Combat system

Reviews of Fallout 3 from video bloggers note the genius of the author's idea in terms of the development of combat mechanics. You can not only shoot from the hip at opponents from any weapon, but literally “savor” the moment using the system (V.A.T.S.), which allows you to select the area on the enemy’s body where the blow will be struck.

Thanks to Slow Motion technology, players were able to appreciate the colorfulness of the moment when inflicting critical damage on an enemy. The action is played out in slow motion with the camera turning (just like in “The Matrix”).

Skills

As mentioned above, skills in Fallout 3 are unique stats that affect various aspects of the game. Before choosing one, it is recommended to read the description. Points are awarded with each level in Fallout 3, so when the required number is accumulated, the protagonist has the opportunity to choose the category in which he wants to improve the character.

The skill points you receive can be increased. This may be affected by some game events, wearing armor, reading relevant books, abilities (bonus perks), as well as cheat codes. Fallout 3 offers the following development paths (see table).

Skill

Initial parameter

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

Book

Description

Code

Cold steel Strength "Grognak the Barbarian" The only skill that development of the “Strength” characteristic can lead to. Determines the degree of effectiveness of using edged weapons. It doesn’t matter whether it’s an ordinary pipe or some kind of super club assembled from pieces of rusty garbage Meleeweapons
Repair Intelligence "Electronics Fixing" Any armor will crack one day, and the gun will begin to misfire. Thanks to "Repair" it is possible to maintain ammunition in proper condition Repair
Science Intelligence "Science for everyone" Increases the general level of scientific knowledge, promotes successful computer hacking Science
Barter Charisma “A merchant from Junktown. Stories" The skill determines how profitable a purchase and sale agreement can be concluded. In other words, it gives you the opportunity to bargain with the merchant in order to reduce the price of the product you are interested in Barter
Light weapons Dexterity "Guns and Bullets" Determines the degree of damage inflicted on the enemy when using a shotgun, assault rifle, air rifle, or 10mm pistol. Smallguns
Stealth Dexterity "Combat Manual of Chinese Special Forces" Affects the ability to remain unnoticed when trying to break into someone else's house or pick pockets. In addition, an attack in stealth mode will be immediately detected as critical (action in slow motion with instant killing of the enemy) Sneak
Eloquence Charisma "Paradise Lost" and "Lies: A Primer for a Congressman" Opens up unique branches of dialogue and increases the opportunity to influence the interlocutor. A very useful skill, because in the absence of one, many secrets may remain secret, and there is a high possibility that the player will not be able to resolve the discussion in his favor, and will have to make a deal with his conscience Speech
Heavy weapons Endurance "US Army: 30 recipes for incendiary mixtures" Increases the effectiveness of working with heavy guns, which include: minigun, grenade launcher, Gatling laser machine gun, "Rocket", flamethrower or "Fat Man" Bigguns
Without weapons Endurance "Fist Fight Illustrated" Useful for fans of hand-to-hand combat. Maximum use of brass knuckles. Determines how successfully you can injure (or even kill) an opponent with your bare hands Unarmed
Perception "Modern Castles" Increases the likelihood of successfully picking a safe or door lock. It is curious that the interface of the process of using master keys is like two peas in a pod similar to Skyrim Lockpick
Explosives Perception “For cover! Get down! Allows you to successfully defuse mines, plant explosives, and also increases damage from grenades Explosives
Energy weapons Perception "Nikola Tesla and you" It is intuitively clear that having this skill will benefit fans of plasma and laser pistols and rifles (in slow motion, the moment the enemy disintegrates into atoms during a critical shot from such a gun is very epically shown) Energyweapons
Medicine Intelligence "DC Journal of Therapeutics" Allows you to increase the number of points that can be restored when using a stimulant, anti-radin and Rad-X Medicine

Reading a book increases your skill by one. There are a total of 25 copies of each tome in the game. The exception is Eloquence, which only has one volume, Paradise Lost, and 24 copies of Lies: A Congressman's Primer.

Codes in Fallout 3 are entered by pressing the ~ (tilde) key, after which the command player.setav [code from the table above] [number no more than 100] is entered. It is important not to go too far with cheating teams, otherwise the game will cease to be interesting.

Sidequests

The number of quests in Fallout 3 is impossible to count. A run through the storyline alone will cover only a third of the game and less than half of the locations. According to Fallout reviews 3 by itself, the main line of events is not very interesting without “side effects”.

After all, it is in the best traditions of RPGs to add side quests to the story so that the player can get the most complete picture of the universe.

Completing these leads to meetings with interesting Fallout 3 characters and the extraction of new types of weapons and resources. For example, south of the ruins of Fairfax, west of the Yader-Cola plant, the player can find himself in the quiet town of Andale, which attracts lonely travelers with an atmosphere of comfort, silence and the appearance of prosperity.

The population is very small. According to residents, they always have enough food and water and do not experience any problems. In addition, people take part in the elections for governor of Virginia (despite the apocalypse). The only fly in the ointment in this whole barrel of honey is old Harris, who every now and then scares away lonely travelers who accidentally come to the light.

It turns out that such friendly townspeople have been practicing cannibalism for a long time, and in the basement of one of the houses there is confirmation of this. The simplest solution is to expose the population to the righteous wrath of the Lone Traveler (especially since when darkness falls, all the residents will set out in search of the hero, and the streets will resemble Innsmouth from Call of Cthulhu).

If the player has the “Speech” skill or the “Cannibal” ability, then when meeting the residents of the town, a unique dialogue thread will be available, thanks to which you can “pass for one” in such an unfavorable environment. Remaining on friendly terms with the residents, the Lone Traveler will receive a bonus from the settlement every day - a strange meat pie.

In the absence of the above conditions, but if you have a desire to remain friends with these peculiar people, you can use with the following codes for Fallout 3:

  • player.addperk 00094EBC - get the “Cannibal” ability;
  • player.setav Speech 100 - upgrade of the Speech skill.

There are more than enough of these in Fallout 3. Each has their own story, mental anguish, experiences, each is curious in their own way, and many have their own quests with rewards. The most interesting and useful are the heroes who can become partners of the Lonely Traveler. The only problem is that they might get killed. Then you have to either look for a new one, or use the console command for Fallout 3 on PC in order to be able to receive constant support from an ally. The latter will only lose consciousness, and not die.

In Fallout 3, codes for partner immortality are entered using the setessential 1 template. The following characters can be allies (see table).

Partner

Description/Location Fallout 3

Pros and cons

id for cheat code

Dog Can be found absolutely anywhere, but most often in a landfill, where the hero saves an animal from raiders Brings cartridges, caps and a bunch of all kinds of loot, so it is extremely useful for collecting. In addition, he is not listed as a full-fledged NPC, so you can take a second partner. The dog's teeth and claws are not too good weapon, and not enough health 0006a772
Fox One of a kind super mutant with high level intelligence. Locked in Vault 87. Need good karma to take him with you An excellent partner in terms of combat with any enemies except Deathclaws. Due to its height, it often gets stuck in openings of small rooms. 0003d34e
Butch The Lone Traveler's "childhood friend", the bully, was the ringleader and proud leader of the Tunnel Snakes. You can meet him in Rivet City. Will become a partner only if the hero’s karma is neutral and only if his mother’s life was saved at the beginning of the game The only advantage is endless ammo and the ability to change the hero's hairstyle. The negative side is that he is not very durable, and even with accuracy big problems, so it’s easier not to hire at all 00027f65
Sergeant RL-3 A robot butler that can be hired for 1000 Nuka Cola Caps at the Rob-Co Factory. Requires neutral karma A definite advantage is the ability to notice the enemy at a great distance and choose the weapon necessary for battle. The downside is that the robot often gets stuck in doors 9426e
Clover Slave in a pink dress from Paradise Falls. Hiring is possible with negative karma (otherwise they will not be allowed into the human trafficking area) for 2000 caps Masterful in fistfights, but can't carry too much stuff. 000156a2
Charon A ghoul who can be acquired as a partner in the Dungeon for 1000 caps at any karma level. You can also get it for completing a quest from its owner An excellent partner, armed with a shotgun. An ideal fighter for clearing rooms. Bad at long distances 000156f6
Paladin Cross An extremely valuable character from the Brotherhood of Steel. In order for the young lady to join, the player must have high karma and the story quest for which the Lone Traveler came to the Citadel He is excellent at wielding heavy weapons and wears them, which is good news. Extremely suspicious - can leave the main character if he accidentally offends a positive character. That’s why even the code for immortality causes extra trouble in the game 000156e5
Jericho The tramp and the road warrior. He agrees to cooperate only with negative karma, since he himself is a former raider. Prefers not to deal with purists. Works as a security guard at Megaton He is very useful in open areas as a sniper, so indoors it is better to give him a melee weapon (or at least a shotgun). Otherwise he will die quickly 00000a71

All kinds of weapons

Fallout 3 has more than enough of this stuff. The developers have made sure that RPG fans have a variety of means of defense and attack when exploring the wasteland: knives, pistols, brass knuckles, flamethrowers, bombs and much more.

For example, the official add-on introduced such a thing as the Tesla Gun into the game. And the Mothership Zeta DLC includes a number of light and heavy weapons, as well as a cryomine and a cryogrenade.

Unofficial fan communities are also not sitting still. Such “goodies” have been released as mods called “Made in China” and “Made in America”, adding many guns from these countries.

For fans of the S.T.A.L.K.E.R. game series. You will like the modification that adds the attributes of the specified universe to the game. And fans of large-scale destruction and powerful explosions will love this weapon mod for Fallout 3, like Grenade Launcher Functional. Adds a powerful grenade launcher.

Minor incidents

Fallout 3 in Russian looks quite canonical: good voice acting and well-translated text. The version is called Game of The Year Edition. Only purely visual inconsistencies and bugs arise when installing mods and DLC that have not been Russified.

Such errors in Fallout 3 look like “mixed” dialogues with English and Russian phrases or lack of sound when communicating with NPCs.

There are two ways to solve this problem:

  • look for a more or less suitable cracker on your own;
  • use only English versions.

The game gained cult status not only due to its idea and unique gameplay. The project contains many references to other elements popular culture: films, books, etc.

IN Fallout add-on 3: Operation Anchorage, a photographer can be found taking a photo of three soldiers, hoping that his photograph will one day be used as a monument. The monument can be found in the original version of the game near the swamp lair.

There are also the ruins of the Bethesda office in the southeast of the map. And not far from the Greener Pastures landfill you can find a crashed flying saucer. There also lies the corpse of an alien in a spacesuit, and next to it is a blaster with cartridges - which will be useful in the game.

In one of Megaton's houses there is a safe, the code for which (15-16-23-42) is a reference to the television series LOST. You can find out this combination after a dialogue with Meggie and receiving the “Eternal Child” ability.

There is a Gallows soldier in the Brotherhood of Steel Citadel. Nobody knows his name, and everyone is trying to find him out in one way or another - a reference to the film Saving Private Ryan. And the image of the city in the Fallout 3: The Pitt add-on is reminiscent of that in “Land of the Dead” by George Romero.

When the Lone Traveler finds himself in the village of Arefu, it is difficult to ignore the local misfortune - the murder of local residents. Next Fallout quest 3 to find the missing boy will lead to the Meresti metro station. This is the name of a cave in Transylvania. A vampire will be discovered at the station, and the plot twist itself is a reference to the legend of Dracula.

Conclusion

The post-apocalypse genre has always attracted attention with its unique atmosphere of desolation, doom and, oddly enough, a flavor of hope for the best.

The romance of post-war ruins, dusty rusty skies, as well as hidden bomb shelters hiding the secrets of a dark past and recipes for building at least some bright future excites more than a dozen minds every day.

It is with these thoughts that gamers plunge into this very interesting universe. Fallout 3 is not just a game, it is the author's gift to all of humanity, telling about what shape another piece of land will take in the event of a nuclear war.

If you think further and compare the pieces of the apocalyptic mosaic in the minds of post-apocalypse fans, you can see post-nuclear Moscow in the Metro 2033 projects, as well as the well-known Exclusion Zone in the games of the S.T.A.L.K.E.R. series.

These creations, of course, have little correlation with each other, but discs with such creations are definitely included in the collections of gamers. It's all due to the same atmosphere of the apocalypse: ruins, dangerous mutants, futuristic (and not so futuristic) weapons, the spirit of doom, philosophy and the irresistible desire of man to survive. At any cost.

Let there be more such projects, and let such ideas remain only in games, books and comics.

Fox is a victim of scientific experiments in Vault 87, does not remember anything from his life. You will meet him as you move along storylines, after you free it, you can take it if you have good karma.

Good: Takes out almost any enemy except Behemoths and Deathclaws in terms of strength best partner in the game, armed with a Gatling laser with infinite ammunition.

Bad: Fox is too huge for small spaces, often blocking passages with his body.

ATTENTION!

To make Fox immortal, enter in the console: setessential 0003d34e 1, then she will simply lose consciousness.

2. Dogmeat/Dogmeat

The Dog can be saved from the raiders at the landfill, and if this is not done, then the Dog can meet you anywhere in the Wasteland.

Good: The Dog can bring you ammo, medicine and chemicals, as well as various junk and caps, which makes him an indispensable assistant in raids on monsters. He will also follow you regardless of whether you have another partner or not. In the Broken Steel add-on, you can take a perk that, after the death of Dogmeet, will respawn exactly the same one at the entrance of Vault 101.

Bad: The Dog's Teeth are not a very good weapon. Yes, and his health can only be viewed in V.A.T.S. mode, because... The dog is one of a kind and is not listed as a full-fledged NPC.

Code for the immortality of the Dog - setessential 0006a772 1

3. Butch DeLoria/Butch DeLoria

Imagine, that same bully from his native Vault 101 also secretly escaped from it, and is now ending up in Rivet-City. But there are just a few nuances when joining: Butch will go with a character ONLY with neutral karma (he will not react to further changes), and ONLY if you save the life of his mother in that very Vault.

Good: As a bonus, Butch can change your hairstyle, so his profession, determined back in the Vault, will not be in vain;)

The Bad: Butch isn't exactly durable and misses often, but he makes up for it with endless ammo.

Immortality code: setessential 00027f65 1

4. Jericho/Jericho

Jericho is a road warrior with a vague past that isn't talked about too much. And he is also a smoker, so he won’t refuse a couple of packs of cigarettes. Joins characters with negative karma ONLY, and if you want to become positive character, Jericho will leave you, because “I haven’t had anything to do with good people for a long time.”

Good: Jericho is a professional sniper, he is more effective in open spaces.

Bad: Indoors, if you forget to give him a normal weapon like a shotgun or a machine gun, be it Chinese or ordinary, then he will die first of the two of you.

Immortality code: setessential 00000a71 1

5. Clover/Clover

A gunslave slave sitting and waiting for you in Paradise Falls for the modest price of 2000 caps (damn, a little expensive). Accordingly, you need negative karma, otherwise you simply will not be allowed to visit the slave traders, but if you want to increase the level of karma, Clover will not react in any way (which is understandable, especially in her position).

Good: Clover is a master of hand-to-hand combat and light weapons.

Bad: Slaves don't carry much with them, and the girl's appearance leaves much to be desired.

Immortality code: setessential 000156a2 1

6. Charon/Charon

Charon is a ghoul, but that doesn't matter when you see him blowing up super mutants' heads with his combat shotgun while still trying to shout something at them. You can purchase it in the Dungeon for 2000 caps or for 1000 caps if the barter skill exceeds 50, or you can get it for free if you complete the quest from the owner Charon. His favorite weapon is a combat shotgun, which by default does not require ammunition (but once it gets into your hands, it will become ordinary). The ghoul will join you at any karma level.

Good: When clearing rooms, Charon is almost the best partner in the game; in the Broken Steel add-on in the Jefferson Memorial, you can safely send him to press the switch, but in the original Fallout 3 he will refuse you.

Bad: Charon often misses at long distances, and his muzzle does not evoke positive emotions.

Immortality code: setessential 000156f6 1

7. Sergeant RL-3/Sergeant RL-3

This robot, no different in appearance from robot butlers, can easily fry or incinerate anyone, be it a ghoul or some kind of swamp. You can buy it from Joe in the RobCO factory area for 1000 caps, but only if your karma is neutral.

Good: The RL-3 can automatically switch from laser to flamethrower simply by assessing enemy proximity. He is also the first to notice the enemy even from behind walls, because... His stamina is solid.

Bad: The Sergeant blocks the passage with his tentacles and is sometimes very blunt. Also, sometimes his military habits begin to bother him.

Immortality code: setessential 9426e 1

8. Star Paladin Cross/Paladin Cross

Paladin of the Brotherhood of Steel with very high ideas of good. For her to join you, you need to do two things: 1. By story quest come to the Brotherhood of Steel Citadel; 2. Earn high enough karma, otherwise it will advise you to become famous good deeds. The complete opposite of Clover from Paradise Falls.

Good: Cross is initially dressed in power armor, which is good news. Excellent use of heavy guns.

Bad: Cross can just up and leave, even if you accidentally hit a good character with a bullet.


Immortality code:setessential 000156e5 1


Thanks for reading my tutorial :)

"Fallout 3" is the third installment in the series of post-apocalyptic games - "Follaut" from Bethesda Game Studios, released in 2008.

"Fallout 3" - a hot RPG/ACTION game, created as a continuation of the general "Fallout" line, has become one of the masterpieces in history computer games, winning the love and respect of millions of gamers around the world.

The game takes place 36 years after the events of the second part of "Fallout", in 2277 new era, in a world making futile attempts to recover from the nuclear war of 2077, which destroyed almost all life on the planet.

The main character of "Fallout 3" is a teenager from shelter 101 for the first time in his life, by the will of fate, who finds himself in the capital wasteland in search of his father, who left the shelter earlier.

During his travels, our hero will have to cooperate or quarrel with many factions inhabiting the Capital Wasteland.

Fallout 3 factions:

  • Brotherhood of Steel;
  • Outcasts of the Brotherhood;
  • Enclave;
  • Project cleanliness;
  • Kogot Company;
  • Children of Atom;
  • Drevens;
  • Reilly's Rangers;
  • Railway;
  • Regulators;
  • Slavers;
  • Dungeon Ghouls;
  • Tunnel Snakes;
  • Remains of the Chinese army;
  • Raiders;
  • Family.

Cheats for the game "Fallout 3"

Cheats are console commands for "Fallout 3" called by pressing the "~" key.

Main parameters:

  • player.setlevel- set the player level;
  • tgm- immortality, endless ammo;
  • player.additem 0000000F - set required quantity Nuka Cola caps;
  • setspecialpoints- set special parameters;
  • settagskills - add skill points;
  • tmm1- open all markers on the map;
  • rewardKarma- set the required level of karma

Rare weapons in "Follaut 3"

"Eugene"(minigun with increased damage by 50%) - it can be obtained after successfully completing the quest "Reilly's Rangers".

Experimental Multiple Charge Nuclear Grenade Launcher - located in the arsenal, at the base national guard. It is necessary to first collect the entire Keller family archive, consisting of five records.

"Terrible" shotgun (increased damage) - located in the Evergreen Mills bazaar from the character Smile Jack.

Revolver "Blackhawk" - to get it, you need to bring notes to Agatha after completing the quest “Agatha’s Song”.

"Softener" (sledgehammer with 50% increased damage) - Anchorage Memorial, utility room. This weapon is associated with one of the unmarked quests in the game - "Cache at the Anchorage Memorial".

"Gunshot"(alien blaster capable of setting a target on fire) - can only be available randomly.

Tiny Killer Knife (knife) - becomes available only during the completion of the Tranquility Lane quest.

"Narcosis"(hunting rifle with increased damage) - it can be found in the Republic of Dave, in a locked safe. The safe can only be opened with Dave's special key.

"Bloodsucker" (combat knife with a 50% bonus to damage to limbs) - can be found from one of the raiders in the hut, which is located on the eastern side of the ruins of Bethesda.

"Bone Crusher " (sawed-off shotgun with increased damage) - it is located in Gerdershade with a character named Ronald Laren.

"Vampire Fang" (chinese sword with reduced weight and high attack speed) - located in Vance's office at the Meresti metro station.

"Blackboard" (board with nails, increased damage and durability) - can be found in an abandoned shack in the village of Clifftop.

Toothpick Butch (switchblade with double damage) - can be obtained from Butch during the quest "Trouble on the Home Front".

"The Hall"(cue with 4 times increased durability) - found in Paradise Falls on the billiard table.

"Ant's Sting" (knife, when hit, deals an additional 4 units of damage every 10 seconds) - can be obtained if you complete the quest “Inhuman Gambit” in favor of NeMirmiki.

"Trucker's Friend" (mount with high damage) - the weapon is located in the Canterberry community, in Dominic's garage and a machete.

"Plunkett's Argument" (studded brass knuckles with an increased chance of causing critical damage) - if you have the “lawyer” ability, it can be found in the Arlington house, in the cemetery of the same name.

"Jack"(improved version of the ripper) - after completing the quest "Water of Life", in the hideout of the death claws.

"Smuggler's Storm" (pre-war laser gun) - in the safe of Elder Lyons in the Citadel.

"Granato-Honey" (unique grenade launcher) - Fort Independence armory

"Protectron's Gaze" (laser pistol, shoots 5 beams instead of one) - one of the reward options for the quest "Inhuman Gambit". The Mechanist gives it in exchange for the NeMirmiki armor.

"Occam's Razor" (combat knife with increased durability and damage) - can be obtained by killing the leader of the Talon company mercenaries, Jabsko in Fort Bannister.

Rare clothing and armor in "Fallout 3"

Modified work overalls (adds 10 units to radiation resistance, 5 to repair and one unit to luck) - this jumpsuit is given by the caretaker of shelter 101 as a reward at the last stage of the quest “Problems on the Home Front”.

Dad's overalls (no different from work overalls, increases hacking and repair skills by 5 units, and weighs 20 times more than usual) - can be obtained during the quest "Water of Life", after the death of James, if his body lies near the door.

Tunnel Snake outfit (+4 units to damage resistance and another 5 units to the melee weapon skill) - it can be obtained from Butch as a reward for saving his mother during the “Escape” quest.

Asylum jumpsuit 77 - a jumpsuit that previously belonged to the only resident of shelter 77. You can find it in Paradise Falls in the barracks.

Surgeon lab coat (Essentially an ordinary robe. Medicine: +10 Science: +5, greatly increased cost) - can be obtained by killing a surgeon at the Red Racer factory.

Asylum armored overalls 101 (slightly modified shelter 101 jumpsuit. Energy weapons and light weapons +5). You can receive it as a gift from Moira, in the “Shop on the Crater”, by telling her about life in the shelter.

Maple power armor (Increases strength, heavy weapons, gives additional radiation resistance, but at the same time reduces agility) - can be obtained for completing the Oasis quest, accelerating Harold's growth.

Medical prototype power armor (Increases radiation resistance by 25 percent, but reduces agility by 1) - can be picked up from a dead novice in the Old Olney sewers.

Ornamented Power Armor (fundamentally different from the standard T-45d power armor, not only appearance but also characteristics) - you can get it by collecting a hundred steel ingots in "Pete" for the quest "Steel for the Factory"

Ashura Power Armor (Decorated power armor. Adds luck, charisma, strength and radiation resistance, but reduces agility) - you can get it for the task through free labor, or from the corpse of Ashur himself.

T-51b Insulated Power Armor (adds 25 units to radiation resistance, plus it practically does not wear out) - to get this armor you need to complete the quest “Operation Anchorage”.

Insulated power helmet T-51b (except for the fact that it has increased wear resistance and almost does not need repairs, it is no different from the usual T-51-b power helmet) - only after completing “Operation Anchorage”, along with insulated power armor.

Screw Combat Armor (an improved version of the claw combat armor in all respects, plus adds 10 units each to heavy weapons and action points) - can only be obtained after receiving the unmarked quest “The Grieving Groom” by removing it from the Screw in the Maisons-Beauregard hotel.

Winter medical armor(increases medicine by 10 points) - during the quest “Among the Stars”, in the cryology laboratory.

"Kozhanka"(an improved version of the armor of raider-saboteurs, increases charisma) - obtained in exchange for seven dozen steel ingots in Pitt.

Bomber armor (has greater resistance to damage and an increased safety margin, adds ten units of heavy armor and explosives) - in Pitt for 60 steel ingots, quest “Steel for the Factory”.

Master's Metal Armor (a mixture of sadistic raider armor and metal armor, adds 10 points each to the skills: unarmed and energy weapons, reduces agility by 1 unit, but has increased damage resistance) - can be obtained during the quest "Steel for the Factory", in exchange for 40 steel ingots.

Traveler's Leather Armor (except for the additional 10 units to the light weapon skill, it is no different from the usual leather armor) - can be obtained by killing a raider named Traveler, who can be found in a small camp just east of Roosevelt Academy.

Composite Scout Armor (has increased price and wear resistance) - can only be obtained using a console command.

Chinese stealth armor (gives 15 units to stealth; if you switch to stealth mode, the stealth combat function is activated, that is, the hero becomes invisible while he is in it) - armor can only be taken after completing the mission “Operation: Anchorage”.

Samurai armor, samurai helmet (armor adds 10 points to the melee weapon skill and 10 points to melee weapon damage) - the armor and helmet belong to Toshiro Kago, a samurai who is on the alien ship. It can be taken if he is killed during the quest "This Galaxy Isn't That Big", you can kill him yourself.

Protective suit (adds five points to medicine and 30 points to radiation resistance) - it can be obtained from Moira during the quest “Wasteland Survival Guide”, after completing the chapter on injuries.

Lesko lab coat (radiation resistance increased by 20 units and ten points added to science) - can be obtained while completing the quest “They” from Dr. Lesko, but only if, before killing the guardian ants, the hero convinces the doctor that one hundred Without a serious incentive, he won't go anywhere.

Lab coat (increased resistance to damage and plus 5 units to science) - with the enclave doctor at Adams Air Force Base, located on the launch platform of the mobile base.

Redhead's overalls and bandana (the overalls increase the light weapons skill by 5 units, and the bandana increases perception by one) - through the equipment exchange menu at the first meeting, if you offer her a weapon exchange.

Linden Hoodie (adds one unit each to agility and perception. The “tree gaze” effect appears in the pip-boy) - can be obtained after completing the quest “Oasis”, if you pour juice on Harold’s heart, thereby slowing down its growth.

Pajamas "Night Vigil" (adds one point each to stamina and charisma) - during the quest “The Grieving Groom”, on Screw’s body you will find a key that unlocks the suitcase located on the billiard table, where these pajamas lie.

Undertaker Jones costume and hat (the hat adds one to charisma, the suit also increases charisma and plus two points to light weapons, they can only be repaired from merchants, since the suit and hat are one of a kind) - the suit belongs to the leader of the slave traders in Paradise Falls, it can only be obtained killing him.

Tenpenny costume (plus two points to light weapons and one to charisma, can only be repaired from merchants) - can be obtained by killing the owner of Tenpenny Tower, Alistair Tenpenny.

NeMirmiki costume and helmet (adds one point to Agility, but reduces Charisma) - during the quest "Inhuman Gambit", if you kill NeMirmika or convince her that she was wrong.

Mechanist Costume and Helmet (reduces charisma by one, but adds stamina) - by killing the Mechanist, persuading him or making a substitution during the quest "Inhuman Gambit".

Vance's Cloak(adds one to perception and charisma, plus 10 units to light weapons) - can be obtained by killing Vance or using reverse theft.

Sheriff Paulson's suit and hat (a hat gives plus one point to perception, a suit increases charisma and adds 5 units to eloquence and ten to light weapons) - from Paulson, one of the prisoners on spaceship, if he dies or through reverse theft.

Handyman Clothes (adds one unit each to strength, endurance and agility) - during the quest “Harmful Working Conditions” for ten steel ingots.

Lilac Hood (increases agility and adds ten units to stealth) - it is given by the seer Lilac if you complete the task “Oasis” on the side of Lipa’s mother.

Location of bobbleheads in "Fallout 3"

Baby dolls - additional bonuses to skills and basic characteristics - SPECIAL parameters hero in "Fallout 3".

Baby dolls responsible for SPECIAL parameters:

  • Bobblehead "Strength"- Megaton. Sheriff Lucas Simms' home. If Megaton is destroyed, it will be impossible to take it;
  • Bobblehead "Dexterity" - In the office at the Greener Pastures landfill;
  • Bobblehead "Luck"- In the basement of the Arlington house in Arlington Cemetery - north;
  • Bobblehead "Endurance" - In the hideout of the deathclaws;
  • Bobblehead "Intelligence" - Science laboratory Rivet - City;
  • Bobblehead "Charisma" - Cloning laboratory of shelter 108;
  • Bobblehead "Perception" - At the Dave Museum, in the Republic of Dave.

Bobbleheads responsible for skills:

  • Bobblehead "No weapons" - Rokopolis;
  • Baby doll "Barter" - At the Evergreen Mills Bazaar;
  • Bobblehead "Eloquence" - In Undertaker Jones' lair in Paradise Falls;
  • Bobblehead "Hacking"- Ruins of Bethesda, in the eastern office;
  • Bobblehead "Science"- in the living rooms of shelter 106;
  • Bobblehead "Stealth" - In the Yao-Gai tunnels in the lair;
  • Baby doll "Light weapons" - National Guard Base;
  • Bobblehead "Repair" - in the house of Evan King in Arefu;
  • Bobblehead "Cold weapon" - Poisoned Dungeons Dunwich - building;
  • Baby doll "Medicine" - shelter 101. It is not possible to get it after leaving the shelter;
  • Bobblehead "Explosives" - At the broadcast station WKML;
  • Bobblehead "Heavy weapons" - Fort Constantine - the residence of the command;
  • Bobblehead "Energy weapon" - Raven rock. After leaving this location, it will become impossible to pick it up.

Location of shelters in "Follaut 3"

Shelters- underground fortified complexes created by the Volt-Tech company to protect the population during a nuclear war and its consequences.

There are only 6 available shelters in "Follaut 3":

Vault 101- the birthplace of our hero.

A shelter created based on virtual reality.

Experiments on cloning people, or rather one single person - Harry.

A vault filled with hallucinogenic gas.

Experiments on humans to create super soldiers using low frequency noise.

Home of super mutants.

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