Fallout 3 where to start playing. Passage tips for beginners

First of all, download the following skills: “Melee”, “Medicine”, “Stealth”.

Medicine - with a high skill value, stimpaks heal more strongly, and chemistry lasts longer - it is necessary to download it because you will receive a lot of damage with your fists by flying into enemies.

Melee weapons - the higher the skill value, the more damage melee weapons produce - upgrade first.
Take from the perks: “Baseball Player”, “Diamond Skeleton”, “Accelerated Metabolism”.

Perks
Accelerated metabolism - stimpaks restore 20% more health.

Diamond Skeleton - Your limbs take 50% less damage.

Baseball player - melee weapon skill increases by 5. Take all three ranks!!!

It is also worth setting Luck to the highest value - crits will fall out very often, and "Endurance", "Dexterity" and "Strength" to 8.

You should also look for a few things:



Stamina Bobblehead – Deathclaw Lair.(Stamina +1)
Medicine Bobblehead - Vault 101. Stands on my father's desk. (Medicine +10)
Stealth Bobblehead – In the Yao-Gai tunnels, in the Yao-Gai Lair. (Stealth +10)
Edged Weapon Bobblehead – Dunwich Building. Poisoned Dungeons (Melee +10)
Best weapon:
"Shish kebab"
"Qinwei's Electric Sword"

Stormtrooper (Light Weapon)

Upgrade skills first: “Light weapons”, “Repair”

Light Weapons - Assault, means he uses traditional firearms. The higher the skill, the greater the firearm damage.

Repair - the weapon will often break down, it will have to be repaired, the higher the skill, the better you can repair it

Perks:
From the perks we take: “Massive Fire”, “Commando”, “Accuracy”, “Freeloader”, “Critical Damage”.
Critical damage - a critical hit deals 50% more damage.
Massive fire - in V.A.T.S. With each new shot in the same places, accuracy increases.
Accuracy - probability of landing a crit. damage increases, which is equivalent to an additional 5 Luck points.

Also set “Perception” and “Luck” to 8
Among the armor, any is suitable, except for light ones with a small SU

Perception Bobblehead - Dave's Republic. At Dave's Museum. (Perception +1)
Good Luck Bobblehead - Arlington Cemetery North. Arlington House (Right as you go down to the basement). (Luck+1)
Agility Bobblehead - Greener Pastures Junkyard. Office. (Dexterity +1)

Best weapon:
SC "Guanlong"
10mm PP "Ultra" Sydney

Reduce only Strength and Endurance to 4, and increase everything else to 6 - 7, as you wish.

You need to develop Stealth (greater chance of causing critical damage)
Eloquence (for better completion of quests) optional.
Science, Repair (everything for hacking).

Commando (increases the damage of two-handed weapons).
Accuracy, Sniper, Critical Damage, Massive Fire (same as Commando).
Thief, Gun Fanatic, Silent Run at will.
Sometimes we do intense training.

Best Weapon:
10mm PP "Ultra" Sydney
Rifle "Victoria"
Gauss gun

Armor:
Chinese stealth suit: +15 to stealth and +20 to stealth while sitting

Laser weapons


Endurance" and "Strength" should be set to 10 with dolls.

Power Bobblehead - In Megaton. House of Lucas Sims.(Strength +1)
Good Luck Bobblehead - Arlington Cemetery North. Arlington House (Right as you go down to the basement). (Luck+1)
Perception Bobblehead - Dave's Republic. At Dave's Museum. (Perception +1).
Stamina Bobblehead – Lair of the Deathclaws. (Stamina +1).

Perks:
"Cyborg", "Freeloader", "Treasure Hunter"

Freeloader - in boxes with ammo you will find much more ammo than without the perk.
Treasure hunter - you will find much more caps than without the perk.
Cyborg - energy weapon +25, chemical and radiation resistance by 15%

Skills: "Energy weapons", "Repair"

Repair - the weapon will often break down and will have to be repaired; the higher the skill, the better you can repair it.
Energy weapons - the higher the skill value, the higher the damage the energy weapon produces

Best weapon:
Gauss rifle
Tesla gun
Atomic spray

Armor:
T-51b Insulated Power Armor
T-51b power armor
Ashura Power Armor

A very expensive leveling style, it requires a lot of caps (That’s why the “Treasure Hunter” perk is for) for cartridges, repairs and the energy weapon itself, because This rarely happens in the Wasteland. Set “Endurance” and “Strength” to 10, because you will have to wear power armor - it looks beautiful with energy weapons and power armor gives bonuses to energy weapons

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 What 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 is 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 will be able to change the basic characteristics of the 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 “light weapons” and “stealth” skills. 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.

Force. 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.

It 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.

The science And Breaking. 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 critical strike chance. 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 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 power armor seemed to be the height of perfection. 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, the best armor is not the one that protects better, but the one that combines a high degree of protection and useful 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 the Operation Anchorage add-on, don’t forget to grab Chinese stealth armor from the shelf in the bunker (defense 28, weight 20, effects: +15 stealth, stealth mode), it protects well, makes you invisible in stealth mode and can be repaired using conventional 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 ranger 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. Despite the fact that Fallout 3 remains a 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.

The best view of the Wasteland is from 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 an enclosed space, 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.

On a 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 a distance.

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 on 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.

On a 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 with us!

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 is 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 will be able to change the basic characteristics of the 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 “light weapons” and “stealth” skills. 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.

    Force. 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.

It 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.

The science And Breaking. 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 critical strike chance. 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 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 power armor seemed to be the height of perfection. 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, the best armor is not the one that protects better, but the one that combines a high degree of protection and useful 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 the Operation Anchorage add-on, don’t forget to grab Chinese stealth armor from the shelf in the bunker (defense 28, weight 20, effects: +15 stealth, stealth mode), it protects well, makes you invisible in stealth mode and can be repaired using conventional 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 ranger 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. Despite the fact that Fallout 3 remains a 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.

The best view of the Wasteland is from 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 an enclosed space, 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.

On a 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 a distance.

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 on 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.

On a 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 with us!

The values ​​of a character's skills in Fallout 3 are determined by the values ​​of the main attributes according to the formula (more details):

Skill = 2 + (Control Attribute * 2) + Luck / 2 (rounded up)

During training, you will choose three skills and add 15 units (prize) to each of them, subsequently you will be able to improve any skills by distributing points when moving to new levels, in addition, there are the following options:

  • to continuously increase your skills:
    • 10 bobbleheads, giving +10 to each skill, and 10 bobbleheads, increasing each of the S.P.E.C.I.A.L. attributes by +1. (where to look for baby dolls),
    • skill books (about 25 of each title),
    • increasing attributes using the Intense Training perk, as well as the quest perks Ant Might or Ant Sight,
    • gift of a Willow twig (Oasis quest) - bear amulet, + 10 to eloquence.
  • to temporarily increase skills:
    • while the character is equipping special items and armor, as well as having certain items in the inventory that increase attributes (Dynamite’s lucky billiard ball),
    • for the duration of the effects of alcoholic beverages and chemicals.

Leveling up all your skills to 100 is not that difficult, since you only need to develop them up to 40, and the rest can be obtained using skill books (+50 ideally) and bobbleheads (+10). You can also take advantage of the glitch with the boss raider respawning every 73 game hours in the eastern office of the ruins of Bethesda (the book "US Army: 30 Recipes for Lighting Mixtures") and the entomological scientist in the Shalebridge Tunnels (the book "Science for Everyone").

Barter
  • Educational book - "Tales of a Junktown Jerky Vendor".

The amount of barter affects the cost at which your hero can buy or sell items. The point of leveling up this skill is questionable, since there inevitably comes a moment in the game when there is simply nowhere to put the caps; it can be useful for weak characters who are not able to carry a lot of loot, as well as at the beginning of the game, during a clear shortage of cash.

Items that increase barter:

  • Roving Trader Outfit +5,
  • Roving Trader Hat +5,
  • Button's Wig +5.

The cap amounts for which an item can be sold/purchased are determined by its base cost (STV, displayed at the bottom of the Pip-Boy 3000 screen when viewing the selected item) and the value of the barter skill according to the following formulas:

Selling value of the item = (0.45 + Barter x 0.0045) x hundred x modifier
Purchase cost of the item = (1.55 - Barter x 0.0045) x hundred x modifier

The modifier is typically 1, but can be increased or decreased in 10% increments. For example, if Gob likes you, he will pay 1.2 times more for goods and sell them 0.8 times cheaper.

Note: The barter skill does not affect the cost of repairing items from merchants.

Note: Successfully completing part of Moira Brown's quest on the history of Rivet City will provide your hero with an additional 10% discount from the merchants of this settlement.

Heavy weapons (Big Guns)
  • Training book - "US Army: 30 Handy Flamethrower Recipes".

This skill determines the effectiveness of your character's use of heavy weapons (accuracy and damage caused), such as: "Fat Man", Gatling Laser, Grenade Launcher, Minigun, Flamethrower, Rocket (homemade). Heavy weapons are very rare at early levels, and ammunition for them is rarely found at all (with the exception of 5mm rounds for miniguns), so at first it will be easiest to purchase a racket pattern from Moira Brown in Megaton and shoot at enemies with various rubbish, you can also advance along the main quest line and grab "Fat Man" near the Galaxy News radio building.

Items that give an increase to heavy weapons:

  • Linden's Outcast Power Armor +5.
Energy weapons
  • Educational book - "Nikola Tesla and You" (Nikola Tesla and You).

This skill determines the effectiveness of your character's use of energy weapons (accuracy and damage caused), such as: laser and plasma pistols, rifles, Alien Blaster, Firelance, Mesmetron, Gauss rifle (from the official add-on) Operation: Anchorage), etc. These weapons are generally more accurate and durable compared to regular ones. There are no problems finding laser pistols (and ammunition for them) even at the initial levels, but plasma weapons will begin to appear in abundance among Enclave soldiers as the main quest line progresses.

Items that give an increase to energy weapons:

  • Enclave Officer Hat +5,
  • Enclave Officer Uniform +5,
  • Tesla Armor +10.
Explosives
  • The control attribute is Perception.
  • Educational book - "Take cover! Get down!" (Duck and Cover!).

The magnitude of this skill determines the damage your character inflicts on all types of mines and grenades, the range and accuracy of a grenade throw, as well as how close the character can get to an enemy mine and disarm it with the action button (E or another one you set in the game settings), before it explodes. There are fun features: grenades and mines can be planted in opponents' pants in stealth mode; a thrown grenade can be shot in V.A.T.S mode. in flight or directly in the enemy's hand, so that it does not harm your hero. Disarming exploding traps requires a certain skill value:

  • 30 - suspended bunches of grenades,
  • 45 - traps on computers,
  • 60 - carriages filled with explosives.

In addition, to defuse an atomic bomb in Megaton (quest "The Power of the Atom") you need an explosives skill of at least 25, and to be able to remove the collar from a slave, you need to be a very experienced sapper.

Items that increase explosives skill:

  • Raider Blastmaster Helmet +5,
  • Welder's Mask +5,
Hacking (Lockpick)
  • The control attribute is Perception.
  • Educational book - "Modern Castles" (Tumblers Today).

This skill determines which locks on doors, chests and drawers your character can open without a key - very simple (0-24%), simple (25%-49%), average (50-74%), difficult (75%-99). %) or very complex (100%). Since there are a lot of closed doors in the game, it’s worth upgrading this skill at least out of curiosity.

Hacking is implemented in the form of a mini-game: you need to turn the lock with a screwdriver (keys W, A, S, D) and at the same time turn the pin with the mouse. The more the pin is in the correct position, the more the lock will turn when pressed with a screwdriver before the pin breaks. You can also try to break the lock by force (the probability of a successful outcome depends on the size of the break), but if this does not work, the lock will be damaged and can only be opened with a key.

Items that increase hacking skill:

Medicine
  • The educational book is the D.C. Journal of Internal Medicine.

The value of the medicine skill determines the number of health points restored by the character when using stimulants, as well as the effectiveness of rad-X and anti-rad (with skill 100: stimulant = 90 health points, rad-X = 75% radiation resistance, anti-rad = -150 rad. ).

This skill can only be useful at early levels, because... will save caps on stimulants. Some characters (for example, Doc Church from Megaton) can tell something interesting to a medical colleague, and a certain amount of skill may also be required when completing quests:

  • from 30 - to conduct an examination in the quest "Ties of Blood" (optional),
  • from 40 - to save Dynamite in the Big City and receive Lucky Ball 8 as gratitude,
  • from 60 - to wake up Reilly in the Cutting Room, which is in the Dungeon under the Historical Museum (there are other options).

Items that increase medicine skill:

  • Wasteland Doctor Fatigues +5,
  • Wasteland Surgeon Outfit +5,
  • The Surgeon's Lab Coat +10.
Melee weapons
  • The controlling attribute is Strength.
  • Educational book - "Grognak the Barbarian" (Grognak the Barbarian).

This skill determines the effectiveness of your character's use of melee weapons (damage caused), such as: various knives, sledgehammers, Chinese officer's swords, police batons, lead pipes, baseball bats, shish-kebabs, etc. Melee weapons can be used in V.A.T.S. mode, however they cannot attack any specific part of the enemy’s body, only the whole.

When choosing a melee weapon, you should not focus too much on the amount of damage, since a light weapon (a combat knife, for example) can deal more blows in the same time than a heavy weapon (a sledgehammer, for example). For this reason, the shish kebab is considered the best in this class, which in combination with the Pyromaniac perk becomes even more dangerous.

Items that give an increase to the melee weapon skill:

  • Tunnel Snake Outfit +5,
  • Kid's Baseball Cap +5,
  • Takoma Park Little Leaguer Cap +5.
Repair
  • The control attribute is Intelligence.
  • Educational book - "Repairing Electronics" (Dean's Electronics).

This skill allows your character to keep armor and weapons in good condition, in addition, the greater its value, the better the initial condition of any homemade weapon. You can repair things in the Pip-Boy menu by highlighting the item and selecting Repair (R), if there is a similar item that will be disassembled for parts. In this case, the item being disassembled is completely destroyed, and the degree of restoration of the item being repaired is determined by the value of the skill.

Repairing is a very necessary skill, since the condition of the item determines how well it works and how much it costs. Weapons in poor condition become less accurate and ranged, in addition deal less damage, and worn armor provides less protection. Other situations where this skill may come in handy:

  • for repairing leaking pipes in Megaton (from 30),
  • during the quest Rescue from Paradise (from 40),
  • upon a chance meeting with a merchant with a faulty robot (from 40),
  • for neutralizing traps - self-firing shotguns (from 45),
  • to disable laser emitters in Raven Rock (from 85).

Things that give an increase to the repair skill:

  • RobCo Jumpsuit +5,
  • Red Racer Jumpsuit +5,
  • Vault 101 Utility Jumpsuit +5.
Science
  • The control attribute is Intelligence.
  • Educational book - "Science for everyone" (Big Book of Science).

This skill is used to hack password-protected computers in the game, and it also determines the likelihood of successfully removing a slave collar (along with the Explosives skill). Passwords come in five difficulty levels: very simple (15), easy (25), medium (50), complex (75) and very complex (100). Science is worth developing to 100, as well as hacking, but in the game for the most part it is easier to pick a door lock with a hairpin than to open it through a terminal.

Hacking is implemented in the form of a mini-game: you will see possible passwords and character sets on the screen, you must find the correct one among them. After each unsuccessful attempt, you will be shown how many letters in the selected word are in the same places as in the correct password (for example, 3/5 means that three of the five letters of the word are in the same places in the password). Four attempts are given to determine the correct password; if unsuccessful, the computer will be locked. The process can be interrupted at any time by pressing the E key and started again, but the password will change and the number of attempts will be restored. If you find special sets of characters - with an open and close parenthesis on the same line, with other characters or nothing in between - then you will be able to remove false passwords from the screen or restore the number of attempts without interrupting the process.

Things that give an increase to the science skill:

  • Enclave Scientist Outfit +5,
  • Scientist Outfit +5,
  • The Surgeon's Lab Coat +5.
  • Lesko's Lab Coat +10.
Small Guns
  • Educational book - "Guns and Bullets".

This skill determines the effectiveness of your character's use of all types of traditional small arms (accuracy and damage), such as: 10 mm pistol, 10 mm submachine gun, hunting rifle, sniper rifle, assault rifle, combat shotgun, Chinese machine gun, etc. Light weapons in the game are very diverse, common and quite lethal, so saving points on this skill is not worth it.

Items that give an increase to the light weapon skill:

  • Armored Vault 101 Jumpsuit +5,
  • Sheriff's Duster +5,
  • Dirty Chinese Jumpsuit +5,
  • Ranger Battle Armor +10,
  • Traveler's Leather Armor +10.
Sneak
  • Control attribute - Agility.
  • The training book is "Combat Manual of the Chinese Special Forces" (Chinese Army: Spec. Ops. Training Manual).

The higher your character's stealth skill, the easier it will be for him to remain undetected or take something valuable out of someone's pocket; in addition, a successful sneak attack automatically scores a critical hit. When the character enters the stealth state (left Ctrl), he bends down, and at the top of the screen you will see one of four messages: [YOU CAN’T BE SEEN] - no one can see him; [YOU HAVE BEEN DETECTED] - someone noticed him, but so far it is not an enemy; [ATTENTION] - someone is looking for him; [DANGER] – the enemy has declassified your character. The ability to hide depends on the following factors (except for the value of the stealth skill):

  • Line of Sight: The enemy is much less likely to detect the character if he cannot see him;
  • Enemy Perception: Some enemies are not sensitive enough to notice the character;
  • Light level: the character is more difficult to see in dark corners or on the street at night;
  • Movement: it is easier to detect a running character than a stationary one;
  • Equipment weight: Heavy equipment rattles when moving;
  • Sound: Almost all melee weapons are silent, but large guns make a lot of noise;
  • Additional camouflage: of course, a stealth battle or Chinese stealth armor won't hurt! or at least a hat with a brim...

Items that give an increase to the stealth skill:

  • Shady Hat +5,
  • Recon Armor +5,
  • Lilac Hood (Poplar's Hood) +10.
  • Stealth Boy +100 (when activated), stealth field +75.
Speech
  • The controlling attribute is Charisma.
  • Educational book - "Lying: a textbook for a congressman" (Lying, Congressional Style).

This skill determines whether your character will be able to influence the interlocutor during a conversation and gain access to information that would otherwise remain secret - a suggestion task, these are remarks preceded by something like [Eloquence 25%], where the percentages indicate the probability of success. Of course, the higher the eloquence skill, the greater this probability. If the suggestion fails, then subsequently it will become even more difficult to convince the same NPC of anything.

Sometimes there will be words without percentage values ​​in the replica options (for example, [Strength] or [Black Widow]), they become available due to the high level of one of the S.P.E.C.I.A.L. characteristics. or some skill, or a taken perk. When choosing such a remark, success is guaranteed, while for each suggestion only one attempt is given, therefore, if the percentage of probable success is low, and success is important to you, then you should end the dialogue and try to engage in suggestion later, improving your speech skills.

The success of suggestion depends linearly on the value of the eloquence skill (i.e. doubling it doubles the probability of success) and non-linearly on charisma, according to the table below:

Charisma: 1 2 3 4 5 6 7 8 9 10
Coefficient: 100% 106% 114% 123% 133% 145% 158% 173% 189% 206%

Things that give an increase to the eloquence skill:

  • Button's Wig +5,
  • Lincoln's Hat +5,
  • Dirty, Grimy Pre-War Businesswear +5.
  • Revealing pajamas (Naughty Nightwear) +10.
Unarmed
  • The controlling attribute is Endurance.
  • Educational book - "Fist Fighting in Illustrations" (Pugilism Illustrated).

This is a skill used for fighting without weapons or with brass knuckles, including power ones. Without weapons in V.A.T.S. mode You cannot target specific parts of the enemy's body, but the higher the skill, the greater the likelihood of hitting the enemy in the head. If you choose an unarmed combat style for your character, then you will inevitably have to study medicine (since each attack takes away a lot of health) and increase stealth (to be able to deal critical damage).

Items that give an increase to the unarmed combat skill:

  • Vault 77 Jumpsuit +5,
  • Hockey Mask +5.

Quest “First Steps”— this quest is introductory. The game will begin with the birth of the main character, you will need to come up with a name and gender for him and then carry out various tasks. While completing this quest, you will complete tasks that will teach you how to move in the game world, interact with objects, and you will also be able to distribute the main parameters of the S.P.E.C.I.A.L. system. This system includes 7 main character parameters and is named after the first letters of these parameters , these are parameters such as strength, dexterity, intelligence, charisma and so on.

Quest “Growing Up Fast”- second introductory quest. This quest begins with several days passing, and the birthday of the main character arrives. The purpose of this quest is to teach you how to interact with other characters in the game, as well as the basics of combat. On his birthday, the main character will receive a useful device - Pip Boy, in which you can view all the necessary information, from current tasks to a map of the area. After this, the main character’s father will invite him to go shoot with an air gun, and this will be training in shooting and interaction with weapons.


Quest “The future is in the fog”- third introductory quest. During the course of completing the tasks of this quest, the main character will have to resolve a conflict situation with local hooligans, as well as pass the final exam K.O.Z.A. After the quest begins, the main character will talk with his father. He will say that the main character needs to complete the K.O.Z.A exam quest. and will direct us to Mr. Brotch. Along the way we will meet local hooligans who will pester the protagonist’s friend Amata. This conflict can be resolved using several methods, both good and bad, after which all that remains is to pass the test.


Quest “Escape!”- is no longer introductory, but full-fledged main quest. It all starts with the fact that the main character is woken up by his friend Amata and given bad news. It turns out that the father of the main character had a fight with the Overseer of the shelter and left him without permission, and now the security forces of the shelter are looking for our main character to interrogate him. Therefore, the main character needs to escape. This will be the main goal of the quest - to escape from Vault 101.

Quest “Trace after trace” — main quest. This quest is issued in the Megaton location. During the tasks of this quest, the main character must find out any information about his father in the nearest settlement. To do this, in the city of Megaton you need to talk with the owner of the popular bar “Moriarty's Saloon” Colin Moriarty. Colin, for a fee, will tell the main character what steps to take to find his father. You can also find out this information using cunning, or you can simply hack Colin Moriarty’s terminal and read the necessary information.

Quest “Radio News of the Galaxy” — main quest. You can receive this quest while in the Galaxy News building. During this quest, the main character must get to the Technical Museum, find the Virgo 2 lunar rover there, pick up a satellite dish from it and place it on the highest point of the Washington Monument. The path to the technical museum is long and not easy; during the progress, the main character will have to destroy many enemies. Therefore, you need to be well prepared for this trip, so as not to be left without ammo when there are many super mutants around.

Quest “Pursuit Race” — main quest. During the quest you will have to travel a lot trying to catch up with the father of the main character, you will find yourself in Rivet City and Vault 112, and also visit the control room of the “Purity” project in the Jefferson Memorial. Due to long marches in pursuit of his father, the main character will often have to come into fire contact with the enemy, therefore, before starting this quest, you need to thoroughly purchase ammunition and medicine.


Quest "Tranquility Lane"- is main quest. While in Vault 112, the main character, trying to find his father, immerses his consciousness in virtual reality. Having immersed himself there, the main character finds himself in a place called Tranquility Lane, and he needs to complete certain tasks, at first they seem funny, but with each subsequent one they become more and more bloodthirsty and bloodthirsty. As a result, the main character needs to get out of this virtual reality, preferably without spoiling his karma.


Quest “Water of Life” — main quest. During this quest, the main character, with the help of his father and Doctor Madison Lee, revives the “Purity” project; unfortunately, during the quest, the main character’s father dies at the hands of Colonel Autumn. During the quest, the main character will have to walk a lot around the Capital Wasteland, as well as experience emotional experiences, first the joy of finding his father, and then the grief of losing him.


Quest “Following the Footsteps” — main quest. The main objective of the quest is to get inside Vault 87. The quest begins in the Citadel location, at first the main character does not know where to go in search of his father, but after talking with Reginald Rothschild, the main character will receive a tip to shelter 87. You can get to this shelter from the Little Lamplight location, so we go there and try complete the quest.


Quest “Rescue from Paradise”- is one of the required quests for completing the game Fallout 3. The main goal of this quest is to rescue small children from slavery. Slavers from Paradise Falls have kidnapped several children and the main character will have to get them out of captivity. The quest can be obtained in the Little Lamplight location, as well as in Paradise Falls itself. In total, you can save 4 children, the methods for saving them are different, you can simply buy them, or you can free them through an armed conflict.


Quest “Search for the Tabernacles of Eden”- is a mandatory quest. In this quest you need to find the GEKK device in shelter 87. The problem is that the room where the GEKK is located is thoroughly phonic and you shouldn’t go there without a very well-protected suit, otherwise you will die. You can get the device by finding a well-protected suit or by freeing the intelligent super mutant Fox.


Quest "American Dream" — main quest. The quest begins with the main character regaining consciousness in a prison cell at the Enclave base. He needs to get out of there, but challenges await him along the way, one of them is a conversation with President Eden. After this conversation, the base will most likely begin to self-destruct, and the main character needs to get to his people and confirm his participation in the final battle.


Quest “Take him!”- is the final story quest in the passage of the game Fallout 3. The main character, together with the Brotherhood of Steel, will participate in an attack on the purifier, during this attack they will be supported by a huge Liberty Prime robot. Once the main character is in the purifier control room, he will have to make a difficult decision - who will activate the purifier. This decision is not easy for the reason that after activation the level of radiation in the room will become lethal, and it is impossible to get out of there, so either the main character will sacrifice himself or let Sarah Lyons do it. If the main character does this himself, then in the final video of the game he will still remain alive and wake up in the Citadel.

In this article we tried to disclose all the information that we have.