Fallout 3 loading screen hints
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This page is a list of loading screen hints and tips found in Fallout 3.
Contents |
Base game
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General
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- The Capital Wasteland lacks a unified government, and any institutional system of crime and punishment. If you wrong someone, prepare to pay with your life.
- The only way to reach the Super Mutant-occupied D.C. ruins is by traveling underground, usually through the abandoned Metro tunnels.
Combat
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- Crouching will both improve your accuracy, and activate sneak mode.
- Picking someone's pocket and placing a mine or grenade in their inventory will activate the explosive... and cause one heck of a mess.
- Want to prevent an enemy from fleeing? Cripple the legs.
- Zooming in with a ranged weapon slows you down, but improves your accuracy.
- Heavier weapons and apparel will slow you down when they're equipped.
- You can run faster with your weapon holstered.
- If you start a fight you can't finish, try putting away your weapon. Your opponent just might forgive you...
Stealth
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- Running is noisier than walking and makes you easier to detect, even if you are sneaking.
- Stealth is affected by many factors, including light level, sound generated, weight and bulk of worn apparel, and line-of-sight.
- If you want to stay hidden, stick to the shadows, move slowly, try to stay behind your opponent... and turn off your Pip-Boy light!
- The light generated from your Pip-Boy light actually makes you less stealthy. If you want to effectively sneak, turn it off.
S.P.E.C.I.A.L.
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- Strength affects how much you can carry, and determines the effectiveness of all melee attacks.
- A high Perception grants a bonus to the Explosives, Lockpick and Energy Weapons skills.
- A high Endurance gives bonuses to Health, environmental resistances, and the Big Guns and Unarmed skills.
- High Charisma gives bonuses to both the Barter and Speech skills.
- The higher your Intelligence, the more Skill Points you'll be able to distribute when you level up.
- The higher your Sneak skill, the easier it is to remain undetected, steal an item or pick someone's pocket.
- Raising your Luck raises all of your skill values, and improves your Critical Chance with all weapons.
Skills
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Perks
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- The Child at Heart perk improves your interactions with children with unique dialogue choices.
- The Cyborg perk adds 10 points to your Damage, Poison and Radiation Resistances, and 10 points to your Energy Weapons skill.
- Once you have the Contract Killer perk, any Good human or Ghoul character you kill will have an ear on their corpse, which can be sold or traded to a certain Evil character...
- Once you have the Lawbringer perk, any Evil human or Ghoul character you kill will have a finger on their corpse, which can be sold or traded to a certain Good character...
- With the Mysterious Stranger perk, your own personal guardian angel will appear occasionally in V.A.T.S. mode to lend a hand... with deadly efficiency.
Tenpenny Tower
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- Tenpenny Tower is the brainchild of Allistair Tenpenny, a British refugee who came to the Capital Wasteland seeking his fortune.
- Allistair Tenpenny now rarely leaves the comfort and safety of his penthouse suite. His is a madness reserved for the obscenely rich.
Big Town
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- Although it has some crude fortifications, Big Town is the subject of constant attack from Slavers and Super Mutants, who view it as an easy target.
- The population of Big Town has dwindled significantly in recent years. Most of the residents have been killed or dragged off by Slavers or Super Mutants.
- The residents of Big Town are all refugees of another settlement, from which they were forcibly expelled...
Canterbury Commons
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- Canterbury Commons is the end of the Capital Wasteland's established merchant caravan route.
- The remains of a large robot repair center loom over the settlement of Canterbury Commons.
- Canterbury Commons has become a constant battleground for two costumed "super humans" -- the sinister AntAgonizer and misguided Mechanist.
Megaton
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- At the center or Megaton's crater sits an undetonated atomic bomb, a remnant of the great conflict that destroyed the world.
- Some of Megaton's first settlers were lured by the misguided hope of entering the nearby Vault 101.
- Some Megaton residents wonder who's really in charge -- Sheriff Simms, or saloon owner Colin Moriarty...
- The members of the Church of the Children of Atom worship Megaton's atomic bomb.
- Word is that Moira Brown, the eccentric owner of Craterside Supply, is looking for assistance on a new project.
- The residents of Megaton feel safe behind their metal walls. Ironic, considering their proximity to a live atomic bomb.
- The Church of the Children of Atom believe the war of 2077 was actually a great holy event perpetuated by their god, Atom.
Rivet City
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- The fore section of Rivet City is split from the rest of the carrier, and occupied by hostile Mirelurks.
- What was once a small scientific community gradually grew into Rivet City, the largest settlement in the Capital Wasteland.
- Doctor Madison Li, member of Rivet City's ruling council, is one of the greatest scientific minds of her generation.
- Rivet City has no holding facilities for criminals, and zero tolerance for crime.
- Security Chief Harkness and his officers are authorized to use deadly force when dealing with any and all transgressors.
Underworld
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- Underworld has become a haven for disenfranchised Ghouls throughout the Capital Wasteland.
- Underworld was formed in the remains of the Museum of History's special exhibit, which showcased different civilizations' views on the the afterlife.
- The Ghouls of Underworld generally aren't bothered by D.C.'s Super Mutants, but resent the Brotherhood of Steel for turning their back yard into a warzone.
Tranquility Lane
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- Historical algorithms engaged. Processing Capital Post articles. Extrapolating American cultural references.
- Loading Tranquility Lane simulation. Please stand by.
- Vault-Tec prototype simulation engaged. Active program: Tranquility Lane.
- Accept your perceived reality.
Vault 101
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- The Overseer is the incontestable leader of Vault 101, and his word is law.
- At age 10, every Vault 101 resident receives a Pip-Boy 3000 personal information processor.
- At age 16, every Vault 101 resident takes the Generalized Occupational Aptitude Test, or G.O.A.T., which helps determine job placement.
- Vault 101 security officers are hand-picked by the Overseer himself for their discretion and loyalty.
- Vault 101's residents remain protected from the outside world, with the exception of the occasional Radroach attack.
Creatures
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- The Mister Gutsy model of robot was commissioned by the U.S. Army just before the atomic apocalypse of 2077.
- The sturdy Protectron model of robot was created before the great war, and served as a security automaton in both the private and business sectors.
- The Robobrain, constructed by General Atomics International before the great nuclear war, is unique in that it uses an actual organic brain as its central processor.
- A Glowing One uses its special ability to deliver radiation to its enemies, and heal any nearby Feral Ghouls.
- Mister Gutsy is a combat variant of the popular Mister Handy, and is equipped with a Plasma weapon and flamethrower.
- Super Mutants are often accompanied by Centaurs, which serve as "watchdogs" and alert their masters to danger.
- Ghouls, both "normal" and Feral, are not only immune to radiation... they're healed by it.
- A Glowing One is a unique Feral Ghoul that has become a living conduit of radiation.
- Mirelurk Kings use a devastating sonic attack to debilitate their foes from afar.
- Yao Guai are fast, powerful predators, and are descended from the area's black bears.
- Throughout the years since the bombs first fell, dogs have remained largely unaltered by radiation.
- Deathclaws are some of the most frightening creatures ever encountered by settlers in the Capital Wasteland. Their speed and ferocity are matched only by the size of their claws...
- Mirelurks are naturally armored throughout their body... with the exception of the face. Try using V.A.T.S. to target this area, and kill them before they get close enough to attack.
- No job is too nasty for the mercenaries of Talon Company. If you encounter these heartless opportunists, be prepared for a fight to the death.
- Raiders take whatever they want, whenever they want, and their favorite pastimes are torture and murder.
- Eyebots spread President Eden's pre-recorded Enclave message throughout the Capital Wasteland.
Operation: Anchorage
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- Loading Anchorage, Alaska simulation. Mission: the Liberation of Anchorage Alaska from Communist Chinese forces. Safeties: Disengaged.
- Loading Anchorage, Alaska simulation. Motion sickness is normal, and will subside momentarily.
Point Lookout
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- Thousands of Confederate prisoners of war died near Point Lookout in the later years of the American Civil War.
- The unchecked forces of erosion have carved sinkholes and grottoes throughout Point Lookout.
- Point Lookout remained very rural and isolated until the Isla Negra real estate company purchased land and began developing new homes and attractions.
- The Swampfolk denizens of Point Lookout are the product of exposure to heavy radiation and generations of poor breeding.
- Point Lookout is said to be one of the most haunted locations in Maryland.
- Point Lookout's rural location shielded it from direct impact during the Great War, but the resulting fallout has irradiated the area in the intervening years.
- Point Lookout's swamps are rich in natural gases, which sometimes manifest on the surface as explosive methane bubbles.
- The Turtledove Detention camp was built near Point Lookout because of its isolated location.
- Swampfolk have no organized society or creed, but seem to mark their territory with totems of wood and bones.
- Smugglers roam Point Lookout, hoping to find their fortune scavenging this relatively undisturbed desolation.
- Blackhall Manor was the ancestral home of a wealthy family before the Great War.
- The Calvert Family had a long history in Point Lookout, but Calvert Mansion is all that remains of their legacy.
- Coastal shipwrecks and bouys are good places to seek sunken riches.