Having finished the other 4 DLCs with Broken Steel already installed, I returned to the latter's quests. Here are my thoughts:


  • I think my favorite aspect of this DLC was probably the level design for the main quest locations. They really packed a lot of little details and tons of loot into those areas, and Adams Air Force Base was also notable as probably the largest contiguous fenced-off area that I think I've seen in Fallout 3.
  • Lag-Bolt's combat armor finally provided a slight but definitive upgrade to Ranger battle armor, although I had to console hack to counteract a bug (see the Ugly section below) that was effectively penalizing me for the loss of the latter's luck bonus when it wasn't supposed to.
  • The 10 additional player character levels and the collection of new perks that come with them are of course two huge reasons to install this DLC. Especially notable is Almost Perfect, a good (but slightly bugged) perk for those who didn't min-max their character development from the start. I did end up hitting level 30 fairly quickly, though (sometime during Point Lookout I think?).
  • It was definitely nice to see the base game's ending changed/delayed and to see the after-effects of some of the player's choices, although it was a bit awkward that they still showed the ending sequences (especially the part about the activation of Project Purity being the end of the Lone Wanderer's story or somesuch) before triggering the start of the Broken Steel content.
  • Finally getting to bring my companions (Fawkes and Dogmeat in my case) on a DLC's quests was a nice change, although I did find them to be almost more of a liability during the Adams Air Force Base section of the main quest.


  • The quests (both main and side) felt kind of shallow/soulless/uninteresting. This was probably partially because I had already leveled to 30 and was able to cut through the hordes of Enclave troops with little more than a Plasma Pistol (well, the unique one from Mothership Zeta that is).
  • The ending especially was quite a yawner; I hear that even the "evil" ending isn't all that fun.
  • The only notable new enemies (besides some additional Enclave soldier variants) were Feral Ghoul Reavers, Super mutant overlords and Albino Radscorpions. The former seemed glitchy and a bit overpowered (especially in Point Lookout), while the overlords and albino radscorpions seemed rare (mostly due to super mutants and radscorpions not playing a significant role in any of the DLCs, combined with the fact that I had already explored everything in the base game before installing any of the DLCs).
  • Speaking of overlords, the Tri-Beam Laser Rifle they drop is confusing:
    • It's clearly not a unique version of the regular Laser Rifle since the latter can't be used to repair them,
    • nor is there a unique version of it that would make it anything special.
  • I didn't really find any of the other new weapons to be very interesting or useful either. In fact, the only unique new small gun is only obtainable by destroying the Citadel, which is both evil and occurs at the end of the DLC.
  • Some of the new main quest areas are reached via areas that I had already thoroughly explored while playing the base game (e.g. Old Olney sewer and The Capitol building), and I found it hard to swallow that my character would have missed/skipped a doorway to another major location.


  • Taking the Almost Perfect perk with the Lucky 8-ball in my inventory caused my base Luck attribute to stay at 8 instead of upgrading to 9, so that when I upgraded from Ranger battle armor to Lag-Bolt's combat armor my effective Luck dropped from 10 to 9. I unequipped/dropped all luck-modifying equipment and used a console cheat to boost my base Luck to 9 (where it should have been from the perk) so that I could have 10 Luck with just the 8-ball.
  • Telling the player that there was more that could be done to help the Brotherhood after the main quests, only to find out that the "help" was repeatable turn-in quests was just mean.
  • If a Brotherhood Vertibird is able to land on the crawler to extract the player after setting the satellite to launch its missile, why couldn't the same Vertibird have dropped off the player (or someone else) at the top of the crawler in the same manner?
  • The ability to control Enclave-enslaved deathclaws was interesting, but ultimately completely useless. In order to reach every such deathclaw that I encountered, I had already killed anything they could have helped me with.

Other Thoughts

  • I had been saving repeatable turn-in quest items (Scrap metal, Blood packs, Sugar bombs etc.) from the base game for when I installed Broken Steel. Unfortunately, it turns out that only turning in Scrap Metal to Walter (Fallout 3) gave me additional XP after the initial turn-in. Still, that alone got me a significant chunk of the XP required to reach level 31.
  • How the heck would playing an evil character work with this DLC? Why would the Lyons' Brotherhood want to associate with an evil character? I can only think that they must force you to form a false allegiance with the Brotherhood in order to get the chance to destroy the Citadel using the Enclave-controlled missile satellite.
  • I wonder if playing all the DLCs' quests in strict order would have made it feel like the DLCs ended less abruptly. To answer this, I have tried to think back to the end of Mothership Zeta, and unfortunately I don't remember it leaving me with any more of a sense of closure.
  • Having now fully finished Fallout 3 and all of the DLCs, the only things I feel like I missed/skipped are the Tenpenny Tower quest (which I didn't finish because I don't like any of the possible outcomes) and buddying up with the Brotherhood Outcasts enough to be able to see the inside of Fort Independence (didn't seem worth the effort).

--HunterZ tiny(talk) 23:41, June 10, 2011 (UTC)