Fallout 3

Just finished the second run through the survival guide. The worst mission is still the mirelurks… it’s almost impossible to do that run in stealth mode without a stealth boy.

A hint: save all pulse weapons for when doing the roboco factory mission because they 1 shot kill robots. whenever you encounter a kiosk with a robot in it kill all the nearby radroaches and mole rats and then drop a pulse mine in front of the kiosk. When you activate the robots later in the mission the door opens, the robot steps on the mine and the robot dies… along with any other robots that happen to be standing near.

If you have enough pulse grenades and mines, a shishkebab to handle the organic creatures and a stealth boy you can get in and out without taking a single hit.

[QUOTE=SimonM;896154]Just finished the second run through the survival guide. The worst mission is still the mirelurks… it’s almost impossible to do that run in stealth mode without a stealth boy.

A hint: save all pulse weapons for when doing the roboco factory mission because they 1 shot kill robots. whenever you encounter a kiosk with a robot in it kill all the nearby radroaches and mole rats and then drop a pulse mine in front of the kiosk. When you activate the robots later in the mission the door opens, the robot steps on the mine and the robot dies… along with any other robots that happen to be standing near.

If you have enough pulse grenades and mines, a shishkebab to handle the organic creatures and a stealth boy you can get in and out without taking a single hit.[/QUOTE]

Cool, do you remember if the science requirement to hack the terminal at the end was 50 or 75?

IIRC 50. Mine wasn’t actually high enough… :s I let science slack in order to buff up my stealth and lockpick skills because I tagged repair and demolitions at the beginning. It worked - being able to sell scrap metal from the start of play and being able to repair armor and weaps I scrounge significantly improved my cash flow - but at the cost of terminal hacks.

That’s right - I’m playing a grenade hucking cat-burglar with a heart of gold this time. :wink:

First time through basically played a brotherhood of steel wannabe.

when i did it the first time through mine wasn’t either. I just left a couple alive and went back after I leveled up and bumped science to the level. Hacked and got the bonus for the quest. Though it basically wasted a level as I had to dump like 17 pts into it

i ended up getting that perk that gives you more caps in boxes. so when i do find caps in boxes its generally 30-70 that i find, at this point. while doing the decleration of independance quest, i found like 400 caps. so it kinda pays off.

im loving my power hammer thing i got though. smashes stuff. that combined with the enclave power armor, looks really tight.

after fighting a couple of those yao guia things, ill totally get the animal lover perk.

im just wishing i would have done all the side quests in megaton before nuking that crap hole.

although looking at the blast sight from my tenpenny suite and sniping uglys with mr. tenpenny is pretty nice :wink:

I wonder what will happen if I find the tenpenny hotel without having destroyed Megaton… is it an EVIL megaton that I can annihilate like I did to Paradise falls last game?

[QUOTE=SimonM;896207]I wonder what will happen if I find the tenpenny hotel without having destroyed Megaton… is it an EVIL megaton that I can annihilate like I did to Paradise falls last game?[/QUOTE]

I found it, its on the SW part of the map. They wanted me to pay 100 caps to get in but I didn’t so can’t tell you more than that

any use for all the railroad spikes other than rock-it launcher ammo?

Railroad Rifle ammo.

If you get the schematics this is one of the more useful built-yourself weapons. Small weapon categorization, rifle class so you get the bonus from commando, sniper, etc., good range (especially in VATS), damage between high-teens and low-twenties depending on repair skill at time of construction, special ability of weapon is that it can throw small enemies and pin them temporarily to nearby walls as it impales them with railroad spikes.

Also… when not in VATS mode it makes a humorous steam whistle sound effect when fired and when in VATS mode a critical strike occasionally awards you with a slow-mo depiction of a rail road spike hurtling through the air and slamming into whatever body part was targeted.

Necessary components: schematics, 1 steam gague assembly, 1 fusion battery, 1 pressure cooker, 1 crutch.

do how many schematics you have effect the damage or just the condition?

The only item I have multiple schematics for was the nuka grenade. With the v.2 schematics the same components as the v.1 schematics allows you to construct 2 grenades (note, one of the two sets of schematics was found in the previously mentioned yao guai cave. The other came off a trade caravan.)

is that called the rail rifle. i got some schematics for plundering the declaration called rail rifle. wonder if i should save it or not.

in tenpenny tower there is :

A bar, Clothing store, and a house item store. also there is some underground door that i cannot open yet, not sure wehre it leads. plus the residents homes and the top suites. where my sick pad is all decked out in wastlander motif.

there are some gouls that (Roy Reynolds or some such is his name) want in tenpenny. of course i did what the tenpenny residents wanted me to do and wiped out the gouls. 3 of them underground, fought through a bunch of feral gouls to get to em. killed the 3 and stole all their gear. i got bad karma for it. although the residents at tenpenny think im a hero for it.

I assume you could do something to make tenpenny open to the gouls and get good karma.

gotta keep the neighbors happy :wink:

Losing karma made Tenpenny Tower like you…

Sounds like a prospect for killin’ and lootin’

And I should make my way down to that mission, upgrade my rail rifle schematics.

[QUOTE=SimonM;896234]Losing karma made Tenpenny Tower like you…

Sounds like a prospect for killin’ and lootin’[/QUOTE]

Ya the wierd thing is i get bad karma if i steel from tenpenny residents.

i think they are just a bunch of stuck up racist snobs snobs. im interested in what happens if you can get the gouls inside.

if either of you do that let me know what happens.

Is the tenpenny tower over by the roboco factory? Because there is some sort of tower over that way that I haven’t explored yet…

[QUOTE=SimonM;896238]Is the tenpenny tower over by the roboco factory? Because there is some sort of tower over that way that I haven’t explored yet…[/QUOTE]

thats the one. when i first arrived Roy, the goul who wants in, was talking to them at the intercom. if you see him, he may not talk to you. but if you get the mission to go kill them all, once u get to them you can say to the gouls “I think i can get you inside tenpenny tower”

but of course, i splattered them all over the walls, so im not sure what happens

:smiley:

So…taking on a deathclaw at level 5 is not a good idea

lol. im not sure what a deathclaw is, but ya, doesnt sound like fun.

kinda like going into a hall to find a super mutant with a rocket launcher.

[QUOTE=Lucas;896283]lol. im not sure what a deathclaw is, but ya, doesnt sound like fun.

kinda like going into a hall to find a super mutant with a rocket launcher.[/QUOTE]

From full health, two hits and dead