Fallout 3 [SPOILERS] Thread

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As more and more of us delve into the game now that it's out, it only makes sense that we discuss plot points, in-game tips, and stories in a thread separate from the regular catch-all (right, right?). I'm only about three and a half hours in, but I'm amazed but what I've seen. The Vault section is probably one of the best prologues I've ever seen. A couple points:

* Neat idea watching your character grow up along with the other Vault 101 dwellers, though I admit I laughed during one of the transition scenes where Liam Neeson's explaining the birds and the bees to you.

* When I finished the G.O.A.T., the teacher told me my job was as the chaplain. Does everyone get the same lousy job off the bat or is it the same the whole way?

* Anyone managed to escape the Vault without killing the Overseer? Might be something to try on my second playthrough.

* Is there an equivalent to Oblivioin's horses to speed up travel from place to place?

* Does your character actually sleep with Nova the prostitute whenever you rent a room in Megaton? I woke up the next morning and she was sleeping (fully clothed like in Oblivion) next to me. You figure with M-rated games these days they wouldn't shy away from something like that.

Discuss!

- I managed to make friends with the Tunnel Snakes gang by accident by telling them that Amata is sensitive about her weight. Lost some karma points.

- I also was assigned to be the chaplain after the G.O.A.T. we probably gave the same answers to all the questions. I gave the intuitive 'nice guy' responses. I managed to convince the teacher to tell me that the test doesn't mean anything and he can make my 3 traits to be whatever I want.

- I didn't have to kill the Overseer to escape. I manage to pickpocket the Overseer and got his password and key. Did Amata know you killed her dad when she met up with you?

- I have not yet seen any form of transportation (car, bike, trains, horses, etc) but the fast travel option in Oblivion is still available once you discover a few more towns.

- The first town (Megaton) had me pretty lost due to its multi-level organization.

- Had my first firearm combat in the Wasteland against some Raiders. I used the AP point/aiming system and it is very satisfying to see limbs flying off the bodies.

The game is fun to play so far. It is pretty much the same game as Oblivion in a different setting. But different enough and with enough new mechanics to make the game interesting.

Novocain wrote:

- I didn't have to kill the Overseer to escape. I manage to pickpocket the Overseer and got his password and key. Did Amata know you killed her dad when she met up with you?

It's unavoidable that she finds out. I got into a long fight with him and his back-up guard and she came running in from another side of the level screaming that I killed her father.

Rat Boy wrote:
Novocain wrote:

- I didn't have to kill the Overseer to escape. I manage to pickpocket the Overseer and got his password and key. Did Amata know you killed her dad when she met up with you?

It's unavoidable that she finds out. I got into a long fight with him and his back-up guard and she came running in from another side of the level screaming that I killed her father.

You don't have to kill him. You can leave him there and go explore the quarters he shares with his daughter. There's a pass key there. You get a different response from Amata if you don't kill her papa.

ubrakto wrote:
Rat Boy wrote:
Novocain wrote:

- I didn't have to kill the Overseer to escape. I manage to pickpocket the Overseer and got his password and key. Did Amata know you killed her dad when she met up with you?

It's unavoidable that she finds out. I got into a long fight with him and his back-up guard and she came running in from another side of the level screaming that I killed her father.

You don't have to kill him. You can leave him there and go explore the quarters he shares with his daughter. There's a pass key there. You get a different response from Amata if you don't kill her papa.

I hacked his computer and used that to unlock the vault. No killing required.

I shot his ass. Dead. He was a scumb-bag. Has anyone irradiated themselves? Did you go all the way to 600, or just 200? What was your mutation? I regenerate limbs if I get irradiated enough.

The GOAT said I was a podiatrist or something.

Lex Cayman wrote:

I shot his ass. Dead. He was a scumb-bag. Has anyone irradiated themselves? Did you go all the way to 600, or just 200? What was your mutation? I regenerate limbs if I get irradiated enough.

The GOAT said I was a podiatrist or something.

I am VERY interested in this. Time for a save to experiment!

My job was Vault Loyalty Inspector.

I second that Megaton's layout sucks.

I'm trying to decide whether I should defuse the bomb or blow up Megaton. Most of the people suck; but there are a couple who are causing me trouble. If only I could get them out and then blow up the town.

I saved the town, you get a apartment if you do, which is nice. A lot bigger then I thought. Multi level stuff is pissing me off. Anyone else deal with Bigtown yet? buncha whiners. I hope the town prospers, i killed a lot for them.

Lex Cayman wrote:

I shot his ass. Dead. He was a scumb-bag. Has anyone irradiated themselves? Did you go all the way to 600, or just 200? What was your mutation? I regenerate limbs if I get irradiated enough.

Yeah, that's the problem I ran into. If you let him live, he'll call in another guard and go after you with a baton and unfortunately I haven't found a way to knock a guy unconscious yet. Even trying to cap his legs kills him. I guess I'll have to try one of these other approaches the next time around.

CannibalCrowley wrote:

My job was Vault Loyalty Inspector.

Mine as well. So your answers do effect your job selection, which shouldnt' be a surprise. Similar to how Oblivion tried to guess your Class based on your actions and your answers to a few questions.

Rat Boy wrote:

Yeah, that's the problem I ran into. If you let him live, he'll call in another guard and go after you with a baton and unfortunately I haven't found a way to knock a guy unconscious yet. Even trying to cap his legs kills him. I guess I'll have to try one of these other approaches the next time around.

As long as you don't attack him, he won't attack you. When you enter the room the other officer attacks you on sight, but he just runs to a corner of the room and stands there. Kick the other officers' ass and then you can have a nice conversation with the Overseer. He'll still stand there and call for the guards (assuming you let him live), but at least for me, nobody actually came to help him. I did close the door on the way out so maybe that muffled his voice enough? Once I got into his office there's a window that looks out onto a multi-level area (where a couple guards shoot the other kids) and the 2 guards were wandering around there, but they never came after me.

I thought one of the non-violence alternatives might have been to lock him up in the cell, but the computer doesn't seem to work. It has an option to "Lock the cell" but it didn't work when I tried it. I ran into the cell and let the Overseer follow me in there, then I left, closed the door, and ran to the computer before he could open it, but it wouldn't let me lock it. I thought that would have been an interesting way to let him live if you ended up in a fight with him but I guess not.

-edit-
Oh, and a small hacking tip: When it says that characters between "brackets" on a single line can help remove dud passwords or reset your tries, they don't just mean [ ] characters. I thought that at first based on ther term "brackets" but they actually mean any bracketed characters. So ( ) and { } are just as valid and I believe sometimes you'll even find them nested. I didn't try any < > (because I didn't come across any) but I assume they might be valid as well.

Rat Boy wrote:
Novocain wrote:

- I didn't have to kill the Overseer to escape. I manage to pickpocket the Overseer and got his password and key. Did Amata know you killed her dad when she met up with you?

It's unavoidable that she finds out. I got into a long fight with him and his back-up guard and she came running in from another side of the level screaming that I killed her father.

I tried to avoid fighting the Overseer but he ran right between me and the guard I was shooting at in VATS. My shot aimed at the arm of the guard hit the overseer in the chest instead. Nice to see they kept combat accidents like that in the game. that sort of thing happened to me all the time in Fallout 1/2 :).

Novocain wrote:

- The first town (Megaton) had me pretty lost due to its multi-level organization.

Yep, it was. So I nuked it. It was the only way to be sure.

CannibalCrowley wrote:

My job was Vault Loyalty Inspector.

I second that Megaton's layout sucks.

I'm trying to decide whether I should defuse the bomb or blow up Megaton. Most of the people suck; but there are a couple who are causing me trouble. If only I could get them out and then blow up the town.

Don't blow it up! Unless you don't want the house in there. Not to mention somebody in there sells the schematic of a pretty cool weapon.

So, am I the only one who hated the escape from Vault 101 sequence?

I just don't buy it. Dad escapes and the Overseer -who is is portrayed as heavy handed, but not unhinged- responds by having a man beaten to death, wanting you killed and killing anyone else in the vault that leaves their quarters? And all the security people but one, who all grew up along side the people they're slaughtering, listen to those orders? I thought that was pretty weak (and didn't have to be).

For me, that really set a negative tone right out of the gate. It, fortunately, didn't last as I loved walking out into the Capital Wasteland and getting involved in Megaton's affairs. I just think that initial sequence could've been (and needed to be) *a lot* better.

For whatever it's worth, when I first got to Megaton the layout bugged me too. Once you've done a few laps around it, though, and you get used to the layout... well, it grew on me a lot. You can get anywhere in town fairly quickly once you know which ramp to take.

ubrakto wrote:

So, am I the only one who hated the escape from Vault 101 sequence?

I just don't buy it. Dad escapes and the Overseer -who is is portrayed as heavy handed, but not unhinged- responds by having a man beaten to death, wanting you killed and killing anyone else in the vault that leaves their quarters? And all the security people but one, who all grew up along side the people they're slaughtering, listen to those orders? I thought that was pretty weak (and didn't have to be).

For me, that really set a negative tone right out of the gate. It, fortunately, didn't last as I loved walking out into the Capital Wasteland and getting involved in Megaton's affairs. I just think that initial sequence could've been (and needed to be) *a lot* better.

By better you mean more uplifting?

I am skimming and just wanted to say Damn you all for owning this when I can't. I love the site but I hope you all are struck by lightning. /rant

Tetnis wrote:

I am skimming and just wanted to say Damn you all for owning this when I can't. I love the site but I hope you all are struck by lightning. /rant

heh.

I don't really understand the lock-picking mechanics with the bobby-pins, can someone explain it to me?

I'm also getting my ass kicked in Hamilton's Hideout as part of the West Family massacre plot line.
I guess I'm just not very good at dungeon crawling.

Fidgit posted a nifty thing found near vault 101.

Hmmm... I deliberately tried to kill the overseer and couldn't. I swung at him for a while (I was using the baseball bat) and he just kept talking to me. Eventually I stopped, finished the conversation and left. I thought he was unattackable for some reason. (Or maybe I'm just bad at melee.)

And I didn't steal the key or hack the computer. I just found the key in a drawer in the Overseer's apartment and found the password in a locker in his office.

My GOAT gave me the job of "Pip-boy programmer". I told the instructor that it was "what I always wanted!" and the game still let me change my tag skills (it had assigned one to Explosives and I changed it to something else). So you apparently aren't locked in no matter what you say.

I also hung around to see what he told the other students. He told the bully (forgot his name) that he was a hairdresser.

I made friends with the bully by saving his mother from the radroaches. Got Karma points and a Tunnel Snakes leather jacket for that. (The jacket gives you +5 Melee)

And ubrakto, I don't think the Overseer's reaction is completely out of line. There are several instances leading up to that point where someone has made comments to the effect of "Don't let the Overseer hear you saying things like that!" which implies that he does retaliate against people who cross him.

Also, did you read through all the files on the Overseer's computer? Even though we are told repeatedly that the Overseer will never allow anyone to leave ("We are born in the Vault and we die in the Vault") it is obvious that he has been sending teams out to visit the outside, some of which are still out there. One also mentions using the Tunnel Snakes as essentially "enforcers". And everyone seems to be afraid of him so it looks like he may have resorted to violence in the past. (There were even the signs all through the Vault from the very beginning saying things like "Security is for your own safety"; ominous at the time and more so in retrospect.) So I didn't see it as such a surprise and more as a reveal that things in the Vault were even worse than you had thought.

Or maybe it was because I blew the Vault 13 Overseer away at the end of Fallout 1 and so I just don't trust these Overseer types...

Novocain wrote:

I don't really understand the lock-picking mechanics with the bobby-pins, can someone explain it to me?

I haven't completely nailed it down myself, but here goes. You use the mouse to rotate the bobby pin. You use the WASD keys to apply torque with the screwdriver. So essentially, you need to rotate the bobby pin into a position then try pressing one of the WASD keys. The more the lock wriggles and starts to turn the closer you are to the right position of the bobby pin. If it doesn't budge then stop applying torque or you might break the bobby pin (though it seems to happen occasionally anyway). If it doesn't work then just try maneuvering the bobby pin to a different position.

I haven't yet figured out if the WASD key you press actually matters. I saved outside the Overseer's office and messed around with lockpicking a bit. It seemed that as long as the pin was in the right position then any key I pressed worked. But that might just be because this is a "Very easy" lock. The harder locks later on might make the lockpicking a bit more interesting.

I also killed the Overseer. Tried to beat him unconscious, but he stay down so I popped him. Then I considered restarting so Amata wasn't so ticked off at me.

I haven't gone that far outside yet, I've just made it to Megaton. Without spoiling WHAT happens if you don't kill the Overseer, is Amata's reaction different/advantageous enough that it would be worth restarting before I go farther?

Teneman wrote:

Without spoiling WHAT happens if you don't kill the Overseer, is Amata's reaction different/advantageous enough that it would be worth restarting before I go farther?

Since I didn't kill him I don't know what Amata does if you do, but in my case she showed up at the Vault door and seemed surprised that I was able to open it. I asked her to come with me and she said she would stay in the Vault because she was the only one who may be able to talk some sense into her father.

I suspect it will make a difference in the ending (or if you ever go back to the Vault for some reason).

ranalin wrote:
ubrakto wrote:

So, am I the only one who hated the escape from Vault 101 sequence?

I just don't buy it. Dad escapes and the Overseer -who is is portrayed as heavy handed, but not unhinged- responds by having a man beaten to death, wanting you killed and killing anyone else in the vault that leaves their quarters? And all the security people but one, who all grew up along side the people they're slaughtering, listen to those orders? I thought that was pretty weak (and didn't have to be).

For me, that really set a negative tone right out of the gate. It, fortunately, didn't last as I loved walking out into the Capital Wasteland and getting involved in Megaton's affairs. I just think that initial sequence could've been (and needed to be) *a lot* better.

By better you mean more uplifting?

Not really. I mean more plausible. I mean we see the Overseer when we're age 10, we could see him again at age 16 (or whenever you take the GOAT). Heck we could see him at age 1. They could've portrayed him more strongly as a control freak, having some real paranoia. They could've shown him degenerating a bit, growing unstable. They could've had that reflected in view of the other people in the vault. Not just that he's authoritarian, but that he's outright dangerous. They could've had it so the vault had robots for security, machines that would follow his orders no matter how crazy he got, rather than people. I really don't like the notion that the Vault security people are such automatons that they would, at the drop of a pin, turn on the same people they've had life-long relationships with just because the Overseer says so. Or, to be sure, there's a lot of other directions they could've gone in. This is just an idea that would help make the current sequence more plausible (at least, in my mind).

Anyway, it's just my opinion and I don't expect everyone here to agree. I just think the sequence, as implemented, breaks credibility, which is something I think you *need* to avoid when you're establishing your story.

I was a fry cook after I took my GOAT test.

So I disarmed the bomb, and got my free house. Does anyone know where the house is? I guess I'm just gonna have to go door to door.

Anyone kill the Family? I was picking a few supplies off of Robert. He caught me, but I noticed he had some nice armor that I thought I would look good on me. So I took it off his dead body.

After entering the next room the rest of the Family was not happy with me, and they all had character names. I figured even if a managed to kill them all, I would be missing a chunk of story. So I restarted back about 30 minutes to make nice with Robert the guard.

I'm hoping that I don't end up doing this too much. I hate to think that grabbing a few stimpacks laying around would chop off a story line for me. I guess this is pretty much how these games work. I don't quite have a grasp on the karma system yet.

Absolutely, loving it so far. The dialogue is a spot on match for the previous Fallouts.

I put it in a 6:30 last night, and didn't get move till after midnight. Amazing.

tanstaafl wrote:
Teneman wrote:

Without spoiling WHAT happens if you don't kill the Overseer, is Amata's reaction different/advantageous enough that it would be worth restarting before I go farther?

Since I didn't kill him I don't know what Amata does if you do, but in my case she showed up at the Vault door and seemed surprised that I was able to open it. I asked her to come with me and she said she would stay in the Vault because she was the only one who may be able to talk some sense into her father.

I suspect it will make a difference in the ending (or if you ever go back to the Vault for some reason).

Ok, thanks. In that case I'm not restarting. Everything in your version was the same in my version, with the exception of her reason for staying behind.

The only other reason I had for restarting would be to save Butch's mom. I told him I'd do it, but got distracted by all the pretty shinies in the anteroom and was too slow to save her. But eh, she probably deserved it for raising a jerk like Butch anyway

tanstaafl wrote:

bunch of valid points

Yeah, I caught all that stuff too. It helped, but it just didn't seem like enough. To me, the vault Overseer as portrayed is competent. Hard, stringent, etc. But not dangerously unstable. Even that, though, doesn't bug me as much as seeing the security people gun down other vault dwellers for not staying in their quarters. That was the point at which I was like, "Okay, I don't buy this."

ubrakto wrote:
tanstaafl wrote:

bunch of valid points

Yeah, I caught all that stuff too. It helped, but it just didn't seem like enough. To me, the vault Overseer as portrayed is competent. Hard, stringent, etc. But not dangerously unstable. Even that, though, doesn't bug me as much as seeing the security people gun down other vault dwellers for not staying in their quarters. That was the point at which I was like, "Okay, I don't buy this."

"Dangerously unstable" isn't usually something that would fully manifest until extreme circumstances arise. If you're a megalomaniac and you well and truly believe that survival means never letting anyone leave the vault, you might break a few eggs to save the rest. Honestly, it never even occurred to me that what happened was not a possibility. They spent too much time dropped hints (which is really probably all a young person living in the Vault would get) before everything went to hell. *shrug*

I found another Vault not too far from Megaton, you get some pretty interesting insights into Vault life there too.

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