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Fallout 3 going back to vault 101
Fallout 3 going back to vault 101





fallout 3 going back to vault 101
  1. #Fallout 3 going back to vault 101 how to#
  2. #Fallout 3 going back to vault 101 password#

However, these are always in poor condition, almost on the verge of breaking, making them no better than weapons the player is already using because damage is tied to condition.Īlthough it’s true that items can repaired to increase their damage, it requires either a duplicate item or a merchant. Then we’re introduced to super mutants and the Brotherhood of Steel.Īlthough it was certainly fun to shoot mini-nukes at a giant super mutant early on, I wonder if the game overplayed its hand by giving access to endgame weapons and enemies too early, even if it did establish the Brotherhood’s role.įallout 3 keeps a few end-game weapons lying in plain sight. This is a natural step forward as the DC ruins can only be accessed through the metro. There are some exceptions in side quests though, especially Tenpenny Tower.Īfter finding information on dad, the player is introduced to the DC subway system.

fallout 3 going back to vault 101

Almost every problem is solved with either combat, lockpicking, hacking, or speech. On the other hand, this raises an observation about Fallout 3 as a whole. That’s a ton of options just to get some basic information. I wish every quest in Fallout 3 had this level of detail. Convince Moriarty’s employees to tell you the computer password.

#Fallout 3 going back to vault 101 password#

Break into the cabinet where Moriarty keeps the terminal password.Coax the information out of Moriarty with a speech check.Go on an unmarked quest for Moriarty (with an optional speech check).You need to get information from Moriarty. This quest also has a lot of choices to it. It involves traveling from Vault 101 to Megaton, through the DC Metro, a literal warzone, and finally engaging with a character who will either help you or ask you to complete a side quest. Skills used: Combat skills (limited to small guns,melee weapons,unarmed)įollowing in his Footsteps: This quest is surprisingly long for the early game.

#Fallout 3 going back to vault 101 how to#

In this one quest, arguably the most important quest for teaching the player how to move through the world, the player is not required to play either of the unlock mini-games. They’re usually stolen or they don’t exist. The reason I consider that an issue is because, in the main game, keys (and especially computer passwords) aren’t commonly found. Both the key and terminal password to the Overseer’s office can be collected without so much as a speech check. The options outside of the combat are pretty weak as well. The Lone Wanderer must kill (or possibly flee) people he’s known for 18 years without a second thought. There’s no opportunity to barter with the security guards. There’s no opportunity to sneak around enemies as their bodies physically block the exits. I think there was a lot of missed opportunity in this quest. It’s a simple way to teach players about combat, choices, and unlock mini-games in a tight environment. We’ll start with the story quests.Įscape! This mission is similar to killing tunnel rats in the original Fallout. Again, I want to briefly break down each of these to see how they’ve made use of the new environment and the RPG elements. Not counting the three childhood quests, Fallout 3 has a total of 66 quests in the base game: 10 story quests, 18 side quests, 22 unmarked side quests, and 16 repeatable fetch quests. I want to deconstruct the quests in Fallout 3 to think about how they work in relation to an open world map and the player character’s development choices. With extreme (but lore friendly) modding, I’ve found the exploration aspect far more enjoyable and the quests frankly lackluster. I’ve recently booted up Fallout 3 again, but this time on the PC. Exploring the wasteland was fun, but ultimately I was looking for structure and a story. When I first played Fallout 3 on my Xbox 360 way back in 2008, I found myself drawn to the hubs and the quests.







Fallout 3 going back to vault 101