First steps
You will begin your adventure in Fallout 3 at the age of one, after a short introductory movie that will allow you to create your character in terms of his physical characteristics. First, let your dad out of the room and open the door of the playpen to be free to explore the room. Look on the ground, near the toy chest, to better define your characteristics, this time choosing which main attributes will distinguish the character. Keep in mind what role you would like to play in Fallout (warrior specializing in melee weapons, rogue etc ...) before assigning the points, since giving importance to a certain characteristic will give you certain advantages. After paying attention to the distribution of points, go to the door to meet your father again. After his speech, follow him in the following environments to take a leap forward in time by 10 years.
Rapid growth
Your birthday party will open this new part of the story in which you will get the Pip Boy 3000, an essential tool to keep an eye on the growth of the character and to always be updated on your health, missions etc ...
Talk to all the guests at the party to get various items, such as sweets, hats and poems, before returning to your father who, like the others, will have prepared his gift and will be ready to give it to you. Go up to the Reactor level and talk to Jonas, who will tell you to wait for your dad. You will receive a compressed air BB Gun with related shots as a gift. Complete the final part of this story segment by shooting target shooting and hitting the radioactive cockroach that appears in front of you. A photograph will take you even further in years, this time up to the age of 16.
An imperfect future
Once they are XNUMX, all the kids in the Vault must complete a questionnaire called the GOAT, which is used to figure out what work they might be doing in future years based on their answers. First finish talking to your father and then go to the adjoining room, a small operating room with various medical equipment. Make your way to the corridors to meet Butch and his gang of bullies who are pestering Amata, your best friend. It is up to you to decide what to do on this occasion without thinking about any repercussions, since the action (in this case) is an end in itself. If you feel like fighting, openly challenge the gang leader, otherwise use the words as offensive, forcing them to leave the young girl alone. After you have made your choice, follow the guys from the Vault into the room on the right to start the GOAT test.Answer the questions with great freedom, as the test, after all, is only a formality, and you will decide yours anyway character class. Once the questionnaire is finished, talk to the form delivery clerk sitting at the desk in the corner of the room and choose the "Character Class" (you can still change it, if your initial choice doesn't seem right). Once the test is completed, another chapter ends.
Escape!
You will be awakened in the middle of the night by your beloved friend, who will warn you, albeit in a somewhat confused way, about an uncomfortable situation that has arisen between your father and the Superintendent. In fact, it seems that your old man has escaped from Vault 101 creating numerous inconveniences and disturbances, so much so that the Supervisor of the fallout shelter has unleashed his guards to quell the riots and the influx of radioactive cockroaches in a rather abrupt way. Choose whether or not to leave the gun to Amata.
- If you let him, she can kill one of the Vault guards but is emotionally hurt by killing another man by his hand.
- If you take the gun with you, the above will not happen, and it will be your choice to kill or not the soldiers in front of you.
Whatever your decision, grab the baseball bat from the next room and exit the apartment before the guard on the right finishes his cockroach fight. Go past the bathrooms and decide whether or not to help Butch before proceeding.
- If you give him a hand, he will leave you his leather jacket that will offer you greater protection, or in any case it will be a new object.
- If you won't help him, you will simply let the shares run their course, without gaining anything.
Keep in mind now as in all the other occasions of the game (even in the most decisive ones) Eloquence represents one of the main weapons. A high level of this parameter will allow you to access some quests more easily, to receive greater rewards, to obtain information and in general to have a good influence on people, which will result in much less useless bloodshed.
Continue exploring the Vault until you reach the intermediate passage area, which is the area from which you can see the circular window of the Supervisor's room up close. Then go to the northwestern part of the place to reach a corridor where you will find Amata, who will be questioned, albeit not in the most appropriate way, by her father and Supervisor of Vault 101. There will also be a guard in the room who has the task to do the dirty work. If you left the gun to the girl, she will kill the guard, otherwise it's up to you to intervene. After eliminating the sentry, you will be faced with a choice that will affect a secondary quest of the game that you will face later.
- If you kill the Superintendent, in the quest back to Vault 101 you will find yourself negotiating with a replacement who, in the years in which he was entrusted with the custody of the Vault, has caused the whole place to fall into disrepair.
- If you don't take out the Superintendent, you will instead find yourself negotiating with him to resolve the mess in the shelter in the way you want.
Once you have made this important decision, collect all the objects from the Supervisor's body or continue down the corridor to find Amata, who fled following the development of the latest events. Talk to her and go to Jonas' room (in the same corridor where you spoke to the head of the fallout shelter) to find his body. Take a look at the office and gather everything on his body before following the directions and going to the Superintendent's office. There you will have to have access to his PC, but if not, don't worry: if you haven't killed the man, you will find the key to access his terminal in the locker in the area, or you can try to hack the computer system. Once the passage is unlocked, escape from Vault 101 to be blinded by the unhealthy light of the Wasteland.
Following in his footsteps
Your main quest will consist, in this first juncture, in recovering information about your father, his projects and the place where he is at this moment. First, head to the foot of the gentle slope on which Vault 101 stands to arrive in the small village of Springvale. Look inside the rubble of the houses, in the garbage bins, and if you want to also go to the school to earn some experience points. You can't go wrong: it is the large two-story building located west of the central area of the city. To collect some corks, instead, enter the first house you see on the left once you arrive on the main road to meet a woman. Talk to her and get her to give you her caps if you wish. Then go back to the large space you see in the center of the town to notice a large sign with the word "Megaton" and an indication facing the path on the right. Then follow the path east to reach the refuge city of Megaton, easily recognizable by the high sheet metal walls that surround it, protecting it from attacks by mutants and storms. Once there, cross the fences to meet Lucas Simms, the town sheriff and the only form of justice in the post-apocalyptic Megaton. Now, if you intend to continue the main quest, head to Moriarty's saloon. You can find it in the elevated area of the city, passing through the metal bridge adjacent to the infirmary, reaching the Craterside store and heading further until you find the building in question. If, on the other hand, you want to make new acquaintances in the place, know that Megaton resides merchandise dealers of any kind (Moira Brown, in the Craterside store), disreputable mercenaries (Jerico), the keeper of the purification plant and many other interesting characters. So get all the information you can and, unless it goes excessively against your personal morals, do not hesitate to steal objects from other people's homes, even if being evil in this game will be somewhat difficult, since many times the good choices and one dose of Eloquence will allow you to get much greater rewards than purely bad ones. And above all, remember that Moira will have no problem buying any type of product, be it forks, glasses, food or guns.
Following in his footsteps - Saloon Moriarty
Here you will have to speak personally with the owner of the shack, Moriarty. However, do not avoid conversations with the other patrons of the place, and always remember that a good dose of Eloquence will allow you to obtain the desired results with much less effort and also gaining more experience points. If you have enough patience, start the conversation with an NPC and save before trying to persuade your interlocutor or, when this is not possible, save before talking to important characters. Keep trying until you reach success and get the information from the prostitute and the ghoul bartender, as well as from Moriarty himself. If you want to follow the more conventional methods, don't be reluctant to leave a few caps here and there. Each piece of information has its price for some characters. Whether you have accessed Moriarty's computer with your skills or outside help, or have unhooked some plugs to encourage dialogue, you will know that the next destination is the Galaxy News Radio station.
Following in his footsteps - Towards Galaxy News Radio
Now is the time to set out again in search of your father. First of all (and this always applies to any type of movement) look for a good more or less intermediate point, which you can easily reach with a click between the nearest safe point (a city, a place to sleep, etc.) and the destination point, in your present case, the main building of Galaxy News Radio. Then exit Megaton, go up the slopes you find by returning to the path you crossed previously, which is able to bring you back to nearby Springvale until you have a panoramic view of the place. Now head towards the river that can be seen in the terminal area of the scenario, making sure to unlock the Super Dot Mart along the way, a large supermarket now in disuse, near the contaminated waterway and the rubble of the city of Grayditch. Keep this area in mind, both as a reference point as an intermediate area and as a place to earn a lot of provisions and, perhaps, play part of a secondary quest entrusted to you by Moira Brown, in Megaton. Now cross the river using the half-destroyed bridge and continue south until you reach the metro station. Once in the tunnels it shouldn't be difficult to reach your next destination. Make sure that the indicator on your map always marks the main quest and not maybe some secondary event that, with its location marker, can confuse you and make you reach places that are not very interesting for what concerns the main story line.
Route Ferragut Est station
Once inside, enter the authorized personnel office to find some plugs, terminals and other interesting stuff. Now go back to the subway corridors and kill the mole rats that come out of one of the doors to the northwest and then go downstairs using the stairs to the northeast, always paying attention to the mole rats. Go past the burning barrel and climb the metal stairs to the top to get to the power generator room. Open the metal door to the southeast, ignoring the humanoids trapped in the other fenced area. Collect everything in the office and remember to rummage through the first aid kit to find a key. Also activate the service terminal and disable the gas leak to prevent the whole area from catching fire when using laser weapons. Now go to the northwest gate and open it with the newly obtained key. Kill the ghouls in the way that works best for you, also remembering to include the explosion of the generator among the possible options. Once in the new room, go down the stairs and open the door you will find if you can. Climb the steps to the metal door on the northwest wall and go over the stairs to open a new passage which will take you to the Tenleytown / Friendship power plant.
Once you exit, follow the sign you will see on the left corner of the wall and pass the nearby car and then turn right and head west. Continue your path along the tunnel until the road reopens again in the outer courtyard of a station, where you will find ghouls and Super Mutants. Go up using one of the elevators (the other routes will be blocked, you can't go wrong), go past the ticket office and then head east. Left tunnel up to the metal gate until you find a new graffiti with the word Galaxy News Radio on the ground.
Helped by Lyon Pride
Now it's time to reach the GNR building by making your way through the Super Mutants who guard the area of debris that will allow you to reach the next area. Begin to advance by eliminating the enemies, although you will soon find that you are aided by a small group of powerful soldiers: the company of the Lyon Pride. Talk to the commander in charge, Sentry Sarah Lyons. Join them in a very discreet way: just follow them and maybe take out some already injured Super Mutant to make your little contribution. You can also try to recover the power armor from an initiate of the company, recently fallen in battle and that you will find along the way, but since you do not have the necessary training, at least for now, it will be malleable to leave the suit in its place. Make your way through the ruins of the school now occupied by the Super Mutants and then reach the outside GNR square, where a big surprise awaits you.
How to take down a Behemoth
First of all, take care of the best armed Super Mutants in the area by unloading a lot of lead to make sure you have more companions or rather more "diversions" in the clash that awaits you. Once you have reconquered the area, a large pile of debris thrown into the air will introduce you to the Behemoth, the most evolved Super Mutant race that, due to some genetic mutations, has reached disproportionate dimensions. Do not use conventional weapons, you risk being killed long before you have consumed even a single magazine. Rather, go near the body of the initiate Reddin and take possession of the Fat Man, a terrifying weapon that works with atomic bullets. Make sure you are a good few meters away from the monster and then fire a direct hit or two to kill it. Remember that the Fat Man's trajectory has a very low curvature, so the bullet will immediately tend to fall to the ground. This could involve you in the explosion.
Once the huge enemy is eliminated, talk to Sarah then enter the Galaxy News Radio building and meet Three Dogs.
Dialogue with Three Dogs
Now it will be time to speak to the director and founder of Galaxy News Radio to get some information about your father. If you have enough eloquence, you will be able to know your next destination without wasting too much time chatting. If, on the other hand, you prefer to help the people of the Wasteland and maybe even advance a level or two, agree to participate in the Good Battle too. You'll need to retrieve a signal enhancement dish that is jealously guarded by a group of super mutant gunmen at the Washington Museum of Technology, near the Mall area and the Washington Monument, manned by the Brotherhood of Steel and a place to take the probe once. recovered. After the conversation with Three Dogs, you will have an access password for the Washington Monument and a photograph of the dish in question, a component of the Virgo II space probe.
How to get to the Museum of Technology
Exit the rear of the building, in the north area, at the bottom of the stairs that end with a wooden door and then arrive at Dupont Circle. Now go down the pile of rubble once you have dropped off the ledge and head forward until you also cross the slope formed near the shattered overpass. To the east you will find the entrance to the Chevy Chase / Vernon Square Metro. Do not enter it, continue along the road along which you will find the ghouls and arrive in front of the large metal door with the words "Mall Outpost". Now open the door that leads to the collapsed tunnel and continue to find yourself in a large room with large destroyed beams. The ideal route to follow is the one further south. You will find some ghoul-infested steps but just look at the local map to find the door to Dupont Circle on the right after a short time. You will find yourself in a classic connecting corridor that you have already encountered while exploring the other subways. Head to the underground chamber and wait for the battle between the ghouls and the predators to end. Collect everything in the crates and head to the tunnel to the east. You will find a graffiti that will indicate the location of the Mall. Follow the central section of the Metro and continue south to reach the museum. Go down to the wagon half submerged by rubble and keep it on the left. Continue the path to the end and follow the signs for the museum. Now head to the illuminated stairs and flip the switch on the wall to open the passage to a pool room. Kill the Predator and collect everything, including the Grognak the Barbarian comic. Now look east and continue past the metal columns to reach the escalator. Now still east to find the Mall and go outside.
The ruins of Washington DC
Run directly to the large double wooden door of the Museum to continue the mission, but it will still be good to indicate the situation in which the capital is located. Super mutants. Everywhere, fully armed and without too many scruples in filling you with bullets. If you want to make your future movements on foot easier, use the scenario as protection and gradually eliminate all the enemies in the area by aiming directly at the head with the SPAV mode and trying to conclude the clashes with the mutants as quickly as possible armed with heavy machine guns with rotating barrels. With a little patience and a lot of bullets, the ruins of the capital will be partly safe and you will have less chance of being killed perhaps during the return from a mission.
The Museum of Technology
As soon as you enter, eliminate the Super Mutant ahead of you and the one that is about to arrive on your left, then go through the rubble and the stairs and get to the exhibition area. Go to the west area of the atrium to read interesting information on the Cape terminal. Then head to the desks to reach the terminal which is located under a plastic dome. Read the menu marked # 000 to learn that the museum has a locked gun depot by a combination. Go back to the main menu and you will see that the number has changed to # 001. Select it and get ready for a little puzzle: you will have to find 4 more numbers to make sure you have the combination. The other terminals will be indicated later in the solution (see the section below for the solution). Now go to the room beyond the door to the northwest. Open the first aid box and then go up the stairs to access a small security room. Deactivate all the turrets in the museum and try to open the safe present. Continue the path towards the exhibition hall and continue towards the part concerning the guided tour of a perfect fallout vault. Conclude the visit by exiting the other side of the museum. Go to the large balcony and go through the collapsed ceiling and rubble to find the Virgo II landing module that you can't reach. If you have enough Burglary or Science skills, head to the VTOL Enclave to take the corridor leading to Delta IX. Before continuing, however, access the information terminal on the right of the floor to find entry # 002 which you will need to select. Choose the exact number and continue exploring the plan. Once you have everything you think is necessary in this section of the museum, go to the Delta IX exhibit and eliminate all the Super Mutants, looking for cover in case the bullets in the air start to get too many. Once you have made a clean sweep, head with weapon in hand to the sloping corridor that leads to the Virgo II probe. Before continuing, continue the Jiggs treasure hunt by accessing the terminal on the ground floor, near the double door to select menu # 003 and enter the correct number. If you have entered the correct numbers, #Get access code will appear; now your reward will be found at the security office. Access the probe room via the Planetarium through the closed metal door, or from the Delta IX room via the double door or from the maintenance room to the upper balcony. Get the parable and leave the museum without forgetting to take the treasure hunt loot. You will find it in the security office.
The solution to Jiggs' puzzle:
# 000 - read the menu
# 001 - # 019
# 002 - # 053
# 003 - # 113
# 003 - #Get the access code
Now straight to the highly visible Washington Monument to be helped in some eventual confrontation by some soldiers of the Brotherhood of Steel. Climb to the top of the building and wait before installing the new component. If you want to get a different reward than the one promised by Three Dogs, which is the place where your father is, go alone to Rivet City to talk to Dr. Li and still have new information or go to Vault 112 which is in the garage by Smith Casey in the southwestern area of the map, and continue the main quest alone. In this way, Tre Cani will give you access to a weapons depot otherwise inaccessible in any other way. If further research is convenient, stop for a moment and return to the Washington Monument later. If you have already done everything or do not think it necessary to open the weapons museum, mount the dish and, if you have a high Science skill, you can even enhance the signal even more than necessary. Now go back to Tre Cani via the map or by using the metropolitan route, to find out where your father went. The next target is Rivet City.
How to travel to Rivet City
The two most convenient routes to reach the city will be indicated below; the former will unlock an additional area to explore, while the latter will be shorter, but you will have less opportunity to earn items and experience points.
Route 1 - Anacostia interchange
Exit the GNR building and return to the Museum of Technology again and then turn your gaze to the trenches of the Super Mutants in the area in front of the Mall, then head west and enter the museum subway station. Now, still west until you find the escalator with a sign nearby indicating the location of the Anacostia interchange. Go down the ramp, move near the burning barrel and take the left tunnel. Follow it to the end (also pay attention to the group of Marauders in the area) and you will access the interchange.
Now head west to run into a group of Marauders who are guarding some items and a small bed where you can rest. Now go back to precede the tunnel until you reach a new raised floor, which you can get to with the usual escalators. Eliminate the group of enemies in the area, head west, past the bathrooms, and open the gate that will take you back to the Wasteland again, near Rivet City.
Route 2 - the Potomac River
The second path is much simpler. Exit the GNR building and then go to the West Ferragut station and go up the Potomac river to the south, always keeping the river on your right. Pass the Anchorage Memorial and go around Dukov's house to find yourself in front of a large ship marked by time: here is Rivet City.