Game of the Year Edition – Character Creation Guide – Revolution Arena [in English] (2024)

Table of Contents:

I. Introduction{INT001}
II. S.P.E.C.I.A.L. Attributes{SPC001}
1. Strength{SPC002}
2. Perception{SPC003}
3. Endurance{SPC004}
4. Charisma{SPC005}
5. Intelligence{SPC006}
6. Agility{SPC007}
7. Luck{SPC008}
8. My Personal Build, Attributes{SPC009}
III. Statistics{STA001}
1. CND{STA002}
2. RAD{STA003}
3. EFF{STA004}
4. LVL{STA005}
5. HP{STA006}
6. AP{STA007}
7. XP{STA008}
IV. Skills{SKL001}
Base{SKL002}
Tag!{SKL003}
Leveling{SKL004}
Bobbleheads{SKL005}
Books{SKL006}
Min/Maxing{SKL007}
Breakdown of Skill Points{SKL008}
The Skills{SKL009}
Barter{SKL010}
Big Guns{SKL011}
Energy Weapons{SKL012}
Explosives{SKL013}
Lockpick{SKL014}
Medicine{SKL015}
Melee Weapons{SKL016}
Repair{SKL017}
Science{SKL018}
Small Guns{SKL019}
Sneak{SKL020}
Speech{SKL021}
Unarmed{SKL022}
Skills I Tag! (and why){SKL023}
Skill Point Allocation {SKL024}
V. Perks{PRK001}
Level 2 Perks{PRK002}
Level 4 Perks{PRK003}
Level 6 Perks{PRK004}
Level 8 Perks{PRK005}
Level 10 Perks{PRK006}
Level 12 Perks{PRK007}
Level 14 Perks{PRK008}
Level 16 Perks{PRK009}
Level 18 Perks{PRK010}
Level 20 Perks{PRK011}
Level 22 Perks
Level 24 Perks
Lever 26 Perks
Level 28 Perks
Level 30 Perks
Additional Perks{PRK012}
My Personal Build, Perks{PRK013}
VI. Bobbleheads& Miscellaneous{BOB001}
VII. Keller Family Transcripts{KFT001}
VIII. Sheet Music Books{SMB001|
IX. Books{BOK001}
X. Unique Weapons {UNQ001}
1. Big Guns{UNQ002}
2. Energy Weapons{UNQ003}
3. Melee Weapons{UNQ004}
4. Small Guns{UNQ005}
5. Unarmed{UNQ006}
XI. Schematics{SCM001}
XII. Updates/Thanks{UPD001}

o======================================================================o
| |
|Introduction {INT001} |
| |
o======================================================================o
This is the revamped, updated, overhauled Character Creation FAQ for

Fallout 3 and its first four expansion packs, but most significantly,
it will cover the game with the Broken Steel expansion installed. This
is not designed to play off of or be compatible with my previous FAQ,
hence the two separate versions. Broken Steel adds some perks that make
significant changes to the progression of your character, and if you
have this expansion, my previous FAQ is of no use to you. Really, it
isn't. This FAQ will create a character that is extremely power-gamey..
it's just how I play these games, myself. These are all just my
opinions-essentially a guide on how I build my characters, and why.

There are some new things added to the game with the expansion. 10
extra experience levels is the most obvious new thing with the
expansion. But to compensate for the new levels, they throw in some
new baddies, and of course, new items. Super Mutant Overlords and
Albino Rad Scorpians come to mind. Sneak attack criticals are more
useful than ever! Most the new enemies have a lot more hitpoints, and
a Super Mutant Overlord with a Tri-beam Laser Rifle can be a bad thing.
In fact, they're just about the only thing I've found in the game that
can hurt-and even kill-you in V.A.T.S. But, shooting the weapon out of
their hands in V.A.T.S. makes them almost defensless. Too bad they
still cap the experience rewards at 50. It seems a little cheap to have
to pump dozens of shotgun shells into the new baddies and still get the
same 50 for an Overlord as you get for a Master.

o======================================================================o
| |
|S.P.E.C.I.A.L Attributes {SPC001} |
| |
o======================================================================o
Your seven attributes are cleverly formed into the anagram 'SPECIAL',
which stands for Strength, Perception, Endurance, Charisma,
Intelligence, Agility, Luck.

Attributes do a number of things for you-depending on what the actual
attribute is, but they all give a 2 point bonus to their related skills
for each point in that attribute. For example, if your Strength was 5
your base Melee Weapons skill would get a 10 point bonus. Luck is the
exception, which gives a 1 point bonus for each two points in Luck to
all your skills. This also means that when determining your skill
points, each skill starts out with at least a +2 bonus (for your
minimum of 1 in each attribute.) But.. more on that later.

You can get a Vault-Tec limited edition bobblehead that adds a +1 bonus
for each of your attributes. You should plan on getting these (or at
least the more important ones) and adjust your characters' attributes
appropriately. Remember, if you're planning on getting the "Almost

Perfect" perk, don't get ANY skill bobbles until you have that perk.
Go
to the perks section of the guide to find out more.

In the original Fallout 3, your attribute placement was vital, as you
only had so many. In Broken Steel, the introduction of the level 30
perk Almost Perfect enables you to boost all your attributes up to 9,
10 with the Bobblehead. This makes attributes somewhat moot, as all
you have to do is get to level 30 to max yourself out. Appropriately
the focus of this guide has changed. No longer are the attributes
rated on which are the 'best' but now attribute allocation has more
to do with getting the perks you want when you want them, and which
attributes are more useful in getting you to level 30, since they are
all rather moot after you get there.

Strength {SPC002}
o======================================================================o
Skills: Melee Weapons

Strength is a measure of your raw physical power. It affects how much
you can carry, and determines the effectiveness of all melee attacks.

Strength determines the damage you do with melee attacks.. a whopping
half a point of damage for each point of strength. Yes, 10 points of
Strength gets you the same damage as the Iron Fist perk, wow! As far as
the skill point bonuses go, Strength is the weakest attribute, factoring
into only one skill.. the aforementioned Melee Weapons skill. Five is
good enough to get me Strong Back, and that's all I'll give it.

StrengthMelee DamageCarrying CapacitySkills
10.5160+2
21.0170+4
31.5180+6
42.0190+8
52.5200+10
63.0210+12
73.5220+14
84.0230+16
94.5240+18
105.0250+20
You can further increase your Strength by completing the quest 'Those!'and recieving the injection from Doctor Lesko.Grade: **Perception{SPC003}o======================================================================oSkills: Explosives, Lockpick, and Energy WeaponsA high Perception grants a bonus to the Explosives, Lockpick and EnergyWeapons skills, and determines when red compass markings appear (whichindicate threats).Perception's big draw is that it increases the distance as which younotice threats-red marks on your compass. Granted this is only usefulfor avoiding said threats, or ambushing/sneaking up on them. Still, ifyou are a ranged fighter, this is useful for letting you know where yourenemies are before you engage. If tactical advantages don't mean anything to you, obviously Perception shouldn't be high on your list.Even without the threat markers (which I am personally fairly fond of)Perception gives a bonus to three skills.. which makes it fairly usefulby that simple virtue alone. Many good perks require a Perception scoreof six, so that's where I start.
PerceptionSkills
1+2
2+4
3+6
4+8
5+10
6+12
7+14
8+16
9+18
10+20
You can further increase your Perception by completing the quest 'Those!' and recieving the injection from Doctor Lesko.Grade: ***Endurance {SPC004}o======================================================================oSkills: Big Guns and UnarmedEndurance is a measure of your overall physical fitness. A high Endurance gives bonuses to health, environmental resistances, and theBig Guns and Unarmed skills.Every point of Endurance gives you 20 health, a fairly significantamount considering you gain 10 points per level (excluding the first)added on to a base of 100. This bonus is retroactive-should you gainmore Endurance later, you'll find yourself burdened with an extra 20health. By 'environmental resistances' they mean Radiation Resistance.You'll gain a 2% bonus for every point above 1, again retroactive. Thisis a fairly good attribute, and it gives bonuses to two skills, eventhough they are two I'm not particularly fond of. Since all the bonusesare retroactive, there's no call to put more points into it when youbegin than you absolutely need. I choose to start out with six.
EnduranceHitpointsPoison ResistanceRadiation ResistanceSkills
11200%0%+2
21405%2%+4
316010%4%+6
418015%6%+8
520020%8%+10
622025%10%+12
724030%12%+14
826035%14%+16
928040%16%+18
1030045%18%+20
Grade: ****Charisma {SPC005}o======================================================================oSkills: Barter and SpeechHaving a high Charisma will improve people's disposition of you, andgive bonuses to both the Barter and Speech skills.You won't need one point of Charisma to make it through the game, andit's just as much of a dump stat in the expansions as it was in theoriginal. The only thing that's changed is now if you reach level 30,you can enjoy all the perks of having a high Charisma, without havingto suffer to get it. Start out with one point.
CharismaSkills
1+2
2+4
3+6
4+8
5+10
6+12
7+14
8+16
9+18
10+20
Grade: *Intelligence {SPC006}o======================================================================oSkills: Science, Repair, and MedicineIntelligence affects the Science, Repair and Medicine skills. Thehigher your Intelligence, the more Skill Points you'll be able todistribute when you level up.Intelligence gives bonuses to three skills, and for every point ofintelligence you have, you'll get one extra skill point to distributeper level. This skill used to be one of the focal points of my buildin the original.. in the expansion, things have changed. On one hand,you have half again as many levels, so you dont really NEED a superhigh intelligence to max all your skills out at 100. On the other hand,it's the only skill that isn't retroactive.. In other words, it'sthe only one that will suffer if you don't have it high early. What itcomes down to is simple: at level 30, Intelligence is useless. Allthe levels leading up to it are important. And it's only important ingetting you to 100 in all your skills. In the end, I still go with 9,as there really just isn't much else worth getting. This way, I canget the required skill levels for the perks I want and not even haveto worry about the Educated perk. Keep in mind that you CAN get thebobblehead for Intelligence (or any other attribute) if you start outwith a base of 9. The Almost Perfect perk will not drop you down to 9 if you already have a 10.
IntelligenceSkill Point per LevelSkills
111+2
212+4
313+6
414+8
515+10
616+12
717+14
818+16
919+18
1020+20
Grade: ***Agility {SPC007}o======================================================================oSkills: Small Guns and SneakAgility affects your Small Guns and Sneak skills, and the number ofAction Points available for V.A.T.S.Small Guns and Sneak are both magnificent skills, and I live and die byV.A.T.S. in this game. You get a measly two points for each point inAgility plus a base of.. 65? Still, weapons just aren't accurate at arange, and ammo is a commodity, so V.A.T.S. is good times. Besides, youare invulnerable while in V.A.T.S. so it's something worth abusing.Even though most of the perks I really want require only six, by thetime Nerves of Steel becomes availiable, I'm scraping the bottome ofthe perk barrel. I get up to seven just so I can have that perk. Plus,it'll help to have a good Agility early on.
AgilityAction PointsSkills
167+2
269+4
371+6
473+8
575+10
677+12
779+14
881+16
983+18
1085+20
Grade: ****Luck {SPC008}o======================================================================oSkills: All skillsRaising your Luck will raise all of your skills a little. Having a highLuck will also improve your critical chance with all weapons.Luck is a fantastic attribute. Every point gives you a 1% critical hitrate. A critical hit on an enemy's head in V.A.T.S. with a combatshotgun is a GOOD thing. With 10 points of Luck, Finesse, and thebest modifier from the Wasteland Survival Guide, you can get an 18%critical rate. That's good times. As if that's not good enough, Luckgives a bonus to all your skills, one point for every odd attribute point in Luck (1,3,5,7,9). That's a total of 13 skill points for everyother attribute point. At 6.5 per point, that's a better skill bonusthan any other attribute. I start out with six.
LuckCritical ChanceSkills
11%+1
22%+1
33%+2
44%+2
55%+3
66%+3
77%+4
88%+4
99%+5
1010%+5
Grade: *****You can further increase your Luck by possessing the Lucky 8 Ball. Likea bobblehead, this item just sits in your inventory and makes your lifeeasier.My Personal Build, Attributes {SPC009}o======================================================================oI count on getting all the bobbleheads (which is much easier thanfinding all the books) and the Lucky 8 Ball. Also, I plan on gettingthe Ant Sight perk. I play by using Stealth to sneak up on my enemies, typically with Small Guns. Sneak Criticals are good times, and my V.A.T.S. ensures I win my fights. This is my personal build for casual gameplay.These following attributes will be enough to get me all the perks Iwant up until level 30. At which time I will get Almost Perfect tobring my attributes up to nine. Note that this build will not come into its own until you hit level 30.. at which point you can go around collecting bobbleheads and become a phenom. It's more than enough to survive the game though, and with some ease, until you hit level 30.
Strength5Perception6Endurance6Charisma1Intelligence9Agility7Luck6
Statistics {STA001}
You could really look a lot of this up in the manual, but that's toomuch for some folk.. I'll just assume you're looking it up here for myexpert opinions. Yeah..CND {STA002}o======================================================================oLike the manual says, this screen has an outline of your poor littlePip Boy. The healthier he is, the happier he'll look! Also, you cansee the condition of all your body parts. This feature seems a littletacked on, and most of the time you'll only take serious bodily harmfrom explosions, traps, or Robobrains. Getting crippled is a bad thing,obviously, and the effects range from occassionally losing focus andbecoming temporarily blind to hobbling around at half speed. Usingstimpaks on the injured member or sleeping in a bed will fix you up.RAD {STA003}o======================================================================oThis screen shows your current level of radiation exposure via thebar across the bottom. Your radiation level ranges from 0 rads to1000 rads, with significant negative effects occuring every 200 rads,as follows: 200 rads: -1 EN400 rads: -2 EN, -1 AG600 rads: -3 EN, -2 AG, -1 ST800 rads: -3 EN, -2 AG, -2 ST1000 rads: Death!You won't lose maximum HP while suffering from radiation poisoning, sothe endurance loss isn't too bad. However, losing agility and strengthkinda sucks. Fix yourself up with some radaway or prevent radiationpoisoning by using rad-x. Just don't become addicted!As a side note, does anybody remember those old Terminator games madeby Bethesda? Really, Skynet was the more popular one, but they werefirst person shooters made about a decade ago. Post-apocalyptic fpsgame, and I swear the geiger counter sound effect was exactly the same.I might be the only person who heard about Bethesda doing a Falloutsequel and not thinking it was completely out of place.. but then again,I was also one of the few people who played the original Fallout gameswho didn't bristle when they said Fallout 3 would be "Oblivion withguns." Ah well.. Tangents, sorry.EFF {STA004}o======================================================================oIf you're suffering from radiation poisoning, or if you are in someother way buffed or impared, that'll show up here. This just lists thevarious status effects affecting you.LVL {STA005}o======================================================================oThis is, of course, your level. You start out level 1, and reach level2 immediately upon exiting the vault. As of now you can reach alamely low maximum level of 30. Each time you level up you'll recieve10 HP, a perk, and 10 skill points + intelligence.HP {STA006}o======================================================================oHit Points, of course. When you run out of these, you die. Hit pointsare good, and since endurance is one of the best ways to get more ofthem, endurance is pretty good too. You start out with a base of 100and recieve 10 every level (sans the first). You also gain 20 more perpoint of endurance and possibly 30 from the Life Giver perk. That's amaximum of 620 hit points.AP {STA007}o======================================================================oAction points are all important for my play style. The more actionpoints you have, the more shots you can take in V.A.T.S., which ismuch more accurate, damaging, and during which, you're invincible. Ifyou're too elite of an FPS shooter for V.A.T.S., just give yourself anagility of 1 and have fun. For the rest of us, V.A.T.S. is win. Youstart out with 65 and gain two points for every point of agility. Withthe Action Boy/Girl perk, you can top out at 110 (which I always do).There's an arguement that AP becomes redundant if you get the Grim Reaper's Sprint perk, but in its defense, the more AP you have, the more shots you can take, the better your chance of killing and enemy and replenishing your AP. It's good stuff people, trust me. I evenget Nerves of Steel, since it makes V.A.T.S. that much more accessible.And really, there's not a stellar selection of great perks left atlevel 26.XP {STA008}o======================================================================oYour experience points rates your progress towards the next level. Yourecieve anywhere from 1 to 50 experience (in normal difficulty) for killing an enemy, and you get a comparably whopping amount for completing the games' quests. I'll go ahead and say it here.. there are plenty of chances to gain XP in this game. Killing enemies, completing quests, giving certain items (scrap metal, sensor modules, sugar bombs and the like) to certain NPCs, picking locks, disabling/disarming mines, hacking computers.. Point is, you NEVER need perks that increase your XP.. even if you might be forced into picking one at level three for lack of options..
Skills {SKL001}
Skills determine how good you are at various activities, anything frompicking locks, hacking computers, attacking with various weapons,sneaking, interacting with NPCs and so forth. Your skills are every bitas important as your S.P.E.C.I.A.L. attributes and your perks, withone exception.. it's entirely possible to create a character with ascore of 100 in every skill.Base {SKL002}o======================================================================oYou start out with two points in each skill, and get an additional twopoints per S.P.E.C.I.A.L. attribute in related skills with theexception of Luck, which gives .5 point for each point of Luck(rounded up).Tag! {SKL003}o======================================================================oYou select three skills to tag during the G.O.A.T. test. Unlike thefirst two Fallout games, this doesn't double your rate of skill pointincrease, it merely adds a 15 point bonus to those skills.Leveling {SKL004}o======================================================================oYou gain 10 skill points per level plus your Intelligence score.Getting the bobblehead from Rivet City early earns you extra skillpoints.Bobbleheads {SKL005}o======================================================================oThere is a bobblehead in the game for each skill, each of whichincreases your skill by 10 points. Free and easy skill points, youshouldn't raise any skill above 90 until you have the bobblehead forthat skill, or you're wasting points.Books {SKL006}o======================================================================oIn addition to perks, leveling, intelligence, and bobbleheads, you canget skill bonuses from books throughout the game. These books each giveyou a one point bonus to a specific skill, depending on the book. Thiscannot increase your skill level above 100. In the game there aretwenty-five of each skill book (except for 'Tales of a Junktown JerkyVendor, of which there are only twenty-three.) With the Comprehensionperk, each book adds two points instead of one, so you should save allthe skill books you find until you get Comprehension. Note that depending on where you choose to live, you may not be able to get all25 of the books in the game. Different themes offer different books inTenpenny Tower than in Megaton. Also, the 'Lawbringer' and 'Contract Killer' perks each allow you to obtain a book you normally couldn'tget, a Guns & Bullets and Lying, Congressional Style, respectively. On any given playthrough you will miss out on two to four books, depending on how you play. Adjust your build accordingly.Min/Maxing {SKL007}o======================================================================oIf you want to ensure you'll max out all skills at 100, get every skillto at least 40 points. You'll get ten more from the bobbleheads, andyou can get 50 more points from the skill books if you haveComprehension. For Barter, you'll need a minimum of 44 since there areonly 23 books (Speech gets a 10 point boost from Yew's Bear Charm.) Keep in mind that some perks require skills to be at certain levels, like Cyborg. You might want to boost such skills to the minimum level-and really strive to get your hands on the bobbleheads you'll need early on. This approach is even more power-gamey than I like to play, but it's an option. I don't think it's really all that valid now that you have an extra 10 levels and you might as well start out with a high Intelligence.. but.. hey, it's out there. If you want to find ALL the skill books, you don't even need Comprehension.Breakdown of Skill Points {SKL008}o======================================================================oThere are 13 skills in the game, each of which can be raised to a scoreof 100, for a grand total of 1300 possible skill points in the game..You will get skill points equal to (10 + your Intelligence score) foreach level you gain. For my build that's 19 at level 2, and 20 for the rest, since I'll make a priority getting the bobblehead from Rivet City. From leveling alone, I will get a total of 579 skill points. Add thatto the base two in each skill for an extra 26 skill points, or 605 total.Add that to the three tagged skills for a total of 650. You will alsohit a total of 10 in each attribute, adding 20 points to each skill.Luck will add an additional 5 points to all my skills for a total boostfrom attributes of 25 points. (25 x 13 = 325) Just from leveling up,getting the Almost Perfect perk, and all the attribute bobbleheads, myskill point total is at 975 out of the possible 1,300. Now take into account the skill bobbleheads, each of which add 10 totheir skill. That's 130 more points, bringing me up to 1,105 points.From books, I need to find only 195 points worth of books. WithComprehension, that's a measly 98 books out of 323, which is cake.But we're not done yet. Yew's Bear Charm gives you 10 points toSpeech, and I will also get the Cyborg perk (+10 to Energy Weapons)and the Silent Running perk (+10 to Sneak.) So that's actually only165 points to go, which requires me to find only 83 books.
BreakdownPointsBase2 per skill, 13 skills26Attributes20 per skill, 13 skills260Luck5 per skill, 13 skills65Tag! Skills15 per skill, 3 skills45Level 210 + Intelligence (9)19Levels 3-3010 + Intelligence (10)560Bobbleheads10 per skill, 13 skills130Perks10 to 2 skills20Yew's Charm10 to Speech10Total1,135(87.3~ points per skill at level 30)Needed1,300Left for Books165Comprehension1 book = 2 points82.5 (83 books)Remember, you can get an infinite number of skill books for the Big Gunsskill, so never put any points into that skill. Also, that makes thebook total considerably lower than what is stated.. If you plan ongetting all of your Big Guns from books, you'll have something more likethis..BreakdownPointsBase2 per skill, 12 skills24Attributes20 per skill, 12 skills240Luck5 per skill, 12 skills60Tag! Skills15 per skill, 3 skills45Level 210 + Intelligence (9)19Levels 3-3010 + Ingelligence (10)560Bobbleheads10 per skill, 12 skills120Perks10 to 20 skills20Yew's Charm10 to Speech10Total1098 (91.5 points per skill at level 30)Needed1200Left for Books102Comprehension1 book = 2 points51 (51 books)This is the ultra power-gamey version of the above build. Since BigGuns is a non-issue with this method, I simply ignore that skill entirely. Just be sure to return to the Bethesda Ruins once everycoulpe of game days to get yourself another copy, and before you knowit you'll have a high Big Guns score.The skills {SKL009}o======================================================================oBelow I have listed and explained the skills. It seems more redundantthan explaining S.P.E.C.I.A.L. attributes or perks, since you caneasily max all of the skills, but this might help you choose whichskill to tag and boost.Barter {SKL010}o======================================================================oS.P.E.C.I.A.L. Attribute: CharismaBook: Tales of a Junktown Jerky VendorThe Barter skill affects the prices you get for buying and sellingitems. In general, the higher your Barter skill, the lower your priceson purchased items.Like it is said in the manual, you gain an advantage on trade prices,which is fairly important. The more money you get for your loot, themore ammo you can buy. The more ammo you have, the easier your lifewill be. Being able to get your hands on more ammo, armor, and medswill make the game easier, obviously. There is, however, plenty ofloot in the game, so while this skill helps, it's not a skill youshould lose sleep over.Grade: ****Big Guns {SKL011}o======================================================================oS.P.E.C.I.A.L. Attribute: EnduranceBook: U.S. Army: 30 Handy Flamethrower RecipesThe Big Guns skill determines your combat effectivness with alloversized weapons such as the Fat Man, Missile Launcher, Minigun, andGatling Laser.The more points you have in Big Guns, the more damage they'll do, andthe better your accuracy in V.A.T.S. They already do a ton of damage,but that just means they'll get that much better by focusing on BigGuns. Of course, this is a fairly specialized niche of weapons thathave rather limited use and even more limited ammo. Granted, you'llfind more 5mm rounds than you can shake a stick at, but you'll alsoburn through it like nothing else. I've managed to play through thegame without using a single Big Gun. In fact, the only situation inwhich I found myself wanting one was against Super Mutant Behemoths,and there are very few of them in the game. Big Guns tend to berather inefficient in V.A.T.S., as they take a lot of Action Pointsto fire, and interrupt the flow of firing manually, since many havea revving up time. They are also inaccurate at range, making them onlyreally useful in situations where you have enemies at short to middlerange with little cover. I don't know.. They seem to work better for the computer than they do for me.Do not spend any points into Big Guns, EVER. In the Bethesda Ruins -Bethesda Offices East there is a raider with a flamer that drops askill book for Big Guns. He will respawn, allowing you to get multiple copies of the book from him.Grade: **Energy Weapons {SKL012}o======================================================================oS.P.E.C.I.A.L. Attribute: PerceptionBook: Nikola Tesla and YouThe Energy Weapons skill determines your effectiveness with weaponssuch as the Laser Pistol, Laser Rifle, Plasma Rifle, and Plasma Pistol.Unfortunately, Energy Weapons describes a rather limited selection of weapons in Fallout 3. The exception of course, is the Alien Blaster, but ammo is incredibly rare for this gun. The big problem with EnergyWeapons is the fact that they aren't really any more powerful than SmallGuns, but typically cost much more to maintain. Sure, a Plasma Rifle cancompete with a Combat Shotgun in damage, but when you have to repair thetwo.. you'll see the difference. That said, Gatling Lasers are in everyway a superior option for mass destruction to Big Guns like the Minigun.Grade: ***Explosives {SKL013}o======================================================================oS.P.E.C.I.A.L. Attribute: PerceptionBook: Duck and Cover!The Explosives skill determines the power of any set mines, the ease ofdisarming any hostile mines, and the effectiveness of any throwngrenade.Explosives aren't very useful. They do good damage, but they come inextremely limited quantities. They're annoying to aim, and they take too long to detonate. I know, I know, "aim better!" Most situations in which one could be used I found it easier to simply use a gun, or a missile. Some people suggest using Frag Mines against Mirelurks, but I found it simpler to just go downhill from them and put an end to them with a shotgun. And about the 'ease of disarming hostile mines', theymean mines will take longer to detonate after they become live. It's nota big deal, however, except with the quest 'The Power of the Atom.' Eventhen, your skill doesn't have to be very high. Seriously, 25 in Explosives to disarm a tentative and malfunctioning nuclear device? It also allows you to disarm explosive traps, such as the baby carriage and grenade bouquet. Not essential, but not bad.Grade: **Lockpick {SKL014}o======================================================================oS.P.E.C.I.A.L. Attribute: PerceptionBook: Tumblers TodayThe Lockpick skill is used to open locked doors and containers.Every 25 points in this skill allows you to pick a more difficult lock.It also increases your chance to force locks (wee..) There areplenty of locks in the game, so this skill becomes useful simplybecause of how often you'll need to use it. It is one of the few skillsyou should level up quickly (the faster you get it up in ranks, thesooner you'll be able to pick more difficult locks.) It's a goodcandidate for a Tag! skill.
Lockpick SkillLock Difficulty
0Very Easy
25Easy
50Average
75Hard
100Very Hard
Grade: *****Medicine {SKL015}o======================================================================oS.P.E.C.I.A.L. Attribute: IntelligenceBook: D.C. Journal of Internal MedicineThe Medicine skill determines how many Hit Points you'll replenish uponusing a Stimpak, and the effectiveness of Rad-X and RadAway.More potent Stimpaks, Rad-X, and RadAway? Not bad. I don't tend to usethem often, but when I need them, they come in handy. I wouldn't fretabout this skill, but the higher it gets, the more potent your medswill be, and everybody can be happy with that.Grade: ***Melee Weapons {SKL016} o======================================================================oS.P.E.C.I.A.L. Attribute: StrengthBook: Grognak the BarbarianThe Melee Weapons skill determines your effectiveness with any meleeweapon, from the simple lead pipe all the way up to the high-techSuper Sledge.I'm not sure what's 'high-tech' about a Super Sledge, but it sure doespack a whallop. Melee weapons are inferior to Small Guns in damage andrange, but they do have one great perk-they require no ammo. Thatmakes life easier in the early going. And there are tons of them inthe game. Super Mutants and Raiders will carry them liberally, soyou should never be hurting for melee weapons. That said, you canmow down enemies with melee weapons before they ever get close to you,and it shouldn't be a surprise that the bad guys can return the favor.There's no point in rushing a Super Mutant with a missile launcher.Of course, since skills are so liberal in this game there's no reasonyou should focus solely on melee weapons. They have their place, butthat place is mostly for early on, when ammo is scarce(ish). You'dthink that would make this skill worthy of an endorsem*nt for early leveling, but frankly, the sooner you get your Small Guns up, the sooner you'll get to ditch Melee Weapons entirely. Despite the fact thatyou'll need to invest several Perks into it, Paralyzing Palm makesUnarmed the much better melee combat skill. Sorry Melee Weapons, youreally just can't compete.Grade: **Repair {SKL017}o======================================================================oS.P.E.C.I.A.L. Attribute: IntelligenceBook: Dean's ElectronicsThe Repair skill allows you to maintain any weapons and apparel. Inaddition, the higher your Repair skill, the better the startingcondition of any custom-made weapons.This skill is surprisingly good. The better a weapons' condition, themore damage it does, irregardless of what weapon type it is. This skillallows you to do more damage with ALL weapons. Not only that, it keepsarmor in tip top shape as well, improving its damage reduction. Anotherbenefit of Repair is the higher your Repair skill, the more low qualityweapons you can combine to make higher quality weapons. This frees upinventory space, and generally makes looting easier. Why tug aroundseveral crappy suits of Raider armor when you can carry around one goodsuit? Definately a tag-worthy skill.Grade: *****Science {SKL018}o======================================================================oS.P.E.C.I.A.L. Attribute: IntelligenceBook: Big Book of ScienceThe Science skill represents your combined scientific knowledge, andis primarily used to hack restricted computer terminals.Just like Lockpicking, but for computers! Granted, hacking is lessuseful in many ways. A great deal of computers unlock safes, andmany others just disable turrets. Still, it's experience, and thereare plenty of situations in which it is useful. Some of which areeven exclusive to Science. Keep in mind you also need it for theexcellent Cyborg perk. It's a consideration for a tag skill, althoughI'd consider Lockpick more useful early on.
Science SkillHack Difficulty
0Very Easy
25Easy
50Average
75Hard
100Very Hard
Grade: *****Small Guns {SKL019}o======================================================================oS.P.E.C.I.A.L. Attribute: AgilityBook: Guns and BulletsSmall Guns determines your effectiveness with all conventionalprojectile weapons, such as the 10mm pistol, BB Gun, and CombatShotgun.Small Guns are plentiful and powerful, useful in close range (shotguns), medium range (assault rifles), and long range (sniper rifles). They comprise a variety of ammo including BBs, 10mm rounds,.32 calibur rounds, .44 rounds, 5.56mm rounds, .308 rounds, and ofcourse shotgun shells. This is a huge variety of weaponry to fallunder one skill. In fact, you don't even need another weapon skillthan Small Guns. It's not just the most varied, and composed of thegreatest library of ammunition (by far), but possibly the mostpowerful. In particular the 10mm Submachine Gun, the ChineseAssault Rifle, and the Combat Shotgun are all extremely powerful,especially in V.A.T.S. The fact that the Combat Shotgun has such alarge clip size (12 rounds) and deals as much damage as it does makesit overwhelming. This is the most versatile weapon skill in Fallout 3,and regardless of what else you want to fight with, you should makesure you've got Small Guns covered. Certainly worth considering for aTag! skill.Grade: *****Sneak {SKL020}o======================================================================oS.P.E.C.I.A.L. Attribute: AgilityBook: Chinese Army: Special Ops Training ManualThe higher your Sneak skill, the easier it is to remain undetected,steal and item, or pick someone's pocket. Successfully attack whileundetected grants an automatic critical hit.Sneaking allows you to pick your fights, and with a high Perception,it allows you to situate yourself in a position that makes survivinga fire fight easier. Picking off that Super Mutant with the missilelauncher will make your life easier, as will avoiding that group ofTalon Company Mercenaries. Also, stealing stuff is great. It's a fineway to get some better guns early on, or to just nab some stuff tosell. Karma smarma. Good guys need money too. And automatic criticalhits? Critical hits are devastating in Fallout 3, and a criticalsneak attack headshot will just about end anything you'll come up with.Especially with a combat shotgun. In the face. Yeah.. Oh, and theBetter Criticals perk just makes the situation all the better. Ofcourse, Sneak wont get you any experience, and it will only help somuch if you cant fight your way out of a wet paper bag, so while it'sextremely useful, it's worth focusing on after you get some otherskills a little higher. Plus, like in Oblivion, Sneak seems to be anall or nothing skill. It's incredibly hard to sneak near enemies witha sneak below the 70's. If you're trying to just avoid fights in openterrain, you'll only need about 50, but for combat purposes, lookhigher. And dammit, don't forget to turn your Pip-Boy light off! Am Ithe only one who didn't notice your Pip-Boy had a light until the thirdplay-through? Nah, I'm sure I'm not.. Also, with a high Sneak score andChinese Combat Armor, the game breaks in the same way Oblivion does-enemies simply cannot respond to your attacks. So long as you don'trun into them, and you use Unarmed or Melee Weapons, that is.Grade: *****Speech {SKL021}o======================================================================oS.P.E.C.I.A.L. Attribute: CharismaBook: Lying, Congressional StyleThe Speech skill governs how much you cna influence someone throughdialogue, and gain access to information they might otherwise not wantto share.Speech allows you to interact with characters better. Any time aSpeech option comes up, you'll get a chance to radically alter thecourse of the conversation. Failure usually only deprives you of thebenefit of suceeding. Success will convince NPCs to do things withouta hassle, give you more money, or tell you about cool loot. If youhave a high Charisma, you might not need this skill, although I'vefound very few instances where Charisma actually comes up at all. Also,you get experience for successfully using Speech, unlike with havinga high Charisma. You typically only get one shot at making a Speechcheck for an NPC about a specific subject, so I'd suggest you saveand reload. If you want to do quests off the bat, you should boostyour Speech to get as much out of the quests as you can. If you levelfirst, you can put Speech off a bit. Saving and reloading will allowyou to succeed at any Speech check.. eventually, a higher Speech skilljust cuts down on the bother. It's good, but it can wait. Also, in Oasisa little girl named Yew will give you an item that permenantly increasesyour Speech by 10 points, which is nice.Grade: ***Unarmed {SKL022}o======================================================================oS.P.E.C.I.A.L. Attribute: EnduranceBook: Pugilism IllustratedThe Unarmed skill is used for fighting without a weapon, or with thefew weapons speciafically designed for hand-to-hand combat, like BrassKnuckles, or the Power Fist.I was a little rude to this skill in the previous version of the FAQ,but I will maintain my position.. this skill is ass pre-expansion(s).Can it be good? Yes. Is wasting three perks on Iron Fist and gettingNinja worth it in the end? No. Now that you have 10 extra levelsthough.. why not? Some of the unique power fists (like Fisto!) and theDeathclaw Gauntlet can do some downright wretched damage later on. I mean, rivaling combat shotgun damage. And with Robotics Expert, machines you attack in melee won't know what to do! So, melee can be good-especially with Paralyzing Palm. In fact, Paralyzing Palm is the easiest way to deal with stronger enemies like Albino Radscorpians and Feral Ghoul Reavers, making this skill easily the second-best weapon choice in the game. Get Iron Fist early on, put on some knuckles or get a power fist, and you'll make your life very easy by doing some good damage without fretting over ammo.Grade: *****Skills I Tag! (and why) {SKL023}o======================================================================oI typically choose from the following skills to tag.Lockpick/ScienceThey both unlock goodies, and they both will get you experience forusing them. I choose Lockpick, since a lot of computers simply openlocks, while no locks make computer redundant. Also, getting a 50 intoLockpick lets you get the Strength bobblehead, which is handy.Small Guns/Repair/Sneak:Small Guns allows you to kill things easier, hence making your ammo go further. Repair allows you to kill things easier, hence making your ammo go further, and it allows you to combine gear, giving you more potent, compact versions, which just makes life easier. Sneak allows you to steal loot to sell or use, and can help you avoid tough encounters early on-or allow you to get the drop on enemies.. allowing you to do more damage and make your ammo go further. These three skills 
make your killing easier, which will in their own ways maximize yourexperience earning and money making. Pick which one (or two) you preferthe most. Keep in mind that Sneak early on wont allow you to Sneak paststronger foes, and it certainly wont let you steal with impunity.Barter/Speech (honorable mention)While both are good, you can do without at the beginning. If you dontplan on doing quest right off the bat, ignore Speech. Even if you doyou can tough it out and save/reload until it works. With Barter, youcan get money from one of the above skills. These two skills are good,but there are better early game skills.I pick Lockpick, Repair, and Sneak.Skill Point Allocation {SKL024}o======================================================================oI try to keep my skills somewhat equal as I level.. obviously payingfavor to the more useful skills first. Getting Lock Pick, Repair,Science, Small Guns, Sneak, and Unarmed up to the 50's early on isa good idea. Unarmed is good for lower levels, as you'll be able tofind and afford spiked knuckles earlier than you can get copious amountsof ammo. Once I get all my skills to 50 (60 if they have the bobblehead)I make the next incremental improvement and get Lockpick and Science to75, and generally work on getting all my skills into the 80's. By this time, I'm keeping track of Bobbleheads, perk bonuses, and the fact thatwhen I get Almost Perfect my skill points will jump. Here's how I goabout things.. that's right, another breakdown.Level 10Get your more important skills to a decent level early on. You can dosome of these quicker by getting the bobblehead.. but don't kill yourself trying to get to Bethesda before you're ready. Here are some(rough) examples of what I mean.Barter30Lock Pick50Repair50Science50Small Guns50Sneak50Speech30+ (Depends if you want to quest early)Unarmed50Level 20Get ALL your skills to 50 (60 with the bobblehead.) I make sure toget certain skills up faster to meet perk requirements, as listed below.Energy Weapons 60 (for Concentrated Fire)Medicine 60 (for Cyborg)Science 60 (for Cyborg and Robotics Expert)Small Guns 60 (for Concentrated Fire)Sneak 50 (for Silent Running)Unarmed 70 (for Paralyzing Palm)The Last 10 LevelsGet all your skills up as high as you can.. this is where I really tryto equalize my skill values out for good, with a few exceptions. If you don't want to wait for Lockpick/Science to hit 100 at level 30, go ahead and max 'em out. Also, make SURE to get Melee Weapons and Sneak up to 80 BEFORE you hit level 29 to get the Ninja perk. It's the most skill-intensive perk out there, and if you don't have it by level 29, you'd have to sacrifice Almost Perfect to get it. Also, I try to not use any skill books until I'm at this point, so I know what the TRUE values of my skill are. Obviously if I find and use 5 Dean's Electronics, I can't count on finding as many. This issue is largely resolved in the expansion by the fact that you'll get all your skills easily into the 80's with this build.. If you can't find 10 or so of each book.. well, you're just not looking hard enough.
Perks {PRK001}
In Fallout 3 you gain a perk every level (starting at level 2, which youattain automatically upon leaving Vault 101.) Perks are seperated bythier level prerequisite, with every even level opening up more perks.Prerequisites for perks may also include S.P.E.C.I.A.L attributes or skill points. (For example, the Entomologist perk requires that you be level 4, have Intelligence 4, and Science 40.)The name of the game has changed somewhat. Now that you have 10 morelevels to gain, you have an extra 50% base skill points to get justfrom leveling.. You were already easily capable of maxing out all yourskills before, now it's even easier. This changes some things. Skillperks are even more useless. If you're familiar with this guide, youknow why I think they suck. They suck worse now. Also, you no longerneed Educated at all to get more skill points than you need. Mostlythe Broken Steel perks are ways to either correct something yourpreviously couldn't fix (like bringing Dogmeat back) or radicallyaltering your character if you needed to (changing your alignmentfrom one extreme to another). Most of them just save you time oreffort, which I still consider a waste of a perk. Also keep in mindthe term 'build' is somewhat redundant. Your character has more perksthan ever to get, you no longer need to really worry about doing aV.A.T.S. build, or a critical hit build, or a melee build. Do themall. It's not like there are so many great perks out there vying foryour attention.At level 30, you can get the "Almost Perfect" perk, which raises allyour deficient attributes to 9.. with the Bobblehead, that's 10 in allattributes. Any perks that add to attributes are therefore useless.All those Intensive Training perks? Not worth a thing. Now any perkthat offers a bonus.. no matter how menial.. might as well take theirplace. Intensive Training will simply be over-ridden by Almost Perfect,whereas even something like.. *groans*.. Lady Killer.. will be better.At least it will do SOMETHING at level 30. And that's really whatmatters, right? How much of a juggernaught you are at the end? That'swhat I thought too.*HorribleNobody should pick this perk.**BadGenerally this is a low-end perk. Sometimesthey provide just enough of a benefit specificto a character to be worth it, but mostcharacters will not find this perk useful.***AverageThis perk is good simply because of thelack of competition, or there is a good, butnot overwhelmingly good reason to pick it. Itmight look good on its own merit, but comparedto truly great perks, it doesn't measure up.****GoodA good perk for anybody to pick, or a perkthat is absolutely essential to a specificbuild.*****GreatA perk everybody should get. Period.Level 2 Perks {PRK002} o======================================================================oBlack Widow/Lady KillerReq: Level 2Ranks: 1In combat you do +10% damage against male/female opponents. Outside ofcombat, you'll sometimes have access to unique dialogue options whendealing with the opposite sex.You wont use this perk much in dialogue.. it just doesn't have all thatmany uses. And what few it has, you can get the same results from othermethods. Still, the +10% damage to the opposite gender is.. well,something, which is more than can be said for the other level 2 perks.Grade: ***<---------------------------------------------------------------------->Daddy's Boy/Daddy's GirlReq: Level 2, Intelligence 4Ranks: 3Just like dear old Dad, you've devoted your time to Intellectualpursuits. You gain an additional 5 points to both the Science andMedicine skills.Devote yourself to a real intellectual pursuit and skip this perk. Eventhough it might be tempting from a story aspect to pick this up, +10%to your skills is never worth a perk on its own. Especially when one ofthem is Medicine.Grade: *<---------------------------------------------------------------------->Gun NutReq: Level 2, Intelligence 4, Agility 4Ranks: 3You're obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain anadditional 5 points to the Small Guns and Repair skills.Another skill perk. At least both of the skills are useful this time.Grade: *<---------------------------------------------------------------------->Intense TrainingReq: Level 2Ranks: 10With the Intense Training perk, you can put a single point into any ofyour S.P.E.C.I.A.L attributes.In the original Fallout 3, Intensive Training was one of the few waysto raise an attribute. Now that you can get Almost Perfect, IntensiveTraining is just a waste. Don't bother.Grade: *<---------------------------------------------------------------------->Little LeaguerReq: Level 2, Strength 4Ranks: 3Years as the Vault little league MVP have honed your hitting andthrowing. With every rank, you gain 5 points of Melee Weapons skill and5 points of Explosives skill.Yuck.Grade: *<---------------------------------------------------------------------->Swift LearnerReq: Level 2, Intelligence 4Ranks: 3With each rank in the Swift Learner perk, you gain an additional 10% tototal Experience Points whenever Experience Points are earned.You could get this, to level faster. Or you could just kill more, picka lock or two, succeed at a Speech check, or hack a computer. This is auseless perk. It's almost insulting that they offer three ranks of it.Unfortunately, since there's nothing better to pick at level 3, I endup getting this perk.. the skill point perks I will have no use forwhatsoever, but the extra 10% experience.. well, it's still useless,since there's nothing else to pick at this level, at least it gets me towhere I'm going faster. Some more consolation for you, at least the gamerounds up, so you'll always get some bonus experience with this perk.If you kill something worth one point of experience, you'll get two,kill something worth twenty five, and you'll get twenty eight. Also, ifyou have multiple bonuses to experience gained, they don't combine, thestack separately. If you're well rested and you have swift learner,you'll get seven experience for killing something worth five, sixty oneexperience for killing something worth fifty, and so on.Grade: * <---------------------------------------------------------------------->ThiefReq: Level 2, Agility 2, Perception 4Ranks: 3With each rank of the Thief perk, you gain an immediate bonus of 5points to both the Sneak and Lockpick skills.At least these are good skills. Still. Yuck.Grade: *Level 4 Perks {PRK003}o======================================================================oChild at HeartReq: Level 4, Charisma 4Ranks: 1The Child at Heart perk greatly improves your interactions withchildren, usually in the form of unique dialogue options.So you can have a few extra dialogue options with the handful of kids in this game who have something to do with quests. Dont waste yourperk.Grade: *<---------------------------------------------------------------------->ComprehensionRequirements: Level 4, Intelligence 4Ranks: 1With the Comprehension perk, you gain one additional skill point whenever a skill book is read.Lets see. Almost 25 skill books per skill, 13 skills.. that's a potential of 325 extra skill points. That is the biggest pool of skill points in the game, even better than all the skill points you can get from intelligence. This is one of the must have perks. This perk ispretty much in a league of its own in terms of usefulness, seeing as how it can potentially remove the need for an entire attribute.I must say, however, that with the new build, I found my charactersreaching an average of 80~ or so in all their skills by the time theyhit level 30.. not including Big Guns, which gets ignored because it'sa waste to put skill points into it. This is counting the bobbleheadsand the +10 to Speech you get from Yew's Bear Charm, and of course,the few perks I pick that raise skills (incidentally, of course.) Thisis NOT counting the boosts from Almost Perfect, so keep in mind that'seasily maxing out my Barter and Speech, and giving some substantial(4-8 points) boosts to my other skills.. I have to wonder if you evenneed comprehension any more, as I find more than enough books on anaverage play-through without having to use them all.. Pick Comprehensionif you don't think you'll bother finding five to ten of each book..andof course, with Big Guns you're going to need to do the Bethesda runabout.. seventy times?Grade: ****<---------------------------------------------------------------------->EducatedRequirements: Level 4, Intelligence 4With the Educated perk, you gain three skill points every time you advance in level. This perk is best taken early on, to maximize itseffectiveness.Now that you have an extra ten levels to gain, getting this perk isover-kill on the skill points. You'd think that with 10 extra levels,this perk would be even MORE useful.. and technically it is. Previouslyyou could get 48 extra skill points from this perk. In Broken Steel youcan get 78 points.. But the fact that you'll get a flat extra 110+ (200for this build) skill points for the extra levels kinda makes this perk moot. Relying on finding a lot of books is a pain, but finding a third of them is not, which is all this build requires you to do. Don't bother with this perk in Broken Steel.Grade: **<---------------------------------------------------------------------->EntomologistReq: Level 4, Intelligence 4, Science 40Ranks: 1With the Entomologist perk, you do an extra 50% damage every time youattack a mutated insect, like the Radroach, Giant Ant, or Radscorpian.I must admit, the lack of competing perks and the emergence of AlbinoRad Scorpians sheds a little new light on this perk. Still, they'rerare enough, and they are managable, if not mindlessly easy like therest of the bug-category monsters. You still don't need this perk, butit does deserve a more favorable mention in the expansion.. I guess..Grade: **<---------------------------------------------------------------------->Iron FistReq: Level 4, Strength 4Ranks: 3with the Iron Fist perk, you do an additional 5 points of Unarmed damageper rank.Five points of unarmed damage is HUGE. It's the same damage bonus you'dget from 10 points of strength. If you decide to try and play with your fists, these perks are essential. If you don't want to go melee, don't bother with this. Grade: ****<---------------------------------------------------------------------->ScoundrelReq: Level 4, Charisma 4Ranks: 3Take the Scoundrel perk, and you can use your wily charms to influencepeople--each rank raises your Speech and Barter skills by 5 points.10 skill point perk. Yuck.Grade: *Level 6 Perks {PRK004}o======================================================================oBloody MessReq: Level 6Ranks: 1With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, andyou'll do 5% extra damage with all weapons.Okay, the aesthetics are cool, but that's no reason to get a perk. 5%damage against everything is nice, though. Considering the fact thatother damage increasing perks only affect certain weapon types, orcertain enemies, a pure, honest, damage boost is special. There's alsothe nostalgia factor, for us old school Fallout players.Grade: ****<---------------------------------------------------------------------->Demolition ExpertReq: Level 6, Explosives 50Ranks: 3With each rank of this perk, all of your explosive weapons do anadditional 20% damage.20% damage with explosives is a fairly big increase to damage. If you'rea nut about the grenades and mines, this is a great perk. Frankly, I'venever cared too much about explosives in this game. Missile launchersfall under the Big Guns category, and so does the Fat Man. Still, youmight find a situation in which an opportune grenade will be handy, andwith the extra levels in Broken Steel, it's worth considering. Note thatthis perk does NOT improve damage dealt with Nuka-Grenades, which ismind-boggling for many reasons. I guess they thought that 800 damagehand grenades would be too much? (But 800 damage mines are okay.)Grade: **<---------------------------------------------------------------------->Fortune FinderReq: Level 6, Luck 5Ranks: 1With the Fortune Finder perk, you'll find considerably more Nuka-Colacaps in containers than you normally would.More caps. Yay. You'll get plenty of caps killing by things and sellingthier loot.Grade: *<---------------------------------------------------------------------->GunslingerReq: Level 6Ranks: 1While using a pistol (or similar one-handed weapon), your accuracy inV.A.T.S. is significantly increased.If you plan to use one-handed ranged weapons-and V.A.T.S.-you shoulddefinately pick up this perk. Personally I choose to get both this andCommando, since I use Small Guns of all sorts.Grade: ****<---------------------------------------------------------------------->Lead BellyReq: Level 6, Endurance 5Ranks: 1With the Lead Belly perk, you take 50% less radiation every time youdrink from an irradiated water source.You shouldn't have to drink from too many irradiated water sources, eventhough it can sometimes be effective. In any case, Rad-Away will heal100 Rads, and it's cheap enough to get from Rivet city. Also, paying100 caps will get you fixed up from any doctor. This is a waste of aperk.Grade: *<---------------------------------------------------------------------->ToughnessReq: Level 6, Endurance 5Ranks: 1With the Toughness perk, you gain +10% to overall Damage Resistance, upto the maximum of 85%.10% permenant damage reduction is good for everybody. You'll be takinga lot of damage in this game, and this is a good way to mitigate some ofit.Grade: ****Level 8 Perks {PRK005}o======================================================================oCommandoReq: Level 8Ranks: 1While using a rifle (or similar one-handed weapon), your accuracy inV.A.T.S. is significantly increased.With Commando and Gunslinger, all my V.A.T.S. attacks are boosted withnearly any weapon I use. Since I am a V.A.T.S. abusing Small Guns lovingsneaker, these skills are vital for me.Grade: ****<---------------------------------------------------------------------->Impartial MediationReq: Level 8, Charisma 5Ranks: 1With the Impartial Mediation perk, you gain an extra 30 points to Speechso long as you maintain a Neutral Karma level.Gaining 30 skill points isn't a bad bonus for a perk-unfortunately, it'salignment conditional. You really don't need the 30 points into Speech,especially considering there are plenty of other fine perks out thereto put you in a good way skill-point wise. Still, it's definately betterthan a 10 skill point perk.Grade: **<---------------------------------------------------------------------->Rad ResistanceReq: Level 8, Endurance 5Ranks: 1Rad Resistance allows you to -- what else? -- resist radiation. Thisperk grants an additional 25% to Radiation Resistance.25% is a fairly large amount of radiation resistance, but there areplenty of enviromental suits in the game, and of course.. Rad-X. You cantake a perk to permenantly gain resistance, or take a pill to get theresistance when you need it. Besides, plot areas that are blocked byradiation will spike up so quickly it'll kill you anyways. Taking 25%of 700 rads/second will end you regardless. Oh, and also, you canalways buy a "My First Infirmary" for your house and simply remove allrads any time you wish, which really makes rad resistance more obsolete.The only time you'd need rad resistance is if there were some area inwhich you were in danger of dying from radiation poisoning without beingable to a) cure your rads with rad-away, b) up your rad resistance withrad-x, or c) get back to town to heal at your house or by paying adoctor. Think of any? No? Okay then.Grade: **<---------------------------------------------------------------------->ScroungerReq: Level 8, Luck 5Ranks: 1With the Scrounger perk, you'll find considerably more ammunition incontainers than you normally would.Or you could just buy ammo. Really, I've had more than 1000 rounds ofammo for some guns by level 10, and past that point your ammo-to-killratio is greatly in the positive. Grade: *<---------------------------------------------------------------------->Size MattersReq: Level 8, Endurance 5Ranks: 3You're obsessed with really big weapons. With each rank of this perk, you gain an additional 15 points to the Big Guns skill.Another skill perk, but this time 15 instead of 10. Still yuck. Grade: *<---------------------------------------------------------------------->Strong BackReq: Level 8, Strength 5, Endurance 5Ranks: 1With the Strong Back perk, you can carry 50 more pounds of equipment.This perk adds the same amount of carrying capacity as 5 points ofStrength. It really helps with bringing in loot and carrying all theessential gear you'll need. Sure as hell beats dropping 5 points intoStrength. The only real reason I get my Strength to 5 is for this perk.No, it doesn't make your character a better killer, but it sure as hell makes life easier, and pretty much drowns out the need for high strength if you're not making a melee build. Even if your Strength willraise to 10 with Almost Perfect (and the bobblehead) 50 extra pounds ofcarrying capacity will help you out.. Power Armor is heavy!Grade: ***Level 10 Perks {PRK006}o======================================================================oAnimal FriendReq: Level 10, Charisma 6Ranks: 2At the first rank of this perk, animals simply won't attack. At thesecond rank, they will eventually come to your aid in combat, but neveragainst another animal. This perk affects the Dog, Yao Guai, Mole Rat,and Brahmin.Mole Rats and Brahmin can be melee'd to death without taking any damage,the dog isn't very dangerous, even in packs of five, and with my buildI kill Yao Guai with a shotgun shot to the head or two.. without gettinga sneak critical. This is a totally useless perk. But those Brahmin..the two mad Brahmin you'll see in this game can be dangerous.. If youfall asleep playing.Grade: *<---------------------------------------------------------------------->FinesseReq: Level 10Ranks: 1With the Finesse perk you have a higher chance to score a critical hiton an opponent in combat, equivalent to 5 extra points of Luck.An extra 5% chance to critically hit sure fits into my game plan. Actually, I can't imagine anybody not having a use for an extra 5%chance to critical. I'd rather take a sure damage increase any day, butthis is still a good perk. Think of it this way, taking Strong Back isgood because it gives you the best part of having five points ofStrength. Finesse does pretty much the same thing, but with Luck, a farsuperior attribute.Grade: *****<---------------------------------------------------------------------->Here and NowReq: Level 10Ranks: 1The Here and Now perk immediately grants an additional experience level,complete with all the advantages that brings.Or you could just level up like normal. If you're like me, you hit level30 well before you finished the game. This is a waste of a perk.Grade: *<---------------------------------------------------------------------->Mister SandmanReq: Level 10, Sneak 60%Ranks: 1With the Mister Sandman perk, when you're in Sneak mode, you gain theoption to silently kill any human or Ghoul while they're sleeping. And,all Mister Sandman kills earn bonus XP.First, if they're sleeping, you can probably just whack them in V.A.T.S.anyways. Second, when enemies are sleeping, they seem to have a greaterability to detect you. Hell, half the time I get detected it's bysleeping characters. Third, most enemies you'll want to kill wont becaught sleeping, so this is mostly useful for assassinating NPCs. Andfinally-how much XP are you really going to be getting from this in thelong run? Don't waste your perks.Grade: *<---------------------------------------------------------------------->Mysterious StrangerReq: Level 10, Luck 6Ranks: 1You've gained your own personal guardian angel... armed with a fullyloaded .44 Magnum. With this perk, the Mysterious Stranger will appearoccasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.This perk is actually kind of fun. Your Mysterious Stranger-unlike inthe first two games-is actually fairly strong. And he wont die. Still,it's a luck-based skill, so you can't count on him when you need him.Grade: **<---------------------------------------------------------------------->Nerd Rage!Req: Level 10, Intelligence 5, Science 50%Ranks: 1You've been pushed around long enough! With the Nerd Rage! perk, yourStrength is raised to 10 and you gain 50% to damage resistance wheneveryour Health drops to 20% or below.Your Strength raises to 10 (which is only useful in melee or unarmed)and you take 1/2 the damage you originally did (if your DR is under35%, 85% is the cap, so anything else is wasted.) You become powerfulin melee combat.. but you're almost dead. What a bunch of crap. Getsomething else. I guess if you're a Science-heavy smart unarmed character it could provide some interesting circ*mstances.. but mostlyit would get you killed.Grade: *<---------------------------------------------------------------------->Night PersonReq: Level 10Ranks: 1When the sun is down, a Night Person gains +2 to both Intelligence andPerception (up to a maximum of 10). This perk directly affects your"internal clock" and remains active both inside and outside.The best part of this perk is the skill bonuses you'd recieve from thestat increases. If you get the extra skill points from the Intelligencewhen you level up at night.. maybe. But still, having a bonus half ofthe time.. eh. I mean, it's not like it adds to your combat abilities,it lets you see threats further (at night) and gives you some extraskill points. There's better out there.Grade: *Level 12 Perks {PRK007}o======================================================================oCannibalReq: Level 12Ranks: 1With the Cannibal perk, when you're in Sneak mode, you gain the optionto eat a corpse to regain Health. But every time you feed, you loseKarma, and if the act is witnessed, it is considered a crime againstnature.If you want to be truly despicable, you can go ahead and get thisperk. If you're looking for any gameplay advantage, look elsewhere.There is plenty of water around if you need healing, and stimpaks,and beds. The only reason to pick this perk is to commit a crimeagainst nature, for what that's worth.Grade: *<---------------------------------------------------------------------->Fast MetabolismReq: Level 12Ranks: 1With the Fast Metabolism perk, you gain a 20% Health bonus when usingStimpaks.Or you could raise your medicine skill, which over the course of yourplay time will raise your benefit from stimpaks, radAway, and rad-X. Ifthis perk gave a 20% bonus to all medicine you administered.. eh.. itstill wouldn't be worth it, especially considering your base stimpakhealing rate won't reach 100. 20 extra points of healing from a stimpak isn't worth a perk.Grade: *<---------------------------------------------------------------------->Life GiverReq: Level 12, Endurance 6Ranks: 1With the Life Giver perk, you gain an additional 30 Hit Points.Considering that you gain 20 hit points for a point of Endurance, thisperk is pretty much on the same level as an Intensive Training perkspent on Endurance-minus the bonuses to resistances and the skills,neither which I personally care all that much about. Life Giver canconstitute a good bit of your end hit points, and unlike IntensiveTraining, it wasn't made redundant by the expansion.Grade: ***<---------------------------------------------------------------------->PyromaniacReq: Level 12, Explosives 60%Ranks: 1With the Pyromaniac perk, you do +50% damage with fire-based weapons,like the Flamer and Shishkebab.A +50% damage boost is quite a bit of a boost, but for two weapons? Ifyou absolutely love the flamer and the shishkebab, go ahead, but it's a very specific selection of weapons you're limiting yourself to. Still,with +50% damage, nearly anything can be useful. Especially considerthat there simply aren't a whole lot of other useful perks to choosefrom..Grade: ***<---------------------------------------------------------------------->Robotics ExpertReq: Level 12, Science 50%Ranks: 1With the Robotics perk, you do an additional 25% damage to any robot.But, even better, sneaking up on a hostile robot undetected andactivating it will put that robot into a permanent shutdown state.There are a number of robots in the game, including the Protectron,Robobrain, Mister Handy and Mister Gutsy, and of course, the SentryBot. 25% is a decent damage bonus against a number of enemies that,while mostly being nuisances, you'll certainly encounter more thanbugs. The shut down ability is extra nice, too, especially for thekind of character I play. If you use stealth, that's an extraconsideration for this perk. With the oodles of extra perks you'llget in the expansion, this perk is a more than welcome addition to thebuild.Grade: ****<---------------------------------------------------------------------->Silent RunningReq: Level 12, Agility 6, Sneak 50%Ranks: 1With the Silent Running perk, you gain an additional 10 points toSneak, and running no longer factors into a successful sneak attempt.I disregard skill perks, and so I would disregard this one.. exceptfor the fact that this perk greatly improves your sneak ability. SinceI play a stealthy character, I take this feat. Sneak attack criticalspretty much spell out the end of any bad guy I meet. If you want toplay stealthy, I'd suggest this feat, if not, it's completely a waste.Grade: ****<---------------------------------------------------------------------->SniperReq: Level 12, Perception 6, Agility 6Ranks: 1With the Sniper perk, your chance to hit an opponent's head in V.A.T.s.is significantly increased.Headshots are the best way to take out fire ants, super mutants, raiders, and talon company mercs. If it has a head, chances are it's agood idea to shoot it there. If you use V.A.T.S., you're probably goingto want this perk.Grade: ****Level 14 Perks {PRK008}o======================================================================oAdamantium SkeletonReq: Level 14Ranks: 1With the Adamantium Skeleton perk, your limbs only receive 50% of thedamage they normally would.Your limbs don't take much damage throughout the game, unless you stepon a mine or take a glancing blow from a missile launcher. You wont seemuch in the way of hit point preservation with this perk, if anything,you'll just get crippled less. Even though under the normal 20 levelcap of the original, I wouldn't even consider this perk, with 10 moreperks to choose, it becomes an option. Of course.. there are alwaysstimpaks, and by now you should know how I feel about a perk that canbe dismissed by popping a chem..Grade: **<---------------------------------------------------------------------->ChemistReq: Level 14, Medicine 60%Ranks: 1With the Chemist perk, any chems you take last twice as long.There are few instances in the game when you will need to take chems,in fact, the most useful chemical in the game is Rad-x. You'll findplenty of chems in your travels, enough that you can just take twoinstead of having this perk.Grade: *<---------------------------------------------------------------------->Contract KillerReq: Level 14Ranks: 1Once you have the Contract Killer perk, any good character you kill willhave an ear on their corpse. This ear can then be sold to a certainperson (whose identity is disclosed when you take this perk) for capsand negative karma.It's easy to lose karma, and it's easy to get money. You'll never needthis perk. The only reason to choose it is for role-playing purposes.Since I don't rate role-playing bonuses (at least ones that don't haveany tangible positive effect on survival) this perk is needless. If youpick this perk you'll gain access to the Office building in the Scrapyard, where you can obtain a copy of Lying, Congressional Stylethat you otherwise could not get.Grade: *<---------------------------------------------------------------------->CyborgReq: Level 14, Science 60%, Medicine 60%Ranks: 1You've made permanent enhancements to your body! The Cyborg perkinstantly add +10% to your Damage, Poison, and Radiation Resistances,and 10 points to the Energy Weapons skill.If you like energy weapons, this is a great perk, certainly more thanjust a skill perk. In fact, this is a skill perk with Toughness tackedon, and extra resistances to boot. In fact, this perk is worth threelesser perks. Anybody who uses energy weapons, who hates taking damage,and likes being resistant to poison and radiation has reason to takethis perk. Frankly, I'm not too fond of energy weapons, but I'm veryfond of damage reduction and resistances. This is a fantastic perk,even if the requirements are rather high.Grade: *****<---------------------------------------------------------------------->LawbringerReq: Level 14Ranks: 1Once you have the Lawbringer perk, any evil character you kill will havea finger on their corpse. This finger can then be sold to a certainperson (whose identity is disclosed when you take the perk) for capsand positive karma.Same as Contract Killer, but for good folks. Just as needless, too.Once you pick it you'll get the 'Regulator Headquarters' area added toyour map, where you can find a copy of Guns and Bullet underneath thebed on the top floor, in the room where Sonora Cruz stands.Grade: *<---------------------------------------------------------------------->Light StepReq: Level 14, Agility 6, Perception 6Ranks: 1With the Light Step perk, you'll never set off an enemy's mines orfloor-based traps.Land mines are pretty common. Fortunately, they're also obvious, theydon't do a huge amount of damage-in the grand scheme of things, and youcan disarm them with a simple button click. Not only that, you getexperience and the mine itself when you do! Be observant, and you wontneed this perk.Grade: *<---------------------------------------------------------------------->Master TraderReq: Level 14, Charisma 6, Barter 60%Ranks: 1When you take the Master Trader perk, the price of every item you buyfrom a vendor is reduced by 25%.Just like with every other money making perk, you can just kill more,and loot more. You'll find no great need of this discount throughoutthe game, money becomes plentiful as you become more powerful. Choosesomething better.Grade: *Level 16 Perks {PRK009}o======================================================================oAction Boy/GirlReq: Level 16, Agility 6Ranks: 1With the Action Boy perk, you gain an additional 25 Action Points to usein V.A.T.S.Action Boy comprises nearly a quarter of the potential action pointsyou can get in this game. If you plan to use V.A.T.S., get Action Boy.If for some reason you just refuse to use V.A.T.S., well, then I don'treally know what you're spending your perks on.Grade: ****<---------------------------------------------------------------------->Better CriticalsReq: Level 16, Perception 6, Luck 6Ranks: 1With the Better Criticals perk, you gain a 50% damage bonus every timea critical hit is scored on an opponent.Your critical chance is determined by your luck-1 point of luck equalsa 1% chance of landing a critical hit. This doesn't increase your chanceof landing a critical hit, instead Better Criticals improves thedamage you deal when you do land a critical hit. Therefore theusefulness of this perk is directly related to how high your luck is.With sneak attack criticals, the Sniper perk, or the Finesse perk,Better Criticals becomes greatly useful, but it really depends on your build. No character is hurt by having high luck however, so it stands to suggest that most characters could benefit greatly from this perk.. And since you need a luck of 6 for this perk, if you can get it, you might as well.Grade: *****<---------------------------------------------------------------------->Chem ResistantReq: Level 16, Medicine 60%Ranks: 1Having the Chem Resistant perk means you're 50% less likely todevelop an addiction to chems, like Psycho or Jet.First, why you would ever need to use Psycho or Jet is beyond me.Secondly, addiction isn't a big deal. You can always get youraddiction cured at a hospital, or you could just reload. If doublingthe duration of chems didn't appeal to you, this shouldn't either.Grade: *<---------------------------------------------------------------------->Tag!Req: Level 16Ranks: 1The Tag! perk allows you to select a fourth Skill to be a Tag skill,which instantly raises it by 15 points.Okay, it's not quite a 10 skill point perk.. it's a whopping 15 pointperk, and you get to choose any skill to boost you want. With Educatedand Comprehension, you shouldn't really need this perk, especially ifyou're intelligence is high.Grade: *Level 18 Perks {PRK010}o======================================================================oComputer WhizReq: Level 18, Intelligence 7, Science 70%Ranks: 1Fail a hack attempt and get locked out of a computer? Not if you're aComputer Whiz! With this perk, you can attempt to re-hack any computeryou were previously locked out of.Words can hardly describe how useless this perk is. Okay, yes they can.This perk is damn near worthless. A 10 skill point perk seems fanasticby comparison. Here's a way to get the benefits of this perk withoutwasting your perk pick on it: before you hack a computer, save. If youget locked out, reload. Bam, no need for this perk. And considering90% of the computers you encounter in this game lock a door (which youcan pick) or disable turrets (which you can destroy) there's no greatfear of getting locked out of a terminal in any case. Dont waste yourperk.Grade: *<---------------------------------------------------------------------->Concentrated FireReq: Level 18, Small Guns 60%, Energy Weapons 60%Ranks: 1With Concentrated Fire, your accuracy to hit any body part in V.A.T.S.increases slightly with each subsequent hit on that body part.Obviously if you don't use V.A.T.S. you don't need to bother with thisperk. This perk becomes even more useful with Sniper and Action Boy, asthe bonus to head shots will stack, and the more shots you take inV.A.T.S. the higher your accuracy will raise. This perk is most usefulwith small arms-the more shots you take with your weapon in V.A.T.S.the more beneficial this perk will be. I decided to go with anotherIntensive Training perk pre-expansion, but now that Broken Steel isin the mix, I am more than happy to welcome this perk back into thebuild. Where it really shines are those mid-to-long range V.A.T.S. shotsthat have a middling percentage to hit. Like say against a Super MutantOverlord's tri-beam laser rifle. Getting an extra 5%, 10%, 15% chanceto hit on those last three shots can really help.Grade: ***<---------------------------------------------------------------------->InfiltratorReq: Level 18, Perception 7, Lockpick 70%Ranks: 1With Infiltrator, if a lock is broken, and can't normally be pickedagain, you can attempt to pick it again one more time. This includeslocks previously broken by a "Force Lock" attempt.This perk sucks for the same reason Computer Whiz sucks. Why anybodywould be forcing locks in the first place is a mystery, and if youare going to bother forcing locks, why wouldn't you save first? Saveand reload, and save a perk.Grade: *<---------------------------------------------------------------------->Paralyzing PalmReq: Level 18, Unarmed 70%Ranks: 1With Paralyzing Palm, you will sometimes perform a S.P.E.C.I.A.L.V.A.T.S. palm strike for 30 seconds. Note that in order to perform theParalyzing Palm, you must be completely unarmed.If you built your character for unarmed combat, then this perk is anabsolute must-have, and even if you haven't, you ought to get it. Thereis really no excuse not to have it with the extra 10 levels you get inBroken Steel. This is the best way to deal with all of the games' hardest enemies, although it can be somewhat less useful against enemiesyou'll find in groups, say, Enclave soldiers or Raiders. Still, againstAlbino Radscoripians, Feral Ghoul Reavers, and Super Mutant Overlordsthis is the BEST way to deal with them.Grade: *****Level 20 Perks {PRK011} o======================================================================oExplorerReq: Level 20Ranks: 1When you choose the Explorer perk, every location in the world isrevealed on your map. So get out there and explore!You can find all the areas on the map by yourself. You even get little icons that will guide you to them when you're close. Along the way, you'll get to explore the wasteland, which is the meat of the game. You'll find skill books, get experience, and find loot. Also, it must be noted that this perk doesn't make your character stronger in any way. Download a world map and search for places yourself, save yourself a perk.Grade: *<---------------------------------------------------------------------->Grim Reaper's SprintReq: Level 20Ranks: 1If you kill a target in V.A.T.S., all your Action Points are restoredupon exiting V.A.T.S.If you're an action point junky, or rather if you use V.A.T.S. at all, this perk is for you. This perk turns your character into a juggernaughtof destruction, and it makes every V.A.T.S. perk more powerful. The only negative is if you don't finish off your enemy in V.A.T.S., your action points don't replenish. Of course, so long as the finishing shot is in V.A.T.S., you're good to go. This perk is great for anybody who doesn't delude themselves into thinking Fallout 3 is a strict FPS by shunning V.A.T.S.Grade: *****<---------------------------------------------------------------------->NinjaReq: Level 20, Sneak 80%, Melee Weapons 80%Ranks: 1The Ninja perk grants you the power of the fabled shadow warriors. Whenattacking with either Melee or Unarmed, you gain a +15% critical chanceon every strike. Sneak attack criticals do 25% more damage than normal.This perk used to get outshone by Grim Reaper's Sprint, but now thatyou have Broken Steel, there's no reason to not pick it, too! +15% critical chance is equal to the amount of critical hit chance you can recieve in the game from luck and Finesse. This can raise your critical hit rate up to 30%. This is an excellent perk, especially when mixed with Iron Fist, Better Criticals, and Paralyzing Palm, but not so muchwithout those supporting it.Grade: *****<---------------------------------------------------------------------->Solar PoweredReq: Level 20, Endurance 7Ranks: 1With the Solar Powered perk, you gain an additioanl 2 points to Strength when in direct sunlight, and slowly regenerate lost Health.Why bother with two points of strength when you'll get 10 at level 30?Who needs health regeneration, limited at that. Use stimpacks. I'm sureyou can find SOMETHING better. If you pick this perk, the only realbonus you'll get is some health regeneration.. during the day.. Or thereare always stimpaks.Grade: **Level 22 Perks {PRK012} o======================================================================oDeep SleepReq: Level 22Ranks: 1You sleep deeply no matter where you are. You get the Well Restedbenefit of +10% XP for eight hours no matter what bed you sleep in.Really? This is a level 22 perk? Huh. Okay. Seriously, get SwiftLearner at level 2. It's just like this, but gives you a +10% XPbonus ALL THE TIME. Now if it let you heal anywhere, like on Oblivion..then I'd be intrigued, but it just gives you the XP bonus to any bed,instead of just ones you own. How disappointing. Even if this perk wasoffered at level 2, it would be a waste, but 22?Grade: *<---------------------------------------------------------------------->Puppies!Req: Level 22Ranks: 1With the Puppies! perk, if Dogmeat dies, you'll be able to get a newcanine companion from his litter of puppies. Just wait a bit, and you'llfind your new furry friend waiting outside Vault 101.Okay, this perk is worthless.. but it's nostalgic. I never let Dogmeatinto combat, because he'd become.. well.. Dogmeat. But in a more deadsort of way. Still, Dogmeat is great, and we all remember struggling tokeep him alive through the super mutant base in Fallout 1, so it getsan extra * for nostalgia and treating Dogmeat right.Grade: **<---------------------------------------------------------------------->Quantum ChemistReq: Level 22Ranks: 1You have unlocked the secret to creating Nuka-Cola Quantum. With thisperk, every ten Nuka-Colas in your inventory is immediately convertedinto a Nuka-Cola Quantum.Nuka-Cola Quantums are rare, Nuka-Cola is not. But, Nuka-Cola Quantumis also fairly.. well.. do you really even need it? I mean, really?Okay, they're the only way to make Nuka-Grenades, but is that reallythat important? If you love grenades, this is the only way to ensurethat you have unlimited access to Nuka-Grenades, and frankly, if you'renot chucking a Nuka-Grenade, you might as well use a Missile Launcheror Fat Man. Note that this perk only coverts Nuka-Colas, not Ice-ColdNuka-Colas. To be fair, ensuring that you can always create Nuka-Grenades is more useful than all three of the Demolition Expert perkscombined. Think about it, a Frag Grenade is around 100~ damage, +60%equals 160~ damage. A Nuka-Grenade can approach 500~ damage.Grade: ***Level 24 Perks {PRK013} o======================================================================oDevil's HighwayReq: Level 24Ranks: 1When you choose the Devil's Highway perk, your Karma is instantly setto Very Evil.I could understand getting Escalator to Heaven a bit, but getting aperk to become evil? Find any computer terminal that you're not supposedto be messing with, and keep interacting with it. Steal stuff. Uselessstuff. It doesn't matter. You do not need a perk for this.If you want to get the level 30 karma achievements, save your game right before you level up. Pick the perk that corresponds to the karma achievement you want and finish. You'll unlock the achievement, and youcan just reload and pick another-better-perk.Grade: *<---------------------------------------------------------------------->Escalator to HeavenReq: Level 24Ranks: 1When you choose the Escalator to Heaven perk, your Karma is instantly set to Very Good.Or you could give some beggars water. This is not hard, and you don'thave much of a reason for alignment changes anyways. Really. Couldyou want to hire so-and-so so badly that you need to change youralignment? Giving Purified water away makes you a good boy. Simple. Tobe fair this is the hardest of the alignments to swing, but it's notthat hard.If you want to get the level 30 karma achievements, save your game right before you level up. Pick the perk that corresponds to the karma achievement you want and finish. You'll unlock the achievement, and youcan just reload and pick another-better-perk.Grade: *<---------------------------------------------------------------------->Karmic RebalanceReq: Level 24Ranks: 1When you choose the Karmic Rebalance perk, your Karma is instantly setto Neutral.See the two above, this is the exact same thing, but only half-assed.If you're good, be bad until you're neutral. If you're bad, be gooduntil you're neutral. Ta-da.If you want to get the level 30 karma achievements, save your game right before you level up. Pick the perk that corresponds to the karma achievement you want and finish. You'll unlock the achievement, and youcan just reload and pick another-better-perk.Grade: *<---------------------------------------------------------------------->No WeaknessesReq: Level 24Ranks: 1When you take the No Weaknesses perk, all S.P.E.C.I.A.L. stats that areless than 5 are instantly increased to 5.When me and my fiance saw this, our jaws dropped. "No way!" we exclaimed.. and began our eager chittering and planning on how to bestmanipulate this perk to our devious ends. Then we saw Almost Perfect,and this perk became as useless as Intensive Training. If it wasn't forAlmost Perfect, we'd tout this perk highly.. but as it is, it will berendered useless at level 30.Grade: *Level 26 Perks {PRK014} o======================================================================oNerves of SteelReq: Level 26, Agility 7With the Nerves of Steel perk, you regenerate Action Points much morequickly than you normally would.So, it increases your Action Point regeneration. If you have GrimReaper's Sprint, it's not really worth much, since you can get a fullboost after you kill anything. But, for those times when you're caughtwith your pants down, out of AP, it'll help. Besides, there really isn't anything better out there.Grade: ***<---------------------------------------------------------------------->Rad ToleranceReq: Level 26, Endurance 7Ranks: 1
Although you are still notified when you get Minor Radiation Poisoning,you do not suffer any ill effects from it.Minor Radiation poisoning is no big deal, and can be cured cheaply andinstantly with chems. The only use for this is in conjunction withRad Regeneration, which.. oh wait, that's ADVANCED radiation poisoning.Nevermind, this perk is wholly useless. Had ya going there for asecond, eh?Grade: *<---------------------------------------------------------------------->WarmongerReq: Level 26, Intelligence 7Ranks: 1You've figured out on your own how to build all the custom weapons!With the Warmonger perk, all custom weapon types become available toyou without the schematics.How lazy can you be? You BUY a lot of these! This is a useless perk,trying to get you to play the game less. Fight it. The custom weaponsaren't anything special, so the schematics for them are even lessspecial. But to further dissaude anybody from picking this perk, I willinclude all the schematics in the game in this guide. It wouldn't bemuch of a guide if I didn't include ways for you guys to avoid picking useless perks. Damn you are all lazy..Grade: *Level 28 Perks {PRK015}o======================================================================oParty Boy/GirlReq: Level 28Ranks: 1You are such a Party Boy that you no longer suffer the withdrawaleffect from alcohol addiction.The second highest tier of perks.. gotta have something good here,right? Right? You.. no longer.. suffer withdrawls from alcoholaddiction? How many times does this even come up?! The only time I EVERdrank in this game was when I was carrying too much crap, and I neededto drop some weight/gain some Strength. How utterly useless. If itapplied to ALL chems, it would still be useless. Blah. This perk makesme feel like angry-typing gibbersh on my keyboard.. but I'll spare you.But as a plus, we do gain some insight from this perk. Bethesda thinks all good frat-boys are level 28 characters in Fallout 3.Grade: *<---------------------------------------------------------------------->Rad AbsorptionReq: Level 28, Endurance 7Ranks: 1With the Rad Absorption perk, your radiation level slowly decreases onits own over time.Now this is more like it. You lose radiation over time. This mightchange how the game plays a bit. Radiation is no longer to be quiteso feared.. But, right, then again.. you have Rad-X and Rad-Away. Butat least this perk seems like a serious one.. so we'll give it that.If you're too lazy to carry around weightless chems you can make inyour house for free, you can get this perk.Grade: **Level 30 Perks {PRK016} o======================================================================oAlmost PerfectReq: Level 30Ranks: 1Take the Almost Perfect perk, and all S.P.E.C.I.A.L. stats areinstantly raised to 9.A perk which sets all your attributes to 9. What can I really say? Itmakes all perks that add to attributes utterly obsolete. It makes theold build obsolete. It makes old perks obsolete. It makes caring aboutyour attributes, well, less important. This is the definitive perk ofthe expansion, and it changes the game. Getting a 9 in all attributesis better than any number of Intensive Training perks, it's better thanNo Weaknesses, it gives you bonuses to everything the attributes do..obviously, it raises them all to 9! What can you really say? You'd bean utter fool not to get this perk at level 30. Enjoy your nearperfection.Keep in mind that if you get a bobblehead, it counts as if said attribute had been raised. For example, if you have a base of 6 Endurance, and you get the bobblehead, the game will count your Endurance as a base of 7, not 6 + 1.. like with items. When you get the Almost Perfect perk, it will raise your Endurance up to 9. If you get your bobblehead AFTER you get the Almost Perfect perk, you can raise your attribute up to 10, if you get your bobbleheads BEFORE you get the Almost Perfect perk, you will not be able to get up to 10. So get Almost Perfect, and then find the bobbleheads. Also, keep in mind the large jump in skills you'll get when you get Almost Perfect. I tend to start with a Charisma of 1, so bringing my Charisma up to 10 will give me 18 points into both Barter and Speech. Just keep in mind how your skills will change if you want to conserve points.Grade: *****<---------------------------------------------------------------------->Nuclear AnomalyReq: Level 30Ranks: 1With the Nuclear Anomaly perk, whenever your Health is reduced to 20or less, you will erupt into a devasating nuclear explosion. Note thatany allies in the vicinity will also suffer the effects of the blast!When you drop to 20 Health or less? That's cutting it awful close,don't you think? Anyways, why bother? It doesn't stop you from gettingshot, if the enemies are far away. It can kill your allies, townsfolk,and the like.. So lets think reasonably here.. if you let this explodeduring a bad time and lose a friendly NPC or piss off story characters,will you really even save the game? No, you'd reload, if you even liveto bother. This perk sucks. Oh, plus it's competing against the bestperk in the game. At least Bethesda is making the choice easy on you.Grade: *Additional Perks {PRK017} o======================================================================oAdditional perks are quest-based perks that you can get for completingspecific quests specific ways. These are entirely missable, so theybear planning for BEFORE you start the quest. I wont grade them, asthey are bonus perks-having them is a benefit in itself, and therereally is no downside to having any of these perks.<---------------------------------------------------------------------->Ant MightBenefit: 25% resistance to fire, +1 bonus to Strength.You'll get to choose one of two injections as a reward from DoctorLesko for completing the objectives he gives you during the quest'Those!'. You only get one, so choose what fits your character andplay style best.<---------------------------------------------------------------------->Ant SightBenefit: 25% resistance to fire, +1 bonus to Perception.You'll get to choose one of two injections as a reward from DoctorLesko for completing the objectives he gives you during the quest'Those!'. You only get one, so choose what fits your character andplay style best.<---------------------------------------------------------------------->Auto AxpertBenefit: You've become an expert with the Auto Axe. You do +25% damagewhenever you use it. Vroom.You get this perk when you collect 10 steel Ingots. I don't know aboutanybody else, but I didn't really need any other weapons for The Pittother than the auto axe. Getting 25% extra damage on these excellent melee weapons is a very welcome perk indeed.<---------------------------------------------------------------------->BarkskinBenefit: 5% damage reductionFinish the quest 'Oasis' by completing Harold's objective. It beats theother rewards.<---------------------------------------------------------------------->Booster ShotBenefit: Radiation Resistance +10%Complete the quest "Free Labor" in the Pitt.<---------------------------------------------------------------------->Dream CrusherBenefit: -50% chance to suffer a critical hit.You can get this perk by convincing Moira to stop working on theWasteland Survival Guide. I don't suffer many critical hits in this game already, and overall, they don't seem to creep out of nowhere and ruin your day like in Fallout 1 & 2. Still, if you think it's for you.. look at the reward for finishing the quest first, then decide.<---------------------------------------------------------------------->Ghoul EcologyBenefit: +5 damage against ghouls. You get this perk from reading Plik's Journal in the Coastal Grotto. Normally, I would think this perk is kinda balls. Ghouls, even glowing ones, aren't enough of a threat that you'd need theextra damage. With Feral Ghoul Reavers added into the gamethough..any help is welcome. And hey, it's free. What's even better isthe fact that the game apparently applies this damage to everything,and not just Ghouls. Another +5 damage perk from Point Lookout thatdoesn't work right-to your benefit. Its effects stack when dealing withrapid-fire weapons, causing guns like the 10mm Submachine Gun and theChinese Assault Rifle to present damage totals that are simply silly. <---------------------------------------------------------------------->HematophageBenefit: You can drink a Blood Pack to get healed for 20 Hit Points,instead of the usual 1 Hit Point. You can also sell Blood Packs for15 caps.Complete the quest 'Blood Ties' by making a deal between the 'vampires' and Arefu. This.. perk is of limited use, but still, why not?<---------------------------------------------------------------------->Junior SurvivorBenefit: variesNormal: +5 Hit PointsSmart:+2 Medicine, +2 ScienceTough:+2 Damage ResistanceSneaky:+2 Sneak, +2 SpeechSnide:+1% Critical Hit RateAlways:+2% Poison and Radiation ResistanceOkay.. When you complete quests for Moira, you'll get a number ofanswers to choose depending on your stats. If you do few or none of thesidequests, or if you lie to Moira at any point, you'll end up with theJunior Survivor perk, which is the worst of the bunch. Try and do ALLof her sidequests for the best benefits. You may have to do some drugsto raise your attributes if they're not high enough. Buffout to raiseStrenght, or Mentats to raise Intelligence, for example, before youtalk to Moira. I believe that acting tough or being a smartass are thetwo best ways to go. Damage Resistance is always nice, and so areCritical Hits. You'll just have to choose whether you'd like x%Damage Resistance, or x% critical hit. You'll always get the poison andradiation resistance, no matter how you answer. If you complete acertain number of Moira's optional objectives, you'll get a betterversion of this perk..<---------------------------------------------------------------------->Pitt FighterBenefit: Damage and Radiation Resistance +3%Commplete the pit fighting portion of the Pitt. An extremely easy quest,and an extremely rewarding one.<---------------------------------------------------------------------->Power Armor TrainingBenefit: You can wear Power Armor.After the quest 'The Waters of Life' is complete, you can get ElderLyons to give you permission to recieve the training. Talk to PaladinGunny in the Citadel to recieve this perk. *Sigh* Okay, I can admit to being wrong. Power Armor is cool.. so longas it's the Enclave kind. Get, wear it, love it. Do the whole sci-fiblack knight thing. You know you want to.<---------------------------------------------------------------------->Punga Power!Benefit: Boosts radiation recovery from eating Punga Fruits.You get this perk for completing the Walking with Spirits quest inPoint Lookout.<---------------------------------------------------------------------->Rad Limb HealingBenefit: You'll regenerate crippled limbs when you are suffering fromAdvanced Radiation Poisoning (400+ rads).During the quest 'The Wasteland Survival Guide: Get Radiated!" if youmeet the sub-objective of suffering from Advanced Radiation Poisoning(600+ rads) you'll get this perk.Okay, well, granted there aren't all that many opportunities for youto use this perk-ideally you don't want 400+ rads-it's still handy toget. Keep in mind that if you choose to be a Dream Crusher, you can't,obviously, get this perk.<---------------------------------------------------------------------->Superior DefenderBenefit: +5 damage and +10 armor when standing still.Get this perk by completing 'The Local Flavor' quest in the PointLookout DLC. Despite its misleading language, you are almost alwaysstanding still, as far as the game is concerned, especially if youV.A.T.S. often. You can count this as a flat bonus to damage and armor,and a hefty one. This is a rather ridiculously strong perk.<---------------------------------------------------------------------->Survivor ExpertBenefit: variesNormal: +10 Hit PointsSmart:+4 Medicine, +4 ScienceTough:+4 Damage ResistanceSneaky:+4 Sneak, +4 SpeechSnide:+2% Critical Hit RateAlways:+4% Poison and Radiation ResistanceLike Junior Survivor, but better. You completed some, but not all ofMoira's objectives. If you complete ALL of Moira's optional objectives,you'll get the best variant of this perk..<---------------------------------------------------------------------->Survivor GuruBenefit: variesNormal: +15 Hit PointsSmart:+6 Medicine, +6 ScienceTough:+6 Damage ResistanceSneaky:+6 Sneak, +6 SpeechSnide:+3% Critical Hit RateAlways:+6% Poison and Radiation ResistanceYou'll get this perk if you complete ALL of the optional objectivesfor Moira in the quest 'The Wasteland Survival Guide'. This is thebest version of the perk reward, certainly better than Dream Crusher.<---------------------------------------------------------------------->Wired ReflexesBenefit: V.A.T.S. accuracy improved by 10%.After completing the quest 'The Replicated Man', talk to Dr. Zimmer andreveal everything you discovered about the android's identity. Keep in mind you can get the android to let you kill Dr. Zimmer before talking to Zimmer, and receive the unique Plasma Rifle. You can then sell theandroid out and recieve the Wired Reflexes perk. If you still want tobe a good guy, it's good fun to slip a Frag Mine into Dr. Zimmer'spants as he walks away. Wait, that's good? It's Fallout 3. Moralrelativism rocks.My Personal Build, Perks* {PRK018}o======================================================================oSwift LearnerBlack Widow/Lady KillerComprehension** (or Entomologist)Iron Fist (1)GunslingerToughnessStrong BackCommandoFinesseBloody MessSniperSilent RunningRobotics ExpertCyborgBetter CriticalsAction BoyLife GiverParalyzing PalmGrim Reaper's SprintNinjaConcentrated FireIron Fist (2)Iron Fist (3)Adamantium Skeleton?/Entomologist?/Quantum Chemist?Nerves of SteelDemolition Expert (1)Demolition Expert (2)Demolition Expert (3)Almost Perfect*Note: these perks are not necissarily listed in order of selection.**For a more power-gamey approach you can dispense with Comprehensionif you a) start out with 10 Intelligence, b) spread your skill pointsout evenly from leveling up, and c) plan to get most of the books inthe game. Comprehension is not necessary in the expansions, but it doesmake it much easier to get all your skills up to 100.I also try and get all the other bonus perks from questing. I try and choose the 'Tough' responses for the Damage Reduction and get the Survivor Guru version of the perk. Also, I tend to choose Ant Sight, because I find Perception to be more useful than Strength.. Althoughwhen everything gets up to 10 it's rather moot. If you plan to get theBobblehead - Strength early on (i.e. you want to live in Tenpenny Towerbut you don't want to wait until level 30 to safely do so) wait untilyou're level 30 to get the Ant Might perk to ensure you get 10 Strength.Keep in mind that in the expansion, there's really more room forversatility, so I'm much less adamant about my build this time around.If you really really like another perk, go for it. I don't use manyexplosives myself, but if for some reason I do decide to chuck a grenade, I'll be able to do it well. The only real question to that endis whether it's better to get a third rank of Demolition Expert (20%extra damage with all explosives) or get Quantum Chemist, which allowsyou to make the most powerful grenade in the game-the Nuka-Grenade.Entomologist is only really useful against Albino Radscorpians, and ifyou're willing to trust in Paralzying Palm when you fight them, you'llsee you don't really need it. You never really need Adamantium Skeleton.Quantum Chemist isn't great.. but it's about your only chance of everbeing able to get enough Nuka-Grenades to make using them feasible. Butof course, you could always just use Mini-Nukes, which can be purchasedfrom Flak & Shrapnel pretty reliably. Also note that Explosives likeFrag Grenades will struggle to surpass 100 damage, while the Nuka-Grenade does in the area of 500, each Demolition Expert perk is goingto give a Frag Grenade 20~ damage.If you don't like Iron Fist, Demolition Expert, or Pyromaniac, don'tget 'em.. if you can find something better. Frankly, I couldn't. Ishould have covered the perks well enough that you won't pick any of the one-star perks.. or failing that, common sense will intervene. With thenew versatility in perk choices, some gamers will pick perks likeEducated just to make the trip to level 30 easier, or will eschewmy Swift Learner pick in order to grab one of the skill perks.. I mean,they're both going to be useless by level 30 anyways, so why not? Istill prefer picking perks that are going to give me bonuses-no matterhow sleight-at level 30, and I'm pretty comfortable with my choices ofabout 26 of the 30 perks. Some people will well argue that there's notmuch point in having both Gunslinger AND Commando-pick one type of gunand use it types-but I prefer flexibility. If I want to use a 10mmSubmachine Gun from time to time, or a Scoped .44 Magnum, I'd prefer tobe able to do it well. Why have Grim Reaper's Sprint and Nerves of Steel? Doesn't having the former make the latter obsolete? Not really.Big bad guys like Albino Radscorpians, Feral Ghoul Reavers, and SuperMutant Overlords might not get affected by my paralyzing palm in oneV.A.T.S. session, and getting another one quickly can make a difference.Certainly they won't be killed by one V.A.T.S., and if there aremultiple threats, it's good to be able to respond to them quicker. Soit's my hope that my build allows me to use almost every weapon withsome skill, regardless of how often I use them. Clearly two-handedSmall Guns and Unarmed are the best weapon categories in the game, butI'd rather use perks that cater to all weapons than something like Adamantium Skeleton or even Rad Absorption, both of which provide anarguably useful field benefit, but can be cured with a cheap chem or atrip back home.
Bobbleheads and Miscellaneous {BOB001}
Below I will include the locations of all the bobbleheads.. you know, soif you want to get them on your own, you don't have to go searching through the walkthrough to find them. I also included a few build-helpful items at the end. I do not include items that have to be equipped to work, all the items listed below merely have to be in your inventory to give you a bonus. The bobbleheads merely have to be found.Note, however, that since this is BELOW the walkthrough, you might want to be careful for..***SPOILERS***<---------------------------------------------------------------------->StrengthLocation: Megaton - Lucas Simms House"It's essential to give your arguments impact."This is one of the easiest bobbleheads you can get. It's located in the house of sheriff Lucas Simms, in Megaton. You'll need a 50 Lockpick skill to pick the lock to his house.. or you can steal the key from him.Or kill him. It's upstairs on a desk in the sheriff's room. If you destroy Megaton before you get this bobblehead, it's gone for good, so try and get it fairly early.. or if you want to live in Tenpenny Tower,get to level 30 and then destroy Megaton.. but that's waiting a longtime for a hovel of your own. Of course, if you don't mind being anabomination with only 9 Strength.. you can just ignore this bobblehead.Any power armor you wear will give you a bonus to Strength anyhow. Ipersonally just live in Megaton, since it's quicker to get to your housethere.<---------------------------------------------------------------------->PerceptionLocation: The Republic of Dave - Museum of Dave"Only through observation will you perceive weakness."The Perception bobblehead is located in the 'Republic of Dave', in the north-eastern area of the map. You'll find it inside the Museum of Dave on a shelf. This one is pretty easy to get, it's just making it to theRepublic of Dave that can be a pain early on. It's north of the MDPL-16 Power Station.. it's really up there.<---------------------------------------------------------------------->EnduranceLocation: Deathclaw Sanctuary"Always be ready to take one for the team."You'll find this bobblehead in the Deathclaw Sanctuary. At the entrace head down the passage and to the right. You'll find a bunch of dead things, on a metal round object you'll find the bobblehead.. it's to the left of a dead Brahmin, right by it's dead Brahmin butt. This can take a bit of work to get, as Deathclaws are bad news. You can kill the one guarding the entrance from the cliffs above, it's just going to take some ammo. You'll find the Sanctuary in the north western part of the map, just west of the Dickerson Tabernacle Chapel.<---------------------------------------------------------------------->CharismaLocation: Vault 108 - Cloning Lab"Nothing says pizzazz like a winning smile."In Vault 108, in the Cloning Lab, you can find the bobblehead on a desk inside the central room. Vault 108 is on the eastern edge of the map, near the center. Getting there might be an adventure, but disposing ofthe clones won't be. It's north and east of theBethesda ruins. If you find the Corvega factory, you're close, it's just a little ways north and east.<---------------------------------------------------------------------->IntelligenceLocation: Rivet City - Science Lab"It takes the smartest individuals to realize there's always more tolearn."In Rivet City, in the Science Lab on a desk. Rivet City is located on the south eastern corner of the map, just east of the Jefferson Memorial. You can easily head down and grab this bobblehead before level 3. I'd suggest reaching the Citadel, and swimming across the river near there, avoiding the Irradiated Metro and theJefferson Memorial. Avoid Grayditch along the way too, you don't want to tangle with Fire Ants. Don't worry about the rads, you won't get that many from swimming across the river, and it sure beats having to take potshots from Super Mutants in the city.<---------------------------------------------------------------------->AgilityLocation: Greener Pastures Disposal Site - Office"Never be afraid to dodge the sensitive issues."You'll find this on the desk in the Greener Pastures Disposal Site, in an office on a desk. You'll have to take some rads to get this one, but it shouldn't be too much. You can find the Greener Pastures DisposalSite north and east of the MDPL-13 Power Station. It's on the north-eastern part of the map, in fact, you can probably grab it on your way to getting to the Republicof Dave.<---------------------------------------------------------------------->LuckLocation: Arlington House"There's only one way to give 110%."This bobblehead is in the Arlington House, in the basem*nt on a shelf. The Arlington House is located midway between Arlington Cemetary South and North, just east of Grayditch. Unfortunately, you can't just run there, as rubble blocks the way. To actually get to Arlington House, you need to go through Marigold Metro to reach Falls church Metro. From there you have to head through some more city to reach the Arlington/Falls Church Metro. Once there, you can get to the Arlington National Cemetary. There are Fire Ants, Raiders, and Super Mutants to deal with along the way, so be careful with this one.<---------------------------------------------------------------------->BarterLocation: Evergreen Mills - Evergreen Mills Bazaar"Never forget to walk away with more than you've bought."Evergreen Mills is south-west of the Jury Street Metro Station. You'llknow you're there when you find the Super Mutant Behemoth trapped in anelectrified cage. Head into the Foundry and down to the Bazaar. Thebobblehead is in the north-eastern corner of the Bazaar, down a sidepassage from Smiling Jack's store, on a shelf behind a counter. <---------------------------------------------------------------------->Big GunsLocation: Fort Constantine - CO Quarters"The best way to win an argument is to be the loudest."In the north-wester corner of the map, between two SatCom Arrays(NW-05a and NN-03d) you'll find Fort constantine. One of the smallerbuildings, listed as the CO Quarters, is where you want to go. Thebobblehead is in the basem*nt, inside an already opened safe. Thishouse is particularly giving, because is also has two books inside.<---------------------------------------------------------------------->Energy WeaponsLocation: Raven Rock - Level 2"Arrive at peaceful resolutions by using superior firepower."In the room in the north western corner of Raven Rock - Level 2 you'llfind this bobblehead, on a table. It's not hard to find, but it is oneof the few missable bobbleheads. Grab it before you go to the ControlRoom, or regret it later.<---------------------------------------------------------------------->ExplosivesLocation: Drainage Grate to Sealed Cistern"The best way to solve a problem is to make it go away."Just south of the WKML Broadcast Station, you can find the Sealed Cistern, the bobblehead is on a desk by a Ham Radio. You can find the WKML Broadcast Station in the Northwest area of the map.<---------------------------------------------------------------------->LockpickLocation: Bethesda Offices East"Always strive for the unobtainable."The Bethesda Offices are east of Big Town, past the river. TheBobblehead is on a desk in a room just south from the center of themap. It's the desk underneath the safe that you need a special key tounlock.<---------------------------------------------------------------------->MedicineLocation: Vault 101"The smart man knows a bandage only hides his wounds."This is the first bobblehead you can get, it's on your dad's desk. Youcan pick it up when you're sixteen, right before you take the G.O.A.T.,or afterwards during the breakout.<---------------------------------------------------------------------->Melee WeaponsLocation: Dunwich Building - Virulent Underchambers"It's important to do business up close and personal."The Dunwich Building is in the far south-west corner of the map, thefurthest south-west location in the game, in fact. You'll have to gothrough the Dunwich Building and the Forsaken Ruins to get to theVirulent Chambers. The Bobblhead is in the southernmost room on thearea map, near the door that leads back to the Dunwich Building. It'son the floor amongst some cans and soda bottles.<---------------------------------------------------------------------->RepairLocation: Arefu - Evan King's House"Why go down with the ship when you can try to fix it?"Arefu is located north-west of Megaton, it's on one of the oldhighways spanning the river, so if you follow the river north ofMegaton, you should run into. You'll need a Lockpick skill of 50 topick the lock on Evan King's door. It's right by the door inside, ona table to the left.<---------------------------------------------------------------------->ScienceLocation: Vault 106 - Living Quarters"Always be prepared to explain the hows and the whys."Vault 106 is north-west of Vault 101. This Bobblehead is pretty easyto get, all you have to do is head through the Entrance and into theLiving Quarters. From the door head across the bridge to the east,then go south through a door and follow the tunnel. You'll end up ina room on the eastern edge of the map. The Bobblehead is on a bookshelf.<---------------------------------------------------------------------->Small GunsLocation: National Guard Depot - National Guard Armory"Because it's easier to have courage from a safe distance away."The National Guard Depot is at the edge of the D.C. area near theeastern edge of the map. It's pretty much due east of Vault 101, butit's a pretty perilious journey. Inside the Depot, it's not muchbetter. There are tons of robots in here, and you have to make yourway through a couple of areas until you wind up back in the NationalGuard Depot in an area that was previously inaccessible. (In a roomabove the room that had the door leading to the Depot Training Wing.)Hit the electrical switch by the desk and go down the hole. You nowhave access to the National Guard Armory. The Bobblehead is on ametal shelf in the main room of the Armory (the room with all thegoodies.)<---------------------------------------------------------------------->SneakLocation: Yao Gui Tunnels - Yao Gui Den"The safest distance between two points is a shadowy line."The Yao Gui Tunnels are at the far western edge of the world map, northand west of Girdershade. Go through the Tunnels to reach the Den and follow the path into a large open room. Follow the wall traveling around the room to the left and you'll find a Metal Box, on top of which is the Bobble Head. <---------------------------------------------------------------------->SpeechLocation: Paradise Falls - Eulogy's Pad"Let your words be your weapon."Paradise Falls can be found north of the Northwest Seneca Station. Youcan get in by saying the right things, or by being evil and making a[Karma] check. Once in, head into the next area and find Eulogy's Pad.The Bobblehead is in the south-eastern corner of the house, on a table.<---------------------------------------------------------------------->UnarmedLocation: Rockopolis"When words fail, there's always fists."Rockopolis is an unmarked area on the map, west of Smith Casey'sGarage. If you listen to GNR on your Pip-Boy, you might have heard atale about it. In any case, head west of Smith Caseys Garage untilyou find yourself in a clearing surrounded by rock ledges with threepaths leading to the area. There will be a rock to the west that hasa line of party flags over it. Search it to find Rockopolis (you couldalso check your area map to find out where Rockopolis is. Once insidehead north. The Bobblehead is on the ground near the body of Argyle.<---------------------------------------------------------------------->Lucky 8 BallLocation: Timebomb in Big Town.Go to Red's Clinic in Big Town and fix Timebomb up. You'll need aMedicine skill of 40 to do this. After rescuing Red and Shorty fromthe Germantown Police Head Quarters, talk to Timebomb again. He'llthank you, and give you the Lucky 8 Ball, which permenantly increasesyour luck.. so long as you hold onto it.<---------------------------------------------------------------------->Yew's Bear CharmLocation: OasisAfter resolving the Oasis quest, talk to Yew. She should give you thischarm. It gives a permanent +10% bonus to Speech so long as you hangonto it. 10 more points you can spend elsewhere.*Note: I've had this item mysteriously stop working for me before. Itwasn't a big deal with my build, I just had to pop open some morecopies of Lying, Congressional Style. Still, it was a bit of a mysteryas to why it stopped adding anything. If anybody can answer this, it'llbe greatly appreciated.
Keller Family Transcripts {KFT001}
A number of final correspondances between the late Keller family liescattered about the wastes, each giving a code you'll need to unlock thesecure door in the National Guard Armory. Below are their locations.#1:North of the VAPL-58 Power Station, you'll find a shelter ofsorts built around an electrical tower (pretty clever, if youthink about it.) If you were to draw a line north from the VAPL-58 Power Station, and west from Arefu, they would ALMOST intersect at the shelter. Do it, draw a line from each, andhead to where they intersect, the shelter should be just southof where you are, on top of a hill, around an electrical tower.I can't really give any better advice than that, when you seethe towers in the distance, go to it. Inside the shelter, onone of the lower shelves of a bookcase, you'll find thetranscript.#2: North of Big Town you'll find the Hallowed Moors Cemetary. Thechurch is the significant building around, and inside, on thepodium, lies the Transcript.#3:Behind the Grisly Diner in the north-eastern area of theWasteland, you'll find the Transcript in broad daylight, ontop of a metal desk.#4:West and slightly north of Rockbreaker's Last Gas is anAbandoned Shack. This is not marked on the map, and it's ontop of a mountain, so get to climbing. The transcript isinside on top of the workbench.#5:North of the Anchorage War Memorial along the river is a SuperMutant outpost. The transcript is in the tent, on a table bya ham radio
Sheet Music Books {SMB001}
You give these to Agatha, who lives in a house north-east of theMeresti Trainyard. Once she has her violin back (assuming you give itto her) these will allow her to play more songs over the radio. Otherthan that, it doesn't really serve much of a purpose. Why am Iincluding them? I dunno, I'm just being nice I guess.Arlington Public Library - Children's WingIn a room on the western side of the level, after entering from theLobby. It's on the floor near a stand.National Archives - Archives Sub-Basem*ntIn the room full of metal shelves near the stairs to the National Archives, the Sheet Music Book is on a metal shelf along the westernwall.Roosevelt Academy - Roosevelt Arts and Athletics HallIn the auditorium on the stage, the Sheet Music Book is on the floornear a music stand.Vault 92 - Living QuartersIn the dorm with the 'Men's Dorm Security Terminal' in front of it. Gointo the second room, then north into a bathroom. The Sheet Music bookis on the floor near a toilet in the north eastern corner of the bathroom.
Books {BOK001}
Below is a list of all the books I've found in my playthroughs. On the first line I list the general area/landmark/map location the book is near, and any sub-areas when applicable. The descriptive text gives you a more in-depth idea of where the book is located.Oh, and if there are any duplicate books, or you can't find one byreading this guide, let me know. I won't consider you a moron if youcan't follow my directions, I'll just assume my directions weren't goodenough. Keep in mind that I found these books over seven playthroughs(and my fiance found some of them as well), so if this section lackscohesion.. well, that's why.Big Book of Science (Science) [25/25]o======================================================================o[ ] Arlington National Cemetary - Arlington HouseArlington House - Arlington National Cemetary. It's in the samehouse you find the Luck bobblehead in, on the first floor inthe kitchen, on a small table in the corner.[ ]Arlington Public Library - LobbyArlington Public Library Lobby, in the north-east office room upstairs. The book is on a desk.[ ]Bethesda Ruins - Bethesda Offices WestThe book is on the counter in the large lower room near theTurret Control System terminal.[ ]Broadcast Tower KB5 - Scientist TruckWest of the Broadcast Tower KB5 you'll find a highway. Don't befooled by the Pip Boy, the road lines it shows in no waycorresponds to the highway you're looking for. It lies to thesouth west of the Raider House (an unmarked location). Get onthe highway and follow it to the north west. When you approacha truck, there will be an explosion from within, expelling thebody of a Scientist. The book is on the Scientists' body.[ ]Broadcast Tower LP8 - Radio Signal Echo Foxtrot Sealed CisternTo the far north of your world map you'll find Broadcast TowerLP8. Activate it to pick up Radio Signal Echo Foxtrot. Thesource of the signal can be found in a sealed cistern to theeast of the broadcast tower. The book is inside on a table.[ ]Chryslus Building - Chryslus Building Basem*ntIn the far western edge of the area, in the broiler room southeast of the entrance to the Chryslus Building Reception Area.The book is on a metal shelf.[ ]Citadel - County Sewer MainlineJust north of the Citadel along the coast you'll find theentrance to the County Sewer Mainline. In the fenced in centralroom, on the desk next to the Sewer Management Access ComputerTerminal you'll find a Big Book of Science.[ ]Corvega Factory - EntranceFrom the door, go up some stairs and to the east. The book ison one of the desks.[ ]Corvega Factory AreaBehind the Corvega Factory (that's south of it) you'll find adumpster. The only way in is to go up on the cliffs south ofthe factory, and jump in from there. On the floor, near somewaste barrels, you'll find the book.[ ]Fort Bannister - Fort Bannister MainBehind a locked door [Average], in a room with Mini Nuke and aFat Man.[ ] Fort Constantine - Launch Control BunkerIn the same room as the copy of Duck and Cover! and the FortConstantine Launch Terminal. The book is on a desk to the east.[ ]GNR Building Plaza - GNR StudiosIn the GNR Studios, on the level where Three Dogg stays, thebook is on a table.[ ] Greener Pastures Disposal SiteOutside of Greener Pastures Disposal Site in a shipping container next to a dead scientist.[ ]Hallowed Moors CemetaryHallowed Moors Cemetary, in the ruined chapel. It's on thepodium.[ ]Jury Street Metro Station - Radio Signal Oscar Tango Drainage ChamberSouth, south-west of the Jury Street Metro Station there is amanhole leading down into a Drainage Chamber. You can findthe book on a desk in the upstairs room.[ ]L'Enfant PlazaWest of the four-way where Enclave Soldiers land you'll findsome stairs leading up to a Pulowski Preservation Shelter. Thebook is inside.[ ]Marigold Metro Station - Queen Ant's HatcheryIn the Marigold Metro Station, find the entrance to the Queen Ant's Hatchery, it is in the large Northernmost room on the table next to Dr. Lesko's Portacomp.[ ]Megaton - Craterside Supply (Moira)Complete the "Wasteland Survival Guide" mini quest to installthe Processor Widget into the RobCo Mainframe and harness thepower of old technology. As a reward you'll be given this book.[ ]Nuka-Cola Plant - OfficesUpstairs is a room with a large hole in the floor with the bodyof Winger Mercier in it. In another room north off of this oneyou'll find this book on a table.[ ]Rivet City Area - Broken BowIn the Broken Bow (the half of Rivet City that is no longerconnected), in Pinkerton's room. The book is on the counter.To get into the Broken Bow you must either swim under waterunder the eastern (shorn) side of the ship or have a Lockpickscore of 100.[ ]RobCo Facility - Factory FloorIn the RobCo Factory - Floor, in the eastern side of thebuilding. In one of the multi-story open rooms, the book ison a piece of machinery.[ ]Shalebridge - Shalebridge TunnelsIn the Shalebridge tunnels near Shalebridge, you'll find this book in the large room to the North, it is on the body of an ant researcher in a pool of water.[ ]Tenpenny Tower - My Tenpenny SuiteIf you blew up Megaton and were granted your own suite you'llget this book by buying the Scientist theme from LydiaMontenegro. It'll be by the bedside table.[ ]Vault-Tec Headquarters - Vault-Tec Corporate OfficesOn the second floor of the Corporate Offices area, in a room tothe east of the room with the Nuka-Cola Quantum in it. The bookis on a shelf along the eastern wall, above a hole in the floor.[ ]Warrington StationFrom the room with the Dean's Electronics in it head east untilyou're in the room with the door to the Metro Access & Generator. The book is on a desk.Chinese Army: Special Ops Training Manual (Sneak) [25/25]o======================================================================o[ ]Bethesda Ruins - Bethesda Offices EastBethesda Offices East. This book is on a desk in a room justnorth of center on the map, by a pair of Missiles.[ ]Broadcast Tower KT8 Area - Radio Signal Sierra Romeo DrainageChamberNear Broadcast Tower KT8, you will find a drainage chamber, grab the encryption key from a desk in the room through a door on the left, and use the computer terminal to open the secure hatch, the book is downstairs on the desk near radio signal Sierra Romeo.[ ]Capitol Building - Hall of ColumnsIn a locked supply room [Hard] west of the turret in the middleof the level. The book is on a table.[ ]Cliffside Caverns - Raider OutpostYou can find this book on a wooden shelf in the north westerncorner of the level. It's on the wooden platform in the roomjust east of the room with a tent.[ ]Corvega Factory AreaSouth of the Corvega Factory, along a road south east of thered rocket you'll find an overturned truck. In the back of thistruck you'll find a locked footlocker [Very Hard] with this bookinside.[ ]Fairfax Ruins - Fairfax MetroGo east until you reach the large metro station room, then godown some stairs to the south. At the bottom turn east and goover some rubble. The book is on a slab of concrete near the endof a subway car.[ ]Flooded Metro AreaNear the Flooded Metro between the Nuka Cola Factory and theArlington Library, in a Pulowski Preservation Shelter.[ ]Fort Constantine - CO QuartersIn the CO Quarters, downstairs in the basem*nt. It's the sameroom you find the Big Guns bobblehead. The book is under astealth boy on a cinderblock, near the safe with the bobbleheadin it. There's a dead wastelander nearby.[ ]Georgetown/The Mall MetroEnter through the Mall Northwest entrance and search the firstticket booth you come across. You can find this book inside,on the floor, leaning against a cash register.[ ]Irradiated MetroFrom the entrance across the river from the Citadel (not fromL'Enfant Plaza), head through the metro tunnel to the sewer.From here, go south through a door, down two flights of stairs, and through another door into a large room. From the flamingbarrel, turn west and search one of the consoles near therailing. Aside from several clipboards you'll find this book.[ ]L.O.B. Enterprises ArchivesIn the L.O.B. Enterprises Archives, in the north-eastern mostroom. The book is on a desk by a computer terminal.[ ]Mama Dolce's - Mama Dolce's Loading YardYou have to get to the Arlington Cemetary to reach Mama Dolce's. Head to the entrance to the Loading Yard that isfarthest to the east on your map. You'll enter into a raisedarea. The book is on the floor, near an ammo box.[ ]Mirelurk Nesting HoleIn the Mall area, east of The Mall Southwest (the Hazmat Disposal Site L5) you'll find a sewer Grate leading to theMirelurk Nesting Hole. Head into the large southern area and jump up onto a ledge where you'll find a dead Brahmin and adead Mercenary. From here, go to the north west, staying on thehigh ground and continue into a tunnel until you find askeleton, a first aid box, and a wooden crate. On top of the latter is this book.[ ]Museum of History - Museum of History OfficesOn the second level in the middle room, you'll find this book ona desk near Lincoln' Repeater.[ ]Museum StationIn the Museum Station, just north of the western-most entranceto The Mall. In a wooden crate in the ladies room.[ ] Nuka Cola Plant - Factory FloorIn the room you enter to from the Capital Wasteland go over bythe desk and loot up at the ceiling. You'll find a hole in theceiling with a filing cabinet looming above. Loot it to findthis book.[ ]Pennsylvania Avenue - HotelIn an unmarked Hotel just south of Pennsylvania Avenue Northewest you'll find this book on a small table.[ ]Reclining Groves Resort Homes Area - BarnEast of the Reclining Groves Resort Homes you can find a ruinedbarn, on the second story of which is a personal footlocker[Very Hard]. This book is inside.[ ]Red Racer Factory Area - Scavenger ShackNorth of the Red Racer Factory is a Scavenger-and more importantly his shack. His shack is located on an overpass of the highway just west of Arlington, along a road that leadsto Grayditch. The book is on a shelf in the Scavenger's shack,along with a D.C. Journal of Internal Medicine, and a Grognakthe Barbarian book.[ ]SatCom Array NW-05aIn the north-west corner of world map you'll find SatCom ArrayNW-05a. Inside, on the ground floor, you'll find the book on atable near a computer.[ ]Springvale School Lower levelsTo the far east of the map, past the very hard locked door thatleads to the ant tunnels. You'll find the book under the body of a dead Wastelander.[ ]Statesman Hotel Mid levelOn the level with the staircase leading to the Statesman HotelRestaurant, the book is in a side room on a bookshelf.[ ]Super Duper Mart AreaBetween Springvale and the Super Duper Mart there is a ruinedhouse next to a silo, within sight of the water tower. In thehouse on a shelf you'll find the book.[ ]Taft TunnelsDuring the quest 'The Waters of Life' when you're going throughthe Taft Tunnels you'll come to an overflow terminal. In theroom nearby you'll find this book on a desk in the south westercorner.[ ]Wheaton Armory AreaNorth of the Wheaton Armory you'll find an elevated highways.Get on it and follow it until you find a bus you can explore.Inside you'll find a bunch of electrical equipment and this book.D.C. Journal of Internal Medicine (Medicine) [25/25]o======================================================================o[ ]Anchorage Memorial - Anchorage Memorial FacilityOn the western side of the level, in the medical bay (the roomwith the gurney and x-rays) the book is on a table.[ ]Big Town - Red's ClinicBig Town, in Red's Clinic, in the room with the bed on thetable.[ ]Capitol Building - Hall of ColumnsNear the entrance to the Capitol Building West Entrance, thereare stairs leading to a raised area upon which lurks a TalonCompany Mercenary with a Sniper Rifle, a lot of .308 ammo, andnothing constructive to do with his time. This book is up thereas well, on the railing spanning the hall, on the southern side.[ ]DCTA Tunnel 014-B PotomacYou can find the entrance to the DCTA Tunnel in the Georgetownarea by heading southish from Georgetown West. Once inside,fend off Mirelurks and head south. You'll have go go underwaterfor a somewhat lengthy period of time, but once you can surfaceagain you'll be in a small room. Get out of the water and headonto the scaffolding around it. The book is on a large electronic.. thing.[ ]Falls Church/Mason Dst MetroFrom the exit to Mason District head north then west, going intothe first bathroom you see, which will be on your right. The book is on a first aid box on the wall between two stalls on theeastern wall.[ ]Fort Constantine - Bomb StorageIn the locked room, against the door of which Tara is lying,that contains the T-51b Power Armor. The book is on a table neara Fat Man and two Mini Nukes.[ ]Germantown Police HQ - Top FloorIn one of the rooms with a table running the length of the room,the book is on the edge of the table, near where a live FragMine is.[ ]Greener Pastures Disposal Site - Makeshift ShackNorth-west of the MDPL-13 Power Station you'll find the GreenerPasture Disposal Site. North west of the map marker you'll finda makeshift shack. Inside, on the floor under a bed you'll findthe book.[ ]Hallowed Moors CemetaryHallowed Moors Cemetary, in the ruined chapel. You can findthis book on a shelf.[ ] Jalbert Brother's Waste Disposal - Office BuildingIn the Jalbert Brothers Waste Disposal, in an Office Building.The book is on top of a bookshelf near a locked safe.[ ]Mason Dixon SalvageIn the northern Abandoned Shack, the book is on the floor on aLarge Destroyed Book, near a bucket and a metal shelf.[ ]MDPL-21 Power Station - Northern PondNorth of the MDPL-21 Power Station you can find a pond filledwith radioactive barrels. Swim to the west past a half-submergedtruck bed to find a cubby with a bed, a table, a locked safe,and plenty of RadAway around. This book is on a table.[ ]Minefield - Benson House
In Minefield you'll find the Benson house, to the north-eastof the Gibson House. This book is on a desk on the secondfloor near a destroyed computer terminal.[ ] Museum of History - Museum of History Lower HallsFrom the entrance go north into a large cafeteria. Head into theroom behind the counter to the east. The book is on a metalshelf near the floor.[ ] Oasis - Sunken ChambersThe second underground portion of Oasis, you need to start thequest to mess with Harold's heart in some way, shape, or formin order to get access. Take the first left (west) to get to adisorderly formerly inhabited area. To the left of the bed aresome wooden crates. The book is in one of them.[ ]Our Lady of Hope HospitalIn the small room in the south east corner of the area map. Thebook is on a table in the corner.[ ]Our Lady of Hope Hospital 2nd LvlIn the cafeteria room to the east of the exit to the lowerlevel, the book is on a table.[ ]Red Racer Factory - Factory FloorOn a ledge against the eastern wall of the factory, the book ishidden under a bucket between two pieces of machinery. The onlyway to reach the ledge is to jump down to it off some railingabove. It is not on the ground level.[ ] Relay Tower KX-B8-11 - Radio Signal Oscar Zulu Drainage ChamberNear Relay Tower KX-B8-11 there is a drainage chamber the book is in the room to the east on a desk with radio signal Oscar Zulu.[ ]Rivet City Area - Broken BowBehind the gurney with the corpse on it in Pinkerton's homeyou'll find this book.[ ]RobCo Facility - Offices and CafeteriaIn a room to the far south on your area map, the book is on adesk in the corner of the room, next to some jet and a firstaid box.[ ]Roosevelt AcademyIn the Roosevelt Academy nurses station, on a desk.[ ] ShalebridgeNext to an ant egg clutch east of the ant hill entrances you'llfind this book.[ ]Vault 92 - Living QuartersIn the southern-most part of the map, in the small clinic. Thebook is on the table near the 'Laboratory Terminal'.[ ]Vernon Square - SewerSouth west of Vernon Square North (Metro Junction) you'll find acrater with a downed aircraft at the bottom. The place is veryunfriendly due to an unusually high radiation concentration, sogetting some rad resistance-either from Rad-X or gear is reallymandotory. At the bottom of the crater is a sewer entrance,inside of which is a Super Mutant camp. The book is on a metalshelf inside the sewer.Dean's Electronics (Repair) [25/25]o======================================================================o[ ]Anchorage Memorial - Anchorage Memorial FacilityOn the western side of the level, in the medical bay (the roomwith the gurney and x-rays) the book is under the table near thex-rays in a floor safe.[ ]Bethesda Ruins - Bethesda Offices WestOn the top floor of the Bethesda Offices West, in the roomthat has three rigged shotguns set as traps. The book is at thebottom of a wooden crate on a desk in the corner. There is asteam gauge assembly on top of the crate.[ ]Canterbury Commons - Dominic and Machete's HouseIn Dominic and Machete's House, on a metal shelf.[ ]Corvega FactoryIn the second part of the Corvega Factory (the area where theant queen is) in the southern part of the map. The book is inone of the raised areas, on a desk.[ ]Dunwich Building - Forsaken Dunwich RuinsIn the Dunwich Building - Forsaken Dunwich Ruins. The book isin a room on the southern end of the area map, on a shelf nextto a Toolbox.[ ]Dupont Circle - Dry SewerJust north of Dupont East you'll find the Dry Sewers. Inside,in a small room to the south, you'll find the book. It's on ametal shelf on top of another book.[ ]Hubris Comics - Utility TunnelsIn the Hubris Comics Utility Tunnels which are locateddirectly south of the Farragut West Metro Station, across theriver. From the exit to the Capital Wasteland, it's in a roomon a desk by some electrical equipment.[ ]Hubris Comics AreaJust south of Hubris comics, in a Pulowski Preservation Chamber.[ ]Jury Street Metro StationIn the Jury Street Metro Station. Head right around the firstcorner to find a Raider camp. The book is on the Workbench.[ ]Mama Dolce's - Mama Dolce's Processed FoodsFrom where you found the Guns and Bullets book in this area,head up some stairs. On a landing in the stairwell you'll finda metal shelf. The book is on the shelf, next to a smashedcomputer.[ ]MDPL-05 Power StationIn the north-west corner of the world map is the MDPL-05 PowerStation. Inside the fenced area, by a skeleton, you'll find thebook. The book is leaning against a tool box, near a Schematic.[ ] Metro CentralIn Metro Central, on the second floor, between the exits toFoggy Bottom Station and Freedom Street Station. On a roundtable in a caged-in area. [ ]Nuka-Cola Plant - Factory FloorFrom the entrance head east, then go into the room on the left.You'll find this book on the inside corner of the L-shapedcounter in the middle of the room.[ ]Nuka-Cola Plant AreaNorth-west of the Nuka-Cola Plant, on top of a hill you'll finda ruined truck bed, inside of which are a number of metalcrates. The book is in the back, on a footlocker. This truck isdue west of the diner in which you can find a copy of U.S. Army:30 Handy Flamethrower Recipes.[ ]Ranger CompoundFrom the entrance go down the stairs and take a left, thenimmediately take another left and continue down a tunnel to thesouth until you reach a room. The book is on a generator,although it can be hard to find a way to pick it up. If it'sbeing a bother, blow up the generator and try and find itthat way. Damn clipping..[ ]Red Racer Factory - Factory FloorFrom the entrance head north through some doors. You should bein a room with a conveyor belt, above which is an over-sized tricycle with a Teddy Bear on top. Go west along the railingto find some metal barrels by a door. Jump on top of them toget on top of the conveyor belt machine, where you'll find thisbook next to a tool box.[ ]Rivet City - Broken BowIn the Broken Bow (the half of Rivet City that is no longerconnected), in Pinkerton's room. The book is on the shelf, nottoo far away from the Big Book of Science. To get into the Broken Bow you must either swim under water under the eastern (shorn) side of the ship or have a Lockpick score of 100.[ ]Rockbreaker's Last Gas - Abandoned ShackWest and slightly north of Rockbreaker's Last Gas, there's anAbandoned Shack on top of a mountain. The book is in a woodencrate on the workbench. There's also a Guns and Bullets bookand a Keller Family Transcript inside, so you'll know if you'rein the right place.[ ] Temple of the Union Area - Abandoned FarmNorth east of the Temple of the Union, up a large hill you'llfind a farm, complete with a silo, water tower, and wind mill.South east of the outhouse where you can find a copy of Gunsand Bullets you'll find a small pond over a cliff. Inside anoverturned truck bed on the shore of the pond you'll find someradioactive barrels, upon which rests this book.[ ]Tepid SewersIn the Tepid Sewers. To the east you'll find a tunnel whereRocksalt and his Raiders are located. The book is in one ofthe rooms to the east of the tunnel, the room with the largegenerator. It's behind a Toolbox and by a wrench.[ ]VAPL-58 Power Station - Power SubstationAt the VAPL-58 Power Station, in the Power Substation. The bookis on the desk next to a working computer terminal and a safe.[ ]VAPL-66 Power Station - Power SubstationAt the VAPL-66 Power Station, in the Power Substation. The bookis on a desk with a broken computer on it.[ ]Vault 92 Area - Raider BarnWest of Vault 92 you'll find a barn full of Raiders, which isnothing like a barrel full of monkeys. Inside the barn, on ametal shelf is this book.[ ]Vernon Square - Sewer EntranceNear the Cinema you'll find a Sewer Entrance leading to the..Sewer Entrance. Fair enough. Inside you'll find a copy of Dean's Electronics on a table beyond a locked [Average] door.[ ]Warrington StationFrom the room where Roy Phillips stays head out a door to thenorth, then go east down some stairs. Finally go north into astoreroom with a red light. The book is on a metal shelf.Duck and Cover! (Explosives)[25/25]o======================================================================o[ ]Alexandria ArmsIn a room on the southern end of the level you'll find thisbook on a bookshelf.[ ]Charnel HouseCharnel House, upstairs.[ ]Citadel - LaboratoryYou can find this book in a wooden crate in the bathroom on thebottom floor.[ ]Deathclaw Sanctuary AreaOutside the Deathclaw Sanctuary you'll find a locked Footlocker near a dead Mercenary. The book is inside the Footlocker, butyou'll need a Lockpick skill of 50 to open it.[ ]Dukov's Place AreaSouth of Dukov's Place, you'll find a Raider camp near the river, the book is on a circular table near some beds.[ ]Evergreen Mills - FoundryOn the roof of the metal room on the western side of the room.Jump down from stairs above it to find the book near amutilated corpse.[ ]F. Scott Key Trail & CampgroundNear the F.Scott Key Trail & Campground, on a picnic table north of the trailer.[ ]Falls Church/Mason Dst MetroIn the Falls Church/Mason District Metro tunnels, in the largeroom east of the Falls Church exit you'll find a ticket boothon the upper level. The book is inside the booth, on a ledgeby a light.[ ]Fort Constantine - Launch Control BunkerIn the room with the Fort Constantine Launch Control, the book is on a table near the aforementioned terminal.[ ]Germantown Police HQ Area - Train CampNorth east of the Germantown Police HQ you'll come across somederailed trains. Follow the tracks until you come to two trainson the ground that form a V. In the interior, there's a raidercamp. The book is on the ground, near the bathtub.[ ]Germantown Police HQ Area - Ruined HouseSouth, South west of Germantown Police HQ you'll find the ruins of a bombed out house. The book is inside, on a wooden shelf. Note: A road runs along the house to the east, and south west of the house is a billboard, beyond which in the distance is a train track, and to the north west you can clearly see Paradise Falls.[ ]Hamilton's HideawayIn the Raider-occupied room in the south eastern corner of themap. The book is on a counter by a Nuka-Cola Quantum.[ ]Jalbert Brothers Waste Disposal - Abandoned ShackNorth of the Jalbert Brothers Waste Disposal you'll find a townfilled with Ghouls. This book is in the Southern-most Abandoned Shack on the floor by an ammo box. [ ]Jocko's Pop & Gas Stop Area - Radio Signal Sierra Victor Drainage ChamberEast of Jocko's Pop & Gas you'll find a radio tower, which onceactivated will allow you to pick up the Radio Signal SierraVictor. Follow the signal east over a fallen tower to find aDrainage Chamber. The book is inside on a table.[ ]Mall - BunkerIn The Mall area of the D.C. ruins, down in the trenches inbetween the Washington Monument and the Capitol Building you'llfind the entrance to a bunker. The book is on a table, in frontof a radio.[ ]National ArchivesFrom the entrance in the front head west, then north until youfind a small 'library' room filled with bookshelves. The book is in the north western corner, on a school desk half buriedin desbris.[ ]National Archives - Archives Sub-Basem*ntIn the south western corner behind a locked [Very Hard] gate.The book is on some metal shelves, which also hold some MetalArmor, a Metal Helmet, a Stealth Boy, and a Mini Nuke.[ ]National Guard Depot - Depot OfficesSouth-west of the entrance from the Depot Training Wing, upsome stairs you'll find a room with a long wooden table withstools on one side. The book is on this table.[ ]Old Olney - Olney SewersIn the far north-eastern area of the world map you'll find OldOlney, a lovely town overrun with Deathclaws. What else? Findan entrance to the sewers and blast your way through the Deathclaws. The book is on the floor by a skeleton in a tunnelto the south of the sewers.[ ]Red Racer Factory Area - Scavenger ShackNorth of the Red Racer Factory is a Scavenger-and more importantly his shack. His shack is located on an overpass of the highway just west of Arlington, along a road that leadsto Grayditch. The book is on a shelf in the Scavenger's shack,along with a Chinese Army: Special Ops Training Manual, and a Grognak the Barbarian book.[ ]SatCom Array NW-07c - Corpse and CarsNorth east of SatCom Array NW-07c you'll find a line of fourcars, near which lies a skeleton. On the ground near theskeleton you'll find this book.[ ]Springvale Elementary SchoolIn Springvale Elementary School, in the hallway outside of thelibrary, on a desk near a computer terminal.[ ]Super Duper Mart AreaNorth of Super Duper Mart, under a bridge you'll find a raidercamp. The book is by a bed. Beware of landmines.[ ]Tenpenny Tower AreaWest of Tenpenny Tower, in the ruins of a house, the book is ona bookshelf, half underneath another book.[ ]Vault 92 - Vault 92 Overseer's OfficeIn the Vault 92 Overseer's Office, in the actual Overseer'sOffice. The book is on a bookshelf, the same bookshelf that alsohas a Pre-War Book on it.Grognak the Barbarian (Melee Weapons)[25/25]o======================================================================o[ ]Andale - The Smith's House Basem*ntThis book is on the floor southwest of the first counter, near some bloodstains in front of a refrigerator. It's pretty hard tosee.[ ]Bethesda Ruins - Bethesda UnderworksYou can find this book by heading through the Underworks untilyou're directly south of the entrance (the staircase, not thesewer grate). The book is in a small maintenence room, on ametal shelf.[ ]Canterbury CommonsThis book can be pick-pocketed from Derek Pacion.[ ]Canterbury Commons Area - Radio Signal Yankee Bravo DrainageChamberSouth of Canterbury Commons you'll find a radio tower. Activatethe electrical switch to find Radio Signal Yankee Bravo. TheDrainage Chamber from whence the signal comes is west, over acliff. This book is in the room to the south.[ ] Chaste Arces Diary Farm AreaChaste Acres Dairy Farm upstairs in the ruined barn left of the bed with the mutilated body on the floor.[ ]Cliffside Caverns - Raider OutpostNear the Cliffside Caverns you'll find a door [Hard] leading toa Raider Outpost. Head west across a wooden bridge to reach aplatform with a generator. Search the platform behind the generator to find this book.[ ]Clifftop Shacks - Northern ShackOn a metal shelf, the book is on top of a Small Ruined Book.[ ]Deathclaw Sanctuary AreaSouth and west of the Deathclaw Sanctuary you'll find someraiders who have made forts out of old cars. On the northernmostfort (the one with the super sledge on a shelf) you'll find awooden crate under a table. The book is inside.[ ] Fort Constantine - Personnel OfficesRight across from the CO Quarters is the larger and moreobvious (yet less rewarding in all ways) Personnel Building. Thebook is inside on the first floor, in a locked storage room witha hard lock near some stairs. It's on a counter.[ ]Georgetown West AreaIn the Georgetown area of the D.C. Ruins, which can bereached via the Tepid Sewers. There is a crumbling buildingoccupied by Super Mutants. The book is on the second story,on a metal shelf.[ ]Hubris Comics PrintingJust south of the door leading to Hubris Comics Publishing is alarge room where you'll find Mad Johhny Wes, some Ghouls, and two(leveled) turrets. The book is in the room Mad Johnny Wes is in.[ ]Megaton - Jericho's HouseIn Jericho's House in Megaton, on the floor between some metalcrates and some shelves.[ ]Metro JunctionEnter via the 'Vernon Square North' entrance and head into thelarge metro hub chamber. To your east you'll see a wooden rampgoing over the railing of the platform. Go to the edge of it andlook down, where you'll spy a table with a lantern on it, andyour new book.[ ]Minefield - Gillian HouseWest of Minefield you'll find the Gillian House, north-west ofthe Gibson House. The book is upstairs on a bed.[ ]Museum StationThis book is in the Museum Station, on a table in a room withbeds and a pool table. This is the same room that containsthe stairs that lead to Metro Central.[ ]Red Racer Factory AreaTo the left of the doors of the Red Racer factory you'll finda large metal box containing some barrels of toxic waste. Thebook is inside the box on the ground. Prepare to take somerads. [ ]Red Racer Factory Area - Scavenger ShackNorth of the Red Racer Factory is a Scavenger-and more importantly his shack. His shack is located on an overpass of the highway just west of Arlington, along a road that leadsto Grayditch. The book is on a shelf in the Scavenger's shack,along with a Chinese Army: Special Ops Training Manual, and a Duck and Cover! book.[ ]ScrapyardIn Scrapyard, near the stairs of a destroyed bus in John'sTreasure Box. The bus is next to a red boxcar.[ ]Statesman Hotel RestaurantThis book is behind the central bar in the Alfresco Lounge, onone of the shelves.[ ]Temple of the Union Area - Raider BridgeAfter completing the quest 'Head of State' return to the Templeof the Union and head south west until you find a highway. Geton it and you'll discover some shacks which are now occupied byRaiders. Inside one of the shacks, on a table, is this book.There's also a Tales of a Junktown Jerky Vendor nearby.[ ]Tenleytown/Friendship StationFrom the exit to the Friendship Station entrance head south andgo into an office building on the right. In the room to thesouth you'll find two lockers. The book is on the left one, onthe upper left shelf. It is fairly hard to see.[ ]The Silver Lining Drive-In AreaThis book is located in a metal shack Northwest of The Silver Lining Drive-In.[ ]Vault 101You'll be given one of these during your 10th birthday partyby Amata. When you're 19, be sure to search the dresser inyour room to pick it up again.[ ]Vault-Tec Headquarters - vault-Tec AdministrationOn the top level in the Administration area there is a room withthree doors leading to it, beyond which are two offices. Thebook is in the left office on a desk.[ ]Yao Guai TunnelsFind the Yao Guai Tunnels and enter the the Yao Guai Den via the exit to the east. Head through the Den to the exit back to the Tunnels in the south. There's a ledge past a fence opposite the door. The book is on the ledge near the body of a Raider.Guns and Bullets (Small Guns)[25/25]o======================================================================o[ ]Alexandria ArmsUp some stairs just east of the middle of the level on yourLocal Map. It's on a counter near some ammo boxes and a bucket.[ ]Arlington Library AreaOutside the Arlington Library is a Pulowski PresevationShelter. The book is inside.[ ]Arlington Library - Children's WingIn the Arlington Library - Children's Wing. Enter from theMedia Archives and walk across a bookshelf that's bridging ahole in the floor. The book is on a bookshelf.[ ]Chryslus Building - Chryslyus Building Reception AreaIn the northern part of the level, in the room just east of thestairs leading down to the Chryslus Building Lower Offices,you'll have to pick a locked door [Hard] or disengage the lockvia a wall terminal [Average] to get inside. The book is on atable in the middle of the room, along with an ammo box and aScoped .44 Magnum.[ ] Citadel - A RingYou'll find this book in 'The Den', in the second room with fourbeds. Its on the floor by the foot of the southern-most bed.[ ]Dickerson Tabernacle ChapelIn the Dickerson Tabernacle Chapel, on the floor near someammunition boxes.[ ]Everglow National CampgroundEverglow National Campground, in one of the trailers, on the floor by a some Makeshift Bedding.[ ]Falls Church/Mason District Metro AreaSouth of the Fall's Church/Mason District Metro, in a building overlooking a flooded playground, the book is on a table upstairs by a window. This is due South of the Pulowski Preservation Chamber that had the Dean's Electronics bookinside.[ ]Flooded MetroIn the Flooded Metro West of Arlington Library, in a room with stairs going down, to the West of the stairs, this book is behind a pillar behind a corpse on a ledge.[ ]Fort Bannister - BunkerThis book is in the Bunker, in the eastern-most room on top of a gun cabinet along the southern wall.[ ]Fort Constantine - Bomb StorageIn the north western room behind a locked door [Very Hard],you'll find the book on a table in the middle of the room, alongwith a 10mm Pistol and 10mm Rounds.[ ]Fort Constantine - CO QuartersIt's in the bedroom to the north-east, on a queen-sized bed,right out in the open. There's also a pre-war book on the smallround table nearby, but I'm only telling you that because Ilike you. No more freebies.[ ]Franklin Metro UtiltyGo through the Falls Church/Mason District Metro to reach theFranklin Metro Utility. In the large central room near the entrance, in a fenced-in area in the middle of the room. The book is on a table on top of a Combat Shotgun.[ ]Grayditch - Abandoned HomeIn Grayditch, in the Abandoned Home to the East of the Brandice's House, in the first room in a wooden crate on a bookshelf.[ ]Hamilton's HideawayIn the north-western corner of Hamilton's Hideaway, near somerubble you'll find a hole in the wall leading to an ammo cache.You must have completed the quest 'Galaxy News Radio' and haverecieved the 'Weapon's Cache Key' from Three Dog in order toget at this loot. The book is on a footlocker.[ ]Mama Dolce's - Mama Dolce's Processed FoodsThis book is in the bathroom on the lower floor, in the stallin the back. It's on the floor, near a toilet, surrounded bya bunch of useless books.[ ]Mama Dolce's - Mama Dolce's Loading YardFrom the area named 'Mama Dolce's Processed Foods' headthrough the westernmost door that leads to 'Mama Dolce'sLoading Yard' to reach a raised area with a sniper. The bookis on the floor.[ ]MDPL Mass Relay Station - Power StationMDPL Mass Relay Station, in the power station on a desk.[ ]Museum of Technology - West WingIn the Delta IX Rocket display room head up to the top level.In the south west corner under the staircase is a balcony thatyou can drop down to. To the south is a room with this bookinside, on a desk.[ ]Old Olney AreaSouth east of Old Olney you'll find a Nuka-Cola truck on theroad. While the numerous Nuka-Colas and Nuka-Cola Quantums aregood incentive, search the mail box nearby for this book.[ ] Red Racer Factory AreaEast, South-East of the Red Racer Factory is a raider shack.You'll find this book on a counter between a wooden box andsome pressure cookers. There is also a U.S. Army: 30 Handy Flamethrower Recipes book nearby.[ ]Regulator HeadquartersYou'll get this location if you pick the 'Lawbringer' perk, andeven if you find it on your own, you cannot enter unless youhave this perk. The book is under a bed near where Sonora Cruzstands.[ ]Rockbreaker's Last Gas - Abandoned ShackWest and slightly north of Rockbreaker's Last Gas, there's anAbandoned Shack on top of a mountain. The book is on a smalltable between the bed and a locker. There's also a Dean'sElectronics book and a Keller Family Transcript in the shack.[ ]ScrapyardIn Scrapyard, near the stairs of a destroyed bus in John'sTreasure Box. The bus is next to a red boxcar.[ ] Temple of the Union Area - Abandoned FarmNorth east of the Temple of the Union, up a large hill you'llfind a farm, complete with a silo, water tower, and wind mill.In the outhouse you'll find this book.Lying, Congressional Style (Speech)[25/25]o======================================================================o[ ]Arlington Library - Children's WingIn the Arlington Library - Children's Wing, just south ofcenter on the local map. The book is on a table near twocoffee makers.[ ]Capitol Building - Conference RoomIn the conference room, on top of the podium.[ ]Corvega Factory - EntranceFrom the entrance go straight foward to reach a receptionistdesk. The book is on the desk, between a fan and a telephone.[ ]Dupont Circle StationFrom the entrance to Dupont Circle head south and into the dooron the right. On a desk is a bin, inside of which is this book.[ ]Georgetown Area - TownhomeSouth of Georgetown West you'll find a house marked 'Townhome'on your area map. The book is on the ground floor, on a tableby a camera.[ ]Germantown Police Head Quarters - Ground FloorIn the room with the tables, desks, chalkboards, and bookshelves. The book is on a desk that is half buried in rubble.[ ]Jury Street Metro Station - Jury Street TunnelsYou can find this book east of the northernmost exit to the Jury Street Metro Station. The book is on top of Ryan Brigg's safe.[ ]Jury Street Metro Station Area - Raider ChurchIn an abandoned church south-west of the Jury Street MetroStation. The book is in the podium on top of a small burnedbook.[ ]Megaton/Tenpenny Tower - Your HouseWhen you have your own house, either in Megaton or in TenpennyTower, buy the 'Love Machine' theme. You should find the booksomewhere in your house/apartment.[ ]Megaton - Craterside Supply (Moira)Complete the "Wasteland Survival Guide" mini quest to accessthe card catalogue in the Arlington Public Library and talk toMoira. For your reward, you'll get some caps and this book. I'mnot sure if you get the same reward if you fail to complete thesub-objectives, but you might as well anyways for the SurvivalGuru perk.[ ]Meresti Trainyard - Meresti Metro StationGo up to the balcony where most of the Family has their bedsand jump onto the northern traincar. The book is under a woodencrate.[ ]Museum of History - Underworld ConcourseTalk to Tulip, the owner of the store 'Underworld Outfitters'.She'll offer you a copy of Paradise Lost, which functions like acopy of Lying, Congressional Style.[ ]National Archives - Archival Secure Wing EastBehind two locked doors [Average], on a table near the archivessecurity safe containing the Bill of Rights.[ ] Nuka-Cola Plant - OfficesIn the Nuka-Cola Plant - Offices level, on the second floor in aroom east of a room with a hole in the floor. The book is on topof a safe.[ ]Rivet City AreaYou can find this book in the Super Mutant camp between RivetCity and the Jefferson Memorial. It's up by the ammo boxes bythe beds.[ ]RobCo Factory - FloorThe book is on the reception desk just opposite the entrance, next to a computer.[ ]Robot Repair Center - Mechanist's ForgeEnter through the doorway in the north eastern area of the RobotRepair Center (as opposed to taking the elevator). Activate thecoffee machine to open the Mechanist's over-dramatic door. Thebook is on a table in the next room.[ ]Scrapyard - OfficeSelect the 'Contract Killer' perk and head to the Scrapyard,where you'll now have access to the Office. The book is in aplastic bin next to Daniel Littlehorn's desk, under a LargeRuined Book.[ ]Seward Square AreaSouth of the entrance to the Capitol Building East Entrance,along the Capitol Building you'll find a small square notcovered with rubble. Inside the Pulowski Preservation Shelteryou'll find this book, on top of a suitcase.[ ]Takoma Industrial - FactoryIn the most prominent building in the Takoma Industrial area,the Factory. The book is on some wooden shelves in the southeastern corner of the level.[ ]Tenleytown/Friendship StationFrom the exit to the Farragut West Station follow the tracks east, then north. Before entering into the large Friendshipstation room there's a passage heading east that connects tworail tunnels. Near a fence is a dead Mercenary and some metalshelves, upon one of which the book lies.[ ]Tenpenny Tower - Penthouse SuitesIn Tenpenny's Suite, on a desk.[ ]Tenpenny Tower - My Tenpenny SuiteIf you blew up Megaton and were granted your own suite you'llget this book by buying the Love Machine theme from LydiaMontenegro.[ ]Vault 108 - Cloning LabIn the Vault 108 Cloning Lab area, in the room just east ofthe center of the area. The book is on a table opposite thetable the Charisma Bobblehead is on.[ ]Vernon East/Takoma Park MetroEntering from the Vernon Square side, head west to find a ticketbooth. The book is inside, on the front counter.Nikola Tesla and You (Energy Weapons)[25/25]o======================================================================o[ ]Arlington Library Area - Talon Company CampSouth-east of the Arlington Library is a Talon Company encampment with bunkers blocking off the roads leading in.The encampment is the remains of a building with wooden rampsleading up to the upper levels. On the topmost level, on asmall round table near some bunk beds is the book.[ ]Capitol Building - Capitol Building West EntranceIn a locked supply room [Hard], the book is on a table.[ ]Deathclaw SanctuaryThis book is inside the Deathclaw Sanctuary, on the metalobject next to the Endurance bobblehead. From the entrance youshould be able to see a pillar in front of you. The book and bobblehead are on the opposite side of the pillar from theentrance. Take the path down and to the right, and when you getpast the pillar look left. The goodies are near some rottingBrahmin, ants, people, and random, unidentifiable meat.[ ]Evergreen Mills - Evergreen Mills Bazaar. This book is in one of the rooms up a hill past Smiling Jack's store. Specifically the locked room that requires a key. It's on one of the bunk beds.[ ]Farragut West StationIn the Farragut West Station, in a room to the north by theTenleytown/Friendship Station. The book is in a safe behind adesk.[ ]Foggy Bottom StationFoggy Bottom Station, east of the exit to Dupont Circle. Thebook is on top of some machinery between a desk and a robotpod.[ ]Fort Bannister - Commanding Officer's OfficeOn the bottom floor of the large silo/stairwell there is a metal covering over the passage/doorway that leads deeper into the Fort. On top of this metal cover is a partial barrier of sandbags, a radio, a Ammo Box, and the book. You have to jump down on top of this structure from the stairwell above.[ ]Jocko's Pop & Gas StopIn Jocko's Pop & Gas Stop. The book is on the counter, in plainsight.[ ] Jury Street Metro Station Area - Gold Ribbon GrocersWest of the Jury Street Metro Station you'll find a store called "Gold Ribbon Grocers". On the floor in the south westcorner of the store you'll find the book, near a skeleton.There's also a Tumbler's Today nearby.[ ]Little Lamplight - Reactor ChamberIn the south western corner of the level, beyond a closed doorleading to a collapsed tunnel. The book is in a wooden createon the ground near a mannequin.[ ]Mason Dixon Salvage Area - Abandoned ShackIn the Mason Dixon Salvage, in the Northwesternmost Abandoned Shack, the book is on a table by a first aid box.[ ]Mason Dixon Salvage Area - Abandoned TentNorth east of the Mason Dixon Salvage area you'll come acrossan Abandoned Tent. The book is inside, on a metal shelf.[ ]MDPL-21 Power Station - Power SubstationWest of the Oasis you'll find the MDPL-21 Power Station. Thebook is inside the Power Substation, on a workbench.[ ]Megaton - Your HouseWhen you have your own house in Megaton buy the 'Science' theme. You should find the book somewhere in your house.[ ]Museum of History - Museum of History EntranceFrom the door go west into the ladies bathroom. The book is onthe floor inside a stall.[ ]Museum of Technology - Museum of Technology AtriumFrom the entrance go south east through a door, past two bathrooms and up some stairs to reach a room with two terminals.Near the Museum Maintenence console you'll find this book.[ ]National Guard DepotIn the National Guard Depot, the book is in a supply room on a metal shelf in the south-eastern corner of the bottom floor.[ ]Red Racer Factory - CEO OfficesFrom the entrance to the CEO Offices head north and take a leftdown a tunnel. Go into the first door on the left [Average]. Thebook is on a metal bookshelf.[ ]RobCo Facility - Offices and CafeteriaIn the north-western part of the area map you'll find a bunch ofcubicles. The book is on a table in front of a filing cabinet.[ ]Robot Repair CenterIn Sector A, in the north west corner of the area, on the groundfloor you'll find a Protectron on a table. Near it is this book.[ ]SatCom Array NW-05a AreaBetween SatCom Array NW-05a and the MPDL-05 Power Station you'llfind some water with a dock occupied by Raiders. The book is ontop of a blue boat south east of the dock.[ ]Taft TunnelDuring the quest 'The Waters of Life' when you're going throughthe Taft Tunnel (not to be confused with the Taft Tunnels)you'll find a table with a generator on it, and a Nuka-ColaQuantum. Behind the generator you'll find this book.[ ]VAPL-84 Power Station AreaNorth of the VAPL-84 Power Station are a number of destoyedhouses. Inside the rubble you'll find this book on a counter,near some large destroyed books. Note that this is justsouth of the church with two books inside of it, and west ofthe truck with another book. That's four books in a relativelysmall area of game![ ]Vault 92 - Sound TestingYou can find this book on a desk near the note 'Professor Malleus Audio Log V92-06'.[ ]Vault 106 - Living QuartersIn the Vault 106 Living Quarters, in the first room on the leftfrom the stairs (a classroom). There is a large desk in onecorner of the room with three stacked wooden crates on top. Thebook is at the bottom of the last crate, the one actually onthe desk.Pugilism Illustrated (Unarmed)[25/25]o======================================================================o[ ] Abandoned Car Fort Area - Internment TruckNorth, north west along the highway past the Abandoned Car Fortyou'll find a truck, in the back of which are plenty of skeletons along with this book.[ ]Anacostia Crossing StationNorth of Rivet City you'll find the Anacostia Crossing Station.The book is on a table in the first large room north-east ofthe entrance from the Capital Wasteland.[ ]Anchorage War Memorial AreaAlong the river north of the Anchorage Memorial in a Super Mutant outpost. Near the tent is a truck with a wooded rampleading up to its bed. The book is inside the truck, on ashelf.[ ]Arefu - Alan's HouseAfter making peace between Arefu and the Family head back to thehouse in front of the highway leading up to Arefu. The deadBrahmin are gone, replaced with living ones, and the house isnow inhabited. This book is inside the house, on a table by thedoor.[ ]Arlington Library Area - Raider FortSouth east of the Flooded Metro you'll find a Raider fortalong the road. On a counter inside you'll find this book.[ ] Charnel House Area - Radio Signal Papa November Drainage ChamberHead west of Charnel House to find a radio tower, which whenactivated will get you the Papa November Radio Signal. Head overa cliff to the north east to find a Drainage Chamber. The bookis on the floor by the ladder.[ ]Chaste Acres Dairy Farm - SiloThis book is located on the floor in the silo near the Chaste Acres Dairy Farm.[ ] Chryslus Building - Chryslus Building Lower OfficesIn the middle of the room where the Minigun wielding SuperMutant was (the one who had the Chryslus Building Master Key)you'll find a counter north of a bunch of desks near a Nuka-Cola Vending Machine. On top of the counter are a number ofbins, within which this book hides.[ ]Clifftop Shacks - Southern ShackIn the southern-most shack in the Clifftop Shacks area. Thebook is on a shelf.[ ]Dukov's PlaceUpstairs in Dukov's room, on the shelves behind the bed.[ ]Faded Pomp EstatesJust east of the map marker, you'll find this book in one ofthe many destroyed houses, lying on top of several other,useless, books. It's right in front of a fireplace, by amatress.[ ]Jury Street Metro Station Area - Raider ChurchIn an abandoned church south-west of the Jury Street MetroStation. The book is in one of the building's corners, betweena sink and a toilet.[ ]Little Lamplight - Living QuartersDirectly south of the door to the Reactor Chamber on your areamap, it's in a room beyond a locked [Average] door on the upper level of the Living Quarters. The book is within, on a shelf.[ ]L.O.B. EnterprisesIn the L.O.B. Enterprises building, in a storeroom in thenorth-eastern corner of the building (the room full of metalshelves). The book is on a shelf.[ ]Metro CentralThere is a locked supply closet across from the exit to theMuseum Station. The book is inside, on one of the metal shelves.[ ]Minefield - Zane HouseIn Minefield you'll find the Zane House, north-east of theBenson House. The book is upstairs on a bed being held by ateddy bear.[ ]Moonbeam Outdoor CinemaOn a picnic table near some cars. The book is laying on top of a large destroyed book.[ ]Roosevelt AcademyIn the Roosevelt Academy, in a bathroom near the administrationoffices. The book is on the floor near the body of a deadRaider.[ ]Roosevelt Academy - Maintenence and Evacuation TunnelOn a metal shelf near a locked [Average] door leading to thesewer portion of the level. The book is near the midpoint ofthe area.[ ]Satcom Array NN-03d-CWest of the MDPL-21 Power Station you'll find a number of satelite towers guarded by raiders. In the one named SatComArray NN-03d-C you'll find the book on the edge of a toilet.Everybody poops, and the best time to read about fist fightingis while you're defacating.[ ]Springvale AreaInside a standing mailbox near a blue car. Pretty much directly south of a Small Ranch, and directly east of Vault 101.[ ]White House Plaza Area - Utility TunnelThis book is found in the Pennsylvania Avenue section of theD.C. ruins. Near the White House gate, find a Utility Tunneland go down. The book is in the first room on the right, on thecorner of a table.[ ]Vault 108 - Living QuartersIn the Vault 108 Living Quarters, in the room north west of thelarge, two-storied atrium. The book is on a counter near a metal cooking pot.[ ]Warrington StationIn the room that Roy Phillips and his gang stay in, the book isin a wooden crate on a shelf.[ ]Warrington Station - Lucky'sNear the Warrington Station is a shop called 'Lucky's'. Thebook is inside the shop behind the counter, in a compartmentnear the floor.Tales of a Junktown Jerky Vendor (Barter)[23/23]o======================================================================o[ ]Abandoned Car FortAbandoned Car Fort, next to a wooden crate by a bed.[ ]Arlington Library - Media ArchiveIn the Arlington Library - Media Archive. The book is in theroom with the pool table, on a table near the fridge next toa coffee maker and some cups.[ ]Arlington National CemetaryIn the Arlington National Cemetary, just north of Mama Dolce'sFood Distribution. The book is on the ground inside of anoverturned a truck bed, near some toxic waste barrels.[ ] Bethesda Ruins AreaEast of the Bethesda Ruins, you'll come across a little houseknown as 'The Raid Shack', which appropriately enough is full ofRaiders. Upstairs, in the bedroom with the queen sized bed,you'll find the book, on a table next to said bed.[ ]Bethesda Ruins - Bethesda UnderworksNear the Bethesda Ruins you'll find the Bethesda Underworks.This book is in the first large room in the metro, on a bench ontop of a bucket.[ ]Capitol Building - Capitol Building East EntranceFrom the West Entrance exit head south, then east through a doorto find a hallway. Head east down the hallway and go through adoor to the left to find some some cubicles. On one of the desksis this book.[ ]Citadel - County Sewer Main LineJust north of the Citadel along the coast you'll find theentrance to the County Sewer Mainline. Travel through the placeuntil you find Gallo, a ghoul with a penchent for Nuka Colaitems. He has the book on his person.[ ]Dupont Circle - Lady Frumperton's FashionsIn the Dupont Circle area you'll find Lady Frumperton's Fashions. The book is inside a safe [Average].[ ] Grisly DinerThis book is located on a shelf inside the Grisly Diner which is just North of the Temple of the Union.[ ]Hubris Comics PublishingBehind the receptionist desk near the entrance, on a shelf overa rigged computer.[ ]Jalbert Brothers Waste Disposal Area - Abandoned ShackNorth of the Jalbert Brothers Waste Disposal you'll find a townfilled with Ghouls. This book is in the Northern-most Abandoned Shack on the table.[ ]Little Lamplight - Murder PassIn the first large chamber to the north of the exit to theLamplight Caverns. There's a makeshift shelter, near which isan alcove where you'll find a screen, a toilet, an ammo box, anda skeleton. The book is on top of the toilet tank.[ ]National Archives - Archival StrongroomThis book can be found on the table near the safes, within oneof which is the Declaration of Independence.[ ]National Guard Depot - Training WingTo the east of your area map you'll find a room up some stairs.The book is on a desk. They're both gray, and the book tends toblend in, but if you take a second to look, you'll find it.[ ]Reclining Groves Resort HomesNorth of Germantown Police HQ you'll find Reclining GrovesResort Homes. In one of the houses to the north-east, you'llfind the book on a shelf.[ ]Red Racer Factory AreaIf you head south-west of the Red Racer factory you'll find adiner with a copy of U.S. Army: 30 Handy Flamethrower Recipesinside. If you head south-west from that diner along a roadyou'll find a ruined truck with a copy of Dean's Electronicsin the back. From this truck, head north to find the sparseremains of a building behind a fence. Up a ramp somebody hasbuilt a blue shelter, inside of which you'll find this book ona stack of large burned books near a bed. This area is closeron the map to Andale or the Fairfax Ruins, but it is easier todescribe its location sequentially from the Red Racer Factory.It's my guide, I'll write it how I wish.[ ]Super Duper MartSuper Duper Mart. At the back of the store, west from thesouthern-most entrance. You'll find the book on a counter.[ ]Temple of the Union Area - Raider BridgeAfter completing the quest 'Head of State' return to the Templeof the Union and head south west until you find a highway. Geton it and you'll discover some shacks which are now occupied byRaiders. Inside one of the shacks, on a table, is this book.There's also a copy of Grognak the Barbarian nearby.[ ]Tenpenny Tower - Tenpenny SuitesIn the suite in the north eastern corner of the level you'll find this book on a desk, next to a Love Letter.[ ]The Statesman HotelIn a room on the second floor, in the north eastern corner ofthe level. This book is on a desk in the corner, along witha phone, two Coffee Mugs, and a lamp.[ ]Vault-Tec Headquarters - Vault-Tec Guest RelationsOnce you reach Vault-Tec Administration, go down the stairs inthe north west corner to reach a door leading back to GuestRelations. This will allow you to reach the previously unreachable north western corner of Guest Relations. The book is on one of the tables.[ ]Vault 92In the large room to the south you'll find a locked [Average]door on the second level. Inside is a supply room. The book ison the metal shelf behind the counter with the Supply Shopterminal [Average] on it, on the bottom shelf in the corner.[ ]Willy's GrocerEast of Tenpenny Tower you'll find Willy's Grocer. The book ison the counter.Tumblers Today (Lockpick)[25/25]o======================================================================o[ ]Arlington Library - Media ArchiveIn the Arlington Library - Media Archive, on the top floor inthe south-west corner of the local map. The book is on a tablewest of the safe[ ]Arlington Library Area - Raider FortThis book can be found in a Raider stronghold that lies downthe road west from the Arlington Library. It is found next toa bed that lies up some ramps on the side of the strongholdopposite the caged overpass with the turret.[ ]Broadcast Tower KB5 - Drainage ChamberSouth east of the tower you'll find a drainage chamber. If youactivate the electrical switch, it'll start up radio signalAlfa Lima, which you can follow (audibly) to the chamber. Thebook is inside on the floor, next to a skeleton by a lockeddoor.[ ] Broadcast Tower KB5 AreaWest of the Broadcast Tower KB5 you'll find a house filled withRaiders. You'll find this book on a metal shelf in the corner of the house.[ ] Drowned Devil's Crossing AreaNorthwest of Drowned Devil's Crossing, you'll find a truck on the road, the book is inside the truck, near a safe in the back.[ ]Falls Church/Mason District Metro - Office BuildingIn the Office Building south of the Falls Church/Mason DistrictMetro. It's on top of a desk with a safe [Easy] underneath it.[ ]Franklin Metro UtilityGo through the Falls Church/Mason District Metro to reach theFranklin Metro Utility. The book is in a fenced in area ontop of a locked Mine Box.[ ]Freedom Street StationIn Freedom Street Station, just north of the exit to MetroCentral. The book is on a table near the Scavenger's bed.[ ]Germantown Police Head Quarters - Basem*nt In the locked room by the shooting range. The book is on a metal shelf above an ammunition box. You'll need a Lockpick skill of 50 to get into this room.[ ]Jalbert Brothers Waste Disposal Area - Ghoul TownNorth of the Jalbert Brothers Waste Disposal site you'll finda town occupied by hostile Ghoul Wastelanders. Outside of thewestern most Abandoned Shack is an overturned refrigerator, inside of which rests this book.[ ]Jury Street Metro Station - Gold Ribbon GrocersWest of the Jury Street Metro Station you'll find a store called "Gold Ribbon Grocers". On the floor in the south westcorner of the store you'll find the book, near a skeleton.There's also a Nikola Tesla and You nearby. Oh, and check thestand nearby for a mini nuke.[ ]L.O.B. Enterprises East WingIn the East Wing section of L.O.B. Enterprises, in the CEO's office on the CEo's desk.[ ]Mama Dolce's Food DistributionIn the far south-western edge of your area map, in a tunnelon the lowest floor. The book is by a skeleton on the ground.[ ]Mason Dixon Salvage - Abandoned ShackIn the Mason Dixon Salvage, in the Southernmost Abandoned Shack, on the floor next to a footlocker.[ ]Meresti Trainyard AreaSouth-east of the Meresti Trainyard you'll find a number of destroyed houses. You'll find the book inside one, in a bathtub.[ ]Meresti TrainyardIn the Meresti Trainyard, down by the Family outpost. The book is on a crate in plain sight.[ ]Minefield - Gibson HouseIn Minefield you'll find the Gibson House, south-west of theBenson House. The book is on a desk on the first floor next to a broken computer terminal.[ ]Nuka-Cola Factory - Factory FloorIn the room guarded by the crazed robot named Milo you'll finda door leading to a closet. This book is inside, on a bookshelf.[ ]Roosevelt Academy - Roosevelt Arts and Athletics HallOn the third level, the book is just south east of the center ofthe level on the area map. The book is on a desk by a locked wall safe [Average] behind someammo boxes.[ ]Seward Square North Area - SewerIn the sewer that connects Seward Square to Pennsylvania Avenue.The book is in the south eastern tunnel, in a niche along thenorthern wall near the debris.[ ]Sewer Waystation Area - Talon Company CampThis book is in the south eastern room on a metal shelf.[ ] Smith Casey's GarageInside Smith Casey's Garage, due west of Evergreen Mills. Thebook is behind the counter, inside an already-opened safe.[ ]Tenpenny Tower Area - Ruined BuildingSouth of Willy's Grocer (south west of Tenpenny Tower) you'llfind a bombed out brick building. Inside, on one of the upperlevels is a skeleton near wooden shelves. On top of the shelvesis this book.[ ]Vault 106 - Science LabsFrom the door in the south that leads to the Living Quarters: Head north down the stairs until you run into a wall. Turn east down some stairs and turn north again. Take the first hallway east and go into the room. The book is in this room, on a collapsed metal thingy, along withtwo milk bottles.[ ]Vault 108 - EntranceEast of the room with the reactor you'll find a room filled withyellow crates. In the corner of this room, behind the crates is
a step ladder with a Nuka-Cola Quantum on top, and a TumblersToday underneath the step ladder. I have no idea how you actually are supposed to obtain this book, however.U.S. Army: 30 Handy Flamethrower Recipes (Big Guns)[25/25]o======================================================================o*Note that in the Bethesda Ruins - Bethesda Offices East there is araider with a flamer that has a U.S. Army: 30 Handy Flamethrower Recipes. This guy continuously respawns, allowing you to grab as manycopies of this book as you wish. Kill him, grab the book, wait a fewdays, repeat.[ ]Anchorage Memorial Service EntranceWhen entering from outside head east until you come to a fourway split, then go north. The north-most door on the right sideis messed up, but if you get the door component (and have atleast 35 Repair) you can fix it. Inside is the book.[ ]Arlington/Falls Church MetroThis book is proof that Bethesda hates you, it's in the Arlington/Falls Church Metro. After entering from Falls Churcharea, head into the large area to the north. Cross to the farside of the tracks and head to the entrance to the tunnelleading north. If you look south-west from your position, youshould see a large metal bin. Jump inside of it. The book ison a chair inside of the metal bin. [ ]Arlington UtilityJust south of the Arlington National Cemetery North location isthe Arlington Utility. From that entrance follow the metro tunnel until you come to a door to the north. Continue northuntil you get to a fork in the road and head north up somestairs, then east up some more stairs. The book is in a room ona metal shelf.[ ]Bethesda Ruins - Bethesda Offices EastI found this book on the body of a Raider. Not a unique guy.. just a Raider. To be fair, he did have a Flamer, but, well, that's about all the help I can give. Might as well pick upthe bobblehead while you're here, too.[ ]Capitol Building - Capitol Building West EntranceIn the large domed room in which the Super Mutant Behemoth islocated. The book is on a table to the south east, near somemetal shelves.[ ]Corvega Factory AreaSouth of the Corvega Factory, along a road south east of thered rocket you'll find an overturned truck. In the back of thistruck you'll find this book on a table near some Stimpaks and aMini Nuke.[ ]Dupont Circle - Sunken SewerNorth east of Dupont West you'll find a cistern leading to theSunken Sewer. Before you go down, pop a Rad-X, because the radscan be pretty nasty near the entrance. Inside are some ghouls,but more important is the loot they guard. In the middle room,the book is to the north, on top of a safe.[ ]Evergreen Mills - Southern ShackThe book is on a bookshelf near a First Aid Box.[ ]Fairfax Ruins Area - Car DealershipEast of the Fairfax Ruins there's a Car Dealership. Insidethe Car Dealership, on the raised area to the east the bookis on a container next to an empty nuka cola bottle. You'llhave to do some jumping to reach the area the book is in.[ ]Farragut West StationIn the Farragut West Station, to the north by the Tenleytown/Friendship Station entrance. There are some metal stairs leadingdown to a room with a locked door. Pick the lock, the book isinside on a shelf.[ ]Five Axels Rest StopIn the Five Axles Rest Stop, you will find a ring of trucks, the book is in the back of the one with the beds, near some wooden crates.[ ]Franklin Metro UtilityGo through the Falls Church/Mason District Metro to reach theFranklin Metro Utility. After making it to the north-easterntunnel by travelling through the flooded section of the tunnel and the natural cave formation go down the tunnel headingwest. The book is on a metal shelf. In the opposite directionyou'll find the Burnmaster Flamethrower.[ ]Georgetown Area - La Maison Beauregard LobbyIn between the Georgetown/The Mall Metro and thePenn Ave./Georgetown Metro you'll find La Maison BeauregardLobby. Once inside take a left and go behind the counter. Thebook is on the floor by some Beer.[ ] Grisly Diner AreaLocated in a bus North of the Grisly Diner. If you follow the road in front of the Grisly Diner North, you will find it.[ ]Jury Street Metro Station AreaSouth-west of the Jury Street Metro Station you'll find anabandoned church which contains (among other things) aPugilism Illustrated book and a Lying, Congressional Stylebook. South-east of that church in the back of an abandonedtruck you'll find this book near a bed.[ ]L'Enfant PlazaFrom the Irradiated Metro head west, then north until you finda four-way road past a diner. From here go north to a collapsedtunnel. On the left in the rubble you'll find a shelter, insideof which is this book, on an overturned locker.[ ]Little Lamplight - Murder PassIn the first large cavern to the west of the entrance fromLamplight Caverns. The book is on a table near some first aidboxes.[ ]Nation Guard Armory - Underground BunkerIn the National Guard Armory, on a table next to the Experimental MIRV and some Mini Nukes. You must have gainedaccess to the underground bunker via the Keller FamilyTranscripts to get this book. (See the entry on the Experimental MIRV for a more in depth guide.)[ ]Nuka Cola Factory AreaNorth of the Nuka-Cola factory is a diner, the book is behindthe counter, on a table.[ ]Reclining Groves Resort Homes - Bloatfly HillNorthest of the Reclining Groves Resort Homes you'll find a Barn that has a Chinese Army: Spec. Ops. Training Manual lockedaway in a footlocker [Very Hard]. North east of this, you'll find some cliffs, which if you traverse will lead you toBloatfly Hill, which has several Bloatflys just hanging around.Near a tree surrounded by Tin Cans you can find this book, onthe ground.[ ]Red Racer Factory AreaEast, South-East of the Red Racer Factory is a raider shack.This book is by the bed, near the footlocker and the ammoboxes. There's also a Guns and Bullets book nearby.[ ]ScrapyardIn Scrapyard, near the stairs of a destroyed bus in John'sTreasure Box. The bus is next to a red boxcar.[ ]Takoma Industrial - Auto ShopWest of the Factory you'll find an Auto Shop. The book is inside in the back of the store, behind the counter on a desk.[ ]VAPL-58 Power Substation - Power SubstationAt the VAPL-58 Power Station, on top of the Power Substation.Enter the Power Substation and take the ladder up to the roof.The book is on the ground near the grill.[ ]Wheaton ArmoryInside the Wheaton Armory, on the lowest level. You need toeither hack a very hard computer or pick a very hard lock, sopick your poison. Once inside, the book is on the corner of atable near some missile launchers. There's a ton of treasure inhere, so be sure to swing by if you get 100 Lockpick/Science.Don't forget some Rad-X.
Unique Weapons {UNQ001}
Sure, you can just look for the name of the weapon in the Walkthrough,
but some people are just too.. ah.. busy.. for that. In this section
I will include all the unique weapons I've found, and give you
directions to them.
Big Guns {UNQ002}
Burnmaster (Flamer)Go through the Falls Church/Mason District Metro to reach the Franklin Metro Utility. After making it to the north-eastern tunnel by travelling through the flooded section of the tunnel and the natural cave formation go down the tunnel heading east. You might want toconsider popping some Rad-X if you're squeamish about collecting Rads.You'll have to run between some barrels of toxic waste and onto theback of a truck. There are tons of Ammunition Boxes with flamer fuelin them, and behind the boxes on the ground is Burnmaster.<---------------------------------------------------------------------->Eugene (Minigun)Rescue the Rangers from the roof of the Statesman Hotel during the Reilly's Rangers quest, then talk to Reilly back at the Ranger COmpound.You'll get the choice to take a suit of Ranger Battle Armor or one ofBrick's Miniguns. Pick the Minigun to get Eugene.<---------------------------------------------------------------------->Experimental MIRV (Fatman)This gun is located in the National Guard Depot, which is located at the edge of the D.C. area at the far eastern edge of the map. Gothrough the place until it loops back to the initial area, then hitan electrical switch to open a locked door in the basem*nt. This willtake you to the National Gaurd Armory. Inside there's a locked doorthat can only be opened by entering in the correct password. To gainaccess, you must have found all the Keller Family Transcipts (thereare five in total). Once it's opened, you'll have access to theunderground bunker. The Experimental MIRV is on a table, next tofive Mini Nukes and a U.S. Army: 30 Handy Flamethrower Recipes book.Note: You must FIND all the transcripts to open the door. You aren'tgiven a chance to manually enter the passcode, you just have to havecollected AND listened to the passcodes via your Pip-Boy. If you havedone this, the computer will open the door.
Energy Weapons {UNQ003}
A3-21's Plasma Rifle (Plasma Rifle)Complete the the quest 'The Replicated Man by talking to Pinkerton andgetting the photo evidence and audio recording proving who the andriodis, as well as the override code to return the android's memories.Before reporting back to Zimmer talk to the android and reveal thetruth. Offer to kill Zimmer and the android will hand over its plasmarifle.<---------------------------------------------------------------------->Alien Blaster (Alien Blaster)From the Greener Pastures Disposal Site head west north-west until youpick up a 'Recon Craft Theta Beacon' radio signal. Follow the signalaudioly until you find a crashed flying saucer that carved a nicetrench into the terrain. You'll know you're getting close when youstart taking rads, and you know you're off target when you lose theradio signal. Anyhow, search around the saucer until you find thefront. Near a cliche alien corpse you'll find the Alien Blaster anda good number of Alien Power Cells. Use this gun sparingly, you wontbe buying ammo for it from the store.Personally, I love this gun. I give Bethesda a lot of credit forkeeping so much of the previous games in this one. In the first game,this was THE gun to use. In the second, I preferred the Gauss Rifle.Both of which (eventually) made their way into Fallout 3. If you justread this, you've gained no relevant information on the game thisFAQ is about. Sorry for wasting a few precious moments of your life.<---------------------------------------------------------------------->Colenol Autumn's Laser Pistol (Laser Pistol)During the quest 'Take it Back!' you'll encounter Colenol Autumn in theJefferson Memorial Rotunda. Kill him, and this gun is yours for the taking.<---------------------------------------------------------------------->Firelance (Alien Blaster)In one random encounter an alien probe will explode overhead, spillingnumerous Alien Power Cells over a wide area and this gun. It can benearly impossible to spot, especially if you don't know what you'relooking for, but it's a very powerful, if extremely limited use gun.<---------------------------------------------------------------------->Gauss Rifle (Gauss Rifle)Complete the expansion 'Operation: Anchorage' to get access to the pre-war vault filled with goodies from the simulation. This is one ofthe treats that lies within.<---------------------------------------------------------------------->Metal Blaster (Laser Rifle) As with most of the good loot in 'The Pitt' expansion, you'll get thisby bringing Steel Ingots to Everett. Bring 50 Ingots to the man andthis will be your reward.<---------------------------------------------------------------------->Microwave Emitter (Mesmetron)After completing the quest 'Thought Control' in the expansion 'PointLookout' you'll begin the quest 'A Meeting of the Minds' which leads youto the Point Lookout Lighthouse. Head into the Underground Lab and makeyour way through. After dealing with The Brain (aka Calvert) search therooms around his chamber. In the room with the ladder to the outsideyou'll find this weapon on a workbench.<---------------------------------------------------------------------->Protectron's Gaze (Laser Pistol)When completing the quest 'The Superhuman Gambit' you have to side withthe Mechanist against the AntAgonizer. Kill the AntAgonizer and give theMechanist her costume and you'll be rewarded with this laser pistol.<---------------------------------------------------------------------->Smuggler's End (Laser Pistol)In the Citadel - B Ring, in Elder Lyon's room you'll find a locked safeon the wall [Very Hard]. You can either pick the lock, or use a terminal[Very Hard] to gain access. The pistol is inside of the safe.<---------------------------------------------------------------------->Vengeance (Gatling Laser)You'll find this bad boy in the Deathclaw Sanctuary. Unlike theEndurance Bobblehead, this is not a run in and get it sort of deal. Vengeance is pretty deep inside, in the south-eastern corner of theSanctuary, near some water. Think carefully before you go after it. Youcould use a stealth boy and hope for the best, but otherwise, you'refighting numerous Deathclaws (at least four most likely) in the dark,in an enclosed space. Make sure your vault dweller is up to snuff.<---------------------------------------------------------------------->Wazer Wifle (Laser Rifle)In Little Lamplight, in the 'Great Cavern' area find a little boy namedBiwwy. He'll try to sell you his 'Wazer Wifle' for 500 Caps, but you cantalk him down to 250.
Melee Weapons {UNQ004}
The Ant's Sting (Knife)When completing the quest 'The Superhuman Gambit' you must side with theAntAgonizer against the Mechanist. Kill the Mechanist and give the AntAgonizer his costume and you'll be given this knife.<---------------------------------------------------------------------->Board of Education (Nail Board)In the Clifftop Shacks area, in the southern shack. You can find thisweapon on the floor.<---------------------------------------------------------------------->Fawke's Super Sledge (Super Sledge)After rescuing Fawkes in Vault 87, talk to Fawkes and go to 'switch'weapons with Fawkes. Grab this weapon off of Fawkes and it's yours.<---------------------------------------------------------------------->Fertilizer Shovel (Shovel)During the quest 'Walking with Spirits' in the 'Point Lookout'expansion, gain access to the Ark & Dove Cathedral by completing theritual of the mother seed. Once inside, talk to a Tribal named Croatoa,who will give you this Shovel if you succeed at a Speech check.<---------------------------------------------------------------------->Highwayman's Friend (Tire Iron)In Canterbury Commons, search Dominic and Machete's House to find thistire iron on a metal shelf.<---------------------------------------------------------------------->Jack (Ripper)After the quest 'The Waters of Life' the Enclave will be in town. Returnto the Deathclaw Sanctuary and look for the body of a dead EnclaveOfficer inside. Loot their body for this weapon.<---------------------------------------------------------------------->Jingwei's Shocksword (Chinese Officer's Sword)Complete the expansion 'Operation: Anchorage' to get access to the pre-war vault filled with goodies from the simulation. This is one ofthe treats that lies within.<---------------------------------------------------------------------->Man Opener (Auto Axe)In 'The Pitt' expansion, you can find this weapon on a bed inside theSupply Plant in the Steelyard.<---------------------------------------------------------------------->Occam's Razor (Combat Knife)In the interior portion of Fort Bannister, known as the Commanding Officer's Office you'll find Commander Jasco, of the Talon Company. Killhim and loot this knife off of him.<---------------------------------------------------------------------->Repellent Stick (Repellent Stick)During the 'Wasteland Survival Guide' quest, you'll be given this weaponto test out on Mole Rats by Moira when she sends you off to the TepidSewers.<---------------------------------------------------------------------->Ritual Knife (Knife)During the quest 'The Dark Heart of Blackhall' in the expansion 'PointLookout' you'll be sent to the Ritual Site to retrieve a book for Obahiah. You can find this weapon inside, on the alter, firmly embeddedinto a corpses' head.<---------------------------------------------------------------------->Stab Happy (Combat Knife)East of the Bethesda Ruins you'll find "The Raid Shack". One of theraiders inside has this knife on him, so don't miss it.<---------------------------------------------------------------------->The Break (Pool Cue)In Paradise Falls you'll find a pool table just outside of Eulogy Jones'house, on which this pool cue sits, right out in the open, plain as day.<---------------------------------------------------------------------->The Dismemberer (Axe)During the expansion 'Point Lookout' complete the quest 'Plik's Safari'.Upon surviving the safari, you'll be rewarded with this axe.<---------------------------------------------------------------------->The Mauler (Auto Axe)In the expansion 'The Pitt' bring Everett 80 Ingots to get this weapon.<---------------------------------------------------------------------->The Tenderizer (Sledgehammer)In the Anchorage Memorial Service Entrance, when entering from theCapital Wasteland go east, then north to find a locked room, the room isat the end of the tunnel to the right. You need to get the doorcomponent from elsewhere in the memorial and have a Repair skill of 35to fix the door. Once you do, open the door. You'll find thisSledgehammer inside.<---------------------------------------------------------------------->Trench Knife (Combat Knife)Complete the expansion 'Operation: Anchorage' to get access to the pre-war vault filled with goodies from the simulation. This is one ofthe treats that lies within.<---------------------------------------------------------------------->Vampire's Edge (Chinese Officer's Sword)In the Meresti Trainyard loot the sword cabinet [Hard] in Vance's roomto get your hands on this sword.
Small Guns {UNQ005}
Backwater Rifle (Lever-Action Rifle)In the expansion 'Point Lookout' follow the quest 'Velvet Curtain'. Blowup the Chinese submarine and get into the Chinese Intelligence Bunkernear the Calvert Mansion. You'll be instructed to consult a terminalwithin to claim your reward. You don't get much from the Chinese, butyou can grab this weapon off a shelf in the same room.<---------------------------------------------------------------------->Blackhawk (Scoped .44 Magnum)Complete the quest 'Agatha's Song' by bringing the Soil Stradivariusto Agatha. Then bring her some Sheet Music Books. For your effort toimprove and preserve music above and beyond the call of duty, you'll begiven this gun.<---------------------------------------------------------------------->Lincoln's Repeater (Lever-Action Rifle)In the Museum of History - Offices, you'll find this gun locked away.It's a fantastic gun, and you'll probably get it during your quest toget a picture of the Lincoln Memorial during the quest 'Head of State.'<---------------------------------------------------------------------->Ol' Painless (Hunting Rifle)In the Republic of Dave - Capitol Building, you can find this gun in thesafe in the 'presidents' office.<---------------------------------------------------------------------->Perforator (Infiltrator)In the expansion 'The Pitt' bring Everett 90 Ingots to get this weapon.<---------------------------------------------------------------------->Reservist's Rifle (Sniper Rifle)In the Dickerson Tabernacle Chapel you'll find a 'Drifter', a bastardwho hangs up on some rafters and likes to try and snipe you. Approachhim from the east where he is exposed and kill him. The rifle he usesis the Reservist's Rifle, which he'll be all too happy to donate uponhis timely demise.<---------------------------------------------------------------------->Sydney's 10mm "Ultra" SMG (10mm Submachine Gun)While exploring the Statesman Hotel you'll find a note 'A Note from Little Moonbeam's Father' on a bed near some skeletons. Take it anddeduce that this is the last recording of Sydney (a scavenger who isover at the National Archives). Go take it to Sydney, who will give youher unique SMG in exchange for your kind deed.. or you could just killSydney and take it from her.<---------------------------------------------------------------------->The Kneecapper (Sawed-Off Shotgun)In Girdershade you'll find Ronald Laren, the owner of this gun. That is,unless you kill him and take it.<---------------------------------------------------------------------->The Terrible Shotgun (Combat Shotgun)In the Evergreen Mills Bazaar, this weapon is on Smiling Jack. He won'tbe smiling for long if you take it from him, however, as you have to kill him to get it.<---------------------------------------------------------------------->Victory Rifle (Sniper Rifle)In the mountain-side shack to the west of Rockbreaker's Last Gas you'llfind this rifle. It's in a locker [Very Hard] near the bed.<---------------------------------------------------------------------->Wild Bill's Sidearm (.32 Pistol)In the Steelyard, while going up the stairs leading to the smelter thatdominates the level you'll find the body of one Wild Bill. Naturally,his sidearm is on his body.<---------------------------------------------------------------------->Xuanlong Assault Rifle (Chinese Assault Rifle)In the Museum of Technology you'll find numerous terminals around, someof which have been hacked by someone named Prime, who is leaving trailsto his buddy Jiggs. Guess the correct number (it's always the prime number) and you'll eventually get Jiggs' stash. Once you complete thisobjective and claim Jiggs' loot you'll get a note 'Earned Your Share'that tells Jiggs to meet Prime at the diner near the Jury Street MetroStation. Go there to find Prime.. certainly not in prime condition. Onhis body you'll find this gun.<---------------------------------------------------------------------->Zhu-Rong v418 Chinese Pistol (Chinese Pistol)You can find this weapon in the L.O.B. Enterprises East Wing building.It's in the L.O.B. Enterprises Secure-Case [Hard].o======================================================================o|Unarmed {UNQ006}|o======================================================================oFisto! (Power Fist)At the MDPL-13 Power Plant, in the Derelict Power Plant, you'll findFisto! upstairs on a desk. It's a little better than a Power Fist inall areas.<---------------------------------------------------------------------->Steel Knuckles (Brass Knuckles)In the expansion 'The Pitt' bring Everett 30 Ingots to get this weapon.<---------------------------------------------------------------------->The Shocker (Power Fist)Go to the Flooded Metro west of Arlington Library. Inside you'll battleyour way through horde of mirelurks, keep heading down stairs untilyou reach the ground floor, which is, of course, partially flooded.Continue around until you find a room with stairs leading up. Don't goup the stairs, but instead, go through another door into more floodedtunnels. You'll eventually get to a room with a dead Wastelander inside. You'll know the room, because it'll have a bed, a refrigerator,and The Shocker. Pick up the Shocker Glove note on the metal drumwhile you're at it, too.
Schematics {SCM001}
Just to keep you from ever picking a lame perk, and because this guidewouldn't be up to snuff without it, this is where you can find all theschematics in the game. Finding at least one schematic allows you to create that item. Finding multiple Schematics improves the process in some way, for example, requiring fewer ingredients, producing more of the items, and so on. Your repair skill determines the condition of the weapon when it is made. Note that if you get more than three Schematicsof the same kind, it will not improve the weapon any more, or even notethat you've obtained it. In essence, there is no V.4 weapons, extraSchematics are just extra chances to improve.Bottlecap Mineo======================================================================oLocation: Megaton - Craterside Supply (Moira Brown)You can buy this schematic from Moira Brown, the proprieter of Craterside Supply.<---------------------------------------------------------------------->Location: Tenpenny Tower (Herbert "Daring" Dashwood)You'll find Herbert wandering around somewhere in Tenpenny Tower, eitherin the Federalist Lounge in the Lobby, or in his room in the Suites. He'll ask you to tell him if you find Argyle ever. If you went to Rockopolis (for instance, to find the Unarmed bobblehead) then you undoubtably have found Argyle. Tell Herbert about his friend and he'll give you a key to his safe. The safe is in his suite, in the northwestern room. Inside is the schematic, amongst other toys.<---------------------------------------------------------------------->Location: Jocko's Pop & Gas StopYou can find this Schematic in Jocko's Pop & Gas Stop, on a work bench.Jocko's is just east of Girdershade and north of the VAPL-66 Power Station.<---------------------------------------------------------------------->Location: Little Lamplight (Knick-Knack)You can buy this Schematic from Knick-Knack, the kid who runs the storein Little Lamplight.Dart Gun o======================================================================oLocation: MDPL-05 Power StationIn the far north-west corner of the world map you'll find the powerstation. Pick a hard lock, and you'll find the schematic on the groundnear a Dean's Electronics book and a skeleton.<---------------------------------------------------------------------->Location: Tenpenny Tower - Lobby (Lydia Montenegro)She runs a shop called "Boutique Le Chic." All you have to do is buythe schematic off of her, and you're good to go.<---------------------------------------------------------------------->Location: Temple of the Union (Hannibal Hamlin)Bring back a picture of the Lincoln Memorial and clear out the slaversfor Hannibal and his fellow slaves and you'll be rewarded with thisSchematic for resolving the quest 'Head of State' in a goodly fashion.Deathclaw Gauntleto======================================================================oLocation: F. Scott Key Trail & CampgroundThe campground is located in the far, far south-west corner of the map,just north west of the Dunwich Building. In one of the trailers you'llfind the schematics on the floor<---------------------------------------------------------------------->Location: Rivet City - Market (Bannon)Do Bannon's side quest and find some incriminating evidence on SeagraveHolmes. To do this, sneak into Holmes' room and pick up the holotape onthe floor under his bed (the one near the footlocker). Then take itback to Bannon. He'll tell you to report to Commander Danvers, so do so.Don't give Bannon away and head back downstairs and talk to Bannon, whowill give you the schematic.<---------------------------------------------------------------------->Location: Wastelander (Random Encounter)I can now say that I have found this schematic for myself while fishingfor random encounters. You'll find a Deathclaw standing over a deadWasteland Settler, who has in his inventory the Schematic - DeathclawGauntlet. Can you really blame the Deathclaw, though?Nuka Grenadeo======================================================================oLocation: The Capital Wasteland (Doctor Hoff)Another schematic you can buy from from one of the travelling merchants.Just wait outside of Megaton until Dr. Hoff shows up. He's the one in ablack business suit.<---------------------------------------------------------------------->Location: Girdershade - Sierra Petrovita's Home (Sierra Petrovita) You'll get this if you complete the Nuka-Cola Challenge quest by bringing Sierra 30 Quantums. Kinda funny how in order to get aSchematic that makes it more efficient to create Nuka-Grenades you needto give up 30 Quantums. <---------------------------------------------------------------------->Location: Cliffside Cavern, Yao Guai CavesFind the Overlook Drive-In south of Fort Independence and west ofAndale. Nearby will be a door to a 'Raider Outpost', and through thereare the Yao Guai Caves. You can find the Schematic lying in the caves,by some dead bodies.Railway Rifleo======================================================================oLocation: MDPL-13 Power Station - Power SubstationYou'll find this station north of Minefield. The schematic is on aworkbench. How appropriate.<---------------------------------------------------------------------->Location: Rivet City - Midship Deck, Capital Preservation Society(Abraham Lincoln)In order to get this Schematic, haggle with Abraham Lincoln about thereward for the quest 'Stealing Independence.' Once you bring back theDeclaration of Independence you'll be rewarded with this Schematic.<---------------------------------------------------------------------->Location: Museum of History, The Underworld Concourse (Tulip)You can buy this Schematic from Tulip, the owner of Underworld Outfitters.Rock-It-Launchero======================================================================oLocation: Capital Wasteland (Crazy Wolfgang)You can buy this Schematic from Crazy Wolfgang, one of the travelingmerchants.<---------------------------------------------------------------------->Location: Megaton - Craterside Supply (Moira Brown)You can buy this schematic from Moira Brown, the proprieter of Craterside Supply.<---------------------------------------------------------------------->Location: Rivet City - Bridge TowerReach Rivet City and go up the stairwell to the highest level, then gothrough a door to the Bridge Tower. On the level with the Private Jonesrobot you'll find a locked door [Very Hard], beyond which is an armoryand a turret. You've got to disable Private Jones and kill the turretwithout provoking Rivet City security. The Schematic is on a shelf inside.<---------------------------------------------------------------------->Location: Vault 101The framed Revelation 21:6 quote that this game puts so much stock into.When you first go through Vault 101 you'll find that it's locked[Average] so you have no way of getting at it until the quest 'Troubleon the Homefront' starts. When you return to Vault 101 go find theframed quote and unlock it to get this Schematic.Shishkebabo======================================================================oLocation: Lucky Harith (character)This schematic can simply be purchased from Luck Harith, one of thetraveling merchants. (The dude in a yellow suit, who sells youwonderful, wonderful guns.) It'll set you back a couple hundred caps,but who's counting?<---------------------------------------------------------------------->Location: West and slightly south of SatCom Array NN-03dAnother free schematic, just waiting for your to take it. Find SatComArray NN-03-d and head mostly west, south west to find some shacks.Inside you'll find a bunch of Brotherhood Outcasts, the schematic is ona table near a workbench.<---------------------------------------------------------------------->Location: Meresti TrainyardIf you solve the quest 'Blood Ties' by convincing Ian West to leave theFamily you'll be given this Schematic by Vance.

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