This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Fallout 3 | | Character Creation FAQ ~Broken Steel Edition~ | o======================================================================o Version 1.03 Written by: Nathan Garvin Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "FALLOUT 3" in the title, or I'll probably end up deleting it as junk. I have no affiliation with Bethesda, Fallout 3, or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Table of Contents o======================================================================o 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} Black Widow/Lady Killer Daddy's Boy/Daddy's Girl Gun Nut Intense Training Little Leaguer Swift Learner Thief Level 4 Perks {PRK003} Child at Heart Comprehension Educated Entomologist Iron Fist Scoundrel Level 6 Perks {PRK004} Bloody Mess Demolition Expert Fortune Finder Gunslinger Lead Belly Toughness Level 8 Perks {PRK005} Commando Impartial Mediation Rad Resistance Scrounger Size Matters Strong Back Level 10 Perks {PRK006} Animal Friend Finesse Here and Now Mister Sandman Mysterious Stranger Nerd Rage! Night Person Level 12 Perks {PRK007} Cannibal Fast Metabolism Life Giver Pyromaniac Robotics Expert Silent Running Sniper Level 14 Perks {PRK008} Adamantium Skeleton Chemist Contract Killer Cyborg Lawbringer Light Step Master Trader Level 16 Perks {PRK009} Action Boy/Girl Better Criticals Chem Resistant Tag! Level 18 Perks {PRK010} Concentrated Fire Computer Whiz Infiltrator Paralyzing Palm Level 20 Perks {PRK011} Explorer Grim Reaper's Sprint Ninja Solar Powered Level 22 Perks Deep Sleep Puppies! Quantum Chemist Level 24 Perks Devil's Highway Escalator to Heaven Karmic Rebalance No Weaknesses Lever 26 Perks Nerves of Steel Rad Tolerance Warmonger Level 28 Perks Party Boy/Girl Rad Absorption Level 30 Perks Almost Perfect Nuclear Anomaly Additional Perks {PRK012} Ant Might Ant Sight Auto Axpert Barkskin Dream Crusher Hematophagy Junior Survivor Pitt Fighter Power Armor Training Rad Limb Healing Survivor Expert Survivor Guru Wired Reflexes My Personal Build, Perks {PRK013} VI. Bobbleheads {BOB001} VII. Keller Family Transcripts {KFT001} VIII. Sheet Music Books {SMB001| IX. Books (Under Construction!) {BOK001} X. Unique Items (Under Construction!) {UNQ001} 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. o======================================================================o Strength {SPC002} 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. o========o============o=================o======o |Strength|Melee Damage|Carrying Capacity|Skills| o========o============o=================o======o | 1 | .5 | 160 | +2 | | 2 | 1.0 | 170 | +4 | | 3 | 1.5 | 180 | +6 | | 4 | 2.0 | 190 | +8 | | 5 | 2.5 | 200 | +10 | | 6 | 3.0 | 210 | +12 | | 7 | 3.5 | 220 | +14 | | 8 | 4.0 | 230 | +16 | | 9 | 4.5 | 240 | +18 | | 10 | 5.0 | 250 | +20 | o========o============o========================o You can further increase your Strength by completing the quest 'Those!' and recieving the injection from Doctor Lesko. Grade: ** o======================================================================o Perception {SPC003} Skills: Explosives, Lockpick, and Energy Weapons A high Perception grants a bonus to the Explosives, Lockpick and Energy Weapons skills, and determines when red compass markings appear (which indicate threats). Perception's big draw is that it increases the distance as which you notice threats-red marks on your compass. Granted this is only useful for avoiding said threats, or ambushing/sneaking up on them. Still, if you are a ranged fighter, this is useful for letting you know where your enemies 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 useful by that simple virtue alone. Many good perks require a Perception score of six, so that's where I start. o==========o======o |Perception|Skills| o==========o======o | 1 | +2 | | 2 | +4 | | 3 | +6 | | 4 | +8 | | 5 | +10 | | 6 | +12 | | 7 | +14 | | 8 | +16 | | 9 | +18 | | 10 | +20 | o==========o======o You can further increase your Perception by completing the quest 'Those!' and recieving the injection from Doctor Lesko. The Shady Hat you get for completing all the sub objectives of the Mirelurk portion of the Wasteland Survival Guide quest is a rather snazzy way to add a point of Perception.. and some points of Sneak to boot. Grade: *** o======================================================================o Endurance {SPC004} Skills: Big Guns and Unarmed Endurance is a measure of your overall physical fitness. A high Endurance gives bonuses to health, environmental resistances, and the Big Guns and Unarmed skills. Every point of Endurance gives you 20 health, a fairly significant amount considering you gain 10 points per level (excluding the first) added on to a base of 100. This bonus is retroactive-should you gain more Endurance later, you'll find yourself burdened with an extra 20 health. By 'environmental resistances' they mean Radiation Resistance. You'll gain a 2% bonus for every point above 1, again retroactive. This is a fairly good attribute, and it gives bonuses to two skills, even though they are two I'm not particularly fond of. Since all the bonuses are retroactive, there's no call to put more points into it when you begin than you absolutely need. I choose to start out with six. o=========o=========o=================o====================o======o |Endurance|Hitpoints|Poison Resistance|Radiation Resistance|Skills| o=========o=========o=================o====================o======o | 1 | 120 | 0% | 0% | +2 | | 2 | 140 | 5% | 2% | +4 | | 3 | 160 | 10% | 4% | +6 | | 4 | 160 | 15% | 6% | +8 | | 5 | 180 | 20% | 8% | +10 | | 6 | 200 | 25% | 10% | +12 | | 7 | 220 | 30% | 12% | +14 | | 8 | 240 | 35% | 14% | +16 | | 9 | 260 | 40% | 16% | +18 | | 10 | 280 | 45% | 18% | +20 | o=========o=========o=================o====================o======o Grade: **** o======================================================================o Charisma {SPC005} Skills: Barter and Speech Having a high Charisma will improve people's disposition of you, and give bonuses to both the Barter and Speech skills. You won't need one point of Charisma to make it through the game, and it's just as much of a dump stat in the expansions as it was in the original. 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 having to suffer to get it. Start out with one point. o========o======o |Charisma|Skills| o========o======o | 1 | +2 | | 2 | +4 | | 3 | +6 | | 4 | +8 | | 5 | +10 | | 6 | +12 | | 7 | +14 | | 8 | +16 | | 9 | +18 | | 10 | +20 | o========o======o Grade: * o======================================================================o Intelligence {SPC006} Skills: Science, Repair, and Medicine Intelligence affects the Science, Repair and Medicine skills. The higher your Intelligence, the more Skill Points you'll be able to distribute when you level up. Intelligence gives bonuses to three skills, and for every point of intelligence you have, you'll get one extra skill point to distribute per level. This skill used to be one of the focal points of my build in the original.. in the expansion, things have changed. On one hand, you have half again as many levels, so you dont really NEED a super high 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's the only one that will suffer if you don't have it high early. What it comes down to is simple: at level 30, Intelligence is useless. All the levels leading up to it are important. And it's only important in getting 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 can get the required skill levels for the perks I want and not even have to worry about the Educated perk. Keep in mind that you CAN get the bobblehead for Intelligence (or any other attribute) if you start out with a base of 9. The Almost Perfect perk will not drop you down to 9 if you already have a 10. o============o=====================o======o |Intelligence|Skill Point per Level|Skills| o============o=====================o======o | 1 | 11 | +2 | | 2 | 12 | +4 | | 3 | 13 | +6 | | 4 | 14 | +8 | | 5 | 15 | +10 | | 6 | 16 | +12 | | 7 | 17 | +14 | | 8 | 18 | +16 | | 9 | 19 | +18 | | 10 | 20 | +20 | o============o=====================o======o Grade: *** o======================================================================o Agility {SPC007} Skills: Small Guns and Sneak Agility affects your Small Guns and Sneak skills, and the number of Action Points available for V.A.T.S. Small Guns and Sneak are both magnificent skills, and I live and die by V.A.T.S. in this game. You get a measly two points for each point in Agility plus a base of.. 65? Still, weapons just aren't accurate at a range, and ammo is a commodity, so V.A.T.S. is good times. Besides, you are 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 the time Nerves of Steel becomes availiable, I'm scraping the bottome of the 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. o=======o=============o======o |Agility|Action Points|Skills| o=======o=============o======o | 1 | 67 | +2 | | 2 | 69 | +4 | | 3 | 71 | +6 | | 4 | 73 | +8 | | 5 | 75 | +10 | | 6 | 77 | +12 | | 7 | 79 | +14 | | 8 | 81 | +16 | | 9 | 83 | +18 | | 10 | 85 | +20 | o=======o=============o======o Grade: **** o======================================================================o Luck {SPC008} Skills: All skills Raising your Luck will raise all of your skills a little. Having a high Luck will also improve your critical chance with all weapons. Luck is a fantastic attribute. Every point gives you a 1% critical hit rate. A critical hit on an enemy's head in V.A.T.S. with a combat shotgun is a GOOD thing. With 10 points of Luck, Finesse, and the best modifier from the Wasteland Survival Guide, you can get an 18% critical rate. That's good times. As if that's not good enough, Luck gives 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 every other attribute point. At 6.5 per point, that's a better skill bonus than any other attribute. I start out with six. o====o===============o======o |Luck|Critical Chance|Skills| o====o===============o======o | 1 | 1% | +1 | | 2 | 2% | +1 | | 3 | 3% | +2 | | 4 | 4% | +2 | | 5 | 5% | +3 | | 6 | 6% | +3 | | 7 | 7% | +4 | | 8 | 8% | +4 | | 9 | 9% | +5 | | 10 | 10% | +5 | o====o===============o======o Grade: ***** You can further increase your Luck by possessing the Lucky 8 Ball. Like a bobblehead, this item just sits in your inventory and makes your life easier. If you do Reily's Rangers quest and choose the armor, you get a nice custom suit of combat armor with very high DR and a +1 bonus to Luck. If you like the look of that armor, and are comfortable with going with that, you can leave your Luck one point lower and use the armor to compensate. I prefer power armor, though. My Personal Build, Attributes {SPC009} o======================================================================o I count on getting all the bobbleheads (which is much easier than finding all the books) and the Lucky 8 Ball. Also, I plan on getting the 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 I want up until level 30. At which time I will get Almost Perfect to bring my attributes up to nine. The numbers in (parentheses) are the minimum I need for my perks, the numbers outside are what I choose to begin with. Strength 5 (5) Perception 6 (6) Endurance 6 (6) Charisma 1 (1) Intelligence 9 (1) Agility 7 (7) Luck 6 (6) o======================================================================o | Statistics {STA001} | o======================================================================o You could really look a lot of this up in the manual, but that's too much for some folk.. I'll just assume you're looking it up here for my expert opinion. Yeah.. CND {STA002} o======================================================================o Like the manual says, this screen has an outline of your poor little Pip Boy. The healthier he is, the happier he'll look! Also, you can see the condition of all your body parts. This feature seems a little tacked on, and most of the time you'll only take serious bodily harm from explosions, traps, or Robobrains. Getting crippled is a bad thing, obviously, and the effects range from occassionally losing focus and becoming temporarily blind to hobbling around at half speed. Using stimpaks on the injured member or sleeping in a bed will fix you up. RAD {STA003} o======================================================================o This screen shows your current level of radiation exposure via the bar across the bottom. Your radiation level ranges from 0 rads to 1000 rads, with significant negative effects occuring every 200 rads, as follows: 200 rads: -1 EN 400 rads: -2 EN, -1 AG 600 rads: -3 EN, -2 AG, -1 ST 800 rads: -3 EN, -2 AG, -2 ST 1000 rads: Death! You won't lose maximum HP while suffering from radiation poisoning, so the endurance loss isn't too bad. However, losing agility and strength kinda sucks. Fix yourself up with some radaway or prevent radiation poisoning by using rad-x. Just don't become addicted! As a side note, does anybody remember those old Terminator games made by Bethesda? Really, Skynet was the more popular one, but they were first person shooters made about a decade ago. Post-apocalyptic fps game, and I swear the geiger counter sound effect was exactly the same. I might be the only person who heard about Bethesda doing a Fallout sequel 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 games who didn't bristle when they said Fallout 3 would be "Oblivion with guns." Ah well.. Tangents, sorry. EFF {STA004} o======================================================================o If you're suffering from radiation poisoning, or if you are in some other way buffed or impared, that'll show up here. This just lists the various status effects affecting you. LVL {STA005} o======================================================================o This is, of course, your level. You start out level 1, and reach level 2 immediately upon exiting the vault. As of now you can reach a lamely low maximum level of 30. Each time you level up you'll recieve 10 HP, a perk, and 10 skill points + intelligence. HP {STA006} o======================================================================o Hit Points, of course. When you run out of these, you die. Hit points are good, and since endurance is one of the best ways to get more of them, endurance is pretty good too. You start out with a base of 100 and recieve 10 every level (sans the first). You also gain 20 more per point of endurance and possibly 30 from the Life Giver perk. That's a maximum of 620 hit points. AP {STA007} o======================================================================o Action points are all important for my play style. The more action points you have, the more shots you can take in V.A.T.S., which is much more accurate, damaging, and during which, you're invincible. If you're too elite of an FPS shooter for V.A.T.S., just give yourself an agility of 1 and have fun. For the rest of us, V.A.T.S. is win. You start out with 65 and gain two points for every point of agility. With the 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 even get 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 at level 26. XP {STA008} o======================================================================o Your experience points rates your progress towards the next level. You recieve anywhere from 1 to 50 experience 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.. o======================================================================o | | | Skills {SKL001} | | | o======================================================================o Skills determine how good you are at various activities, anything from picking locks, hacking computers, attacking with various weapons, sneaking, interacting with NPCs and so forth. Your skills are every bit as important as your S.P.E.C.I.A.L. attributes and your perks, with one exception.. it's entirely possible to create a character with a score of 100 in every skill. Base {SKL002} o======================================================================o You start out with two points in each skill, and get an additional two points per S.P.E.C.I.A.L. attribute in related skills with the exception of Luck, which gives .5 point for each point of Luck (rounded up). Tag! {SKL003} o======================================================================o You select three skills to tag during the G.O.A.T. test. Unlike the first two Fallout games, this doesn't double your rate of skill point increase, it merely adds a 15 point bonus to those skills. Leveling {SKL004} o======================================================================o You gain 10 skill points per level plus your Intelligence score. Getting the bobblehead from Rivet City early earns you extra skill points. Bobbleheads {SKL005} o======================================================================o There is a bobblehead in the game for each skill, each of which increases your skill by 10 points. Free and easy skill points, you shouldn't raise any skill above 90 until you have the bobblehead for that skill, or you're wasting points. Books {SKL006} o======================================================================o In addition to perks, leveling, intelligence, and bobbleheads, you can get skill bonuses from books throughout the game. These books each give you a one point bonus to a specific skill, depending on the book. This cannot increase your skill level above 100. In the game there are twenty-five of each skill book (except for 'Tales of a Junktown Jerky Vendor, of which there are only twenty-four.) With the Comprehension perk, each book adds two points instead of one, so you should save all the skill books you find until you get Comprehension. Min/Maxing {SKL007} o======================================================================o If you want to ensure you'll max out all skills at 100, get every skill to at least 40 points. You'll get ten more from the bobbleheads, and you can get 50 more points from the skill books if you have Comprehension. For Barter, you'll need a minimum of 42 since there are only 24 books. 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 need not waste even one perk on Comprehension. Breakdown of Skill Points {SKL008} o======================================================================o There are 13 skills in the game, each of which can be raised to a score of 100, for a grand total of 1300 possible skill points in the game.. You will get skill points equal to (10 + your Intelligence score) for each 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 that to 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 also hit 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 boost from attributes of 25 points. (25 x 13 = 325) Just from leveling up, getting the Almost Perfect perk, and all the attribute bobbleheads, my skill points total is at 975 out of the possible 1,300. Now take into account the skill bobbleheads, each of which add 10 to their 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. With Comprehension, that's a measly 98 books out of 324, which is cake. But we're not done yet. Yew's Bear Charm gives you 10 points to Speech, and I will also get the Cyborg perk (+10 to Energy Weapons) and the Silent Running perk (+10 to Sneak.) So that's actually only 165 points to go, which requires me to find only 83 books. Breakdown Points Base 2 per skill, 13 skills 26 Attributes 20 per skill, 13 skills 260 Luck 5 per skill, 13 skills 65 Tag! Skills 15 per skill, 3 skills 45 Level 2 10 + Intelligence (9) 19 Levels 3-30 10 + Intelligence (10) 560 Bobbleheads 10 per skill, 13 skills 130 Perks 10 to 2 skills 20 Yew's Charm 10 to Speech 10 Total 1,135 (87.3~ points per skill at level 30) Needed 1,300 Left for Books 165 Comprehension 1 book = 2 points 82.5 (83 books) Remember, you can get an infinite number of skill books for the Big Guns skill, so never put any points into that skill. Also, that makes the book total considerably lower than what is stated.. If you plan on getting all of your Big Guns from books, you'll have something more like this.. Breakdown Points Base 2 per skill, 12 skills 24 Attributes 20 per skill, 12 skills 240 Luck 5 per skill, 12 skills 60 Tag! Skills 15 per skill, 3 skills 45 Level 2 10 + Intelligence (9) 19 Levels 3-30 10 + Ingelligence (10) 560 Bobbleheads 10 per skill, 12 skills 120 Perks 10 to 20 skills 20 Yew's Charm 10 to Speech 10 Total 1098 (91.5 points per skill at level 30) Needed 1200 Left for Books 102 Comprehension 1 book = 2 points 51 (51 books) This is the ultra power-gamey version of the above build. Since Big Guns is a non-issue with this method, I simply ignore it. The skills {SKL009} o======================================================================o Below I have listed and explained the skills. It seems more redundant than explaining S.P.E.C.I.A.L. attributes or perks, since you can easily max all of the skills, but this might help you choose which skill to tag and boost. o======================================================================o Barter {SKL010} S.P.E.C.I.A.L. Attribute: Charisma Book: Tales of a Junktown Jerky Vendor The Barter skill affects the prices you get for buying and selling items. In general, the higher your Barter skill, the lower your prices on 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, the more ammo you can buy. The more ammo you have, the easier your life will be. Being able to get your hands on more ammo, armor, and meds will make the game easier, obviously. There is, however, plenty of loot in the game, so while this skill helps, it's not a skill you should lose sleep over. Grade: **** o======================================================================o Big Guns {SKL011} S.P.E.C.I.A.L. Attribute: Endurance Book: U.S. Army: 30 Handy Flamethrower Recipes The Big Guns skill determines your combat effectivness with all oversized weapons such as the Fat Man, Missile Launcher, Minigun, and Gatling Laser. The more points you have in Big Guns, the more damage they'll do, and the 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 Big Guns. Of course, this is a fairly specialized niche of weapons that have rather limited use and even more limited ammo. Granted, you'll find more 5mm rounds than you can shake a stick at, but you'll also burn through it like nothing else. I've managed to play through the game without using a simple Big Gun. In fact, the only situation in which I found myself wanting one was against Super Mutant Behemoths, and there are very few of them in the game. Big Guns tend to be rather inefficient in V.A.T.S., as they take a lot of Action Points to fire, and interrupt the flow of firing manually, since they have a revving up time. They are also unaccurate at range, making the only really useful in situations where you have enemies at short to middle range with little cover. Oh, of course you can't really play the duck and cover game much either to use one right. 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 a skill book for Big Guns. He will respawn, allowing you to get multiple copies of the book from him. Grade: ** o======================================================================o Energy Weapons {SKL012} S.P.E.C.I.A.L. Attribute: Perception Book: Nikola Tesla and You The Energy Weapons skill determines your effectiveness with weapons such as the Laser Pistol, Laser Rifle, Plasma Rifle, and Plasma Pistol. Unfortunately, Energy Weapons describes a rather weak and limited selection of weapons in Fallout 3. The exception of course, is the Alien Blaster, but ammo is incredibly rare for this gun. Probably the worst ranged weapons in the game. Alright, plasma weapons are alright, especially the one you can get from 'The Replicated Man' quest, and with Mothership Zeta I'm sure more high-quality guns are added.. so maybe it's not that bad, but it's still not as good as Small Guns. Grade: *** o======================================================================o Explosives {SKL013} S.P.E.C.I.A.L. Attribute: Perception Book: Duck and Cover! The Explosives skill determines the power of any set mines, the ease of disarming any hostile mines, and the effectiveness of any thrown grenade. Explosives aren't very useful. They do good damage, but they come in extremely limited quantity. 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. Pulse grenades and mines are only effective against machines. 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', I have no idea what they mean. At any level I was able to disarm Frag Mines, there's no check, no roll, no mini-game, you just get close and activate the mine. I don't know if a higher Explosives score increases the distance at which you can do this, or what.. I'm pretty sure it's useless though, except with the quest 'The Power of the Atom.' Even then, your skill doesn't have to be very high. Seriously, 25 in Explosives to disarm a tentative and malfunctioning nuclear device? Grade: * o======================================================================o Lockpick {SKL014} S.P.E.C.I.A.L. Attribute: Perception Book: Tumblers Today The 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 (whee..) There are plenty of locks in the game, so this skill becomes useful simply because of how often you'll need to use it. It is one of the few skills you should level up quickly (the faster you get it up in ranks, the sooner you'll be able to pick more difficult locks.) It's a good candidate for a Tag! skill. o==============o===============o |Lockpick SKill|Lock Difficulty| o==============o===============o | 0 | Very Easy | | 25 | Easy | | 50 | Average | | 75 | Hard | | 100 | Very Hard | o==============o===============o Grade: ***** o======================================================================o Medicine {SKL015} S.P.E.C.I.A.L. Attribute: Intelligence Book: D.C. Journal of Internal Medicine The Medicine skill determines how many Hit Points you'll replenish upon using a Stimpak, and the effectiveness of Rad-X and RadAway. More potent Stimpaks, Rad-X, and RadAway? Not bad. I don't tend to use them often, but when I need them, they come in handy. I wouldn't fret about this skill, but the higher it gets, the more potent your meds will be, and everybody can be happy with that. Grade: *** o======================================================================o Melee Weapons {SKL016} S.P.E.C.I.A.L. Attribute: Strength Book: Grognak the Barbarian The Melee Weapons skill determines your effectiveness with any melee weapon, from the simple lead pipe all the way up to the high-tech Super Sledge. I'm not sure what's 'high-tech' about a Super Sledge, but it sure does pack a whallop. Melee weapons are inferior to Small Guns in damage and range, but they do have one great perk-they require no ammo. That makes life easier in the early going. And there are tons of them in the game. Super Mutants and Raiders will carry them liberally, so you should never be hurting for melee weapons. That said, you can mow 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 reason you should focus solely on melee weapons. They have their place, but that place is mostly for early on, when ammo is scarce(ish). You'd think that would make this skill worthy of an endorsement for early leveling, but frankly, the sooner you get your Small Guns up, the sooner you'll get to ditch Melee Weapons entirely. Grade: *** o======================================================================o Repair {SKL017} S.P.E.C.I.A.L. Attribute: Intelligence Book: Dean's Electronics The Repair skill allows you to maintain any weapons and apparel. In addition, the higher your Repair skill, the better the starting condition of any custom-made weapons. This skill is surprisingly good. The better a weapons' condition, the more damage it does, irregardless of what weapon type it is. This skill allows you to do more damage with ALL weapons. Not only that, it keeps armor in tip top shape as well, improving its damage reduction. Another benefit of Repair is the higher your Repair skill, the more low quality weapons you can combine to make higher quality weapons. This frees up inventory space, and generally makes looting easier. Why tug around several crappy suits of Raider armor when you can carry around one good suit? Definately a tag-worthy skill. Grade: ***** o======================================================================o Science {SKL018} S.P.E.C.I.A.L. Attribute: Intelligence Book: Big Book of Science The Science skill represents your combined scientific knowledge, and is primarily used to hack restricted computer terminals. Just like Lockpicking, but for computers! Granted, hacking is less useful in many ways. A great deal of computers unlock safes, and many others just disable turrets. Still, it's experience, and there are plenty of situations in which it is useful. Some of which are even exclusive to Science. Keep in mind you also need it for the excellent Cyborg perk. It's a consideration for a tag skill, although I'd consider Lockpick more useful early on. o=============o===============o |Science SKill|Hack Difficulty| o=============o===============o | 0 | Very Easy | | 25 | Easy | | 50 | Average | | 75 | Hard | | 100 | Very Hard | o=============o===============o Grade: ***** o======================================================================o Small Guns {SKL019} S.P.E.C.I.A.L. Attribute: Agility Book: Guns and Bullets Small Guns determines your effectiveness with all conventional projectile weapons, such as the 10mm pistol, BB Gun, and Combat Shotgun. 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 of course shotgun shells. This is a huge variety of weaponry to fall under one skill. In fact, you don't even need another weapon skill than Small Guns. It's not just the most varied, and composed of the greatest library of ammunition (by far), but possibly the most powerful. In particular the 10mm Submachine Gun, the Chinese Assault Rifle, and the Combat Shotgun are all extremely powerful, especially in V.A.T.S. The fact that the Combat Shotgun has such a large clip size (12 rounds) and deals as much damage as it does makes it overwhelming. This is the most versatile weapon skill in Fallout 3, and regardless of what else you want to fight with, you should make sure you've got Small Guns covered. Certainly worth considering for a Tag! skill. Grade: ***** o======================================================================o Sneak {SKL020} S.P.E.C.I.A.L. Attribute: Agility Book: Chinese Army: Special Ops Training Manual The higher your Sneak skill, the easier it is to remain undetected, steal and item, or pick someone's pocket. Successfully attack while undetected 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 surviving a fire fight easier. Picking off that Super Mutant with the missile launcher will make your life easier, as will avoiding that group of Talon Company Mercenaries. Also, stealing stuff is great. It's a fine way to get some better guns early on, or to just nab some stuff to sell. Karma smarma. Good guys need money too. And automatic critical hits? Critical hits are devastating in Fallout 3, and a critical sneak attack headshot will just about end anything you'll come up with. Especially with a combat shotgun. In the face. Yeah.. Oh, and the Better Criticals perk just makes the situation all the better. Of course, Sneak wont get you any experience, and it will only help so much if you cant fight your way out of a wet paper bag, so while it's extremely useful, it's worth focusing on after you get some other skills a little higher. Plus, like in Oblivion, Sneak seems to be an all or nothing skill. It's incredibly hard to sneak near enemies with a sneak below the 70's. If you're trying to just avoid fights in open terrain, you'll only need about 50, but for combat purposes, look higher. And dammit, don't forget to turn your Pip-Boy light off! Am I the only one who didn't notice your Pip-Boy had a light until the third play-through? Nah, I'm sure I'm not.. Grade: ***** o======================================================================o Speech {SKL021} S.P.E.C.I.A.L. Attribute: Charisma Book: Lying, Congressional Style The Speech skill governs how much you cna influence someone through dialogue, and gain access to information they might otherwise not want to share. Speech allows you to interact with characters better. Any time a Speech option comes up, you'll get a chance to radically alter the course of the conversation. Failure usually only deprives you of the benefit of suceeding. Success will convince NPCs to do things without a hassle, give you more money, or tell you about cool loot. If you have a high Charisma, you might not need this skill, although I've found very few instances where Charisma actually comes up at all. Also, you get experience for successfully using Speech, unlike with having a high Charisma. You typically only get one shot at making a Speech check for an NPC about a specific subject, so I'd suggest you save and reload. If you want to do quests off the bat, you should boost your Speech to get as much out of the quests as you can. If you level first, you can put Speech off a bit. Saving and reloading will allow you to succeed at any Speech check.. eventually, a higher Speech skill just cuts down on the bother. It's good, but it can wait. Also, in Oasis a little girl named Yew will give you an item that permenantly increases your Speech by 10 points, which is nice. Grade: *** o======================================================================o Unarmed {SKL022} S.P.E.C.I.A.L. Attribute: Endurance Book: Pugilism Illustrated The Unarmed skill is used for fighting without a weapon, or with the few weapons speciafically designed for hand-to-hand combat, like Brass Knuckles, 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 getting Ninja worth it in the end? No. Now that you have 10 extra levels though.. why not do both? Some of the unique power fists (like Fisto!) can do some downright wretched damage later on. I mean, rivaling combat shotgun damage. And with Robotics Expert, machines you attack in melee wont know what to do! So, melee can be good-especially with Paralyzing Palm.. which seems to work with power fists.. but not with spiked knuckles..-but not as good as small guns. Still, credit where credit is due. Get an Iron Fist early on, put on some knuckles or get a power fist, and you'll make your life very easy doing some good damage without fretting over ammo. Grade: **** Skills I Tag! (and why) {SKL023} o======================================================================o I typically choose from the following skills to tag. Lockpick/Science They both unlock goodies, and they both will get you experience for using them. I choose Lockpick, since a lot of computers simply open locks, while no locks make computer redundant. Also, getting a 50 into Lockpick 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 your experience earning and money making. Pick which one (or two) you prefer the most. Keep in mind that Sneak early on wont allow you to Sneak past stronger 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 dont plan on doing quest right off the bat, ignore Speech. Even if you do you can tough it out and save/reload until it works. With Barter, you can 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======================================================================o I try to keep my skills somewhat equal as I level.. obviously paying favor to the more useful skills first. Getting Lock Pick, Repair, Science, Small Guns, Sneak, and Unarmed up to the 50's early on is a good idea. Unarmed is good for lower levels, as you'll be able to find and afford spiked knuckles earlier than you can get copious amounts of 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 to 75, 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 that when I get Almost Perfect my skill points will jump. Here's how I go about things.. that's right, another breakdown. Level 10 Get your more important skills to a decent level early on. You can do some 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. Barter 30 Lock Pick 50 Repair 50 Science 50 Small Guns 50 Sneak 50 Speech 30+ (Depends if you want to quest early) Unarmed 50 Level 20 Get ALL your skills to 50 (60 with the bobblehead.) I make sure to get 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 Levels Get all your skills up as high as you can.. this is where I really try to 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. 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. o======================================================================o | | | Perks {PRK001} | | | o======================================================================o In Fallout 3 you gain a perk every level (starting at level 2, which you attain automatically upon leaving Vault 101.) Perks are seperated by thier 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 more levels to gain, you have an extra 50% base skill points to get just from leveling.. You were already easily capable of maxing out all your skills before, now it's even easier. This changes some things. Skill perks are even more useless. If you're familiar with this guide, you know why I think they suck. They suck worse now. Also, you no longer need Educated at all to get more skill points than you need. Mostly the Broken Steel perks are ways to either correct something your previously couldn't fix (like bringing Dogmeat back) or radically altering your character if you needed to (changing your alignment from one extreme to another). Most of them just save you time or effort, which I still consider a waste of a perk. Also keep in mind the term 'build' is somewhat redundant. Your character has more perks than ever to get, you no longer need to really worry about doing a V.A.T.S. build, or a critical hit build, or a melee build. Do them all. It's not like there are so many great perks out there vying for your attention. At level 30, you can get the "Almost Perfect" perk, which raises all your deficient attributes to 9.. with the Bobblehead, that's 10 in all attributes. Any perks that add to attributes are therefore useless. All those Intensive Training perks? Not worth a thing. Now any perk that offers a bonus.. no matter how menial.. might as well take their place. 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 what matters, right? How much of a juggernaught you are at the end? That's what I thought too. * Horrible Nobody should pick this perk. ** Bad Generally this is a low-end perk. Sometimes they provide just enough of a benefit specific to a character to be worth it, but most characters will not find this perk useful. *** Average This perk is good simply because of the lack of competition, or there is a good, but not overwhelmingly good reason to pick it. It might look good on its own merit, but compared to truly great perks, it doesn't measure up. **** Good A good perk for anybody to pick, or a perk that is absolutely essential to a specific build. ***** Great A perk everybody should get. Period. o======================================================================o | Level 2 Perks {PRK002} | o======================================================================o Black Widow/Lady Killer Req: Level 2 Ranks: 1 In combat you do +10% damage against male/female opponents. Outside of combat, you'll sometimes have access to unique dialogue options when dealing with the opposite sex. You wont use this perk much in dialogue.. it just doesn't have all that many uses. And what few it has, you can get the same results from other methods. 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: *** o======================================================================o Daddy's Boy/Daddy's Girl Req: Level 2, Intelligence 4 Ranks: 3 Just like dear old Dad, you've devoted your time to Intellectual pursuits. You gain an additional 5 points to both the Science and Medicine skills. Devote yourself to a real intellectual pursuit and skip this perk. Even though 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 of them is Medicine. Grade: * o======================================================================o Gun Nut Req: Level 2, Intelligence 4, Agility 4 Ranks: 3 You're obsessed with using and maintaining a wide variety of conventional firearms. With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills. Another skill perk. At least both of the skills are useful this time. Grade: * o======================================================================o Intense Training Req: Level 2 Ranks: 10 With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L attributes. In the original Fallout 3, Intensive Training was one of the few ways to raise an attribute. Now that you can get Almost Perfect, Intensive Training is just a waste. Don't bother. Grade: * o======================================================================o Little Leaguer Req: Level 2, Strength 4 Ranks: 3 Years as the Vault little league MVP have honed your hitting and throwing. With every rank, you gain 5 points of Melee Weapons skill and 5 points of Explosives skill. Yuck. Grade: * o======================================================================o Swift Learner Req: Level 2, Intelligence 4 Ranks: 3 With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned. You could get this, to level faster. Or you could just kill more, pick a lock or two, succeed at a Speech check, or hack a computer. This is a useless perk. It's almost insulting that they offer three ranks of it. Unfortunately, since there's nothing better to pick at level 3, I end up getting this perk.. the skill point perks I will have no use for whatsoever, 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 to where I'm going faster. Some more consolation for you, at least the game rounds 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, if you have multiple bonuses to experience gained, they don't combine, the stack separately. If you're well rested and you have swift learner, you'll get seven experience for killing something worth five, sixty one experience for killing something worth fifty, and so on. Grade: * o======================================================================o Thief Req: Level 2, Agility 2, Perception 4 Ranks: 3 With each rank of the Thief perk, you gain an immediate bonus of 5 points to both the Sneak and Lockpick skills. At least these are good skills. Still. Yuck. Grade: * o======================================================================o | Level 4 Perks {PRK003} | o======================================================================o Child at Heart Req: Level 4, Charisma 4 Ranks: 1 The Child at Heart perk greatly improves your interactions with children, 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 your perk. Grade: * o======================================================================o Comprehension Requirements: Level 4, Intelligence 4 Ranks: 1 With 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 is pretty 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 characters reaching an average of 80~ or so in all their skills by the time they hit level 30.. not including Big Guns, which gets ignored because it's a waste to put skill points into it. This is counting the bobbleheads and 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.) This is NOT counting the boosts from Almost Perfect, so keep in mind that's easily maxing out my Barter and Speech, and giving some substantial (4-8 points) boosts to my other skills.. I have to wonder if you even need comprehension any more, as I find more than enough books on an average play-through without having to use them all.. Grade: ***** o======================================================================o Educated Requirements: Level 4, Intelligence 4 With the Educated perk, you gain three skill points every time you advance in level. This perk is best taken early on, to maximize its effectiveness. Now that you have an extra ten levels to gain, getting this perk is over-kill on the skill points. You'd think that with 10 extra levels, this perk would be even MORE useful.. and technically it is. Previously you could get 48 extra skill points from this perk. In Broken Steel you can get 78 points.. But the fact that you'll get a flat extra 110+ (200 for 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: ** o======================================================================o Entomologist Req: Level 4, Intelligence 4, Science 40 Ranks: 1 With the Entomologist perk, you do an extra 50% damage every time you attack a mutated insect, like the Radroach, Giant Ant, or Radscorpian. I must admit, the lack of competing perks and the emergence of Albion Rad Scorpians sheds a little new light on this perk. Still, they're rare enough, and they are managable, if not mindlessly easy like the rest of the bug-category monsters. You still don't need this perk, but it does deserve a more favorable mention in the expansion.. I guess.. Grade: ** o======================================================================o Iron Fist Req: Level 4, Strength 4 Ranks: 3 with the Iron Fist perk, you do an additional 5 points of Unarmed damage per rank. Five points of unarmed damage is HUGE. It's the same damage bonus you'd get 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: **** o======================================================================o Scoundrel Req: Level 4, Charisma 4 Ranks: 3 Take the Scoundrel perk, and you can use your wily charms to influence people--each rank raises your Speech and Barter skills by 5 points. 10 skill point perk. Yuck. Grade: * o======================================================================o | Level 6 Perks {PRK004} | o======================================================================o Bloody Mess Req: Level 6 Ranks: 1 With the Bloody Mess perk, characters and creatures you kill will often explode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and you'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 that other damage increasing perks only affect certain weapon types, or certain enemies, a pure, honest, damage boost is special. There's also the nostalgia factor, for us old school Fallout players. Grade: **** o======================================================================o Demolition Expert Req: Level 6, Explosives 50% Ranks: 3 With each rank of this perk, all of your explosive weapons do an additional 20% damage. 20% damage with explosives is a fairly big increase to damage. If you're a nut about the grenades and mines, this is a great perk. Frankly, I've never cared too much about explosives in this game. Missile launchers fall under the Big Guns category, and so does the Fat Man. Still, you might find a situation in which an opportune grenade will be handy, and with the extra levels in Broken Steel, it's worth considering. Grade: *** o======================================================================o Fortune Seeker Req: Level 6, Luck 5 Ranks: 1 With the Fortune Finder perk, you'll find considerably more Nuka-Cola caps in containers than you normally would. More caps. Yay. You'll get plenty of caps killing things and selling thier loot. Grade: * o======================================================================o Gunslinger Req: Level 6 Ranks: 1 While using a pistol (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased. If you plan to use one-handed ranged weapons-and V.A.T.S.-you should definately pick up this perk. Personally I choose to get both this and Commando, since I use Small Guns of all sorts. Grade: **** o======================================================================o Lead Belly Req: Level 6, Endurance 5 Ranks: 1 With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source. You shouldn't have to drink from too many irradiated water sources, even though it can sometimes be effective. In any case, Rad-Away will heal 100 Rads, and it's cheap enough to get from Rivet city. Also, paying 100 caps will get you fixed up from any doctor. This is a waste of a perk. Grade: * o======================================================================o Toughness Req: Level 6, Endurance 5 Ranks: 1 With the Toughness perk, you gain +10% to overall Damage Resistance, up to the maximum of 85%. 10% permenant damage reduction is good for everybody. You'll be taking a lot of damage in this game, and this is a good way to mitigate some of it. Grade: **** o======================================================================o | Level 8 Perks {PRK005} | o======================================================================o Commando Req: Level 8 Ranks: 1 While using a rifle (or similar one-handed weapon), your accuracy in V.A.T.S. is significantly increased. With Commando and Gunslinger, all my V.A.T.S. attacks are boosted with nearly any weapon I use. Since I am a V.A.T.S. abusing Small Guns loving sneaker, these skills are vital for me. Grade: **** o======================================================================o Impartial Mediation Req: Level 8, Charisma 5 Ranks: 1 With the Impartial Mediation perk, you gain an extra 30 points to Speech so long as you maintain a Neutral Karma level. Gaining 30 skill points isn't a bad bonus for a perk-unfortunately, it's alignment conditional. You really don't need the 30 points into Speech, especially considering there are plenty of other fine perks out there to put you in a good way skill-point wise. Still, it's definately better than a 10 skill point perk. Grade: ** o======================================================================o Rad Resistance Req: Level 8, Endurance 5 Ranks: 1 Rad Resistance allows you to -- what else? -- resist radiation. This perk grants an additional 25% to Radiation Resistance. 25% is a fairly large amount of radiation resistance, but there are plenty of enviromental suits in the game, and of course.. Rad-X. You can take a perk to permenantly gain resistance, or take a pill to get the resistance when you need it. Besides, plot areas that are blocked by radiation will spike up so quickly it'll kill you anyways. Taking 50% of 700 rads/second will end you regardless. Oh, and also, you can always buy a "My First Infirmary" for your house and simply remove all rads 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 in which you were in danger of dying from radiation poisoning without being able to a) cure your rads with rad-away, b) up your rad resistance with rad-x, or c) get back to town to heal at your house or by paying a doctor. Think of any? No? Okay then. Grade: ** o======================================================================o Scrounger Req: Level 8, Luck 5 Ranks: 1 With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would. Or you could just buy ammo. Really, I've had more than 1000 rounds of ammo for some guns by level 10, and past that point your ammo-to-kill ratio is greatly in the positive. Grade: * o======================================================================o Size Matters Req: Level 8, Endurance 5 Ranks: 3 You'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: * o======================================================================o Strong Back Req: Level 8, Strength 5, Endurance 5 Ranks: 1 With the Strong Back perk, you can carry 50 more pounds of equipment. This perk adds the same amount of carrying capacity as 5 points of Strength. It really helps with bringing in loot and carrying all the essential gear you'll need. Sure as hell beats dropping 5 points into Strength. 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. Grade: *** o======================================================================o | Level 10 Perks {PRK006} | o======================================================================o Animal Friend Req: Level 10, Charisma 6 Ranks: 2 At the first rank of this perk, animals simply won't attack. At the second rank, they will eventually come to your aid in combat, but never against 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 build I kill Yao Guai with a shotgun shot to the head or two.. without getting a 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 you fall asleep playing. Grade: * o======================================================================o Finesse Req: Level 10 Ranks: 1 With the Finesse perk you have a higher chance to score a critical hit on 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, but this is still a good perk. Think of it this way, taking Strong Back is good because it gives you the best part of having five points of Strength. Finesse does pretty much the same thing, but with Luck, a far superior attribute. Grade: ***** o======================================================================o Here and Now Req: Level 10 Ranks: 1 The 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 level 20 well before you finished the game. This is a waste of a perk. Grade: * o======================================================================o Mister Sandman Req: Level 10, Sneak 60% Ranks: 1 With the Mister Sandman perk, when you're in Sneak mode, you gain the option 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 greater ability to detect you. Hell, half the time I get detected it's by sleeping characters. Third, most enemies you'll want to kill wont be caught sleeping, so this is mostly useful for assassinating NPCs. And finally-how much XP are you really going to be getting from this in the long run? Don't waste your perks. Grade: * o======================================================================o Mysterious Stranger Req: Level 10, Luck 6 Ranks: 1 You've gained your own personal guardian angel... armed with a fully loaded .44 Magnum. With this perk, the Mysterious Stranger will appear occasionally in V.A.T.S. mode to lend a hand, with deadly efficiency. This perk is actually kind of fun. Your Mysterious Stranger-unlike in the 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: ** o======================================================================o Nerd Rage! Req: Level 10, Intelligence 5, Science 50% Ranks: 1 You've been pushed around long enough! With the Nerd Rage! perk, your Strength is raised to 10 and you gain 50% to damage resistance whenever your 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 under 35%, 85% is the cap, so anything else is wasted.) You become powerful in melee combat.. but you're almost dead. What a bunch of crap. Get something else. I guess if you're a Science-heavy smart unarmed character it could provide some interesting circumstances.. but mostly it would get you killed. Grade: * o======================================================================o Night Person Req: Level 10 Ranks: 1 When the sun is down, a Night Person gains +2 to both Intelligence and Perception (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 the stat increases. If you get the extra skill points from the Intelligence when you level up at night.. maybe. But still, having a bonus half of the 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 extra skill points. There's better out there. Grade: * o======================================================================o | Level 12 Perks {PRK007} | o======================================================================o Cannibal Req: Level 12 Ranks: 1 With the Cannibal perk, when you're in Sneak mode, you gain the option to eat a corpse to regain Health. But every time you feed, you lose Karma, and if the act is witnessed, it is considered a crime against nature. If you want to be truly despicable, you can go ahead and get this perk. 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 crime against nature, for what that's worth. Grade: * o======================================================================o Fast Metabolism Req: Level 12 Ranks: 1 With the Fast Metabolism perk, you gain a 20% Health bonus when using Stimpaks. Or you could raise your medicine skill, which over the course of your play time will raise your benefit from stimpaks, radAway, and rad-X. If this perk gave a 20% bonus to all medicine you administered.. eh.. it still wouldn't be worth it, especially considering your base stimpak healing rate won't reach 100. 20 extra points of healing from a stimpak isn't worth a perk. Grade: * o======================================================================o Life Giver Req: Level 12, Endurance 6 Ranks: 1 With the Life Giver perk, you gain an additional 30 Hit Points. Considering that you gain 20 hit points for a point of Endurance, this perk is pretty much on the same level as an Intensive Training perk spent on Endurance-minus the bonuses to resistances and the skills, neither which I personally care all that much about. Life Giver can constitute a good bit of your end hit points, and unlike Intensive Training, it wasn't made redundant by the expansion. Grade: *** o======================================================================o Pyromaniac Req: Level 12, Explosives 60% Ranks: 1 With 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? If you 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 consider that there simply aren't a whole lot of other useful perks to choose from.. Grade: *** o======================================================================o Robotics Expert Req: Level 12, Science 50% Ranks: 1 With the Robotics perk, you do an additional 25% damage to any robot. But, even better, sneaking up on a hostile robot undetected and activating 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 Sentry Bot. 25% is a decent damage bonus, against a number of enemies that, while mostly being nuisances, you'll certainly encounter more than bugs. The shut down ability is extra nice, too, especially for the kind of character I play. If you use stealth, that's an extra consideration for this perk. With the oodles of extra perks you'll get in the expansion, this perk is a more than welcome addition to the build. Grade: **** o======================================================================o Silent Running Req: Level 12, Agility 6, Sneak 50% Ranks: 1 With the Silent Running perk, you gain an additional 10 points to Sneak, and running no longer factors into a successful sneak attempt. I disregard skill perks, and so I would disregard this one.. except for the fact that this perk greatly improves your sneak ability. Since I play a stealthy character, I take this feat. Sneak attack criticals pretty much spell out the end of any bad guy I meet. If you want to play stealthy, I'd suggest this feat, if not, it's completely a waste. Grade: **** o======================================================================o Sniper Req: Level 12, Perception 6, Agility 6 Ranks: 1 With 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 a good idea to shoot it there. If you use V.A.T.S., you're probably going to want this perk. Grade: **** o======================================================================o | Level 14 Perks {PRK008} | o======================================================================o Adamantium Skeleton Req: Level 14 Ranks: 1 With the Adamantium Skeleton perk, your limbs only receive 50% of the damage they normally would. Your limbs don't take much damage throughout the game, unless you step on a mine or take a glancing blow from a missile launcher. You wont see much in the way of hit point preservation with this perk, if anything, you'll just get crippled less. Even though under the normal 20 level cap of the original, I wouldn't even consider this perk, with 10 more perks to choose, it becomes an option. Of course.. there are always stimpaks, and by now you should know how I feel about a perk that can be dismissed by popping a chem.. Grade: ** o======================================================================o Chemist Req: Level 14, Medicine 60% Ranks: 1 With 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 find plenty of chems in your travels, enough that you can just take two instead of having this perk. Grade: * o======================================================================o Contract Killer Req: Level 14 Ranks: 1 Once you have the Contract Killer perk, any good character you kill will have an ear on their corpse. This ear can then be sold to a certain person (whose identity is disclosed when you take this perk) for caps and negative karma. It's easy to lose karma, and it's easy to get money. You'll never need this 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 have any tangible positive effect on survival) this perk is needless. Grade: * o======================================================================o Cyborg Req: Level 14, Science 60%, Medicine 60% Ranks: 1 You've made permanent enhancements to your body! The Cyborg perk instantly 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 than just a skill perk. In fact, this is a skill perk with Toughness tacked on, and extra resistances to boot. In fact, this perk is worth three lesser perks. Anybody who uses energy weapons, who hates taking damage, and likes being resistant to poison and radiation has reason to take this perk. Frankly, I'm not too fond of energy weapons, but I'm very fond of damage reduction and resistances. This is a fantastic perk, even if the requirements are rather high. Grade: ***** o======================================================================o Lawbringer Req: Level 14 Ranks: 1 Once you have the Lawbringer perk, any evil character you kill will have a finger on their corpse. This finger can then be sold to a certain person (whose identity is disclosed when you take the perk) for caps and positive karma. Same as Contract Killer, but for good folks. Just as needless, too. Grade: * o======================================================================o Light Step Req: Level 14, Agility 6, Perception 6 Ranks: 1 With the Light Step perk, you'll never set off an enemy's mines or floor-based traps. Land mines are pretty common. Fortunately, they're also obvious, they don't do a huge amount of damage-in the grand scheme of things, and you can disarm them with a simple button click. Not only that, you get experience and the mine itself when you do! Be observant, and you wont need this perk. Grade: * o======================================================================o Master Trader Req: Level 14, Charisma 6, Barter 60% Ranks: 1 When you take the Master Trader perk, the price of every item you buy from 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 throughout the game, money becomes plentiful as you become more powerful. Choose something better. Grade: * o======================================================================o | Level 16 Perks {PRK009} | o======================================================================o Action Boy/Girl Req: Level 16, Agility 6 Ranks: 1 With the Action Boy perk, you gain an additional 25 Action Points to use in V.A.T.S. Action Boy comprises nearly a quarter of the potential action points you 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't really know what you're spending your perks on. Grade: **** o======================================================================o Better Criticals Req: Level 16, Perception 6, Luck 6 Ranks: 1 With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent. Your critical chance is determined by your luck-1 point of luck equals a 1% chance of landing a critical hit. This doesn't increase your chance of landing a critical hit, instead Better Criticals improves the damage you deal when you do land a critical hit. Therefore the usefulness 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: ***** o======================================================================o Chem Resistant Req: Level 16, Medicine 60% Ranks: 1 Having the Chem Resistant perk means you're 50% less likely to develop 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 your addiction cured at a hospital, or you could just reload. If doubling the duration of chems didn't appeal to you, this shouldn't either. Grade: * o======================================================================o Tag! Req: Level 16 Ranks: 1 The 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 point perk, and you get to choose any skill to boost you want. With Educated and Comprehension, you shouldn't really need this perk, especially if you're intelligence is high. Grade: * o======================================================================o | Level 18 Perks {PRK010} | o======================================================================o Concentrated Fire Req: Level 18, Small Guns 60%, Energy Weapons 60% Ranks: 1 With 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 this perk. This perk becomes even more useful with Sniper and Action Boy, as the bonus to head shots will stack, and the more shots you take in V.A.T.S. the higher your accuracy will raise. This perk is most useful with 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 another Intensive Training perk pre-expansion, but now that Broken Steel is in the mix, I am more than happy to welcome this perk back into the build. Where it really shines are those mid-to-long range V.A.T.S. shots that have a middling percentage to hit. Like say against a Super Mutant Overlord's tri-beam laser rifle. Getting an extra 5%, 10%, 15% chance to hit on those last three shots can really help. Grade: *** o======================================================================o Computer Whiz Req: Level 18, Intelligence 7, Science 70% Ranks: 1 Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you 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 fanastic by comparison. Here's a way to get the benefits of this perk without wasting your perk pick on it: before you hack a computer, save. If you get locked out, reload. Bam, no need for this perk. And considering 90% of the computers you encounter in this game lock a door (which you can pick) or disable turrets (which you can destroy) there's no great fear of getting locked out of a terminal in any case. Dont waste your perk. Grade: * o======================================================================o Infiltrator Req: Level 18, Perception 7, Lockpick 70% Ranks: 1 With Infiltrator, if a lock is broken, and can't normally be picked again, you can attempt to pick it again one more time. This includes locks previously broken by a "Force Lock" attempt. This perk sucks for the same reason Computer Whiz sucks. Why anybody would be forcing locks in the first place is a mystery, and if you are going to bother forcing locks, why wouldn't you save first? Save and reload, and save a perk. Grade: * o======================================================================o Paralyzing Palm Req: Level 18, Unarmed 70% Ranks: 1 With 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 the Paralyzing Palm, you must be completely unarmed. If you built your character for unarmed combat, then this perk is an absolute must-have. If you have tons of V.A.T.S., it can be useful.. although suggesting you get close to a tough enemy to hope to paralyze it seems a bit redundant. If you could get close enough to an enemy to hit them, you can certainly do a sneak attack critical with a .44 magnum or a combat shotgun. Here's a good test for whether this perk is for you-did you get Iron Fist? If so, you're probably going to want this perk, too. With the extra ten perks, you'll find it much easier to accomodate not only this perk, but Iron Fist(s) and Ninja. Sounds good to me. Grade: **** o======================================================================o | Level 20 Perks {PRK011} | o======================================================================o Explorer Req: Level 20 Ranks: 1 When you choose the Explorer perk, every location in the world is revealed 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: * o======================================================================o Grim Reaper's Sprint Req: Level 20 Ranks: 1 If you kill a target in V.A.T.S., all your Action Points are restored upon 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 juggernaught of 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: ***** o======================================================================o Ninja Req: Level 20, Sneak 80%, Melee Weapons 80% Ranks: 1 The Ninja perk grants you the power of the fabled shadow warriors. When attacking with either Melee or Unarmed, you gain a +15% critical chance on every strike. Sneak attack criticals do 25% more damage than normal. This perk used to get outshone by Grim Reaper's Sprint, but now that you 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 much without those supporting it. Grade: ***** o======================================================================o Solar Powered Req: Level 20, Endurance 7 Ranks: 1 With 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 sure you can find SOMETHING better. If you pick this perk, the only real bonus you'll get is some health regeneration.. during the day. Or there are always stimpaks. Grade: ** o======================================================================o | Level 22 Perks {PRK012} | o======================================================================o Deep Sleep Req: Level 22 Ranks: 1 You sleep deeply no matter where you are. You get the Well Rested benefit of +10% XP for eight hours no matter what bed you sleep in. Really? This is a level 22 perk? Huh. Okay. Seriously, get Swift Learner at level 2. It's just like this, but gives you a +10% XP bonus 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 was offered at level 2, it would be a waste, but 22? Grade: * o======================================================================o Puppies! Req: Level 22 Ranks: 1 With the Puppies! perk, if Dogmeat dies, you'll be able to get a new canine companion from his litter of puppies. Just wait a bit, and you'll find your new furry friend waiting outside Vault 101. Okay, this perk is worthless.. but it's nostalgic. I never let Dogmeat into combat, because he'd become.. well.. Dogmeat. But in a more dead sort of way. Still, Dogmeat is great, and we all remember struggling to keep him alive through the super mutant base in Fallout 1, so it gets an extra * for nostalgia and treating Dogmeat Right Grade: ** o======================================================================o Quantum Chemist Req: Level 22 Ranks: 1 Nuka-Cola Quantums are rare, Nuka-Cola is not. But, Nuka-Cola Quantum is 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 really that important? For you grenade lovers, maybe you'll want it, but I personally wouldn't pick it. Grade: ** o======================================================================o | Level 24 Perks {PRK013} | o======================================================================o Devil's Highway Req: Level 24 Ranks: 1 When you choose the Devil's Highway perk, your Karma is instantly set to Very Evil. I could understand getting Escalator to Heaven a bit, but getting a perk to become evil? Find any computer terminal that you're not supposed to be messing with, and keep interacting with it. Steal stuff. Useless stuff. 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 you can just reload and pick another-better-perk. Grade: * o======================================================================o Escalator to Heaven Req: Level 24 Ranks: 1 When 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't have much of a reason for alignment changes anyways. Really. Could you want to hire so-and-so so badly that you need to change your alignment? Giving Purified water away makes you a good boy. Simple. To be fair this is the hardest of the alignments to swing, but it's not that 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 you can just reload and pick another-better-perk. Grade: * o======================================================================o Karmic Rebalance Req: Level 24 Ranks: 1 When you choose the Karmic Rebalance perk, your Karma is instantly set to 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 good until 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 you can just reload and pick another-better-perk. Grade: * o======================================================================o No Weaknesses Req: Level 24 Ranks: 1 When you take the No Weaknesses perk, all S.P.E.C.I.A.L. stats that are less 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 best manipulate this perk to our devious ends. Then we saw Almost Perfect, and this perk became as useless as Intensive Training. If it wasn't for Almost Perfect, we'd tout this perk highly.. but as it is, it will be rendered useless at level 30. Grade: * o======================================================================o | Level 26 Perks {PRK014} | o======================================================================o Nerves of Steel Req: Level 26, Agility 7 With the Nerves of Steel perk, you regenerate Action Points much more quickly than you normally would. So, it increases your Action Point regeneration. If you have Grim Reaper's Sprint, it's not really worth much, since you can get a full boost after you kill anything. But, for those times when you're caught with your pants down, out of AP, it'll help. Besides, there really isn't anything better out there. Grade: *** o======================================================================o Rad Tolerance Req: Level 26, Endurance 7 Ranks: 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 and instantly with chems. The only use for this is in conjunction with Rad Regeneration, which.. oh wait, that's ADVANCED radiation poisoning. Nevermind, this perk is wholly useless. Had ya going there for a second, eh? Grade: * o======================================================================o Warmonger Req: Level 26, Intelligence 7 Ranks: 1 You've figured out on your own how to build all the custom weapons! With the Warmonger perk, all custom weapon types become available to you 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 weapons aren't anything special, so the schematics for them are even less special. But to further dissaude anybody from picking this perk, I will include all the schematics in the game in this guide. It wouldn't be much of a character creation guide if I didn't include ways for you guys to avoid picking useless perks. Damn you are all lazy.. "What about the book portion of the FAQ you took out?" Bite me. I found about half of them. Grade: * o======================================================================o | Level 28 Perks {PRK015} | o======================================================================o Party Boy/Girl Req: Level 28 Ranks: 1 You are such a Party Boy that you no longer suffer the withdrawal effect from alcohol addiction. The second highest tier of perks.. gotta have something good here, right? Right? You.. no longer.. suffer withdrawls from alcohol addiction? How many times does this even come up?! The only time I EVER drank in this game was when I was carrying too much crap, and I needed to drop some weight/gain some Strength. How utterly useless. If it applied to ALL chems, it would still be useless. Blah. This perk makes me 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: * o======================================================================o Rad Absorption Req: Level 28, Endurance 7 Ranks: 1 With the Rad Absorption perk, your radiation level slowly decreases on its own over time. Now this is more like it. You lose radiation over time. This might change how the game plays a bit. Radiation is no longer to be quite so feared.. But, right, then again.. you have Rad-X and Rad-Away. But at 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 in your house for free, you can get this perk. Grade: ** o======================================================================o | Level 30 Perks {PRK016} | o======================================================================o Almost Perfect Req: Level 30 Ranks: 1 Take the Almost Perfect perk, and all S.P.E.C.I.A.L. stats are instantly raised to 9. A perk which sets all your attributes to 9. What can I really say? It makes all perks that add to attributes utterly obsolete. It makes the old build obsolete. It makes old perks obsolete. It makes caring about your attributes, well, less important. This is the definitive perk of the expansion, and it changes the game. Getting a 9 in all attributes is better than any number of Intensive Training perks, it's better than No Weaknesses, it gives you bonuses to everything the attributes do.. obviously, it raises them all to 9! What can you really say? You'd be an utter fool not to get this perk at level 30. Enjoy your near perfection. 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: ***** o======================================================================o Nuclear Anomaly Req: Level 30 Ranks: 1 With the Nuclear Anomaly perk, whenever your Health is reduced to 20 or less, you will erupt into a devasating nuclear explosion. Note that any 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 getting shot, if the enemies are far away. It can kill your allies, townsfolk, and the like.. So lets think reasonably here.. if you let this explode during 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 live to bother. This perk sucks. Oh, plus it's competing against the best perk in the game. At least Bethesda is making the choice easy on you. Grade: * o======================================================================o | Additional Perks {PRK012} | o======================================================================o Additional perks are quest-based perks that you can get for completing specific quests specific ways. These are entirely missable, so they bear planning for BEFORE you start the quest. I wont grade them, as they are bonus perks-having them is a benefit in itself, and there really is no downside to having any of these perks. o======================================================================o Ant Might Benefit: 25% resistance to fire, +1 bonus to Strength. You'll get to choose one of two injections as a reward from Doctor Lesko for completing the objectives he gives you during the quest 'Those!'. You only get one, so choose what fits your character and play style best. o======================================================================o Ant Sight Benefit: 25% resistance to fire, +1 bonus to Perception. You'll get to choose one of two injections as a reward from Doctor Lesko for completing the objectives he gives you during the quest 'Those!'. You only get one, so choose what fits your character and play style best. o======================================================================o Auto Axpert Benefit: You've become an expert with the Auto Axe. You do +25% damage whenever you use it. Vroom. You get this perk when you collect 10 steel Ingots. I don't know about anybody else, but I didn't really need any other weapons for The Pitt than the auto axe. Getting 25% extra damage on these excellent melee weapons is a very welcome perk indeed. o======================================================================o Barkskin Benefit: 5% damage reduction Finish the quest 'Oasis' by completing Harold's objective. It beats the other rewards. o======================================================================o Booster Shot Benefit: Radiation Resistance +10% Complete the quest "Free Labor" in the Pitt. o======================================================================o Dream Crusher Benefit: -50% chance to suffer a critical hit. You can get this perk by convincing Moira to stop working on the Wasteland 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. o======================================================================o Ghoul Ecology Benefit: +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. Normally ghouls, even glowing ones, aren't enough of a threat that you'd need the extra damage. With Feral Ghoul Reavers added into the game though.. any help is welcome. o======================================================================o Hematophagy Benefit: 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 for 15 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? o======================================================================o Junior Survivor Benefit: varies Normal: +5 Hit Points Smart: +2 Medicine, +2 Science Tough: +2 Damage Resistance Sneaky: +2 Sneak, +2 Speech Snide: +1% Critical Hit Rate Always: +2% Poison and Radiation Resistance Okay.. When you complete quests for Moira, you'll get a number of answers to choose depending on your stats. If you do few or none of the sidequests, or if you lie to Moira at any point, you'll end up with the Junior Survivor perk, which is the worst of the bunch. Try and do ALL of her sidequests for the best benefits. You may have to do some drugs to raise your attributes if they're not high enough. Buffout to raise Strenght, or Mentats to raise Intelligence, for example, before you talk to Moira. I believe that acting tough or being a smartass are the two best ways to go. Damage Resistance is always nice, and so are Critical Hits. You'll just have to choose whether you'd like x% Damage Resistance, or x% critical hit. You'll always get the poison and radiation resistance, no matter how you answer. If you complete a certain number of Moira's optional objectives, you'll get a better version of this perk.. o======================================================================o Pitt Fighter Benefit: Damage and Radiation Resistance +3% Commplete the pit fighting portion of the Pitt. An extremely easy quest, and an extremely rewarding one. o======================================================================o Power Armor Training Benefit: You can wear Power Armor. After the quest 'The Waters of Life' is complete, you can get Elder Lyons to give you permission to recieve the training. Talk to Paladin Gunny in the Citadel to recieve this perk. *Sigh* Okay, I can admit to being wrong. Power Armor is cool.. so long as it's the Enclave kind. Get, wear it, love it. Do the whole sci-fi black knight thing. You know you want to. o======================================================================o Punga Power! Benefit: Boosts radiation recovery from eating Punga Fruits. You get this perk for completing the Walking with Spirits quest in Point Lookout. o======================================================================o Rad Limb Healing Benefit: You'll regenerate crippled limbs when you are suffering from Advanced Radiation Poisoning (400+ rads). During the quest 'The Wasteland Survival Guide: Get Radiated!" if you meet 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 you to use this perk-ideally you don't want 400+ rads-it's still handy to get. Keep in mind that if you choose to be a Dream Crusher, you can't, obviously, get this perk. o======================================================================o Superior Defender Benefit: +5 damage and +10 armor when standing still. Get this perk by completing 'The Local Flavor' quest in the Point Lookout DLC. This is a nice perk.. I guess. If you use miniguns or some other weapon that would allow you to stand still a lot. I tend to V.A.T.S., during which I don't really take any damage anyways, so it's only so great. o======================================================================o Survivor Expert Benefit: varies Normal: +10 Hit Points Smart: +4 Medicine, +4 Science Tough: +4 Damage Resistance Sneaky: +4 Sneak, +4 Speech Snide: +2% Critical Hit Rate Always: +4% Poison and Radiation Resistance Like Junior Survivor, but better. You completed some, but not all of Moira's objectives. If you complete ALL of Moira's optional objectives, you'll get the best variant of this perk.. o======================================================================o Survivor Guru Benefit: varies Normal: +15 Hit Points Smart: +6 Medicine, +6 Science Tough: +6 Damage Resistance Sneaky: +6 Sneak, +6 Speech Snide: +3% Critical Hit Rate Always: +6% Poison and Radiation Resistance You'll get this perk if you complete ALL of the optional objectives for Moira in the quest 'The Wasteland Survival Guide'. This is the best version of the perk reward, certainly better than Dream Crusher. o======================================================================o Wired Reflexes Benefit: V.A.T.S. accuracy improved by 10%. After completing the quest 'The Replicated Man', talk to Dr. Zimmer and reveal 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 the android out and recieve the Wired Reflexes perk. If you still want to be a good guy, it's good fun to slip a Frag Mine into Dr. Zimmer's pants as he walks away. Wait, that's good? It's Fallout 3. Moral relativism rocks. My Personal Build, Perks {PRK013} o======================================================================o Level Perk 2 Black Widow/Lady Killer 3 Swift Learner 4 Comprehension 5 Iron Fist (1) 6 Gunslinger 7 Toughness 8 Strong Back 9 Commando 10 Finesse 11 Bloody Mess 12 Sniper 13 Silent Running 14 Robotics Expert 15 Cyborg 16 Better Criticals 17 Action Boy 18 Life Giver 19 Paralyzing Palm 20 Grim Reaper's Sprint 21 Ninja 22 Concentrated Fire 23 Iron Fist (2) 24 Iron Fist (3) 25 Adamantium Skeleton?/Entomologist? 26 Nerves of Steel 27 Demolition Expert (1) 28 Demolition Expert (2) 29 Demolition Expert (3) 30 Almost Perfect 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. Keep in mind that in the expansion, there's really more room for versatility, 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 many explosives myself, but if for some reason I do decide to chuck a grenade, I'll be able to do it well. If you don't like Iron Fist, Demolition Expert, or Pyromaniac, don't get 'em.. if you can find something better. Frankly, I couldn't. I should have covered the perks well enough that you wont pick any of the one-star perks.. or failing that, common sense will intervene. o======================================================================o | | | Bobbleheads and Miscellaneous {BOB001} | | | o======================================================================o This is a character creation FAQ, but it doesn't seem right to tell you how to make your character without telling you how to find some of the most important components thereof-the bobbleheads. 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. o======================================================================o Strength Location: Megaton - Lucas Simms House 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. o======================================================================o Perception Location: The Republic of Dave - Museum of Dave 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 the Republic of Dave that can be a pain early on. It's north of the MDPL-16 Power Station.. it's really up there. o======================================================================o Endurance Location: Deathclaw Sanctuary 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. o======================================================================o Charisma Location: Vault 108 - Cloning Lab 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 of the clones won't be. It's north and east of the Bethesda ruins. If you find the Corvega factory, you're close, it's just a little ways north and east. o======================================================================o Intelligence Location: Rivet City - Science Lab 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 the Jefferson 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 pot shots from Super Mutants in the city. o======================================================================o Agility Location: Greener Pastures Disposal Site - Office 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 Disposal Site 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 Republic of Dave. o======================================================================o Luck Location: Arlington House This bobblehead is in the Arlington House, in the basement 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. o======================================================================o Barter Location: Evergreen Mills - Evergreen Mills Bazaar Evergreen Mills is south-west of the Jury Street Metro Station. You'll know you're there when you find the Super Mutant Behemoth trapped in an electrified cage. Head into the Foundry and down to the Bazaar. The bobblehead is in the north-eastern corner of the Bazaar, down a side passage from Smiling Jack's store, on a shelf behind a counter. o======================================================================o Big Guns Location: Fort Constantine - CO Quarters 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 smaller buildings, listed as the CO Quarters, is where you want to go. The bobblehead is in the basement, inside an already opened safe. This house is particularly giving, because is also has two books inside. o======================================================================o Explosives Location: Drainage Grate to Sealed Cistern 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. o======================================================================o Lockpick Location: Bethesda Offices East The Bethesda Offices are east of Big Town, past the river. The Bobblehead is on a desk in a room just south from the center of the map. It's the desk underneath the safe that you need a special key to unlock. o======================================================================o Medicine Location: Vault 101 This is the first bobblehead you can get, it's on your dad's desk. You can pick it up when you're sixteen, right before you take the G.O.A.T., or afterwards during the breakout. o======================================================================o Melee Weapons Location: Dunwich Building - Virulent Underchambers The Dunwich Building is in the far south-west corner of the map, the furthest south-west location in the game, in fact. You'll have to go through the Dunwich Building and the Forsaken Ruins to get to the Virulent Chambers. The Bobblhead is in the southernmost room on the area map, near the door that leads back to the Dunwich Building. It's on the floor amongst some cans and soda bottles. o======================================================================o Repair Location: Arefu - Evan King's House Arefu is located north-west of Megaton, it's on one of the old highways spanning the river, so if you follow the river north of Megaton, you should run into. You'll need a Lockpick skill of 50 to pick the lock on Evan King's door. It's right by the door inside, on a table to the left. o======================================================================o Science Location: Vault 106 - Living Quarters Vault 106 is north-west of Vault 101. This Bobblehead is pretty easy to get, all you have to do is head through the Entrance and into the Living 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 in a room on the eastern edge of the map. The Bobblehead is on a bookshelf. o======================================================================o Small Guns Location: National Guard Depot - National Guard Armory The National Guard Depot is at the edge of the D.C. area near the eastern edge of the map. It's pretty much due east of Vault 101, but it's a pretty perilious journey. Inside the Depot, it's not much better. There are tons of robots in here, and you have to make your way through a couple of areas until you wind up back in the National Guard Depot in an area that was previously inaccessible. (In a room above 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 now have access to the National Guard Armory. The Bobblehead is on a metal shelf in the main room of the Armory (the room with all the goodies.) o======================================================================o Sneak Location: Yao Gui Tunnels - Yao Gui Den The Yao Gui Tunnels are at the far western edge of the world map, north and 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. o======================================================================o Speech Location: Paradise Falls - Eulogy's Pad Paradise Falls can be found north of the Northwest Seneca Station. You can 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. o======================================================================o Unarmed Location: Rockopolis Rockopolis is an unmarked area on the map, west of Smith Casey's Garage. If you listen to GNR on your Pip Boy, you might have heard a tale about it. In any case, head west of Smith Caseys Garage until you find yourself in a clearing surrounded by rock ledges with three paths leading to the area. There will be a rock to the west that has a line of party flags over it. Search it to find Rockopolis (you could also check your area map to find out where Rockopolis is. Once inside head north. The Bobblehead is on the ground near the body of Argyle. o======================================================================o Lucky 8 Ball Location: Timebomb in Big Town. Go to Red's Clinic in Big Town and fix Timebomb up. You'll need a Medicine skill of 40 to do this. After rescuing Red and Shorty from the Germantown Police Head Quarters, talk to Timebomb again. He'll thank you, and give you the Lucky 8 Ball, which permenantly increases your luck.. so long as you hold onto it. o======================================================================o Yew's Bear Charm Location: Oasis After resolving the Oasis quest, talk to Yew. She should give you this charm. It gives a permenant +10% bonus to Speech so long as you hang onto it. 10 more points you can spend elsewhere. o======================================================================o | | | Keller Family Transcripts {KFS001} | | | o======================================================================o A number of final correspondances between the late Keller family lie scattered about the wastes, each giving a code you'll need to unlock the secure door in the National Guard Armory. Below are their locations. #1: North of the VAPL-58 Power Station, you'll find a shelter of sorts built around an electrical tower (pretty clever, if you think 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, and head to where they intersect, the shelter should be just south of where you are, on top of a hill, around an electrical tower. I can't really give any better advice than that, when you see the towers in the distance, go to it. Inside the shelter, on one of the lower shelves of a bookcase, you'll find the transcript. #2: North of Big Town you'll find the Hallowed Moors Cemetary. The church is the significant building around, and inside, on the podium, lies the Transcript. #3: Behind the Grisly Diner in the north-eastern area of the Wasteland, you'll find the Transcript in broad daylight, on top of a metal desk. #4: West and slightly north of Rockbreaker's Last Gas is an Abandoned Shack. This is not marked on the map, and it's on top of a mountain, so get to climbing. The transcript is inside on top of the workbench. #5: North of the Anchorage War Memorial along the river is a Super Mutant outpost. The transcript is in the tent, on a table by a ham radio o======================================================================o | | | Sheet Music Books {SMB001} | | [Under Construction] | o======================================================================o You give these to Agatha, who lives in a house north-east of the Meresti Trainyard. Once she has her violin back (assuming you give it to her) these will allow her to play more songs over the radio. Other than that, it doesn't really serve much of a purpose. Why am I including them? I dunno, I'm just being nice I guess. Arlington Public Library - Children's Wing In a room on the western side of the level, after entering from the Lobby. It's on the floor near a stand. o======================================================================o | | | Books (Under Construction!) {BOK001} | | | o======================================================================o You're on your own with the books for now, as I'm still in the process of finding them all myself. I'll list the ones I've found as I find them, though. Of course, if you find any I've missed, let me know so I can include them all. I try to be somewhat descriptive about where the books are unless I feel they're in plain sight.. And generally, I try and list them in order of proximity to Megaton/Vault 101, but this is general, and it was just something I did at the beginning for organizational purposes, since the books aren't numbered or anything. 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 by reading this guide, let me know. I won't consider you a moron if you can't follow my directions, I'll just assume my directions weren't good enough. Keep in mind that I found these books over five playthroughs (and my fiance found some of them as well), so if this section lacks cohesion.. well, that's why. Big Book of Science (Science) [13/25] [ ] Jury Street Metro Station - Drainage Chamber South, south-west of the Jury Street Metro Station there is a manhole leading down into a Drainage Chamber. You can find the book on a desk in the upstairs room. [ ] Citadel - County Sewer Mainline Just north of the Citadel along the coast you'll find the entrance to the County Sewer Mainline. In the fenced in central room, on the desk next to the Sewer Management Access Computer Terminal you'll find a Big Book of Science. [ ] Arlington Public Library - Lobby Arlington Public Library Lobby, in the north-east office room upstairs. The book is on a desk. [ ] Arlington National Cemetary - Arlington House Arlington House - Arlington National Cemetary. It's in the same house you find the Luck bobblehead in, on the first floor in the kitchen, on a small table in the corner. [ ] Hallowed Moors Cemetary Hallowed Moors Cemetary, in the ruined chapel. It's on the podium. [ ] Greener Pastures Disposal Site Outside of Greener Pastures Disposal Site in a shipping container next to a dead scientist. [ ] Shalebridge - Shalebridge Tunnels In 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. [ ] Merigold Metro Station - Queen Ant's Hatchery In 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. [ ] Rivet City - Broken Bow In the Broken Bow (the half of Rivet City that is no longer connected), in Pinkerton's room. The book is on the counter. 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. [ ] RobCo Factory - Floor In the RobCo Factory - Floor, in the eastern side of the building. In one of the multi-story open rooms, the book is on a piece of machinery. [ ] Broadcast Tower LP8 - Sealed Cistern To the far north of your world map you'll find Broadcast Tower LP8. Activate it to pick up Radio Signal Echo Foxtrot. The source of the signal can be found in a sealed cistern to the east of the broadcast tower. The book is inside on a table. [ ] Corvega Factory Area Behind the Corvega Factory (that's south of it) you'll find a dumpster. The only way in is to go up on the cliffs south of the factory, and jump in from there. On the floor, near some waste barrels, you'll find the book. [ ] Corvega Factory - Entrance From the door, go up some stairs and to the east. The book is on one of the desks. o======================================================================o Chinese Army: Special Ops Training Manual (Sneak) [11/25] [ ] Super Duper Mart Area Between Springvale and the Super Duper Mart there is a ruined house next to a silo, within sight of the water tower. In the house on a shelf you'll find the book. [ ] Springvale School Lower levels To the far east of the map, past the very hard locked door that leads to the ant tunnels. You'll find the book under the body of a dead Wastelander. [ ] Flooded Metro Area Near the Flooded Metro between the Nuka Cola Factory and the Arlington Library, in a Pulowski Preservation Shelter. [ ] Red Racer Factory Area North 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 leads to Grayditch. The book is on a shelf in the Scavenger's shack, along with a D.C. Journal of Internal Medicine, and a Grognak the Barbarian book. [ ] Mama Dolce's - Mama Dolce's Loading Yard You have to get to the Arlington Cemetary to reach Mama Dolce's. Head to the entrance to the Loading Yard that is farthest to the east on your map. You'll enter into a raised area. The book is on the floor, near an ammo box. [ ] Museum Station In the Museum Station, just north of the western-most entrance to The Mall. In a wooden crate in the ladies room. [ ] L.O.B. Enterprises Archives In the L.O.B. Enterprises Archives, in the north-eastern most room. The book is on a desk by a computer terminal. [ ] Bethesda Offices East Bethesda Offices East. This book is on a desk in a room just north of center on the map, by a pair of Missiles. [ ] Broadcast Tower KT8 Area Near 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. [ ] SatCom Array NW-05a In the north-west corner of world map you'll find SatCom Array NW-05a. Inside, on the ground floor, you'll find the book on a table near a computer. [ ] Fort Constantine - CO Quarters In the CO Quarters, downstairs in the basement. It's the same room you find the Big Guns bobblehead. The book is under a stealth boy on a cinderblock, near the safe with the bobblehead in it. There's a dead wastelander nearby. o======================================================================o D.C. Journal of Internal Medicine (Medicine) [9/25] [ ] Big Town - Red's Clinic Big Town, in Red's Clinic, in the room with the bed on the table. [ ] Minefield - Benson House In Minefield you'll find the Benson house, to the north-east of the Gibson House. This book is on a desk on the second floor near a destroyed computer terminal. [ ] Hallowed Moors Cemetary Hallowed Moors Cemetary, in the ruined chapel. You can find this book on a shelf. [ ] DCTA Tunnel 014-B Potomac You can find the entrance to the DCTA Tunnel in the Georgetown area by heading southish from Georgetown West. Once inside, fend off mirelurks and head south. You'll have go go underwater for a somewhat lengthy period of time, but once you can surface again you'll be in a small room. Get out of the water and head onto the scaffolding around it. The book is on a large electronic.. thing. [ ] Relay Tower KX-B8-11 - Drainage Chamber Near 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. [ ] RobCo Factory - Offices and Cafeteria In a room to the far south on your area map, the book is on a desk in the corner of the room, next to some jet and a first aid box. [ ] Jalbert Brother's Waste Disposal - Office Building In the Jalbert Brothers Waste Disposal, in an Office Building. The book is on top of a bookshelf near a locked safe. [ ] Greener Pastures Disposal Site - Makeshift Shack North-west of the MDPL-13 Power Station you'll find the Greener Pasture Disposal Site. North west of the map marker you'll find a makeshift shack. Inside, on the floor under a bed you'll find the book. [ ] Oasis - Sunken Chambers The second underground portion of Oasis, you need to start the quest to mess with Harold's heart in some way, shape, or form in order to get access. Take the first left (west) to get to a disorderly formerly inhabited area. To the left of the bed are some wooden crates. The book is in one of them. o======================================================================o Dean's Electronics (Repair) [17/25] [ ] Nuka-Cola Plant Area North-west of the Nuka-Cola Plant, on top of a hill you'll find a ruined truck bed, inside of which are a number of metal crates. The book is in the back, on a footlocker. [ ] VAPL-58 Power Station - Power Substation At the VAPL-58 Power Station, in the Power Substation. The book is on the desk next to a working computer terminal and a safe. [ ] Jury Street Metro Station In the Jury Street Metro Station. Head right around the first corner to find a Raider camp. The book is on the Workbench. [ ] Hubris Comics - Utility Tunnels In the Hubris Comics Utility Tunnels which are located directly south of the Farragut West Metro Station, across the river. From the exit to the Capital Wasteland, it's in a room on a desk by some electrical equipment. [ ] Hubris Comics Area Just south of Hubris comics, in a Pulowski Preservation Chamber. [ ] Mama Dolce's - Mama Dolce's Processed Foods From where you found the Guns and Bullets book in this area, head up some stairs. On a landing in the stairwell you'll find a metal shelf. The book is on the shelf, next to a smashed computer. [ ] VAPL-66 Power Station - Power Substation At the VAPL-66 Power Station, in the Power Substation. The book is on a desk with a broken computer on it. [ ] Tepid Sewers In the Tepid Sewers. To the east you'll find a tunnel where Rocksalt and his Raiders are located. The book is in one of the rooms to the east of the tunnel, the room with the large generator. It's behind a Toolbox and by a wrench. [ ] Metro Central In Metro Central, on the second floor, between the exits to Foggy Bottom Station and Freedom Street Station. On a round table in a caged-in area. [ ] Fall's Church/Mason District Metro Area South of the Fall's Church/Mason District Metro, there is a Pulowski Preservation Shelter, the book is inside on the floor. [ ] Germantown Police HQ Area North-west of the Germantown Police HQ you'll come across some derailed trains. Follow the tracks until you come to two trains on the ground that form a V. In the interior, there's a raider camp. The book is on the ground, near the bathtub. [ ] Bethesda Ruins - Bethesda Offices West On the top floor of the Bethesda Offices West, in the room that has three rigged shotguns set as traps. The book is at the bottom of a wooden crate on a desk in the corner. There is a steam gauge assembly on top of the crate. [ ] Corvega Factory In the second part of the Corvega Factory (the area where the ant queen is) in the southern part of the map. The book is in one of the raised areas, on a desk. [ ] Dunwich Building - Forsaken Dunwich Ruins In the Dunwich Building - Forsaken Dunwich Ruins. The book is in a room on the southern end of the area map, on a shelf next to a Toolbox. [ ] Rivet City - Broken Bow In the Broken Bow (the half of Rivet City that is no longer connected), in Pinkerton's room. The book is on the shelf, not too 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 Shack West and slightly north of Rockbreaker's Last Gas, there's an Abandoned Shack on top of a mountain. The book is in a wooden crate on the workbench. There's also a Guns and Bullets book and a Keller Family Transcript inside, so you'll know if you're in the right place. [ ] MDPL-05 Power Station In the north-west corner of the world map is the MDPL-05 Power Station. Inside the fenced area, by a skeleton, you'll find the book. The book is leaning against a tool box, near a Schematic. o======================================================================o Duck and Cover! (Explosives) [14/25] [ ] Red Racer Factory Area North 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 leads to 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. [ ] Springvale Elementary School In Springvale Elementary School, in the hallway outside of the library, on a desk near a computer terminal. [ ] Super Duper Mart Area North of Super Duper Mart, under a bridge you'll find a raider camp. The book is by a bed. Beware of landmines. [ ] Germantown Police HQ North east of the Germantown Police HQ on the ground next to a bathtub near some derailed trains. [ ] Falls Church/Mason District Metro In the Falls Church/Mason District Metro tunnels, in the large room east of the Falls Church exit you'll find a ticket booth on the upper level. The book is inside the booth, on a ledge by a light. [ ] Tenpenny Tower Area West of Tenpenny Tower, in the ruins of a house, the book is on a bookshelf, half underneath another book [ ] Jalbert Brothers Waste Disposal - Abandoned Shack North of the Jalbert Brothers Waste Disposal you'll find a town filled with Ghouls. This book is in the Southern-most Abandoned Shack on the floor by an ammo box. [ ] Deathclaw Sanctuary Area Outside the Deathclaw Sanctuary you'll find a locked Footlocker near a dead Mercenary. The book is inside the Footlocker, but you'll need a Lockpick skill of 50 to open it. [ ] F. Scott Key Trail & Campground Near the F.Scott Key Trail & Campground, on a picnic table north of the trailer. [ ] Dukov's Place Area South of Dukov's Place, you'll find a Raider camp near the river, the book is on a circular table near some beds. [ ] The Mall - Bunker In The Mall area of the D.C. ruins, down in the trenches in between the Washington Monument and the Capitol Building you'll find the entrance to a bunker. The book is on a table, in front of a radio. [ ] National Guard Depot - Depot Offices South-west of the entrance from the Depot Training Wing, up some stairs you'll find a room with a long wooden table with stools on one side. The book is on this table. [ ] Charnel House Charnel House, upstairs. [ ] Old Olney - Olney Sewers In the far north-eastern area of the world map you'll find Old Olney, a lovely town overrun with Deathclaws. What else? Find an entrance to the sewers and blast your way through the Deathclaws. The book is on the floor by a skeleton in a tunnel to the south of the sewers. o======================================================================o Grognak the Barbarian (Melee Weapons) [12/25] [ ] Vault 101 You'll be given one of these during your 10th birthday party by Amata. When you're 19, be sure to search the dresser in your room to pick it up again. [ ] Megaton - Jericho's House In Jericho's House in Megaton, on the floor between some metal crates and some shelves. [ ] Minefield - Gillian House West of Minefield you'll find the Gillian House, north-west of the Gibson House. The book is upstairs on a bed. Red Racer Factory Area [ ] To the left of the doors of the Red Racer factory you'll find a large metal box containing some barrels of toxic waste. The book is inside the box on the ground. Prepare to take some rads. [ ] Red Racer Factory Area North 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 leads to 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. [ ] Georgetown West Area In the Georgetown area of the D.C. Ruins, which can be reached via the Tepid Sewers. There is a crumbling building occupied by Super Mutants. The book is on the second story, on a metal shelf. [ ] Museum Station This book is in the Museum Station, on a table in a room with beds and a pool table. This is the same room that contains the stairs that lead to Metro Central. [ ] Chaste Arces Diary Farm Area Chaste Acres Dairy Farm upstairs in the ruined barn left of the bed with the mutilated body on the floor. [ ] Silver Lining Drive-In Area This book is located in a metal shack Northwest of The Silver Lining Drive-In. [ ] Deathclaw Sanctuary Area South and west of the Deathclaw Sanctuary you'll find some raiders who have made forts out of old cars. On the northernmost fort (the one with the super sledge on a shelf) you'll find a wooden crate under a table. The book is inside. [ ] Yao Guai Tunnels Find 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. [ ] Fort Constantine - Personnel Offices Right across from the CO Quarters is the larger and more obvious (yet less rewarding in all ways) Personnel Building. The book is inside on the first floor, in a locked storage room with a hard lock near some stairs. It's on a counter. o======================================================================o Guns and Bullets (Small Guns) [14/25] [ ] Red Racer Factory Area East, South-East of the Red Racer Factory is a raider shack. You'll find this book on a counter between a wooden box and some pressure cookers. There is also a U.S. Army: 30 Handy Flamethrower Recipes book nearby. [ ] Arlington Library Area Outside the Arlington Library is a Pulowski Presevation Shelter. The book is inside. [ ] Arlington Library - Children's Wing In the Arlington Library - Children's Wing. Enter from the Media Archives and walk across a bookshelf that's bridging a hole in the floor. The book is on a bookshelf. [ ] Mama Dolce's - Mama Dolce's Processed Foods This book is in the bathroom on the lower floor, in the stall in the back. It's on the floor, near a toilet, surrounded by a bunch of useless books. [ ] Mama Dolce's - Mama Dolce's Loading Yard From the area named 'Mama Dolce's Processed Foods' head through the westernmost door that leads to 'Mama Dolce's Loading Yard' to reach a raised area with a sniper. The book is on the floor. [ ] MDPL Mass Relay Station - Power Station MDPL Mass Relay Station, in the power station on a desk. [ ] Everglow National Campground Everglow National Campground, in one of the trailers, on the floor by a some Makeshift Bedding. [ ] Flooded Metro In 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. [ ] Falls Church/Mason Distric Metro Area Go through the Falls Church/Mason District Metro to reach the Franklin Metro Utility. In the large central room east of the exit to the Falls Church/Mason District Metro. The book is in a fenced-in area, on a table near an Ammunition Box. [ ] Falls Church/Mason District Metro South 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 book inside. [ ] Grayditch - Abandoned Home In Grayditch, in the Abandoned Home to the East of the Brandice's House, in the first room in a wooden crate on a bookshelf. [ ] Rockbreaker's Last Gas - Abandoned Shack West and slightly north of Rockbreaker's Last Gas, there's an Abandoned Shack on top of a mountain. The book is on a small table between the bed and a locker. There's also a Dean's Electronics book and a Keller Family Transcript in the shack. [ ] Dickerson Tabernacle Chapel In the Dickerson Tabernacle Chapel, on the floor near some ammunition boxes. [ ] Fort Constantine - CO Quarters It'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 small round table nearby, but I'm only telling you that because I like you. No more freebies. o======================================================================o Lying, Congressional Style (Speech) [11/25] [ ] Arlington Library - Children's Wing In the Arlington Library - Children's Wing, just south of center on the local map. The book is on a table near two coffee makers. [ ] Rivet City Area You can find this book in the Super Mutant camp between Rivet City and the Jefferson Memorial. It's up by the ammo boxes by the beds. [ ] Jury Street Metro Station - Jury Street Tunnels You 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 In an abandoned church south-west of the Jury Street Metro Station. The book is in the podium on top of a small burned book. [ ] Germantown Police Head Quarters - Ground Floor In the room with the tables, desks, chalkboards, and bookshelves. The book is on a desk that is half buried in rubble. [ ] Georgetown Area - Townhome South of Georgetown West you'll find a house marked 'Townhome' on your area map. The book is on the ground floor, on a table by a camera. [ ] Vault 108 - Clining Lab In the Vault 108 Cloning Lab area, in the room just east of the center of the area. The book is on a table opposite the table the Charisma Bobblehead is on. [ ] RobCo Factory - Floor The book is on the reception desk just opposite the entrance, next to a computer. [ ] Megaton/Tenpenny Tower - Your House When you have your own house, either in Megaton or in Tenpenny Tower, buy the 'Love Machine' theme. You should find the book somewhere in your house/apartment. [ ] Megaton - Craterside Supply (Moira) Complete the "Wasteland Survival Guide" mini quest to access the card catalogue in the Arlington Public Library and talk to Moira. For your reward, you'll get some caps and this book. I'm not sure if you get the same reward if you fail to complete the sub-objectives, but you might as well anyways for the Survival Guru perk. [ ] Corvega Factory - Entrance From the entrance go straight foward to reach a receptionist desk. The book is on the desk, between a fan and a telephone. o======================================================================o Nikola Tesla and You (Energy Weapons) [16/25] [ ] Vault 106 - Living Quarters In the Vault 106 Living Quarters, in the first room on the left from the stairs (a classroom). There is a large desk in one corner of the room with three stacked wooden crates on top. The book is at the bottom of the last crate, the one actually on the desk. [ ] Jury Street Metro Station Area - Gold Ribbon Grocers West of the Jury Street Metro Station you'll find a store called "Gold Ribbon Grocers". On the floor in the south west corner of the store you'll find the book, near a skeleton. There's also a Tumbler's Today nearby. [ ] Arlington Library Area South-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 ramps leading up to the upper levels. On the topmost level, on a small round table near some bunk beds is the book. [ ] VAPL-84 Power Station Area North of the VAPL-84 Power Station are a number of destoyed houses. Inside the rubble you'll find this book on a counter, near some large destroyed books. Note that this is just south of the church with two books inside of it, and west of the truck with another book. That's four books in a relatively small area of game! [ ] Foggy Bottom Station Foggy Bottom Station, east of the exit to Dupont Circle. The book is on top of some machinery between a desk and a robot pod. [ ] Farragut West Station In the Farragut West Station, in a room to the north by the Tenleytown/Friendship Station. The book is in a safe behind a desk. [ ] RobCo Factory - Offices and Cafeteria In the north-western part of the area map you'll find a bunch of cubicles. The book is on a table in front of a filing cabinet. [ ] 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. [ ] Fort Bannister - Commanding Officer's Office On 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. [ ] Jacko's Pop & Gas Stop In Jacko's Pop & Gas Stop. The book is on the counter, in plain sight. [ ] Deathclaw Sanctuary This book is inside the Deathclaw Sanctuary, on the metal object next to the Endurance bobblehead. From the entrance you should be able to see a pillar in front of you. The book and bobblehead are on the opposite side of the pillar from the entrance. Take the path down and to the right, and when you get past the pillar look left. The goodies are near some rotting Brahmin, ants, people, and random, unidentifiable meat. [ ] Megaton/Tenpenny Tower - Your House When you have your own house, either in Megaton or in Tenpenny Tower, buy the 'Science' theme. You should find the book somewhere in your house/apartment. [ ] Mason Dixon Salvage Area - Abandoned Tent North east of the Mason Dixon Salvage area you'll come across an Abandoned Tent. The book is inside, on a metal shelf. [ ] Mason Dixon Salvage Area - Abandoned Shack In the Mason Dixon Salvage, in the Northwesternmost Abandoned Shack, the book is on a table by a first aid box. [ ] National Guard Depot In the National Guard Depot, the book is in a supply room on a metal shelf in the south-eastern corner of the bottom floor. [ ] MDPL-21 Power Station - Power Substation West of the Oasis you'll find the MDPL-21 Power Station. The book is inside the Power Substation, on a workbench. o======================================================================o Pugilism Illustrated (Unarmed) [17/25] [ ] Springvale Area Inside a standing mailbox near a blue car. Pretty much directly south of a Small Ranch, and directly east of Vault 101. [ ] Dukov's Place Upstairs in Dukov's room, on the shelves behind the bed. [ ] Moonbeam Outdoor Cinema On a picnic table near some cars. The book is laying on top of a large destroyed book. [ ] Jury Street Metro Station Area In an abandoned church south-west of the Jury Street Metro Station. The book is in one of the building's corners, between a sink and a toilet. [ ] Minefield - Zane House In Minefield you'll find the Zane House, north-east of the Benson House. The book is upstairs on a bed being held by a teddy bear. [ ] Anacostia Crossing Station North of Rivet City you'll find the Anacostia Crossing Station. The book is on a table in the first large room north-east of the entrance from the Capital Wasteland. [ ] Warrington Station - Lucky's Near the Warrington Station is a shop called 'Lucky's'. The book is inside the shop behind the counter, in a compartment near the floor. [ ] Vault 108 - Living Quarters In the Vault 108 Living Quarters, in the large central room to the north. The book is on a counter near a metal cooking pot. [ ] In the L.O.B. Enterprises building, in a storeroom in the north-eastern corner of the building (the room full of metal shelves). The book is on a shelf. [ ] Metro Central There is a locked supply closet across from the exit to the Museum Station. The book is inside, on one of the metal shelves. [ ] Chaste Acres Dairy Farm - Silo This book is located on the floor in the silo near the Chaste Acres Dairy Farm. [ ] Anchorage War Memorial Area Along the river north of the Anchorage Memorial in a Super Mutant outpost. Near the tent is a truck with a wooded ramp leading up to its bed. The book is inside the truck, on a shelf. [ ] Faded Pomp Estates Just east of the map marker, you'll find this book in one of the many destroyed houses, lying on top of several other, useless, books. It's right in front of a fireplace, by a matress. [ ] Charnel House Area - Drainage Chamber West of Charnel House there's a broadcast tower. Turn it on to activate the Signal Papa November. North west of the broadcast tower you'll find a Drainage Chamber. Inside, on the ground by the ladder, you'll find the book. [ ] White House Plaza Area - Utility Tunnel This book is found in the Pennsylvania Avenue section of the D.C. ruins. Near the White House gate, find a Utility Tunnel and go down. The book is in the first room on the right, on the corner of a table. [ ] Satcom Array NN-03d-C West of the MDPL-21 Power Station you'll find a number of satelite towers guarded by raiders. In the one named SatCom Array NN-03d-C you'll find the book on the edge of a toilet. Everybody poops, and the best time to read about fist fighting is while you're defacating. [ ] Satcom Array NW-07c Area At the far western edge of the map you'll find Satcom Array NW-07c. South and east of the Satellite Facility you'll find a crumbling highway. The book is in the back of a truck bed. o======================================================================o Tales of a Junktown Jerky Vendor (Barter) [10/24] [ ] Super Duper Mart Super Duper Mart. At the back of the store, west from the southern-most entrance. You'll find the book on a counter. [ ] Citadel - County Sewer Main Line Just north of the Citadel along the coast you'll find the entrance to the County Sewer Mainline. Travel through the place until you find Gallo, a ghoul with a penchent for Nuka Cola items. He has the book on his person. [ ] Arlington Library - Media Archive In the Arlington Library - Media Archive. The book is in the room with the pool table, on a table near the fridge next to a coffee maker and some cups. [ ] Arlington National Cemetary In the Arlington National Cemetary, just north of Mama Dolce's Food Distribution. The book is on the ground inside of an overturned a truck bed, near some toxic waste barrels. [ ] Grisly Diner This book is located on a shelf inside the Grisly Diner which is just North of the Temple of the Union. [ ] Jalbert Brothers Waste Disposal - Abandoned Shack North of the Jalbert Brothers Waste Disposal you'll find a town filled with Ghouls. This book is in the Northern-most Abandoned Shack on the table. [ ] Abandoned Car Fort Abandoned Car Fort, next to a wooden crate by a bed. [ ] Reclining Groves Resort Homes North of Germantown Police HQ you'll find Reclining Groves Resort Homes. In one of the houses to the north-east, you'll find the book on a shelf. [ ] Bethesda Ruins Area East of the Bethesda Ruins, you'll come across a little house known as 'The Raid Shack', which appropriately enough is full of raiders. Upstairs, in the bedroom with the queen sized bed, you'll find the book, on a table next to said bed. [ ] National Guard Depot - Training Wing To 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 to blend in, but if you take a second to look, you'll find it. o======================================================================o Tumblers Today (Lockpick) [16/25] [ ] Jury Street Metro Station - Gold Ribbon Grocers West of the Jury Street Metro Station you'll find a store called "Gold Ribbon Grocers". On the floor in the south west corner of the store you'll find the book, near a skeleton. There's also a Nikola Tesla and You nearby. Oh, and check the stand nearby for a mini nuke. [ ] Arlington Library Area This book can be found in a Raider stronghold that lies down the road west from the Arlington Library. It is found next to a bed that lies up some ramps on the side of the stronghold opposite the caged overpass with the turret. [ ] Mersti Trainyard Area South-east of the Mersti Trainyard you'll find a number of destroyed houses. You'll find the book inside one, in a bathtub. [ ] Mersti Trainyard In the Mersti Trainyard, down by the Family outpost. The book is on a crate in plain sight. [ ] Arlington Library - Media Archive In the Arlington Library - Media Archive, on the top floor in the south-west corner of the local map. The book is on a table west of the safe [ ] Minefield - Gibson House In Minefield you'll find the Gibson House, south-west of the Benson House. The book is on a desk on the first floor next to a broken computer terminal. [ ] Vault 105 - Scient Labs From 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. [ ] Germantown Police Head Quarters - Basement 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. [ ] Falls Church/Mason District Metro - Office Building In the Office Building south of the Falls Church/Mason District Metro. It's on the desk with the safe built in it in the room just north of the entrance room. It's the same room where Initiate Pek is hiding. [ ] Franklin Metro Utility Go through the Falls Church/Mason District Metro to reach the Franklin Metro Utility. The book is in a fenced in area on top of a locked Mine Box. [ ] Tenpenny Tower - Tenpenny Suites In a room in the north-east corner of the area map, the book is on a desk. [ ] Smith Casey's Garage Inside Smith Casey's Garage, due west of Evergreen Mills. The book is behind the counter, inside an already-opened safe. [ ] Freedom Street Station In Freedom Street Station, just north of the exit to Metro Central. The book is on a table near the Scavenger's bed. [ ] Drowned Devil's Crossing Area Northwest 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. [ ] Mason Dixon Salvage - Abandoned Shack In the Mason Dixon Salvage, in the Southernmost Abandoned Shack, on the floor next to a footlocker. [ ] Broadcast Tower KB5 - Drainage Chamber South east of the tower you'll find a drainage chamber. If you activate the electrical switch, it'll start up radio signal Alfa Lima, which you can follow (audibly) to the chamber. The book is inside on the floor, next to a skeleton by a locked door. o======================================================================o U.S. Army: 30 Handy Flamethrower Recipes (Big Guns) [16/25] *Note that in the Bethesda Ruins - Bethesda Offices East there is a raider with a flamer that has a U.S. Army: 30 Handy Flamethrower Recipes. This guy continuously respawns, allowing you to grab as many copies of this book as you wish. Kill him, grab the book, wait a few days, repeat. [ ] Red Racer Factory Area East, South-East of the Red Racer Factory is a raider shack. This book is by the bed, near the footlocker and the ammo boxes. There's also a Guns and Bullets book nearby. Nuka Cola Factory Area [ ] North of the Nuka-Cola factory is a diner, the book is behind the counter, on a table. [ ] Fairfax Ruins Area - Car Dealership East of the Fairfax Ruins there's a Car Dealership. Inside the Car Dealership, on the raised area to the east the book is on a container next to an empty nuka cola bottle. You'll have to do some jumping to reach the area the book is in. [ ] VAPL-58 Power Sub Station - Power Substation At 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. [ ] Jury Street Metro Station Area South-west of the Jury Street Metro Station you'll find an abandoned church which contains (among other things) a Pugilism Illustrated book and a Lying, Congressional Style book. South-east of that church in the back of an abandoned truck you'll find this book near a bed. [ ] Franklin Metro Utility 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 west. The book is on a metal shelf. In the opposite direction you'll find the Burnmaster Flamethrower. [ ] Arlington/Falls Church Metro This book is proof that Bethesda hates you, it's in the Arlington/Falls Church Metro. After entering from Falls Church area, head into the large area to the north. Cross to the far side of the tracks and head to the entrance to the tunnel leading north. If you look south-west from your position, you should see a large metal bin. Jump inside of it. The book is on a chair inside of the metal bin. [ ] Farragut West Station In the Farragut West Station, to the north by the Tenleytown/ Friendship Station entrance. There are some metal stairs leading down to a room with a locked door. Pick the lock, the book is inside on a shelf. [ ] Georgetown East - La Maison Beauregard Lobby In between the Georgetown/The Mall Metro and the Penn Ave./Georgetown Metro you'll find La Maison Beauregard Lobby. Once inside take a left and go behind the counter. The book is on the floor. [ ] Evergreen Mills - Southern Shack The book is on a bookshelf near a First Aid Box. [ ] Grisly Diner Area Located in a bus North of the Grisly Diner. If you follow the road in front of the Grisly Diner North, you will find it. [ ] Five Axels Rest Stop In 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. [ ] Bethesda Ruins - Bethesda Offices East I 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 up the bobblehead while you're here, too. [ ] Wheaton Armory Inside the Wheaton Armory, on the lowest level. You need to either hack a very hard computer or pick a very hard lock, so pick your poison. Once inside, the book is on the corner of a table near some missile launchers. There's a ton of treasure in here, so be sure to swing by if you get 100 Lockpick/Science. Don't forget some Rad-X. [ ] Nation Guard Armory - Underground Bunker In the National Guard Armory, on a table next to the Experimental MIRV and some Mini Nukes. You must have gained access to the underground bunker via the Keller Family Transcripts to get this book. (See the entry on the Experimental MIRV for a more in depth guide.) [ ] Temple of the Union Area North of the Temple of the Union, in a ruined husk of a bus. The book is on the floor inside. o======================================================================o | | | Unique Items {UNQ001} | | [Under Construction] | o======================================================================o You don't really need many of the unique weapons in the game, as many aren't much better than the common varities, but since I've found a good number anyways, I figure I'll record them. Some, like Lincoln's Repeater, are very nice items.. I'm not going to record EVERY unique piece of clothing or weapon in the game.. there are tons of character specific variants in the game that aren't worth using.. So don't expect this to be a comprehensive list of all the items in the game. It's not. o======================================================================o | Big Guns | o======================================================================o Fatman "Experimental MIRV" 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. Go through the place until it loops back to the initial area, then hit an electrical switch to open a locked door in the basement. This will take you to the National Gaurd Armory. Inside there's a locked door that can only be opened by entering in the correct password. To gain access, you must have found all the Keller Family Transcipts (there are five in total). Once it's opened, you'll have access to the underground bunker. The Experimental MIRV is on a table, next to five 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't given a chance to manually enter the passcode, you just have to have collected AND listened to the passcodes via your Pip Boy. If you have done this, the computer will open the door. o======================================================================o Flamethrower "Burnmaster" 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 to consider popping some Rad-X if you're squeamish about collecting Rads. You'll have to run between some barrels of toxic waste and onto the back of a truck. There are tons of Ammunition Boxes with flamer fuel in them, and behind the boxes on the ground is Burnmaster. o======================================================================o | Energy Weapons | o======================================================================o Plasma Rifle "A3-21's Plasma Rifle" Complete the the quest "The Replicated Man" by talking to Pinkerton and getting the photo evidence and audio recording proving who the andriod is, as well as the override code to return the android's memories. Before reporting back to Zimmer talk to the android and reveal the truth. Offer to kill Zimmer and the android will hand over its plasma rifle. o======================================================================o Alien Blaster "Alien Blaster" From the Greener Pastures Disposal Site head west north-west until you pick up a 'Recon Craft Theta Beacon' radio signal. Follow the signal audioly until you find a crashed flying saucer that carved a nice trench into the terrain. You'll know you're getting close when you start taking rads, and you know you're off target when you lose the radio signal. Anyhow, search around the saucer until you find the front. Near a cliche alien corpse you'll find the Alien Blaster and a good number of Alien Power Cells. Use this gun sparingly, you wont be buying ammo for it from the store. Personally, I love this gun. I give Bethesda a lot of credit for keeping 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 just read this, you've gained no relevant information on the game this FAQ is about. Sorry for wasting a few precious moments of your life. o======================================================================o Gatling Laser "Vengeance" You'll find this bad boy in the Deathclaw Sanctuary. Unlike the Endurance Bobblehead, this is not a run in and get it sort of deal, as Vengeance is pretty deep inside, in the south-eastern corner of the Sanctuary, near some water. Think carefully before you go after it. You could use a stealth boy and hope for the best, but otherwise, you're fighting numerous Deathclaws (at least four most likely) in the dark, in an enclosed space. Make sure your vault dweller is up to snuff. o======================================================================o | Melee Weapons | o======================================================================o Combat Knife "Occam's Razor" In the interior portion of Fort Bannister, known as the Commanding Officer's Office you'll find Commander Jasco, of the Talon Company. Kill him and loot this knife off of him. o======================================================================o Combat Knife "Stab Happy" East of the Bethesda Ruins you'll find "The Raid Shack". One of the raiders inside has this knife on him, so don't miss it. o======================================================================o | Small Guns | o======================================================================o Sniper Rifle "Reservist's Rifle" In the Dickerson Tabernacle Chapel you'll find a 'Drifter', a bastard who hangs up on some rafters and likes to try and snipe you. Approach him from the east where he is exposed and kill him. The rifle he uses is the Reservist's Rifle, which he'll be all too happy to donate upon his timely demise. o======================================================================o | Unarmed | o======================================================================o Type: Power Fist "Fisto!" At the MDPL-13 Power Plant, in the Derelict Power Plant, you'll find Fisto! upstairs on a desk. o======================================================================o Type: Power Fist "The Shocker" Go to the Flooded Metro west of Arlington Library. Inside you'll battle your way through horde of mirelurks, keep heading down stairs until you reach the ground floor, which is, of course, partially flooded. Continue around until you find a room with stairs leading up. Don't go up the stairs, but instead, go through another door into more flooded tunnels. 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 drum while you're at it, too. o======================================================================o | | | Schematics {SCM001} | | [Under Construction] | o======================================================================o This section falls a bit out of the bounds of a character creation FAQ, but since they give you a perk which tempts you into waste by offering to allow you to build weapons without the schematics, I decided to put in a list of the schematics and their locations.. Just to keep you from ever picking that perk. Not that I really think there's much temptation to do so in sane-minded folk, but still.. Oh, 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. o======================================================================o | Bottlecap Mine | o======================================================================o Location: Megaton - Craterside Supply, Moira Brown (character) You can buy this schematic from Moira Brown, the proprieter of Craterside Supply. o======================================================================o Location: Tenpenny Tower (Herbert "Daring" Dashwood) You'll find Herbert wandering around somewhere in Tenpenny Tower, either in 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 north western room. Inside is the schematic, amongst other toys. o======================================================================o | Dart Gun | o======================================================================o Location: MDPL-05 Power Station In the far north-west corner of the world map you'll find the power station. Pick a hard lock, and you'll find the schematic on the ground near a Dean's Electronics book and a skeleton. o======================================================================o Location: Tenpenny Tower - Lobby (Lydia Montenegro) She runs a shop called "Boutique Le Chic." All you have to do is buy the schematic off of her, and you're good to go. o======================================================================o | Death Claw Guantlet | o======================================================================o Location: F. Scott Key Trail & Campground The 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'll find the schematics on the floor o======================================================================o Location: Rivet City - Market (Bannon) Do Bannon's side quest and find some incriminating evidence on Seagrave Holmes. To do this, sneak into Holmes' room and pick up the holotape on the floor under his bed (the one near the footlocker). Then take it back 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, who will give you the schematic. o======================================================================o Location: Wastelander (Random Encounter) I've heard about this one.. but I must admit, I've never found it myself. Apparently there is a wastelander being molested by a Death Claw in a random encounter.. This might explain why me and my fiance have had the displeasure of running into Death Claws around the Arlington/Flooded Metro area on our tentative level 2 exoduses to Rivet City in search of bobblehead enlightenment. Needless to say, at the time our goals were to AVOID the Death Claw, so I'll have to find the encounter on another play-through in order to confirm this one. o======================================================================o | Nuka Grenade | o======================================================================o Location: Doctor Hoff (character) 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 a black business suit. o======================================================================o | Railway Rifle | o======================================================================o Location: MDPL-13 Power Station - Power Substation You'll find this station north of Minefield. The schematic is on a workbench. How appropriate. o======================================================================o | Rock-It-Launcher | o======================================================================o Location: Megaton - Craterside Supply, Moira Brown (character) You can buy this schematic from Moira Brown, the proprieter of Craterside Supply. o======================================================================o | Shishkebab | o======================================================================o Location: Lucky Harith (character) This schematic can simply be purchased from Luck Harith, one of the traveling merchants. (The black dude in a yellow suit, who sells you wonderful, wonderful guns.) It'll set you back a couple hundred caps, but who's counting? o======================================================================o Location: West and slightly south of SatCom Array NN-03d Another free schematic, just waiting for your to take it. Find SatCom Array 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 on a table near a workbench. o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version 1.0 to 1.01 changes (Pre Expansion FAQ): o=o Fixed the discrepancy in the SPECIAL attributes section and the Perks section of my guide in regards to the eventual decision to forego Concentrated Fire for a 5th Intensive Training perk. o=o Included improved information on the Black Widow/Lady Killer perk. o=o Added some additional stat boosting items into my suggested build, including various power armor, Ranger Armor, Shady Hat, etc. o======================================================================o Version 1.0 to 1.02 changes (Pre Expansion FAQ): o=o Updated the guide from the original Fallout 3 version to the Broken Steel expansion version. o=o Fixed minor typos, edited sections that were no longer relevent. o======================================================================o Version 1.02 to 1.03 changes (Expansion FAQ): o=o Added the Sneak and Big Guns Bobbleheads.. I'm not sure how in the hell I forgot to add them the first time.. o=o Added the "Skill Point Allocation" section. o=o Added the "Unique Weapons" section. o=o Added the "Keller Family Transcripts" section. o=o Added the "Schematics" section. o=o Added the "Sheet Music Books" section. o=o Added the "Books" section. o======================================================================o Special Thanks to: o=o My fiance, for always doing things differently and opening my eyes to alternative methods through the game. She would never follow one of my FAQs. o=o no yb, for giving an example of the Black Widow perk in action. o=o Jesse the Red, for pointing out the discrepancy in the SPECIAL section and Perks section of my guide. o=o Everybody who reads/downloads my FAQ, raising my contribution hits and thus making me feel good about posting.