The Fallout 3 Optimal Playthru Guide xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx FAQ TITLE: The Fallout 3 Optimal Playthru Guide COPYRIGHT INFO: This FAQ is copyright 2013 by Stanley E. Dunigan (dunigase@yahoo.com). Always check one of the official host websites listed below for the latest version of this FAQ. GameFAQs (www.gamefaqs.com) -- always the first site updated Neoseeker (www.neoseeker.com) Check the Universal Hint System (www.uhs-hints.com) for my complete Fallout 3 hint file. It's not a FAQ-style walkthru, but instead organizes the hints into a hypertext-like Q&A document, making it easier to find the hints you need without accidentally seeing other hints you don't want yet. FAQ DESCRIPTION: I'm usually completely done with a big Bethesda RPG by the time the next one comes out, and never have any urge to replay it, but Fallout 3 recently became an exception to that rule. Sure, Skyrim is lots of fun, but I started missing the wastelands of Fallout 3 and New Vegas something fierce, so I went back to replay Fallout 3, confident that I knew enough about the game to have a great playthru. As it turned out, I compromised my character in several key ways, and ended up wishing I'd had a carefully crafted replaythru guide to help me make the most of my Fallout 3 replay. There's just too much good stuff to correlate properly in my head all at once! When writing this FAQ, I carefully went through my Fallout 3 stealth guide and my UHS hint files for Fallout 3 and its add-ons to be sure I considered everything. The goal of this "ultimate replaythru" is to use all of the best methods and tricks to get a really good start on a stealthy character who is carefully groomed for close-range V.A.T.S. combat as well as long-range sneak- shooting. This is by far the best kind of character to have if you're playing the game on the highest difficulty setting with no cheats, which is what I always do. Another way to think of this guide is as a very detailed way to create the kind of character that's described in my Fallout 3 stealth guide. Everything in this FAQ is based on playthrus of the Fallout 3 Game of the Year (GOTY) edition on the PC with all five official add-on games (and no other mods at all) installed. Any differences you experience will probably be due to playing with a different set of add-ons or on a different gaming platform. VERSION 1.0 (7/11/2013) NOTES AND CREDITS: This is the original version of this guide, so I have no one else to credit yet. xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ******************************************************************************** *************************** CREATING YOUR CHARACTER ************************** ******************************************************************************** After you start a new game, choose to make your character female. When you're setting your starting S.P.E.C.I.A.L. attributes, put a 10 in Strength and leave everything else at 5. After that, see my UHS hint file if you want further details on the first few main quests. Some important things to remember are to save the Melee Weapons skill book you get from Amata, to get the Medicine bobblehead, and to keep the Vault Lab Uniform and one of the Vault 101 Utility Jumpsuits with you at all times for temporary +5 boosts to your Science, Repair, and Lockpick skills. When you exit the vault, set your S.P.E.C.I.A.L. attributes and tag skills to what's listed below. Strength: 7 Perception: 6 Endurance: 8 Charisma: 1 Intelligence: 6 Agility: 6 Luck: 6 Tag skills: Lockpick, Repair, Small Guns When you level up, choose Black Widow as your first perk, and use your 16 skill points like this: * Raise Lockpick to 35 * Raise Science to 25 * Raise Speech to 12 ******************************************************************************** ******************************* A BRIEF SUMMARY ****************************** ******************************************************************************** Before I get started with the detailed walkthru sections, I will first provide a brief summary of what each section involves. That way, you can skip reading all the details if you're really familiar with the game, and can just go for the goods on your own. (Do remember to get as little XP as possible until you start on the Mothership Zeta add-on game.) GETTING STARTED AT MEGATON - Get the Unarmed skill book from a mailbox in Springvale. - Get the Melee Weapons skill book from Jericho's House in Megaton. - Do the "The Power of the Atom" quest to get a house in Megaton. - Steal the money from the Brass Lantern's safe. - Do the water pipe repairs for Walter. - Get the Strength bobblehead from Lucas Simms' house. - Loot the secret hollowed-out rock stash that's just outside Megaton. - Get all of Silver's bottle caps in Springvale. - Get the Armored Vault 101 Jumpsuit from Moira. - Steal enough stuff to get your karma down to "neutral." GETTING TWO NEAR-UNKILLABLE FOLLOWERS - Travel to the RobCo Facility and buy Sergeant RL-3. - Get the Lucky Shades and an Unarmed skill book from Lucky's store. - Go to the Scrapyard to get Dogmeat and the dead scavenger's trader outfit. GETTING VARIOUS USEFUL THINGS - Get the Lockpick bobblehead and four skill books from the Bethesda Ruins. - Get the Greener Pastures Disposal Site's two skill books. - Have Dogmeat fetch the alien blaster and power cells at the UFO crash site. - Buy the "My First Infirmary" item from Moira. - Get three skill books from the raider chapel area west of Megaton. - Get alien power cells from a large crater west of Jury Street Metro Station. - Get the Barter bobblehead and the Terrible Shotgun from Evergreen Mills. - Get a skill book at Jalbert Brothers Waste Disposal. - Have Dogmeat get the Victory Rifle out of an abandoned shack's locker, and pick up the shack's two skill books. - Get a skill book and a bottlecap mine schematic from Jocko's Pop and Gas Stop. - Get Ledoux's Hockey Mask. CREATING SOME CUSTOM WEAPONS - Buy a nuka-grenade schematic from Doc Hoff. - Buy a shishkebab schematic from Lucky Harith. - Buy the "My First Laboratory" item from Moira. - Get a skill book from the Everglow National Campground. - Get a bottlecap mine schematic from Little Lamplight's souvenir shop. - Get two skill books and a nuka-grenade schematic from Cliffside Cavern. - Get a skill book from the Five Axles Rest Stop. - Get a skill book from the Abandoned Car Fort. - Get a skill book from the dead ant researcher at Shalebridge. - Get a skill book from a blue truck NW of the Abandoned Car Fort. - Get a skill book and a dart gun schematic from the MDPL-05 Power Station. - Get a skill book from SatCom Array NW-05a. - Get two skills books and the Big Guns bobblehead from Fort Constantine's CO Quarters. - Get a shishkebab schematic from a Brotherhood Outcast shack. - Make some shishkebabs. - Do the "Tenpenny Tower" quest to get two dart gun schematics, a bottlecap mine schematic, seven skill books, and the ghoul mask. - Make some dart guns and bottlecap mines. GETTING BOBBLEHEADS AND SKILL BOOKS - Get all remaining skill bobbleheads except Energy Weapons. - Get a bunch of skill books, including the two respawning ones. - Do the "Oasis" quest to get a skill book, a permanent +5 to DR, and Yew's bear charm. GETTING USEFUL STUFF FROM ADD-ONS - Do the Operation: Anchorage add-on to get the Chinese Stealth armor. - Do the Mothership Zeta add-on to get alien epoxy, alien power cells, and the Xenotech Expert perk. DOING SOME QUESTS - Do the "Those!" quest to get the Ant Might perk and Lesko's Lab Coat. - Do the "Big Trouble in Big Town" quest to get the Lucky 8 Ball. - Do the "The Wasteland Survival Guide" quest to get the Survival Guru perk. - Do the "Blood Ties" quest to get a shishkebab schematic. - Do the "The Replicated Man" quest to get the Wired Reflexes perk. - Do the "The Nuka-Cola Challenge" quest to get a nuka-grenade schematic. - Do the "Rescue from Paradise" quest to get lots of XP. - Sell scrap metal to Walter in Megaton and pre-war books to Scribe Yearling in the Arlington Library to get lots more XP. - Sell blood packs to Vance and sugar bombs to Murphy. - Do The Pitt add-on to get the Perforator and a couple of useful perks. MOVING ON FROM THERE - Finish up misc. quests, do main quests to get Fawkes as a follower, and do the Point Lookout add-on (in whatever order). - Reach level 30 and get all remaining attribute bobbleheads. - Hunt up skill books for any skills that aren't at 100. ******************************************************************************** ************************** GETTING STARTED AT MEGATON ************************ ******************************************************************************** Drop some heavy items (like security armor) if you have to, then go down the sloping path to reach a road. Turn left and go along the road to reach Springvale, checking along the left side of the road for mailboxes with stuff in them (including an Unarmed skill book, which you should save for later). Continue east down the road until it curves right, then go straight south to reach Megaton. Go inside and talk to Lucas Simms about the bomb until you get the "The Power of the Atom" quest. (Don't choose the option about not wanting a reward, and don't waste your time trying to pass the Speech Challenge.) Go south down the sloping path until you reach a spot where a pipe has sprung a leak, then hop over it and go up another sloping path to reach a locked empty house. Drop some more heavy stuff on the ground next to it, but be sure to keep one set of vault security armor, including a helmet. Go to the next house down the line, which is Jericho's house. Crouch down and sneakily pick the door's lock if necessary, then look next to a sword-impaled teddy bear to find a Melee Weapons skill book. Take the skill book and save it for later (as usual). Exit Jericho's house and make your way over to Moriarty's Saloon at the back of town. Enter through the unlocked front door, then turn right and move up to the guy in the side area who's gesturing to you. Listen to Mr. Burke's plan to blow up Megaton, then agree to help him. Say that messing with the bomb seems pretty technical to get an optional objective, then look around the saloon for Colin Moriarty. Ask him if he's seen your father, then talk to him about it until he asks for 100 caps. Say you don't have 100 caps, then agree to help him out with Silver in Springvale. Find the small curtained bathroom that's underneath the stairs, then drink from the sink until you're fully healed. Go find Lucas Simms and tell him about Burke's plan. Hand over the fusion charge, then follow Simms as he runs into the saloon. Equip your best suit of security armor and the 10mm pistol you got from Amata, then wait for Burke to kill Simms. Quicksave, then go into V.A.T.S. mode and use it to start attacking Burke. After you kill him, you'll be able to loot him and Simms to get several good items, including a Speech skill-enhancing business suit and a silenced 10mm pistol. You probably took some hits, so drink from the bathroom sink until you're healed before you leave the saloon. Go down to where the huge bomb is, then enter the nearby Brass Lantern building. Look in the area past the left end of the counter to find a small room with a computer terminal and a floor safe. Put on your vault lab uniform and quicksave, then sneakily hack the terminal. Use it to open the safe, then loot it to get 300 caps. Go back to the counter and sneakily steal the box of darts that's on it, then look around to see if you can find Leo Stahl. If not, exit the building and use the quest arrows on the local area map to find him. (Note that this requires you to make "The Power of the Atom" be the active quest.) Put on the dirty pre-war businessware you got from Mr. Burke and quicksave before talking to Leo, then mention his chem habit. Say you want to help, then try to pass the Speech Challenge that comes up. If you fail, bring up the main menu and load your quicksave, then try again. After you succeed, end the conversation and level up. Choose Intense Training for your perk, then choose to add a point to Strength. As for your 16 skill points, use them like this: * Raise Science to 33 * Raise Sneak to 25 Find the Water Processing Plant in the NW part of town, then enter it and go to the back room. Loot the locked desk to get some caps and chems, then look around for an old guy named Walter. If he's not inside the building, check for him just outside. If he's not there, he'll be in the saloon. When you find him, ask how you can help, then go around town and look for leaking pipes. There are three leaks, one of which can be gotten to by jumping over the railing that's just east of the Craterside Supply store's entrance door. Once you're done, report back to Walter to get 200 caps, then agree to bring him parts. You can then trade him scrap metal for XP and either caps or karma, but wait to start doing that until later. IMPORTANT NOTE: From now until quite a bit later on, you'll want to minimize your XP gain. That sounds like a bad thing, but it'll keep you from leveling up too fast and encountering more powerful enemy types before you're ready. That's a *very* important aspect of this guide, so be sure not to do any quests, pick any locks, hack any computers, disarm any traps, or pass any Speech Challenges unless I specifically say to do so. As for killing enemies, do as little of that as possible, too, though it won't be completely unavoidable once you start exploring outside of Megaton. Go over to the back part of the huge bomb, then use a mentats item in inventory before activating the bomb and disarming it. Use the quest arrows on the local area map to find Harden Simms, then talk to him to finish the quest and get the key to the empty house. Go over to the empty house and pick up all the stuff you dropped near it earlier, then go inside. Talk to Wadsworth, your robotic butler, and ask for a drink five times to get five bottles of purified water. (Remember to do that again every now and then, since he'll periodically have more purified water for you.) Next, look around for containers to store stuff in. There are two lockers in the main room and a fridge in a side niche, plus a desk and a filing cabinet in the bedroom upstairs. Pick one to put your spare weapons in, one to put armor and other apparel in, one to put misc. items to save for later in (see the second list in the "Reference Lists" section at the bottom of this file), one to put items to sell in, and one for anything you want to keep that doesn't fit into one of the other four categories. Remember to keep all of your chems with you, as well as your best-condition gun, melee weapon, and armor. Also hold onto your skill-enhancing apparel, and maybe your silenced pistol (though it won't be of much use yet). Note that you can probably repair some extra items into the ones you're keeping with you to improve their conditions. When you're done with that, enter Lucas Simms' house and get the Strength bobblehead that's in an upstairs room. (It's okay to get this one attribute bobblehead early, since this guide is set up to get your Strength to 10 long before you reach level 30 and get the Almost Perfect perk.) Leave Megaton through its main gate, then turn left and move slowly along Megaton's outer wall while crouching. Watch your compass for red blips that denote mole rats, and try to sneak-shoot the nearest one before it sees you. Stand up and back away while continuing to shoot the mole rat to hopefully kill it before it reaches you. If you can't, go into V.A.T.S. mode to finish it off. Keep killing mole rats until you level up, then take the Comprehension perk and do the following skill adjustments: * Raise Repair to 36 * Raise Science to 40 * Raise Sneak to 30 Now that you have the Comprehension perk, you can use all of the skill books you've saved up to get two skill points from each. After doing that, watch out for more mole rats while looking around for the secret hollowed-out rock that contains a sniper rifle and a stealth boy. The rock is a short way SE from Megaton's SW corner. It has three small dead trees next to it, and a bush just to the right of it. After looting it, fast-travel to Springvale, then go north to find a small ranch house that you can enter. Talk to Silver about her debt, then say you'll tell Moriarty that she's gone if she'll give you some of her caps. Get out your new sniper rifle, then crouch down and follow her around if necessary until you can shoot her in the head while hidden. After looting her body, search her house to find several useful items to steal. Fast-travel to Vault 101 and pick up everything you dropped outside of it earlier, then return to your house in Megaton and store all the stuff that you want to keep but not carry around. Pick up the items you've been saving to sell, then go to the saloon. Use the sink in the bathroom if you're not at full health, then talk to the ghoul named Gob. Speak politely to him to get a discount, then sell him as much stuff as you can. After he runs out of money, go to Craterside Supply and talk to Moira. (If the store is closed, use the wait feature to repeatedly wait one hour until it reopens.) Agree to help Moira with her research to get the "The Wasteland Survival Guide" quest, plus a unique suit of armor that you should replace your vault security armor with. (It doesn't matter which activity you choose to start the quest with, since you won't be doing it for a long time.) Sell as much as you can to Moira, then go look on her workbench for a bottlecap mine. Use grab mode to carry it into the next room, then crouch down so you can steal it unseen. Leave the store and enter the nearby clinic, then sell some stuff to Doc Church if you have any left. Sneak around the clinic and steal some useful items, including stimpaks and radaway, then check your karmic category on the "Stats/General" page of your Pip-Boy. If it's still "good," look around Megaton for more useful stuff to sneakily steal. You'll need to get your karma down to "neutral," and the best way to do that is to steal stuff you can use. (Remember to check the second reference list for items you may not yet have a use for, but that you will later on.) ******************************************************************************** ******************** GETTING TWO NEAR-UNKILLABLE FOLLOWERS ******************* ******************************************************************************** Once your karma is neutral, go to your house and store items. Also, make sure you have a good assortment of weapons with you, including your new sniper rifle. Leave Megaton and head SW, watching out for vicious dogs, bloatflies, and other enemies. Take it slow, and watch your compass carefully for red blips. Try to sneak around them unseen whenever possible to avoid combat, using the stealth boy you got from the hollowed-out rock stash if necessary. Not only do you not want to get killed, but remember that you also want to keep your XP gain to a bare minimum. If you get badly injured in an unavoidable combat, fast-travel back to Megaton and heal up at the saloon's sink. You'll have to start your trip over again, but any enemies you've killed will still be dead. Your goal is Fort Independence, which is next to the much larger Fairfax Ruins. Stay out of the ruins, since they're full of raiders. Get to the fort as quickly as you can, and take cover while the Brotherhood Outcasts who live there kill off a couple of raiders. Talk to Defender Morgan and then Protector Casdin about their technology trade, then loot the dead raiders and fast-travel back to Megaton. Store stuff you want to keep, then sell off stuff you don't want to keep. (Remember that the four traveling traders stop just outside Megaton one at a time. If no one is at their spot, wait an hour to get one to appear.) Use the saloon's sink to heal up, then fast-travel back to Fort Independence. Get on the road that's near the fort, then head west along it until you reach some ruined houses. Go SW from there until you reach the RobCo Facility building. Go around to its parking lot, then look for a guy named Tinker Joe who has several robots with him. If he's not anywhere around, repeatedly wait an hour until he shows up. Talk to him about buying a robot, then pay 1000 caps for Sergeant RL-3. Buy any bobby pins and scrap metal that Tinker Joe has in his merchant inventory, then talk to RL-3 to make sure he starts following you. Run over to the south side of the nearby tower structure to discover Tenpenny Tower. There'll be a ghoul talking into the intercom near the tower's entry gate, but ignore him. Go SW until you discover Warrington Station, then go SW from it to reach a store called Lucky's. There'll be an enemy or two near the store, so hang back and let your new robot follower kill them for you. Enter the store and go to the back left corner to find the Lucky Shades on a store mannequin's head, then take them and put them on. You'll want to always be wearing them whenever you don't have a particular need to wear some other type of headgear that doesn't let you wear glasses with it. Sell some junk to the store's resident scavenger if you want, then go behind the front counter and look for an Unarmed skill book. Take it and use it, then sneakily steal the contents of the nearby first aid box that's on the wall. Also steal the two boxes of darts that are on a display counter, and the Nuka-Cola Quantum that's in one of the broken-out cold cases in the back. There are lots of other items to steal, but they're all misc. items, and therefore aren't all that important. Fast-travel back to Megaton and store stuff in your house, then rest an hour in your bed to heal up and restore all limb conditions. (Yes, you'll get the Well Rested XP bonus, but if you're careful to avoid all XP-getting activities, that won't hurt you any.) Fast-travel to Springvale, then head NE to discover the Springvale School. Go north from it to reach a cliff next to a lake, then turn right and hop over rocks until you reach a fallen-over metal structure. Make your way NE from there to the Bethesda Ruins, making sure Sergeant RL-3 keeps up with you along the way. Run and dodge around while he kills off the raiders at the ruins, watching out for a sniper and a few frag mines as you go. Loot all of the dead raiders, and wear your utility jumpsuit to enhance your Repair skill whenever you need to repair raider armor and weapons together to lighten your load. When that's done, return to Megaton to store and sell stuff (and sleep another hour in the bed), then return to the Bethesda Ruins and go over to their west edge. Head straight north from there, watching out for a few more raiders, until you reach the Scrapyard. Enter the yard through its big fence gate (or a big fence hole), then go to its NE corner to find Dogmeat. Talk nice to him and invite him to join you, then loot the dead scavenger to get a roving trader outfit. Keep it with you at all times, and remember to wear it (and the Lucky Shades) whenever you're doing any buying or selling. (Note that the scavenger may also have a roving trader hat. If not, be sure to keep the first one you find.) ******************************************************************************** ************************ GETTING VARIOUS USEFUL THINGS *********************** ******************************************************************************** Loot all of the dead raiders and repair their stuff together, then return to the Bethesda Ruins and enter its Offices East building. Make your way slowly through the rooms, staying out of the way while Dogmeat and RL-3 do all the combat for you. There's lots of loot to pick up, including a Sneak skill book on a desk, a Big Guns skill book in the inventory of one of the raiders, and the Lockpick bobblehead on another desk. (It's okay to pick up skill bobbleheads when you find them. It's the attribute bobbleheads that you'll want to save until after you get the Almost Perfect perk at level 30.) Just remember to carefully avoid all XP-getting activities, including picking locks and hacking terminals. After you're through there, do the Offices West building, too. Remember to repair things together when you can, and talk to RL-3 about accessing his storage module so you can give him things to carry. Watch out for various traps, and don't miss the Science skill book (on the large ground-floor desk) and the Repair skill book (hidden in a small milk crate on an upstairs desk). Return to Megaton to store all of your plunder, then sleep an hour in your bed to heal up before fast-traveling back to the Scrapyard. Go through the gap in the yard's northern fence, then head NE. Keep going until you discover the Temple of the Union, then go NW until you discover the Greener Pastures Disposal Site. Cross the site while avoiding steaming radioactive spots until you reach a small office building, then go inside and loot it. However, do *not* pick up the Agility bobblehead. Exit the office and go SE to a truck with a large open container next to it. Look inside the container for a Science skill book and a dead scientist who's wearing a radiation suit. Go a ways north from there to find another large container that's been converted into a makeshift shack. Enter it and loot it for stuff, including several radaways and a Medicine skill book. Return to the container you found the Science book in, then go W/SW to a sloping path with two signs on it. When you reach the top of the slope, use your Pip-Boy to make the "Not of This World" quest active. Follow the quest arrow on the compass closely until you come to the edge of a large pit that has a crashed alien ship in it. Talk to Dogmeat and tell him to fetch you a weapon, then wait until he returns with the alien blaster. Have him fetch ammo for you ten times to get all of the spare alien power cells, then immediately fast-travel back to Megaton. Store stuff (including the blaster) and rest an hour in your bed, then go sell everything that you want to get rid of. Your next goal is to be able to afford the "My First Infirmary" item that Moira sells in the Craterside Supply store, and you probably won't have enough money for it yet. If necessary, go to the Springvale School and/or the Fairfax Ruins to get lots more loot to sell. (This is also a good idea to help pass the time if all of Megaton's merchants, plus all four traveling traders, are currently out of money.) Another thing you can do is enter Megaton's armory and loot it after your followers kill its guardian robot. You may want to keep some of the weapons and ammo you get from the armory, but there'll probably be some you'll want to sell. After buying the infirmary item, go find it on the upper floor of your house. Use it to heal yourself and your limbs, and to remove all of your rads. Remember to do that every time you return to Megaton from now on. Also keep in mind that since you now have a free way to remove rads other than using radaway items, you should feel free to drink from radioactive water sources to heal up whenever you get badly injured and don't feel like returning to Megaton right away. Many outdoor areas have fire hydrants and pools of water, and many indoor areas have sinks and fountains. (Save your stimpaks for use during combat.) Gather up all your remaining sell-able items and go sell them to Moira to get some of your money back, then go loot the school and the Fairfax Ruins if you haven't already to get more stuff to sell. After that's done, head due west from Megaton and across some rocky terrain until you reach a small group of ruined houses and a chapel. Look in the back of the truck near the houses for a Big Guns skill book, then approach the chapel cautiously. There's a raider with a flamer near the chapel, plus two tripwire traps inside the chapel. Also, some more raiders will show up as you loot the place. (Be sure to get the Unarmed and Speech skill books.) Go NE to discover the Jury Street Metro Station, then go west from its Gold Ribbon Grocers building until you find a small radioactive crater. Go west from that and through some ruins to find a much larger crater, then go into it and look for a dead body near an overturned truck. Raid the body, then go over to the truck and crouch down so you can move under it and get the alien power cells that are on the ground. As soon as you have them all, fast-travel back to Megaton to heal up and store stuff. Return to the Jury Street Metro Station, then go SW to get back to the raiders' chapel. Go NW from the chapel until you reach some train tracks, then turn left and follow them into Evergreen Mills. There are a lot of raiders and a few frag mines to watch out for, so play it safe and let your followers do all the combat, as usual. Quicksave often, especially since one of the raiders will probably release the caged super mutant behemoth. It's possible (though not likely) that the behemoth will be able to eventually kill one of your followers. If that happens, quickrestore and try again, using your own weapons to help attack the behemoth from a safe distance. Once you've cleared the outdoor area, loot all the dead raiders and the three small shacks, then return to Megaton to heal up and deal with all the stuff you got. Return to Evergreen Mills and enter the foundry building, then go through the door that leads to the bazaar area. Let your followers kill off all the raiders for you, then go around and loot the whole area. Be sure to jump over the counter that's in the NE corner of Smiling Jack's back room to find the Barter bobblehead on a shelf. Crouch down behind Smiling Jack and quicksave. Try to pickpocket his shotgun shells, and keep quickrestoring and trying again until you succeed. Once you do, stand up and punch him to turn him hostile. Wait until your followers kill him, then loot him to get the Terrible Shotgun. It's a very powerful close-range weapon, and it can be repaired with ordinary combat shotguns. Get Smiling Jack's key, then loot his inventory locker before returning to Megaton to heal up and store items. Return to the Jury Street Metro Station, then go west to the big crater you got the alien power cells from. Don't go into the crater this time, but instead head west until you reach Fort Bannister's outer fence. Go up to a big fence hole and look around for unset frag mines near it while your followers attack the nearby Talon Company mercs. Watch out for a couple of missile-firing mercs as you move through the fort's outdoor area, since they can one-shot-kill you with a direct hit. Look around for loot (and to make sure you're counted as having discovered the fort), then return to Megaton for healing and item storage. Go back to Fort Bannister, then go through the hole in the east fence. Go north until you reach a road, then turn left and go up the side road to discover Jalbert Brothers Waste Disposal. Search the office building to find some stuff, including a Medicine skill book, then get back on the main road and follow it west to a small shack. Shoot out the frag mines so you can loot the ammo boxes, then go north down the road until you reach a left branch that leads to a large rocket-shaped structure. Go over to it to discover Rockbreaker's Last Gas, then check near the two soda machines for some useful items. Look to the SW to see a path that slopes upward, then get on the path and go to the top of the slope. Turn to the north and make your way over to a small abandoned shack, then enter it and look around for useful items (including Small Guns and Repair skill books). Tell Dogmeat to find you a weapon so he'll snatch the Victory Rifle out of the locked locker, then exit the shack and fast-travel to Evergreen Mills. Go NE along the train tracks until you can turn south, then go down to a wrecked overpass highway. Go west along its south side until you reach Jocko's Pop and Gas Stop, then enter the small store and look for loot, including an Energy Weapons skill book and a bottlecap mine schematic. Keep following the overpass highway west until you reach Girdershade, then enter Sierra Petrovita's house and talk to her to start on the "The Nuka-Cola Challenge" quest. Be sure to ask her where to start looking so she'll mark the Nuka-Cola Plant on your Pip-Boy's world map. Exit the house and talk to Ronald Laren, then visit Megaton before returning to Fort Independence or the Fairfax Ruins. Head SE and use the world map to help you make your way to the Nuka-Cola Plant. Go inside and loot your way through it until you get the Nuka-Cola Clear formula from a safe. See the hints for the above-mentioned quest in my Fallout 3 UHS hint file if you need more details. After exiting the plant with the formula, go north down the nearby road until you reach a large billboard on the right with a car pictured on it. Turn right past the billboard, then go up a rocky slope to reach a small fenced-in parking lot with a couple of raiders in it. After your followers kill the raiders, open the fence gates on the other side of the parking lot, then turn left and go up a ramp. Put on your businessware and quicksave, then approach the hockey-lookin' guys who are standing around in the area ahead. Talk to Goalie Ledoux about the Nuka-Cola Clear formula until he offers you 200 caps for it. Try to pass the Speech Challenge to get 400 caps, then optionally load your quicksave and try again if you fail. Quicksave after you sell the formula, then move back and shoot one of the hockey dudes to turn them all hostile. Run around and avoid damage as much as possible while your followers kill them off, then loot their bodies. You can get the formula back and resell it to a regular merchant, but the most important item to get is Ledoux's Hockey Mask. Wearing it will add 25 to your action points, which can be very useful when using the Terrible Shotgun or a melee weapon in close- range combat. Remember that while you're in V.A.T.S. mode, you only take 10% of normal damage, and your chance to make a critical hit is increased by 15%. ******************************************************************************** ************************ CREATING SOME CUSTOM WEAPONS ************************ ******************************************************************************** You've already gotten a head start on this section's activities by picking up a bottlecap mine schematic. The next thing to do is buy a nuka-grenade schematic from Doc Hoff and a shishkebab schematic from Lucky Harith. They're both traveling traders, so gather up all the stuff you've saved up to sell, then go to the traders' stopping spot just outside Megaton and repeatedly wait an hour until one of those two guys shows up. Buy his schematic, then sell him as much stuff as you can to get your money back. After getting both schematics, go to Craterside Supply and buy the "My First Laboratory" item if you have enough money. (If you don't, you can put it off until later.) If you get the laboratory, go to your house and have it start making a compound. You should check with it every time you return to your house to see if it's finished a compound (random chem). If so, have it detoxify you if you've gotten addicted to anything, then have it start making another compound. Fast-travel to Rockbreaker's Last Gas, then go SW until you reach the Everglow National Campground. Watch out for several raiders and super mutants as you look around for supplies (including a Small Guns skill book), then continue SW until you reach Little Lamplight. Look inside its shack for some more loot, then enter the Lamplight Caverns and make your way down to a large cave room with a closed gate. Put on your businessware and quicksave before approaching the gate and talking to Mayor MacCready. Keep loading the quicksave and trying to pass the tough Speech Challenge to gain entry until you manage it. (Note that if it gets way too tedious, you can put it off until later.) Past the gate, go over to the nearby group of kids. Locate the one called Knick Knack, then wait until he walks away. Follow him along until you can crouch down behind him unseen, then quicksave before pickpocketing his key. Once you have it, take the right branch at the cave tunnel split to reach the large cave room with the souvenir shop in it. Enter the shop and look to your immediate right for the inventory cabinet, then steal the bottlecap mine schematic from it (plus whatever else you want). Return to Megaton for healing and item storage, then fast-travel to Fort Independence and head S/SE until you reach Andale. Go west from the south end of Andale until you get close to the Overlook Drive-In, then rapidly shoot one of the many cars until it starts flaming. Stay back as all the cars blow up, then look around for dead raiders to loot. Find the path that starts at the northern of the two large light poles, then watch for a couple of raiders as you follow the path west to discover the Cliffside Cavern. Enter the raider outpost and crouch-walk along with your Pip-Boy light on, watching for traps and raiders. After you've thoroughly explored and looted the outpost, return to Megaton to store stuff and heal up before returning to the outpost and going through the door that leads to the yao guai cave area. Disarm or shoot out the three frag mines that are just ahead, then sneak into the main cave area. Sneak along the upper walkways, watching for yao guai, and have the Terrible Shotgun ready to help out with. Despite all their hit points, your followers can be killed by yao guai, so consider the XP ban lifted until all of the yao guai are dead. (Note that sneak attack criticals from the Terrible Shotgun are immensely powerful as long as you don't use V.A.T.S.) NOTE: If you get enough XP to level up to level 5, see the first reference list to find out what perk to take, and distribute your skill points however you want. I recommend you use them to bolster up whichever skills are currently lowest, even if you don't plan on using them much. Getting all skills to 100 is an eventual goal of this character build, and you don't want things to get too uneven. (If you don't level up here, keep all of this in mind for when you do.) Make your way along until you reach the back of the lower cave area, where you'll find a nuka-grenade schematic. Retrace your route to leave the cave, then fast-travel to Rockbreaker's Last Gas. Go north from there to the Five Axles Rest Stop, then maneuver your followers into finishing off the resident raiders. Check the trucks to find some loot (including a Big Guns skill book) in the back of one of them. Go NW from there, watching out for super mutants, until you reach the Abandoned Car Fort. Check it for some stuff (including a Barter skill book), then go SW to Shalebridge. Find the big anthill that's just south of the two smoking pools of gunk, then enter it and move along until you reach the back cave room. Check the central pond for a dead guy with a Science skill book on him, then go back the way you came and exit the tunnels. Visit Megaton if you need to, then fast-travel to the Abandoned Car Fort and go NW down the highway, watching out for holes. When you come to a blue-and-white truck, jump into the back of it and look for an Unarmed skill book. Past that, it's just a short distance to the spot where you can turn left and approach the nearby satellite tower to discover SatCom Array NW-07c. Go north from there and get onto the higher ground so you can go up to the large electrical structures. When you reach a fenced-in area, go through the big hole in the NW side of the fence, then look for a dart gun schematic and a Repair skill book next to a moldy old skeleton. Go back through the fence hole, then turn east and carefully drop down the rocks until you reach the ground. Wait an hour to get your followers to catch up to you (note that RL-3 may not), then go east until you can see a wooden dock structure in the distance. Crouch down and fire a few pistol shots at the raiders on the dock, then wait for them to come to you (and watch out for the missiles that one of them may launch). Search the dock area for supplies, then go east and around to where you can approach another satellite tower. Quicksave when you get near it, then crouch down and sneak up next to it. Hopefully, RL-3 will soon catch up, and he and Dogmeat will start in on the nearby hostiles. When there's no one else within their reach, sneak around to where you can enter the tower, then sneak through it while your followers finish off its residents. (Note that you'll probably have to shoot out the turret that's up on the ceiling.) Climb the ladder in the top-floor room so your followers can kill the mercs who are on the outside walkway, then go up the steps and through another door. Climb the next ladder to get onto the satellite dish, then dodge around without falling while your followers finish off one last merc. After getting all the loot (including a Sneak skill book on the tower's bottom floor), return to Megaton to heal up and store items. Fast-travel back to SatCom Array NW-05a, then watch out for frag mines as you start off to the east. Keep going east, and a little bit north, to reach Fort Constantine. After your followers finish off the nearby robots, enter the small CO Quarters building and let them wreck another robot. Get the Small Guns skill book from the bed, then go downstairs and look in an open safe for the Big Guns bobblehead. There's also a Sneak skill book on a nearby cinderblock. Exit the CO Quarters building and go S/SE from it until you reach some large rocks, then go SE along them until you can turn left and go N/NE toward three big satellite towers. Keep going toward those towers until you come to a small shack that some Brotherhood Outcasts are guarding. Loot it, not missing the shishkebab schematic on a table, then return to Megaton. After healing and storing stuff, check your container of misc. items to see how many shishkebabs you can make. (You'll need lawn mower blades, motorcycle gas tanks, motorcycle handbrakes, and pilot lights.) Take your components over to Craterside Supply, put on your utility jumpsuit, and use the workbench to make shishkebabs. If you have enough money, you can buy a workbench for your house to make things more convenient. Keep one shishkebab with you to use as your new melee weapon, and put the rest in your weapons storage container. You'll be using them to repair or replace the shishkebab you're using when its condition gets low. You could also make some dart guns now, but it's best to wait until you get two more schematics before you do that. In order to get those schematics, you'll need to do the "Tenpenny Tower" quest. See my Fallout 3 UHS hint file for all the details, remembering to do all of the following things: * Before you start on the quest, sneakily steal everything in the tower that you want, including the Barter skill book (Tenpenny Suites area) and the Speech skill book (Penthouse Suites area). * As you do the quest, opt to facilitate the ghoul invasion. * Look for the three skill books that are scattered about the Warrington Station interior area while you're there to talk to Roy Phillips. * Wearing the ghoul mask that Roy Phillips gives you, re-loot the entire tower, not missing duplicate copies of the two above-mentioned skill books. * Loot all the dead bodies, especially the ones that have keys on them. They'll allow you to loot store inventories and locked safes. * Be sure to get a dart gun schematic from the "Boutique Le Chic" shop's inventory chest and a bottlecap mine schematic from Herbert Dashwood's safe. To get the tower's second dart gun schematic, you'll need to wait until Masters and Lynn take over the "Boutique Le Chic" and "New Urban Apparel" stores. You can then buy the schematic from Masters. It'll be a couple of game days before that happens, so pass the time by doing some more exploring and looting, or by getting a head start on the next section of the walkthrough. As soon as you buy Masters' schematic, go make as many dart guns as you can, and keep one with you at all times. They're great for crippling enemies and making them move slower, especially fast and deadly ones like yao guai and deathclaws. You should also make lots of bottlecap mines, since you now have three schematics for it. (Unless you gave up on the Speech Challenge needed to enter Little Lamplight, in which case you should wait on making bottlecap mines.) ******************************************************************************** ********************* GETTING BOBBLEHEADS AND SKILL BOOKS ******************** ******************************************************************************** The next thing to focus on is getting all of the skill bobbleheads that you haven't already gotten (except for the Energy Weapons one, which requires you to do a bunch of main quests). I won't give detailed directions on getting any of the bobbleheads here, so refer to my Fallout 3 UHS hint file for all the details. Just remember to wear your ghoul mask while getting the Melee Weapons bobblehead to make things a lot easier. (And don't forget that you're still in "absolute minimum XP" mode. You may reach level 6 or even level 7, but hopefully nothing beyond that.) Once you have all the skill bobbleheads you can get, it'll be time to start on a serious skill book hunt. Once again, I'll refer you to my UHS hint file for all the details. Start by checking the annotated map keys for zones that you've already discovered a lot of locations in (like zones 7 and 8) to find out which locations have skill books you haven't gotten yet. You can then check the skill book lists in the "General Tips and Information" section if you need info on exactly where each skill book is located. NOTE: There are two skill books that periodically respawn. One is the Big Guns skill book that one of the raiders at the Bethesda Ruins has, and the other is the Science skill book that the dead guy in the Shalebridge ant tunnels has. Keep going back to those locations every 3 to 5 game days to "reap" another skill book from each. (Note that the Shalebridge guy will be alive after respawn, and you'll have to kill him to get his skill book.) At some point, do the "Oasis" quest, choosing the option that gets you a permanent +5 to your damage resistance. Also, be sure to pass the Speech Challenge with Sapling Yew before you enter the caves so you can get her bear charm after the quest is over. It gives a permanent +10 to the Speech skill. Also, don't miss the Medicine skill book that's in the caves' Sunken Chambers area. Your goal is to get all of your most important skills up to around 70. Those skills include Lockpick, Repair, Science, Small Guns, and Sneak. It would also be a good idea to get Explosives, Medicine, Melee Weapons, and Speech up to at least 60 or so. As for the others, 50 would be good, but not strictly necessary. It'll take you awhile to achieve all of those goals, but be sure to do so before moving on to the next walkthrough section. SAVE OFFER: I've kept a copy of the saved game I made right after finishing this section of the walkthrough. If you email me using the address given in the "Copyright Info" section near the top of the file, I'll email you a copy of the save. Note that it's about 2500 KB (2.5 MB) in size, so make sure you have enough room in your inbox. ******************************************************************************** ********************** GETTING USEFUL STUFF FROM ADD-ONS ********************* ******************************************************************************** The first add-on game to do is Operation: Anchorage. After finishing the long and tedious Anchorage sim, you'll be able to get the wondrous Chinese Stealth Armor. Take your two followers along while traveling to the Brotherhood Outcasts' outpost to help you in combat, since you're still in minimal XP mode. While doing the first part of the simulation, you'll have to kill several enemies yourself. That's unavoidable, so don't worry about the XP you get from that. After you meet up with Sergeant Benjamin Montgomery, you can maneuver him into shooting every enemy for you, though it can sometimes be hard to get him to cooperate. Be careful to not let any enemies shoot you to death while waiting for Montgomery to finish them off. You can optionally hunt down and pick up all 10 intel briefcase items in order to get a permanent +3 to your Lockpick, Science, and Small Guns skills. It's not really that important to get those skill increases, but I always hate to miss out on such things. Whenever you level up, keep distributing your skill points among your lowest skills to help even things out, and check the reference lists section for which perk to choose. After you finish the sim, sneakily pickpocket ammo from Defender Sibley and all of the nameless Brotherhood Outcast guys. Open up the armory by using the terminal, then run in and immediately grab up every weapon that's on the shelves. Get the Chinese Stealth Armor and put it on, then crouch down and wait out the combat. After it's over, finish looting the armory, then carry everything you want to take with you to the elevator. Ride it up, then offload excess items into one of the nearby crates so you can fast-travel to Megaton and store stuff. Make however many trips are necessary to get all of your loot to Megaton, then get ready to do the Mothership Zeta add-on game. From it, you'll get a lot of alien epoxy for easy weapon repair, more power cells for your alien blaster, and the Xenotech Expert perk to increase the damage you do with all alien weapons by 20%. Also, who doesn't enjoy pounding on aliens with their own shock batons and making them yell "Brian Dugan?" (It must be their version of "uncle.") The reason you'll want to do that add-on right away instead of later is that the higher-level you are, the more aliens you'll encounter with crackly energy shields around them. Those aliens are *super* hard to kill, even if you start off by sneak-attacking them with the alien blaster or Terrible Shotgun. Hopefully, you'll still be level 8 or 9 when you start, and therefore won't encounter hardly any energy-shielded aliens. Be sure to take your Chinese Stealth Armor along and put it to good use. The same goes for your alien blaster, the Terrible Shotgun, a shishkebab, and a dart gun. As for your other usual weapons, you can probably leave them behind. You'll be getting a lot of powerful aliens weapons to help you in combat, plus a few followers. You can consider minimal XP mode to be officially over, especially since your next major goal is to reach level 12 and get the Silent Running perk as soon as possible. Once you do, sneaking around while wearing the Chinese Stealth Armor will become much more effective. You'll often be able to sneak right up next to an enemy without him detecting you, though pushing up against him might cause him to notice you. When you're trying to whack an enemy with a melee weapon, get fairly close to him, then use V.A.T.S. to attack him. That way, you won't have to get quite as close to him as you would if you weren't using V.A.T.S. Also, don't forget that your dart gun is a silent ranged weapon, as well as a great way to slow enemies down. After you finish all of the quests, get Sergeant RL-3 to rejoin you and help you tote loads of loot to Megaton for storage. You can get more alien stuff by killing off the respawning aliens in the various parts of the ship that are still accessible, and by talking to Sally and Elliot once a day from now on. As for the other three add-on games, you can't do anything on the Broken Steel add- on until after you've finished the main quest series, and there isn't anything particularly great to be gained by doing The Pitt or Point Lookout right away. (You'll eventually want to get the Perforator weapon from The Pitt, but there are a few things that are more important right now.) ******************************************************************************** ****************************** DOING SOME QUESTS ***************************** ******************************************************************************** The next things to do are several quests that have useful rewards, including some serious XP. Be *sure* to always have the Well Rested bonus on you from sleeping an hour in your home's bed when you finish a quest. As for your two followers, you can decide whether or not you want to take any of them with you while doing the quests. Since you've undoubtedly reached level 12 by now, you'll have some major sneaking power, and won't really need followers to help in combat anymore. You'll get more XP without them (which is a good thing now), though you will need to be more careful not to be detected when there are several enemies nearby. Also, not having Sergeant RL-3 along will mean that you have less spare inventory capacity. First, do the "Those!" quest so you can get the Ant Might perk and Lesko's Lab Coat. The perk will raise your Strength to 10 and give you a 25% resistance to fire, and the coat is good to keep with you for when you need to temporarily increase your Science skill or rad resistance. Next, do the "Big Trouble in Big Town" quest so you can get the Lucky 8 Ball. It'll increase your Luck by 1 as long as it's in your inventory, so keep it with you at all times. After that, do Moira's "The Wasteland Survival Guide" quest. It's a long one, but the end reward is very nice. Be sure to do all the optional objectives, and use mostly Strength and Endurance dialogue options when reporting back to Moira so that your survival perk will include an increase to damage resistance. (You could instead use snide responses to get an increase to critical chance, or straightforward responses to get a health increase, but neither of those are really as beneficial as increased DR.) Once you've gotten your survival perk, do the "Blood Ties" quest to get a shishkebab schematic, and the "The Replicated Man" quest to get the special combat module that increases your to-hit chances in V.A.T.S. (Note that you can get both the combat module and a unique plasma rifle by telling Harkness that you want to kill Zimmer yourself. Go tell Zimmer that Harkness is the android, then sneak-attack him and his bodyguard with a shishkebab to kill them easily.) Since you've undoubtedly saved up 30 or more Nuka-Cola Quantums by now, take 30 of them to Sierra Petrovita in Girdershade to finish her quest and get the third schematic for nuka-grenades. Make as many as you can with your remaining quantums, and use them sparingly. Go discover Paradise Falls if you haven't already, then do the easy "Rescue from Paradise" quest to get a huge 990 XP (including the 10% Well Rested bonus). You can then get lots more XP by selling all the scrap metal you've saved up to Walter in Megaton, and all the pre-war books you've saved up to Scribe Yearling in the Arlington Library. You can also now sell all of your saved-up blood packs to Vance, and you might as well find the ghoul named Murphy in the Northwest Seneca Station and sell him all your sugar bombs. (Be sure to pass the Speech Challenge to get more money per box.) After that, you can buy or steal some ultrajet from him. NOTE: If you gave up on passing the tough Speech Challenge to get into Little Lamplight earlier, you can now get in without it because you rescued the kids from Paradise Falls. Do so, then go get the bottlecap mine schematic from the souvenir shop. Once all of that is finished, it'll be a good time to go and do The Pitt add-on game. Be sure to get some infiltrator weapons, including the unique one, and consider making one of them your new sniper rifle. They won't have the accuracy of the Victory Rifle, but they're all silent and automatic. You might want to keep the Victory Rifle for long-distance sniping, and use the Perforator for some high-powered medium-distance silent shooting. (Note that the Perforator and all regular infiltrators can be repaired with assault rifles.) ******************************************************************************** **************************** MOVING ON FROM THERE **************************** ******************************************************************************** After you finish transferring all of your loot from the Pitt area to Megaton, you're pretty much on your own. There are several more misc. quests to do, plus the main quests, the Broken Steel add-on quests, and the Point Lookout quests. It's entirely up to you as to what order to do the quests in, whether to take any followers along, what equipment to use, etc. Just remember to have the Well Rested bonus on you whenever possible (especially when completing quests) to get more XP. Also remember to periodically sell your saved-up scrap metal to Walter and your pre-war books to Scribe Yearling for even more XP. You don't necessarily have to rush your way to level 30, but the sooner you get there, the sooner you can get the Almost Perfect perk and pick up the remaining attribute bobbleheads to get every attribute up to 10. Also, all of your skills should be 100 by then. If not, hunt up any remaining skill books for the skills you're short on. There are a few more things to cover before I conclude this guide. One of them is a brief summary of all the great equipment you've gotten, and what good it is. Use it to decide what to have with you, and when. * Ghoul Mask: Wear when you're near ghouls and don't feel like fighting them. * Ledoux's Hockey Mask: Wear to add 25 to your action points. * Lesko's Lab Coat: Wear whenever you're taking more than 1 rad per second, and when you want to eat irradiated food or drink irradiated water. * Chinese Stealth Armor: Thanks to the Silent Running perk, crouch-running around in this armor will make you nearly undetectable. You can crouch-run up to just about any enemy and whack him with a shishkebab, or blast him point-blank with the Terrible Shotgun for massive damage. It's also useful to note that having the Pip-Boy's light on won't compromise your stealth at all. * Victory Rifle: The best weapon for precise long-distance shooting. * Perforator: The most powerful silent ranged weapon in the game. * Shishkebab: The most powerful melee weapon in the game. * Dart Gun: Use to cripple enemies' legs, especially fast and dangerous ones. * Silenced 10mm Pistol: Use in V.A.T.S. to "induce" Mysterious Stranger visits, and shoot enemies to lure them into a group of mines you've set. * Terrible Shotgun: Causes massive up-close sneak-attack damage (no V.A.T.S.). * Alien Blaster: Best weapon for sneak-attack head shots in V.A.T.S. * Bottlecap Mines: (See the Silenced 10mm Pistol info.) * Nuka-Grenades: Throw at groups of enemies to heavily damage them all. Another important thing to be aware of are the repair options that are available to you. You've gotten lots of alien epoxy from Mothership Zeta that you can use to repair any weapon that's still equippable, but you should save all of that for emergencies. Your other two options (both of which are especially useful for apparel items, since epoxy won't work on them) are to save up items that can be repaired into your favorite equipment, and to pay the traveling traders for repairs out of all the money you've been making by selling stuff. If you invest in the traveling traders with Uncle Roe in Canterbury Commons, they'll be able to repair things up to higher conditions. Once you invest in each trader twice, Crazy Wolfgang will be the best repairer in the game, though the other three traveling traders will be almost as good. (To make them even better repairers, pickpocket-give them some apparel that'll increase their Repair skills, such as the workmen's coveralls from the Point Lookout add-on.) Another thing worthy of mention is Fawkes. You'll meet him in Vault 87 during one of the main quests, and he'll be available as a follower after you do several more main quests. Donate purified water to the water beggar who's sitting outside Megaton if necessary to get your karma into the "good" range, then get Fawkes to join you as a follower. If you're not yet level 30, you may want to wait until after you are. Fawkes can really deal some rapid damage to enemies with his gatling laser, which will cut you out of a lot of combat XP. Once you're level 30, having Fawkes and Dogmeat with you at all times will ensure that even the massively tough super mutant overlords, albino radscorpions, and feral ghoul reavers won't give you much trouble. ******************************************************************************** ******************************* REFERENCE LISTS ****************************** ******************************************************************************** This first list is of the perks you should take for levels 5 thru 30. Notice that some of them have skill requirements listed in brackets. Be sure that you meet the requirement by the time you reach that level, and remember that wearing skill-enhancing apparel won't help. 5: Entomologist [Science 40] 6: Toughness 7: Bloody Mess 8: Strong Back 9: Demolition Expert [Explosives 50] 10: Finesse 11: Mysterious Stranger 12: Silent Running [Sneak 50] 13: Pyromaniac [Explosives 60] 14: Cyborg [Science 60, Medicine 60] 15: Life Giver 16: Better Criticals 17: Action Girl 18: Paralyzing Palm [Unarmed 70] 19: Robotics Expert 20: Grim Reaper's Sprint 21: Ninja [Sneak 80, Melee Weapons 80] 22: Quantum Chemist [Science 70] 23: Demolition Expert 24: Demolition Expert 25: Concentrated Fire [Small Guns 60, Energy Weapons 60] 26: Rad Resistance 27: Fast Metabolism 28: Adamantium Skeleton 29: Nerd Rage! 30: Almost Perfect This second list is of all the miscellaneous, useless-looking items that you should pick up and save whenever you find them during your explorations. Some of them are used to create custom weapons at workbenches, and others can be traded to certain people for XP or caps. The list is alphabetized for ease of use. Abraxo Cleaner -- make nuka-grenades Blood Pack -- sell to Vance after "Blood Ties" quest Brotherhood of Steel Holotag -- sell to Scribe Jameson in the Citadel Camera -- sell to Scribe Rothchild after Broken Steel Cherry Bomb -- make bottlecap mines Lawn Mower Blade -- make shishkebabs Lunchbox -- make bottlecap mines Motorcycle Gas Tank -- make shishkebabs Motorcycle Handbrake -- make shishkebabs Nuka-Cola -- make Quantums with Quantum Chemist perk Nuka-Cola Quantum -- make nuka-grenades Paint Gun -- make dart guns Pilot Light -- make shishkebabs Pre-War Book -- sell to Scribe Yearling in Arlington Library Purified Water -- give to water beggars to gain karma Radscorpion Poison Gland -- make dart guns Scrap Metal -- sell to Walter in Megaton Sensor Module -- make bottlecap mines Sugar Bombs -- sell to Murphy in Northwest Seneca Station Surgical Tubing -- make dart guns Teddy Bear -- sell to Sandra after The Pitt Tin Can -- make nuka-grenades Toy Car -- make dart guns Turpentine -- make nuka-grenades