Fallout 3 is unique. Useful things in FallOut3
Technological Weapon Kits allow you to use an assembly table to customize and improve your small arms with the following characteristics:
- Automatic Fire System (AFS): Allows automatic fire from most weapons that are not designed for this (also increases spread by 50% and reduces accuracy in VATS by 65%).
- Extended Magazine (EM): Doubles magazine/drum/clip capacity.
- Laser Pointer (LP): increases weapon accuracy (reduces spread by 33% and increases accuracy in VATS by 30%).
- Optics (OP): Allows you to approach, increases the firing radius by 30%
- Silent shooting device/silencer (SBS): Reduces the noise from shooting, but reduces the damage and speed of the bullet by 10%.
In addition, special attention is paid to the weapon's safety margin. With each modification installed, the maximum strength increases by 25% of the default value.
The following is a list of weapons that may be modified. Unique (nominal) samples are modified in the same way as *factory* ones:
.32 Revolver:
- Silencer
Mauser S-96 (Chinese pistol):
- Shutter modification
- Expanded store
- Laser pointer
- Silencer
10mm Pistol
- Shutter modification
- Expanded store
- Laser pointer
- Silencer
.44 Magnum
- Laser View
- Possibilities
- Silencer
10mm Submachine Gun (H&K MP5):
- Expanded store
- Laser pointer
- Optics
- Silencer
Combat Shotgun
- Shutter modification
- Extended drum
H&K G3 assault rifle
- Expanded store
- Laser pointer
- Optics
- Silencer
Chinese machine gun
- Expanded store
- Laser pointer
- Optics
- Silencer
Hunting rifle
- Expanded store
- Optics
- Silencer
Lever Rifle
- Laser View
- Possibilities
- Silencer
Sniper rifle
- Expanded store
- Laser pointer
- Silencer
Alien blaster
- Shutter modification
- Expanded store
- Laser pointer
- Optics
Laser Gun
- Bolt modification (cannot be used on Colonel Ottom's pistol)
- Expanded store
- Laser pointer
- Optics
Plasma Pistol
- Shutter modification
- Expanded store
- Laser pointer
Laser Rifle
- Shutter modification
- Expanded store
- Laser pointer
- Optics
Plasma Rifle
- Shutter modification
- Expanded store
- Laser pointer
- Optics
Flamethrower
- Expanded store
Laser machine gun (Laser Gatling)
- Laser pointer
Minigun (Vindicator)
- Laser pointer
Rocket launcher
- Expanded store
- Laser pointer (not usable on *Raketomed*)
To modify a weapon, pick up a small weapon, check if you have the appropriate kit and go to the editing table. These assembly tables resemble regular circuit assembly workbenches, but are orange in color. Most often they are found in stores, military posts, bases, and next to regular assembly tables.
By activating the artboard, you can add or remove modifications to equipped small arms. Successful modification requires the availability of an appropriate set of spare parts.
When you remove a modification from a weapon, there is a chance to return the kit so you can use it again later. The likelihood of saving the set when disassembling the modification depends on the repair skill.
Your Pip-Boy will show the modifications installed on the weapon, adding the corresponding abbreviations to its name (PBS Assault Rifle, etc.)
Neophyte The deathclaw gauntlet is a very good weapon, especially if you made it with two or more schemes, but for many reasons it cannot be considered the best:
- having seen the target, you will have to get to it first, and this takes up time and risks receiving damage prematurely (even if you are sneaking towards the target)
- the glove wears out quite quickly, and due to its “uniqueness” it causes, although solvable, problems with repair.
- In many situations, the glove, like all other melee weapons, turns out to be useless. For example, if you met a Hippopotamus (I do not deny that a Hippopotamus can be killed in close combat, but one way or another your efforts will not be justified). Or, for example, if the enemy is inaccessible for various reasons - being on a hill, barricaded, this will also cause a lot of problems.
Next, I will describe some of the most popular answers to the question "best weapon"
- Fat man
(catapult for mini nuclear shells) Yes, in terms of damage it is the most powerful in the game, but damage is just one of the elements of the overall picture of the best weapon. Other characteristics are not so good:
Accuracy - even if it is practically unnecessary for this “beast”, but sometimes with certain features of the terrain it seriously fails.
Repairs are of course not so problematic (and in fact almost unnecessary), but they are expensive
Ammunition - very rare, very expensive
Versatility\Applicability - this point is the most negative, for all its power, the difficulty of obtaining ammunition, the fat man is rarely used anywhere, mainly for dealing with hippopotamuses, or tightly packed soldiers of the enclave. in other cases, the shot either “does not pay off” or harms you or your allies.
Scattering of corpses - it often happens that after firing at a crowd of enemies and arriving at the scene of the explosion, you find no traces, and therefore are left without trophies (well, of course, you can wander around looking for pieces of the enemy scattered all over the area, but this is time, and time is money)
I’d better not say anything about the multi-shot fat guy... =)
- Alien blaster The optimal combination of lightness and high damage, but here are its negative sides:
Repair - only from merchants, or if successful, obtain its analogue falling from the sky
Ammunition is very limited, which means either it will rarely be used by you, or after a couple of hours of play you will have nothing to shoot with it.
- Firearm
(alternative alien blaster) this miracle pistol randomly falls from the sky in certain locations, its fall is accompanied by small precipitation from alien energy cells (10-20 pieces). At first glance, it is weaker in damage than the Alien Blaster, but if you learned the Pyromaniac perk, then the damage will be much higher, thanks to the flame effect of this weapon, as for the negative properties, here it is:
Strength is 2.5 times lower than that of its brother, and the repair price is the same
Ammunition - since it shoots the same as the Alien Blaster, it has the same problems with ammunition
-Plasma gun
Here I will generalize a little what I mean by Plasm. rouge and a regular version and a unique one (which can be obtained in a quest where you need to find an escaped humanoid). I am generalizing because their durability and damage are almost the same. This weapon is gorgeous, thanks to the enclave members it is easy to repair and there is a whole bunch of cartridges, but there are disadvantages:
Accuracy - although the accuracy is not bad, it is not extreme, and to a certain extent this is a disadvantage
Availability of weapons - since at the beginning of the game these weapons are not available, or at least repairs and ammunition for them (well, then there are a whole bunch and a bunch of these plasma guns, and cartridges under 2k) well, there are a couple of unpleasant little things with skills
- Blackhawk
(unique magnum revolver) Many people consider it the best weapon, or at least the best light weapon, but not everything is so simple, with the same damage and accuracy as the Lincoln rifle, it has the following disadvantages:
There are only six rounds in both - sometimes many problems arise due to reloading
Requires a lot of movement points - which makes it less effective in WhatsApp mode
Repair - magnums are rarely found in the game, and it is expensive to repair from merchants; it will rarely be 100% repaired, which means that the damage will be reduced. Of its advantages over the Lincoln rifle, I cannot help but note that the blackhawk does not have a slight delay after each shot.
- Avenger
(unique Gatling laser) Good for mowing down crowds of the enemy, but still:
Repairs are expensive for merchants, and gatling lasers are rare
Ammunition - although it’s not difficult to get cartridges, with its rate of fire, they quickly run out
VATS - ineffective
- Lincoln rifle
a weapon that I consider the best, due to the balance of characteristics, excellent accuracy (like a sniper) eats a small amount of AP in VATS, relative to other universal weapons it is very easy to get at the very beginning of the game, with high wear resistance it is easy to repair even in the field (these hunting there are a lot of guns like garbage everywhere), this rifle is widely applicable, the damage is enough to kill almost any person in the head with one shot (with a hidden attack) and with three shots in the head at the highest difficulty level it kills a deathclaw (the first shot from the hidden mode) and the only drawback is the relative difficulty in obtaining ammunition for it, but even at the very beginning of the game, without much bother you can provide yourself with the required amount.
z.y. Of course, everyone has different tastes and different playing styles, and it would be strange if, despite all these differences, everyone gave their preference to the same thing, it’s not worth taking what I wrote here too seriously, I just presented information about what I need from weapons, and which weapon best suits these parameters
z.y.y. sorry for the mistakes =)
USEFUL ART:
In addition to the spare parts needed for the production of homemade weapons, as well as quest items, Fallout 3 has enough items that can be sold not only to ordinary merchants, but also to make a profitable deal with specific interested parties. In some cases, you can receive additional karma and/or experience:
1. Sugar bombs (15 caps each) are bought by the ghoul Murphy at Seneca Station. With high eloquence, the purchase price can be doubled. You can buy an Ultrajet from Murphy.
2. Brotherhood of Steel tokens (100 caps + 25 experience) are purchased by scribe Jameson in the Citadel archives.
3.Pre-war books (100 caps + 10 experience) are bought by the scribe Yerling at the Arlington Library.
4. Strange meat and buffout in Little Lamplight can be exchanged for cave mushrooms (they restore health by 5 and at the same time remove 10 rads). When choosing replicas, you should be careful - it is not always possible to achieve the opportunity to trade with harmful children. 80 pieces of “strange meat” can be taken in Andale: 30 in the barn, 30 in the basement and 10 in each of the houses of the cannibal families. Either hack 100, or steal the keys (there’s a lot of karma).
5. Zip from Little Lamplight gives a bottle of regular Nuka Cola a gift of some kind (ammo, etc.). Unfortunately, he does this no more than once a day, so there’s no point in dragging himself there with a dozen bottles.
6. Scrap metal can be exchanged in three places at once:
- to the plumber Walter in Megaton in exchange for caps (10 caps + 5 experience) or karma (+10 karma + 5 experience).
- to the ghoul Winthrop in the Dungeon in exchange for stimulants, antiradin or rad-X (5 units of scrap metal for 1 drug);
- in Fort Independence, the outcast of the Brotherhood Kaden (near the entrance) exchanges it for 5.56 cartridges, grenades, stimulants or antiradin (in addition to this, he will take any types of power armor, energy weapons and various little things like a sensor module, etc.). By exchanging enough things with them, you can gain access to the fort.
7. Quantum Nuka Cola (30 bottles at once) will be purchased with pleasure in Herderscheid. You can immediately complete the corresponding task.
8. An arms dealer in Paradise Falls needs 20 Chinese machine guns.
9. “Family” can sell bags of blood (15 caps each) after completing the corresponding task peacefully.
10. Jury Street metro station: put mole rat meat and miracle glue into the machine, you get miracle mole rat meat (rad +3, health +24);
11. Ant nectar can be given to Dr. Lesko after completing the quest in Grayditch for 40 caps apiece.
12.Agatha, after completing the task with the Stradivarius violin, will happily accept the notes (+100 karma and a unique “Blackhawk” or “Blackhawk” revolver - depends on the choice of answers). There are many music notebooks in the game, but you cannot give Agatha more than one notebook.
13. You can receive karma for clean water. Near the cities (Tempeny Tower, Rivet City and Megaton) you can find people suffering from thirst. Give them a bottle of clean water and get +50 karma.
DOBBIES:
In Fallout 3, while traveling through the Wasteland, in a variety of places you can find so-called bobbleheads. These are small vault-boy figures symbolizing the stat/skill that they increase. In total, there are 20 bobbleheads in Fallout 3, of which 7 are stat and 13 are skill .In Fallout 3, stat dolls increase stat by 1, while skill dolls increase skill by 10.
Stat dolls
Strength:
Location: Megaton, located in the house of Sheriff Lucas Simms.
Perception:
Location: Dave's Republic, located on the shelf on the right in the Dave Museum.
Endurance:
Location: Deathclaw Hideout, located near the entrance on a table near the rotting corpse of a Brahmin.
Charisma:
Location: Vault 108, located in the cloning laboratory.
Intelligence:
Location: Rivet City: Found in Dr. Lee's office.
Agility:
Location: Greener Pastures Landfill, located in a small office with radiation contamination.
Luck:
Location: Arlington Cemetery - North, located in the Arlington House, in the basement of this house on a shelf.
Skill dolls
Trade:
Location: In the raider city of Evergreen Mills, located in the market, located on one of the shelves at the top right, behind the peaceful seller.
Heavy weapons:
Location: Fort Constantine, located in the command residence, namely in the wall safe.
Energy weapons:
Location: Raven Rock, found in Colonel Autumn's room.
Explosives:
Location: WKML broadcast station north of the Antebellum Mansion District. The bobblehead is not in the building itself, but to the south.
Hack:
Location: Bethesda Ruins, Bethesda Offices - East, located on the top floor near the door to the bridge.
Medicine:
Location: Vault 101, located on your father's desk.
Melee weapons:
Location: Dunwich Building, located right next to the exit from the Poisoned Dungeons on the floor near the door.
Repair:
Location: In Arefu, located right in Evan King's house.
Science:
Location: In Vault 106, located on the second level of the main rooms on a table in the center of the living quarters.
Light weapons:
Location: National Guard Base, after passing the offices and training room, you need to reach the door to the main room. By pressing the power switch on the wall to your left, enter the armory and look at the shelves.
Stealth:
Location: Yao-Gui Tunnels - Yao-Gui Lair, located on the right side of the map near the water.
Eloquence:
Location: Paradise Falls, found on a table inside Undertaker Jones's residence.
Without weapons:
Location: Located in Rokopolis. West of Casey Smith's garage. Look at the flags strung near the rocks. Use the map to find it.
DRAWINGS:
In Fallout 3, you can craft weapons from certain materials found while traveling through the Wasteland.
In order to assemble a weapon, you need to have the necessary materials with you, know the drawing (diagram) of the weapon and the workbench on which it will be assembled.
There are a total of 7 schemes in the game:
Racket
Components:
Vacuum cleaner
Leaf blower
Fire hydrant nozzle
Conductor
Drawing Location:
Moira Brown in Megaton. Gives away after the end of the quest or sells.
In the safe (Hack: 50) in my father's office (Vault 101) near the picture with a biblical quote.
At the top of Rivet City in a guarded armory.
Can be purchased from caravan master Crazy Wolfgang.
Molotov cocktail
Components:
Quantum Nuka Cola
Can
Turpentine
Cleaning solution "Abraxo"
Drawing Location:
After completing the mission "Chasing Nuka Cola" in Gerdershade.
At the top of the mountain of corpses at the very bottom of Cliffside Cave.
Can be purchased from caravan master Doc Hoffa
Shish kebab
Components:
Gas tank
Igniter
Lawn mower blade
Motorcycle hand brake
Drawing Location:
Given by the head of the Vance Family in the Mereshti Depot for completing the quest "Ties of Blood" (Can be collected from a corpse).
Can be purchased from the caravan master Lucky Kharit.
"Cryshko-mine"
Components:
Lunchbox
Petard
Touch module
Lids
Drawing Location:
Moira Brown in Megaton. Given after completing the quest. Can also be purchased.
Can be found at Jocko's Gas Station and Store.
On the second floor of Tenpenny Tower, near the door to the Penthouse, first room to the right.
Claw Glove
Components:
Miracle glue
Deathclaw Claw
Leather belt
Medical splint
Drawing Location:
In the location "F. Scott Highway and Campground". In the carriage near the corpse of a wasteland settler.
In the corpse of a wasteland settler killed by a nearby Deathclaw. Chance meeting.
Railway rifle
Components:
Crutch
Pressure gauge
Nuclear battery
Pressure cooker
Drawing Location:
At MDPL-13 power plant
Given by Abraham Lincoln in Rivet City after completing the Declaration of Independence quest.
Dart thrower
Components:
Spray
Radscorpion poison gland
toy car
Medical tourniquet
Drawing Location:
After completing the mission in Tenpenny Tower.
After completing the quest in the Temple of Unity.
Can be found in MDPL-05 Power Plant.
Can be found in MDPL-16 Power Plant.
This is the predecessor of the famous DKS-501 rifle. The weapon is converted to 308 caliber cartridges, and therefore breaks down quickly and requires constant repair and maintenance for correct shooting.
In V.A.T.S. mode the damage is much greater, because the bonus for calculating the accuracy of the sight is not taken into account in this case. Without V.A.T.S. mode the rifle only shoots one-third of its working distance in the scope. To be sure to hit the target, wait until it fills three-quarters of the sight area. Moreover, always take into account the recoil of the shot and aim slightly below the target.
Hesitations when aiming greatly interfere with shooting. To solve this problem, level up the “light weapon” skill to the maximum or aim in stealth mode. If the "light weapon" skill has been studied to the maximum, then fluctuations will no longer affect your accuracy. However, if one of your hands is damaged, it will still be difficult to aim.
Fat man
Nuclear charges are fired from a shoulder-mounted cannon. The missiles do not fly far at all - if you shoot horizontally, the cartridge will fly only 10 meters and fall. If you aim higher, the projectile will fly further. Upon contact with a target, the missiles explode, causing a small nuclear explosion and releasing radiation. The weapon must be repaired every 167 shots.
To make the most of "Fat Man", level up the "heavy weapon" skill to the end and use the V.A.T.S. mode.
You can find this cannon in the city of Capitol - inside the colonnade where the super mutant behemoth is located, from one of the mercenaries of the Claw company.
Combat shotgun
This shotgun is similar in its efficiency and operation to all its predecessors, but its appearance has been greatly changed. The magazine holds 12 rounds with monstrous efficiency in destroying enemies at close ranges. The magazine itself has now been moved closer to the muzzle of the shotgun. The accuracy of a combat shotgun is many times greater than that of a sawed-off shotgun. The only negative is that the weapon wears out too quickly.
The shotgun must be repaired every 146 shots.
So, in this article I will introduce you to a unique weapon. There is quite a lot of it, so in short:Terrible Shotgun
What: shotgun
Where: Smile Jack's, Evergreen Mills Market.
How to get: kill the merchant.
A3-21
What: plasma rifle
Where: Rivet City
How to get: given for completing the quest "Artificial Man".
Reservist's Rifle
What: sniper
Where: Dickerson Church
How to get: Kill the sniper Flyer
Occam's razor
What: combat knife
Where: Fort Banister, seat of command. (the hatch into it is in one of the tents)
How to get: Kill Commander Jabsko
Black Hawk
What: revolver
Where: Agatha's hut
How to get: complete the quest "Agatha's Song", after which she will say how nice it would be if she had sheet music. Sheet music can be obtained from the men's restroom of Vault 92, Arlingston Library, or on the roof of the Statesman Hotel, in the band pit. After that, give them to Agatha and you will receive a revolver.
Avenger
What: minigun (laser)
Where: Deathclaw lair
How to get it: come and take it
Anesthesia
What: gun
Where: Republic of Dave, safe
How to get: Steal the safe key from Dave
Guanlong
What: automatic
Where: Creepy Diner, Price's corpse
How to get it: enter the correct code into the three terminals located in the Technical Museum, otherwise the body simply will not appear.
Vampire Fang
What: Chinese sword
Where: Meresti Depot, Vance's room, closet
How to get: - *
Plunkett's Arguments
What: brass knuckles
Where: Arlingston Cemetery, Arlingston House
How to get: Kill Janders Plunket
Experimental multi-shot grenade launcher
What: grenade launcher
Where: National Guard Base
How to get: First you need to find five records of the Keller family.
The first is the VAPL-8 power plant, the second support, lies on the bookshelf.
The second is Hollow Moors Cemetery, church.
The third one is behind the Creepy Diner, on the table.
The fourth is a hut a little west of the Rockbreaker gas station.
The fifth is a tent north of the Anchorage Memorial.
When you have collected all the entries, enter the resulting code into the bunker terminal, and voila!
Rifle "Victoria"
What: sniper
Where: shack on the mountain near Rockbreaker gas station
How to get :-
Protectron's Gaze
What: laser pistol
Where: at the Mechanist
How to get: give the Mechanist the Nemyrmiki armor
Hall
What: billiard cue
Where: Paradise Falls gaming club, on the table
How to get :-
Fist!
What: power brass knuckles
Where: MDPL-13 power plant, abandoned part
How to get :-
Alien Blaster
What: blaster
Where: First you need to go west from Greener Pastures to the bridge. Signal received! Now we go northwest from the bridge - and here it is, the alien ship!
How to get :-
Jack
What: The Ripper
Where: Deathclaw lair, on one of the corpses
How to get :-
Blackboard
What: board with nails
Where: Clifftop, abandoned shack, in the hand of a skeleton
How to get :-
Softener
What: super sledgehammer
Where: Anchorage Memorial, behind a locked door
How to get: have a repair skill above 95...
Trucker's Friend
What: mount
Where: Canterbury Community, home of Machete and Dominic
How to get :-
Lazel's hole
What: laser rifle
Where: Little Lamplight
How to get: buy for 500 caps, if you have the Eternal Child perk, you will get it for free
Smuggler's Storm
What: laser pistol
Where: Citadel, Elder Lyons' room (Ring B), safe
How to get: hack the computer and open the safe
Firearm
What: blaster
Where : -
How to get: with high luck, it literally falls from the sky... More details: if you hear something like an explosion, then look back - perhaps it’s Firearm. But this does not mean that it will be easy to find; perhaps it is located about a hundred meters from you. The best help here is Dogmeat, which can be ordered to look for weapons. Ammunition for the Firearm is scattered next to the blaster itself.
Eugene
What: machine gun
Where: Reilly Ranger
How to get: complete the quest "Reilly's Rangers" (quest is taken from the Dungeon hospital)
Toothpick Butch
What: knife
Where: at Butch's
How to get: after you take Butch as your partner, take it from his inventory.
Bonecrusher
What: sawn-off shotgun
Where: Herderscheid, at Ronald Laren's
How to get: Kill Ronald
Fox's Super Sledgehammer
What: super sledgehammer
Where: Fox
How to get: take from inventory
* if there is a dash in the “How to get” column, it means you can simply take the weapon, without any preliminary actions.