Secrets and interesting facts | Fallout 3

Secrets and interesting facts

1. Flying Saucer. In Fallout 3, as in the second game, you can find a flying saucer. It's located west of the Greener Pastures junkyard. When you get near the wrecked ship, your Pip-Boy will pick up a radio wave with an incomprehensible message. The signal is coming from the UFO. The closer you get to the saucer, the clearer it becomes. Near the starship lies a dead alien in a spacesuit, and next to him is an alien blaster and ammo (110 in total). The blaster is the most powerful energy weapon in the game: it kills regular monsters with one shot and super mutant behemoths with five. Overall, it's a worthwhile find.

2. Technical Museum . Signs with descriptions are placed near the places where the exhibits used to be. One of them features Carl Bell, the American astronaut who made the world's first space flight in the Defiance 7 capsule. This event occurred on May 5, 1961. In the real world, Alan Shepard launched into space on the same day on the Freedom 7 spacecraft. But in our reality, he was only the second. And the lunar rover, from which we must remove the satellite dish in the story, is called "Valiant 11" in the game. Its real-life prototype is Apollo 11, the first manned spacecraft to land on the moon.

The same Technical Museum also features a parody of IMAX theaters. Information about them can be found on one of the computer terminals. In the retrofuture, they are called "GigantoMax." The repertoire, according to the entries, is rather dubious. For example, the program includes the film "Colonoscopy" with all the anatomical detail that a three-story screen could display (at least not in 3D). If you don't know what this procedure is, immediately search it in your favorite search engine or run to the library.

3. Perk "Eternal Child ." If you learn the "Eternal Child" skill in the game, then in a conversation with Maggie from Megaton, among the dialogue options, you will be asked to tell a secret. In response, she will reveal that her adoptive father, Billy, has a safe in the floor, and the code to open it is 15-16-23-42. It's a shame the developers didn't think (or didn't want to) make this set of numbers a password for some computer. Then the similarities with the TV series "Lost" would have been almost 100%.

4. The legendary "Dogmeat." Remember your faithful dog Dogmeat from Fallout 2? In the third part, you can also meet man's best friend and even recruit him into your team. The dog is located in a scrapyard north of the Bethesda ruins (also an Easter egg, by the way—the place is named after Bethesda Softworks, the publisher and developer of Fallout 3). If you haven't already marked this location on your map, you can teleport there by typing coc scrapyardentrance in the console.

5. Appropriating someone else's property.Have you set your sights on someone else's property, but someone's following you and won't leave? Use the magic Z key (default) to pick up the item without placing it in your inventory. Drag the item to a secluded corner and pocket it. This way, you'll lose significantly less karma than by killing an unwanted witness, and neither the owner nor their friends will beat you up for stealing.

6. Talking Armor. In the upper right corner of the map, to the right of Vault 92, is the town of Old Olney. Its streets lead to the sewers, and in the far corner lies a corpse wearing Brotherhood of Steel armor. But this armor isn't just any armor—it's healing and even talks: during combat, it constantly encourages you and shouts slogans like, "Let them eat lead!"

7. Talking Tree. In "Oasis" (the northernmost part of the map, roughly in the middle) lives a talking tree named Harold. Anyone who played previous Fallout games probably remembers Harold the ghoul, who had a tree named Bob (or Herbert, as he jokingly called him) growing on his head. In the first Fallout, they lived in the city of Hub, and in Fallout 2, they moved to Gecko.

8. High-voltage kangaroo. Near Megaton, you can see a bent high-voltage pylon, resembling a giraffe munching on grass. This is unlikely to be a coincidence; the resemblance is very strong.

9. T-51b power armor. In the Historical Museum (near the Washington Monument) is a ghoul settlement called the Dungeon. There, take the quest "The Last Shot" from Crowley. The task is simple: bring four keys to the fort and give them to the ghoul. Obtain the keys by any means necessary, but don't forget to ask the holders where Fort Constantine is. When you bring the keys to the ghoul, he'll tell you it's time for his journey. Follow him and wait for him to leave the settlement. After that, you can safely kill him and take the keys.

If you killed him outside the Dungeon, you'll be treated as usual in the city itself, and the ghoul's disappearance won't be noticed (there's no karma penalty for killing Crowley). Head to Fort Constantine and enter using the keys you found. Outside the fort's walls, you'll find T-51b power armor. This is the Brotherhood of Steel armor from previous Fallout games. Equipping it (along with the helmet) will significantly increase your radiation resistance and increase your charisma by one.

10. Appropriation of Other People's Goods 2. You can take all the caps from any merchant without bloodshed. To do this, you need two identical weapons: one intact and one completely broken. Sell the intact one (remember to click "Confirm Deal" after each transaction), then the broken one. Now buy the broken weapon. Result: the working barrel will lose its value and you can get it back for free. Repeat this process until the seller runs out of caps.

11. Rivet City. The trend for hidden emojis and faces has reached Bethesda Softworks. Take a closer look at the noses of the planes parked on the deck of the ship-city Rivet City. Funny, right?

12. Mom, I'm Spider-Man! The Capital Wasteland has quite a few hills, from which you often have to descend slowly and tediously. You can speed up the process significantly. Jump off a cliff and save as you approach the ground. After loading this save, you'll begin a short fall and land safely without any serious consequences.

13. Post-Nuclear Dracula. The village of Arefu and the associated quest about investigating murders and searching for a missing boy is based on the legend of Count Dracula. Firstly, the famous bloodsucker ruled the village of Arefu, located in Transylvania. Secondly, the quest ultimately brings us together with the vampire Vence. Thirdly, this vampire lives at the Meresti metro station. A cave with the same name exists in Transylvania. According to legend, children from the village were taken there. Finally, the name of the quest giver is Lucy West. In Bram Stoker's novel "Dracula," there is a character named Lucy Westerna.

14. The Martian Chronicles. In Georgetown, in a townhouse, on the first floor, you can find a robot assistant. In the terminal nearby, select the command "Read the children a bedtime story." The robot will activate and head to the nursery, where it will recite a famous poem by writer Sarah Teasdale to the remains of a child. This scene is a reference to Ray Bradbury's short story "There Will Come Soft Rains" from The Martian Chronicles.

Note the sign hanging in front of the house: "The McClellan Family, 2026" (the story takes place on August 4, 2026), and the poem itself, which not only gives the story its title but also appears in a similar situation: a robot reads it to the long-dead Mrs. McClellan.

15. Who are the Reavers? Before entering Rivet City, under the stairs leading to the bridge, you can find a small pile of brains. From a distance, they look like stones, but if you get close, their convolutions become visible, and if you shoot them, blood spurts. As a reminder, most of Rivet City's population are scientists.

Source: www.gamer.ru, SSoHPKC


See also:

Fallout 3: Bestiary of Creatures

Fallout 3: Companions (Part 2)

Fallout 3: Companions (Part 1)