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Fallout 3 - Basics - game guide, walkthrough, secrets, game tips & strategies

Fallout 3 Game Guide
Basics
by Jacek "Stranger" Halas (guides.gamepressure.com)
Free game guides, walkthroughs, solutions, game FAQs and maps for gamers.
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Basics  (78/83)

Basics

“Fallout 3” gives you a choice between real-time combat and a turn-based system called V.A.T.S. This module provides you with a certain amount of action points each time you start a new turn. None of these systems work is an ideal tool, so I would recommend using them both, depending on the current situation on the battlefield.

V.A.T.S. system is a better choice when you’re fighting at a very close range. This usually occurs when you’re trying to take down enemies equipped with some kind of weapons. A combat shotgun is by far the most useful gun at close range and you should consider using it with the V.A.T.S. module. You’ll soon notice that you can win even when trying to take down dangerous opponents. Don’t forget that each action takes a few points. It’s fairly obvious that you can’t fire too much before you end the turn. The amount of points required to take an action depends on its size and firepower. For instance, a pistol requires less points than a rifle and a rifle requires less points than a rocket launcher. You must find a compromise betwen firepower and the possibility of attacking your enemies serveral times before your action points run out.

When you’re planning to eliminate your enemies from a large distance you shouldn’t use V.A.T.S. The reason is simple – you’ll soon notice that your weapon become less effective, because there’s a smaller chance of hitting the target. As a result you would be wasting your ammo and you would also allow your enemies to get closer. I would recommend that in real-time combat you rely on all kinds of rifles, especially hunting rfles and sniper rifles. They’re easy to get so you shouldn’t have any problems repairing them on your own. You’ll also find a lot of ammunition.

You should also know that if you find a battle to be too difficult, you can always try and holster your weapon before you’re attacked by your enemies. If you’re lucky they will allow you to surrender, however you must be going against intelligent creatures, because otherwise you’ll fail miserably.

 

V.A.T.S. system should be used to win battles at a close range.

 

Basics  (78/83)
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Introduction
Fallout 3
Main quests
Main quests 1: Baby steps
Main quests 2: Growing up fast
Main quests 3: Future imperfect
Main quests 4: Escape!
Main quests 5: Following in his footsteps
Main quests 6: Radio Galaxy News
Main quests 7: Scientific Pursuits
Main quests 8: Tranquility Lane
Main quests 9: The waters of life
Main quests 10: Picking up the trail
Main quests 11: Finding the garden of eden
Main quests 12: The American Dream
Main quests 13: Take it back!
Main quests 13: Take it back! - Endings
Side quests
Megaton: The power of the atom
Megaton: The wasteland survival guide (first chapter)
Megaton: The wasteland survival guide (second chapter)
Megaton: The wasteland survival guide (third chapter)
Megaton: Blood ties
Grayditch: Those!
Rivet City: The replicated man
Rivet City: Stealing independence
Capitol Wasteland: Head of state
Museum of History: Reilly’s Rangers
Musem of History: You gotta shoot ‘em in the head
Canterbury Commons: The superhuman gambit
Paradise Falls: Strictly business
Big Town: Big trouble in Big Town
Tenpenny Tower: Tenpenny Tower
Vault 101: Trouble on the homefront
Little Lamplight: Rescue from paradise
Agatha’s house: Agatha’s song
Girdershade: The Nuka-Cola Challenge
Oasis: Oasis
Capitol Wasteland
Maps of the world
Main maps
sector 1, sector 2
sector 3, sector 4
sector 5, sector 6
sector 7, sector 8
sector 9, sector 10
Alphabetical list of primary locations
Other
Detailed maps
Big Town
The Underworld
Megaton
Rivet City
Tenpenny Tower
Main locations
Andale, The National Archives, Arefu
Capitol building, Canterbury Commons, Hallowed Moors cemetery
Citadel, Big Town, Evergreen Mills
Nuka-Cola plant, RobCo facility, Falls Church metro
Fort Bannister, Fort Constantine, Fort Independence
Girdershade, Grayditch, Hubris Comics
Dickerson Tabernacle Chapel, Vault 101 (return), Vault 106, Krypta 108
Little Lamplight, Megaton, Meresti trainyard
Museum of history, Wilhelm’s wharf, Paradise Falls
Reilly’s rangers compound, Raven Rock, The Republic of Dave
Rivet City
Rockbreaker’s Last Gas, Deathclaw sanctuary, National Guard depot
Springvale, Marigold station, Jury Street metro station
Northwest Seneca station, Temple of the Union, Takoma Park – factory district
Tenpenny Tower, Greener Pastures disposal site, Wheaton armory
Scrapyard, Other – Capitol Wasteland
Other
Enemies
Threats
Bonuses
Vault-Tec Bobbleheads part 1
Vault-Tec Bobbleheads part 2
Vault-Tec Bobbleheads part 3
List of achievements
Hints
Character creation and development
Basic
Perks part 1
Perks part 2
Perks part 3
Perks part 4
Perks part 5
Hidden perks
Combat
Useful hints
Equipment
Hints
Storing equipment and doing repairs
Unique weapon schematics
Other
Dirty deeds
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