Go to the area on the very eastern side of the map, in the very middle to discover a town called Canterbury Commons. Once the two costumed NPCs finish fighting, talk to the person named Uncle Roe. Select to talk to him about the caravan merchants, then about organizing them into a special group. Once you can nvest your caps in the merchants, the caravans will have better and more varied merchandise, while the merchants themselves will have better repair skills and more caps on hand at a time. Every initial investment in each merchant will cost 200 caps, while the second will cost 500 caps. With the Master Trader perk, each investment will be cut in half. You are only able to invest twice in each merchant. Once you fully invest in each caravan, the vendor will give you a special gift. Doc Hoff will give you several Stimpaks the next time you talk to him. The amount of Stimpaks varies depending on your level. At the maximum level he gives you seven of them. Lucky Harith will give you one Mini-Nuke, Crow will give you his special Eyebot Helmet, and Crazy Wolfgang will give you a varying amount of Stealth Boys (at the maximum level he gives 6). The merchants and what they carry is below.
Miscellaneous goods and junk, also has best repair skill (at 75) when fully invested.
While on the "Strictly Business" quest, where you enslave people from around the Wasteland, Susan Lancaster will sometimes disappear from Tenpenny Tower. After hitting her with the Mesmetron and being caught, reload a saved game and try again. She may be nowhere to be found. The quest marker on the map will state you have to go to Paradise Falls. After picking Eulogy Jones' pocket for the "Box Key", gain access to the slave pens. Susan Lancaster can be found inside the adult slave barracks without a collar. Zap her with the Mesmetron and collect the payment.
When you discover the identification of the android and are deciding to turn him in or warn him, go to the android first and convince him to go to Zimmer on his own. He will reward you. After that, go to Zimmer in the science lab and tell him about the android's identity. He will also reward you. Note: You will still get bad karma.
In order to get multiple "Reach level ? with ? Karma" trophies, try remaining neutral for the duration of the game. When you are getting close to one of the notable achievement l, or 20), save the game and turn evil or good by completing a quest that gives you good karma or murdering random characters. This will send you into the good or bad karma statuses while giving you experience. Once you get the achievement for reaching evel with bad or good karma, reload your saved game and continue as usual with neutral actions. It is easier to neutrally level somewhere with a lot of enemies, such as the D.C. area with Super Mutants, or subways or caves with Ghouls and Mirelurks. Note: Using this trick is easier with a neutral/bad character because once you get close to reaching a notable level, you can just go to Megaton, Rivet City, or another major settlement and kill people to get experience. After leveling, reload the game and no one will be mad at you.
You have 4 attempts to hack successfully. Try 3 times, bail out, then try again; repeat this process.
If you move your cursor throughout the symbols, occasionally you will highlight a group of symbols. Choosing these "duds" will remove one of the words that is wrong from your choices. Also, it may grant you an extra attempt if you have already gotten a selection wrong.
Search around both fields to find a string of symbols that you can enter as the password. It starts with "(", "
When in control of your strike team, you can get weapon loadouts from a terminal. Give the weapons to the Quartermaster, and return to the terminal to get anouther loadout. Drop all the weapons and talk to the Quartermaster; he will give you the weapons back, but without ammo. Go to the ammo dispenser to restock and pick up the dropped weapons. Repeat as desired.
If you are sure you can hit an enemy or group of enemies, aim at one in VATS, but do not fire. You will keep your Action Points but remain aimed at the part of the enemy's body targeted in VATS. If you shoot fast enough, you should still strike the targeted area without expending any Action Points.
Play until to the point where you meet Fawkes. After he is freed and gives you the G.E.C.K, leave and complete the Raven Rock quest. When you see Fawkes outside, tell him to be your follower, then proceed to the Citadel and talk to Star Paladin Cross. When she says "I have something to ask you", respond with the second answer. She will say you have a wry wit like your father and asks to join you. Say that you would be honored and she will automatically join you. You now have both Fawkes and Star Paladin Cross as your followers.
There is an Alien blaster in a case. During the last part where you destroy the big mobile base, in the middle of the base is a blue shield that has a broken panel. Note: Make sure you have full health because you must run through the shield. In the door there are some weapons. When you get in the door, on the right is a case that has a lock pick requirement of 75 (hard). Below it are some ammunition cases with some alien blaster ammunition.
Set the difficulty to "Very Easy", and go to Old Olney in the northeast section of the map. On the southern-most street of the town is a grate on the sidewalk. Step on it, and it will open out from underneath you. Go through the sewers and you will find a ladder on your left. Keep going straight to find a brotherhood of Steel Initiate wearing the armor. The armor talks and will inject you with med-X when your limbs are crippled.
When you are asked to blow up the Enclave base on your last mission, go to the satellite. Rather than blowing it up, blow up the Citadel. Sentinel Lyons will still pick you up. After you complete that, they will try to make contact with the Citadel but it will not go through. They will go directly to the Citadel, see all the remains, and confront you. After that, enter the Citadel courtyard to find a huge hole in the middle. Drop down all the way and look for a door that says "Armory". Go inside and quickly look behind the little "office". You should see a safe and a terminal. Open the safe to obtain a powerful .44 called Callahan's Magnum. Its damage is 66. After that, search around and you should find the Armory very easily, with many weapons and ammo.
After leaving Vault 101, look around the wastes in the east section towards Tenpenny Tower. When you encounter military robots, kill them to make the process easier (assuming you do not encounter a Robobrain or a Mister Gutsy). You will find a repair shop called "Smith Casey's Garage" and go inside. There will be Mole Rats and Radroaches. Kill them and go into the repair bay area. Look for an electrical switch and push it. You will find yourself going lower into the garage. Eventually you will come across a vault door (Vault 112). Go inside and a friendly Robobrain will say that you do not have the proper clothing and give you a Vault 112 jumpsuit. Walk through the Vault to find chairs that are occupied by people. Find an empty chair and you will find yourself as a child. One of the adults will tell you to talk to Betty (Dr. Braun), whom will tell you to hit another kid. Do so and go back to her. She will tell you that you did a good job. She will also tell you to go break up a family's marriage. Instead of doing this, go in the abandoned house and look inside to find some items that can be activated. Press them in the following order: radio, pitcher, garden gnome, pitcher, cinder block, garden gnome, and empty Nuka Cola bottle. A huge computer will appear. Activate the option with the Chinese soldiers, then step outside and you will see the Chinese killing every inhabitant in Tranquility Lane, except Betty. Talk to her and you will be free to go. Leave the simulation and you will meet your father again and will have skipped most of the storyline.
The following is a list of unique weapons and how to obtain them:
In the Deathclaw Sanctuary (northwest corner of the world map), follow the caves down and be prepared for many a Deathclaw encounter. In the southeastern corner of the caves is a pool of blood under a column of rock. In this pool there is a heap of gore with the Vengeance, an overpowered Laser Gatling Gun.
After getting access to Little Lamplight, you’ll find a child named “Biwwy” who will sell you the Waser Wifle, an augmented Laser Rifle, for 500 caps. If you have the Child at Heart Perk, you can get it for free (choose “You said you didn’t need it, why not just give it to me for free?”).
Abe Lincoln’s Repeater Rifle
Enter the Museum of Natural History and go to the lower levels. In the Museum Offices, there is a central room with a gun case. Lincoln’s Repeater Rifle is here, a strong Hunting Rifle that uses .44 rounds.
In Girdershade, in the southwest corner of the world map, the town letch, Ronald, has a Sawed-Off Shotgun named the Kneecapper. You’ll have to kill him to get it, passively (via a pissed off radscorpion) or actively (a shot to the head).
In Evergreen Mills, in the southwest corner of the world map, you’ll find a heavily protected raider hideout, including a Super Mutant Behemoth. Inside the center building is a series of caves where the raiders have set up a brothel and a bar. One of these raiders won’t attack you, and his name is Smiling Jack. He’s a trader, but you should trade him a bullet to the head for his Terrible Shotgun, a better Combat Shotgun.
One random event while exploring the capitol wastes is an inexplicable explosion. Head to this area to find the Firelance, a souped-up Alien Blaster and some scattered ammo.
Jack the Ripper
This upgraded Ripper can be found at the lower-middle of the S-shaped map of the Deathclaw Sanctuary. It’s on a dead Enclave Officer in a pile of bodies, next to a giant ant.
Sydney's 10mm "Ultra" SMG
Inside or just the outside Museum of History in Downtown DC you'll find a Super Mutant-fighting Ghoul named Sydney. She asks for help defending the area from Super Mutants. You can help her and if she dies, take her "Ultra" SMG or just kill her and steal it.
A3-21's Plasma Rifle
In the "Replicated Man" sidequest, don't to turn Harkness in to Dr. Zimmer. Instead speak with Harkness and chose to unlock his repressed memories. Once you do this, speak with him again and tell him that he should not kill Dr. Zimmer, but instead tell him to run away. He will thank you and give you his old (albeit more-powerful) Plasma Rifle! You may be able to kill him for it too.
Once you gain access to the Brotherhood Citadel you can take, search or lockpick anything that you want. When you are in the Solar room you can lockpick the Elder Lyons safe (if your lockpick skill is high enough) and find 300 caps, other misc. items and Smugglers End, a powerful laser pistol.
O1' Painless rifle
In the Republic of Dave, in the northeast corner of the world map, kill Dave to get his key and access to his safe. Inside is the Ol' Painless Rifle.
Xuanlong Assault Rifle
This powerful Chinese Assault Rifle is located on the body of Jiggs in the diner ner the Jury Street Metro Station. This location can be discovered via the Museum of Technology mini quest, Jiggs' Loot.
This is dropped by the Drifter in Dickerson Tabernacle Chapel (upper west of world map). It is an augmented sniper rifle.
This augmented Sniper Rifle is in a Very Hard locker in the Sniper Shack to the west of Rockbreaker's Last Gas (Middle west of worldmap).
The Mechanist has this augmented laser pistol. Get it by giving him the Antagonizer's costume. Note: this results in negative Karma.
This powerful missile launcher also is 5 WG less in weight than its normal counterpart. Find it in the storage room in the lower level of Fort Independence.
Zhu-Rong v418 Chinese Pistol
Found in the east wing of L.O.B. Enterprises in a Very Hard Locked case on a desk upstairs, the Zhu-Rong is a pistol that will ignite flammable substances.
The augmented Scoped .44 Magnum can be obtained from Agatha after completing both Agatha's song and an additional Sheet Music fetch quest (in the Springvale school). You must request a reward from here in the dialog tree for this.
In the very bottom of Falls Church/Mason St. Metro you will find a radiated ghoul camp; here you will find the Burnmaster, an improved Flamer.
Stabhappy is an upgraded Combat Knife in the "Raid Shack", a house of Raiders. Just head directly East from the Bethesda Ruins and you will see a fenced in house called the Raid Shack. Kill the Raiders inside and one of them carries Stabhappy!
In the MDPL-13 power station, enter the door on the right. You will be in an office and on the table in the center of the room is Fisto! the upgrade to the Power Glove. Beware of Ghouls.
Fawkes Super Sledge
When you first meet Fawkes after freeing him from the locked door, talk to him and trade equipment with him. He will already have an item called the Fawkes Super Sledge in his inventory which you can take from him.
The Break is a unique pool cue which can be found laying on top of the pool table outside of "Eulogy's Crib" in the middle of Paradise Falls.
Board Of Education
The Board Of Education is a unique nail board located in one of the abandoned shacks in the "Clifftop Shacks" area just outside of the Oasis. It is laying next to a skeleton lying on one of the beds.
Junders' Valid Points
Junders' Valid Points are a set of unique spiked knuckles. They can be obtained from the body of Junders Plunkett after you kill him. his hideout is located inside Arlington Cemetery and is on the top of a hill. (Note: if you have enough good karma and have the note stating he is a wanted man, his dead body will also contain his finger which can be redeemed for a nice 1000 cap reward. If you don't have the note is can be found on the body of a dead Regulator on the steps of the nearby metro station).
Slightly more powerful switchblade, can be gotten from Butch after the Trouble at the Home Front quest. Kill him or ask him to follow you.
This sword is locked in a hard locked cabinet named "sword cabinet" in Vance's room upstairs in Meresti Station.
Found in the flooded metro, the Shocker is a more powerful power fist (24 damage if 100% repaired).
Occam's Razor is an augmented combat knife found on the CO in the very bottom of Ft. Bannister.
Eugene is an improved Minigun which can be given to you by your choice after completing the side quest Reilly's Rangers. Reilly rewards you for helping them you have a choice between Eugene and armor.
In the slaver camp of paradise falls (you may have to go there in the main quest), on a pool table outside in the main are (outside the shops Eulogy Jones' pad and the slave cages)there will be an augmented version of the pool cue. Beware of slavers, people with good karma.
In Canterbury Commons, located in the far middle east part of the world map, you will find a Tire Iron called the Highwayman's Friend. The weapon is on a shelf in the back room of Dominic and Machete's house.
In Evergreen Mills (NE of Girdershade) There you will discover a raider hangout including full bar and brothel. A fellow named Smiling Jack resides here and will not shoot you. Kill him for the Terrible Shotgun, a souped up Combat Shotgun.
This gun is a unique variation of The Fat Man that shoots 8 mini nukes at once. It is the most powerful weapon in the game and can be found on a table in a secret room in the armory of the National Guard Depot. There is a computer that asks for a 4 digit passcode. The passcode can only be found by piecing together the Keller Family Holotapes. It comes with 5 mini nukes.
This high powered Sniper Rifle can only be found in The Pitt add-on. In the Arena, beat the final challenger and search his body for the Infiltrator.
Obtained from the body of a dead alien lying a few feet away from his crashed spaceship. The alien crash site is found north of MDPL-13 Power Station and northwest of the Greener Pastures Disposal Site. It has unique ammo as well, the Alien Power Cell, which is incredibly rare. The chance of a critical strike with this gun is nearly 100%. It can be repaired with the Firelance, but degrades rapidly. Its damage is 100.
Colonel Autumn's Laser pistol
This gun is a modified, fully automatic version of the standard laser pistol with a rate of fire comparable to the Gatling laser. It has a 30 round magazine, uses minimal action points, and is repaired with the common laser pistol. The weapon does 75 damage while using the same Energy Cell ammo as a standard pistol. This version is also lighter than a standard laser pistol, with a weight of 2. This unique pistol is considered a quest item and cannot be dropped. The only way it can be removed is by using it as spare parts to repair a regular laser pistol, but this will destroy it permanently. Also, since it is a quest item, the weapon can only be repaired manually. It is located from Citadel to the Jefferson Memorial's rotunda.
The guard at the front entrance of Paradise Falls has it. He will give it to you if you ask him if he needs help.
Colonel Autumn's 10mm Pistol
This is a unique pistol that does double the damage of the standard variety. It can be repaired using standard 10mm pistols and is obtained from Colonel Autumn's body at 100% condition the Jefferson Memorial rotunda during the "Waters Of Life" quest.
The first part of the schematic for the Dart Gun is at the MDPL-05 Power Station, on the northwest tip of the Capital Wasteland. Another part is obtained from Hannibal Hamlin after completing the Lincoln Memorial quest for the slaves. The last schematic is located in a locked chest at the Boutique Le Chic in Tenpenny Tower. Parts required are as follows: a toy car, surgical tubing, paint gun, and Radscorpion poison gland. The Dart Gun cripples your target's legs and thus is very useful when used on fast melee opponents such as Deathclaws. It also poisons your target for eight seconds.
This is a schematic weapon built from the following: a motorcycle gas tank, motorcycle handbrake, lawnmower blade, and pilot light. One of its schematics is found with Vance, who gives one to you after the Blood Ties quest. Lucky Harith, the wandering merchant, has another. There is a final set near a workbench in a Red Brotherhood Outcast shack, to the southwest of SatCom Array NN-03d. The shack does not appear on the map, but is at the base of the hill the array is built on. Every schematic obtained increases the condition of the weapon when it is built. Its damage is 40 plus 10 fire damage over five seconds.
This is a unique sledgehammer found at the Anchorage War Memorial, inside the storage room with the broken door. It can be repaired with sledgehammers. The Tenderizer damages enemy armor on each hit by 5 points and is the only "enchanted" weapon.
To easily get items, you will need a Sneak skill of 60 or higher. Go to Fort Independence with some scrap metal and speak to Protector Casdin. Tell him that you have junk(scrap metal) that you want to give to him. He will then offer you 5.56mm rounds, Stimpaks, RadAways, and frag grenades. Save the game. Steal the scrap metal back from Protector Casdin and then sell it back to him again to repeat the process.
North of the Dunwich Building, in the southwestern part of the map, is a town called "Girdershade". There, you will find two shacks with one having the name Sierra Petrovita. Enter her shack and you will find the only Nuka-Cola collection in the game.
When you first arrive at the citadel and proceed to Scribe Jameson, you will tell her that you had found a "Brotherhood of Steel Holotag". She will then say, "I have an offer for you". Scroll down to the bottom and one of the replies will be "Frankly, I don't give a damn"; a reference to Gone With The Wind.
During the "Strictly Business" quest, capture Susan Lancaster and receive your reward. Afterward, speak with her in the slave quarters part of Paradise Falls. Note: One of the slaver's keys is required to access the slaves quarters; pickpocket one. After entering the slave quarters, speak with Susan and when she asks for help, select the option "You're a slave. Deal with it." Return to Grouse to collect your reward again. Grouse will think that you captured her again. You can repeat this for 250 caps and a slave collar each time.
The following method is used to place something into the target's pockets, rather than removing things. You also can be caught doing this, which still results in Karma loss, but it does have some interesting uses. Any mine or grenade placed in someone's pocket will explode after a few seconds, which is why there is a Pants Exploded statistic in your Pip-Boy records. Also, all NPC AIs, not only those of your companions, will cause them to wear any armor with a higher DR than their own. If you put, for example, a Power Helmet in Three Dog's inventory, he will be wearing it on the next load and you will be able to pickpocket his unique head wrap (Charisma +1. Luck +1). Many items are obtained through reverse pick pocketing that cannot be obtained otherwise without needless death. This works with weapons as well, but the AI instructions for weapon use are much more complicated, involving range, damage per round, and damage per second as well as the usual DMG rating. Note: using this trick to obtain weapons may not always work.
Get a contract follower (for example, Fawks, Charon, Jericho, etc.) and travel to the Scrapyard to get Dogmeat. Once completed, activate the "Stealing Independence" quest and soon as you enter the building, speak to the girl named Sydney. You can get her to follow you for the quest. You can complete it but cannot get her to follow you again. You should have three current followers.
To get easy XP and caps, save all pre-war books you find and go to the Arlington library. At the southeastern corner there is an NPC that will buy them for 100 Caps each. In addition you will gain 10 experience points for each book sold.
To get unlimited Experience in Big Town, perform the following steps. You must have a high Speech skill:
1.) Go to Big Town and find the NPC named Pappy.
2.) Select the dialogue choice “You came here with Bittercup, right?” If this dialogue choice does not come up, find Bittercup, exhaust all of her conversation chains, and then try speaking with Pappy again. should appear next to the dialogue choice if your Speech skill is at its highest.
3.) Selecting the dialogue option successfully will earn you six experience points. Repeat as desired.
Go to the alien crash site and pick up the weapon that is found there, making sure to collect all the ammunition you can for it. Go to the town named Old Olmeny (found northwest of the mine field) to find a lot of Death Claws. Make sure you are good on health. The weapon obtained from the alien crash site takes out Death Claws in one or two shots.
During the quest "Those!", after you and Brian Wilks arrive in Grayditch, he will tell you about his father and where his home is (other things may be asked as well). After you agree to check if his father is alive, Brian will go into one of the radiation preservation shelters. When he enters, sooner or later the phrase "Now I know what a TV dinner feels like" can be heard; a reference to a line Bruce Willis mutters when he is crawling through an air conditioning vent in one of the Die Hard movies.
While wandering around in the world or towns, do the following to get an early heads up on enemies, encounters, or learn who is nearby. Keep tapping [V.A.T.S.] while searching at all angles. If there is something out there, you will get the V.A.T.S. zoom in with a low score, which allows you to know what is there and thus you can figure out a plan of attack or how best to sneak around it.
Early in the game, when you are turning ten, Lady Palmer will give you a sweetroll. After the robot destroys the cake, the local bully will demand your sweetroll. This is a reference to one of the questions in Morrowind during the class questionnaire and during The Elder Scrolls 4: Oblivion, where sometimes you will hear an NPC in Skingraad mention being accosted by a bully for their sweetroll.
The hunting rifle is the best common weapon against them. Head shots (in or out of V.A.T.S.) work well, while the Chinese assault rifle and combat shotgun work great up close. The scoped .44 Magnum and sniper rifle are great if you have the ammo. Use grenades and missiles for groups. Be sure to aim low with the missile launcher because it tends to wander a bit in flight. If you have a few seconds of distance between you, drop a few mines for them to run over. The Centaurs are like Super Mutant guard dogs because they are always near Super Mutants. Killing the Centaurs is necessary at times, but they are almost always empty upon searching the corpse. Also, when in a area controlled by Super Mutants, always check the gore bags. It may be gross, but it is a good place to scrounge for items.
At the Publishing wing of Hubris Comics you can play a text adventure game named "Reign of Grelok" on some of the terminals. The objective of this game is to kill Grelok. Type "N", "S", "E", or "W" to move around and simple one word commands to interact with the objects and people. You can also type in obscenities for funny responses.
Use the "Extra weapons" glitch to obtain all the weapons from the simulation. You can acquire as much ammo as desired for every weapon they give you, except the missile launcher, grenades, mines and Gauss rifle. Before you start the simulation, find the corpse of "Gary" in the building. Pick him up and place him on the chair where you sit to do the simulation. Do not sit him down but just place him. Talk to the woman who starts the simulation and start Operation Anchorage. You will sit "through" the corpse of Gary. Do mission 1and get to the military base. Get briefed and have your weapon forms filled out, then select your favorite set. Go out and talk to the man who gives you your weapons. Try the speech and you can get your Gauss rifle from the first mission of Anchorage. As soon as you get the desired weapons, and optionally the Gauss rifle, ask to change your gear. Note: You can only do this once; make sure it is what you want. You can choose heavy weapons and close combat gear for more items. Before you requisition what you just filled out, drop all the weapons and ammo you have in front of the weapons person, then ask him for your gear change and he will take all the weapons you had. If done correctly, all the weapons he will take will be on the floor and he will not be able to take them from your inventory. He will give you the new set. Collect the rest of your weapons on the ground and go inside the tent behind the person with the weapons. Pick up all the ammunition. Note: You can get extra grenades, mines, missiles, and Micro Fusion cells if you do not use them in this part of Operation Anchorage. Drop all your ammunition and activate the dispenser (big metal box). You will have full ammo. Drop it again and reactivate the dispenser. Note: Collect your old ammunition after awhile to make larger amounts for your ammo boxes to be easier to pick up without having to look for them all over the floor. You can do this as many times as desired, however, remember to do this before you leave for the last objective of the mission. Note: At the end of Operation Anchorage's last objective, you will wake up in the chair and not the base. The last Boss (final objective) is very hard to kill. You can try to talk him into suicide, but your Speech must be high. Alternately, save the game before you enter the compound and try as many times as you want. Once he is dead, General Chase will approach you. After he is done talking, quickly press X repeatedly. The simulation will end and a character inventory box will appear for Gary (the corpse placed on the chair). Put all the gear you have with you on Gary, then exit the simulation and search Gary for all your items. All the items from Operation Anchorage should be on Gary. The Winterized Combat Armor is indestructible, and so are the guns and knives.
Note: Doing this may freeze the game. Press the button to activate V.A.T.S. while simultaneously switching weapons set on a hotkey. For example, if you are wielding a hammer and you have a gun set to a hotkey, activate V.A.T.S. and you will hit a person with the gun equipped as if it was the hammer. You can use this to hit people with the rifle or even a bottle cap mine.
Move north and slightly to the west of Minefield to find the VAPL-66 Power Station. Follow the power lines north until you hear a radio signal Athena. While staying in range of that signal, search the surrounding rocky area until you find the UFO ship.
Enter the museum and examine the notice on the wall terminal to the far right. The text is about a virus infecting their Archetype. At the end it repeats parts of the song "Archetype" by Fear Factory: "the infection has been removed, the soul of this machine has improved".
To get unlimited Caps and supplies, you will need around 3,000 caps and two of the same weapon; one weapon in very good condition and the other in bad condition. Go to the merchant and purchase everything desired. Then, sell the merchant both of the weaopns. Buy back the cheap one and then sell it back. The merchant will give you the weapon in good condition every other time that you sell it and buy back the cheap one. You can now sell it back to the merchant for 3x what you bought it for. Repeat this until you have all you Caps back and everything that the merchant owns.
During the "Shoot Em In The Head" side quest in the Republic of Dave, win the Speech challenges to receive the key and be allowed to stay. Ask Dave if there is anything to do to help with the elections. He will tell you to get everyone to vote. Go to Bob and Rosie and get them to run for President and get everyone to vote. Inform Dave you are finished, then run to the ballot box and hide behind it. It is locked but keep pressing on it until Dave comes to open it. You will see the ballots and can now rig the election.
It is vital that you plan ahead when setting your special values. Make sure you know what each attribute does before selecting how many points to put into it. The following is a list of things to consider while distributing points:
Will your character need it? If you are never going to use melee weapons or wear power armor, do not put many points into Strength. A Perception of 5 will generally put your enemies on the radar well before they see you.
Will you be getting a Bobblehead? A Strength of 10 is useless because the Bobblehead is in Megaton. The same goes for Intelligence; you will be going to Rivet City at some point. However, this is not true for Charisma; Vault 108 is a bit out of the way. What kind of armor/clothing will you be wearing? Most hats increase Perception by 1. Most Wasteland clothing increases Agility and Endurance by 1 each.
Will you be using perks to further increase your S.P.E.C.I.A.L. attributes? The Ant Might, Ant Sight, and Special Training perks all do this.
Your Luck does not have to be over 5 This is because the "Lucky Getup" consisting of Lucky Shades, Lucky 8 Ball, Three-Dog's Head Wrap, any Lauck-increasing armor/clothing item, and the Bobblehead (the first two of which count towards your permanent Luck total).
After acquiring the Chinese Stealth Armor, equip it and select up to four hats ( such as the Eulogy's Hat, Winterized Power Helmet, Shady Hat, and Ledoux's Hockey Mask). When you have the desired hats, you can equip any armor desired. Do not unequip the hats or you will have to do the stealth armor trick again.
This is a schematic weapon built from the following; a lunchbox, a cherry bomb, a sensor module and ten bottle caps. The schematics are obtained from Moira in Megaton, Knick-Knack in Little Lamplight, Herbert Dashwood's sale in Tenpenny Tower, and Jocko's Pop & Gas Stop. Every schematic increases the number of mines created per set of materials, up to a maximum of three. Its damage is 501.
To easily get items, you will need a Sneak skill of 60 or higher. Go to Fort Independence with some scrap metal and speak to Protector Casdin. Tell him that you have junk(scrap metal) that you want to give to him. He will then offer you 5.56mm rounds, Stimpaks, RadAways, and frag grenades. Save the game. Steal the scrap metal back from Protector Casdin and then sell it back to him again to repeat the process.
The aid items "Mentats" and "Mentat's Tablets" are a reference to the famous science fiction novel series by Frank Herbert titled Dune. Mentats are "human computers" -- people who are trained and molded with the abilities to filter and process data with incredible precision and speed. These people came about in the series due to the "Butlerian Jihad" or "Machine Crusade" where thinking machines became the enemy of the human race.
This achievement requires you to hack 50 computers--there are 100 in the Capitol Wasteland. It can be difficult if you do not have a high Science level. However, if you save the game before you hack a terminal, you can try it again repeatedly until you get it correct.
Inside the Citadel there is a robot doctor that, when spoken, to he will say "Please state the nature of the medical emergency"--a reference to the emergency medical holographic doctor from the television series Star Trek: Voyager and movie Star Trek: First Contact. This is the same thing he says when he is switched on.
-To steal an item when there are a lot of people around, get it in your crosshairs and the pick it up. Then, walk to an area without any people, drop it, and steal it. For example, use the Bottle Cap Mine in the Craterside Supply on the work bench, pick it up, then drop it at the end of the desk to the right, next to the two metal boxes. Enter Sneak mode, get next to the desk once your indicator says hidden, and steal it.
-To steal items without getting caught, get in Crouch mode when the "hidden" description is displayed on the screen. Some heavily guarded items require a high Sneak skill; use the "Grab" ability to steal those items. Then, move to a darker part of the room until "detected" changes to "hidden".
During the quest to find your father, stop by Vault 112. Once you enter the Tranquility Lane, stop by and talk to Betty. Once you have talked to her, go make the boy cry, then talk to her again afterward. Make your way into the abandoned house and activate these objects in the following order: radio, pitcher, garden gnome, pitcher, cinder block, garden gnome, and empty bottle. This will activate the portal to your right. Go to the terminal and follow through there.
There are five Super Mutant Behemoths that can be found and killed in the following locations. Note: Once they are killed they do not respawn:
Galaxy News Radio This Behemoth will destroy a wall just outside the GNR Building as you enter the area (quest related).
Evergreen Mills At the bandit camp near Vault 112, a Behemoth is behind an electric enclosure beside the train tracks. When the generator powering the enclosure is destroyed the Behemoth will escape.
The Capitol Building Use the west entrance and go inside the main room. Look on the map. The room is straight down the hall from the entrance. However debris will force you to find an alternate route there.
Takoma Industrial Located east of the GNR Building at the end of the map. The Behemoth is just north of the factory, standing in the middle of some wrecked cars. Jury Station Go west until you find a group of crumpled up train cars. Search this area until the Behemoth appears. You will know if you are in the correct area if you see a teddy bear in a shopping cart.
In the Republic Of Dave during the election, tell Dave's son Bob that he is not meant to lead. He will reply, "Oh yeah? Well... .er... So's your face!"--a reference to an episode of the television show Scrubs where whenever Dr. John Dorian (JD) gets insulted, he only replies "So's your face."
After completing the "You've Gotta Shoot Them In The Head" mission return to Mr. Crowley once you have all four keys. Follow him out of underworld, and take back the keys. Go to Fort Constantine and enter the little house on the left named the "CO Quarters". Go downstairs, and use the key on the "launch control bunker" door. You will find doors for all the keys. The T-51b is in the last room under glass. Use the computer to free it.
To earn easy experience points, go to Craterside Supply in Megaton with a few frag mines. Place a mine close to the wall that the mercenary is leaning against. Quickly pick it up to earn 5 experience points. Repeat as desired.
To repair your armor and energy weapons to full health, go to Fort Independence and accept the technology side quest. When you give the person Power Armor, Enclave Power Armor, or any energy-based weapon, as soon as he gets it, the item will be repaired to 100%. You have to kill him to get the items back. Note: This can only be done once, so use it wisely.
This is a schematic weapon built from the following; a Nuka-Cola Quantum, a tin can, turpentine, and Abraxo Cleaner. One of the schematics are found on the bottom floor of the Yao Guai Cave, in the northwestern-most area, under a pile of skeletons. Doc Hoff sells another and Sierra Petrovita in Girdershade has the third, which she rewards you with for the Nuka-Cola Challenge quest. Every schematic increases the number of grenades created per set of materials, up to a maximum of three. Its damage is 501 plus fire damage plus radiation.
To get easy caps, go to the Strictly Business quest and capture Susan Lancaster to collect the reward. Then speak with her in the slave quarters part of Paradise Falls. You will need to pickpocket a key from one of the slavers to enter slave quarters. When she asks for help, choose the option "You're a slave. Deal with it.". When you return to grouse he will think you captured her again and reward you. Repeat as desired.
Note: Try this only if you want to take the "evil" path. After agreeing to help Mr. Burke nuke Megaton, go into every single house and steal everything (any little piece of junk you can carry). Then sell it all to the local shops (Craterside Supplies, The Restaurant, Moriarty's Saloon, etc.). If a particular house is locked or you need a key to get into a safe or something of that nature, just kill the owner of the property and get the key from their body. Kill everyone in sight, especially the shop owners because you can get access to their entire inventory, plus the caps that you have already spent on them. Kill every one and collect everything to leave Megaton empty. You should have at least 600 caps. Remember to sell some of the things you gather to the shop owners because you cannot fast travel when over encumbered. This can be done in pretty much any town you visit. To avoid getting over encumbered, get all the supplies that you can possibly carry, then drop the rest just outside of Megaton. Then fast travel to Rivet City or some other marketplace, swhat you have, and return to Megaton to repeat the process.
Save all pre-war books you find (not scorched or ruined) and go to the Arlington library. At the southeastern corner is an NPC that will buy those books for 100 caps each. You will get 10 experience points for each book you sold.
Do the "Riley's Rangers" side quest. Once you rescue Riley and escort her back to her base, she will ask if you want to help her out by mapping the area. Do not tell her that you will help her just yet. Instead, first reach level 20 and use the "Explorer" Perk. Once you have revealed every location on the map, go back to her and tell her that you will help her out, then tell her you have got some new locations for her. Depending on whether or not you have already done it, you can make upwards of 2,200 caps.
This process is very short. Set the difficulty to "Very Hard", then get a very strong follower, such as Fawks or Charon, and travel to the Citadel. Travel the exact path as you did when you did the "Taking It Back" quest . There will be a fair amount of Enclave personnel; let your followers take out the trash opponents. All you have to do is collect the armor and weaponry, repair it, then sell it. The giant robot will be at the end of the road, assisting you for the kills. Note: This will only work if you have activated the quest "Taking It Back".
This trick requires a good amount of patience, but it works on patched versions of the game and will not crash it. First, own a house in Megaton or a Tenpenny Suite. Talk to the butler robot and repeatedly tell him you are thirsty to receive purified water. After about seven times, he will say that his condensation condensers need to recharge. Sell the water for caps or give it to a beggar for good karma. Wait one week and ask for water again. He will give you seven more. This can be done indefinitely. Since you have to wait a week, all the shopkeepers will have enough caps to buy the water.
At any point, travel to Big Town on the map and speak to Buttercup about her dating Pappy. After that,, initiate the speech challenge with Pappy and keep on clicking the "Speech" option. Since it will never go away, you can just keep clicking it until you get the "Silver Tongued Devil" achievement. This trick works best if you speech is at least 30 to succeed in the Speech challenge. Note: This requires the unpatched version of the game.
Note: This can be done in the patched version of the game. Go to Little Lamplight at any point after you exit Vault 101 and get inside via Speech Challenge or rescuing other children from Paradise Falls. Go back to the "Great Chamber" and find Knock Knock to ask her how she got her name. Have her tell you a joke. She has only one joke and, with a decent Intelligence, you can interrupt it for a better ending. Then there is a Speech Challenge to convince her that it was a funny joke. Continuously cycle through the joke and Speech Challenge repeatedly. Because she is a child, the Speech challenge is also not too difficult.
After saving Red and helping Big Town from the Super Mutants, go into Red's Clinic. There should be someone laying on the bed randomly. Heal him to receive a Lucky Eight Ball. Your Luck will be increased by 1 as long as it is held.
To own two houses at once, first disarm the bomb in Megaton to obtain the key to "My Megaton House". Make your way to Tenpenny Tower, enter the lobby, and use the elevator behind the main desk to get to the penthouse suites. Convince the guard to let you into Tenpenny's suite, then get on the balcony overlooking Capital Wasteland. There will be four doors: two will be boarded up while onedoor will be described as "Empty suite locked-key required". You can still open the door without the key and treat it as your own house, as if you destroyed Megaton. Note: You cannot open the suite from the inside. This is why you need to get into Tenpenny's suite. You can only enter or leave from the balcony.
When in control of your strike team, you can get specific weapon loadouts from a terminal. Give the weapons to the Quartermaster to get another loadout. Drop all the new weapons and speak with the Quartermaster to receive your weapons, but without ammunition. Go to the ammunition dispenser to restock, then pick up the weapons that you dropped. You can repeat this as needed.
In main storyline, when you first enter the Wasteland level up until at least level 2, instead of going to Megaton or the GNR radio station, go to Rivet City and talk to Doctor Li. If this is done when you get to the GNR radio station part of the storyline, you can skip that entire section. Note: Rivet City is located near the end of the map in the southwest region.
Instead of paying 37 Caps or more for Stimpaks, go to Tenpenny Tower. Go to the bar, save the game, hack the terminal, and activate the 50% VIP Discount and 10% Holiday Discount to get everything on the menu for what it is worth. You will be able to purchase the following items for the corresponding Caps:
Level up enough to get the "Animal friend" perk, then get to the quest where you test out the Repellent Stick on the Mole Rats. Normally the Mole Rats will attack on first sight, but because you have got the perk, they won't. You can hit the Mole Rats with the Repellent Stick once without them attacking, even if there are others nearby. Note: This will not affect the completion of the quest.
In Vault 87 you must enter through Camp Little Light's cave system since the vault door entrance has 500+ rads per sec around it. However, even if you do get to the entrance to Vault 87, the door will never open-- even with Lockpicking 100. This is because it is labeled as impossible. If you enter through Camp Little Light and go into Vault 87, find the room where you see the back of Vault 87's door and go to the yellow box (as you did in the prelude of the game, when escaping from Vault 101) to open Vault 87's. When it opens, you will see a gas-like wall of a brownish color. Walk through it to be teleported to the middle of Vault 87. Therefore, you can never walk between the outside door and the cog-like door of Vault 87 as you will always be teleported back to the middle of Vault 87.
After completing the Operation Anchorage simulator, run to the sealed chamber, unlock it, and grab items. You will suddenly find yourself in the middle of a firefight. Instead of fighting, stand back and do not rush to hear an argument between two parties about whether if they should open it, then they will start the fight.
In case you are to fail when hacking a computer, pick pocketing, lock picking, or starting a dialogue with a Speech bonus, make you save the game before attempting it. If you fail, then simply reload the saved game file.
Your sneak must be at least 60. First, donate all of your Caps to the priest in Rivet City. After this is done, you can pick-pocket him. Your Karma will only go down 5 points, which pales in comparison to how much Karma you gained from donating (varies on how much was donated).
To find the alien blaster, go North from Power Station MDPl-13 to pick up a garbled radio station. Follow the signal to a crashed spaceship and search around the dead alien for the blaster.
Response from iwishiwasajedi: What about the Tesla Armor?
Response from CrimsonOmen: I find Tesla Armor pretty often while running into Enclave patrols. If you are in the later stages of the main story and the Enclave are active, try storming the Capitol building.