gormonk Posted September 13, 2009 Share Posted September 13, 2009 bug 1.. flamer + train tracks(see attachment)bug 2.. have wener and ashmer alive at the end of it all by going into the pit sewer uptown end, there will be a termanal witch allows you to turn off the floud lights. if you do this during the quest were you go out into the steelyard to get the ingits both ashmer and wener live. Link to comment Share on other sites More sharing options...
0borderline Posted September 13, 2009 Share Posted September 13, 2009 There's a lot more minor bugs in The Pitt, most of which don't really affect gameplay. I know there's a skip in the Steelyard area which will trap the player if jumped into. The flamer problem looks like a visual glitch, and probably won't happen next time you play FO3. On the Xbox I had a visual glitch where part of the sky was pure dark grey and slowed the FPS down to a crawl - but it went when I turned the console off and on again. As for turning on the floodlights, you need to do that if you're helping Werner for the last quest, it seems like Ashur being alive is a result of you skipping too far ahead in the storyline. They should have made it so you can't do this, but really this wouldn't be a problem if you don't mess with the terminal before you needed to. Wouldn't call it a bug, more of something they forgot to block early on. Link to comment Share on other sites More sharing options...
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