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Beginner adivces for Fallout 3


35NEXT99

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My question is: I am beginner at Fallout 3. I have escaped Vault 101.

 

Questions are:

1) What to do after escaping Vault 101?

 

2) Is this correct about factions in game: Enclave = Evil. Kill them, Slaver = Evil. Kill them, Raiders = Evil. Kill them

 

3) What about those Ghouls around Tenpenny tower? What should I do with them?

 

4) I have downloaded patch 1.7 . Is there more patches available?

 

5) Does game difficulty setting affects XP earned when killing monsters?

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1) You should head to Megaton to advance the storyline. Or if you're brave to some adventuring.

 

2) Enclave, they're evil, but you won't encounter them just yet. Slavers; they are evil but you can work with them if you're working towards malevolence. Raiders are always hostile so you can dispatch them whenever they're encountered.

 

3) You can work with the Ghouls or kill them. They're multiple ways to completing that quest.

 

4) That's the latest patch. :biggrin:

 

5) Increasing the difficulty rewards more XP whenever XP is rewarded.

 

Well, I hope I helped. Enjoy and good luck! :thumbsup:

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Thanks a lot for these answers. Great help for me.

 

One more question:

 

Question: What to do with Brotherhood of steel and Outcast Brotherhoods?

 

About those slavers. I will whack them off because in Fallout 2 they are EVIL also.

 

I know this question does not belong here but does Fallout 2 run in Windows 7 64-bit? I know Fallout 1 Crashes straight away.

Edited by 35NEXT99
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The BoS are the primary allied faction. You'll be working with them later. The Outcasts are a more minor faction. The two don't like each other. The Outcasts aren't hostile but aren't friendly either. You can sort of work with them. In Operation Anchorage they have a larger role.
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More advice, in case you don't already know (if you do, I apologize).

 

No quest in Fallout 3 is time-critical. What this means is that you do not need to be in a hurry to complete any particular quest - so you can take your time, do lots of exploring (and levelling up), then come back and the quest will still be waiting for you.

 

The only risk is there are a couple of places that visiting early might advance the main quest whether you want it to or not (and possibly mean you skip over some interesting stuff in between). Check here for details on the storyline - http://fallout.wikia.com/wiki/Portal:Fallout_3

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More advice, in case you don't already know (if you do, I apologize).

 

No quest in Fallout 3 is time-critical. What this means is that you do not need to be in a hurry to complete any particular quest - so you can take your time, do lots of exploring (and levelling up), then come back and the quest will still be waiting for you.

 

The only risk is there are a couple of places that visiting early might advance the main quest whether you want it to or not (and possibly mean you skip over some interesting stuff in between). Check here for details on the storyline - http://fallout.wikia.com/wiki/Portal:Fallout_3

 

This is mostly true. It's recommended that you don't go into, say, The Pitt, before finishing a quest like Reilly's Rangers, as that one can cause a problem if you don't get to them in time on the rooftop (they become hostile toward you). Finishing it by going to Ranger Compound can wait as long as you want, though. This is just one of maybe three examples (and the only one I've had happen to me thus far).

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More advice, in case you don't already know (if you do, I apologize).

 

No quest in Fallout 3 is time-critical. What this means is that you do not need to be in a hurry to complete any particular quest - so you can take your time, do lots of exploring (and levelling up), then come back and the quest will still be waiting for you.

 

The only risk is there are a couple of places that visiting early might advance the main quest whether you want it to or not (and possibly mean you skip over some interesting stuff in between). Check here for details on the storyline - http://fallout.wikia.com/wiki/Portal:Fallout_3

 

This is mostly true. It's recommended that you don't go into, say, The Pitt, before finishing a quest like Reilly's Rangers, as that one can cause a problem if you don't get to them in time on the rooftop (they become hostile toward you). Finishing it by going to Ranger Compound can wait as long as you want, though. This is just one of maybe three examples (and the only one I've had happen to me thus far).

 

Hence my suggestion about checking the storyline for tripwires, so to speak.

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