Fallout 3

Recon Craft Theta isn’t random, it’s placed in a specific spot on the map north of the MDPL-13 Power Station, west of Greener Pastures Disposal Site. The radiation there isn’t all that high, I don’t think it gets any worse than +3/second. There is a random encounter which scatters some ammo and a different alien weapon (Firelance) on the ground, but there’s no actual crash site associated with it.

Within DC city ruins, there’s a crashed fighter plane in a crater that is fairly irradiated which sounds like the location xtisme is referring to. There’s a door at the bottom leading to an irradiated tunnel. I recall it being easily survivable, although you will probably want Rad-X and an environment suit of some type.

I waste most of my time picking up everything and anything that isn’t glued to the wall or stuck on the floor. Took me 9 trips alone to transport everything to Megaton from the Armory Depot…anyone ever get thru the last door in the basement? Apparently i don’t have the right password.

Yeah, I made it in, but I had to look online to find out how to do it; it’s complicated. Here’s the site I used for the walkthrough.

When I first started playing I didn’t realize I was drinking the water. I would go up to a sink and hit the “Use” button; I thought I was washing my hands. And I did the some on toilets, I thought I was peeing in them, which gave me some relief and a few hitpoints. Somehow this came up in conversation and my friend informed me that I was drinking toilet water. :smack: And I’ve been video gaming for 28 years now… What can I say, I was thinking Duke Nukem, couldn’t you pee in a urinal in that game and get a few hit points?

Also, I didn’t realize you could hold down the Use button and keep drinking at first either. My friend didn’t realize that one either, we were both just hitting Use over and over.

Speaking of radiation, there is one outdoor/out-of-DC spot (I forget where unfortunately) that will kill you if unprepared. Radiation up in the 3-digits/second. It’s guarded by super mutants, up on a small rise, and there are signs saying “Toxic Hazard” or something like that.

I died so quickly I’m not even sure you can make it to whatever it is even with Rad-Away.

Anyone know what this place is and where it’s located since my memory’s shot?

Yes, that’s Vault 87. Rothchild isn’t just bullshitting you when he says there’s too much radiation to get in the front door.

Yep; north and a little west of Little Lamplight, south of Broadcast Tower KT-8. I couldn’t get in even with Rad-X (+75 with max med) and an Environment Suit… it peaked at over 40 rads per second before my character died, apparently it gets as high as 4650 near the door.

I’m having a particularly fun time trying to be a civil rights activist in Twinpenny Towers and running through the feral ghouls with Dogmeat and the shish kebab.

Tenpenny.

Anyone know the approximate position of Tara’s body in the Fort Constantine underground? Is it worth going back since I have the T51B armor now?

-XT

I don’t think you can get the T51B without finding her body… she’s propped up against the door that leads to the armour. Anyhow, no, it isn’t worth going back, the only thing of note she carries is the 4th key.

Well, definitely got the armor without finding her. There is another door that I can’t get into that says I need a key so I assume it’s that door that her key opens. Dave’s key opened the room with the armor in it (in some kind of status field).

I’m pretty underwhelmed by the armor (though it LOOKS really cool), even with the mod I’m using. For one thing I can’t repair it seemingly. For another it actually has less DR than then medical prototype armor I was using before. Also it conveys less AP and I think it imparts less damage (I noticed my damage went down on all my weapons when I put it on).

Oh well. I am pretty happy with the AK-97 mod for the named Chinese Assault rifle at least. The gun is just devastating.

-XT

Just so you know, modifying repair lists using the GECK is really, really easy. So is modifying things like DR stats.

Haven’t tried out the GECK yet but I figured it wouldn’t be too hard. There are a ton of power armor mods (in fact there are several for the T51B) that up the stats in various ways (I’m actually using one that mods to strength and durability). I’m just disappointed in the base line armor considering what you have to go through to get the set.

-XT

I find power armor of all types to be kinda lackluster, actually. But then, I’m running around in recon armor at the moment.

If you start tinkering with mods, you’ll just want to pay attention to any possible conflicts - if you have two mods that change the same thing, the one that’s loaded last takes precedence, I believe. You can change load order if you’re using FOMM, not sure if you’re just checking data boxes in the standard loader.

I agree; once I get the Ranger Armour I stick with it for the rest of the game. The Luck Bonus is very helpful, IMHO.

I don’t have high charisma/speech skills, and I’ve already failed to get two of the required residents to consider ghouls as tenants.

Is there any way to achieve harmony after you’ve failed on one of these guys? My last saved game prior to failing is some time back, unfortunately.

I don’t know…I love armor that tells me ‘Time to kick some ASS!’ when enemies are near and pops stimpaks and med-X when I’m injured. :slight_smile:

-XT

The Tenpenny quest really pissed me off after all the freakin hard work I did to get the gouls inside. I know its only a game, but damn I felt really betrayed. I’m going back to a “save” prior to it, just to get some satisfaction back.

Which (non-mod) Armour is that?