Fallout 3/YMMV: Difference between revisions

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* [[Author's Saving Throw]]: The new ending for ''Fallout 3'', provided by DLC for the widely unpopular ending.
* [[Base Breaker]]: Moira Brown. People either love her and view her as a hilarious adorably quirky woman with a good heart, or an annoying idiot who seems to want to get you killed on your various excursions in the name of her survival guide. It's hard to find people who are at the middle ground.
* [[Broken Aesop]]: ''The Pitt'' DLC was touted for its [[Gray and Gray Morality]]. The resolution involves {{spoiler|kidnapping a newborn baby from her parents to facilitate the success of [[The Revolution Will Not Be Civilised|Wernher and the slaves]], or leaving her so her [[Well-Intentioned Extremist]] parents can develop a cure for the radiation sickness specific to the Pitt}}. Both [[Not in This For Your Revolution|Wernher]] and [[Utopia Justifies the Means|Ashur]] have [[Misaimed Fandom]], at times.
** In the main game, we have Ronald Laren, who at worst is a [[Chivalrous Pervert]] who is at least trying to woo the clueless Sierra Petrovita into... erm... "opening up" instead of just making like a savage raider and raping her. He even will readily gun down raiders who threaten the little shanties in which they live. Helping him along with his quest to get in Sierra's pants is somehow karmically evil. On the other side, we have Angela Staley and Diego. Angela wants to woo the religiously chaste Diego who otherwise still has a liking to her. Finding some ant queen pheromones for Sierra to cause Diego's sexual instinct to overwhelm his inhibitions in an act that borders on [[Double Standard Rape (Female on Male)]] is somehow karmically good.
* [[Character Tiers]]: Hirable followers definitely come in tiers.
** With ''Broken Steel'', Dogmeat, Fawkes, and RL-3 are subject to a [[Good Bad Bugs|glitch]] that turns them into [[Nigh Invulnerability|bullet sponges]].<ref>They gain HP every time the player levels up: Dogmeat and Fawkes have 30,000 HP when the player hits level 30 with RL-3 not far behind.</ref> Charon and Cross are fairly tough compared to other followers.<ref>Charon is good at Sneak while Cross is above average with ''all'' weapons.</ref> Butch, Clover, and Jericho are fairly frail, but remain usable as pack mules.
** Without ''Broken Steel'', Dogmeat is the weakest follower, Fawkes remains high-tier (albeit with '''MUCH''' less health), and RL-3 is mediocre.
* [[Cliché Storm]]: The Aliens. They are little green men who ride around in a death ray using flying saucer and abduct humans for anal probing and other such things. [[Raygun Gothic|Note that this is entirely]] [[Invoked Trope|intentional]].
* [[Clueless Aesop]]: The Tenpenny Towers quest take on racism. Sure, those Tenpenny Tower inhabitants are scum for refusing entry to Roy, a [[Ax Crazy|murderous madman]] who threatens to kill them. On the other hand, this might just be [[Take That|a slightly heavy-handed message]] to [[Family-Unfriendly Aesop|players who prefer a non-violent solution to quests that are probably better served by violence]].
* [[Complete Monster]]: This game has quite a few of them. They include:
** Dr. Stanislaus Braun who is arguably the worst of the bunch. He's a [[Mad Scientist]] who locks away a bunch of people in a virtual simulation, where he tortures them for years and years. He specifically states that torturing real people who can feel pain rather than computer simulations is ''more fun''. You get ''positive karma'' for {{spoiler|[[Mercy Kill|ending the suffering of his victims permanently]] and [[And I Must Scream|trapping him in his own simulation completely alone, presumably for all eternity.]]}}.
** Mr. Burke is another one. His back story isn't explained much, all we know about him is that he is Mr.Tenpenny's [[The Dragon|right hand man]], and Mr.Tenpenny wants Megaton (a peaceful town) nuked, because it ruins the view from his tower. He assigns Mr.Burke to detonate the atomic bomb in the middle if Megaton, under the condition that he evacuate the town first. Burke, however, completely ignores this, and goes out of his way to make sure that when the town is nuked, as many people as possible are caught in the blast. If you get Lucas Simms to arrest him, he shoots Simms dead (unless you are very quick on the draw) and assigns mercenaries to track you down. You get positive karma for killing him. However, if you don't kill him and help Roy Phillips (see below) break into Tenpenny tower, Roy (who is scared to death of Burke), will make Burke his right hand man. Not only that, Burke will go ahead and nuke Megaton, even though Tenpenny is dead and there is absolutely no reason to nuke the town. It's worth noting though that he CAN be redeemed if you're playing as a female Lone Wanderer with the Black Widower perk. Burke is more of an example of a [[Complete Monster]] whose status is a result of the actions that the player takes.
** Roy Phillips. He leads a ghoul gang who live in the horrible slums outside of the luxurious Tenpenny tower. He has tried repeatedly to get in, and when you meet him you can help get into the tower either peacefully or violently (by unleashing a horde of feral ghouls into the tower). Either way, even if he gets in and is allowed to live there peacefully, he and his gang ''still'' slaughter everyone there. But for some reason, you get bad karma if you kill him (although you can kill him without karma loss if he attacks first).
** Eulogy Jones, a brutal slaver boss who heads the Capitol Wasteland's largest slaver group and trafficks innocent adults and children en masse.
** ''You'' can be this if you choose to go that way. The pure [[Video Game Cruelty Potential]] is outstanding. You can brutally murder scores of people, sell children into slavery, nuke a town full of people for cash, burn a pyrophobic man {{spoiler|turned tree}} to death, {{spoiler|poison the Capitol Wasteland's water}}, annihilate the Brotherhood of Steel's headquarters via orbital bombardment, and so, so much more.
** {{spoiler|Wernher}} even has shades of this, towards the end of The Pitt's quests you learn that {{spoiler|he's willing (but fortunately prevented from) harming the infant Marie to acquire the cure.}}. The number of surgical tools in his hideout seems to confirm what he has in mind for her.
** There's an unnamed female Ghoul scientist you can run into near a large satellite dish who doesn't seem that out of the ordinary: she can't be talked to because she's running around like a headless chicken while you pick off nearby Talon Company Mercenaries. But a look in a nearby terminal she's been using show that she just so happens to be a crazed scientist who gained access to an old pre-war satellite that she was going to use to blow the continent to bits, for no reason other than for the hell of it. She doesn't even have any feelings of loyalty to the Talon Company Mercs she hired, and seems to want to betray them once she begins her orbital bombardments. While a very, ''very'' minor example of this trope, she's definitely worth a mention.
* [[Contested Sequel]]: Points of debate include the shift in gameplay from turn-based to real-time (among numerous other changes), the quality of writing, both in the main quest and in secondary quests and locations, and the change of location resulting in almost nothing carrying over from the first two games aside from the Enclave and Brotherhood of Steel.
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*** Super Mutant Overlords now usurp the most powerful Super Mutant position from the Masters, and ''boy'' do they earn their stripes. They come packing Tribeam Laser Rifles or Super Sledges, and both weapons ''hurt''. The guns especially, since they have a high damage output and hit you with three seperate beams with every shot. But there's one nasty caveat that comes with it" Overlords deal an additional ''forty'' points of unblockable damage. It's quite telling how bad an enemy is when you basically ''have'' to disarm it first since you sure as hell won't eat through its health fast enough to kill it in one go with V.A.T.S. Thankfully though, they aren't too dangerous if they've been disarmed.
*** Albino Radscorpions aren't too different from their weaker brethren: they're still really fast, and lack any real weakpoints meaning that you can't take shortcuts when eating through their health. Unfortunately, that's ''exactly'' what makes them so dangerous, especially when their bulk and speed are combined with their higher power and the fact that they still like hunting in pairs.
*** The scariest of the new enemies however is the Feral Ghoul Reavers, who are leaps and ''bounds'' stronger than other Feral Ghouls, who unlike Radscorpions and Super Mutants stop being threats really quick. The Reavers are (as expected at this point) speedy, powerful, and have health for days. But along with their ridiculous amount of power, they're fond of tossing lumps of gore that serve as grenades. And unlike Overlords and Albinos who can be cheesed. (By either disarming the former or jumping on rocks safely out of reach of the latter), you have to go toe-to-toe with the Reavers since they lack weapons you can break but can still hurt you from a distance. They're also near-impossible to sneak up on, and during battle can randomly spaz out and turn invincible thanks to a glitch.
** If you're a ''Fallout 2'' veteran unimpressed by the weaksauce Enclave troops fought in the base game, complain no more! Bethesda fixed by adding [[Elite Mooks|Hellfire Troopers]] to the Enclave's ranks! They're quite durable and don't go down easy, and they come packing Heavy Incinerators, which are essentially fireball-lobbing grenade launchers that will burn you to a crisp in seconds. And they're great shots too, and can pick you off from pretty far away.
** The Tribals. They are ridiculously powerful and hard to kill for no reason at all. Getting beaten by a bunch of tribals with hunting rifles and axes that barley wear clothes after curb-stomping the Power Armor wearing, Gatling Laser wielding [[Elite Mook]]s of the Enclave is rather jarring.
*** The Swampfolk are even worse. You don't really have to deal with the Tribals all that much, but the Swampfolk infest Point Lookout, and you almost never run into any alone (in fact, it's not uncommon to run into groups of ''five'' at once. Like the Tribals, they take a surprising amount of punishment and can kick your ass five ways to Sunday. The fact that they're a bunch of ugly, inbred hicks only serves to make it all the more insulting when they slap you around harder than the Enclave's troops ever did. Among the different variations however, the Creepers are easily the most dangerous since not only do they deal an unblockable extra 35 damage like the other Swampfolk, but they often tote Double-Barrled Shotguns which are among the most powerful weapons in the game. If you run into two or more, you'll be torn to pieces in seconds.
** Pretty much any enemy wielding a missile launcher or flamethrower. The former sends out fast moving projectiles that tend to do a ton of damage over a large area of effect as well as cripple limbs easily, and the latter does huge amounts of damage while obstructing the screen.
** Mothership Zeta's Aliens are surprisingly flimsy and buckle under the force of your shots (Inin fact, just one headshot kills them more often than not)... unless they're packing a barrier. Then all of a sudden, your shots barely phase them, and they can mow you down unopposed since they hit really, ''REALLY'' hard thanks to the alien's weapons being among the most powerful in the game.
* [[Designated Villain]]:
** The Enclave has shades of this. Oh, they're evil; they experiment on Wastelanders, incinerate anyone who fails to pass genetics screening at their outposts, and have a "shoot on sight" policy with most outsiders. However, all except the last point is left to flavor text. The story itself never really gives any reason for ''why'' you have to fight the Enclave, Dr. Li just saying "it's not right" when telling the Brotherhood the Enclave can't be allowed to control the purifier. Diplomacy and negotiation probably left the table when Autumn shot a lab assistant before Li's eyes, but when the story is presented this way, it makes the Enclave-Brotherhood war come off more as a matter of personal pride than stopping an evil army.
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* [[Draco in Leather Pants]]: The [[Player Character]] can play himself this way: a bloodthirsty killer with no morals what-so-ever, but who has maxed out their charisma and intelligence to the point where no one would dare argue. Except Three Dog, of course.
** Alistair Tenpenny seems to have a bit of this treatment going on as well; while he's perhaps not quite the [[Complete Monster]] his minion Mr. Burke is, he still shoots people from the top of a skyscraper for fun, he's still a complete bigot, and the fact that killing him nets the player a karma boost (one of the few occasions where this happens) suggests that even if he's now just a slightly senile old man (which is how he's generally viewed in this treatment), he's been responsible for some pretty nasty stuff in his life.
** Many people who played the game thought {{spoiler|Colonel Autumn}} was a super nice guy, even though {{spoiler|he's a [[Jerkass]] racist who only betrayed the [[Big Bad]] because he wanted absolute control over the water supply, and Eden was going to poison it.}}. Some even wanted him as a ''companion.''.
* [[Ear Worm]]: The Enclave Radio, and Galaxy News Radio station. Most memorable ones:
** ''I don't want to set the world on [http://www.youtube.com/watch?v=pSK-1guFLDk fiiireee....]''
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** Despite being a ghoul, Charon has a ridiculously large fangirl following, and is also loved for being a competent follower like Fawkes.
** And in typical Fallout tradition, Dogmeat is beloved for being a cute dog companion and for being a very useful partner come Broken Steel.
* [[Fandom Gank]]: The original ending got a negative fan reaction almost as bad as that for ''[[Mass Effect 3]]'''s ending. But rather than a half-hearted effort like Bioware's, Bethesda's efforts to fix the ending dramatically improved the endgame play.
* [[Fan Dumb]]: Try reading an argument about the "Meaning" of Butcher Pete and keeping your sanity.
* [[Fridge Brilliance]]: The names of the weapons in ''Mothership Zeta'' are incredibly generic and dull, "alien atomizer", "alien disintegrator", "drone cannon", etc. Then you realize these aren't their actual names, they're just the names your character has given them in-universe to tell them apart, they probably have proper names but there's no way you could ask the aliens to tell you.
** East Coast super mutants getting [[Stronger with Age]] neatly [[justifies]] Fawkes being such a [[Game Breaker]] with Broken Steel: He's an ''original'' super mutant, nearly 200 years old, making him potentially much older than the muties you and he chew through. ''And'' he still has all his faculties.
* [[Fridge Logic]]: Pretty much everything to do with Little Lamplight. The town has been around since the bombs hit, but where do the citizens come from since it is only populated by children and the adults are sent away? It also lies right next to the Vault the super mutants come from, and in fact a door in the town connects right to the Vault, so how is it they haven't been wiped out? And when you grow older you're sent to Big Town—it's halfway across the wasteland, why is it so far away and how did anyone survive the journey there when from what you see they're sent off with nothing but the clothes on their backs?
** Assuming contemporary real-life standards, puberty generally occurs somewhere between 9 to 14 years of age. The Little Lamplight exile age is 16, so there's enough time for reproduction.
* [[Game Breaker]]: Several.
** For starters, ''every single add-on'' gives you at least one weapon that would be considered an [[Eleventh-Hour Superpower]] before the eleventh hour.
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** The Chinese Stealth Armor from the Operation Anchorage DLC. Allows you to kill anything without ever being detected.
** The Grim Reaper's Sprint perk, restoring your action points once you leave V.A.T.S. if you killed someone in it. And you ''will'' kill someone, unless that someone is an Albino Radscorpion, Overlord or Behemoth.
** Remember how in ''[[Fallout 1]]'' and ''[[Fallout 2|2]]'', healing while resting was a function of time and only restored hitpoints? In ''Fallout 3'', ''one hour'' of sleep will restore you completely.
** With Broken Steel, RL-3 levels up with the player at 10 times the rate he should, giving him absolutely ridiculous health. That, combined with the fact that he can be obtained ''very'' early provided the player knows where to look (and where to get 500-1000 caps) makes pretty much every other companion useless (except Fawkes, but that is pretty late in the game).
*** The same can be said for Dogmeat, who receives the same ''Broken Steel'' benefits as Fawkes and RL-3. Go right to the Scrapyard at the beginning of the game and you have a nigh-invincible [[Incredibly Lame Pun|(Dog)]] [[Meat Shield]] right off the bat! Oh, and unlike RL-3 and Fawkes, Dogmeat can be recruited regardless of your Karma.
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** The game applies perk based skill bonuses upon selecting them, rather than after confirmation. During the level up screen, you can select a perk that gives skill bonuses, then go back to the skill distribution and see the game has added them already. But if you go select another perk and return to the skill screen, the added points remain. Repeat for more points.
* [[Harsher in Hindsight]]: Liam Neeson plays the main character's father and a widower. Less than a year after the game's release, Neeson's real life wife, Natasha Richardson, tragically passed away in a freak skiing accident. The scenes where he sadly talks about his dead wife in the game felt very strange after that.
** [https://web.archive.org/web/20121229134333/http://web.orange.co.uk/article/quirkies/Unexploded_bomb_used_as_school_bell Apparently, Megaton having a warhead buried in the town's center hit closer to reality than any of us imagined]. Shudder...
* [[Iron Woobie]]: Gob. He seems to keep a stiff upper lip, (well, if he had lips) but the fact that his normal way of saying goodbye is crying "Don't hit me!" shows that Moriarty's done a number on him.
* [[Jerkass Woobie]]: Scribe Bigsley in ''Broken Steel'' is a smug, snarky, arrogant jerk who shows you nothing but disdain until you offer to help make his workload easier, and yells at his subordinates. However, he's stuck working around the clock in a dimly-lit room with no windows, has little support from the Brotherhood because their resources are still focused on the Enclave war, and has to oversee the distribution of the water to the various cities of the wasteland, which he does with limited manpower and limited money to hire more. He's also ''incredibly'' sleep-deprived is noted to pass out as his desk due to being overworked. He even acknowledges that he's being far too harsh on you if you call him out and makes it clear that he ''does'' appreciate what you've done for the Brotherhood, but it's hard to be happy when you're stuck with ''the'' job from hell.
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** Be prepared to be berated by random bystanders for so much as looking at items that don't belong to you ''all the time''.
* [[Most Wonderful Sound]]: Anytime you gain Good Karma, it has a very delightful tone.
* [[Non Sequitur Scene]]: The entire ''Mothership Zeta'' DLC, which pits you up against an army of green aliens with a plucky little girl, a fellow wastelander, a military man, a cowboy, and a samurai backing you up. While the other DLC's help flesh out the world by showing other areas that have been affected by the fallout of the bombs falling (Or in Anchorage's case, exposes you to the war that changed the world itself), this one is just an excuse to have fun killing aliens in a campy setting.
** Some of the random encounters might fall under this, but they are, by nature, a bit out-of-the-blue.
* [[Only the Creator Does It Right]]: The game is hated by some of the more die-hard fans of the first two games because it was created by Bethesda Softworks and not Black Isle Software. Especially noticeable when you consider that ''[[Fallout: New Vegas]]'' was given a more accepting reception and that some of the old employees of Black Isle incidentally worked on it.
** Which is ironic, considering how one DLC of the sequel and a lot of [[Continuity Nod]]s in the stock game and the other DLC confirm it exists, it uses over 75% of this games assets and code, and even uses every core mechanic Fallout3''Fallout 3'' does (including the hated ones), even expanding on some of them. And, as bonus irony, the player WAS invincible when using the first two games interpretation of VATS, so the ''[[Fallout: New Vegas]]'' version that removes this is technically LESS in line with the first two ''[[Fallout]]'' games.
* [[Painful Rhyme]]: ''They have things like the atom'' '''bomb''' ''... so I think I'll stay where I'' '''ahm''' ''... [[Ear Worm|civilizatiooooonnnnn, I'll stay right heeeerrreee!!!]]''
* [[Rooting for the Empire]]: It's easy to want to side with the Enclave in this game. As a sharp contrast to ''Fallout 2'' where they were fascist, genocidal monsters, in this game they're just looking to take control of the Capital Wasteland with intent to begin rebuilding "true" America. The only one of them who seems to be prejudice against outsiders and want to eradicate them is President Eden, Colonel Autumn seems to actually want to rule over the people. Granted they're still [[Jerkass]]es and are hostile towards you, but they don't really do anything evil and actually act like a more extreme version of the Brotherhood of Steel. Imagine if Autumn and James had been more reasonable to the other during negotiations—the project is peacefully turned over to the Enclave, they raid Vault 87 and get the G.E.C.K., the purifier is started and the Enclave begins using their vertibirds to fly clean water across the wasteland. Also keep in mind they have the manpower, resources and willingness to take out the raiders, super mutants and Talon Company mercenaries that make the wasteland such a nasty place to live. The only downside is that the local humans live under Enclave rule, but considering the abundant anarchy that threatens them, how much worse could it be?
** Only if you never visit an Enclave wilderness outpost. The computers note they're experimenting on the denizens of the wasteland, then killing them. Of course, a [[Villain Protagonist]] LW probably wouldn't care.
** It's made worse by the Wasteland being filled with a disproportionate amount of Raiders (psychotic), Super Mutants (psychotically powerful), and Talon Company (who are under standing orders to be as huge [[Jerkass]]es as possible), while everyone else clings to life in ramshackle huts. The Enclave is, quite simply, awful. But they're a preferable kind of awful compared to the other three factions. [[Utopia Justifies the Means|Is the idea of finally scrabbling together some semblance of civilization worth the dystopic hellhole that will likely result?]] That's up to you. And while you're thinking about that, [[Not So Different|Lord Ashur would like to have a word with you]]...
* [[The Scrappy]]: Amata tends to get tons of hate for {{spoiler|kicking you out of Vault 101 even if you get her father to give up peacefully}}.
** Mayor Macready and Princess of Little Lamplight are also well hated for being annoying little brats who you can't punish due to the fact that children such as them are invincible.
** Sticky as well due to his annoying "stories" during his hellish escort mission to Bigtown. Funnily enough, he's voiced by Craig Sechler, who voices fellow ''[[The Elder Scrolls IV: Oblivion|Oblivion]]'' scrappy The Adoring Fan who he has been compared to by the fanbase.
** A lot of [[Jerkass]] characters such as Colin Moriarity and Knight Captain Durga get lots of hate simply because they're pretty damn good at getting their unpleasantness across to the player character.
** Roy Phillips. Take a [[Complete Monster]] who {{spoiler|violently slaughters every human in Tenpenny Tower save for his fellow monster Burke}} and is still viewed as the good guy in-game to the point where Three Dog calls you out for killing him, and you have a perfect hate-able character.
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*** (Admittedly) obvious flaw aside - and his ignoring it is supposed to show why Zimmer is the "wrong" choice - the android is still a significant financial investment that took time and caps to build and activate.
** The Overseer's reason for being such an extreme isolationist is actually pretty sound. He thinks that the dangers of the outside will result in the deaths of everyone in the vault, particularly if a large group of raiders finds them. Considering what happened to [[Fallout: New Vegas|Vault 3...]]
*** Although the Vault 101's Overseer can be portrayed as an stubborn idiot, in this case the game doesn't really portray him as a strawman but rather acknowledges that this argument has merit. When returning to the Vault for ''Trouble on the Homefront,'' the player can hack into the Overseer's computer to learn that the Enclave have been trying to gain entrance to the Vault. The player can then use this information to convince Amata and the rebels to keep the Vault locked, ''and'' you're rewarded with positive karma for this decision. And rightfully so—imagineso: imagine what the Enclave would do if they got their hands on some of the last "pure" females of breeding age in America...
*** Vault 34 and Vault 11 also show what can happen if an Overseer allows his people to get too much out of hand. Totalitarian authoritarianism seems more nuanced when balanced by the fact that all it takes is one asshole to get careless in the engineering area to doom the entire vault (something Butch was dangerously close to doing himself in 101's case).
**** Vault 34 failed because the overseer was ''too totalitarian'' and refused to left them leave the Vault. If they did they would never had a food problem which was a major reason for the unrest, and Vault 11 had a [[Lottery of Doom]].
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** And General Jingwei in ''Anchorage''. He has a massive amount of health and an oversight in programming causes the American [[Powered Armor]] troops to turn hostile to the player without provocation. Add in the fact that you have no stimpacks in the simulation, and you're in trouble if you can't talk him down with the speech check because the damage he deals adds up really fast.
* [[That One Level]]: In general, Point Lookout is really unforgiving. While it's meant to be hard and is intended to be played after Broken Steel, it doesn't change the fact that the swamps are home to ''the'' most dangerous enemies in the game. For homegrown enemies, you have the Tribals during the main quest and the Swampfolk as normal enemies, and they are ridiculously powerful thanks to appearing in packs, taking a lot of hits to kill, and having unfair unblockable damage bonuses for their weapons. And returning enemies from the main game include Mirelurks, Sentry Bots, and ''FERAL GHOUL REAVERS.'' It's safe to say that you'll be dying a ''lot'' out here.
* [[That One Sidequest]]: Finding all of the Vault Boy Bobbleheads. Hoo boy, where to begin? There are 20 in all and the game gives absolutely no clue or hint where to find most. Some are located in the far corners of the map in well hidden bunkers or isolated rooms, some are tucked away in places swarming with deadly enemies and some are found behind locked doors in HOUSES OWNED BY NPCS (which counts as trespassing, something unlikely to be done by good characters). Even worse, the Energy Weapons and Medicine bobbleheads are located in Raven Rock and Vault 101 respectively, making them Permanently Missable without so much as a notification if the player doesn't grab them as soon as they are given the chance (though Trouble On The Homefront gives the player a second shot at the Medicine bobblehead,), meaning the player can still get screwed after many hours of hard work. Getting the achievement for finding half of these damn things isn't so hard, but anyone shooting for all 20 is gonna need either a guide or a hell of a lot of luck and patience on their side. At least the reward (massive stat boosts per Bobblehead found) is well worth the trouble.
* [[Ugly Cute]]: Take Animal Friend, and the normally vicious mole rats will trundle harmlessly along the Wasteland. Sometimes they sit up to sniff the air, then drop back down to yawn and shake themselves.
* [[Unfortunate Implications]]: Whoo, boy. The [[Karma Meter|karma system]] is, to put it mildly, a complete and utter mess.
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*** Note that once you EVER hit evil karma, Regulators will come hunting for your head. In fact, going back to good karma from evil karma means that BOTH the Regulators and the Talon Company mercs are gunning for you, your call to decide that is good or bad.
** And then there's the ending:
*** Possible ending 1: {{spoiler|Activate purifier, + 1000 Karma. Understandable, so far}}.
*** Possible ending 2: {{spoiler|Poison purifier and activate it: no karma change (the game docks 1000 for the poison, but you also get the 1000 boost for activating it), unless you were on the evil side, in which case you will be neutral after that. Oh, and you just doomed the whole Wasteland to a long and painful death.}}.
*** Possible ending 3: {{spoiler|Poison purifier and then walk away, leading to its destruction. -1000 karma, and the Wasteland is no better or worse off than before.}}.
*** There's a possible ending 4: {{spoiler|Poison the purifier, then have Sarah Lyons sacrifice herself to activate it instead of you. This grants -1000 karma and, upon reflect, is the most logical choice for an evil, non-idiotic character.}}.
** The quest Tenpenny Tower has this. If you convince Tenpenny that ghouls are not all mindless, cannibalistic murderers, he allows them to move in to the tower. A few days after this occurs, the ghouls murder every resident, strip their bodies, and unceremoniously dump their corpses with feral ghouls around to presumably eat them. This includes the one resident who is extremely tolerant of ghouls. The major bigoted stereotype is actually justified by this quest.
** Reverse-pickpocketing a grenade onto a swamplurk (Point Lookout) is somehow bad karma. [[Flat What|What.]]
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** Rad Resistance: +25% radiation resistance, clothing and RadX make it moot.
** Impartial Mediation: +30 to Speech skill at neutral karma, but remaining at neutral is tedious. Speech challenges can be exploited for a 100% chance of success, either through save scumming or maxing out the speech stat.
** Animal Friend: Normally-hostile mammals become non-hostile. You can go for a second rank to get them to help you in combat, but they aren't usually that tough or annoying enough to be worth getting the perk (except if you encounter [[Everything's Worse with Bears|yao guai]].).
** Mister Sandman: Adds prompt to instantly and stealthily kill sleeping people for maximum experience, but it often glitches up and causes entire settlements to go hostile on you.
** Mysterious Stranger: He'll occasionally show up in VATS to provide a [[One-Hit Kill]] to any enemy, but he can glitch up, anything he kills doesn't provide you perk or quest-related benefits, and he has a low chance of appearing at all.
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** Solar Powered: +2 Strength, +1 HP every 20 seconds while outside between 6:00 AM and 6:00 PM. Moot with drugs, health is easily replenished, and the HP recovery is ''incredibly'' slow.
** Explorer: All map markers are revealed, but not counted as "discovered." The Pip-Boy has a compass that directs you to all nearby map markers as soon as you exit the [[Forced Tutorial]].
** Deep Sleep: Sleeping anywhere gives you the +10% "Well Rested" experience bonus, normally available only at your house or from a hotel. Swift Learner is terrible at level 2 with it's constant 10% that stacks with Well Rested; if Deep Sleep weren't bad enough, it becomes available at level 22... out of a maximum of 30!
** Puppies!: If Dogmeat (or Dogmeat's Puppy) dies, Dogmeat's Puppy appears outside Vault 101 after a few days. Only available in Broken Steel, which causes Dogmeat('s Puppy) to become a bullet sponge. Useful only for the follower exploits.
** Devil's Highway / Escalator to Heaven / Karmic Rebalance: Instantly sets your Karma to very evil, very good, or neutral. Karma is easily adjusted by theft, murdering respawning [[NPC]]s, and donating to churches.
** No Weaknesses: All SPECIAL stats below 5 increase to 5. Made moot with the Almost Perfect which raises all SPECIAL stats below 9 to 9.
** Rad Tolerance: Nullifies the debuff of minor radiation poisoning. RadAway is easy to get and minor rad poisoning is... minor.
** Warmonger: Instantly get all weapon schematics to level 3. Most are pretty easy to get to level 3 anyways and only Nuka Grenade and Bottlecap mine really gain much from being level 3.
** Nerves of Steel: Effectively boosts your AP recovery... by 1 point every 10 seconds (for comparison, firing a pistol costs 17)`. Someone programmed it wrong.
** Rad Absorption: -1 rad every 20 seconds. Radiation is easy to get rid of and the rate of reduction is ''incredibly'' slow.
** Nuclear Anomaly: At 20 HP or less, you lose all your radiation, your health rises to 20 HP exactly, and you create a small nuclear blasts where you're standing. Although it's an amusing gimmick, anything that could drive you to under 20 HP at level 30 is probably going to be dealing MORE than 20 damage per hit, the blast re-irradiates you, damages your clothing, often cripples your limbs, damages any friendly NPC in it's radius, and occasionally it glitches up and fails to provide the healing; causing you to kill yourself.
** Punga Power!: Boosts healing and radiation removing effects of normal and refined punga fruit considerably. Stimpaks and RadAway are weightless and ''much'' more effective at their respective purposes than punga fruit. At least it's a perk given to you for free.
*** They're not weightless on Hardcore, mind.
*** Except that Hardcore is only available in [[Fallout: New Vegas]]... and Stimpaks and RadAway are still weightless when it's turned on.
* [[The Woobie]]:
** Gob and Harold. The former is a guy who is forced to work at [[Jerkass|Colin Moriarity]]'s bar basically as a slave, and is abused with impunity by him (Inin fact, the abuse is so bad that he begs you not to hit him sometimes when you exit a conversation with him). The latter however is stuck in a hellish existence as a living tree-like creature, rooted to the spot and unable to move or die, and it doesn't help that his only company are crazed cultists who interpret every plea for a merciful death of his as a divine riddle.
** If you decide to be a terrible person, you can make Amata's life hell growing up by teaching bullies to mock her weight, killing her dad, destroying her home, and causing {{spoiler|her to be captured by the enclave and shot to death for not revealing where Vault 101 is.}}.
** While that bastard Roy Phillips is heavily unsympathetic, his girlfriend is someone who's definitely worth pitying. Bessie-Lynn is a diminutive flower of a Ghoul who was once very pretty, only to be shunned and hated for her ghoulification. It's very clear that she simply wants to be loved again, and is willing to hang around her sociopathic boyfriend in order to feel wanted once more. It helps that she had no part in {{spoiler|helping murder Tenpenny Tower's residents should you convince Tenpenny to let Roy's gang stay}} making her the only truly innocent member of Roy's trio.
* [[Woobie Species]]: The Feral Ghouls. Sure, it can be hard to sympathize with them after you've had your ass shredded like paper by the Reamers, but it's hard not to pity what were essentially decent folk turned insane and trapped in a miserable state of life until they're put out of your misery. Hell, if you sneak around (or use the Ghoul Mask) and watch how the Ferals move when they're acting benign, and you'll often see them start spasming violently, as if they're in constant agony.