Fallout 3/YMMV: Difference between revisions

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** The tone that plays every time you lose karma.
** Doc Church if you rely on him for stimpaks and other meds early in the game: "You best have cancer, because from the look of it your breaking rule number one right now."
** 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.
* [[Nightmare Fuel]]:
** The Dunwich building is bad mojo. Stay away from there.
** The Radscorpions are pretty terrifying. The Giant Radscorpions even more so.
*** Compounded by their seemingly uncanny ability to sneak up on you. You can just be trotting along, minding your own business, you hear something and turn around just in time to see ''[[Oh Crap|a scorpion the size of a small car bearing down on you]]''.
** Super Mutants can be pretty scary sometimes, especially if one is barreling down on you in a confined space waving a nailed board or a sledgehammer in the air, not even flinching as you run backwards firing your gun in his face. The first Super Mutant Behemoth you're likely to meet is introduced by exploding two buses after a [[Scare Chord]] hits, and then out from the smoke comes a Super Mutant twice as big as the rest so far swinging around a piece of sewage pipe like a baseball bat.
** Very often you stumble into tableau-like scenes of skeletons that were killed doing things when the bombs hit. For example, you can frequently find "Pulowski preservation shelters", phone booth-like pods designed to protect people. However, almost every single time you open them a skeleton falls out. On occasion you'll find ''two'' skeletons in a shelter, or a skeleton with a handgun clutched in its hand with a blood spatter on the wall. While wandering around pick up a radio broadcast of a couple with a critically injured son child taking shelter in a nearby drainage pipe, but when you get there you find a ham radio broadcasting the messages and two adult skeletons. Stop and take a moment to think about what happened to these people that you find their skeletons in these conditions...
** Listen to Keller Family Transcript 3 of 5. "Mom, it's Candace. Oh my God, it's really happening. I can see the cloud... it's so big... Mom, I'm so scared." The background noises on the tape just make it all the worse.
** In ''Mothership Zeta'', the screeching of the Abominations as they run at you pointing with their [[Black Eyes of Evil]] wide can be pretty creepy.
** All the Vaults are pretty bad in this regard, but possibly the worst is Vault 92. What makes it the worst is that the game builds up a hugely creepy atmosphere all the way through it, with plenty of detail provided about exactly what was going down and what went wrong, expecting you to find the worst things around every corner, until you find... {{spoiler|Nothing. There's nothing down there. Just the ghosts of the dead and the ruins they left behind...}}
* [[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.