Fallout 3: Difference between revisions
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** Nearly all of the Vaults you encounter are the unfortunate aftermaths of one of Vault-Tec's experiments that [[Gone Horribly Right|went horribly right]]. |
** Nearly all of the Vaults you encounter are the unfortunate aftermaths of one of Vault-Tec's experiments that [[Gone Horribly Right|went horribly right]]. |
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* [[Abnormal Ammo]]: Many of the custom weapons, and some other weapons, use unusual ammunition, but the Rock-It Launcher takes this trope and runs with it (behind the barn for a roll in the hay, then makes it breakfast in the morning), as it fires anything from tin cans to human skulls to [[Empathy Doll Shot|teddy bears]] and after one of the [[Downloadable Content|DLCs]] you will be able to shoot a piece of your own brain. |
* [[Abnormal Ammo]]: Many of the custom weapons, and some other weapons, use unusual ammunition, but the Rock-It Launcher takes this trope and runs with it (behind the barn for a roll in the hay, then makes it breakfast in the morning), as it fires anything from tin cans to human skulls to [[Empathy Doll Shot|teddy bears]] and after one of the [[Downloadable Content|DLCs]] you will be able to shoot a piece of your own brain. |
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* [[Absurdly Spacious Sewer]]: Downtown |
* [[Absurdly Spacious Sewer]]: Downtown D.C. is a honeycomb of subway, maintenance and sewer tunnels connecting to each other and the surface, and is chock full of ghouls, raiders, radroaches and more. It's quite easy to get lost down here if you don't watch your Pip Boy map, and if you're actively looking for another location when you get into them, ''good luck''. |
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* [[Acceptable Breaks From Reality]]: Even with the relatively advanced technology of the pre-war era, the various office buildings, sewers and underground bunkers would have long had the generators powering their lights, turrets, guard robots and computers run out of power and/or break down. Of course, this would mean the Science skill would be far less useful and the already dark subway and maintenance tunnels of DC would be even darker. |
* [[Acceptable Breaks From Reality]]: Even with the relatively advanced technology of the pre-war era, the various office buildings, sewers and underground bunkers would have long had the generators powering their lights, turrets, guard robots and computers run out of power and/or break down. Of course, this would mean the Science skill would be far less useful and the already dark subway and maintenance tunnels of DC would be even darker. |
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* [[Action Bomb]]: A ''Broken Steel'' endgame perk, Nuclear Anomaly, turns ''you'' into one, sort of. When you get down to very low health, you [[Superpower Meltdown|cause a nuclear explosion]], obliterating nearby enemies and healing yourself. |
* [[Action Bomb]]: A ''Broken Steel'' endgame perk, Nuclear Anomaly, turns ''you'' into one, sort of. When you get down to very low health, you [[Superpower Meltdown|cause a nuclear explosion]], obliterating nearby enemies and healing yourself. |
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* [[Affably Evil]]: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: [[Malcolm McDowell]]). He's also a {{spoiler|genocidal supercomputer}}. |
* [[Affably Evil]]: US President Eden is quite charismatic, polite, and has a very calming, gentle voice (read: [[Malcolm McDowell]]). He's also a {{spoiler|genocidal supercomputer}}. |
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* [[All Crimes Are Equal]]: No matter if you murder somebody or steal a bottle of Nuka-Cola, any crime you commit in this world is punishable by death. |
* [[All Crimes Are Equal]]: No matter if you murder somebody or steal a bottle of Nuka-Cola, any crime you commit in this world is punishable by death. |
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* [[All There in the Manual]]: Quite a bit of background information for the Capital Wasteland is included in the Fallout 3 Official Game Guide. |
* [[All There in the Manual]]: Quite a bit of background information for the Capital Wasteland is included in the ''Fallout 3'' Official Game Guide. |
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* [[Always Over the Shoulder]]: When in third person. |
* [[Always Over the Shoulder]]: When in third person. |
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* [[Always Save the Girl]]: During "Escape!", the Lone Wanderer has several chances to do this with Amata. They can refuse the pistol she offers so that she can use it to protect herself, tell her father that if he lays anything hand on her again, he ''will regret it'', kill guards who attempt to attack her in the Vault Entrance, and finally offer to take her with you into the Wasteland. |
* [[Always Save the Girl]]: During "Escape!", the Lone Wanderer has several chances to do this with Amata. They can refuse the pistol she offers so that she can use it to protect herself, tell her father that if he lays anything hand on her again, he ''will regret it'', kill guards who attempt to attack her in the Vault Entrance, and finally offer to take her with you into the Wasteland. |