{"id":962,"date":"2024-07-23T19:01:59","date_gmt":"2024-07-23T22:01:59","guid":{"rendered":"https:\/\/revolutionarena.com\/english\/?p=962"},"modified":"2024-07-23T19:12:43","modified_gmt":"2024-07-23T22:12:43","slug":"fallout-3-game-of-the-year-edition-character-creation-guide","status":"publish","type":"post","link":"https:\/\/revolutionarena.com\/english\/fallout-3-game-of-the-year-edition-character-creation-guide\/","title":{"rendered":"Fallout 3: Game of the Year Edition \u2013 Character Creation Guide"},"content":{"rendered":"\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Table of Contents:<br><br>I. Introduction\t\t\t\t{INT001}<br>II. S.P.E.C.I.A.L. Attributes\t\t{SPC001}\t<br>\t1. Strength\t\t\t{SPC002}<br>\t2. Perception\t\t\t{SPC003}<br>\t3. Endurance\t\t\t{SPC004}<br>\t4. Charisma\t\t\t{SPC005}<br>\t5. Intelligence\t\t\t{SPC006}<br>\t6. Agility\t\t\t{SPC007}<br>\t7. Luck\t\t\t\t{SPC008}<br>\t8. My Personal Build, Attributes{SPC009}<br>III. Statistics\t\t\t\t{STA001}<br>\t1. CND\t\t\t\t{STA002}\t<br>\t2. RAD\t\t\t\t{STA003}<br>\t3. EFF\t\t\t\t{STA004}<br>\t4. LVL\t\t\t\t{STA005}<br>\t5. HP\t\t\t\t{STA006}<br>\t6. AP\t\t\t\t{STA007}\t<br>\t7. XP\t\t\t\t{STA008}<br>IV. Skills\t\t\t\t{SKL001}<br>\tBase\t\t\t\t{SKL002}\t<br>\tTag!\t\t\t\t{SKL003}<br>\tLeveling\t\t\t{SKL004}<br>\tBobbleheads\t\t\t{SKL005}<br>\tBooks\t\t\t\t{SKL006}<br>\tMin\/Maxing\t\t\t{SKL007}<br>\tBreakdown of Skill Points\t{SKL008}<br>\tThe Skills\t\t\t{SKL009}<br>\t\tBarter\t\t\t{SKL010}<br>\t\tBig Guns\t\t{SKL011}<br>\t\tEnergy Weapons\t\t{SKL012}<br>\t\tExplosives\t\t{SKL013}<br>\t\tLockpick\t\t{SKL014}<br>\t\tMedicine\t\t{SKL015}<br>\t\tMelee Weapons\t\t{SKL016}<br>\t\tRepair\t\t\t{SKL017}<br>\t\tScience\t\t\t{SKL018}<br>\t\tSmall Guns\t\t{SKL019}<br>\t\tSneak\t\t\t{SKL020}<br>\t\tSpeech\t\t\t{SKL021}<br>\t\tUnarmed\t\t\t{SKL022}<br>\tSkills I Tag! (and why)\t\t{SKL023}<br>\tSkill Point Allocation \t\t{SKL024}<br>V. Perks\t\t\t\t{PRK001}<br>\tLevel 2 Perks\t\t\t{PRK002}<br>\tLevel 4 Perks\t\t\t{PRK003}<br>\tLevel 6 Perks\t\t\t{PRK004}<br>\tLevel 8 Perks\t\t\t{PRK005}<br>\tLevel 10 Perks\t\t\t{PRK006}<br>\tLevel 12 Perks\t\t\t{PRK007}<br>\tLevel 14 Perks\t\t\t{PRK008}<br>\tLevel 16 Perks\t\t\t{PRK009}<br>\tLevel 18 Perks\t\t\t{PRK010}<br>\tLevel 20 Perks\t\t\t{PRK011}<br>\tLevel 22 Perks<br>\tLevel 24 Perks<br>\tLever 26 Perks<br>\tLevel 28 Perks<br>\tLevel 30 Perks<br>\tAdditional Perks\t\t{PRK012}<br>\tMy Personal Build, Perks\t{PRK013}<br>VI. Bobbleheads\t&amp; Miscellaneous\t\t{BOB001}<br>VII. Keller Family Transcripts\t\t{KFT001}<br>VIII. Sheet Music Books\t\t\t{SMB001|<br>IX. Books\t\t\t\t{BOK001}<br>X. Unique Weapons \t\t\t{UNQ001}<br>\t1. Big Guns\t\t\t{UNQ002}<br>\t2. Energy Weapons\t\t{UNQ003}<br>\t3. Melee Weapons\t\t{UNQ004}<br>\t4. Small Guns\t\t\t{UNQ005}<br>\t5. Unarmed\t\t\t{UNQ006}<br>XI. Schematics\t\t\t\t{SCM001}<br>XII. Updates\/Thanks\t\t\t{UPD001}\t<br>\t\t<br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\t\tIntroduction {INT001}\t\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o\t<br>This is the revamped, updated, overhauled Character Creation FAQ for<br><br>Fallout 3 and its first four expansion packs, but most significantly, <br>it will cover the game with the Broken Steel expansion installed. This <br>is not designed to play off of or be compatible with my previous FAQ, <br>hence the two separate versions. Broken Steel adds some perks that make<br>significant changes to the progression of your character, and if you<br>have this expansion, my previous FAQ is of no use to you. Really, it<br>isn't. This FAQ will create a character that is extremely power-gamey..<br>it's just how I play these games, myself. These are all just my<br>opinions-essentially a guide on how I build my characters, and why.<br><br>There are some new things added to the game with the expansion. 10<br>extra experience levels is the most obvious new thing with the <br>expansion. But to compensate for the new levels, they throw in some<br>new baddies, and of course, new items. Super Mutant Overlords and<br>Albino Rad Scorpians come to mind. Sneak attack criticals are more<br>useful than ever! Most the new enemies have a lot more hitpoints, and<br>a Super Mutant Overlord with a Tri-beam Laser Rifle can be a bad thing.<br>In fact, they're just about the only thing I've found in the game that<br>can hurt-and even kill-you in V.A.T.S. But, shooting the weapon out of<br>their hands in V.A.T.S. makes them almost defensless. Too bad they<br>still cap the experience rewards at 50. It seems a little cheap to have<br>to pump dozens of shotgun shells into the new baddies and still get the<br>same 50 for an Overlord as you get for a Master.<br><br>o======================================================================o<br>|\t\t\t\t\t\t\t\t       |<br>|\t\tS.P.E.C.I.A.L Attributes {SPC001}\t\t       |<br>|\t\t\t\t\t\t\t\t       |<br>o======================================================================o<br>Your seven attributes are cleverly formed into the anagram 'SPECIAL',<br>which stands for Strength, Perception, Endurance, Charisma, <br>Intelligence, Agility, Luck.<br><br>Attributes do a number of things for you-depending on what the actual<br>attribute is, but they all give a 2 point bonus to their related skills<br>for each point in that attribute. For example, if your Strength was 5<br>your base Melee Weapons skill would get a 10 point bonus. Luck is the<br>exception, which gives a 1 point bonus for each two points in Luck to<br>all your skills. This also means that when determining your skill<br>points, each skill starts out with at least a +2 bonus (for your<br>minimum of 1 in each attribute.) But.. more on that later.<br><br>You can get a Vault-Tec limited edition bobblehead that adds a +1 bonus<br>for each of your attributes. You should plan on getting these (or at<br>least the more important ones) and adjust your characters' attributes<br>appropriately. Remember, if you're planning on getting the \"Almost<br> <br>Perfect\" perk, don't get ANY skill bobbles until you have that perk.<br> Go <br>to the perks section of the guide to find out more.<br><br>In the original Fallout 3, your attribute placement was vital, as you<br>only had so many. In Broken Steel, the introduction of the level 30<br>perk Almost Perfect enables you to boost all your attributes up to 9,<br>10 with the Bobblehead. This makes attributes somewhat moot, as all<br>you have to do is get to level 30 to max yourself out. Appropriately<br>the focus of this guide has changed. No longer are the attributes<br>rated on which are the 'best' but now attribute allocation has more<br>to do with getting the perks you want when you want them, and which<br>attributes are more useful in getting you to level 30, since they are<br>all rather moot after you get there.<br><br>Strength \t\t\t\t\t\t\t{SPC002}<br>o======================================================================o<br>Skills: Melee Weapons<br><br>Strength is a measure of your raw physical power. It affects how much<br>you can carry, and determines the effectiveness of all melee attacks.<br><br>Strength determines the damage you do with melee attacks.. a whopping<br>half a point of damage for each point of strength. Yes, 10 points of <br>Strength gets you the same damage as the Iron Fist perk, wow! As far as <br>the skill point bonuses go, Strength is the weakest attribute, factoring <br>into only one skill.. the aforementioned Melee Weapons skill. Five is<br>good enough to get me Strong Back, and that's all I'll give it.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Strength<\/th><th>Melee Damage<\/th><th>Carrying Capacity<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>0.5<\/td><td>160<\/td><td>+2<\/td><\/tr><tr><td>2<\/td><td>1.0<\/td><td>170<\/td><td>+4<\/td><\/tr><tr><td>3<\/td><td>1.5<\/td><td>180<\/td><td>+6<\/td><\/tr><tr><td>4<\/td><td>2.0<\/td><td>190<\/td><td>+8<\/td><\/tr><tr><td>5<\/td><td>2.5<\/td><td>200<\/td><td>+10<\/td><\/tr><tr><td>6<\/td><td>3.0<\/td><td>210<\/td><td>+12<\/td><\/tr><tr><td>7<\/td><td>3.5<\/td><td>220<\/td><td>+14<\/td><\/tr><tr><td>8<\/td><td>4.0<\/td><td>230<\/td><td>+16<\/td><\/tr><tr><td>9<\/td><td>4.5<\/td><td>240<\/td><td>+18<\/td><\/tr><tr><td>10<\/td><td>5.0<\/td><td>250<\/td><td>+20<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">You can further increase your Strength by completing the quest 'Those!'\nand recieving the injection from Doctor Lesko.\n\nGrade: **\n\nPerception\t\t\t\t\t\t\t{SPC003}\no======================================================================o\nSkills: Explosives, Lockpick, and Energy Weapons\n\nA high Perception grants a bonus to the Explosives, Lockpick and Energy\nWeapons skills, and determines when red compass markings appear (which\nindicate threats).\n\nPerception's big draw is that it increases the distance as which you\nnotice threats-red marks on your compass. Granted this is only useful\nfor avoiding said threats, or ambushing\/sneaking up on them. Still, if\nyou are a ranged fighter, this is useful for letting you know where your\nenemies are before you engage. If tactical advantages don't mean \nanything to you, obviously Perception shouldn't be high on your list.\nEven without the threat markers (which I am personally fairly fond of)\nPerception gives a bonus to three skills.. which makes it fairly useful\nby that simple virtue alone. Many good perks require a Perception score\nof six, so that's where I start.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Perception<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>+2<\/td><\/tr><tr><td>2<\/td><td>+4<\/td><\/tr><tr><td>3<\/td><td>+6<\/td><\/tr><tr><td>4<\/td><td>+8<\/td><\/tr><tr><td>5<\/td><td>+10<\/td><\/tr><tr><td>6<\/td><td>+12<\/td><\/tr><tr><td>7<\/td><td>+14<\/td><\/tr><tr><td>8<\/td><td>+16<\/td><\/tr><tr><td>9<\/td><td>+18<\/td><\/tr><tr><td>10<\/td><td>+20<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">You can further increase your Perception by completing the quest \n'Those!' and recieving the injection from Doctor Lesko.\n\nGrade: ***\n\nEndurance \t\t\t\t\t\t\t{SPC004}\no======================================================================o\nSkills: Big Guns and Unarmed\n\nEndurance is a measure of your overall physical fitness. A high \nEndurance gives bonuses to health, environmental resistances, and the\nBig Guns and Unarmed skills.\n\nEvery point of Endurance gives you 20 health, a fairly significant\namount considering you gain 10 points per level (excluding the first)\nadded on to a base of 100. This bonus is retroactive-should you gain\nmore Endurance later, you'll find yourself burdened with an extra 20\nhealth. By 'environmental resistances' they mean Radiation Resistance.\nYou'll gain a 2% bonus for every point above 1, again retroactive. This\nis a fairly good attribute, and it gives bonuses to two skills, even\nthough they are two I'm not particularly fond of. Since all the bonuses\nare retroactive, there's no call to put more points into it when you\nbegin than you absolutely need. I choose to start out with six.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Endurance<\/th><th>Hitpoints<\/th><th>Poison Resistance<\/th><th>Radiation Resistance<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>120<\/td><td>0%<\/td><td>0%<\/td><td>+2<\/td><\/tr><tr><td>2<\/td><td>140<\/td><td>5%<\/td><td>2%<\/td><td>+4<\/td><\/tr><tr><td>3<\/td><td>160<\/td><td>10%<\/td><td>4%<\/td><td>+6<\/td><\/tr><tr><td>4<\/td><td>180<\/td><td>15%<\/td><td>6%<\/td><td>+8<\/td><\/tr><tr><td>5<\/td><td>200<\/td><td>20%<\/td><td>8%<\/td><td>+10<\/td><\/tr><tr><td>6<\/td><td>220<\/td><td>25%<\/td><td>10%<\/td><td>+12<\/td><\/tr><tr><td>7<\/td><td>240<\/td><td>30%<\/td><td>12%<\/td><td>+14<\/td><\/tr><tr><td>8<\/td><td>260<\/td><td>35%<\/td><td>14%<\/td><td>+16<\/td><\/tr><tr><td>9<\/td><td>280<\/td><td>40%<\/td><td>16%<\/td><td>+18<\/td><\/tr><tr><td>10<\/td><td>300<\/td><td>45%<\/td><td>18%<\/td><td>+20<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: ****\n\nCharisma \t\t\t\t\t\t\t{SPC005}\no======================================================================o\nSkills: Barter and Speech\n\nHaving a high Charisma will improve people's disposition of you, and\ngive bonuses to both the Barter and Speech skills.\n\nYou won't need one point of Charisma to make it through the game, and\nit's just as much of a dump stat in the expansions as it was in the\noriginal. The only thing that's changed is now if you reach level 30,\nyou can enjoy all the perks of having a high Charisma, without having\nto suffer to get it. Start out with one point.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Charisma<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>+2<\/td><\/tr><tr><td>2<\/td><td>+4<\/td><\/tr><tr><td>3<\/td><td>+6<\/td><\/tr><tr><td>4<\/td><td>+8<\/td><\/tr><tr><td>5<\/td><td>+10<\/td><\/tr><tr><td>6<\/td><td>+12<\/td><\/tr><tr><td>7<\/td><td>+14<\/td><\/tr><tr><td>8<\/td><td>+16<\/td><\/tr><tr><td>9<\/td><td>+18<\/td><\/tr><tr><td>10<\/td><td>+20<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: *\n\nIntelligence \t\t\t\t\t\t\t{SPC006}\no======================================================================o\nSkills: Science, Repair, and Medicine\n\nIntelligence affects the Science, Repair and Medicine skills. The\nhigher your Intelligence, the more Skill Points you'll be able to\ndistribute when you level up.\n\nIntelligence gives bonuses to three skills, and for every point of\nintelligence you have, you'll get one extra skill point to distribute\nper level. This skill used to be one of the focal points of my build\nin the original.. in the expansion, things have changed. On one hand,\nyou have half again as many levels, so you dont really NEED a super\nhigh intelligence to max all your skills out at 100. On the other hand,\nit's the only skill that isn't retroactive.. In other words, it's\nthe only one that will suffer if you don't have it high early. What it\ncomes down to is simple: at level 30, Intelligence is useless. All\nthe levels leading up to it are important. And it's only important in\ngetting you to 100 in all your skills. In the end, I still go with 9,\nas there really just isn't much else worth getting. This way, I can\nget the required skill levels for the perks I want and not even have\nto worry about the Educated perk. Keep in mind that you CAN get the\nbobblehead for Intelligence (or any other attribute) if you start out\nwith a base of 9. The Almost Perfect perk will not drop you down to 9 \nif you already have a 10.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Intelligence<\/th><th>Skill Point per Level<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>11<\/td><td>+2<\/td><\/tr><tr><td>2<\/td><td>12<\/td><td>+4<\/td><\/tr><tr><td>3<\/td><td>13<\/td><td>+6<\/td><\/tr><tr><td>4<\/td><td>14<\/td><td>+8<\/td><\/tr><tr><td>5<\/td><td>15<\/td><td>+10<\/td><\/tr><tr><td>6<\/td><td>16<\/td><td>+12<\/td><\/tr><tr><td>7<\/td><td>17<\/td><td>+14<\/td><\/tr><tr><td>8<\/td><td>18<\/td><td>+16<\/td><\/tr><tr><td>9<\/td><td>19<\/td><td>+18<\/td><\/tr><tr><td>10<\/td><td>20<\/td><td>+20<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: ***\n\nAgility \t\t\t\t\t\t\t{SPC007}\no======================================================================o\nSkills: Small Guns and Sneak\n\nAgility affects your Small Guns and Sneak skills, and the number of\nAction Points available for V.A.T.S.\n\nSmall Guns and Sneak are both magnificent skills, and I live and die by\nV.A.T.S. in this game. You get a measly two points for each point in\nAgility plus a base of.. 65? Still, weapons just aren't accurate at a\nrange, and ammo is a commodity, so V.A.T.S. is good times. Besides, you\nare invulnerable while in V.A.T.S. so it's something worth abusing.\nEven though most of the perks I really want require only six, by the\ntime Nerves of Steel becomes availiable, I'm scraping the bottome of\nthe perk barrel. I get up to seven just so I can have that perk. Plus,\nit'll help to have a good Agility early on.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Agility<\/th><th>Action Points<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>67<\/td><td>+2<\/td><\/tr><tr><td>2<\/td><td>69<\/td><td>+4<\/td><\/tr><tr><td>3<\/td><td>71<\/td><td>+6<\/td><\/tr><tr><td>4<\/td><td>73<\/td><td>+8<\/td><\/tr><tr><td>5<\/td><td>75<\/td><td>+10<\/td><\/tr><tr><td>6<\/td><td>77<\/td><td>+12<\/td><\/tr><tr><td>7<\/td><td>79<\/td><td>+14<\/td><\/tr><tr><td>8<\/td><td>81<\/td><td>+16<\/td><\/tr><tr><td>9<\/td><td>83<\/td><td>+18<\/td><\/tr><tr><td>10<\/td><td>85<\/td><td>+20<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: ****\n\nLuck \t\t\t\t\t\t\t\t{SPC008}\no======================================================================o\nSkills: All skills\n\nRaising your Luck will raise all of your skills a little. Having a high\nLuck will also improve your critical chance with all weapons.\n\nLuck is a fantastic attribute. Every point gives you a 1% critical hit\nrate. A critical hit on an enemy's head in V.A.T.S. with a combat\nshotgun is a GOOD thing. With 10 points of Luck, Finesse, and the\nbest modifier from the Wasteland Survival Guide, you can get an 18%\ncritical rate. That's good times. As if that's not good enough, Luck\ngives a bonus to all your skills, one point for every odd attribute \npoint in Luck (1,3,5,7,9). That's a total of 13 skill points for every\nother attribute point. At 6.5 per point, that's a better skill bonus\nthan any other attribute. I start out with six.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Luck<\/th><th>Critical Chance<\/th><th>Skills<\/th><\/tr><\/thead><tbody><tr><td>1<\/td><td>1%<\/td><td>+1<\/td><\/tr><tr><td>2<\/td><td>2%<\/td><td>+1<\/td><\/tr><tr><td>3<\/td><td>3%<\/td><td>+2<\/td><\/tr><tr><td>4<\/td><td>4%<\/td><td>+2<\/td><\/tr><tr><td>5<\/td><td>5%<\/td><td>+3<\/td><\/tr><tr><td>6<\/td><td>6%<\/td><td>+3<\/td><\/tr><tr><td>7<\/td><td>7%<\/td><td>+4<\/td><\/tr><tr><td>8<\/td><td>8%<\/td><td>+4<\/td><\/tr><tr><td>9<\/td><td>9%<\/td><td>+5<\/td><\/tr><tr><td>10<\/td><td>10%<\/td><td>+5<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: *****\n\nYou can further increase your Luck by possessing the Lucky 8 Ball. Like\na bobblehead, this item just sits in your inventory and makes your life\neasier.\n\nMy Personal Build, Attributes \t\t\t\t\t{SPC009}\no======================================================================o\nI count on getting all the bobbleheads (which is much easier than\nfinding all the books) and the Lucky 8 Ball. Also, I plan on getting\nthe Ant Sight perk. I play by using Stealth to sneak up on my enemies, \ntypically with Small Guns. Sneak Criticals are good times, and my \nV.A.T.S. ensures I win my fights. This is my personal build for casual \ngameplay.\n\nThese following attributes will be enough to get me all the perks I\nwant up until level 30. At which time I will get Almost Perfect to\nbring my attributes up to nine. Note that this build will not come into \nits own until you hit level 30.. at which point you can go around \ncollecting bobbleheads and become a phenom. It's more than enough to \nsurvive the game though, and with some ease, until you hit level 30.<\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Strength\t5\nPerception\t6\nEndurance\t6\nCharisma\t1\nIntelligence\t9\nAgility\t\t7\nLuck\t\t6<\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\"><strong>Statistics {STA001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">You could really look a lot of this up in the manual, but that's too\nmuch for some folk.. I'll just assume you're looking it up here for my\nexpert opinions. Yeah..\n\nCND \t\t\t\t\t\t\t\t{STA002}\no======================================================================o\nLike the manual says, this screen has an outline of your poor little\nPip Boy. The healthier he is, the happier he'll look! Also, you can\nsee the condition of all your body parts. This feature seems a little\ntacked on, and most of the time you'll only take serious bodily harm\nfrom explosions, traps, or Robobrains. Getting crippled is a bad thing,\nobviously, and the effects range from occassionally losing focus and\nbecoming temporarily blind to hobbling around at half speed. Using\nstimpaks on the injured member or sleeping in a bed will fix you up.\n\nRAD \t\t\t\t\t\t\t\t{STA003}\no======================================================================o\nThis screen shows your current level of radiation exposure via the\nbar across the bottom. Your radiation level ranges from 0 rads to\n1000 rads, with significant negative effects occuring every 200 rads,\nas follows: \n\n200 rads: -1 EN\n400 rads: -2 EN, -1 AG\n600 rads: -3 EN, -2 AG, -1 ST\n800 rads: -3 EN, -2 AG, -2 ST\n1000 rads: Death!\n\nYou won't lose maximum HP while suffering from radiation poisoning, so\nthe endurance loss isn't too bad. However, losing agility and strength\nkinda sucks. Fix yourself up with some radaway or prevent radiation\npoisoning by using rad-x. Just don't become addicted!\n\nAs a side note, does anybody remember those old Terminator games made\nby Bethesda? Really, Skynet was the more popular one, but they were\nfirst person shooters made about a decade ago. Post-apocalyptic fps\ngame, and I swear the geiger counter sound effect was exactly the same.\nI might be the only person who heard about Bethesda doing a Fallout\nsequel and not thinking it was completely out of place.. but then again,\nI was also one of the few people who played the original Fallout games\nwho didn't bristle when they said Fallout 3 would be \"Oblivion with\nguns.\" Ah well.. Tangents, sorry.\n\nEFF \t\t\t\t\t\t\t\t{STA004}\no======================================================================o\nIf you're suffering from radiation poisoning, or if you are in some\nother way buffed or impared, that'll show up here. This just lists the\nvarious status effects affecting you.\n\nLVL \t\t\t\t\t\t\t\t{STA005}\no======================================================================o\nThis is, of course, your level. You start out level 1, and reach level\n2 immediately upon exiting the vault. As of now you can reach a\nlamely low maximum level of 30. Each time you level up you'll recieve\n10 HP, a perk, and 10 skill points + intelligence.\n\nHP \t\t\t\t\t\t\t\t{STA006}\no======================================================================o\nHit Points, of course. When you run out of these, you die. Hit points\nare good, and since endurance is one of the best ways to get more of\nthem, endurance is pretty good too. You start out with a base of 100\nand recieve 10 every level (sans the first). You also gain 20 more per\npoint of endurance and possibly 30 from the Life Giver perk. That's a\nmaximum of 620 hit points.\n\nAP \t\t\t\t\t\t\t\t{STA007}\no======================================================================o\nAction points are all important for my play style. The more action\npoints you have, the more shots you can take in V.A.T.S., which is\nmuch more accurate, damaging, and during which, you're invincible. If\nyou're too elite of an FPS shooter for V.A.T.S., just give yourself an\nagility of 1 and have fun. For the rest of us, V.A.T.S. is win. You\nstart out with 65 and gain two points for every point of agility. With\nthe Action Boy\/Girl perk, you can top out at 110 (which I always do).\nThere's an arguement that AP becomes redundant if you get the Grim \nReaper's Sprint perk, but in its defense, the more AP you have, the \nmore shots you can take, the better your chance of killing and enemy \nand replenishing your AP. It's good stuff people, trust me. I even\nget Nerves of Steel, since it makes V.A.T.S. that much more accessible.\nAnd really, there's not a stellar selection of great perks left at\nlevel 26.\n\nXP \t\t\t\t\t\t\t\t{STA008}\no======================================================================o\nYour experience points rates your progress towards the next level. You\nrecieve anywhere from 1 to 50 experience (in normal difficulty) for \nkilling an enemy, and you get a comparably whopping amount for \ncompleting the games' quests. I'll go ahead and say it here.. there are \nplenty of chances to gain XP in this game. Killing enemies, completing \nquests, giving certain items (scrap metal, sensor modules, sugar bombs \nand the like) to certain NPCs, picking locks, disabling\/disarming mines, \nhacking computers.. Point is, you NEVER need perks that increase your \nXP.. even if you might be forced into picking one at level three for \nlack of options..<\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\"><strong>Skills {SKL001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Skills determine how good you are at various activities, anything from\npicking locks, hacking computers, attacking with various weapons,\nsneaking, interacting with NPCs and so forth. Your skills are every bit\nas important as your S.P.E.C.I.A.L. attributes and your perks, with\none exception.. it's entirely possible to create a character with a\nscore of 100 in every skill.\n\nBase \t\t\t\t\t\t\t\t{SKL002}\no======================================================================o\nYou start out with two points in each skill, and get an additional two\npoints per S.P.E.C.I.A.L. attribute in related skills with the\nexception of Luck, which gives .5 point for each point of Luck\n(rounded up).\n\nTag! \t\t\t\t\t\t\t\t{SKL003}\no======================================================================o\nYou select three skills to tag during the G.O.A.T. test. Unlike the\nfirst two Fallout games, this doesn't double your rate of skill point\nincrease, it merely adds a 15 point bonus to those skills.\n\nLeveling \t\t\t\t\t\t\t{SKL004}\no======================================================================o\nYou gain 10 skill points per level plus your Intelligence score.\nGetting the bobblehead from Rivet City early earns you extra skill\npoints.\n\nBobbleheads \t\t\t\t\t\t\t{SKL005}\no======================================================================o\nThere is a bobblehead in the game for each skill, each of which\nincreases your skill by 10 points. Free and easy skill points, you\nshouldn't raise any skill above 90 until you have the bobblehead for\nthat skill, or you're wasting points.\n\nBooks \t\t\t\t\t\t\t\t{SKL006}\no======================================================================o\nIn addition to perks, leveling, intelligence, and bobbleheads, you can\nget skill bonuses from books throughout the game. These books each give\nyou a one point bonus to a specific skill, depending on the book. This\ncannot increase your skill level above 100. In the game there are\ntwenty-five of each skill book (except for 'Tales of a Junktown Jerky\nVendor, of which there are only twenty-three.) With the Comprehension\nperk, each book adds two points instead of one, so you should save all\nthe skill books you find until you get Comprehension. Note that \ndepending on where you choose to live, you may not be able to get all\n25 of the books in the game. Different themes offer different books in\nTenpenny Tower than in Megaton. Also, the 'Lawbringer' and 'Contract \nKiller' perks each allow you to obtain a book you normally couldn't\nget, a Guns &amp; Bullets and Lying, Congressional Style, respectively. On \nany given playthrough you will miss out on two to four books, depending \non how you play. Adjust your build accordingly.\n\nMin\/Maxing \t\t\t\t\t\t\t{SKL007}\no======================================================================o\nIf you want to ensure you'll max out all skills at 100, get every skill\nto at least 40 points. You'll get ten more from the bobbleheads, and\nyou can get 50 more points from the skill books if you have\nComprehension. For Barter, you'll need a minimum of 44 since there are\nonly 23 books (Speech gets a 10 point boost from Yew's Bear Charm.) \nKeep in mind that some perks require skills to be at certain levels, \nlike Cyborg. You might want to boost such skills to the minimum level-\nand really strive to get your hands on the bobbleheads you'll need \nearly on. This approach is even more power-gamey than I like to play, \nbut it's an option. I don't think it's really all that valid now that \nyou have an extra 10 levels and you might as well start out with a high \nIntelligence.. but.. hey, it's out there. If you want to find ALL the \nskill books, you don't even need Comprehension.\n\nBreakdown of Skill Points \t\t\t\t\t{SKL008}\no======================================================================o\nThere are 13 skills in the game, each of which can be raised to a score\nof 100, for a grand total of 1300 possible skill points in the game..\nYou will get skill points equal to (10 + your Intelligence score) for\neach level you gain. For my build that's 19 at level 2, and 20 for the \nrest, since I'll make a priority getting the bobblehead from Rivet City. \nFrom leveling alone, I will get a total of 579 skill points. Add that\nto the base two in each skill for an extra 26 skill points, or 605 \ntotal.\n\nAdd that to the three tagged skills for a total of 650. You will also\nhit a total of 10 in each attribute, adding 20 points to each skill.\nLuck will add an additional 5 points to all my skills for a total boost\nfrom attributes of 25 points. (25 x 13 = 325) Just from leveling up,\ngetting the Almost Perfect perk, and all the attribute bobbleheads, my\nskill point total is at 975 out of the possible 1,300. \n\nNow take into account the skill bobbleheads, each of which add 10 to\ntheir skill. That's 130 more points, bringing me up to 1,105 points.\nFrom books, I need to find only 195 points worth of books. With\nComprehension, that's a measly 98 books out of 323, which is cake.\nBut we're not done yet. Yew's Bear Charm gives you 10 points to\nSpeech, and I will also get the Cyborg perk (+10 to Energy Weapons)\nand the Silent Running perk (+10 to Sneak.) So that's actually only\n165 points to go, which requires me to find only 83 books.<\/pre>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Breakdown\t\t\t\t\tPoints\nBase\t\t2 per skill, 13 skills\t\t26\nAttributes\t20 per skill, 13 skills\t\t260\nLuck\t\t5 per skill, 13 skills\t\t65\t\nTag! Skills\t15 per skill, 3 skills\t\t45\nLevel 2\t\t10 + Intelligence (9)\t\t19\nLevels 3-30\t10 + Intelligence (10)\t\t560\nBobbleheads\t10 per skill, 13 skills\t\t130\nPerks\t\t10 to 2 skills\t\t\t20\nYew's Charm\t10 to Speech\t\t\t10\n\nTotal\t\t\t\t\t\t1,135\n\t\t\t\t(87.3~ points per skill at level 30)\n\nNeeded\t\t\t\t\t\t1,300\n\nLeft for Books\t\t\t\t\t165\nComprehension\t1 book = 2 points\t\t82.5 (83 books)\n\nRemember, you can get an infinite number of skill books for the Big Guns\nskill, so never put any points into that skill. Also, that makes the\nbook total considerably lower than what is stated.. If you plan on\ngetting all of your Big Guns from books, you'll have something more like\nthis..\n\nBreakdown\t\t\t\t\tPoints\nBase\t\t2 per skill, 12 skills\t\t24\nAttributes\t20 per skill, 12 skills\t\t240\nLuck\t\t5 per skill, 12 skills\t\t60\nTag! Skills\t15 per skill, 3 skills\t\t45\nLevel 2\t\t10 + Intelligence (9)\t\t19\nLevels 3-30\t10 + Ingelligence (10)\t\t560\nBobbleheads\t10 per skill, 12 skills\t\t120\nPerks\t\t10 to 20 skills\t\t\t20\nYew's Charm\t10 to Speech\t\t\t10\n\nTotal\t\t\t\t\t\t1098 \n\t\t\t\t(91.5 points per skill at level 30)\n\nNeeded\t\t\t\t\t\t1200\n\nLeft for Books\t\t\t\t\t102\nComprehension\t1 book = 2 points\t\t51 (51 books)\n\t\t\nThis is the ultra power-gamey version of the above build. Since Big\nGuns is a non-issue with this method, I simply ignore that skill \nentirely. Just be sure to return to the Bethesda Ruins once every\ncoulpe of game days to get yourself another copy, and before you know\nit you'll have a high Big Guns score.\n\nThe skills \t\t\t\t\t\t\t{SKL009}\no======================================================================o\nBelow I have listed and explained the skills. It seems more redundant\nthan explaining S.P.E.C.I.A.L. attributes or perks, since you can\neasily max all of the skills, but this might help you choose which\nskill to tag and boost.\n\nBarter \t\t\t\t\t\t\t\t{SKL010}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Charisma\nBook: Tales of a Junktown Jerky Vendor\n\nThe Barter skill affects the prices you get for buying and selling\nitems. In general, the higher your Barter skill, the lower your prices\non purchased items.\n\nLike it is said in the manual, you gain an advantage on trade prices,\nwhich is fairly important. The more money you get for your loot, the\nmore ammo you can buy. The more ammo you have, the easier your life\nwill be. Being able to get your hands on more ammo, armor, and meds\nwill make the game easier, obviously. There is, however, plenty of\nloot in the game, so while this skill helps, it's not a skill you\nshould lose sleep over.\n\nGrade: ****\n\nBig Guns \t\t\t\t\t\t\t{SKL011}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Endurance\nBook: U.S. Army: 30 Handy Flamethrower Recipes\n\nThe Big Guns skill determines your combat effectivness with all\noversized weapons such as the Fat Man, Missile Launcher, Minigun, and\nGatling Laser.\n\nThe more points you have in Big Guns, the more damage they'll do, and\nthe better your accuracy in V.A.T.S. They already do a ton of damage,\nbut that just means they'll get that much better by focusing on Big\nGuns. Of course, this is a fairly specialized niche of weapons that\nhave rather limited use and even more limited ammo. Granted, you'll\nfind more 5mm rounds than you can shake a stick at, but you'll also\nburn through it like nothing else. I've managed to play through the\ngame without using a single Big Gun. In fact, the only situation in\nwhich I found myself wanting one was against Super Mutant Behemoths,\nand there are very few of them in the game. Big Guns tend to be\nrather inefficient in V.A.T.S., as they take a lot of Action Points\nto fire, and interrupt the flow of firing manually, since many have\na revving up time. They are also inaccurate at range, making them only\nreally useful in situations where you have enemies at short to middle\nrange with little cover. I don't know.. They seem to work better for \nthe computer than they do for me.\n\nDo not spend any points into Big Guns, EVER. In the Bethesda Ruins -\nBethesda Offices East there is a raider with a flamer that drops a\nskill book for Big Guns. He will respawn, allowing you to get multiple \ncopies of the book from him.\n\nGrade: **\n\nEnergy Weapons \t\t\t\t\t\t\t{SKL012}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Perception\nBook: Nikola Tesla and You\n\nThe Energy Weapons skill determines your effectiveness with weapons\nsuch as the Laser Pistol, Laser Rifle, Plasma Rifle, and Plasma Pistol.\n\nUnfortunately, Energy Weapons describes a rather limited selection of \nweapons in Fallout 3. The exception of course, is the Alien Blaster, \nbut ammo is incredibly rare for this gun. The big problem with Energy\nWeapons is the fact that they aren't really any more powerful than Small\nGuns, but typically cost much more to maintain. Sure, a Plasma Rifle can\ncompete with a Combat Shotgun in damage, but when you have to repair the\ntwo.. you'll see the difference. That said, Gatling Lasers are in every\nway a superior option for mass destruction to Big Guns like the Minigun.\n\nGrade: ***\n\nExplosives \t\t\t\t\t\t\t{SKL013}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Perception\nBook: Duck and Cover!\n\nThe Explosives skill determines the power of any set mines, the ease of\ndisarming any hostile mines, and the effectiveness of any thrown\ngrenade.\n\nExplosives aren't very useful. They do good damage, but they come in\nextremely limited quantities. They're annoying to aim, and they take \ntoo long to detonate. I know, I know, \"aim better!\" Most situations in \nwhich one could be used I found it easier to simply use a gun, or a \nmissile. Some people suggest using Frag Mines against Mirelurks, but I \nfound it simpler to just go downhill from them and put an end to them \nwith a shotgun. And about the 'ease of disarming hostile mines', they\nmean mines will take longer to detonate after they become live. It's not\na big deal, however, except with the quest 'The Power of the Atom.' Even\nthen, your skill doesn't have to be very high. Seriously, 25 in \nExplosives to disarm a tentative and malfunctioning nuclear device? It \nalso allows you to disarm explosive traps, such as the baby carriage \nand grenade bouquet. Not essential, but not bad.\n\nGrade: **\n\nLockpick \t\t\t\t\t\t\t{SKL014}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Perception\nBook: Tumblers Today\n\nThe Lockpick skill is used to open locked doors and containers.\n\nEvery 25 points in this skill allows you to pick a more difficult lock.\nIt also increases your chance to force locks (wee..) There are\nplenty of locks in the game, so this skill becomes useful simply\nbecause of how often you'll need to use it. It is one of the few skills\nyou should level up quickly (the faster you get it up in ranks, the\nsooner you'll be able to pick more difficult locks.) It's a good\ncandidate for a Tag! skill.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Lockpick Skill<\/th><th>Lock Difficulty<\/th><\/tr><\/thead><tbody><tr><td>0<\/td><td>Very Easy<\/td><\/tr><tr><td>25<\/td><td>Easy<\/td><\/tr><tr><td>50<\/td><td>Average<\/td><\/tr><tr><td>75<\/td><td>Hard<\/td><\/tr><tr><td>100<\/td><td>Very Hard<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: *****\n\nMedicine \t\t\t\t\t\t\t{SKL015}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Intelligence\nBook: D.C. Journal of Internal Medicine\n\nThe Medicine skill determines how many Hit Points you'll replenish upon\nusing a Stimpak, and the effectiveness of Rad-X and RadAway.\n\nMore potent Stimpaks, Rad-X, and RadAway? Not bad. I don't tend to use\nthem often, but when I need them, they come in handy. I wouldn't fret\nabout this skill, but the higher it gets, the more potent your meds\nwill be, and everybody can be happy with that.\n\nGrade: ***\n\nMelee Weapons \t\t\t\t\t\t\t{SKL016} \no======================================================================o\nS.P.E.C.I.A.L. Attribute: Strength\nBook: Grognak the Barbarian\n\nThe Melee Weapons skill determines your effectiveness with any melee\nweapon, from the simple lead pipe all the way up to the high-tech\nSuper Sledge.\n\nI'm not sure what's 'high-tech' about a Super Sledge, but it sure does\npack a whallop. Melee weapons are inferior to Small Guns in damage and\nrange, but they do have one great perk-they require no ammo. That\nmakes life easier in the early going. And there are tons of them in\nthe game. Super Mutants and Raiders will carry them liberally, so\nyou should never be hurting for melee weapons. That said, you can\nmow down enemies with melee weapons before they ever get close to you,\nand it shouldn't be a surprise that the bad guys can return the favor.\nThere's no point in rushing a Super Mutant with a missile launcher.\nOf course, since skills are so liberal in this game there's no reason\nyou should focus solely on melee weapons. They have their place, but\nthat place is mostly for early on, when ammo is scarce(ish). You'd\nthink that would make this skill worthy of an endorsement for early \nleveling, but frankly, the sooner you get your Small Guns up, the \nsooner you'll get to ditch Melee Weapons entirely. Despite the fact that\nyou'll need to invest several Perks into it, Paralyzing Palm makes\nUnarmed the much better melee combat skill. Sorry Melee Weapons, you\nreally just can't compete.\n\nGrade: **\n\nRepair \t\t\t\t\t\t\t\t{SKL017}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Intelligence\nBook: Dean's Electronics\n\nThe Repair skill allows you to maintain any weapons and apparel. In\naddition, the higher your Repair skill, the better the starting\ncondition of any custom-made weapons.\n\nThis skill is surprisingly good. The better a weapons' condition, the\nmore damage it does, irregardless of what weapon type it is. This skill\nallows you to do more damage with ALL weapons. Not only that, it keeps\narmor in tip top shape as well, improving its damage reduction. Another\nbenefit of Repair is the higher your Repair skill, the more low quality\nweapons you can combine to make higher quality weapons. This frees up\ninventory space, and generally makes looting easier. Why tug around\nseveral crappy suits of Raider armor when you can carry around one good\nsuit? Definately a tag-worthy skill.\n\nGrade: *****\n\nScience \t\t\t\t\t\t\t{SKL018}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Intelligence\nBook: Big Book of Science\n\nThe Science skill represents your combined scientific knowledge, and\nis primarily used to hack restricted computer terminals.\n\nJust like Lockpicking, but for computers! Granted, hacking is less\nuseful in many ways. A great deal of computers unlock safes, and\nmany others just disable turrets. Still, it's experience, and there\nare plenty of situations in which it is useful. Some of which are\neven exclusive to Science. Keep in mind you also need it for the\nexcellent Cyborg perk. It's a consideration for a tag skill, although\nI'd consider Lockpick more useful early on.<\/pre>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><thead><tr><th>Science Skill<\/th><th>Hack Difficulty<\/th><\/tr><\/thead><tbody><tr><td>0<\/td><td>Very Easy<\/td><\/tr><tr><td>25<\/td><td>Easy<\/td><\/tr><tr><td>50<\/td><td>Average<\/td><\/tr><tr><td>75<\/td><td>Hard<\/td><\/tr><tr><td>100<\/td><td>Very Hard<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<pre id=\"faqspan-1\" class=\"wp-block-preformatted\">Grade: *****\n\nSmall Guns \t\t\t\t\t\t\t{SKL019}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Agility\nBook: Guns and Bullets\n\nSmall Guns determines your effectiveness with all conventional\nprojectile weapons, such as the 10mm pistol, BB Gun, and Combat\nShotgun.\n\nSmall Guns are plentiful and powerful, useful in close range \n(shotguns), medium range (assault rifles), and long range (sniper \nrifles). They comprise a variety of ammo including BBs, 10mm rounds,\n.32 calibur rounds, .44 rounds, 5.56mm rounds, .308 rounds, and of\ncourse shotgun shells. This is a huge variety of weaponry to fall\nunder one skill. In fact, you don't even need another weapon skill\nthan Small Guns. It's not just the most varied, and composed of the\ngreatest library of ammunition (by far), but possibly the most\npowerful. In particular the 10mm Submachine Gun, the Chinese\nAssault Rifle, and the Combat Shotgun are all extremely powerful,\nespecially in V.A.T.S. The fact that the Combat Shotgun has such a\nlarge clip size (12 rounds) and deals as much damage as it does makes\nit overwhelming. This is the most versatile weapon skill in Fallout 3,\nand regardless of what else you want to fight with, you should make\nsure you've got Small Guns covered. Certainly worth considering for a\nTag! skill.\n\nGrade: *****\n\nSneak \t\t\t\t\t\t\t\t{SKL020}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Agility\nBook: Chinese Army: Special Ops Training Manual\n\nThe higher your Sneak skill, the easier it is to remain undetected,\nsteal and item, or pick someone's pocket. Successfully attack while\nundetected grants an automatic critical hit.\n\nSneaking allows you to pick your fights, and with a high Perception,\nit allows you to situate yourself in a position that makes surviving\na fire fight easier. Picking off that Super Mutant with the missile\nlauncher will make your life easier, as will avoiding that group of\nTalon Company Mercenaries. Also, stealing stuff is great. It's a fine\nway to get some better guns early on, or to just nab some stuff to\nsell. Karma smarma. Good guys need money too. And automatic critical\nhits? Critical hits are devastating in Fallout 3, and a critical\nsneak attack headshot will just about end anything you'll come up with.\nEspecially with a combat shotgun. In the face. Yeah.. Oh, and the\nBetter Criticals perk just makes the situation all the better. Of\ncourse, Sneak wont get you any experience, and it will only help so\nmuch if you cant fight your way out of a wet paper bag, so while it's\nextremely useful, it's worth focusing on after you get some other\nskills a little higher. Plus, like in Oblivion, Sneak seems to be an\nall or nothing skill. It's incredibly hard to sneak near enemies with\na sneak below the 70's. If you're trying to just avoid fights in open\nterrain, you'll only need about 50, but for combat purposes, look\nhigher. And dammit, don't forget to turn your Pip-Boy light off! Am I\nthe only one who didn't notice your Pip-Boy had a light until the third\nplay-through? Nah, I'm sure I'm not.. Also, with a high Sneak score and\nChinese Combat Armor, the game breaks in the same way Oblivion does-\nenemies simply cannot respond to your attacks. So long as you don't\nrun into them, and you use Unarmed or Melee Weapons, that is.\n\nGrade: *****\n\nSpeech \t\t\t\t\t\t\t\t{SKL021}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Charisma\nBook: Lying, Congressional Style\n\nThe Speech skill governs how much you cna influence someone through\ndialogue, and gain access to information they might otherwise not want\nto share.\n\nSpeech allows you to interact with characters better. Any time a\nSpeech option comes up, you'll get a chance to radically alter the\ncourse of the conversation. Failure usually only deprives you of the\nbenefit of suceeding. Success will convince NPCs to do things without\na hassle, give you more money, or tell you about cool loot. If you\nhave a high Charisma, you might not need this skill, although I've\nfound very few instances where Charisma actually comes up at all. Also,\nyou get experience for successfully using Speech, unlike with having\na high Charisma. You typically only get one shot at making a Speech\ncheck for an NPC about a specific subject, so I'd suggest you save\nand reload. If you want to do quests off the bat, you should boost\nyour Speech to get as much out of the quests as you can. If you level\nfirst, you can put Speech off a bit. Saving and reloading will allow\nyou to succeed at any Speech check.. eventually, a higher Speech skill\njust cuts down on the bother. It's good, but it can wait. Also, in Oasis\na little girl named Yew will give you an item that permenantly increases\nyour Speech by 10 points, which is nice.\n\nGrade: ***\n\nUnarmed \t\t\t\t\t\t\t{SKL022}\no======================================================================o\nS.P.E.C.I.A.L. Attribute: Endurance\nBook: Pugilism Illustrated\n\nThe Unarmed skill is used for fighting without a weapon, or with the\nfew weapons speciafically designed for hand-to-hand combat, like Brass\nKnuckles, or the Power Fist.\n\nI was a little rude to this skill in the previous version of the FAQ,\nbut I will maintain my position.. this skill is ass pre-expansion(s).\nCan it be good? Yes. Is wasting three perks on Iron Fist and getting\nNinja worth it in the end? No. Now that you have 10 extra levels\nthough.. why not? Some of the unique power fists (like Fisto!) and the\nDeathclaw Gauntlet can do some downright wretched damage later on. I \nmean, rivaling combat shotgun damage. And with Robotics Expert, machines \nyou attack in melee won't know what to do! So, melee can be good-\nespecially with Paralyzing Palm. In fact, Paralyzing Palm is the easiest \nway to deal with stronger enemies like Albino Radscorpians and Feral \nGhoul Reavers, making this skill easily the second-best weapon choice in \nthe game. Get Iron Fist early on, put on some knuckles or get a power \nfist, and you'll make your life very easy by doing some good damage \nwithout fretting over ammo.\n\nGrade: *****\n\nSkills I Tag! (and why) \t\t\t\t\t{SKL023}\no======================================================================o\nI typically choose from the following skills to tag.\n\nLockpick\/Science\nThey both unlock goodies, and they both will get you experience for\nusing them. I choose Lockpick, since a lot of computers simply open\nlocks, while no locks make computer redundant. Also, getting a 50 into\nLockpick lets you get the Strength bobblehead, which is handy.\t\n\nSmall Guns\/Repair\/Sneak:\nSmall Guns allows you to kill things easier, hence making your ammo go \nfurther. Repair allows you to kill things easier, hence making your \nammo go further, and it allows you to combine gear, giving you more \npotent, compact versions, which just makes life easier. Sneak allows \nyou to steal loot to sell or use, and can help you avoid tough \nencounters early on-or allow you to get the drop on enemies.. allowing \nyou to do more damage and make your ammo go further. These three skills <\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">make your killing easier, which will in their own ways maximize your\nexperience earning and money making. Pick which one (or two) you prefer\nthe most. Keep in mind that Sneak early on wont allow you to Sneak past\nstronger foes, and it certainly wont let you steal with impunity.\n\nBarter\/Speech (honorable mention)\nWhile both are good, you can do without at the beginning. If you dont\nplan on doing quest right off the bat, ignore Speech. Even if you do\nyou can tough it out and save\/reload until it works. With Barter, you\ncan get money from one of the above skills. These two skills are good,\nbut there are better early game skills.\t\n\nI pick Lockpick, Repair, and Sneak.\t\n\nSkill Point Allocation \t\t\t\t\t\t{SKL024}\no======================================================================o\nI try to keep my skills somewhat equal as I level.. obviously paying\nfavor to the more useful skills first. Getting Lock Pick, Repair,\nScience, Small Guns, Sneak, and Unarmed up to the 50's early on is\na good idea. Unarmed is good for lower levels, as you'll be able to\nfind and afford spiked knuckles earlier than you can get copious amounts\nof ammo. Once I get all my skills to 50 (60 if they have the bobblehead)\nI make the next incremental improvement and get Lockpick and Science to\n75, and generally work on getting all my skills into the 80's. By this \ntime, I'm keeping track of Bobbleheads, perk bonuses, and the fact that\nwhen I get Almost Perfect my skill points will jump. Here's how I go\nabout things.. that's right, another breakdown.\n\nLevel 10\nGet your more important skills to a decent level early on. You can do\nsome of these quicker by getting the bobblehead.. but don't kill \nyourself trying to get to Bethesda before you're ready. Here are some\n(rough) examples of what I mean.\n\tBarter\t\t30\n\tLock Pick\t50\n\tRepair\t\t50\n\tScience\t\t50\n\tSmall Guns\t50\n\tSneak\t\t50\n\tSpeech\t\t30+ (Depends if you want to quest early)\n\tUnarmed\t\t50\n\t\nLevel 20\nGet ALL your skills to 50 (60 with the bobblehead.) I make sure to\nget certain skills up faster to meet perk requirements, as listed below.\n\tEnergy Weapons \t60 (for Concentrated Fire)\n\tMedicine \t60 (for Cyborg)\n\tScience \t60 (for Cyborg and Robotics Expert)\n\tSmall Guns \t60 (for Concentrated Fire)\t\n\tSneak \t\t50 (for Silent Running)\n\tUnarmed \t70 (for Paralyzing Palm)\n\nThe Last 10 Levels\nGet all your skills up as high as you can.. this is where I really try\nto equalize my skill values out for good, with a few exceptions. If you \ndon't want to wait for Lockpick\/Science to hit 100 at level 30, go ahead \nand max 'em out. Also, make SURE to get Melee Weapons and Sneak up to 80 \nBEFORE you hit level 29 to get the Ninja perk. It's the most \nskill-intensive perk out there, and if you don't have it by level 29, \nyou'd have to sacrifice Almost Perfect to get it. Also, I try to not use \nany skill books until I'm at this point, so I know what the TRUE values \nof my skill are. Obviously if I find and use 5 Dean's Electronics, I \ncan't count on finding as many. This issue is largely resolved in the \nexpansion by the fact that you'll get all your skills easily into the \n80's with this build.. If you can't find 10 or so of each book.. well, \nyou're just not looking hard enough.<\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\"><strong>Perks {PRK001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-2\" class=\"wp-block-preformatted\">In Fallout 3 you gain a perk every level (starting at level 2, which you\nattain automatically upon leaving Vault 101.) Perks are seperated by\nthier level prerequisite, with every even level opening up more perks.\nPrerequisites for perks may also include S.P.E.C.I.A.L attributes or \nskill points. (For example, the Entomologist perk requires that you be \nlevel 4, have Intelligence 4, and Science 40.)\n\nThe name of the game has changed somewhat. Now that you have 10 more\nlevels to gain, you have an extra 50% base skill points to get just\nfrom leveling.. You were already easily capable of maxing out all your\nskills before, now it's even easier. This changes some things. Skill\nperks are even more useless. If you're familiar with this guide, you\nknow why I think they suck. They suck worse now. Also, you no longer\nneed Educated at all to get more skill points than you need. Mostly\nthe Broken Steel perks are ways to either correct something your\npreviously couldn't fix (like bringing Dogmeat back) or radically\naltering your character if you needed to (changing your alignment\nfrom one extreme to another). Most of them just save you time or\neffort, which I still consider a waste of a perk. Also keep in mind\nthe term 'build' is somewhat redundant. Your character has more perks\nthan ever to get, you no longer need to really worry about doing a\nV.A.T.S. build, or a critical hit build, or a melee build. Do them\nall. It's not like there are so many great perks out there vying for\nyour attention.\n\nAt level 30, you can get the \"Almost Perfect\" perk, which raises all\nyour deficient attributes to 9.. with the Bobblehead, that's 10 in all\nattributes. Any perks that add to attributes are therefore useless.\nAll those Intensive Training perks? Not worth a thing. Now any perk\nthat offers a bonus.. no matter how menial.. might as well take their\nplace. Intensive Training will simply be over-ridden by Almost Perfect,\nwhereas even something like.. *groans*.. Lady Killer.. will be better.\nAt least it will do SOMETHING at level 30. And that's really what\nmatters, right? How much of a juggernaught you are at the end? That's\nwhat I thought too.\n\n*\tHorrible\tNobody should pick this perk.\n**\tBad\t\tGenerally this is a low-end perk. Sometimes\n\t\t\tthey provide just enough of a benefit specific\n\t\t\tto a character to be worth it, but most\n\t\t\tcharacters will not find this perk useful.\n***\tAverage\t\tThis perk is good simply because of the\n\t\t\tlack of competition, or there is a good, but\n\t\t\tnot overwhelmingly good reason to pick it. It\n\t\t\tmight look good on its own merit, but compared\n\t\t\tto truly great perks, it doesn't measure up.\n****\tGood\t\tA good perk for anybody to pick, or a perk\n\t\t\tthat is absolutely essential to a specific\n\t\t\tbuild.\n*****\tGreat\t\tA perk everybody should get. Period.\n\n\nLevel 2 Perks \t\t\t\t\t\t\t{PRK002}\t\t\t       \no======================================================================o\nBlack Widow\/Lady Killer\nReq: Level 2\nRanks: 1\n\nIn combat you do +10% damage against male\/female opponents. Outside of\ncombat, you'll sometimes have access to unique dialogue options when\ndealing with the opposite sex.\n\nYou wont use this perk much in dialogue.. it just doesn't have all that\nmany uses. And what few it has, you can get the same results from other\nmethods. Still, the +10% damage to the opposite gender is.. well,\nsomething, which is more than can be said for the other level 2 perks.\n\nGrade: ***\n&lt;----------------------------------------------------------------------&gt;\nDaddy's Boy\/Daddy's Girl\nReq: Level 2, Intelligence 4\nRanks: 3\n\nJust like dear old Dad, you've devoted your time to Intellectual\npursuits. You gain an additional 5 points to both the Science and\nMedicine skills.\n\nDevote yourself to a real intellectual pursuit and skip this perk. Even\nthough it might be tempting from a story aspect to pick this up, +10%\nto your skills is never worth a perk on its own. Especially when one of\nthem is Medicine.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nGun Nut\nReq: Level 2, Intelligence 4, Agility 4\nRanks: 3\n\nYou're obsessed with using and maintaining a wide variety of \nconventional firearms. With each rank of the Gun Nut perk, you gain an\nadditional 5 points to the Small Guns and Repair skills.\n\nAnother skill perk. At least both of the skills are useful this time.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nIntense Training\nReq: Level 2\nRanks: 10\n\nWith the Intense Training perk, you can put a single point into any of\nyour S.P.E.C.I.A.L attributes.\n\nIn the original Fallout 3, Intensive Training was one of the few ways\nto raise an attribute. Now that you can get Almost Perfect, Intensive\nTraining is just a waste. Don't bother.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nLittle Leaguer\nReq: Level 2, Strength 4\nRanks: 3\n\nYears as the Vault little league MVP have honed your hitting and\nthrowing. With every rank, you gain 5 points of Melee Weapons skill and\n5 points of Explosives skill.\n\nYuck.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nSwift Learner\nReq: Level 2, Intelligence 4\nRanks: 3\n\nWith each rank in the Swift Learner perk, you gain an additional 10% to\ntotal Experience Points whenever Experience Points are earned.\n\nYou could get this, to level faster. Or you could just kill more, pick\na lock or two, succeed at a Speech check, or hack a computer. This is a\nuseless perk. It's almost insulting that they offer three ranks of it.\nUnfortunately, since there's nothing better to pick at level 3, I end\nup getting this perk.. the skill point perks I will have no use for\nwhatsoever, but the extra 10% experience.. well, it's still useless,\nsince there's nothing else to pick at this level, at least it gets me to\nwhere I'm going faster. Some more consolation for you, at least the game\nrounds up, so you'll always get some bonus experience with this perk.\nIf you kill something worth one point of experience, you'll get two,\nkill something worth twenty five, and you'll get twenty eight. Also, if\nyou have multiple bonuses to experience gained, they don't combine, the\nstack separately. If you're well rested and you have swift learner,\nyou'll get seven experience for killing something worth five, sixty one\nexperience for killing something worth fifty, and so on.\n\nGrade: * \n&lt;----------------------------------------------------------------------&gt;\nThief\nReq: Level 2, Agility 2, Perception 4\nRanks: 3\n\nWith each rank of the Thief perk, you gain an immediate bonus of 5\npoints to both the Sneak and Lockpick skills.\n\nAt least these are good skills. Still. Yuck.\n\nGrade: *\n\nLevel 4 Perks \t\t\t\t\t\t\t{PRK003}\no======================================================================o\nChild at Heart\nReq: Level 4, Charisma 4\nRanks: 1\n\nThe Child at Heart perk greatly improves your interactions with\nchildren, usually in the form of unique dialogue options.\n\nSo you can have a few extra dialogue options with the handful of \nkids in this game who have something to do with quests. Dont waste your\nperk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nComprehension\nRequirements: Level 4, Intelligence 4\nRanks: 1\n\nWith the Comprehension perk, you gain one additional skill point \nwhenever a skill book is read.\n\nLets see. Almost 25 skill books per skill, 13 skills.. that's a \npotential of 325 extra skill points. That is the biggest pool of skill \npoints in the game, even better than all the skill points you can get \nfrom intelligence. This is one of the must have perks. This perk is\npretty much in a league of its own in terms of usefulness, seeing as \nhow it can potentially remove the need for an entire attribute.\n\nI must say, however, that with the new build, I found my characters\nreaching an average of 80~ or so in all their skills by the time they\nhit level 30.. not including Big Guns, which gets ignored because it's\na waste to put skill points into it. This is counting the bobbleheads\nand the +10 to Speech you get from Yew's Bear Charm, and of course,\nthe few perks I pick that raise skills (incidentally, of course.) This\nis NOT counting the boosts from Almost Perfect, so keep in mind that's\neasily maxing out my Barter and Speech, and giving some substantial\n(4-8 points) boosts to my other skills.. I have to wonder if you even\nneed comprehension any more, as I find more than enough books on an\naverage play-through without having to use them all.. Pick Comprehension\nif you don't think you'll bother finding five to ten of each book..and\nof course, with Big Guns you're going to need to do the Bethesda run\nabout.. seventy times?\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nEducated\nRequirements: Level 4, Intelligence 4\n\nWith the Educated perk, you gain three skill points every time you \nadvance in level. This perk is best taken early on, to maximize its\neffectiveness.\n\nNow that you have an extra ten levels to gain, getting this perk is\nover-kill on the skill points. You'd think that with 10 extra levels,\nthis perk would be even MORE useful.. and technically it is. Previously\nyou could get 48 extra skill points from this perk. In Broken Steel you\ncan get 78 points.. But the fact that you'll get a flat extra 110+ (200\nfor this build) skill points for the extra levels kinda makes this perk \nmoot. Relying on finding a lot of books is a pain, but finding a third \nof them is not, which is all this build requires you to do. Don't bother \nwith this perk in Broken Steel.\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nEntomologist\nReq: Level 4, Intelligence 4, Science 40\nRanks: 1\n\nWith the Entomologist perk, you do an extra 50% damage every time you\nattack a mutated insect, like the Radroach, Giant Ant, or Radscorpian.\n\nI must admit, the lack of competing perks and the emergence of Albino\nRad Scorpians sheds a little new light on this perk. Still, they're\nrare enough, and they are managable, if not mindlessly easy like the\nrest of the bug-category monsters. You still don't need this perk, but\nit does deserve a more favorable mention in the expansion.. I guess..\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nIron Fist\nReq: Level 4, Strength 4\nRanks: 3\n\nwith the Iron Fist perk, you do an additional 5 points of Unarmed damage\nper rank.\n\nFive points of unarmed damage is HUGE. It's the same damage bonus you'd\nget from 10 points of strength. If you decide to try and play with your \nfists, these perks are essential. If you don't want to go melee, don't \nbother with this.\n \nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nScoundrel\nReq: Level 4, Charisma 4\nRanks: 3\n\nTake the Scoundrel perk, and you can use your wily charms to influence\npeople--each rank raises your Speech and Barter skills by 5 points.\n\n10 skill point perk. Yuck.\n\nGrade: *\n\nLevel 6 Perks \t\t\t\t\t\t\t{PRK004}\no======================================================================o\nBloody Mess\nReq: Level 6\nRanks: 1\n\nWith the Bloody Mess perk, characters and creatures you kill will often \nexplode into a red, gut-ridden, eyeball-strewn paste. Fun! Oh, and\nyou'll do 5% extra damage with all weapons.\n\nOkay, the aesthetics are cool, but that's no reason to get a perk. 5%\ndamage against everything is nice, though. Considering the fact that\nother damage increasing perks only affect certain weapon types, or\ncertain enemies, a pure, honest, damage boost is special. There's also\nthe nostalgia factor, for us old school Fallout players.\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nDemolition Expert\nReq: Level 6, Explosives 50\nRanks: 3\n\nWith each rank of this perk, all of your explosive weapons do an\nadditional 20% damage.\n\n20% damage with explosives is a fairly big increase to damage. If you're\na nut about the grenades and mines, this is a great perk. Frankly, I've\nnever cared too much about explosives in this game. Missile launchers\nfall under the Big Guns category, and so does the Fat Man. Still, you\nmight find a situation in which an opportune grenade will be handy, and\nwith the extra levels in Broken Steel, it's worth considering. Note that\nthis perk does NOT improve damage dealt with Nuka-Grenades, which is\nmind-boggling for many reasons. I guess they thought that 800 damage\nhand grenades would be too much? (But 800 damage mines are okay.)\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nFortune Finder\nReq: Level 6, Luck 5\nRanks: 1\n\nWith the Fortune Finder perk, you'll find considerably more Nuka-Cola\ncaps in containers than you normally would.\n\nMore caps. Yay. You'll get plenty of caps killing by things and selling\nthier loot.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nGunslinger\nReq: Level 6\nRanks: 1\n\nWhile using a pistol (or similar one-handed weapon), your accuracy in\nV.A.T.S. is significantly increased.\n\nIf you plan to use one-handed ranged weapons-and V.A.T.S.-you should\ndefinately pick up this perk. Personally I choose to get both this and\nCommando, since I use Small Guns of all sorts.\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nLead Belly\nReq: Level 6, Endurance 5\nRanks: 1\n\nWith the Lead Belly perk, you take 50% less radiation every time you\ndrink from an irradiated water source.\n\nYou shouldn't have to drink from too many irradiated water sources, even\nthough it can sometimes be effective. In any case, Rad-Away will heal\n100 Rads, and it's cheap enough to get from Rivet city. Also, paying\n100 caps will get you fixed up from any doctor. This is a waste of a\nperk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nToughness\nReq: Level 6, Endurance 5\nRanks: 1\n\nWith the Toughness perk, you gain +10% to overall Damage Resistance, up\nto the maximum of 85%.\n\n10% permenant damage reduction is good for everybody. You'll be taking\na lot of damage in this game, and this is a good way to mitigate some of\nit.\n\nGrade: ****\n\nLevel 8 Perks \t\t\t\t\t\t\t{PRK005}\no======================================================================o\nCommando\nReq: Level 8\nRanks: 1\n\nWhile using a rifle (or similar one-handed weapon), your accuracy in\nV.A.T.S. is significantly increased.\n\nWith Commando and Gunslinger, all my V.A.T.S. attacks are boosted with\nnearly any weapon I use. Since I am a V.A.T.S. abusing Small Guns loving\nsneaker, these skills are vital for me.\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nImpartial Mediation\nReq: Level 8, Charisma 5\nRanks: 1\n\nWith the Impartial Mediation perk, you gain an extra 30 points to Speech\nso long as you maintain a Neutral Karma level.\n\nGaining 30 skill points isn't a bad bonus for a perk-unfortunately, it's\nalignment conditional. You really don't need the 30 points into Speech,\nespecially considering there are plenty of other fine perks out there\nto put you in a good way skill-point wise. Still, it's definately better\nthan a 10 skill point perk.\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nRad Resistance\nReq: Level 8, Endurance 5\nRanks: 1\n\nRad Resistance allows you to -- what else? -- resist radiation. This\nperk grants an additional 25% to Radiation Resistance.\n\n25% is a fairly large amount of radiation resistance, but there are\nplenty of enviromental suits in the game, and of course.. Rad-X. You can\ntake a perk to permenantly gain resistance, or take a pill to get the\nresistance when you need it. Besides, plot areas that are blocked by\nradiation will spike up so quickly it'll kill you anyways. Taking 25%\nof 700 rads\/second will end you regardless. Oh, and also, you can\nalways buy a \"My First Infirmary\" for your house and simply remove all\nrads any time you wish, which really makes rad resistance more obsolete.\nThe only time you'd need rad resistance is if there were some area in\nwhich you were in danger of dying from radiation poisoning without being\nable to a) cure your rads with rad-away, b) up your rad resistance with\nrad-x, or c) get back to town to heal at your house or by paying a\ndoctor. Think of any? No? Okay then.\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nScrounger\nReq: Level 8, Luck 5\nRanks: 1\n\nWith the Scrounger perk, you'll find considerably more ammunition in\ncontainers than you normally would.\n\nOr you could just buy ammo. Really, I've had more than 1000 rounds of\nammo for some guns by level 10, and past that point your ammo-to-kill\nratio is greatly in the positive. \n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nSize Matters\nReq: Level 8, Endurance 5\nRanks: 3\n\nYou're obsessed with really big weapons. With each rank of this perk, \nyou gain an additional 15 points to the Big Guns skill.\n\nAnother skill perk, but this time 15 instead of 10. Still yuck. \n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nStrong Back\nReq: Level 8, Strength 5, Endurance 5\nRanks: 1\n\nWith the Strong Back perk, you can carry 50 more pounds of equipment.\n\nThis perk adds the same amount of carrying capacity as 5 points of\nStrength. It really helps with bringing in loot and carrying all the\nessential gear you'll need. Sure as hell beats dropping 5 points into\nStrength. The only real reason I get my Strength to 5 is for this perk.\nNo, it doesn't make your character a better killer, but it sure as hell \nmakes life easier, and pretty much drowns out the need for high \nstrength if you're not making a melee build. Even if your Strength will\nraise to 10 with Almost Perfect (and the bobblehead) 50 extra pounds of\ncarrying capacity will help you out.. Power Armor is heavy!\n\nGrade: ***\n\nLevel 10 Perks \t\t\t\t\t\t\t{PRK006}\no======================================================================o\nAnimal Friend\nReq: Level 10, Charisma 6\nRanks: 2\n\nAt the first rank of this perk, animals simply won't attack. At the\nsecond rank, they will eventually come to your aid in combat, but never\nagainst another animal. This perk affects the Dog, Yao Guai, Mole Rat,\nand Brahmin.\n\nMole Rats and Brahmin can be melee'd to death without taking any damage,\nthe dog isn't very dangerous, even in packs of five, and with my build\nI kill Yao Guai with a shotgun shot to the head or two.. without getting\na sneak critical. This is a totally useless perk. But those Brahmin..\nthe two mad Brahmin you'll see in this game can be dangerous.. If you\nfall asleep playing.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nFinesse\nReq: Level 10\nRanks: 1\n\nWith the Finesse perk you have a higher chance to score a critical hit\non an opponent in combat, equivalent to 5 extra points of Luck.\n\nAn extra 5% chance to critically hit sure fits into my game plan. \nActually, I can't imagine anybody not having a use for an extra 5%\nchance to critical. I'd rather take a sure damage increase any day, but\nthis is still a good perk. Think of it this way, taking Strong Back is\ngood because it gives you the best part of having five points of\nStrength. Finesse does pretty much the same thing, but with Luck, a far\nsuperior attribute.\n\nGrade: *****\n&lt;----------------------------------------------------------------------&gt;\nHere and Now\nReq: Level 10\nRanks: 1\n\nThe Here and Now perk immediately grants an additional experience level,\ncomplete with all the advantages that brings.\n\nOr you could just level up like normal. If you're like me, you hit level\n30 well before you finished the game. This is a waste of a perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nMister Sandman\nReq: Level 10, Sneak 60%\nRanks: 1\n\nWith the Mister Sandman perk, when you're in Sneak mode, you gain the\noption to silently kill any human or Ghoul while they're sleeping. And,\nall Mister Sandman kills earn bonus XP.\n\nFirst, if they're sleeping, you can probably just whack them in V.A.T.S.\nanyways. Second, when enemies are sleeping, they seem to have a greater\nability to detect you. Hell, half the time I get detected it's by\nsleeping characters. Third, most enemies you'll want to kill wont be\ncaught sleeping, so this is mostly useful for assassinating NPCs. And\nfinally-how much XP are you really going to be getting from this in the\nlong run? Don't waste your perks.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nMysterious Stranger\nReq: Level 10, Luck 6\nRanks: 1\n\nYou've gained your own personal guardian angel... armed with a fully\nloaded .44 Magnum. With this perk, the Mysterious Stranger will appear\noccasionally in V.A.T.S. mode to lend a hand, with deadly efficiency.\n\nThis perk is actually kind of fun. Your Mysterious Stranger-unlike in\nthe first two games-is actually fairly strong. And he wont die. Still,\nit's a luck-based skill, so you can't count on him when you need him.\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nNerd Rage!\nReq: Level 10, Intelligence 5, Science 50%\nRanks: 1\n\nYou've been pushed around long enough! With the Nerd Rage! perk, your\nStrength is raised to 10 and you gain 50% to damage resistance whenever\nyour Health drops to 20% or below.\n\nYour Strength raises to 10 (which is only useful in melee or unarmed)\nand you take 1\/2 the damage you originally did (if your DR is under\n35%, 85% is the cap, so anything else is wasted.) You become powerful\nin melee combat.. but you're almost dead. What a bunch of crap. Get\nsomething else. I guess if you're a Science-heavy smart unarmed \ncharacter it could provide some interesting circumstances.. but mostly\nit would get you killed.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nNight Person\nReq: Level 10\nRanks: 1\n\nWhen the sun is down, a Night Person gains +2 to both Intelligence and\nPerception (up to a maximum of 10). This perk directly affects your\n\"internal clock\" and remains active both inside and outside.\n\nThe best part of this perk is the skill bonuses you'd recieve from the\nstat increases. If you get the extra skill points from the Intelligence\nwhen you level up at night.. maybe. But still, having a bonus half of\nthe time.. eh. I mean, it's not like it adds to your combat abilities,\nit lets you see threats further (at night) and gives you some extra\nskill points. There's better out there.\n\nGrade: *\n\nLevel 12 Perks \t\t\t\t\t\t\t{PRK007}\no======================================================================o\nCannibal\nReq: Level 12\nRanks: 1\n\nWith the Cannibal perk, when you're in Sneak mode, you gain the option\nto eat a corpse to regain Health. But every time you feed, you lose\nKarma, and if the act is witnessed, it is considered a crime against\nnature.\n\nIf you want to be truly despicable, you can go ahead and get this\nperk. If you're looking for any gameplay advantage, look elsewhere.\nThere is plenty of water around if you need healing, and stimpaks,\nand beds. The only reason to pick this perk is to commit a crime\nagainst nature, for what that's worth.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nFast Metabolism\nReq: Level 12\nRanks: 1\n\nWith the Fast Metabolism perk, you gain a 20% Health bonus when using\nStimpaks.\n\nOr you could raise your medicine skill, which over the course of your\nplay time will raise your benefit from stimpaks, radAway, and rad-X. If\nthis perk gave a 20% bonus to all medicine you administered.. eh.. it\nstill wouldn't be worth it, especially considering your base stimpak\nhealing rate won't reach 100. 20 extra points of healing from a \nstimpak isn't worth a perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nLife Giver\nReq: Level 12, Endurance 6\nRanks: 1\n\nWith the Life Giver perk, you gain an additional 30 Hit Points.\n\nConsidering that you gain 20 hit points for a point of Endurance, this\nperk is pretty much on the same level as an Intensive Training perk\nspent on Endurance-minus the bonuses to resistances and the skills,\nneither which I personally care all that much about. Life Giver can\nconstitute a good bit of your end hit points, and unlike Intensive\nTraining, it wasn't made redundant by the expansion.\n\nGrade: ***\n&lt;----------------------------------------------------------------------&gt;\nPyromaniac\nReq: Level 12, Explosives 60%\nRanks: 1\n\nWith the Pyromaniac perk, you do +50% damage with fire-based weapons,\nlike the Flamer and Shishkebab.\n\nA +50% damage boost is quite a bit of a boost, but for two weapons? If\nyou absolutely love the flamer and the shishkebab, go ahead, but it's \na very specific selection of weapons you're limiting yourself to. Still,\nwith +50% damage, nearly anything can be useful. Especially consider\nthat there simply aren't a whole lot of other useful perks to choose\nfrom..\n\nGrade: ***\n&lt;----------------------------------------------------------------------&gt;\nRobotics Expert\nReq: Level 12, Science 50%\nRanks: 1\n\nWith the Robotics perk, you do an additional 25% damage to any robot.\nBut, even better, sneaking up on a hostile robot undetected and\nactivating it will put that robot into a permanent shutdown state.\n\nThere are a number of robots in the game, including the Protectron,\nRobobrain, Mister Handy and Mister Gutsy, and of course, the Sentry\nBot. 25% is a decent damage bonus against a number of enemies that,\nwhile mostly being nuisances, you'll certainly encounter more than\nbugs. The shut down ability is extra nice, too, especially for the\nkind of character I play. If you use stealth, that's an extra\nconsideration for this perk. With the oodles of extra perks you'll\nget in the expansion, this perk is a more than welcome addition to the\nbuild.\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nSilent Running\nReq: Level 12, Agility 6, Sneak 50%\nRanks: 1\n\nWith the Silent Running perk, you gain an additional 10 points to\nSneak, and running no longer factors into a successful sneak attempt.\n\nI disregard skill perks, and so I would disregard this one.. except\nfor the fact that this perk greatly improves your sneak ability. Since\nI play a stealthy character, I take this feat. Sneak attack criticals\npretty much spell out the end of any bad guy I meet. If you want to\nplay stealthy, I'd suggest this feat, if not, it's completely a waste.\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nSniper\nReq: Level 12, Perception 6, Agility 6\nRanks: 1\n\nWith the Sniper perk, your chance to hit an opponent's head in V.A.T.s.\nis significantly increased.\n\nHeadshots are the best way to take out fire ants, super mutants, \nraiders, and talon company mercs. If it has a head, chances are it's a\ngood idea to shoot it there. If you use V.A.T.S., you're probably going\nto want this perk.\n\nGrade: ****\n\nLevel 14 Perks \t\t\t\t\t\t\t{PRK008}\no======================================================================o\nAdamantium Skeleton\nReq: Level 14\nRanks: 1\n\nWith the Adamantium Skeleton perk, your limbs only receive 50% of the\ndamage they normally would.\n\nYour limbs don't take much damage throughout the game, unless you step\non a mine or take a glancing blow from a missile launcher. You wont see\nmuch in the way of hit point preservation with this perk, if anything,\nyou'll just get crippled less. Even though under the normal 20 level\ncap of the original, I wouldn't even consider this perk, with 10 more\nperks to choose, it becomes an option. Of course.. there are always\nstimpaks, and by now you should know how I feel about a perk that can\nbe dismissed by popping a chem..\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nChemist\nReq: Level 14, Medicine 60%\nRanks: 1\n\nWith the Chemist perk, any chems you take last twice as long.\n\nThere are few instances in the game when you will need to take chems,\nin fact, the most useful chemical in the game is Rad-x. You'll find\nplenty of chems in your travels, enough that you can just take two\ninstead of having this perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nContract Killer\nReq: Level 14\nRanks: 1\n\nOnce you have the Contract Killer perk, any good character you kill will\nhave an ear on their corpse. This ear can then be sold to a certain\nperson (whose identity is disclosed when you take this perk) for caps\nand negative karma.\n\nIt's easy to lose karma, and it's easy to get money. You'll never need\nthis perk. The only reason to choose it is for role-playing purposes.\nSince I don't rate role-playing bonuses (at least ones that don't have\nany tangible positive effect on survival) this perk is needless. If you\npick this perk you'll gain access to the Office building in the \nScrapyard, where you can obtain a copy of Lying, Congressional Style\nthat you otherwise could not get.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nCyborg\nReq: Level 14, Science 60%, Medicine 60%\nRanks: 1\n\nYou've made permanent enhancements to your body! The Cyborg perk\ninstantly add +10% to your Damage, Poison, and Radiation Resistances,\nand 10 points to the Energy Weapons skill.\n\nIf you like energy weapons, this is a great perk, certainly more than\njust a skill perk. In fact, this is a skill perk with Toughness tacked\non, and extra resistances to boot. In fact, this perk is worth three\nlesser perks. Anybody who uses energy weapons, who hates taking damage,\nand likes being resistant to poison and radiation has reason to take\nthis perk. Frankly, I'm not too fond of energy weapons, but I'm very\nfond of damage reduction and resistances. This is a fantastic perk,\neven if the requirements are rather high.\n\nGrade: *****\n&lt;----------------------------------------------------------------------&gt;\nLawbringer\nReq: Level 14\nRanks: 1\n\nOnce you have the Lawbringer perk, any evil character you kill will have\na finger on their corpse. This finger can then be sold to a certain\nperson (whose identity is disclosed when you take the perk) for caps\nand positive karma.\n\nSame as Contract Killer, but for good folks. Just as needless, too.\nOnce you pick it you'll get the 'Regulator Headquarters' area added to\nyour map, where you can find a copy of Guns and Bullet underneath the\nbed on the top floor, in the room where Sonora Cruz stands.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nLight Step\nReq: Level 14, Agility 6, Perception 6\nRanks: 1\n\nWith the Light Step perk, you'll never set off an enemy's mines or\nfloor-based traps.\n\nLand mines are pretty common. Fortunately, they're also obvious, they\ndon't do a huge amount of damage-in the grand scheme of things, and you\ncan disarm them with a simple button click. Not only that, you get\nexperience and the mine itself when you do! Be observant, and you wont\nneed this perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nMaster Trader\nReq: Level 14, Charisma 6, Barter 60%\nRanks: 1\n\nWhen you take the Master Trader perk, the price of every item you buy\nfrom a vendor is reduced by 25%.\n\nJust like with every other money making perk, you can just kill more,\nand loot more. You'll find no great need of this discount throughout\nthe game, money becomes plentiful as you become more powerful. Choose\nsomething better.\n\nGrade: *\n\nLevel 16 Perks \t\t\t\t\t\t\t{PRK009}\no======================================================================o\nAction Boy\/Girl\nReq: Level 16, Agility 6\nRanks: 1\n\nWith the Action Boy perk, you gain an additional 25 Action Points to use\nin V.A.T.S.\n\nAction Boy comprises nearly a quarter of the potential action points\nyou can get in this game. If you plan to use V.A.T.S., get Action Boy.\nIf for some reason you just refuse to use V.A.T.S., well, then I don't\nreally know what you're spending your perks on.\n\nGrade: ****\n&lt;----------------------------------------------------------------------&gt;\nBetter Criticals\nReq: Level 16, Perception 6, Luck 6\nRanks: 1\n\nWith the Better Criticals perk, you gain a 50% damage bonus every time\na critical hit is scored on an opponent.\n\nYour critical chance is determined by your luck-1 point of luck equals\na 1% chance of landing a critical hit. This doesn't increase your chance\nof landing a critical hit, instead Better Criticals improves the\ndamage you deal when you do land a critical hit. Therefore the\nusefulness of this perk is directly related to how high your luck is.\nWith sneak attack criticals, the Sniper perk, or the Finesse perk,\nBetter Criticals becomes greatly useful, but it really depends on your \nbuild. No character is hurt by having high luck however, so it stands \nto suggest that most characters could benefit greatly from this perk.. \nAnd since you need a luck of 6 for this perk, if you can get it, you \nmight as well.\n\nGrade: *****\n&lt;----------------------------------------------------------------------&gt;\nChem Resistant\nReq: Level 16, Medicine 60%\nRanks: 1\n\nHaving the Chem Resistant perk means you're 50% less likely to\ndevelop an addiction to chems, like Psycho or Jet.\n\nFirst, why you would ever need to use Psycho or Jet is beyond me.\nSecondly, addiction isn't a big deal. You can always get your\naddiction cured at a hospital, or you could just reload. If doubling\nthe duration of chems didn't appeal to you, this shouldn't either.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nTag!\nReq: Level 16\nRanks: 1\n\nThe Tag! perk allows you to select a fourth Skill to be a Tag skill,\nwhich instantly raises it by 15 points.\n\nOkay, it's not quite a 10 skill point perk.. it's a whopping 15 point\nperk, and you get to choose any skill to boost you want. With Educated\nand Comprehension, you shouldn't really need this perk, especially if\nyou're intelligence is high.\n\nGrade: *\n\nLevel 18 Perks \t\t\t\t\t\t\t{PRK010}\no======================================================================o\nComputer Whiz\nReq: Level 18, Intelligence 7, Science 70%\nRanks: 1\n\nFail a hack attempt and get locked out of a computer? Not if you're a\nComputer Whiz! With this perk, you can attempt to re-hack any computer\nyou were previously locked out of.\n\nWords can hardly describe how useless this perk is. Okay, yes they can.\nThis perk is damn near worthless. A 10 skill point perk seems fanastic\nby comparison. Here's a way to get the benefits of this perk without\nwasting your perk pick on it: before you hack a computer, save. If you\nget locked out, reload. Bam, no need for this perk. And considering\n90% of the computers you encounter in this game lock a door (which you\ncan pick) or disable turrets (which you can destroy) there's no great\nfear of getting locked out of a terminal in any case. Dont waste your\nperk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nConcentrated Fire\nReq: Level 18, Small Guns 60%, Energy Weapons 60%\nRanks: 1\n\nWith Concentrated Fire, your accuracy to hit any body part in V.A.T.S.\nincreases slightly with each subsequent hit on that body part.\n\nObviously if you don't use V.A.T.S. you don't need to bother with this\nperk. This perk becomes even more useful with Sniper and Action Boy, as\nthe bonus to head shots will stack, and the more shots you take in\nV.A.T.S. the higher your accuracy will raise. This perk is most useful\nwith small arms-the more shots you take with your weapon in V.A.T.S.\nthe more beneficial this perk will be. I decided to go with another\nIntensive Training perk pre-expansion, but now that Broken Steel is\nin the mix, I am more than happy to welcome this perk back into the\nbuild. Where it really shines are those mid-to-long range V.A.T.S. shots\nthat have a middling percentage to hit. Like say against a Super Mutant\nOverlord's tri-beam laser rifle. Getting an extra 5%, 10%, 15% chance\nto hit on those last three shots can really help.\n\nGrade: ***\n&lt;----------------------------------------------------------------------&gt;\nInfiltrator\nReq: Level 18, Perception 7, Lockpick 70%\nRanks: 1\n\nWith Infiltrator, if a lock is broken, and can't normally be picked\nagain, you can attempt to pick it again one more time. This includes\nlocks previously broken by a \"Force Lock\" attempt.\n\nThis perk sucks for the same reason Computer Whiz sucks. Why anybody\nwould be forcing locks in the first place is a mystery, and if you\nare going to bother forcing locks, why wouldn't you save first? Save\nand reload, and save a perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nParalyzing Palm\nReq: Level 18, Unarmed 70%\nRanks: 1\n\nWith Paralyzing Palm, you will sometimes perform a S.P.E.C.I.A.L.\nV.A.T.S. palm strike for 30 seconds. Note that in order to perform the\nParalyzing Palm, you must be completely unarmed.\n\nIf you built your character for unarmed combat, then this perk is an\nabsolute must-have, and even if you haven't, you ought to get it. There\nis really no excuse not to have it with the extra 10 levels you get in\nBroken Steel. This is the best way to deal with all of the games' \nhardest enemies, although it can be somewhat less useful against enemies\nyou'll find in groups, say, Enclave soldiers or Raiders. Still, against\nAlbino Radscoripians, Feral Ghoul Reavers, and Super Mutant Overlords\nthis is the BEST way to deal with them.\n\nGrade: *****\n\nLevel 20 Perks \t\t\t\t\t\t\t{PRK011}\t\t\t       \no======================================================================o\nExplorer\nReq: Level 20\nRanks: 1\n\nWhen you choose the Explorer perk, every location in the world is\nrevealed on your map. So get out there and explore!\n\nYou can find all the areas on the map by yourself. You even get little \nicons that will guide you to them when you're close. Along the way, \nyou'll get to explore the wasteland, which is the meat of the game. \nYou'll find skill books, get experience, and find loot. Also, it must \nbe noted that this perk doesn't make your character stronger in any way. \nDownload a world map and search for places yourself, save yourself a \nperk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nGrim Reaper's Sprint\nReq: Level 20\nRanks: 1\n\nIf you kill a target in V.A.T.S., all your Action Points are restored\nupon exiting V.A.T.S.\n\nIf you're an action point junky, or rather if you use V.A.T.S. at all, \nthis perk is for you. This perk turns your character into a juggernaught\nof destruction, and it makes every V.A.T.S. perk more powerful. The only \nnegative is if you don't finish off your enemy in V.A.T.S., your action \npoints don't replenish. Of course, so long as the finishing shot is in \nV.A.T.S., you're good to go. This perk is great for anybody who doesn't \ndelude themselves into thinking Fallout 3 is a strict FPS by shunning \nV.A.T.S.\n\nGrade: *****\n&lt;----------------------------------------------------------------------&gt;\nNinja\nReq: Level 20, Sneak 80%, Melee Weapons 80%\nRanks: 1\n\nThe Ninja perk grants you the power of the fabled shadow warriors. When\nattacking with either Melee or Unarmed, you gain a +15% critical chance\non every strike. Sneak attack criticals do 25% more damage than normal.\n\nThis perk used to get outshone by Grim Reaper's Sprint, but now that\nyou have Broken Steel, there's no reason to not pick it, too! +15% \ncritical chance is equal to the amount of critical hit chance you can \nrecieve in the game from luck and Finesse. This can raise your critical \nhit rate up to 30%. This is an excellent perk, especially when mixed \nwith Iron Fist, Better Criticals, and Paralyzing Palm, but not so much\nwithout those supporting it.\n\nGrade: *****\n&lt;----------------------------------------------------------------------&gt;\nSolar Powered\nReq: Level 20, Endurance 7\nRanks: 1\n\nWith the Solar Powered perk, you gain an additioanl 2 points to \nStrength when in direct sunlight, and slowly regenerate lost Health.\n\nWhy bother with two points of strength when you'll get 10 at level 30?\nWho needs health regeneration, limited at that. Use stimpacks. I'm sure\nyou can find SOMETHING better. If you pick this perk, the only real\nbonus you'll get is some health regeneration.. during the day.. Or there\nare always stimpaks.\n\nGrade: **\n\nLevel 22 Perks \t\t\t\t\t\t\t{PRK012}\t\t\t       \no======================================================================o\nDeep Sleep\nReq: Level 22\nRanks: 1\n\nYou sleep deeply no matter where you are. You get the Well Rested\nbenefit of +10% XP for eight hours no matter what bed you sleep in.\n\nReally? This is a level 22 perk? Huh. Okay. Seriously, get Swift\nLearner at level 2. It's just like this, but gives you a +10% XP\nbonus ALL THE TIME. Now if it let you heal anywhere, like on Oblivion..\nthen I'd be intrigued, but it just gives you the XP bonus to any bed,\ninstead of just ones you own. How disappointing. Even if this perk was\noffered at level 2, it would be a waste, but 22?\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nPuppies!\nReq: Level 22\nRanks: 1\n\nWith the Puppies! perk, if Dogmeat dies, you'll be able to get a new\ncanine companion from his litter of puppies. Just wait a bit, and you'll\nfind your new furry friend waiting outside Vault 101.\n\nOkay, this perk is worthless.. but it's nostalgic. I never let Dogmeat\ninto combat, because he'd become.. well.. Dogmeat. But in a more dead\nsort of way. Still, Dogmeat is great, and we all remember struggling to\nkeep him alive through the super mutant base in Fallout 1, so it gets\nan extra * for nostalgia and treating Dogmeat right.\n\nGrade: **\n&lt;----------------------------------------------------------------------&gt;\nQuantum Chemist\nReq: Level 22\nRanks: 1\n\nYou have unlocked the secret to creating Nuka-Cola Quantum. With this\nperk, every ten Nuka-Colas in your inventory is immediately converted\ninto a Nuka-Cola Quantum.\n\nNuka-Cola Quantums are rare, Nuka-Cola is not. But, Nuka-Cola Quantum\nis also fairly.. well.. do you really even need it? I mean, really?\nOkay, they're the only way to make Nuka-Grenades, but is that really\nthat important? If you love grenades, this is the only way to ensure\nthat you have unlimited access to Nuka-Grenades, and frankly, if you're\nnot chucking a Nuka-Grenade, you might as well use a Missile Launcher\nor Fat Man. Note that this perk only coverts Nuka-Colas, not Ice-Cold\nNuka-Colas. To be fair, ensuring that you can always create Nuka-\nGrenades is more useful than all three of the Demolition Expert perks\ncombined. Think about it, a Frag Grenade is around 100~ damage, +60%\nequals 160~ damage. A Nuka-Grenade can approach 500~ damage.\n\nGrade: ***\n\nLevel 24 Perks \t\t\t\t\t\t\t{PRK013}\t\t\t       \no======================================================================o\n\nDevil's Highway\nReq: Level 24\nRanks: 1\n\nWhen you choose the Devil's Highway perk, your Karma is instantly set\nto Very Evil.\n\nI could understand getting Escalator to Heaven a bit, but getting a\nperk to become evil? Find any computer terminal that you're not supposed\nto be messing with, and keep interacting with it. Steal stuff. Useless\nstuff. It doesn't matter. You do not need a perk for this.\n\nIf you want to get the level 30 karma achievements, save your game \nright before you level up. Pick the perk that corresponds to the karma \nachievement you want and finish. You'll unlock the achievement, and you\ncan just reload and pick another-better-perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nEscalator to Heaven\nReq: Level 24\nRanks: 1\n\nWhen you choose the Escalator to Heaven perk, your Karma is instantly \nset to Very Good.\n\nOr you could give some beggars water. This is not hard, and you don't\nhave much of a reason for alignment changes anyways. Really. Could\nyou want to hire so-and-so so badly that you need to change your\nalignment? Giving Purified water away makes you a good boy. Simple. To\nbe fair this is the hardest of the alignments to swing, but it's not\nthat hard.\n\nIf you want to get the level 30 karma achievements, save your game \nright before you level up. Pick the perk that corresponds to the karma \nachievement you want and finish. You'll unlock the achievement, and you\ncan just reload and pick another-better-perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nKarmic Rebalance\nReq: Level 24\nRanks: 1\n\nWhen you choose the Karmic Rebalance perk, your Karma is instantly set\nto Neutral.\n\nSee the two above, this is the exact same thing, but only half-assed.\nIf you're good, be bad until you're neutral. If you're bad, be good\nuntil you're neutral. Ta-da.\n\nIf you want to get the level 30 karma achievements, save your game \nright before you level up. Pick the perk that corresponds to the karma \nachievement you want and finish. You'll unlock the achievement, and you\ncan just reload and pick another-better-perk.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nNo Weaknesses\nReq: Level 24\nRanks: 1\n\nWhen you take the No Weaknesses perk, all S.P.E.C.I.A.L. stats that are\nless than 5 are instantly increased to 5.\n\nWhen me and my fiance saw this, our jaws dropped. \"No way!\" we \nexclaimed.. and began our eager chittering and planning on how to best\nmanipulate this perk to our devious ends. Then we saw Almost Perfect,\nand this perk became as useless as Intensive Training. If it wasn't for\nAlmost Perfect, we'd tout this perk highly.. but as it is, it will be\nrendered useless at level 30.\n\nGrade: *\n\nLevel 26 Perks \t\t\t\t\t\t\t{PRK014}\t\t\t       \no======================================================================o\n\nNerves of Steel\nReq: Level 26, Agility 7\n\nWith the Nerves of Steel perk, you regenerate Action Points much more\nquickly than you normally would.\n\nSo, it increases your Action Point regeneration. If you have Grim\nReaper's Sprint, it's not really worth much, since you can get a full\nboost after you kill anything. But, for those times when you're caught\nwith your pants down, out of AP, it'll help. Besides, there really \nisn't anything better out there.\n\nGrade: ***\n&lt;----------------------------------------------------------------------&gt;\nRad Tolerance\nReq: Level 26, Endurance 7\nRanks: 1\n<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">Although you are still notified when you get Minor Radiation Poisoning,\nyou do not suffer any ill effects from it.\n\nMinor Radiation poisoning is no big deal, and can be cured cheaply and\ninstantly with chems. The only use for this is in conjunction with\nRad Regeneration, which.. oh wait, that's ADVANCED radiation poisoning.\nNevermind, this perk is wholly useless. Had ya going there for a\nsecond, eh?\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nWarmonger\nReq: Level 26, Intelligence 7\nRanks: 1\n\nYou've figured out on your own how to build all the custom weapons!\nWith the Warmonger perk, all custom weapon types become available to\nyou without the schematics.\n\nHow lazy can you be? You BUY a lot of these! This is a useless perk,\ntrying to get you to play the game less. Fight it. The custom weapons\naren't anything special, so the schematics for them are even less\nspecial. But to further dissaude anybody from picking this perk, I will\ninclude all the schematics in the game in this guide. It wouldn't be\nmuch of a guide if I didn't include ways for you guys to avoid picking \nuseless perks. Damn you are all lazy..\n\nGrade: *\n\nLevel 28 Perks \t\t\t\t\t\t\t{PRK015}\t\no======================================================================o\nParty Boy\/Girl\nReq: Level 28\nRanks: 1\n\nYou are such a Party Boy that you no longer suffer the withdrawal\neffect from alcohol addiction.\nThe second highest tier of perks.. gotta have something good here,\nright? Right? You.. no longer.. suffer withdrawls from alcohol\naddiction? How many times does this even come up?! The only time I EVER\ndrank in this game was when I was carrying too much crap, and I needed\nto drop some weight\/gain some Strength. How utterly useless. If it\napplied to ALL chems, it would still be useless. Blah. This perk makes\nme feel like angry-typing gibbersh on my keyboard.. but I'll spare you.\nBut as a plus, we do gain some insight from this perk. Bethesda \nthinks all good frat-boys are level 28 characters in Fallout 3.\n\nGrade: *\n&lt;----------------------------------------------------------------------&gt;\nRad Absorption\nReq: Level 28, Endurance 7\nRanks: 1\n\nWith the Rad Absorption perk, your radiation level slowly decreases on\nits own over time.\n\nNow this is more like it. You lose radiation over time. This might\nchange how the game plays a bit. Radiation is no longer to be quite\nso feared.. But, right, then again.. you have Rad-X and Rad-Away. But\nat least this perk seems like a serious one.. so we'll give it that.\nIf you're too lazy to carry around weightless chems you can make in\nyour house for free, you can get this perk.\n\nGrade: **\n\nLevel 30 Perks \t\t\t\t\t\t\t{PRK016}\t\t\t       \no======================================================================o\nAlmost Perfect\nReq: Level 30\nRanks: 1\n\nTake the Almost Perfect perk, and all S.P.E.C.I.A.L. stats are\ninstantly raised to 9.\nA perk which sets all your attributes to 9. What can I really say? It\nmakes all perks that add to attributes utterly obsolete. It makes the\nold build obsolete. It makes old perks obsolete. It makes caring about\nyour attributes, well, less important. This is the definitive perk of\nthe expansion, and it changes the game. Getting a 9 in all attributes\nis better than any number of Intensive Training perks, it's better than\nNo Weaknesses, it gives you bonuses to everything the attributes do..\nobviously, it raises them all to 9! What can you really say? You'd be\nan utter fool not to get this perk at level 30. Enjoy your near\nperfection.\n\nKeep in mind that if you get a bobblehead, it counts as if said \nattribute had been raised. For example, if you have a base of 6 \nEndurance, and you get the bobblehead, the game will count your \nEndurance as a base of 7, not 6 + 1.. like with items. When you get the \nAlmost Perfect perk, it will raise your Endurance up to 9. If you get \nyour bobblehead AFTER you get the Almost Perfect perk, you can raise \nyour attribute up to 10, if you get your bobbleheads BEFORE you get the \nAlmost Perfect perk, you will not be able to get up to 10. So get \nAlmost Perfect, and then find the bobbleheads. Also, keep in mind the \nlarge jump in skills you'll get when you get Almost Perfect. I tend to \nstart with a Charisma of 1, so bringing my Charisma up to 10 will give \nme 18 points into both Barter and Speech. Just keep in mind how your \nskills will change if you want to conserve points.\n\nGrade: *****\n&lt;----------------------------------------------------------------------&gt;\nNuclear Anomaly\nReq: Level 30\nRanks: 1\n\nWith the Nuclear Anomaly perk, whenever your Health is reduced to 20\nor less, you will erupt into a devasating nuclear explosion. Note that\nany allies in the vicinity will also suffer the effects of the blast!\n\nWhen you drop to 20 Health or less? That's cutting it awful close,\ndon't you think? Anyways, why bother? It doesn't stop you from getting\nshot, if the enemies are far away. It can kill your allies, townsfolk,\nand the like.. So lets think reasonably here.. if you let this explode\nduring a bad time and lose a friendly NPC or piss off story characters,\nwill you really even save the game? No, you'd reload, if you even live\nto bother. This perk sucks. Oh, plus it's competing against the best\nperk in the game. At least Bethesda is making the choice easy on you.\n\nGrade: *\n\nAdditional Perks \t\t\t\t\t\t{PRK017}\t\t       \no======================================================================o\nAdditional perks are quest-based perks that you can get for completing\nspecific quests specific ways. These are entirely missable, so they\nbear planning for BEFORE you start the quest. I wont grade them, as\nthey are bonus perks-having them is a benefit in itself, and there\nreally is no downside to having any of these perks.\n&lt;----------------------------------------------------------------------&gt;\nAnt Might\nBenefit: 25% resistance to fire, +1 bonus to Strength.\n\nYou'll get to choose one of two injections as a reward from Doctor\nLesko for completing the objectives he gives you during the quest\n'Those!'. You only get one, so choose what fits your character and\nplay style best.\n&lt;----------------------------------------------------------------------&gt;\nAnt Sight\nBenefit: 25% resistance to fire, +1 bonus to Perception.\n\nYou'll get to choose one of two injections as a reward from Doctor\nLesko for completing the objectives he gives you during the quest\n'Those!'. You only get one, so choose what fits your character and\nplay style best.\n&lt;----------------------------------------------------------------------&gt;\nAuto Axpert\nBenefit: You've become an expert with the Auto Axe. You do +25% damage\nwhenever you use it. Vroom.\n\n\nYou get this perk when you collect 10 steel Ingots. I don't know about\n\nanybody else, but I didn't really need any other weapons for The Pitt\nother than the auto axe. Getting 25% extra damage on these excellent \nmelee\n weapons is a very welcome perk indeed.\n&lt;----------------------------------------------------------------------&gt;\nBarkskin\nBenefit: 5% damage reduction\n\nFinish the quest 'Oasis' by completing Harold's objective. It beats the\nother rewards.\n&lt;----------------------------------------------------------------------&gt;\nBooster Shot\nBenefit: Radiation Resistance +10%\n\nComplete the quest \"Free Labor\" in the Pitt.\n&lt;----------------------------------------------------------------------&gt;\nDream Crusher\nBenefit: -50% chance to suffer a critical hit.\n\nYou can get this perk by convincing Moira to stop working on the\nWasteland Survival Guide. \n\nI don't suffer many critical hits in this game already, and overall, \nthey don't seem to creep out of nowhere and ruin your day like in \nFallout 1 &amp; 2. Still, if you think it's for you.. look at the reward for \nfinishing the quest first, then decide.\n&lt;----------------------------------------------------------------------&gt;\n\nGhoul Ecology\n\n\nBenefit: +5 damage against ghouls. \n\nYou get this perk from reading Plik's \nJournal in the Coastal Grotto.\n Normally, I would think this perk is \nkinda balls. Ghouls,\n even glowing ones, aren't enough of a threat that \nyou'd need the\nextra damage. With Feral Ghoul Reavers added into the game\nthough..\nany help is welcome. And hey, it's free. What's even better is\nthe fact that the game apparently applies this damage to everything,\nand not just Ghouls. Another +5 damage perk from Point Lookout that\ndoesn't work right-to your benefit. Its effects stack when dealing with\nrapid-fire weapons, causing guns like the 10mm Submachine Gun and the\nChinese Assault Rifle to present damage totals that are simply silly.\n \n&lt;----------------------------------------------------------------------&gt;\nHematophage\nBenefit: You can drink a Blood Pack to get healed for 20 Hit Points,\ninstead of the usual 1 Hit Point. You can also sell Blood Packs for\n15 caps.\n\nComplete the quest 'Blood Ties' by making a deal between the 'vampires' \nand Arefu. This.. perk is of limited use, but still, why not?\n&lt;----------------------------------------------------------------------&gt;\nJunior Survivor\nBenefit: varies\tNormal: +5 Hit Points\n\t\tSmart:\t+2 Medicine, +2 Science\n\t\tTough:\t+2 Damage Resistance\n\t\tSneaky:\t+2 Sneak, +2 Speech\n\t\tSnide:\t+1% Critical Hit Rate\n\t\tAlways:\t+2% Poison and Radiation Resistance\n\nOkay.. When you complete quests for Moira, you'll get a number of\nanswers to choose depending on your stats. If you do few or none of the\nsidequests, or if you lie to Moira at any point, you'll end up with the\nJunior Survivor perk, which is the worst of the bunch. Try and do ALL\nof her sidequests for the best benefits. You may have to do some drugs\nto raise your attributes if they're not high enough. Buffout to raise\nStrenght, or Mentats to raise Intelligence, for example, before you\ntalk to Moira. I believe that acting tough or being a smartass are the\ntwo best ways to go. Damage Resistance is always nice, and so are\nCritical Hits. You'll just have to choose whether you'd like x%\nDamage Resistance, or x% critical hit. You'll always get the poison and\nradiation resistance, no matter how you answer. If you complete a\ncertain number of Moira's optional objectives, you'll get a better\nversion of this perk..\n&lt;----------------------------------------------------------------------&gt;\nPitt Fighter\nBenefit: Damage and Radiation Resistance +3%\n\nCommplete the pit fighting portion of the Pitt. An extremely easy \nquest,\nand an extremely rewarding one.\n&lt;----------------------------------------------------------------------&gt;\nPower Armor Training\nBenefit: You can wear Power Armor.\n\nAfter the quest 'The Waters of Life' is complete, you can get Elder\nLyons to give you permission to recieve the training. Talk to Paladin\nGunny in the Citadel to recieve this perk. \n\n*Sigh* Okay, I can admit to being wrong. Power Armor is cool.. so long\nas it's the Enclave kind. Get, wear it, love it. Do the whole sci-fi\nblack knight thing. You know you want to.\n&lt;----------------------------------------------------------------------&gt;\n\nPunga Power!\n\nBenefit: Boosts radiation recovery from eating Punga Fruits.\n\n\n\nYou get this perk for completing the Walking with Spirits quest in\n\nPoint Lookout.\n\n&lt;----------------------------------------------------------------------&gt;\nRad Limb Healing\nBenefit: You'll regenerate crippled limbs when you are suffering from\nAdvanced Radiation Poisoning (400+ rads).\n\nDuring the quest 'The Wasteland Survival Guide: Get Radiated!\" if you\nmeet the sub-objective of suffering from Advanced Radiation Poisoning\n(600+ rads) you'll get this perk.\n\nOkay, well, granted there aren't all that many opportunities for you\nto use this perk-ideally you don't want 400+ rads-it's still handy to\nget. Keep in mind that if you choose to be a Dream Crusher, you can't,\nobviously, get this perk.\n\n&lt;----------------------------------------------------------------------&gt;\n\nSuperior Defender\n\nBenefit: +5 damage and +10 armor when standing still.\n\n\n\nGet this perk by completing 'The Local Flavor' quest in the Point\n\nLookout DLC. Despite its misleading language, you are almost always\nstanding still, as far as the game is concerned, especially if you\nV.A.T.S. often. You can count this as a flat bonus to damage and armor,\nand a hefty one. This is a rather ridiculously strong perk.\n&lt;----------------------------------------------------------------------&gt;\nSurvivor Expert\nBenefit: varies\tNormal: +10 Hit Points\n\t\tSmart:\t+4 Medicine, +4 Science\n\t\tTough:\t+4 Damage Resistance\n\t\tSneaky:\t+4 Sneak, +4 Speech\n\t\tSnide:\t+2% Critical Hit Rate\n\t\tAlways:\t+4% Poison and Radiation Resistance\n\nLike Junior Survivor, but better. You completed some, but not all of\nMoira's objectives. If you complete ALL of Moira's optional objectives,\nyou'll get the best variant of this perk..\n&lt;----------------------------------------------------------------------&gt;\nSurvivor Guru\nBenefit: varies\tNormal: +15 Hit Points\n\t\tSmart:\t+6 Medicine, +6 Science\n\t\tTough:\t+6 Damage Resistance\n\t\tSneaky:\t+6 Sneak, +6 Speech\n\t\tSnide:\t+3% Critical Hit Rate\n\t\tAlways:\t+6% Poison and Radiation Resistance\n\nYou'll get this perk if you complete ALL of the optional objectives\nfor Moira in the quest 'The Wasteland Survival Guide'. This is the\nbest version of the perk reward, certainly better than Dream Crusher.\n&lt;----------------------------------------------------------------------&gt;\nWired Reflexes\nBenefit: V.A.T.S. accuracy improved by 10%.\n\nAfter completing the quest 'The Replicated Man', talk to Dr. Zimmer and\nreveal everything you discovered about the android's identity. Keep in \nmind you can get the android to let you kill Dr. Zimmer before talking \nto Zimmer, and receive the unique Plasma Rifle. You can then sell the\nandroid out and recieve the Wired Reflexes perk. If you still want to\nbe a good guy, it's good fun to slip a Frag Mine into Dr. Zimmer's\npants as he walks away. Wait, that's good? It's Fallout 3. Moral\nrelativism rocks.\n\nMy Personal Build, Perks* \t\t\t\t\t{PRK018}\no======================================================================o\nSwift Learner\t\nBlack Widow\/Lady Killer\t\t\nComprehension** (or Entomologist)\t\t\t\nIron Fist (1)\t\t\t\nGunslinger\t\t\t\nToughness\t\t\t\nStrong Back\t\t\t\t\t\nCommando\t\t\t\nFinesse\t\t\t\t\nBloody Mess\nSniper\nSilent Running\nRobotics Expert\nCyborg\nBetter Criticals\nAction Boy\nLife Giver\nParalyzing Palm\nGrim Reaper's Sprint\nNinja\nConcentrated Fire\nIron Fist (2)\nIron Fist (3)\nAdamantium Skeleton?\/Entomologist?\/Quantum Chemist?\nNerves of Steel\nDemolition Expert (1)\nDemolition Expert (2)\nDemolition Expert (3)\nAlmost Perfect\n\n*Note: these perks are not necissarily listed in order of selection.\n\n**For a more power-gamey approach you can dispense with Comprehension\nif you a) start out with 10 Intelligence, b) spread your skill points\nout evenly from leveling up, and c) plan to get most of the books in\nthe game. Comprehension is not necessary in the expansions, but it does\nmake it much easier to get all your skills up to 100.\n\nI also try and get all the other bonus perks from questing. I try and \nchoose the 'Tough' responses for the Damage Reduction and get the \nSurvivor Guru version of the perk. Also, I tend to choose Ant Sight, \nbecause I find Perception to be more useful than Strength.. Although\nwhen everything gets up to 10 it's rather moot. If you plan to get the\nBobblehead - Strength early on (i.e. you want to live in Tenpenny Tower\nbut you don't want to wait until level 30 to safely do so) wait until\nyou're level 30 to get the Ant Might perk to ensure you get 10 Strength.\n\nKeep in mind that in the expansion, there's really more room for\nversatility, so I'm much less adamant about my build this time around.\nIf you really really like another perk, go for it. I don't use many\nexplosives myself, but if for some reason I do decide to chuck a \ngrenade, I'll be able to do it well. The only real question to that end\nis whether it's better to get a third rank of Demolition Expert (20%\nextra damage with all explosives) or get Quantum Chemist, which allows\nyou to make the most powerful grenade in the game-the Nuka-Grenade.\n\nEntomologist is only really useful against Albino Radscorpians, and if\nyou're willing to trust in Paralzying Palm when you fight them, you'll\nsee you don't really need it. You never really need Adamantium Skeleton.\nQuantum Chemist isn't great.. but it's about your only chance of ever\nbeing able to get enough Nuka-Grenades to make using them feasible. But\nof course, you could always just use Mini-Nukes, which can be purchased\nfrom Flak &amp; Shrapnel pretty reliably. Also note that Explosives like\nFrag Grenades will struggle to surpass 100 damage, while the Nuka-\nGrenade does in the area of 500, each Demolition Expert perk is going\nto give a Frag Grenade 20~ damage.\n\nIf you don't like Iron Fist, Demolition Expert, or Pyromaniac, don't\nget 'em.. if you can find something better. Frankly, I couldn't. I\nshould have covered the perks well enough that you won't pick any of the \none-star perks.. or failing that, common sense will intervene. With the\nnew versatility in perk choices, some gamers will pick perks like\nEducated just to make the trip to level 30 easier, or will eschew\nmy Swift Learner pick in order to grab one of the skill perks.. I mean,\nthey're both going to be useless by level 30 anyways, so why not? I\nstill prefer picking perks that are going to give me bonuses-no matter\nhow sleight-at level 30, and I'm pretty comfortable with my choices of\nabout 26 of the 30 perks. Some people will well argue that there's not\nmuch point in having both Gunslinger AND Commando-pick one type of gun\nand use it types-but I prefer flexibility. If I want to use a 10mm\nSubmachine Gun from time to time, or a Scoped .44 Magnum, I'd prefer to\nbe able to do it well. Why have Grim Reaper's Sprint and Nerves of \nSteel? Doesn't having the former make the latter obsolete? Not really.\nBig bad guys like Albino Radscorpians, Feral Ghoul Reavers, and Super\nMutant Overlords might not get affected by my paralyzing palm in one\nV.A.T.S. session, and getting another one quickly can make a difference.\nCertainly they won't be killed by one V.A.T.S., and if there are\nmultiple threats, it's good to be able to respond to them quicker. So\nit's my hope that my build allows me to use almost every weapon with\nsome skill, regardless of how often I use them. Clearly two-handed\nSmall Guns and Unarmed are the best weapon categories in the game, but\nI'd rather use perks that cater to all weapons than something like \nAdamantium Skeleton or even Rad Absorption, both of which provide an\narguably useful field benefit, but can be cured with a cheap chem or a\ntrip back home.<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\"><strong>Bobbleheads and Miscellaneous {BOB001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">Below I will include the locations of all the bobbleheads.. you know, so\nif you want to get them on your own, you don't have to go searching \nthrough the walkthrough to find them. I also included a  few \nbuild-helpful items at the end. I do not include items that have to be \nequipped to work, all the items listed below merely have to be in your \ninventory to give you a bonus. The bobbleheads merely have to be found.\nNote, however, that since this is BELOW the walkthrough, you might want \nto be careful for..\n\n***SPOILERS***\n\n&lt;----------------------------------------------------------------------&gt;\nStrength\nLocation: Megaton - Lucas Simms House\n\n\"It's essential to give your arguments impact.\"\n\nThis is one of the easiest bobbleheads you can get. It's located in \nthe house of sheriff Lucas Simms, in Megaton. You'll need a 50 Lockpick \nskill to pick the lock to his house.. or you can steal the key from him.\nOr kill him. It's upstairs on a desk in the sheriff's room. If you \ndestroy Megaton before you get this bobblehead, it's gone for good, so \ntry and get it fairly early.. or if you want to live in Tenpenny Tower,\nget to level 30 and then destroy Megaton.. but that's waiting a long\ntime for a hovel of your own. Of course, if you don't mind being an\nabomination with only 9 Strength.. you can just ignore this bobblehead.\nAny power armor you wear will give you a bonus to Strength anyhow. I\npersonally just live in Megaton, since it's quicker to get to your house\nthere.\n&lt;----------------------------------------------------------------------&gt;\nPerception\nLocation: The Republic of Dave - Museum of Dave\n\n\"Only through observation will you perceive weakness.\"\n\t\nThe Perception bobblehead is located in the 'Republic of Dave', in the \nnorth-eastern area of the map. You'll find it inside the Museum of Dave \non a shelf. This one is pretty easy to get, it's just making it to the\nRepublic of Dave that can be a pain early on. It's north of the MDPL-16 \nPower Station.. it's really up there.\n&lt;----------------------------------------------------------------------&gt;\nEndurance\nLocation: Deathclaw Sanctuary\n\n\"Always be ready to take one for the team.\"\n\nYou'll find this bobblehead in the Deathclaw Sanctuary. At the entrace \nhead down the passage and to the right. You'll find a bunch of dead \nthings, on a metal round object you'll find the bobblehead.. it's to \nthe left of a dead Brahmin, right by it's dead Brahmin butt. This can \ntake a bit of work to get, as Deathclaws are bad news. You can kill the \none guarding the entrance from the cliffs above, it's just going to take \nsome ammo. You'll find the Sanctuary in the north western part of the \nmap, just west of the Dickerson Tabernacle Chapel.\n&lt;----------------------------------------------------------------------&gt;\nCharisma\nLocation: Vault 108 - Cloning Lab\n\n\"Nothing says pizzazz like a winning smile.\"\n\t\nIn Vault 108, in the Cloning Lab, you can find the bobblehead on a desk \ninside the central room. Vault 108 is on the eastern edge of the map, \nnear the center. Getting there might be an adventure, but disposing of\nthe clones won't be. It's north and east of the\tBethesda ruins. If you \nfind the Corvega factory, you're close, it's just a little ways north \nand east.\n&lt;----------------------------------------------------------------------&gt;\nIntelligence\nLocation: Rivet City - Science Lab\n\t\n\"It takes the smartest individuals to realize there's always more to\nlearn.\"\n\nIn Rivet City, in the Science Lab on a desk. Rivet City is located on \nthe south eastern corner of the map, just east of the Jefferson \nMemorial. You can easily head down and grab this bobblehead before \nlevel 3. I'd suggest reaching the Citadel, and swimming across the \nriver near there, avoiding the Irradiated Metro and the\tJefferson \nMemorial. Avoid Grayditch along the way too, you don't want to tangle \nwith Fire Ants. Don't worry about the rads, you won't get that many \nfrom swimming across the river, and it sure beats having to take pot\nshots from Super Mutants in the city.\n&lt;----------------------------------------------------------------------&gt;\nAgility\t\nLocation: Greener Pastures Disposal Site - Office\n\n\"Never be afraid to dodge the sensitive issues.\"\n\nYou'll find this on the desk in the Greener Pastures Disposal Site, in \nan office on a desk. You'll have to take some rads to get this one, but \nit shouldn't be too much. You can find the Greener Pastures Disposal\nSite north and east of the MDPL-13 Power Station. It's on the \nnorth-eastern part of the map, in fact, you can probably grab it on \nyour way to getting to the Republic\tof Dave.\n&lt;----------------------------------------------------------------------&gt;\nLuck\t\t\nLocation: Arlington House\n\n\"There's only one way to give 110%.\"\n\nThis bobblehead is in the Arlington House, in the basement on a shelf. \nThe Arlington House is located midway between Arlington Cemetary South \nand North, just east of Grayditch. Unfortunately, you can't just run \nthere, as rubble blocks the way. To actually get to Arlington House, \nyou need to go through Marigold Metro to reach Falls church Metro. From \nthere you have to head through some more city to reach the \nArlington\/Falls Church Metro. Once there, you can get to the Arlington \nNational Cemetary. There are Fire Ants, Raiders, and Super Mutants to \ndeal with along the way, so be careful with this one.\n&lt;----------------------------------------------------------------------&gt;\nBarter\nLocation: Evergreen Mills - Evergreen Mills Bazaar\n\n\"Never forget to walk away with more than you've bought.\"\n\nEvergreen Mills is south-west of the Jury Street Metro Station. You'll\nknow you're there when you find the Super Mutant Behemoth trapped in an\nelectrified cage. Head into the Foundry and down to the Bazaar. The\nbobblehead is in the north-eastern corner of the Bazaar, down a side\npassage from Smiling Jack's store, on a shelf behind a counter. \n&lt;----------------------------------------------------------------------&gt;\nBig Guns\nLocation: Fort Constantine - CO Quarters\n\n\"The best way to win an argument is to be the loudest.\"\n\nIn the north-wester corner of the map, between two SatCom Arrays\n(NW-05a and NN-03d) you'll find Fort constantine. One of the smaller\nbuildings, listed as the CO Quarters, is where you want to go. The\nbobblehead is in the basement, inside an already opened safe. This\nhouse is particularly giving, because is also has two books inside.\n&lt;----------------------------------------------------------------------&gt;\nEnergy Weapons\nLocation: Raven Rock - Level 2\n\n\"Arrive at peaceful resolutions by using superior firepower.\"\n\nIn the room in the north western corner of Raven Rock - Level 2 you'll\nfind this bobblehead, on a table. It's not hard to find, but it is one\nof the few missable bobbleheads. Grab it before you go to the Control\nRoom, or regret it later.\n&lt;----------------------------------------------------------------------&gt;\nExplosives\nLocation: Drainage Grate to Sealed Cistern\n\n\"The best way to solve a problem is to make it go away.\"\n\nJust south of the WKML Broadcast Station, you can find the Sealed \nCistern, the bobblehead is on a desk by a Ham Radio. You can find the \nWKML Broadcast Station in the Northwest area of the map.\n&lt;----------------------------------------------------------------------&gt;\nLockpick\nLocation: Bethesda Offices East\n\n\"Always strive for the unobtainable.\"\n\nThe Bethesda Offices are east of Big Town, past the river. The\nBobblehead is on a desk in a room just south from the center of the\nmap. It's the desk underneath the safe that you need a special key to\nunlock.\n&lt;----------------------------------------------------------------------&gt;\nMedicine\nLocation: Vault 101\n\n\"The smart man knows a bandage only hides his wounds.\"\n\nThis is the first bobblehead you can get, it's on your dad's desk. You\ncan pick it up when you're sixteen, right before you take the G.O.A.T.,\nor afterwards during the breakout.\n&lt;----------------------------------------------------------------------&gt;\nMelee Weapons\nLocation: Dunwich Building - Virulent Underchambers\n\n\"It's important to do business up close and personal.\"\n\nThe Dunwich Building is in the far south-west corner of the map, the\nfurthest south-west location in the game, in fact. You'll have to go\nthrough the Dunwich Building and the Forsaken Ruins to get to the\nVirulent Chambers. The Bobblhead is in the southernmost room on the\narea map, near the door that leads back to the Dunwich Building. It's\non the floor amongst some cans and soda bottles.\n&lt;----------------------------------------------------------------------&gt;\nRepair\nLocation: Arefu - Evan King's House\n\n\"Why go down with the ship when you can try to fix it?\"\n\nArefu is located north-west of Megaton, it's on one of the old\nhighways spanning the river, so if you follow the river north of\nMegaton, you should run into. You'll need a Lockpick skill of 50 to\npick the lock on Evan King's door. It's right by the door inside, on\na table to the left.\n&lt;----------------------------------------------------------------------&gt;\nScience\nLocation: Vault 106 - Living Quarters\n\n\"Always be prepared to explain the hows and the whys.\"\n\nVault 106 is north-west of Vault 101. This Bobblehead is pretty easy\nto get, all you have to do is head through the Entrance and into the\nLiving Quarters. From the door head across the bridge to the east,\nthen go south through a door and follow the tunnel. You'll end up in\na room on the eastern edge of the map. The Bobblehead is on a \nbookshelf.\n&lt;----------------------------------------------------------------------&gt;\nSmall Guns\nLocation: National Guard Depot - National Guard Armory\n\n\"Because it's easier to have courage from a safe distance away.\"\n\nThe National Guard Depot is at the edge of the D.C. area near the\neastern edge of the map. It's pretty much due east of Vault 101, but\nit's a pretty perilious journey. Inside the Depot, it's not much\nbetter. There are tons of robots in here, and you have to make your\nway through a couple of areas until you wind up back in the National\nGuard Depot in an area that was previously inaccessible. (In a room\nabove the room that had the door leading to the Depot Training Wing.)\nHit the electrical switch by the desk and go down the hole. You now\nhave access to the National Guard Armory. The Bobblehead is on a\nmetal shelf in the main room of the Armory (the room with all the\ngoodies.)\n&lt;----------------------------------------------------------------------&gt;\nSneak\nLocation: Yao Gui Tunnels - Yao Gui Den\n\n\"The safest distance between two points is a shadowy line.\"\n\nThe Yao Gui Tunnels are at the far western edge of the world map, north\nand west of Girdershade. Go through the Tunnels to reach the Den and \nfollow the path into a large open room. Follow the wall traveling around \nthe room to the left and you'll find a Metal Box, on top of which is the \nBobble Head. \n&lt;----------------------------------------------------------------------&gt;\nSpeech\nLocation: Paradise Falls - Eulogy's Pad\n\n\"Let your words be your weapon.\"\n\nParadise Falls can be found north of the Northwest Seneca Station. You\ncan get in by saying the right things, or by being evil and making a\n[Karma] check. Once in, head into the next area and find Eulogy's Pad.\nThe Bobblehead is in the south-eastern corner of the house, on a table.\n&lt;----------------------------------------------------------------------&gt;\nUnarmed\nLocation: Rockopolis\n\n\"When words fail, there's always fists.\"\n\nRockopolis is an unmarked area on the map, west of Smith Casey's\nGarage. If you listen to GNR on your Pip-Boy, you might have heard a\ntale about it. In any case, head west of Smith Caseys Garage until\nyou find yourself in a clearing surrounded by rock ledges with three\npaths leading to the area. There will be a rock to the west that has\na line of party flags over it. Search it to find Rockopolis (you could\nalso check your area map to find out where Rockopolis is. Once inside\nhead north. The Bobblehead is on the ground near the body of Argyle.\n&lt;----------------------------------------------------------------------&gt;\nLucky 8 Ball\nLocation: Timebomb in Big Town.\n\nGo to Red's Clinic in Big Town and fix Timebomb up. You'll need a\nMedicine skill of 40 to do this. After rescuing Red and Shorty from\nthe Germantown Police Head Quarters, talk to Timebomb again. He'll\nthank you, and give you the Lucky 8 Ball, which permenantly increases\nyour luck.. so long as you hold onto it.\n&lt;----------------------------------------------------------------------&gt;\nYew's Bear Charm\nLocation: Oasis\n\nAfter resolving the Oasis quest, talk to Yew. She should give you this\ncharm. It gives a permanent +10% bonus to Speech so long as you hang\nonto it. 10 more points you can spend elsewhere.\n\n*Note: I've had this item mysteriously stop working for me before. It\nwasn't a big deal with my build, I just had to pop open some more\ncopies of Lying, Congressional Style. Still, it was a bit of a mystery\nas to why it stopped adding anything. If anybody can answer this, it'll\nbe greatly appreciated.<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\"><strong>Keller Family Transcripts {KFT001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">A number of final correspondances between the late Keller family lie\nscattered about the wastes, each giving a code you'll need to unlock the\nsecure door in the National Guard Armory. Below are their locations.\n\n#1:\tNorth of the VAPL-58 Power Station, you'll find a shelter of\n\tsorts built around an electrical tower (pretty clever, if you\n\tthink about it.) If you were to draw a line north from the \n\tVAPL-58 Power Station, and west from Arefu, they would ALMOST \n\tintersect at the shelter. Do it, draw a line from each, and\n\thead to where they intersect, the shelter should be just south\n\tof where you are, on top of a hill, around an electrical tower.\n\tI can't really give any better advice than that, when you see\n\tthe towers in the distance, go to it. Inside the shelter, on\n\tone of the lower shelves of a bookcase, you'll find the\n\ttranscript.\n\n#2: \tNorth of Big Town you'll find the Hallowed Moors Cemetary. The\n\tchurch is the significant building around, and inside, on the\n\tpodium, lies the Transcript.\n\n#3:\tBehind the Grisly Diner in the north-eastern area of the\n\tWasteland, you'll find the Transcript in broad daylight, on\n\ttop of a metal desk.\n\n#4:\tWest and slightly north of Rockbreaker's Last Gas is an\n\tAbandoned Shack. This is not marked on the map, and it's on\n\ttop of a mountain, so get to climbing. The transcript is\n\tinside on top of the workbench.\n\n#5:\tNorth of the Anchorage War Memorial along the river is a Super\n\tMutant outpost. The transcript is in the tent, on a table by\n\ta ham radio<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\"><strong>Sheet Music Books {SMB001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">You give these to Agatha, who lives in a house north-east of the\nMeresti Trainyard. Once she has her violin back (assuming you give it\nto her) these will allow her to play more songs over the radio. Other\nthan that, it doesn't really serve much of a purpose. Why am I\nincluding them? I dunno, I'm just being nice I guess.\n\nArlington Public Library - Children's Wing\nIn a room on the western side of the level, after entering from the\nLobby. It's on the floor near a stand.\n\nNational Archives - Archives Sub-Basement\nIn the room full of metal shelves near the stairs to the National \nArchives, the Sheet Music Book is on a metal shelf along the western\nwall.\n\nRoosevelt Academy - Roosevelt Arts and Athletics Hall\nIn the auditorium on the stage, the Sheet Music Book is on the floor\nnear a music stand.\n\nVault 92 - Living Quarters\nIn the dorm with the 'Men's Dorm Security Terminal' in front of it. Go\ninto the second room, then north into a bathroom. The Sheet Music book\nis on the floor near a toilet in the north eastern corner of the \nbathroom.<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">Books {BOK001}<\/pre>\n\n\n\n<pre id=\"faqspan-3\" class=\"wp-block-preformatted\">Below is a list of all the books I've found in my playthroughs. On the \nfirst line I list the general area\/landmark\/map location the book is \nnear, and any sub-areas when applicable. The descriptive text gives you \na more in-depth idea of where the book is located.\n\nOh, and if there are any duplicate books, or you can't find one by\nreading this guide, let me know. I won't consider you a moron if you\ncan't follow my directions, I'll just assume my directions weren't good\nenough. Keep in mind that I found these books over seven playthroughs\n(and my fiance found some of them as well), so if this section lacks\ncohesion.. well, that's why.\n\nBig Book of Science (Science) \t\t\t\t\t[25\/25]\no======================================================================o\n[ ] \tArlington National Cemetary - Arlington House\n\tArlington House - Arlington National Cemetary. It's in the same\n\thouse you find the Luck bobblehead in, on the first floor in\n\tthe kitchen, on a small table in the corner.\n\n[ ]\tArlington Public Library - Lobby\n\tArlington Public Library Lobby, in the north-east office room \n\tupstairs. The book is on a desk.\n\n[ ]\tBethesda Ruins - Bethesda Offices West\n\tThe book is on the counter in the large lower room near the\n\tTurret Control System terminal.\n\n[ ]\tBroadcast Tower KB5 - Scientist Truck\n\tWest of the Broadcast Tower KB5 you'll find a highway. Don't be\n\tfooled by the Pip Boy, the road lines it shows in no way\n\tcorresponds to the highway you're looking for. It lies to the\n\tsouth west of the Raider House (an unmarked location). Get on\n\tthe highway and follow it to the north west. When you approach\n\ta truck, there will be an explosion from within, expelling the\n\tbody of a Scientist. The book is on the Scientists' body.\n\n[ ]\tBroadcast Tower LP8 - Radio Signal Echo Foxtrot Sealed Cistern\n\tTo the far north of your world map you'll find Broadcast Tower\n\tLP8. Activate it to pick up Radio Signal Echo Foxtrot. The\n\tsource of the signal can be found in a sealed cistern to the\n\teast of the broadcast tower. The book is inside on a table.\n\n[ ]\tChryslus Building - Chryslus Building Basement\n\tIn the far western edge of the area, in the broiler room south\n\teast of the entrance to the Chryslus Building Reception Area.\n\tThe book is on a metal shelf.\n\n[ ]\tCitadel - County Sewer Mainline\n\tJust north of the Citadel along the coast you'll find the\n\tentrance to the County Sewer Mainline. In the fenced in central\n\troom, on the desk next to the Sewer Management Access Computer\n\tTerminal you'll find a Big Book of Science.\n\n[ ]\tCorvega Factory - Entrance\n\tFrom the door, go up some stairs and to the east. The book is\n\ton one of the desks.\n\n[ ]\tCorvega Factory Area\n\tBehind the Corvega Factory (that's south of it) you'll find a\n\tdumpster. The only way in is to go up on the cliffs south of\n\tthe factory, and jump in from there. On the floor, near some\n\twaste barrels, you'll find the book.\n\n[ ]\tFort Bannister - Fort Bannister Main\n\tBehind a locked door [Average], in a room with Mini Nuke and a\n\tFat Man.\n\n[ ] \tFort Constantine - Launch Control Bunker\n\tIn the same room as the copy of Duck and Cover! and the Fort\n\tConstantine Launch Terminal. The book is on a desk to the east.\n\n[ ]\tGNR Building Plaza - GNR Studios\n\tIn the GNR Studios, on the level where Three Dogg stays, the\n\tbook is on a table.\n\n[ ]     Greener Pastures Disposal Site\n\tOutside of Greener Pastures Disposal Site in a shipping \n\tcontainer next to a dead scientist.\n\n[ ]\tHallowed Moors Cemetary\n\tHallowed Moors Cemetary, in the ruined chapel. It's on the\n\tpodium.\n\n[ ]\tJury Street Metro Station - Radio Signal Oscar \n\t\t\t\t  Tango Drainage Chamber\n\tSouth, south-west of the Jury Street Metro Station there is a\n\tmanhole leading down into a Drainage Chamber. You can find\n\tthe book on a desk in the upstairs room.\n\n[ ]\tL'Enfant Plaza\n\tWest of the four-way where Enclave Soldiers land you'll find\n\tsome stairs leading up to a Pulowski Preservation Shelter. The\n\tbook is inside.\n\n[ ]\tMarigold Metro Station - Queen Ant's Hatchery\n\tIn the Marigold Metro Station, find the entrance to the Queen \n\tAnt's Hatchery, it is in the large Northernmost room on the \n\ttable next to Dr. Lesko's Portacomp.\n\n[ ]\tMegaton - Craterside Supply (Moira)\n\tComplete the \"Wasteland Survival Guide\" mini quest to install\n\tthe Processor Widget into the RobCo Mainframe and harness the\n\tpower of old technology. As a reward you'll be given this book.\n\n[ ]\tNuka-Cola Plant - Offices\n\tUpstairs is a room with a large hole in the floor with the body\n\tof Winger Mercier in it. In another room north off of this one\n\tyou'll find this book on a table.\n\n[ ]\tRivet City Area - Broken Bow\n\tIn the Broken Bow (the half of Rivet City that is no longer\n\tconnected), in Pinkerton's room. The book is on the counter.\n\tTo get into the Broken Bow you must either swim under water\n\tunder the eastern (shorn) side of the ship or have a Lockpick\n\tscore of 100.\n\n[ ]\tRobCo Facility - Factory Floor\n\tIn the RobCo Factory - Floor, in the eastern side of the\n\tbuilding. In one of the multi-story open rooms, the book is\n\ton a piece of machinery.\n\n[ ]\tShalebridge - Shalebridge Tunnels\n\tIn the Shalebridge tunnels near Shalebridge, you'll find this \n\tbook in the large room to the North, it is on the body of an \n\tant researcher in a pool of water.\n\n[ ]\tTenpenny Tower - My Tenpenny Suite\n\tIf you blew up Megaton and were granted your own suite you'll\n\tget this book by buying the Scientist theme from Lydia\n\tMontenegro. It'll be by the bedside table.\n\n[ ]\tVault-Tec Headquarters - Vault-Tec Corporate Offices\n\tOn the second floor of the Corporate Offices area, in a room to\n\tthe east of the room with the Nuka-Cola Quantum in it. The book\n\tis on a shelf along the eastern wall, above a hole in the floor.\n\n[ ]\tWarrington Station\n\tFrom the room with the Dean's Electronics in it head east until\n\tyou're in the room with the door to the Metro Access &amp; \n\tGenerator. The book is on a desk.\n\nChinese Army: Special Ops Training Manual (Sneak) \t\t[25\/25]\no======================================================================o\t\t\n[ ]\tBethesda Ruins - Bethesda Offices East\n\tBethesda Offices East. This book is on a desk in a room just\n\tnorth of center on the map, by a pair of Missiles.\n\n[ ]\tBroadcast Tower KT8 Area - Radio Signal Sierra Romeo Drainage\n\t\t\t\t\t\tChamber\n\tNear Broadcast Tower KT8, you will find a drainage chamber, \n\tgrab the encryption key from a desk in the room through a door \n\ton the left, and use the computer terminal to open the secure \n\thatch, the book is downstairs on the desk near radio signal \n\tSierra Romeo.\n\n[ ]\tCapitol Building - Hall of Columns\n\tIn a locked supply room [Hard] west of the turret in the middle\n\tof the level. The book is on a table.\n\n[ ]\tCliffside Caverns - Raider Outpost\n\tYou can find this book on a wooden shelf in the north western\n\tcorner of the level. It's on the wooden platform in the room\n\tjust east of the room with a tent.\n\n[ ]\tCorvega Factory Area\n\tSouth of the Corvega Factory, along a road south east of the\n\tred rocket you'll find an overturned truck. In the back of this\n\ttruck you'll find a locked footlocker [Very Hard] with this book\n\tinside.\n\n[ ]\tFairfax Ruins - Fairfax Metro\n\tGo east until you reach the large metro station room, then go\n\tdown some stairs to the south. At the bottom turn east and go\n\tover some rubble. The book is on a slab of concrete near the end\n\tof a subway car.\n\n[ ]\tFlooded Metro Area\n\tNear the Flooded Metro between the Nuka Cola Factory and the\n\tArlington Library, in a Pulowski Preservation Shelter.\n\n[ ]\tFort Constantine - CO Quarters\n\tIn the CO Quarters, downstairs in the basement. It's the same\n\troom you find the Big Guns bobblehead. The book is under a\n\tstealth boy on a cinderblock, near the safe with the bobblehead\n\tin it. There's a dead wastelander nearby.\n\n[ ]\tGeorgetown\/The Mall Metro\n\tEnter through the Mall Northwest entrance and search the first\n\tticket booth you come across. You can find this book inside,\n\ton the floor, leaning against a cash register.\n\n[ ]\tIrradiated Metro\n\tFrom the entrance across the river from the Citadel (not from\n\tL'Enfant Plaza), head through the metro tunnel to the sewer.\n\tFrom here, go south through a door, down two flights of stairs, \n\tand through another door into a large room. From the flaming\n\tbarrel, turn west and search one of the consoles near the\n\trailing. Aside from several clipboards you'll find this book.\n\n[ ]\tL.O.B. Enterprises Archives\n\tIn the L.O.B. Enterprises Archives, in the north-eastern most\n\troom. The book is on a desk by a computer terminal.\n\n[ ]\tMama Dolce's - Mama Dolce's Loading Yard\n\tYou have to get to the Arlington Cemetary to reach Mama \n\tDolce's. Head to the entrance to the Loading Yard that is\n\tfarthest to the east on your map. You'll enter into a raised\n\tarea. The book is on the floor, near an ammo box.\n\n[ ]\tMirelurk Nesting Hole\n\tIn the Mall area, east of The Mall Southwest (the Hazmat \n\tDisposal Site L5) you'll find a sewer Grate leading to the\n\tMirelurk Nesting Hole. Head into the large southern area and \n\tjump up onto a ledge where you'll find a dead Brahmin and a\n\tdead Mercenary. From here, go to the north west, staying on the\n\thigh ground and continue into a tunnel until you find a\n\tskeleton, a first aid box, and a wooden crate. On top of the \n\tlatter is this book.\n\n[ ]\tMuseum of History - Museum of History Offices\n\tOn the second level in the middle room, you'll find this book on\n\ta desk near Lincoln' Repeater.\n\n[ ]\tMuseum Station\n\tIn the Museum Station, just north of the western-most entrance\n\tto The Mall. In a wooden crate in the ladies room.\n\n[ ] \tNuka Cola Plant - Factory Floor\n\tIn the room you enter to from the Capital Wasteland go over by\n\tthe desk and loot up at the ceiling. You'll find a hole in the\n\tceiling with a filing cabinet looming above. Loot it to find\n\tthis book.\n\n[ ]\tPennsylvania Avenue - Hotel\n\tIn an unmarked Hotel just south of Pennsylvania Avenue \n\tNorthewest you'll find this book on a small table.\n\n[ ]\tReclining Groves Resort Homes Area - Barn\n\tEast of the Reclining Groves Resort Homes you can find a ruined\n\tbarn, on the second story of which is a personal footlocker\n\t[Very Hard]. This book is inside.\n\n[ ]\tRed Racer Factory Area - Scavenger Shack\n\tNorth of the Red Racer Factory is a Scavenger-and more \n\timportantly his shack. His shack is located on an overpass of \n\tthe highway just west of Arlington, along a road that leads\n\tto Grayditch. The book is on a shelf in the Scavenger's shack,\n\talong with a D.C. Journal of Internal Medicine, and a Grognak\n\tthe Barbarian book.\n\n[ ]\tSatCom Array NW-05a\n\tIn the north-west corner of world map you'll find SatCom Array\n\tNW-05a. Inside, on the ground floor, you'll find the book on a\n\ttable near a computer.\n\n[ ]\tSpringvale School Lower levels\n\tTo the far east of the map, past the very hard locked door that\n\tleads to the ant tunnels. You'll find the book under the body \n\tof a dead Wastelander.\n\n[ ]\tStatesman Hotel Mid level\n\tOn the level with the staircase leading to the Statesman Hotel\n\tRestaurant, the book is in a side room on a bookshelf.\n\n[ ]\tSuper Duper Mart Area\n\tBetween Springvale and the Super Duper Mart there is a ruined\n\thouse next to a silo, within sight of the water tower. In the\n\thouse on a shelf you'll find the book.\n\n[ ]\tTaft Tunnels\n\tDuring the quest 'The Waters of Life' when you're going through\n\tthe Taft Tunnels you'll come to an overflow terminal. In the\n\troom nearby you'll find this book on a desk in the south wester\n\tcorner.\n\n[ ]\tWheaton Armory Area\n\tNorth of the Wheaton Armory you'll find an elevated highways.\n\tGet on it and follow it until you find a bus you can explore.\n\tInside you'll find a bunch of electrical equipment and this \n\tbook.\n\nD.C. Journal of Internal Medicine (Medicine) \t\t\t[25\/25]\no======================================================================o\n[ ]\tAnchorage Memorial - Anchorage Memorial Facility\n\tOn the western side of the level, in the medical bay (the room\n\twith the gurney and x-rays) the book is on a table.\n\n[ ]\tBig Town - Red's Clinic\n\tBig Town, in Red's Clinic, in the room with the bed on the\n\ttable.\n\n[ ]\tCapitol Building - Hall of Columns\n\tNear the entrance to the Capitol Building West Entrance, there\n\tare stairs leading to a raised area upon which lurks a Talon\n\tCompany Mercenary with a Sniper Rifle, a lot of .308 ammo, and\n\tnothing constructive to do with his time. This book is up there\n\tas well, on the railing spanning the hall, on the southern side.\n\n[ ]\tDCTA Tunnel 014-B Potomac\n\tYou can find the entrance to the DCTA Tunnel in the Georgetown\n\tarea by heading southish from Georgetown West. Once inside,\n\tfend off Mirelurks and head south. You'll have go go underwater\n\tfor a somewhat lengthy period of time, but once you can surface\n\tagain you'll be in a small room. Get out of the water and head\n\tonto the scaffolding around it. The book is on a large \n\telectronic.. thing.\n\n[ ]\tFalls Church\/Mason Dst Metro\n\tFrom the exit to Mason District head north then west, going into\n\tthe first bathroom you see, which will be on your right. The \n\tbook is on a first aid box on the wall between two stalls on the\n\teastern wall.\n\n[ ]\tFort Constantine - Bomb Storage\n\tIn the locked room, against the door of which Tara is lying,\n\tthat contains the T-51b Power Armor. The book is on a table near\n\ta Fat Man and two Mini Nukes.\n\n[ ]\tGermantown Police HQ - Top Floor\n\tIn one of the rooms with a table running the length of the room,\n\tthe book is on the edge of the table, near where a live Frag\n\tMine is.\n\n[ ]\tGreener Pastures Disposal Site - Makeshift Shack\n\tNorth-west of the MDPL-13 Power Station you'll find the Greener\n\tPasture Disposal Site. North west of the map marker you'll find\n\ta makeshift shack. Inside, on the floor under a bed you'll find\n\tthe book.\n\n[ ]\tHallowed Moors Cemetary\n\tHallowed Moors Cemetary, in the ruined chapel. You can find\n\tthis book on a shelf.\n\n[ ] \tJalbert Brother's Waste Disposal - Office Building\n\tIn the Jalbert Brothers Waste Disposal, in an Office Building.\n\tThe book is on top of a bookshelf near a locked safe.\n\n[ ]\tMason Dixon Salvage\n\tIn the northern Abandoned Shack, the book is on the floor on a\n\tLarge Destroyed Book, near a bucket and a metal shelf.\n\n[ ]\tMDPL-21 Power Station - Northern Pond\n\tNorth of the MDPL-21 Power Station you can find a pond filled\n\twith radioactive barrels. Swim to the west past a half-submerged\n\ttruck bed to find a cubby with a bed, a table, a locked safe,\n\tand plenty of RadAway around. This book is on a table.\n\n[ ]\tMinefield - Benson House<\/pre>\n\n\n\n<pre id=\"faqspan-4\" class=\"wp-block-preformatted\">\tIn Minefield you'll find the Benson house, to the north-east\n\tof the Gibson House. This book is on a desk on the second\n\tfloor near a destroyed computer terminal.\n\n[ ] \tMuseum of History - Museum of History Lower Halls\n\tFrom the entrance go north into a large cafeteria. Head into the\n\troom behind the counter to the east. The book is on a metal\n\tshelf near the floor.\n\n[ ] \tOasis - Sunken Chambers\n\tThe second underground portion of Oasis, you need to start the\n\tquest to mess with Harold's heart in some way, shape, or form\n\tin order to get access. Take the first left (west) to get to a\n\tdisorderly formerly inhabited area. To the left of the bed are\n\tsome wooden crates. The book is in one of them.\n\n[ ]\tOur Lady of Hope Hospital\n\tIn the small room in the south east corner of the area map. The\n\tbook is on a table in the corner.\n\n[ ]\tOur Lady of Hope Hospital 2nd Lvl\n\tIn the cafeteria room to the east of the exit to the lower\n\tlevel, the book is on a table.\n\n[ ]\tRed Racer Factory - Factory Floor\n\tOn a ledge against the eastern wall of the factory, the book is\n\thidden under a bucket between two pieces of machinery. The only\n\tway to reach the ledge is to jump down to it off some railing\n\tabove. It is not on the ground level.\n\n[ ] \tRelay Tower KX-B8-11 - Radio Signal Oscar Zulu Drainage Chamber\n\tNear Relay Tower KX-B8-11 there is a drainage chamber the book \n\tis in the room to the east on a desk with radio signal Oscar \n\tZulu.\n\n[ ]\tRivet City Area - Broken Bow\n\tBehind the gurney with the corpse on it in Pinkerton's home\n\tyou'll find this book.\n\n[ ]\tRobCo Facility - Offices and Cafeteria\n\tIn a room to the far south on your area map, the book is on a\n\tdesk in the corner of the room, next to some jet and a first\n\taid box.\n\n[ ]\tRoosevelt Academy\n\tIn the Roosevelt Academy nurses station, on a desk.\n\n[ ] \tShalebridge\n\tNext to an ant egg clutch east of the ant hill entrances you'll\n\tfind this book.\n\n[ ]\tVault 92 - Living Quarters\n\tIn the southern-most part of the map, in the small clinic. The\n\tbook is on the table near the 'Laboratory Terminal'.\n\n[ ]\tVernon Square - Sewer\n\tSouth west of Vernon Square North (Metro Junction) you'll find a\n\tcrater with a downed aircraft at the bottom. The place is very\n\tunfriendly due to an unusually high radiation concentration, so\n\tgetting some rad resistance-either from Rad-X or gear is really\n\tmandotory. At the bottom of the crater is a sewer entrance,\n\tinside of which is a Super Mutant camp. The book is on a metal\n\tshelf inside the sewer.\n\nDean's Electronics (Repair) \t\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tAnchorage Memorial - Anchorage Memorial Facility\n\tOn the western side of the level, in the medical bay (the room\n\twith the gurney and x-rays) the book is under the table near the\n\tx-rays in a floor safe.\t\n\n[ ]\tBethesda Ruins - Bethesda Offices West\n\tOn the top floor of the Bethesda Offices West, in the room\n\tthat has three rigged shotguns set as traps. The book is at the\n\tbottom of a wooden crate on a desk in the corner. There is a\n\tsteam gauge assembly on top of the crate.\n\n[ ]\tCanterbury Commons - Dominic and Machete's House\n\tIn Dominic and Machete's House, on a metal shelf.\n\n[ ]\tCorvega Factory\n\tIn the second part of the Corvega Factory (the area where the\n\tant queen is) in the southern part of the map. The book is in\n\tone of the raised areas, on a desk.\n\n[ ]\tDunwich Building - Forsaken Dunwich Ruins\n\tIn the Dunwich Building - Forsaken Dunwich Ruins. The book is\n\tin a room on the southern end of the area map, on a shelf next\n\tto a Toolbox.\n\n[ ]\tDupont Circle - Dry Sewer\n\tJust north of Dupont East you'll find the Dry Sewers. Inside,\n\tin a small room to the south, you'll find the book. It's on a\n\tmetal shelf on top of another book.\n\n[ ]\tHubris Comics - Utility Tunnels\n\tIn the Hubris Comics Utility Tunnels which are located\n\tdirectly south of the Farragut West Metro Station, across the\n\triver. From the exit to the Capital Wasteland, it's in a room\n\ton a desk by some electrical equipment.\n\n[ ]\tHubris Comics Area\n\tJust south of Hubris comics, in a Pulowski Preservation Chamber.\n\n[ ]\tJury Street Metro Station\n\tIn the Jury Street Metro Station. Head right around the first\n\tcorner to find a Raider camp. The book is on the Workbench.\n\n[ ]\tMama Dolce's - Mama Dolce's Processed Foods\n\tFrom where you found the Guns and Bullets book in this area,\n\thead up some stairs. On a landing in the stairwell you'll find\n\ta metal shelf. The book is on the shelf, next to a smashed\n\tcomputer.\n\n[ ]\tMDPL-05 Power Station\n\tIn the north-west corner of the world map is the MDPL-05 Power\n\tStation. Inside the fenced area, by a skeleton, you'll find the\n\tbook. The book is leaning against a tool box, near a Schematic.\n\n[ ] \tMetro Central\n\tIn Metro Central, on the second floor, between the exits to\n\tFoggy Bottom Station and Freedom Street Station. On a round\n\ttable in a caged-in area. \n\n[ ]\tNuka-Cola Plant - Factory Floor\n\tFrom the entrance head east, then go into the room on the left.\n\tYou'll find this book on the inside corner of the L-shaped\n\tcounter in the middle of the room.\n\n[ ]\tNuka-Cola Plant Area\n\tNorth-west of the Nuka-Cola Plant, on top of a hill you'll find\n\ta ruined truck bed, inside of which are a number of metal\n\tcrates. The book is in the back, on a footlocker. This truck is\n\tdue west of the diner in which you can find a copy of U.S. Army:\n\t30 Handy Flamethrower Recipes.\n\n[ ]\tRanger Compound\n\tFrom the entrance go down the stairs and take a left, then\n\timmediately take another left and continue down a tunnel to the\n\tsouth until you reach a room. The book is on a generator,\n\talthough it can be hard to find a way to pick it up. If it's\n\tbeing a bother, blow up the generator and try and find it\n\tthat way. Damn clipping..\n\n[ ]\tRed Racer Factory - Factory Floor\n\tFrom the entrance head north through some doors. You should be\n\tin a room with a conveyor belt, above which is an over-sized \n\ttricycle with a Teddy Bear on top. Go west along the railing\n\tto find some metal barrels by a door. Jump on top of them to\n\tget on top of the conveyor belt machine, where you'll find this\n\tbook next to a tool box.\n\n[ ]\tRivet City - Broken Bow\n\tIn the Broken Bow (the half of Rivet City that is no longer\n\tconnected), in Pinkerton's room. The book is on the shelf, not\n\ttoo far away from the Big Book of Science. To get into the \n\tBroken Bow you must either swim under water under the eastern \n\t(shorn) side of the ship or have a Lockpick score of 100.\n\n[ ]\tRockbreaker's Last Gas - Abandoned Shack\n\tWest and slightly north of Rockbreaker's Last Gas, there's an\n\tAbandoned Shack on top of a mountain. The book is in a wooden\n\tcrate on the workbench. There's also a Guns and Bullets book\n\tand a Keller Family Transcript inside, so you'll know if you're\n\tin the right place.\n\n[ ] \tTemple of the Union Area - Abandoned Farm\n\tNorth east of the Temple of the Union, up a large hill you'll\n\tfind a farm, complete with a silo, water tower, and wind mill.\n\tSouth east of the outhouse where you can find a copy of Guns\n\tand Bullets you'll find a small pond over a cliff. Inside an\n\toverturned truck bed on the shore of the pond you'll find some\n\tradioactive barrels, upon which rests this book.\n\n[ ]\tTepid Sewers\n\tIn the Tepid Sewers. To the east you'll find a tunnel where\n\tRocksalt and his Raiders are located. The book is in one of\n\tthe rooms to the east of the tunnel, the room with the large\n\tgenerator. It's behind a Toolbox and by a wrench.\n\n[ ]\tVAPL-58 Power Station - Power Substation\n\tAt the VAPL-58 Power Station, in the Power Substation. The book\n\tis on the desk next to a working computer terminal and a safe.\n\n[ ]\tVAPL-66 Power Station - Power Substation\n\tAt the VAPL-66 Power Station, in the Power Substation. The book\n\tis on a desk with a broken computer on it.\n\n[ ]\tVault 92 Area - Raider Barn\n\tWest of Vault 92 you'll find a barn full of Raiders, which is\n\tnothing like a barrel full of monkeys. Inside the barn, on a\n\tmetal shelf is this book.\n\n[ ]\tVernon Square - Sewer Entrance\n\tNear the Cinema you'll find a Sewer Entrance leading to the..\n\tSewer Entrance. Fair enough. Inside you'll find a copy of \n\tDean's Electronics on a table beyond a locked [Average] door.\n\n[ ]\tWarrington Station\n\tFrom the room where Roy Phillips stays head out a door to the\n\tnorth, then go east down some stairs. Finally go north into a\n\tstoreroom with a red light. The book is on a metal shelf.\n\nDuck and Cover! (Explosives)\t\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tAlexandria Arms\n\tIn a room on the southern end of the level you'll find this\n\tbook on a bookshelf.\n\n[ ]\tCharnel House\n\tCharnel House, upstairs.\n\n[ ]\tCitadel - Laboratory\n\tYou can find this book in a wooden crate in the bathroom on the\n\tbottom floor.\n\n[ ]\tDeathclaw Sanctuary Area\n\tOutside the Deathclaw Sanctuary you'll find a locked Footlocker \n\tnear a dead Mercenary. The book is inside the Footlocker, but\n\tyou'll need a Lockpick skill of 50 to open it.\n\n[ ]\tDukov's Place Area\n\tSouth of Dukov's Place, you'll find a Raider camp near the \n\triver, the book is on a circular table near some beds.\n\n[ ]\tEvergreen Mills - Foundry\n\tOn the roof of the metal room on the western side of the room.\n\tJump down from stairs above it to find the book near a\n\tmutilated corpse.\n\n[ ]\tF. Scott Key Trail &amp; Campground\n\tNear the F.Scott Key Trail &amp; Campground, on a picnic table \n\tnorth of the trailer.\n\n[ ]\tFalls Church\/Mason Dst Metro\n\tIn the Falls Church\/Mason District Metro tunnels, in the large\n\troom east of the Falls Church exit you'll find a ticket booth\n\ton the upper level. The book is inside the booth, on a ledge\n\tby a light.\n\n[ ]\tFort Constantine - Launch Control Bunker\n\tIn the room with the Fort Constantine Launch Control, the book \n\tis on a table near the aforementioned terminal.\n\n[ ]\tGermantown Police HQ Area - Train Camp\n\tNorth east of the Germantown Police HQ you'll come across some\n\tderailed trains. Follow the tracks until you come to two trains\n\ton the ground that form a V. In the interior, there's a raider\n\tcamp. The book is on the ground, near the bathtub.\n\n[ ]\tGermantown Police HQ Area - Ruined House\n\tSouth, South west of Germantown Police HQ you'll find the ruins \n\tof a bombed out house. The book is inside, on a wooden shelf. \n\tNote: A road runs along the house to the east, and south west of \n\tthe house is a billboard, beyond which in the distance is a \n\ttrain track, and to the north west you can clearly see Paradise \n\tFalls.\n\n[ ]\tHamilton's Hideaway\n\tIn the Raider-occupied room in the south eastern corner of the\n\tmap. The book is on a counter by a Nuka-Cola Quantum.\n\n[ ]\tJalbert Brothers Waste Disposal - Abandoned Shack\n\tNorth of the Jalbert Brothers Waste Disposal you'll find a town\n\tfilled with Ghouls. This book is in the Southern-most Abandoned \n\tShack on the floor by an ammo box.  \n\n[ ]\tJocko's Pop &amp; Gas Stop Area - Radio Signal Sierra Victor \n\t\t\t\t\tDrainage Chamber\n\tEast of Jocko's Pop &amp; Gas you'll find a radio tower, which once\n\tactivated will allow you to pick up the Radio Signal Sierra\n\tVictor. Follow the signal east over a fallen tower to find a\n\tDrainage Chamber. The book is inside on a table.\n\n[ ]\tMall - Bunker\n\tIn The Mall area of the D.C. ruins, down in the trenches in\n\tbetween the Washington Monument and the Capitol Building you'll\n\tfind the entrance to a bunker. The book is on a table, in front\n\tof a radio.\n\n[ ]\tNational Archives\n\tFrom the entrance in the front head west, then north until you\n\tfind a small 'library' room filled with bookshelves. The book \n\tis in the north western corner, on a school desk half buried\n\tin desbris.\n\n[ ]\tNational Archives - Archives Sub-Basement\n\tIn the south western corner behind a locked [Very Hard] gate.\n\tThe book is on some metal shelves, which also hold some Metal\n\tArmor, a Metal Helmet, a Stealth Boy, and a Mini Nuke.\n\n[ ]\tNational Guard Depot - Depot Offices\n\tSouth-west of the entrance from the Depot Training Wing, up\n\tsome stairs you'll find a room with a long wooden table with\n\tstools on one side. The book is on this table.\n\n[ ]\tOld Olney - Olney Sewers\n\tIn the far north-eastern area of the world map you'll find Old\n\tOlney, a lovely town overrun with Deathclaws. What else? Find\n\tan entrance to the sewers and blast your way through the \n\tDeathclaws. The book is on the floor by a skeleton in a tunnel\n\tto the south of the sewers.\n\n[ ]\tRed Racer Factory Area - Scavenger Shack\n\tNorth of the Red Racer Factory is a Scavenger-and more \n\timportantly his shack. His shack is located on an overpass of \n\tthe highway just west of Arlington, along a road that leads\n\tto Grayditch. The book is on a shelf in the Scavenger's shack,\n\talong with a Chinese Army: Special Ops Training Manual, and a \n\tGrognak the Barbarian book.\n\n[ ]\tSatCom Array NW-07c - Corpse and Cars\n\tNorth east of SatCom Array NW-07c you'll find a line of four\n\tcars, near which lies a skeleton. On the ground near the\n\tskeleton you'll find this book.\n\n[ ]\tSpringvale Elementary School\n\tIn Springvale Elementary School, in the hallway outside of the\n\tlibrary, on a desk near a computer terminal.\n\n[ ]\tSuper Duper Mart Area\n\tNorth of Super Duper Mart, under a bridge you'll find a raider\n\tcamp. The book is by a bed. Beware of landmines.\n\n[ ]\tTenpenny Tower Area\n\tWest of Tenpenny Tower, in the ruins of a house, the book is on\n\ta bookshelf, half underneath another book.\n\n[ ]\tVault 92 - Vault 92 Overseer's Office\n\tIn the Vault 92 Overseer's Office, in the actual Overseer's\n\tOffice. The book is on a bookshelf, the same bookshelf that also\n\thas a Pre-War Book on it.\n\nGrognak the Barbarian (Melee Weapons)\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tAndale - The Smith's House Basement\n\tThis book is on the floor southwest of the first counter, near\n \tsome bloodstains in front of a refrigerator. It's pretty hard to\n\tsee.\n\n[ ]\tBethesda Ruins - Bethesda Underworks\n\tYou can find this book by heading through the Underworks until\n\tyou're directly south of the entrance (the staircase, not the\n\tsewer grate). The book is in a small maintenence room, on a\n\tmetal shelf.\n\n[ ]\tCanterbury Commons\n\tThis book can be pick-pocketed from Derek Pacion.\n\n[ ]\tCanterbury Commons Area - Radio Signal Yankee Bravo Drainage\n\t\t\t\t\t\tChamber\n\tSouth of Canterbury Commons you'll find a radio tower. Activate\n\tthe electrical switch to find Radio Signal Yankee Bravo. The\n\tDrainage Chamber from whence the signal comes is west, over a\n\tcliff. This book is in the room to the south.\n\n[ ] \tChaste Arces Diary Farm Area\n\tChaste Acres Dairy Farm upstairs in the ruined barn left of \n\tthe bed with the mutilated body on the floor.\n\n[ ]\tCliffside Caverns - Raider Outpost\n\tNear the Cliffside Caverns you'll find a door [Hard] leading to\n\ta Raider Outpost. Head west across a wooden bridge to reach a\n\tplatform with a generator. Search the platform behind the \n\tgenerator to find this book.\n\n[ ]\tClifftop Shacks - Northern Shack\n\tOn a metal shelf, the book is on top of a Small Ruined Book.\n\n[ ]\tDeathclaw Sanctuary Area\n\tSouth and west of the Deathclaw Sanctuary you'll find some\n\traiders who have made forts out of old cars. On the northernmost\n\tfort (the one with the super sledge on a shelf) you'll find a\n\twooden crate under a table. The book is inside.\n\n[ ] \tFort Constantine - Personnel Offices\n\tRight across from the CO Quarters is the larger and more\n\tobvious (yet less rewarding in all ways) Personnel Building. The\n\tbook is inside on the first floor, in a locked storage room with\n\ta hard lock near some stairs. It's on a counter.\n\n[ ]\tGeorgetown West Area\n\tIn the Georgetown area of the D.C. Ruins, which can be\n\treached via the Tepid Sewers. There is a crumbling building\n\toccupied by Super Mutants. The book is on the second story,\n\ton a metal shelf.\n\n[ ]\tHubris Comics Printing\n\tJust south of the door leading to Hubris Comics Publishing is a\n\tlarge room where you'll find Mad Johhny Wes, some Ghouls, and two\n\t(leveled) turrets. The book is in the room Mad Johnny Wes is in.\n\n[ ]\tMegaton - Jericho's House\t\n\tIn Jericho's House in Megaton, on the floor between some metal\n\tcrates and some shelves.\n\n[ ]\tMetro Junction\n\tEnter via the 'Vernon Square North' entrance and head into the\n\tlarge metro hub chamber. To your east you'll see a wooden ramp\n\tgoing over the railing of the platform. Go to the edge of it and\n\tlook down, where you'll spy a table with a lantern on it, and\n\tyour new book.\n\n[ ]\tMinefield - Gillian House\n\tWest of Minefield you'll find the Gillian House, north-west of\n\tthe Gibson House. The book is upstairs on a bed.\n\n[ ]\tMuseum Station\n\tThis book is in the Museum Station, on a table in a room with\n\tbeds and a pool table. This is the same room that contains\n\tthe stairs that lead to Metro Central.\n\n[ ]\tRed Racer Factory Area\n\tTo the left of the doors of the Red Racer factory you'll find\n\ta large metal box containing some barrels of toxic waste. The\n\tbook is inside the box on the ground. Prepare to take some\n\trads. \n\n[ ]\tRed Racer Factory Area - Scavenger Shack\n\tNorth of the Red Racer Factory is a Scavenger-and more \n\timportantly his shack. His shack is located on an overpass of \n\tthe highway just west of Arlington, along a road that leads\n\tto Grayditch. The book is on a shelf in the Scavenger's shack,\n\talong with a Chinese Army: Special Ops Training Manual, and a \n\tDuck and Cover! book.\n\n[ ]\tScrapyard\n\tIn Scrapyard, near the stairs of a destroyed bus in John's\n\tTreasure Box. The bus is next to a red boxcar.\n\n[ ]\tStatesman Hotel Restaurant\n\tThis book is behind the central bar in the Alfresco Lounge, on\n\tone of the shelves.\n\n[ ]\tTemple of the Union Area - Raider Bridge\n\tAfter completing the quest 'Head of State' return to the Temple\n\tof the Union and head south west until you find a highway. Get\n\ton it and you'll discover some shacks which are now occupied by\n\tRaiders. Inside one of the shacks, on a table, is this book.\n\tThere's also a Tales of a Junktown Jerky Vendor nearby.\n\n[ ]\tTenleytown\/Friendship Station\n\tFrom the exit to the Friendship Station entrance head south and\n\tgo into an office building on the right. In the room to the\n\tsouth you'll find two lockers. The book is on the left one, on\n\tthe upper left shelf. It is fairly hard to see.\n\n[ ]\tThe Silver Lining Drive-In Area\n\tThis book is located in a metal shack Northwest of The Silver \n\tLining Drive-In.\n\n[ ]\tVault 101\n\tYou'll be given one of these during your 10th birthday party\n\tby Amata. When you're 19, be sure to search the dresser in\n\tyour room to pick it up again.\n\n[ ]\tVault-Tec Headquarters - vault-Tec Administration\n\tOn the top level in the Administration area there is a room with\n\tthree doors leading to it, beyond which are two offices. The\n\tbook is in the left office on a desk.\n\n[ ]\tYao Guai Tunnels\n\tFind the Yao Guai Tunnels and enter the the Yao Guai Den via the \n\texit to the east. Head through the Den to the exit back to the \n\tTunnels in the south. There's a ledge past a fence opposite the \n\tdoor. The book is on the ledge near the body of a Raider.\n\nGuns and Bullets (Small Guns)\t\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tAlexandria Arms\n\tUp some stairs just east of the middle of the level on your\n\tLocal Map. It's on a counter near some ammo boxes and a bucket.\n\n[ ]\tArlington Library Area\n\tOutside the Arlington Library is a Pulowski Presevation\n\tShelter. The book is inside.\n\n[ ]\tArlington Library - Children's Wing\n\tIn the Arlington Library - Children's Wing. Enter from the\n\tMedia Archives and walk across a bookshelf that's bridging a\n\thole in the floor. The book is on a bookshelf.\n\n[ ]\tChryslus Building - Chryslyus Building Reception Area\n\tIn the northern part of the level, in the room just east of the\n\tstairs leading down to the Chryslus Building Lower Offices,\n\tyou'll have to pick a locked door [Hard] or disengage the lock\n\tvia a wall terminal [Average] to get inside. The book is on a\n\ttable in the middle of the room, along with an ammo box and a\n\tScoped .44 Magnum.\n\n[ ] \tCitadel - A Ring\n\tYou'll find this book in 'The Den', in the second room with four\n\tbeds. Its on the floor by the foot of the southern-most bed.\n\n[ ]\tDickerson Tabernacle Chapel\n\tIn the Dickerson Tabernacle Chapel, on the floor near some\n\tammunition boxes.\n\n[ ]\tEverglow National Campground\n\tEverglow National Campground, in one of the trailers, on the \n\tfloor by a some Makeshift Bedding.\n\n[ ]\tFalls Church\/Mason District Metro Area\n\tSouth of the Fall's Church\/Mason District Metro, in a building \n\toverlooking a flooded playground, the book is on a table \n\tupstairs by a window. This is due South of the Pulowski \n\tPreservation Chamber that had the Dean's Electronics book\n\tinside.\n\n[ ]\tFlooded Metro\n\tIn the Flooded Metro West of Arlington Library, in a room with \n\tstairs going down, to the West of the stairs, this book is \n\tbehind a pillar behind a corpse on a ledge.\n\n[ ]\tFort Bannister - Bunker\n\tThis book is in the Bunker, in the eastern-most room on top of a\n \tgun cabinet along the southern wall.\n\n[ ]\tFort Constantine - Bomb Storage\n\tIn the north western room behind a locked door [Very Hard],\n\tyou'll find the book on a table in the middle of the room, along\n\twith a 10mm Pistol and 10mm Rounds.\n\n[ ]\tFort Constantine - CO Quarters\n\tIt's in the bedroom to the north-east, on a queen-sized bed,\n\tright out in the open. There's also a pre-war book on the small\n\tround table nearby, but I'm only telling you that because I\n\tlike you. No more freebies.\n\n[ ]\tFranklin Metro Utilty\n\tGo through the Falls Church\/Mason District Metro to reach the\n\tFranklin Metro Utility. In the large central room near the \n\tentrance, in a fenced-in area in the middle of the room. The \n\tbook is on a table on top of a Combat Shotgun.\n\n[ ]\tGrayditch - Abandoned Home\n\tIn Grayditch, in the Abandoned Home to the East of the \n\tBrandice's House, in the first room in a wooden crate on a \n\tbookshelf.\n\n[ ]\tHamilton's Hideaway\n\tIn the north-western corner of Hamilton's Hideaway, near some\n\trubble you'll find a hole in the wall leading to an ammo cache.\n\tYou must have completed the quest 'Galaxy News Radio' and have\n\trecieved the 'Weapon's Cache Key' from Three Dog in order to\n\tget at this loot. The book is on a footlocker.\n\n[ ]\tMama Dolce's - Mama Dolce's Processed Foods\n\tThis book is in the bathroom on the lower floor, in the stall\n\tin the back. It's on the floor, near a toilet, surrounded by\n\ta bunch of useless books.\n\n[ ]\tMama Dolce's - Mama Dolce's Loading Yard\n\tFrom the area named 'Mama Dolce's Processed Foods' head\n\tthrough the westernmost door that leads to 'Mama Dolce's\n\tLoading Yard' to reach a raised area with a sniper. The book\n\tis on the floor.\n\n[ ]\tMDPL Mass Relay Station - Power Station\n\tMDPL Mass Relay Station, in the power station on a desk.\n\n[ ]\tMuseum of Technology - West Wing\n\tIn the Delta IX Rocket display room head up to the top level.\n\tIn the south west corner under the staircase is a balcony that\n\tyou can drop down to. To the south is a room with this book\n\tinside, on a desk.\n\n[ ]\tOld Olney Area\n\tSouth east of Old Olney you'll find a Nuka-Cola truck on the\n\troad. While the numerous Nuka-Colas and Nuka-Cola Quantums are\n\tgood incentive, search the mail box nearby for this book.\n\n[ ] \tRed Racer Factory Area\n\tEast, South-East of the Red Racer Factory is a raider shack.\n\tYou'll find this book on a counter between a wooden box and\n\tsome pressure cookers. There is also a U.S. Army: 30 Handy \n\tFlamethrower Recipes book nearby.\n\n[ ]\tRegulator Headquarters\n\tYou'll get this location if you pick the 'Lawbringer' perk, and\n\teven if you find it on your own, you cannot enter unless you\n\thave this perk. The book is under a bed near where Sonora Cruz\n\tstands.\n\n[ ]\tRockbreaker's Last Gas - Abandoned Shack\n\tWest and slightly north of Rockbreaker's Last Gas, there's an\n\tAbandoned Shack on top of a mountain. The book is on a small\n\ttable between the bed and a locker. There's also a Dean's\n\tElectronics book and a Keller Family Transcript in the shack.\n\n[ ]\tScrapyard\n\tIn Scrapyard, near the stairs of a destroyed bus in John's\n\tTreasure Box. The bus is next to a red boxcar.\n\n[ ] \tTemple of the Union Area - Abandoned Farm\n\tNorth east of the Temple of the Union, up a large hill you'll\n\tfind a farm, complete with a silo, water tower, and wind mill.\n\tIn the outhouse you'll find this book.\n\nLying, Congressional Style (Speech)\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tArlington Library - Children's Wing\n\tIn the Arlington Library - Children's Wing, just south of\n\tcenter on the local map. The book is on a table near two\n\tcoffee makers.\n\n[ ]\tCapitol Building - Conference Room\n\tIn the conference room, on top of the podium.\n\n[ ]\tCorvega Factory - Entrance\n\tFrom the entrance go straight foward to reach a receptionist\n\tdesk. The book is on the desk, between a fan and a telephone.\n\n[ ]\tDupont Circle Station\n\tFrom the entrance to Dupont Circle head south and into the door\n\ton the right. On a desk is a bin, inside of which is this book.\n\n[ ]\tGeorgetown Area - Townhome\n\tSouth of Georgetown West you'll find a house marked 'Townhome'\n\ton your area map. The book is on the ground floor, on a table\n\tby a camera.\n\n[ ]\tGermantown Police Head Quarters - Ground Floor\n\tIn the room with the tables, desks, chalkboards, and \n\tbookshelves. The book is on a desk that is half buried in \n\trubble.\n\n[ ]\tJury Street Metro Station - Jury Street Tunnels\n\tYou can find this book east of the northernmost exit to the \n\tJury Street Metro Station. The book is on top of Ryan Brigg's \n\tsafe.\n\n[ ]\tJury Street Metro Station Area - Raider Church\n\tIn an abandoned church south-west of the Jury Street Metro\n\tStation. The book is in the podium on top of a small burned\n\tbook.\n\n[ ]\tMegaton\/Tenpenny Tower - Your House\n\tWhen you have your own house, either in Megaton or in Tenpenny\n\tTower, buy the 'Love Machine' theme. You should find the book\n\tsomewhere in your house\/apartment.\n\n[ ]\tMegaton - Craterside Supply (Moira)\n\tComplete the \"Wasteland Survival Guide\" mini quest to access\n\tthe card catalogue in the Arlington Public Library and talk to\n\tMoira. For your reward, you'll get some caps and this book. I'm\n\tnot sure if you get the same reward if you fail to complete the\n\tsub-objectives, but you might as well anyways for the Survival\n\tGuru perk.\n\n[ ]\tMeresti Trainyard - Meresti Metro Station\n\tGo up to the balcony where most of the Family has their beds\n\tand jump onto the northern traincar. The book is under a wooden\n\tcrate.\n\n[ ]\tMuseum of History - Underworld Concourse\n\tTalk to Tulip, the owner of the store 'Underworld Outfitters'.\n\tShe'll offer you a copy of Paradise Lost, which functions like a\n\tcopy of Lying, Congressional Style.\n\n[ ]\tNational Archives - Archival Secure Wing East\n\tBehind two locked doors [Average], on a table near the archives\n\tsecurity safe containing the Bill of Rights.\n\n[ ]     Nuka-Cola Plant - Offices\n\tIn the Nuka-Cola Plant - Offices level, on the second floor in a\n\troom east of a room with a hole in the floor. The book is on top\n\tof a safe.\n\n[ ]\tRivet City Area\n\tYou can find this book in the Super Mutant camp between Rivet\n\tCity and the Jefferson Memorial. It's up by the ammo boxes by\n\tthe beds.\n\n[ ]\tRobCo Factory - Floor\n\tThe book is on the reception desk just opposite the entrance, \n\tnext to a computer.\n\n[ ]\tRobot Repair Center - Mechanist's Forge\n\tEnter through the doorway in the north eastern area of the Robot\n\tRepair Center (as opposed to taking the elevator). Activate the\n\tcoffee machine to open the Mechanist's over-dramatic door. The\n\tbook is on a table in the next room.\n\n[ ]\tScrapyard - Office\n\tSelect the 'Contract Killer' perk and head to the Scrapyard,\n\twhere you'll now have access to the Office. The book is in a\n\tplastic bin next to Daniel Littlehorn's desk, under a Large\n\tRuined Book.\n\n[ ]\tSeward Square Area\n\tSouth of the entrance to the Capitol Building East Entrance,\n\talong the Capitol Building you'll find a small square not\n\tcovered with rubble. Inside the Pulowski Preservation Shelter\n\tyou'll find this book, on top of a suitcase.\n\n[ ]\tTakoma Industrial - Factory\n\tIn the most prominent building in the Takoma Industrial area,\n\tthe Factory. The book is on some wooden shelves in the south\n\teastern corner of the level.\n\n[ ]\tTenleytown\/Friendship Station\n\tFrom the exit to the Farragut West Station follow the tracks \n\teast, then north. Before entering into the large Friendship\n\tstation room there's a passage heading east that connects two\n\trail tunnels. Near a fence is a dead Mercenary and some metal\n\tshelves, upon one of which the book lies.\n\n[ ]\tTenpenny Tower - Penthouse Suites\n\tIn Tenpenny's Suite, on a desk.\n\n[ ]\tTenpenny Tower - My Tenpenny Suite\n\tIf you blew up Megaton and were granted your own suite you'll\n\tget this book by buying the Love Machine theme from Lydia\n\tMontenegro.\n\n[ ]\tVault 108 - Cloning Lab\n\tIn the Vault 108 Cloning Lab area, in the room just east of\n\tthe center of the area. The book is on a table opposite the\n\ttable the Charisma Bobblehead is on.\n\n[ ]\tVernon East\/Takoma Park Metro\n\tEntering from the Vernon Square side, head west to find a ticket\n\tbooth. The book is inside, on the front counter.\n\nNikola Tesla and You (Energy Weapons)\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tArlington Library Area - Talon Company Camp\n\tSouth-east of the Arlington Library is a Talon Company \n\tencampment with bunkers blocking off the roads leading in.\n\tThe encampment is the remains of a building with wooden ramps\n\tleading up to the upper levels. On the topmost level, on a\n\tsmall round table near some bunk beds is the book.\n\n[ ]\tCapitol Building - Capitol Building West Entrance\n\tIn a locked supply room [Hard], the book is on a table.\n\n[ ]\tDeathclaw Sanctuary\n\tThis book is inside the Deathclaw Sanctuary, on the metal\n\tobject next to the Endurance bobblehead. From the entrance you\n\tshould be able to see a pillar in front of you. The book and \n\tbobblehead are on the opposite side of the pillar from the\n\tentrance. Take the path down and to the right, and when you get\n\tpast the pillar look left. The goodies are near some rotting\n\tBrahmin, ants, people, and random, unidentifiable meat.\n\n[ ]\tEvergreen Mills - Evergreen Mills Bazaar. \n\tThis book is in one of the rooms up a hill past Smiling Jack's \n\tstore. Specifically the locked room that requires a key. It's on \n\tone of the bunk beds.\n\n[ ]\tFarragut West Station\n\tIn the Farragut West Station, in a room to the north by the\n\tTenleytown\/Friendship Station. The book is in a safe behind a\n\tdesk.\n\n[ ]\tFoggy Bottom Station\n\tFoggy Bottom Station, east of the exit to Dupont Circle. The\n\tbook is on top of some machinery between a desk and a robot\n\tpod.\n\n[ ]\tFort Bannister - Commanding Officer's Office\n\tOn the bottom floor of the large silo\/stairwell there is a metal \n\tcovering over the passage\/doorway that leads deeper into the \n \tFort. On top of this metal cover is a partial barrier of sandbags, \n\ta radio, a Ammo Box, and the book. You have to jump down on top of \n\tthis structure from the stairwell above.\n\n[ ]\tJocko's Pop &amp; Gas Stop\n\tIn Jocko's Pop &amp; Gas Stop. The book is on the counter, in plain\n\tsight.\n\n[ ] \tJury Street Metro Station Area - Gold Ribbon Grocers\n\tWest of the Jury Street Metro Station you'll find a store \n\tcalled \"Gold Ribbon Grocers\". On the floor in the south west\n\tcorner of the store you'll find the book, near a skeleton.\n\tThere's also a Tumbler's Today nearby.\n\n[ ]\tLittle Lamplight - Reactor Chamber\n\tIn the south western corner of the level, beyond a closed door\n\tleading to a collapsed tunnel. The book is in a wooden create\n\ton the ground near a mannequin.\n\n[ ]\tMason Dixon Salvage Area - Abandoned Shack\n\tIn the Mason Dixon Salvage, in the Northwesternmost Abandoned \n\tShack, the book is on a table by a first aid box.\n\n[ ]\tMason Dixon Salvage Area - Abandoned Tent\n\tNorth east of the Mason Dixon Salvage area you'll come across\n\tan Abandoned Tent. The book is inside, on a metal shelf.\n\n[ ]\tMDPL-21 Power Station - Power Substation\n\tWest of the Oasis you'll find the MDPL-21 Power Station. The\n\tbook is inside the Power Substation, on a workbench.\n\n[ ]\tMegaton - Your House\n\tWhen you have your own house in Megaton buy the 'Science' theme.\n \tYou should find the book somewhere in your house.\n\n[ ]\tMuseum of History - Museum of History Entrance\n\tFrom the door go west into the ladies bathroom. The book is on\n\tthe floor inside a stall.\n\n[ ]\tMuseum of Technology - Museum of Technology Atrium\n\tFrom the entrance go south east through a door, past two \n\tbathrooms and up some stairs to reach a room with two terminals.\n\tNear the Museum Maintenence console you'll find this book.\n\n[ ]\tNational Guard Depot\n\tIn the National Guard Depot, the book is in a supply room on a \n\tmetal shelf in the south-eastern corner of the bottom floor.\n\n[ ]\tRed Racer Factory - CEO Offices\n\tFrom the entrance to the CEO Offices head north and take a left\n\tdown a tunnel. Go into the first door on the left [Average]. The\n\tbook is on a metal bookshelf.\n\n[ ]\tRobCo Facility - Offices and Cafeteria\n\tIn the north-western part of the area map you'll find a bunch of\n\tcubicles. The book is on a table in front of a filing cabinet.\n\n[ ]\tRobot Repair Center\n\tIn Sector A, in the north west corner of the area, on the ground\n\tfloor you'll find a Protectron on a table. Near it is this book.\n\n[ ]\tSatCom Array NW-05a Area\n\tBetween SatCom Array NW-05a and the MPDL-05 Power Station you'll\n\tfind some water with a dock occupied by Raiders. The book is on\n\ttop of a blue boat south east of the dock.\n\n[ ]\tTaft Tunnel\n\tDuring the quest 'The Waters of Life' when you're going through\n\tthe Taft Tunnel (not to be confused with the Taft Tunnels)\n\tyou'll find a table with a generator on it, and a Nuka-Cola\n\tQuantum. Behind the generator you'll find this book.\n\n[ ]\tVAPL-84 Power Station Area\n\tNorth of the VAPL-84 Power Station are a number of destoyed\n\thouses. Inside the rubble you'll find this book on a counter,\n\tnear some large destroyed books. Note that this is just\n\tsouth of the church with two books inside of it, and west of\n\tthe truck with another book. That's four books in a relatively\n\tsmall area of game!\n\n[ ]\tVault 92 - Sound Testing\n\tYou can find this book on a desk near the note 'Professor \n\tMalleus Audio Log V92-06'.\n\n[ ]\tVault 106 - Living Quarters\n\tIn the Vault 106 Living Quarters, in the first room on the left\n\tfrom the stairs (a classroom). There is a large desk in one\n\tcorner of the room with three stacked wooden crates on top. The\n\tbook is at the bottom of the last crate, the one actually on\n\tthe desk.\n\nPugilism Illustrated (Unarmed)\t\t\t\t\t[25\/25]\no======================================================================o\n[ ] \tAbandoned Car Fort Area - Internment Truck\n\tNorth, north west along the highway past the Abandoned Car Fort\n\tyou'll find a truck, in the back of which are plenty of \n\tskeletons along with this book.\n\n[ ]\tAnacostia Crossing Station\n\tNorth of Rivet City you'll find the Anacostia Crossing Station.\n\tThe book is on a table in the first large room north-east of\n\tthe entrance from the Capital Wasteland.\n\n\n[ ]\tAnchorage War Memorial Area\n\tAlong the river north of the Anchorage Memorial in a Super \n\tMutant outpost.  Near the tent is a truck with a wooded ramp\n\tleading up to its bed. The book is inside the truck, on a\n\tshelf.\n\n[ ]\tArefu - Alan's House\n\tAfter making peace between Arefu and the Family head back to the\n\thouse in front of the highway leading up to Arefu. The dead\n\tBrahmin are gone, replaced with living ones, and the house is\n\tnow inhabited. This book is inside the house, on a table by the\n\tdoor.\n\n[ ]\tArlington Library Area - Raider Fort\n\tSouth east of the Flooded Metro you'll find a Raider fort\n\talong the road. On a counter inside you'll find this book.\n\n[ ] \tCharnel House Area - Radio Signal Papa November Drainage Chamber\n\tHead west of Charnel House to find a radio tower, which when\n\tactivated will get you the Papa November Radio Signal. Head over\n\ta cliff to the north east to find a Drainage Chamber. The book\n\tis on the floor by the ladder.\n\n[ ]\tChaste Acres Dairy Farm - Silo\n\tThis book is located on the floor in the silo near the Chaste \n\tAcres Dairy Farm.\n\n[ ] \tChryslus Building - Chryslus Building Lower Offices\n\tIn the middle of the room where the Minigun wielding Super\n\tMutant was (the one who had the Chryslus Building Master Key)\n\tyou'll find a counter north of a bunch of desks near a \n\tNuka-Cola Vending Machine. On top of the counter are a number of\n\tbins, within which this book hides.\n\n[ ]\tClifftop Shacks - Southern Shack\n\tIn the southern-most shack in the Clifftop Shacks area. The\n\tbook is on a shelf.\n\n[ ]\tDukov's Place\n\tUpstairs in Dukov's room, on the shelves behind the bed.\n\n[ ]\tFaded Pomp Estates\n\tJust east of the map marker, you'll find this book in one of\n\tthe many destroyed houses, lying on top of several other,\n\tuseless, books. It's right in front of a fireplace, by a\n\tmatress.\n\n[ ]\tJury Street Metro Station Area - Raider Church\n\tIn an abandoned church south-west of the Jury Street Metro\n\tStation. The book is in one of the building's corners, between\n\ta sink and a toilet.\n\n[ ]\tLittle Lamplight - Living Quarters\n\tDirectly south of the door to the Reactor Chamber on your area\n\tmap, it's in a room beyond a locked [Average] door on the upper \n\tlevel of the Living Quarters. The book is within, on a shelf.\n\n[ ]\tL.O.B. Enterprises\n\tIn the L.O.B. Enterprises building, in a storeroom in the\n\tnorth-eastern corner of the building (the room full of metal\n\tshelves). The book is on a shelf.\n\n[ ]\tMetro Central\n\tThere is a locked supply closet across from the exit to the\n\tMuseum Station. The book is inside, on one of the metal \n\tshelves.\n\t\n[ ]\tMinefield - Zane House\n\tIn Minefield you'll find the Zane House, north-east of the\n\tBenson House. The book is upstairs on a bed being held by a\n\tteddy bear.\n\n[ ]\tMoonbeam Outdoor Cinema\n\tOn a picnic table near some cars. The book is laying on top of a \n\tlarge destroyed book.\n\n[ ]\tRoosevelt Academy\n\tIn the Roosevelt Academy, in a bathroom near the administration\n\toffices. The book is on the floor near the body of a dead\n\tRaider.\n\n[ ]\tRoosevelt Academy - Maintenence and Evacuation Tunnel\n\tOn a metal shelf near a locked [Average] door leading to the\n\tsewer portion of the level. The book is near the midpoint of\n\tthe area.\n\n[ ]\tSatcom Array NN-03d-C\n\tWest of the MDPL-21 Power Station you'll find a number of \n\tsatelite towers guarded by raiders. In the one named SatCom\n\tArray NN-03d-C you'll find the book on the edge of a toilet.\n\tEverybody poops, and the best time to read about fist fighting\n\tis while you're defacating.\n\n[ ]\tSpringvale Area\n\tInside a standing mailbox near a blue car. Pretty much directly \n\tsouth of a Small Ranch, and directly east of Vault 101.\n\n[ ]\tWhite House Plaza Area - Utility Tunnel\n\tThis book is found in the Pennsylvania Avenue section of the\n\tD.C. ruins. Near the White House gate, find a Utility Tunnel\n\tand go down. The book is in the first room on the right, on the\n\tcorner of a table.\n\n[ ]\tVault 108 - Living Quarters\n\tIn the Vault 108 Living Quarters, in the room north west of the\n\tlarge, two-storied atrium. The book is on a counter near a metal\n \tcooking pot.\n\n[ ]\tWarrington Station\n\tIn the room that Roy Phillips and his gang stay in, the book is\n\tin a wooden crate on a shelf.\n\n[ ]\tWarrington Station - Lucky's\n\tNear the Warrington Station is a shop called 'Lucky's'. The\n\tbook is inside the shop behind the counter, in a compartment\n\tnear the floor.\n\nTales of a Junktown Jerky Vendor (Barter)\t\t\t[23\/23]\no======================================================================o\n[ ]\tAbandoned Car Fort\n\tAbandoned Car Fort, next to a wooden crate by a bed.\n\n[ ]\tArlington Library - Media Archive\n\tIn the Arlington Library - Media Archive. The book is in the\n\troom with the pool table, on a table near the fridge next to\n\ta coffee maker and some cups.\n\n[ ]\tArlington National Cemetary\n\tIn the Arlington National Cemetary, just north of Mama Dolce's\n\tFood Distribution. The book is on the ground inside of an\n\toverturned a truck bed, near some toxic waste barrels.\n\n[ ] \tBethesda Ruins Area\n\tEast of the Bethesda Ruins, you'll come across a little house\n\tknown as 'The Raid Shack', which appropriately enough is full of\n\tRaiders. Upstairs, in the bedroom with the queen sized bed,\n\tyou'll find the book, on a table next to said bed.\n\n[ ]\tBethesda Ruins - Bethesda Underworks\n\tNear the Bethesda Ruins you'll find the Bethesda Underworks.\n\tThis book is in the first large room in the metro, on a bench on\n\ttop of a bucket.\n\n[ ]\tCapitol Building - Capitol Building East Entrance\n\tFrom the West Entrance exit head south, then east through a door\n\tto find a hallway. Head east down the hallway and go through a\n\tdoor to the left to find some some cubicles. On one of the desks\n\tis this book.\n\n[ ]\tCitadel - County Sewer Main Line\n\tJust north of the Citadel along the coast you'll find the\n\tentrance to the County Sewer Mainline. Travel through the place\n\tuntil you find Gallo, a ghoul with a penchent for Nuka Cola\n\titems. He has the book on his person.\n\n[ ]\tDupont Circle - Lady Frumperton's Fashions\n\tIn the Dupont Circle area you'll find Lady Frumperton's \n\tFashions. The book is inside a safe [Average].\n\n[ ]  \tGrisly Diner\n\tThis book is located on a shelf inside the Grisly Diner which \n\tis just North of the Temple of the Union.\n\n[ ]\tHubris Comics Publishing\n\tBehind the receptionist desk near the entrance, on a shelf over\n\ta rigged computer.\n\n[ ]\tJalbert Brothers Waste Disposal Area - Abandoned Shack\n\tNorth of the Jalbert Brothers Waste Disposal you'll find a town\n\tfilled with Ghouls. This book is in the Northern-most Abandoned \n\tShack on the table.\n\n[ ]\tLittle Lamplight - Murder Pass\n\tIn the first large chamber to the north of the exit to the\n\tLamplight Caverns. There's a makeshift shelter, near which is\n\tan alcove where you'll find a screen, a toilet, an ammo box, and\n\ta skeleton. The book is on top of the toilet tank.\n\n[ ]\tNational Archives - Archival Strongroom\n\tThis book can be found on the table near the safes, within one\n\tof which is the Declaration of Independence.\n\n[ ]\tNational Guard Depot - Training Wing\n\tTo the east of your area map you'll find a room up some stairs.\n\tThe book is on a desk. They're both gray, and the book tends to\n\tblend in, but if you take a second to look, you'll find it.\n\n[ ]\tReclining Groves Resort Homes\n\tNorth of Germantown Police HQ you'll find Reclining Groves\n\tResort Homes. In one of the houses to the north-east, you'll\n\tfind the book on a shelf.\n\n[ ]\tRed Racer Factory Area\n\tIf you head south-west of the Red Racer factory you'll find a\n\tdiner with a copy of U.S. Army: 30 Handy Flamethrower Recipes\n\tinside. If you head south-west from that diner along a road\n\tyou'll find a ruined truck with a copy of Dean's Electronics\n\tin the back. From this truck, head north to find the sparse\n\tremains of a building behind a fence. Up a ramp somebody has\n\tbuilt a blue shelter, inside of which you'll find this book on\n\ta stack of large burned books near a bed. This area is closer\n\ton the map to Andale or the Fairfax Ruins, but it is easier to\n\tdescribe its location sequentially from the Red Racer Factory.\n\tIt's my guide, I'll write it how I wish.\n\n[ ]\tSuper Duper Mart\n\tSuper Duper Mart. At the back of the store, west from the\n\tsouthern-most entrance. You'll find the book on a counter.\n\n[ ]\tTemple of the Union Area - Raider Bridge\n\tAfter completing the quest 'Head of State' return to the Temple\n\tof the Union and head south west until you find a highway. Get\n\ton it and you'll discover some shacks which are now occupied by\n\tRaiders. Inside one of the shacks, on a table, is this book.\n\tThere's also a copy of Grognak the Barbarian nearby.\n\n[ ]\tTenpenny Tower - Tenpenny Suites\n\tIn the suite in the north eastern corner of the level you'll \n\tfind this book on a desk, next to a Love Letter.\n\n[ ]\tThe Statesman Hotel\n\tIn a room on the second floor, in the north eastern corner of\n\tthe level. This book is on a desk in the corner, along with\n\ta phone, two Coffee Mugs, and a lamp.\n\n[ ]\tVault-Tec Headquarters - Vault-Tec Guest Relations\n\tOnce you reach Vault-Tec Administration, go down the stairs in\n\tthe north west corner to reach a door leading back to Guest\n\tRelations. This will allow you to reach the previously \n\tunreachable north western corner of Guest Relations. The book \n\tis on one of the tables.\n\n[ ]\tVault 92\n\tIn the large room to the south you'll find a locked [Average]\n\tdoor on the second level. Inside is a supply room. The book is\n\ton the metal shelf behind the counter with the Supply Shop\n\tterminal [Average] on it, on the bottom shelf in the corner.\n\n[ ]\tWilly's Grocer\n\tEast of Tenpenny Tower you'll find Willy's Grocer. The book is\n\ton the counter.\n\nTumblers Today (Lockpick)\t\t\t\t\t[25\/25]\no======================================================================o\n[ ]\tArlington Library - Media Archive\n\tIn the Arlington Library - Media Archive, on the top floor in\n\tthe south-west corner of the local map. The book is on a table\n\twest of the safe\n\n[ ]\tArlington Library Area - Raider Fort\n\tThis book can be found in a Raider stronghold that lies down\n\tthe road west from the Arlington Library. It is found next to\n\ta bed that lies up some ramps on the side of the stronghold\n\topposite the caged overpass with the turret.\n\n[ ]\tBroadcast Tower KB5 - Drainage Chamber\n\tSouth east of the tower you'll find a drainage chamber. If you\n\tactivate the electrical switch, it'll start up radio signal\n\tAlfa Lima, which you can follow (audibly) to the chamber. The\n\tbook is inside on the floor, next to a skeleton by a locked\n\tdoor.\n\n[ ] \tBroadcast Tower KB5 Area\n\tWest of the Broadcast Tower KB5 you'll find a house filled with\n\tRaiders. You'll find this book on a metal shelf in the corner of \n\tthe house.\n\n[ ] \tDrowned Devil's Crossing Area\n\tNorthwest of Drowned Devil's Crossing, you'll find a truck on \n\tthe road, the book is inside the truck, near a safe in the \n\tback.\n\n[ ]\tFalls Church\/Mason District Metro - Office Building\n\tIn the Office Building south of the Falls Church\/Mason District\n\tMetro. It's on top of a desk with a safe [Easy] underneath it.\n\n[ ]\tFranklin Metro Utility\n\tGo through the Falls Church\/Mason District Metro to reach the\n\tFranklin Metro Utility. The book is in a fenced in area on\n\ttop of a locked Mine Box.\n\n[ ]\tFreedom Street Station\n\tIn Freedom Street Station, just north of the exit to Metro\n\tCentral. The book is on a table near the Scavenger's bed.\n\n[ ]\tGermantown Police Head Quarters - Basement \n\tIn the locked room by the shooting range. The book is on a metal \n\tshelf above an ammunition box. You'll need a Lockpick skill of \n\t50 to get into this room.\n\n[ ]\tJalbert Brothers Waste Disposal Area - Ghoul Town\n\tNorth of the Jalbert Brothers Waste Disposal site you'll find\n\ta town occupied by hostile Ghoul Wastelanders. Outside of the\n\twestern most Abandoned Shack is an overturned refrigerator, \n\tinside of which rests this book.\n\n[ ]\tJury Street Metro Station - Gold Ribbon Grocers\n\tWest of the Jury Street Metro Station you'll find a store \n\tcalled \"Gold Ribbon Grocers\". On the floor in the south west\n\tcorner of the store you'll find the book, near a skeleton.\n\tThere's also a Nikola Tesla and You nearby. Oh, and check the\n\tstand nearby for a mini nuke.\n\n[ ]\tL.O.B. Enterprises East Wing\n\tIn the East Wing section of L.O.B. Enterprises, in the CEO's \n\toffice on the CEo's desk.\n\n[ ]\tMama Dolce's Food Distribution\n\tIn the far south-western edge of your area map, in a tunnel\n\ton the lowest floor. The book is by a skeleton on the ground.\n\n[ ]\tMason Dixon Salvage - Abandoned Shack\n\tIn the Mason Dixon Salvage, in the Southernmost Abandoned \n\tShack, on the floor next to a footlocker.\n\n[ ]\tMeresti Trainyard Area\n\tSouth-east of the Meresti Trainyard you'll find a number of \n\tdestroyed houses. You'll find the book inside one, in a bathtub.\n\n[ ]\tMeresti Trainyard\n\tIn the Meresti Trainyard, down by the Family outpost. The book \n\tis on a crate in plain sight.\n\n[ ]\tMinefield - Gibson House\n\tIn Minefield you'll find the Gibson House, south-west of the\n\tBenson House. The book is on a desk on the first floor next to \n\ta broken computer terminal.\n\n[ ]\tNuka-Cola Factory - Factory Floor\n\tIn the room guarded by the crazed robot named Milo you'll find\n\ta door leading to a closet. This book is inside, on a bookshelf.\n\n[ ]\tRoosevelt Academy - Roosevelt Arts and Athletics Hall\n\tOn the third level, the book is just south east of the center of\n\tthe level on the area map. The book is on a desk by a locked \n\twall safe [Average] behind some\tammo boxes.\n\n[ ]\tSeward Square North Area - Sewer\n\tIn the sewer that connects Seward Square to Pennsylvania Avenue.\n\tThe book is in the south eastern tunnel, in a niche along the\n\tnorthern wall near the debris.\n\n[ ]\tSewer Waystation Area - Talon Company Camp\n\tThis book is in the south eastern room on a metal shelf.\n\n[ ] \tSmith Casey's Garage\n\tInside Smith Casey's Garage, due west of Evergreen Mills. The\n\tbook is behind the counter, inside an already-opened safe.\n\n[ ]\tTenpenny Tower Area - Ruined Building\n\tSouth of Willy's Grocer (south west of Tenpenny Tower) you'll\n\tfind a bombed out brick building. Inside, on one of the upper\n\tlevels is a skeleton near wooden shelves. On top of the shelves\n\tis this book.\n\n[ ]\tVault 106 - Science Labs\n\tFrom the door in the south that leads to the Living Quarters: \n\tHead north down the stairs until you run into a wall. Turn east \n\tdown some stairs and turn north again. Take the first hallway east \n\tand go into the room. The book is in this room, on a collapsed \n\tmetal thingy, along withtwo milk bottles.\n\n[ ]\tVault 108 - Entrance\n\tEast of the room with the reactor you'll find a room filled with\n\tyellow crates. In the corner of this room, behind the crates is<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">\ta step ladder with a Nuka-Cola Quantum on top, and a Tumblers\n\tToday underneath the step ladder. I have no idea how you \n\tactually are supposed to obtain this book, however.\n\nU.S. Army: 30 Handy Flamethrower Recipes (Big Guns)\t\t[25\/25]\no======================================================================o\n*Note that in the Bethesda Ruins - Bethesda Offices East there is a\nraider with a flamer that has a U.S. Army: 30 Handy Flamethrower \nRecipes. This guy continuously respawns, allowing you to grab as many\ncopies of this book as you wish. Kill him, grab the book, wait a few\ndays, repeat.\n\n[ ]\tAnchorage Memorial Service Entrance\n\tWhen entering from outside head east until you come to a four\n\tway split, then go north. The north-most door on the right side\n\tis messed up, but if you get the door component (and have at\n\tleast 35 Repair) you can fix it. Inside is the book.\n\n[ ]\tArlington\/Falls Church Metro\n\tThis book is proof that Bethesda hates you, it's in the \n\tArlington\/Falls Church Metro. After entering from Falls Church\n\tarea, head into the large area to the north. Cross to the far\n\tside of the tracks and head to the entrance to the tunnel\n\tleading north. If you look south-west from your position, you\n\tshould see a large metal bin. Jump inside of it. The book is\n\ton a chair inside of the metal bin.  \n\n[ ]\tArlington Utility\n\tJust south of the Arlington National Cemetery North location is\n\tthe Arlington Utility. From that entrance follow the metro \n\ttunnel until you come to a door to the north. Continue north\n\tuntil you get to a fork in the road and head north up some\n\tstairs, then east up some more stairs. The book is in a room on\n\ta metal shelf.\n\n[ ]\tBethesda Ruins - Bethesda Offices East\n\tI found this book on the body of a Raider. Not a unique guy.. \n\tjust a Raider. To be fair, he did have a Flamer, but, well, \n\tthat's about all the help I can  give. Might as well pick up\n\tthe bobblehead while you're here, too.\n\n[ ]\tCapitol Building - Capitol Building West Entrance\n\tIn the large domed room in which the Super Mutant Behemoth is\n\tlocated. The book is on a table to the south east, near some\n\tmetal shelves.\n\n[ ]\tCorvega Factory Area\n\tSouth of the Corvega Factory, along a road south east of the\n\tred rocket you'll find an overturned truck. In the back of this\n\ttruck you'll find this book on a table near some Stimpaks and a\n\tMini Nuke.\n\n[ ]\tDupont Circle - Sunken Sewer\n\tNorth east of Dupont West you'll find a cistern leading to the\n\tSunken Sewer. Before you go down, pop a Rad-X, because the rads\n\tcan be pretty nasty near the entrance. Inside are some ghouls,\n\tbut more important is the loot they guard. In the middle room,\n\tthe book is to the north, on top of a safe.\n\n[ ]\tEvergreen Mills - Southern Shack\n\tThe book is on a bookshelf near a First Aid Box.\n\n[ ]\tFairfax Ruins Area - Car Dealership\n\tEast of the Fairfax Ruins there's a Car Dealership. Inside\n\tthe Car Dealership, on the raised area to the east the book\n\tis on a container next to an empty nuka cola bottle. You'll\n\thave to do some jumping to reach the area the book is in.\n\n[ ]\tFarragut West Station\n\tIn the Farragut West Station, to the north by the Tenleytown\/\n\tFriendship Station entrance. There are some metal stairs leading\n\tdown to a room with a locked door. Pick the lock, the book is\n\tinside on a shelf.\n\n[ ]\tFive Axels Rest Stop\n\tIn the Five Axles Rest Stop, you will find a ring of trucks, \n\tthe book is in the back of the one with the beds, near some \n\twooden crates.\n\n[ ]\tFranklin Metro Utility\n\tGo through the Falls Church\/Mason District Metro to reach the\n\tFranklin Metro Utility. After making it to the north-eastern\n\ttunnel by travelling through the flooded section of the tunnel \n\tand the natural cave formation go down the tunnel heading\n\twest. The book is on a metal shelf. In the opposite direction\n\tyou'll find the Burnmaster Flamethrower.\n\n[ ]\tGeorgetown Area - La Maison Beauregard Lobby\n\tIn between the Georgetown\/The Mall Metro and the\n\tPenn Ave.\/Georgetown Metro you'll find La Maison Beauregard\n\tLobby. Once inside take a left and go behind the counter. The\n\tbook is on the floor by some Beer.\n\n[ ] \tGrisly Diner Area\n\tLocated in a bus North of the Grisly Diner. If you follow the \n\troad in front of the Grisly Diner North, you will find it.\n\n[ ]\tJury Street Metro Station Area\n\tSouth-west of the Jury Street Metro Station you'll find an\n\tabandoned church which contains (among other things) a\n\tPugilism Illustrated book and a Lying, Congressional Style\n\tbook. South-east of that church in the back of an abandoned\n\ttruck you'll find this book near a bed.\n\n[ ]\tL'Enfant Plaza\n\tFrom the Irradiated Metro head west, then north until you find\n\ta four-way road past a diner. From here go north to a collapsed\n\ttunnel. On the left in the rubble you'll find a shelter, inside\n\tof which is this book, on an overturned locker.\n\n[ ]\tLittle Lamplight - Murder Pass\n\tIn the first large cavern to the west of the entrance from\n\tLamplight Caverns. The book is on a table near some first aid\n\tboxes.\n\n[ ]\tNation Guard Armory - Underground Bunker\n\tIn the National Guard Armory, on a table next to the \n\tExperimental MIRV and some Mini Nukes. You must have gained\n\taccess to the underground bunker via the Keller Family\n\tTranscripts to get this book. (See the entry on the \n\tExperimental MIRV for a more in depth guide.)\n\n[ ]\tNuka Cola Factory Area\n\tNorth of the Nuka-Cola factory is a diner, the book is behind\n\tthe counter, on a table.\n\n[ ]\tReclining Groves Resort Homes - Bloatfly Hill\n\tNorthest of the Reclining Groves Resort Homes you'll find a \n\tBarn that has a Chinese Army: Spec. Ops. Training Manual locked\n\taway in a footlocker [Very Hard]. North east of this, you'll \n\tfind some cliffs, which if you traverse will lead you to\n\tBloatfly Hill, which has several Bloatflys just hanging around.\n\tNear a tree surrounded by Tin Cans you can find this book, on\n\tthe ground.\n\n[ ]\tRed Racer Factory Area\n\tEast, South-East of the Red Racer Factory is a raider shack.\n\tThis book is by the bed, near the footlocker and the ammo\n\tboxes. There's also a Guns and Bullets book nearby.\n\n[ ]\tScrapyard\n\tIn Scrapyard, near the stairs of a destroyed bus in John's\n\tTreasure Box. The bus is next to a red boxcar.\n\n[ ]\tTakoma Industrial - Auto Shop\n\tWest of the Factory you'll find an Auto Shop. The book is \n\tinside in the back of the store, behind the counter on a desk.\n\n[ ]\tVAPL-58 Power Substation - Power Substation\n\tAt the VAPL-58 Power Station, on top of the Power Substation.\n\tEnter the Power Substation and take the ladder up to the roof.\n\tThe book is on the ground near the grill.\n\n[ ]\tWheaton Armory\n\tInside the Wheaton Armory, on the lowest level. You need to\n\teither hack a very hard computer or pick a very hard lock, so\n\tpick your poison. Once inside, the book is on the corner of a\n\ttable near some missile launchers. There's a ton of treasure in\n\there, so be sure to swing by if you get 100 Lockpick\/Science.\n\tDon't forget some Rad-X.<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\"><strong>Unique Weapons {UNQ001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Sure, you can just look for the name of the weapon in the Walkthrough,<br>but some people are just too.. ah.. busy.. for that. In this section<br>I will include all the unique weapons I've found, and give you <br>directions to them.<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Big Guns\t\t       {UNQ002}<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Burnmaster (Flamer)\n\nGo through the Falls Church\/Mason District Metro to reach the Franklin \nMetro Utility. After making it to the north-eastern tunnel by \ntravelling through the flooded section of the tunnel and the natural \ncave formation go down the tunnel heading east. You might want to\nconsider popping some Rad-X if you're squeamish about collecting Rads.\nYou'll have to run between some barrels of toxic waste and onto the\nback of a truck. There are tons of Ammunition Boxes with flamer fuel\nin them, and behind the boxes on the ground is Burnmaster.\n&lt;----------------------------------------------------------------------&gt;\nEugene (Minigun)\n\nRescue the Rangers from the roof of the Statesman Hotel during the \nReilly's Rangers quest, then talk to Reilly back at the Ranger COmpound.\nYou'll get the choice to take a suit of Ranger Battle Armor or one of\nBrick's Miniguns. Pick the Minigun to get Eugene.\n&lt;----------------------------------------------------------------------&gt;\nExperimental MIRV (Fatman)\n\nThis gun is located in the National Guard Depot, which is located at \nthe edge of the D.C. area at the far eastern edge of the map. Go\nthrough the place until it loops back to the initial area, then hit\nan electrical switch to open a locked door in the basement. This will\ntake you to the National Gaurd Armory. Inside there's a locked door\nthat can only be opened by entering in the correct password. To gain\naccess, you must have found all the Keller Family Transcipts (there\nare five in total). Once it's opened, you'll have access to the\nunderground bunker. The Experimental MIRV is on a table, next to\nfive Mini Nukes and a U.S. Army: 30 Handy Flamethrower Recipes book.\nNote: You must FIND all the transcripts to open the door. You aren't\ngiven a chance to manually enter the passcode, you just have to have\ncollected AND listened to the passcodes via your Pip-Boy. If you have\ndone this, the computer will open the door.<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Energy Weapons\t\t       {UNQ003}<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">A3-21's Plasma Rifle (Plasma Rifle)\n\nComplete the the quest 'The Replicated Man by talking to Pinkerton and\ngetting the photo evidence and audio recording proving who the andriod\nis, as well as the override code to return the android's memories.\nBefore reporting back to Zimmer talk to the android and reveal the\ntruth. Offer to kill Zimmer and the android will hand over its plasma\nrifle.\n&lt;----------------------------------------------------------------------&gt;\nAlien Blaster (Alien Blaster)\n\nFrom the Greener Pastures Disposal Site head west north-west until you\npick up a 'Recon Craft Theta Beacon' radio signal. Follow the signal\naudioly until you find a crashed flying saucer that carved a nice\ntrench into the terrain. You'll know you're getting close when you\nstart taking rads, and you know you're off target when you lose the\nradio signal. Anyhow, search around the saucer until you find the\nfront. Near a cliche alien corpse you'll find the Alien Blaster and\na good number of Alien Power Cells. Use this gun sparingly, you wont\nbe buying ammo for it from the store.\n\nPersonally, I love this gun. I give Bethesda a lot of credit for\nkeeping so much of the previous games in this one. In the first game,\nthis was THE gun to use. In the second, I preferred the Gauss Rifle.\nBoth of which (eventually) made their way into Fallout 3. If you just\nread this, you've gained no relevant information on the game this\nFAQ is about. Sorry for wasting a few precious moments of your life.\n&lt;----------------------------------------------------------------------&gt;\nColenol Autumn's Laser Pistol (Laser Pistol)\n\nDuring the quest 'Take it Back!' you'll encounter Colenol Autumn in the\nJefferson Memorial Rotunda. Kill him, and this gun is yours for the \ntaking.\n&lt;----------------------------------------------------------------------&gt;\nFirelance (Alien Blaster)\n\nIn one random encounter an alien probe will explode overhead, spilling\nnumerous Alien Power Cells over a wide area and this gun. It can be\nnearly impossible to spot, especially if you don't know what you're\nlooking for, but it's a very powerful, if extremely limited use gun.\n&lt;----------------------------------------------------------------------&gt;\nGauss Rifle (Gauss Rifle)\n\nComplete the expansion 'Operation: Anchorage' to get access to the \npre-war vault filled with goodies from the simulation. This is one of\nthe treats that lies within.\n&lt;----------------------------------------------------------------------&gt;\nMetal Blaster (Laser Rifle) \n\nAs with most of the good loot in 'The Pitt' expansion, you'll get this\nby bringing Steel Ingots to Everett. Bring 50 Ingots to the man and\nthis will be your reward.\n&lt;----------------------------------------------------------------------&gt;\nMicrowave Emitter (Mesmetron)\n\nAfter completing the quest 'Thought Control' in the expansion 'Point\nLookout' you'll begin the quest 'A Meeting of the Minds' which leads you\nto the Point Lookout Lighthouse. Head into the Underground Lab and make\nyour way through. After dealing with The Brain (aka Calvert) search the\nrooms around his chamber. In the room with the ladder to the outside\nyou'll find this weapon on a workbench.\n&lt;----------------------------------------------------------------------&gt;\nProtectron's Gaze (Laser Pistol)\n\nWhen completing the quest 'The Superhuman Gambit' you have to side with\nthe Mechanist against the AntAgonizer. Kill the AntAgonizer and give the\nMechanist her costume and you'll be rewarded with this laser pistol.\n&lt;----------------------------------------------------------------------&gt;\nSmuggler's End (Laser Pistol)\n\nIn the Citadel - B Ring, in Elder Lyon's room you'll find a locked safe\non the wall [Very Hard]. You can either pick the lock, or use a terminal\n[Very Hard] to gain access. The pistol is inside of the safe.\n&lt;----------------------------------------------------------------------&gt;\nVengeance (Gatling Laser)\n\nYou'll find this bad boy in the Deathclaw Sanctuary. Unlike the\nEndurance Bobblehead, this is not a run in and get it sort of deal. \nVengeance is pretty deep inside, in the south-eastern corner of the\nSanctuary, near some water. Think carefully before you go after it. You\ncould use a stealth boy and hope for the best, but otherwise, you're\nfighting numerous Deathclaws (at least four most likely) in the dark,\nin an enclosed space. Make sure your vault dweller is up to snuff.\n&lt;----------------------------------------------------------------------&gt;\nWazer Wifle (Laser Rifle)\n\nIn Little Lamplight, in the 'Great Cavern' area find a little boy named\nBiwwy. He'll try to sell you his 'Wazer Wifle' for 500 Caps, but you can\ntalk him down to 250.<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Melee Weapons\t\t       {UNQ004}<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">The Ant's Sting (Knife)\n\nWhen completing the quest 'The Superhuman Gambit' you must side with the\nAntAgonizer against the Mechanist. Kill the Mechanist and give the \nAntAgonizer his costume and you'll be given this knife.\n&lt;----------------------------------------------------------------------&gt;\nBoard of Education (Nail Board)\n\nIn the Clifftop Shacks area, in the southern shack. You can find this\nweapon on the floor.\n&lt;----------------------------------------------------------------------&gt;\nFawke's Super Sledge (Super Sledge)\n\nAfter rescuing Fawkes in Vault 87, talk to Fawkes and go to 'switch'\nweapons with Fawkes. Grab this weapon off of Fawkes and it's yours.\n&lt;----------------------------------------------------------------------&gt;\nFertilizer Shovel (Shovel)\n\nDuring the quest 'Walking with Spirits' in the 'Point Lookout'\nexpansion, gain access to the Ark &amp; Dove Cathedral by completing the\nritual of the mother seed. Once inside, talk to a Tribal named Croatoa,\nwho will give you this Shovel if you succeed at a Speech check.\n&lt;----------------------------------------------------------------------&gt;\nHighwayman's Friend (Tire Iron)\n\nIn Canterbury Commons, search Dominic and Machete's House to find this\ntire iron on a metal shelf.\n&lt;----------------------------------------------------------------------&gt;\nJack (Ripper)\n\nAfter the quest 'The Waters of Life' the Enclave will be in town. Return\nto the Deathclaw Sanctuary and look for the body of a dead Enclave\nOfficer inside. Loot their body for this weapon.\n&lt;----------------------------------------------------------------------&gt;\nJingwei's Shocksword (Chinese Officer's Sword)\n\nComplete the expansion 'Operation: Anchorage' to get access to the \npre-war vault filled with goodies from the simulation. This is one of\nthe treats that lies within.\n&lt;----------------------------------------------------------------------&gt;\nMan Opener (Auto Axe)\n\nIn 'The Pitt' expansion, you can find this weapon on a bed inside the\nSupply Plant in the Steelyard.\n&lt;----------------------------------------------------------------------&gt;\nOccam's Razor (Combat Knife)\n\nIn the interior portion of Fort Bannister, known as the Commanding \nOfficer's Office you'll find Commander Jasco, of the Talon Company. Kill\nhim and loot this knife off of him.\n&lt;----------------------------------------------------------------------&gt;\nRepellent Stick (Repellent Stick)\n\nDuring the 'Wasteland Survival Guide' quest, you'll be given this weapon\nto test out on Mole Rats by Moira when she sends you off to the Tepid\nSewers.\n&lt;----------------------------------------------------------------------&gt;\nRitual Knife (Knife)\n\nDuring the quest 'The Dark Heart of Blackhall' in the expansion 'Point\nLookout' you'll be sent to the Ritual Site to retrieve a book for \nObahiah. You can find this weapon inside, on the alter, firmly embedded\ninto a corpses' head.\n&lt;----------------------------------------------------------------------&gt;\nStab Happy (Combat Knife)\n\nEast of the Bethesda Ruins you'll find \"The Raid Shack\". One of the\nraiders inside has this knife on him, so don't miss it.\n&lt;----------------------------------------------------------------------&gt;\nThe Break (Pool Cue)\n\nIn Paradise Falls you'll find a pool table just outside of Eulogy Jones'\nhouse, on which this pool cue sits, right out in the open, plain as day.\n&lt;----------------------------------------------------------------------&gt;\nThe Dismemberer (Axe)\n\nDuring the expansion 'Point Lookout' complete the quest 'Plik's Safari'.\nUpon surviving the safari, you'll be rewarded with this axe.\n&lt;----------------------------------------------------------------------&gt;\nThe Mauler (Auto Axe)\n\nIn the expansion 'The Pitt' bring Everett 80 Ingots to get this weapon.\n&lt;----------------------------------------------------------------------&gt;\nThe Tenderizer (Sledgehammer)\n\nIn the Anchorage Memorial Service Entrance, when entering from the\nCapital Wasteland go east, then north to find a locked room, the room is\nat the end of the tunnel to the right. You need to get the door\ncomponent from elsewhere in the memorial and have a Repair skill of 35\nto fix the door. Once you do, open the door. You'll find this\nSledgehammer inside.\n&lt;----------------------------------------------------------------------&gt;\nTrench Knife (Combat Knife)\n\nComplete the expansion 'Operation: Anchorage' to get access to the \npre-war vault filled with goodies from the simulation. This is one of\nthe treats that lies within.\n&lt;----------------------------------------------------------------------&gt;\nVampire's Edge (Chinese Officer's Sword)\n\nIn the Meresti Trainyard loot the sword cabinet [Hard] in Vance's room\nto get your hands on this sword.<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Small Guns\t\t       {UNQ005}<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Backwater Rifle (Lever-Action Rifle)\n\nIn the expansion 'Point Lookout' follow the quest 'Velvet Curtain'. Blow\nup the Chinese submarine and get into the Chinese Intelligence Bunker\nnear the Calvert Mansion. You'll be instructed to consult a terminal\nwithin to claim your reward. You don't get much from the Chinese, but\nyou can grab this weapon off a shelf in the same room.\n&lt;----------------------------------------------------------------------&gt;\nBlackhawk (Scoped .44 Magnum)\n\nComplete the quest 'Agatha's Song' by bringing the Soil Stradivarius\nto Agatha. Then bring her some Sheet Music Books. For your effort to\nimprove and preserve music above and beyond the call of duty, you'll be\ngiven this gun.\n&lt;----------------------------------------------------------------------&gt;\nLincoln's Repeater (Lever-Action Rifle)\n\nIn the Museum of History - Offices, you'll find this gun locked away.\nIt's a fantastic gun, and you'll probably get it during your quest to\nget a picture of the Lincoln Memorial during the quest 'Head of State.'\n&lt;----------------------------------------------------------------------&gt;\nOl' Painless (Hunting Rifle)\n\nIn the Republic of Dave - Capitol Building, you can find this gun in the\nsafe in the 'presidents' office.\n&lt;----------------------------------------------------------------------&gt;\nPerforator (Infiltrator)\n\nIn the expansion 'The Pitt' bring Everett 90 Ingots to get this weapon.\n&lt;----------------------------------------------------------------------&gt;\nReservist's Rifle (Sniper Rifle)\n\nIn the Dickerson Tabernacle Chapel you'll find a 'Drifter', a bastard\nwho hangs up on some rafters and likes to try and snipe you. Approach\nhim from the east where he is exposed and kill him. The rifle he uses\nis the Reservist's Rifle, which he'll be all too happy to donate upon\nhis timely demise.\n&lt;----------------------------------------------------------------------&gt;\nSydney's 10mm \"Ultra\" SMG (10mm Submachine Gun)\n\nWhile exploring the Statesman Hotel you'll find a note 'A Note from \nLittle Moonbeam's Father' on a bed near some skeletons. Take it and\ndeduce that this is the last recording of Sydney (a scavenger who is\nover at the National Archives). Go take it to Sydney, who will give you\nher unique SMG in exchange for your kind deed.. or you could just kill\nSydney and take it from her.\n&lt;----------------------------------------------------------------------&gt;\nThe Kneecapper (Sawed-Off Shotgun)\n\nIn Girdershade you'll find Ronald Laren, the owner of this gun. That is,\nunless you kill him and take it.\n&lt;----------------------------------------------------------------------&gt;\nThe Terrible Shotgun (Combat Shotgun)\n\nIn the Evergreen Mills Bazaar, this weapon is on Smiling Jack. He won't\nbe smiling for long if you take it from him, however, as you have to \nkill him to get it.\n&lt;----------------------------------------------------------------------&gt;\nVictory Rifle (Sniper Rifle)\n\nIn the mountain-side shack to the west of Rockbreaker's Last Gas you'll\nfind this rifle. It's in a locker [Very Hard] near the bed.\n&lt;----------------------------------------------------------------------&gt;\nWild Bill's Sidearm (.32 Pistol)\n\nIn the Steelyard, while going up the stairs leading to the smelter that\ndominates the level you'll find the body of one Wild Bill. Naturally,\nhis sidearm is on his body.\n&lt;----------------------------------------------------------------------&gt;\nXuanlong Assault Rifle (Chinese Assault Rifle)\n\nIn the Museum of Technology you'll find numerous terminals around, some\nof which have been hacked by someone named Prime, who is leaving trails\nto his buddy Jiggs. Guess the correct number (it's always the prime \nnumber) and you'll eventually get Jiggs' stash. Once you complete this\nobjective and claim Jiggs' loot you'll get a note 'Earned Your Share'\nthat tells Jiggs to meet Prime at the diner near the Jury Street Metro\nStation. Go there to find Prime.. certainly not in prime condition. On\nhis body you'll find this gun.\n&lt;----------------------------------------------------------------------&gt;\nZhu-Rong v418 Chinese Pistol (Chinese Pistol)\n\nYou can find this weapon in the L.O.B. Enterprises East Wing building.\nIt's in the L.O.B. Enterprises Secure-Case [Hard].\n\no======================================================================o\n|\t\t\t\tUnarmed\t\t\t       {UNQ006}|\no======================================================================o\nFisto! (Power Fist)\n\nAt the MDPL-13 Power Plant, in the Derelict Power Plant, you'll find\nFisto! upstairs on a desk. It's a little better than a Power Fist in\nall areas.\n&lt;----------------------------------------------------------------------&gt;\nSteel Knuckles (Brass Knuckles)\n\nIn the expansion 'The Pitt' bring Everett 30 Ingots to get this weapon.\n&lt;----------------------------------------------------------------------&gt;\nThe Shocker (Power Fist)\n\nGo to the Flooded Metro west of Arlington Library. Inside you'll battle\nyour way through horde of mirelurks, keep heading down stairs until\nyou reach the ground floor, which is, of course, partially flooded.\nContinue around until you find a room with stairs leading up. Don't go\nup the stairs, but instead, go through another door into more flooded\ntunnels. You'll eventually get to a room with a dead Wastelander \ninside. You'll know the room, because it'll have a bed, a refrigerator,\nand The Shocker. Pick up the Shocker Glove note on the metal drum\nwhile you're at it, too.<\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\"><strong>Schematics {SCM001}<\/strong><\/pre>\n\n\n\n<pre id=\"faqspan-5\" class=\"wp-block-preformatted\">Just to keep you from ever picking a lame perk, and because this guide\nwouldn't be up to snuff without it, this is where you can find all the\nschematics in the game. Finding at least one schematic allows you to \ncreate that item. Finding multiple Schematics improves the process in \nsome way, for example, requiring fewer ingredients, producing more of \nthe items, and so on. Your repair skill determines the condition of the \nweapon when it is made. Note that if you get more than three Schematics\nof the same kind, it will not improve the weapon any more, or even note\nthat you've obtained it. In essence, there is no V.4 weapons, extra\nSchematics are just extra chances to improve.\n\nBottlecap Mine\no======================================================================o\nLocation: Megaton - Craterside Supply (Moira Brown)\n\nYou can buy this schematic from Moira Brown, the proprieter of \nCraterside Supply.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Tenpenny Tower (Herbert \"Daring\" Dashwood)\n\nYou'll find Herbert wandering around somewhere in Tenpenny Tower, either\nin the Federalist Lounge in the Lobby, or in his room in the Suites. \nHe'll ask you to tell him if you find Argyle ever. If you went to \nRockopolis (for instance, to find the Unarmed bobblehead) then you \nundoubtably have found Argyle. Tell Herbert about his friend and he'll \ngive you a key to his safe. The safe is in his suite, in the north\nwestern room. Inside is the schematic, amongst other toys.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Jocko's Pop &amp; Gas Stop\n\nYou can find this Schematic in Jocko's Pop &amp; Gas Stop, on a work bench.\nJocko's is just east of Girdershade and north of the VAPL-66 Power \nStation.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Little Lamplight (Knick-Knack)\n\nYou can buy this Schematic from Knick-Knack, the kid who runs the store\nin Little Lamplight.\n\nDart Gun\t\t\t       \no======================================================================o\nLocation: MDPL-05 Power Station\n\nIn the far north-west corner of the world map you'll find the power\nstation. Pick a hard lock, and you'll find the schematic on the ground\nnear a Dean's Electronics book and a skeleton.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Tenpenny Tower - Lobby (Lydia Montenegro)\n\nShe runs a shop called \"Boutique Le Chic.\" All you have to do is buy\nthe schematic off of her, and you're good to go.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Temple of the Union (Hannibal Hamlin)\n\nBring back a picture of the Lincoln Memorial and clear out the slavers\nfor Hannibal and his fellow slaves and you'll be rewarded with this\nSchematic for resolving the quest 'Head of State' in a goodly fashion.\n\nDeathclaw Gauntlet\no======================================================================o\nLocation: F. Scott Key Trail &amp; Campground\n\nThe campground is located in the far, far south-west corner of the map,\njust north west of the Dunwich Building. In one of the trailers you'll\nfind the schematics on the floor\n&lt;----------------------------------------------------------------------&gt;\nLocation: Rivet City - Market (Bannon)\n\nDo Bannon's side quest and find some incriminating evidence on Seagrave\nHolmes. To do this, sneak into Holmes' room and pick up the holotape on\nthe floor under his bed (the one near the footlocker). Then take it\nback to Bannon. He'll tell you to report to Commander Danvers, so do so.\nDon't give Bannon away and head back downstairs and talk to Bannon, who\nwill give you the schematic.\n\n&lt;----------------------------------------------------------------------&gt;\n\nLocation: Wastelander (Random Encounter)\n\n\n\nI can now say that I have found this schematic for myself while fishing\nfor random encounters. You'll find a Deathclaw standing over a dead\nWasteland Settler, who has in his inventory the Schematic - Deathclaw\nGauntlet. Can you really blame the Deathclaw, though?\n\nNuka Grenade\no======================================================================o\nLocation: The Capital Wasteland (Doctor Hoff)\n\nAnother schematic you can buy from from one of the travelling merchants.\nJust wait outside of Megaton until Dr. Hoff shows up. He's the one in a\nblack business suit.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Girdershade - Sierra Petrovita's Home (Sierra Petrovita) \n\nYou'll get this if you complete the Nuka-Cola Challenge quest by \nbringing Sierra 30 Quantums. Kinda funny how in order to get a\nSchematic that makes it more efficient to create Nuka-Grenades you need\nto give up 30 Quantums. \n&lt;----------------------------------------------------------------------&gt;\nLocation: Cliffside Cavern, Yao Guai Caves\n\nFind the Overlook Drive-In south of Fort Independence and west of\nAndale. Nearby will be a door to a 'Raider Outpost', and through there\nare the Yao Guai Caves. You can find the Schematic lying in the caves,\nby some dead bodies.\n\nRailway Rifle\t\no======================================================================o\nLocation: MDPL-13 Power Station - Power Substation\n\nYou'll find this station north of Minefield. The schematic is on a\nworkbench. How appropriate.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Rivet City - Midship Deck, Capital Preservation Society\n\t\t\t\t\t\t(Abraham Lincoln)\n\nIn order to get this Schematic, haggle with Abraham Lincoln about the\nreward for the quest 'Stealing Independence.' Once you bring back the\nDeclaration of Independence you'll be rewarded with this Schematic.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Museum of History, The Underworld Concourse (Tulip)\n\nYou can buy this Schematic from Tulip, the owner of Underworld \nOutfitters.\n\nRock-It-Launcher\no======================================================================o\nLocation: Capital Wasteland (Crazy Wolfgang)\n\nYou can buy this Schematic from Crazy Wolfgang, one of the traveling\nmerchants.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Megaton - Craterside Supply (Moira Brown)\n\nYou can buy this schematic from Moira Brown, the proprieter of \nCraterside Supply.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Rivet City - Bridge Tower\n\nReach Rivet City and go up the stairwell to the highest level, then go\nthrough a door to the Bridge Tower. On the level with the Private Jones\nrobot you'll find a locked door [Very Hard], beyond which is an armory\nand a turret. You've got to disable Private Jones and kill the turret\nwithout provoking Rivet City security. The Schematic is on a shelf \ninside.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Vault 101\n\nThe framed Revelation 21:6 quote that this game puts so much stock into.\nWhen you first go through Vault 101 you'll find that it's locked\n[Average] so you have no way of getting at it until the quest 'Trouble\non the Homefront' starts. When you return to Vault 101 go find the\nframed quote and unlock it to get this Schematic.\n\nShishkebab\no======================================================================o\nLocation: Lucky Harith (character)\n\nThis schematic can simply be purchased from Luck Harith, one of the\ntraveling merchants. (The dude in a yellow suit, who sells you\nwonderful, wonderful guns.) It'll set you back a couple hundred caps,\nbut who's counting?\n&lt;----------------------------------------------------------------------&gt;\nLocation: West and slightly south of SatCom Array NN-03d\n\nAnother free schematic, just waiting for your to take it. Find SatCom\nArray NN-03-d and head mostly west, south west to find some shacks.\nInside you'll find a bunch of Brotherhood Outcasts, the schematic is on\na table near a workbench.\n&lt;----------------------------------------------------------------------&gt;\nLocation: Meresti Trainyard\n\nIf you solve the quest 'Blood Ties' by convincing Ian West to leave the\nFamily you'll be given this Schematic by Vance.<\/pre>\n","protected":false},"excerpt":{"rendered":"<p>Table of Contents:I. Introduction {INT001}II. S.P.E.C.I.A.L. Attributes {SPC001} 1. Strength {SPC002} 2. Perception {SPC003} 3. Endurance {SPC004} 4. Charisma {SPC005}&hellip;<\/p>\n","protected":false},"author":45,"featured_media":964,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"https:\/\/revolutionarena.com\/pt-br\/wp-content\/uploads\/sites\/2\/2024\/07\/Fallout-3-Game-of-the-Year-Edition.jpg","fifu_image_alt":"","footnotes":""},"categories":[2,3,4,6],"tags":[],"class_list":["post-962","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-games","category-guides-and-walkthroughs","category-highlights","category-pc"],"_links":{"self":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/962","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/users\/45"}],"replies":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/comments?post=962"}],"version-history":[{"count":1,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/962\/revisions"}],"predecessor-version":[{"id":963,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/posts\/962\/revisions\/963"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media\/964"}],"wp:attachment":[{"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/media?parent=962"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/categories?post=962"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/revolutionarena.com\/english\/wp-json\/wp\/v2\/tags?post=962"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}