Fallout 3

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Just for fun, and as I couldn't recall what the acronym meant, MIRV actually stands for Multiple Independently targetable Re-entry Vehicle. Understandably the game kinda takes liberty with the concept, can you imagine patiently waiting around for like 5 +/- mins while the Fat Man ascends to the stratosphere, brakes up into the various MIRV's and then falls back to their intended target(s). Unless tranquilized yeah that Behemoth you targeted would have had ample time for dessert and a nice port after feasting on your corpse.

Cool/scary Peacekeeper Testing pic:
792px-peacekeeper-missile-testing.jpg


High Res Version here:
http://upload.wikimedia.org/wikiped...ing.jpg/792px-Peacekeeper-missile-testing.jpg
 
Yeah i thought the MIRV would be in Fort Constantine, where is it?

Ok, thanks.

If you want to know the EXACT location of every Keller Family Holotapes, here they are...


1.) Fast Travel to VAPL-58 Power Station (Middle of map, slightly West I believe) and go directly North (follow the power lines). After a couple of power line towers (4-5 of them), look for a small 'shack' built under one of them. Holotape is on the bookshelf facing North.

2.)Fast Travel to Hallowed Moor Cemetery, just North of Big Town. The Holotape is inside a church on the pulpit. *Note: Place is filled with Super Mutants.

3.)Fast Travel to Grizzled Diner (very far East-center of map) and Holotape is on a desk behind the diner (to the left).

4.) Fast Travel to Rockbreaker's Last Gas (near far West-center of map). The Holotape is in a shack at the very top, West side, of the tall rocky cliff. Lots of goodies in there including TWO Skill Books (one on the floor I missed). *Note: Raiders might ambush you when leaving the shack, as in my case, so arm yourself and ready to do battle once ready to leave. Also, say 'hi' to Fluffy and Jitters for me. ;)

5.) Final tape is found near Anchorage Memorial. It's on an island near there (check map) where two Centaurs spit at you. Swim to that island and deal with two Centaurs and one Super Mutant. Go past the recked 'truck' and find a tent with a captive. Free the captive and look on the table inside the tent for the final Keller Holotape.

Now, Fast Travel to National Guard Depot located top center-North of D.C. area (area of map light in color) West of GNR. You must search for a 'electrical switch' on the second, or third floor, of ruins. VERY DIFFICULT to locate. It's best to watch You Tube videos to aid you, but it's going to be in the far-back-left of the place after going through 'Door to Depot Training Room' and entering a second floor 'Exit' sign, and through another door labeled 'Door to National Guard Depot.' When going through that last door, switch is on the far-left wall (remember it's all ruins, thus making it difficult to locate). Once the switch is activated, go through the door with the spinning yellow warning lights (first floor, or 'basement floor' made visible with a big hole in the floor, so drop down through the hole). Enter the computer code and open the big metal doors (two of them) and be prepared to waste a Ghoul or two, and the Experimental MIRV will be on a table to the right with FIVE Mini Nukes. *Note: Tons of robots to deal with.

I hope that helps. :)

No word on how many Mini Nukes is uses in one shot?
 
It fires eight in one shot. If you have fewer than eight, then it fires your remaining rounds. I thought it was kinda odd that you looked up where to find the thing, but not how the thing operated. :)
 
It fires eight in one shot. If you have fewer than eight, then it fires your remaining rounds. I thought it was kinda odd that you looked up where to find the thing, but not how the thing operated. :)

I saw the video after reading it was a very powerful weapon. Neither said if it fired only ONE Mini Nuke, or 8 of them.

8 in one shot seems ridiculous, so that's why I had to ask. I haven't got it yet, and I will, but I don't think I'll actually use it, though. Just something nice to have to complete my collection.
 
Just going to Vault 112 to find 'Dad' and I went into a trainyard full of raiders. I got obliterated and used approx 30 stimpaks...Probably too aggressive but considering I used FatMan twice I wasn't expecting as much resistence...

Help.
 
I take it that would kill anything on any difficulty in one hit?

But that's just it; it doesn't! I've seen Behemoth's go down with two shots from the thing. Which is so odd since it shoots EIGHT Mini Nukes at once, but the weapon has the same exact DAMAGE rating as the Fat Man and that only launches ONE Mini Nuke.

Odd, no? :crazy:

I'm now confident that ALL traveling merchants are dead. I spent 1,400 caps on investments for no reason, 'cause I never did get any good use out of them. I was looking forward to increasing the condition of my NON-REPAIRABLE items, like my Alien Blaster which is about to go kaput, but now I'm screwed.

This really bothers me. What was I supposed to do to keep them safe? They're just dead, with no explanation, no reason, no justification and most important no recourse. It's just stupid stuff that happened. Lame.
 
Just going to Vault 112 to find 'Dad' and I went into a trainyard full of raiders. I got obliterated and used approx 30 stimpaks...Probably too aggressive but considering I used FatMan twice I wasn't expecting as much resistence...

Help.
That sounds like Evergreen Mills, where there's a Behemoth inside of the electrified fence enclosure. The very first time I ever visited that place, it was also a tremendous gun battle, with lots of Raiders, and way too many Stimpacks used. I had initially entered along the railroad tracks from the east. I reloaded and went around to where I was above the Raiders on the hills to the west of the camp.

There is an elevated ledge along the westerly side where you can move around to various vantage points, and I used the Dart Gun to pick off Raiders one by one. When I got down to about three Raiders remaining, and the Behemoth in the cage, I used the Victory Rifle to shoot the generator just to the left of the electrified gate. This unleashed the Behemoth on the remaining Raiders, and although they were able to wound the Behemoth, he quickly finished them off.

I was still up on high ground where the Behemoth could not get to me, and a few more shots from the Dart Gun finished him off. This can take some time, but it was a lot more fun for me than running in blasting things with a Fatman.

Updated Information:
I would like to point out that several of my character's skills were maxed out when I did this, including Sneak and Small Guns, so YMMV.
 
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But that's just it; it doesn't! I've seen Behemoth's go down with two shots from the thing. Which is so odd since it shoots EIGHT Mini Nukes at once, but the weapon has the same exact DAMAGE rating as the Fat Man and that only launches ONE Mini Nuke.

Did you try the experimental MIRV against a behemoth? It behaves like a Fat Man in shotgun form. Damage rating is not the same as actual damage: it's a seemingly arbitrary number that helps you compare relative damage of weapons. For the Experimental MIRV, it doesn't reflect the fact that eight mini-nukes are launched.

I didn't fire my Fat Man until I had it in a fully repaired state. I'll have to go search for the Experimental MIRV to play with.


See 2:20 onwards. That behemoth as dead as fried chicken.

I had a sinking feeling that most of the merchants were dead, but they eventually reappeared. It seems I was too impatient.
 
This really bothers me. What was I supposed to do to keep them safe? They're just dead, with no explanation, no reason, no justification and most important no recourse. It's just stupid stuff that happened. Lame.

Why don't you just pay Moira to repair your stuff? I'm pretty sure she has the best repair skill of any merchant, anyway.
 
That sounds like Evergreen Mills, where there's a Behemoth inside of the electrified fence enclosure. The very first time I ever visited that place, it was also a tremendous gun battle, with lots of Raiders, and way too many Stimpacks used. I had initially entered along the railroad tracks from the east. I reloaded and went around to where I was above the Raiders on the hills to the west of the camp.

There is an elevated ledge along the westerly side where you can move around to various vantage points, and I used the Dart Gun to pick off Raiders one by one. When I got down to about three Raiders remaining, and the Behemoth in the cage, I used the Victory Rifle to shoot the generator just to the left of the electrified gate. This unleashed the Behemoth on the remaining Raiders, and although they were able to wound the Behemoth, he quickly finished them off.

I was still up on high ground where the Behemoth could not get to me, and a few more shots from the Dart Gun finished him off. This can take some time, but it was a lot more fun for me than running in blasting things with a Fatman.

Updated Information:
I would like to point out that several of my character's skills were maxed out when I did this, including Sneak and Small Guns, so YMMV.

Yeah I just fell across this location last night as well. Fortunately I approached it from the West, as Tig noted, so I was able to take out 4 or 5 raiders with my hunting rifle from a relatively safe distance. Due to the low accuracy at this distance I went through a bunch of .32 caliber ammo, but fortunately by this point I had about 500 rounds accumulated (it really does pay to search every nook and cranny ;)). I then slowly worked my way to the catwalk on the NE side of the camp where I stumbled across a lone raider shack that had a bed in it. So I was able to take advantage of the bed, even with the SMB still alive :confused:, instead of burning through too many stimpacks. Although I'm not quite done with the interior locations this was definitely a fun camp to stumble across. BTW to finish off the SMB I used 1 fat man, 4 or 5 head shots from the hunting rifle and 4 or 5 missile direct hits. Suppose that's what I get for only having a 28 skill level in Big Guns.

Anyone else notice how meh the slaves act after being freed?

Also regarding repairing, I know Moira has a repair skill of 15 but I know I've seen at least one NPC with a 20 out there somewhere. Wish I could remember who.
 
Why don't you just pay Moira to repair your stuff? I'm pretty sure she has the best repair skill of any merchant, anyway.

The merchant caravans rise up to ~80 repair once upgraded. Moira stays at 15-30 or so for the whole game like the rest of the regular merchants.
 
I'm now confident that ALL traveling merchants are dead. I spent 1,400 caps on investments for no reason, 'cause I never did get any good use out of them. I was looking forward to increasing the condition of my NON-REPAIRABLE items, like my Alien Blaster which is about to go kaput, but now I'm screwed.

This really bothers me. What was I supposed to do to keep them safe? They're just dead, with no explanation, no reason, no justification and most important no recourse. It's just stupid stuff that happened. Lame.
Sometimes their schedules seem to go out of whack. I thought that I had mentioned this before, but you can check on the status of the merchants by talking to Uncle Roe in Canterbury Commons.

Talk to him about the trade caravans, and then about a particular item....like chems, for example. I was fairly certain that Doc Hoff was dead in my first play through, and Uncle Roe basically confirmed this by stating something to the effect of: "The good Doctor hasn't been by in quite sometime. It is unfortunate, really." He didn't say the same thing about the other merchants, and I already knew that they were still around.

As to keeping them safe, who knows. I reverse pick pocketed 10 Stimpacks into Lucky Harith's inventory on my first play through because his health bar was greatly reduced. I never actually lost him, but his health bar never replenished either.

In my present game, Doc Hoff and his Caravan Guard come by periodically without their Pack Brahmin. I fast traveled into the Anacostia Crossing Station one time, and there went Doc Hoff's Pack Brahmin high-tailing it down the road towards the Jefferson Memorial by itself....very weird things seem to happen to these caravans.
 
Trust me, the caravans are dead. Unless Doc is a phoenix, he ain't rising from his ash pile. Unless their death is a glitch or is 'corrected' somehow and they come back. I don't see that happening.

I went to Canterbury Commons, where they always go to, and waited for over 10 days and not one showed up. However, Crazy Wolfgang's brahmin was there the entire time. Also, talking with 'Uncie Roe' about caravans no longer brings up the option to talk about certain merchants. That tells me even the game recognizes them as DEAD, however I do hope they do come back, somehow. Ain't holding my breath, or anything...

I just realized the schematics work off of your REPAIR rating. One sch. will create a weapon with a CONDITION rating that is 50% of your repair rating. Two sch. will be 100% of your repair rating. Three is 150%, but weapons can't be higher than 100% CONDITION, obviously.

So, if you have two sch. of each weapon, and have a 100% repair rating, you'll get made weapons at 100% condition.
 
Don't know how accurate this information is, but give outcast Casdin the Alien Blaster, take it back and it'll have 100% CND. Worth a shot.
 
Some googling found this GREAT link.

That is a great site, but their map sucks compared to Wikicheats.

Just made Level 18 and didn't know what to spend my perk on, so I got Gunslinger, since I use Sydney's SMG so much.

I just love the Reservist's Rifle. It's a sniper-style semi-automatic that knocks down a Yao Guai (sp?) in one shot if you sneak on them. Gotta love that! 👍

Just finished the Nuka-Cola Quantum side quest, and the Naughty Nightware glitch was fixed. Damn, I was hoping to sell it, and steal it back. That way, I win a speech challenge, which I desperately need, and get paid and steal it back to use. However, they fixed the glitch by not putting the NN in Randy's inventory. Bah.

Going to do Oasis side quest next.
 
Oasis side quest is ridiculously easy. Destroy the heart.

Yeah, seems simple. But, in order to find the Mini Nuke, you gotta wade through a lot of those annoying Mirerlurks. I hate those things. Mirerlurk Kings are awesome, though.
 
Oasis is easy but the caves are pretty annoying. The mini-nuke is in the bottom of one of the pools, BTW. The one with Raider bodies in it.
 
Oasis is easy but the caves are pretty annoying. The mini-nuke is in the bottom of one of the pools, BTW. The one with Raider bodies in it.

Yeah, I found it OK. I also found a very rare Sniper Rifle to fix my, even more rare, Reservist's Rifle. I also found a Skill Book.

Did you know that Reservist's Rifle gives more of chance for a 'Critical Hit' than other weapons? With the Sniper perk, Better Criticals and the Gun Nut perk, it's no wonder I get one shot kills on just about everything I aim at. Only once did I have to shoot a Yao Guai twice to bring him down with it, but only because it wasn't a 'sneak attack'.

I've done everything I planned to, and don't know what to do next. So, I guess I'll finish up the main quest I started unless I can think of something else better to do. Maybe go hunting for Skill Books or go shopping for more Mini Nukes in Rivet City.

I can't believe Flak and Shrapnel are the two best merchants in the game. They don't have much, but the fact they have Mini Nukes for sale make them the best, so far, I've come across.
 
Some random notes and questions:

* Since Evergreen Mills was recently discussed - be sure not to miss out on the special weapon that can be found there.

* Moira Brown - All of a sudden her repair skill has jumped up to 24 from 15. Does anyone know an explanation?

* Moira Brown - Fairly recently I purchased about 3000 caps worth of home decorations from her but I've noticed the past couple of times I visited that her available caps are never more than 400 or so?

* Megaton House - it looks like once you purchase a "theme" you cannot change it and all other themes disappear from the sales list.
 
Moira resets her inventory and caps every few days. This goes for all other merchants.

You can change your theme after you buy it. You tell Moira that you want to change your theme, and she will remove the quest item associated with it. You can then purchase another theme.
 
The Terrible Shotgun. The Combat Shotgun's big brother. It's in the same building as the Barter Bobblehead, kill the Raider Merchant 'Smiling Jack' for it. Strongest shotgun in the game (except for the Kneecapper possibly, never repaired that one 100% though)

SL: Was the rare sniper rifle the one with 3 bullets? That thing is awesome. I wish Sniper rifles in VATS had better accuracy, they really should.

Speaking of unique weapons, anybody get the Lincoln Repeater? That thing is mega awesome, the sound of it slowed down (in VATS I mean) is rather strange though.
 
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