This page is a list of loading screen hints found in Fallout 3.
Loading Screen Hints[]
Base Game[]
Perks[]
- "With the Animal Friend perk, you will never be the victim of an unprovoked attack from any animal."
- "With the second rank of the Animal Friend perk, animals will come to your aid in combat (but not against other animals)."
- "With the Action Boy perk, you gain an additional 20 Action Points to use in V.A.T.S."
- "With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent."
- "The Child at Heart perk improves your interactions with children with unique dialogue choices."
- "With the Comprehension perk, you gain one additional skill point whenever a skill book is read."
- "Fail a hack attempt and get locked out of a computer? Not if you're a Computer Whiz! With this perk, you can attempt to re-hack any computer you were previously locked out of."
- "With Concentrated Fire, your accuracy to hit any body part in V.A.T.S. increases slightly with each subsequent hit on that body part."
- "Once you have the Contract Killer perk, any Good human or Ghoul character you kill will have an ear on their corpse, which can be sold or traded to a certain Evil character..."
- "The Cyborg perk adds 10 points to your Damage, Poison and Radiation Resistances, and 10 points to your Energy Weapons skill."
Daddy's Boy/Girl
- "With the Daddy's Boy perk, a male character gains an additional 5 points to both the Science and Medicine skills."
- "With the Daddy's Girl perk, a female character gains an additional 5 points to both the Science and Medicine skills."
- "With each rank of the Demolition Expert perk, all of your explosive weapons do an additional 20% damage."
- "With the Educated perk, you gain three more skill points every time you advance in level."
- "With the Entomologist perk, you do an additional +50% damage every time you attack a mutated insect."
- "When you choose the Explorer perk, every location in the world is revealed on your map. So get out there and explore!"
- "With the Finesse perk, you gain an additional +5% chance to score a critical hit on an opponent in combat."
- "With the Fortune Finder perk, you'll find considerably more Nuka-Cola caps in containers than you normally would."
- "With each rank of the Gun Nut perk, you gain an additional 5 points to the Small Guns and Repair skills."
- "The Here and Now perk immediately grants an additional experience level, complete with all the advantages that brings."
- "With the Impartial Mediation perk, you gain an extra 30 points to speech... so long as you maintain a Neutral karma level."
- "With the Infiltrator perk, you gain one more chance to pick any lock broken by an unsuccessful "Force Lock" attempt."
- "With the Intense Training perk, you can put a single point into any of your S.P.E.C.I.A.L. attributes."
- "With the Iron Fist perk, you do an additional 5 points of Unarmed damage per rank."
- "Once you have the Lawbringer, any Evil human or Ghoul character you kill will have a finger on their corpse, which can be sold or traded to a certain Good character..."
- "With the Lead Belly perk, you take 50% less radiation every time you drink from an irradiated water source."
- "With each rank in the Life Giver perk, you gain an additional 30 Hit Points."
- "With the Light Step perk, you'll never set off an enemy's mines or floor-based mechanical traps."
- "When you take the Master Trader perk, the price of every item you buy from a vendor is reduced by 25%."
- "With the Mister Sandman perk, you can preform a special move that instantly kills any sleeping character, and will gain bonus XP for doing so."
- "With the Mysterious Stranger perk, your own personal guardian angel appear occasionally in V.A.T.S. mode to lend a hand... with deadly efficiency."
- "You've been pushed around long enough! With the Nerd Rage perk, your Strength is raised to 10 and you gain 50% to Damage Resistance whenever your Health drops to 20% or below."
- "The Ninja perk grants you the power of the fabled shadow warriors, and increases your chance to do critical hits, and the damage of each."
- "With the Paralyzing Palm perk, you will sometimes perform a special V.A.T.S. palm strike that paralyzes your opponent for 30 seconds."
- "With the Pyromaniac perk, you do +50% damage with fire-based weapons, like the Flamer and Shishkebab."
- "Rad Resistance allows you to -- what else? -- resist radiation. This Perk grants an additional 25% to Radiation Resistance."
- "With the Robotics Expert perk, you do an additional 25% damage to any robot in combat."
- "If you have the Robotics Expert perk and sneak up on a hostile robot undetected, you can put that robot a permanent shutdown state."
- "Each rank of the Scoundrel perk raises your Speech and Barter skills by 5 points."
- "With the Scrounger perk, you'll find considerably more ammunition in containers than you normally would."
- "With the Silent Running perk, you gain 10 points to your Sneak skill, and running no longer factors into a successful sneak attempt."
- "With the Sniper Perk, your chance to hit an opponent's head in V.A.T.S. is significantly increased."
- "With the Solar Powered perk, you gain an additional 2 points to Strength when in direct sunlight, and slowly regenerate lost Health."
- "With the Strong Back perk, you can carry 50 more pounds of equipment."
- "With each rank in the Swift Learner perk, you gain an additional 10% to total Experience Points whenever Experience Points are earned."
- "The Tag! perk allows you to select a fourth Skill to be a Tag Skill, meaning it immediately raises by 15 points."
- "With each rank of the Thief perk, you gain an immediate bonus of 5 points to both the Sneak and Lockpick skills."
- "With the Toughness perk, you gain +10% to overall Damage Resistance."
Skills[]
- "In general, the higher your Barter skill, the lower your prices on purchased items."
- "The Big Guns skill determines your combat effectiveness with the Fat Man, Rock-It Launcher, Missile Launcher, Flamer, Gatling Laser, and Minigun."
- "The Energy Weapons skill determines your effectiveness with the Alien Blaster, Laser Pistol, Laser Rifle, Mesmetron, Plasma Rifle, and Plasma Pistol."
- "The Explosives skill determines the power of any set mines, the ease of disarming any hostile mines, and the effectiveness of any thrown grenades."
- "The Medicine skill determines the effectiveness of a Stimpak used to heal Health or damaged limbs."
- "The Medicine skill determines the effectiveness of drugs that help manage radiation, like Rad-X and RadAway."
- "The Melee Weapons skill determines your effectiveness with any melee weapon, from a simple lead pipe to the high-tech Super Sledge."
- "The higher your Sneak skill, the easier it is to remain undetected, steel an item or pick someone's pocket."
- "The Repair skill allows you to maintain any weapons and apparel."
- "The higher your Repair skill, the better the starting condition of any custom-made weapons."
- "The Science skill represents your combined scientific knowledge, and is primarily used to hack restricted computer terminals."
- "Small Guns determines your effectiveness with conventional projectile weapons, including the 10mm Pistol, BB Gun, Assault Rifle, and Combat Shotgun."
- "The Lockpick skill is used to open locked doors and containers."
- "The Speech skill governs how much you can influence someone through dialogue, and gain access to information they might otherwise not want to share."
- "The Unarmed skill is used for fighting without a weapon, or with hand-to-hand weapons like Brass Knuckles or the Power Fist."
Creatures[]
- "The Mister Gutsy model of robot was commissioned by the U.S. Army just before the atomic apocalypse of 2077."
- "Mister Gutsy is a combat variant of the popular Mister Handy, and is equipped with a Plasma weapon and flamethrower."
- "The Robobrain, constructed by General Atomics International before the great nuclear war, is unique in that it uses an actual organic brain as its central processor."
- "The sturdy Protectron model of robot was created before the great war, and served as a security automaton in both the private and business sectors."
- "Disable a robot's Combat Inhibitor, and the confused machine will go into a killing frenzy, attacking friend and foe alike."
- "Eyebots spread President Eden's pre-recorded Enclave message throughout the Capital Wasteland."
- Animals
- "No job is too nasty for the mercenaries of Talon Company. If you encounter these heartless opportunists, be prepared for a fight to the death."
- "Raiders take whatever they want, whenever they want, and their favorite pastimes are torture and murder."
- "Disabling the antennae of insects, like the Giant Ants, will make them frenzy and attack anything nearby."
- "Ghouls, both "normal" and Feral, are not only immune to radiation... they're healed by it."
- "A Glowing One is a unique Feral Ghoul that has become a living conduit of radiation."
- "A Glowing One uses its special ability to deliver radiation to its enemies, and heal any nearby Feral Ghouls."
- "Feral Ghouls have lost the ability to reason, and will attack any human on sight."
- "Throughout the years since the bombs first fell, dogs have remained largely unaltered by radiation."
- "Yao Guai are fast, powerful predators, and are descended from the area's black bears."
- "Mirelurks are naturally armored throughout their body... with the exception of the face. Try using V.A.T.S. to target this area, and kill them before they get close enough to attack."
- "Mirelurk Kings use a devastating sonic attack to debilitate their foes from afar."
- "Deathclaws are some of the most frightening creatures ever encountered by settlers in the Capital Wasteland. Their speed and ferocity are matched only by the size of their claws..."
- "Super Mutants are often accompanied by Centaurs, which serve as "watchdogs" and alert their masters to danger."
S.P.E.C.I.A.L.[]
- "Strength affects how much you can carry, and determines the effectiveness of all melee attacks."
- "Perception determines when red tick marks (which indicate threats) appear on your compass."
- "A high Perception grants a bonus to the Explosives, Lockpick and Energy Weapons skills."
- "A high Endurance gives bonuses to Health, environmental resistances, and the Big Guns and Unarmed skills."
- "High Charisma gives bonuses to both the Barter and Speech skills."
- "Intelligence determines your effectiveness with the Science, Repair, and Medicine skills."
- "The higher your Intelligence, the more Skill Points you'll be able to distribute when you level up."
- "The higher your Sneak skill, the easier it is to remain undetected, steal an item or pick someone's pocket."
- "If you’re successfully hidden, your first attack against an opponent will always result in a critical hit."
- "Raising your Luck raises all of your skill values, and improves your Critical Chance with all weapons."
Big Town[]
- "Although it has some crude fortifications, Big Town is the subject of constant attack from Slavers and Super Mutants, who view it as an easy target."
- "The population of Big Town has dwindled significantly in recent years. Most of the residents have been killed or dragged off by Slavers or Super Mutants."
- "The residents of Big Town are all refugees of another settlement, from which they were forcibly expelled..."
Canterbury Commons[]
- "Canterbury Commons is the end of the Capital Wasteland's established merchant caravan route."
- "The remains of a large robot repair center loom over the settlement of Canterbury Commons."
- "Canterbury Commons has become a constant battleground for two costumed "super humans" -- the sinister AntAgonizer and misguided Mechanist."
Megaton[]
- "At the center of Megaton's crater sits an undetonated atomic bomb, a remnant of the great conflict that destroyed the world."
- "Some of Megaton's first settlers were lured by the misguided hope of entering the nearby Vault 101."
- "Some Megaton residents wonder who's really in charge -- Sheriff Simms, or saloon owner Colin Moriarty..."
- "The members of the Church of the Children of Atom worship Megaton's atomic bomb."
- "Word is that Moira Brown, the eccentric owner of Craterside Supply, is looking for assistance on a new project."
- "The residents of Megaton feel safe behind their metal walls. Ironic, considering their proximity to a live atomic bomb."
- "The Church of the Children of Atom believe the war of 2077 was actually a great holy event perpetuated by their god, Atom."
Rivet City[]
- "The fore section of Rivet City is split from the rest of the carrier, and occupied by hostile Mirelurks."
- "What was once a small scientific community gradually grew into Rivet City, the largest settlement in the Capital Wasteland."
- "Doctor Madison Li, member of Rivet City's ruling council, is one of the greatest scientific minds of her generation."
- "Rivet City has no holding facilities for criminals, and zero tolerance for crime."
- "Security Chief Harkness and his officers are authorized to use deadly force when dealing with any and all transgressors."
Tenpenny Tower[]
- "Tenpenny Tower is the brainchild of Allistair Tenpenny, a British refugee who came to the Capital Wasteland seeking his fortune."
- "Allistair Tenpenny now rarely leaves the comfort and safety of his penthouse suite. His is a madness reserved for the obscenely rich."
Tranquility Lane[]
- "Historical algorithms engaged. Processing Capital Post articles. Extrapolating American cultural references."
- "Loading Tranquility Lane simulation. Please stand by."
- "Vault-Tec prototype simulation engaged. Active program: Tranquility Lane."
- "Accept your perceived reality."
Underworld[]
- "Underworld has become a haven for disenfranchised Ghouls throughout the Capital Wasteland."
- "Underworld was formed in the remains of the Museum of History's special exhibit, which showcased different civilizations' views on the the afterlife."
- "The Ghouls of Underworld generally aren't bothered by D.C.'s Super Mutants, but resent the Brotherhood of Steel for turning their back yard into a warzone."
Vault 101[]
- "The Overseer is the incontestable leader of Vault 101, and his word is law."
- "At age 10, every Vault 101 resident receives a Pip-Boy 3000 personal information processor."
- "At age 16, every Vault 101 resident takes the Generalized Occupational Aptitude Test, or G.O.A.T., which helps determine job placement."
- "Vault 101 security officers are hand-picked by the Overseer himself for their discretion and loyalty."
- "Vault 101's residents remain protected from the outside world, with the exception of the occasional Radroach attack."
Miscellaneous[]
- Combat
- "You can run faster with your weapon holstered."
- "Repair your weapons regularly -- the lower the condition, the lower a weapon's effectiveness."
- "The lower the condition of your armor or clothing, the less damage it resists in combat."
- "Limb damage can be repaired directly by applying Stimpaks to affected areas, using the Pip-Boy."
- "Heavier weapons and apparel will slow you down when they're equipped."
- "Zooming in with a ranged weapon slows you down, but improves your accuracy."
- "Crouching will both improve your accuracy, and activate sneak mode."
- "Want to prevent an enemy from fleeing? Cripple the legs."
- "Picking someone's pocket and placing a mine or grenade in their inventory will activate the explosive... and cause one heck of a mess."
- "A weapon's DAM indicates its approximate damage, and is modified by factors like the weapon's condition, and your associated skill."
- "If you start a fight you can't finish, try putting away your weapon. Your opponent just might forgive you..."
- Crime
- "The Capital Wasteland lacks a unified government, and any institutional system of crime and punishment. If you wrong someone, prepare to pay with your life."
- "The Capital Wasteland lacks an institutional system of crime and punishment. If you wrong someone, prepare to pay with your life."
- General
- "You can restore Health by using a Stimpak, eating food, drinking from a water source, or sleeping in a bed."
- "Sleeping in any bed will fully restore your Health and heal any crippled body parts."
- "Drinking from a water source is always a tactical choice -- you will usually restore lost Health, but raise your radiation level."
- "Press and hold your Pip-Boy button to turn the Pip-Boy light off and on."
- "Sleeping in a rented or owned bed will give you a "Well Rested" bonus that boosts your earned XP for several hours."
- "Things a bit too tough, or too easy? You can pause the game and modify the difficulty at any time."
- "Changing the difficulty affects how hard combat is. But you'll also get more or less XP for killing enemies."
- "The only way to reach the Super Mutant-occupied D.C. ruins is by traveling underground, usually through the abandoned Metro tunnels."
- Stealth
- "Running is noisier than walking and makes you easier to detect, even if you are sneaking."
- "Stealth is affected by many factors, including light level, sound generated, weight and bulk of worn apparel, and line-of-sight."
- "The light generated from your Pip-Boy light actually makes you less stealthy. If you want to effectively sneak, turn it off."
- "If you want to stay hidden, stick to the shadows, move slowly, try to stay behind your opponent... and turn off your Pip-Boy light!"
Point Lookout[]
- "Blackhall Manor was the ancestral home of a wealthy family before the Great War."
- "The Ark & Dove Cathedral is named for two English settler ships which landed near Point Lookout in 1634, leading to Maryland's founding."
- "The Turtledove Detention camp was built near Point Lookout because of its isolated location."
- "The unchecked forces of erosion have carved sinkholes and grottoes throughout Point Lookout."
- "The Swampfolk denizens of Point Lookout are the product of exposure to heavy radiation and generations of poor breeding."
- "Swampfolk have no organized society or creed, but seem to mark their territory with totems of wood and bone."
- "Mirelurks thrive in the humidity of Point Lookout's coastal shores and viciously defend their territory."
- "The Calvert Family had a long history in Point Lookout, but Calvert Mansion is all that remains of their legacy."
- "Thousands of Confederate prisoners of war died near Point Lookout in the later years of the American Civil War."
- "Point Lookout remained very rural and isolated until the Isla Negra real estate company purchased land and began developing new homes and attractions."
- "Point Lookout is said to be one of the most haunted locations in Maryland."
- "Point Lookout's rural location shielded it from direct impact during the Great War, but the resulting fallout has irradiated the area in the intervening years."
- "Point Lookout's swamps are rich in natural gases, which sometimes manifest on the surface as explosive methane bubbles."
- "Smugglers roam Point Lookout, hoping to find their fortune scavenging this relatively undisturbed desolation."
- "Coastal shipwrecks and buoys are good places to seek sunken riches."
Operation: Anchorage[]
- "The Brotherhood Outcasts now control the VSS Facility, and hope to gain access to the advanced technology contained within."
- "U.S. Army Historical Archives: Anchorage, Alaska was invaded by Communist Chinese forces in the winter of 2066."
- "Welcome to Anchorage, solder! Fight like you mean it, and we'll have you home by Christmas."
- "Loading Anchorage, Alaska simulation. Motion sickness is normal, and will subside momentarily."
- "Loading Anchorage, Alaska simulation. Mission: The Liberation of Anchorage Alaska from Communist Chinese forces. Safeties: Disengaged."
Cut Content[]
- "In the year 2277, Washington D.C. has been reduced to a nuclear-shattered Wasteland, where the noble forces of the Brotherhood of Steel wage constant war against an army of hideous Super-Mutants."
- "Energy Weapons include the Alien Blaster, Cryolator and Mesmetron."
- "Endurance influences HPs, Resistances and the Big Guns and Unarmed Skills."
- "Agility influences the Small Guns and Sneak Skills, and the number of Action Points."[1]