

Yet Megaton survives, and something that looks like normal life happens there. As the player approaches, two giant sheets of metal retract, allowing them into the entryway and near the doors that will take them inside. Sometimes that robot is shooting a laser gun at some ants. The shards of its protective walls arch up toward the sky, and when you approach it for the first time, you can hear a robot talking. It's a cone-shaped settlement that sits on top of a small hill. What do we do with Megaton?Īs the player begins the game and emerges from Vault 101, Megaton is the first inhabited structure that they will see. I love the rival families of New Reno and the ghoulish Necropolis, but I always go back to the first major mission of Fallout 3. However, Fallout 3 has stuck with me in a way that the other two games didn't. They used a wide array of skill point interactions with the game world to produce some truly bizarre occurrences and solutions to problems, where 3 distilled much to checking if your Science skill was high enough to access a console so that you could do a puzzle. They were tactical role-playing games with a turn-based combat system, it's a first-person adventure game.

While it isn't a reboot (it kept the numbering, after all), it certainly doesn't follow from the former games. So in total, Vault 101 can only be accessed 2 times.Fallout 3 is different from the first two games in the series. The Only way to get back into the vault is when you receive a new radio channel saying “vault 101 distress signal”, then when you listen to it you hear Amata asking you to come back and she also tells you the password. Yes, you’ll be able to go back in Vault 101 one more time after The Waters of Life quest. anyway, use this mod if you want Amata as a companion. There’s no way to get Amata to leave the vault with you, you can see her in a chance random encounter where she may die if you don’t defend her, but even if you do she runs away saying it’s all your fault or something like that. If the overseer is not hostile and further dialogue is attempted after the conversation, he will simply say he has “nothing else to say to you” and the Lone Wanderer can leave. If the Lone Wanderer gives him their weapons and ammunition, they will turn hostile and attack. Should you kill the overseer in Fallout 3?
