Fallout 3 Official Game Guide

The Fallout 3 Prima Official Game Guide is a publication by Prima Games. It contains strategies, maps, and walkthroughs that a player may find useful while playing Fallout 3, as well as some additional background information about the setting and characters not found in the game itself. The guide is localized and published in Europe and Australia by Future Press.

Two Fallout 3 add-on guides have also been released - one for Operation: Anchorage and The Pitt, and the second one for Broken Steel and Point Lookout.

In October 2008, a Game of the Year edition of the guide was published, which includes all the add-on guides and complements the Game of the Year edition of the game itself.

Authors
Its main author is David S.J. Hodgson, with additional writing done by several of the game's developers: Joel Burgess, Erik Caponi, Brian Chapin, John Paul Duvall, Kurt Kuhlmann, Alan Nanes, Bruce Nesmith, Emil Pagliarulo, Fred Zeleny and Nathan Purkeypile. It was edited by Jeff Gardiner and Pete Hines.

Mistakes in the original edition
There are some differences between what is described in the guide and the actual game, most likely stemming from the author of the guide playing an old build of the game, with changes being made after the guide was finished.


 * Many of the edibles have incorrect information, such as incorrect rad effects, and other things like Ant Nectar giving you +2 IN and +2 CH when in fact they deduct the amount.
 * It mistakenly claims Raiders may or may not attack you based on your Karma level. It is Slavers who are affected by your Karma level.
 * It states there are two Makeshift Gas Masks that can be found in Vault 106 when in fact there are not, these were going to be placed in the Vault to null the halucinations but were removed due to bugs.
 * It states there is a Freeform Quest called 'Looking Out for Lucas' saying when you get the Lawbringer perk new speech options become available with Lucas Simms, this is not true.
 * It states that when you recruit a second follower when you already have one (that isn't Dogmeat) it forces the first to leave, when in fact a message will pop up saying you already have a follower and cannot have anymore.
 * On page 6 of the Guide it states under the Perception section that you need a minimum of 6 Perception to acquire the perks Lawbringer and Contract Killer when you can get these perks with any Perception level.
 * Under the Perks section it states that when you acquire the Explorer perk it shows all the locations and you can fast travel to them, when in fact you cannot fast travel to them unless you have already discovered them.
 * Under the Unarmed section it lists Ninja as a perk requiring you to have a certain level of Unarmed to choose it when you level up, in fact you don't need any level of Unarmed, only a Melee Weapons level of 80.
 * In the Perks section it falsely states in both Lawbringer and Contract Killer that you recieve only 5 Caps for turning in both Ear and Finger when the actual amount is 10 Caps for Ears (15 with Very Bad karma) and 5 Caps for Fingers (10 with Very Good karma).
 * Under the Lawbringer section, it states that Super Mutants will drop fingers when killed. This was scrapped from the game entirely.
 * It says under the Barkskin perk it gives the benefits of +10 Damage Resistance and +1 Endurance, when in-game you only recieve +5 Damage Resistance.
 * Throughout the Guide it holds the assumption that you need a repair skill to make weapons at a Work Bench and that you can also repair armour (untrue) at a Work Bench, though having a certain number of Schematics creates the weapon in a determined condition depending on your repair skill you do not have to have a certain level of repair to make a weapon as it is said in the Guide.
 * It states that at Moriarty's Saloon there is an Andale Basement Key and an Andale Shed Key in his Cooler, there are no such keys in the Cooler.
 * Under the Schematics section of the guide it says when you make a Custom Weapon with just one Schematic the condition of the weapon will be half your repair skill when in fact it will be 75% of your repair skill.
 * Journal of Carrie Delaney is not mentioned.
 * It mentions that with an "impressive Science skill" you can "boost" the GNR signal when you replace the dish on top of the Washington Monument. Actually there is no "boost the signal" option in the game, no matter how high your Science is.
 * The guide incorrectly states in its discussion of Rock-It Launcher ammo that Small Office Fans can be found as collectable items in some containers. Like Rollerskates, Small Office Fans appear in many (mainly office) settings but cannot be picked up or interacted with.
 * It states that you only have to give Murphy at Northwest Seneca Station 5 boxes of Sugar Bombs to make Ultrajet when in-game you have to give him 8 boxes.
 * The book claims that the Demolition Expert perk will increase the damage of Missile Launchers, when the perk has no effect on Big Guns.
 * The Antique Lincoln Coin Collection's location is listed incorrectly. It's on the east side of the Museum of History, but is listed as the west.

Mistakes in the add-on editions

 * In the Broken Steel/Point Lookout guide's picture for the tri-beam laser rifle has a standard laser rifle and labels it laser rifle: tri-beam laser rifle as if it were a unique version of the laser rifle.

Mistakes present in the GotY edition, unchanged or otherwise

 * Under the "Grenades and Mines" heading, it states that placing grenades around a mine will cause the grenades to detonate when the mine does. There is no way to "place" grenades, and the world models of grenades do not explode.
 * It states that all Vault Jumpsuits (including the unique 77 suit) boost Melee Weapons and Small Guns by 2. In reality, they boost Melee Weapons and Speech by 2. The Vault 77 Jumpsuit increases Melee Weapons and Unarmed by 5.
 * The guide is under the assumption that a point to Strength will increase Carry Weight by 20, not 10.
 * The Action Point description states that firing a pistol costs 10 AP, switching between standing and crouching costs 10 AP, firing a rifle takes 25 AP, and firing a Big Gun takes 75 AP. AP costs under an individual weapon are correct.
 * Under Power Armor Training, an armor called "Brotherhood Recon Armor" is listed as being affected by the perk.
 * The Pitt Fighter perk increases DR and Rad Resistance by a whopping 25, instead of the usual 3.
 * The Xenotech Expert perk states that it affects MPLX Novasurge and the regular Enclave Plasma Pistol, and doesn't affect the Shock Baton. This is not true.
 * That Pronto sells a set of Dart Gun schematics, that are only available to Evil characters. Pronto sells no schematics.
 * Enclave Squad Sigma troopers would appear all over the Wasteland as opposed to the Mobile Base Crawler.
 * Moira Brown's Ghoul face is not pictured, whereas Brother Gerard's and Curie III's are.
 * The Lever-Action Rifle and the Backwater Rifle use the image of Lincoln's Repeater, as opposed to their own image. It also states that the Backwater Rifle can be repaired with either Lever-Action or Hunting Rifles. The Backwater Rifle can only be repaired with the Lever-Action type of rifles.
 * The Small Guns bonus from Eulogy Jones' Suit is not mentioned.
 * A bonus of 5 to Small Guns is listed under the Enclave Officer Uniform. This is not present.
 * The bonuses from Tenpenny's Suit are not listed.
 * The Winterized Medic Helmet displays the image of the Winterized T-51b Power Helmet.
 * The Tri-Beam Laser Rifle's description as "unique" and its lack of proper picture are still present.
 * An item called "Father's Books" is mentioned as the reward for Trouble on the Homefront
 * Under the Callahan's Magnum section, it states that the weapon does damage over time.
 * The guide is still under the assumption that Colonel Autumn's Laser Pistol is a fully-automatic weapon post-Broken Steel. Frankly, they cannot be blamed for this.
 * The incorrect "second" Alien Blaster found at Fort Bannister Ground Zero is still included in the guide.
 * The Operation: Anchorage strike team apparently had a limit on how many reinforcement units could be sent; 10 Strike Team Infantrymen, 5 Strike Team Grenadiers, 2 Strike Team Missile Units, 2 Strike Team Snipers, 2 Mister Gutsies, and 1 Sentry Bot.
 * In The Pitt, the concealed knife obtained at the start of Into the Pitt is a Switchblade. The book lists it as a Combat Knife.
 * The Winterized Medic Armor is listed under Power Armor types, and is described as needing Power Armor Training to be worn. Winterized Medic Armor is a form of Combat Armor, not Power Armor.

Mistakes fixed in the GotY edition

 * Barkskin's description now reads "+5 DR" as opposed to "+10 DR, +1 EN".
 * All food and drug effects are corrected.

Website

 * Prima Games Official Site
 * Fallout 3 Prima Official Guide
 * Fallout 3 Collector's Edition Prima Official Guide